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Sword World 2.5 - Core Rulebook III
Sword World 2.5 - Core Rulebook III
2
Introduction .......................... 6 2. Select Race and
Background ...................... 74
Go to Even More
Adventures! ......................... 7 3. Determining Ability
When Reading This Book Scores ................................ 74
............................................. 9 4. Classes Acquisition . 75
Part 1 Characters ................. 10 5. Languages Acquisition76
Additional Data for Character 6. Combat Feats
Creation ................................ 11 Acquisition ........................ 76
Additional Data for Easy 7. Purchasing Equipment,
Creation (Sample Characters) Reputation, Abyss Shards 77
........................................... 11
8. Calculation of Values80
10-11 Level Character Data 9. Final Touches ......... 80
........................................... 11
Part 2 Game Rules .............. 81
Sample Characters
Features ............................. 12 Additional Skill Checks and
Packages ................................ 82
Additional Data for
Detailed Creation ............. 65 Rider Class and Mount Rules
............................................... 84
Additional Background
Tables ............................... 68 Rules for Riding .......... 87
PC Growth Addition ...... 69 Mounts ........................ 92
Growth to 15 Level ..... 69 Mounted Combat ..... 103
Enhanced Racial Abilities Alchemist Class and
........................................... 70 Evocation ............................ 107
Creating High-level Additional Rules ........... 114
Characters ............................. 72 Fairy Tamer Class
1. Prepare a Blank Additions ........................ 114
Character Sheet. Check the Area: Breakthrough .. 114
Table ................................. 73
Destroying Structures 120
3
NPC Connections (New Comprehensive List of
Reputation Usage) .......... 125 Weapons ......................... 206
Additions to the Fellow Comprehensive List of
Action Chart ....................... 129 Armor ............................. 218
Part 3 Data ........................ 132 General Equipment and
Supplies........................... 221
Additional Magic Data . 133
Herbs, Potions, Repair
Additional Magical
Elements ......................... 133 Tools ............................... 221
Class-Specific Items .. 222
Truespeech Magic Data
......................................... 134 Adventure Tools ....... 223
Spiritualism Magic Data Accessories................ 223
......................................... 139
Detailed Data ............... 226
Divine Magic Data .... 144
Improvements and
Magitech Data ........... 155 Enhancements to Weapons and
Armor.................................. 245
Fairy Magic Data....... 161
Mount and Mount Equipment
Techniques Data........... 173
............................................. 247
Spellsongs and Finales Data
Mounts and Equipment
............................................. 176
......................................... 247
Spellsongs Data......... 176
How to Read Mount Data
Finales Data .............. 178 ......................................... 251
Stunts Data .................... 180 Mount Data............... 254
Evocation Data.............. 190 Part 4 World ..................... 263
Combat Feats Data ....... 199 Faith and Divine Power 264
Selectively Acquired Ancient Gods ........... 264
Passive Combat Feats ..... 199
Major and Minor Gods265
Selectively Acquired Active
Aid from a Minor God265
Combat Feats .................. 201
Apotheosis ................ 265
Automatically Acquired
Passive Combat Feats ..... 204 Adventures on the Alfleim
Continent ............................ 267
Item Data ...................... 206
Rider's Guild ............ 267
4
Alchemists and Magitech Basic Divine Spells
Civilization ..................... 269 Changes ........................... 323
Teleporters ............... 271 Specialized Divine Magic
of the Gods of the Second
Tiens and Leprechauns272
Sword .............................. 325
Central to Northeastern
Monsters ....................... 327
Alfleim Continent ............... 275
Additional Elements . 327
Randall Region ......... 277
Barbarous.................. 329
Ursyla Region ........... 280
Zamsaska Region ...... 288 Animals ..................... 343
Plants ......................... 356
Korgana Region and Abyss
......................................... 289 Undead ..................... 362
Famous People of the Constructs ................. 374
Central and Northeastern
Magitech .................... 383
Alfleim Continent ........... 291
Mythical Beasts ......... 392
Part 5 Game Mastery ........ 299
Fairies ........................ 400
Mastering Supplement.. 300
Daemons ................... 411
High-level Adventurer
Remuneration ................. 300 Humanoids ............... 427
Scenario ........................ 301 High-level Familiars .. 430
Sample Scenario "Giant Additional Data about
Looking Up at the Sky" .. 301 Golems ............................ 433
Barbarous Faith and the Gods Appendix ........................... 440
of the Second Sword .......... 323 Weapons and Armor
Description ......................... 441
5
Introduction
6
Go to Even More Adventures!
Have you ever dreamed of a grand adventure, flying on a dragon,
manipulating spells like dropping meteorites, or watching a deity show up
before you?
Have you ever longed to be a hero who defeats many vicious monsters, one
after another?
This book will allow you to become a hero such as those, carving your
legacy out to sit among the ones that have come before.
The time has finally come for your adventure to become a legend!
This book contains data for adventurers up to 15 levels. This is the highest
level that a Humanoid can normally reach.
This book mainly has spells from 11 to 15 levels, combat feats, techniques,
spellsongs, and finales up to 15 levels. Of course, it takes more than 30
adventures to reach the 10 levels. You will not be able to reach it in a short
time. But that is why this book's spells and combat feats are so powerful.
Additionally, new monsters come with new powers and abilities to use.
These new foes are quite powerful in their rights, often strong enough to repel
a full-frontal attack on their own. Some may be even more powerful than a
whole party at the 15th level, so proper tactics learned over your characters'
long adventures, and new abilities will be the way forward.
There are still many threats waiting for you in the world of Raxia. We hope
you will hone your skills, have many adventures, and achieve great glory.
In addition, you can find in this book Rider and Alchemist newly
introduced classes.
Rider class allows you to ride your favorite horse, mythical beast, or
magitech and fight together. You can fight with your partner in the wilderness,
on the plains, or even in the sky or the sea, giving you the excitement you
cannot experience with other classes.
The Alchemist class can use Evocations, which uses cards instead of MP,
to produce magical effects, to weaken enemies or strengthen allies. It is a useful
class for both frontline and rearguard since Evocations can be used with Minor
Actions.
7
Two new races have been added: Tiens, which is a good match for the
Rider and can become excellent warriors, and Leprechauns, which are skilled
in handling items. In addition, many high-level sample characters are also
included, allowing you to enjoy heroic adventures right out of the box.
Good luck!
8
When Reading This Book
Fill in the Character Sheets Techniques, Stunts, and Evocations
Techniques used with the Enhancer class and Spellsongs and Finales used
with the Bard class were added in Core Rulebook II. Please fill Stunts used
with Rider class and Evocations used with Alchemist class added in this book
in the "Techniques, Spellsongs, Stuns, etc." column on the character sheet.
Rider class can be used for Monster Knowledge check (but cannot detect
weak points). Rider class, Bard class, and Alchemist class also have check
packages. So, fill these for the Monster Knowledge check and check package
fields of the character sheet by writing the class name in the blank spaces.
Mount Management
In this book, the rule and data of the mounts are listed together with the
Rider class. This is an important entity that cannot be separated from the Rider
class.
When dealing with mounts, it is convenient to copy the page containing the
mount data to be used. For variable values such as HP, it is recommended to
use the HP column of the PC to have two numbers simultaneously.
9
Part 1 Characters
10
Additional Data for Character
Creation
This section provides data for the races for PCs added in this Core
Rulebook III.
In addition, in order to allow you to immediately start adventuring at the
high levels provided by this book, we have also included sample characters
from Core Rulebook I and Core Rulebook II grown up to 10 – 11 levels.
11
Sample Characters Features
When choosing a character in "Easy Creation," there are a few notes (see
CR I, p. 22, “Balanced Choice”). The sample characters in this book have the
following characteristics.
Tiens Cavalier
This character is "Frontline Type," "Cannot Heal," "Not an Explorer," and
"Limited in Knowledge.”
Leprechaun Alchemist
This character is a "Rearguard Type" that is "Cannot Heal," "Not an
Explorer," and "Limited in Knowledge.”
12
Tiens Cavalier
13
Character Description
Tiens Cavalier rides a horse, also a swordsman, armed with a one-handed
sword and leather armor. Both the jockey and the horse can fight and support
from the frontline.
Tiens is a race that is said to have been created to compete with Abyss
Daemons and has sphere-like protrusions on the part of its body. It has an
excellent ability score with no noticeable weak points and has the racial ability
to communicate with nearby creatures without language
([Intercommunication]). This allows them to communicate with the mount it
rides and fight more potently.
Ride your horse and experience the exhilarating combat at high speed!
14
15
16
17
18
Leprechaun Alchemist
19
Character Description
This Leprechaun with Alchemist class deals with unique techniques called
Evocations. At the same time, they have also acquired the Marksman class and
can fire with their crossbow.
Evocations excel at providing support for fellow players and blocking the
enemy. Their effectiveness depends on the rank of the Material Card spent on
them, and a high-ranked card can potentially turn the tide of the war in a flash.
However, high-rank cards are also expensive, and if you play them too often,
you will lose all rewards from the adventure. So, please be careful, and aim to
use them when they are needed.
20
21
22
23
24
Human Warrior
25
Character Description
Armed with Claymore, this Human warrior can attack the enemy directly
with this two-handed weapon.
Human's racial ability [Sword’s Grace/Change Fate] gives +2 to changed
roll (enhanced at the 11th level). This is useful for a crucial move that requires
high success value or large damage.
In addition to Fighter, the character has mastered Scout class, which helps
them to get ahead in exploration and combat, and Enhancer, which strengthens
them through breathing techniques.
The most notable combat feat is [Power Strike II], which produces serious
damage, and the [Cleave II], which can attack many enemies. By using these
two types of feats according to the situation, these combat feats can be highly
effective.
Character is equipped with many accessories and items to protect
themselves. Although they do not have shields, their armor is not low, thanks
to the effects of Dontrecia's Great Armor of Perseverance.
Charge in front of the enemy and decimate them without overwhelming
power!
26
27
28
Elf Priest Swordmaster
29
Character Description
This character is a priest and a swordsman with high magic power. They
are often in charge of covering and healing their companions. While their main
role is to help their friends as a priest, they can show their power as a
swordsman when the number of enemies is large or after providing sufficient
support and recovery.
[Sword's Grace/Gentle Water] (enhanced at the 11th level) now has the
same effect as 6 hours of sleep by resting in water for 1 hour. If you use it for
a 1-hour rest during the exploration, you can support your companions for a
longer time.
This character acquired the Priest class for support and recovery, the
Fencer class for attacks, and the Sage class for knowledge checks. So they can
support the party in various ways.
The combat feats enhance Divine Magic and swordsmanship. The major
feature of this character is that they can declare [Multi-Action] and
[Metamagic/Targets] at the same time with the help of [Rune Master]. This
allows the character to attack at the same time as providing support and
recovery to their companions.
The most notable piece of equipment is the Weakness Revealer weapon.
By attacking, it can reveal the monster's weak point. Since its attack power is
low, use Rapier +1 if the damage is important to you.
Be clever in your actions, assessing the situation and the enemy's position,
sometimes covering, sometimes attacking!
30
31
32
Dwarf Paladin
33
Character Description
Like the Elf Priest Swordsman, this character can cover and heal while
participating in battle, but they can also cover allies from attacks with [Cover
II], making them a reliable and unsinkable ship.
Dwarven racial ability [Sword's Grace/Body Of Flame] was enhanced at the
6th level, and they can touch one of their companions to give the same benefit.
This character has Fighter and Priest classes at a high level. Also, since they
have Ranger class at a high level, they have [Indomitable] combat feat, which
prevents them from fainting even if they fall to 0 HP.
At the same time, they have a high defense with [Armor Proficiency
S/Metal Armor], and even if they are attacked because of [Cover II] and
[Guardian II] many times, they will be able to withstand them.
Their armor is Dontrecia's Stiff Armor of Perseverance, which is similar to
the Human Warrior's armor but more robust. If a shield is held, Defense may
exceed 20. It is not strong against magic damage, so the character should try to
resist it with something like Moonlight Charm.
Be on the front line, taking the enemy's attacks, healing yourself and your
allies, and dominating the battlefield!
34
35
36
Tabbit Magician
37
Character Description
This is a Tabbit Magician who has mastered Truespeech Magic and
Spiritualism Magic at a high level. They are equipped with a large staff and
many useful accessories.
With the racial ability [Sixth Sense] at the 6th adventure level, they can
make Spot Trap check with "Adventurer level + Intelligence modifier." Which
increases their survivability.
They know a lot of spells, so choose wisely which spell to use in which
situation. If they can earn money to create a golem, the golem will increase the
character’s potential.
Their combat feats affect spells. Especially when they use ranged magic,
they can declare [Magic Control], which will deal large damage only to the
enemy. Suppose they don't have any allies in range. In that case, they can
declare [Violentcast I] and aim for a higher success value than the enemy's
resistance. They have also mastered the Sage class and can make good use of
their high intelligence in Monster Knowledge checks.
When the character grows up and reaches the adventurer level of 11, they
will automatically learn [Rune Master]. By selecting [Powerful Magic I] and so
on, they can cast spells with more power.
Master all the spells and use your knowledge for the benefit of your friends!
38
39
40
Runefolk Gunner
41
Character Description
Runefolk Gunner is equipped with large guns, and their destructive power
of a single shot can exceed that of a warrior's full power.
Their adventurer level is now 11, and racial ability [HP Conversion] can be
performed up to twice a day with Minor Action. In addition to this, with the
increase in the Artificer class and the possession of items such as mako stone,
they will have no trouble with MP.
Marksman has a higher level than the Artificer class, so it has a very high
Accuracy check. This character can be the main source of damage for the
party. Since they have no Evasion, they need to be protected by frontline
warriors. The Alchemist class can enhance the front allies. Evocations can be
used to weaken enemies, so use them efficiently in between gunshots.
Observation and knowledge of the Sage class will also help you and your
friends.
Aim to kill the enemy with a single gunshot!
42
43
44
Nightmare Magic Warrior
45
Character Description
This is a magic warrior armed with a huge two-handed axe and leather
armor reinforced with bones. They look like a rugged warrior but can also
provide magical support.
Nightmare's racial ability [Alternate Form] increases their damage by 1
point at the 6th adventure level. It is effective against weapon and magic attacks,
so they can rely on it when using the combat feat [Multi-Action].
They have learned Fighter and Conjurer classes as a magic warrior, but they
are more focused on attack. Especially their combat feat [Mana Strike] has
higher damage output than [Power Strike II]. Combined with magic support
and techniques, it may exceed a pure warrior. However, they need to be careful
because it reduces Fortitude and Willpower.
Using Spiritualism Magic [Remote Doll], they can do scouting with a doll.
Still, they are not good at exploration and knowledge. In adventures, they will
need to be assisted by other characters in that.
Basically, this is a character who can be very effective in combat. Wield a
huge axe and help your friends on the battlefield!
46
47
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Lykant Boxer
49
Character Description
This a skilled Lykant fighter with a high level of Grappler class and is good
at fighting with fists and kicks.
Lykant's symbolic racial ability [Beast Form] increases their Agility modifier
at their 11th adventure level, giving them an advantage in Evasion and Initiative
checks.
Since the Grappler class does not use weapons, the damage per attack is
low, but the [Armor Piercer II] combat feat compensates for this. The
Grappler can sometimes aim for large damage by utilizing this feat aggressively.
Since this character has acquired the Scout and Sage classes, it can make
all checks and be useful in many situations.
Their armor is designed with an emphasis on evasion. It can easily evade
the attacks of enemies of the same level. At the same time, their minimum
defense is nice, and their total survivability is quite good.
Be active to take advantage of the high standard values in all check
packages!
50
51
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Lildraken Bodybuilder
53
Character Description
This character is armed with huge weapons and heavy metal armor. They
are good at fighting while reinforcing themselves with various techniques.
[Sword's Grace/Wings Of The Wind] at the 11th adventure level allows
using twice as long per day. If you limit its use to combat, you will never run
out of time.
They have acquired the Fighter class for fighting and the Enhancer class for
strengthening them. They have also acquired the Ranger class, so they can
effectively use medicinal herbs and potions and explore the wild.
They know many techniques, but it is not necessary to use them all
simultaneously. If you use many techniques, you will lose MP and mako stones
at once, so it is better to choose the one you want to use according to the
situation.
Although they wear armor that lowers their evasion, their high Defense
compensates for it. They can use [Power Strike II], which deals a large amount
of damage to one character, or [Cleave II], which simultaneously deals with
multiple enemies. Depending on the number of enemies, you must decide
how to wield their double-handed hammers.
Be a shield for your allies and an impregnable wall for your enemies!
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Grassrunner Minstrel
57
Character Description
This Grassrunner Minstrel, with a magic instrument, they are light on its
feet but ready to face the many challenges of the journey.
Grassrunner's racial ability [Mana Interference] becomes difficult to be
detected by magic perception at the 11th adventurer level. It may be useful in
many cases.
This character mainly plays musical instruments and performs spellsong
with Bard class, affecting the battlefield. With generated Rhythm, it can use
other spellsongs and finales. Although it is a little different from other
characters in terms of usability, once you master it, its convenience will surely
help your friends.
They have also acquired the Marksman class and are proficient in
crossbows. They are sufficient as a supplemental offense in situations where
spellsongs are unnecessary.
The Alchemist class can be highly effective regardless of the class level if
the value of the cards used is high. Use high-rank cards sparingly when the time
comes.
Use a large number of classes appropriately and make your own presence
felt!
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Meria Feytouched
61
Character Description
This is Meria, who uses Fairy Magic. They have no weapons and simple
armor, but they have some fairy tamer accessories.
Meria's character's racial ability [Thriving Life] is enhanced at the 11th
adventure level. They can recover HP and MP twice a day, significantly
improving their ability to continue adventures.
Fairy Tamer is a Wizard-Type Class that needs to select 4 types from 6
types to use spells of those types. They can also summon fairies according to
their level of the fairy tamer. The summoned fairy will cooperate with the fairy
tamer and protect the fairy tamer for a short time. Since the number of spells
that can be selected increases at a high level, this character has an extensive
selection available.
They have a lot of spell-related combat feats. Especially with
[Metamagic/Targets] and [Magic Control], they should be able to deal with
most situations. In addition, since they have learned Sage class at a high level,
it is reliable that they have [Mana Save] to reduce MP.
In addition, this character has mastered the Rider class. By bringing a
mount that can support from the rear, the character can provide more versatile
support. If the character is mounted, they will be able to cast Fairy Magic while
moving.
Mesmerize enemies and friends alike with the colorful magic, with
numerous elements and your fairies as allies!
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64
Additional Data for Detailed Creation
From here, we will introduce the race descriptions and additional data for
Tiens and Leprechauns, which have been added as PC races, when creating a
PC with Detailed Creation.
Creating a PC is the same procedure described in Core Rulebook I, page
61. Please use it as a reference with the addition of new races and background
tables.
Tiens Leprechaun
A 2d 2d
B 2d 1d
C 1d 2d
D 1d+3 2d
E 2d 2d
F 2d+3 2d
65
Tiens
The Tiens is a race found primarily in the northern part of the Alfleim
continent. They are believed to have been created by magically combining
humans and monsters during the Magic Civilization Period. Their mission is
to guard the Wall of the Abyss.
They are characterized by their excellent physique, strong body, metallic-
colored hair, and jewel-like eyes. They also have jewels on their foreheads,
chests, and the backs of their hands, which are crystallized from the mana in
their bodies (the location and number of jewels vary from person to person).
They come of age at 15. Their lifespan is about 50 years, but they can enter
a state of suspended animation at will, during which they do not age. To awaken
from suspended animation, another person must pour 20 MP into the jewel.
Starting Languages: Tiens can speak Daemonic and speak, read, and write
Trade Common.
Restricted Classes: None
Racial Abilities
[Intercommunication]: You can communicate with any character within 10
meters (up to the adjacent area in Simplified Combat) who is visible or knows
each other well. It is not necessary to have a language in common. However, it
takes about the same amount of time as a normal conversation. Minor action
or combat preparation can be used to designate or switch between targets.
When used on an animal or mythical beast mount, in addition to the
aforementioned effects, it also inspires the mount, giving it a +1 bonus to its
Accuracy Check and Evasion Check (if it has multiple sections). The
inspiration effect lasts for one continuous minute (6 rounds) and may only be
used once every 6 hours.
Tiens Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Cavalier Rider 10/11/7 2,500
5–6 Brawler Grappler 9/13/6 2,000
7 Warrior Fighter 8/12/8 2,000
8–9 Cleric Priest 7/12/9 2,000
10 – 12 Magician Sorcerer 6/12/10 2,000
66
Leprechaun
Racial Abilities
[Darkvision]: Leprechauns can see in the darkness as well as they can during
the daytime.
[Invisible Hand]: Leprechauns can wear two "Other" accessories.
[Unseen Artisan]: As a Major Action, the Leprechaun can spend 5 MP to turn
invisible. This functions the same way as the Truespeech spell [Conceal Self]
(see CR I, p. 224). However, there are no restrictions on equipment, etc.
Leprechauns Background
2d Background Starting Classes Skill/Body/Mind Experience
2 – 4 Agile Warrior Fencer 13/5/5 2,500
5–6 Archer Marksman 12/6/5 2,500
7 Spy Scout 14/4/5 2,500
8–9 Feytouched Fairy Tamer 11/4/8 2,000
10 – 12 Agile Warrior Fencer 11/5/7 2,500
67
Additional Background Tables
Detailed here you can find additional background tables for Tiens and
Leprechauns. You may use these instead of the ones found along the race
descriptions.
Tiens Background
2d Background Starting Classes Skill/Body/Mind Experience
2–4 Archer Marksman 11/12/5 2,500
5–6 Spy Scout 10/10/8 2,000
7 Magic Warrior Fighter & Sorcerer 9/11/8 2,000
8–9 Feytouched Fairy Tamer 7/11/10 2,000
10 – 12 Scholar Sage 8/11/9 2,000
Leprechauns Background
2d Background Starting Classes Skill/Body/Mind Experience
2 – 4 Wanderer Ranger 12/5/6 2,500
5–6 Hobbyist Sage & Bard 13/4/6 2,000
7 Magitech Artificer 12/4/7 2,000
8–9 Cleric Priest 10/5/8 2,000
10 – 12 Magician Sorcerer or Conjurer 11/3/9 2,000
68
PC Growth Addition
Growth to 15 Level
In this Core Rulebook III, characters can grow up to 15 levels. The
experience points required to grow a class for each type are as follows.
69
Enhanced Racial Abilities
When a character reaches the 11th adventurer level or higher, their racial
abilities are strengthened.
Tiens and Leprechauns will also be described, along with the enhancement
at the 6th level and above (see CR II, p. 37).
70
Race: Lildraken Enhanced Racial Ability: [Sword's Grace/Wings of the Wind]
Description: Flying using [Sword's Grace/Wings of the Wind] can last up to 2
minutes (12 rounds) per day.
71
Creating High-level Characters
Here are the rules for creating a character of a certain level with more
experience points and money. Use this rule when you want to create a character
for a scenario or when you want to start a campaign at a higher level.
This character creation follows Detailed Creation's procedure (see CR I, p.
61). Reputation and Abyss Shards are good considerations when purchasing
items.
72
1. Prepare a Blank Character Sheet. Check the Table
Copy and prepare the character sheet (you can find one at the end of the
book).
The GM should choose the appropriate column from the High-Level
Character Creation Table below according to the scenario and their own
intention.
This table assumes that each character has acquired a reasonable number
of classes to be useful in adventures and to fulfill their assigned role. It is not
recommended to create a character that exceeds this guideline by
concentrating on a single class or to create a character that does not meet the
guideline by learning too many classes at once, just because it is possible in
terms of experience points.
Columns "15+A" through "15+C" are used when creating a character with
multiple 15th-level classes.
73
2. Select Race and Background
Select a race and determine the background. Then, write initial classes,
basic ability scores, and initial experience points.
74
15 12 10 9 6 2
12 – 13 54
12 10 9 9 8 6
18 14 13 11 7 2
13 – 14 65
14 13 11 11 9 7
21 17 15 13 9 2
14 – 15 77
17 15 13 13 11 8
25 20 17 15 10 3
15+ A 90
20 17 15 15 13 10
28 22 19 17 11 3
15+ B 100
22 19 17 17 14 11
31 25 21 18 12 3
15+ C 110
25 22 18 18 15 12
4. Classes Acquisition
First, the character should select classes according to Detailed Creation
without an additional XP from 1st step.
Then, use the experience points in the "Additional Experience Points"
column in the "High-Level Character Creation Table" to grow the classes. You
can also learn new classes and grow them to the appropriate level.
When learning class, the basic guideline is that the main class should be
around "Average Adventurer Level" in the "High-Level Character Creation
Table." Lower-level characters will have a hard time with action checks and HP
and are more likely to be unable to keep up with adventures.
On the other hand, it is not recommended to grow a character beyond this
guideline. Such a character tends to be unable to keep up with the diverse
adventures.
Even if you have grown your main class to the appropriate level, you should
still have enough experience points to learn and grow other classes in
accordance with your character. When learning the Scout class, Sage class, or
Ranger class, which are required to assist adventuring in many situations, it is
advisable to learn them at least 2 levels below the specified adventurer level.
Additional experience points do not have to be all used up. You can leave
some unused for future growth.
Don't forget to check the accumulated experience points required for the
class. Add the remaining unused experience points to the total. If the result is
equal to "additional experience points + 3,000", then the class has been learned
correctly. If not, there is a mistake somewhere, and you should correct it.
75
5. Languages Acquisition
First, check the character's race and then the language obtained by the
classes learned.
Then, if you have mastered the Sage class, you will learn to speak or write
any language per level. If you have mastered Bard class, you will learn to speak
any language per level.
Apart from that, please also check the automatically acquired combat feats.
76
Automatically Acquired Combat Feats
Class Adv. Level Combat Feat Reference
7 [Toughness] CR II, p. 209
Fighter
13 [Battle Master] p. 204
1 [Chain Attack] CR I, p. 265
Grappler 7 [Counter] CR II, p. 209
13 [Battle Master] p. 204
5 [Treasure Hunt] CR I, p. 265
7 [Fast Action] CR II, p. 210
Scout 9 [Shadow Sneak] CR II, p. 210
12 [Treasure Master] p. 204
15 [Skill Master] p. 204
5 [Survivability] CR I, p. 265
7 [Indomitable] CR II, p. 210
Ranger 9 [Potion Master] CR II, p. 210
12 [Shukuchi] p. 205
15 [Run-and-Gun] p. 205
5 [Keen Eyes] CR I, p. 265
7 [Weakness Exploit] CR II, p. 210
Sage 9 [Mana Save] CR II, p. 211
12 [Mana Resistance] p. 205
15 [Sage's Wisdom] p. 205
Any Wizard-Type Class 11 [Rune Master] p. 204
77
▽Potions, Herbs 1,000G Set
Name Classification Price Reference
Magic Herb x 5 Herbs 100G x 5 CR I, p. 293
Healing Potion x 3 Potions 100G x 3 CR I, p. 294
Awake Potion x 2 Potions 100G x 2 CR I, p. 294
78
▽Magic Damage Reducing/Resistance Increasing Consumables 5,000G Set
Name Classification Price Reference
Guardian Stone (2 pts.) x Adventure Tools 400G x CR I, p. 296,
5 (Consumables) 5 304
Adventure Tools 500G x CR I, p. 296,
Sunlight Charm (+1) x 3
(Consumables) 3 305
Moonlight Charm (+1) x Adventure Tools 500G x CR I, p. 296,
3 (Consumables) 3 305
79
▽Mako Stones 30,000G Set
Name Classification Price Reference
Mako Stone (20 pts.) x 2 Class-Specific Items 8,000G x 2 CR I, p. 295
Mako Stone (10 pts.) x 4 Class-Specific Items 2,000G x 4 CR I, p. 295
Mako Stone (5 pts.) x 20 Class-Specific Items 500G x CR I, p. 295
8. Calculation of Values
Check and calculate various values such as adventurer level, HP, MP,
Fortitude, and Willpower, the standard value of each action check, values
related to weapons and armor, etc., and write them on the character sheet.
The abilities that are individually acquired along with class acquisition, such
as techniques (see CR II, p. 97), spellsongs and finales (see CR II, p. 100),
stunts (see p. 85), evocations (see p. 107), etc., are also should be written on
the character sheet.
9. Final Touches
Decide on the character's name, gender, age, physical characteristics,
history, and motivation for the adventure, and fill in the character sheet.
80
Part 2 Game Rules
81
Additional Skill Checks and
Packages
Additional Skill Checks
In this book, the following checks have been added. All of them are related
to the classes added in this book, and please refer to the descriptions of those
classes for detailed explanations.
Riding
Standard Value: Rider level + Agility modifier
Time Required: 1 minute (6 rounds)
Description: This check is used to control the mount (see p. 92) to be ridden
with the Rider class. See page 85 for a detailed explanation.
Weakness
Standard Value: Rider level + Intelligence modifier
Time Required: Instant
Description: This is a check to prevent the enemy from knowing the weak
point of the mount. See page 85 for a detailed explanation.
Evocation
Standard Value: Alchemist level + Intelligence modifier
Time Required: Instant
Description: Check to use Evocations (see p. 107). See page 108 for a detailed
explanation.
The Alchemist and Rider classes added in this book can perform several
action checks that form new packages.
Rider Observation Check Package ※Rider must learn stunt [Search Command]
Standard Value: Rider level + Intelligence modifier
Track check (see CR I, p. 106)
Notice check (see CR I, p. 106)
Danger Sense check (see CR I, p. 106)
Search check (see CR I, p. 107)
Spot Trap check (see CR I, p. 109)
83
Rider Class and Mount Rules
In this section, we will explain the Rider class and its features, which will
allow you to ride various animals, mythical beasts, magitechs, etc., as well as
the mounted combat that is based on it.
84
Terms: Riding, Rider, Jockey, Mount, Stunt
Riding
It is an act of riding a horse, riding a manabike, and so on. This makes it
possible to move around on a mount.
One character cannot ride more than one mount at the same time.
Rider
The term "Rider" is a generic term to describe a character riding or
attempting to ride.
Jockey
Among riders, those who have mastered the Rider class are specially called
"Jockeys." Jockeys can perform various actions with mounts available only to
them.
Mount
This is an animal, mythical beast, or manabike that can be ridden by a rider.
Mounts come in wide varieties.
Stunt
These are special abilities that are acquired as the Rider class level
increases.
Riding
Standard Value: Rider level + Agility modifier
Time Required: 1 minute (6 rounds)
Description: This check is used to control the mounts ridden by jockeys. The
check is needed not necessary for simple riding, but if the GM judges that
success is not always assured, such as running down a steep hill or crossing a
wooden bridge, the GM can ask for this check. One success can allow safe
travel for 1 minute (6 rounds).
This check is also used when you need to avoid immediate danger, such as
avoiding falling rocks or stopping suddenly before a cliff.
85
Weakness
Standard Value: Rider level + Intelligence modifier
Time Required: Instant
Description: Each mount has a weak point, and if the enemy faction finds out
the weak point of the mount, the attack on the mount by the enemy faction will
result in a damage increase, as if the PCs had found out the weak point of the
monster. If the enemy faction detects the weak point, the damage will be
increased the same way as if the PCs had detected the monster's wake point.
This check is performed at the time when the PCs perform the Monster
Knowledge check during the Combat Preparation.
During this team, the enemy faction determines the standard value and the
success value under the following conditions and compares them with the
success value of the Jockey's Weakness check. The enemy faction is the active
side, and the jockey is the passive side.
Acquiring Stunts
When taking a level of the Rider class, including the first, the character is
able to choose a Stunt from the Stunts available to them (see p. 180). Some
stronger Stunts are restricted by level, limiting their use to the more
experienced Riders, and can only be acquired after the growth when Rider
level is sufficient. As a general rule, Stunts can only be performed while riding
a mount, are typically not magical effects, and do not cost MP to perform.
86
Some stunts can only be learned if the Rider level is above a certain level.
Some stunts require the acquisition of another stunt in order to acquire them.
Such stunts cannot be acquired unless the stunt is acquired as a prerequisite.
While anyone can ride a horse, for example, and be called a rider, some
can take the time and master everything there is to know about their mounts.
These gifted individuals are better known as "Jockeys," having mastered the
Rider class.
Benefits of Riding
For Riders
The most obvious benefit of riding a mount is being able to move using the
Movement Speed and movement methods of the mount in question,
regardless of the Rider's own Movement Speed.
For Jockeys
If the character has levels in the Rider class, they can use their Adventurer
Level to enhance the mount's skills. No vocalizations or gestures are required
to give instructions. Additionally, jockeys have access to Riding Stunts, special
techniques only Riders can perform, coaxing out the full power of the mount.
See individual stunt data (see p. 180) for the effects.
87
Turn Order While Riding
When riding, the Rider and mount take turns at the same time. When the
Rider takes its turn, the mount takes its turn at the same time.
When mounted, the Rider and mount move simultaneously. When the
Rider is riding, the Rider and the mount move to the same position (area and
coordinates) at the same time.
Characters who do not have a Rider class cannot have their mounts
perform Major Actions. In the case of these riders that do not have Stunts and
have limited mounts, only the Rider can perform major actions on their turn.
Jockey, on the other hand, can instruct mount to perform actions, and each
action is resolved on a character-by-character basis. The actions of the jockey
and mount, respectively, are resolved for each character. It is up to the jockey
or mount who performs the action first.
If the Rider dismounts during their turn, the mount will be dismounted. If
the mount is able to perform an exceptional action, such as a stunt [Remote
Command], the mount can perform the action after the jockey.
Strengthening Mounts
When the jockey is riding a mount, the mount's "Mount Level" (see p. 251)
is the same as the jockey's Adventurer Level. If the jockey's Adventurer Level
is higher than the maximum value of the mount's Appropriate Level, then the
mount's Mount Level is considered to be the maximum value instead.
88
Restrictions When Riding
When riders and jockeys mount up, they are bound by certain restrictions.
Riders, for example, must take up the method of control (whether reins,
handlebars, or something else) in both hands and cannot use either hand for
something other than controlling their mount. Jockeys, on the other hand, can
ride one-handed and so can use their other hand for weapons, items, spells,
magical implements, etc.
For getting on and off the mount, the jockey needs the Minor Action, and
all other riders except the jockey need the Major Action.
All riders may only board one mount or dismount from an existing mount
once. This restriction is applied without regard to the type of action (major or
minor) or the number of major actions a character can perform.
All characters can ride on a mount after their own move. After the move,
the mount will share the same position (area, coordinates). If it is still the
mount's turn to move that round, Rider moves further on the mount's turn at
the same time as the mount.
If the jockey dismounts with a Minor Action, it may move if the mount has
not already moved that round. If the mount has already moved that round, the
jockey cannot move even if they dismount.
If either Rider or mount falls prone while riding, the Rider will fall off the
mount.
If a Rider falls from a mount, the Rider suffers fall damage (see CR I, p.
143) and will not be riding. Regardless of the cause of falling from a mount,
the Rider will be prone.
89
For a fall from a falling mount, the distance of fall is determined based on
the movement of the mount as follows. However, in any case, the fall is treated
as a fall from a height of at least 2m.
A rider or jockey can have another character riding on the same mount.
Such a character is known as a “Passenger,” and riding with a passenger is
“Double Riding.”
Even with a passenger, a mount does not change its Movement Speed or
types of movement, and the mount's data does not change. Additionally, both
the Rider and passenger will move at the mount's Movement Speed, taking
their Moves simultaneously. It takes a Major Action for a character to either
mount or dismounts as a passenger.
When double riding, all riders (including jockeys) receive a -4 penalty to all
checks. In addition, passengers cannot use their hands for anything but holding
on to the mount, and the only Action they may take, Major or Minor, is to
dismount the mount.
If the passenger or Rider falls prone. Please follow the procedure described
in “Falling from a Mount” (see the previous page). A rider who falls off their
horse during their (or the mount's) turn may not ride on the mount during their
turn.
90
About [Mounted]
Some mounts have a unique skill called [Mounted]. Mounts with the
[Mounted] unique skill cannot have other characters as passengers. Instead,
other characters can be mounted with [Mounted].
A mounted character is dependent on the mount for movement, but unlike
a passenger, it is not penalized by the action checks or restricted in actions.
And, regardless of how the mount moves, it can perform any action possible
with Limited Move on its turn. Its turn is independent of the mount's turn, and
another character's turn can be inserted between the jockey's and the mount's
turn and the character's turn that is mounted.
The character can mount with Major Action in that case and dismount with
a Minor Action. If a character dismounts with a Minor Action and the mount
has not moved in that round, the dismounted character itself can move.
91
Mounts
A mount is an object or character intended to be controlled by a rider
through holding a bridle and reins or a control stick, riding, and issuing
commands.
A jockey who has mastered the Rider class belongs to the Rider's Guild (see
p. 267) and can rent mounts and purchase mount equipment.
When riding a mount as a jockey, the jockey’s levels in the Rider class must
at least equal the mount's minimum Appropriate Level, if not higher.
92
Mount Classification
Animal Mounts
Animal mounts are the most common. Most are horses, but elephants and
other animal mounts also exist.
They are inexpensive and easy to handle.
Magitech Mounts
Magitech mounts are so-called “vehicles” such as motorcycles or cars. They
do not have a will of their own and do not move at all unless the jockey controls
them.
The magitech mount does not require eating or sleeping, and the jockey
must spend 1 MP when encasing and releasing it in the Mount Contract
Sphere, Proprietary Mount Sphere, or Manabike Storage Sphere.
93
the same type at the same time (e.g., renting out two Horses at once). Mounts
of different types can be rented at the same time.
Mount Upkeep
Whether buying a mount to own or renting one from the Guild, upkeep
and maintenance costs will need to be paid. To keep bookkeeping simple, the
upkeep and maintenance costs for a mount are the same as the PC for food
and shelter.
Magitech mounts, as well as those that are animated statues (see p. 97), do
not require such upkeep and maintenance costs.
Buying Mount
94
Advantages of Buying Mount
The jockey is not obligated to return the purchased mount at the end of
the session. They will not earn an Infamous Jockey Title (see p. 101) even if
they kill or destroy the mount.
Any mount whose owner has a Proprietary Certificate (or Sphere) increases
all sections' maximum HP by 10.
Some mounts can be equipped with weapons, armor, accessories, and
additional armaments for their mounts, which are considered to be exclusive
mounts only.
Also, a mount that costs reputation can only be purchased.
Mount Ownership
95
When renting a mount at the Riders' Guild, the character presents the
Contract Certificate and signs a contract to temporarily become the mount's
master. When making a contract, a simple ritual is performed, and a magical
mark is engraved onto the mount in order to show ownership. This contract
lasts until the mount is returned to the Riders' Guild, at which point the mark
disappears. The magical mark is not removed if either the jockey or mount
dies.
In order to be eligible to ride a contracted mount and receive stunt benefits,
the jockey must be the person who made the contract with the mount, and
must be in possession of the “Mount Contract/Sphere” at the time of the
contract. Therefore, only a jockey with a contract with the mount can never
have the mount's ownership. Also, a jockey who loses a “Mount
Contract/Sphere” for some reason cannot ride on the mount, and the stunt will
not be effective.
The Mount Contract/Sphere magically records the purchaser's data
(biological characteristics that identify the purchaser) and can only be used by
the purchaser. If it was stolen or brought Mount Contract/Sphere to the Rider's
Guild, it would only be discovered that they are not the person who made the
purchase.
If a character loses a Mount Contract/Sphere, they must pay the same
amount to have it reissued. After reissuing the old Mount Contract/Sphere for
the same mount (type) that shares the same jockey contractor, only one will
remain as old one will be destroyed by magic within them if they are close
enough. Therefore, it is not possible to have more than one by reissuing.
96
This allows the jockey to carry multiple mounts. However, the jockey can
only give instructions to one mount on which they are riding, and the stunt
effect is only applied to that character.
Even if the [Remote Command] stunt allows the jockey to give instructions
while the jockey is not riding, the jockey can only give instructions to one
character per turn.
Wild Mounts
Wild monsters that are not trained by the Rider's Guild and have a wild
temperament cannot be treated as mounts as they are.
If the GM gives special permission, the character can make them their
mount, as if they had a heart-to-heart with a wild monster. In this case, the
character can apply to the Rider's Guild for a “Proprietary Mount Contract”
for the mount, free of charge. In that case, “Mount Reduction Tag I-III” (see
p. 248) can also be used to turn wild mounts into statues (see below).
Carrying Mount
97
the mount in question, and if they lose ownership of the mount, it cannot be
recalled from a statue form.
A mount in statue form cannot move on its own and is treated as though
time has not passed at all once recalled from statue form. In order to recall the
mount, the attached tag must be removed from the statue. It is greatly advised
that the statue be placed on the ground before the tag is removed, as the mount
will return to normal size upon tag removal. The tag can be removed by
anyone.
98
Manabike Storage Sphere does not have the same interference properties
as Mount Reduction Tag. One character can carry more than one of these and
use them as they see fit.
99
section has its HP reduced to 0 and it fails its Death Check, it will be treated as
a Disabled Section.
Disabled Sections cannot recover HP nor have effects such as [Awaken]
used on them.
However, the item “Secret Medicine of Section Regeneration” (see p. 249)
will restore the Disabled Section to full functionality.
Cannot Return
In some cases, the mount may be completely lost and cannot be returned.
In such cases, the jockey will still get an Infamous Jockey Title, although no
monetary compensation is required.
100
Death or Destruction of Proprietary Mounts
If a mount purchased or obtained by a jockey dies or is destroyed, the
“Proprietary Mount Contract” or “Mount Proprietary Sphere” will no longer
be available. The Infamous Jockey Title will not be acquired.
The first time these situations occur, the PC will get the Infamous Jockey
Title of "Horse Killer."
101
Additional Fee Based on Infamous Jockey Title
If a jockey has an Infamous Jockey Title, they will be asked to pay an
additional fee when they rent or buy a mount at Rider's Guild. The additional
fee is determined by multiplying the original rental/purchase price by the
coefficient in the "List of Infamous Jockey Titles".
For example, if they have the Infamous Jockey Title of "Horse Killer", they
will need to pay an additional 50G to rent Horse and 2,000G to purchase
Manabike.
Additional rental fees are required per session for each rental.
Acquisition of Disgrace
Earning an Infamous Jockey Title means earning a disgrace at the same
time; a PC who earns an Infamous Jockey Title immediately earns a disgrace
listed in the "List of Infamous Jockey Titles."
Since this is a disgrace, it also leads to a Dishonor Mark of an ordinary
adventurer and will have a negative impact on the adventurer (see CR II, p.
119). Any disgrace gained from other causes is added to the disgrace gained
from the Infamous Jockey Title.
When a PC's disgrace is solely due to the acquisition of an Infamous Jockey
Title, or very close to it, it is rarely referred to by a Dishonor Mark Title (like
“Goblin Nuisance”). Infamous Jockey Title is mainly used to clarify the cause
and responsibility.
For adventurers with disgrace acquisition other than Infamous Jockey Title
that cannot be ignored, the Infamous Jockey Title is used in parallel with the
general Dishonor Mark. In this case, it depends on the surrounding. For
example, Rider's Guild members will often refer to the disgraced jockey by the
Infamous Jockey Title.
Temporary Banishment
PCs who have earned the lowest Infamous Jockey Title of "Corpse Rider"
will be temporarily banned from the Rider's Guild.
They will not be able to rent mounts, and they will not be able to purchase
mounts or items from the Rider's Guild. They will not be able to get a
Proprietary Mount Contract for a mount that they have obtained through other
means.
Mounted Combat
This section mainly describes the process when a mount is mounted and
in combat.
When a rider brings a mount into combat, there are a few changes to the
flow of combat. This section will go into detail regarding those changes.
Riding in Battle
Both the mounted PC and mount can actively participate when engaging in
combat. The mounted PC and mount are considered to have the same position
(area, coordinates), and the movement type and speed used are those of the
mount. While riding, the mount moves and performs Major Actions as
commanded by the Rider. As a general rule, if the mount is nor being ridden,
it will not move or take Major Actions on its own but will act on its own
instincts.
Just like a monster with multiple sections, a mount and Rider can act
independently from each other and are targeted separately for effects.
103
Elven and Dwarven Racial Ability When 6th Level and Above
Elves and Dwarves of adventurer level 6 or higher can affect 1 Character
that they touch with their racial ability.
If Elf or Dwarf is mounted, the mount can be treated as having this effect
constantly.
If Elf or Dwarf is riding as a jockey (in other words, can use one hand), they
can touch another character to give an effect, but this will cancel the effect on
the mount.
As you can see from the table, non-jockey riders are greatly restricted while
riding and are practically as if they were concentrating only on movement.
104
Sealing and Unsealing Statues in Combat
The action of releasing the statue of mount or releasing the mount from
the sphere depends on whether it is done with a Major Action or a Minor
Action, depending on the item used. Please refer to the section "Carrying
Mount" (see p. 97).
Mounts can, as their Major Action, use melee attacks and unique skills
appropriate to the combat at hand. If there are any abilities that can be used as
Minor Actions, they will be noted as such.
All unique skills in the mount can be used with Normal Move unless
otherwise noted.
Other actions are, in principle, handled in the same way as actions that the
PC can perform. Shooting attacks and casting spells can only be made with
Limited Move.
While mounted, Rider and jockey are treated as separate characters and as
a single character. Annotations are provided for these cases, including the case
where Rider is forcefully dismounted.
105
When Rider and Mount are Treated as a Single Character
In the following cases, Rider and mount are treated as a single character
with the number of sections of "Rider’s (1) + mount's" for convenience.
- When determining whether or not movement can be blocked or Rider can
block movement.
- Determining if Rider and mount can leave skirmish without preparation.
- Determines whether or not the Rider and mount are subject to throw or
similar attacks.
- Use of spells or effects with "Area: Breakthrough" (see p. 114).
- An effect only occurs when all characters' sections are affected simultaneously.
Forcefully Dismounting
In the following cases, the Rider is forcibly dismounted, and the mount falls
prone (see p. 89). The Rider and mounted characters also fall from the mount.
- Rider or mount falls/losses consciousness.
-Forced movement effect changed relative position (area, coordinates) between
Rider and mount.
106
Alchemist Class and Evocation
In this section, we describe the Alchemist class, which uses abilities called
Evocations to help its allies.
Term: Evocation
Evocation
Alchemists use these spells to produce various effects, which are learned
by Alchemist class masters as their class level increases. Many effects support
allies and weakened enemies. On the other hand, no effects directly inflict
heavy damage on the enemy.
Evocations are not magical, so it is not sensed by [Sense Magic] and cannot
be removed by [Dispel Magic] and other similar effects. Evocations can be
canceled by [Wordbreak] or [Perfect Cancellation].
When using Evocation with "Area: Shot," [Targeting] is effective in
preventing misfire, and [Hawk Eye] allows the user to target Evocation through
character, skirmish, or shielding. On the other hand, combat feats such as
[Metamagic/**], which affect only spell use, do not affect Evocations.
107
Alchemist Class Skill Checks
Evocation
Standard Value: Alchemist level + Intelligence modifier
Time Required: Instant
Description: This is a check used by Alchemist when using Evocation. Similar
to a Spellcasting check, the character targeted by the Evocation must make a
Willpower check. The effect may be reduced by comparing the success value
with the target character's success value.
Acquiring Evocations
Each time a character learns one level of Alchemist class, they can select
one of the Evocations (see p. 190). Some Evocations are required to obtain a
minimum class level (5 or 10). Such Evocation can only be obtained if the
Alchemist class is above that level and can only be acquired after the growth.
For example, a 5th Level Alchemist would know five different Evocations
and would be able to learn any Evocation that requires a 5th-level or lower
Alchemist.
Movement Restriction
When using Evocation, a character cannot make Full Moves.
Alchemy Kit
In order to use Evocation, Alchemist must have the Alchemy Kit equipped.
This kit can be equipped as an accessory in the right hand, left hand, waist, or
other section.
Alternatively, the Card Shooter item with "Stance: 1H" can be used in place
of the Alchemy Kit.
108
The number of material cards consumed depends on Evocation (see p.
190).
Using Evocations
Material Cards
In order for an Alchemist to use any of their Evocations, they must have
the appropriate Material Cards in their Alchemy Kit. While an Alchemist can
make cards by themselves, it is far more practical to purchase them from the
local Institute of Magitechnology. Material Cards come in five different colors,
each corresponding to the type of material used for the card, and are separated
into four different ranks, depending on the quality of the material used to create
the card.
110
Five Colors of Material Cards
There are five colors of Material Cards, red, green, black, white, and gold.
In alchemy, every element in the world can be broken down into the basic
building blocks of matter, distilling the entirety of an item into its very essence.
Every item is different and is often composed of a number of different essences
in various ratios. Material Cards are created when an Alchemist takes these
essences and stores them inside of their specially prepared cards for later use.
111
Four Ranks of Material Cards
Separate from the color of a Material Card is its rank. Purer, denser
essences provide higher-rank cards, and there are four different ranks of cards,
much like weapons and armor: B, A, S, and SS. The rank of a card determines
the purchase price, regardless of the card's color.
112
Black: Created from base metals (like iron and iron ingots), as well as magitech
components
White: Created from weapons, clothes, tools, and armor.
Gold: Created from gems, precious metals, and jewelry created from such
materials.
113
Additional Rules
Fairy Tamer with level 11 or higher will need a more expensive Fairy
Tamer's Gems.
Some of the fairies are called olden fairies. These have multiple types.
To summon an olden fairy, all of its types must be included in the four
types selected by the PC at the time of the summoning.
Area: Breakthrough
“Area: Breakthrough" is an effect that the character using the effect pushes
forward in a straight line and affects those on the path it has passed through.
114
Range of Breakthrough
Selection of Targets
Those using the "Area: Breakthrough" effect must specify one target point
(area, coordinates) or character (section).
With Simplified Combat, you can only specify one area ahead or a
character (section) there.
With Standard Combat, any coordinates or character (section) in the range
can be specified, but they must be visible.
Regardless of the combat rules, you cannot specify the same position (area,
coordinates) as yourself or any other character in the same position.
Breakthrough Resolution
Stopping Breakthrough
The magic or effect with "Area: Breakthrough" must involve the user's own
movement. Therefore, if any condition on the path to the endpoint prevents
movement, the Breakthrough will also be prevented.
Structures as Walls
If a wall is set as a structure with Defense and HP, it can be attempted to
be damaged by the Breakthrough effect. If the wall can be destroyed, the
Breakthrough continues toward the endpoint. If the wall cannot be destroyed,
the user is assumed to have collided with the wall, and the user has to take the
damage mentioned above.
[Fire Wall]
If the path is blocked by Fairy Magic [Fire Wall] spell (see CR II, p. 171),
Willpower should be made, but it is used only to determine if the damage is
halved or not. Regardless of the success or failure of the Willpower check, the
Breakthrough continues toward the endpoint.
Fall
In case of failing to stop and running off a cliff, the GM should make a
ruling based on the situation.
117
Halfway Targets
Even if the Breakthrough is blocked by an obstacle, the target within the
effect range before the obstacle will receive the effect of the Breakthrough.
Stunt [Trample] allows the mounted jockey and mount to make an "Area:
Breakthrough" attack. Some monsters have multiple sections and also have the
ability to Breakthrough.
Self-Exclusion
When using the Breakthrough effect, all own sections, jockey, and
mounted mount are excluded from such effects.
If Effect Worked
In the case of multi-section characters and mounted riders and mounts, all
of them are considered to have performed an action (Major Action or Minor
Action, depending on the effect) when a Breakthrough effect was used. All
such spells and abilities described in this book are used with Major Actions.
If each section, rider, or mount still has the ability to perform further
actions and they wish to perform them individually, do the following:
- The ratio of the user’s faction with the user in the skirmish is more than 2:1.
- User is invisible (all of their sections and rider or mount). However, it does
not work if a move or a Major Action cancels the state of invisibility, etc.
119
- The combat feat [Shadow Sneak] is learned (if they are mounted, both the
rider and the mount have it).
Destroying Structures
During the adventure, the PCs may find themselves in a situation where
they want to physically destroy a door, wall, box, or other structure. These rules
provide guidelines for destroying such structures in such situations.
Structure Data
Destroying Structures
Each structure has "Defense" and "HP," and the procedure for destroying
them is the same as damaging and defeating a character. In other words, when
120
the HP of a structure is reduced by weapon attacks or damage spells, and finally
reduced to 0 or less, the structure will be destroyed.
Structures do not perform Evasion checks or resistance checks; unless
attackers fail an automatic Accuracy check or Spellcasting check, they are
subject to the damage caused by weapons and spells.
Physical damage will be reduced by the structure's Defense.
The structure also can use Defense against magic damage. However, the
value should be halved (rounded up).
For example, a structure with 5 points of Defense will have its physical
damage reduced by 5 points and its magical damage reduced by 3 points.
The time required for a character to perform an action to damage a
structure is the same as for any other character; what can be done for a
character in 10 seconds (1 round) can be done for a structure in 10 seconds (1
round).
List of Structures
The following is a list of typical structures. The data presented are only a
guide; GM may change the structure's thickness, increasing or decreasing
Defense or HP as needed.
Each structure material has a weapon (category) or type from which the
structure is immune to criticals. Attacks with those weapons or types will not
be critical.
Structure Immunities
Structures are immune to poison, disease, curse, and psychic damage.
121
Notes on [Lethal Strike III], [Armor Piercer], and [Throw]
If a character learns and declares the combat feat [Lethal Strike III], a
critical hit on it can be made even with weapons listed as “non-critical.”
In the case of an attack with a declared [Armor Piercer], the Defense of the
structure is always halved (rounded up). Even if a critical hit is made with
[Armor Piercer II/III], the structure's Defense will never be reduced to 0.
Throw and weapons that enhance it are valid only if GM rules that they can
be lifted up and slammed into the ground.
Wood Structures
No Criticals: Bows
122
Steel Plates Structures
Iron Structures
123
Stone Structures
Ice Structures
124
Snow Shelter (Thickness: 30 cm)
Defense: 8 HP: 60
Summary: These shelters are made by piling up blocks of hardened snow and
built as temporary shelters in extremely cold areas.
Connection Stages
Acquaintance
The most basic of bonds shows that the NPC has acknowledged the
character as someone of note and will usually remember the character by
125
name. There may be a working relationship where the NPC can trust the PC
to take care of some simple business or task, but that's about the extent of the
connection.
Friend
The PC and NPC have gotten to know each other and will often allow the
other to call them nicknames or at least be less formal with each other. The
NPC and PC have a relationship close enough to help the other out in case of
dire straits but won't go so far as to put themselves out when doing so. The
NPC positively reacts to hearing about the PC and will often seek them out
first if the strength of an adventurer is needed to handle some business or other.
Confidant
The PC and NPC are very close and able to share deep feelings both
publicly and privately. Private worries and secrets are freely discussed, as is
otherwise confidential information. A bond this deep is a relationship that has
been tested and found to be strong, even in the face of adversity. In case of a
crisis, the NPC will do everything in their power to help their friend out and
will wholly trust the PC with their life if necessary.
Lost Connection
126
GM Guide: Utilizing NPC Connections
Suppose a PC and NPC become particularly close during the course of a
session. In that case, the GM may wish to grant the PC a connection with that
NPC (e.g., Acquaintance because they only appeared as a client and their
request was a success, Friend because they retrieved a valuable item or got
along well at the dinner party, etc.). When a GM gives a connection to a PC in
this way, the PC does not need to spend reputation.
If the GM wants to give a connection to an NPC created by them, please
refer to the "NPC Connection Table" and decide the necessary reputations by
yourself.
If the PC has a connection with an NPC, the GM should actively try to
bring the NPC into sessions at some point to reinforce the connection between
the characters. However, connections represent a relationship built on trust.
Suppose the PC tries to use the NPC in a situation convenient for the PC and
not the NPC or generally tries to take advantage of the connection between the
two characters. In that case, the GM should warn the PC that they may be
straining the connection, possibly losing it if the behavior continues.
127
NPC Connections
Acquaintance
Reference
Confidant
Friend
NPC Name Main Residence
128
Additions to the Fellow Action Chart
This section will describe how to fill in the Fellow Action Chart with new
elements from Core Rulebook III.
[Charge], [Supercharge]
When filling in [Charge], use the mount's movement and add "Range:
1(mount's movement m)". If you have mastered [Supercharge], you can also
write “Range: 2(movement’s movement x 3m)".
Extra Damage for Standard Combat should be judged by determining the
immediate previous position of the Fellow, as for [Flying Kick] (see CR II, p.
124).
Example:
Normal Lance with “Let’s Power 35/Crit Value 10 +
15
[Charge], Range 1 (30m) Go!" Charge Bonus
[Trample]
Please add "Range: 1(movement’s movement m)" and include information
on learning combat feats [Targeting], [Hawk Eye], stunt [Mind to Mind], etc.,
which are necessary to determine the target and the endpoint of the
breakthrough. The player who actually decides the target and the endpoint is
the player who manages Fellow in the game.
In order to determine whether or not it can be executed, what the target
and endpoint should be, etc., it is necessary to determine the immediate
129
previous position in the same way as for [Charge]. Note that Fellow cannot be
in a different position (area, coordinate) from PC. Both the start and the end
of [Trample] must be at the same position as one of the PCs (in this sense, the
endpoint is greatly restricted).
Only the jockeys can perform the attack, and only their data should be
entered.
Example:
Normal Lance with [Trample], Power
“Fortunately, I'm going
Range 1 (30m), [Targeting], and 15 35/Crit
to show you my stunt."
[Mind to Mind] are effective Value 10 + 9
Evocations
Example:
[Armorust], 1 black (because “Don't worry Defense Down (B – l, A
16
of [Card Reduction]) about it." – 3, S – 5, SS - 10)
Example:
Minor Action with [Paralyze “Who should Evasion Penalty (A – 1, S
Mist] (1 green), attacking with I hit? It is 14 – 2, SS - 4) Power 25/Crit
Great Sword you?" Value 10 +7
130
Note on Added Combat Feats
Example:
[Dual Wielding] with "Silver Iron
"Silver or Power 10/Crit Value
Boxers" (with [Twin Strike]) + [Chain
iron? My 11 + 29 x3, spend
Attack] for 3 attacks, all declared with 23
fists are next three turns
[Power Strike II] with the help of
gold!” recovering
[Ever-Changing II].
131
Part 3 Data
132
Additional Magic Data
Some spells have multiple types, "XX and YY types." For example,
"water/ice and lightning type."
For such spells with multiple types, one of the types should be chosen for
each target to be more disadvantageous to the target.
If it cannot be clearly decided which is more disadvantageous, the GM
should rule out which it is.
Note that there is also "curse + psychic types" for spells or effect with
multiple types, but it is handled differently (see CR II, p. 128).
“XX and YY” appear not only in spells but also in other effects. Please treat
them in the same way.
Area: Breakthrough
For spells with "Area: Breakthrough see page 114 for details.
133
Truespeech Magic Data
134
Shining Spot Cost MP16
1 area (3m 2(30m)/
Tar. Range/Area Duration Instant Resistance Half
Radius)/5 Target
Sum. Deals Power 40 damage, Crit Threshold 9 Type Energy
Concentrated dazzling light destroys the surrounding area with its energy.
The target is damaged by Power 40 + Magic Power magic damage. The
Eff. Critical Threshold of this spell is 9.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
40 4 5 6 7 9 10 11 11 12 13 ⑨
135
Desultory Cost MP9
30
1 2(30m)/
Tar. Range/Area Duration seconds Resistance Temporary
Character Target
(3 r)
Sum. Spellcasting checks -4 Type Psychic
Disturbs concentration and disrupts magic. The target’s Spellcasting checks
Eff.
receive a -4 penalty for the spell's duration.
136
Dimension Gate Cost MP23
30
Any 1(10m)/
Tar. Range/Area Duration seconds (3 Resistance N/A
Point Target
r)
Sum. Creates a gate to a distant destination
Creates a 3m radius gate at the foot of the caster. The gate's exit is at any point
the caster knows and specifies when casting this spell, regardless of location or
Eff.
distance. However, the gate may not be created while inside a building. Also,
the exit must have a space for a safe exit.
137
through. If the character is standing on the edge of a barrier at the moment of
the cast of this spell, they can decide where they want to be (outside or inside).
This barrier cannot be broken or removed by any means, physical, magical,
or otherwise, even by spells like [Perfect Cancellation]. However, the caster
must concentrate for the spell's duration to maintain the effect. If the caster
moves or takes Major or Minor Action, the effect dissipates, and the barrier
disappears.
138
Spiritualism Magic Data
139
⏩△Change Position Cost MP12
1 2(30m)/
Tar. Range/Area Duration Instant Resistance N/A
Doll Target
Sum. Instantly swaps positions with the doll
The caster swaps its position with a doll or puppet within the spell's range.
Walls, barriers, etc., are bypassed by this magic, but the spell fails if there is not
enough space for the caster to safely exit in the doll's space before the
Eff.
replacement. This effect allows the caster to automatically escape from the
skirmish.
This spell may only be used once in 10 seconds (1 round).
140
Raging Earth II Cost MP18
2 - 3 areas 30
1(10m)/
Tar. (10m Range/Area Duration seconds Resistance Can’t
Target
Radius)/Space (3 r)
Sum. Heals 10 points per round
Each character in the area regenerates 10 points of damage at the end of their
Eff. turn. This even heals creatures of the Undead, Magitechs, and Construct
categories.
141
Copy Doll Cost MP20
Tar. 1 Doll Range/Area Touch/- Duration 1 Year Resistance N/A
Sum. Creates a doll indistinguishable from the caster
A doll or stuffed animal is transformed to look exactly the same size and
appearance as the caster. Despite being a doll, the caster can manipulate the new
body as if it were their own, retaining all physical abilities and still requiring food
and sleep. It is impossible to tell that the target is a doll by observing its
appearance and behavior.
While separated, the caster's original body is unconscious. At any time, the
Eff.
caster can know the condition of their body but cannot perceive through it. If the
caster’s body dies, the caster itself also dies. If the spell’s duration ends or the
caster ends it, the caster will return to its body.
If the doll's HP drops to 0, the caster returns to its original body while the
doll's body crumbles into useless dust.
While this spell is in effect, the caster can't cast this spell on another target.
142
Quick Resurrection Cost MP30
2(30m)/
Tar. 1 Corpse Range/Area Duration Instant Resistance Optional
Target
Sum. Raise the dead instantly. Soulscar table rolled with +10.
Revives a corpse immediately. The Target Number is the number of days
elapsed since death. The Soulscar Table (see CR I, p. 186) should also be used
as in the case of [Resurrection] (see CR II, p. 135), but the roll is modified with
+10.
If the revive succeeds, the target is revived with HP 1 (or all of the sections the
target has multiple sections), and the MP is kept as it was just before the death.
All the spells and effects the target was under before the death are removed.
Target whose soulscar has reached 5 due to using the "soulscar table" is revived
Eff.
as a Revenant (see CR I, p. 416). Revenant revives with its maximum HP and
attacks the caster who casts this spell as the first priority. After the caster is
defeated, the Revenant kills and destroys indiscriminately.
Generally, only a limited number of those with unresolved feelings for the
world will be resurrected. If the target is PC, it is up to the player's decision. The
GM should decide on other Humanoids, Barbarous, Animals, Plants, and
Mythical Beasts. Undead, Constructs, Magitech, Fairies, and Daemons cannot
be revived under no circumstances.
144
Escape Cost MP3
1
2(30m)/
Tar. Character Range/Area Duration Instant Resistance Optional
Target
X
Sum. Call on the divine to get the target out of trouble
The target immediately teleports to the closest temple of the god that the
Eff.
caster believes in. This spell ignores any sort of walls, barriers, etc.
145
Erase Soulscar Cost MP50
1 Entire
Tar. Range/Area Touch/- Duration Instant Resistance Optional
Character
Sum. Heals a soulscar from the target
Removes 1 soulscar from the target. This effect does not remove the innate
soulscar of Nightmare or Barbarous. A character who has received this spell at
Eff. least once will automatically resist the second and subsequent casts. It cannot be
used against the Undead.
This spell takes one day to cast.
146
Target selects any Warrior-Type Classes, temporarily increasing the class by
+3 levels. It is also possible to select a class without levels and make it equivalent
to the 3rd level. However, the target's adventurer level will remain unchanged,
and no new combat feat will be obtained.
If a monster with monster data becomes a target, it gets a +3 bonus to
Accuracy checks and Evasion checks and +3 points to the physical damage it
causes by melee attacks and ranges attacks.
148
Specialized Divine Spells of the Divine Ancestor Lyphos
149
Specialized Divine Spells of the Kilhia, God of Wisdom
150
Specialized Divine Spells of the Grendal, Blazing Emperor
151
Specialized Divine Spells of the Eve, Shield Against the Abyss
152
Specialized Divine Spells of the Dalion, God of Trees
153
Specialized Divine Spells of the Furusil, Goddess of Wind and Rain
154
Magitech Data
[Automobile] Change
Due to the addition of the riding rules, the effect of the spell [Automobile]
that creates [Manabike] is changed to a description that uses these rules.
In addition, [Automobile II] creating Superior Manabike added at the 7th
level.
155
Skybike Magisphere: Large Cost MP20
Tar. Touch Range/Area Touch/- Duration 1 Hour Resistance N/A
Sum. Create a Skybike
Magisphere transforms into Skybike. It can be used as a mount. The
Eff.
transformed magisphere cannot be used to cast magitech.
156
⏩Cannon Bullet Magisphere: Medium Cost MP6
10 seconds (1
Tar. Bullet Range/Area Caster/- Duration Resistance N/A
r)
Sum. Produces a shell with a Power 40 for 2H Gun only.
The bullet is made to have "Target: 1 area(4m Radius)/10", "Range:
2(20m)"(regardless of the gun caster uses), and it deals "Power 40 + Magic Power"
magic damage when it hits the target. However, only a gun with "Stance: 2H" can
fire this spell (bullet).
The caster can exclude themself from the target even if they include
Eff. skirmishes, including themself in the area of effect of the shot. In addition, if the
caster has learned the combat feat [Magic Control], they can exceptionally
declare it when shooting with this bullet. This allows the caster to exclude any
character within the shot's area of effect from the target.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
40 4 5 6 7 9 10 11 11 12 13 ±0
157
⏩Shower of Healing Bullets Cost MP6
Magisphere: Medium
10 seconds (1
Tar. Bullet Range/Area Caster/- Duration Resistance N/A
r)
It creates a healing bullet with a Power 30 that only rains down over a wide area
Sum.
for 2H Gun.
The bullet has a "Target: 1 area(6m Radius)/20", and if it hits, it heals HP by
"Power 30 + Magic Power" points. This spell cannot be critical.
This bullet can only be fired by a Gun with "Stance: 2H" and will hit the target
unless the Accuracy check fails automatically. The caster can select any number
Eff. of target characters (up to 20) to fire at within the area of effect.
This spell does not affect Undead, Magitech, and Construct characters.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 None
158
⏩△Minimum Leap Magisphere: Medium Cost MP15
1
Tar. Character Range/Area Touch/- Duration Instant Resistance Optional
X
Sum. Teleport across short distances
The caster teleports the target anywhere within 10m. Walls, barriers, etc. are
bypassed, but the destination must be within sight of the caster. Also, if there is
Eff.
not enough space for the target to exist, this spell will not work.
This spell can only be cast once in 10 seconds (1 round).
159
⏩Genocide Bullet Magisphere: Medium Cost MP10
10 seconds (1
Tar. Bullet Range/Area Caster/- Duration Resistance N/A
r)
Sum. Creates a bursting bullet with a Power 70 for 2H Gun only.
The bullet has "Target: 1 area(6m Radius)/20", "Range: 2(20m)"(regardless of
the Gun caster uses), and deals "Power 70 + Magic Power" magic damage when
it hits. However, only a Gun with "Stance: 2H" can fire this spell (bullet).
The caster can exclude themself from the target even if they include
skirmishes, including themself in the area of effect of the shot. In addition, if the
Eff. caster has learned the combat feat [Magic Control], they can exceptionally
declare it when shooting with this bullet. This allows the caster to exclude any
character within the shot's area of effect from the target.
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
70 5 9 10 12 14 16 17 18 19 19 ±0
160
Fairy Magic Data
MP26&Mako
Summon Fairy VI Cost
Stone 5 pts.
30 seconds
Tar. Touch Range/Area Touch/- Duration Resistance N/A
(3 r)
Sum. Calls and uses a level 13 fairy
It is the same as [Summon Fairy], except that the monster level of the fairy to
Eff.
be called is 13.
161
MP30&Mako
Summon Fairy VII Cost
Stone 5 pts.
30 seconds
Tar. Touch Range/Area Touch/- Duration Resistance N/A
(3 r)
Sum. Calls and uses a level 15 fairy
It is the same as [Summon Fairy], except that the monster level of the fairy to
Eff.
be called is 15.
MP51&Mako
Fairy Lord Cost
Stone 10 pts.
10 seconds
Tar. Touch Range/Area Touch/- Duration Resistance N/A
(1 r)
Sum. Calls and uses a level 17 fairy lord
It is the same as [Summon Fairy], except the duration is 10 seconds (1 r) and
Eff. mako stone needs to have 10 MP and the monster level of the fairy to be called
is 17.
162
Fairy Magic (Earth)
163
Great Capture Cost MP9
1
1(10m)/ 3 minutes
Tar. Character Range/Area Duration Resistance Neg
Target (18 r)
X
Sum. Chains target to the ground with countless earthen arms Type Earth
For spells duration, the target’s movement becomes 0 and will not be able to
do any Major Action except to escape as described below. In addition, for the
spell’s duration target fails all Evasion checks. Target will be forced to touch the
ground and will lose the ability to use [〇Sword's Grace/Wings Of The Wind]
Eff.
and [〇Flying].
Target can try to escape using Major Action. It must make contested
Fortitude, Willpower, or “Adventurer Level + Strength modifier” checks versus
caster Spellcasting. On success, the spell ends.
164
Fairy Magic (Water/Ice)
165
Freeze Cost MP12
Instant/10
1 1(10m)/
Tar. Range/Area Duration seconds (1 Resistance Half
Character Target
r)
Sum. Deals Power 40 damage, -4 on action checks Type Water/Ice
The target is hit with a tremendous blast of cold air, weakening it. The target
is dealt Power 40 + Magic Power water/ice magic damage. In addition, the target
Eff. takes a -4 penalty on all action checks for the next 10 seconds (1 round).
Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
40 4 5 6 7 9 10 11 11 12 13 ⑩
167
Fairy Magic (Wind)
168
Twister Cost MP12
1 Character 2(30m)/
Tar. Range/Area Duration Instant Resistance Neg
X Target
Sum. Rolls the target into the tornado and throws it out Type Wind
Creates a tornado, which hoists the target into the air, and then throws it out
to a location specified by the caster. The target can be anywhere within the
caster's line of sight and within 30m from the caster (in Simplified Combat, the
Eff.
target is limited to the rearguard area of the target's faction or the frontline area).
The target suffers 30 points of falling damage when they are thrown out and fall
down.
169
Virtual Toughness II Cost MP9
3
1 1(10m)/
Tar. Range/Area Duration minutes Resistance Optional
Character Target
(18 r)
Sum. Temporarily increase the target's HP
For the duration increases, current and max HP of the target equal to “caster’s
Magic Power + 8”. The current value will remain unchanged unless it exceeds
Eff. the original maximum value (in which case the current value will become equal
to the new maximum value).
It does not affect Undead, Magitech, and Construct characters.
170
Fairy Magic (Dark)
171
Mindread Cost MP14
1 Entire
Tar. Range/Area Touch/- Duration Special Resistance Neg
Character
Sum. Read the answer that comes to the mind of the target Type Psychic
The caster can ask only one question to the target immediately after this
casting spell and read the answer that comes to the target's mind. The target
cannot lie.
However, the caster must specify exactly what they want to know. The
Eff. question can be a simple yes/no question, “When?”, “Why?”, “Where?”,
“Who?” or “How?”. The question should be simple enough to be answered.
Questions that are ambiguous and open to multiple interpretations can lead to
not clear or misleading answers.
Also, if the target can answer using its knowledge or rumors, it believes.
172
Techniques Data
Some techniques can be learned in the Enhancer class from the 10th level.
173
⏩Spider Web Duration 3 minutes (18 r)
Sum. Shoots multifunctional silk threads
Spin thick threads of strong silk from the user's fingertips to aid in movement.
The silk works the same as the Magitech spell [Wire Anchor] (see CR I, p. 246).
Eff.
If a check is needed, use the success value of Enhancer Level + Strength
Modifier.
174
⏩Fenrir's Bite Duration 3 minutes (18 r)
Sum. Grows fangs and allows to Bite
Fangs grow in the Enhancer’s mouth. These can be used as a Bite (see p. 214)
wrestling weapon and with a Minor Action to attack only once per 10 seconds
(1 round). The Accuracy check of this attack is done with “Enhancer level +
Dexterity modifier,” and Extra Damage is done with "Enhancer level + Strength
modifier."
The Enhancer can also use this Bite for a normal melee attack as a Major
Eff. Action. In this case, Warrior-Type Classes (Fighter, Grappler, Fencer ) are used
for Accuracy checks and damage determination.
If a character uses this technique while having a Bite, they gain a +1 bonus to
Accuracy checks or a +2 point bonus to Extra Damage (whichever one the user
selects). This effect can accumulate up to a +2 bonus to Accuracy checks and +4
damage.
This technique can only be used once per 10 seconds (1 round).
175
Spellsongs and Finales Data
Here is data on Spellsongs and Finales, which can be obtained from the
Bard class from the 10th level.
Spellsongs Data
Clap
Singing Not required Pet Bird, Frog
Effect
Condition ⮭4♡2 Resistance Neg Type Psychic
Base
Rhythm ♡2 Flourish Value 24 Extra Rhythm ⮭2
Summary Force others to clap along
Anyone hearing Bard's rhythmic clapping has the urge to clap along.
Spellsong causes all weapons, shields, and items held or equipped by
Effect targets in hand to drop to the ground when the effect is activated. They
can use only weapon attacks with non-hand weapons such as Kicks, Tails,
Bites, and so on. They cannot also use Stance items.
Chorus
Singing Required Pet -
Effect
Condition ♡6 Resistance Neg Type Psychic
Base
Rhythm ♡2 Flourish Value 24 Extra Rhythm ♡2
Summary Force others to sing along
The target sings with the Bard. The target can only perform Limited
Move as a type of movement and cannot cast spells that require
Effect
vocalization, give commands or instructions to golems, or say the
password.
176
Dare
Singing Not required Pet Frog
Effect
None Resistance Neg Type Psychic
Condition
Base
⮯2 Flourish Value 24 Extra Rhythm ⮯2
Rhythm
Summary Prevents active combat feat.
The melody is so jarring that it makes targets lose their ability to make
Effect calm decisions. The target will no longer be able to declare any active
combat feats or unique skills that use them.
Dance
Singing Not required Pet Frog
Effect
Condition ⮭4♡2 Resistance Neg Type Psychic
Base
Rhythm ♡2 Flourish Value 24 Extra Rhythm ⮭2
Summary Forces to dance and gives Evasion and Accuracy -2
The target receives a -2 penalty on Accuracy and Evasion checks.
Effect However, the target does not receive this penalty if these checks are
performed using the Grappler class.
Fall
Singing Not required Pet Insect
Effect
⮯6 Resistance Neg Type Psychic
Condition
Base
⮯2 Flourish Value 24 Extra Rhythm ⮯2
Rhythm
Summary Blocks the ability to fly
If still in the air at the time of the effect, the target will be forced to fall
to the ground. See "Forced Fall Effect" (see CR II, p. 79) for the treatment
of falling. While under the effect, the target cannot fly again. [Sword's
Effect
Grace/Wings Of The Wind] cannot be used, and [Flying] unique skill is
lost. A character whose movement method is only airborne, such as
"Flying" or "Floating," cannot move.
177
Reduction
Singing Not required Pet Bird, Frog, Insect
Effect
Condition ⮯2♡4 Resistance Can’t Type Psychic
Base
Rhythm ♡2 Flourish Value 24 Extra Rhythm ⮯2
Summary Reduces cost MP of spells by -1
A peaceful tune, this Spellsong reduces MP consumption of spells
within range by -1 (but cannot reduce it to 0 or lower). While using
Effect [Metamagic/**] combat feats cost is reduced before use of Metamagic.
This spell doesn’t affect any MP consumption except spells, like
techniques or items that require MP.
Lazy
Singing Not required Pet Bird, Frog, Insect
Effect
Condition ⮯4♡2 Resistance Neg Type Psychic
Base
Rhythm ♡2 Flourish Value 24 Extra Rhythm ⮯2
Summary Action checks -1
The target's actions are interfered with by a melody that causes fatigue.
Effect
The target takes a -1 penalty to all action checks.
Finales Data
178
Finale: Roar of the Water Dragon
Rhythm Water/Ice
⮯6 Resistance Half Type and
Cost
Lightning
Summary Power 30 to 5 targets
Up to 5 targets are dealt "Power 30 + Bardic Power" magic damage.
Effect Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Value
30 2 4 4 6 7 8 9 10 10 10 ⑩
179
Stunts Data
①The name of the Stunt. The name is preceded by an icon indicating "stunt
(◯) always in effect," "Stunt (►) used with Major Action," and "Stunt (⏩) used
with Minor Action."
②A list of the Stunts needed to be learned beforehand, if any.
③The types of mounts that are able to perform the Stunt in question. If you
are riding on a mount that does not match this, you will not get the effect of the
Stunt.
④The area of the mount which is actually performing the Stunt and receiving
the benefit thereof.
None: This Stunt has no effect on the mount and instead affects the Rider
and passengers.
Main: This Stunt only affects the Main Section of the mount if the mount
has multiple Sections.
All: This Stunt affects the entirety of the mount.
⑤A quick overview of the Stunt and its effects.
⑥Detailed descriptions of the Stunt and its effects.
180
1st Level Rider Required
181
◯Remote Command Prer. None
Compatible Animals, Mythical Beasts
Area All
Summary Command a mount from up to 30m away
With this Stunt, the jockey can be up to 30m away and issue
commands to their mount. A mount that is able to hear their jockey will
perform the command to the best of their abilities. The effect of a Stunt
Effect
whose area is "Main Section" or "All" can be applied, just as when the
jockey is riding. No voice or action is required to give instructions.
This Stunt has no effect while the jockey is riding a mount.
182
◯Mount's Devotion Prer. None
Compatible Animals, Mythical Beasts
Area Main
Summary If the jockey falls to 0 HP or lower, the mount takes a hit instead
When being ridden by a jockey at the same position (area,
coordinate), if the jockey receives physical or magical damage that would
reduce them to 0 HP or lower, the mount may take the damage instead.
Effect After determining the applied damage that would be dealt to the jockey,
reduce the mount's HP by that much instead. If a mount has multiple
sections, only the Main Section can be a substitute in this way.
This Stunt can only be used once per combat.
183
►Charge Prer. None
Compatible Animals, Mythical Beasts, Magitech
Area All
Summary Damaging assault attack
Increase damage by attacking after movement.
It is resolved as a jockey or mount melee attack, and active combat
feat declarations for [Charge] can be made as for a normal melee attack.
If a hit is scored, the Extra Damage is increased by +2 points for
Simplified Combat (always +2) and +1 point for Standard Combat for
every 5m (rounded up) of movement to determine the total damage.
The jockey and mount (all sections) can make this attack only once
Effect
per turn. And when it is made, the jockey or the mount (section) must
make all other actions first, and no other melee attack can be made
before this attack.
When calculating the distance to be traveled for Extra Damage in
Standard Combat, the shortest distance between these two points should
be used, regardless of the travel route from the start point to the
endpoint.
184
5th Level Rider Required
185
◯Riding As One Prer. None
Compatible Animals, Mythical Beasts, Magitech
Area None
Summary Ride a mount using no hands
With training, the jockey can control the mount using only commands
Effect and by shifting their weight. This allows the jockey to ride while having
both hands free to perform Actions.
186
[Magic
◯Improved Magic Command Prer.
Command]
Compatible Animals, Mythical Beasts
Area All
The number of times [Magic Command] can be performed is increased
Summary
to 4 times
The number of times [Magic Command] can be performed is
Effect
increased to 4 times per day.
[HP
◯Improved HP Enhancement Prer.
Enhancement]
Compatible Animals, Mythical Beasts, Magitech
Area All
Summary Mount Max HP +5 (total +10)
Increase the Maximum HP of all sections of the mount by +5 (total
Effect
+10).
187
[Improved
◯Greater Elevated Attack Prer.
Elevated Attack]
Compatible Animals, Mythical Beasts, Magitech
Area None
Summary Jockey/Passenger Physical Damage additional +2 (total +4)
When riding a mount, this Stunt further increases the physical damage
done by the jockey and any passengers by +2, to a total of +4 damage.
Effect
This includes not only melee attacks but any ranged attacks and thrown
weapons as well.
[Magic
◯Instant Magic Command Prer.
Command]
Compatible Animals, Mythical Beasts
Area All
[Magic Command] can be performed with Minor Action and during
Summary
Combat Preparation
[Magic Command] can be performed with Minor Action and during
Combat Preparation.
If the jockey has instructed during Combat Preparation, the mount
Effect
will cast the spell in Combat Preparation according to the jockey's
instruction. Of course, it is limited to the magic that can be cast during
Combat Preparation.
◯Supercharge Prer. [Charge]
Compatible Animals, Mythical Beasts, Magitech
Area All
Summary [Charge] even after a Full Move
This Stunt allows the jockey to declare an [Charge] even after taking
a Full Move, and the penalty of Evasion check-4 is applied after using
Full Move.
Effect
In Simplified Combat, if there are no hostile characters in the
frontline area, the jockey can [Charge] from their own rearguard area to
the enemy rearguard area, gaining +4 points of Extra Damage.
[Unique Skill
◯Unique Skill Perfect Release Prer.
Release]
Compatible Animals, Mythical Beasts, Magitech
Area All
Summary Use all unique skills of mounts
With this Stunt, mount’s unique skills with “Prerequisite: Unique Skill
Effect Perfect Release” can now be used. Additionally, unique skills with
“Enhance: Unique Skill Perfect Release” can be used to their full extent.
[Steady
◯Balance Prer.
Command]
Compatible Animals, Mythical Beasts, Magitech
Area All
Summary Mount can perform Major Action when performing [Steady Command].
The mount can now perform a Major Action even when performing
Effect [Steady Command]. The rider must still take a -4 penalty to the action
checks.
189
Evocation Data
① The name of the Evocation. Evocations indicated by "⏩" for those that can
be used with Minor Action and by "△" for those that can be used during
Combat Preparation. Those without an icon can be used only with Major
Action.
②The color and number of Material Cards to be consumed to use the
Evocation. If there is a modifier, such as "x2" or "x3" after the cards listed, then
that many cards are needed for one use of the Evocation
③This indicates the target of Evocation. Same as with spells (“Caster” refers
to the Alchemist using the Evocation).
④The range and area of the Evocation. Spells use the same kinds of Ranges
and Areas, so refer to those descriptions for more information.
⑤ The duration of the Evocation.
⑥Evocation’s resistance. Same as with spells.
⑦A brief, general description of the Evocation's effects.
⑧The specific effects of the Evocation being used. Since the strength of the
Evocation depends upon the rank of the card used, there are always four ranks
of effects listed for B, A, S, and SS-Rank cards. If a particular rank of the card
cannot be used for the Evocation, it will be noted by a dash "-" after that rank.
190
1st Level Alchemist Required
191
⏩Critical Ray Cards Gold
Tar. 1 Character Range/Area Touch/-
Dur. 10 seconds (1 r) Resistance Optional
Sum. Increases the roll of damage determination for physical damage
It makes the target's weapons, arms, etc. glow, increasing their offensive
power.
When the target performs a melee attack or ranged attack to calculate physical
damage, the damage determination roll of 2d is increased. The attack will be
critical if the effect is greater than or equal to the Critical Threshold.
Eff. For fixed-value characters, their damage will be increased by this amount
instead.
When using the power table, the roll cannot be higher than 13. Also, this
effect can only increase the roll once, automatically, and is lost immediately
afterward (it does not already apply to rolls for additional critical rolls).
B: Roll +1 A: Roll +2 S: Roll +3 SS: Roll +6
192
⏩△Mirage Daze Cards White
Tar. 1 Character Range/Area 2(30m)/Target
Dur. 1 minute (6 r) Resistance Temporary
Sum. Decrease the target's Accuracy check
The target is disoriented and confused. The target receives a penalty for its
Eff. Accuracy check for the duration of the effect.
B: None A: -1 Accuracy S: -2 Accuracy SS: -4 Accuracy
193
△Initiative Boost Cards Red x 2
Tar. 1 Character Range/Area Touch/-
Dur. Instant Resistance Optional
Sum. Gives a bonus to the target's Initiative check
Increases the reaction speed of the target and the success value of the Initiative
check.
If this Evocation is used for other characters in Combat Preparation, the
Eff.
alchemist and target must be placed in the same position (area, coordinate)
during initial placement at the start of the battle.
B: +1 bonus A: +2 bonus S: +4 bonus SS: +8 bonus
194
⏩△Bind Ability Cards White x 2
Tar. 1 Character Range/Area 1(10m)/Target
Dur. 1 minute (6 r) Resistance Temporary
Sum. Penalty to success value of unique skills
It limits the unique skills the target uses and applies a penalty to their success
value. It does not affect the success value of Fortitude and Willpower checks,
checks that refer to the monster’s basic data (see CR I, p. 391), unique skills that
Eff. are tied to the class that the PC learns, such as spells, spellsongs, finales, and
evocations, and those that do not define or calculate success values in the first
place.
B: -1 penalty A: -2 penalty S: -3 penalty SS: -4 penalty
195
⏩Lean Force Cards Red x 2
Tar. 1 Character Range/Area Touch/-
Dur. 3 minutes (18 r) Resistance Optional
Sum. Increases the magic damage dealt by the target
Amplifies the target's mana. If the target deals magic damage during the
Eff. duration, its damage is increased.
B: None A: +1 damage S: +3 damage SS: +6 damage
White x 1 &
⏩△Combine Materials Cards
Black x 1
Tar. Caster Range/Area Caster/-
Dur. 3 minutes (18 r) Resistance Optional
Combine low-ranked material cards and substitute them for a single high-
Sum.
ranked card
During the duration, the caster can combine their material cards and use them
as a card of higher rank. Multiple cards of any rank can be used as a card of one
rank higher than it (multiple cards of rank B can be combined into a card of A
rank and used for Evocation). The number of cards to be combined is
determined by the rank of the card of the next Evocation. The color and rank
of the cards to be combined must be the same.
Eff.
SS-rank material cards can only be combined into SS cards. This effect is
effective even if Evocation consumes multiple cards simultaneously.
B: 10 cards can be combined and used as an A rank card.
A: 8 cards can be combined and used as an S rank card.
S: 6 cards can be combined and used as a SS rank card.
SS: 4 cards can be combined and used as a SS rank card.
196
Slash Field Cards White x 3
All Areas (30m
Tar. Range/Area Touch/-
Radius)/Space
Dur. Special Resistance Can’t
Sum. Immune to slashing type while inside and bludgeoning type damage +5
All characters within the area become immune to all damage and effects of
the slashing type. At the same time, if a character receives physical or magical
damage from a bludgeoning type, the damage received is increased by +5 points.
Eff.
The duration varies depending on the rank of the material card consumed.
B: None A: 10 seconds (1 round)
S: 30 seconds (3 rounds) SS: 3 minutes (18 rounds)
Red x 1 &
⏩△Deluxe Materials Cards
Green x 1
Tar. Caster Range/Area Caster/-
Dur. 3 minutes (18 r) Resistance Optional
Sum. Treat higher-ranked cards as lower-ranked ones to increase the success value
During the duration of the effect, the alchemist gains a bonus to the success
value of the Evocation check. The bonus is different depending on the rank of
the card of this Evocation check.
To get this effect, when alchemist consumes Material Cards, they have to treat
all of them as one rank lower than the original rank of this effect (SS-rank card
Eff. becomes S-rank effect, and S-rank card becomes A-rank effect, and A-rank card
becomes B-rank effect).
Even during the duration, it is possible to use Evocations without this effect
and with the normal rank/effect correspondence. Of course, this does not give
any bonus to the success value of the Evocation check.
B: +2 success value A: +4 success value S: +6 success value SS: +10 success value
197
Flame Field Cards Red x 3
All Areas (30m
Tar. Range/Area Touch/-
Radius)/Space
Dur. Special Resistance Can’t
Sum. Immune to fire type while inside and water/ice type damage +5
All characters within the area become immune to all damage and effects of
the fire type. At the same time, if a character receives physical or magical damage
from a water/ice type, the damage received is increased by +5 points.
Eff.
The duration varies depending on the rank of the material card consumed.
B: None A: 10 seconds (1 round)
S: 30 seconds (3 rounds) SS: 3 minutes (18 rounds)
198
Combat Feats Data
Weapon Master
Adventurer Level 11 or higher, [Weapon
Prer. Use -
Proficiency S/**] (any category)
Sum. You can wield any weapon up to SS rank
The master will be able to equip all rank weapons (including SS rank) of
Effect all categories. However, class restrictions still apply.
199
Enhanced Evocations I
Prer. Alchemist Level 3 or higher Use Alchemist class
Sum. Evocation check +1
The master gets a +1 bonus to the success value of any Evocation check
Effect
they perform.
Enhanced Evocations II
[Enhanced Evocations I]/Alchemist Level 9
Prer. Use Alchemist class
or higher
Sum. Evocation check +2
The master gets a +2 bonus to the success value of any Evocation check
Effect
they perform.
Distant Evocations
Prer. Alchemist Level 5 or higher Use Alchemist class
Sum. Extend the Evocation range
The master treats the Evocation of "Range/Area: Touch/-" as "Range/Area:
1(10m)/Shot". If their Evocation is "Target: 1 Character", they can select
Effect
multiple targets simultaneously by doubling the number of material cards they
consume.
Ever-Changing II
[Ever-Changing I]/Grappler or Fencer Grappler class
Prer. Level 13 or higher Use or Fencer class
Sum. May declare 3 Active Combat Feats per round
The master may declare the active combat feat three times per round,
either by declaring three different feats in one attack and applying them each
together or by declaring one feat in each of the different attacks (to allow for
Effect
multiple attacks). How the master divides the three declarations is optional.
If the declared feats have risks, they are all applied cumulatively, even if
the same feat is declared multiple times.
Armor Master
Adventurer Level 11 or higher, [Armor
Prer. Proficiency S/**] (any category) Use -
Sum. You can equip any armor up to SS rank
The master will be able to equip all rank armor (including SS rank) of all
Effect
categories.
200
Powerful Magic II
[Powerful Magic I]/Adventurer Level 11 or
Prer. higher, 2 Wizard-type Classes Level 10 or Use -
higher
Sum. All Magic Power +2
The master gains +2 to the Magic Power of any magic system they have
Effect mastered.
Pinpoint Attack II
[Pinpoint Attack II]/Adventurer Level 13 or
Prer. Use -
higher
Sum. Accuracy +2
Effect Increase master’s Accuracy checks by +2.
Consecutive Evocation
Prer. Alchemist Level 5 or higher Use -
When Evocation is used with Major Action, it can be performed twice
Sum. consecutively
When using an Evocation with a Major Action, the master may use two
different Evocations once with each Major Action. An Evocation check is
Effect performed for each Evocation, and the target is defined separately for each
Evocation.
201
Aimed Attack III
[Aimed Attack II]/Adventurer Level 11 or
Prer. Use -
higher
Appl. 1 weapon attack Risk None
Sum. Accuracy +2
Melee Attack and Ranged Attack should be declared simultaneously and
effective for one attack. If multiple attacks are made simultaneously, the effect
Effect
is applied to all of them.
The declared attack gains a +3 bonus to Accuracy checks.
Critical Cast II
[Critical Cast I]/Adventurer Level 11 or
Prer. higher Use Wizard-Type Class
Appl. 1 spell cast Risk None
The Critical Threshold of the spell -1 ignores critical immunity, and criticals
Sum.
occur even at halved damage
Declared when the spell is cast and is valid for one cast.
The following effects are also applied in addition to the effects of [Critical
Cast I].
Effect Target's critical immunity and Critical Threshold modifications abilities are
all ignored, and for spells with "Resistance: Half," a critical hit will occur when
using the power table even if the target is resisted. In this case, the total damage
is determined with criticals, and then it is halved.
202
Violentcast II
[Violentcast I]/Adventurer Level 13 or
Prer. Use Wizard-Type class
higher
Appl. 1 spell cast Risk None
Sum. Spellcasting check +2 for damaging spell
It can be declared at the time of the cast spell and is valid for the one time
of the cast.
If the spell only damages the target, the user gains a +3 bonus to the success
Effect value of the Spellcasting check. This feat does not affect spells that do not deal
damage or have effects other than dealing damage. This feat even works for
spells that increase damage based on specific conditions, such as the target's
classification.
Lethal Strike III
[Lethal Strike II]/Fencer Level 11 or
Prer. Use Fencer class
higher
Appl. 1 spell cast Risk None
Sum. Power table roll for melee attack +1, ignores critical immunity
When a melee attack is made, this feat can be declared at the time of the
attack and is effective for that single attack.
If the declared attack hits, it is the damage roll. Target's critical immunity
and Critical Threshold modifications abilities are all ignored. It is increased by
+1 if the roll is 3-11. Double 1s and double 6s work as is. The same is true for
Effect all critical for this damage decision.
When attacking multiple characters simultaneously, the user must select
one character randomly from among that hit. The above process is then used
to calculate the damage to that one character. This target selection is made
before the damage is determined.
Armor Piercer III
[Armor Piercer II]/Grappler Level 15 or
Prer. higher Use Grappler class
Appl. 1 melee attack Risk None
Treats the attack target's Defense as half. Critical Immunity ability is ignored,
Sum.
and Defense is set to 0 on a critical hit
When a melee attack is made, this feat can be declared at the time of the
attack and is effective for that single attack.
If the declared attack hits, the attack target's Defense is treated as half
(rounded up). Target's critical immunity and Critical Threshold modifications
abilities are all ignored. When critical occurs, Defense is treated as 0. No
Effect Critical Threshold increase (worsening) existed in [Armor Piercer II].
When attacking multiple characters simultaneously, the user must select
one character randomly from among that hit. Then, the above process is
performed when applying damage to that character. This target selection is
made before determining the damage.
203
Automatically Acquired Passive Combat Feats
Battle Master
Gain Fighter or Grappler Level 13 Use -
Sum. May declare two active combat feats per round
The master may declare two active combat feats in one round. The same
active combat feat may not be declared for more than one turn. It is possible
Effect to declare the same active combat feat for two or different active combat feats
for a single action to duplicate or accumulate their effects.
If the declared feats have risk, they are all cumulative.
Rune Master
Gain Any Wizard-type Class Level 11 Use -
Sum. May declare two active combat feats per round
The master may declare two active combat feats per round. However, at
Effect least one of them must be of “Use: Wizard-Type Class,” and the same active
combat feat may not be declared more than once in a single turn.
Treasure Master
Gain Scout Level 12 Use -
Sum. Loot Determination rolls +1
The master gains +1 to the roll of the Loot Determination. This effect
Effect
accumulates with other Loot Determination-increasing effects.
Skill Master
Gain Scout Level 15 Use Scout class
Sum. Scout can re-roll skill checks once
Once per check, the Scout may reroll 2d after seeing the 2d result of a skill
check using Scout Class Level for standard value calculation. This reroll can
Effect
be done only once per action check. If there is any other reroll effect, it is
assumed that the number of rerolls increases only by +1.
204
Shukuchi
Gain Ranger Level 12 Use -
Sum. Full Move enables actions that are possible with Normal Move
The master may perform the actions that can be performed during a
Normal Move on the round in which the Full Move is performed. The type of
Effect move itself does not change, and the penalty to the Evasion check (-4) must
also be taken.
Run-and-Gun
Gain Ranger Level 15 Use -
Sum. Normal Move enables actions that are possible with Limited Move
The master can perform the actions that can be performed during a
Effect Limited Move in the round in which the Normal Move is performed. The type
of move itself does not change.
Mana Resistance
Gain Sage Level 12 Use -
Sum. Receive magic damage -5
Effect Reduce all Magic Damage master receives by -5.
Sage's Wisdom
Gain Sage Level 15 Use -
Sum. Sage can re-roll skill checks once
Once per check, the Sage may reroll 2d after seeing the 2d result of a skill
check using Sage Class Level for standard value calculation. This reroll can be
Effect
done only once per action check. If there is any other reroll effect, it is assumed
that the number of rerolls increases only by +1.
205
Item Data
Auto-Return
Some thrown weapons have this annotation: if the weapon is thrown and
an Accuracy check or damage calculation is performed, it will return to the
user's hand immediately and can be reequipped in the user's hand. A weapon
with "Auto-Return (only on miss)" will not return after being hit (it will fall to
the same position as the attacked target).
206
Swords
B-Rank Swords
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Weakness
1H 5 - 5 0 1 1 2 2 3 4 5 5 5 ⑩ - 7,660
Revealer ※1
※1: Detail p. 226
A-Rank Swords
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Main Gauche ※
1H 6 - 6 0 1 1 2 3 3 4 5 5 5 ⑩ - 620
1
※1: Detail p. 226
S-Rank Swords
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
1H† 20 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1
Executioner's 30,000
2H 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1
Blade ※1
※1: Detail p. 226
SS-Rank Swords
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Angel
1H 2 +2 17 1 2 3 4 5 5 6 7 7 8 ⑩ +1 40,000
Feather
Moon
1H 10 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +1 48,000
Pillar
207
Hyperion 1H† 20 +1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1
57,000
2H 20 +1 50 4 6 8 10 10 12 12 13 15 15 ⑩ +3
Geister
2H 30 +1 70 5 9 10 12 14 16 17 18 19 19 ⑩ +3 83,000
※1
※1: Detail p. 226
Axes
A-Rank Axes
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Arm Catcher
2H 17 - 37 3 5 6 7 8 9 10 11 12 12 ⑪ - 2,480
※1
※1: Detail p. 227
S-Rank Axes
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Death 2H 17 +1 42 4 6 7 7 9 10 11 12 13 13 ⑪ +1
26,000
Scythe ※1 2H 17 +1 52 5 7 8 10 11 12 12 13 15 15 ⑪ +1
※1: Detail p. 227
SS-Rank Axes
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Rimahawk
1H* 8 +1 28 2 3 4 6 6 8 9 9 10 10 ⑪ +1 50,000
Urgosh, ᵴ 20 -1 55 5 7 10 10 11 12 13 14 16 16 ⑪ -
Silvered ※ 64,000
ᵱ 20 -1 50 4 6 8 10 10 12 12 13 15 15 ⑩ -
1
2Hᵴ 27 +1 62 5 9 10 11 13 13 14 16 17 18 ⑪ +3
Agahast 65,000
2Hᵱ 27 +1 57 5 8 10 11 11 12 13 15 16 17 ⑩ +3
Dynast 2H 40 -1 90 7 10 12 15 18 19 21 23 25 26 ⑪ +3 83,000
※1: Detail p. 227 (including the peculiarities of Stance)
208
Spears
A-Rank Spears
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Normal Lance 1H 20 -1 25 2 3 4 5 6 7 8 8 9 10 ⑩ -
1,200
1HR 20 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
S-Rank Spears
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Heavy Lance 1H 25 -1 35 3 4 5 7 8 9 10 10 11 12 ⑩ -
8,280
1HR 25 -1 45 4 6 7 9 10 10 11 12 13 14 ⑩ -
SS-Rank Spears
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Eclair ※
1H* 7 +1 27 2 3 4 6 6 8 8 9 9 10 ⑩ +1 61,000
1
1H† 17 - 42 4 6 7 7 9 10 11 12 13 13 ⑩ +1
Tri-Lux 54,000
2H 17 +1 47 4 6 7 9 10 11 12 13 13 15 ⑩ +3
Fatal 1H 25 - 45 4 6 7 9 10 10 11 12 13 14 ⑩ +1
67,000
Lance 1HR 25 - 55 5 7 10 10 11 12 13 14 16 16 ⑩ +1
Ductus
2H 30 - 65 5 9 10 12 13 14 15 17 18 18 ⑩ +3 68,000
Lancair
※1: Detail p. 228
209
Maces
A-Rank Maces
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Molder ※
2H 30 +2 50 4 6 8 10 10 12 12 13 15 15 ⑫ - 16,500
1
※1: Slayer +2 (Undead, Constructs, Magitechs)
S-Rank Maces
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Power 1H† 23 +3 33 3 4 5 6 8 8 10 10 10 11 ⑫ +1
38,000
Capper ※1 2H 23 +3 43 4 6 7 8 9 10 11 12 13 14 ⑫ +1
※1: Details p. 228
SS-Rank Maces
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Bloody Lily
1H 14 +3 34 3 4 5 6 8 9 10 10 11 11 ⑫ +1 50,000
1H† 20 +2 40 4 5 6 7 9 10 11 11 12 13 ⑫ +1
Skullsludger 63,000
2H 20 +2 50 4 6 8 10 10 12 12 13 15 15 ⑫ +3
※1
Zeno 2H 33 +3 68 5 9 10 12 14 15 16 17 19 19 ⑫ +3 65,000
※1: Slayer +3 (Humanoids, Barbarous, Animals, Mythical Beasts)
210
Staves
B-Rank Staves
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Staff of
Control 2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1 14,840
※1, ※2
※1: +1 to Defense of the wearer ※2: Details p. 229
SS-Rank Staves
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Aeon ※1 2H 8 +1 38 3 5 6 7 8 10 10 11 12 13 ⑫ +3 78,000
Uroboros
2H 14 +2 49 4 6 7 10 10 12 12 13 14 15 ⑫ +3 136,000
※2
※1: Detail p. 229※2: Details p. 229
Flails
B-Rank Flails
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Balanced
2H 22 - 42 4 6 7 7 9 10 11 12 13 13 ⑩ - 7,780
Pendulum ※1
※1: Details p. 230
211
S-Rank Flails
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Daemonthresher ※1 1H 24 -1 34 3 4 5 6 8 9 10 10 11 11 ⑨ - 12,000
※1: Details p. 230
SS-Rank Flails
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Silver 1H† 15 - 35 3 4 5 7 8 9 10 10 11 12 ⑨ +1
59,000
Comet 2H 15 - 45 4 6 7 9 10 10 11 12 13 14 ⑨ +3
Quadblaze
1H 26 - 26 2 3 4 5 6 8 8 9 9 10 ⑩ +1 69,000
※1
Tyrant 2H 38 - 38 3 5 6 7 8 10 10 11 12 13 ⑩ +3 78,000
※1: Type Weapon (Fire) +3/MP Cost 3
Warhammers
B-Rank Warhammers
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Golden
Mattocks 2H 20 -1 40 4 5 6 7 9 10 11 11 12 13 ⑩ +1 11,880
※1
※1: Details p. 230
212
A-Rank Warhammers
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Shock
Hammer 1H 12 - 22 1 2 3 5 6 6 7 8 9 10 ⑩ +1 15,700
※1
※1: Details p. 230
S-Rank Warhammers
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Heart
Tracker ※ 1H 16 - 31 2 4 5 6 7 8 9 10 10 11 ⑩ - 52,600
1
※1: Details p. 230
SS-Rank Warhammers
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Eversio
1H* 8 -1 33 3 4 5 6 8 8 10 10 10 11 ⑨ +1 57,000
1H† 19 - 29 2 3 4 6 7 8 9 9 10 10 ⑧ +1
Rosenhagen 70,000
2H 19 -1 39 4 5 6 7 8 10 11 11 12 13 ⑧ +3
Gaiacleaver
2H 35 -2 85 6 9 11 14 17 19 21 22 23 24 ⑩ +3 88,000
213
Wrestling
B-Rank Wrestling
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
Bite ※1 2H# 1 - 11 1 2 2 3 3 4 5 6 6 7 ⑩ -
※1: Bite is needed
SS-Rank Wrestling
Add'l Dmg
Crit Value
Min STR
Accuracy
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Thrown Weapon
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Throwing Star
1H* 1 +1 1 0 0 0 1 2 3 3 3 4 4 ⑩ - 1(10m) 200
※1
※1: Details p. 231
214
A-Rank Thrown Weapons
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Bows
B-Rank Bows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Bold Assertor
2H 22 +1 32 3 4 5 6 7 8 10 10 10 11 ⑩ +1 2(20m) 7,770
※1
※1: Details p. 232
215
S-Rank Bows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
SS-Rank Bows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Crossbows
B-Rank Crossbows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
Beast Buster
2H 15 +1 30 2 4 4 6 7 8 9 10 10 10 ⑩ +2 2(30m) 7,280
※1
※1: Slayer +2 (Animals , Mythical Beasts)
216
SS-Rank Crossbows
Add'l Dmg
Crit Value
Min STR
Accuracy
Range
Price
Stance
Power
Name ③④⑤⑥⑦⑧⑨⑩⑪ ⑫
Guns
A-Rank Guns
Min Max Crit Add'l
Name Stance Accuracy Range Price
STR Magazine Value Dmg
Smart
2H 5 4 -1 ⑩ +2 2(30m) 1,200
Carbine※1
※1: Details p. 232
SS-Rank Guns
Min Max Crit Add'l
Name Stance Accuracy Range Price
STR Magazine Value Dmg
1H 5 4 +2 ⑩ +2 1(10m) 50,000
Masquerade
2H 10 3 +2 ⑩ +4 2(40m) 55,000
Choreadora
Full Fire 2H 15 8 +1 ⑩ +4 2(30m) 60,000
Desperado 2H 20 2 +3 ⑪ +6 2(60m) 80,000
Ammunition
Name Weapon Price Notes
When shot with a bow, it makes a sound.
Kaburaya Bow 5
(Details p. 232)
Dragon Bow, Deals fire magic damage in “Area: Line.”
44,800
Arrow/Quarrel Crossbow Always recoverable (Details p. 232)
217
Comprehensive List of Armor
Magic Damage -3
Some armor has the annotation "Magic Damage -3". This type of armor
reduces by -3 magic damage dealt to the wearer. However, it does not reduce
poison, disease, curse, or psychic damage.
Nonmetallic Armor
218
Metal Armor
219
Shields
Mount Protection
Some of the category Shields are annotated with "Mount Protection." If a
jockey has a shield of this type, its Defense is also applied to all mount’s
sections. In this case, the mount's Defense is not increased by [Armor
Proficiency (A/S)/Shield]. If the shield itself is enhanced, its enhancement
should also be added.
B-Rank Shield
Stance Min
Name Evasion Defense Price Notes
STR
Earth, water/ice, fire, wind
Asteria's
1H 6 - 2 40,000 types damage -3 (Details p.
Defense
234)
It can switch between crossbow
Calvaria 1H 14 - 3 67,000 and shield forms. (Details p.
234)
A-Rank Shield
Name Stance Min STR Evasion Defense Price Notes
Knight Shield 1H 15 - 2 1,250 Mount Protection
S-Rank Shield
Name Stance Min STR Evasion Defense Price Notes
Grand Partner 1H 18 - 3 4,800 Mount Protection
Turtle Shell 1H 5 +2 1 19,200
S-Rank Shield
Name Stance Min STR Evasion Defense Price Notes
Half Moon 1H 6 +2 2 33,000
Glorious 1H 15 +1 5 47,000
Paladin's
1H 21 - 6 54,000 Mount Protection
Pride
Eternal Lord 1H 24 - 7 65,000
220
General Equipment and Supplies
Clothing
Name Stance Price Notes
Stylish Riding 100 + 10
- Riding checks +1
Clothes reputation
Travel Expenses
Name Stance Price Notes
Carriage Distance to be reached in 1 hour, for long distance,
- 10
Fare +5G per hour
Magical The trip takes about 12 hours in a second class
Train Fare - 20+ compartment. The price increases proportionally as the
distance increases. First class 50+.
Airfreight
- 500+ Per itinerary per day. Fare only.
Fare
Charter Per day including coachman. 500G for transporting one
Wagon passenger and their baggage, 750G for 2 persons, and
- 500+
1,000G for 4 persons. If the day is extended, the cost of
the passenger's meals, etc., are paid separately.
Small One crew team operates the ship (the airship alone
Airship 20,000+ cannot be rented). Per day including all meals and
Charter other expenses for the crew.
Potions
Name Stance Price Notes
Antidote Potion Removes all effects of poison type with a
- 10,000
III success value of 25 or less.
Sprinkling on a petrified character will
Cure Stone remove any petrification effects success
- 10,000
Potion III
value of 25 or less. ※Can be sprinkled.
Scarlet Potion - 1,400 Temporarily increases HP (Details p. 235)
221
Repair Tools
Name Stance Price Notes
Restores Power 10 to construct or magitech
Repair Tape I - 200
(Details p. 235)
Restores Power 40 to construct or magitech
Repair Tape II - 750
(Details p. 235)
Repair Tape Restores Power 70 to construct or magitech
- 3,000
III (Details p. 235)
Class-Specific Items
Class-Specific Items
Name Stance Price Notes
Mechanized For 2 MP, adds +2 to Open Lock check,
1H 7,080
Fingers also work as Scout's Tools (Details p. 235)
Apothecary's Stabilizes herb recovery (1d+4 on Power
2H 200
Tools Table roll) (Details p. 235)
+1 for recovery of herbs to self (Details p.
Magic Pipe 1H 1,360
235)
Right
Hand,
Left
Alchemy Kit Hand, 200 Allows use of Evocations
Waist,
and
Other
Increases range of Evocations (Details p.
Card Shooter 1H 1,500
235)
Material Card - 20 – 20,000 Consumed by Evocations
Tiny Armor - 2,120/6,120 Familiar's Defense +3/+6 (Details p. 235)
222
Adventure Tools
Adventure Tools
Name Stance Price Notes
When you pass in front of it again,
Chalk of the Lost 1H 1,200 it emits light to let you know
(Details p. 237)
Baffle intelligent enemies (Details
Puzzling Sign 1H 4,880
p. 237)
5,200/17,200 (+50 Adds MP to magitech (Details p.
Mana Cartridge -
reputation) 237)
Great Daemon's
Determines the threat level of the
Crystallized Blood 1H 6,400
Shallow Abyss (Details p. 237)
Plate
Its light is invisible to those who
Fairy Lantern 1H 10,000
have soulscars (Details p. 237)
Accessories
Accessory: Head
Name Price Notes
Cattleya
20,000 Extend the range of Fairy Magic (Details p. 238)
Garland
Goddess's Rarely make healing magic hyper-effective. Women only
20,000
Veil (Details p. 238)
Crown of You can roll for each target and then distribute the results when
25,000
Riches healing multiple targets. Men only (Details p. 238)
Accessory: Face
Name Price Notes
Night
3,000 Can see in darkness (Details p. 239)
Goggles
When the Monster Knowledge check fails, the level of the target is
Hunter's
9,600 known. On success, +1 is added to the Accuracy check (Details p.
Eyes
239)
223
Accessory: Ear
Name Price Notes
Linkpearls Multiple Linkpearls can be equipped at the same time
3,000+
Holder (Details p. 240)
Stone Man's The body becomes covered with stone and increases
6,640
Earring Defense in exchange for body movement (Details p. 240)
Accessory: Neck
Name Price Notes
Miracle
10,000 Reroll a Death Check (Details p. 241)
Necklace
Curse Damage to Daemons +3, damage received from Daemons
40,000
Rebellion -3 (Details p. 241)
Accessory: Back
Name Price Notes
Inverness, a
3,000 Creates Throwing Stars (Details p. 241)
Beautiful Star
Warns and guides by arcana. +1 to Search, Monster
Smart Animal
9,000 knowledge, Notice, Danger Sense, and Spot Trap checks
Sack
(Details p. 241)
Accessory: Hand
Name Price Notes
The highest ability score is decreased by -1. The lowest
Level Ring 500
ability score is increased by +2 (Details p. 242).
Allows equipping a weapon or shield with a minimal
Big Gloves 8,000 strength of 5 more than the original. Equipped at both
hands and priced as a set (Details p. 242)
Ring of
30,000 Willpower +2 (Details p. 242)
Righteous Belief
Accessory: Waist
Name Price Notes
Sunflower Fortitude and Willpower checks against undead +1 (Details
1,500
Buckle p. 243)
Assume that the wearer is in a natural environment (Details
Green Belt 35,000
p. Accessory)
224
Accessory: Feet
Name Price Notes
Light Boots 11,600 Cannot fall prone (Details p. 243)
Thieves Boots 20,000 Teleport 2m (Details p. 243)
Accessory: Any
Name Price Notes
Control the growth of the ability score to some extent
Sign of Valor 10,000
(Details p. 244).
225
Detailed Data
Swords
226
Geister Base Price: 83,000
A 2m long black sword,
Pop. 10 App. the blade has a terrifying Category (Rank) Sword SS
pattern forged into it.
Sum. Deals 5 damage to the wielder Era Magitech Civilization
At the end of the round in which this weapon is used, the user takes 5 points
Effect
of fixed damage to HP.
Axes
227
If the wielder has mastered [Dual Wielding] combat feat, they can attack
twice, once with the axe head and once with spearhead, using ᵴ and ᵱ stats once
each, as if they were holding separate weapons in each hand (two weapons with
“Stance: 1H”).
- Use as a weapon with "Stance: 2H".
Can use ᵴ or ᵱ stats. In either case, Extra Damage is increased by +5.
Spears/Thrown Weapons
Maces
228
Staves
229
Flails
Warhammers
Thrown Weapons
Crossbows/Shields
231
Bows
Guns
Ammunition
232
Nonmetallic Armor
Metal Armor
233
Powered Plates Base Price: 28,000
A large number of metal
Pop. 10 App. plates are attached to the Category (Rank) Metal Armor S
flexible armor
Evasion check +1 after the fact by
Sum. Era Magitech Civilization
consuming 3 MP
A character equipped with this armor can gain +1 to success value by
Effect spending 3 MP after checking the result of an Evasion check.
This effect can be used only once per an Evasion check.
Shields
234
Potions
Repair Tools
Class-Specific Items
235
Apothecary's Tools Base Price: 200
Boxes containing various
Pop. 0 App. instruments, bandages, Item Class Class-Specific Items
etc.
Stabilizes herb recovery (1d+4 on
Sum. Era Current
Power Table roll)
When attempting to recover HP or MP with herbs, the user can use this item
Effect to roll 1d+4 on the Power Table instead of 2d. There is no effect if they do not
use the Power table while using herbs.
236
Adventure Tools
Mana Cartridge
Base Price: 5,200 (+50 reputation)/17,200 (+50 reputation)
Pop. 8 App. Rectangular cartridges Item Class Adventure Tools
Sum. Adds MP to magitech Era Current
This processed item can be attached to magitech. Only one cartridge can be
attached to a magitech mount or an item whose Era is Magitech Civilization or
Current, and that consumes MP to use or activate its effect (There are several
types of Mana Cartridge, but only one of them can be used). It can be attached
to weapons, armor, and all from this rulebook, including Quadblaze, Le
Effect
Indalia, Sortrel, and Powered Plates. They cannot be attached to Uroboros
because their era does not match.
User can consume some or all of the MP from this cartridge when operating
them. MP can only be used to run the magitech. In the case of a magitech that
has its own MP, the MP is added by this cartridge.
237
It takes 1 minute (6 rounds) to attach or detach the Mana Cartridge from an
item or mount. A character with 1 level or higher in the Artificer can do this
with a single Major Action and fill it with MP from their own MP, the mako
stone, or other Mana Cartridges.
Four types differ in whether they require MP, money, or reputation.
Type MP Price Reputation
X 10 5,200 -
XI 11 5,200 50 reputation
XX 20 17,200 -
XXI 21 17,200 50 reputation
Accessory: Head
238
Goddess's Veil Base Price: 20,000
Pure white veil with
Pop. 14 App. Item Class Accessory: Head
ribbons
Rarely make healing magic hyper- Ancient Magic
Sum. Era
effective. Women only Civilization
It is a gorgeous, pure white veil. It is a symbol of grace and charity throughout
Raxia.
A woman who wears the Goddess's Veil can treat healing magic as though it
Effect had a Critical Threshold of 10; i.e., healing spells can be critical and will heal
more than usual.
Men may also wear the Goddess's Veil but do not gain any benefits from
doing so.
Crown of Riches Base Price: 25,000
Crown decorated with
Pop. 14 App. gemstones in the shape Item Class Accessory: Head
of a cross
When healing multiple targets,
you can roll for each target and Ancient Magic
Sum. Era
then distribute the results. Men Civilization
only
The effect of this item appears when the magic that recovers HP using a
power table such as [Cure Wounds] is cast on multiple targets simultaneously,
such as with [Metamagic/Targets]. In this case, the wearer can determine the
amount of recovery for all the targets first and then distribute the result to any
targets one by one. This effect is limited to the case of recovery by Divine Magic
Effect
spells.
It is also useful when magic such as [Cure Wounds] is used to damage the
undead. The result of the resistances can be determined before the sorting (for
example, dealing the most damage to targets that failed resistance).
This effect only works when equipped by male characters.
Accessory: Face
Accessory: Ear
240
Accessory: Neck
Accessory: Back
242
Accessory: Waist
Accessory: Feet
243
Thieves Boots Base Price: 20,000
Pop. 14 App. Black leather boots Item Class Accessory: Feet
Ancient Magic
Sum. Teleport 2m Era
Civilization
A wearer can move coordinates up to 2 meters using Major Action, regardless
of obstacles, by casting the password and 10 MP. The target point need not be
visible; the direction and distance (2 meters) should be specified aloud in
arcana.
After the effect is used, the wearer temporarily disappears and appears at the
specified coordinates at the beginning of the next wearer’s turn. During this one
Effect
round (10 seconds), the equipped person is immune to any effect.
Suppose there is another character or object at the specified coordinates. In
that case, the wearer cannot appear there and will rematerialize at their original
position.
If the wearer tries to use this effect more than once a day, the MP cost will
increase by 10 points, to 20, 30...
Accessory: Any
244
Improvements and Enhancements
to Weapons and Armor
This section will describe how to further enhance weapons and armor. We
also present data on how to apply conventional improvements and
enhancements to SS-ranked weapons and armor.
Utilizing a special mineral called Ignis Ore, the weapon's strength can be
increased to the limit.
Weapons with this enhancement are treated as a magic weapon. At the
same time, its original power is increased by +5. However, SS-ranked weapons
have their power increased by +10.
Ignidite processing is a secret technique that has been inherited by the race
called Dark Dwarves, and in order to have this enhancement done, you must
spend 100 reputations and have an acquaintance connection with a Dark Dwarf
Blacksmith (see p. 127).
Then, by paying the following amount, the ignidite process will be started.
The process takes one week. For the reasons above, no pre-processed weapons
are available on the market.
B-Rank: 5,000G
A-Rank: 10,000G
S-Rank: 20,000G
SS-Rank: 40,000G
Weapons with this enhancement will have "Ignidite" added to the beginning
of their names (e.g., “Ignidite Falchion”).
245
Extra Manatite Armor (Armor Enhancement)
Armor with this enhancement will have "Manatite" added to the beginning
of their names (e.g., “Manatite Mithril Plate”).
246
Mount and Mount Equipment
Mount: Animals
Appropriate Purchase Rental
Name SMoSRP Notes
Level Price Price
Horse 1–4 5,000 250 - (Details p. 254)
Horse with +5
5,000 + 30
Fast Horse 1–4 - - movement, purchase
reputation
only
War Horse 4–7 10,000 1,000 - (Details p. 254)
War Horse with +5
Exceptional 10,000 + 60
4-7 - - movement, purchase
Horse reputation
only
Legendary
7 – 10 20,000 2,000 - (Details p. 254)
Horse
Legendary Horse
Daredevil 20,000 + 100
7 – 10 - - with +5 movement,
Horse reputation
purchase only
Divine Horse 10 – 13 50,000 5,000 - (Details p. 254)
Divine Horse with
50,000 + 150
King of Horses 10 – 13 - - +5 movement,
reputation
purchase only
Dowles 2-4 4,500 300 - (Details p. 254)
Dondowles 5-7 9,000 900 - (Details p. 254)
Mordondowles 10 - 12 30,000 3,000 - (Details p. 254)
Dolphin 2–5 6,000 600 - (Details p. 254)
247
Mount: Mythical Beasts
Appropriate Purchase Rental
Name
Level Price Price
SMoSRP Notes
(Details p.
Pegasus 5–7 20,000 2,000 -
257)
Emerald (Details p.
6-8 25,000 2,500 -
Raccoon 257)
(Details p.
Tilgris 8 - 10 60,000 6,000 -
257)
(Details p.
Draconet 10 – 12 120,000 12,000 3,000
257)
(Details p.
Lesser Dragon 13 - 15 360,000 36,000 9,000
257)
Mount: Magitech
Appropriate Rental
Name Purchase Price Notes
Level Price
Mini
1–2 3,000 300 (Details p. 261)
Manabike
Manabike 3–6 10,000 1,000 (Details p. 261)
10,000 + 60 Manabike with +5
Manabike G 3–6 -
reputation movement, purchase only
Superior
7–9 20,000 2,000 (Details p. 261)
Manabike
Superior 20,000 + 100 Superior Manabike with +5
7–9 -
Manabike K reputation movement, purchase only
Skybike 11 – 13 60,000 6,000 (Details p. 261)
60,000 + 150 Skybike with +5 movement,
Skybike S 11 – 13 -
reputation purchase only
248
Carry an Animal or Mythical Beast of 3 levels or lower,
Mount
100 and return them to their original positions with Minor
Reduction Tag I
Action (Details p. 97)
Carry an Animal or Mythical Beast of 7 levels or lower,
Mount
500 and return them to their original positions with Minor
Reduction Tag II
Action (Details p. 97)
Carry an Animal or Mythical Beast of 13 levels or lower,
Mount
2,000 and return them to their original positions with Minor
Reduction Tag III
Action (Details p. 97)
Manabike Carry Magitech and use Minor Action to put it in and out
10,000
Storage Sphere (Details p. 97)
These items are used to regenerate disabled sections (see p. 99) of Animals
or Mythical Beasts or to repair a destroyed magitech (see p. 99). When used,
it regenerates the function of the section and restores HP to 1 point.
Mount Armaments
Mounts with them can be equipped and affect their capabilities. Depending
on the classification of the mount, it may or may not be equipped.
There are weapons and armor, and the mount can equip one of each. In
the case of a mount with multiple sections, each section can equip one weapon
and one armor, affecting only the section in which it is equipped.
It is possible to reuse one item between multiple mounts (section) (e.g., to
replace the item used for Horse with Dowles).
Armaments with “proprietary mounts only” cannot be equipped on rental
mounts.
You cannot enhance mount weapons and armor.
249
Mount Weapons
Name Classification Price Note
Big Horn Animal, Mythical Beast 800 Damage +1
Accuracy check -1,
Sideblade Magitech 800
Damage +2
Iron Rivet Animal, Mythical Beast 2,000 Damage +2
Flicker Animal, Mythical
3,000 Accuracy +1
Hammer Beast, Magitech
Flicker Star Animal, Mythical 3,000 + 20 Accuracy +1 ※
Beast, Magitech reputation Proprietary mounts only
Blade Horn Animal, Mythical Beast 5,000 Damage +3
5,000 + 20 Damage +3 ※Proprietary
Metal Horn Animal, Mythical Beast
reputation mounts only
Manatite Animal, Mythical
15,000 Damage +4
Plating Beast, Magitech
Manatite Animal, Mythical 15,000 + 50 Damage +4 ※
Horn Beast, Magitech reputation Proprietary mounts only
Mount Armor
Name Classification Price Note
Leather Barding Animal, Mythical Beast 300 Defense +1
Chain Barding Animal, Mythical Beast 1,000 Defense +2
Anti-Magic Seal Magitech 2,000 Magic Damage -1
Plate Barding Animal, Mythical Beast 3,000 Defense +3
Blank Plate Magitech 3,000 Maximum HP +10
Wind Coat Animal, Mythical Beast 4,000 Evasion +1, Defense +2
Resist Barrier Magitech 8,000 Magic Damage -2
Gardner Shell Animal, Mythical Beast, Magitech 12,000 Evasion -1, Defense +4
250
How to Read Mount Data
①Name
The name of the mount. If there is a reference page after the name, it
indicates the page where you can find its monster data.
251
③Appropriate Level
The range of levels possible for the mount. The lowest value is the minimal
Rider level needed to handle the mount. If the value meets the minimum, the
mount can be handled with each value of the mount level equal to the
adventurer level of the jockey.
The higher value is the maximum level, and even if the jockey's adventurer
level exceeds the maximum level, the value of the mount will be that of the
maximum level.
④Intelligence
The Intelligence of the mount. As a general rule, as long as a jockey can
give instructions, the mount will act according to those instructions but revert
to instincts when not commanded.
If “None” is indicated, the mount has no will and will not perform any
action unless commanded by the jockey.
If “Animal” or “Low” are used, the mount protects its own life. In most
cases, they try to escape from danger or battle.
If “Average” or “High” are used, the mount puts the jockey's safety before
its own life.
⑤Perception
The means of perception the mount has available. The jockey and mount
perceptions are, in principle, independent.
⑥Language
The languages the mount can speak. If the jockey and mount can speak the
same language, communication between the two is possible.
⑦Weak Point
The weak point of mount. Whether or not the weak point of the mount is
detected is done in the Combat Preparation by means of the Weakness check
(see p. 108).
⑧Movement Speed
How fast the mount moves. The same as in monster data.
⑨Mount Data
Data by mount levels. The referenced mount level is the same as the
adventurer level of the jockey. Suppose the adventurer level of a jockey is
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higher than the maximum value of the appropriate level. In that case, the
mount level should be the maximum listed value.
In principle, it is the same as the monster data, but it is assumed that the
dice are always rolled to check, and fixed success values are not shown.
Fortitude and Willpower, which are different for each level, are also shown
here (in the case of a multi-section monster, only one section is shown. The
resistance check should be rolled once when multiple sections are affected).
⑩Sections/Main Section
If a mount has multiple sections, the number of sections is listed, with the
Main Section specifically noted.
⑪Unique Skills
Unique skills used by mount, including icons, to classify the unique skills
and refer to them in the same way as the monster's unique skills.
Also, if the unique skill mentions Rider class level or Intelligence Bonus,
the jockey's stats are used unless mentioned otherwise.
If there is a “Prerequisite: (Stunt Name)” before the name of the unique
skill, the jockey must have mastered the stated stunt to use it. If the unique skill
name has “Enhance : (Stunt Name)” before it, the unique skill can be further
enhanced and used effectively if the jockey has mastered the indicated stunt.
See the description of each unique skill.
⑫Description
This is the description of the mount. In some cases, several kinds of mounts
are described together, while others are omitted.
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Mount Data
Animals
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Divine Horse Price: 50,000G/5,000G
Appropriate Level: 10 – 13 Intelligence: Low Perception: Five Senses Language: None
Weak Point: Physical Damage +2 pts. Movement Speed: 30 (4 Legs)/-
F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will
(section)
7 Hoof 10 2d+10 9 8 62 25 11 11
8 Hoof 11 2d+12 10 9 68 28 12 12
9 Hoof 13 2d+13 12 10 74 31 13 13
10 Hoof 14 2d+15 13 11 80 34 15 14
Unique Skills
⏩△Techniques [Prerequisite: Unique Skill ◯Indomitable [Prerequisite: Unique Skill
Release] Perfect Release]
Can use the [Strong Blood], [Beetleskin], If the Divine Horse's HP drops to 0 or less,
[Recovery (5 HP)], and [Bear Muscle] it may make a Death Check to stay standing,
Techniques. taking actions as normal. However, if it fails
a Death Check, it dies.
Horses are the most common mounts in Alfleim. There are two types of horses: the widely
used Horses and the War Horses, professionally trained for combat. There are also Legendary
Horses, used by generals leading armies and high-ranking nobles, and the Divine Horse, which
is even called a horse consecrated by the gods.
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Dondowles Price: 9,000G/900G
Appropriate Level: 5 – 7 Intelligence: Animal Perception: Five Senses Language: None
Weak Point: Magic Damage +2 pts. Movement Speed: 20/-
F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will
(section)
5 Tail 8 2d+8 5 8 39 10 8 6
6 Tail 9 2d+9 6 9 45 12 9 8
7 Tail 10 2d+10 7 10 51 14 10 9
Unique Skills
🗨Tail Sweep ►Wind Breath [Prerequisite: Unique Skill
The monster can use its tail to attack up to Release]/Rider Level + Intelligence
5 targets in the same skirmish. This ability Modifier/Fortitude/Half
cannot be used on consecutive turns. It spits mass of wind with “Range/Area:
2(20m)/Shot" to "Target: 1 Character.” It
deals “Power 10/Critical Threshold 10 +
Rider Level + Intelligence Modifier” wind
magic damage.
5 points of the mount's MP must be
consumed to use this ability.
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Dolphin (see p. 343) Price: 6,000G/600G
Appropriate Level: 2 – 5 Intelligence: Animal Perception: Five Senses Language: Sea Animal
Weak Point: Fire Damage +3 pts. Movement Speed: -/25 (Swimming)
F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will
(section)
2 Tackle 4 2d+2 3 3 23 9 4 4
3 Tackle 5 2d+3 4 3 30 11 5 5
4 Tackle 6 2d+4 5 4 37 13 6 6
5 Tackle 7 2d+5 6 5 44 15 7 7
Unique Skills
◯Underwater The jockey can ride either on the water or
It cannot move outside of the water and underwater while keeping this mount in the
cannot act outside of the water, but it does water. In either case, the jockey does not
not suffer any restrictions or penalties for receive any penalty for the action checks for
actions in the water. being in the water. Still, as a rule, the jockey
cannot breathe or speak when in the water.
It is a mount that allows the jockey to move freely underwater. It is available for rent at Rider's
Guild in some seaside towns.
Mythical Beasts
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Emerald Raccoon (see p. 392) Price: 25,000G/2,500G
Appropriate Level: 6 – 8 Intelligence: Animal Perception: Five Senses (Darkvision)
Language: Lycant, Sylvan
Weak Point: Earth Damage +3 Movement Speed: 16 (4 Legs)/-
F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will
(section)
6 Arm 8 2d+8 8 6 52 48 8 9
7 Arm 9 2d+9 9 7 57 51 9 10
8 Arm 11 2d+10 10 8 62 54 10 11
Unique Skills
◯Fairy Magic 6 Level [Prerequisite: Magic ◯Magic Aptitude [Prerequisite: Unique
Command]/Magic Power 9 Skill Release]
It can use earth, water/ice, wind, and light They can use the Combat Feats
types. [Targeting], [Metamagic/Number].
It is a Mythical Beast that resembles a raccoon with green body hair. These ones have
established a friendship with Humanoids or one that has been bred as a mount after coming
down to a Humanoid village. They are not good at attacking but can cast effective Fairy Magic.
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Draconet (see p. 396) Price: 120,000G/12,000G/4,000G
Appropriate Level: 10 – 12 Intelligence: Average Perception: Five Senses (Darkvision)
Language: Dragonic Weak Point: Physical Damage +2 Movement Speed: 13/25 (Flying)
Level F Style (section) Accuracy Damage Evasion Defense HP MP Fort Will
Bite (Body) 13 2d+14 12 12 105 32 13 12
10
Wing (Wing) x 2 12 2d+9 10 10 66 16 - -
Bite (Body) 14 2d+15 13 13 113 36 14 14
11
Wing (Wing) x 2 13 2d+11 11 11 71 18 - -
Bite (Body) 15 2d+17 14 14 121 40 15 15
12
Wing (Wing) x 2 14 2d+12 12 12 76 20 - -
Sections: 3 (Body / Wing x 2) Main Section: Body
Unique Skills
●All Sections Suppose the jockey has the Stunt [Unique
◯** Immunity Skill Perfect Release]. In that case, the
A Draconet will suffer no effects and unique skill can change to “Target: 1
receive no damage from certain types of Character” (Note that this ability might
elemental attacks. The element can be one misfire because Draconet doesn’t have
of Fire, Water/Ice, Wind, Earth, Lightning, [Targeting]).
or Energy and can be chosen upon rental or ●Wing
purchase of the mount. ◯Flight
●Body Grants a +1 bonus to Accuracy (only for
►**Breath [Enhance: Unique Skill Perfect melee attacks) and Evasion to both jockey
Release ]/Rider Class Level + Intelligence and mount. This ability cannot be used if
Bonus/Fortitude/Half either Wing is reduced to 0 HP or lower.
It spits elemental mass with “Range/Area: 🗨All-Out Attack [Prerequisite: Unique
2(20m)/Shot" to "Target: 1 area (3m Skill Release]
Radius)/5.” It deals “Power 20/Critical A Wing can ready itself to deal an
Threshold 10 + Rider Level + Intelligence additional 8 damage on its next attack.
Modifier” magic damage. The type of Breath However, any Evasion Check made by either
is the same as the type selected in of the Wings that used this ability this turn
[**Immunity]. receives a -3 penalty.
This ability cannot be used on consecutive
turns.
An incredibly young dragon, difficult to ride due to its fiery temperament. Only very skilled
jockeys can attempt to ride one of these rare mounts, and only a few branches of the Riders'
Guild even have a Draconet available.
However, they are smart enough to communicate with the jockey, assuming a common
language is used.
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Lesser Dragon (see CR II, p. 396) Price: 360,000G/36,000G/9,000G
Appropriate Level: 13 – 15 Intelligence: High Perception: Five Senses (Darkvision)
Language: Trade Common, Arcana, Dragonic
Weak Point: Physical Damage +2 Movement Speed: 15/30 (Flying)
Level F Style (section) Accuracy Damage Evasion Defense HP MP Fort Will
Bite (Head) 17 2d+18 15 14 119 84 17 17
13 Tail (Body) 16 2d+16 13 16 133 30 - -
Wing (Wings) x 2 15 2d+14 13 13 84 28 - -
Bite (Head) 18 2d+20 16 15 128 90 18 18
14 Tail (Body) 17 2d+17 14 18 142 36 - -
Wing (Wings) x 2 17 2d+16 14 14 90 32 - -
Bite (Head) 19 2d+22 17 16 137 96 19 19
15 Tail (Body) 18 2d+18 15 20 151 42 - -
Wing (Wings) x 2 18 2d+18 15 15 96 36 - -
Sections: 4 (Head / Body / Wings x2) Main Section: Head
Unique Skills
●All Sections If the jockey has the Stunt [Unique Skill
◯** Immunity Perfect Release], the unique skill can change
A Lesser Dragon will suffer no effects and to “Target: 1 Character.”
receive no damage from certain elemental ●Body
attacks. The element can be one of Fire, ◯Mounted = 2 Character [Prerequisite:
Water/Ice, Wind, Earth, Lightning, or Unique Skill Release]
Energy and can be chosen upon rental or Two characters, except for the jockey, can
purchase of the mount. be carried and moved on this mount (see p.
⏩△Techniques 91).
Can use the [Strong Blood], [Beetleskin], 🗨Tail Sweep
and [Recovery (7 HP)] Techniques. The monster can use its tail to attack up to
●Body 5 targets in the same skirmish. This ability
►Truespeech Magic, Spiritualism Magic 10 cannot be used on consecutive turns.
Level [Prerequisite: Magic ◯Attack Obstacle = Impossible • None
Command]/Magic Power 14 The Head cannot be attacked with melee
◯🗨►Magic Aptitude/Prerequisite: and ranged attacks. When the Body falls to
[Unique Skill Perfect Release] 0 HP or lower, this effect disappears.
Knows the Combat Feats [Targeting], ●Wings
[Magic Convergence], [Magic Control], ◯Flight
[Universal Metamagic], and [Wordbreak]. Grants a +1 bonus to Accuracy (only for
►**Breath [Enhance: Unique Skill Perfect melee attacks) and Evasion to jockey and
Release ]/Rider Class Level + Intelligence mount. This ability cannot be used if either
Bonus/Fortitude/Half Wing is reduced to 0 HP or lower.
It spits elemental mass with “Range/Area: 🗨All-Out Attack [Prerequisite: Unique
2(20m)/Shot" to "Target: 1 area (6m Skill Release]
Radius)/5.” It deals “Power 30/Critical A Wing can ready itself to deal an
Threshold 10 + Rider Level + Intelligence additional 8 damage on its next attack.
Modifier” magic damage. The type of Breath However, any Evasion Check made by either
is the same as the type selected in of the Wings that used this ability this turn
[**Immunity]. This ability cannot be used receives a -3 penalty.
on consecutive turns.
This dragon has recently grown from a Draconet but is still younger than 500 years old. The
few jockeys who can tame these massive beasts are called “Dragoons,” and the combined combat
260
power is simply unmatched. Whole battlefields can be scorched with minimal effort, and even
entire counties will respect dragoons and their mounts.
Magitech
261
Superior Manabike Price: 20,000G/2,000G
Appropriate Level: 7 – 9 Intelligence: None Perception: Mechanical Language: None
Weak Point: Magic Damage +2 Movement Speed: 50 (Wheels)
F Style
Level Accuracy Damage Evasion Defense HP MP Fort Will
(section)
7 Tackle 9 2d+10 9 9 75 - 10 10
8 Tackle 11 2d+12 11 9 75 - 10 10
9 Tackle 12 2d+14 12 9 75 - 10 10
Unique Skills
◯Off-Road Handling Launches a grenade with “Range/Area:
Ignore all -2 penalties for poor mobility. 1(10m)/Shot” and “Target: 1 area (3m
►Grenade Launcher [Enhance: Unique Radius)/5)” It deals “Power 10/Critical
Skill Release]/Rider Level + Dexterity Threshold 10 + Rider Level + Intelligence
Modifier/Willpower/Half Modifier” fire magic damage.
To use this ability, the mount can only take To use this ability, the jockey must spend
Limited Move. However, if the jockey has 10 MP.
learned [Unique Skill Release], this ability Once this ability is used, it cannot be used
can be used with Normal Move. again unless the jockey reloads the Grenade
with a Major Action (for game purposes
mount has an unlimited number of
Grenades).
A high-performance manabike, these machines can be exclusively purchased from the Riders'
Guild. Larger than the standard manabike, it also had improved operations and durability. It can
withstand the rigors of combat quite well.
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Part 4 World
263
Faith and Divine Strength
The strength of the Gods' power that they can exert on Raxia is directly
proportional to the number of followers they have. Therefore, in regions with
few followers of a particular God, the priesthood of that God also weakens.
Conversely, the priesthood is quite powerful in regions where a God is
worshiped by the general masses. Temples, monuments, and even old totems
dedicated to a God will increase their influence and the number of believers in
that particular region.
The common belief is that these items and monuments collect the spiritual
power (and MP) of the God's followers, allowing the God to influence the local
populace and create a foothold for their religion to take root. Priests casting
spells and performing miracles in areas will also create believers in that
particular God, giving rise to a sect of that God in the area, allowing other
priests to perform more powerful miracles, etc. A Holy Seal, a physical
affirmation of a God's blessing upon a priest, is required in order to perform
Priest spells.
Ancient Gods
In times long lost to myth, these Gods were the first to find one of the
Swords of Genesis and are well-known anywhere in Raxia, with a large number
of followers. Because of this, their power will not decrease anywhere in Raxia.
Yet, these ancient gods cannot devote as much time and effort to each
individual priest, so it is unlikely that calling on them will give a direct revelation
to one of their priests.
There are also other ancient Gods, though their names and history have
been lost to the ages. With no followers, their power and influence have
declined to the point where they have become forgotten.
264
Major and Minor Gods
Major Gods are well known throughout the entirety of a continent and will
retain power in that area. However, when traveling to a faraway area, whether
by land or by sea, the sphere of influence those Gods have diminishes, and it
will be unlikely that inhabitants of the new region have heard of these distant
Gods.
Minor Gods aren't even as lucky as that. Being Gods that have recently
ascended to Godhood, they have not established a base of followers too far
from their own region. When moving away from that region, priests of this
God will find it harder to call upon their God in times of need.
Some Gods, however, are well known despite their classification as a Major
or Minor God. For example, Sien, the wife of the Sun God Tidan and Goddess
of the Moon, is known to be worshiped on multiple continents despite being
considered a Major God. Latocles, a Minor God from Terastier, is another
example of a God known throughout the world of Raxia.
Apotheosis
As adventurers strive to reach the 15th level in their classes, they will
eventually begin to find ways to become a God. Over the course of their
adventures, they will likely have overcome situations that could have affected
the course of the world or fought enemies who are on par with the Gods
themselves. Such events often connect one with the will of the Gods and can
motivate one to become a God.
265
A character who has reached the 10th level is already considered to have
the potential to become a God, as they have knowledge and power far
surpassing that of ordinary people. They are literally one of the strongest
fighters in the world, having the wisdom and insight to see the world and gather
influence.
Among those, an adventurer who has reached the 15th level has hit the
limit of mortal beings, with further growth no longer possible, at least by normal
means. Only with the blessings of the divine will they be able to find a path
beyond, whether they receive those blessings willingly or take them by force.
Of course, even lower-leveled adventurers can become Gods if they find
one of the Swords of Genesis or if one of the Gods gives them a portion of
their power. Such an adventurer would be quite favored by the Gods, even if
such divinity might be given on a whim. However, only those 15th-level
adventurers are able to attain Godhood on their own.
266
Adventures on the Alfleim Continent
Rider's Guilds
The Riders' Guilds are organizations that work alongside the Adventurer's
Guild in order to capture, train, and outfit mounts for those able to ride.
With the Magitech Civilization's collapse during the Diabolic Triumph and
the destruction of the railway system that had developed across the Alfleim
continent, transportation slowed to a crawl as the survivors needed to adapt to
their new situation. The use of pack animals as transportation and movement
between cities was re-evaluated by the Adventurer's Guild, formed out of an
organization called the Keepers of the Wall. These people fought for those in
dire straits after the Diabolic Triumph. The Riders' Guild was formed out of
this evaluation, establishing a number of branches all across Alfleim to train,
rent, and sell cavalry mounts to armies, knights, and adventurers.
Because of this, a Riders' Guild branch will often be found in the same
cities as the Adventurer's Guild, offering aid to those who can ride into battle.
Additionally, the Institute of Magitechnology has joined forces in order to
provide additional knowledge and mounts, such as the various Manabikes and
other magical mounts.
Currently, the Riders' Guild in each region functions almost independently
from each other but acts in close cooperation with their affiliated Adventurer's
Guild, actively renting and selling mounts to adventurers. They also return
rented mounts from one region to another without issue, which is quite useful
for adventurers planning on traveling to the destination.
Since Riders' Guilds handle a number of mounts, both mundane and
magical, they tend to operate their stables and warehouses in the suburbs of
their cities, oftentimes even operating outside of the city walls. It is not
uncommon, therefore, for a single Riders' Guild to provide numerous
adventuring parties with mounts, especially in the larger cities.
267
Mounts
The Riders' Guild trains and equips the various beasts used by riders so
that they won't flinch in dangerous situations, such as combat, as well as offering
upkeep and maintenance for the various magitech vehicles.
The animals trained by the Guild, whether mundane animals like horses
or mythical beasts like a hippogryph are trained from birth to be of value to
any rider, whether they are a traveling merchant or a roving adventurer. The
guild trainers are uniquely skilled for their knowledge and prowess in training
each different animal, and a Guild-trained animal is immediately recognizable
from the mark on them. This mark is often branded into the creature's flank,
but more humane trainers will use magical methods of applying their mark
instead.
If separated from their riders, these mounts are trained to wait for some
time for them to return, as oftentimes, dungeons weren't built with mounts in
mind. However, should the rider be gone for a long period of time, the mount
will return to the Guild on its own. Adventurers are often called on to protect
these mounts for other parties and hired to bring young animals in to be trained
as new mounts.
These tags contain the power to reduce a mount and their equipment in
size and preserve them in stone until the mount is needed, making it easy to
transport over a large distance. It is thought that these tags were a form of
petrification preservation technology being actively researched in the latter half
of the Magitech Civilization Period.
In recent years, the Riders' Guild has been approving the use of both
Mount Contracts and Proprietary Mount Contracts among its members. These
Contracts have very similar powers as the Reduction Tags when applied to a
mount but are able to be used and reused, unlike the Reduction Tags.
The Mount Contract also serves as a contract for renting a certain type of
mount from the Riders' Guild, while the Proprietary Mount Contract indicates
that a particular mount belongs to the owner. These Contracts are an upfront
payment of the various rental fees required to rent a mount, so while the Guild
268
loses out on multiple rental fees by selling these Contracts, they know that the
owner will require equipment and maintenance for their mounts and will
recoup their losses in this manner instead.
Alchemy Kits
270
Teleporters
Various means of transportation were created and developed by the Al
Menas, with the most prolific being the manabikes and magic trains. There
were others, though, as any airship captain will be more than happy to talk
about how their vessel is a magitech marvel.
Yet, the teleporter was the most powerful of them all.
Able to transport astounding amounts of goods and people across large
distances in the blink of an eye. These were the shining achievement of the Al
Menas. In their heyday, there were innumerable teleporters installed in various
locations around Raxia, and it's said that someone could visit every continent
in a single day.
In order to function correctly, a teleporter needed to be installed in its own
facility to allow the appropriate magical wards, magitech circuits, and other
safety precautions and active mana circuitry to function properly. Often,
multiple teleporters were established within the same facility to allow for farther
distances to be traveled, as each teleporter was only able to connect two specific
points with one another.
Currently, there are very few known teleporter facilities, and even less of
them still function after the Diabolic Triumph. If a room in a dungeon has a
magic circle engraved into the floor, it cannot be ruled out as possibly being a
part of a teleporter facility.
The largest drawback of a teleporter in the modern day is that they require
the facilities at both the sending and the receiving sides to be in functioning
order. It is quite rare that both facilities are safe from danger, whether from the
environment, intruders such as wild animals or the Barbarous, or even
equipment that might malfunction occasionally.
Even in the heyday of the Magitech Civilization, a teleporter facility was
incredibly important to the functioning of day-to-day life, and so each facility
was heavily guarded and protected. Even if one were to find a working
teleporter facility, blindly using it without preparing for what may be on the
other side is a fool's game, and so there are significant risks when finding and
taking over a previously unknown teleporter facility.
271
Tiens and Leprechauns
The following sections detail the new races introduced in this book, the
Tiens and the Leprechauns.
Tiens (Humanoids)
The origins of the Tiens race can be traced back through the ages to the
end of the Durandal civilization, which had collapsed just over 3,000 years ago.
Before the Magic Civilization, during the Age of Myth that preceded them,
there were divine creatures known as an "astrade." Despite their divine nature,
these creatures had multiple different appearances, some humanoid and some
not, and they were quite capable and willing to spread despair and destruction
wherever they went. The Tiens are said to be an artificial race born from efforts
to magically synthesize a cross between ordinary humans and the astrades,
though the exact reasoning behind their creation remains a mystery.
Some believe the Tiens were manufactured to be expendable soldiers, sent
to the various Shallow Abysses that appeared throughout Alfleim in order to
prevent any daemons that may have emerged from them. As a result, they are
most commonly seen in the northern section of Alfleim, specifically around
the Wall of the Abyss, and are known to fight on the front lines when it comes
to repelling attacks from the Abyss.
However, the population of Tiens is generally quite low, which is only
exacerbated by their lack of central cities or countries where they would find a
home to call their own. When it comes to propagating the race, a Tiens' fertility
is quite low, and they are far more likely to marry a human rather than try to
find another Tiens they are compatible with.
Physically, a Tiens is quite muscular, supposedly having been built to
protect Alfleim from daemons. Males tend to average around 190cm in height,
while it's not uncommon for females to exceed 180cm. Their most distinctive
features, though, are probably their metallic-colored hair and the large gems
on their foreheads, chests, and the backs of their hands. A Tiens' hair can
appear to be that of any sort of metal, whether copper, silver, gold, etc., though
it is not actually metallic. Meanwhile, the jewels are said to be the crystallization
of mana within the Tiens, and while the number may vary from one person to
another, they all have a deep, beautiful internal glow unlike any other jewel
found in a treasure hoard.
272
Much like other humanoids, the personality of a Tiens is influenced by
their upbringing, but even with that in mind they tend to be quiet, thoughtful,
earnest, and honest. Their innate telepathic abilities give them the ability to
empathize with others quite easily, and they are often quite attentive to their
surroundings. Tiens are known for their mental strength and incredible
willpower and are only rarely heard to complain about their situation. They are
caring and often worry about their allies, both humanoid and otherwise, and
will find ways to help inspire them to greater heights.
Tiens have a fairly short lifespan compared to humans, only reaching
around 50 years, and will start aging rapidly after they reach 40 years. However,
they can willingly put themselves in a state of suspended animation, where they
can sleep for years without physically aging. This artificially extends their
lifetime by a significant amount, so with smart use of this ability, a Tiens can
effectively live for 200 years or more, and some have been sleeping for even
longer. To awaken a sleeping Tiens, someone else must touch one of the gems
on a Tiens, and spend 20 MP, transferring it to the Tiens. When doing this,
multiple people can offer smaller amounts of MP, and Mako Stones can also
help offset the cost.
Since many Tiens consider their life's mission to hunt down daemons that
have escaped the Abyss, many of them follow the Goddess Eve, the Shield
Against the Abyss. There are others who follow the teachings and guidance of
her sister, the Goddess Harula, the Guiding Star. Regardless of their choice of
religion, Tiens are dedicated to the destruction of the Abyss and, despite their
low numbers, are often seen throughout Alfleim whenever daemons from the
Abyss try to encroach into Raxia.
Leprechauns
Leprechauns are a race that are said to have been found in Raxia
throughout the Magic Civilization period but only really became known during
the Magitech period. Physically, a Leprechaun is similar in build to a human
child, with the men standing around 130cm tall while the women are closer to
120cm. However, their much larger, hairy ears and the beards among the men
tend to have them stand out from the children. In fact, because of their beards,
Leprechaun men are often thought to be mistaken for Dwarven men, though
Leprechauns are significantly leaner and lither than Dwarf. They are also much
shyer than practically any other race and will use their Unseen Artisan racial
ability to hide from the sight of anyone they consider a stranger.
273
Even in recent years, Leprechauns are a rare sight anywhere in Raxia due
to their unease around most other races, and they use their natural invisibility
to hide their families in plain sight. There aren't any settlements that are
specifically just Leprechauns, and their natural wariness of others means they
tend to travel in small numbers. However, families can be found living in small
underground caves and in the ruins of older civilizations. Because of their size,
a Leprechaun doesn't need to eat a lot of food, and so will either sneak into
the stores of other races and steal what they need or will trap their prey and
process it into storable food.
The general public first noticed the existence of Leprechauns as a race
during the Magitech period, as their natural manual dexterity and creativity
meant they were inclined to be great at manufacturing and tinkering with the
many magitech crafts and inventions that were coming out at the time. This
love of tinkering can be seen even today, as there's often a number of
Leprechauns at any given branch of the Institute of Magitechnology, working
with both older magitech recovered from hired adventurers, as well as trying to
find the next big magitech breakthrough.
Many Leprechauns are timid and shy, especially around strangers, but their
love and devotion for their loved ones are unparalleled. So much so, in fact,
that they will often protect their homes and even follow their loved ones in
secret, using their invisibility, and accompany them on long journeys without
them noticing. Despite this, Leprechauns don't often become adventurers,
though those that do are some of the most dependable companions a party
could ask for.
For Leprechauns, the age of majority is around 15 years when they begin
to look for a place of their own in order to become independent from their
family. Yet, their natural lifespan is approximately 200 years, so quite often,
Leprechauns become laid-back, taking things easy due to their rather long life.
When a Leprechaun finds something they want to focus on, usually some
magitech or otherwise mechanical device, they will focus on that and exhibit
quick, delicate handiwork.
Few Leprechauns have any sort of religious following, tending toward the
physical rather than the spiritual. Those that do find a divine calling, however,
tend to be followers of Mirtabar, the Divine Hand.
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Geography of Central and
Northeastern Alfleim
From a bird's-eye view, the Alfleim Continent can be roughly divided into
east and west through a couple of large mountain ranges. This division has led
to the two sides of the continent developing cultures that are quite different
from each other, so much so that it is much easier to describe the
commonalities between the two sides than to describe the differences.
The following section will detail both the central section of Alfleim that
separates east and west and the northeastern section of the continent.
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of the Diabolic Triumph, which is exacerbated by multiple incursions of the
Shallow Abyss in the area.
Unfortunately, these constant incursions have only honed the warlike
tendencies of the Barbarous in the area, which makes traversing the already
rough roads even harder. Many of those who would travel the region are
recommended to do so only with armed escorts who know the region to find
the best roads and provide protection from the Barbarous and others who wish
to ambush unwary travelers. Even the waterways aren't safe, as not only are
there aquatic Barbarous to worry about, but also pirates who will attack
anything and anyone that isn't them.
There are even rumors and legends of a massive Shallow Abyss somewhere
in the region, guarded by an undead king and its hordes of the living dead. As
of yet, however, no one has been able to find this gathering of the living dead
and return to tell the tale, so their existence is still in question.
With all of the strife and conflict in the region, many have the hope that a
powerful hero will come and unite the region, driving away all of the
warmongers and Barbarous to usher in a new age of peace.
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280
The Ursyla Region
Located in the northern part of eastern Alfleim, the Ursyla Region is a
colder region, separated from the rest of the continent first by the Great Sevray
Forest, then by the Tarmir Mountains. Because of the ocean currents affecting
the climate, the northern end of Ursyla is much colder than the more
temperate eastern coast.
The region is home to a significant number of elves, second only to the
number of humans in the region, with quite a few Meria as well. Perhaps for
that reason, many in the region live a very traditional lifestyle, even during the
age of the magitech civilization. Some even rejected the convenience of the
magitech advancements during the time, which ended up becoming a benefit
as the region was not as devastated by the Diabolic Triumph as others were.
As a side effect, many of the traditions from the time are still practiced, as they
weren't lost during the Barbarous attacks.
Geographically, the region is bordered by the Abyss Sea to the west and the
Zamsaska Region to the north. Zamsaska is a land that has fallen to the
daemons, so a number of powerful warriors have gathered at the northern
border to keep the daemons at bay. These warriors have done their duty to
keep the armies of daemons from ravaging the continent, but there are some
that slip through and cause havoc in the meantime. With all of this going on,
the Ursyla Region has earned a reputation as the most dangerous place in all
of Alfleim, and many adventurers seeking to test their mettle travel to the north
in order to find glory fighting against the hordes of daemons.
Within the region, there are five separate nations that have forged an
alliance out of necessity. When it comes to repelling the Barbarous and
Daemons in the region, all five will work together to counter the growing threat.
However, when it comes to day-to-day affairs, each nation has its own issues to
deal with and will only rarely assist one another with domestic matters. Not to
say that any of them are on bad terms with one another, but more the opposite,
in that each nation respects the sovereignty of the others and chooses not to
meddle in affairs that aren't their own.
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The Seven Elven Clans
Centered around Avalf, the city where the Fairy Queen is said to sleep,
seven clans of elves have formed their territories. These seven clans are as
follows:
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Eyutorgo's cavalry is unmatched among the other human kingdoms, and
their riders are known for their strength, speed, and tactics. At one time, they
invaded the southern areas of Ursyla but were driven back to the plains around
the capital city. Now, these great warriors turn their bow and spear to the north
to guard against both the daemon hordes in the Zamsaska Region and the
Barbarous in the area.
Worship of Tidan, the Sun God, is most common among the general
populace, but Eve, the Shield Against the Abyss, and Harula, the Guiding Star,
both have a significant number of followers as well. The general populace is
often quite cheerful and welcoming, and it is thought that worship of Tidan is
the reason for such openness and happiness.
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Though the Kingdom of the Holy Chain is a human-centric land, there are
a number of dwarves who call the nation home. Between their skills as a
blacksmith, forging new weapons and armor, and their natural inclination
towards fighting the evils of the world, Sukhbaar is as close to an ideal home
for a dwarf as any. Tiens warriors are also given special treatment, as befitting
skilled swordsmen.
Given the proximity to the Abyss and the constant fighting against the
daemon hordes, worship of Eve, the Shield Against the Abyss, Harula, the
Guiding Star, and the Blazing Emperor Grendal are all quite common. Rather
than putting one before another, it is common for the frontline defenders and
those who support them to pay service to all three gods equally.
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Haroon, Kingdom of Magical Research
Found at the end of the Tarmir Mountains, between the Great Sevray
Forest and the Avalf Federation, Haroon is a bustling nation and could be
thought of as the gateway to the Ursyla Region. They are known for storing
research tomes dating back to the Durandal era, and rumors abound that the
headquarters of the Mages' Guild can be found within the capital city's walls.
Also found within the city walls is a massive tower known as the "Sword of
Knowledge." This tower is the meeting place for many higher-level sorcerers
and conjurers from all over the continent. Inside, they can use the tower's
incredible libraries, as well as the knowledge of other spellcasters, in order to
study the highest levels of magic known to mortals. Of course, it should go
without saying that getting into the Sword of Knowledge is a rather difficult task,
and those known to come and go from the tower are afforded a bit of respect
within the kingdom.
Though many who come to Haroon are spellcasters, specifically sorcerers
and conjurers, the general populace has a deep curiosity regarding all types of
magic and is more than welcoming to anyone who can wield magic. Unusually,
the Institute of Magitechnology is quite popular here compared to the rest of
the region, and there are many who could not become sorcerers or conjurers
who have picked up the magitech arts of the artificer. However, the number of
artificers in the region pales in comparison to the countries out west, where the
mysteries of Alchemy have studied intently and closely guarded secrets.
Haroon is home to nearly every race in some number due to the
appreciation of magic and those who would study it, with a surprising number
of leprechauns found in the kingdom compared to others in the region. The
kingdom is also actively trading and interacting with other nations around the
region and is interested in working towards solving transportation issues
throughout Alfleim. One idea is to rebuild the ancient network of teleporters
throughout the world, starting with western Alfleim, while another attempts to
build a series of railways for the various magical locomotives to ferry freight
and passengers around the continent.
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The Zamsaska Region
This cold, desolate region is the north of the Ursyla Region and is littered
with ruins and run-down villages.
In the past, the Kingdom of Rusea stood against incursions from the Abyss,
and this nation had many strong fighters, some of the most powerful warriors
of Alfleim. Rusea and the nations in the Ursyla Region were quite affable and
often traded without conflict.
However, during the Diabolic Triumph, the Wall of the Abyss was
breached, and daemons flooded the kingdom. The leader of this army was a
powerful daemon lord who had been held captive in the Wall, and upon being
freed, led an army to Rusea. It was not long before the kingdom fell, and their
people subjugated under the daemon lord. It is said that the court magician
Zegan, said to have been close to King Rusea in the past, made a pact with the
daemon lord to rule Rusea as their representative. Some say that Zegan was a
loyal retainer and had his soul stolen by the daemon lord to force him to obey,
while others believe that Zegan himself summoned the daemons to Rusea and
was offered immortality if he betrayed his kingdom.
Regardless of how they got to the continent, daemons now use the
Zamsaska Region as their front line to attack all of Alfleim. It is believed that
the people who live in the region are there only to be sacrificed to the daemons,
and many, including those in the Kingdom of the Holy Chain Sukhbaar, are
fighting to reclaim their lost land.
Many still hold out hope that a hero will come, one who will rebuff the dark
advances of the daemons and free those who are little more than chattel.
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The Korgana Region and the Abyss
North of the Dorden Region, the Korgana Region is the northernmost
point on the Alfleim continent and is home to the Abyss. Originally, it was a
place where the strongest and most powerful warriors were drawn to, but since
the Diabolic Triumph, fewer daemons were drawn to the area as they could
just create a Shallow Abyss elsewhere on the continent. As time passes, the
defenses at the Wall of the Abyss grow weaker as well, making it easy for a
daemon to make its way onto the continent without much stopping them.
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The Wall of the Abyss
Rising over the northern end of the Korgana Region, the Wall of the Abyss
is a massive wall, standing over 100 meters and stretching thousands of
kilometers in either direction. The Wall is not only a physical barrier on the
land, but it extends into the sea and deep underwater as well.
Magically created during the Magic Civilization, the Wall appears to be
made of stone and is believed to be indestructible. The top of the Wall has a
wide walkway equipped with a number of large ballistas and other ranged
weapons used to keep flying daemons at bay. Sleeping quarters have been built
into the inside of the Wall, allowing defenders to rest without needing to travel
far from their posts.
The main method of ascending the Wall is a magical elevator, added during
the Al Menas era to aid in defense of the Wall. A number of teleporters are
located in strategic areas and used for emergencies, including a teleporter
located at the Adventurer's Guild headquarters. However, attacks on the Wall
during the Diabolic Triumph damaged many teleporters, making them quite
unreliable for regular use. Additionally, there is a lack of manpower to fully
guard the Wall, so while priority is given to repelling the larger daemons, a
number of smaller daemons slip through and make their way out to the
continent.
While it sounds easy on paper to just add more people to guard the Wall,
the reality is much different. The main problem is the Abyss Sea, a large bay
in north-central Alfleim, is a wide area for the smaller daemons to slip through
without notice. There are patrol boats in the seas specifically to hunt these
daemons down, but they cannot keep up with every daemon that gets beyond
the Wall.
In an attempt to relieve the chronic shortage of staffing, many strong Tiens
warriors have set aside any sort of selfishness and have placed themselves in
suspended animation, sleeping until the time when they are truly needed for
the safety of the world.
Vice City, a large city in the Korgana Region, used to be known as the
Shield Against the Demons. However, the leaders of the city made a deal with
the Barbarous to join forces against the daemons, and now the city has fallen
to Barbarous control, becoming the City of Sin. With little in the name of
290
justice and order, the Barbarous roam freely while the original people, or
whatever is left of them, cower in fear of their new rulers.
292
Famous People of the Ursyla Region
293
"The Smiling King" Cedric Montant (Human/Male/36 years old)
"Welcome to our kingdom and federation, where
the hurried and the easygoing coexist."
He is the current king of the Kingdom of Ur-
Va-Duul, the only human kingdom in the Avalf
Federation.
Within the federation, where elves, Meria, and
humans coexist despite their massive differences in
cultures and lifespans, he is able to mediate the
elven clans and the Meria kingdoms while still
keeping the wants and needs of his people in mind.
This skill in diplomacy means that he, and the
kingdom of Ur-Va-Duul, are in charge of relations
with other nations on behalf of the federation.
Though he is not the most handsome person, his appearance has a certain
homely charm, and his never-ending smile and charm make him no enemies.
He himself is a strong warrior and skilled Fairy Tamer and an admirer of
adventurers and their freedom to travel the world.
294
"The Guiding Princess" Lidja Algeeva (Human/Female/15 years old)
"I can feel the presence of the Abyss nearby. Be
careful, everyone."
Though she is still young, Princess Lidja is the
current ruler of Sukhbaar, the Kingdom of the
Holy Chain. A small, fragile girl, she has inherited
the royal family's special ability to sense the
presence of daemons in the Abyss. She is also quite
beloved by the people of Sukhbaar, with almost a
religious reverence among some.
Young as she is, she is also a priest of Harula,
the Guiding Star, and can wield Divine Magic
beyond what would be expected of someone her
age. She also occasionally disguises herself in order
to walk among the populace, both to see how her people are faring as well as
to detect any presence of the Abyss.
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"Chairman of the Lost" Josh van Heilen (Human/Male/32 years old)
"I know, I know. It's actually quite easy to get lost in
this forest."
A former forest ranger and chairman of the
council of the Sevray Forest Republic, Josh is quite
adept at walking through the woods of the Great
Sevray Forest and has saved many travelers who
had become lost in the forest. He is also quite
skilled at forest combat and adept at commanding
and maneuvering large battalions through complex
treeline battlefields.
Because of his fame on the battlefield, he was
elected chairman of the council at a rather young
age. He earned the nickname "Chairman of the Lost" due to his penchant for
going out into the woods to find lost children and becoming lost himself for
significant periods of time. His unpretentious personality has won people over,
and many in Sevray are more than happy to have such a leader.
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"The Overlooked Genius" Pat Pot Delroy (Grassrunner/Male/25 years
old)
"It's not great to be overlooked, but it sure is convenient, eh?"
At first glance, he appears to be just a child. Even if he were to be
recognized as a grassrunner, he seems to be the kind of person who wouldn't
be up to much more than idling the days away, watching the sun go by. Yet, he
is one of the top intelligence officers for the Eyutorgo nation.
Fully embracing his inconspicuous appearance and the flighty reputation of
his race, he is quite skilled at infiltrating and receiving intelligence that he can
pass back to King Tajwal. He has a wide network of information at his
command and knows of many secrets and hidden ways around many of the
major nations of the Ursyla Region.
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Part 5 Game Mastery
299
Mastering Supplement
300
Scenario
For details on how to read this scenario, please refer to "How to Read a
Sample Scenario" in Core Rulebook I (see CR I, p. 364).
Scenario Overview
Session Preparation
Character Preparation
If you wish to prepare new PCs to play only this scenario, please use the
high-level sample characters in the first part of this book (see p. 13-65) or create
a character according to the "Creating High-level Characters" rule (see p. 72),
using the "10-11 level" column in the "High-level Character Creation Table" (see
the next page).
301
Excerpts from High-level Character Creation and Average Growth Tables
Average Additional Abyss
Number of Current
Adventurer Experience Money Shards in
Growth Reputation
Level Points Possession
+62,000 120,000G 900 15
Growth Growth Growth Growth Growth Growth
10 – 11 34 ① ② ③ ④ ⑤ ⑥
9 7 7 6 4 1
7 6 6 6 5 4
Fellows
If the number of PCs is small, you may prepare Fellows from the beginning
of the session. In this case, finding a Fellow with adventurer level 10-11 or using
one of the high-level sample characters and then converting them to Fellows.
Scenario Setting
This scenario setting is the Kingdom of Shuvud, one of the states in the
Randall region (see p. 277). This Humanoid state is a small country with less
than 5,000 inhabitants in the capital city of Kudas, where the majority of the
population, including the royal family, is Humans. Its sphere of influence is
not so large.
It is possible to play this scenario with the main labyrinth (colossus) in a
different region or country. In this case, the GM should change the
introduction and other parts of the scenario that are highly dependent on the
region.
Main Scenario
Introduction
Shuvud, a small country in the Randall region, is smaller and less powerful
than the neighboring Humanoid states. Ironically, this small country has been
spared from invasion in the war-torn Randall because it also borders the
Barbarous region.
If this country, which serves as a defender state, is attacked, other states will
face the brunt of the Barbarous attack. If this happens, they will have no choice
but to defend themselves. The two countries adjacent to Shuvud have been
restraining each other with this in mind and refraining from interfering in
Shuvud.
302
Conversely, Shuvud is destined to be at the forefront of the battle against
Barbarous and to keep fighting it off.
And now, a dramatic battlefront change was about to occur.
Scenario Flow
In this scenario, PCs receive a "1) Request" and go to "2) Colossus," the main
setting of the game, and break into the Colossus to "4) Explore and Analyze" it,
decipher its mechanisms, and get through the tricks. Finally, they will have a
"5) Decisive Battle" with Barbarous, who is planning to take over the colossus,
and defeat them to reach the "6) Conclusion".
To proceed with the exploration inside the colossus, the GM must
understand its structure and mechanisms in advance in order to proceed
smoothly with the session. Please read and understand the scenario carefully
before the session rather than attempting the session on the spur of the
moment.
1) Request
The Adventurers Guild Branch, “Quiet Pavilion of the Giant Colossuses,”
is located in Kudas, the capital of the small country of Shuvud. You have been
invited to this branch because of your fame and abilities.
303
Karasin (Human/Male/44 years old), the owner of the "Quiet Pavilion of
the Giant Colossuses," makes a request to you as to the best at the guild.
“This job is based on my concern, and it has the potential to affect the
future of this country.
The name of this branch derives from giant colossuses, and on the frontier
of this country, there remains a giant colossus that stopped moving long ago.
But it was found that it had recently stood up, though it was supposed to be
in a crouched posture holding its knees and not moving at all.
Only a limited number of adventurers can handle such a situation. I kept
inquiring with the neighboring branches and was referred to you. Please help
to solve this problem.”
〇Request
- The client is the Kingdom of Shuvud. The total reward is 10,000 G. If PCs
can determine or sufficiently predict why the colossus has risen and what will
happen if it is left alone, they will receive additional 2,500G. If they can
eliminate future dangers sufficiently, they will receive an additional 7,500 G.
- As an advance payment, the branch would provide two weeks' worth of
preserved food per person, enough for a round trip to the site (6 days) and a
stay for the exploration.
- Although no time limit is set, if the Giant Colossus does something, it will be
treated as a failure. In that case, there may be no way back. So the branch hopes
for the haste of the characters.
- In general, PCs may acquire items obtained during the adventure, but they
must be cataloged. Sometimes, the kingdom or the Adventurers' Guild PCs
will be forced to sell them. For example, suppose a complete manual for
operating a giant colossus is found. In that case, the adventurers' guild or the
kingdom will buy it.
〇Situation
- Colossus is a huge magitech used in the era of the Diabolic Triumph, the
largest of which exceeded 100 meters in length.
- The object in question is a colossus, estimated to be about 60 meters long.
Although it is not as large as the largest magitech, which are said to be as many
as 13 on the continent, it is estimated to have immense power. If it was to go
out of control, the whole Shuvud Kingdom could be destroyed.
- Since its discovery, Colossus has remained in a cowering, knee-hugging
position, with no record of it ever being operational.
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- The report came in about ten days ago, and the scout, who had been sent out
regularly because of its nature, came in with a bubbling report. He said the
colossus had transformed as it stood up and raised its arms to the sky. The
actual timing is unknown. It was still in a crouching posture during the regular
observation a month before, so it must have been during that period.
- No damage has been reported yet, but it cannot be left unattended, so scout
contacted the Adventurers Guild Branch in the neighborhood and asked them
to dispatch skilled persons to the area.
- Colossus is located about three day's walk from here in a large wasteland.
- It is confirmed that the colossus has doors in both legs' heels (Achilles
tendon). Since it is magically closed and prohibited from entering by the
kingdom, there is no record that it has been opened. This time, PCs have
permission to open the door. If necessary, a guild can provide the Key Of
Unlocking.
- Beyond the wasteland where the colossus is located is Barbarous territory.
Not knowing what the colossus might cause, it has become a buffer area
between Humanoids and Barbarous.
The person who witnessed the rise of the colossus is a low-level adventurer
belonging to this guild branch, but PCs cannot obtain any more detailed
information from him.
If the PC requests it, it may also be provided an additional Key Of
Unlocking as an advance payment.
2) To Colossus
Following the route you were given, you arrived at the wasteland where the
colossus was located. The colossus could be seen from several hundred meters
away, with few obstructions to the view. The colossus stands poised on the
ground with its hands raised toward the sky.
Bodies of Concern
When the PCs are about 50m away from the colossus, they notice the
corpse of one Barbarous on the ground in the wasteland. The PCs perform a
Monster Knowledge check, and if they obtain a success value of 14 or more,
they know it is Garuda (see CR II, p. 354).
Garuda's body was found with scorch marks all over his body. It is assumed
that he was attacked by a powerful fire, energy, or lightning-type attack. PCs
can also assume that the damage that killed the “King of the Sky” would be
extremely significant.
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Danger of Flying
Suppose the PC is within 50 meters from the colossus and is positioned at
a point higher than 5 meters above the ground by some means. In that case,
turrets will appear on the surface of the colossus' body.
The corresponding PC must perform a Danger Sense check with Target
Number 22. If they succeed, they will notice the change of this colossus and
can quickly go down to the ground.
If the Danger Sense check fails, or if it succeeds and the PC is still in midair,
a ray of light is fired from one of the turrets and hits the PC. They must make
a Willpower check with Target Number 22, dealing 2d+15 energy magic
damage on fail or half on success.
The GM should warn that the number of turrets appearing on the surface
of the colossus' body at this stage is very numerous. It should also be pointed
out that Garuda probably was shot multiple times, and the longer PC flies, the
more turrets will join in shooting them (as was the case with Garuda).
If the PC still stays in the air, after 10 seconds (1 round), two guns will open
fire, and the PC must suffer the same damage twice. The number of guns that
spew fire is doubled every 10 seconds (1 round), 4, 8, and so on.
Heel Entrance
As PCs were told earlier, there is a doorway at the heel of the colossus. The
colossus is standing facing south, and the PCs are approaching from the west.
If they approach the colossus directly, its right foot will be in front of them.
The doorway of the right foot is locked by a spell with a success value of
20. It can be unlocked by an Open Lock check using a Key of Unlocking or a
Spellcasting check using an unlocking spell such as [Unlock] with a success
value of 21 or more. Suppose PCs try to unlock with a spell. In that case, they
will need to perform an Open Lock check with Target Number 21 to unlock
the key after unlocking with a spell with a success value of 21 or more.
The doorway on the left foot side (which is initially farther) is destroyed
and left open; a character who has mastered the Artificer class will know that it
was opened by a magitech [Knocker Bomb].
If PCs have successfully entered the colossus through these entrances, they
will proceed to "4) Explore and Analyze" (see p. 311). The GM should be aware
of "3) Internal Structure of Colossus (GM Information)" on how to explore the
inside of the colossus.
It is dangerous to try to climb up the outside of the colossus; if PCs climb
more than 5 meters, they will be attacked by the turrets described in the
previous section "Danger of Flying" (the turret can shoot parallel to the body
surface to attack only the clinging PC, not to hurt the colossus itself).
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3) Internal Structure of Colossus (GM Information)
Colossus Structure Chart
307
Block Structure
This colossus is divided into five major blocks.
- Lower Body Block (Entrance/Exit: "Heels (both legs)," "Hips (both body
sides)")
- Belly Block (Entrance/Exit: "Belly")
- Chest Block (Entrance/Exit: "Chest")
- Head block (Entrance/Exit: "Mouth")
- Arms and Shoulders Block (Entrance/Exit: "Both Hands")
There is no internal passage between each Block. The only way to move
from one Block to another is to use the entrance/exit provided for each Block.
However, in the scenario, the only entrance to the outside world is the
"Heels"; to move between Blocks, one must rely on a special means of directly
connecting entrances. See the next section.
Moving Arms
Colossus can link the entrance and exit of the Hands with the entrance and
exits of other Blocks, depending on the position of its arms.
If it places its arm over its mouth, head and palm will be linked, and if it
places its hand over its chest or belly, its chest, belly, and hands will be linked.
If it places its hand on the side of its body, the waist and the hands will be
linked.
In a room with a "Hand" doorway, PCs can manipulate the position of the
arm on that side. Alternatively, the PCs can "call" the Hand in the Mouth,
Chest, Belly, or Waist.
The arms allow travel of the PCs between the blocks of the colossus.
Finding out how they move is one of the first goals of the PC's exploration.
308
Entrance and Exit Between Each Room
Inside the colossus, the entrances and exits between the rooms are, in
principle, closed by magic with a success value of 20.
However, the entry point of the left heel, the entrance between the left heel
and the left leg shaft, and the entrance between the left leg shaft and the left hip
are destroyed by the [Knocker Bomb] spell.
Fractal Magitech
In this scenario, a small humanoid magitech assists and accompanies the
PCs. It is named Fractal and is about 1.2m tall, looking like a colossus shrunk
down 1/50. However, through PC's actions, he recovers memories and
supports PCs in their adventures. He cannot fight.
Meaning of Likeness
When it is pointed out that the Fractal looks like a reduced version of the
colossus itself, the Fractal remembers and talks about the following.
“This must have been the idea of Colossus and the artificer who designed
us. By sharing a common format, it is possible to pattern various operations
and increase efficiency.
So, the shape, the way we walk, and the way we change our posture are
similar.”
309
Dispatch of Observation Subunit
When the PCs talk about wanting to see how the colossus actually moves
from the outside when they manipulate its arms inside, Fractal reminds them
that it is equipped with a subunit for observation.
Only one subunit is housed in the abdomen of the Fractal, and like the
"Fractal," it is a reduced version of the Colossus. It is about 15 cm tall (1/4,000
compared to Colossus, 1/80 compared to Fractal).
This subunit cannot move but is used as a fixed-point camera to be placed
where the observation is to be made. The data observed by the subunit is sent
to Fractal, which can reproduce it and project it as an image in the sky.
310
4) Explore and Analyze
The description is based on the Colossus Structure Chart on page 307.
1) Right Heel
It is accessible through a doorway in the heel (see p. 306). The room's walls,
floor, and ceiling are covered with strange patterns that seem related to the
Magitech Civilization technology.
Upon first entry, the PC encounters a magitech, "Fractal."
There was one magitech in the room. It was humanoid and about 1.2
meters tall. Its appearance is very similar to that of this colossus you have just
entered, and it would look like this if it shrunk to 1/50th of its original size.
“Welcome. I am Fractal.”
You noticed, magitech presented itself in the magitech language.
2) Left Heel
It is possible to enter through the torn doorway in the heel (see p. 306).
The room's structure is the same as in "1) Right Heel", but the doorway in the
311
room's roof has also been destroyed. Inside there is a black agate colossus
statue. The statue is in a posture as if it is guarding its face with its right hand
and its chest with its left hand.
“There is a black agate statue in the room. It is a humanoid and about 1.2
meters tall. In appearance, it is very similar to the colossus you have just
entered. It cannot be a mere model, for it has been reproduced with such
precision and detail.”
“This is the same thing as me. The logical inference is that it was
transformed into this for some reason.”
PCs can remove this petrification by casting [Cure Stone] with a success
value of 23 or more or using Cure Stone Potion III.
Once petrification is removed, this statue also acts as a magitech Fractal.
Please refer to "1) Right Heel" (see the previous page) for additional reactions.
After returning from the statue, Fractal tells the following story.
“The entrance was destroyed by [Knocker Bomb] spell, and someone who
looked like Barbarous entered. I took a defensive posture as soon as I could,
but its gaze immobilized my body.”
The advantage of having two "Fractals" is not so big. They regain their
memories and functions at the same time.
312
5) Right Hip
In a fairly large room, there is a magic device installed in the corner of the
room. It is a waist-high table, and symbols and magic letters float in the space
directly above it.
There are entrances and exits on the floor and on the east and west walls.
The one on the floor leads to "3) Right Leg Shaft," the east one to "7) Waist-
Connecting Passage," and the west one to the outside.
The characters or "Fractals" who can read magitech can use the magical
device in this room. When they operate the device properly (no check is
required), a pictograph representing the right hand and a series of letters next
to it will appear on the device.
If the Right Arm of the Colossus is not "Lowered to the Waist "
The initial position at the start of the scenario (when hands are raised
toward the sky) is also applicable. In this case, the word "Call" is floating next
to the picture symbol. When you put your hand on it, a loud mechanical sound
is generated, and then a loud "clang" sound is heard near the west doorway.
This means that the right arm has come to the "Waist." It changes to the state
described in the next section.
6) Left Hip
This room is symmetrical to room 5) Right Hip. The difference is that the
doorway on the floor has been destroyed and left open (there are signs of
destruction in the doorways on the east and west walls). The symbols that
appear in the magic device are for the left hand, and the “9) Left Hand" of the
colossus is manipulated and moved here by the device.
7) Waist-Connecting Passage
A straight passage connects "5) Right Hip" and "6) Left Hip".
8) Right Hand
It is a square room. In one corner, there is a magic device installed. It is a
waist-high table, and picture symbols and magic characters are floating in the
space directly above it.
313
There are doorways on the floor, ceiling, and east, west, and north walls
(only the south wall is missing). When Colossus changes the position of his
arms, his wrists are folded or rotated in accordance with the Movement so that
each doorway changes where it leads (some of them are immediately blocked
by walls or jam-packed pipes and wiring). On the other hand, the room itself
maintains its vertical and horizontal orientation. Even if the arms move, the
room will not be overturned.
Depending on the arm status ("raised to the sky," "hand over mouth," "hand
over chest," "hand over the belly," or "lowered to the waist"), one of the doorways
leads to the room on the side of the Block with which it is in contact (except
when "raised to the sky"). The remaining one leads to the "10) Right Arm Shaft".
During the movement of the arm, all the doorways are blocked.
The correspondence between the right hand position and the entrance/exit
is as follows.
The magic device can be either used by a character that can read magitech
or Fractal. A series of symbols that imitate the state of the right arm appear.
In order of precedence, they are: "Up thrust," "180-degree bend," "down and
then right angle bend," "down and then slow angle bend," and "straight down,"
respectively.
314
Among these, the symbols corresponding to the state of the right arm of
the Colossus are highlighted ("raised to the sky," "hand over mouth," "hand over
chest," "hand over the belly," or "lowered to the waist"). In addition, if the
doorway leading to another Block in the Colossus is open, it is blinking.
Mouth or Belly is Directed, but There is Already the Other Arm There
Immediately after the instruction is given, a warning tone echoes through
the room, and an announcement is made in magitech: “To avoid a collision,
the instruction is rejected.” The arm does not move.
9) Left Hand
It is the same as "8) Right Hand," only with a left-right distinction. In the
correspondence of the entrances and exits, consider east and west in reverse
(e.g., if the arm is on the body side, it is the west entrance that leads to "6) Left
Hip").
316
16) Head B
PCs can arrive here only from 15) Head A. There is a magic device at the
back of the room; a PC that can read magitech or Fractal can operate the device
to get a record of the colossus.
It turns out that this place where the colossus was left behind was where
Barbarous emerged from the underground during the Diabolic Triumph and
was the foothold for the invasion. Originally, there were unknown ruins from
the Ancient Magic Civilization period, and Barbarous had been building up
their forces in this area. Colossus fought here to stop them and stayed here at
a semi-standstill in preparation for further invasion. Since the end of the
Diabolic Triumph, there is no record of Barbarous ever having appeared.
PCs also find a series of text messages marked "Stop Code" and "Self-
Destruction Code." It seems that entering this code into some special
magisphere makes it possible to send commands to a specific magitech.
However, there is no corresponding magisphere in this room.
18) Belly B
PCs can only arrive from 17) Belly A. At the first entry point, a magitech is
waiting for them. In Standard Combat, the distance between the first PC and
the magitech is 5 m. In this battlefield, there are only 5m from the first PC and
last.
The appearance of magitech is very similar to that of Colossus (and of
course, Fractal). It is about 3 meters tall, about 1/20 the height of a colossus
(2.5 times the height of Fractal).
317
13 Colossus: Miniature
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 19/23 Weak Point: Physical damage +2 points
Initiative: 20 Movement Speed: 20/- Fortitude: 17 (24) Willpower: 16 (23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Head) - - 16(23) 12 100 -
None (Chest) - - 15(22) 12 110 -
None (Belly) - - 15(22) 12 110 -
Fist (Arm) 17(24) 2d+16 15(22) 8 95 -
Fist (Arm) 17(24) 2d+16 15(22) 8 95 -
Kick (Leg) 16(23) 2d+16 14(21) 14 110 -
※See scenario text.
Sections: 6 (Head / Chest / Belly / Arm x 2 / Legs) Main Section: Head / Chest / Belly (All)
Unique Skills
●All Sections ●Arm
◯Mechanical Body ◯Continuous Attack
It is immune to criticals from edged If the section successfully hits a target in melee,
weapons. it may make a second attack against the same
◯Mana Coating (3) target.
Reduces magic damage received by -3. ◯Defensive Posture
●Head / Chest / Belly If one of the main sections (head, chest, and
►Magitech 10 Level/Magic Power 13(20) belly) is destroyed, the other two sections are
►Light Ray/16(23)/Willpower/Half defended with one arm each.
With “Range/Area: 2(50m)/Line," fires a Each Arm section is considered to have
Light Ray, dealing 2d+10 energy magic acquired the combat feat [Cover I], and the
damage to targets. covers two remaining sections. At the same time,
Once two of the three sections have used this the Arms lose the [◯ Continuous Attack]
skill, the remaining one cannot use it. ability.
If two of the Main Section are destroyed, only
one arm assumes the [◯Defensive Posture].
●Legs
◯Kneel
If the HP of any Leg section is reduced to 0 or
less, Head, Chest and Belly sections receive a -2
penalty to the success value of [►Light Ray] and
Evasion checks.
Loot
None
If PCs succeed in placing their hand on the "Chest" by using the Defensive
Posture, they can come to this room. The structure and function of the room
are the same as those of 15) Head A and 17) Belly A. PCs can proceed to 20)
Chest B from the back doorway. This doorway has been destroyed by
[Knocker Bomb] and is closed but not locked.
20) Chest B
You entered a room lined with magical devices glowing. This is for sure an
important place. A man with an eye patch was working hard to operate them,
but he noticed you entering and turned around.
“Just when we were about to finally get our hands on all of this giant, we got
a silly interruption.
How much destruction can this huge colossus cause, It was a terror for my
people, but now I will reverse the fate.
"What a toy, what a delightful soldier. I can't let it go."
320
The man then challenges you to a fight with hostility on his face.
5) Decisive Battle
The two characters in 20) Chest B are Onyx Basilisk and Ogre Berserker,
one Ogre Berserker if the number of PCs is 3 or 4, two if the number of PCs
is 5. Onyx Basilisk is enhanced with sword shards, 13 in Human Form and 14
in Monster Form.
In addition, this Onyx Basilisk has mastered Magitech instead of
Truespeech Magic and can cast it at the same level and Magic Power. He does
not have a Gun.
6) Conclusion
Once Onyx Basilisk is defeated, Fractal will use the magical device in this
room to retrieve all memories and records. All the anti-aircraft guns that were
out of control due to the improper operation of Onyx Basilisk can be stopped.
“This colossus was half destroyed in the battle with the Diabolic Triumph.
It seems that it was kept here not only to monitor the underground but also
because it was dangerous to keep it running any longer.
Even now, it is safe to avoid forcing it to move. There are some control
problems here and there in small parts. It is not likely that it will run wild and
destroy its surroundings..., but it may fall down if it is made to walk. And since
it is such a huge body, even a fall will cause serious damage to itself and its
surroundings.
I propose to keep it here as it is now. The auto-restore function is working,
albeit slowly.
Do you have any suggestions for a replacement for the Barbarous
supervisor?
321
Of course, I will stay here to maintain and manage this colossus. Waiting
for the automatic restoration to progress will greatly help Humanoids as in the
past.”
In any case, a PC can't control this colossus (of course, Fractal, which is
essentially an honest magitech, cannot be intimidated to do this). A practical
solution would be to accept Fractal's proposal. Both the Adventurers' Guild
and the Kingdom of Shuvud accept it. The kingdom welcomes and is satisfied
with the ruins around the colossus that became available, even if they cannot
move the colossus itself. The kingdom will be able to recruit many adventurers
and increase its national strength through the excavated goods and the help of
adventurers.
PCs earn rewards promised in advance.
PCs get 1,000 XP for solving the scenario, plus those they can get from
monsters they have defeated. However, the experience points obtained from
Colossus: Miniature is limited to the first miniature (780 points), no matter how
many of them they have defeated.
322
Barbarous Faith and the Gods of
the Second Sword
Basic Divine Spells Changes
Priests of the second sword god have their magic changed, as shown in the
table below. Those who serve the Mad God Laris (which are most Daemons)
can use both of them.
323
Resignation Cost MP13
1
1 Entire
Tar. Range/Area Touch/- Duration minute Resistance Neg
Character
(6 r)
Sum. Dampens the fighting spirit of Humanoids Type Psychic
This spell only works on Humanoids with 1/10th of their Maximum HP
remaining (rounded down) or less. In the case of multi-section characters, the
HP of all main sections must meet this condition.
Eff.
If the target attempts to attack, cast a spell, or perform any other action against
Barbarous, the target suffers a -4 penalty on Accuracy, Spellcasting, and any
other action checks.
324
Specialized Divine Magic of the Gods of the Second Sword
325
Specialized Divine Spells of Zeides, Immortal Queen
326
Monsters
Additional Elements
De-bonding
327
monster’s success value as the target number for escaping. In case of multiple
hits, choose the lowest success value.
A character in an entangled state can try to escape by de-bonding as a Major
Action. This character needs to do a check 2d + Adventurer level + Strength
Modifier, and the target number is the success value of the monster that GM
wrote down earlier. If the success value is greater than or equal to the target
number, the de-bonding was successful, and the character is no longer
entangled (and Major Action was completed).
Another character also can de-bond. The same check needs to be made; if
successful, the target character escapes and is free to act immediately afterward.
Of course, another character will still have to use its Major Action.
If the GM forgets to write down the success value, they can roll the dice
again to determine it or use a fixed success value.
When multiple characters cooperate to perform de-bonding, the character
who is the primary character and the cooperating character should be
determined first, and the cooperating character first declares that it will perform
the cooperation as the Major Action and then completes its turn. In this case,
the Strength Modifier (or the sum of the Strength Modifiers if there is more
than one) of the characters who declared to cooperate can be added as a bonus.
When a character with monster data is trying de-bonding, its Fortitude
should be used instead of "Adventurer level + Strength Modifier."
328
Barbarous
3 Hog Hoodling
Intelligence: Low Perception: Five senses Disposition: Hostile Soulscars: 2
Language: Barbaric, Youma Habitat: Various
Rep/Weak: 9/12 Weak Point: +2 Magic Damage
Initiative: 12 Movement Speed: 15(4 Legs)/- Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon (Rider) 6(13) 2d+4 5(12) 2 18 11
Slam (Pig) 5(12) 2d+3 3(10) 2 23 7
Sections: 2 (Rider/Pig) Main Section: Rider
Unique Skills
●All Sections See Rider class and the Riding Rules (see
◯Dismounting p. 87) for rules for this monster on how to
This monster’s Rider section is mounted dismount and mount back at the mount.
on the Pig section. If the Rider is
dismounted, all sections suffer a -2 penalty
on all action checks and have their damage
reduced by -2 points.
Loot
Always Dirty Hood (20G/White B) 7 – 11 Cheap Meat (100G/Red A)
2–6 None 12+ Fine Meat (200G/Red A)
This is a Hoodling who is used to handling animals and fights by riding on them. The riding
animal is carried around for food and may be a variety of small to medium size animals, not
limited to pigs.
329
5 Arakcruder
Intelligence: Average Perception: Five senses Disposition: Hostile Soulscars: 3
Language: Aviary, Barbaric Habitat: Mountains
Rep/Weak: 12/14 Weak Point: Accuracy +1
Initiative: 13 Movement Speed: 10/30(Flying) Fortitude: 7(14) Willpower: 6(13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak 7(14) 2d+5 7(14) 4 39 13
Unique Skills
◯Flight attack against an opponent who has been
This monster receives a +1 bonus to Accuracy attacked with a beak.
and Evasion only for melee attacks. Accuracy check and damage are the same as
◯Spear Pursuit those of the beak. This effect is effective only
A monster’s spear can be used as a melee when the monster is Flying.
Loot
2 – 6 None 10+ Seven-colored Feather (200G/Gold Red A)
7 – 9 Beautiful Feathers (30G/Gold Red B)
Arakcruder is Barbarous with its entire body is covered with feathers, and its head resembles a bird
of prey. It has a pair of upper limbs with large wings. It is about 2 meters tall, but its wing span is twice
that when flying. Although their ability to manipulate objects with their hands has degenerated
significantly, they can use their legs like hands while flying, and they mainly live in this way. When
they have no choice but to walk, they walk upright.
They are territorial and live in groups, building primitive dwellings in caves, cliffs, or on the tops of
large trees, often using floating rocks (see CR I, p. 341) as their strongholds. Although belligerent and
ferocious, they revere Garuda (see CR II, p. 354) as the King of the Flying Barbarous, and many serve
him.
8 Arakcruder Hunter
Intelligence: Average Perception: Five senses Disposition: Hostile Soulscars: 3
Language: Aviary, Barbaric Habitat: Mountains
Rep/Weak: 14/16 Weak Point: Accuracy +1
Initiative: 16 Movement Speed: 10/35(Flying) Fortitude: 10(17) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak 10(17) 2d+9 10(17) 6 77 18
Unique Skills
◯Flight 🗨Cleave I
This monster receives a +1 bonus to Accuracy This ability can only be used with [◯Spear
and Evasion only for melee attacks. Pursuit]. It can attack up to 3 characters with
◯Spear Pursuit melee attacks that can be reached, but the
A monster’s spear can be used as a melee damage will be reduced by -3. If more than one
attack against an opponent who has been is hit, the damage is determined individually.
attacked with a beak. ⏩△Techniques
Accuracy check and damage are the same as They may use the [Cat’s Eye], [Bear Muscle],
those of the beak. This effect is effective only [Gazelle Feet], and [Beetleskin] Techniques.
when the monster is Flying.
Loot
Always Gems (150G/Gold A) 8+ Seven-colored Feather (200G/Gold Red A)
2 – 7 Beautiful Feathers (30G/Gold Red B)
330
Among the Arakcruder, they are the ones who are skilled with spears and lead their tribes in
hunting and eliminating foreign enemies.
8 Quepala Sage
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 3
Language: Barbaric, Arcana, Drakish Habitat: Forest, Caves, Swamps, Shallows
Rep/Weak: 15/18 Weak Point: Fire damage + 3 points
Initiative: 15 Movement Speed: 15/- 15 Fortitude: 9(16) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 11(18) 2d+9 9(16) 6 74 68
Unique Skills
◯Poison Immunity ◯Poison/10(17)/Fortitude/Neg
►Truespeech Magic, Spiritualism Magic 8 If the Bite attack hits, the target is dealt
Level/Magic Power 10(17) additional 8 poison magic damage.
◯🗨Magic Aptitude
They can use the Combat Feats
[Targeting], [Metamagic/Targets], and
[Multi-Action].
Loot
Arcana-Language Book Esoteric Spellbook
2–6 11+
(170G/White A) (1,500G/White S)
7 – 10 Spellbook (500G/White A)
This is a Quepala (see CR I, p. 406), who is particularly knowledgeable and excels in magical
knowledge. They are sometimes the leaders of settlements in the larger Shallow Abysses.
They are gruesome and brutal, and has a strong hatred for Humanoids and the beings who
are in their service.
331
10 Arakcruder Predator
Intelligence: Low Perception: Five senses Disposition: Hostile Soulscars: 4
Language: Aviary, Barbaric Habitat: Mountains
Rep/Weak: 15/18 Weak Points: Accuracy +1
Initiative: 18 Movement Speed: 10/40 (Flying) Fortitude: 13(20) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak 12(19) 2d+12 12(19) 8 88 24
Unique Skills
◯Flight ◯Rage
This monster receives a +1 bonus to This effect appears automatically when this
Accuracy and Evasion only for melee monster's current HP becomes less than half
attacks. its maximum value (rounding up) and
◯Spear Pursuit disappears automatically when its HP
A monster’s spear can be used as a melee recovers to more than half its maximum
attack against an opponent who has been value.
attacked with a beak. The monster becomes frenzied and attacks
Accuracy check and damage are the same indiscriminately and without regard for the
as those of the beak. This effect is effective consequences. In all melee attacks, the target
only when the monster is Flying. is randomly selected from among possible
🗨Cleave II targets, friend or foe. When declaring
This ability can only be used with [◯Spear [🗨Cleave II], select 5 targets at random (or
Pursuit]. It attacks with a weapon up to 5 all of them if there are fewer than 5 suitable
characters within the skirmish in which it targets).
resides. All melee attacks gain a +2 bonus to
⏩△Techniques Accuracy checks and +4 points to damage.
They may use the [Cat’s Eye], [Bear At the same time, the monster receives a -2
Muscle], [Gazelle Feet], [Recovery (5 pts.)], penalty on Evasion checks.
and [Beetleskin] Techniques. While this effect is in effect, this monster
cannot use the [Recovery] Technique.
Loot
Seven-colored Feather
Always Gems (300G/Gold A) 5 – 11
(200G/Gold Red A)
Beautiful Feathers (30G/Gold Dazzling Feathers (2,000G/Gold
2–4 12+
Red B) Red S)
It is a very powerful Arakcruder. They justify their violent nature by defining justice as
simply being strong. When cornered, they go berserk and begin to rampage without restraint.
332
11 Ogre Berserker
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Ogre, Drakish Habitat: Various
Rep/Weak: 15/19 Weak Point: +2 Magic Damage
Initiative: 17 Movement Speed: 19/- Fortitude: 16(23) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 15(22) 2d+18 12(19) 13 103 13
Unique Skills
◯Continuous Attack II 🗨Power Strike II
If an Ogre Berserker successfully hits a An Ogre Berserker can deal an additional
target in melee, they may make a second +12 damage on their next attack. However,
attack. They can make a third attack against any Evasion Check made by the Ogre
the same target if a second attack hits. Berserker this turn receives a -2 penalty.
This declaration should have been made at
the time of the first attack. It cannot be made
during an additional attack from the
[◯Continuous Attack II].
Loot
2 – 8 Bag of Silver (200G/-) 13+ Golden Berserker Accessory (4,500G/Gold White S)
9 – 12 Gems (500G/Gold A) x 1d
Although they have no shapeshift ability and cannot cast spells, they are a subspecies of
Ogres, boasting a strong body twice the size of a normal Ogre and formidable strength.
Because of their low intellect, they are used by Ogres and Drakes, but as long as they can
fight, Ogre Berserkers are happy.
12 Quepala Chief
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Arcana, Drakish Habitat: Forest, Caves, Swamps, Shallows
Rep/Weak: 19/22 Weak Point: Fire damage + 3 points
Initiative: 19 Movement Speed: 15/- 15 Fortitude: 14(21) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 15(22) 2d+15 13(20) 9 113 107
Unique Skills
◯Poison Immunity Control] [Metamagic/Targets], [Rune
►Truespeech Magic, Spiritualism Magic 12 Master], and [Multi-Action].
Level/Magic Power 15(22) ◯Poison/15(22)/Fortitude/Neg
◯🗨Magic Aptitude If the Bite attack hits, the target is dealt
They can use the Combat Feats additional 12 poison magic damage.
[Targeting], [Magic Convergence], [Magic
Loot
2–6 Spellbook (500G/White A) 11+ Rare Grimoire (3,000G/White S)
Esoteric Spellbook
7 – 10
(1,500G/White S)
This is a highest-ranking Quepala (see CR I, p. 406). Although they are regarded as quite
powerful among the Barbarous, they do not take their place as generals in the Barbarous
army, preferring to hide in the dark and plotting. There are some Quepala Chiefs who prefer
to dwell in Shallow Abyss.
333
13 Ogre Warlord
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Ogre, Drakish, Arcana Habitat: Various
Rep/Weak: 16/20 Weak Point: Physical damage +2 points
Initiative: 20 Movement Speed: 20/- Fortitude: 18(25) Willpower: 18(25)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 17(24) 2d+15 14(21) 16 121 69
Unique Skills
◯Multiple Actions = 2 times [Wordbreak].
►Truespeech Magic 10 Level/Magic Power 🗨 Mana Strike = +14 damage
14(21) An Ogre Warlord may deal an additional +14
◯🗨►Magic Aptitude damage to their next melee attack. If they do, at
They can use the Combat Feats [Multi-Action], risk, they receive a -2 penalty to Fortitude and
[Targeting], [Magic Convergence], [Magic Willpower checks until their next turn.
Control], [Metamagic/Targets], and
Loot
Royal Treasured Sword (8,000G/Gold Black
2 – 8 Bag of Gold (1,400G/-) 13+
White S)
9 – Luxury Ornaments (500G/Gold White
12 A) x 2d
Although they lack the shapeshift ability, Ogre Warlords are a superior species of Ogres, possessing
physical and magical powers far superior to those of ordinary Ogres. Though not much different in
appearance from an ordinary Ogre, they are sometimes adorned with crowns and necklaces and carry
specially forged swords that prove their kingship.
13 Blood Troll
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Giantish Habitat: Ruins
Rep/Weak: 17/20 Weak Point: +2 Magic Damage
Initiative: 18 Movement Speed: 21/- Fortitude: 18(25) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 18(25) 2d+14 15(22) 14 123 88
Unique Skills
►Divine Magic 13 Level / Magic Power 17(24) ◯Dark Regeneration = 10 points
🗨►Magic Aptitude At the end of each round, a Blood Troll recovers
A Blood Troll can use the Combat Feats 10 HP. This has no effect if the Blood Troll is at
[Metamagic/Targets], [Multi-Action], and 0 HP or lower or is under sunlight.
[Wordbreak]. ◯Weakened
🗨 Mana Strike = +17 damage As long as a Blood Troll is under sunlight, it
A Blood Troll may deal an additional +17 receives a -2 penalty to all Accuracy and Evasion
damage to their next melee attack. If they do, at Checks.
risk, they receive a -2 penalty to Fortitude and
Willpower checks until their next turn.
Loot
Always Troll's Black Blood (500G/Red A) 7 – 11 Strange Holy Symbol (3,300G/White S)
2 – 6 Gems (300G/Gold A) x 1d 12+ Strange God Statue (6,200G/Gold White S)
They are upper-level Dark Trolls and are in charge of leading the Trolls. They are always ready to
fight without compromise to not disappoint their enemies. Fighting is the highest priority in their life,
and they teach other Trolls how to fight and defeat any opponent.
334
13 Onyx Basilisk (Human Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Neutral Soulscars: 4
Language: Trade Common, Barbaric, Basilisk, Drakish, Youma, Arcana
Habitat: Desert, Ruins Rep/Weak: 13/19 Weak Point: Water/Ice damage +3 points
Initiative: 18 Movement Speed: 15/- Fortitude: 16(23) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 17(24) 2d+14 15(22) 14 118 91
Unique Skills
◯Poison Immunity, ◯Disease Immunity ►Stagnation Gaze/14(21)/Willpower/Neg
►Truespeech Magic 12 Level/Magic Power With "Range/Area: 2(30m)/Target", the
16(23) monster stares at "Target: 1 Character" and
🗨►Magic Aptitude prevents its movement. Target cannot take
They can use the Combat Feats [Multi- any Major Action and any Minor Action for
Action], [Universal Metamagic], and 10 seconds (1 round). However, if the target
[Wordbreak]. can take multiple Major Actions, the
⏩Onyx Gaze/15(22)/Willpower/Neg number of Major Actions is reduced by only
With "Range/Area: 2(50m)/Target", it one (still no Minor Action can be taken).
stares at "Target: 1 Character" and petrifies ◯Poison Blood/16 (23)/Fortitude/Neg
the target (Dexterity, Agility/-6) (see CR II, p. Anyone who deals damage to this monster
329). Under this effect, the target eventually in the same skirmish will receive 2d+6
turns into an onyx statue instead of a stone poison magic damage at the end of their
statue. It is possible to cancel the effect with turn.
[Cure Stone]. ►Monstrous Form
If the target of this unique skill is the one The monster transforms into its monstrous
who holds the mirror, and if Willpower's form. For data on the monstrous form, see
success value is 4 or more points higher than "Onyx Basilisk (Monstrous Form)" (the next
the Target Number, gaze can bounce off the, page). HP and MP are restored to their
giving this effect to Onyx Basilisk always maximum values, and all effects of spells and
affecting them without a check even if Onyx the like are removed. When [►Monstrous
Basilisk is blindfolded. This unique skill is Form] was activated Body section is treated
of curse type. as if it made Major Action. The Head and
This unique skill can be used only once per Evil Eyes sections may take Major Action on
round. this turn.
[⏩△Instant Humanification] cannot be
used for 1 hour immediately after using
[►Monstrous Form].
Loot
Basilisk Pureblood (1,000G/Red
Always 6 – 11 Onyx Eye (4,000G/Gold Red S)
S)
Eye of Stagnation (10,000G/Gold
2–5 None 12+
Red SS)
335
14 Onyx Basilisk (Monstrous Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Basilisk, Drakish, Youma, Arcana
Habitat: Desert, Ruins Rep/Weak: 11/19 Weak Point: Water/Ice damage +3 points
Initiative: 19 Movement Speed: 12(Many Legs)/- Fortitude: 17(24) Willpower: 17(24)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Right Evil Eye) - - 18(25) 6 60 30
None (Left Evil Eye) - - 18(25) 6 60 30
Bite (Head) 18(25) 2d+12 17(24) 11 114 65
Claws (Body) 17(24) 2d+16 15(22) 15 126 73
Sections: 4 (Right Evil Eye / Left Evil Eye / Head / Body) Main Section: Head
Unique Skills
●All Sections ●Body
◯Poison Immunity, ◯Disease Immunity ◯Standing Upright
◯Poison Blood/17 (24)/Fortitude/Neg If the HP of the Body is 0 or less, all other
It is the same as the unique skill of Onyx sections get a -2 penalty on Evasion checks.
Basilisk (Human Form), except for a ⏩△Instant Humanification
different target number. It instantly transforms into Human form.
●Right Evil Eye Refer to Onyx Basilisk (Human Form) for
⏩Onyx Gaze/16(23)/Willpower/Neg data on the Human form. If the Body
It is the same as the unique skill of Onyx section has suffered HP or MP damage or
Basilisk (Human Form), except for a has been affected by magic or other effects,
different target number. these are carried over to the Human form. If
●Left Evil Eye its HP is less than 0, it immediately falls
►Stagnation Gaze/15(22)/Willpower/Neg unconscious.
It is the same as the unique skill of Onyx [⏩△Instant Humanification] cannot be
Basilisk (Human Form), except for a used for 1 hour immediately after using
different target number. [►Monstrous Form].
●Head
►Truespeech Magic 12 Level/Magic Power
14(21)
🗨►Magic Aptitude
They can use the Combat Feats [Multi-
Action], [Universal Metamagic], and
[Wordbreak].
Loot
Basilisk Pureblood (1,000G/Red 10 – Eye of Stagnation (10,000G/Gold
Always
S) 12 Red SS)
Evil Onyx Eye (20,000G/Gold
2–9 Onyx Eye (4,000G/Gold Red S) 13+
Red SS)
Onyx Basilisk is a higher-level of Basilisk with an evil onyx eye. The petrification curse this
Basilisk gives turns the victim into a black agate (onyx).
This monster also has the evil eye of stagnation as its second evil eye.
The transformed Onyx Basilisk is a large lizard over 5 meters in length, and its right and
left evil eyes to shine in milky white and black. Unlike the rational Human form, Onyx
Basilisk in this form moves with its emotions and lays waste to the beings in front of it.
336
14 Bolg Suppressor
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Youma Habitat: Forest, Mountain, Cave
Rep/Weak: 19/24 Weak Point: Physical damage +2 points
Initiative: 21 Movement Speed: 20/- Fortitude: 18(25) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 17(24) 2d+18 16(23) 7 122 26
Unique Skills
►Twin Strike & Double Attack ◯Crushing Palm Strike
Can make two Fist attacks each round, (Withering)/17(24)/Willpower/Neg
though each attack requires its own Accuracy If the target is hit by a Fist attack and fails the
check. They may choose to attack different Willpower check, the target may not speak
characters with each attack. or declare any Minor Action or active
◯Counter combat feats for the next 10 seconds (1
This is the same effect as the combat feat round). This effect is of the psychic type.
[Counter](see CR II, p. 209). ⏩Pressure Point/17(24)/Willpower/Neg
◯Crushing Palm Strike Roll 1d. Bolg Suppressor hits the target
(Fall)/17(24)/Fortitude/Neg with its powerful aura, receiving 10 fixed
If the target is hit by a Fist attack, the target damage to its MP if it rolls "1-3" and to its HP
will fall prone on failed Fortitude check. if it rolls "4-6".
This effect can be used only once in 10
seconds (1 round) and consumes 10 points
of its own MP when used.
Loot
Barbarous' Orders (500G/White
Always 5 – 10 Soldier's Outfit (500G/White A)
A)
Golden Battle Outfit
2–4 Battle Gear (30G/White B) 11+
(3,200G/Gold White S)
It is a Bolg fighter who has trained their body to the utmost limit and is filled with a strong
presence beyond ordinary people's reach. Although they are hand-to-hand fighters, it is said
that they can do more than an ordinary army just alone, and they are trusted by the upper
barbarous as a trump card in local battles.
They specialize in striking the enemy with the bottom of their palms and knocking them
down at the same time. They then look down fiercely at their fallen opponent and defeats
they spirit.
337
15 Hecatoncheires
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Giantish Habitat: Various
Rep/Weak: 16/22 Weak Point: Physical damage +2 points
Initiative: 20 Movement Speed: 20/- Fortitude: 21(28) Willpower: 19(26)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Upper Body) - - 19(26) 12 148 35
Weapon (Arm) x 6 21(28) 2d+19 21(28) 12 103 18
Kick (Lower Body) 19(26) 2d+21 21(28) 15 137 23
Sections: 8 (Upper Body / Arm x6 / Lower Body) Main Section: Upper Body
Unique Skills
●Arm 🗨Power Strike II
►Swords Dance/Can't They can deal an additional +12 damage on
The Hecatoncheires does a strange, flailing their next attack. However, any Evasion
dance that deals “2d x (Remaining Arms) + Check made by them this turn receives a -2
5 Physical damage” to one target in the same penalty.
skirmish. ◯Layered Protection
This ability cannot be used when even one The Defense of Upper Body section is
Arm has completed its Major Action. Also, increased by +2 points for each remaining
after this ability is used, Major Actions of all Arm section.
Arms are completed. ●Lower Body
◯Limited Attacks ◯Attack Obstacle = +4 • None
Due to the size of the Hecatoncheires, only Hecatoncheires’ height prevents enemies
two Arms can attack the same target in 10 from attacking it. The Upper Body receives
seconds (1 round). a +4 bonus to Evasion checks against melee
attacks. This effect disappears when the
Lower Body falls to 0 HP or lower.
Loot
Massive Weapon (300G/Black
Always 8 – 12 Lump of Silver (3,600G/Gold S)
White A) x 6
Lump of Gold (18,000G/Gold
2–7 None 13+
SS)
This is a 12-armed giant of about 6 meters in height. When fighting, they carry weapons on
6 arms and shields on the other 6. They value bravery and respect those who come at them
fairly and squarely, but they are angry at those who act cowardly. Because of this, they are
often entrusted with guarding important places such as the treasury and are not often seen
outside.
338
15 Diablo Captain (Human Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Drakish, Daemonic Habitat: Wilderness, Shallows
Rep/Weak: 23/26 Weak Point: Energy damage +3 points
Initiative: 24 Movement Speed: 25/25(Flying) Fortitude: 19(26) Willpower: 19(26)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 19(26) 2d+20 18(25) 14 132 85
Unique Skills
◯Tough Skin ◯Barbarous and Daemons Strengthening
Whenever it receives physical or magical All Barbarous and Daemon monsters
damage of the bludgeoning type, it is except for the Diablo Captain within "Range:
reduced by -3 points. Self" and "Target: All Areas(30m
◯Flight II Radius)/All" receive a +2 bonus on all action
Receives a +2 bonus to Accuracy and checks except Evasion checks, and the
Evasion only for melee attacks. physical and magic damage they cause is
◯Limited 2 Actions increased by +2 points.
The monster can perform two Major ⏩△Instant Daemonshift
Actions in one round. However, this is The character changes into the daemon
limited to one weapon melee attack and one form with Minor Actions or during Combat
[►Daemonic Eyes III] once each. Preparation. For the data, see Diablo
It cannot use [🗨Cleave II] for that melee Captain (Daemon Form) (see the next page).
attack. HP and MP are restored to their maximum
🗨Cleave II values, and all effects of magic, etc., are
It attacks with a weapon up to 5 characters negated. In the turn in which this unique skill
within the skirmish in which it resides. is performed, only the Head section of the
►Daemonic Eyes III/Can’t Daemon Form is treated as having
With a sharp look in its eyes, it makes completed the Major Action, and the Right
shriveling enemies. Side and Left Side sections can make it this
With “Range/Area: 2(30m)/Target”, select turn.
any number of targets and deal 10 curse [⏩△Instant Daemonshift] cannot be used
fixed damage each. Afterward, Diablo’s HP for 3 hours immediately after the
is restored by the sum of all applied damage [►Humanification] was used. Also,
dealt to the targets. [►Humanification] cannot be used for 1
Using this ability consumes 4 points of MP hour immediately after [⏩△Instant
per character targeted. Daemonshift] was used.
Loot
True Dark Gem (4,900G/Gold S)
Always Abyss Shard (200G/-) x 5 6 – 12
x2
Jet-Black Gem (2,200G/Gold S) x Abyssal Treasure (15,500G/Gold
2–5 13+
2 SS) x 2
This is a Diablo who has led an army through age and many combat experiences.
They are a skilled commander of Barbarous and Daemons and is a master of drawing out
their strengths, sometimes leading the troops, but they are also devoted to the training of
young Diablos. They have a broad perspective on the expansion of Barbarous as a whole.
Therefore, they are not only at odds with Humanoids but also often engage in strategic
bargaining and political dealings.
When transformed into the daemon form, they expose their true ferociousness and destroy
their enemies with their fighting instincts.
339
16 Diablo Captain (Daemon Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Barbaric, Drakish, Daemonic Habitat: Wilderness, Shallows
Rep/Weak: 24/27 Weak Point: Energy damage +3 points
Initiative: 24 Movement Speed: 25/25(Flying) Fortitude: 20(27) Willpower: 20(27)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 20(27) 2d+22 19(25) 14 141 83
Weapon (Right Side) 21(28) 2d+20 17(24) 16 118 39
Weapon (Left Side) 21(28) 2d+20 17(24) 16 118 39
Sections: 3 (Head / Right Side / Left Side) Main Section: Head
Unique Skills
●All Sections (Human Form). If the Body section has
◯Tough Skin suffered HP or MP damage or has been
Whenever it receives physical or magical affected by magic or other effects, these are
damage of the bludgeoning type, it is reduced carried over to the Human form. If its HP is
by -3 points. less than 0, it immediately falls unconscious.
●Head [►Humanification] cannot be used for 1
◯Limited 2 Actions hour immediately after [⏩△Instant
The monster can perform two Major Actions Daemonshift] was used. Also, [⏩△Instant
in one round. However, the monster must Daemonshift] cannot be used for 3 hours
choose two different actions from the melee immediately after the [►Humanification] was
attack, [►Daemonic Eyes III] or used.
[►Daemonic Cursed Rain]. ●Right Side/Left Side
►Daemonic Eyes III/Can’t ◯Flight II
With a sharp look in its eyes, it makes All sections receive a +2 bonus to Accuracy
shriveling enemies. and Evasion only for melee attacks. If either the
With “Range/Area: 2(30m)/Target”, select Right Side or Left Side section falls to 0 HP or
any number of targets and deal 10 curse fixed lower, this unique skill cannot be used.
damage each. Afterward, Diablo’s HP is 🗨Cleave II
restored by the sum of all applied damage dealt It attacks with a weapon up to 5 characters
to the targets. Using this ability consumes 4 within the skirmish in which it resides.
points of MP per character targeted. ●Right Side
►Daemonic Cursed
◯Daemons Strengthening
Rain/20(27)/Willpower/Half
All Daemon monsters within "Range: Self"
First, the Head must spend 10 points of MP and "Target: All Areas(30m Radius)/All"
to use this ability. Then, roll 2d, and calculate receive a +2 bonus on all action checks except
the Intensity of the effect as "roll + 5". Evasion checks, and the physical and magic
The Diablo Captain receives fixed damage of damage they cause is increased by +2 points.
Intensity points, and at the same time, at
●Left Side
"Range: Caster" and "Target: All Areas (30m
◯Barbarous Strengthening
Radius)/All" receive “Intensity x 3” curse
All Barbarous monsters (except this monster)
magical damage. Any character within this
within "Range: Self" and "Target: All Areas(30m
range can be excluded from the target.
Radius)/All" receive a +2 bonus on all action
►Humanification
checks except Evasion checks, and the physical
It changes to the Human form. For data on
and magic damage they cause is increased by
the Human form, refer to Diablo Captain
+2 points.
Loot
Always Abyss Shard (200G/-) x 2d 5 – 11 True Dark Gem (4,900G/Gold S)
2 – 4 Jet-Black Gem (2,200G/Gold S) 12+ Abyssal Treasure (15,500G/Gold SS)
340
17 Drake Count (Human Form)
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile Soulscars: 4
Language: Trade Common, Barbaric, Drakish, Arcana Habitat: Various
Rep/Weak: 18/25 Weak Point: +2 Magic Damage
Initiative: 23 Movement Speed: 30/60(Flying) Fortitude: 23(30) Willpower: 23(30)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 23(30) 2d+21 21(28) 21 150 90
Unique Skills
►Spiritualism Magic 15 Level/Magic Power 🗨 Mana Strike = +21 damage
21(28) A Drake Count may deal an additional +21
◯🗨►Magic Aptitude damage to their next melee attack. If they do,
A Drake Count (Human Form) can use the at risk, they receive a -2 penalty to Fortitude
Combat Feats [Targeting], [Magic and Willpower checks until their next turn.
Convergence], [Magic Control], [Universal ⏩△Instant Dragonification
Metamagic], [Hawk Eye], [Multi-Action], The Drake Count transforms into a dragon
and [Wordbreak]. form, healing all HP and MP. Any lingering
◯Multiple Actions = 2 times magical effects are removed as well. For
⏩△Techniques more information, see the Drake Count
A Drake Count (Human Form) can use the (Dragon Form) stats. In the turn in which
[Beetleskin], [Cat's Eyes], [Recovery (9 pts.)], [⏩△Instant Dragonification] is performed,
[Giant Arms], and [Sphinx Knowledge] only the Body section of Dragon Form is
Techniques. treated as having completed the Major
◯Flight Action, and Wing sections can make them
A Drake Count receives a +1 bonus to on this turn.
Accuracy and Evasion only for melee [⏩Instant Humanification] cannot be used
attacks. for 1 hour immediately after using
[⏩△Instant Dragonification]
Loot
Heraldic Ring (3,000G/Gold Majestic Draconian Horn
Always 8 – 12
White S) (4,200G/Red S)
Noble Draconian Horn
2–7 None 13+
(12,600G/Red SS)
341
Unique Skills
●All Sections This unique skill cannot be used in consecutive
◯Energy Immunity turns.
●Body ⏩△Instant Humanification
►Spiritualism Magic 15 Level/Magic Power It instantly transforms into Human form.
21(28) Refer to Drake Count (Human Form) for data
◯🗨►Magic Aptitude on the Human form. If the Body section has
A Drake Count (Dragon Form) can use the suffered HP or MP damage or has been
Combat Feats [Targeting], [Magic affected by magic or other effects, these are
Convergence], [Magic Control], [Universal carried over to the Human form. If its HP is
Metamagic], [Hawk Eye], [Multi-Action], and less than 0, it is immediately stunned.
[Wordbreak]. [⏩△Instant Humanification] cannot be used
◯Multiple Actions = 2 times for 1 hour immediately after using [⏩△Instant
⏩△Techniques Dragonification].
A Drake Count (Dragon Form) can use the ●Wing
[Beetleskin], [Cat's Eyes], [Recovery (9 pts.)], ◯Flight
[Giant Arms], and [Sphinx Knowledge] A Drake Count (Dragon Form) receives a +1
Techniques. bonus to Accuracy and Evasion only for melee
🗨 Mana Strike = +21 damage attacks.
A Drake Count may deal an additional +21 If one of the Wing sections falls to 0 HP or
damage to their next melee attack. If they do, lower, this unique skill cannot be used.
at risk, they receive a -2 penalty to Fortitude and 🗨Decoy Attack II
Willpower checks until their next turn. It gains -2 to Accuracy checks, but the damage
►Radiant Breath/24 (31)/Fortitude/Half is increased by +8 on hit.
Drake Count spits out a pure energy mass at If the declared attack is evaded, the enemy
"Range/Area: 2(50m)/Shot" and explodes it at receives a -2 penalty to Evasion checks for the
the point of impact, dealing "Target: 1 area (6m next 10 seconds (1 round). This effect is
Radius)/20" 2d+25 energy magic damage. cumulative up to -8 but is lost if the target fails
an Evasion check even once.
Loot
Heraldic Ring (3,000G/Gold White Majestic Draconian Horn
Always 8 – 12
S) (4,200G/Red S)
Noble Draconian Horn
2 – 7 None 13+
(12,600G/Red SS)
One of the highest-ranking Barbarous, Drake Counts have a regal air about themselves that
lesser Drakes do not. While they may be the same as other Drakes physically, a Drake Count's
appearance and mannerisms have that noble look about them, unconsciously showing off their
status to other Barbarous. At the same time, Drake Counts are masterful combatants and
tacticians, able to easily control thousands of Barbarous beneath them.
A massive beast, the dragon form of a Drake Count, is much larger than those of the Drake
Barons underneath them. With glistening translucent green scales, its glory is only surpassed by
its frightening combat unique skill.
342
Animals
2 Dolphin
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sea Animal Habitat: Sea, River
Rep/Weak: 6/11 Weak Point: Fire damage +3 points
Initiative: 11 Movement Speed: -/25 (Swimming) Fortitude: 4(11) Willpower: 4(11)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 4(11) 2d+2 3(10) 3 23 9
Unique Skills
◯Underwater
It cannot move outside of the water and cannot act outside of the water, but it does not
suffer any restrictions or penalties for actions in the water.
Loot
2–5 None 10+ Ocean Pearl (200G/Gold Red A)
Pearl Fragments (50G/Gold Red
6–9
B)
This species of Dolphin grows to around 3m long and is highly intelligent, able to speak its
own language. While Dolphins often live in groups out in the seas and open ocean, they will
rarely come to the coast and attempt to make contact with Humanoids. Some have even been
trained by humans to allow riders on their backs, though preparations must be made to allow
the rider to breathe underwater.
3 Anaconda
Intelligence: Animal Perception: Five senses (Darkvision) Disposition: Hungry
Language: None Habitat: Forests, Plains, Caves
Rep/Weak: 8/12 Weak Point: +2 Magic Damage
Initiative: 11 Movement Speed: 15(Crawling)/- Fortitude: 6(13) Willpower: 4(11)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Constrict 5(12) 2d+3 3(10) 4 29 9
Unique Skills
◯Entanglement When the target tries to escape, use de-
A successful hit from a Constrict attack bonding (see p. 327).
entangles the target. In each round, the While entangled by this unique skill, the
Anaconda hits the entangled target Anaconda cannot attack other characters. If
automatically and makes all Accuracy and the monster itself wants to release the target,
Evasion Checks with a -2 penalty. it can do so with a Minor Action.
Loot
2–5 Snake Skin (20G/Red B) 10+ Premium Snake Skin (320G/Red A)
6–9 Fine Snake Skin (150G/Red A)
A large snake, an Anaconda measures around 2m in length. Its preferred method of attack
is to hide in trees as though it were a large vine, then drop down onto unsuspecting prey. The
coils of an Anaconda can constrict and suffocate something as large as a cow. The skin of the
Anaconda is prized for its capabilities when turned into leather, and adventurers are often
sent to procure such skins.
343
4 Poisonous Spillbug
Intelligence: None Perception: Five senses (Darkvision) Disposition: Hungry
Language: None Habitat: Forest, Swamp
Rep/Weak: 10/13 Weak Point: +3 Energy damage
Initiative: 10 Movement Speed: 10 (many legs)/- Fortitude: 6(13) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Mouth 5(12) 2d+4 4(11) 6 38 8
Unique Skills
◯Poison Immunity Radius)/5" with "Range: Caster." The target
◯Corrosive Fluid Secretion receives 2d poison magic damage.
If the monster is hit by a melee or ranged This ability cannot be used on consecutive
attack, the weapon or ammunition will be turns.
affected by the corrosive fluid. If not cleaned ⏩Curl Up
with at least 1 liter of alcohol within 24 hours, It curls up its body and defends itself with
they will rot and become useless. Magic its outer shell. While curled up, it gains +3
weapons and ammunition are not affected by Defense points but cannot make a melee
this effect. attack with its Mouth.
If the attack was made with a natural Stretching a curled up body is also a Minor
weapon, the attacker must suffer 1d poison Action. The body can only be curled up or
magic damage for each hit. stretched before the Major Action is
►Venom Spray/5(12)/Fortitude/Half executed.
Sprays poison fluid at "Target: 1 area(3m
Loot
2 – 7 None 12+ Highly Poisonous Shell (750G/Red A)
8 – 11 Poisonous Shell (250G/Red A)
It is a species similar to a bug with a total length of more than 1 meter. It prefers moist
ground, such as swamps and deep forests where there is no sunlight. It constantly secretes
poisonous body fluid, which it uses to weaken approaching small animals and prey on them.
Its poisonous shell can become a dangerous weapon if carefully processed and traded at a
high price by some.
4 Lizard Fly
Intelligence: None Perception: Five senses (Darkvision) Disposition: Hungry
Language: None Habitat: Forest, Swamps
Rep/Weak: 9/13 Weak Point: +3 Energy damage
Initiative: 10 Movement Speed: 10 (many legs)/- Fortitude: 6(13) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 6(13) 2d+7 3(10) 1 35 12
Unique Skills
◯Flight
A Lizard Fly receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Sand Lizard Skin (70G/Red B) 8 – 11 Thin Wings (120G/Red A)
2 – 7 None 12+ Glittering Feathers (340G/Gold Red A)
Lizard Flies appear to be larger than average lizards, ranging in size from about 50cm to
1m, with two pairs of thin, translucent wings on their back. Carnivorous, they will stay buried
under sand until prey comes near, then spring out and attack.
344
5 Tiger
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Forest
Rep/Weak: 10/14 Weak Point: Accuracy +1
Initiative: 14 Movement Speed: 22(4 Legs)/- Fortitude: 8(15) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 7(14) 2d+8 8(15) 4 42 13
Unique Skills
◯Fast Action ◯Continuous Attack
During the first round of combat, if Tiger If a Tiger successfully hits a target in melee,
wins the initiative, it may take two Major it may make a second attack against the same
Actions that round. target.
Loot
Always Large Fang (100G/Red A) 7 – 12 Tiger Pelt (200G/Red A)
2–6 None 13+ Fine Tiger Pelt (600G/Red A)
A four-legged carnivore with black and orange stripes. A ferocious feline, these large cats
are hunting experts alone, hiding with their striped camouflage and striking unexpectedly.
Their fur is prized by fashion enthusiasts, and high-quality pelts can fetch a good price at the
market.
6 Grizzly Bear
Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Forest, Mountains
Rep/Weak: 12/16 Weak Point: Magic damage +2 points
Initiative: 14 Movement Speed: 18/- Fortitude: 9(16) Willpower: 6(13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 8(15) 2d+8 7(14) 7 49 14
Unique Skills
►Double Attack When the target tries to escape, use de-
A Grizzly Bear can make two Claw attacks. bonding (see p. 327).
◯Bear Hug While entangled by this unique skill, the
If the Grizzly Bear successfully hits with Grizzly Bear cannot attack other characters. If
[►Double Attack], it will hold the target, and the monster itself wants to release the target, it
the target will not be able to move or make can do so with a Minor Action.
melee or ranged attacks. Each round, the held 🗨Power Attack
target is hit automatically by the Grizzly Bear, They can deal an additional +4 damage on
dealing 2d + 16 damage. their next attack. However, any Evasion Check
made by them this turn receives a -2 penalty.
Loot
Aromatic Bear Paws (1,200G/Red
Always Fur (150G/Red A) 13+
S)
2 – 12 Bear Paws (300G/Red A)
A large bear with grey-brown fur, Grizzlies can stand on their hind legs to intimidate would-
be predators, standing around 2-3m tall. In the summer, they will rarely appear to those
wandering in the wilderness, but as the seasons change, they will attack livestock to build up
bulk for their winter hibernation. Grizzlies are especially dangerous during the springtime, as
they are ravenously hungry after hibernation.
345
Bear paws, specifically the right paw, are used as ingredients in high-end cuisine, as the right
paw is used to scoop honey. It is said that honey has infused itself into the bear's skin, giving
the paw an almost sweet, gamey flavor. The left paw, however, is rarely used and often
discarded as there is little demand for it.
6 Crimson Maggot
Intelligence: None Perception: Five senses (Darkvision) Disposition: Hostile
Language: None Habitat: Ruins
Rep/Weak: 13/16 Weak Point: Water/Ice damage + 3 points
Initiative: 12 Movement Speed: 10(Crawling)/- Fortitude: 9(16) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 9(16) 2d+11 8(15) 5 51 14
Unique Skills
◯Fire Immunity, Psychic Immunity For the next 3 minutes (18 rounds), the
◯Bloodsucking Crimson Maggot using this effect, gains a +1
If a Bite attack hits, the monster's HP is bonus to Accuracy checks and +2 points to
restored by a value equal to the applied damage. This effect is cumulative up to 4
damage. times (Accuracy check +4, damage +8).
►Cannibalism ◯Splashing Bodily Fluids/Can’t
Within "Range: Touch," this monster preys If this monster dies (including when it is
on other Crimson Maggots "Target: 1 targeted by [►Cannibalism]), it sprays hot
Character". bodily fluids to "Target: 1 area(3m Radius)/5"
The target dies immediately. At the same at "Range: Caster" and deals 1d fire magic
time, the monster’s HP is restored to its damage.
maximum value.
Loot
Reddish Black Body Fluid Red Body Fluid (550G/Gold Red
2–8 9+
(70G/Red B) A)
This maggot is a larva that has grown to about 1m to 1m 50cm in length without becoming
an adult. They are reddish-black in color and move with surprising agility.
It has a symbiotic relationship with Fossil Chrysalis (see the next page) and preys on small
animals that approach it.
In times of crisis, they tend to eat the allies around them, enhancing their abilities.
346
7 Fossil Chrysalis
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins
Rep/Weak: 15/18 Weak Point: Bludgeoning damage +3 points
Initiative: 7 Movement Speed: 10(Crawling)/- Fortitude: 11(18) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam (Chrysalis) 9(16) 2d+13 7(14) 12 71 13
Tentacle (Tentacle) 10(17) 2d+10 8(15) 7 49 14
Tentacle (Tentacle) 10(17) 2d+10 8(15) 7 49 14
Tentacle (Tentacle) 10(17) 2d+10 8(15) 7 49 14
Sections: 4 (Chrysalis / Tentacle x 3) Main Section: Chrysalis
Unique Skills
●All Sections Poison and psychic (weak) type
◯Block countermeasures are effective against this
The same as [Block] combat feat (see CR effect (for example, this effect can be
II, p. 202). removed with damage to HP or MP). If the
●Chrysalis target is protected or resistant to both types,
◯Chrysalis Body the target may choose either type.
It is immune to critical hits from edged This ability cannot be used on consecutive
weapons and slashing-type attacks. It also turns.
reduces all magic damage it suffers by -6 ●Tentacle
points. 🗨△Cover I (Chrysalis only)
►Soporific Scent/9(16)/Fortitude/Neg Has the combat feat [Cover I]. The Cover
It releases a soporific scent, putting all the is limited to the Chrysalis section.
characters in the skirmish it resides to sleep. ◯Long Tentacles
It can attack with Tentacle with
"Range/Area: 1(10m)/Target".
Loot
Fossil Shell (300G/Red Black A) x
Always 11+ Extended Tentacle (660G/Red A)
1d
2 – 10 Tentacle (220G/Red A)
This gigantic chrysalis, about 3 meters long, is often found in old ruins. Because of its huge
size, when it is found, it is often only exposed partly in a ruin’s room, and its full extent is
rarely revealed.
The body surface of the chrysalis is so hardened that it could be mistaken for a mineral.
Moreover, it can move while still in its pupal state, making it dangerous to be caught in its
movement. Black tentacles extend from the tip of the chrysalis, and while the body remains
motionless, the chrysalis uses the tentacles to defend itself.
It is said that they hatch when some conditions are met, but there is no reported case of
witnessing the moment of hatching.
They never appear alone but are always surrounded by several to a dozen Crimson Maggots
(see the previous page) living in symbiosis.
347
8 Sea Serpent
Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Sea
Rep/Weak: 14/19 Weak Point: Fire damage + 3 points
Initiative: 16 Movement Speed: 15 (Crawling)/30(Swimming)
Fortitude: 11 (18) Willpower: 10 (17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 10(17) 2d+10 10(17) 8 69 18
Constrict (Body) 11(18) 2d+8 8(15) 7 78 21
Sections: 2 (Head / Body) Main Section: Head
Unique Skills
●All Sections The monster can use [◯Entanglement II]
◯Underwater Specialization to entangle multiple characters with multiple
Can move in water without penalties and hits and can attack other characters while
restrictions. Conversely, all action checks are entangling.
subject to a -2 penalty on the ground. When one of the targets tries to escape, use
●Head de-bonding (see p. 327).
►Fire Breath/9 (16)/Fortitude/Half ◯Long Body
Spits out a fireball with "Range: Caster" and The Head section can make a Bite attack
deals 2d+5 fire magic damage to "Target: 1 with "Range/Area: 1(10m)/Target".
area (4m Radius)/10". When the Body falls to 0 HP or lower, this
●Body effect disappears.
◯Entanglement II ◯Attack Obstacle = +4 • None
A successful hit from a Sea Serpent attack The Sea Serpent's height prevents enemies
entangles the target. Each round, the from attacking it. The Head receives a +4
entangled target is dealt 2d+8 physical bonus to Evasion checks against melee
damage and makes all Accuracy and Evasion attacks. When the Body falls to 0 HP or
Checks with a -2 penalty. lower, this effect disappears.
Loot
Parasitic Shellfish Husk
Always Sea Serpent Scales (200G/Red A) 7 – 12
(200G/Red A)
Shining Parasitic Shellfish Shell
2–6 None 13+
(1,000G/Gold Red S)
A giant ocean snake, a Sea Serpent, can measure up to 20m long, causing sailors to believe
they had encountered an aquatic dragon. Under normal circumstances, they are solitary
monsters, content to eat fish but will attack boats when desperately hungry. There are
subspecies of Sea Serpents that can live in freshwater, and some cities have even enshrined a
Sea Serpent as the embodiment of a water god.
348
9 Giant Bohr
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Forest, Mountain
Rep/Weak: 16/19 Weak Point: Magic damage +2 points
Initiative: 19 Movement Speed: 25(4 Legs)/- Fortitude: 13(20) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 13(20) 2d+13 12(19) 9 79 13
Kick (Body) 12(19) 2d+10 11(18) 8 85 11
Sections: 2 (Head / Body) Main Section: Head
Unique Skills
●All Sections ●Body
►Trample ►Full Speed Rush
A melee attack is applied to the targets This ability can only be used in a melee.
withing "Range/Area: Giant Bohr rampages around and leaves
1(25m)/Breakthrough", and a melee attack is the melee. It changes position to an adjacent
applied to each target by any one section of area in the backward direction (Simplified
this monster. Combat) or to any coordinates within 25m
Once this ability is used, all sections will front or back (Standard Combat).
complete the Major Action.
This ability cannot be used if the HP of the
Body section is 0 or less.
Loot
2–4 Fur (150G/Red A) 10+ Best Fur (1,350G/Red S)
5–9 Fine Fur (450G/Red A)
These huge boars, which live in forests and mountains and reach more than 5 meters in
length, are omnivores and are feared as demolishers of the environment because of their
appetite for devouring anything and everything they can find and the wildness that they can
rampage about on their huge bodies. They are extremely belligerent and territorial and will
react with fierce hostility to anyone who approaches them.
349
10 Marsavra
Intelligence: Animal Perception: Five senses (Darkvision) Disposition: Hungry
Language: None Wilderness, Grassland Wilderness, Grassland
Rep/Weak: 17/20 Weak Point: Water/ice damage +3 points
Initiative: 16 Movement Speed: 15(4 Legs)/- Fortitude: 14(21) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 14(21) 2d+13 12(19) 8 81 14
Arm (Body 13(20) 2d+11 11(18) 10 98 13
Tail (Tail) 14(21) 2d+11 11(18) 8 77 10
Sections: 3 (Head / Body / Tail) Main Section: Head
Unique Skills
●All Sections This ability cannot be used on consecutive
►Body Press/11(18)/Fortitude/Half turns.
The Marsavra’s body leaps up, carrying all ●Body
the weight on its belly. ►Potbelly Defense (Attack Obstacle =
All characters in the skirmish it resides are Impossible • +4)
dealt 2d+18 physical damage. Extends belly to prevent attacks on the
To use this ability, all sections (Head, head. For 10 seconds (1 round) after this
Body, and Tail) must be able to make a ability is used, the Head section cannot be
Major Action, and at least one must perform the target of melee attacks and gains a +4
a Major Action. Then, the Major Action of bonus on Evasion checks against ranged
all sections is completed when this ability is attacks.
used. ●Tail
This ability cannot be used on consecutive ◯Continuous Attack
turns. If the section successfully hits a target in
●Head melee, it may make a second attack against
►Fire Breath/13(20)/Fortitude/Half the same target.
Spits out a fire mass at "Range/Area:
2(20m)/Shot", dealing 2d+12 fire magic
damage to “Target: 1 Character”.
Loot
Perfect Crocodile Skin
2–6 Crocodile Skin (200G/Red A) 10+
(2,200G/Red S)
Superior Crocodile Skin
7–9
(600G/Red A)
This large, fat, balloon-like reptile inhabits the south-central part of the Alfleim continent.
It is about 8 meters long and prefers arid land, but its body surface resembles that of a
crocodile and is also covered with hard scales. Some call it crocodile skin, but it is superior
to crocodile skin and is used as a material for leather products.
With a voracious appetite, any animal they see is prey for them, as large as a horse. When
they find their prey to be a threat, they will spit out the fire to weaken it, and then, bouncing
their whole body, they will try to finish it off.
350
11 Desert Scorpion
Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Desert
Rep/Weak: 17/20 Weak Point: Physical Damage +2 points
Initiative: 18 Movement Speed: 5(Many Legs)/10(in sand)
Fortitude: 14(21) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Jaw (Body) 13(20) 2d+12 13(20) 10 103 16
Pincer (Right Pincer) 14(21) 2d+10 12(19) 9 78 12
Pincer (Left Pincer) 14(21) 2d+10 12(19) 9 78 12
Tail (Tail) 16(23) 2d+11 11(18) 8 71 11
Sections: 4 (Body / Right Pincer / Left Pincer / Tail) Main Section: Body
Unique Skills
●All Sections ●Right Pincer/Left Pincer
◯Many Legs 🗨Decoy Attack II
It is not subject to penalties due to poor It gains -2 to Accuracy checks, but the
footing. damage is increased by +8 on hit.
●Body If the declared attack is evaded, the enemy
◯Hide in the Sand receives a -2 penalty to Evasion checks for
If the character approaches within 15 the next 10 seconds (1 round). This effect is
meters of Desert Scorpion, if they fail the cumulative up to -8 but is lost if the target
Danger Sense check with target number 18, fails an Evasion check even once.
they will receive a surprise attack (see CR I, ●Tail
p. 144). ◯Dead Angle Attack
⏩Dusting Sand If the Body section is the target of a melee
For 10 seconds (1 round), all attacks against attack, an Accuracy check by Tail can be
all sections of this monster have a -1 penalty performed instead of an Evasion check of
on Accuracy checks against them and the Body section. See [Counter] for the
Evasion checks against attacks from them. detail of the process (see CR II, p. 209). In
Characters with Magic perception are not failure, the Body section suffers damage as
affected by this. with [Counter] feat.
To use its ability, 5 points of HP must be This ability can only be used once per 10
consumed. seconds (1 round).
◯Poison/13 (20)/Fortitude/Neg
If the Tail attack inflicts 1 or more applied
damage, it inflicts 10 poison magic damage
to the target.
Loot
Large Scorpion Shell (2,200G/Red
Always Poison Stinger (100G/Red A) 12+
S)
2 – 11 Fine Scorpion Shell (250G/Red A)
It is a giant scorpion that inhabits the deserts of the Alfleim continent. Its body length,
including the tail, exceeds 10 meters.
These lords of the desert usually lurk in the depths of the sand. When it recognizes an
intruder in its territory, it approaches the intruder from the sand and kills it with a single strike
of its deadly tail.
The shells are valuable as armor and building materials. Still, few people attempt to kill a
living Desert Scorpion to steal it, instead obtaining it by searching for its rotting carcass in the
desert or by picking up anything that falls by chance.
351
13 Lunoicos
Intelligence: Animal Perception: Five senses Disposition: Neutral
Language: None Habitat: Wilderness, Plain
Rep/Weak: 17/21 Weak Point: Energy damage +3 points
Initiative: 19 Movement Speed: 20(4 Legs)/- Fortitude: 17(24) Willpower: 14(21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Horns (Head) 15(22) 2d+16 14(21) 16 111 18
Trample (Front) 16(23) 2d+18 13(20) 13 121 18
Trample (Back) 16(23) 2d+18 13(20) 13 121 18
Tail (Tail) 17(24) 2d+14 14(21) 12 101 18
Sections: 4 (Head / Front / Back / Tail) Main Section: Head
Unique Skills
●All Sections ●Front & Back
◯Light Protection ◯Attack Obstacle = Impossible • +4
It protects itself with a light covering its The Head cannot be attacked in melee.
entire body. A character who makes a melee Against any ranged attacks, Head receives a
attack against this monster, regardless of +4 bonus to Evasion checks.
success or failure, suffers 6 energy-fixed This effect disappears when either Front or
damage for each attempt. Back section falls to 0 HP or lower.
This monster illuminates an area of 2 to 3 ◯Painful Strike
areas (10m Radius) centered on itself. If the 2d roll of the damage roll is 10 or
●Head more, the damage is increased by an
►Light Ray/16(23)/Fortitude/Half additional +12 points.
It attacks by firing a huge beam of energy ●Tail
light from its horns. 🗨Tail Swing
With “Range/Area: 2(30m)/Line" dealing The monster can use its Tail to attack up to
2d+12 energy magic damage. 5 targets in the same skirmish.
This effect cannot be used on consecutive
turns.
Loot
Faintly Glowing Scale (370/Gold White Green Scales
2–4 10+
Red A) (3,370G/Gold Red S)
Glowing Blue Scale (670G/Gold
5–9
Red A)
A giant reptile walks on all four legs covered with glowing scales. The glowing scales are
believed to be caused by microscopic insects living symbiotically on the body's surface. They
receive nutrients from the main body of Lunoicos and protect them from approaching
foreign enemies by strongly glowing.
Lunoicos themselves are herbivores and do not actively attack other organisms. However,
they have learned to harness the power of their symbionts and tend to confront danger rather
than flee from it.
After the death of the Lunoicos, the symbionts reduce their activity to an extremely low
level to survive. The scales become pale and luminescent, which lasts for a long time. This
makes them highly prized as accessory materials. Each individual has a slight difference in
the light's hue, making it collectible to enthusiasts.
352
14 Roc
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Mountains
Rep/Weak: 15/21 Weak Point: Accuracy +1
Initiative: 25 Movement Speed: 15/60(Flying) Fortitude: 19(26) Willpower: 17(24)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak (Head) 17(24) 2d+17 17(24) 12 122 22
None (Body) - - 15(22) 10 130 26
None (Body) - - 15(22) 10 130 26
Claw (Wing) 18(25) 2d+13 17(24) 10 79 19
Claw (Wing) 18(25) 2d+13 17(24) 10 79 19
Talon (Leg) 19(26) 2d+14 17(24) 12 82 17
Talon (Leg) 19(26) 2d+14 17(24) 12 82 17
Sections: 7 (Head / Body x 2 / Wing x 2 / Leg x 2) Main Section: Head
Unique Skills
●Head ◯Flight II
◯Continuous Attack All sections receive a +2 bonus to Accuracy
If a Roc successfully hits a target in melee, and Evasion only for melee attacks.
it may make a second attack against the same This unique skill is lost if the Wing sections
target. are reduced to 0 or less HP.
●Body ●Leg
◯Attack Obstacle = Impossible • None ◯Clutch
The huge Roc’s Body hinders attacks. If the Talon attack hits, the target is
The Head of the Roc cannot be attacked grabbed; the target can no longer move and
with melee and ranged attacks. This unique can only perform melee attacks against the
skill is lost when the Body section has 0 or Leg that is grabbing it.
less HP. Roc cannot attack the target Leg has
●Wing grabbed except with the section it has
►Windstorm/18 (25)/Fortitude/Neg grabbed ([►Windstorm] also cannot hit the
The Roc flaps its wings, creating high winds target). However, the Talons of Leg section
dealing 2d+12 physical damage within will automatically hit.
“Range: Caster” to “Target: All Areas (30m When the target tries to escape, use de-
Radius/All”. bonding (see p. 327). If the monster itself
To use this ability, both Wing sections wants to release the target, it can do so with a
must be ready for Major Action. Also, when Minor Action.
this ability is used, the Major Action of both
Wing sections is completed.
This unique skill cannot be used in
consecutive turns.
Loot
Strange Flight Feathers Beautiful Feathers (1,200G/Gold
Always 7 – 12
(500G/Red A) Red S)
Vivid Feathers (3,000G/Gold Red
2–6 None 13+
S)
A monstrous bird whose wingspan reaches 30m, the Roc is a wondrous sight to see. They
live in the higher altitudes of most mountain ranges, though their massive form and vivid
coloring can be seen from quite far away. With their massive talons, they can grab even
mature cows and fly away with them, let alone a full-grown humanoid.
353
15 Blazing Mammoth
Intelligence: Animal Perception: Five senses Disposition: Hungry
Language: None Habitat: Volcano
Rep/Weak: 22/25 Weak Point: Water/Ice damage + 3 points
Initiative: 21 Movement Speed: 25(4 Legs)/- Fortitude: 20(27) Willpower: 19(26)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 19(26) 2d+22 17(24) 13 135 26
Trample (Body) 18(25) 2d+24 16(23) 15 144 19
Sections: 2 (Head / Body) Main Section: Head
Unique Skills
●All Sections The Head receives a +4 bonus to Evasion
◯Fire Immunity checks against melee attacks. This effect
●Head disappears when the Body section falls to 0
◯2 Actions HP or lower.
Can perform two Major Actions in one ►Trample with Both Feet
round. The Blazing Mammoth may Trample
►Fire Shower/19(26)/Fortitude/Half twice during the same turn but must attack
Raising its snout high, it blows fireballs. two different characters.
The fireball deals 2d+25 fire magic damage ◯Flame-clad/Can’t
to "Target: 1 area(3m Radius/5" within The body surface of the Body section is
"Range: Caster." always covered with fire. Any character in the
This ability can only be used once every 20 same position (area, coordinate) as this
seconds (2 rounds). monster will receive 6 fire magic damage at
►Throw/17(24)/Evasion/Neg the end of this monster's turn.
The Blazing Mammoth attempts to grab a This ability is lost when the HP of the Body
“Target: 1 Character” within “Range: section becomes less than 0.
Touch.” If successful, the target is thrown to ⏩Burning Rage
the rearguard area of their faction The damage caused by [◯Flame-clad] is
(Simplified Combat) or in any direction increased by +2 points for 3 minutes (18
chosen by this monster at 30m (Standard rounds). This bonus is accumulated up to 3
Combat) and falls down, taking 45 points of times (max +6 points).
fall damage. To use this ability, the monster must spend
●Body 5 points of HP. Also, it can use this ability
◯Attack Obstacle = +4 • None only once per round.
Blazing Mammoth’s height prevents
enemies from attacking it.
Loot
Damaged Ivory Tusk (100G/Gold 11 – Crimson Ivory Tusk
2–8
Red A) 12 (3,600G/Gold Red S)
Red Ivory Tusk (1,600G/Gold Crimson Lotus Ivory Tusk
9 – 10 13+
Red S) (6,600G/Gold Red S)
This huge elephant-like animal continuously emits fire from its entire body and stands about
6 meters tall. It is adapted to volcanic regions, and the fire on its skin is not emitted from its
own body but is ignited by rubbing its body against the surrounding magma to keep the fire
going.
When angered, they secrete a viscous liquid from their skin, increasing the intensity of their
flames.
354
18 Tyrant Regilex
Intelligence: Animal Perception: Five senses Disposition: Hostile
Language: None Habitat: Forests, Wasteland, Plains, Grasslands
Rep/Weak: 19/23 Weak Point: Magic damage +2 points
Initiative: 24 Movement Speed: 35/- Fortitude: 24(31) Willpower: 22(29)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 23(30) 2d+22 21(28) 20 167 29
Claws (Body) 25(32) 2d+17 20(27) 20 189 31
Tail (Tail) 24(31) 2d+18 21(28) 19 136 22
Sections: 3 (Head / Body / Tail) Main Section: Head
Unique Skills
●All Sections ◯Painful Strike
◯Might of the Tyrant/23(30)/ If the 2d roll of the damage roll is 10 or
Willpower/Neg more, the damage is increased by an
This unique skill is treated as an effect of additional +20 points.
"Range: Caster" and "Target: All Areas (100m ●Body
Radius)/Space". ◯Claws
All characters in the area of effect, except If the Claws attack hits, it should make two
Tyrant Regilex itself, must perform damage decisions, dealing them both to the
Willpower at the beginning of their turn. If target.
they fail, they suffer a -2 penalty on all action ◯Attack Obstacle = +4 • +4
checks for the next 10 seconds (1 round) due The giant body hinders attacks.
to instinctive fear. The Head section gains a +4 bonus to
This effect is of the psychic type. Evasion checks against melee and ranged
◯Enormous Body attacks.
Tyrant Regilex's body is too large. Some This effect disappears when the Body
attacks will not reach the enemy in front of section falls to 0 HP or lower.
it. The Tail section melee attacks cannot be ●Tail
used to attack targets that have been attacked 🗨Power Strike III
by Head or Body sections. The same is true They can deal an additional +20 damage on
vice versa. their next attack. However, any Evasion
●Head Check made by them this turn receives a -2
◯Continuous Attack penalty.
If a Tyrant Regilex successfully hits a target
in melee, they may make a second attack
against the same target.
Loot
Always Sharp Fangs (200G/Red A) x 2d 7 – 12 Tyrant Fang (4,200G/Red S)
Tyrant King Fang (11,700G/Red
2–6 Giant Fangs (1,500G/Red S) 13+
SS)
Known as “tyrant,” Tyrant Regilex is an extremely ferocious predator. It stands erect and
looks like a lizard with well-developed back legs. They are about 10 meters long, and when
they see their prey, they attack without hesitation, no matter how big or small the prey is.
Their sharp claws and fangs are their most powerful weapons, and they are uncontrollable
once they start rampaging. They are also known as the strongest predators in all Raxia.
355
Plants
8 Giant Fluffball
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Wilderness
Rep/Weak: 14/17 Weak Point: Fire damage +3 points
Initiative: 14 Movement Speed: -/5(Floating) Fortitude: 11(18) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam (Fluff) 10(17) 2d+10 9(16) 6 78 17
Slam (Fluff) 10(17) 2d+10 9(16) 6 78 17
Slam (Fluff) 10(17) 2d+10 9(16) 6 78 17
Sections: 3 (Fluff x 3) Main Section: None
Unique Skills
●All Sections ◯Fluff Explosion/Can’t
◯Fluff Body The Fluff section explodes and scatters
The monster does not receive a critical hit cotton wool within "Range: Caster" when its
from bludgeoning weapons and is treated as HP becomes 0. In “Target: 1 area (5m
having a Defense value of 3 points higher Radius)/15,” gets 1d x “fluff points.” Fluff
against bludgeoning weapons. points are accumulated until the number of
◯Fire Vulnerability points reaches 5 for each target.
When the Giant Fluffball is hit by Fire-type After this effect occurs, the Fluff section
damage, it takes an extra 3 damage. automatically fails the Death Check.
◯Fluff Scatter/Can’t ◯Fluff Disease/11(18)/Fortitude/Neg
If the target character (a character who is hit A character with 1 or more "fluff points"
by a Slam or a character who hits this receives "fluff points" of fixed damage at the
monster with a melee attack) automatically end of their turn. This effect is a disease type
gains 1 "fluff point". This effect accumulates and lasts for 1 day.
until the number of "fluff points" reaches 5. A character can pull out the fluff from
"Target: 1 Character" (including itself) within
"Range: Touch" with a Major Action. This
makes the target's "fluff points" automatically
reduced by -1.
Loot
2 – 10 Dangerous Fluff (200G/Green A) 11+ Ash Fluff (2,000G/Green S)
Found throughout the continent of Alfleim in wastelands with little fruitfulness, it is a huge
mass of cottony hairs up to 3 meters in length. They are sometimes seen floating in the wind.
It attacks any creature that comes near it and plants hairs on its body. The hairs absorb the
host's life force and sprout as a seedbed.
They are called "Deadly Fluff" by merchants, travelers, and adventurers, who are told to stay
away from them and run away if they see them.
356
10 Living Tree
Intelligence: Low Perception: Magic Disposition: Neutral
Language: Sylvan Habitat: Forest
Rep/Weak: 15/21 Weak Point: Fire damage + 3 points
Initiative: 16 Movement Speed: 14/- Fortitude: 15(22) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Branch (Trunk) 13(20) 2d+14 12(19) 14 105 58
Branch (Trunk) 13(20) 2d+14 12(19) 14 105 58
Sections: 2 (Trunk x 2) Main Section: None
Unique Skills
●All Sections 🗨Improved Aimed Attack
►Fairy Magic 2 Level/Magic Power 3(10) When attacking, the Living Tree can gain a
Can use earth, water/ice, light, and dark +4 bonus to Accuracy but receives a -8
types. penalty to damage dealt when doing so.
🗨Power Strike II ◯Regeneration = 10 points
They can deal an additional +12 damage on At the end of each round, Living Tree
their next attack. However, any Evasion recovers 10 HP. This has no effect if Living
Check made by them this turn receives a -2 Tree has 0 HP or lower.
penalty.
Loot
Mysterious Seeds (100G/Green
Always Ent Leaves (100G/Green A) x 1d 5–8
A)
Mysterious Sapling (500G/Green
2–4 None 9+
A)
They are giant walking trees that boast of their huge size and monstrous strength. Some
trees are around 5 meters tall and more than 1,000 years old.
They are not very intelligent, but they are mild-mannered and honest. They are proud to
be the protectors of the forest and can become friends with anyone they meet as long as they
are respectful and considerate of the forest.
357
12 Belladonna
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Forest, Meadow
Rep/Weak: 16/20 Weak Point: Fire damage + 3 points
Initiative: 12 Movement Speed: 15/- Fortitude: 16(23) Willpower: 14(21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Vine (Upper Body) 15(22) 2d+10 14(21) 12 116 14
Slam (Lower Body) 13(20) 2d+12 13(20) 13 128 16
Sections: 2 (Upper Body / Lower Body) Main Section: None
Unique Skills
●All Sections ●Upper Body
◯Psychic Immunity ►Snaring Vines/14 (21)/Fortitude/Neg
◯Persistent Poison/16(23)/Fortitude/Neg As a Major Action, the Belladonna can use
If the Belladonna melee attack hits, the its Vine to ensnare a target in the same
target will be poisoned. skirmish. If the target fails to resist, they are
A character affected by poison immediately ensnared, unable to move, and receive a -4
suffers 2d poison magic damage and penalty to Evasion checks.
continues to suffer similar damage every When the target tries to escape, use de-
hour (without Fortitude checks). This effect bonding (see p. 327).
persists unless the poison is removed, but it The monster has a large number of vines,
is not cumulative. and even if it has already entangled a
The Belladonna Leaves characters can get character with [►Snaring Vines], it can still
when you kill this monster is a make a Melee Attack or a new [►Snaring
counterpoison that can remove the effects of Vines], regardless of the number of vines,
this poison without contested checks. 1 leaf even if it has already entangled a character
can heal 1 person. with [►Snaring Vines].
Loot
Belladonna Leaves (150G/Green Poisonous Flower (500G/Green
Always 9+
A) x 1d A)
2–8 None
A Belladonna appears at first glance to be a green-skinned humanoid, but upon closer
investigation is actually a plant whose vines have been so entwined with each other they can
take the shape of a human. By taking a humanoid shape, the Belladonna can move much
more easily to attack prey and will drain nutrients from anything it has killed, animal or
otherwise. It will also hide in forests, using its plant body to disguise itself before surprising
prey.
The vines of a Belladonna contain a horrific poison, causing high fevers, nausea, and even
death from just a touch. However, the leaves from the Belladonna's vines can be turned into
an antidote for this contact poison, so it is recommended to slay the Belladonna before the
poison spreads throughout the victim's body.
358
13 Abyss Tree
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Arcana, Daemonic Habitat: Abyss
Rep/Weak: 20/23 Weak Point: Fire damage + 3 points
Initiative: 19 Movement Speed: -/- Fortitude: 17(24) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam (Trunk) 15(22) 2d+16 13(20) 11 137 88
Branch (Branch) 16(23) 2d+14 15(22) 9 105 23
Branch (Branch) 16(23) 2d+14 15(22) 9 105 23
Sections: 3 (Trunk / Branch x 2) Main Section: Trunk
Unique Skills
●Trunk ◯Regeneration = 9 points
►Spiritualism Magic 12 Level/Magic Power At the end of each round, Abyss Tree
14(21) recovers 9 HP. This has no effect if Abyss
◯🗨►Magic Aptitude Tree has 0 HP or lower.
They can use the Combat Feats [Multi- ●Branch
Action], [Targeting], [Magic Convergence], ◯Attack Obstacle = +4 • +4
[Magic Control], [Hawk Eye], [Universal The giant body hinders attacks.
Metamagic], [Rune Master], and The Trunk section gains a +4 bonus to
[Wordbreak]. Evasion checks against melee and ranged
◯Abyss Connection attacks.
When this monster is in Shallow Abyss, it This effect disappears when any Branch
may share HP with a monster existing in the section falls to 0 HP or lower.
same Shallow Abyss. In this case, as long as ►Toxic Branch/15(22)/Willpower/Neg
the target monster exists in the Shallow Branch strokes "Target: 1 Character" with
Abyss, it can choose to receive the applied the Abyss branch and leaves within "Range:
damage to its HP as fixed damage that would Touch."
otherwise be dealt to the Trunk section. The The target suffers 2d+15 magic damage
distance from the target is not taken into and, at the same time, randomly loses one of
account, and it is not necessary to be visible. its items if it has any of the following items in
Any number of monsters can be the target of its inventory: herbs, potions, or medicine.
this effect. This effect is a curse type.
The HP of the target cannot be used to heal On the turn when any Branch section uses
the damage already suffered by the Trunk this ability, other Branch sections cannot use
section. this ability.
Loot
Abyss Tree Branches Abyss Tree Black Leaves
Always 10+
(1,900G/Green S) (4,000G/Green S)
Abyss Tree Leaves (300G/Green
2–9
A) x 1d
This tree can be found in Shallow Abyss. It does not look much different from other trees
and is difficult to distinguish from a distance.
However, it acts with its own will, including casting spells. Its purpose is to maintain the
Shallow Abyss in which it lives.
Therefore, it cooperates with monsters protecting Shallow Abyss and takes measures such
as sharing HP. Because of its ability to share, it is necessary to find and defeat this tree before
clearing the Shallow Abyss.
359
16 Green Torch
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Forests, Mountains, Plains
Rep/Weak: 20/25 Weak Point: Fire damage +3 damage
Initiative: 21 Movement Speed: 5(Creep)/- Fortitude: 20(27) Willpower: 19(26)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Roots) - - 16(23) 13 159 62
None (Stamen) - - 17(24) 12 150 47
Tentacles (Petal) x 6 20(27) 2d+21 18(25) 10 99 13
Sections: 8 (Roots / Stamen / Petal x 6) Main Section: Root, Stamen (All)
Unique Skills
●All Section section will be able to perform [►Light Wave]
◯Mimicry/25/Danger Sense/Neg twice.
It mimics uninhabited settlements and ruins. ●Stamen
While mimicking, characters cannot perform a ►Light Wave/20(27)/Evasion/Neg
Monster Knowledge check on this monster. If a With “Range/Area: 2(30m)/Shot," deals 2d+16
character approaches it unintentionally, they need energy magic damage to "Target: 1 Character".
to make a Danger check with target number 25, ●Petal
and if it fails, they will be surprised (see CR I, p. ►Undulating Petals/20(27)/Fortitude/Neg
144). Mimicry will be automatically ended once The entire petal undulates violently, shaking the
the monster starts to act. character standing above it. The character is
This monster can be detected with [Sense knocked prone within "Range: Caster," dealing
Magic]. 2d+25 physical damage to "Target: 1 area (6m
◯Psychic Immunity Radius)/20". Flying, floating, and other characters
●Roots that do not have their feet on the ground are not
◯Under the Petals affected by this effect.
Any character wishing to attack or interfere with Only one Petal section can use this unique skill
this monster must roll 1d at the beginning of its each turn.
turn. If the number of 1d is not greater than the ►Confusing Scene/20(27)/Willpower/Neg
number of Petal sections of this monster alive, the Petal’s tentacles disorient the surrounding
Roots section of this monster cannot be chosen as characters.
a target, including those affecting a wide area, and All characters within "Range: Caster" and "Target:
cannot become a target for that turn. Exceptions All Areas (30m Radius)/All" should roll 1d. If the
are magic and effects that have "Range: 2 (Infinite)" roll is "1-2", the character cannot take a Major
and do not require visibility. Action on their turn for 10 seconds (1 round).
►Nutrient Replenishment This effect does not apply to characters other than
Select any Petal sections with HP of 1 or more, with five senses perception.
and heal their HP by 60 points. Roots can Only one Petal section can use this unique skill
arbitrarily allocate the HP in units of 10 points. each turn.
►Nutrient Augmentation
In the turn, when this ability is used, the Stamen
Loot
2 – 6 Lightly Glowing Pollen (770G/Gold Green A) 11+ White Green Pollen (7,370G/Gold Green S)
7 – 10 Glowing Blue Pollen (1,370G/Gold Green S)
The plant mimics settlements and ruins lined with simple buildings. The plant is a giant flower with
a radius of about 30 meters, with six petals that open in a radial pattern. Mimicry is achieved by
deforming the numerous tentacles that line the petal's surface. Still, there is also an element of magical
illusion, and the monster is assumed to have been modified during the Magic Civilization Period. In
the center of each petal is a stamen with a greenish light at the tip. To the uninitiated, it looks like a
tower of green lights that brightly illuminate the entire settlement. This light is due to the same effect
as the symbiotic organisms of the Lunoicos (see p. 352).
360
During predation, the tentacles on the surface of the petals break their mimicry, bunch together, and
strike at moving objects. The central stamen also attacks using its luminescent ability. The roots
beneath the petals must be eliminated in order to defeat it, making it a troublesome monster that
should be treated with caution.
20 Yggdrasil Sapling
Intelligence: High Perception: Magic Disposition: Neutral
Language: Sylvan Habitat: Forests
Rep/Weak: 18/23 Weak Point: Fire damage + 3 points
Initiative: 20 Movement Speed: -/- Fortitude: 26(33) Willpower: 27(34)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Trunk) - - 22(29) 19 200 156
Branch (Branch) x 5 25(32) 2d+23 24(31) 17 142 34
Sections: 6 (Trunk / Branch x5) Main Section: Trunk
Unique Skills
●All Sections ◯Branch Cover
◯Water/Ice Immunity, ◯Earth Immunity If the Yggdrasil Sapling's Trunk is attacked by
●Trunk a melee or ranged attack, a spell with “Area:
◯3 Actions Shot” with “Target: 1 Character”, a Branch may
The Trunk can perform three Major Actions move in the way of the attack, taking the
in one round. damage instead automatically (no Evasion,
►Fairy Magic 15 Level/Magic Power 27(34) Fortitude or Willpower check needed). The
Can use earth, water/ice, light, and dark types. branch cannot reduce damage with its defense
◯🗨►Magic Aptitude or other effects.
They can use the Combat Feats [Targeting], Each Branch may only do this once per
[Magic Convergence], [Magic Control], [Hawk round. This unique skill is automatically used
Eye], [Universal Metamagic], [Double Cast], when the trunk is attacked, but GM should
[Rune Master], and [Wordbreak]. decide which Branch will take the hit.
◯Breath of the World Tree This does not protect the Trunk from “Area:
Yggdrasil Sapling brings the vitality of nature Target” spells or wide-area effects.
into its body. At the end of each round, the ►Branch Dance/Can't
Trunk sections recover 20 HP and MP. The Yggdrasil Sapling deals “2d x (Remaining
This effect is lost if the HP of the Trunk Branches) + 5 Physical damage” to one target
section becomes 0 or less. in the same skirmish.
●Branch This ability cannot be used if even one
◯Long Branches Branch has completed its Major Action. Also,
An attack on a branch can be made within after using this ability, the Major Actions of all
"Range/Area: 2(20m)/Target". Branches are completed.
Loot
Always Yggdrasil Leaf (5,000G/Green S) 7 – 12 Yggdrasil Branch (15,000G/Green SS)
2 – 6 None 13+ Great Yggdrasil Branch (40,000G/Green SS)
In Raxia, the name “Yggdrasil” is the name of the great World Tree, the largest tree known to
humanity, which has been rooted in Raxia since the beginning of the Divine Civilization. This young
tree is but a sapling of another Yggdrasil, resulting from a seed flung far from the original tree that
has taken root. Though it is young compared to the original World Tree, the Yggdrasil Sapling is
still large enough to scrape the heavens and cannot be accurately measured using current
equipment. It is said that the history of Raxia lies engraved in its leaves and branches, and those
who can find even a fallen twig of the tree can find themselves with a wealth of knowledge.
361
Undead
3 Bloodling
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Regional dialect Habitat: Various
Rep/Weak: 10/14 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 12 Movement Speed: 12/24(Flying) Fortitude: 5(12) Willpower: 6(13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 5(12) 2d+2 4(11) 3 24 6
Unique Skills
►Vampire Bite/4 (11)/Evasion/Neg and receives a -2 penalty to all Accuracy and
Bites an enemy character in the skirmish in Evasion Checks. This damage cannot be
which it resides, dealing 2d-1 Physical reduced in any way.
damage. The Bloodling heals HP equal to ◯Flight
the applied dealt. A Bloodling receives a +1 bonus to
◯Vampire Body Accuracy and Evasion only for melee
As long as a Bloodling is under sunlight, it attacks.
takes 3 magic damage at the end of its turn
Loot
2–9 None 10+ Corrupted Ash (300G/Gold A)
It is a species of Blood Suckers (see CR II, p. 372) created by Nosferatu, but it is clearly an
inferior species of Blood Suckers. It looks like a humanoid whose arms have bat-like, and it
can fly around at night with a squeaky, high-pitched, sad cry attacking weak creatures it can
see. Naturally, there might be some Nosferatu around Bloodlings.
362
4 Flying Hands
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Wilderness, Ruins
Rep/Weak: 9/12 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 11 Movement Speed: -/20(Flying) Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist (Right Arm) 7(14) 2d+3 6(13) 4 29 9
Fist (Left Arm) 7(14) 2d+3 6(13) 4 29 9
Sections: 2 (Right Arm / Left Arm) Main Section: None
Unique Skills
●All Sections If the declared attack is evaded, the enemy
◯Psychic Immunity receives a -1 penalty to Evasion checks for
🗨Decoy Attack I the next 10 seconds (1 round). This effect is
It gains -2 to Accuracy checks, but the cumulative up to -4 but is lost if the target
damage is increased by +2 on hit. fails an Evasion check even once.
Loot
Yellowed Golden Ring
2 – 11 None 12+
(1,000G/Gold White S)
It is an undead pair of hands flying around from the elbow to the tip. It is said that the hands
move only in search of the enemy as if they are wandering around in regret for the death of
a fighter who could not exert their strength in battle.
5 Adapsia
Intelligence: Average Perception: Magic Disposition: Neutral
Language: Trade Common, Regional Dialect Habitat: Forest, Mountain, Wilderness
Rep/Weak: 12/15 Weak Point: Fire damage +3 points
Initiative: 12 Movement Speed: 15/- Fortitude: 7(14) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 7(14) 2d+5 7(14) 4 39 16
Unique Skills
◯Normal Weapon Immunity ◯Fire Vulnerability
When the Adapsia is hit by Fire-type
damage, it takes an extra 3 damage.
Loot
2–7 None 11+ Memento (1,000G/White S)
Broken Memento (500G/White
8 – 10
A)
This is an undead person with a corpse-like body. They maintain the same appearance as
before they were born and are almost indistinguishable from the living. For some reason,
their souls were not reincarnated but remained in the corpse. Some resent the world and try
to bring misfortune upon it, while others maintain their reason and intelligence and leave
their homes alone in remote places. It is said they gather together in some places to form
pseudo-families.
363
6 Lanternhead
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Barbaric, Arcana Habitat: Unknown
Rep/Weak: 12/15 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 13 Movement Speed: -/12(Floating) Fortitude: 8(15) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 7(14) 2d+7 7(14) 4 48 42
Unique Skills
►Divine Magic 6 Level/Magic Power 8(15) Using this ability consumes 3 points of MP.
⏩Fear Curse/8 (15)/Willpower/Half Also, once the target succeeds in Willpower, it
Within “Range/Area: 1(10m)/Target,” cannot be used on this turn.
Lanternhead whispers a word of fear curse into ◯Nimble
the “Target: 1 Character’s” ear and inflicts 1d Lanternhead gains a +2 bonus to the Evasion
magical damage to the target MP. check against ranged attacks.
Loot
Always Missing Bones (80G/Red B) 10+ Tainted Skull (300G/Red A)
2–9 None
The humanoid's head is the only undead part of its body, drifting in midair. The entire head is
enveloped in a blue luminescence, attacking all living things without regard. At times, it can use the
Divine Magic of Immortal Queen Zeides.
7 Warring Ash
Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins, Wilderness
Rep/Weak: 14/17 Weak Point: Water/Ice damage +3 points
Initiative: 15 Movement Speed: -/20(Floating) Fortitude: 9(16) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None - - 10(17) 0 53 11
Unique Skills
◯Fire Immunity, ◯Wind Immunity, ►Cover with Ash/9(16)/Fortitude/Half
◯Normal Weapon Immunity Within “Range: Touch,” it covers “Target: 1
◯Ash Body Character” with its own body and suffocates it.
Bludgeoning weapons treat the Defense of The target suffers 2d+7 poison magic damage.
Warring Ash as 5 points higher. In addition, the target will not be able to make
Throw deal no damage and have no effect. any vocalizations.
No damage attacks except for healing cannot ►Gale of Ashes/9(16)/Evasion/Neg
be critical. Warring Ash rushes through the air in a
◯Shadow Sneak whirlwind, tearing through anything it touches.
It is not subject to any movement blocking Within "Range/Area: 1(20m)/ Breakthrough",
(see CR II, p. 59) and is not restricted in any the targets are dealt 2d+5 wind magic damage.
way when attempting to leave the skirmish. This ability cannot be used on consecutive
turns.
Loot
Always Corrupted Ash (300G/Red A)
The ashes of a corpse burnt to ashes, leaving behind a grudge and becoming undead. It rarely occurs
when a person burned to death in a fire is left unattended or when a corpse is burned carelessly in the
open. It is rare for a corpse that has been officially cremated to become undead. These ashes are
rising and moving in whirlpools. They are full of resentment and attack the living without regard.
364
8 Corpse Mass
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Trade Common, Regional Dialect Habitat: Ruins, Battlefields
Rep/Weak: 13/16 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 12 Movement Speed: 15(Many Legs)/- Fortitude: 11(18) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Colored Light) - - 11(18) 8 71 52
Weapon (Corpse x 3+) 10(17) 2d+10 10(17) 7 63 11
Sections: 4+ (Colored Light / Corpse x 3+) Main Section: Colored Light
Unique Skills
●All Sections ►Raise Dead
◯Cursed Light Resurrects one Corpse section whose HP
A character who makes a melee attack is 0 or less, with the maximum HP.
against this monster, regardless of success or Using this ability consumes 20 points of
failure, suffers 3 curse fixed damage for each MP of the Colored Light section.
attempt. ●Corpse
●Colored Light ◯Coordinated Attack
◯Normal Weapon Immunity If an attack on a Corpse section is evaded,
◯HP Sharing the other Corpse section's attacks on that
Whenever this section receives damage to target gain a +1 to the Accuracy check against
HP, half of the applied damage (rounded that target. This modifier is accumulated for
up) is allocated as fixed damage to any each evaded attack. However, once any
Corpse section so that the section itself Corpse section attack hits or the monster's
receives only the rest of the damage. The turn is ended, it is lost.
damage cannot be allocated to a Corpse
section whose HP is already 0 or less, but it
is acceptable if the HP of the Corpse section
becomes 0 or less as a result of the
allocation.
Loot
Crystal Tears of Resentment Engraved Weapon (600G/Black
Always 7+
(500G/White A) White A)
Dirty Weapons (300G/Black
2–6
White A)
The souls of warriors who died without redemption have merged and become undead. The
corpses of the warriors can move and wield weapons, but their bodies are anchored in the
mysterious light they carry, which connects each warrior seamlessly.
They have lost most of their sense of self, but they can still communicate. They harbor a
deep hatred of the living and are willing to fight as slaves if they are promised to kill the living.
However, if they feel that promises are not kept, and their desire to kill is not fulfilled, they
immediately begin to rebel.
365
9 Banshee
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Various
Rep/Weak: 12/19 Weak Point: Energy damage +3 points
Initiative: 17 Movement Speed: -/21(Floating ) Fortitude: 10(17) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 10(17) 2d+7 12(19) 10 72 73
Unique Skills
◯2 Actions The target of an action taken by a frenzied
Banshee can perform two Major Actions in character is chosen at random after checking
one round. possible targets by the range and other
►Truespeech Magic, Spiritualism Magic 9 conditions just before the action check for
Level/Magic Power 13 (20) the action is taken. This effect lasts for 3
🗨Magic Aptitude minutes (18 rounds), but it also disappears
A Banshee can use the Combat Feats when the affected character inflicts a total of
[Universal Metamagic]. 45 points of applied damage to a character in
►Maddening Scream/13 (20)/Willpower/ their own faction. A character released from
Neg the effect of applied damage accumulation
Banshee makes a high-pitched wail within cannot receive the effect of [►Maddening
“Ranger: Caster,” causing everyone within a Scream] for 1 day afterward (if the effect is
“Target: All Areas (20m Radius)/All” to go released by any other method, it may receive
mad. A character affected by this effect must the effect anew). If a character who has been
randomly select a target for their attacks, affected by this effect is affected again, the
casting spells, and other effects. The duration of the effect is refreshed, but the
character is free to choose actions, use accumulated applied damage is until the
Minor Actions, declare active combat feats, effect is removed as it is.
etc. This effect is treated as psychic type.
Banshee can use this ability only once per
round.
Loot
Crystal Tears of Resentment Crystal Tears of Sorrow
2–7 8+
(500G/White A) (1,000G/White S)
A Banshee is the vengeful spirit of a woman who died in sorrow after suffering a terrible
betrayal, seeking to share her fate with others. Its screams can shake even the most stoic of
adventurers, and it is said that death comes to those who've heard the wail of a Banshee.
Though they tend to appear as a beautiful woman, Banshees turn as ugly as a mummy when
unleashing their wail on others. Upon defeat, a Banshee will disappear entirely, leaving
behind only beautiful crystals, physical remnants of their powerful emotions.
366
11 Dullahan Lord
Intelligence: High Perception: Magic Disposition: Hostile
Language: Arcana, Magitech Habitat: Unknown
Rep/Weak: 17/24 Weak Point: Energy damage +3 points
Initiative: 22 Movement Speed: 40(Wheeled)/- Fortitude: 15(22) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Sword (Rider) 15(22) 2d+13 12(19) 12 95 123
Slam (Manabike) 14(21) 2d+14 11(18) 13 101 43
Sections: 2 (Rider / Manabike) Main Section: Rider
Unique Skills
●All Sections ◯Targeting
◯Normal Weapon Immunity Ranged Attack and Area: Shot do
◯Iron Body not cause a misfire.
The Dullahan Lord is immune to criticals from ►Sonic Blaster/15 (22)/Fortitude/
edged weapons. Neg
●Rider Within “Range: Caster” causes a
►Truespeech Magic, Divine Magic, Magitech 11 loud noise around the target,
Level/Magic Power 15 (22) impacting "Target: All Areas (30m
◯🗨Magic Aptitude Radius)/All". Targets suffer 2d
A Dullahan Lord can use the Combat Feats bludgeoning magic damage and
[Universal Metamagic], [Rune Master], and [Multi- cannot declare Minor Actions or
Action]. active combat feats for 10 seconds (1
🗨Power Strike II round). Their Accuracy check and
They can deal an additional +12 damage on their Evasion check are penalties by -2.
next attack. However, any Evasion Check made by This unique skill cannot be used on
them this turn receives a -2 penalty. consecutive turns.
●Manabike ◯Downswing
►Magitech 11 Level/Magic Power 15 (22) The Rider section deals an extra +2
damage.
►Gunfire/14(21)/Evasion/Neg
This unique skill cannot be used
A Shooting Attack is performed with the
when the Manabike falls to 0 HP or
following data (name and minimal strength are
lower.
omitted).
Max Crit Add'l ◯Attack Obstacle = Impossible •
Stance Accuracy Range None
Magazine Value Dmg
The Manabike size hinders attack.
2H 5 - ⑩ - 2(30m) The Rider cannot be attacked,
whether melee or ranged. When the
Manabike falls to 0 HP or lower, this
effect disappears.
Loot
Manabike Parts (500G/Black
Always 7 – 12 Mithril (2,600G/Gold S)
White A)
2–6 None 13+ Pure Mithril (8,800G/Gold S)
An improved Dullahan (see CR I, p. 419), the Dullahan Lord still wears beat-up white
armor and tucks its head underneath one arm. However, the Dullahan Lord is familiar with
magitech and takes advantage of an ancient Manabike instead of the old horse-drawn carriage.
367
12 Cursed Artist
Intelligence: High Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Ruins
Rep/Weak: 19/22 Weak Point: Accuracy +1
Initiative: 18 Movement Speed: 20/- Fortitude: 15(22) Willpower: 15(22)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bow for Playing
15(22) 2d+15 14(21) 9 115 88
(Musician)
None (Instrument) - - 15(22) 10 106 48
Sections: 2 (Musician / Instrument) Main Section: Special
Unique Skills
●All Sections ●Instrument
◯Concealed Main Section ►Basic Spellsongs 10 Level/15(22)/All
The Main Section of this monster is Areas (50m Radius)
randomly selected from Musician and In addition to Basic 5th level Spellsongs
Instrument section at the time of its (see CR II, p. 192), it can use [Dare] (see p.
appearance and is kept secret. 177).
In the Monster Knowledge check during ►[Finale: Dance of the Fire
Combat Preparation, if the success value is Dragon]/15(22)/Willpower/Half
equal to or greater than the Weakness, in It uses [Finale: Dance of the Fire Dragon]
addition to applying weak points, Main at "Range: 2(50m)", dealing 2d+15 fire and
Section will be identified. wind magic damage to up to 5 targets.
◯🗨Magic Aptitude This ability cannot be used on consecutive
They can use the Combat Feats [Universal turns.
Metamagic], [Targeting], [Magic ◯Magic Repeat
Convergence], [Magic Control], and [Hawk The same magic cast by the Musician
Eye]. section in the same round is cast by the
●Musician Instrument section with the exact same target
►Truespeech Magic 11 Level /Magic Power and the same success value. The same
14(21) amount of MP is consumed from the
◯Intoxicated by Music Instrument section.
The body is activated in response to
spellsongs.
If the Musician section is under the effect
of any spellsong, its HP is recovered by 8
points at the end of its turn.
Loot
Baffling Sheet Music 10 – Vintage Instrument
Always
(800G/White A) 12 (2,600G/Green White S)
Antique Instrument
2–9 None 13+
(12,600G/Green White SS)
This is a figure of a past musician who could not let go of their obsession with their own
music and became undead, continuing to perform even after their death. This is the result of
a musician of the Magic Civilization Period who tried to use their strong spellsongs.
They are eccentric and stubborn and will not tolerate anyone who interferes with their
playing. They are known to have several types of musical instruments in their hands, including
a large keyboard. There are various theories about the source of their obsession, the musician
or the instrument.
368
13 Wraith
Intelligence: High Perception: Magic Disposition: Hostile
Language: Trade Common, Arcana Habitat: Unknown
Rep/Weak: 16/23 Weak Point: Physical damage +2 points
Initiative: 25 Movement Speed: -/26(Floating) Fortitude: 16(23) Willpower: 19(26)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None - - 17(24) 13 118 112
Unique Skills
◯Knowledge = Conjurer Class ◯Normal Weapon Immunity
Those with Conjurer will automatically ◯Fog Body
succeed in the Monster Knowledge check Bludgeoning weapons treat the Wraith's
for this monster. But they still must roll to Defense as 5 points higher.
know its weak point. In addition, the Throw weapon deals no
►Spiritualism Magic 13 Level/Magic Power damage to it.
18 (25) The Wraith automatically halves the total
◯🗨►Magic Aptitude damage of any incoming Magical damage (or
A Wraith can use the Combat Feats quarters if the spell has “Resistance: Half”).
[Targeting], [Magic Convergence], [Magic
Control], [Universal Metamagic], and
[Wordbreak].
Loot
2 – 12 None 13+ Frozen Mana (5,000G/Gold S)
When using the spell [Wraith Form], this is the form the Conjurer takes. The strength of
the individual depends on the Conjurer who used [Wraith Form]. In most cases, the conjurer
becomes a powerful Wraith. However, some Wraiths had never been a Conjurer in their
previous life, and these so-called “natural” Wraiths are curious oddities to those who study
monsters
In rare cases, the magical power of the Wraith will itself freeze and coalesce into a solid
lump of frozen mana. This frozen mana is so cold that, under normal weather, it will not
melt, making it unbelievably valuable among researchers on the open market.
369
14 Undead General
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Ruins
Rep/Weak: 16/20 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 19 Movement Speed: 23/- Fortitude: 16(23) Willpower: 17(24)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 18(25) 2d+18 18(25) 18 128 -
Unique Skills
◯Psychic Resistance ◯Continuous Attack II
Undead General gains a +4 bonus when it If an Undead General successfully hits a
makes a Willpower roll against any psychic target in melee, they may make a second
type spell or unique skill. attack. They can make a third attack against
◯Bone Body the same target if a second attack hits.
An Undead General is immune to criticals ◯Painful Strike
from edged weapons. If the 2d roll of the damage roll is 10 or
►4 Attacks (At Random) more, the damage is increased by an
The Undead General makes four attacks, additional +12 points.
swinging the weapon around in both hands. 🗨△Cover I
For each attack, the target is chosen at The effect is the same as the combat feat
random from the list of possible melee [Cover I].
attackers.
Loot
Well-kept Weapon Royal Treasured Sword
Always 13+
(1,000G/Black White S) (8,000G/Gold Black White S)
Well-kept Weapon
2 – 12
(1,000G/Black White S)
The Undead Generals were specially created by an ancient wizard-kings to guard their
treasures.
They excel at launching quick and powerful attacks and are fearsome fighters in melee
combat. However, they are mindless, and cannot do little more than faithfully carry out
orders. Still guarding the wizard-king's secret underground laboratories and treasure vaults,
they are an extremely formidable adversary for any adventurers.
370
15 Giant Zombie
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Various
Rep/Weak: 13/20 Weak Point: Physical damage +2 points
Initiative: 19 Movement Speed: 25/- Fortitude: 20(27) Willpower: 18(25)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon (Upper
19(26) 2d+20 17(24) 16 132 20
Body)
Kick (Lower Body) 20(27) 2d+16 16(23) 18 142 10
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
●All Sections 🗨Simultaneous Attack
◯Regeneration = 10 points A Giant Zombie's Weapon can attack all
At the end of each round, each section of characters in the same skirmish. Each
Giant Zombie recovers 10 HP. This has no Accuracy Check is made with a -2 penalty.
effect if the section has 0 HP or lower. ●Lower Body
●Upper Body ◯Attack Obstacle = +4 • None
►War Cry/18 (25)/Willpower/Neg A Giant Zombie's height prevents enemies
The Giant Zombie unleashes a powerful from attacking it. The Upper Body receives
yell, causing fear for "Range: Caster" and a +4 bonus to Evasion checks against melee
"Target: 2-3 areas (10m Radius)/All". This attacks. This effect disappears when the
fear, treated as a Psychic effect, gives a -2 Lower Body falls to 0 HP or lower.
penalty to all Action rolls for the next 30
seconds (3 rounds).
This effect is treated as psychic type.
Loot
Giant Rotting Weapon Gold Bracelet (5,000G/Gold
Always 7 – 12
(500G/Black White A) White S)
Giant's Treasure (10,000G/Gold
2–6 None 13+
SS)
Giant Zombie is born from the corpse of a Giant. These are just a few examples of Giant
Zombies, and the strength of Giant Zombies varies greatly depending on the race and the
individual.
371
18 Dark Hierophant
Intelligence: High Perception: Magic Disposition: Hostile
Language: Arcana, Drakish, Basilisk, Daemonic Habitat: Ruins, Abyss
Rep/Weak: 25/28 Weak Point: HP Recovery (deals damage instead), +3 points
Initiative: 25 Movement Speed: 18(Many Legs)/- Fortitude: 22(29) Willpower: 23(30)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Cane (Body) 22(29) 2d+24 21(28) 14 161 206
Fist (Palanquin) 24(31) 2d+21 20(27) 16 145 26
Sections: 2 (Body / Palanquin) Main Section: Body
Unique Skills
●Body This effect disappears when the Palanquin
►Divine Magic 15 Level/Magic Power section falls to 0 HP or lower.
23(30) ◯Wall of Believers
◯🗨Magic Aptitude The Body section cannot be a target for the
They can use the Combat Feats [Multi- effects with "Target: 1 Character", "Target: 1
Action], [Targeting], [Magic Convergence], Character X", and "Target: X area (YY
[Magic Control], [Universal Metamagic], radius)/Z" unless it wishes to be (it still can be
[Double Cast], [Critical Cast II], [Rune targeted by "Target: 1 Entire Character" and
Master]. "Target: X area (YY radius)/All).
●Palanquin This effect is lost when the Palanquin
►3 Attacks (Free) section HP falls to 0 or less.
A countless number of ghosts swarm and ►Praise the Hierophant
attack three times per round, with separate The departed sacrifice themselves and
Accuracy checks and choosing whether to offer distorted prayers to the being above the
attack the same target again or a different palanquin. This ability costs 10 HP and MP
target. to the Palanquin section.
◯Attack Obstacle = Impossible • +4 The Body section heals HP and MP by 10
The Body cannot be attacked in melee. points immediately and gets a +2 bonus to
Against any ranged attacks, Body receives a action checks for 10 seconds (1 round).
+4 bonus to Evasion checks.
Loot
Holy Symbol of the Evil God Hierophant's Cloak
Always 11+
(600G/Black White A) x 2d (11,100G/White SS)
2 – 10 None
This is an evil hierophant, who worshipped and glorified the evil gods, and became undead
by involving their followers. Even in death, they are still worshipped by the souls of the dead.
The hierophant themself has no special abilities, though they are a high priest. However,
they are strengthened by the palanquin that carries them, and their power baptizes the living
into death and makes them new believers.
18 Dragon Zombie
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Ruins
Rep/Weak: 20/27 Weak Point: HP Recovery (deals damage instead), +4 points
Initiative: 21 Movement Speed: 20(4 Legs)/- Fortitude: 27(34) Willpower: 27(34)
372
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 25(32) 2d+24 25(32) 18 187 61
Claw (Body) 26(33) 2d+22 22(29) 20 218 54
Wing (Wing) 23(30) 2d+20 23(30) 15 156 51
Wing (Wing) 23(30) 2d+20 23(30) 15 156 51
Tail (Tail) 24(31) 2d+22 23(30) 19 184 49
Sections: 5 (Head / Body / Wing x2 / Tail) Main Section: Head, Body (All)
Unique Skills
●All Sections This effect is permanent and accumulative; a
◯Miasma Vortex character whose strength falls to 0 or less dies
The Dragon Zombie is surrounded by a without making a Death Check.
protective veil of miasma and gains a +4 bonus In the case of a fixed value character, each
to Evasion checks against ranged attacks. time it is affected by this effect, its damage is
◯Regeneration = 10 points reduced by -1, and it will die if it is affected by
At the end of each round, each section of the effect "Monster Level/5 (rounded up) + 2”
Dragon Zombie recovers 10 HP. This has no times in total.
effect if the section has 0 HP or lower. This effect is of the disease type.
●Head ◯Attack Obstacle = +4 • None
►Poison Breath/25(32)/Fortitude/Half A Dragon Zombie's height prevents enemies
With "Range/Area: 2(20m)/Shot" and from attacking it. The Head receives a +4
“Target: 1 area (6m Radius)/20", it breathes bonus to Evasion checks against melee attacks.
putrid gas dealing 2d+25 poison magic When the Body falls to 0 HP or lower, this
damage. effect disappears.
This unique skill cannot be used on ●Wing
consecutive turns. 🗨All-Out Attack
●Body A Wing can deal an additional 8 damage on
►Twin Strike & Double Attack its next attack. However, any Evasion check
A Dragon Zombie can make two Claw attacks made by this section this turn receives a -3
each round. They may choose to attack penalty.
different characters with each attack. ●Tail
◯Miasma Claws/24(31)/Fortitude/Neg 🗨Tail Sweep
The target is weakened if the target is hit by a The monster can use its tail to attack up to 5
Claw attack. Target's strength is reduced by -6. targets in the same skirmish. This ability cannot
be used on consecutive turns.
Loot
Decaying Dragon Scales (10,000G/Red 7 –
Always Dragon Jewel (7,000G/Red S) x 2
SS) 12
Dragon's Treasure (20,000G/Gold
2 – 6 Dragon Jewel (7,000G/Red S) 13+
SS)
Dragon Zombies are the reanimated corpse of a dragon that decayed over a number of
years and returned to unlife after being corrupted. Typically, Dragon Zombies are of lower
intelligence due to their brain having decomposed over the years, but rarely are there
intelligent Dragon Zombies capable of speech and magic. However, the organs that would
produce fire in a living dragon have rotted and decayed, and now the Dragon Zombie can
only exhale a rotten miasma.
Often, Dragon Zombies have some sort of unfinished business in the world of the living,
whether to get revenge on their slayer, to protect the remnants of their plundered horde, or
something else altogether. The need to take care of this business drives the Dragon Zombie
to the point where nothing will stand in their way in order to accomplish their goals.
373
Constructs
374
6 Plasma Sphere
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 13/16 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: -/10(Floating) Fortitude: 8(15) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Shock 9(16) 2d+8 8(15) 5 53 34
Unique Skills
◯Shock If the target is a Construct or Magitech
Melee Attack damage inflicted by this monster, the target gets a +2 bonus to
monster is treated as lightning magic Accuracy check for 10 seconds (1 round),
damage. and the physical damage it causes becomes
►Lightning Connection/Can’t the lightning type and increased by +3 points.
Deals "Target: 1 Character" at "Range:
Touch" 5 lightning fixed damage.
Loot
Lightning Crystal (1,600G/Gold
2 – 10 None 11+
S)
This construct looks like a about 30cm in diameter crystal ball floating in the space.
Lightning is swirling inside the sphere and occasionally discharges outward with sound.
Its lightning can activate constructs and magitech. It is known that this construct was
developed by researchers in the Magic Civilization Period, but it was later confirmed to be
effective for magitech as well. In the Magitech Civilization Period, there were cases where
magitech was used at archaeological sites.
7 Ghast Bishop
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins
Rep/Weak: 9/15 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: 15/- Fortitude: 10(17) Willpower: 8(15)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Arms 11(18) 2d+12 10(17) 5 54 -
Unique Skills
None
Loot
Dense Magic Jewel (700G/Gold
2–6 Magical Stone (250G/Gold A) 7+
A)
It is a Ghast (see CR I, p. 420) that has grown to an immensely powerful level, often leading
an army of Ghasts and playing the role of Ghast leader.
375
8 Malicious Dresser
Intelligence: Low Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Ruins
Rep/Weak: 16/19 Weak Point: Physical damage +2 points
Initiative: 14 Movement Speed: 10(4 Legs)/- Fortitude: 10(17) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None (Mirror) x 3 - - 10(17) 5 61 33
Kick (Foundation) 11(18) 2d+12 9(16) 8 69 15
Sections: 3 (Mirror x 3 / Foundation) Main Section: Mirror (All)
Unique Skills
●Mirror The mirror creates the shadow of the
►Invitation to the Reversed World/10(17)/ character captured in the mirror and
Willpower/Neg manipulated at will. The abilities and numerical
Engulfs the person reflected in the mirror, values of the character captured in the mirror
making it impossible to interfere with the real are used as they are. The GM controls the
world. shadow.
Engulfs "Target: 1 Character" in the mirror When a shadow performs an action involving
within "Range: Touch." The captured target will an item's consumption, it does so by consuming
not be able to perform any movement or that item from the character captured in the
actions (Major Action, Minor Action). Once mirror (but it does not needlessly discard items,
captured, the target can try to escape at the etc.).
beginning of its turn. In this case, the success The shadow itself has no HP or MP, and if it
value of this ability is compared with that of must be dealt damage or consumed, the HP
Willpower (the escaping character is the active and MP of the Mirror section controlling it are
side), and if the success value is higher than that reduced instead.
of Willpower, it can escape (and it can act in When Mirror’s turn is over, the shadow
turn as it is). However, if the escape attempt disappears.
fails, the target suffers 2d+5 curse magic Only one Mirror section can perform the
damage. [►Mirroring] per turn. Once one Mirror
This effect is automatically canceled when the section has done so, no other section Mirror
HP of the Mirror section that used this ability can use it.
becomes 0 or less or the target dies. When multiple Mirror section is used to
A Mirror section that already captured capture the character with multiple sections, it
another character cannot use this ability. is possible to create the shadow of only one of
As a general rule, this ability does not allow a the sections.
character in multiple sections to be the target. ●Foundation
However, suppose multiple Mirror sections ◯Oak Wood Body
have not engulfed the character. In that case, It is immune to a critical hit from edged
using this ability, it is possible to take in as many weapons.
sections of the target by the same number of ◯Attack Obstacle = +4 • None
Mirror sections. Each check of this ability and Size prevents enemies from attacking it.
each check of escape attempts is performed All Mirror sections receive a +4 bonus to
only once to compare to the success value. Evasion checks against melee attacks.
Damage incurred in case of escape failure is This effect disappears when the Foundation
given to each section individually. section falls to 0 HP or lower.
►Mirroring
This ability can only be used if another
character has been taken in by [►Invitation to
the Reversed World].
376
Loot
Fragments of Mirror (330G/Black Large Fragments of Mirror
2 – 10 11+
White A) (1,220G/Black White S)
This is a runaway construct of a magical mirror stand used by the nobility in the Magic
Civilization Period. It is equipped with three large mirrors reflecting the whole body and is
supported by a sturdy base.
Its original purpose was to place the reflected image outside the mirror in order to be able to
check it from all angles, but what is now running amok in ruins is to take the reflected character
into the mirror and manipulate only its shadow.
Although it can speak arcana for guidance, it is currently unable to communicate with the user
and only continues to speak unintelligible guidance one-sidedly.
9 Phosphor Sphere
Intelligence: Low Perception: Magic Disposition: Hostile
Language: None Habitat: Hostile
Rep/Weak: 15/20 Weak Point: Water/Ice damage +3 points
Initiative: 14 Movement Speed: -/16(Flying) Fortitude: 12(19) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 12(19) 2d+10 11(18) 6 74 -
Unique Skills
◯Fire Immunity, ◯Lightning Immunity ◯Poison/11 (18)/Fortitude/Neg
◯Energy Absorption If the Slam hits, it deals 2d poison magic
It is immune to energy-type damage. damage to the target.
Conversely, if the monster is hit by an ◯Poison Body/11 (18)/Fortitude/Neg
energy-type attack, its HP is recovered by the A character who makes a melee attack
amount of applied damage. against this monster and hits it suffers 2d
No effects other than damage can be points of poison magic damage at the end of
caused by energy-type effects. their turn.
Loot
Green Light Powder (520G/Gold
Always Green Dye (80G/Green B) x 1d 9+
A) x 1d
Green Light Powder (520G/Gold
2–8
A)
It is a sphere about one meter in diameter that floats while emitting phosphorescent light.
This construct is believed to have been used by wizards to show off their creations and
illuminate them.
As well as being a light, it could act as a guardian, preventing the exhibits from being stolen
or damaged.
It is often encountered in ruins, along with the architecture and objects it was guarding.
Although it does not speak itself, there have been reports of it being stopped by arcana words.
377
10 Alchemy Tooth
Intelligence: Animal Perception: Magic Disposition: Hostile
Language: None Habitat: Forest, Ruins, Cave
Rep/Weak: 14/17 Weak Point: Physical damage +2 points
Initiative: 14 Movement Speed: 18(Crawling)/- Fortitude: 12(19) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 14(21) 2d+9 11(18) 10 83 -
Unique Skills
◯Golden Disease/15 (22)/Fortitude/Neg The Golden Serum earned from defeating
If the Bite attack hits, it infects the target an Alchemy Tooth can be used to cure this
with a “Golden Disease” disease. disease (but not the HP lost). If taken in
Target immediately receives a 2d disease advance, it will prevent the character from
magic damage and an additional 1d disease catching this disease for up to 24 hours.
magic damage at the end of each round (no Major Action is needed to take Golden
additional checks are needed in that case). Serum.
As the disease deals with damage, golden ◯Continuous Attack
spots spread from the wound, eventually If an Alchemy Tooth successfully hits a
turning the whole-body gold. If the target target in melee, it may make a second attack
dies from this disease, after 24 hours, their against the same target.
entire body is stiff gold, and the character
cannot be resurrected.
Loot
Golden Scales (600G/Gold Red
Always Golden Serum (300G/Gold A) 9+
A)
2–8 None
This particular construct has a bacterium that causes the Golden Disease, which eventually
turns a person's entire body into gold. While someone with the Golden Disease eventually
dies and stiffens into a golden statue, their entire body is not actually gold. However,
unscrupulous salesmen will attempt to sell these bodies as golden statues in hopes of duping
people out of their hard-earned money.
11 Exceed Disaster
Intelligence: Average Perception: Magic Disposition: Hostile
Language: Arcana Habitat: Ruins
Rep/Weak: 18/21 Weak Point: Accuracy +1
Initiative: 19 Movement Speed: -/20(Flying) Fortitude: 14(21) Willpower: 15(22)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Sword (Sword) 15(22) 2d+16 14(21) 13 90 34
Swing (Handle) 13(20) 2d+14 13(20) 11 75 28
Slam (Sheath) 14(21) 2d+13 13(20) 9 80 68
Sections: 3 (Sword / Handle / Sheath) Main Section: None
378
Unique Skills
●All Sections ◯Painful Strike
◯Flight If the 2d roll of the damage roll is 10 or
This monster receives a +1 bonus to more, the damage is increased by an
Accuracy and Evasion only for melee additional +8 points. When declaring
attacks. [🗨Lethal Strike II], this ability is triggered
●Sword when the modified roll is 10 (the original roll
◯Mithril Body was 9) or more.
It is immune to criticals from edged ●Handle
weapons and all Magic damage. Sword ◯Careful Balance
section melee attacks are treated as silver The well-balanced and carefully crafted
weapons. handle helps to move the sword blade. The
🗨Power Strike II Sword section has the ability of [◯Multiple
It can deal an additional +12 damage on Actions = 2 times]. This ability is lost when
their next attack. However, any Evasion the HP of the Handle section becomes 0 or
Check made by them this turn receives a -2 less.
penalty. ►Gale Breath/11(18)/Fortitude/Half
🗨Lethal Strike II The dragon on the handle spits torrent
The 2d roll of damage decision is increased from the dragon's mouth and deals 2d+l1
by +1. At risk, he takes a -1 penalty to its wind magic damage to "Target: 1 area (3m
Evasion check. Radius)/5" at "Range/Area: 2(20m)/Shot".
🗨Cleave II This ability cannot be used on consecutive
It attacks with a weapon up to 5 characters turns.
within the skirmish in which it resides. ●Sheath
Accuracy checks are made at once, and ►Truespeech Magic 10 Level/Magic Power
damage is determined individually. If this 12(19)
ability is declared with [🗨Power Strike II] ◯🗨Magic Aptitude
or [🗨Lethal Strike II], the damage will be They can use the Combat Feats [Multi-
changed only for one target. Action], [Targeting], [Magic Convergence],
[Magic Control], and [Universal
Metamagic].
Loot
Gold and Silver Decoration
Always Mithril (2,600G/Gold S) 8 – 11
(1,800G/Gold White S)
Gold Thread Decoration Jewelry Decoration (7,800G/Gold
2–7 12+
(800G/Gold White A) White S)
This is a self-sustaining sword created by a sorcerer who studied Swords of Genesis during
the Magic Civilization Period as the result of their research. It is about 5 meters long.
Swords of Genesis have been studied from various aspects, but the monstrosity that we see
here was created to reproduce its performance and power and has survived to the present
day. The size of the humanoid is also too large to be handled by a humanoid.
Strictly speaking, it's not a magic sword but a Construct in the shape of a sword, but it seems
that some of the research results were able to reproduce part of the secret of Swords of
Genesis.
379
14 Carbide Claws
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: Arcana Habitat: Ruins
Rep/Weak: 22/26 Weak Point: Physical damage +2 points
Initiative: 23 Movement Speed: -/15(Floating) Fortitude: 20(27) Willpower: 20(27)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist (Right Side) 18(25) 2d+21 14(21) 20 120 -
Fist (Left Side) 18(25) 2d+21 14(21) 20 120 -
Sections: 2 (Right Side / Left Side) Main Section: None
Unique Skills
●All Sections ►Throw/17(24)/Evasion/Neg
◯Knowledge = Conjurer Class The Carbide Claws attempts to grab a
Those with Conjurer will automatically “Target: 1 Character” within “Range:
succeed in the Monster Knowledge check Touch.” If successful, the target is thrown to
for this monster. But they still must roll to the rearguard area of their faction
know its weak point. (Simplified Combat) or in any direction
◯Superalloy Body chosen by this monster at 30m (Standard
It is immune to criticals from magical or Combat) and falls down, taking 45 points of
weapon attacks. fall damage.
Loot
Magic Iron Ingot (680G/Gold
Always 10+ Pure Mithril (8,800G/Gold S)
Black A) x 1d
2–9 Mithril (2,600G/Gold S)
It is a bipedal golem made of a jet-black alloy, but with long arms that reach to the ground
and huge hands
As the guardian of places and treasures, it is known to throw anything that approaches and
never allows it to pass.
380
16 Goldface
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Labyrinths , Ruins
Rep/Weak: 19/25 Weak Point: Accuracy +1
Initiative: 20 Movement Speed: 20/- Fortitude: 26(33) Willpower: 25(32)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 22(29) 2d+20 21(28) 19 150 -
Unique Skills
◯Fire Immunity area of effect has escaped the effect (see CR I,
◯Superalloy Body p. 163). Only if both of them are the same will
It is immune to criticals from magical or the effect be avoided. If either one of the two
weapon attacks. rolls is a roll that is considered to be affected,
◯3 Actions (At Random) then the effect must be taken. Even if both of
The monster can take 3 Major Actions in one the rolls are considered to be affected, the
round. Each Major Action is randomly selected effect is taken only once.
by the table with 1d rolled. The same Major ►Gale Blow/20(27)/Fortitude/Half
Action may be selected more than once. Within “Range: Caster," blowing strong wind
1d Major Action to be taken from its nose causes "Target: All Areas (30m
1 ►Face Flash Radius)/All" to fall prone and take 2d+16
2 ►Binocular Light Ray physical damage.
3 ►Gale Blow ►Poisonous Flame Breath/20(27)/
Fortitude/Half
4 ►Poisonous Flame Breath
Spits out poisoned particles of high
5 ►Crunch temperature within "Range/Area: 2(30m)/Shot"
6 Slam (Melee Attack) and "Target: 1 area (6m Radius)/20", dealing
►Face Flash/Can’t 2d+20 poison and fire magic damage.
Within “Range: Caster” causes the target's ►Crunch/21(28)/Evasion/Neg
face to glow intensely, blinding “Target: 2-3 Within "Range: Touch," the monster captures
areas (10m Radius)/All”. Targets take a -2 "Target: 1 Character" with its large mouth and
penalty on Accuracy and Evasion checks for crushes it with its fangs. In addition, the target's
the next 10 seconds (1 round). If the target is armor is damaged.
hit by this effect again during the duration, the If the target is a character that has PC data, the
penalty is increased to -4, and the target is Defense of any equipped armor or shield
blinded (see CR II, p. 70). 3 or more times will chosen by the target must be reduced by -1.
not make the effect worse. This effect is curse This effect is cumulative, and if Defense
type and is independent of the target's becomes 0, it will be completely destroyed.
perception. Target will be affected even if they Armor with reduced Defense can be repaired
are blind. If an attempt is made to cancel an by paying 10% (up to 90%) of the armor's price
effect, the success value is treated as 30. for each reduction.
►Binocular Light Ray/20(27)/Willpower/ Each time a character with the monster data is
Half affected by this effect, its Defense is reduced by
Within "Range/Area: 2(30m)/Line", light rays -1. The effect is cumulative but only down to 0.
are emitted from both eyes, dealing 2d+16 Defense is restored by +1 point per day.
magic damage to the target. For this effect, the ◯Throw
dice must be rolled twice to determine at If a Slam hits the target, the target is knocked
random by 1d whether or not a character in the prone and falls to the ground.
Loot
Magical Gold Nuggets
Always 10+ Pure Mithril (8,800G/Gold S)
(2,000G/Gold Black S)
2–9 Mithril (2,600G/Gold S)
381
This is a construct in the shape of a human head from the neck up. It is gigantic, 3 meters in
height, and is floating with the help of magic. It is made of a special metal, and its surface is
golden and shiny. It has a few curved surfaces, and many small planes are connected by sharp
corners and edges to form the face.
During the Magic Civilization Period, they were mainly used as gatekeepers of important
facilities such as treasuries. Even today, when encountered inside the ruins, the gatekeepers
protect such places and act to keep intruders out.
20 Mithril Golem
Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Labyrinths, Ruins
Rep/Weak: 19/25 Weak Point: Accuracy +1
Initiative: 20 Movement Speed: 20/- Fortitude: 26(33) Willpower: 25(32)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist (Upper Body) 26(33) 2d+26 23(30) 30 204 -
Fist (Upper Body) 26(33) 2d+26 23(30) 30 204 -
Kick (Lower Body) 24(31) 2d+28 22(29) 30 228 -
Kick (Lower Body) 24(31) 2d+28 22(29) 30 228 -
Sections: 4 (Upper Body x 2 / Lower Body x 2) Main Section: None
Unique Skills
●All Sections ►Glowing Fists
◯Knowledge = Conjurer Class Wraps its fists with magical light for 10 seconds
Those with Conjurer will automatically (1 round), and the damage it generates in a
succeed in the Monster Knowledge check for melee attack becomes energy magic damage.
this monster. But they still must roll to know its ●Lower Body
weak point. ►Simultaneous Attack
◯Mithril Body A Mithril Golem’s Kick attacks all characters
The Mithril Golem is immune to criticals in the same position.
from edged weapons and all Magic damage. ►Earthshaker/25 (32)/Fortitude/Neg
The Mithril Golem's melee attacks are treated The Mithril Golem shakes the ground, and
as silver weapons those who fail to resist immediately fall prone.
●Upper Body ◯Balance Loss
◯2 Actions If the HP of any Lower Body section is
Can perform two Major Actions in one reduced to 0 or less, the remaining Lower Body
round. sections lose their [►Earthshaker] and
◯Multiple Actions = 2 times [►Simultaneous Attack] abilities.
🗨Improved Aimed Attack ◯Attack Obstacle = +4 • None
When attacking, the Mithril Golem can gain Upper Body sections cannot be attacked in
a +4 bonus to Accuracy but receives a -8 penalty melee. Against any ranged attacks, Upper Body
for damage dealt. sections receive a +4 bonus to Evasion checks.
This effect disappears when all Lower Body
sections fall to 0 HP or lower.
Loot
Pure Mithril (8,800G/Gold S) x
Always Mithril (2,600G/Gold S) x 2d Always
1d
A humanoid golem created entirely out of the magical metal mithril, the Mithril Golem is a
10m tall behemoth. However, the Mithril Golem is one of the most dangerous monsters known
to exist in the entirety of Raxia, so defeating one and taking the treasure it guards is much easier
said than done.
382
Magitech
2+ Magireplica
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins
Rep/Weak: ※/※ Weak Point: Lightning damage +3 damage
Initiative: ※ Movement Speed: ※(※)/※(※) Fortitude: ※ Willpower: ※
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
※(※) ※+1 ※+2 ※ ※+1 ※+5 ※
Sections: ※ Main Section: None
Unique Skills
◯Mechanical Body Its level is equal to the “Animal Monster’s
It is immune to criticals from edged Level +1”. In the case of a multi-section
weapons. model, the Main Section is always "None".
◯By Model Basically, Magireplica has the same unique
The strength of this monster depends on skills. However, it does not have the effect of
the modeled animal. Please apply the regenerating its own HP (such as
modeled animal monster's values to the [◯Regeneration]" and [◯Bloodsucking]).
place marked with ※ in the various values
and data columns.
Loot
Magitech Components
Always Iron (20G/Black B) 6–9
(300G/Black White A)
Crude Magitech Components Rare Magitech Components
2–5 10+
(100G/Black White A) (900G/Black White A)
Magireplica is a magitech modeled after an Animal. Except for the fact that it is obviously
made of metal, it looks exactly like the modeled animal and behaves very similarly. Even if
the animal has unique skills, they are reproduced by magitech.
In the history of magitech development, it is said to be the result of the attempt to gain
various knowledge by "learning from nature," but it seems that many of them were created as
a hobby.
383
3 Kagner
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins
Rep/Weak: 10/13 Weak Point: Lightning damage + 3 points
Initiative: 9 Movement Speed: 10(Wheeled)/- Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 4(11) 2d+4 4(11) 4 28 -
Unique Skills
◯Mechanical Body ◯Mounted Person Protection = +2 • None
It is immune to criticals from edged A character mounted on this monster has a
weapons. +2 bonus to Evasion checks against melee
◯Mounted Magitech = 2 Characters attacks.
Up to 2 magitech characters (2 sections)
can be mounted (see p. 98).
Loot
Crude Magitech Components
Always Iron (20G/Black B) 8+
(100G/Black White A)
2–7 None
This is a transportation magitech used to carry magitechs during the Magitech Civilization
Period in the Alfleim region. It is about 1m high and 3m long with wheels.
The pedestal has fasteners and fixations for mooring the magitech, making it suitable for
long-distance transportation. It was capable of moving by itself and being towed by a train to
carry the magitech in succession.
4 Barba
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins, Mountains
Rep/Weak: 11/14 Weak Point: Physical damage +2 points
Initiative: 11 Movement Speed: -/10(Floating) Fortitude: 6(13) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Legs 6(13) 2d+5 6(13) 3 31 -
Unique Skills
►Bursting Shell Drop/6(13)/Willpower/ Within “Range: Caster” deals 2d+5 fire
Half magic damage to "Target: 1 area (3m
The bursting shell is dropped on the top of Radius)/5".
the target. This ability can only be used once.
Loot
Crude Magitech Components
Always Iron (20G/Black B) 6–9
(100G/Black White A)
Magitech Components
2–5 None 10+
(300G/Black White A)
During Magitech Civilization Period, the tactic of attacking from the air to the ground in
large-scale field battles and sieges was devised, and the Barba series of magitech was
developed to realize this tactic.
It looks like a spider about 50 cm in length and moves by floating with a small air sac on its
back. It holds a Bursting Shell between its legs, which it drops to attack a wide area.
384
5 Deg Kagner
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins
Rep/Weak: 12/15 Weak Point: Lightning damage + 3 points
Initiative: 11 Movement Speed: 10(wheeled)/- Fortitude: 7(14) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 7(14) 2d+7 7(14) 7 42 -
Unique Skills
◯Mechanical Body ◯Mounted Person Protection = +2 • +2
It is immune to criticals from edged A character mounted on this monster has a
weapons. +2 bonus to Evasion checks against melee
◯Mounted Magitech = 2 Characters and ranged attacks.
Up to 2 magitech characters (2 sections)
can be mounted (see p. 98).
Loot
Magitech Components
Always Iron (20G/Black B) 9+
(300G/Black White A)
Crude Magitech Components
2–8
(100G/Black White A)
This sturdy Kagner is designed for transportation over rough terrains, such as mountains
and wastelands. The extra fence to secure the magitech to be transported is added to protect
the magitech even more firmly.
6 Gur Barba
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins, Mountains
Rep/Weak: 13/16 Weak Point: Physical damage +2 points
Initiative: 13 Movement Speed: -/10(Floating ) Fortitude: 7(14) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Legs 9(16) 2d+8 8(15) 5 48 -
Unique Skills
►Bursting Shell Drop/8(15)/Willpower/ ►Sprinkle Repair Liquid/Can’t
Half Sprays magitech restoring liquid to "Target:
The bursting shell is dropped on the top of 1 area (3m Radius)/5" in "Range: Caster." If
the target. Within “Range: Caster” deals the target is a magitech character, its HP is
2d+7 fire magic damage to "Target: 1 area restored by 2d+7 points.
(3m Radius)/5". This effect can be used only once. This
This ability can only be used once. monster is always excluded from this effect.
Loot
Magitech Components
Always Iron (20G/Black B) 8+
(300G/Black White A)
Crude Magitech Components
2–7
(100G/Black White A)
This large Barba is about one meter in length and holds a Bursting Shell and a restore fluid
to support the front-line magitech. The fluid solidifies quickly when it touches the damaged
part of the magitech and closes it temporarily.
Both Bursting Shell and restore liquid are loaded only enough for one use.
385
7 Lang Kagner
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins, Mountains
Rep/Weak: 14/17 Weak Point: Lightning damage +3 points
Initiative: 13 Movement Speed: 10(Wheeled)/15(Floating)
Fortitude: 10(17) Willpower: 10 (17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 10(17) 2d+11 9(16) 7 63 -
Unique Skills
◯Mechanical Body ►Gale Artillery/9(16)/Willpower/Half
It is immune to criticals from edged Within “Range/Area: 2(20m)/Shot", spews
weapons. a gale of wind, dealing 2d+8 wind magic
◯Mounted Magitech = 2 Characters damage to "Target: 1 Character" and knocks
Up to 2 magitech characters (2 sections) prone.
can be mounted (see p. 98). This ability can be used only when this
◯Mounted Person Protection = +2 • +2 character's movement method is "wheeled"
A character mounted on this monster has a (grounded).
+2 bonus to Evasion checks against melee
and ranged attacks.
Loot
Rare Magitech Components
Always Iron (20G/Black B) 9 – 11
(900G/Black White A)
Mysterious Magitech
Magitech Components
2–8 12+ Components (2,400G/Black
(300G/Black White A)
White S)
This is the largest type in the Kagner series. It is equipped with a powerful air-blowing
mechanism and is capable of floating and moving by blowing wind.
It is also equipped with a small cannon for self-defense. Connecting an air-blowing
mechanism here can launch wind cannonballs to eliminate enemies. Since this mechanism
cannot work for weapons and floating systems simultaneously, the weapon is operatable only
when moved by wheels.
386
8 Maris Barba
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins, Mountains
Rep/Weak: 15/18 Weak Point: Physical damage +2 points
Initiative: 15 Movement Speed: -/10(Floating) Fortitude: 10(17) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Machine Gun (Body) 11(18) 2d+8 11(18) 6 61 -
Legs (Legs) 11(18) 2d+10 10(17) 7 66 -
Sections: 2 (Body / Legs) Main Section: None
Unique Skills
●Body ●Legs
◯Gun ►Bursting Shell Drop/10(17)/Willpower/
The Machine Gun is treated as a gun Half
weapon with a "Range: 2 (20m)" and a The bursting shell is dropped on the top of
maximum magazine of 3. the target. Within “Range: Caster” deals
When the bullets run out, Maris Barba 2d+10 fire magic damage to "Target: 1 area
cannot attack at all. (3m Radius)/5".
►Reload (One Time Only) This ability can only be used once.
Completely reloads the bullets of the ►Sprinkle Repair Liquid/Can’t
Machine Gun. This effect can only be used Sprays magitech restoring liquid to "Target:
once. 1 area (3m Radius)/5" in "Range: Caster." If
◯Targeting & Hawk Eye the target is a magitech character, its HP is
Aiming at a character in skirmish does not restored by 2d+7 points.
cause a misfire. It is also possible to aim This effect can be used only once. This
through the shielding. monster is always excluded from this effect.
Loot
Rare Magitech Components
Always Iron (20G/Black B) 8 – 10
(900G/Black White A)
Mysterious Magitech
Magitech Components
2–7 11+ Components (2,400G/Black
(300G/Black White A)
White S)
This is a mid-air support type of the larger Barba series. At the end of the Magitech
Civilization Period, Maris Barba's troops in formation were recorded to have attacked and
defeated all the Barbarous.
However, there is a record of problems such as inferior fighting capability and increased
cost as a result of the larger size.
387
9 Barba Kagner
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins
Rep/Weak: 16/19 Weak Point: Lightning damage + 3 points
Initiative: 15 Movement Speed: 10(Wheeled)/- Fortitude: 12(19) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Machine Gun (Right Side) 12(19) 2d+9 13(20) 7 68 -
Machine Gun (Left Side) 12(19) 2d+9 13(20) 7 68 -
Wheels (Cart) 11(18) 2d+14 11(18) 10 85 -
Sections: 3 (Right Side / Left Side / Cart) Main Section: None
Unique Skills
●All Sections ●Cart
◯Mechanical Body ►Maris Barba Launch
It is immune to criticals from edged One stored Maris Barba (see the previous
weapons. page) is launched. The launched Maris
●Right Side/Left Side Barba appears in the same position (area,
◯Gun coordinate) as this monster and performs
The Machine Gun is treated as a gun movement and actions from the next round.
weapon with a "Range: 2 (20m)" and a This ability cannot be used on consecutive
maximum magazine of 3. turns. It can be used only up to 3 times.
◯Targeting & Hawk Eye ►Sprinkle Repair Liquid/Can’t
Aiming at a character in skirmish does not Applies magitech restoring liquid to
cause a misfire. It is also possible to aim "Target: 1 Character" (including itself) with
through the shielding. "Range: Touch," and if the target is a
►Reload magitech, its HP is restored by 2d+10 points.
Reloads bullet into the Machine Gun. This ability cannot be used on consecutive
turns.
◯Stranded
If the HP of the Cart section becomes 0 or
less, the Right Side and Left Side receive a -
4 penalty on Evasion checks.
Loot
Mysterious Magitech
Always Iron (20G/Black B) 9 – 12 Components (2,400G/Black
White S)
Rare Magitech Components Trove of Magical Components
2–8 13+
(900G/Black White A) (7,600G/Black White S)
This is a large Kagner specialized for transporting Maris Barba and capable of storing three
Maris Barba.
It was assumed that Kagner would move to the vicinity of the operation area and launch
Maris Barba to attack the base, but there is no record of its actual use in battle. The number
of Barba Kagner found at ruins is extremely small, and they are also known as “phantom
magitechs.”
388
12 Material Dealer
Intelligence: Servant Perception: Mechanical Disposition: Instructed
Language: Magitech Habitat: Ruins
Rep/Weak: 19/22 Weak Point: Lightning damage + 3 points
Initiative: 19 Movement Speed: 20(4 Legs)/- Fortitude: 15(22) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Card 15(22) 2d+16 14(21) 10 111 -
Unique Skills
◯Card Throwing When used with a Major Action, the
The Card attack is treated as a thrown Evocation check is performed with the
attack with "Range: 1(10m)", and if it hits, it standard value, success value, described in
deals slashing physical damage. The Cards the heading of this ability; when used with a
can be used as many times as it wants since Minor Action, the success value is treated as
they are infinitely generated and 0.
replenished. ►Frenzy Card Deal/Can’t
◯Targeting & Hawk Eye Within “Range: Caster,” Material Dealer
Aiming at a character in skirmish does not makes countless cards fly up and attack
cause a misfire. It is also possible to aim "Target: 1 area (6m Radius)/20", deals 2d+10
through the shielding. points of damage. In this case, roll 1d for
►⏩Evocations/15(22) each target. If the result is 1-3, slashing magic
It can use [Vorpal Weapon], [Critical Ray], damage is dealt, and if the result is 4-6
[Paralyzing Mist], [Heal Spray], and [Slash slashing physical damage is dealt to that
Field] evocations. All Evocations are used at target.
A rank. There is no limit to the number of When this ability is used, it consumes 10
cards; Material Dealer can use as many cards points of HP.
as needed.
Loot
Mysterious Magitech
Always Play Cards (50G/White B) 9 – 11 Components (2,400G/Black
White S)
Rare Magitech Components Trove of Magical Components
2–8 12+
(900G/Black White A) (7,600G/Black White S)
It is a human-shaped magitech on a cart that houses a large number of magispheres and
material cards. From the back of the magitech, a number of dexterous arms extend to provide
entertainment in all directions, including cards and magic tricks.
It is said to have existed on the Alfleim continent during the Magitech Civilization Period
and was used in prosperous underground gambling establishments. In order to suppress a
disturbance in an emergency, it can incapacitate the customers who caused the disturbance.
Because of its elaborate structure, it is quite rare to find one left in the present age.
389
14 Skyship
Intelligence: None Perception: Magic Disposition: Instructed
Language: None Habitat: Unknown
Rep/Weak: 16/19 Weak Point: Fire damage +3 points
Initiative: 19 Movement Speed: -/50(Flying) Fortitude: 18(25) Willpower: 17(24)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None - - 15(22) 20 200 -
Unique Skills
◯Flight ◯Mounted = 10 Characters
A Skyship receives a +1 bonus to Accuracy Up to 10 characters can be mounted (see
and Evasion only for melee attacks. p. 98) in addition to the pilot.
Loot
Broken Magitech Components
Always
(50G/Black B) x 5
It is a small airship. It has no combat capability and is for transportation only. It can
accommodate up to 10 passengers in addition to a pilot. Rarely excavated from the ruins of
Magitech Civilization, they are sold at high prices. Some of them have sails and use wind
power.
Magitech [Skyship](see p. 160) can make one with the same capabilities.
15 Dragon Fortress
Intelligence: Servant Perception: Mechanical Disposition: Hostile
Language: Magitech Habitat: Medium
Rep/Weak: 17/20 Weak Point: Lightning damage + 3 points
Initiative: 22 Movement Speed: 20/50 (Flying) Fortitude: 21(28) Willpower: 19(26)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 17(24) 2d+16 19(26) 13 145 -
Main Battery (Body) 19(26) 2d+18 16(23) 11 141 -
Main Battery (Body) 19(26) 2d+18 16(23) 11 141 -
Machine Gun (Wing) 20(27) 2d+16 17(24) 12 104 -
Machine Gun (Wing) 20(27) 2d+16 17(24) 12 104 -
Claw (Foot) 18(25) 2d+17 17(24) 10 119 -
Claw (Foot) 18(25) 2d+17 17(24) 10 119 -
Sections: 7 (Head / Body x 2 / Wing x 2 / Foot x 2) Main Section: Head
390
Unique Skills
●All Sections ►Volley
◯Mechanical Body To use this ability, the weapon must have
It is immune to criticals from edged at least 3 bullets loaded, and 3 bullets are
weapons. consumed at the same time.
●Head The success value of the Accuracy check is
►Adaptive Jet/18(25)/Willpower/Half set to 30, with the same damage as a regular
Dragon Fortress sprays a jet of flames, ice, attack.
or lightning. The same Dragon Fortress may only
Within “Range/Area: 2(50m)/Shot” deals perform one [►Volley] per round against
to the "Target: 1 area(6m Radius)/20" 2d+20 the same target.
magic damage. ●Body
The type of damage is chosen upon usage ◯Attack Obstacle = Impossible • None
between fire, water/ice, and lightning. The Dragon Fortress's size hinders attack.
●All Sections The Head cannot be attacked, whether
◯Targeting & Hawk Eye melee or ranged. This effect disappears
Aiming at a character in skirmish does not when any Body section falls to 0 HP or
cause a misfire. It is also possible to aim lower.
through the shielding. ◯Stranded
●Body & Wing If the HP of all Body sections is reduced to
◯Gun 0 or less, the Head sections receive a -4
The Main Battery is a gun weapon that has penalty for Evasion checks.
a “Range: 2(30m)” and a maximum ●Wing
magazine of 3. The Machine Gun is a gun ◯Flight II
weapon that has a “Range: 1(10m)” and a All sections receive a +2 bonus to Accuracy
maximum magazine of 6. and Evasion only for melee attacks.
►Reload This unique skill is lost if any Wing section
Fully reloads the Main Battery and is reduced to 0 or less HP.
Machine Gun of that section.
Loot
Rare Magical Components Trove of Magical Components
Always 7 – 12
(900G/Black White A) (7,600G/Black White S)
Mysterious Magitech Newly Discovered Magical
2–6 Components (2,400G/Black 13+ Components (25,000G/Black
White S) White SS)
A large construct in the shape of a dragon, the Dragon Fortress is a huge machine,
measuring around 50m long and 15m high. Able to fly at high speeds, its weapons are able
to cause destruction on a massive scale. It is thought to be the top of the line when it comes
to mobile defense and comes outfitted with a wide variety of weapons. It is an existence that
brings together the highest level of technology in Magitech Civilization, and the leaders of
each country are searching for their whereabouts.
391
Mythical Beasts
5 Pegasus
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: None Habitat: Mountains
Rep/Weak: 9/16 Weak Point: Accuracy +1
Initiative: 16 Movement Speed: 20(4 Legs)/40(Flying) Fortitude: 6(13) Willpower: 6(13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Hoofs 7(14) 2d+5 6(13) 3 41 23
Unique Skills
◯Flight ◯Poison/Disease Immunity
A Pegasus receives a +1 bonus to Accuracy When the mount is subjected to a poison
and Evasion only for melee attacks. or disease-type effect or damage, it can
always be resisted as "Resistance: Optional."
Loot
Pure White Mane (800G/Red A)
Always White Feathers (50G/Red B) 10+
Description
2–9 None
A white horse with wings on its back, a Pegasus is a rare sight due to its somewhat skittish personality.
The image of a Pegasus is popular in folktales and legends, and it is said that riding one is like running
in the sky. They do not simply allow anyone to ride them, so the few adventurers and aristocrats seen
on a Pegasus have just that much more prestige.
The wild species lives mainly in rugged mountains, but it is a popular Mythical Beast for riding and
is also kept by the Rider's Guilds (see p. 267). It is rare to find adventurers and nobles who keep them
privately.
6 Emerald Raccoon
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Friendly
Language: Lycant, Sylvan Habitat: Forest
Rep/Weak: 12/15 Weak Point: Earth damage + 3 points
Initiative: 13 Movement Speed: 16(4 Legs)/- Fortitude: 8(15) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Arms 8(15) 2d+8 8(15) 6 52 48
Unique Skills
►Fairy Magic 6 Level/Magic Power 9(16) ◯🗨Magic Aptitude [Prerequisite: Unique
Can use earth, water/ice, wind, and light Skill Release]
types. They can use the Combat Feats
[Targeting], [Metamagic/Number].
Loot
Always Green Hair (250G/Red A) 10+ Clean Green Hair (750G/Red A)
2–9 None
It is a Mythical Beast with green body hair of about 2m in length, inhabiting the forested areas
of the Alfleim continent, and looks like a raccoon. It can communicate with the same level of
intellect as humans. It has a mild-mannered character and is a mediator between multiple
Animals and Mythical Beasts in the forest ecosystem.
If a Humanoid or a Barbarous is trespassing on the territory of the Animals in the forest, they
may use their magical powers to solve the problem.
392
7 Amphisbaena
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile
Language: None Habitat: Cave, Cold Region, Alpine
Rep/Weak: 12/18 Weak Point: Magic damage +2 points
Initiative: 14 Movement Speed: 20(Rotation)/- Fortitude: 10(17) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 10(17) 2d+9 9(16) 7 42 19
Bite (Head) 10(17) 2d+9 9(16) 7 42 19
Sections: 2 (Head) Main Section: None
Unique Skills
●All Sections ►Poisonous Gas Breath/10 (17)/Fortitude/
◯Poison Immunity Half
●Head Within “Range/Area: 2(20m)/Shot" spits
◯Poison/11 (18)/Fortitude/Neg out poison gas in "1 area(3m Radius)/5",
If the Bite hits, it deals 8 poison magic dealing 2d poison magic damage to the
damage to the target. targets.
This ability cannot be used for consecutive
turns.
Loot
Premium Snake Skin (320G/Red
2–4 Snake Skin (20G/Red B) 8 – 11
A)
Mythical Snake Skin (1,600G/Red
5–7 Fine Snake Skin (120G/Red A) 12+
S)
It is a two-headed poison snake with a head at each end of its body. It has bat-like wings,
but they degenerate, and it cannot fly. It moves by rolling around like a wheel, with one head
clamped onto the other.
In addition to having a poisonous bite, it is also known to breathe poisonous gas, and some
scholars believe that, like Wyvern, it may have some connection to dragons.
Preferring cold climates, they mainly live in caves. There, they wait for prey to wander in
and then kill and eat them with poisonous gas.
393
8 Tilgris
Intelligence: Average Perception: Five senses Disposition: Hostile
Language: None Habitat: Forests, Mountains
Rep/Weak: 14/17 Weak Point: Slashing damage +3 points
Initiative: 16 Movement Speed: 30(Legs)/- Fortitude: 11(18) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws (Front) 11(18) 2d+8 11(18) 8 69 24
Tail (Back) 10(17) 2d+10 10(17) 8 77 12
Sections: 2 (Front / Back) Main Section: Front
Unique Skills
●Front This ability cannot be used on consecutive
◯Double Attack turns.
Can make two Claws attacks with one ●Back
Major Action. ◯Long Tail
►Lightning Breath/10(17)/Fortitude/Half Tail attacks can be made with "Range/Area:
It spits lightning with “Range/Area: 1(10m)/Target".
2(20m)/Shot" to "Target: 1 area (3m ◯Painful Strike
Radius)/5.” It deals “2d+9” lightning and If the 2d roll of the damage roll is 10 or
water/ice magic damage. more, the damage is increased by an
additional +7 points.
Loot
Shiny Hard Outer Skin
2–6 None 12+
(2,600G/Red S)
7 – 11 Hard Outer Skin (800G/Red A)
It is a Mythical Beast similar to a tiger, with red and black tiger stripes on its fur. However,
it is two times larger than an ordinary tiger.
It is characterized by a partially hardened skin from the forehead to the back that makes it
appear armored. Tilgris, in addition to its sharp fangs and claws, uses its tail skillfully and
mercilessly to attack its enemies. In addition, Tilgris has the ability to spit lightning breath,
which has been described as “like a lightning cloud descending directly from the sky.”
They are territorial and exclusive, and it is considered very dangerous to venture into their
territory.
Although they are often regarded as violent because of their ecology, they are also known
to be as intelligent as humans. Although they cannot speak, they can understand human
languages and are not easy to trap.
On the other hand, they are also known to be very faithful to their fellow humanoids, and
some of them have developed friendships with humanoids and act as mounts in the Rider's
Guilds.
394
9 Python
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile
Language: None Habitat: Swamp, Marsh
Rep/Weak: 15/19 Weak Point: Physical damage +2 points
Initiative: 17 Movement Speed: 20(Crawling)/- Fortitude: 12(19) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 12(19) 2d+12 11(18) 9 79 19
Slam (Body) 11(18) 2d+10 10(17) 11 88 19
Tail (Tail) 12(19) 2d+14 10(17) 9 72 12
Sections: 3 (Head / Body / Tail) Main Section: Head
Unique Skills
●All Sections ●Body
◯Poison Immunity ◯Poisonous Fog/11(18)/Fortitude/Half
●Head A poisonous mist is constantly emitted
◯Poison/12 (19)/Fortitude/Neg from the body.
If the Bite hits, it deals 8 poison magic At the end of this monster's turn, all the
damage to the target. characters in the same position (area,
►Poison Spray/11(18)/Fortitude/Half coordinate) as the Body section suffer 2d+6
Within “Range/Area: 2(30m)/Shot" spits poison magic damage.
poison on "Target: 1 Character", dealing ●Tail
2d+9 poison magic damage. 🗨Tail Sweep
This ability cannot be used on consecutive The monster can use its tail to attack up to
turns. 5 targets in the same skirmish. Accuracy
check should be made once, and if multiple
characters are hit, damage should be
determined individually.
This ability cannot be used on consecutive
turns.
Loot
Venom of the Woe Serpent Large Amount of Venom
2 – 11 12+
(1,000G/Red S) (10,000G/Red SS)
It is a poison snake, always spreading poison and noxious gases. Its total length is about 10
meters, but its thick body, covered with black and purple scales, makes it quite a presence.
They intensely hate Humanoid, Barbarous, and all other creatures with intelligence, and
once they encounter one, they will never relent in their attacks until they have completely
defeated it.
395
10 Draconet
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Neutral
Language: Dragonic Habitat: Various
Rep/Weak: 15/20 Weak Point: Physical damage +2 points
Initiative: 17 Movement Speed: 13/25(Flying) Fortitude: 13(20) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Body) 13(20) 2d+14 12(19) 12 105 32
Wing (Wing) 12(19) 2d+9 10(17) 10 66 16
Wing (Wing) 12(19) 2d+9 10(17) 10 66 16
Sections: 2 (Body / Wing x 2) Main Section: Body
Unique Skills
●All Sections ●Wing
◯Fire Immunity 🗨All-Out Attack
●Body A Wing can deal an additional 8 damage
►Flame Breath/11 (18)/Fortitude/Half on its next attack. However, any Evasion
Spits fire at "Target: 1 area(3m Radius)/5" check made by this section this turn receives
within "Range/Area: 2(20m)/Shot" and deals a -3 penalty.
2d+15 fire magic damage. ◯Flight II
This unique skill cannot be used on A Draconet receives a +2 bonus to
consecutive turns. Accuracy and Evasion only for melee
attacks.
If one of the Wings falls to 0 HP or lower,
this unique skill cannot be used.
Loot
Always Dragon Scale (5,000G/Red S) 7+ Dragon Fang (1,200G/Red S) x 2
2–6 Dragon Fang (1,200G/Red S)
“Draconet” is a name used for dragons 100 years or younger, and a Draconet's attitude
reflects its immaturity. Often angry, they will destroy their environment until they either run
out of energy or have leveled their surroundings. However, it is possible to communicate with
a Draconet when they are in a good mood.
As with older dragons, Draconets tend to hoard things with a significant amount of stored
mana, including magical items, Sword Shards, and even whole Swords of Protection. They
loathe to give up any of their hoards but may be convinced if there are appropriate
replacements for the items to be taken. While the most common Draconets breathe fire,
there are subspecies that can also exhale ice, lightning, or poison.
396
12 Kujata
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Mountains
Rep/Weak: 18/24 Weak Point: Wind damage +3 points
Initiative: 17 Movement Speed: 20(4 Legs)/- Fortitude: 15(22) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Horns (Head) 15(22) 2d+16 15(22) 12 101 103
Hoofs (Front) 16(23) 2d+15 14(21) 11 109 44
Hoofs (Back) 15(22) 2d+15 14(21) 11 119 44
Sections: 3 (Head / Front / Back) Main Section: Head
Unique Skills
●Head ●Front & Back
►Fairy Magic 12 Level/Magic Power 15(22) ◯Attack Obstacle = Impossible • +4
Can use earth, water/ice, wind, and light Kujata size hinders attack.
types. The Head cannot be attacked in melee.
◯🗨►Magic Aptitude Against any ranged attacks, Head receives a
They can use the Combat Feats +4 bonus to Evasion checks.
[Targeting], [Magic Convergence], [Magic If the HP of either the Front or Back falls
Control], [Hawk Eye], [Universal to 0 or lower, this unique skill changes to
Metamagic], [Rune Master], and "○Attack Obstacle = +4 • None (only +4
[Wordbreak]. bonus to Head’s Evasion against melee
►Limited Weather Control attack). And if both HPs fall to 0 or lower,
Kujata can change the weather and the unique skill is completely lost.
temperature in a 10 km radius centered on
itself. The weather can be selected from
clear skies to heavy rain/heavy snow with 100
mm of rainfall per hour, cloud cover, and
rainfall (snowfall). Fog and haze can also be
added. This effect works only in
mountainous areas and is also limited to the
weather-temperatures that can occur in that
location and season.
Loot
Always Gems (150G/Gold A) x 2d 7 – 10 Rare Gems (1,500G/Gold S)
Always Gems (300G/Gold A) x 1d 11+ Large Gem (4,000G/Gold S)
2-6 Gems (500G/Gold A)
It is a mythical beast in the form of a huge hairy buffalo that emits blue phosphorescent
light. It has two humps on its back, which crystallize over time and are known to yield high-
quality garnets and rubies.
Legend has it that they are the embodiment of the will of the mountain itself and that they
have the power to control the climate of the mountain where they live, albeit to a limited
extent.
In many mountains, they are revered as mountain saints, and Kujata himself behaves as
such. Although strict in nature, Kujata is basically mild-mannered.
Because of the constant approach of back gem hunters, Kujata’s reaction to Humanoids,
Barbarous, and some Mythical Beasts tends to be one of wariness and caution.
397
15 Sphinx
Intelligence: High Perception: Five senses Disposition: Neutral
Language: All Habitat: Ruins
Rep/Weak: 18/25 Weak Point: Physical damage +2 points
Initiative: 20 Movement Speed: 20 (4 Legs)/40 (Flying) Fortitude: 20 (27) Willpower: 22 (29)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 20(27) 2d+16 17(24) 15 137 194
Claws (Body) 21(28) 2d+13 16(23) 16 147 84
Wing (Wing) 19(26) 2d+10 18(25) 13 81 84
Wing (Wing) 19(26) 2d+10 18(25) 13 81 84
Sections: 4 (Head / Body / Wing x 2) Main Section: Head
Unique Skills
●All Sections ⏩Riddle/20 (27)/Adventurer Level +
◯Mana Resistance Intelligence Modifier/Neg
Reduce all Magic Damage Sphinx receive The Sphinx can ask “Target: 1 Entire
by -5. Character” within “Range/Area:
◯Knowledge Incarnate & Weakness 2(100m)/Target” a riddle. This Riddle
Exploit cannot be prevented even if the target is deaf
Sphinx can make Sage Knowledge checks or dumb. On fail, the target cannot move or
with a standard value of 20. In this case, it perform Major Actions or Minor Actions for
knows combat feat [Sage's Wisdom]. 30 seconds (3 rounds). This effect is of curse
Sphinx deals double damage to other + psychic type.
monster weak points it detected. This unique skill can be used only once per
●Head round.
►Truespeech Magic, Spiritualism Magic, ●Body
Divine Magic, Fairy Magic, Magitech 13 ◯Attack Obstacle = +4 • None
Level/Magic Power 19 (26) Head sections cannot be attacked in melee.
For Fairy Magic, it can use all types of Against any ranged attacks, Body sections
magic up to rank 13. receive a +4 bonus to Evasion checks.
◯Multiple Actions = 3 times This effect disappears when the Body
◯🗨►Magic Aptitude section falls to 0 HP or lower.
The Sphinx can use all Combat Feats that ●Wing
are "Use: Wizard-Type Classes" and [Multi- ◯Flight
Action], [Targeting], [Hawk Eye], All sections receive a +1 bonus to Accuracy
[Metamagic Master], [Marionette], [Mana and Evasion only for melee attacks.
Save], [MP Save/All Wizard-Type Classes], If any of the Wings fall to 0 HP or lower,
and [Wordbreak]. this unique skill cannot be used.
Loot
10 – Engraved Signet Ring
Always Feathers (1,000G/Red S)
12 (5,000G/Gold White S)
Ancient Runestones Mysterious Lithograph
2–9 13+
(2,000G/White S) (10,000G/White SS)
The Sphinx is a mythical beast about 5m tall, with the body of a lion, the wings of an eagle,
and the face of a beautiful human woman. Highly intelligent and powerful wizards in their
own right, Sphinxes can speak any language and cast the most known magic spells, regardless
of Class. Sphinxes are often seen serving as gatekeepers for ancient magicians, welcoming
those who can answer their riddles as friends of the magician. However, failing to come up
with the correct response will lead to a dire fate.
398
18 Greater Dragon
Intelligence: High Perception: Five senses (Darkvision) Disposition: Neutral
Language: Trade Common, Dragonic, Arcana Habitat: Mountains, Caves
Rep/Weak: 18/24 Weak Point: Physical damage +2 points
Initiative: 23 Movement Speed: 20/40(Flying) Fortitude: 24(31) Willpower: 24(31)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 23(30) 2d+21 24(31) 17 170 102
Claws (Body) 24(31) 2d+19 21(28) 19 182 132
Wing (Wing) 21(28) 2d+17 22(29) 14 126 81
Wing (Wing) 22(29) 2d+17 22(29) 14 126 81
Tail (Tail) 22(29) 2d+19 22(29) 18 166 94
Sections: 5 (Head / Body / Wing x 2 / Tail) Main Section: Head
Unique Skills
●All Sections ►Wordbreak
◯Energy Immunity, ◯Fire Immunity Greater Dragon uses [Wordbreak] combat feat
●Head using Head’s Magic Power.
►Truespeech Magic, Spiritualism Magic 15 ◯Attack Obstacle = Impossible • None
Level/Magic Power 20 (27) The Greater Dragon's size hinders attacks.
◯🗨►Magic Aptitude The Head of the Greater Dragon cannot be
The Greater Dragon can use the Combat Feats attacked with melee and ranged attacks. This
[Multi-Action], [Targeting], [Magic Convergence], unique skill is lost when the Body section has 0 or
[Magic Control], [Universal Metamagic], and less HP.
[Rune Master]. ●Wing
►Flame and Brilliant Breath/22 (29)/ ◯Flight II
Fortitude/Half All sections receive a +2 bonus to Accuracy and
Within "Range/Area: 2(50m)/Shot", spits out Evasion only for melee attacks.
breath to "Target: 1 area(6m Radius)/20" and deals If one of the Wings falls to 0 HP or lower, this
magic damage to the target. In this case, the unique skill cannot be used.
monster can arbitrarily choose one of the following 🗨All-Out Attack
two types, which differ in damage and type. A Wing can deal an additional 8 damage on its
Flame Breath. Spits out the fire, dealing 2d+30 next attack. However, any Evasion check made by
fire type. this section this turn receives a -3 penalty.
Brilliant Breath. Spits out an energy mass, 2d+24 ●Tail
energy type. 🗨Tail Sweep
This ability cannot be used in consecutive turns The monster can use its tail to attack up to 5
(whichever breath is used, neither breath can be targets in the same skirmish. An Accuracy check
used in the next turn). should be made once, and if multiple characters
●Body are hit, damage should be determined
◯2 Actions individually.
Can perform two Major Actions in one round. This ability cannot be used on consecutive turns.
Loot
Always Dragon Fang (1,200G/Red S) x 1d 2–9 None
Always Dragon Scale (5,000G/Red S) 10+ Dragon Jewel (10,000G/Gold SS)
It is a mature dragon, about 2,000 years old. Its total length is nearly 20 meters, and its strength rivals
that of the armies of great nations. For this reason, most people think of them more like a natural
disaster than an enemy to be defeated.
They are sensitive and will not tolerate any interference. They will direct all of their dragon clan to
destroy unwanted intruders if they come to their territory uninvited.
They are also well known in history and magic but often cannot remember the details of incredibly
old matters and may add fictional details to fill those gaps.
399
Fairies
Olden Fairies
Multiple Types
An olden fairy has multiple types, and can cast Fairy Magic of each type up
to its own level.
It also has both immunities caused by each type.
400
3 Bannik
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Sylvan Habitat: Hot Springs
Rep/Weak: 10/14 Weak Point: Fire damage + 3 points
Initiative: 10 Movement Speed: 12/12 (Swimming) Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 5(15) 2d+2 3(10) 4 17 24
Unique Skills
◯Type: Water/Ice/Magic Power 5(12) 🗨Magic Aptitude
◯Underwater Aptitude A Bannik can use the Combat Feat
Can move in water without penalties and [Metamagic/Distance].
restrictions. ►Healing Hot Spring
◯Water Body The Bannik can change water into a hot
Bludgeoning weapons treat the Bannik's spring at the optimal temperature for bathing
Defense as 3 points higher. at a rate of 2 MP per 50 liters of water to be
◯Fire Vulnerability changed.
When Bannik is hit by Fire-type damage, it Soaking in the waters for an hour will
takes an extra 3 damage. recover 5 HP and MP, but staying longer
than an hour will not recover.
A spirit that takes the appearance of a nude woman, Banniks are subservient fairies found
around hot springs and other naturally occurring warm water. They only wish to see
cleanliness and may even offer to create a hot spring in order to help travelers wash away dirt
and grime. However, Banniks are known to become irrationally angry if someone dirty
refuses to head to a hot spring and will lash out in anger.
3 Einsel
Intelligence: Average Perception: Five senses Disposition: Friendly
Language: Sylvan Habitat: Null
Rep/Weak: 10/15 Weak Point: Water/Ice damage + 3 points
Initiative: 10 Movement Speed: 13/- Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 5(12) 2d+3 4(11) 3 23 17
Unique Skills
◯Olden/Type: Fire & Dark/Magic Power 1 Character" in fire dust, dealing 2d+2 fire
5(12) magic damage. In addition, the target takes a
►Fire Dance/5(12)/Willpower/Half -2 penalty to Evasion checks for 10 seconds
Within "Range: Touch" wraps the "Target: (1 round).
They are fairies in the shape of a beautiful girl, and the part of their hair that is fire is on
fire. They live in groups of three to five near the fire sources. They are curious and fond of
people and will be nice to anyone kind to them. On the other hand, they will never forgive
those who were hostile to them or have betrayed them and will try to burn them with fire.
401
3 Swarm of Muryans
Intelligence: Average Perception: Five senses Disposition: Friendly
Language: Trade Common, Sylvan Habitat: Forests, Meadows
Rep/Weak: 8/14 Weak Point: Wind type damage +3 points
Initiative: 9 Movement Speed: 11/- Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
None - - 4(11) 5 25 19
Unique Skills
◯Type: Earth/Magic Power 6(13) ►Swarming Attack/Can't
◯Wind Vulnerability Countless Muryans crawl up and bite. The
When the Swarm of Muryans is hit by Wind- Swarm of Muryans deals “2d + 1/5th of
type damage, it takes an extra 3 damage. remaining HP (rounded down)” of physical
🗨Magic Aptitude damage to "Target: 1 Character" within
A Swarm of Muryans can use the Combat "Range: Touch."
Feat [Metamagic/Targets]. ►Basic Spellsongs 1 Level/5(12)/All Areas
◯Swarm (30m Radius)
A Swarm of Muryans is immune to ►[Finale: Summer Vitality]/5(12)
criticals. With "Range: 2(30m)", [Finale: Summer
In addition, Throw or similar attacks deal Vitality] is used to heal HP of "Target: 1
no damage and have no effect. Character" by 2d+3 points. This effect does
The maximum applied damage from not work on undead, constructs and
magic with "Area: Target" and "Target: 1 magitech characters.
Character" is limited to 1 point. This ability cannot be used in consecutive
If this monster is in melee, the combat feat turns. Once a character is affected, it cannot
[Targeting] or [Magic Control] loses its effect be healed again by this monster.
when it targets or includes a character or a
melee area (the center point in Standard
Combat) in the skirmish where it exists.
What appears to be an ant at first is really an exceedingly small earth fairy, dressed in a dark
hat and coat. Muryans are tiny fairies that travel in swarms and will typically be seen as a part
of a large group, rather than individually. Because of their small size, they tend to avoid
conflict when possible and are rather easygoing. If a group of Muryans sees someone who's
not having a good time, they will try and put on a little song and dance to bring some cheer.
402
5 Vila
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Neutral
Language: Trade Common, Sylvan Habitat: Waterfront
Rep/Weak: 13/16 Weak Point: Fire damage + 3 points
Initiative: 11 Movement Speed: 12/12 (Swimming) Fortitude: 7(14) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 7(14) 2d+4 7(14) 6 32 36
Unique Skills
◯Olden/Type: Water/Ice & Dark/Magic For example, if the character sees Vila
Power 8(15) make a melee attack, the character will
◯Underwater Aptitude attempt to execute a Fist (Punch) attack on
Can move in water without penalties and the target of Vila's attack. In this case,
restrictions. Accuracy checks and damage decisions are
◯🗨Magic Aptitude made with the character's stats. If a character
Vila can use the Combat Feats [Targeting] is seen Vila using Fairy Magic, the character
and [Metamagic/Targets]. should cast the same Fairy Magic spell (with
►Inviting Dance/7 (14)/Willpower/Neg the same target, etc.) using the character’s
This effect is of the psychic type and lasts Magic Power. If the character cannot cast
for 3 minutes (18 rounds). this Fairy Magic spell, they only imitate
Within "Range/Area: 1(10m)/Target", Vila vocalization and just waste Major Action on
shows a dance to "Target: 1 Entire this attempt to cast.
Character". If that character fails to When a character with multiple sections is
Willpower, the character will perform the affected by this effect, any one of the sections
same movement and actions on their turn mimics Vila's action. The other sections do
that they saw Vila do immediately prior to not act (except for movement).
turn before this unique skill was used.
Vila is a fairy in the form of a human-sized girl who appears near water sources.
Some say that Vilas's beautiful figure and voice lure men through dance to become their
lovers, while others fear that those captivated by her dance will be lured into the water and
drowned.
403
5 Echo
Intelligence: Average Perception: Five senses Disposition: Friendly
Language: Trade Common, Sylvan Habitat: Mountains
Rep/Weak: 11/15 Weak Point: Earth damage + 3 points
Initiative: 13 Movement Speed: -/22(Flying ) Fortitude: 7(14) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist 7(14) 2d+5 8(15) 4 32 42
Unique Skills
◯Type: Wind/Magic Power 8(15) Echo reproduces only one "Spell with
◯Slashing Immunity Chant", "Spellsong", "Finale", or any other
◯Flight unique skill that uses sound or voice that was
An Echo only receives a +1 bonus to cast from the end of the previous Echo's turn
Accuracy and Evasion for melee attacks. to the beginning of Echo’s current turn. The
◯🗨Magic Aptitude original user's values and abilities are
Echo can use the Combat Feats [Targeting] retained in reproducing the effect, and the
and [Metamagic/Targets]. rolls and range (area) are also the same.
►Echo However, the specific target of the effect is
Echo should be in the same position where redefined arbitrarily by this monster (as if it
they ended her previous round to use this had used it).
ability. Also, it cannot be used in a round in When using this ability, Echo consumes
which Echo moved with Normal Move or "Level (adventurer level, monster level) x 2"
Full Move. points of HP and MP of the original effect
(no MP consumption is required for the
original user at this Echo reuse). Also,
regardless of the type of the original effect,
the use of this ability is a Major Action.
She is a wind fairy who lives in a mountainous area and takes the form of a small girl. She
is shy and does not show herself often, but if you call her, she is sure to return your call.
She is good at imitating voices and has the ability to reproduce exact sounds and voices.
7 Cait Sith
Intelligence: Average Perception: Five senses Disposition: Friendly
Language: Various Habitat: Secluded Regions
Rep/Weak: 9/16 Weak Point: Accuracy +1
Initiative: 13 Movement Speed: 14/- Fortitude: 9(16) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 9(16) 2d+5 10(17) 5 52 52
Unique Skills
◯Olden/Type: Light & Dark/Magic Power ◯Service/11(18)
10(17) The skill allows entertaining guests. Cait
◯🗨Magic Aptitude Sith can use this success value 11(18) for
Echo can use the Combat Feats non-combat Dexterity or Intelligence-based
[Targeting], [Hawk Eye], and [Universal skill checks.
Metamagic].
Cait Sith is an olden fairy. It is an upright, cute cat-like creature, about one meter long. They
like to help anyone in need. They can easily learn languages, and once they hear a language,
they can use it within a short period of time.
404
9 Cu Sith
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Secluded Regions
Rep/Weak: 11/20 Weak Point: Accuracy +1
Initiative: 16 Movement Speed: 22(4 Legs)/- Fortitude: 12(19) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 12(19) 2d+13 12(19) 9 82 66
Unique Skills
◯Olden/Type: Light & Dark/Magic Power who is within “Target: All Areas (20m
10(17) Radius)/All” a 20-meter radius and fails to
🗨Magic Aptitude Willpower suffers a -2 penalty to all checks
They can use the Combat Feat [Multi- for 3 minutes (18 rounds). This effect is of
Action] and [Metamagic/Targets]. psychic type.
⏩Terror Roar/12(19)/Willpower/Neg This ability can only be used once per
It roars in “Range: Caster.” A character round, for a total of three times per day.
Cu Sith are fairies in the form of large dogs, covered with long green fur, and are said to act
as guard dogs for the fairies, often appearing with other fairies or guarding the entrances to
their hiding places.
Because of this role, they are very paranoid about visitors. When they perceive you as an
enemy, they will attack you mercilessly.
405
13 Direach
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Secluded Regions, Alpine
Rep/Weak: 17/20 Weak Point: Accuracy +1
Initiative: 19 Movement Speed: 15(Leap)/- Fortitude: 17(24) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 18(25) 2d+16 15(22) 16 116 109
Unique Skills
◯Olden/Type: Earth & Wind/Magic Power [Magic Control], [Hawk Eye], [Universal
16(23) Metamagic] and [Rune Master].
►Exclusive Spell [Sandstorm] ◯Painful Strike
Casts exclusive Fairy Magic [Mud Spot]. If the 2d roll of the damage roll is 10 or
◯🗨Magic Aptitude more, the damage is increased by an
They can use the Combat Feats [Multi- additional +10 points.
Action], [Targeting], [Magic Convergence],
Direach is a fairy in the form of a one-eyed giant. It has only one arm and one leg each, and
its arm protrudes forward from its chest. From the top of the head to the back, black feathers
roots grow together like a mane.
They are the guardians of the realm of the fairies and warn those who approach them with
a loud and awe-inspiring voice. They wield a single-armed weapon, a club, a flail, or an axe
without mercy if not heeded.
406
13 Nymph
Intelligence: High Perception: Five senses Disposition: Neutral
Language: Trade Common, Sylvan Habitat: Various
Rep/Weak: 16/20 Weak Point: Accuracy +1
Initiative: 17 Movement Speed: -/20(Flying ) Fortitude: 16(23) Willpower: 17(24)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 16(23) 2d+14 16(23) 13 111 114
Unique Skills
◯Type: Light/Magic Power 17(24) ◯🗨►Magic Aptitude
◯Light Protection They can use the Combat Feats
Any magic damage it receives is reduced by [Targeting], [Magic Convergence], [Magic
-5 points. Control], [Hawk Eye], [Universal
◯Flight Metamagic], [Rune Master], and
They receive a +1 bonus to Accuracy and [Wordbreak].
Evasion only for melee attacks.
It is a fairy in shape glowing, naked girl. On her back are two pairs of transparent wings. She
is tolerant of all living beings and grants them the benefits of Fairy Magic as much as they
desire. However, she is strict against those who destroy nature and those who wish to die
senselessly and tries to get rid of them after giving them a warning by making her whole body
glow strongly.
15 Amalthea
Intelligence: High Perception: Five senses Disposition: Friendly
Language: Trade Common, Sylvan Habitat: Secluded Regions
Rep/Weak: 19/21 Weak Point: Physical damage +2 points
Initiative: 20 Movement Speed: 22/- Fortitude: 19(26) Willpower: 20(27)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fists 19(26) 2d+16 19(26) 19 135 123
Unique Skills
◯Olden/Type: Light & Dark/Magic Power the first time it performs an Evasion,
19(26) Fortitude, Willpower, or Death Check
◯🗨►Magic Aptitude afterward. This effect lasts until the
They can use the Combat Feats automatic success occurs, or for 3 minutes
[Targeting], [Magic Convergence], [Magic (18 rounds). Suppose the target receives this
Control], [Hawk Eye], [Universal effect more than once during the duration.
Metamagic], [Rune Master], and In that case, only the HP recovery effect
[Wordbreak]. occurs, and the automatic success effect of
►Horn of Fertility/Can’t the check does not accumulate (the target
Amalthea touches “Target: 1 Character” gains the right to automatic success on a
with "Range: Touch" to restore its 100 HP. different check).
At the same time, the target gains the effect Also, undead, construct, and magitech
of automatic success without rolling any dice characters are immune to this ability.
Amalthea is a fairy who appears in the form of a slightly plump, rounded female figure,
holding in her hand's magical horn that can heal and bring luck.
She is called the Mother of Fairies and guards the secluded regions where they live.
407
15 Skadi
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Cold Region, Snow Mountain
Rep/Weak: 18/21 Weak Point: Fire & Earth damage + 3 points
Initiative: 21 Movement Speed: -/44(Flying) Fortitude: 19(26) Willpower: 19(26)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Slam 20(27) 2d+18 19(26) 21 136 122
Unique Skills
◯Olden/Type: Water/Ice & Wind/Magic ⏩Icicle Spear/21(28)/Fortitude/Half
Power 18(25) With “Range/Area: 2(30m)/Shot" throws a
◯Slashing Immunity spear made of ice and snow at "Target: 1
◯Flame/Earth Vulnerability Character” and deals 2d+20 water/ice magic
When the Skadi is hit by Fire-type or Earth- damage to the target.
type damage, it takes an extra 3 damage. This ability can be used up to 5 times per
◯Flight round (10 seconds), but cannot be used on
A Skadi receives a +1 bonus to Accuracy the same target in the same turn. If it uses
and Evasion only for melee attacks. this ability more than 3 times, it cannot cast
🗨►Magic Aptitude spells on its turn.
They can use the Combat Feats [Multi-
Action], [Targeting], [Magic Convergence],
[Magic Control Universal Metamagic],
[Rune Master] and [Wordbreak].
An ephemeral fairy of snow and ice, Skadis are beautiful women, often with an innocently
sly smile on their face. With frozen armor and an icicle spear, they are at home in the middle
of freezing weather. Skadis are drawn to strong men and will occasionally give them a jewel
to call on the fairy in times of need. When such a gifted man dies, the Skadi will take the
corpse away, and it is said that the body is stored in the Skadi's ice palace deep within the
snowy mountains.
408
17 Efreet
Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Volcanoes, Labyrinths, Ruins
Rep/Weak: 19/22 Weak Point: Water/Ice damage + 3 points
Initiative: 23 Movement Speed: -/40(Flying ) Fortitude: 23(30) Willpower: 23(30)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fists (Upper Body) 22(29) 2d+17 20(27) 19 154 133
Kick (Lower Body) 21(28) 2d+19 20(27) 19 146 41
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
●All Sections ●Upper Body
◯Type: Fire/Magic Power 22(29) ◯🗨►Magic Aptitude
Only the Upper Body section can cast They can use the Combat Feats [Multi-
spells. Action], [Targeting], [Magic Convergence],
◯Water/Ice Vulnerability [Magic Control], [Hawk Eye], [Universal
When the Efreet is hit by Water/Ice-type Metamagic], and [Wordbreak].
damage, it takes an extra 3 damage. ⏩Dance of Flame/22(29)/Fortitude/Half
◯Flight Within "Range: Caster," with a dance,
An Efreet receives a +1 bonus to Accuracy scatters burning fire and deals 2d+22 fire
and Evasion only for melee attacks. magic damage to "Target: All Areas (30m
◯Multiple Actions = 2 times Radius)/All".
►Twin Strike & Double Attack This unique skill can only be used once per
An Efreet can make two attacks each round.
round, though each attack requires its own ►Flame Ruler/Can’t
Accuracy check. They may choose to attack Within “Range/Area: 2(100m)/Target"
different characters with each attack. cancels the racial ability [Sword's Grace
🗨Fire Mana Strike = +22 damage /Body Of Flame] of "Target: 1 Character" for
An Efreet can deal an additional +22 10 seconds (1 round).
damage on their next attack and turn the ●Lower Body
attacks into fire-type damage. At risk, it takes ◯Attack Obstacle = Impossible • +4
a -2 penalty to its Fortitude and Willpower Efreet size hinders attack.
checks. The Upper Body cannot be attacked in
melee. Against any ranged attacks, Head
receives a +4 bonus to Evasion checks.
This effect disappears when the Lower
Body falls to 0 HP or lower.
Efreet are 5m tall giant volcanic fairies, often appearing as great horned humans wreathed
in flame. Found in volcanos and deep caves near Salamanders, Efreets will rarely appear to
outsiders. Although usually cheerful, they tend to lose their temper quickly, and a raging
Efreet will turn everything around into charcoal instantly.
409
17 Titan
Intelligence: High Perception: Five senses Disposition: Neutral
Language: Sylvan Habitat: Mountains, Wilderness, Ruins
Rep/Weak: 19/22 Weak Point: Wind damage +3 points
Initiative: 21 Movement Speed: 24/- Fortitude: 24(31) Willpower: 22(29)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fists (Upper Body) 22(29) 2d+19 19(26) 21 158 129
Kick (Lower Body) 22(29) 2d+19 19(26) 21 166 37
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
●All Sections If this effect is applied while the target is not
◯Type: Earth/Magic Power 22(29) touching the ground, the flying distance is 40
Only the Upper Body section can cast meters (Standard Combat), and the falling
spells. damage is 60 points (both in Simplified
◯Wind Vulnerability Combat and Standard Combat).
When the Titan is hit by Wind-type ►King of Earth/Can’t
damage, it takes an extra 3 damage. Within “Range/Area: 2(100m)/Target"
◯Multiple Actions = 2 times cancels the racial ability [Sword's Grace
►Twin Strike & Double Attack /Change Fate] of "Target: 1 Character" for 10
A Titan can make two attacks each round, seconds (1 round).
though each attack requires its own Accuracy ●Lower Body
check. They may choose to attack different ◯Earth's Vitality
characters with each attack. This ability is active only when the HP of
●Upper Body the Lower Body is more than 1 and less than
🗨Earth Mana Strike = +22 damage half of the maximum value (rounding up).
A Titan can deal an additional +22 damage At the end of the monster’s turn, Lower
on their next attack and turn the attacks into Body recovers 20 HP.
earth-type damage. At risk, it takes a -2 ►Earth Rumble/22(29)/Fortitude/Half
penalty to its Fortitude and Willpower The earth vibrates, shaking the space
checks. around it. Within “Range: Caster," Titan
◯🗨►Magic Aptitude deals 2d+20 earth magic damage to "Target:
They can use the Combat Feats [Multi- All Areas (30m Radius)/All".
Action], [Targeting], [Magic Convergence], ◯Attack Obstacle = Impossible • +4
[Magic Control], [Hawk Eye], [Universal Titan size hinders attack.
Metamagic], and [Wordbreak]. The Upper Body cannot be attacked in
◯Knock Out melee. Against any ranged attacks, Head
If the fist hits the target, the target is sent to receives a +4 bonus to Evasion checks.
the rearguard area of their faction This effect disappears when the Lower
(Simplified Combat) or to any direction Body falls to 0 HP or lower.
chosen by this monster (Standard Combat)
for 30 meters and falls prone, taking 45
points of falling damage.
This fairy is a beautiful giant about 5 meters tall, and she lives with Dryads and Gnomes,
singing and making merry. They hate to be disturbed, preferring places where even animals
do not come close, such as deep in the mountains or in the wilderness. They are s a good-
natured and amiable person and take very good care of those with whom they have shared a
banquet.
410
Daemons
2 Imp
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Youma, Daemonic Habitat: Various
Rep/Weak: 12/15 Weak Point: Slashing damage +3
Initiative: 9 Movement Speed: 10/10(Flying) Fortitude: 3(10) Willpower: 4(11)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Tail 3(10) 2d+3 4(11) 2 16 22
Unique Skills
►Divine Magic 2 Level/Magic Power 4(11) ◯Paralyzing Poison/3(10)/Fortitude/Neg
◯Flight If the Imp hits with its Tail attack that
An Imp receives a +1 bonus to Accuracy inflicts 1 or more applied damage, the target
and Evasion only for melee attacks. receives a -2 penalty to Evasion checks for 30
seconds (3 rounds).
This effect is not cumulative and is of the
poison type.
Loot
Always Daemon's Blood (100G/Red A) 9+ Poison Tail (150G/Red A)
2–8 None
Imps are small hairless daemons with brown skin, bat-like wings, and a tail pointed like a
spear. Often used as messengers for the Daemons, Imps are typically sent to help others who
may do the work of the Daemons. As such, seeing an Imp nearby may mean stronger
Daemons are not far off.
411
3 Nuzumal
Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Labyrinths, Ruins, Swamps
Rep/Weak: 12/14 Weak Point: Fire damage + 3 points
Initiative: 10 Movement Speed: 10(4 Legs)/10(Swimming) Fortitude: 4(11) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 4(11) 2d+4 4(11) 3 22 22
Unique Skills
◯Underwater Aptitude ►Greenblood Curse/4(11)/Willpower/Half
Can move in water without penalties and Nuzumal with a “Range: Touch” deals
restrictions. 2d+2 curse magic damage to “Target: 1
Character”. Using this ability consumes 4
points of its HP and MP each.
Loot
Always Daemon's Blood (100G/Red A) 7+ Daemon's Blood (100G/Red A)
2–6 None
Nuzumal is a small daemon, about 1.2 meters tall. Its green skin resembles that of
amphibians, and its head is also reminiscent of a frog, with large protruding eyes and a wide,
side-slit mouth.
The green blood they shed has cursed power that burns the skin of those it touches.
It is said that they like humidity, lives in swamps and other places, and attack in groups,
dragging their poor victims with them.
412
4 Abyss Minions
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Shallows
Rep/Weak: 11/14 Weak Point: Accuracy +1
Initiative: 11 Movement Speed: -/14(Flying) Fortitude: 6(13) Willpower: 6(13)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Spear (Right) 6(13) 2d+5 6(13) 4 32 15
Spear (Left) 6(13) 2d+5 6(13) 4 32 15
Sections: 2 (Right / Left) Main Section: None
Unique Skills
●All Sections This ability is lost when the HP of either
◯Flight Right of Left sections falls to 1 or less.
Abyss Minions receive a +1 bonus to ►Cross Strike/7(14)/Evasion/Neg
Accuracy and Evasion only for melee It attacks with melee attack 1 character
attacks. simultaneously dealing 2d+10 physical
◯Twin Daemons damage.
At first glance, the Right and Left sections This ability cannot be used when Major
are indistinguishable. If the character Action has been completed for either Right
performs a melee attack, a ranged attack, or of Left section. Also, if it uses this ability, the
a "Target: 1 Character" spell or effect on one Major Action of both sections will be
of these sections, roll 1d. If the result is 1-2, completed.
the opposite section, which is different from
the targeted section, will be affected. If both
sections are targeted at the same time, this
effect does not occur.
Loot
Dirty Weapons (300G/Black
Always Daemon's Blood (100G/Red A) 10+
White A)
2–9 None
Daemon's spires are seen flying around in the sky, mainly in Shallow Abyss.
They look like two small, winged child-like Daemons connected by their long intertwined
tails. The two are never separated and are therefore recognized as a single Daemon. Their
consciousnesses seem to be completely synchronized, and their coordinated attacks are as
threatening as those of a skilled swordsman with two swords.
There have been reports of seeing three or more bodies connected by a tail, but the
possibility of misidentification or assumption has not been ruled out, and the information has
yet to be confirmed.
413
5 Movkira
Intelligence: Animal Perception: Five senses (Darkvision) Disposition: Hostile
Language: None Habitat: Ruins, Shallows
Rep/Weak: 12/16 Weak Point: Physical damage +2 points
Initiative: 12 Movement Speed: 18(Many Legs)/- Fortitude: 7(14) Willpower: 7(14)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Tentacles (Head) 7(14) 2d+3 7(14) 4 38 25
Legs (Chest) 7(14) 2d+5 6(13) 6 39 22
Needles (Belly) 7(14) 2d+7 6(13) 3 40 19
Sections: 3 (Head / Chest / Belly) Main Section: Head
Unique Skills
●Head ●Belly
◯Bloodsucking/Can’t ◯Hallucinogenic Poison Needle/6(13)/
When a Tentacle attack hits, it deals 3 fixed Fortitude/Neg
damage to the target in addition to the The target cannot use weapon attacks, cast
normal physical damage. At the same time, spells, or other unique skills that might make
Head section’s HP is recovered by 3 points. any section of this monster a target, or
●Chest include any section of this monster as a
►Fasten with Many target, or make any section of this monster a
Legs/8(15)/Evasion/Neg target, even if probable, for the next 10
Within "Range: Touch" captures "Target: 1 seconds (1 round). If the target has multiple
Character" with its eight legs and tightens sections, this effect is applied to all sections.
them. The target is dealt “2d + Chest This effect of poison type.
section’s HP/5 (rounded up)” physical
damage.
Loot
Always Daemon's Blood (100G/Red A) 9 – 10 Poison Stinger (100G/Red A)
Poison Stinger with Intact Poison
2–8 None 11+
Sac (800G/Red A)
This is a spider-like Daemon with a complex purple pattern on its belly. Numerous tentacles
extend from the jaws of the spider, and when connect, they drain the life of a living being.
Tail needles have a poison that makes the target hallucinate.
414
6 Zalbard
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Ruins, Shallow
Rep/Weak: 13/18 Weak Point: Accuracy +1
Initiative: 14 Movement Speed: 14/20(Flying) Fortitude: 10(17) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 8(15) 2d+12 8(15) 4 54 34
Unique Skills
►Divine Magic 4 Level/Magic Power 7(14) ►Flame Breath/9(16)/Fortitude/Half
◯Flight A Zalbard breathes a gout of flame with
A Zalbard receives a +1 bonus to Accuracy “Range/Area: 1(10m)/Shot” at “Target: 1
and Evasion only for melee attacks. Character”, dealing 2d+8 fire magic damage.
Loot
Daemon's Earrings (260G/Gold
Always Daemon's Blood (100G/Red A) 7–8
White A)
Daemon's Ring (600G/Gold
2–6 None 9+
White A)
It is a bright red lower Daemon with cortical wings and big horns. It is over 3 meters tall
and has flaming red eyes. It can fly with its wings on its back and sometimes attacks with fire
from the sky. It is often encountered in ruins and is estimated to be one of the most frequently
summoned and used Daemons during the Magic Civilization Period.
415
7 Sihalus
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Arcana, Daemonic Habitat: Ruins
Rep/Weak: 15/18 Weak Point: Fire damage + 3 points
Initiative: 14 Movement Speed: 15(4 Legs)/- Fortitude: 10(17) Willpower: 9(16)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Tongue (Head) 9(16) 2d+10 9(16) 8 61 23
Arm (Right Side) 10(17) 2d+8 8(15) 9 56 18
Arm (Left Side) 10(17) 2d+8 8(15) 9 56 18
Tail (Tail) 9(16) 2d+9 8(15) 7 51 12
Sections: 4 (Head / Right Side / Left Side / Tail) Main Section: Head
Unique Skills
●All Sections ◯Attack Obstacle = +4 • +4
◯Semi-Transparent Body The giant body hinders attacks.
The whole body is semi-transparent. The Head section gains a +4 bonus to
This monster does not create any shielding, Evasion checks against melee and ranged
even if it is on the battlefield. Also, it is attacks.
invisible to characters in a different area This effect disappears when either Rider or
(Simplified Combat) or at a distance of more Left Side section falls to 0 HP or lower.
than 10 meters (Standard Combat). ●Tail
●Head 🗨Tail Sweep
►Truespeech Magic 6 Level/Magic Power The monster can use its tail to attack up to
8(15) 3 targets in the same skirmish. Accuracy
◯🗨Magic Aptitude check should be made once; if multiple
They can use the Combat Feats characters are hit, damage should be
[Targeting], [Magic Convergence], [Magic determined individually.
Control], and [Metamagic/Targets]. This ability cannot be used on consecutive
●Right Side/Left Side turns.
◯Painful Strike ►Curse of Translucency/9(16)/Willpower/
If the 2d roll of the damage roll is 10 or Neg
more, the damage is increased by an Within "Range/Area: 2(20m)/Shot", the
additional +5 points. monster shoots an invisible wave from the tip
of the Tail at "Target: 1 Character". The
target gains the [◯Semi-Transparent Body]
unique skill. This effect is permanent of a
curse type.
Loot
Transparent Crystal (500G/Gold
Always Daemon's Blood (100G/Red A) 10+
Red A)
2–9 Clear Jewel (200G/Gold Red A)
It is a lower Daemon with a semi-transparent, reptilian-like appearance. It is about 4m long
and attacks its opponent with a long bright red tongue.
Because of their ecology, they are very rare to find, and those that are found are almost
without exception preyed upon.
416
8 Terror Beast
Intelligence: Low Perception: Five senses Disposition: Hostile
Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 14/18 Weak Point: Energy damage +3 points
Initiative: 15 Movement Speed: 22(4 Legs)/- Fortitude: 11(18) Willpower: 10(17)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite 11(18) 2d+8 11(18) 7 66 28
Unique Skills
◯Poison Immunity, ◯Disease Immunity ◯Corrosive Poison/11(18)/Fortitude/Neg
►Divine Magic 4 Level/Magic Power 6(13) The target is poisoned if the Bite attack
🗨Magic Aptitude deals at least 1 point of applied damage.
A Redrug can use the Combat Feats [Multi- A poisoned character immediately suffers
Action] and [Metamagic/Targets]. 2d-5 poison magic damage (minimum 0) and
◯Dreadful/9(16)/Willpower/Neg continues to suffer the same damage on each
Anyone who sees the Terror Beast receives of its turns (no Fortitude check is needed).
a -2 penalty to all action checks due to fear This effect lasts as long as it is not cured but
for 10 seconds (1 round). A Willpower is not cumulative.
check against this effect must be made at the ◯Regeneration = 10 points
beginning of each character's turn. This At the end of each round, Terror Beast
effect is of a psychic type. recovers 10 HP. This has no effect if Terror
Beast has 0 HP or lower.
Loot
Always Daemon's Blood (100G/Red A) Always Daemon’s Fangs (300G/Red A)
The Terror Beasts are considered the higher form of the Aetherbeasts (see CR I, p. 429).
It is about the size of a cow and four-legged, but it has a horrifying and bizarre appearance,
and its body is constantly decomposing and regenerating. It emits an unpleasant odor, and
those who see it can be weakened by fear.
They often follow other daemons and are known to act in groups. Their fangs are
poisonous, and those that are bitten will surely die as their bodies slowly rot.
417
9 Godbell
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 16/19 Weak Point: Physical damage +2 points
Initiative: 16 Movement Speed: 15/- Fortitude: 12(19) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws 12(19) 2d+11 11(18) 10 94 32
Unique Skills
◯Complete Invisibility ►Space Warp
Godbell is always invisible. See rules for The monster can move 2 meters through
invisibility (see CR II, p. 69). the space itself without being affected by any
◯Invisible Assassin/20/Danger Sense/Neg obstacles or magic effects. There must be no
If a character approaches a location where other objects or characters at the destination.
this monster is lurking, they need to make a Note that this ability has a very limited
Danger Sense check with target number 20. effect in combat (it is meaningless in
If they fail, they will be taken by surprise by Simplified Combat, and even in Standard
this monster. Combat, the distance is insufficient to get
►Twin Strike & Double Attack past the skirmish).
A Godbell can make two Talons attacks
each round. They may choose to attack
different characters with each attack.
Loot
Crystallized Daemon’s Blood Transparent Leather
Always 11+
(800G/Red A) (1,400G/Red S)
2 – 10 None
Godbells are subservient daemons, also known as “formless daemons.” They are
completely invisible, even after death, so their true appearance is unknown. Their unique
skills, however, allow Godbells to be extraordinary assassins.
It is feared as a Daemon that is difficult to counter since it can permeate space and can slip
through walls to surprise its enemies.
418
10 Melbiz
Intelligence: Average Perception: Five senses (Darkvision) Disposition: Hostile
Language: Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 16/20 Weak Point: Fire damage + 3 points
Initiative: 16 Movement Speed: 13/20 (Swimming) Fortitude: 13(20) Willpower: 12(19)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws (Upper Body) 13(20) 2d+13 12(19) 12 95 33
Tail (Lower Body) 12(19) 2d+10 11(18) 11 82 25
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
●All Sections This effect is cumulative, and if Defense
◯Poison Immunity, ◯Disease Immunity becomes 0, it will be completely destroyed.
◯Underwater Aptitude Armor with reduced Defense can be
Can move in water without penalties and repaired by paying 10% (up to 90%) of the
restrictions. armor's price for each reduction.
●Upper Body Each time a character with the monster
►Twin Strike & Double Attack data is affected by this effect, its Defense is
A Melbiz can make two Talons attacks reduced by -1. The effect is cumulative but
each round. They may choose to attack only down to 0. Defense is restored by +1
different characters with each attack. point per day.
►Acid Saliva/12(19)/Evasion/Neg, If this ability is used underwater, the acid
Underwater/Can't will dissolve and spread in the water, having
The Melbiz spits a gob of acid with "Range: Caster" "Target: 1 area (5m
“Range/Area: 2(20)m/Shot” and “Target: 1 Radius)/15” “Resistance: Can't” and deal 2d
Character” and deals 2d+7 poison physical poison magic damage. This form of attack
damage. In addition, the target's armor and cannot be evaded but also does not damage
defense are damaged. armor.
If the target is a character that has PC data, This unique skill cannot be used on
the Defense of any equipped armor or shield consecutive turns.
chosen by the target must be reduced by -1.
Loot
Crystallized Daemon’s Blood
Always 9 – 12 Daemon’s Horn (600G/Red A)
(800G/Red A)
Green Scales (1,600G/Gold Red
2–8 None 13+
S)
Melbiz is a low-rank daemon adapted to water, sporting shiny green scales and a dorsal fin.
Standing just slightly taller than an average human at 2.5m tall, they are adapted to the water
and will sneak into civilized lands through rivers and canals. High-ranking daemons will often
use a contingent of Melbiz to spearhead an attack, coming from the water to attack
unsuspecting cities.
419
11 Sallytegane
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade Common, Daemonic Habitat: Mountains
Rep/Weak: 18/21 Weak Point: Magic damage +2 points
Initiative: 18 Movement Speed: -/20(Flying) Fortitude: 14(21) Willpower: 14(21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Mouth (Body) 13(20) 2d+10 13(20) 10 107 66
Wings (Wings) 14(21) 2d+12 13(20) 8 85 31
Sections: 2 (Body / Wings) Main Section: Body
Unique Skills
●Body ●Wings
►Divine Magic 10 Level/Magic Power ◯Flight
13(20) All sections receive a +1 bonus to Accuracy
◯🗨Magic Aptitude and Evasion only for melee attacks.
They can use the Combat Feats [Multi- If the Wings section falls to 0 HP or lower,
Action], [Targeting], and this unique skill cannot be used.
[Metamagic/Targets]. 🗨All-Out Attack
⏩Strange Smell/13(20)/Fortitude/Neg Wings can deal an additional 8 damage on
All the body's holes within “Range: Caster” its next attack. However, any Evasion check
emit a foul odor. All characters in the same made by this section this turn receives a -3
position (area, coordinate) as the Body penalty.
section receive a -2 penalty to Willpower for ⏩High Mobility
3 minutes (18 rounds). The skin covering the wings is peeled off,
This ability can be used only once per exposing the flesh and increasing mobility.
round, and when used, it consumes 5 MP of For 3 minutes (18 rounds), the bonus to
the Body section and can be used only once Accuracy check Evasion checks from
per round. [◯Flight] for all sections is increased to +2.
This effect is of a disease type. On the other hand, the Defense of Wings
section is reduced by -4.
This effect can be used only when the
Wings section's HP is 40 or less, and once it
is used, it cannot be canceled by the
monster’s will.
Loot
Crystallized Daemon’s Blood Large Calcareous Fragments
Always 12+
(800G/Red A) (3,000G/Black S)
Calcareous Fragments
2 – 11
(300G/Black A) x 1d
This is a white, lower Daemon, about 3m long, in the shape of a white bug, with four
beautiful bird feathers. Its white body surface, including its wings, is not covered with feathers
but rather hard rocks.
Its body emits an intense odor that pierces the nose.
It is said that it is arrogant and always looks down on others, especially those who give it
orders, and that it will always rebel.
420
13 Foregone
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade Common, Daemonic Habitat: Labyrinths , Ruins
Rep/Weak: 18/22 Weak Point: Magic damage +2 points
Initiative: 19 Movement Speed: 16/- Fortitude: 17(24) Willpower: 17(24)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Horns (Head) 16(23) 2d+16 16(23) 15 118 98
Claws (Body) 17(24) 2d+14 17(24) 14 128 33
Kick (Legs) 16(23) 2d+14 15(22) 15 111 26
Sections: 3 (Head / Body / Legs) Main Section: Head
Unique Skills
●Head ◯Attack Obstacle = Impossible • +4
►Divine Magic 12 Level/Magic Power Foregone size hinders attack.
16(23) The Head cannot be attacked in melee.
🗨►Magic Aptitude Against any ranged attacks, Head receives a
A Foregone can use the Combat Feats +4 bonus to Evasion checks.
[Metamagic/Targets], [Multi-Action], and When the Body falls to 0 HP or lower, this
[Wordbreak]. effect disappears.
●Body ●Legs
►Twin Strike & Double Attack ◯Kneel
A Foregone can make two Talons attacks If the HP of the Legs section is less than 0,
each round. They may choose to attack the Body section receives a -2 penalty on
different characters with each attack. Accuracy and Evasion checks.
Loot
Crystallized Daemon’s Blood
Always 9 – 12 Daemon’s Horn (600G/Red A)
(800G/Red A)
Large Daemon’s Horn
2–8 None 13+
(1,400G/Red S)
A lesser daemon, Foregones are 6m tall giants, with red-black skin, with one horn
protruding from their forehead and the lower body of a goat.
421
14 Vangiga
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade Common, Daemonic Habitat: Ruins, Shallow
Rep/Weak: 18/22 Weak Point: Slashing damage +3 points
Initiative: 20 Movement Speed: 15/- Fortitude: 16(23) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Kick (Body) 18(25) 2d+19 16(23) 15 133 109
Hand Sword (Eye Hand) 19(26) 2d+16 17(24) 12 98 29
Hand Sword (Eye Hand) 19(26) 2d+16 17(24) 12 98 29
Hand Sword (Ear Hand) 18(25) 2d+16 17(24) 12 98 29
Hand Sword (Ear Hand) 18(25) 2d+16 17(24) 12 98 29
Hand Sword (Nose Hand) 18(25) 2d+16 17(24) 12 98 29
Bite (Mouth Hand) 18(25) 2d+18 17(24) 12 98 29
Sections: 7 (Body / Eye Hand x 2 / Ear Hand x 2 / Nose Hand / Mouth Hand)
Main Section: Body
Unique Skills
●Body ●Nose Hands
►Spiritualism Magic 12 Level /Magic Power ◯Memorize the Smell
16(23) If Nose Hand performs an Accuracy check,
◯🗨►Magic Aptitude regardless of the success or failure of the check,
They can use the Combat Feats [Multi- Body and Nose Hand sections gain a +2 bonus
Action], [Targeting], [Magic Convergence], to Accuracy checks against the target. This
[Magic Control], [Amber Eye], [Universal effect is not cumulative and is removed when
Metamagic], [Rune Master], and [Wordbreak]. the Nose Hand section HP becomes 0 or less.
●All Hands ●Mouth Hand
◯Long Arms ◯Bloodsucking
Hands can do melee attacks with When a Bite attack hits, the HP of any one
"Range/Area: 1(10m)/Target". section of this monster is recovered by the same
●Eye Hands value as applied damage. The monster can
◯Sight Augmentation choose which section to heal after each attack,
The Body section gains a +2 bonus to Evasion and applied damage is calculated. However, the
checks for each healthy Eye Hand section. section whose HP is 0 or less cannot be
●Ear Hands selected for heal.
◯Hearing Augmentation
This monster gains a +2 bonus to Fortitude
and Willpower checks for each healthy Ear
Hand section.
Loot
Crystallized Great Daemon’s
Always 7–9 Creepy Arm (700G/Red A)
Blood (1,600G/Red S)
2–6 Twitching Arm (200G/Red A) 10+ Ominous Arm (2,500G/Red S)
It is a high-rank Daemon with a monkey-like appearance, but instead of the usual shoulders
and arms, it has six long arms sprouting from its back. On the palm of each arm, there are
facial parts such as eyes and ears (the original face also has eyes and noses).
As additional sensory organs, these hands give them high perception and make them adept
at avoiding danger.
It is said that this Daemon is the type of person who plans each action. When this Daemon
appears in Shallow Abyss, it is said to be filled with countless traps and tricks.
422
15 Doppelganger
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade Common, Arcana, Daemonic Habitat: Labyrinths , Ruins
Rep/Weak: 19/23 Weak Point: Slashing damage +3 points
Initiative: 21 Movement Speed: 18/- Fortitude: 21(28) Willpower: 21(28)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws (Upper Body) 20(27) 2d+18 18(25) 16 135 108
Trample (Lower Body) 19(26) 2d+21 17(24) 16 143 32
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
●All Sections ●Upper Body
►Shapeshift ►Truespeech Magic 15 Level/Magic Power
The Doppelganger can change its shape 21(28)
into another's, with the quality of the ◯🗨►Magic Aptitude
transformation based on the time the A Doppelganger can use the Combat Feats
Doppelganger has observed the target. A [Targeting], [Magic Convergence], [Magic
quick glance at a target allows the Control], [Metamagic/Targets], [Multi-
Doppelganger to copy the target's physical Action], [Rune Master], and [Wordbreak].
appearance, including any belongings. One ●Lower Body
minute's observation (6 rounds) allows for ◯Attack Obstacle = +4 • None
copying the target's tone and mannerisms, Upper Body sections cannot be attacked in
while one hour's observation gives a melee. Against any ranged attacks, Upper
complete copy of the target's abilities and Body sections receive a +4 bonus to Evasion
memory. This last transformation will also checks.
allow the Doppelganger access to any This effect disappears when the Lower
Classes and spells the target may have Body section falls to 0 HP or lower.
learned. This unique skill lasts until the
Doppelganger reverts to its base form, taking
Major Action to do so.
Loot
Crystallized Great Daemon’s
Always 8 – 12 Black Hide (4,600G/Red S)
Blood (1,600G/Red S)
2–7 None 13+ Shadowy Hide (12,000G/Red SS)
One of the high-rank daemons, a Doppelganger's base form, is that of a black-skinned giant
3m tall. A single red line splits the face where its mouth would be, but its face is otherwise
featureless. This Daemon has the ability to shapeshift into the target it has observed, and its
usual method is to kill the target, take its place, and enter the Humanoid society to plot secret
evil, causing suspicion and confusion in the society.
423
16 Lada Adroda
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade Common, Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 19/24 Weak Point: Slashing damage +3 points
Initiative: 22 Movement Speed: 15/20(Flying) Fortitude: 22(29) Willpower: 21(28)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 20(27) 2d+20 20(27) 15 135 114
Bite (Head) 20(27) 2d+20 20(27) 15 135 114
Claws (Body) 21(28) 2d+18 18(25) 15 146 52
Wing (Wing) 18(25) 2d+16 19(26) 13 82 39
Wing (Wing) 18(25) 2d+16 19(26) 13 82 39
Tail (Tail) 20(27) 2d+17 18(25) 14 133 48
Sections: 6 (Head x 2 / Body / Wing x 2 / Tail) Main Section: Head (All)
Unique Skills
●All Sections ●Body
◯Poison Immunity, ◯Disease Immunity ►Twin Strike & Double Attack
●Head A Lady Adroda can make two Talons
►Divine Magic 15 Level/Magic Power attacks each round. They may choose to
21(28) attack different characters with each attack.
◯🗨►Magic Aptitude ◯Attack Obstacle = +4 • None
A Lada Adroda can use the Combat Feats Head sections cannot be attacked in melee.
[Targeting], [Magic Convergence], [Magic Against any ranged attacks, Head sections
Control], [Metamagic/Targets], [Hawk Eye], receive a +4 bonus to Evasion checks.
[Multi-Action], [Rune Master], and This effect disappears when the Body
[Wordbreak]. section falls to 0 HP or lower.
⏩△Techniques ●Wing
A Lada Adroda can use the [Gazelle Feet], ◯Flight
[Cat's Eyes], [Recovery (10 pts.)], [Scale All sections receive a +1 bonus to Accuracy
Leggings], [Strong Blood], [Beetleskin], and Evasion only for melee attacks.
[Bear Muscle], [Centaur Legs], [Giant Arms] If one of the Wings falls to 0 HP or lower,
and [Daemonfinger] Techniques. this unique skill cannot be used.
◯Deadly Poison/22(29)/Fortitude/Neg ●Tail
If a Bite attack hits and deals 1 or more 🗨Tail Sweep
points of applied damage, the target receives The monster can use its tail to attack up to
extra 2d+12 poison magic damage. 5 targets in the same skirmish. Accuracy
check should be made once; if multiple
characters are hit, damage should be
determined individually.
This ability cannot be used on consecutive
turns.
Loot
Crystallized Great Daemon’s Great Daemon’s Horn
Always 8 – 12
Blood (1,600G/Red S) (4,800G/Red S)
Large Great Daemon’s Horn
2–7 None 13+
(12,900G/Red SS)
Lada Adroda is a high-ranking daemon in the same family as the Ragnakang. However, the
Lada Adroda is much larger and has two heads instead of one. These daemons are
commonly seen as commanders of daemon attacks and incursions, and hundreds of lesser
daemons wait at their disposal.
424
17 Endertuz
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade Common, Daemonic, Arcana Habitat: Ruins
Rep/Weak: 26/28 Weak Point: Bludgeoning damage +3 points
Initiative: 23 Movement Speed: 15/- Fortitude: 21(28) Willpower: 23(30)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fists (Maiden) 22(29) 2d+20 21(28) 10 145 102
None (Pearl) - - 22(29) 15 155 128
Ivy (Ivy) x 4 23(30) 2d+24 19(26) 12 125 33
Sections: 6 (Maiden / Pearl / Ivy x 4) Main Section: Pearl
Unique Skills
●Maiden/Pearl 1 minute (6 rounds).
◯🗨Magic Aptitude This effect is only active when the Maiden has
They can use the Combat Feats [Targeting], her eyes closed and is automatically canceled when
[Magic Convergence], [Magic Control], [Universal the Maiden opens her eyes.
Metamagic], [Double Cast], and [Rune Master]. This effect is of the psychic type.
◯Knowledge & Weakness Exploit ◯Praying Maiden (Only When Eyes Closed)
Endertuz can make Sage Knowledge checks with Maiden and Pears sections heal HP and MP by
standard value 18 (25 fixed value). 10 points at the end of their turn.
Endertuz deals double damage to other monster ◯Raging Maiden (Only When Eyes Open)
weak points it detected. The Maiden section is treated as having acquired
●Maiden the following Combat Feats (in addition to those
►Spiritualism Magic 15 Level/Magic Power of [◯🗨Magic Aptitude]):
21(28) [Multi-Action], [Mana Strike], and [Battle
⏩Open Eyes/⏩Close Eyes Master].
The Maiden section has different abilities ●Pearl
depending on its eyes condition. When the eyes ◯Truespeech Magic 15 Level/Magic Power
are closed, the Maiden section is treated as blind 21(28)
(other sections still have eyesight). ◯Mana Resistance
The [⏩Open Eyes] and [⏩Close Eyes] can be Reduce all Magic Damage Pearl section received
performed only once before the Main section by -5.
performs the Major Action. ●Ivy
◯Attack Obstacle = +4 • +4 ◯Attack Obstacle = Impossible • None
The maiden is holding the pearl and shielding it. Tangled ivy hinders attacks.
The Pearl section gains a +4 bonus to Evasion The Maiden and Pearl sections cannot be
checks against melee and ranged attacks. targeted by a melee or ranged attacks.
This effect disappears when the Maiden section This unique skill is lost when two or more Ivy
falls to 0 HP or lower. sections have 0 or fewer HP.
◯Lovely Figure/22(29)/Willpower/Neg ◯Coordinated Attack
It binds adversaries with guilt and inhibits their If an attack on an Ivy section is evaded, the other
actions. section's attacks on that target gain a +1 to the
A character who inflicts 1 or more applied Accuracy check against that target. This modifier
damage by a melee attack to the Maiden section is accumulated for each evaded attack. However,
and fails a Willpower check cannot take any once any section attack hits or the monster's turn
Major or Minor Actions for the following is ended, it is lost.
Loot
Crystallized Great Daemon’s Blood
Always Always Memento (1,000G/White S)
(1,600G/Red S)
Always Broken Pearl (350G/Gold Black A) Always Flexible Ivy (2,200G/Green S) x 2d
This is a higher Daemon that looks like a maiden holding a pearl with countless ivies entwined
around her. The maiden is said to have taken the body of a person who was once sacrificed to this
Daemon. The Maiden enjoys showing herself to make others hesitate to attack her or to make them
feel guilty. At first glance, it looks like a Plant, but the main section is the central pearl, and the ivies
and the maiden accompany it to protect it.
425
19 Geldam
Intelligence: High Perception: Five senses (Darkvision) Disposition: Hostile
Language: Trade Common, Daemonic Habitat: Labyrinths, Ruins
Rep/Weak: 22/27 Weak Point: Bludgeoning damage +3 points
Initiative: 26 Movement Speed: 20/- Fortitude: 26(33) Willpower: 25(32)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Horns (Head) 25(32) 2d+21 23(30) 20 188 117
Weapon (Upper Body) 26(33) 2d+23 21(28) 21 201 56
Trample (Lower Body) 24(31) 2d+21 20(27) 19 199 44
Sections: 3 (Head / Upper Body / Lower Body) Main Section: Head
Unique Skills
●All Sections ●Upper Body
◯Poison Immunity, ◯Disease Immunity ◯Multiple Actions = 2 times
◯Miasma Shroud/25(32)/Fortitude/Half ►Sweeping Attack
Strong poison gas swirls around Geldam. Each Geldam makes a Weapon attack against all
time a character attempts a melee attack against enemies that it can reach. If [🗨Power Strike III]
this monster, they suffer 2d+10 poison magic is declared, the damage is added to any one of the
damage, regardless of success or failure. hit characters. The effect of [🗨 Magic Weapon]
This poison gas deflects incoming arrows and becomes the success value of the Accuracy check
bullets and has the same effect as the Fairy Magic for all targets.
spell [Missile Protection] (see CR II, p. 174). This unique skill cannot be used on consecutive
●Head turns.
◯2 Actions 🗨Magic Weapon
Can perform two Major Actions in one round. Changes the success value of the Accuracy check
►Divine Magic 15 Level/Magic Power 21(28) with the weapon to 35 without rolling any dice.
◯🗨►Magic Aptitude This ability cannot be used on consecutive turns.
They can use the Combat Feats [Multi-Action], 🗨Power Strike III
[Targeting], [Magic Convergence], [Magic They can deal an additional +20 damage on their
Control], [Metamagic/Targets], [Rune Master], next attack. However, any Evasion Check made by
and [Wordbreak]. them this turn receives a -2 penalty.
►Poison Breath/24(31)/Fortitude/Half ●Lower Body
With "Range: Caster," it scatters smoky poison ◯Attack Obstacle = +4 • None
breath around it and deals to "Target: 1 area (6m Upper Body sections cannot be attacked in
Radius)/20" 2d+20 poison magic damage. melee. Against any ranged attacks, Upper Body
This ability can only be used once every 10 sections receive a +4 bonus to Evasion checks.
seconds (1 round). This effect disappears when Lower Body section
falls to 0 HP or lower.
Loot
Crystallized Great Daemon’s Great Daemon’s Earrings
Always 2–9
Blood (1,600G/Red S) (6,900G/Gold White S)
Great Daemon’s Glaive Great Daemon’s Ring
Always 10+
(3,200G/Gold Black White S) (14,000G/Gold White SS)
This goat-like daemon is one of the highest-ranking daemons, subservient to only the Daemon King.
Geldams are large, muscular goatmen, 5m tall, and carry a massive glaive. These glaives are larger
adult humans, and magically bonded to the Geldam that carries them, so it is impossible to claim one
as the spoils of battle.
Consummate commanders of other daemons, Geldams have hundreds of lesser daemons at their
command. Because of their service to the Daemon King in the Daemon Realm, they will rarely appear
in Raxia themselves, preferring to send any number of lesser daemons in their stead.
426
Humanoids
3 Mounted Bandit
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional Dialect Habitat: Various
Rep/Weak: 6/- Weak Point: None
Initiative: 11 Movement Speed: 30(4 Legs)/- Fortitude: 5(12) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Spear (Rider) 5(12) 2d+6 5(12) 4 25 13
Hoofs (Horse) 4(11) 2d+1 3(10) 2 26 9
Sections: 2 (Rider / Horse) Main Section: Body
Unique Skills
●All Sections ●Rider
◯Dismounting ◯Sword's Salvation/Change Fate
This monster’s Rider section is mounted Once per day, they may choose to change
on the Horse section. If the Rider is the result of an Action Check or Damage roll
dismounted, all sections suffer a -1 penalty by switching the faces of the rolled 2d to the
on all action checks and have their damage opposite sides.
reduced by -1 point.
See Rider class and the Riding Rules (see
p. 87) for rules for this monster on how to
dismount and mount back at the mount. If
not on mount speed, this monster becomes
“12/-”.
Loot
2–6 None 13+ Bag of Silver (50G/-) x 1d
7 – 12 Weapon (30G/Black White B)
Riding on horseback, these thugs attack travelers and peddlers. Armed with spears, they
block the way of their prey with their horses, threaten them, and take their money and goods.
They work in groups of several to ten men.
427
4 Bandit Leader
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional Dialect Habitat: Various
Rep/Weak: 7/- Weak Point: None
Initiative: 12 Movement Speed: 14/- Fortitude: 6(13) Willpower: 5(12)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 6(13) 2d+7 6(13) 4 30 15
Unique Skills
🗨Power Strike I ◯Sword's Salvation/Change Fate
They can deal an additional +4 damage on Once per day, they may choose to change
their next attack. However, any Evasion the result of an Action Check or Damage roll
Check made by them this turn receives a -2 by switching the faces of the rolled 2d to the
penalty. opposite sides.
Loot
2–6 None 11+ Bag of Silver (50G/-) x 2d
7 – 10 Bag of Silver (50G/-) x 1d
This is a leader of bandits (see CR I, p. 431). They always have three to five men or priests
with them. They fight with their weapons on the frontlines.
8 Alchemist Scholar
Intelligence: Average Perception: Five senses Disposition: Neutral
Language: Trade Common, Regional Dialect, Magitech Habitat: Various
Rep/Weak: 11/- Weak Point: None
Initiative: 14 Movement Speed: 16/- Fortitude: 11(18) Willpower: 11(18)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Weapon 11(18) 2d+10 10(17) 8 65 18
Unique Skills
►⏩Evocations/10(17) Evocation check is performed with the
It can use [Vorpal Weapon], [Critical Ray], standard value, success value, described in
[Barkmail], [Paralyzing Mist], [Heal Spray], the heading of this ability; when used with a
[Poison Needle], and [Manadown] Minor Action, the success value is treated as
evocations. All Evocations are used at A 0.
rank. There is no limit to the number of ◯Sword's Salvation/Change Fate
cards; Alchemist Scholar can use as many Once per day, they may change the result
cards as needed. of an Action Check or Damage roll, by
When used with a Major Action, the switching the faces of the rolled 2d to the
opposite sides and adding +1 to it.
Loot
A Rank Material Card (100G/-) x
Always Alchemy Kit (100G/-) Always
2d
This is a warrior that is proficient in the Alchemist class. It uses a variety of Evocations as
well as weapon attacks. They are not as skilled as a warrior but can use both attacks and
support depending on the actions of those they are working with.
The color of the material cards obtained as loot is randomly determined if necessary.
428
10 Heretic Priest
Intelligence: Average Perception: Five senses Disposition: Hostile
Language: Trade Common, Regional Dialect, Arcana Habitat: Various
Rep/Weak: 13/- Weak Point: None
Initiative: 7 Movement Speed: 12/- Fortitude: 12(19) Willpower: 14(21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Staff 10(17) 2d+5 8(15) 11 65 74
Unique Skills
►Divine Magic 10 Level/Magic Power ◯Sword's Salvation/Change Fate
15(22) Once per day, they may change the result
►Spiritualism Magic 7 Level/Magic Power of an Action Check or Damage roll, by
12(19) switching the faces of the rolled 2d to the
◯🗨►Magic Aptitude opposite sides and adding +1 to it.
A Heretic Priest can use the Combat Feats
[Universal Metamagic], [Targeting], [Hawk
Eye] and [Wordbreak].
Loot
Always Bag of Silver (100G/-) x 2d 7 – 12 Bag of Silver (200G/-) x 2d
2–6 None 13+ Large Gem (4,000G/Gold S)
It is a priest who is not accepted by the Humanoid community and has turned to the worship
of Barbarous, the gods associated with the Second Sword. While hiding their true identity,
they work as a spy for Barbarous.
429
High-level Familiars
Here is the higher level familial data that can be summoned with
Truespeech Magic [Familiar II] spell (see p. 134).
Common Data
This data is common to all Familiars II. It is omitted in the individual data.
430
Common Abilities of Familiars II
The following abilities are different from Familiar or unique to all Familiar
II.
◯Free Will
Familiars II have their own free will and can communicate via the Arcana
Language. However, they are always extremely loyal to their Master and will
never act in a way that betrays that loyalty.
◯Shared Visibility
The caster can use Familiar II's field of view to cast spells. However, the
base point of the spells is always the caster. Range distance must be considered
from the position of the caster, and the spells with "Area: Shot" or "Area: Line"
are fired from the caster.
If a spell is cast with Major Action, the Master and Familiar II must spend
their Major Action to cast a spell. If the spell is cast with Minor Action, then
Familiar II will also need to spend Minor Action.
431
7 Familiar II: Bird
Initiative: 18 Movement Speed: -/30 (Flying)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak 10(17) 2d+8 10(17) 6 - 15
Unique Skills
◯Bird's Body ◯Flight
Capable of flight. Physical ability is that of a A Bird Familiar receives a +1 bonus to
normal bird. Accuracy and Evasion only for melee
attacks.
432
Additional Data about Golems
PCs whose Conjurer class is 11th level or higher can create the following
golems.
Large Golem Enhancing Items are required to strengthen a golem that can
be created by a Conjurer class level 11 or higher.
The abilities gained by Enhancing Items are basically the same as those of
(Small) and (Medium). However, Garnet of Vitality and Focused Garnet of
Vitality increase the maximum HP by +15 points. The effect of Obsidian
Shield is [Cover II], and the effect of Corundum Protection is [Guardian II].
The following is a list of Enhancing Items, including their prices for small
and medium grades. If you want to see the effects in detail, please refer to Core
Rulebook II, page 412. Currently, there are no golems that use Anisotropic
Anorthite (Large).
433
Golem Enhancing Item Price List
Price
Item Effect
(Small/Medium/Large)
Cat's Eye Rivet 200/800/4,000 ►Double Attack
Golden Cat's Eye
200/800/4,000 ►Twin Strike & Double Attack
Rivet
Tiger's Eye Rivet 150/600/3,000 ◯Continuous Attack I
Golden Tiger's
300/1,200/6,000 ◯Continuous Attack II
Eye Rivet
🗨Aimed Attack (Accuracy
Jet Sign 100/400/2,000
check +2, damage -4)
Sunstone ►Brand (next attack cannot be
-/1,200/6,000
Brilliance evaded, damage up).
Spinel Horn 150/600/3,000 ►Charge
🗨All-Out Attack (Damage +8,
Malachite Feather 150/600/3,000
Evasion check -3)
Lapis Lazuli 🗨Tail Swing I (attack against 3
200/800/4,000
Weight characters, Accuracy check -1)
Quartz 🗨Tail Swing II (attack against 5
300/1,200/6,000
Counterweight characters)
Bright Red Ruby -/1,600/8,000 ►-/Flame Breath
Amethyst of
600/1,600/8,000 ►Discharge/Lightning
Purple Lightning
Blue Lotus Jade 600/1,600/8,000 ►Water Gun/Blizzard Breath
Calcite
-/800/4,000 ◯Breath Control
Compound Eyes
Obsidian Shield 150/600/3,000 🗨Cover I/Cover II/Cover II
Corundum 🗨Guardian I/Guardian I/
100/400/2,000
Protection Guardian II
◯Ultimate Aim (Accuracy
Amber Eye 500/2,000/10,000
check +4)
Coral Branch 100/400/2,000 ◯Block
Garnet of Vitality 200/800/4,000 HP +5/+10/+15
Focused Garnet of
300/1,200/6,000 HP +5/+10/+15
Vitality
◯Mana Coating (Takes magic
Shimmering Onyx -/600/3,000
damage -3)
◯Mobility Enhancement
Red Iron Blood 100/400/2,000
(Movement +5)
Yellow Flint -/800/4,000 ◯Fast Reaction (Footwork)
Anisotropic ◯Underwater → ◯Underwater
150/600/-
Anorthite Specialization
Moonstone of
250/1,000/5,000 Makes Weak Point “None”
Serenity
Quartz Disruptor -/1,000/5,000 ◯Type Resistance
434
Golem Detailed Data
See Core Rulebook II, p. 416, for omitted common data, annotations, and
how to read the data.
435
12/10 Rutile Raptor Enchanted Golden Redstone (6,000/15,000)
Rep/Weak: 16/21 Weak Point: Accuracy +1
Initiative: 16 Movement Speed: -/30(Flying) Fortitude: 12(19) Willpower: 13(20)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Beak (Head) 12(19) 2d+16 11(18) 16 65 -
Claws (Body) 12(19) 2d+16 11(18) 16 75 -
Sections: 2 (Head / Body) Main Section: None
Unique Skills
●All Sections ●Body
◯Golden Red Stone Body ◯Flight II
The Rutile Raptor is immune to criticals All sections receive a +2 bonus to Accuracy
from edged weapons and all non-Energy- and Evasion only for melee attacks.
type Magic damage. This ability is lost if the HP of Body section
falls to 0 or below.
Maximum of Enhancing Items = 3
※Head Only
Bright Red Ruby (Large) (8,000)
►Flame Breath/12(19)/Fortitude/Half
Golem spits out the fire with "Range/Area: 2(20m)/Shot" and “Target: 1 area (5m Radius)/10,”
dealing 2d+10 fire magic damage. This ability cannot be used on consecutive turns. It also cannot
be used on the turn immediately after using [►Lightning].
Amethyst of Purple Lightning (Large) (8,000)
►Lightning/12(19)/Fortitude/Half
Golem unleashes an electrical bolt with "Range/Area: 50m/Line", dealing 2d+10 lightning magic
damage to the target. This ability cannot be used on consecutive turns. It also cannot be used on
the turn immediately after using [►Flame Breath].
Calcite Compound Eyes (Large) (4,000) (◯Breath Control)
※Body Only
Obsidian Shield (Large) (3,000) (🗨△Cover II)
Malachite Feather (Large) (3,000) (🗨All-Out Attack=Damage +8, Evasion -3)
※Any Section
Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15)
Shimmering Onyx (Large) (3,000) (◯Mana Coating = Magic damage -3)
※All Section Must be Equipped
Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement +5)
Yellow Flint (Large) (4,000) (◯Fast Reaction = [Footwork])
Loot
2 – 7 Enchanted Gemstones (250G/Gold A) 13+ Pure Mithril (8,800G/Gold S)
8 – 12 Mithril (2,600G/Gold S)
It is a bird-shaped golem with a golden-red stone body.
436
13/11 Iron Golem Enchanted Iron (8,000/20,000)
Rep/Weak: 16/22 Weak Point: Energy damage +3 points
Initiative: 9 Movement Speed: 12/- Fortitude: 14(21) Willpower: 14(21)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Fist (Right Side) 12(19) 2d+18 9(16) 16 75 -
Fist (Left Side) 12(19) 2d+18 9(16) 16 75 -
Sections: 2 (Right Side / Left Side) Main Section: None
Unique Skills
●All Sections from edged weapons and all non-Energy-
◯Iron Body type Magic damage.
The Iron Golem is immune to criticals
Maximum of Enhancing Items = 5
※Any Section
Obsidian Shield (Large) (3,000) (🗨△Cover II)
Corundum Protection (Large) (2,000) (◯Guardian II)
Jet Sign (Large) (2,000) (🗨Aimed Attack = +2 Accuracy and -4 damage)
Sunstone Brilliance (Large) (6,000) (►Brand=Next attack cannot be evaded, damage +7)
Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15)
└Focused Garnet of Vitality (Large) (6,000) (◯Improved HP Enhancement = Max HP +15)
Shimmering Onyx (Large) (600) (◯Mana Coating = Magic damage -3)
※All Section Must be Equipped
Coral Branch (Large) (2,000) (◯Block)
Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement +5)
Moonstone of Serenity (Large) (5,000) (Golem loses its Weak Point (it becomes "None"))
Quartz Disruptor (Large) (5,000) (◯Type Resistance)
Loot
2 – 7 Magic Iron Ingot (680G/Gold Black A) 13+ Pure Mithril (8,800G/Gold S)
8 – 12 Mithril (2,600G/Gold S)
It is a golem made of iron and about 5 meters tall.
437
14/12 Granite Shell Enchanted Granite (10,000/25,000)
Rep/Weak: 17/22 Weak Point: Energy damage +3 points
Initiative: 17 Movement Speed: 10(4 Legs)/30(Swimming)
Fortitude: 16(23) Willpower: 16(23)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Bite (Head) 14(21) 2d+20 13(20) 16 80 -
Tail (Body) 13(20) 2d+20 12(19) 18 90 -
Sections: 2 (Head / Body) Main Section: None
Unique Skills
●All Sections restrictions. Conversely, all action checks are
◯Rock Body subject to a -2 penalty on the ground.
A Granite Shell is immune to criticals from ●Body
edged weapons and all magic damage, except ►Shell Guard
Energy-type damage. The Granite Shell can retract into its shell,
◯Underwater Specialization increasing its Defense by +10 for 10 seconds
Can move in water without penalties and (1 round).
Maximum of Enhancing Items = 4
※Head Only
Spinel Horn (Large) (3,000) (►Charge)
Blue Lotus Jade (Large) (8,000)
►Blizzard Breath/14 (21)/Fortitude/Half
Golem sprays a jet of water with “Range/Area: 20m/Shot” in a “Target: 4m Radius/10”, dealing
2d+12 water/ice magic damage. This ability cannot be used on consecutive turns.
Calcite Compound Eyes (Large) (4,000) (◯Breath Control)
※Body Only
Obsidian Shield (Large) (3,000) (🗨△Cover II)
Corundum Protection (Large) (2,000) (◯Guardian II)
Lapis Lazuli Weight (Large) (4,000) (🗨Tail Swing I)
└Quartz Counterweight (Large) (6,000) (🗨Tail Swing II)
※Any Section
Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15)
└Focused Garnet of Vitality (Large) (6,000) (◯Improved HP Enhancement = Max HP +15)
Shimmering Onyx (Large) (3,000) (◯Mana Coating = Magic damage -3)
※All Section Must be Equipped
Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement +5)
Loot
7–
Always Magical Stone (250G/Gold A) x 2d Mithril (2,600G/Gold S)
11
2 – 6 None 12+ Pure Mithril (8,800G/Gold S)
It is a large golem in the shape of a sea turtle with a granite shell.
438
15/13 Platinum Dragon Enchanted Platinum (15,000/50,000)
Rep/Weak: 17/23 Weak Point: Accuracy +1
Initiative: 20 Movement Speed: 12/25(Flying) Fortitude: 17(24) Willpower: 17(24)
Fight. Style (section) Accuracy Damage Evasion Defense HP MP
Claws (Body) 16(23) 2d+22 14(21) 20 100 -
Wing (Wing) x 2 15(22) 2d+18 13(20) 18 65 -
Sections: 3 (Body / Wing x 2) Main Section: None
Unique Skills
●All Sections ●Body
◯Superalloy Body ◯Flight II
It is immune to criticals from magical or All sections receive a +2 bonus to Accuracy
weapon attacks. and Evasion only for melee attacks.
It loses this ability if any of the Wing section
HP becomes 0 or less.
Maximum of Enhancing Items = 4
※Body Only
Note: Breaths and Lightning abilities cannot be used in consecutive turns. You can only use one of
them at a time on each subsequent turn, even if it has multiple equipped.
Bright Red Ruby (Large) (8,000)
►Flame Breath/15(22)/Fortitude/Half
Golem spits out the fire with "Range/Area: 2(20m)/Shot" and “Target: 1 area (5m Radius)/10,” dealing
2d+13 fire magic damage.
Blue Lotus Jade (Large) (8,000)
►Blizzard Breath/15(22)/Fortitude/Half
Golem sprays a jet of water with “Range/Area: 20m/Shot” in a “Target: 4m Radius/10”, dealing 2d+13
water/ice magic damage.
Amethyst of Purple Lightning (Large) (8,000)
►Lightning/15(22)/Fortitude/Half
Golem unleashes an electrical bolt with "Range/Area: 50m/Line", dealing 2d+13 lightning magic
damage to the target.
Calcite Compound Eyes (Large) (4,000) (◯Breath Control)
Spinel Horn (Large) (3,000) (►Charge)
Lapis Lazuli Weight (Large) (4,000) (🗨Tail Swing I)
└Quartz Counterweight (Large) (6,000) (🗨Tail Swing II)
※Wing Only
Obsidian Shield (Large) (3,000) (🗨△Cover II)
Corundum Protection (Large) (2,000) (◯Guardian II)
Malachite Feather (Large) (3,000) (🗨All-Out Attack=Damage +8, Evasion -3)
※Any Section
Amber Eye (Large) (10,000) (◯Ultimate Aim = +4 Accuracy)
Garnet of Vitality (Large) (4,000) (◯HP Enhancement = Max HP +15)
└Focused Garnet of Vitality (Large) (6,000) (◯Improved HP Enhancement = Max HP +15)
Shimmering Onyx (Large) (3,000) (◯Mana Coating = Magic damage -3)
※All Section Must be Equipped
Red Iron Blood (Large) (2,000) (◯Mobility Enhancement = Movement +5)
Yellow Flint (Large) (4,000) (◯Fast Reaction = [Footwork])
Quartz Disruptor (Large) (5,000) (◯Type Resistance)
Loot
2 – 5 Magic Iron Ingot (680G/Gold Black A) 1123+ Pure Mithril (8,800G/Gold S)
6 – 11 Mithril (2,600G/Gold S)
It is a golem in the shape of a dragon, made of a solid alloy, mainly platinum.
439
Appendix
440
Weapons and Armor Description
For more information, see the battle because it is light and easy to
references pages. handle.
442
S-Rank Swords SS-Rank Swords
Piercer (see CR II, p. 212) Angel Feather (see p. 207)
A 20cm long dagger designed for A slender, straight sword lighter
piercing can punch through gaps in than a feather and razor-sharp. The
armor and attack critical points. total length of the blade is around
60cm.
Excellent Rapier (see CR II, p. 212)
The mithril rapier is a hand- Moon Pillar (see p. 207)
forged, precision-forged weapon It is a broad double-edged sword
with excellent balance and with a round protective grip
sharpness. reminiscent of a full moon and a
straight, shining blade. The overall
Mithril Sword (see CR II, p. 212) length is a little over one meter.
A long sword made of mithril,
with a blade just over 1m long. Hyperion (see p. 207)
While light, it is razor-sharp and This is a 1.5m long sword with a
counts as a silvered weapon. shining blade. The blade and handle
are elegantly carved, giving the
Slasher (see CR II, p. 212) sword an air of nobility.
It is a slightly warped single-
edged curved sword with an B-Rank Axes
emphasis on sharpness. It is nearly Sickle (see CR I, p. 273)
1.5m long and challenging to A one-handed sickle for
handle. farming, reinforced and used as a
weapon.
Claymore (see CR II, p. 212)
A two-handed sword with a large Hand Axe (see CR I, p. 273)
crossguard and hilt. Its massive A one-handed axe, about 60cm
straight blade is easily more than 2m long. While it can be used in melee,
long. it's also weighted to be able to be
easily thrown.
Sentinel (see CR II, p. 212)
A huge two-handed sword with a Bhuj (see CR I, p. 273)
double-edged blade over 2m long, A war axe with a long vertical
the sight alone caused enemies to blade. The side of the handle near
flee in fear. the handle is hollowed out to
accommodate a small knife. A small
knife is fixed with a screw and is not
for fighting.
443
Battle Axe (see CR I, p. 273) Long Axe (see CR I, p. 273)
A double-bladed axe, these A long-handled axe, just under
range from 80cm to 1m long. 2m in length. It has a spear tip
attached to the haft, suitable for
Great Axe (see CR I, p. 273) piercing thrusts as well.
A 1.5m long axe is designed to
be used in two hands. Halberd (see CR I, p. 273)
Easily more than 2m long, this
Heavy Axe (see CR I, p. 273) weapon has a spear tip attached to
A large, single-bladed axe over the haft behind the axe head,
1.5m long. While sharp, it relies allowing for both slashing and
more on the axe's weight to cut piercing attacks.
through enemies.
Glaive (see CR I, p. 273)
Bulova (see CR I, p. 273) It is a long-handled weapon of
A 1.5m long axe. This axe has about 3m with a warped blade
some stigma around it, as they are attached to the tip of the spear.
often seen in the hands of Because of the blade's shape, it can
executioners. be used for both swinging to slice
and poking to stab.
Minotaur's Axe (see CR I, p. 273)
Over 3m in length, this war axe S-Rank Axes
is much larger and heavier than Hatchet (see CR II, p. 213)
most, so few people can use it A small axe, 30 to 50cm. Able to
effectively. be thrown, it is also a valuable tool
for hikers and adventurers.
A-Rank Axes
Tomahawk (see CR I, p. 273) Mithril Axe (see CR II, p. 213)
This small axe has excellent A 1m long battle axe made of
balance and can be used as a thrown mithril. It is incredibly deadly for its
weapon. size and counts as a silvered weapon.
444
Voulge (see CR II, p. 213) Spear (see CR I, p. 274)
A long-handled weapon with a A standard 2m long spear. It can
sharp axe at the end, these powerful be used either one- or two-handed.
weapons can reach up to 3m in
length. Long Spear (see CR I, p. 274)
A spear whose haft is longer than
SS-Rank Axes 2m.
Rimahawk (see p. 208)
This hatchet is a little over 60 cm A-Rank Spears
long, has an elaborately carved Pilum (see CR I, p. 274)
multicolored handle, and has A one-handed spear 2m long is
magical feathers on the axe head. It made entirely out of metal. Its
can be used for throwing attacks, weight allows it to pierce metal
and some use it as a pipe to smoke. armor quite easily.
445
S-Rank Spears B-Rank Maces
Partisan (see CR II, p. 213) Mallet (see CR I, p. 275)
A long spear, usually 2m or so, A small hammer.
with a broad spearhead.
Light Mace (see CR I, p. 275)
Mithril Spear (see CR II, p. 213) A lightweight hammer, its small
2m long, this lightweight spear size (50cm) allows for easy one-
can easily pierce through heavy handed usage.
metal armor.
Heavy Mallet (see CR I, p. 275)
Corsesca (see CR II, p. 213) It is a weapon that looks like a
A spear between 2 and 2.5m larger version of a mallet. Not many
long has two wide blades extending people use it as a tool.
from the tip.
Heavy Mace (see CR I, p. 275)
Heavy Lance (see p. 209) 70cm long, this hammer is larger
A much heavier lance, the and heavier than the Light Mace,
weapon's weight significantly making it easier to crush enemies.
increases its destructive ability.
Maul (see CR I, p. 275)
SS-Rank Spears Little more than a large iron ball
Tri-Lux (see p. 209) on a handle, some mauls can reach
This is a grandly decorated spear up to 2m long and require two
with a dazzling trident tip that shines hands to wield properly.
in a silvery-white color.
Ogre Maul (see CR I, p. 275)
Fatal Lance (see p. 209) A much heavier Maul, this great
A mighty lance, blessed by fate. weapon requires significant strength
When riding, its offensive power is to pick up and use.
outstanding.
A-Rank Maces
Ductus Lancair (see p. 209) Biliong (see CR I, p. 275)
It is a large spear with a metal A strange weapon, a hammer
tube threaded through the handle. It head, extends from the 1m long
is held in the front hand holding the handle at a right angle. Despite the
tube, and by quickly thrusting it odd appearance, it is still a deadly
while rotating it with the back hand, weapon.
it deals with powerful thrusts. The
total length is 3 - 3.6 meters.
446
Steel Blow (see CR I, p. 275) SS-Rank Maces
A club with quality steel covering Bloody Lily (see p. 210)
the ends of the hammer. Only It is a one-handed mace with a
around 50cm long, it is easy to swing hammer head in the shape of a lily
one-handed. flower and a total length of just over
70 cm. Despite its elegant
Shellbreaker (see CR I, p. 275) appearance, the mace is extremely
This is a mace of good balance powerful and is called by its name
that can be handled with either one because it can quickly reduce an
or two hands. It is said to be able to opponent to a bloody pulp.
smash the shell of a giant tortoise
with a single blow. Skullsludger (see p. 210)
It is a one-meter-long mace with
Ball Mace (see CR I, p. 275) a bizarre hammer head that looks as
Over 2m long, this version of the if it were made up of intricately and
Light Mace is only meant to be used mysteriously intertwined pieces of
two-handed. iron. With frightening accuracy, it
can strike a blow that can turn the
Molder (see p. 210) head into sludge.
A magical mace designed to
resist non-natural life. Zeno (see p. 210)
A 2m long mace with a large
S-Rank Maces head. It is said to be able to track its
Bludgeon (see CR II, p. 213) target while in combat, ensuring it
A crude weapon, around 1m will never miss.
long. What it lacks in appearance, it
more than makes up in sheer power. B-Rank Staves
Mage Staff (see CR I, p. 276)
Mithril Mace (see CR II, p. 213) A straight wooden staff, typically
70cm long, this mace is made of between 1 and 1.5m long. It can be
solid mithril. Trading weight for used as a Magical Implement.
speed, it can deliver lightning-fast
crushing blows. Quarterstaff (see CR I, p. 276)
This solid wood staff is just
Troll Buster (see CR II, p. 213) under 2m long and can be used as a
A massive hammer, over 3m in spellcaster's Magical Implement.
length. It takes incredible strength to
even pick this up, but it can crush
foes in one blow.
447
B-Rank Flails S-Rank Flails
Light Flail (see CR I, p. 277) Double Eel (see CR II, p. 214)
Suitable for one-handed use, this Two black multi-pronged sticks
50cm long flail is little more than a are attached to the end of the short
single weight chained to a handle. handle. Their trajectory is very
random even to the wielder.
Flail (see CR I, p. 277)
Typically, between 70 and 80cm Jail Impact (see CR II, p. 214)
long, a normal flail had multiple An iron ball sits at the end of a 2
chains attached to a single handle, m-long chain, which swings
each with its own weight. unexpectedly.
448
the 2m-plus-long handle. Even the Guisarme (see CR I, p. 278)
tips of the thorns are elaborately This weapon has a razor-sharp,
decorated, which are believed to be hooked blade at the end of its 3m
runes that increase its destructive handle.
power.
S-Rank Warhammers
B-Rank Warhammers Chekan (see CR II, p. 215)
Pick (see CR I, p. 278) A 50cm long sickle-like weapon.
A small pickaxe, this 80cm long Difficult to wield correctly, but
weapon can also be used as a mining powerful when used properly.
tool.
Bec-De-Faucon (see CR II, p. 215)
Warhammer (see CR I, p. 278) Similar to the Bec-De-Corbin,
A combat hammer with claws on this 2m long weapon has a wide
one side of the head. Just under 1m blade instead of the pick at the end.
long, it can easily be used one-
handed. Heavy Anchor (see CR II, p. 215)
A massive steel weapon in the
Mattock (see CR I, p. 278) shape of an anchor. Little can stand
A large pickaxe, typically up to a swing of this huge weapon.
between 1 and 1.5m long. While not
suited for combat, it is powerful, Heart Tracker (see p. 212)
nonetheless. A one-handed warhammer
painted bright red is over 1 meter
A-Rank Warhammers long and requires skill to handle. It
War Pick (see CR I, p. 278) is enhanced with magic power to
A 1m long pick with a wider target the hearts of living creatures.
blade, designed specifically as a
weapon. SS-Rank Warhammers
Eversio (see p. 212)
Bec-De-Corbin (see CR I, p. 278) This is a small war pick with an
A long-handled weapon, this 2m overall length of less than 90 cm.
long weapon has a spear tip and a The pick portion is shaped in a
pick similar to that of a raven's beak spiral end-wind and offers
at the end. unparalleled penetrating power. Its
true value is demonstrated when
used against an opponent with a
thick steel chain, as it will crush
through it.
449
Rosenhagen (see p. 212) Iron Boxers (see CR I, p. 280)
1.5m long, this warhammer has These are iron boxing gloves
an ornate design with thorny roses that completely cover a clenched
and flowers. However, it is still a fist. The gloves are molded in the
deadly weapon. shape of a fist and have no moving
parts.
Gaiacleaver (see p. 212)
This long-handled warhammer Shin Guard (see CR I, p. 280)
is over 3 meters in length and boasts This is a hardened leather armor
an extraordinary size. The hammer that protects the back of the leg and
head, which has a formidable the other side of the leg. It allows the
weight, is made with a solid and wearer to kick with all his might
sturdy design devoid of decoration. without fear of damaging themself.
It is said to be able to cleave the
earth with a single swing. Shin Plate (see CR I, p. 280)
A Shin Guard with a metal plate
B-Rank Wrestling on the part where the kick hits to
Cestus (see CR I, p. 280) increase striking power and defense.
Metal plates attached to fist
wrappings; may occasionally have A-Rank Wrestling
spiked as well. Hard Knuckle (see CR I, p. 280)
Fist wraps that support larger
Spiked Boots (see CR I, p. 280) metal plates reinforce the knuckles
Durable shin-high boots and backs of the hand for stronger
reinforced with metal plates, the punches.
spikes on the bottom allow for
dangerous kicks. Power Wrist (see CR I, p. 280)
Bracelets are specifically
Iron Knuckles (see CR I, p. 280) designed to stiffen the wrist, allowing
One size larger than the Cestus, for accurate, powerful strikes.
these knuckles are made of hard
iron. Stomper (see CR I, p. 280)
Boots specifically designed for
Solid Heels (see CR I, p. 280) fighting; they have metal-reinforced
Boots fitted with iron, such as soles.
instep and heel.
Chain Stick (see CR I, p. 280)
A weapon consisting of a 30-
centimeter-long wooden stick
450
connected to a 100-centimeter-long Sharp Arms (see CR II, p. 216)
chain. It is used by gripping one Weapon of the same
stick, swinging the other, and construction as the Tonfa, but with
striking with it. the blade pointing outward when
held in the grip.
Power Anklet (see CR I, p. 280)
Anklets stiffen the ankle and Mithril Shoes (see CR II, p. 216)
foot, allowing for straighter, more Metal shoes made of Mithril.
explosive kicks. They cover the feet from the ankles
up.
Hard Kicker (see CR I, p. 280)
These sturdy combat boots Gilded Sabaton (see CR II, p. 216)
cover the ankle and beyond with Metal boots covering the body
metal. from the shin down. They often
have long toes. They are decorated
Easy Grips (see CR II, p. 215) everywhere with gold-colored
Hand wraps with small spikes or ornaments. Sometimes gold itself is
hooks attached to the fingers, used.
allowing the wielder to easily grab
opponents. SS-Rank Wrestling
Whirl Catcher (see p. 214)
S-Rank Wrestling At first glance, this is an ordinary
Tonfa (see CR II, p. 216) leather glove, but it contains magic
A hooked club with a right- power to slightly distort the space
angled handle, tonfas are often around it by swinging it strongly. By
reinforced with iron rods. Usually using this power, the glove draws the
30 to 50cm long, they can be swung opponent's body into it while
or punched. disrupting their position, facilitating
a throwing attack.
Mithril Fingers (see CR II, p. 216)
A glove made of small pieces of Hands of Glory (see p. 214)
mithril. They do not inhibit the Luxurious gloves that cover up
movement of individual fingers. to one's elbows while allowing a full
range of movement.
Accel Brogue (see CR II, p. 216)
A perfectly designed pair of Legs of Honor (see p. 214)
fighting boots, these knee-high These knee-high leather boots
leather boots may be reinforced with provide both offense and defense,
metal studs.
451
all while being beautifully and Boomerang (see CR I, p. 281)
skillfully engraved. A thin metal plate, about 50cm
long, with a large bend in the
Grand Ariol (see p. 214) middle. When thrown in a large arc,
This leg armor is designed with it will return without fail.
raptor feathers and hooked claws.
S-Rank Thrown Weapons
B-Rank Thrown Weapons Mithril Dirk (see CR II, p. 216)
Please refer to the description in A Dirk, whose blade is entirely
the category used in melee combat mithril, is only half the size, at 10cm
for weapons that can be used for long, but much more easily
both melee attacks and thrown concealed.
weapons (the same applies to ranks
A and above). Assegai (see CR II, p. 216)
A short spear that resembles an
Stone (see CR I, p. 281) arrow. Typically only 30 to 50cm
A pebble. long, it is unwieldy but quite
dangerous in the right hands.
Silver Stone (see CR I, p. 281)
Small silver gravel. It may be Francisca (see CR II, p. 216)
substituted for gamel silver coins. A large throwing axe, typically
between 50 and 70cm long. For a
A-Rank Thrown Weapons thrown weapon, it can be
Chakram (see CR I, p. 281) compelling.
A steel ring is between 15 and
30cm in diameter. Thrown by SS-Rank Thrown Weapons
holding the inner side, as the outer Tri-Edge (see p. 214)
edge is a razor-sharp blade. A throwing weapon with three
10cm blades protruding from it. It
Dirk (see CR I, p. 281) can be folded for storage and will
A small dagger, only about 20cm always return when thrown.
long, it’s a wide blade explicitly
designed for throwing. B-Rank Bows
Short Bow (see CR I, p. 282)
Soliferrum (see CR I, p. 281) A lightweight bow, its small size
A thin, 1.5m long throwing spear (less than 1m long) means that even
made entirely of metal. Its heavy weak people can use it effectively.
weight and design give it a lot of
power, despite a short range.
452
Normal Bow (see CR I, p. 282) Composite Bow (see CR II, p. 217)
A standard wooden bow, around Made of layers of wood, animal
1.5m long. tendons, and skins, this 1.2m
longbow is much more powerful
Long Bow (see CR I, p. 282) than it would appear.
2m long, this bow's extra length
allows it to shoot arrows farther and Avenger Bow (see p. 215)
more powerfully than other bows. This bow was designed to be
used in war. Because of its purpose,
Heavy Bow (see CR I, p. 282) it is enhanced with magic so that it is
A strong bow, between 1.5 and highly effective against Humanoid
2m long. Pulling the string back and Barbarous.
requires the whole body to flex, not
just the arms. SS-Rank Bows
Hitmaker (see p. 215)
A-Rank Bows This bow specializes in accuracy,
Light Bow (see CR I, p. 282) and its stability is outstanding. It is
A Normal Bow that has been said that an arrow's trajectory never
stripped of excess weight for a better deviates from its original course.
flex.
Le Indalia (see p. 215)
Wrapped Bow (see CR I, p. 282) This 1.2m long bow is elegantly
A synthetic bow made of wood designed with a wind motif. Blessed
and animal tendons. Though it's by wind fairies, its accuracy and
only 1.5m long and smaller than a power are incredible.
Long Bow, it is just as powerful.
Hand Sticker (see p. 215)
Fast Bow (see CR I, p. 282) This is a war bow further
A bow that's easy to use, hunters enhanced Avenger Bow. Because of
favor this 1.5m long bow for its its effectiveness, it has been given the
speed and accuracy. name "Hand Sticker."
453
B-Rank Crossbows Thami (see CR I, p. 283)
Light Crossbow (see CR I, p. 283) A portable crossbow designed to
A lightweight crossbow. Only be disassembled for travel. Around
30cm long, it is not difficult to carry 50cm long, it is powerful enough.
or use.
Cranequin (see CR I, p. 283)
Normal Crossbow (see CR I, p. 283) This 1m long crossbow is a work
A standard crossbow is usually of art, with a crank and pulley to
anywhere between 30 and 50cm help load. However, it is also quite
long. Quarrels are fired with the awkward to carry.
press of a trigger.
S-Rank Crossbows
Heavy Crossbow (see CR I, p. 283) Goat's Foot (see CR II, p. 217)
Just over 50cm long, this A crossbow with a lever for
crossbow is more heavy-duty than pulling up the string. It can be pulled
the others, so a good amount of with light force and has excellent
strength is needed to fire. rapid-firing performance. The name
comes from the shape of the lever.
Beast Buster (see p. 216)
It is a powerful crossbow Scorpion (see CR II, p. 217)
specialized for hunting large beasts. It is a medium to large-sized
It is made to be powerful enough to crossbow with large sights, and when
kill a ferocious beast with a single used on the battlefield, it is
blow. sometimes supported by an
extendable mount (gun mount).
A-Rank Crossbows
Bowgun (see CR I, p. 283) Despair (see CR II, p. 217)
20 to 30cm long, this A 1m long crossbow with a good
miniaturized crossbow is able to be range.
used one-handed.
Ballista (see CR II, p. 217)
Arbalest (see CR I, p. 283) The largest man-portable
A 1m long crossbow, used in crossbow, these siege weapons are
numbers during a siege. A stirrup is nearly 2m long.
attached to the front to aid in
loading.
454
SS-Rank Crossbows A-Rank Guns
Zagran (see p. 216) Derringer (see CR I, p. 284)
A crossbow of about 50cm in A one-handed gun designed to
length, with a lever to pull the string. fit into one's pockets. The downside
In spite of its light weight, it is very is the small number of bullets it can
powerful, easily piercing metal hold.
armor.
Tempest (see CR I, p. 284)
Sortrel (see p. 216) Though it's a rifle-type gun, it has
Originally designed as a siege a full magazine and is suitable for
weapon to shoot fire arrows, the longer battles without reloading too
Sortrel is nearly one meter in length, often.
but it is portable.
Longbarrel (see CR I, p. 284)
Garde (see p. 216) A single-shot rifle over 1.5m
Over 1m long, this large long boasts high power, accuracy,
crossbow trades ease of use for and range.
overwhelming power. Even loading
it takes a lever mechanism. S-Rank Guns
Bullet Shower (see CR II, p. 218)
B-Rank Guns A 20cm long gun, this small
Matchlock (see CR I, p. 284) package is quite reliable and can
A simple one-handed gun, only hold a decent number of bullets for
about 20cm long, is fired using a lit its size.
match.
Lancaster (see CR II, p. 218)
Toradar (see CR I, p. 284) A high-performance rifle, this
A long-barreled rifle-type gun, its single shotgun is over 1.5m long.
1m long barrel allows for accurate With this gun's power, a single shot
long-distance shots. is all that's needed.
455
SS-Rank Guns Piercing Arrow/Quarrel (see CR I,
Masquerade (see p. 217) p. 285)
It is also known as the ultimate This is an arrow with a thin
handgun, and it has a sufficient arrowhead for greater piercing
number of bullets and a high hit power or a thick arrow. These
rate. It is characterized by the gun arrows penetrate deep into the target
grip being painted in flashy colors. and inflict serious wounds, but they
are not suitable for inflicting
Choreadora (see p. 217) consistent damage.
It is a small rifle. It is relatively
light and easy to handle. Each part is Flash Fang Arrow/Quarrel (see CR
designed with curved lines, and I, p. 285)
combined with its size, it is often An arrow or quarrel made of
described as “charming” by gunners. special materials, with a sharp shaft
and straight arrow feathers. They are
Full Fire (see p. 217) powerful and have a high
80cm long, this short-barreled penetrating power.
gun can keep firing long after other
guns reload. Bullet (see CR I, p. 285)
Gun ammunition. The size of a
Desperado (see p. 217) fingertip, made of a ceramic derived
This massive gun, nearly 2m from crushed Mako Stones,
long, has excellent range and power. occasionally laced with silver. The
To own one is to own a masterpiece hardness and power change
of gunsmithing. depending on the amount of Magic
Power the user can generate.
Ammunition and Storage Shatters upon impact.
Equipment
Arrow (see CR I, p. 285) Arrow Case (see CR I, p. 285)
Bow ammunition. Typically A cylindrical case that can hold
made of either an iron or silver head up to 12 arrows or quarrels. Comes
attached to a wooden shaft, with with a cover to keep moisture out.
fletchings to guide it mid-flight.
Quiver (see CR I, p. 285)
Quarrel (see CR I, p. 285) A leather box that holds 24
Crossbow ammunition. Shorter arrows or quarrels. Arrows and
than arrows, the straight shaft is quarrels can fall out much easier
entirely metal, usually iron or silver, with no cover, so only skilled
with no fletchings. archers use these.
456
Gun Belt (see CR I, p. 285) Combat Maid/Butler Outfit (see p.
A belt that holds up to 12 bullets, 218)
protecting them from shattering and This is a maid's or butler’s suit
making reloading during combat made for easy movement so that it
much easier. can protect the wielder in case of
emergency.
Bullet Slinger (see CR I, p. 285)
This is a band-shaped storage A-Rank Nonmetallic Armor
device lined with fixtures to hold Aramid Coat (see CR I, p. 287)
bullets. It is worn around the thigh Made of a unique fiber used
or other parts of the body for quick during the Magitech Civilization
access to bullets. Period, this light yet tough coat can
even deflect blades.
Bullet Pouch (see CR I, p. 285)
A pouch that can hold 24 bullets. Breast Armor (see CR I, p. 287)
Some skill is required to wear, so Soft leather armor provides
bullets don't accidentally get crushed defense and covers vital points in the
when moving. chest area.
457
and hardened. The layered pattern metal reinforcing plates used do
of the strips reminds one of the hinder mobility, though.
patterns of a tiger, hence the name.
Plate Armor (see CR I, p. 288)
Dragon Scale (see CR II, p. 219) Armor made from sheets of
Scales of leather, boiled in wax metal worked into shape. It does
and layered to look like dragon restrict movement some but does
scales. Because of its non-metallic offer excellent protection.
nature, it makes little noise.
Suit Armor (see CR I, p. 288)
SS-Rank Nonmetallic Armor Finely made armor, with a
Astral Guard (see p. 218) minimum of gaps. Despite its high
Cloth armor embroidered with Defense, movement is at a
threads of mana prevents physical minimum.
and magical damage to the wearer.
A-Rank Metal Armor
Alabaster Shell (see p. 218) Steel Guard (see CR I, p. 288)
This armor is made of hard A type of Splint Armor made
shells laminated together and shines with solid steel plates, the Steel
like white porcelain. It is extremely Guard improves Defense without
beautiful to look at, and its luster will sacrificing mobility.
not fade even after years of use.
Lamellar Armor (see CR I, p. 288)
Phoenix Cloak (see p. 218) It is an armor made of metal
Cloth armor with a flame motif. plates joined together.
Only physically and mentally fit can
take advantage of this armor. Brigandine (see CR I, p. 288)
Similar to Splint Armor,
B-Rank Metal Armor Brigandine also has chains sewn into
Splint Armor (see CR I, p. 288) the armor. However, movement is
Armor is made by sewing plates also restricted a little more.
onto the cloth. Knights often wear
this during peacetime because of its Coat of Plates (see CR I, p. 288)
protection and elaborate designs. It is armor with several metal
plates attached to the back of leather
Chainmail (see CR I, p. 288) armor.
Delicate chains of metal are
woven into a full suit of armor. The
458
Fortress (see CR I, p. 288) these suits of armor incredibly
This armor attempts to improve valuable.
the mobility of Suit Armor by using
thicker torso armor instead of B-Rank Shields
restricting the limbs. Weight is still Buckler (see CR I, p. 289)
an issue, though. A small shield with a diameter
typically between 20 and 30cm.
S-Rank Metal Armor These shields are usually used to
Mithril Chain (see CR II, p. 219) parry enemy attacks.
Made with woven chains of
mithril, this armor is much lighter Round Shield (see CR I, p. 289)
than normal Chainmail while A circular shield with a diameter
offering better protection. of 60 to 80cm long. While made of
wood, the edges and center are
Full-Metal Armor (see CR II, p. reinforced with metal.
219)
An improvement on the Fortress Kite Shield (see CR I, p. 289)
using high-quality steel. The joint A large wooden shield, curved at
structure is much more refined, the top but extending to a point at
allowing better movement. the bottom. Key areas are
reinforced with metal.
Mithril Plate (see CR II, p. 219)
Armor made of massive plates of Tower Shield (see CR I, p. 289)
mithril. To the average knight, this A massive rectangular shield that
armor is second to none. hides one's whole body. Made of
metal-reinforced wood, it takes
SS-Rank Metal Armor some strength to use correctly.
Manatite Frame (see p. 219)
This metal armor is reinforced A-Rank Shields
with the hardest metal to enhance Target Shield (see CR I, p. 289)
the range of motion. It has a rugged This round shield is light and
design but combines ease of easy to handle. It can be utilized for
movement with robustness. both receiving and deflecting
attacks.
Imperial (see p. 219)
A strong armor made of an alloy Heater Shield (see CR I, p. 289)
of manatite and steel. Current Like a Kite Shield, the top is flat
technology cannot create more of instead of curved. Family crests are
this alloy, only reshape it, making often painted on these shields.
459
Great Wall (see CR I, p. 289) surface is usually decorated with
A large metal shield provides various designs.
incredible protection as one can
hide behind it. Blade Killer (see CR II, p. 220)
A large oval shield with blades
Turtle Shell (see CR I, p. 289) on the top and bottom to attack with.
This small shield is made of a Terrifyingly heavy, it is also
high-quality tortoise shell. Experts incredibly sturdy.
use its curved surface to slide and
evade blows from opponents. Grand Partner (see CR II, p. 220)
It is a square shield large enough
Great Barrier (see CR I, p. 289) to cover the wearer's entire body. It
This is a huge shield that must be is not too thick or heavy for its size,
handled with both hands. It is made and an expert can hold it up wide to
of thick layers of boards and protect his mount.
requires much more strength than
an ordinary person to handle it. Turtle Shell (see CR II, p. 220)
While hiding behind this shield, it is This small shield is made of
possible to attack by slamming high-quality tortoise shell. Experts
against it the enemy. use its curved surface to slide and
evade blows from opponents.
Knight Shield (see CR I, p. 289)
A large heater shield covers SS-Rank Shields
down to one's feet. Made of wood Half Moon (see p. 220)
and reinforced with metal, it is It is a hemispherical shield that
extremely sturdy. Because of the looks like the moon divided in half.
size, riders often have one to protect Its primary purpose is to deflect
their mounts. enemy weapons. Although it is
difficult to handle, it provides very
S-Rank Shields good defense.
Mithril Shield (see CR II, p. 220)
A large shield made entirely of Glorious (see p. 220)
mithril can come in several sizes and A Heater Shield made of
shapes. manatite. Its beautiful design
inspires overwhelming awe in all
Hoplite Shield (see CR II, p. 220 who see it.
It is a large circular shield more
than one meter in diameter. The
460
Paladin's Pride (see p. 220) Eternal Lord (see p. 220)
A large Heater Shield used by The shield is designed as a door
the noblest knights to protect to the empire that is said to never be
themselves and their mount opened. It is actually as large as a
partners. The emblem on the front small door and requires
of the shield shines with a bright, considerable practice to handle
magical glow as if to show its prestige satisfactorily.
and pride.
461
Power Tables
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
0 * 0 0 0 1 2 2 3 3 4 4
1 * 0 0 0 1 2 3 3 3 4 4
2 * 0 0 0 1 2 3 4 4 4 4
3 * 0 0 1 1 2 3 4 4 4 5
4 * 0 0 1 2 2 3 4 4 5 5
5 * 0 1 1 2 2 3 4 5 5 5
6 * 0 1 1 2 3 3 4 5 5 5
7 * 0 1 1 2 3 4 4 5 5 6
8 * 0 1 2 2 3 4 4 5 6 6
9 * 0 1 2 3 3 4 4 5 6 7
10 * 1 1 2 3 3 4 5 5 6 7
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
11 * 1 2 2 3 3 4 5 6 6 7
12 * 1 2 2 3 4 4 5 6 6 7
13 * 1 2 3 3 4 4 5 6 7 7
14 * 1 2 3 4 4 4 5 6 7 8
15 * 1 2 3 4 4 5 5 6 7 8
16 * 1 2 3 4 4 5 6 7 7 8
17 * 1 2 3 4 5 5 6 7 7 8
18 * 1 2 3 4 5 6 6 7 7 8
19 * 1 2 3 4 5 6 7 7 8 9
20 * 1 2 3 4 5 6 7 8 9 10
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
21 * 1 2 3 4 6 6 7 8 9 10
22 * 1 2 3 5 6 6 7 8 9 10
23 * 2 2 3 5 6 7 7 8 9 10
24 * 2 3 4 5 6 7 7 8 9 10
25 * 2 3 4 5 6 7 8 8 9 10
26 * 2 3 4 5 6 8 8 9 9 10
27 * 2 3 4 6 6 8 8 9 9 10
28 * 2 3 4 6 6 8 9 9 10 10
29 * 2 3 4 6 7 8 9 9 10 10
30 * 2 4 4 6 7 8 9 10 10 10
462
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
31 * 2 4 5 6 7 8 9 10 10 11
32 * 3 4 5 6 7 8 10 10 10 11
33 * 3 4 5 6 8 8 10 10 10 11
34 * 3 4 5 6 8 9 10 10 11 11
35 * 3 4 5 7 8 9 10 10 11 12
36 * 3 5 5 7 8 9 10 11 11 12
37 * 3 5 6 7 8 9 10 11 12 12
38 * 3 5 6 7 8 10 10 11 12 13
39 * 4 5 6 7 8 10 11 11 12 13
40 * 4 5 6 7 9 10 11 11 12 13
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
41 * 4 6 6 7 9 10 11 12 12 13
42 * 4 6 7 7 9 10 11 12 13 13
43 * 4 6 7 8 9 10 11 12 13 14
44 * 4 6 7 8 10 10 11 12 13 14
45 * 4 6 7 9 10 10 11 12 13 14
46 * 4 6 7 9 10 10 12 13 13 14
47 * 4 6 7 9 10 11 12 13 13 15
48 * 4 6 7 9 10 12 12 13 13 15
49 * 4 6 7 10 10 12 12 13 14 15
50 * 4 6 8 10 10 12 12 13 15 15
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
51 * 5 7 8 10 10 12 12 13 15 15
52 * 5 7 8 10 11 12 12 13 15 15
53 * 5 7 9 10 11 12 12 14 15 15
54 * 5 7 9 10 11 12 13 14 15 16
55 * 5 7 10 10 11 12 13 14 16 16
56 * 5 8 10 10 11 12 13 15 16 16
57 * 5 8 10 11 11 12 13 15 16 17
58 * 5 8 10 11 12 12 13 15 16 17
59 * 5 9 10 11 12 12 14 15 16 17
60 * 5 9 10 11 12 13 14 15 16 18
463
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
61 * 5 9 10 11 12 13 14 16 17 18
62 * 5 9 10 11 13 13 14 16 17 18
63 * 5 9 10 11 13 13 15 17 17 18
64 * 5 9 10 11 13 14 15 17 17 18
65 * 5 9 10 12 13 14 15 17 18 18
66 * 5 9 10 12 13 15 15 17 18 19
67 * 5 9 10 12 13 15 16 17 19 19
68 * 5 9 10 12 14 15 16 17 19 19
69 * 5 9 10 12 14 16 16 17 19 19
70 * 5 9 10 12 14 16 17 18 19 19
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
71 * 5 9 10 13 14 16 17 18 19 20
72 * 5 9 10 13 15 16 17 18 19 20
73 * 5 9 10 13 15 16 17 19 20 21
74 * 6 9 10 13 15 16 18 19 20 21
75 * 6 9 10 13 16 16 18 19 20 21
76 * 6 9 10 13 16 17 18 19 20 21
77 * 6 9 10 13 16 17 18 20 21 22
78 * 6 9 10 13 16 17 19 20 22 23
79 * 6 9 10 13 16 18 19 20 22 23
80 * 6 9 10 13 16 18 20 21 22 23
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
81 * 6 9 10 13 17 18 20 21 22 23
82 * 6 9 10 14 17 18 20 21 22 24
83 * 6 9 11 14 17 18 20 21 23 24
84 * 6 9 11 14 17 19 20 21 23 24
85 * 6 9 11 14 17 19 21 22 23 24
86 * 7 10 11 14 17 19 21 22 23 25
87 * 7 10 12 14 17 19 21 22 24 25
88 * 7 10 12 14 18 19 21 22 24 25
89 * 7 10 12 15 18 19 21 22 24 26
90 * 7 10 12 15 18 19 21 23 25 26
464
Power ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫
91 * 7 11 13 15 18 19 21 23 25 26
92 * 7 11 13 15 18 20 21 23 25 27
93 * 8 11 13 15 18 20 22 23 25 27
94 * 8 11 13 16 18 20 22 23 25 28
95 * 8 11 14 16 18 20 22 23 26 28
96 * 8 11 14 16 19 20 22 24 26 28
97 * 8 12 14 16 19 20 22 24 26 28
98 * 8 12 15 16 19 20 22 24 27 28
99 * 8 12 15 17 19 20 22 24 27 29
100 * 8 12 15 18 19 20 22 24 27 30
Designer's Notebook
Jun Kawabata Bethe Yuli Kurosaki
The Core Rulebook III is finally HAHAHAHAHA!
published! Thanks to all of you! Hallelujah! The Core Rulebook III
All fundamental races and classes has also been published, so we finally
are now available, including the Tiens have all the 2.5 rulebooks in one place!
race, which is unique to the Alfleim I'm just so happy!
continent, and the Alchemist and Rider In Core Rulebook III, Tiens, a new
classes, which have been familiar to users race, one of my favorites in terms of
since 2.0. 15 levels have been released, setting, and Leprechauns, a favorite since
so you can now have an intense the 2.0 era, whose men have beards (but
campaign. I think that creating and not pictured here), are included.
developing your character is a Furthermore, the classes of Rider and
particularly fun game in Sword World. Alchemist are back! Personally, the
We hope you will enjoy it. biggest highlight is that you can ride a
And for those who have already dinosaur-like creature!
tasted our products up to this point and TRPGs are truly wonderful because
are still energetic, Sword World 2.5 will they can recreate dreams that cannot be
be released in a series of products to done in reality. I hope you will enjoy
satisfy those who want more. Please look DinoRider.
forward to it! Of course, this book is full of other
fascinating data, and we hope it will help
you fulfill your fantasy dreams!
Group SNE official website (see here for errata, etc.) http://www.groupsne.co.jp/
Fujimi Shobo Official TRPG ONLINE (see here for additional materials)
https://fujimi-trpg-online.jp/
465
Staff List
Game Design Item Illustrations
Kei Kitazawa Usui Rina
Kankuro
Systems Design
Tanaka Kouji Spells Illustrations
Usui Rina
World Design Konno Takashi
Kei Kitazawa
Akita Miyabi NPC Illustration
Sanae Fujisawa Tai Nakajima
Tadaaki Kawahito Mikako Mikagi
Bethe Yuli Kurosaki
Jun Kawabata Monster Illustrations
Shiroichi Ohno
Supervision Yukihiro Maruo
Hitoshi Yasuda
Ryo Mizuno Map Illustrations
Miyuki Kiyomatsu Yuya Kobayashi
Development Illustrations
Group SNE Takahiro Sato
466
Translation Team
Translation & Editing Sword World 2.0 Translation
Auquid Aniodia
Momo
Translation of Part 4 Auquid
Aniodia
467
468
469
Adventurers go beyond heroes and into the realm of the gods!
All kinds of higher-level data corresponding to the highest 15 levels are
included in one package. Rider and Alchemist classes have been added to
take adventurers to a new level. New races Tiens & Leprechaun are also
here. More detailed information on the eastern and northern parts of the
Alfleim Continentf, including the "Wall of the Abyss," will be revealed, and
the threats from the Magic Civilization Period await you. Set out on a never-
ending journey, adventurers!
※The Sword World 2.5 Core Rulebook I and II are required to use
this book.
470