Log Horizon TRPG Rules Summary v0.3

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    MAKE SURE YOU ARE READING THIS DOCUMENT IN UTF-8 ENCODING(If it still looks messed up, try another font - make sure it's fixed-width)

    Log Horizon TRPG Rules Summary v0.3

    This document as well as the Skill List incorporate translations originallydone by Yukamichi.

    This summary does not correspond word to word (or even section to section)with the published rulebook. We believe the rulebook is not well organizedand attempted to achieve greater clarity by reorganizing and rewriting it.

    This document includes some information from the official errata and FAQ, aswell as online supplemental material that has been released.

    Please support the development team! Purchase the Log Horizon TRPG book onamazon.co.jp!

    Visit our Log Horizon Wiki page at http://lh.oksub.me/wiki/Log_Horizon_TRPG

    TABLE OF CONTENTS

    I. THE BASICS I.a. GROUND RULES

    I.b. ESSENTIAL TERMSII. CHARACTERS II.a. CHARACTER CREATION II.b. CHARACTER ADVANCEMENT II.c. READING SKILL BLOCKSIII. SESSION FLOW III.a. SCENES III.b. ROUND PROGRESSIONIV. COMBAT IV.a. SQUARES AND MOVEMENT IV.b. HATE IV.c. ATTACKSV. GAME MASTER

    V.a. PROPS V.b. ENEMIES V.c. EXHAUSTION V.d. NON-COMBAT V.e. TREASURE V.f. MAGIC ITEMSVI. REFERENCE VI.a. STATUSES VI.b. TAGS AND OTHER TERMSVII. Tips

    I. THE BASICS

    I.a. GROUND RULES

    The Golden Rule written down in the book is in short "Be excellent to eachother," but for the purposes of this incomplete translation the Golden Ruleis "If any of the rules aren't clear, it probably works like it does in NightWizard! (or DoubleCross, or whatever F.E.A.R. TRPG you're familiar with.)"Despite the Log Horizon TRPG not (to my knowledge) having anything to do withF.E.A.R, the resemblance is uncanny.

    The basic dice mechanic used by the Log Horizon TRPG is 2d6 + Attribute roll

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    over, but some effects may increase or decrease the number of dice rolled(the minimum number of dice is 1.) If you roll a 6 on two or more dice, youCritical, and if you roll a 1 on all dice, you Fumble. Criticals result in anautomatic success, and Fumbles result in an automatic failure (if you need anexact number, Fumbles decrease the total result of the roll to 0; theattribute used is negated as well.)

    This die roll is sometimes compared against a difficulty level specified by thetext or by the GM, which is called a Basic Check, or against a die roll made bythe GM on an enemy or NPC's behalf, which is called an Opposed Check. Whoeverrolls higher during an Opposed Check is the winner.

    Another fundamental concept of the the Log Horizon TRPG is Fate Points (whichare very similar to Prana in Night Wizard!) Every PC has Fate Points and canspend them as the cost of certain skills or to produce these other effects: Increase the number of dice in a single check (before making it) by one Reroll all dice in a single check Remove any one Bad Status you're currently affected by

    All PCs start each Session with their maximum number of Fate Points, and regaina Fate Point at the end of every Phase (see III. SESSION FLOW.)

    Almost everything characters do in the Log Horizon TRPG is considered anaction. Actions have a Timing, which determine when and how often they can be

    used; a target that they affect; a cost, which is typically drawing the ireof enemies (see IV.b. HATE); and Check Type that the user must succeed at,unless they're simple enough to succeed automatically. Generally, outside ofcombat, only the Check Type needs to be given special consideration. SeeII.c. READING SKILL BLOCKS and the skill list (paying close attention to theBasic Actions section) for more information.

    I.b. ESSENTIAL TERMS Action: In general, anything a character does that could conceivably fail, or take time and preoccupy them. Many actions, including all skills, have specific timings and difficulties set. Timing: An abstract measure of the amount of time, focus and effort an action

    takes. Also expresses when it would be a reasonable time to perform such an action. Most important during combat. Skill: An action a character must be proficient (by acquiring Skill Ranks) in to perform successfully. Alternately, the passive effects of various types of conditioning or training, represented by acquiring Skill Ranks. Tag: A descriptive keyword, such as 'Adventurer' on a PC, 'Magic Attack' on

    a skill, 'Sword' on an item, 'Flame' on an attack's damage, or 'Goblin' on an enemy. Generally, tags have no effects of their own, but often interact with skills and other game rules. Character: Any living entity in the game, whether a PC, NPC, or enemy. Prop: Any non-living entity in the game, including walls, doors, unusual terrain, traps, and even abstract concepts with mechanical effects

    like the darkness of night. Gimmick: A non-living entity that is represented as an enemy for mechanical purposes. Think of them as intricate traps. Class: The twelve different types of adventurers, each with their own

    strengths and weaknesses. Each class has different starting stats and a different skill pool. Archetype: The four broad categories of character classes. They are Warriors, Healers, Weapon Masters, and Mages. In addition to class skills,

    each Archetype has access to a different skill pool. Race: The eight races characters can be. Race influences your starting stats,

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    though not to the same degree as class, and grants access to three racial skills. Equipment: Items that a character wears or otherwise gains a passive benefit from. Consumable: Items that a character can use during combat or at other times for an active, temporary benefit. Connection: A relationship, usually an amiable one, to another PC or NPC. It has few mechanical effects, but implies the other party can be asked for assistance or favors. Union: A marker of membership in a group, anything from a party or guild like the Crescent Moon Alliance to a political bloc like the League of

    Freedom Cities Eastal.II. CHARACTER CREATION

    II.a. CHARACTER CREATION

    - Basics -All newly created PCs begin at Character Rank 1. Start by writing this downon your character sheet.

    Choose your PC's Main Class, which will also determine their Archetype. Thendecide on their race. Both of these specify numbers that are added to

    determine your Base Stats, as per the chart below.Class STR DEX POW INT HP HP ModifierGuardian 4 2 1 3 50 +8Samurai 4 2 2 2 50 +8Monk 4 4 2 0 55 +9Cleric 3 0 4 3 40 +6Druid 2 1 4 3 35 +5Kannagi 1 3 4 2 40 +5Assassin 2 4 3 1 40 +5Swashbuckler 3 4 2 1 40 +6Bard 2 4 2 2 40 +5

    Sorcerer 0 3 3 4 35 +4Summoner 1 3 3 4 35 +5Enchanter 2 2 2 4 35 +4Race STR DEX POW INT HP FateHuman (+1 to any two) 8 1Elf 0 1 1 0 8 1Dwarf 1 0 1 0 16 0Half-Alv 0 1 0 1 8 1Werecat 1 1 0 0 8 1Wolf Fang 2 0 0 0 16 0Fox Tail 0 0 1 1 8 1

    Race of Ritual 0 0 0 2 0 2

    You also have five bonus points that you may distribute freely among yourBase Stats. You cannot raise a Base Stat above 7 at this time.

    - Skills -

    Each Main Class possesses three automatic starting skills (these are listedin the Skill List under each Main Class's tab.)

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    Choose three additional Combat skills and one General skill from amongst theArchetype, Main Class, Race, and Common skill lists. At CR 1, your maximumSkill Rank (SR) is 1. In addition, you can only acquire a maximum of twoskills with the [Training] tag at this time.

    See II.c. READING SKILL BLOCKS for information on how to understand what skillsdo. For a full understanding, read the rest of this document first.

    - Ability Scores and Attributes -

    Add any modifiers from your skills to your Base Stats (these can raise your

    Base Stats above 7). Then calculate your final Ability Scores by dividing theBase Stat by 3 (round down).

    Now write down your Attributes. These are the things you actually use to makechecks. They're determined by the corresponding Ability Score, plus anymodifiers from skills and items. (You may wish to skip ahead and purchaseitems before finalizing these values.) Athletics STR + modifiers from skills and items Endurance STR + modifiers from skills and items Disable DEX + modifiers from skills and items Operate DEX + modifiers from skills and items Perception POW + modifiers from skills and items

    Negotiation POW + modifiers from skills and items Knowledge INT + modifiers from skills and items Analyze INT + modifiers from skills and items Accuracy (Highest Ability Score) + modifiers from skills and items Evasion DEX + modifiers from skills and items Resistance POW + modifiers from skills and items

    Also record the following other values on your character sheet:

    Max HP Main Class Modifier + Racial Modifier + modifiersfrom skills and items

    Starting Fate Racial Modifier + modifiers from skills and items Damage Damage Value of one equipped item + modifiers from

    skills and items Magic Magic Value of one equipped item + modifiers fromskills and items

    Recovery Modifiers from skills and items Physical Defense STR x 2 + modifiers from skills and items Magical Defense INT x 2 + modifiers from skills and items Initiative STR + INT + modifiers from skills and items Speed 2 + modifiers from skills and items

    - Starting Items -

    Each PC starts with 350 gold, a Backpack, an Adventurer's Set, and a Sandwich.You should probably use the gold to purchase some equipment at this time,

    like weapons and armor. See the Item List spreadsheet.

    - Starting Connections -

    PCs receive one Connection at character creation. This should be to another PC.Player can work out amongst themselves their Connection, but it may be simplerto have each player form a Connection with the player to their physical right.

    PCs have no starting Union, however a GM may grant it to them if the scenariodictates that they should. For instance, PCs that are in the same party or

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    Guild may warrant a Union.

    For information on how to use Connections and Unions in play, refer toV.d. NON-COMBAT below.

    - Personal Data -Now you should decide on the cosmetic aspects of your PC, if you haven'talready. Make sure you've decided everything listed below:

    CName

    Sex Level (Elder Tale level, which is unrelated to your Character Rank and hasno mechanical effect on play)

    Starting Sub-Class (Mostly cosmetic, but may be a prerequisite for someCommon skills)

    Guiding Creed (basically, the reason your PC is an Adventurer; roll or picka selection from the table below. The tag is really the only important part, assome may interact with Common skills. The tag is essentially an RP guide,otherwise, and may help generate ideas for characterization.)

    Die Roll Creed Name Principle Tag 1 Protection "Defend others from danger" [Soldier] 2 Friendship "Spend time with my friends" [Commoner]

    1~2 3 Fortitude "Yield not to adversity" [Craftsman] 4 Conquest "Defeat the mighty" [Soldier] 5 Action "Lead by example" [Artist] 6 Chivalry "Conduct oneself gallantly" [Freeman]

    - 1 Support "Support everyone" [Statesman] 2 Justice "Uphold justice" [Craftsman]3~4 3 Give-And-Take "Help and be helped in turn" [Merchant] 4 Effort "Put in my utmost effort" [Commoner] 5 Sagacity "Acquire knowledge" [Intellectual] 6 Expression "Express myself" [Artist]

    - 1 Trust "Believe in others" [Commoner]

    2 Prosperity "Enrich those around me" [Merchant]5~6 3 Leadership "Lead everyone" [Statesman] 4 Discipline "Discipline thyself" [Craftsman] 5 Discovery "Indulge my curiosity" [Intellectual] 6 Adventure "Have fun adventuring" [Freeman]7 - GM's Choice GM's Choice GM's Choice

    Congratulations. You've finished creating your PC and are ready to play!

    II.b. CHARACTER ADVANCEMENT- Log Tickets -

    At the end of each Session (during After Play), the GM will give each playera Log Ticket. By using this ticket, the players can improve their PCs invarious ways. They also serve as a record of the adventures their charactershave had.

    Log Tickets can be used during Pre-Play, After Play, or if the GM permits atany other time. The GM will sign the Log Ticket, which is now considered'used', and the player who used it will have their PC gain the specifiedbenefit.

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    Types of Log Tickets include: Character Rank Up: This ticket can be used to increase Character Rank by 1. Fate Point Get: This ticket can be used only during Pre-Play. It gives the user's PC an additional Fate Point for the duration of the

    Session. Treasure Get*: This ticket can be used to acquire Treasure. Other Get: This ticket can be used to acquire a new Connection, Union or Sub Class.* = Please note that, as per the Official FAQ, Treasure Get tickets are largelyused to reward GMs in the case of a gaming group that uses a revolving GM.

    Because GMs cannot earn Prizes for their character (see V.e. TREASURE below),these Treasure Get tickets are how to compensate for that. PCs should, ingeneral, not receive them. GMs may choose to ignore this rule if they deem itappropriate or fun to do so, of course.- Increasing Character Rank -

    By using a Character Rank Up Log Ticket, a PC's Character Rank can be increasedby one. This has the following effects:

    1. Maximum HP Increases

    For each increase in Character Rank, a PC's Maximum HP increases by their

    Main Class HP Modifier.Class HP ModifierGuardian +8Samurai +8Monk +9Cleric +6Druid +5Kannagi +5Assassin +5Swashbuckler +6Bard +5

    Sorcerer +4Summoner +5Enchanter +4

    2. Base Stats IncreaseFor each increase in Character Rank, all of a PC's Base Stats increase byone. Recalculate their Ability Scores after this happens.

    3. Attributes May IncreaseIf any of the PC's Ability Scores increase, their Attributes will increase aswell. Here's a reminder of which Ability Scores affect which Attributes:

    Ability Score Attributes

    STR Athletics, Endurance, Phys. Defense, InitiativeDEX Disable, Operate, EvasionPOW Perception, Negotiation, ResistanceINT Knowledge, Analyze, Magic Defense, InitiativeHighest Accuracy

    4. New Skills

    When a PC's Character Rank increases, they can acquire new skills. From CR

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    2-10, they can acquire or rank up two Combat Skills and one General Skill. AtCR 11 and above, this changes to one Combat Skill and one General Skill.They can either acquire brand new skills from amongst the Archetype, MainClass, Race, and Common skill lists or increase the SR of a skill that theyalready possess by 1. However, a skill can never rank up beyond its Maximum SRor beyond the PC's Character Rank.

    - Acquiring a New Sub Class -

    An Other Get Log Ticket can be used to acquire a new Sub Class. There is nolimit to the number of Sub Classes a single character may have. Unlike in the

    Log Horizon novels, acquiring a new Sub Class does not cause you to lose yourprevious one. Make a record of all Sub Classes you have.

    Take note, however, that while a PC can have as many Sub Classes as they desire,they must choose only one to 'equip' during Pre-Play, and they count as being*only* that Sub Class during the scenario.

    - Acquiring Connections and Unions -

    An Other Get Log Ticket may also be used to form a Connection or Union. Playersmay form these with other players, NPCs that have appeared during the game, oreven a character from the original Log Horizon novels. They may even formConnections with NPCs that do not exist, if the player desires a Connection with

    a specific type of character (for instance, making the acquaintance of aBlacksmith when no Blacksmith NPCs have been introduced).

    A new Union may also be formed with as many characters as desired, however thisrequires a touch more story justification. Unions represent guilds, adventuringparties, or even a kingdom ruled by a league of nobles.

    There is no limit on how many Connections or Unions a PC may have. For moreinformation on how Connections and Unions are used in play, see V.d. NON-COMBATbelow.

    - Acquiring Treasure -

    A Treasure Get Log Ticket can be used to acquire items, gold, or magic itemcomponents per the table below:

    Treasure Type Ticket Cost ResultNormal Item 1 Acquire a normal item with a rank of your CR or lowerConsumable 1 Acquire two of a normal item with the [Consumable] tag and a rank of your CR or lowerTreasure 1 Make a single roll on the Treasure Table with a modifier of +10. Skills, etc. that modify Treasure Rolls do not affect this

    roll.

    II.c. READING SKILL BLOCKS

    Name Skill Type Tag Tag Tag Max SR Timing Check Type

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    Target Cost Range Activation Description

    - Skill Type -Should be "Combat", "General" or "Basic."

    If the data block isn't for a skill, it's just another tag.- Max SR -The maximum Skill Rank that it's possible to raise the skill to.

    - Timing -The time at which the skill can be used.

    Constant: This skill is always in effect. Pre-Play: This skill takes effect or can be used at the very beginning of

    the game session. Interlude: This skill can be used in the interval between scenes Briefing: This skill can be used during the Briefing Scene that takes place

    immediately before combat. Rest Time: This skill can be used only when the PCs can calmly spend the time to do it (i.e. not during combat or tense situations.) Major, Minor, Move, Instant: This skill can be used during the Main Process

    if an action of the specified type has not been taken yet. Main Process: This skill can be used during the Main Process even if the

    Major, Minor, Move and Instant Actions have all been used already. Setup, Initiative, Cleanup: This skill can be used during the specified

    Round Progression process. Before (After) Check: This skill can be used immediately before or after

    making a check.

    Damage Roll: This skill can be used immediately before a Damage Roll. Before (After) Damage: This skill can be used immediately before or aftertaking or inflicting damage.

    Action: This skill is used in response to another skill or action. See the description. Refer: The timing of the skill is explained in the skill description.

    - Check Type -The type of check necessary for the skill to take effect.

    None: No check is necessary, only a willing target. Automatic: No check is necessary, the skill automatically succeeds. Basic (Attribute/Difficulty): Requires a Basic Check against the specified

    attribute or difficulty. Opposed (Attribute/Attribute): Requires an Opposed Check. If attributes are

    specified, the first is the user's and the second is the target's. Refer: The necessary check is explained in the skill description.

    - Target -The target(s) affected by the skill.

    Self: This skill can target only the character who is using it.

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    Single / n: This skill can target from 0 to n characters or Props with HP.If the target is written as 'Single', then n is 1.

    Area (P/A): This skill targets all characters and Props with HP inside asingle square of the user's choice (within range.)

    Pick (P) indicates that the user can choose a subset of these targets, suchas only allies or only enemies.

    All (A) indicates that the skill affects allies and enemies alike. Wide n (P/A): This skill targets all characters and Props with HP

    inside squares within n distance of a single square of the user's choice (within range.) For example, "Wide 1" includes the targeted square

    and the 4 squares cardinally adjacent to it, for a total of 5 squares. "Wide 2" includes the 8 squares cardinally adjacent to those 5 squares, for a total of 13 squares. (P/A) work as per Area. Line n (P/A): The user must specify one of the four cardinal directions.

    This skill targets all characters and Props with HP in those squares within n distance of the user in the chosen direction. (P/A) work as per Area. Refer: The target is explained in the skill description.

    * It should be noted that in Log Horizon, diagonals do not count as adjacentsquares. Movement and ranges use what is known as Manhattan Distance. Squares

    in the four cardinal directions are the only ones that count as adjacent. Inother words, moving diagonally one square would count as 'two squares'. More onthis in the IV.a SQUARES AND MOVEMENT.

    - Range -The maximum range that can be targeted by the skill.

    Close: This skill's range is limited to the square the user is within. Weapon: This skill's range is the same as the weapon the user has equipped. nSq: This action's range is up to n squares distant from the user. Refer: The range is explained in the skill description.

    - Cost -

    The cost of the skill.

    None (-): This skill has no cost. Hate n: The user's [Hate] increases by n. Fate n: The user's [Fate Points] decrease by n (they must have at least

    this many Fate Points.) Cost n (Party): The user and all allies of theirs present must pay the

    specified cost. For instance, "Hate 1 (Party)" requires the user and their allies to all increase their Hate by 1. Cost n (Allies): All present allies of the user must pay the specified

    cost. For instance, "Hate 1 (Allies)" requires all alliesof the user to increase their Hate by 1. However, the userthemselves does not need to pay the cost.

    Refer: The cost is explained in the skill description.

    - Activation -The maximum number of times the skill can be used.

    None (-): There are no limits on the skill. Scenario n: The skill can be used only n times during a single scenario

    (game session). Scene n: The skill can be used only n times during a single scene. Round n: The skill can be used only n times during a single round of combat.

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    [Party]: This skill can be performed only once per scenario and only on themembers of a single Party.

    Other: The limit is explained in the skill description.

    - Description -Terms that may be used in the description.

    "You": The character that possesses or is using the skill. Target: The character, item, prop, etc. chosen as a target. Secondary Target: An additional target chosen as specified in the skill description. The terms 'You' and 'Target' are in relation

    to this new target after it is chosen. Ally: Characters that are friendly towards the user. In the case of PCsthis typically includes all other PCs.

    Enemy: Characters that are hostile towards the user. In the case of PCsthis typically includes all monsters.

    Sq: Short for Square. BS/LS/CS/OS: Short for Bad Status/Life Status/Combat Status/Other Status. "May move up to n Sq": The specified character may move to any valid Sq

    located within a distance of 0-n, or choose to staywhere they are.

    (Outside) Close Range: The square the user is in, or in the case of "Outside Close Range", all Sq other than the one the

    user is in.

    Cost: The effect or secondary effect of the skill has an additional costthat much be paid for it to take effect. "May use this skill again": If the associated cost is paid, this use of

    the skill does not count towards its limit. "Requires ---": The skill can only be acquired by characters satisfying the

    specified condition. "--- Only": The item can only be equipped by characters satisfying the

    specified condition.

    III. SESSION FLOW

    III.a. SCENES

    When players meet to play the Log Horizon TRPG, it's called a Session. EachSession consists of multiple phases, as depicted below:

    Pre-Play Session Prep

    Opening Phase Main Play Middle Phase Climax Phase Ending Phase After Play Log Tickets- Pre-Play -

    During Pre-Play, the players and GM prepare for the game. They should beprepared before coming to the Session as well; each player and the GM shouldcarefully review the rulebook and the GM should be familiar with the Scenario.

    Every player needs to bring a Character Sheet, and ideally their own rulebookand dice as well. The GM also needs the battle map, the Hate Management Sheet,and several Log Tickets per player.

    Everyone should introduce themselves to each other if they aren't already

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    acquainted, and the GM should then describe the premise of the scenario to theplayers (they can also prepare a handout to do this with beforehand.)

    Any players who haven't created a character should do so now. Housekeeping tasksfor PCs such as acquiring new Sub Classes and upgrading characters are also bestperformed at this time.

    Finally, any players who wish to use a [Fate Point Get] Log Ticket should doso, and skills with [Timing: Pre-Play] can be used if desired.

    After all the necessities are complete, Pre-Play ends and Main Play begins.

    - Main Play -

    Main Play is when the game itself takes place. It is divided into multiplephases, and these phases are likewise divided into scenes. At the end of eachphase, all PCs recover a Fate Point.

    Opening Phase: During this phase, the plot begins as the GM presents the players with a problem or situation that will draw them into the story. Often, this phase will only last for a single scene. Once the players understand the objective of the scenario, the game moves on to the Middle Phase. Middle Phase: During this phase, the players pursue the objective that they

    acquired during the Opening Phase. They should be presented with challenges, trials, and possibly enemies to defeat. Once the GM believes they are close to accomplishing their goal, the Climax Phase should start. Climax Phase: During this phase, the players confront the final barrier between them and their objective. Often, this is a powerful boss enemy. When (or if) they overcome the final challenge, the game enters the Ending Phase. Ending Phase: The Ending Phase serves as an epilogue to the story, showing the players what they've accomplished. There are typically no further battles or challenges during this phase. After the story has been wrapped up, Main Play is over and After Play begins.

    - After Play -

    During After Play, the players and GM wind down and perform housekeepingtasks to end the session.

    All PCs have their HP restored to their Maximum HP and their Fate Pointsrestored to their Starting Fate Points.

    The GM should fill out and hand out Log Tickets (see II.b. CHARACTERADVANCEMENT.)

    Any treasure or unwanted items acquired during Main Play can be sold at this

    time. If players wish to use their Log Tickets to rank up their characters atthis time, they can do so.

    Once all necessary tasks are performed, the Session is over.

    - Scenes -

    This section of the book is 20 pages of minutiae mostly obvious to anyonewho's played a TRPG before, so here's a very brief summary of the importantparts:

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    Bad Statuses do not last past the end of scenes. If the GM deems it appropriate, they can have PCs recover an arbitraryamount of HP at the end of scenes, or be restored to full HP.

    Incapacitated characters are restored to fighting condition at the end of scenes, but are very weak and in need of rest. See V.a. STATUSES. An Interlude occurs between scenes. Skills with [Timing: Interlude] can be used at this time.

    III.b. ROUND PROGRESSION

    Round Progression generally takes place during combat, but may also be calledfor during other time-sensitive situations (such as running from a bouldertrap, Indiana Jones style.) A flowchart demonstrating the steps of RoundProgression is below:

    Briefing Scene Round Progression begins Setup Process New Round Initiative Process Next Turn

    Major Action Main Process Minor Action Move Action Instant Action Are all characters Post-Action? [Yes] [No] Cleanup Process Has the objective been completed?

    [Yes] [No]

    Round Progression endsHere are details on the various steps of Round Progression.- Briefing Scene (or Surprise) -

    The Briefing Scene happens just before a fight. This is the moment in MMOs whenthe party is about to engage in a battle they see coming, such as in a dungeon,and take a moment both to understand the enemy and then prepare for the upcoming

    battle.

    In a Briefing Scene, two things happen. The first is that the players may askfor the name, rank, tags, and statuses of any monsters they can see. Based onthis information, they may also wish to perform Scouting actions in order togain more information or discover new threats they didn't previously see. Then,the party may act on this information by using skills with the Preparation tag.While any number of skills may be used, unless otherwise specified, only oneinstance of a Preparation tagged skill may be used. For example, a Kannagi mayonly use Purification Barrier once. Note that players do not incur Hate at this

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    time.

    ** Many Scouting skills possess the condition '(Fumble): The enemy notices yourscouting.' What this means is that the enemy force is alerted to impendingattack, and take measures accordingly. Depending on what the GM feels isappropriate, the enemies may call for reinforcements, retreat to a betterposition, or take actions that generally make conditions worse for PCs. At thevery least, if no ideas come to mind, increase all PC's Hate by +3 at the startof the combat.

    In the case of surprise attacks or ambushes, no Briefing Scene happens, even if

    the players are the attacking party. There are no set rules for determiningsurprise, the GM should simply rule as to whether a group is surprised or not.

    If Surprised, during the first round of the combat, any characters caughtunawares (GM's call, but usually all of the defending side) cannot take SetupProcess actions, and immediately acquire [Dazed] and [Post-Action].

    - Setup Process -

    The Setup Process is the beginning of a new round. During this process, allcharacters are set or reset to the Pre-Action state, and characters may useactions with [Timing: Setup]. Once everyone is done, move on to the firstInitiative Process.

    - Initiative Process -

    The Initiative Process consists of simply choosing the next character to taketheir turn, but characters may also use actions with [Timing: Initiative] atthis time.

    If all present characters are in the Post-Action state, move on to theCleanup Process.Otherwise, decide which character acts next using the following criteria:

    1. Amongst the characters who are in a Pre-Action state, the one with thehighest Initiative (unless they are on Standby.)

    2. Amongst characters who are in a Pre-Action state and on Standby, the character with the lowest Initiative.

    If multiple characters have the same Initiative value, the PCs act before theNPCs. When PCs have the same Initiative value, they should decide amongstthemselves who goes first, or have the GM decide if they are unable. ForNPCs with the same Initiative, it is entirely the GM's decision.

    - Standby -

    A character that is about to enter their Main Process can instead declarethat they are going on Standby. They gain the Other Status [Standby], andtheir Main Process is delayed until after all other characters not on Standby

    have taken their turn.

    When a character goes on Standby, skip their Main Process and move on to thenext Initiative Process. Once a character on Standby takes their turn, removethe [Standby] status from them.

    A character must declare Standby prior to beginning their Main Process. Ifthey have taken any kind of Main Process action, they can no longer go onStandby. Additionally, it is only possible to go on Standby once during eachround. A character who has already been on Standby during this round cannot

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    go on Standby again.

    - Main Process -

    During the Main Process, the character chosen by the Initiative Process getsto take their turn.

    The three types of actions usable only during the Main Process are the MoveAction, Minor Action and Major Action, and it is only possible to take one ofeach during every Main Process. In addition, at any time during a character'sMain Process, they may take a single Instant Action.

    Characters may choose not to take one or more of their possible Main Processactions if they have no need to do so.

    When a character has used all their possible Main Process actions or declaredthat they are finished, the Main Process ends. At this time, they transitionfrom the [Pre-Action] to the [Post-Action] state, and if they are affected bythe Bad Statuses [Staggered] or [Dazed], those statuses naturally expire.

    After a Main Process ends, return to the Initiative Process.

    - Cleanup Process -

    The Cleanup Process gets everything ready for the current round to end and a newround to begin.

    The steps of the Cleanup Process are listed below.

    1. [Regen], [Decay] and other effects that may heal or damage a charactertake effect at this time. See the Status Glossary for details. If acharacter has multiple effects that would both heal and damage them, performthe effects that would heal them first.2. If any character has an action with [Timing: Cleanup], they can use thataction at this time.3. Effects that can be sustained through multiple rounds, like Harmonies, areprocessed at this time. See the descriptions of these effects for further

    detail.4. Effects that do not last multiple rounds end at this time.5. The Cleanup Process is over. Move to the Setup Process of the next round.

    IV. COMBAT

    IV.a. SQUARES AND MOVEMENTIn the Log Horizon RPG, the world is divided into square tiles like those ofa chessboard. These tiles are known as Squares (Sq for short.) Distances ornumbers of Squares are expressed as 1Sq, 2Sq and so forth.

    All characters and Props occupy a Square. Movement, skill and weapon

    ranges are all specified using Squares. By default there is no limit to thenumber of characters which can occupy a single Square, but if the GM decidesSquares are too small to hold an unlimited amount of people, they are free toset a limit.

    Squares are about 5 square meters in size. The GM is free to alter this, butshould not alter any distances or ranges as a result; this risks unbalancingthe game.

    If the space between two Squares contains an impassable Prop such as a wall,

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    it isn't possible to move directly between those two Squares. Additionally,Squares themselves may be occupied by an impassable Prop.

    Impassable Props generally block line of sight as well. A character without adirect line of sight to a Square cannot make that Square or anything in itthe target of actions.

    Distances are measured using Manhattan rules. In any given square, only thecardinal direction squares are considered adjacent. Therefore, with a speed of'2', a character could move one square to the left and one square up, and eventhough visually they are only one square away, they still are two squares from

    their starting position.4 - 3 - 2 - 3 - 4| | | | |3 - 2 - 1 - 2 - 3| | | | |2 - 1 - X - 1 - 2| | | | |3 - 2 - 1 - 2 - 3| | | | |4 - 3 - 2 - 3 - 4

    Keep these rules in mind for skill targeting and attack ranges, as well.

    In combat, all characters have the ability to [Hinder] each other. If acharacter within close range (same square) as you attempts a [Normal Move], youmay declare a [Hinder]. That character's movement will immediately end. Notethat by default, [Hinder] can only target enemies, and not allies. At the GM'sdiscretion, they may rule that [Hinder] can be applied to non-enemies. Goodexamples would be in the case of NPCs, or characters whose allegiance you areunsure of.

    There are three kinds of movement: [Normal Move] [Safe Move] and [Teleport].[Normal Move] is the basic kind of movement and has no special rules. It can beused while [Swimming] and is affected by [Hinder]. [Safe Move] ignores theeffect of enemies, but not terrain, and is NOT affected by [Hinder]. [Teleport]

    ignores enemies and terrain. So long as a valid square is picked, the characterinstantly moves to that square, and cannot be affected by [Hinder] or Props(however line of sight may still be required).

    Certain effects can produce what is known as 'Forced Movement'. In this way,characters are made to make moves they may not wish to. Typically these kinds ofeffects will be noted with 'forced [Safe Move]' '[Safe Move (forced)]'. If acharacter begins movement of their own accord but are interrupted by forcedmovement, treat the forced and non-forced parts of the movement according to theappropriate movement rules.

    IV.b. HATE

    To any player of an MMO, Hate is a familiar mechanic. It may be known by othernames like aggro or threat, but its effect is the same: it is a measure of anenemy's recognition of your character as a threat. In MMOs, Hate is usuallytracked per enemy, but to ease book keeping, Hate in this game is tracked percharacter. That is, if you have 5 Hate, all enemies in the scene treat you ashaving 5 Hate.

    There are two conditions to be concerned about when dealing with Hate:[Hate Top] and [Hate Under]. These conditions are treated as Other Statuses (seeV.a. STATUSES).

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    The character with the highest Hate in the party at any given time is considered[Hate Top]. If characters are tied for highest Hate, then they are all[Hate Top]. A character who has the [Hate Top] condition takes extra damageany time they are attacked and fail their [Dodge Check]. In addition to theregular damage of the attack, they take direct damage equal to [(The [Hate Top]current Hate) x (the enemy's Hate Multiplier)]. This additional damage is knownas Hate Damage. Each enemy's Hate Multiplier is listed in their stats.

    Characters who are not [Hate Top] are known as [Hate Under]. If a [Hate Under]character is targeted by an enemy's attack, they enjoy a +2 bonus to their

    [Dodge Check]. In this way, the GM is encouraged to attack the [Hate Top].However, it should be noted there is NO obligation to attack the [Hate Top].Hate is a mechanic of incentives, not of hard rules.

    Hate can never be reduced below 0. There is no upper limit on Hate. Hateresets to 0 at the beginning, and at the end of combat. Hate is typically onlyincurred through the use of skills in combat, and the skill's cost will listhow much Hate is gained through its use. Hate may also be affected by a skill'seffect, and will be noted.

    The only other effect that manipulates Hate is failed [Dodge Checks]. Each timea PC is attacked by an enemy and the PC fails their [Dodge Check], that PC'sHate is immediately reduced by -1. Note this may change who is [Hate Top], so it

    is important to track this.Enemies and Props do not have Hate. NPCs may, however, have Hate(that's up to the GM). PCs who become [Incapacitated] no longer are subjectto Hate rules. Their current Hate level is sustained and tracked, but theycannot become [Hate Top] or [Hate Under], and enemies typically ignore them.However, if the PC recovers from [Incapacitated] and would be [Hate Top], thenthey immediately become that.

    IV.c. ATTACKSAttacks are divided into three types. [Weapon Attacks] are attacks made with aweapon, and are further divided into [Melee Attacks] and [Ranged Attacks], which

    are both considered [Weapon Attacks]. [Magic Attacks] are attacks using magic toinflict damage. [Special Attacks] use mechanic equipment, spiritual power,songs, or other powers to make attacks that are not explicitly weapon or magicbased.

    To make an attack, you first need to declare it. Hereafter, the character makingthe attack is referred to as the Attacker, and the character(s) targeted by theAttacker are the Defenders.

    To declare an attack, the Attacker must choose a usable action to make theattack with. Then, they must declare a target for that attack. The GM must makecertain this attack is valid, taking into consideration the attack's Range,Target, and any other things like Props. If the attack is valid, it has been

    declared.

    Next, the Attacker makes a [Hit Check] using their Accuracy. The Defender(s)make an opposed [Dodge Check], using either their Evasion or Resistance, asdictated by the attack. If the Attacker rolls higher than the Defender, thenthey are successful, and move on to the next step. If they fail, the attack endsand the round proceeds as normal.

    ** Ties go to the Defender. In the case of Automatic Successes/Criticals, ifboth Attacker and Defender roll criticals, then the Defender wins.

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    ** Keep in mind PCs get a +2 bonus to [Dodge Checks] for being [Hate Under].

    ** Failing a [Dodge Check] may also trigger certain Bad Statuses, like[Pursuit] and [Weakness]. If the Defender is a PC, they may also take HateDamage. Check IV.b. HATE for information on Hate Damage, and V.a. STATUSES forinformation on Bad Statuses. Note, however, that some skills have 'Automatic'listed for their Check. In these cases, a Defender cannot fail a check they didnot make, so none of these effects will apply.

    After the Attack Roll comes damage. First, an explanation on damage types. HP

    Damage is divided into four types with different rules. Physical Damage isinflicted by weapons or environmental effects, and is resisted by[Physical Defense]. Magical Damage is done through magical fire or lightning,and is resisted by [Magic Defense]. Penetrating Damage is special damage thatignores armor and shields; it is resisted by nothing. Direct Damage is appliedto HP directly, and is a special exception to normal damage processing rules.[Physical Defense] and [Magical Defense] as well as the [Cancel] status areineffective, and actions with [Timing: Before/After Damage] cannot be usedin response to it. The Defender's HP simply decreases. However, [Barrier] stillworks. Refer to this handy chart.

    | Phys. Def. | Mag. Def. | Cancel | Barrier | Reactions Allowed------------|------------|-----------|--------|---------|-------------------

    Physical | Y | N | Y | Y | YMagic | N | Y | Y | Y | YPenetrating | N | N | Y | Y | YDirect | N | N | N | Y | N

    The Damage Roll is usually listed in the skill's description, something like[Attack Power + 2D]. In this case, the Attacker rolls 2d6 and adds their[Attack Power] to the result. The Attacker may also use skills with [Timing:Damage Roll] at this time. Apply those effects as described. Note that no matterwhat effects may apply, the amount of dice rolled for a Damage Roll can never bereduced below 1D. If there are multiple Defenders, make only one Damage Roll.

    Certain attacks may have damage listed like '(SRx4)' or may only inflict Bad

    Statuses. In these cases, there is no Damage Roll, therefore no skills with[Timing: Damage Roll] may be used.

    After damage from all sources is calculated, it is time to apply damage to theDefender. Any characters that possess an action with [Timing: Before Damage] canuse them now, except in the case of Direct Damage, as noted above.

    At this time, the Defender applies their [Physical Defense] in the case ofPhysical Damage, or [Magic Defense] in the case of Magical Damage. Other effectssuch as [Cancel] may also apply. Once these effects are calculated, inflict theremaining damage to the Defender. Apply damage first to any [Barrier] status.If Defense, Cancel, and Barrier manage to reduce the damage to 0 or belowthen the damage is ineffective, and certain Bad Statuses or effects can not be

    applied. The only exception is in the case of [Pursuit] [Weakness] and HateDamage. If the Defender failed their [Dodge Check], then even if the damage isreduced to 0 or less, these three statuses still effect the Defender.

    Once all damage has been dealt to the Defender, if the Defender is at 0 HP orless, they are immediately [Incapacitated].

    ** Note that [Pursuit] [Weakness] and Hate Damage are applied separately fromthe Damage Roll. This is important in the case of [Barrier]. If a characterwould take damage from a Damage Roll, a [Pursuit] effect, a [Weakness] effect,

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    and also Hate Damage, then EACH damage source is first applied to [Barrier],with the Damage Roll being considered first, and the other three in any order.

    If the attack inflicts other conditions such as Bad Statuses, they happen afterall damage has been inflicted.

    If the Defender is a PC, and the PC failed their [Dodge Check], then the PCreduces their Hate by -1 after Bad Statuses have been applied.

    If the attack applies any kind of secondary effect, such as HP recovery for theAttacker, it happens after everything else. If the attack calls for the

    selection of a secondary target, those effects happen here as well.In case the above is simply too much, here's a summary.

    Attack Declaration An attack skill and target must be specified. The attack occurs only with the GM's permission. Hit Check Hit Check > Dodge Check: Success Hit Check

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    Difficulty can, of course, come from other avenues, such as giving the PCshigher ranked enemies to fight, or more Props to deal with. However you decideto challenge your players, always ere on the side of fun.

    V.a. PROPSWithin a scene, everything that is not a character, an enemy, or an item isclassified as a Prop.

    For instance, if on a rainy day a PC is loitering in a guild hall, everythingother than the PC and their items--the beds and chairs, the walls, the doors,

    the ceiling, and even the rain outside--is considered to be a Prop.The following are rules for Props, and specific Props may be found in the EnemyList. While any scene may include any number of Props, it is recommended thatProps that directly affect characters, such as Traps or Scene Effects (but notpassive Props such as walls or locked doors, even if they're inconvenientlyplaced) be kept to no more than three.

    Detection Difficulty, Analyze Difficulty, Disable Difficulty

    These numbers specify the difficulty level of related checks. The roll must beatthe specified number. In the case of "Auto", any attempt to perform the actionautomatically succeeds (one doesn't need to roll Perception to identify that a

    wall is a wall). In the case of "N/A", the action is not possible. Concealed Props

    If a Prop does not have Detection Difficulty: Auto, it is [Concealed] when itfirst appears in the scene. [Concealed] is an Other Status that behaves like[Hidden].

    Terrain

    This type of Prop is placed on the ground like a floor tile. Typically, thesekinds of Props cannot be destroyed, do not move, and will not block movement.Terrain does not block line of sight. In addition, characters with [Flying] are

    not affected by Terrain.

    Wall

    This type of Prop represents a tall construction of some type such as a wall orfence. Typically it will occupy an entire square on the encounter map. Walls mayblock line of sight, or may produce a special effect when a PC's line of sightreaches or passes through them.

    Note that not much discussion of Line of Sight exists in the LHTRPG book. It'sassumed that if you are able to see the target at all, you have line of sight.

    Space

    This type of Prop represents some phenomenon occupying the volume of a squareitself, such as darkness or mist. Spaces may block line of sight, or may producea special effect when a PC's line of sight reaches or passes through them.

    Object

    This type of Prop represents desks, rocks, trees, or other objects present in ascene that are not classified as another type of Prop but cannot be carried inan Inventory Slot. Objects may block line of sight, or may produce a special

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    effect when a PC's line of sight reaches or passes through them. If the questionarises of where in a square an Object is located, assume it is in the center.

    Scene Effect

    This type of Prop represents scene-wide effects such as a dark night, a rainstorm, or a blizzard. Typically, they directly affect every character presentin the scene.

    Trap

    Props with this tag will inflict some kind of harmful effect when the activationrequirement is triggered (see below). Traps do not exist in a vacuum, and mustbe set upon a Terrain, Wall, Space, Object, or Scene Effect Prop present in thescene, in accordance with which of those Props shares a tag with the Prop.

    Natural, Mechanical, Magical

    These tags specify the origin of the Prop. [Natural] Props are the earth itself,weather phenomena, and so forth. [Mechanical] Props are man-made floors,objects, or mechanisms. [Magical] Props are phenomena created by magical power.

    Variable

    When this tag is present, it allows the GM to assign either the [Natural],[Mechanical], or [Magical] tags to the Prop. This is done in accordance to thescenario's setting (for instance a man-made flamethrower trap might be out ofplace in a forest dungeon), and may also be designed with certain enemycapabilities in mind (such as the Kobold Tactics special ability).

    Passable

    This tag applies only to Wall Props. If this tag is present, characters can passthrough the wall freely, although the Prop may be activated as a result of doingso.

    Touch

    An activation condition of Props. In the case of Terrain and Space Props, thiscondition activates whenever a character enters the square the Prop is in. Inthe case of Object and Wall Props, the player must explicitly tell the GM thatthey are touching it, or the GM must decide such a thing has happened.

    Stay

    This tag applies only to Terrain, Space, and Scene Effect Props. If a characteris present in the same square as the Prop when the Cleanup Phase occurs, thenthe condition activates.

    Activate: (Timing)

    This additional effect can be activated if a character spends an action withthe necessary Timing. It is necessary to touch the Prop to do this.

    Arrange

    The GM is encouraged to modify this Prop to suit their purposes. They may changethe name, effect, rank, or anything else. Props typically list balanced ways toincrease the efficacy of certain Props.

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    Destroyable Props

    Some Props, especially Objects and Walls, may have HP and Defense statistics.Damage can be inflicted on these Props, and they can become [Incapacitated]. An[Incapacitated] Prop is broken and immediately stops producing any effect ithad. The Defense of a Prop is both its Physical and Magical Defense.

    Wide Props

    A single Prop may be expanded to occupy multiple squares on an encounter map.For example, it is possible to create a Flame Floor that occupies a 2x2 space

    and will damage anyone standing in any of those four squares. Moving from onesquare of the Prop to another will activate it again just as if it were enteredfor the first time.

    To make it obvious, a Wide Prop still counts as only one Prop, which hasrules implications both for destroyable Props, and for purposes of counting howmany direct Props you may have in a scene.

    V.b. ENEMIESEnemies are creatures that are hostile to the PCs and other Adventurers. Rangingfrom particularly vicious rodents to terrifying dragons, these enemies willengage in combat with the party, offering the main source of conflict in any

    game of LHTRPG. Enemy Rank

    This number represents an enemy's overall strength. Most enemies are consideredto be approximately equal in strength to an equally ranked PC. Therefore, whendesigning encounters, one monster of equal rank to the PCs, per PC, should bepresent in the scene. Four CR3 PCs mean four CR3 enemies.

    However, there are exceptions to this rule. Enemies with the [Mob], [Boss], and[Gimmick] tags have a different level of strength from other enemies of the samerank. For details on those, see below.

    Enemy Base Stats

    Enemies have ability scores, but not base stats. If base stats are necessary forsome reason, multiply the corresponding ability score by 3.

    Enemy Attributes

    Enemies have Evasion and Resistance specified, which are used just like they arefor PCs. However, if it is necessary for an enemy to make another kind of check,like an Athletics Check, take the ability score it is based on (STR forAthletics) and roll Ability Score + 2D, just like a PC would.

    Fixed Ability Scores

    Enemies may have thier ability scores and attributes specified like "7 (Fixed)".This means that when required to make a check using that ability score orattribute, they do not roll any dice, but simply use the specified value as thefinal result of their check. [Mob] and [Gimmick] enemies typically possess FixedAbility Scores to ease the burden on the GM.

    Although Fixed Ability Scores do not require rolling any dice, checks made usingthem are otherwise treated the same as normal checks. For instance, [Timing:Before/After Check] actions can still be made in response to them, and failed

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    [Dodge Checks] will still trigger the [Pursuit] and [Weakness] statuses.

    If it is necessary to add or subtract dice from a check made with a FixedAbility Score, add or subtract +3 or -3 per die.

    Identification Difficulty

    An enemy's name, rank, tags, and condition (all LS, BS, CS, and OS on them) areapparent just from looking at the enemy. However, for more detailed information,a PC must beat this difficulty with an Enemy Identification action.

    If the difficulty is "Auto", the enemy is already [Identified] when it firstappears and it is not necessary to make a check.

    If the difficulty is "Impossible", it is not possible to learn detailedinformation about the enemy.

    Hate Multiplier

    This number represents the power and fury of the enemy's ire, and will bewritten in a format such as "x2". It is applied to Hate Damage which the HateTop receives when attacked. For further information, see IV.b. HATE.

    Fate Points

    Some enemies, mainly Bosses, possess Fate Points. When the enemy possessing FatePoints appears, the GM may begin to use those Fate Points freely. These pointsare gained in addition to any that may come from the Session Difficulty (seeabove).

    The GM may spend their Fate Points exactly like PCs do. They may add a dice toany check before the check is rolled, re-roll a check after it has been made,use them to clear Bad Statuses from an enemy, or pay action costs. They may alsobe used for special Scenario Actions that may have been created beforehand.

    If uncertain how to use them, the best way is to wait for the Climax Phase,during the boss fight. Removing Bad Statuses is the fairest way to use them,

    but in the end, the GM should strive to create the most fun for the players.

    Drop Items

    Drop Items are body parts belonging to an enemy or items that they commonlycarry with them, and can be acquired when an enemy is defeated. The items theenemy drops are arranged on a table with rows numbering 1 to 6. When a PCdefeats an enemy, they roll 1D, and acquire the drop corresponding to the resultof the dice roll. This is known as a Drop Item Roll. Drop Item Rolls may alsobe delayed until after all enemies are defeated, and made by any player.

    Some items on the Drop Item Tables for each monster may have (Fixed) writtennext to them. These always drop when the enemy is defeated, regardless of the

    Drop Item Roll.

    Enemies that are placed in the scene after combat has begun, such as thosesummoned by Bosses, do not drop items.

    Each Drop Item is followed by its value in gold. The GM may choose to let theitem immediately be exchanged for money at the time of acquisition.

    Enemy Skills

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    Enemies also have unique skills and actions available to them. For the most partthese are treated just like player skills, however certain things may be omittedto save space in describing them. Enemy skills lack SR or Max Sr, and may nothave tags, a cost, or a limit explicitly listed if there is none. Some skilldescriptors like [Target: Self] and [Range: Close] that could be consideredobvious are likely omitted, as well.

    Enemy Tags

    The following is a selection of tags especially important for enemies.

    [Mob]Mob enemies are enemies that are uncommonly weak. In approximate terms, two[Mobs] are equal to a single PC of the same rank in power. Mobs are weaklingsthat appear in large numbers, so they generally have Fixed Ability Scores andDrop Items to save work for the GM.

    [Gimmick]Enemies with the [Gimmick] tag are actually traps or mechanical devices that arerepresented using the enemy rules. They are typically immobile and can be[Incapacitated] with a successful Prop Disable action.

    Gimmicks do not deal Hate Damage, but Hate Under characters do not get a defensebonus against them, either. The GM may wish to ignore Hate and roll a die to

    randomly determine who the Gimmick will attack.Gimmicks are weaker than other enemies. Two [Gimmicks] are about as strong as asingle PC of equal rank. Like Props, [Gimmicks] should be given a [Natural],[Mechanical], or [Magical] origin tag as appropriate.

    [Boss]Boss enemies are overwhelmingly strong. In approximate terms, a single Bossenemy rivals 3-4 PCs of equal rank. They make an excellent addition to anyClimax Phase.

    [Night Vision]Enemies with the Night Vision tag can see even in places where there is no

    light. When a [Darkness] Prop is present and affecting a character, enemieswith [Night Vision] treat them as if no [Darkness] was present.

    [Aquatic]Enemies with the Aquatic tag are at home in the water and can move through iteasily. They do not receive penalties from [Liquid] Props and are not affectedby the [Swimming] status.

    V.c. EXHAUSTIONExhaustion in LHTRPG represents the party's resources being depleted over time.There are four individual Exhaustion Tables: Stamina, Energy, Item, and Money.To use the table, the player rolls 1d6 and compares their result to the table,

    suffering the listed effect. Player skills can affect the roll, as cancertain other things in the scenario.

    When and where to use the Exhaustion Table is entirely up to the GM. However,note that Exhaustion, particularly Stamina, is very obviously meant to be a wayto balance the party's adventuring day. Food items and the like exist for areason, to mitigate the Exhaustion. The GM should use Exhaustion fairlyfrequently, and not shy away from it; however, at the same time, being toopunishing may impinge on the player's fun. Exhaustion is about enhancing thatfun by providing a building challenge, not punishing the players. Find what

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    works best for you.

    Stamina: Stamina Exhaustion is used after battles, or after long journeys, orafter physical exertion of an extreme nature. A player may be made to roll onthe Stamina Exhaustion table after Fumbling an Athletics or Endurance roll, forinstance. Use this table when the PCs would be tired.

    Energy: This represents a player's mind being shocked and spirit sapped. Despairor horror, or even soul-crushing apathy, will weigh heavily on the PC's hearts.Use this table when the PCs suffer a tragic loss, or witness hardships orhorrors above and beyond the norm.

    Item: Exhausting items comes from haste or nature's harsh effects. Escaping froman enemy camp, being chased through a city, or even going through a storm, willput a strain on the party's material resources, whether through simple loss ordeprivation. Even just walking through the bad part of town might see some ItemExhaustion. Use this table when the PCs' would stand to lose materialpossessions.

    Money: Losing money is just a part of life. Sometimes Gathering Information (asper the action, see V.d. NON-COMBAT) may see the party spending too much ondrinks at the tavern. Gambling, bribes, or just plain being stolen from may alsotax the party's money. Use this table when the PCs may bad financial decisionsor when some interaction with people would lighten their wallets.

    -- The Exhaustion Counter --

    Several scenarios that the LHTRPG development team have produced include aExhaustion Counter. This is a simple way to put pressure on PCs when they arein an exhausting, long-term situation, most notably dungeon crawling. When theparty could spend multiple turns going through a dungeon, not just fighting,then an Exhaustion Counter might be used. Every round that progresses, add +1 tothe Counter. Whenever the party would make an Exhaustion Roll, use theExhaustion Counter as a modifier.

    For instance, if the party takes two rounds to cross a precarious bridge, theywould have Exhaustion Counter +2. If they then need to fight a group of goblins,

    after the fight they would all roll on the Stamina Exhaustion table, adding +2to the roll. 1d6+2 gives a high chance of getting exhausted quickly!

    V.d. NON-COMBAT-- Attributes --

    Athletics: This attribute is used for physical activities that test thecondition of your body or your sense of balance. Examples are climbing a wallor jumping from a high place. It is also used for Scouting.

    Endurance: This attribute is used in situations such as laboring for a longtime, enduring illness or a harsh environment, or dealing with suffocation or

    starvation.

    Disable: This attribute is used to disable mechanisms one understands theworkings of, or to pick locks. Conversely, it can also be used to set traps. Itis used in Prop Disable checks. A Prop cannot be disabled until it is Analyzed,whether that comes from using Prop Analyze, or the Prop has an AnalysisDifficulty of Automatic.

    Operate: This attribute is used to operate ancient technology or magicalimplements, play musical instruments, or drive a vehicle such as a horse-drawn

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    carriage or a ship.

    Perception: This attribute is used to notice small details and subtle signs inthe environment, as well as to detect when people are telling lies. It is alsoused for Detect Unusual checks.

    Negotiation: This attribute is used during any situation where one must be deftwith words, such as wehn making a request, telling believable lies, or simplyto steer a conversation in the right direction.

    Analyze: This attribute is used to identify objects, comprehend the workings of

    machinery or traps, or break ciphers. It is used in Prop Analyze and AppraiseItem checks.

    Knowledge: This attribute represents all kinds of knowledge and book learningnot represented by other attributes, but particularly familiarity with thecharacteristics of monsters. It is used in Enemy Identification checks.

    Accuracy: Outside of combat, this attribute may be used for tasks that requireprecise aim such as throwing stones or operating siege equipment.

    Evasion: Outside of combat, this attribute can be used as a representation ofone's physical agility and reaction speed.

    Resistance: Outside of combat, this attribute can be used as a representation ofone's natural spiritual ability to resist magic.

    When making a check, GMs should refer to the following chart to get an idea ofwhat kind of number the player needs to beat. Remember that the number must bebeaten, not just met.

    CR | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10--------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----Easy | 6 | 6 | 6 | 7 | 7 | 7 | 8 | 8 | 8 | 9--------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----Average | 9 | 9 | 10 | 10 | 10 | 12 | 12 | 12 | 13 | 13--------|-----|-----|-----|-----|-----|-----|-----|-----|-----|-----

    Hard | 11 | 11 | 13 | 13 | 13 | 14 | 15 | 16 | 16 | 17

    -- Sub Classes & Scenario Actions --

    There are little to no mechanical effects associated with Sub Classes (for now),however a common trick used in many scenarios provided by the LHTRPG developmentteam is to make "Scenario Actions" that have specific bonuses when used bycertain Sub Classes.

    For instance, in the scenario provided in the book, there is a short forestexploration event. The forest is arranged like a board game, with several spaceslined up, some being blank, and some having events listed. To progress throughthis forest required using the 'Explore the Forest' action. PCs with the

    Pathfinder Sub Class gained a +2 bonus to the check.

    Similar Scenario Actions can be created by the GM ahead of time for any kind ofevent. For instance, in a battle scene, there may be a special Scenario Actionto unleash a certain trap or environmental effect on enemies, or perhaps anaction that allows unusual movement, such as swinging on a rope to make a[Safe Move] to a specific area. These actions might have bonuses from certainSub Classes, or maybe even restricted to being only used by those Sub Classes,or modified somehow and made unique depending on the Sub Class of the PC.

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    Tailor your Scenario Actions to your players, and remember that even though theyare allowed to possess as many Sub Classes as they wish, PCs may only 'equip'one Sub Class at a time, done during Pre-Play.

    -- Connections & Unions --

    Connections represent a character's contacts, whether they be friends,acquaintances, business partners, family, or otherwise. A Connection by itselfhas no mechanical value, however a Connection by its very existence is adeclaration of interest by the player. For instance, if the player establishesa Connection with an NPC that you had intended to appear only once, this tells

    you, the GM, that the player liked that NPC, and perhaps they should return atsome point.

    Unions are much the same as Connections, however they represent whole groups ofpeople united by ideology, circumstance, or goals. Guilds, adventuring parties,government bodies, all are examples of a Union. The difference between the twois in the scale; a Union represents a wide number of Connections under oneumbrella. However, Unions should also require more story justification for theirexistence.

    GMs can use Connections in a number of ways. Some may simply use them as RPhooks, and this is valid. Others may wish to offer a bit more mechanicaladvantage to them, which is also valid. They are a tool to enhance a player's

    immersion into the world, and GMs should feel free to be creative in employingtheir use.

    A few examples of mechanical benefits are as follows.

    1) If a Connection is a crafter, such as a Swordsmith, a GM may allow the PCwith that Connection to ask for magical items to be made for them, provided thatthey give the proper materials and gold (see V.f. MAGIC ITEMS). Conversely,perhaps they may ONLY craft magic items in this fashion, unless they have anappropriate Sub Class.

    2) Certain Connections may possess special knowledge. When making a Gather Infocheck (see below), a useful Connection may provide a +2 bonus on that check.

    This is subject strictly to GM interpretation and the player's ability to sellthe connection.

    3) The 13th Age icon relationship rules may be bolted on to allow forserendipity to help a player out. Once per session, allow the player to roll 1Dfor each of their Connections. Rolling a 6 on any of the dice may indicate abenefit of some kind. Perhaps the Connection contacts the party to provide thathelpful hint that points them in the right direction. Perhaps the Connectionprovides a helpful Prize. Or maybe even, in the heat of battle, strugglingagainst a mighty foe, the PC remembers their friends, and gains extra FatePoints to see them through.

    (The above are purely house rules, meant to give the GM some ideas. These aren't

    in the book at all.)

    Finally, what the 'connection' for the Connection is can be informed with a ROCtable! This is your character's view of the other person; it may not bereciprocated. In the case of 'Boss', also, you aren't necessarily employed bythis person, you just want to work hard for their sake.

    Die Roll Relationship Explanation 1 Your Ward You want to protect this person. 2 Your Crush You love this person, but haven't told them.

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    1~2 3 Your Kindred Though not blood-related, they're like family. 4 Your Hero You idolize them. They're an example to you. 5 Your Reverend You have unshakeable respect for this person. 6 Your Companion This person is a trusted adventuring companion. - 1 Your Benefactor You owe them a debt you've yet to repay. 2 Your Rival One-sided, friendly, or vicious rivalry.3~4 3 Your Interest You want to know more about them. 4 Your Friend You are fast friends with this person. 5 Your Ally You work with this person for a goal or principle. 6 Your Enigma They're so different; you want to understand.

    - 1 Your Boss You want to work hard for this person. 2 Your Pupil You want to guide this person in some way.5~6 3 Your Co-Worker You have a business relationship with them. 4 Your Neighbor You live near this person, and make small talk. 5 Your Customer You buy or sell from this person regularly. 6 Your Family You are never lonely when around them.7 - GM's Choice

    -- Gather Info & Negotiation --

    Legwork is often seen in TRPGs, and Log Horizon is no exception. PCs may wishto perform a Gather Information action in order to investigate something

    specific or learn about current events.There is no set attribute used for Gather Info. Any attribute may be used, solong as the PC justifies the use. Some examples might be asking the bartenderat a local tavern, which requires a Negotiation check. If they attempt to searchdocuments or their own memories, Knowledge works. Attempting to glean cluesfrom the environment around them may need Analyze. The GM's permission isnecessary in any case, but being liberal is recommended.

    Negotiation Checks, whether on their own, or as part of a Gather Info action,are special because they typically require an opposed roll, rather than beatinga set difficulty. The GM may still use a difficulty if desired.

    -- Acquiring New Personal Data During a Session --

    Connections, Unions, and new Sub Classes are normally acquired by the playersusing Log Tickets during After Play. However, there may be times during which aplayer wishes to acquire them during a session. For instance, they may want toform a Connection to an NPC they've just met, or join a guild they areinteracting with. At appropriate times such as this, the players may make theirdesire known to the GM.

    The GM may also permit 'temporary' Connections, Unions, and Sub Classes to beacquired in such situations. These do not require spending a Log Ticket.However, they last only for the duration of the scenario, and are lost duringAfter Play. If a player changes their mind and wishes not to lose them, they

    may choose to spend a Log Ticket during After Play to permanently acquire themat that time.

    When a player acquires a new Sub Class during play, they may choose to switchto it at that time.

    There is no hard limit on the amount of temporary Personal Data that may beacquired, but the GM may wish to limit it to 1-2 times per PC per scenario tokeep things manageable.

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    V.e. TREASUREPCs get loot as they adventure. Each time a player is rewarded (usually withmoney or items, but it can be any kind of reward), it is known as a Prize. Thetotal number of Prizes the PCs should be awarded per scenario is equal to thenumber of PCs x 3, plus an additional Prize per event in the Middle Phase.

    For example, if there are 4 PCs, and there is one battle event during the MiddlePhase, the PCs should receive a total of [(4 x 3) + 1] = 13 Prizes.

    Note that each individual player does not have to receive three Prizes each;

    the amount listed is the total amount the PCs as a party should receive. Howthe PCs split the loot is up to them.

    A Prize's value should be roughly equivalent to one roll on the Treasure Table.

    -- Treasure Table --

    The Treasure Table (located in the Item List spreadsheet) provides GMs with aneasy tool to gauge what kind of value a Prize should have. Since what items PCscan use is dependent on their CR, so too must their rewards match. The TreasureTable is provided not to be a literal end-all-be-all of items, but rather toprovide general ideas of what value the PCs should be getting.

    The Treasure Table can be used two ways, by average or by roll. In the case ofa roll, a PC should be elected to make a roll (or the scenario may dictate it).The PC rolls 2d6 + (average of party's CR x 5). For instance, a party of CR1 PCswould roll 2d6 + 5.

    In the case of an average, use [7 + (average of party's CR x 5)]. This allowsfor quick reference by GMs, but GMs should keep in mind that some players mayhave abilities that affect Treasure Rolls. Not every Treasure Roll should be aroll, but neither should they all be averages. Random rolls also increase thefun of a scenario.

    The Treasure Table is divided into three parts: Money, Materials, and Valuables.Any of these can be used for any roll or Prize, and the GM should choose based

    on what would be logical for the scenario. If uncertain, use Valuables, or Moneyif the PCs have no inventory space left.

    -- Log Tickets --

    Log Tickets are rewarded to each player at the end of a scenario. Keep in mindthey are awarded to players, not characters. They do not take up inventory slotsof any kind, and are tracked separately from any kind of inventory.

    The number of Log Tickets that should be rewarded are described below.

    For PCs: 1 Character Rank Up Ticket; 1 Ticket of any type per eventFor GMs: 1 Character Rank Up Ticket; a number of Treasure Tickets = # of PCs,

    and 2 Tickets of any other type per event.

    -- Magic Items as Prizes --

    If the GM desires, a magic item can be granted as a Prize. The magic item cansubstitute for a gold reward of up to 3/4ths of its value. For example, a 750Greward can be changed to a 1,000G magic item.

    -- Selling Loot and Equipment --

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    Items with [Valuable] [Core Material] and [Magic Catalyst] may be sold forfull listed price. a [Valuable] (100G) item is sold for 100G. In addition,magic items are sold for full price.

    Items not mentioned, particularly old equipment PCs may be selling, are sold at1/10th cost. For instance, an item worth 110G would sell for 11G.

    V.f. MAGIC ITEMSItems with special abilities are known as Magic Items. Magic Items are furtherbroken down into two different categories: Prefixed Items, and Named Items.

    A Prefixed Item is a basic item that has had some kind of enhancement placedupon it, and its name changed to reflex the effect. For instance, a 'Flame LongSword' would deal damage with the [Flame] tag. Note that even though they'recalled Prefixed Items, the item doesn't necessarily need to be prefixed. Theabove sword could just as easily be called 'Long Sword of Flame'.

    Named Items by contrast are unique items with unique stats and abilities. Theymay be based on a certain item, like a Long Sword, but typically will havebetter stats, and a better special effect.

    Magic Items regardless of type all possess a tag, called its Magic Grade, whichrepresents the level of magic the item is imbued with. Think of it akin to the

    color of an item in a typical MMO (green, blue, purple, etc). The tags arewritten like [M3], and range from [M1] to [M7].

    Items of grade [M1] to [M3] are called Magic Items, [M4] to [M6] are Artifacts,and [M7] are Phantasmals.

    Each magic item, whether Prefixed, or Named, has a recipe involved in making it.For Named Items, these recipes are complex, and require a Core Material. It mayalso require several base items, Magic Catalysts, and money. For Prefixed Items,typically all that is required are Magic Catalysts, a single base item, andmoney.

    Core Materials are special items that are typically only received by defeating

    special enemies, boss enemies, or through treasure rolls. Named Item recipestypically specify which Core Material it requires--not just any will do. Bycontrast, a Magic Catalyst can be more easily obtained, and regardless of itsname, so long as it has the [Magic Catalyst] tag with the appropriate rating,it can be used.

    -- Prefixed Item Rank Limit --

    A special rule that applies only to Prefixed Items is that a character onlyreceives the special effect of the Prefixed Item, if the item's rank is withinCR-5. For example, a CR8 character could not use any Prefixed Items of Rank 3 orlower.

    This rule prevents the 'golfbag of low level items' being abused.

    -- Acquiring Magic Items --

    Magic Items may be awarded as Prizes, as mentioned above. Players may alsopurchase them, but only if allowed by the GM. Optionally, the GM may also allowcharacters with production Sub Classes to 'craft' magic items, whether thosebe PCs, or NPCs the PCs have formed Connections with. For instance, a characterwith the Swordsmith Sub Class could construct [Blade] and [Katana] items.

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    In the case of purchasing and crafting, the following rules are used.

    Creating a Named Item is simple; each comes with their own recipe. Assemble allitems, then pay the Construction cost. All items in the recipe are consumed, andthen the Named Item is produced. The Named Item then also obtains the[Soulbound] tag.

    Creating a Prefixed Item is a little more complex.

    Step 1: Choose a Prefix. Prefixes can be found in the Item List.

    Take note that certain Prefixes may only apply to certain item Tags. These mustbe obeyed.

    Step 2: Choose a Base Item to apply the Prefix to.

    Step 3: Name the new Prefixed Item.

    Step 4: Add the [Mn] (Magic Grade) tag.

    Step 5: Determine quality and quantity of Magic Catalysts.

    The grade of the Magic Catalyst is equivalent to the Item Rank of the base item.For instance, enchanting Ring Mail, a rank 1 [Heavy Armor], requires

    [Magic Catalyst 1]. The number of required Magic Catalysts depends on theMagic Grade tag, determined by the chosen Prefix. For instance, applying theHardened Prefix to the Ring Mail would be [M2], therefore, you would require[Magic Catalyst 1] x2.

    Step 6: Pay the cost

    The Construction cost is equal to the amount you would have paid for theMagic Catalysts. For instance, two Magic Catalyst 1's would cost 30G total, sothe Construction cost would be 30G. A table to help determine costs can be foundat the bottom of the Magic Items sheet in the Item List.

    After this, all items used in construction are consumed, and you acquire the

    Prefixed Item.

    -- Example of Prefix Construction --

    I want to craft a magic item with the Recovery prefix.

    I choose to apply this prefix to the Bracer base item.

    I will call it the Recovery Bracers.

    The Recovery Bracers now have the tags: [Accessory] [Gloves] [M3]

    Since the Bracer item is Item Rank 1, and because the Recovery prefix stipulates

    it is a Magic Grade 3 [M3], I need three [Magic Catalyst 1].

    The Bracer item costs 60G, the three Magic Catalyst 1's cost 45G total, and theConstruction cost would also be 45G. Total, I would pay 150G for this item.

    When equipped, the Recovery Bracers grant me +1 Attack Power and +5 Recovery.

    VI. REFERENCE

    VI.a. STATUSES

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    There are four types of statuses: Life Status, Bad Status, Combat Status, andOther Status. Specific rules for each type will be explained in their ownentries.

    -- Life Status --

    Statuses that relate directly to the vitality of a character are known as LifeStatuses, or LS. In general, LS are removed during After Play at the same timeHP damage is, with exceptions noted in the individual descriptions below.

    Fatigue- A status that represents worsening physical condition as a result of lengthyexcursions, fierce battles, or deprivation.- Fatigue always has a Rating, which is written like [Fatigue: n]. If acharacter with Fatigue would receive more Fatigue, add the Ratings together.- Fatigue reduces the afflicted character's Max HP by its Rating.- If a character would be reduced to 0 Max HP by Fatigue, they immediatelybecome Incapacitated and cannot recover from Incapacitated until their Max HPbecomes at least 1.- Fatigue is cured by Items, particularly those with the [Food] tag, and otherthings like resting at an Inn. If the Rating becomes 0, Fatigue is erased.During After Play or at the GM's discretion, Fatigue is erased.

    Weakness- This status expresses vulnerability to a certain kind of damage, or alldamage.- Weakness always has a Rating, and in most cases, a Condition that stipulateswhat tag interacts with the Weakness. If the condition is Flame and the ratingis 5, it's written like [Weakness (Flame): 5].- When a character with Weakness is targeted by an attack and fails their[Dodge Check], and the damage of that attack meets the condition specified, thecharacter will take additional direct damage equal to the status's Rating. Ifthere is no condition specified (such as with [Weakness: 3]), the Weaknesswill deal additional damage on any successful attack.- Multiple Weaknesses may be inflicted on a character. [Weakness (Flame): 15][Weakness: 10] and [Weakness (Flame): 10] may all exist on the same character.

    However, a single effect can only place a single instance of Weakness at a time.- If a character affected by Weakness fails their [Dodge Check] and couldbe damaged by multiple Weaknesses, only the one with the highest Rating applies.For instance, in the above example, a Flame attack would trigger 15 directdamage, and any other attack would trigger 10.

    Incapacitated- A character who has been reduced to 0 HP is unable to fight.- Incapacitated characters are always in the [Post-Action] state and cannot takeany actions or make any checks, nor use [Hinder], until they recover from thestatus.- Incapacitation does not remove any other Status, but they are not affected byHate rules, and cannot become [Hate Top] or [Hate Under]. However, like their

    current Statuses, their Hate remains unchanged.- If a character somehow is Incapacitated while above 0 HP, their HP immediatelydrops to 0.- Characters that are Adventurers recover from Incapacitated automatically atthe end of a scene, and have their HP restored to maximum (note: only at the endof the scene; if they recover from it mid-combat, they do not recover max HP).- Characters that are enemies or People of the Land or similar become Dead atthe end of the scene they're rendered Incapacitated in. However, the GM maywaive this for story purposes.

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    Dead- Characters that are Dead cease to exist in the game world, at least for theduration of the current Scene.- A Dead Adventurer will be revived at the end of the scene with 1 HP. That is,they revive with [Fatigue: (MAX HP - 1)].- In Log Horizon, dead Adventurers would return the Revive Point in the citythey most recently visited when revived. For the purposes of facilitating smoothplay, in this game it is assumed characters automatically regroup with the partybetween scenes. The GM may specify a different time or place for revival if theywant.- The consequence of death for revived PCs is that they lose a small portion of

    their memories of the previous world (Earth.) This is not modeled by game rules,but players are encouraged to roleplay it.

    -- Bad Status --

    Temporary conditions usually seen only in combat, Bad Statuses, or BS, arevaried and come with different removal conditions.

    Staggered- An intense pain or pressure, material or immaterial, has overwhelmed thecharacter.- A Staggered character takes a -1D penalty to all [Timing: Major] and[Timing: Main Process] actions.

    - Characters naturally recover from Staggered at the end of their Main Process.- Outside of battle, Staggered is removed after a single penalty, or at GM'sdiscretion.

    Dazed- Shock has rendered the character in a mental daze, or made them feel numb.- A Dazed character takes a -1D penalty to Opposed Checks where they are thedefender in that check, and cannot perform actions with [Timing: Before/AfterCheck] in reaction to Opposed Checks they are defending against. In addition,they cannot [Hinder].- Characters naturally recover from Dazed at the end of their Main Process.- Outside of battle, Dazed is removed after a single penalty, or at GM'sdiscretion.

    Rigor- Being knocked off-balance, fallen down, or restrained somehow.- A character with Rigor cannot perform any action with the [Movement] tag.In addition, they cannot use [Hinder].- A character must use either a Minor Action or a Major Action to recover fromRigor.- Outside of battle, Rigor is removed after a single penalty, or at GM'sdiscretion.

    Confusion- A character has been blinded, or had their mind scrambled by a spiritualattack, or even been beguiled by an enemy's charms. Losing track of the current

    situation, their guard is lowered, and they attract more attention.- A Confused character takes a -1D penalty to all checks. At the beginningof each of their Main Processes, they also increase their Hate by +1.- A character must use a Major Action to recover from Confusion.- Outside of battle, Confusion is removed after a single penalty, or at GM'sdiscretion.

    Decay- The character is bleeding, poisoned, on fire, being shocked or eaten byacid--any effect that causes their health to continuously decrease.

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    - Decay always has a Rating, which is written like [Decay: n]. If a characterwith Decay would receive another Decay effect, only the Decay with the highestRating is applied, and all others are discarded.- A character with Decay takes damage equal to the Rating of the Decay duringthe Cleanup Process of every round.- A character must use a Major Action to recover from Decay.- Outside of battle, Decay is removed after a single penalty, or at GM'sdiscretion.

    Pursuit- Certain enchantments and skillfully interwoven attacks may leave a character's

    guard open, making it easier to inflict higher damage on them.- Pursuit always has a Rating, which is written like [Pursuit: n]. A charactercan be affected by multiple instances of Pursuit called stacks. [Pursuit: 15][Pursuit: 10] and [Pursuit: 10] may all coexist on the same character.- When a character affected by Pursuit is targeted by an attack and they failtheir [Dodge Check], they will take additional direct damage equal to the Ratingof the Pursuit effect on them. If multiple stacks exists, only the Pursuit withthe highest Rating is triggered. The triggered Pursuit is then immediatelyremoved, but all other stacks of Pursuit remain.

    Afflicted- A character's conditions weigh more heavily on them.- The Afflicted status has no effects of its own, however, it prevents the

    removal of certain other Bad Statuses, until it is removed first.- If an effect would remove the [Staggered] [Dazed] [Confused] [Weakness] or[Overconfident] conditions from a character with Afflicted, then those statusesare immediately re-applied.- A character must use either a Minor Action or a Major Action to recover fromit. Only then can the listed Bad Statuses also be removed.- Outside of battle, Afflicted is removed after a single penalty, or at GM'sdiscretion.

    Overconfident- Brimming with foolish arrogance, throwing caution to the