Chapter 1. Introduction

19
Chapter 1. Introduction Fragrant green winds blow across this new, yet somehow old land. The imaginary world of Theldesia is home to dragons and giants, monsters and demihumans. With a burden weighing upon your soul, go fourth, O winged one <Adventurer>! The land spreads out before you like a blank page, make your mark in it! Welcome to Log Horizon! The world of Log Horizon is full of adventure and excitement! This is a rulebook for a TRPG based on the Log Horizon novels. This may be your first time in Log Horizon, or you may be a TRPG fan very familiar with Log Horizon. Whatever your background, please read this chapter first. You will find a variety of information as you descend as an adventurer into another world (Theldesia). Let's start by preparing for the adventure. About the Log Horizon novels & Log Horizon TRPG Log Horizon is originally a fantasy/sci-fi novel series written by Touno Mamare. The story of Log Horizon begins as players of the online RPG Elder Tale are transported into its world of Theldesia. TRPG A tabletop role-playing game, or TRPG for short, is a game in which participants play fictional characters in a fictional world and engage in stories. One of the participants serves as the Game Master (GM). The remaining participants play characters, and create player characters (PCs). The GM explains a scenario that the PCs find themselves in, and in response the player considers which actions to take. The GM decides the success or failure of the action and the resulting situation. By repeating this exchange, the players form their own story. There is no win or loss in a TRPG. You can consider a "win" to be when the participants, the GM and the players, enjoy the game together. PCs may die during the adventure, missions may fail, but if you enjoy story of the process, you're a winner. Reading this Book In this book, game rules are divided into several chapters. This section outlines the contents of each chapter. There is no need to memorize the contents of this book. If you have trouble grasping a part, you can skip over it and refer to it later, when need arises. Further, this book does not distinguish between rules "for GM" and "for players". By describing common rules, players and GM can better understand the mechanics of the game and play more smoothly. Chapter 2. Grand Rules Explains the core concepts of Log Horizon TRPG (LHZ), including how to read data such as special skills and items. If you have any doubts about how gameplay works, you may want to reread this chapter first. Chapter 3. Characters Describes the rules for adventurers, who can be considered the alter-ego of the player; the rules for creating PCs, and data for that. It also includes some ready-made characters that may be used immediately. Chapter 4. Items Equipment such as weapons and armor, consumables such as recovery medicine and food, and magical items. Chapter 5. Sessions Explains the overall flow of playing the game. If all participants familiarize themselves with this section, gameplay can proceed more smoothly. Chapter 6. Adventures It describes the mechanics of determination, the resolution, and the rules for dealing with various situations encountered during the adventure. During the session, the GM will provide solutions to players according to the rules in this chapter. Chapter 7. Combat Describes the rules of combat—one of the major obstacles encountered by PCs in completing missions. Combat is particularly exciting in a TRPG, but there are many rules. Both players and GMs should have a good understanding of the battle process. Chapter 8. World All about the world of Theldesia; the stage to LHZ and those who inhabit it. Chapter 9. Assembly & Operation The GM's guide to world-building. This includes data such as traps and enemies encountered during an adventure, and a treasure table that determines the treasure to be acquired. Players may also read this chapter to better understand the risks of adventuring. Chapter 10. Scenario Includes one sample scenario so you can play LHZ immediately. GMs should read this chapter and recruit players to play with. If you plan to play this scenario as a player, then refrain from reading this chapter until the end of the session. Chapter 11. Reference Lists tags that are frequently referred to during the game, execution conditions, various statuses, basic operations, etc. If you

Transcript of Chapter 1. Introduction

Chapter 1. IntroductionFragrant green winds blow across this new, yetsomehow old land. The imaginary world ofTheldesia is home to dragons and giants,monsters and demihumans. With a burdenweighing upon your soul, go fourth, O wingedone <Adventurer>! The land spreads out beforeyou like a blank page, make your mark in it!

▶Welcome to Log Horizon!

The world of Log Horizon is full of adventure and excitement!

This is a rulebook for a TRPG based on the Log Horizon novels.This may be your first time in Log Horizon, or you may be a TRPGfan very familiar with Log Horizon.

Whatever your background, please read this chapter first. Youwill find a variety of information as you descend as an adventurerinto another world (Theldesia). Let's start by preparing for theadventure.

▶About the Log Horizon novels & Log Horizon TRPG

Log Horizon is originally a fantasy/sci-fi novel series written byTouno Mamare.

The story of Log Horizon begins as players of the online RPGElder Tale are transported into its world of Theldesia.

▶TRPG

A tabletop role-playing game, or TRPG for short, is a game inwhich participants play fictional characters in a fictional world andengage in stories.

One of the participants serves as the Game Master (GM). Theremaining participants play characters, and create player characters(PCs).

The GM explains a scenario that the PCs find themselves in, andin response the player considers which actions to take. The GMdecides the success or failure of the action and the resultingsituation. By repeating this exchange, the players form their ownstory.

There is no win or loss in a TRPG. You can consider a "win" tobe when the participants, the GM and the players, enjoy the gametogether. PCs may die during the adventure, missions may fail, but ifyou enjoy story of the process, you're a winner.

▶Reading this Book

In this book, game rules are divided into several chapters. Thissection outlines the contents of each chapter.

There is no need to memorize the contents of this book. If youhave trouble grasping a part, you can skip over it and refer to it later,when need arises.

Further, this book does not distinguish between rules "for GM"and "for players". By describing common rules, players and GM canbetter understand the mechanics of the game and play moresmoothly.

▶Chapter 2. Grand Rules

Explains the core concepts of Log Horizon TRPG (LHZ),including how to read data such as special skills and items. If youhave any doubts about how gameplay works, you may want toreread this chapter first.

▶Chapter 3. Characters

Describes the rules for adventurers, who can be considered thealter-ego of the player; the rules for creating PCs, and data for that.It also includes some ready-made characters that may be usedimmediately.

▶Chapter 4. Items

Equipment such as weapons and armor, consumables such asrecovery medicine and food, and magical items.

▶Chapter 5. Sessions

Explains the overall flow of playing the game. If all participantsfamiliarize themselves with this section, gameplay can proceedmore smoothly.

▶Chapter 6. Adventures

It describes the mechanics of determination, the resolution, andthe rules for dealing with various situations encountered during theadventure. During the session, the GM will provide solutions toplayers according to the rules in this chapter.

▶Chapter 7. Combat

Describes the rules of combat—one of the major obstaclesencountered by PCs in completing missions. Combat is particularlyexciting in a TRPG, but there are many rules. Both players and GMsshould have a good understanding of the battle process.

▶Chapter 8. World

All about the world of Theldesia; the stage to LHZ and those whoinhabit it.

▶Chapter 9. Assembly & Operation

The GM's guide to world-building. This includes data such astraps and enemies encountered during an adventure, and a treasuretable that determines the treasure to be acquired. Players may alsoread this chapter to better understand the risks of adventuring.

▶Chapter 10. Scenario

Includes one sample scenario so you can play LHZ immediately.GMs should read this chapter and recruit players to play with. If youplan to play this scenario as a player, then refrain from reading thischapter until the end of the session.

▶Chapter 11. Reference

Lists tags that are frequently referred to during the game,execution conditions, various statuses, basic operations, etc. If you

have any data or items that you do not understand, reference thischapter.

▶What You Need To Play

In order to play LHZ, it is necessary to prepare some things inadvance.

●Participants

LHZ requires a GM and several players (3-5 players work best).

●6-sided dice

LHZ uses hexahedral dice with faces numbered 1 to 6. Eachplayer will want 3-5 dice. In some cases, you may need more thanten, so it may be useful to have more.

●Pens & pencils

Gameplay is primarily tracked with pencil and eraser. Allparticipants should have a set. Also prepare a pen for signing.

●Rule book

This book. If each participant has their own book, it will bepossible to refer to information more smoothly.

●Character sheets

To play LHZ, you will need to make copies of the followingsheets in advance:

Character sheet: one per playerLog ticket: one per participantEncounter sheet: at least oneHate management sheet: one

●Token/Marker

Used to mark the position of characters on various sheets (theEncounter Sheet and Hate Management Sheet). You can also usetokens, minifigures, coins, or different colored pawns sold at hobbyshops.

●Sense of Adventure

More than anything else, you need to bring an adventurous spirit.As long as you can provide this, you will enjoy the session.

▶Foundational knowledge

Unique notations and terminology are used throughout this book.This section describes the notation used in “LHZ” and the basicprocessing of the game.

●Division remainders

Fractional numbers are typically rounded down.

●Third person

Use of he/she/they is inclusive of any person.

●Variables

An "n" where the number should be indicates the number willvary depending on the case.

●Reading dice

6-sided dice are used to produce random numbers. How you rollthe dice are notated as follows:

nD: Roll n number of dice and add them together. Forexample, "3D" means roll three dice.D66: Roll two dice and read one as the tens place, and theother as the ones place. Results are one of 36 numbers from11 to 66.

●ROC

Roll or Choice (RoC) allows the player to roll for a selection, ormake a selection. If ROC is mentioned, it means an item is to beselected by this process. Numbers outside 1-6 that cannot be rolledare used only when selected.

●Bracket Syntax

The original Japanese version uses the following syntax to notatevarious game terms. If the terms are used in a formula, substitute therespective numerical value.

【 】Ability base, ability modifier, propertyname, etc

e.g. 【STR】, 【HP】, 【落とし⽳】

⟪ ⟫ Special skill name, EX power name,etc. e.g. ⟪Taunting Blow⟫

[ ] formula, tag, game term, etc. e.g. [3D+10], [Direct Damage]⟨ ⟩ Game term, etc e.g. ⟨adventurer ⟩, ⟨Elder Tale⟩

〔 〕 Execution term e.g. 〔Check Pass〕

▶Glossary

This section lists terms used in LHZ gameplay and world.

▶Game terms

Describes terms used in LHZ, especially those related to gamerules.

・Player

Session participants. Players are responsible for playing a PC.

・GM

Game Master. The participant who hosts the game. They areresponsible for conducting the session and arbitrating game rules.

・Character

A character in the LHZ session. There are two types ofcharacters, PCs are played by players, and NPCs are played by theGM. They may be called persons, but can also refer to non-humanbeings such as animals and monsters.

・PC

Player Character. A character who is played by a player.

・NPC

Non-Player Character. Refers to "non-PC" characters playedby the GM. There are three types of NPCs, depending on theirrole in the game:

・Guest

An adventurer like PCs, with ability values and HP.

・Extra

A character with no data in the rules.

・Enemy

Those that fight against PCs, such as monsters. They havedetailed battle data such as HP and enemy skills.

・Session

One gameplay session of LHZ.

・Scene

The building blocks of an LHZ session. It is similar to a scenein a movie, where each scene has its own setting and characters.

・Interlude

One of the components of an LHZ session. It represents timebetween scenes. It is analogous to an intermission, or backstagework, in a play.

・Dice Roll

Dice rolls determine the success or failure of an action.

・Tag

Data that expresses functionality of actions, items, andcharacters in LHZ. See "Tag" (Chapter 2) for details.

・Prop

Props are non-character things that players may interact with,such as terrain, dangerous weather, traps in dungeons, treasurechests, and doors. All elements that make up a scene are calledprops.

・Hate

Tracks how hostile enemies will be in battle. It serves a similarpurpose to aggro in MMOs. As you use powerful attacks or healallies, you gather hate which taunts the enemy, and gives theenemy a benefit to attack.

・Union

A collection of characters and organizations for mutualsupport. There are territorial nations and adventurer guilds.Belonging to the Union can benefit from organizing support andmore.

・Round Progress

A unit of time that tracks progress in a battle.

▶World terms

This explains several of the terms taken from the Log Horizonnovels. Refer to Chapter 8: World for detailed settings.

・Elder Tale

The largest fantasy themed MMORPG in the world. It has a 20year history and 100000 active users in Japan alone. After theGreat Catastrophe, the online users found themselves transportedinto the game world.

・Half-Gaia Project

A project to reproduce a one-half size Earth within Elder Tale.As a result, the world of Elder Tale has a familiar terrain, buttravel distance is halved, and has one-quarter the area.

・Theldesia

The name of the world of Elder Tale, created by the Half-GaiaProject. It also seems to be the world where the adventurersfound themselves in after the Great Catastrophe. Equivalent toreal-world Earth.

・World of Old

The name for the ancient civilization predating modernTheldesia. Ruins in the form of run down subways and decayedbuildings can be seen all throughout the world as a monument toit.

・Great Catastrophe

On the day of the latest update, Elder Tale users foundthemselves transported into its world, Theldesia. It is estimatedthat more than 30,000 Japanese users were involved.

・Adventurer

Those who have found their way into the world of Theldesia,including the PCs.

・People of the Land

The native residents of Theldesia. In Elder Tale, they weretreated as NPC characters of the game. After the GreatCatastrophe, they became largely indistinguishable from regularpeople, with their own personalities, families, and motivations.People of the Land are important allies in adventurer's quests.

・Yamato

The equivalent of Japan in the world of Theldesia. In ElderTale, this region was managed by Japanese game company F.O.E.(Fushimi Online Entertainment).

・City of Akiba

Home to the majority of players in Yamato (the Elder TaleJapan server). Since the founding of the city's self-governingbody, the Round Table Conference, the adventurers have beenloosely governed. Today, the friendship with the People of theLand has deepened and is known as a vibrant city.

Chapter 2. Grand RulesThis chapter explains the terms used to playLHZ and how to read data tables. Theseconcepts form the basis for interpreting therules in later chapters.

▶Golden Rules

LHZ is a game played for the enjoyment of all its participants.The golden rules here are designed to ensure this principle. Theyprecedence over the rest of this book, and any future rules.

▶GM's Authority

When playing LHZ, the GM has the responsibility for playingwith the correct rules, refraining from the use of arbitraryjudgement, and exercising fair judgement with all participants.

●Rules Arbitration

The world produced during the session is another realityimagined by the participants' imaginations and rules. Although thebook tries to be as comprehensive as possible, unexpected situationsundescribed by the rules may still occur.

The GM has the final authority to decide how to adjudicatesituations where the existing rules are insufficient. This may meancreating or adding new rules, or disregarding existing ones.

●Rejecting results

GMs may reject or re-roll results of dice rolls. The GM may alsofreely determine the result of a dice roll without actually rolling thedice.

▶Gameplay Mistakes

If you make a mistake while applying a rule, correct itimmediately, and then follow the correct rules.

If such a judgement has already been applied to the game, itshould not be rectified by rewinding time. When such measures aretaken, the GM's ability to arbitrate rules may be undermined, andloud participants may arbitrarily impose their will. This would notmake for an enjoyable session.

It is not wrong to point out an incorrect rule before it is applied.In this case, the GM should check the rules, then apply the correctones (besides exemptions from "Rules Arbitration" above).

▶When in Doubt

If the GM is confused, it should be interpreted and ruled on in away that is advantageous to the player. A TRPG is not a competitionbetween GM and players to win or lose; in many cases, it is aplayer's success that makes for a successful session, and the GM'senjoyment. But this is not an excuse to get the GM to rule in yourfavor, it only applies to when a GM is lost.

▶Player Actions

Characters may use special abilities and talents, skills and magicin battle, and various items, as they adventure through Theldesia.These are called actions. This section explains the basic rulesgoverning actions.

▶Types of Decision

An action may be one of an action execution, special skill use,item use, EX power use, or any GM-recognized decision.

●Basic and Scenario Actions

A action is a basic kind of decision performed during the game.Rules permitting, any character may perform one; such as BasicWeapon Attack, which attacks with a weapon like a sword or spear;Detect Unusual, which detects surrounding danger and atypicalcircumstances; or Enemy Identification, which discerns the enemyidentity. Any player decision that can be performed by anycharacter, and that has a rules-based outcome, is a "action".

General-purpose operations described in the LHZ rules are calledbasic actions. Actions described in a scenario (e.g. "open the watergate while hiding") are called scenario actions.

●Skill use

A Skill is an action that relies on the character's own talents andabilities. A skill may only be used by characters who havespecifically acquired it.

●Item use

Various things such as weapons, armour, and potions appear inLHZ. These things that have data and rules on them are called items.Characters may use these items only when they possess them. Formore information, see Chapter 4.

●EX Power use

EX Power is a combination of various resources, such as sub-classes, support from organizations such as guilds, and NPCs whohave a relationship with the PCs. Use of these EX powers is alsoconsidered a type of action. EX Power is primarily described byscenarios and presented to players in handouts and the like. Refer to"EX Power" (Chapter 3) for details.

●GM-recognized actions

Any other decisions the GM may wish to allow fall into thecategory of GM-recognized actions.

▶Limits of Actions

Player actions each have conditions, limits, and costs, which aredescribed in their respective data blocks. They can be summarizedinto a few principles:

●No using multiple actions with the same timing

In principle, at one time, a character has the opportunity to beperforming one action. This is called the "privilege to act."

To represent this, every action has a timing. The timing indicatesboth how long it takes to execute the action, and at what momentsthe action may be executed. For example, [Timing: beforejudgment] indicates that the action can be executed immediatelybefore any judgment, and [timing: major] indicates that the actioncan be executed in the major action.

For example, “Timing: Move” is a timing for performing anaction related to movement in a process such as a battle, but acharacter can perform the “Timing: Move” action only once at thistiming. It is not possible to perform multiple different actions duringa single “timing: move” opportunity, running an indefinite distancein a single turn.

●No repeating of the same action in a process

A character cannot perform the same action multiple times withina single briefing scene or single process (including its setup,initiative, cleanup, and main process parts).

Sometimes the mechanics of the game allow characters theopportunity to perform [Timing: Minor] actions multiple times in asingle process. And during briefing, actions with [Preparation] donot use the privilege to act, so actions may be performed severaltimes. However even in these cases, actions with the same namemay not be executed again until the next process.

This limitation does not apply to items with the [Consumable]tag; these actions may be performed so long as the timing andquantity available permits it.

●Skills, Items, and EX Power priority

More specific rules for skills, items, and EX Power takeprecedence over general game rules (except the Golden Rules).

If the rules of skills, items, and EX Power conflict with eachother, you may choose which is more advantageous to yourcharacter. However, this is subject to GM's discretion if the effectwould be unnatural or incorrect.

These priorities can be summarized as: Golden Rules > skills = items = EX Power > general rules.

▶How to Declare and Execute Actions

This section will describe how to actually carry out an actionduring the game.

Actions are performed frequently during the game, and there aremany detailed steps. If you have any doubts about how to perform askill or action, check this section first.

●1: Confirm Timing and Declare Actions

Declare the action when the timing allows for it. If the action'stiming is incorrect for current point in the game, the action cannotbe performed.

•Multiple actions with the same timing

If more than one character uses an action during sametiming, such as "Before/After Judgement", "Damage Roll", or"Before/After Applying Damage", resolve the attacking sidefirst, then the defending side. The defending side may choose towithdraw the action after seeing the results of the attackingside.

●2: Declare and verify cost

Check and declare the hate rise, any execution conditions,consumption of [Consumable] items, and other costs specified in thedescription. If the cost cannot be paid, the action cannot beperformed. For actions that let you vary the cost, determine howmuch you want to spend and the corresponding effect. The will bededucted in Step 5: Apply Effect.

•What is the cost?

The cost is what you must give up in order to perform anaction. Timings like [Timing: Major] are in a sense part of thecost, because they expend the "Privilege to Act". Typicalexamples include accepting an increase in hate, consumption of[Fate] or [Consumable] items, and the limit on how many timesan action may be used. Further, the description specifying anadditional consumption of [Fate], hate rise, etc., are also treatedas costs.

However, not all undesirable effects are costs. For example,receiving a BS (Bad Status) from an enemy is merely anegative effect.

●3: Specify the Target

Select a target satisfying the necessary conditions (range, target,etc.) for the action. If the intended target cannot be targeted, theaction may be withdrawn.

●4: Perform the Check

If a check is specified for the datablock, perform that check. Ifapplicable, the target makes an opposing check. As a rule of thumb,you cannot withdraw your action once you perform the check.

•Check vs. Effect

For actions that target multiple characters/props, such asthose with Target of Range (Pick), the check and effect areperformed once. See "対決判定" (Chapter 6, pp276) and "攻撃の⼿順" (Chapter 7, pp313).

●5: Apply Effects

Depending on the outcome of the Check, the described effect isapplied. If there are additional effects whose conditions have beenmet, those are also applied. Multiple effects stack, unless otherwiseindicated (typically tags or statuses).

●6: Process Costs

Pay the cost as determined in Step 2: Declare and Verify Cost.

▶Data Block

Information about skills, items, EX power, and enemies aredescribed in a common format called the Data Block.

①Armor Crush

②Combat ③Melee Attack Hafted

MaxSR Timing ④Major

Check ⑤Opposed (Accuracy vs Evasion)

Target ⑥Single Range ⑦Weapon

Cost ⑧Hate 2 Limit ⑨—

⑩Description

Data Block Interpretation

1. Name: The name of the data being described.2. Category: The type of the data. e.g. Combat, General.3. Tags: Any tags that the data has are listed here. Refer to Tags

(Chapter 2, pp40) and "List of Tags" (Chapter 11, pp504) fordetails.

4. Timing: The moments at which the described action may beexecuted.

5. Check: The type of check that must be made and passed inorder to successfully execute the action.

6. Target: The target that takes the effects described.7. Range: The distance over which the effects may be applied.

Units are always in Squares (Sq).8. Cost: What must be expended in order to execute the action.9. Limit: Limitations on how frequently the action may be

executed.10. Effect: The effect of the action when the check succeeds.

▶Data Block Components

This section overviews the basic components of a data block.Depending what is being described, the data block may not have allof these items.

●Name

The name of the thing being described.

●Rank

Described things carry a rank. The rank will be one of CharacterRank (CR), Skill Rank (SR), Item Rank (IR), or Prop Rank (PR).

●Tags

Tags attached to the thing being described. Refer to "Tags"(Chapter 2, pp40) for the meaning and usage of tags, and "Tag List"(Chapter 11, pp504) for the meaning of each tag.

●Timing

Which moments the described action may be used.

・Constant

The skill is not used, but is always in effect. However,conditions may apply.

・Pre-play

This action may be performed once in pre-play. Privilege toact does not apply, multiple different pre-play actions may beperformed. The main purpose is to acquire items and money, andto change character data. Some conditions apply, see Pre-play(pp237) for information.

・Interlude

This action may be performed in the interlude between scenes.See Scenes and Interludes (pp247) for information.

・Briefing

This action may be performed in the Briefing Sceneimmediately before the battle. Refer to "Scene Types" (pp255)for information.

・Rest Time

This action may performed whenever there is any free time tospend performing it— it cannot be used during combat or tensesituations. If necessary, the GM may decide when and for howlong the action may be performed.

・Main Process Action (Move, Minor, Major, Instant)

This action may be performed during the respective point inthe Main Process.

・Main Process

A special action that consumes the Privilege to Act for theentire Main Process: it uses a Move Action, Minor Action, andMajor Action.

・Process (Setup, Initiative, Cleanup)

This skill may be used during the specified Round Progressionprocess.

・Before/After

This skill may be used immediately before or after making acheck.

・Damage Roll

This action may be used immediately before making thedamage roll.

・Before/after Applying Damage

This action may be used immediately before/after applyingdamage.

・Action

This action may be used accompanying play of another action,not limited by Privilege to Act. Refer to the description for usagedetails.

・Refer

The timing is explained in the description.

●Check Type

The type of check necessary for the action to take effect.

・No Check

The effect only applies to a willing target.

・Automatic Success

May be applied as if the check succeeded. The effect alwaysapplies.

・Basic (Attribute/Difficulty)

Requires a Basic Check against the specified attribute ordifficulty.

・Opposed (Attribute/Attribute)

Requires an Opposed Check. If attributes are specified, thefirst is the user's and the second is the target's.

・Refer

The necessary check is explained in the description.

●Target

The target(s) affected by the skill.

・Self

This skill only targets the character who is using it.

・Single/n Targets

This skill can target up to a limited number of characters orProps with HP, from 0 through n targets within the character'srange. If Single, then n is 1.

・Area/Range (Pick/All)

Characters and props with HP within the character's range areaffected. If (All) or (A) is specified, the effect is indiscriminate,and must apply to all the characters and props within range. If(Pick) or (P) is specified, the character may specify which of the

characters or Props with HP are targeted, for example "Allies" or"Enemies".

・Wide n (Pick/All)

The character picks a square within range, and all squareswithin n distance of that square are included. For example, "Wide1" includes the targeted square and the 4 squares cardinallyadjacent to it, for a total of 5 squares. "Wide 2" includes the 8squares cardinally adjacent to those 5 squares, for a total of 13squares.

・Line n (Pick/All)

The character must specify one of the four cardinal directions.This skill targets characters and Props with HP in those squareswithin a straight line of n distance of the character in the chosendirection.

・Refer

The target is explained in the skill description.

●Range

The maximum range that can be targeted by the skill/action. Thedistance is in units of Squares (Sq).

・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 hasequipped.

・n Sq

This action's range is up to n squares distant from the user.

・Refer

The range is explained in the skill description.

4 3 2 3 4

3 2 1 2 3

2 1 🕴 1 2

3 2 1 2 3

4 3 2 3 4

Chart of Square Counts (Range/Area)

●Cost

The cost required to execute the described effect.

・–

May be performed without cost. However, additional costs forexecuting the additional effects may be described in the text.

・Hate n

The user's [Hate] increases by n.

・Fate n

The user's [Fate Points] decrease by n. The user must have atleast this many Fate Points to spend.

・Cost n (Party)

The user and all allies of theirs present must pay the specifiedcost. For instance, "Hate 1 (Party)" requires the user and theirallies to all increase their Hate by 1.

・Cost n (Allies)

All present allies of the user must pay the specified cost. Forinstance, "Hate 1 (Allies)" requires all allies of the user toincrease their Hate by 1. However, the user themselves does notpay the cost.

・Refer

The cost is explained in the skill description.

▶Limit

How often the described action may be used.

・– (none)

Whenever the timing and other rules permit; there is noparticular restriction.

・n/scenario

May be executed up to n times per scenario.

・n/session

May be executed up to n times per scene.

・n/round

May be executed up to n times per round.

・[Party]

This skill can be performed only once per scenario and only onthe members of a single Party.

・Refer

The limit is explained in the description.

●Effect Description

The effect description describes the intended outcome of usingthe skill/action. If there are multiple descriptions, they apply in theorder described. The main terms and that appear in descriptions are:

・You

The character possessing or using the skill.

・Target

The character, item, prop, etc. chosen as a target.

・Secondary Target

An additional target chosen as specified in the skilldescription. It may be "you" or the target selected again, or it maybe a different target.

・Party [also called Allies]

Characters that are friendly towards the performer, includingthe performer. In the case of a PC, this typically refers to all thePCs.

・Opponents

Characters that are hostile to the user. For a PC, it mainlyrefers to their enemies.

・Sq

Abbreviation for Square.

・BS/LS/CS/OS

Abbreviation for various statuses: Bad Status, Life Status,Combat Status, and Other Status; respectively.

・"May move up to n Sq"

The specified character may move to any valid Square locatedwithin a distance of 0-n, or choose to stay where they are.

・Close Range/Outside Close Range

Close Range refers to the square you are in. Outside CloseRange refers to squares other than the one you are in.

・Cost

The effect or secondary effect of the skill has an additionalcost that must be paid for it to take effect.

・"May use this skill again"

The skill may be used beyond its limit if the associated cost ispaid.

・Consent

Requires approval of the affected target.

・GM approval

This effect or action requires specific approval from the GM.

・Requires 〜

The skill can only be acquired by characters satisfying thespecified condition.

・"〜 Only"

The item can only be equipped by characters satisfying thespecified condition.

・(condition)

An additional effect is available if the specified condition inparenthesizes is met. For details, see "Execution Conditions"(pp42).

▶Tags

A tag is a descriptive keyword on a character, item, skill, etc.

Tags express features of special skills, items, and characters, inshort terms. Tags may be used as conditions of rules, depending ontheir presence or absence. For example, a tag determines whichweapons a character may equip. Among the many tags, thoserequiring special explanation are described in "Tag List" (Chapter11, pp504).

The GM may add or remove tags on existing data, depending onthe situation during the session, or treat it as originally described.For example, an effect that occurs under the [Male] tag, a malecharacter may be treated as having a [Male] tag.

▶Tag Inheritance

Tags describe a variety of different things. Typical examples arecharacter, item, and action information.

When a character performs an action, the tags from the characterare inherited by e.g. damage in the attack. For example withdamage, the damage includes the tags of: the attacking characters,the weapon used, and the means (the action) of the attack. This iscalled tag inheritance.

▶Tag Inheritance Exceptions

All tags are inherited, except on two occasions: When there'smultiple tags indicating the damage attribute, and when there'smultiple tags indicating the weapon type.

●Tags Indicating Damage Attribute

The damage attribute tags [Flame], [Cold], [Shock], [Holy],[Blight], and [Spirit] are mutually exclusive, and cannot be inheritedat the same time. If two or more tags indicating the damage attributeare inherited, the character must select one to inherit when declaringan action.

●Tags Indicating Weapon Type

The tags indicating weapon type [Blade], [Katana], [Spear],[Hafted], [Whip], [Martial Arts], [Staff], [Bow], [Throwing], and[Artillery] are mutually exclusive, and cannot be inherited at thesame time. If two or more of these tags are inherited, the charactermust choose one when declaring the action.

Chapter 3. CharactersIn this chapter you will find data to buildadventurers: your Player Character, or PC. Youwill also see how to use this data to build yourown character.

▶Data for Player Characters

PCs have all sorts of numeric values and information expressingtheir various characteristics. These values are recorded on aCharacter Sheet:

●Name, Gender, Level

Your character's name and gender are not used by the rules. In theoriginal "Log Horizon" your character would also have a level aspart of the MMO Elder Tale, which is also used only forroleplaying.

●Character Rank (CR)

The approximate strength of your characters is represented byyour Character Rank (CR). Adventurers (including PCs) andenemies use a Character Rank in the same fashion. It represents theoverall degree of strength, combining various factors such asadaptability to the environment, the physical strength of theadventurer, and the character's experience in combat. The character'slevel for Elder Tale is not the same as their CR in Log HorizonTRPG.

●Class (archetype, Class, Occupation)

The occupation information is the most important informationdescribing your character. There are four archetypes; and there are12 classes, three for each archetype.

Your archetype represents your combat role with your teammates.A Warrior manages the hate of allies and protects them from enemyattacks; a Healer recovers damaged allies; a Weapons Masterdefeats enemies with direct attack; and a Mage deals magicalattacks.

•Guardian

Archetype: Warrior — Durable, defense-type that can withstandattack A Guardian wears heavy armor, provocates enemies, and stopsattacks against allies. Their defense is the highest of any of theclasses. Though their defense is high to stay on the front lines, theiroffensive ability is by no means that great.

•Samurai

Archetype: Warrior — Aggressive defense-type with attack skill Samurai are aggressive warriors who can use Japanese-styleequipment such as katana. Although the basic defense performanceis said to be inferior to the Guardian, they have many powerfulskills, and by making full use of them, you can instantly exert great

power in both attack and defense. Since it is necessary to judge thetiming and usage of your skills, it is a difficult job to master.

•Monk

Archetype: Warrior — Evasion-type that's nimble in battle The Monk may only tolerates light armor, and has a low defense;however their evasion ability and resistance to special attacks is thebest among all the classes, so they can shield allies by avoidingrather than taking damage. They excel at moving and continuoustechniques that make use of his lightness, and can be used as amobile vanguard .

•Cleric

Archetype: Healer — Reliable recovery The Cleric is a highly stable recovery class that supports the frontline using magical healing that immediately recovers from enemyattacks. Clerics have high defensive strength because they mayequip heavy equipment like a Guardian, and are capable of standingon the front and receiving enemy attacks.

•Druid

Archetype: Healer — Continuous healing The Druid is a magical healer of nature and spirit friends. Druidsexcel in multiple recovery techniques, combining regenerationeffects from pulse recovery with other recovery magic. They havevarious magic skills and a summoning ability similar to that of asummoner, and has characteristics close to those of a magic attacker.

•Kannagi

Archetype: Healer — Damage blocking The Kannagi is a special recovery class that uses damage blockingskills to set up a barrier that nullifies certain damage. Unlike normalrecovery magic, instead of recovering after receiving damage,Kannagi can "read ahead" of the enemy's attack to avoid receivingdamage in the first place. Although the direct recovery ability islower than other recovery occupations, it is a recovery occupationcloser to the support ability to compensate for weaknesses withspecial auxiliary magic.

•Assassin

Archetype: Weapons Master — Single attack type The Assassin is a class specializing in defeating enemies with asingle-strike attack. Assassins are not good at ranged attacks, but thedamage to a single enemy is highest of all the classes. In addition,they have excellent mobility to intercept the enemy and deliver aprecision strike.

•Swashbuckler

Archetype: Weapons Master — Versatile continuous attack The Swashbuckler is less effective than the Assassin in a singleblow, but excels in ranged attacks and is good at dealing with manyenemies at once. Depending on the choice of equipment and specialskills, it is a class capable of numerous ways of fighting, such ascontinuous attack by two swords, weakening of enemies due toabnormal conditions, wearing shields, and defending allies.

•Bard

Archetype: Weapons Master — Supports attacks through song The Bard is particularly good at providing sustained support songsthat have various effects on all allies. They have a lower attack

power than other weapons attackers, but plays a role as an attackerby increasing the combat ability of all allies with various support.

•Sorcerer

Archetype: Mage — Wide array of firepower to assist attacks The Sorcerer is an aggressive wizard who converts magical powersinto the elements and specializes in attack magic. Sorcerers boastthe greatest firepower of the classes to hit enemies at long distancesand wide areas. On the other hand, they are easily targeted, andweak when exposed to attacks.

•Summoner

Archetype: Mage — General attack The Summoner is a magician who contracts with spirits andphantom beasts to exert their power. Since the servants who use theservants can exert completely different abilities, they have theversatility to deal with various situations by properly using servantsummons. It is up to the user to regard it as all-purpose or dexterous.

•Enchanter

Archetype: Mage — Battle support & obstruction The Enchanter is a supportive magician who is good at assistingmagic to strengthen the abilities of allies, and weaken & stopenemies. Since the power of their direct attacks is low, cooperationwith allies is essential. Considering what kind of support is needednow is an important job.

●Race

Various races live in Theldesia, the setting of Log Horizon TRPG.The eight races that may be played by PCs are called the VirtuousRaces:

・Human

A race resembling real-world humanity. Humans have a highlevel of adaptability and fertility, and are the most popular raceamong the Virtuous Races. Human adventurers are suitable forevery class and profession.

・Elf

A long-lived species characterized by a slender body andpointed ears. With a long lifespan and low birth rates, theirpopulation population is one of the lowest of the eight races.They are characterized by affinity and agility for spirits. As anadventurer, they are suitable for weapon and healing classes.

・Dwarf

A humanoid race characterized by a solid body and smallbuild. Men typically have a trademark beard that makes themlook older than their age. Conversely, women tend to appearyounger than their age. They are robust both physically andmentally, and have excellent durability and mental strength. Asan adventurer, they are suitable for warrior and healer classes.

・Half-alv

A race retaining many of the characteristics of the extinct,ancient Alv race. It is said they are born from humans by

atavism. Although they nearly look human, they have a strangeemblem on their tongue, and are very proficient with ancientdevices and magical objects. As an adventurer, they are suitablefor weapons and magic classes.

・Were-cat

A humanoid race with several characteristics of a cat. Theirfeline characteristics outweigh their human characteristicshumans; were-cats are not merely cat-eared humans. Beside theircharacteristic appearance, their build is almost the same as thehuman body. They are characterized by high physical ability andagility. As an adventurer, they are suitable for warrior andweapons classes.

・Wolf Fang

A humanoid race with the characteristics of a wolf. Normally,they look just like a human with just a bit more hair. Occasionallythey may manifest the characteristics of a beast, such as wolf earsand phantoms, with increased physical abilities. They haveoutstanding hip strength and durability. As an adventurer, theyare suitable for warrior and weapons classes.

・Fox-tail

A humanoid race with the characteristics of a fox. They havefox ears and a tail (only the tail can be concealed freely), butotherwise look just like a human. They have a high degree ofaptitude for magic and has the unique feature of being able toacquire special abilities of various classes and races in exchangefor learned skills. As an adventurer, they are suitable for healingand mage classes.

・Race of Ritual

A humanoid race in which various patterns similar to tattoosappear on the body. Although boasting magical aptitude and highknowledge, it is characterized by great physical weakness. As anadventurer, they are suitable for healing and mage classes.

●Base Ability Scores & Ability Modifiers

・STR (Strength)

Represents physical ability, such as muscle strength andstamina.

・DEX (Dexterity)

Indicates technical ability, such as manual dexterity andaccurate operation.

・POW (Power)

Expresses mental ability, such as strength of intention andsharpness of sense.

・INT (Intelligence)

Expresses mental-like abilities such as knowledge andinspiration.

●Ability Attributes

The Ability Attributes are a set of 11 scores used to performchecks, calculated based on ability modifiers. They are: Athletics,Endurance, Disable, Operation, Perception, Negotiation,Knowledge, Analysis, Accuracy, Evasion, and Resistance. Theminimum value is 0, and there is no particular maximum. To makechecks with these attributes, see "Adventure" (Chapter 6, pp269).

●Skills (Combat Skills & General Skills)

Skills allow characters to specialize their particular abilities.Skills include "combat skills" mainly related to combat, such asattacking enemies and recovering allies, and "general skills" that canbe used in various situations other than combat. Details of theseskills are explained in "Special skill data (starting pp90)".

●HP & MaxHP

HP (hit points) is a numerical value that indicates the durabilityremaining in the character. This value increases or decreasesthroughout the session, such as when a character is wounded orwhen it recovers. A character whose HP is 0 becomes Incapacitated.The minimum value is 0, and the value of MaxHP is the maximumvalue.

MaxHP is also the initial value of HP at the start of the character'ssession. The minimum value is 0 and there is no maximum.

●Fate and Starting Fate

Fate refers to the ability of a character to draw good results due toluck or strong will. Its value increases and decreases throughout thesession, such as when Fate is used up. The minimum value is 0, andthere is no maximum.

Starting Fate is the value of Fate at the beginning of the session.

●Attack Power

Attack Power is a numerical value mainly related to the effect ofan attack by a character's weapon. It is determined by equipment,items, and special skills. The minimum value is 0, and there is nomaximum.

●Magic Power

Magic Power is a numerical value mainly related to an effectwhen a character uses magic. Magic Power is determined byequipment, items, and special skills. The minimum value is 0, andthere is no maximum.

●Recovery Power

Recovery Power is a numerical value used by certain skills. It isbegins at 0, and is modified by items and special skills. Theminimum value is 0, and there is no maximum.

●Defense (Physical & Magic)

Defensive power is a numerical value that is referred to whenreducing the damage received by the character. There are two types:

Physical Defense, which can reduce physical damage caused byweapons, and Magic Defense, which can reduce magic damage. Theminimum value is 0, and there is no maximum.

●Initiative

Initiative (also known as Action) is a numerical value indicatinghow quickly the character can spring into action. The minimumvalue is 0, and there is no maximum.

●Movement

Movement is a numerical value indicating how far the charactercan move in one turn. The value is provided as a number of squares(Sq), whose distance is not set exactly. The value is typically 2. Theminimum value is 0, and there is no maximum.

●Item Slots (Equipment & Inventory Slots)

An item slot is the concept used for managing items. One slot canhold one item. There are two types of item slots: Equipment Slotsand Inventory Slots. For details, refer to Item Slots (chapter 4).

●Guiding Creed

Guiding creed represents a character's core beliefs. It is given tothe character you play to make them suitable as a main character ofthe story. For more information, see Determine Guiding Creed(pp74).

●Connections and Unions

The connection is data representing a personal relationshipobtained by the character in Theldesia: a human relationship, like aconnection or a bond. The connection has three parts: "charactername", "connection tag", and "relationship." A union is a specialform of connection that represents a connection to an organization,not an individual. The union is data having an item of “union name”.

▶Character Creation

There are two methods for character creation: "Quick Start" and"Construction". Each player, guided by the GM, may choose eithermethod to create their character.

●Quickstart

Using the "Quickstart" method, you select one of the preparedsample characters, then customize them with personal factors suchas a name and personality. If you are low on time, or are new to thegame, try Quickstart.

Each sample character comes with an explanation for the player,including an image and basic movement guidelines.

●Construction

"Construction" is a method in which a player creates a characterby selecting their own properties according to the character creationrules. Therefore, there are a lot of information that you should know

in advance, such as "LHZ" rules, data, and world settings, and ittakes more time and effort to create a character than with QuickStart. However, the wider range of choice will give your PC aunique personality.

If you want to use the Construction method for character creation,it is good to have some experience with the LHZ rules, and to have along time to create a character.

▶Quickstart

This section explains how to create a character with theQuickstart method.

▶1: Sample Character Selection

Before creating a character, the GM must provide "samplecharacters" that can be used in the session. Each player selects asample character to use, after consulting with other players.

▶2: Copy Sample Data

When you decide which sample character to use, copy the samplecharacter data to the character sheet; or use a pre-filled charactersheet.

▶3: Select Customizations

Determine characteristics such as name and gender, and personalfactors such as guiding creed, etc., then write them onto thecharacter sheet.

For more information on personal factors, refer to Personal FactorDecisions; However, the occupation does not need to be selected atthis time, it has already been specified in the sample character.

●4: Check with GM

Once the character sheet is filled out, let GM check the charactersheet.

See the Quickstart for a list of 8 sample characters.

▶Personal Factor Decisions

Personal factors include names, genders, occupations,relationships and friendships, connections, and beliefs. Thisdescribes the personal factors you can determine these personalfactors.

▶Determine Name, Gender, and Level

Players may freely decide the name and gender of their character.When using Quick Start characters, illustrations and backgroundsare provided as an example, and you may change it freely.

The design of adventurers is essentially that of an MMO gamecharacter. Certain kinds of players may want to give it a “MMO-likename”. But before you rush to name your character, keep in mindthat this name will be said aloud all throughout play. Don't usenames that are difficult to pronounce or that are difficult topronounce. It is strongly recommended that you prepare a nickname

easy to call, instead of long names or names with complicatedcomponents. "DoYouPlayThePiano1997" is probably a bad choice.

The level as a character of MMO Elder Tail may also be freelychosen by the player. As a guideline, you should set it at level 90.The level is data for setting and directing, which has no rule effect in"LHZ". The abilities and checks are not impacted.

▶Acquire Occupation

A PC may acquire one occupation at the time of creation. SomeOccupations can be used with special skills, connections, and EXpower (pp88).

There is a huge variety of Occupations; you may want to choosefrom the list of Occupations below. In addition, you may choosefrom the ones that appeared in the original work, or you can specifyyour own Occupation with the permission of GM.

If you use the sample character, you may use the Occupationdefined with that character.

▶Determine Guiding Creed

A Guiding Creed is a principle that expresses your reason forpursuing various challenges as an Adventurer; vows and thoughts toyourself, ties with people, etc., and gives your PC a setting suitableas the main character of the story.

A PC in LHZ is an Adventurer; but merely being an "Adventurer"does not make one suitable as the protagonist of the story. AllAdventurers, like the main characters of the original e.g. Shiroe, actaccording to their beliefs and consciences, hold hands and cooperatewith their neighbors, and do not fall into lethargy and desperation,even in this different world. Those who try to live a virtuous life canbe said to be the Adventurers suitable as main characters of thestory. However, it is difficult to carry a motive and conviction whenthere is none. So, the guiding creed is prepared to guide PCs. Yourown rules guide your actions—the Guiding creed will "guide" yourPC's actions and can be a great help to play.

The guiding creed is decided by selecting one item by ROC,referring to the “belief table” described later. Enter the selected

AlchemistArtisanBlacksmithBrewerChefLuthierMechanicPharmacistPotterScribeSwordsmithTailorWeapon CrafterWoodcrafterAccountantAcrobatAnimal TrainerApprenticeArcanistArchitectArmorerArtificerAvengerBerserkerBombardier

Border PatrolButlerCarpenterCartographerChindon'yaCoachmanCollectorCommanderConnoisseurCounselorCourierCourtesanCrusherCursebladeDairy FarmerDancerDivaDoll MasterDragon TrainerDragon WarriorDuelistElder MaidFarmerFishermanFletcher

FloristFood FighterFortune TellerFugitiveGamblerGladiatorHerbalistHitmanHoly WarriorHousekeeperHousewifeHunterIdolKagemushaKnightLandlordMahoutMaidMercenaryMerchantMinerMusicianMystic RogueNecromancerNoble

NomadOutlawPiratePoison UserPrecantRogueRune MasterSalespersonScoutSecretarySigilmancerSpecter UserSurvivorSword MakerTacticianTalismancerTrackerUndead HunterVampanellaWandererWand FighterWand MasterWar PriestWuxia/Bukyo

"creed name" and "belief" in the belief section of the character sheet.

Next, refer to the description of the selected item, and enter thedetailed settings of what the PC believes in the setting field of thecharacter sheet. You may arrange some of your beliefs to suit theimage of your PC.

Finally, enter the "person tag" specified in the selected belief itemin the person tag field on the character sheet. This tag is referencedwhen other PCs get a connection to your PC. If the combination ofbeliefs and person tags does not match your PC's image, you mayjust change the person tags to something else.

Belief ChartRoll Creed Description Belief Tag

1-2

1 ProtectionAdventurers have power. It means thatwe can protect various people andthings.

Protectionfromdanger

Warrior

2 BuddyI have comrades who can forgive myheart. With them, I can do it in thisworld.

Being withfriends Commoner

3 FortitudeThere are still unreachable heights.There is a place to aim for, let'scontinue the challenge today.

Do theImpossible Craftsman

4 SuppressionDefeat strong enemies. That is the bestcontribution and proof of strength forour friends.

Defeatstrongenemies

Warrior

5 ActionIt may not be possible to reach just bywords. Then, let's convey importantthings with this body.

Actionspeakslouder

Artist

6 SophisticationEnjoy yourself with plenty of time.Even acting, it gives peace of mind toothers.

Actdashing Free Spirit

3-4

1 Support Reach someone to help and help.Unsung hero is also an important role.

Supporteveryone

Politician

2 Virtue

To pass through the line and the law.That is the beginning of the path torespect each other, regardless ofposition or culture.

Berighteous Craftsman

3 CooperationLet's help each other. Even if you can'tdo it alone, you should be able to do itby working together.

Help oneanother Merchant

4 Endeavour Concentrate on what is in front of you.Results will follow.

Try yourbest Commoner

5 WisdomBy utilizing and practicing knowledge,we should be able to improve our dailylives.

Leverageknowledge Intellectual

6 ExpressionExpress something. It's a testimony toyour existence and a fight withoutwielding your weapons.

Expressyourself Artist

5-6

1 Reliance Belief creates strength. Connectionswith people support you.

Believe inothers Commoner

2 ProsperityGood interaction enriches both you andthe other person. The steady flow ofprofit produces prosperity.

Enrichothers Merchant

3 Leadership

When people gather, it is necessary tohave a person to put them together. Youknow how to meet everyone'sexpectations.

Draweveryonein

Politician

4 TruthseekerThe results of the accumulated effortsare not betrayed. That's why you keeptraining yourself.

Trainyourself Craftsman

5 Curiosity Let's learn with curiosity. There is a lotto learn in this world.

Followyourcuriosity

Intellectual

6 PursuitTension, excitement, and excitement toexplore the unknown. Such anadventure is your driving force.

Enjoy theadventure Free Spirit

— (Any) Consult with GM to decide. (Any) (Any)

▶Acquire Initial Connection

A PC gets one connection at creation time. This connection is oneof the other PCs you are playing with in your first session. SeeAcquiring a Connection and "Determine Initial ConnectionAcquisition Destination" (pp242) for more information.

▶Acquire Unions

PCs do not typically get unions at creation time. However, if youand your adventuring friends want one, then with the GM'spermission, refer to Session's Personal Factor Acquisition (ch6,pp286). In this case, all the PCs should decide on a guild they canjoin together.

▶Other Personal Factors

You may also wish to customize other aspects of your character.Decide on hair color, eye color, skin color, height, weight, racecharacteristics, etc., referring to the descriptions of each race whendoing so. If you're a half-decent artist, try drawing a half-decentillustration in the space provided on the character sheet.

The player may also decide characteristics like experience,purpose, appearance, friendships, and such. These may be writtendown in the memo space on the character sheet.

▶Finally

Remember that a TRPG is intended to be enjoyed by all theparticipants. Avoid traits that make other participants uncomfortable,or hinder play of the game. Avoid using the names and settings ofeither real people or fictional characters. If you want to make acharacter sharing a background with another, do it consulting withthe other player and GM. Interesting things are more likely todevelop if you discuss them with the other players!

▶Construction

Unlike the Quickstart rules, Construction allows you to selectdata more freely and create highly customized characters. You'llcreate your own PC by combining classes, races, and skills. Here,the construction method is described step-by-step, however theorder of execution may vary.

▶Determine Character Rank (CR)

A newly created PC is CR 1; enter 1 in the CR field on thecharacter sheet.

▶Determine Archetype and Class

Choose one of the four archetypes: Warrior, Healer, WeaponsMaster, Mage; and a class in that archetype. For information, refer toClasses.

It is ideal to have a party with a character from each archetype.Consult with other characters do decide who should take up whichclass.

Once you have decided on an archetype and class, enter thatinformation into the character sheet. The table below showsadjustments to base ability scores granted by each class:

Class starting scores

Class STR DEX POW INT HP 𝚫HPGuardian 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 +5

Kannagi 1 3 4 2 40 +5Assassin 2 4 3 1 40 +5

Swashbuckler 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 +4

Also with the selected class, the PC acquires three combat skillscalled "automatic skills". Write these down in your Skills/Actionssection.

▶Determine Race

Select a race from one of the races below, and fill it in on theRace field on the character sheet. Make a note of the adjustments tothe base ability scores.

Race starting scoresRace STR DEX POW INT HP Fate

Human (+1 to any two) 8 1Elf 0 1 1 0 8 1

Dwarf 1 0 1 0 16 0Half-Alv 0 1 0 1 8 1Werecat 1 1 0 0 8 1

Wolf Fang 2 0 0 0 16 0Fox Tail 0 0 1 1 8 1

Race of Ritual 0 0 0 2 0 2

▶Select Skills

Select and acquire 3 Combat skills and 1 General skill fromamong the skills available in the Archetype, Class, Race, andCommon skill lists. A skill with the same name cannot be acquiredmultiple times. The lists contain both Combat and General skills.Since the character rank is 1, the maximum Skill Rank (SR) at thispoint is 1. Enter the acquired skills in the Skills/Actions column onthe character sheet.

▶Determine Base Ability Score and Ability Modifier

The Base Ability Score and the Ability Modifier are determinedas follows:

・1: Lookup Base Ability Scores from Class and Race

Refer to the Starting Base Ability Score for STR, DEX, POW,and INT for your class in the Class Starting Scores table.Likewise, refer to the Starting Base Ability Score for STR, DEX,POW, and INT your race in the Race Starting Scores. Sum thetwo values from each column.

・2: Allocate Bonus Points

Allocate 5 additional points among the four base abilityscores; however no score may exceed 7.

・3: Special Skills

Apply scores from Special Skills. (These may bring baseability score above 7.)

・4 : Calculate Character's Base Ability Scores

Enter the scores calculated from steps 1-3 into the Base Scorefield of the character sheet.

・5: Calculate Ability Modifier

The Ability Modifier is the Base Ability Score, divided by 3,rounded down. Enter each calculated value into the Modifier fieldof the character sheet.

▶Determine Ability Attributes

The value for each Ability Attribute is usually equal to thatattribute's corresponding Ability Modifier.

Each Ability Attribute field also has a place describing thenumber of dice to be rolled when the skill is judged. It is typically2D, but may increase or decrease from effects of special skills oritems. Fill these out as well.

Ability/Attribute TableAttribute Corresponding Ability ModifierAthletics [STR] + items and skills

Endurance [STR] + items and skillsDisable [DEX] + items and skills

Operation [DEX] + items and skillsPerception [POW] + items and skillsNegotiation [POW] + items and skillsKnowledge [INT] + items and skills

Analysis [INT] + items and skillsAccuracy Highest ability modifier + items and skillsEvasion [DEX] + items and skills

Resistance [POW] + items and skills

▶Purchasing Items

At creation, a PC gets 350G of money, a Backpack, anAdventurer's Kit, and a sandwich (of the character's preference).This money may be used to purchase items. The player may keepany money left over from item acquisition.

For choosing items, refer to the item tables. At a minimum,characters should have a weapon and some sort of armor.Additionally, Healer and Mage archetypes should purchase one typeof item with a Magical Power, which often also functions as aweapon. Refer to (pp208) for items that may be equipped by yourclass.

Some of the skills allow you to receive money and items duringpreplay. Let the GM know if you wish to use these skills beforepurchasing an item.

▶Determine Other Values

The other character properties are determines as follows:

MaxHP = Class HP + Race HP + bonusesStarting Fate = Racial Starting Fate + bonuses

Attack Power = First equipped weapon's attack power +bonuses

Magic Power = First equipped magical item's Magic Power +bonuses

RestorationPower = bonuses

PhysicalDefense = STR mod × 2 + bonuses

Magic Defense = INT mod × 2 + bonusesInitiative = INT mod + STR mod + bonuses

Movement = 2 + bonuses

"Bonuses" refers to modifiers from skills and items.

▶Choosing Personal Factors

Finally, determine character traits such as name, gender, guidingcreed; and personal factors such as occupation, and fill in thecorresponding fields on the character sheet. See Personal FactorDecisions for more information.

▶Confirm with GM

Once all of the above steps are complete and you've filled in yourcharacter sheet, let the GM check it over.

▶Leveling Up

Participants (players and GMs) get a Log Ticket at the end of asession. By spending the Log Ticket, you can grow your PC.

▶Using Log Tickets

A Log Ticket is a piece of paper given to participants in a sessionduring Afterplay. It's used to grow your PC, and kept as amemorabilia of sessions you've played. Log Tickets should be keptas a reminder of the time you've spent as an adventurer away fromthe real world.

There are several types of Log Tickets; multiple may applyaffects to a single PC.

The log ticket can be used during pre-play or after-play withpermission from GM at that time. The log ticket is given to theplayer; so the log ticket obtained by the participant may be spent onany PC.

Log Ticket Categories TableType Effect

CR Up Each ticket increases the character rank by one.

OtherGet

Obtain any one of three effects: • New occupation • Acquire union • Acquire connection

TreasureGet

You can acquire various items by spending a certainnumber of tickets. For details, see "Acquiring Property"(pp88).

Type EffectFatePointGet

Typically, this may only be used in preplay. Add one pointto the Fate Points in the session you will be joining.

To use a Log Ticket, show the GM the ticket you want to use, andname the PC to which the effect applies. Spent tickets may not beused. Once the GM approves, they will check the "Used" box with apen to mark the ticket as spent. The effect is then applied to the PC.The effect differs depending on the type of ticket, and in some casesthe player may decide certain aspects of the effect.

While a spent Log Ticket cannot be re-used, it serves as a recordlog of your play history and memories of play. Please keep it in asafe place.

▶Raising Character Rank

With a "Character Rank Up" ticket, a character's CR may beincreased by one. When this is done, four steps are performed:

●1. Raise MaxHP

For each increase in the CR above 1, the MaxHP grows by anamount determined by the character's class. See the Class startingscores table or "HP Growth Table" (pp85) for the number to use.

●2. Raise Base Ability Scores

For every CR increase above 1, all four Base Ability Scoresincrease by 1 point. Recalculate each Ability Modifier accordingly.

●3. Adjust Skills and Other Values

If an Ability Modifier increases after recalculation, thenrecalculate other parameters that use it, including Ability Attributesand Initiative. If the highest Ability Modifier increases, Accuracywill change with it.

Skill Level Increase Table

STR Athletics, Endurance, Physical Defense,Initiative

DEX Disable, Operation, EvasionPOW Perception, Negotiation, ResistanceINT Knowledge, Analysis, Magic Defense, Initiative

HighestAttribute Accuracy

HP Increase TableClass Δ Class Δ Class Δ Class Δ

Guardian +8 Cleric +6 Assassin +5 Sorcerer +4Samurai +8 Druid +5 Swashbuckler +6 Summoner +4Monk +9 Kannagi +5 Bard +5 Enchanter +4

●4. Acquire Skills

With an increase in CR, it is possible to acquire or level up Skills.Upon acquiring levels 2 through 10, you gain 2 Combat Skills and 1General Skill. Upon reaching levels 11 and beyond, you gain 1Combat Skill and 1 General Skill.

When you gain a skill, you may either take a new skill availableto you, or increase the rank of an existing skill. Skills available to

you include those on the Common, Archetype, Class, and Race skilllists for your PC. You cannot have multiple skills with the samename; existing skills may only be leveled up.

A skill rank (SR) cannot be increased higher than the Max SR forthat skill. Also, the SR cannot be increased beyond the value of thenew CR.

▶Acquiring an Occupation (a Subclass)

An "Other" Log Ticket allows you to take a new occupation.There is no particular limit to the number of occupations a charactermay acquire.

This is unlike the setting of the original Log Horizon; alloccupations, once acquired, become a part of your work history.

▶Acquiring a Union

You may join a new Union by using an "Other" Log Ticket. Thereis no particular limit to the number of Unions a character mayacquire.

▶Acquiring a Connection

You may acquire a new Connection by using an "Other" LogTicket. There is no particular limit to the number of Connections acharacter may acquire.

New connections are acquired with the permission of the GM.You may choose from NPCs you've previously met, or you maymake an original NPC. You may also pick a PC you've played asession with.

If you make an NPC, refer to (pp389). For selecting therelationship, refer to the following ROC table.

Relationship TableRoll Relationship Description

1-2

1 Friend'sProtection You bring your protection to your companions.

2 Friend'sAffection

You, like, like your friends. You don't reallyconvey those feelings well though.

3Brother FromAnotherMother

You're as good a friend as a brother. Of course you're not blood related, but that's atriviality.

4 One Hero of aFriend

You are seen as a hero by your friends. They see this even as you try to deny it.

5 Respect forFriends

You respect your friendship, their skill, andtheir spirit. Whatever the situation, yourrespect holds firm.

6 Buddy ofFriends

You consider friend as your partner. They stickaround with you.

3-4 1 Favors with

FriendsYou benefit from your friendship, and you liketo return the favor.

2 Rivals forFriends

You think of your friends as rivals. It may beone-sided, or a relationship of grit.

3 Interest inFriends

You keep an interest in your friends. You arefascinated by what they accomplish.

4 Camaraderie with Friends

Friendly friends are friends! And it's trueeverywhere you go!

5 Like-mindedFriends

Your friends are your reciprocal. You are like-minded people, or share the same purpose.

Roll Relationship Description

6 Understandingyour Friends

You want to understand the people you'refriends with. They help you see perspectivesdifferent from yours.

5-6

1 Endeavour forFriends

You want to serve your friends. It may be theirpersonality, or your insistence.

2 Friends asSensei

You are an apprentice to your friends. Thereare many things for you to learn!

3 Employmentfrom friends

You have an employment relationship withyour friend. You recognize each other'sabilities through hard work.

4 Friends ofNeighbors

You live by your friends. Perhaps youexchange greetings every morning, or eattogether in the evenings.

5 Transactionswith friends

You are in business with your friends. Youalways get the best deals!

6 Family ofFriends

You live with your friends. You never getlonely!

▶Acquiring Equipment/Property

By redeeming the "Get Treasure" Log Ticket, you can acquirevarious items, including magic items, as well as money. The thingsthat may be obtained are as follows:

Treasure Get Table

Item Type TicketCost Effect

Generalitems

1ticket

Obtain one general item with a rank of yourCR or lower.

Consumablegoods

1ticket

Obtain two general items with the[Consumable] tag with a rank of your CR orlower.

Money 1ticket

Perform one treasure table roll for money witha +10 modifier, however item and skill effectsdo not apply.

Enchant anItem

Magicgrade

Grants one prefixed ability to one general itemin your possession.

Named ItemMagicgrade+ 1

Obtain one Named Item with a rank of yourCR or lower.

▶EX Power

EX Power is a kind of Basic Action, like movement and skills. Ina scenario, there are all different kinds of opportunities that willbecome available to PCs. They may require complicated teamwork,or boldly investigating a mystery. They could be relationship drama,or a hidden talent of a PC. You can think of EX Power as a hiddentalent of a PC depending on the direction that the adventure goes.

Unlike skills that PCs acquire and grow, EX Power is given onlyfor the duration of the session, and it expires in After Play. EXPower is distributed by the GM during Preplay, before players makeany decisions.

EX Power is typically utilized in expansions and supplementsreleased on the Web.

▶Using EX Power

This section explains how to use EX power.

●Acquisition and Loss

EX Power is distributed by the GM during Preplay (pp237). Thespecific actions distributed are explained in the scenario. The PCwith the EX Power temporarily gains the ability to use it as anaction, for the duration of the scenario. At After Play, the characterlooses the EX Power.

●Effective Use

EX Power can be used according to the rules for Basic Actions.Handle execution conditions and payment of costs the same way asskills. In particular, EX Power with the [Party] tag representscooperation between friends and large-scale operations, and thereare limitations on how it may be used; so consult your teammatesbefore using it.

▶Example: