Chapter 3.
Characters
Data for Player Characters
PCs have all sorts of numeric values and information expressing their various characteristics. These values are recorded on a Character Sheet:
Name, Gender, Level
Your character's name and gender are not used by the rules. In the original "Log Horizon" your character would also have a level as part of the MMO Elder Tale, which is also used only for roleplaying.
Character Rank (CR)
The approximate strength of your characters is represented by your Character Rank (CR). Adventurers (including PCs) and enemies use a Character Rank in the same fashion. It represents the overall degree of strength, combining various factors such as adaptability to the environment, the physical strength of the adventurer, and the character's experience in combat. The character's level for Elder Tale is not the same as their CR in Log Horizon TRPG.
Class (archetype, Class, Occupation)
The occupation information is the most important information describing your character. There are four archetypes; and there are 12 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 enemy attacks; a Healer recovers damaged allies; a Weapons Master defeats enemies with direct attack; and a Mage deals magical attacks.
Guardian
Archetype: Warrior — Durable, defense-type that can withstand attack
A Guardian wears heavy armor, provocates enemies, and stops attacks against allies.
Their defense is the highest of any of the classes.
Though their defense is high to stay on the front lines, their offensive ability is by no means that great.
Samurai
Archetype: Warrior — Aggressive defense-type with attack skill
Samurai are aggressive warriors who can use Japanese-style equipment such as katana.
Although the basic defense performance is said to be inferior to the Guardian, they have many powerful skills, and by making full use of them, you can instantly exert great power in both attack and defense.
Since it is necessary to judge the timing 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 the best among all the classes, so they can shield allies by avoiding rather than taking damage.
They excel at moving and continuous techniques that make use of his lightness, and can be used as a mobile vanguard.
Cleric
Archetype: Healer — Reliable recovery
The Cleric is a highly stable recovery class that supports the front line using magical healing that immediately recovers from enemy attacks.
Clerics have high defensive strength because they may equip heavy equipment like a Guardian, and are capable of standing on the front and receiving enemy attacks.
Druid
Archetype: Healer — Continuous healing
The Druid is a magical healer of nature and spirit friends.
Druids excel in multiple recovery techniques, combining regeneration effects from pulse recovery with other recovery magic.
They have various magic skills and a summoning ability similar to that of a summoner, 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 blocking skills to set up a barrier that nullifies certain damage.
Unlike normal recovery magic, instead of recovering after receiving damage, Kannagi can "read ahead" of the enemy's attack to avoid receiving damage in the first place.
Although the direct recovery ability is lower than other recovery occupations, it is a recovery occupation closer to the support ability to compensate for weaknesses with special auxiliary magic.
Assassin
Archetype: Weapons Master — Single attack type
The Assassin is a class specializing in defeating enemies with a single-strike attack.
Assassins are not good at ranged attacks, but the damage to a single enemy is highest of all the classes.
In addition, they have excellent mobility to intercept the enemy and deliver a precision strike.
Swashbuckler
Archetype: Weapons Master — Versatile continuous attack
The Swashbuckler is less effective than the Assassin in a single blow, but excels in ranged attacks and is good at dealing with many enemies at once.
Depending on the choice of equipment and special skills, it is a class capable of numerous ways of fighting, such as continuous attack by two swords, weakening of enemies due to abnormal conditions, wearing shields, and defending allies.
Bard
Archetype: Weapons Master — Supports attacks through song
The Bard is particularly good at providing sustained support songs that have various effects on all allies.
They have a lower attack power than other weapons attackers, but plays a role as an attacker by 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 powers into the elements and specializes in attack magic.
Sorcerers boast the greatest firepower of the classes to hit enemies at long distances and wide areas.
On the other hand, they are easily targeted, and weak when exposed to attacks.
Summoner
Archetype: Mage — General attack
The Summoner is a magician who contracts with spirits and phantom beasts to exert their power.
Since the servants who use the servants can exert completely different abilities, they have the versatility to deal with various situations by properly using servant summons. 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 assisting magic to strengthen the abilities of allies, and weaken & stop enemies.
Since the power of their direct attacks is low, cooperation with allies is essential.
Considering what kind of support is needed now 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 Virtuous Races:
- Human
- A race resembling real-world humanity. Humans have a high level of adaptability and fertility, and are the most popular race among the Virtuous Races. Human adventurers are suitable for every class and profession.
- Elf
- A long-lived species characterized by a slender body and pointed ears. With a long lifespan and low birth rates, their population population is one of the lowest of the eight races. They are characterized by affinity and agility for spirits. As an adventurer, they are suitable for weapon and healing classes.
- Dwarf
- A humanoid race characterized by a solid body and small build. Men typically have a trademark beard that makes them look older than their age. Conversely, women tend to appear younger than their age. They are robust both physically and mentally, and have excellent durability and mental strength. As an 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 strange emblem on their tongue, and are very proficient with ancient devices and magical objects. As an adventurer, they are suitable for weapons and magic classes.
- Were-cat
- A humanoid race with several characteristics of a cat. Their feline characteristics outweigh their human characteristics humans; were-cats are not merely cat-eared humans. Beside their characteristic appearance, their build is almost the same as the human body. They are characterized by high physical ability and agility. As an adventurer, they are suitable for warrior and weapons 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. Occasionally they may manifest the characteristics of a beast, such as wolf ears and phantoms, with increased physical abilities. They have outstanding hip strength and durability. As an adventurer, they are suitable for warrior and weapons classes.
- Fox-tail
- A humanoid race with the characteristics of a fox. They have fox ears and a tail (only the tail can be concealed freely), but otherwise look just like a human. They have a high degree of aptitude for magic and has the unique feature of being able to acquire special abilities of various classes and races in exchange for learned skills. As an adventurer, they are suitable for healing and mage classes.
- Race of Ritual
- A humanoid race in which various patterns similar to tattoos appear on the body. Although boasting magical aptitude and high knowledge, it is characterized by great physical weakness. As an adventurer, they are suitable for healing and mage classes.
Base Ability Scores & Ability Modifiers
- STR (Strength)
- Represents physical ability, such as muscle strength and stamina.
- DEX (Dexterity)
- Indicates technical ability, such as manual dexterity and accurate operation.
- POW (Power)
- Expresses mental ability, such as strength of intention and sharpness of sense.
- INT (Intelligence)
- Expresses mental-like abilities such as knowledge and inspiration.
Ability Attributes
The Ability Attributes are a set of 11 scores used to perform checks, calculated based on ability modifiers. They are: Athletics, Endurance, Disable, Operation, Perception, Negotiation, Knowledge, Analysis, Accuracy, Evasion, and Resistance. The minimum value is 0, and there is no particular maximum. To make checks 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 as attacking enemies and recovering allies, and "general skills" that can be used in various situations other than combat. Details of these skills are explained in "Special skill data (starting pp90)".
HP & MaxHP
HP (hit points) is a numerical value that indicates the durability remaining in the character. This value increases or decreases throughout the session, such as when a character is wounded or when it recovers. A character whose HP is 0 becomes Incapacitated. The minimum value is 0, and the value of MaxHP is the maximum value.
MaxHP is also the initial value of HP at the start of the character's session. 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 to luck or strong will. Its value increases and decreases throughout the session, such as when Fate is used up. The minimum value is 0, and there 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 of an attack by a character's weapon. It is determined by equipment, items, and special skills. The minimum value is 0, and there is no maximum.
Magic Power
Magic Power is a numerical value mainly related to an effect when a character uses magic. Magic Power is determined by equipment, items, and special skills. The minimum value is 0, and there is no maximum.
Recovery Power
Recovery Power is a numerical value used by certain skills. It is begins at 0, and is modified by items and special skills. The minimum value is 0, and there is no maximum.
Defense (Physical & Magic)
Defensive power is a numerical value that is referred to when reducing the damage received by the character. There are two types: Physical Defense, which can reduce physical damage caused by weapons, and Magic Defense, which can reduce magic damage. The minimum value is 0, and there is no maximum.
Initiative
Initiative (also known as Action) is a numerical value indicating how quickly the character can spring into action. The minimum value is 0, and there is no maximum.
Movement
Movement is a numerical value indicating how far the character can 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. The minimum 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 can hold one item. There are two types of item slots: Equipment Slots and Inventory Slots. For details, refer to Item Slots (chapter 4).
Guiding Creed
Guiding creed represents a character's core beliefs. It is given to the character you play to make them suitable as a main character of the story. For more information, see Determine Guiding Creed (pp74).
Connections and Unions
The connection is data representing a personal relationship obtained by the character in Theldesia: a human relationship, like a connection or a bond. The connection has three parts: "character name", "connection tag", and "relationship." A union is a special form 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 either method to create their character.
Quickstart
Using the "Quickstart" method, you select one of the prepared sample characters, then customize them with personal factors such as a name and personality. If you are low on time, or are new to the game, 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 character by selecting their own properties according to the character creation rules. Therefore, there are a lot of information that you should know in advance, such as "LHZ" rules, data, and world settings, and it takes more time and effort to create a character than with Quick Start. However, the wider range of choice will give your PC a unique 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 a long time to create a character.
Quickstart
This section explains how to create a character with the Quickstart method.
1: Sample Character Selection
Before creating a character, the GM must provide "sample characters" that can be used in the session. Each player selects a sample character to use, after consulting with other players.
2: Copy Sample Data
When you decide which sample character to use, copy the sample character data to the character sheet; or use a pre-filled character sheet.
3: Select Customizations
Determine characteristics such as name and gender, and personal factors such as guiding creed, etc., then write them onto the character sheet.
For more information on personal factors, refer to Personal Factor Decisions; However, the occupation does not need to be selected at this 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 character sheet.
Personal Factor Decisions
Personal factors include names, genders, occupations, relationships and friendships, connections, and beliefs. This describes the personal factors you can determine these personal factors.
Determine Name, Gender, and Level
Players may freely decide the name and gender of their character. When using Quick Start characters, illustrations and backgrounds are provided as an example, and you may change it freely.
The design of adventurers is essentially that of an MMO game character. Certain kinds of players may want to give it a “MMO-like name”. But before you rush to name your character, keep in mind that this name will be said aloud all throughout play. Don't use names that are difficult to pronounce or that are difficult to pronounce. It is strongly recommended that you prepare a nickname easy to call, instead of long names or names with complicated components. "DoYouPlayThePiano1997" is probably a bad choice.
The level as a character of MMO Elder Tail may also be freely chosen 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. Some Occupations can be used with special skills, connections, and EX power (pp88).
There is a huge variety of Occupations; you may want to choose from the list of Occupations below. In addition, you may choose from the ones that appeared in the original work, or you can specify your own Occupation with the permission of GM.
If you use the sample character, you may use the Occupation defined with that character.
- Alchemist
- Artisan
- Blacksmith
- Brewer
- Chef
- Luthier
- Mechanic
- Pharmacist
- Potter
- Scribe
- Swordsmith
- Tailor
- Weapon Crafter
- Woodcrafter
- Accountant
- Acrobat
- Animal Trainer
- Apprentice
- Arcanist
- Architect
- Armorer
- Artificer
- Avenger
- Berserker
- Bombardier
- Border Patrol
- Butler
- Carpenter
- Cartographer
- Chindon'ya
- Coachman
- Collector
- Commander
- Connoisseur
- Counselor
- Courier
- Courtesan
- Crusher
- Curseblade
- Dairy Farmer
- Dancer
- Diva
- Doll Master
- Dragon Trainer
- Dragon Warrior
- Duelist
- Elder Maid
- Farmer
- Fisherman
- Fletcher
- Florist
- Food Fighter
- Fortune Teller
- Fugitive
- Gambler
- Gladiator
- Herbalist
- Hitman
- Holy Warrior
- Housekeeper
- Housewife
- Hunter
- Idol
- Kagemusha
- Knight
- Landlord
- Mahout
- Maid
- Mercenary
- Merchant
- Miner
- Musician
- Mystic Rogue
- Necromancer
- Noble
- Nomad
- Outlaw
- Pirate
- Poison User
- Precant
- Rogue
- Rune Master
- Salesperson
- Scout
- Secretary
- Sigilmancer
- Specter User
- Survivor
- Sword Maker
- Tactician
- Talismancer
- Tracker
- Undead Hunter
- Vampanella
- Wanderer
- Wand Fighter
- Wand Master
- War Priest
- Wuxia/Bukyo
Determine Guiding Creed
A Guiding Creed is a principle that expresses your reason for pursuing various challenges as an Adventurer; vows and thoughts to yourself, ties with people, etc., and gives your PC a setting suitable as 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. All Adventurers, like the main characters of the original e.g. Shiroe, act according to their beliefs and consciences, hold hands and cooperate with their neighbors, and do not fall into lethargy and desperation, even in this different world. Those who try to live a virtuous life can be said to be the Adventurers suitable as main characters of the story. However, it is difficult to carry a motive and conviction when there is none. So, the guiding creed is prepared to guide PCs. Your own rules guide your actions—the Guiding creed will "guide" your PC'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 "creed name" and "belief" in the belief section of the character sheet.
Next, refer to the description of the selected item, and enter the detailed settings of what the PC believes in the setting field of the character sheet. You may arrange some of your beliefs to suit the image of your PC.
Finally, enter the "person tag" specified in the selected belief item in the person tag field on the character sheet. This tag is referenced when other PCs get a connection to your PC. If the combination of beliefs and person tags does not match your PC's image, you may just change the person tags to something else.
Roll | Creed | Description | Belief | Tag | |
---|---|---|---|---|---|
1-2 | 1 | Protection | Adventurers have power. It means that we can protect various people and things. | Protection from danger | Warrior |
2 | Buddy | I have comrades who can forgive my heart. With them, I can do it in this world. | Being with friends | Commoner | |
3 | Fortitude | There are still unreachable heights. There is a place to aim for, let's continue the challenge today. | Do the Impossible | Craftsman | |
4 | Suppression | Defeat strong enemies. That is the best contribution and proof of strength for our friends. | Defeat strong enemies | Warrior | |
5 | Action | It may not be possible to reach just by words. Then, let's convey important things with this body. | Action speaks louder | Artist | |
6 | Sophistication | Enjoy yourself with plenty of time. Even acting, it gives peace of mind to others. | Act dashing | Free Spirit | |
3-4 | 1 | Support | Reach someone to help and help. Unsung hero is also an important role. | Support everyone | Politician |
2 | Virtue | To pass through the line and the law. That is the beginning of the path to respect each other, regardless of position or culture. | Be righteous | Craftsman | |
3 | Cooperation | Let's help each other. Even if you can't do it alone, you should be able to do it by working together. | Help one another | Merchant | |
4 | Endeavour | Concentrate on what is in front of you. Results will follow. | Try your best | Commoner | |
5 | Wisdom | By utilizing and practicing knowledge, we should be able to improve our daily lives. | Leverage knowledge | Intellectual | |
6 | Expression | Express something. It's a testimony to your existence and a fight without wielding your weapons. | Express yourself | Artist | |
5-6 | 1 | Reliance | Belief creates strength. Connections with people support you. | Believe in others | Commoner |
2 | Prosperity | Good interaction enriches both you and the other person. The steady flow of profit produces prosperity. | Enrich others | Merchant | |
3 | Leadership | When people gather, it is necessary to have a person to put them together. You know how to meet everyone's expectations. | Draw everyone in | Politician | |
4 | Truthseeker | The results of the accumulated efforts are not betrayed. That's why you keep training yourself. | Train yourself | Craftsman | |
5 | Curiosity | Let's learn with curiosity. There is a lot to learn in this world. | Follow your curiosity | Intellectual | |
6 | Pursuit | Tension, excitement, and excitement to explore the unknown. Such an adventure is your driving force. | Enjoy the adventure | Free Spirit | |
— | (Any) | Consult with GM to decide. | (Any) | (Any) |
Acquire Initial Connection
A PC gets one connection at creation time. This connection is one of the other PCs you are playing with in your first session. See Acquiring a Connection and "Determine Initial Connection Acquisition Destination" (pp242) for more information.
Acquire Unions
PCs do not typically get unions at creation time. However, if you and your adventuring friends want one, then with the GM's permission, refer to Session's Personal Factor Acquisition (ch6, pp286). In this case, all the PCs should decide on a guild they can join 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, race characteristics, etc., referring to the descriptions of each race when doing so. If you're a half-decent artist, try drawing a half-decent illustration in the space provided on the character sheet.
The player may also decide characteristics like experience, purpose, appearance, friendships, and such. These may be written down in the memo space on the character sheet.
Finally
Remember that a TRPG is intended to be enjoyed by all the participants. Avoid traits that make other participants uncomfortable, or hinder play of the game. Avoid using the names and settings of either real people or fictional characters. If you want to make a character sharing a background with another, do it consulting with the other player and GM. Interesting things are more likely to develop if you discuss them with the other players!
Construction
Unlike the Quickstart rules, Construction allows you to select data more freely and create highly customized characters. You'll create your own PC by combining classes, races, and skills. Here, the construction method is described step-by-step, however the order of execution may vary.
Determine Character Rank (CR)
A newly created PC is CR 1; enter 1 in the CR field on the character sheet.
Determine Archetype and Class
Choose one of the four archetypes: Warrior, Healer, Weapons Master, Mage; and a class in that archetype. For information, refer to Classes.
It is ideal to have a party with a character from each archetype. Consult with other characters do decide who should take up which class.
Once you have decided on an archetype and class, enter that information into the character sheet. The table below shows adjustments to base ability scores granted by each class:
Class | STR | DEX | POW | INT | HP | 𝚫HP |
---|---|---|---|---|---|---|
Guardian | 4 | 2 | 1 | 3 | 50 | +8 |
Samurai | 4 | 2 | 2 | 2 | 50 | +8 |
Monk | 4 | 4 | 2 | 0 | 55 | +9 |
Cleric | 3 | 0 | 4 | 3 | 40 | +6 |
Druid | 2 | 1 | 4 | 3 | 35 | +5 |
Kannagi | 1 | 3 | 4 | 2 | 40 | +5 |
Assassin | 2 | 4 | 3 | 1 | 40 | +5 |
Swashbuckler | 3 | 4 | 2 | 1 | 40 | +6 |
Bard | 2 | 4 | 2 | 2 | 40 | +5 |
Sorcerer | 0 | 3 | 3 | 4 | 35 | +4 |
Summoner | 1 | 3 | 3 | 4 | 35 | +5 |
Enchanter | 2 | 2 | 2 | 4 | 35 | +4 |
Also with the selected class, the PC acquires three combat skills called "automatic skills". Write these down in your Skills/Actions section.
Determine Race
Select a race from one of the races below, and fill it in on the Race field on the character sheet. Make a note of the adjustments to the base ability scores.
Race | STR | DEX | POW | INT | HP | Fate |
---|---|---|---|---|---|---|
Human | (+1 to any two) | 8 | 1 | |||
Elf | 0 | 1 | 1 | 0 | 8 | 1 |
Dwarf | 1 | 0 | 1 | 0 | 16 | 0 |
Half-Alv | 0 | 1 | 0 | 1 | 8 | 1 |
Werecat | 1 | 1 | 0 | 0 | 8 | 1 |
Wolf Fang | 2 | 0 | 0 | 0 | 16 | 0 |
Fox 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 from among the skills available in the Archetype, Class, Race, and Common skill lists. A skill with the same name cannot be acquired multiple times. The lists contain both Combat and General skills. Since the character rank is 1, the maximum Skill Rank (SR) at this point is 1. Enter the acquired skills in the Skills/Actions column on the character sheet.
Determine Base Ability Score and Ability Modifier
The Base Ability Score and the Ability Modifier are determined as 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 the two values from each column.
- 2: Allocate Bonus Points
- Allocate 5 additional points among the four base ability scores; however no score may exceed 7.
- 3: Special Skills
- Apply scores from Special Skills. (These may bring base ability score above 7.)
- 4 : Calculate Character's Base Ability Scores
- Enter the scores calculated from steps 1-3 into the Base Score field 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 field of the character sheet.
Determine Ability Attributes
The value for each Ability Attribute is usually equal to that attribute's corresponding Ability Modifier.
Each Ability Attribute field also has a place describing the number of dice to be rolled when the skill is judged. It is typically 2D, but may increase or decrease from effects of special skills or items. Fill these out as well.
Attribute | Corresponding Ability Modifier |
---|---|
Athletics | [STR] + items and skills |
Endurance | [STR] + items and skills |
Disable | [DEX] + items and skills |
Operation | [DEX] + items and skills |
Perception | [POW] + items and skills |
Negotiation | [POW] + items and skills |
Knowledge | [INT] + items and skills |
Analysis | [INT] + items and skills |
Accuracy | Highest ability modifier + items and skills |
Evasion | [DEX] + items and skills |
Resistance | [POW] + items and skills |
Purchasing Items
At creation, a PC gets 350G of money, a Backpack, an Adventurer's Kit, and a sandwich (of the character's preference). This money may be used to purchase items. The player may keep any 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 type of item with a Magical Power, which often also functions as a weapon. Refer to (pp208) for items that may be equipped by your class.
Some of the skills allow you to receive money and items during preplay. Let the GM know if you wish to use these skills before purchasing an item.
Determine Other Values
The other character properties are determines as follows:
MaxHP | = Class HP + Race HP + bonuses |
---|---|
Starting Fate | = Racial Starting Fate + bonuses |
Attack Power | = First equipped weapon's attack power + bonuses |
Magic Power | = First equipped magical item's Magic Power + bonuses |
Restoration Power | = bonuses |
Physical Defense | = STR mod × 2 + bonuses |
Magic Defense | = INT mod × 2 + bonuses |
Initiative | = 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, guiding creed; and personal factors such as occupation, and fill in the corresponding fields on the character sheet. See Personal Factor Decisions for more information.
Confirm with GM
Once all of the above steps are complete and you've filled in your character sheet, let the GM check it over.
Leveling Up
Participants (players and GMs) get a Log Ticket at the end of a session. 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 session during Afterplay. It's used to grow your PC, and kept as a memorabilia of sessions you've played. Log Tickets should be kept as a reminder of the time you've spent as an adventurer away from the real world.
There are several types of Log Tickets; multiple may apply affects to a single PC.
The log ticket can be used during pre-play or after-play with permission from GM at that time. The log ticket is given to the player; so the log ticket obtained by the participant may be spent on any PC.
Type | Effect |
---|---|
CR Up | Each ticket increases the character rank by one. |
Other Get |
Obtain any one of three effects: • New occupation • Acquire union • Acquire connection |
Treasure Get | You can acquire various items by spending a certain number of tickets. For details, see "Acquiring Property" (pp88). |
Fate Point Get | Typically, this may only be used in preplay. Add one point to the Fate Points in the session you will be joining. |
To use a Log Ticket, show the GM the ticket you want to use, and name the PC to which the effect applies. Spent tickets may not be used. Once the GM approves, they will check the "Used" box with a pen 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 cases the player may decide certain aspects of the effect.
While a spent Log Ticket cannot be re-used, it serves as a record log of your play history and memories of play. Please keep it in a safe place.
Raising Character Rank
With a "Character Rank Up" ticket, a character's CR may be increased 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 an amount determined by the character's class. See the Class starting scores 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 Scores increase by 1 point. Recalculate each Ability Modifier accordingly.
3. Adjust Skills and Other Values
If an Ability Modifier increases after recalculation, then recalculate other parameters that use it, including Ability Attributes and Initiative. If the highest Ability Modifier increases, Accuracy will change with it.
STR | Athletics, Endurance, Physical Defense, Initiative |
---|---|
DEX | Disable, Operation, Evasion |
POW | Perception, Negotiation, Resistance |
INT | Knowledge, Analysis, Magic Defense, Initiative |
Highest Attribute | Accuracy |
Class | Δ | Class | Δ | Class | Δ | Class | Δ |
---|---|---|---|---|---|---|---|
Guardian | +8 | Cleric | +6 | Assassin | +5 | Sorcerer | +4 |
Samurai | +8 | Druid | +5 | Swashbuckler | +6 | Summoner | +4 |
Monk | +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 1 General Skill. Upon reaching levels 11 and beyond, you gain 1 Combat Skill and 1 General Skill.
When you gain a skill, you may either take a new skill available to you, or increase the rank of an existing skill. Skills available to you include those on the Common, Archetype, Class, and Race skill lists for your PC. You cannot have multiple skills with the same name; existing skills may only be leveled up.
A skill rank (SR) cannot be increased higher than the Max SR for that skill. Also, the SR cannot be increased beyond the value of the new 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 character may acquire.
This is unlike the setting of the original Log Horizon; all occupations, once acquired, become a part of your work history.
Acquiring a Union
You may join a new Union by using an "Other" Log Ticket. There is no particular limit to the number of Unions a character may acquire.
Acquiring a Connection
You may acquire a new Connection by using an "Other" Log Ticket. There is no particular limit to the number of Connections a character may acquire.
New connections are acquired with the permission of the GM. You may choose from NPCs you've previously met, or you may make an original NPC. You may also pick a PC you've played a session with.
If you make an NPC, refer to (pp389). For selecting the relationship, refer to the following ROC table.
Roll | Relationship | Description | |
---|---|---|---|
1-2 | 1 | Friend's Protection | You bring your protection to your companions. |
2 | Friend's Affection | You, like, like your friends. You don't really convey those feelings well though. | |
3 | Brother From Another Mother | You're as good a friend as a brother. Of course you're not blood related, but that's a triviality. |
|
4 | One Hero of a Friend |
You are seen as a hero by your friends. They see this even as you try to deny it. |
|
5 | Respect for Friends | You respect your friendship, their skill, and their spirit. Whatever the situation, your respect holds firm. | |
6 | Buddy of Friends | You consider friend as your partner. They stick around with you. | |
3-4 | 1 | Favors with Friends | You benefit from your friendship, and you like to return the favor. |
2 | Rivals for Friends | You think of your friends as rivals. It may be one-sided, or a relationship of grit. | |
3 | Interest in Friends | You keep an interest in your friends. You are fascinated by what they accomplish. | |
4 | Camaraderie with Friends | Friendly friends are friends! And it's true everywhere you go! | |
5 | Like-minded Friends | Your friends are your reciprocal. You are like-minded people, or share the same purpose. | |
6 | Understanding your Friends | You want to understand the people you're friends with. They help you see perspectives different from yours. | |
5-6 | 1 | Endeavour for Friends | You want to serve your friends. It may be their personality, or your insistence. |
2 | Friends as Sensei | You are an apprentice to your friends. There are many things for you to learn! | |
3 | Employment from friends | You have an employment relationship with your friend. You recognize each other's abilities through hard work. | |
4 | Friends of Neighbors | You live by your friends. Perhaps you exchange greetings every morning, or eat together in the evenings. | |
5 | Transactions with friends | You are in business with your friends. You always get the best deals! | |
6 | Family of Friends | You live with your friends. You never get lonely! |
Acquiring Equipment/Property
By redeeming the "Get Treasure" Log Ticket, you can acquire various items, including magic items, as well as money. The things that may be obtained are as follows:
Item Type | Ticket Cost | Effect |
---|---|---|
General items | 1 ticket | Obtain one general item with a rank of your CR or lower. |
Consumable goods | 1 ticket | Obtain two general items with the [Consumable] tag with a rank of your CR or lower. |
Money | 1 ticket | Perform one treasure table roll for money with a +10 modifier, however item and skill effects do not apply. |
Enchant an Item | Magic grade | Grants one prefixed ability to one general item in your possession. |
Named Item | Magic grade + 1 | Obtain one Named Item with a rank of your CR or lower. |
EX Power
EX Power is a kind of Basic Action, like movement and skills. In a scenario, there are all different kinds of opportunities that will become 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 hidden talent of a PC depending on the direction that the adventure goes.
Unlike skills that PCs acquire and grow, EX Power is given only for the duration of the session, and it expires in After Play. EX Power is distributed by the GM during Preplay, before players make any decisions.
EX Power is typically utilized in expansions and supplements released 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). The specific actions distributed are explained in the scenario. The PC with the EX Power temporarily gains the ability to use it as an action, for the duration of the scenario. At After Play, the character looses 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 as skills. In particular, EX Power with the [Party] tag represents cooperation between friends and large-scale operations, and there are limitations on how it may be used; so consult your teammates before using it.
Example: