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Make You Kingdom!!

A game by Kawashima Touichirou/Adventure Planning Service

Kingdom Book

The Kingdom

Kingdom Creation

The Kingdom is a small community inside the Dungeon that the players rule. Although it is referred to as a Kingdom for convenience's sake, it could be a village, a school, a company, or any other type of small group. Typically, in Make ou Kingdom, all of the players take control of one Kingdom and, as its members, attempt to raise and nurture it. The Kingdom's assets can be thought of as being the collective assets of all the characters attached to it. !n order to create a Kingdom, first take a copy of the Kingdom "heet and a Map "heet. Then, follo# the $Kingdom %ame,$ $Kingdom &nvironment, $'opulation,$ $Kingdom Attributes,$ and $(eography$ steps in order, filling out the information on the sheets.

Kingdom %ame
Decide on a name for the Kingdom after discussing among yourselves. !f you cannot reach a consensus, you may also come up #ith a name at random using the Kingdom %ame Tables.

Kingdom %ame Tables


!f you #ish to use the Kingdom %ame Tables, first choose three players. &ach of them rolls )D** on each of three Kingdom %ame Tables to come up #ith a provisional name for the Kingdom. !f anyone is unhappy #ith the name, any of the remaining players may make one re+roll on one of the tables of their choice and change the result.

Kingdom ame Table !


"oll !! !$ !% !' !+ !& $$ #ark "oyal Su*er "e*ublican Ancient Socialist 2ree "esult "oll $% $' $+ $& %% %' %+ eo (oly ,rthodoAbsolutist 0reat Ascendant #ee* "esult "oll %& '' '+ '& ++ +& && Third )entral .m*erial /nited .nde*endent 1astern )onstitutional "esult

Kingdom ame Table $


"oll !! !$ !% !' !+ !& $$ (ero Allied 0round 4ero #ungeon #isaster #emon )on9uest "esult "oll $% $' $+ $& %% %' %+ 3ing #ragon )at Banana 2antasy Adventure Magical "esult "oll %& '' '+ '& ++ +& && ,verman .nvincible Back Alley "oman 5)hoose a word6 5 ame o7 where you8re *laying6 5King8s ame6 "esult

Kingdom ame Table %


"oll !! !$ !% !' Kingdom #ynasty )or*oration Academy "esult "oll $% $' $+ $& Planet Princi*ality :o*olis Autonomy "esult "oll %& '' '+ '& 1mirate Shogunate Territories ;illage "esult

Kingdom ame Table %


"oll !+ !& $$ 2ederation )ollective "e*ublic "esult "oll %% %' %+ )olony 1m*ire Alliance "esult "oll ++ +& && Block <and )lan "esult

Kingdom &nvironment
Determine any special characteristics of the Kingdom and the surrounding areas. &ach player and the (M roll once on the Kingdom Traits Table, and then roll on the appropriate tables.

Kingdom Traits Table


"oll $:% ':+ &:> "esult Your Kingdom has develo*ed a uni9ue skill= "oll on the Skills Table= Your Kingdom has a s*ecial custom= "oll on the )ustoms Table= Your Kingdom has a valuable resource= "oll on the "esources Table=

?:!@ Your Kingdom has a 2acility= "oll on the 2acilities Table= !!:!$ Your Kingdom8s *eo*le are the descendants o7 a uni9ue race= "oll on the "aces Table=

Skills Table
"oll ! $ % ' + & "esult Your Kingdom is a land o7 sorcerersA who concentrate on magical research and develo*ment= You receive a <ibrary and a 0uild 5AstrologyA SummoningA or Science6= Your Kingdom is a land o7 entertainment that embraces its musicians and artists= You receive a Theater and a 0uild 5Per7ormance6= Your Kingdom is home to a grou* o7 warriors valued 7or their martial *rowess= You receive )hevaliers and a 0uild 5Melee or "anged6= Your Kingdom is a *roducerA home to 7amous artisans= You receive a Blacksmith and a 0uild 5#ungeon or .tem6= .n the *astA your Kingdom was a vassal o7 one o7 the 0reat PowersA and still has a strong relationshi* with them to this day= )hoose a Power at random= You receive that Power8s related 2acility and a 0uild 5 egotiation6= Your Kingdom has been lucky never to meet with mis7ortuneA and has remained consistent and stable= You receive a )utchery and a 0uild 5/se7ul6=

)ustoms Table
"oll ! $ % ' + & "esult The summer stars blessed your Kingdom with a bounti7ul harvest= .ncrease the <i7estyle <evel o7 the Kingdom by ! *oint= Your Kingdom encourages the artsA and boasts a vibrant culture= .ncrease the )ulture <evel o7 the Kingdom by ! *oint= Your Kingdom is one o7 strict lawsA and a long history o7 obedience= .ncrease the ,rder <evel o7 the Kingdom by ! *oint= Your Kingdom is home to many 7ormer adventurers and soldiers= .ncrease the Military <evel o7 the Kingdom by ! *oint= Your Kingdom is known 7or dealing in a s*eci7ic *roduct= You receive a Sta*le= "oll on one o7 the "andom Bord Tables to determine what that *roduct isA andA a7ter discussing it with the 0MA choose an a**ro*riate Material= Your Kingdom is a strongly devout one= You receive a Tem*le= )hoose either Angel or #ee* ,ne= Bhen you <evel /* or "etrainA you may learn a Monster Skill known by a Monster o7 that ty*e whose <evel is less than or e9ual to your own=

"esources Table
"oll ! $ % ' "esult Your Kingdom boasts o7 its talented citiCens= /sing the Birth TableA choose a Dob at random= You receive ! Talent with that Dob= Your Kingdom has been 7ree o7 7rom attacks 7rom monsters and enemy kingdoms 7or 9uite some time= .ncrease the number o7 )itiCens by %#&= Your Kingdom has learned to coe-ist with monsters= You receive a "anch= You gain !#& Monster )itiCens= "oll !#& to determine what ty*eE !:,grekinF $:(orseliCardF %:#war7F ':1l7F +:0old7ishF &:(urry 2oYour Kingdom recently entered into an alliance with another Kingdom= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= There is a kingdom in that region= /sing the Kingdom ame and Market TablesA determine that kingdom8s name and what ty*e o7 Sta*le they *roduce= Your "elationshi* with that kingdom becomes Allied= Your Kingdom recently discovered the *iggy bank o7 a 7ormer ruler= .ncrease the Treasury by !#& M0= Your Kingdom is connected to another region by a set o7 stairs= )hoose an unknown region adGacent to your Kingdom 7rom the Known Borld section o7 the Kingdom Sheet= You may make that region *art o7 your Kingdom= The ma* has ! 1ntrance and !#& )orridorsA and you may use any rooms that are connected to the 1ntrance by a )orridor= .7 you roll this result twiceA add an additional !#& )orridors to that ma*= .7 all o7 the rooms are connectedA you receive an additional region=

+ &

2acilities Table
"oll ! $ % ' + & "esult Your Kingdom has ruled this region 7or generations= "oll !#& and receive that 2acilityE !:ThroneF $:(allF %:)ouncilF ': )utcheryF +:)hevaliersF &:Tem*le Your Kingdom was blessed with s*acious rooms and high ceilings= "oll !#& and receive that 2acilityE !:SlumF $: BackstairF %:Mi-ed AreaF ':.nnF +:PlaCaF &:,nstead Your Kingdom has had a secret room *assed down by your ancestors 7or generations= "oll !#& and receive that 2acilityE !:"ecycle Sho*F $:,bservatoryF %:)itadelF':Training )enterF+:(ideoutF&:Training 0ym Your Kingdom cares about its citiCensA and devotes itsel7 to their well:being= "oll !#& and receive that 2acilityE !: 1-ecution 0roundF$:#e*otF%:#e*otF':SchoolF+:DailhouseF&:(os*ital Your Kingdom is a hot s*ot 7or recreationA and customers come to visit even 7rom other kingdoms= "oll !#& and receive that 2acilityE !:)asinoF$:BarF%:4enanaF':Ari-angF+:)olosseumF&:Show*lace Your Kingdom is located in the 7rontier= "oll !#& and receive that 2acilityE !:2armF $:BlacksmithF %:"anchF ':Trading PostF+:(unting 0roundF&:Sta*le

"aces Table
"oll ! "esult Your Kingdom is located where an ancient dragon was turned into a dungeonA and has inherited his blood= Bhen you <evel /* or "etrainA you may learn a Monster Skill known by a Beast Monster whose <evel is less than or e9ual to your own= .t is said thatA long agoA a 2aerie 3ueen disa**eared in your Kingdom= Bhen you <evel /* or "etrainA you may learn a Monster Skill known by a 2airy Monster whose <evel is less than or e9ual to your own= Your Kingdom is said to be descendants o7 the demon lord= Bhen you <evel /* or "etrainA you may learn a Monster Skill known by an Aberration Monster whose <evel is less than or e9ual to your own= Your Kingdom was built long ago by alchemistsA with the hel* o7 a large number o7 their creations= Bhen you <evel /* or "etrainA you may learn a Monster Skill known by a )onstruct Monster whose <evel is less than or e9ual to your own= Your Kingdom has a dramatic historyA where once everyone was turned into undead by a ecromancer= Bhen you <evel /* or "etrainA you may learn a Monster Skill known by an /ndead Monster whose <evel is less than or e9ual to your own= .n the *astA your Kingdom was tram*led by ,gresA and their blood continues to mi- with yours= Bhen you <evel /* or "etrainA you may learn a Monster Skill known by an ,gre Monster whose <evel is less than or e9ual to your own=

$ % ' +

&

'opulation
'opulation represents the total number of the Kingdom's ,andmakers, Citi-ens, Talents, and

Monster Citi-ens. During Kingdom Creation, it starts at ./ people. Add to that number any Citi-ens or Talents gained during the Kingdom &nvironment "tep, as #ell as the ,andmakers, to determine the final starting population.

,andmakers and the Court


The ,andmakers are the characters controlled by the players. The ,andmakers, as a #hole, are referred to as the Court. 0hile they are much stronger than normal people, a Kingdom #ith too many ,andmakers increases the possibility of the Kingdom's collapse or the occurrence of disasters, and increases the Kingdom's 1pkeep Cost. Any ,andmakers not participating in the game may be used as Talents.

Citi-ens
Citi-ens are normal people #ho live in the Kingdom. 0hile individually there are limits to their strength, #hen their numbers increase, so does the po#er of the Kingdom. !f push comes to shove, they can also fight and collect information as the ,andmakers' 2ollo#ers.

Monster Citi-ens
(enerally, Monster Citi-ens are treated as regular Citi-ens. 3o#ever, in order to note #hat type of monster they are, they are recorded on a special section of the sheet.

Talents
Talents possess special skills and abilities, though not to the e4tent of ,andmakers. 0hen you leave a Talent behind in the Kingdom during a game, you may use each Talent's $&ffect as a Talent$ ability one time. The ,andmakers may use, at most, a number of Talents e5ual to the Kingdom's Culture ,evel. !f the $&ffect as a Talent$ section of a 6ob's description does not state other#ise, you may use it #henever you #ish. 0hen you use a Talent, place a check mark ne4t to that Talent's name on the Kingdom "heet. After filling out each section of the Kingdom "heet, add all of the numbers together. That sum is your Kingdom's 'opulation. 0hen the population passes a certain point, the Kingdom ,evel increases. "ee the Kingdom ,evel Table for more details. The Kingdom ,evel has an effect on the gro#th of the Kingdom and its characters. !f you #ish for the Kingdom and the Court to become stronger, it is necessary to add to the population and increase the Kingdom ,evel.

Kingdom <evel Table


Po*ulation !!:+@ +!:!@@ !@!:$@@ $@!:+@@ +@!:!@@@ !@@!:$@@@ $@@!:+@@@ +@@!:!@@@@ !@@@!:$@@@@ $@@@!I ! $ % ' + & H > ? !@ <evel Title 0hetto Palace Tableto* Kingdom Small Kingdom )ity:state )entral *ower Satellite )ountry Allied ation #ivine State 0reat 1m*ire 0reat Power:tier

Kingdom Attributes
Kingdom Attributes are a numerical representation of the richness of your Kingdom. They are divided into the follo#ing four types.

,ifestyle ,evel
The ,ifestyle ,evel represents your economic prosperity. During the Kingdom 'hase, each character may ac5uire one Common !tem #ith a ma4imum Cost e5ual to the ,ifestyle ,evel. ou may carry over an amount of Treasury ac5uired during the game e5ual to the ,ifestyle ,evel. !f you are going to carry over any of the Treasury, this is decided during the &nd 'hase.

Culture ,evel
The Culture ,evel represents the e4tent of your education and ideals. ,andmakers may use a number of Talents e5ual to the Culture ,evel during each game. !f the $&ffect as a Talent$ section of a 6ob's description does not state other#ise, you may use it #henever you #ish. 0hen you use a Talent, place a check mark ne4t to that Talent's name on the Kingdom "heet.

7rder ,evel
The 7rder ,evel represents the level of the Kingdom's safety. 0hen you roll a population increase on the Kingdom Change Table, it increases by a number of Citi-ens e5ual to the 7rder ,evel.

Military ,evel
The Military ,evel represents the military strength of the Kingdom's people. 8efore the &arnings 9eport step of the &nd 'hase, you may recover a number of 2ollo#ers and Citi-ens lost during that game e5ual to :Military ,evel; D*. During Kingdom Creation, all Kingdom Attributes start at ). Add any increases to your Kingdom Attributes ac5uired during the Kingdom &nvironment step. ou may also apply a number of bonus points e5ual to the Kingdom ,evel, distributed ho#ever you choose among the Kingdom Attributes. 2inally, add all of these together to find your starting Kingdom Attributes.

(eography
After deciding your Kingdom Attributes, you must determine the geography of your Kingdom and the surrounding areas. (eography is split into t#o parts, the Kingdom itself, and the Kno#n 0orld.

Kingdom (eography
To determine your Kingdom's internal geography, first take a copy of the Map "heet. !f you ac5uired any additional regions in the Kingdom &nvironment step, prepare that many additional Map "heets. After you have prepared the map, build a 9oyal 'alace in the center of it. 9ecord a 9oyal 'alace in room 8+< of a map of your choice. !f you received any 2acilities during the Kingdom &nvironment step, record those 2acilities' names in any empty rooms on the map. After all the 2acilities have been placed, you may place one Corridor for each room. Corridors may be placed #herever you #ish, ho#ever, if a 9oom is not connected via a Corridor, you may not use that 9oom or a 2acility placed inside it. After placing the Corridors, you place an &ntrance. An &ntrance is the border bet#een that map and another map. During Kingdom Creation, assuming you do not have any special 2acilities, this &ntrance is the only #ay to leave the Kingdom. Choose any room besides 8+< and choose one e4terior #all of that room to place an &ntrance on. A map may have up to t#o &ntrances.

The Kno#n 0orld


9andomly determine a starting location for your kingdom from the Kno#n 0orld section of the Kingdom "heet. Also do so for any areas from the &nvironment 'hase. The Kno#n 0orld represents #hat you kno# about the regions that surround your Kingdom. Conversely, the areas that you kno# nothing about are called unkno#n regions. 0hen your Kingdom is first created, there #ill be many unkno#n regions, but as you progress on your adventures and your Kingdom gro#s, more information about the areas surrounding your Kingdom #ill come to light. 2irst, choose a region at random from the Kno#n 0orld section of the Kingdom "heet. That is

#here your Kingdom is located. During Kingdom Creation, the only region you #ill kno# is your Kingdom. !f you learned about any other regions during the Kingdom &nvironment step, record those areas' names as you #ere instructed.

7ther
There are a fe# other statistics that must be determined for the Kingdom.

=oices of the 'eople


=oices of the 'eople represent the hopes the people have for the ,andmakers. This value usually starts at )/ at the beginning of a game. The ma4imum value of =oices of the 'eople is e5ual to :)/ > Kingdom ,evel;.

Treasury
The Treasury is the funds that the Kingdom may spend freely, represented in M(. During Kingdom Creation, if the Treasury #as not increased in the Kingdom &nvironment step, it starts at /M(.

Diplomatic 9elations
!f there are other kingdoms in the Kno#n 0orld, determine your 9elationship #ith those kingdoms. 2or each kingdom, roll )D* on the 7ther Kingdom 9elationship Table to determine your 9elationship #ith that kingdom.

,ther Kingdom "elationshi* Table


"oll ! $ % ' + & Allied 2riendly eutral eutral #angerous (ostile "elationshi*

Characters

Character Creation

Characters are all of the various people #ho appear in Make ou Kingdom. Typically, each player creates a single character and controls their actions. The character that you create and control is kno#n as a 'layer Character ?or 'C, for short@. There are also several other types of characters that may appear in a game.

%'Cs
%'C is short for %on+'layer Character. They are called that because they are controlled by the (M, rather than by a player. 1sually, any character that appears during an adventure #ho is not a 'C is treated as an %'C. There are three types of %'CsA !mportant %'Cs, Monsters, and &4tras.

!mportant %'Cs
An !mportant %'C is any %'C that has the same types of stats as a 'C.

Monsters
Monsters are %'Cs #ith simplified stats.

&4tras
&4tras are Citi-ens, Talents, and any type of %'C that has no stats. They are generally only relevant for roleplaying. !n order to create a character, first take a blank Character "heet. Then follo# the $8asic Characteristics,$ $Class and 6ob,$ $Ability "cores and Derived Ability "cores,$ $"kills,$ $"tarting &5uipment,$ and $9elationship "cores$ steps in order, filling out the information on the sheet.

8asic Characteristics
8asic Characteristics include the follo#ing four items. !f for some reason you cannot think of them no#, you may determine your Class and other characteristics first, and return to this step later.

,evel
our ,evel represents your overall strength. ou begin the game at ,evel ).

%ame
Choose a name for your character. !f you #ish, you may use the %ame Tables to do so. 9oll )D* on the %ame (eneration Table, and then roll on the appropriate tables.

8ackground
our 8ackground represents the circumstances of your character's birth, and your destiny. Determine your 8ackground randomly using the 8ackground Table.

7ther
ou may choose your character's gender, age, personality, etc... freely.

%ame Tables
!f you #ant to choose your name randomly, or if this is your first time playing Make Kingdom, you may #ish to use the %ame (eneration Table. 9oll )D* and apply the results. ou

ame 0eneration Table


"oll ! $ % ' + & "esult ame Table A I ickname Table A ame Table B I ickname Table A 1-otic ame Table I ickname Table A ame Table A I ickname Table B ame Table B I ickname Table B 2antastic ame Table I ickname Table B

ame Table A 5Male/2emale6


"oll "esult "oll $% Bamboo/,live $' )loud/)lima $+ Tao/Snow $& Avalanche/1claire %% ;ivacita/Metronome %' Kanon/2agot %+ ,boe/(armonica "esult "oll %& Tuba/,rgan '' an/)ookie '+ Billow/Kashkash '& Scone/)ouscous ++ 2lask/)li* +& Kla*adora/)rayon && Soa*/Bloom "esult !! ,range/Dasmine !$ (ouCuki/Asagao !% )lover/#atura !' #a*hne/Kinoko !+ 0renada/Primrose !& "adish/Marigold $$ )y*rus/Magnolia

ame Table B 5Male 2emale6


"oll !$ 0iorno/ oel !% #usk/Manana !' Binter/Duno !+ (iran/Blanca !& Balnut/"ouge $$ 0rey/Scarlet "esult "oll $' Slot/Kyrie $+ Doker/#ice $& Backgammon/#omino %% )hecker/Marble %' )igarro/)ocoa %+ Sveechka/,range*ekoe "esult "oll '' "esult ine*ins/<ucha !! 1iGi/Bednesday $% SchwarCe/Moegi %& 4i**o/)hocolat '+ #ecathlon/<acrosse '& )avity/Ping*ong ++ Bond/;elvet +& "uble/)otton && Shilling/Silk

1-otic ame Table 5Male/2emale6


"oll "esult "oll $% 0ogh/;ictoria $' 4ombie/,nyanko*on $+ 0ero**a/)armen $& ,verkill/Sashimi %% Butcher/#evi %' Bronson/Madonna %+ 0yga-/1roica "esult "oll "esult !! Moai/)rystalskull !$ )hu*acabra/Mbembe !% Kung7u/Yingyang !' Bushido/Miyako !+ )ham*ion/Barbie !& /*anishad/4olge $$ #eathmarch/.ntel %& 5Your 7avorite star6 '' 5Your 7avorite wea*on6 '+ 5Your 7avorite animal6 '& 5Your 7avorite mineral6 ++ 5Your 7avorite word I dragon6 +& 5"oll on the "andom Bord Table6 && 5Your name6

2antastic ame Table 5Male/2emale6


"oll !! Adam/1ve !$ Dack/Momo !% ,C/Alice !' )onan/<eda "esult "oll "esult "oll %& Janadu/Yomi '' Al*ione/<a*uta '+ 4enda/0ormenghast '& .nnsmouth/Ys "esult $% MaharaGa/Krishna $' Shadowman/Black <iCard $+ ,r*heus/;enus $& Solomon/Salome

2antastic ame Table 5Male/2emale6


"oll !+ Arthur/.sis !& 1lric/0loriana $$ 0ilgamesh/Amaterasu "esult "oll %% "aven/#eedlit %' yarlathote*/Bast %+ Annatar/2ortuna "esult "oll +& Janth/ arnia && Kalevala/.hatovo "esult ++ 2uunim/Ya*oo

ickname Table A
"oll "esult "oll $% the Meek $' the Backbiter $+ the /nbreakable $& the #evoted %% the )arouser %' the /n*erturbed %+ the .ntimidating "esult "oll '' the 0entle '+ the Beauti7ul '& the Avoidant ++ the Blessed +& the Best in K*lace you are *layingL && the K!#&Lth "esult !! the )omeback Kid !$ the .nde7atigable !% the Doker !' the "isktaker !+ the )autious !& o7 the 1ver "acing Mind $$ the #esirable %& the ;ainglorious

ickname Table B
"oll !! the Blunt !$ 1nemy o7 Seven !% the 2leet o7 2oot !' 1veryone8s 2avorite !+ o7 the <ucky Strike !& the Short <ived $$ o7 the 0uilty )onscience "esult "oll "esult "oll '' the 0entle '+ the .ronclad '& the "umoured ++ Mister/Miss +& )hild o7 5choose a name6 && 2ather/Mother o7 5choose a word6 "esult $% the <ovestruck $' o7 the 2alse 2aith $+ the Patient $& the ,*en:minded %% the Thorough %' the 0luttonous %+ the Knowledgeable %& the )hatterbo-

8ackground
9oll )D* t#ice to randomly determine your character's upbringing and their mission. !f, during the game, a character accomplishes the mission set by their background, that character ,evels 1p #hen they return to the Kingdom. This ,evel does not count to#ards the limit set by the Kingdom ,evel. !f the obBective for the scenario is also achieved, then that character ,evels 1p t#ice.

Background Table
#ie ! #ie $ ! ! $ "esult You were abandoned by your *arents in the #ungeon and lived there as a child= You8re searching 7or someone to become your new 7amily= Your mission is to become <overs with a character o7 the o**osite se-= You are an or*han whose 7amily and hometown were lost in a war while you were still young= You came to this Kingdom as a re7ugee and distinguished yoursel7= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= That region is your hometown= Your mission is to make that region *art o7 your Kingdom8s territory= You are in this Kingdom as a hostageA taken *risoner 7rom a neighboring kingdom= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= That region is your hometown= #etermine that kingdom8s name= Your "elationshi* with that kingdom is #angerous= Your mission is to change the "elationshi* with that kingdom to Allied= You came 7rom a neighboring kingdom to study customs and manners 5as a *ros*ective *artner 7or the Kingdom8s ruler6= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= That region is your hometown= #etermine that kingdom8s name= Your "elationshi* with that kingdom becomes 2riendly= Your mission is to become <overs with the Kingdom8s King=

'

Background Table
#ie ! #ie $ + "esult You were raised by very devout *arents= "oll !#& to determine your religionE !:)alamitistsF $:Trium*hantF %: TravelersF ':2aith o7 the 0earF +:<earned ,nesF &:Mad 2easters= Your mission is to build a <evel + Tem*le in your Kingdom= You are the blood relative o7 a member o7 the )ourt= )hoose one character and decide your relationshi* with them= Your mission is 7or that character to achieve their mission= You were born under an aus*icious star= .t was *ro*hesied that you would save the world= You receive a <evel ! Star 2ragment= )hoose an Advanced Dob at random= Your mission is to change to that Dob while e9ui**ed with that Star 2ragment= You were lowered 7rom heaven in an elevator to serve the world= "oll !#& to determine your natural enemyE !: Angel 2ishF $:Mind 2layerF %:Yellow SubmarineF ':ThogF +:JJ:Delly7ishF &:2orneus= Your mission is to deliver the 7inal blow to your natural enemy by your own hand= You were raised 7rom the *its to serve the world= "oll !#& to determine your natural enemyE !:;alkyrieF $:TenguF %:DubGub BirdF ':BacuraF +:0eneral BinterF &:,rnitho*ter= Your mission is to deliver the 7inal blow to your natural enemy by your own hand= Bhen you were youngA your Kingdom was attacked by an insect lordA and su77ered greatly 7rom *lague and 7amine= You8ve vowed never to let such a thing ha**en to the *eo*le o7 your Kingdom again= Your mission is to raise the Kingdom8s <i7estyle <evel to + or higher= Bhen you were youngA you went to the city to study= You8ve vowed to turn your Kingdom into one like the one you saw as a child= Your mission is to raise the Kingdom8s )ulture <evel to + or higher= Bhen you were youngA your *arents were killed by criminals= You8ve vowed to make your Kingdom a *lace where *eo*le can live in *eace= Your mission is to raise the Kingdom8s ,rder <evel to + or higher= Bhen you were youngA your home was raCed by another kingdom= You8ve vowed not to let your new home end u* like your original birth*lace= Your mission is to raise the Kingdom8s Military <evel to + or higher= You were born out o7 wedlock= Because you were ostraciCed as a childA you8re eager to achieve the recognition o7 others= Your mission is to build a statue o7 yoursel7 in the KingdomA and 7ind someone to become your Best 2riend= You come 7rom a 7amily that is said to have inherited the bloodline o7 the <ord o7 #isaster= You receive the skill Ste* 2orward= You8ve vowed to make your Kingdom one where your ancestors8 names are nothing to be ashamed o7= Your mission is to raise the Kingdom8s Kingdom <evel to + or greater= Bhen you were bornA your body was a77licted with dungeonitis= "educe your ma-imum (P by + *ointsA and increase either your Bit or )harisma by ! *oint= Your mission is to e9ui* yoursel7 with the "are .tem Steel Body= You are burdened with a serious debt= The value o7 the debt is K!@ I !#&L M0= Your mission is to com*letely *ay o77 your debt= You may *ay back the debt any time during the gameA recording how much you have re*aid on the memo section o7 the Kingdom Sheet= (oweverA 7or every + games that you s*end with the debt un*aidA increase the amount owed by !#& M0 as interest= Bhen you were youngA your *arents were killed by a monster even as they *rotected you= You8ve vowed to get revenge= "oll !#& to determine your enemyE !:;alaraukarF $:#eathF %:#ragonF ':"aver <ordF +: ameless A*ocry*haF &:)yclo*s= Your missions is to kill that enemy with your own hands= Your 7amily was attacked by monsters and wi*ed out= 1ver since thenA you8ve made it your goal to e-terminate that ty*e o7 monster= "oll !#& to determine the ty*e o7 Monster that is your enemyE !:,grekinF $:BeastsF %: AberrationsF ':/ndeadF +:AngelsF &:#ee* ,nes= Your missions is to kill +@ o7 that ty*e o7 Monster with your own hands= You are a s*y 7rom an enemy kingdom= Your 7amily is being held hostageA and you have been ordered to s*read chaos and collect in7ormation about this Kingdom= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= That region is your hometown= #etermine that kingdom8s name= Your "elationshi* with that kingdom becomes #angerous= Your mission is to become "ivals with another member o7 the )ourt= You are the descendant o7 a 7amily who has long served this Kingdom= Since you were youngA your 7ather has raised you telling you how much you will hel* the Kingdom= Your mission is to increase the siCe o7 the Kingdom to + regions or more= You have inherited the blood o7 a skilled cra7tsman= Peo*le e-*ect you to create e-9uisite wea*ons and inherit the name o7 your esteemed grand7ather= )hoose ! ty*e o7 Arms .tem= Your mission is to discover an .tem o7 that ty*e o7 <evel + or higherA and return with it to the Kingdom=

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Background Table
#ie ! #ie $ + "esult You are a s*y 7or one o7 the world8s great *owers= "oll !#& to determine your birth*laceE !:#ynamite 1m*ireF $: Millenium #ynastyF %:Metro KhanF ':)a*italistic (oly "e*ublic o7 (A0<MAF + or &:"eroll= You have come to this Kingdom in secretA and are charged with turning it into a vassal o7 your home kingdom= Your mission is to turn the Kingdom into a ;assal State o7 your home kingdom= 1ver since you were youngA you8ve dreamt o7 a li7e surrounded by a certain something= )hoose one ty*e o7 Material using the Market Table= Your mission is to gather +@ o7 that Material in the Kingdom= You have been se*arated 7rom your 7amily ever since you were young= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= You8ve received word that your estranged 7amily is located in that regionA and that it8s currently become home to monsters= "oll !#& to determine which 7amily member it isE !:2atherF $:MotherF %:,lder BrotherF ':,lder SisterF +:Younger BrotherF &:Younger Sister= Your mission is to meet with your 7amily again= The 0M decides whether your 7amily is actually there or not= Your 7ather leads a li7e o7 greatnessA but he chose to slight you= Your 7ather8s e-istence is nothing but a bother to youA and all you can think o7 is sur*assing him= Your mission is to de7eat your 7ather= The 0M determines your 7ather8s stats= You8ve been sickly ever since you were youngA and you s*ent the better hal7 o7 your childhood in bed= You8ve always loved stories o7 the world outside the KingdomA and long to go on an adventure= Your mission is to increase the number o7 known regions to !+ or higher= You are the *rince or *rincess o7 a dead kingdom= Your kingdom was destroyed when you were youngA and you 7led here with the survivors= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= That region used to be your homeA but it has become a kingdom that you now des*ise= #etermine that kingdom8s name= Your "elationshi* with that kingdom becomes (ostile= You have a <evel ! Blade that you kee* as a memento= Your mission is to destroy that kingdom while e9ui**ed with that BladeA and make that region *art o7 your Kingdom= You cannot control your thirst 7or battle= Your world is bleakA and you only 7eel alive when your li7e is on the line= Your mission is to de7eat !@@ Monsters= You8ve lost your memory= You no idea who you really are= You don8t know the detailsA but it8s said that your memories are locked inside an obGect somewhere inside the #ungeon= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= That region is where the key to your memories lieA and has become a dungeon inhabited by monsters= )hoose a random word 7rom "andom Bord Table != Your memories are locked inside that word= Your mission is to recover your lost memories 7rom that dungeon= The 0M decides your memories and the truth o7 your e-istence= You8ve lost somebody im*ortant to you= Although not directlyA you 7eel res*onsible 7or their deathA and blame yoursel7= "oll !#& to determine the *erson lostE !:ParentF $:SiblingF %:Best 2riendF ':<overF +:TeacherF &:"ival= That *erson has become undeadA and still inhabits the #ungeon somewhere= Your mission is to de7eat them= The 0M determines their stats= You are the child o7 a 7amily that was banished 7or a crime they didn8t commit= )hoose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= That region is your original birth*laceA but is now a kingdom that you des*ise= #etermine that kingdom8s name= Your "elationshi* with that kingdom becomes (ostile= Your mission is to *rove your innocence= The 0M determines the details o7 the crime= You are a constructA created to advance the Kingdom= ButA because o7 thatA you8ve never known the warmth o7 another human beingA and are starved 7or a77ection= You cannot live ha**ily without another *erson8s love= Your mission is to have 7ive *eo*le with A77ection towards you o7 + or higher= Your 7amily is entrusted with guarding the seal o7 the #emon <ordA a 0rimoire that you carry with you= .7 that 0rimoire is destroyedA the #emon <ord will be unsealedA and destroy your Kingdom= Your mission is to 7ind a *lace where the seal can rest *eace7ully without being destroyed= You8ve lost somebody im*ortant to you= Although not directlyA you 7eel res*onsible 7or their deathA and blame yoursel7= "oll !#& to determine the *erson lostE !:ParentF $:SiblingF %:Best 2riendF ':<overF +:TeacherF &:Master= Your mission is to search 7or a way to bring that *erson back to li7e= The 0M decides how this is *ossible= You were the slave o7 monsters or o7 an evil em*ire= )hoose ! character 7rom the )ourt= That character 7reed youA and you8ve sworn an oath o7 loyalty to him= You gain ! *oint o7 A77ection 5<oyalty6 towards them= Your mission is to die 7or that character8s sake while you have A77ection towards them= The 0M decides i7 you have died 7or that character8s sake or not=

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Class and 6ob


After determining your 8asic Characteristics, determine your Class and 6ob. Choose your Class after discussing it among the Court. Determine your 6ob by rolling a D** and consulting the 8irth Table.

Classes
our Class represents your character's role in the Court. There are si4 types of Classes.

King
A King is the ruler of the Kingdom, or they could be the representative of the ruler. Their role is to be a unifying force for the Court and the people. They are a necessary member of the Court.

Knight
A Knight raises his s#ord in defense of the Kingdom. They speciali-e in combat and utili-ing #arriors, and their role is to strike do#n the enemies that stand in the #ay of the Court.

=i-ier
A =i-ier is a politician #ho manages the Kingdom's government. They speciali-e in running the country and dealing #ith people's affairs, and their role is to provide support for the Court from the shado#s.

7racle
An 7racle is the hand of the gods. They can control elevators, devices that access the unkno#n realms of the heavens and the pits. Their role is that of a healer.

%inBa
A %inBa collects information in secret. They speciali-e in reconnoitering the Dungeon, and in s#ift and nimble movements. Their role is that of a mobile fighter.

"ervant
A "ervant can fulfill multiple roles for the Court. They have many different speciali-ations, and can assist the King and other Classes in all sorts of #ays. Choose one of the above Classes and record it on your Character "heet. The Court must contain at least one King. !t may contain any number of the rest of the Classes. ou may choose any Class you #ith, but the players may #ish to discuss among themselves in order to choose Classes that strike a good balance.

6ob
our 6ob represents your function in society. !n the #orld of Make ou Kingdom, people's occupations are usually hereditary. 9oll a D** on the 8irth Table to determine #hat 6ob you have. !f you chose "ervant as your class, you roll t#ice. !f you roll the same result t#ice, re+roll until you have t#o different 6obs.

Birth Table
"oll !! !$ !% !' !+ !& $$ Dob Astrologist Barlock Summoner #octor Medic oble 1unuch Primary Ability )ha Bit )ha Bit Bit )ha Bit "oll $% $' $+ $& %% %' %+ Dob Barrior 1-ecutioner 0uard Merchant #aedalist Master )ook Primary Ability Bar Bar Bar Bit 3ue )ha 3ue "oll %& '' '+ '& ++ +& && Bee (unter Adventurer #rone Thie7 )hoose one Dob (a**ymancer Primary Ability )ha 3ue 3ue Bar Bar 3ue

ColumnC Determining our Class and 6ob


0hen determining your Class and 6ob, it doesn't matter #hich you choose first. !f you roll on the 8irth Table and your 6ob is one #hose 'rimary Ability "core is Duest, such as a Thief, you can decide to make your class a %inBa. 3o#ever, if you are a "ervant, #ith t#o 6obs, the procedure is different. ou may only determine one 6ob before choosing your Class. !f you decide to become a "ervant, then you may roll to determine your second 6ob. !f you roll t#ice on the 8irth Table, your class must be a "ervant.

Ability "cores and Derived Ability "cores


After choosing your Class and 6ob, you must determine your Ability "cores and Derived Ability "cores. ou may choose your Ability "cores, from #hich your Derived Ability "cores are calculated automatically.

Ability "cores
Ability "cores are numbers used to determine #hat your character is good at. They are divided into the follo#ing four scores.

0it
0it represents your cleverness and your ability to think on your feet. !t is used #hen dealing #ith goods and money, and #hen your intelligence and kno#ledge are being tested. 0it is used to determine your Capacity and "tarting &5uipment, for making Command Checks and "trategy Checks, etc...

Charisma
Charisma represents your looks, your personality, and your ability to influence others. !t is used #hen trying to garner favor #ith someone, and to create a positive atmosphere. Charisma is used to determine your Capacity and your ma4imum number of 2ollo#ers, for &4changing #ith Monsters, etc...

Duest
Duest is your ability to find things. !t is used for avoiding traps and monsters' attacks, and for discovering hidden information and obBects. Duest is used to determine your Defense, for Command Checks and "earch Checks, etc...

0arfare
0arfare is your skill, spirit, and courage in battle. !t is used #hen you #ant to hack through your enemies, or to target them #ith your firearms. 0arfare is used to determine your 3', for Attack Checks and increasing Damage, the number of enemies you can handle in Combat, etc... &ach player first chooses and assigns their Ability "cores based on their Class. Then find your 6ob's 'rimary Ability "core on the 8irth Table and fill in a ) in the 6ob section for that Ability "core on the character sheet. Then, choose one Ability "core and add ) point to it in the 8onus section of the Character "heet. 2inally, add them all together to determine your starting Ability "cores. !f your Class is "ervant, you receive a bonus for each of those 6obs' 'rimary Ability "cores.

8ase Ability "cores by Class


King Knight =i-ier 7racle %inBa "ervant E,E,),/ distributed ho#ever you #ish 0arfare EA <,<,) distributed ho#ever you #ish 0it EA <,<,) distributed ho#ever you #ish Charisma EA <,<,) distributed ho#ever you #ish Duest EA <,<,) distributed ho#ever you #ish All Ability "cores start at <

Derived Ability "cores


Derived Ability "cores are calculated using your main Ability "cores. There are four different Derived Ability "cores.

3it 'oints ?3'@


3it 'oints represent your life force. They may be reduced by damage taken during Combat or from Traps, and can be recovered using !tems or "kills. !f your 3' ever reaches /, you become 1nconscious. our ma4imum 3' at character creation is e5ual to :?0arfare@ > ?Duest@ > . > ,evel;. ou start the game at ma4imum 3'.

Capacity
Capacity represents the depth of your generosity as a human being. !t is the ma4imum level for the amount of Drive you can store. our Capacity at character creation is e5ual to :?0it@ > ?Charisma@ F <;. ou start the game #ith / Drive.

Defense
Defense represents ho# #ell you are able to avoid attacks in Combat. our Defense at Character Creation is e5ual to :?Duest@ > G;.

2ollo#ers
2ollo#ers represents the number of underlings #ho accompany you on your adventures. our ma4imum number of 2ollo#ers at Character Creation is e5ual to :H?Charisma@ 4 .I > ,evel;. ou start the game #ith / 2ollo#ers.

ColumnC Derived Ability "cores and 9elationship "cores


0hen determining your Derived Ability "cores, remember that fractions should be rounded up. 2or e4ample, #hether the total sum of your 0it and Charisma is . or *, your Capacity #ill be J. 0hen determining your 9elationship "cores during Character Creation, you can only have an Affection "core to#ards a character. !t is not possible to have a 3ostility "core to#ards a character during Character Creation.

ColumnC Ability "cores and Kingdom Attributes


A character's Ability "cores each correspond to a single Kingdom Attribute. 0itC ,ifestyle ,evel CharismaC Culture ,evel DuestC 7rder ,evel 0arfareC Military ,evel

"kills
"kills are special abilities or talents that a character has. ou kno# one "kill of your choice from among your Class "kills. ou also kno# your 6ob's 6ob "kill. 9ecord the "kills you learned on your character sheet.

"tarting &5uipment
our "tarting &5uipment is the !tems that your character starts the game carrying. Characters have * !tem "lots. 1sually, you may e5uip either ) !tem or )/ Materials in a single !tem "lot. our "tarting &5uipment is determined by your Class and 6ob. "ee the specific pages for each Class and 6ob to determine #hat !tems you receive.

!f a player #ishes, they may receive bonus !tems. 9oll <D* a number of times e5ual to your 0it and consult the "tarting &5uipment Table to determine #hat additional "tarting &5uipment you receive. !f you have more !tems than you can e5uip, you must choose #hich ones to keep ?you may also transfer e4tra !tems and Materials to other characters@.

Starting 19ui*ment Table


"oll $ % ' + & H > ? !@ !! !$ 2irearm Bomb Amulet 2ull )ourse Star 2ragment <unch Potion #rink "ide )ostume 0rimoire "esult

9elationship "cores
A 9elationship "core is used to represent ho# your character feels about other characters. 9elationships are divided into t#o types, Affection and 3ostility, and each has several different subtypes. The ma4imum value for any 9elationship "core is .. To determine your 9elationship "cores, first #rite do#n the names of each other member of the Court, and then choose one at random. !ncrease your Affection "core to#ards that character by ) point. 9oll to determine #hich subtype of 9elationship you have #ith them. 0henever your Affection or 3ostility "core to#ards a character becomes ), roll to determine #hich subtype of 9elationship it is.

Affection
Affection represents a favorable attitude to#ards a character. The higher this value, the more you like that character. !f you have an Affection "core of at least ) to#ards a character, you may perform a Cooperative Check to assist that character #ith an action. Affection is divided into three subtypes, ,oyalty, 2riendship, and ,ove.
"oll !:$ <oyalty %:' 2riendshi* +:& <ove "esult 2eelings o7 res*ectA and a desire to *rotect 2eelings o7 mutual trust <ovingA caring 7eelings

3ostility
3ostility represents a dislike for a character. The higher this value, the more you hate that character. !f you have 3ostility "core of at least ) to#ards a character, #henever you attack that character, increase the damage that attack deals by an amount e5ual to your 3ostility "core to#ards that character. 3ostility is divided into three subtypes, Anger, Distrust, and "corn.

"oll !:$ Anger %:' #istrust +:& Scorn

"esult 2eelings o7 irritation and hatred 2eelings o7 doubt and Gealousy 2eelings o7 *ity and disdain

7ther
2inally, you must determine any other stats of your character.

,ikes and Dislikes


To determine your character's interests and tastes, roll a D** four times, once on each 9andom 0ord Table. 7f the four results, choose t#o as your ,ikes, and t#o as your Dislikes, and fill them in on the character sheet.

"andom Bord Table !


"oll !! Magic !$ #ressing /* !% )ram*ed S*aces !' Staying /* <ate !+ 2ishing !& #iscussion $$ Beards "esult "oll $% Being Alone $' Boasting $+ Sel7 #iscovery $& The ,**osite Se%% 2rilly )lothes %' 3uiet <iving %+ Talking about ,nesel7 "esult "oll %& Baths '' ,ld Things '+ Stu*id Peo*le '& #arkness ++ 2iance +& Peo*le && .diots "esult

"andom Bord Table $


"oll !! Science !$ "eading !% Bide S*aces !' Baking /* 1arly !+ /selessness !& Bork $$ Bald "esult "oll $' 2lirting $+ ,ld Stories $& The Same Se%% Bea*on Maintenance %' Bar %+ 0ossi* "esult "oll %& )utting (air '' ew Things '+ Smart Peo*le '& <ight ++ Parents +& The King && Scary Stories "esult $% <arge 0rou*s o7 Peo*le

"andom Bord Table %


"oll !! )hildren !$ Beak Peo*le !% 1-ecutions !' 1*ic Poetry !+ Smoking !& (os*itals $$ Showing ,77 "esult "oll $% #rinking $' 2ood $+ 1ntertainment $& The )ountryside %% ,ne8s Kingdom %' Traditions %+ )eremonies "esult "oll %& Snitching '' ,ne8s ,wn 2ace '+ Mayonnaise '& Meddling ++ 2oreigners +& #ungeons && )at 1ars "esult

"andom Bord Table '


"oll !! The 1lderly "esult "oll $% 0ambling "esult "oll %& 1-cuses "esult

"andom Bord Table '


"oll !$ Strong Peo*le !% .magination !' Dokes !+ Medicine !& Monsters $$ Personal )ombat "esult "oll $' Songs $+ Studying $& )ities %% Adventuring %' 1m*eror #ynamite %+ 1vil "esult "oll '+ ,gres '& A*ologiCing ++ ,ther "aces +& Stars && Bugs "esult '' The Dob o7 the )haracter e-t to You

ColumnC 9olling on the 9andom 0ord Tables


!n order to determine your ,ikes and Dislikes, you must roll four times on the 9andom 0ord Tables. 3o#ever, rolling the dice, #riting do#n the result, rolling the dice, etc... might be a bit of a nuisance. !f one player rolls the dice, #hile another player records the results, it could make things go smoother. This isn't Bust limited to the 9andom 0ord Tables. !f the rest of the players are paying attention #hen another player rolls and une4pected result, it could increase everyone's fun.

"kill (roups
These are the categories of "kills that you may learn #hen you ,evel 1p. They are determined by your Class and 6ob. The description of your 6ob #ill list the "kill (roups you are 5ualified for. ou may also receive access to "kill (roups as a result of rolls on the Kingdom &nvironment Table.

Medals
Medals are proof of a ,andmaker having accomplished a great deed. ou #ill not have any Medals at Character Creation. &ach game, one character is chosen to receive a Medal. A character #ho has received a medal has the possibility of changing to an Advanced 6ob.

"pecial 9elationships and 8ad "tatuses


These sections of the character sheet are for recording uni5ue relationships and adverse conditions that your character may ac5uire. These may change during the game as a result of 9elationship "core changes, or the effects of certain Monsters and Traps. ou #ill have neither at Character Creation.

King

Classes

"tarting Ability "cores


E,E,),/ distributed ho#ever you #ish

"tarting &5uipment
8lade, 2lag, Costume

The representative of the Kingdom and the leader of the Court. That is the King's Bob. !t is not an e4aggeration to say that, as the King goes, so goes the Kingdom.

The King is the Kingdom, and the Kingdom is the King


The King is necessary to lead the Court. A player #ho #ishes to create and play a King should keep the follo#ing things in mind.

Compensating for Absent Classes


The King is the only Class that can freely decide their highest Ability "cores. Therefore, it is a good idea to distribute your Ability "cores in a #ay that makes up for a Class that you are missing. !f there are no =i-iers or %inBas, then you may #ant to make your 0it and Duest as high as possible, for e4ample. The King may have t#o Ability "cores that are higher than E. They can make up for a lack of players, in addition to missing Classes. !f, after the game starts, there is no Class responsible for a certain task, like a Knight in Combat, the King can assume authority. !f the other Classes #ish to provide their o#n input, that is fine as #ell. !f opinions are divided, the final decision rests #ith the King. Keeping balance in the Kingdom is one of the King's greatest responsibilities.

1sing "hared 9esources


0hen the Court #ishes to use shared resources, such as =oices of the 'eople or the Treasury, they have to hold back. !t's up to the King to take the initiative. 0hen he does, everybody may offer their opinions.

Multiple Kings
0hen there are multiple players #ho choose King as their Class, you #ill #ant to come up #ith special #ays of handling it. 2or e4ample, there may be multiple royal families, the Kingdom may be split into t#o distinct regions, they could both be royal children competing for the succession, etc... 0hen it comes to making decisions, they may alternate bet#een games, or be forced to come to a consensus, or #hatever else you decide.

9oyal Command
Class "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #henever another character uses 3ope. 9educe your 3' by ) point. Treat the amount of 3ope used as if it #ere ) point higher. This effect is not cumulative.

3egemony
Class "kill Type 'ermanent Target "elf Check %one ou may use this "kill #hen the Kingdom 'hase ends. 2or the rest of the game, you may increase an Ability "core by a number of points e5ual to the Kingdom ,evel ?you may also choose to divide these

points among your Ability "cores as you #ish. 3o#ever, no Ability "core may be raised above K this #ay@. 9ecalculate your Derived Ability "cores such as 3', Defense, etc... using these ne# values.

9oyal (uard
Class "kill Type 'ermanent Target "elf Check %one ou may use this "kill #henever you are in the &ncampment. 0henever any allied character in the &ncampment #ould take damage, you may reduce that damage by :2ollo#ers 4 )F.; points ?this cannot reduce the damage belo# )@.

"tormbringer
Class "kill Type 'ermanent Target "elf Check %one 0henever you roll a critical hit on an attack, instead of rolling on the Crushing 8lo# Table, you may increase your #eapon's damage by an amount e5ual to your 2ollo#ers.

Diadem
Class "kill Type !nterrupt Target "elf Check %one ou may use this "kill #henever you make an Action Check. "pend ) =oice of the 'eople. Add the value of the corresponding Kingdom Attribute to that check's result.

Anarch
Class "kill Type "upport Target "ee 8elo# Check 0it F )/ 9oll <D* on the Kingdom Disaster Table and apply the result. After that, make the above check. !f it is successful, choose a character #ho has become &4hausted. That character become 2ree to Act.

Knight
"tarting Ability "cores
0arfare EA <,<,) distributed ho#ever you #ish

"tarting &5uipment
8lade, Armor, 9ide

The guardian of the Kingdom, and the best fighter. The Knight lives to fight. The Knight's skills give direction to the Court's fighting style.

The Kingdom's "#ord and "hield


The Knight is the Court's mainstay #hen it comes to Combat. A player #ho #ishes to create and play a Knight should keep the follo#ing things in mind.

The Authority in 8attle


A Knight holds the authority during Combat. Therefore, you may #ish to revie# the Combat rules. A Knight's decisions can be the difference bet#een the life and death of the Court.

Choosing a 2ighting "tyle


0hen you play a Knight, you should determine that Knight's, and the rest of the Court's, fighting style. !f you kno# beforehand #ho takes up the vanguard, #hat the characters in the rear guard do during battle, #hat #eapons the characters use, #hether you #ill use mounts, #ho #ill illuminate targets for ranged #eapon users, and the rest of the Court's actions during Combat, you can make sure your handling of #eapons and e5uipment goes smoothly.

Describing our 2ollo#ers


!f a Knight has 2ollo#ers, he #ill #ant to decide #hat kind of soldiers they are. Although the effects in game are the same, #hether they are lance+#ielding, horseli-ard+riding knights or a company of bikini+clad battle maidens makes a difference.

To Attack, or To DefendL
A Knight's Class "kills are very useful in Combat. At first, the choice bet#een focusing on offense or defense is an important one. 7bviously, you #ill ac5uire ne# "kills as you ,evel 1p, but your first "kill can have a big effect on ho# you roleplay. !f you #ant to focus on offense, you may #ish to learn Carnage or "trength, #hile Diehard or (uardian #ill be more useful for defense.

Deed of Arms
Class "kill Type 'ermanent Target "elf Check %one At the start of Combat, designate an enemy %'C or Monster. During Combat, if you attack that character, increase your #eapon's damage by )D*. !f the designated character becomes Dead or 1nconscious, you may designate a ne# character.

Carnage
Class "kill Type Assist Target "elf Check %one ou may use this "kill #henever a character you attacked becomes Dead or 1nconscious during Combat. ou immediately become 2ree to Act, and may Move and Attack one additional time.

0ar (od
Class "kill Type 'ermanent Target "elf Check %one !ncrease your ma4imum 3' by an amount e5ual to your 2ollo#ers ?#hen organi-ing 2ollo#ers during the Kingdom 'hase only, this also increases your current 3'@.

Diehard
Class "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #henever somebody takes damage. 9educe your 2ollo#ers by )D*. 'revent that damage.

"trength
Class "kill Type 'ermanent Target "elf Check %one !ncrease your #eapon's damage by :2ollo#ers 4 )F.;.

(uardian
Class "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever a character's 2ollo#ers #ould be reduced by an effect caused by someone other than that character. ou take damage e5ual to the number of 2ollo#ers that #ould be reduced. 'revent that reduction of 2ollo#ers.

=i-ier
"tarting Ability "cores
0it EA <,<,) distributed ho#ever you #ish

"tarting &5uipment

Dagger, 9esident ,ibrary, 3andy 'hone The unsung hero of the Kingdom, #ho handles foreign, domestic, and economic affairs. do#nplay their influence. Could the =i-ier be the real source of the Kingdom's prosperityML ou can't

The 0ays of the =i-ier


The =i-ier is the first #ord on the Kingdom's finances, and administers to political matters. A player #ho #ishes to create and play a =i-ier should keep the follo#ing things in mind.

A "olid (rasp of the 9ules


A =i-ier has the opportunity to provide support to the other characters' actions. 2or that reason, you may #ish to have a good understanding of the rules. 8ecause the =i-ier is in charge of determining #hat !tems and 2acilities are purchased, it is especially important to understand ho# they #ork.

3olding 8ack the King


An important roleplaying point for the =i-ier is as an adviser to the King. The =i-ier's Bob is to represent the vie#s of the Kingdom, and prevent the King's authority from running out of control.

A 1ni5ue &conomy
As the handler of the Kingdom's economy, it is up to the =i-ier to determine the Kingdom's special products and industries.

0hat "kills To ChooseL


Although it cannot prevent a critical failure, Collecting allo#s you to spend 3ope after the dice have been rolled in important situations. Diplomacy improves your relations #ith other kingdoms, and is linked to strong trade and movement. 0hile your Kingdom ,evel is lo#, there are many situations #here Domestic 'olitics #ill save the Kingdom. 9efill, #hich can restore other 'C's 3', is important if the Court lacks an 7racle. 'ursuivant is indispensable if you #ish to succeed on "trategy Checks in Combat. "alvage #ill help strengthen your Kingdom by increasing your population and making up for lost 2ollo#ers. ou should choose a skill that fits #ith your goal of supporting the 'Cs or improving the Kingdom.

Collecting
Class "kill Type !nterrupt Target Court Check %one ou may use this "kill as an !nterrupt Action #henever somebody makes an Action Check and the result is not a critical failure. The target may spend any number of =oices of the 'eople, and roll that many dice, adding them to the result of the check.

Domestic 'olitics
Class "kill Type !nterrupt Target "elf Check %one ou may use this "kill #henever a check is made using a Kingdom Attribute. "pend ) 3ope. ou may add your corresponding Ability "core to the result of that check.

Diplomacy
Class "kill Type !nterrupt Target "ee 8elo# Check "ee 8elo# ou may use this "kill as an !nterrupt Action once per Duarter, #henever you #ish. Make a 0it Check, and if it is successful, you may increase the 9elationship #ith another kingdom by ) step. The difficulty for the check depends on your current 9elationship #ith that kingdomC (ood, )/A %eutral, )JA Dangerous, )*. ou may decrease the difficulty of the check by ) point for each )M( you reduce the Treasury by. This effect is permanent, but may only be used once per game.

9efill
Class "kill Type "ee 8elo# Target "ee 8elo# Check 0it F K ou may use this "kill as an !nterrupt Action #henever you are in the &ncampment. !f you are not in the &ncampment, you may use this "kill as a "upport Action. "pend )D* Materials of your choice, and choose up to three characters. !f the above check is successful, each of those characters recovers :2ollo#ers 4 )F.; 3'.

'ursuivant
Class "kill Type 'ermanent Target Court Check %one ou may use this "kill #henever you are in the &ncampment. 9educe your 2ollo#ers by )D*. ou may increase the result of a "trategy Check by that same amount.

"alvage
Class "kill Type 'lan Target Court Check 0it F )) During the Dungeon 'hase, spend ) 3ope, and make the above check. !f it is successful, you receive :2ollo#ers 4 )F.; Citi-ens. ou may distribute these Citi-ens ho#ever you #ish.

7racle
"tarting Ability "cores
Charisma EA <,<,) distributed ho#ever you #ish

"tarting &5uipment

0arhammer, Drink, Amulet A follo#er of the gods and keep of the Kingdom's faith. The gods' strength is absolute. Depending on #hat religion the 7racle preaches, the effect on the Kingdom's atmosphere can be 5uite great.

The 2aith of the 7racle


The 7racle's Bob is to administer the religion of the Kingdom. A player #ho #ishes to create and play an 7racle should keep the follo#ing things in mind.

Deciding on a 9eligion
0hen you create an 7racle character, you #ill #ant to decide #hat religion that character believes in. Choose a faith. That religion becomes the religion of the Kingdom. 0hile the &ndless Dungeon has all general kinds of religions, if you are stuck, you may also simply choose to #orship (ood or &vil.

Actions During the Kingdom 'hase


There are certain actions that an 7racle must take during the Kingdom 'hase and &nd 'hase. !n order to make the proper choices, you should have a good understanding of the (athering !nformation and 0andering rules, and of the 2acilities currently in the Kingdom.

Choosing an 7racle's "kills


!t may sound like an 7racle #ould restore people's 3', and Make ou Kingdom is no different. 3o#ever, in order to do so, it is necessary to learn the 'rayer or 2aith "kills. 0hile either one is necessary for keeping the Court a#ay from the brink of death, because they re5uire 3ope, it is important to make sure you have Drive available. 0rath of (od allo#s you to be a combat priest, #hile Turn 1ndead can make you a po#erful e4orcist against the undead. &nlightenment is a more subdued "kill that can increase the effectiveness of %egotiation and %egotiation "kills. "acrifice allo#s you to reduce your 2ollo#ers in e4change for ac5uiring !tems that are too e4pensive for you to buy. 3o#ever, because it can only be used in a room #ith an &levator, it's important to have a Temple. Keep in mind that the !tem is destroyed at the end of the game.

'rayer
Class "kill Type !nterrupt Target Any Check %one ou may use this "kill as an !nterrupt Action #henever you #ish. Choose any number of characters and spend any number of 3ope. Distribute that 3ope among the chosen characters. 2or each point of 3ope assigned to them, that character recovers :)D* > our Affection "core To#ards That Character; 3'.

Turn 1ndead
Class "kill Type "upport Target "ee 8elo# Check Charisma F G > Monster ,evel "pend ) 3ope and choose any number of 1ndead Monsters. !f the above check is successful, deal <D* damage to those Monsters.

2aith
Class "kill Type "upport Target Court Check Charisma F )/ "pend ) 3ope and make the above check. !f it is successful, each member of the Court recovers :9esult + )/ > ?2ollo#ers 4 )F.@; 3'.

"acrifice
Class "kill Type "upport Target "elf Check %one ou may only use this "kill in a room #ith an &levator. 9educe your 2ollo#ers by )D*. ou may receive one Common !tem of your choice. This !tem is destroyed at the end of this game.

0rath of (od
Class "kill Type "upport Target "elf Check Charisma F )/ "pend ) 3ope and make the above check. !f it is successful, choose one character at random in the same Area as you. Deal :JD* > ?2ollo#ers 4 )F.@; damage to that character.

&nlightenment
Class "kill Type 'ermanent Target "elf Check %one ou may increase the result of &4change Checks or checks for %egotiation "kills by :2ollo#ers 4 )F.;.

%inBa
"tarting Ability "cores
Duest EA <,<,) distributed ho#ever you #ish

"tarting &5uipment

"huriken, "tar 2ragment, Animal Companion There's no one more nimble and agile. Their greatest strength is in e4ploring the Dungeon. They are also 5uite capable #hen it comes to (athering !nformation and other things.

The %inBa's 6ob


The %inBa most important role is as a Class that (athers !nformation. A player #ho #ishes to create and play a %inBa should keep the follo#ing things in mind.

0hat Kind of %inBa Are ouL


0hen you create a %inBa, you are going to #ant to decide #hat kind of ninButsu you are using. !t can be fun if you also treat your 6ob "kill as a kind of ninBa techni5ue. !f you have 2ollo#ers, you can also decide #hat kind of clan they might be. 2or e4ample, the Kouga (ang of Ten or the %egoro %inBa Army.

(athering !nformation
"ince %inBas have a high Duest score, they speciali-e in (athering !nformation. Although you may #ant to use a 2acility or 0ander during the Kingdom 'hase, you should not forget the importance of (athering !nformation. &ven kno#ing the layout of a single room or the number of Traps can make the Dungeon 'hase easier.

Traps
0ith a high Duest score, a %inBa #ill be making a lot of "earch Checks for Traps during the Dungeon 'hase. They are also the one responsible during the Dungeon 'hase. Therefore, you #ill #ant to kno# everything you can about the Dungeon 'hase rules and the data on Traps.

Actions During Combat


Although there #ill be differences based on your 6ob, %inBas have a high Defense. ou can dra# the attacks of 2oolish Monsters #hen you are in the =anguard and possess decent fighting ability. !f you are holding a "tar 2ragment, illuminating targets for characters #ielding ranged #eapons in the 9earguard and &ncampment is also a suitable role for a %inBa.

Multiple
Class "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever you #ish. 9educe your 3' by )D*. ou may use an Assist or !nterrupt Action that you have already used this cycle one additional time.

"hinobi Army
Class "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever a Trap or 8ase produces an effect. 9educe your 2ollo#ers by )D*. 'revent the effect of that Trap or 8ase ?if it is a 'ermanent effect, then it has no effect for the rest of this cycle@.

Disrupt
Class "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #henever somebody other than yourself takes damage. "pend ) 3ope. 2or the rest of this cycle, reduce the amount of damage that character takes by :)D* > our Affection "core To#ards That Character; points ?this cannot reduce the damage belo# ) point@.

"py
Class "kill Type Assist Target "elf Check %one ou may use this "kill #henever you make a Command Check #hile (athering !nformation. !ncrease the difficulty of the check as much as you like. !f the check is successful, you learn the names of Monsters and the types of Traps in that room, up to the number that you increased the difficulty by ?the (M decides #hich Monsters and Traps@.

'uppet 9uler
Class "kill Type "upport Target "elf Check %one Choose a character, and reduce your 2ollo#ers by )D*. Choose one 'ermanent "kill kno#n by that characterA for the rest of this cycle, that "kill has no effect.

'hantasma
Class "kill Type 'ermanent Target "elf Check %one ou may use this "kill during combat if you are in an Area #ith no other allied characters. ou may increase your Defense by :2ollo#ers 4 )F.;.

"ervant
"tarting Ability "cores
All Ability "cores start at <

"tarting &5uipment

'an, 8ackpack, ,unch, !nstrument A support role for the Kingdom. "ervants often get stuck having to fill gaps in the Court. 8ecause they can have t#o Bobs, their possibilities for the future are 5uite great indeedM

"ervant, Come 3ereM


The "ervant is a Class to support the other Classes. A player #ho #ishes to create and play a "ervant should keep the follo#ing things in mind.

0ho Do ! "erveL
!f you #ish to play a "ervant, the first thing you must decide is Bust #ho it is you are serving. Are you the servant of the King alone, or of the entire Kingdom, or of a member of the Court besides the KingL Although you don't necessarily have to kno# the Master "kill, deciding on a master #ill make roleplaying easier.

0hat Kind of "ervant Am !L


7nce you have decided #ho it is you serve, ne4t you have to decide #hat kind of servant you are. Are you a butler, a maid, or possibly a pageL Are you the Knight's s5uire, the =i-ier's secret messenger, the 7racle's shrine maiden, the %inBa's apprentice, etc...L There are all sorts of servants you can think of.

A "ervant !s a 6ack of All Trades


A "ervant has average Ability "cores. 0hile there #ill be differences depending on your 6obs, like the King, you can fill in for a Class that is missing in the Court. Depending on your 6obs, you might also be able to take a more active role.

1sing "kills
7bviously, a "ervant has many skills to support others. ou can transfer Drive using Assist, increase the results of checks #ith Cheering "5uad, raise the bonus from Cooperative Checks using Devotion, etc... !f you #ish to #ork along #ith the Kingdom's 2acilities, there's the more technical "kill 2itout. 2or people #ho #ant to do something besides a support role, you can hurt yourself to increase your damage using 7gg.

Assist
Class "kill Type Assist Target !ndividual Check %one ou may use this "kill #henever you #ish. Choose a character. Transfer ) point of your o#n Drive to that character.

2itout
Class "kill Type !nterrupt Target !ndividual Check %one Choose a character from the Court and spend ) 3ope. That character may perform one action that can be performed during the Kingdom 'hase as if he #ere in the Kingdom. This effect may only be used

once per game.

Cheering "5uad
Class "kill Type "upport Target !ndividual Check %one ou may use this "kill #henever you are in the &ncampment. "pend ) 3ope and choose a character. !ncrease the result of the ne4t check that character makes by :2ollo#ers 4 )F.; points.

Devotion
Class "kill Type Assist Target "elf Check %one ou may use this "kill #henever you perform a Cooperative Action. The bonus the Cooperative Action provides becomes : our Affection "core To#ards the Targeted Character > <;.

Master
Class "kill Type 'ermanent Target "elf Check %one 0hen you learn this skill, choose a character from the Court. 0henever that character has a critical success, they gain ) point of Drive.

7gg
Class "kill Type Assist Target "elf Check %one ou may use this "kill #henever you attack. 9educe your 3' by <D* points. !ncrease your attack's damage by that same amount.

Astrologist

6obs

'rimary Ability Charisma "kill (roups Astrology "tarting &5uipment "tar 2ragment 4 < &ffect as a Talent ?Assist@ ou may only use this effect if you have a 2arm 2acility in your Kingdom. !ncrease the Treasury by )M(.

=oice of "tar
6ob "kill Type 'ermanent Target "elf Check %one ou may use A "tar 2ragment in one of your !tem "lots as a 2ollo#er, or as 3ope. That "tar 2ragment does not count against your ma4imum number of 2ollo#ers or Capacity. This "kill also counts as an Astrology "kill.

0arlock
'rimary Ability 0it "kill (roups Astrology, "ummoning, "cience "tarting &5uipment (rimoire &ffect as a Talent ?'ermanent@ 0henever you (ather !nformation during the Kingdom 'hase, increase the result of the check by ).

9itual
6ob "kill Type "upport Target !ndividual Check 0it F K Choose a "kill, other than a 'ermanent "kill, kno#n by any character #ho has a 9elationship "core to#ards you, and make the above check. !f it is successful, you may temporarily memori-e that "kill. ou may spend ) 3ope to produce the effect of that "kill. 7nce you have used that "kill, or #hen you memori-e a ne# "kill, you forget the memori-ed "kill.

"ummoner
'rimary Ability Charisma "kill (roups "ummoning "tarting &5uipment Animal Companion &ffect as a Talent ?Assist@ ou may use this effect #henever you #ish. Choose a random 9are !tem from a category of your choice. The (M secretly randomly determines a room from the map for this adventure and places that !tem in that room. !f a 'C searches that room, they receive the !tem.

Minor "hift
6ob "kill Type "upport Target !ndividual Check Charisma F Target's ,evel > G During Combat, choose a character. "pend ) 3ope, and make the above check. !f it is successful, move that character to an Area of your choice. This "kill also counts as a "ummoning "kill.

Doctor

'rimary Ability 0it "kill (roups "cience "tarting &5uipment (lasses, Trap Collection &ffect as a Talent ?Assist@ ou may use this effect during the Kingdom 'hase. Change the 6ob of this Talent to that of a 'C or another Talent in the Kingdom. 0hen you change 6obs, change the &ffect as a Talent to that of the ne# 6ob.

Monsterology
6ob "kill Type "upport Target Court Check 0it F K During Combat, choose one type of Monster on the 8attlefield, and make the above check. !f it is successful, for the rest of Combat, each character in the Court may increase the result of any Attack Checks, and their #eapons' damage, by ) point #hen they attack that type of Monster. This effect is not cumulative. This "kill also counts as a "cience "kill.

Medic
'rimary Ability 0it "kill (roups "cience, !tem "tarting &5uipment "tretcher, Trauma Kit &ffect as a Talent ?'ermanent@ During the &nd 'hase, before the &arnings 9eport, you may recover )D* citi-ens that #ere lost that game.

2ield Doctor
6ob "kill Type !nterrupt Target Court Check %one ou may use this "kill as an !nterrupt Action #hen Combat ends. "pend ) 3ope. 9ecover )D* 2ollo#ers that #ere lost during that Combat.

%oble
'rimary Ability "kill (roups "tarting &5uipment &ffect as a Talent Charisma %egotiation, &ntertainment 7utfit, 2ull Course ?'ermanent@ !ncrease the Culture ,evel of the Kingdom by ) point.

%oblesse 7blige
6ob "kill Type 'ermanent Target "elf Check %one During Combat, increase your 0arfare by a number of points e5ual to the total of all Affection "cores to#ards you of all the characters in the same Area as you.

&unuch
'rimary Ability 0it "kill (roups 1seful, %egotiation "tarting &5uipment "nack of ello# "unlight, Ticktick &ffect as a Talent ?Assist@ Choose a characterA increase that character's 3ostility "core to#ards another randomly determined character by ) point.

Conspiracy
6ob "kill Type 'ermanent Target !ndividual Check %one 0henever a character you have a 3ostility "core to#ards fails a check, you may spend ) 3ope to turn it into a critical failure.

0arrior
'rimary Ability "kill (roups "tarting &5uipment &ffect as a Talent 0arfare Melee, 9anged (reats#ord ?'ermanent@ !ncrease the 0arfare ,evel of the Kingdom by ) point.

8lade 7pera
6ob "kill Type Assist Target "elf Check %one ou may use this "kill #henever you attack. "pend ) 3ope, choose a number of characters up to your 0arfare in the same Area as you, and make an Attack Check. our attack hits each character #ith a Defense less than or e5ual to the result of your Attack Check.

&4ecutioner
'rimary Ability "kill (roups "tarting &5uipment &ffect as a Talent 0arfare Melee, %egotiation 8attle A4e, !nstrument of Torture ?'ermanent@ At the start of the game, increase the =oices of the 'eople by ) point.

3eadhunt
6ob "kill Type Assist Target "elf Check %one ou may use this "kill #henever you successfully attack a character in the same Area as you. "pend any number of Drive and roll that many dice. !f you roll a * on any of those dice, reduce that character's 3' to /.

(uard
'rimary Ability "kill (roups "tarting &5uipment &ffect as a Talent 0arfare 9anged, 1seful 2irearm ?'ermanent@ !ncrease the 7rder ,evel of the Kingdom by ) point.

3uman+#ave "#eep
6ob "kill Type "upport Target Area Check 0arfare F K During Combat, spend ) =oice of the 'eople, choose an Area #ithin range of one of your #eapons of your choice, and make the above check. !f it is successful, deal :%umber of 2ollo#ers 4 )F.; damage to each character in that Area. !f the check fails, reduce your 2ollo#ers by an amount e5ual to the

difference bet#een the difficulty of the check and the result.

Merchant
'rimary Ability "kill (roups "tarting &5uipment &ffect as a Talent 0it %egotiation, !tem 2rog+"afe, Credit Card ?'ermanent@ !ncrease the ,ifestyle ,evel of the Kingdom by ) point.

3ard "ell
6ob "kill Type "upport Target !ndividual Check 0it F Target's Defense ou may use this "kill during Combat. Choose an enemy character on the 8attlefield. !f the above check is successful, you lose one !tem ?or )/ Materials@ and gain )M(. ou may only use this effect once per Combat.

Daedalist
'rimary Ability Duest "kill (roups Dungeon "tarting &5uipment Disma-e (ear &ffect as a Talent ?'ermanent@ 0hen you receive this Talent, choose one type of 2acility. 9educe the cost of that 2acility by )M(.

Dungeon Tectonics
6ob "kill Type "upport Target Area Check "ee 8elo# During Combat, choose an Area and a Combat Trap #ith a ,evel less than or e5ual to your o#n. Make a Duest Check #ith a difficulty e5ual to :G > That Trap's ,evel > The ,evel of Any Trap Already in That Area;. !f it is successful, you may place that Trap in that Area.

Master
'rimary Ability Charisma "kill (roups %egotiation, 1seful "tarting &5uipment Drink, 2ull Course &ffect as a Talent ?Assist@ ou may only use this effect if you have an !nn 2acility in your Kingdom. !ncrease the Treasury by )M(.

Mood Maker
6ob "kill Type Assist Target !ndividual Check %one During the Camp step, #hile this character is 9esting, choose a character. That character recovers ) point of Drive.

Cook
'rimary Ability Duest "kill (roups 1seful, !tem "tarting &5uipment 'an, Apron

&ffect as a Talent

?'ermanent@ !ncrease the ,evel of ,unches and 2ull Courses by ) point.

Dungeon 8an5uet
6ob "kill Type Assist Target Court Check Duest F K ou may use this "kill #henever you use a ,unch or a 2ull Course. !f the above check is successful, in addition to their regular effects, each member of the Court increases their 0arfare by ) point for ) Turn.

3appymancer
'rimary Ability Charisma "kill (roups &ntertainment "tarting &5uipment Cracker, !nstrument &ffect as a Talent ?Assist@ During the &nd 'hase, you may change the result of a roll on the Kingdom Change Table by >F+ ).

"#eet Talk
6ob "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #henever a character other than yourself increases a 9elationship "core. "pend ) 3ope. Double the amount that that 9elationship "core is increased by.

8ee
'rimary Ability "kill (roups "tarting &5uipment &ffect as a Talent Duest 1seful, !tem 8room, Tent, Tonic ?'ermanent@ !ncrease the ,evel of a 2acility of your choice by ) point.

3ustle
6ob "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill #henever somebody rolls on a table during the Dungeon 'hase. "pend ) 3ope. 'revent the result of that roll. 9oll <D*, and apply the result of the ne# roll instead.

3unter
'rimary Ability Duest "kill (roups 9anged, Dungeon "tarting &5uipment Crossbo#, Cloak, ,iving Drill &ffect as a Talent ?'ermanent@ 0hen you receive this Talent, choose one category of Monster. 0henever a member of the Court attacks a Monster of that category, increase the result of their Attack Check by ) point.

3unting
6ob "kill Type Target Check 'lan "elf Duest F K

!f the above check is successful, you receive )D* of either Meat, ,eather, or 2angs.

Adventurer
'rimary Ability "kill (roups "tarting &5uipment &ffect as a Talent 2ollo#ers by J. 0arfare Melee, Dungeon 8uckler, Armor, Map ?'ermanent@ &ach member of the Court increases their ma4imum number of

2ame
6ob "kill Type 'ermanent Target "elf Check %one !f your attack #ould reduce a character #ith a ,evel higher than yours to / 3' or less, recover ) =oice of the 'eople. This effect may only be used once per Combat.

Drone
'rimary Ability 0arfare "kill (roups All "kills "tarting &5uipment Drink, Cards &ffect as a Talent ?'ermanent@ !f you do not #ant to accept a result rolled on a table, you may remove this Talent in order to prevent that effect from occurring.

,a-ybones
6ob "kill Type 'ermanent Target "elf Check %one During Combat, if you do not take any actions ?including Assist or !nterrupt Actions@, recover ) 3' at the end of the 9ound. !f you take do not take any actions ?including Assist and !nterrupt Actions@ during the Dungeon 'hase for an entire Duarter, recover ) point of Drive.

Thief
'rimary Ability Duest "kill (roups %egotiation, !tem, Dungeon "tarting &5uipment Dagger, Animal Companion &ffect as a Talent ?Assist@ 0henever somebody rolls on a 0andering Table, you may prevent that result and roll <D* again, applying the result of the ne# instead.

2ive 2inger
6ob "kill Type !nterrupt target !ndividual Check Duest F Trap ,evel > K ou may use this "kill as an !nterrupt Action #henever a member of the Court becomes the target of a Trap. "pend ) 3ope, and make the above check. !f it is successful, that Trap has no effect for the rest of this cycle.

The (ame

3o# to 'lay

Make ou Kingdom is both a Kingdom Management and Dungeon &4ploring 9'(. 8ecause the progression of the game and the depiction of the characters is handled through $Talking,$ Make ou Kingdom is #hat is kno#n as a Tabletalk 9'(. The game starts #ith the (M describing the situation. The (M e4plains the various incidents and problems that occur in the &ndless Dungeon. As the players listen to the e4planation, they think of #hat their players #ould do. After they have thought of something, they declare ho# they #ill attempt to solve the problem. These declarations form the plot. The (M listens to #hat the players say, and after deciding #hich rules to use to resolve the effects of their actions, informs the players . This decision is called a $ruling.$

2rank 9uling
ou can use the rules to handle most of the problems that #ill occur in the game. 3o#ever, the (M may decide that the rules do not apply, or create a rule for dealing #ith a specific situation. This is kno#n as $frank ruling.$ ou may use frank ruling to preserve the tempo of the game #hen situations become boring or annoying, or to present a #ay of dealing #ith something in a manner that is suited to the &ndless Dungeon.

An &4planation of &ach 'hase


This game is divided up into four phases, that are completed in order from top to bottom. The maBority of the game #ill take place during the Kingdom 'hase and Dungeon 'hase.

"etup 'hase
This is #here you prepare for the game. The players create their Kingdom and characters, and the (M creates a scenario. Things that you should take note of for that game are also e4plained during this phase.

Kingdom 'hase
The (M gives an introduction to the adventure, and the players deal #ith matters in the Kingdom and prepare for their adventure.

Dungeon 'hase
&4plore the Dungeon, slip past traps, battle monsters, and a#ait the e4citing events that #ill occur. This phase is the core of the game. 0ill you make it back to the Kingdom, #ill you e4plore all the rooms... or #ill you be #iped outL

&nd 'hase
Tally all the fruits of your adventure, and find out #hat effect it has on the Kingdom. !f you managed to complete the obBective of the scenario, you can also ,evel 1p.

CyclesC Time !nside the (ame


To ensure that every player has an e5ual chance to act, the game is broken up into segments called $cycles.$ &ach player can make ) maBor action per cycle. A cycle ends once everyone has acted, or passed. !t is up to the (M to determine ho# long a cycle lasts. 3o#ever, there are t#o specific types of cycles that are made reference to in the rules.

9ound
A cycle used during Combat. 7ne round is e5uivalent to about one minute.

Duarter
A cycle used during the Dungeon 'hase. 7ne 5uarter is e5ual to about si4 hours. The maBority of time #ill be spent in the above t#o cycles. 3o#ever, based on #hat happens, the (M may alter the time of each cycle. !f you are having a very long Combat, such as a #ar, one round could last one day, or if you #ish to represent a densely packed period of a time, one 5uarter could e5ual one hour.

2ree to Act and &4hausted


'layers can influence and change all kinds of situations by having their characters act. 3o#ever, in order to do anything, a character must be 2ree to Act. Also, once a character acts, they become &4hausted. 7nce a character becomes &4hausted, in order to become 2ree to Act again, they must #ait for the cycle to end. 7nce a cycle ends, all characters become 2ree to Act.

Action Types
There are many different kinds of actions. "ome take time, #hile others are more simple. !n order to differentiate them, actions are divided into the follo#ing four types.

"upport Actions
9e5uires no preparation to use. The most common type of action. A character must be 2ree to Act to use a "upport Action, and becomes &4hausted for that cycle after they do.

'lan Actions
9e5uires time to prepare in order to use. Cannot be used during battle or under stressful circumstances. A character must be 2ree to Act to use a 'lanned Action, and becomes &4hausted for that cycle after they do.

Assist Actions
Actions that aid in another action. ou do not become &4hausted #hen you use an Assist action, and characters #ho are &4hausted may still use Assist actions. 3o#ever, they cannot be used unless the specific action they are aiding also occurs. &ach character may only use any individual Assist action once per cycle.

!nterrupt Actions
The fastest of all actions, in a timing sense. They can be used to interrupt another action. 3o#ever, they cannot be used if the circumstances to interrupt are not met. 0hen someone declares that they are interrupting, that action occurs first, before the interrupted one. 1sing an !nterrupt Action does not cause a character to become &4hausted, and &4hausted characters may still use !nterrupt Actions. An !nterrupt Action may also be interrupted by another !nterrupt action. Therefore, #hen an !nterrupt Action is declared, it is necessary to to determine if anybody else #ill also interrupt. !nterrupt Actions are resolved in a last+in first+out order. &ach character may only use any individual !nterrupt Action once per cycle. All of the actions that you can take during the game can be defined as one of the above types. !f a players #ishes to take an action that is not listed in the rules, the (M determines #hich action type is the most appropriate for it. 7f course, the (M may also decide that it is not possible.

Conflicts
7ccasionally certain rules or data may contradict one another, and these conflicts need to be resolved.

9ule and Data Contradiction

0hen there is a conflict bet#een the rules and the effect of a "kill or !tem, the "kill or !tem takes precedence.

Data Contradictions
0hen different pieces of effects contradict each other, resolve them in the follo#ing order. ). 'ermanent Type <. &5uipment Type J. 7ther Type 0hen there is a conflict bet#een t#o effects of the same type, the character #ith the highest ,evel goes first. !f both data are o#ned by the same character, that character's player determines the order. !f t#o types of effects #ould cause an impossible situation to occur, the one that #as declared last takes precedence.

Action Checks

8asic 9ules

Action Checks are used to determine #hether a character succeeds or fails at an action. The (M determines #hen a check is necessary according to the rules. The (M announces the Ability "core to be used and the difficulty of the check. !f it is an action not covered by the rules, the (M can choose the Ability "core and the difficulty. 0hen determining #hich Ability "core is the most appropriate, you may #ish to consult the section on Ability "cores in Character Creation. 1se the follo#ing table to determine the difficulty.

#i77iculty Table
,bGective Sim*le ormal #i77icult H ? !! #i77iculty

,**osed ,**onent8s Ability Score I H

The 9esult
To making an Action Check, first roll <D* and add them together. Then add the appropriate Ability "core. !f the result is e5ual to or greater than the difficulty, it is a success, other#ise it is a failure.

Critical "uccesses and Critical 2ailures


!f both dice rolled on a check come up ), it is a critical failure. The check fails regardless of the difficulty, and you lose ) =oice of the 'eople. Treat the result as a /. !f both dice rolled on a check come up *, it is a critical success. The check is an automatic success, regardless of the difficulty. ou also gain < points of Drive. Calculate the result normally.

Cooperative Actions
!f, before somebody performs an action check, someone else lends their advice or assistance, they may increase the result of the check. This is called a Cooperative Action. Cooperative Actions are considered "upport Actions. !n order to perform a Cooperative Action, you must choose a character and an action that character is going to perform. ou may not choose a character to#ards #hom your 3ostility "core is higher than your Affection "core. ou must declare #hat type of advice or assistance you are providing. The (M decides #hether that assistance has any effect on the action. !f it does, the ne4t time that character performs that action, the result of their check is increased by an amount e5ual to your Affection "core to#ards that character. The same character cannot use a cooperative action to#ards the same target for the same action more than once.

3ope
The heroic 'Cs may avoid being overcome #ith despair in the Dungeon by using a special po#er called 3ope. ou can use 3ope to gain an advantage #hen making an Action Check. There are t#o types of 3ope, $=oices of the 'eople$ and $Drive.$ 0henever the rules say to $spend 3ope,$ you may use either.

=oices of the 'eople


A player may only spend =oices of the 'eople as long as the rest of the Court agrees to it.

Drive
ou may only store as much Drive as your Capacity.

ColumnC Checks 1sing Drive


0hen you use Drive on an Action Check, you increase the number of dice you roll. 3o#ever, #hen calculating the result, no matter ho# many dice you rolled, you still only use t#o of them. ou may remove a die that rolled a * to gain a point of Drive. 3o#ever, if a * #as rolled on any t#o of the dice, that is a critical success. 0hen you roll a critical success, you automatically recover < points of Drive, so you can't convert them into Drive. !f three or more dice rolled a *, in addition to the Drive you gain from a critical success, those other dice can still be converted into Drive.

9eceiving Drive
0henever you make an Action Check and a die comes up as a *, you may convert that die into Drive before calculating the result. 2or each die that rolled a * that you remove from the check, you place ) 3ope Counter on your character sheet. &ach 3ope Counter represents ) point of Drive. ou may not use the die you converted into Drive to calculate the result of the check. 0hen you convert dice into Drive, it is possible that you #ill have one or fe#er dice to calculate the result #ith.

1sing 3ope
!f a player #ishes, they may spend 3ope to aid in a check. 8efore rolling the dice, choose ho# much 3ope you #ish to spend, and add that many additional dice to the check. ou may choose any t#o of the dice rolled to use for the result. !f any t#o of the dice roll a *, it is a critical success. !n addition to adding additional dice to checks, there are t#o other situations in #hich a player may use 3ope.

!ncreasing Damage
!f an attack you make in Combat is successful, you may use 3ope to increase the damage. 8efore determining damage, you may spend a number of 3ope up to your 0arfare. 2or each point of 3ope spent, that attack deals an additional )D* damage.

1sing Monster "kills


8ecause of "kills like Do#nload or 2acilities like Mi4ed Area, 'Cs may be able to use Monster "kills. 3o#ever, if a 'C does not spend ) point of 3ope #hen they declare the use of a "kill, that "kill has no effect. 2or 'ermanent "kills, the effect only lasts until the end of that cycle.

Checks 1sing Kingdom Attributes


0hen a check calls for a Kingdom Attribute to be used, any player may roll for that check. =oices of the 'eople may be used for these checks, but not Drive. !f a * is rolled during the check, it can be converted into =oices of the 'eople, but not Drive.

Kingdom Disaster Table


1sing =oices of the 'eople during the game could invite trouble to the Kingdom. !f any of the follo#ing situations occur, roll on the Kingdom Disaster Table and apply the results. !f the number of =oices of the 'eople falls belo# the number of ,andmakers in the game. !f anyone spends =oices of the 'eople #hile the number is less than the number of ,andmakers in the game. !f an effect calls for spending =oices of the 'eople #hile the number of =oices of the 'eople is /.

ColumnC Checks 1sing Kingdom Attributes


ou cannot use Drive #hen making checks using Kingdom Attributes. 7nly =oices of the 'eople may be used for these checks, including those checks made as a result of the Kingdom Disaster Table. !f you use =oices of the 'eople because of an effect rolled on the Kingdom Disaster Table, you may end up having to roll on the Kingdom Disaster Table a second time. 9emember that if you roll a critical

success using a Kingdom Attribute, you gain < =oices of the 'eople instead of Drive.

1sing 2ollo#ers
A character may use their 2ollo#ers to aid in checks. After determining the result of a check, you may roll )D* and reduce your 2ollo#ers by that amount. !f you do, you may increase the result of the check by ) point. !n addition, certain skills may also call for a reduction in 2ollo#ers. !f the number rolled is more than the number of 2ollo#ers you have, as long as you have at least one 2ollo#er, it still has an effect. 3o#ever, if you have / 2ollo#ers, that effect cannot be used.

Kingdom #isaster Table


"oll $ % ' + & H > ? !@ !! !$ "esult Aw7ul rumors are s*reading about the Kingdom= #ecrease the "elationshi* with all other kingdoms in the Known Borld by ! ste*= Monsters in the Kingdom have turned 7erocious! )hoose a random ty*e o7 Monster )itiCen in the Kingdom= "educe the number o7 )itiCens by an amount e9ual to that Monster8s <evel= You lose all Monster )itiCens o7 that ty*e= A *lague is s*reading through the Kingdom= "educe the number o7 )itiCens by $#&= Your Kingdom continues to undergo dungeoni7ication= .ncrease your /*kee* )osts by the number o7 ma*s in your Kingdom8s territory= A terrorist attack 7rom an enemy kingdom! Make an K,rder / ?L check= .7 it 7ailsA lose a random 2acility= And enemy kingdom attack! Bhile you were goneA your enemies 7ormed an alliance and made a sur*rise attack= Make a KBar7are / ?L check= .7 it 7ailsA lose a random region 7rom your Kingdom= 1s*ionage 7rom an enemy kingdom! Make a K)ulture / ?L check= .7 it 7ailsA lose a random Talent= There8s a shortage o7 *rovisions! "educe the number o7 )itiCens by $#&= 2or each Meat Material in your Kingdom that you s*endA you may *revent the loss o7 ! )itiCen= The *eo*le are becoming unsatis7ied with their way o7 li7e= Make a K<i7estyle / ?L check= .7 it 7ailsA lose ! ;oice o7 the Peo*le= A massive dungeon tsunami occurs= )hoose a random region o7 your Kingdom= ThenA choose a random region 7rom the Known Borld= Those two regions switch *laces= Your enemy kingdoms8 *ower is increasing= 2or each Kingdom that you have a (ostile "elationshi* withA the 0M chooses ! region that borders that kingdom= Those regions become territory o7 those kingdoms=

"etup 'hase

"etup 'hase

The "etup 'hase is #here you prepare everything you need to play the game. !t takes place during the interval bet#een the end of the last game and the beginning of the ne4t one. !t also includes the time you spend at home thinking up ideas for the ne4t game. !n fact, people reading this book #ho haven't yet played Make ou Kingdom are in the middle of a very long "etup 'hase. 0hy not gather up your friends and try playingL

Assembling &verything %eeded for the (ame


8efore you start the game, you #ill need to prepare the follo#ing items.

Make ou Kingdom
There are t#o books, the Kingdom 8ook and the Dungeon 8ook. ou #ill need at least one copy of each. ou may #ish to have one book for each person participating. &specially having multiple copies of the Kingdom 8ook ?this book@ can speed up play.

Copies of "heets
ou #ill need one copy of the Make ou Kingdom Character "heet for each player, as #ell as one Kingdom "heet. ou #ill also need several Map "heets, as #ell as a copy of the 8attlefield.

"i4+"ided Dice 0riting !nstruments


&ach player #ill need around <+. dice. They can be purchased at a hobby shop or toy store. &ach player should have a pencil, an eraser, etc... 'ens are inconvenient because they are difficult to erase. A notebook or something else to #rite on #ill also be useful.

'a#ns
&ach character #ill need a marker to represent their character. The (M #ill also #ish to have several markers to represent the Monsters and such that appear in the scenario. There are all sorts of things you could use, like capsule toys from vending machines, metal figures, etc...

Counters
ou #ill need around J/ 3ope Counters, and a container to hold the =oices of the 'eople. ou may photocopy the counter sheet and cut them out, but marbles or glass beads can also #ork.

'reparing the %ecessary Documents for the (ame


8efore starting the game, you #ill need to #rite up the follo#ing things.

The Kingdom and Characters


0orking together, the players need to create a Kingdom and their characters.

"cenario
ou #ill need to prepare a Dungeon as a setting for the adventure, along #ith maps, events, monsters, story notes, etc...

A 2un Attitude
(ames are supposed to be fun. Don't forget to sho# up #ith a positive, helpful attitude, and a desire to make sure everyone enBoys themselves.

About the Kingdom 'hase

Kingdom 'hase

The Kingdom 'hase is #here the ,andmakers complete their actions #ithin the Kingdom. !t is #here important incidents and preparation for the adventure occur. The Kingdom 'hase consists of the $'rologue,$ $9oundtable,$ $Action 9esolution,$ and $Departure$ steps. 7nce you leave the Kingdom, the Kingdom 'hase ends and the Dungeon 'hase begins.

'rologue
0hen the Kingdom 'hase starts, the (M presents the 'rologue. The point of the 'rologue is to illustrate and e4plain the background leading up to that game's scenario. !f you #ish to make things simple, you can Bust e4plain the circumstances that led to the 'Cs leaving on their adventure. 3o#ever, if time allo#s, you should paint a picture of ho# each individual character becomes personally involved in the situation. ou can present characters and encounters to roleplay a first hand e4perience of their involvement in the #orld of the &ndless Dungeon. !f necessary, you can also break the interaction up into cycles and Combat.

&4amples of Typical 'rologues


There are all sorts of #ays a prologue can be structured. The (M should choose one that fits the scenario.

The Appeal
The most typical kind of 'rologue. This is #here a troubled citi-en comes to the ,andmakers to consult them about a problem. They are running short of #ater, there's a mysterious disease spreading, there's a hive of monsters nearby, a child is lost in the Dungeon, etc... 7ne of the most important Bobs of the ,andmakers is dealing #ith the people's problems. ou #ill #ant to think about the specifics of the problem, and the person #ho is asking for help. They could even be a friend or ac5uaintance of one of the ,andmakers.

The "cout
!n this type of 'rologue, a scout reports some sort of information to the Kingdom. !t could be an une4plored region in the Dungeon or a hoard of treasure, or plans of an attack from monsters or another kingdom. ou should present a chance for the Kingdom to e4pand, or some sort of imminent threat.

The 0anderer
This kind of 'rologue involves an incident #ith someone in the Dungeon. ou could encounter a ,andmaker from another kingdom, a caravan, monsters, etc... !n this type of introduction, the players end up getting #rapped up in some sort of strange event.

ColumnC The 'rologue


The 'rologue, #here you e4plain to the Court their reasons for entering the Dungeon, can take many forms. !f you #ish to take the time to roleplay and present a detailed story, that is fine. ou may also utili-e %'Cs, Action Checks, Combats inside the Kingdom. The Make ou Kingdom 9eplayC 9eturn of the Dueen, for e4ample, makes use of these things in full. 8ut #hat if you #ant to hurry up and get to the Dungeon 'haseL !t is also okay if you #ish to give a 5uick 'rologue merely stating #hy you're in the Dungeon in the first place. Create a 'rologue that fits #hat the 'layers and (M #ish to do.

9oundtable Discussion

7nce the 'rologue is completed, the ,andmakers discuss among themselves the upcoming adventure. This is called the 9oundtable Discussion. !t is broken up into the 7rgani-ational Meeting and Treasury Meeting steps. The contents of the discussions are decided by the participants themselves. The moderator of the discussion presents a topic. 0hile everyone may present their vie#s and opinions, and offer up a lively debate, if things become too hectic, the moderator may choose to summari-e or finali-e things. ou can create an e4citing atmosphere by really acting and speaking as your character #ould.

7rgani-ational Meeting
The first step is to discuss the Kingdom. The 7rgani-ational Meeting step is #here you decide ho# many 2ollo#ers you #ill be taking into the Dungeon. The ,andmakers, each in turn, may propose to the King #hat they feel is an appropriate number of 2ollo#ers. &ach one can e4plain #hy they feel they need 2ollo#ers and the merits there of. The King may assign the Citi-ens of the Kingdom as he sees appropriate. Citi-ens #ho are not assigned stay behind in the Kingdom. &ach character records the number of Citi-ens he has been assigned in the 2ollo#ers section of his Character "heet.

Treasury Meeting
The ne4t topic to be discussed is the purchasing of !tems and 2acilities. The =i-ier ?or if there isn't one, the King@ moderates the discussion. During the Treasury Meeting, each character presents their re5uest for the follo#ing items to the moderator. Depending on the Kingdom's Treasury and ,ifestyle ,evel, the re5uested items may not be able to be purchased.

!tems
This is #hen you may purchase !tems to be used in the adventure. &ach character may re5uest one Common !tem #ith a Cost less than or e5ual to the Kingdom's ,ifestyle ,evel.

'urchasing 2acilities
ou may purchase a 2acility by reducing the Treasury by an amount e5ual to the 2acility's Cost. Choose a room to build the 2acility in, and record that 2acility's name in that room. !f t#o 2acilities #ith the same name are located directly adBacent to each other, treat it as a single Combined 2acility. !n order to be treated as a Combined 2acility, both rooms must be connected by a Corridor. A Combined 2acility has a ,evel that is e5ual to the total sum of all the 2acilities that make it up. (enerally, a 2acility becomes more po#erful the higher its ,evel. Therefore, if you are considering increasing the ,evel of a 2acility, you may #ish to leave the rooms adBacent to it open.

'urchasing Corridors
ou may purchase a Corridor by spending )M(.

Destruction of 2acilities and Corridors


ou may destroy e4isting 2acilities, Corridors, and &ntrances. To you do, spend )M( for each one that you destroy. The moderator decides on their o#n #hich re5uests to grant. 3o#ever, he cannot grant any re5uest that e4ceeds the Treasury. Characters #ho have their re5uests granted record the !tems or 2acilities received in the appropriate !tem "lot or room in the Kingdom's territory.

ColumnC 'urchasing !tems


During the Treasury Meetings in the Kingdom 'hase and the &nd 'hase, each character in the Court may purchase one !tem #ith a Cost less than or e5ual to the Kingdom's ,ifestyle ,evel. %ote that

you do not have to reduce the Treasury #hen purchasing !tems. !f the Kingdom's ,ifestyle ,evel is J, then you may purchase an !tem #hose Cost is J or less #ithout reducing the Treasury. ou cannot ac5uire an !tem #ith a Cost higher than the Kingdom's ,ifestyle ,evel even if you reduce the Treasury. ou can ac5uire !tems #ith a Cost higher than the Kingdom's ,ifestyle ,evel by using Materials to craft them, by finding them in your adventures, etc...

Action 9esolution
7nce the 9oundtable Discussion is completed, each character may prepare for their adventure before leaving. Treat resolving actions as a single cycle. ou may choose and undertake one of the 'lan Actions belo#.

0andering
9oll a D** and consult the 0andering Tables.

Craft !tems
!f you have the necessary materials, you may craft an !tem.

(ather !nformation
ou may dispatch your 2ollo#ers in order to gain information about this adventure's Dungeon.

7ther
ou may use a "upport or 'lan action. ou may perform a Cooperative Action, or use one 2acility, "kill, or !tem #ith a "upport or 'lan action. !f the (M allo#s it, you may also perform any other action you like.

Craft !tems
ou may spend materials in order to create an !tem. ,ook at the Materials line of the !tem you #ish to create. !f you can spend the Materials from among those in the Court or Kingdom, you may make one of those !tems. As long as you have enough Materials, you may craft as many of that !tem as you #ish. 7nce you are finished crafting the !tem, you become &4hausted.

0andering
ou may observe the Kingdom. 0hen you decide to 0ander, choose one of the 0andering Tables and roll <D*, and apply the result. 7nce you have resolved the effect of the roll, you become &4hausted.

<i7estyle Bandering Table


"oll $ "esult An envoy 7rom the )a*italistic (oly "e*ublic o7 (A0<MA a**ears= .7 you receive the envoyA make a <i7estyle / ? check= .7 it is success7ulA you gain !#& M0= .ncrease the di77iculty o7 the check by $ *oints i7 your "elationshi* with (A0<MA is #angerousA or by ' *oints i7 your "elationshi* is (ostile= .7 you don8t receive the envoyA decrease your "elationshi* with (A0<MA by ! ste*= .7 you do not receive the envoy and your "elationshi* with (A0<MA is (ostileA you lose ! region= The Kingdom is 9uite lively= 0ain ! #rive= You may make one additional action during the Kingdom Phase= You hear a rumor that travelers have come to the Kingdom= .7 you com*lete the obGective 7or this game8s scenarioA during the 1nd PhaseA increase the number o7 )itiCens by $#&= You meet a wandering merchant and ask him how business is going= "oll $#& and note the result= #uring the 1arnings "e*ort ste* o7 the 1nd PhaseA you may use that result instead o7 rolling on the Market Table= The ladies o7 the Kingdom are having a discussion around the well= .t seems that they8re dissatis7ied with state o7 goods in the Kingdom= 2or each + <eather you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any <eather by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0=

% ' + &

<i7estyle Bandering Table


H You notice a number o7 )itiCens worried about 7ood= 2or each + Meat you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any Meat by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= #uring your walkA you discover several 2acilities 7alling into disre*air= 2or each + Bood you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any Bood by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= A woman with a swollen belly a**ears be7ore you and saysA M.7 you return 7rom the #ungeon sa7elyA *lease give my child a name=M .7 you com*lete the obGective 7or this game8s scenarioA during the 1nd PhaseA increase the number o7 )itiCens by $#&=

>

!@ You break a sweat with some o7 the )itiCens o7 the Kingdom= Make a <i7estyle / ? check= .7 it is success7ulA you receive K umber o7 Production 2acilitiesL M0= !! MThis could come in handy=M Make a <i7estyle / !! check= .7 it is success7ulA you receive a <evel ! <i7estyle .tem o7 your choice with a )ost less than or e9ual to the Kingdom8s <i7estyle <evel= !$ Suddenly some travelers visit the KingdomA and the Kingdom8s 7ood stores start to dwindle= Make a <i7estyle / !! check= .7 it is success7ulA you receive su**lies 7rom another Kingdom= .ncrease the number o7 )itiCens by $#&= .7 it 7ailsA reduce the number o7 )itiCens by $#&=

)ulture Bandering Table


"oll $ "esult An envoy 7rom the Millenium #ynasty a**ears= .7 you receive the envoyA make a )ulture / ? check= .7 it is success7ulA recover !#& ;oices o7 the Peo*le= .7 it 7ailsA reduce the ;oices o7 the Peo*le by !#&= .ncrease the di77iculty o7 the check by $ *oints i7 your "elationshi* with the Millenium #ynasty is #angerousA or by ' *oints i7 your "elationshi* is (ostile= .7 you don8t receive the envoyA decrease your "elationshi* with the Millenium #ynasty by ! ste*= .7 you do not receive the envoy and your "elationshi* with the Millenium #ynasty is (ostileA you lose ! region= The )itiCens are *re*aring 7or a 7estival= .7 you com*lete the obGective 7or this game8s scenarioA during the 1arnings "e*ort ste* o7 the 1nd PhaseA you gain K umber ,7 ;oices o7 the Peo*le #uring The 1arnings "e*ort : umber ,7 ;oices o7 the Peo*le At The Start ,7 The 0ameL M0= .7 that number is negativeA increase the /*kee* )ost by that much instead= You receive a letter 7rom a childhood 7riend who le7t 7or the city= .t seems like she wants to know how the Kingdom is doing= .7 you com*lete the obGective 7or this game8s scenarioA you receive ! Talent during the 1nd Phase= "andomly determine what Dob they have using the Birth Table= You hear a rumor about another <andmaker= )hoose a character 7rom the )ourt= .ncrease your A77ection Score towards that character by ! *oint= A re*resentative o7 the youth tells you thatA 7or the sake o7 im*roving the townA they want to learn about 7oreign countries= 2or each + .n7ormation you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any .n7ormation by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= A grou* o7 young girls are having 7un talking about the latest 7ashion trends= 2or each + )loth you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any )loth by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= The )itiCens are gossi*ing about you= 2or each <overA #evoteeA or Best 2riend S*ecial "elationshi* you ac9uire during the gameA recover $ ;oices o7 the Peo*le= .7 you cannot ac9uire any S*ecial "elationshi*s by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= You 7eel as i7 someone is glaring at you= )hoose a character 7rom )ourt= .ncrease that character8s (ostility Score towards you by ! *oint=

'

+ &

>

!@ You notice some travelers who are visiting the Kingdom= Make a )ulture / ? check= .7 it is success7ulA you receive K umber o7 "ecreation 2acilitiesL M0= !! M.8m *raying 7or your sa7ety===M Make a )ulture / !! check= .7 it is success7ulA you receive a <evel ! "ecovery .tem o7 your choice with a )ost less than or e9ual to the Kingdom8s <i7estyle <evel= !$ The 7aces o7 the Kingdom8s )itiCens are li7eless= They8re tired o7 li7e in the bleak #ungeon= Make a )ulture / !! check= i7 it is success7ulA you hold a 7estival to cheer u* the )itiCens= "ecover !#& ;oices o7 the Peo*le= .7 it 7ailsA increase the /*kee* )ost by !#& M0=

,rder Bandering Table


"oll $ "esult An envoy 7rom Metro Khan a**ears= .7 you receive the envoyA make an ,rder / ? check= .7 it is success7ulA you gain $#& citiCens= .7 it 7ailsA you lose $#& )itiCens= .ncrease the di77iculty o7 the check by $ *oints i7 your "elationshi* with Metro Khan is #angerousA or by ' *oints i7 your "elationshi* is (ostile= .7 you don8t receive the envoyA decrease your "elationshi* with Metro Khan by ! ste*= .7 you do not receive the envoy and your "elationshi* with Metro Khan is (ostileA you lose ! region= M.t8s not muchA but *lease use this on your adventure===M )hoose ! Material at random using the Market Table= You receive !#& o7 that Material= The )itiCens are talking among themselves about how they can *rotect the Kingdom= .7 you com*lete the obGective 7or this game8s scenarioA choose a 2acility with <evelsA and build another o7 that 2acility in a room ne-t to it= As a result o7 taking walks every dayA your health has im*roved= 2or the rest o7 this gameA increase your ma-imum (P by + *ointsA and recover + (P= The )itiCens o7 the Kingdom are worried about who will hold down the 7ort while the <andmakers are are away= 2or each Talent you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any Talents by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= #ungeoni7ication o7 the area around the Kingdom kee*s ha**ening= .7 you don8t construct an anti:dungeoni7ication barrier=== 2or each + "eagents you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any "eagents by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= The o*erational out*ut o7 the Kingdom8s 2acilities is decreasing= They need maintenance= 2or each + Machinery you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any Machinery by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= You hear a rumor about a nearby Kingdom= .7 there are any AlliedA 2riendlyA or eutral kingdoms on the Known Borld section o7 the Kingdom SheetA choose ! at random= )hoose a Material at random 7rom the Market Table= That Kingdom8s Market becomes that Material=

% ' + &

>

!@ <ooking at the *eace7ul sight o7 your KingdomA and 7eel rewarded= Make an ,rder/ ? check= .7 it is success7ulA you receive K umber ,7 )ourt 2acilitiesL M0= !! MThis will kee* you sa7e in the #ungeon===M Make an ,rder / !! check= .7 it is success7ulA you receive a <evel ! 1-*loration .tem o7 your choice with a )ost less than or e9ual to the Kingdom8s <i7estyle <evel= !$ You8ve heard that malcontents in the Kingdom have been s*reading unsettling stories= Make an ,rder / !! check= .7 it is success7ulA you manage to make *re*arations 7or while you are gone= #uring the gameA you may *revent the e77ect o7 one roll on the Kingdom #isaster Table= .7 it 7ailsA destroy ! random 2acility=

Military Bandering Table


"oll $ "esult An envoy 7rom the #ynamite 1m*ire a**ears= .7 you receive the envoyA make a Military / ? check= .7 it is success7ulA you gain !#& M0= .7 it 7ailsA increase the /*kee* )ost by !#&= .ncrease the di77iculty o7 the check by $ *oints i7 your "elationshi* with the #ynamite 1m*ire is #angerousA or by ' *oints i7 your "elationshi* is (ostile= .7 you don8t receive the envoyA decrease your "elationshi* with the #ynamite 1m*ire by ! ste*= .7 you do not receive the envoy and your "elationshi* with the #ynamite 1m*ire is (ostileA you lose ! region= You hear a legend about the #ungeon 7rom an elder= #uring this gameA i7 you de7eat a Monster with a <evel less than or e9ual to yoursA you may make that Monster a Monster )itiCen= This e77ect may only be used once this game= Someone yells to you encouragement 7or your ne-t adventure= M#o your best!M M.8m waiting 7or the good news!M The )itiCens8 e-*ectations bolster your s*irit= .ncrease your )a*acity by ! *oint 7or the rest o7 the game= You get in an argument over something stu*id= )hoose a character 7rom the )ourt= You each increase your (ostility Score towards each other by ! *oint= You go to watch the soldiers as they trainA but they8re lacking wea*ons= 2or each + 2angs you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any 2angs by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= You hear a rumor 7rom a traveler that a neighboring Kingdom has been bolstering their military= 2or each + .ron you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any .ron by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0= A large number o7 monsters have been a**earing nearby lately= 2or each + 0un*owder you ac9uire during the gameA recover ! ;oice o7 the Peo*le= .7 you cannot ac9uire any 0un*owder by the 1arnings "e*ort ste* o7 the 1nd PhaseA increase the /*kee* )ost by !M0=

% ' + &

>

Military Bandering Table


"oll ? "esult A war breaks out between two nearby kingdoms= )hoose two kingdoms 7rom the Known Borld section o7 the Kingdom Sheet= Those two kingdoms are at war= )alculate the military *ower 5K!#& I umber o7 "egionsL6 o7 both kingdoms= The Kingdom with the higher military *ower winsA and gains ! region= The one that lost loses ! region= .7 you wishA you may send rein7orcements to one o7 the kingdoms= Make a Military )heck with a di77iculty e9ual to K? I umber ,7 "egions Possessed By Their ,**onentL= .7 it is success7ulA you may increase their military *ower by !#&= "egardless o7 the outcome the warA increase your "elationshi* with the kingdom you sent rein7orcements to by ! ste*A and decrease your "elationshi* with their enemy by ! ste*=

!@ A tribute arrives 7rom a neighboring kingdom= Make a Military / ? check= .7 it is success7ulA during the 1arnings "e*ort ste* o7 the 1nd PhaseA you receive one "are .tem whose )ost in 5 6 is less than or e9ual to K umber ,7 "egionsL= !! M. thought .8d get this ready 7or you=M Make a Military / !! check= .7 it is success7ulA you receive a <evel ! Arms .tem o7 your choice with a )ost less than or e9ual to the Kingdom8s <i7estyle <evel= !$ Sensing that you were about to leaveA somebody attacks the Kingdom! Make a Military / !! check= .7 it is success7ulA *eo*le laud your bravery= 1ach member o7 the )ourt gains !#& *oints o7 #rive= .7 it 7ailsA each member o7 the )ourt loses !#& (P and !#& 2ollowers=

ColumnC 0andering 7vervie#


Although there are four 0andering Tables, one for each Kingdom Attribute, regardless of #hich table you use, there are a number of little, supplemental missions like $Ac5uire N Material$ that can have an effect on the scenario. !f you succeed on these missions, you can receive Treasury, Citi-ens, 2acilities, !tems, etc... ,andmakers #ho #ant to improve the Kingdom #ill #ant to go 0andering. There are also a number of situations #here you #ill have to make checks #ith Kingdom Attributes. There is a larger chance of having a good result if you choose a table that corresponds to a high Kingdom Attribute.

(athering !nformation
ou may investigate the contents of the Dungeon in advance. 9esolve this in the follo#ing order.

Determine the %umber of 2ollo#ers to Dispatch


2irst choose the number of 2ollo#ers you are going to send. ou must send at least ).

Determine the ,ocation to be !nvestigated


After you choose the number of people being sent, ne4t choose a location to investigate. !f nobody has yet gathered information, choose a random room from this adventure's map. our 2ollo#ers have been dispatched to that room. !f somebody has already gathered information, and you already have information on at least one room, you may start from #hichever room you like.

Command Check
7nce you have chosen the location to be investigated, you make a Command Check. The character gathering information rolls a 0it or Duest check. The difficulty is :G > The %umber 7f 9ooms !nvestigated "o 2ar > The %umber 7f 2ollo#ers ,ost "o 2ar;. !f the check is successful, you learn the number of Monsters and Traps in that room, as #ell as any Corridors connecting to that room. !f the check is a critical success, you also learn the names of Monsters and Traps in that room, as #ell as their 9uler. !f the check fails, you lose a number of dispatched 2ollo#ers e5ual to :Difficulty + 9esult;. Then, as long as you have at least ) dispatched 2ollo#er remaining, you learn the same thing as you #ould from a successful check. !f it is a critical failure, you lose all dispatched 2ollo#ers. !f the number of dispatched 2ollo#ers is reduced to / or less, the !nformation (athering is a failure. !f the !nformation (athering is a failure, or you no longer #ish to continue, you become &4hausted.

Continuing (athering !nformation

After you have received the information on a room, if you have any dispatched 2ollo#ers left, you may continue to gather information. Choose one room that is connected by a Corridor to the room you dispatched them too, and make another Command Check. Make sure to note the increase in difficulty for subse5uent checks.

ColumnC The Difficulty of (athering !nformation


0hen (athering !nformation, the difficulty for the Command Check is :G > The %umber 7f 9ooms !nvestigated "o 2ar > The %umber 7f 2ollo#ers ,ost "o 2ar;. !n other #ords, the difficulty of the first check is O. !f the check is successful, the difficulty of the ne4t check is K, then )/, and so on.

'lanned Actions
ou may use "kills, !tems, or 2acilities #ith an action type of 'lan or "upport. 7nce they are resolved, your turn is completed. !f the (M allo#s it, you may also take any other action that could be done #ithin the Kingdom.

Departure
7nce all actions have been resolved, it's finally time to depart on your adventure. 3o#ever, before you arrive at your destination, you must roll <D* one or more times on the Travel &vents Table and apply the result. ,ook at the Kno#n 0orld section of the Kingdom "heet, and determine the route you #ill take from your Kingdom to the destination area. ou must start from an entrance in your Kingdom, and move vertically or hori-ontally. 9oll <D* for each region your enter and apply the result.

"pecial 9egions
0hen you enter an already established region, if you roll a G on the Travel &vents Table, the result can change depending on #hat lies in that region. !f you travel through a kingdom other than your o#n, instead of rolling on the table, you #ill have to reduce your Treasury. !f your 9elationship #ith that kingdom is Allied, 2riendly, or %eutral, lose )M(. !f the 9elationship #ith that kingdom is Dangerous, lose )D* M(. ou cannot enter kingdoms #ith #hom you have a 3ostile 9elationship.

9eturning
0hen the Dungeon 'hase ends and you return to the Kingdom, you must also roll on the table and apply the result in the same manner.

Travel 1vents Table


"oll $ % ' + & H > ? "esult <ove blooms on the road= 1veryone chooses one character and increases their A77ection Score towards that character increases by ! *oint= (mmN A cor*se moved= )hoose ! ty*e o7 MaterialA and receive !#& o7 that Material= A bug occurs in the kernelA and the area around you becomes wra**ed in darkness= )hoose a random character 7rom the )ourt= .7 that character is holding a Star 2ragmentA it is destroyed= Because o7 dungeon disastersA you end u* lost= 1ach character makes a Bit / ? check= K!#& : umber ,7 )haracters Bho SucceedL 3uarters *ass= You are caught in an insidious tra*= 1ach character makes a 3uest / ? check= 1ach character that 7ails loses !#& (P= .7 this is an unknown regionA nothing ha**ens= ,therwiseA a**ly the result 7rom the S*ecial "egion 1vents Table= You are attacked by monsters= 1ach character makes a Bar7are / ? check= 1ach character that 7ails loses !#& (P= A terri7ying howl *ierces the airA and then suddenly everything 7alls silent= 1ach character makes a )harisma / ? check= 1ach character that 7ailsA loses !#& 2ollowers who 7lee back to the Kingdom=

!@ 1verything starts rumblingA and suddenly everything around you starts undergoing dungeoni7ication= )hoose ! random known region= The entire )ourt is tele*orted to that region= !! (uhN <ooks like something 7ell= You receive ! random )ommon .tem=

Travel 1vents Table


"oll !$ <ucky! You 7ind !M0= "esult

S*ecial "egion 1vents Table


"egion Ty*e Star7ield (oly 0round Staircase Monster (ive "esult You8ve invoked the ire o7 the stars= .7 there is no Astrologist P) in the )ourtA each member o7 the )ourt receives %#& damage= A grou* o7 warrior clerics guarding the holy land a**ear= .7 there is an ,racle in the )ourtA each member o7 the )ourt takes $#& damage and gains the #isoriented Bad Status= You encounter a grou* using the stairs= A "andom 1ncounter occurs= You8ve never seen this kind o7 Monster be7ore=== 1ach character makes a Bar7are / !% check= 1ach character who 7ails loses $#& (P You get lost= !#& 9uarters *ass= othing8s 7ree in the city= .ncrease the /*kee* )ost by !#& M0= Materials 7all 7rom the ceiling! 1ach member o7 the )ourt loses ! (P= You receive !#& o7 that region8s )onstruction Material= You can rest a little= 1ach member o7 the )ourt recovers ! #rive=

#ungeon Master8s <air The )itiCens are overcome with dread= 1ach character has !#& 2ollowers 7lee= <abyrinth Power8s 1nclave "esource ;illage

Dungeon 'hase

Dungeon 'hase

The Dungeon 'hase is #here the characters leave the Kingdom, enter the Dungeon, e4plore rooms, fight, and camp. They go on an adventure, traveling from room to room trying to complete the obBective of the scenario. 2or typical scenarios, most of the time the obBective #ill be defeating the 9uler. !f the 9uler is defeated, or ac5uiesces, and you are able to return to the Kingdom, you may add that map to the Kingdom's territory. Actions during the Dungeon 'hase are handled in cycles called Duarters. &ach Duarter consists of the $&nter a 9oom,$ $&ncounter,$ and $Camp$ steps. &very E Duarters that pass counts as ) Turn, and after J Turns have passed, the members of the Court start to become tired. !f all of the members of the Court are #iped out in the Dungeon, return to the Kingdom and begin the &nd 'hase.

Dungeon 'hase "etup


0hen the Dungeon 'hase starts, place the 8attlefield on the table. Then, place the pa#ns representing each member of the Court some#here in your camp ?the #hite Areas@. At this point, you cannot deploy into the enemy camp ?the black Areas@

&nter a 9oom
The Court may move from their current room to any laterally adBacent room connected by a Corridor. !f that room has an entranceFe4it, they may move to another map. 0hen the Dungeon 'hase starts, the first move they make may only be into a room #ith an entrance.

Moving through &4plored 9ooms


!f the only rooms available to move through have already been e4plored, as long as you are moving through already e4plored rooms, you may move through any number of rooms #ith ) move. 3o#ever, if you choose to move like this, the chance for a random encounter increases.

&ncounter
After entering a room, an encounter occurs. The first time you enter a room, the (M describes that room's interior, the Corridors connected to it, obBects and living creatures in the room, etc... as determined by the scenario. !f that room has already been e4plored, then a random encounter may occur.

ColumnC Mapping
!t may be a good idea to designate a single player to be in charge of recording information about the Dungeon they are e4ploring on the Map "heet. The (M e4plains the structure of the Dungeon to the player recording the map by saying something like, $9ight no# you are in 9oom AJ, and there are Corridors e4tending to#ards 8< and 8J.$ !f you place the map in the middle of the table, it #ill make it easier to consult #hile e4ploring the Dungeon.

9andom &ncounters
0hen you move into an empty room that you have already e4plored, or if you are leaving an empty room that you have already e4plored, there is a possibility of a 9andom &ncounter. The representative of the Court rolls <D*. !f the number rolled is less than or e5ual to :%umber 7f Members !n The Court > %umber 7f 9ooms Moved > %umber 7f Duarters "pent !n That 9oom;, then a 9andom &ncounter occurs. The characters meet #ith Monsters according to the 9andom &ncounter Table. The Monsters' reaction is %eutral. !f they try to %egotiate, roll <D* and subtract < from the result on the %egotiation Table. !f the result is less than <, it becomes <.

&ncountering Monsters
Monsters you encounter #ill usually have one of three responses, either 3ostile, %eutral, or 2riendly. Treat any Monster not described by the scenario to be 3ostile or 2riendly as %eutral.

3ostile Monsters
3ostile monsters are ones that are hungry, or bear some kind of ill #ill to#ards the members of the Court. There are also many Monsters #ho may start off as %eutral, or even 2riendly, #ho turn 3ostile to#ards the Court after they have killed others of their kind in the Dungeon. !f you encounter a 3ostile monster, Combat breaks out.

2riendly Monsters
2riendly monsters hold #arm feelings to#ards the Court or humanity, and #on't act threatening to#ards them. !f the Court encounters a 2riendly Monster, they must choose #hether to fight them or &4change #ith them. !f they choose to fight them, treat it as you #ould a Combat #ith a 3ostile monster. !f they choose to &4change #ith them, proceed to the Camp step and follo# the rules for &4changing there.

%eutral Monsters
%eutral monsters may be cautious, or not have a necessarily positive reaction, but they #on't instantly try to flee or attack. !f the Court encounters a neutral Monster, they must choose #hether to fight them or to %egotiate #ith them. !f they choose to fight them, treat it as you #ould a Combat #ith a 3ostile monster. !f they choose to %egotiate, resolve the &ncounter using the %egotiation rules.

%egotiation
!f you encounter a %eutral Monster and decide to %egotiate #ith them, the representative of the Court rolls <D* and consults the %egotiation Table. After resolving the effect of the roll, proceed to the Camp step.

egotiation Table
"oll $ % ' + & H > "esult Their neutral intentions were all a ruse= They launch a sneak attack when you aren8t *re*ared= 1ngage in )ombatA and you are Sur*rised= egotiations 7all a*art! 1ngage in )ombat= egotiations 7all a*art! 1ngage in )ombat= MBe8ll listen to you i7 you give us a sacri7ice=M .7 you sacri7ice a number o7 2ollowers e9ual to the <evel o7 the highest <evel monsterA they become 2riendly= (oweverA your ;oices o7 the Peo*le are reduced by !#&= .7 you do not sacri7ice any 2ollowersA resolve the encounter with )ombat= M===Bhat is it you8re interested inNM )hoose one o7 the "andom Bord Tables and roll a #&&= .7 there is a character among the )ourt who has that word as <ikeA the monsters become 2riendly= .7 notA resolve the encounter with )ombat= The monsters stare at youA as i7 they want something= .7 you give them a number o7 Meat e9ual to the number o7 monstersA or a <unch o7 2ull )ourseA they become 7riendly= .7 you do notA resolve the encounter with )ombat= The monsters stare at youA seeming to a**raise your worth= .7 you increase the /*kee* )ost by !#& M0A they become 2riendly= .7 you do notA resolve the encounter with )ombat= M0imme something nice=M .7 you give them ! .tem with a )ost e9ual to or higher than the <evel o7 the highest <evel monsterA they become 2riendly= .7 it is a "are .temA you can treat it as i7 you added !@ to the value in *arentheses= .7 you do not give them anythingA resolve the encounter with )ombat=

!@ MTell me something interesting=M The monsters want to hear an interesting story= The *layers have to come u* with an interesting story to tell the monsters= .7 the 0M thinks it8s interestingA make a K)harismaL / ? check= .7 it success7ulA the monsters become 2riendly= .7 it 7ailsA resolve the encounter with )ombat=

egotiation Table
"oll "esult !! M.8ll listen to you i7 you can de7eat me=M A monster challenges you to a one:on:one 7ight= )hoose ! member o7 the )ourtA and the monster with the highest <evelA and they engage in one:on:one )ombat= Both o7 them start in their res*ect ;anguard areas o7 the Battle7ield= .7 you win the 7ightA they become 2riendly= .7 you loseA the )ourt must decide whether to 7ight them or egotiate again= .7 anyone inter7eres with the )ombatA negotiations break downA and everyone becomes involved in the )ombat= !$ A match made in heaven! As soon as they laid eyes on youA their hearts o*ened u*= The monsters increase their A77ection Score towards the )ourt8s re*resentativeA and become 2riendly=

9ushing 2or#ard
7nce the &ncounter step has ended, if you are strapped for time, you may rush for#ard. The representative of the Court makes a Charisma check. The difficulty is e5ual to :Total %umber of 2ollo#ers of the Court 4 )F)/ > G;. !f the check is successful, you may return to the &ntering a 9oom step and make one more move. !f the check fails, you proceed to the Camp step.

Camp
After &ncounters have been resolved through Combat or %egotiation, or even if there #as no combat, you Camp. During the Camp step, each member of the Court may choose to do one of the follo#ing 'lan Actions. ou may resolve the actions in #hatever order you #ish. 7nce somebody has acted, they become &4hausted.

"earch
ou investigate the inside of the room. ou may discover Traps or information.

9est
ou spend a little bit of time resting in the room. 9oll <D* and consult the 9est Tables.

&4change
ou may receive something from a 2riendly Monster.

(ather !nformation
ou may dispatch your 2ollo#ers to (ather !nformation, as in the Kingdom 'hase. 3o#ever, you may only (ather !nformation about a room directly adBacent to the one you are in.

Disarm
!f a Trap you have discovered can be disarmed #ith a check, you may attempt to do so.

7ther
ou can make ) "upport or 'lan action. ou can use a Cooperative Action, or a "kill or !tem #ith a "upport or 'lan action. !f the (M allo#s it, you may also take another type of action.

3appening
!f an action during the Camp step results in a critical failure, in addition to the usual results of a critical failure, roll <D* and consult the corresponding 3appening Table for the Ability "core used for that check.

Bit (a**ening Table


"oll $ "esult You wonder i7 you really should be leading the Kingdom=== .7 you cannot sacri7ice a #rinkA decrease your Bit by ! *oint 7or the rest o7 the game=

Bit (a**ening Table


"oll % "esult The integrity o7 the King is in 9uestion= "oll $#&= .7 the result rolled is greater than or e9ual to K;oices o7 the Peo*le I The Total o7 All A77ection Scores Towards the King Among the )ourtLA reduce the ;oices o7 the Peo*le by !#&A and roll again on the Bit (a**ening Table= Your thinking has become clouded= "eceive the #isoriented Bad Status= You8ve betrayed someone! )hoose the character with the highest A77ection Score towards you= .ncrease that character8s (ostility Score towards you by an amount e9ual to their A77ection Score towards you= ThenA their A77ection Score towards you becomes @= Should we really be 7ollowing this *erson===N 1ach member o7 the )ourt decreases their A77ection Score towards you by ! *oint 5it cannot be reduced below @6= .7 this would reduce anyone8s A77ection Score to @A lose ! ;oice o7 the Peo*le= A scandal eru*ts in the )ourt! <ose a number o7 ;oices o7 the Peo*le e9ual to the highest (ostility Score towards you in the )ourt= "umors o7 your mistakes have started to s*read= )hoose a nearby kingdom at random= Your "elationshi* with that Kingdom reduces by ! rank= .t8s been discovered that the Kingdom is in danger o7 7inancial colla*se= Make a <i7estyle <evel check with a di77iculty e9ual to K? I )urrent umber o7 Turns That (ave PassedL= .7 you 7ailA increase the /*kee* )ost by !#& M0=

' +

& H > ?

!@ The #ungeoni7ication in this area is very severe= Another 3uarter *asses= !! The re9uests o7 your Kingdom8s Talents are starting to *ile u*= #uring the Treasury Meeting ste* o7 the 1nd PhaseA increase the /*kee* )ost by K umber o7 Talents /sed This 0ameL M0= !$ You8ve lost 7aith in yoursel7= "andomly choose a Dob by rolling on the Birth Table= You change your current Dob to that one=

)harisma (a**ening Table


"oll $ % ' + "esult You8re so distraught over the )itiCens8 9uarrels that you start *ulling out your hair! .7 you cannot sacri7ice a #rinkA decrease your )harisma by ! *oint 7or the rest o7 the game= A careless comment s*arks a disagreement=== )hoose a character= 1ach member o7 the )ourt increase their (ostility Score towards that character by ! *oint= The #ungeon grows Gealous o7 your beauty and decides to change your 7orm= You receive the )ursed Bad Status= 1-cessive kindness turns to hatred a hundred7old= )hoose the character with the highest A77ection Score towards you= .ncrease that character8s (ostility Score towards you by an amount e9ual to their A77ection Score towards you= ThenA their A77ection Score towards you becomes @= There8s an air o7 unrest around you=== )hoose the characters with the two highest <ove subty*e o7 A77ection Scores towards you= They each increase their (ostility Score towards each other by ! *oint= The )itiCens will to 7ight dro*s as they watch the members o7 the )ourt 9uarrel= "educe your 2ollowers by an amount e9ual to the highest (ostility Score towards you among the members o7 the )ourt= You8re caught u* in a storm o7 Gealousy inside the )ourt= )ount the number o7 members o7 the )ourt who have <ove subty*e A77ection Scores towards you= 2or the rest o7 the gameA whenever you make a checkA i7 the total on the dice is less than or e9ual to that numberA it becomes a critical 7ailure 5this number cannot be less than $6= You8ve run out o7 love= 1ach member o7 the )ourt decreases their A77ection Score towards you by ! *oint 5it cannot be reduced below @6=

& H >

!@ Someone is doubting your orders=== Make a )harisma )heck with a di77iculty e9ual to KYour umber o7 2ollowersL= .7 it 7ailsA you lose a number o7 2ollowers e9ual to K#i77iculty : "esultL= !! A member o7 the o**osite se- claiming to be your love a**ears! )hoose the member o7 the )ourt with the highest A77ection Score towards you= You lose a number o7 (P e9ual to that character8s Bar7are= !$ obody trusts you= 2or the rest o7 the gameA you cannot make )oo*erative )hecksA and you cannot use the S*ecial "elationshi* rules=

3uest (a**ening Table


"oll $ % You get hit by a 7alling star= "educe your (P by !#&= "esult Your hands can8t sto* shaking=== .7 you cannot sacri7ice a #rinkA decrease your 3uest by ! *oint 7or the rest o7 the game=

3uest (a**ening Table


"oll ' "esult You know about your enemy8s *astA and sym*athiCe with him= .ncrease your A77ection Score towards this ma*8s "uler by ! *oint= 2or the rest o7 the gameA when you attack a character towards whom you have an A77ection ScoreA i7 it is a critical 7ailureA you lose a number o7 *oints o7 #rive e9ual to your A77ection Score towards that character= Yesterday8s 7riendA today8s 7oe= )hoose the character with the highest A77ection Score towards you= .ncrease that character8s (ostility Score towards you by an amount e9ual to their A77ection Score towards you= ThenA their A77ection Score towards you becomes @= You carelessly dro* and .tem and break it= )hoose a random .tem Slot= .7 you have an .tem in that .tem SlotA it is destroyed= The kernel activatesA and Tra*s become more *ower7ul= 2or the rest o7 the gameA the di77iculty to #isarm Tra*s is increased by ! *oint= There8s a break in your 7riendshi*! 1ach member o7 the )ourt decreases their A77ection Score towards you by ! *oint 5it cannot be reduced below @6A and increases their (ostility Score towards you by ! *oint= An enemy dungeoni7ication attack! 1ach member o7 the )ourt makes a 3uest / !! check= 1ach character who 7ails receives $#& damage=

& H > ?

Acting on a sudden im*ulseA you di* your hand into the Kingdom8s savings= The 0M chooses a )ommon .tem= You receive that .temA and increase the /*kee* )ost by !#& M0= "educe the ;oices o7 the Peo*le by ! *oint= .7 there is !@ another P) in the same roomA they may s*end ! (o*e and make a 3uest / ? check= .7 it is success7ulA they may sto* you= !! You end u* activating a hidden tra*= )hoose a random #isaster ty*e tra*= That tra* takes e77ect= The #ungeon8s "uler hates youA and *uts a bounty on your head= 2or the rest o7 the gameA whenever a Monster8s attack !$ or a Tra* would decide a target randomlyA you become that target 5i7 this e77ect is rolled more than onceA choose a character at random 7rom those a77ected by it6=

Bar7are (a**ening Table


"oll $ % ' + & "esult Bithout warning you 7eel as i7 you8re going to revert to childhood= .7 you cannot sacri7ice a #rinkA decrease your Bar7are by ! *oint 7or the rest o7 the game= You idiot! Taken by sur*rise!N A "andom 1ncounter occurs= Treat this )ombat as i7 you are sur*rised= Your 2ollowers8 e-*ectations weigh heavily on you= <ose a number o7 *oints o7 #rive e9ual to K;oices o7 the Peo*le : !#&L= MBoah! Batch out!M a 2ollower rescues you= "educe your 2ollowers by !#&= You8re annoyed and lash out without thinking= 2rom among the characters towards whom you have a (ostility ScoreA choose at random one towards whom you have the highest (ostility Score= "educe that character8s (P by an amount e9ual to your Bar7are= .t8s a duel! )hoose a character among the )ourt with the highest (ostility Score towards you= "educe your (P by an amount e9ual to their (ostility Score towards you= Those lousy *igs=== .ncrease your (ostility Score towards each member o7 the )ourt by ! *oint= An old wound starts to hurt= 2or the rest o7 the gameA during )ombatA whenever an enemy success7ully attacks youA increase the damage o7 that attack by ! *oint=

H > ?

!@ You8re suddenly wracked by des*air and negativityA and your hearts are shattered= 1ach member o7 the )ourt loses ! *oint o7 #rive= !! Someone a**ears claiming you8re the one who killed their *arents= )hoose one ty*e o7 Monster de7eated this game= You enter )ombat with !#& o7 that Monster= !$ You can8t 7orgive your mistake= 2or the rest o7 the gameA reduce your )a*acity by ! *oint=

"earch
ou investigate the Dungeon. A "earching character first chooses one of the follo#ing J targets for the "earch.

9oom
ou "earch the room of the Dungeon that you are currently in.

Corridor
ou choose one Corridor that e4tends from the room you are currently in to "earch.

7bBect
"earch. After you decide on a target for the "earch, make a check. ou may use either 0it or Duest. The difficulty is e5ual to :%umber of 'eople in the Court > G;. !f it is successful, you discover all of the Traps or information hidden there. !f there is nothing there to discover, roll on the Materials Table, and you receive ) of that Material. A character #ho "earches becomes &4hausted. ou choose one person, obBect, site, etc... described by the (M during the &ncounter step to

9est
0hen you 9est, you spend some time in that room taking a break or having fun. ou may 9est in a room that hasn't been e4plored. A resting character chooses ) of the 9est Tables, rolls <D*, and applies the result. A character #ho rests becomes &4hausted.

Bit "est Table


"oll $ "esult You can8t 7all aslee*A but instead have a lively conversation gossi*ing with the citiCens= Bhen you doA you come u* with a great idea on how to save some money=== Make a KBitL / !! check= .7 it is success7ulA reduce the /*kee* )ost 7or this game by !#& M0= You have a dream that you8re being chased by something you hate= Bhen things are at their worstA one o7 your com*anions comes to check on you= )hoose a character 7rom the )ourt= .ncrease your A77ection Score towards that character by ! *oint= You have a dream about something you like= You cry out 7or moreA more! )hoose ! thing you like= Think u* a ha**y situation involving that item and tell it to the other *layers= .7 anybody else 7eels like it was a ha**y dreamA you recover $ *oints o7 #rive= Dust as you are about to go to slee*A one o7 the citiCens turns blue in the 7ace and starts shivering= (e8s worried about his 7amily he le7t behind in the Kingdom= Make a KBitL / !! check= .7 it is success7ulA recover $ ;oices o7 the Peo*le= MDust a little bit moreA let8s try our hardestAM you yell out to your com*anions with all your strength= Make a KBitL / ? check= .7 it is success7ulA recover a number o7 ;oices o7 the Peo*le e9ual to the total o7 all A77ection Scores towards you among the members o7 the )ourt= You don8t have time to rest because you are too busy working and giving orders to your 2ollowers and com*anions= 1ven though you8re dog tiredA you still serve your 2ollowers tea as you yawn= "ecover ! ;oice o7 the Peo*le= You lay out the ma* in 7ront o7 you and have a heated discussion about the rest o7 the adventure= 1ven though there are obGectionsA your o*inion wins out= Bhat we need is not to die like heroesA but to kee* on living= )hoose a character 7rom the )ourt= .ncrease that character8s (ostility Score towards you by any number o7 *ointsA and recover that many ;oices o7 the Peo*le= You wonder i7 you shouldn8t try out cooking 7or once=== You may use the e77ect o7 a <unch o7 2ull )ourse and eat dinner= .7 you doA roll !#&= .7 it is oddA the mean is delicious= .ncrease the ;oices o7 the Peo*le by ! *oint= .7 it is evenA wellA better luck ne-t time= 1ach member o7 the )ourt increases their (ostility Score towards you by ! *oint=

'

+ &

H >

!@ A grou* o7 youngsters 7rom among your 2ollowers gathers around you and asks you to tell them stories o7 your adventures= Make a Bit check with a di77iculty e9ual to K)urrent umber o7 ;oices o7 the Peo*le I %L= .7 it is success7ulA recover !#& ;oices o7 the *eo*le= .7 it 7ailsA you may not take any actions during the ne-t 3uarter= !! You discover *eo*le who were tra**ed in the #ungeon= You really want to hel* themA but you8re worried about your *rovisions= Make a KBitL / ? )heck= .7 it is success7ulA increase your 2ollowers by !#&= !$ MDust as . thought===M As you e-*ectedA this isn8t a normal #ungeon= This timeA you8ll de7initely need to use Mthat=M )hoose ! skill you know= You may lose that skillA and learn another skill 7rom the same skill grou*= This e77ect is *ermanent=

)harisma "est Table


"oll $ "esult You discover a 7airy8s wine cellar and start drinking= 1ach member o7 the )ourt recovers ! #rive= Make a K)harismaL / ? check= .7 you 7ailA you get drunk and start stri**ing= "oll !#&= .7 it is oddA each member o7 the )ourt increases their A77ection Score towards you by ! *ointF i7 it is evenA each member o7 the )ourt increases their (ostility Score towards you by ! *oint M===The truth isA .=== mumble mumble mumble=M You say something weird during your slee*= 1ach member o7 the )ourt swa*s their A77ection and (ostility Scores towards you= They may change the ty*e o7 "elationshi*= Bhile you8re restingA the cold #ungeon 7loor sa*s your body heat= Bhile you8re aslee*A bodies surround you to warm you u*= "ecover a number o7 #rive and (P e9ual to the number o7 characters who have A77ection Scores towards you= The two o7 you sneak o77 together to have a good time= .7 there are any characters with whom you have something you like in commonA choose one o7 those charactersA and increase your A77ection Scores towards each other by ! *oint= The light o7 the stars illuminates your 7ace in a romantic way= )hoose a characterA and make a )harisma check with a di77iculty e9ual to K? I That )haracter8s A77ection Score Towards YouL= .7 it is success7ulA increase that )haracter8s a77ection towards you by ! *oint= Your eyes meet= Make a K)harismaL / ? check= .7 it is success7ulA choose a character at random 7rom the rest o7 the court= .ncrease either your A77ection Score towards that characterA or that character8s A77ection Score towards youA by ! *oint= You doCe o77 while on watch= Bhen you wake u*A you notice somebody has covered you with a blanket= )hoose a character at random= .ncrease your A77ection Score towards that character by ! *oint= You8ve 7ound the *er7ect cam*site= 1verybody has a lively time chatting around the cam*7ire= Starting with the *layer to the 0M8s le7tA everyone chooses ! character towards whom they have an A77ection Score= 1ach character chosen receives ! #rive= .7 a character is not chosen by anybodyA they lose ! *oint o7 #rive and choose a character at random 7rom the )ourt= .ncrease their A77ection Score towards that character by ! *oint=

% ' + &

> ?

!@ .n order to give your tired body some restA you sli* into some more com7ortable clothes inside your tent= Somebody enters=== )hoose a character at random 7rom the )ourt and roll !#&= .7 it is oddA you screamA and each member o7 the )ourt increases their (ostility Score towards that character by ! *oint= .7 it is evenA you and that character each increase your A77ection Scores towards each other by ! *oint= !! #rawn by the smell o7 delicious 7oodA a grou* o7 monsters a**ears 7rom out o7 nowhere= "oll on the "andom 1ncounter Table to determine the ty*e o7 monster= Make a )harisma check with a di77iculty e9ual to KThe (ighest Monster <evel I %L= .7 it is success7ulA you may 1-change with those monsters= .7 the check 7ailsA )ombat breaks out= !$ Suddenly without warning your li*s meet! )hoose a character= 1ach other character increase their A77ection Score towards you by an amount e9ual to the total o7 all A77ection Scores towards that character= ThenA each other character8s A77ection Score towards that character becomes @=

3uest "est Table


"oll $ "esult Be7ore you restA you make sure your e9ui*ment is in good order= You8re getting better ac9uainted with one o7 your .tems= )hoose one o7 your .tem Slots at random= .7 that .tem Slot has an .tem with <evels in itA that .tem8s <evel increases by != Bhile searching 7or a *lace to lay downA you 7ind an alcoveA and inside is a treasure chest= Make a K3uestL / !! check= .7 it is success7ulA choose ! ty*e o7 MaterialA and you receive !#& o7 that Material= You go to slee* a7ter the rest o7 the citiCens are already resting *eace7ully= .n your dreams you see=== Make a K3uestL / !! check= .7 it is success7ulA choose a room= You learn the names o7 o7 monsters and number o7 tra*s in that room= A7ter your 2ollowers have 7allen aslee* and the room is 9uietA you hear a strange noise coming 7rom a neighboring room= )hoose a room adGacent to this one and make a K3uestL / !@ check= .7 it is success7ulA you learn i7 there are monsters in that room or notA and i7 there areA their ty*e and number= Dust when you think you8re about to restA you discover a monster graveyard! 1verybody starts e-*loring it= )hoose a ty*e o7 Material= You receive a number o7 that Material e9ual to the total o7 all A77ection Scores towards you in the )ourt= This room is sur*risingly calming= .7 the room contains something you likeA you may recover !#& #rive= You may ask the 0M i7 the room contains something you like or not= There8s some curious gra77iti on the wall that 7eels like it8s staring at you=== Make a K3uestL / ? check= .7 it is success7ulA you discover an elevator= You discover the bleached bones o7 a 7ormer traveler= <et8s see i7 he le7t anything use7ul behind= Make a K3uestL / !! check= .7 it is success7ulA choose a category o7 )ommon .temsA and receive one o7 those .tems at random=

% '

+ & H > ?

3uest "est Table


"oll "esult !@ You stare at the ma* under the light o7 the stars=== Based on the way this room was builtA shouldn8t there be something around here===N Make a K3uestL / !@ check= .7 it is success7ulA you discover all 1vent ty*e Tra*s in the room= !! ature is calling= Bhile you8re slee*ingA you realiCe you have to go to the bathroom= Make a K3uestL / !! check= .7 it is success7ulA you discover a secret e-it= 2or the rest o7 the gameA you may e-it the #ungeon 7rom this room=

!$ .s that a secret door!N Make a K3uestL / !! check= .7 it is success7ulA you may *lace a )orridor 7rom this room to a room o7 your choice=

Bar7are "est Table


"oll $ % ' + "esult The more time *assesA the more eager 7or combat you become= "ecover a number o7 #rive e9ual to the number o7 turns that have *assed so 7ar= More=== you want to 7ight more! You8ve 7ound your thirst 7or blood= Make a KBar7areL / !! check= .7 it is success7ulA recover ! #rive and !#& (P= You discover a bloody cor*se in the corner o7 the room= .7 you know the name o7 this ma*8s "ulerA each member o7 the )ourt increases their (ostility Score towards the ma*8s "uler by ! *oint= Monsters who were hiding in the corner o7 the room attack the citiCens while they8re aslee*! .nstantly you grab your wea*on and lea* towards them! Make a KBar7areL / !@ check= .7 it is success7ulA you chase the monsters o77A and recover ! ;oice o7 the Peo*le= .7 you 7ailA you lose !#& 2ollowers and ! ;oice o7 the Peo*le= Batch out! A short sword brushes *ast your side= Bhen you look closerA you see a *oisonous snake was *oised to strike at you= You must have misunderstood=== )hoose a characterA and increase your A77ection Score towards that character by an amount e9ual to your (ostility Score towards that character= ThenA your (ostility Score towards that character becomes @= Bithout realiCing itA a terrible strength takes hold in your body= Bill it overcome you===N #ark 7eelings start to rise u* within you= )hoose a characterA and increase your (ostility Score towards that character by ! *oint= Because o7 a disagreementA you end u* giving each other the silent treatment= )hoose a character at random 7rom the )ourt= You and that character each increase your (ostility Score towards each other by ! *oint= You8ve taken notice o7 a rival8s actions= )hoose the character in the )ourt with the highest (ostility Score towards youA and recover a number o7 #rive e9ual to that character8s (ostility Score towards you=

&

H > ?

!@ .7 you don8t slee*A you won8t be able to 7ight when you need to= You leave the rest u* to your com*anionsA and get a solid rest= You may recover $#& (P= !! These 7oot*rints=== could it beN You discover traces o7 monsters nearby= Make a KBar7areL / !! check= .7 it is success7ulA you learn the ty*e o7 one ty*e o7 monster *resent that you haven8t yet encountered this game= !$ ===You thirst 7or blood! You kick o77 your blanket and bark at everyone to *re*are 7or a 7ight= "oll on the "andom 1ncounter Table and engage in combat= A7ter the battleA you receive a randomly determined "are .tem=

ColumnC 9est 7vervie#


There is a 9est Table for each Ability "core, and the tendencies of the results for each is e4plained belo#. ou #ill #ant to choose a table based on the current situation and the state of your character. 0it !ncrease the =oices of the 'eople. Charisma !t is easy to increase Affection "cores. Duest Ac5uire !tems, Materials, and !nformation about other rooms. 0arfare !ncrease 3ostility "cores.

&4change
&4change is #hen you can trade useful things #ith the monsters of the Dungeon. !f there are friendly monsters in the room, you can attempt to &4change #ith them. A character #ho does an &4change chooses one of the follo#ing three types. A character #ho &4changes becomes &4hausted.

,earn !nformation
ou learn about another room. Choose a room and a monster and make a Charisma check. The difficulty is :. > Monster ,evel;. !f the check is successful, you learn the number of monsters and traps in

that room.

Trade Materials
ou trade Materials #ith the monster. Choose a monster and make a Charisma check. The difficulty is :G > Monster ,evel;. !f the check is successful, you lose a number of Materials not listed on that monster's Material section up to that monster's ,evel. ou receive that same number of Materials of a type listed on that monster's Materials section.

0elcome Them to the Kingdom


ou invite them to become a citi-en of your Kingdom. Choose a monster and make a Charisma check. The difficulty is e5ual to :K > Monster ,evel;. !f it is successful, that monster becomes one of your 2ollo#ers, and if you can return to the Kingdom #ith them, they become a monster citi-en.

&4change Modifiers
!n the follo#ing cases, the difficulty of &4change checks may be altered.

Affection and 3ostility


!f the targeted monster has a 9elationship "core to#ards the &4changing character, decrease the difficulty by the level of their Affection "core, and increase it by the level of their 3ostility "core.

"pecial "kills
!f any of the monsters encountered kno# $"chemer$ or $&nemy of 3umanity$, increase the difficulty by < points for each skill.

9oleplaying
!f a player acts out the &4change, the (M may apply a modifier of >F+ )+J points based on the situation.

"urrender
!f the monster has surrendered, reduce the difficulty by < points.

Changing the 7rder of 8attle


As in the Dungeon 'hase "etup rules, you may change the placement of characters on the battlefield. Changing the battle order doesn't make a character &4hausted, and you may do it any number of times you #ish.

&ating
&ating is #hen you use ,unch, Keepable 2ood, or 2ull Course !tems. 0hen you eat, mark it #ith a for#ard slash on the timekeeping bo4 for that Duarter. !f you mark J or more bo4es in any single turn, the entire Court receives the 7bese bad status.

'assage of Time
0hen you have completed the $&ntering a 9oom,$ $&ncounter,$ and $Camp$ steps, a Duarter has ended. !f that room #as une4plored, mark its &4plored bo4 on the map, and make a back#ards slash in the time bo4 for that Duarter. 0hen you have marked off E time bo4es, ) Turn has passed. !f, after a Turn has passed, you didn't not &at during that turn, each member of the Court loses )D* 3'. ou are considered "tarving, and losed another )D* 3' each Duarter until you eat. After J Turns, each member of the Court loses )D* 3' at the end of each Duarter.

Combat

Combat

Combats are ho# you resolve combat #ith hostile monsters or other ,andmakers that you meet in the Dungeon. Combats are handled in cycles called 9ounds, #hich are broken up into $"trategy$ and $Move and Action$ steps. At the end of a round, if either side has been #iped out, the Combat ends. our o#n side is referred to as $allied,$ #hile the opposing side is the $enemy.$

Combat "etup
8efore you start Combat, you must prepare the 8attlefield. 'layers should follo# the placement they decided at various points during the Dungeon 'hase. &ven if they remain in the enemy &ncampment from a previous Combat, they cannot change their placement. The lines of battle may only be changed during the "etup step of the Dungeon 'hase, or during the Camp "tep. The (M places the monster as described by the scenario. !f their placement is not specified, he arranges them in the monster's section of the 8attlefield as he chooses. !f the room contains combat traps, they are also placed at this time.

"urprise Attacks
There are times #hen the monsters lie in #ait for the Court to attack them una#ares. This is called a "urprise Attack. !f a surprise attack is successful, all of the characters on the monster side may make ) free Move and Action. A surprise attack can occur in the follo#ing situations.

%ot &nough !nformation

!f you enter a room #here you don't kno# the number of Monsters, and encounter 3ostile Monsters, resolve it in the follo#ing manner. The representative of the Court makes a :Duest; check #ith a difficulty of :</ + %umber of Monsters in the 9oom;. !f the check fails, the Court is surprised.

Caught 2rom 8ehind


!f, #hen you encounter the monsters, you did not change the lines of battle and a member of the court is inside an enemy area, they are surprised.

"trategy Check
7nce the preparations for Combat are complete, if the characters are not surprised, the round can begin. The first thing that occurs #hen a round begins is a "trategy Check. The strategy check determines #hich side acts first. The players choose a character from the Court to act as their representative, #ho then makes a :0it; check. The difficulty is e5ual to the highest Defense on the enemy side. !f the check succeeds, they act first, if it fails, they act second. All characters on the side that acts first must move and act, follo#ed by all characters on the side that acts second.

%'C 7pponents
!f the enemy consists of %'Cs rather than monsters, the difficulty of the check becomes the target's :0it > G;. &nemy %'Cs may use a Cooperative Action to raise the difficulty of the check, similar to the #ay they are used to raise a result.

9esolving Movement and Actions


After resolving the strategy check, each character on the side #hich moves first may complete

their movement and actions in #hatever order they choose. 7nly characters #ho are free to act may do so. 7nce every character on the side that moves first has completed their movement and actions, each character on the side that moves second #ho is free to act may complete their movement and action in #hatever order they choose. 7nce every character on the side that moves second has completed their movement and actions, resolve the end of round step.

7rder of 9esolution
Movement and actions must be completed together. A character #ho moves must then make an action immediately after#ard. 2or e4ample, if Character A moves, they must complete their action before Character 8 can move.

Movement
A character #ho #ishes to move may move from their current area either for#ards ?to#ards the enemy line@ ) space, or back#ards ?to#ards their o#n &ncampment@ ) space. 3o#ever, you may not move for#ards from the enemy's encampment or back#ards from your o#n encampment. Moving in this manner is referred to as the Movement 'hase. A character #ho has completed their movement continues to complete their action.

7bstructing the Advance


!f an enemy character is occupying the area you are currently in, it is possible that you might not be able to move for#ard. This is called obstructing the advance. Compare the number of allied characters in that area to the total 0arfare of all the enemy characters in that area. !f the number of allied characters is less than the total #arfare of the enemy, your advance is obstructed, and you may not move for#ard any further. 3o#ever, if the number of allied characters is greater than the total of the enemy's 0arfare, your advance is not obstructed, and you may move for#ard.

8reakthrough
!f your advance is obstructed, but you still #ish to move for#ards, you may sacrifice your 2ollo#ers in order to force your #ay through. This is called 8reakthrough. 8reakthrough is treated as an !nterrupt Action. ou may !nterrupt #hen you your advance is obstructed. !f anyone on the allied side reduces their 2ollo#ers by )D*, they can nullify the effect of an obstructed advance.

9esolving Actions
A character #ho has completed their movement then proceeds to resolve their action. There are three types of actions that can be taken during Combat. 9egardless of #hich one a character chooses, they are considered &4hausted after#ard. 7nce all characters on the side that acts first have become &4hausted, you move to the side that acts second. 7nce all of those characters become &4hausted, the round is over.

'ass

!f a character does not #ish to do anything, they may pass their movement or action step. ou may pass one or the other, or both. A character #ho passes their action step becomes &4hausted.

Attack
An attack is #hen you use a #eapon or other obBect to deal damage to an enemy. !n order to resolve an attack, choose the #eapon you #ill use, the target of the attack, make an attack roll, and then determine the damage.

Choose a 0eapon

Choose a #eapon you #ish to use from your !tem "lots. 0eapons are separated into t#o types, melee and ranged. Any !tem may be used as a melee #eapon #ith 9angeC / and DamageC ).

Choose a Target
Choose a character to target #ith your attack #ho is #ithin range of the #eapon you are using. 9ange determines ho# many s5uares a#ay the character you #ish to target may be. A #eapon #ith a range of / may only target a character in the same area. !f you are using a ranged #eapon, your target must be #ithin range of the effect of a "tar 2ragment.

Attack Check
An Attack Check determines #hether that attack succeeds or fails. Make a :0arfare; check #ith a difficulty e5ual to the target's Defense. !f you succeed, proceed to determining damage. !f it is a critical success, before determining damage, roll <D* on the Crushing 8lo# Table. !f you fail, nothing happens. !f it is a critical failure, roll <D* on the 2umble Table.

Determining Damage
After dealing an amount of damage e5ual to :0eapon's Damage > 3ostility "core To#ards the Target;, you become &4hausted. The character #ho #as attacked reduces their 3' by an amount e5ual to the damage. &ffects like PArmorQ or PCorte4Q may reduce the damage at this time. A monster #hose 3' becomes / or less dies, other characters become 1nconscious.

)rushing Blow Table


"oll $ % ' + & H > ? "esult The result o7 your attack becomes etched into your wea*on= .7 the wea*on you used to attack has a <evelA its <evel increases by != You strike with lightning s*eed= A7ter resolving this attackA you may make one additional action= Your dread7ul attack is strong enough to change your o**onent8s a**earance= The target o7 your attack gains the )ursed bad status= You *ut your all into the attack! #ouble the amount o7 damage this attack deals= The terrible strength o7 your attack sends your o**onent 7lying= Move the target o7 your attack to an area o7 your choice= A satis7ying blow! .ncrease the damage o7 the attack by !#&= You turn your enemy8s strength back at him! .ncrease the damage o7 the attack by an amount e9ual to the target8s <evel= You8ve knocked your enemy to the brink o7 death= .nstead o7 dealing damageA you may reduce the target8s (P to !#&=

!@ "ight on the mark! You8ve sealed the enemy8s skill! )hoose ! skill *ossessed by the target= (e loses that skill 7or the rest o7 )ombat= !! The enemy 7eels your wrath! .ncrease the damage o7 the attack by $#&= !$ You hit your enemy8s weak s*ot and strike them down in a single blow= The target8s (P becomes @=

2umble Table
"oll $ % ' + "esult 1nemy rein7orcements a**ear! .ncrease the number o7 the enemy monster with the lowest <evel by !#& 5i7 this e77ect is rolled by a monsterA increase the number o7 2ollowers o7 a P) o7 your choice by !#&6 You8re shaken by the enemy8s strength= 1ach allied character moves back ! s*ace= .n your enthusiasm you attack one o7 your com*anions= "andomly choose an allied character in the same area= That character receives damage e9ual to the amount o7 the wea*on you are using= You une-*ectedly end u* in an argument with a com*anion= )hoose an allied 2ree to Act character at random= That character becomes 1-hausted=

2umble Table
"oll & H > ? "esult You idiot! That was a s*ell! 2or the rest o7 )ombatA a Skill or .tem that was used by an allied character has no e77ect= ,w ow ow ow= You end u* hurting yoursel7= You take !#& damage= Your o**onent manages to counter your attackA using your own strength against you= "educe your (P to hal7 its current value= ,o*sA you dro**ed an .tem= )hoose an .tem you are e9ui**ed with at random= That .tem is destroyed 5i7 this e77ect is rolled by a monsterA they take !#& damage6=

!@ A kernel activates in the middle o7 a 7urious battle= )hoose ! ty*e o7 combat tra*A and *lace it in your location= !! You swing at nothingA and are overcome with des*air= YouA and each character who has an A77ection Score towards you o7 ! or higherA lose ! #rive 5i7 this e77ect is rolled by a monsterA they take !#& damage6= !$ Ack! You lose your gri* on your wea*on= The .tem you were using to attack with is destroyed 5i7 this e77ect is rolled by a monsterA they take !#& damage6= )hoose a character on the Battle7ield at random= That character8s (P becomes !=

"upport Actions
ou may perform one of the follo#ing "upport Actions. 9egardless of #hich one you choose, you become &4hausted.

Carry
ou may move yourself and an 1nconscious character in the same area or an adBacent area ) space.

&4change !tems
ou may e4change any number of e5uipped !tems #ith a character in the same area.

"earch
ou may search an obBect that #as described during the &ncounter "tep. Make a :0it; or :Duest; check #ith a difficulty e5ual to :%umber of Members in the Court > G;. !f it is successful, you discover any information and traps in the area you searched. The (M determines that information.

Disarm
!f you have discovered a trap that can be disarmed #ith a check, you may attempt to disarm it. !f it is a trap set by a monster you may attempt to disarm it if you are in the same area, if it is not, you may attempt to disarm it if you are in the enemy's encampment. A character in the enemy's encampment may attempt to disarm any traps that they have discovered.

7ther Actions
Take any other support action. ou may make a Cooperative Action, or use a "kill or !tem #ith a "upport type action. !f the (M allo#s it, you may also make other actions.

"pecial Movement
ou may make one of the follo#ing "pecial Movements. 9egardless of #hich you choose, you become &4hausted.

Additional Movement
ou may make ) more movement. The rules for obstructing an advance apply as normal.

2lee
ou may perform this action #hen every member of the Court is in the encampment. Make a :Duest; check. The difficulty is e5ual to the highest Defense among the enemy. !f it is successful, remove

all the enemy characters from the 8attlefield. !f the 'Cs are the ones #ho fled, they return to the room they #ere in previously. !f they are unable to return that room because of a trap or other effect, their attempt to flee fails. !f the monsters succeed at fleeing, the (M may place those monsters in a room of his choice.

&nd of the 9ound


0hen every character on the side that acts second has become &4hausted, or are unable to act, the round is over. &ach character on the 8attlefield becomes 9eady to Act. 9epeat the "trategy Check step.

Damage and 1nconsciousness


A character #ho receives damage reduces their 3' by that amount. 9ecord your current 3' in the 3' field of the character sheet. !f a monsters 3' becomes / or less, that monster dies. !f a 'C's or important %'C's 3' becomes / or less, roll <D* on the 2atal 0ould Table. After applying the result, if that character's 3' is still / or less, that character becomes 1nconscious. An unconscious character is &4hausted, and cannot take Assist or !nterrupt actions. An unconscious character's Defense becomes G. !f an unconscious character receives damage, that character dies.

3' ,oss
"ometimes, #hen you are starving because of not eating or other reasons, a character may lose 3' directly #ithout being damaged. "kills such as Disrupt or !tems such as Armor that reduce damage do not have an affect on 3' loss. 8e a#are of the difference bet#een damage and 3' loss.

2atal Bound Table


"oll $ % ' + & H > ? An overwhelming attack strikes a weak *oint= You die= A deadly strike graCes your head= Make a K3uestL check with a di77iculty e9ual to K+ I #amage #ealt by the AttackL= .7 it is success7ulA you become unconscious= .7 it 7ailsA you die= You8re knocked outA bleeding outA and barely breathing= You become unconscious= .7 you are not restored to ! or more (P by the end o7 )ombatA you die= You8re struck hard in the head and knocked out= You become unconscious= .7 you are not restored to ! or more (P by the end o7 this 3uarterA you die= You8ve su77ered a serious wound and lost consciousness= You become unconscious= .7 you are not restored to ! or more (P by the end o7 !#& 3uartersA you die= A *ower7ul blow knocks you out= You become unconscious= By chanceA an .tem *rotects you 7rom the attack= )hoose an .tem you have e9ui**ed at random= #estroy that .temA and *revent the damage= .7 you do not have any .tems e9ui**edA you become unconscious= The citiCens sacri7ice their bodies to *rotect you= "educe your 2ollowers by $#& and *revent the damage= .7 you have no 2ollowersA you become unconscious= "esult

!@ You *arry the blow with all your might= Make a K3uestL check with a di77iculty e9ual to K? : )urrent (PL= .7 it is success7ulA your (P becomes != .7 it 7ailsA you become unconscious= !! You resist the attack with sheer will*ower= Make a KBar7areL check with a di77iculty e9ual to K? : )urrent (PL= .7 it is success7ulA your (P becomes != .7 it 7ailsA you become unconscious= !$ By some stroke o7 luckA you manage to avoid being damaged= (oweverA you ac9uire ! bad status at random=

ColumnC 3' and Damage


8ecause of damage and other things, your 3' can fall to / or less. !f a character has )/ 3' and takes )< damage, their 3' becomes +<. 0hen a character's 3' reaches / or less, that character must roll on the 2atal 0ound Table and apply the result, but there is a possibility that their 3' can be restored #ith an !nterrupt Action using the 7racle "kill 'rayer or a 9ecovery !tem like a 'otion. !f the result of

that action increases their 3' to / or more, they do not need to apply the effect from the 2atal 0ound Table.

Death
A dead character is &4hausted, and cannot make Assist or !nterrupt actions. A dead character cannot recover 3' by normal methods. A dead character can only have their 3' recovered by an &li4ir or 3oly (rail during the game in #hich they died. A character #ho is dead #hen the game ends cannot be used after that.

The &nd of Combat


9ounds are repeated as characters continue to #ound and defeat each other. Combat ends #hen all the characters on one side are unconscious, dead, or have lost their #ill to fight and surrendered. The side that #as #iped out or surrendered loses, and the side that remains alive #ins.

"urrender
ou may attempt to &4change #ith Monsters and %'Cs that have surrendered and remain alive during the Camp step. 9educe the difficulty of the &4change check by <.

Treasure Tables
!f the 'Cs #in, note the ,evel of the defeated monsters, including surrendered ones. Then choose the Treasure Table that corresponds to that ,evel. 2or each defeated monster, roll )D*, and apply the result. 2or groups of the same type of monster, you may sum their ,evels instead of rolling individually. !f you choose to do so, you must declare so before rolling.

.ndividual <evel !:+/Total <evels !:? Treasure Table


"oll ! $ % ' + & othing othing ! Material o7 your choice 7rom that monster8s Materials 7ield $ Materials o7 your choice 7rom that monster8s Materials 7ield % Materials o7 your choice 7rom that monster8s Materials 7ield <unch "esult

.ndividual <evel &:!@/Total <evels !@:!+ Treasure Table


"oll ! $ % ' + & "esult % Materials o7 your choice 7rom that monster8s Materials 7ield ' Materials o7 your choice 7rom that monster8s Materials 7ield + Materials o7 your choice 7rom that monster8s Materials 7ield ! "andom "ecovery .tem ! "andom Arms .tem= .7 that .tem has a <evelA it is <evel != ! "andom "are 0eneral .tem

<evel ! <evel $ <evel % <evel ' <evel + !@ + ' % $

.ndividual <evel !!:!+/Total <evels !&:$$ Treasure Table


"oll ! $ % ' + & "esult + Materials o7 your choice 7rom that monster8s Materials 7ield H Materials o7 your choice 7rom that monster8s Materials 7ield !@ Materials o7 your choice 7rom that monster8s Materials 7ield )hoose a category o7 )ommon .tems= You receive ! random .tem 7rom that category= .7 that .tem has a <evelA it is <evel != ! "andom "are 0eneral .tem= .7 that .tem has a <evelA it is <evel != ! "andom "are Arms .tem

<evel ! <evel $ <evel % <evel ' <evel + !& % > % & $ ' $ ' $ <evel & <evel H <evel > <evel ? <evel !@

.ndividual <evel !&:$@/Total <evels $%:%@ Treasure Table


"oll ! $ % ' + & "esult + Materials o7 your choice 7rom that monster8s Materials 7ield !@ Materials o7 your choice 7rom that monster8s Materials 7ield )hoose a category o7 )ommon .tems= You receive ! random .tem 7rom that category= .7 that .tem has a <evelA it is <evel $= )hoose a category o7 )ommon .tems= You receive ! random .tem 7rom that category= .7 that .tem has a <evelA it is <evel %= ! "andom "are 0eneral .tem= .7 that .tem has a <evelA it is <evel $= ! "andom "are Arms .tem= .7 that .tem has a <evelA it is <evel != <evel $ !$ <evel H ' $ <evel % > <evel > % $ <evel ' & % $ <evel + + % $

<evel ! $% <evel & ' %

<evel ? <evel !@

<evel !! <evel !$ <evel !% <evel !' <evel !+

.ndividual <evel $!I/Total <evels %!I Treasure Table


"oll ! $ % ' + & "esult !@ Materials o7 your choice 7rom that monster8s Materials 7ield !+ Materials o7 your choice 7rom that monster8s Materials 7ield )hoose a category o7 )ommon .tems= You receive ! random .tem 7rom that category= .7 that .tem has a <evelA it is <evel '= ! "andom "are 0eneral .tem= .7 that .tem has a <evelA it is <evel %= ! "andom "are Arms .tem= .7 that .tem has a <evelA it is <evel $= ! "are .tem o7 your choice

<evel ! %!

<evel $ !&

<evel % !!

<evel ' >

<evel + H

<evel & & <evel & & $

<evel H + <evel H + $

<evel > ' <evel > ' $

<evel ? <evel !@ ' ' $ ' ' $ <evel ? <evel !@

<evel !& <evel !H <evel !> <evel !? <evel $@

"pecial Conditions of Combat


&4plain any special rules in effect for that Combat.

!ncreasing Damage
'Cs and %'Cs may, if they #ish, spend 3ope in order to increase their damage. 8efore determining damage, you may spend a number of 3ope up to your 0arfare. 2or each point of 3ope spent, increase the damage by )D*.

&ntering the &nemy &ncampment


0hen a character #ho is in the enemy &ncampment makes an Attack Check, increase the result by < points.

"peeding up Combat
!f players are taking too long to make decisions during Combat, the (M may use the follo#ing rules. During Combat, the 'Cs move and act in clock#ise order starting from the player seated to the (M's left. A character may spend ) 3ope to change the order and act #hen they #ish.

3olding 8ack
!f a 'C desires, they may pull their blo#s in melee combat. !f they do, reduce the results of attack rolls and damage each by < points. !f a player uses this effect, and the target is reduced to / 3' or belo#, they are unconscious instead of dead.

&nd 'hase

&nd 'hase

The &nd 'hase is #here you return from e4ploring the Dungeon and tie up the looses ends of the game. !f you are #iped out during the Dungeon 'hase, you return to the Kingdom and being the &nd 'hase. The &nd 'hase consists of the $9eturning to the Kingdom,$ $&pilogue,$ $9oundtable Discussion,$ and $,evel 1p$ steps. 0hen you have completed ,eveling up, the game is over. Congratulations.

9etrying
0hen resolving changes to the Kingdom, there is a large difference bet#een the contents of the tables depending on #hether the obBective of the scenario #as completed or not. !f you failed to complete the obBection of the scenario, there is a high possibility of being penali-ed on the Kingdom Change 2ailure Table. !n that case, if the scenario allo#s for it, the Court may attempt to challenge the Dungeon again. !n order to retry, each member of the Court must consent. !f you retry, stop resolving the steps of the &nd 'hase, and start over at the Kingdom 'hase. &ffects that last until the end of the game are reset, the 'Cs 3' are restored to their ma4imum value, and the =oices of the 'eople become :)/ + %umber of 9etries;. !f you retry, the (M may rearrange the Dungeon to some e4tent.

Kingdom Change
!f you decide to not retry, and have that game end, you determine the changes to the Kingdom. There is a chance that all kinds of drama could have occurred in the Kingdom #hile the ,andmakers #ere off on their adventure. 2or each character #ho returns to the Kingdom, roll <D* on the Kingdom Change Table. !f the obBective of the scenario #as not met, instead roll on the Kingdom Change 2ailure table.

Kingdom )hange Table


"oll $ "esult ,ne o7 the 0reat Powers has been s*reading *ro*aganda= "oll !#&= .7 the result is lower than your current ;oices o7 the Peo*leA i7 you are currently the ;assal o7 a 0reat PowerA you may nulli7y that ;assalhood= .7 the result is higher than your current ;oices o7 the Peo*leA choose a Power at random= You must become a ;assal o7 that Power= The )itiCens come out to congratulate you on the success o7 your adventure= They kee* *rodding you to tell them a story o7 your tri*= "ecover $ ;oices o7 the Peo*le= 1ach *layer who did not roll this result re7lects back on the adventure and discuss among themselves who this game did the most to deserve that *layer8s P)8s a77ection= .ncrease your A77ection Score towards that character by ! *oint= Someone suddenly launches a sur*rise attack on you= )hoose a random territory o7 the Kingdom that borders an unknown region= Make a Military <evel / ? check= .7 it is success7ulA as *ayback you receive !#& M0= .7 it 7ailsA .7 it 7ailsA you lose that region and any 2acilities on that ma*= .t8s obvious that the )itiCens8 hard work is all=== Make a <i7estyle <evel / ? check= .7 it is success7ulA increase the Treasury by a number o7 M0 e9ual to the number o7 ma*s in your territory= .7 it 7ailsA reduce the Treasury by an amount o7 M0 e9ual to the number o7 ma*s in your territory= The )itiCens are longing 7or more territory= .7 you s*end +M0A you may add an unknown region that borders your Kingdom to your territory= "oll !#&= You may *lace that many )orridors= "ooms that are not connected by )orridors may not be used as *art o7 your territory= The children o7 the Kingdom grow u* watching you= .ncrease the number o7 )itiCens by K5 umber ,7 )itiCens <e7t Behind .n The Kingdom - !/!@6 I ,rder <evelL= Peo*le who heard o7 your actions start showing u*= .7 you com*leted the obGective o7 the scenarioA roll !#& 7or each kingdom you have a 2riendly or Allied "elationshi* with= .ncrease the number o7 )itiCens by KThe Total umber "olled I ,rder <evelL= There was an incident in town!N Make an ,rder <evel / ? check= .7 it is success7ulA choose ! 2acility in the Kingdom= You may *lace another 2acility o7 that same ty*e in any room adGacent to it that is connected to it by a )orridor= .7 it 7ailsA ! "oom ty*e 2acility in the Kingdom o7 your choice is destroyed=

'

&

H >

Kingdom )hange Table


"oll "esult !@ You had a cultural e-change with another Kingdom= Make a )ulture <evel / ? check= .7 it succeedsA you gain ! Talent with a Dob randomly determined 7rom the Birth TableA and increase your "elationshi* with a kingdom o7 your choice by ! ste*= .7 it 7ailsA you lose a Talent o7 your choiceA and your "elationshi* with a random kingdom decreases by ! ste*= !! 2ree time is no reason to slack o77= 2or each Turn you s*ent in the #ungeon PhaseA increase the Treasury by !M0= !$ The )itiCens8 7eelings sway greatly= "oll !#&= .7 the result is less than your current ;oices o7 the Peo*leA increase a Kingdom Attribute o7 your choice by ! *oint= .7 the result is less than your current ;oices o7 the Peo*leA reduce a Kingdom Attribute o7 your choice by ! *oint=

Kingdom )hange 2ailure Table


"oll $ % "esult ,ne o7 the 0reat Powers has been s*reading *ro*aganda= "oll !#&= .7 the result is higher than your current ;oices o7 the Peo*leA choose a Power at random= You must become a ;assal o7 that Power= A new 7orce suddenly rises to *ower= )hoose an unknown region 7rom the Known Borld section o7 the Kingdom Sheet= "oll !#& and record the result in that regionE !:A kingdom with a (ostile "elationshi*F $:A kingdom with a #angerous "elationshi*F %:A 7iendish Monster hiveF ':The "e7uge o7 a #ungeon Master that hates humansF +:A dungeoni7ied <abyrinthF &:An 1nclave o7 a 0reat Power Someone suddenly launches a sur*rise attack on you= )hoose a random territory o7 the Kingdom that borders an unknown region= Make a Military <evel / ? check= .7 it 7ailsA you lose that region and any 2acilities on that ma*= .t8s obvious that the )itiCens8 hard work is all=== Make a <i7estyle <evel / ? check= .7 it 7ailsA reduce the Treasury by an amount o7 M0 e9ual to the number o7 ma*s in your territory= An envoy 7rom another kingdom calls on you= )hoose a kingdom at randomA other than your KingdomA 7rom the Known Borld section o7 the Kingdom Sheet= .7 you s*end a number o7 M0 e9ual to that kingdom8s number o7 ma*s in that kingdom8s territoryA increase your "elationshi* with that kingdom by ! ste*= .7 you do notA decrease your "elationshi* with that kingdom by ! ste*= The )itiCens are losing heartA and you hear that some o7 them have le7t the Kingdom= You lose !#& )itiCens= The *assing o7 time changes things= )hoose a number o7 random kingdoms 7rom the Known Borld section o7 the Kingdom Sheet e9ual to the number o7 Turns that *assed= The 0M chooses an unknown region that borders each o7 those kingdomsA and those regions become *art o7 their territories 5i7 there are only known regionsA their territory does not increase6= There was an incident in town!N Make an ,rder <evel / ? check= .7 it 7ailsA ! "oom ty*e 2acility in the Kingdom o7 your choice is destroyed=

' + &

H >

!@ You had a cultural e-change with another Kingdom= Make a )ulture <evel / ? check= .7 it 7ailsA lose one Talent o7 your choiceA and decrease your "elationshi* with a random kingdom by ! ste*= !! The )itiCens neglected their Gobs while the <andmakers were away= 2or each Turn s*ent in the #ungeon PhaseA increase the /*kee* )ost by !M0= !$ The )itiCens8 7eelings sway greatly= "oll !#&= .7 the result is higher than your current ;oices o7 the Peo*leA reduce a Kingdom Attribute o7 your choice by ! *oint=

&pilogue
After resolving the changes to the Kingdom, the (M, similar to in the 'rologue, describes the situation as it stands as a result of the scenario and the actions that occurred during the game. !f the scenario's obBective #as achieved successfully, the ,andmakers should be re#arded accordingly.

&4amples of Typical &pilogues


There are many different #ays an &pilogue can be structured. The (M should choose one that fits the scenario. 7bviously, the (M is also free to create their o#n.

The 9e#ard
!f your 'rologue involved some sort of appeal or re5uest, then there #ill be a person asking for help. !n that case, that person might be able to offer a re#ard. 2or e4ample, they could create some Materials, or perhaps have an !tem passed do#n from their ancestors #ith a higher ,evel. 7bviously,

hearing the re5uests of the people is the ,andmaker's duty, so it's not uncommon for them to not receive any physical recompense. !n that case, the person asking for their help might offer up something more interesting. Their Affection "core to#ards the Court could increase, or they might be able to become a Talent.

A Change in Circumstances
Completing the adventure may have a big effect on the current state of affairs. A striking success might invite good fortune to the Kingdom, or catch the eye of one of the (reat 'o#ers. 9egardless, make sure to make it look as if something ne# is going to happen.

2are#ell
%othing stays the same forever. "ometimes, it may be good to have a bitters#eet &pilogue. &ven if it's hard to say goodbye, you can't keep living in the past. That's one of the hardships that comes #ith leading a Kingdom.

9oundtable Discussion
"imilar to the Kingdom 'hase, the ,andmakers discuss the results of this adventure. The &nd 'hase's 9oundtable Discussion consists of the $&arnings 9eport,$ $Treasury Meeting,$ $&4ploration Meeting,$ and $Dismissal$ steps.

&arnings 9eport
During this meeting you confirm fruits of the adventure. The "ervant ?or if there is not one, any ,andmaker other than the King@ leads the meeting. 2irst, you tally the income. !f the obBective of the scenario #as completed, you receive :Kingdom ,evel > ?Current =oices of the 'eople 4 )F<@; M(. %e4t you verify all the assets ac5uired during the adventure. Assets include Talents, Citi-ens, !tems, Materials, Money, 2acilities, 9egions, etc... After recording all of the assets gained, do the same for assets lost. After confirming gainedFlost assets, roll <D* on the Market Table to determine the current market demand. ou may sell Materials demanded by the market at a price of ) M( for each J Materials. 7ther Materials may be sold at a price of ) M( for each . Materials.

Market Table
"oll $ % ' + & H > ? Meat 2ang .ron "eagent Machinery )loth Bood "esult one

!@ 0un*owder !! .n7ormation !$ <eather

Treasury Meeting
Discuss ho# to use the Treasury ac5uired during the &arnings 9eport step. The =i-ier ?or if ther is not one, the King@ leads the discussion. !t is basically resolved in the same manner as the Treasury Meeting step of the Kingdom 'hase.

3o#ever, it differs in the follo#ing three points.

Determining the 1pkeep Cost


At the start of the &nd 'hase's Treasury Meeting, first you must pay the costs incurred by the Kingdom #hile you #ere a#ay. The 1pkeep Cost is e5ual to :%umber of Turns "pent 4 %umber of 9egions in the Kingdom;. !f you #ere unable to meet the re5uirements of the scenario, increase the 1pkeep Cost by the number of people in the Court. !f, during the course of the game, the Treasury #as reduced and #ent into negative numbers, increase the 1pkeep Cost by the amount that it fell short. The 1pkeep Cost can also be increased or decreased by the effects of 2acilities or rolls on other tables. 2inally, after calculating the upkeep costs, that amount is automatically deducted from the Treasury. !f there is not enough money in the Treasury to pay the upkeep costs, you must sell your Kingdom's 2acilities.

'urchasing 9egions
!f, during the game, you defeated the 9uler of the map, or if the 9uler ceded that map to you, you may purchase that map. !f you reduce the Treasury by :. > %umber of 1ne4plored 9ooms Connected to the &ntrance; M(, you may make that map a ne# region of your Kingdom.

Determine the 8alance Carried 7ver


After you have purchased various things and are finished #ith the Treasury Meeting, if the amount of the Treasury left over is greater than the Kingdom's ,ifestyle ,evel, the amount in the Treasury becomes e5ual to the Kingdom's ,ifestyle ,evel.

&4ploration Meeting
During the &4ploration Meeting step of the &nd 'hase, you reflect upon the adventure. The (M leads the discussion. 2irst, you must choose the character from the Court #ho performed the best during the adventure. The fundamentals of their performance should be based on things likeC $Did they fulfill their class's roleL$ $Did they have fun roleplayingL$ $0ho #as the biggest help to the (M and the other playersL$ etc... &ach person gets a chance to discuss #ho they think it #as. After discussion is over, each player chooses #ho they feel performed best overall. !n unison, each player points to the one #ho they chose. The player #ith the most votes receives a medal. %ote it on their character sheet. ou can break a tie by rolling a die, rock+paper+scissors, further discussion, etc...

Dismissal
Add up the number of 2ollo#ers each character has. Add that number to the current number of Citi-ens listed on the Kingdom "heet. Then, each character's 2ollo#ers reverts to /. !f you received any monster citi-ens, make sure to count them individually. !f the change in the number of citi-ens results in a population larger than :9egions in the Kingdom 4 )//;, the population becomes :9egions in the Kingdom 4 )//;. AdBust the Kingdom's ,evel based on its population. !f the Kingdom's ,evel changes, adBust the Kingdom Attributes.

(ro#th
!f the obBective for this game's scenario #as completed, each member of the Court may ,evel 1p. Any character that completed their personal mission may also ,evel 1p. !f both the scenario's obBective and a personal mission #ere completed, you may gain t#o ,evels. 3o#ever, your ,evel can not be higher than the Kingdom ,evel. A ,evel gained by completing a personal mission does is not restricted this #ay. !n other #ords, a character #ho has completed their mission has a ,evel limit of :Kingdom ,evel > );.

0hen you ,evel 1p, apply the follo#ing effects.

3' and 2ollo#er increase


The ma4imum 3' and ma4imum 2ollo#ers each increase by ) point.

"kills
ou ac5uire ) skill. ou may choose one skill from among your class skills, the skill groups of your current Bob, and general skills. !f there are no skills from among those that you have not already learned, you do not learn a skill this ,evel 1p.

9elationship 9eset
ou alter your 9elationship "cores. !f the sum of your Affection "cores is greater than your current ,evel, you must reduce them until their total is e5ual to your current ,evel. !f the sum of your 3ostility "cores is greater than you current ,evel, you must reduce them until their total is e5ual to your current ,evel.

9etraining
!f you completed the obBective of the scenario, but are unable to ,evel 1p because of the limit set by the Kingdom ,evel, you may retrain. 0hen you retrain, you may choose any number of learned skills and unlearn them. Then, you may choose and learn an e5ual number of skills from among your class skills, the skill groups of your current Bob, and general skills.

,ikes and Dislikes


9egardless of the results of the scenario, at the end of the game, you may choose one of your likes or dislikes and change it to something that appeared during that game. 3o#ever, #hat you change it to is determined by the other players. The rest of the players, think of something appropriate based on #hat you roleplayed during the game. 2inally, if the (M allo#s it, your like or dislike changes.

8ad "tatuses

7ther 9ules

8ad "tatuses are special states that can affect a character. 8ad "tatuses can be caused by receive damage, the effects of "kills or Traps, etc... 8ad "tatuses are divided into the follo#ing types.

'oisoned
ou've been poisoned. A 'oisoned character takes ) point of damage at the end of each round in Combat, and at the end of each Duarter in the Dungeon 'hase. This 8ad "tatus can be removed by 9esting during Camp, or by returning to the Kingdom.

Disoriented
ou can't focus and lose your #ill to fight. A Disoriented character cannot gain Drive from Action Checks or other special effects. This 8ad "tatus can be removed by scoring a critical success or critical failure on an Action Check, or by returning to the Kingdom.

7bese
ou gain so much #eight that you have to struggle to move. An 7bese character takes ) point of damage #henever they move in Combat. This 8ad "tatus can be removed by not eating for an entire turn, or by returning to the Kingdom.

Cursed
our form has been changed by magic. A Cursed character suffers a critical failure #henever the dice rolled for an Action Check e5ual J or less. This 8ad "tatus can be removed by returning to the Kingdom.

Asleep
ou fall asleep. A "leeping character becomes &4hausted, and doesn't become 2ree to Act at the end of the round in Combat. Their Defense becomes G. This 8ad "tatus is removed #henever you take damage, or at the end of Combat. !f a character #ho has already been the target of an effect that causes "leep becomes the target of another effect that causes "leep in the same Combat, prevent that effect, and they lose )D* 3'.

2oolish
our spirit is overcome by some ill effect, and during Combat, you act like a Monster #ith the $2oolish$ disposition. 0hen moving during Combat, if there is no enemy #ithin range, you must move in the direction of the enemy. 0hen you attack, you must target a random enemy character #ithin range. This 8ad "tatus can be removed by returning to the Kingdom.

9elationship "cores
The ma4imum value for both Affection and 3ostility "cores is .. Affection and 3ostility have the follo#ing effects.

Affection
ou may make a Cooperative Check for someone you have an Affection "core to#ards. ou may increase the result of one of their checks by an amount e5ual to your Affection "core to#ards them.

3ostility
0hen you attack someone you have a 3ostility "core to#ards, increase the damage by an amount e5ual to your 3ostility "core to#ards them.

"pecial 9elationships
ou can develop a "pecial 9elationship #ith someone depending on your 9elationship "cores to#ards each other. !n order to develop a "pecial 9elationship, you need at least t#o characters.

1nre5uited ,ove
This occurs #hen you have a ,ove subtype Affection "core of E or higher to#ards someone. 0hen that character makes a critical success, you gain ) point of Drive.

,overs
This occurs #hen you have a ,ove subtype Affection "core of E or higher to#ards each other. 0hen a character you are ,overs #ith makes a check, you may !nterrupt and spend ) 3ope. Make a Cooperative Check #ith that character as the target. !n order to make the Cooperative Check, you must be 2ree to Act, and you become &4hausted after#ard.

8est 2riends
This occurs #hen you have a 2riendship subtype Affection "core of E or higher to#ards each other. 0hen a character you are 8est 2riends #ith takes damage or gains a 8ad "tatus, you may substitute yourself as the target instead. ou may only use this effect once each cycle.

Devotee
This occurs #hen you have a ,oyalty subtype Affection "core of E or higher to#ards someone. 0hen the character you've Devoted yourself to takes damage from somebody, increase your 3ostility "core to#ards the character #ho dealt them damage by ) point.

9ival
This occurs #hen you have a 2riendship subtype Affection "core of ) or higher, and a 3ostility "core of E or higher to#ards someone. 7nce per game, you may use ) "kill other than a 'ermanent "kill kno#n by a character you are 9ivals #ith.

1ncertain &ncounters
The (M may keep a group of Monsters' stats hidden during Combat. 3o#ever, the (M must, at the very least, give a physical description of them. This is called an 1ncertain &ncounter. The (M may have a number of 1ncertain &ncounters e5ual to the Court's average ,evel each game. 0hen an 1ncertain &ncounter leads to Combat, the players cannot read the Monsters' stats. !nstead of announcing the difficulty for "trategy Checks and Attack Checks, the (M tells the players to roll, compares the result to the difficulty, and announces if they have succeeded or failed. The 'Cs are able to make the identity of Monsters in an 1ncertain &ncounter kno#n. 7ne #ay is to make a 2amiliarity Check. To make a 2amiliarity Check, as a "upport Action, make a 0it Check #ith a difficulty e5ual to :Monster ,evel > .;. The (M also keeps the difficulty of this check secret and announces #hether it succeeds or fails. !f the 2amiliarity Check is successful, the (M must make that Monster's stats kno#n. Another method is using the Doctor's Monsterology "kill. The 'C chooses an unkno#n Monster, and if the "kill's check is successful, the (M must make that Monster's stats kno#n.

"plitting the 'arty


!f the (M allo#s it, the players may "plit the 'arty during the Dungeon 'hase. 3o#ever, this should only be allo#ed if the players and the (M are familiar #ith Make ou Kingdom. 0hen you "plit the 'arty, each 'C follo#s the $&ntering a 9oom$ rules individually, declaring #hich room they #ish to move into. After each player has decided on their move, resolve the &ncounter, and Camp steps for each room separately, in order of A), A<, AJ, 8), 8<, 8J, C), C<, CJ. 0hen all the 'Cs have completed the &ncounter and Camp steps, the Duarter is over. 0hen you "plit the 'arty, "kills, !tems, Cooperative Actions, etc... may only target someone or something in the same room.

Combat #ith a "plit 'arty


0hen Combat occurs #ith a "plit 'arty, resolve it in the follo#ing manner. 2irst, #hen Combat breaks out, the (m places the Monsters on the 8attlefield in any of the black Areas as he #ishes. Then, any player in that room places their 'Cs in any of the #hite Areas that they #ish. Then, if any of the 'Cs not in that room #ish to participate in Combat, they may attempt to move to that room. 9oll <D* on the Arrival Table and apply the 9esult. 2inally, after all the characters participating in Combat have been decided, resolve Combat normally. 3o#ever, once Combat starts, at the beginning of each 9ound, any character not in the room may roll <D* on the Arrival Table and apply the 9esult. 0hen Combat ends, any character #ho moved from another room to participate in that Combat, even if they became &4hausted that Duarter in another room, may Camp in that room instead.

Arrival Table
"oll $ "esult M one shall *ass!M You8re rushing to the battleA but enemy monsters block your way= Bhen this )ombat endsA determine a grou* o7 monsters using the "andom 1ncounter Table= Start a new )ombat with those monsters and the character who rolled this result= MSorry . ke*t you waiting!M You may *lace your character on the Battle7ield in an Area o7 your choice= You end u* bum*ing into someone! Place your character on the Battle7ield in the enemy 1ncam*ment= You hurry with all your strength! .7 you reduce your (P by $#&A you may *lace your character on the Battle7ield in an Area o7 your choice= They should be right ahead! The 0M may *lace your character on the Battle7ield in an Area o7 his choice= Those 7ootste*s sound 7amiliar===! .7 you are e9ui**ed with a "ideA or know a Summoning SkillA the 0M may *lace your character on the Battle7ield in an Area o7 his choice= <ooks like you made it Gust in time= .7 there is a character on the Battle7ield with an A77ection Score towards you o7 ! or higherA you may *lace your character in the same Area as that character= (ey! Bhat8s thisN You receive ! Material o7 your choice= o! You8re lost= Make a 3uest / !! check= .7 it is success7ulA roll $#& again on the Arrival Table= o*eA not gonna ha**en= You cannot *artici*ate in this )ombat=

% ' + & H > ? !@ !$

!! BaitA whatN (aven8t . been here be7oreN You lose ! #rive=

7pposed Checks
"ometimes, t#o or more characters may make checks that compete #ith each other to achieve different results. 9esolve them in order of Monsters, then 'Cs. !f the order that t#o 'Cs checks are resolved in becomes an issue, determine the order they are resolved in randomly. The side #ith the highest check result #ins the 7pposed Check.

2alling Damage
During the game, if a character falls from a high place, there is the possibility that they #ill take damage. A character #ho falls takes JD* damage, regardless of the distance fallen. That character may make a Duest F K check. !f it is successful, reduce that damage by half.

Thinking on our 2eet


As the game progresses, if there is no other option, the players may use their imaginations to propose a broader interpretation of the game's elements to the (M. They may suggest an alternate use for something based off it's name or flavor te4t. !f the (M thinks that it could be possible, or interesting, he may accept their proposal. 3o#ever, if their idea isn't appealing, or if it's something they've already suggested, he is under no obligation to allo# it. This is an optional rule. ou may choose not to use it if the (M does not #ish to.

ColumnC 7ptional 9ules


!f the players and (M are still ine4perienced #ith Make ou Kingdom, they may #ish to not use rules like $Thinking on our 2eet$ that are noted as being optional. 3o#ever, if you feel you are e4perienced enough #ith the game, then feel free to use them. 3ave as much fun playing Make ou Kingdom as you can.

Destruction of the Kingdom


,ife in the Dungeon may be rough, but so is running a Kingdom. !f, during the course of the game, any of the follo#ing conditions are met, the Kingdom is destroyed.

'opulation Decline
!f all of the Kingdom's ,andmakers are #iped out, or if the number of Citi-ens in the Kingdom becomes less than or e5ual to the current number of ,andmakers, the Kingdom is destroyed.

,oss of Territory
!f all of the maps in the Kingdoms territory are lost, or if every 9oyal 'alace is destroyed, and the game ends, the Kingdom is destroyed.

Kingdom Attribute Decline


!f either the ,ifestyle ,evel, Culture ,evel, 7rder ,evel, or Military ,evel become /, the Kingdom is destroyed.

9estoring the Kingdom


!f a Kingdom is destroyed, you usually cannot use that Kingdom again. 3o#ever, as long as the ,andmakers are still alive, restoring the Kingdom is not Bust a pipe dream. !f the Kingdom is destroyed, but that Kingdom's ,andmakers are still alive, they should think about the follo#ing plans for the future.

9estoring the Kingdom #ith a (hetto 'alace


!f they lose all of their territory, the characters can still rest their heads in a slum kno#n as a (hetto 'alace, and continue their adventures. !n this case, treat all of the Kingdom Attributes as if they #ere ), and until you ac5uire territory, you cannot have any Citi-ens. 0hen you do ac5uire territory, :<D* > %umber 7f ,andmakers; Citi-ens appear in the Kingdom.

Merging #ith Another Kingdom


!f that Kingdom's King allo#s it, you may become the ,andmakers of another Kingdom.

9elationships #ith 7ther Kingdoms


!f there are kingdoms besides your o#n in the Kno#n 0orld, you must determine your 9elationship #ith those kingdoms. There are . types of 9elationships you can have #ith other Kingdoms. The further do#n the list you go, the #orse the 9elationship is.

Allied
ou've formed a cooperative relationship for the sake of your common interests. !t's an e4tremely beneficial situation, and you can trade and e4change people.

2riendly
ou have a friendly relationship. ou can trade and e4change people.

%eutral
0hile you have no reason to interact #ith each other, you are neither allies nor enemies. 0hile

you gain no special benefits, you can trade and e4change people.

Dangerous
ou have no diplomatic relations #ith each other, and vie# each other as enemies.

3ostile
ou are sitting on a po#der keg, or could already be at #ar.

"pecial Alliances
!f you kno# other people #ho play Make ou Kingdom, you can have your characters Boin theirs and play together. 0hen you do, you may only use one Kingdom's stats. 7nce you decide #hich Kingdom to use, you must decide #hy that Kingdom's ,andmakers are adventuring #ith ,andmakers from a different Kingdom. During the 'rologue step of the Kingdom 'hase, each player rolls )D* on the Alliance Table that corresponds to their character's class. After that game, if both Kings agree to it, those Kingdoms can form an Alliance.

Alliance Table : King


"oll ! $ % ' "esult You8re bored o7 living in the *alace= You sneak out to go on an adventure! You8re investigating the enemy= .t8s time to reconnoiter a 7oreign kingdom= You8re searching 7or a bride/groom= Mister 5Misses6 "ight must be out there somewhere= You8re studying the manners and customs o7 another kingdom= Perha*s you intend to *ro*ose to their KingN Your ally is in danger! You rush to the de7ense o7 your 7riends!! (uhN Bhile you were outA you end u* lost= (ow do you get back againN

+ &

Alliance Table : Knight


"oll ! $ "esult You visit the kingdom while on a training Gourney= You have to re*ay them 7or room and board= You save someone being attackedA and it turns out to be that kingdom8s King= ow you8re along 7or the ride= Somebody betrayed you= You8ve come to this kingdom in order to *unish the traitor= .n order to save your Kingdom 7rom dangerA you8ve set out on a 9uest 7or a holy relic= Perha*s it8s in this kingdomN You get in a 7ight with the King and decide to s*lit= ow that you can think clearlyA maybe you were wrong=== You end u* getting caught u* in an incident while you8re searching 7or the missing King= Maybe the King has something to do with itN

% '

&

Alliance Table : ;iCier


"oll ! "esult Bhile traveling to that kingdom as an envoyA it a**ears that you8ve been caught u* in some trouble= <et8s see i7 you can make them owe you= Bhile traveling as an envoy to the Millennium #ynastyA you lose your wayA and have to sto* in this kingdom= You came here to assist the King on his GourneyA but at some *oint you got lost=== ,h well= Peo*le have been criticiCing your Kingdom8s e-*orted goods= You8ve been sent to 7ind out the truth o7 the matter= You8re on your way to a counsel o7 re*resentatives 7rom the areaA where you end u* hearing some unsettling rumors= The King has ordered you to hel* this kingdom= (e told you to do whatever you can=

% '

&

Alliance Table : ,racle


"oll ! $ "esult ,ne dayA a *ro*hecy comes 7rom the elevator= You have to 7ind one o7 0od8s miracles= You8re on a mission 7rom 0od= You climb aboard the elevatorA and somehow end u* in this kingdom= Bhat the===N Bhile on a *ilgrimage to the holy landA you sto* by this kingdom= You can8t Gust ignore *eo*le in trouble= The King has 7allen gravely ill= .n order to 7ind the medicine you need to cure himA you have to travel into the #ungeon= There are rumors that enemies o7 0od are attacking that kingdom= You can8t let this go un*unished= You8ve lost something im*ortantA and your 7aith becomes clouded= Bhile wandering aimlesslyA you arrive in this kingdom=

'

&

Alliance Table : inGa


"oll ! "esult You sto* by this kingdom while out scouting= Something seems amiss= You decide to investigate= A scout you dis*atched hasn8t returned= You have to go 7ind out 7or yoursel7 what ha**ened= You8ve been ordered to check out that kingdom8s King8s dis*osition= You were told to disa**ear i7 things become dangerousA but=== ,ne o7 the Kingdom8s treasures was stolen! "umors have brought you to this kingdom in your 9uest to recover it= You8ve heard rumors that a long:time enemy has destroyed your hometownA and you rush to investigate=

$ %

'

Alliance Table : inGa


"oll & "esult There seems to be a big cons*iracy develo*ing around the Kingdom= You leave no stone unturned while trying to uncover it=

Alliance Table : Servant


"oll ! $ % "esult You8re here on a small errand 7rom your master= BaitA is somebody in troubleN You8ve returned to your 7amily8s hometown= But things seem to be a bit hecticA aren8t theyN You8ve been given some time o77 to go out and observe= Maybe there8s something interesting hereN The King lost a betA and you were the wager= .t looks like he8s not the only one who lost= Your 7amily is trying to set you u* with someone= You were an idiot to get tricked into coming back=== You8re on a Gourney to destroy a cursed obGect that could endanger the Kingdom= Bhy did they give it to youA again===N

' +

&

Trading and &4changing 'eople


!f the (M allo#s it, if there is a kingdom in the Kno#n 0orld that you have a 9elationship of Allied, 2riendly, or %eutral #ith, you may trade and e4change people #ith that Kingdom. ou may trade and e4change people during the Treasury Meeting steps of the Kingdom 'hase and &nd 'hase. ou may make one of the follo#ing actions #ith one kingdom.

'urchase Materials
May be used #ith a kingdom that has a "taple. 2or each )M( you spend, you may purchase . of the Material designated by the "taple if they are Allied, J of the Mateiral if they are 2riendly, or ) of the Material if they are %eutral.

"ell Materials
Choose ) kingdom, and, using the Market Table, determine that kingdom's current market. !f you have that Material in the Kingdom, you may sell it. !f the other Kingdom is Allied, for each < of that Material, if they are 2riendly, for each J of that Material, and if they are %eutral, for each E of that Material that you sell, you receive )M(.

'urchase a 9are !tem


Choose a 9are !tem at random. ou may purchase ) of that 9are !tem. !f the other Kingdom is Allied, reduce the Treasury by :Cost >); M(, if they are 2riendly reduce the Treasury by :Cost 4 <; M(, if they are %eutral reduce the Treasury by :Cost 4 J; M(.

"ell a 9are !tem


The 9epresentative of the Court makes a 0it F K check. !f it is successful, you may sell ) 9are !tem. !f the other kingdom is Allied, you receive :Cost > ); M(, if they are 2riendly you receive :Cost; M(, if they are %eutral you receive :Cost 4 )F<; M(.

1se a 2acility

May be used #hen an Allied kingdom has established stats, either because it #as created by another group of players, detailed in a supplement, etc... ou may use one 'lan type 2acility in that kingdom.

&4change "tudents
May be used #ith an Allied kingdom. Choose ) Talent in your Kingdom, and lose that Talent. !n e4change, you receive ) Talent #ith a 6ob determined by rolling on the 8irth Table.

=assal "tates
!f you are the =assal of one of the (reat 'o#ers, you may spend </M( to no longer be a =assal.

Kingdom 8ankruptcy
The Kingdom must pay its 1pkeep Costs during the Treasury Meeting step of the &nd 'hase. 3o#ever, if the Treasury falls short and you are unable to pay the 1pkeep Costs, you must destroy 2acilities to make up the difference. ou destroy enough 2acilities, using half of their Cost as the value, to pay the difference bet#een the Treasury and the 1pkeep Costs.

The 'assage of Time


The Kingdom gro#s as it accumulates Citi-ens, 2acilities, and Talents. 3o#ever, if the 'Cs #ish, the Kingdom's Kingdom Attributes and other things may change automatically using the Time 'assage Table. ou may use the Time 'assage Table once during the "etup 'hase. &ach time you use this table, one year passes in the #orld. &ach 'C associated #ith the Kingdom ages one year. Then, roll <D* on the Time 'assage Table and apply the result.

Time Passage Table


"oll $ % ' + & H > ? "esult A war with a neighboring kingdom drags on= Make a Military / !@ check= .7 it 7ailsA reduce each Kingdom Attribute by ! *oint= A *lague breaks out= Make a <i7estyle / !@ check= .7 it 7ailsA reduce the number o7 )itiCens by $#&= There8s a revoltA and the *olitical situation becomes uncertain= Make an ,rder / !@ check= .7 it 7ailsA increase the /*kee* )ost by !#& M0= A scandal eru*ts! The *eo*le8s 7aith in you dro*s= Make a )ulture / !@ check= .7 it 7ailsA reduce the ;oices o7 the Peo*le 7or this game by !#&= There are worries about a successor to one o7 the local industries= )hoose one o7 the 2acilities in the Kingdom with the highest <evel= #estroy one o7 the 2acilities 7rom that grou*= The Kingdom is *ros*ering= .ncrease the Treasury by !#& M0= Your Kingdom8s technological strength develo*s= )hoose ! 2acility in the Kingdom= You may *lace another 2acility o7 that same ty*e in any room adGacent to it that is connected to it by a )orridor= There8s a baby boom! .ncrease the number o7 )itiCens by K)urrent )itiCens - !/!@L=

!@ 1ven the *ros*erous inevitably decay= )hoose ! region 7rom the Known Borld= .7 it is in an unknown regionA choose a region ty*e using the /nknown "egion Table= .t becomes that ty*e o7 region= !! The Kingdom8s *olicies *rogress smoothly= .ncrease one o7 the Kingdom8s highest Kingdom Attributes by ! *oint= !$ You live in *eace7ul timesA and the Kingdom develo*s 7avorably= .ncrease one Kingdom Attribute o7 your choice by ! *oint=

1nkno#n 9egions
An unkno#n region is any region on the Kno#n 0orld section of the Kingdom "heet #ith nothing recorded in it. They can become kno#n regions due to various results on tables or the results of scenarios. There is also the possibility that a kno#n region can become an unkno#n region. The Kno#n 0orld section of the Kingdom "heet can change in the follo#ing cases.

Tables That Can !ncrease the %umber of Kno#n 9egions


Kingdom &nvironment Tables 8ackground Table Kingdom Disaster Table Kingdom Change 2ailure Table Time 'assage Table

Tables That Can !ncrease the %umber of 1nkno#n 9egions


0andering Tables Kingdom Disaster Table Kingdom Change 2ailure Table Time 'assage Table

!ncreasing the %umber of Kno#n 9egions Through Adventures


0hen the ,andmakers go on an adventure and e4plore a Dungeon, those regions become kno#n regions. !f you can con5uer that region, it #ill become a kno#n region. 3o#ever, if the game ends #ithout you purchasing that region, the (M can make that region into an unkno#n region again.

Dispatching the Mass Media


During the Kingdom 'hase, you may use the Mass Media as a 'lan Action. 0hen you use this effect, if you succeed at a Culture F )< check, you choose ) region at random, and determine #hat is there using the 1nkno#n 9egion Table.

/nknown "egion Table


"oll $ % "esult There is a huge star7ield in this region= .7 you ac9uire this ma*A increase a Kingdom Attribute o7 your choice by ! *oint= This region is the holy land o7 a certain religion= .7 this ma* becomes *art o7 your territoryA choose an Angel or a #ee* ,neA and receive a Tem*le= #uring the Kingdom Phase or 1nd PhaseA i7 you use that Tem*leA in addition to its normal e77ectA roll !#& on the <evel !!:!+ Treasure Table and a**ly the result= .7 the result rolled is MaterialsA you may choose 7rom the Materials section o7 the Angel or #ee* ,ne you chose= This Tem*le increases the /*kee* )ost by !#& M0= This region has a staircase connecting it to another level= .7 you ac9uire this regionA *re*are another ma*A and choose a random unknown region 7rom the Known Borld section o7 the Kingdom Sheet= That region becomes *art o7 your territory= This region is the lair o7 an in7amous #ungeon Master= This ma*8s "uler is a (uman Monster with )lass Skill and Dob Skill o7 your choice= )hoose a "are .tem at random= .7 this ma*8s "uler is de7eatedA you receive that "are .tem= A race o7 monsters has built a 7ortress in this regionA and turned it into a monster kingdom= )hoose a ty*e o7 Monster at random and determine the kingdom8s name= Any Monster o7 that ty*e *laced on this Ma* increases their Bar7are by ! *oint= This region is a kingdom= #etermine its name= "oll a dieA i7 the result is an odd numberA the kingdom has a Sta*le= /sing the Market TableA determine what kind o7 Sta*le it is= .7 you ac9uire this ma*A you receive a Sta*le= This region has undergone severe dungeoni7ication and has turned into a massive labyrinth= .ncrease the di77iculty to #isarm Tra*s on this ma* by % *oints= )hoose a "are .tem at random= .7 you de7eat this ma*8s "ulerA you receive that "are .tem= This region is *rotected by a *ower7ul Barrier that cannot be *enetrated= You cannot travel through this region during the #ungeon Phase=

'

+ &

H >

!@ There are resources buried in this region= There are $ Sta*les built on this ma*= #etermine what kind o7 Sta*le using the Market Table= .7 this ma* becomes *art o7 your territoryA you receive $ Sta*les= !! This region is a small village= .7 this ma* becomes *art o7 your territoryA increase the number o7 )itiCens by %#&= !$ This region is the enclave o7 a 7amous country= The 0M may create an enclave o7 a 0reat Power or )lan there=

9andom &ncounters

0hen you spend time in an e4plored room, a 9andom &ncounter may occur because of Traps or the result rolled on a Table. 0hen that happens, use the 9andom &ncounter Tables. 1nless the Table says other#ise, Monsters that appear during a 9andom &ncounter have a %eutral response. Therefore, the Court may choose to %egotiate #ith them. !f you do attempt to %egotiate during a 9andom &ncounter, reduce the result of the roll by <. !f this #ould reduce the result to less than <, treat it as <.

9andom &ncounter Tables


These tables are used #henever a 9andom &ncounter occurs. 9oll )D*, and use the table that corresponds to the Court's average ,evel. The Monsters listed there appear.

<evel ! "andom 1ncounter Table


"oll ! ;anguardE the )ourt6F "earguardE "esult (urry 2o- - 5number o7 *eo*le in Sawing Boar - !

;anguardE 2ire Beetle - 5number o7 *eo*le in the )ourt6F 1ncam*mentE Pum*kin (ead - 5!/$ the number o7 *eo*le in the )ourt6 ;anguardE <illi*ut - 5number o7 *eo*le in the )ourt6A )hangeling - 5number o7 *eo*le in the )ourt6 ;anguardE the )ourt6 0runt 1l7 - 5number o7 *eo*le in

' +

;anguardE 0old7ish - 5number o7 *eo*le in the )ourt6F 1ncam*mentE .carus - 5!/$ the number o7 *eo*le in the )ourt6 ;anguardE the )ourt6F "earguardE the )ourt6F 1ncam*mentE )ham*ion - ! ,grekin - 5number o7 *eo*le in ,grekin - 5number o7 *eo*le in ,grekin )annon - !A ,grekin

&

<evel $ "andom 1ncounter Table


"oll ! $ % ;anguardE the )ourt6 "esult 0argoyle - 5number o7 *eo*le in

"earguardE Bight - 5!/$ the number o7 *eo*le in the )ourt6 ;anguardE Minotaur - 5!/$ the number o7 *eo*le in the )ourt6F "earguardE Minotragos - 5!/$ the number o7 *eo*le in the )ourt6 ;anguardE (alcyone - 5number o7 *eo*le in the )ourt6F "earguardE (alcyone - 5number o7 *eo*le in the )ourt6F 1ncam*mentE 3u*id - 5!/$ the number o7 *eo*le in the )ourt6 "earguardE the )ourt6F 1ncam*mentE 0remlin - 5number o7 *eo*le in Billie Binkie - !

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<evel $ "andom 1ncounter Table


"oll "esult ;anguardE 0iant S9uirm - 5number o7 *eo*le in the )ourt6F 1ncam*mentE )howhound - 5!/$ the number o7 *eo*le in the )ourt6

&

<evel % "andom 1ncounter Table


"oll ! "earguardE 1ncam*mentE )ourt6 "esult <amia - !F <eshy - 5number o7 *eo*le in the

;anguardE Scala Buccaneer - 5number o7 *eo*le in the )ourt6F 1ncam*mentE 1- inGa - ! ;anguardE (uman )olumn - 5number o7 *eo*le in the )ourt6F 1ncam*mentE <ove )ar* - 5!/$ the number o7 *eo*le in the )ourt6 "earguardE the )ourt6F 1ncam*mentE the )ourt6 Mistress - 5number o7 *eo*le in 0eister - 5number o7 *eo*le in

'

"earguardE ;or*al Bunny - 5number o7 *eo*le in the )ourt6F 1ncam*mentE Two 2ace - ! ;anguardE )ave #weller - 5number o7 *eo*le in the )ourt6A 0olem - !

&

<evel ' "andom 1ncounter Table


"oll ! "esult ;anguardE Black Twins - !F 1ncam*mentE Monchskalb - 5!/$ the number o7 *eo*le in the )ourt6 ;anguardE the )ourt6F "earguardE Baliahyra - 5number o7 *eo*le in 2ay Knight - !

;anguardE )ave Bear - 5number o7 *eo*le in the )ourt6F 1ncam*mentE Starman - 5!/$ the number o7 *eo*le in the )ourt6 ;anguardE 1vil 1ye - 5number o7 *eo*le in the )ourt6F 1ncam*mentE Airt Pi*er - 5!/$ the number o7 *eo*le in the )ourt6 ;anguardE )ourt6F 1ncam*mentE 0houl - 5number o7 *eo*le in the ;am*ire - !

'

&

"earguardE Mayonnaise King Pure Select 5number o7 *eo*le in the )ourt6F 1ncam*mentE May 3ueen - !

<evel + "andom 1ncounter Table


"oll ! ;anguardE "esult "aver <ord - !

<evel + "andom 1ncounter Table


"oll $ "esult Prince o7 Bities - 5!/$ the number o7 *eo*le in the )ourt6F 1ncam*mentE Thunderbird - ! ;anguardE ;alaraukar - 5!/$ the number o7 *eo*le in the )ourt6 ;anguardE Basilisk - 5!/$ the number o7 *eo*le in the )ourt6F "earguardE Byvern - ! ;anguardE 4ombie - 5!/$ the number o7 *eo*le in the )ourt6F "earguardE 4ombie - 5!/$ the number o7 *eo*le in the )ourt6F 1ncam*mentE #eathnologist - ! ;anguardE "okea - 5number o7 *eo*le in the )ourt6A #ecarabia - !

% '

&

<evel & "andom 1ncounter Table


"oll ! $ % ' + "esult 1ncam*mentE Angel o7 #eath - 5number o7 *eo*le in the )ourt6 1ncam*mentE #ragon - 5!/$ the number o7 *eo*le in the )ourt6 1ncam*mentE Bone #ragon 5SkillsE /ndying 2lameA #emoraliCeA etc===6 - ! "earguardE ,gre King o7 <ove - 5number o7 *eo*le in the )ourt6 ;anguardE the )ourt6F ! ;anguardE Arakhne - 5number o7 *eo*le in 1ncam*mentE <ord o7 S*ider MSM:@H - !A 2orneus - !

&

%'Cs
%'Cs can be classified as the follo#ing types.

!mportant %'Cs
!mportant %'Cs are created using the same rules as 'Cs, and in Combat, are treated the same as Monsters. An !mportant %'C cannot have a ,evel higher than the average ,evel of the Court in that scenario. The (M may also give an !mportant %'C up to < points of Drive.

Monsters
"ee the Dungeon 8ook for information on Monsters.

&4tras
&4tras are %'Cs #ithout stats, controlled by the (M or a player. The order in #hich &4tras act is players, 2ollo#ers controlled by the players, and the (M. &4tras' Defense is G, and if they are hit by a successful attack, they die.

(hosts
!f a character dies during the game, they may choose to become a (host. As a (host, you may offer advice to the rest of the Court. 3o#ever, a character #ho becomes a (host, may not be choose to be revived using an &li4ir. Any Affection "cores the (host has, and any Affection "cores anyone else has

to#ards the (host, are reduced by )D* points, and that character may only make a 'lan, "upport, Assist, or !nterrupt Action one time. During the cycle in #hich they act, the (host's 'ermanent "kills have an effect. !f the (host loses their Affection "cores to#ards everyone, or every member of the Court loses their Affection "core to#ards the (host, the (host character can no longer act. This is an optional rule. ou may choose not to use it if the (M does not #ish to.

!ncreasing 9elationship "cores 0ith Cooperative Checks


0hen you make a Cooperative Check and have a critical success, both you and the target of the check each increase your Affection "core to#ards each other by ) point. !f you have a critical failure, both you and the target of the check increase your 3ostility "core to#ards each other by ) point. This is an optional rule. ou may choose not to use it if the (M does not #ish to.

Diplomacy Modifier
The Diplomacy Modifier influences certain checks based on your Kingdom's 9elationships #ith other kingdoms. !f the number is positive, it is easier to get help from other kingdoms #hen your Kingdom is in danger. Conversely, if the number is negative, the chance of obstructions or conspiracies against your Kingdom increases. This is an optional rule. ou may choose not to use it if the (M does not #ish to.

Calculating the Diplomacy Modifier


The Diplomacy Modifier starts at /. This number increases or decreases based on your 9elationships #ith other kingdoms. &4amine the 9egion Details section of the Kingdom "heet, and for each kingdom you have a 9elationship #ith, add or subtract the follo#ing numbers to the base score based off of those 9elationships. 2or each Allied Kingdom >< 2or each 2riendly Kingdom >) 2or each %eutral Kingdom >/ 2or each Dangerous Kingdom +) 2or each 3ostile Kingdom +< !f, during the course of the game, your 9elationship #ith another kingdom changes, or you form a 9elationship #ith a ne# kingdom, recalculate the Diplomacy Modifier.

Applying the Diplomacy Modifier


Apply the Diplomacy Modifier to rolls on the Kingdom Disaster Table, the Kingdom Change Table, the Kingdom Change 2ailure Table, and checks made #ith Kingdom Attributes. Add or subtract the Diplomacy Modifier to those rolls. !f the (M decides that the Kingdom is in danger and needs to make a Kingdom Attribute check, the Diplomacy Modifier may also be applied in siutations other than those listed above.

9eturning 2ollo#ers
These rules are for #hen 2ollo#ers return to the Kingdom. 2ollo#ers return to the Kingdom #hen they 2lee or Transport something.

2leeing
2ollo#ers may be forced to return to the Kingdom due to the Travel &vents Table, Traps, or Monster "kills. This is called 2leeing. 0hen 2ollo#ers 2lee, reduce your 2ollo#ers by the number that 2led and increase the number of Citi-ens on the Kingdom "heet by the same amount. During the &arnings 9eport step of the &nd 'hase, #hen you recover a number of 2ollo#ers e5ual to the Military ,evel, 2ollo#ers that have 2led do not count as lost 2ollo#ers.

Transporting

Transporting is #hen you allo# someone to carry !tems and Materials found in the Dungeon back to the Kingdom. Treat Transporting as a 'lan Action. 0hen you Transport, choose ho# many !tems and Materials you are going to have your 2ollo#ers Transport. 9educe your 2ollo#ers by that number, and increase the number of Citi-ens on the Kingdom "heet by the same amount. Then, make a Military F K check. !f it is successful, those 2ollo#ers succeeded in Transporting the !tems and Materials back to the Kingdom. 9ecord those !tems and Materials in the Memo section fo the Kingdom "heet ?if you have a Treasure Chest or Depot 2acility, you may also place them there@. !f the check fails, reduce the number of Citi-ens by :Difficulty + 9esult;. !f it is a critical failure, reduce the number of Citi-ens by the number of Transporting 2ollo#ers. ou lose all of the Citi-ens you recovered #hile Transporting, and they #ere defeated by Monsters or Traps before returning to the Kingdom. ou lose all of the !tems and Materials that they #ere Transporting. This is an optional rule. ou may choose not to use it if the (M does not #ish to.

(overnment 'olicies
This rule allo#s you to temporarily strengthen your political policies in order to increase the Treasury or your Citi-ens. There are t#o types, Treasury !ncrease and 'opulation !ncrease. (overnment 'olicies are Assist Actions that can be taken by the King and =i-ier Classes. They may be used once during the 7rgani-ational Meeting step of the Kingdom 'hase. ou choose to increase either the Treasury or the 'opulation, and declare you are using the action. 0hen you declare you are using a (overnment 'olicy, each member of the Court's ma4imum number of 2ollo#ers becomes :Charisma > ,evel; for the rest of that game. The details of each type of 'olicy are listed belo#. This is an optional rule. ou may choose not to use it if the (M does not #ish to.

Treasury !ncrease
!f you choose to increase the Treasury, before the &arnings 9eport step of the &nd 'hase, you may make a ,ifestyle ,evel check #ith a difficulty e5ual to :. > Kingdom ,evel;. !f it is successful, you receive a number of M( e5ual to the Kingdom ,evel.

'opulation !ncrease
!f you choose to increase the 'opulation, before the &arnings 9eport step of the &nd 'hase, make an 7rder ,evel check #ith a difficulty e5ual to :. > Kingdom ,evel;. !f it is successful, increase the number of Citi-ens by :Total 'opulation 4 )F)/;.

"kills
Class "kills

"kills

"kills represent special abilities possessed by a character. "kills are divided up into four main types, and several different categories under each of those types.

"kills that ,andmakers can learn. There are si4 types, one for each class.

6ob "kills
"kills that represent the characters' vocational abilities. 1sually they are something you are born #ith, but an advanced Kingdom can build a Training Center, allo#ing you to change your 6ob and 6ob "kill.

Advanced "kills
"kills that the ,andmakers can learn after gaining e4perience in the Dungeon and ac5uiring their true po#ers. ou may learn Advanced "kills #hen you ,evel 1p. They are divided into t#elve groups in total, and #hich "kill (roups you can learn "kills from is determined by #hat 6ob you have #hen you ,evel 1p.

Monster "kills
"pecial "kills kno#n by Monsters. 8ecause using them puts a large strain on a human's body, each time a human uses one of these "kills, they needs to spend ) point of 3ope.

,earning "kills
Characters can learn "kills either during Character Creation, or #hen they ,evel 1p.

Character Creation
0hen you first create a character, they may only learn 6ob "kills and Class "kills. 3o#ever, if the Kingdom has a 8ar or a Mi4ed Area 2acility, you may create a character #ho has "kills other than those types. !f there is a 8ar in the Kingdom, start by creating a ,evel ) character. Then, ,evel 1p that character until their ,evel is the same as the average ,evel of the rest of the Court. !f the Kingdom has a Mi4ed Area, and Monster Citi-ens, then you can create a character #ho has inherited monster blood. !n that case, choose one type of Monster Citi-en in the Kingdom. Then, choose a type of "kill that Monster kno#s, and create a character #ho kno#s that "kill.

,evel 1p
0hen you ,evel 1p, choose a "kill (roup from among your Class "kills, those available to your 6ob, and (eneral "kills. ou may choose and learn ) of those "kills.

Advanced "kills
As characters gro#, they may learn Advanced "kills. The t#elve Advanced "kill (roups are e4plained in the Kingdom 8ook. "tart by reading over their descriptions and finding a "kill that you think your character needs.

(eneral "kills
These are "kills that anybody can learn regardless of their 6ob. They are useful for everyone, and are useful for giving your character more flavor.

Melee "kills
These are "kills that are used for training and developing your physical body. Many of them #ill

provide you an advantage in melee combat. They provide a mi4 of offensive and defensive options, and are indispensable for a character #ho fights on the front line.

9anged "kills
These are "kills that increase the usefulness of guns and bo#s. Many of them #ill increase the strength of your attacks. A character #ho assists in Combat from the 9earguard #ill #ant to be able to learn these "kills.

Astrology "kills
7ne of the three paths of magic, these "kills are used to manipulate the stars. They #ill help in Combat and during the Dungeon 'hase. They have a number of benefits that #ill strengthen the entire Court.

"ummoning "kills
7ne of the three paths of magic, this "kill (roup focuses on teleportation. There are many "kills that #ill allo# you to move around !tems or characters. There are also "kills that let you control Monsters.

"cience "kills
7ne of the three paths of magic, these "kills are used for understanding and analy-ing various phenomena. There are many "kills that #ill strengthen !tems and people. There are also "kills that are used to counteract the effects of other "kills.

Dungeon "kills
These "kills are techni5ues and kno#ledge for surviving in the Dungeon. There are many "kills for discovering things and interfering #ith things inside the Dungeon.

%egotiation "kills
These "kills give you a benefit #hen interacting #ith other people. There are many "kills that benefit the entire Kingdom. 'erhaps the King or the =i-ier #ill need them in order to leadL

1seful "kills
This is a collection of "kills that are useful for all sorts of things. There are also many "kills that re5uire smooth relations bet#een the members of the Court.

&ntertainment "kills
These "kills entertain and impress people using music, acting, etc... 1ne4pectedly, there are also many "kills that can be used in CombatM

!tem "kills
These "kills are for getting the most out of your !tems. "omeone using these "kills can make normal, everyday !tems produce the same effects as magical onesM

&soteric "kills
These "kills can only be learned by people #ho have unlocked the secrets of true po#er. !n order to learn &soteric "kills, you need to have an Advanced 6ob and have learned other special "kills.

Changing 6obs and "kills


0hen you use a Training Center to change your 6ob, you unlearn the 6ob "kill you had kno#n up to that point, and learn the 6ob "kill of your ne# 6ob in its place. (enerally, you #on't change your Class "kills or Advanced "kills. &ven if you change your 6ob, and the "kill (roups you can learn from, using a Training Center, you #ill still be able to use the

Advanced "kills that you learned in the past.

"kills and Timing


"kills have defined types of timing #ith #hich they may be used.

'ermanent
'ermanent "kills do not need to be declared to be used. !f their description indicates a condition under #hich they Pmay be used,Q you may choose #hether or not to apply that effect.

Assist
As long as the conditions in their description are met, these "kills may be used #henever you #ish. ou do not become &4hausted #hen you use these "kills.

!nterrupt
As long as the conditions in their description are met, these "kills may be used to interrupt somebody's action, and produce their effect first. ou do not become &4hausted #hen you use these "kills.

"upport
These "kills are used #hen your turn comes up in the Dungeon 'hase or in Combat. ou become &4hausted #hen you use these "kills.

'lan
These "kills are used during the Action step of the Kingdom 'hase, or during the Dungeon 'hase. ou become &4hausted #hen you use these "kills.

"kills and Targets


"kills have defined targets on #hich they may be used.

!ndividual
These "kills affect a single character.

"elf
These "kills affect the "kill's user.

Court
These "kills affect each member of the Court.

Kingdom
These "kills affect the entire Kingdom.

9oom
These "kills affect a single room on the map.

!tem
These "kills affect a single !tem.

"kills and Duration


!f a "kill's description does not state other#ise, the effect of a "kill lasts until the end of the cycle in #hich it #as used. !f the "kill's description includes a duration, follo# #hat is #ritten.

(eneral "kills
"tep 2or#ard
(eneral "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #hen you meet a character for the first time. our character gives their name, and chooses one character they are meeting for the first time. That character gives their name. ou each roll )D*. !f it is odd, increase your Affection "core to#ards that character by ) pointA if it is even, increase your 3ostility "core to#ards that character by ) point. This ability may only be used a number of times e5ual to your character's ,evel per game.

True 9omance
(eneral "kill Type !nterrupt Target !ndividual Check %one 0hen you learn this "kill, choose a character or type of Monster. !ncrease a 9elationship "core of your choice to#ards that character by ) point. This score cannot be decreased by other effects, nor is it affected by $9elationship 9eset$ at ,evel 1p.

8elly+god
(eneral "kill Type 'ermanent Target "elf Check %one 0henever you use a single+use 9ecovery !tem on yourself, you may use any number of that !tem at once.

2orced March
(eneral "kill Type !nterrupt Target "elf Check Duest F G > %umber of Duarters 'assed ou may use this "kill as an !nterrupt Action #henever the Court #ould lose 3' for being starving at the end of a Duarter. !f the above check is successful, prevent that loss of 3'.

"avage Killing
(eneral "kill Type 'ermanent Target Kingdom Check %one 0henever you deal damage to another character, if that amount of damage is e5ual to or greater than :Target's 9emaining 3' > .;, recover ) =oice of the 'eople and ) point of Drive. This effect may only be used once per battle.

Assault 2orce
(eneral "kill Type "upport Target !ndividual Check 0it F Target's Defense ou may use this "kill during combat. !f the above check is successful, choose ) character in the same

Area as you or an adBacent Area. ou deal :2ollo#ers 4 )F.;D* damage to that character. 9educe your 2ollo#ers by )D*.

8eauty
(eneral "kill Type !nterrupt Target "elf Check Charisma F K ou may use this "kill as an !nterrupt Action #henever you receive a 8ad "tatus. !f the above check is successful, that 8ad "tatus has no effect.

'unk
(eneral "kill Type 'ermanent Target "elf Check %one 0henever your 3ostility "core to#ards somebody increases, recover ) point of Drive.

Melee "kills
3oick
Melee "kill Type "upport Target !ndividual Check "ee 8elo# ou may use this "kill during Combat. Choose a character in the same Area as you #ith a ,evel less than or e5ual to your o#n. Move that character up to t#o Areas in either direction. !f there is a character in that area, you may make an Attack Check to see if you hit that character. Treat this as a ranged #eapon #ith 9angeC < and DamageC )D*. The thro#n character becomes &4hausted.

Knock 8ack
Melee "kill Type Assist Target "elf Check %one ou may use this "kill along #ith an attack #ith a melee #eapon. !f you deal damage to the target of the attack, you may make that target retreat ) space.

"hield
Melee "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action in Combat #henever a character other than yourself takes damage. ou move to the same Area as that character, and take that damage instead. 9educe that damage by :)D* > our Affection "core To#ards the Target; ?this cannot reduce the damage belo# )@.

Charge
Melee "kill Type Assist Target "elf Check %one ou may use this "kill #henever you move for#ard during Combat. 2or each Area you move through, increase the result of your Attack Check by ) point, and your #eapon's damage by < points.

9ush
Melee "kill Type 'ermanent Target "elf Check %one 0henever you make an Attack Check #ith a melee #eapon, you may roll one additional die. Choose any t#o of those dice for the result.

6ump
Melee "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever somebody makes an Attack Check against you. "pend ) 3ope. 9oll )D* and add that number to your Defense. This effect lasts for the rest of the 9ound.

Double Arm
Melee "kill Type Assist Target "elf Check %one ou may use this "kill if you have t#o or more #eapons e5uipped in your !tem "lots and you make a successful attack #ith a melee #eapon. "pend ) Drive and choose a #eapon that you did not use to attack #ith. ou may deal that #eapon's damage, and any effects of that #eapon #hen it hits, to the target of your attack.

'arry
Melee "kill Type !nterrupt Target "elf Check 0arfare F 9esult of &nemy's Attack Check ou may use this "kill as an !nterrupt Action #henever you are attacked. !f the above check is successful, you may reduce that attack's damage to ) point.

9anged "kills
Aim
9anged "kill Type Assist Target "elf Check %one ou may use this "kill #hen you attack #ith a ranged #eapon. 'revent hat ranged #eapon's $!f this #eapon targets an area #ith multiple characters and the Attack Check is successful, choose one of those characters at random to receive damage$ effect.

8la-e A#ay
9anged "kill Type Assist Target "elf Check %one ou may use this "kill #hen you have completed an attack #ith a ranged #eapon. "pend ) 3ope. ou may make one additional attack.

'hantom 8ullet
9anged "kill Type Assist Target "elf Check %one ou may use this "kill #hen you make an attack #ith a ranged #eapon. "pend )D* 9eagents and make an Attack Check. !f the attack is successful, instead of dealing damage to the target, you may apply any 8ad "tatus to the target.

Covering 2ire
9anged "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #hen a character to#ards #hom you have an Affection "core of ) or greater is attacked. ou may make an attack #ith a ranged #eapon against the attacking character.

Dead &ye
9anged "kill Type 'ermanent Target "elf Check %one 0hen you make an Attack Check using a ranged #eapon, if the result on the dice is )) or higher, treat it as a critical success.

'oint 8lank
9anged "kill Type Assist Target "elf Check %one ou may use this "kill #hen you make a successful attack #ith a ranged #eapon against the Area you are currently in. !ncrease that #eapon's damage by :)D* > The %umber of 9anged 0eapons ou 3ave &5uipped;.

2irst+"trike
9anged "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #hen Combat starts during an &ncounter. "pend ) 3ope. 9egardless of range or the effect of a "tar 2ragment, you may make an attack #ith a ranged #eapon against a character of your choice ?if you use a 2irearm or Crossbo#, there is a chance it #ill hit a random enemy in the same Area@.

3a#k &ye
9anged "kill Type 'ermanent Target "elf Check %one 0hen you make an Attack Check #ith a ranged #eapon, increase that #eapon's 9ange by ).

Astrology "kills
"tarlight
Astrology "kill Type Assist Target "ee 8elo# Check Charisma F K > )D* ou may use this "kill during Combat. Choose a "tar 2ragment on the allied side and roll )D*. !f the above check is successful, increase that "tar 2ragment's ,evel by that amount. &ach allied character #ho is in an Area illuminated by that "tar 2ragment increases their Defense by ). This effect lasts for the rest of Combat, and is not cumulative.

"hooting "tar
Astrology "kill Type "upport Target "ee 8elo# Check Charisma F ?%umber of Targets 4 <@ > K "pend any number of 3ope, and choose that many characters in the room. !f the above check is successful, deal <D* damage to each of those characters.

3oroscope
Astrology "kill Type 'lan Target !ndividual Check Charisma F K Choose a character, spend ) 3ope, and make the above check. !f it is successful, you may hold one of the dice rolled for that check in reserve. Any time after#ard, if that character makes a check, you may e4change held die for one of the ones they rolled. This effect is not cumulative.

Astral "#ord
Astrology "kill Type Assist Target "ee 8elo# Check %one During Combat, choose one of your melee #eapons. !ncrease that #eapon's 9ange by ). !f you attack #ith that #eapon, you may nullify the effect of the target's PCorte4Q "kill. This effect lasts for the rest of Combat, and is not cumulative.

Asterism
Astrology "kill Type "upport Target "ee 8elo# Check Charisma F K Choose a "tar 2ragment on the allied side, spend ) 3ope, and make the above Check. !f it is successful, each allied character in an Area illuminated by that "tar 2ragment increases their current 3' and ma4imum 3' by an amount e5ual to :9esult + Difficulty;. This effect lasts for the rest of Combat, and is not cumulative.

Mock Clock
Astrology "kill Type !nterrupt Target Court Check Charisma F ))

ou may use this "kill as an !nterrupt Action #hen a 9ound or Duarter has ended. "pend ) 3ope. !f the above check is successful, you may make it as if that period of time did not pass. This effect may only be used a number of times per game e5ual to your character ,evel.

"tar 0ars
Astrology "kill Type "upport Target "ee 8elo# Check Charisma F K > )D* Choose a "tar 2ragment on the allied side, spend ) 3ope, and roll )D*. !f the above check is successful, each allied character in an Area illuminated by that "tar 2ragment increases the results of their Attack Checks by the amount rolled on the die. This effect lasts until the end of Combat, and is not cumulative.

"targa-er
Astrology "kill Type "upport Target "ee 8elo# Check Charisma F K ou may use this "kill during Combat. 9oll )D* to determine #hat happensC )+"unny. All 1ndead Monsters reduce their 3' by halfA <+9ain. All !tems #ith (unpo#der in their Material field cannot be used for the rest of CombatA J+Cloudy. The character #ith the highest 3' takes JD* damageA E+2og. 2or the rest of Combat, each character increases their Defense by < pointsA .+(ale. The character #ith the lo#est 3' moves to an Area of your choiceA *+Calm. %othing happens.

"ummoning "kills
Delivery
"ummoning "kill Type 'lan Target "ee 8elo# Check Charisma !f the above check is successful, you may move any number of Citi-ens or !tems and Materials stored in the Kingdom to the room that the Court is in and distribute or e5uip them among the members of the Court. ou may also, for each ) M( you spend, transfer one Common !tem that may be purchased in the Kingdom to the room that the Court is in and e5uip it.

MaBor "hift
"ummoning "kill Type 'lan Target Court Check Charisma F )) Choose an e4plored room or the Kingdom. !f the above check is successful, you may move the entire Court to that location.

9etransmit
"ummoning "kill Type "upport Target !ndividual Check Charisma F K > Target's ,evel During Combat, choose a Monster, spend ) 3ope, and make the above check. !f it is successful, you may remove that Monster from the 8attlefield. Then, the (M chooses a random room from the map, and places that Monster in that room.

Transfer
"ummoning "kill Type !nterrupt Target "ee 8elo# Check Charisma F Amount of Damage 9eceived > Chosen Character's ,evel ou may use this "kill as an !nterrupt Action #henever somebody takes damage. "pend ) 3ope, choose a character in the same Area as the character #ho took damage, and make the above check. !f it is successful, prevent that damage, and deal the same amount of damage to the chosen character instead.

Alias
"ummoning "kill Type Assist Target "elf Check %one ou may use this "kill #hen you attack. "pend ) 3ope, and choose ) Monster Citi-en. !nstead of your o#n stats, you may make an attack using that monster's 0arfare, 9ange, and Damage. 0hen you learn this "kill, choose a Monster #ith a ,evel less than or e5ual to your o#n and have it become a Citi-en of the Kingdom.

Do#nload
"ummoning "kill Type "upport Target "ee 8elo# Check Charisma F K > Monster's ,evel

Choose a Monster Citi-en and a character. !f the above check is successful, you may have that character learn ) "kill of that Monster. This effect lasts for the rest of Combat, and is not cumulative. 0hen you learn this "kill, choose a Monster #ith a ,evel less than or e5ual to your o#n and have it become a Citi-en of the Kingdom.

2amiliar
"ummoning "kill Type Assist Target "elf Check Charisma F %umber of Dispatched Citi-ens > )/ ou may use this "kill during the Kingdom 'hase #hen you (ather !nformation using Monster Citi-ens. !ncrease the difficulty of the Command Check by J points. !f the Command Check is successful, and you learn that there are Monsters in that room, you learn the names of all of those Monsters. 0hen you have finished (athering !nformation on that room, make the above check. !f it is successful, choose a number of Monsters in that room e5ual to :%umber of Dispatched Monster Citi-ens;, and deal )D* damage to them.

9emover
"ummoning "kill Type 'lan Target "ee 8elo# Check Charisma F )J Choose one 9oom+type 2acility in the Kingdom. Move that 2acility to the room you are currently in. !f you moved a 2acility #ith a 'lan action into the Dungeon, you may use that 2acility any time you may use a 'lan action in that room. !f you moved a 2acility #ith a 'ermanent effect to the Dungeon, it has no effect on the Kingdom until that room becomes part of your territory. This effect is permanent.

"cience "kills
Composition
"cience "kill Type 'lan Target "ee 8elo# Check 0it F K Choose t#o !tems that you have e5uipped. !f the above check is successful, those t#o !tems become one combined !tem, and only take up ) !tem "lot. !f an effect #ould destroy either !tem, the combined !tem is destroyed. ou cannot use Composition on an !tem that has already been combined. This effect is permanent.

Analy-e
"cience "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #henever somebody uses a "kill other than a 'ermanent "kill. "pend any number of 3ope. 2or each point of 3ope spent, roll )D*. !f the total of the dice rolled is e5ual to or greater than the target's ,evel, that skill has no effect.

Multitask
"cience "kill Type 'ermanent Target "elf Check %one During the Camp step, you may use t#o 'lan Actions or t#o "upport Actions, or one of each, before you become &4hausted.

9evive
"cience "kill Type "upport Target !ndividual Check 0it F )) Choose an 1nconscious character. !f the above check is successful, that character recovers )D* 3'. !f you use this "kill during Combat, you may only use it against targets that are in the same Area as you.

0eave Material
"cience "kill Type Assist Target "elf Check 0it F K Choose one type of !tem, and spend the Materials necessary to Craft that !tem. !f the above check is successful, you may Craft that !tem #hile you are in the Dungeon.

Antimagic 2ormula
"cience "kill Type "upport Target !ndividual Check 0it F G > Target's ,evel Choose a character, and then choose a "kill kno#n by that character. !f the above check is successful, for the rest of combat, all characters become unable to use that "kill. This effect is not cumulative.

8oosted "cience
"cience "kill Type Assist Target "elf Check %one ou may use this "kill #henever you use an Astrology, "ummoning, or "cience skill. 2or each point of 3ope you spend, increase the result of that "kill's check, and its damage, by J points.

,ogical 8last
"cience "kill Type "upport Target !ndividual Check 0it F K "pend ) 3ope, and choose a character on the 8attlefield. !f the above check is successful, deal :9esult + Difficulty; damage to that character.

Dungeon "kills
Trapper
Dungeon "kill Type 'ermanent Target "elf Check %one 0henever you make a "earch Check, you may roll ) additional die, and choose t#o of the dice rolled as the result.

(ood Time
Dungeon "kill Type Assist Target "elf Check %one ou may use this "kill #henever you roll on a Treasure Table. !f you spend ) 3ope, you may roll ) additional time on that Treasure Table.

9oad Construction
Dungeon "kill Type 'lan Target Corridor Check Duest F )J Choose t#o rooms that are not connected by a Corridor. "pend )D* =oices of the 'eople, and make the above check. !f it is successful, you may place a Corridor bet#een those t#o rooms. !f it fails, reduce your 2ollo#ers by )D*.

"neak Through
Dungeon "kill Type 'ermanent Target "elf Check %one ou may move for#ard even if there are enemies in the same Area as you.

0all
Dungeon "kill Type !nterrupt Target Area Check Duest F K ou may use this "kill as an !nterrupt Action #henever a character moves during Combat. "pend ) 3ope, and make the above check. !f it is successful, prevent that movement.

3it R A#ay
Dungeon "kill Type 'ermanent Target "elf Check %one During Combat, you may move ) space after you perform an action.

Dungeon 'rominence
Dungeon "kill Type "upport Target !ndividual

Check Duest F G > Target's ,evel Choose a character in the same room as you. "pend ) 3ope and make the above check. !f it is successful, deal :)D* > Target's ,evel; damage to that character. This damage cannot be reduced by PCorte4,Q PArmor,Q or PMailed.Q

"tealth
Dungeon "kill Type !nterrupt Target "elf Check Duest F ,evel of the "kill's 1ser > . ou may use this "kill as an !nterrupt Action #henever you become the target of a "upport "kill. !f the above check is successful, that "kill has no effect on you.

%egotiation "kills
"cout
%egotiation "kill Type "upport Target !ndividual Check Charisma F G > Target's ,evel Choose a Monster, and reduce the Treasury by an amount e5ual to that Monster's ,evel. !f the above check is successful, remove that Monster from the battlefield. That Monster becomes a Citi-en of the Kingdom.

Connection
%egotiation "kill Type 'ermanent Target "elf Check %one During the Kingdom 'hase, you may use t#o 'lan actions or t#o "upport actions, or one of each, before you become &4hausted. 0hen you use a 2acility, if you #ould make a check, increase the result of that check by <.

'ropaganda
%egotiation "kill Type !nterrupt Target Kingdom Check %one ou may use this "kill as an !nterrupt Action #hen the =oices of the 'eople are reduced. 2or each < points of Drive among the Court that are spent, recover ) =oice of the 'eople.

Cry Duarter
%egotiation "kill Type !nterrupt Target Court Check Charisma F K ou may use this "kill as an !nterrupt Action #henever somebody takes damage. !f the above check is successful, spend )D* =oices of the 'eople, and flee from that battle.

'restige
%egotiation "kill Type "upport Target "ee 8elo# Check Ability "core of our Choice F 3ighest ,evel Among the &nemy "ide > K !f the above check is successful, you may remove )D* enemy characters from the battlefield, starting #ith the character of the lo#est ,evel. This effect may not be used against a character #ith a ,evel higher than your o#n.

,oyalist
%egotiation "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever you #ish. Choose a Talent from the Kingdom. !f the re5uirements to use it are met, you may use the 6ob "kill of that Talent's Bob as an !nterrupt Action. !f it is a 'ermanent "kill, its effect lasts until the end of the cycle. ou may only use this effect once per

Talent.

"plit
%egotiation "kill Type "upport Target !ndividual Check Charisma F K > Target's ,evel ou may use this "kill during Combat. Choose a character in the same Area as you. !f the above check is successful, if that character is a 2oolish Monster, #hen it attacks, choose the target of its attack randomly from all friendly and enemy characters #ithin range. !f that character is not 2oolish, it becomes 2oolish. This effect last until the end of Combat, and is not cumulative

"e4y
%egotiation "kill Type Assist Target "elf Check %one ou may use this "kill #henever you #ish. "pend ) 3ope. &ach character of the opposite se4 is treated as if their Affection "core to#ards you #ere ) point higher. This effect lasts until the end of the cycle.

1seful "kills
Combination
1seful "kill Type "upport Target !ndividual Check 0arfare F G During Combat, choose a character in the same Area as you. !ncrease that character's #eapon's damage by :)D* > our Affection "core To#ards the Target;.

8lessed Kiss
1seful "kill Type "upport Target !ndividual Check %one Choose a character #hom you have an Affection "core to#ards. "pend ) 3ope. 9emove one 8ad "tatus from that character. !f you use this "kill during Combat, you may only target a character in the same Area as you.

(ung+ho
1seful "kill Type 'ermanent Target "elf Check %one During the "etup 'hase, choose a character. !f your 9elationship to#ards that character is ,oyalty, increase your ma4imum 3' by : our Affection "core To#ards That Character 4 J;. 7ther#ise, increase your ma4imum 3' by : our Affection "core To#ards That Character 4 <;.

Aggravation
1seful "kill Type "upport Target !ndividual Check 0arfare F Target's ,evel Choose a character in the same Area as you. "pend ) 3ope and make the above check. !f it is successful, that character becomes &4hausted.

8lit1seful "kill Type Assist Target "ee 8elo# Check %one ou may use this "kill during the first round of Combat if your "trategy Check #as successful. Choose a number of characters up to your 0it. ou may change those characters' placements to any Area on their respective sides.

Date
1seful "kill Type 'lan Target "ee 8elo# Check Charisma F G > our Current Affection "core To#ards the Target Choose a character from the Court #ho is 2ree to Act. !f you and the target each succeed on the above check, increase your Affection "cores to#ards each other by ) point, and if you #ish, you may randomly change the type of the 9elationship. That character becomes &4hausted.

Alignment Attack
1seful "kill Type Assist Target Court Check %one ou may use this "kill #henever you make an Attack Check. "pend ) Drive. Choose a character from the Court #ho is 2ree to Act, and you each make an Attack Check against the same target. ou may distribute the dice rolled bet#een the t#o of you as you #ish, and then determine the result of each Attack Check. After attacking, you both become &4hausted.

,ove Affair
1seful "kill Type Assist Target "elf Check %one ou may use this "kill #henever you make a check. !ncrease the result of that check by )D* for each obBect you ,ike ?or related obBects, as determined by the (M@ in the room. This skill may only be used once per game for each ,iked obBect.

&ntertainment "kills
Carnival
&ntertainment "kill Type Assist Target !ndividual Check Charisma F K > The %umber of Duarters That 3ave 'assed ou may use this "kill during the Camp "tep in a room that you have already e4plored. "pend ) 3ope. !f the above check is successful, you may change that room's state to 1ne4plored.

Martial Music
&ntertainment "kill Type "upport Target "ee 8elo# Check Charisma F K ou may use this "kill during Combat. "pend ) 3ope. !f the above check is successful, each member of the Court #ho is in the same Area as you gains ) point of Drive at the end of the round.

!mpromptu
&ntertainment "kill Type 'ermanent Target "elf Check %one ou may use this "kill #henever another character has a critical success or critical failure. !ncrease that character's Affection "core or 3ostility "core to#ards you by ) point.

Combat Dance
&ntertainment "kill Type 'ermanent Target "elf Check %one ou may make Attack Checks using your Duest instead of your 0arfare. 0hen you choose to increase your damage, use your Charisma instead of your 0arfare as the upper limit to ho# many points of 3ope you may spend.

(aldr
&ntertainment "kill Type "upport Target "ee 8elo# Check Charisma F K ou may only use this "kill during Combat. !f the above check is successful, all other characters in the same Area as you gain the Cursed 8ad "tatus.

"onumen
&ntertainment "kill Type "upport Target "ee 8elo# Check Charisma F . > %umber of Targets During the Kingdom 'hase, choose a vo#el ?A, &, !, 7, or 1@. During Combat, spend ) 3ope and make the above check. !f it is successful, you may deal :%umber of Times that =o#el Appears 4 )D*; damage to each character on the enemy side that has that vo#el in their name ?if a character has a personal name, use that instead of its Monster name@.

%arcissism
&ntertainment "kill Type 'ermanent Target "elf Check %one 0henever you could ac5uire a 9elationship to#ards another character, you may ac5uire a 9elationship to#ards yourself. !f you spend ) 3ope, you may use an effect that can only target another character on yourself.

True "ight
&ntertainment "kill Type "upport Target "elf Check Charisma F K !f the above check is successful, you learn all of the &vent type Traps in this room..

!tem "kills
8ig 8ag
!tem "kill Type 'ermanent Target "elf Check %one Choose three of your !tem "lots. ou may hold t#o !tems in each of those slots.

"hopping
!tem "kill Type 'lan Target "elf Check 0it F K ou may only use this "kill during the Kingdom 'hase. !f the above check is successful, you receive any number of !tems #ith a Cost less than your 0it. 3o#ever, you may not purchase more !tems than you have !tem "lots.

'atch+up
!tem "kill Type !nterrupt Target !tem Check Duest F K > !tem ,evel ou may use this "kill as an !nterrupt Action #henever an !tem is destroyed. !f the above check is successful, prevent that !tem's destruction.

'resent
!tem "kill Type Assist Target Court Check %one ou may use this "kill #henever you #ish. Choose a member of the Court. ou may freely e4change e5uipped !tems #ith that character.

0eapon Mastery
!tem "kill Type 'ermanent Target "elf Check %one 0hen you learn this "kill, choose ) Arms !tem. 0hile you have that !tem e5uipped, increase its ,evel by <.

&conomy
!tem "kill Type Assist Target "elf Check %one ou may use this "kill #henever you use an !tem that disappears after being used. "pend any number of 3ope, and then roll that many D*. !f any of those dice roll an odd number, that !tem does not disappear.

2ull &fforts
!tem "kill Type !nterrupt

Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever you use an !tem. !f that !tem has ,evels, and is not an e4pendable !tem, increase that !tem's ,evel by )D*. After applying the effect of that !tem, destroy it.

2etish
!tem "kill Type 'ermanent Target "elf Check %one 0henever you may choose a character to#ards #hom you #ould increase a 9elationship "core, you may increase your 9elationship "core to#ards an !tem you have e5uipped instead. !f that !tem has ,evels, you may treat that !tem as if its ,evel #ere the same as your Affection "core to#ards it. 3o#ever, you may only have a 9elationship "core to#ards a single !tem at a time. !f you ac5uire a 9elationship "core to#ards a different !tem, your 9elationship "cores to#ards all other !tems become /.

&soteric "kills
The &soteric "kill (roup is not available to normal 6obs. !n order to learn an &soteric "kill, you must meet t#o conditions. The first is that your current 6ob must be an Advanced 6ob ?if you are a "ervant, then at least one of your 6obs must be an Advanced 6ob@. The second is that you must have the specific prere5uisite Advanced "kill?s@ for each different &soteric "kill.
Skill Sonic Blade Kill 4one )ry )hant Prere9uisite ! or more Melee Skills ! or more "anged Skills $ or more AstrologyA SummoningA and/or Science Skills

Beast Memory ! or more #ungeon Skills <es Miserables ! or more egotiation or 1ntertainment Skills #olce ;ita ! or more /se7ul or .tem Skills

"onic 8lade
&soteric "kill Type Assist Target "elf Check %one ou may use this "kill #henever you attack using a melee #eapon. "pend ) 3ope. our #eapon's damage increases by :%umber of Melee "kills Kno#n 4 <;, and other characters cannot !nterrupt your attack.

Kill Sone
&soteric "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever a character other than yourself #ho is #ithin range of a ranged #eapon you have e5uipped moves. "pend ) 3ope. Make an attack against that character #ith a ranged #eapon. !ncrease that #eapon's damage by :%umber of 9anged "kills Kno#n 4 <;.

Cry Chant
&soteric "kill Type "upport Target "ee 8elo# Check %one ou may use this "kill during Combat. "pend a number of 3ope e5ual to the total number of Astrology, "ummoning, and "cience "kills you kno#. Deal :%umber of 3ope "pent; D* damage to :%umber of 3ope "pent; characters.

8east Memory
&soteric "kill Type "upport Target "elf Check %one 0hen you learn this "kill, choose a Monster #ithout $'ublic &nemy$ #hose ,evel is less than or e5ual to : our ,evel > the %umber of Dungeon "kills Kno#n;. ou may transform into that Monster. 0hile transformed, you use that monster's 0arfare, 9ange, Damage, Defense, 3', and "kills. !f the round or

5uarter ends and you do not spend ) 3ope, the transformation ends, and your stats return to normal. 0hen you ,evel 1p, you may change the Monster that you can transform into.

,es Miserables
&soteric "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #henever somebody makes a check, before they roll the dice. "pend ) 3ope. !ncrease the difficulty of that check by :%umber of &ntertainment and %egotiation "kills Kno#n 4 <;.

Dolce =ita
&soteric "kill Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever somebody else makes a check. "pend ) 3ope. Make a Cooperative Check as an !nterrupt Action. !f you spend another ) 3ope, increase the result of that check by the number of 1seful and !tem "kills you kno#.

!tems

!tems

!tems represent that various things that characters may e5uip. !tems are divided into the follo#ing t#o maBor types, as #ell as various subtypes.

Common !tems
Common !tems are general !tems that you may buy as long as you have the money. They are divided into four categories, Arms, ,ifestyle, 9ecovery, and &4ploration.

9are !tems
9are !tems are !tems that you may only ac5uire under certain conditions. Although you may Craft them if you ac5uire the necessary Materials, they re5uire many more Materials than Common !tems do. They are divided into t#o types, 9are Arms !tems, and 9are (eneral !tems.

!tem "lots
&ach character has * !tem "lots in #hich they may hold an !tem. An !tem recorded in an !tem "lot is considered e5uipped. !n addition to !tems, you may also e5uip Materials. ou may e5uip )/ Materials in a single !tem "lot. !tem "lots are numbered so as to to make it easy to choose one at random #ith a die roll.

'urchasing and "elling !tems


ou may purchase Common !tems for adventuring during the Treasury Meeting steps of both the Kingdom 'hase and the &nd 'hase. &ach character may re5uest a single Common !tem #hose Cost is less than or e5ual to the Kingdom's ,ifestyle ,evel, and if their re5uest is accepted, they receive that !tem. Common !tems may not be sold. ou may be able to buy and sell 9are !tems in special places, or through trade #ith other kingdoms. "ee the Trading rules in the 7ther 9ules section for more information.

Crafting !tems
During the Action step of the Kingdom 'hase, you may Craft a 9are or Common !tem by spending the Materials listed in the Materials section of the !tem's description ?if there is no number listed after a Material, you only re5uire ) of that Material@. !f you have enough Materials, you may Craft as many of that !tem as you #ish. 3o#ever, you may not Craft more !tems than there are open !tem "lots among the members of the Court. A character #ho takes this action becomes &4hausted. Typically, you cannot Craft !tems during the Dungeon 'hase. 3o#ever, the 0eave Material "kill and the 'an !tem #ill allo# you to do so.

Trading !tems
During the Kingdom 'hase, the Camp "tep, or the &nd 'hase, you may discard e5uipped !tems or trade them #ith other characters freely. 3o#ever, you may not trade an !tem that #as used during that cycle. !n order to trade !tems during Combat, you must do so as a "upport Action using the P&4change !temsQ rule.

Destroying !tems
An !tem that is destroyed or discarded cannot be used until you ac5uire another one of that !tem. 9emove it from the !tem "lot. 3o#ever, you may pick up a discarded !tem as long as you remain in the same room that it #as

discarded in. 0hen an !tem is destroyed, you may use the 'atch+up "kill to repair it.

Materials
Materials are necessary resources that are used for Crafting !tems. They are usually ac5uired through defeating Monsters, through using 2acilities, or by purchasing them. Materials must be carried in !tem "lots. ou may hold )/ Materials in a single !tem "lot. The follo#ing are the ten types of Materials.

Meat
&dible meat ac5uired from animals and monsters. !t is necessary for making food.

2angs
Animals and monsters use these to attack. This category also includes cla#s, horns, etc...

,eather
Monsters' hides. After being processed, it is used to make clothing and household items. !t is also used for making instruments and armor.

0ood
This represents all types of plants. !t can be hard to come by in the Dungeon due to the over+ hunting of plant+type monsters.

!ron
7re and minerals. This Material is used to make #eapons and armor. Construct+type monsters often drop it.

Cloth
2abric, thread, and other items necessary for making clothing. !t can be ac5uired by attacking human+type Monsters.

9eagents
9eagents are everything magical. They are needed for making potions. Depending on ho# they are used, they can be either a poison, or a cure.

Machinery
All sorts of gadgets and devices. They are created using the po#ers of the 3eavens and the 'its.

(unpo#der
Chemicals used to start fires and e4plosions. They are needed for creating e4plosives and firearms.

!nformation
Kno#ledge, rumors, and all sorts of things to research. !t is an invaluable resource in the &ndless Dungeon, #here travel and ne#s are restricted.

!tem ,evels
There are certain !tems #hich have ,evels. &ven if they have the same name, there are plenty of !tems that have a greater effect if their ,evel is higher. !tems' ,evels can be increased because of special events, or through the use of 2acilities and "kills. ou can also ac5uire high ,evel !tems by defeating Monsters. The ma4imum ,evel an !tem can have is )/.

!tems and Timing


!tems have defined types of timing #ith #hich they may be used.

&5uipable
&5uipable !tems have a permanent effect as long as they are recorded in an !tem "lot, and do not need to be declared to be used. !f their description indicates a condition under #hich they Pmay be used,Q you may choose #hether or not to apply that effect.

Assist
As long as the conditions in their description are met, these !tems may be used #henever you #ish. ou do not become &4hausted #hen you use these !tems.

!nterrupt
As long as the conditions in their description are met, these !tems may be used to interrupt somebody's action, and produce their effect first. ou do not become &4hausted #hen you use these !tems.

"upport
These !tems are used #hen your turn comes up in the Dungeon 'hase or in Combat. ou become &4hausted #hen you use these !tems.

'lan
These !tems are used during the Action step of the Kingdom 'hase, or during the Dungeon 'hase. ou become &4hausted #hen you use these !tems.

!tems and Targets


!tems have defined targets on #hich they may be used.

!ndividual
These !tems affect a single character.

"elf
These !tems affect the !tem's user.

Court
These !tems affect each member of the Court.

Kingdom
These !tems affect the entire Kingdom.

9oom
These !tems affect a single room on the map.

!tem
These !tems affect a single !tem.

Duration of !tems
!f an !tem's description does not state other#ise, the effect of an !tem lasts until the end of the cycle in #hich it #as used. !f the !tem's description includes a duration, follo# #hat is #ritten.

Arms !tems
Arms .tems Table
"oll !! Blade !$ Blade !% #agger !' Battle A-e !+ Buckler !& S*ear $$ Blade "esult "oll $% Shuriken $' )rossbow $+ Armor $& Bar (ammer %% Blade %' Bomb %+ 2irearm "esult "oll %& 0reat Sword '' Blade '+ Broom '& Armor:*iercing Bullet ++ Blade +& )annon && Blade "esult

8lade
Arms !tem Cost ) Type &5uipable Target "elf Check %one Materials 2ang, iron ,evel /+)/ Melee 0eapon 9angeC / DamageC )D* This !tem starts at ,evel /. !ncrease its damage by ) point per ,evel.

Dagger
Arms !tem Cost ) Type &5uipable Target "elf Check %one Materials !ron ,evel /+)/ Melee 0eapon 9angeC / DamageC < !f the result of an Attack Check using this #eapons is )) or greater, it becomes a critical success. This !tem starts at ,evel /. !ncrease its damage by ) point per ,evel.

8attle A4e
Arms !tem Cost ) Type &5uipable Target "elf Check %one Materials !ron, 0ood ,evel /+)/ Melee 0eapon 9angeC / DamageC <D*+< Attacks using this #eapon receive +< to their Attack Checks. This !tem starts at ,evel /. !ncrease its damage by ) point per ,evel.

8uckler
Arms !tem Cost Type ) &5uipable

Target "elf Check %one Materials !ron, ,eather ,evel /+)/ A character e5uipped #ith this !tem increases their Defense by ) point ?this effect is not cumulative@. 3o#ever, this effect is lost if that character is e5uipped #ith a melee #eapon that re5uires t#o !tem "lots, or a ranged #eapon. This !tem starts at ,evel /. !ncrease the bonus to Defense by ) point per ,evel.

"pear
Arms !tem Cost < Type &5uipable Target "elf Check %one Materials 2ang ,evel /+)/ Melee 0eapon 9angeC ) DamageC J This !tem starts at ,evel /. !ncrease its damage by ) point per ,evel.

"huriken
Arms !tem Cost < Type &5uipable Target "elf Check %one Materials !ron 4 )/ ,evel /+)/ Melee 0eapon 9angeC / DamageC )D*+) This !tem may only be e5uipped by %inBas. ou may also use this #eapon as a ranged #eapon. !f you do, its 9ange becomes <. !ncrease the result of your checks to Disarm Traps by ) point. This !tem starts at ,evel /. !ncrease its damage by ) point per ,evel.

Crossbo#
Arms !tem Cost < Type &5uipable Target "elf Check %one Materials 0ood ,evel /+)/ 9anged 0eapon 9angeC < DamageC < !f this #eapon targets an Area #ith multiple characters and the Attack Check is successful, choose one of those characters at random to take damage. This !tem starts at ,evel /. !ncrease the damage it deals, and the results of Attack Checks, by ) point per ,evel.

Armor
Arms !tem Cost Type Target Check Materials ,evel < &5uipable "elf %one ,eather, !ron /+)/

0henever you take damage, reduce that damage by ) point ?this effect is not cumulative, and the damage cannot be reduced belo# ) point@. This !tem starts at ,evel /. !ncrease the amount of damage reduced by ) point per ,evel.

0ar 3ammer
Arms !tem Cost J Type &5uipable Target "elf Check %one Materials !ron ,evel /+)/ Melee 0eapon 9angeC / DamageC J !f an Attack Check made using this #eapon is successful, PCorte4,Q PArmor,Q and PMailedQ effects used by the target have no effect. This !tem starts at ,evel /. !ncrease the damage it deals by ) point per ,evel.

8omb
Arms !tem Cost J Type &5uipable Target "elf Check %one Materials (unpo#der 4 . ,evel /+)/ 9anged 0eapon 9angeC ) DamageC )D* !f an attack #ith this #eapon is successful, it deals the same amount of damage to all characters in the targeted Area. This !tem disappears after being used. This !tem starts at ,evel /. !ncrease the damage it deals by ) point per ,evel.

2irearm
Arms !tem Cost E Type &5uipable Target "elf Check %one Materials Machinery, (unpo#der ,evel /+)/ 9anged 0eapon 9angeC J DamageC )D* !f this #eapon targets an Area #ith multiple characters and the Attack Check is successful, choose one of those characters at random to take damage. This !tem starts at ,evel /. !ncrease the damage it deals by ) point per ,evel.

(reat "#ord
Arms !tem Cost E Type &5uipable Target "elf Check %one Materials !ron 4 J, 2ang 4 J ,evel /+)/ Melee 0eapon 9angeC / DamageC )D* This !tem re5uires t#o !tem "lots to e5uip. 0hen making an Attack Check #ith this #eapon, before rolling the dice, you may choose to increase its damage by an amount up to your 0arfare score. 9educe

the Attack Check by the same amount. This !tem starts at ,evel /. !ncrease the damage it deals by ) point per ,evel.

8room
Arms !tem Cost E Type &5uipable Target "elf Check %one Materials 0ood, 9eagent ,evel /+)/ Melee 0eapon 9angeC / DamageC )D*+) !f you are e5uipped #ith this !tem, you may make attacks against Combat+type Traps. The Trap's Defense is )/, and its 3' is e5ual to its ,evelA it is destroyed if its 3' is reduced to / or less. !f a 0itch is e5uipped #ith this !tem, she may learn the P2lyingQ Monster "kill. This !tem starts at ,evel /. !ncrease the damage it deals by ) point per ,evel.

Armor+piercing 8ullet
Arms !tem Cost . Type Assist Target "elf Check %one Materials !ron 4 . ,evel /+)/ ou may use this !tem #henever you attack #ith a ranged #eapon. !f the target of an attack using this !tem has the PCorte4Q or PMailedQ skills, you may prevent their effects. !ncrease the damage of the attack by )D*. This !tem disappears after being used. 3o#ever, if your 6ob has access to the 9anged "kill (roup, roll )D*. !f the result is odd, this !tem does not disappear. This !tem starts at ,evel /. !ncrease the damage it deals by ) point per ,evel.

Cannon
Arms !tem Cost O Type &5uipable Target "elf Check %one Materials Machinery 4., (unpo#der 4. ,evel /+)/ 9anged 0eapon 9angeC J DamageC )D* !f an attack #ith this #eapon is successful, it deals the same amount of damage to all characters in the targeted Area. ou may not e5uip this item if you do not have at least )/ 2ollo#ers. &ach time you attack #ith this item, you must spend ) (unpo#der ?if you have no (unpo#der, you may not attack #ith this #eapon@. This item starts at ,evel /. !ncrease the damage it deals by ) point per ,evel.

,ifestyle !tems
<i7estyle .tems Table
"oll !! Back*ack !$ Back*ack !% Pan !' )racker !+ 2rog:Sa7e !& )loak $$ Back*ack "esult "oll $% )ards $' A*ron $+ "esident <ibrary $& (andy Phone %% Back*ack %' Portrait %+ )ostume "esult "oll '' Back*ack '+ 0lasses '& )redit )ard ++ Back*ack +& 0rimoire && Back*ack "esult %& Snack o7 Yellow Sunlight

'an
,ifestyle !tem Cost ) Type 'lan Target !tem Check Duest F K Materials !ron ,evel /+)/ "pend the necessary Materials and make the above checkA if it is successful, you may Craft a ,unch #hile you are in the Dungeon. This !tem starts at ,evel /. !ncrease the ,evel of ,unches created by it by ) point per ,evel.

8ackpack
,ifestyle !tem Cost ) Type &5uipable Target "elf Check %one Materials Cloth ,evel /+)/ ou may store ). Materials of your choice in the !tem "lot occupied by this !tem. This !tem starts at ,evel /. !ncrease the number of Materials that may be stored by < per ,evel.

Cracker
,ifestyle !tem Cost ) Type Assist Target "ee 8elo# Check %one Materials (unpo#der 4 . ,evel %one ou may use this !tem during Combat. Choose a character. That character moves back#ard one space. A 3appymancer may use this !tem during the Kingdom 'hase as an Assist Action. !f they do, a 9andom &ncounter occurs. This !tem disappears after being used.

2rog+"afe
,ifestyle !tem Cost ) Type Assist

Target Kingdom Check 0it F )/ Materials ,eather, 9eagent ,evel /+)/ ou may use this !tem during the &nd 'hase. !f the above check is successful, you may increase the amount of Treasury that can be carried over to the ne4t scenario by ) M(. !f the check is a critical failure, you lose all of the Treasury you #ould carry over, and this !tem is destroyed. This !tem starts at ,evel /. !ncrease the amount of Treasury that can be carried over by ) M( per ,evel.

Cloak
,ifestyle !tem Cost ) Type !nterrupt Target "elf Check %one Materials Cloth 4 J ,evel %one This !tem may not be e5uipped by Monsters. ou may use this !tem #henever you are attacked and your Defense is used as the difficulty for the Attack Check. Make a Duest CheckA your Defense becomes the result of that check.

Cards
,ifestyle !tem Cost < Type 'lan Target !ndividual Check Charisma F K Materials !nformation ,evel %one During the Camp step, make the above check. !f it is successful, choose a character from among the Court and roll a die. !f it is odd, increase your Affection "core to#ards that character by ) point. !f it is even, increase your 3ostility "core to#ards that character by ) point.

Apron
,ifestyle !tem Cost J Type Assist Target "elf Check Duest F )) Materials 9eagent, cloth ,evel %one ou may use this !tem #henever you defeat a Monster and receive Materials. !f the above check is successful, you may turn all of one type of those Materials into Meat instead. !f this !tem is e5uipped by a Cook, you may choose one "kill kno#n by that Monster. !f that Meat is used to create a ,unch or 2ull Course and that !tem is used, in addition to its normal effects, choose a random character from the Court. 2or ) turn, that character learns that "kill. This effect is not cumulative.

9esident ,ibrary
,ifestyle !tem Cost < Type 'lan Target Court Check 0it F )) Materials !nformation 4 )/

,evel %one This !tem may only be used by a =i-ier. "pend ) 3ope and make the above check. !f it is successful, you may redistribute the 2ollo#ers among the Court as you #ish.

3andy 'hone
,ifestyle !tem Cost E Type Assist Target "elf Check %one Materials Machinery 4 . ,evel /+)/ ou may use this !tem #henever you make a Command Check #hile (athering !nformation. !ncrease the result of that check by ) point. This !tem starts at ,evel /. !ncrease bonus to the check by ) point per ,evel.

'ortrait
,ifestyle !tem Cost E Type "upport Target "elf Check %one Materials !nformation 4 . ,evel %one 0hen you receive this !tem, choose a character. 9ecover a number of points of Drive e5ual to your Affection "core to#ards that character. This effect may only be used once per game.

Costume
,ifestyle !tem Cost . Type &5uipable Target "elf Check %one Materials ,eather, Cloth ,evel %one 0henever a character e5uipped #ith this !tem has to make a Charisma check, they may roll JD* and choose t#o of the dice rolled for the result.

"nack of ello# "unlight


,ifestyle !tem Cost . Type Assist Target !ndividual Check %one Materials Cannot be Crafted ,evel %one ou may use this !tem #henever you roll on the Kingdom Change Table, Kingdom Change 2ailure Table, or a 0andering Table. ou may change the result of that roll by >F+). This effect is not cumulative. !f a &unuch uses this !tem, for each )M( you spend, you may change the result by an additional >F+). This !tem disappears #hen used.

(lasses
,ifestyle !tem Cost .

Type !nterrupt Target "elf Check %one Materials Machinery 4 . ,evel %one A character e5uipped #ith this !tem may use their 0it score for Astrology and "ummoning "kill checks. 9educe the range of your ranged #eapons by ) ?it cannot be reduced belo# /@.

Credit Card
,ifestyle !tem Cost G Type Assist Target Kingdom Check %one Materials Machinery 4 ., !nformation 4 )/ ,evel %one ou may use this !tem #henever you purchase something during the Kingdom 'hase or Dungeon 'hase. !ncrease the Treasury by an amount up to the Kingdom's ,ifestyle ,evel. During the &arnings 9eport step of the &nd 'hase, if you cannot spend an amount of M( e5ual to the amount you increased the Treasury by, you lose ) 2acility or Talent for each M( you cannot spend.

(rimoire
,ifestyle !tem Cost O Type 'lan Target "elf Check 0it F K Materials ,eather 4 ., !nformation 4 )/ ,evel %one ou may use this !tem during the Kingdom 'hase. Choose one "kill you kno# that re5uires a check. !f the above check is successful, for the rest of the game, you may automatically succeed on a check using that "kill one time ?this does not count as a critical success@.

9ecovery !tems
"ecovery .tems Table
"oll !! <unch !$ <unch !% Antidote !' Kee*able 2oods !+ Stretcher !& )o77ee $$ <unch "esult "oll $% )hocolate $' #rink $+ 2ull )ourse $& Potion %% <unch %' Trauma Kit %+ Tonic "esult "oll '' <unch '+ Scienti7ic S*ice '& <ove Potion ++ <unch +& 1li-ir && <unch "esult %& #ungeon .nsurance

,unch
9ecovery !tem Cost ) Type 'lan Target Court Check %one Material Meat 4 %umber of 'eople in the Court ,evel /+)/ &ach member of the Court recovers ) 3'. This !tem disappears #hen used. This !tem starts at ,evel /. !ncrease the amount of 3' recovered by ) point per ,evel.

Antidote
9ecovery !tem Cost ) Type "upport Target !ndividual Check %one Material 0ood, 9eagent 4 . ,evel /+)/ 0hen you receive this !tem, choose one type of 8ad "tatus. This !tem renders that 8ad "tatus ineffective. This !tem disappears #hen used.

Keepable 2oods
9ecovery !tem Cost ) Type Assist Target "elf Check %one Material Meat ,evel %one ou may only use this !tem during the Dungeon 'hase. 9ecover ) 3'. A character #ho uses this !tem is treated as having eaten a ,unch or 2ull Course that Turn. This !tem disappears #hen used.

"tretcher
9ecovery !tem Cost ) Type &5uipable Target Court Check Culture ,evel F )/

Material 0ood 4 <, Cloth 4 . ,evel /+)/ 0hen you return to the Kingdom at the start of the &nd 'hase, make the above check. !f it is successful, you recover )D* 2ollo#ers that you lost during the game. This !tem starts at ,evel /. !ncrease the number of recovered 2ollo#ers by ) per ,evel.

Coffee
9ecovery !tem Cost ) Type "upport Target "elf Check %one Material 0ood 4 <, 9eagent 4 . ,evel /+)/ ou may use this !tem during Combat. 2or the rest of Combat, you cannot be affected by the "leep 8ad "tatus. This !tem disappears #hen used.

Chocolate
9ecovery !tem Cost ) Type "upport Target !ndividual Check Charisma F Target's ,evel > . Material 0ood 4 . ,evel Choose a character. !f the above check is successful, increase that character's Affection "core to#ards you by ) point. This effect lasts for the rest of the game and is not cumulative. This !tem disappears #hen used.

Drink
9ecovery !tem Cost < Type "upport Target "elf Check %one Material 0ood ,evel /+)/ 9ecover ) point of Drive. This !tem disappears #hen used. This !tem starts at ,evel /. !ncrease the amount of Drive recovered by ) point per ,evel.

2ull Course
9ecovery !tem Cost J Type 'lan Target Court Check %one Material Meat 4 %umber of 'eople in the Court 4 < ,evel /+)/ &ach member of the Court recovers )D* 3'. ou may only use this !tem once per Turn. This !tem disappears #hen used. This !tem starts at ,evel /. !ncrease the amount of 3' recovered by ) point per ,evel.

'otion
9ecovery !tem Cost J

Type "ee 8elo# Target !ndividual Check %one Material 9eagent 4 . ,evel /+)/ ou may use this !tem any time you #ish. ou may also use it as an !nterrupt Action #henever somebody takes damage. A character of your choice recovers )D* 3'. This !tem disappears #hen used. This !tem starts at ,evel /. !ncrease the amount of 3' recovered by ) point per ,evel.

Trauma Kit
9ecovery !tem Cost E Type 'lan Target !ndividual Check 0it F K Material 0ood, Cloth, 9eagent, !nformation ,evel /+)/ !f the above check is successful, a character other than yourself recovers < 3'. This !tem starts at ,evel /. !ncrease the amount of 3' recovered by ) point per ,evel.

Tonic
9ecovery !tem Cost . Type &5uipable Target "elf Check %one Material 2ang, 9eagent, Meat, 0ood, (unpo#der ,evel /+)/ !ncrease your ma4imum 3' by . points. This !tem starts at ,evel /. !ncrease the ma4imum 3' bonus by ) point per ,evel.

Dungeon !nsurance
9ecovery !tem Cost . Type &5uipable Target "ee 8elo# Check %one Material Cannot be Crafted ,evel /+)/ ou may use this !tem as an !nterrupt Action #henever somebody takes damage. Teleport the entire Court back to the Kingdom. !ncrease your ma4imum 3' by ) point. This !tem disappears #hen used. This !tem starts at ,evel /. !ncrease the ma4imum 3' bonus by ) point per ,evel.

"cientific "pice
9ecovery !tem Cost * Type Assist Target Court Check %one Material 9eagent 4)/, (unpo#der 4)/ ,evel %one ou may use this !tem #henever you use a ,unch or 2ull Course. 9oll )D*, and recover that many 3' and points of Drive. !f you roll a *, the entire Court receives the 7bese 8ad "tatus. This !tem disappears #hen used.

,ove 'otion
9ecovery !tem Cost G Type "upport Target "elf Check %one Material 9eagent 4 )/ ,evel /+)/ Choose a character. !ncrease your Affection "core to#ards that character by J points. This effect lasts for ) Turn, and is not cumulative. This !tem disappears #hen used. This !tem starts at ,evel /. !ncrease the bonus to the Affection "core by ) point per ,evel.

&li4ir
9ecovery !tem Cost )/ Type "upport Target !ndividual Check %one Material &very Material 4 )/ ,evel /+)/ Choose a character #ho died during this game. That character is restored to ) 3'. This !tem disappears #hen used. This !tem starts at ,evel /. !ncrease the amount of 3' restored by ) point per ,evel.

&4ploration !tems
1-*loration .tems Table
"oll !! Star 2ragment !$ Star 2ragment !% 2lag !' Amulet !+ .nstrument o7 Torture !& (eavy Bristband $$ Star 2ragment "esult "oll $% Tent $' .nstrument $+ Animal )om*anion $& "ide %% Star 2ragment %' Tra* )ollection %+ #ismaCe 0ear "esult "oll %& Ma* '' Star 2ragment '+ Ticktick '& <iving #rill ++ Star 2ragment +& Pum*kin Bagon && Star 2ragment "esult

2lag
&4ploration !tem Cost ) Type Assist Target Court Check %one Materials 0ood, Cloth ,evel %one !f a character is e5uipped #ith this !tem, treat the number of people in the Court as ) less #hen rolling for 9andom &ncounters. This effect is not cumulative.

Amulet
&4ploration !tem Cost < Type !nterrupt Target "elf Check Duest F K Materials 9eagent 4 . ,evel %one ou may use this !tem #henever a Trap produces an effect. !f the above check is successful, for the rest of the cycle, that Trap has no effect. This !tem disappears #hen used.

"tar 2ragment
&4ploration !tem Cost < Type &5uipable Target Court Check %one Materials !ron, 9eagent ,evel /+)/ ,ight ) This !tem illuminates one Area in front and behind you during Combat. This !tem starts at ,evel ). !ncrease it's ,ight by ) point per ,evel ?increase the area in either direction it illuminates@.

!nstrument of Torture
&4ploration !tem Cost < Type !nterrupt Target Court

Check 0arfare F Monster ,evel > . Materials 2ang, Metal ,evel %one ou may use this !tem as an !nterrupt Action after a Combat has been #on. Choose a defeated Monster, and make the above check. !f it is successful, if that map has a 9uler, you may learn its name and record it on the Map "heet.

3eavy 0ristband
&4ploration !tem Cost < Type &5uipable Target "elf Check %one Materials !ron 4 < ,evel /+)/ A character e5uipped #ith this !tem reduces the results of all their checks by ) point. !f a character keeps this !tem e5uipped during Combat, at the end of that Combat, that character recovers ) point of Drive. This !tem starts at ,evel /. !ncrease the amount that check results are reduced by, and the number of Drive gained after combat, by ) point per ,evel.

Tent
&4ploration !tem Cost < Type &5uipable Target Court Check %one Materials Cloth 4 . ,evel /+)/ During the Camp step, if a member of the Court #ould take damage, reduce that damage by ) point ?this effect does not stack, and damage cannot be reduced belo# )@. This !tem starts at ,evel /. !ncrease the amount of damage reduced by ) point per ,evel.

!nstrument
&4ploration !tem Cost J Type !nterrupt Target !ndividual Check %one Materials 0ood, ,eather ,evel %one ou may use this !tem as an !nterrupt Action #henever another character makes a check. Any dice that roll a . for that check may also be converted to Drive.

Animal Companion
&4ploration !tem Cost J Type Assist Target "elf Check %one Materials Monster Citi-en ,evel %one A character e5uipped #ith this !tem increases the result of their "earch Checks by ).

9ide

&4ploration !tem Cost E Type &5uipable Target "elf Check %one Materials Monster Citi-en ,evel %one !ncrease the distance that you may move #hen making a normal move in Combat by ). This effect does is not cumulative.

Trap Collection
&4ploration !tem Cost . Type "upport Target "elf Check Duest F )) Materials !nformation, Machinery ,evel /+)/ !f the above check is successful, during Combat, you may place a Trap #ith a ,evel less than or e5ual to :!tem ,evel > ); in the Area you are in. This !tem starts at ,evel /. This !tem disappears #hen used.

Disma-e (ear
&4ploration !tem Cost . Type &5uipable Target "elf Check %one Materials ,eather 4 <, Cloth 4<, 9eagent 4< ,evel /+)/ 0hen you receive this !tem, choose a type of Combat Trap. ou are unaffected by that type of Trap. ou does not lose 3' for spending more than J Turns in the Dungeon for a number of Duarters e5ual to this item's ,evel. This !tem starts at ,evel /. Choose an additional type of Combat Trap to be unaffected by for each ,evel.

Map
&4ploration !tem Cost * Type Assist Target Court Check %one Materials !nformation 4 )/ ,evel %one Designate a room. ou kno# the type, number, and data of all Monsters in that room as determined by the scenario, as #ell as the number of Traps. This !tem disappears #hen used.

Ticktick
&4ploration !tem Cost G Type Assist Target "elf Check %one Materials Machinery 4 . ,evel %one 0hen you make a "upport Action during the Dungeon 'hase, if you spend ) 3ope, you may make one

additional "upport Action.

,iving Drill
&4ploration !tem Cost O Type 'lan Target 9oom Check %one Materials Meat 4 ., 2ang 4 )/ ,evel %one Choose a room, and a room that is not connected to it by a Corridor. Those rooms are no# connected by a Corridor. This !tem disappears #hen used.

'umpkin 0agon
&4ploration !tem Cost O Type &5uipable Target "elf Check %one Materials Monster Citi-en, 0ood 4 )/ ,evel %one ou may place up to J !tems inside this !tem. They are not treated as being e5uipped. A character #ho possesses a 'umpkin 0agon may not be e5uipped #ith a 9ide.

2acilities

2acilities

2acilities represent the various features and devices installed in the rooms of the Kingdom. 8y spending money from the Treasury to build 2acilities, you can strengthen the Kingdom. 2acilities are divided into t#o main types, #ith various subtypes.

9oom 2acilities
These are 2acilities that list P9oomQ in the !nstallation section of their description. ou may build one in any room that does not already contain another 9oom+type 2acility.

"upplemental 2acilities
These are 2acilities that list PAdditionQ in the !nstallation section of their description. ou may build one in any room that already has a 9oom+type 2acility in it.

'urchasing 2acilities
ou may purchase 2acilities during the Treasury Meeting steps of the Kingdom 'hase and the &nd 'hase. ou ac5uire a 2acility by reducing the Treasury by an amount e5ual to the 2acility's Cost. 3o#ever, if you do not have an open room in the Kingdom, you may not purchase a 2acility. 0hen you purchase a 2acility, record that 2acility's name in a room in the Kingdom.

7ther 0ays of Ac5uiring 2acilities


0hen you go on an adventure on a map that has a 8ase in it, you may be able to ac5uire a 2acility. !f you make that map part of your territory #ithout destroying the 8ase, that 8ase transforms into the 2acility listed in the 9e#ard section of its description.

Destroying 2acilities
!f you spend )M(, you may destroy one 2acility or Corridor in any of the Kingdom's maps. ou might #ish to do this in order to ,evel 1p a 2acility, or move it.

'urchasing Corridors and &ntrances


!f you spend )M(, you may build ) Corridor or ) &ntrance on any of the Kingdom's maps.

1sing 2acilities During the Dungeon 'hase


!f there are 2acilities in the Dungeon, either because the (M placed them there or because they #ere moved there using the 9emover "kill, you may also use 2acilities #hile you are in the Dungeon. During the Camp step, if the 2acility in that room is a 'lan+type, you may use a 'lan Action and use that 2acility.

2acility ,evels and Combined 2acilities


"ome 2acilities have ,evels ?if a 2acility cannot be ,eveled 1p, the ,evel section of the 2acility's description #ill say PnoneQ@. A 2acility that you have Bust built #ill have a ,evel of ). ou increase the ,evel of a 2acility by building another 2acility #ith the same name in an adBacent room. 0hen t#o or more 2acilities #ith the same name are placed in rooms that are connected to each other by Corridors, it is called a Combined 2acility, and its ,evel is e5ual to the number of 2acilities that make it up. 3o#ever, a Combined 2acility may not stretch across multiple maps.

The 9oyal 'alace


The 9oyal 'alace is a special 2acility. !f the 9oyal 'alace is destroyed due to some accident, and the &nd 'hase ends, the Kingdom is destroyed. The Cost listed in its description is ho# much it costs to

rebuild it. !f you already have a 9oyal 'alace, you may not build another one.

Types of 2acilities
2acilities are divided into the follo#ing types.

Court 2acilities
These are mostly 2acilities that are used by the ,andmakers. They fulfill functions relating to managing the Kingdom. The people do not usually approach them, other than to perform maintenance on them, or #hen they are specifically summoned.

9esidential 2acilities
These are 2acilities #here ,andmakers and the people live. As you increase the number of 9esidential 2acilities, people's lives before more full. 0hen you need to collect information about the Kingdom, 9esidential 2acilities are the place to visit.

"pecial 2acilities
These 2acilities produce various special results. There are many that are related to research of foreign services.

9ecreational 2acilities
These 2acilities are places for the people to entertain themselves. They can increase your Treasury, Drive, and 3'. 0hen your heart gro#s #eary, refresh yourself using a 9ecreational 2acility.

'ublic 2acilities
These 2acilities are used by the ,andmakers and the people e5ually. There are many that are cheap and simple. They are crucial for everyday life.

'roduction 2acilities
These 2acilities are useful for producing food and obBects. They also useful for making money. Most of the people #ill #ork in 2acilities like these.

2acilities and Timing


2acilities have defined types of timing #ith #hich they may be used.

'ermanent
'ermanent 2acilities do not need to be declared to be used. !f their description indicates a condition under #hich they Pmay be used,Q you may choose #hether or not to apply that effect.

!nterrupt
As long as the conditions in their description are met, these 2acilities may be used to interrupt somebody's action, and produce their effect first. ou do not become &4hausted #hen you use these 2acilities. ou cannot use an !nterrupt type 2acility #ith the same name more than once in the same cycle.

'lan
These 2acilities are used during the Action step of the Kingdom 'hase. 2acilities cannot generally be used during the Dungeon 'hase. ou become &4hausted #hen you use these !tems.

2acilities and Targets


2acilities have defined targets on #hich they may be used.

!ndividual
These 2acilities affect a single character.

"elf
These 2acilities affect the 2acility's user.

Court
These 2acilities affect each member of the Court.

Kingdom
These 2acilities affect the entire Kingdom.

9oom
These 2acilities affect a single room on the map.

!tem
These 2acilities affect a single !tem.

2acilities and Duration


!f a 2acility's description does not state other#ise, the effect of a 2acility lasts until the end of the cycle in #hich it #as used. !f the 2acility's description includes a duration, follo# #hat is #ritten.

Court 2acilities
)ourt 2acilities Table
"oll !! )utchery !$ )utchery !% Salon !' Throne !+ (all !& )ouncil $$ )utchery "esult "oll $% )hevaliers $' (arem $+ Sanctuary $& 0arden %% )utchery %' Tem*le %+ Theater "esult "oll %& Kee* Tower '' )utchery '+ Tomb '& Armory ++ )utchery +& Pagoda && )utchery "esult

9oyal 'alace
Court 2acility Cost ?.@ Type 'lan Target Kingdom Check ,ifestyle ,evel F )/ !nstallation 9oom ,evel %one !f the game ends and you do not have this facility, the Kingdom is destroyed. !f the above check is successful, recover ) =oice of the 'eople. !f it fails, lose ) =oice of the 'eople.

"alon
Court 2acility Cost ) Type !nterrupt Target Kingdom Check ,ifestyle ,evel F G > 9eceived 9e#ard !nstallation Addition ,evel %one ou may only build this 2acility in a room #ith a Cutchery. ou may use this 2acility as an !nterrupt Action during the 'rologue step of the Kingdom 'hase, #hen determining the re#ard. !f the above check is successful, you may receive the re#ard in advance, before the Treasury Meeting.

Throne
Court 2acility Cost . Type !nterrupt Target "elf Check %one !nstallation Addition ,evel %one ou may only build this 2acility in a room #ith a 9oyal 'alace. ou may use this 2acility as an !nterrupt Action #henever the King makes an Action Check. !ncrease the result of that check by :?%umber of Citi-ens@ 4 )F)/;. ou may only use this effect once per game.

3all
Court 2acility Cost . Type 'lan

Target Court Check %one !nstallation 9oom ,evel %one ou cannot use this 2acility unless each member of the Court uses it. &ach player chooses a character and increases their Affection "core to#ards that character by < points

Council
Court 2acility Cost . Type 'lan Target Kingdom Check Culture ,evel F )/ !nstallation 9oom ,evel )+)/ !f the above check is successful, for the rest of this game, increase the ma4imum level of =oices of the 'eople by :2acility ,evel;. 9ecover all =oices of the 'eople.

Cutchery
Court 2acility Cost . Type 'lan Target Kingdom Check ,ifestyle ,evel F )/ !nstallation 9oom ,evel )+)/ !f the above check is successful, during the Treasury Meeting step of the &nd 'hase, reduce the 1pkeep Cost by :2acility ,evel > )D*; ?this cannot reduce the 1pkeep Cost to less than )@. !f this 2acility is ,evel J or higher, increase the ,ifestyle ,evel by ) point.

3arem
Court 2acility Cost . Type 'lan Target !ndividual Check %one !nstallation 9oom ,evel %one ou may only use this 2acility if you have a &unuch 'C or Talent. !f the character #ho used this effect is dead during the &nd 'hase, you may create a ne# character #ith the same stats, e4cluding 9elationship "cores and !tems, as the dead character.

"anctuary
Court 2acility Cost . Type 'lan Target !ndividual Check Culture ,evel F )< !nstallation Addition ,evel %one ou may only build this 2acility in a room #ith a Temple. !f the above check is successful, receive :2acility ,evel 4 )D*; 2ollo#ers. Those 2ollo#ers are called Crusaders, and if you #ish may treat these 2ollo#ers as Mach 'enguin or Migrancy 2ish Monster Citi-ens. ,ost Crusaders cannot be recovered by any means, nor may they become Citi-ens if they return to the Kingdom. Crusaders disappear during the &nd 'hase.

Chevaliers
Court 2acility Cost . Type 'lan Target "elf Check Military ,evel F )/ !nstallation 9oom ,evel )+)/ !f the above check is successful, for the rest of the game, increase your #eapons' damage by :2acility ,evel;. !f this 2acility is ,evel J or higher, increase the Military ,evel of the Kingdom by ) point.

Temple
Court 2acility Cost . Type 'lan Target 9oom Check Culture ,evel F )/ !nstallation 9oom ,evel )+)/ !f the above check is successful, randomly choose one room used in the map for this game. ou learn the number and type of Monsters, and the number of Traps, in that room. ou may treat this 2acility as an &levator. !f this 2acility is ,evel J or higher, increase the Culture ,evel of the Kingdom by ) point.

(arden
Court 2acility Cost * Type 'ermanent Target 9oom Check %one !nstallation 9oom ,evel )+)/ !f a member of the Court makes a check during the Kingdom 'hase, they may increase the result of that check by :2acility ,evel;.

Theater
Court 2acility Cost * Type 'lan Target Kingdom Check Culture ,evel F )/ !nstallation 9oom ,evel )+)/ !f the above check is successful, recover a number of =oices of the 'eople e5ual to :Total %umber of &ntertainment "kills Kno#n 8y the Court > 2acility ,evel;.

Keep To#er
Court 2acility Cost K Type 'ermanent Target Court Check %one !nstallation Addition ,evel %one

ou may only build this 2acility in a room #ith a 9oyal 'alace. !ncrease the Capacity of each member of the Court by ) point.

Tomb
Court 2acility Cost )/ Type !nterrupt Target Kingdom Check %one !nstallation 9oom ,evel %one Choose a character #hen you build this 2acility. ou may use this 2acility as an !nterrupt Action #henever that character dies. 9eceive a number of M( e5ual to :The Total of All Affection "cores To#ards That Character Among Members of the Court > .;.

Armory
Court 2acility Cost . > 0eapon Cost Type !nterrupt Target "elf Check %one !nstallation Addition ,evel %one ou may only build this 2acility in a room #ith Chevaliers. 0hen you build this 2acility, choose one type of Arms !tem. ou may use this 2acility as an !nterrupt Action during Combat after you make a "upport Action. 9educe your 2ollo#ers by )D*. ou may make an attack as if you had a #eapon of the chosen type ?,evel /@.

'agoda
Court 2acility Cost Monster ,evel Type !nterrupt Target "elf Check %one !nstallation Addition ,evel %one ou may only build this 2acility in a room #ith a Temple. 0hen you build this 2acility, choose a type of Monster. ou may use this 2acility as an !nterrupt Action #henever you take damage. "pend ) 3ope and choose ) "kill kno#n by the chosen Monster. ou learn that "kill until the end of this cycle. ou may only use this effect once per game.

9esidential 2acilities
"esidential 2acilities Table
"oll !! Slum !$ Slum !% Main Street !' Toller !+ )utty Stool !& Mausoleum $$ Slum "esult "oll $% Private "oom $' Treasure )hest $+ 0angland $& Mi-ed Area %% Slum %' .nn %+ PiaCCa "esult "oll %& ,nstead '' Slum '+ 1-clusive Area '& Bindmill ++ Slum +& Backstair && Slum "esult

"lum
9esidential 2acility Cost ) Type 'ermanent Target Kingdom Check %one !nstallation 9oom ,evel )+)/ The room this 2acility is built in can accommodate :2acility ,evel 4 </; Citi-ens. During the Treasury Meeting step of the &nd 'hase, increase the 1pkeep Cost by )M( for each "lum.

Main "treet
9esidential 2acility Cost ) Type 'ermanent Target Court Check %one !nstallation 9oom ,evel )+)/ ou may only build this 2acility in a room adBacent to a 9oyal 'alace or another Main "treet. During the Action 9esolution step of the Kingdom 'hase, choose a number of characters from the Court up to to the 2acility ,evel. &ach of those characters may choose to 0ander one time, in addition to their regular action.

Toller
9esidential 2acility Cost ) Type 'lan Target Kingdom Check Culture ,evel F )/ !nstallation Addition ,evel %one ou may only build this 2acility in a room #ith a "chool or a Temple. "pend ) 3ope and make the above check. !f it is successful, recover ) Cit-en's =oice for each turn that passes.

Cutty "tool
9esidential 2acility Cost ) Type 'lan

Target Check !nstallation ,evel Choose one 'eople.

!ndividual %one Addition %one character from the Kingdom. That character takes )D* damage. 9ecover ) =oice of the

8ackstair
9esidential 2acility Cost ) Type 'lan Target "elf Check %one !nstallation 9oom ,evel %one Choose a character. 9oll a dieA if it is odd, increase your Affection "core to#ards that character by ) pointA if it is even, increase your 3ostility "core to#ards that character by ) point.

Treasure Chest
9esidential 2acility Cost ) Type 'ermanent Target Kingdom Check %one !nstallation Addition ,evel %one ou may only build this 2acility in a room #ith a 8ackstair. ou may store any number of 9are !tems in this room.

'rivate 9oom
9esidential 2acility Cost < Type 'ermanent Target !ndividual Check %one !nstallation Addition ,evel )+)/ 0hen you build this 2acility, choose a character. During the "etup 'hase, that character recovers a number of points of Drive e5ual to :2acility ,evel;. 9educe the number of citi-ens this map can accommodate by :2acility ,evel 4 )/;

(angland
9esidential 2acility Cost J Type 'lan Target Kingdom Check %one !nstallation 9oom ,evel )+)/ (ain a number of M( e5ual to :2acility ,evel;. 9educe the =oices of the 'eople by that same amount.

Mi4ed Area
9esidential 2acility

Cost J Type 'ermanent Target !ndividual Check %one !nstallation 9oom ,evel %one !f you have any Monster Citi-ens, during the "etup 'hase, if you reduce the number of Citi-ens by ), you may create a character #ho kno#s one of that Monster's "kills.

!nn
9esidential 2acility Cost J Type 'lan Target Kingdom Check %one !nstallation 9oom ,evel )+)/ (ain a number of M( e5ual to :2acility ,evel;. 9educe your 3' by :2acility ,evel 4 )D*;.

'ia--a
9esidential 2acility Cost J Type 'lan Target "ee 8elo# Check Culture ,evel F . > our Affection "core To#ards the Target !nstallation 9oom ,evel %one 0hen t#o people use this 2acility, both of them make the above check. !f both of them are successful, they each increase their Affection "cores to#ards each other by ) point, and they may change the subtype of that 9elationship.

7nstead
9esidential 2acility Cost J Type 'lan Target Court Check ,ifestyle ,evel F )/ !nstallation 9oom ,evel )+)/ !f the above check is successful, for the rest of the game, any character e5uipped #ith a 9ide may increase their damage by )D* points a number of times e5ual to the 2acility ,evel. !f the 9ide #as created from a Monster Citi-en, you may use that Monster's Damage value instead of )D*.

&4clusive Area
9esidential 2acility Cost . Type 'lan Target Kingdom Check Culture ,evel F )/ !nstallation 9oom ,evel %one 9educe the Treasury by )M( and choose a Talent. !f the above check is successful, roll on the 8irth Table and change that Talent's 6ob to the result rolled. Change the result of the effect of that Talent.

0indmill
9esidential 2acility Cost . Type 'lan Target Kingdom Check %one !nstallation Addition ,evel )+)/ 0henever your Kingdom's population increases, increase it by an additional amount e5ual to the 2acility ,evel. ou may not use this 2acility if the population is less than :2acility ,evel 4 ./;. This effect lasts for the rest of this game.

Mausoleum
9esidential 2acility Cost * Type 'ermanent Target Court Check %one !nstallation Addition ,evel %one 0henever you ,evel 1p, instead of ac5uiring a ne# "kill, you may increase one Ability "core by ) point. 3o#ever, you may not increase that Ability "core if the difference bet#een that score and your lo#est Ability "core is * or greater.

"pecial 2acilities
S*ecial 2acilities Table
"oll !! )itadel !$ )itadel !% Botch !' "ecycle Sho* !+ ,bservatory !& <oo*hole $$ )itadel "esult "oll $' <ibrary $+ Training )enter $& Statue %% )itadel %' Training 0ym %+ "itual Precinct "esult "oll %& 0uild '' )itadel '+ (ideout '& Mass Media ++ )itadel +& <aboratory && )itadel "esult $% S*ell )hamber

8otch
"pecial 2acility Cost / Type 'ermanent Target 2acility Check %one !nstallation Addition ,evel %one 0hen you build this 2acility, build a 9oom+type 2acility in the same room as this one is built in, at half of its regular Cost. At the start of the 9oundtable Discussion step of the &nd 'hase, roll )D*. !f the result is ) or <, this 2acility and the 2acility in this room are both destroyed. !f this 2acility is destroyed or moved, the 2acility in the same room as this one is also destroyed or moved.

9ecycle "hop
"pecial 2acility Cost < Type 'lan Target !tem Check %one !nstallation 9oom ,evel %one Choose an !tem you are e5uipped #ith. That !tem disappears, and you may craft a different !tem using the Materials listed in the Materials section of that !tem's description. ou may also use any other Materials that you are carrying. !f you have any Materials left over after crafting the !tem, you may not keep them.

7bservatory
"pecial 2acility Cost < Type 'lan Target !ndividual Check ,ifestyle ,evel F )/ !nstallation 9oom ,evel %one ou may build one 7bservatory for each Astrologer 'C or Talent you have. !f the above check is successful, receive as many "tar 2ragments as you #ish.

Citadel
"pecial 2acility

Cost J Type 'ermanent Target Kingdom Check %one !nstallation 9oom ,evel )+)/ !ncrease the Military ,evel by ) point. !f the 2acility ,evel is greater than or e5ual to the Kingdom ,evel, increase the Military ,evel by ) additional point.

,oophole
"pecial 2acility Cost J Type !nterrupt Target Kingdom Check %one !nstallation Addition ,evel %one ou may only build this 2acility in a room #ith a 3ideout. ou may use this 2acility #henever the Court is in a room on the outer edge of a map. !f you reduce the Treasury by )M(, you may build an &ntrance in that room. This effect may only be used once per map per game.

"pell Chamber
"pecial 2acility Cost E Type 'lan Target "elf Check %one !nstallation 9oom ,evel )+)/ 0hen you build this 2acility, choose ) "kill (roup from among Astrology, "ummoning, or "cience. ou receive a number of special 3ope e5ual to the 2acility ,evel. This 3ope may only be used to pay for the costs of, to roll e4tra dice for checks for, or to increase damage dealt by "kills from that group. This 3ope also counts against your ma4imum Capacity. Take care not to confuse it #ith normal 3ope.

,ibrary
"pecial 2acility Cost . Type 'ermanent Target Kingdom Check %one !nstallation 9oom ,evel )+)/ 0hen you build this 2acility, choose from either the "ummoning, "cience, or Astrology "kill (roups. 0henever a character from a Kingdom #ith this 2acility makes a check using a "kill from the chosen "kill (roup, you may increase the result of the check, and the damage it deals, by :2acility ,evel;.

Training Center
"pecial 2acility Cost . Type 'lan Target "elf Check %one !nstallation 9oom ,evel %one

ou may change your 6ob from your current one to another 6ob of your choice.. 0hen you do, change your 6ob "kill and Ability "core 8onus to that of the ne# 6ob.

"tatue
"pecial 2acility Cost . Type 'ermanent Target !ndividual Check %one !nstallation Addition ,evel %one 0hen you build this 2acility, choose a character. !ncrease that character's Capacity by ) point.

9itual 'recinct
"pecial 2acility Cost . Type 'lan Target "elf Check "ee 8elo# !nstallation 9oom ,evel )+)/ 0hen you build this 2acility, choose a "kill from the Astrology, "ummoning, or "cience "kill (roups other than a 'ermanent "kill, and note it in the room. 0hen you use this 2acility, you may use that "kill one time during the game, #henever you #ish. !f that "kill re5uires a check, instead of your Ability "core, use the Kingdom's Culture ,evel. !f the "kill re5uires 3ope to use, use =oices of the 'eople. !f the "kill re5uires a ,evel, use the 2acility ,evel. 2or each ,evel this 2acility increases by, you may choose one additional "kill from the Astrology, "ummoning, or "cience "kill (roups and note it in the room.

(uild
"pecial 2acility Cost . Type 'lan Target "elf Check %one !nstallation 9oom ,evel )+)/ 0hen you build this 2acility, choose a "kill (roup and note it on the room. 0hen you use this 2acility, if you ,evel 1p during that game, you may learn "kills from that "kill (roup. 0hen this 2acility's 2acility ,evel increases, choose a ne# "kill (roup and note it on the 9oom.

3ideout
"pecial 2acility Cost . Type 'lan Target "elf Check 7rder ,evel F )/ !nstallation 9oom ,evel )+)/ !f the above check is successful, for the rest of the game, increase your Defense by :2acility ,evel;. !f the 2acility ,evel is J or higher, increase the 7rder ,evel by ) point.

Mass Media
"pecial 2acility

Cost * Type 'lan Target !ndividual Check Culture ,evel F )< !nstallation 9oom ,evel %one !f the above check is successful, choose either the 9uler of a map or a random region from the Kno#n 0orld section of the Kingdom "heet. !f you chose the 9uler of a map, you learn that 9uler's name. !f you chose a region, if that region is an unkno#n region, randomly determine that region's type using the 1nkno#n 9egion Table.

Training (ym
"pecial 2acility Cost * Type 'lan Target "elf Check %one !nstallation 9oom ,evel )+)/ Choose a number of "kills you kno# up to the ,evel of this 2acility, and unlearn them. ou learn that number of skills, chosen from your currently available "kill (roups.

,aboratory
"pecial 2acility Cost O Type 'lan Target "elf Check %one !nstallation 9oom ,evel %one Choose a number of "kills you kno# up to the ,evel of this 2acility, and unlearn them. ,earn that many skills, chosen from the "kill (roups you currently have access to.

9ecreational 2acilities
"ecreational 2acilities Table
"oll ! $ % ' + & )asino Bar 4enana Ari-ang )olosseum Show*lace "esult

Casino
9ecreational 2acility Cost < Type 'lan Target Kingdom Check %one !nstallation 9oom ,evel )+)/ 9educe the Treasury by an amount up to 2acility ,evel. 9oll a dieA if you roll an odd number, receive a number of M( e5ual to :Amount the Treasury 0as 9educed 8y 4 <;.

8ar
9ecreational 2acility Cost J Type 'ermanent Target !ndividual Check %one !nstallation 9oom ,evel %one During the 'reparation 'hase, if you reduce the number of Citi-ens by ), #hen you make a ne# character, that character starts at a ,evel e5ual to the average ,evel of the Court.

Senana
9ecreational 2acility Cost J Type 'lan Target "elf Check 7rder ,evel F )/ !nstallation 9oom ,evel )+)/ !f the above check is successful, increase your ma4imum 3' by :2acility ,evel 4 <; and recover all your 3'. This effect lasts for the rest of the game.

Ari4ang
9ecreational 2acility Cost E Type 'lan Target "elf Check %one !nstallation 9oom

,evel )+)/ 9ecover :2acility ,evel >); points of Drive.

Colosseum
9ecreational 2acility Cost . Type 'lan Target "ee 8elo# Check %one !nstallation 9oom ,evel %one During the Kingdom 'hase, choose the characters #ho #ill use this 2acility and place them on the 8attlefield. Then, roll on the 9andom &ncounter Table, and have those Monsters fight the chosen characters. !f they #in, for the rest of the game, increase the ma4imum =oices of the 'eople by :G + The %umber of 'eople 0ho 'articipated in Combat;, and recover all =oices of the 'eople.

"ho#place
9ecreational 2acility Cost . Type 'ermanent Target Kingdom Check %one !nstallation 9oom ,evel )+)/ During the Treasury Meeting step of the &nd 'hase, if the scenario's obBective #as successful, gain :2acility ,evel; M(.

'ublic 2acilities
Public 2acilities Table
"oll ! $ % ' + & #e*ot Memorial (all School Dailhouse (os*ital "esult 1-ecution 0round

&4ecution (round
'ublic 2acility Cost ) Type 'lan Target Kingdom Check %one !nstallation 9oom ,evel %one ou may use this 2acility if you have a 'C or Talent #ith the &4ecutioner 6ob. 9educe the 'opulation by )D*. !ncrease the ma4imum =oices of the 'eople by ) point, and recover all =oices of the 'eople.

Depot
'ublic 2acility Cost ) Type 'ermanent Target Kingdom Check %one !nstallation 9oom ,evel )+)/ 0hen you build this 2acility, choose one type of Material. ou may store any number of that Material. 0hen the 2acility ,evel increases, choose an additional type of Material.

Memorial 3all
'ublic 2acility Cost < Type 'ermanent Target "ee 8elo# Check %one !nstallation 9oom ,evel %one ou may only build this 2acility during the &nd 'hase. ou may store any number of Materials or !tems ac5uired during that game in this room. 3o#ever, you must give all of those !tems uni5ue names.

"chool
'ublic 2acility Cost J Type 'ermanent Target Kingdom Check %one !nstallation 9oom ,evel )+)/

!ncrease the Culture ,evel by ) point. !f the 2acility ,evel is greater than or e5ual to the Kingdom ,evel, increase the Culture ,evel by ) additional point.

6ailhouse
'ublic 2acility Cost J Type 'ermanent Target Kingdom Check %one !nstallation 9oom ,evel )+)/ !ncrease the 7rder ,evel by ) point. !f the 2acility ,evel is greater than or e5ual to the Kingdom ,evel, increase the 7rder ,evel by ) additional point.

3ospital
'ublic 2acility Cost . Type !nterrupt Target Talent Check Culture ,evel F )/ !nstallation 9oom ,evel )+)/ ou may use this 2acility #henever you #ould reduce the number of Citi-ens left behind in the Kingdom, or #henever a Talent #ould die. !f the above check is successful, prevent that loss of Citi-ens or death. This effect may only be used a number of times per game e5ual to the 2acility ,evel.

'roduction 2acilities
Production 2acilities Table
"oll ! $ % ' + & 2arm Blacksmith "anch Trading Post (unting 0round Sta*le "esult

2arm
'roduction 2acility Cost J Type 'ermanent Target Kingdom Check %one !nstallation 9oom ,evel )+)/ !ncrease the ,ifestyle ,evel by ) point. !f the 2acility ,evel is greater than or e5ual to the Kingdom ,evel, increase the ,ifestyle ,evel by ) additional point.

8lacksmith
'roduction 2acility Cost J Type 'lan Target !tem Check %one !nstallation 9oom ,evel )+)/ Choose an !tem you are e5uipped #ith. !f you spend a number of the Materials necessary to create that !tem e5ual to :%e4t ,evel 4 .;, you may increase the ,evel of that !tem by ). ou may not increase an Arms !tem's ,evel higher than the 2acility ,evel.

9anch
'roduction 2acility Cost J Type 'lan Target "ee 8elo# Check 7rder ,evel F . > Monster ,evel !nstallation 9oom ,evel %one ou may use this 2acility if you have Monster Citi-ens. Choose ) type of Monster Citi-en. !f the above check is successful, increase the number of Monster Citi-ens of that type by ).

Trading 'ost
'roduction 2acility Cost E Type 'lan Target Kingdom Check %one !nstallation 9oom

,evel %one Choose a type of Material #hen you build this 2acility. ou may e4change )M( for J of that Material.

3unting (round
'roduction 2acility Cost * Type 'lan Target !ndividual Check %one !nstallation 9oom ,evel %one 2or the rest of the game, increase the result of your Attack Checks by ).

"taple
'roduction 2acility Cost * Type 'lan Target Kingdom Check %one !nstallation 9oom ,evel )+)/ Choose a type of Material #hen you build this 2acility. 9eceive a number of that Material e5ual to the 2acility ,evel.

#ungeon Book

"cenarios
The "cenario
The scenario consists of all of the data and e4planations necessary for playing the game. ou can find scenarios on the Make ou Kingdom #ebsite, in published supplements and maga-ines, or the (M may create his o#n. 0hen making your o#n scenario, you may #ish to reference official scenarios, or the sections belo#.

Creating an 7bBective for the Adventure


The first thing you must decide is the obBective of the scenario... or in other #ords, the victory condition. The obBective may be defeating someone, searching for something, ac5uiring an obBect, or anything else you can think of. !f you cannot come up #ith anything special, the overarching goal for the ,andmakers is al#ays con5uering sections of the Dungeon in order to add to their territory.

Creating an !ntroduction and a 9esolution


Decide the circumstances under #hich the game starts, and ho# it can be resolved. 0hen creating an introduction, you should present the incentive for completing the obBective. 8esides ac5uiring territory and reaping the re#ards of your adventures, there should be a reason for the adventure that progresses the game. A motive that ties into the 'Cs' backgrounds #orks especially #ell. There can be many different kinds of goals, such as gaining revenge against an enemy, fulfilling the re5uest of a loved one, ac5uiring an !tem that your family had treasured, etc... Try to think of an introduction that #ill appeal to everyone. 0hen creating a resolution, think of the differences bet#een #hat happens if the obBective is achieved, or if it is not. &specially in the case of it not being achieved, the most important thing to determine is #hether or not it is possible to attempt it again. 1sually, if the obBective is met, it #ill lead to a happy end. The Kingdom 'hase and &nd 'hase sections of the Kingdom 8ook contain more concrete e4amples of introductions and resolutions. ou may #ish to consult those as #ell for more information.

The Cast of Characters


8efore determining the stats of the characters that #ill appear, first decide on a simple personality for them. Compared to the 'Cs, (M+controlled %'Cs tend to be less developed. !t may be a good idea to think of them, to some e4tent, as caricatures or stereotypes. =illains especially may be thoroughly spineless, or thoroughly vicious. An appealing villain can be an indispensable part of an e4citing game.

Creating a Dungeon
The most time+consuming part of creating a scenario #ill probably be creating the Dungeon. 0e'll start by e4plaining the steps in order.

Deciding the %umber of Maps


!t is best to start #ith only a single map, especially #hen the characters' ,evels are lo#er. As they increase in ,evel, they may #ish to challenge a larger Dungeon made up of multiple maps. !n that case, you may #ish to spread the scenario out into a campaign that takes t#o or more sessions to play. As the number of maps increases, the time it takes to play the game #ill increase proportionally. !t may be prudent to only play as long as people are able to focus on the game, and divide it up into multiple sessions.

9oom "etup
After deciding on the number of maps, ne4t choose the number of rooms. Kno#ing ho# many

rooms you are using #ill be necessary for the ne4t steps.

'lacing Corridors
Decide #hich rooms are connected to #hich other rooms via corridors. ou may #ish to use a thick marker to dra# lines bet#een rooms that are connected by corridors. Then, you can trace a path through the rooms to decide #here and #hen events important to the obBective #ill occur. There are different variations on ho# corridors can be placed.

"traight
&ach room only has t#o corridors, one from the direction you came in, and one leading to the ne4t room. 8y placing the Dungeon's obBective in the final room, you have the benefit of making sure the players e4perience all of the different events.

6unction
This is #here a room has three or more corridors connecting to it, #ith no indication of #hich #ay to progress. This gives the players an element of choice. Make sure to give them information that could affect their choices, like, $The corridor to the %orth has a cold #ind blo#ing from it,$ or $ ou can hear screams coming from the corridor to the &ast.$

"pecial Movement
Through the use of Traps and other things, you can create rooms that can't be accessed by normal means. $"ecret Doors$ and $Teleporters$ are obvious choices, but it might also be interesting to create a room that can only be entered unintentionally, such as through a $Dungeon "torm.$ Try to have your placement of corridors create the sense of a pu--le.

&ncounters
7nce the general shape of the map has been decided, start thinking about #hat kind of encounters you #ould like to place in each room. &ncounters can consist of clues and information, descriptions of the dungeon, simple challenges, threats that hinder the Court, or anything else the players are likely to encounter. There's no need to rush things, think them through carefully.

Clues and "ources of !nformation


After determining the overall layout of the rooms, decide on #hat clues to place. Clues are information that #ill lead the players to#ards fulfilling the obBective of the scenario smoothly. Typically, preparing <+E clues per scenario that help e4plain the situation is enough. !deally, each clue the players discover #ill help to slo#ly bring them closer and closer to the truth. 2or the sake of fulfilling the scenario, it's best not to make the clues too difficult or obscure. 1se caution especially #ith players #ho aren't used to the game. As each clue is ac5uired, they should make it easy to guess #hat course of action is best to take ne4t. After figuring out the clues, decide the circumstances under #hich the players #ill discover them. Come up #ith #ays for the players to learn them. Consider some of the follo#ing methods for the players to ac5uire clues. There should be at least ) #ay for the players to learn something.

"earching
"uccessfully search a person, item, or place. !t could be a lying #itness, a diary or a magical tome, evidence left at the scene of a crime, etc... Think up a kind of clue that it #ould be appropriate to keep hidden.

&liminating Threats
9emove any threats in the room, including monsters, traps, bases, etc... ou might need to defeat a monster #ho tells you a clue, or disarm a trap and find a clue hidden behind it, etc...

Conversations
Ask a special %'C an appropriate 5uestion. Think of an %'C #ho might kno# the information, and #hat to ask them to coa4 that information from them. !t may be a cut and dry, asked and ans#ered affair, or there may be special conditionsTfor e4ample, a #omani-er %'C might need a female 'C to make a Charisma check, or a muscle+headed %'C might need to be beaten #ith a 0arfare check. 7r perhaps it might be necessary to e4change some kind of Material or !tem in order to figure out the clue, or the %'C may send the 'Cs on a 5uest.

'u--le "olving
"olve a simple pu--le or riddle. Do not make it so difficult that it bogs do#n the game, and make sure it fits the atmosphere. ou may #ant to prepare some hints as #ell.

'lacing Threats
ou may place things in rooms that threaten the ,andmakers. There are three kinds of threatsC Traps, 8ases, and Monsters. "ee the Threats section for more information on them. Keeping in mind the atmosphere and difficulty of the scenario, choose enough opposition to give the players a proper taste of adventure.

Traps
Traps are devices that can be placed in rooms or obBects in those rooms that act as a hindrance. The (M may choose any traps he #ishes to place on a map. 3o#ever, limit the total number of traps appearing in a single scenario to :?%umber of Members of the Court 4 J@ > Average ,evel of the Court@; or less. ou may only place one trap in each corridor. ,imit the total level of traps in a single scenario to :Average ,evel of the Court 4 )/; or less.

8ases
8ases are important facilities of the monsters that can be placed in rooms. The (M may choose and place any bases he #ishes on the map. ,imit the total level of bases in a single scenario to :Average ,evel of the Court; or less.

Monsters
Monsters is a collective term for all of the creatures that live in the dungeon. The (M may choose and place any monsters he #ishes on the map. 3o#ever, limit the number of rooms #ith monsters on a single map to :Average ,evel of the Court > <;. ,imit the highest level monster placed in a room to :Average ,evel of the Court > E;. ,imit the total level of all monsters in a single room to :?%umber of Members of the Court 4 J@ > The Court's Total ,evel; or less. 3o#ever, that limit may change based on the follo#ing factors.

9uler
ou may choose a single monster #ho lords over a dungeon as that map's 9uler. The (M may choose a single monster #ith a level up to :Average ,evel of the Court > G; as a 9uler. ,imit the level of other monsters in that room to :Average ,evel of the Court > E;. ,imit the total level of all monsters in the 9uler's room to :?%umber of Members of the Court 4 E@ > The Court's Total ,evel; or less.

Monster 9eactions
0hen placing monsters, you may choose to give them a special reaction. 2or more information on monsters' reactions, see the &ncountering Monsters section of the Kingdom 8ook. Change the limit on the total level of 3ostile monsters in a room to :?%umber of Members of the Court 4 <@ > The Court's Total ,evel;. Conversely, change the limit on the total level of 2riendly monsters in a room to :?%umber of Members of the Court 4 E@ > The Court's Total ,evel;.

9oom ,ayout
After deciding #hat kind of information and threats to place in a room, decide the layout of each room. This is needed for describing each room #hen the Court enters it. At the least, you #ill need to prepare enough of a description for obBects that are related to necessary information for the scenario. ou should also describe things to the point that the important information isn't immediately obvious. That is not to say you need to be overly descriptive, either. !f you e4plain #hat buildings or geographic formations, obBects, or people there are, if the illumination or temperature are out of the ordinary, etc... that should be enough. !n the &ndless Dungeon, severe dungeonification can lead to areas being starkly divided. !t is not uncommon to open one door and see an environment that's radically different from the one you're currently in. !t can be fun to thro# consistency to the #ind and come up #ith all sorts of different rooms. !f coming up #ith individual rooms is too much #ork, you may use the 'lace %ame Tables and Dungeon &nvironment Tables to decide the layout of each room. !t might be interesting to determine their layout in the middle of the game.

Mini &vents
!t can be interesting to include small events that aren't related to the main story. ou may #ish to give the 'Cs a chance to have a little fun, for e4ample, an %'C that runs a store in the middle of a dungeon, or #ho gives the 'Cs an opportunity to gamble for items. 7r perhaps you might #ant to e4emplify the 9uler's viciousness by using a cut+scene of events occurring in another room. 1sing the scenario sources in this book, or other supplements, to come up #ith as many things as your imagination can handle.

Altering 'remade Dungeons


!f you do not have enough confidence to come up #ith a dungeon right a#ay, you can also alter dungeons that appear in other scenarios. ou can add or change the monsters, traps, and bases that appear in them. 7r, by keeping the threats the same, but changing the obBective, you can give an old scenario and entirely different feel.

Threat Placement <imit Table


Monsters )ourt8s )ourt8s Total (ostile 2riendly .ndividual "ooms Average SiCe <evels <evel with <evel 1ncounters ! % ' + & $ % ' + & % % ' + & ' % ' + !$ !& $@ $' !+ $@ $+ %@ !> $' %@ %& $! $> %+ ? !$ !+ !> !$ !& $@ $' !+ $@ $+ %@ !> $' %@ !+ $@ $+ %@ !> $' %@ %& $! $> %+ '$ $' %$ '@ > & H + & ' + % Total <evels !+ $@ $+ %@ !> $' %@ %& $! $> %+ '$ $' %$ '@ > !! H !@ & ? "uler8s "oom ,thers8 <evels + "uler8s <evel > Tra*s umber Bases Total Total <evels <evels !@ !

!@ !% !& !? !! !' !H $@ !$ !+ !> $! !% !& !?

$@

%@

'@

'

Threat Placement <imit Table


Monsters )ourt8s )ourt8s Total (ostile 2riendly .ndividual "ooms Average SiCe <evels <evel with <evel 1ncounters & + % ' + & & % ' + & H % ' + & > % ' + & ? % ' + & !@ % ' + & '$ $' %$ '@ '> $H %& '+ +' %@ '@ +@ &@ %% '' ++ && %& '> &@ H$ %? +$ &+ H> %& $! $> %+ '$ $' %$ '@ '> $H %& '+ +' %@ '@ +@ &@ %% '' ++ && %& '> &@ H$ '> $H %& '+ +' %@ '@ +@ &@ %% '' ++ && %& '> &@ H$ %? +$ &+ H> '$ +& H@ >' !' !$ !% !! !$ !@ !! ? !@ > ? H Total <evels '> $H %& '+ +' %@ '@ +@ &@ %% '' ++ && %& '> &@ H$ %? +$ &+ H> '$ +& H@ >' !' !H !% !& !$ !+ !! !' !@ !%' ? !$ "uler8s "oom ,thers8 <evels "uler8s <evel Tra*s umber Bases Total Total <evels <evels

$$ !' !H $@ $% !+ !> $! $' !& !? $$ $& !H $@ $% $& !> $! $' $H !? $$ $+ $> !@@ !@ ?@ ? >@ > H@ H &@ & +@ +

%'C 'ersonality Determination Tables


!f you are having trouble coming up #ith characters to use as sources of information or other roles, you may uses these tables to randomly determine an %'C's description. 9oll )D* J times, once each on the Age, (ender, and Traits tables.

Age Table
"oll ! $ % ' + & "esult )hild 5>:!'6 Young 5!+:$?6 Middle Aged 5%@:'?6 Mature 5+@:+?6 1lderly 5&@:??6 Ancient 5$@@I6

Se- Table
"oll ! $ % ' + & "esult Male Male Male 2emale 2emale 2emale

Traits Table
"oll ! $ % ' + & "esult "oll once each on the PersonalityA A**earanceA AbilityA and S*ecial Trait Tables "oll twice on the Personality TableA and once each on another two tables o7 your choice "oll twice on the A**earance TableA and once each on another two tables o7 your choice "oll twice on the Ability TableA and once each on another two tables o7 your choice "oll twice on the S*ecial Trait TableA and once each on another two tables o7 your choice "oll three times on a table o7 your choiceA and once on another table o7 your choice

Personality Table
"oll !! !$ !% !' !+ !& $$ Kind .ntroverted #etermined Tsundere Serious osy #istrust7ul "esult "oll $% $' $+ $& %% %' %+ Sel7:righteous 2rivolous Stingy (aughty ,bstinate )alm (edonistic "esult "oll %& '' '+ '& ++ +& && #iligent )owardly )ool (onest Sad )heer7ul 1rotic "esult

A**earance Table
"oll !$ 0lasses !% Aged !' ,ddly colored hairA eyesA and skin !+ Tail !& Mask $$ 2at "esult "oll $% <ong hair $' ,bscured eyes $+ Bell *ro*ortioned $& 2angs %% Tiny %' 0othic %+ Scantily clad "esult "oll %& (at '' Thin eyes '+ 1ye *atch '& Beauti7ul ++ "ed:7aced +& Animal ears && ,ut7it o7 a random Dob 5roll on the Birth Table6 "esult !! Strange hairstyle

Ability Table
"oll !$ Strong !% Smart !' Sensitive to others !+ Po*ular "esult "oll "esult "oll %& 2ast '' Shar* sighted '+ Strong s*atial awareness '& (igh manual de-terity ++ 0ood in bed "esult !! <arge a**etite $% )an raise animals $' )an make something $+ 0ood at cleaning $& S*eaks many languages %% Knowledge o7 medicine

Ability Table
"oll !& 0ood cook $$ Mechanically inclined "esult "oll %' Artistic genius %+ Strong 7aith "esult "oll +& Part monster && /seless su*er*ower "esult

S*ecial Trait Table


"oll "esult "oll "esult "oll "esult !! Bullied / Magical *rodigy !$ Successor / #ungeonitis !% #rinker / Amnesia !' (eavy slee*er / Banderlust !+ Bad luck / Bar survivor !& Twin / S*y $$ Busy / S*lit *ersonality $% <arge 7amily / 1-ile 7rom a 0reat Power $' 0ambler / Traveler 7rom another world $+ Beauti7ul voice / )ursed $& <ikes animals / 2ormer <andmaker %% <iar / (as a large keyhole %' Ahoge / Born 7rom an elevator %+ <ost someone im*ortant / /ndead %& 2an o7 the )ourt / )onstruct '' <acks *resence / 2airy '+ Sickly / Beast '& Poor / ,gre ++ <oud / Angel +& atural straight man / #ee* ,ne && Airhead / Aberration

ame Table
"oll "esult "oll "esult "oll "esult !! 2ruit name 5,rangeA A**le6 !$ )olor name 5"ougeA Bhite6 !% 2ood name 5Stir7ryA S*arerib6 !' A**liance name 5TeeveeA 2reeCer6 !+ #rink name 5MilkA "amune6 !& .nstrument name 5)ymbalA Kokyu6 $$ "obot name 5)ombattlerA Asimo6 $% )lothing name 5BeltA ,ne*iece6 $' 2lower name 5PansyA .ris6 $& Mineral name 5Sa**hireA Basalt6 %% umber name 5 ineA 4wei6 %' S*ort name 5BalletA )urling6 %+ Medicine name 5As*irinA (alcion6 %& 0od name 5AmaterasuA 4eus6 '' Star name 5PleiadesA orthstar6 '& ;ehicle name 5TrainA "ickshaw6 ++ Stationery name 5PencilA Sta*ler6 +& Animal name 5TigerA (ornet6 && 0ame name 5Mono*olyA #omino6

$+ Bea*on name 5ShotelA Atombomb6 '+ ;egetable name 5<ettuceA Kakarot6

'lace %ame Determination Tables


!f you are having trouble coming up #ith names for rooms or maps, you may use these tables to produce a random name. 9oll )D* < times, once each on the 2lair Table and the 'lace %ame Table.

2lair Table
"oll ! $ % ' + & "esult Basic ame Table Basic ame Table ,minous ame Table ,minous ame Table "andom ame Table "andom ame Table

Place ame Table


"oll ! $ "esult Passageway ame Table Passageway ame Table

Place ame Table


"oll % ' + & "esult atural ame Table atural ame Table Man:made ame Table Man:made ame Table

Basic ame Table


"oll !! <ust7ul !$ #ri7ting !% 0olden !' 2laming !+ )alamitous !& )rescent Moon $$ Machine "esult "oll $% 2alling Star $' Thorny $+ Mirror $& Silver %% S*iral %' "ainbow %+ Martyred "esult "oll %& )rystal '' 2roCen '+ ,blivion '& Blessed ++ 2airy +& "ainy && Twilight "esult

,minous ame Table


"oll !! "ust !$ Skewer !% S*ider !' Scor*ion !+ 0host !& Skull $$ Bloody "esult "oll $% ;iscera $' )or*se $+ Talon $& Su*ine %% (ades %' Ser*ent %+ (ell "esult "oll %& 1arthworm '' )orru*ted '+ Mole '& #es*air ++ Bailing +& <ulin && Abyssal "esult

"andom ame Table


"oll !! Mayonnaise !$ #ynamite !% #ragon !' Bouncing !+ 2lu77y !& PuCCling $$ #ice "esult "oll $% "oman $' /kulele $+ 1**ca* $& )am*anella %% Munchkin %' Baro9ue %+ Missile "esult "oll %& Shocking '' Black '+ 2avorite Monster '& 2avorite Tra* ++ "oll on the Bord Tables +& "oll on the ame Tables && 2avorite umber "esult

Passageway ame Table


"oll !! 0ate !$ )orridor !% Street !' Alley !+ Avenue !& "oad "esult "oll $% MaCe $' Tunnel $+ Slo*e $& Path %% )anal %' )hannel "esult "oll %& Moat '' #ike '+ Stairway '& Trail ++ Bridge +& (ole "esult

Passageway ame Table


"oll $$ "ailway "esult "oll %+ Stream "esult "oll && Stoa "esult

atural ame Table


"oll !! #esert !$ (ill !% ,cean !' 2orest !+ Pond !& )oast $$ Dungle "esult "oll $% <ake $' Mountains $+ Plain $& :land %% (eath %' ;alley %+ .sland "esult "oll %& Peaks '' ;olcano '+ Marsh '& ebula ++ Star +& Pool && Tundra "esult

Man:made ame Table


"oll !! )astle !$ Ball !% 2ort !' 4one !+ "oom !& )hamber $$ Pass "esult "oll $% 2arm $' (ouse $+ )onstellation $& "uin %% Beach %' Tower %+ 0raveyard "esult "oll %& )ave '' Basilica '+ 2ield '& Study ++ Station +& )luster && )haos Sea "esult

Dungeon &nvironment Tables


!f you are having trouble coming up #ith descriptions for the interior of a dungeon, you may use these tables to randomly determine them. 9oll )D* on the Kingdom &nvironment Table. ou may also simply pick and choose results directly, for e4ample, if they are especially fitting of the location name.

#ungeon 1nvironment Table


"oll ! $ % ' + & "esult Man:made 1nvironment Table )ave 1nvironment Table atural 1nvironment Table A9uatic 1nvironment Table Aerial 1nvironment Table Su*ernatural 1nvironment Table

Man:made 1nvironment Table


"oll !! A stone room "esult "oll "esult "oll "esult $% A 7actory with neglected machines %& A colossal statue that was abandoned be7ore it was com*leted '' A great hall decorated with murals and ta*estries

!$ A s*iral staircase surrounding a giant *it

$' An ancient battle7ield littered with skeletons and rusted wea*ons

Man:made 1nvironment Table


"oll "esult "oll "esult "oll "esult !% An oldA dusty library !' An agingA unadorned altar !+ A *ower *lant 7ull o7 gears and *istons !& A giant stone staircase $$ A room made o7 large timbers $+ A stone bathroom $& A kitchen with a tall ceiling %% A room whose walls are covered in drawings %' An abandoned theater %+ A garbage dum* 7illed with trash '+ A Metro Khan railway '& A gallery dis*laying *aintings and busts ++ A tomb lined with stone sarco*hagi +& A gate whose door is covered in rust && An abandoned *rison

)ave 1nvironment Table


"oll "esult "oll "esult "oll "esult !! A cave with nothing but bare rock !$ A cave 7illed with bats and 7lying bugs !% An abandoned minesha7t !' Somebody8s cam*site !+ A cave 7illed with so many boulders they obscure vision !& A cave that belches smoke $% A cavern 7illed with 7aintA eerie starlight $' A cave 7ull o7 9uicksand %& A cave that has been 7illed in almost to the ceiling '' A *reci*ice overlooking a bottomless *it

$+ Smooth tunnels dug out by some '+ A cavern whose walls are obscured by kind o7 animal swarms o7 crawling bugs $& A cave 7illed with cold water %% A crack between giant boulders %' A cave whose walls are covered with *aintings o7 animals and hunters %+ A natural bridge s*anning a vast chasm '& A cave with numerous 7ossils buried in it ++ A cave 7illed with hotA 7lowing lava +& A cavern made o7 crystal

$$ A limestone grotto echoing with the sound o7 running water

&& The lair o7 some creatureA scattered with skeletons

ature 1nvironment Table


"oll "esult "oll "esult "oll "esult !! A room covered in moss !$ A secret 7orest reverberating with the calls o7 animals !% A corridor made o7 vines $% A tall cavern with a giant tree whose trunk twists and turns $' A cave with a seal breeding ground s*read throughout it $+ A room whose walls are covered in mold %& A room with *iles o7 7allen leaves '' A hedge maCe '+ An overgrown bamboo grove '& A room with suddenly 7alling *ine trees ++ A room 7illed with tallA overgrown grass +& A withered 7orest && "ooms and corridors that 7eel like the inside o7 a giant tree

!' A 7ield o7 7lowers 7illed with hollows $& A room dotted in cacti !+ A room with tree branches growing through the walls !& 2armland stretching across an entire cave $$ A 7orest overgrown with weeds %% A *atch o7 giant mushrooms %' A cave with a giant tree growing in the middle o7 it %+ )orridors 7illed with roaming herds o7 horseliCards

A9uatic 1nvironment Table


"oll "esult "oll "esult "oll "esult !! A bridge crossing a roaring river !$ The inside o7 a rainbow colored coral ree7 $% A room obscured by hot steam $' A swam* that s*reads throughout a cave %& A lake with ra7ts and barges '' A giant *it and water7all

A9uatic 1nvironment Table


"oll "esult "oll "esult "oll "esult !% A room 7illed with waist high water $+ A shi* whose rigging and hull have been neglected '+ An incom*lete a9ueduct '& A 7roCen lake swarming with *enguins ++ A steamy hot s*ring +& An old well covered with strange engravings && A room whose walls are covered with shell7ish and barnacles

!' A water 7ountain and watering hole $& An a9uarium 7illed with tanks !+ A boiling lake %% A 7oul smelling sewer

!& A room whose 7loor has turned into %' A submerged cavern with ruins at a tidal 7lat the bottom $$ A cistern that8s 7illing with water %+ A *ier and harbor

Aerial 1nvironment Table


"oll "esult "oll "esult "oll "esult !! A room where it8s raining !$ A cave made o7 cheese !% 0ardens *iled u* towards the sky !' )lotheslines covered in *ristine white clothing that stretch 7orever !+ A giant beanstalk stretching towards the ceiling !& A giant *it with dangling ro*e ladders and chains $$ A room where a 7ierce wind blows $% ,n to* o7 a cloud $' A cave obscured by thick mist $+ A room with Cero gravity $& A room where snow7all is 9uickly accumulating %% A skyway where s*ace:time is war*ed %' A corridor where you can hear the sounds o7 a windmill 7or kee*ing monsters away %+ A cave with ruins on its ceiling %& A massiveA roaring ventilation sha7t '' A room with occasional lightning 7lashes '+ A room where bird 7eathers 7lutter to the ground '& A cave whose walls are *ainted to look like the sky ++ A room where one wall is a mirror +& A cave with a shimmering aurora

&& A room with variable gravity

Su*ernatural 1nvironment Table


"oll "esult "oll "esult "oll "esult !! An old si- tatami mat room !$ A cram*ed karaoke bo!% A town where time has sto**ed !' A gymnasium with a single ball rolling around !+ A room covered in hair !& Some sort o7 waiting room $$ The inside o7 a living creature $% A small *ark with swings and a slide $' A chea*:looking *re7abricated bathroom $+ A room with a noisy u*stairs neighbor $& A room made o7 human bones %% A room that breathes %' A room built on an angle %+ A room in a love hotel %& A room where someone is s*ying on you '' A room where you can hear voices talking loudly '+ A room growing tentacles '& An interrogation room with a table and chair ++ An em*ty classroom +& A room whose ceiling is a giant human 7ace && A room that is constantly swaying

Traps
Traps
$Traps$ refer to any trap that is placed in the dungeon that has an effect in the game. They are usually placed on stair#ays, rooms, Corridors, or any sort of event.

Trap 'lacement
#ays. The (M may place Traps #hile creating the scenario. Traps may be placed in the follo#ing four

9oom
A Trap #ith the $9oom$ type placement may be placed in a room of your choice. !f somebody succeeds on a "earch Check #ith that room as the target, they discover all of the Traps placed in that room.

Corridor
A Trap #ith the $Corridor$ type placement may be placed in a Corridor if your choice. !f somebody succeeds on a "earch Check #ith that Corridor as the target, they discover all of the Traps placed in that Corridor.

Area
A Trap #ith the $Area$ type placement may be placed #hen Combat occurs in that room. Choose an Area from the 8attlefield and place the Trap in it.

&vent
A Trap #ith the $&vent$ type placement may be set to take effect during a specific event described in the scenario. !t could be the appearance of an %'C or treasure chest, a door or statue inside a room, or anything else. The (M must describe the event during the &ncounter or Camp step. !f somebody succeeds on a "earch Check #ith that event as the target, they discover all of the Traps placed on that event.

Activating Traps
Traps produce an effect as soon as the conditions for their activation are met. Traps may have one of the follo#ing si4 activation types.

'assage
The Trap takes effect as soon as somebody moves into the area it is in. !f a Trap is placed in a room, it activates before the &ncounter step.

9est
The Trap takes effect as soon as any member of the Court 9ests inside that room.

Discovery
The Trap takes effect as soon as somebody makes a successful "earch Check and discovers the Trap.

Automatic
The Trap's effect is constant.

1ndiscovered

The Trap takes effect #hen the Camp step ends if nobody made a successful "earch Check in that room.

Touch
The Trap takes effect #hen anybody e5uips or speaks to the #hatever it is placed on #ithout making a successful "earch Check.

Disarming Traps
A Trap cannot be disarmed unless it is discovered first. 0hen a Trap is discovered, if the conditions listed in the Disarm section are met, that Trap produces no effect. A Trap may be disarmed in one of the follo#ing three #ays.

Discovery
The Trap's effect is prevented as soon as it has been discovered. !t's effect is prevented as soon as somebody succeeds on a "earch Check.

!mpossible
The Trap cannot be disarmed. The Trap produces a continuous effect, and if you do not use a "kill or !tem, it cannot be disarmed.

Check
The Trap lists an Ability "core and difficulty. !n order to disarm it, a character #ho is 2ree to Act must attempt to disarm it during the Camp step and succeed on the check. !f they fail, the Trap activates.

Combat Traps
Combat Traps have special 5ualities compared to the other types of Traps. Combat Traps cannot be disarmed by usual means. 3o#ever, only one Combat Trap may be placed in any one Area on the 8attlefield. Therefore, if a ne# Combat Trap is placed in an Area #here another Combat Trap #as already placed, using "kills like $Dungeon Tectonics$ or the like, any previously placed Combat Traps have no effect.

Discovering Traps 0hile (athering !nformation


0hen you use your 2ollo#ers to (ather !nformation, you learn the number of Traps in that 9oom and in any of the Corridors attached to that 9oom. 9emember that Traps placed in a Corridor are also counted #hen an adBacent room is also e4plored.

Modifying Traps
9oom type Traps may be changed into &vent type traps. !f they are, decide #hat type of obBect they can be placed on based on their category. 0hen changing a Trap's type to &vent, increase its level by J. 0hen entering a room #hose type has been changed to &vent, the (M must describe the obBect it has been placed on.

Classic Traps
0alls, floors, ceilings, doors, statues, containers

2acility Traps
Any kind of trade facility, building, storeroom, or shelf

&ncounter Traps

%'Cs, Monsters, plants, doors, or pictures

Disaster Traps
A crystal ball, altar, treasure, mirror, or button

Movement Traps
A road, #ell, door, picture, or vehicle The (M must decide #hat kind of &vent an &vent type Trap is placed on. A dropped s#ord could trigger an &4plosion, the character #ho dropped it getting caught in the blast. A female character attacked by a Monster could become a 2emme 2atale, luring in the rest of the characters as the hug her and congratulate her on defeating the Monster. Think of something that fits the situation. !t can be fun to have a Trap that is set off by casual roleplaying or players not paying attention. 0hile e4amining the flavor te4t, come up #ith a #ay for things to develop realistically.

Classic Traps
)lassic Tra* Table
"oll !! Pit !$ Pit !% Slit Arrow !' Banton Borm !+ Poison eedle !& "olling Stone $$ Pit "esult "oll $% <iving Statue $' Secret #oor $+ #ro* )eiling $& 1-*losion %% Pit %' Poisoned A**le %+ Skill Bomber "esult "oll '' Pit '+ Mimic '& 0uillotine ++ Pit +& Sel7:destruction && Pit "esult %& Dack in the Bo-

'it
Classic Trap ,evel )+. 'lacement Corridor Activation 'assage Disarm Discovery &ach member of the Court takes :)D* > Trap ,evel; points of damage.

"lit Arro#
Classic Trap ,evel ) 'lacement Corridor Activation 'assage Disarm Duest F G &ach member of the Court takes ) point of damage.

0anton 0orm
Classic Trap ,evel ) 'lacement 9oom Activation 9est Disarm !mpossible Any character #ho 9ests in this room chooses one character to#ards #hom they have the highest

Affection "core and one character to#ards #hom they have the lo#est Affection "core. "#itch those t#o Affection "cores. A character #ho has been affected by this Trap cannot be affected by it again for the rest of the game.

'oison %eedle
Classic Trap ,evel ) 'lacement &vent Activation Touch Disarm Duest F )/ This Trap may be placed on a door, statue, treasure chest, or other obBect or !tem. 0hen this Trap activates, the character #ho touched it takes ) point of damage and gains the 'oison 8ad "tatus.

9olling "tone
Classic Trap ,evel < 'lacement Corridor Activation 'assage Disarm !mpossible &ach member of the Court makes a Duest F K check. &ach character #ho fails takes )D* points of damage.

,iving "tatue
Classic Trap ,evel < 'lacement &vent Activation Touch Disarm !mpossible This Trap may be placed on a statue, painting, or other #ork of art that depicts a living being. Any character #ho touches it takes <D* points of damage.

"ecret Door
Classic Trap ,evel < 'lacement 9oom Activation Automatic Disarm Discovery 1ntil this Trap is disarmed, the Court may not use this Corridor.

Drop Ceiling
Classic Trap ,evel J 'lacement 9oom Activation 9est Disarm Duest F K &ach member of the Court takes )D* points of damage. 0henever someone (athers !nformation on the room this Trap is placed in, regardless of #hether the Command Check succeeds or fails, reduce their 2ollo#ers by )D*.

&4plosion
Classic Trap ,evel J 'lacement &vent Activation Touch

Disarm Duest F K This Trap may be placed #herever you #ish. &ach member of the court takes )D* points of damage. !f the Disarm Check fails, choose an !tem "lot at random and any !tem e5uipped in that !tem "lot is destroyed.

'oisoned Apple
Classic Trap ,evel J 'lacement &vent Activation Touch Disarm !mpossible This Trap may be placed on a 9ecovery !tem. This Trap activates #henever that 9ecovery !tem is used. !n addition to its regular effect, the target of that 9ecovery !tem takes )D* points of damage and gains the 'oisoned 8ad "tatus.

"kill 8omber
Classic Trap ,evel E 'lacement &vent Activation Automatic Disarm 0it F )) 0hen this Trap is placed, choose a "kill (roup. 0henever somebody in this room uses a "kill other than a 'ermanent "kill from that "kill (roup, they take <D* points of damage. !f they succeed on a 0it F K check, that damage is halved.

6ack in the 8o4


Classic Trap ,evel E 'lacement &vent Activation Touch Disarm Duest F )) This Trap may be placed on a bo4, Bar, or other kind of container. 0hen this Trap activates, the character #ho touched it gains a random 8ad "tatus.

Mimic
Classic Trap ,evel . 'lacement &vent Activation Touch Disarm Duest F )< This Trap may be placed on a treasure chest, a sack, or other kind of container. 0hen this Trap activates, the character #ho touched it takes <D* points of damage.

(uillotine
Classic Trap ,evel . 'lacement &vent Activation Touch Disarm Duest F )< This Trap may be placed in a Corridor, on a door, ceiling, floor, or other place in in the Dungeon. This Trap is discovered automatically. 0hen hits Trap activates, the character #ho touched it makes a Duest F )< check. !f it fails, their 3' becomes /, and they die.

"elf+destruction

Classic Trap ,evel * 'lacement &vent Activation Touch Disarm Duest F )< This Trap may be placed on something that is received #hen the 9uler is defeated. 0hen this Trap activates, each member of the Court takes JD* points of damage. !f the Court is not 1nconscious or Dead, they return to the Kingdom. They cannot make the Map this Trap #as placed in part of their territory.

2acility Traps
2acility Tra* Table
"oll "esult "oll $' 1levator $+ (otel $& 1mergency 1-it %% ;ending Machine %' Pool %+ )himney "esult "oll "esult !! ;ending Machine !$ ;ending Machine !% Bremen !' Thinner !+ Snack (ouse !& <iving "oom $$ ;ending Machine $% )oncealed Bork %& A-man8s 2ountain '' ;ending Machine '+ (anging Tree '& Dob )hanger ++ ;ending Machine +& Kotatsu && ;ending Machine

=ending Machine
2acility Trap ,evel ) 'lacement 9oom Activation Discovery Disarm !mpossible &ach member of the Court makes a 0it F K check. &ach character that succeeds may receive as many 'otions as they #ish. 0hen a character uses a 'otion received this #ay, roll a die. !f it is odd, instead of recovering 3', the target takes ) point of damage.

8remen
2acility Trap ,evel ) 'lacement 9oom Activation Automatic Disarm !mpossible 0hen this Trap is placed, the (M chooses a number and type of Monster. 0henever somebody (athers !nformation on this 9oom, instead of the actual information, the (M informs the player of the chosen number and monster type.

Thinner
2acility Trap ,evel ) 'lacement &vent Activation Discovery Disarm !mpossible This trap may be placed on a scale or pedestal. 0henever a female character, or a character #ith the $8eauty$ "kill, #ould eat during the game, they make a 0it F K check. !f it fails, food has no effect on them that cycle.

"nack 3ouse
2acility Trap ,evel < 'lacement 9oom Activation Discovery Disarm !mpossible &ach member of the Court makes a Charisma F K check. &ach character #ho fails gains the 7bese 8ad "tatus. 9educe the =oices of the 'eople by an amount e5ual to the number of characters #ho failed the check.

,iving 9oom
2acility Trap ,evel < 'lacement 9oom Activation 9est Disarm !mpossible &ach time somebody 9ests in this room, each member of the Court chooses ) of their !tem "lots at random. Any !tem in that !tem "lot is destroyed.

Concealed 0ork
2acility Trap ,evel )+. 'lacement 9oom Activation Automatic Disarm Duest F :)< > Trap ,evel; !ncrease the difficulty of "earch and (ather !nformation Checks in this room by an amount e5ual to the Trap's ,evel.

&levator
2acility Trap ,evel < 'lacement &vent Activation Touch Disarm Discovery This trap is placed on a door. 9oll <D*. !f the number is odd, encounter that many Deep 7nesA if it is even, encounter that many Angels. The type of Deep 7ne or Angel is that #ith a ,evel closest to the average ,evel of the Court ?if the difference bet#een t#o different Monsters and the Court's average ,evel is the same, choose the one #ith the higher ,evel@.

3otel
2acility Trap ,evel J 'lacement 9oom Activation 9est Disarm !mpossible During the Treasury Meeting step of the &nd 'hase of this game, increase the 1pkeep Cost by :%umber of Members in the Court; M(. &ach member of the Court recovers all their 3'.

&mergency &4it
2acility Trap ,evel 'lacement Activation Disarm J 9oom 9est Duest F K

The Court returns to the Kingdom and begins the &nd 'hase.

'ool
2acility Trap ,evel J 'lacement 9oom Activation Automatic Disarm Duest F K &ach member of the Court takes )D* points of damage #hen they leave the room this Trap is placed in. 0hen this Trap is disarmed, an addition Duarter passes.

Chimney
2acility Trap ,evel J 'lacement 9oom Activation Automatic Disarm !mpossible 0hen the Court enters the room this Trap is placed in, if the number of Duarters that has passed is even, each member of the Court loses ) point of Drive. !f a character cannot reduce their Drive, they gain the Disoriented 8ad "tatus.

A4man's 2ountain
2acility Trap ,evel E 'lacement &vent Activation Discovery Disarm !mpossible This trap may be placed in an area that connects to a river, pond, puddle, or other body of #ater. &ach member of the Court makes a 0it F K check. &ach character that fails chooses one Arms !tem or 9are !tem at random and loses that !tem.

3anging Tree
2acility Trap ,evel E 'lacement 9oom Activation Discovery Disarm !mpossible &ach member of the Court makes a Charisma F K check. &ach character that fails loses a number of 2ollo#ers e5ual to :Difficulty + 9esult;.

6ob Changer
2acility Trap ,evel . 'lacement 9oom Activation 9est Disarm 0it F )) Choose a character at random. That character must change their current 6ob to a ne# 6ob determined using the 8irth Table. 0hen you change your 6ob, change your 6ob "kill and Ability "core 8onus to that of the ne# 6ob.

Kotatsu
2acility Trap ,evel . 'lacement 9oom

Activation Discovery Disarm !mpossible &ach member of the Court makes a 0it F K check. &ach 2ree to Act character that fails must 9est. &ach character that 9ested because they failed makes another 0it F K check ne4t Duarter. They may not leave this room until they succeed on the check, and must 9est during Camp.

&ncounter Traps
1ncounter Tra* Table
"oll !! 4uch !$ 4uch !% "e7ugee !' #ead Angle !+ Alarm !& S*irit o7 2ood $$ 4uch "esult "oll $% 2emme 2atale $' (orror $+ Borracho $& Mold %% 4uch %' Poltergeist %+ (omesickness "esult "oll %& (ate Monger '' 4uch '+ "ebellion '& )hant ++ 4uch +& Dam && 4uch "esult

Such
&ncounter Trap ,evel ) 'lacement 9oom Activation 9est Disarm !mpossible &ach member of the Court makes a 0it F K check. &ach character that fails increases their 3ostility "core to#ards a character in the Court of their choice by ) point.

9efugee
&ncounter Trap ,evel < 'lacement Corridor Activation 'assage Disarm Charisma F K Choose a 2acility in the Kingdom at random. Destroy that 2acility, and increase the number of Citi-ens by )D*.

Dead Angle
&ncounter Trap ,evel < 'lacement 9oom Activation Automatic Disarm Discovery 0hen you place this Trap, choose any number of Monsters from the areas described in the scenario. 0henever the Court 9ests in this room, or #hen they attempt to move out of it, Combat occurs #ith those Monsters. Treat it as a "urprise Attack. 0henever somebody (athers !nformation on this room, regardless of #hether or not the Command Check succeeds, the Monsters chosen #hen this Trap is placed are not counted.

Alarm
&ncounter Trap ,evel <

'lacement 9oom Activation 9est Disarm Discovery 1sing the 9andom &ncounter Table, determine Monsters and begin Combat.

"pirit of 2ood
&ncounter Trap ,evel < 'lacement 9oom Activation Automatic Disarm !mpossible !f a member of the Court discards a 9ecovery !tem from one of their !tem "lots, each member of the Court loses a 9ecovery !tem.

2emme 2atale
&ncounter Trap ,evel J 'lacement &vent Activation Touch Disarm Charisma F K This Trap may be placed on a character or an !tem. 0hen this trap activates, the character that touched it records $"omething$ in one of their !tem "lots ?if they have no open !tem "lots, they must discard an !tem@. 1ntil the end of the game, that $"omething$ may not be discarded or transferred to another character. !f somebody in the Court is e5uipped #ith $"omething,$ roll on the Kingdom Disaster Table each Turn that passes.

3orror
&ncounter Trap ,evel J 'lacement &vent Activation Touch Disarm 0it F )E This Trap may be placed on a gory corpse or a gruesome Monster. 0hen this Trap activates, each member of the Court makes a 0arfare Check #ith a difficulty e5ual to :)J + %umber of 2ollo#ers;. &ach character that fails loses ) point of Drive. !f they cannot reduce their Drive, reduce the =oices of the 'eople by ).

8orracho
&ncounter Trap ,evel J 'lacement &vent Activation 1ndiscovered Disarm Discovery This Trap may be placed on a Monster, an !mportant %'C, or any %'C #ith statistics. They attackA treat it as a "urprise Attack.

Mold
&ncounter Trap ,evel J 'lacement 9oom Activation 9est Disarm !mpossible All ,unches, 2ull Courses, and Keepable 2oods in the Court are destroyed.

'oltergeist
&ncounter Trap ,evel J 'lacement &vent Activation Touch Disarm Charisma F )< This Trap may be placed on an !tem, a Construct Monster, or a young boy or girl. 0hen this Trap activates, each member of the Court chooses an !tem they have e5uipped at random. 2or each Arms !tem chosen this #ay, a Demonic "teel appears, and Combat erupts. 1ntil those Demonic "teels are defeated, those Arms !tems may not be used.

3omesickness
&ncounter Trap ,evel . 'lacement 9oom Activation Discovery Disarm !mpossible &ach character in the Court #ho has 2ollo#ers makes a 0it F )) check. &ach character that fails has )D* 2ollo#ers return to the Kingdom.

3ate Monger
&ncounter Trap ,evel * 'lacement &vent Activation Touch Disarm Charisma F K > ?Total %umber of 2ollo#ers in the Court 4 )F)/@ This Trap may be placed on a character. 0hen this Trap activates, reduce the =oices of the 'eople by )D*.

9ebellion
&ncounter Trap ,evel * 'lacement &vent Activation Touch Disarm Charisma F )J This Trap may be placed on a character. 0hen this Trap activates, each member of the Court makes a Duest F K check. &ach character #ho fails takes :2ollo#ers > )D*; points of damage.

Chant
&ncounter Trap ,evel * 'lacement &vent Activation Touch Disarm 0it F )J This Trap may be placed on a song, incantation, person's voice, etc... 0hen this Trap activates, each member of the Court halves their current 3'.

6am
&ncounter Trap ,evel * 'lacement 9oom Activation Automatic Disarm 0it F )J 0henever a Duest Check or a check made as a result of a roll on a 9est Table fails in this room, roll on

the 3appening Table for the Ability "core used for that check.

Disaster Traps
#isaster Tra* Table
"oll !! Avalanche !$ Avalanche !% #istress !' "ed Shoes !+ Poison 0as !& #ungeon Storm $$ Avalanche "esult "oll $' Activator $+ Pinocchio $& Anger Mood %% Avalanche %' .n7ection %+ 1nd o7 Term "esult "oll '' Avalanche '+ .mage Tram*ling '& "eset Switch ++ Avalanche +& Melodrama && Avalanche "esult $% Metamor*hosis %& Dack in the Bush

Avalanche
Disaster Trap ,evel )+. 'lacement 9oom Activation Automatic Disarm !mpossible !f the number of critical failures that occurred in this room is greater than or e5ual to :* + Trap ,evel;, this room is destroyed and cannot be entered again. 0hen the room is destroyed, each member of the Court in the room takes <D* points of damage, and are immediately moved to an adBacent room of their choice.

Distress
Disaster Trap ,evel ) 'lacement 9oom Activation 9est Disarm !mpossible ,ose ) ,unch or 2ull Course. !f you cannot, each member of the Court takes < points of damage.

9ed "hoes
Disaster Trap ,evel ) 'lacement &vent Activation Touch Disarm !mpossible This Trap may be placed on armor, clothing, shoes, or another type of #earable !tem. 0hen this Trap activates, the character #ho touched it e5uips that !tem. 1ntil the end of the game, that !tem may not be discarded or transferred to another character. A character e5uipped #ith that !tem takes )D* points of damage each Duarter until the end of the game.

'oison (as
Disaster Trap ,evel ) 'lacement 9oom Activation Automatic Disarm !mpossible Take )D* points of damage for each Duarter spent in this room.

Dungeon "torm
Disaster Trap ,evel < 'lacement 9oom Activation 9est Disarm Discovery The (M chooses t#o rooms from the Map. "#itch the position of those t#o rooms.

Metamorphosis
Disaster Trap ,evel < 'lacement &vent Activation Touch Disarm 0it F K This Trap may be placed on a character or !tem. 0hen this Trap activates, the character that touched it gains the Cursed 8ad "tatus.

Activator
Disaster Trap ,evel < 'lacement &vent Activation Touch Disarm Duest F K This Trap may be placed on a character or !tem. !ncrease the 0arfare and Damage of each Monster on this map by ) point.

'inocchio
Disaster Trap ,evel < 'lacement 9oom Activation Automatic Disarm !mpossible 0henever a character in this room tells a lie, they gain the Cursed 8ad "tatus. The (M determines #hether a lie has been told or not.

Anger Mood
Disaster Trap ,evel J 'lacement 9oom Activation 9est Disarm !mpossible Choose a character at random. That character takes a number of points of damage e5ual to the total of all 3ostility "cores to#ards that character among the rest of the Court.

!nfection
Disaster Trap ,evel J 'lacement &vent Activation Touch Disarm 0it F )< This Trap may be placed on a corpse, on food, medicine, blood, or other such things. 0hen this Trap activates, the character that touched it makes a Duest F )) check. !f it fails, choose a 8ad "tatus at random, and that character becomes an $incubator.$ 0henever another character uses a "kill or !tem

on the incubator, they must make a Duest F K check. !f it fails, they gain that 8ad "tatus. This effect lasts until the end of the game.

&nd of Term
Disaster Trap ,evel E 'lacement &vent Activation 1ndiscovered Disarm Activation This Trap may be placed on a sign, book, letter, or other kind of #ritten material. During the Treasury Meeting step of the &nd 'hase, increase the 1pkeep Cost by )D* M(.

6ack in the 8ush


Disaster Trap ,evel E 'lacement 9oom Activation Automatic Disarm 0arfare F K 0henever a character "earches this room, they make a Duest F )) check. !f it fails, they take )D* points of damage. !f someone attempts to (ather !nformation on the room this Trap is placed in during the Kingdom 'hase, regardless of #hether the Command Check succeeds or not, reduce their 2ollo#ers by )D*.

!mage Trampling
Disaster Trap ,evel E 'lacement &vent Activation Discovery Disarm 0it F )) This Trap may be placed on a picture, letter, sign, or other similar obBect. A character #ho activates this trap must choose #ither to reduce the =oices of the 'eople by )D*, or reduce their 3' by <D*.

9eset "#itch
Disaster Trap ,evel . 'lacement 9oom Activation 1ndiscovered Disarm Discovery 9eturn all of the defeated Monsters and Disarmed Traps on this map to the state they #ere in at the beginning of the scenario.

Melodrama
Disaster Trap ,evel * 'lacement &vent Activation Touch Disarm Charisma F )< This Trap may be placed on music or a sight #ith a positive atmosphere. 0hen this Trap activates, the character that touched it makes a Duest F )) check. !f it fails, they choose the character to#ards they have the highest 9elationship "core. "#itch their Affection and 3ostility "cores to#ards that character. A character #ho has been affected by this Trap cannot be affected by it again for the rest of the game.

Movement Traps

Movement Tra* Table


"oll !! <ock !$ <ock !% Moving 2loor !' )rossover !+ 0radient !& Signal $$ <ock "esult "oll $% .llusion "oad $' arrow "oad $+ <abyrinth $& Tele*orter %% <ock %' Black S*ot %+ Barder "esult "oll %& 0ate Kee*er '' <ock '+ 2lame "oad '& Toll Through ++ <ock +& )orridor && <ock "esult

,ock
Movement Trap ,evel )+. 'lacement Corridor Activation Automatic Disarm Duest F K > Trap ,evel 1ntil this Trap is Disarmed, the Court may not use this Corridor.

Moving 2loor
Movement Trap ,evel ) 'lacement Corridor Activation Automatic Disarm !mpossible The Corridor that this Trap is placed in may only be used to travel in the direction indicated by the arro#.

Crossover
Movement Trap ,evel ) 'lacement Corridor Activation 'assage Disarm !mpossible 7ne additional Duarter passes.

(radient
Movement Trap ,evel ) 'lacement Corridor Activation 'assage Disarm !mpossible 0hen this Trap is placed, choose #hich side is the taller one. 0hen traveling from the shorter side to the taller one, an additional Duarter passes.

"ignal
Movement Trap ,evel < 'lacement Corridor Activation 'assage Disarm Duest F )< 0hen traveling through this Corridor, if the number of Duarters that have passed is even, you return to

the room you started in.

!llusion 9oad
Movement Trap ,evel < 'lacement Corridor Activation 'assage Disarm !mpossible Choose a room #hen you place this Trap. !f this Trap has not been discovered, #hen traveling through that Corridor, you move to the chosen room. After this Trap has been discovered, you learn #hich room it actually leads to.

%arro# 9oad
Movement Trap ,evel < 'lacement Corridor Activation 'assage Disarm !mpossible An additional number of Duarters e5ual to :Total 2ollo#ers in the Court 4 )F)/; passes.

,abyrinth
Movement Trap ,evel J 'lacement Corridor Activation 'assage Disarm Discovery )D* Duarters pass.

Teleporter
Movement Trap ,evel J 'lacement &vent Activation 1ndiscovered Disarm Discovery This Trap may be placed on a door, a vehicle, or other obBect related to movement. The (M chooses a room. Move the entire Court to that room.

8lack "pot
Movement Trap ,evel J 'lacement Corridor Activation 'assage Disarm !mpossible &ach member of the Court makes a Duest F K check. &ach character #ho fails must make the check again. A number of Duarters pass e5ual to the largest number of times any character had to reroll.

0arder
Movement Trap ,evel E 'lacement &vent Activation Automatic Disarm !mpossible This room cannot be moved into or out of using any method other than Corridors that are described in the scenario.

(ate Keeper
Movement Trap ,evel . 'lacement Corridor Activation 'assage Disarm !mpossible 0hen this Trap is set, choose any number of Monsters that #ere described by the scenario. 0hen this Trap activates, those Monsters appear and make a "urprise Attack. 0hen this Trap is discovered, you learn the name and number of those Monsters, and it is not treated as a "urprise Attack #hen they appear.

2lame 9oad
Movement Trap ,evel . 'lacement Corridor Activation 'assage Disarm !mpossible &ach member of the Court takes )D* points of damage #hen traveling through this Corridor.

Toll Through
Movement Trap ,evel * 'lacement Corridor Activation 'assage Disarm !mpossible 0henever you travel through this Corridor, during the &nd 'hase, increase the 1pkeep Cost by )D* M(.

!nfinite Corridor
Movement Trap ,evel G 'lacement Corridor Activation 'assage Disarm !mpossible The Corridor that this Trap is placed in looks like a normal Corridor, but has no end. 0hen traveling through this Corridor, each member of the Court makes a 0it F )) check. !f anybody succeeds, they return to the original room, and each character that succeeded increase their 3ostility "core to#ards each character that failed by ) point. !f everybody fails, one additional Duarter passes, and each member of the Court makes another 0it F )) check until somebody succeeds.

Combat Traps
)ombat Tra* Table
"oll !! 1cli*se !$ 1cli*se !% #uel "oom !' Tornado !+ Thorn !& 2alling "ock "esult "oll $% Seal $' Bottomless Swam* $+ Sli* 2loor $& Sto* Sign %% 1cli*se %' Mine7ield "esult "oll %& #es*air '' 1cli*se '+ S*ellbound '& 0ray "ose ++ 1cli*se +& <imit ,ver "esult

)ombat Tra* Table


"oll $$ 1cli*se "esult "oll %+ Baterhole "esult "oll && 1cli*se "esult

&clipse
Combat Trap ,evel ) 'lacement Area Activation Automatic Disarm "ee 8elo# ou may place this Trap in an Area of your choice. Attacks #ith ranged #eapons may not be made against the Area this Trap is placed in, or any Area in front of it. !f anybody chooses and destroys a "tar 2ragment in the Area this Trap is placed in, this Trap is disarmed. Treat disposing a "tar 2ragment as an Assist Action.

Duel 9oom
Combat Trap ,evel ) 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. 7nly one character from each side may enter the Area this Trap is placed in.

Tornado
Combat Trap ,evel ) 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. 0henever a character enters the Area this Trap is placed in, they make a Duest F )/ check. !f it fails, that character rolls )D*. They move to the follo#ing AreaC )+&nemy &ncampmentA <+&nemy 9earguardA J+&nemy =anguardA E+Allied =anguardA .+Allied 9earguardA *+Allied &ncampment.

Thorn
Combat Trap ,evel < 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. 0henever a character enters the Area this Trap is placed in, they make a Duest F )/ check. !f it fails, that character gains the "leep 8ad "tatus.

2alling 9ock
Combat Trap ,evel < 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. 0henever a character enters the Area this Trap is placed in, they make a Duest F )/ check. !f it fails, that character takes )D* points of damage.

"eal
Combat Trap ,evel J 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. A character in the Area this Trap is placed in cannot use Assist or !nterrupt "kills.

8ottomless "#amp
Combat Trap ,evel J 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. 0henever a character attempts to move out of the Area this Trap is placed it, they make a Duest F )/ check. !f it fails, they cannot move out of that Area. &ach character in that Area takes ) point of damage at the end of the 9ound.

"lip 2loor
Combat Trap ,evel J 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. 0henever a character makes a check in this Area, if both of the dice used for the result are doubles other than *'s, it is a critical failure.

"top "ign
Combat Trap ,evel J 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. 0henever a character enters this Area, they must end their movement. Any character in this Area may not make any special movements as a result of a "kill or !tem.

Minefield
Combat Trap ,evel E 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. 0henever a character enters this Area, they make a Duest F )/ check. !f it fails, each character in that Area takes <D* points of damage.

0aterhole
Combat Trap ,evel . 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. Any character in this Area besides a Deep 7ne

reduces their Defense by < points.

Despair
Combat Trap ,evel . 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. &ach character in this Area reduces their Drive by ) point at the end of the round. !f they cannot reduce their Drive, reduce the =oices of the 'eople by :The %umber of Characters 0ho Cannot 9educe Their Drive; points.

"pellbound
Combat Trap ,evel * 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. !ncrease the Damage of each character in this Area by )D* points.

(ray 9ose
Combat Trap ,evel G 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. Characters in this Area may not use the effect of any "pecial 9elationship or Cooperative Check.

,imit 7ver
Combat Trap ,evel O 'lacement Area Activation Automatic Disarm !mpossible ou may place this Trap in an Area of your choice. At the end of the 9ound, the controller of each character in that Area rolls )D*. The player #ho rolled highest chooses ) character they control, and they become 2ree To Act. The rest of the characters remain &4hausted.

8ases
8ases
8ases are special installations that can be constructed by monsters or enemy kingdoms on a scenario's map. !n Make ou Kingdom, it is normal for the ,andmakers to go on adventures and press for#ard into the dungeon. !n those situations, the (M and the monsters in the dungeon must go on the defensive. 3o#ever, using a 8ase, the side controlled by the (M can cause various events to occur.

'lacing 8ases
The (M may place 8ases #hen constructing the scenario. Choose a 8ase from the list and place it on the map. 3o#ever, the total level of 8ases cannot e4ceed the average level of the Court. There are t#o #ays of placing 8ases.

9oom
A 8ase #ith the !nstallation type of $9oom$ may be placed in any room of your choice. 3o#ever, you may not place any more 8ases in that room.

Addition
A 8ase #ith the !nstallation type of $Addition$ may be placed in any room of your choice. ou may place up to ) 8ase #ith the type of $Addition$ in a room that already contains another 8ase.

8ase "etup
0hen using 8ases, the (M must prepare a copy of the information for each 8ase. 0hen the Dungeon 'hase starts, place the copy of that 8ase's information on the table, face do#n, #here everyone can see it. The players may not look at the face do#n side, but you may look at it #henever you #ish. Turn the copy face up #henever one of the follo#ing occursC 0henever the number of Traps in that 8ase's room becomes kno#n. 0henever the Court moves into that 8ase's room. 0henever the (M uses that 8ase's effect.

'roduction Capacity
!n order to use a 8ase, that 8ase must accumulate points kno#n as $'roduction Capacity.$ 'roduction Capacity represents the #ar materiel that enemy forces or monsters have stored in that 8ase. 2or each Duarter that passes, the (M receives ) 'roduction Capacity. Take a 3ope Counter and place it on any 8ase of your choice. Treat each 3ope Counter on a 8ase as ) 'roduction Capacity.

1sing 8ases
!n order to use a 8ase, you must spend a number of 'roduction Capacity placed on that 8ase e5ual to its Activation Cost. Then, turn that 8ase face up, and it produces its effect. 8ases are divided into different types based on #hich timing they use.

'ermanent
May be used #henever you #ish. After using it, the effect persists until it is destroyed, or the Dungeon 'hase ends.

'lan
May be used at the end of a Duarter. As long as you pay the Activation Cost, it may be used as many times as you #ish.

Assist
May be used #henever you #ish. As long as you pay the Activation Cost, it may be used as many times as you #ish. 3o#ever, you may only use a 8ase #ith the same name once per cycle.

!nterrupt
May be used to !nterrupt #henever the conditions listed are met. As long as you pay the Activation Cost, it may be used as many times as you #ish. 3o#ever, you may only use a 8ase #ith the same name once per cycle.

!ncreasing 'roduction Capacity


ou may increase the 'roduction Capacity in any of the follo#ing situations.

9eturn 'enalty
!f the 'Cs return to the Kingdom during the game, and choose to retry the scenario, the (M receives <D* 'roduction Capacity.

"upplemental 'roduction Capacity


!f the 8ase's effect lists a "upplemental 'roduction Capacity, you receive the amount of 'roduction Capacity listed for each Duarter that passes.

1sing 'roduction Capacity


The (M may use 'roduction Capacity for monsters in the same manner as =oices of the 'eople. !f they become the target of an effect that reduces the =oices of the 'eople, remove that many 'roduction Capacity from any 8ase.

Attacking 8ases
0henever the Court is in a room #ith a 8ase, they may attack that 8ase. !f a 8ase receives enough damage to reduce it's 3' to / or less, it is destroyed. !t may be attacked either during combat, or during the Camp step.

Attacking During Combat


During combat, treat the 8ase as the &nemy &ncampment. !n order to attack a 8ase, Bust as you #ould another character, it must be #ithin range of your #eapon. A 8ase's Defense is e5ual to :G > 8ase ,evel;.

Attacking During the Camp "tep


Treat attacking a 8ase during the Camp step as a 'lan Action. Attacking a 8ase during the Camp step also re5uires an Attack check. 3o#ever, any character that is in the same room as the 8ase may attack it, regardless of their #eapon's range. The difficulty of the check is e5ual to :G > 8ase ,evel;.

9e#ards
!f the Court makes a map #ith an undestroyed 8ase part of its territory, they may receive a re#ard. Choose ) 2acility listed in the 9e#ard section of the 8ase's description. ou may build that 2acility in the room the 8ase is located in. !f a room contains multiple 8ases, you may not build more than one 2acility in that room unless one of those 2acilities has an !nstallation type of Addition.

0ar Machines
A 0ar Machine is a special kind of 8ase constructed using the special skills of 3A(,MA, the 3eavens, the 'its, etc... A 0ar Machine may move during the game. 0henever you gain 'roduction Capacity, declare that the 8ase is moving. "pend ) 'roduction Capacity. Move that 8ase from its current room to any room connected to that one by a corridor.

%otice to the (M
1sing the 8ase rules, the (M can take a more proactive role in combat. 3o#ever, compared to the basic rules, the rules for 8ases are more comple4. The (M may #ish to not use the rules for 8ases until he has played Make ou Kingdom a fe# times.

"cenario Movement
Make ou Kingdom is designed so that %'Cs and Monsters may not act freely in the dungeon. They may only act ?#ithin the limits of the rules@ after the 'Cs encounter them. This is done so to lo#er the burden of #ork on the (M, so that he can focus on describing the dungeon and roleplaying the %'Cs. 3o#ever, as you become more accustomed to (Ming, you may #ish to come up #ith your o#n strategies and actions for the monsters, similar to those of the 'Cs. The rules for bases #ere designed #ith the feelings of that kind of (M in mind. "cenario Movement is an optional rule that #as designed #ith the concept of bases rules in mind. These are pseudo+base construction rules for special scenarios. The (M may use these rules to alter the situation from moment to moment.

Determining "cenario Movement


The (M may determine the %'Cs' actions after each Duarter has passed. This is called "cenario Movement. ou should restrict the availability of this action to a single %'C. That %'C can take the follo#ing actions. The (M may feel free to create other types of actions using these as a guide.

Movement
!f the (M #ishes, %'Cs may move from their current room to another room connected to it by a corridor. The (M does not have to declare #here they are moving. ou may #ish to use this in a scenario #here the 'Cs are searching for someone, or #here they are being pursued by a group of enemies. The 'Cs could infer the location of the %'C from the people they encounter and interact #ith. !f that %'C has allied monsters in another room, or has access to summoning magic, he may be able to move through multiple rooms at once.

=iolence
!f the (M #ishes, an %'C may attack other characters in the same room. 2or e4ample, he might deal )D* points of damage to an important hostage each cycle, or an enemy force that appeared in the Kingdom might kill )D* Citi-ens each cycle. There are also many monsters in the &ndless Dungeon that are essentially anthropomorphi-ed natural disasters. A Typhoon's storm or a Termite ,ord's plague might destroy the 2acilities of the Kingdom. This kind of "cenario Movement might be used to give the 'Cs a time limit in order to make them rush to#ards the %'C's base. 3o#ever, if you don't sho# restrain, it may put undue stress on them. 0hen using this "cenario Movement, you may #ish to give the 'Cs the chance to prevent the damage by making a Kingdom Attribute check, or change the fre5uency it occurs to once every <+E Duarters.

!nfluence the Kingdom


!f the (M #ishes, an %'C may attempt to influence the actions of the Kingdom's citi-ens. 2or e4ample, he may pressure the local merchants into bringing economic sanctions against the Kingdom in order to reduce their treasury, or so# unrest to decrease the =oices of the 'eople. !t may be necessary to restrict the e4tent of these kinds of actions in a manner similar to =iolence.

Change the &nvironment


!f the (M #ishes, an %'C may use a magic ritual or some kind of special e4periment to alter the

environment. 3e might create a giant dungeon #ave in order to move the 'C's Kingdom, or maybe destroy a room in order to prevent his o#n kingdom from being overrun #ith rats. 'erhaps he is summoning an evil demon, or other similar typical situations.

"cene
&ven if it has no direct effect on the game, the (M can describe the actions of that %'C that happen simultaneously to the events of the game. This is kno#n as inconse5uential "cenario Movement. Although it's not something you #ill use often, #hen used appropriately it can create a sense of realism, and change the #ay that the players vie# the actions of the 'Cs and %'Cs.

8ases
Base Table
"oll $ % ' + & H > ? !@ !! !$ "esult <aunching Pad 2rontline Base 0raveyard est 2ort 2ort 2ort 2actory Su**ly <ine )ontrol "oom )lassi7ied Bea*ons

2ort
8ase ,evel ) Type 'ermanent 3' J/ Activation Cost ) !nstallation Addition 9e#ard Citadel 1ntil this 8ase is destroyed, no other Allied 8ase in this room can take damage. Any monsters in the Allied &ncampment cannot be attacked.

2actory
8ase ,evel ) Type Assist 3' )/ Activation Cost "ee 8elo# !nstallation 9oom 9e#ard 8lacksmith, "tapleC !ron Choose an Arms !tem or 9ecovery !tem. !f you spend a number of 'roduction Capacity e5ual to that item's Cost, you may e5uip each monster of a single type on this map #ith one of that item.

%est
8ase ,evel <

Type 'ermanent 3' </ Activation Cost < !nstallation 9oom 9e#ard Mi4ed Area, 9anch "upplemental 'roduction CapacityC ) 0henever a monster in the same room as this 8ase makes an action check, they may roll one additional die, and choose t#o of the dice rolled to calculate the result.

(raveyard
8ase ,evel < Type 'lan 3' </ Activation Cost "ee 8elo# !nstallation 9oom 9e#ard &4ecution (round Choose a monster that died during this session. !f you spend a number of 'roduction Capacity e5ual to that monster's ,evel, you may place that monster in a room of your choice. That monster has the $'ublic &nemy$ and $1ndying 8ody$ skills.

"upply ,ine
8ase ,evel J Type Assist 3' ). Activation Cost "ee 8elo# !nstallation 9oom 9e#ard Depot Choose any number and any type of monster. !f you spend a number of 'roduction Capacity e5ual to those monsters' total ,evels, you may place those monsters in #hichever rooms you choose. At the end of each Duarter, you may move any number of this 8ase's 'roduction Capacity to another 8ase of your choice.

2rontline 8ase
8ase ,evel J Type 'lan 3' <. Activation Cost J !nstallation 9oom 9e#ard 'ia--a Choose either the Court or the Kingdom. !f you chose the Court, each member of the Court makes a 0arfare check #ith a difficulty e5ual to :)J + The "hortest %umber of 9ooms 8et#een Their Current 9oom and the 8ase;. &ach character that fails takes )D* points of damage. !f you chose the Kingdom, the representative of the Court makes a Military ,evel check #ith a difficulty e5ual to :). + The %umber of Territories 8et#een 3ere and the Kingdom;. !f it fails, reduce the number of Citi-ens in the Kingdom by <D*.

Control 9oom
8ase ,evel Type 3' J !nterrupt )/

Activation Cost J !nstallation 9oom 9e#ard 7bservatory Choose an &4hausted Allied character. That character becomes 2ree to Act.

,aunching 'ad
8ase ,evel E Type !nterrupt 3' ). Activation Cost * !nstallation Addition 9e#ard "tapleC (unpo#der ou may use this 8ase to !nterrupt during Combat, before the dice are rolled for a "trategy Check. Choose an Area. At the end of the round, deal .D* points of damage to each character in that Area.

Classified 0eapons
8aseF0ar Machine ,evel E Type 'ermanent 3' ./ Activation Cost < !nstallation 9oom 9e#ard %one 2or each cycle that passes in this room, each character on the &nemy "ide must make a 0arfare F )/ check. &ach character that fails takes <D* points of damage, and has )D* 2ollo#ers return to the Kingdom.

Monsters
Monsters
Monsters are all of the numerous inhabitants of the &ndless Dungeon that you #ill find during the game. A large number of them are dangerous, vie#ing humanity as food or slaves. During the game, they #ill be controlled by the (M, and play the role of adversaries to the 'Cs. The (M has to control many Monsters at the same time. To that end, their stats are condensed compared to a normal character, and they have some stats that normal characters do not. 0hen controlling Monsters, refer to the follo#ing rules specifically for Monsters.

Monster Ability "cores


Monsters do not have set Ability "cores outside of 0arfare. 0hen it becomes necessary for a Monster to use 0it, Charisma, or Duest, use the follo#ing numbers.

Monster Ability Scores


Monster <evel !:? !@:!' !+:!? $@:$' $+:$? %@I Ability Score <evel !@ !! !$ !% !'

3ope
Monsters cannot gain 3ope from Action Checks. This makes it difficult for them to utili-e "kills that use 3ope. 3o#ever, instead of ) point of 3ope, they can reduce their 3' by )D* to produce the same effect. They can do this a number of times up to their 0it "core ?see the previous section for determining Monsters' Ability "cores@. They cannot spend 3ope to increase their Damage. Keep in mind that Monsters are not completely barred from gaining 3ope. They can still gain 3ope from "kills or !tems.

Attacks and "tar 2ragments


0hen a Monster makes an attack, instead of a #eapon, they use their o#n 9ange and Damage scores. These numbers represent the fact that the Monster is already e5uipped #ith items. 0hen a "kill or other effect refers to a #eapon, treat an attack against a target /+) spaces a#ay as a melee #eapon, and an attack against a target < or more spaces a#ay as a ranged #eapon. Monsters are adapted to life in the Dungeon. Therefore, they may make attacks #ith ranged #eapons outside the area of effect of a "tar 2ragment. 0hen they use the "kills $"tarlight,$ $Asterism,$ or $"tar 0ars,$ treat their body as a "tar 2ragment.

Monster 'ersonalities
Monsters have set 'ersonalities. During Combat, the (M controls Monsters according to the follo#ing restrictions.

2oolish
Movement 9estrictionsC !f there are no characters from the &nemy "ide in range, they must move to#ards the enemy. They may use special movements freely. Attack 9estrictionsC Choose an enemy character #ithin range at random to attack. 7ther 9estrictionsC %one

"teady
Movement 9estrictionsC %one Attack 9estrictionsC 7f all the characters from the &nemy "ide in range, target the one #ith the lo#est 3'. !f multiple characters have the same 3', target the one #ith the lo#est Defense. 7ther 9estrictionsC %one

"trange
Movement 9estrictionsC %one Attack 9estrictionsC %one 7ther 9estrictionsC Cannot make the same action t#o 9ounds in a ro#. !f a "kill or !tem is used as a "upport Action, choose another "kill or Action to use.

Cunning
Movement 9estrictionsC Attack 9estrictionsC 7ther 9estrictionsC %one %one %one

Monster &5uipment
0ith the e4ception of one group, Monsters cannot e5uip !tems. 3o#ever, if the (M #ishes, he may allo# Monsters to e5uip !tems. !n this case, 3uman Type Monsters can e5uip J !tems, #hile all other Monsters can e5uip <. 2or each Common !tem a Monster is e5uipped #ith, for purposes of the limits on placing Monsters in rooms, treat that Monster as being one ,evel higher. 2or each 9are !tem a Monster is e5uipped #ith, for purposes of the limits on placing Monsters in rooms, treat that Monster as being three ,evels higher.

Arms !tems
0hen a Monster is e5uipped #ith an Arms !tem, #hen they make an attack, you must declare if they are using their o#n 9ange and Damage, or that of the Arms !tem.

Monster 9elationships
Monsters can have Affection and 3ostility "cores to#ards various characters, Bust as 'Cs can. They may also have "pecial 9elationships, and perform Cooperative Checks. 0hen a Monster has a 9elationship "core, for each < points, for purposes of the limits on placing Monsters in rooms, treat that Monster as being one ,evel higher.

Monster (ender
"ometimes, it may be necessary to determine the gender of a Monster. !f it is not set by the scenario, the (M may decide a Monster's gender freely. !f possible, you may #ish to determine their gender based on the art or flavor te4t.

Monster Citi-ens
There are special rules used for Monster Citi-ens. They are listed belo#.

'Cs
Monster Citi-ens are recorded in the Monster Citi-en section. 0hen they are taken into the Dungeon as 2ollo#ers, handle them separately from regular Citi-ens. 0hen an effect reduces a character's number of 2ollo#ers, the controller of that effect chooses #hether the 2ollo#ers lost are regular Citi-ens or Monster Citi-ens.

(M

0hen skills such as $Do#nload$ or $Alias$ #ould be used in a scenario, it is to necessary to determine #hich Monster Citi-ens are available. (enerally, you may treat any monster placed on a map used in the scenario #ho has not died as a Monster Citi-en. !f you have not met the ma4imum placement limit for the map's ruler, you may also have Monster Citi-ens that aren't placed on the map. ou may add Monster Citi-ens up to the total level of monsters that may be placed in the 9uler's room. Treat those Monster Citi-ens as being half their usual level for purposes of calculating the total levels. 7utside of the $Alias$ and $Do#nload$ skills, or #hen they are mentioned in a scenario, there are no Monster Citi-ens on a map.

Monsters and =oices of the 'eople


Monsters, !mportant 'Cs, and other characters controlled by the (M, do not have =oices of the 'eople. 0henever a Monster or !mportant %'C must reduce the =oices of the 'eople, nothing happens. 3o#ever, #hen using 8ases, #hen a Monster becomes the target of an effect that #ould 9educe the =oices of the 'eople, reduce their 'roduction Capacity instead.

3andling Monsters' "tatistics


(enerally, the game runs more smoothly #hen Monster's statistics are made visible. 3o#ever, in each scenario, the (M may keep hidden the data of Monsters in a number of &ncounters up to the number of people in the Court. These are called 1nkno#n Monsters. 0hen encountering 1nkno#n Monsters, during Combat, the (M may forbid the players from vie#ing those Monsters' stats or Monster Cards.

9einforcements
0hen placing Monsters, you do not have to place all of them right a#ay. 2rom the monsters chosen up to the limit that may be placed in that room, any number may be designated as reinforcements. 9einforcements may be placed in their Allied &ncampment at the end of each 9ound. 3o#ever, #hen being placed as reinforcements, you may only place )/ Monsters of any one type on the 8attlefield. !f the placed reinforcements #ould bring the number of that type of Monster to )/ or more, you may only place enough so that the total #ould be K or less. !f all of the Monsters on the 8attlefield are defeated before reinforcements can be placed, the reinforcements may be placed in another room.

2leeing
Monsters can flee before the entire Court is able to assemble. !f they succeed at fleeing, you may remove any number of characters in the &ncampment from Combat. The removed characters may be placed in another room.

Monster "kills
&ach monster has their o#n special skills, magical abilities, or natural traits. These are kno#n collectively as Monster "kills. (enerally, Monster "kills may only be used by monsters. 7ccasionally, ho#ever, there are ,andmakers #ho may use these skills. 0henever a ,andmaker uses a Monster "kill, use the follo#ing rule.

'Cs 1sing Monster "kills


1sing the $Do#nload$ skill, the $Mi4ed Area$ facility, and others, 'Cs may become able to use Monster "kills. 3o#ever, #henever a 'C uses a Monster "kill, if they do not spend ) 3ope #hen they declare the use of the skill, it has no effect. !f that skill is a 'ermanent skill, its effect only lasts until the end of that cycle.

(eneral Monster "kills

There are numerous monster skills that vary from monster to monster. 3o#ever, there are certain skill, (eneral Monster "kills, that can be learned by many different kinds of monsters. They are e4plained belo#.

'ublic &nemy
Type 'ermanent Target "elf Check %one This is a special "kill #hose effect cannot be prevented, and #hich takes precedence over any other rules. A Monster that kno#s this "kill cannot become a Monster Citi-en. 'Cs cannot learn any Monster "kills kno#n by a Monster #ho kno#s this "kill.

Command NN
Type 'ermanent Target Allied "ide Check %one This "kill has a special effect on Monsters of a certain type during Combat. All other characters belonging to the category NN on the allied side increase their 0arfare by ) point, and their Damage by < point. !f any of the dice they roll for an Attack Check e5ual )) or greater, it is a critical success. This effect is not cumulative.

2lanking
Type 'ermanent Target "elf Check %one !f there is another character on the Allied "ide #ith 2lanking in the same Area as you, increase the result of your Attack Checks and your Damage by ) point. This effect is not cumulative.

Cro#d
Type 'ermanent Target "elf Check %one During Combat, for each other Monster #ith the same name as you in the same Area as you, you may roll ) e4tra die on Attack Checks ?the ma4imum number of dice #hich may be rolled is e5ual to :Monster ,evel > );@.

"chemer
Type 'ermanent Target "elf Check %one !ncrease the difficulty of the &nemy "ide's "trategy Check by J points. This effect is not cumulative.

Corte4
Type 'ermanent Target "elf Check %one 0hen you take damage, if that damage is less than or e5ual to :)/ > our ,evel;, that damage is halved.

Mailed
Type Target Check 'ermanent "elf %one

0hen you take damage, decrease that damage by : our ,evel 4 )F.; points ?this cannot decrease the damage belo# )@.

2lying
Type 'ermanent Target "elf Check %one 7ther characters #ho do not kno# 2lying cannot 7bstruct your Advance. A character #ho kno#s this skill cannot be the target of a Combat Trap.

Trot
Type 'ermanent Target "elf Check %one During Combat, you may move t#o spaces #ith a regular move action.

3ope &ater
Type 'ermanent Target "ee 8elo# Check %one 0henever a character on the 8attlefield spends 3ope, if they do not spend ) additional point of 3ope, it has no effect. This effect is not cumulative.

Drain
Type 'ermanent Target "elf Check %one 0henever you make a successful attack, recover ) 3'.

'oison 8lo#
Type 'ermanent Target "elf Check %one 0henever you make a successful attack, the character you dealt damage to makes a 0arfare F )/ check. !f it fails, they gain the 'oison 8ad "tatus.

Demonic 8lo#
Type 'ermanent Target "elf Check %one 0henever you make a successful attack, the character you dealt damage to makes a 0arfare F )/ check. !f it fails, reduce their 2ollo#ers by )D*.

'enetration
Type 'ermanent Target "elf Check %one 0hen you make a successful attack, you may make an attack against a character one Area behind the character you attacked.

!ncarnation
Type Target 'ermanent "elf

Check %one At the start of the game, you receive a number of 2ollo#ers e5ual to your ,evel.

"#arm Attack
Type "upport Target "ee 8elo# Check %one During Combat, choose an Area, and reduce your 2ollo#ers by an amount of your choice. Deal :%umber of 2ollo#ers 9educed 4 )F.; damage to each character in that Area.

Anabasis
Type "upport Target "ee 8elo# Check %one ou may use this "kill during Combat. Choose any number of characters on the Allied "ide. Move those characters for#ard ) space. They cannot move for#ard if their Advance is 7bstructed.

Da--le
Type "upport Target "ee 8elo# Check %one During Combat, choose an Area. &ach character in that Area makes a Duest Check #ith a difficulty e5ual to : our Charisma > .;. &ach character that fails reduces the 9ange of their attacks by ) ?it cannot be reduced belo# /@. This effect lasts for the rest of Combat, and is not cumulative.

Demorali-e
Type "upport Target "ee 8elo# Check %one During Combat, choose an Area. &ach character in that Area makes a 0it Check #ith a difficulty e5ual to : our Charisma > .;. &ach character that fails gains the Disoriented 8ad "tatus.

"leep Cloud
Type "upport Target "ee 8elo# Check %one During Combat, choose an Area. &ach character in that Area makes a Charisma Check #ith a difficulty e5ual to : our Charisma > .;. &ach character that fails gains the "leep 8ad "tatus.

Charm
Type "upport Target !ndividual Check %one During Combat, choose a character in the same Area as you. That character makes a 0it Check #ith a difficulty e5ual to : our Charisma > .;. !f it fails, you immediately take control of that character and resolve a Move and Action, regardless of #hether the are 2ree or Act or &4hausted. ou may not use Drive or =oices of the 'eople. 0hen that character is done acting, they become &4hausted.

8reath
Type "upport Target "ee 8elo# Check %one During Combat, choose an Area up to t#o spaces a#ay from the Area you are in. &ach character in that

Area makes a Duest F K check. &ach character that succeeds takes : our ,evel 4 )F<; damage. &ach character that fails takes : our ,evel; damage.

Area Attack
Type Assist Target "elf Check %one ou may use this "kill #henever you make an attack against a target in the same Area as you. Make an Attack Check #ith your 0arfare reduced by < points. &ach character in that Area #hose Defense is less than or e5ual to the result of your Attack Check is hit by your attack.

!ncognito
Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever more than one character becomes the target of an attack or takes damage. ou may remove yourself from the target of that attack or damage dealing effect.

"#arm Defense
Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #henever somebody takes damage. 9educe your follo#ers by an amount of your choice. 9educe the damage taken by the same amount.

The 9uler
The statistics of monsters collected in this book represent a typical e4ample of that type of monster. 3o#ever, the dungeonification that occurs in the &ndless Dungeon can create individuals #ith different abilities. 9ulers, transformed directly by the kernel, can have numerous special abilities. The follo#ing rules e4plain ho# to use maps' 9ulers.

!ncreasing "tats
9ulers transformed by the kernel have Ability "cores that are stronger than typical monsters. ou may alter their stats in the follo#ing #ays.

0arfare
The (M may increase a 9uler's 0arfare. 2or each point you increase their 0arfare, treat them as being one level higher for purposes of the limits on placing monsters.

9ange
The (M may increase a 9uler's 9ange. 2or each point you increase their 9ange, treat them as being t#o levels higher for purposes of the limits on placing monsters.

Damage
The (M may increase a 9uler's Damage. 2or each )D* you increase their Damage, treat them as being one level higher for purposes of the limits on placing monsters.

Defense
The (M may increase a 9uler's Defense. 2or each point you increase their Defense, treat them as being one level higher for purposes of the limits on placing monsters.

3'
The (M may increase a 9uler's Ma4imum 3'. 2or each :Monster ,evel 4 .; points you increase their Ma4imum 3', treat them as being t#o levels higher for purposes of the limits on placing monsters.

9uler "kills
The (M may give the follo#ing "kills to 9ulers #hose ,evel is e5ual to or greater the ,evel listed. 2or each of the follo#ing skills they learn, treat them as being three levels higher for purposes of the limits on placing monsters.

Terror ?,evel J@
Type 'ermanent Target Court Check %one 0hen encountering this Monster, each member of the Court makes a 0it or Charisma Check #ith a difficulty e5ual to :Monster ,evel > .;. &ach character #ho fails has <D* 2ollo#ers return to the Kingdom.

Asura ?,evel E@
Type "upport Target "elf Check %one ou may use this "kill during Combat. Choose any number of characters #ithin your range up to :,evel 4 )F.;. ou may make an attack against each of those characters.

Dungeon 3a-ard ?,evel .@


Type 'ermanent Target "ee 8elo# Check %one 0hen Combat starts, choose up to three Areas. ou may place a Combat Trap #ith a ,evel less than or e5ual to your o#n in each of those Areas. %o Combat Traps #ith a ,evel less than these Traps' ,evels may be placed in those Areas.

'lague ?,evel *@
Type 'ermanent Target Kingdom Check %one ou may use this "kill during Combat. At the end of each 9ound, the representative of the Court makes a ,ifestyle ,evel Check #ith a difficulty e5ual to :K > The %umber of 9ounds 'assed;. !f it fails, reduce the number of Citi-ens by )D*.

8lack "abbath ?,evel G@


Type 'ermanent Target !ndividual Check %one At the start of Combat, choose a character #ho appeared during that game. 'lace that character in the same Area as you. 0henever you are hit by an attack, roll a die. !f it is odd, the attack hits youA if it is even, the attack hits the chosen character ?if that character is an &4tra, they are killed if they are hit@.

8aptism of %ightmare ?,evel O@


Type "upport Target !ndividual Check %one ou may use this "kill during Combat. Choose a character. Turn )D* of that character's 2ollo#ers into

Monsters of the same category as you that are ,evel J or lo#er. 'lace those Monsters in the same Area as the chosen character. This effect lasts until you die.

'andemonium ?,evel K@
Type "upport Target "ee 8elo# Check %one Choose a room. 'lace a 8ase in that room. This effect may only be used once per game.

A#aken ?,evel )/@


Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever your 3' becomes / or less. 9ecover all your 3', and change your stats to that of a Monster up to J ,evels higher than you. ou lose this "kill #hen you change your stats.

Asylum ?,evel ))@


Type 'ermanent Target + Check %one At the start of Combat, choose a character. 9emove all characters besides that character from the 8attlefield. !n order to participate in Combat, the removed characters may, starting ne4t round, either roll on the Arrival Table, or succeed on a 0it Check #ith a difficulty e5ual to : our ,evel > .;. !f they succeed on the 0it Check, they are placed in their side's &ncampment.

'urgatory ?,evel )<@


Type 'ermanent Target "ee 8elo# Check %one ou may use this "kill during Combat. At the end of the 9ound, each member of the Court makes a 0arfare F K check. &ach character that fails reduces their 2ollo#ers by )D*.

9ulers' 0eak 'oints


The (M may also e4press a 9uler's uni5ue nature by giving them a #eak point. (iving a monster a #eak point decreases their level. There are t#o advantages to using #eak points. The first is that it allo#s you to use a higher level monster. ou may #ant to use a po#erful monster and try out different kinds of combat techni5ues, but the Court's ,evel is too lo#, and you can't use them. The second advantage is that it allo#s more variety in the scenario. !ntroducing a #eak point increases the number of #ays the 9uler can be defeated. !nstead of simply resorting to fighting, you can make the adventure more interesting by having to e4plore the dungeon for information about the 9uler's #eakness, or enlisting someone else's help.

0eak 'oints
The (M may give a 9uler the follo#ing types of #eak points. &ach #eak point a monster has #ill decrease its ,evel for purposes of placing monsters in rooms by its ,evel Modifier. 0hen using a monster #ith a #eak point, the (M should prepare events or encounters during the 'rologue or in the map itself that provide information as to the monster's #eak point.

%emesis
A 9uler #ith a nemesis is #eakened by a certain kind of obBect of person. ou can use the follo#ing kinds of nemeses, or create your o#n.

Karma
The monster has a connection to someone from a past life. Choose one member of the Court, and that character becomes the monster's nemesis. 0henever the monster takes damage from its nemesis, increase that damage by )D* points. ,evel AdBustment <

9elationship
The monster has a deep relationship #ith an %'C. !n the presence of that %'C, they recoil from their monstrous nature. 0hen their nemesis appears on the battlefield, the monster gains the Cursed bad status. ,evel AdBustment <

'oison
There is something that is poisonous to the monster. Determine #hat that obBect is using the 0eaknesses Table. 0henever the monster takes damage from its nemesis, or from a character carrying it, increase that damage by )D* points. More than one thing may be poisonous to a monster. ,evel AdBustment < > %umber of 'oisons

Anathema
There is something that the monster cannot come into contact #ith. Determine #hat that obBect is using the 0eaknesses Table. 0henever the monster attacks, they #ill avoid their nemesis or any 'C carrying it ?if they are 2oolish, then they #ill move a#ay from the target@, and #ill only attack if there are no non+Anathema characters #ithin range. 3o#ever, each time they attack, reduce their 3' by <D*. ,evel AdBustment .

Core
A monster #ith this #eak point has their core hidden in a different place. !f found and destroyed, it #ill #eaken the monster. 3o# their core may be destroyed is up to the (M. 3o#ever, it must be something that is #ithin the po#er of the Court. A monster's core might be hidden inside a cherished or despised person or place that they care about. ou can use the follo#ing kinds of cores, or create your o#n.

Memory Core
A core formed from the monster's mind or emotions. !f it is destroyed, the monster cannot use any of it skills. ,evel AdBustment J

"oul Core
A core that holds the monster's essence. !f it is destroyed, halve the monster's 3'. ,evel AdBustment .

"plit Core
The monster has several cores, and their po#er is divided up among several other monsters, usually bet#een <+G. !f every core is destroyed, the 9uler makes a Duest check #ith a difficulty e5ual to :G > ,evel;. !f it succeeds, they take *D* points of damage. !f it fails, they die. ,evel AdBustment *

Avatar
A monster #ith this #eak point is Bust a shado# of their true form. !n many cases, their real body e4ists in 3eaven, the 'its, the Magic 9ealms, etc... and proBects a fragment of itself into (round Sero. They may be called (ods or Demons, and often do not deal #ith things directly because they are busy dealing #ith their #orshipers. These fragments may not be as strong as the actual being, but they are

more than enough to pose a threat to #eak ,andmakers.

Celestial 8ody
The monster is Bust a shado#. 3alve its 3'. ,evel AdBustment E

"ealed
The monster is sealed a#ay, and cannot use its full po#er. Choose )+J of that monster's skills, and it becomes unable to use them. ,evel AdBustment J > %umber of "ealed "kills

Time ,imit
The monster can only interact #ith (round Sero for a limited time. After combat starts, the monster #ill be defeated automatically after )D* > E rounds. ,evel AdBustment O

Beaknesses Table
"oll "esult "oll $% Silver $' A strong star 7ragment $+ )ats 5a s*eci7ic animal8s cry6 $& .nsecticide 5a s*eci7ic chemical6 %% ;irgins %' )ross 5a s*eci7ic holy symbol6 %+ #ice 5a s*eci7ic game6 "esult "oll "esult !! Bomen 5a s*eci7ic se-6 !$ )hildren 5a s*eci7ic age6 !% A s*eci7ic relationshi* !' A s*eci7ic song !+ Alcohol !& Tobacco 5a s*eci7ic smell6 $$ 2airies 5a s*eci7ic race6 %& )omics 5a s*eci7ic story6 '' Mayonnaise 5a s*eci7ic 7ood6 '+ A s*eci7ic )ommon .tem '& A s*eci7ic Material ++ A key +& An A77ection Score towards you o7 %I && Someone who s*ills your blood

7gre
7grekin
7gre ,evel ) 0arfare ) 9ange / Damage )D* Defense . 3' ) 'ersonality 2oolish Materials 2ang $Call Ally ?Monster@$ ?'ermanent@ 0henever somebody #ho attacks you suffers a critical failure on their Attack Check, ) 7grekin appears in the Allied "ide's &ncampment.

'rimal 7grekin
7gre ,evel 0arfare 9ange Damage Defense 3' < < / J K J

'ersonality 2oolish Materials ,eather $3oick ?Melee@$ $Ancestral 9ecall ?Monster@$ ?'ermanent@ Any character in the same Area as you #ith the #ord $7grekin$ in their name increases their 9ange by ) point, and is treated as if they #ere a 2airy. This effect is not cumulative.

9ed Cap
7gre ,evel < 0arfare < 9ange < Damage < Defense O 3' < 'ersonality "trange Materials Cloth $3oick ?Melee@$ $3it and A#ay ?Dungeon@$

7grekin "haman
7gre ,evel J 0arfare ) 9ange J Damage )D* Defense O 3' * 'ersonality "trange Materials 9eagent $"hooting "tar ?Astrology@$ $7grekin Dance ?Monster@$ ?"upport@ This "kill may be used during Combat. Make a Charisma Check #ith a difficulty e5ual to :The %umber of Monsters on the 8attlefield #ith $7grekin$ in Their %ame > .;. !f it is successful, you may place )D* 7grekin in any Areas of your choice on the Allied "ide.

7grekin Champion
7gre ,evel J 0arfare J 9ange / Damage )D* > ) Defense )) 3' G 'ersonality Cunning Materials 2ang $"chemer ?Monster@$ $2lanking ?Monster@$ $3ope of the 7grekin ?Monster@$ ?'ermanent@ This "kill takes effect during Combat. Change the 'ersonality of all 7grekin on the Allied "ide to Cunning. All 7grekin on the Allied "ide learn the Monster "kill $2lanking.$

Minotaur
7gre ,evel E

0arfare E 9ange ) Damage E Defense K 3' )/ 'ersonality 2oolish Materials Meat, 2ang, ,eather $Area Attack ?Monster@$ $Command 7gre ?Monster@$ $Knock 8ack ?Melee@$

Minotragos
7gre ,evel E 0arfare J 9ange ) Damage )D* > ) Defense )) 3' O 'ersonality Cunning Materials Meat, 2ang, ,eather $Knock 8ack ?Melee@$ $9ush ?Melee@$ $,ust ?Monster@$ ?'ermanent@ 0henever you attack a female character, increase your Damage by < points.

7gre
7gre ,evel . 0arfare E 9ange / Damage )D* Defense G 3' </ 'ersonality "trange Materials 2ang $Knock 8ack ?Melee@$ $Munch Munch ?Monster@$ ?"upport@ Choose a Monster on the Allied "ide in the same Area as you #ith a ,evel less than or e5ual to yours and remove it. 2or the rest of Combat, increase your Damage by )D*. 9ecover )D* 3'.

7grekin Cannon
7gre ,evel . 0arfare E 9ange E Damage <D* Defense G 3' ). 'ersonality "trange Materials (unpo#der $7grekin 8ullet ?Monster@$ ?"upport@ Choose a Monster on the Allied "ide in the same Area as you #ith $7grekin$ in their name and move that Monster for#ard up to < spaces. The 3' of each character in that Area is halved.

7grekin Command (roup


7gre ,evel . 0arfare ) 9ange / Damage )D* Defense . 3' <. 'ersonality "trange Materials 2ang, Cloth $7grekin "tandard 8earer ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever you #ish. ou become &4hausted. !ncrease the Defense of each character on the Allied "ide #ith $7grekin$ in their name by ) point. $7grekin 8and ?Monster@$ ?"upport@ &ach character on the Allied "ide #ith $7grekin$ in their name increases their ma4imum 3' by ) point, and recovers ) 3'. This effect lasts for the rest of Combat.

8erserk 7grekin
7gre ,evel * 0arfare * 9ange / Damage <D* > ) Defense )/ 3' )< 'ersonality 2oolish Materials 2ang $Knock 8ack ?Melee@$ $8erserk ?Monster@$?'ermanent@ 0henever you attack, choose t#o characters in the same Area as you at random, and make an attack against each of the ?if the same character is chosen t#ice, you attack that character t#ice@.

Troll
7gre ,evel G 0arfare * 9ange / Damage <D* > ) Defense G 3' E/ 'ersonality 2oolish Materials 2ang, ,eather $'ublic &nemy ?Monster@$ $Area Attack ?Monster@$ $Knock 8ack ?Melee@$ $Dark 8lessing ?Monster@$ ?'ermanent@ ou may use this "kill during Combat. At the end of the 9ound, if there are no characters in the same Area as you #ith an !tem #ith $"tar$ in its name, you may recover <D* 3'.

3ag
7gre ,evel 9ange Damage G < <D*

Defense )J 3' <. 'ersonality Cunning Materials 2ang, Cloth $Minor "hift ?6ob@$ $Conspiracy ?6ob@$ $"plit ?%egotiation@$ $"leep Cloud ?Monster@$ $7gress's Cleaver ?Monster@$ ?'ermanent@ 0henever this character deals damage to somebody, reduce their ma4imum 3' by an amount e5ual to the damage dealt. This effect lasts until the end of Combat.

Cyclops
7gre ,evel O 0arfare O 9ange < Damage JD* Defense )/ 3' E. 'ersonality 2oolish Materials 2ang $Demonic 8lo# ?Monster@$ $Area Attack ?Monster@$ $Mailed ?Monster@$ $9ush ?Melee@$ $Knock 8ack ?Melee@$ $3oick ?Melee@$ $0arfare Cry ?Monster@$ ?"upport@ During Combat, each 7gre character increases their Damage by )D*. This effect is not cumulative.

7gre King of ,ove


7gre ,evel )/ 0arfare O 9ange ) Damage JD* Defense )E 3' */ 'ersonality Cunning Materials ,eather, Cloth $Demonic 8lo# ?Monster@$ $Charm ?Monster@$ $2ortune ?Monster@$ ?"upport@ During Combat, choose a character in the same Area as you. !f you successfully attack that character, reduce that character's highest Affection "core?s@ to /. This effect lasts until the end of Combat.

2airy
'y4ie
2airy ,evel 0arfare 9ange ) < <

Damage ) Defense )/ 3' ) 'ersonality "teady Materials 0ood $2lying ?Monster@$ $Accident ?Monster@$ the Cursed 8ad "tatus.

?'ermanent@ During Combat, any character in the same Area as you gains

(remlin
2airy ,evel ) 0arfare ) 9ange ) Damage < Defense )/ 3' ) 'ersonality "trange Materials 9eagent $2lying ?Monster@$ $"leep Cloud ?Monster@$ $8reakdo#n ?Monster@$ ?"upport@ Choose a character #ithin your 9ange #ho is e5uipped #ith an !tem #ith Machinery in the Material section of its description. That character makes a 0it F K check. !f it fails, that !tem is destroyed, and that character takes )D* damage.

,illiput
2airy ,evel < 0arfare < 9ange / Damage )D* Defense )J 3' ) 'ersonality Cunning Materials 9eagent $Cro#d ?Monster@$ $(uilty Conscience ?Monster@$ ?'ermanent@ Any character #ho kills you loses ) point of Drive. !f their Drive is already / or less, reduce the =oices of the 'eople by ) point.

D#arf
2airy ,evel J 0arfare J 9ange / Damage )D* Defense G 3' )/ 'ersonality "trange Materials !ron $Demorali-e ?Monster@$ $Knock 8ack ?Melee@$ $"neak Through ?Dungeon@$

8lack D#arf

2airy ,evel E 0arfare E 9ange J Damage )D* Defense O 3' ). 'ersonality Cunning Materials !ron $Dead &ye ?9anged@$ $'oint 8lank ?9anged@$ $Mailed ?Monster@$

Domovoi
2airy ,evel E 0arfare J 9ange / Damage < Defense )J 3' . 'ersonality "trange Materials Meat $2airy's 2east ?Monster@$ ?"upport@ Choose a Monster in the same Area as you. !ncrease that character's Damage by an amount e5ual to their 0arfare. !f you use this effect on a 2airy, it lasts until the end of Combat. !t is not cumulative.

Changeling
2airy ,evel E 0arfare ) 9ange < Damage )D* Defense )/ 3' J 'ersonality Cunning Materials Cloth $Combination ?1seful@$ $Analy-e ?"cience@$ $0all ?Dungeon@$ $(ranny ?Monster@$?"upport@ During Combat, choose a character. &ach character #ho has an Affection "core to#ards that character increases their 3ostility "core to#ards that character by an amount e5ual to their Affection "core to#ards that character, and then that Affection "core becomes /. This effects lasts until the end of Combat.

Money &ater
2airy ,evel 0arfare 9ange Damage Defense 3' 'ersonality . E E )D* )< O "trange

Materials 9eagent $8reath ?Monster@$ $'ublic &nemy ?Monster@$ $'overty ?Monster@$ ?"upport@ Choose a kingdom. The representative of that kingdom makes a Culture ,evel F K check. !f it fails, reduce that kingdom's Treasury by )D* M(.

0illie 0inkie
2airy ,evel . 0arfare E 9ange J Damage )D* Defense )< 3' K 'ersonality "trange Materials 9eagent $"leep Cloud ?Monster@$ $2lying ?Monster@$ $!nsomnia ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever an effect that produces the "leep 8ad "tatus occurs during Combat. Deal )D* damage to each character that did not gain the "leep 8ad "tatus.

,eshy
2airy ,evel * 0arfare E 9ange ) Damage )D* > . Defense K 3' )/ 'ersonality Cunning Materials 0ood $Corte4 ?Monster@$ $Charm ?Monster@$ $Tree "pirit ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever a character on the &nemy "ide makes a Cooperative Action during Combat. Deal an amount of damage e5ual to the amount the bonus provided by the Cooperative Action to each character on the &nemy "ide.

3igh &lf
2airy ,evel * 0arfare . 9ange < Damage . Defense )J 3' )E 'ersonality Cunning Materials 9eagent $"hooting "tar ?Astrology@$ $"targa-er ?Astrology@$ $Dead &ye ?9anged@$ $(uardian of %ature ?Monster@$ ?'ermanent@ 0henever you attack a character e5uipped #ith an !tem that lists Machinery in the Material section of its description, or a Monster #ith Machinery in the Material section of its description, increase your Damage by )D*.

Airt 'iper
2airy ,evel G 0arfare . 9ange J Damage )D* > < Defense )J 3' ). 'ersonality "trange Materials 9eagent, !nformation $Area Attack ?Monster@$ $Command 2airy ?Monster@$ $'ublic &nemy ?Monster@$ $Magic 2lute ?Monster@$ ?"upport@ Choose a kingdom. The representative of that kingdom makes a Culture ,evel F )) check. !f it fails, reduce that Kingdom's number of Citi-ens by )D*.

Celestial
2airy ,evel O 0arfare G 9ange J Damage <D* Defense )E 3' </ 'ersonality Cunning Materials 9eagent $2lying ?Monster@$ $"hooting "tar ?Astrology@$ $Asterism ?Astrology@$ $"tar 0ars ?Astrology@$ $Catastrophic Alignment ?Monster@$ ?'ermanent@ During Combat, at the end of the 9ound, if there is a character #ith this "kill in each Area #ithout a member of the &nemy "ide in it, you may place an Angel or Deep 7ne #ith a ,evel up to :</ + %umber of Characters 0ith This "kill; in an Area of your choice.

2ay Knight
2airy ,evel )/ 0arfare O 9ange ) Damage <D* > J Defense )< 3' E/ 'ersonality Cunning Materials 9eagent, !ron $Corte4 ?Monster@$ $Deed of Arms ?Class@$ $7gg ?Class@$ $8lade 7pera ?6ob@$ $9ush ?Melee@$ $Charge ?Melee@$ $7blivion ,ance ?Monster@$ ?Assist@ Any character hit by your attack makes a 0it F )/ check. !f it fails, that character forgets ) "kill of your choice for the rest of the game. This effect may only be used

once per Combat.

2ortuna
2airy ,evel )J 0arfare O 9ange < Damage <D* Defense )< 3' */ 'ersonality Cunning Materials 9eagent, Cloth $Da--le ?Monster@$ $Charm ?Monster@$ $8reath ?Monster@$ $9oulette ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever somebody is hit #ith an attack. Choose a character at random in the same Area as the character #ho #as hit. The attack hits that character instead.

8east
"lime
8east ,evel ) 0arfare / 9ange / Damage < Defense . 3' . 'ersonality 2oolish Materials Meat $"#allo# ?Monster@$ ?'ermanent@ !f you score a critical success on an Attack Check, you may s#allo# the target. A target that has been s#allo#ed takes ) damage at the end of the 9ound and cannot move until your 3' becomes /. 0henever you take damage, the s#allo#ed character also takes ) point of damage.

(iant 8at
8east ,evel ) 0arfare ) 9ange / Damage )D* Defense G 3' ) 'ersonality 2oolish Materials Meat $2lying ?Monster@$ $'oison 8lo# ?Monster@$

Devil's Tongue
8east ,evel 0arfare ) )

9ange ) Damage )D* Defense * 3' J 'ersonality "trange Materials 0ood $Constrict ?Monster@$ ?"upport@ Choose a character #ithin your 9ange. Move that character to the Area you are in, and decrease their Defense by ) point for the rest of the game.

3urry 2o4
8east ,evel < 0arfare < 9ange / Damage )D* Defense K 3' J 'ersonality Cunning Materials ,eather $Charm ?Monster@$ $"hield ?Melee@$

'ick Cat
8east ,evel < 0arfare < 9ange / Damage )D* Defense )< 3' E 'ersonality Cunning Materials ,eather, !nformation $Trot ?Monster@$ $"neak Through ?Dungeon@$ $Dungeon 'a#s ?Monster@$ ?"upport@ 2ind the total ,evel of all characters in the same Area as you #ho kno# this "kill. ou may place a Combat Trap #ith a ,evel less than or e5ual to that number in the Area you are in.

(iant "5uirm
8east ,evel J 0arfare J 9ange / Damage )D* > ) Defense G 3' G 'ersonality "teady Materials Meat $Area Attack ?Monster@$ $9ush ?Melee@$ $Knock 8ack ?Dungeon@$

8aboon
8east

,evel J 0arfare J 9ange ) Damage )D* Defense )/ 3' . 'ersonality "teady Materials 2ang, ,eather $3oick ?Melee@$ $Knock 8ack ?Melee@$

'lague 9at
8east ,evel J 0arfare ) 9ange / Damage )D* Defense )< 3' J 'ersonality Cunning Materials 9eagent $Cro#d ?Monster@$ $'ublic &nemy ?Monster@$ $'lague ?Monster@$ ?'ermanent@ 0henever this character scores a critical success on an attack, choose a 8ad "tatus at random. The target of that attack gains that 8ad "tatus.

3orseli-ard
8east ,evel E 0arfare E 9ange / Damage )D* Defense )/ 3' * 'ersonality 2oolish Materials Meat, 2ang, ,eather $Trot ?Monster@$ $2lanking ?Monster@$

"no# 9abbit
8east ,evel E 0arfare J 9ange ) Damage E Defense K 3' )/ 'ersonality 2oolish Materials 9eagent $Area Attack ?Monster@$ $8reath ?Monster@$

8andersnatch
8east

,evel . 0arfare * 9ange / Damage )D* > < Defense )< 3' . 'ersonality "teady Materials 2ang, ,eather $!ncognito ?Monster@$ $2lanking ?Monster@$

"a#ing 8oar
8east ,evel . 0arfare . 9ange / Damage <D* Defense O 3' O 'ersonality 2oolish Materials Meat, 2ang, ,eather $Trot ?Monster@$ $Knock 8ack ?Melee@$ $Charge ?Melee@$

Cho#hound
8east ,evel . 0arfare . 9ange / Damage <D* Defense )/ 3' )) 'ersonality "trange Materials Meat, ,eather $Comfy ?Monster@$ ?"upport@ 9educe the Defense of each character on the &nemy "ide by )D*. This effect lasts until the end of Combat, and is not cumulative.

0olfpack
8east ,evel . 0arfare * 9ange / Damage <D* > ) Defense )) 3' G 'ersonality Cunning Materials 2ang, Meat, ,eather $Cro#d ?Monster@$ $Trot ?Monster@$ $"neak Through ?Dungeon@$ $0olf's 2angs ?Monster@$ ?'ermanent@ 0henever this character scores a critical success on an attack, roll )D*. The attack's target's 3' becomes that number.

Treant
8east ,evel * 0arfare . 9ange ) Damage )D* > ) Defense )) 3' )O 'ersonality 2oolish Materials 0ood $3oick ?Melee@$ $Corte4 ?Monster@$

=orpal 8unny
8east ,evel G 0arfare . 9ange ) Damage )D* > ) Defense )J 3' )< 'ersonality Cunning Materials Meat, ,eather $Trot ?Monster@$ $6ump ?Melee@$ $Critical 3it ?Monster@$ ?'ermanent@ 0henever this character scores a critical success on an attack, the target of that attack makes a 0arfare Check #ith a difficulty e5ual to ?. > our ,evel@. !f it fails, their 3' becomes /.

Cave 8ear
8east ,evel G 0arfare G 9ange / Damage <D* > < Defense )/ 3' <. 'ersonality Cunning Materials Meat, ,eather, 2ang $Demonic 8lo# ?Monster@$ $Corte4 ?Monster@$ $8ear 3ug ?Monster@$ ?Assist@ ou may use this "kill #henever you hit #ith an attack. The target of that attack makes a 0arfare Check #ith a difficulty e5ual to ? our 3' + Target's 3'@. !f it fails, the target's 3' becomes ).

2ungusaur
8east ,evel 0arfare 9ange Damage Defense 3' 'ersonality G * ) <D* )J </ "trange

Materials 9eagent, Meat, 2ang $8reath ?Monster@$ $Corte4 ?Monster@$ $'oison 8lo# ?Monster@$ $'oison 'ollen ?Monster@$ ?"upport@ Choose an Area. Deal )D* points of damage to each character in that Area. &ach character in that Area makes a 0arfare F K check. &ach character that fails gains the 'oison 8ad "tatus.

Carrion Cra#ler
8east ,evel G 0arfare . 9ange < Damage )D* Defense )/ 3' J/ 'ersonality 2oolish Materials 9eagent $'ublic &nemy ?Monster@$ $'oison 8lo# ?Monster@$ $2eeler Attack ?Monster@$ ?'ermanent@ ou may make E attacks.

&lectric "lime
8east ,evel O 0arfare * 9ange ) Damage )D* > E Defense G 3' E/ 'ersonality "trange Materials Meat, Machinery $"hort Circuit ?Monster@$ ?'ermanent@ !f you are attacked by a melee #eapon, the attacker takes ) point of damage. $Discharge ?Monster@$ ?"upport@ During Combat, reduce your 3' by <D*. Deal that same amount of damage to each character in the same Area as you.

0yvern
8east ,evel O 0arfare G 9ange ) Damage <D* > J Defense ). 3' J/ 'ersonality 2oolish Materials Meat, ,eather, 2ang $2lying ?Monster@$ $'oison 8lo# ?Monster@$ $Trot ?Monster@$ $Knock 8ack ?Melee@$ $6ump ?Melee@$

Manticore

8east ,evel K 0arfare . 9ange / Damage <D* > ) Defense )) 3' J< 'ersonality Cunning Materials 2ang, ,eather $Command 8east ?Monster@$ $'oison 8lo# ?Monster@$ $Trot ?Monster@$ $'oison Duills ?Monster@$ ?"upport@ Choose a character other than yourself at random from the Area you are in or the Areas immediately in front of and behind it. That character takes <D* points of damage.

Mono Keros
8east ,evel K 0arfare G 9ange / Damage JD* Defense O 3' E. 'ersonality 2oolish Materials !ron, 2ang, 9eagent $Demonic 8lo# ?Monster@$ $Corte4 ?Monster@$ $'enetration ?Monster@$ $Knock 8ack ?Melee@$ $Charge ?Melee@$

Amphisbaena
8east ,evel K 0arfare G 9ange < Damage <D* > J Defense )/ 3' JG 'ersonality Cunning Materials 2ang, Meat, ,eather $'ublic &nemy ?Monster@$ $Trot ?Monster@$ $'oison 8lo# ?Monster@$ $9ush ?Melee@$ $T#o 3eads ?Monster@$ ?'ermanent@ ou may make < attacks.

8asilisk
8east ,evel 0arfare 9ange Damage )/ G ) JD*

Defense )< 3' E. 'ersonality Cunning Materials 2ang, 9eagent, ,eather $'ublic &nemy ?Monster@$ $'oison 8lo# ?Monster@$ $Death (a-e ?Monster@$ ?"upport@ &ach character #ithin your range makes a Duest F K check. &ach character that fails reduces their 3' to ).

,i-ard King
8east ,evel )/ 0arfare O 9ange / Damage JD* > J Defense )E 3' ./ 'ersonality 2oolish Materials 2ang, Meat, ,eather $'ublic &nemy ?Monster@$ $9ush ?Melee@$ $Charge ?Melee@$

3ydra
8east ,evel )/ 0arfare G 9ange < Damage <D* > J Defense ). 3' J. 'ersonality "trange Materials Meat, 2ang $'ublic &nemy ?Monster@$ $8reath ?Monster@$ $9ebirth ?Monster@$?"upport@ ou may use this "kill during Combat if your 3' is less than or e5ual to your #arfare. 9ecover all of your 3'. $)// 3eads ?Monster@$ ?"upport@ ou may make one attack against each character from the &nemy "ide that is #ithin your 9ange.

Tramplet
8east ,evel )) 0arfare )/ 9ange ) Damage JD* Defense G 3' */ 'ersonality 2oolish Materials Meat, 2ang $'enetration ?Monster@$ $Charge ?Melee@$ $Knock 8ack ?Melee@$ $"i4 ,egs, "i4 Tusks ?Monster@$

?'ermanent@ 0hen you attack, and the target of that attack is a

character #ithin your 9ange but not in the same Area as you, you may target up to t#o characters.

3anuman
8east ,evel )E 0arfare )/ 9ange < Damage JD* > . Defense ). 3' J. 'ersonality Cunning Materials ,eather $'enetration ?Monster@$ $Trot ?Monster@$ $Charge ?Melee@$ $Monkey Magic ?Monster@$ ?"upport@ During Combat, choose a character in the same Area as you, and choose ) "kill kno#n by that character. "pend ) 3ope. 2or the rest of Combat, that character unlearns that "kill. $Monkey 'unch ?Monster@$ ?'ermanent@ 0henever you attack a character in the same Area as you, increase your Damage by )D*.

"phin4
8east ,evel )E 0arfare G 9ange ) Damage <D* Defense )J 3' ./ 'ersonality Cunning Materials 9eagent, 2ang $Charm ?Monster@$ $"leep Cloud ?Monster@$ $,ogical 8last ?"cience@$ $9iddle ?Monster@$ ?"upport@ The (M tells a riddle #hose ans#er is the name of an !tem. !f the players can ans#er it #ithin ) minute, halve your 3'. !f they cannot ans#er it, each member of the Court halves their 3'.

Dragon
8east ,evel ). 0arfare K 9ange < Damage JD* > . Defense )* 3' */ 'ersonality Cunning Materials 2ang, (unpo#der $2lying ?Monster@$ $8reath ?Monster@$ $Corte4 ?Monster@$ $Analy-e ?"cience@$

8ehemoth

8east ,evel )* 0arfare )/ 9ange ) Damage .D* > E Defense )E 3' G/ 'ersonality 2oolish Materials Meat, ,eather $Demonic 8lo# ?Monster@$ $Area Attack ?Monster@$ $Charge ?Melee@$ $Mailed ?Monster@$ $3ope &ater ?Monster@$ $(lutton ?Monster@$ ?'ermanent@ 0henever you attack a character e5uipped #ith a 9ecovery !tem, increase your Damage by )D*.

Cerberus
8east ,evel )G 0arfare )) 9ange ) Damage ED* > J Defense )/ 3' G. 'ersonality 2oolish Materials Meat $'ublic &nemy ?Monster@$ $Corpse &ater ?Monster@$ ?'ermanent@ During Combat, #henever somebody reduces their 2ollo#ers, recover )D* 3' for each 2ollo#er lost. $Massive 6a#s ?Monster@$ ?'ermanent@ Choose up to three characters #ithin your 9ange. ou may make an attack against each of those characters.

Aberration
'rothallium
Aberration ,evel ) 0arfare J 9ange / Damage ) Defense . 3' . 'ersonality "teady Materials 0ood $Multiplication ?Monster@$ ?'ermanent@ At the end of the round, if there are )/ or fe#er characters in the same Area as you, place a 'rothallium in that Area. !f there are . or more 'rothalliums in an Area, their attacks automatically succeed ?this is not a critical success@.

2ire 8eetle
Aberration ,evel 0arfare 9ange ) / /

Damage )D* Defense O 3' < 'ersonality "teady Materials 9eagent $Da--le ?Monster@$ $2lame ?Monster@$ ?'ermanent@ &ach character #ho attacks you takes ) point of damage.

T#o 2ace
Aberration ,evel J 0arfare < 9ange / Damage )D* Defense * 3' J 'ersonality "trange Materials 9eagent $"trange 8re# ?Monster@$ ?"upport@ During Combat, choose as many characters on the 8attlefield as you #ish. &ach of those characters rolls )D*. 2or the rest of Combat, their Defense becomes :Duest > %umber 9olled on the )D*;.

8ad &gg
Aberration ,evel J 0arfare < 9ange < Damage J Defense K 3' E 'ersonality "teady Materials 9eagent, !nformation $2lying ?Monster@$ $Anabasis ?Monster@$ $Demorali-e ?Monster@$ $Decomposing 8ody ?Monster@$ ?'ermanent@ 0henever a character attacks you and succeeds, they make a Duest F K check. !f it fails, they gain the 'oison 8ad "tatus.

Mos5uito ,ord
Aberration ,evel J 0arfare E 9ange / Damage ) Defense )G 3' ) 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $!ncarnation ?Monster@$ $"#arm Attack ?Monster@$ $"#arm Defense ?Monster@$ $'oison 8lo# ?Monster@$ $2lying ?Monster@$

$Trot ?Monster@$ $Mos5uito "#arm ?Monster@$ ?'ermanent@ During Combat, #henever an attack against you misses, choose another character in the same Area as you at random. Deal )D* damage to that character.

Cloistered (irl
Aberration ,evel E 0arfare J 9ange / Damage )D* > ) Defense O 3' * 'ersonality Cunning Materials !ron, Machinery $Corte4 ?Monster@$ $Charm ?Monster@$ $"leep Cloud ?Monster@$ $Damaged (oods ?Monster@$ ?'ermanent@ 0henever a character deals damage to you, for the rest of Combat, any 0it Check that character makes against your Charm "kill automatically fails.

'umpkin 3ead
Aberration ,evel E 0arfare E 9ange ) Damage J Defense K 3' E 'ersonality Cunning Materials Meat, 9eagent $3oick ?Melee@$ $2lanking ?Monster@$ $Da--le ?Monster@$ $'ublic &nemy ?Monster@$ $Trick or Treat ?Monster@$ ?"upport@ During Combat, choose as many characters on the 8attlefield as you #ish. !f each of those characters does not lose )D* Materials of their choice, they take J damage.

Mistress
Aberration ,evel E 0arfare J 9ange / Damage )D* > ) Defense )< 3' )/ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $2lying ?Monster@$ $Da--le ?Monster@$ $Demorali-e ?Monster@$ $Mist's &mbrace ?Monster@$ ?'ermanent@ At the end of the 9ound, each character from the &nemy "ide in the same Area as you takes < points of damage.

&vil &ye
Aberration ,evel E 0arfare < 9ange < Damage )D* Defense )J 3' O 'ersonality Cunning Materials 9eagent $"chemer ?Monster@$ $2lying ?Monster@$ $Anti+magic 9ay ?Monster@$ used in the same Area as you.

?'ermanent@ Astrology, "ummoning, and "cience "kills cannot be

Cactus 8rothers
Aberration ,evel E 0arfare J 9ange < Damage )D* Defense O 3' O 'ersonality "trange Materials 0ood $(aldr ?&ntertainment@$ $Death 2lamenco ?Monster@$ of damage.

?"upport@ &ach character #ith the Cursed 8ad "tatus takes )D* points

Mayonnaise King
Aberration ,evel . 0arfare E 9ange / Damage E Defense )/ 3' ). 'ersonality "trange Materials Meat $8reath ?Monster@$ $Anabasis ?Monster@$ $!ncarnation ?Monster@$ $"#arm Defense ?Monster@$ $"chemer ?Monster@$ $3igh Calorie ?Monster@$ ?'ermanent@ 0henever you make a successful attack, the target makes a 0it F K check. !f it fails, they gain the 7bese 8ad "tatus.

0eresister
Aberration ,evel 0arfare 9ange Damage Defense . < / <D* )/

3' )/ 'ersonality Cunning Materials 9eagent, Cloth $"isteri-e ?Monster@$ ?"upport@ Choose a character and roll )D*. our form becomesC )+(ym ClothesA <+"ailor 1niformA J+'aBamasA E+"chool "#imsuitA .+ApronA *+"mock and Child's 3at. &ach time you take damage, that character makes a 0it F )/ check ?if either the (M or any player are #earing the chosen outfit, the check automatically fails@. !f it fails, that character takes that damage instead. This effect lasts until you use this "kill another time.

'uppet Master
Aberration ,evel * 0arfare . 9ange ) Damage )D* Defense )) 3' </ 'ersonality Cunning Materials 9eagent, Machinery $Do#nload ?"ummoning@$ $Da--le ?Monster@$ $'uppets ?Monster@$ ?"upport@ &ach character in the same Area as you increases the results of their Attack Checks and their Damage by < points each. This effect lasts until the end of the 9ound.

Mayonnaise King 'ure "elect


Aberration ,evel * 0arfare . 9ange ) Damage )D* > < Defense )/ 3' </ 'ersonality Cunning Materials Meat $Area Attack ?Monster@$ $8reath ?Monster@$ $Anabasis ?Monster@$ $!ncarnation ?Monster@$ $"#arm Defense ?Monster@$ $"chemer ?Monster@$ $3igh Calorie ?Monster@$ ?'ermanent@ 0henever you make a successful attack, the target of that attack makes a 0it F K check. !f it fails, they gain the 7bese 8ad "tatus.

May Dueen
Aberration ,evel G 0arfare G 9ange ) Damage )D* > * Defense )/ 3' J/ 'ersonality "trange Materials 0ood $!ncarnation ?Monster@$

$"#arm Defense ?Monster@$ $Charm ?Monster@$ $9olly 'olly ?Monster@$ ?"upport@ During Combat, choose a character #ith the 7bese 8ad "tatus or the character on the enemy side #ith the lo#est ,evel. ou may move that character up to J spaces, and deal <D* points of damage to them ?7bstructing the Advance rules still apply@.

"nake &vil
Aberration ,evel G 0arfare * 9ange J Damage G Defense )< 3' </ 'ersonality Cunning Materials Meat, 9eagent, !nformation $Demorali-e ?Monster@$ $!ncognito ?Monster@$ $Charm ?Monster@$ $Coil ?Monster@$ ?"upport@ During Combat, choose a character #ithin your 9ange. Move that character to the Area you are in.

Monchskalb
Aberration ,evel G 0arfare . 9ange ) Damage O Defense K 3' <J 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $Dungeon 'rominence ?Dungeon@$ $"oldier of Minos ?Monster@$ ?"upport@ Choose a character. That character recovers <D* 3'.

Medusa
Aberration ,evel G 0arfare . 9ange < Damage <D* Defense )/ 3' )O 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $Charm ?Monster@$ $"tone (a-e ?Monster@$ ?'ermanent@ 0henever a character attacks you, they make a 0it Check. The difficulty is )J if they used a ranged #eapon and )) if they used a melee #eapon. !f it fails, they gain the "leep 8ad "tatus. This "leep 8ad "tatus can only be removed #hen Combat ends, or if they are the target of the $8lessed Kiss$ "kill.

=alaraukar

Aberration ,evel O 0arfare O 9ange < Damage <D* Defense )< 3' J/ 'ersonality Cunning Materials 2ang, Meat, (unpo#der $'ublic &nemy ?Monster@$ $2lying ?Monster@$ $Corte4 ?Monster@$ $"chemer ?Monster@$ $Anabasis ?Monster@$ $2ire ,ash ?Monster@$ ?'ermanent@ 0henever you make a successful attack, the target of that attack becomes &4hausted.

Aperams
Aberration ,evel O 0arfare * 9ange J Damage )D* > J Defense G 3' )K 'ersonality 2oolish Materials !ron, (unpo#der, 9eagent $'ublic &nemy ?Monster@$ $Mailed ?Monster@$ $(un Turret ?Monster@$ ?"upport@ Choose an Area #ithin your 9ange. Make a 0arfare Check targeting that Area and subtract < from the result. ou make a successful attack against each character in that Area #hose Defense is less than or e5ual to the result of the check.

%omi
Aberration ,evel K 0arfare O 9ange ) Damage )D* > < Defense )J 3' JJ 'ersonality Cunning Materials Cloth, 9eagent $!ncognito ?Monster@$ $Command Aberration ?Monster@$ $Command Construct ?Monster@$ $(aldr ?&ntertainment@$ $'ublic &nemy ?Monster@$ $Demorali-e ?Monster@$ $'oetic 0orld ?Monster@$ ?"upport@ During Combat, choose a character. The player controlling that character has ) minute to compose a poem on their o#n. !f they cannot, each member of the Court takes )D* points of damage.

Arakhne

Aberration ,evel K 0arfare G 9ange / Damage <D* + < Defense )/ 3' <. 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $Cro#d ?Monster@$ $0eb ?Monster@$ ?"upport@ Choose an Area #ithin your 9ange. &ach character in that Area reduces their Duest by ) point. This effect lasts until the end of Combat.

9oach ,ord
Aberration ,evel )/ 0arfare O 9ange ) Damage <D* Defense )E 3' J. 'ersonality Cunning Materials 9eagent, !nformation $2lying ?Monster@$ $Corte4 ?Monster@$ $'oison 8lo# ?Monster@$ $!ncarnation ?Monster@$ $"#arm Attack ?Monster@$ $"#arm Defense ?Monster@$ $'ublic &nemy ?Monster@$ $Cockroach "#arm ?Monster@$ ?"upport@ During Combat, choose an Area. &ach character in that Area makes a 0it F )/ check. 2or each character that fails, destroy all ,unch, 2ull Course, and Meat that that character is carrying.

7rgani-er
Aberration ,evel )/ 0arfare J 9ange J Damage )D* Defense )E 3' J. 'ersonality Cunning Materials Machinery $9econfigure ?Monster@$ ?"upport@ Choose any number of Monsters from the Allied "ide in the same Area as you. &ach of those Monsters learns either the $2lying,$ $Corte4,$ or $Analy-e$ "kill, and increases their Damage by < points. Add $Mecha+$ to the front of their name, and their 'ersonality becomes 2oolish. This effect lasts until the end of Combat, and is not cumulative.

8lack T#ins
Aberration ,evel 0arfare )) G

9ange < Damage <D* Defense )< 3' JG 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $"hado# T#in ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever you take damage. 'lace one 8lack T#ins in the same Area as you. Their 3' is e5ual to half your 3' after you take damage.

'rince of 8ities
Aberration ,evel )) 9ange / Damage )D* Defense K 3' JO 'ersonality "trange Materials 9eagent $!ncognito ?Monster@$ $Disrupt ?Class@$ $8iting Division ?Monster@$?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever your 3' is reduced during Combat. !ncrease your Damage by )D* points. This effect lasts until the end of Combat.

Time 9obber
Aberration ,evel )) 0arfare K 9ange / Damage <D* > < Defense )E 3' <. 'ersonality "trange Materials 9eagent, Machinery $'ublic &nemy ?Monster@$ $'arry ?Melee@$ $8lade 7pera ?6ob@$ $Time "teal ?Monster@$ ?"upport@ &ach character on the &nemy "ide makes a Duest Check #ith a difficulty e5ual to : our ,evel > .;. ou may Move and Act a number of times e5ual to the number of characters that failed the check.

8lastoma
Aberration ,evel )) 0arfare K 9ange ) Damage <D* > ) Defense )< 3' E/ 'ersonality Cunning Materials 9eagent, !nformation $'ublic &nemy ?Monster@$ $Area Attack ?Monster@$

$Minor "hift ?6ob@$ $Dungeon Tectonics ?6ob@$ $Dungeonivore ?Monster@$?'ermanent@ During Combat, #henever anybody rolls a ) on a check, you may recover )D* 3', and increase your Damage by ) point for the rest of Combat.

,ocust ,ord
Aberration ,evel )< 0arfare K 9ange ) Damage <D* > < Defense )J 3' JO 'ersonality Cunning Materials Meat, 9eagent $2lying ?Monster@$ $Corte4 ?Monster@$ $!ncarnation ?Monster@$ $"#arm Attack ?Monster@$ $"#arm Defense ?Monster@$ $'ublic &nemy ?Monster@$ $,ocust "#arm ?Monster@$ ?"upport@ Choose a kingdom. That kingdom's representative makes a Military ,evel F )/ check. !f it fails, destroy ) random 2acility in that Kingdom.

Tape#orm ,ord
Aberration ,evel )J 0arfare K 9ange < Damage JD* > J Defense )E 3' </ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $'enetration ?Monster@$ $'arasite ?Monster@$ ?"upport@ During Combat, choose a character in the same Area as you as a $3ost.$ Decrease the 3ost's 3' by an amount of your choice up to their ,evel, and increase their Damage by the same amount. 1ntil this effect ends, you are treated as being in the same Area as the 3ost, and cannot be the target of attacks. This effect lasts until the 3ost dies, or until you make an Action other than Assist or !nterrupt Actions.

,ord of the 2lies


Aberration ,evel )E 0arfare )/ 9ange / Damage JD* Defense )E 3' E. 'ersonality Cunning Materials 9eagent, !nformation $2lying ?Monster@$ $!ncarnation ?Monster@$

$'oison 8lo# ?Monster@$ $"#arm Attack ?Monster@$ $"#arm Defense ?Monster@$ $(aldr ?&ntertainment@$ $'ublic &nemy ?Monster@$ $"#arm of 2lies ?Monster@$ ?"upport@ Choose a kingdom. The representative of that kingdom makes a Military ,evel F )< check. !f it fails, reduce that kingdom's number of Citi-ens by JD*.

Termite ,ord
Aberration ,evel )* 0arfare K 9ange ) Damage <D* > E Defense )< 3' */ 'ersonality Cunning Materials 0ood, 9eagent $"chemer ?Monster@$ $!ncarnation ?Monster@$ $"#arm Attack ?Monster@$ $"#arm Defense ?Monster@$ $(aldr ?&ntertainment@$ $'ublic &nemy ?Monster@$ $Termite "#arm ?Monster@$ Choose a kingdom. The representative of that kingdom makes a Military ,evel F )E check. !f it fails, destroy )D* random 2acilities in that kingdom.

"pider ,ord
Aberration ,evel )O 0arfare )/ 9ange ) Damage ED* > < Defense ). 3' O/ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $!ncarnation ?Monster@$ $"#arm Attack ?Monster@$ $"#arm Defense ?Monster@$ $8reath ?Monster@$ $"pider "#arm ?Monster@$ Choose a kingdom. The representative of that kingdom makes a Military ,evel F )* check. !f it fails, reduce the number of Citi-ens in that kingdom by .D*.

1ndead
(eister
1ndead ,evel 0arfare 9ange Damage Defense ) ) J ) .

3' ) 'ersonality "trange Materials Cloth, 9eagent $8ooM ?Monster@$ ?"upport@ Choose a character. That character moves back#ards ) space.

"keleton
1ndead ,evel < 0arfare J 9ange < Damage < Defense O 3' < 'ersonality 2oolish Materials 2ang, !nformation $8ad to the 8one ?Monster@$ can deal damage to you.

?'ermanent@ %o character that is t#o or more Areas a#ay from you

Sombie
1ndead ,evel J 0arfare < 9ange / Damage )D* Defense * 3' J 'ersonality 2oolish Materials 2ang $"neak Through ?Dungeon@$ $'oison 8lo# ?Monster@$ $'ublic &nemy ?Monster@$ $1ndying 8ody ?Monster@$?'ermanent@ 0henever you take damage that #ould reduce you to / 3' or less, if that damage does not reduce your 3' to e4actly /, prevent that damage.

(houl
1ndead ,evel E 0arfare J 9ange / Damage )D* > < Defense K 3' )/ 'ersonality Cunning Materials 2ang $2lanking ?Monster@$ $9ush ?Melee@$ $'aralysis ?Monster@$ ?'ermanent@ 0henever you make a successful attack, the target of that attack makes a Duest F K check. !f it fails, they gain the "leep 8ad "tatus.

2riday
1ndead ,evel 0arfare 9ange E J J

Damage )D* Defense )) 3' E 'ersonality Cunning Materials 2ang, !ron $Dead &ye ?Monster@$ $Couple Killer ?Monster@$ ?'ermanent@ 0henever you attack a character #ho has an Affection "core of J or higher to#ards someone, or a character to#ards #hom another character has an Affection "core of J or higher, increase your damage by )D*.

"hado# 6ack
1ndead ,evel . 0arfare . 9ange ) Damage )D* > ) Defense O 3' K 'ersonality "teady Materials 9eagent $!ncognito ?Monster@$ $"hield ?Melee@$ $"hado# &ater ?Monster@$ ?'ermanent@ 0henever you make a successful attack, reduce the target's Drive by ) point.

Dullahan
1ndead ,evel * 0arfare * 9ange ) Damage . Defense )/ 3' )O 'ersonality Cunning Materials !ron, 9eagent $Corte4 ?Monster@$ $Trot ?Monster@$ $Charge ?Melee@$ $9ush ?Melee@$ $3ead Toss ?Monster@$ ?"upport@ ou may thro# your head into an Area #ithin < spaces a#ay from the Area you are in. Treat your head as a "cum that is controlled separately. ou may only use this "kill once per Combat.

(reen+eyed Monster
1ndead ,evel G 0arfare * 9ange < Damage O Defense )) 3' J) 'ersonality Cunning Materials 9eagent, (unpo#der $Area Attack ?Monster@$

$2orever Alone ?Monster@$ ?"upport@ Choose t#o characters #ith the ,overs "pecial 9elationship. !ncrease your damage by the total of their Affection "cores to#ards each other. This effect lasts until the end of combat, and is not cumulative.

0ight
1ndead ,evel G 0arfare * 9ange ) Damage <D* Defense )< 3' </ 'ersonality Cunning Materials 9eagent $"ouldrinker ?Monster@$ ?'ermanent@ 0henever you make a successful attack, the target of that attack makes a Duest F )) check. !f it fails, choose one of their Ability "cores at random. 9educe that Ability "core by ) point for the rest of the game. !f this effect #ould cause the Ability "core to become negative, that character dies.

=ampire
1ndead ,evel O 0arfare G 9ange ) Damage )D* > E Defense )) 3' <E 'ersonality Cunning Materials 2ang, 9eagent, Cloth $Command 1ndead ?Monster@$ $Charm ?Monster@$ $Do#nload ?Monster@$ $Drain 8lood ?Monster@$ ?'ermanent@ 0henever you make a successful attack, increase your 3' by )D*. $Dance of Death ?Monster@$ ?"upport@ During Combat, choose a character on the 8attlefield #ho is 1nconscious or Dead. ou may control that character for the rest of the 9ound.

(od of the 0ar Dead


1ndead ,evel K 0arfare O 9ange ) Damage <D* Defense )< 3' J/ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $2usion ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever you take damage. Choose a character #ho died during this game. ou may learn one "kill kno#n by that character. This effect is permanent.

Death
1ndead

,evel )< 0arfare O 9ange ) Damage <D* > E Defense )E 3' E/ 'ersonality "teady Materials !ron, 9eagent, !nformation $Area Attack ?Monster@$ $Corte4 ?Monster@$ $Death Taint ?Monster@$ ?'ermanent@ At the end of the 9ound, each character in the same Area as you reduces their 2ollo#ers by )D*.

Deathnologist
1ndead ,evel ). 0arfare . 9ange < Damage <D* > J Defense )) 3' ./ 'ersonality Cunning Materials 9eagent, !nformation $Demorali-e ?Monster@$ $3ope &ater ?Monster@$ $Deathnology ?Monster@$ ?'ermanent@ This "kill takes effect during Combat. All Monsters on the Allied "ide #ho kno# the $1ndying 8ody$ "kill change their 'ersonality to Cunning, and increase their Damage by <D*.

'hoeni4
1ndead ,evel )* 0arfare )/ 9ange ) Damage .D* > ) Defense )< 3' */ 'ersonality "teady Materials 9eagent $2lying ?Monster@$ $Area Attack ?Monster@$ $'ublic &nemy ?Monster@$ $&ternal 2lame ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever you take damage that #ould reduce your 3' to / or less. !f that damage #ould not reduce you to e4actly / 3', recover all your 3'.

8one Dragon
1ndead ,evel 0arfare 9ange Damage Defense 3' </ )) < *D* > ) ). )</

'ersonality Cunning Materials 2ang, 9eagent $8reath ?Monster@$ $Corte4 ?Monster@$ $Analy-e ?Monster@$ $Ancient 0isdom ?Monster/$ ?"upport@ During Combat, choose up to t#o 8east or 1ndead Monsters #hose levels are each less than or e5ual to your o#n. Choose a "kill each of those Monsters kno#s, and learn it. This effect lasts until the end of Combat, and is not cumulative.

3uman "pecial 9ules 9egarding 3uman Monsters


This section details special rules for using 3uman Monsters. The (M may #ish to use these rules #hen creating evil ,andmakers and Talents as the 'C's rivals.

Adding Classes and 6obs


2or each scenario, the (M may create a number of 3uman Monsters #ith Classes andFor 6obs e5ual to the number of people in the Court. 0hen adding Classes or 6obs to 3uman Monsters, first choose a type of Class or 6ob you #ish to add. 2or purposes of the limits on placing Monsters in rooms, treat a Monster #ith a Class or 6ob as t#o ,evels higher. !f they have both a Class and a 6ob, treat them as three ,evels higher. A Monster #ith a Class or 6ob chooses ) Class "kill or 6ob "kill to learn. They may also choose and learn :Monster ,evel 4 )F.; Class "kills or "kills available from their 6ob's "kill (roups.

2ollo#ers
The (M may create one 3uman Monster #ho has 2ollo#ers in each scenario. 0hen giving a 3uman Monster 2ollo#ers, they receive :Monster ,evel; 2ollo#ers. 2or purposes of the limits on placing Monsters in rooms, treat a Monster #ith 2ollo#ers as one ,evel higher. A 'C #ho defeats a Monster #ith 2ollo#ers may add those 2ollo#ers to the Kingdom. They must make a 0it F )< check, and distribute :9esult + )<; of those 2ollo#ers among the Court. 2ollo#ers gained from the $!ncarnation$ "kill do not count to#ards this number.

"pecial "kills for 3umans


The (M may give the follo#ing "kills to 3uman Monsters #hose ,evel is e5ual to or greater the ,evel listed. 2or purposes of the limits on placing Monsters in rooms, treat a Monster #ith one of these "kills as one ,evel higher for each "kill they kno#.

Cannibalism ?,evel )@
Type "upport Target "elf Check %one Choose a character. That character makes a 0arfare Check #ith a difficulty e5ual to : our ,evel > .;. !f it fails, reduce that character's 2ollo#ers by )D*.

'ostern ?,evel J@
Type "upport Target "elf Check %one 9oll <D* #here the players cannot see them. "tarting ne4t round, #hen determining the difficulty of the "trategy Check, add the result to your ,evel. !f anybody on the Allied "ide has the $"chemer$ "kill, you may add its effect as #ell. The (M does not have to tell the players the difficulty for the "trategy Check after using this "kill. !f this "kill is used again, recalculate the difficulty of the "trategy Check.

3uman "hield ?,evel .@


Type !nterrupt Target "elf Check %one ou may use this "kill as an !nterrupt Action #henever you become the target of an attack. Choose a character at random in the same Area as you. That character becomes the target of that attack.

2orage ?,evel G@
Type "upport Target Kingdom Check %one The representative of the Court makes an 7rder ,evel Check #ith a difficult e5ual to : our ,evel > .;. !f it fails, reduce the number of Citi-ens left behind in the Kingdom by :Difficulty + 9esult;, and increase your 2ollo#ers by the same amount.

"cum
3uman ,evel ) 0arfare ) 9ange / Damage )D* Defense * 3' J 'ersonality Cunning Materials Cloth, !nformation $2lanking ?Monster@$ $"chemer ?Monster@$ $"teal ?Monster@$ ?"upport@ Choose a character in the same Area as you. Choose one of their !tems "lots at random. They cannot use any !tem in that !tem "lot. This effect lasts until the end of Combat.

Troop
3uman ,evel ) 0arfare ) 9ange / Damage )D* Defense K 3' J 'ersonality "teady Materials !ron, !nformation $9ush ?Melee@$

Mercenary
3uman ,evel 0arfare 9ange Damage Defense 3' 'ersonality Materials < < ) )D* )/ . Cunning !ron, !nformation

$9ush ?Melee@$ $'arry ?Monster@$

8ad Company
3uman ,evel J 0arfare J 9ange J Damage )D* Defense G 3' < 'ersonality 2oolish Materials (unpo#der, Machinery $Anabasis ?Monster@$ $=olley ?Monster@$ ?"upport@ Choose an Area. Deal ) point of damage to each character in that Area.

9ust "amurai
3uman ,evel E 0arfare E 9ange / Damage )D* > ) Defense O 3' * 'ersonality 2oolish Materials !ron $2lanking ?Monster@$ $9usted Katana ?Monster@$ ?'ermanent@ 0henever you make a successful attack, the target of that attack makes a 0arfare F K check. !f it fails, choose one of their !tem "lots at random, and any !tem in that !tem "lot is destroyed.

Cave D#eller
3uman ,evel E 0arfare J 9ange / Damage <D* Defense K 3' )/ 'ersonality 2oolish Materials 2ang $Trot ?Monster@$ $7gg ?Class@$ $Knock 8ack ?Melee@$

Assassin of N,=!!
3uman ,evel 0arfare 9ange Damage Defense 3' 'ersonality . ) / )D* . E* Cunning

Materials Cloth, !ron $!ncarnation ?Monster@$ $"#arm Attack ?Monster@$ $"#arm Defense ?Monster@$ $Anabasis ?Monster@$

Dungeon (eek
3uman ,evel . 0arfare J 9ange ) Damage )D* Defense K 3' )/ 'ersonality Cunning Materials 9eagent, !nformation $"chemer ?Monster@$ $Command Construct ?Monster@$ $'ublic &nemy ?Monster@$ $Dungeon Tectonics ?6ob@$ $Collector ?Monster@$ ?Assist@ &5uip a Common !tem of your choice. Treat its ,evel as /.

"tarman
3uman ,evel . 0arfare < 9ange ) Damage )D* Defense )/ 3' )< 'ersonality "teady Materials !ron, 9eagent $=oice of "tar ?6ob@$ $"hooting "tar ?Astrology@$ $Asterism ?Astrology@$ $"tar 0ars ?Astrology@$ $Alien ?Monster@$ ?'ermanent@ ou are e5uipped #ith a ,evel ) "tar 2ragment. Choose #hich star you come from. As long as you are on that star, if you lose that "tar 2ragment, it reappears at the end of the 9ound.

Ma-e "urfer
3uman ,evel . 0arfare * 9ange / Damage )D* > ) Defense K 3' ). 'ersonality "trange Materials 9eagent $"neak Through ?Dungeon@$ $0averider ?Monster@$ ?"upport@ ou move three spaces for#ard from the Area you are currently in, and deal J points of damage to each character in that Area. !f you cannot move three spaces for#ard, you cannot use this skill.

Medicine Man
3uman ,evel . 0arfare ) 9ange < Damage )D* Defense O 3' )< 'ersonality Cunning Materials 9eagent, !nformation $!ncarnation ?Monster@$ $0rath of (od ?Class@$ $"acrifice ?Class@$ $0all ?Dungeon@$

"cala 8uccaneer
3uman ,evel . 0arfare E 9ange / Damage )D* Defense )< 3' )G 'ersonality Cunning Materials Cloth, (unpo#der, !nformation $2lanking ?Monster@$ $Cro#d ?Monster@$ $7utnumbered ?Monster@$?"upport@ ou may use this "kill during Combat. &ach character on the &nemy "ide in the same Area as you makes a 0arfare F )) check. &ach character that fails takes :?%umber of Allied Characters in That Area@ + ?%umber of &nemy Characters in That Area@ > )D*; points of damage.

&4 %inBa
3uman ,evel * 0arfare E 9ange ) Damage <D* Defense )* 3' </ 'ersonality Cunning Materials !nformation $Trot ?Monster@$ $3eadhunt ?6ob@$ $6ump ?Melee@$ $"neak Through ?Dungeon@$ $3it R A#ay ?Dungeon@$

Tyrant
3uman ,evel 0arfare 9ange G O )

Damage <D* Defense )< 3' E/ 'ersonality Cunning Materials 9eagent, !nformation $!ncarnation ?Monster@$ $"#arm Attack ?Monster@$ $"#arm Defense ?Monster@$ $"chemer ?Monster@$ $Area Attack ?Monster@$ $Command 3uman ?Monster@$ $Death March ?Monster@$ ?"upport@ Choose a character. That character makes a 0it F )J check. !f it fails, reduce their 2ollo#ers by <D*.

Knight of Dynamite
3uman ,evel G 0arfare K 9ange / Damage <D* Defense )< 3' E/ 'ersonality Cunning Materials (unpo#der $9ush ?Melee@$ $Double Arm ?Melee@$ $0eapon Mastery ?!tem@$ $Martial &4pert ?Monster@$ ?Assist@ ou may e5uip ) Common Arms !tem of your choice. Treat its ,evel as ) ?you may not e5uip more than < !tems@.

Metro Dragoon
3uman ,evel G 0arfare G 9ange < Damage < Defense )< 3' J/ 'ersonality Cunning Materials 2ang, ,eather $Trot ?Monster@$ $Charge ?Melee@$ $3it R A#ay ?Dungeon@$ $Dragoon ?Monster@$ ?"upport@ During Combat, choose a 8east Monster in the same Area as you. Make a Duest check #ith a difficulty e5ual to :That Monster's ,evel > G;. !f it succeeds, remove that Monster from the 8attlefield. !ncrease your Defense by :That Monster's Defense + G;, and add that Monster's Damage to your Damage. This effect lasts until the end of Combat, and is not cumulative.

Millennium 0arcaster
3uman ,evel 0arfare 9ange Damage G . < <

Defense K 3' </ 'ersonality Cunning Materials !nformation $Asterism ?Astrology@$ $"tar 0ars ?Astrology@$ $0arcaster ?Monster@$ ?"upport@ During Combat, make yourself &4hausted. ou gain ) point of 3ope at may be used by any character on the Allied "ide. !f, during Combat, you have :%umber of &nemy Characters > E; points of 3ope, reduce the amount of 3ope to /, and deal <D* points of damage to each character on the &nemy "ide.

3A(,MA Debt Collector


3uman ,evel G 0arfare * 9ange J Damage )D* Defense )/ 3' J/ 'ersonality Cunning Materials Machinery $Dead &ye ?9anged@$ $8la-e A#ay ?9anged@$ $2oreclosure ?Monster@$ ?"upport@ During Combat, choose a character and an !tem, and make a 0it Check. That character makes a 0it Check #ith a difficulty e5ual to the result of your 0it Check. !f it fails, that !tem cannot be used.

True 8eliever
3uman ,evel G 0arfare . 9ange < Damage <D* Defense )) 3' J. 'ersonality "trange Materials !ron, !nformation $Area Attack ?Monster@$ $"leep Cloud ?Monster@$ $Demorali-e ?Monster@$ $Da--le ?Monster@$ $"ermon ?Monster@$ ?"upport@ Choose a character. 9educe their 2ollo#ers by )D*. They recover that many 3', and increase their Damage by that many points.

(uest
3uman ,evel 0arfare 9ange Damage Defense 3' 'ersonality Materials O G ) )D* > J )) <O Cunning !nformation, Cloth

$Analy-e ?"cience@$ $2oreigner ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever somebody makes a check and uses J or more dice to calculate the result. Choose the t#o lo#est dice rolled for that check, and use them to calculate the result.

MaBor Daimyo
3uman ,evel O 0arfare O 9ange ) Damage <D* Defense )/ 3' E/ 'ersonality 2oolish Materials !ron, !nformation $Deed of Arms ?Class@$ $9ush ?Melee@$ $"hield ?Melee@$ $Kamika-e ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever your 3' #ould become / or less. 'revent that loss of 3', and your 3' becomes ).

=.!.'.
3uman ,evel O 0arfare < 9ange J Damage )D* Defense )< 3' J/ 'ersonality Cunning Materials !nformation $"chemer ?Monster@$ $Transfer ?"ummoning@$ $Asterism ?Astrology@$ $9eparations ?Monster@$ ?'ermanent@ 0henever somebody successfully makes a successful Attack Check against you, increase the 1pkeep Cost by )M(.

Mad "cientist
3uman ,evel K 0arfare ) 9ange J Damage )D* Defense )/ 3' J< 'ersonality Cunning Materials 9eagent, (unpo#der, Machinery $'ublic &nemy ?Monster@$ $Analy-e ?"cience@$ $Antimagic 2ormula ?"cience@$ $,ogical 8last ?"cience@$ $Discovery ?Monster@$ ?Assist@ ou may e5uip a 9are !tem of your choice. Treat its ,evel as /.

,abyrinthine %eurotic

3uman ,evel K 0arfare J 9ange / Damage )D* Defense )/ 3' <O 'ersonality Cunning Materials 9eagent, !nformation $Command 2airy ?Monster@$ $!ncarnation ?Monster@$ $"#arm Defense ?Monster@$ $Demorali-e ?Monster@$ $3uman Dungeonification ?Monster@$ ?"upport@ Choose a character. Make a Charisma F ). check. !f it succeeds, total all of that character's 3ostility "cores. Choose a Monster #hose ,evel is the same as that number. That Monster appears in the &ncampment of the Allied "ide.

Archmage
3uman ,evel )< 0arfare E 9ange / Damage )D* Defense )J 3' ./ 'ersonality Cunning Materials 9eagent, !nformation $Command 8east ?Monster@$ $Command Aberration ?Monster@$ $"hooting "tar ?Astrology@$ $Asterism ?Astrology@$ $Transfer ?"ummoning@$ $Alias ?"ummoning@$ $Do#nload ?"ummoning@$ $Analy-e ?"cience@$ $Archmagic ?Monster@$ ?'ermanent@ 0henever you must spend 3ope in order to use an Astrology, "ummoning, or "cience "kill, for each point of 3ope, reduce your 3' by ) point instead.

Cinder &lla
3uman ,evel )J 0arfare O 9ange / Damage JD* Defense )E 3' EO 'ersonality 2oolish Materials Cloth $Area Attack ?Monster@$ $Deed of Arms ?Class@$ $3oick ?Melee@$ $"hield ?Melee@$ $9ush ?Melee@$ $(lass "lippers ?Monster@$ ?Assist@ ou may use this "kill #henever you score a critical success on an

attack #ith a melee #eapon. ou may make one additional attack #ith a melee #eapon.

9aver ,ord
3uman ,evel ). 0arfare )/ 9ange ) Damage ED* Defense )< 3' *. 'ersonality Cunning Materials !ron $'ublic &nemy ?Monster@$ $Demonic 8lo# ?Monster@$ $Mailed ?Monster@$ $Trot ?Monster@$ $Deed of Arms ?Class@$ $9ush ?Melee@$ $Charge?Melee@$ $'arry ?Melee@$ $,egend ?Monster@$?'ermanent@ During Combat, reduce the number of dice that all characters on the &nemy "ide roll for checks by ). This effect is not cumulative.

Construct
Cup Men
Construct ,evel < 0arfare < 9ange ) Damage < Defense O 3' J 'ersonality Cunning Materials Meat $Corte4 ?Monster@$ $Demorali-e ?Monster@$ $"tretch ?Monster@$ ?"upport@ !ncrease the 9ange of your attacks by ). This effect lasts until the end of Combat.

Clay 2igure
Construct ,evel < 0arfare < 9ange ) Damage J Defense G 3' * 'ersonality 2oolish Materials 9eagent, !ron $"hield ?Melee@$ $(rave (uardian ?Monster@$ ?'ermanent@ !ncrease the Defense and Damage of 1ndead Monsters in the same Area as you by ) point each.

=ampire =eggie
Construct ,evel J 0arfare J 9ange / Damage J Defense )/ 3' ) 'ersonality Cunning Materials 0ood $2lying ?Monster@$ $Drain ?Monster@$ $Charm ?Monster@$ $Da--le ?Monster@$

Creeping Coin
Construct ,evel E 0arfare . 9ange ) Damage E Defense K 3' O 'ersonality "teady Materials !ron $2lying ?Monster@$ $8reath ?Monster@$ $3oick ?Melee@$

(argoyle
Construct ,evel . 0arfare . 9ange / Damage )D* > ) Defense )/ 3' ). 'ersonality Cunning Materials !ron $2lying ?Monster@$ $Corte4 ?Monster@$ $"urprise ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever you lose the "trategy Check at the start of the first 9ound of Combat. ou may act before the &nemy "ide.

9ider
Construct ,evel 0arfare 9ange Damage Defense 3' 'ersonality Materials . E ) E K ). Cunning Machinery

$Trot ?Monster@$ $"leep Cloud ?Monster@$ $9odeo ?Monster@$ ?"upport@ During Combat, choose a Monster in the same Area as you. ou may add that Monster's 0arfare to your o#n. !f that Monster kno#s the $2lying,$ $Trot,$ $!ncognito,$ or $Corte4$ "kills, you may use that "kill. This effect lasts until the end of Combat.

3uman Column
Construct ,evel . 0arfare E 9ange / Damage E Defense O 3' )E 'ersonality "trange Materials !ron, 9eagent $Corte4 ?Monster@$ $Collapse ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever your 3' becomes / or less. 'lace a Drop Ceiling in a room of your choice on the Map this Monster is on.

(olem
Construct ,evel * 0arfare . 9ange / Damage )D* > ) Defense K 3' </ 'ersonality 2oolish Materials !ron, Machinery $Corte4 ?Monster@$ $"hield ?Melee@$

Demonic "teel
Construct ,evel G 0arfare O 9ange / Damage <D* > ) Defense )J 3' ). 'ersonality Cunning Materials !ron, 9eagent $2lying ?Monster@$ $Corte4 ?Monster@$ $Area Attack ?Monster@$ $6ump ?Melee@$

Tiger 8utter
Construct ,evel 0arfare 9ange Damage G * ) <D* + )

Defense )< 3' </ 'ersonality "teady Materials Meat, 9eagent $2lanking ?Monster@$ $Area Attack ?Monster@$ $'lunder ?Monster@$ ?"upport@ ou may use this "kill during Combat. Choose an !tem held by a character in the same Area as you. ou may steal and use that !tem. !f your 3' becomes /, that !tem returns to its original o#ner.

%utcracker
Construct ,evel O 0arfare * 9ange / Damage JD* Defense )/ 3' J/ 'ersonality 2oolish Materials 0ood, 9eagent $'ublic &nemy ?Monster@$ $Mailed ?Monster@$ $%utcrack ?Monster@$ ?'ermanent@ 0henever you score a critical success on an Attack Check, if the target of that attack is male, change their 6ob to &unuch.

9ed (iant
Construct ,evel )/ 0arfare G 9ange ) Damage )D* > ) Defense )/ 3' E/ 'ersonality 2oolish Materials !ron, (unpo#der $2lying ?Monster@$ $Corte4 ?Monster@$ $Area Attack ?Monster@$ $Asterism ?Astrology@$ $Astral "#ord ?Astrology@$ $9ed 3ot ?Monster@$ ?'ermanent@ At the end of the 9ound, each other character in the same Area as you takes )D* points of damage.

6uggernaut
Construct ,evel )) 0arfare O 9ange / Damage JD* Defense )/ 3' E) 'ersonality 2oolish Materials 0ood, !ron $Demonic 8lo# ?Monster@$

$Charge ?Melee@$ $Knock 8ack ?Melee@$ $Collision ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever you make a successful attack. Choose a character in the same Area as the target of that attack. That character takes )D* points of damage.

7rganic ,okomotiv
Construct ,evel )< 0arfare K 9ange / Damage .D* Defense )/ 3' */ 'ersonality 2oolish Materials !ron, Meat $Corte4 ?Monster@$ $Area Attack ?Monster@$ $Trot ?Monster@$ $Charge ?Melee@$ $Knock back ?Melee@$ $Analy-e ?"cience@$ $CrashM ?Monster@$ ?Assist@ ou may use this "kill #henever you move. Choose any number of characters in the same Area as you. &ach of those characters makes a 0arfare F )< check. ou may move each character that fails < spaces.

%ameless Apocrypha
Construct ,evel )< 0arfare G 9ange ) Damage <D* Defense )E 3' E/ 'ersonality Cunning Materials !nformation $'ublic &nemy ?Monster@$ $Command Construct ?Monster@$ $Da--le ?Monster@$ $'age Turner ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever somebody spends 3ope. The character that spent 3ope makes a Charisma F ). check. !f it fails, this round ends, and the ne4t round begins.

Angel "pecial 9ules for Angel Monsters


This section details special rules for using Angel Monsters. The (M may #ish to use these rules to create gods and angels to lead, or punish, the 'Cs.

Angelic Transformation
0hen an Angel appears in a scenario, if the (M #ishes, that Angel's form may be changed to that of a 3uman. They may take the form of a human in order to test the faith of their believers, or to hide their form #hen among those #ho oppose them. 0hen encountering a transformed Angel, in

order to discern their true form, you can make a "earch Check. !f there are doubts, in addition to declaring that you #ish to determine if someone is an Angel or not, make a "earch Check. !f it is successful, you learn their true form. 3o#ever, if you only search the person regularly, and succeed, you #ill only kno# that something about them is not 5uite right. Treat a transformed Angel's statistics as you #ould during an 1ncertain &ncounter. 3o#ever, an Angel in human form may not use any Monster "kills besides $'ublic &nemy.$ 1ndoing the transformation may be done #henever you #ish, as an !nterrupt Action. A transformed Angel may learn one of the follo#ing "killsC $8elly+god,$ $8eauty,$ $'unk,$ $"e4y,$ $,ove Affair,$ $%arcissism,$ or $&conomy.$ 2or purposes of the limits on placing Monsters in rooms, treat a transformed Angel as one ,evel higher.

The 'o#er of 2aith


Angels can turn the faith of those #ho believe in them into energy. !f there are any follo#ers of a religion that #orships Angels in the same room as an Angel, at the end of a Cycle, they may automatically recover <D* 3', or gain ) point of 3ope. !f there are multiple obBects of #orship, only the Angel Monster #ith the highest level may use this effect.

"pecial "kills for Angels


The (M may give the follo#ing "kills to Angel Monsters #hose ,evel is e5ual to or greater the ,evel listed. 2or purposes of the limits on placing Monsters in rooms, treat a Monster #ith one of these "kills as one ,evel higher for each "kill they kno#.

(rigori ?,evel <@


Type "upport Target "elf Check %one During Combat, nobody in the same Area as you may use "ummoning "kills. ou may not be the target of a "ummoning "kill.

&nochian ?,evel E@
Type 'ermanent Target "ee 8elo# Check %one Change the 'ersonality of all 2oolish Monsters in the same Area as you to "teady.

3alo ?,evel *@
Type 'ermanent Target "elf Check %one !ncrease your 3' and Ma4imum 3' by J/.

'unishment ?,evel O@
Type "upport Target "ee 8elo# Check %one During Combat, choose an Area. &ach character in that Area takes :Their ,evel > G; points of damage. &ach character that takes damage makes a 0it F K check. !f it succeeds, they reduce the damage they take by the result.

Angel's 0ing ?,evel )/@


Type Target Check !nterrupt !ndividual %one

ou may use this "kill as an !nterrupt Action #henever somebody else takes damage. ou may reduce that damage by <D* points. 0hen you use this "kill, each character on the &nemy "ide makes a Charisma F K check. &ach character that fails reduces their 2ollo#ers by )D*.

0aliahyra
Angel ,evel ) 0arfare ) 9ange / Damage J Defense K 3' ) 'ersonality "teady Materials Meat $2lying ?Monster@$ $&nvoy of 'eace ?Monster@$ ) point for the rest of Combat.

?'ermanent@ Any character #ho attacks you reduces their Damage by

3alcyone
Angel ,evel < 0arfare ) 9ange / Damage ) Defense )/ 3' < 'ersonality Cunning Materials Meat $2lying ?Monster@$ $'ast ,ife ?Monster@$ ?'ermanent@ During Combat, each time a Monster #ith $3alcyone$ in its name on the Allied "ide dies, increase your Damage by )D*. This effect lasts until the end of Combat.

Mach 'enguin
Angel ,evel < 0arfare J 9ange / Damage )D* Defense )E 3' < 'ersonality 2oolish Materials Meat, !ron $2lying ?Monster@$ $Trot ?Monster@$ $Charge ?Melee@$

8alloon 'enguin
Angel ,evel 0arfare 9ange Damage Defense J ) / J ))

3' < Materials 'ersonality "trange Meat, 9eagent $!ncognito ?Monster@$ $2lying ?Monster@$ $8urst ?Monster@$ ?'ermanent@ 0henever you take damage that #ould reduce your 3' to / or less, if that damage #ould not reduce your 3' to e4actly /, each character in the same Area as you takes )D* points of damage.

Dupid
Angel ,evel E 0arfare J 9ange J Damage J Defense K 3' J 'ersonality "trange Materials !nformation $2lying ?Monster@$ $"leep Cloud ?Monster@$ $Dupid's Arro# ?Monster@$ ?"upport@ During Combat, choose t#o characters on the 8attlefield. &ach of those characters makes a Charisma F K check. !f either or both characters fail, both characters increase their 3ostility "core to#ards each other by ) point.

%ightingale
Angel ,evel * 0arfare E 9ange ) Damage * Defense )< 3' )/ 'ersonality "trange Materials 9eagent, Cloth $2lying ?Monster@$ $Charm ?Monster@$ $8eastly %urse ?Monster@$ ?"upport@ Choose a character at random. !f that character is currently afflicted by a 8ad "tatus, remove it.

Triadic Cro#
Angel ,evel G 0arfare . 9ange / Damage <D* Defense )< 3' </ 'ersonality "teady Materials Meat, 9eagent $2lying ?Monster@$ $Deed of Arms ?Class@$ $'arry ?Melee@$ $"tealth ?Dungeon@$

$Trinity ?Monster@$ ?'ermanent@ 0henever you roll the ma4imum possible damage for an attack, you may make one additional attack ?this effect does not activate if you do not roll dice to determine your damage@.

8oreas
Angel ,evel O 0arfare * 9ange / Damage <D* Defense )E 3' </ 'ersonality "trange Materials 9eagent $2lying ?Monster@$ $8reath ?Monster@$ $Anabasis ?Monster@$ $,ighting 8olt ?Monster@$ ?"upport@ Choose an Area. &ach character in that Area makes a 0it Check #ith a difficulty e5ual to :G > The ,evel of Any $Armor$ They 3ave &5uipped;. &ach character that fails takes :)D* > The ,evel of Any $Armor$ They 3ave &5uipped; points of damage.

&inherBar
Angel ,evel K 0arfare K 9ange ) Damage <D* Defense )< 3' J/ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $Deed of Arms ?Class@$ $&4orcism ?Class@$ $"onic 8lade ?&soteric@$ $"hield ?Melee@$ $8onds of 2ate ?Monster@$ ?'ermanent@ Choose ) character from the &nemy "ide #hen you encounter them. !ncrease your Affection and 3ostility "cores to#ards that character by . points each ?you may choose the type of each "core@. This effect lasts for the rest of the game.

=alkyrie
Angel ,evel )/ 0arfare K 9ange ) Damage )D* > E Defense )E 3' <. 'ersonality "teady Materials !ron, Cloth $2lying ?Monster@$ $Corte4 ?Monster@$ $Command Angel ?Monster@$ $Charge ?Melee@$

$"hield ?Melee@$ $Astral "#ord ?Astrology@$

Tengu
Angel ,evel )) 0arfare G 9ange / Damage <D* > < Defense ). 3' <G 'ersonality Cunning Materials 0ood, Cloth $2lying ?Monster@$ $Minor "hift ?6ob@$ $2eathered 2an ?Monster@$?"upport@ &ach character in the Area directly in front of the Area you are in moves ) space in the same direction. &ach character that moved makes a 0arfare F )) check. &ach character that fails takes )D* points of damage.

8agman
Angel ,evel )< 0arfare O 9ange J Damage <D* Defense )J 3' E/ 'ersonality Cunning Materials 9eagent, Cloth $2lying ?Monster@$ $Drain ?Monster@$ $"chemer ?Monster@$ $&lectrification ?Monster@$ ?'ermanent@ During Combat, at the end of the 9ound, each character on the Allied "ide recovers ) 3'.

Typhoon
Angel ,evel )< 0arfare O 9ange ) Damage <D* > J Defense )< 3' E/ 'ersonality "trange Materials 9eagent $'ublic &nemy ?Monster@$ $Demonic 8lo# ?Monster@$ $2lying ?Monster@$ $Knock 8ack ?Melee@$ $"torm ?Monster@$ ?"upport@ During Combat, deal <D* points of damage to each character in every Area besides the Area you are in.

Astraeus
Angel

,evel )< 0arfare G 9ange ) Damage <D* Defense )E 3' J/ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $2lying ?Monster@$ $6ump ?Melee@$ $Thunderclap ?Monster@$ ?"upport@ Choose t#o Areas that are adBacent to each other. &ach character in those Areas e5uipped #ith Armor reduces their 3' by :<D* > Armor ,evel;, and, if they are female, cannot use Armor for the rest of Combat.

6ubBub 8ird
Angel ,evel )J 0arfare O 9ange ) Damage JD* > J Defense )J 3' E/ 'ersonality "trange Materials Meat $2lying ?Monster@$ $Demonic 8lo# ?Monster@$ $2lap ?Monster@$ ?"upport@ Move up to t#o spaces in any direction. Deal <D* points of damage to each character #ithout $2lying$ in the Areas through #hich you moved.

8acura
Angel ,evel )J 0arfare G 9ange / Damage JD* > ) Defense . 3' <.* 'ersonality 2oolish Materials !ron, 9eagent $2lying ?Monster@$ $Knock 8ack ?Melee@$ $Area Attack ?Monster@$ $3arden ?Monster@$?'ermanent@ 0henever a character attacks you #ith a melee #eapon, that character takes ) point of damage.

(eneral 0inter
Angel ,evel 0arfare 9ange Damage Defense 3' )E K ) <D* > < )J */

'ersonality Cunning Materials !ron, 9eagent $Demonic 8lo# ?Monster@$ $!ncarnation ?Monster@$ $"#arm Defense ?Monster@$ $Deed of Arms ?Class@$ $8lade 7pera ?6ob@$ $Minor "hift ?6ob@$ $8li--ard ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever another character makes a "upport Action. &ach other character makes a 0arfare Check #ith a difficulty e5ual to : our ,evel > .;. &ach character that fails halves their current 3'.

7rnithopter
Angel ,evel )E 0arfare K 9ange J Damage JD* Defense )< 3' E/ 'ersonality 2oolish Materials !ron, Machinery, (unpo#der $2lying ?Monster@$ $Corte4 ?Monster@$ $(unport ?Monster@$ ?"upport@ During Combat, #hen you attack, you may attack :3' 4 )F)/; times. ou may only use this effect once per Combat.

Angel of Death
Angel ,evel )E 0arfare )/ 9ange < Damage JD* > < Defense )E 3' E/ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $2lying ?Monster@$ $Transfer ?"ummoning@$ $3ourglass of ,ife ?Monster@$ ?'ermanent@ At the end of the 9ound, deal )D* points of damage to each character on the &nemy "ide.

Thunder 8ird
Angel ,evel ). 0arfare )) 9ange < Damage JD* > J Defense )* 3' E. 'ersonality "trange Materials Meat, ,eather, 2ang $2lying ?Monster@$

$"hield ?Melee@$ $,ightning Arro# ?Monster@$ ?"upport@ ou may use this "kill during Combat. Choose one character other than yourself in each Area. &ach of those characters reduces their 3' by <D*.

8ethor
Angel ,evel ). 0arfare )< 9ange ) Damage ED* Defense ). 3' ./ 'ersonality Cunning Materials Meat, ,eather, 2ang $2lying ?Monster@$ $Mailed ?Monster@$ $3oick ?Melee@$ $8ombing 9aid ?Monster@$ ?"upport@ &ach character #ithout $2lying$ in the same Area as you makes a Duest F )/ check. &ach character that fails takes )D* points of damage, and one of their items chosen at random is destroyed.

2lat#oods Monster
Angel ,evel )* 0arfare G 9ange < Damage ED* > )/ Defense )J 3' ./ 'ersonality 2oolish Materials !nformation $Demonic 8lo# ?Monster@$ $3ope &ater ?Monster@$ $Abduction ?Monster@$ ?'ermanent@ 0henever you make a successful attack, the target of that attack makes a 0it F )) check. !f it fails, reduce their 2ollo#ers by JD*.

Angel of Annunciation
Angel ,evel )* 0arfare O 9ange < Damage <D* > O Defense )E 3' K/ 'ersonality Cunning Materials Cloth, !nformation $'ublic &nemy ?Monster@$ $Charm ?Monster@$ $8lessed Kiss ?1seful@$ $Alignment Attack ?1seful@$ $Dolce =ita ?&soteric@$ $Mysteries of ,ife ?Monster@$ ?'ermanent@ ou may use all "cience and &ntertainment "kills.

3eaven's Door

Angel ,evel )K 0arfare )J 9ange < Damage )/ Defense )/ 3' E// 'ersonality Cunning Materials !ron $Corte4 ?Monster@$ $Minor "hift ?6ob@$ $,ogical 8last ?Monster@$ $Angelic Army ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever an Angel character on the Allied "ide dies. 'lace an Angel Monster #ith a ,evel less than or e5ual to that of the character that died in the same Area as you. ou may only use this effect )D* times per Combat.

Arch Angel
Angel ,evel </ 0arfare )E 9ange J Damage .D* Defense )< 3' )// 'ersonality 2oolish Materials 9eagent $2lying ?Monster@$ $8reath ?Monster@$ $Command Angel ?Monster@$ $9ecovery ?Monster@$ ?Assist@ ou may use this "kill #henever your 3' becomes . or less. At the end of the 9ound, you recover all of your 3'.

'rincess "ummer
Angel ,evel <E 0arfare )* 9ange J Damage *D* Defense ). 3' )K/ 'ersonality Cunning Materials 9eagent $2lying ?Monster@$ $Multiple ?Class@$ $8la-e A#ay ?9anged@$ $Dead &ye ?9anged@$ $Kill Sone ?&soteric@$ $2ire#orks ?Monster@$ ?Assist@ ou may use this "kill #henever you attack. !f that attack is successful, each character in the targeted Area moves back#ards ) space.

A 8ao A Du
Angel ,evel 0arfare J/ </

9ange E Damage *D* > O Defense </ 3' <./ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $2lying ?Monster@$ $3ope &ater ?Monster@$ $Area Attack ?Monster@$ $,ast ,ine of Defense ?Monster@$ ?'ermanent@ &ach character in an Allied Area behind the Area you are in may not be the target of attacks, "kills, or !tems of the &nemy "ide.

Deep 7nes "pecial 9ules for Deep 7nes


This section details special rules for using Deep 7ne Monsters. The (M may #ish to use these rules to create evil deities that the 'Cs can receive po#ers from, or #orship.

Deep 7ne 'ossession


0hen a Deep 7ne appears in a scenario, if the (M #ishes, that Deep 7ne may possess a human. They can inhabit and control that human, to fulfill their o#n desires, or perhaps in ans#er to the human's #ish for po#er. 0hen encountering a possessed human, in order to discern their true form, you must make a "earch Check. !f there are doubts, in addition to declaring that you #ish to determine if someone is possessed or not, make a "earch Check. !f it is successful, you learn their true form. 3o#ever, if you only search the person regularly, and succeed, you #ill only kno# that something about them is not 5uite right. Treat the statistics of a Deep 7ne that has possessed a human as you #ould during an 1ncertain &ncounter. A possessed human may learn one Class, 6ob, or Advanced "kill of your choice. !f a 'C is possessed by a Deep 7ne, it is possible to separate them. As a "upport Action, make a Charisma Check #ith a difficulty e5ual to :. > Monster ,evel + The Deep 7ne's Affection "core To#ards the 'ossessed Character;. !f it is successful, you may separate the Deep 7ne from your body. !f a Deep 7ne becomes separated, it takes :Monster ,evel;D* points of damage, and the "kill learned from the possession becomes unlearned. 2or purposes of the limits on placing Monsters in rooms, treat a Deep 7ne that has possessed a human as being one ,evel higher.

The 'o#er of 7fferings


Deep 7nes may heal their #ounds using offerings that are given to them. !f somebody in the same room, as a "upport Action, spends ) Material of a type listed in the Materials section of a Deep 7ne's description, that Deep 7ne recovers )D* 3'.

"pecial "kills for Deep 7nes


The (M may give the follo#ing "kills to Deep 7ne Monsters #hose ,evel is e5ual to or greater the ,evel listed. 2or purposes of the limits on placing Monsters in rooms, treat a Monster #ith one of these "kills as one ,evel higher for each "kill they kno#.

Deep 7ne ?,evel J@


Type Target Check 'ermanent "elf %one

ou cannot be affected by the "leep and 'oisons 8ad "tatuses.

0ater 2iend ?,evel .@


Type 'ermanent Target "elf Check %one During Combat, increase your Damage by ) point for each Deep 7ne in the same Area as you ?up to . points@.

Tentacle ?,evel G@
Type "upport Target "elf Check %one ou may use this "kill during Combat. Choose a type of attack, and choose :)D* + ); characters #ithin its range. ou may attack each of those characters.

8reeding ?,evel K@
Type "upport Target "elf Check %one ou may use this "kill during Combat. Choose any number of a type of Deep 7ne Monster #ith a ,evel less than your o#n. 9educe your 3' by :That Monster's 3' 4 The %umber Chosen;. Those Monsters appear, &4hausted, in the same Area as you.

"courge ?,evel ))@


Type "upport Target Kingdom Check %one ou may use this "kill during Combat. Choose a kingdom. The representative of that kingdom makes a Culture ,evel check #ith a difficulty e5ual to : our ,evel;. !f it fails, reduce that kingdom's number of Citi-ens by ED*.

(oldfish
Deep 7ne ,evel ) 0arfare / 9ange / Damage ) Defense . 3' . 'ersonality 2oolish Materials Meat $2lying ?Monster@$ $"hield ?Melee@$

(unfish
Deep 7ne ,evel 0arfare 9ange Damage Defense 3' < < J )D* * <

'ersonality 2oolish Materials Meat, (unpo#der $!ncognito ?Monster@$ $Dead &ye ?9anged@$ $Covering 2ire ?9anged@$

Migrancy 2ish
Deep 7ne ,evel J 0arfare J 9ange / Damage )D* Defense )/ 3' < 'ersonality "teady Materials Meat $2lying ?Monster@$ $3it R A#ay ?Dungeon@$

(runt &lf
Deep 7ne ,evel J 0arfare J 9ange / Damage )D* Defense )) 3' * 'ersonality 2oolish Materials 9eagent $7gg ?Class@$ $"neak Through ?Dungeon@$

Kappa
Deep 7ne ,evel E 0arfare E 9ange / Damage )D* > ) Defense O 3' )) 'ersonality 2oolish Materials 0ood, 9eagent $3it R A#ay ?Dungeon@$ $"neak Through ?Dungeon@$ $Knock 8ack ?Monster@$ $,ast Ditch &ffort ?Monster@$ ?'ermanent@ 0henever you make a successful attack inside an &ncampment, increase your Damage by )D*.

,ove Carp
Deep 7ne ,evel 0arfare 9ange Damage E J / )D* > )

Defense K 3' )E 'ersonality Cunning Materials Cloth $2lying ?Monster@$ $Combination ?1seful@$ $Deep ,ove ?Monster@$ ?'ermanent@ During Combat, increase your Affection "core to#ards each character on the Allied "ide by the number of 1nconscious or Dead Allied characters on the 8attlefield. This effect lasts until the end of Combat.

&lf
Deep 7ne ,evel . 0arfare E 9ange ) Damage )D* > ) Defense )/ 3' )< 'ersonality Cunning Materials 9eagent $"neak Through ?Dungeon@$ $Alias ?"ummoning@$ $Do#nload ?"ummoning@$

!carus
Deep 7ne ,evel * 0arfare * 9ange ) Damage )D* > < Defense )/ 3' O 'ersonality "trange Materials Meat, !nformation $Charge ?Melee@$ $"hield ?Melee@$ $!ron Courage ?Monster@$ ?"upport@ During Combat, choose a character e5uipped #ith a "tar 2ragment. Move to the Area that character is in, and deal an amount of damage to each character in that Area e5ual to the damage of the #eapon you are using.

Dark &lf
Deep 7ne ,evel * 0arfare E 9ange / Damage . Defense K 3' )< 'ersonality Cunning Materials 9eagent, 0ood $"hooting "tar ?Astrology@$ $Transfer ?"ummoning@$ $"neak Through ?Dungeon@$ $Deep Magic ?Monster@$ ?'ermanent@ 0henever a character on the Allied "ide uses an Astrology or

"ummoning "kill, you may change any instance of $"pend ) 3ope$ in that "kill's description to $9educe an Allied character's 3' by )D*.$

Dagonoid
Deep 7ne ,evel G 0arfare * 9ange ) Damage * Defense K 3' )* 'ersonality 2oolish Materials 2ang, Meat $Corte4 ?Monster@$ $'oison 8lo# ?Monster@$ $!ncognito ?Monster@$ $"lippery ?Monster@$ ?'ermanent@ 0henever a character successfully attacks you, after they deal damage, move them ) space.

(uardian "eal
Deep 7ne ,evel O 0arfare G 9ange / Damage <D* Defense )J 3' J/ 'ersonality "trange Materials Meat $Corte4 ?Monster@$ $Tentacle ?Deep 7ne@$ $"acred (uardian ?Monster@$ ?'ermanent@ During Combat, increase the Defense of all Deep 7nes on the Allied "ide by ) point. !f you are in a room #ith a 8ase, increase the Damage of all your attacks by )D* points.

9okea
Deep 7ne ,evel O 0arfare G 9ange / Damage <D* > J Defense )< 3' J/ 'ersonality Cunning Materials Meat $Corte4 ?Monster@$ $!ncognito ?Monster@$ $9ush ?Melee@$ $"harkteeth ?Monster@$ ?'ermanent@ 0henever you make a successful attack, the target of the attack makes a Duest F K check. !f it fails, they gain the Disoriented 8ad "tatus.

,amia
Deep 7ne ,evel K

0arfare G 9ange ) Damage <D* > ) Defense )) 3' <* 'ersonality Cunning Materials 9eagent $Drain ?Monster@$ $Charm ?Monster@$ $8eautiful 2orm ?(eneral@$ $"e4y ?%egotiation@$ $(aldr ?&ntertainment@$

Decarabia
Deep 7ne ,evel K 0arfare G 9ange ) Damage )D* > * Defense )< 3' J< 'ersonality Cunning Materials 9eagent $Corte4 ?Monster@$ $Tentacle ?Deep 7ne@$ $"tar 0ars ?Astrology@$ $Asterism ?Astrology@$ $3ellstar ?Monster@$ their 9ange by < points.

?'ermanent@ 7ther Deep 7ne characters in the same Area as you increase

Angel 2ish
Deep 7ne ,evel )/ 0arfare K 9ange ) Damage <D* > J Defense )E 3' E. 'ersonality "teady Materials Cloth $Trot ?Monster@$ $Cro#d ?Monster@$ $"neak Through ?Dungeon@$ $Charge ?Melee@$ $Angel Mimicry ?Monster@$ ?"upport@ During Combat, choose one kind of Angel+type Monster #ith a ,evel less than or e5ual to your o#n. ou choose and learn one "kill kno#n by that Monster. This effect lasts until the end of Combat, and is not cumulative.

Mind 2layer
Deep 7ne ,evel 0arfare 9ange Damage )) O < )D* > .

Defense )< 3' <E 'ersonality Cunning Materials 9eagent $!ncognito ?Monster@$ $Drain ?Monster@$ $Control Deep 7ne ?Monster@$ $"chemer ?Monster@$ $"oul "ympathy ?Monster@$ ?"upport@ During Combat, choose a character on the 8attlefield. Choose one of that character's 3ostility "cores. Deal an amount of damage e5ual to that 3ostility "core to each character in the same Area as that character.

ello# "ubmarine
Deep 7ne ,evel )J 0arfare K 9ange J Damage <D* > J Defense )/ 3' JJ 'ersonality 2oolish Materials !ron, Machinery $Corte4 ?Monster@$ $!ncognito ?Monster@$ $Trot ?Monster@$ $Area Attack ?Monster@$ $"neak Through ?Dungeon@$ $Analy-e ?"cience@$

Thog
Deep 7ne ,evel )E 0arfare )/ 9ange ) Damage <D* > . Defense )* 3' J. 'ersonality Cunning Materials Meat, 9eagent $'ublic &nemy ?Monster@$ $Command 1ndead ?Monster@$ $,oyalist ?%egotiation@$ $"plit ?%egotiation@$ $,es Miserables ?&soteric@$ $Contract ?Monster@$ ?!nterrupt@ ou may use this "kill as an !nterrupt Action #henever somebody suffers a critical failure. 'lace a Sombie in an Area of your choice.

NN+6ellyfish
Deep 7ne ,evel 0arfare 9ange Damage Defense )E )/ < JD* K

3' J* 'ersonality 2oolish Materials Meat, 9eagent $Area Attack ?Monster@$ $'oison 8lo# ?Monster@$ $Call a Doctor ?Monster@$ ?'ermanent@ At the end of the 9ound, each character from the &nemy "ide in the same Area as you makes a 0arfare F )) check. &ach character that fails reduces their 2ollo#ers by :)) + 9esult;.

%eenean
Deep 7ne ,evel )E 0arfare )J 9ange ) Damage <D* > . Defense )) 3' */ 'ersonality "trange Materials 9eagent, ,eather $Area Attack ?Monster@$ $Demonic 8lo# ?Monster@$ $Mailed ?Monster@$ $'ublic &nemy ?Monster@$ $&arth5uake ?Monster@$ ?"upport@ &ach character in the &nemy "ide's &ncampment takes JD* points of damage.

2orneus
Deep 7ne ,evel ). 0arfare )/ 9ange / Damage JD* Defense ). 3' .O 'ersonality Cunning Materials Meat, 9eagent $Trot ?Monster@$ $Charge ?Melee@$ $"neak Through ?Dungeon@$ $Curtain of Darkness ?Monster@$ ?'ermanent@ 0henever any character in the same Area as you, or ) Area in either direction, makes an attack, they roll a 0it F)< check. !f it fails, their attack targets a random character #ithin range.

Kraken
Deep 7ne ,evel ). 0arfare K 9ange < Damage ED* > * Defense )/ 3' *. 'ersonality "trange Materials 2ang, Meat $8reath ?Monster@$

$Area Attack ?Monster@$ $Dungeon Tectonics ?6ob@$

Dueen of Dragon 'alace


Deep 7ne ,evel )O 0arfare K 9ange < Damage ED* Defense )J 3' K/ 'ersonality Cunning Materials Cloth, 9eagent $8reath ?Monster@$ $Charm ?Monster@$ $9ush ?Melee@$ $"onumen ?&ntertainment@$ $Treasure 8o4 ?Monster@$ ?'ermanent@ During Combat, each character on the &nemy "ide reduces an Ability "core of their choice by ) point for the rest of the game. !f this effect #ould cause the Ability "core to become negative, that character dies.

Ammon
Deep 7ne ,evel </ 0arfare )/ 9ange < Damage .D* Defense K 3' )// 'ersonality "trange Materials 9eagent, !ron $Demonic 8lo# ?Monster@$ $'enetration ?Monster@$ $'ublic &nemy ?Monster@$ $'o#erless ?Monster@$ ?'ermanent@ 0henever you become the target of a "kill or Ability, if you reduce your 3' by )D*, that attack has no effect. $9andom 2ire ?Monster@$ ?"upport@ Choose three characters #ithin your 9ange. ou may make one attack against each of those characters.

M"M+/G
Deep 7ne ,evel </ 0arfare )< 9ange < Damage .D* > . Defense )/ 3' )</ 'ersonality 2oolish Materials 2ang, !ron, Meat $Corte4 ?Monster@$ $Command Deep 7ne ?Monster@$ $Demon "ea ?Monster@$ ?"upport@ During Combat, each character that is not a Deep 7ne cannot Move. 9educe the results of their Attack Checks and Defense by < points each. This effect lasts until the end of Combat, and is not cumulative.

Dagon
Deep 7ne ,evel <. 0arfare )* 9ange ) Damage GD* Defense )E 3' <E/ 'ersonality Cunning Materials 9eagent $'ublic &nemy ?Monster@$ $Corte4 ?Monster@$ $3ope &ater ?Monster@$ $8reeding ?Deep 7ne@$ $7cean (od ?Monster@$ ?'ermanent@ ou may use all Astrology, "ummoning, and "cience "kills.

0halenesia
Deep 7ne ,evel J/ 0arfare </ 9ange / Damage OD* > )/ Defense O 3' J// 'ersonality "teady Materials Meat, ,eather, Cloth $Area Attack ?Monster@$ $"neak Through ?Dungeon@$ $Antimagic 2ormula ?"cience@$ $,ake 8last ?Monster@$ ?'ermanent@ 0henever the last digit of your 3' becomes K, deal <D* points of damage to each character on the 8attlefield #ith the $"neak Through$ or $2lying$ "kills. Choose a 2acility or 8ase on this map at random and destroy it.

9are !tems
9are Arms !tems
"are Arms .tems Table
"oll ! "oll $ ! ! $ % ' + & $ ! $ % ' + & % ! $ % ' + & "esult (ollow Point Monster ;enom ,grekin8s Mu77ler Blunderbuss <uminarrow Scutum Mawashi Monster ;enom .ntelligent Sword 2lour Sce*ter Sadistic #omina Stu77ed Animal Magic Band Monster ;enom Astral )loth (oly Symbol Berserker & + "oll ! "oll $ ' ! $ % ' + & ! $ % ' + & ! $ % ' + & "esult Sunshade )hainsword 1vil 1ye Monster ;enom 2ist o7 2ury 1m*eror8s ew Armor Bikini Armor 0leamer Bulimic Slayer Steel Body Battering "am "ea*er Stinger 0old Mattock Murasama Steam Mail 1-calibur

3ollo# 'oint
9are Arms !tem Cost ?)@ Type Assist Target "elf Check %one Materials !ron 4 ., 9eagent 4 )/ ,evel %one ou may use this !tem #henever you make an attack #ith a ranged #eapon. !f an attack using this item is successful, #hen you deal damage to the target, that character becomes &4hausted. This item disappears #hen used. !f your 6ob has access to the 9anged "kill (roup, #hen you use this item, roll )D*. !f the result is a *, this item does not disappear.

Monster =enom
9are Arms !tem Cost ?)@ Type Assist Target "elf Check %one Materials 9eagent 4 )/, !nformation 4 )/ ,evel %one 0hen you receive this item, choose a monster #ith the P'oison 8lo#Q skill, and choose one skill that

monster kno#s. ou may use this item #henever you make an attack. !f an attack using this item is successful, #hen you deal damage to the target, if that target kno#s the chosen skill, for the rest of combat, they forget that skill. ou may cause the target to gain the 'oison bad status. This item disappears #hen used.

7grekin's Muffler
9are Arms !tem Cost ?)@ Type &5uipable Target "elf Check Charisma F Target's ,evel > G Materials Cloth 4 . ,evel /+)/ 0henever you become the target of an attack from a monster #ith the #ord P7grekinQ in its name, make the above check. !f it is successful, prevent that attack, and recover ) point of Drive. This item starts at ,evel /. !ncrease the number of points of Drive recovered by ) per ,evel.

8lunderbuss
9are Arms !tem Cost ?)@ Type &5uipable Target "elf Check %one Materials Machinery 4 ., (unpo#der 4 )/ ,evel /+)/ 9anged 0eapon 9angeC ) DamageC "pecial !f an attack #ith this #eapon is successful, it deals the same amount of damage to each character in the targeted Area. To determine the damage, roll )D*A if the result is odd, its damage is *, if the result is even, the attack fails. This item may not be used t#o rounds in a ro#. This item starts at ,evel /. !ncrease its damage if an odd number is rolled by < points per ,evel.

,uminarro#
9are Arms !tem Cost ?)@ Type Assist Target "elf Check %one Materials 9eagent 4 <, 2ang 4 < ,evel %one ou may use this !tem #henever you make an attack #ith a ranged #eapon. 0hen you use this item, you may make an attack against a target #ho is not #ithin the range of a "tar 2ragment. !f that attack is successful, for the rest of combat, treat the target of that attack as if they are holding a ,evel ) "tar 2ragment. This item disappears #hen used. !f your 6ob has access to the 9anged "kill (roup, #hen you use this item, roll )D*. !f the result is odd, this item does not disappear.

"cutum
9are Arms !tem Cost ?<@ Type &5uipable Target "elf Check %one Materials !ron 4 )/, 0ood 4 </ ,evel /+)/ 0henever you take damage, reduce that damage by ) point ?this effect is not cumulative, and the

damage cannot be reduced belo# ) point@. &ach allied character in an Area behind the one that you are in increases their Defense by ) point. This item starts at ,evel /. !ncrease the amount that Defense is increased by ) point per ,evel.

Ma#ashi
9are Arms !tem Cost ?<@ Type &5uipable Target "elf Check %one Materials Cloth 4 ., ,eather 4 . ,evel %one 0henever you have the 7bese bad status, increase the Damage of their melee #eapons by )D* points, and the learn the PKnock 8ackQ skill. !f an 7bese character #ho already kno#s the PKnock 8ackQ skill e5uips this item, if they deal damage to their target, they may move them back < spaces.

!ntelligent "#ord
9are Arms !tem Cost ?<@ Type &5uipable Target "elf Check %one Materials !ron 4 ., 9eagent 4 . ,evel /+)/ Melee 0eapon 9angeC ) DamageC )D*+) ou may use this item to !nterrupt #henever somebody makes an attack. "pend ) 3ope, and increase your Defense by an amount e5ual to your 0arfare for the rest of the round. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

2lour
9are Arms !tem Cost ?<@ Type "upport Target "elf Check %one Materials 0ood 4 . ,evel %one ou may use this item during combat. Deal )D* points of damage to each character on the 8attlefield. This item disappears #hen used.

"cepter
9are Arms !tem Cost ?J@ Type &5uipable Target !ndividual Check %one Materials Cannot be Crafted ,evel /+)/ Melee 0eapon 9angeC / DamageC J This item may only be e5uipped by a King. ou may use this item to !nterrupt #henever somebody makes an action check. "pend any number of points of Drive. 2or each point of Drive spent, you may increase the result of that check by ) point. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

"adistic Domina
9are Arms !tem Cost ?J@ Type &5uipable Target "elf Check %one Materials ,eather 4 </ ,evel %one Melee 0eapon 9angeC ) DamageC )D*+) !f an attack using this #eapon is successful, #hen you deal damage to the target, you may increase the target's Affection and 3ostility "cores to#ards you by ) point each. This effect may only be used once per combat.

"tuffed Animal
9are Arms !tem Cost ?J@ Type &5uipable Target "elf Check %one Materials Cloth 4 )/, 9eagent 4 )/ ,evel /+)/ Melee 0eapon 9angeC / DamageC E 0henever you make an attack using this #eapon, you may substitute your Charisma for your 0arfare. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

Magic 0and
9are Arms !tem Cost ?J@ Type &5uipable Target "elf Check %one Materials 0ood 4 )/, 9eagent 4 )/ ,evel /+)/ 9anged 0eapon 9angeC J DamageC ) This item may only be e5uipped and used by a character #hose 6ob has access to the Astrology or "ummoning "kill (roups. ou may, #henever you #ish, spend ) 3ope to change this item's damage to )D*>< for the rest of that combat. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

Astral Cloth
9are Arms !tem Cost ?J@ Type Assist Target "elf Check %one Materials !ron 4 J/, 9eagent 4 J/ ,evel %one 0hen you receive this item, choose one category of monster, and choose one type of monster at random from that category. ou may use this item during combat. Change your Ability "cores and "kills to those of the chosen monster ?if that monster has the P'ublic &nemyQ skill, only you Ability "cores change@. !f, at the end of the cycle, you do not reduce your 3' by an amount e5ual to that monster's level, your stats return to normal. ou may only use this effect once per game. 0hen you e5uip this item, you cannot une5uip it unless you become the target of the P8lessed KissQ skill.

3oly "ymbol

9are Arms !tem Cost ?E@ Type &5uipable Target "elf Check %one Materials 2ang 4 ., 9eagent 4 . ,evel /+)/ 9anged 0eapon 9angeC < DamageC ) 0henever you attack a character #ith the P1ndying 8odyQ skill using this item, increase its damage by )D* points, and prevent the effect of the P1ndying 8odyQ skill for the rest of that round. An 7racle or &4orcist may use this item as a melee #eapon. This item starts at ,evel /. !ncrease either its range or its damage by ) point per ,evel.

8erserker
9are Arms !tem Cost ?E@ Type &5uipable Target "elf Check %one Materials ,eather 4 </, 2ang 4 )/ ,evel %one 0henever you take damage, decrease that damage by ) point ?this effect is not cumulative, and the damage cannot be reduced belo# ) point@. !ncrease your #eapons' damage by )D* points. During combat, you act as if you #ere a monster #ith the 2oolish personality.

"unshade
9are Arms !tem Cost ?E@ Type &5uipable Target "elf Check %one Materials Cloth 4 )/, ,eather 4 )/ ,evel %one Melee 0eapon 9angeC / DamageC J 0henever you become the target of an Astrology, "ummoning, "cience, or Monster skill, roll )D*. !f the result is *, that skill has no effect.

Chains#ord
9are Arms !tem Cost ?E@ Type &5uipable Target "elf Check %one Materials !ron 4 )/, Machinery 4 ). ,evel /+)/ Melee 0eapon 9angeC / DamageC )D*>< !f an attack using this item is successful, #hen you deal damage to the target, choose ) item that character is holding at random. ou may destroy that item. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

&vil &ye
9are Arms !tem Cost ?E@ Type &5uipable

Target "elf Check %one Materials Meat 4 )/, 9eagent 4 )/ ,evel /+)/ 0henever your current number of 3' are odd, increase the damage of your #eapons by < points. This item starts at ,evel /. !ncrease the damage of your #eapons by ) point per ,evel.

2ist of 2ury
9are Arms !tem Cost ?E@ Type &5uipable Target "elf Check %one Materials Cannot be Crafted ,evel /+)/ Melee 0eapon 9angeC / DamageC < 2or each < points of Drive you currently have, increase this items range by ) point, and its damage by )D* points. ou may not use this item if you have any other Arms !tems in any of your other !tem "lots. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

&mperor's %e# Armor


9are Arms !tem Cost ?E@ Type &5uipable Target "elf Check %one Materials Cloth 4 )/, 9eagent 4 )/ ,evel /+)/ This item re5uires < !tem "lots to e5uip. !ncrease your Defense by J points ?this effect is not cumulative@. This item starts at ,evel /. !ncrease your Defense by ) point per ,evel.

8ikini Armor
9are Arms !tem Cost ?E@ Type &5uipable Target "elf Check %one Materials !ron 4 )/, 9eagent 4 )/ ,evel %one 0henever you take damage, you may prevent that damage. This item disappears #hen used.

(leamer
9are Arms !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials !ron 4 </, A Monster Citi-en P9ed (iantQ ,evel /+)/ Melee 0eapon 9angeC / DamageC )D* This item's ,evel is e5ual to your ,evel. Treat it as a "tar 2ragment #ith a ,ight ,evel e5ual to : our ,evel 4 )F<;. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

8ulimic

9are Arms !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials !ron 4 </, 9eagent 4 </, A Monster Citi-en PMind 2layerQ ,evel %one Melee 0eapon 9angeC / DamageC <D*+< !f an attack using this item is successful, #hen you deal damage to the target, recover a number of 3' e5ual to the amount of damage dealt. !f, at the end of combat, your 3' is not e5ual to its ma4imum value, you lose ) point of Drive. !f you cannot lose a point of Drive, reduce the =oices of the 'eople by ).

"layer
9are Arms !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials !ron 4 )/, 9eagent 4 ). ,evel /+)/ Melee 0eapon 9angeC / DamageC )D*>) 0hen you receive this item, choose a category of monster. !f the target of an attack using this #eapon is from that category, increase this #eapon's damage by )D* points. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

"teel 8ody
9are Arms !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials !ron 4 </, Machinery 4 J/ ,evel %one !ncrease your Duest and 0arfare by ) point each. 0henever you take damage, reduce that damage by ) point ?it cannot be reduced belo# ) point@. 9educe your Capacity by ) point, and your 9elationship "cores cannot be greater than your ,evel. ou cannot une5uip this item. !f a "teel 8ody in your !tem "lots is destroyed, your 3' becomes /, and you become 1nconscious.

8attering 9am
9are Arms !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials !ron 4 ., 0ood 4 )/ ,evel /+)/ Melee 0eapon 9angeC / DamageC )D* This item re5uires < !tem "lots to e5uip. 0henever you attack a 8ase, increase this #eapon's damage by )D* points. !f you reduce your 2ollo#ers by )D* before you make an attack check #ith this #eapon, increase its damage by the number you reduced your 2ollo#ers by. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

9eaper

9are Arms !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials !ron 4 )/, 9eagent 4 )/, A PDeathQ Monster Citi-en ,evel /+)/ Melee 0eapon 9angeC / DamageC )D*>< This item has a Capacity of ), that you may store a point of Drive in. 0henever you attack a character and reduce their 3' to / or less, this item gains ) point of Drive. ou may use this point of Drive freely. ou may also transfer your o#n Drive to this item. This item starts at ,evel /. !ncrease its Capacity by ) point per ,evel.

"tinger
9are Arms !tem Cost ?*@ Type &5uipable Target "elf Check %one Materials !ron 4 )., 2ang 4 ). ,evel /+)/ Melee 0eapon 9angeC ) DamageC <D* !f you spend ) 3ope, you may prevent the effect of any PCorte4Q or PMailedQ skill kno#n by the target of an attack using this item. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

(old Mattock
9are Arms !tem Cost ?*@ Type &5uipable Target "elf Check %one Materials !ron 4 </ ,evel %one Melee 0eapon 9angeC / DamageC )D* 0hen determining damage, if this item's damage is less than your Duest, its damage becomes e5ual to your Duest. !f your 6ob is Daedalist or any 6ob #ith access to the Dungeon "kill (roup, increase your Duest by ) point. This effect is not cumulative.

Murasama
9are Arms !tem Cost ?G@ Type &5uipable Target "elf Check %one Materials !ron 4 ./, 9eagent 4 </, 0ood ,evel /+)/ Melee 0eapon 9angeC / DamageC )D* 0henever you make an attack using this #eapon, and score a critical hit, instead of rolling on the Crushing 8lo# Table, you may double the amount of damage dealt. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

"team Mail
9are Arms !tem Cost ?O@

Type &5uipable Target "elf Check %one Materials !ron 4 E/, Machinery 4 J/, 9eagent 4 )/ ,evel /+)/ This item re5uires < !tem "lots to e5uip. !ncrease your Ma4imum 3' by )/ points, and the damage of all your melee #eapons by ) point. During the Camp step, if you spend ) Machinery, recover )D* 3'. This effect is not cumulative. This item starts at ,evel /. !ncrease your Ma4imum 3' by < points per ,evel.

&4calibur
9are Arms !tem Cost ?)/@ Type &5uipable Target "elf Check %one Materials Cannot be Crafted ,evel /+)/ Melee 0eapon 9angeC / DamageC ) ou may use this item to !nterrupt #henever you like. "pend ) 3ope. 2or the rest of the round, you may increase this item's damage by :!tem ,evel; D*. This item starts at ,evel /. !ncrease its damage by ) point per ,evel.

9are (eneral !tems


"are 0eneral .tems Table
"oll ! "oll $ ! ! $ % ' + & $ ! $ % ' + & % ! $ % ' + & "esult Blue "ibbon Stigmata Mounting 2ool8s )rest ame )ard Seed Stock Per7ume ame )ard Smoke 0renade Bad ame Straw #oll Power Bait 3ueen8s Mirror Phonogra*h ame )ard Star )age )rystal Ball !!:7oot Pole & + "oll ! "oll $ ' ! $ % ' + & ! $ % ' + & ! $ % ' + & "esult Book o7 Satori Briggle "o*e Thieves8 Tools ame )ard )o77in )amera Mysterious 1gg Bou9uet AnalyCe S*ecs (aCard King8s "elic 1-*erience Saddle Meat o7 .n7inity "egalia Satellite Belt "e7eree8s 2an (oly 0rail <ove

8lue 9ibbon
9are (eneral !tem Cost ?/@ Type "upport Target Court Check %one Materials Cannot be Crafted ,evel %one ou may use this item in a room #ith an &levator. The entire Court returns to the Kingdom.

"tigmata
9are (eneral !tem Cost ?/@ Type &5uipable Target "elf Check %one Materials Cannot be Crafted ,evel %one 0hen you receive this item, choose either Angel or Deep 7ne. !f you chose Angel, #henever you attack a Deep 7ne, increase your #eapon's damage by )D* points, and #henever you attack an Angel, you take )D* points of damage. !f you chose Deep 7ne, #henever you attack an Angel, increase your #eapon's damage by )D* points, and #henever you attack a Deep 7ne, you take )D* points of damage. 0hen you e5uip this item, you cannot une5uip it unless you become the target of the P8lessed KissQ skill.

Mounting

9are (eneral !tem Cost ?/@ Type Assist Target Court Check 0it F Monster ,evel > G Materials Cannot be Crafted ,evel %one ou may only receive this item after #inning a combat. !f you receive this item at random, choose another item at random. Choose one monster that you fought against in that combat. During the Treasury Meeting step of the Kingdom 'hase or the &nd 'hase, make the above check. !f it is successful, this item disappears, and you gain :Monster ,evel; M(.

2ool's Crest
9are (eneral !tem Cost ?/@ Type Assist Target "elf Check %one Materials Cannot be Crafted ,evel %one !ncrease each of your Ability "cores by ) point. !f a member of the Court is e5uipped #ith this item, #henever the Court rolls a check using a Kingdom Attribute, change the result of the highest die rolled to a ). !f more than one character is e5uipped #ith this item, change that many of the results of the highest dice rolled to )s. 0hen you e5uip this item, you cannot une5uip it unless you become the target of the P8lessed KissQ skill.

%ame Card
9are (eneral !tem Cost ?)@ Type Assist Target "elf Check %one Materials !nformation 4 . ,evel /+)/ ou may use this item #henever you use a %egotiation skill that re5uires a check. !ncrease the result of that check by < points. This item starts at ,evel /. !ncrease the result of the check by ) point for each ,evel.

"eed "tock
9are (eneral !tem Cost ?)@ Type 'lan Target Map Check %one Materials Cannot be Crafted ,evel %one ou may use this item during the Dungeon 'hase. 0henever you are holding this item and move through an &4plored room, a 9andom &ncounter #ill al#ays occur. 0hen you use this item, you may place a P2armQ in the room you are in. !f that map becomes part of your Kingdom's territory, increase the number of Citi-ens in the Kingdom by <D*. This item disappears #hen used.

'erfume
9are (eneral !tem Cost ?)@

Type "upport Target !ndividual Check Charisma F Target's ,evel > K Materials 9eagent 4 )/ ,evel %one Choose a monster on the 8attlefield. !f the above check is successful, you may change that monster's 'ersonality to 2oolish. This effect lasts until you enter the same Area as the target. This item disappears #hen used.

"moke (renade
9are (eneral !tem Cost ?)@ Type Assist Target "elf Check %one Materials (unpo#der 4 . ,evel %one ou may use this item during combat. ou may make a 2lee check even if all the allied characters are not in the &ncampment. This item disappears #hen used. !f you are a %inBa, roll )D*. !f the result is odd, this item does not disappear.

8ad %ame
9are (eneral !tem Cost ?)@ Type Assist Target "elf Check %one Materials !nformation 4 )/ ,evel %one ou may use this item during combat. 0hen you use this item, if you are #ithin the range of any monsters #hose 'ersonality is 2oolish or "teady, they #ill attack you first ?if t#o or more characters use a P8ad %ame,Q choose one at random@. This effect lasts until the end of combat.

"tra# Doll
9are (eneral !tem Cost ?<@ Type 'lan Target !ndividual Check Charisma F )) Materials 0ood 4 ., 9eagent 4 . ,evel %one Choose a character to#ards #hom you have a 3ostility "core of ) or higher. !f the above check is successful, deal :) > our 3ostility "core To#ards That Character; D* points of damage to that character. This item disappears #hen used.

'o#er 8ait
9are (eneral !tem Cost ?<@ Type "upport Target !ndividual Check %one Materials Meat 4 ./ ,evel %one During combat, choose a monster on the battlefield, or during the Kingdom 'hase, choose a Monster

Citi-en. ou may change that monster into a monster from the same category #ith the ne4t highest level. This effect is permanent. This item disappears #hen used.

Dueen's Mirror
9are (eneral !tem Cost ?<@ Type 'lan Target Court Check %one Materials !nformation 4 )/, 9eagent 4 )/ ,evel %one ou may make the (M tell you the name and stats of the highest level character to appear in the scenario.

'honograph
9are (eneral !tem Cost ?<@ Type Assist Target Court Check %one Materials Machinery 4 )/ ,evel %one ou may use this item during the Dungeon 'hase. 9oll <D*. 0henever you #ould roll on a 9est Table or a 3appening Table during this Duarter, treat the result as if it #ere the number you rolled #hen you used this item.

"tar Cage
9are (eneral !tem Cost ?<@ Type &5uipable Target "elf Check %one Materials 0ood 4 ., !ron 4 . ,evel /+)/ ou may hold J "tar 2ragments in the !tem "lot this item is e5uipped in. This item starts at ,evel /. !ncrease the number of "tar 2ragments it can hold by ) per ,evel.

Crystal 8all
9are (eneral !tem Cost ?<@ Type "upport Target "elf Check %one Materials !ron 4 ., 9eagent 4 . ,evel %one Choose a type of fortune, either P#ork,Q Pmoney,Q or Plove,Q and roll )D*. !f you chose #ork, if the number rolled is odd, increase the number of Citi-ens by )D*A if it is even, decrease the number of Citi-ens by )D*. !f you chose money, if the number rolled is odd, halve the 1pkeep CostA if it is even, double the 1pkeep Cost. !f you chose love, if the number rolled is odd, a character of your choice increases their Affection "core to#ards you by J pointsA if it is even, a character of your choice increases their 3ostility "core to#ards you by J points. This item may only be used once per game.

))+foot 'ole
9are (eneral !tem

Cost ?<@ Type Assist Target "elf Check %one Materials 0ood 4 )) ,evel %one ou may use this item #hen you make a "earch Check during the Camp step. !f that "earch Check is successful, you learn all of the Traps in that room and all of the corridors connected to that room ?they are not considered PdiscoveredQ and do not activate, nor can they be Disarmed. !n order to do that, you must succeed on another "earch Check@. This item disappears #hen used.

8ook of "atori
9are (eneral !tem Cost ?<@ Type 'lan Target "elf Check %one Materials 9eagent 4 ., !nformation 4 )/ ,evel %one ou may change your current 6ob to a 6ob of your choice. This effect is permanent. This item disappears #hen used. 0hen you change 6obs, change your 6ob "kill and Ability "core 8onus to that of the ne# 6ob. !n order to change to an Advanced 6ob, you must meet the re5uirements for that 6ob.

0riggle 9ope
9are (eneral !tem Cost ?J@ Type "upport Target 'lan Check Duest F Target's ,evel > G Materials Cloth 4 ., 0ood 4 . ,evel %one Choose a character on the battlefield. !f the above check is successful, move that character to the Area you are currently in.

Thieves' Tools
9are (eneral !tem Cost ?J@ Type "upport Target "elf Check Duest F Trap ,evel > )) Materials Machinery 4 </, !ron 4 </ ,evel %one "pend ) 3ope, and make the above check. !f it is successful, you may disarm a Trap that is P!mpossibleQ to disarm.

Coffin
9are (eneral !tem Cost ?J@ Type &5uipable Target !ndividual Check %one Materials 0ood 4 )/, 9eagent 4 )/ ,evel %one ou may place a Dead character in this item. A character placed in a Coffin, if they spend ) =oice of the

'eople, may use an Assist or !nterrupt Action.

Camera
9are (eneral !tem Cost ?J@ Type Assist Target Court Check %one Materials Machinery 4 </ ,evel %one ou may use this item #hen you ,evel 1p. &ach member of the Court chooses ) character present. 0hen resetting 9elationship "cores, do not count you Affection or 3ostility "cores to#ards the chosen character #hen calculating the total scores.

Mysterious &gg
9are (eneral !tem Cost ?J@ Type Assist Target Kingdom Check %one Materials Cannot be Crafted ,evel %one ou may use this item during the &nd 'hase. 9oll )D*. Choose a monster #hose ,evel is e5ual to the number rolled. ou may make that monster a Monster Citi-en. This item disappears #hen used.

8ou5uet
9are (eneral !tem Cost ?J@ Type 'ermanent Target "elf Check %one Materials 0ood 4 ). ,evel %one ou may use this item to !nterrupt #henever another character suffers a critical failure. ou each increase your Affection "cores to#ards each other by ) point, and change their subtype to ,ove. ou may not une5uip this item. 0henever a character e5uipped #ith this item becomes ,overs #ith another character, transfer this item to another member of the Court #ho is not ,overs #ith someone. !f you cannot transfer this item to anyone, it is destroyed.

Analy-e "pecs
9are (eneral !tem Cost ?E@ Type &5uipable Target "elf Check %one Materials Machinery 4 )/, !nformation 4 </ ,evel %one 0henever you use a "cience skill that re5uires you to spend 3ope, instead of ) point of 3ope, you may reduce your 3' by )D*. !f a Doctor e5uips this item, they may change the damage bonus granted by their PMonsterologyQ to )D* points.

3a-ard King's 9elic


9are (eneral !tem Cost ?E@

Type &5uipable Target Map Check %one Materials Cannot be Crafted ,evel %one 0hen you receive this item, choose one room from that scenarios map?s@ at random. "#itch the positions of that room and the room the Court is currently in. Then, you may e4change this item for a 9are !tem of your choice.

&4perience
9are (eneral !tem Cost ?E@ Type Assist Target "elf Check %one Materials Cannot be Crafted ,evel %one ou may use this item #henever you ,evel 1p. !nstead of learning a ne# "kill, you may increase an Ability "core of your choice by ) point. This item disappears #hen used.

"addle
9are (eneral !tem Cost ?E@ Type &5uipable Target "elf Check Charisma F )/ Materials 0ood 4 )/, ,eather 4 )/ ,evel %one Choose a Monster Citi-en in the Kingdom and record its name in the !tem "lot this item is e5uipped in. 2or the rest of the game, you may treat that monster as a P9ideQ ?the !tem "lot cannot be used@. !f that monster kno#s the P2lying,Q PTrot,Q P"neak Through,Q P3it R A#ay,Q or P!ncognitoQ skills, you may use that skill. !f any of those skills are Assist or !nterrupt skills, you may not use them if you do not succeed on the above check.

Meat of !nfinity
9are (eneral !tem Cost ?.@ Type 'lan Target Court Check %one Materials Meat 4 </, 9eagent 4 </ ,evel %one &ach member of the Court recovers ) 3'. 0hen you use this item, treat the Court as if they had used a P,unchQ or P2ull Course.Q &ach time you use this item, roll )D*. !f you roll a *, this item disappears.

9egalia
9are (eneral !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials Cannot be Crafted ,evel %one ou may use this item #henever you purchase territory during the Treasury Meeting step of the &nd

'hase. !f the territory you are purchasing is a map that is adBacent to the Kingdom, reduce its cost by JM(.

"atellite 8elt
9are (eneral !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials 9eagent 4 )/, !ron 4 )/, A Monster Citi-en PCelestialQ ,evel /+)/ 0henever you take damage, you may have this item take damage instead of you. This item has )/ 3'. !f its 3' becomes / or less, it is destroyed. !f an Astrologist e5uips this item, increase their #eapons' damage by :This !tem's ,evel 4 )F<; points. This item starts at ,evel /. !ncrease its 3' by < points per ,evel.

9eferee's 2an
9are (eneral !tem Cost ?.@ Type &5uipable Target "elf Check %one Materials 0ood 4 </, 9eagent 4 J/ ,evel %one ou may roll ) additional die on "trategy Checks. Choose any t#o of the dice rolled to calculate the result.

3oly (rail
9are (eneral !tem Cost ?)/@ Type !nterrupt Target Court Check %one Materials Cannot be Crafted ,evel %one ou may use this item to !nterrupt #henever the entire Court is #iped out. &ach member of the Court is restored to ) 3', and recovers a number of points of Drive e5ual to their Capacity. This item disappears #hen used.

,ove
9are (eneral !tem Cost ?+@ Type &5uipable Target "elf Check %one Materials Cannot be Crafted ,evel /+)/ !ncrease your Capacity by ) point. ou may e5uip a number of this item e5ual to the number of characters you have "pecial 9elationships #ith. This item starts at ,evel /. !ncrease your Capacity by ) point per ,evel.

Advanced 6obs
Advanced 6obs
Advanced 6obs are a special category of 6obs. They can only be ac5uired by those #ho have increased their strength and spirit through adventuring. They are the goal of many ,andmakers. Treat them as you #ould regular 6obs, e4cept that it is necessary to complete adventures to gain them. These Bobs cannot be ac5uired during character creation.

Changing 6obs to an Advanced 6ob


A 'C #ho #ishes to have an Advanced 6ob must meet that 6ob's re5uirements, and use a Training Center facility. An Advanced 6ob's Ability "core bonus is e5ual to < pointsA apply both of them. !n the case of the 'risoner Advanced 6ob, the (M determines #hether the re5uirements to change to that Bob have been met.

"ervants
As long as they meet the re5uirements for both of them, a character #ith the "ervant Class may have t#o Advanced 6obs.

Changing Talents to Advanced 6obs


!n order to gain a Talent #ith an Advanced 6ob, you must use the 'assage of Time rules in the Kingdom 8ook. Choose one Talent, and roll <D*. After resolving the effect of the roll on the Time 'assage Table, roll a D** on the Advanced 6ob Table. Change that Talent's 6ob to the result rolled.

Advanced Dob Table


9oll )) 3ero )< !dol )J 'roducer )E &4orcist ). 0itch )* 8east Tamer << =ulcanus 9esult 9oll <J 0ar-ard <E (ladiator <. Alchemist <* 3ighlord JJ Traitor JE Crime ,ord J. 6ehu 9esult 9oll J* =akeel EE 'risoner E. "orcerer E* !n5uisitor .. Demigod .* DD ** Dungeon Master 9esult

&soteric "kills
!n addition to the "kill (roups listed in their description, Advanced 6obs also have access to the &soteric "kill (roup. !n order to learn an &soteric "kill, it is necessary to kno# the prere5uisite skills. 2or more information, see the &soteric "kills section of the Kingdom 8ook.

3ero
9e5uirements ,evel J>A <> Medals Ability "core 8onus Charisma, 0arfare "kill (roups Melee, Astrology, 1seful &ffect as a talent ?'ermanent@ 0henever a member of the Court scores a critical success, that character recovers )D* 3' ?this effect is not cumulative@.

=aliant 8eing
6ob "kill Type !nterrupt

Target "elf Check 0arfare F Attack Check 9esult ou may use this "kill as an !nterrupt Action #henever you are attacked. "pend ) 3ope, choose a #eapon, and make the above check. !f it is successful, prevent the damage from that attack, and deal that #eapon's damage to the attacker.

!dol
9e5uirements Ability "core 8onus "kill (roups &ffect as a talent ,evel <>A )> MedalsA kno# at least ) &ntertainment "kill Charisma > < %egotiation, 1seful, &ntertainment ?'ermanent@ 0henever a member of the Court scores a critical success, gain ) M(.

2an
6ob "kill Type 'ermanent Target Kingdom Check %one !ncrease the ma4imum =oices of the 'eople by :2ollo#ers 4 )F)/; ?during the Distributing 2ollo#ers step of the Kingdom 'hase, this also increases the current =oices of the 'eople@.

'roducer
9e5uirements ,evel <>A kno# either the $"cout$ or $Multitask$ "kills Ability "core 8onus 0it > < "kill (roups %egotiation, !tem &ffect as a Talent ?'ermanent@ 0henever a member of the Court scores a critical success, gain ) =oice of the 'eople ?this effect is not cumulative@.

'roduce
6ob "kill Type !nterrupt Target !ndividual Check %one ou may use this "kill as an !nterrupt Action #henever another character's 9elationship "core increases. "pend ) 3ope, and choose a character. Change the target of that 9elationship "core increase to the chosen character.

&4orcist
9e5uirements ,evel J>A )> MedalsA a 3ostility "core of )> to#ards a Monster Ability "core 8onus 0it, 0arfare "kill (roups %egotiation, !tem &ffect as a Talent ?!nterrupt@ ou may use this effect as an !nterrupt Action #henever the Kingdom is attacked by Monsters. Deal )D* points of damage to a Monster of your choice.

&4orcism
6ob "kill Type "upport Target "ee 8elo# Check 0it F )) Make the above check. !f it is successful, at the end of the cycle, you may deal J points of damage to each character #ith the $'ublic &nemy$ "kill. !f, at the end of the cycle, you reduce your 3' by )D*, you may continue this effect into the ne4t 9ound. !f any characters hold a 3ostility "core to#ards a character damaged this #ay, increase the damage by an amount e5ual to their 3ostility "core to#ards that character.

0itch
9e5uirements ,evel J>A )> MedalsA e5uipped #ith an Animal Companion or 8room Ability "core 8onus Charisma, Duest "kill (roups Astrology, "ummoning, !tem &ffect as a Talent ?!nterrupt@ During the "etup 'hase, choose a character. ou may use this effect as an !nterrupt Action #henever that character is attacked by a Monster. !f that character can spend )D* Materials of any one type listed in the Material section of the Monster's description, that Monster gains either the Cursed, 7bese, or "leep 8ad "tatus.

0itchcraft
6ob "kill Type !nterrupt Target "ee 8elo# Check %one ou may use this "kill as an !nterrupt Action #henever somebody takes damage. "pend ) 3ope, and choose a character other than the one that took damage. ou may give those t#o characters a "pecial relationship. This effect lasts until the end of the Duarter.

8east Tamer
9e5uirements ,evel J>A have Monster Citi-ens in the KingdomA have an Affection "core of )> to#ards a Monster Ability "core 8onus Charisma, Duest "kill (roups "ummoning, %egotiation &ffect as a Talent ?'ermanent@ 0hen you receive this Talent, choose a category of Monster. 0henever a Monster of that category becomes a Monster Citi-en, choose a 6ob at random using the 8irth Table, and that Citi-en is treated as a Talent #ith that 6ob.

8east 3andling
6ob "kill Type 'ermanent Target "ee 8elo# Check Duest F G > Monster ,evel !f you have taken Monster Citi-ens into the Dungeon, at the start of Combat, make the above check. !f it is successful, you may place one of those Monsters on the Allied "ide in an Area of your choice. 0hen it is your turn in Combat, you choose #hether you or the Monster moves and acts. 0hen you are controlling the Monster, you must abide by the rules for its 'ersonality type ?you may use !nterrupt and Assist "kills freely@.

=ulcanus
9e5uirements ,evel J>A kno# either the $Composition$ or $'atch+up$ "killsA have a 8lacksmith 2acility in the Kingdom Ability "core 8onus Duest, 0arfare "kill (roups "cience, Dungeon, !tem &ffect as a Talent ?'ermanent@ 0hen you receive this Talent, choose an !tem. 0hen you increase the ,evel of that !tem using a 8lacksmith 2acility, you only re5uire :%e4t ,evel 4 J; Materials.

Celebrated 0eapon
6ob "kill Type 'lan Target !tem Check Duest F K > !tem ,evel Choose an Arms !tem e5uipped by somebody in the Court and make the above check. !f it is successful,

that !tem becomes $!nstilled,$ if it fails, that !tem is destroyed. 0henever an Attack Check using an !nstilled !tem scores a critical success, increase that !tem's ,evel by ) permanently ?to a ma4imum of the ,evel of the character e5uipped #ith it@. The !nstilled effect lasts until the end of the game.

0ar-ard
9e5uirements ,evel J>A have either the Doctor or Drone 6obs Ability "core 8onus 0it > < "kill (roups Astrology, %egotiation, 1seful &ffect as a Talent ?!nterrupt@ ou may use this effect as an !nterrupt Action #henever a "trategy Check succeeds and the Allied "ide goes first. The Allied "ide no# acts second, and choose a member of the Court. That character may act t#ice ?non+movement@ that 9ound. This effect may only be used once per game.

7peration
6ob "kill Type !nterrupt Target "ee 8elo# Check %one During the Kingdom 'hase, choose a type of !tem, "kill, 8ase, or Trap, and record its name. ou may use this "kill as an !nterrupt Action #henever it is used during the game. 9eveal the chosen article, and it has no effect. &ach member of the Court recovers all their Drive. ou may only use this effect once per game.

(ladiator
9e5uirements Kno# ) or more Melee or 9anged "killsA Charisma <> Ability "core 8onus 0arfare > < "kill (roups Melee, 9anged &ffect as a Talent ?'ermanent@ 0henever you use a Colosseum, for each =oice of the 'eople you gain, increase the Treasury by )M(.

"alvo
6ob "kill Type Assist Target "elf Check %one ou may use this "kill #henever you attack. !f the attack hits, spend a number of =oices of the 'eople up to your ,evel. 2or each =oice of the 'eople spent, increase your damage by )D* points. !f you defeat each target of that attack, recover a number of =oices of the 'eople e5ual to the amount you spent using this "kill. !f one or more of the targets of that attack are still alive, reduce the =oices of the 'eople by the number spent using this "kill.

Alchemist
9e5uirements ,evel J>A kno# the $0eave Material$ "kill Ability "core 8onus 0it, Duest "kill (roups "cience, 1seful, !tem &ffect as a Talent ?'ermanent@ 0hen you Craft an !tem during the Kingdom 'hase, reduce the number of Materials needed by < each ?this cannot reduce the number of Materials needed to less than )@.

Disintegrate
6ob "kill Type Target "upport !tem

Check 0it F . Choose an !tem you are e5uipped #ith. !f the above check is successful, destroy that !tem, and you receive a :9esult + .; of any of the Materials listed in the Materials section of that !tem's description ?you cannot receive more Materials than those necessary to Craft that !tem@. ou may not use this "kill on an !tem that cannot be Crafted.

3ighlord
9e5uirements Ability "core 8onus "kill (roups &ffect as a Talent )> MedalsA ,evel J>A e5uipped #ith (lasses, or that 'C's player #ears glasses 0it, Charisma "cience, %egotiation, 1seful ?'ermanent@ 9educe the 1pkeep Cost by )M( ?it cannot be reduced belo# )@.

Cant
6ob "kill Type !nterrupt Target !ndividual Check Charisma F K ou may use this "kill as an !nterrupt Action #henever somebody suffers a critical failure. !f the above check is successful, instead of reducing the =oices of the 'eople as a result of the critical failure, increase the =oices of the 'eople by ).

Traitor
9e5uirements The total of all the 3ostility "cores to#ards you among the Court is J or greater Ability "core 8onus 0it, Charisma "kill (roups Dungeon, %egotiation, &ntertainment &ffect as a Talent ?!nterrupt@ ou may use this effect as an !nterrupt Action #henever the Kingdom loses Citi-ens, a Talent, or a 2acility. !ncrease the Treasury by )M(. This effect may only be used once per Talent.

Kingdom for "aleM


6ob "kill Type 'lan Target "ee 8elo# Check 0it F )/ ou may use this "kill during the Kingdom 'hase or the &nd 'hase ?if you use it during the &nd 'hase, its type becomes an Assist Action@. Choose one map that is part of the Kingdom. 9educe the =oices of the 'eople by )D*, and make the above check. !f it is successful, you may add :%umber of "pent =oices of the 'eople > 9esult + )/; M( to the Treasury. 9egardless of #hether the check succeeds or not, that map, and all 2acilities on that map, are lost permanently.

Crime ,ord
9e5uirements ,evel E>A kno# either the $(ood Time$ or $'restige$ "killsA have a (angland 2acility in the Kingdom Ability "core 8onus Duest, 0arfare "kill (roups Melee, 9anged, %egotiation &ffect as a Talent ?!nterrupt@ ou may use this effect as an !nterrupt Action #henever you #ish. ou may use a (angland in your Kingdom as a 9ecreation 2acility of your choice. Treat its ,evel a ). This effect may only be used once per Talent.

8angM
6ob "kill Type Target 'lan "ee 8elo#

Check 0arfare F )/ ou may use this "kill during the Camp step of the Dungeon 'hase, if you kno# that an adBacent room contains Monsters. Choose an adBacent room that contains Monsters, and make the above check. !f it is successful, reduce your 2ollo#ers by a number up to your Charisma. Deal )D* damage to one Monster in that room #ith the highest ,evel for each 2ollo#er lost this #ay. This effect may only be used once per game.

6ehu
9e5uirements ,evel E>A )> MedalsA kno# either the $Delivery$ or $3it R A#ay$ "killsA e5uipped #ith a 9ide Ability "core 8onus Duest > < "kill (roups "ummoning, Dungeon, !tem &ffect as a Talent ?!nterrupt@ ou may use this this effect #hen applying a result rolled on the Travel &vents Table. That result has no effect.

3eel R Toe
6ob "kill Type 'ermanent Target "elf Check Duest F )< !f you are e5uipped #ith a 9ide, during Combat, #hen you make a normal movement, you may move one additional space. !f there is a character from the Allied "ide in the same area as you #ho is not e5uipped #ith a 9ide, you may move that character along #ith you. !f the above check is successful, you may move #ithout being affect by the 7bstructing the Advance rules.

=akeel
9e5uirements ,evel <>A be a =assal "tate of one of the (reat 'o#ers Ability "core 8onus Choose t#o different Ability "cores "kill (roups 9anged, %egotiation, !tem &ffect as a Talent ?'ermanent@ Choose one of the (reat 'o#ers. !ncrease the 1pkeep Cost by )M(. ou may ignore the restrictions of being a =assal "tate of that (reat 'o#er.

9esupply
6ob "kill Type 'ermanent Target "elf Check %one 0hen you learn this "kill, choose an Ability "core. 0hen you are e5uipped #ith the !tem that corresponds to your Kingdom ?Dynamite &mpireC Armor+piercing 8ulletA Millennium DynastyC (rimoireA Metro KhanC 9ide, 3A(,MAC 3andy 'hone@, increase that Ability "core by ) point. 7nce per game, #henever you #ish, you may receive )D* Materials of the type that corresponds to your Kingdom ?Dynamite &mpireC (unpo#derA Millennium DynastyC !nformationA Metro KhanC 2angA 3A(,MAC Machinery@.

'risoner
9e5uirements 3ave a 6ailhouse 2acility in the KingdomA either your Kingdom #as destroyed, or a member of the Court that you adventured #ith died ?they cannot have been brought back to life using an &li4ir@ Ability "core 8onus 0arfare > < "kill (roups Melee, 1seful, 'erformance &ffect as a Talent ?Assist@ This Talent dies. 0hen they do, increase the =oices of the 'eople by )D*.

,imit 8reak
6ob "kill Type Assist Target "elf Check %one ou may not use this "kill unless, during Combat, each member of the Court allo#s it. Choose an Ability "core. !ncrease your #eapon's damage by an amount e5ual to that Ability "core, and decrease all damage you take by an amount e5ual to that Ability "core. This effect lasts until the end of Combat, and may only be used once per game.

"orcerer
9e5uirements ,evel J>A defeat a character #ho had a 3ostility "core to#ards youA have a 3ostility "core of J> to#ards somebody Ability "core 8onus 0it, Charisma "kill (roups 9anged, "ummoning, !tem &ffect as a Talent ?Assist@ 9educe the =oices of the 'eople by ). Deal )D* points of damage to a character of your choice.

(rudge
6ob "kill Type "upport Target !ndividual Check Charisma F Target's ,evel > . ou may use this "kill during Combat. Choose a character and make the above check. !f it is successful, deal :Total of All 3ostility "cores To#ards ou Among Characters on the 8attlefield > ); D* damage to both you and that character, and decrease the 3ostility "cores of each character on the 8attlefield by ) point ?they cannot become less than /@.

!n5uisitor
9e5uirements Ability "core 8onus "kill (roups &ffect as a Talent ,evel J>A <> MedalsA 0arfare <> Duest, 0arfare Melee, %egotiation, 1seful ?!nterrupt@ 'revent the result of a roll on the Kingdom Disaster Table.

!n5uisition
6ob "kill Type "upport Target !ndividual Check Charisma F ?Target's %umber of 2ollo#ers 4 )F.@ > K Choose a character and make the above check. !f it is successful, increase the damage of all of that character's attacks by :That Character's %umber of 2ollo#ers 4 )F.; points. This effect lasts until the end of Combat, and is not cumulative.

Demigod
9e5uirements E> MedalsA you must have diedA complete your missionA be e5uipped #ith a 3oly (railA defeat an Angel or Deep 7ne #hose level is </ or higher Ability "core 8onus Charisma > < "kill (roups Choose t#o "kill (roups #hen you change 6obs to this one &ffect as a Talent ?Assist@ "pend any amount of 3ope. ou receive an !tem #hose Cost is less than or e5ual to the number of points of 3ope spent.

Divine 8lood

6ob "kill Type 'ermanent Target "elf Check %one 0henever you take damage, recover ) point of Drive. !ncrease the results of all of your Action Checks by the number of points of Drive you currently have.

DD
9e5uirements ,evel <>A kno# ) or more &soteric "killsA <> Medals Ability "core 8onus 0it, Duest "kill (roups Melee, 9anged, Dungeon &ffect as a Talent ?Assist@ "pend )D* !nformation, and choose a map. ou learn the name of that map's 9uler, and each member of the Court increases their 3ostility "core to#ards that map's 9uler by ) point.

Dungeon "peculation
6ob "kill Type Assist Target "elf Check %one "pend ) 3ope. 2or the rest of the cycle, increase the damage of your #eapon and the results of checks to Disarm Traps by an amount e5ual to your ,evel.

Dungeon Master
9e5uirements ,evel E>A have any Monster Citi-ensA kno# at least ) Monster "kill Ability "core 8onus Charisma, Duest "kill (roups Astrology, "ummoning, Dungeon &ffect as a Talent ?!nterrupt@ ou may use this effect as an !nterrupt Action #henever you Disarm a Trap. ou gain :Trap ,evel > )D*; 9eagents.

2ragments
6ob "kill Type !nterrupt Target "pecial Check Charisma F Monster ,evel > . ou may use this "kill #henever you defeat a Monster #ho doesn't kno# the $'ublic &nemy$ "kill. "pend ) 3ope, and make the above check. !f it is successful, choose one of that Monster's "kills at random, and you may seal that "kill inside an !tem that you used to defeat that Monster. !f the check fails, that !tem is destroyed. An !tem may only have ) "kill sealed inside it. A character e5uipped #ith that !tem may use the sealed "kill.

The (reat 'o#ers


8ecoming a =assal of the (reat 'o#ers
!f the King #ishes, he may make the Kingdom a =assal of one of the (reat 'o#ers. !n order to become a =assal, you must meet the listed re5uirements, and abide by the listed restriction, for each (reat 'o#er.

Dynamite &mpire
9e5uirements 3ave a PKeep To#erQ facility. 9estriction 0hen you e4pand your territory, you must build a P(reat &4cavationQ on that map. During the Treasury Meeting step of the Kingdom 'hase, if you have any maps #ithout a P(reat &4cavationQ on them, that map is sei-ed by the Dynamite &mpire ?it ceases to be part of your territory@. Advantage 0hen you become a =assal, you ac5uire ) P(reat &4cavation,Q and from then on you may use the Treasury to purchase that facility. !f you have a P"tapleC (unpo#der,Q you may engage in trade. our 9elationship #ith the Dynamite &mpire becomes 2riendly.

Millennium Dynasty
9e5uirements As a tribute to the Millennium Dynasty, you must offer up an P&4calibur,Q an P&mperor's %e# Armor,Q and a P(rimoire.Q 9estriction During the "etup 'hase, you must send :Total %umber of Talents 4 )F.; to the Millennium Dynasty as envoys ?Talents sent as envoys may not be used that game@. Advantage 0hen you become a =assal, you ac5uire ) P&mbassy,Q and from then on you may use the Treasury to purchase that facility. !f you have a P"tapleC !nformation,Q you may engage in trade. our 9elationship #ith the Millennium Dynasty becomes 2riendly.

Metro Khan
9e5uirements &ach map in your territory must have its rooms connected by a single unbroken line of corridors. 9estriction 0henever you e4pand your territory, if the above condition is not met, you cannot make that map part of your Kingdom. Advantage 0hen you become a =assal, you ac5uire ) P"tation,Q and from then on you may use the Treasury to purchase that facility. !f you have a P"tapleC ,eather,Q you may engage in trade. our 9elationship #ith Metro Khan becomes 2riendly.

The Capitalistic 3oly &mpire of 3A(,MA


9e5uirements 3ave a PTrading 'ostQ facility. 9estriction During the Treasury Meeting step of the &nd 'hase, increase the 1pkeep Cost by a number of M( e5ual to the number of maps in the Kingdom. Advantage 0hen you become a =assal, you ac5uire ) P,Q and from then on you may use the Treasury to purchase that facility. !f you have a P"tapleC Machinery,Q you may engage in trade. our 9elationship #ith 3A(,MA becomes 2riendly.

(reat &4cavation
(reat 'o#er 2acility Cost J Type 'ermanent Target 9oom Check %one !nstallation Addition ,evel %one ou may place t#o types of 2acilities in the room that you build this 2acility in. !f you build this 2acility in

every room on a map, increase your ,ifestyle ,evel and Military ,evel by ) point each.

&mbassy
(reat 'o#er 2acility Cost J Type Assist Target Kingdom Check %one !nstallation 9oom ,evel %one ou may use this facility during the 8udget Meeting step of either the Kingdom 'hase or &nd 'hase. 2or each . !nformation you spend, you receive <M(.

"tation
(reat 'o#er 2acility Cost . Type Assist Target !ndividual Check %one !nstallation 9oom ,evel %one ou may use this facility during the 8udget Meeting step of the Kingdom 'hase. "pend )M( and choose a 2acility #ith a 'lan type action ?it does not have to be in your Kingdom@. ou may use that 2acility during the Action step of the Kingdom 'hase.

,oan 7ffice
(reat 'o#er 2acility Cost ) Type Assist Target Kingdom Check %one !nstallation 9oom ,evel %one ou may use this facility during the 8udget Meeting step of the Kingdom 'hase. Choose as many 9are !tems andFor Talents as you #ish. ou lose those 9are !tems and Talents, and receive :)D* > %umber of 9are !tems > %umber of Talents; M(. !f you spend :That Amount > ); M( during the &nd 'hase of this game, you may return the lost 9are !tems and Talents.

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