cover








Konosuba TRPG
4
Contents

Introduction
5
Staff List
Original Story/Supervision
Natsume Akatsuki
Game Design
Akira Tano
Akira Ohata
FarEast Amusement Research Co., Ltd.
Supervision
Tarot Suzufuki
Editing
Akio Isoda
Daisuke Hirayama (Game/Project Book Editorial
Department)
Writing
Takuji Endo
Akira Ohata
Akira Tano
Taketoshi Tando
Kousuke Hamada
Fumito Fujita
Blitz/Kiva
Original Illustration
Kurone Mishima
Sample Character Illustrations
Itohana
Angu Utsurogi
Illustrations
47AgDragon
Itohana
Angu Utsurogi
Shiroihakuto
Graphic Design & Layout
Shinji Tanaka
Kousuke Hamada
Special Thanks
Tappei Nagatsuki
Teren Mikami
Test Players
Charge Saegusa
Hirohisa Sekine
Takehito Tanaka
Shiro Hatano
and others
For Support
Support regarding Konosuba: God’s Bless-
ing on This Wonderful World! TRPG’s rules
and data is mainly done through the
Gamers Field magazine. For more infor-
mation, please check the listed websites.
On the official website for Konosuba: God’s
Blessing on This Wonderful World! TRPG,
you can download PDF files for all the
sheets and sample characters.
Fujimi Shobo Official TRPG ONLINE
F.E.A.R. Online
Konosuba: God’s Blessing on This
Wonderful World! TRPG Official Site
F.E.A.R. Official Twitter Account
@FEAR_TRPG

Konosuba TRPG
6
This book, Konosuba: God’s Blessing on This Wonderful World!
TRPG (Konosuba TRPG for short), is the rules manual for a role-
playing game set in the world of the novel series Konosuba:
God’s Blessing on This Wonderful World!. Konosuba TRPG is split into the
following seven sections.
REPLAY SECTION
A written record of people playing a session of Konosuba TRPG, called a
replay. It may be good to read this replay first to find out what kind of
game Konosuba TRPG is.
CHARACTER SECTION
This section details the character creation process and all the information
you’ll need to do so.
RULES SECTION
This section contains the various rules necessary for playing Konosuba
TRPG.
WORLD SECTION
This section explains, in novel format, the world Konosuba TRPG adven-
tures take place in as well as the Adventurers Guild.
GAME MASTER SECTION
This section contains instructions for the game master (usually
shortened to GM) and data on the enemies, traps, and other
obstacles that players will have to overcome.
SCENARIO SECTION
This section contains an entire gameplay scenario written for Konosuba
TRPG. Only the GM should read this section.
APPENDIX
This is where you’ll find sheets for use during play and the index.
How to Read This Book

Konosuba: God’s Blessing on This Wonderful World! TRPG
Replay Section
A replay is a written-out
transcript of a group playing
the
Konosuba TRPG
.
The players are the games
creators themselves! You’d do
well to learn from them!
Er... I
m not sure we should
really be taking cues from
them...

Konosuba TRPG
88
Pleased to meet you, everyone, and hello to those of you whom I’ve met
before.
I’m Akira Ohata, a game designer for this book.
At the time of writing, I’m headed for Kadokawas conference room in
Iidabashi, Tokyo.
Why, you ask? To record a replay.
A replay is a written transcript of people playing a tabletop role-playing
game. Since Konosuba: God’s Blessing on This Wonderful World! (or just
Konosuba) is becoming a TRPG, we’ve decided to put a replay into the
rule book so you can use it as a reference.
I may not need to explain this to those reading, but Konosuba is a
mega-popular media project spanning novels, manga, anime, and
computer games. On top of that, the creator himself is participating
as a player!
The other players joining him are also famous novelists!
…To be honest with you, I’m pretty nervous.
Bracing myself, I open the conference-room door, greet everyone with
a cheerful hello, and then…
Whoa, its the real Ohata-sensei!”
“I never thought I’d be able to meet him in person like this!!”
…Huh?
We’re actually tabletop RPG buddies, and we play together all the
time!”
We play Arianrhod RPG, too!”
“I always read the replays you’re in, Ohata-san.
…Wh-what?!
“I’ve been a fan since before Bennett was even wearing armor!”
Preplay

Replay Section
99
* * *
Bennett, incidentally, was a player character who appeared in a replay
for a tabletop role-playing game called Arianrhod.
If anyones interested, you can probably find the e-book if you do an
internet search for Arianrhod Replay.
That aside…I certainly did not expect the players to fawn over me the
first chance they got. (laughs)
With that, allow me to introduce the players who gave me such a
warm reception.
Natsume Akatsuki
Hes primarily known for the novel series Konosuba: God’s Blessing on This
Wonderful World!. In other words, he’s the progenitor of Konosuba TRPG.
He also wrote the manga Kemono Michi (illustrated by Mattakumo-suke
and Yumeuta).
Blitz/Kiva
This author is primarily known for the novel series Paying to Win
in a VRMMO. They wrote the manga Grand Lingerie (illustrated by
Elel Yozakura).
Tappei Nagatsuki
Hes primarily known for the novel series Re:ZERO: -Starting Life in Another
World- (Re:ZERO for short).
Teren Mikami
This author is primarily known for the novel series Yuusha Isagi no
Maoutan. They wrote the manga Otomebare (illustrated by Rouka).
Lastly, I, Akira Ohata, will be serving as the GM.
Akira Ohata
Hes primarily known for his game design work on Tsurugi no Ma-
chi no Ihoujin TRPG. Hes also worked on the listings and descriptions
for several other tabletop role-playing games and has appeared in
numerous replays. His standout character is, as mentioned previously,
Bennett, who appeared in the Arianrhod TRPG replay series.
These are the five members of the group we’ll be playing with.

Konosuba TRPG
1010
PREVIEW
The adventurers embark on their first-ever excursion.
After accepting a quest from the Adventurers Guild, they set off to
cull some Giant Toads.
However, a conspiracy lurks in the shadows behind this seemingly
innocuous job.
What awaits them on their first adventure?
Konosuba: God’s Blessing on This Wonderful World! TRPG
“Fortune on This First Adventure
GM: …And thats the preview of the scenario we’ll be playing today!
All: (whistling)
Akatsuki: We’re slaying some Giant Toads, huh?
GM: That’s right. This will be all your characters’ first adventure. And we’ll
be starting off with everyone having already grouped up to form a party.
Mikami: Sounds good.
Nagatsuki: I’ve already had a look at the data, too. Some real good stuff
I already want to get. (laughs)
Blitz/Kiva: Ditto! (laughs)
GM: Wow, you two must love digging into the details of games, huh?
(laughs)
󱄌CHARACTER CREATION
First, we print out the character sheets in the rule book to create
the player characters.
GM: There are two ways to create a character in Konosuba TRPG. The first
is to use a ready-made sample character to get started right away. The
second is to construct your own character with whatever stats and in-
formation you want. I’d recommend the quick start approach if you’re
in a hurry, but those who want to take their time building the perfect
character will want to go for construction.
Blitz/Kiva: I want to make my own! (everyone laughs)

Replay Section
1111
Akatsuki: Theres all this good info here, so I’d like to try out a bunch of
things for myself.
Nagatsuki: Yes, absolutely. I can’t wait to see how much of what I’m
dreaming up is possible in Konosuba TRPG. (laughs)
GM: Then let’s create your characters from scratch.
Blitz/Kiva: I can’t wait!
After that, we examine what classes, skills, and other things are avail-
able and create the players’ characters.
For more about character creation in Konosuba TRPG, please consult

Konosuba TRPG
12
This page will explain the process you go through
when creating a character from scratch. The play-
ers in the replay followed this process to create
their characters.
Choose a Race
Player characters (sometimes referred to as PCs)
in Konosuba TRPG will choose from one of the
following three races: Reincarnated Person, Native
Inhabitant, and Crimson Magic Clan Member.
Base ability scores
Choose a race to determine your base ability
scores and fill these out in the appropriate column
on your character sheet.
Bonus points
You get five bonus points to allocate to your base
ability scores. After allocating them, determine
each base ability score’s ability bonus by dividing
the ability score by three and rounding down. Fill
these out in the appropriate column on your char-
acter sheet. (Example: A base ability score of 9, 10,
or 11 would yield an ability bonus of 3.)
Choose a Class
Choose any one of the twelve classes. Some
options include: Warrior, Priest, Wizard, Thief,
Adventurer, Archer, and Rune Knight.
Choose Skills
Select which skills you want your character to have.
Racial skills
Acquire one skill from those provided by your cho-
sen race. It must be labeled as Timing: On creation.
General skills
Acquire two general skills at level 1.
Class skills
Acquire 5 levels worth of skills from your class
skills. During character creation, no single skill can
be above level 2.
Determining Your Final Stats
Your chosen class and skills may provide increas-
es to certain ability bonuses. Fill these out in the
appropriate columns on your character sheet.
This will determine your ability scores, which you
should also fill out in the appropriate column.
Acquiring Items
Characters possess 500 KE in spending money
upon creation. Before beginning the game, pur-
chase any weapons, armor, and other items neces-
sary for adventuring from the item lists.
Secondary Ability Scores
Determine your secondary ability scores, used
mostly for combat, from your ability scores and
your equipment:
Maximum Hit Points (HP)
Max HP = Base Strength Ability Score + Class’s
Starting HP + Any Modifiers from Skills
Maximum Magic Points (MP)
Max MP = Base Mind Ability Score + Class’s Start-
ing MP + Any Modifiers from Skills
Action Points
Action Points = Agility Ability Score + Perception
Ability Score + Any Action Point Modifiers from
Equipment + Any Modifiers from Skills
Movement
Movement = Strength Ability Score + 5 + Any
Movement Modifiers from Equipment + Any Mod-
ifiers from Skills
Blessings
Blessings are powers that will let you stand against
fate—or make it your ally. Main characters in sto-
ries will always have Blessings.
On creation, a player character has five Blessings.
Deciding on a Background
Your characters Background includes their name,
age, and gender, as well as past accomplishments
or adventuring goals.
Life Path
A characters Life Path represents their personal
history. It comprises their Origin, Circumstances,
and Goals. You can determine each of them by us-
ing the corresponding lists, either picking entries
randomly or by choice.
•Origin: Describes things like where your character
is from
Circumstance: What kind of circumstances your
character was in
Goal: What your characters objective is
For character origins, there is a separate list for
each race.
Name, gender, age
Players may decide their character’s name, gender,
and age at will. Figuring out their external appear-
ance will also be useful.
Character Creation

Replay Section
13

Konosuba TRPG
14
󱄌ACQUIRING CHEATS
GM: Now I’d like to confirm something with everyone.
Blitz/Kiva: What is it?
GM: I’ve put together a certain game mechanic that will let us recreate
the original work more faithfully.
All: Oooh!
GM: This game actually has an optional rule.
Blitz/Kiva: What kind of optional rule?
GM: In order to replicate the original world of Konosuba, there are
cheats, of a kind, available to you.
All: Cheats?!
Nagatsuki: You mean the stuff thats always in isekai stories? Like be-
coming invincible by using modern knowledge, or coming back from
the dead when killed?!
GM: Yes, exactly that. Theres even a Return by Death option here.
Nagatsuki: I want to use that!
Return by Death is the name of the special ability the main character
of Re:ZERO has.
GM: However, these options all pretty much break the game balance
Mikami: How so?
GM: While cheats can power up your characters with unique skills and
strong items, if I pit you against an enemy made to counter them, I could
accidentally wipe the party… Its perfectly possible.
Akatsuki: I…I see…
Mikami: So that’s what you meant.
GM: Still, theyre useful options for making things more like Konosuba,
so I’d like you to responsibly decide for yourselves whether you want to
use them.
Akatsuki: Let’s use them!
GM: All right, then. Each of you can choose one.
󱄌CHARACTER SELF-INTRODUCTIONS
Eventually, we finish making everyone’s characters. I’ve decided to have
each player introduce their character.

Replay Section
15
CLARION HEAT GILBERT
Player: Natsume Akatsuki
GM: Let’s start with Akatsuki-senseis
character.
Akatsuki: Okay. My characters
name is Clarion Heat Gilbert. Hes
a Priest from the Axis sect, and his
race is Native Inhabitant—born and
raised in this world.
GM: Oh, a Native Inhabitant, huh?
Akatsuki (hereafter “Gilbert”):
Hes seventeen years old. His Origin
is Secret Agent. Despite being born
the sixth son of an aristocratic fami-
ly, he was told to investigate the Eris
Church and ended up infiltrating it.
Even now, he adventures in order to
take the church down.
GM: Hed be fine making an enemy
of the Eris sect—the largest religion
in the world, huh?
Gilbert: His Circumstance says he
has a “best friend, apparently, so hes
someone in this partys best friend.
(laughs)
GM: Wonderful. We’ll decide who
will be your best friend once charac-
ter introductions are done.
Gilbert: His Goal is defeat the De-
mon King. He received a divine rev-
elation while trying to prevent the
Church of Eris from distributing rice
to the poor.
Mikami: …The Eris Church didn’t
do anything wrong, did they?
Gilbert: Well, I believe theyre evil.
Character Level: 1
Race: Native Inhabitant
Class: Priest
Life Path:
Origin: Secret Agent
Circumstance: Best Friend Goal: Demon King
Cheat: Villainous Energy
A Native Inhabitant Priest. Descended from
nobles but became a follower of the Axis sect,
which worships the goddess Aqua. Now works
against the largest religion, the Church of Eris, in
various ways. Has a scary face and few friends.
CLARION CLARION
HEAT HEAT
GILBERTGILBERT

Konosuba TRPG
16
Now that I’ve received divine guidance, I’m going on a journey to fell the
Demon King, spreading terrible rumors about the Church of Eris as I go.
Mikami: What did you choose for your cheat?
Gilbert: I went with Villainous Energy, so I have a super-scary face.
(laughs)
GM: His face is so scary, he can cause an opponent to fumble a check
once per scenario.
Blitz/Kiva: That’s strong! Can’t wait to see it.
GM: In exchange, he has to pay twice the going rate for any items he
purchases, since people want to avoid him.
Nagatsuki: Ahh, because he can’t get merchants to sell to him. (laughs)
Gilbert: And his Circumstance is Best Friend even though he has no
friends.
GM: I see—I get it. (laughs)
CHIHO SUZUKI
Player: Blitz/Kiva
GM: Then let’s move on to Blitz/Kivas character introduction.
Blitz/Kiva: Okay. My characters name is Chiho Suzuki. She’s a seven-
teen-year-old girl reincarnated into this world from modern-day Japan.
Her class is Adventurer.
GM: Thank you—it’s easier to explain to the readers what an isekai story
is like when one of the players is a Reincarnated Person. (laughs)
Blitz/Kiva (hereafter “Chiho”): The cool thing is that the Adventurer
class can have skills from other classes!
Nagatsuki: That’s a pretty attractive prospect!
Gilbert: But it must have a drawback, right? (laughs)
GM: As a bonus, the Adventurer class has the Additional Blessings skill by
default, which gives them one extra Blessing!
All: Oooh!! (laughs)
Chiho: My Circumstance is Sickly, and because of her illness, she tended
to shut herself in. She liked watching videos on the Internet, but she hap-
pened to go out one day for a walk while watching one on her smart-
phone. And then, just as expected, she gets hit by a truck and reincarnat-
ed. Thats why her Origin is Video.
GM: Don’t walk while looking at your smartphone, kids! (laughs)

Replay Section
17
Chiho: And then the goddess
Aqua gave her new life. After Chiho
praised her name up and down,
Aqua made her physically stronger,
too, and now she’s really healthy.
(laughs)
Gilbert: Ahh, Aqua would probably
do that. (laughs)
Chiho: Her cheat is Sacred Trea-
sure Holder: Weapon. With Aqua in
a good mood after all the brown-
nosing, Chiho was given the giant,
powerful sword named Clarent. Its
a great sword with the adjustments
in Sacred Treasure Holder: Weapon
applied to it. Chihos Goal is Quest—
she was told to use the sword to
defeat the Demon King.
Nagatsuki: Aquas certainly asking
a lot of someone who only recently
became hale and hearty!
Chiho: Chiho doesn’t think it’s a lot.
Also, her sword is so big that she
can’t carry it, so its hooked to her
waist with a chain.
GM: The main disadvantage is that
without the Sacred Treasure, Chiho
gets −2d6 on all checks, so it makes
sense.
Chiho: That’s why it never leaves
her side. She has a lot of skills from
other classes, too. I want to show
everyone how good the Adventurer
class is.
GM: Excellent. Thank you.
Character Level: 1
Race: Reincarnated Person
Class: Adventurer
Life Path:
Origin: Video Circumstance: Sickly
Goal: Quest
Cheat: Sacred Treasure Holder: Weapon
A Reincarnated Person hit by a truck and
reborn in this world. Sickly, she tended to stay
inside, but after praising the goddess Aqua, she
acquired health and a giant sacred sword.
CHIHO CHIHO
SUZUKISUZUKI

Konosuba TRPG
18
OTOHIME MITARAI
Player: Tappei Nagatsuki
GM: Mr. Nagatsuki, would you mind introducing your character now?
Nagatsuki: Yes, my PCs name is Otohime Mitarai.
GM: …And hes male?
Nagatsuki (hereafter Otohime): Yes, he’s a nineteen-year-old Reincar-
nated Person Warrior. His parents named him Otohime, even though it’s
a feminine name, purely because they liked how it sounded.
GM: Ah, so one of those I named you after a character names.
Otohime: Yes. Despite his moniker, he’s tall and good-looking. He thinks
carefully about everything, in purposeful contrast to his parents, who
decided their child’s name so arbitrarily. He always considers every angle.
Chiho: Let’s not give our children cheap names, shall we? (laughs)
Otohime: His Origin is Truck. While always excessively cautious, one
day, he spotted a girl walking with her eyes down on her smartphone…
(everyone laughs)
Chiho: You mean my Chiho?!
Otohime: Is that all right?
Chiho: Of course!
Otohime: It was the only shocking thing that had ever happened to him
in his life. And then to top it all off, he died. The whole thing was kind of
traumatizing for him.
GM: I would think dying once is enough.
Otohime: His Circumstance is Goddess’s Secret. He was given the cheat
Return by Death from the goddess Aqua, but he really, really doesn’t
want to die. The downside of it is that if he uses it, he loses a Blessing.
Gilbert: To think the writer of Re:ZERO would refuse the ability to come
back to life… (laughs)
GM: You can return from death, but you still don’t want to die. I get it.
Otohime: He has no actual Goal—other than surviving!
GM: I sense he has a strong will. Moving on…
TEMIREN
Player: Teren Mikami
GM: Mikami, would you introduce your character please?

Replay Section
19
Mikami: All right… My name is
Temiren! Daughter of the greatest
bathhouse owner of the Crimson
Magic Clan!!
Gilbert: Someone from the Crim-
son Magic Clan, huh? And named
Temiren… (laughs)
Chiho: Sounds like a name I’ve
heard somewhere before.
Mikami (hereafter Temiren): Shes
a sixteen-year-old girl whose class
is Wizard. Her Origin is Spell-Caster,
so she was likely trying to become
a higher-class Arch-wizard while
studying as a Wizard.
GM: I see, I see.
Temiren: I grew incredibly bored
of the stagnant lives of the Crimson
Magic Clan. And somewhere along
the way, I encountered shoujo man-
ga.
GM: Shoujo manga?!
Temiren: Well, my Circumstance is
Quiet Life. Now Temiren is totally ad-
dicted to shoujo manga and adores
them. (laughs)
Otohime: So while she was bored
of her humdrum existence, she
found shoujo manga and got ad-
dicted to all the thrills in them.
Temiren: She idolizes that sort of ro-
mance—and then she abruptly met
a certain man with a mean-looking
face. (everyone laughs)
Gilbert: I see!
Temiren: In shoujo manga, no char-
acter with such a frightening visage
Character Level: 1
Race: Reincarnated Person
Class: Warrior
Life Path:
Origin: Truck Circumstance: Goddess’s Secret
Goal: No Goal
Cheat: Return by Death
A young man who has lived very, very carefully.
One day, he was hit by a truck trying to save
Chiho Suzuki, who was looking down at her
smartphone while walking. Aqua gave him
another chance at life. Not wanting to die is still
the main driver of his actions.
OTOHIME OTOHIME
MITARAIMITARAI

Konosuba TRPG
20
is actually a bad person! Its common sense!
GM: I guess that does happen pretty often in shoujo manga.
Temiren: And since that happened, I’d like to say that I invited Gilbert on
an adventure.
Gilbert: Sure, let’s go with that.
Temiren: My Goal is Friendship. Its still not clear whether Temirens
meeting with Gilbert will turn into something more, though.
Gilbert: Its right out of a shoujo manga. (laughs)
Temiren: Her cheat is Destructive Magic Power. She can trigger magic
thats specialized in destruction. Once per scenario, I can get +10d6 to
the damage of a magic attack.
Gilbert: Thats some firepower
Temiren: In exchange, the magic attack costs twice as much. It drains a
lot of MP.
GM: Thank you. Since we’ve finished our self-introductions, let’s move
on.
󱄌CHOOSING LIFESTYLES
GM: Now it’s time to decide on your Lifestyles.
Otohime: Lifestyles?
GM: Its a rule where each character chooses a standard of living, and
they’re given starting money in accordance with what they do.
Temiren: Question! If we live together, does that reduce our cost of liv-
ing?!
GM: Unfortunately, no. (laughs)
Temiren: Oh… I wanted to stay with Chiho and Oto to reduce expen-
ditures.
GM: The rules don’t allow any clever plans to reduce upkeep. (laughs)
Lifestyles can range from living as royalty to residing in a stable. It also
gives modifiers to your HP and MP.
Temiren: I’ll settle for insisting that Gil and I stay in suites then. (laughs)
Gilbert: …To be honest, I want to be staying there as royalty. The Axis
sect values don’t worry about tomorrow until tomorrow comes thinking,
after all.
GM: Talk about a shortsighted philosophy. (laughs)
Temiren: Basically, you can do anything you want, aside from crime.
Gilbert: Still, I’ll tolerate what Temiren wants, since I did get that divine

Replay Section
21
revelation and everything.
Temiren: My prince and I will live
economy-style. Its the picture-
perfect scene! How wonderful!
Chiho: I’ll go with economy, too!
Otohime: I’m fine with living simply.
Keeps costs down.
GM: All right. Now that you’ve all
decided on a Lifestyle, let’s move on
to the next thing.
󱄌FORMING A PARTY
GM: Now that everyone has
created a character and decided on
a Lifestyle, we’ll be starting in a state
where you’ve already formed your
party. So lets decide in advance
how everyone met.
Temiren: I was with Gil from the
beginning.
Chiho: And Chiho and Otohime
were together, too.
Otohime: I doubt I’d like it, so lets
say youre forcing me to come along
with you.
Chiho: In that case, Otohime and
I probably join up with Gilbert and
Temiren after hearing they’re trying
to defeat the Demon King. We were
told to do the same thing by the
goddess Aqua, so joining forces is
probably for the best.
Otohime: Aqua might have told us
directly, too. Aquas sort of hanging
around here now. (everyone laughs)
Konosuba TRPG takes place
Character Level: 1
Race: Crimson Magic Clan Member
Class: Wizard
Life Path:
Origin: Spell-caster
Circumstance: Quiet Life Goal: Friendship
Cheat: Destructive Magic Power
A girl from the Crimson Magic Clan. Her family
apparently runs a bathhouse. At some point, she
happened upon shoujo manga and now idolizes
the worlds depicted in them. Follows the scary-
faced Gilbert in the belief that he is her prince.
TEMIRENTEMIREN

Konosuba TRPG
22
around the time Kazuma was reincarnated.
The players might be able to meet the goddess Aqua herself if she
happens to be hanging around.
Chiho: …W-well, still, we’ll need to save up money to live in this world.
Otohime: That’s right. And the fastest way to do that is manual labor.
Gilbert: On our side, we can say that Temiren is the one who started
following me.
Temiren: A man suddenly showed up with a scary face. I figured he was
my destined soul mate, so…! (laughs)
Gilbert: Temiren, eh? That name is pretty tough to wrap my head around.
I demand to see the one who invented the Crimson Magic Clans weird
aesthetics!
All: It was you!! (everyone laughs)
GM: Playing dumb like only the original creator could.
Chiho: …Anyway, lots of stuff is going on, but Chiho and Otohime have
been looking at the job postings! …Does that work, GM?
GM: Yes, that should be fine.
Having gotten the player characters’ backstories hammered out, it’s
time for the GM to do what a GM does.
The setup is all finished. Finally, the adventure will begin, starting with
the Opening Phase.

Replay Section
23
Opening 1: A Request to Slay Toads
Axel—the town where fledgling adventurers gather.
Among so many others are four particular figures, about to embark on
their first journey…
GM: Time for the Opening Phase. The first Scene will start with you all
heading to the Adventurers Guild in Axel and taking on a quest.
All: Okay!
GM: You’ve already learned the basics of what it means to be adventur-
ers, so your eyes probably go to the job postings on the board pretty
naturally.
Gilbert: Well, it is our daily routine.
Otohime: I run to the quest board, then proceed to ignore any that
involve dungeons. They’re too dangerous—I don’t want to go in dun-
geons! (laughs)
Chiho: Hey, don’t you think you’re being too cautious?
Gilbert: Hmm… Is there a quest meant for a first-level party anywhere?
GM: As you peruse the board, others come and pick quests until you’re
left with just one.
Otohime: Oh. I guess we’ll have to go with that. Must be something
pretty safe—something that didn’t get any other adventurers excited.
Chiho: That’s a bad thing, you know.
GM: Here is the quest.
Quest Description
“Slay the Giant Toads”
Type: Eliminate
Limit: 3 days
Reward: 100 KE +
Requirements: None
Details: “Giant Toads have come down from the mountains and are
attacking the farms. Please get rid of them.
Clear Conditions: Defeat at least 4 Giant Toads (page 280) before the
end of the Climax Phase.
Opening Phase

Konosuba TRPG
24
Quest Effects: None
Note: Eris is a form of currency. For reference, 1 eris equates to about
1 yen. KE stands for kiloeris, and one of them is worth 1,000 eris.
Otohime: Giant Toads, huh? I wonder how big they actually are. (playing
dumb)
Chiho: They’re toads, so they can’t be larger than a meter or so, right?
(also playing dumb)
Theyre pretending, as reincarnated characters, that they don’t know.
The players are familiar with the Konosuba series, so they know what Gi-
ant Toads are like, but their characters don’t.
Otohime: Even so, they’re still attacking farms. And we need to kill
four—won’t that be dangerous?
Chiho: Then I will take three of them.
All: Ooooh! (impressed)
Gilbert: …Will you be okay, Chiho?
Chiho: I’m totally different from the girl I used to be. Now that I’ve been
reborn into a healthy body, I want to use that strength to swing this giant
sword around to my hearts content.
Otohime: Whos going to slay the last one?
Chiho: … (looks at Otohime with expectant eyes)
Otohime: Wh-what are you looking at me like that for? Frogs that can
attack farms? That’s way too dangerous!
Chiho: I’m sure a toad or two will be quick work for the one who saved
Chiho.
Otohime: Wait—I didnt save you! We just got reincarnated instead of
dying.
Chiho: Not only did you save me, but I also got a healthy body after
being reborn.
GM: While you two are discussing that, the Adventurers Guild reception-
ist comes over. Will you be taking on that request?”
Otohime: Were carefully considering it.
GM: “It is an urgent quest, so please decide quickly.
Chiho: It does have a limit of three days, after all.
Otohime: The person who made the request must want a quick reso-

Replay Section
25
lution, too.
Temiren: (to Gilbert) My prince, my prince!
Gilbert: Are you talking to me?
Temiren: Yes, because youre my prince, Gil. I’m going to call you that
forever.
Gilbert: I see. I’m probably not used to it yet.
Temiren: You always want to take on those dark, unglamorous quests
that involve the undead and stuff. Lets go beat up some Giant Toads for
once! Toads!
Gilbert: Toads, eh…? I wasn’t feeling it, but then I got a divine revelation.
In Aquas voice: Thou shalt slay the toads. (everyone laughs)
Chiho: And if shes saying so, its got to be the truth.
Gilbert: It was divine providence! I accept this request!
Temiren: You’re always so passionate, my prince.
Gilbert: I get on top of a table and declare to all the other adventurers
there: “Hear me, one and all! The goddess Aqua has designated that all
toads are her enemy!”
Chiho: Then we’ll accept the quest. Does the receptionist have any other
words of caution for us?
GM: “Only that we’d like you to resolve this swiftly. I think it’s the perfect
quest for adventurers of your level.
Temiren: Then let’s all go get rid of those Giant Toads together!
Otohime: If someone’s in need, theres no choice…I guess
Chiho: Did you not want to come along, Otohime? We’ll be gone for
three whole days. You might die of starvation in the meantime.
Otohime: Th-thats right! If I’m with you all, I’ll at least have food to eat!
Gilbert: What kind of gear did Otohime have again?
Otohime: Protective clothing, sorta?
GM: Protective wear brought from modern Japan? In this world, it might
look like metal armor.
Gilbert: In that case, I’ll tell Otohime that toads don’t eat metal.
Otohime: Ahh, I see! Thats a relief!
Temiren: Everyone’s so good at handling Oto.
Gilbert: Were all on the same page then! We accept.
GM: “Good luck out there!”
Temiren: Bye! We’ll be back soon!

Konosuba TRPG
26
Middle 1: Before Setting Off on the Adventure
The party has accepted a quest from the Adventurers Guild to extermi-
nate some Giant Toads.
However, theres one thing they absolutely need to do before setting
out.
GM: Now, you’ll be leaving soon, but…
Gilbert: GM, I think theres something we need to do before that!
GM: Oh? And what would that be?
Gilbert: Can we go shopping?
Otohime: Ohhh, good on you for realizing that! Shopping is crucial. We
should be able to gain an advantage if we pool our money!
Chiho: Always go shopping before an adventure. Especially when
youre low-level. It’ll raise your survival rate.
Temiren: The round-trip journey will take a day, so we can use the re-
maining two days to take care of the toads. Do we have time for shop-
ping?
Otohime: Are Giant Toads nocturnal? Its morning now, so if it takes half
a day to get there… I guess it’s not possible to get back on the second
day.
Gilbert: I wonder. You can’t rely on time and geography being consistent
in this world… (laughs)
The original creator said so himself.
GM: Let’s say theres time to go shopping.
All: Hooray!
GM: (showing them the item lists) These are the items you can buy while
shopping.
Chiho: In that case, I’ll buy two manatite (XS) to recover MP.
Temiren: You use that much MP?
Chiho: When I use Heal, yes.
GM: You could also buy them for someone who uses them a lot.
Middle Phase

Replay Section
27
Chiho: And I might get Gil’s Bless skill on me at some point.
After discussion, Chiho buys 2 manatite (XS) items. She has the money
for them.
Otohime: …Chiho, theres no telling if we’ll come back from this alive, so
theres something I want to tell you while I have the chance.
Chiho: Wh-what is it?
Otohime: Well, back when you got hit by the truck, I tried to…
Chiho: …Ah. I know. (everyone laughs)
Otohime: My heart just skipped a beat!
GM: Chiho doesn’t mind, huh?
Chiho: No, since it’s thanks to that whole ordeal that I’m healthy now.
Otohime: …Otohimes probably mentioned this numerous times be-
fore.
Temiren: So Oto has been worried about it this whole time, but Chiho
is actually thankful.
Otohime: I can’t believe she went through that and doesn’t care at all. I
hope that doesn’t mean she’ll be careless going forward…
Chiho: Just leave it to Chiho! My Oath Skill will protect you, Otohime. It’ll
give me +1d6 on attack damage.
Oath Skill
While the users target is in the same Scene, the user gains 1d6 to all their
attack damage. This effect lasts until the end of the scenario.
This skill allows the user to swear an oath to fight with everything they
have for the sake of one person.
Otohime: I’m guilty for letting you die, so I’m fine with being the tar-
get of your Oath Skill. As long as it doesn’t affect my survival! (everyone
laughs)
GM: Then Chihos Oath Skill’s target is now set to Otohime.
Temiren: Urk, now I’m jealous! I grab Gil’s arm and say, “Come over here,
my prince!” and then I pound the wall right next to him!
All: The kabedon! (everyone laughs)
Gilbert: Wh-wh-wh-what do you want?!
Temiren: Come on, give me a little something! I’m so jealous of those

Konosuba TRPG
28
two! Won’t you whisper into my ear? I can’t use my magic power other-
wise… Even though I have Destructive Magic Power… (monotone)
Gilbert: I swear, you Crimson Magic Clan people are unbelievable…
Temiren: Come on, come on! Just a little bit…
Gilbert: I smack her! (everyone laughs)
All: You smack her?!
Gilbert: I’ll beat some sense into you myself!
Temiren: …Ow! But…you still were kind enough to show some effort
when I asked you to!
Everyone seems to be getting along.
Gilbert: …Wh-what a disaster.
Chiho: What’s wrong?
Gilbert: As a follower of Axis, I’ve never felt this powerless. My strength
has no effect at all on Temiren. Shes hopeless…
Chiho: Everything you do ends up being a reward for her.
Gilbert: (praying) Lady Aqua, please grant me your aid. Please let this
Crimson Magic Clan Member become a proper person.
Chiho: Bet Lady Aquas listening from right behind us. (laughs)
GM: Well, Gilbert doesn’t know Aqua is in town. (laughs)
Otohime: Anyway, if we defeat the Giant Toads, that will satisfy her, right?
Gilbert: Yeah. I will not yield!
GM: Okay. Once youre done shopping, it’ll be time to set out.
Otohime: Are we going there on foot? I feel like walking would be dan-
gerous. Could injure our knees, or… (muttering)
Gilbert: Well, we don’t have the cash to buy a carriage.
Temiren: You can just leave Oto be.
Chiho: …I guess that’s it—we’re done shopping. (laughs)
GM: Now that youre finished shopping and you’ve set off for the Giant
Toad extermination, we’ll end the Scene. Or rather, please let me end it.
(laughs)
Middle 2: Deathmatch with Gigantic Toads!!
The party, having taken the job to exterminate Giant Toads, travels
for half a day to the mountain farms. The many cows and pigs seem
right at home surrounded by the abundant natural landscape—but

Replay Section
29
all is not as it seems.
GM: Next Scene. You’ve arrived at the farm that made the request. It took
you about half a day to get into the mountains from town.
Gilbert: Whats the situation like?
GM: There are animals here, like cows and pigs, but they have tongues
wrapped around their bodies, and they’re being yanked away. You see
Giant Toads, bigger than the livestock, behind them. There are three in
total.
Otohime: They’re that massive?!
Chiho: I didn’t realize Giant Toads would be this giant.
Otohime and Chiho continue this lighthearted role-playing for a bit.
Gilbert: All of them are enemies of the goddess! Kill them! I grab my
mace in one hand and run!
Temiren: Yes, my prince!
Chiho: Yes, my health!
And so the player characters enter combat.
Otohime: Hey, wait! Shouldn’t you all be a little more careful about this?!
Chiho: But we already resolved to act.
Otohime: Don’t you have anything to prepare before facing the Giant
Toads?!
Gilbert: No. I have faith in my divine patron!
Otohime: I see… But those Giant Toads—they’re not just overgrown
amphibians, are they?!
Chiho: I mean, that’s what they look like.
Otohime: No, well, theyre giant, but… This is totally different from what
I pictured. In my mind, they weren’t swallowing cows and pigs whole.
Chiho: Well, you’ll have to broaden your understanding little by little
over the course of this adventure.
Otohime: But these are the first things we fight? Isn’t it usually goblins
or something small?
Gilbert: Theres plenty of enemies in the world besides goblins.
Otohime: This is why I hate isekai! (everyone laughs)

Konosuba TRPG
30
* * *
Coming from the creator of Re:ZERO, those words really carry weight!
(laughs)
GM: …Should we enter combat like this?
Gilbert: Oh, wait, should we not?
GM: Theres no reason to wait. I just figured I’d launch into an explanation
of how to make checks, for the replay. But you were all so smooth about it
that I missed my chance. (laughs)
Chiho: Akatsuki-san (Gilbert) seems to be having fun, so were just meet-
ing him halfway. (laughs)
GM: It certainly seems like it. In that case, readers, the procedure for
making checks will be explained on its own page, so please refer to that.
(laughs) Let’s get into battle.

Replay Section
31
In Konosuba TRPG, characters go on adventures
and take a variety of actions with uncertain out-
comes. You roll dice to perform action checks,
which decide if an action succeeds or fails.
Basic Checks and Opposition Checks
Checks come in two forms: basic checks and op-
position checks.
Basic Checks
Basic checks form one of the fundamental rules of
the game. You use the following process to per-
form them.
Declare a check
When a player wishes to do something with an
uncertain outcome, the GM decides what ability
score to use for that check based on the situation.
For example, if a player were trying to lift a heavy
object, the GM would determine that the check
would use Strength. If a player were trying to no-
tice something, they might use Perception.
Difficulty decision
For every basic check, the GM sets a difficulty level,
or DL, to represent how challenging success is.
Refer to the Difficulty Level Table on page 205 for
how to measure difficulty.
Perform a dice roll
A dice roll is a general term for the act of rolling
one or more dice. For checks, the player rolls 2
six-sided dice (2d6). Certain situations, character
conditions, or skills may allow a player to roll more
dice.
Critical
If any two of the dice rolled come up as sixes,
the check automatically succeeds. This is called a
critical, or rolling a critical.
Fumble
If any two of the dice rolled come up as ones, the
check automatically fails. This is called a fumble, or
rolling a fumble.
Calculating the total score for the check
After rolling, add the designated ability score to
the dice roll. This is the total score for the check,
and it determines how effective the player’s at-
tempt at the action is.
Total Check Score = Ability Score + 2d6
Success vs. failure
The GM compares the player’s total check score to
the check’s difficulty level. If the total score is equal
to or exceeds the difficulty level, the player has
passed the check, and the action succeeds. If it’s
less than the difficulty level, the action fails.
Difficulty Level ≤ Total Check Score = Basic Check
Pass
Difficulty Level > Total Check Score = Basic Check
Fail
Other Adjustments
The GM may modify the difficulty level, number of
dice, or the total check score based on the situa-
tion the character is currently in.
Opposition Checks
An opposition check is used to determine the
results of one character making a basic check
against another character.
Action and reaction
When performing an opposition check, the char-
acters are split into an action side and a reaction
side, dubbed actors and reactors.
If the reactors cannot make a check
In some cases, those on the reaction side will not
be able to perform a check. If this happens, their
total check score is automatically treated as 0.
Victory and defeat
Once the action side and reaction side have both
rolled and determined their total check score,
decide the outcome of the opposition check.
Whichever character has the higher total check
score wins, and that character’s action succeeds.
This is called winning the check, or simply
victory. Otherwise, the character will lose the
check (or be defeated).
Reaction priority
If the actor and reactor get the same total check
score, the reactor wins. This is called the rule of
reaction priority. Its also used when both players
roll a critical.
Fumble
If the action side fumbles, the reaction side doesn’t
need to make a check; they automatically win. If
the reaction side fumbles, the action side wins. If
you need a total check score for a character who
has rolled a fumble, use 0.
Checks

Konosuba TRPG
32
BEGINNING COMBAT
GM: All right, we’re entering the first round of combat.
Gilbert: Great! Lets do it! For Lady Aqua!
About Combat in Konosuba TRPG
Combat in Konosuba TRPG takes place over a series of rounds. During
these rounds, players and NPCs will move, attack, defend, etc. to simulate
battle.
Please refer to the summary for more details.
󱄌FIRST ROUND
GM: First, the setup—the three Giant Toads are in a single group. The
group is called an Engagement.
Gilbert: We players understand it, but let’s explain things for the readers,
too.
GM: Yes, that would help me out. (laughs)
Chiho: If they’re all in the same place, that means we can take them all
out with area-of-effect attacks!
Otohime: But if we go into their midst, we’ll then be Engaged and will
have put ourselves in a position where the three Giant Toads can attack
us, too.
GM: Thats right… You really know a lot about this. I planned for your
characters to be placed as a single Engagement in a position five meters
from the three Giant Toads’ Engagement, but…
Otohime: I got left behind, huh? (laughs)
GM: Yes. The others all ran on ahead, so… Let’s have Gilbert be two
meters from the Giant Toads, Temiren and Chiho are five meters away,
and Otohime will be ten meters from them.
Chiho: Changing the combat positions because the players said some-
thing? This really is Konosuba-like.
Gilbert: Yeah, with the GM using rule arbitration when we do something
silly.
GM: Let’s take care of the Setup Process.

Replay Section
33
Replay Section
33
Combat in Konosuba TRPG takes place over a series
of rounds. Here is an explanation of the process
that players will follow during a fight.
Rounds
Combat is divided into rounds.
Each round is made up of 4 different stages: the
Setup Process, followed by multiple Initiative Pro-
cesses and Main Processes, and finally, the Clean-
up Process.
▼Ready
A ready character is one who hasn’t had their Main
Process this round.
▼Spent
A spent character is one who has already had their
Main Process this round.
▼Knocked out
A knocked-out character is unable to continue
combat. Any character who is knocked out cannot
take any actions or make any checks until they are
no longer knocked out.
▼Death
When a knocked-out character fails their death
check, that character dies. Dead characters are re-
moved from the game.
◆Setup Process
The GM should announce the beginning of the
round and confirm which characters are in the
Scene and where. All present characters are now
in a ready state and gain the ability to act during
this round (during their Main Process).
◆Initiative Process
Select the next ready character to act based on
descending order of Action Points. If all characters
are spent, go to the Cleanup Process.
◆Main Process
The character selected during the Initiative Pro-
cess may then take a move action, minor action,
and major action in that order. Once that char-
acters Main Process is done, they become spent.
Then the game returns to the Initiative Process.
▼Move action
Move actions are used mainly for exactly that—
movement. There are several types: combat move-
ment, full movement, and withdrawal.
•Combat movement: moving cautiously within
the thick of battle
•Full movement: moving at max speed; sprinting
•Withdrawal: moving to leave an Engagement
▼Minor action
Minor actions mainly comprise preparing for, sup-
porting, or strengthening a major action.
▼Major action
Major actions are usually attacks. Checks can only
be performed as major actions.
◆Cleanup Process
The Cleanup Process is for handling things that
come with the end of a round. Once that’s fin-
ished, if combat has not ended, move to the Setup
Process for the next round.
Reactions
Actions taken in response to major actions, such as
defending against an attack, are called reactions.
Free Actions
Actions that can be taken just by telling the GM
that you wish to do so. These don’t use any other
actions.
You can use one free action per Main Process.
Combat Process

Konosuba TRPG
34
First Round: Combat Diagram
EngagementEngagement
ChihoChiho
TemirenTemiren
Giant Giant
Toad BToad B
2m2m
Giant Giant
Toad AToad A
Giant Giant
Toad CToad C
EngagementEngagement
OtohimeOtohime
3m3m
5m5m
GilbertGilbert
Action Points
Gilbert 9
Temiren 6
Otohime 5
Giant Toad A, B, C 5
Chiho 3
GM: We’re now in the Setup Process for
the first round. Does anyone have a skill
they can use at this time?
All: Not really.
GM: The monsters don’t, either. After
the Setup Process comes the Initiative
Process. During this part, we decide
which ready character—that is, a char-
acter who hasn’t acted yet this round—
will take the next Main Process.
Chiho: The one with the most Action Points is…Gilbert.
Gilbert: Great. Now that I’ve spotted my enemy, I run up to one and at-
tack it. I use a move action to move five meters and battle Giant Toad A. I
don’t do a minor action, and my major action is to attack with my mace.
“God’s strike!” When I add my Dexterity to my maces hit modifier, it gives
me a hit check of 3. I’ll roll 2d6 for it and add them up. (rolls dice) I rolled a
4! That brings the total score for my hit check to 7. What a low roll!
Otohime: Does that mean the toad dodged it…?
GM: Its dodge check is 2d6+3. (rolls dice) Whoops. I rolled an 11, so its
total score on the dodge check is 14!
Gilbert: What?! Its so fast!
GM: The Giant Toad jumps out of the way, then starts dazzling you with
its incredible footwork.
Gilbert: My mace hits the ground and makes a little crater. This…is no
normal toad!” (laughs)
GM: It sticks out its tongue and wags it as if making fun of you.
Otohime: Gilberts the decoy. We’ve got someone about to hit the mon-
sters with magic back here anyway!

Replay Section
35
Temiren: That’s right. And the Crimson Magic Clan never backs down
from a fight!
GM: The next character to act is Temiren.
Temiren: My name is Temiren! Daughter of the greatest bathhouse
owner in the Crimson Magic Clan. She who idealizes shoujo manga!
Temiren introduces herself in a very Crimson Magic Clan–like way!
Temiren: If I choose this area (points) for Magic Blast, I can hit all three
Giant Toads, right? My major action will be Freeze Gust.
Otohime: Can’t you choose up to four targets for Magic Blast? You could
hit Gil, too, if you wanted.
Temiren: I would never do that!
Otohime: But isn’t that how it usually goes? You get Gil wrapped up in it,
hurt him, and then nurse him back to health.
Temiren: Oh, maybe that would work! …What should I do? What am I
supposed to do?! (everyone laughs)
Gilbert: …I believe in you, Temiren!
Temiren: Got it! I would never try and gain my prince’s affection with a
charade like that! (rolls dice) I rolled well. My hit check is 21.
GM: They’re probably not dodging that. (rolls dice) …Okay, definitely
not.
All three Giant Toads performed their own dodge checks, but none of
them could beat Temirens total score of 21.
Temiren: (rolls dice) It does 17 ice magic damage! And it gives them the
dazed debuff.
GM: Their Magic Defense is 2, so each of them takes 15 damage, plus the
dazed debuff.
Temiren: Now that theyre dazed, they’ll be zoning out, looking into
space.
Otohime: And while they’re befuddled, I charge in, since I have the same
number of Action Points as them!
GM: Yes—player characters always go first in the case of a tie with an
enemys Action Points.

Konosuba TRPG
36
Otohime: I use my move action and my minor action to do a full move-
ment and engage Giant Toad A. I’ve weighed the advantages and dis-
advantages of attacking now, and the advantages just barely win out…
Though, theres no guarantee I won’t trip and die! “Leave this to me!” I say,
attacking Giant Toad A! (rolls dice) My hit check is 13.
GM: (rolls dice) They get a total score of 10, so they fail to dodge.
Otohime: (rolls dice) 15 points of physical damage.
GM: You do feel like you hurt it, but…it turns out the monster has a
skill called Special Physical Resistance. It has 8 extra points of Physical
Defense against certain types of attack—in this case, blunt and hand-
to-hand.
Otohime: Then when I swing…
GM: It bounces off. But you still did 2 damage.
Otohime: It blocked 13 damage?! “I was too hasty! I can’t believe I did all
this for nothing I start crying. “Its all over! Everything! They’re going to
eat us! If only I hadn’t pulled this request off the quest board… (every-
one laughs)
Temiren: Were still okay, Oto! My prince will never get eaten! (laughs)
The only one Temiren is worried about is Gilbert.
GM: Now it’s the Giant Toads’ turn. They’ll use a skill called Swallow as
their move action. Their major action will be a hand-to-hand attack.
Otohime: They really are gonna eat us!! (everyone laughs)
GM: If they deal damage with an attack after using Swallow, both the
Giant Toad and the swallowed character will be unable to move or per-
form dodge checks.
Otohime: I don’t taste good!! You’d rather eat Gil! Hes been eating great
all his life!
Gilbert: No! Someone who was reincarnated here has that novelty they
probably crave!
Temiren: Ahh, what an ugly argument!! (laughs)
GM: Giant Toad A aims for Gil.
Temiren: My priiince!
Gilbert: I’ll be fine. They’re dazed.
GM: The dazed penalty means they can only roll 1 die for hit checks. (rolls

Replay Section
37
die) Its total score is 9.
Gilbert: (rolls dice) Total score for my dodge check is 9, too! (sighs in
relief) Its the same, so I successfully dodge!
When the total scores for a hit check and the dodge check are the
same, the reactor doing the dodge always wins.
Gilbert: …Dodged just in the nick of time.
Temiren: My prince, you’re so cool!
Chiho: …Just making sure, but these are enemies meant for first-level
characters, right?
GM: They are supposed to be fairly weak, yes.
Otohime: And yet look at this bloodbath. (laughs)
GM: Giant Toad B also uses Swallow, trying to wrap its tongue around
you. (rolls dice) It attacks Otohime.
Otohime: Why me?! Please fumble the check!
GM: (rolls dice) It gets a total hit check score of 9.
Otohime: (rolls the dice) A fumble…?!
Fumbles and Criticals
If two of the dice rolled for a check come up as 1, the check automatically
fails regardless of its total score and is called a fumble.
On the other hand, if two of the dice rolled for a check come up as 6,
the check is called a critical and automatically succeeds.
Temiren: Otoooooooo?!
Chiho: Otohime!
GM: Giant Toad B gulps you right up. Your legs are the only things stick-
ing out of its mouth. (laughs)
Otohime: Uwaaahhh!
Otohime has been swallowed by a Giant Toad.
His legs flail from its mouth.
GM: Otohime is now unable to move or make dodge checks. Because
hes swallowed, after all.

Konosuba TRPG
38
Otohime: Whaaat?!
Chiho: And now Gil’s words come back to him—about how toads don’t
eat metal armor
Otohime: Gilbert! You tricked me! (everyone laughs)
Gilbert: Theres no time for that right now!
Temiren: My prince already warned everyone that they weren’t normal
toads! Hes innocent!
Gilbert: D-did I…?
He did.
GM: If Otohime can pass a Strength check with a difficulty level of 12
during the Setup Process, he’ll successfully get himself out.
Otohime: Thats so high!
Chiho: Well, it’s not like you have zero chance.
Otohime: But I probably won’t be getting out of this toad’s stomach for
the rest of the fight… (laughs)
GM: And then Otohime takes damage. (rolls dice) 18 points of it.
Otohime: Thats so much! Even with all my defense, I still lose 2 HP.
Gilbert: Should I put up Saint Shield in that case?
Chiho: It would be more efficient to use Heal after the battles over, but…
Saint Shield is a Priest skill that reduces damage by erecting a magical
barrier, but in some cases, it costs less MP to use Heal after the battle
ends.
Gilbert: I’ll conserve MP. Just hang on, Otohime.
Otohime: A-all right. I’m trusting you…
GM: Giant Toad C attacks Gilbert. (rolls dice) 10 on the hit check.
Gilbert: (rolls dice) 10 on the dodge check. Got out of the way perfectly!
GM: You’re really cutting it close, huh?
Chiho: Last is Chihos turn. I use a full movement to engage Giant Toad
B and swing my claymore. For a brief moment, she’s worried she’ll hit
Otohime, but then she figures that’s fine with her and slashes with all
her might!
Otohime: You have to be kidding!


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40
Chiho: Its because I’m healthy!
Otohime: Thats not healthy—that’s having muscles instead of a brain!
GM: Don’t worry—the rules don’t say anything about accidentally
hitting Otohime. (laughs)
Chiho: (rolls dice) Okay, I hit. (rolls dice) 27 physical damage.
GM: Since you use a two-handed sword, the toad’s Special Physical
Resistance doesn’t come into play. It falls to exactly 0 HP and dies.
Chiho: Ohhh, I got it!
GM: When you take it down, it spits out Otohime. You were still swal-
lowed, though, so it uses Digest during the Cleanup Process and does 10
straight points of damage to you.
Temiren: …Aren’t these Giant Toads kinda strong?
Otohime: Let’s go home! (firmly)
Chiho: Because the toads only make noise after dark, and it’s time for us
to go home to our parents?
Otohime: Shut up! (laughs)
Temiren: It’s okay! My prince still hasn’t been hit!
Otohime: But look at what happened to me!
Temiren: Still, seeing you work so hard, Oto… I kinda like it? (everyone
laughs)
Otohime: I literally almost died!
GM: Anyway, that ends the first round. Let’s move to the second.
󱄌SECOND ROUND
Action Points
Gilbert 9
Temiren 6
Otohime 5
Giant Toad A, C 5
Chiho 3
GM: We’ll start with the Setup Process. If
nobody has anything to declare during
it, then we can skip to Gilbert’s Main
Process.
Gilbert: I attack Giant Toad A, of course!
Second Round: Combat Diagram
ChihoChiho
GilbertGilbert
TemirenTemiren
Giant Giant
Toad AToad A
Giant Giant
Toad CToad C
EngagementEngagement
OtohimeOtohime
5m5m

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41
(rolls dice) 13 on the hit check.
GM: It all depends on the dice roll, then. (rolls dice) It gets a 7 on the
dodge check and fails it.
Gilbert: Am I going to damage it? (rolls dice) I hit it with my mace and
do 14 damage.
GM: It takes 1 point of that.
Temiren: Wow! My prince attacked, and it worked! The toad’s already
barely standing!
Gilbert: Only 1 damage went through…
Temiren: Hmm? Ahem. Its barely standing! (laughs)
Gilbert: Witness the power of an Axis follower!
GM: The Giant Toad is looking at you like, What is up with this guy? (laughs)
Temiren: I’m up next. I’ll use Magic Blast, then Freeze Gust as my major
action. This is my ultimate power! And I can’t use another one!” (rolls
dice) 15 on my hit check.
GM: Giant Toad A…(rolls dice)…dodges with a critical!
All: Whaaaaaaaat?!
Otohime: This…this is no normal toad!
Gilbert: It did dodge my attack before, too.
GM: Giant Toad C…(rolls dice)…fails to dodge.
Temiren: (rolls dice) 21 damage.
GM: With that damage…Giant Toad C just barely lives.
Otohime: Then I should finish Giant Toad C off. Leave this to me! Going
after weakened opponents is my specialty. (rolls dice) 14 on my hit check.
GM: (rolls dice) Dodge check is 9, so it fails.
Otohime: Great! (rolls dice) What? 9 damage?! That’s barely anything…
GM: Your attack bounces right off it.
Otohime: …I’m gonna die, aren’t I? (everyone laughs)
GM: Now it’s the Giant Toads’ Main Process. Giant Toad A, distraught after
the loss of its friend, attacks with Swallow.
Otohime: Gee, I wonder who it’s going to attack.
GM: I’ll roll and find out. (rolls dice) Hmm… It’ll go for Chiho.
Chiho: (gestures toward herself with her hand in a bring it on pose)
Otohime: Don’t rile it up! It hasn’t been hit by Freeze Gust, so it doesn’t
have any debuffs! (laughs)
Chiho: Not to worry—Chiho is really healthy.

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42
Otohime: I don’t think that has anything to do with it! (laughs)
GM: It goes after Chiho, who looks easy enough to swallow whole. (rolls
dice) Good roll. It got a 15 on its hit check.
Chiho: Just need two sixes, right? I’m really healthy, so I’ll be fine. (rolls
dice) I fumbled it?! (everyone laughs)
Gilbert: Its because you got overconfident!
Fumbles happen even to the healthiest among us.
Otohime: Cover! …Er, wait. Maybe if she gets hurt a little, she’ll stop
acting so recklessly.
GM: The damage could take her down, though.
Otohime: Unfortunately, even though the thought crosses my mind, my
body moves on its own. Cover.
GM: Otohime is using Cover to protect Chiho with his body. (rolls dice)
Instead of Chiho getting hurt, Otohime takes 26 points of damage.
Otohime: 26?! 10 of it gets through.
Temiren: He protected Chiho…
Gilbert: Can I use Saint Shield?
GM: Yes.
Temiren: Were done holding back!
GM: Just as Otohime is about to be swallowed up, a magic barrier sud-
denly appears. If it reduces the damage to 0, you won’t get swallowed.
Otohime: Great! Get that 10 points and stop it!
Gilbert: (rolls dice) …Seven.
GM: Crash! The barrier shatters. Otohime is swallowed.
All: Otohimeeeeee!! (laughs)
Otohime has once again been swallowed up by a Giant Toad.
Otohime: Uh, welp… (laughs)
Gilbert: Its your fate at this point.
GM: Now, on to Giant Toad C. It’ll just go for Chiho, too. She must seem
pretty easy to eat.
Otohime: I use Cover again! (laughs)
GM: W-well, according to the rules, you can do it even when swallowed.

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43
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43
(rolls dice) The hit check is a 9.
Chiho: (rolls dice) I got a 9 exactly!
GM: Chiho dances out of the way.
Chiho: I can’t let Otohime get digested any more than he already has!
Temiren: Looks like its your turn, Chiho.
Chiho: I crouch, then slash at Giant Toad A. I guess if it won’t evade, I
don’t need Feint. I use Quick-Draw Technique, then use my major action
to attack with my weapon. “Health or nothing!” (laughs) (rolls dice) My hit
check is a 10!
GM: The Giant Toad can’t evade since its busy swallowing Otohime.
Chiho: (rolls dice) 24. Thats 40 points of damage.
GM: It only blocks 5, so it takes 35 points and…falls over without
digesting Otohime.
Chiho: Are you all right?
Otohime: Cough, cough… I hack up the sticky fluid out of my lungs. I
think I’ll be okay…
GM: Which brings an end to round two.
󱄌THIRD ROUND
Action Points
Gilbert 9
Temiren 6
Otohime 5
Giant Toad C 5
Chiho 3
GM: Now were in the Setup Process for
the third round. If nobody has anything
to do, Action Points will determine the
Initiative Character. First up is Gilbert.
Gilbert: I naturally attack Giant Toad C.
(rolls dice) I swing my mace and get an
11 for the total score on my hit check.
GM: (rolls dice) The dodge check is 11
exactly!
Otohime: Hey, it evaded it!
Third Round: Combat Diagram
ChihoChiho
GilbertGilbert
TemirenTemiren
Giant Giant
Toad CToad C
EngagementEngagement
OtohimeOtohime
5m5m

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44
Gilbert: The soul of Giant Toad A went into this one! (laughs)
GM: Its making a face like, I can’t let them defeat me yet. Not until I digest
him…!
Otohime: So you do want to eat me! (trembles)
Temiren: I see everyone playing with the toad, then take a seat and mut-
ter, “Ah, youth…
Gilbert: Oh, I see. You don’t have any MP.
Temiren: Nope! For my turn, I wait! (everyone laughs)
GM: Next up is Otohime.
Otohime: I don’t know how much it’ll do, but I’ll give it a shot! (rolls dice)
16 on the hit check. That’ll hit for sure!
GM: (rolls dice) It gets a 13 on its dodge check, so it fails.
Otohime: Great! Go to Hell! (rolls dice) 17 points of damage.
GM: It takes 4 and falls down, defeated, at −1 HP.
Otohime: We did it! We won!
All: (cheering and applause)
Otohime: …With my knees shaking, I say, “So this is what victory feels
like… I’ve never wanted to lose or win before. I’ve been scared to lose
even if winning meant becoming king of the world, so I’ve never fought.
But this is what triumph feels like… Maybe I’ll be able to defeat the De-
mon King, too. (everyone laughs)
GM: Looks like at least one of you is pretty excited about it.
Temiren: What a little kid! (laughs)
Gilbert: Getting swallowed by those toads helped you mature, eh?
Otohime: All right, its off to the Demon King’s castle, everyone! Whens
the Climax Phase?!
Not yet.
Gilbert: Calm down. All we did was dispatch a few toads.
Temiren: Yeah.
GM: You’re not done with the quest yet, either. You still have to get rid
of the last one.
Otohime: Ugh, theres still another one of them…?
Chiho: Toads are completely traumatizing for him now.
GM: Since the enemies have all been defeated, combat is now over.

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45
* * *
GM: As a result of the battle, everyone gets rewards from the defeated
enemies.
After combat ends, players roll 2d6 to see what a defeated enemy
drops. Players can then take these drops back and sell them for money.
GM: Roll 2d6 per each slain monster to determine what they drop.
Chiho: Gil should roll for Giant Toad A.
Gilbert: Okay. (rolls dice) 6 total.
GM: Toad mucus. Three portions. You can take it back with you and sell
it for money.
Otohime: You didn’t get that off me, did you?
Chiho: You can sell that stuff?
GM: I believe it’s used for making medicines.
Chiho: Wonder if it’s one of those Yes, we promise it works things.
Otohime: Apparently, it keeps the skin moist when used as an ingredi-
ent in perfume. I’ll roll for Giant Toad B. (rolls dice) Got a total of 9.
GM: Toad meat. Worth 5 KE.
Temiren: I’ll go next. (rolls dice) 12.
Gilbert: Wow! Thats the highest you can get.
GM: High-quality toad meat. 300 KE.
Temiren: 300?! Thats some amazingly good meat!
Chiho: It does look good. Are we going to cook and eat it?
Otohime: Don’t be stupid! We should put it toward living expenses.
Temiren: I’m looking at my prince with eyes that obviously want him
to praise me—and that clearly tell him I’m the one who beat the toads!
(everyone laughs)
Chiho: Gil, you should tell her she did a good job.
Gilbert: …Nice work.
Chiho: One more time!
Gilbert: Then I pat Temiren on the head.
Temiren: O-ohhhh?! Yes!
Gilbert: In exchange, we’re donating the money to the Church of Axis.
(everyone laughs)
Temiren: Of course, my prince!

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46
Gilbert: Talking slick to a girl and then getting her to give me money?
Ha-ha, I really am the worst… (everyone laughs)
Chiho: Its okay! It keeps it interesting!
Otohime: Anyway, that was one tough battle…
After slaying the Giant Toads and retrieving their loot, the party heals
up and then continues its adventure.
Middle 3: Man Versus Toad?
The deadly fight against the three Giant Toads has concluded.
Even Otohime, who was on the verge of being swallowed and was
dripping in toad mucus, somehow survived.
After they finish healing, the party begins searching for other Giant
Toads.
GM: So you’ve all rested and recovered, right?
Temiren: Oto, that was good work!
Otohime: I’m washing my face in the river to get the mucus off.
Temiren: You can make Giant Toad mucus into really, really good per-
fume!
Otohime: That so? I thought I was going to die a monsters stomach.
GM: After you take a break, the farm’s owner appears. Hes also the one
who put out the request. “Something wrong here?” he asks.
Chiho: Ummm, right—the toads showed up out of nowhere, so we
started fighting them.
GM: “Uh, that would make you the adventurers, then?”
Temiren: Thats right. This ones my prince.
GM: “Prince…?” he says, confused.
Temiren: Hee-hee. Its a secret. (everyone laughs)
GM: The farm owner…needs a name. Lets go with Arm Fowner.
Temiren: Thats easy to remember. (laughs)
GM: Those toads have been making life miserable. They come out of
nowhere, destroy things, kidnap livestock—and people
Chiho: I knew they were brutes!
Gilbert: We got revenge for you!
Otohime: …Wait. But they tried to eat me on sight. If they’re kidnapping

Replay Section
47
people without eating them then and there… Somethings off.
GM: Make an Intelligence check. You want a total score of 8. If you suc-
ceed, Arm Fowner will reveal more.
Otohime: (rolls dice) I got an 8 just on the dice, so I succeed.
Temiren: (rolls dice) 14.
Chiho: (rolls dice) 8 here.
Gilbert: My Intelligence is pretty high at 4. (rolls dice) 15.
GM: Everyone succeeds. Arm Fowner has explained about the Giant
Toads, but you noticed something wasn’t right. Giant Toads generally
only attack to eat, not abduct people.
Otohime: Yeah, definitely strange. I was about to be digested, after all.
Chiho: Do Giant Toads kidnap people?
GM: “I, uh, actually don’t know the details. I’ve never seen it happen in
person.
Otohime: Meaning you ran away as soon as the Giant Toads attacked?
You made the right choice to survive. Hanako and Momoko the cows
won’t hate you for it.
GM: …You understand me.
Temiren: Maybe the monsters didn’t abduct the livestock to eat them…
They did it because they thought they found their soul mates! (everyone
laughs)
Gilbert: Can toads have cows as soul mates?
GM: “Hanako had a bull husband already, so…
Temiren: Stolen love…! But thats not something that happens in shou-
jo manga.
Otohime: That would turn it into a josei manga. Thered be a civil-suit
story line.
Temiren: Yeah. Its too graphic! Out of the question for Temiren.
Gilbert: I see! I’m sure the Church of Eris, after falling on hard times, is
responsible for this! (laughs)
GM: What?! The Church of Eris did this? But everyone in the church is
so kind…
Otohime: Fowner-san, I understand how you feel, but its not a very
good idea to speak well of the Eris Church with an Axis follower right in
front of you.
GM: …Let’s stop talking about it.

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48
Chiho: You like to stay away from religion. That’s understandable.
GM: “Say, I think one of the Giant Toads you fought before has coughed
up a letter.
All: A letter?!
Chiho: How curious. Lets have him show it to us.
GM: The letter reads as follows:
To Humanity:
This is only the beginning.
Giant Toads are the true rulers of this world. We will change the world
of humans.
Chiho: Whoever it is, theyre really hopping to it.
GM: Smirk… (full grin)
Temiren: …What should we do? Theyre enemies of mankind!
Chiho: They were certainly bold enough to hit us with such an over-the-
top challenge.
Otohime: We just fought toads that are scheming to end human society
as we know it? Given how tough they were, I guess that follows.
Chiho: Still, if we beat just one more, thats 100 KE in the bag!
Gilbert: Oh, right. Our mission was to defeat them and get that 100 KE
reward, whether they want to overthrow the world or not!
Temiren: They might eat us again, you know.
Chiho: If they try, Chiho will protect you!
Otohime: How can you ever know what it feels like to be eaten? All the
heat in your body, it just drains away so quickly… (everyone laughs)
Chiho: Oh, I can take getting eaten. I didn’t take any damage during the
fight, after all.
Otohime: No, I’m the only one who should be getting devoured! (laughs)
Gilbert: Giant Toads are the enemy of Lady Aqua…the enemy of a god-
dess. Lets hunt them down. Didn’t you all feel Lady Aqua’s anger? She
will not tolerate any toads on this farm!
Otohime: Didn’t know she had such a thing for this particular farm…
Gilbert: Okay, so since we need to hunt for clues to find our last Giant
Toad, can we gather information or anything?
GM: Yeah, lets say you can. Let’s make this Scene into a Research Scene,

Replay Section
49
where you can search for knowledge.
Otohime: Let’s check for toad tracks first.
Gilbert: You can leave that to me. I have Tracking Skill.
Temiren: I never expected anything less!
GM: Please make a Perception check. And you can use the skill with it,
too.
Gilbert: I have 3 Perception. Tracking Skill adds 1d6, so I can roll 3d6. All
in all, that’s 3d6+3. (rolls dice) My total score is 11.
GM: The Tracking Skill you’ve been fostering from birth as the sixth son
of an aristocratic family and Axis follower has borne fruit!
Gilbert: Yep, I’ve been polishing my skills ever since I was young.
Chiho: Even though a toad is the suspect?
Temiren: If one has a just heart, then it doesn’t matter if the target is
human or not!
Chiho: I see. Thats Gil for you.
Temiren: Despite my prince’s face, hes a really kind person. Especially
when it comes to animals.
GM: Hes going to be slaying a toad, though…
Temiren: Especially when it comes to mammals.
GM: I see, so hes cruel to amphibians, then. (laughs)
Chiho: He’ll put an umbrella over a rain-soaked puppy, but not a rain-
soaked toad.
Temiren: Yep. That situation probably wouldn’t happen in shoujo man-
ga anyway.
GM: Anyway, I’ll tell you what you’ve gleaned as a result of your check.
You examine the tracks and see that they’re leading to a nearby moun-
tain.
Gilbert: Great. Lets follow them.
The party heads for the mountain, pursuing the Giant Toad footprints,
with Gilbert in the lead.
GM: Following the tracks, you discover a cave deep in the forest. The
footprints lead into it, and you can see marks on the ground indicating
that a cow was dragged inside.
Gilbert: I see—so its in there. All right, let’s go!

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50
Temiren: Right behind you!
GM: The Scene ends as you all enter the cave in pursuit of the Giant Toad.
Middle 4: To the Caves Depths
The party arrives at the mouth of a cave after following in the Giant
Toad’s wake.
They can’t see very far beyond the wide entrance, so they’re just going
to have to enter and investigate.
GM: You’ve entered the hollow. Its pretty dark inside, and if you don’t
have a lantern or anything, you’ll take penalties.
Chiho: We had a light in our adventurers set, didn’t we?
Otohime: Penalties? Guess we’ll have to be careful…
Gilbert: Are you staying outside, Otohime?
Otohime: I’d appreciate it if you guys used our power of friendship to get
me to overcome my weak heart and drag me inside. (everyone laughs)
Gilbert: We’re already here, and now hes being annoying about it!
Chiho: Its okay. Chiho will be right beside you.
Otohime: Yeah… Without me there, you’ll probably get into huge trou-
ble, so I feel like I should probably go with.
Chiho: From Chihos perspective, not having Otohime means her fire-
power goes down by 1d6, so if possible, I’d like you to come.
Otohime: You’re talking about the extra die you get from Oath Skill,
right…?
Chiho: To Chiho, that’s pretty important.
Otohime: I’d rather someone tell me that I’m needed. I have this desire
for approval. If everyone says admits theyd prefer I was around, I’ll go!
Fine then! Uwooooh!
GM: Stir up trouble, then take the credit. I get it. In that case, let’s have
Otohime, uh, “lead” as you guys advance. (laughs)
Gilbert: Let’s go, too.
Temiren: Yep.
GM: You’ll be entering a dungeon now. Its just what it sounds like—a
Scene where you’ll do some dungeon-delving.
Otohime: At last.
GM: From here on, everyone will be moving through several dungeon

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51
areas. Typically, each one will be treated as a single Scene.
Gilbert: Got it.
GM: This Scene is over, then, as you proceed farther in.
Middle 5: Challenge the Trial of Intelligence
The party proceeds deeper into the cave.
There are marks on the wall where torches used to be hung. Curious-
ly, the floor is also made of stone and seems well-tended. Chances are
good that someone is lurking in this place.
GM: You all continue to the next chamber. Its a single Area. There are
signs of alteration to the natural structure.
Otohime: Seems lived-in, huh?
Chiho: Like someone’s modified a naturally formed cave.
Temiren: How exciting!
Gilbert: That does mean it’s more than likely they set traps, too.
Otohime: I see Hanako’s hoofprints here!
Temiren: They spell out al-moo-st there, don’t they?
Gilbert: I get it. Because she’s a cow.
GM: Unfortunately, she didn’t leave a message. (laughs) There’s an un-
deniable feeling that everything has been kept tidy. The floor is paved,
even. A thick door lies sealed at the back of the room. It doesn’t seem like
youd be able to destroy it.
Otohime: Did they put it here specifically so people couldn’t bust their
way in?!
GM: Its got Lock B on it. The kind you can’t unseal without getting cre-
ative. In the middle of the room, theres a fruit hanging from the ceiling,
with a chair and a stick sitting underneath it.
Gilbert: This… Its a challenge! They’re daring us to take the fruit!
Temiren: My prince, theres fruit growing.
Gilbert: Everyone, stay calm. This is an Eris followers trap.
Temiren: It is…?
Chiho: Seems like the perfect time for trap detection.
Trap Detection
Some traps spring after a certain action is taken, such as moving an

Konosuba TRPG
52
object or opening a door, and are detectable. You can discover them by
passing a trap detection check.
Chiho: I can’t reach the fruit with my hand!
Otohime: Chiho, it looks like you’re supposed to use a tool.
Chiho: …A, um, a tool?
GM: Actually, as you’re all making a ruckus, you hear a voice coming from
somewhere.
Otohime: …Were making a ruckus. (laughs)
Gilbert: We let ourselves be too defenseless. Can’t blame the GM for say-
ing were making noise.
Temiren: We got careless even though the enemys close by. (laughs)
GM: Its a mans voice, slightly muffled. The first step to becoming a cho-
sen one is having the intelligence to wield tools. Go on—try and take
the fruit.
Chiho: Can I make an Intelligence check to see how were supposed to
use the stick?
Otohime: What an underestimation! (everyone laughs)
GM: To explain, if you succeed a hit check against the fruit using the chair
and stick, you can get it to fall. However, the chair looks pretty unstable,
so you’ll take −1d6 to the hit check. The difficulty level is 10.
Chiho: So its treated like a weapon hit?
GM: That’s right. The stick acts as a weapon that does blunt damage.
Otohime: That means I’m up.
Chiho: Chihos just going to worry about how shes supposed to get the
fruit using the stick. (laughs)
Temiren: Wait, we still don’t know what kind of traps are around.
Otohime: You’ve got me, so it should be fine. We’ll manage even if
theres, like, an explosion.
Temiren: Whats gotten into you, Oto?
Otohime: I’m thinking this is my chance to prove my worth to the rest
of you.
Temiren: So cool… My heart just skipped a beat!
Otohime: I position the chair, then do a running jump and smack the
fruit! (rolls dice) I got exactly 10!
GM: Your foot nearly slips, but you manage to smack the fruit down.

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53
Chiho: I never would have thought of using the chair as a springboard…
Otohime: Listen up. This is great for cleaning in high places.
Gilbert: O-oh… (laughs)
GM: Otohime also gets the fruit as an item. If you eat it, you’ll recover
1d6 MP.
Otohime: I think I’ll give it to Temiren.
Temiren: Yay! I’m eating it right now.
GM: That was fast! (laughs)
Temiren: (rolls dice) Ohhh, I recovered 6 points.
Otohime: Hey, this is a fruit we found in enemy territory, you know!
Temiren: But its also a fruit that a boy gave me as a present, right? That
really leaves a lasting impression.
Chiho: And that’s the important part. In shoujo manga terms anyway.
GM: You hear a ding-dong sound go off a few times. “You’ve done well to
overcome the Trial of Intelligence. Now come deeper and take your first
step toward changing the world.
Chiho: I see—because we demonstrated our intelligence!
Gilbert: …Did we, though? Well, whatever.
Otohime: And now we’ll save Hanako and go home!
GM: There is literally nothing written in the scenario about a “Hanako
(everyone laughs)
The cows name was actually just ad-libbed.
Chiho: Before we open the door, I’ll do trap detection.
GM: Go ahead.
Chiho: “I bought this!” I say, happily taking out my thiefs tools. (rolls dice)
14.
Temiren: I’ll roll just in case, too. (rolls dice) 8.
GM: Neither of you sees anything in particular.
Temiren: Looks like it’s probably safe!
Chiho: Yes. There is absolutely nothing dangerous about this.
Otohime: The thought They don’t eat metal armor crosses my mind
again… (everyone laughs)
Gilbert: Anyway, let’s open the door.
GM: It opens without any fanfare.

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54
Gilbert: Great—let’s keep going.
GM: Now that you’ve overcome the Trial of Intelligence, you move to the
next Area.
Middle 6: Over the Acid Lake
After splendidly besting the Trial of Intelligence, the party heads to the
next room.
In front of them is a lake with smoke hissing up from it, blocking their
way.
The pool appears to be filled with acid.
GM: Venturing ahead, you all arrive in another new chamber. This time,
theres water in the middle of the floor. Audible steam is rising from it.
Chiho: A hot spring?
GM: Since itd be obvious upon sight, I’ll tell you. Its an acid lake.
Chiho: So not a hot spring. This seems significantly bad for your health.
Temiren: Everyone, make sure to stay away from it!
Gilbert: You know whats going on, Temiren?
Temiren: I’m the daughter of a bathhouse owner, remember? I’m used
to seeing things like this.
Gilbert: Ah, I see.
GM: Theres a lifeless toad lying next to it.
Gilbert: A toad?
GM: Still a young one, it seems.
Temiren: …A child toad? Not a tadpole?
GM: Its basically just sprouted legs.
Gilbert: Does it seem dangerous?
GM: Its quite obvious that the acid got it. The creatures skin is festering,
and its unable to fight.
Otohime: Maybe it crawled back up after falling in. If we take a dip, we’ll
meet the same fate…
GM: The same voice as before echoes from somewhere. “You are not
like humans. What you need is incredible jumping ability. Show your
strength and jump over the dangerous lake!”
Otohime: How wide is it?
GM: About five meters.

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55
Chiho: That’s pretty far
Otohime: Maybe not, if you took a running jump.
GM: If you want to try, you’ll be doing a Strength check, DL 10, to see if
you can make it over. You could do other things to increase your jump-
ing distance, but if you fail, you’ll splash right down in the acid lake and
take damage.
Chiho: I see. In that case, leave this to Chiho.
Otohime: Wait a minute. Can you really do this?!
Chiho: I have a 4 in Strength.
Otohime: I suppose that means you need 6 or higher on a 2d6, so…
Gilbert: Time for a Blessing, then?
GM: If you spend a Blessing, you can add 1d6 to the dice roll.
Otohime: What happens if we use Purification to purify the water?
GM: …I see what you’re going for. I’ll allow it.
All: Ohhhhh?! (claps)
GM: In that case, if you can pass a magic check with DL 12, the water will
be purified, and you can get by without taking damage.
Chiho: Chiho is just gonna jump for now.
Otohime: Still?!
Chiho: If you detox it before I do, it’s fine. Here we go!
Otohime: Chiho, it’s dangerous! Purification!
Gilbert: I’ll use Bless on Otohime. (rolls dice) I got a 7, so it worked. As a
follower of Axis, I can’t allow an acid lake to exist.
Otohime: Which means I can roll 3d6 for the magic check, right? This is
the power of a chosen one!” (rolls dice) Passed with 18! Pshhhh!
GM: The lake turns into clean water.
Chiho: (rolls dice) Passed the jump check with exactly 10. Chiho lands
just barely on the other side!
Otohime: Did you see the power of Purification? You could drink from
that lake now!
Temiren: Now that it’s fresh water, I’m going fishing.
GM: Fishing?! It just got purified—theres nothing in there.
Temiren: My Fishing Skill is just for hanging a string down and calming
myself. Its okay if theres no fish.
GM: Urk… All right, fine. (laughs)

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56
* * *
Fishing Skill allows the character to relax with some fishing, recovering
MP. The GM may decide the player can’t use it, because there are no fish,
but in this case, the player’s explanation was funny, so the GM allowed it.
Temiren: The smell of sulfur is kinda nostalgic.
Gilbert: Is that how you’re recovering MP…?
Temiren: (rolls dice) Highest you can get. And my prince and Oto are
helping each other out. Ahh, boys being friends is so nice!
GM: Sounds like something other than your fishing is whats healing you
up. (laughs)
Chiho: Chiho is over, Otohime got rid of the acid, and Temirens MP is
restored! This was good for everyone.
GM: As you’re doing that, the voice returns. Well done. Your bodies have
exceeded human limits… You’ve transcended humanity itself. Continue
further. This is the second step to changing the world.
Temiren: Guess we should get moving.
GM: You cross the detoxified acid lake and head to the next room, which
means this Scene is over.
Middle 7: Mystery of the Laboratory
The party, having crossed the once-deadly pool, proceeds into the next
chamber.
What they find is a space filled with things that appear to be medi-
cines as well as experimental equipment.
Evidently, someone was doing some sort of research here.
GM: Now then, next Scene.
Temiren: I’m so calm now that I went fishing!
GM: With Temiren relaxed, you all arrive in the third room. There are a
lot of items in it, but in particular, you see disposable objects like flasks
about. This looks like a laboratory. Theres also a box in the middle of the
room, covered in viscous fluid. The floor is covered in it, too. It clearly
looks like a trail from many a toad having passed through here.
Temiren: Ewww, it’s all sticky…
GM: To know more about this room, you’ll have to make an Intelligence
check. The difficulty level is 12.

Replay Section
57
Temiren: (rolls dice) Passed!
Otohime: (rolls dice) I passed it as well.
Chiho & Gilbert: (roll dice) Nope…
GM: Temiren and Otohime can tell these are tools for incubating Giant
Toad eggs. Theres some growth promoters among the equipment.
Otohime: It looks like someone’s using this place to birth more Giant
Toads.
Temiren: My prince, I want that!
GM: Theres an awful amount of slime near the box, and you might slip
and fall if you get close. Make an Agility check with DL 12.
Temiren: I think it’s best for a girl to go!
Gilbert: You’re doing it, then?!
Temiren, however, fails her Agility check.
She slips and falls—and now shes covered in slime.
GM: You slip and splash down into the gunk. You lose 1 point of HP, and
now youre covered in slime. It won’t affect your stats or anything, but
you’ll stay slimed until the end of the scenario. (everyone laughs)
Temiren: Ugh, I’m soaked in this slimy stuff
Gilbert: Theres a good chance she planned for that to happen.
Otohime: By the way, what was in the box?
Chiho: I’ll try opening it.
GM: The box is locked.
Chiho: Can I break it?
GM: If you attack it and do 20 damage, it’ll break.
Chiho: Can I use Destruction Skill?
GM: You’re so aggressive. Yes, you can. (laughs)
Chiho: I’ll do some damage. (rolls dice) 40.
Temiren: 40?! You’d practically send me flying along with it!
GM: Theres a click, and an explosive trap triggers! Make a Luck check
with DL 13 to avoid taking damage. None of you mentioned anything
about trying to detect traps, so… (everyone laughs)
Chiho: We never did! (laughs)
Temiren: Oh, I got knocked away by Chiho. Would I take damage from
the explosive trap?

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58
GM: Its fine, you don’t have to take damage. (laughs)
Gil & Chiho & Otohime: (roll dice) Failed!
Otohime: I use Cover on Chiho!
GM: (rolls dice) Then please take 15 physical damage. Since you used
Cover, you’ll take twice whatever damage you couldn’t block with Phys-
ical Defense.
Otohime: I can block 16 physical damage.
GM: Ah! Then you don’t take any at all. The explosion clears, and you’re
still standing.
Otohime: I told you so! We have to use trap detection to prevent this
sort of thing from happening.
Chiho: You never said that.
Otohime: I…guess I didn’t…
Chiho: I almost believed you for a second. (laughs)
Gilbert: And I, the person most removed from this, get burned. I’ll just
use Saint Shield. (rolls dice) 9. 2 points of damage get through.
Otohime: You should be fine with 2 damage.
Chiho: Amazing… Just goes to show how powerful good health is!
Otohime: No! It was the power of friendship—of teamwork.
Chiho: Neither of those words meant anything to Chiho in her past life.
GM: Didn’t associate much with other people back then, huh?
Gilbert: Thanks to Lady Aquas divine protection, I’ve escaped with only
a couple scrapes.
Temiren: I look at how frazzled my princes hair is and say, “Princes aren’t
supposed to have that kind of hairstyle.
Gilbert: You’re only worried about my hair?! (laughs)
Chiho: Anyway, whats in the box?
GM: Theres five…what used to be rubies on the floor where the box
was now.
Otohime: Thats a lot!
GM: You’d have gotten all five if youd disarmed the trap successfully, but
since you failed, you can only take the two rubies that survived.
Gilbert: Well, we already have the high-quality toad meat.
Otohime: If not for that, I’d be having a mental breakdown.
Temiren: Eh-heh-heh.
GM: That was the only thing you didn’t expect, eh? (laughs)


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60
Chiho: So the high-quality meat is working wonders for our mental
health.
GM: And then the door in the back opens.
Chiho: From the explosion, I wonder?
Otohime: Ohhh!
Temiren: Can we take the sticky toad mucus with us? It can be sold back
in town, right?
GM: I’ll let you bring 1d6 of it. Its worth 1 KE per.
Chiho: (rolls dice) …2. If 1 is 1 KE, thats not a whole lot, but still.
Temiren: Its a good beauty product, you know.
Chiho: I smear it all over my face.
Temiren: Why?!
Chiho: You said it was a beauty product, didn’t you? Beauty and health
go hand in hand.
Temiren: Ahhh, youre growing more beautiful by the second! Its really
making you shine. (laughs)
Otohime: Be serious here!
Gilbert: Anyway, let’s move on.
GM: You pick up the two rubies from the blown-up treasure chest, and
then we move to the next Scene.
Middle 8: Ambition of the Toad King
Leaving the laboratory, the party marches deeper into the cave.
The paths ahead are still dark, but there is a wooden door off to the
side.
It leads to a rather unique room…
GM: The passage you follow continues, but on one side, you see a wood-
en door.
Otohime: After all that, a wooden door?
GM: Theres the passage, and kind of off to the side, up ahead, is the
wooden door. If you open it, we’ll do a Scene for what’s beyond it; other-
wise, we can proceed as you are.
Chiho: Chiho knows better now. I do trap detection before opening the
door. Though, if I fail, it’ll spring the trap…

Replay Section
61
Temiren: Do you want me to roll instead?
Otohime: Shouldn’t whoevers got the best stat make the roll?
Temiren: It wouldn’t matter in our case. Chiho, you want to roll?
Chiho: I do!
Temiren: Then go ahead.
Chiho: (rolls dice) 8.
GM: You don’t really see anything.
Chiho: Nothing here!
Otohime: Hmm. Nothing triggered, so its probably fine. I’m opening it.
Click!
GM: Inside is a regular chamber. Theres a bookshelf, a desk, and a bed. A
portrait also sits atop the desk.
Chiho: This room is nicer than Otohimes, huh?
Otohime: Yes—all I have is a bed.
Temiren: Are you going to look for traces of Eris followers, my prince?
Gilbert: First, I’d like to do an Intelligence check on the portrait.
GM: Okay, go ahead.
Gilbert: (rolls dice) Total score of 14.
GM: Its a picture of a person with a toad’s head striking a cool pose.
Theyre not an Eris follower, but they are one of the Demon King’s forc-
es—a lowly scientist named Frogger.
Temiren: Huh, the Demon King’s forces, you say?
Gilbert: Have I seen this person before?
GM: Yeah.
Chiho: Its said the Demon King has 108 demon generals…
GM: Nah, Froggers just one of the thousands of regular underlings.
Temiren: My prince can remember thousands of faces?!
Otohime: That is very like an Axis follower.
Gilbert: Heh. Axis followers are nothing if not persistent.
Temiren: Yeah, since theyre all must destroy Demon King!
GM: You recognize Frogger but don’t know anything further about him.
Apart from that, there’s a journal on the desk as well. It says, Secret, do
not read.
Temiren: Lets check it out! Reading a journal is always a crucial factor in
shoujo manga.
Gilbert: Should we do it without asking?

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62
Otohime: I think we can just chalk it up to coincidence.
Temiren: Oh yeah, that would work. I could accidentally drop it, and
then it flies open for me to read. Oh nooo! I dropped the journal by
accident. (monotone)
Chiho: Ah, you dropped it, and now we’ve read it without meaning to.
(also monotone)
Otohime: The owners private life is going to be exposed purely by
mishap.
GM: It tells the story of a human named Frogger.
All: A human?
GM: Well, former human, I should say. Frogger was once a dishonest
adventurer. One day, he stole a certain Sacred Treasure—a jewel.
Temiren: …A Sacred Treasure?
GM: It says in the journal that the sacred jewel can grant any wish. Frog-
ger wished to become a king.
Gilbert: King?
GM: Yes. But this Sacred Treasure generally interprets people’s words
wrong. As a result, Frogger was turned into the toad king.
Otohime: Toad king…?
GM: So that people would be…toadies to him.
All: Ahh! (everyone laughs)
Gilbert: All for a pun!
Otohime: He got made into a toad because of a pun! Not punny at all,
for him at least!
Returning a bad pun with a slightly better one.
GM: Knowing he couldn’t live among humans now, he joined the
Demon King’s army. Still, the divine artifacts power is real, and Frogger,
who became the toad king…
Otohime: He can order toads around now?
GM: That’s right. He seems to think that if he raises and trains up a whole
army of them, he’ll be able to leave his mark on history.
Chiho: And eventually supplant the Demon King?
GM: Indeed.
Otohime: So he wants to strengthen his forces by making more Giant

Replay Section
63
Toads. Hes determined to threaten the world, huh?
Gilbert: Is that why he brought Hanako the cow here?
Temiren: You know, princes who get turned into frogs normally turn
back with a kiss.
Chiho: Like The Frog Prince”? Should we try it?
Temiren: (thinks for a second) …Maybe not? (laughs)
GM: It says in the journal that Frogger’s first move will be to attack Axel.
Theres signs he conducted a thorough investigation on the settlement.
Chiho: The always-prepared type!
Temiren: Such enthusiasm…! My heart pounds! But I have my prince
already! What should I dooo?
Gilbert: And Temiren’s the one I’m making support me… I’m starting to
think I’m an asshole.
Temiren: Wait! Don’t be nice to me! (everyone laughs)
Gilbert: A-are you sure?
GM: You two are good friends. (profoundly)
Otohime: Still, that Frogger guy is doing some major scheming.
GM: It also details the raising and training of Giant Toads, as well as build-
ing them into a large military force.
Chiho: I’m going to doodle on it. Scritch, scratch.
Otohime: Hmm, this dungeon feels kind of… Wait, hold on. Frogger
wasn’t talking to us—he was talking to the toads coming through!
Gilbert: This place seems to be for toad training. That’s why that one was
lying next to the acid lake before.
Otohime: We weren’t expected, then?
Temiren: …Which means the fruit we took was supposed to be for a
toad?
Otohime: I bet only the toad that was able to get that fruit got to live.
Temiren: But wouldn’t they take it with their tongue? Why the stick?
GM: Frogger had a separate voice clip prepared if a toad used its tongue.
Otohime: This guy never misses a detail.
Temiren: The monsters had to go through acid lakes and stuff, so you’ve
gotta praise them for succeeding.
Otohime: Have toads gotten further than us?
GM: Remember that the slime keeps on going, you haven’t found
Hanako, and you haven’t spotted a single toad egg yet.

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64
Chiho: I see. Maybe Hanako is safe then.
Temiren: Is her bed all slimy?
GM: Most certainly.
Temiren: Yikes…
Chiho: Any insults toward Lady Aqua or the like in the journal?
GM: Yeah, that would be funny. So let’s say theres a part that reads, Leav-
ing a failed product like that gem around is exactly what I’d expect from the
Church of Axis. That’s why they always lose to the Church of Eris, or some-
thing along those lines.
Chiho: He went that far?!
Gilbert: That accursed heretic!
Otohime: Suddenly, you’re into this?!
Chiho: Don’t you think youre getting a little too excited, Gil?
Gilbert: I was wondering how wed recover the wish-granting Sacred
Treasure from him… But if it belonged to the Axis sect to begin with, we
must steal it back! Let’s go to the next room! I ready my mace.
Chiho: I frantically follow him!
Temiren: Its gonna be a repeat of what happened at the farm!
GM: Gilbert leads the party toward the room in the back, and the Scene
ends. Next up, we have the long-awaited Climax Phase.

Replay Section
65
Climax 1: For This Wonderful Adventure!
Finally, the party arrives in the deepest room in the cave.
Frogger the toad king must be inside.
A cows mournful moos can be heard from within.
Once the door is open, the final battle will commence!
GM: Now then, for the Climax Phase. When you get to the end of the
passage, theres a door, and inside, you can hear a cow mooing.
Chiho: Its Hanako!
Otohime: Hanakooo! We won’t leave you here, I swear it! What do you
think we came here to do…? Wait. What did we come here for again?
Temiren: To finish the quest, remember? Oto, you need to be the sensi-
ble one of our group!
Otohime: Yeah, you’re right…
Gilbert: Anyway, I’m opening it! Slam!
GM: When Gilbert opens the door, you see a man with a toad’s head
plopped down on a throne.
Temiren: The toad king?!
Otohime: I see—he does seem to think he’s one, at least.
GM: Behind him, you can see Hanako, lying on a metal plank.
Otohime: H-Hanako?!
Chiho: Is there a big pot underneath her or something?!
GM: There is indeed. (laughs)
Otohime: He’s gonna make Hanako into beef stew!
GM: “Welcome, adventurers. Toad society has just acquired a new piece
of culture: cooking. Frogger looks around at you as he says this.
Chiho: Don’t tell me it’s more of a pipe chair than a throne? (laughs)
GM: Well now, that’s strange! It wasn’t supposed to go that way. (laughs)
What look like test tubes surround Frogger, each containing Giant Toad
eggs. The eggs are about a meter wide.
All: Gross!!
GM: The toad king looks at you and says, “I had thought it was rather
Climax Phase

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66
noisy. It seems some wretched humans have come.
Gilbert: Makes sense he’d notice given the commotion we made
GM: And trying to ruin our learning establishment makes you terrible
people. He slowly stands up.
Gilbert: I jump straight for him.
GM: “For what purpose have you—? Uwahhh?! T-to me, at once!” Frogger
shouts, and two Giant Toads appear.
Gilbert: They must be his bodyguards.
Chiho: The kind that would probably say Leave this to us, Your Majesty if
they could.
GM: Their cries do seem to be saying something along those lines.
Temiren: Theyre already so well-trained… Frogger didn’t really have an
introduction, though. Is that okay?
GM: Well, Gilbert did jump for him. Everything he wants to say was writ-
ten in the journal anyway.
Chiho: I kind of would rather talk to Frogger.
GM: All right, then. We’ll have plenty of time to talk during the Setup
Process…heh-heh-heh. (everyone laughs)
Otohime: Oh. I see.
GM: Let’s get combat started, then.
COMBAT BEGINS
󱄌FIRST ROUND
Action Points
Gilbert 9
Temiren 6
Frogger 6
Otohime 5
Giant Toads A, B 5
Chiho 3
GM: Let the fighting begin! For your po-
sitions, all of you will be in one Engage-
ment, and Giant Toads A and B are three
First Round: Combat Diagram
ChihoChihoGilbertGilbert
TemirenTemiren
FroggerFrogger
EngagementEngagement
OtohimeOtohime
3m3m
Giant Giant
Toad AToad A
Giant Giant
Toad BToad B
5m5m
EngagementEngagement

Replay Section
67
meters away. Another five meters past them is where Frogger is.
Gilbert: I want to charge Frogger right now!
Temiren: Wait! Are those Giant Toads different from the ones we fought
in the Middle Phase?
GM: “Heh-heh-heh. Theyre far more clever and realized that being im-
mobilized while swallowing someone was a weakness! We have learned
how to cook, how to boil, and we will keep on evolving. And you won’t
get in our way!” Statistically, they’re the same, except these ones will be
able to dodge even if they’ve swallowed an enemy.
Temiren: Theyre learning!
Chiho: They can dodge while swallowing someone?
GM: “Correct! Toads now stand above humans!”
Otohime: I don’t believe my ears… Have you thrown away your human-
ity, Frogger?!
GM: “I am no longer human—I have accepted my toad existence, and it
changed the way I view the world. And I’ve grown bored of the Demon
King’s army, too. I will create a nation of toads!” (everyone laughs)
Gilbert: A nation of toads…?
Chiho: What, you mean like a fun-filled toad theme park or something?
GM: I like that. I’ll run with it. Yes, and its name will be Thrilling Toad
Land!”
Temiren: That sounds so cute, though! (laughs)
Otohime: After hearing that, its hard to hate him. Its not fair! (laughs)
GM: “It’ll have Ferris wheels, roller coasters, and merry-go-rounds. But the
toads will be the ones to enjoy them! For the merry-go-rounds, instead
of riding on horses, we will ride on humans!”
Chiho: How absolutely evil!!
GM: “How about it? I seem more like a boss character now, eh?” (every-
one laughs)
Temiren: He does!
GM: In any case, Frogger activates a skill. He’s using an original enemy
skill called King of the Toads. If he passes an Intelligence check, the Giant
Toads will get a bonus to their damage and hit checks. (rolls dice) And he
does. Their hit checks will have +1d6, and their damage will have +2d6.
Gilbert: In that case, I’ll use my cheat—Villainous Energy. I give a loud
shout and run toward them, making them fumble!

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68
GM: Fu-ha-ha! I am the toad king… Huh? Ahhhhh! A monster?!”
Gilbert, with his scary face, charges at a terrifying speed.
Any semblance of dignity that Frogger the Toad King once had evap-
orates, and his King of the Toads skill doesn’t go off.
Gilbert: Death to the Demon King!
GM: Who…who are you people?!”
Chiho: Your natural enemy, probably. You may have thrown off the yoke
of humanity, but it seems you’re still afraid of a scary face.
Otohime: Yeah, but he might use that skill again next turn.
Chiho: Oh, right.
Otohime: We should aim to kill one of the toads this round.
GM: Is there anything else anyone wants to do during the Setup Process?
Chiho: Nope.
GM: Next up is the Initiative Process. We go in Action Points order, so…
Gilbert: That makes me the first one. I charge in like a bullet and punch
Giant Toad A! (rolls dice) 12 for my hit check.
GM: If it rolls 9 or higher, it’ll dodge. (rolls dice) Urk. It got a total score of
6, so it fails.
Chiho: Maybe you should use a Blessing now?
Gilbert: Oh, thats a good idea. I have three left. (rolls dice) Gyaaaaaah,
that roll was terrible. 10 points of damage!
GM: Boing. It bounces right off.
Chiho: But he used a Blessing!
GM: Unfortunately, if the roll was bad, it doesn’t make a difference. Next
up are Temiren and Frogger at 6 Action Points. Player characters have
priority, so youre up, Temiren.
Temiren: Frogger! Don’t you want to go back to being human?!
GM: What? If I did that, people would use me for doing stupid little jobs
they don’t want to do themselves.
Temiren: But that was the life you chose, wasn’t it? Plus, whenever a toad
turns back into a human, they’re pretty much always a hottie! (everyone
laughs)
GM: “If I was that good-looking, I wouldn’t have ended up in this life in
the first place, dammit!” (everyone laughs)

Replay Section
69
Chiho: I do wonder what his old face was like.
GM: Its looked toadish since the start.
Temiren: …Errr, anyway, being a hottie isn’t about appearance! Its about
whats in your heart!
Otohime: Only someone able to call a scary-faced guy her “prince could
say stuff like that. (laughs)
GM: What? Then you’ll turn me back into a human? You’re welcome to
kiss me and try
Temiren: Urk…
Gilbert: I ignore their conversation since I’m still making scary noises.
(laughs)
Temiren: I’m sorry. That person is already my prince, so…
GM: You mean the one making scary noises and charging in headfirst?
Temiren: Guess theres no use talking about it then. I use Destructive
Magic Power. For my move action, I’ll use Magic Blast, then my major
action is Freeze Gust. I target both Giant Toads!
GM: You wink at them, and they freeze.
Temiren: I’ll use Blessings on my magic check so that its 4d6. (rolls dice)
17.
GM: They’ll have to roll two sixes to dodge it. (rolls dice) Both fail the
check.
Temiren: And then I use two Blessings and declare Destructive Magic
Power. Now it’s 14d6.
GM: Fourteen dice?! Thats nuts!
Chiho: You are the one who decided on that, Ohata-san. (laughs)
GM: Oh. You’re right.
Temiren: Witness the might of the one my prince deigned to take un-
der his wing. My name is Temiren! Daughter of the greatest bathhouse
owner in the Crimson Magic Clan. She who idealizes shoujo manga. And
a wielder of freezing magics! Freeze Gust!” (rolls dice) Exactly 50 damage!
GM: Um. Their Magic Defense is 2…
Temiren: Are they hibernating now?
Gilbert: Since the Giant Toads are frozen, and I’m making scary noises
while flailing my mace around, theyre gonna shatter.
Otohime: Krssshhhh!

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* * *
Thanks to Temirens incredible freezing spell, the Giant Toads are flash
frozen and smashed to bits.
Now only Frogger remains.
GM: Temirens freezing spell has brilliantly wiped the Giant Toads off the
face of the planet.
Temiren: This is the power of the Crimson Magic Clan!
Temiren: Thats a total of five enemies. We completed the quest, right?
Otohime: Great, mission accomplished!
Chiho: Not yet! Hanakos still in captivity.
Otohime: Thats right!
GM: Next up is Froggers Main Process. “D-don’t come any closer!” He
uses Concentration: Magic, an enemy skill, for his move action. It adds
3d6 to his damage. His major action will be a magic attack called Toad’s
Muddy Waters, which shoots viscous fluid.
Temiren: M-maybe its good for your skin!
GM: He aims it at Gilbert, since hes out in front. “I have to save my own
hide first! Take this!” (rolls dice) He got a 16 for his hit check.
Temiren: If you use a Blessing, you could probably dodge it.
Gilbert: I’ll use a Blessing. I pray to Lady Aqua and try to evade. I use 2
points of it, so thats 4d6+3. (rolls dice) I got two sixes. I dodge it with a
critical!
GM: Frogger says, “Did I get him?!” But when the smoke clears… (every-
one laughs)
Otohime: Gil? Gil?!
Chiho: Ahhh, I couldn’t protect him! …And just when I start to think
we’ve lost someone…
Gilbert: Now you know the power of the Church of Axis!
In defiance of the muddy stream of mucus, Gilbert cries out and
charges forward.
Frogger is so terrified by of Gilberts brandished mace and shouting
that he falls right back into his throne.
Temiren: “My prince is so cool! My eyes turn into hearts. (laughs)
Chiho: Gil’s practically got us all on his back!

Replay Section
71
Otohime: Yeah. We can’t let him outdo us! GM, it’s my turn, right?
GM: That’s right—Otohime is up.
Otohime: I use a move action to run past Gil. (everyone laughs)
GM: Are you all like him?!”
Otohime: We are all recipients of Lady Aquas blessings! I perform an
attack. (rolls dice) 12 to hit.
GM: (rolls dice) 9, so he gets hit and falls down.
Otohime: I got him! I’ll use Blessings, too. My damage roll is 4d6. (rolls
dice) 19 damage!
GM: His defense is 6, so he takes 13 damage.
Otohime: More got through than I thought! Temiren, tell me! Am I ra-
diant right now?”
Temiren: You are so radiant. You were so bashful before—to think you
could be this cool!
Gilbert: All he did last time was get eaten by a toad, so yeah…
Otohime: I’ve grown over the course of this journey! With friends like
these, things might just work out.
GM: Next up is Chiho.
Chiho: I use my move action and minor action for a full movement. My
major action will be a normal attack. (rolls dice) 12. Can’t use Feint, huh…
GM: (rolls dice) He dodges!
Chiho: Urk, he dodged. Still, that means I don’t have to say anything cool.
(everyone laughs)
GM: Were you trying to hit me with that? That sword is too much for
you. Then again, you are just a human. Unlike toads, your body is weak.
Temiren: But she’s healthy now!
GM: Just because she’s healthy doesn’t mean she can defeat toads! Can
she, for example, walk around soaked on rainy days and be fine?”
Chiho: Sure, why?
GM: …Wait, really?” (everyone laughs)
Chiho: A little feverishness is fine, because I’m very healthy!
GM: Are you sure someone hasn’t misled you…?” (laughs)
Gilbert: What are you saying? This is the power of our faith!
GM: “Oh. Uh, I see. But now that everyones taken an action, Frogger uses
Double Action. He gets another turn.
Chiho: Very boss-like!

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72
GM: “I will admit that you have courage to stand against toads while
armed with such pathetic weapons and attacks.
Temiren: I wiped out two toads at once, remember?
GM: “I’m not like them! This time, I will show you the true power of the
toad king. Frogger spends a move action to use an enemy skill called
Area Promotion: Magic. He’ll attack in an area, targeting four people max-
imum. He swings his staff, causing tadpoles to appear nearby that spit
out mucus. They target Chiho and Otohime.
Temiren: Chiho, Oto! Run away!
GM: (rolls dice) Heh! He gets a 16 to hit.
Though they try and dodge Froggers far-reaching attack, neither of
them can beat a 16 and thus get hit.
GM: And with Mana Convergence, Frogger adds two dice to his damage
roll.
Otohime: I use Cover on Chiho. “Chiho!” I say, pushing her out of the way!
Temiren: Its exactly like the accident before!
Otohime: It is. But this time, things are different. After all, right over there
is…
Chiho: Is what?
Otohime: A pot?
Chiho: You’ll end up in the boiling water!
Otohime: And onto the next world.
GM: (rolls dice) He must have lost to your spirit, since he rolled low. 32
points of damage.
Otohime: If its magic, I take 7 off, but it still hits me for 25. I’d die. 9 less,
and I would have survived.
Gilbert: Should I use Saint Shield?
Otohime: …No. I’ll come back to life with my cheat. Now is the time to
use Return by Death!
Chiho: Otohime pushed me out of the way, so…
Gilbert: How could such a careful person die protecting his comrades?
Waaah… (rubs his eyes)
Otohime: No—I will not die!
All: Whoa!

Replay Section
73
* * *
I don’t want to die…
That thought reaches the goddess Aqua, and Otohimes boon that
was received upon reincarnation, Return by Death, triggers.
Otohime: With skin hanging off my battered body, I am born anew! This
is the blessing of Return by Death, received from the goddess Aqua her-
self! Gil, your prayers have been answered!! (laughs)
Gilbert: I see. Thanks to you, I feel like I did the first Priestlike thing of this
whole session! (everyone laughs)
Chiho: Your plea reached Lady Aqua!
Temiren: I only joined the Axis sect because my prince invited me,
but…I feel like I’ve finally awakened to my new faith! (everyone laughs)
All: Lady Aquaaaa!
Gilbert: And so were the three baptized by Lady Aqua reborn. (laughs)
GM: “You mean this…is the power of the goddess Aqua?!”
Chiho: We are the Church of Axis!
Temiren: And may a blessing be upon!
Otohime: This wonderful world!
All: Wow! (applause)
Gilbert: We’re all gonna fumble in the next round, aren’t we? (everyone
laughs)
GM: Let’s find out, shall we?
󱄌SECOND ROUND
Action Points
Gilbert 9
Temiren 6
Frogger 6
Otohime 5
Chiho 3
GM: We’re now in round 2. First is the
Setup Process.
Chiho: Nothing from us.
GM: Frogger uses his skill Summon:
Second Round: Combat Diagram
ChihoChiho
GilbertGilbert
OtohimeOtohime
FroggerFrogger
EngagementEngagement
TemirenTemiren
3m3m
5m5m

Konosuba TRPG
74
Giant Toad to summon one Giant Toad, which I’ll mark as C. He lobs a
drug at one of the tadpoles, causing it to mature and immediately be-
come a Giant Toad. This toad will swallow up you cursed Axis followers
all at once!” (everyone laughs)
Temiren: Its not even big enough to do that!
Otohime: Damn you, heretic who does not fear even god!
Temiren: Aquas mere touch would melt a toad!
Gilbert: At around this time in the novels, Aqua was being eaten by a
Giant Toad. (laughs)
Temiren: And bawling her eyes out. (laughs)
GM: If you want to learn more about that, read the original work. That
ends the Setup Process.
Gilbert: So its my Main Process, right? Between Bless and Heal, which
would be better?
Chiho: I think Heal makes more sense this turn.
Gilbert: All right. Now that we have three more pious Axis followers, I’m
excited. (rolls dice) I cast it successfully! Seems as good a time as any to
say it, a blessing on this first adventure!
All: (cheers)
Gilbert: (rolls dice) Restore 16 points.
Otohime: I’m fully healed!
GM: …If anyone reads this replay before the original novel series, they’ll
think the Church of Axis is amazing… (everyone laughs)
Gilbert: I think it’s fine to do it in that order! Don’t worry about it!
Temiren: I’m next up. I spend my move action on Magic Blast, target
Frogger and Giant Toad C, and use Freeze Gust as my major action. (rolls
dice) 20 to hit!
GM: Frogger will try to dodge first. (rolls dice) 4, so no. Giant Toad C…
(rolls dice) fails with an 8.
Temiren: (rolls dice) That was a good roll! 22 points. We’ll all survive and
go home together!”
GM: Giant Toad C takes 20 damage, and Frogger takes 18.
Temiren: Froggers next, right?
GM: …Looks like he’ll have to do an area attack on Chiho and Otohime
to get past them. (rolls dice) 13 to hit. If you take damage, you’ll be dazed.
Otohime: (rolls dice) The dice say 5, so my dodge is 8. I fail and get hit.

Replay Section
75
Chiho: I use 2 Blessing points to dodge. (rolls dice) Passed with a 14—
just barely.
GM: (rolls dice) Huh? A 2 on the damage roll?! Thats 22 points of magic
damage.
Gilbert: Leave this to me. Time for Saint Shield. (rolls dice) I reduce it by
10.
Otohime: 5 damage gets through. I have 11 HP left.
Chiho: Its a good thing he used Heal on you!
Otohime: It’s my turn then. What should I do…?
Temiren: Giant Toads have 37 HP, so you can’t one-shot this one. I think
you should go for Frogger.
Otohime: Sounds good. I’ll aim for the king! (rolls dice) 18 to hit.
GM: “I know your movements. Come at me!” (rolls dice) Fails with 14. “I
said I knew them, not that I could dodge them.
Otohime: Did you really know them then?! (laughs)
Gilbert: This guy is funny. It’s too bad. If he believed in the Church of Axis,
he could have been our friend instead of a toad.
GM: “Your face is too scary. I wouldn’t want to. (everyone laughs)
Gilbert: You bastaaaaaard!! (laughs)
GM: Go ahead and roll for damage.
Otohime: I’ll use 2 Blessings on the damage roll. (rolls dice) 22 points!
GM: He takes 16 damage!
Otohime: Look—even if you’re a defensive character like me, just use a
Blessing or two, and you can really dish out some damage!
Chiho: Who are you talking to? (laughs)
Otohime: Those who’ll go on future adventures!
GM: Its Giant Toad Cs turn to act. It moves, as if to say, Heh. Watch me—
I’ll stop you. It spends its move action to use Swallow and attacks Chiho.
(rolls dice) 10 to hit.
Chiho: I expect to be able to dodge it, but maybe…
Otohime: Just dodge it normally. If you fail, I’ll get another spotlight mo-
ment. (laughs)
Chiho: Gotcha. (rolls dice) I didn’t dodge. And I’ve given Otohime his
moment. (laughs)
Otohime: I use Cover!
GM: Then I’ll roll for damage. (rolls dice) 22 damage.

Konosuba TRPG
76
Otohime: Subtract 16, and I take 6. If you could take the other 6 off with
Saint Shield…
Gilbert: Hmm. Should I?
Otohime: Why are you unsure?! I worship Aqua, too, you know! (laughs)
Gilbert: No, I was just wondering if it would be better to heal afterward,
but I shouldn’t have saved it. Since youre an Axis follower, I’ll help you.
(rolls dice) That takes off 6 points.
Otohime: Perfect! I don’t hesitate to use Cover to stop the attack. This is
what team play looks like—something you toads don’t do!”
GM: But you were such a hodgepodge before.
Chiho: Chiho attacks. She uses Quick-Draw Technique for her move ac-
tion, Feint for her minor action, and attacks Frogger with her major ac-
tion.
GM: Why, you—! No matter what sort of strike you throw at me, I just
have to roll two sixes, and I’ll dodge it!”
Temiren: But Feints Effect says he gets a −1d6 penalty on his roll, right?
(everyone laughs)
GM: “Did I…not get two sixes?”
Chiho: (rolls dice) 16 on the hit check.
GM: That chained great sword could never possibly hit me!” Frogger
says, readying himself.
Chiho: I use 3 Blessings. (rolls dice) 46 damage!
GM: Frogger says, “I’ll stop it with my bare hands!” before proceeding to
slip and get hit by Chihos attack.
Gilbert: Looks like the mucus all over the place worked against you in
the end.
Chiho swings her great sword down with all her might, her joy at be-
ing healthy on full display.
Frogger tries to catch the blade, but the mucus he spread everywhere
makes his feet slip out from under him.
And then he takes the full force of the blow.
Chiho: Is this…Lady Aquas power…?
Temiren: Yes!
Chiho: This isn’t the strength of humans—its the might of the Church
of Axis!


Konosuba TRPG
78
GM: “I will never acknowledge the Church of Axis! Never, I say…!” Frog-
ger declares before falling over.
Temiren: What about Giant Toad C?
GM: Since the Toad King fell, its gone into a panic. It’ll probably leave on
its own if you ignore it.
Otohime: All right, then, back to your home in the wild.
Perhaps the toad will return some day.
But that is a story for another time.
GM: That brings combat to an end. You can rescue Hanako right away.
Otohime: I get her down from the metal plank.
GM: Thank you, humans. You have defended peace in these lands, the
cow…seems to say after being rescued. (laughs)
Temiren: I’m so glad you’re safe, Hanako.
GM: Now it’s time to roll for loot.
Chiho: I have 1 Blessing left.
Gilbert: So do I.
Temiren: I’ll use all those I have remaining.
The loot drops ended up as follows:
•High-quality toad meat ×1
•Ruby ×5
•Toad mucus ×3
Temiren: I got high-quality meat, my prince!
Gilbert: Oh! It must be Lady Aquas divine influence.
Otohime: I rolled a 4, so I didn’t get anything…
Gilbert: Don’t be so down. You have Return by Death—divine protection
from Lady Aqua herself, right?
Otohime: Sure, but I used up all my Blessings.
GM: After defeating Frogger, you bring the mooing Hanako back to the
farm.
Chiho: That was quite a battle.
Otohime: But we gained something irreplaceable during it.

Replay Section
79
Chiho: And what’s that?
Otohime: Teamwork, of course.
Gilbert: Ah!
GM: …You engrave that precious experience into your hearts, then bring
Hanako back to the farm. That ends the Climax Phase.

Konosuba TRPG
80
Ending 1: For This Wonderful Feast
The ambitions of the Toad King, Frogger, have been crushed.
Hanako the kidnapped cow was saved.
The party brings her out of the cavern and back to the farm, where its
owner, Arm Fowner, awaits.
The time has come to complete the quest.
GM: Now then, were in the Ending Phase. You’ve all come back to the
farm with Hanako in tow.
Temiren: We got two chunks of high-quality toad meat, so were feeling
pretty good about ourselves, huh?
Gilbert: That’s right!
GM: When you return to the farm, the owner thanks you. “Oh, Hanako!
Thank you so much for bringing her back. Shes quite a clever one, you
know.”
Otohime: Yeah, she certainly seemed like it.
GM: Once you journey back to Axel and report to the Adventurers Guild,
you’ll receive your rewards.
After parting with Hanako and the farm owner, the adventurers return
home.
As is ever the case, adventurers of all kinds are gathered at the guild’s
reception counter.
The lady working the desk receives the partys arrival with a smile.
GM: The receptionist at the Adventurers Guild asks you how it went.
Chiho: We completed the quest with flying colors!
GM: Then it seems your adventure was a success. We’ve received a re-
port of your exploits as well. Your reward is 100 KE, and the farm threw in
a bonus for rescuing their cow. The bonus is 150 KE.
All: Whoa!
Otohime: Hanako was worth more than the quest! Maybe shes one of
those cows who wins awards at competitive exhibitions or something.
Ending Phase

Replay Section
81
Chiho: Oh, like Wagyu competitions.
The scenario had a bonus worked into it from the beginning.
Because of how the role-playing went, the GM altered the bonus to be
a reward for saving Hanako.
Gilbert: Oh, theres something else we need to disclose. There was an
irreverent man named Frogger who stole a Sacred Treasure from the
Church of Axis. He was a general in the Demon King’s army.
Chiho: Is it okay for the original author to declare that?
Gilbert: …So I say, exaggerating things a bit.
GM: A general?!” The receptionist lady goes into a fluster, but then she
checks her notes and realizes Froggers not quite at that level. She tilts
her head. A general? Well, I’m not surprised someone would pretend to
be one.
All: She saw right through the lie?!
Chiho: I don’t think Frogger is the only one at fault. He was in a bad
place, and he lost all hope when he became a toad. His life was lacking
something crucial.
GM: And that is?”
Chiho: Faith. (everyone laughs)
The receptionist averts her eyes a bit.
GM: “Uh-huh. She gives you a polite smile but tries not to look at you.
Otohime: Were already being treated like that, huh? (laughs)
Temiren: Still, that faith truly brought us together, didn’t it?
Otohime: Yeah. A wonderful blessing!
GM: “Umm… We will handle the matter of the Sacred Treasure and return
it to the shrine it belongs in.
Gilbert: Thanks.
Temiren: Well, now that the quest is over, what say we go for a drink?
Chiho: Let’s! Chiho has always dreamed of having a drink after finishing
a quest!
Temiren: Then let’s head to the pub and order for four.
Gilbert: As someone who follows the goddess of parties, I’ll have to show
off at least one party trick, like The Wonders of Nature!

Konosuba TRPG
82
GM: The goddess Aquas signature move. You would probably have to
learn Party Skill for it, though.
Gilbert: Oh, right. How rude of me! I still can’t use Lady Aquas famous
technique—especially not without the skill!
Otohime: (looking at the character sheets) None of us have Party Skill.
Gilbert: Maybe that’s what I’ll put my points into.
Otohime: Into party tricks?
Gilbert: According to my faith, that would be the right move.
Temiren: Then lets get going!
Gilbert, Chiho, Otohime, and Temiren leave the Adventurers Guild be-
hind and head for a pub in the leisure district.
There, they drink all the booze they can, make noise, do party tricks,
and restore their energy.
This world is a wonderful one.
And one day, it is sure to be blessed.
GM: …And that about wraps it up for the scenario. Thank you all so much
for playing!
All: Thank you! (applause)
Konosuba: God’s Blessing on This Wonderful World! TRPG
“Fortune on This First Adventure”
—FIN—


Konosuba TRPG
84
When the Ending Phase is over, and the GM de-
clares the end of the scenario, the game moves
into After Play. This page explains how to handle
things during After Play.
Lifestyle Payments
The player characters must pay the cost for what-
ever Lifestyle they decided on during Preplay.
Each should pay the set amount of money. If they
can’t, they only get half the experience points.
Distributing Experience Points
The GM distributes experience points, or EXP, to
each player. On the record sheet’s Experience
Point Table section is a checklist of whether to get
experience points for certain things.
▼Participated in the session until the end
Check this entry if the players participated in the
session until its conclusion. If anyone leaves part-
way through the session, they won’t get this. They
will still get experience points from other entries,
however.
Calculating Experience Points
Experience points are checked off on the Experi-
ence Point Table section on each player’s record
sheet. Check these off on a per-player basis to cal-
culate the experience points that will be given to
each individual player.
The experience-point entries to check are below.
▼Participated in the session until the end: +1
point
Whether or not player characters died, check this if
everyone participated until the end of the session.
▼Completed the quest: GM’s discretion
Add this if the GM decides the quest (page 263)
was completed. It is recommended to use the
enemy level of enemies encountered in the
Climax Phase (the highest one, if they differ) as
the number of points to add.
▼Enemies encountered: +[Total enemy level
encountered ÷ number of player characters]
points
Experience points are added based on the com-
bined level of the enemies encountered. The re-
sults of the battle don’t matter.
▼ Traps encountered: +[Total trap level en-
countered ÷ number of player characters]
points
Experience points are added based on the com-
bined level of the traps encountered. The results of
the trap disarmaments, etc. don’t matter.
▼Good role-play: +1 point
Look back on the session and see if the players
role-played well.
In the replay session, the GM decided everyone
role-played well, so he checked this off for each
player.
•Said or did things that helped another player: +1
point
•Helped the session move along: +1 point. The
GM can give this to any player who helped things
move along. The players can suggest who de-
serves this as well.
•Helped with providing a location or other things,
contacting others, or adjusting around participant
schedules: +1 point
Players can make their own recommendations for
the above entries as well. The GM decides based
on this and checks the boxes.
Distributing Experience Points to the GM
Each player writes the number of experience
points they gained on the session sheet. Take the
total number of experience points of all players,
divide it by 3 (or 2 if there were two players), then
add one if the GM helped procure a play space,
provided things for gameplay, contacted players,
or worked to adjust the schedule around the par-
ticipants. Give this amount of EXP to the GM.
Checking Player Characters
If no player characters are dead, all damage is
erased, all HP and MP is recovered, and all debuffs
are cleansed. They do not carry over into the next
session. Each characters number of Blessings re-
turns to what it was when the session began.
Player Character Growth Using Experience
Points
By using experience points, the players and the
GM can advance their own player characters.
After Play

Konosuba: God’s Blessing on This Wonderful World! TRPG
Character Section
After reading this, you can
all make characters who are
disciples of Axis!
You don’t have to force them
to be Axis followers.
This chapter describes the
rules for creating characters,
and the information needed
for them.

Konosuba TRPG
86
About This Book
If you are reading this book, it likely means you’ve also read Konosuba:
God’s Blessing on This Wonderful World! and bought this thinking it was a
supplementary book.
Or perhaps, if you’ve played many tabletop role-playing games in the
past, you picked this out thinking it was a brand-new game.
You wouldn’t be wrong on either count.
This is a new TRPG, or tabletop role-playing game, based on Konosuba:
God’s Blessing on This Wonderful World! (henceforth Konosuba).
WHAT IS A TABLETOP ROLE-PLAYING GAME?
A tabletop role-playing game is a game where the players collaborate
with one another to collectively tell a fun and exciting story. Usually, one
of those players is the game master (henceforth abbreviated as GM), who
controls the world and the antagonists of the story.
The GM prepares the scenario to play, and the other players each take
control of a character who exists in the games world. These are called play-
er characters, also abbreviated as PCs.
The basic flow of a tabletop role-playing game goes something like this:
Using the scenario they prepared as a general narrative structure, the
GM explains to the players what sort of situation they’re in. Then the play-
ers think about what actions their characters will take and what decisions
they’ll make, before telling them to the GM.
The GM matches those choices up with the present circumstances,
determines the result of the players actions, and explains the outcome.
(Sometimes, the GM will use the rules or information in this book to figure
out whether a player characters actions succeed or fail.)
Victory and failure don’t exist in a tabletop role-playing game in the way
they might in other games. If anything counts as victory, its when every-
one—including the GM—has a good time.
At times, player characters may die, or their adventure won’t go very
well. Yet if the players can draw enjoyment from that storytelling process,
that in itself is a victory. Tabletop role-playing games are all about the fun
of building a story with your friends.
Preface

Character Section
87
WHAT IS KONOSUBA: GOD’S BLESSING ON THIS
WONDERFUL WORLD!?!
Konosuba: God’s Blessing on This Wonderful World! is a light-novel series
written by Natsume Akatsuki. It first went on sale in 2013, published
in Japan by Kadokawa Sneaker Bunko, and has since evolved into a
super-popular franchise spanning manga, anime, and video games.
The books tell a fantasy story that takes place in another world, or
an isekai. The main character, Kazuma, a resident of modern Japan, is
reincarnated into this isekai with the goddess Aqua. What follows is a
comical tale about meeting new friends and fighting the bad guys. This
book is Konosuba in a tabletop role-playing game form.
KONOSUBA: GOD’S BLESSING ON THIS WONDERFUL
WORLD! TRPG
In Konosuba TRPG, players will become adventurers in the world of
Konosuba, taking on tasks called quests from the Adventurers Guild to
exterminate monsters or explore dungeons.
Adventurers are classified into several classes, such as Warriors, who
fight with weapons, or Wizards, who fight using magic.
ADVENTURERS
In the world of Konosuba, the term adventurer has two meanings.
The first is the general lifestyle: people who live by taking quests from
the Adventurers Guild or elsewhere and completing them for rewards.
The second is a specific class, like Warrior or Wizard, called Adventurer.
THE GOLDEN RULE
In Konosuba TRPG, all the games participants work together to create a
single story. The fun is all in the process of creating that shared narrative
and in enjoying what the group has crafted. This is the most important
rule of the game—the golden rule. Everyone should endeavor to create
an experience that is enjoyable for all involved.
This golden rule should be prioritized above anything in this book, any
other books related to Konosuba TRPG, and any and all of the rulings or
information in them.
󱄌THE GM’S AUTHORITY
The GM conducting a session of Konosuba TRPG is granted the following
authority and abilities. However, even with these abilities and authority,

Konosuba TRPG
88
the GM should strive to follow the rules to the best of their ability. In ad-
dition, all players in the session (including the GM) should strive to apply
fair and proper rules.
RULE ARBITRATION
The game space described in the session is a second reality, one brought
to life via the participants’ imagination and given structure with the
games rules. This book describes rules for simulating, as much as is possi-
ble, a “reality inside the game. However, there are times when something
the rules do not cover can occur.
The GM has the final say in decisions when one of these situations oc-
curs, or if there is uncertainty about which rules to apply, if any. In keeping
with that, the GM may create new rules, change rules, or even decide not
to use existing rules.
REJECTING AND DECIDING ON RESULTS
The GM can choose to reject any player checks or dice rolls that the
GM either did not witness or did not permit, and the GM can also make
players perform dice rolls at will. Additionally, the GM may freely decide
the results of any checks or dice rolls that the GM makes, such as for
non-player characters (NPCs), without rolling any dice.
󱄌WHEN RULING MISTAKES ARE MADE
If the GM or any player gets a rule wrong, quickly correct it and follow the
correct rule in the future.
When such mistakes are made, it is best not to correct the error by
rolling back time in the game. (This is the same as how in sports, once a
decision is made, it’s almost never overturned.) Trying to rewind like this
might end up making things take a long time or even loop. If this hap-
pens, the GM’s authority to arbitrate rules will become nominal. In such
an event, other players may reinterpret the rules as they wish to decide
on their own results. To prevent this, a GM must not rewind time.
Furthermore, a player is correct to point out that a rule is being applied
incorrectly. The GM should immediately consult the rules and use the
correct ones. However, this doesn’t necessarily apply in rule-arbitration
situations (see page 88). Additionally, the players should not stall the
game by objecting to the GM’s decisions.
󱄌GOAL OF THE SESSION
The act of playing a tabletop role-playing game, or gathering together

Character Section
89
for it, is called a session.
The session is meant to be a fully enjoyable time for everyone involved.
The ultimate goal of a session is to have all participants walk away from
it wanting to play again.
This isn’t actually very difficult. The participants will all gain as many
experience points as they can. That’s what “victory means for Konosuba
TRPG.
Konosuba TRPG is also designed so that sessions are fun and interesting.
Please play through a session with the goal of all participants gaining
experience points from helping one another out and working together.
What You’ll Need to Play Konosuba TRPG
In order to play Konosuba TRPG, you’ll need to
have a few small items ready.
Players
To play the game, you’ll need a GM plus
several people—preferably between three
and five—to be the players.
Six-sided dice
Konosuba TRPG uses six-sided dice with faces
that go from 1 to 6. Each player should ideal-
ly have three to five of them ready. In certain
cases, you may need ten or more, so if the
GM brings extra, you won’t have any issues if
it comes to that. You can buy dice at hobby
shops, dollar stores, and on the Internet.
Writing tools
The best writing implements to use are
erasable ones, such as pencils. Of course, all
participants will need their own. The GM will
also need black and red pens.
Rule book
This book. Ideally, each player should have
their own rule book so that they can quickly
reference information in it when needed.
Copies of the various sheets
You’ll need to copy the following sheets in this
book before playing:
Character sheets (or sample characters) - one
for each player
•Record sheets - one for each player
•Session sheet - one

Konosuba TRPG
90
OPTIONAL RULE
This book includes an optional rule known as cheats. The games par-
ticipants should decide among themselves whether to use this optional
rule.
Cheats, especially in the hands of lower-level player characters, can
make the game more difficult to balance. They offer a lot of fun in return,
of course, but that doesn’t mean everyone will enjoy them. Thus, the sys-
tem is made so that the games participants can decide for themselves
whether or not to use them.
Theres nothing wrong with players wanting to use cheats, but the GM
has the final say in the matter.
TERM REFERENCES
As you read through this book, you may come across words and terms
you aren’t familiar with. The next few pages contain definitions of all the
terminology that appears in Konosuba TRPG.

Character Section
91
Terminology Lookup 1 (Basics)
This chart provides an explanation of the ter-
minology relating to the game rules used in the
Konosuba TRPG. It should come in handy when
you hear a phrase you don’t know.
Handling fractions
Whenever a fraction occurs during mathematical
operations, such as division, round it down to the
nearest whole number unless stated otherwise.
Reading the dice
Konosuba TRPG uses only six-sided dice to gener-
ate random numbers. Whenever the text refers to
a die or dice, it means six-sided ones. Here is how
to read descriptions of the dice.
•nd6
Roll n number of dice (n being an integer of
1 or more) and add up the results to get the final
generated number. (d6 stands for six-sided die)
•d66
Roll two dice, using one as the tens place and
the other as the ones place. When you roll d66, de-
cide in advance which die will represent the tens
position and which the ones position before roll-
ing. A result will always be from 11 to 66.
RoC
RoC stands for Roll or Choose. This means you can
either roll dice for something or choose a result.
You can also choose after rolling. When a table
or list gives a number, such as 00, that can’t ap-
pear from a dice roll, that choice must be made
voluntarily.
Descriptor format
Konosuba TRPG uses the following stylistic choices
for various game terminology.
New and important terms are bolded (usually in
the section that describes what they mean)
Ability scores are capitalized (such as Agility, Base
Strength, etc.)
Skill names and cheat names are capitalized (such
as Strong Attack)
Trap names and object names are capitalized
When square brackets (“[ ]”) appear in a formula,
it is an indication to substitute whatever’s inside
them for a number.
Game master
GM for short. The player hosting the game. They
deal with what happens during the game, the
data needed, and rules decisions.
Player
A participant in the game other than the GM.
Each player creates a character to be their avatar,
through which they play the game..
Original work
When this book makes mention to the original
work, it’s referring to the original novel series,
Konosuba: God’s Blessing on This Wonderful World!
= 4
=
13
EXAMPLE: Reading Dice
2d6 (nd6)
d66

Konosuba TRPG
92
Terminology Lookup 2 (Rules)
Below is an explanation of the game terminology
relating to the game rules used in Konosuba TRPG.
It should come in handy when you hear a term
you aren’t acquainted with.
HP
Short for hit points. Called vitality in the original
work. Measures a characters physical durability
and decreases with damage taken. It can go below
zero if the character takes damage. When below
zero HP, a character is knocked out and is in danger
of dying.
MP
Short for mental points. Called magic power or
mana in the original work. Decreases when you
use skills, etc. Unlike HP, the lowest MP can go is
zero.
NPC
Short for non-player character. Refers to any
GM-controlled character who doesn’t belong to
a player.
PC
Short for player character. Refers to the charac-
ters whom the players control. Generally, a single
player will only control one character.
Character level
A number measuring a characters strength
and the breadth of experience they have in
adventuring. A higher-level character is typically
more powerful. Character level is sometimes short-
ened to CL.
Class
In the original work, classes were also called jobs or
occupations. A class describes the role a character
has during combat and adventuring. Some exam-
ples include a Warrior, who fights with weapons, or
a Wizard, who uses magic.
Starter class
The classes you can choose from when first
creating your character are called starter classes.
Advanced class
An advanced class is a class that is more special-
ized than a starter class. A character can change to
one of these classes at character level 10 or above.
Skill
Skills include combat techniques, magic spells,
special skills such as lockpicking, and unique traits
such as mental acuity.
Experience points
Points used to track player-character growth.
These are given to the players, not their characters.
Session
A full playthrough of a game of Konosuba TRPG.
Dice roll
Rolling the dice to determine things like wheth-
er an action succeeds or how much damage an
attack does.
Ability score
Numbers measuring a characters strength, intelli-
gence, etc. There are seven ability scores: Strength,
Dexterity, Agility, Intelligence, Perception, Mind,
and Luck. In some places, these are abbreviated as
STR, DEX, AGI, INT, PER, MND, and LUK.
Blessings
An ability representing a player character’s (i.e., a
protagonist’s) possibilities during a session. Using
Blessings grants a player various bonuses, such as
being able to reroll their dice or roll extra ones.
Free action
Any action that can be taken once during a char-
acters Main Process that doesn’t require a minor
action or major action.
Minor action
Any action that can be taken once per round and
doesn’t require an action check.
Move action
Any action that can be taken once per round to
move your character.
Major action
Any action that can be taken once per round that
requires an action check.
Round progression
A term describing the type of progression used in
combat. Split into many units called rounds.

Character Section
93
Terminology Lookup 3 (World)
Isekai
Literally, it means other world, alternate universe,
etc. This game takes place in an isekai—in short, a
world resembling those depicted in fantasy video
games. Unlike modern Japan, magic exists here.
Some parts of civilization and culture are reminis-
cent of the Middle Ages on Earth.
In-universe time period
This game takes place at around the same time
as the first book in the original work. More specif-
ically, when Kazuma and Aqua arrive in the other
world.
Axel
A town where fledgling adventurers gather. The
main setting, both in this and the original work.
Geographically, it is the farthest settlement from
the Demon King’s castle, and the monsters that
appear around it are relatively weak. The town
itself is fortified by stone walls that encircle the
settlement.
Adventurer
In a narrow sense, Adventurer is one of the classes
that a PC can be. In a broader sense, anyone who is
employed by the Adventurers Guild and takes on
jobs like slaying monsters or protecting merchants
is called an adventurer. All the player characters in
this game are adventurers.
Adventurers Guild
A place that organizes and oversees adventurous
quests. The establishment also buys up goods that
adventurers collect during their excursions. It also
serves as a restaurant and pub. People have to
pay 1,000 eris to become a guild member. All the
player characters in this game have already paid
this fee.
Inns
The sleeping facilities used by many adventurers
who don’t have proper homes in Axel. Relatively
highly priced compared with Japan.
Stables
Facilities in Axel meant to shelter horses. People
can stay in these as well and can rent a room for
a cheaper price than at inns. Adventurers without
any extra money stay in these.
The Kingdom of Belzerg
The name of the country Axel is in. As its name
suggests, a monarch reigns over it, with nobles
next in the hierarchy.
Goddess Aqua
A goddess whose job it is to guide the young dead
of Japan. She is also the goddess of water. She was
sending Japan’s dead to this isekai to be heroes,
but after a bit of a mishap, she wound up going to
the isekai herself along with Kazuma.
Axis disciples
Those who worship the goddess Aqua. Those out-
side their number think they’re weirdos and that
it’s best to avoid them.
Goddess Eris
The goddess of fortune and the most widely
revered deity in the isekai. The world’s currency is
also named after her.
Eris disciples
Those who worship the goddess Eris. Said to be
the biggest faith in the isekai. Coincidentally, Axis
followers have a fierce enmity toward Eris and her
disciples.
Crimson Magic Clan
A clan of people with crimson-colored eyes who
live in the Crimson Magic Village. They are born
with extremely potent magical powers and intel-
ligence, making them suited to spell-casting. Gen-
erally speaking, they have very unusual names,
and many act in exaggerated, theatrical ways.
Monsters
Any of the various magical beasts inhabiting the
isekai. They range from goblins and kobolds to
cabbages and lettuce.
The Demon King
The king of the demons. Leads his forces in an in-
vasion of human nations.
The Demon King’s forces
An army with the Demon King at its head. Includes
eight demons called generals.
Hero
Someone who has defeated the Demon King or
has a good chance to in the future. Sometimes,
people reincarnated from Earth are dubbed hero
candidates.

Konosuba TRPG
94
Before Creating a Character
In order to play Konosuba TRPG, you’ll need to make a character. The one
you create will become an adventurer in the world of Konosuba. They
will be your avatar and will go off on all kinds of quests alongside the
characters made by the other players.
Player characters have several ability scores—numbers that represent
things like physical strength or intelligence. They also possess a num-
ber of techniques they have learned, called skills, and various pieces of
equipment like weapons and armor. Part of making your character will
be deciding on all this.
However, characters aren’t represented merely by numbers. Each also
needs a name, a gender, an age, a birthplace, and a past—all the things
that make them unique.
First, we’ll explain how to create a player character in order.
DATA REPRESENTING A PLAYER CHARACTER
As previously stated, player characters consist of several pieces of data—
their race, their class, their ability scores, their skills, their items, and other
personal information such as their name and past. Before creating a char-
acter, we’ll explain each of these elements in detail.
󱄌RACE
The Konosuba TRPG basic rule book allows you to choose one of three
races.
The first is the Reincarnated Person—one who has died on Earth and
has been reborn into a new world by the power of a goddess.
The second is the Native Inhabitant, who was born in the world of
Konosuba and lives there.
And the third is the Crimson Magic Clan Member, a person possessed
of incredible magic powers.
Your race will decide certain external features about your character,
as well as the abilities they had when they were born. Each race also has
classes they’re slightly better suited for, so when choosing a race, you
may also want to think about what class youd like to pick.
Character Creation

Character Section
95
An explanation of each of the races can be found on pages 126
through 131, so please refer to them for more information.
󱄌CLASS
Classes represent your characters role: whether its a Warrior, who spe-
cializes in fighting with a weapon; a Priest, who specializes in healing
magic; or a Wizard, who specializes in attack magic. You can choose one
class for your character.
󱄌ABILITY SCORES
Just like in the real world, the denizens of Konosuba are all unique—
some are strong, others are weak, some are good with their hands, and
others are clumsy. Ability scores are used to denote what physical or
mental advantages and disadvantages a character has.
There are seven ability scores: Strength, Dexterity, Agility, Intelligence,
Perception, Mind, and Luck, each of which has its own fixed value. (Some-
times, these are abbreviated to STR, DEX, AGI, INT, PER, MND, and LUK.)
The lowest a score can be is zero, and there is no limit to how high it can
be. The higher the number, the more it indicates a character excelling in
fields related to that score.
The types of ability scores and what they mean are detailed more on
󱄌SKILLS
If ability scores represent a characters fundamental abilities, then skills
represent their special talents, techniques, and traits. For example, pos-
sessing Athletic Skill would mean a character has high physical abilities,
while a Weapon Skill would indicate their proficiency with a certain
weapon.
Skills come in several types: racial skills, which are unique to each race;
class skills, which are unique to each class; and general skills, which can
be acquired regardless of what sort of class you choose.
There are also enemy skills, which the enemies of the player characters
may possess.
󱄌ITEMS
A characters items include the weapons and armor they have equipped,
as well as the various tools used in adventuring. All a character’s items
form what is called their inventory.
There are three types of items that can be placed in an inventory:

Konosuba TRPG
96
weapons and armor that are currently equipped, or equipment; the
items packed into a backpack or pouch, or belongings; and those re-
maining items that fall into neither category.
󱄌BACKGROUND
A characters Background includes details such as their name, gender,
race, and appearance, as well as their Life Path, which describes things
like their Origin and history.
󱄌HOW TO CREATE A CHARACTER
Below is the explanation on how to create a player character.
You’ll need a copy of a sample character sheet, a copy of a blank char-
acter sheet, a writing implement to write on the latter, plus two dice. Its
easiest to understand how to make a character if you follow along with
the next steps as you do it.
󱄌TWO WAYS OF CREATING A CHARACTER
This book introduces two methods of character creation: quick start
and construction. Players will use either one of these two methods to
create their character. However, if the GM specifies one method or the
other, players should follow that.
QUICK START
Quick start is creating a character based off a sample character who al-
ready has everything but their background decided. On the sample-char-
acter pages, it will list their information along with a visual depiction and
examples of possible settings. By selecting one, then deciding on their
background, you’ll have a complete character.
Quick start creation of characters is explained further on page 98.
CONSTRUCTION
Construction is the other method, where the player will follow a set pro-
cess to freely choose everything about their character. Because theres a
broad amount of information the player needs to know, this takes more
time and effort. If you plan on playing Konosuba TRPG several times, or if
you want your character to have long-term progression, you may want to
choose this option.
The construction process is explained on page 116.

Character Section
97
BACKGROUND
Whether you choose the quick start
method or the construction one, the
process for determining your char-
acters background will be the same.
Whichever you pick, use page 110
to decide on your characters back-
ground.
󱄌CHEATS
Cheats are a form of special ability or
trait based on characters who appear
in the original work. For more infor-
mation on them, please see page 196.
By choosing to use cheats, sessions
will be more bombastic and unpre-
dictable. At the same time, they could
break down the sessions whole pro-
gression.
If the GM decides to permit them, a
character can be made with a cheat.
Character Creation Process
Finished
Background Creation (page 110)
Determining Life Path
•Origin
•Circumstance
•Goal
Deciding name, gender, and age
Deciding appearance, circumstances,
and other background information
Construction (page 116)
Quick Start (page 98)
•Choose a sample character
•Copy their information

Konosuba TRPG
98
Quick Start
Quick Start character creation is made for those
who have never played Konosuba TRPG before and
want to get a taste of it, those who can’t dedicate
too much time to playing, and those who want to
start playing right away.
Quick Start Process
The process for creating a character using quick
start is detailed below.
󱄌Choose a Sample Character
First, select any sample character to serve as your
characters model. Sample characters are listed on
In an actual session, the GM may designate which
sample characters you can use. If that happens,
discuss with the other players which one each of
you will pick from the allowed characters.
By making a full copy of a sample characters
illustration and information page, you’ll be able
to use them in the game right away. (You’re al-
lowed to make duplicates of sample characters for
personal use.) The GM may also copy the sample
characters on their own and have the players
choose from them.
Abbreviations for sample characters
Some of the terms used in the sample characters’
information are abbreviated. Please use the follow-
ing list as reference:
•Setup -> Setup Phase
•Move -> Move action
•Minor -> Minor action
•Major -> Major action
•Before Check -> Right before a check
•After Check -> Right after a check
•Before DR -> Right before rolling for damage
•After DR -> Right after rolling for damage
󱄌Deciding on a Background
After that, you determine the settings for your
character, like their name, gender, and age. Then
select an Origin, Circumstance, and Goal for
becoming an adventurer via the Life Path. Write all
this down, using page 99 as a reference.
page 110 explains how to determine your charac-
ter’s Background.

99
How to Read the Character Sheet
1 Character name
Write the name of the character here.
2 Player name
Write the name of the player here.
3 Character appearance, etc.
Write about the character’s details here, such as
their age, gender, and appearance.
4 Race
Write the character’s race here.
5 Class
Write the character’s class here.
6 Character level
Write the character’s level here.
7 Ability scores, checks
Write the character’s base ability scores and ability
scores here. You should also write down the mod-
ifiers from any skills or items here. The column on
the far-right—Check—should contain the value
used when making checks, as well as how many
dice to roll for them.
8 HP, MP, Blessings
Write the character’s maximum HP, maximum MP,
and Blessings here.
9 Life Path
Write the character’s Origin, Circumstance, and
Goal here.
0 Cheat
Write the character’s Cheat here, if they have one.
Write down its advantages and disadvantages in
the Effect section.
{{ Equipment
Write the character’s equipment here, such as their
weapons and armor.
} Combat
Write down all the values used in combat here,
such as hit checks and dodge checks.
q Special checks
Write down the checks used for special actions,
such as detecting traps and using magic, as well
as any modifier from skills, etc. here.
w Lifestyle
Write the character’s current main lifestyle here.
You may leave this blank.
e Belongings
Write down the character’s belongings here.
r Carrying weight / carrying capacity
Write down the weight of the character’s belong-
ings here, as well as the limit to how many items
they can carry (carrying capacity).
t Funds
Write down how much money the character has
here. Use kiloeris (KE).
y Skills
Write down the racial skills, class skills, and general
skills the character has acquired here. If a skill has
a usage condition, you can note that in the effect
section.

Level Timing Check Target Range Cost
Max
XL
Effects
Page Ref.
Effects
Page Ref.
Character
Level
Character SheetCharacter Sheet
Character nameCharacter name
Player Name
Player Name
Age
Gender
Used Experience Points
RaceRace
Class
Class
Character Experience
Character illustration, etc.
Height
Eye Color
Hair Color
Skin Color
HPHP MPMP
BlessingsBlessings
# of Uses:
Life PathLife Path
Origin
Circumstance
Goal
Cheat
Name
Effects
Cheat
StrengthStrength
Dexterity
Dexterity
AgilityAgility
IntelligenceIntelligence
MindMind
LuckLuck
Base
Ability
Score
Ability
Bonus
Class Mod
Skill
etc.
Check
(# of dice)
Combat
(Ability Score Used)
Combat
(Ability Score Used)
Hit Check (Dexterity)
Attack Power
Dodge Check (Agility)
Physical Defense
Magic Defense (Mind)
Action Points
(Agility + Perception)
Movement (Strength +5)
Check
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Skills Other Total (# of Dice)
Special Checks Special Checks
Detect traps (Perception)
Disarm traps (Dexterity)
Sense threats
(Perception)
Identify enemy
(Intelligence)
Magic check
(Intelligence)
Check Skill Other
Total
(# of Dice)
LifestyleLifestyle
Skills
Skills
Belongings
Belongings
WeightWeight
Belongings
Belongings
WeightWeight
Possession Weight /
Carrying Capacity:
Money
Right Hand
Left Hand
EquipmentEquipment
Head
Body
Other Armor
Accessory
Total
Weight
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Range
Close
d2
d2
d2
d2
d2
d2
d2
2d6
2d6
2d6
2d6
2d6
Reincarnation Boon:
Power of Fate
Additional Blessings
Heavy Attack
Weapon Skill:
One-Handed Sword
Trap Detection Skill
Elemental Rune
Lifesaving Skill
Tinder
Major
Reincarnated Person
Warrior
Long sword
Hat
Cloth armor
Adventurer’s Card
Adventurer’s set
Healing potion
Ruby
Major
Minor
Passive
Passive
Major
Magic
Check
DEX
Hit Check
Passive
Passive
Single
Single
Close
Weapon
Close
Auto
success
Self
Self
Single
Self
Self
188
188
184 Light a small fire
DEX check DL 10. Recovers someone from
being knocked out.
Use 1 ruby. All weapon attacks for the
rest of the Scene become fire element.
+1d6 when detecting traps. (post-calculation)
When using a one-handed sword,
+1d6 to hit checks. (post-calculation)
Weapon attack. Damage +1d6
+1 Blessing (post-calculation)
+1 Blessing (post-calculation)
127
133
137
139
157
164
169
171

You are a Reincarnated Person
who has come to this world from
modern Japan. A whole bunch of
stuff happened, and before you
knew it, you’d started working as
an adventurer. (You’ve done it for
about one light novel’s worth of
time.) You’re scraping by with what
little knowledge you gained in your
modern home world, as well as
your natural luck (or lack of it). But
will you really be able to defeat the
Demon King like this? It certainly
doesn’t seem like it… Maybe it
won’t be so bad just living in this
world as a regular old adventurer.
Reincarnated Reincarnated
AdventurerAdventurer
All right,
lets try using
this here.
Wonder if
it’ll work!”

Level Timing Check Target Range Cost
Max
XL
Effects
Page Ref.
Possession Weight /
Carrying Capacity:
Character
Level
Character SheetCharacter Sheet
Character nameCharacter name
Player Name
Player Name
Age
Gender
Used Experience Points
RaceRace
Class
Class
Character Experience
Character illustration, etc.
Height
Eye Color
Hair Color
Skin Color
HPHP MPMP
BlessingsBlessings
# of Uses:
Life PathLife Path
Origin
Circumstance
Goal
Cheat
Name
Effects
Cheat
StrengthStrength
Dexterity
Dexterity
AgilityAgility
IntelligenceIntelligence
MindMind
LuckLuck
Base
Ability
Score
Ability
Bonus
Class Mod
Skill
etc.
Check
(# of dice)
Combat
(Ability Score Used)
Combat
(Ability Score Used)
Hit Check (Dexterity)
Attack Power
Dodge Check (Agility)
Physical Defense
Magic Defense (Mind)
Action Points
(Agility + Perception)
Movement (Strength +5)
Check
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Skills Other Total (# of Dice)
Special Checks Special Checks
Detect traps (Perception)
Disarm traps (Dexterity)
Sense threats
(Perception)
Identify enemy
(Intelligence)
Magic check
(Intelligence)
Check Skill Other
Total
(# of Dice)
LifestyleLifestyle
Skills
Skills
Belongings
Belongings
WeightWeight
Belongings
Belongings
WeightWeight
Money
Right Hand
Left Hand
EquipmentEquipment
Head
Body
Other Armor
Accessory
Total
Weight
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Range
d2
d2
d2
d2
d2
d2
d2
2d6
2d6
2d6
2d6
2d6
2d6
2d6
2d6
Reincarnation Boon:
Weapon
Cover
Heavy Attack
Weapon Skill:
Two-Handed Sword
Downswing
Athletic Skill
Carrying Skill
Reincarnated Person
Warrior
Great sword
Hat
Leather jacket
Adventurer’s Card
Adventurer’s set
Healing potion
Passive
Passive
Minor
Major
Hit Check
Before
damage roll
Auto
success
Auto
success
Item
Self
Weapon
Self
Self
SelfPassive
Single
Single Close
Self
188
188
184
+12 to carrying capacity (post-calculation)
+1d6 to checks when scaling or jumping
+6 damage on a close-combat attack
When using a one-handed sword,
+1d6 to hit checks. (post-calculation)
Weapon attack. Damage +1d6
Protect a target. Can use once per defense
+2 to the attack power of great sword (post-calculation)
Close
Effects
Page Ref.
Equip Slot: Both
127
135
137
139
136
165
166

You were chosen by a goddess to
live a second life in this new world
and become a hero who will save its
people. Of course, you’ve only just
begun your adventure, and having a
real sword in your hands is nothing
like being a hero in a video game.
In your past life, lifting this hunk
of steel would’ve been impossible.
Yet now you can swing it like it’s
nothing, sprint with all your might,
and slug it out with monsters (yes,
amazingly, there are monsters in
this world) without even breaking a
sweat. You’re not just some nobody.
You are this world’s hero: a warrior
aiming to one day slay the Demon
King.
Great Great
Sword Sword
WarriorWarrior
The
Demon King
must die!
My goal is
to be a
top-class
hero!!”

Character
Level
Character nameCharacter name
Player Name
Player Name
Age
Gender
Used Experience Points
RaceRace
Class
Class
Character Experience
Character illustration, etc.
Height
Eye Color
Hair Color
Skin Color
HPHP MPMP
BlessingsBlessings
# of Uses:
Life PathLife Path
Origin
Circumstance
Goal
Cheat
Name
Effects
Cheat
Base
Ability
Score
Ability
Bonus
Class Mod
Skill
etc.
Check
(# of dice)
Combat
(Ability Score Used)
Combat
(Ability Score Used)
Hit Check (Dexterity)
Attack Power
Dodge Check (Agility)
Physical Defense
Magic Defense (Mind)
Action Points
(Agility + Perception)
Movement (Strength +5)
Check
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Skills Other Total (# of Dice)
Special Checks Special Checks
Detect traps (Perception)
Disarm traps (Dexterity)
Sense threats
(Perception)
Identify enemy
(Intelligence)
Magic check
(Intelligence)
Check Skill Other
Total
(# of Dice)
LifestyleLifestyle
Skills
Skills
Belongings
Belongings
WeightWeight
Belongings
Belongings
WeightWeight
Possession Weight /
Carrying Capacity:
Money
Right Hand
Left Hand
EquipmentEquipment
Head
Body
Other Armor
Accessory
Total
Weight
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Close
Level Timing Check Target Range Cost
Max
XL
Effects
Page Ref.
131
147
148
149
150
171
170
Range
d2
d2
d2
d2
d2
d2
d2
2d6
2d6
2d6
2d6
2d6
2d6
2d6
2d6
Magical Talent
Chanting Skill
Fireball
Magical Enhancement Skill
Mana Convergence
Wind Breath
Create Water
Crimson Magic Clan
Wizard
Magic staff
Hat
Robe
Adventurer’s Card
Adventurer’s set
Backpack
Manatite (XS) ×2
Major
Major
Before
damage roll
Major
Magic
Check
Magic
Check
Magic
Check
Auto
success
Passive
Passive
Single Close
See Effect
Self
SelfPassive
Single
Self
Self
188
188
186
Create one cup of water
Create wind
+2d6 to magic-attack damage, once per Scene
+2d6 to the damage of magic attacks (post-calculation)
Magic attack. 4d6+11 fire damage
+1d6 on magic checks (post-calculation)
+1 on total check scores for magic checks
(post-calculation)
Character SheetCharacter Sheet
StrengthStrength
Dexterity
Dexterity
AgilityAgility
Intelligence
Intelligence
MindMind
LuckLuck
Effects
Page Ref.
Equip Slot: Both. Effects
already calculated

You are a red-eyed Wizard of the
Crimson Magic Clan. The Crimson
Magic Clan members are a people
with a high affinity for magic, and
you are no exception, having been
born with the talents to become a
Wizard. Since childhood, you have
been destined for great things (as
many of the Crimson Magic Clan
declare themselves to be), and now
you’ve set forth on an adventure,
seeking a hero to save the world.
You will be the greatest Wizard the
world has ever seen, ever at the
hero’s side. This you vow, and you
will never stray from the path.
Crimson Crimson
WizardWizard
“My primordial
flame contains
the power to
destroy the
world! Fire…
(breathes) ...
baaaaaaaall!!”

Character
Level
Character nameCharacter name
Player Name
Player Name
Age
Gender
Used Experience Points
RaceRace
Class
Class
Character Experience
Character illustration, etc.
Height
Eye Color
Hair Color
Skin Color
HPHP MPMP
BlessingsBlessings
# of Uses:
Life PathLife Path
Origin
Circumstance
Goal
Cheat
Name
Effects
Cheat
StrengthStrength
Dexterity
Dexterity
AgilityAgility
IntelligenceIntelligence
MindMind
LuckLuck
Base
Ability
Score
Ability
Bonus
Class Mod
Skill
etc
Check
(# of dice)
Combat
(Ability Score Used)
Combat
(Ability Score Used)
Hit Check (Dexterity)
Attack Power
Dodge Check (Agility)
Physical Defense
Magic Defense (Mind)
Action Points
(Agility + Perception)
Movement (Strength +5)
Check
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Skills Other Total (# of Dice)
Special Checks Special Checks
Detect traps (Perception)
Disarm traps (Dexterity)
Sense threats
(Perception)
Identify enemy
(Intelligence)
Magic check
(Intelligence)
Check Skill Other
Total
(# of Dice)
LifestyleLifestyle
Skills
Skills
Belongings
Belongings
WeightWeight
Belongings
Belongings
WeightWeight
Possession Weight /
Carrying Capacity:
Money
Right Hand
Left Hand
EquipmentEquipment
Head
Body
Other Armor
Accessory
Total
Weight
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Range
d2
d2
d2
d2
d2
d2
d2
2d6
2d6
2d6
2d6
2d6
2d6
2d6
2d6
Versatility
Saint Shield
Power
Heal
Lifesaving Skill
Negotiation Skill
Native Inhabitant
Priest
Light mace
Hat
Cloth armor
Holy symbol
Adventurer’s Card
Adventurer’s set
Backpack
Manatite (XS) ×2
Passive
Major
Major
Magic
Check
Magic
Check
Level Timing Check Target Range Cost
Max
XL
Effects
Page Ref.
Auto
success
After
damage roll
Passive
Self
Single CloseDEX
SelfMajor
Single
Single
Self
188
188
186
+1d6 to Spirit checks for negotiation and persuasion
DEX check DL 10. Recovers someone from
being knocked out.
Restores 4d6+3 HP
+6 damage to a weapon attack
Reduce damage by 2d6, once per defense
+1 to Base AGI, Base PER, and Base LUK (post-calculation)
Character SheetCharacter Sheet
Effects
Page Ref.
+1d6 to Heal’s effects
(post-calculation)
Close
192
129
145
143
142
169
169

You are a Priest working as an
adventurerthe healer every
party needs. A holy goddess who
shepherds her flock has given
you guidance and strength. And
now you have begun walking the
path of an adventurer. You’ve set
forth to use your abilities, your
restorative magic, for those who
seek it out. Your fellow adventurers
have welcomed you warmly, and
you’ve come to realize that being
an adventurer is your calling in
life. There was no mistake in your
patron deity’s guidance. You pray
for the world, for those in it, and for
the rest of your party.
Compassionate Compassionate
PriestPriest
“Our holy
goddess, who
brings forth
everlasting
love, please
hear my
prayer!”

Combat
(Ability Score Used)
Combat
(Ability Score Used)
Hit Check (Dexterity)
Attack Power
Dodge Check (Agility)
Physical Defense
Magic Defense (Mind)
Action Points
(Agility + Perception)
Movement (Strength +5)
Check
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Skills Other
Total (# of Dice)
Special Checks Special Checks
Detect traps (Perception)
Disarm traps (Dexterity)
Sense threats
(Perception)
Identify enemy
(Intelligence)
Magic check
(Intelligence)
Check Skill Other
Total
(# of Dice)
LifestyleLifestyle
Skills
Skills
Belongings
WeightWeight
Belongings
Belongings Belongings
WeightWeight
Possession Weight /
Carrying Capacity:
Money
2d6
2d6
2d6
2d6
2d6
2d6
2d6
2d6
Versatility
Speed Rush
Run Through /
Before damage roll
Weapon Skill: Dagger
Trap Detection Skill
Investigation Skill
Tracking Skill
Adventurer’s Card
Adventurer’s set
Backpack
Manatite (XS) ×2
Healing potion
Passive
Passive
Auto
Sucess
Level Timing Check Target Range Cost
Max
XL
Effects
Page Ref.
Hit check
Major
Passive
Self
Self
Single
Choose
SelfPassive
Self
Area
Self
+1d6 to PER checks when gathering information
+1d6 when detecting traps. (post-calculation)
+1d6 on hit checks (post-calculation)
+2d6 damage on a weapon attack
When targeting 2+ targets, +2 damage
+1 to Base AGI, Base PER, and Base LUK (post-calculation)
Character
Level
Character nameCharacter name
Player Name
Player Name
Age
Gender
Used Experience Points
RaceRace
Class
Class
Character Experience
Character illustration, etc.
Height
Eye Color
Hair Color
Skin Color
HPHP MPMP
BlessingsBlessings
# of Uses:
Life PathLife Path
Origin
Circumstance
Goal
Cheat
Name
Effects
Cheat
StrengthStrength
Dexterity
Dexterity
AgilityAgility
IntelligenceIntelligence
MindMind
LuckLuck
Base
Ability
Score
Ability
Bonus
Class Mod
Skill
etc
Check
(# of dice)
Right Hand
Left Hand
EquipmentEquipment
Head
Body
Other Armor
Accessory
Total
Weight
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Close
Range
Native Inhabitant
Thief
Dagger
Hat
Cloth armor
Thief’s tools
Character SheetCharacter Sheet
Buckler
Passive
+1d6 to PER checks when tracking another
2d6
2d6
2d6
2d6
2d6
2d6
2d6
184
188
188
190
Effects
Page Ref.
+1 to disengaging traps
(post-calculation)
192
129
156
155
157
157
168
169

You’re a Thief. That doesn’t make
you a criminal, of course—it’s
just the class written on your
Adventurer’s Card. You have many
jobs, only one of which is combat,
and you have to use your head in
many situations. You don’t know
who’s the smartest one in the party,
but you do know you’re the one
who thinks the most. That means
you inevitably confront dangers like
traps on your own. You hog all the
risks while your comrades watch
over you. And that momentary pang
of absolute loneliness, despite them
being there for you, is thrilling.
Explorer Explorer
ThiefThief
“Heh-heh-heh!
This trap’s
so simple ,
its got me
yawning!”

Konosuba TRPG
110
Deciding on a Background
After using the quick start method or the con-
struction method to determine all the statistics,
items, and other information for your character,
you’ll determine your Background. This Back-
ground includes information like your character’s
name, age, and gender, as well as their upbringing,
past events, and objectives in their Life Path.
Life Path
A characters Life Path consists of three things: an
Origin, which describes your characters upbring-
ing; a Circumstance, which is an event from your
characters past; and a Goal, or the reason your
characters quests.
To determine these things, RoC using the proper
tables for each.
Life Path tables are separated per race into Rein-
carnated Person, Native Inhabitant, and Crimson
Magic Clan. When deciding your characters Life
Path, use the table for their race.
󱄌Origin
Your character’s Origin describes what kind of en-
vironment they were born and raised into. Roll two
dice, using one as the ones digit and the other as
the tens digit, to generate a result between 11 and
66. (Decide which die will be which before rolling.
It may help to use differently colored dice.) Then
find your result on the proper Origin Table (pages
111113) and write it in the Origin section of your
character sheet.
Reincarnated Person Origins
Reincarnated Person Origins describe what
brought the character to the world of Konosuba.
󱄌Circumstance
Your characters Circumstance describes some
past event they encountered. Like your character’s
Origin, you may determine this by either rolling on
the table on page 114 or by choosing your own. In
either case, write it in the Circumstance section of
your character sheet.
󱄌Goal
Your characters Goal describes what they seek by
adventuring. Like your character’s Origin, you may
determine this by either rolling on the table on
page 115 or by choosing your own. In either case,
write it in the Goal section of your character sheet.
Other Details
Players can freely determine the following de-
tails for themselves. Decide on each one, then
write them in the appropriate sections of your
character sheet.
󱄌Name, Gender, Age
Players can decide all these for themselves. When
using quick start, they can also change the sample
characters’ appearance and background informa-
tion. Just because the illustration shows a male
character doesn’t mean you have to make them
one. The same goes for age. Players should decide
for themselves.
󱄌Appearance
We recommend basing details like hair color, eye
color, skin color, height, and weight on the details
of each race. For those who can draw, feel free to
use the provided space on the character sheet to
depict your characters appearance.
󱄌Miscellaneous Details
Players can come up with other information that
doesn’t go on the character sheet. Things like
friends, family, events in their lives, or other unique
physical traits. However, these may create a con-
flict with the scenario the GM has prepared, so if
you decide to do this, discuss it closely with the
GM and have everyone agree to these extra char-
acter details.

Character Section
111
󱄌
Origin Table (Reincarnated Person) RoC (d66)
Roll Origin Description
00 Free Discuss with the GM and determine an Origin for yourself.
11~12 Truck
By another’s accident or your own bad luck, you were—nearly—run over. But when you
came to, you were somewhere you’d never seen before, sitting in a simple chair.
13~14 Gunshot Did you protect someone? Wrong place wrong time? Or did someone use you as a shield?
Right after hearing the ring of a gunshot, you found yourself sitting in a simple chair.
15~16 Smartphone You got a message on your smartphone. The moment you looked down to check it, you
were somewhere you’d never seen before, sitting in a simple chair.
21~22 Dream You had a dream of that world. You know the one—the one you’ve always fantasized
about. When you awoke from the dream, you were somewhere you’d never seen before,
sitting in a simple chair.
23~24 Video game You were playing an RPG on a console or handheld you borrowed from someone. The
next thing you knew, you were somewhere…you recognized, actually. It was the world in
the game.
25~26 Fog You got lost in a thick fog that appeared out of nowhere. After escaping the mist, you
found an unfamiliar landscape sprawling out before you.
31~32 Shooting
Star
You’ve always wished on shooting stars. Like that one. It’s pretty…but isn’t it a little close?
The next thing you knew, you were sitting in a simple chair.
33~34 Hole You peered over the edge of a hole, and then someone pushed you from behind.
Curiously, you kept falling. The next thing you knew, you were sitting in a simple chair.
35~36 Voice from
Above
You heard the voice of what must have been a beautiful goddess in your mind. That voice
apparently mistook you for someone else. The next thing you knew, you were sitting in a
simple chair.
41~42 Stairs You took the fall trying to save someone else. Your vision spun and spun. The next thing
you knew, you were sitting in a simple chair.
43~44 Lightning A bolt struck you before you had the time to prepare for death or even feel it. The next
thing you knew, you were sitting in a simple chair.
45~46 Violence You got wrapped up in someone else’s fight. Sharp pain shot through you. The next thing
you knew, you were sitting in a simple chair.
51~52 Magic Circle A weird pattern, like a magic circle, suddenly appeared underneath an acquaintance. You
were caught in the pattern…and the next thing you knew, you were sitting in a simple
chair.
53~54 Video You just happened to glance at a video. Then you felt like you were being sucked into the
screen… The next thing you knew, you were sitting in a simple chair.
55~56 Strange
Door
You noticed a door that seemed new and out of place. Idly, you opened it…and the next
thing you knew, you were sitting in a simple chair.
61~62 Flash of
Light
One day, there was a sudden and intense flash of light before your eyes. The next thing
you knew, you were sitting in a simple chair.
63~64 Beaten You were beaten up by a whole group. The pain and humiliation caused you to pass out.
The next thing you knew, you were sitting in a simple chair.
65~66 Unknown Suddenly, you found yourself sitting in a simple chair. And in front of you was a beautiful
goddess, beaming at you.

Konosuba TRPG
112
󱄌
Origin Table (Native Inhabitant) RoC (d66)
Roll Origin Description
00 Free Discuss with the GM and determine an Origin for yourself.
11~12 Hero One or more of your parents are well-known and respected by some as heroes. This has
influenced you in many ways.
13~14 Royalty/
Nobility
You are the child of royalty or nobility. During your youth, you received an excellent
education.
15~16 Knight One or more of your parents are active knights. You’ve traveled with them before as an
attendant.
21~22 Adventurer Like you, one or more of your parents are adventurers. Your first adventure was a family
vacation.
23~24 Mercenary One or more of your parents are mercenaries. They’ve fought in many places, always
bringing you along.
25~26 Secret
Agent
Your clan lives in the shadows and walks among them. Hired by royalty, nobility, and
influential merchants, espionage and sabotage are the names of your game.
31~32 Priest One or more of your parents are priests. You may decide if they were part of the Church
of Eris, the Church of Axis, or faithful to some other god or goddess.
33~34 Wizard One or more of your parents are wizards. You’ve inherited a lot of magic knowledge from
them.
35~36 Adventurers
Guild
Member
One or more of your parents work at the Adventurers Guild and deal with other
adventurers. Adventurers are the closest adults to you in your life.
41~42 Scholar One or more of your parents are scholars. Your childhood home was littered with many a
magical item.
43~44 Merchant One or more of your parents are merchants. You grew up learning their trade and how to
negotiate with customers. Now those experiences are bearing fruit.
45~46 Hunter One or more of your parents are hunters. They’ve taught you all there is to know about
survival and camping out.
51~52 Drifter One or more of your parents are drifters, always on a journey. You’ve gone with them,
traveling to many places and seeing many things.
53~54 Fighter One or more of your parents are competitive martial artists in the arena. The arena is
constantly fraught with danger. That nervous, tingling feeling has always been a part of
you.
55~56 Organized
Crime
One or more of your parents are members of an organization that does sabotage and
assassination. You’ve seen it all—whether you wanted to or not.
61~62 Ex-Convict One or more of your parents have committed a crime or were otherwise arrested for
something they didn’t do. You’ve always had to live in secret.
63~64 Demon One or more of your parents are demons. A dreadfully dark bloodline flows through your
veins.
65~66 Civilian One or more of your parents are normal people living in a town or village. No matter what
happens, they keep on living: a strength only a normal person can have.

Character Section
113
󱄌
Origin Table (Crimson Magic Clan Member) RoC (d66)
Roll Origin Description
00 Free Discuss with the GM and determine an Origin for yourself.
11~12 Hero One or more of your parents are well-known great magicians praised as heroes. The only
issue: People laugh when they hear their names.
13~14 Ruler You come from the ruling class of the Crimson Magic Clan. Your family enjoys a financial
level free of any issue, and you lead a high-quality lifestyle.
15~16 Warrior One or more of your parents work as warriors, an uncommon job for Crimson Magic Clan
members. You’ve always felt conflicted when seeing them.
21~22 Adventurer Like you, one or more of your parents are adventurers. Your first adventure was a family
vacation.
23~24 Mage for
Hire
One or more of your parents are mages for hire. They found employment—and food—in
many a place. For some reason, you never stayed in one place for very long.
25~26 Magic Ninja Your family has a shadowy history of professionals using their magical capacities for
stealth and infiltration.
31~32 Sage One or more of your parents were not only notable wizards, but also highly devout
priests. Many people visited them to hear their words of advice.
33~34 Spell-Caster One or more of your parents are excellent spell-casters. Though this is true of many
Crimson Magic Clan members, they are a cut above.
35~36 Guild
Support
Member
One or more of your parents work for the Adventurers Guild in a support role, mainly
appraising magic items and removing curses from them.
41~42 Magic
Appraiser
One or more of your parents appraise magical items. Your home is littered with many
rather dangerous articles because of it.
43~44 Magic
Merchant
One or more of your parents are merchants of magic who deal in rare magical items
worth fortunes. You’ve come to grow proud of them somehow.
45~46 Extremely
Poor
One or more of your parents staked everything they had on increasing their wizard
powers, leaving you in ruinous financial straits.
51~52 Wandering
Mage
You traveled extensively with one or more of your parents. You’ve gone to many places
and seen many things, but you never figured out why you were traveling.
53~54 Magic Name
of Death
One or more of your parents are people who fight with magic powers… Well, actually,
they’re assassins who kill with magic. But you only learn of that much later.
55~56 Mystery
Society
One or more of your parents are members of a secret society shrouded in mystery. They
threw themselves into all sorts of missions at the society’s behest.
61~62 Runaway One or more of your parents are running from some sort of large power, an organization,
or an individual. They protected you, always making sure you were hidden.
63~64 Demon One or more of your parents are demons. A dreadfully dark bloodline flows through your
veins.
65~66 Civilian One or more of your parents don’t possess abundant magic power despite being Crimson
Magic Clan members. Instead, they lead a normal, down-to-earth life in town.

Konosuba TRPG
114
󱄌
Circumstance Table RoC (d66)
Roll
Circumstance
Description
00 Free Discuss with the GM and determine a Circumstance for yourself.
11~12 Master You have a master who taught you how to live and/or the techniques and skills you know.
13~14 Alone in the
World
You’ve parted with your family—whether because you were separated in an incident or
disaster, or because they’ve died—and have been living on your own.
15~16 Wounded/
Sickly
You were once stricken by a grave wound or illness. The experience greatly affected your
views on life and death.
21~22 Stepparents You were raised by stepparents. You may decide the reason for it, your relationship to
your birth parents, and your feelings on the situation as you wish.
23~24 Revelation You heard the beautiful voice of a goddess. You have been chosen by her to accomplish
something grand. Probably. Maybe.
25~26 Stolen Something was stolen from you. Maybe it was a treasure, someone precious to you, or
something else entirely. But it was of great importance to you.
31~32 Fallen Circumstances led to you losing your societal status, abundant wealth, or family honor.
After that, your family was a shadow of its former self, fallen into ruin.
33~34 Lost You lost something important. Maybe it was a treasure, a family member, or something
else entirely. But it must have been dear to you.
35~36 Traveler You’ve traveled to faraway continents and unexplored lands. How long have you been
traveling like this? And yet the journey never seems to end.
41~42 Identity You alone know of your true identity. You haven’t revealed it to anyone. Will the day even
come where you reveal your secret to someone?
43~44 Amnesia You have no memories of your past. You’ve lost either a part of your memories thus far or
memories about who you were before.
45~46 Great
Success
You did something that was met with great success in the past. You’re proud of having
done it, or perhaps, you don’t think it was a triumph at all.
51~52 Promotion You were promoted up the Guild’s ranks. Or perhaps, you gained a noble status from your
adventures. You may have also been a slave who became free.
53~54 Best Friend There’s someone you’re close enough with to call your best friend, or perhaps, they’re
your lover. You can decide the details for yourself.
55~56 Drifter You’ve traveled the world, either by your own volition or because of a particular situation.
And you’re only here now as part of this journey.
61~62 Betrayal You were betrayed. Was it by someone you trusted? Someone in a business deal? A
quest-giver? A sponsor? Whichever it was, it left you with a psychological scar.
63~64 Quiet Life You’ve lived a normal, peaceful civilian’s life without any particular trouble.
65~66 Goddess’s
Secret
You accidentally learned a certain goddess’s secret. And now that you know, you will
always be in danger.

Character Section
115
󱄌
Goal Table RoC (d66)
Roll Goal Description
00 Free Discuss with the GM and determine a Goal for yourself.
11~12 Money! Money is your goal. That’s what you need to get by in this world. Is there anything you
can’t buy with it? If there is, you have no interest in that commodity.
13~14 Training Your goal is training. You want to hone your body and mind in order to reach greater
heights.
15~16 Quest You act in the interests of slaying the Demon King—what that beautiful goddess wanted
from you. You’re certain you will accomplish this great quest.
21~22 Curiosity Your goal is to satisfy your own curiosity. You fully realize this will put you in danger. But
you cannot stop.
23~24 Fate You’re on a journey, guided by the fate bequeathed to you by a wondrous goddess. Until
that destiny is brought to fruition, you will keep on walking.
25~26 Revenge You’re out for revenge. You haven’t gotten it yet. Perhaps you lack the strength, or you
don’t know who exactly to take revenge on, but that flame always burns within your
chest.
31~32 Love to Fight You love battle. Narrowly escaping the jaws of cruel and unusual death with nothing but
your own strength makes you feel truly alive.
33~34 Searching
for Someone
Your goal is to find someone. Where could they be? You may decide for yourself what
relationship you have with them and/or the reasons for your search.
35~36 Bread-
winning
You work as an adventurer to support someone special, or the rest of your family. What
money you make from it goes to keeping them clothed and fed.
41~42 Forced You act at the will of another, and it doesn’t matter what you think of it. You don’t have a
choice.
43~44 Flight You’re being pursued by someone. You can’t stay in one place for very long. The reason
you act is to escape pursuit.
45~46 Justice You travel to see your own brand of justice enacted. To bring a blessing upon this world
that is so different from your own ideals.
51~52 Friendship Your goal is to save a certain friend. You’re not looking for a reward. Everything is for
them—and for the friendship you share.
53~54 Retake Your goal is to take back something that was once stolen from you. That is why you act.
55~56 Looking for
Something
You’re on a quest for something. It could be a great power, treasure, or a way to return to
your homeland—but obtaining it is your goal.
61~62 Aspiration You’ve always thought the world of adventurers. Maybe you aspire to do adventuring
work just like them, or perhaps, you want to be a famous adventurer one day.
63~64 Demon King Your goal is defeating the Demon King. You will make a name for yourself as an
adventurer, slay the Demon King, and bring blessings upon this world. That is why you
act.
65~66 No Goal You don’t have a particular drive right now. However, you are still living peacefully. That’s
whats important in life. Why get ahead of yourself and have some lofty goal?
* Players may freely decide on the specific details of these Goals or talk with the GM to determine them.

Konosuba TRPG
116
Construction Process
Q
Choose a Race
W
Choose a Class
E
Acquire Skills
R
Determine Ability Scores
T
Acquire Items
Y
Determine Secondary
Ability Scores
U
Determine Blessings
I
Determine Character
Level
O
Determine Background
In contrast to the quick start method (page 98),
construction allows you to pick and choose all the
things that go into making your character.
Deciding on a Race
Choose either Reincarnated Person, Native Inhabi-
tant, or Crimson Magic Clan Member, then write it
on your character sheet.
󱄌Determining Base Ability Scores
First, determine your character’s base ability
scores. On the lower part of your record sheet,
there is a table for calculating base ability scores.
Using this will make it easy to determine what the
numbers should be.
Refer to the base ability score table on page 120
and write the base ability scores—Strength,
Dexterity, Agility, Intelligence, Perception, Mind,
and Luck—for your chosen race in the Race
column of the base ability score table on the
record sheet. These scores are called base Strength,
base Dexterity, etc.
Allotting bonus points
When creating your character, you are given 5 bo-
nus points. Assign these freely to whatever base
ability scores you like. You can put all 5 into a single
ability score or use 1 on five different ones. How-
ever, none of your base ability scores may go over
13 while creating a character, so you can’t assign
any points to bring a base ability score beyond 13.
Write the assigned bonus points in the Bonus col-
umn of the base ability score table on your record
sheet.
Determining ability bonuses
Your base ability score plus the bonus points
you put into them become your final base ability
scores. Use the base ability score table on your re-
cord sheet to total them up.
Next, divide each final base ability score by 3 to
determine your ability bonuses. Ability bonuses
won’t be used in the game, but this value is the
basis for ability scores.
Write both your final base ability scores and ability
bonuses in the appropriate sections of your char-
acter sheet.
Deciding on a Class
Next, you’ll decide what class your character will
be. Each character can be one class at a time.
Construction

Character Section
117
󱄌 Deciding on a Class
Your characters class describes their abilities and
role in combat.
For example, Warriors stand on the front line and
use their weapons to deliver strong blows to the
enemy, while Wizards attack using magic from the
rear. Priests can heal and support the rest of the
party. Each class has a different way of fighting. See
pages 132165 for more details.
The class you settle on will determine what it is
you should be doing in the game. Choose one of
the twelve starter classes and write it in the Class
section of your character sheet.
󱄌Class Modifiers
Each class gains modifiers, called Class Modifiers,
to ability scores. For example, Warriors gain more
Strength so that they can use heavy weapons and
Dexterity so that they can use those weapons well.
Refer to the class modifier table on page 120, then
write your class’s modifiers in the Class Modifiers
column on your character sheet.
󱄌Races and Classes
This book states to select a race first, then a class,
but you can do it backward if you wish. Its up to
you which one you want to decide on first.
If you’re having trouble choosing a race, the Native
Inhabitant is the recommended option, as they
work well with every class.
Acquiring Skills
Decide which skills your character has learned. For
how to read the skill lists, refer to pages 122125.
󱄌Choose a Race-Based Skill
Choose one skill with Timing: On creation from the
list of skills for the race you chose. At this point,
you cannot choose any skills without Timing: On
creation. Write this skill and its information in the
Skills section of your character sheet.
󱄌Choose Class-Based Skills
Aside from your starting skill, acquire five levels’
worth of skills from the list of skills for the class
you chose. You may learn one level of five different
skills or learn fewer skills to raise one or two
of them to level 2. Write all the class skills you
acquired, along with their information, in the Skills
section of your character sheet.
During character creation, you can’t raise a skill
level to higher than 2.
Acquiring skills as an Adventurer
Adventurers are a special class. While they only
have a single class skill—Additional Blessings—
they are able to learn skills from other classes.
However, an Adventurer must acquire Additional
Blessings on creation.
Read more about acquiring skills when creating
an Adventurer character in the Adventurer class
section. See page 133.
󱄌Choosing General Skills
Choose two general skills and acquire both at level
1. Write these in the Skill section of your character
sheet.
Determining Ability Scores
Once you’ve decided on your class, race, and skills,
you have everything you need to determine your
ability scores. Depending on what skills you ac-
quired, certain base ability scores may increase.
In these cases, recalculate the appropriate base
ability score and write the new value in the appro-
priate column.
Finally, your ability scores are determined by
adding your ability bonuses to your class’s Class
Modifiers. Calculate each one of these individually
and write them in the Ability Scores section of
your character sheet.

Konosuba TRPG
118
Acquiring Items
Player characters possess 500 KE upon creation.
Choose the items you’ll need for your adventure,
such as weapons, armor, and tools, from the item
lists and purchase them. If you don’t know what to
buy, it may help to refer to the sample characters.
Write your purchased items and remaining money
in the Equipment or Belongings section of your
character sheet.
In addition, player characters receive an Adventur-
er’s Card (page 192) upon creation without spend-
ing any money.
Equipment and Belongings
According to the rules, any weapons and armor
that you have set to be usable at any time (the
ones in your Equipment section—this is called
having them equipped) are called equipment. Your
equipment is separate from anything else you’re
walking around carrying, called belongings.
Item Types and Equipment Limitations
A character can equip items to six places, or slots:
right hand, left hand, head, body, support ar-
mor, and accessory. Each slot can only have one
item equipped at a time. Items you can equip are
divided into four types: weapon, shield, armor, and
accessory.
The equipment slots for weapons and shields
are written slightly differently. See Equip Slot on
Equipment restrictions
Shields and armor can only be equipped by class-
es that meet the equipment requirements for
those items. Each class’s equipment restrictions
are listed on page 120 in the Class Modifier Table.
Weight Limit
Each item has a weight associated with it. Your to-
tal weight—consisting of items equipped to your
left hand, right hand, head, body, support armor,
and accessory slots, and your belongings—can-
not exceed your base Strength stat.
Determining Secondary Ability Scores
Secondary ability scores are special ability scores
derived from ability scores, equipment, and other
factors. These are mainly used in combat.
HP
HP is a measure of your character’s physical en-
durance. This is called vitality in the original work.
Your character’s HP will decrease when taking at-
tacks from weapons or magic and getting caught
in traps—anything that would hurt or otherwise
exhaust you. There is no lower limit on HP; some-
times, it may drop below zero.
Maximum HP
The highest HP your character can have, deter-
mined when you create them, is called maximum
HP, or max HP for short. HP lost from damage can
be recovered in a variety of ways, but it can nev-
er go above the character’s max HP. A character’s
max HP can be calculated via the following formu-
la. Write the result in the HP section of your charac-
ter sheet. For class starting-HP values, refer to the
Class Modifier Table on page 120.
Max HP = Base Strength Score + Class Starting HP
+ Skill Modifiers
MP
MP is a value expressing the well of strength your
character draws from to use magic and other skills.
This is called magic power or mana in the original
work. This generally only decreases when you use
skills. Unlike HP, MP has a minimum of 0 and can-
not go below that.
Maximum MP
The highest MP your character can have, deter-
mined when you create them, is called maximum
MP, or max MP for short. Typically, MP is lost when
a character uses skills, but it can be recovered in a
variety of ways. However, it can never go above a
characters max MP. A character’s max MP can be
derived via the following formula. Write the result
in the MP section of your character sheet. For class
starting-MP values, refer to the Class Modifier Table
Max MP = Base Mind Score + Class Starting MP +
Skill Modifiers
Action Points
A characters Action Points are a secondary abil-
ity score representing how quickly they can take
initiative, which determines the order in which
characters act. Action Points can be derived via
the following formula. Write the result in the Ac-
tion Points section of your character sheet.
Action Points can be negative due to various
modifiers.
Action Points = Agility + Perception + Equipment
Modifiers + Skill Modifiers
Movement
A characters Movement is a secondary ability
score representing how much distance they can
cross during battle and is expressed in meters.
Movement can be derived by the following

Character Section
119
formula. Movement has a minimum of 0. If it is
ever 0, the character is unable to move. See page
225 for more on Movement. Because of this, the
Movement Modifiers on a characters equipment
must not bring a characters Movement to 0 or
less. Make sure not to let your Movement hit 0 or
below as a result of the items you equip.
Movement = Strength + 5 + Equipment Modifiers
+ Skill Modifiers
Determining Blessings
Blessings represent a character’s power to stand
against fate or to make fate their ally. With this
power, they can do great things, such as achieving
feats beyond their normal capabilities and
delivering even more powerful blows.
All player characters have Blessings as the
protagonists of the story.
For how to use Blessings, see page 235.
On creation, a player character has 5 Blessings.
Write this value in the Blessings section of your
character sheet.
Determining Character Level
Your character level is a value representing how
strong your character is. They’re written as first-
level, second-level, etc., or simply level 1, level 2, etc.
A characters character level on creation is 1.
Deciding on a Background
Finally, use the process described on page 110
to determine your character’s traits, their Origin,
other Life Path details, and things like their name
and gender.

Konosuba TRPG
120
Base Ability Score Table
Race STR DEX AGI INT PER MND LUK
Native
Inhabitant
9 8 8 8 8 8 8
Reincarnated
Person
8 9 8 9 8 7 8
Crimson Magic
Clan Member
7 8 8 10 7 10 7
Class Modifier Table: Starter Classes
Class STR DEX AGI INT PER MND LUK
Starting
HP
Starting
MP
HP
Gain
MP
Gain
Equipment
Requirements
Warrior +2 +2 +2 - - - - 26 20 +14 +8 Warrior
Priest - +2 - +2 - +2 - 22 24 +10 +12 Priest
Wizard - - - +2 +2 +2 - 20 26 +8 +14 Wizard
Thief
- +2 +2 - +2 - - 24 22 +12 +10
Thief
Adventurer 1 1 +1 +1 +1 +1 +1 23 23 +10 +10 -
Archer - +2 +1 - +2 - +1 24 22 +12 +10 Thief
Elemental Master
- - +1 +2 +2 +1 - 22 24 +8 +14 Wizard
Creator - +1 +2 +1 +2 - - 23 23 +11 +11 Thief
Swordfighter
+1 +2 +2 - +1 - - 26 20 +14 +8
Warrior
Knight +2 +1 +1 - - +2 - 26 20 +14 +8 Warrior
Lancer +2 +2 +1 - +1 - - 26 20 +14 +8 Warrior
Rune Knight +1 +2 +1 +1 - +1 - 24 22 +12 +10 Warrior
Class Modifier Table: Advanced Classes
Class STR DEX AGI INT PER MND LUK
Starting
HP
Starting
MP
HP
Gain
MP
Gain
Equipment
Requirements
Crusader +3 +2 +2 - - +1 - - - +20 +10 Warrior
Arch-priest - +2 - +2 - +3 +1 - - +14 +16 Priest
Arch-wizard - - - +3 +3 +2 - - - +12 +18 Wizard
Assassin
- +2 +3 - +3 - - - - +16 +14
Thief

Character Section
121
Skill Lists
As explained on page 95, skills represent the techniques, combat arts,
and magic that a character knows. They span many fields; a character
may have a great deal of knowledge in a specific topic, specialize in lo-
cating and disarming traps, be accustomed to wielding giant swords, or
have the ability to use offensive magic.
The details for all these skills are listed in this section, along with illus-
trations and descriptions for each of the races and classes in the game.
For what each of the sections in the skill lists mean, see pages 122125,
and for how to use them, see page 194.
Skill Levels
Each skill has a certain skill level, shortened to SL. When a character first
acquires a skill, its skill level is 1.
Some skills’ effects will be bolstered each time a player raises its SL.
Skill levels can be increased when creating a character or when the
character gains a character level. However, in general, skills cannot be
raised above their max SL, which is different for each skill.
Advanced Classes
Pages 172179 list the advanced classes, which are better versions of
specific classes. You can’t choose any of these when first creating your
character; you can only choose one when your character has reached CL
10 and you decide to class change (page 243).

Konosuba TRPG
122
How to Read the Skill Lists
Types of Skills
Skills are separated into four categories depending
on their requirements: racial skills, class skills, gen-
eral skills, and enemy skills.
Racial Skills
These skills represent things like a Reincarnated
Persons goddess-given powers or a Crimson
Magic Clan member’s immense magical power—
abilities characteristic of their respective races. In
general, a character may only acquire racial skills of
the race they decide on during character creation.
These are listed on pages 126131.
Class Skills
These skills represent many things. The weapon
combat techniques used by a Warrior, the magic-
based attacks of a Wizard, or a Thief’s ability to
move stealthily. Class skills comprise the knowl-
edge, techniques, combat arts, and magic that a
class might specialize in. In general, a character
may only acquire class skills of their current class.
These are listed on pages 132164.
General Skills
These are skills that anyone, no matter the class or
race, may acquire. Many are versatile, meant for sit-
uations a little more specialized than combat, such
as having very specific knowledge, being good at
persuading others, or being able to hold lots of
things. These skills are an expression of a charac-
ter’s own unique traits and characteristics. They are
listed on pages 165171.
Enemy Skills
Skills that enemies use. They’re listed in the same
way that other skills are, but in general, player
characters cannot acquire these. See page 270 for
more details.
▼Adventurers and enemy skills
In the original Konosuba work, Kazuma, an Adven-
turer, learns skills from monsters.
Only Adventurers—and only when permitted by
the GM—may acquire enemy skills, such as ones
that were taught by enemies.
In these cases, the acquired skill should be treated
as an Adventurer’s class skill rather than an enemy
skill.
How to Read Skill Descriptions
This section describes how to read the skill
descriptions.
Whenever any section reads See Effect, that section
is explained in more detail in the Effect section.
Whenever any section contains a −, it means that
section should not be used.
When X or Y is used, that means some sort of let-
ters or numbers would be there.
Q Q Name
The name of the skill.
W W Type
The type of the skill, written to the right of its
name.
•Spell
This means that the skill is a magical spell. They
receive the effects of skills and items that apply
to spells. Some may also have an element, such
as Spell (Earth). Any with multiple elements
are written like Spell (Earth/Fire). When a skill
has an element that the player chooses when
they acquire it, it will say Spell (Choose), and this
becomes whatever element the player chooses.
E E Timing
The specific timing the skill must be used at. Ex-
cluding ones that say Passive, Item, or See Effect,
you may only use one skill in a single timing win-
dow.
X action
When the skill says move action, minor action,
major action, reaction, or the like, you use the skill
as that action.
X Process
When the skill says Setup Process, Initiative Process,
QQCure WWSpell
EE
Timing: Major action
RR
Check: Magic check
TT
Target: Single
YY
Range: 20m
UU
Cost: 5
II
Max SL: 1
OO
Usage Requirements:
PP
Effect: Remove all debuffs from the
target.
{{
Critical: Costs 0
}}
A spell that uses the power of the gods to
detoxify the target or otherwise bring them
back to a normal state.

Character Section
123
Cleanup Process, or the like, you use the skill during
that Process.
•Before/After check
Use the skill right before (or right after) perform-
ing an action check. If it happens after an action
check, the action check’s result is decided on after
using the skill.
•Before/After damage roll
Use this skill right before (or right after) rolling for
damage.
•Passive
Skills with constant effects. Some have require-
ments for the effects to be applied. A character
may use a free action to disable the effects of a
skill with Timing: Passive. They can reactivate the
skill by using another free action. If the passive skill
being disabled would cause some sort of problem,
the GM may disallow the disabling of the skill.
•(Skill name)
If a skill name is in this section, you use this skill at
the same time as the written skill. Unless otherwise
stated, you pay the cost of both skills.
•Item
Any skills with Timing: Item are ones that let you
acquire an item or change the details of an item.
You can apply these things during Preplay (or you
may choose not to). These skills are always in ef-
fect. You cannot sell the items you acquire in this
way, and they are lost during After Play.
•On creation
Occurs alongside another timing type. This means
that a character can only acquire this skill during
character creation, and not during any other point.
R Check
The type of check that needs to be made to use
this skill.
•Auto success
This skill produces its effects simply by declaring
its usage.
•Ability score
Perform an action check using the listed ability
score. In general, there is no difficulty level for
these, and as long as the action-check roll isn’t
a fumble, the skill produces its effects. If a diffi-
culty level is described in the Effect section and
that action check succeeds, then read to see if an
opposition check is required. Only upon winning
that opposition check does the skill produce its
described effects.
•Hit check
Perform a hit check for an attack. If an attack type
is described in the Effect section, perform a hit
check for that type of attack. If the attack succeeds
(e.g., it hits), then the skill produces its described
effects. Some skills require you to make a hit check
for something other than an attack. See the Effect
section of such skills for details.
•Magic check
Perform a magic check. In general, there is no
difficulty level for these, and as long as the magic
check roll isn’t a fumble, the skill produces its ef-
fects. If a difficulty level is described in the Effect
section and that action check succeeds, then read
to see if an opposition check is required. Only
upon winning that opposition check does the skill
produce its described effects.
In addition, when performing a magic attack, a
magic check is treated as a hit check as well.
•Dodge check
Perform a dodge check. Upon passing the dodge
check and evading the attack, the skill produces
effects. You cannot use these skills for reaction
checks that are not dodge checks.
TTarget
The target the skill’s effects apply to. The skill’s user
decides on the target based on what the skill al-
lows. If the target listing is followed by an asterisk,
it means the target listing cannot be altered by the
effects of any other skills, items, or by other means.
•Self
The only valid target is the skill’s user.
•Single
The skill’s target may be any one character.
•Area
The skill targets all characters in an Engagement.
If it says Area (Choose), the skill’s user may freely
decide which characters inside that Engagement
to target. If it says Area (X targets), the skill targets
up to that listed number of characters within that
Engagement.
•Scene
The skill targets all characters. If it says Scene
(Choose), the skill’s user may freely decide which
characters in that Scene to target.
YRange
The maximum range the target of the skill can be
at.
Xm
The target or targets must be within the listed dis-
tance (in meters) of the skill’s user.
•Close
The target or targets must be in the same Engage-
ment as the skill’s user.
•Weapon
The skill’s range is the same as the range of the
weapon the user is currently wielding. When using

Konosuba TRPG
124
a weapon that performs ranged attacks, you can-
not choose any characters in your Engagement as
targets.
•Vision
The target or targets must be within sight of the
skill’s user. Any characters not visible to the user
cannot be targeted.
U Cost
The MP cost for using the skill. You can’t use any
skills that cost more than your current MP.
I Max SL
The skill’s maximum skill level.
O Usage requirements
The requirements or conditions the skill’s user
must fulfill in order to use the skill. If multiple re-
quirements are listed, the user must fulfill them all.
(If multiple requirements are linked by a slash (“/”),
refer to the appropriate section for information.)
•Class Name
If a class is listed here, such as Warrior, Priest, Wiz-
ard, or Thief, the character must currently be that
class, or the advanced class that it can change to,
in order to use the skill. For example, if the skill
reads Usage Requirements: Warrior, then a charac-
ter can only use that skill if their class is Warrior or
Crusader.
•Using X
The character must be wielding a specific weapon
to use the skill. This section will give the name of
a specific weapon, the required weapon type—
such as hand-to-hand or dagger—or the equip-
ment slot, such as one, dual, or both. If multiple
types are listed, such as Using a dagger or whip, you
can use either of those weapon types. If it reads
Using close-combat, this means any weapon with
a close range. If it reads Using chosen weapon, then
you need to be using a specific weapon to use the
skill.
•Equipped with X
The character must be equipped with a specific
weapon to use the skill. This section will give the
name of a specific weapon, the required weap-
on type—such as hand-to-hand or dagger—or
the equipment slot, such as one, dual, or both. If
multiple types are listed, such as Using a dagger or
whip, you can have either of those weapon types
equipped. If you don’t have a weapon or shield
equipped (in other words, you are barehanded),
this falls into the hand-to-hand equipment group.
If it reads Using chosen weapon, then you need to
have a specific weapon equipped to use the skill.
•Equipped with a shield / Not equipped with a
shield
You must have a shield equipped (or not
equipped) to use the skill.
•Stealth
You must be in a stealth state (page 238) to use
the skill.
•Once per defense
You can use this skill on a target once during the
attacking characters’ Main Process. In other cases,
you can use it once per time damage is dealt.
X times per round
You can use this skill up to X times in a single
round.
X times per Scene
You can use this skill up to X times in a single
Scene.
X times per scenario
You can use this skill up to X times during Main
Play.
P Effect
The skill’s effects. Below is an explanation of several
frequently used terms.
•You
Refers to the skill’s user.
•Target
Refers to the skill’s target.
•CL
Refers to the character level of the skill’s user.
•SL
Refers to the skill level of the skill being used.
•Type: X
Denotes a skill’s type, such as a spell, or the kind of
character, such as animal or plant. It also denotes
skills and characters themselves that belong to
that type.
•Element
Denotes the skill’s element: fire, water, wind, earth,
lightning, ice, light, darkness, and void. Should you
need to choose an element when learning a skill
or when using it, you cannot choose void.
•Obtain
Requirements you need to fulfill when obtaining
the skill. If having a specific skill is required for
learning this one, it will list the skill name and skill
level required. If it requires that you be at least a
certain character level, it will list that character
level.
•Substitute check with…
This refers to performing an action check different
than the one that would usually be performed in
that situation, such as using a hit check in place
of a dodge check when trying to avoid an attack.
•Enemy character
Refers to any character who harbors hostility or ill

Character Section
125
will toward the skill’s user. The GM has the final say
in what counts as an enemy character.
•Duration
Indicates how long the skill’s effects last.
•Find effect using dice
Indicates that you should roll dice when using
a skill, spell, or item and then use the skill corre-
sponding to the rolled value.
•Hit check using weapon
Indicates that the skill has effects on hit checks
even if they’re not for hit checks when attacking
with a weapon, such as making a hit check for a
reaction. If there is a usage requirement, such as
needing to use a specific weapon type, you will
need to meet it.
{ Critical
Describes what happens if you roll a critical on the
action check for the skill specified in its Check sec-
tion. If there is no special outcome on a critical, this
section will be empty.
•Add 1d6
Add extra dice to the dice roll performed as part of
a skill’s effect. The number of dice added is equal
to the number of sixes you rolled when making
the action check listed in the skill’s Check section.
The effects of critical rolls on hit checks for attacks,
described on page 31, are included in this.
•Costs 0
Refund all the MP spent as the skill’s cost after the
skill produces its effect. This refund only occurs af-
ter the skill resolves, so if you’re unable to spend
enough MP to cover the cost, you cannot use the
skill in the hopes that you’ll roll a critical on the
action check.
} Description
A description or depiction of the skill. Handy for
acting out a characters actions.

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Reincarnated Person
Race DescriptionRace Description
Those reincarnated from Earth by a god-Those reincarnated from Earth by a god-
dess to slay the Demon King. With boons dess to slay the Demon King. With boons
(like magical items) from the goddess in (like magical items) from the goddess in
hand, they frequently become skilled hand, they frequently become skilled
adventurers.adventurers.
RACE

127
Character Section
Reincarnation Boon: Weapon
Timing: Item / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Before playing, choose one weapon
from your possessions. That weapon gains
+2 attack power.
A skill representing your choice of
reincarnation boon being a weapon of
substantial might.
Reincarnation Boon: Armor
Timing: Item / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Before playing, choose one piece
of armor from your possessions. It gains +2
Physical Defense and +1 Magic Defense.
A skill representing your choice of
reincarnation boon being a sturdy piece
of armor.
Reincarnation Boon: Power of Fate
Timing: Passive / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Your character gains 1 extra Blessing
on creation.
A skill representing your choice of
reincarnation boon being the power to
overcome destiny.
Flash of Reincarnation
Timing: After check
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Once per scenario
Effect: Use right after making a check. Add 3 to
that check’s result.
A skill used to break out of bad situations using
knowledge or common sense from modern
Earth. Draws victory to the user by using
information not of this world.

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Native Inhabitant
RACE
Race DescriptionRace Description
All humans in the game world excluding All humans in the game world excluding
Reincarnated People and Crimson Magic Reincarnated People and Crimson Magic
Clan members. Elves, dwarves, and the Clan members. Elves, dwarves, and the
like are also treated as Native Inhabitants. like are also treated as Native Inhabitants.
Player characters of monster races hiding Player characters of monster races hiding
in Native Inhabitant settlements are also in Native Inhabitant settlements are also
considered Native Inhabitants.considered Native Inhabitants.

Character Section
129
Versatility
Timing: Passive / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: When you choose this skill, select
three base ability scores. When creating
your character, each base ability score chosen
gains +1.
Even compared with others of your kind,
you are multitalented.
Snap Decision
Timing: Passive / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Gain +3 Action Points.
You can act with unhesitant immediacy in any
situation.
Stalwart
Timing: Passive / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: You gain +3 to Physical Defense.
Your body is hard as stone. You can resist many
small weapons like blades.
Combat Arts
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: All final hit check scores gain +2 when
using your equipped weapon.
You’re skilled in martial arts that employ a
variety of weapons. You can even handle
weapons you’ve never used before with
ease. It is something you were born with—
something given to you from the gods.

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Crimson Magic Clan
Race Race
DescriptionDescription
A unique race with red eyes. A unique race with red eyes.
They are born with extremely They are born with extremely
high magic power and intel-high magic power and intel-
ligence, making them perfect ligence, making them perfect
magic-users. They live together magic-users. They live together
in a settlement called the in a settlement called the
Crimson Magic Village. They Crimson Magic Village. They
usually have strange names.usually have strange names.
RACE

Character Section
131
Godsent Child of Destruction
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: All your magic attacks do +3 more
damage.
You are very good at controlling magic for
offense. It’s only a slight difference, but one
that could mean the difference between life
and death.
Magical Talent
Timing: Passive / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1 to the total score of all magic
checks you make.
The Crimson Magic Clan excels in magic
thanks to their wealth of knowledge. You
are particularly talented in such things, even
among the other clan members.
Great Magic Power
Timing: Passive / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Upon character creation, your character
gains +5 maximum MP.
You were born with higher magical capabilities
than many of the other Crimson Magic Clan
members.
Ability Specialization
Timing: Passive / On creation
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: When you choose this skill, select two
base ability scores. Give one +4, and the other
−1.
A skill representing your additional power in a
certain ability. But because of the abnormality,
another ability has weakened.

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Adventurer
What Is an What Is an
Adventurer?Adventurer?
Adventurer is a class with no prerequisite Adventurer is a class with no prerequisite
conditions, made for those who have conditions, made for those who have
either decided not to acquire any class or either decided not to acquire any class or
who cannot. (That said,who cannot. (That said, Konosuba TRPG Konosuba TRPG
has no starter classes with requirements has no starter classes with requirements
to obtain.) Adventurers can learn the to obtain.) Adventurers can learn the
class skills of other classes. This means the class skills of other classes. This means the
class is suited for experts. Essentially, you class is suited for experts. Essentially, you
need knowledge of every class skill as need knowledge of every class skill as
well as which your other party members well as which your other party members
may need.may need.
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Character Section
133
Adventurer Class Rules
This section will explain the pro-
cess of acquiring class skills if you
chose Adventurer.
First, an Adventurer will always
gain the skill Additional Blessings
on character creation. All other
skills are acquired from other classs
skills and can be leveled up as they
would be for their native class.
When an Adventurer levels up,
they can either gain class skills
from other classes or raise the skill
levels of their existing skills.
Typically, an Adventurer cannot
acquire advanced-class skills or
enemy skills.
With the GM’s permission, how-
ever, an Adventurer may be able to
acquire an advanced-class skill or enemy skill. When you need to refer to
the enemys level, change it to mean the characters level instead.
THE OCCUPATION ADVENTURER” AND THE CLASS
ADVENTURER”
Adventurers are sort of jacks-of-all-trades represented by the Adventur-
ers Guild who do various tasks. Many of the jobs are dangerous, such as
hunting monsters, and because adventurers are generally armed, they
are now partnered with the Guild, which guarantees their status and
handles the administration side of things for them.
This is the occupational adventurer. However, there are some—though
very few—adventurers who choose Adventurer as their class. Thus, the
word has two different meanings, but because there are extremely few
adventurers with the class Adventurer, it doesn’t seem to be causing too
much confusion.
Additional Blessings
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Gain 1 extra Blessing during Preplay.
This effect is negated if the character is not
currently the Adventurer class.
A skill representing the beginner’s luck of an
Adventurer.

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Warrior
What Is a What Is a
Warrior?Warrior?
Warrior is a commonly seen class Warrior is a commonly seen class
among adventurers. Often demanded among adventurers. Often demanded
to serve as both the partys sword to serve as both the partys sword
and its shield, they find most of and its shield, they find most of
their success in quests like monster-their success in quests like monster-
hunting. However, their attack power hunting. However, their attack power
and defense power greatly depend and defense power greatly depend
on their weapons and armor. Warriors on their weapons and armor. Warriors
must ensure they buy good-quality must ensure they buy good-quality
equipment appropriate for their level equipment appropriate for their level
in order to be at their best during in order to be at their best during
combat, meaning they will need combat, meaning they will need
greater rewards to maintain their way greater rewards to maintain their way
of life. This is one reason high-level of life. This is one reason high-level
Warriors are so expensive to hire.Warriors are so expensive to hire.
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Character Section
135
Cover Move
Timing: Cover
Check:
Auto success
Target:
Single
Range: Cost:
Max SL: 3
Usage Requirements: SL times per Scene
Effect: Use at the same time as Cover. Change
Cover’s range from Touch to 20m. You don’t
actually move as a result of the skill.
The skill to defend distant comrades.
All-Purpose Defense Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 3
Usage Requirements:
Effect: Add SL×2 to your Physical Defense and
SL to your Magic Defense.
The skill to deftly use your weapon or shield
to repel enemy attacks. Training has made
your defensive reactions unconscious, so your
weapon practically moves to defend on its
own.
Cover
Timing: Before damage roll
Check: Auto success Target: Single
Range: Close Cost:
Max SL: 1
Usage Requirements: Once per defense
Effect: The user takes the damage from the
roll instead of the target. You can use Cover
even if spent, and if you use it while ready, it
will not make you spent.
The skill to defend your comrade by sacrificing
yourself.
Accuracy Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 5
Usage Requirements:
Effect: Add SL+1 to your total score on all your
hit checks using a weapon.
The skill to handle your weapon perfectly.
You know even the most minor of details
about your weapon like the back of your hand,
because you understand that is one of the jobs
of a Warrior.

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136
Endurance Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 3
Usage Requirements:
Effect: Add SL×5 to your maximum HP.
A skill that simply raises your stamina. You’re
eager to raise your physical toughness.
Whenever you have free time, you can be
found doing sit-ups, pull-ups, and push-ups.
You personally embody the idea that one’s
endurance is what ultimately determines a
battle’s outcome.
Defensive Focus
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 4
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to dodge checks. Remove 1d6
from all checks for major actions. This effect
lasts until you disengage it by spending a minor
action or until the end of the Scene.
The skill to focus on defense.
Downswing
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 5
Max SL: 1
Usage Requirements:
Effect: Add your Strength to the damage of
your close-combat attacks. This effect lasts
until the end of your Main Process.
The skill to swing your weapon down with all
your might to attack. The stronger you are, the
more damage will come from it.
Decoy
Timing: Setup Process
Check: Strength Target: Single
Range: 10m Cost: 4
Max SL: 3
Usage Requirements:
Effect: The target performs a Mind opposition
check. Add SL×2 to your final score for this
check. If you win the check, the target is
enraged.
The skill to draw attacks toward you.

Character Section
137
Indomitable
Timing: Cleanup Process
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 1
Usage Requirements:
Effect: Remove one debuff from yourself.
The skill to recover from poor physical
condition through sheer resistance or by taking
up the proper posture.
Foresight
Timing: After damage roll
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 5
Usage Requirements:
Effect: Use this right after a damage roll that
would deal you physical damage. Subtract
SL×3 from the damage.
The skill to dampen the power of enemy strikes
using the harder parts of your weapon, shield,
or armor.
Heavy Attack
Timing: Major action
Check: Hit check Target: Single
Range: Weapon Cost: 4
Max SL: 5
Usage Requirements:
Effect: Perform a weapon attack against the
target. Add (SL)d6 to the attack’s damage.
Critical: Add dice
The skill to strike at your opponent with a
powerful blow.
Follow-Up
Timing: Before damage roll
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 3
Usage Requirements: Once per Scene
Effect: Use right before making a damage roll
for a weapon attack. Add SL×2 dice to that
damage roll.
The skill to deliver more damage after an
attack lands by following it up with additional
strikes.

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138
Rampart
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 5
Usage Requirements:
Effect: Add SL×3 to your Physical Defense. This
effect lasts until the end of the Scene.
The skill to take up a defensive posture and
withstand enemy attacks.
Mighty Shout
Timing: Setup Process
Check: Auto success Target: Self
Range: Cost: 4
Max SL: 5
Usage Requirements:
Effect: Add SL×2 to the damage of your close-
combat attacks. This effect lasts until the end
of the Scene.
The skill to give a mighty shout and increase
your physical capabilities, but only during
combat.
Mow Down
Timing: Major action
Check: Hit check Target: Area
([SL×2] targets)
Range: Close Cost: 3
Max SL: 3
Usage Requirements:
Effect: Perform a close-combat attack against
targets within a single Engagement.
Critical: Add dice
The skill to make a wide swing with your
weapon to attack several enemies at once.
Last Resort
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 5
Usage Requirements:
Effect: Add SL×3 to the damage done by your
weapon attacks. However, use one less die
when making reaction checks. This effect lasts
until you declare it’s over, or until the end of
the Scene.
The skill to attack with reckless abandon,
without bothering to think about dodging
enemy attacks.

Character Section
139
Weapon Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Using chosen weapon
Effect: Upon acquiring this skill, select one
weapon type. Write this skill down with the
chosen type, such as Weapon Skill: One-
Handed Sword. Add 1d6 to any hit checks
made with the chosen weapon. Treat instances
of Weapon Skill for other weapons as separate
skills. You cannot apply more than one Weapon
Skill at a time.
You have mastered the use of a specific
weapon. Among adventurers, the skill is
named differently based on what weapon
it is, such as One-Handed Sword Skill or
Bow Skill.
Unseen Strike
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to a close-combat hit check.
This effect lasts until the end of your Main
Process.
The skill to strike so swiftly that the blade of
your weapon is unseeable.
Vacuum Wave
Timing: See effect
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Warrior, once per
scenario
Effect: Use when making an attack with your
weapon. Change that attack’s target to Single*
and add CL×10 to its damage.
The skill to increase your damage by producing
a ripple in the air while attacking. The more
experienced you are with it, the more vacuum
waves you can produce.
Shield Bash Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 3
Usage Requirements: Equipped with a shield
Effect: Add SL to your total check score on
hit checks using a weapon and SL×2 to close-
combat attack damage.
The skill to deftly manipulate your shield and
weapon to perform attacks.

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Priest
What Is a Priest?What Is a Priest?
Priests use the power of faith to create Priests use the power of faith to create
many different kinds of miracles. In many different kinds of miracles. In
adventuring parties, they typically adventuring parties, they typically
focus on healing and support. Due to focus on healing and support. Due to
how important they are, every group how important they are, every group
will want to make sure they have one. will want to make sure they have one.
Fortunately, there is no shortage of Fortunately, there is no shortage of
Priests who choose the dangerous Priests who choose the dangerous
adventuring life. They are in great adventuring life. They are in great
demand in the Adventurers Guild, and demand in the Adventurers Guild, and
there’s always a few loitering about the there’s always a few loitering about the
place. Apparently, some Priests are more place. Apparently, some Priests are more
villainous, abusing the desirability of villainous, abusing the desirability of
their skills to take advantage of parties their skills to take advantage of parties
and then leave them high and dry. and then leave them high and dry.
The Church of Eris, which worships the The Church of Eris, which worships the
goddess Eris, is the largest religious goddess Eris, is the largest religious
organization in this world, and most organization in this world, and most
adventuring Priests are of that sect.adventuring Priests are of that sect.
STARTER CLASS

Character Section
141
Divine Guard
Timing: After damage roll
Check: Auto success Target: Single
Range: 20m Cost:
Max SL: 1
Usage Requirements: Priest only, once
per scenario
Effect: Use immediately after a damage roll
where the target would take damage.
Change that damage to 0.
The skill to pray to the gods and use their
mercy to protect a target.
Cure Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 5
Max SL: 1
Usage Requirements:
Effect: Remove all debuffs from the target.
Critical: Costs 0
A spell that uses the power of the gods to
detoxify the target or otherwise bring them
back to a normal state.
Dispel Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 4
Max SL: 1
Usage Requirements:
Effect: Remove the effects of one spell
currently set on the target. You may choose
which spell’s effects to remove.
Critical: Costs 0
A spell that nullifies magic using sacred words.
Bless Spell
Timing: Major action
Check: Magic check Target: Single
Range: Close Cost: 6
Max SL: 1
Usage Requirements:
Effect: The target gains 1d6 to the checks
they perform. This effect lasts until the end
of the round.
Critical: Costs 0
A spell that grants good fortune. Those who
receive it will be blessed in all their ventures.

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Heal Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 4
Max SL: 1
Usage Requirements:
Effect: The target recovers 3d6+CL×3 HP.
Critical: Add dice
A spell that instantly heals a target’s wounds
using the power of the gods.
Faith Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 5
Usage Requirements:
Effect: Effective only on magic attacks that
deal piercing damage. Add SL×4 to a magic
attack’s damage.
Should evil grow more powerful, justice must
grow to match. The skill to express the true
extent of your faith’s power.
Haste Spell
Timing: Setup process
Check: Magic check Target: Single
Range: 20m Cost: 3
Max SL: 5
Usage Requirements:
Effect: The target gains (SL)d6 Action Points.
This effect lasts until the end of the round.
Critical: Add dice
A spell that quickens the flow of time for the
target, allowing them to move faster.
Exorcism Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: Only works on demon targets. Perform
a magic attack against the target. It does
2d6+10 fire magic damage.
Critical: Add dice
A spell that produces blue flames to drive away
demons.

Character Section
143
Power
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 4
Max SL: 5
Usage Requirements:
Effect: The target gains SL×3 damage on all
weapon attacks. This effect lasts until the end
of the Scene.
Critical: Costs 0
A spell that boosts a targets physical strength
or the weapon they carry.
Holy Word
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 4
Max SL: 5
Usage Requirements:
Effect: Any magic attacks performed by the
target do SL×3 additional damage. This effect
lasts until the end of the Scene.
Critical: Costs 0
A spell that uses the blessings of the gods to
calm the target’s mind and sharpen their focus,
thus increasing their magical capabilities.
Invoke Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: The target gains 1d6 to their dodge
checks. This effect lasts until the end of the
Scene.
Critical: Costs 0
A spell that uses prayers for divine protection
to safeguard from danger.
Holy Armor
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 4
Max SL: 5
Usage Requirements:
Effect: The target gains SL×3 Physical Defense.
This effect lasts until the end of the Scene.
Critical: Costs 0
A spell that increases a target’s defensive
abilities with the favor of the gods.

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Reverse Heal Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: Requires 1 level of Heal. Effective only
on undead targets. Perform a magic attack
against the target. That attack does 3d6+CL×3
piercing damage.
Critical: Add dice
A spell that inflicts pain on the undead by using
healing magic.
Resist
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 5
Max SL: 5
Usage Requirements:
Effect: The target gains SL×3 Magic Defense.
This effect lasts until the end of the Scene.
Critical: Costs 0
A spell that uses the favor of the gods to
heighten one’s resistance to magic.
Resurrection Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 10
Max SL: 1
Usage Requirements:
Effect: Effective only on knocked-out targets.
Revive the target at 2d6 HP. The target then
becomes spent.
Critical: Add dice
A spell to save others from the brink of death.
Quick Heal
Timing: Initiative Process
Check: Auto success Target: Self
Range: Cost: 5
Max SL: 1
Usage Requirements: Once per Scene
Effect: This skill allows you to use Heal during
the Initiative Process.
The skill to heal the wounded by quickly
offering prayers to the gods.

Character Section
145
Weapon Skill: Blunt
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Using a blunt weapon
Effect: Add 1d6 to hit checks using your
weapon. You cannot apply more than one
Weapon Skill at a time.
A skill that shows your proficiency with blunt
weapons such as maces.
Saint Shield Spell
Timing: After damage roll
Check: Auto success Target: Single
Range: 20m Cost: 3
Max SL: 5
Usage Requirements: Once per defense
Effect: Reduce the damage a target takes.
Use immediately after a damage roll where
the target would be dealt damage. Reduce
the damage by (SL)d6. If multiple Saint Shields
are used at the same time, the target chooses
which to receive the effects from.
A spell to protect using a shield of light.
Turn Undead Spell
Timing: Major action
Check: Magic check
Target: Area (Choose)
Range: 20m Cost: 10
Max SL: 3
Usage Requirements: Once per Scene
Effect: Effective only on undead targets. If a
target’s character level (or enemy level) is equal
to or lower than your character level plus this
skill’s level, you knock out the enemy or kill
them. (You can choose which when you use
this spell.)
A spell that causes those with no life to wither.
Sacred Light
Timing: Move action
Check: Auto success Target: Self
Range: Cost: 5
Max SL: 3
Usage Requirements: SL times per Scene
Effect: Effective only on Priest or Arch-priest
spells. Add 3d6 to an attack’s damage or to
healing HP. This effect lasts until the end of
your Main Process.
The skill to turn prayers to the gods into
magical power and heighten your magic
abilities.

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Konosuba TRPG
Wizard
What Is a Wizard?What Is a Wizard?
Wizard is a class that controls magic and Wizard is a class that controls magic and
frequently ends up being the brains of the frequently ends up being the brains of the
party. This is because magic is treated like party. This is because magic is treated like
an academic subject in many parts of the an academic subject in many parts of the
world, and most Wizards have received world, and most Wizards have received
higher education. Theyre commonly higher education. Theyre commonly
employed as government officials, military employed as government officials, military
advisers, and doctors as well. Still, natural advisers, and doctors as well. Still, natural
talent is crucial when it comes to using talent is crucial when it comes to using
magic. Because of this, it is widely known magic. Because of this, it is widely known
how excellent Wizards from the Crimson how excellent Wizards from the Crimson
Magic Clan are. Among adventurers, Magic Clan are. Among adventurers,
Wizards are a comparatively rare class, Wizards are a comparatively rare class,
and there are many parties without a and there are many parties without a
Wizard in them.Wizard in them.
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Character Section
147
Acquire Basic Magic
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: When you learn this skill, choose three
general skills that are listed as spells. You learn
those skills.
A skill to master beginner magic.
Chanting Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to magic checks.
A skill that heightens the user’s chanting
precision and their concentration, making it
easier to cast spells.
Blade of Wind Spell (Wind)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: Perform a magic attack against a target.
Add 1d6 to the magic check for the attack. That
attack does 2d6+5 wind magic damage.
Critical: Add dice
A spell that slices an enemy with a blade of
wind.
Ankle Snare Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 7
Max SL: 1
Usage Requirements:
Effect: Apply off-balance and knockback (1) to
the target.
A spell that uses magical power to snare the
target’s ankles and stop them from moving.

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Flash Spell (Light)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: Perform a magic attack against a target.
That attack does 2d6+5 light magic damage. If
the target loses at least 1 HP from this damage,
apply intimidated to them. When using this
spell, you may decide not to do any damage.
An intermediate spell that uses intense light
to attack and stop a targets movements
simultaneously.
Enhanced Chanting
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 5
Max SL: 1
Usage Requirements:
Effect: Add your Perception to the damage
from your magic attacks. This effect lasts until
the end of your Main Process.
A skill to enhance a spell’s power by adding
special chants to the incantation. The chanting
requires accuracy and concentration from
beginning to end.
Fireball Spell (Fire)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: Perform a magic attack against a target.
That attack does 2d6+10 fire magic damage.
Critical: Add dice
A spell that creates a ball of fire and shoots it.
Elemental Enhancement Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 5
Usage Requirements:
Effect: When you learn this skill, choose one
element. This skill affects all magic damage of
that element that you deal with magic attacks.
Add SL×4 damage to those magic attacks.
A skill that expresses your talent in controlling a
specific element of magic.

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Magical Enhancement Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 5
Usage Requirements:
Effect: Add (SL)d6 to all magic-attack damage.
A skill that expresses your superior magical
abilities.
Lightning Spell (Lightning)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: Perform a magic attack against a target.
That magic attack does 2d6+5 lightning magic
damage. If the target loses at least 1 HP from
this damage, apply stunned to them. When
using this, you may decide not to do any
damage.
An intermediate spell that attacks with a
lightning bolt.
Lock Spell (Wind)
Timing: Major action
Check: Magic check Target: See Effect
Range: Close Cost:
5
Max SL: 1
Usage Requirements:
Effect: Use a magic check instead of
the normal check for disarming a trap.
Alternatively, apply a Lock A trap (page 289) to
a treasure chest (page 291) or door (page 292)
object. The GM may decide that you cannot set
Lock A on a certain object.
A spell for undoing traps using magic or locking
things like doors.
Freeze Gust Spell (Ice)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: Perform a magic attack against a target.
That attack does 2d6+5 ice magic damage. If
the target loses at least 1 HP from this damage,
apply dazed to them.
Critical: Add dice
A spell that creates an icy fog and attacks with
it.

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Mana Convergence
Timing: Before damage roll
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 3
Usage Requirements: Once per Scene
Effect: Use right before a damage roll for a
magic attack. Add (SL×2)d6 to the attack’s
damage.
A skill that bolsters the strength of your magic
attacks by concentrating magical power even
further.
Mana Ascendance
Timing: See Effect
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Wizard, once per
scenario
Effect: Use when making a magic attack.
Change that magical attack’s target to Single*
and add CL×10 to its damage.
A skill that transforms strong emotions into
magical power to increase magic damage.
Magic Blast
Timing: Move action
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 3
Usage Requirements:
Effect: A spell with Timing: Major action and
Target: Single gains Target: Area (Magic Blast
SL×2 targets). This effect lasts until the end of
your Main Process.
A skill that disperses magic to apply a spell’s
effects to a wide area.
Sleep Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 7
Max SL: 1
Usage Requirements:
Effect: The target becomes dazed and
stunned. If the target is an extra, you may
choose to put them to sleep.
An intermediate spell that puts a target to
sleep. Those with strong resistance may still
lose consciousness for a short period of time.

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151
Wind Curtain Spell (Wind)
Timing: Before check
Check: Auto success Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements: Once per round
Effect: Use before making a dodge check
against a target’s ranged attack or spell. Add 5
to the total check score of the dodge check.
A spell that creates a small tornado to block
arrows and magic.
Stone Shield Spell (Earth)
Timing: Setup Process
Check: Magic check Target: Single
Range: 20m Cost: 5
Max SL: 1
Usage Requirements:
Effect: The target gains 5 Physical Defense.
This effect lasts until the end of the round.
Critical: Costs 0
A spell that creates a shield or wall made of
stone to heighten physical defenses.
Water Shield Spell (Water)
Timing: After damage roll
Check: Auto success Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements: Once per round
Effect: Use right after a damage roll where the
target would be dealt special-attack damage.
Subtract 10 from that damage.
A spell that creates a shield of water to mitigate
damage from things like breath attacks.
Stone Bind Spell (Earth)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 6
Max SL: 1
Usage Requirements:
Effect: Perform a magic attack against a target.
That attack does 2d6+5 earth magic damage. If
the target loses at least 1 HP from this damage,
apply off-balance to them.
Critical: Add dice
A spell that creates small stones and fires them.

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Thief
What Is a Thief?What Is a Thief?
Among adventurers, Thieves are the Among adventurers, Thieves are the
most common class after Warriors. Like most common class after Warriors. Like
Warriors, they go on the offense in Warriors, they go on the offense in
combat. The Thief truly shines during combat. The Thief truly shines during
dungeon exploration, however. A Thiefs dungeon exploration, however. A Thiefs
skills are indispensable for dealing with all skills are indispensable for dealing with all
the dangerous traps found in dungeons. the dangerous traps found in dungeons.
They also have many skills related to They also have many skills related to
acting covertly, making them a class thats acting covertly, making them a class thats
capable of fulfilling a variety of roles. Many capable of fulfilling a variety of roles. Many
of their class skills include learning such of their class skills include learning such
talents. Their versatile array of class skills talents. Their versatile array of class skills
means two thieves could be completely means two thieves could be completely
different depending on what they learn.different depending on what they learn.
STARTER CLASS

Character Section
153
Dashing Skill
Timing: Setup Process
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 1
Usage Requirements:
Effect: Perform combat movement or
withdrawal. You cannot perform withdrawal if
you are being blocked by an enemy character
in the same Engagement as you.
The skill to immediately move without making
preparatory motions.
Bind
Timing: Major action
Check: Hit check Target: Single
Range: Weapon Cost: 5
Max SL: 5
Usage Requirements: Using a whip
Effect: Perform a close-combat attack against
a target. Add SL×2 to that attack’s damage. If
the target loses at least 1 HP from the damage,
neither you nor the target can move. This
effect lasts until you use a minor action to
declare it’s over, or until the end of the Scene.
Critical: Add dice
The skill to entangle someone in your whip.
Concealment Skill
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 1
Usage Requirements:
Effect: Enter a stealth state. You can’t use this
skill when Engaged with an enemy character
(excluding cases where other skills or items
give you the ability to enter a stealth state even
when Engaged with an enemy character).
The skill to instantly hide oneself using swift
movements.
Ambush
Timing: Major action
Check: Hit check Target: Single
Range: Weapon Cost: 4
Max SL: 5
Usage Requirements: Stealth
Effect: Perform a weapon attack against the
target. Add 1d6 to that attack’s hit check and
add (SL)d6 to its damage.
Critical: Add dice
The skill to attack from a concealed place.
Opponents can’t dodge attacks they can’t see
and will probably suffer fatal wounds.

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Poison Skill
Timing: See Effect
Check: Auto success Target: Self
Range: Cost: 6
Max SL: 3
Usage Requirements:
Effect: Use when making a weapon attack. If
the target loses at least 1 HP from the damage,
apply Poison (SL) to the target. This skill’s effect
lasts until the end of your Main Process. (Poison
persists after your Main Process.)
The skill to attack with a weapon you coated
with poison.
Evasion Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to all dodge checks.
The skill to dodge attacks with the magnificent
movements of a butterfly.
Feint
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 4
Max SL: 1
Usage Requirements:
Effect: The targets of the weapon attacks
you perform gain a −1d6 penalty on reaction
checks. This effect lasts until the end of the
Main Process.
The skill to land attacks more easily by
using feints.
Enemy Detection Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: When receiving surprise attacks,
perform reactions without taking the −1d6
penalty to checks.
A skill that represents your ability to sense
threats to yourself and perfectly react, even
when caught off guard.

Character Section
155
Sneaking Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: You can move and enter an
Engagement while remaining in a stealth
state. This effect also applies to movement
performed as the result of skills or items.
The skill to move in the shadows, staying
hidden, without making a sound.
Skill Bind
Timing: See Effect
Check: Auto success Target: Single
Range: Vision Cost:
Max SL: 1
Usage Requirements: Thief, once per scenario
Effect: Use when a target declares any skill
other than one with Timing: Passive. Negate
that skill’s effects and end it, even if it has
a duration. The skill is still used, even if the
effects don’t resolve, so the target still spends
any cost for that skill that they normally would.
The skill to use fright or surprise to stop an
opponent’s actions.
Snakebite
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 5
Max SL: 1
Usage Requirements: Using a dagger or whip
Effect: Add your Dexterity to all weapon-
attack damage. This effect lasts until the end of
your Main Process.
The skill to increase the power of an attack by
deftly manipulating your dagger or whip. Your
weapon strikes at the enemy’s vital spots like a
snake.
Run Through
Timing: Before damage roll
Check: Auto success Target: Self
Range: Cost: 5
Max SL: 3
Usage Requirements:
Effect: Use right before rolling for damage on
a weapon attack. Add (SL)d6 to that attack’s
damage.
The skill to strike at an opponent’s defenseless
areas to do greater damage.

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Threat Detection Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to checks to sense threats.
A skill that expresses your singular sharpness
of wit when it comes to perceiving danger.
Steal
Timing: After damage roll
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 4
Usage Requirements: SL times per scenario
Effect: Use right after a close-combat damage
roll targeting an enemy. Obtain 1 loot item
from the target of your attack. Roll on the
loot table as normal. If using this on an enemy
without a specified loot table, obtain enemy
level×100 KE instead.
Technical Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 3
Usage Requirements: Using chosen weapon
Effect: Select one weapon type from any you
possess. Write this skill down as Technical Skill:
Dagger or the like. When using a weapon of
that type, add SL to all hit checks and SL×2 to
damage. You cannot apply multiple Technical
Skill skills at the same time.
A skill that expresses your specialization and
proficiency in a certain weapon type.
Speed Rush
Timing: Major action
Check: Hit check
Target: Area (Choose)
Range: Weapon Cost: 4
Max SL: 5
Usage Requirements:
Effect: Perform a weapon attack against a
target. If you target 2 or more for the attack,
add SL×2 to the damage.
Critical: Add dice
The skill to attack all enemies in range with
swift movements.

Character Section
157
Weapon Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Using chosen weapon
Effect: Upon acquiring this skill, select one
weapon type. Write this skill down with the
chosen type, such as Weapon Skill: One-
Handed Sword. Add 1d6 to any hit checks
made with the chosen weapon. Treat instances
of Weapon Skill for other weapons as separate
skills. You cannot apply more than one Weapon
Skill at a time.
You have mastered the use of a specific
weapon. Among adventurers, the skill is named
differently based on what weapon it is, such as
One-Handed Sword Skill or Bow Skill.
Trap Disarm Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to all your checks to disarm
traps.
A skill that represents your deep knowledge
of trap construction of all kinds and your ability
to undo them.
Twin Blade Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Using a dagger or whip
Effect: This skill comes into effect when
equipping two weapons, one in the right
hand and one in the left, that meet the usage
conditions. Add the two equipped weapons’
Hit Modifiers, attack powers, and action
modifiers together, treating them as a single
weapon with those stats, both weapon
categories, and as a Dual–Equip Slot type. You
may use any effects of either weapon, but you
may only activate one that needs declaring at
any given time.
Trap Detection Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to all your checks to detect
traps. Additionally, even if you fail the trap
detection, the trap will not trigger.
A skill that represents your excellent ability to
locate traps by making inferences about their
construction or by drawing from experience or
a sixth sense.

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Sniping Skill
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 5
Max SL: 1
Usage Requirements: Using a bow
Effect: Add your Luck to all your ranged-attack
damage. This effect lasts until the end of your
Main Process.
The skill to use a bow to strike from afar. The
higher the user’s luck, the more precise the
attack.
Foresight
Timing: Move action
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 5
Usage Requirements:
Effect: Add SL×3 damage to your ranged
attacks. Additionally, you are not affected by
any modifiers from darkness. This effect lasts
until you perform a movement or the Scene
ends.
The skill to aim precisely and deliver a powerful
blow to an enemy.
Shadow Bind
Timing: Major action
Check: Hit check Target: Single
Range: Weapon Cost: 3
Max SL: 1
Usage Requirements: Using a bow
Effect: Perform a ranged attack against a
target. If the target loses at least 1 HP from
the damage, that target takes −1d6 on future
dodge checks. This effect lasts until the end of
the round.
Critical: Add dice
The skill to stop a target’s movements by
binding their shadow using an arrow.
ArcherArcher
Archer is a class specializing in bow usage. Archer is a class specializing in bow usage.
They can strike at their enemies’ weak They can strike at their enemies’ weak
points from afar without letting them points from afar without letting them
draw near.draw near.

Character Section
159
Spirit Enhancement Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 3
Usage Requirements:
Effect: When you learn this skill, choose one
element. Add SL to the total check score on
your magic checks for spells of the chosen
element and add SL×2 to the magic damage
of the chosen element you deal. Write the skill
down as Spirit Enhancement Skill: Light or the
like. You may learn this skill again as a separate
skill, so long as it’s of a different element.
The skill to precisely manipulate and
strengthen your magic using the power of
elementals.
Spirit Defense Spell
Timing: Setup Process
Check: Magic check Target: Single
Range: 20m Cost: 3
Max SL: 3
Usage Requirements:
Effect: When you use this skill, choose one
element. If your target receives magic damage
of the chosen element, add SL×5 to their Magic
Defense before calculating the damage. The
effect lasts until the end of the round.
Critical: Costs 0
The skill to position an elemental close to a
target to heighten their defenses against a
specific element.
Elemental MasterElemental Master
Elemental Master is a class that calls Elemental Master is a class that calls
forth elementals to bolster their powers. forth elementals to bolster their powers.
Because of this, most of their skills are Because of this, most of their skills are
meaningless without a way to use their meaningless without a way to use their
elemental powers.elemental powers.
Place Spirit Spell
Timing: Setup Process
Check: Magic check Target: Self
Range: Cost: 6
Max SL: 3
Usage Requirements:
Effect: When you use this skill, choose one
element. Add SL×5 to the magic damage of
the chosen element you deal. This effect lasts
until the end of the Scene or until you move.
Critical: Costs 0
The skill to summon an elemental that will
bolster your attacks and place it nearby.
Moving away will break your connection
with it.

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Trap Enhancement Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1 to the effectiveness level of any
debuff you apply to a target. Has no effect on
debuffs that don’t have effectiveness levels.
The skill to deploy a magic circle that will
strengthen the poison or pain you deliver to a
target.
Booby Trap
Timing: Move action
Check: Auto success Target: Single
Range: Cost: Self
Max SL: 3
Usage Requirements: SL times per Scene
Effect: When you use this skill, choose one
debuff. If you deal at least 1 HP of damage
to a target with an attack, apply the chosen
debuff to that target. Use 1 for the debuff’s
effectiveness level where needed. This effect
lasts until the end of your Main Process.
The skill to catch a target in a trap by predicting
the enemy’s movements and setting up a
magic circle in advance.
Defensive Penetration Skill
Timing: Before damage roll
Check: Auto success Target: Single
Range: 20m Cost: 5
Max SL: 3
Usage Requirements: Once per Scene
Effect: Use this skill immediately before you
make a damage roll. Subtract SL×5 from the
target’s Physical Defense and Magic Defense
(to a minimum of 0). This effect ends after
calculating damage.
The skill to temporarily disable an enemy’s
defenses using a magic circle.
CreatorCreator
Creator is a class that fights with magic Creator is a class that fights with magic
circles—traps created via magical power. circles—traps created via magical power.
Their arrays can both create openings in Their arrays can both create openings in
enemy defenses and apply debuffs enemy defenses and apply debuffs
to them.to them.

Character Section
161
Sword Dance
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 4
Max SL: 1
Usage Requirements: Using a dagger, one-
handed sword, or two-handed sword
Effect: Add your Agility to all your weapon-
attack damage. This effect lasts until the end of
your Main Process.
The skill to attack enemies as though dancing,
sword in hand.
Quick-Draw Technique
Timing: Move action
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 3
Usage Requirements: Using a dagger, one-
handed sword, or two-handed sword; SL times
per Scene
Effect: Add 3d6 to the damage of your close-
combat attacks. This effect lasts until the end
of your Main Process. When using this skill,
you may automatically equip any dagger, one-
handed sword, or two-handed sword, but you
cannot exchange equipped weapons in this
manner.
The skill to unsheathe your sword and slice
through an enemy in a single stroke.
SwordfighterSwordfighter
Swordfighter is a class skilled in the usage Swordfighter is a class skilled in the usage
of every sword, whether it be a dagger, of every sword, whether it be a dagger,
one-handed sword, or two-handed sword. one-handed sword, or two-handed sword.
Put a sword in their hands, and they’ll be Put a sword in their hands, and they’ll be
able to lay all enemies low.able to lay all enemies low.
Dual-Wielding Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 3
Usage Requirements: Using a dagger or one-
handed sword
Effect: Effective when you have either a
dagger or one-handed sword equipped in both
your right and left hands. Add SL to all your
hit checks and SL×2 to all your damage using
those weapons.
A skill that represents your training in the dual-
wielding arts, where you use two swords at the
same time.

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Oath Skill
Timing: Major action
Check: Auto success Target: Single
Range: 20m Cost:
Max SL: 1
Usage Requirements: Once per scenario
Effect: While your target is in the same Scene,
add 1d6 to all your attack damage. This effect
lasts until the end of the scenario.
The skill to swear an oath to fight with
everything you have for the sake of one
person. If the person you made the oath with is
nearby, you feel an endless reserve of fighting
spirit welling within your heart.
Eradication Skill
Timing: Setup Process
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 3
Usage Requirements:
Effect: Add SL×4 to all your weapon-attack
damage. This effect lasts until the end of the
round.
The skill to swear an oath upon your honor to
defeat your enemies.
Guard Skill
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 4
Max SL: 5
Usage Requirements:
Effect: Add SL×2 to your Physical Defense and
Magic Defense. This effect lasts until the end of
the Scene.
The skill to swear a vow of protection unto
your allies, thus heightening your own
defensive abilities.
KnightKnight
Knight is a proud, noble class. They can Knight is a proud, noble class. They can
bolster their own strength through honor bolster their own strength through honor
and oaths.and oaths.

Character Section
163
Leg Sweep
Timing: Minor action
Check: Hit check Target: Self
Range: Cost: 6
Max SL: 3
Usage Requirements: Using a spear
Effect: Add SL×3 to all your weapon-attack
damage. If you deal at least 1 HP of damage
to a target with an attack, apply off-balance
to them. This effect lasts until the end of your
Main Process.
The skill to sweep an enemys legs out from
under them with the hilt of your spear.
Diversion
Timing: Setup Process
Check: Auto success Target: Single
Range: Close Cost: 4
Max SL: 3
Usage Requirements: Using a spear
Effect: Subtract (SL)d6 from the targets
Action Points. This effect lasts until the end of
the round.
The skill to use your spear’s length to divert the
target’s attention and prompt a delay in their
actions.
LancerLancer
Lancer is a class that use spears to fight. Lancer is a class that use spears to fight.
The length of their weapons allows them The length of their weapons allows them
to thrust and sweep, stopping the enemy’s to thrust and sweep, stopping the enemy’s
movement, and they can use the force movement, and they can use the force
behind their charges to increase their behind their charges to increase their
attack power.attack power.
Charge
Timing: Move action
Check: Auto success Target: Self
Range: Cost: 5
Max SL: 3
Usage Requirements: Using a spear
Effect: Perform combat movement or full
movement. If you do, add SL×4 to the damage
of your c lose-combat attacks. This effect lasts
until the end of your Main Process.
The skill to level your weapon and charge. The
momentum of your charge is enough to topple
enemies.

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Weapon Rune Spell
Timing: Setup Process
Check: Magic check Target: Single
Range: Close Cost: 5
Max SL: 5
Usage Requirements:
Effect: The target gains SL×2 to the damage of
their weapon attacks. This effect lasts until the
end of the Scene.
The skill to place a rune inside a weapon to
make it sharper.
Armor Rune Spell
Timing: Setup Process
Check: Magic check Target: Single
Range: Close Cost: 5
Max SL: 3
Usage Requirements:
Effect: The target gains SL×2 to their Physical
Defense and SL to their Magic Defense. This
effect lasts until the end of the Scene.
The skill to place a rune inside armor to reduce
incoming damage.
Elemental Rune Spell
Timing: Minor action
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Lose one gem item. The damage from
your weapon attacks becomes magic damage
of the expended item’s element. This effect
lasts until the end of the Scene. See page 231
for information about items and elements.
Rune KnightRune Knight
Rune Knights use magical runes to fight. Rune Knights use magical runes to fight.
They can use these glyphs to enhance They can use these glyphs to enhance
their weapons and armor, or to draw out their weapons and armor, or to draw out
elemental powers from gems.elemental powers from gems.

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165
Carrying Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Your weight limit for belongings
becomes (Base Strength)×2.
You train your body on a daily basis. As a result,
you can easily carry around more than others.
Athletic Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Strength checks when
performing scaling or jumping.
A skill that expresses your above-average
ability to move your body.
General SkillsGeneral Skills
This section lists general skills that any This section lists general skills that any
class can acquire. You can obtain them class can acquire. You can obtain them
when you create your character, or you can when you create your character, or you can
learn new ones by spending experience learn new ones by spending experience
points.points.
For detailed rules on how to acquire them, For detailed rules on how to acquire them,
Appraisal Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Intelligence checks
when attempting to analyze an item’s function
or figure out how to use it.
A skill that expresses your wealth of
knowledge regarding a myriad of items.

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Enemy Identification Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to enemy-identification
checks.
A skill that expresses your knowledge of the
many different enemies who you’ve either run
into while hunting or heard of through rumors.
Destruction Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 2d6 to your damage when
attempting to destroy an object. You still
cannot break unbreakable objects.
A skill that expresses your proficiency with
breaking things.
Detect Deception Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Mind checks when
attempting to see through bluffs, lies, and
other deception. A successful check will not tell
you why the person is deceiving you, or what
they’re fooling you about.
A skill that expresses your keen powers of
insight. You can use things like a person’s
expression or tone of voice to detect when
they’re hiding something from you.
Deception Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Mind checks when
attempting to deceive someone. This could be
any sort of bluff or effort to trick someone with
a lie.
A skill that expresses your keen abilities to keep
things from showing on your face, lie without
any difficulty, and mislead others.

Character Section
167
Fleet-Footed Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Action Points when
performing withdrawal from a blocked
Engagement.
A skill that expresses your ability to run very
quickly. With it, you can swiftly escape the
clutches of an enemy.
Faith: Eris
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 2 to the effect of your skills or your
items that restore HP or MP. You can no longer
obtain any other Faith skills.
A skill that represents your worship of the
goddess Eris and your reception of her divine
protection.
Fishing Skill
Timing: See Effect
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Once per scenario
Effect: Use at the end of a Scene. Restore
2d6+(CL×2) points of MP. The GM may deny
usage of this skill for reasons like there being
no lakes or rivers nearby. If the GM denies its
usage, it doesn’t count toward your number of
uses.
Faith: Aqua
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1 to your Physical Defense and
Magic Defense. You can no longer obtain any
other Faith skills.
A skill that represents your worship of the
goddess Aqua and your reception of her divine
protection. However, being a member of the
Church of Axis may cause others to lose trust in
you. The GM will decide the details.

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Investigation Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Perception-based
information-gathering checks.
A skill that expresses the many methods you
have of acquiring information, like having
informants and acquaintances, or an entire
information network.
History Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Intelligence
checks to determine whether you know
basic information of various settlements,
their history, their people, and events that
happened there in the past.
A skill that expresses your study of literature or
simply of hearing stories and rumors of many
nations and towns.
Hunting Skill
Timing: See Effect
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Usage Requirements: Once per scenario
Effect: Use at the end of a Scene. Restore
2d6+(CL×2) points of HP. The GM may deny
usage of this skill for reasons like not having
enough time between Scenes, or there being
no animals nearby. If the GM denies this skill’s
usage, it doesn’t count toward your number of
uses.
The skill to hunt animals for food and replenish
your stamina.
Gifted Meat Skill
Timing: Item
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: During Preplay, acquire three pieces of
meat (page 193).
Shop owners or dairy farmers you know share
meat with you.

Character Section
169
Tracking Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to Perception checks when
attempting to follow someone or something
using the footprints or other traces they left
behind.
A skill that expresses your excellent ability
to discover tracks left in dirt, trampled
underbrush, and other traces like dust or dirt to
determine where something is headed.
Negotiation Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Mind checks for
negotiation and persuasion.
A skill that represents your ability to persuade
others by putting your charm, persuasive
ability, or demeanor to effective use in
negotiations.
Party Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to your Dexterity checks when
performing party tricks.
The skill to use a variety of techniques to make
parties more exciting. Even more advanced
skills than this exist, capable of exciting entire
venues with acts that appear to be magic.
Lifesaving Skill
Timing: Major action
Check: Dexterity Target: Single
Range: Close Cost:
Max SL: 1
Usage Requirements:
Effect: Effective only when the target is
knocked out. Perform a Dexterity check with
DL 10. If it succeeds, the target is no longer
knocked out, and their HP becomes 1. The
target then becomes spent.
The skill to perform emergency first aid and
revive people from unconsciousness.

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Feather Spell (Wind)
Timing: See Effect
Check: Magic check Target: Self
Range: Cost: 6
Max SL: 1
Usage Requirements: Once per Scene
Effect: Use right before a damage roll from
falling. Change the damage you would take
from falling to 0. You can also use this on
damage taken from falling into pitfalls (page
289) or holes (page 291), or when affected by
off-balance when riding a mount.
Critical: Costs 0
A starter spell that lets you land smoothly.
Create Earth Spell (Earth)
Timing: Major action
Check: Magic check Target: Single
Range: Close Cost: 2
Max SL: 1
Usage Requirements:
Effect: If your magic check is successful, you
produce a handful’s worth of earth.
Critical: Costs 0
A starter spell that produces soil full of
nutrients.
Create Water Spell (Water)
Timing: Major action
Check: Magic check Target: Single
Range: Close Cost: 2
Max SL: 1
Usage Requirements:
Effect: If your magic check is successful, you
produce one cup’s worth of water.
Critical: Costs 0
A starter spell that produces enough clean
water to fill a cup.
General Skills: Basic MagicGeneral Skills: Basic Magic
The skills in this list are all beginner spells. The skills in this list are all beginner spells.
They’re easy to acquire, but many aren’t They’re easy to acquire, but many aren’t
made for combat.made for combat.

Character Section
171
Wind Breath Spell (Wind)
Timing: Major action
Check: Magic check Target: See Effect
Range: 5m Cost: 2
Max SL: 1
Usage Requirements:
Effect: If your magic check is successful, you
produce enough wind to blow away a piece of
paper in a desired location within range.
Critical: Costs 0
A starter spell that produces enough wind to
blow away pieces of paper.
Purification Spell (Water)
Timing: Setup Process
Check: Magic check Target: See Effect
Range: Close Cost: 6
Max SL: 1
Usage Requirements:
Effect: If your magic check is successful, you
purify the water you’re touching. You can
purify dirty water, water with poison in it, etc.
The GM may set a difficulty level for the check
depending on the state or amount of water.
Critical: Costs 0
A starter spell that perfectly purifies the water
you touch.
Tinder Spell (Fire)
Timing: Major action
Check: Magic check Target: Single
Range: Close Cost: 2
Max SL: 1
Usage Requirements:
Effect: If your magic check is successful, you
produce a small flame, about the size of a
match’s.
Critical: Costs 0
A starter spell that produces about a match’s
worth of flame. To maintain it, you will need
something flammable like firewood or cloth.
Freeze Spell (Ice)
Timing: Setup Process
Check: Magic check Target: Single
Range: 5m Cost: 4
Max SL: 1
Usage Requirements:
Effect: If your magic check is successful, you
freeze water that’s within range or freeze the
surface of a character’s body. Freezing in this
way does not affect checks or the like.
Critical: Costs 0
A starter spell that uses a small chill to slightly
freeze the surface of a target’s body.

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Flurry
Timing: Major action
Check: Auto success Target: Self
Range: Cost: 8
Max SL: 3
Usage Requirements: SL times per Scene
Effect: Perform two close-combat Heavy
Attacks. You don’t pay for either Heavy
Attack’s cost, and their targets become Single*.
You may attack the same target twice, or two
targets once.
The skill to follow up a Heavy Attack with
another one in quick succession.
Attack Enhancement Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 5
Usage Requirements:
Effect: Add SL×4 to all your weapon-attack
damage.
The skill to unleash powerful attacks using all
the technique of a Crusader.
Blood Strike
Timing: Before damage roll
Check: Auto success Target: Self
Range: Cost:
Max SL: 5
Usage Requirements:
Effect: Use right before rolling for damage on
a weapon attack. Expend any amount of HP up
to SL×5. For each point of HP given, the attack
does 1 more damage.
The skill to spend your own life to increase the
power of your strikes.
CrusaderCrusader
Crusader is the Warrior’s advanced class. Crusader is the Warrior’s advanced class.
Central to their fighting style are attacks Central to their fighting style are attacks
using weapons and skills to increase their using weapons and skills to increase their
defenses. They also have plenty of skills defenses. They also have plenty of skills
meant for protecting allies—all necessary meant for protecting allies—all necessary
abilities for a Crusader, who stands on abilities for a Crusader, who stands on
the front lines to face the brunt of enemy the front lines to face the brunt of enemy
forces.forces.

Character Section
173
Status Effect Resistance Skill
Timing: Cleanup Process
Check: Target: Self
Range: Cost:
Max SL: 3
Usage Requirements: SL times per Scene
Effect: Recover from all your current debuffs.
The skill to recover from poor physical
condition by raising your resistance to them or
modifying your posture.
Mass Cover
Timing: Cover
Check: Auto success Target: Self
Range: Cost: 4
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Use at the same time as Cover. Perform
protection on multiple characters in the
same Engagement as you. These protected
characters will not receive damage. You only
receive a single character’s worth of damage. If
you were also a target of the damage roll, you
receive your portion of damage in addition to a
separate single character’s worth.
The skill to protect an entire area.
Mastery Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Choose one weapon type. Write this
skill down with the chosen type, such as
Mastery Skill: One-Handed Sword. Add 1d6 to
all hit checks using a weapon of the chosen
type. Treat instances of Mastery Skill for other
weapons as separate skills. You cannot apply
more than one Mastery Skill at a time.
Expresses your mastery over a specific kind of
weapon.
Fortress Stance
Timing: Setup Process
Check: Auto success Target: Self
Range: Cost: 9
Max SL: 5
Usage Requirements:
Effect: Add SL×4 to your Physical Defense and
Magic Defense. This effect lasts until the end of
the Scene or until you perform movement.
The skill to stop moving and lock yourself in a
defensive posture.

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Holy Battle Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 5
Usage Requirements:
Effect: Add SL×3 to your attack damage.
A skill that expresses your training meant to
prepare you for undertaking holy battles.
Defensive Enhancement Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 5
Usage Requirements:
Effect: Add SL×3 to the effect of your Saint
Shield.
The skill to heighten the effects of Saint Shield
via prayer.
High Saint Shield
Timing: Saint Shield
Check: Auto success Target: Self
Range: Cost: 4
Max SL: 1
Usage Requirements: Once per round
Effect: Use this skill at the same time as Saint
Shield. Change Saint Shield’s target to Area
(Choose).
The skill to increase the range of Saint Shield by
way of noble prayers.
Arch-priestArch-priest
Arch-priest is the Priests advanced class. Arch-priest is the Priests advanced class.
They can use magic even more specialized They can use magic even more specialized
in recovery and support. They also have in recovery and support. They also have
extra combat abilities aside from that.extra combat abilities aside from that.

Character Section
175
Scripture Skill
Timing: Minor action
Check: Auto success Target: Self
Range: Cost: 7
Max SL: 1
Usage Requirements:
Effect: Only affects Priest and Arch-priest
skills. Add your Mind to any HP-recovery
effects or attack damage brought about by
your major action. This effect lasts until the
end of your Main Process.
The skill to use words of prayer to draw forth
the power of the gods and strengthen the
effects of your magic and skills. Sometimes,
Arch-priests will add the word Sacred to the
beginning of whatever skill’s effects they
bolster with this skill.
Sacred Exorcism Spell
Timing: Major action
Check: Target: Single
Range: 20m Cost: 12
Max SL: 3
Usage Requirements:
Effect: You can learn this skill only if you
have learned at least 1 level of Exorcism. Only
effective against demon targets. Perform a
magic attack against the target. If the target
is an enemy with a CL (or enemy level) less
than or equal to your CL+SL+3, that target
dies. Otherwise, the attack deals (SL+1)d6+20
piercing damage to the target.
Critical: Add dice
A spell that destroys demons.
Sacred Turn Undead Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 12
Max SL: 3
Usage Requirements:
Effect: You can learn this skill only if you have
learned at least 3 levels of Turn Undead. Only
effective against undead targets. If the target
is an enemy with a CL (or enemy level) less than
or equal to your CL+SL+3, the target either dies
or is knocked out (you decide which when you
use this skill). Otherwise, the attack deals (SL+1)
d6+20 piercing damage to the target.
Critical: Add dice
A spell that destroys the unliving.
Prayer Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to all your checks for Priest
and Arch-priest skills.
A skill that expresses your prayers’ ability to
draw forth additional power in skills.

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Extended Chant Skill
Timing: Setup Process
Check: Auto success Target: Self
Range: Cost: 8
Max SL: 5
Usage Requirements:
Effect: Add SL×5 to your magic-attack damage
but subtract 10 from your Action Points. This
effect lasts until the end of the round or until
you perform movement.
The skill to prolong your chanting to increase
your magic’s power.
Earth Shaker Spell (Earth)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 12
Max SL: 1
Usage Requirements:
Effect: You can learn this skill only if you have
learned at least 1 level of Stone Bind. Perform
a magic attack against the target. That attack
deals 2d6+20 earth magic damage. If the target
loses at least 1 HP from this damage, apply off-
balance to them.
Critical: Add dice
An advanced spell that attacks by shaking the
ground.
Explosion Spell
Timing: Major action
Check: Magic check
Target: Scene (Choose)
Range: Vision Cost: 60
Max SL: 5
Usage Requirements:
Effect: You can learn this skill only if you have
learned at least 5 levels of Extended Chant Skill.
Usable only during a fifth-level Extended Chant
Skill. Perform a magic attack against the target.
That attack deals (SL+1)d6+60 void magic
damage.
Critical: Add dice
Explosion magic boasts incredibly high power.
Casting it requires a long incantation and
immense magical power.
Arch-wizardArch-wizard
Arch-wizard is the advanced class for Arch-wizard is the advanced class for
Wizard. They can use greater, more Wizard. They can use greater, more
powerful magic.powerful magic.

Character Section
177
Tornado Spell (Wind)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 12
Max SL: 1
Usage Requirements:
Effect: You can learn this skill only if you
have learned at least 1 level of Blade of Wind.
Perform a magic attack against the target. Add
1d6 to the attack’s magic check. That attack
deals 2d6+20 wind magic damage.
Critical: Add dice
An advanced spell that attacks with a huge
tornado.
Light of Saber Spell (Light)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 12
Max SL: 1
Usage Requirements:
Effect: You can learn this skill only if you have
learned at least 1 level of Flash. Perform a
magic attack against the target. That attack
deals 2d6+25 light magic damage. If the target
is in the same Engagement as you, add 10 more
damage.
Critical: Add dice
An advanced spell that slices an enemy with
blades of light. It boasts higher power in close-
range combat.
Lightning Strike Spell (Lightning)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 12
Max SL: 1
Usage Requirements:
Effect: You can learn this skill only if you have
learned at least 1 level of Lightning. Perform
a magic attack against the target. That attack
deals 2d6+20 lightning magic damage. If the
target loses at least 1 HP from this damage,
apply intimidated to them.
Critical: Add dice
The skill to skewer enemies with powerful
bolts of lightning. It can even be used indoors
without issue.
Inferno Spell (Fire)
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost: 12
Max SL: 1
Usage Requirements:
Effect: You can learn this skill only if you have
learned at least 1 level of Fireball. Perform a
magic attack against the target. That attack
deals 2d6+30 fire magic damage.
Critical: Add dice
An advanced spell that incinerates an enemy
with enormous flames.

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Cicada Skill
Timing: See Effect
Check: Auto success Target: Self
Range: Cost: 3
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Use when you are making a dodge
check. If that dodge check succeeds, at the
end of the attacker’s Main Process, you may
perform one major action (except attacking).
You cannot perform a move action or minor
action in this way.
The skill to take action while evading enemy
attacks.
Acrobatic Evade
Timing: After check
Check: Auto success Target: Self
Range: Cost: 7
Max SL: 3
Usage Requirements: SL times per Scene
Effect: Use right after making a dodge check.
Redo that check. The result of this new check
cannot be changed.
The skill to force your body out of the way of
attacks that should have hit you.
Afterimage Skill
Timing: Move action
Check: Auto success Target: Self
Range: Cost: 12
Max SL: 1
Usage Requirements:
Effect: Add 1d6 to hit checks for weapon
attacks and 1d6 to your dodge checks. This
effect lasts until the end of the Scene.
The skill to move so quickly that you leave
afterimages behind.
AssassinAssassin
Assassin is the advanced class for Thief. Assassin is the advanced class for Thief.
They specialize in stealth combat, lurking in They specialize in stealth combat, lurking in
the shadows, and watching for the perfect the shadows, and watching for the perfect
opportunity to strike an enemy’s weak opportunity to strike an enemy’s weak
point.point.

Character Section
179
Storm Rush
Timing: Major action
Check: Auto success Target: Self
Range: Cost: 8
Max SL: 3
Usage Requirements: SL times per scenario
Effect: Perform two Speed Rush close-combat
attacks. You don’t pay for either Speed Rush’s
cost. You may attack the same target twice, or
two targets once.
The skill to move like a rushing gale to
continuously attack multiple opponents.
Pinpoint Vitals
Timing: Move action
Check: Auto success Target: Self
Range: Cost: 10
Max SL: 1
Usage Requirements: Using a dagger, once
per Scene
Effect: Use when making a weapon attack.
Change that attack’s target to Single*, then
calculate its damage as though the target’s
Physical Defense and Magic Defense were
0. This effect lasts until the end of your Main
Process.
The skill to use your dagger to deliver a surgical
strike to the gaps between armor or scales.
Shadowblade Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 3
Usage Requirements: Stealth
Effect: Add 1d6 to your hit checks for weapon
attacks and add SL×5 to their damage.
The skill to target an enemy’s vitals while
hidden.
Misthide Skill
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Usage Requirements:
Effect: You can enter a stealth state even while
Engaged with an enemy character.
The skill to conceal your presence in an instant,
as though disappearing into mist, even with an
opponent watching.

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Item Lists
This section contains all information on items used by characters.
For how to read the item lists, see pages 182183, and for using items,
see pages 194195.
󱄌POSSESSIONS
Any item a character currently has on their person is called a possession.
Possessions can range from weapons and armor to other tools like
lanterns and ropes. Having an item like this is called possessing an item.
Depending on how the item is being used, they may also be classi-
fied as either equipment or belongings. However, just like with Lifestyles
(page 193), there are also possessions that are neither equipment nor
belongings.
󱄌EQUIPPING AND CARRYING ITEMS
Normally, you can use any items in your inventory. However, some can
only be used if you have them equipped, and others may not have an
effect in certain situations. This mainly applies to weapons and armor.
Equipping an item means preparing it so that you can use it when
needed.
For example, if you have a weapon equipped, you are in a state where
you can immediately attack with it. Consequently, even if you have a
weapon equipped in both hands, you can still use a potion or hand an
item to another character.
EQUIPMENT
Items that are currently set on any one of the six distinct slots of the
character—right hand, left hand, head, body, support armor, and
accessory—are called equipment. In general, you can equip one item
per slot.
BELONGINGS
Items other than equipment that a character walks around with are
all called belongings. Belongings can be placed in backpacks or the
pockets of clothing and armor, but specifying where they are is not
strictly necessary.

Character Section
181
Items come in several types. The Type section for
items describes what category that item belongs
to and how to use it. Item types are described
below.
Weapon
Items used in battle, like swords and spears. You
can equip these to either your right hand or
your left hand. In the item lists, weapons are not
listed as weapon, but rather, they are split up into
several subcategories. There are nine subcatego-
ries of weapons: hand-to-hand weapons, daggers,
one-handed swords, two-handed swords, axes,
blunt weapons, spears, whips, and bows.
Shield
An item held in the hand to block attacks. They
have an effect only when equipped in the right
hand or the left hand.
Armor
Gear that protects the wearer’s body. Armor can
be split into three categories based on what body
part they correspond to: head, body, and support
armor. These have an effect only when equipped.
Accessory
Items with various effects that can be worn on the
body. These have an effect only when equipped to
the accessory slot.
Tool
Various items used for adventuring. They can gen-
erally be used from the inventory.
Gem
Gemstones such as rubies or diamonds. Some
have skill-like effects and are consumed on use.
Potion
Items that can restore HP or MP, like heal potions
or manatite, or items that purge debuffs. They can
be used from the inventory.
Food
Items that restore HP or MP, like meat or fruit. They
can be used from the inventory.
Storage
Items like backpacks that allow you to store other
items. These increase your carrying capacity. They
have an effect as long as they’re in your inventory,
but you can’t gain the effects of more than one
storage item with the same name at a time.
Decoration
Items like clothing or small accessories. Their ef-
fects are active when they’re in your inventory, and
you can use them from it, but they don’t have any
rule-related abilities. You can wear any number of
these, regardless of your accessory slot.
Service
The types of services available to the player char-
acters, such as lodging and food. Services are not
possessions; you simply pay the price for one at
the relevant location to gain its benefits. Certain
items can be kept in your inventory, but they are
not considered belongings.
Lifestyle
A piece of information that describes how a char-
acter lives between sessions, which can be any-
thing from an extravagant existence to residing
in a horse stable. PCs must buy one Lifestyle
during Preplay and pay for it during After Play.
Types of Items

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These pages explain how to read an item listing.
If a section of an item listing reads “−, it can mean
that section does not exist for the item or pos-
sesses no relevant information for it. Alternatively,
it could also mean that the item doesn’t receive
modifiers from skills or other items. Some sections
may point you to the Effects section for more de-
tails.
󱄌Common Sections
The following sections are common in all item lists.
Name
The name of the item.
Type
The category of the item. See page 181 for details.
Level
The minimum required character level (CL) need-
ed to equip or use the item.
Weight
The weight or bulk of the item. There is a limit on
how many belongings and pieces of equipment
you can possess at once. Items with a “−” in this
section cannot be equipped or possessed as be-
longings.
Equip Slot
The slot the item is equipped to. You can only
equip one item to each slot.
▼Equip Slot: One
Can be equipped in either the right hand or the
left hand. Write which in your equipment section.
▼Equip Slot: Both
Requires both hands to equip and needs both the
right-hand and left-hand slots. Write a weapon like
this in your right-hand slot, then write a “−” in your
left-hand slot.
▼Equip Slot: Dual
An item that represents two weapons used at
once. This needs both the right-hand and left-
hand slots. Write a weapon like this in your right-
hand slot, then write a “−” in your left-hand slot.
Value
The KE needed to purchase the item.
Class Restrictions
Shields and armor have various conditions that
need to be met in order to equip them. If your
class’s equipment requirement doesn’t match
this class restriction, you cannot equip the shield
or armor.
For example, Knights have Equipment Require-
ment: Warrior, which means they can equip shields
and other armor with a Warrior class restriction. If
an equipment requirement reads “−, such as with
the Adventurer, you can only equip shields and
armor with a “−” class restriction.
Effects
Any effects the item has. Below are some terms
that may appear in this section.
•Timing
This explains when you can employ the effects of
an item, such as by using a major action or minor
action.
•Wearer/Bearer
The character equipping the item.
•User
The character using the item.
•Owner
The character who possesses the item.
•Consumable
Consumable items are lost upon usage. Unless
otherwise stated, a consumable item will disap-
pear once its effects have resolved.
•Throwable
If you have the item equipped, you can perform a
throwing attack with it.
Notes
Any additional notes about the item. This may in-
clude all the items effects as well.
󱄌Weapons
Every weapon in the list contains the following
sections.
Hit Modifier
A modifier applied to hit checks made when at-
tacking with the weapon. Applying it may bring
the check score below 0. Commonly shortened to
Hit Mod.
Attack Power
The weapons attack power. This number is add-
ed to damage rolls. Commonly shortened to Atk
Power.
Action Modifier
A modifier applied to a character’s Action Points
when the weapon is equipped. Action Points may
sometimes go below 0. Commonly shortened to
Action Mod.
Range
The weapons range. If this says Close, then the
weapon can only target those in the same En-
gagement as the equipped character. These at-
tacks are generally close-combat attacks.
If a range is displayed in meters, the equipped
character can choose any target within that range
that is not in the same Engagement as them to
attack. These attacks are generally ranged attacks.
How to Read Item Data

Character Section
183
󱄌Shields
Every shield in the list contains the following sec-
tions.
Physical Defense
The modifier applied to a character’s Physical De-
fense when the shield is equipped. Physical De-
fense cannot go below 0 as a result of applying
the modifier. Commonly shortened to Phys Def.
Magic Defense
The modifier applied to a character’s Magic De-
fense when the shield is equipped. Magic Defense
cannot go below 0 as a result of applying the mod-
ifier. Commonly shortened to Mag Def.
Action Modifier
A modifier applied to a character’s Action Points
when the shield is equipped. Action Points may
sometimes go below 0. Commonly shortened to
Action Mod.
󱄌Armor
Every piece of armor in the list contains the follow-
ing sections.
Dodge Modifier
The modifier applied to dodge checks made with
the armor equipped. Applying it may bring the
check score below 0. Commonly shortened to
Dodge Mod.
Physical Defense
The modifier applied to a character’s Physical De-
fense when the armor is equipped. Physical De-
fense cannot go below 0 as a result of applying
the modifier. Commonly shortened to Phys Def.
Magic Defense
The modifier applied to a character’s Magic De-
fense when the armor is equipped. Magic Defense
cannot go below 0 as a result of applying the mod-
ifier. Commonly shortened to Mag Def.
Movement Modifier
The modifier applied to a character’s Movement
when the armor is equipped. If Movement would
be equal to or below 0 after totaling all Movement
modifiers, you must rearrange your equipment so
that Movement is at least 1. Commonly shortened
to Movement Mod.

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184
󱄌
Weapons List
Name Type Level Weight Hit Mod
Atk
Power
Action
Mod
Range
Equip
Slot
Barehanded Hand-to-hand 1
-
±0 ±0 ±0 Close
Dual
Iron knuckles Hand-to-hand 1 5
+1
+4 ±0 Close
Dual
Bagh nakh Hand-to-hand 1 5 ±0 +6 ±0 Close
Dual
Iron claws Hand-to-hand 2 5 ±0 +7 ±0 Close
Dual
Mithril knuckles Hand-to-hand 4 6 ±0 +9 ±0 Close
Dual
Mithril claws Hand-to-hand 6 6 ±0 +11 ±0 Close
Dual
Patas Hand-to-hand 8 7 ±0 +13 ±0 Close
Dual
Diamond knuckles Hand-to-hand 10 8 +1 +13 ±0 Close
Dual
Knife Dagger 1 1 ±0 +3 ±0 Close One
Dagger Dagger 1 1 ±0 +4 ±0 Close One
Baselard Dagger 2 1 ±0 +4 ±0 Close One
Katar Dagger 2 1 ±0 +5 ±0 Close One
Fine dagger Dagger 3 2 ±0 +6 ±0 Close One
Dirk Dagger 4 2 ±0 +5 ±0 Close One
Sword breaker Dagger 6 3 ±0 +7 ±0 Close One
Mithril dagger Dagger 8 4 ±0 +8 ±0 Close One
Weapon breaker Dagger 10 5 ±0 +9 −1 Close One
Short sword One-handed sword 1 2 ±0 +5 −1 Close One
Long sword One-handed sword 1 6 −1 +7 −1 Close One
Rapier One-handed sword 2 6 ±0 +6 −1 Close One
Broad sword One-handed sword 2 6 −1 +8 −1 Close One
Firangi One-handed sword 3 6 −1 +9 −1 Close One
Fine sword One-handed sword 4 7 −1 +10 −1 Close One
Mithril sword One-handed sword 6 8 −1 +11 −1 Close One
Gladius One-handed sword 8 9 ±0 +10 ±0 Close One
Mithril scimitar One-handed sword 10 9 ±0 +12 −1 Close One
Zweihänder Two-handed sword 1 10 −1 +10 −2 Close Both
Great sword Two-handed sword 1 10 −1 +11 −3 Close Both
Claymore Two-handed sword 2 11 −1 +12 −3 Close Both
Rhomphaia Two-handed sword 3 12 −1 +13 −3 Close Both
Fine claymore Two-handed sword 4 13 −1 +13 −2 Close Both
Heavy claymore Two-handed sword 6 13 −1 +16 −2 Close Both
Outrage Two-handed sword 8 13 −2 +19 −3 Close Both
Mithril claymore Two-handed sword 10 15 −1 +19 −1 Close Both
Hand ax Ax 1 8 −2 +8 −1 Close One
Great ax Ax 1 10 −2 +11 −2 Close Both
Halberd Ax 1 10 −3 +13 −2 Close Both
Battle ax Ax 2 9 −2 +9 −1 Close One
Light ax Ax 3 8 −2 +10 −1 Close One
Poleax Ax 3 11 −2 +13 −2 Close Both
Heavy halberd Ax 4 11 −3 +16 −2 Close Both
Tangi Ax 6 10 −2 +12 −1 Close One
Mithril ax Ax 8 11 −2 +13 −1 Close One
Mithril halberd Ax 10 14 −3 +22 −2 Close Both

Character Section
185
Value Effects & Notes
Use these values when not equipped with a weapon, or when fighting in close quarters without using a weapon.
10 An iron weapon that fits over your fingers.
50 Iron claws you grip in your palms.
100 Iron claws that are attached to the back of your hands to use as a weapon.
400 Knuckle guards reinforced with mithril plating.
780 Claws made of mithril.
2,100 Weapons that combine arm-protecting gauntlets with swords.
4,200 Knuckle guards adorned with diamonds.
10 Throwable. A small-size knife.
20 A short blade that is slightly larger than a knife.
50 Throwable. A double-edged knife, slightly larger than a dagger.
150 A large dagger with a unique shape that completely separates the hilt from the grip.
250 A very high-quality dagger.
300 Throwable. A dagger useful for both chores and combat.
800 Passive: Bearer gains +1 Physical Defense. A single-edged dagger with a comblike back.
1,400 A dagger made of mithril.
4,800 Passive: Bearer gains +1 Physical Defense. A stronger sword breaker.
80 A short-bladed and easy-to-use sword.
150 The most basic long sword.
120 A sword with a thin blade.
240 A long sword with a flat blade.
300 A sword with a double edge on the top half of the blade, and a single edge on the bottom.
500 A high-quality long sword.
780 A long sword made of mithril.
1,100 A short sword for foot soldiers.
3,800 A scimitar made of mithril.
250 A two-handed sword with a long grip, made so the bearer can hold the base of the blade as well.
300 A huge sword about two meters in total length.
380 A simple, unadorned two-handed sword. Has a unique cross-shaped hilt.
680 A two-handed sword with a sickle-shaped blade. The hilt is almost as long as the blade itself.
800 A high-quality claymore.
1,300 A claymore forged to possess additional weight and hardness.
2,800 An enormous sword that’s almost three meters long.
5,300 A claymore made of mithril.
100 Throwable. A small ax to be used in one hand.
160 A giant ax you hold with both hands.
220 A weapon with an ax blade at the end of a spear.
1,300 A one-handed ax. Powerful and easy to handle.
350 A battle ax made smaller but more powerful.
670 A two-handed ax with an ax blade on one side of its tip and a hooked claw on the other.
760 A halberd with a heavier, stronger head.
760 A small, easy-to-use ax that is still quite powerful.
1,500 A battle ax with a head made of mithril.
7,800 A heavy halberd made of mithril.

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󱄌
Weapons List
Name Type Level Weight Hit Mod
Atk
Power
Action
Mod
Range
Equip
Slot
Club Blunt 1 1 −1
+2
±0
Close One
Light mace Blunt 1 5 −1 +5 ±0
Close One
Flail Blunt 1 6 ±0
+5
−1
Close One
Heavy mace Blunt 2 5 −1
+6
±0
Close One
War hammer Blunt 3 5 −1
+7
±0
Close One
Morning star Blunt 4 6 −1
+8
±0
Close One
Heavy flail Blunt 6 6 −1
+9
±0
Close One
Mithril hammer Blunt 8 7 −1
+11
±0
Close One
Diamond mace Blunt
10
8 −1 +12 ±0
Close One
Staff Blunt
1 5
−1
+2
±0 Close
Both
Magic staff Blunt
1 6
−1
+2
−1 Close
Both
Arch staff Blunt
6 6
−1
+4
−1 Close
Both
Wizard staff Blunt
10 7
−1
+8
−1 Close
Both
Short spear Spear
1 8
−1
+7
−2 Close
One
Long spear Spear
1 11
±0 +9 −2 Close
Both
Trident Spear
2 11
±0 +10 −2 Close
Both
Javelin Spear
3 8
−1 +9
−2
Close
One
Heavy spear
Spear
4 12 ±0
+12
−2 Close Both
Partisan
Spear
5 9 −1 +11 −1
Close
One
Fine spear Spear
6 13 ±0 +14 −2
Close
Both
Pilum Spear
7 10 −1 +13 −2
Close
One
Mithril spear Spear
8 14 ±0 +17 −2
Close
Both
Mithril javelin Spear
10 11 −1 +16 −2
Close
One
Mithril heavy spear Spear
10 15 ±0 +18 −2
Close
Both
Whip Whip
1 3 −2 +5 ±0
Close
One
Chain whip Whip
2 3 −2 +6 ±0
Close
One
Heavy whip
Whip
3 4 −2 +7 ±0 Close One
Fine whip
Whip
4 4 −2 +8 ±0
Close
One
Wire whip Whip
6 5 −2 +10 ±0
Close
One
Mithril whip Whip
8 6 −2 +12 ±0
Close
One
Chain spike Whip
10 7 −2 +14 ±0
Close
One
Short bow Bow
1 6 −2 +6 −3
20m
Both
Light crossbow Bow
1 6 −1 +5 −4
20m
Both
Longbow Bow
2 6 −2 +7 −3
30m
Both
Heavy crossbow
Bow
3 7 −1 +7 −4 30m Both
Self bow
Bow
4 7 −2 +9 −3
30m
Both
Fine crossbow Bow
4 7 −1 +8 −4
30m
Both
Composite bow Bow
6 8 −2 +11 −3
30m
Both
Arbalest
Bow
8 13 −1 +13 −5
40m
Both
Great bow
Bow
10 10 −2 +15 −3
30m
Both

Character Section
187
Value Effects & Notes
20
A wooden club.
100 A blunt weapon with a tip made of metal fragments stuck together in a radial pattern.
150 A club with an iron ball attached to the tip by a chain.
180 A mace with a metal weight embedded in the head.
300 A hammer for use in combat.
480 A club with a chain and a spiked iron ball attached to it.
700 A flail with an even larger iron ball.
850 A war hammer made of mithril.
2,200 A combat-ready mace with diamond reinforcing the head.
40 Passive: Bearer gains +1 Physical Defense. A staff, a meter to a meter and a half long.
250 Passive: +1 to magic-attack damage. A staff that supports spell-casting.
3,200 Passive: +2 to magic-attack damage. A more powerful version of the magic staff.
18,000 Passive: +4 to magic-attack damage. A magic staff made using mithril.
110 Throwable. A short spear that can be used in one hand.
200 The most common type of spear, with a length of about two meters.
350 A fishing implement altered to be used as a weapon.
380 Throwable. A spear designed for throwing.
680 A spear with a heavier weight in the tip to raise its power.
510 Throwable. A spear with protrusions on either side of the tip.
1,500 A high-quality long spear.
1,100 Throwable. A weighty spear made for throwing.
3,800 A spear with a point made of mithril, raising its power.
3,200 Throwable. A javelin made of mithril.
5,800 A heavy spear powered up by putting mithril in the grip and point.
30 A leather whip.
80 A whip made of metal chains.
130 A chain whip boasting additional weight.
390 A high-quality chain whip.
820 A whip made of special metal wires that possess slenderness and sharpness.
1,800 A whip with mithril fibers woven in.
3,000 A chain whip combined with sharp protrusions.
200 A small bow.
450 A small mechanical bow.
300 An ordinary bow.
600 A large crossbow.
580 A basic bow made of a single type of wood.
800 A high-quality crossbow.
1,300 A composite bow made of many different types of wood. Has more power than other bows because of its
greater pull-back force.
2,500 A heavy crossbow with high range and power. Because it would take a lot of strength to draw it back, its
drawn using a crank.
4,800 An even stronger composite bow. High quality in both materials and assembly.

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󱄌
Shields List
Name Type Level Weight Phys Def Mag Def
Action
Mod
Equip
Slot
Round shield Shield 1
2
+3 ±0 −1 One
Kite shield Shield 2 2 +4 ±0 −1 One
High-quality shield Shield 3 3 +5 ±0 −1 One
Fine shield Shield 4 3 +6 ±0 −1 One
Holy shield Shield 6 3 +6 +1 −1 One
Mithril shield Shield 8 4 +9 ±0 −1 One
Reflect shield Shield 10 4 +8 +2 −4 One
Armor List
1
Name Type Level Weight
Dodge
Mod
Phys Def Mag Def
Movement
Mod
Equip
Slot
Hat Armor 1
1
±0 +1 ±0 ±0 Head
Circlet Armor 1 1 ±0 +2 ±0 ±0 Head
Helmet Armor 1 3 −1 +2 ±0 ±0 Head
Domino Armor 2 2 ±0 +2 ±0 ±0 Head
Biretta Armor 2 2 ±0 +2 ±0 ±0 Head
Wizard hat Armor 2 2 ±0 +2 ±0 ±0 Head
Cross helm Armor 3 3 −1 +3 ±0 ±0 Head
Great helm Armor 4 4 −1 +4 ±0 ±0 Head
Magical hat Armor 6 2 ±0 +3 ±0 ±0 Head
Gold helm Armor 6 5 −1 +6 ±0 ±0 Head
Glass crown Armor 8 3 ±0 +4 ±0 ±0 Head
Crystal helm Armor 8 6 −1 +7 ±0 ±0 Head
Rune band Armor 10 5 ±0 +3 +1 ±0 Head
Zirconia helm Armor 10 7 −1 +8 ±0 ±0 Head
Robe Armor 1 2 ±0 +2 ±0 ±0 Body
Cloth armor Armor 1 4 ±0 +3 ±0 ±0 Body
Leather jacket Armor 1 5 ±0 +4 ±0 −1 Body
Chain mail Armor 1 8 −1 +6 ±0 −1 Body
Leather armor Armor 2 6 ±0 +5 ±0 −1 Body
Studded mail Armor 2 7 ±0 +6 ±0 −1 Body
Ironside Armor 2 9 −1 +7 ±0 −1 Body
Wizard robe Armor 3 3 ±0 +3 ±0 ±0 Body
Dalmatic Armor 3 7 ±0 +6 ±0 ±0 Body
Scale armor Armor 3 8 ±0 +7 ±0 −1 Body
Silver chain mail Armor 3 10 −1 +8 ±0 −1 Body
Padded armor Armor 4 8 ±0 +7 ±0 −1 Body
Cuir bouilli Armor 4 8 ±0 +8 ±0 −2 Body
Breastplate Armor 4 11 −1 +9 ±0 −1 Body
Sneaking suit Armor 5 9 ±0 +8 ±0 ±0 Body
Arquebus armor Armor 5 11 −1 +11 ±0 −2 Body
Mithril cloak Armor 6 7 ±0 +5 +3 −1 Body
Brigandine Armor 6 10 ±0 +9 ±0 −1 Body
Plate mail Armor 6 12 −1 +12 ±0 −2 Body
Mithril vest Armor 7 10 ±0 +9 ±0 −1 Body

Character Section
189
Value Class Restrictions Effects & Notes
100
Warrior, Priest, Thief A regular round shield.
150 Warrior, Priest A large shield with a kite shape.
400 Warrior, Priest A high-quality kite shield.
650 Warrior, Priest A shield with several layers of metal.
1,300 Priest
A holy shield blessed at a temple. The blessing gives it the ability to defend against
magic as well.
2,900 Warrior, Priest A kite shield made of mithril.
6,800 Warrior, Priest
A shield with a magical effect applied to it. Has high Physical Defense and Magic
Defense.
Value Class Restrictions Effects & Notes
50 Hats that come in many shapes and sizes.
250 A metal band to be worn on the head.
100 Warrior A metal helmet that covers the head.
200 Thief A mask that covers the shoulders and head.
200 Priest A hat worn by priests.
200 Wizard A hat made for wizards.
300 Warrior A helmet that completely covers the entire head.
500 Warrior A stronger cross helm.
1,200 Priest, Wizard A hat made of fabric with magical characters engraved into it.
1,200 Warrior A helmet made of gold. Awfully conspicuous.
3,000 A beautiful crown made of glass.
3,200 Warrior A helmet made of crystal.
3,800 Warrior, Priest, Thief A headband with magic characters woven into it.
5,800 Warrior A helmet made of zircon, a gem with a similar shine to diamonds.
30 A loose-fitting piece of clothing.
50 Armor made of cloth. Includes cotton in its construction to absorb blows.
100 Warrior, Priest, Thief A jacket made from tanned leather.
450 Warrior Armor made of linked chains.
200 Warrior, Priest, Thief Armor made of leather.
300 Warrior, Priest Leather armor with stronger defense, weaving several kinds of leather together.
600 Warrior A breastplate made from a forged steel plate.
150 Wizard Clothing made for wizards.
300 Priest Loose ceremonial clothing worn by priests.
400 Warrior, Priest Armor made of small, scalelike metal plates.
800 Warrior Chain mail reinforced with silver.
500 Warrior, Priest, Thief Armor made of cloth.
600 Warrior, Priest Leather armor whose leather has been boiled, resulting in higher defense.
980 Warrior Metal armor that defends both the front and back.
2,500 Warrior, Thief Clothes made from a unique, highly stretchable fabric, frequently used for stealth
activities.
2,100 Warrior Simplified plate mail.
5,200 Priest, Wizard, Thief A cloak with mithril woven into the fibers, made from a magical knitting method.
2,600 Warrior, Priest Armor using cloth or leather with metal fragments woven in.
3,200 Warrior Armor that totally covers everything but the head. Incredibly heavy.
2,900 Warrior, Priest, Thief A breastplate with mithril woven into it, meant to protect vital areas.

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190
󱄌
Armor List 2
Name Type Level Weight Hit Mod
Phys
Def
Mag
Def
Move
Mod
Equip Slot
Cuirass Armor 7 12 −1 +12 ±0 −1 Body
Holy breastplate Armor 8 12 ±0 +10 +1 −2 Body
Mithril armor Armor 8 13 −1 +13 ±0 −2 Body
Crystal armor Armor 9 14 −1 +14 ±0 −2 Body
Rune robe Armor 10 7 ±0 +3 +5 −1 Body
Mirage coat Armor 10 11 +1 +10 ±0 −1 Body
Reflect armor Armor 10 13 ±0 +9 +3 −1 Body
Diamond armor Armor 10 14 −2 +15 ±0 −2 Body
Cape Armor 1 1 ±0 +1 ±0 ±0 Support Armor
Buckler Armor 1 1 +1 +2 ±0 −1 Support Armor
Point armor Armor 1 2 −1 +3 ±0 ±0 Support Armor
Traveler’s cape Armor 2 2 ±0 +2 ±0 ±0 Support Armor
Gauntlets Armor 2 2 ±0 +3 ±0 −1 Support Armor
Sturdy boots Armor 3 2 ±0 +3 ±0 ±0 Support Armor
Fine point armor Armor 3 2 −1 +5 ±0 ±0 Support Armor
Fine buckler Armor 3 2 +1 +4 ±0 −1 Support Armor
Surcoat Armor 4 2 ±0 +3 ±0 ±0 Support Armor
Quick band Armor 4 2 ±0 ±0 ±0 +1 Support Armor
Crystal ring Armor 4 2 ±0 +1 +1 −1 Support Armor
Crystal buckler Armor 5 2 +1 +5 ±0 −1 Support Armor
Mithril point armor Armor 5 4 −1 +6 ±0 −1 Support Armor
Dragon-scale necklace Armor 6 3 ±0 +1 +2 −1 Support Armor
Rogues cape Armor 6 3 +1 +2 ±0 ±0 Support Armor
Mithril gauntlets Armor 7 3 ±0 +6 ±0 −1 Support Armor
Diamond point armor Armor 7 5 −1 +7 ±0 −1 Support Armor
Mithril armband Armor 8 3 ±0 +2 +2 −1 Support Armor
Magic cape Armor 8 4 ±0 +3 +1 ±0 Support Armor
Diamond gauntlets Armor 9 3 ±0 +7 ±0 −1 Support Armor
Winged boots Armor 9 4 ±0 +4 ±0 +1 Support Armor
Mithril cape Armor 10 4 ±0 +5 ±0 ±0 Support Armor
Rune ring Armor 10 4 ±0 +2 +3 −1 Support Armor
Rune point armor Armor 10 7 −1 +7 +1 −1 Support Armor

Character Section
191
Value Class Restrictions Effects & Notes
3,600
Warrior
Custom made-to order plate-metal armor.
5,200 Warrior, Priest A blessed breastplate.
5,800 Warrior A breastplate made of mithril. Possesses both beauty and high defense.
8,000 Warrior Arquebus armor made of crystal.
6,000 A robe with magic characters engraved into it. Boasts high Magic Defense.
7,200 Warrior, Thief A coat meant to slightly blur the wearer’s figure.
7,900 Warrior, Priest Armor with higher defense against magic.
9,800 Warrior Strong, beautiful plate armor with diamonds in it.
100 A loose-fitting cape.
150 Warrior, Thief Cannot be equipped at the same time as a shield. A shield attached directly to the arm.
200 Warrior, Priest Armor that protects only the vital spots, such as the arms and legs.
250 A sturdy cape.
300 Warrior, Thief Sturdy gloves that protect the arms.
500 Warrior, Priest, Thief Sturdy boots reinforced with metal sheets and the like.
550 Warrior, Priest High-quality point armor.
600 Warrior, Thief Cannot be equipped at the same time as a shield. A high-quality buckler.
900 A ceremonial mantle worn mostly by knights.
1,200 Warrior, Priest, Thief
Passive: Wearer gains +2 Action Points. An armband with the power to heighten
swiftness.
1,200 Priest, Wizard A ring with a crystal that accumulates mana.
1,500 Warrior, Thief Cannot be equipped at the same time as a shield. A buckler made of crystal.
1,800 Warrior, Priest Point armor made of mithril.
2,200 Priest, Wizard A necklace adorned with the scales of a dragon.
2,600 A cape for blending into surrounding colors like a chameleon.
3,200 Warrior, Thief Gauntlets made of mithril.
3,800 Warrior, Priest Point armor adorned with diamond decorations.
3,200 Priest, Wizard An armband with mithril, treated with anti-magic.
4,100 A cape that increases defense using mana.
5,500 Warrior, Thief Gauntlets adorned with diamond decorations.
5,100 Warrior, Priest, Thief Boots decorated with wings. They don’t impede the wearer’s movements.
6,200 A silvery-white, glimmering cape with fibers of mithril woven into it.
6,500 Priest, Wizard A ring with magical characters engraved into it.
7,000 Warrior, Priest Point armor with magical characters engraved into it.

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192
󱄌
Accessories List
Name Type Level Weight Value Effects & Notes
Thief’s tools Accessory 1 1 50 Passive: Add 1 to the final
check score when the owner
disarms traps. A set of tools for
disengaging traps, used mainly
by thieves.
Holy symbol Accessory 1 1 150 Passive: Add 1d6 to the HP value
restored when the owner uses
Heal (page 142). Priest only. A
holy symbol carried by the
clergy.
Grimoire Accessory 1 1 200 Passive: Add 1 to the damage
of magic attacks performed by
the owner. Wizard only. A book
filled with techniques on magic,
meant for wizards.
Maintenance tools Accessory 1 1 200 Passive: Add 1 to the damage
of weapon attacks, excluding
barehanded, performed by
the owner. A set of tools for
maintaining one’s weapons.
Tools List
1
Name Type Level Weight Value Effects & Notes
Adventurer’s
Card
Tool 1
0
Cannot
sell
A card issued by the Adventurers Guild to adventurers.
The adventurer’s details are written on it. This includes
their level, class, and skills.
Chalk Tool 1 1 1 A white stick made of hardened limestone. Can be used
to draw letters, numbers, and pictures on walls and other
surfaces.
Flint/Striker Tool 1 1 1 A stone and a bit of metal for starting fires.
Writing tools Tool 1 1 1 Implements needed to write letters, numbers, and pic
-
tures, such as paper, pens, and ink.
Rope Tool 1 1 3 Before check: Add 2 to the total check score on scaling
and jumping checks. A rope about twenty meters long.
Lantern Tool 1 1 5 Free action: Remove the effects of darkness (page 238)
in the user’s Area. This effect lasts until the user uses a
free action to put the lantern out, or until the end of the
scenario. A mechanical lantern made to produce large
quantities of light.
Instrument Tool 1 1 5 A musical implement of some kind, like a stringed instru
-
ment, wind instrument, or drum.
Camping tools Tool 1 2 3 A set of gear for camping, including a simple tent and a
blanket. This provides enough for one person to camp
outdoors.
Adventurer’s set Tool 1 5 10 A set including camping tools, rope, a lantern, and flint/
striker.
Antidote Tool 1 1 10 Minor or Major action: Removes poison from the user.
Consumable. A potion that gets rid of poison.
Heal potion Potion 1 1 30 Minor or Major action: Restore 2d6 HP to the user. Con
-
sumable. A potion that heals wounds.
Manatite (XS) Potion 1 1 50 Minor or Major action: Restore 2d6 MP to the user. Con
-
sumable. A very small stone with magic power inside.
High heal
potion
Potion 1 1 200 Minor or Major action: Restore 4d6 HP to the user. Con
-
sumable. A more effective heal potion.
Manatite (S) Potion 1 1 300 Minor or Major action: Restore 4d6 MP to the user. Con
-
sumable. A small stone with magic power inside.
Manatite (XL) Potion 1 1 Market
value
Minor or Major action: Restore an amount of MP to the
user determined by the GM. The GM determines this items
price as well. An extremely large manatite stone. Almost
none of these are in circulation, meaning those who have
them set their own prices.

Character Section
193
Tools List
2
Name Type Level Weight Value Effects & Notes
Meat Food 1 1 20 Major action: Restore 1d6 HP to the user. Consumable. Meat
obtained from animals or elsewhere.
Vegetable Food 1 1 20 Major action: Restore 3 MP to the user. Consumable. A vegeta
-
ble generally used as an ingredient in cooking.
Fruit Food 1 1 30 Major action: Restore 1d6 MP to the user. Consumable. A fruit,
such as one picked from a tree.
Accessory
Decoration
1 1 3 or
more
Any generic accessory, such as a ring, necklace, or bracelet.
Quality clothing
Decoration
1 1 4 Clothing made from excellent materials.
Mask
Decoration
1 1 5 A mask worn on the face. Comes in a wide variety of shapes
and sizes.
Perfume
Decoration
1 1 10 Perfume that makes you smell better.
Dress / Formal
attire
Decoration
1 1 15 Clothing for formal occasions.
Ruby Gem 1 1 200 When used with Elemental Rune, the weapon attack’s element
becomes fire. A clear gem with a reddish hue.
Emerald Gem 1 1 200 When used with Elemental Rune, the weapon attack’s element
becomes wind. A clear, green gem.
Sapphire Gem 1 1 200 When used with Elemental Rune, the weapon attack’s element
becomes water. A clear, blue gem.
Topaz Gem 1 1 200 When used with Elemental Rune, the weapon attack’s element
becomes earth. A clear, yellow gem.
Diamond Gem 1 1 500 When used with Elemental Rune, the weapon attack’s element
becomes light. A colorless, clear gem that sparkles.
Belt pouch Storage 1 0 15 Passive: Add 2 to the owner’s carrying capacity. You can only
possess one belt pouch. A small pouch worn on the waist.
Backpack Storage 1 0 30 Passive: Add 5 to the owner’s carrying capacity. You can only
possess one backpack. A large bag worn on the back.
Standard meal Service 1 2 A regular meal, eaten in homes all over the world.
Extravagant
meal
Service 1 5 An extravagant meal made by an actual chef.
Lifestyles List
Name Type Level Weight Value Effects & Notes
Stable living Lifestyle 1 0
Subtract CL×5 from your max HP and max MP (cannot go
below 1). This effect lasts until the end of the scenario. A
lifestyle of sleeping in horse stables for the night.
Simple living Lifestyle 1 CL×10
A simple lifestyle involving sleeping in a larger room. In
most cases, multiple people can be in one room together.
Economy Lifestyle 1 CL×100
Add 5 to your max HP and max MP. You reside at an inn,
which is a little cramped, but they provide enough food
for you.
Suite
Lifestyle
1 CL×1,000
Add 10 to your max HP and max MP. You stay at a luxuri
-
ous inn room and get to have three meals per day.
Royal Lifestyle 1 CL×10,000
Add 30 to your max HP and max MP. You live the extrav
-
agant lifestyle typically only afforded to royalty. You can
also hire the services of servants.

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194
This section will explain how to use skills. Because
it touches on various rules, such as checks and
actions, you may want to save reading this until
you’ve finished reading the Rules Section.
Skill and Item Priority
When the effects of skills or items would cause a
contradiction with the rules, excluding the golden
rule, the general practice is that the skill or item
effects have priority.
Also, if items and skills would contradict one an-
other, the player character using said skill or item
may choose the more beneficial option. Howev-
er, the GM may still overrule this, deciding that it
would be unnatural or improper to do so.
Using Skills and Items
Follow the process below when using items with
unique effects and skills.
Also, unless otherwise stated, a skill or item’s effect
will last until the end of the user’s Main Process.
Determine a Target
Check the skill or item’s Target section, if it has one,
then decide on what target or targets you will ap-
ply its effects to and declare any targets to the GM.
Considering Timing
Check the skill or item’s Timing section, if it has
one, then confirm when it is appropriate to use
the skill or item.
Usage timing outside combat
If you are not currently in combat (round progres-
sion), then skills and items can be used at any time
the GM approves of.
As a rule of thumb, it may be best to act as though
you are using the skill or item during combat
and perform one action at a time while moving
through the combat processes: the Setup Process,
the Initiative Process, a move action, a minor ac-
tion, and a major action.
For example, using Heavy Blow or Downswing to
destroy a door outside battle could happen. How-
ever, if you wanted to cast Bless to increase the
number of dice you roll for the check, that would
also use up a major action, so the GM may rule that
you cannot increase the dice of your own action
checks outside combat.
Considering Checks
Check the skill or item’s Check section, if it has
one, then confirm what sort of check needs to be
made.
Pay the Cost
Any skill with a value in the Cost section needs to
have that value paid in MP to activate the skill. If
your MP would fall to less than 0 as a result, you
will not be able to use the skill.
Also, if the Effect section specifies paying HP or
Blessings, do so now.
Perform Checks or Declare Usage
Use the skill or item by either performing a check
or simply declaring it.
A character may only declare the usage of one
skill or item during a single timing window (for
example, a single major action). In addition, if the
timing of a skill and item would be the same, you
can only use one of them. This excludes skills and
items with Timing: See Effect. Skills and items with
Timing: Passive are in effect at all times, so they
don’t have this restriction. However, they may have
restrictions when equipping more than one item
of the same name at a time. Details follow below.
Apply Effects
Once you’ve declared that you are using a skill or
item and passed any checks it may require, its ef-
fects come into play.
If the target doesn’t want to receive the effects of
that skill or item, they can perform an opposition
check as the reactor. In this case, you must win the
opposition check for your skill or item to come
into effect. As for the manner in which the effect
is applied, ultimately, that is for the GM to decide.
•Magic check (skills with Check: Magic check)
Perform an Intelligence check. A reaction to a
magic check is a dodge check.
Stacking effects
The effects of skills or items of the same name do
not stack on the same target, no matter how many
times that one skill or item is used. When some-
thing like this occurs, the target character of the
skill or item decides which duplicate effect to ap-
ply. Also, if there are factors that would change the
effect, such as the result of a dice roll, the character
must choose before calculations are performed.
Along the same lines, equipping multiple items of
the same name still counts as having effects of the
same name, so you can only get that item’s Timing:
Passive effect once.
One-versus-many checks
When a skill or item targets multiple characters,
the user of the skill or item makes only one check,
while each targeted character makes their own
opposition check against it. For damage rolls for
attacks against multiple targets, the user still only
performs one roll, which is applied to each target.
When Skills or Items Are Used at the Same
Time
If multiple characters declare that they’re using a
skill or item—either right before or right after an
opposition check, or right before or right after a
Using Skills and Items

Character Section
195
damage roll—apply the declarations of the actor
(attacker) and any characters assisting the actor
before applying the declarations of the reactor
(defender) and any characters assisting the reactor.
Any reactors may withdraw their usage of a skill
or item based on the declaration of any actors. If
a reactor does this, they do not need to pay the
cost, nor will they lose an item if it is consumable.
The determination of which side is attacking and
which side is defending ultimately lies with the
GM.
Other Usage Involving Checks
The GM may permit the use of skills or items for
purposes outside those listed in their Effects sec-
tions, such as using Freeze to freeze wet clothing
or tying a criminal up with rope so that they can’t
move. If this would involve an action check, the
GM may approve a +1d6 modifier on the check.
The GM may also permit a player to ignore timing
restrictions and use skills right before such a check.
When using these skills, the player must still pay
the cost and will lose a usage where applicable.
In addition, if a player uses multiple items or
skills for a single check, the modifier to the check
doesn’t stack.
Creating Unique Situations
Players might have ideas to use skills or items in
unexpected ways, such as chopping down a tree
using Heavy Blow or burning straw using Fireball.
The GM should decide whether such actions are
valid, and the necessary checks, ability scores, and
difficulty levels (use the Difficulty Level Table on
page 205 or use the formula (CL/3)+8).
Attacking with General Magic
Players may come up with ideas that enable them
to attack with skills that lack attack information,
such as using Tinder to make a flame stronger or
using Create Water and pushing the water into an
enemy.
In these cases, the damage becomes 1d6 magic
or physical damage. (You shouldn’t set this to be
any higher than skills that have proper attack infor-
mation.) If its magic damage, the GM can decide
on an element based on the type of the skill. For
example, since Tinder’s type is Spell (Fire), it would
deal fire magic damage. If there is no element de-
fined, the GM should choose one.
Consulting with the GM
These rules are meant to re-create the feeling of
the original work. However, they are also danger-
ous in that they may leave players thinking they
can do anything they want. Both the GM and
players should tread carefully when using these
rules, and most importantly, they should discuss
things among themselves. Theres no need for a
player to hesitate in suggesting their own ideas
or interpretations, but all players should follow the
GM’s decisions.

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196
What Are Cheats?
Cheats are a way to depict the special abilities or traits that characters
who appear in Konosuba might have. Using them will allow for the fun,
chaotic developments like those in the original work. However, if the GM
is a more serious type, you might have a hard time using them.
The GM should decide on their own whether or not to use cheats in
their game. The players cannot force the decision. If you absolutely want
them in a game, then you’ll have to be the GM yourself.
MERITS AND DEMERITS
Cheats are a double-edged sword.
First, they each have a merit: a powerful ability for the cheats owner.
Second, they each have a demerit: a drawback. Mighty powers come
with much sacrifice. The stronger a cheats merit is, the more harmful its
demerit.
󱄌MERITS
Cheats afford a player something beneficial, such as a special skill or
unique item.
󱄌DEMERITS
There are penalties and conditions for receiving the merits of cheats. Un-
less otherwise stated, the effects of the demerit are applied immediately
as long as the requirements are met. If it has no requirements, it is active
at all times. Based on the demerit, the GM may apply penalties to the
player characters at the GM’s discretion and for however long they wish.
When in doubt, apply the penalty on the spot and/or have the penaltys
effects last until the end of the scenario.
ACQUIRING CHEATS
Cheats are generally acquired during Preplay or After Play.
You don’t need experience points to acquire one.
In general, a player character can only learn one obtainable cheat. With
the GM’s permission, they may acquire multiple. They cannot acquire the
same cheat more than once.
Cheat Rules

Character Section
197
󱄌CHEAT RESTRICTIONS
The GM may place restrictions on which cheats a player character may
acquire.
For example, in a scenario involving fighting the Demon King’s army, a
player character who has Member of the Demon King’s Army may be at
a severe disadvantage. In these types of situations, the GM may restrict
for that session which cheats are obtainable.
Of course, even in that example, a GM would be more than welcome
to introduce that specific cheat into the plot.
Using Cheats
Simply put, cheats break the games balance. They’re not meant for those
who enjoy the serious struggles of life and death.
But breaking the game’s balance can be enjoyable. It is the players and
the GM’s right to decide which option seems more fun and choose that
one. The final say about whether to use cheats lies with the GM.
󱄌NPCs AND CHEATS
The GM may have NPCs acquire cheats as part of the scenario if they
wish.
If they do, everyone will receive extra experience points in the
Completed the mission section equal to the number of cheats possessed
by NPCs multiplied by the average level of all player characters.

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198
Demerit
It is not easy to overcome death itself. You need
luck on your side. When using Return by Death,
you must spend 1 Blessing. If you cannot, then
you cannot use Return by Death.
Description
When you died, for reasons related to the world
or a deity, you received the ability to come back
to life after dying.
Merit
Use when you are knocked out or die. You are no
longer knocked out or dead. Your HP becomes 1.
You can use this once per scenario.
Return by Death
Description
You’re actually a goddess of this world. If push
comes to shove, you can unleash your hidden di-
vine powers. Player characters of any gender can
use this cheat.
Merit
Use right after a character in the same Scene per-
forms a check. The check is now counted as a crit-
ical. If dice would be added because it is a critical,
always add 2d6 regardless of the number of sixes
rolled. You can use this once per scenario.
This section describes all available cheats.
The GM’s permission is required to use any
of these.
Demerit
Nobody in this world believes you’re a goddess.
You keep telling them, but everyone either thinks
you must be insane or avoids you out of fear of
being damned.
I’m Actually a Goddess
List of Cheats

Character Section
199
Demerit
Your power is propped up by the royal lifestyle
you’re used to.
If you choose stable living or simple living as your
Lifestyle, you cannot receive the effects of this
cheat’s merit, and you take a −1d6 penalty on all
checks.
Description
The blood of the Belzerg royal family, which
birthed the legendary hero who slew the Demon
King, runs through your veins. As such, you’ve
inherited the immense powers of that legendary
hero.
Merit
Passive. Add CL×4 to all damage dealt to demon
enemies.
Belzerg Royalty
Description
When you receive physical or mental damage, you
feel pleasure instead of pain. You gladly put your-
self in harm’s way or loose more power than you’re
capable of for the sake of reveling in that feeling.
Merit
Use right after a damage roll made against you.
Change the damage you would receive from that
attack to 0. You can use this once per scenario.
Demerit
You are so single-minded in your pursuit of plea-
sure that your offense suffers, and you neglect to
dodge some attacks that come your way.
Whenever you make a hit check or dodge check,
take a −1d6 penalty.
Intoxicated by Pain
Description
You’re infatuated with bolstering your magic’s
power, and you devote yourself wholly to this
pursuit.
Merit
Passive. Effective on skills that use dice to deter-
mine effects. When you acquire this cheat, choose
one spell you already have that deals damage
via attack, recovers HP, recovers MP, or increases/
decreases damage. Add 5d6 to the chosen skill’s
effects. If you are at least tenth level, add (CL/2)
d6 instead.
Demerit
In exchange for power, you pour every last drop of
magical energy and life force into your spell.
At the end of a process in which you applied the
merit’s effect, your HP becomes 0.
Pursuit of Power

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200
Demerit
You cannot refuse a request from the Demon
King, nor can you attack any character or enemy
who belongs to the Demon King’s forces. The GM
may set a condition that, when met, enables you
to attack such characters or enemies if desired.
Description
You are part of the Demon King’s forces. You’ve
received the Demon King’s orders, or permission,
to carry out a certain task—perhaps to secretly
maintain the barrier around the king’s castle. Dis-
cuss with the GM what this task should be.
Merit
Passive. Add CL×4 to your Physical Defense and
Magic Defense.
Member of the Demon King’s Army
Description
You are the owner of an item said to have been
made by the gods in ancient times—a Sacred
Treasure armor. You know the legends surround-
ing your treasure, and what its name is. You can
decide for yourself how you came to possess it.
Merit
Item. During Preplay, choose one armor item from
your inventory. That armor becomes a Sacred
Treasure. Add CL×3 to its Physical Defense and CL
to its Magic Defense.
Demerit
When you are not equipped with the armor you
chose for this cheat (your Sacred Treasure), you
take −2d6 on all checks.
Sacred Treasure Holder: Armor
Description
You are the owner of an item said to have been
made by the gods in ancient times—a Sacred
Treasure weapon. You know the legends sur-
rounding your treasure, and what its name is. You
can decide for yourself how you came to possess
it.
Merit
Item. During Preplay, choose one weapon from
your inventory. That weapon becomes a Sacred
Treasure. Add CL×3 to its attack power.
Demerit
When you are not equipped with the weapon you
chose for this cheat (your Sacred Treasure), you
take −2d6 on all checks.
Sacred Treasure Holder: Weapon

Character Section
201
Demerit
People avoid you like the plague. If you buy items
at any time other than character creation, the
cost of every item (including Lifestyles) is double
for you.
Description
You’re a dead ringer for a villain. A single, wicked
look from you brings misfortune to others like an
evil eye. You can freely decide which parts of you
are villainous, such as having a villains face or hav-
ing an ominous aura about you.
Merit
Use right after a target makes any sort of check.
Change the check they performed to a fumble.
You can use this once per scenario.
Villainous Energy
Description
You have obtained magic powers specialized in
destruction. The magic attacks you use boast in-
credible attack power. The player may freely deter-
mine the reason they are able to use Destructive
Magic Power.
Merit
Use right before a damage roll. Add 10d6 to the
damage of a magic attack you perform. If your CL
is at least 10, add (CL+2)d6 instead. You can use
this once per scenario.
Demerit
You need very precise control over MP in order to
use Destructive Magic Power. All spells you use to
make magic attacks cost twice the MP.
Destructive Magic Power
Description
You have the ability to create anything you wish.
You may decide a reason for this yourself, such as
putting knowledge obtained from a goddess to
full use.
Merit
You can use this at any time. Create one item with
a function of your choosing. Equipment, such as
weapons or armor, cannot be obtained with this
effect, and you cannot recover Blessings via this
merit. The GM has the final decision on the items
final effects. The obtained item vanishes when the
scenario ends. You can use this once per scenario.
Demerit
You are tightfisted with money because of what
it costs to create things. You refuse to give up on
quests and desperately want their rewards. If, for
some reason, you cannot gain a quest reward or
must give up on it, your number of Blessings im-
mediately becomes 0.
Creation Cheat

Konosuba TRPG
202
Demerit
Having the mightiest of powers puts a heavy
burden on you. After the Main Process from your
merit, take −1d6 on every dice roll (such as for
checks and damage) you perform until the end of
the Scene. This cannot reduce the number of dice
you roll to less than 1.
Description
You are the strongest. You have the power to sur-
pass everything anyone could throw at you. There
is nobody who can stand in your way.
Merit
Nobody can stand in the way of your supreme
might. Use this during the Initiative Process. You
immediately perform your Main Process. You can
perform this Main Process even when spent, and
you don’t become spent after it. You can use this
once per scenario.
World of the Strongest
Description
You have received the blessings of fate. Face hard-
ship, and you will coincidentally be saved. The loot
you receive on adventures is surprisingly valuable.
This is all because you have taken out an advance
loan on good luck, diverting you from your orig-
inal fate.
Merit
Passive. Add 1 to your maximum number of us-
able Blessings. You can also use Blessings even if
it would bring your number of usable Blessings to
less than 0.
Demerit
When you are at 0 or less Blessings, all checks you
perform, excluding critical rolls, will fail no matter
what. Additionally, in After Play, if your Blessings
are equal to or less than a negative value of your
Luck, you die.
Loan on Destiny
Description
Others think extremely highly of you due to a
misunderstanding. As a result, people tend to
overly respect your opinions. The player may free-
ly choose what sort of misunderstanding it was.
Merit
Targets all extra characters (or mobs, if in battle)
currently in the Scene. Those targets obey your
instructions until the end of the Scene. However,
while under this effect, they are treated as extras.
You can use this once per scenario.
Demerit
You are awfully conspicuous, and people can’t
help but pay you a lot of attention.
Anyone who makes a hit check for an attack
where you are one of the targets gets +1d6 for
that hit check.
Misunderstood

Konosuba: God’s Blessing on This Wonderful World! TRPG
Rules Section
This is where you can find the
rules you’ll need to play the
game.
If you want to outwit the rules,
you’ll first need to know them
forward and backward.
What kind of recommendation
was that, you
demon?!

Konosuba TRPG
204
Basic Checks and Opposition Checks
During a session of Konosuba TRPG, characters will take a variety of actions:
climbing up a sheer cliffside, searching for documents in a library storehouse,
hiding in the shadows to evade pursuers, and so on. In this game, players will
roll dice to determine whether their characters actions succeed or fail. This is
called an action check. Whenever this book says to make a check or perform
a check, these all refer to performing an action check.
Action checks are broadly categorized into basic checks and opposition
checks.
BASIC CHECKS
Most of the time, when performing an action check, you will use the rules
for basic checks.
󱄌BASIC-CHECK PROCESS
This section explains the process for making a basic check in order.
1Declare a check
The GM decides which ability score to use for the check. For example, they
might choose Strength for lifting heavy objects, or Perception for noticing
things. Please refer to page 207.
2Determine a difficulty level
The GM sets a difficulty level, or DL, that corresponds to the challenge of
the action. Please refer to the Difficulty Level Table for guidelines on how to
set difficulty levels. (The DL guidelines use an average civilians statistics as a
basis. The GM will need to come up with different DLs for higher-level char-
acters.) In addition, when a non-fumble on a roll is the only thing necessary,
the GM doesn’t have to decide a difficulty level.
3Roll the dice
The player rolls two dice. Depending on the characters situation or en-
vironment, they may roll more or less dice. Depending on the dice roll, an
action may automatically succeed or automatically fail.
•Critical
If two of the rolled dice are sixes, the check is automatically passed. This is
called a critical.
Normally, a player will roll 2 dice, meaning all the rolled dice have to be 6
to become a critical. However, when rolling three or more dice, as long as at
least two of them are sixes, it is a critical. If a player rolls only one die, a critical
Action Check Rules

205
Rules Section
cannot occur.
•Fumble
If all the rolled dice are 1s, the check automatically fails. This is called a
fumble.
Unlike critical rolls, fumbles will only happen when every die comes up
as 1. Thus, the more dice that are rolled, the lower the chance of a fumble.
4Calculate the total check score
After rolling the dice, the player then adds the dice total to the relevant
ability score, as decided by the GM. This value, referred to as the total check
score or just total score, represents how much of an effect the character
had during the check.
Total Score = Ability Score + The Result of the Dice Roll
5Determine pass or fail
The GM compares the total check
score of the player to the DL deter-
mined before the check was made.
If the total check score is equal to or
greater than the DL, the basic check
succeeds, and if it’s lower, it fails.
DL <= Check Score = Basic Check Success
DL > Check Score = Basic Check Fail
󱄌MODIFICATIONS FROM SKILLS, TRAPS, ETC.
Some skills that a character may learn apply further bonuses to the dice roll
or even add dice to the check. Dungeons can also contain traps (for more on
traps, refer to page 289), which can grant penalties to a dice roll or reduce
the number of dice a player rolls.
First, add up how many dice will be added and subtracted. Nothing can
bring the number of dice a player would roll for a check below 1.
Once the number of dice to be rolled has been determined, roll them and
add the total to the relevant ability score.
If there are any bonuses or penalties, apply them to the total. Once you’ve
done so, you have the final score. Even if the final score is a negative number,
you still use that result.
󱄌OTHER MODIFIERS
The GM may adjust the DL, number of dice, or total result depending on the
situation the character is currently in.
󱄌
Difficulty Level Table
Difficulty Level (DL) Type of Action
8−9
Very simple action
10 −11
Simple action
1213
Action with a fifty-fifty
chance of passing or failing
1415
Difficult action
16 –17
Very difficult action
18+
Extremely difficult action

Konosuba TRPG
206
When doing so, it’s generally best to change the number of dice to be
rolled. Removing or adding a single die is a good rule of thumb.
OPPOSITION CHECKS
Opposition checks are made when a character directly responds to another
characters basic check. For example, one character may attack with a weap-
on, and another might try to evade.
󱄌ACTION AND REACTION
Opposition checks split involved characters into two groups. They are ac-
tor and reactor. An actor is a character actively performing a check, while a
reactor is a character performing their own check in response to an actors.
To take a combat example, the character performing a check to see if their
attack hits would be the actor, while the one who does a check to evade
would be the reactor.
Opposition checks don’t use a difficulty level. Rather, one player will per-
form a check to get a total check score, then the reactor will perform a check
in the same way.
WHEN A REACTOR CANNOT MAKE A CHECK
If a reactor is unable to make a check for whatever reason, their total check
score on the reaction is considered to be 0.
󱄌VICTORY AND DEFEAT
After any actors and reactors have their respective total check scores, the
opposition checks result is determined. Whichever character has the higher
total check score is the winner, and that characters action is then used.
REACTOR PRIORITY
If an actor and reactor end up with the same total check score during an
opposition check, the reactor wins. This is called the rule of reactor priority.
This is used even when both characters critical.
FUMBLING
If an actor fumbles their check, any reactors actions automatically succeed,
and they don’t need to make their own checks. If a reactor fumbles, then any
actors win. If you need a total check score for a character who has fumbled,
use 0.
WHEN UNABLE TO DETERMINE ACTOR AND REACTOR
There may be times when you aren’t able to decide which character is the
actor and which is the reactor. In these cases, if the two total check scores
are the same, redo the opposition check. When doing so, don’t change any
of the checks conditions or modifiers at all. In addition, treat a repeat oppo-
sition check as not spending any extra in-game time.

207
Rules Section
Strength
Represents a character’s physical strength, physi-
cal toughness, and athletic ability.
•Lifting a heavy object or continually lifting it
•Withstanding physical pain
•Used for jumping (page 236), scaling surfaces
(page 236), and while swimming (page 238)
Dexterity
Represents how good a character is at handling
weapons or tools
•Repairs or light work such as assembling an ob-
ject
•Grabbing a quickly moving object or catching it
•Disguising oneself
•Used for hit checks on attacks using weapons
Agility
Represents a character’s quickness, as well as their
sense of balance.
•Crossing a swaying suspension bridge without
falling, walking along a tight surface, etc.
•Avoiding falling objects
•Catching fleeing opponents or fleeing to avoid
capture
•Avoiding obstacles
•Used for dodge checks (page 229)
Intelligence
Represents the level of a character’s intelligence,
the breadth of their knowledge, and their mem-
orizing ability. Intelligence is separate from com-
mon sense. This ability purely expresses advanced
knowledge.
•Possessing knowledge of geographical features,
histories, and incidents in the past, as well as spe-
cial skills and academic fields
•Used for magic checks (page 194) and discerning
enemies (page 236)
Perception
Represents the sharpness of a characters senses.
Includes not only the five senses, but also tingling
feelings or premonitions commonly associated
with a “sixth sense.
•Gaining information from leftover markings,
tracking creatures, etc.
•Taking in the surrounding situation
•Used for information gathering (page 237), trap
detection (page 236), danger detection (page
236), and when in a stealth state (page 238)
Mind
Represents how mentally strong a character is. This
ability score also represents their ability to with-
stand mental pain or suffering and the strength of
their heart when needing to stay calm.
•Making others believe bluffs or lies, as well as see-
ing through them
•Persuading others and getting them to accept
requests
•Withstanding fear or torture
Luck
Represents how fortunate the character is. Used
for when things occur beyond a character’s con-
trol and to represent the forces of destiny.
•Running into acquaintances in town
•Coincidentally discovering something or realizing
something
•Luckily getting by without being harmed
Examples of Ability Scores and Basic Checks

Konosuba TRPG
208
General Flow of Sessions
A single session of Konosuba TRPG is split into three parts: Preplay, where
you set up the game; Main Play, where you actually play the game; and
After Play, which is when characters grow and you clean up the game.
Main Play is also split into four phases: the Opening Phase, the Middle
Phase, the Climax Phase, and the Ending Phase. Each of these phases
is further divided into multiple Scenes.
A Scene represents a single situation. Game progression involves
moving from Scene to Scene. This is explained further on page 212.
Preplay
During Preplay, you handle any setup and preparations needed to start
the game. We’ll explain this in two parts: the things you should do before
coming to the game, and the things you do the day of.
PREPARATIONS BEFORE PLAYING
Both the GM and players will need to prepare several things before the
day of the session.
The most important preparation is the mental kind. All tabletop games,
not just Konosuba TRPG, need a willingness from everyone participating
in the session to have a fun time together. There is a major difference in
the result of playing the game listlessly and playing it with a clear objec-
tive in mind.
You can’t forget about the physical side of things, either. Catching a
cold or suffering an injury on the day of the session will make things
difficult for the other participants, so try and avoid such occurrences as
much as possible. You also shouldn’t stay up late the night before and fall
asleep during the session. Take proper care of your physical condition in
advance of the session.
󱄌READ THE RULE BOOK
The first thing to do is to make sure you read the rule book. You don’t
need to memorize every letter, but knowing where to find information
on certain rules that’ll come up during play will help the session progress
more smoothly.
Session Progression

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󱄌CREATE A SCENARIO
The GM must prepare a scenario to use for the session. If all players, in-
cluding the GM, are new to Konosuba TRPG, we recommend using the
scenario introduced on page 294: “Deliciousness for These Bamboo
Shoots. In other situations, the GM will need to either find scenarios oth-
ers have written and shared online or make their own. When doing the
latter, it is advised that the GM consult the aforementioned “Delicious-
ness for These Bamboo Shoots” as a reference.
Whether the GM uses a premade scenario or decides to make their
own, it is recommended that they read it over a few times to get com-
fortable with the contents.
󱄌PREPARING TOOLS
Refer to page 89 and make sure you have copies of the sheets men-
tioned there, as well as dice and writing tools.
PREPARATIONS THE DAY OF THE SESSION
This section details what to do once all the participants are gathered
for the session, right before beginning Main Play.
󱄌DISTRIBUTE SHEETS
The GM distributes one character sheet and one record sheet to each
player to be used during the session.
󱄌ANNOUNCE THE PREVIEW
The GM reads out the preview for the scenario. The preview is for setting
the stage and letting the players know what to expect from the session
ahead. Think of it like a next-episode preview from an anime.
󱄌PLAYER-CHARACTER CREATION AND CHECKS
The GM should give each player a character sheet and have them create
characters. Refer to page 94 for details on character creation. If possible,
a GM could have the players create their characters before the day of the
session. This can save some time. Should a GM wish to use this option,
they should give the players the preview, and everyone will need to de-
cide who will be taking which main class in advance. In these cases, it’s
handy to use online messaging services so that everyone can discuss
things quickly and without worrying about time.
Even if the GM has the players create their character prior to the day of

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the session, they should always read
the preview to refresh the players
minds.
Once everyone is finished creat-
ing characters, the GM reviews their
character sheets and makes sure
there aren’t any missing details or
mistakes on them.
USING CHEATS
Depending on the GM, the session
may include the use of cheats.
For more on cheats, see page 196.
󱄌FILLING THE SESSION
SHEET
The GM writes the scenarios name,
the date of the session, and their
name on the session sheet. After
that, pass the session sheet to the
other players and have them each
write down information about their
characters on it.
󱄌DETERMINING LIFESTYLES
The GM now asks players what their
Lifestyles will be for the session.
A Lifestyle is a representation of
the characters standard of living
during the session, such as whether
they spend money extravagantly or
prefer to save it up.
A player’s Lifestyle decisions will
determine the modifiers they receive
that session, as well as the amount of
money they must pay once the ses-
sion is over (during After Play). Play-
ers write their chosen Lifestyle for
their PC on their record sheet.
The GM can also limit which Life-
Flow of the Game
Preplay
Main Play
After Play
Opening Phase
↓  ・
Scene 1
↓  ・
Scene 2
↓   …
↓   …
↓
Middle Phase
Climax Phase
↓
Ending Phase

211
Rules Section
styles can be chosen.
󱄌FILLING THE RECORD SHEETS
On their own record sheets, each player should write down the date of
the session, their name, their characters name, the GM’s name, and the
scenarios name. The date, the GM’s name, and the scenarios name can
be copied from the GM’s session sheet when it’s passed around.
Each player should also copy over their characters maximum HP, max-
imum MP, and Blessings.
󱄌DETERMINING SEATING
Players may decide seating for themselves, but we recommend the GM
sit right in the middle of the long side of a table. This is a little trick to help
the session go more smoothly, as this makes the distance from the GM
to each player roughly equal. They shouldn’t sit at the head of the table.
󱄌SELF-INTRODUCTIONS
Have each player introduce their own characters. Everyone should know
a little about the others they will be adventuring with today.
The GM can freely decide what order players introduce their charac-
ters in. If there aren’t any particular issues, you can always do it in the
order of the players written on the session sheet, or in seating order. The
following is a list of some important things to make known:
•The characters name, age, and gender
•The player’s chosen race and class
•The characters appearance (such as unique features, hairstyle or hair
length, height, weapons, and armor)
󱄌FORMING A PARTY
Once the players are done introducing their characters, they’ll need to
form a party.
Parties in Konosuba TRPG are groups of adventurers who work together.
It is best that the players decide on a party leader.
The party leader is the groups representative and has the final say in
all matters like accepting quests and deciding where to go. The other
participants are called party members.
Any players who have an objection to the party leaders decision
should tell the party leader. If more than half of the other party members

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212
agree with them, they can reject the party leaders decision.
Main Play
Main Play is where the scenario is put to use and when the game is
played. As mentioned before, Main Play is split into four phases. Each of
those phases contains several Scenes. First, we’ll explain the concept of
these Scenes.
SCENES
Sessions in Konosuba TRPG progress through Scenes, each of which is an
individual situation within the game.
You can think of a Scene just like you might a single scene in a movie
or TV show. Sessions are a collection of these Scenes, with the greater
scenario providing the information to link each Scene together.
The GM can, of course, create Scenes not prepared in the scenario
based on how the session moves along, and if the players need the GM
to create a Scene, they can request this. However, the GM has the final
say as to what kind of Scenes to create and when.
󱄌ENTRANCES AND EXITS
You can’t act out a role without getting onto the stage—and the same
applies to Scenes. Only the characters who appear in the Scene are al-
lowed to participate in that Scene.
When a character comes into a Scene, it’s called entering the Scene.
When they leave, it’s called exiting a Scene.
The GM can freely decide who will enter the Scene. They can, of course,
have other characters enter the Scene in the middle (or force them to),
and they can also make a character who has entered the Scene exit it.
Meanwhile, players who want their character to enter a Scene can ask
the GM. The GM should think about the current situation in the Scene
and whether it would be good for the Scene itself before deciding to
allow or deny the request. If the GM permits it, that player character can
enter the Scene.
Exits work the same way as entrances. With the GM’s permission, a PC
can exit a Scene at any time.
󱄌SCENE PROGRESSION
Scenes progress in the following order:
DESIGNATE CHARACTERS WHO HAVE ENTERED THE SCENE

213
Rules Section
The GM declares which PCs will be in the Scene about to start. If NPCs
will enter it as well, the GM talks about them, too.
BEGIN THE SCENE
The GM announces that a Scene has begun. They will first give a simple
explanation of where the Scene takes place and what the goal is. The GM
needs to give this so that the players have a way of deciding whether
their character should enter the Scene or not.
PC ENTRANCE REQUESTS
The GM checks whether there are any PCs who wish to enter the Scene.
Any who do need permission from the GM. Entrances are also not re-
stricted to the very beginning of Scenes, either. A character can appear
halfway through a Scene as well. In addition, even without getting
permission at the start of the Scene, a player can still enter it midway
through. However, there may be restrictions for when characters can
enter when round progression (such as combat) is occurring. For more
details, see page 218.
ACTING OUT THE SCENE
After determining which PCs will appear, everyone begins acting out the
Scene based on the scenario. From here, the Scene progresses with a
focus on communication between the GM and the players.
As for what sort of Scenes the GM and the players should role-play,
refer to the section beginning on page 10.
ENDING THE SCENE
The GM can call an end to the Scene at any time. Once they’ve ended the
Scene, they start the next one in accordance with the scenario.
󱄌MASTER SCENES
The GM can set up a Scene in which the player characters don’t appear.
These are called Master Scenes.
Master Scenes can describe things happening in locations where
there are no player characters or talk about what’s going on behind the
storys curtains—they are for giving the players information you’d like
them to know, even though their characters wouldn’t.
Movies, novels, and comics also have parts that happen away from the
protagonists that are for the benefit of the viewers or readers. In tabletop
RPGs, players are both characters who appear in the story as well as the
viewers (or readers).

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214
OPENING PHASE
The Opening Phase is the introduction to the story that will be told in the
session. Here, the GM explains and/or acts out the PCs objective and any
incidents related to the PCs. Generally, once the PCs accept a quest, the
Opening Phase ends.
󱄌QUESTS
A quest is a job for adventurers, managed by the Adventurers Guild. By
completing them, player characters can obtain rewards. For more details,
The player characters will decide which quest to take during the
Opening Phase.
󱄌MISSIONS AND CAMPAIGNS
Its most common to use a dungeon format, where the PCs are charged
with a task during the Opening Phase and it is resolved by the end of the
scenario. However, its also possible to create grander stories that span
multiple scenarios.
Scenarios that are finished in one sitting, or individual quests in such a
scenario, are called Missions, while a scenario made up of multiple Mis-
sions is called a Campaign.
MIDDLE PHASE
The Middle Phase is separated into Dungeon Scenes and Research
Scenes. The Middle Phase ends when it moves to the Climax Phase.
󱄌DUNGEON SCENES
Dungeon Scenes are just what they sound like—Scenes in which play-
er characters explore a dungeon. For commonly used rules in Dungeon
Scenes, see page 236.
AREAS
During Dungeon Scenes, each separate room or passage will change the
Scene when players enter it. These individual chambers are called Areas.
Generally, one Area is treated as one Scene.
󱄌RESEARCH SCENES
Research Scenes include Scenes leading up to a dungeon, or Scenes
where players investigate the dungeon itself or the quest. These are used
when players are trying to find dungeons or attempting to corroborate
the job or the person who made the request, among other things.

215
Rules Section
CLIMAX PHASE
The Climax Phase is where the players fight the true enemy—the boss
character. Of course, there is no requirement for this phase to involve
a battle, but this is the best time to get excited about combat. Often,
this phase is about the players leveraging everything they have to their
advantage. The Climax Phase ends once all enemies standing in the way
have been defeated.
ENDING PHASE
The Ending Phase is for the storys epilogue, where the characters act
out what happens after the dust settles. It can include Scenes where
the quest-giver thanks them or where they split up rewards. The type
of Scene will depend on the scenario itself as well as the results of the
session.
ENDING MAIN PLAY
When the Ending Phase is over and the GM announces that the scenario
has ended, Main Play (the meat of the session) ends, and things move to
After Play.
After Play
After Play is when the various tasks needed to end the game take place,
such as distributing experience points to players and cleaning up.
LIFESTYLE PAYMENTS
This is when the player characters pay for their chosen Lifestyles.
Players cannot pay for other players during After Play. It is possible to
have PCs trade money among themselves, but only before the Ending
Phase concludes.
If a player can’t make their Lifestyle payment, the experience points
they gain from the session are reduced. Refer to Experience Point Distri-
bution on page 217. If this issue arises during a Campaign, the GM treats
whatever value couldn’t be paid as a debt and may work it into the story
of the scenario in the future.
EXPERIENCE POINTS
The GM distributes experience points to all players. The players will also
distribute experience points to the GM by writing it on their session
sheets.
Refer to Experience Point Distribution on page 217 for information
about the experience point–distribution process.

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216
CHECKING PLAYER CHARACTERS
When Main Play ends, the player characters have completed a single ad-
venture. However, their exploits will continue. After Play is for preparing
for that.
󱄌DEAD PLAYER CHARACTERS
Dead player characters are now removed from the game. The play-
er whose character died should care for their character sheet like they
would a tombstone. In addition, even if a player character dies, the player
still receives experience points as normal.
󱄌LIVING PLAYER CHARACTERS
All player characters who are still alive will now prepare for their next
adventure.
REMOVING DAMAGE AND RESTORING BLESSINGS
All living characters recover from any damage they took during Main
Play. It doesn’t carry over to the next session. Blessings will return to their
values before the session began.
DISTRIBUTION OF ITEMS AND OTHER THINGS
Have the players discuss among themselves how to fairly split up any
items or money acquired during the scenario. Once they’ve decided, the
players will transfer any items and money they received from the record
sheet to their individual character sheets. If a player ends up with items
they don’t want, they can sell them for money. For details on selling
items, see page 237.
If any player characters are dead, all players should discuss what to do
with their share of the rewards.
PLAYER-CHARACTER GROWTH
Players can use the experience points they gained to advance their char-
acters. For PC growth, see page 240.
CLEANING UP
Once all the player characters are finished doing what they need to do,
all that remains is to clean up the space you used. This is important so
that the houses owner, facility managers, etc. will happily allow you to
use it for future sessions.
Once youre finished cleaning up, it can be extremely fun to move
somewhere else, like a café or restaurant, and talk about the session you
just had—and prepare for the next one!

217
Rules Section
This page will explain how to distribute experi-
ence points, or EXP, during After Play.
Distributing to Players
Determining how many experience points a play-
er receives is done by reviewing the Experience
Point Table on their record sheet. Each individual
player’s EXP should be calculated separately.
The GM should instruct each player to check their
record sheet’s Experience Point Table and have
them write down their total points. Once each
player has finished writing this down, the GM
collects the record sheets and verifies the growth-
point tables of each. If there are no mistakes in
the Total column, the GM uses a writing tool that
is hard to erase, such as a black ballpoint pen, to
sign their name in the record sheet’s Game Mas-
ter Name column and returns it to the player. The
record sheet can now be redeemed for growth
points.
Items to check for experience points are as follows:
•Participated in the session until the end: +1 point
Whether a player character lives or dies, check this
if they participated for the entire session.
•Completed the quest: GM decides
Add this if the GM agrees that a quest (page 263)
has been completed. If the GM doesn’t know how
many points to give, the recommendation is to
use the level of the highest-level enemy who ap-
peared in the Climax Phase as the integer.
•Enemies encountered: +[Total Encountered En-
emy Level ÷ Number of Player Characters] points
These experience points are added depending on
the level of the enemies encountered. The result of
combat with them doesn’t matter.
The GM may choose not to include any enemies
who appeared but were not really a threat.
•Traps encountered: +[Total Encountered Trap Lev-
el ÷ Number of Player Characters] points
Experience points are added depending on the
level of the traps encountered. Whether those
traps were successfully disengaged or the like
doesn’t matter.
The GM may choose not to include any traps that
appeared but were not really a threat.
•Good role-play: +1 point
•Said or did things that helped another player: +1
point
•Helped the session move along: +1 point
•Helped with providing a location or other things,
contacting others, or adjusting around partici-
pants’ schedules: +1 point
•Subtotal
Write down this total number of experience points
before any Lifestyle-related deductions.
•Couldn’t pay Lifestyle costs: Points ÷ 2
If a player couldn’t pay enough for their Lifestyle
cost during After Play, that player receives reduced
experience points for the session. Put a check in
the empty checkbox and divide the subtotal by 2.
•Total
Write down the final number of experience points,
applying the result of the Lifestyle-related deduc-
tion if needed.
Distributing to the GM
After the GM returns the record sheets, each
player who took part in the session writes down
how many experience points they gained on the
session sheet. This session sheet can now be re-
deemed for growth points.
At this point, the players each write down their
experience-point subtotals (the total before any
Lifestyle-related deductions).
Add all subtotals together, then divide it by 3 (if
there are less than three players in the game, use
the number of players instead). If the GM could
check off Helped with providing a location or other
things, contacting others, or adjusting around partic-
ipants’ schedules, add 1 to that and give that total
amount of experience points to the GM.
Experience Point Distribution

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218
Individual Combat
The fantasy genre is filled with stories of swords and magic, and Konosuba
TRPG would not be what it is without having combat. This section will
explain the rules of individual combat (sometimes called just combat),
which involves characters, both player and non-player, fighting against
each other.
FLOW OF INDIVIDUAL COMBAT
Individual combat begins when the GM announces it does and follows
a process described in the following passages. In addition to explaining
the general progression of combat, this section elaborates on some of
the terms used when talking about individual combat.
󱄌ROUNDS
Individual combat is broken up into segments of in-game time called
rounds. A single round consists of four separate processes: the Setup
Process, the Initiative Process, the Main Process, and the Cleanup
Process, continuing until all characters participating in combat have fin-
ished performing actions. After the Cleanup Process, the second round
happens, with additional rounds continuing until combat is over.
If you need to quantify in the world of the game how long a round
takes, the suggested amount is one minute. If needed, of course, this
may be shorter or longer.
Because combat progresses through rounds, sometimes individual
combat is called round progression. Rounds can also be used for various
non-combat situations, such as disengaging traps in a limited amount
of time or running from a giant boulder that’s rolling toward the players.
SCENES AND ROUNDS
The GM doesn’t need to change the Scene just because individual com-
bat has started. They may switch Scenes if deemed appropriate or work
individual combat into the flow of the Scene itself as a continuation of it.
󱄌READY AND SPENT
Any characters who have not yet acted in the current round of individual
Combat Rules

219
Rules Section
combat are called ready, while those
who have finished acting are called
spent. These are both dealt with in
different ways.
READY
A ready character is one who has
not yet performed their Main Pro-
cess in the current round. During the
round’s Setup Process, all characters
move into a ready state, gaining the
ability to perform a Main Process
that round.
SPENT
A spent character is one who has al-
ready performed their Main Process
in the current round.
󱄌STARTING AND ENDING
INDIVIDUAL COMBAT
As mentioned before, individual
combat starts when the GM states as
much, and it will continue until the
GM says it’s over. The GM may de-
clare the end of combat in the mid-
dle of a round or after finishing the
whole round.
When individual combat ends, any
debuffs characters received during
that battle are automatically healed.
However, the GM may choose to
have some debuffs remain, depend-
ing on the scenario or whats cur-
rently happening in the story. If a
character has not yet gone through
their Main Process for the current
round, they can take it before com-
bat ends, with the GM’s permission.
Flow of Combat
Q
Combat begins
W
Setup Process / Round
begins / Spent to ready
E
Initiative Process / Decide
which character will take
action next
E
’ Initiative Process / Decide
which character will take
action next
R
’ Main Process / Character
moves, attacks, uses skills,
etc.
E
” Initiative Process / All
characters have become
spent
T
Cleanup Process
W
Setup Process
Y
Cleanup
Process
Combat continuesCombat continues
GM says combat GM says combat
is overis over

Konosuba TRPG
220
SETUP PROCESS
The Setup Process denotes the beginning of a new round of combat.
During this time, the GM checks on all the characters participating in
combat.
󱄌FLOW OF THE SETUP PROCESS
The Setup Process is performed in the following order.
CHARACTER ENTRANCES
Any characters who haven’t yet entered the Scene may enter it now. For
information on player characters making entrances, refer to page 213.
SPENT TO READY
All characters who have already entered the Scene become ready, ex-
cept for any who have died or been knocked out.
DECLARING SKILL USAGE, ETC.
If the players or the GM wish to activate skills or items that can be used
during the Setup Process, they announce this now. They do not need to
declare what it is theyre going to perform. However, if the GM decides
its not necessary to declare the usage of a skill, item, etc., no one has to
declare theyre using it.
HANDLING DECLARATIONS
Characters’ declarations are resolved in the order of their Action Points,
highest to lowest. Characters who still haven’t announced theyd like to
use a skill, item, etc., may not do so once others have started resolving.
Also, if the target of any declaration goes away for some reason and
there would be no point in doing whatever a player previously declared,
they may withdraw their declaration.
ENDING THE SETUP PROCESS
Once all declarations have been handled, the Setup Process ends, and
the Initiative Process begins.
INITIATIVE PROCESS
During the Initiative Process, the GM determines which ready character
will perform their Main Process next.

221
Rules Section
󱄌FLOW OF THE INITIATIVE PROCESS
The Initiative Process is performed using the steps below.
DECLARE SKILL USAGE, ETC.
If any player or the GM wishes to activate skills or items that can be used
during the Initiative Process, they announce this now. They don’t need to
declare exactly what they’re going to do in advance.
However, if the GM decides that the declaration of a skill, item, etc. is
unnecessary, no one has to declare that they’re using one.
HANDLING DECLARATION
Character declarations are resolved in the order of their Action Points
from highest to lowest. Characters who still haven’t announced theyd
like to use a skill, item, etc., may not do so once others have started re-
solving. Also, if a target goes away and the declared action would be
pointless, players can withdraw their declaration.
DETERMINING THE INITIATIVE CHARACTER
Determine the Initiative Character, who then performs their Main Pro-
cess. The Initiative Character is the one with the highest number of Ac-
tion Points who is also in a ready state. If this applies to more than one
character, player characters go first, followed by non-player characters.
If two player characters are ready and have the same number of Action
Points, discuss with those players who would like to go first. When in
doubt, the GM can make the decision as well. If multiple NPCs would
become the Initiative Character, the GM may decide who acts first.
If all characters are in a spent state, move to the Cleanup Process.
ENDING THE INITIATIVE PROCESS
When the Initiative Character has been determined, the Initiative Process
ends, and the game moves to that characters Main Process. If the Initia-
tive Character currently has the stunned debuff, it automatically goes
away now.
MAIN PROCESS
The Initiative Character determined by the Initiative Process now acts.
In general, the things a character does during this process are called
actions.

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222
󱄌ACTIONS
There are five types of actions: move actions, minor actions, major ac-
tions, reactions, and free actions.
During the Main Process, a character may perform one move action, one
minor action, and one major action, in that order. A character doesn’t
always have to perform all three of these depending on the situation. It
is possible they may only be able to take a move action, or only a minor
and major action.
When a characters Main Process ends, that character becomes spent.
For details about which actions fall into which categories, see pages
223224.

223
Rules Section
This is a list of actions that characters can take, pri-
marily in the Main Process.
Move Actions
Move actions are generally used for moving to
another location.
Combat movement
Moving a short distance (page 225).
Full movement
Moving a longer distance than combat movement
Withdrawal
Withdrawing from an Engagement (page 226).
Use a skill
Use a skill with Timing: Move action ( page 194).
Equip a weapon, shield, or piece of armor
You can equip one weapon, shield, or piece of ar-
mor. If you can’t equip a new item because you
already have something equipped to that slot, you
may drop what you currently have equipped and
equip the new one. You can retrieve any items you
drop at the end of combat.
Use an item
Use an item that requires a move action to trigger
its effects (page 194).
Recover from debuffs
Recover from the off-balance debuff (page 234).
Other
Any other action that the GM determines to be a
part of the move action category.
Minor Actions
Minor actions are simple actions that don’t cause
a character to become spent. You cannot perform
checks during minor actions.
Use a skill
Use a skill with Timing: Minor action (page 194).
Use an item
Use an item that needs to be used as a minor ac-
tion (page 194).
Equip a weapon, shield, or piece of armor
You can equip one weapon, shield, or piece of ar-
mor. If you can’t equip a new item because you
already have something equipped to that slot, you
may drop what you currently have equipped and
equip the new one. You can retrieve any items you
drop at the end of combat.
Recover from the intimidated debuff
Recover from the intimidated debuff (page 234).
Other
Any other action that the GM determines to be a
part of the minor action category.
Major Actions
Major actions are complex deeds such as attack-
ing or using certain skills. You can make checks for
major actions.
Attack
Use a weapon or skill to deal damage to an enemy
Use a skill
Use a skill with Timing: Major action (page 194).
Use an item
Use an item that needs to be used as a major ac-
tion (page 194).
Perform an action that requires a check
Any action that requires a check, such as detecting
traps, disengaging traps, identifying enemies, or
appraising items (page 236).
Exchange weapon or shield
Change one held item, such as your current weap-
on or shield, swapping it for another weapon or
shield from your possessions. If an item reads
Equip Slot: One, and your right or left hand is
free, you don’t need to exchange your weapon or
shield, and you can simply equip the item with-
out needing to place anything back in your pos-
sessions. If your ability scores, etc. would change,
recalculate them after taking this major action.
Exchange accessories
Change one currently equipped accessory, swap-
ping it for another one from your possessions. If
your Equip Slot: Accessory is open, you don’t
need to swap an accessory, and you can simply
equip one. If your ability scores, etc. would change,
recalculate them after taking this major action.
Other
Any other action that the GM determines to be
part of the major action category.
Actions

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224
Free Actions
An action that doesn’t use up a move action,
minor action, or major action and can only be
performed by declaring them to the GM. You can
perform a free action at any time during your Main
Process. You can only perform 1 free action per
Main Process.
Use a skill
Use a skill with Timing: Free action (page 194).
Use an item
Use an item that needs to be used as a free action
Other
Any other action that the GM determines to be
part of the free action category.
Reactions
Any action taken in response to another charac-
ter’s major action is called a reaction. Performing
a reaction will not cause a character to become
spent.
A target may only perform one reaction per major
action. If such a reaction takes place, the character
who took the major action does an opposition
check against the reacting character. If the reactor
wins, the major action has no effect.
Spent characters can still perform reactions. How-
ever, reactions can generally only be done against
characters who are performing a major action.
Wait
If a player wishes, they can choose to have their
character wait instead of taking their Main Process.
A character who waits performs their Main Process
after all other characters are spent. A character
may choose to wait at any point up until right
before beginning their Main Process. You cannot
choose to wait after you’ve taken a move action.
If multiple characters choose to wait, characters
resolve their Main Processes at the end based
on their Action Points, but characters with lower
points act before those with higher points. You
cannot choose to wait again at this point.
Renounce Action
If the player wishes, they can renounce performing
any actions during their Main Process. They can
choose specific actions not to take, like only
moving, or elect to renounce all their actions for
that Main Process. If they renounce their major ac-
tion, their character immediately becomes spent.
Main Process Flow
Move Action
Minor Action
Major Action
(Opposition)
Reaction
Actions Cont.

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Rules Section
CLEANUP PROCESS
This is the process performed at the end of the round.
󱄌FLOW OF THE CLEANUP PROCESS
The Cleanup Process is handled using the steps below.
HANDLING CONTINUING HP LOSS AND/OR MP LOSS
First, handle any skills, debuffs, items, traps, or anything else that deals HP
Loss or MP Loss (page 233). Refer to the appropriate data entry for how
much HP is lost or how to handle it.
RECOVER FROM DEBUFFS
The debuffs dazed, enraged, and knockback automatically go away
END SKILL EFFECTS
End the effects of skills that last until the end of the round.
HANDLE CONTINUING SKILLS
Handle any skills whose effects last past the end of the round.
USE SKILLS
Use skills with Timing: Cleanup Process.
OTHER
Any other actions approved by the GM.
Movement and Engagements
Relative positioning and distances are important ideas during combat.
Weapons all have specific ranges, and blocking an enemy’s movements
can also be crucial. This section covers the general rules of movement as
well as a concept known as Engagements.
MOVEMENT
Characters can move during individual combat by using a move action.
There are three types of movement: combat movement, full move-
ment, and withdrawal.
󱄌COMBAT MOVEMENT
A type of movement used to close the distance to an enemy or put more
distance between you. Characters can move a number of meters equal to
their Movement in a single combat movement.
You cannot perform combat movement when in the same Engagement
as a hostile character or with something obstructing your movement.

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Assault
When a character moves, if there are any enemies
(or anything obstructing the path) along their
path, the movement ends there, and henceforth,
the player enters the same Engagement as those
enemies. Entering an Engagement with an enemy
is called an assault.
The GM decides whether or not a movement
constitutes an assault. If a PC’s movement would
put them in an Engagement with an enemy ac-
cidentally, the GM should explain that before the
movement is resolved.
Engagements happen with allies, too—not just
enemies. If you assault an Engagement with an
ally, there is no need to end your movement.
Withdrawal
To break away from an Engagement with an ene-
my, you need to perform a withdrawal. You can
move up to five meters in a withdrawal. (If your
Movement is less than 5, you can move up to the
distance your Movement allows.)
If you perform a withdrawal as a move action, you
can no longer perform a minor action during that
Main Process.
Leaving an Engagement that contains only allies
does not require a withdrawal. In this case, players
may use either combat movement or full move-
ment, and players can even assault a different
Engagement.
Blocking
When fighting in narrow places, like a cramped
passage or a suspension bridge, it is extremely
difficult to slip past enemies. This restriction as
known as blocking.
If an Engagement is being blocked, the GM de-
clares an opposition check. The actor—the char-
acter trying to make a withdrawal—and the reac-
tor—the enemy character blocking them—add
their Action Points to their rolls for this opposition
check. If there are multiple obstructing enemy
characters, the actor does one check, and their to-
tal check score is compared to checks from each of
the enemy characters. If the actor doesn’t win all of
them, they cannot make a withdrawal and cannot
move outside the Engagement.
Movement
Engagement Diagrams
EnemyEnemy
AssaultAssault
EngagementEngagement
PC PC
11
PC PC
22
Combat MovementCombat Movement
EnemyEnemy
PC PC
11
EngagementEngagement
Withdrawal Withdrawal
(Check not needed)(Check not needed)
EnemyEnemy
PC PC
11
EngagementEngagement
(Blocked)(Blocked)
Withdrawal Withdrawal
(Check needed)(Check needed)
EnemyEnemy
EngagementEngagement
PC PC
22
Attack Attack
(No range)(No range)
Attack Attack
(With range)(With range)
Types of Movement
Character Distances
PC PC
11

227
Rules Section
󱄌FULL MOVEMENT
A type of movement used to head for a distant enemy or get as far away
from one as possible. Characters can move up to a number of meters
equal to their Movement plus 5 in a single full movement.
If you use your move action to perform full movement, you can no
longer perform a minor action during that Main Process. You also cannot
perform full movement when in the same Engagement as a hostile char-
acter or with something obstructing your movement.
WITHDRAWAL
A type of movement used to escape an Engagement. See page 226 for
more details.
ENGAGEMENTS
In Konosuba TRPG, Engagements are single units of space used to repre-
sent part of a battlefield.
When talking about how far close-combat weapons such as swords or
spears can reach with attacks, you can say things like there are three in the
Engagement or approach an Engagement. If other characters are in the
Engagement as well, you can say things like that character is in the same
Engagement or you are Engaged with that character.
In certain situations, non-character things such as traps or objects may
also be treated as part of an Engagement.
Attacking
Any action that affects an enemy, first and foremost dealing damage to
them, is called an attack. This section will explain how to make attacks
and the process for handling them.
METHODS OF ATTACK
There are three different methods of attacking.
󱄌WEAPON ATTACKS
Whenever you attack another character with a weapon, such as a sword,
spear, or bow, its called a weapon attack. Weapon attacks fall into the
following categories based on what type of weapon is used.
CLOSE-COMBAT ATTACKS
Any attacks performed using weapons with Range: Close, such as
swords or your bare hands, are called close-combat attacks. In order to

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228
perform a close-combat attack, you must be in the same Engagement as
the target you want to strike.
RANGED ATTACKS
Any attacks performed using weapons with anything besides Range:
Close are called ranged attacks. The range of the attack differs based
on the weapon and is described in meters. You cannot perform a ranged
attack against a character you’re currently Engaged with.
PROJECTILES
Certain weapons meant for close-combat attacks may state that they are
throwable. In these cases, you can perform a ranged attack with them.
The range for such attacks is the throwing characters Strength+5 me-
ters. The weapon used for the throw is treated as a disposable item and
is generally lost afterward, but after combat ends, you can retrieve it by
passing a Luck check of DL 12.
󱄌MAGIC ATTACKS
Whenever you use a skill classified as a spell to attack a character, its
called a magic attack.
󱄌SPECIAL ATTACKS
Any attacks that don’t fall into the weapon or magic category are called
special attacks. Breath, an elemental-breathing attack that certain ene-
mies can use, is one such example of a special attack.
ATTACK PROCESS
Attacks are resolved as opposition checks and follow a series of five steps:
attack declaration, hit check, dodge check, hit resolution, and rolling for
damage.
󱄌DECLARING AN ATTACK
In this step, the attacking player decides on a target and declares that
they’ll be attacking.
The one performing the attack (hereafter referred to as the attacker)
must choose an appropriate character to attack (hereafter referred to as
the defender). Then the attacker states how they will attack, any skills
they’ll use, and what weapon they’ll strike with. An attacker can only
attack with the weapons they have currently equipped.
The GM must confirm that the declared attack is possible to carry out.

229
Rules Section
If it is not, they must tell this to the player and explain how to pick an
appropriate target. For more on how to use skills, see page 194.
󱄌PERFORM A HIT CHECK
In this step, you perform a check to see whether or not the attackers
attack hits the defender. This is called a hit check. The ability scores used
for this hit check are as follows:
FOR WEAPON ATTACKS
Hit checks for weapon attacks use Dexterity.
FOR MAGIC ATTACKS
Hit checks for magic attacks require a magic check. Magic checks use
Intelligence.
FOR SPECIAL ATTACKS
Hit checks for special attacks differ from one to the next. Refer to each
skills individual entry.
If the hit check is a critical, the attack automatically succeeds. A critical
may also modify the damage done. See page 230 for details. However, if
the defender also gets a critical, the reaction has priority, and the defend-
er wins. In other words, the attack will miss in this case.
If the attacker fumbles, however, the attack automatically fails, and the
next step—the dodge check—doesn’t happen.
󱄌PERFORM A DODGE CHECK
Once the attacker has made their hit check, the defender now makes
their own check to see if they can avoid it. This is called a dodge check.
Dodge checks use Agility.
If the dodge check is a critical, the defender wins, and the attack will
miss, dealing no damage. However, if the defender fumbles, the attack
automatically succeeds.
󱄌HIT DETERMINATION
In this step, you compare the total score of the checks to one another to
determine if the attack hits. Use the same rules as in opposition checks. If
the attacker wins, move to the damage-roll step.
󱄌DAMAGE ROLL
If the attack lands, then in this step, you determine how much damage
the attacker deals to the enemy or enemies. There are three types of

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230
damage: physical damage, magic damage, and piercing damage.
Rolling the dice to determine how much damage you deal is called a
damage roll.
If the attacker gets a critical on their hit check, they add an extra num-
ber of dice equal to the number of dice that came up as 6 for the hit
check to their damage roll. For example, if an attacker rolled three sixes
on their hit check, they would add three additional dice to their damage
roll.
PHYSICAL DAMAGE
Typically, damage dealt by weapons is physical damage. When dealing
physical damage, roll 2d6, then add your weapons attack power and any
other modifiers from things like skills to that number to calculate the
damage. The defender subtracts their Physical Defense.
The resulting value is the total damage dealt. If this value is 0 or less,
the defender takes no damage. The defender subtracts the total damage
dealt from their HP, then writes their new HP into the Current HP section
of their record sheet.
Damage = 2d6 + Attacker’s Weapons Attack Power + Modifiers
Total Damage Dealt = Damage – (Defender’s Physical Defense + Modifiers)
HP = HP Before Taking Damage – Total Damage Dealt
MAGIC DAMAGE
Magic damage is just that—damage dealt from magical effects. The de-
fender calculates magic damage differently than physical damage. The
defender subtracts their Magic Defense and any other modifiers from
the attackers damage.
The resulting value is the total damage dealt, which is subtracted from
the defender’s HP. If the total damage dealt is 0 or less, the defender
takes no damage. The defender subtracts the total damage dealt from
their HP, then writes their new HP into the Current HP section of their
record sheet.
Damage = Calculation Depends on the Skill Being Used
Total Damage Dealt = Damage – (Defender’s Magic Defense + Modifiers)
HP = HP Before Taking Damage – Total Damage Dealt

231
Rules Section
In addition, magic damage will sometimes have an element associat-
ed with it. These elements include fire, water, wind, earth, lightning,
ice, light, and darkness, as well as non-elemental damage, for nine
varieties in all. For convenience’s sake, non-elemental magic damage is
referred to as void. Should the defender possess an elemental attribute,
their Magic Defense may change when struck by a magic attack of a
certain element.
•Both have the same element
If a character has an elemental attribute, it means they are resistant to
that element. Thus, when taking magic damage of the same element,
they double their Magic Defense when calculating total damage dealt.
•Weak to the element
Some skills, items, etc. describe a weakness to an element, or an
elemental weakness. When a character receives magic damage of
an element they have a weakness to, treat their Magic Defense as 0
when calculating total damage dealt.
•Void element
In addition, magic damage that doesn’t have any elemental attributes
is listed as void. However, this is purely a term for convenience, and no
such “void element” exists. When youre allowed to choose an element
for a skill, you may not choose void.
PIERCING DAMAGE
Piercing damage, as the name implies, is damage that ignores defense.
Thus, piercing damage cannot be reduced by Physical Defense or Magic
Defense. Additionally, because it is neither physical damage nor magic
damage, any skills or items that would reduce one or the other have no
effect on this type of damage.
However, if a skill or item simply says that it reduces damage, without
specifying physical or magic, it will reduce piercing damage.
Damage = Calculation Depends on the Skill Being Used
Total Damage Dealt = Damage – Defender’s Modifiers
HP = HP Before Taking Damage – Total Damage Dealt

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232
PROTECT
Just before the damage-roll step, a character in the same Engagement
as a character who landed their attack may choose to take the attack in
place of the one it landed on. This is called protecting.
All debuffs, skills, and item effects that would be applied to the target
along with the damage are transferred to the protecting character. In
addition, a character protecting another cannot use any skills or items
with Timing: Before damage roll.
For a character to perform protection, they must be in a ready state.
Immediately after performing protection, that character becomes spent.
No other characters may protect a character already protecting another.
Mob enemies (page 270) cannot perform protection.
If an attack (such as those with Target: Area) would strike both the
character performing protection and the target of that protection, the
character performing protection receives double damage. If the protect-
ing character passes their normal dodge check, then calculate the dam-
age like a normal protection is being performed.
Damage and Recovery
When taking damage or receiving the effects of skills, a characters HP
may decrease, or they may be afflicted with a debuff. However, decreases
in HP are not the same thing as being wounded. HP doesn’t only
indicate the vitality in a characters physical body, but also their level of
exhaustion and the state of their physical health. Thus, a characters HP
going to 0 doesn’t mean that character immediately dies.
KNOCKED OUT
A character whose HP falls to 0 becomes knocked out. A character who
is knocked out cannot use any skills or perform actions of any kind un-
til they recover from being knocked out. They also may not recover HP
through skills or items. They may not take a move action, major action,
or minor action, and they can’t react or take any free actions, either. (If
they’re the reactor to an opposition check, use 0 for their total check
score.) However, even knocked out, any continuous skill effects they
possess will remain, as will any debuffs. If, for some reason, a character
is knocked out without their HP going to 0, their HP automatically
becomes 0.

233
Rules Section
DEATH CHECK
At the end of every combat round, all knocked-out characters must per-
form a death check.
A death check is an action check with the Luck stat. Its difficulty level
is determined by their current HP.
If they pass the death check, they are no longer knocked out, and their
HP becomes 1.
If they fail the death check, that character dies.
The GM may also decide that characters can only recover from being
knocked out via skills or items.
DEATH
If a character dies, they are removed from the game during After Play.
HEALING HP AND RECOVERING FROM KNOCKED
OUT
HP can be restored in many ways, such as with skills or items. However, a
character who has been knocked out cannot recover any HP.
In addition, in general, a character cannot recover from death.
LOSS OF HP AND MP
Attacks decrease their targets HP with damage, but there are other ways
to lose HP. This is called HP Loss. HP Loss is not considered damage. Thus,
even skills or items that would decrease damage cannot be used to de-
crease HP Loss.
Things that decrease MP in the same way are called MP Loss.
DEBUFFS
Characters will sometimes be afflicted with disadvantageous debuffs
from things like skills or items. There are seven types of debuffs, listed
on page 234, and its possible to have more than one at once. However,
if a character would be inflicted with more than one instance of the
same debuff, the new one is not applied on top of the old one—debuffs
don’t stack.
󱄌
Death Check Difficulty Levels
HP DL
0 to −10
8
11 to 2 0
10
−21 to50
15
For each −50 past −50
+8

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234
This is a list of all the debuffs in Konosuba TRPG and
their effects.
Intimidated
Intimidated is a state in which a character is un-
der pressure, shrinking away from something. In-
timidated characters cannot take a major action.
Recovering from intimidation
Use a minor action.
Enraged
Enraged is a state in which a character is highly
emotional toward a specific other character and
cannot fully control themselves. An enraged
character takes −2d6 on any major action checks
against any character save for the one who en-
raged them. If the enraged character attacks mul-
tiple targets, and one of them is the character who
enraged them, they do not take the −2d6 penalty.
Recovering from being enraged
Automatically heals during the Cleanup Process.
Stunned
Stunned is a state in which a character has tem-
porarily lost consciousness. A stunned character
takes −1d6 on any reaction checks.
Recovering from stun
Automatically heals during the Initiative Process
when the stunned character becomes the Initia-
tive Character.
Off-Balance
Off-balance is a state in which a character has lost
their footing, fallen down, or otherwise lost their
balance. Off-balance characters cannot perform
combat movement, full movement, or withdraw-
al. The effects of being off-balance supersede skill
effects.
Recovering from being off-balance
Use a move action.
Poisoned
Poisoned is a state in which a toxin or curse has
taken hold in a characters body and is slowly sap-
ping their stamina. Different poisons have different
levels of effectiveness. If it has an effectiveness of 1,
it’s written as Poison (1). Poisoned characters suffer
5 HP Loss every Cleanup Process for each level of
effectiveness. Each time the effectiveness increas-
es by 1, 5 more points are added to the HP Loss.
Recovering from poison
Recovering from poison requires the usage of a
skill, item, etc. that can heal it.
Knockback
Knockback is a state in which a characters move-
ments are delayed, such as when careening back
after taking a powerful blow. Knockback has an
effectiveness level. If it has an effectiveness of 1,
it’s written as Knockback (1). Characters who are
knocked back lose 5 Action Points for each effec-
tiveness level of the knockback.
Recovering from knockback
Automatically heals during the Cleanup Process.
Dazed
Dazed is a state in which a character’s conscious-
ness is hazy, such as after being struck by a tre-
mendous impact. Dazed characters take −1d6 on
all major actions.
Recovering from being dazed
Automatically heals during the Cleanup Process.
Recovering from Debuffs
Debuffs can be healed at the times specified
in their descriptions, or by using skills or items.
Debuffs are only in effect during individual com-
bat. Typically, all debuffs are healed once individ-
ual combat ends.
List of Debuffs

235
Rules Section
Blessings
Player characters possess special powers because of their protagonist
status. These powers are called Blessings.
Blessings are a strength hidden deep within—the power to rewrite
ones own fate.
USING BLESSINGS
In this section, we’ll explain how to use Blessings.
󱄌ADDING DICE
When rolling dice, a player may use any number of Blessings their char-
acter possesses to add 1d6 to the roll for each Blessing spent this way.
The number of Blessings a character has is equal to their Luck.
A player must declare prior to the dice roll that they are going to be
using Blessings. They cannot roll the dice first, then use Blessings to in-
crease the number of dice they roll.
The dice addition from Blessings can be applied to any dice rolls:
checks, damage rolls, determining the effects of skills or items, determin-
ing loot, etc.
󱄌REROLLING CHECKS
Right after a player performs a check, they may use 1 Blessing to reroll
that check. However, no check can be rerolled in this way more than
once. They reroll using any extra dice gained from skills, items, or Bless-
ings.
When a check is rerolled using a Blessing, it cannot be rerolled after-
ward by way of skills or items.
Blessing Rules

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236
This section explains other rules about various sit-
uations the player characters may encounter.
Adventures and Expeditions
Traps and enemies litter dungeons, waiting to ob-
struct the adventurers’ paths. The rules introduced
here are mainly used inside dungeons, but they
can also be employed in other applicable situa-
tions.
Detecting Traps
A detectable trap is one that can be discovered by
attempting to detect traps. Primarily, detectable
traps activate when a character opens a door,
moves an object, or in response to other direct
player-character actions. See page 262 for more
details.
To detect a trap, the character must be in the
same Engagement (page 227) as the target they
believe is trapped (the object, wall, door, enemy,
etc.). Once they are, they declare they wish to
detect traps, then perform a Perception check. If
their total check score is greater than or equal to
the trap’s Detect Value, the check succeeds, and
they uncover the trap. If a character who does not
have Trap Detection Skill (page 157) fails the check,
they will accidentally spring the trap. Refer to each
individual trap for their effects.
If a trap doesn’t have a Detect Value, that means it
is not a secret trap. Characters can see these with-
out needing to detect them. The GM must draw or
otherwise mark them on the map, pointing them
out to the players in advance.
A character cannot attempt to detect traps in the
same place more than once.
Sensing Threats
Any traps that are perceivable can be discovered
by attempting to sense threats. Perceivable traps
activate when a character makes contact with
them (such as stepping on them or entering an
area). See page 262 for more details.
It is the GM who prompts the player characters
to perform sense threats checks. When a player
character makes contact with a perceivable trap,
the GM tells them to sense threats, after which
the character who came into contact with the
trap makes a Perception check. If their total check
score is greater than or equal to the trap’s Detect
Value, the check succeeds, and the trap is no lon-
ger secret. The player Engages the trap without
triggering it, and they can then attempt to disarm
the trap. Additionally, if multiple players come into
contact with the trap, they all have to pass the
sense threats check or else the trap will activate.
In addition, when a character comes into contact
with a perceivable trap, their movement automat-
ically ends in that location.
Disarming Traps
Characters can attempt to disarm traps that have
been hidden by detecting or sensing them, as well
as any traps that aren’t concealed. This is called
trap disarming. The character attempting to
disarm a trap must be in the same Engagement
(page 227) as the target. Once they are, they
declare that they wish to disarm the trap, then
make a Dexterity check. If their total check score
is greater than or equal to the traps Disarm Value,
the check succeeds, and the trap becomes inert
and will never activate again. However, if they fail
to disarm the trap, it activates. Refer to each indi-
vidual trap for their effects.
Identifying Enemies
Investigating what sort of abilities an encoun-
tered enemy (page 270) possesses is called
enemy identification. When a character attempts
to identify an enemy, they choose one target with-
in visual range, declare that they want to identify
it, and make an Intelligence check. If their total
check score is greater than or equal to the enemys
identification score (also called an ID score), the
check succeeds, and the GM tells them the ene-
my’s name, level, element, whether their Physical
or Magic Defense is higher (or if they’re the same),
and any enemy skills they possess.
A character who has attempted an enemy identi-
fication in a Scene cannot try it again on the same
enemy.
Enemy identification can also be used to gain in-
formation about other NPCs, such as their name
or other information, revealing details about them.
Jumping
Players sometimes need to jump across things like
crevasses or holes. To jump, perform a Strength
check with a DL equal to twice the distance that
needs to be jumped (in meters). If the character
passes the check, they safely reach the other side.
If they’re jumping vertically, the DL is instead four
times the distance in meters.
When jumping during round progression (such
as in combat), it is treated the same as a full-
movement action, and the character cannot take a
minor action that round.
Scaling
Climbing up a cliff face or wall requires scaling it.
Scaling has a DL of 10, and passing a Strength
check will allow the character to climb a distance
equal to half of their Movement. If they fail that
Other Rules 1

237
Rules Section
check, they must make an Agility check of DL 10.
On a success, the character only falls a distance
equal to half of their Movement. If they fail the
Agility check, they fall all the way down. For infor-
mation about falling damage, see Other Damage
When scaling during round progression (such as in
combat), it is treated the same as a full-movement
action, and the character cannot take a minor ac-
tion that round.
Other Non-Dungeon Rules
The rules introduced here are for situations that
player characters might often come across outside
dungeons.
Gathering Information
A character can acquire information by asking
around or looking into paperwork by using infor-
mation gathering. The ability score and difficulty
level used for information-gathering checks are
determined by the GM based on the information
to be gathered. If they can’t decide on one abili-
ty score in particular, it is recommended to make
it a Perception check. If the character passes the
check, they receive the information.
Difficulty Level
•Information everyone in town knows: around 10
•Information adventurers would know: 12
•Information specific to certain circles: 14
•Information on leading figures in nations and
towns: 16
•National secrets: 20 or more
Negotiating
When a player character is negotiating with an
NPC, they make a Mind opposition check.
Determining the actor and the reactor will vary de-
pending on the situation, but in general, the player
character is the actor, and the NPC is the reactor.
We recommend thinking of it with the following
example: If the NPC lies, a player can try to see
through the deception as the actor, and if the play-
er lies, they can try and fool the NPC as the actor.
The GM can allow the use of skills like Deception
Skill, Detect Deception Skill, and Negotiation Skill,
depending on the situation. Also, the GM may set
a single Mind value as a difficulty level for an NPC
instead of having them make checks.
Buying and Selling Items
Players can buy and sell items at any time during
the session if allowed by the GM, whether it’s Pre-
play, Main Play, or After Play. When buying an item,
that items value is subtracted from the character’s
money. A character can’t buy an item without the
necessary funds.
When players sell items, they receive money equal
to half the items printed worth.

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238
Rolling to Determine Loot
When an enemy dies or is knocked out, characters
can acquire things from them, such as the pos-
sessions that enemy was holding. These items are
collectively called loot. What loot an enemy has is
determined via dice roll.
To determine loot, roll 2d6. Compare the result to
the specific enemy’s loot table. Characters acquire
any items listed in the corresponding entry on the
enemy’s loot table. Any character who has already
entered the Scene may roll for loot. However, this
roll is not a check, so it cannot be altered or redone
using Blessings or other methods.
Any item obtained from a loot roll that has a
specified monetary value can be exchanged for
that amount of money instead of half, and it has
a weight of 1. Characters may sometimes obtain
weapons, armor, potions, or other items as well.
The GM may require that the PC rolling for loot
must have been in the same Engagement with
said enemy.
Other Damage
Characters may take damage from a variety of
other sources, such as falling from a high place
or coming into contact with natural fires. In these
cases, characters always take 2d6 piercing dam-
age. The GM may also add dice to the roll as ap-
propriate. For example, they may add dice in the
event of a particularly high fall or especially pow-
erful fire.
Special States
This section introduces rules for special states,
such as flying and swimming.
Flying
A character may be able to fly by using a skill or
an item. These characters are considered to be in
a flying state.
A character in a flying state can only obstruct the
passage of other characters also in a flying state.
Thus, even if Engaged with an enemy, unless that
enemy is in a flying state, a character doesn’t need
to end their movement. Plus, when moving out of
the Engagement, they can use combat movement
or full movement to assault another Engagement
as well if they like.
There are no specific rules for how high a char-
acter in a flying state can or will be. If needed, it
is recommended to treat them as being one to
two meters in the air. The important thing is that
all characters in an Engagement are able to use
close-combat attacks against one another.
Swimming
If the GM determines that a character is in deep
enough water to restrict their movement, that
character is now in a swimming state.
A character in a swimming state has half their
normal Movement and cannot perform full move-
ment. A player can attempt a DL 10 Strength
check as their move action to ignore this penalty.
However, if they fail, they won’t be able to move
at all, and their Main Process will automatically
end without them being able to use their minor
or major actions.
Moving in Secret
A character can use a major action to hide them-
selves and enter a stealth state. However, if the
GM decides there isn’t anywhere to hide nearby,
a character may not enter a stealth state (exclud-
ing the effects of skills, items, or Cheats). A char-
acter loses the stealth state when they make any
check, excluding reactions. Moving, using an item,
or using any skill with a target other than Self will
remove the stealth state, too, even if these actions
don’t require a check. The effects of any skills or
items related to being in a stealth state will last
until the end of the action that breaks the stealth
state. A character cannot enter a stealth state while
Engaged with an enemy (any character who bears
malicious intent). Characters in a stealth state can-
not be attacked, cannot be hit by any skills other
than those with a target of Self, and can’t be tar-
geted by items or enemy identification. However,
they can be targeted by anything that designates
a target of Scene or Area. [Note that they cannot
be targeted by anything with Scene (Choose) or
Area (Choose).]
In order to discover a character in a stealth state
within visual range, a character must perform an
opposition check as a major action; both char-
acters use Perception. (The one attempting to
see the hidden character is the actor, while the
one currently in a stealth state is the reactor.) If
there are multiple characters in a stealth state, it
becomes a one-versus-many check (page 194). A
character may also choose to exclude allied char-
acters in a stealth state. If the character attempting
to discover a character in a stealth state wins, the
latter’s stealth state is removed.
Darkness
Places without light can obstruct characters in
various ways. In darkened places, all characters’
Movement becomes five meters (if a character
has less than 5 Movement, it stays the same), and
they are unable to perform full movement. They
also take −1d6 on all checks. However, if all char-
acters involved would take this check penalty, the
Other Rules 2

239
Rules Section
GM may simply ignore the penalties when dealing
with checks.
Surprise Attacks
Whenever characters are subject to an unexpect-
ed assault, such as an ambush or an attack in the
night, or if they stage one themselves, the GM
may decide that a surprise attack has occurred.
Each of the characters performing the surprise
attack may take one Main Process before normal
combat rounds begin. The order of these Main
Processes may be determined without heeding
the usual method of consulting Action Points.
Also, if a character on the reaction side of a sur-
prise attack would make a reaction check during
any of these extra Main Processes, they take −1d6
on that check.

Konosuba TRPG
240
Both the players and GM receive experience points at the end of a ses-
sion. Players can spend these experience points to have their characters
grow. Experience points are given to the players and GM themselves—
not the characters. A player or GM may use their experience points on
any character they have created.
Experience points can be used during Preplay or during After Play,
with the GM’s permission. See page 208 for more details on Preplay and
After Play.
A player or GM loses any experience points they use. When using them,
have the GM write over them in the record sheet and session sheet with
a red pen or something else that makes it difficult to change.
There are two ways to use experience points.
RAISING CHARACTER LEVEL
A player can raise their characters level by spending experience points.
The number of experience points needed to gain a level in this way is
ten times the characters current level. When a character gains a level, the
player can perform a few different actions explained below.
󱄌LEARNING SKILLS, CHANGING CLASSES, AND GAINING
BLESSINGS
When a character gains a level, they can learn skills, change classes, or
raise their Blessings. To learn a skill, choose one of the following patterns:
1Learn 3 levels worth of racial skills and/or class skills
2Learn 3 levels worth of racial skills and/or class skills, as well as
change classes
3Learn 2 levels worth of racial skills and/or class skills, as well as gain
a Blessing.
󱄌LEARNING SKILLS
Choose skills to learn from those available to the characters class. The
character may acquire a new skill or raise the level of a skill they’ve al-
Character Growth

241
Rules Section
ready learned. However, a player may not raise a single class skill further
than 2 levels.
󱄌CHANGING CLASSES
When choosing pattern 2, a player can change their characters class.
This is called a class change.
When changing classes, rewrite the class section and Class Modifier
section on your character sheet, then recalculate all ability scores.
When changing classes, a character can learn both the skills from their
previous class and the skills from their new class.
ADVENTURERS CHANGING CLASSES
If your character changes classes upon leveling up, they do not lose any
class skills they’ve already learned.
However, if a character changes from Adventurer to another class, they
lose their Additional Blessings effect. In other words, they take a −1 to
their maximum number of Blessings. If the character changes back to
Adventurer, they gain it back.
CHANGING TO ADVANCED CLASSES
If a character has reached at least level 10, they may class change into an
advanced class.
For details on changing into an advanced class, see page 242.
󱄌GAINING BLESSINGS
When choosing pattern 3, the character gains 1 additional Blessing.
󱄌RAISING ABILITY SCORES
A character may choose three base ability scores and raise each of them
by 1 point. There is no upper limit on a base ability scores value.
After raising base ability scores, recalculate your ability bonuses and
ability scores.
󱄌CHANGES IN SECONDARY ABILITY SCORES
When raising ability scores, stats calculated from certain ability scores—
max HP, max MP, and Action Points—will also increase.
MAX HP AND MAX MP
For each level a character gains, their max HP increases by the HP Gain
amount for their class, and their max MP increases by the MP Gain

Konosuba TRPG
242
amount for their class. Refer to the Class Modifier list on page 120 for
these values. In addition, if you’ve increased their base Strength score or
base Mind score, don’t forget to recalculate the relevant values.
When changing classes, refer to the HP and MP Gain values for the
new class rather than the old one.
Max HP = Max HP on Character Creation + Class HP Gain Value +
Base Strength Scores Increase
Max MP = Max MP on Character Creation + Class MP Gain Value +
Base Mind Score’s Increase
ACTION POINTS AND MOVEMENT
A characters Action Points will grow with increases to Agility and Percep-
tion, and a characters Movement will grow with increases to Strength.
See the formulas on pages 118-119 to recalculate a characters Action
Points and Movement.
LEARNING GENERAL SKILLS
By spending 5 experience points, a character may learn 1 level’s worth
of general skills.
However, a character can only know a total level of general skills equal
to their CL plus 1.
For example, a level-5 character can only learn up to 6 levels worth
of general skills, so if they already have 5 levels worth of general skills
learned, they can only acquire 1 more level’s worth.
Changing to Advanced Classes
ADVANCED CLASSES
Advanced classes are alternate versions of specific classes that are even
more specialized in their role.
󱄌TYPES OF ADVANCED CLASSES
The advanced classes are listed below. For explanations on each of these
classes, refer to pages 172179.

243
Rules Section
•Crusader
•Arch-priest
•Arch-wizard
•Assassin
󱄌CLASS-CHANGE REQUIREMENTS
To change to an advanced class, a character must fulfill the following
requirements.
CHARACTER LEVEL
Reaching level 10 gives a character the ability to change to an advanced
class.
When a character has reached level 10 or higher, they must choose
pattern 2 when raising stats: to learn 3 levels’ worth of racial skills and/or
class skills and perform a class change, then choose an advanced class as
the target of that class change.
MAIN-CLASS RESTRICTIONS
Which advanced classes are accessible to a character depends on their
current class (the one before changing classes). For example, only a War-
rior can class change into a Crusader.
Refer to the Class Change Table for which classes can become which
advanced classes.
CHANGING BETWEEN ADVANCED CLASSES
A character cannot change directly from one advanced class to another.
However, by first going through the prerequisite class, they can become
a different advanced class.
For example, a Crusader character can’t class change into an Arch-
priest. However, if that character class changes into a Priest, they will
then be able to change into an Arch-priest.
󱄌CLASS MODIFIERS OF ADVANCED CLASSES
Class Modifiers, HP Gain values, and MP Gain values will alter as a result
of changing to an advanced class. Refer to page 120 and rewrite the
class-modifier section on your character sheet.

Konosuba TRPG
244
󱄌LEARNING SKILLS
Advanced classes can also learn skills from their base class.
For example, a Crusader can still learn Warrior skills upon leveling up,
and an Arch-wizard can learn Wizard skills.
󱄌
Class Change Table
Former Class Advanced Class
Warrior
Crusader
Priest
Arch-priest
Wizard
Arch-wizard
Thief
Assassin

This chapter contains
information on the world
where the game takes place.
Its written in novel format,
so it’s easy to read.
If you want to know more,
we recommend the original
novels! (advertisement)
Konosuba: God’s Blessing on This Wonderful World! TRPG
World Section

Konosuba TRPG
246
“I’ve finally arrived…in Axel…
You stand at the entrance to the settlement with wounds covering
your body. Haggard breaths come from your mouth. The sacred blade
entrusted to you by the goddess has lost its sheen. Although you’ve
been using it to keep yourself up, you only manage to make it another
few steps before finally collapsing. The last of your strength finally de-
parts from your body.
Theres noise all around you. Townspeople and adventurers are hurry-
ing over, having seen you fall.
Through your hazy vision, you spot a goddess among the throng.
She has hair like clear, flowing water, leaving no doubt in your mind of
her divine nature.
A moment later, your body fills with energy.
I need to give her a piece of my mind! you think as your consciousness
fades.
And thus does your adventure…continue. Had it concluded there,
things might have been easier. Too bad! Your journey has only just be-
gun!
Welcome to this nonsensical, good-for-nothing world, adventurer!
First Time Reincarnating in Another World
Your eyes open.
The ceiling that greets you is wholly foreign.
Where am I…?” you murmur.
The kind person who seems to have brought you to this oddly coarse
bed responds, This is Axel Town.
Hes a boy who seems rather close to your age. You ask his name, and
he gives it freely.
“I’m Kazuma. I work a part-time job at the moment, so I have to say
This is Axel Town!’ to everyone who arrives here.
World Section

247
World Section
Wouldn’t that mean hes on the clock right now? Shouldn’t he be at
his workplace?
When you ask him as much, he sighs. “I would, but you seemed so de-
lirious, and you were murmuring about the goddess Aqua, too…
“Fu-fu-fu…
A figure slides out from the shadows with a confident laugh. You know
exactly who it is.
Before you realize it, youre mouthing her name.
Aqua, the goddess.
You spring to your feet and take one step, then another, toward her.
Thats right—I am the goddess Aqua. You seem to be a devout wor-
shipper, so I decided I would show myself especially for you. What would
you request of the deity of water? …Hey, what? Why are you glaring at
me like that? Why are you clenching your fists? Huh? What’s happening?
Wait, I’m scared, no, stop, stop, no, stop, help me, Kazumaaaaaa!”
Righteous fury sprouts in your heart.
The reason for that fury? Let’s have a look.
Reminiscence (Abridged)
Welcome to the world of the dead.
“Unfortunately, you have died.
Welcome to the world of the dead. I am the goddess Aqua, the one who
guides agonized souls of the dead like you.
The goddess Aquas words flow through your mind—an abridged ver-
sion of them anyway. Its a weird story, your life having flashed before
your eyes. You were already dead by this time, after all.
You perished, then found yourself in the land of the dead.
However, you were given a chance to come back to life in another
world.
That other world was currently threatened by a being known as the
Demon King. Aqua and some others were apparently in the midst of a
campaign where they sent young people like you to that other world,
with your memories and bodies intact, to defeat the Demon King.
Aqua even threw in a bonus: You got to choose any item you wished
to bring with you—from powerful divine artifacts to incredible magical
powers!
That was how the beautiful girl standing before your eyes, who called
herself a goddess, explained it.

Konosuba TRPG
248
It was all very suspicious, but you went for it.
You’d already died anyway, after all.
The other world the goddess Aqua described is a fantasy world of
swords and magic. Perfect for someone like you—a video-game lover.
You’d be put in a safe spot to start your new, reincarnated life.
Shed explained that, too, so you followed her instructions and got
onto the magic circle. And that was the moment you embarked on a
journey to another world!
Ah, crap—”
Those were the last words you heard trickle from Aquas mouth back
in the world of the dead.
Back to the Present
The goddess was supposed to have transported you to a safe place, but
when you opened your eyes, you were right smack in the middle of a
whole swarm of dangerous monsters. They ripped into you. It was only
luck that kept you alive long enough for you to find the way to Axel.
Basically, the goddess messed up your starting location, you almost
died, and you can safely assume from her attitude that she has forgotten
all this.
“You, uh… You really had a rough time, huh?” asks Kazuma with in-
credibly kind eyes.
Next to him, Aqua—with a sign hanging around her neck that reads
I’M A USELESS GODDESS—is sitting formally with her legs tucked. She looks to
be at a loss, which cools your fury several degrees.
Kazuma explains that he was reincarnated here, just like you.
As revenge for this goddess laughing at his cause of death, he chose
Aqua herself as his bonus! That explains the mystery of what the goddess
is doing here.
“Hey, Aqua, look. I’m not the only poor soul you made suffer. Shouldn’t
goddesses lead by example or something?”
Aqua groans. “I…I’m sowwy…, she says, pressing her head to the floor
in apology.
You start to feel like you’re picking on a weakling, so you decide it’s all
water under the bridge.
“Picking on a weakling… A goddess, and I’ve been dubbed a weak-
ling…
As Aqua mutters with evident dissatisfaction, Kazuma continues, “By

249
World Section
the looks of things, you haven’t even registered as an adventurer yet. I’ll
show you where the Adventurers Guild is.
What a good person!
Unfortunately, your opinion of Kazuma immediately plummets when
he takes a piece of paper out of his pocket that says, very clearly, Re-
cruit-an-Adventurer Reward: 500 Eris.
It seems even bringing the goddess Aqua to this world hasn’t landed
him a pleasant, cushy adventurer lifestyle. You reflect on how surprisingly
harsh fantasy worlds like these can be.
󱄌Summary of Important Points 1
•People from modern Japan are reincarnated into this world, or isekai
The goal of this reincarnation is to slay the Demon King
Those who reincarnate receive incredible powers (or cheats)
Another World, Full of Mysteries
“How much do you know about this world?” asks Kazuma as youre walk-
ing. You shake your head, for you don’t know anything. Only that there
are very, very scary things here.
“Gotcha, gotcha. In that case, I’ll give you some easy-to-understand
advice as a more experienced adventurer.
“Might I remind you that you don’t know very much about this world,
either, Kazuma?”
“Urk. Kazuma makes a face like he was dealt a terrible wound.
According to him, this is a stereotypical fantasy world of swords and
magic. Apparently, that’s really the only way you need to think about
it. Elves have long ears, dwarves are short of stature, and there are an-
imal people with cat ears. There’s a Demon King, regular demons, and,
occasionally, a blockheaded goddess who gets dragged down into the
human world.
“Hey, that was one snippet of info too many!” Aqua puffs out her
cheeks in anger, but you are fully convinced.
With most things here, your first impression after hearing about
something is probably right. Animal people are animal people, and cab-
bages are cabbages. Everyones just going about their lives here, being
active, unlike those in our world…
Hey, that was one snippet of info too many!

Konosuba TRPG
250
Kazuma cuts off your interjection. “However, there is a group of people
that does require a bit of explanation.
“Right—the Crimson Magic Clan, adds Aqua.
Crimson what-now?
It happens right after she says those words.
“Has somebody summoned me?! Hiyaaaaahhh!”
A girl carrying a signboard that says THIS IS THE ADVENTURERS GUILD makes
a gallant entrance.
The Crimson Magic Clan
“My name is Megumin! First among the spell-casters of the Crimson
Magic Clan, and an Arch-wizard who uses the strongest magic—explo-
sion magic!”
Megumin puffs up her nonexistent chest and announces her name
proudly and clearly.
“It was time for a lunch break, so I waited for you two at the guild pub
so that we could eat together! But then you never came! And then I got
lone— I did not get lonely or anything, but I came to find you instead.
Kazuma, Aqua, who is this?”
A new adventurer. Were going to get them registered now.
This strange girl appears to be an acquaintance of Kazuma’s.
So she’s a member of the Crimson Magic Clan, huh? It makes sense,
given the way shes dressed. The robe she wears definitely gives off a
magic-user vibe, and she has a patch over one of her eyes.
Maybe its some kind of seal. Doubtless, an immense power would be
unleashed should she remove it.
Also, Megumins eyepatch is apparently just for aesthetic.
You were wrong. She simply wears it because she wants to.
“Heh-heh-heh… This eyepatch may be an accessory, but all those of
the Crimson Magic Clan possess high intelligence and powerful magic.
You certainly know where to look.
Megumin seems to have some pretty unique sensitivities.
Still, her people are quite eccentric—not the kind you’d encounter in
the usual fantasy stuff you know of.
The name Megumin is good, too. Its just oozing originality. You try to
say as much in a considerate tone, and Megumin nods with satisfac-
tion, agreeing with you. Perhaps her odd behavioral quirks are common
among Crimson Magic Clan members.

251
World Section
󱄌Summary of Important Points 2
This world is populated by Native Inhabitants in addition to those
reincarnated here
The Crimson Magic Clan is a people with an affinity for spell-casting
The Crimson Magic Clan has unique sensitivities
The Adventurers Guild
A particularly large building sits in the center of Axel.
The Adventurers Guild.
It has a pub attached to the primary structure, and a red-haired wait-
ress flashes you a sweet smile. Kazuma and the others guide you over to
line up at the reception counter.
“Oh. You do have money, right?” inquires Kazuma suddenly. The regis-
tration fee is 1,000 eris. When Aqua and I first got here, we didn’t have a
coin on us. It was miserable…
“I’m surprised you two were able to register at all, Megumin remarks.
“I handled it just fine. I skillfully and swiftly gathered all the cash we
needed, states Aqua, giving a sniff of pride.
She doesn’t appear to be completely lying. Kazuma’s clouded expres-
sion speaks volumes, however.
Fortunately, you do have money on hand: a mere 3,000 eris that you
had to claw and scrape your way to obtain.
“Hello. Registering a new adventurer?”
The lady at reception gives you a warm smile. Her chest is a little on the
large side. Something you feel Aqua and Megumin lack.
…You’re being referred by Mr. Kazuma Satou?” the receptionist asks
with some consternation. You nervously nod and say yes. “I see. Come
right this way.
Still, shes a professional. Her smile is impenetrable, and not a hint of
emotion breaks through as she leads you through the adventurer-regis-
tration process. You do, however, hear her mumble, Well, now I’m wor-
ried…
What did these strange people even do?
You turn around and see Kazuma, Aqua, and Megumin all conspicu-
ously avert their eyes.
Once you’ve completed your application, the receptionist takes
out a card. Its about the size of a drivers license. Apparently, its an

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252
adventurer’s identification card.
“If you touch this card, it will measure your stats.
“By the way, I set a new record with my stats. The Adventurers Guild
had never seen them so high!” boasts Aqua, sticking out her chest.
Well, she is a goddess, so
“Higher stats mean more freedom when choosing your occupation. If
you’re lucky, you may be able to acquire an advanced class right away!”
Stats—a numerical representation of your abilities.
Other concepts, such as levels and experience points, seem to exist in
this world as well. You gain experience points from defeating enemies
and rise in level once you have enough. Leveling increases your stats in
turn and gives you the opportunity to learn more skills and such.
“More accurately, you absorb the power that all living beings possess,
and thats what accumulates as experience points, explains the recep-
tionist. You find that interesting. “Many adventurers fight monsters for
work, but that isn’t an adventurers only job. The Guild always has plenty
of diverse quests available, so please feel free to try all manner of jobs.
The receptionist beams, and you are absolutely moved. For the first
time since coming to this world, you feel like you’re actually playing a real
tutorial. It feels like the long, difficult prologue has finally ended. After
suffering through that perilous den of monsters the goddess mistakenly
tossed you into, you’ve reached a point of stability at last.
“I already apologized for that!”
So this is what becoming an adventurer is really like? Excitement fills
you. You’ve taken your first steps in this new world.
Quests
The quest board hangs a short distance from the reception counter. Sim-
ple requests penned on paper are stuck all over it. Some adventurers are
reading over the available jobs, while others are peeling off the ones
they like and are bringing them up to reception.
In front of the quest board stands a female knight with gorgeous
blond hair and prominent white armor, a serious look on her face.
When she sees you—well, when she sees Kazuma and the others—
she waves a hand at them.
“Kazuma, I found a good quest! Should we go on this one tomorrow?”
What do we have here? ‘Slay Giant Toads. Giant Toads keep showing
up in the fields and making trouble for us. Please slay them… We’re not

253
World Section
doing that! The reward is way too low! Put it back this instant!”
“But why?! I would still like to be swallowed whole by one of them! Is
that not reward enough?!” the blond girl asserts.
Then go do it yourself!”
This young woman seems to be one of Kazumas party members. Ev-
idently, she, too, is an…unfortunate sort of person. As you look at her
with that thought in mind, Megumin tells you her name.
“Shes Darkness, our Crusader.
“Oh… Forgive my rudeness. Is this an acquaintance of yours, Kazuma?”
You nod to her in greeting. The blond knight immediately straightens
up. When she stands like that, she looks like nothing but a normal person.
After seeing your clothing, Darkness narrows her eyes, sympathy plain.
“Your outfit has been through a lot… You must have had a very rough
time getting here.
Well, there were all those monsters that surrounded you and beat you
to a pulp.
When you explain that, Darkness’s expression lights up.
What?! You…you were pounded into the dirt?! By monsters?!”
As her eyes glitter, you glance at Kazuma. The look on his face tells you
to infer the meaning behind her reaction for yourself. Thus, you do.
Luna, the Receptionist
A standout beauty of a receptionist, even
among the others in Axel’s Adventurers Guild.
In this game, she’s generally treated as an NPC.
She mediates quests, interfacing in various
ways with the player characters.
󱄌Adventurer
Both the name of a class and the general term
for anyone who makes a living from adventur
-
ing. The guild employees are not considered
adventurers.
󱄌Adventurers Guild
The organization mediating all adventurer
work. Every town and city has one. They issue
Adventurer’s Cards, commission quests, buy
the remains of monsters, and provide food
and drink services.
In general, the player characters—all adven
-
turers—will receive each of these services
from one of the receptionists.
󱄌Axel’s Adventurers Guild
For all intents and purposes, the guild in Axel
also provides support for fledgling adventur
-
ers. For example, they manage the numbers of
weaker monsters in the vicinity so that theyre
not all wiped out.
Adventurers and the Adventurers Guild

Konosuba TRPG
254
“I’m—I’m terribly sorryYou must have been through…so, so
much…hardship.
Darkness fidgets, unable to hide her interest.
󱄌Summary of Important Points 3
The first step to slaying the Demon King is to register as an adventurer
•Accumulate experience points to level up
•Fulfill quests to gain experience points

255
World Section
What Is the Axel Town?
The home for player characters in this game. Be-
cause it stands farthest from the Demon King’s
castle in the kingdom of Belzerg, the monsters
nearby are weak, making it a perfect town for
fledgling adventurers to train in. Public safety here
is good enough that children can run around out-
side.
Axel’s Facilities
•Adventurers Guild
A facility located in the center of Axel. Also con-
tains a restaurant and pub. The adventurers—the
player characters in this game—generally receive
quests from here before leaving to complete
them.
•Center District
Surrounding the Adventurers Guild is a group of
other facilities central to Axel, such as the police
station, court, and prison.
•Gates
Entrances to the town. Mercenaries keep watch
nearby.
•Front Gates
The biggest gates in town. The path leading
through runs directly to the Adventurers Guild in
the center of town.
•Walls
The outer walls surrounding the town.
•Main Street (Inn Street)
The primary thoroughfare from the front gates to
the Adventurers Guild. Shops line it on either side.
Many of them are multistory inns. Adventurers
who have no homes in town stay in these as well.
•Stables
The stables for the horses. People can purchase
lodging here, too. Because its inexpensive, those
who don’t have the cash will stay the night in a
stable.
•Public Cemetery
A cemetery for honoring Axel’s citizens who have
passed on.
•River
A river that flows through the center of Axel. Not
only is it a source of water for everyday life, but its
also a cargo route for smaller ships.
Axel, the Starter Town
Gates
Adventurers
Guild
Adventurers
Guild
Front Gates
Stables
River
Gates
Main Street (Inn Street)
Main Street (Inn Street)
Gates
Gates
Walls
Walls
Gates
Gates
Public Cemetary
Gates
Gates
Center District
Center District

Konosuba TRPG
256
In This Wonderful World
You have lunch with Kazuma and the others at the pub before parting
ways. You know they should have quite a bit more money saved up than
you, but they didn’t pay for your meal.
They leave for their afternoon part-time jobs while you remain in the
pub, looking idly at the ceiling. The holy sword bestowed upon you by
the goddess Aqua is giving off a faint light from its resting spot on the
table.
On a whim, you take out your Adventurers Card.
It lists your name, class, and level on it. Though you’re still just starting
out, this card will serve as a record for all your experiences during your
adventures to come.
“E-excuse me, but…
While youre grinning at the card, a girl hesitantly calls to you.
Naturally, you’ve never met her before. Judging by her equipment, she
must be a Priest.
Would you like to form a party together?”
You’re surprised, yet you agree immediately. Then you make sure to
mention that you might hold her back because youre new to this.
“Oh, I’m a beginner, too, soThank you!”
You nod in appreciative response.
She smiles.
This is how your adventure began.
Your party of fledgling adventurers is every bit as unique as Kazuma’s
friends—noisy and unfortunate in some ways. Still, you can tell your trav-
els will be lively and enjoyable.
Welcome to this wonderful world, adventurer!

257
World Section
Personalities
This section introduces characters from the
original work who also serve as NPCs living
in Axel. The GM may create their own NPCs
aside from them as well.
Gender: Female Age: Unknown
The goddess in charge of modern Japan. She used to send dead Jap-
anese people to this world in order to defeat its Demon King, but she
was forced by Kazuma into transferring into the world itself. Her class
is Arch-priest. She’s incredibly beautiful, but her personality is a rather
large fly in the ointment. She may come to use her healing magic on
wounded players.
“I am a goddess!”
Aqua
Gender: Male Age: 16
The original work’s protagonist. A Reincarnated Person from modern
Japan. With his low stats, he didn’t get a choice of class, instead start-
ing as Adventurer. People (mostly women) don’t think highly of him.
But he’s generally a good person and also has a sharp wit. He may
appear to give useful advice to troubled players.
“Luck’s always been the only thing
I’ve ever had on my side!”
Kazuma Satou

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“I’ll be fine!”
Wiz
Gender: Female Age: Forever 20
A beauty with long, wavy brown hair and brown eyes. She current-
ly manages a magic-item shop in Axel Town, but she used to be an
Arch-wizard of incredible skill known as the Ice Witch. With her person-
ality, she will actively listen whenever a player is in need.
Gender: Female Age: 18
A beauty with blond hair and blue eyes. Her class is Crusader. She has
high defense, but her sword skills are a disaster, and almost none of
her blows find their target. Also a massive masochist. For some reason,
she’s well-informed about matters of nobility. She takes things seri-
ously and will never overlook someone in need, so if you consult her
about a problem you’re having, she will be very friendly to you.
“Being a wall is what I’m absolutely best at.
Darkness
Gender: Female Age: 13
A girl from the Crimson Magic Clan. Her class is Arch-wizard. She loves
explosion magic from the bottom of her heart and never learned any
other spells. Her behavior is truly cringeworthy, but she also knows
quite a lot, so she may lend her knowledge to the players if they lack it.
“I am first among the spell-casters of
the Crimson Magic Clan!”
Megumin

Konosuba: God’s Blessing on This Wonderful World! TRPG
Game Master Section
GMs
are as
gods
!
In other words, this
chapter is all about me!
Don’t lie! What if
someone believed you?!
This actually has rules and
information regarding the
GM and their role.

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260
Before Participating as a GM
This chapter includes techniques meant to help GMs during their ses-
sions, as well as all the data and information they will need to use.
THE GM’S ROLE
The GM prepares the stage for the adventure on which the players’ av-
atars—the PCs—will act. The GM presents them with dangerous situa-
tions and guides them to a suitable ending. In other words, while the
other players have a passive role in the game, being the GM requires you
to take the initiative at all stages of the session and actively participate.
Outside gameplay, you’ll also need to construct scenarios for the next
session. (This will, of course, mean creating data for all the NPCs and en-
emies who will appear.)
It may seem like a lot of work, but that effort is rewarded tenfold when
the game goes well. Remember that the GM doesn’t only exist to serve
the other players. The GM and other players are equal in that they all
want to have fun playing. The GM is the host player. In other words, a
player who helps the others have a great time. Don’t forget that the GM
is one of the participants who should be enjoying the session.
THE TRICK TO BEING A GM
The GM’s role is to lead the session and make decisions. They must pre-
pare the session before it even begins, deciding on the scenarios story,
the characters who will appear, and the stats of all the enemies. They
decide which rules to use throughout the session, apply those rules, and
judge the actions of the player characters. When a session ends, the GM
decides on experience points to be distributed and makes sure to stay
up to date on how the player characters are growing.
The right to direct the game and make judgment calls always lies with
the GM. There is a single trick to carrying all this out smoothly and with-
out mistakes: have confidence. Obviously, there will be times when even
the most experienced GM might be confused. They might even make
mistakes. In your tenure as a GM, you will undoubtedly feel uneasy about
one of your decisions at some point.
How to Be a Game Master

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Game Master Section
Never fear, however! According to the written rules, the GM’s decisions
are always the correct ones.
The Information a GM Manages
The GM will manage two sets of information during a session of Konosuba
TRPG. The first is NPCs, and the second is traps.
NPCs
NPCs refers to non-player characters—any characters under the control
of the GM.
󱄌TYPES OF NPCs
NPCs can be set up in one of three ways: as a guest, a mob, or an extra.
GUESTS
Guests are NPCs who either serve as enemies in the scenario or help in
combat. Generally, they will have roughly the same type of information
as player characters.
MOBS
Mobs are 2 to 10 characters treated as a single entity. Use these when
you need a swarm of monsters or a brigade of soldiers, or something
similar. Their information is simpler than that of player characters.
EXTRAS
Extras are NPCs who have no data like ability scores or classes. Any NPC
who won’t participate in combat will generally be an extra, from the old
fellow running the store to the receptionists at the Adventurers Guild.
Extras are dealt with verbally by the GM and the players. If a player
states that theyre going to kill an extra, then that extra dies without go-
ing into combat. If a player states that they’ll hold back and knock out
the extra instead, then that’s what will happen.
ENEMIES
Enemies are the specific NPCs who fight against the players. Guest en-
emies are called solo enemies, and groups of them are called mob ene-
mies. For details, see page 270.
TRAPS
While things like treasure chests and doors are considered objects, the
traps laid out in dungeons and the like are their own separate category.
For details, see page 286.
This section will also explain how to handle trap detection and sense

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262
threat. Both of them are used when determining whether someone no-
tices a trap. However, each is used in a different situation, and they’re
processed quite differently.
󱄌DETECTING TRAPS
Trap detection is an action that PCs initiate to spot traps, and it is effec-
tive on detectable traps.
When performing trap detection, the player must indicate their target
(like a treasure chest, from the previous example), after which they must
engage the target directly. Because of this, a player can’t use trap de-
tection on entire rooms, or vague targets like all the walls in a structure.
If any character who does not have Trap Detection Skill fails a trap de-
tection check, the trap will trigger, so caution is advised.
󱄌SENSING THREATS
Sense threat is a check that a PC might passively make to spot perceiv-
able traps—ones that can be sensed rather than directly sighted. Players
cannot actively search for these types of traps as they can with trap de-
tection. They can’t, for example, examine every inch of the floor while ex-
ploring a dungeon. However, in places where key points are suspicious,
the PCs—who are adventurers—would likely notice something is odd.
Sense threat checks are for simulating this type of situation. That’s why
a player can’t use sense threat of their own volition. Instead, when a PC
comes into contact with a trap that can be sensed, the GM tells them to
perform a sense threat check.
In addition, if a player fails a Trap Disarm check, the trap will trigger no
matter what, so caution is advised.
Sense threat checks are also used to perceive various other kinds of
hazards, such as an unnatural air about something or danger approach-
ing. If such a situation occurs, the GM may use a sense threat check for it.
How to Make a Scenario
A scenario is essential to play Konosuba TRPG. This section will explain
exactly how to go about making one.
GENERAL ADVENTURE SCENARIOS
The basic scenario setup in Konosuba TRPG is described below.
•In the Opening Phase, PCs take on the roles of adventurers and accept
a quest

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Game Master Section
•In the Middle Phase, they go to the quest location
•In the Climax Phase, they defeat the enemies who are the target of
the quest, or they resolve any obstacles barring them from acquiring
the item needed for the quest
•The Ending Phase depicts the end of the adventure
In general, the two things a GM needs to think up are a quest for the
player characters to undertake and enemies (including a boss) for them
to defeat for that quest.
QUESTS
A quest is an appeal made of the player-character adventurers that asks
them to slay enemies, collect items, etc. By completing a quest, the PCs
will earn rewards (in eris).
The basic goal of the session is for the PCs to complete this job and
receive their rewards.
Quests come about when people are troubled by something and
want the Adventurers Guild to help them. The Adventurers Guild itself
sometimes puts out quests as well.
󱄌QUEST DATA
Pages 267 to 269 describe example quests. You may use them as is for
your session or use them as a reference to create your own.
󱄌DESIGNING QUEST REWARDS
When creating your own quest, the rewards should be given special con-
sideration.
We recommend that the reward be enough for each PC to afford pay-
ing the fees for a simple Lifestyle.
The recommended formula for calculating rewards is:
[Average Character Level of all PCs Who Participated × 10] KE
This formula is based on a quest where the items picked up in the
dungeon and items dropped by enemies are all a bonus that the PCs can
keep, minus whatever they need to make their Lifestyle payment.
The formula is purely for reference. The GM should feel free to set the
reward to whatever seems suitable for the mood of the session.
And if there won’t be any enemies or items to pick up during the

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264
quest, we recommend making the quests reward higher.
󱄌MIDDLE PHASE ABRIDGMENT
If nothing in particular will happen until reaching the quest location, you
may also abridge the Middle Phase of the session.
In other words, you can play a scenario that doesn’t have a Middle
Phase at all.
CHANGES IN SCENARIOS
When creating a scenario, some GMs may find sessions that only involve
completing a quest to be lacking.
If you decide to make a scenario with more volume, for purposes such
as having the story change partway through the quest, you can cause
other events to occur at the quest location, for example. This creates an-
other, separate quest partway through the Middle Phase.
However, when putting together developments like these, you should
make sure to say as much in the preview. You can, however, leave it as a
simple implication, something to give the players a hint, instead of spell-
ing out exactly what will happen.
CREATING HIGH-LEVEL PLAYER CHARACTERS
This section introduces how to go about creating player characters who
are above CL 1. The GM should refer to this section when players create
advanced-class characters, like Megumin or Darkness from the original
novels. However, this method is purely a suggestion. The GM may use
some other method if they wish. Ultimately, the GM has the final say.
DECIDING ON EXPERIENCE POINTS
Players need experience points to put together their higher-level char-
acters. To do this, the GM needs to designate a maximum amount of ex-
perience points they can use. The players will confirm how many experi-
ence points they have, and then each will use the exact same number of
points to strengthen their character.
When making characters who will only last for a single session, you
can also give the players experience points as a gift and let them have
their characters grow on their own.
ITEMS AND MONEY
High-level PCs will likely be adventurers who have already completed
many quests. They will usually possess a greater variety of items and
more money on hand than freshly created PCs. Use the formula below

265
Game Master Section
to determine how much money in total the characters will have among
themselves, then let the players use that money to purchase items.
Total Money on Hand = CL (Character Level) × CL × 300

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This section lists all the information required for quests—the jobs given
to adventurers (player characters) by the Adventurers Guild.
󱄌NAME
The quest’s name.
󱄌TYPE
The broad category of the quest, such as eliminate or explore.
󱄌LIMIT
This is the quest’s deadline, starting from when the quest was accepted.
Generally, time doesn’t pass during Scenes, but for things like travel
and resting in towns, the GM may decide that an amount of time has
passed and that the quests deadline is drawing nearer.
󱄌REWARDS
The rewards earned upon quest completion. Unless it says otherwise, the
reward is split among all PCs. Typically, rewards are set with the assump-
tion that there are 5 PCs.
󱄌REQUIREMENTS
The conditions for undertaking a quest. Unless it says otherwise, a party
can accept a quest so long as at least one member meets the conditions.
󱄌DETAILS
The details of the quest.
󱄌CLEAR CONDITIONS
The conditions to clear the quest.
󱄌QUEST EFFECTS
Special rules that come into play upon taking a quest. If there are no
quest effects, this section may be omitted.
Quest List

267
Game Master Section
Type: Eliminate Limit: 3 days
Reward: 20 KE
Requirements: None
Details:Y’see, zombies have been wandering
around every night in the public cemetery on top
of the hill just outside town
You are tasked with getting rid of a Zombie
Maker—a kind of evil spirit that controls several
zombies by planting servile spirits in fresh corpses.
Clear Conditions: During the Middle Phase, go
to the public cemetery late at night, then defeat 1
Zombie Maker (page 281) and 1d6−1 (minimum of 1)
Zombies (page 278).
Type: Other Limit: 1 day
Reward: 50 KE
Requirements: Strong constitution or high
resistance to magic
Details: “I’m looking for a practice partner to test a
newly developed magic. I’m sure I’ve made it more
powerful.”
You will have to be hit with my newly developed
strongest fire and ice spell and tell me your
impressions.
Clear Conditions: Take 3d6+50 fire/ice magic
damage without being knocked out.
Quest Effects: The GM may have a PC learn one
Type: Eliminate Limit: 3 days
Reward: 100 KE
Requirements: None
Details:There’s not really much to fear from this
quest. It’s a simple job: just get rid of some goblins.”
You are tasked with slaying the group of goblins
that were sighted in the forest next to the main
town road. If you can fell their leader, the rest will be
easy as pie.
Clear Conditions: During the Middle Phase, head
to the nearby woods and slay 1 Goblin Leader
(page 281) and 5 Goblins (page 276) before the
Climax Phase ends.
Quest Effects: The cemetery is dark (page 238) at
night.
attack spell from the Arch-wizard skill list, taught
by the quest-giver. If they do, the PC may decide
on their own name for the skill and write it down
as such. Everything else about the skill remains the
same.
Quest Effects: If a PC fumbles a check during the
Middle Phase, one Newbie Killer (page 284) appears
in the Scene.
Slay the Undead Cropping Up in the Public Cemetery
Wanted: Practice Partner for Magical Experiments
Goblin Extermination

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268
Type: Eliminate Limit: 3 days
Reward: 100 KE
Requirements: None
Details: “Seems like the Giant Toads have
entered their mating season.”
You are tasked with slaying the Giant Toads
that have been appearing in human villages
and stealing food so that they have the stamina
necessary to lay their eggs.
Clear Conditions: Before the end of the Climax
Phase, fight Giant Toads (page 280) and kill at
least 5.
Type: Emergency Limit: 1 day
Reward: 10 KE for each drop item
Requirements: All members must participate
Details: “This year’s cabbage-gathering
season has come! They’re soft and rich with
sweetness—very well-flavored this year,
apparently.”
You must capture as many of the cabbages
flying into town as you can.
Clear Conditions: Obtain at least 1 cabbage as a
drop item from Lesser Cabbages (page 276).
Quest Effects: Players can fight 1d6×5 Lesser
Cabbages once during the Middle Phase. The GM
Type: Eliminate Limit: 3 days
Reward: 200 KE
Requirements: None
Details: “Lately, Giant Bats have been coming
out every night. They’ve already caused serious
harm.”
You are tasked with locating the nest of the
Giant Bats that have been attacking people and
livestock, then put an end to them.
Clear Conditions: Locate the cave where the
Giant Bats (page 278) live, then defeat all the
Giant Bats living in there (# of PCs + 1d6).
Quest Effects: When combat starts, players
can choose whether or not to fight the Giant
Toads. If they choose to fight, the GM may have
additional 1d61 (minimum 1) Giant Toads enter
combat at the beginning of each round.
can also have 1d6 extra Lettuces present (which
use the same data as Lesser Cabbages but only
drop lettuce).
Quest Effects: The nest is dark (page 238). In
addition, for the duration of the quest, players
will need to defeat [# of PCs – 2] (minimum 2)
Giant Bats that appear every night.
Slay the Giant Toads
Gather the Cabbages Flying into Town
Securing the Livestock and Eliminating the Giant Bats

269
Game Master Section
Type: Other Limit: 1 day
Reward: 300 KE
Requirements: A Priest who knows purification
magic
Details: “The water quality of the lake, one of
the town’s water sources, has worsened, and
Brutal Alligators appear to have moved in.”
You must purify the lake water. If you can do
that, the monsters should move elsewhere, so
you won’t need to kill them.
Clear Conditions: Enter the lake and, with the
lake’s water as a target, use Purification 10 times.
Type: Eliminate Limit: 3 days
Reward: 400 KE
Requirements: A Priest
Details: “I’d rather you not talk about this to
anyone, but one of the Undead Knights in a
recently sighted group of them is familiar to me.”
You are requested to slay a (late) acquaintance
of the quest-giver who has become an Undead
Knight, then dispose of the remains in secret.
Clear Conditions: Defeat an Undead Knight
(page 279), then collect proof that it was the
acquaintance (see below).
Type: Eliminate Limit: 1 week
Reward: 500 KE
Requirements: None
Details: “It seems a Manticore and a Griffin have
taken up residency in a deep part of the nearby
forest at the same time.”
The two beasts are warring for territory, and
they will become very dangerous if left alone, so
you must eliminate them both.
Clear Conditions: During the Middle Phase,
fight and slay 1 Manticore (page 284) and 1
Griffin (page 285) at the same time.
Quest Effects: After 1d6 rounds, 2d6 Brutal
Alligators (page 278) will enter to fight. In
addition, the lake is considered to be a Pool
(page 289). Upon clearing the conditions for the
quest, the Brutal Alligators will exit.
Quest Effects: During the quest, when the PCs
defeat an Undead Knight, if it’s the Middle Phase
and they roll at least a 7 on a loot roll, or if it’s
the Climax Phase and they roll at least a 5, then
instead of the normal drop, a single Proof of
Acquaintanceship (weight 1) will drop.
Quest Effects: Right before each of either
monster’s attacks, roll 1d6. If the result is an odd
number, that attack targets a PC. If the result is
an even number, that attack targets something
other than a PC. If the monster is unable to
attack the chosen target, then the GM chooses a
target that it can attack instead.
Purify the Lake’s Water
Undead Knight Memorial Service
Slay the Manticore and Griffin

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270
Enemies and Enemy Skills
Enemy is a catchall term for any characters hostile to the players. In Ko-
nosuba TRPG, this includes the monsters inhabiting the dungeons and
areas outside the town, as well as vegetables cultivated in fields. Enemies
may also be demons or demi-humans who are part of the Demon King’s
forces.
This section will explain all about enemies.
ENEMY TYPES
Enemies are NPCs. Thus, they are also classified into three groups as de-
scribed on page 261: guests, mobs, and extras. Guest enemies are called
solo enemies. Extras who are enemies are used purely for role-play and
need no data backing them up.
ENEMY LIST
Solo enemies have nearly all the same information as player characters,
while mob enemies are more simplified. Solo enemies are listed on pag-
es 280285, while mob enemies are listed on pages 276279. For how to
read the enemy listings, see page 271.
󱄌MOB ENEMIES
Mob enemies don’t have ability scores. When they need to make checks,
simply use the value listed in the Check section. The number before the
slash (“/”) is for their own basic-check or active-check actions, and the
one after it is for when they make reactions in opposition checks. Add
2d6 to this number to find their total check score.
•Aside from skills, items, and cheats, mob enemies cannot perform
protection (page 232)
•Mob enemies do not have a max MP value. If one has learned a skill
that requires a cost, treat that cost as 0.
Enemy Rules

271
Game Master Section
This page explains how to read the enemy listings.
Any “−” in a section means that section is meaning-
less, and for those that say See Effect, the section is
explained in full in the Description section of the
listing.
Describing Dice Rolls
Certain checks and damage rolls in the enemy
listings will read 2d6+1 or the like. This means to
roll two six-sided dice and then add 1 to the total.
Reading the Lists
This section explains how to read the enemy list-
ings.
▼Name
The enemy’s name.
▼Type
The enemy’s type.
▼Element
The enemy’s element.
▼Level
The enemy’s level, which is a guidepost for their
strength. Also called EL. If a skill, etc. refers to CL,
refer to the EL instead.
▼ID Score
The difficulty level of enemy-identification checks
(page 237) against the enemy.
▼Check
Only listed for mob enemies. The value before
the slash (“/”) is the check value for major action
checks, while the value after it is the check value
for reaction checks.
▼Ability score
Only listed for solo enemies. The value before the
slash (“/”) is the enemy’s base ability score, and
the value after it is the enemy’s ability score. Their
meaning and roles are the same as that of player
characters.
▼Attack
Attacks the enemy may perform. When there are
multiple attack methods, the entry will contain up
to two of them.
In the case of weapon attacks, it will read Weap-
on Used for Attack (Weapon Type / Equip Slot) and
Hit Check / Damage / Attack Method and Damage
Type / Range. If it’s a skill-based attack, it will read
Skill Name and Level Used for Attack and Hit Check /
Damage / Attack Method and Damage Type / Range.
Sometimes, things that aren’t weapons are listed
as weapons used for the attack, such as claws or
fangs, but these are treated the same way as bare-
handed attacks (page 184).
In addition, weapon names are used to indicate
things like the form or shape of the weapon
equipped, and they don’t necessarily match up
with the weapons that player characters use in
terms of numbers.
▼Dodge
The enemy’s dodge check.
▼Defense
The enemy’s defense. The value before the slash
(“/”) is the enemy’s Physical Defense, and the value
after it is their Magic Defense.
▼HP
The enemy’s maximum HP.
▼MP
The enemy’s maximum MP.
▼Action
The enemy’s Action Points.
▼Move
The enemy’s movement. If it reads “−, it cannot
move.
▼Enemy skills
Skills the enemy possesses. It will list the skill’s
name and level, while including a page reference
for the effect.
▼Description
A description of the enemy’s biology, external fea-
tures, habitat, combat methods, etc.
▼Loot
Items that can be gained by defeating the ene-
my. See the Rolling to Determine Loot section on
How to Read the Enemy Lists

Konosuba TRPG
272
Area Promotion
Timing: Move action
Check: Auto success Target: Self
Range: Cost:
Max SL: No limit
Effect: Upon acquisition of this skill, choose
either close-combat (close-combat attacks),
ranged (ranged attacks), magic (magic attacks),
or special (special attacks). Write this skill down
as Area Promotion: Close-Combat or the like.
Treat it separately from other Area Promotion
skills. Change the target of all attacks of the
chosen type you perform to Area (S2
targets). This effect lasts until the end of your
Main Process.
The skill to attack multiple targets
simultaneously, such as by extending the scope
of destructive magic.
Amphibious
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Effect: You can perform swimming movement
(page 238) without taking any penalty to your
Movement.
A skill that expresses your ability to handle
both land and water due to being an
amphibious creature, having some special
magic applied to you, or simply being skilled at
swimming.
Apply Debuff
Timing: Minor action
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Effect: Upon acquisition of this skill, choose
one debuff and effectiveness level if it needs
one. Write it down as Apply Debuff: Poison (2)
or the like. Treat it separately from other Apply
Debuff skills. If you deal at least 1 point of
damage with one of your attacks during your
current Main Process, apply the chosen debuff
to the target. Place the effectiveness level in
parentheses “( )”.
The skill to make attacks that apply debuffs.
Enemy SkillsEnemy Skills
This section introduces enemy skills. These This section introduces enemy skills. These
include the techniques and spells that include the techniques and spells that
enemies possess, as well as their inborn, enemies possess, as well as their inborn,
natural abilities. Read these listings in the natural abilities. Read these listings in the
same way as the skill listings. See pages same way as the skill listings. See pages
122125 for information. If a skill effect or 122125 for information. If a skill effect or
another part of a listing refers to the enemy another part of a listing refers to the enemy
level, it is abbreviated as ELlevel, it is abbreviated as EL

273
Game Master Section
Darksight
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Effect: Ignore the effects of darkness.
The skill to act in places without light using
powerful vision or some special sense.
Breath
Timing: Major action
Check: See Effect Target:
Area (Choose)
Range: 20m Cost:
Max SL: 1
Effect: Upon acquisition of this skill, choose
one element. Write this skill down as Breath:
Fire or the like. Treat it separately from other
Breath skills. Perform a special attack against
the target or targets. Use Dexterity for your
hit check. The attack deals 2d6+(EL×2) magic
damage of the chosen element.
Critical: Add dice
The skill to breathe out elemental power.
Concentration
Timing: Move action
Check: Auto success Target: Single
Range: Cost:
Max SL: No limit
Effect: Upon acquisition of this skill, choose
either close-combat (close-combat attacks),
ranged (ranged attacks), magic (magic attacks),
or special (special attacks). Write this skill down
as Concentration: Close-Combat or the like.
Treat it separately from other Concentration
skills. Add (SL)d6 to the damage of attacks you
perform that are the specified type. This effect
lasts until the end of your Main Process.
The skill to focus on attack to raise your power.
Attack Magic Spell
Timing: Major action
Check: Magic check Target: Single
Range: 20m Cost:
Max SL: 1
Effect: Upon acquisition of this skill, choose
one element. Write this skill down as Attack
Magic: Fire or the like. Treat it separately from
other Attack Magic skills. Perform a magic
attack against the target. The attack deals
2d6+10 magic damage of the chosen element.
Critical: Add dice
The skill to use attack magic.

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Resistance
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Effect: Upon acquisition of this skill, choose
one debuff. Write this skill down as Resistance:
Poison or the like. Treat it separately from other
Resistance skills. The chosen debuff cannot
be applied to you. You can learn this skill up to
three times.
A skill that expresses your strength against
poison or resistance against specific
disadvantageous situations.
Drain Touch
Timing: Major action
Check: See Effect Target: Single
Range: Close Cost:
Max SL: 1
Effect: Perform a close-combat attack
against the target. If it hits, instead of making
a damage roll, lower the targets HP by any
amount less than or equal to EL×2, then restore
HP. Restore an amount of your own HP equal to
half of that the target lost, rounding down.
The skill to absorb a target’s life force via touch.
Flight Ability
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Effect: You are considered to be in a flying
state. When you enter a Scene, you must
choose whether or not this skill’s effect should
be applied. You can apply or disengage this
skill’s effects by using a minor action.
A skill that expresses an enemy’s ability to
fly in the sky, using wings, magic, or another
method.
Double Action
Timing: See Effect
Check: Auto success Target: Self
Range: Cost:
Max SL: 1
Effect: You can use this skill only when every
character in the Scene is spent. You become
ready. This may only be used once per round.
The skill to take twice the actions of a normal
person using swift movements beyond human
comprehension.

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Weakness
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: 1
Effect: Upon acquisition of this skill, choose
one element or weapon type. Write this skill
down as Weakness: Fire, Weakness: Blunt, or the
like. Treat it separately from other Weakness
skills. When this enemy receives damage from
an attack using the chosen weapon type or
the chosen element, treat it as an elemental
weakness (page 231).
A skill that expresses a lack of resistance
against a specific weapon or element.
Summon
Timing: Setup Process
Check: Auto success Target: See Effect
Range: See Effect Cost:
Max SL: No limit
Effect: Upon acquisition of this skill, chose one
enemy type or one enemy. Write this skill down
as Summon: Plant, Summon: Zombie, or the like.
Treat it separately from other Summon skills.
Call forth one chosen enemy, or one enemy of
the chosen type, that is below your EL (CL). It
appears in your Engagement in a spent state.
This enemy cannot use any Summon skills the
round it appears. You can use this skill SL times
per Scene.
Theft Hazard
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: No limit
Effect: Upon acquisition of this skill, choose
either your entire loot table or a single piece
of loot from your loot table. If you chose the
entire table, write this skill down as Theft
Hazard. If you only chose one piece of loot,
write it down as Theft Hazard: Power Unit or
the like and treat it separately from other Theft
Hazard skills. If you are the target of Steal (page
156), and the loot roll targets any chosen loot
item, your HP becomes 0.
A skill that expresses a part of you that is
integral to your existence.
Special Physical Resistance
Timing: Passive
Check: Target: Self
Range: Cost:
Max SL: No limit
Effect: Upon acquisition of this skill, choose
one weapon type. Write this skill down as
Special Physical Resistance: One-Handed
Sword or the like. Treat it separately from other
Special Physical Resistance skills. When you
would be dealt damage from a weapon attack
that uses the chosen weapon type, add SL×4
to your Physical Defense.
A skill that expresses your high physical
resistance against specific weapons because of
thick fat, a viscous body, or something similar.

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Ghost
Type: Undead Element:
Level: 1 (Mob) ID Score: 10
Check: 4/4
Dodge: 2d6+4
Defense: 10/3
HP: 24 Action: 4
Movement: 12
Attack: Corpse Touch (Hand-to-hand/Both)
2d6+4 / 2d6+6 / Close-Combat [Spell
(Darkness)] / Close
Enemy Skills:
Darksight, level 1 (page 273)
Weakness: Light, level 1 (page 275)
Resistance: Poison, level 1 (page 274)
Flight Ability, level 1 (page 274)
Description: An undead being that has lost its
physical body. Weak to the magic attacks of
Priests.
Loot:
6–8 Cloth (50 KE)
9+ Cursed soul (30 KE)
Lesser Cabbage
Type: Plant Element:
Level: 1 (Mob) ID Score: 8
Check: 3/5
Dodge: 2d6+5
Defense: 2/2
HP: 28 Action: 5
Movement: 9
Attack: Tackle (Hand-to-hand/Both)
2d6+5 / 2d6+6 / Close-Combat (Physical) /
Close
Enemy Skills:
Theft Hazard, level 1 (page 275)
Flight Ability, level 1 (page 274)
Description: Round vegetables with a green
color. Crunchy and delicious. Caution: not
visually discernible from lettuce.
Loot:
2–5 Lettuce (1 KE)
6+ Cabbage (50 KE)
Goblin
Type: Demi-human Element:
Level: 1 (Mob) ID Score: 10
Check: 3/4
Dodge: 2d6+4
Defense: 5/3
HP: 28 Action: 7
Movement: 7
Attack: Dagger (Dagger/One)
2d6+3 / 2d6+8 / Close-Combat (Physical) /
Close
Enemy Skills:
Group Tactics, level 1: Passive: When in an
Engagement with other enemies with Group
Tactics, add 1 to your total check score on
attacks you perform and add 2 to the damage
they deal.
Description: A small but vicious race of demi-
human.
Loot:
6–8 Broken sword (5 KE)
912
Medicinal herb (10 KE)
13+ Goblin claw (50 KE)
Enemy ListEnemy List
This section contains information for all This section contains information for all
enemies. You can use the enemies here to enemies. You can use the enemies here to
obstruct the player characters’ adventures obstruct the player characters’ adventures
or make them the target of elimination or make them the target of elimination
quests.quests.
For how to read individual enemy listings, For how to read individual enemy listings,
see page 271.see page 271.

277
Game Master Section
Skeleton
Type: Undead Element:
Level: 2 (Mob) ID Score: 10
Check: 4/5
Dodge: 2d6+5
Defense: 4/0
HP: 42 Action: 7
Move: 8
Attack: Long Sword (One-handed sword/One)
2d6+5 / 2d6+10 / Close-Combat (Physical) / Close
Enemy Skills:
Darksight, level 1 (page 273)
Special Physical Resistance: Dagger, level 1
Special Physical Resistance: Spear, level 1
Special Physical Resistance: Bow, level 1
Description: Animated bones of those who
once lived.
Loot:
6–8 Bone fragment (10 KE)
9–12 Corpse fang (30 KE)
13+ Dancing skull (100 KE)
False Demon
Type: Demi-human Element:
Level: 2 (Mob) ID Score: 11
Check: 4/3
Dodge: 2d6+3
Defense: 7/3
HP: 35 Action: 8
Movement: 7
Attack: Long Spear (Spear/Both)
3d6+7 / 3d6+11 / Close-Combat (Physical) /
Close
Enemy Skills:
Darksight, level 1 (page 273)
Description: A demi-human race with pointed
ears and red skin. With experience, they can
become lower-rank demons, but these ones
have not reached that point, leading to them
being called failed demons.
Loot:
5–9 False demon claw (50 KE)
10+ Sapphire (see page 193)
Bandit
Type: Human Element:
Level: 2 (Mob) ID Score: 7
Check: 4/3
Dodge: 2d6+3
Defense: 5/4
HP: 38 Action: 6
Movement: 10
Attack: Short Sword (One-handed sword/One)
2d6+7 / 2d6+11 / Close-Combat (Physical) /
Close
Enemy Skills:
Description: Criminals who form bands and
attack travelers for their money. Not many
people want to become bandits, so in a sense,
they are rare.
Loot:
6–8 30 KE
912 Valuables (10 KE) ×5
13+ Ruby (see page 193)
Kobold
Type: Demi-human Element:
Level: 2 (Mob) ID Score: 11
Check: 4/4
Dodge: 2d6+4
Defense: 6/3
HP: 39 Action: 5
Movement: 8
Attack: Short Bow (Bow/Both)
2d6+4 / 2d6+8 / Ranged (Physical) / 20m
Enemy Skills:
Darksight, level 1 (page 273)
Description: A demi-human race resembling
bipedal dogs. Not overly dangerous, but
fledgling adventurers may be surrounded and
defeated if not careful.
Loot:
6–8 Broken sword (5 KE)
9+ Kobold fang (50 KE)

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Brutal Alligator
Type: Animal Element:
Level: 5 (Mob) ID Score: 11
Check: 5/4
Dodge: 2d6+4
Defense: 7/3
HP: 44 Action: 10
Move: 10
Attack: Bite (Hand-to-hand/Both)
3d6+8 / 4d6+14 / Close-Combat (Physical) /
Close
Enemy Skills:
Amphibious, level 1 (page 272)
Description: Large, carnivorous reptiles. With
their big, strong jaws, they devour fish in the
water or any small animals that enter it. They
like to move in packs and will surround spotted
prey before attacking.
Loot:
6–8 Gator tooth (40 KE)
9+ Gator skin (100 KE)
Zombie
Type: Undead Element:
Level: 3 (Mob) ID Score: 9
Check: 4/3
Dodge: 2d6+3
Defense: 5/2
HP: 37 Action: 6
Move: 9
Attack: Bite (Hand-to-hand/Both)
2d6+7 / 2d6+15 / Close-Combat (Physical) / Close
Enemy Skills:
Stench of Death, level 1: Subtract 2 from the
final check score on any dodge checks that
characters Engaged with you perform. This
effect only works on characters who don’t also
possess Stench of Death.
Description: Corpses that continue to walk
because of lingering regrets or the like.
Loot:
2 Corpse fang (30 KE)
3–8 Corpse fang (30 KE) ×2
9+ Zombie powder (80 KE)
Giant Bat
Type: Animal Element:
Level: 3 (Mob) ID Score: 10
Check: 3/5
Dodge: 2d6+5
Defense: 6/2
HP: 35 Action: 7
Move: 18
Attack: Bite (Hand-to-hand/Both)
2d6+5 / 2d6+12 / Close-Combat (Physical) /
Close
Enemy Skills:
Darksight, level 1 (page 273)
Flight Ability, level 1 (page 274)
Description: Giant bats at least as big as
raptors. They dwell in places like caves and
abandoned houses and attack humans and
other animals at night.
Loot:
68 Animal fang (30 KE)
912 Animal fang (30 KE) x2
13+ Bat wing (50 KE) ×2
Gremlin
Type: Demon Element:
Level: 3 (Mob) ID Score: 12
Check: 4/5
Dodge: 3d6+5
Defense: 3/5
HP: 35 Action: 9
Move: 10
Attack: Claws (Hand-to-hand/Both)
3d6+6 / 3d6+15 / Close-Combat (Physical) /
Close
Enemy Skills:
Darksight, level 1 (page 273)
Flight Ability, level 1 (page 274)
Description: Low-ranking demons with small,
humanoid bodies. They pop up in places where
magic power is thick, such as dungeons.
Loot:
6–8 Demon horn (50 KE)
9+ Demon claw (100 KE)

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Game Master Section
Orc
Type: Demi-human Element:
Level: 12 (Mob) ID Score: 12
Check: 6/4
Dodge: 2d6+6
Defense: 8/5
HP: 115 Action: 13
Move: 12
Attack: Club (Blunt/One)
2d6+12 / 3d6+40 / Close-Combat (Physical) /
Close
Enemy Skills:
Awesome Life Force, level 1: Use when knocked
out. Recover from being knocked out and set
your HP to 2d6. Once per scenario.
Description: A demi-human race consisting of
only males, unique for their piglike heads and
powerful bodies.
Loot:
612 Orc tooth (750 KE) ×3
13+ Orc ribbon (3,000 KE)
Undead Knight
Type: Undead Element:
Level: 7 (Mob) ID Score: 12
Check: 5/4
Dodge: 2d6+4
Defense: 10/5
HP: 64 Action: 9
Move: 12
Attack: Broad Sword (One-handed sword/
Both)
3d6+8 / 4d6+20 / Close-Combat (Physical) /
Close
Enemy Skills:
Weakness: Water, level 1 (page 275)
Special Physical Resistance: Dagger, level 2
Special Physical Resistance: Spear, level 2 (page 275)
Special Physical Resistance: Bow, level 2 (page 275)
Description: The corpse of a fallen knight
that’s risen as an undead monster.
Loot:
6–8 Steel (100 KE)
9+ Steel (100 KE) ×3
Greater Cabbage
Type: Plant Element:
Level: 9 (Mob) ID Score: 11
Check: 4/5
Dodge: 3d6+5
Defense: 6/6
HP: 94 Action: 9
Move: 15
Attack: Tackle (Hand-to-hand/Both)
3d6+10 / 3d6+41 / Close-Combat (Physical) /
Close
Enemy Skills:
Concentration: Close-Combat, level 5
Theft Hazard, level 1 (page 275)
Flight Ability, level 1 (page 274)
Description: Particularly energetic cabbages
raised in wonderfully favorable conditions.
Loot:
2–5 Lettuce (1 KE)
6–12 High-quality cabbage (100 KE) ×20
13+ Choice cabbage (500 KE) ×10
Giant Horn Beetle
Type: Animal Element:
Level: 5 (Mob) ID Score: 10
Check: 5/4
Dodge: 2d6+4
Defense: 10/2
HP: 41 Action: 7
Move: 16
Attack: Horn (Spear/Both)
3d6+8 / 2d6+16 / Close-Combat (Physical) /
Close
Enemy Skills:
Concentration: Close-Combat, level 3
Flight Ability, level 1 (page 274)
Description: Stag beetles the size of puppies.
They charge with their horns.
Loot:
610 Insect carapace (75 KE)
11+ Insect horn (200 KE)

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Earth Golem
Type: Artificial Element:
Level: 3 ID Score: 10
Ability Scores: Strength: 19/6
Dexterity: 16/5 Agility: 12/4
Intelligence: 1/0 Perception: 12/4
Mind: 1/0 Luck: 8/2
Attack: Punch (Hand-to-hand/Both)
3d6+7 / 2d6+18 / Close-Combat (Physical) / Close
Dodge: 2d6+4 Defense: 16/0
HP: 56 MP: 0
Action: 8 Move: 11
Enemy Skills:
Wild Swing, level 1: Minor action. Add 5 to the
damage of your next weapon attack. This effect
lasts until the end of your Main Process.
Regenerate, level 1: Cleanup Process. Remove
one debuff applied to you. You take 10 points of
HP Loss.
Theft Hazard: Power Unit, level 1 (page 275)
Description: Golems created out of rock and
dirt. Golems are artificial monsters born of magic,
and they are given many names and shapes
depending on their function.
Those that can stay active for long periods have
a power source with accumulated mana in it, and
if that is stolen, they will deactivate.
Loot:
2–5 Fertile soil (30 KE)
611 Fertile soil (30 KE) ×2
12+ Power unit (200 KE)
Giant Toad
Type: Animal Element: Water
Level: 2 ID Score: 8
Ability Scores: Strength: 20/6
Dexterity: 12/4 Agility: 10/3
Intelligence: 3/1 Perception: 12/4
Mind: 12/4 Luck: 8/2
Attack: Tongue (Whip/Both)
2d6+7 / 2d6+15 / Close-Combat (Physical) / Close
Dodge: 2d6+3 Defense: 5/2
HP: 37 MP: 22
Action: 5 Move: 11
Enemy Skills:
Swallow, level 2: Move action. If you deal at least
1 HP in damage with a close-combat attack,
neither you nor the target of that attack may
move or perform dodge checks. This effect lasts
until the end of the Scene or until the target of
that attack passes a Strength check, DL 12, during
the Setup Process.
Digest, level 2: Cleanup Process. Deal 10 points
of HP Loss to any character currently under the
effects of your Swallow skill.
Special Physical Resistance: Hand-to-hand, level 2
Special Physical Resistance: Blunt, level 2
Description: Toads with bodies bigger than
cows. During spawning season, when they need
stamina, they will go to human villages and
swallow livestock whole. Swallowed prey will
slowly be digested. Their mucus is extremely
stinky.
Loot:
5–7 Toad mucus (1 KE) ×3
8–11 Toad meat (5 KE)
12+ High-quality toad meat (300 KE)

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Game Master Section
Goblin Leader
Type: Demi-human Element:
Level: 4 ID Score: 14
Ability Scores: Strength: 15/5
Dexterity: 16/5 Agility: 13/4
Intelligence: 6/2 Perception: 9/3
Mind: 6/4 Luck: 6/2
Attack: Short Sword (One-handed sword/One)
3d6+6 / 2d6+20 / Close-Combat (Physical) /
Close
Dodge: 2d6+4 Defense: 8/2
HP: 59 MP: 38
Action: 7 Move: 10
Enemy Skills:
Goblin Command, level 1: Passive: All goblins in
the same Scene as you add 4 to the total check
score of all the checks they make, and they add
1d6 to all damage they deal with attacks.
Goblin Tactics, level 1: Hit checks for the attacks
you perform gain a bonus equal to the number
of goblins currently in the Scene. Add twice that
number to any damage your attacks would deal.
Description: The boss goblins that lead their
hordes. They have high charisma and command
abilities.
Though goblins are not normally very
dangerous, when a goblin leader is giving
directions, they turn into a horde worthy of
caution. More than a few fledgling adventurers
have underestimated goblin hunting and have
landed in a world of pain.
Loot:
2–6 Medicinal herb (10 KE) ×6
7–9 Goblin claw (50 KE) ×3
10+ Goblin leader’s helm decoration (400 KE)
Zombie Maker
Type: Undead Element:
Level: 5 ID Score: 13
Ability Scores: Strength: 13/4
Dexterity: 18/6 Agility: 15/5
Intelligence: 9/3 Perception: 15/5
Mind: 12/4 Luck: 8/2
Attack: Attack Magic: Fire, level 1
3d6+7 / 2d6+18 / Magic [Spell (Fire)] / 20m
Dodge: 2d6+5 Defense: 6/4
HP: 64 MP: 36
Action: 9 Move: 9
Enemy Skills:
Darksight, level 1 (page 273)
Attack Magic: Fire, level 1 (page 273)
Weakness: Fire, level 1 (page 275)
Summon: Zombie, level 1 (page 275)
Resistance: Poison, level 1 (page 274)
Description: A type of evil spirit that has the
ability to control zombies.
They possess dead bodies of good quality, and
they can control many zombies at once. Their
abilities differ depending on the corpse they’ve
possessed, but their potential is always limited by
the fact that they are ultimately just evil spirits.
This data assumes the spirit has possessed the
cadaver of a Wizard.
Loot:
3–6 Zombie fang (60 KE) ×2
7–11 Tomb furnishings (100 KE)
12+ Sharp corpse fang (300 KE)

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Fire Drake
Type: Magic Beast Element: Fire
Level: 7 ID Score: 14
Ability Scores: Strength: 36/12
Dexterity: 21/7 Agility: 15/5
Intelligence: 6/2 Perception: 9/3
Mind: 12/4 Luck: 15/5
Attack: Bite (Hand-to-hand/Both)
3d6+10 / 2d6+16 / Close-Combat (Physical) /
Close
Attack: Breath: Fire, level 1
3d6+7 / 2d6+42 / Special [Spell (Fire)] / 20m
Dodge: 2d6+5 Defense: 18/10
HP: 74 MP: 65
Action: 8 Move: 17
Enemy Skills:
Drake’s Sigh, level 2: Move action. Add 2d6 to
the damage of your Breath special attacks. This
effect lasts until the end of your Main Process.
You can use this once per Scene.
Weakness: Ice, level 1 (page 275)
Breath: Fire, level 1 (page 273)
Description: A four-legged reptilian monster.
Looks like a large lizard with a bright-red exterior.
The red thing in its mouth is not a tongue, but a
bit of flame.
Most reptilian monsters are poor at regulating
their body temperature and are thus susceptible
to cold. Adventurers who take advantage of
this will be well-prepared with handling these
creatures.
Loot:
6–8 Drake fang (300 KE)
912 Drake skin (400 KE)
13+ Drake skin (400 KE) ×4
One-Punch Bear
Type: Animal Element:
Level: 10 ID Score: 13
Ability Scores: Strength: 25/8
Dexterity: 30/10 Agility: 26/8
Intelligence: 12/4 Perception: 20/6
Mind: 14/4 Luck: 15/5
Attack: Claws (Hand-to-hand/Both)
3d6+14 / 6d6+36 / Close-Combat (Physical) /
Close
Dodge: 2d6+8 Defense: 13/3
HP: 101 MP: 58
Action: 14 Move: 13
Enemy Skills:
Blocking Ability, level 1: Passive: Blocks the
Engagements youre in. You may remove the
effects of this skill at any time.
Vorpal Claw, level 2: Passive: If one of your
attacks reduces the targets HP to 0 or less, add 3
to the difficulty level of the target’s death check.
Unseen Strike, level 1 (page 139)
Description: A large bear with a very violent
disposition. The massive claws on its forelegs are
sharp enough to behead unprepared targets.
Because of this, they are not only feared by
regular people, but also by adventurers. It is wise
to be cautious around one of these beasts, even
if you are powerful.
Loot:
5–7 Animal fang (30 KE) ×2
8–9 Animal skin (60 KE) ×3
10–11 Bear paw (1,000 KE)
12+ Bear paw (1,000 KE) ×2

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Game Master Section
Slime
Type: Artificial Element: Water
Level: 10 ID Score: 15
Ability Scores: Strength: 28/9
Dexterity: 30/10 Agility: 18/6
Intelligence: 1/0 Perception: 32/10
Mind: 9/3 Luck: 24/8
Attack: Digestive Fluid (Hand-to-hand/Both)
3d6+10 / 4d6+20 / Close-Combat (Piercing) /
Close
Dodge: 2d6+5 Defense: 25/20
HP: 74 MP: 62
Action: 9 Move: 10
Enemy Skills:
Strong Acid, level 1: Passive: All weapon attacks
you perform deal piercing damage.
Darksight (page 273)
Resistance: Off-Balance (page 274)
Special Physical Resistance: Hand-to-hand, level 5
Special Physical Resistance: Blunt, level 5
Description: A living creature composed of
sticky, viscous fluid. Most don’t have clear intent
or thoughts of their own, instead acting only
to sate their hunger on instinct. Their digestive
fluid is highly acidic. Slimes use this to melt down
absorbed prey and devour them. Many subtypes
of slime exist, such as poison slimes, which
are toxic, and paralysis slimes, which secrete
paralytic venom.
Loot:
4–8 Slime fluid (100 KE) ×5
9+ Artificial creature’s nucleus (2,000 KE) ×2
Scarosaurus
Type: Animal Element: Ice
Level: 12 ID Score: 18
Ability Scores: Strength: 30/10
Dexterity: 28/9 Agility: 27/9
Intelligence: 14/4 Perception: 21/7
Mind: 15/5 Luck: 20/6
Attack: Charge (Hand-to-hand/One)
3d6+10 / 4d6+36 / Close-Combat (Physical) /
Close
Dodge: 2d6+9 Defense: 18 /11
HP: 124 MP: 73
Action: 18 Move: 17
Enemy Skills:
Blue Glint, level 1: Passive: When you receive ice
magic damage, reduce it to 0. Then change your
loot table to read Shining Blue Scale (5,000 KE)
instead of Blue Scale (1,500 KE).
Concentration: Close-Combat, level 5 (page 273)
Description: A bipedal reptile about the size
of a cow. When ice magic strikes it, its scales
shine blue. These shining scales are highly
valued for their beauty, but not many know the
transformation method.
Loot:
610 Blue scale (1,500 KE)
11+ Blue scale (1,500 KE) ×3

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Manticore
Type: Magic Beast Element: Darkness
Level: 12 ID Score: 15
Ability Scores: Strength: 32/10
Dexterity: 26/8 Agility: 18/6
Intelligence: 15/5 Perception: 21/7
Mind: 24/8 Luck: 18/6
Attack: Tail Spines (Hand-to-hand/Both)
3d6+11 / 5d6+27 / Close-Combat (Physical) /
Close
Attack: Breath: Darkness, level 1
3d6+8 / 5d6+27 / Special [Spell (Darkness)] / 20m
Dodge: 2d6+6 Defense: 18/8
HP: 136 MP: 65
Action: 13 Move: 15
Enemy Skills:
Apply Debuff: Poison (3), level 1 (page 272)
Flight Ability, level 1 (page 274)
Breath: Darkness, level 1 (page 273)
Description: A magical beast with the body of
a lion, wings of a bat, tail of a scorpion, and face
of an old person. Its fur is red like blood. Though
it lives mainly in deserts and rocky areas, its love
for human meat has led to sightings near human
settlements. The breath that it exhales is highly
poisonous, and inhaling it will cause one to fall
ill. This same toxin also resides in its tail. Many
adventurers have fallen to its terrible poison.
Loot:
2–5 Magic-beast claw (100 KE)
6–8 Mana fragment (200 KE)
9–10 Manticore hide (600 KE)
11+ Manticore wing (1,000 KE) ×2
Newbie Killer
Type: Magic Beast Element:
Level: 13 ID Score: 15
Ability Scores: Strength: 30/10
Dexterity: 28/9 Agility: 27/9
Intelligence: 18/6 Perception: 21/7
Mind: 15/5 Luck: 20/6
Attack: Fangs (Hand-to-hand/Both)
3d6+15 / 5d6+45 / Close-Combat (Physical) /
Close
Dodge: 2d6+9 Defense: 16/15
HP: 137 MP: 63
Action: 18 Move: 15
Enemy Skills:
Newbie Fishing, level 1: Setup Process. You
appear on round 1d6+2 during the Cleanup
Process in a spent state. You can only use this skill
when you are not already in the Scene and there
is an enemy of level 3 or less in the Scene.
Low-Rank Hunter, level 1: Passive: Add 1d6 to
your hit checks for attacks targeting characters
with a CL of 12 or less.
Darksight, level 1 (page 273)
Description: A ferocious feline beast with
a body even larger than tigers and lions. It’s
covered in black fur. Thick, sharp fangs protrude
from its upper jaw.
They make their territory near hordes of weaker
monsters like goblins, then hunt the bigger
prey that comes to exterminate them. Their
shrewdness makes these creatures widely feared
by fledgling adventurers.
Loot:
68 Newbie Killer’s claw (300 KE) ×2
9–12 Newbie Killer’s bladed claw (1,200 KE)
13+ Newbie Killer’s fur (2,500 KE)

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Game Master Section
Griffin
Type: Magic Beast Element: Wind
Level: 15 ID Score: 15
Ability Scores: Strength: 38/12
Dexterity: 29/9 Agility: 19/6
Intelligence: 16/5 Perception: 24/8
Mind: 26/8 Luck: 24/8
Attack: Claws (Hand-to-hand/Both)
3d6+12 / 3d6+38 / Close-Combat (Physical) /
Close
Attack: Breath: Wind, level 1
2d6+12 / 2d6+42 / Special [Spell (Wind)] / 20m
Dodge: 3d6+8 Defense: 28/19
HP: 155 MP: 114
Action: 14 Move: 25
Enemy Skills:
Concentration: Close-Combat, level 3 (page 273)
Apply Debuff: Off-Balance, level 1 (page 272)
Flight Ability, level 1 (page 274)
Breath: Wind, level 1 (page 273)
Description: A magic beast with the body
of a lion and the wings and head of an eagle.
Its ability to swoop gracefully through the air
despite its large body is its main highlight. The
strikes that it delivers when diving from the air
are incredibly powerful—just a glancing blow
can send someone flying. They normally live in
tall mountains, but on extremely rare occasions,
they will come down to look for prey. There are
stories of them grabbing multiple cows or horses
at once and soaring off with them.
Loot:
2–7 Magic-beast wing (150 KE) ×2
810 Magic-beast tail (500 KE)
1113 Griffin wing (1,100 KE) ×2
14+ Griffin claw (4,000 KE) ×2
King Toad
Type: Animal Element: Water
Level: 20 ID Score: 18
Ability Scores: Strength: 60/20
Dexterity: 42/14 Agility: 18/6
Intelligence: 8/2 Perception: 18/6
Mind: 18/6 Luck: 18/6
Attack: Giant Tongue (Hand-to-hand/Both)
4d6+21 / 6d6+57 / Close-Combat (Physical) /
Close
Dodge: 2d6+6 Defense: 32/24
HP: 247 MP: 92
Action: 8 Move: 19
Enemy Skills:
Superlarge, level 1: Passive: Block any
Engagements you are in.
Special Physical Resistance: Hand-to-hand, level 5
Special Physical Resistance: Blunt, level 5 (page
Swallow, level 5: Move action. If you deal at least
1 HP in damage with a close-combat attack,
neither you nor the target of that attack may
move or perform dodge checks. This effect lasts
until the end of the Scene or until the target of
that attack passes a Strength check, DL 15, during
the Setup Process.
Toad Regeneration, level 1: Move action. Heal
yourself for 30 HP.
Digest, level 5: Cleanup Process. Deal 25 points
of HP Loss to any character currently under the
effects of your Swallow skill.
Weakness: Ice, Lightning, level 1 (page 275)
Description: A gargantuan toad. Unknown if it’s
truly related to Giant Toads. Some theories say its
cry causes rain to fall.
Loot:
2–5 Toad fluid (1 KE) ×1,000
6–9 High-quality toad meat (300 KE) ×20
10+ Giant-toad moss (2,500 KE) ×4

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286
The Traps Decorating Your Adventure
This section will describe the traps that interfere with the player charac-
ters quests, sometimes mortally, as well as the objects and partitions that
make up dungeons, such as walls, floors, and treasure chests.
TYPES OF TRAPS
There are three types of traps: triggered traps, enchanted traps, and con-
tinuous traps.
TRIGGERED TRAPS
Traps that spring when a character takes an action, such as opening a
door, unlocking a lock, or stepping on the floor. Unless otherwise stat-
ed, the GM can freely decide on the conditions. Triggered traps can be
placed on objects, enemies, partitions, and other traps.
Once the trap is sprung, that trap normally will not activate again.
Triggered traps can be set up in one of two ways: detectable and per-
ceivable. The GM should decide which when setting up the trap. See
pages 236 and 262 for more details.
In general, detectable traps spring when a character takes a specific
action, while perceivable traps go off when a character comes into con-
tact with the spot where the trap is set—such as stepping on a specific
floor tile or entering an area. If a character comes into contact with a
perceivable trap, their movement automatically ends on the spot.
ENCHANTED TRAPS
Traps that place an effect on an object or another trap. They will keep
triggering until disarmed. Enchanted traps can be placed on objects, en-
emies, and other traps.
CONTINUOUS TRAPS
Traps that have a continuous effect for as long as a character is in contact
with it. These include things that block characters from taking actions
or deal damage to them. Continuous traps can be placed on partitions.
OBJECTS AND PARTITIONS
An object is any item that might be inside a dungeon, such as a door,
Traps and Objects

287
Game Master Section
treasure chest, or statue. A partition includes things like walls or floors
in dungeons.
󱄌CUSTOMIZING TRAPS
Any traps with a in the Customize section can be changed at will.
Customized traps raise the traps level beyond what it starts out as.
For level changes when customizing traps, refer to the Trap Customi-
zation Table.
󱄌
Trap Customization Table
Changes Level Increase
Changing the detect value
Trap level +2 for each +1 to detect value
Changing the disarm value
Trap level +2 for each +1 to disarm value
Changing the DL of an effect
Trap level +3 for each +1 to the difficulty level
Changing the damage of an effect
Trap level +1 for each +1d6 to the damage
Changing the hit check of an effect
Trap level +2 for each +1 to the hit check
Changing the HP of an effect
Trap level +1 for each +10 to HP

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288
This page explains how to read the trap list.
Whenever a section contains a “−, that section
is meaningless. For those that say See Effect, that
section is explained further in the Effect section of
each listing.
Common Sections
This section explains the information common to
all traps, objects, and partitions.
1Name
The name of the trap, object, or partition.
2Type
Whether it’s a trap, object, or partition.
•Trap
A trap laid in a dungeon, such as a pitfall or an ex-
ploding floor.
•Object
Objects in dungeons that are not traps, like doors
or tables.
•Partition
Things that divide a dungeon up, such as walls,
floors, and ceilings. Partitions cannot be destroyed
or moved. They will also never move on their own.
3Structure
The structure or mechanism of the trap, object, or
partition.
Physical means things like ropes or gears are used,
while Magical means they activate based on
magic.
4Level
The level of the trap. Objects and partitions gener-
ally have a “−” for this.
5Customize
Whether or not the trap, object, or partition can be
customized. “ means it can be, while “x means
it cannot be.
6Effect
The effect of the trap, object, or partition.
•Secret
Traps, objects, or partitions that cannot be seen
through normal means, such as hidden doors or
ones currently in a hidden state. Most traps are
placed in such a way as to be difficult to locate, so
they will normally be secret.
Trap List Sections
This section explains sections that only exist for
traps.
7Condition
The conditions to spring the trap. There are three
conditions: triggered, enchanted, and continuous.
8Detect value
The difficulty level for detecting traps (page 236)
or sensing threats (page 236).
9Disarm value
The difficulty level for disarming the trap (page
236).
PTarget
The target of the trap’s effects. In general, these
work the same as skills (page 122). When a trap
springs, it may choose several targets. For exam-
ple, it may say Target: Single and Range: Close, and
if three characters are in the same Engagement as
the trap, it will select one of them. The GM should
decide at random in these cases. If you’re unsure, it
is recommended that the GM choose the charac-
ter who activated the trap.
The following additional target types also exist for
traps.
•Activator
Whoever activated the trap becomes the target.
•Contact
The character who stepped on or otherwise came
into contact with the trap becomes the target.
•Fixed
Indicates the target of a different trap or object.
{Range
The range of the trap’s effects. This is the distance
from the trap. If it says Close, the trap’s Engage-
ment is the target.
How to Read the Trap List

289
Game Master Section
Pool
Type: Trap Structure: Physical
Level: 1 Customize:
Condition: Continuous
Detect Value: Disarm Value:
Target: Contact Range: Close
Effect: The target is now in a swimming state.
A character who comes into contact with this
trap during movement must make a Strength
check of DL 10. If they fail this check, that
character loses the rest of their movement. (If
they pass, they can continue moving.) This trap
does not affect characters in a flying state. This
trap is not secret.
A trap consisting of a pool of water.
Lock A
Type: Trap Structure: Physical
Level: 1 Customize:
Condition: Enchanted
Detect Value: Disarm Value: 9
Target: Fix ed Range:
Effect: Set on an object. The target becomes
unopenable, and only by disarming this trap
does the target become openable. The GM
may enable players to attack and destroy this
object. In that case, the trap’s HP is 20, and its
Physical Defense and Magic Defense are both
10. This trap is not secret.
A mechanism wherein a lock is applied to
a door or treasure chest to prevent it from
opening.
Trap ListTrap List
This section lists all the traps, found This section lists all the traps, found
primarily in dungeons. Traps are geared primarily in dungeons. Traps are geared
toward hampering intruders or getting rid toward hampering intruders or getting rid
of them altogether. Situations that could of them altogether. Situations that could
cause a disadvantage for players, such as cause a disadvantage for players, such as
floors that are difficult to move across, are floors that are difficult to move across, are
also included here.also included here.
Pitfall
Type: Trap Structure: Physical
Level: 1 Customize:
Condition: Triggered
Detect Value: 12 Disarm Value: 10
Target: Single Range: Close
Effect: The target performs an Agility check of
DL 13. Upon failure, this trap becomes the hole
object, and the target falls into this hole and
takes 2d6 points of piercing damage. This trap
does not affect characters in a flying state, nor
will a character in a flying state trigger it.
A trap that opens a gap in the floor and drops
prey into a hole.

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290
Spike Board
Type: Trap Structure: Physical
Level: 3 Customize:
Condition: Triggered
Detect Value: 15 Disarm Value: 12
Target: Single Range: Close
Effect: The target performs an Agility check
of DL 14. If the target fails this check, they take
3d6+10 points of physical damage.
A trap where spears come flying out of the
walls or the floor.
Lock B
Type: Trap Structure: Physical/Magical
Level: 2 Customize: x
Condition: Enchanted
Detect Value: Disarm Value:
Target: Fi xed Range:
Effect: Set on an object. The target becomes
unopenable, and only by disarming this trap
does the target become openable. This trap
can be disarmed by using a specific key or by
fulfilling specific requirements. The GM should
decide what the method of disarmament is.
This trap is not secret.
Using magic or a special mechanism to lock a
door or other such object and prevent it from
opening.
Acid Lake
Type: Trap Structure: Physical
Level: 2 Customize: x
Condition: Enchanted
Detect Value: Disarm Value:
Target: Contact Range: Close
Effect: Set on a pool trap. If the target is
affected by the pool this trap is set on, they
suffer 5 points of HP Loss. During round
progression, the target also suffers 5 points of
HP Loss during each of their Cleanup Processes.
This trap is not a secret.
A lake filled with acid, poison, or the like.
Explosive Trap
Type: Trap Structure: Physical
Level: 2 Customize:
Condition: Triggered
Detect Value: 14 Disarm Value: 10
Target: Area Range: Close
Effect: All targets perform a Luck check of
DL 13. Any who fail this check receive 2d6+10
points of physical damage.
A bomb set to explode when certain
conditions are met.

291
Game Master Section
Treasure Chest
Type: Object Structure: Physical
Level: Customize:
Effect: A trunk made to hold things inside.
Unless a Lock A or Lock B is set on it, it can be
opened and closed at will. The GM may enable
players to attack and destroy this object. In
that case, the object’s HP is 20, and its Physical
Defense and Magic Defense are 10. If the
treasure chest is destroyed, the GM may force
the destroying player to make a Luck check of
DL 14. Failure results in destroying the items
inside the chest.
General Object
Type: Object Structure: Physical
Level: Customize: x
Effect: Any general object, such as a table,
statue, or log. The GM should give the object
a name that represents what it is, like Table or
Statue. No game-system restrictions, such as
modifications to ability scores or checks, occur
as a result of this object. The GM may enable
players to attack and destroy this object. In
that case, the object’s HP is 10, and its Physical
Defense and Magic Defense are 5.
Object ListObject List
This section lists information for objects This section lists information for objects
and partitions. Objects are items such as and partitions. Objects are items such as
boxes and statues that are placed inside boxes and statues that are placed inside
dungeons, while partitions are the floors dungeons, while partitions are the floors
and walls splitting the dungeon up. In and walls splitting the dungeon up. In
general, these are indestructible.general, these are indestructible.
Hole
Type: Object Structure: Physical
Level: Customize: x
Effect: A large hole. The GM may freely
determine the hole’s width and depth. If a
character falls in, see page 238 (Other Damage
section) for taking damage. Characters in a
flying state can move over the hole safely.

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292
Wall
Type: Partition Structure: Physical
Level: Customize:
Effect: The kind of wall normally found
within a dungeon. The GM may enable players
to attack and destroy this object. In that case,
the object’s HP is 50 and its Physical Defense
and Magic Defense are 10.
Floor
Type: Partition Structure: Physical
Level: Customize:
Effect: A floor inside a dungeon. The GM
may enable players to attack and destroy this
object. In that case, the object’s HP is 50, and
its Physical Defense and Magic Defense are 10.
Ceiling
Type: Partition Structure: Physical
Level: Customize:
Effect: A ceiling inside a dungeon. The GM
may enable players to attack and destroy this
object. In that case, the object’s HP is 50, and
its Physical Defense and Magic Defense are 5.
Door
Type: Object Structure: Physical
Level: Customize:
Effect: A totally normal door, set in walls and
the like. Unless a Lock A or Lock B is set on it,
it can be opened, closed, and passed through
at will and won’t affect movement. The GM
may enable players to attack and destroy this
object. In that case, the object’s HP is 50, and
its Physical Defense and Magic Defense are 10.

Konosuba: God’s Blessing on This Wonderful World! TRPG
Scenario Section
This chapter contains a
scenario to use in your game.
Players should not read this
without the GMs permission,
okay?
And if you do, I’ll
blast you with my
explosion magic!

Konosuba TRPG
294
Scenario Data
Players: 3 to 5
Character Level: 1
Play Time: 4 to 5 hours
Story
Axel—known as the town of fledgling adventurers, the Town of Begin-
nings. The player characters, all fledgling adventurers, will accept a spe-
cial mission from a receptionist named Luna (page 253).
Their goal: to harvest bamboo shoots. However, these are no ordinary
plants, for they move on their own (more accurately, blast around like
rockets). However, when the bamboo shoots start moving around and
maturing into full bamboo stalks, they experience a rapid loss of flavor.
The best-tasting bamboo shoots (and the ones that give the most ex-
perience points) are the ones still in the ground, right before they fire
off. Under the guidance of one Okina, famed for his bamboo shoot–
digging skills for forty years, the fledgling adventurers head off to har-
vest the shoots. The densely grown bamboo forest has become a natural
dungeon, and inside are traps that Okina has set up. (Even he doesn’t
remember where the traps are.) As the players move through the bam-
boo forest, cautious of said traps, they find that goblins have come in
here, looking for the same thing they are. The players proceed through
the forest and arrive at the bamboo-shoot colony specified by Okina.
There, they encounter goblins in the middle of digging the plants up to
steal them. A battle ensues, with the players fighting the goblins while
harvesting the bamboo shoots. At the end of the skirmish, the players’
rewards are determined, and the scenario ends.
PREVIEW
The first thing to do at the beginning of the session is read out the fol-
lowing preview to the players.
Axel—known as the town of fledgling adventurers. Unfortunately,
there isn’t any work to be found in this peaceful settlement thats ac-
Scenario: “Deliciousness for
These Bamboo Shoots”

295
Scenario Section
tually geared toward said fledgling adventurers. Upon receiving several
complaints to that effect, the Adventurers Guild has decided to, among
their usual requests, render a special service in the form of a quest they
believe is suited to fledgling adventurers: digging up bamboo shoots.
In this world, though, ripe, tasty vegetables move around on their own,
and bamboo shoots are no exception. Under the guidance of Okina, a
forty-year veteran in the bamboo business, the novice adventurers head
off to pick some shoots.
Konosuba: God’s Blessing on This Wonderful World! TRPG
“Deliciousness for These Bamboo Shoots
CHARACTER CREATION
Character creation is described below.
󱄌QUICK START
The following sample characters can be used for this scenario. If there
are only four players, dont use PC #5. If there are three players, use PC #1,
PC #3, and PC #5.
PC #1: Great Sword Warrior (page 102)
PC #2: Crimson Wizard (page 104)
PC #3: Compassionate Priest (page 106)
PC #4: Explorer Thief (page 108)
PC #5: Reincarnated Adventurer (page 100)
󱄌CONSTRUCTION
If making characters from scratch, the Warrior, Wizard, Priest, or Thief
classes are recommended. If there’s only three players, then ideally, one
should choose Adventurer to make up for the classes that arent brought
along.
󱄌LIFESTYLES
After creating characters, the players should determine their characters’
Lifestyles (page 210).
󱄌FORMING THE PARTY
All player characters have already formed a party. You may explain this
before character creation. See page 211.

Konosuba TRPG
296
Opening Phase
󱄌SCENE 1: AT THE ADVENTURERS GUILD
EXPLANATION
At the Adventurers Guild, the player characters are provided with the
Bamboo-Shoot Digging quest, meant for fledgling adventurers.
The quest information is as follows.
Bamboo-Shoot Digging
Type: Gathering Time Limit: Until the next morning
Rewards: 10 KE per player character
Requirements: None
Description: Okina, a forty-year veteran in the business, wants
you to pick shoots in the bamboo forest.
Harvest shoots in place of Okina, a famous bamboo-shoot digger
who has thrown out his hip, at the bamboo forest only he knows
about.
Clear Conditions: Dig for bamboo shoots two clearings deep into
the secret bamboo forest.
Quest Effects: The rewards for this quest increase based on how
many bamboo shoots you gather. The added amount is 150 KE
for each high-quality bamboo shoot and 20 KE for each nor-
mal-quality one.
All the player characters can make an enemy-identification check
(page 236) regarding bamboo shoots. The difficulty level is 10. If anyone
succeeds, give the following two pieces of information:
•When bamboo shoots get up and start moving during the harvest,
they become an enemy called Raging Bamboo Shoots. When they be-
come Raging Bamboo Shoots, they lose their flavor and are counted
as normal-quality ones
•All other information pertaining to Raging Bamboo Shoots that can
be acquired with enemy identification
DEPICTION
There are no quests hung up at the Adventurers Guild asking for low-level
adventurers. Either they’re geared for high-level ones or are basically
part-time jobs for manual labor. Not a single request exists for a fledgling

297
Scenario Section
adventurer.
Unwilling to let your party leave empty-handed, Luna addresses you
with her usual lively smile.
“I’ve been holding on to a job I think suits you all well. Are you inter-
ested?”
You should probably hear her out.
LINES: LUNA
The quest I’d like you to take on is for digging up bamboo shoots. (pres-
ent the quest details)
The final rewards for this quest will be based on the number and
quality of bamboo shoots you dig up. In other words, the more of them
you pick, the more you’ll be paid.
“Unlike cabbages and carrots, bamboo shoots lose their flavor once
they start moving, so we harvest them right before that. Okina is famous
for being able to tell exactly when that is.
The bamboo shoots in Okinas secret forest are high in quality, and the
best sell for at least 150 KE each.
CONCLUSION
Once the players accept the quest, the Scene ends. If the players do not
accept the quest, the scenario ends, and you move to After Play.
Middle Phase
󱄌SCENE 2: OKINA THE BAMBOO-SHOOT DIGGER
EXPLANATION
The adventurers assemble in front of the Guild at three in the morning.
There, Luna introduces them to Okina. Because the location of his bam-
boo forest is a secret, he requests that you all be blindfolded and put into
a carriage to be ferried there.
DEPICTION
Very early in the morning, at 3 am, you assemble in front of the Adventur-
ers Guild. A carriage pulled by four horses is parked there.
Luna introduces you all to the old man sitting in the driver’s box and
holding the reins.
This is the one who put in the request—Mr. Okina, the famous
bamboo-shoot digger.
The elderly fellow, who looks to be in his late sixties, smiles warmly as
he rubs his hip.

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298
LINES: LUNA
Thank you, Mr. Okina. (leaves)
LINES: OKINA
“I apologize for calling you so early in the morning. But shoots need to be
harvested in the early hours.
“I’ll bring you there in this carriage. Please get on.
“You’ll also need to wear blindfolds.
(when the player characters have boarded the carriage) “Lets set off,
then!”
CONCLUSION
Once the players have boarded the carriage and set off, the Scene ends.
󱄌SCENE 3: DIGGING FOR BAMBOO SHOOTS
EXPLANATION
In transit, Okina explains how to dig up bamboo shoots. Even if a player
character removes their blindfold, its pitch-black outside, and nothing
can be seen.
•Once there, Okina lends everyone a special basket and shovel for dig-
ging up the bamboo shoots
•The players harvest the bamboo shoots that haven’t begun to move
around yet. They may gather ones that are starting to twitch. Once
placed in a special basket, they will stop moving
•As a point of caution, Okina has laid traps in the bamboo forest. How-
ever, he adds more traps every year, so he doesn’t remember where or
how he laid them around
DEPICTION
The carriage bumps and clatters. Since you’re all novice bamboo-shoot
pickers, Okina explains the secrets of the art.
LINES: OKINA
“You need only use the baskets and shovels I’ll lend you, and it will be
easy.
“Both the baskets and the shovels are made to put the bamboo shoots
to sleep. Once you dig one up, they won’t move anymore.
A while back, I thought to set up a hands-on farming attraction, but

299
Scenario Section
it was too early in the morning for any customers to visit, so I gave up.
(about the trick to digging) The most important thing is not to lay a
hand on the bamboo shoots that are already moving. You run the risk of
being attacked. Plus, they don’t taste all that good at that point.
“You can eat freshly harvested ones raw, so if you get a lot, feel free to
try one.
CONCLUSION
Once the conversation with Okina is finished, everyone arrives at the
bamboo forest, and the Scene ends.
󱄌SCENE 4: EXPLORING THE BAMBOO FOREST
EXPLANATION
In this Scene, everyone reaches the front of Okina’s secret bamboo forest.
Okina lends the player characters the special baskets and special shov-
els for digging up bamboo shoots. Each of these is an item with a weight
of 1, and they can be placed in the inventory.
However, to use a shovel, the player must have a free hand. (Either the
right-hand slot or the left-hand slot must be empty.)
DEPICTION
Before you stands a dense grove of bamboo. Okina will wait here for
your return. There are just enough shovels and baskets for every party
member to take one of each.
LINES: OKINA
All right, then. Take these shovels and baskets with you. Any bamboo
shoot you dig up should immediately go into a basket.
“Follow the dirt trail through the forest. Oh, and be careful of traps on
the way—I put them there to ward off monsters. Keep to the path, and
you’ll come upon a clearing before too long.
“I made that so the bamboo shoots would have an easier time grow-
ing.
“If you see any little bumps in the ground or hear any intermittent hiss-
ing noises coming from underfoot, thats where to look—dig right away.
If you take too long, the shoots will start moving around.
CONCLUSION
Once the player characters enter the bamboo forest, the Scene ends. The
next Scenes will be Dungeon Scenes.

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300
ABOUT THE DUNGEON
From this point on, Scenes are Dungeon Scenes (page 214). Each time
players move to a new Area, the Scene will change. Once an event oc-
curs and resolves in an Area, that event will not happen again. This dun-
geon has a simple layout, where players progress through four distinct
Areas in a straight line.
Upon entering Area 4, the Climax Phase will begin.
If the player characters exit the dungeon before reaching Area 4 (and
the Climax Phase) or fail to complete the quest by sunup, the scenario
will end. Go to After Play.
󱄌AREA 1: ENTRANCE TO THE BAMBOO FOREST
EXPLANATION
The trail leads deeper into the forest. Typically, it is a well-maintained
path, but goblins have ruined it.
There is a hole, which used to be a pitfall trap, that a goblin has fallen
into and died in.
If the player characters decide to look into the hole, they’ll be able to
see the goblin lying on its side at the bottom. Bamboo has been stuck in
the pit, which seems a little murderous for a simple trap meant to keep
animals away.
Any character who sees the goblin may perform enemy identification
on it.
Right next to that pitfall is another one, which is perceivable. If a player
character tries to go around the hole, they’ll make a Sense Threats (page
236) check of difficulty 12. If they succeed, they’ll notice the pitfall there
and be able to get past without triggering it. The other player characters
may then ignore the trap and move past it. If a character fails the sense
threats check, the pitfall triggers with them as the target.
If the player characters try to jump over the hole with the goblin in
it, they’ll need to pass a Jump (page 236) check of difficulty level 10. If
they succeed, they’ll be able to venture farther into the forest without
triggering the pitfall.
Once the player characters move on, go to Area 2. The goblins ahead
jumped over the hole. There are too many tracks for the players to get a
good guess as to their numbers.

301
Scenario Section
DEPICTION
What looked like a massive thicket of only dense, overgrown bamboo at
first quickly becomes a well-tended area matted with manicured grass. It
is obvious that Okina has been taking excellent care of this place.
Yet as you continue along the path, the ground begins to look tram-
pled, and you spot a large hole. It looks like the aftermath of a trap that
went off.
󱄌AREA 2: FIRST HARVEST
EXPLANATION
This is a clearing where players can dig for bamboo shoots.
In this Area, players will conduct their digging using the individual
combat process (page 218). A number of bamboo shoots equal to the
number of player characters will appear here.
At the beginning of the Setup Process, each player character makes
a Perception check of DL 12. Upon success, that character will discover
one high-quality bamboo shoot. The character who discovered it rolls
1d6, and that bamboo shoot is placed onto the combat map as de-
scribed in the Bamboo Shoot Appearance Table.
Any player character who has Engaged a high-quality bamboo shoot
Area 2: Combat Map
5 m5 m
PCPC
5 m5 m
5 m5 m5 m5 m
5 m5 m5 m5 m
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point BPoint B
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point APoint A
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point CPoint C
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point EPoint E
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point FPoint F
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point DPoint D
󱄌
Bamboo Shoot
Appearance Table
Die Roll
Appearance Point
1
Point A
2
Point B
3
Point C
4
Point D
4
Point E
4
Point F

Konosuba TRPG
302
in their Main Process may use a major action to dig the bamboo shoot
up. However, to do this, they must be carrying the special shovel and
have either their right-hand or left-hand slot vacant.
A player character who digs for a bamboo shoot makes a Luck check
of DL 10. Upon success, that character obtains a high-quality bamboo
shoot (weight 1). Upon failure, they are unable to harvest the bamboo
shoot, and the high-quality bamboo shoot becomes an enemy Raging
Bamboo Shoot. This Raging Bamboo Shoot comes into combat spent
and can act starting in the next round.
During the Cleanup Process, change all the bamboo shoots that
weren’t placed on the map into Raging Bamboo Shoot enemies and
place them on the map. The GM should roll a 1d6 to determine where
on the combat map to place it. These Raging Bamboo Shoots can act
starting in the next round.
From the second round on, combat lasts until the Raging Bamboo
Shoots are all gone.
Raging Bamboo Shoots can attack with Explode and Disperse during a
player characters Main Process, even before the Raging Bamboo Shoot’s
Main Process. If there are several characters to choose from, the GM
should decide an attack target at random. If there is no target for attack,
the Raging Bamboo Shoot will use Takeoff and exit the Scene.
In addition, any Raging Bamboo Shoots that have used Explode and
Disperse, as well as any that have exited the Scene, will not drop loot.
Any Raging Bamboo Shoot that hasn’t used Explode and Disperse yet
will drop loot from their table as normal.
After combat, when the players head deeper in, go to Area 3. The gob-
lins ahead of you didn’t notice the bamboo shoots in Area 2 and kept
moving.
See the Ending Phase section for what to do if someone eats a bam-
boo shoot.
DEPICTION
As you travel deeper into the bamboo forest, you come to a clearing. You
hear a faint, sporadic hissing like steam escaping from nearby, as well as
the rustling of the underbrush. It seems there are bamboo shoots grow-
ing here. The time for the harvest has come.
󱄌AREA 3: TRAPS IN THE BAMBOO FOREST

303
Scenario Section
EXPLANATION
On the path leading to the
bamboo forests depths, there is
an apple placed (it uses the in-
formation for Fruit, page 193).
A detectable spike-board
trap has been set on this apple,
and picking the apple up will
spring the trap. Any character
who engages with the fruit must
make a trap detection check
(page 236) of DL 15. Succeed-
ing will allow them to notice the
trap.
If they can disarm the trap,
they can pick up the apple just
by saying so.
If they head farther in, move to Area 4 (the Climax Phase). The goblins
were suspicious of the apple, so they ignored it and continued to Area 4.
DEPICTION
As you venture deeper into the bamboo forest, you come back to a trail
that looks the same as before. A closer glance reveals a single fruit sitting
on the path.
Climax Phase
󱄌AREA 4: BAMBOO-SHOOT COLONY
EXPLANATION
The players arrive at another bamboo-shoot colony. The goblins that got
here first try to attack the player characters, but Raging Bamboo Shoots
attack and defeat one of them.
Begin combat. The enemies consist of one Goblin Leader (page 281)
and a number of goblins (page 276) equal to the number of player char-
acters minus one.
Handle bamboo-shoot appearances the same way as in Area 2. The
only difference is that bamboo shoots will appear in round 2 as well. The
number of shoots that appear in each round is equal to the number of
player characters.
MAP:MAP:
GM UseGM Use
Area 4Area 4
Area 3Area 3
Area 2Area 2
Area 1Area 1
A: Triggered pitfall A: Triggered pitfall
(goblin corpse inside)(goblin corpse inside)
B: Detectable spike B: Detectable spike
boardboard

Konosuba TRPG
304
The Goblin Leader and goblins will prioritize player characters for their
attacks and will not go out of their way to dig up bamboo shoots (they
can’t anyway, since they don’t have the special tools).
Like in Area 2, the bamboo shoots can either target a character cur-
rently performing their Main Process with Explode and Disperse, or they
can exit the Scene using Takeoff. If the GM wishes, they may choose gob-
lins as their attack targets.
DEPICTION
You reach the deepest part of the bamboo forest and are greeted by
another clearing. The goblins that have been stomping along the path
ahead of you spot the party, and they growl intimidatingly. You also hear
sporadic hissing from nearby—and then an explosion! One of the gob-
lins shrieks and falls over.
Dispersing, the bamboo shoot’s skin flies all over. Evidently, the plants
are just as raring to go.
Ending Phase
This section describes this scenario’s Ending Phase under the assump-
tion that the players completed the quest. The GM should improvise the
GoblinGoblin
Goblin Goblin
LeaderLeader
EngagementEngagement
Area 4: Combat Map
5 m5 m
PCPC
5 m5 m
5 m5 m5 m5 m
5 m5 m5 m5 m
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point BPoint B
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point APoint A
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point CPoint C
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point EPoint E
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point FPoint F
Bamboo Shoot Bamboo Shoot
Appearance Appearance
Point DPoint D
󱄌
Bamboo Shoot
Appearance Table
Die Roll
Appearance Point
1
Point A
2
Point B
3
Point C
4
Point D
4
Point E
4
Point F

305
Scenario Section
ending as needed to fit the events
that occurred during it.
󱄌SCENE 5: THE BAMBOO
SHOOTS’ VALUE
EXPLANATION
Okina greets the player characters
once they get out of the bamboo
forest. Theyre blindfolded again
and taken back to Axel.
On the way back, Okina asks if any
of the player characters would like
to eat a bamboo shoot. If so, expend
one harvested bamboo shoot per
player character.
If a player character eats a bam-
boo shoot, they will be able to taste
a fresh bamboo shoot that has zero
astringency. The differences in fla-
vors depend on the shoot’s quality:
•High-quality bamboo shoot: The
taste is so amazingly delicious
that any who partake of it are at a
loss for words
•Normal-quality bamboo shoot:
You’re surprised by the flavor the
moment you put it in your mouth
After this, the player characters
gain experience during After Play.
See the After Play section for more
details. Eating the bamboo shoots
at any point after this Scene will not
reward the players with experience
points, as the plants will have lost
their freshness.
DEPICTION
Okina is overjoyed to see you
leaving the bamboo forest.
Raging Bamboo Shoot
Type: Plant Element: Earth
Level: 2 ID Score: 10
Ability Scores: Strength: 13/4
Dexterity: 12/4 Agility: 9/3
Intelligence: 4/1 Perception: 6/2
Mind: 12/4 Luck: 8/2
Attack: Tackle (Hand-to-hand/Both)
3d6+4 / 2d6+16 / Close-Combat (Physical) / Close
Dodge: 2d6+3 Defense: 3/4
HP: 32 MP: 18
Action: 5 Move: 9
Enemy Skills:
Explode and Disperse, level 1: Major action.
Perform a special attack against a single target
within five meters. The hit check for it is 3d6+6,
and it does 2d6+15 fire magic damage. At the
end of the Main Process in which you use this
effect, you die. If you die because of this effect,
you do not drop loot.
Takeoff, level 1: Major action. You immediately
exit the Scene.
Flight Ability, level 1 (page 274)
Description: Raging Bamboo Shoots are
monsters that utilize something pressurized
in their roots to fire off like a missile and will
indiscriminately attack anything nearby that
moves. Upon collision, they will explode.
Loot:
5–9 Bamboo-shoot skin (1 KE)
10+ Normal-quality bamboo shoot
(see scenario description)

Konosuba TRPG
306
LINES: OKINA
“Goblins? What a disaster… I’ll have to lay down even more traps now.
Want to try a bite? You can eat them raw right out of the ground. I’ll
have to take those you eat out of your reward, though. How about it?”
CONCLUSION
After handling the bamboo shoots, end the Scene.
󱄌SCENE 6: RETURNING TO THE ADVENTURERS GUILD
EXPLANATION
Liquidate the bamboo shoots at the Adventurers Guild. Bonus rewards
for harvested bamboo shoots are listed below:
•High-quality bamboo shoot: 150 KE per shoot
•Normal-quality bamboo shoot: 20 KE per shoot
DEPICTION
Early that morning at the Adventurers Guild, you place the fresh bamboo
shoots on the counter in front of Luna. Next to you, a professional veg-
etable appraiser and a broker check the crops you’ve brought, sorting
them into two boxes—good and excellent.
LINES: LUNA
“Fantastic work. We’ll assess these right away.
LINES: OKINA
“Hmm, yes. Thank you so much.
“How about breakfast, everyone? I’m sure you’re hungry after your trip,
so I’ll treat you.
CONCLUSION
After calculating rewards, the scenario ends.
After Play
󱄌EXPERIENCE POINTS
The experience points explained here for this scenario assume that there
were five player characters. If there were four or less players, recalculate
the experience points. If the player characters returned to Axel before
completing the quest, calculate their experience points based on what
they’ve accomplished at that point in time.

307
Scenario Section
If any player characters ate a bamboo shoot in the Ending Phase,
they’ll receive the experience-point bonus for it listed below. The bonus
does not stack, even if a player ate more than one shoot. Use whichever
result is highest.
COMPLETED THE QUEST
Defeated all enemies in Area 4: 5 points
Ate a high-quality bamboo shoot: 3 points
Ate a normal-quality bamboo shoot: 1 point
LEVEL OF ENEMIES ENCOUNTERED
Area 2:
Raging Bamboo Shoot: 2 for each that appeared
Area 4:
Goblin Leader: 4
Goblins: 1×5
Raging Bamboo Shoot: 2 for each that appeared
Total: 9 + Number of Raging Bamboo Shoots
LEVEL OF TRAPS ENCOUNTERED
Area 1:
Pitfall ×2: 2
Area 3:
Spike board: 3
Total: 5

Konosuba TRPG
308
Appendix
Base Ability Score Table
Race STR DEX AGI INT PER MND LUK
Native
Inhabitant
9 8 8 8 8 8 8
Reincarnated
Person
8 9 8 9 8 7 8
Crimson Magic
Clan Member
7 8 8 10 7 10 7
Class Modifier Table: Starter Classes
Class STR DEX AGI INT PER MND LUK
Starting
HP
Starting
MP
HP
Gain
MP
Gain
Equipment
Requirements
Warrior +2 +2 +2 - - - - 26 20 +14 +8 Warrior
Priest - +2 - +2 - +2 - 22 24 +10 +12 Priest
Wizard - - - +2 +2 +2 - 20 26 +8 +14 Wizard
Thief - +2 +2 - +2 - - 24 22 +12 +10 Thief
Adventurer 1 1 +1 +1 +1 +1 +1 23 23 +10 +10 -
Archer - +2 +1 - +2 - +1 24 22 +12 +10 Thief
Elemental Master
- - +1 +2 +2 +1 - 22 24 +8 +14 Wizard
Creator - +1 +2 +1 +2 - - 23 23 +11 +11 Thief
Swordfighter +1 +2 +2 - +1 - - 26 20 +14 +8 Warrior
Knight +2 +1 +1 - - +2 - 26 20 +14 +8 Warrior
Lancer +2 +2 +1 - +1 - - 26 20 +14 +8 Warrior
Rune Knight +1 +2 +1 +1 - +1 - 24 22 +12 +10 Warrior
Class Modifier Table: Advanced Classes
Class STR DEX AGI INT PER MND LUK
Starting
HP
Starting
MP
HP
Gain
MP
Gain
Equipment
Requirements
Crusader
+
3
+
2
+
2
- - +
1
- - - +
20
+
10
Warrior
Arch-priest
- +
2
- +
2
- +
3
+
1
- - +
14
+
16
Priest
Arch-wizard
- - - +
3
+
3
+
2
- - - +
12
+
18
Wizard
Assassin
- +
2
+
3
- +
3
- - - - +
16
+
4
Thief

309
Appendix
Introduction
Konosuba: God’s Blessing on This Wonderful World!
TRPG is a tabletop role-playing game set in the
world of the novel series Konosuba: God’s Blessing
on This Wonderful World!. You take on the role of an
adventurer living in that wonderful world and go
on many quests.
Rules Summary
Checks
•Checks are calculated by rolling 2d6 (two six-
sided dice) and adding your relevant ability score
to it. If this total equals or exceeds the difficulty lev-
el, you pass the check. Some things, like skills, will
change the number of dice you roll
•When you roll at least 2 sixes on a check, it is called
a critical, and the check automatically succeeds
•If you roll all ones, it is called a fumble, and the
check automatically fails
Combat
Main Process
The order of a Main Process is: move action, minor
action, major action.
Types of Movement
•Combat movement. Move (Movement) meters
•Full movement. Move (Movement+5) meters.
Cannot use a minor action
•Withdrawal. Leave an Engagement with an en-
emy character. Move (Movement) meters (maxi-
mum of five meters). Cannot use a minor action
Using Blessings
Blessings are the power the player characters
have hidden within that allow them to overwrite
destiny.
•Add dice: Before one of your dice rolls, you can
add 1 die to it for each Blessing point you spend
(to a maximum of your Luck)
•Reroll a check: Right after making a check, you
can spend 1 Blessing point to reroll that check. You
may only reroll once per check
Konosuba: God’s Blessing on This Wonderful World! TRPG Summary
Table of Debuffs
Name Effect Recovery
Intimidated Cannot use major actions Use a minor action
Enraged
Take −2d6 on major-action checks against all
targets other than the character who Enraged you
Automatically heals during the Cleanup
Process
Stunned Take −1d6 on reaction checks
Automatically heals during the Initiative Process
Off-Balance
Cannot perform combat movement, full
movement, or withdrawal
Use a move action
Poison
Suffer 5 points of HP Loss during the Cleanup
Process for each effectiveness level of the poison
Use a specific skill or item
Knockback
Lose 5 Action Points for each effectiveness
level of the knockback
Automatically heals during the Cleanup Process
Dazed Take −1d6 on all major actions
Automatically heals during the Cleanup Process
Lifestyles List
Name Type Level Weight Value Effects & Notes
Stable living
Lifestyle
1 - 0
Subtract CL×5 from your max HP and max MP
Simple living
Lifestyle
1 - CL×10
A simple lifestyle involving sleeping in a larger room
Economy
Lifestyle
1 - CL×100
Add 5 to your max HP and max MP
Suite
Lifestyle
1 - CL×1,000
Add 10 to your max HP and max MP
Royal
Lifestyle
1 - CL×10,000
Add 30 to your max HP and max MP

Character
Level
Character nameCharacter name
Player Name
Player Name
Age
Gender
Used Experience Points
RaceRace
Class
Class
Character Appearance
Character illustration, etc.
Height
Eye Color
Hair Color
Skin Color
HPHP MPMP
BlessingsBlessings
# of Uses:
Life PathLife Path
Origin
Circumstance
Goal
Cheat
Name
Effects
Cheat
Base
Ability
Score
Ability
Bonus
Class
Mod
Skills,
etc.
Ability
Score
Skill
etc.
Check
(# of dice)
Right Hand:
Left Hand:
EquipmentEquipment
Head:
Body:
Other Armor:
Accessory:
Total:
Weight
Weapon / Armor
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Range Effects Page Ref.
d6
d6
d6
d6
d6
d6
d6
StrengthStrength
Dexterity
Dexterity
AgilityAgility
Intelligence
Intelligence
MindMind
LuckLuck

Combat
(Ability Score Used)
Combat
(Ability Score Used)
Hit Check (Dexterity)
Attack Power
Dodge Check (Agility)
Physical Defense
Magic Defense (Mind)
Action Points
(Agility + Perception)
Movement (Strength +5)
Check
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Skills Other Total (# of Dice)
Special Checks Special Checks
Detect traps (Perception)
Disarm traps (Dexterity)
Sense threats
(Perception)
Identify enemy
(Intelligence)
Magic check
(Intelligence)
Check
Level Timing Check Target Range Cost
Max
SL
Effects Page Ref.
Skill Other
Total
(# of Dice)
LifestyleLifestyle
Skill
Skill
Belongings
WeightWeight
Belongings
WeightWeight
Possession Weight /
Carrying Capacity:
Money
d6
d6
d6
d6
d6
d6
d6
d6
Belongings Belongings
Combat
(Ability Score Used)
Combat
(Ability Score Used)
Hit Check (Dexterity)
Attack Power
Dodge Check (Agility)
Physical Defense
Magic Defense (Mind)
Action Points
(Agility + Perception)
Movement (Strength +5)
Check
Hit
Modifier
Attack
Power
Dodge
Modifier
Physical
Defense
Magic
Defense
Action
Modifier
Movement
Modifier
Skills Other Total (# of Dice)
Special Checks Special Checks
Detect traps (Perception)
Disarm traps (Dexterity)
Sense threats
(Perception)
Identify enemy
(Intelligence)
Magic check
(Intelligence)
Check
Level Timing Check Target Range Cost
Max
SL
Effects Page Ref.
Skill Other
Total
(# of Dice)
LifestyleLifestyle
Skill
Skill
Belongings
WeightWeight
Belongings
WeightWeight
Possession Weight /
Carrying Capacity:
Money
d6
d6
d6
d6
d6
d6
d6
d6
Belongings Belongings

Record Sheet
Record Sheet
Record Sheet
Record Sheet
HP
HP
Maximum
Maximum
MP
MP
Maximum
Maximum
Blessings
Blessings
Maximum
Maximum
Game Master’s Signature
Game Master’s Signature
Base Ability Score Calculation
Base Ability Score Calculation
Race:
Bonus Points (5 points)
Base Ability Scores
Ability Bonus
Strength Dexterity Agility
Intelligence
Perception Mind Luck
Notes
Notes
Possessions
Possessions
Possessions
Possessions
Money
Money
(Weight)
(Weight)
(Weight)
(Weight)
Experience Point Table
Experience Point Table
•Participated in the session until the end points
•Completed the quest points
Total enemy level encountered ÷ Number of PCs points
Total trap level encountered ÷ Number of PCs points
•Good role-play points
•Said or did things that helped another player points
•Helped the session move along points
Helped with providing location or scheduling around participants points
Subtotal points
•Couldn’t pay Lifestyle costs
Total points
Experience Points
Character Name
Character Name
Player Name
Player Name
Scenario Name
Game Master Name
Date
Lifestyle
Lifestyle
Name
Effect
To Pay during After Play

Session Sheet
Session Sheet
Session Sheet
Session Sheet
Game Master Name
Game Master Name
Scenario Name
Scenario Name
Date
Date
Date
Date
Race Class Notes (Such as Action Points)
Player Name
Player Name
EXP Gained (Subtotal)
Date
Date
Race Class Notes (Such as Action Points)
Player Name
Player Name
EXP Gained (Subtotal)
Date
Date
Race Class Notes (Such as Action Points)
Player Name
Player Name
EXP Gained (Subtotal)
Date
Date
Race Class Notes (Such as Action Points)
Player Name
Player Name
EXP Gained (Subtotal)
Date
Date
Race Class Notes (Such as Action Points)
Player Name
Player Name
EXP Gained (Subtotal)
Date
Date
Race Class Notes (Such as Action Points)
Player Name
Player Name
EXP Gained (Subtotal)
Notes
Notes
Total Experience Points
Helped procure a location
or with communication
1 point
# of players
3
Total
After Calculation

Konosuba TRPG
314
A
ability bonuses ................. 116
ability score ........ 92, 95, 123
ability scores and basic
checks, examples of ...... 207
ability scores,
determining ....................... 117
Ability Specialization .... 131
Accessories List ................ 192
accessory ............................. 193
accessory (item type) ...181
Accuracy Skill .................... 135
acid lake ................................290
Acquire Basic Magic ...... 147
Acrobatic Evade ...............178
action check.......................204
Action Modifier ................ 182
Action Points .....................118
action, actor .............206, 221
action, renounce .............224
add dice ................................125
Additional Blessings ......133
advanced class ......... 92, 121
advanced class, changing
into...........................................243
adventurer ..................93, 253
Adventurer (class) ........... 132
Adventurer class
rules .........................................133
Adventurer,
acquiring skills .................. 117
Adventurer,
changing class ..................241
Adventurer’s Card ...........192
Adventurers
Guild ..........93, 251, 253, 255
adventurer’s set ...............192
After Play .............................. 215
Afterimage Skill ................178
Agility ..................................... 207
All-Purpose Defense
Skill ...........................................135
Ambush ................................ 153
Amphibious .......................272
Ankle Snare.........................147
antidote ................................ 192
Apply Debuff ..................... 272
Appraisal Skill .................... 165
Aqua................................93, 257
arbalest..................................186
Arch staff .............................. 186
Archer (class)......................158
Arch-priest (class) ...........174
Arch-wizard (class) .........176
Area ......................................... 214
area (target type) ............ 123
Area Promotion ................272
armor ......................................183
armor (item type) ........... 181
Armor List ............................ 188
Armor Rune ........................164
arquebus armor ............... 188
Assassin (class) ..................178
assault .................................... 226
Athletic Skill ........................165
Attack Enhancement
Skill ...........................................172
Attack Magic ......................273
attack power ......................182
attack, declaring an .......228
attacks ....................................227
auto success ......................123
Axel ..........................................255
Axel Town ...............................93
Axis, disciple of .................... 93
B
Background ........................... 96
Background,
determining ....................... 110
backpack ..............................193
bagh nakh ...........................184
Bandit .....................................277
barehanded........................184
Base Ability Score
Table .......................................120
base ability score,
increasing ............................ 241
base ability scores .......... 117
baselard ................................ 184
basic check ......................... 204
battle ax ................................184
belongings ................118, 180
belt pouch ..........................193
Belzerg ...................................... 93
Belzerg Royalty .................199
Bind ......................................... 153
biretta .....................................188
Blade of Wind ....................147
Bless ........................................ 141
Blessings .............92, 119, 235
Blessings,
determining ....................... 119
Blessings, increasing ..... 241
blocking ................................226
Blood Strike ........................ 172
Booby Trap ..........................160
breastplate .......................... 188
Breath .....................................273
brigandine ..........................188
broad sword .......................184
Brutal Alligator ..................278
buckler...................................190
C
Campaign ............................214
camping tools ...................192
cape ........................................190
Carrying Skill ...................... 165
ceiling ....................................292
center district (Axel) ...... 255
chain spike ..........................186
chain whip .......................... 186
chain mail ............................ 188
Chanting Skill .................... 147
character level .....................92
character level,
determining ....................... 119
character level,
increasing ............................ 240
character sheet,
how to read ........................... 99
characters, creation ..........96
characters, growth ......... 240
Charge ................................... 163
cheat .......................................196
cheats, acquiring .............196
cheats, list of ...................... 198
check ...................................... 123
check, before/after.........123
chalk ........................................192
Cicada Skill ..........................178
circlet ......................................188
Circumstance .................... 110
Circumstance Table ....... 114
CL ..............................................124
class .................................... 92, 95
class change ......................241
Class Change Table ........ 244
Class Modifier ....................117
Class Modifier Table:
Advanced Classes ...........120
Class Modifier Table:
Starter Classes ...................120
class name ..........................124
class restrictions ..............182
class skills ............................. 122
claymore...............................184
Cleanup Process .............. 225
clear conditions ............... 266
Climax Phase .....................215
close (range) ...................... 123
close-combat attack ..... 227
cloth armor .........................188
club..........................................186
combat............see individual
combat
Combat Arts .......................129
combat movement ....... 225
Compassionate Priest
(sample character) ......... 106
composite bow................186

315
Appendix
Concealment Skill...........153
Concentration...................273
condition (trap) ................288
construction ......................116
consumable ....................... 182
contact .................................. 288
continuous (trap) ............ 286
cost .......................................... 124
costs 0 ....................................125
Cover ...................................... 135
Cover Move ........................ 135
Create Earth........................170
Create Water ...................... 170
Creation Cheat .................201
Creator (class) ....................160
Crimson Magic Clan 93, 250
Crimson Magic Clan (race)
....................................................130
Crimson Wizard
(sample character) ......... 104
critical ...........................125, 204
cross helm ........................... 188
Crusader (class) ................ 172
crystal armor ......................190
crystal buckler...................190
crystal helm ........................188
crystal ring .......................... 190
cuir bouilli ............................189
Cure .........................................141
customize ............................ 288
D
d66 .............................................. 91
dagger ................................... 184
dalmatic ................................188
damage-roll step.............229
damage roll,
before/after ........................123
damage, other
kinds of ..................................238
darkness ............................... 238
Darkness (character) .....258
Darksight ..............................273
Dashing Skill.......................153
dazed ......................................234
death ............................216, 233
death check........................233
debuff ....................................234
debuffs, list of .................... 234
Deception Skill ................. 166
decoration
(item type)...........................181
Decoy .....................................136
defeat ..................................... 206
Defensive Enhancement
Skill ...........................................174
Defensive Focus...............138
Defensive Penetration
Skill ...........................................160
demerits (cheats) ............ 196
Demon King, the ................93
Demon King’s forces, the ...
.......................................................93
Destruction Skill...............169
Destructive Magic
Power ..................................... 201
Detect Deception Skill 166
detect value ....................... 288
Dexterity ...............................207
diamond ...............................193
diamond armor ................190
diamond gauntlets ........190
diamond knuckles .........184
diamond mace .................186
diamond point armor .. 190
dice roll..........................92, 204
dice, how to read ...............91
difficulty level ....................204
Difficulty Level Table ..... 205
dirk ........................................... 184
disarm value.......................288
Dispel ..................................... 141
Diversion .............................. 163
Divine Guard ......................141
dodge check ......................123
dodge check,
perform a .............................229
Dodge Modifier ............... 183
domino ................................. 188
door .........................................292
Double Action .................. 274
Downswing ........................136
dragon-scale
necklace ............................... 190
Drain Touch ........................ 274
dress / formal attire .......193
Dual-Wielding Skill .........161
Dungeon Scene...............214
duration ................................ 125
E
Earth Golem .......................280
Earth Shaker .......................176
economy (Lifestyle) ....... 193
effects................124, 182, 288
effects, determining
with dice ..............................125
element ......................124, 231
Elemental Enhancement
Skill ...........................................148
Elemental Master
(class) ......................................159
Elemental Rune ................164
elemental weakness ..... 231
emerald .................................193
enchanted (trap) ............. 286
Ending Phase.....................215
Endurance Skill .................136
enemy ..........................261, 270
enemy character ............. 124
Enemy Detection Skill ..154
enemy identification .... 236
Enemy Identification
Skill ...........................................166
enemy list ............................ 276
enemy list, how to read 271
enemy skills ..............122, 272
Engagement ......................227
Engagement diagrams 226
Enhanced Chanting ...... 148
enraged ................................ 234
entrance (into a Scene) 212
equip ...................................... 118
Equip Slot ............................182
Equip Slot: Both ............... 182
Equip Slot: Dual................182
Equip Slot: One ................182
equipment ................118, 180
equipment
restrictions .......................... 118
equipped with X ..............124
Eradication Skill ................162
Eris ............................................... 93
Eris, disciple of .....................93
Evasion Skill ........................ 154
exit (from a Scene) ......... 212
Exorcism ............................... 142
experience points...92, 215
experience points,
distributing .........................217
Explosive Trap ................... 290
Explorer Thief
(sample character) ......... 108
Explosion..............................176
Extended Chant Skill.....176
extra ........................................ 261
extravagant meal ............193
F
Faith Skill .............................. 142
Faith: Aqua .......................... 167
Faith: Eris...............................167
False Demon ......................277
Feather ..................................170
Feint ........................................154
fine buckler .........................190
fine claymore .....................184
fine crossbow ....................186
fine dagger ......................... 184
fine point armor .............. 190
fine shield ............................ 188
fine spear ............................. 188
fine sword ............................184
fine whip .............................. 186

Konosuba TRPG
316
firangi ..................................... 184
Fire Drake .............................282
Fireball ................................... 148
Fishing Skill ......................... 167
fixed (trap) ........................... 288
flail ............................................186
Flash ........................................ 148
Flash of
Reincarnation ....................127
Fleet-Footed Skill ............167
Flight Ability .......................274
flint/striker ...........................192
floor ......................................... 292
Flurry .......................................172
flying state ...........................238
Follow-Up ............................ 137
food (item type) ...............181
Foresight (Archer) ........... 158
Foresight (Warrior) ......... 137
Fortress Stance ................. 173
fractions, handling ............ 91
free action ................... 92, 223
Freeze .....................................171
Freeze Gust ......................... 149
front gates (Axel) ............. 255
fruit .......................................... 193
full movement .................. 227
fumble .........................205, 206
G
game master .............see GM
gates (Axel) ......................... 255
gauntlets .............................. 190
gem (item type) ...............181
general object .................. 291
general skills.............122, 165
general skills,
acquiring ..............................242
general skills: basic
magic .....................................170
Ghost ......................................276
Giant Bat ...............................278
Giant Horn Beetle ........... 279
Giant Toad ........................... 280
Gifted Meat Skill...............168
gladius ................................... 184
glass crown .........................188
GM...............................................86
GM, how to be a ..............260
GM’s authority ......................87
Goal ......................................... 110
Goal Table ............................ 115
Goblin .................................... 276
Goblin Leader....................281
Godsent Child of
Destruction .........................131
gold helm ............................ 188
golden rule, the ..................87
great ax .................................184
great bow ............................ 186
great helm ...........................188
Great Magic Power ........ 131
great sword ........................184
Great Sword Warrior
(sample character) ......... 102
Greater Cabbage .............279
Gremlin .................................278
Griffin ......................................285
grimoire ................................ 192
Guard Skill ........................... 162
guest .......................................261
H
halberd .................................. 184
hand ax ................................. 184
Haste .......................................142
hat ............................................ 188
Heal ......................................... 142
heal potion ......................... 192
Heavy Attack ......................137
heavy claymore ................184
heavy crossbow ...............186
heavy flail .............................186
heavy halberd ................... 184
heavy mace ........................ 186
heavy spear ........................ 186
heavy whip ......................... 186
helmet ................................... 188
hero ............................................ 93
high heal potion..............192
high-level PC
creation .................................264
High Saint Shield.............174
high-quality shield .........188
History Skill ......................... 168
hit check,
performing a......................229
hit-determination
step ..........................................229
Hit Modifier.........................182
hit points .......................see HP
hole .........................................291
Holy Armor ......................... 143
Holy Battle Skill .................174
holy breastplate ...............190
holy shield ...........................188
holy symbol ........................192
Holy Word ............................143
HP .....................................92, 118
HP damage .........................230
HP Loss .................................. 233
Hunting Skill.......................168
I
ID score ................................. 271
I’m Actually a Goddess 198
individual combat .......... 218
Indomitable........................137
Inferno ................................... 177
information
gathering ............................. 237
Initiative Process ..............220
inn street (Axel) ................ 255
inns ............................................. 93
instrument .......................... 192
Intelligence .........................207
intimidated ......................... 234
Intoxicated by Pain ........ 199
Investigation Skill ............168
Invoke .................................... 143
iron claws .............................184
iron knuckles ..................... 184
isekai...........................................93
item .......................95, 123, 181
item lists, how to
read .........................................182
items, acquiring ............... 118
items, selling ...................... 237
J
javelin ..................................... 186
jumping ................................ 236
K
katar ........................................ 184
Kazuma ................................. 257
King Toad ............................. 285
kite shield ............................ 188
knife.........................................184
Knight (class) ..................... 162
knockback / knocked
back .........................................234
knocked out .......................232
Kobold ................................... 277
Konosuba: God’s Blessing
on This Wonderful World!,
what is ......................................87
L
Lancer (class) ..................... 163
lantern ................................... 192
Last Resort ...........................138
leather armor.....................188
leather jacket .....................188
Leg Sweep ..........................163
Lesser Cabbage................276
level (items) ........................ 182
level (trap) ...........................288
Life Path ................................ 110
Lifesaving Skill ...................169
Lifestyle (item type) .......181
Lifestyle payments ......... 215

317
Appendix
Lifestyle, confirming ......210
light ax ...................................184
light crossbow .................. 186
light mace ........................... 186
Light of Saber ....................177
Lightning ............................. 149
Lightning Strike ............... 177
Lifestyles List ...................... 193
Loan on Destiny ..............202
Lock ......................................... 149
Lock A ....................................289
Lock B ..................................... 290
longbow ...............................186
long spear ...........................186
long sword ..........................184
loot ..........................................271
loot, rolling to
determine ............................238
Luck ......................................... 207
Luna ........................................253
M
magic attack ......................228
Magic Blast ..........................150
magic cape ......................... 190
magic check .............123, 194
magic damage ................. 230
Magic Defense ................ 183
magic staff ...........................186
Magical Enhancement
Skill ...........................................149
magical hat .........................188
Magical Talent ................... 131
Main Play ..............................212
Main Process ...................... 221
Main Street (Axel) ...........255
maintenance tools .........192
major action ...............92, 223
Mana Ascendance .........150
Mana Convergence ....... 150
manatite (S) ........................ 192
manatite (XL) .....................192
manatite (XS) .....................192
Manticore ............................ 284
mask ........................................193
Mass Cover ..........................173
Master Scene .....................213
Mastery Skill ....................... 173
max SL ................................... 124
maximum HP .................... 118
maximum MP....................118
meat ........................................193
Megumin ............................. 258
Member of the
Demon King’s Army ...... 200
mental points ............see MP
merits (cheats) .................. 196
meters ....................................123
Middle Phase .....................214
Mighty Shout .................... 138
Mind ........................................207
minor action .............. 92, 223
mirage coat ........................ 190
Mission .................................. 214
Misthide Skill......................179
Misunderstood .................202
mob enemies ....................270
mobs.......................................261
monsters .................................93
morning star ...................... 186
move action ...............92, 223
Movement (secondary
ability score) .......................118
Movement Modifier ...... 183
moving ..................................225
Mow Down .........................118
MP .................................... 92, 138
MP Loss ................................. 233
mithril armband .............. 190
mithril armor ......................190
mithril ax .............................. 184
mithril cape ........................ 190
mithril claws .......................184
mithril claymore .............. 184
mithril cloak........................188
mithril dagger ...................184
mithril gauntlets ..............190
mithril halberd ..................184
mithril hammer ................186
mithril heavy spear ........ 186
mithril javelin .....................186
mithril knuckles ...............184
mithril point armor ........ 190
mithril scimitar..................184
mithril shield ......................188
mithril spear ....................... 186
mithril sword .....................184
mithril vest .......................... 188
mithril whip ........................186
N
Native Inhabitant
(race) .......................................128
nd6..............................................91
negotiation .........................237
Negotiation Skill .............. 169
Newbie Killer ..................... 284
non-player
character ....................see NPC
NPC ..................................92, 261
O
Oath Skill .............................. 162
object .....................................287
object list ............................. 291
obtainable if .......................124
off-balance ..........................234
On creation .........................122
once per defense ............124
One-Punch Bear .............. 282
one-versus-many
checks .................................... 194
Opening Phase.................214
opposition check ............ 206
Orc............................................279
Origin .....................................110
Origin Table: Crimson Magic
Clan .........................................113
Origin Table: Native
Inhabitant ............................112
Origin Table: Reincarnated
Person .................................... 111
Outrage .................................184
owner .....................................182
P
padded armor...................188
partisan ................................. 186
partition ......................286, 287
party ........................................211
party leader ........................211
Party Skill ..............................169
passive ................................... 123
patas ....................................... 184
PC ................................................92
Perception ........................... 207
perfume ................................193
Personalities ....................... 257
physical damage ............. 230
Physical Defense .............183
piercing damage .............231
pilum ...................................... 186
Pinpoint Vitals ...................179
pitfall .......................................289
Place Spirit...........................159
plate mail ............................. 188
player .........................................91
player character ........see PC
point armor ........................ 190
Poison Skill .......................... 154
poisoned .............................. 234
poleax .................................... 184
pool ......................................... 289
possessions.........................180
potion (item type) ..........181
Power ..................................... 143
Prayer Skill ...........................175
Preplay ................................... 208
preview ................................. 209
Priest (class) ........................ 140
projectiles ............................228
protect ...................................232
public cemetery
(Axel) .......................................255

Konosuba TRPG
318
Purification ..........................171
Pursuit of Power ..............199
Q
quality clothing ................193
quest .......214, 252, 263, 266
quest effects ......................266
quick band .......................... 190
Quick Heal ........................... 144
quick start ...............................98
Quick-Draw
Technique ............................161
R
race ............................................. 94
racial skills ............................122
Rampart ................................138
range .................125, 182, 288
ranged attack .................... 228
rapier ......................................184
reaction priority ...............206
reaction, reactor ....206, 224
ready (state)........................219
receptionist (Luna) ..................
........................................see Luna
record sheet ....................... 211
reflect armor ...................... 190
reflect shield ......................188
Reincarnated Adventurer
(sample character) ......... 100
Reincarnated Person
(race) .......................................126
Reincarnation Boon:
Armor ..................................... 127
Reincarnation Boon:
Power of Fate .....................127
Reincarnation Boon:
Weapon ................................127
Research Scene ................214
Resist .......................................144
Resistance............................274
Resurrection .......................144
Return by Death ..............198
Reverse Heal ...................... 144
rhomphaia .......................... 184
river (Axel)............................255
robe ......................................... 188
RoC .............................................91
rogue’s cape .......................190
rope ......................................... 192
round ......................................218
round progression ............92
round shield .......................188
royal (Lifestyle) ..................193
ruby ......................................... 193
ruling mistakes,
when they’re made .......... 88
Run Through ......................155
rune band ............................188
Rune Knight (class) ........ 164
rune point armor ............ 190
rune ring...............................190
rune robe ............................. 190
S
Sacred Exorcism...............175
Sacred Light ....................... 145
Sacred Treasure Holder:
Armor ..................................... 200
Sacred Treasure Holder:
Weapon ................................200
Sacred Turn Undead ..... 175
Saint Shield .........................145
same element ...................231
sample character ............ 100
sapphire ................................193
Satou, Kazuma see Kazuma
scale armor ......................... 188
scaling ....................................236
Scarosaurus ........................ 283
scenario ................................ 262
Scene, target ......................123
Scene ......................................214
Scripture Skill .....................175
seating, determining .... 211
secondary ability
score .......................................118
secondary ability scores,
changes in ...........................241
secret ...................................... 288
self ............................................123
self bow ................................ 186
sense threats............236, 262
service (item type) ......... 181
session ...........................92, 209
session sheet ..................... 210
session, goal of the ........... 88
Setup Process ....................220
Shadow Bind ..................... 158
Shadowblade Skill ..........179
shield ...................................... 183
shield (item type) ............181
Shield Bash Skill ............... 139
shield equipped (shield
not equipped) ..................124
Shields List ..........................188
short bow ............................186
short spear ..........................186
short sword ........................ 184
silver chain mail ............... 188
simple living
(Lifestyle) .............................. 193
single ...................................... 123
Skeleton ................................277
skill ........................... 92, 95, 121
Skill Bind ............................... 154
skill level ............................... 121
skill listings, how to
read .........................................122
skill and item, priority ...194
skills and items, using .. 194
skills, acquiring ................. 117
SL .............................................. 121
Sleep .......................................150
Slime ....................................... 283
Snakebite ............................. 155
Snap Decision ................... 129
Sneaking Skill .................... 155
sneaking suit......................188
Sniping Skill ........................158
solo enemy ......................... 270
special attack .....................228
Special Physical
Resistance............................275
Speed Rush .........................156
spell (skill type) .................124
spent (state) ....................... 219
spike board .........................290
Spirit Defense ....................159
Spirit Enhancement
Skill ...........................................159
stable living
(Lifestyle) .............................. 193
stables .......................................93
stables (Axel) ......................255
stacking effects ................ 194
staff .......................................... 186
Stalwart .................................129
standard meal ................... 193
starter class ............................ 92
Status Effect Resistance
Skill ...........................................173
Steal.........................................156
stealth .................................... 124
stealth state ........................ 238
Stone Bind ...........................151
Stone Shield .......................151
storage (item type) ........ 181
Storm Rush ......................... 179
Strength ................................207
structure ............................... 288
studded mail .....................188
stunned.................................234
sturdy boots .......................190
substitute check with ...124
suite (Lifestyle) ..................193
Summon .............................. 275
surcoat ...................................190
surprise attacks ................ 239
swimming state ............... 238
sword breaker ................... 184
Sword Dance ..................... 161
Swordfighter (class) ....... 161

319
Appendix
T
tabletop RPG, what is a .. 86
tangi ........................................184
target .................123, 124, 288
Technical Skill ....................156
Terminology Lookup 1
(Basics) ...................................... 91
Terminology Lookup 2
(Rules) .......................................92
Terminology Lookup 3
(World) .....................................93
Theft Hazard.......................275
Thief (class) .........................152
thiefs tools..........................192
Threat Detection Skill ...156
throwable ............................ 182
time period,
in-universe .............................93
timing ....................................122
Tinder ..................................... 171
tool (item type) ................ 181
Tools List ...............................192
topaz .......................................193
Tornado .................................177
total check score ............. 205
Town of Beginnings,
Axel ................................see Axel
Tracking Skill ...................... 169
trap .....................261, 286, 288
Trap Detection Skill .......157
Trap Disarm Skill .............. 157
Trap Enhancement
Skill ...........................................160
trap list ...................................289
trap list, how to read .....288
traps, customizing ..........287
traps, detecting ......236, 262
traps, disarming ............... 236
traveler’s cape ................... 190
treasure chest....................291
trident .................................... 186
triggered (trap) .................286
Turn Undead ......................145
Twin Blade Skill .................157
type (item).................181, 182
type (skill) .............................122
type (trap) ............................288
type: X ....................................124
U
Undead Knight .................279
Unseen Strike .................... 139
usage requirements ...... 124
user ..........................................182
using X...................................124
V
Vacuum Wave ................... 139
value ....................................... 182
vegetable .............................193
Versatility ..............................129
victory ....................................206
Villainous Energy .............201
vision (range) .....................124
void element ..................... 231
W
wait ..........................................224
wall .......................................... 292
walls (Axel) .......................... 255
war hammer ...................... 186
Warrior (class) .................... 134
Water Shield ....................... 151
Weakness .............................275
weapon .......................123, 182
weapon (item type) ......181
weapon attack ..................227
weapon breaker .............. 184
Weapon Rune ................... 164
Weapon Skill ............139, 157
Weapon Skill: Blunt ........145
weapons, hit checks
using ....................................... 123
Weapons List ..................... 184
wearer .................................... 182
weight....................................182
weight limit ........................ 118
whip ........................................ 186
Wind Breath .......................171
Wind Curtain .....................151
winged boots ....................190
wire whip ............................. 186
withdrawal ................226, 227
Wiz ........................................... 258
Wizard (class) ..................... 146
wizard hat ............................188
wizard robe .........................188
wizard staff ..........................186
World of the Strongest 202
writing tools .......................192
X
X action .................................122
X Process .............................. 122
X times per round ..........124
X times per scenario ..... 124
X times per Scene ..........124
Y
you ...........................................124
Z
zirconia helm .....................188
zombie ..................................276
Zombie Maker .................. 281
zweihänder .........................184

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