.hack//Infinite Generation (.hack//無限増殖) is a TRPG (Tabletop Role Playing Game) created by CC2 (Cyberconnect 2) in 2003. Initially released in the 2nd issue of .hack//TheWorld magazine. The game received an expansion in the 3rd issue which added Rare Items, more class cards, and an entire Root Town section to the game. This game was also never officially localized to the west, yet received a fan translation several years later.
You play as yourself as if you were playing the online game "The World" from the R:1 era. This also includes information presented from .hack//Legend of the Twilight with things such as Knucklemaster being an available Class. You and your friends all make your own original characters, and go on adventures in "The World" together, with some remnants of Morganna still lurking around, but you create your own story.
How to Play
Given that this is a TRPG, it was intended to played in a similar fashion to a board game, However, it is possible to play the game online. The game is for 3-6 players at a time typically. Unlike in IMOQ, the Party limit has been expanded from 3 to 5, and there can be a GM (Game Master) / System Administrator, however, they are not required. Note: Terminology past this point will refer to in-game terminology. Here's a list of some basic terminology:
Player: Refers to you/others playing the game, PC: Refers to your character, and other Player's characters. System Administrator: Refers to the GM. One is not required to play this game, but you can have one. NPC: Refers to any character that is not controlled by a Player. Monsters are included in this category. Adventure: Refers to a play session of the game. Battle: Refers to the entire time you are fighting monsters in 1 event. Turn: Refers to the time for all players to attack / use skills and the monster's attack.
Objective: The game is separated into 2 sections. The Root Town Adventure, and the Dungeon Adventure. In order to "Win" the game, you need to resolve the event in the last room of the dungeon. However, the game is lost if at any time, all the PCs die in battle. If a single PC dies in the middle of a dungeon, the party can quit, and everyone is sent back to the Root Town to decide on a dungeon again with that PC revived. Otherwise, the party can continue with that party member as a Ghost.
First of all, you either need a way to simulate D6s (6-Sided dice), or give every player 1 D6 each, and have 2 extra D6s for the Event Tables. After which, you'd need your Class Card. Class Cards are as follows:
Making Your Character
Choose a Class Card:
Select a Class Card from the 14 listed above. Players can choose the same Class Card.
Choose your PC's Name and Gender:
Mind you, your PC's name is what all other Players will refer to you as when playing the game. Your Party's PC names are also written down next to "Friendship" on the Class Card to indicate you're in a party and to record "Friendship" with that PC. Gender serves only visualization purposes.
Select your Role:
Every Role has a unique skill attached to it, and is bound to the number 2, and is your reason for playing "The World". The available Roles are as follows:
Bracelet Wielder: Wielder of a twilight bracelet like Kite. [Data Drain] Destroy 1 Data Bug with 50 or less remaining HP. Lost One: Someone unable to log out of “The World”, like Tsukasa. [Guardian] Decrease all of your friendships by 10, then deal 50 damage to 1 monster. Cobalt Knight: Someone who is actually a System Administrator in secret, like Alberio. [System Modification] You can make a PC’s dice roll a 1. Werewolf: An unusual role where you don’t have a class but are a member of the wolf tribe, like Ouka. [Beast Form] During this battle, increase your damage by 20. This effect does not stack. Grunty User: Someone addicted to grunties in “The World”, like Komiyan III or Hotaru. [Grunty] This turn, all PCs take 0 damage. Hacker: Someone who conducts illegal activities in “The World”, like Helba. [Teleport] Ends the battle and resets the current room’s events. Rare Hunter: Someone who get ecstatic over the thought of finding rare items, like Mistral or Mirielle. [Rare Item] Recover 1 PC’s HP fully. Charismatic: A very well known PC that gives off a strong sense of charisma, like Balmung. [Command Strategy] Double the damage 1 PC would give a monster. PK: Someone who likes to kill and obstruct other PCs, like Sora. [Falling Out] Decrease your friendship with all other PCs to 10. Wandering AI: An NPC that has gained consciousness, like Mia, Aura, Zephie, or Lycoris. [Awakening] Make 1 PC’s dice roll 2. Kindhearted: Someone who has helped everyone they could, and enjoyed doing so, like Bear, Mimiru, and Orca. [Nostalgia] 1 PC gets +10 friendship for the entire party. Informant: Someone who is exceedingly familiar with various aspects of “The World”, like Wiseman or BT. [Discovered Weakness] During this battle, change all monster’s attribute to your declared type.
System Administrators can freely manipulate any aspect of the game to changing rules, creating fixed events, or just intervening at certain points during the adventure when rolling for monster spawns or events. They can also freely create or remove Items, Classes, Skills, Monsters, ect.
There are also Special Skills they can assign to monsters or bosses to make them stronger. There are some Special Skills premade however. They are as follows:
[Breath] Once every 2 Turns, it automatically deals damage equal to its Attack to all PCs, regardless of the success or failure of the PC’s attack. Base damage does not apply for this monster this turn. [Suvi Lei] When the PC’s attack fails, instead of dealing damage, target 1 PC. That PC cannot act next turn. [Call a Friend] When a PC’s attack fails, instead of dealing damage, roll 1 D6. If the result is an odd number, a Monster of the same element joins the battle. [Rig Saem] At the beginning of every turn, recover 20 HP to yourself. [Decrease SP] When a PC’s attack fails, damage SP instead of HP for that turn. [Temptation] When a PC’s attack fails, instead of dealing damage, roll a D6. If the result is an odd number, pick a PC, all friendships with that PC decrease by 10. [Steal] When a PC’s attack fails, instead of dealing damage, select 1 PC and roll a D6. If the result is an odd number, steal 1 item other than a Rare Item from that PC. [Seal] When a PC’s attack fails, instead of dealing damage, roll a D6. If the result is an odd number, during that battle, PCs cannot use Skills. [Self Destruct] When a PC’s attack fails, this monster dies inflicting damage equal to it’s remaining HP to all PCs. [Mischief] When a PC’s attack fails, instead of dealing damage, roll a D6. If you roll an odd number, PCs will be unable to use the bonuses from relationships during that battle. [Concentrated Attack] When dealing damage to PCs, you can concentrate all damage onto the PC with the highest HP instead of distributing damage equally. [Union] When a PC’s attack fails, if there is a monster of the same element, you can use this effect. Kill 1 monster of the same element, recover 20 HP, and raise your attack by 20.
You start battle with whatever HP or SP you had last. HP and SP do not regenerate. If a PC's HP drops to 0, they become a Ghost. If a Monster's HP drops to 0, it is removed from the battle. The battle ends when all Monsters are defeated, or all PCs are Ghosts. If all monsters are defeated, you can roll for the Reward Table once.
Combat goes through a turn where all PCs attack simultaneously, and then each remaining Monster attacks with each of their Attacks stat individually. The player or GM chooses who gets hit by what attack. Typically this defaults to damage being distributed among the party equally.
Every PC rolls 1 D6. Damage is dealt is your roll multiplied by 10, however, each PC's roll is calculated separately. You can then assign damage to Monsters freely past that point.
If any PC during the PC's turn rolls a 1, every single attack made by the PCs fails that turn. You still take damage from monsters that turn, and the Monster's attack cannot fail. You can still use Skills even if an attack fails.
After you have rolled your D6 for your turn, as long as you have not rolled a 1, you can use the Skill associated to the number you have rolled by consuming 10 SP. For example, if you're a Twinblade and have rolled a 3, by using 10 SP, you can use the Skill Saber Dance. If you use a Skill, your regular roll damage will not be calculated for that turn.
Items can be used freely without wasting your turn, however, PCs can only carry up to 4 items at a time. Items can be used outside of battle as well.
If you decide to run away, all non-ghost PCs roll a D6. If any PC rolls a 1, the escape fails, and you take damage equal to the Monster's Attack. Otherwise, you manage to escape and re-roll the current event you were in. Escape attempts can be tried any number of times.
If at any time, 2 PCs happen to roll the same number during battle, increase the Friendship between those 2 PCs by 10.
Ghosts are unable to roll a die to attack for the PCs turn. They are also unable to use skills, and cannot take damage, nor be targeted for an attack. If a Ghost is revived, all of it's HP will be restored, but any lost SP will not be restored.
Monsters each attack as their own entity dealing their attack as damage. Monster attacks cannot fail. Depending on certain conditions, a monster's trait or skill could activate. These skills are all passive abilities that always activate if their conditions are met.
Monsters that spawn multiple at a time
If a monster rolled spawns multiple of itself count as 1 entity. The monsters attack together with a multiplier of how many of that monster are still alive as a singular attack. Each monster in this group has it's own HP, and if one dies, it's attack is removed from the group the next time it attacks.
After defeating all the monsters in an event, roll 1 D6 and get the reward next to the corresponding number. Only 1 Party member can receive any items from this table each time it is rolled.
 Our Friendship has deepened! Friendship between all PCs increases by 10.  Obtained some Money! When somebody shakes dice, you can add or subtract 1 from the result. (consumable)  Obtained a Mage's Soul! (Consumable) Recover 1 PC's SP by 40.  Obtained a Resurrect! (consumable) Revive 1 PC from a Ghost.  Obtained a Health Drink! (consumable) Recover 1 PC's HP by 40.  Obtained a Healing Elixer! (consumable) Recover 1 PC's HP fully.
Friendship and Relationships
During any event, if 2 or more PCs roll the same number when rolling D6s, increase the friendship between those 2 PCs by 10. The maximum Friendship any PC can have with another at any given time is 200.
Using Friendship to recover
If you and another PC both have 50 or more friendship with each other, you can both spend 50 Friendship to fully recover both of your HP and SP. This can be used at any time. Friendship resets to 0 at the end of your Adventure.
During certain moments, you can consume Friendship for another PC to enter a Relationship with that PC. Relationships have certain special effects that apply to you during battle when you are Partied up with the PC that that Relationship corresponds to. You can have up to 3 Relationships corresponding to each PC at any given time. You can still pay Friendship to engage in a new Relationship with that PC, but you will need to replace an existing Relationship. Unlike Friendship that disappears at the end of an Adventure, Relationships are a permanent addition to your character. Available Relationships are as follows:
Rival: More or less a one-sided rivalry with another PC. Condition: You consume 50 friendship for that PC after you felt disheartened or encouraged by them. Effect: During battle, or during a search, if you roll higher than your Rival, recover 10 SP. Unrequited Love: A state of a one-sided secret love with another PC. Condition: You consume 50 friendship for that PC after you feel they have helped you. Effect: When recovering your Unrequited Love’s HP, you can recover 20 more points. Loyalty: Feeling obligated to help and always stand beside another PC to repay them. Condition: When you receive an item from someone, you consume 50 friendship for that PC. Effect: When the PC you’re loyal to would receive damage, you can consume SP and reduce the damage by the amount consumed. Partner: A friendship built up through battling together, believing in the other’s abilities, making the pair an outstanding combination. Condition: After defeating a monster, you both consume 80 friendship for each other. Effect: During battle, if you and your partner roll the same number, you both deal 10 extra damage. Close Friend: A friend that goes beyond even the game, and will do their best for each other. Condition: You both consume 50 friendship for each other and share your real life information (within the game). Effect: When your close friend would be damaged, you can take that damage instead. Lover: Two people who have fallen in love. Condition: After being a Unrequited Lover to them, you consume 100 friendship and confess to the other PC. The other PC answers, and if they accept, you both gain this relationship. If they decline, you still lose 100 friendship. Effect: During battle, if you and your Lover roll the same number, you both recover 10 HP. This replaces "Unrequited Love". Family: A bond akin of being like a family, or an actual one. Condition: After being either Close Friends, or Lovers, you can consume 100 friendship if either person owns a “Home”. Effect: During battle, if you role the same numbers, you both recover 10 SP. Guild: Comrades from the same guild. Condition: When 3 or more PCs all have at least Loyalty, are Partners, or Rivals with each other, you all spend 50 friendship between every PC, as long as at least 1 PC owns a “Home”. Effect: During battle, if someone in your guild rolled a 1, you can spend 30 30 HP so they can re-roll once. (You can change the name "Guild" to whatever you want).
Items and Rare Items
Items can be used freely at any given time. If an Item is listed as "Consumable", it disappears after use. Items reset at the end of an adventure, but Rare Items can carry over from past adventures.
Money (consumable) When somebody shakes dice, you can add or subtract 1 from the result. Health Drink (consumable) Recover 1 PC's HP by 40. Mage's Soul (consumable) Recover 1 PC's SP by 40. Ressurect (consumable) Revive 1 PC from a Ghost with full HP. Healing Elixer (consumable) Recover 1 PC's HP fully.
Home: A PC’s home in a root town. You can also open a shop. Effect: You can store up to 4 items in your home to be used during your next adventure. These items are not considered on your character. Costumes: School uniforms, swimsuits, maid outfits, cat ears, and other costumes. There are also costumes for guys. Effect: (Consumable) When you receive damage, you can negate that damage. If you do, the clothes break. Aromatic Grass: A grass-like wandering AI. Does he (or she) have any kind of protection?? Effect: When you roll a die to determine what monster will spawn, you can change what it monster will spawn. Famous Weapons: Powerful weapons that famous PCs used to use. Effect: When you obtain this item, declare which class it corresponds to. If someone on the corresponding class has this item, all damage dealt by that PC will gain 10 damage. Golden Grunty: This glossy statue of a golden Grunty seems to be very appreciated, but nobody seems to know what it does. Effect: (Consumable) Avoid battle with a monster(s). However, because you didn’t kill them, you do not roll for the Reward Table. Cursed Instruments: Various musical instruments. When played, you can motivate other PCs. Effect: During battle, you can reduce friendship with someone by 10 to give that PC +10 damage that turn. Mascot: A very impressive NPC. Effect: During a battle, you may roll 2 dice instead of 1 using the result as damage, or you can choose 1 or the combined the rolls as the number for your skill that turn. You can only use this once per game. Laboratory: An item production workshop. Effect: When making a “search” in town with a difficulty of 5 or higher, if you succeed, you can create a Health Drink. You cannot carry this item. Requires the item “Home” to possess this item. Staff of Healing: A magical wand that heals all injuries. It’s that that the HP that it recovers was also beaten out of others with this very same staff. Effect: During battle, if you roll a 1, you can recover 20 HP of a party member. Memory Fragments: Items filled with the memories of someone. Effect: (consumable) If you got 50 friendship points with a party member this adventure, you start with 50 friendship points with that PC during your next adventure together. Epitaph Fragment: A piece of the “Epitaph of Twilight”, and a hint to the truth of “The World”. Several people are looking for this kind of information. Effect: When “Searching”, you can add 1 to your roll. Cheat Item: An illegally modified item. Effect: When you get this item, choose 1 skill from another class. During battle, by using 20 SP, you can use that skill’s effect.
Adventure in the Root Town
You always start in Mac Anu. Everytime a PC enters the Root Town, an event is triggered for each PC that entered. You can also determine who will assist who in their own sub events within the Root Town. After which, you roll for the Root Town Event Table. You can quit your Root Town adventure at any time and proceed to the Dungeon. Once everyone's events have either been quit or completed, proceed to the Adventure in the Dungeon.
Deciding to Search
After your event is determined, if it lists a Search difficulty, you can decide to Search. If you decide to Search, you and all participating PCs roll 1 D6. If the total number equals, or exceeds the Search Difficulty, you succeed in your Search. If you fail to meet The Difficulty level, a Town Specific Event occurs depending on what Root Town you are currently in, and you cannot Search again until it is completed.
Moving between Root Towns
Moving between Root Towns is as simple as saying "I go to ' '" and will not trigger another event.
Keywords given in Searching
Depending on the Keyword you're given when searching determines what Root Town the event can be completed in. The chart is as follows:
Mac Anu : PC Dun Loireag : Monster Carmina Gadelica : Item Fort Ouph : Legend Lia Fail : Rumor Naval Monte : Player
If your Search listed a "Mystery" in it's description, if you succeed in your Search, you then roll for the Truth Table.
Town Specific Events
If you have failed a Search, these events occur depending on what Root Town you're in and you cannot continue to Search until you have cleared these events.
Mac Anu: You run into the Crimson Knights. Roll 2 dice. You get in battle with a Valkyrie Cadet, and 1 other monster determined by the dice you rolled. PC not participating in the Search can join next turn. Dun Loireag: You’re caught in the middle of a Grunty Race. If you don’t have a “Grunty”, everyone who participated in the Search takes 20 damage. Carmina Gadelica: You pass by a thief. One of the items held by any of the PCs in the search is randomly selected and stolen. Fort Ouph: You get in a fight with a high level PC. Select 1 PC participating in the search, they enter combat with you to fight a Gladiator. Lia Fail: You get transported to Net Slum! 1 PC participating in the Search cannot move from Netslum until the search is over. (They can go to the Dungeon if you give up on the Search.) Naval Monte: You become friends with a random character. If you are a Lover with someone, or have an Unrequited Love participating in the search with you, you get in a fight with them, and that Relationship is removed. Netslum: You get swallowed up by a data vortex. One PC participating in this search has their Role changed to "Lost One".
Root Town Event Table
Roll 1 D6. If the result is 1 or 2, refer to the Information Gathering Table. If the result is 3 or 4, refer to the Quest Table. If the result is 5 or 6, refer to the Other Events Table.
Information Gathering Table
Roll 1 D6 and follow the instructions listed next to that number.
 I heard a rumor about a PC with a strange ability. That PC is rumored to have “Mysterious” Rare Items that I want. Search difficulty level is 8. Keyword given is “PC”.  I was attacked by a Monster I’ve never seen before. I managed to escape from a “Mysterious” monster that I’ve never seen before. Search difficulty level is 8. Keyword given is “Monster”.  It's said that there are Rare Items there. They're supposedly located in a limited area in some “Mysterious” Dungeon. Search difficulty level is 8. Keyword given is “Item”.  I met a girl Wandering AI. She disappeared, leaving behind only words of “Mystery”. Search difficulty level is 8. Keyword given is “Legend”.  The same PC model as you… There’s rumors of a "mysterious" PK that looks exactly like you. Search difficulty level is 8. Keyword given is “Rumor”.  I got a mysterious email. An anonymous person, calling themselves “Mystery” sent me an email saying “I love you.”. Who is he…? Search difficulty is level 8. Keyword given is “Player”.
Roll 1 D6 and follow the instructions listed next to that number.
 A request from a famous PC. You are asked to kill the Guardian in any Dungeon. If you come back to the Root Town afterwards, you are awarded with “Famous Weapons”.  A request from a Party member. Select a PC. There was a reason for them to want to clear the Dungeon. (Come up with a reason based on your circumstances). Challenge the Dungeon in Λ Server. If you clear it, you get “Memory Fragments”.  A request from a Wandering AI. The AI was robbed of some important items by the Boss of Λ Server’s Dungeon. Add the “Breath” skill to the boss. If you defeat the boss, you can receive a “Mascot”, or change your Role to a “Bracelet Wielder”.  A request from a System Administrator. You are asked to defeat a Data Bug in any Dungeon. If you return to the Route Town after defeating one, you can obtain any Rare Item of your choosing, or change your Role to a “Cobalt Knight”.  A request from a Real Life friend. It seems like that PC over there is my real friend who was interested in “The World”. I’d like to ask him to investigate. Search difficulty is level 9. Keyword given is “Player”. If you resolve the mystery, you can get a Golden Grunty from that PC in return.  A request from the Residents of Netslum. You are asked by the Residents of Netslum to kill both of the monsters residing in the slums. Roll the dice twice to determine 2 monsters. You can not run away from this battle. If you win the battle, you can get a “Cheat Item” or an “Epitaph Fragment”.
Other Events Table
Roll 1 D6 and follow the instructions listed next to that number.
 Hint of Love! Choose 1 PC, and gain the Unrequited Love Relationship for them.  Trading convention! Trade 1 of your Rare Items for 1 Rare Item of your choice.  Transported to Net Slum! You got lost in Netslum, and can’t make my way back to the Root Town, but can go to the Dungeon.  Something good appeared. Arriving early to the Root Town allowed you to find something nice. Roll the Reward Table once.  Seasonal Event A special seasonal event. Search difficulty is level 6. If you succeed, you get “Costumes”.  Monsters are invading the Root Town?! A monster appears. Roll the dice to determine the monster, and commence battle. When the monster dies, the PC that dealt the most damage can get a “Home” or change their Role to “Charismatic”.
After resolving a "Mystery", check the Keyword to see if it corresponds to the Root Town you are currently in. If it doesn't, refer to number . if it does, roll 1 D6 and follow the instructions listed next to that number.
 Clarification of Truth! To think it was actually something like that! You uncovered the “Mystery” and obtained something irreplaceable. Obtain 1 Rare Item of your choice.  The truth is actually... It seems someone in your Party knows, but you’re unsure who it is. Randomly pick 1 Party member and make some kind of Relationship with them. The mystery is then solved, and you get 1 Rare Item of your choice.  The truth is inside the Dungeon… It’s likely in the back of the Dungeon. If you clear the Dungeon, you can unravel the “Mystery” and obtain 1 Rare Item of your choice.  Maybe in another Town... The answer to the “Mystery” seems to be in a different Town. You can conduct a Search again in another city with its difficulty level 8.  Exchange of Information Someone told me of a PC who knows about it, but will only give me the information in exchange for Rare Items. If you let go of 1 Rare Item, you can roll for the Truth Table again.  A trap?! Someone set a trap for you. 2 monsters appear. Roll the dice to decide on 2 monsters and commence battle. You cannot run away.
Roll 2 D6s. Compare the total number of the 2 dice to this table, spawn the proper amount of the monster under it's description, and commence battle.
 Guardian Number that Appear: 1 Element: Earth HP: 530 Attack: 50 Ability: When HP becomes 100 or less, this monster's attack increases by 20.  Nomadic Bones Number that Appear: 2 Element: Dark HP: 200 Attack: 20 for each. (counts as a single attack) Ability: If a Nomadic Bones is dead and the PC's attack fails, that "Nomadic Bones" revives with full HP.  Snakoid Number that Appear: Roll a D6. ,,: 1. ,,: 2. Element: Fire HP: 120 Attack: 40 for each. (counts as a single attack) Ability: No ability.  Cadet Valkyrie Number that Appear: Roll a D6. ,: 1. ,: 2. ,: 3. Element: Wood HP: 90 Attack: 20 for each. (counts as a single attack) Ability: No ability.  Sky Fish Number that Appear: Roll a D6. ,: 1. ,: 2. ,: 3. Element: Water HP: 90 Attack: 20 for each. (counts as a single attack) Ability: No ability.  Disco Knives Number that Appear: Roll a D6. : 1. : 2. : 3. : 4. : 5. : 6. Element: None HP: 60 Attack: 10 for each. (counts as a single attack) Ability: No ability.  Kakasinger Number that Appear: Roll a D6. : 2. : 3. : 4. : 5. : 6. : 7. Element: Earth HP: 50 Attack: 10 for each. (counts as a single attack) Ability: No ability  Fire Witch Number that Appear: Roll a D6. ,,: 1. ,,: 2. Element: Fire HP: 240 Attack: 30 for each. (counts as a single attack) Ability: No ability.  Death Head Number that Appear: Roll a D6. : 1. : 2. : 3. : 4. : 5. : 6. Element: Dark HP: 50 Attack: 10 for each. (counts as a single attack) Ability: No ability.  Gladiator Number that Appear: Roll a D6. ,,: 1. ,,: 2. Element: Thunder HP: 270 Attack: 30 for each. (counts as a single attack) Ability: No ability.  Mimic Number that Appear: 1. Element: Thunder HP: 370 Attack: 70 Ability: No ability.
The Adventure in the Dungeon
When all players decide to go to the Dungeon, you then must decide which Server's Dungeon you will try to clear. You gain different amounts of Friendship for clearing different Servers Dungeons, and each server's Dungeon has a different number of Rooms. When you first enter a Room, you roll for the Dungeon Event Table. After that event is cleared, you move on to the next Room and roll for the Dungeon Event Table again until you clear the event of the last Room. The Dungeons are as follows:
Δ Server Number of Rooms: 10 Friendship Increase: 10 Ɵ Server Number of Rooms: 15 Friendship Increase: 20 Λ Server Number of Rooms: 20 Friendship Increase: 30 Σ Server Number of Rooms: 30 Friendship Increase: 40 Ω Server Number of Rooms: 50 Friendship Increase: 50
Each time you go into a new Room, a new person rolls for the Dungeon Event Table. It starts with the PC with the lowest HP, and rotates counterclockwise. After clearing the last Room of the Dungeon, the Adventure is over, and you can collect any rewards from Quests in the Root Town if you cleared their conditions, or create new Relationships.
If someone dies
You can only use Skills in battle. If 1 or more PCs has become a Ghost, after resolving an event, you can continue on with your adventure normally, or you can return to the Root Town without starting another event to attempt the same or a different Dungeon from the beginning with the PC that was a Ghost's HP restored. If all PCs become a Ghost, the adventure is then over.
Dungeon Event Table
Roll 2 D6s. For every 10 Rooms that you have passed in this Dungeon, add 1 to the total. Read the corresponding number to that total as your instructions for this room. If a Search fails, a Town Specific Event will not occur.
 Drilled Passageway Nothing appears. If you have a PC with "Repth", "La Repth", or "Rip Maen", you can use that skill by using 10 SP.  Grunty Food If you have a PC with the Role "Grunty User", that PC restores 30 HP.  Fighting Friendship between every PC decreases by 10.  A Treasure Box! Roll the Reward Table once.  A Magic Portal Roll for the Monster Table once and begin battle.  A Magic Portal Roll for the Monster Table once and begin battle.  It's a Trap! Difficulty level 5 + number of rooms past ÷ 10(round down). If you fail the Search, every PC takes 10 damage.  You got lost... Difficulty level 7 + number of rooms past ÷ 10(round down). If you fail the Search, roll a D6. The Dungeon gets additional rooms equal to that amount.  A Magic Portal Roll for the Monster Table once and begin battle.  Discovered a Strange Object Difficulty level 7 + number of rooms past ÷ 10(round down). If you succeed the Search, you can obtain a Golden Grunty.  Magic Portal Opens. A monster appears. Roll 2 dice for the Monster Table and start the battle.  Magic Portal Opens. A monster appears. Roll 2 dice for the Monster Table and start the battle.  Eerie Silence Nothing appears. If you have a PC with "Repth", "La Repth", or "Rip Maen", you can use that skill by using 10 SP.  Pent up Feelings... If someone has a PC listed as an Unrequited Love, and has friendship with that PC at 50 or higher, they must confess. If the other PC accepts, they can become Lovers by spending 50 friendship for each other.  Discover a Statue Item Difficulty level 10 + number of rooms past ÷ 10(round down). If you succeed in your Search, you get 1 Rare Item of your choice.  A Data Bug appeared! Roll 2 dice into the Monster Table to determine the Monster that appears. Because this monster is a Data Bug, your Party will be unable to bring it's HP below 50 without using the Skill "Data Drain".  You come across another Party. By giving them an Item, they will cast "Repth", "La Repth", or "Rip Maen" for your Party once. [19+] Magic Portal Opens. 2 monsters appear. Roll 2 dice for the Monster Table twice and start the battle.
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