AIOIN

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Welcome to Sword World 2.0![edit | edit source]

Have you ever longed for adventure? Challenging the unknown, with courage that laughs at danger. Surviving desperate situations and battles to the death. But people who have experienced such great adventures in the real world are exceedingly rare. All the more reason why people seek adventure in novels, comics, cartoons and movies, where they can empathize with the main characters, be excited and thrilled, and thus satisfy their desire for adventure.

But this book allows you to simulate such exciting adventures.

It is true that video games can also deliver simulated experiences, and allow you to enjoy many hours of great fun. However, that fun is limited. Someday, the story will end, and you will run out of things to do.

However, the possibilities enclosed in this book are unlimited. In this small book, endless adventures and stories are hidden. This is a rulebook for what is called a pen and paper roleplaying game. This game does not need a computer or console system. All you need is some friends, paper and pen, a couple of dice and infinite imagination.

This game involves talking to each other. Players control characters they have made, respond to the information provided by a referee known as the Game Master, and act with freedom. For instance, the Game Master can tell the players: "Enemies have appeared in front of your characters."

Will they cross swords with the enemies, or solve the situation through words? If they fight, will they face them in the front line, or hide in the back? Through the strength of creativity and expression of the players and GM, the possibilities are endless. The stories created along with your friends, the live feeling brought forth by conversation, and above all the many varied adventures where you can be the main character will make a strong impression and leave you with a surprising sense of freshness. Sword World 2.0 (SW2.0 from now on) is a fantasy RPG set in the "Sword World" of the same name. It is a world without electricity, cars, planes, or cell phones, an ancient world brimming with danger. But this is a world where magic exists. Gods are real. There are mysteries, ruins where vast treasures lie, and many threats and monsters. And above all, a myriad adventures!

You will become an adventurer, traveling through this Sword World filled with mystery and danger, literally throwing yourself into adventure. In this game, you are the protagonist. The character you create is yours alone. Through conversation with the Game Master, the story progresses, the world expands, and your sword, magic, courage and wisdom will weave a magnificent tale.

Now, let us go to this world of adventure! Spread your infinite wings of imagination, for it is time to weave your own tale!
Welcome to the world of adventure!
Build a grand legend with your own hands!

What is a Tabletop Roleplaying Game?[edit | edit source]

A tabletop role-playing game (TRPG or TTRPG as it is common in the west) is a game played through conversation between players.
The game begins with the gamemaster (GM), the facilitator, and the referee, telling the players about the story and situations they are in. With them, players can react, decide what to do, and progress through the game.

In other words, the GM acts as a substitute for a computer in video games. In TRPG, the GM is free to create their own scenarios. Because of them, the number of stories to be had are endless. And unlike inflexible video games, a TRPG allows the GM and player to solve situations in a myriad of different ways.
Players will experience the game through their player character (hereinafter referred to as PC) and will respond to various situations prepared by GM. Unlike with video games, you can still have meaningless talk with bosses who are hostile to you, or you may be able to lure them out and fight in more favorable conditions. On the contrary, you could reconcile without fighting. Through this kind of interaction, a story is written.
What kind of story it will be and where it will go differs depending on the GM and players. It’s totally in their hands. Eventually, the story will enter into the climax, and the game will end when the boss is defeated, the treasure is obtained, and so on.
This one game is called a "session".

As was explained earlier - TRPGs are games where you play through conversation. However, conversation alone will always make a good talker the strongest. That's where the rulebook comes in.
This book contains rules for creating characters to play SW 2.0, as well as rules for dealing with obstacles they may encounter when adventuring, as well as information about monsters. The strength of the characters is determined by the rules, and the GM ultimately decides whether or not their actions are successful.
Therefore, the GM should read this book thoroughly and understand the rules. The GM is tasked with creating scenarios, making rulings, and developing the adventures for the players. It's not easy, but the GM has the freedom to create their own world, their own story, and may even amaze their players. GMing can be very satisfying like few other things are... Of course, players are encouraged to read the rulebook as well to understand what they can do with their characters. This will make the game run smooth for them and also help the GM greatly. But the rules presented here are just to help your creativity.
More important in order for you to have fun are your inspiration and your passion.
The rules should be followed but they can be bent and changed by the GM to enrich the game and make it more fun.
TRPGs are games with no clear winners or losers.
However, the fun, excitement, and great memories players and GM share are a special kind of “win” you can only have in a TRPG.

What is SW 2.0?[edit | edit source]

This is not here. This is not today.
This is Raxia, a world created by three swords.
SW2.0 is a game where you can enjoy many adventures in this world, where swords and magic live and breathe.
The world of Raxia is, in many aspects - like size and environment - superficially similar to the Earth we live on. However, there are also many aspects where they are concretely different. To begin with, magic exists on Raxia.
Gods are real as well. Races other than humans live side by side, and many monsters and mythical beasts roam through the land - a clear and present danger!
And yet there are people who travel freely and boldly through this world. They are the Adventurers, whose roles the players take.
Some 300 years ago, the world suffered great destruction due to the Great Catastrophe. The Great Catastrophe was a worldwide invasion by the Barbarous, united tribes of sinister and twisted monster races.
Civilization was destroyed, countries were splintered, and it seemed like the world would be conquered by the Barbarous. In truth, their complete victory was apparently soon at hand. However, thanks to the efforts of many heroes, the Barbarous King was defeated, and the grand invasion was halted. Without their supreme leader, the Barbarous lost their control, and their chance for a definite victory.
Nonetheless, the countries of the world had suffered severe damage, and civilization had regressed greatly. And with the Barbarous and other monsters roaming around, humanity faced a dangerous state of affairs.
The players will take the role of adventurers in this dangerous world, recover treasures and lost knowledge from ruins of destroyed civilizations, or fight against the invading Barbarous, gather experience and pass on to legend as brave heroes. At times, they will help people in trouble. They might very well fall in love, or experience death and parting. There are many roles covered by the word "adventurer."
Fighters that battle with sword and armor, Sorcerer's that cast magic spells, Priests that protect their comrades with miracles of the gods... Characters with different abilities like these gather together and pool their strengths in order to confront their trials.
This group of PCs is called a "party." Party members help their comrades, and overcome many difficulties.
In turn, the GM prepares the scenario, draws the characters to dungeons, wastelands, dangerous woods and ruins, and directs the story.
The GM is most definitely not the players' enemy. You could say they are like the designer of the haunted house in an amusement park. The GM entertains the players and gives them thrills, but in the end they are led to the exit - the goal - and the adventure is drawn to a conclusion, hopefully with the players saying "that was fun!"
This book contains all the details and rules needed for playing SW 2.0.
For those who want to know the feeling of actually playing, you can check out "Sword World 2.0 Replay: Heroes of the New Goddess ①" (Author: Miyabi Akita / Group SNE), which is a replay, a record of actually playing SW2.0. Please also refer to other SW 2.0 books.

How to Use The All-in-One Section?[edit | edit source]

This section of the wiki is a compilation of all three "Sword World 2.0 Core Rules Revised Edition" Books. These are rulebooks used for playing a TRPG called SW 2.0. They are a revised version of "Sword World 2.0 Core Rule Book" I, II and III, originally released in April 2008. The revised rules make the combat rules easier to understand and play. As the All-in-One section is a compilation of three rulebooks, it has been rearranged for ease of use and readability. It is roughly divided into 4 parts.

Part 1: Characters
Here you will find how to create your player character, your Avatar in the game world.

Part 2: Game Rules & Data
Here, you can find various rules for actually playing the game. In particular, here you will find skill rules and combat rules.
Here you will also find information about magic, combat feats, and equipment such as weapons and armor. It is advised to mark pages that are frequently used during the game with bookmarks.

Part 3: World
This part contains a description of Raxia, the world of adventure. It contains the lore, history, culture, and the climate of of Raxia.

Part 4: Game Master
This section explains the rules and gives advice for GMs, who are the facilitators of the game. It also contains information on how to create scenarios. Here you can find a sample scenario and the bestiary.

What Do You Need to Play?[edit | edit source]

Rulebook (this book)
It's advised for GM to have this book while playing. It is also convenient for each player to have a copy of this book for themselves.

Character Sheets
Character sheets contain information about the player character for each player.

2 dices
Two ordinary six-sided dice for each person playing the game.

Writing Utensils
You probably will need a pencil, and an eraser instead of a ballpoint pen, as it is handy for rewriting.

Friends
TRPG cannot be played alone. Gather at least one GM plus one or more players (3-5 are the ideal number).

Glossary[edit | edit source]

Here are some terms you should know first as you read through this book.

Basic terms • World[edit | edit source]

Humanoid[edit | edit source]

Humanoid is a general term that is used for usually non-hostile races, such as humans and elves. This book features seven such races: humans, elves, dwarves, tabbits, runefolks, nightmares, and shadows.

Barbarous[edit | edit source]

A general term for monster-like races that are hostile towards humanoids. Goblins, boggarts, and ogres are typical examples of barbarous.

Monster[edit | edit source]

A general term for enemies that stand in the way of adventurers. They are classified into barbarous, mythical beasts, undead, and so on.

Raxia[edit | edit source]

The name of the world SW 2.0 is set in. In this world supposedly created by three swords, civilizations have risen and collapsed at least three times. Now 300 years have passed after the collapse of the last large-scale civilization.

Adventurer[edit | edit source]

The name of those who have journeyed all over the world.
In this game, players take the role of adventurers and can go on adventures, such as exploring ruins and defeating barbarous.

G (Gamel)[edit | edit source]

A common currency in Raxia. You can live a decent life with 10G (excluding accommodation) per day.

Swords of Creation[edit | edit source]

This is a collective name for three swords that are said to have created the world of Raxia.

Mana[edit | edit source]

The power that fills the world and is the source of all magic.
Everything created by the three swords of creation has mana flowing through it, large or small.

Basic terms • Rules[edit | edit source]

TRPG[edit | edit source]

Abbreviation for tabletop role-playing game. In a nutshell, it's a game where you can create, play, and have fun with your own characters.

Player[edit | edit source]

These are you guys who are reading this book and playing SW 2.0. The Player has one character and has control over their character.

Game Master (GM)[edit | edit source]

The GM is a storyteller that creates a narrative in which player characters play an active part. SW 2.0 is played with one GM and 3 to 5 players.

Character[edit | edit source]

A general term for humanoids, barbarous, monsters, etc. that appear in the game.

Player Character (PC)[edit | edit source]

Among the characters, the characters created and handled by players are called player characters, or PCs for short.

Non-Player Character (NPC)[edit | edit source]

Refers to all characters controlled by GM.

Session[edit | edit source]

A unit of time for which the GM and the players play the game. After one session, the characters controlled by the players gain experience points and grow.

Units of Measurement[edit | edit source]

In this book, units such as weight and length are expressed in metric units such as kg and m. The calendar is almost the same as the solar calendar in our world.

1 Day[edit | edit source]

In the world of SW 2.0, the beginning of the day is 6:00 am and the end is 6:00 the next morning.

1d, 2d[edit | edit source]

An abreviation that represents the number of dice needed to be rolled. 1d means "roll one six-sided dice" and 2d means "roll two six-sided dice".

Fraction Calculation[edit | edit source]

If there is a division of numbers in the game, please "round up" unless otherwise instructed.

Golden Rules to Remember[edit | edit source]

TRPG are games that should be enjoyabe for all participants and allow them to create their own story. Here are the most basic and important rules you need to enjoy this game.

What Everyone Should Follow[edit | edit source]

This game is not about a competition between players, nor a battle between players and GM. Be proactive and have fun together!

What Players Should Follow[edit | edit source]

Players should follow the GM's guidelines. The GM may also be wrong. It's okay to point that out, but in the end, it’s up to the GM to make the final call.

What GM Should Follow[edit | edit source]

The GM should always be fair. The GM is responsible for making judgement calls and ruleings. The GM should use the rules appropriately and make fair decisions so that all participants can enjoy the game.

GM Authority[edit | edit source]

Rules Decisions[edit | edit source]

The GM decides which rules to use during the game. If the situation cannot be dealt with rules described in the rulebook, the GM should judge for themselves and make a ruling. Make decisions that are appropriate to the situation that arises.

Rejection of Rolls[edit | edit source]

If the player rolls the dice without the GM's permission, the GM may reject the result or ask for reroll.

Session Advancement[edit | edit source]

The GM always has the authority on how to proceed with the session. If the characters actions lead to unexpected situations in the scenario and may derails the game with it, or the players get stuck and the progress stops, GMs can change the scenario, pacing or even advance the in-game time to help players.

What If You Made a Mistake?[edit | edit source]

If you notice a mistake that was done before in session, be careful not to make the same mistake again. But there is no need to correct past mistakes. Rewinding time can be confusing and cause the game to stagnate. In any case, the final decision is made by the GM. In order for everyone to have fun and enjoy a smooth play experience, please try to understand the rules correctly and read this book carefully.