GM EX Powers

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The following are what are known as GM EX Powers. Essentially, if a GM sets the difficulty of a scenario higher than Normal (see V. GAME MASTER in the Release Document.txt), or if an enemy with the [Boss] tag appears in a scene, the GM will be granted a certain number of Fate Points. These Fate Points can be spent exactly like a PC can spend them, but these EX Powers allow a GM a wider variety of effects. Use them to enhance the difficulty of scenarios however you see fit--simply pay the Fate Point cost during the listed Timing, and apply the effects. Remember however that the goal of Log Horizon TRPG is to create a fun atmosphere. If your players are not comfortable with high difficulty in combat, you should rethink using these.

If an effect stipulates to treat it like an Other Status, this means that the effects cannot stack.

GM EX Powers

Enemy HP Up Enemy Barrier Enemy Hate Multi Up
GM Preparation - - GM Preparation - - GM Preparation - -
EX Power - Timing Briefing EX Power - Timing Briefing EX Power - Timing Briefing
Check None Check None Check None
Target Single Cost Refer Target Single Cost Refer Target Single Cost Refer
Range Close Limit - Range Close Limit - Range Close Limit -
This EX Power costs 1 Fate Point. The target's Max HP increases by +[(CR x 3) + 10]. You may use this EX Power multiple times during the same Timing so long as the cost is paid for each use. This EX Power costs 1 Fate Point. The target gains [Barrier: ((Target's CR x 4) + 10)]. You may use this EX Power multiple times during the same Timing so long as the cost is paid for each use. This EX Power costs 2 Fate Points. The target's Hate Multiplier increases by +2. Treat this effect as an Other Status. You may use this EX Power multiple times during the same Timing so long as the cost is paid for each use.
Enemy Initiative Up Enemy Damage Up Enemy Reinforce
GM Preparation - - GM Preparation - - GM - - -
EX Power - Timing Briefing EX Power - Timing Briefing EX Power - Timing Cleanup
Check None Check None Check None
Target Single Cost Refer Target Single Cost Refer Target Refer Cost Refer
Range Close Limit - Range Close Limit - Range Close Limit -
This EX Power costs 1 Fate Point. The target gains a +2 bonus to [Initiative].

(Fate 1): The bonus to [Initiative] is +4 instead of +2. You may use this EX Power multiple times during the same Timing so long as the cost is paid for each use.
This EX Power costs 1 Fate Point. The target gains a +[(CR / 2) + 2] bonus to either physical or magical damage done by [Timing: Major] actions. Treat this effect as an Other Status. You may use this EX Power multiple times during the same Timing so long as the cost is paid for each use. This EX Power costs 4 Fate Points. One extra enemy with a rank equal to or lower than the CR of the scenario appears in the current scene. This enemy has the [Post-Action] condition, and must appear no less than 4 Sq. away from any PC.

(Fate 3): Another enemy of the same type appears in the same square as the first enemy.
Add Normal Enemy Add Mob Enemy Cancel CS Dispel
GM Preparation - - GM Preparation - - GM - - -
EX Power - Timing Briefing EX Power - Timing Briefing EX Power - Timing Refer
Check None Check None Check None
Target Refer Cost Refer Target Refer Cost Refer Target Single Cost Refer
Range Close Limit - Range Close Limit - Range Close Limit -
This EX Power costs 3 Fate Points. Target any normal enemy that would appear in the next scene. One additional normal enemy of the same type selected may appear in the scene. You may use this EX Power multiple times during the same Timing so long as the cost is paid for each use. This EX Power costs 2 Fate Points. Target any enemy with [Mob] that would appear in the next scene. One additional [Mob] enemy of the same type selected may appear in the scene. You may use this EX Power multiple times during the same Timing so long as the cost is paid for each use. This EX Power costs 1 Fate Point. Use this ability when the target would be made to remove a Combat Status or other beneficial effect. The attempt to remove the Combat Status or beneficial effect is negated.
Cancel Forced Move Twice Exhaustion Mission Difficulty Up
GM - - - - - - - - - - -
EX Power - Timing Refer EX Power - Timing Interlude EX Power - Timing Interlude
Check None Check Automatic Check Automatic
Target Single Cost Refer Target Refer Cost Refer Target Refer Cost Refer
Range Close Limit - Range Close Limit - Range Close Limit -
This EX Power costs 1 Fate Point. Use this ability when the target is subjected to forced movement. The forced movement is negated. This EX Power costs 6 Fate Points. During the next scene, any time a PC would roll on the Exhaustion Table, they make two rolls and apply both results. This EX Power costs 6 Fate Points. During the next scene, Scenario Actions that PCs make Basic Checks for have their difficulty increased by +1. For opposed checks, the GM makes their check with a +1 bonus.

Scenario Actions

As a quick note, Scenario Actions do refer to actions undertaken through attributes such as Athletics or Perception. However, typically the actions are designed to be more specific to the scenario at hand, and often are tailored to the party's subclass, such that having an appropriate subclass can offer a bonus to the attempted roll. I've went ahead and translated three example Scenario Actions from the book's pre-made scenario. They apply specifically to a scene wherein the party must navigate through a forest.

Explore Forest You may move the party marker 1 space.

(Self: Hunter, Frontier Guard, Explorer): You gain a +2 bonus to this action's check.
(Result 13): You may move the marker 1 additional space.
(Result 17): You may move the marker 1 additional space.
Type Scenario Action
Timing Main Process
Check Basic (Endurance or Perception/9)

The scene is set up like a literal board game, with 11 spaces arranged somewhat like an S-shape with a few branches. When a player makes this action, they move the party marker one space (if they're successful), and up to three spaces if they're really successful. The players never quite know in which direction they need to travel, and the spaces may contain 'Happenings', or events, such as fighting a Cave Spider, finding a locked treasure chest, or picking refreshing berries. They begin in the Start space, and must find their way to the Goal space.

Recover Stamina Choose one member of your party, and remove one Exhaustion Counter from them.

(Self: War Priest, Devotee, Maid): You gain a +2 bonus to this action's check.
Type Scenario Action
Timing Main Process
Check Basic (Operate or Knowledge/10)
Limit 3/Scenario

Remember those Happenings? Well, if they hit a monster encounter like the Cave Spider, it's not a combat encounter so much as an abstracted scene of fighting. Afterwards, the players get +1 Exhaustion Counter, rather than making an Exhaustion Roll like they might otherwise do. At the end of the scene, whether the players have successfully found their way out or not, the players add their Exhaustion Counter to the Exhaustion Table: Stamina roll. So if they have 2 Exhaustion Counters, they roll 1d6+2. This action lets players remove counters.

Scouting The next time anyone makes a Explore Forest check, they gain a +1D bonus to the check.

(Self: Scout, Tracker, Fortune Teller): You gain a +2 bonus to this action's check.
Type Scenario Action
Timing Main Process
Check Basic (Athletics or Analysis/7)

Finally, a simple enough thing, an action that boosts another one.

In the end, Scenario Actions used in this way are somewhat like skill challenges in D&D games. So now you know what the use of the Increase Mission Difficulty EX Power is, and also how to design your own Scenario Actions!