From 006307a62e978a50d54761b5cd1112c9adb82eb6 Mon Sep 17 00:00:00 2001
From: Drew Malzahn You can find more about the Game Master's role on page 26!
+ Characters that are controlled by the Game Master, on the other hand, are
+ called Non-Player Characters, or NPCs.
+
+ You can find more about each Player's role on page 24!
+
- Characters that are controlled by the Game Master, on the other hand, are
- called Non-Player Characters, or NPCs.
- You can find more about each Player's role on page 24!
While it is true that the role of the Game Master is to present obstacles and
diff --git a/books/core/105.html b/books/core/105.html
index 5bff731..0178d19 100644
--- a/books/core/105.html
+++ b/books/core/105.html
@@ -1,4 +1,3 @@
-
Characters can recharge their Inventory Points when they are in a town,
diff --git a/books/core/107.html b/books/core/107.html
index d76be58..3e72c8d 100644
--- a/books/core/107.html
+++ b/books/core/107.html
@@ -1,5 +1,3 @@
- DISCOVERIES
Discoveries don’t happen that often, so the Game Master should make sure each
diff --git a/books/core/11.html b/books/core/11.html
index 7386c89..d083afb 100644
--- a/books/core/11.html
+++ b/books/core/11.html
@@ -1,5 +1,4 @@
- CHAPTER d THE BASICS OF PLAY
In the conversation, Players describe their characters' actions and choices:
This is also a game, and that's where the rules come into play: much like in a
video game or board game, characters have scores and abilities representing
@@ -45,5 +42,7 @@
This is a tale of heroes and darkness. Of great hope... and even greater sacrifice.
While the effects of spells and disciplines are defined by the rules of the
game, the way they manifest in your world is something that can vary from one
diff --git a/books/core/125.html b/books/core/125.html
index f78c7fb..fa231fb 100644
--- a/books/core/125.html
+++ b/books/core/125.html
@@ -1,4 +1,3 @@
-
Fabula Ultima has no default or "canonical" world, and that's on purpose! Your
@@ -21,6 +20,4 @@
console roleplaying games, you can find a useful collection of inspirational
worlds starting on page 16!
- "There is more than one side to each story..."
- Chapter Info: W | CHAPTER PLAYER CHARACTER AGAINST PLAYER CHARACTER
While the protagonists of Fabula Ultima are heroes, this doesn’t mean there
diff --git a/books/core/15.html b/books/core/15.html
index a93a6d2..016dacd 100644
--- a/books/core/15.html
+++ b/books/core/15.html
@@ -1,4 +1,4 @@
-
In every Fabula Ultima world, science and magic represent two different ways
of studying and manipulating reality: one concerns itself with the tangible
diff --git a/books/core/16.html b/books/core/16.html
index 7619ee8..2309f55 100644
--- a/books/core/16.html
+++ b/books/core/16.html
@@ -1,3 +1,5 @@
+
Great castles whose crystal spires reach the sky, fleets of ornate airships
emerging from the clouds, vast stretches of enchanted forests, and ancient,
@@ -26,5 +28,3 @@
Together they must overcome their differences and disagreements, forging
strong bonds that will allow them to save the world from a terrible fate.
Floating amidst a lush expanse of verdant forests, snow-capped mountains, and
@@ -27,5 +29,3 @@
stir sentiments of hatred and mistrust, to prevent this darkness from
corrupting the very balance of the world around them.
+ In a natural fantasy world, every location and vista is deeply immersed in
+ vibrant colors and populated by great beasts and monsters. There are no cities
+ and roads, only small villages and narrow paths. But as our heroes venture
+ into ruins or deep into the darkest forests, things change — these forbidden
+ places are alien and magical, cold and terrifying. Things that were meant to
+ be forgotten dwell there...
+
- In a natural fantasy world, every location and vista is deeply immersed in
- vibrant colors and populated by great beasts and monsters. There are no
- cities and roads, only small villages and narrow paths. But as our heroes
- venture into ruins or deep into the darkest forests, things change — these
- forbidden places are alien and magical, cold and terrifying. Things that
- were meant to be forgotten dwell there...
-
+ Magic is strongly tied to nature, life, and the elements: its traditions are
+ largely oral, passed down from elder to apprentice, and a mystery to most
+ people. The magic found in the ruins, however, is cold and artificial, a
+ remnant of an age of golems and machinery that defied and angered the forces
+ of nature.
+
- Magic is strongly tied to nature, life, and the elements: its traditions are
- largely oral, passed down from elder to apprentice, and a mystery to most
- people. The magic found in the ruins, however, is cold and artificial, a
- remnant of an age of golems and machinery that defied and angered the forces
- of nature.
-
- In a natural fantasy world, antagonists tend to be disastrous calamities or
- ancient and powerful monsters. When the antagonist is a person, they are
- often misguided or acting for what they believed to be good for their
- community: most of the time, they will see reason after the heroes thwart
- their plans. The "true enemy", however, is generally something that cannot
- be reasoned with, such as the immortal embodiment of a natural disaster that
- will require great sacrifices to placate.
-
+ In a natural fantasy world, antagonists tend to be disastrous calamities or
+ ancient and powerful monsters. When the antagonist is a person, they are often
+ misguided or acting for what they believed to be good for their community:
+ most of the time, they will see reason after the heroes thwart their plans.
+ The "true enemy", however, is generally something that cannot be reasoned
+ with, such as the immortal embodiment of a natural disaster that will require
+ great sacrifices to placate.
+
Heavy rain falls from polluted clouds, clanking sounds over the brass and
steel pipework spreading from one building to another. Casting its shadow over
@@ -33,9 +34,3 @@
Together, they engage a desperate struggle against those few who rule the
world and the hearts of its people.
- Techno fantasy locations often take the form of a literal "above and below,"
- where the shining palaces of the wealthy steal the very sun from the vast
- majority of the people who struggle daily in the slums below. Outside the
- cities lies a barren world drained of all life and beauty, turned grey by
- human greed.
-
+ Techno fantasy locations often take the form of a literal "above and below,"
+ where the shining palaces of the wealthy steal the very sun from the vast
+ majority of the people who struggle daily in the slums below. Outside the
+ cities lies a barren world drained of all life and beauty, turned grey by
+ human greed.
+
- In a techno fantasy world, magic has largely been claimed by technology and
- turned into yet another source of power, wealth, and warfare supremacy. The
- stream of souls has been gravely wounded and corrupted, and the original
- ways of magic were forgotten or — more likely — suppressed.
-
+ In a techno fantasy world, magic has largely been claimed by technology and
+ turned into yet another source of power, wealth, and warfare supremacy. The
+ stream of souls has been gravely wounded and corrupted, and the original ways
+ of magic were forgotten or — more likely — suppressed.
+
- The antagonists of a techno fantasy world should represent the darkness of
- modern society and the ruthlessness of industry and exploitation. Wealthy
- and influential, they simultaneously base their authority on brute military
- force and stolen magic or artifacts. But perhaps their most insidious
- quality is that many people still see them as ideal leaders and miraculously
- self-made saviors, and are willing to be exploited and oppressed every day
- in the vain hope of gaining their favor. Left unchecked, their egotistical
- ambitions will lead to magical cataclysms or full-scale war.
-
+ The antagonists of a techno fantasy world should represent the darkness of
+ modern society and the ruthlessness of industry and exploitation. Wealthy and
+ influential, they simultaneously base their authority on brute military force
+ and stolen magic or artifacts. But perhaps their most insidious quality is
+ that many people still see them as ideal leaders and miraculously self-made
+ saviors, and are willing to be exploited and oppressed every day in the vain
+ hope of gaining their favor. Left unchecked, their egotistical ambitions will
+ lead to magical cataclysms or full-scale war.
+
Among the best qualities of roleplaying games is that they generally do not
require particularly expensive materials beyond the rulebook — and you already
@@ -6,7 +6,7 @@
To play the game, you will need the following: These print-outs are used to keep track of important game information.
Most of the time, you will want to write on your sheets in pencil — this will
allow you to easily correct mistakes and update any information you have
diff --git a/books/core/23.html b/books/core/23.html
index 6f8f48d..1c33766 100644
--- a/books/core/23.html
+++ b/books/core/23.html
@@ -1,6 +1,6 @@
-
Some characters will have special "points" at their disposal: Player
Characters have Fabula Points and Villains have
@@ -9,7 +9,7 @@
The more tokens you have, the better. The game makes use of a variety of dice in different shapes: If you are the Game Master, here's how you should approach the game:
Make sure to read the Introduction — hey, you’re already doing that! — learn
the Game Rules and familiarize yourself with the World
@@ -10,7 +10,7 @@
learn how to consult the Bestiary.
To play the game you will need pencils, erasers, a world sheet for your game
world and a variable amount of map sheets, depending on the size of your
@@ -19,14 +19,14 @@
polyhedral dice (d6, d8, d10, d12, and d20).
Learn the rules of the game and apply them as they are written. If you think
one or more elements should be altered, discuss the matter with everyone else.
Only change those elements if the entire group has agreed on how to do so.
Assist the Players during World Creation (page 148), Group Creation (page
152), and Character Creation (page 154). Use this time to ask lots of
@@ -35,7 +35,7 @@
this will come back to help you create engaging situations during gameplay.
Regardless of the game world you have created together, it falls upon your
shoulders to populate it with fantastic locations, dangerous monsters, and
diff --git a/books/core/28.html b/books/core/28.html
index 074c7c1..e69de29 100644
--- a/books/core/28.html
+++ b/books/core/28.html
@@ -1,2 +0,0 @@
- 28 W W This chapter contains the core rules required to play Fabula Ultima.
This is probably the most important chapter in the book and one that should be
diff --git a/books/core/30.html b/books/core/30.html
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+++ b/books/core/30.html
@@ -18,35 +18,26 @@
Generally, a scene flows like this:
- The Game Master can end the scene at any point, often wrapping things up with
- a short description of what happens. You should generally end a scene when:
-
- The Game Master introduces the scene and describes the situation (a process
- known as framing the scene), especially the following:
-
- Note: The GM should keep things simple — one or two sentences are
- enough.
-
+ The Game Master introduces the scene and describes the situation (a process
+ known as framing the scene), especially the following:
+
+ Note: The GM should keep things simple — one or two sentences are
+ enough.
+
@@ -61,4 +52,14 @@
needs to be determined by rolling dice (see Checks, on page 38).
+ The Game Master can end the scene at any point, often wrapping things up with
+ a short description of what happens. You should generally end a scene when:
+ Once a scene has ended, another one will begin.
Once you start playing, you will find that scenes tend to flow naturally, so
you will rarely have to check whether a scene has ended.
diff --git a/books/core/33.html b/books/core/33.html
index 44e6554..552bf52 100644
--- a/books/core/33.html
+++ b/books/core/33.html
@@ -1,44 +1,47 @@
-
Some effects in the game affect "allies". In game terms, an ally is simply
anyone who you consider to be your ally in the current scene. If an effect
specifically targets allies (and not simply creatures or characters), you
cannot use it on yourself.
While playing, you will sometimes need to halve numbers or divide them by a
certain value. When this happens, always round down to a minimum of 0.
If you ever need to perform multiple operations on the same number, you must
- do so in the following order: additions u subtractions u multiplications u
- divisions.
+ do so in the following order:
+ additions → subtractions → multiplications →
+ divisions.
If a specific element of the game contradicts a general rule, that specific
element will take precedence. Example: Normally, a Player Character cannot
equip two shields at the same time. However, the
Skill Dual Shieldbearer (page 197) allows you to do so!
Sometimes a rule or effect will cause multiple choices or effects to
trigger, and it will be important to know who gets to act first.
@@ -60,4 +63,4 @@
always go first.
-
+
These pools of points represent three different "resources" available to a
character:
@@ -53,8 +53,9 @@
- Zenit is the common currency used in the worlds of Fabula Ultima. The hopes
- and fears of this land now rest on your shoulders. Ready or not, this is your
- fate.
- Zenit is the common currency used in the worlds of Fabula Ultima.
- The word “Check” indicates a die roll based on a character’s core Attributes:
+ The word “Check” indicates a die roll based on a character's core Attributes:
Dexterity, Insight, Might,
and Willpower.
In general, characters must perform Checks:
Note that only the Game Master can ask for a Check; Players may never do so.
- Example: An
Example: A Character performing a
-
For a Game Master, knowing when to call for a Check and when not to do so is a
Skill that develops over time through trial and error. The following
@@ -7,7 +8,7 @@
The following terms are key to understanding how Checks work:
When both dice rolled during a Check show the same number, and that number is
6 or higher, the Result is a critical success. Another way to put this is that
@@ -41,17 +42,17 @@
(see next page).
When both dice rolled during a Check show a 1, the Result is a fumble, which
is the exact opposite of a critical success: no matter the modifiers, a
fumbled Check is always a failure — not due to the character’s incompetence,
but because of some unfortunate twist. When you roll a fumble, whoever
- controls your opposition in this scene gets an opportunity (see next page).
-
- When a Player Character rolls a fumble, they immediately earn 1 Fabula Point
- (see page 96).
+ controls your opposition in this scene gets an opportunity (see
+ next page).
+ When a Player Character rolls a fumble, they immediately earn 1 Fabula Point
+ (see page 96).
+
Opportunities are unexpected twists in the story — sometimes good, sometimes
bad.
When you spend an opportunity, you may pick an option from the list below or
come up with a different twist that fits the current scene. The Game Master
@@ -10,68 +12,85 @@
situation, and some spells and Skills will allow you to spend opportunities in
new and powerful ways.
Example: Valea the thief is hopping from roof to roof in an
- attempt to shake off Count Eligor’s mercenaries. The Game Master calls for a
+ attempt to shake off Count Eligor's mercenaries. The Game Master calls for a
For more information on how to handle and describe the outcome of a Check, see
- page 44.
+ page 44.
- A Check’s Difficulty Level (DL) is a measure of how complex and risky a
+ A Check's Difficulty Level (DL) is a measure of how complex and risky a
certain operation can be. It abstracts several elements into a single number:
If you are the Game Master and find yourself stumped when choosing an
diff --git a/books/core/44.html b/books/core/44.html
index 8251022..1637532 100644
--- a/books/core/44.html
+++ b/books/core/44.html
@@ -43,8 +43,8 @@
only a 5!
- It is normally the Game Master’s role to describe the outcome of an action by
- taking into account the character’s stated goals and the Result of their
+ It is normally the Game Master's role to describe the outcome of an action by
+ taking into account the character's stated goals and the Result of their
Check; however, taking a step back and asking for input can make for great
roleplay moments.
- If you think an objective requires multiple Checks, use a Clock (see page
- 52).
+ If you think an objective requires multiple Checks, use a Clock (see page 52).
- This rule allows Player Characters to turn failure into success, but it
- comes at a steep price. When a character fails a Check, anyone may propose
- a success at a cost. The Game Master can make adjustments to the cost as
- they see fit, and then the Player who performed the Check can accept or
- refuse.
-
- When determining whether a given cost would be appropriate, remember that
- it should put the character in a rough spot or take something important
- away from them. If a cost can be remedied with little effort, something is
- wrong.
-
- Back to the previous example: The High Master might listen to Brigid's
- reasons, but only if she publicly apologizes and admits that Relde's
- scholars are better than her.
-
+ This rule allows Player Characters to turn failure into success, but it comes
+ at a steep price. When a character fails a Check, anyone may propose a success
+ at a cost. The Game Master can make adjustments to the cost as they see fit,
+ and then the Player who performed the Check can accept or refuse.
+
+ When determining whether a given cost would be appropriate, remember that it
+ should put the character in a rough spot or take something important away from
+ them. If a cost can be remedied with little effort, something is wrong.
+
+ Back to the previous example: The High Master might listen to Brigid's
+ reasons, but only if she publicly apologizes and admits that Relde's scholars
+ are better than her.
+
You cannot succeed at a cost if your character fumbled the Check. When you
succeed at a cost, the Check's High Roll and Result remain the same.
Player Characters can attempt to turn the tide in their favor by calling upon
one of their core Traits: their Identity, Origin, and Theme.
@@ -8,8 +8,6 @@
Identity, Gaonia Empire as their Origin, and
Guilt as their Theme.
After performing a Check, a Player Character may spend 1 Fabula Point and
invoke one of their Traits to immediately pick up one or both dice and roll
@@ -18,10 +16,8 @@
dice) will cost another Fabula Point.
You cannot invoke a Trait if your character fumbled the Check.
- Scenario: Ricard the mage is rushing towards the docking
+ Example: Ricard the mage is rushing towards the docking
platform of Sorcerer Antigles’ airship. His companions, Edgar and Valea, are
held captive within the vessel. There are only a few seconds left before the
airship lifts off; Nadia (the Game Master) asks Ricard’s Player, Mark, to
@@ -31,14 +27,14 @@
Mark rolls the dice and gets a 6 and a 3, definitely not enough for him to
- succeed. However, Ricard has 2 Fabula Points left. “Ricard’s Identity is that
- of a Young Traveling Mage, which isn’t that useful here...” Mark frowns, “And
- his Origin is Malorn Village... which doesn’t help either. But... I could
+ succeed. However, Ricard has 2 Fabula Points left. “Ricard's Identity is that
+ of a Young Traveling Mage, which isn't that useful here...” Mark frowns, “And
+ his Origin is Malorn Village... which doesn't help either. But... I could
still use my Theme!”
“Tell me more!” Nadia inquires.
- “Well, Ricard’s Theme is Belonging. He is terribly afraid of losing the
+ “Well, Ricard's Theme is Belonging. He is terribly afraid of losing the
companions he has found, of being on his own again. I think this will push him
beyond his limits!”
Mark grins. "Sure! Oh, and by the way, here's the Fabula Point. So, the guards
patrolling the area see a thin boy wearing a pointy hat plunge himself from
- the platform; but once the airship lifts off, there’s someone clinging
+ the platform; but once the airship lifts off, there's someone clinging
desperately to the landing gear!... Uhm, I mean, airships do have a landing
gear, right?”
Players should describe their actions in a way that is coherent with their
Identity, Origin, or Theme if they want to spend a Fabula Point. Basically,
- you shouldn’t do this when it feels forced within the narration — but then
+ you shouldn't do this when it feels forced within the narration — but then
again, you as a Player have final say on how and when you spend your Fabula
Points.
Just like how a character's Traits can be used to reroll dice, Bonds — which
@@ -44,7 +44,7 @@
measure of courage!"
If you use this optional rule, Players may invoke their character's Bonds and
@@ -61,14 +61,8 @@
The Check is then treated as an automatic failure with a Result and High
Roll equal to 0. Then, the character gains 1 Fabula Point.
-
-
- Restrictions:
-22 GAME RULES
RECHARGING INVENTORY POINTS
22 GAME RULES
-
Sample Areas Threat Level Travel Roll
diff --git a/books/core/109.html b/books/core/109.html
index 35f4a20..53cf758 100644
--- a/books/core/109.html
+++ b/books/core/109.html
@@ -1,5 +1,3 @@
-
-22 GAME RULES
-
INTRODUCTION
-The Basics of Play
d THE RULES
+THE RULES
-
+ This is a tale of heroes and darkness. Of great hope... and even greater
+ sacrifice.
+
diff --git a/books/core/117.html b/books/core/117.html
index 11de6fb..12b7e4e 100644
--- a/books/core/117.html
+++ b/books/core/117.html
@@ -1,4 +1,3 @@
-22 GAME RULES
22 GAME RULES
SERVICE COST DESCRIPTION
Town Services
diff --git a/books/core/13.html b/books/core/13.html
index 22a3664..381f39b 100644
--- a/books/core/13.html
+++ b/books/core/13.html
@@ -5,7 +5,6 @@
combining clever tactics and coordinating with your allies will you emerge
victorious... especially when fighting against bosses!
-
Your World
"There is more than one side to each story..."
diff --git a/books/core/133.html b/books/core/133.html
index c9ea897..5f8f70e 100644
--- a/books/core/133.html
+++ b/books/core/133.html
@@ -1,4 +1,3 @@
-22 GAME RULES
BASIC SHIELDS
diff --git a/books/core/141.html b/books/core/141.html
index 4e39f5f..5aa17f0 100644
--- a/books/core/141.html
+++ b/books/core/141.html
@@ -1,4 +1,3 @@
-22 GAME RULES
MAGIC AND TECHNOLOGY
+MAGIC AND TECHNOLOGY
YOUR WORLD COULD BE... HIGH FANTASY
+
YOUR WORLD COULD BE...
diff --git a/books/core/18.html b/books/core/18.html
index cb63b98..eff5484 100644
--- a/books/core/18.html
+++ b/books/core/18.html
@@ -1,3 +1,5 @@
+YOUR WORLD COULD BE... NATURAL FANTASY
+
Natural Fantasy Themes and Protagonists
YOUR WORLD COULD BE...
diff --git a/books/core/19.html b/books/core/19.html
index 8cf3f6c..9928480 100644
--- a/books/core/19.html
+++ b/books/core/19.html
@@ -1,37 +1,29 @@
-Natural Fantasy World Guide
+NATURAL FANTASY LOCATIONS
+NATURAL FANTASY LOCATIONS
- NATURAL FANTASY MAGIC
+NATURAL FANTASY MAGIC
- NATURAL FANTASY ANTAGONISTS
- NATURAL FANTASY ANTAGONISTS
+YOUR WORLD COULD BE... TECHNO FANTASY
YOUR WORLD COULD BE...
-Techno Fantasy Elements
-TECHNO FANTASY LOCATIONS
- TECHNO FANTASY LOCATIONS
+TECHNO FANTASY MAGIC
- TECHNO FANTASY MAGIC
+TECHNO FANTASY ANTAGONISTS
- TECHNO FANTASY ANTAGONISTS
+GAME MATERIALS
+GAME MATERIALS
GAME SHEETS
+GAME SHEETS
PAPER, PENCILS, AND ERASERS
+PAPER, PENCILS, AND ERASERS
INTRODUCTION
+INTRODUCTION
-TOKENS
+TOKENS
DICE
+DICE
THE GAME MASTER
+THE GAME MASTER
READ THIS BOOK
+READ THIS BOOK
GATHER THE PROPER TOOLS
+GATHER THE PROPER TOOLS
FOLLOW THE RULES
+FOLLOW THE RULES
TAKE PART IN WORLD, GROUP AND CHARACTER CREATION
+TAKE PART IN WORLD, GROUP AND CHARACTER CREATION
BREATHE LIFE INTO THE GAME WORLD
+BREATHE LIFE INTO THE GAME WORLD
GAME RULES
+
Ending the Scene
-
-
-
-Beginning the Scene
-
-
-Beginning the Scene
+
+
+ Playing the Scene
Ending the Scene
+
+
+
GAME RULES
IMPORTANT RULES
+IMPORTANT RULES
-ALLIES
+ALLIES
ALWAYS ROUND DOWN
+ALWAYS ROUND DOWN
ADD, SUBTRACT, MULTIPLY, DIVIDE
+ADD, SUBTRACT, MULTIPLY, DIVIDE
SPECIFIC BEATS GENERAL
+SPECIFIC BEATS GENERAL
TIMING ISSUES
+TIMING ISSUES
CHAPTER HIT POINTS, MIND POINTS, AND INVENTORY POINTS
+HIT POINTS, MIND POINTS, AND INVENTORY POINTS
ZENIT
-
+ The hopes and fears of this land now rest on your shoulders. Ready or not,
+ this is your fate.
+
diff --git a/books/core/38.html b/books/core/38.html
index 07a9912..4447d96 100644
--- a/books/core/38.html
+++ b/books/core/38.html
@@ -1,7 +1,7 @@
CHECKS
+
<INS + WLP> Check performed by
- a character with d6 Insight and d10 Willpower will result in that character
+ Example: An 【INS + WLP】 Check performed by a
+ character with d6 Insight and d10 Willpower will result in that character
rolling a d6 and a d10 and adding them together, thus generating a total
Result between 2 and 16.
<MIG + MIG> +5 Check will roll their Might die twice and
- then add 5 to the Result.
+ 【MIG + MIG】+5 Check will roll their Might die twice and then
+ add 5 to the Result.
22 GAME RULES
+WHEN TO PERFORM CHECKS
+
-
-WHEN TO PERFORM CHECKS
diff --git a/books/core/40.html b/books/core/40.html
index 4acbaab..50f0988 100644
--- a/books/core/40.html
+++ b/books/core/40.html
@@ -1,11 +1,12 @@
-CHECK TERMINOLOGY
+CHECK TERMINOLOGY
+
-<DEX + MIG> +2 Check, for instance, the
+ perform a <DEX + MIG> +2 Check, for instance, the
modifier is “+2”. If the modifier is added, it is a bonus; if it is
subtracted, it is a penalty.
CRITICAL SUCCESS
+CRITICAL SUCCESS
FUMBLE
+FUMBLE
+Opportunities
+Opportunities
+
【DEX + MIG】 Check and Valea rolls a 7 and a 7, a critical
success! The Player controlling Valea describes how she loses her pursuers and
chooses the Favor opportunity: her daring performance will earn
- her the sympathy of the villagers, who were already fed up with the Count’s
+ her the sympathy of the villagers, who were already fed up with the Count's
tyranny!
OPPORTUNITIES
-
-
+
+
diff --git a/books/core/42.html b/books/core/42.html
index acd299c..41bc6b9 100644
--- a/books/core/42.html
+++ b/books/core/42.html
@@ -47,5 +47,5 @@
+
+ Advantage
+ The next Check performed by you or an ally will receive a +4 bonus.
+
+
+ Affliction
+
+ A creature suffers dazed, shaken, slow or weak (see page 94).
+
+
+
+ Bonding
+
+ You create a Bond towards someone or something or add an emotion to one of
+ your existing Bonds (see page 56).
+
+
+
+ Faux Pas
+
+ Choose a creature present on the scene: they make a compromising statement
+ chosen by the person who controls them.
+
+
+
+ Favor
+ Your actions earn you someone's support or admiration.
+
+
+ Information
+
+ You spot a useful clue or detail. The Game Master may tell you what it is,
+ or ask you to introduce that detail yourself.
+
+
+
+ Lost Item
+ An item is destroyed, lost, stolen, or left behind.
+
+
+ Progress
+
+ You may fill or erase up to two sections on a Clock (see page 52).
+
+
+
+ Plot Twist!
+ Someone or something of your choice sutdenly appears on the scene.
+
+
+ Scan
+
+ You discover one Vulnerability (see page 92) or one Trait (see page 302) of a
+ creature you can see.
+
+
+
+Unmask
+ You learn the goals and motivations of a creature of your choice.
+ 22 GAME RULES
DIFFICULTY LEVELS
GO WITH TEN
+GO WITH TEN
OPTIONAL: SUCCESS AT A COST
+
+OPTIONAL: SUCCESS AT A COST
diff --git a/books/core/46.html b/books/core/46.html
index 1b8ede9..e2cd981 100644
--- a/books/core/46.html
+++ b/books/core/46.html
@@ -1,4 +1,4 @@
-Invoking a Trait to Reroll Dice
+Invoking a Trait to Reroll Dice
Mechanics
Example
Player Guidance
INVOKING A BOND TO IMPROVE YOUR CHECK
+INVOKING A BOND TO IMPROVE YOUR CHECK
Optional Rule: Invoking to Fail
+Optional Rule: Invoking to Fail
-
-OPTIONAL: INVOKING TO FAIL
diff --git a/books/core/48.html b/books/core/48.html
index 5b8f0df..32f4065 100644
--- a/books/core/48.html
+++ b/books/core/48.html
@@ -4,7 +4,7 @@
when a character wants to strike targets that are ready to defend themselves.
Each weapon lists a specific Accuracy formula; a Steel Dagger, for instance,
requires a roll of 【DEX + INS】 +1. The Difficulty Level is
- generally equal to the target’s Defense score.
+ generally equal to the target's Defense score.
When performing an Accuracy Check, the High Roll (HR) will be used to @@ -43,11 +43,10 @@ count as a draw and the Checks should be repeated.
-
- Montblanc the knight is struggling to free himself from the formidable grasp
- of a dragon. The GM declares this is an Opposed Check using
- 【DEX + MIG】.
+ Example: Montblanc the knight is struggling to free himself
+ from the formidable grasp of a dragon. The GM declares this is an Opposed
+ Check using 【DEX + MIG】.
Montblanc rolls d8 + d10, but the dragon boasts a powerful d12 + d12: when the diff --git a/books/core/49.html b/books/core/49.html index de6cbf2..106c16b 100644 --- a/books/core/49.html +++ b/books/core/49.html @@ -1,4 +1,4 @@ -
This particular kind of Attribute Check has no Difficulty Level: instead, the @@ -8,30 +8,36 @@
When you perform an Open Check, simply compare the Result with the table - below: + below: rolling a 13 while studying an ancient painting means you manage to get + information worthy of an expert archaeologist, while rolling an 8 would only + net you basic hints of what the artist wanted to portray.
-- 7+: What could be accomplished by a person with a bit of - training or talent. -
-- 10+: What could be achieved by someone competent or very - talented. -
-13+: The work of an expert or true prodigy.
-16+: A result worthy of being remembered in history.
+| Result | +Equates to... | +
| 7+ | ++ What could be accomplished by a person with a bit of training or talent. + | +
| 10+ | +What could be achieved by someone competent or very talented. | +
| 13+ | +The work of an expert or true prodigy. | +
| 16+ | +A result worthy of being remembered in history. | +
diff --git a/books/core/50.html b/books/core/50.html index 929318e..db98cf0 100644 --- a/books/core/50.html +++ b/books/core/50.html @@ -1,4 +1,4 @@ -
Characters can choose to cooperate in order to increase their chance of success within specific situations. @@ -20,16 +20,16 @@ Each supporting character that successfully performed their Check will grant a +1 bonus to the leader's Check. -
Group Checks are extremely useful when two or more characters are performing @@ -39,8 +39,9 @@
Three heroes are trying to persuade the Great Owl to grant them access to her - ancient library. The leader performs a DL 13 【INS + WLP】 Check, and the two - supporting characters perform 【INS + WLP】 Checks with a Difficulty of 10. - They both succeed, and one has a strength 2 Bond towards the leader. Thus, the - leader's Check will receive a total bonus equal to +4. + ancient library. The leader performs a DL 13 + 【INS + WLP】 Check, and the two supporting + characters perform 【INS + WLP】 Checks with a + Difficulty of 10. They both succeed, and one has a strength 2 Bond towards the + leader. Thus, the leader's Check will receive a total bonus equal to +4.
diff --git a/books/core/51.html b/books/core/51.html index 39a9cae..76e265d 100644 --- a/books/core/51.html +++ b/books/core/51.html @@ -1,6 +1,3 @@ -CHAPTER CHAPTER
-The table below contains a list of circumstances that might require a Check @@ -24,7 +21,7 @@
- Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the - Babel Empire to ash. -
-If you use this optional rule, Players can decide one of the Attributes involved in each Check they perform, while the Game Master decides the other (which can be the same Attribute or a different one).
+This rule does not apply to Checks whose Attributes are already established by the rules, such as Accuracy Checks.
-+ Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the + Babel Empire to ash. +diff --git a/books/core/52.html b/books/core/52.html index 54e6c31..3c95e50 100644 --- a/books/core/52.html +++ b/books/core/52.html @@ -20,10 +20,10 @@ surveillance, failed Checks might fill a “High Alert!” Clock.
CHAPTER ADVANCING A CLOCK
+In general, Clocks advance through Checks:
+Clocks should always interact with what happens in the story. The Game Master should use situational modifiers and adjust the Difficulty Level to represent advantages or disadvantages derived from the Players' choices and the events that are taking place in the scene.
-Characters can also take action to slow a Clock's advance and erase some of the filled sections, eventually bringing it back to 0 — the method is diff --git a/books/core/55.html b/books/core/55.html index 888b475..13dbdeb 100644 --- a/books/core/55.html +++ b/books/core/55.html @@ -1,61 +1,50 @@ -
+ If the Game Master feels like a certain event should fill or erase sections of + a Clock (even if that event is not tied to a Check), they are free to fill or + erase one section, or two sections for a major event. +
++ On the other end of that, some of the characters' choices might automatically + fill a Clock or make it completely useless — for instance, smashing the + Crystal of Life to pieces will make the "channel the power of the Crystal" + Clock irrelevant. +
++ The Game Master is responsible for discarding Clocks that no longer matter + within the story, provided this doesn't strip the Player Characters of the + ability to shape the story. +
-- If the Game Master feels like a certain event should fill or erase sections - of a Clock (even if that event is not tied to a Check), they are free to - fill or erase one section, or two sections for a major event. -
-- On the other end of that, some of the characters' choices might - automatically fill a Clock or make it completely useless — for instance, - smashing the Crystal of Life to pieces will make the "channel the power of - the Crystal" Clock irrelevant. -
-- The Game Master is responsible for discarding Clocks that no longer matter - within the story, provided this doesn't strip the Player Characters of the - ability to shape the story. -
-+ The next section details the rules for conflict scenes — chases, battles, + audiences, and more! These scenes will see characters working against each + other to achieve goals, and Clocks are an excellent way to keep track of + everyone's progress, as explained under the Objective action (page 72). +
++ Example: During a duel between the two rivals Bertrand and + Duma, the Game Master assigns each participant a six-section Clock. The first + challenger to complete their Clock will win the duel. +
-- The next section details the rules for conflict scenes — chases, battles, - audiences, and more! These scenes will see characters working against each - other to achieve goals, and Clocks are an excellent way to keep track of - everyone's progress, as explained under the Objective action (page 72). -
-- Example: During a duel between the two rivals Bertrand and - Duma, the Game Master assigns each participant a six-section Clock. The - first challenger to complete their Clock will win the duel. -
-- The Game Master should also employ Clocks to signal that the heroes have a - limited amount of time to stop an antagonist's plans, obtain a specific - item, or learn information. In short, Clocks should be used to convey - pressure and keep the tension high — seeing how much time is left, the - heroes will be able to manage their resources appropriately and should feel - like every action is impactful. -
-- Example: The Obliterator Airship Babel will be operative - within four days. If they want to neutralize its soul core and prevent the - Emperor from conquering the region, the heroes have no time to lose! -
-- The Game Master draws a huge Clock on the world map — four sections only! - Clocks like these are "time trackers" and normally can't be directly - influenced through Checks — they should be the focus of one or more - sessions. -
-+ The Game Master should also employ Clocks to signal that the heroes have a + limited amount of time to stop an antagonist's plans, obtain a specific item, + or learn information. In short, Clocks should be used to convey pressure and + keep the tension high — seeing how much time is left, the heroes will be able + to manage their resources appropriately and should feel like every action is + impactful. +
++ Example: The Obliterator Airship Babel will be operative + within four days. If they want to neutralize its soul core and prevent the + Emperor from conquering the region, the heroes have no time to lose! +
++ The Game Master draws a huge Clock on the world map — four sections only! + Clocks like these are "time trackers" and normally can't be directly + influenced through Checks — they should be the focus of one or more sessions. +
diff --git a/books/core/56.html b/books/core/56.html index 8b8730f..918712e 100644 --- a/books/core/56.html +++ b/books/core/56.html @@ -1,4 +1,4 @@ -Bonds are a source of power for our heroes. You already know that Bonds can help improve Checks (page 47) or aid allies during Group Checks (page 50), but @@ -54,5 +54,3 @@ If you have the Dark Knight Belphegor among your Bonds and you feel inferiority and hatred towards him, that Bond has a strength of 2.
- -+ Bonds are generally created during resting scenes (page 91), through + opportunities, or due to specific Skills. Whenever an effect in the game + allows you to "create a Bond", you may add a new Bond to your character sheet + and immediately tie a single emotion to it. This means that all Bonds start + with a strength of 1. +
++ You can have Bonds towards characters, nations, kingdoms, organizations, and + even religions. You cannot have a Bond towards yourself. +
-- Bonds are generally created during resting scenes (page 91), through - opportunities, or due to specific Skills. Whenever an effect in the game - allows you to "create a Bond", you may add a new Bond to your character - sheet and immediately tie a single emotion to it. This means that all Bonds - start with a strength of 1. -
-- You can have Bonds towards characters, nations, kingdoms, organizations, and - even religions. You cannot have a Bond towards yourself. -
++ You can make your Bonds grow stronger by adding more emotions to them (up to a + maximum of three emotions, one per pairing). This is generally done during + resting scenes (see page 91), which will also allow you to shift emotions + around and adjust them to the more recent developments in your story. +
-- You can make your Bonds grow stronger by adding more emotions to them (up to - a maximum of three emotions, one per pairing). This is generally done during - resting scenes (see page 91), which will also allow you to shift emotions - around and adjust them to the more recent developments in your story. -
++ If you already have six Bonds and want to create a new one, you must first + erase one of your existing Bonds. You must explain how your feelings and + perspective changed. +
-- If you already have six Bonds and want to create a new one, you must first - erase one of your existing Bonds. You must explain how your feelings and - perspective changed. -
++ Even if a character dies or leaves your story, any Bonds other characters had + with them will remain until erased. +
-- Do not shy away from complex Bonds: feeling both affection and inferiority - towards someone, or hatred and admiration, can and will make your story more - memorable. -
-- The best choice is often to let Bonds grow organically, while also reaping - the benefits that come from having many high-strength Bonds. -
- -+ Bonds make your character stronger while reminding you of their ties with the + rest of the world and its people. +
++ Do not shy away from complex Bonds: feeling both affection and inferiority + towards someone, or hatred and admiration, can and will make your story more + memorable. +
++ The best choice is often to let Bonds grow organically, while also reaping the + benefits that come from having many high-strength Bonds. +
diff --git a/books/core/58.html b/books/core/58.html index a5caa7f..ed9e105 100644 --- a/books/core/58.html +++ b/books/core/58.html @@ -1,4 +1,5 @@ -When the story gets to a climax, when the stakes are high and when every split second can make a difference, a conflict scene begins. diff --git a/books/core/59.html b/books/core/59.html index 3d85644..7adc8ad 100644 --- a/books/core/59.html +++ b/books/core/59.html @@ -1,34 +1,31 @@ -
Once all creatures have taken their actions, the round ends.
- -{DEX + INS} Initiative Group Check
+ to determine which side acts first. The Difficulty Level for this Check
+ equals the highest Initiative among their adversaries.
- The conflict is handled as a series of consecutive rounds: - During each round, the Player Characters' side and the enemy side - alternate taking turns, starting with one participant from the side who - has the initiative. -
+ If the Player Characters succeed, the first participant to act each round + (see step 5) will be someone from their side. If they fail, the first + participant to act during each round will be one of their foes. +{DEX + INS} Initiative Group Check
- to determine which side acts first. The Difficulty Level for this Check
- equals the highest Initiative among their adversaries.
+ If the conflict continues, a new round begins: go back to
+ step 5.
+ - If the conflict continues, a new round begins: go back to - step 5. -
- -CHAPTER INITIATIVE
+A character's Initiative modifier indicates how likely they are to give their @@ -49,7 +48,6 @@ of each round will belong to either Silida or Ricard.
-Note that even if a new participant joins an ongoing conflict scene, they will simply adapt to the existing initiative. diff --git a/books/core/62.html b/books/core/62.html index e6f7807..89fd921 100644 --- a/books/core/62.html +++ b/books/core/62.html @@ -40,7 +40,7 @@ heroes have seized the initiative, each round will be as follows:
-PC Turn — Z — NPC Turn — Z — PC Turn — Z — NPC Turn — Z — NPC Turn
+PC Turn ← NPC Turn ← PC Turn ← NPC Turn ← NPC Turn
The round ends once every participant has performed the turn (or turns, in the diff --git a/books/core/63.html b/books/core/63.html index c719c35..5849fd0 100644 --- a/books/core/63.html +++ b/books/core/63.html @@ -1,4 +1,5 @@ -
Since turns do not belong to specific characters, you may switch the order of your actions from round to round. For instance, a sorceress who took the last @@ -9,7 +10,8 @@ individual strategy.
-Much like any game that limits the amount of “moves” a character can perform before their opponents get a chance to act, Fabula Ultima rewards you for @@ -28,7 +30,8 @@ -
If you are the Game Master, it can be hard to remember which adversaries still need to take their turn. An excellent solution is to have enemies take their @@ -37,5 +40,3 @@ predictable, but also allows you to focus on more important aspects of the conflict.
- -There are a few important things to say about this:
-- Keep distances and movements abstract in your descriptions. If you want to - rush past the golems and snatch a cursed grimoire from the wizard's hands, - for instance, you can roll for that right away — it doesn't matter whether - you were ten, twenty, or fifty steps away, all that matters is who, or - what, is going to try and stop you. -
-The big difference between melee and ranged attacks isn't in the distance they can cover, but in the various Skills they interact with and the @@ -37,9 +35,9 @@ really shine — the ability to take a blow for your comrades becomes critical to victory in battle.
-If the conflict scene involves locations that are far away from each other — say, if you are distracting the Pirate Queen with your conversational @@ -53,5 +51,5 @@ interact with each other, but sometimes the two conflict scenes will merge into one as the characters eventually regroup.
-- There are situations in which distances and positions are supposed to play - an important role: what if there's a sniper atop a tower? What if a terrible - ritual tears open a chasm in the middle of the battlefield? -
-The advice boils down to the following:
-- In the end, the most important thing to remember is that conflicts shouldn't - be resolved through careful movement and positioning, but through clever use - of the character's Skills and actions. -
-+ There are situations in which distances and positions are supposed to play + an important role: what if there's a sniper atop a tower? What if a + terrible ritual tears open a chasm in the middle of the battlefield? +
+The advice boils down to the following:
++ In the end, the most important thing to remember is that conflicts + shouldn't be resolved through careful movement and positioning, but + through clever use of the character's Skills and actions. +
++ Pick up an item from the ground and/or drop something you are holding. +
++ When you pick up an accessory, a shield, or a weapon, you may immediately + equip it — provided you have a free slot and are able to equip the item in + question (for more information on this, see page 122). +
+If you drop an equipped item, you will no longer have it equipped.
++ If you want to properly rearrange your gear, you must perform the + Equipment action. +
- When you pick up an accessory, a shield, or a weapon, you may immediately - equip it — provided you have a free slot and are able to equip the item in - question (for more information on this, see page 122). -
-Minor Activities also include:
-You perform a melee or ranged attack.
-- You switch any number of equipped items with any number of items in your - backpack. -
-Only once per turn. Until the start of your next turn:
-- You perform a Check (DL 10) against an opponent. If you succeed, you - inflict dazed, shaken, slow, or weak upon them. -
-- You spend Inventory Points to produce and immediately use a consumable - item. -
-You work towards accomplishing an objective within the conflict.
-You cast one of the spells you have learned.
-You attempt to gain information about someone or something.
-Some Skills require you to spend an action.
-- You perform an action that is not covered by any of the above, negotiating - its resolution and effects with the Game Master. -
-| Action | +Description | +
|---|---|
| Attack | +You perform a melee or ranged attack. | +
| Equipment | +
+ You switch any number of equipped items with any number of items in your
+ backpack.
+
|
+
| Guard | +
+ Only once per turn. Until the start of your next turn:
+
|
+
| Hinder | ++ You perform a Check (DL 10) against an opponent. If you succeed, you + inflict dazed, shaken, slow, or weak upon + them. + | +
| Inventory | ++ You spend Inventory Points to produce and immediately use a consumable + item. + | +
| Objective | +
+ You work towards accomplishing an objective within the conflict.
+
|
+
| Spell | +You cast one of the spells you have learned. | +
| Study | +
+ You attempt to gain information about someone or something.
+
|
+
| Skill | +Some Skills require you to spend an action. | +
| Other | ++ You perform an action that is not covered by any of the above, + negotiating its resolution and effects with the Game Master. + | +
- A character may spend an action to perform an offensive maneuver using one of - the weapons they have available. -
- -- Use the formula indicated by the weapon you are attacking with. The Difficulty - Level is equal to the target’s Defense score. -
-- A fumble indicates an automatic failure and a critical success means you hit - your target regardless of their Defense. They also generate opportunities. -
-- The Game Master may apply situational modifiers (+2 or -2) to your Accuracy - Check based on especially favorable or hindering circumstances. -
- -- You deal damage based on the formula indicated by the weapon you attacked - with. This will generally be a sum of your - Accuracy Check's High Roll and a fixed value based on the - weapon's power. -
-For a list of common weapons, see page 132.
- -- The target loses a number of Hit Points equal to the damage you dealt. This - may be modified by their Affinity with the damage type (page 92): -
-+ A character may spend an action to perform an offensive maneuver using one + of the weapons they have available. +
+Choose a target for your attack.
+You must know the position of the target and be able to see them.
++ You must be able to reach the target with the weapon you are using; + flying enemies, for instance, cannot be reached by melee attacks. +
++ Perform an Accuracy Check using the formula indicated by the weapon + you are attacking with. The Difficulty Level is equal to the target’s + Defense score. If you succeed, you hit the target; if you fail, it + means they managed to anticipate, evade or negate your offensive. +
++ If you hit the target, you deal damage based on the formula indicated + by the weapon you attacked with. This will generally be a sum of your + Accuracy Check's High Roll and a fixed value based on the weapon's + power. +
++ For a list of common weapons, see + page 132. +
++ The target loses a number of Hit Points equal to the damage you dealt. +
++ This may be modified by their Affinity with the damage type (page 92): +
+Example: Our heroes are fighting a group of skeletons. Montblanc the knight charges towards the nearest undead and swings his powerful waraxe. The @@ -9,7 +8,7 @@ the two dice was a 9, the total is 23 damage.
-Some game effects allow you to perform free attacks. These follow the procedure on the previous page but generally take place as part of a different @@ -20,7 +19,7 @@ that aren't part of your equipped items!
-When you perform an attack with the multi property, you may select as many different targets as the specific weapon or effect allows — @@ -36,7 +35,7 @@
Finally, apply the normal damage calculation to each target.
-When you perform the Attack action, if you have two weapons of the same Category equipped (such as two swords or two firearms), you may declare that diff --git a/books/core/70.html b/books/core/70.html index a2a67e8..9b1f5c4 100644 --- a/books/core/70.html +++ b/books/core/70.html @@ -1,4 +1,4 @@ -
When you use this action, you may store any number of your equipped items in your backpack, and you may take any number of items from your backpack and @@ -13,7 +13,7 @@
For more information on equipping items, see page 122.
-When using this action, you focus your attention on defending your teammates and thwarting enemy tactics. @@ -33,13 +33,10 @@ You may also choose to cover another creature present on the scene. If you do, that creature cannot be targeted by melee attacks until the start of your next turn — this effect will also end if you die, leave the scene, or - are knocked unconscious. + are knocked unconscious. You cannot cover a creature that is already + covering someone. -
Limitations:
-Even if you gain the ability to perform multiple actions during your turn (or to perform the Guard action for free as part of another effect), the Guard diff --git a/books/core/71.html b/books/core/71.html index f8e9fe7..1dfe8a3 100644 --- a/books/core/71.html +++ b/books/core/71.html @@ -1,5 +1,3 @@ -
You force an opponent into a disadvantageous position. This may represent a diff --git a/books/core/81.html b/books/core/81.html index 8b3e6bb..043096e 100644 --- a/books/core/81.html +++ b/books/core/81.html @@ -1,5 +1,3 @@ -
While facing off against a powerful necromancer, the heroes are swarmed by diff --git a/books/core/index.html b/books/core/index.html index cae6ef6..b67fa57 100644 --- a/books/core/index.html +++ b/books/core/index.html @@ -2505,30 +2505,28 @@ protagonists of the story act and live. As the protagonists establish goals and make choices, the Game Master will challenge those goals and describe the consequences of their actions. + You can find more about the Game Master's role on page + 26! - -
- You can find more about the Game Master's role on page 26! -
- -+ Characters that are controlled by the Game Master, on the + other hand, are called Non-Player Characters, or NPCs. +
++ You can find more about each Player's role on page 24! +
- Characters that are controlled by the Game Master, on the other - hand, are called Non-Player Characters, or NPCs. -
-- You can find more about each Player's role on page 24! -
While it is true that the role of the Game Master is to present
@@ -2544,8 +2542,7 @@
CHAPTER d THE BASICS OF PLAY
In the conversation, Players describe their characters' actions
and choices:
@@ -2577,9 +2574,7 @@
often called "the fiction".
This is also a game, and that's where the rules come into play:
much like in a video game or board game, characters have scores
@@ -2596,8 +2591,10 @@
This is a tale of heroes and darkness. Of great hope... and even greater sacrifice.INTRODUCTION
- The Basics of Play
d THE RULES
+ THE RULES
-
+ This is a tale of heroes and darkness. Of great hope... and even
+ greater sacrifice.
+
Fabula Ultima has no default or "canonical" world, and that's on @@ -2673,9 +2669,9 @@ of Japanese console roleplaying games, you can find a useful collection of inspirational worlds starting on page 16!
-+
"There is more than one side to each story..." - +
In every Fabula Ultima world, science and magic represent two different ways of studying and manipulating reality: one concerns @@ -2802,6 +2798,8 @@
Great castles whose crystal spires reach the sky, fleets of ornate airships emerging from the clouds, vast stretches of enchanted @@ -2840,8 +2838,6 @@ forging strong bonds that will allow them to save the world from a terrible fate.
- -Floating amidst a lush expanse of verdant forests, snow-capped @@ -2925,54 +2923,44 @@ darkness from corrupting the very balance of the world around them.
- -+ In a natural fantasy world, every location and vista is deeply + immersed in vibrant colors and populated by great beasts and + monsters. There are no cities and roads, only small villages and + narrow paths. But as our heroes venture into ruins or deep into + the darkest forests, things change — these forbidden places are + alien and magical, cold and terrifying. Things that were meant to + be forgotten dwell there... +
-- In a natural fantasy world, every location and vista is deeply - immersed in vibrant colors and populated by great beasts and - monsters. There are no cities and roads, only small villages and - narrow paths. But as our heroes venture into ruins or deep into - the darkest forests, things change — these forbidden places are - alien and magical, cold and terrifying. Things that were meant - to be forgotten dwell there... -
-+ Magic is strongly tied to nature, life, and the elements: its + traditions are largely oral, passed down from elder to apprentice, + and a mystery to most people. The magic found in the ruins, + however, is cold and artificial, a remnant of an age of golems and + machinery that defied and angered the forces of nature. +
-- Magic is strongly tied to nature, life, and the elements: its - traditions are largely oral, passed down from elder to - apprentice, and a mystery to most people. The magic found in the - ruins, however, is cold and artificial, a remnant of an age of - golems and machinery that defied and angered the forces of - nature. -
-- In a natural fantasy world, antagonists tend to be disastrous - calamities or ancient and powerful monsters. When the antagonist - is a person, they are often misguided or acting for what they - believed to be good for their community: most of the time, they - will see reason after the heroes thwart their plans. The "true - enemy", however, is generally something that cannot be reasoned - with, such as the immortal embodiment of a natural disaster that - will require great sacrifices to placate. -
-+ In a natural fantasy world, antagonists tend to be disastrous + calamities or ancient and powerful monsters. When the antagonist + is a person, they are often misguided or acting for what they + believed to be good for their community: most of the time, they + will see reason after the heroes thwart their plans. The "true + enemy", however, is generally something that cannot be reasoned + with, such as the immortal embodiment of a natural disaster that + will require great sacrifices to placate. +
Heavy rain falls from polluted clouds, clanking sounds over the brass and steel pipework spreading from one building to another. @@ -3013,57 +3001,44 @@ Together, they engage a desperate struggle against those few who rule the world and the hearts of its people.
- -- Techno fantasy locations often take the form of a literal "above - and below," where the shining palaces of the wealthy steal the - very sun from the vast majority of the people who struggle daily - in the slums below. Outside the cities lies a barren world - drained of all life and beauty, turned grey by human greed. -
-+ Techno fantasy locations often take the form of a literal "above + and below," where the shining palaces of the wealthy steal the + very sun from the vast majority of the people who struggle daily + in the slums below. Outside the cities lies a barren world drained + of all life and beauty, turned grey by human greed. +
-- In a techno fantasy world, magic has largely been claimed by - technology and turned into yet another source of power, wealth, - and warfare supremacy. The stream of souls has been gravely - wounded and corrupted, and the original ways of magic were - forgotten or — more likely — suppressed. -
-+ In a techno fantasy world, magic has largely been claimed by + technology and turned into yet another source of power, wealth, + and warfare supremacy. The stream of souls has been gravely + wounded and corrupted, and the original ways of magic were + forgotten or — more likely — suppressed. +
-- The antagonists of a techno fantasy world should represent the - darkness of modern society and the ruthlessness of industry and - exploitation. Wealthy and influential, they simultaneously base - their authority on brute military force and stolen magic or - artifacts. But perhaps their most insidious quality is that many - people still see them as ideal leaders and miraculously - self-made saviors, and are willing to be exploited and oppressed - every day in the vain hope of gaining their favor. Left - unchecked, their egotistical ambitions will lead to magical - cataclysms or full-scale war. -
-+ The antagonists of a techno fantasy world should represent the + darkness of modern society and the ruthlessness of industry and + exploitation. Wealthy and influential, they simultaneously base + their authority on brute military force and stolen magic or + artifacts. But perhaps their most insidious quality is that many + people still see them as ideal leaders and miraculously self-made + saviors, and are willing to be exploited and oppressed every day + in the vain hope of gaining their favor. Left unchecked, their + egotistical ambitions will lead to magical cataclysms or + full-scale war. +
Among the best qualities of roleplaying games is that they generally do not require particularly expensive materials beyond @@ -3071,7 +3046,7 @@
To play the game, you will need the following:
-These print-outs are used to keep track of important game information. @@ -3111,7 +3086,7 @@ fabulaultima.com.
-Most of the time, you will want to write on your sheets in pencil — this will allow you to easily correct mistakes and update any @@ -3124,9 +3099,9 @@
Some characters will have special "points" at their disposal: Player Characters have Fabula Points and Villains @@ -3136,7 +3111,7 @@
The more tokens you have, the better.
-The game makes use of a variety of dice in different shapes:
If you are the Game Master, here's how you should approach the game:
-Make sure to read the Introduction — hey, you’re already doing that! — learn the Game Rules and familiarize @@ -3306,7 +3279,7 @@ consult the Bestiary.
-To play the game you will need pencils, erasers, a world sheet for your game world and a variable amount of map sheets, depending on @@ -3316,7 +3289,7 @@ d8, d10, d12, and d20).
-Learn the rules of the game and apply them as they are written. If you think one or more elements should be altered, discuss the @@ -3324,7 +3297,7 @@ entire group has agreed on how to do so.
-Assist the Players during World Creation (page 148), Group Creation (page 152), and Character Creation (page 154). Use this @@ -3334,7 +3307,7 @@ to help you create engaging situations during gameplay.
-Regardless of the game world you have created together, it falls upon your shoulders to populate it with fantastic locations, @@ -3401,13 +3374,11 @@
28
-W W
-This chapter contains the core rules required to play Fabula Ultima. @@ -3482,38 +3453,29 @@
Generally, a scene flows like this:
- -- The Game Master can end the scene at any point, often wrapping - things up with a short description of what happens. You should - generally end a scene when: -
-- The Game Master introduces the scene and describes the situation - (a process known as framing the scene), especially the following: -
-- Note: The GM should keep things simple — one or two - sentences are enough. -
++ The Game Master introduces the scene and describes the situation + (a process known as framing the scene), especially the + following: +
++ Note: The GM should keep things simple — one or two + sentences are enough. +
+@@ -3529,11 +3491,21 @@ Checks, on page 38).
++ The Game Master can end the scene at any point, often wrapping + things up with a short description of what happens. You should + generally end a scene when: +
+Once a scene has ended, another one will begin.
Once you start playing, you will find that scenes tend to flow naturally, so you will rarely have to check whether a scene has @@ -3650,38 +3622,41 @@
Some effects in the game affect "allies". In game terms, an ally is simply anyone who you consider to be your ally in the current scene. If an effect specifically targets allies (and not simply creatures or characters), you cannot use it on yourself.
- +While playing, you will sometimes need to halve numbers or divide them by a certain value. When this happens, always round down to a minimum of 0.
- +If you ever need to perform multiple operations on the same - number, you must do so in the following order: additions u - subtractions u multiplications u divisions. + number, you must do so in the following order: + additions → subtractions → multiplications → + divisions.
- +If a specific element of the game contradicts a general rule, that specific element will take precedence. Example: Normally, a @@ -3690,10 +3665,10 @@ Skill Dual Shieldbearer (page 197) allows you to do so!
- +Sometimes a rule or effect will cause multiple choices or effects to trigger, and it will be important to know who gets to @@ -3716,7 +3691,7 @@ Player Characters always go first. - +
These pools of points represent three different "resources" available to a character: @@ -3939,16 +3914,19 @@
Zenit is the common currency used in the worlds of Fabula Ultima. +
+ +The hopes and fears of this land now rest on your shoulders. Ready or not, this is your fate. - +
- The word “Check” indicates a die roll based on a character’s core + The word “Check” indicates a die roll based on a character's core Attributes: Dexterity, Insight, Might, and Willpower. @@ -3957,19 +3935,20 @@
In general, characters must perform Checks:
Note that only the Game Master can ask for a Check; Players may never do so. @@ -3982,7 +3961,7 @@
- Example: An <INS + WLP> Check
+ Example: An 【INS + WLP】 Check
performed by a character with d6 Insight and d10 Willpower will
result in that character rolling a d6 and a d10 and adding them
together, thus generating a total Result between 2 and 16.
@@ -3992,15 +3971,17 @@
Some Checks will also require you to add or subtract a certain
number from the total you rolled:
Example: A Character performing a
- <MIG + MIG> +5 Check will roll their Might die
- twice and then add 5 to the Result.
+ 【MIG + MIG】+5 Check will roll their Might die twice
+ and then add 5 to the Result.
For a Game Master, knowing when to call for a Check and when not to do so is a Skill that develops over time through trial and @@ -4009,7 +3990,7 @@
The following terms are key to understanding how Checks work:
<DEX + MIG> +2 Check, for
+ If you perform a <DEX + MIG> +2 Check, for
instance, the modifier is “+2”. If the modifier is added, it is
a bonus; if it is subtracted, it is a penalty.
When both dice rolled during a Check show the same number, and that number is 6 or higher, the Result is a critical success. @@ -4104,29 +4084,31 @@ opportunity (see next page).
-When both dice rolled during a Check show a 1, the Result is a fumble, which is the exact opposite of a critical success: no matter the modifiers, a fumbled Check is always a failure — not due to the character’s incompetence, but because of some unfortunate twist. When you roll a fumble, whoever controls your - opposition in this scene gets an opportunity (see next page). -
-- When a Player Character rolls a fumble, they immediately earn 1 - Fabula Point (see page 96). + opposition in this scene gets an opportunity (see + next page).
-+ When a Player Character rolls a fumble, they immediately earn 1 + Fabula Point (see page 96). +
Opportunities are unexpected twists in the story — sometimes good, sometimes bad.
+When you spend an opportunity, you may pick an option from the list below or come up with a different twist that fits the current @@ -4134,86 +4116,102 @@ appropriate to the current situation, and some spells and Skills will allow you to spend opportunities in new and powerful ways.
+
Example: Valea the thief is hopping from roof to
- roof in an attempt to shake off Count Eligor’s mercenaries. The
+ roof in an attempt to shake off Count Eligor's mercenaries. The
Game Master calls for a 【DEX + MIG】 Check and Valea
rolls a 7 and a 7, a critical success! The Player controlling
Valea describes how she loses her pursuers and chooses the
Favor opportunity: her daring performance will earn
her the sympathy of the villagers, who were already fed up with
- the Count’s tyranny!
+ the Count's tyranny!
| Advantage | ++ The next Check performed by you or an ally will receive a +4 + bonus. + | +
| Affliction | ++ A creature suffers dazed, shaken, slow or weak (see page 94). + | +
| Bonding | ++ You create a Bond towards someone or something or add an + emotion to one of your existing Bonds (see page 56). + | +
| Faux Pas | ++ Choose a creature present on the scene: they make a + compromising statement chosen by the person who controls them. + | +
| Favor | +Your actions earn you someone's support or admiration. | +
| Information | ++ You spot a useful clue or detail. The Game Master may tell you + what it is, or ask you to introduce that detail yourself. + | +
| Lost Item | +An item is destroyed, lost, stolen, or left behind. | +
| Progress | ++ You may fill or erase up to two sections on a Clock (see page 52). + | +
| Plot Twist! | ++ Someone or something of your choice sutdenly appears on the + scene. + | +
| Scan | ++ You discover one Vulnerability (see page 92) or one Trait (see page 302) of a creature you can see. + | +
| Unmask | ++ You learn the goals and motivations of a creature of your + choice. + | +
For more information on how to handle and describe the outcome of - a Check, see page 44. + a Check, see + page 44.
- A Check’s Difficulty Level (DL) is a measure of how complex and + A Check's Difficulty Level (DL) is a measure of how complex and risky a certain operation can be. It abstracts several elements into a single number:
@@ -4347,7 +4345,7 @@ -If you are the Game Master and find yourself stumped when choosing @@ -4406,8 +4404,8 @@ together... only a 5!
- It is normally the Game Master’s role to describe the outcome of - an action by taking into account the character’s stated goals and + It is normally the Game Master's role to describe the outcome of + an action by taking into account the character's stated goals and the Result of their Check; however, taking a step back and asking for input can make for great roleplay moments.
@@ -4444,48 +4442,49 @@If you think an objective requires multiple Checks, use a - Clock (see page 52). + Clock (see page 52).
- This rule allows Player Characters to turn failure into - success, but it comes at a steep price. When a character fails - a Check, anyone may propose a success at a cost. The Game - Master can make adjustments to the cost as they see fit, and - then the Player who performed the Check can accept or refuse. -
-- When determining whether a given cost would be appropriate, - remember that it should put the character in a rough spot or - take something important away from them. If a cost can be - remedied with little effort, something is wrong. -
-- Back to the previous example: The High Master might listen to - Brigid's reasons, but only if she publicly apologizes and - admits that Relde's scholars are better than her. -
+ This rule allows Player Characters to turn failure into success, + but it comes at a steep price. When a character fails a Check, + anyone may propose a success at a cost. The Game Master can make + adjustments to the cost as they see fit, and then the Player who + performed the Check can accept or refuse. +
++ When determining whether a given cost would be appropriate, + remember that it should put the character in a rough spot or take + something important away from them. If a cost can be remedied with + little effort, something is wrong. +
++ Back to the previous example: The High Master might listen to + Brigid's reasons, but only if she publicly apologizes and admits + that Relde's scholars are better than her. +
You cannot succeed at a cost if your character fumbled the Check. When you succeed at a cost, the Check's High Roll and Result remain the same.
- -Player Characters can attempt to turn the tide in their favor by calling upon one of their core Traits: their Identity, Origin, and @@ -4497,8 +4496,6 @@ Origin, and Guilt as their Theme.
- -After performing a Check, a Player Character may spend 1 Fabula Point and invoke one of their Traits to immediately pick up one or @@ -4510,10 +4507,8 @@
You cannot invoke a Trait if your character fumbled the Check.
- -- Scenario: Ricard the mage is rushing towards the + Example: Ricard the mage is rushing towards the docking platform of Sorcerer Antigles’ airship. His companions, Edgar and Valea, are held captive within the vessel. There are only a few seconds left before the airship lifts off; Nadia (the @@ -4525,14 +4520,14 @@
Mark rolls the dice and gets a 6 and a 3, definitely not enough for him to succeed. However, Ricard has 2 Fabula Points left. - “Ricard’s Identity is that of a Young Traveling Mage, which isn’t + “Ricard's Identity is that of a Young Traveling Mage, which isn't that useful here...” Mark frowns, “And his Origin is Malorn - Village... which doesn’t help either. But... I could still use my + Village... which doesn't help either. But... I could still use my Theme!”
“Tell me more!” Nadia inquires.
- “Well, Ricard’s Theme is Belonging. He is terribly afraid of + “Well, Ricard's Theme is Belonging. He is terribly afraid of losing the companions he has found, of being on his own again. I think this will push him beyond his limits!”
@@ -4552,22 +4547,20 @@ Mark grins. "Sure! Oh, and by the way, here's the Fabula Point. So, the guards patrolling the area see a thin boy wearing a pointy hat plunge himself from the platform; but once the airship lifts - off, there’s someone clinging desperately to the landing gear!... + off, there's someone clinging desperately to the landing gear!... Uhm, I mean, airships do have a landing gear, right?” - -Players should describe their actions in a way that is coherent with their Identity, Origin, or Theme if they want to spend a - Fabula Point. Basically, you shouldn’t do this when it feels + Fabula Point. Basically, you shouldn't do this when it feels forced within the narration — but then again, you as a Player have final say on how and when you spend your Fabula Points.
Just like how a character's Traits can be used to reroll dice, @@ -4616,7 +4609,7 @@ some good measure of courage!"
-If you use this optional rule, Players may invoke their @@ -4635,18 +4628,12 @@ and High Roll equal to 0. Then, the character gains 1 Fabula Point. - - -
Restrictions:
-【DEX + INS】 +1. The Difficulty Level is generally
- equal to the target’s Defense score.
+ equal to the target's Defense score.
When performing an Accuracy Check, the High Roll (HR) will be used @@ -4702,11 +4689,10 @@ be repeated.
-
- Montblanc the knight is struggling to free himself from the
- formidable grasp of a dragon. The GM declares this is an Opposed
- Check using
+ Example: Montblanc the knight is struggling to
+ free himself from the formidable grasp of a dragon. The GM
+ declares this is an Opposed Check using
【DEX + MIG】.
@@ -4719,7 +4705,7 @@
This particular kind of Attribute Check has no Difficulty Level: @@ -4730,33 +4716,40 @@
When you perform an Open Check, simply compare the Result with the - table below: -
-- 7+: What could be accomplished by a person with a - bit of training or talent. -
-- 10+: What could be achieved by someone competent - or very talented. -
-13+: The work of an expert or true prodigy.
-- 16+: A result worthy of being remembered in - history. + table below: rolling a 13 while studying an ancient painting means + you manage to get information worthy of an expert archaeologist, + while rolling an 8 would only net you basic hints of what the + artist wanted to portray.
+| Result | +Equates to... | +
| 7+ | ++ What could be accomplished by a person with a bit of training + or talent. + | +
| 10+ | ++ What could be achieved by someone competent or very talented. + | +
| 13+ | +The work of an expert or true prodigy. | +
| 16+ | +A result worthy of being remembered in history. | +
@@ -4789,7 +4782,7 @@
Characters can choose to cooperate in order to increase their chance of success within specific situations. @@ -4813,18 +4806,18 @@ Check will grant a +1 bonus to the leader's Check. -
Group Checks are extremely useful when two or more characters are @@ -4835,18 +4828,17 @@
Three heroes are trying to persuade the Great Owl to grant them - access to her ancient library. The leader performs a DL 13 【INS + - WLP】 Check, and the two supporting characters perform 【INS + - WLP】 Checks with a Difficulty of 10. They both succeed, and one - has a strength 2 Bond towards the leader. Thus, the leader's Check - will receive a total bonus equal to +4. + access to her ancient library. The leader performs a DL 13 + 【INS + WLP】 Check, and the two + supporting characters perform + 【INS + WLP】 Checks with a Difficulty + of 10. They both succeed, and one has a strength 2 Bond towards + the leader. Thus, the leader's Check will receive a total bonus + equal to +4.
CHAPTER CHAPTER
-The table below contains a list of circumstances that might @@ -4874,7 +4866,7 @@
- Beneath the Crystal Temple slumbers the Great Dragon God, who once - turned the Babel Empire to ash. -
-If you use this optional rule, Players can decide one of the Attributes involved in each Check they perform, while the Game Master decides the other (which can be the same Attribute or a different one).
+This rule does not apply to Checks whose Attributes are already established by the rules, such as Accuracy Checks.
-+ Beneath the Crystal Temple slumbers the Great Dragon God, who once + turned the Babel Empire to ash. +
CHAPTER ADVANCING A CLOCK
+In general, Clocks advance through Checks:
+Clocks should always interact with what happens in the story. The Game Master should use situational modifiers and adjust the @@ -5045,7 +5041,6 @@ from the Players' choices and the events that are taking place in the scene.
-Characters can also take action to slow a Clock's advance and erase some of the filled sections, eventually bringing it back to @@ -5080,76 +5075,66 @@
+ If the Game Master feels like a certain event should fill or erase + sections of a Clock (even if that event is not tied to a Check), + they are free to fill or erase one section, or two sections for a + major event. +
++ On the other end of that, some of the characters' choices might + automatically fill a Clock or make it completely useless — for + instance, smashing the Crystal of Life to pieces will make the + "channel the power of the Crystal" Clock irrelevant. +
++ The Game Master is responsible for discarding Clocks that no + longer matter within the story, provided this doesn't strip the + Player Characters of the ability to shape the story. +
-- If the Game Master feels like a certain event should fill or - erase sections of a Clock (even if that event is not tied to a - Check), they are free to fill or erase one section, or two - sections for a major event. -
-- On the other end of that, some of the characters' choices might - automatically fill a Clock or make it completely useless — for - instance, smashing the Crystal of Life to pieces will make the - "channel the power of the Crystal" Clock irrelevant. -
-- The Game Master is responsible for discarding Clocks that no - longer matter within the story, provided this doesn't strip the - Player Characters of the ability to shape the story. -
-+ The next section details the rules for conflict scenes — chases, + battles, audiences, and more! These scenes will see characters + working against each other to achieve goals, and Clocks are an + excellent way to keep track of everyone's progress, as explained + under the Objective action (page 72). +
++ Example: During a duel between the two rivals + Bertrand and Duma, the Game Master assigns each participant a + six-section Clock. The first challenger to complete their Clock + will win the duel. +
-- The next section details the rules for conflict scenes — chases, - battles, audiences, and more! These scenes will see characters - working against each other to achieve goals, and Clocks are an - excellent way to keep track of everyone's progress, as explained - under the Objective action (page 72). -
-- Example: During a duel between the two rivals - Bertrand and Duma, the Game Master assigns each participant a - six-section Clock. The first challenger to complete their Clock - will win the duel. -
-- The Game Master should also employ Clocks to signal that the - heroes have a limited amount of time to stop an antagonist's - plans, obtain a specific item, or learn information. In short, - Clocks should be used to convey pressure and keep the tension - high — seeing how much time is left, the heroes will be able to - manage their resources appropriately and should feel like every - action is impactful. -
-- Example: The Obliterator Airship Babel will be - operative within four days. If they want to neutralize its soul - core and prevent the Emperor from conquering the region, the - heroes have no time to lose! -
-- The Game Master draws a huge Clock on the world map — four - sections only! Clocks like these are "time trackers" and - normally can't be directly influenced through Checks — they - should be the focus of one or more sessions. -
-+ The Game Master should also employ Clocks to signal that the + heroes have a limited amount of time to stop an antagonist's + plans, obtain a specific item, or learn information. In short, + Clocks should be used to convey pressure and keep the tension high + — seeing how much time is left, the heroes will be able to manage + their resources appropriately and should feel like every action is + impactful. +
++ Example: The Obliterator Airship Babel will be + operative within four days. If they want to neutralize its soul + core and prevent the Emperor from conquering the region, the + heroes have no time to lose! +
++ The Game Master draws a huge Clock on the world map — four + sections only! Clocks like these are "time trackers" and normally + can't be directly influenced through Checks — they should be the + focus of one or more sessions. +
Bonds are a source of power for our heroes. You already know that Bonds can help improve Checks (page 47) or aid allies during Group @@ -5214,75 +5199,66 @@ feel inferiority and hatred towards him, that Bond has a strength of 2.
- -+ Bonds are generally created during resting scenes (page 91), + through opportunities, or due to specific Skills. Whenever an + effect in the game allows you to "create a Bond", you may add a + new Bond to your character sheet and immediately tie a single + emotion to it. This means that all Bonds start with a strength of + 1. +
++ You can have Bonds towards characters, nations, kingdoms, + organizations, and even religions. You cannot have a Bond towards + yourself. +
-- Bonds are generally created during resting scenes (page 91), - through opportunities, or due to specific Skills. Whenever an - effect in the game allows you to "create a Bond", you may add a - new Bond to your character sheet and immediately tie a single - emotion to it. This means that all Bonds start with a strength - of 1. -
-- You can have Bonds towards characters, nations, kingdoms, - organizations, and even religions. You cannot have a Bond - towards yourself. -
++ You can make your Bonds grow stronger by adding more emotions to + them (up to a maximum of three emotions, one per pairing). This is + generally done during resting scenes (see page 91), which will + also allow you to shift emotions around and adjust them to the + more recent developments in your story. +
-- You can make your Bonds grow stronger by adding more emotions to - them (up to a maximum of three emotions, one per pairing). This - is generally done during resting scenes (see page 91), which - will also allow you to shift emotions around and adjust them to - the more recent developments in your story. -
++ If you already have six Bonds and want to create a new one, you + must first erase one of your existing Bonds. You must explain how + your feelings and perspective changed. +
-- If you already have six Bonds and want to create a new one, you - must first erase one of your existing Bonds. You must explain - how your feelings and perspective changed. -
++ Even if a character dies or leaves your story, any Bonds other + characters had with them will remain until erased. +
-- Do not shy away from complex Bonds: feeling both affection and - inferiority towards someone, or hatred and admiration, can and - will make your story more memorable. -
-- The best choice is often to let Bonds grow organically, while - also reaping the benefits that come from having many - high-strength Bonds. -
- -+ Bonds make your character stronger while reminding you of their + ties with the rest of the world and its people. +
++ Do not shy away from complex Bonds: feeling both affection and + inferiority towards someone, or hatred and admiration, can and + will make your story more memorable. +
++ The best choice is often to let Bonds grow organically, while also + reaping the benefits that come from having many high-strength + Bonds. +
When the story gets to a climax, when the stakes are high and when every split second can make a difference, a conflict scene begins. @@ -5344,42 +5320,39 @@
Once all creatures have taken their actions, the round ends.
- -{DEX + INS} Initiative
+ Group Check to determine which side acts first. The Difficulty
+ Level for this Check equals the highest Initiative among their
+ adversaries.
- The conflict is handled as a series of consecutive - rounds: - During each round, the Player Characters' side and the enemy - side alternate taking turns, starting with one participant - from the side who has the initiative. -
+ If the Player Characters succeed, the first participant to act + each round (see step 5) will be someone from their side. If they + fail, the first participant to act during each round will be one + of their foes. +{DEX + INS} Initiative
- Group Check to determine which side acts first. The Difficulty
- Level for this Check equals the highest Initiative among their
- adversaries.
+ Once all creatures have taken their actions, the round ends.
+ - If the conflict continues, a new round begins: go - back to step 5. -
- -CHAPTER INITIATIVE
+A character's Initiative modifier indicates how likely they are to @@ -5530,7 +5497,6 @@ first turn of each round will belong to either Silida or Ricard.
-Note that even if a new participant joins an ongoing conflict scene, they will simply adapt to the existing initiative. @@ -5585,7 +5551,8 @@
- PC Turn — Z — NPC Turn — Z — PC Turn — Z — NPC Turn — Z — NPC Turn + PC Turn ← NPC Turn ← PC Turn ← NPC Turn ← NPC + Turn
@@ -5610,7 +5577,8 @@
Since turns do not belong to specific characters, you may switch the order of your actions from round to round. For instance, a @@ -5622,7 +5590,8 @@ individual strategy.
-Much like any game that limits the amount of “moves” a character can perform before their opponents get a chance to act, Fabula @@ -5641,7 +5610,8 @@ -
If you are the Game Master, it can be hard to remember which adversaries still need to take their turn. An excellent solution @@ -5651,8 +5621,6 @@ predictable, but also allows you to focus on more important aspects of the conflict.
- -There are a few important things to say about this:
-- Keep distances and movements abstract in your descriptions. If - you want to rush past the golems and snatch a cursed grimoire - from the wizard's hands, for instance, you can roll for that - right away — it doesn't matter whether you were ten, twenty, - or fifty steps away, all that matters is who, or what, is - going to try and stop you. -
-The big difference between melee and ranged attacks isn't in the distance they can cover, but in the various Skills they @@ -5698,9 +5664,9 @@ to take a blow for your comrades becomes critical to victory in battle.
-If the conflict scene involves locations that are far away from each other — say, if you are distracting the Pirate Queen @@ -5716,43 +5682,45 @@ conflict scenes will merge into one as the characters eventually regroup.
-- There are situations in which distances and positions are - supposed to play an important role: what if there's a sniper - atop a tower? What if a terrible ritual tears open a chasm in - the middle of the battlefield? -
-The advice boils down to the following:
-- In the end, the most important thing to remember is that - conflicts shouldn't be resolved through careful movement and - positioning, but through clever use of the character's Skills - and actions. -
-+ There are situations in which distances and positions are + supposed to play an important role: what if there's a sniper + atop a tower? What if a terrible ritual tears open a chasm in + the middle of the battlefield? +
+The advice boils down to the following:
++ In the end, the most important thing to remember is that + conflicts shouldn't be resolved through careful movement and + positioning, but through clever use of the character's Skills + and actions. +
++ Pick up an item from the ground and/or drop something you are + holding. +
++ When you pick up an accessory, a shield, or a weapon, you may + immediately equip it — provided you have a free slot and are + able to equip the item in question (for more information on + this, see page 122). +
++ If you drop an equipped item, you will no longer have it + equipped. +
++ If you want to properly rearrange your gear, you must perform + the Equipment action. +
- When you pick up an accessory, a shield, or a weapon, you may - immediately equip it — provided you have a free slot and are able - to equip the item in question (for more information on this, see - page 122). -
-Minor Activities also include:
-You perform a melee or ranged attack.
-- You switch any number of equipped items with any number of - items in your backpack. -
-Only once per turn. Until the start of your next turn:
-- You perform a Check (DL 10) against an opponent. If you - succeed, you inflict dazed, shaken, slow, or weak upon them. -
-- You spend Inventory Points to produce and immediately use a - consumable item. -
-- You work towards accomplishing an objective within the - conflict. -
-You cast one of the spells you have learned.
-- You attempt to gain information about someone or something. -
-Some Skills require you to spend an action.
-- You perform an action that is not covered by any of the above, - negotiating its resolution and effects with the Game Master. -
-| Action | +Description | +
|---|---|
| Attack | +You perform a melee or ranged attack. | +
| Equipment | +
+ You switch any number of equipped items with any number of
+ items in your backpack.
+
|
+
| Guard | +
+ Only once per turn. Until the start of your next
+ turn:
+
|
+
| Hinder | ++ You perform a Check (DL 10) against an opponent. If you + succeed, you inflict dazed, shaken, + slow, or weak upon them. + | +
| Inventory | ++ You spend Inventory Points to produce and immediately use a + consumable item. + | +
| Objective | +
+ You work towards accomplishing an objective within the
+ conflict.
+
|
+
| Spell | +You cast one of the spells you have learned. | +
| Study | +
+ You attempt to gain information about someone or something.
+
|
+
| Skill | +Some Skills require you to spend an action. | +
| Other | ++ You perform an action that is not covered by any of the + above, negotiating its resolution and effects with the Game + Master. + | +
- A character may spend an action to perform an offensive maneuver - using one of the weapons they have available. -
- -- Use the formula indicated by the weapon you are attacking with. - The Difficulty Level is equal to the target’s Defense score. -
-- A fumble indicates an automatic failure and a critical success - means you hit your target regardless of their Defense. They also - generate opportunities. -
-- The Game Master may apply situational modifiers (+2 or -2) to your - Accuracy Check based on especially favorable or hindering - circumstances. -
- -- You deal damage based on the formula indicated by the weapon you - attacked with. This will generally be a sum of your - Accuracy Check's High Roll and a fixed value - based on the weapon's power. -
-For a list of common weapons, see page 132.
- -- The target loses a number of Hit Points equal to the damage you - dealt. This may be modified by their Affinity with the damage type - (page 92): -
-+ A character may spend an action to perform an offensive + maneuver using one of the weapons they have available. +
+Choose a target for your attack.
++ You must know the position of the target and be able to + see them. +
++ You must be able to reach the target with the weapon you + are using; flying enemies, for instance, cannot be reached + by melee attacks. +
++ Perform an Accuracy Check using the formula indicated by + the weapon you are attacking with. The Difficulty Level is + equal to the target’s Defense score. If you succeed, you + hit the target; if you fail, it means they managed to + anticipate, evade or negate your offensive. +
++ If you hit the target, you deal damage based on the + formula indicated by the weapon you attacked with. This + will generally be a sum of your Accuracy Check's High Roll + and a fixed value based on the weapon's power. +
++ For a list of common weapons, see + page 132. +
++ The target loses a number of Hit Points equal to the + damage you dealt. +
++ This may be modified by their Affinity with the damage + type (page 92): +
+Example: Our heroes are fighting a group of skeletons. Montblanc the knight charges towards the nearest undead and swings his @@ -6024,7 +5988,7 @@ highest of the two dice was a 9, the total is 23 damage.
-Some game effects allow you to perform free attacks. These follow the procedure on the previous page but generally take place as @@ -6035,7 +5999,7 @@ with weapons that aren't part of your equipped items!
-When you perform an attack with the multi property, you may select as many different targets as the specific weapon or effect allows @@ -6053,7 +6017,7 @@
Finally, apply the normal damage calculation to each target.
-When you perform the Attack action, if you have two weapons of the same Category equipped (such as two swords or two firearms), you @@ -6080,7 +6044,7 @@
When you use this action, you may store any number of your equipped items in your backpack, and you may take any number of @@ -6097,7 +6061,7 @@
For more information on equipping items, see page 122.
-When using this action, you focus your attention on defending your teammates and thwarting enemy tactics. @@ -6121,13 +6085,8 @@ scene. If you do, that creature cannot be targeted by melee attacks until the start of your next turn — this effect will also end if you die, leave the scene, or are knocked - unconscious. - - -
Limitations:
-@@ -6139,8 +6098,6 @@
You force an opponent into a disadvantageous position. This may @@ -6757,8 +6714,6 @@
While facing off against a powerful necromancer, the heroes are @@ -8301,7 +8256,6 @@
Characters can recharge their Inventory Points when they are in a @@ -8423,8 +8377,6 @@