chore: formatting
This commit is contained in:
@@ -27,24 +27,22 @@
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that of portraying the game world in which the protagonists of the story act
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and live. As the protagonists establish goals and make choices, the Game
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Master will challenge those goals and describe the consequences of their
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actions.
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actions. <em>You can find more about the Game Master's role on page 26!</em>
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</li>
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</ul>
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<p><em>You can find more about the Game Master's role on page 26!</em></p>
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<ul>
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<li>
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<strong>Player</strong>. Each of the remaining participants — two to five
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people — will create a heroic protagonist and then control that character's
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actions within the game world. Each protagonist is known as a Player
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Character, generally abbreviated as PC.
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</li>
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</ul>
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<p>
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<p>
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Characters that are controlled by the Game Master, on the other hand, are
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called Non-Player Characters, or NPCs.
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</p>
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<p><em>You can find more about each Player's role on page 24!</em></p>
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</p>
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<p>
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<em>You can find more about each Player's role on page 24!</em>
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</p>
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</li>
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</ul>
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<p>
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While it is true that the role of the Game Master is to present obstacles and
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@@ -1,4 +1,3 @@
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<h1>22 GAME RULES</h1>
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<h2>RECHARGING INVENTORY POINTS</h2>
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<p>
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Characters can recharge their Inventory Points when they are in a town,
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@@ -1,5 +1,3 @@
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<h1>22 GAME RULES</h1>
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<h2>Sample Areas Threat Level Travel Roll</h2>
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<table>
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<thead>
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@@ -1,5 +1,3 @@
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<h1>22 GAME RULES</h1>
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<p><strong>DISCOVERIES</strong></p>
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<p>
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Discoveries don’t happen that often, so the Game Master should make sure each
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@@ -1,5 +1,4 @@
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<h1>INTRODUCTION</h1>
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<p><strong>CHAPTER d THE BASICS OF PLAY</strong></p>
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<h2>The Basics of Play</h2>
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<p>
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In the conversation, Players describe their characters' actions and choices:
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</p>
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@@ -28,9 +27,7 @@
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fiction".
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</p>
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<p class="section-break"></p>
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<h2>d THE RULES</h2>
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<h2>THE RULES</h2>
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<p>
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This is also a game, and that's where the rules come into play: much like in a
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video game or board game, characters have scores and abilities representing
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@@ -45,5 +42,7 @@
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<hr />
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<p>This is a tale of heroes and darkness.</p>
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<p>Of great hope... and even greater sacrifice.</p>
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<blockquote>
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This is a tale of heroes and darkness. Of great hope... and even greater
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sacrifice.
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</blockquote>
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@@ -1,4 +1,3 @@
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<h2>22 GAME RULES</h2>
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<p>
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While the effects of spells and disciplines are defined by the rules of the
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game, the way they manifest in your world is something that can vary from one
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@@ -1,4 +1,3 @@
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<h1>22 GAME RULES</h1>
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<h2>SERVICE COST DESCRIPTION</h2>
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<h3>Town Services</h3>
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@@ -5,7 +5,6 @@
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combining clever tactics and coordinating with your allies will you emerge
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victorious... especially when fighting against bosses!
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</p>
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<h2>Your World</h2>
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<p>
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Fabula Ultima has no default or "canonical" world, and that's on purpose! Your
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@@ -21,6 +20,4 @@
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console roleplaying games, you can find a useful collection of inspirational
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worlds starting on page 16!
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</p>
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<p style="border-left: 3px solid #ccc; padding-left: 10px">
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"There is more than one side to each story..."
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</p>
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<blockquote>"There is more than one side to each story..."</blockquote>
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@@ -1,4 +1,3 @@
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<h1>22 GAME RULES</h1>
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<p><strong>Chapter Info:</strong> W | CHAPTER</p>
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<h2>BASIC SHIELDS</h2>
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@@ -1,4 +1,3 @@
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<h2>22 GAME RULES</h2>
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<p><strong>PLAYER CHARACTER AGAINST PLAYER CHARACTER</strong></p>
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<p>
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While the protagonists of Fabula Ultima are heroes, this doesn’t mean there
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@@ -1,4 +1,4 @@
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<h1>MAGIC AND TECHNOLOGY</h1>
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<h2>MAGIC AND TECHNOLOGY</h2>
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<p>
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In every Fabula Ultima world, science and magic represent two different ways
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of studying and manipulating reality: one concerns itself with the tangible
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@@ -1,3 +1,5 @@
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<h1>YOUR WORLD COULD BE... HIGH FANTASY</h1>
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<p>
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Great castles whose crystal spires reach the sky, fleets of ornate airships
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emerging from the clouds, vast stretches of enchanted forests, and ancient,
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@@ -26,5 +28,3 @@
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Together they must overcome their differences and disagreements, forging
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strong bonds that will allow them to save the world from a terrible fate.
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</p>
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<h2>YOUR WORLD COULD BE...</h2>
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@@ -1,3 +1,5 @@
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<h1>YOUR WORLD COULD BE... NATURAL FANTASY</h1>
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<h2>Natural Fantasy Themes and Protagonists</h2>
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<p>
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Floating amidst a lush expanse of verdant forests, snow-capped mountains, and
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@@ -27,5 +29,3 @@
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stir sentiments of hatred and mistrust, to prevent this darkness from
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corrupting the very balance of the world around them.
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</p>
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<h2>YOUR WORLD COULD BE...</h2>
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@@ -1,37 +1,29 @@
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<h1>Natural Fantasy World Guide</h1>
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<section>
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<h3>NATURAL FANTASY LOCATIONS</h3>
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<p>
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<h2>NATURAL FANTASY LOCATIONS</h2>
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<p>
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In a natural fantasy world, every location and vista is deeply immersed in
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vibrant colors and populated by great beasts and monsters. There are no
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cities and roads, only small villages and narrow paths. But as our heroes
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venture into ruins or deep into the darkest forests, things change — these
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forbidden places are alien and magical, cold and terrifying. Things that
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were meant to be forgotten dwell there...
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</p>
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</section>
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vibrant colors and populated by great beasts and monsters. There are no cities
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and roads, only small villages and narrow paths. But as our heroes venture
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into ruins or deep into the darkest forests, things change — these forbidden
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places are alien and magical, cold and terrifying. Things that were meant to
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be forgotten dwell there...
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</p>
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<section>
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<h3>NATURAL FANTASY MAGIC</h3>
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<p>
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<h2>NATURAL FANTASY MAGIC</h2>
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<p>
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Magic is strongly tied to nature, life, and the elements: its traditions are
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largely oral, passed down from elder to apprentice, and a mystery to most
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people. The magic found in the ruins, however, is cold and artificial, a
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remnant of an age of golems and machinery that defied and angered the forces
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of nature.
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</p>
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</section>
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</p>
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<section>
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<h3>NATURAL FANTASY ANTAGONISTS</h3>
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<p>
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<h2>NATURAL FANTASY ANTAGONISTS</h2>
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<p>
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In a natural fantasy world, antagonists tend to be disastrous calamities or
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ancient and powerful monsters. When the antagonist is a person, they are
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often misguided or acting for what they believed to be good for their
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community: most of the time, they will see reason after the heroes thwart
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their plans. The "true enemy", however, is generally something that cannot
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be reasoned with, such as the immortal embodiment of a natural disaster that
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will require great sacrifices to placate.
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</p>
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</section>
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ancient and powerful monsters. When the antagonist is a person, they are often
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misguided or acting for what they believed to be good for their community:
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most of the time, they will see reason after the heroes thwart their plans.
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The "true enemy", however, is generally something that cannot be reasoned
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with, such as the immortal embodiment of a natural disaster that will require
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great sacrifices to placate.
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</p>
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@@ -1,3 +1,4 @@
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<h1>YOUR WORLD COULD BE... TECHNO FANTASY</h1>
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<p>
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Heavy rain falls from polluted clouds, clanking sounds over the brass and
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steel pipework spreading from one building to another. Casting its shadow over
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@@ -33,9 +34,3 @@
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Together, they engage a desperate struggle against those few who rule the
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world and the hearts of its people.
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</p>
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<h3>YOUR WORLD COULD BE...</h3>
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<div>
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<strong>Techno</strong> <strong>Techno Fantasy</strong
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> <strong>Fantasy</strong>
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</div>
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@@ -1,35 +1,28 @@
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<h1>Techno Fantasy Elements</h1>
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<section>
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<h2>TECHNO FANTASY LOCATIONS</h2>
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<p>
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<h2>TECHNO FANTASY LOCATIONS</h2>
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<p>
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Techno fantasy locations often take the form of a literal "above and below,"
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where the shining palaces of the wealthy steal the very sun from the vast
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majority of the people who struggle daily in the slums below. Outside the
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cities lies a barren world drained of all life and beauty, turned grey by
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human greed.
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</p>
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</section>
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</p>
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<section>
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<h2>TECHNO FANTASY MAGIC</h2>
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<p>
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<h2>TECHNO FANTASY MAGIC</h2>
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<p>
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In a techno fantasy world, magic has largely been claimed by technology and
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turned into yet another source of power, wealth, and warfare supremacy. The
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stream of souls has been gravely wounded and corrupted, and the original
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ways of magic were forgotten or — more likely — suppressed.
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</p>
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</section>
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stream of souls has been gravely wounded and corrupted, and the original ways
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of magic were forgotten or — more likely — suppressed.
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</p>
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<section>
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<h2>TECHNO FANTASY ANTAGONISTS</h2>
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<p>
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<h2>TECHNO FANTASY ANTAGONISTS</h2>
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<p>
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The antagonists of a techno fantasy world should represent the darkness of
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modern society and the ruthlessness of industry and exploitation. Wealthy
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and influential, they simultaneously base their authority on brute military
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force and stolen magic or artifacts. But perhaps their most insidious
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quality is that many people still see them as ideal leaders and miraculously
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self-made saviors, and are willing to be exploited and oppressed every day
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in the vain hope of gaining their favor. Left unchecked, their egotistical
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ambitions will lead to magical cataclysms or full-scale war.
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</p>
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||||
</section>
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modern society and the ruthlessness of industry and exploitation. Wealthy and
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influential, they simultaneously base their authority on brute military force
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||||
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
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||||
hope of gaining their favor. Left unchecked, their egotistical ambitions will
|
||||
lead to magical cataclysms or full-scale war.
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||||
</p>
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||||
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@@ -1,4 +1,4 @@
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<h2>GAME MATERIALS</h2>
|
||||
<h1>GAME MATERIALS</h1>
|
||||
<p>
|
||||
Among the best qualities of roleplaying games is that they generally do not
|
||||
require particularly expensive materials beyond the rulebook — and you already
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||||
@@ -6,7 +6,7 @@
|
||||
</p>
|
||||
<p>To play the game, you will need the following:</p>
|
||||
|
||||
<h3>GAME SHEETS</h3>
|
||||
<h2>GAME SHEETS</h2>
|
||||
<p>These print-outs are used to keep track of important game information.</p>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -39,7 +39,7 @@
|
||||
each sheet; in case you don't, you can find them at fabulaultima.com.
|
||||
</p>
|
||||
|
||||
<h3>PAPER, PENCILS, AND ERASERS</h3>
|
||||
<h2>PAPER, PENCILS, AND ERASERS</h2>
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
<h2>INTRODUCTION</h2>
|
||||
<h1>INTRODUCTION</h1>
|
||||
|
||||
<h3>TOKENS</h3>
|
||||
<h2>TOKENS</h2>
|
||||
<p>
|
||||
Some characters will have special "points" at their disposal: Player
|
||||
Characters have <strong>Fabula Points</strong> and Villains have
|
||||
@@ -9,7 +9,7 @@
|
||||
</p>
|
||||
<p>The more tokens you have, the better.</p>
|
||||
|
||||
<h3>DICE</h3>
|
||||
<h2>DICE</h2>
|
||||
<p>The game makes use of a variety of dice in different shapes:</p>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -42,5 +42,3 @@
|
||||
You can find these sets of polyhedral dice in game stores (or you can purchase
|
||||
them online). You can also download mobile apps that roll dice for you!
|
||||
</p>
|
||||
|
||||
<footer></footer>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<h2>THE GAME MASTER</h2>
|
||||
<h1>THE GAME MASTER</h1>
|
||||
<p>If you are the Game Master, here's how you should approach the game:</p>
|
||||
|
||||
<h3>READ THIS BOOK</h3>
|
||||
<h2>READ THIS BOOK</h2>
|
||||
<p>
|
||||
Make sure to read the Introduction — hey, you’re already doing that! — learn
|
||||
the <strong>Game Rules</strong> and familiarize yourself with the World
|
||||
@@ -10,7 +10,7 @@
|
||||
learn how to consult the Bestiary.
|
||||
</p>
|
||||
|
||||
<h3>GATHER THE PROPER TOOLS</h3>
|
||||
<h2>GATHER THE PROPER TOOLS</h2>
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
|
||||
<h3>FOLLOW THE RULES</h3>
|
||||
<h2>FOLLOW THE RULES</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>TAKE PART IN WORLD, GROUP AND CHARACTER CREATION</h3>
|
||||
<h2>TAKE PART IN WORLD, GROUP AND CHARACTER CREATION</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>BREATHE LIFE INTO THE GAME WORLD</h3>
|
||||
<h2>BREATHE LIFE INTO THE GAME WORLD</h2>
|
||||
<p>
|
||||
Regardless of the game world you have created together, it falls upon your
|
||||
shoulders to populate it with fantastic locations, dangerous monsters, and
|
||||
|
||||
@@ -1,2 +0,0 @@
|
||||
<p>28</p>
|
||||
<p>W W</p>
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
<h1>GAME RULES</h1>
|
||||
|
||||
<p>This chapter contains the core rules required to play Fabula Ultima.</p>
|
||||
<p>
|
||||
This is probably the most important chapter in the book and one that should be
|
||||
|
||||
@@ -18,23 +18,13 @@
|
||||
</p>
|
||||
|
||||
<p>Generally, a scene flows like this:</p>
|
||||
|
||||
<h3>Ending the Scene</h3>
|
||||
<p>
|
||||
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:
|
||||
</p>
|
||||
<ul>
|
||||
<li>The situation has been resolved (for better or worse).</li>
|
||||
<li>Gameplay has moved to a different time or location.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Beginning the Scene</h3>
|
||||
<p>
|
||||
<div>
|
||||
<h3>Beginning the Scene</h3>
|
||||
<p>
|
||||
The Game Master introduces the scene and describes the situation (a process
|
||||
known as framing the scene), especially the following:
|
||||
</p>
|
||||
<ul>
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
Which characters are present on the scene (this is often self-evident).
|
||||
</li>
|
||||
@@ -42,11 +32,12 @@
|
||||
<li>
|
||||
Creatures, items or other elements that the characters may interact with.
|
||||
</li>
|
||||
</ul>
|
||||
<p class="note">
|
||||
</ul>
|
||||
<p class="note">
|
||||
<em>Note:</em> The GM should keep things simple — one or two sentences are
|
||||
enough.
|
||||
</p>
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<h3>Playing the Scene</h3>
|
||||
<p>
|
||||
@@ -61,4 +52,14 @@
|
||||
needs to be determined by rolling dice (see Checks, on page 38).
|
||||
</p>
|
||||
|
||||
<h3>Ending the Scene</h3>
|
||||
<p>
|
||||
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:
|
||||
</p>
|
||||
<ul>
|
||||
<li>The situation has been resolved (for better or worse).</li>
|
||||
<li>Gameplay has moved to a different time or location.</li>
|
||||
</ul>
|
||||
|
||||
<p>Once a scene has ended, another one will begin.</p>
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
<h1>GAME RULES</h1>
|
||||
<p>
|
||||
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.
|
||||
|
||||
@@ -1,44 +1,47 @@
|
||||
<h2>IMPORTANT RULES</h2>
|
||||
<h1>IMPORTANT RULES</h1>
|
||||
|
||||
<section>
|
||||
<h3>ALLIES</h3>
|
||||
<div>
|
||||
<h2>ALLIES</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<section>
|
||||
<h3>ALWAYS ROUND DOWN</h3>
|
||||
<div>
|
||||
<h2>ALWAYS ROUND DOWN</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<section>
|
||||
<h3>ADD, SUBTRACT, MULTIPLY, DIVIDE</h3>
|
||||
<div>
|
||||
<h2>ADD, SUBTRACT, MULTIPLY, DIVIDE</h2>
|
||||
<p>
|
||||
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:
|
||||
<strong
|
||||
>additions → subtractions → multiplications →
|
||||
divisions</strong
|
||||
>.
|
||||
</p>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<section>
|
||||
<h3>SPECIFIC BEATS GENERAL</h3>
|
||||
<div>
|
||||
<h2>SPECIFIC BEATS GENERAL</h2>
|
||||
<p>
|
||||
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
|
||||
<strong>Skill Dual Shieldbearer</strong> (page 197) allows you to do so!
|
||||
</p>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<section>
|
||||
<h3>TIMING ISSUES</h3>
|
||||
<div>
|
||||
<h2>TIMING ISSUES</h2>
|
||||
<p>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h2>CHAPTER HIT POINTS, MIND POINTS, AND INVENTORY POINTS</h2>
|
||||
<h1>HIT POINTS, MIND POINTS, AND INVENTORY POINTS</h1>
|
||||
<p>
|
||||
These pools of points represent three different "resources" available to a
|
||||
character:
|
||||
@@ -53,8 +53,9 @@
|
||||
</p>
|
||||
|
||||
<h2>ZENIT</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>Zenit is the common currency used in the worlds of Fabula Ultima.</p>
|
||||
|
||||
<blockquote>
|
||||
The hopes and fears of this land now rest on your shoulders. Ready or not,
|
||||
this is your fate.
|
||||
</blockquote>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<h1>CHECKS</h1>
|
||||
|
||||
<p>
|
||||
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:
|
||||
<strong>Dexterity</strong>, <strong>Insight</strong>, <strong>Might</strong>,
|
||||
and <strong>Willpower</strong>.
|
||||
</p>
|
||||
@@ -9,19 +9,20 @@
|
||||
<p>In general, characters must perform Checks:</p>
|
||||
<ul>
|
||||
<li>
|
||||
When required by the game rules. Striking a target, casting a spell, and
|
||||
using a Class Skill often requires a Check to determine success or failure.
|
||||
Effects that do not explicitly call for a Check always succeed
|
||||
<strong>When required by the game rules.</strong> Striking a target, casting
|
||||
a spell, and using a Class Skill often requires a Check to determine success
|
||||
or failure. Effects that do not explicitly call for a Check always succeed
|
||||
automatically.
|
||||
</li>
|
||||
<li>
|
||||
When asked by the Game Master. The Game Master has the right to ask
|
||||
characters to perform Checks when attempting risky actions, facing
|
||||
opposition, or reacting to danger. For the game to run smoothly, the Game
|
||||
Master must learn when to ask for a Check and when not to do so (see next
|
||||
page).
|
||||
<strong>When asked by the Game Master.</strong> The Game Master has the
|
||||
right to ask characters to perform Checks when attempting risky actions,
|
||||
facing opposition, or reacting to danger. For the game to run smoothly, the
|
||||
Game Master must learn when to ask for a Check and when not to do so (see
|
||||
next page).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Note that only the Game Master can ask for a Check; Players may never do so.
|
||||
</p>
|
||||
@@ -32,8 +33,8 @@
|
||||
</p>
|
||||
|
||||
<p>
|
||||
<strong>Example:</strong> An <code><INS + WLP></code> Check performed by
|
||||
a character with d6 Insight and d10 Willpower will result in that character
|
||||
<strong>Example:</strong> An <code>【INS + WLP】</code> 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.
|
||||
</p>
|
||||
@@ -42,8 +43,9 @@
|
||||
Some Checks will also require you to add or subtract a certain number from the
|
||||
total you rolled:
|
||||
</p>
|
||||
|
||||
<p>
|
||||
<strong>Example:</strong> A Character performing a
|
||||
<code><MIG + MIG> +5</code> Check will roll their Might die twice and
|
||||
then add 5 to the Result.
|
||||
<code>【MIG + MIG】+5</code> Check will roll their Might die twice and then
|
||||
add 5 to the Result.
|
||||
</p>
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
<h1>22 GAME RULES</h1>
|
||||
<h2>WHEN TO PERFORM CHECKS</h2>
|
||||
|
||||
<p>
|
||||
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 @@
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
The Player Characters are heroes. Unless there’s a capable opposition or
|
||||
The Player Characters are heroes. Unless there's a capable opposition or
|
||||
immediate threat, a Player Character's actions should simply succeed.
|
||||
Finding the tavern requires no roll — getting there without being noticed by
|
||||
the local bandit gang, on the other hand, will take some effort.
|
||||
@@ -19,30 +20,28 @@
|
||||
dangerous and would require a Check.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Relevant background.</strong> If a character’s Traits or general
|
||||
<strong>Relevant background.</strong> If a character's Traits or general
|
||||
background are enough for them to succeed, the Game Master should simply
|
||||
allow it. For instance, an aristocrat will have little to no trouble
|
||||
securing an invitation for a court ball.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Impossible actions.</strong> Some actions simply cannot succeed, but
|
||||
you have to be open to the Players’ creativity! You can’t jump from Earth to
|
||||
you have to be open to the Players' creativity! You can't jump from Earth to
|
||||
the Moon, but you can build a magical ship to get there. You just need to
|
||||
remember that nothing comes for free, and build interesting situations
|
||||
around the Players’ ideas.
|
||||
around the Players' ideas.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Relevant failure.</strong> Failing a Check means the situation gets
|
||||
worse. If failure has no relevant impact on the situation, the Game Master
|
||||
should simply describe the outcome of the action and skip the Check. The
|
||||
same is true when a character isn’t acting under pressure: their actions may
|
||||
same is true when a character isn't acting under pressure: their actions may
|
||||
require time, but they will no doubt achieve their goal.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Stick to the rules.</strong> If the rules ask for a Check — or if
|
||||
they don’t — there’s probably a good reason. Think twice before doing the
|
||||
they don't — there's probably a good reason. Think twice before doing the
|
||||
opposite, and only do so if everyone at the table is okay with it.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>WHEN TO PERFORM CHECKS</h2>
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
<h2>CHECK TERMINOLOGY</h2>
|
||||
<h1>CHECK TERMINOLOGY</h1>
|
||||
|
||||
<p>The following terms are key to understanding how Checks work:</p>
|
||||
|
||||
<dl>
|
||||
<dt><strong>Modifier</strong></dt>
|
||||
<dd>
|
||||
Any numerical value that is added to or subtracted from a Check. If you
|
||||
perform a <code><DEX + MIG></code> +2 Check, for instance, the
|
||||
perform a <code><DEX + MIG> +2</code> Check, for instance, the
|
||||
modifier is “+2”. If the modifier is added, it is a bonus; if it is
|
||||
subtracted, it is a penalty.
|
||||
</dd>
|
||||
@@ -31,7 +32,7 @@
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h3>CRITICAL SUCCESS</h3>
|
||||
<h2>CRITICAL SUCCESS</h2>
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
|
||||
<h3>FUMBLE</h3>
|
||||
<h2>FUMBLE</h2>
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
<p>
|
||||
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
|
||||
<a href="/books/core/#page-41">next page</a>).
|
||||
</p>
|
||||
|
||||
<hr />
|
||||
<p>
|
||||
When a Player Character rolls a fumble, they immediately earn 1 Fabula Point
|
||||
(see <a href="/books/core/#page-96">page 96</a>).
|
||||
</p>
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
<h1>Opportunities</h1>
|
||||
<h2>Opportunities</h2>
|
||||
|
||||
<p>
|
||||
Opportunities are unexpected twists in the story — sometimes good, sometimes
|
||||
bad.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
<strong>Example:</strong> 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
|
||||
<code>【DEX + MIG】</code> 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 <cite>Favor</cite> 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!
|
||||
</p>
|
||||
|
||||
<h2>OPPORTUNITIES</h2>
|
||||
<dl>
|
||||
<dt>Advantage</dt>
|
||||
<dd>The next Check performed by you or an ally will receive a +4 bonus.</dd>
|
||||
|
||||
<dt>Affliction</dt>
|
||||
<dd>
|
||||
A creature suffers dazed, shaken, slow or weak (<a href="#page-94"
|
||||
<table>
|
||||
<tr>
|
||||
<td>Advantage</td>
|
||||
<td>The next Check performed by you or an ally will receive a +4 bonus.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Affliction</td>
|
||||
<td>
|
||||
A creature suffers dazed, shaken, slow or weak (<a
|
||||
href="/books/core/#page-94"
|
||||
>see page 94</a
|
||||
>).
|
||||
</dd>
|
||||
|
||||
<dt>Bonding</dt>
|
||||
<dd>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Bonding</td>
|
||||
<td>
|
||||
You create a Bond towards someone or something or add an emotion to one of
|
||||
your existing Bonds (<a href="#page-56">see page 56</a>).
|
||||
</dd>
|
||||
|
||||
<dt>Faux Pas</dt>
|
||||
<dd>
|
||||
your existing Bonds (<a href="/books/core/#page-56">see page 56</a>).
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Faux Pas</td>
|
||||
<td>
|
||||
Choose a creature present on the scene: they make a compromising statement
|
||||
chosen by the person who controls them.
|
||||
</dd>
|
||||
|
||||
<dt>Favor</dt>
|
||||
<dd>Your actions earn you someone’s support or admiration.</dd>
|
||||
|
||||
<dt>Information</dt>
|
||||
<dd>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Favor</td>
|
||||
<td>Your actions earn you someone's support or admiration.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Information</td>
|
||||
<td>
|
||||
You spot a useful clue or detail. The Game Master may tell you what it is,
|
||||
or ask you to introduce that detail yourself.
|
||||
</dd>
|
||||
|
||||
<dt>Lost Item</dt>
|
||||
<dd>An item is destroyed, lost, stolen, or left behind.</dd>
|
||||
|
||||
<dt>Progress</dt>
|
||||
<dd>
|
||||
You may fill or erase up to two sections on a Clock (<a href="#page-52"
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Lost Item</td>
|
||||
<td>An item is destroyed, lost, stolen, or left behind.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Progress</td>
|
||||
<td>
|
||||
You may fill or erase up to two sections on a Clock (<a
|
||||
href="/books/core/#page-52"
|
||||
>see page 52</a
|
||||
>).
|
||||
</dd>
|
||||
|
||||
<dt>Plot Twist!</dt>
|
||||
<dd>Someone or something of your choice suddenly appears on the scene.</dd>
|
||||
|
||||
<dt>Scan</dt>
|
||||
<dd>
|
||||
You discover one Vulnerability (<a href="#page-92">see page 92</a>) or one
|
||||
Trait (<a href="#page-302">see page 302</a>) of a creature you can see.
|
||||
</dd>
|
||||
|
||||
<dt>Unmask</dt>
|
||||
<dd>You learn the goals and motivations of a creature of your choice.</dd>
|
||||
</dl>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Plot Twist!</td>
|
||||
<td>Someone or something of your choice sutdenly appears on the scene.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Scan</td>
|
||||
<td>
|
||||
You discover one Vulnerability (<a href="/books/core/#page-92"
|
||||
>see page 92</a
|
||||
>) or one Trait (<a href="/books/core/#page-302">see page 302</a>) of a
|
||||
creature you can see.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Unmask</td>
|
||||
<td>You learn the goals and motivations of a creature of your choice.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
@@ -47,5 +47,5 @@
|
||||
|
||||
<p>
|
||||
For more information on how to handle and describe the outcome of a Check, see
|
||||
page 44.
|
||||
<a href="/books/core/#page-44">page 44</a>.
|
||||
</p>
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
<h1>22 GAME RULES</h1>
|
||||
<h2>DIFFICULTY LEVELS</h2>
|
||||
|
||||
<p>
|
||||
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:
|
||||
</p>
|
||||
|
||||
@@ -64,7 +63,7 @@
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h3>GO WITH TEN</h3>
|
||||
<h2>GO WITH TEN</h2>
|
||||
|
||||
<p>
|
||||
If you are the Game Master and find yourself stumped when choosing an
|
||||
|
||||
@@ -43,8 +43,8 @@
|
||||
only a 5!
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
@@ -9,40 +9,41 @@
|
||||
</li>
|
||||
<li>
|
||||
<strong>Relevant success.</strong> If a character succeeds at a Check, they
|
||||
have confronted the odds and emerged victorious. The Game Master shouldn’t
|
||||
have confronted the odds and emerged victorious. The Game Master shouldn't
|
||||
call for further Checks to “confirm” their success: they have earned it.
|
||||
<p>
|
||||
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 (<a
|
||||
href="/books/core/#page-52"
|
||||
>see page 52</a
|
||||
>).
|
||||
</p>
|
||||
</li>
|
||||
<li>
|
||||
<strong>No do-overs.</strong> Just like a success should not require further
|
||||
confirmation, a failure means you can't "try again" unless the situation is
|
||||
drastically altered in some way.
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>OPTIONAL: SUCCESS AT A COST</h3>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>OPTIONAL: SUCCESS AT A COST</h3>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h1>Invoking a Trait to Reroll Dice</h1>
|
||||
<h2>Invoking a Trait to Reroll Dice</h2>
|
||||
<p>
|
||||
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 @@
|
||||
<strong>Identity</strong>, Gaonia Empire as their <strong>Origin</strong>, and
|
||||
Guilt as their <strong>Theme</strong>.
|
||||
</p>
|
||||
|
||||
<h2>Mechanics</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>You cannot invoke a Trait if your character fumbled the Check.</p>
|
||||
|
||||
<h2>Example</h2>
|
||||
<p>
|
||||
<strong>Scenario:</strong> Ricard the mage is rushing towards the docking
|
||||
<strong>Example:</strong> 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 @@
|
||||
</p>
|
||||
<p>
|
||||
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!”
|
||||
</p>
|
||||
<p>“Tell me more!” Nadia inquires.</p>
|
||||
<p>
|
||||
“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!”
|
||||
</p>
|
||||
@@ -53,16 +49,14 @@
|
||||
<p>
|
||||
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?”
|
||||
</p>
|
||||
|
||||
<h2>Player Guidance</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h1>INVOKING A BOND TO IMPROVE YOUR CHECK</h1>
|
||||
<h2>INVOKING A BOND TO IMPROVE YOUR CHECK</h2>
|
||||
|
||||
<p>
|
||||
Just like how a character's Traits can be used to reroll dice, Bonds — which
|
||||
@@ -44,7 +44,7 @@
|
||||
measure of courage!"
|
||||
</p>
|
||||
|
||||
<h2>Optional Rule: Invoking to Fail</h2>
|
||||
<h3>Optional Rule: Invoking to Fail</h3>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p><strong>Restrictions:</strong></p>
|
||||
<ul>
|
||||
<li>
|
||||
You cannot invoke to fail on Support Checks (page 50), and you cannot
|
||||
succeed at a cost (page 45) on a Check you already invoked to fail.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>OPTIONAL: INVOKING TO FAIL</h3>
|
||||
|
||||
@@ -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 <code>【DEX + INS】</code> +1. The Difficulty Level is
|
||||
generally equal to the target’s Defense score.
|
||||
generally equal to the target's Defense score.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>Example</h3>
|
||||
<p>
|
||||
Montblanc the knight is struggling to free himself from the formidable grasp
|
||||
of a dragon. The GM declares this is an Opposed Check using
|
||||
<code>【DEX + MIG】</code>.
|
||||
<strong>Example:</strong> Montblanc the knight is struggling to free himself
|
||||
from the formidable grasp of a dragon. The GM declares this is an Opposed
|
||||
Check using <code>【DEX + MIG】</code>.
|
||||
</p>
|
||||
<p>
|
||||
Montblanc rolls d8 + d10, but the dragon boasts a powerful d12 + d12: when the
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h1>OPEN CHECKS</h1>
|
||||
<h2>OPEN CHECKS</h2>
|
||||
|
||||
<p>
|
||||
This particular kind of Attribute Check has no Difficulty Level: instead, the
|
||||
@@ -8,30 +8,36 @@
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
rolling a 13 while studying an ancient painting means you manage to get
|
||||
information worthy of an expert archaeologist,
|
||||
</li>
|
||||
<li>
|
||||
while rolling an 8 would only net you basic hints of what the artist wanted
|
||||
to portray.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>Result Equates to...</h2>
|
||||
<p>
|
||||
<strong>7+:</strong> What could be accomplished by a person with a bit of
|
||||
training or talent.
|
||||
</p>
|
||||
<p>
|
||||
<strong>10+:</strong> What could be achieved by someone competent or very
|
||||
talented.
|
||||
</p>
|
||||
<p><strong>13+:</strong> The work of an expert or true prodigy.</p>
|
||||
<p><strong>16+:</strong> A result worthy of being remembered in history.</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<td>Result</td>
|
||||
<td>Equates to...</td>
|
||||
</tr>
|
||||
</thead>
|
||||
<tr>
|
||||
<td><strong>7+</strong></td>
|
||||
<td>
|
||||
What could be accomplished by a person with a bit of training or talent.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><strong>10+</strong></td>
|
||||
<td>What could be achieved by someone competent or very talented.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><strong>13+</strong></td>
|
||||
<td>The work of an expert or true prodigy.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><strong>16+</strong></td>
|
||||
<td>A result worthy of being remembered in history.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2>SITUATIONAL MODIFIERS</h2>
|
||||
<p>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h1>GROUP CHECKS</h1>
|
||||
<h2>GROUP CHECKS</h2>
|
||||
<p>
|
||||
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 <strong class="bonus">+1 bonus</strong> to the leader's Check.
|
||||
</li>
|
||||
<li>
|
||||
The leader performs the final Check, which works as normal and may generate
|
||||
opportunities in case of a fumble or critical success. The Check's outcome
|
||||
affects everyone who took part in the Group Check.
|
||||
</li>
|
||||
<li>
|
||||
If any of the successful supporting characters have a Bond towards the
|
||||
leader, the highest strength among those Bonds is also added to the leader's
|
||||
Check. Remember, only add the single highest Bond strength.
|
||||
</li>
|
||||
<li>
|
||||
The leader performs the final Check, which works as normal and may generate
|
||||
opportunities in case of a fumble or critical success. The Check's outcome
|
||||
affects everyone who took part in the Group Check.
|
||||
</li>
|
||||
</ol>
|
||||
<p>
|
||||
Group Checks are extremely useful when two or more characters are performing
|
||||
@@ -39,8 +39,9 @@
|
||||
<h3>Example:</h3>
|
||||
<p>
|
||||
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
|
||||
<span class="check">【INS + WLP】</span> Check, and the two supporting
|
||||
characters perform <span class="check">【INS + WLP】</span> 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.
|
||||
</p>
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
<h1>22GAME RULES</h1>
|
||||
<p><strong>CHAPTER</strong> <strong>CHAPTER</strong></p>
|
||||
|
||||
<h2>FREQUENTLY USED CHECKS</h2>
|
||||
<p>
|
||||
The table below contains a list of circumstances that might require a Check
|
||||
@@ -24,7 +21,7 @@
|
||||
<td>【DEX + INS】</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Anticipating someone’s movements and catching them by surprise.</td>
|
||||
<td>Anticipating someone's movements and catching them by surprise.</td>
|
||||
<td>【DEX + INS】</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -32,7 +29,7 @@
|
||||
<td>【DEX + INS】</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Moving gracefully to earn someone’s attention.</td>
|
||||
<td>Moving gracefully to earn someone's attention.</td>
|
||||
<td>【DEX + WLP】</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@@ -66,20 +63,20 @@
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<p>
|
||||
Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the
|
||||
Babel Empire to ash.
|
||||
</p>
|
||||
|
||||
<h3>Optional Rule: Shared Attribute Choice</h3>
|
||||
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
|
||||
<p>
|
||||
This rule does not apply to Checks whose Attributes are already established by
|
||||
the rules, such as Accuracy Checks.
|
||||
</p>
|
||||
|
||||
<h4>OPTIONAL: SHARED ATTRIBUTE CHOICE</h4>
|
||||
<blockquote>
|
||||
Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the
|
||||
Babel Empire to ash.
|
||||
</blockquote>
|
||||
|
||||
@@ -20,10 +20,10 @@
|
||||
surveillance, failed Checks might fill a “High Alert!” Clock.
|
||||
</li>
|
||||
<li>
|
||||
When the heroes realize they can’t defeat a colossal foe in usual combat,
|
||||
When the heroes realize they can't defeat a colossal foe in usual combat,
|
||||
they might choose to adopt a different tactic: striking the stone columns
|
||||
and causing the roof to collapse on top of the enemy! In this scenario, a
|
||||
Clock can be used to keep track of how weakened the ceiling’s support is;
|
||||
Clock can be used to keep track of how weakened the ceiling's support is;
|
||||
once filled, the monster will be crushed under the debris!
|
||||
</li>
|
||||
<li>
|
||||
@@ -39,7 +39,7 @@
|
||||
should be visible to everyone: this makes for tense and adrenaline inducing
|
||||
play. They should also be tied to a specific obstacle, goal, or danger, but
|
||||
not to a specific method or approach: this will allow characters to interact
|
||||
with them in different ways. Let’s take the collapsing ceiling described
|
||||
with them in different ways. Let's take the collapsing ceiling described
|
||||
above: characters could accomplish that by striking the pillars, pulverizing
|
||||
them with magic, or even throwing an enemy against them!
|
||||
</p>
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
<h1>22GAME RULES</h1>
|
||||
<p><strong>CHAPTER ADVANCING A CLOCK</strong></p>
|
||||
<h2>CHAPTER ADVANCING A CLOCK</h2>
|
||||
|
||||
<p>In general, Clocks advance through Checks:</p>
|
||||
|
||||
<ul>
|
||||
<li>Fill one section for a successful Check.</li>
|
||||
<li>
|
||||
@@ -35,10 +36,12 @@
|
||||
Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one
|
||||
for her failure, and another because she failed the Check by three or more.
|
||||
</p>
|
||||
|
||||
<h3>CLOCKS AND THE STORY</h3>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<h2>CLOCKS AND THE STORY</h2>
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
the challenge.
|
||||
</p>
|
||||
|
||||
<h3>TURNING BACK A CLOCK</h3>
|
||||
<h2>TURNING BACK A CLOCK</h2>
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -1,61 +1,50 @@
|
||||
<h2>GAME RULES</h2>
|
||||
|
||||
<section>
|
||||
<h3>OTHER EVENTS</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
<h2>OTHER EVENTS</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</section>
|
||||
</p>
|
||||
|
||||
<section>
|
||||
<h3>CLOCKS DURING CONFLICT SCENES</h3>
|
||||
<p>
|
||||
<h2>CLOCKS DURING CONFLICT SCENES</h2>
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
<p>
|
||||
</p>
|
||||
<p>
|
||||
<strong>Example:</strong> 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.
|
||||
</p>
|
||||
</section>
|
||||
Duma, the Game Master assigns each participant a six-section Clock. The first
|
||||
challenger to complete their Clock will win the duel.
|
||||
</p>
|
||||
|
||||
<section>
|
||||
<h3>USING CLOCKS FOR PACING AND PRESSURE</h3>
|
||||
<p>
|
||||
<h2>USING CLOCKS FOR PACING AND PRESSURE</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
<strong>Example:</strong> 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!
|
||||
</p>
|
||||
<p>
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<footer></footer>
|
||||
influenced through Checks — they should be the focus of one or more sessions.
|
||||
</p>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h2>Bonds</h2>
|
||||
<h1>Bonds</h1>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>BONDS</h2>
|
||||
|
||||
@@ -1,56 +1,48 @@
|
||||
<section>
|
||||
<h1>GAME RULES</h1>
|
||||
|
||||
<h2>CREATING A BOND</h2>
|
||||
<p>
|
||||
<h2>CREATING A BOND</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
You can have Bonds towards characters, nations, kingdoms, organizations, and
|
||||
even religions. You cannot have a Bond towards yourself.
|
||||
</p>
|
||||
</p>
|
||||
|
||||
<h2>STRENGTHENING A BOND OR CHANGING EMOTIONS</h2>
|
||||
<p>
|
||||
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
|
||||
<h2>STRENGTHENING A BOND OR CHANGING EMOTIONS</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</p>
|
||||
|
||||
<h2>ERASING A BOND</h2>
|
||||
<p>
|
||||
<h2>ERASING A BOND</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</p>
|
||||
|
||||
<h2>BONDS ARE STRONGER THAN DEATH</h2>
|
||||
<ul>
|
||||
<li>
|
||||
Even if a character dies or leaves your story, any Bonds other characters
|
||||
had with them will remain until erased.
|
||||
</li>
|
||||
<li>
|
||||
Bonds make your character stronger while reminding you of their ties with
|
||||
the rest of the world and its people.
|
||||
</li>
|
||||
</ul>
|
||||
<h2>BONDS ARE STRONGER THAN DEATH</h2>
|
||||
<p>
|
||||
Even if a character dies or leaves your story, any Bonds other characters had
|
||||
with them will remain until erased.
|
||||
</p>
|
||||
|
||||
<h3>Guidance on Character Development</h3>
|
||||
<p>
|
||||
<h3>The Role of Bonds</h3>
|
||||
<p>
|
||||
Bonds make your character stronger while reminding you of their ties with the
|
||||
rest of the world and its people.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
The best choice is often to let Bonds grow organically, while also reaping
|
||||
the benefits that come from having many high-strength Bonds.
|
||||
</p>
|
||||
|
||||
<h2>THE ROLE OF BONDS</h2>
|
||||
</section>
|
||||
</p>
|
||||
<p>
|
||||
The best choice is often to let Bonds grow organically, while also reaping the
|
||||
benefits that come from having many high-strength Bonds.
|
||||
</p>
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
<h2>CONFLICT SCENES</h2>
|
||||
<h1>CONFLICT SCENES</h1>
|
||||
|
||||
<p>
|
||||
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.
|
||||
|
||||
@@ -1,34 +1,31 @@
|
||||
<h2>GAME RULES</h2>
|
||||
<p>Once all creatures have taken their actions, the round ends.</p>
|
||||
|
||||
<h3>Determine which characters will actively take part in the conflict</h3>
|
||||
<ul>
|
||||
<li>
|
||||
Everyone else will be treated as an extra and mostly fade into the
|
||||
background.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
Determine which characters will actively take part in the conflict (be they
|
||||
Player Charactesr or Non-Player Characters). Everyone else will be treated
|
||||
as an extra and mostly fade into the background.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Discuss the goals of each participant. Player Characters should also declare
|
||||
which items they have equipped at the start of the conflict.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
The Game Master may declare the end of the conflict scene whenever they deem
|
||||
it appropriate. This generally happens when one side achieves their goal or
|
||||
objective, when all sides except one are unable or unwilling to continue, or
|
||||
when the various factions find an acceptable compromise.
|
||||
Player Characters perform a <code>{DEX + INS}</code> Initiative Group Check
|
||||
to determine which side acts first. The Difficulty Level for this Check
|
||||
equals the highest Initiative among their adversaries.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<p>
|
||||
<strong
|
||||
>The conflict is handled as a series of consecutive rounds:</strong
|
||||
>
|
||||
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.
|
||||
</p>
|
||||
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.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
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.
|
||||
<ul>
|
||||
<li>Each turn allows for a single action.</li>
|
||||
<li>You cannot choose to "pass" a turn.</li>
|
||||
@@ -39,22 +36,18 @@
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>
|
||||
Player Characters perform a <code>{DEX + INS}</code> Initiative Group Check
|
||||
to determine which side acts first. The Difficulty Level for this Check
|
||||
equals the highest Initiative among their adversaries.
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p>
|
||||
<li>Once all creatures have taken their actions, the round ends.</li>
|
||||
|
||||
<li>
|
||||
<strong>If the conflict continues, a new round begins:</strong> go back to
|
||||
step 5.
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<li>
|
||||
The Game Master may declare the end of the conflict scene whenever they deem
|
||||
it appropriate. This generally happens when one side achieves their goal or
|
||||
objective, when all sides except one are unable or unwilling to continue, or
|
||||
when the various factions find an acceptable compromise.
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
@@ -49,5 +49,3 @@
|
||||
suffice it to say, if a conflict takes place it's because at the very least
|
||||
they don't want the heroes to achieve their own objectives!
|
||||
</p>
|
||||
|
||||
<hr />
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>22 GAME RULES</h1>
|
||||
<p>CHAPTER INITIATIVE</p>
|
||||
<h2>INITIATIVE</h2>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>Note:</h3>
|
||||
<p>
|
||||
Note that even if a new participant joins an ongoing conflict scene, they will
|
||||
simply adapt to the existing initiative.
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
heroes have seized the initiative, each round will be as follows:
|
||||
</p>
|
||||
|
||||
<p>PC Turn — Z — NPC Turn — Z — PC Turn — Z — NPC Turn — Z — NPC Turn</p>
|
||||
<p>PC Turn ← NPC Turn ← PC Turn ← NPC Turn ← NPC Turn</p>
|
||||
|
||||
<p>
|
||||
The round ends once every participant has performed the turn (or turns, in the
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
<h1>22 GAME RULES</h1>
|
||||
<h3>DYNAMIC TURN ORDER</h3>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>DYNAMIC TURN ORDER</h2>
|
||||
<h3>THE ACTION ECONOMY</h3>
|
||||
|
||||
<p>
|
||||
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 @@
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>THE ACTION ECONOMY</h2>
|
||||
<h3>OPTIONAL: ENEMY INITIATIVE</h3>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>OPTIONAL: ENEMY INITIATIVE</h2>
|
||||
|
||||
@@ -5,19 +5,17 @@
|
||||
</p>
|
||||
<p>There are a few important things to say about this:</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
<h3>ACTIONS AND DESCRIPTIONS</h3>
|
||||
<p>
|
||||
<dl>
|
||||
<dt>ACTIONS AND DESCRIPTIONS</dt>
|
||||
<dd>
|
||||
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.
|
||||
</p>
|
||||
</li>
|
||||
<li>
|
||||
<h3>ATTACKS</h3>
|
||||
you were ten, twenty, or fifty steps away, all that matters is who, or what,
|
||||
is going to try and stop you.
|
||||
</dd>
|
||||
<dt>ATTACKS</dt>
|
||||
<dd>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</li>
|
||||
<li>
|
||||
<h3>SPLIT SCENES</h3>
|
||||
</dd>
|
||||
<dt>SPLIT SCENES</dt>
|
||||
<dd>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -1,9 +1,10 @@
|
||||
<section>
|
||||
<h2>d OKAY , BUT...</h2>
|
||||
<dl>
|
||||
<dt>OKAY , BUT...</dt>
|
||||
<dd>
|
||||
<p>
|
||||
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?
|
||||
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?
|
||||
</p>
|
||||
<p>The advice boils down to the following:</p>
|
||||
<ul>
|
||||
@@ -13,16 +14,17 @@
|
||||
</li>
|
||||
<li>
|
||||
Sometimes, experiment. If you want to introduce distance as an important
|
||||
element in the game, treat it as a "puzzle" that can be solved in creative
|
||||
ways while the conflict progresses. For instance, you might make melee
|
||||
attacks useless in a battle between two flying galleons — at that point,
|
||||
engaging in close combat would require approaching and boarding the enemy
|
||||
ship... time for a Clock!
|
||||
element in the game, treat it as a "puzzle" that can be solved in
|
||||
creative ways while the conflict progresses. For instance, you might
|
||||
make melee attacks useless in a battle between two flying galleons — at
|
||||
that point, engaging in close combat would require approaching and
|
||||
boarding the enemy ship... time for a Clock!
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
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.
|
||||
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.
|
||||
</p>
|
||||
</section>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -19,23 +19,20 @@
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<p>
|
||||
Pick up an item from the ground and/or drop something you are holding.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
</p>
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
<ul>
|
||||
<li>If you drop an equipped item, you will no longer have it equipped.</li>
|
||||
<li>
|
||||
If you want to properly rearrange your gear, you must perform the Equipment
|
||||
action.
|
||||
</p>
|
||||
<p>If you drop an equipped item, you will no longer have it equipped.</p>
|
||||
<p>
|
||||
If you want to properly rearrange your gear, you must perform the
|
||||
Equipment action.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
<p>Minor Activities also include:</p>
|
||||
<ul>
|
||||
<li>Quickly throw an item you are holding to another character.</li>
|
||||
<li>
|
||||
Perform a minor interaction with the environment: open an unlocked door,
|
||||
|
||||
@@ -1,97 +1,89 @@
|
||||
<h1>22GAME RULES</h1>
|
||||
<section aria-labelledby="action-description">
|
||||
<h2>Action Description</h2>
|
||||
|
||||
<!-- Action: Attack -->
|
||||
<div class="rule-entry">
|
||||
<h3>Attack</h3>
|
||||
<p>You perform a melee or ranged attack.</p>
|
||||
</div>
|
||||
|
||||
<!-- Action: Equipment -->
|
||||
<div class="rule-entry">
|
||||
<h3>Equipment</h3>
|
||||
<p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Action</th>
|
||||
<th>Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><b>Attack</b></td>
|
||||
<td>You perform a melee or ranged attack.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Equipment</b></td>
|
||||
<td>
|
||||
You switch any number of equipped items with any number of items in your
|
||||
backpack.
|
||||
</p>
|
||||
<ul>
|
||||
<li>This action doesn't apply to armor.</li>
|
||||
<li>This action doesn't apply to <b>armor</b>.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<!-- Action: Guard -->
|
||||
<div class="rule-entry">
|
||||
<h3>Guard</h3>
|
||||
<p>Only once per turn. Until the start of your next turn:</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Guard</b></td>
|
||||
<td>
|
||||
Only <b>once per turn</b>. Until the start of your next turn:
|
||||
<ul>
|
||||
<li>You gain Resistance to all damage types.</li>
|
||||
<li>You gain a +2 bonus to Opposed Checks.</li>
|
||||
<li>
|
||||
You may cover another creature and prevent foes from performing melee
|
||||
attacks against them.
|
||||
You may <b>cover</b> another creature and prevent foes from
|
||||
performing melee attacks against them.
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<!-- Action: Hinder -->
|
||||
<div class="rule-entry">
|
||||
<h3>Hinder</h3>
|
||||
<p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Hinder</b></td>
|
||||
<td>
|
||||
You perform a Check (DL 10) against an opponent. If you succeed, you
|
||||
inflict dazed, shaken, slow, or weak upon them.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<!-- Action: Inventory -->
|
||||
<div class="rule-entry">
|
||||
<h3>Inventory</h3>
|
||||
<p>
|
||||
inflict <b>dazed</b>, <b>shaken</b>, <b>slow</b>, or <b>weak</b> upon
|
||||
them.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Inventory</b></td>
|
||||
<td>
|
||||
You spend Inventory Points to produce and immediately use a consumable
|
||||
item.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<!-- Action: Objective -->
|
||||
<div class="rule-entry">
|
||||
<h3>Objective</h3>
|
||||
<p>You work towards accomplishing an objective within the conflict.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Objective</b></td>
|
||||
<td>
|
||||
You work towards accomplishing an objective within the conflict.
|
||||
<ul>
|
||||
<li>This will require an Attribute Check or Opposed Check.</li>
|
||||
<li>Complex goals will often require a Clock.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<!-- Action: Spell -->
|
||||
<div class="rule-entry">
|
||||
<h3>Spell</h3>
|
||||
<p>You cast one of the spells you have learned.</p>
|
||||
</div>
|
||||
|
||||
<!-- Action: Study -->
|
||||
<div class="rule-entry">
|
||||
<h3>Study</h3>
|
||||
<p>You attempt to gain information about someone or something.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Spell</b></td>
|
||||
<td>You cast one of the <b>spells</b> you have learned.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Study</b></td>
|
||||
<td>
|
||||
You attempt to gain information about someone or something.
|
||||
<ul>
|
||||
<li>
|
||||
This will generally require an <strong>【INS + INS】</strong> Open
|
||||
Check.
|
||||
This will generally require an <b>【INS + INS】</b> Open Check.
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<!-- Action: Skill -->
|
||||
<div class="rule-entry">
|
||||
<h3>Skill</h3>
|
||||
<p>Some Skills require you to spend an action.</p>
|
||||
</div>
|
||||
|
||||
<!-- Action: Other -->
|
||||
<div class="rule-entry">
|
||||
<h3>Other</h3>
|
||||
<p>
|
||||
You perform an action that is not covered by any of the above, negotiating
|
||||
its resolution and effects with the Game Master.
|
||||
</p>
|
||||
</div>
|
||||
</section>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Skill</b></td>
|
||||
<td>Some Skills require you to spend an action.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><b>Other</b></td>
|
||||
<td>
|
||||
You perform an action that is not covered by any of the above,
|
||||
negotiating its resolution and effects with the Game Master.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
@@ -1,64 +1,72 @@
|
||||
<h1>ATTACK</h1>
|
||||
<p>
|
||||
A character may spend an action to perform an offensive maneuver using one of
|
||||
the weapons they have available.
|
||||
</p>
|
||||
|
||||
<h2>Choose a Target for Your Attack</h2>
|
||||
<ul>
|
||||
<li>You must know the position of the target and be able to see them.</li>
|
||||
<dl>
|
||||
<dt>Attack</dt>
|
||||
<dd>
|
||||
<p>
|
||||
A character may spend an action to perform an offensive maneuver using one
|
||||
of the weapons they have available.
|
||||
</p>
|
||||
<ol>
|
||||
<li>
|
||||
You must be able to reach the target with the weapon you are using; flying
|
||||
enemies, for instance, cannot be reached by melee attacks.
|
||||
<p>Choose a target for your attack.</p>
|
||||
<p>You must know the position of the target and be able to see them.</p>
|
||||
<p>
|
||||
You must be able to reach the target with the weapon you are using;
|
||||
flying enemies, for instance, cannot be reached by melee attacks.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>Perform an Accuracy Check</h2>
|
||||
<p>
|
||||
Use the formula indicated by the weapon you are attacking with. The Difficulty
|
||||
Level is equal to the target’s Defense score.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Success:</strong> You hit the target; <strong>Failure:</strong> It
|
||||
<p>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
A fumble indicates an automatic failure and a critical success means you hit
|
||||
your target regardless of their Defense. They also generate opportunities.
|
||||
</p>
|
||||
<p>
|
||||
The Game Master may apply situational modifiers (+2 or -2) to your Accuracy
|
||||
Check based on especially favorable or hindering circumstances.
|
||||
</p>
|
||||
|
||||
<h2>If You Hit the Target</h2>
|
||||
<p>
|
||||
You deal damage based on the formula indicated by the weapon you attacked
|
||||
with. This will generally be a sum of your
|
||||
<strong>Accuracy Check's High Roll</strong> and a fixed value based on the
|
||||
weapon's power.
|
||||
</p>
|
||||
<p>For a list of common weapons, see page 132.</p>
|
||||
|
||||
<h2>The Target Loses Hit Points</h2>
|
||||
<p>
|
||||
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):
|
||||
</p>
|
||||
<ul>
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Vulnerable:</strong> A target loses twice the normal amount of Hit
|
||||
Points.
|
||||
A fumble indicates an automatic failure and a critical success means
|
||||
you hit your target regardless of their Defense. They also generate
|
||||
opportunities.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Resistant:</strong> A target loses half the normal amount of Hit
|
||||
Points.
|
||||
The Game Master may apply situational modifiers (+2 or -2) to your
|
||||
Accuracy Check based on especially favorable or hindering
|
||||
circumstances.
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li><strong>Immune:</strong> A target loses no Hit Points.</li>
|
||||
<li>
|
||||
<strong>Absorbing:</strong> The target recovers Hit Points equal to the
|
||||
damage suffered.
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
For a list of common weapons, see
|
||||
<a href="/books/core/#page-132">page 132</a>.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
<li>
|
||||
<p>
|
||||
The target loses a number of Hit Points equal to the damage you dealt.
|
||||
</p>
|
||||
<p>
|
||||
This may be modified by their Affinity with the damage type (page 92):
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
A Vulnerable target loses twice the normal amount of Hit Points.
|
||||
</li>
|
||||
<li>
|
||||
A Resistant target loses half the normal amount of Hit Points.
|
||||
</li>
|
||||
<li>An Immune target loses no Hit Points.</li>
|
||||
<li>
|
||||
An Absorbing target recovers Hit Points equal to the damage
|
||||
suffered.
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
</ol>
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
<h1>22 GAME RULES</h1>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>FREE ATTACKS</h2>
|
||||
<h4>FREE ATTACKS</h4>
|
||||
<p>
|
||||
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!
|
||||
</p>
|
||||
|
||||
<h2>MULTI</h2>
|
||||
<h4>MULTI</h4>
|
||||
<p>
|
||||
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 @@
|
||||
</ul>
|
||||
<p>Finally, apply the normal damage calculation to each target.</p>
|
||||
|
||||
<h2>TWO-WEAPON FIGHTING</h2>
|
||||
<h4>TWO-WEAPON FIGHTING</h4>
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h2>d EQUIPMENT</h2>
|
||||
<h3>EQUIPMENT</h3>
|
||||
<p>
|
||||
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 @@
|
||||
</p>
|
||||
<p>For more information on equipping items, see page 122.</p>
|
||||
|
||||
<h2>d GUARD</h2>
|
||||
<h3>d GUARD</h3>
|
||||
<p>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
<p><strong>Limitations:</strong></p>
|
||||
<ul>
|
||||
<li>You cannot cover a creature that is already covering someone.</li>
|
||||
</ul>
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
<h2>22 GAME RULES</h2>
|
||||
|
||||
<h3>Hinder</h3>
|
||||
<p>
|
||||
You force an opponent into a disadvantageous position. This may represent a
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
<h1>22 GAME RULES</h1>
|
||||
|
||||
<h2>KEEP THEM OUT</h2>
|
||||
<p>
|
||||
While facing off against a powerful necromancer, the heroes are swarmed by
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user