diff --git a/books/core/build.py b/books/core/build.py deleted file mode 100644 index 91fb0cd..0000000 --- a/books/core/build.py +++ /dev/null @@ -1,311 +0,0 @@ -#!/usr/bin/env python3 -"""Combine all numbered page files into a single index.html.""" -import os -import re - -DIR = os.path.dirname(os.path.abspath(__file__)) - -# Collect numbered pages, sorted numerically -page_nums = sorted( - int(m.group(1)) - for f in os.listdir(DIR) - if (m := re.match(r'^(\d+)\.html$', f)) -) - -def read_page(n): - with open(os.path.join(DIR, f'{n}.html'), encoding='utf-8') as f: - content = f.read() - content = re.sub(r'[ \t]*]+>\n?', '', content) - return content.strip() - -sections = [(n, read_page(n)) for n in page_nums] - -sidebar_items = '\n '.join( - f'
  • ' - for n in page_nums -) - -sections_html = '\n\n '.join( - f'
    \n{content}\n
    ' - for n, content in sections -) - -pages_js = '[' + ','.join(str(n) for n in page_nums) + ']' - -html = f'''\ - - - - - - Fabula Ultima - Core Rules - - - - - - -
    - -
    - -
    -
    - -
    - - -
    - -
    - {sections_html} -
    -
    -
    - - - - -''' - -out = os.path.join(DIR, 'index.html') -with open(out, 'w', encoding='utf-8') as f: - f.write(html) - -print(f'Generated {out} with {len(page_nums)} pages ({os.path.getsize(out) // 1024} KB)') diff --git a/books/core/index.html b/books/core/index.html index 8cb541e..33a61f7 100644 --- a/books/core/index.html +++ b/books/core/index.html @@ -1,18 +1,18 @@ - - - - - - Fabula Ultima - Core Rules + + + + + + Fabula Ultima - Core Rulebook - + href="https://fonts.googleapis.com/css2?family=Cinzel:wght@400;600;700&family=Crimson+Text:ital,wght@0,400;0,600;1,400&family=Inconsolata:wght@400;600&display=swap" + rel="stylesheet" + > + + - - + + +
    - -
    + +
    -
    +
    - -
    +
    -
    -

    AUTHOR'S FOREWORD

    -

    - When I started working on this game back in 2017, one thing was - already clear: in a time when tabletop roleplaying games seemed - dominated by dark fantasy titles and gruesome, gritty tales of - opportunistic characters steeped in nihilism, I felt the need for - a refreshing alternative. -

    -

    - I wanted a game of magical worlds and optimistic stories, steeped - in the wondrous aesthetics of the Japanese console RPGs that had - left me speechless as a kid. There was an element of nostalgia, - sure, but it was accompanied by a conscious need to write a game - based on cooperation, hope, and mutual trust; both in the stories - it was meant to tell and in its very ruleset. -

    -

    - For its working title I went with "Fabula Ultima" — a Latin phrase - that could be translated as "Last Fable" or "Ultimate Story". - Needless to say, this was a tongue-in-cheek homage to what is - probably the most notorious JRPG saga in existence, and also my - first encounter with the genre (Final Fantasy X, back in 2001). -

    -

    - During the spring of 2018, my health condition unfortunately - plummeted, and the name "Fabula Ultima" took on a bit of an - ominous ring. Luckily enough, this ended up being nothing too - serious — but that title had accompanied me during those harsh - months, so I decided to keep it for the final release. After all, - the whole point of the game was to tell tales of heroes who - achieve their goals by overcoming suffering and defeats, in the - hopes of a better future. -

    -

    - Working on Fabula Ultima was neither easy nor quick, but dozens of - people have given me the strength I needed over the years: some by - supporting me via Patreon, others simply sharing the game and - playing with me. Testing and experimenting, again and again, in a - process of constant rebuild and transformation that ultimately - resulted in the book you are reading today; speaking of which, my - collaboration with Need Games was crucial. While the release was - announced during 2020, our conversations about the game date back - to 2018: Nicola has followed the project since its beginning, and - sometimes I really think he's enamoured with it more than I am! -

    -

    - Anyway, I've definitely written too much already: now it's time - for the game to speak on its own. All I ask of you is to let - yourselves be swept into a heroic adventure rife with hope, - adversities, rebellion and emotions — and to do so by trusting - those who play with you, and being passionate about their ideas. -

    -

    To fight for what you believe in, because this is your story.

    -

    Emanuele Galletto

    -
    - -
    -

    W ORIGIN AND INSPIRATIONS

    -

    - Fabula Ultima is partially based on the tabletop roleplaying game - Ryuutama, written by Atsuhiro - Okada and published in English by Kotodama Heavy Industries. -

    -

    - This game was written and produced under advisement of, with - permission from, and with the complete final approval of, both - Kotodama Heavy Industries and Atsuhiro Okada. Please visit - http://www.kotohi.com for more - information about Ryuutama. -

    -

    - Among the countless sources of inspiration for this game I want to - mention: -

    -
      -
    • - Jonathan Tweet & Rob Heinsoo's 13th Age; Alberto - Tronchi's Aegis; Christian Giffen's - Anima Prime; D. Vincent Baker's - Apocalypse World; Takeshi Kikuchi & Studio F.E.A.R.'s - Arianrhod; John Harper's - Blades in the Dark (from which the Clock mechanic was - directly derived); Luke Crane's Burning Wheel; Rob - Heinsoo, Andy Collins & James Wyatt's - Dungeons & Dragons: 4th Edition; Fred Hicks & Rob - Donoghue's Fate; Rikizō's Kamigakari; Junichi - Inoue's Tenra Bansho Zero; and Ron Edward's - Sword, Soul, and Sex - collection of supplements for Sorcerer. -
    • -
    -

    SPECIAL ACKNOWLEDGMENTS

    -

    - My heartfelt thanks go to Davide Baravalle, Andrea Bergamelli, - Gianluca Candiago, Gaia Cardinali, Francesco Castelli, Alberto - Ceirano, Lorenzo Costamagna, Cryo, Nicola DeGobbis, Deshter, - ExtantLily, Daniele Galliano, Alex Grisafi, Andy Kitkowski, Chiara - Listo, Andrea Lucca, Chris MacLean, Luca Maiorani, Marco Munari, - Enrico Orlandi, Alberto Orlandini, Marta Palvarini, Andrea - Parducci, Domenico Politi, Claudio Pustorino, Alec Rezanka, Matt - Sanchez, Aaron der Schaedel, Claudio Serena, Justin "Gyromitre" - Solatges, Sara "Kurolily" Stefanizzi, Marco Tarasconi, Alena - Tincher, Triex, Erica Viotto, and Giuseppe Vitale; to Lorenzo - Magalotti, Moryo, Sascha Naderer e Catthy Trinh for gifting shape - and color to Fabula Ultima; -

    -

    - to Lara "Phenrir Mailoki" Arlotta, Michele "Sabaku no Maiku" Poggi - and Marcus "epicnamebro" Sanders for the excellent JRPG-themed - content they tirelessly create; -

    -

    - to my parents; and to all those who made this impossible project - possible through their support on Patreon! -

    -

    PLAYTESTERS

    -
      -
    • Beatrice Alinari
    • -
    • Andrea
    • -
    • Andrea Apperti
    • -
    • Davide Ardizzone
    • -
    • William Arnone
    • -
    • Kohei Asakura
    • -
    • Davide Baravalle
    • -
    • Andrea Bergamelli
    • -
    • Peter Bråss
    • -
    • Dario Cavallone
    • -
    • Alessia Caviglia
    • -
    • Alberto Ceirano
    • -
    • Matteo Cesari
    • -
    • Davide Cester
    • -
    • Lorenzo Costamagna
    • -
    • Alessandro Costella
    • -
    • Cryo
    • -
    • Medesimo d'Alessandro
    • -
    • Giulio D'Avella
    • -
    • Daniel De Filippis
    • -
    • Nicola DeGobbis
    • -
    • Deshter
    • -
    • Silvia De Stefanis
    • -
    • ExtantLily
    • -
    • Alessandro Fofi
    • -
    • Marco Faccin
    • -
    • Sabrina Faricelli
    • -
    • Luca Fuoco
    • -
    • Daniele Galliano
    • -
    • Marco Grimaldi
    • -
    • Alex Grisafi
    • -
    • Aslak R. Hauglid
    • -
    • Eric Hulfsson
    • -
    • Mattia Lagonegro
    • -
    • Marco Lazzaroni
    • -
    • Juri Loi
    • -
    • Andrea Lucca
    • -
    • Andrea Lucenta
    • -
    • Filippo Mammini
    • -
    • Roberto Marcarini
    • -
    • Nicola Marchi
    • -
    • Leonardo "Svalbard86" Melis
    • -
    • Edoardo Noris
    • -
    • Roberta Nuvoli
    • -
    • Matteo Pedroni
    • -
    • Matteo Perego
    • -
    • Domenico Politi
    • -
    • Francesco Raimondi
    • -
    • Alec Rezanka
    • -
    • Roberto Rossi
    • -
    • Justin "Gyromitre" Solatges
    • -
    • Louis Spiegel
    • -
    • William Tagliaferri
    • -
    • Marco Tarasconi
    • -
    • Alena Tincher
    • -
    • Erica Viotto
    • -
    -
    - -
    - -
    -

    Index / Table of Contents

    - -

    1. Introduction

    -
      -
    • The Eight Pillars
    • -
    • Game Materials
    • -
    • The Players
    • -
    • The Game Master
    • -
    -

    2. Game Rules

    -
      -
    • Scenes
    • -
    • Interlude Scenes
    • -
    • Game Master Scenes
    • -
    • Sessions and Campaigns
    • -
    • Important Rules
    • -
    • Anatomy of a Character
    • -
    • Checks
    • -
    • Critical Success
    • -
    • Fumble
    • -
    • Opportunities
    • -
    • Performing an Attribute Check
    • -
    • Difficulty Levels
    • -
    • Invoking a Trait
    • -
    • Invoking a Bond
    • -
    • Opposed Checks
    • -
    • Open Checks
    • -
    • Situational Modifiers
    • -
    • Group Checks
    • -
    • Frequently Used Checks
    • -
    • Clocks
    • -
    • Bonds
    • -
    • Conflict Scenes
    • -
    • The Structure of a Conflict
    • -
    • Initiative
    • -
    • Rounds and Turns
    • -
    • Space and Distances
    • -
    -
    - -
    - -
    - -
    - -
    - -
    -

    A ROLEPLAYING GAME

    -

    - Roleplaying games (abbreviated RPGs) are a particular type of game - — they originated as tabletop games, but are nowadays often played - online as well. -

    -

    - In a roleplaying game, a group of people play together to create a - story: they do so by talking with each other, and that - conversation is accompanied by the use of rules and (typically) - dice rolls, which help determine the outcome of uncertain - situations and guarantee that the story created reflects the - premises of the game — tension and fear for a horror game, - adrenaline scenes for an action game, deep and heartfelt character - interaction for a romantic game, and so on. -

    -

    - In Japan, this activity is also known as a "table talk - role-playing game" (TTRPG), specifically, because it relies so - heavily on the conversation at the table. -

    -

    ROLES IN THE GAME

    -

    The people who play this game will fulfill different roles:

    -
      -
    • - Game Master. Often abbreviated as GM, this - person's role is that of portraying the game world in which the - protagonists of the story act and live. As the protagonists - establish goals and make choices, the Game Master will challenge - those goals and describe the consequences of their actions. - You can find more about the Game Master's role on - page 26! -
    • -
    • - Player. Each of the remaining participants — - two to five people — will create a heroic protagonist and then - control that character's actions within the game world. Each - protagonist is known as a Player Character, generally - abbreviated as PC. -

      - Characters that are controlled by the Game Master, on the - other hand, are called Non-Player Characters, or NPCs. -

      -

      - You can find more about each Player's role on - page 24! -

      -
    • -
    -

    - While it is true that the role of the Game Master is to present - obstacles and put the Player Characters in situations of risk and - danger, their role is not that of an adversary, but rather someone - who aims to make the protagonists shine throughout the story. -

    -

    - There is no "win condition" in this game: as long as you create a - memorable story and enjoy each other's company, you're all - winning. -

    -
    - -
    -

    The Basics of Play

    -

    - In the conversation, Players describe their characters' actions - and choices: -

    -
      -
    • "Isabelle raises her shield and guards your back!"
    • -
    • "I step forward and speak to the queen!"
    • -
    • "I run after the thief! Where did he go?"
    • -
    -

    - Similarly, the Game Master describes what happens in the world and - also portrays the actions of every creature and character around - the protagonists: -

    -
      -
    • - "The village looks calm, its white windmills turning lazily - under the sun. " -
    • -
    • - "The king appears tired and struggles to speak, as if not in - control of his body. " -
    • -
    • "The dragon turns his smoldering gaze towards you!"
    • -
    -

    - Together, this is all known as roleplaying, and - these events will take place in your imagination — a space that is - often called "the fiction". -

    -

    THE RULES

    -

    - This is also a game, and that's where the rules come into play: - much like in a video game or board game, characters have scores - and abilities representing their strengths and weaknesses, and - dice rolls will often be used to make a situation's outcome a bit - tense and unpredictable. -

    -

    - Unlike video games and board games however, the possibilities of a - roleplaying game are endless: there is no single approach to a - situation and the story will naturally emerge from your - interactions and choices at the table. -

    -
    -
    - This is a tale of heroes and darkness. Of great hope... and even - greater sacrifice. -
    -
    - -
    -

    BUT WHAT IS THIS GAME ABOUT?

    -

    - There are many roleplaying games in the world, and we play them - for different reasons: many make us feel like heroes, some have us - embroiled in dark investigations and tragic tales, others will - challenge our skills and tactical mindset, and others make us - reflect on heavy and important topics. -

    -

    - Fabula Ultima was designed to be a TTJRPG — a Table Talk JRPG, - evoking the feel and stories that can typically be found in - classic console Japanese roleplaying video games. -

    -

    HEROIC AND FANTASTIC ACTION

    -

    - In line with the genre that inspired it, this game doesn't concern - itself with realism or verisimilitude — instead, it deliberately - embraces a light-hearted, bizarre and "videogamey" feel, both in - its tone and in its mechanics. -

    -

    A GAME OF HEROES AND VILLAINS

    -

    - This is a game about larger-than-life heroes and tragic - antagonists. There is no predetermined plot, scenario, or - "adventure" — the heroes' actions, motivations, and objectives - will drive the story forward while the Game Master reacts to their - choices and places obstacles on their path, often in the form of - powerful villains with their own devious agendas, which will - change time and time again as the protagonists manage (or fail) to - thwart their plans. -

    -

    HEROIC DESTINY

    -

    - The heroes of Fabula Ultima are destined to accomplish great - deeds, and they will only meet their end when the person who plays - them deems it appropriate. That said, the price of defeat will - often prove steeper than death — a major part of this game will be - discovering how your heroes rise from their failures and learn to - work together in order to accomplish what they could never do on - their own. -

    -
    - -
    -

    Challenging Battles

    -

    - Combat in Fabula Ultima is reminiscent of the console games that - inspired it — each character will have a few tricks up their - sleeve, and only by properly combining clever tactics and - coordinating with your allies will you emerge victorious... - especially when fighting against bosses! -

    -

    Your World

    -

    - Fabula Ultima has no default or "canonical" world, and that's on - purpose! Your group will collaboratively create a custom world in - which your tales will take place. -

    -

    - That said, the world and characters you create must adhere to - eight core principles, known as the Eight Pillars — which you can - find on the next page! -

    -

    - On the other hand, if you're not familiar with the classic tropes - of Japanese console roleplaying games, you can find a useful - collection of inspirational worlds starting on - page 16! -

    -
    - "There is more than one side to each story..." -
    -
    - -
    -

    THE EIGHT PILLARS

    -

    - The world in which your adventures will take place is not - predetermined: its cities, kingdoms, deities, and cultures are - something your group will create (take a look at World Creation on - page 148). This fantastic land - will grow organically as you explore and travel across it, adding - new details and unraveling ancient mysteries! -

    -

    - What ties all Fabula Ultima worlds together are The Eight Pillars. -

    -

    ANCIENT RUINS AND HARSH LANDS

    -

    - The world is an ancient and dangerous place: cities and villages - are separated by vast plains, scorching deserts, frozen peaks and - impenetrable forests. The land is dotted with crumbling fortresses - and shrines devoted to deities whose names have been lost to time. - Past civilizations and ages of darkness have left behind a world - of powerful artifacts and cryptic legends, as well as magical (and - often dangerous) places. -

    -

    A WORLD IN PERIL

    -

    - Villages, castles, and city-states are among the few areas that - aren’t literally crawling with monsters, brigands, and hostile - creatures. Far more dangerous still are Villains, powerful - antagonists casting their shadow over the entire land. Cruel - sorcerers, evil gods seeking reincarnation, power-hungry emperors, - perhaps even alien entities: there’s a single, unspeakable terror - behind the dangers of the world, and our heroes are bound to cross - its path sooner or later. -

    -

    CLASHING COMMUNITIES

    -

    - The world may be in danger, but its inhabitants are still divided - by ancient grudges: religious schisms, memories of war crimes, and - the conflict between magic and science are among the most common - causes of enmity. Reuniting these communities will be key to - defeating the great evils of the world; the protagonists should - help them overcome their hostilities and see their differences as - blessings instead of obstacles. -

    -

    EVERYTHING HAS A SOUL

    -

    - All matter that forms the world, including its creatures, the - earth, sky, sun, and stars are part of a vast flow of spiritual - energy. The origin, nature, and function of this energy may vary - depending on the world you create, but its presence is undeniable - and anyone possessing the ability to manipulate it (be it through - magic or science) is a force to be reckoned with. -

    -
    - -
    - -
    -

    YOUR WORLD COULD BE... HIGH FANTASY

    -

    - Great castles whose crystal spires reach the sky, fleets of ornate - airships emerging from the clouds, vast stretches of enchanted - forests, and ancient, sprawling ruins brimming with magical golems - and powerful artifacts. A High Fantasy world is an ageless classic - and the perfect fit for your Fabula Ultima story. -

    -

    HIGH FANTASY THEMES AND PROTAGONISTS

    -

    - High fantasy stories often revolve around themes such as hope, - friendship, and fighting together against supernatural and - world-ending threats. -

    -

    - Their protagonists often come from many different backgrounds: -

    -
      -
    • - The princess who lost her kingdom to the antagonist's army. -
    • -
    • - The veteran soldier who pledged to protect the people with her - life. -
    • -
    • The young, inexperienced hero from a remote village.
    • -
    • The dashing sky pirate with a heart of gold.
    • -
    • - The old wizard mentor who spent his life searching for a - legendary spell. -
    • -
    • The dark knight seeking redemption for his crimes.
    • -
    -

    - Together they must overcome their differences and disagreements, - forging strong bonds that will allow them to save the world from a - terrible fate. -

    -
    - -
    -

    HIGH FANTASY LOCATIONS

    -

    - Every location in a high fantasy world has some magical element to - it: a floating castle inside a volcano, a silver palace orbiting - the moon, a forest populated by fairies and natural spirits, a - great tower built to reach the gods and destroyed over a single - night as a form of divine punishment. Everything is bizarre and - wondrous. -

    -

    HIGH FANTASY MAGIC

    -

    - Magic is abundant, omnipresent, and employed in a variety of ways - and by a variety of people, from powerful court wizards to - traveling healers. Golems, airships, and elementally-infused - weapons are a common sight. However, the most ancient and - world-altering rituals have been lost to time, hidden within - sunken ruins or guarded by centuries-old monsters. -

    -

    HIGH FANTASY ANTAGONISTS

    -

    - In a high fantasy world, antagonists are larger-than-life figures - with armies and incredible magic at their disposal. Each of them - is a dark and twisted reflection of one or more of the - protagonists: they are shadows that must be confronted for the - heroes to grow and eventually triumph. Towards the end of the - story, driven into a corner by the protagonists' actions, high - fantasy villains often resort to extreme measures and transform - into divine or demonic entities that defy space and time. -

    -
    - -
    -

    YOUR WORLD COULD BE... NATURAL FANTASY

    -

    Natural Fantasy Themes and Protagonists

    -

    - Floating amidst a lush expanse of verdant forests, snow-capped - mountains, and crystal-clear lakes, small villages slumber - peacefully, coexisting with the beasts and elemental forces of the - wilderness. Underneath it all lie the ruins of mysterious past - civilizations that once ruled this world of Natural Fantasy. -

    -

    - Tales of natural fantasy often revolve around warmth and - community, harmony with nature and beasts, and the tragedy that - befalls when the hearts of the people grow so dark that they twist - and corrupt the very places they live in. -

    -

    - Their protagonists are often very young and come from the same - village: -

    -
      -
    • - The daughter of the village chief, seeking to prove her worth. -
    • -
    • - The apprentice blacksmith who saw a terrible creature in the - forest. -
    • -
    • - The young hermit who stumbled upon the entrance to a magical - ruin. -
    • -
    • - The witch who knows of a prophecy dating back to the Ancestors. -
    • -
    • - The wandering warrior who mistakenly angered a local spirit. -
    • -
    -

    - Together they must mend the hearts of their community and confront - those who stir sentiments of hatred and mistrust, to prevent this - darkness from corrupting the very balance of the world around - them. -

    -
    - -
    - -
    -

    YOUR WORLD COULD BE... TECHNO FANTASY

    -

    - Heavy rain falls from polluted clouds, clanking sounds over the - brass and steel pipework spreading from one building to another. - Casting its shadow over the rundown districts is the massive shape - of an industrial chimney, the factory below draining energy and - power from the depths of this Techno Fantasy world. -

    -

    TECHNO FANTASY THEMES AND PROTAGONISTS

    -

    - Stories unfolding in a techno fantasy world are often darker and - more serious in tone; they revolve around the exploitation of - natural resources, unchecked and ruthless scientific - experimentation, and abuse of power from the wealthy elite. -

    -

    - Their protagonists are often people fighting against injustice: -

    -
      -
    • - The scarred hero who had everything taken from her by the elite. -
    • -
    • - The last survivor from a line of magic users who sought harmony - with the world. -
    • -
    • The former mercenary disgusted by his past actions.
    • -
    • - The failed experiment who was abandoned by their cold-hearted - creator. -
    • -
    • - The wealthy heir who realized her prosperity was built upon the - ruin of others. -
    • -
    -

    - Together, they engage a desperate struggle against those few who - rule the world and the hearts of its people. -

    -
    - -
    -

    TECHNO FANTASY LOCATIONS

    -

    - Techno fantasy locations often take the form of a literal "above - and below," where the shining palaces of the wealthy steal the - very sun from the vast majority of the people who struggle daily - in the slums below. Outside the cities lies a barren world drained - of all life and beauty, turned grey by human greed. -

    -

    TECHNO FANTASY MAGIC

    -

    - In a techno fantasy world, magic has largely been claimed by - technology and turned into yet another source of power, wealth, - and warfare supremacy. The stream of souls has been gravely - wounded and corrupted, and the original ways of magic were - forgotten or — more likely — suppressed. -

    -

    TECHNO FANTASY ANTAGONISTS

    -

    - The antagonists of a techno fantasy world should represent the - darkness of modern society and the ruthlessness of industry and - exploitation. Wealthy and influential, they simultaneously base - their authority on brute military force and stolen magic or - artifacts. But perhaps their most insidious quality is that many - people still see them as ideal leaders and miraculously self-made - saviors, and are willing to be exploited and oppressed every day - in the vain hope of gaining their favor. Left unchecked, their - egotistical ambitions will lead to magical cataclysms or - full-scale war. -

    -
    - -
    -

    GAME MATERIALS

    -

    - Among the best qualities of roleplaying games is that they - generally do not require particularly expensive materials beyond - the rulebook — and you already have that in your hands! -

    -

    To play the game, you will need the following:

    -

    GAME SHEETS

    -

    - These print-outs are used to keep track of important game - information. -

    -
      -
    • - Character sheets are used to track information - about each Player Character. The first sheet contains most of - the data, while the second sheet will generally be needed once - your character grows in power — or if they learn to use magic. -
    • -
    • - The group sheet is shared by all participants, - and it is used to keep track of the characters, creatures, and - locations they have encountered. It also features a list of - consumable items you will often use during your travels, such as - potions and antidotes. -
    • -
    • - The world sheet is generally managed by the - Game Master and used to record important information concerning - your game world — kingdoms, powerful characters, historical - events, and great mysteries yet unsolved. -
    • -
    • - The map sheet features the map of your game - world and is used to calculate travel distances and mark the - position of important features such as cities, temples, - fortresses, and ruins. You start the game with only one map - sheet, but might end up using more if you explore uncharted - territories. -
    • -
    -

    - If you have purchased this book, you probably already have a .pdf - version of each sheet; in case you don't, you can find them at - fabulaultima.com. -

    -

    PAPER, PENCILS, AND ERASERS

    -

    - 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 recorded. -

    -

    - You will also need a few pieces of blank paper for quick sketching - and notes. -

    -
    - -
    - -
    -

    The Players

    -

    If you are a Player, here's how you should approach the game:

    -

    READ THIS BOOK

    -

    - Make sure to read the Introduction — hey, you’re already doing - that! — learn the Game Rules and familiarize yourself with the - World Creation, Group Creation, and Character Creation processes - in the Press Start chapter. -

    -

    - You might want to steer clear of the Bestiary chapter, since your - Game Master will likely pit you against some of the creatures - contained within it — spoilers! -

    -

    GATHER THE PROPER TOOLS

    -

    - To play the game you will need pencils, erasers, a character sheet - for your hero, a shared group sheet, and your own set of - polyhedral dice (d6, d8, d10, d12, and d20). -

    -

    - If you can, pick up a spare set of dice and share them with - everyone else at the table. -

    -

    CREATE THE GAME WORLD

    -

    - Together with everyone else you will give birth to a fantastical - setting, populated by bizarre monsters, great mysteries, and - powerful magic (see page 148). -

    -

    - While doing so, you must adhere to the Eight Pillars discussed on - the previous pages — but aside from that, you are free to come up - with whatever regions, characters, and legends you want! -

    -

    CHOOSE AN ARCHETYPE FOR YOUR GROUP

    -

    - Once you have created a game world for your story, you must choose - the kind of group your characters will form: will you be guardians - of a miraculous artifact, revolutionaries fighting against a - corrupt empire, or perhaps heroes who have been brought together - by fate? -

    -

    - Talk with your Game Master and with the other Players and discuss - the kind of story you all want to tell — then, choose an - appropriate group type! -

    -

    - For more information on group types, see - page 152. -

    -
    - -
    -

    INTRODUCTION

    -

    CREATE YOUR HEROIC CHARACTER

    -

    - Keeping the unique characteristics of your group and world in - mind, create the Player Character (PC) you will control during - gameplay. Discuss each character’s role within your group, as well - as any Bonds and relationships! -

    -

    COOPERATE WITH EVERYONE ELSE

    -

    - When playing the game, pay attention to what everybody else is - saying and remember to leave room for everyone to shine: each hero - should get their time in the spotlight. Do your best to cooperate - with the other Players and make sure your table environment is - enjoyable and welcoming. Be curious and enthusiastic, suggest - goals for the group, and support each other! -

    -

    CONTRIBUTE TO THE ONGOING STORY

    -

    - Bring your energy and ideas to the table, creating a story by - cooperating with everyone else. If you want your character’s - emotions and flaws to be a living part of this shared tale, act - accordingly: in Fabula Ultima, all participants are equally - responsible for the quality of the game experience. -

    -

    - See your character as the tool with which you will shape part of - the ongoing narrative. -

    -

    PLAY AS A HERO

    -

    - The protagonists of Fabula Ultima are heroes and adventurers, - larger-than-life characters with unique abilities and an epic — - sometimes tragic — destiny. When you play the game, keep this - premise in mind: act heroically, don’t back down from challenges, - and try to make the world a better place. Sometimes, it will make - sense for your character to do something you wouldn't: this is - part of the beauty of roleplaying games — allow your character to - lead you on this journey of discovery! -

    -

    PLAY TO CHANGE AND EVOLVE

    -

    - Your character should be far from an immutable entity: while their - past may be complex and tragic, the way they will change and grow - during play is far more important. -

    -

    - Character evolution lies at the core of adventure: embrace - it! -

    -
    - -
    -

    THE GAME MASTER

    -

    - If you are the Game Master, here's how you should approach the - game: -

    -

    READ THIS BOOK

    -

    - Make sure to read the Introduction — hey, you’re already doing - that! — learn the Game Rules and familiarize - yourself with the World Creation, Group Creation, and Character - Creation processes in the Press Start chapter. You should also pay - special attention to the Game Master chapter and learn how to - consult the Bestiary. -

    -

    GATHER THE PROPER TOOLS

    -

    - 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 setting — you will likely only need one at the - beginning, and then print some more as the heroes explore the - world. You will also need one or more sets of polyhedral dice (d6, - d8, d10, d12, and d20). -

    -

    FOLLOW THE RULES

    -

    - 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. -

    -

    TAKE PART IN WORLD, GROUP AND CHARACTER CREATION

    -

    - Assist the Players during World Creation (page 148), Group Creation (page 152), and Character Creation (page 154). Use this time to ask lots of questions: what are the core - themes of each protagonist? What experiences tie them together? Do - they have a common enemy? Take note of everything — all of this - will come back to help you create engaging situations during - gameplay. -

    -

    BREATHE LIFE INTO THE GAME WORLD

    -

    - Regardless of the game world you have created together, it falls - upon your shoulders to populate it with fantastic locations, - dangerous monsters, and powerful antagonists. Stay true to the - Eight Pillars and make sure you build on each Player Character’s - personal themes and motivations. Whenever you think a Player - Character might know about a place or event, ask the corresponding - Player for creative input. -

    -
    - -
    -

    BREATHE LIFE INTO YOUR VILLAINS

    -

    - Pay great attention when portraying the main antagonists of the - game, and make sure you stay true to their goals and motivations. - Just as Fabula Ultima’s protagonists are larger-than-life heroes, - their adversaries are powerful and formidable individuals, who - often conceal terrible secrets. Do your best to always portray - their looming threat and keep the pressure high! -

    -

    COOPERATE WITH EVERYONE ELSE

    -

    - When playing the game, pay attention to what everybody else is - saying and encourage everyone to play an active role: each - participant should get their time in the spotlight. Do your best - to cooperate with everyone else and make sure the play environment - is enjoyable and welcoming. -

    -

    PLAY TO FIND OUT WHAT HAPPENS

    -

    - Never force the Players’ hand, and make sure not to “push” them - towards a specific event: let their actions and objectives guide - you instead. Resist the temptation to create a predetermined plot - — let the heroes’ choices and actions tell you what aspects of the - story the Players really care about. -

    -

    - If you're used to other RPGs in which the Game Master controls the - evolution of the story and prepares scenes ahead of time, let go - of that when playing this game — here, you must only weave - situations around what the Players decide to do and add details to - the world as required by the circumstances. The game gives them - plenty of tools to influence and shape the story, up to and - including the ability to alter plot elements you had previously - introduced. Embrace this creative flow! -

    -

    ASK QUESTIONS, BUILD ON THE ANSWERS

    -

    - Move the action forward by asking questions to everyone else. For - example: What will you do now? Where can you find this - information? How do you feel about what happened? Are you willing - to risk your life for this? What will you tell your mother? -

    -

    Ask plenty of questions, then build on the Players’ answers.

    -

    LOOK FOR INSPIRATION

    -

    - Stories, ideas, pictures, characters, music, and maps: make sure - to take advantage of all possible sources of inspiration. -

    -
    - -
    - -
    -

    GAME RULES

    -

    - This chapter contains the core rules required to play Fabula - Ultima. -

    -

    - This is probably the most important chapter in the book and one - that should be read with great attention, regardless of if you are - the Game Master or a Player. -

    -

    - Throughout this chapter the game’s mechanics are presented in the - way that felt most intuitive; however, sometimes you will have to - jump between pages in order to get the full picture of how things - work. It won’t happen too often, promise! -

    -

    USEFUL ADVICE AND CHANGING THE RULES

    -

    - Along the way, you will find that a large part of this chapter - contains advice on how to make the most out of this game's rules - and mechanics. You will also find that sometimes the very same - situation can be resolved through different methods — there’s some - overlap between rules. -

    -

    - This is by design. Given the broad scope of the game and the many - possible scenarios, the rules must be flexible — but this also - means you will have to learn how and when to use them. That is why - plenty of advice has been included wherever possible: because this - book is meant to be understood in the easiest way possible so that - the goals and intentions behind each rule are clear. -

    -

    - As you grow more familiar with the rules, you will probably want - to change or tweak some of them, and that’s perfectly fine. - Nothing in this book was written to be set in stone, but to be a - functional game, whose components interact with each other and - work together to bring an epic, heroic and fantastic tale to your - gaming table. Because of this, make sure to think carefully about - the changes you make: they might influence a greater number of - elements than what you had anticipated. To make life easier, the - book includes a variety of optional rules that can be used to - safely customize your play experience. -

    -

    - Needless to say, whenever you want to change something, make sure - to discuss it with your game group: you shouldn’t change anything - unless everyone agrees. -

    -
    - -
    -

    SCENES

    -

    - In order to play the game, you must first understand the concept - of scenes. -

    -

    - A scene is a segment of gameplay with a beginning and an end, - focused around a specific character, obstacle, or conflict. -

    -

    - Scenes are an easy way to split the game into manageable “time - sections” and also act as a “stage”: characters who are not part - of the current scene may not perform any kind of action to affect - the story. It is the Game Master’s responsibility to declare the - beginning and end of each scene, but the Players can ask the Game - Master to set up specific scenes as well. -

    -

    Generally, a scene flows like this:

    -
    -

    Beginning the Scene

    -

    - The Game Master introduces the scene and describes the situation - (a process known as framing the scene), especially the - following: -

    -
      -
    • - Which characters are present on the scene (this is often - self-evident). -
    • -
    • The time and location of the scene.
    • -
    • - Creatures, items or other elements that the characters may - interact with. -
    • -
    -

    - Note: The GM should keep things simple — one or two - sentences are enough. -

    -
    -

    Playing the Scene

    -

    - Player Characters interact with what is present on the scene, and - their actions and decisions push the story forward. The GM - describes how the environment and Non-Player Characters react, and - adds details to the scene as needed. Characters may also enter - and/or leave the scene, provided the GM agrees. -

    -

    - Additionally, there will be times when the outcome of a - character’s action needs to be determined by rolling dice (see - Checks, on page 38). -

    -

    Ending the Scene

    -

    - The Game Master can end the scene at any point, often wrapping - things up with a short description of what happens. You should - generally end a scene when: -

    -
      -
    • The situation has been resolved (for better or worse).
    • -
    • Gameplay has moved to a different time or location.
    • -
    -

    Once a scene has ended, another one will begin.

    -
    - -
    -

    - Once you start playing, you will find that scenes tend to flow - naturally, so you will rarely have to check whether a scene has - ended. -

    -

    - That said, some rules and effects rely heavily on the scene - structure: many spells, for instance, last "until the end of the - scene". Pay attention to these! -

    -

    CONFLICT SCENES

    -

    - When the heroes’ goals clash with those of another faction, things - can get heated and the Game Master may declare the beginning of a - conflict scene — be it a battle, a breakneck chase, or a tense - audience with a king. During a conflict, the camera “zooms in” and - the characters’ actions are tracked in greater detail. -

    -

    - You can find more about conflicts starting on - page 58, but you should read - the rules for Checks first — they’re on - page 38. -

    -

    INTERLUDE SCENES

    -

    - There will be moments in the game where the story moves at a - slower pace — a trek across the plains, the long descent down a - cavern, a night of rest in town, or even a month spent waiting for - an ally to recover. Instead of a moment-by-moment scene, we can - describe these situations as a sequence of short frames that shows - our heroes as they perform a variety of activities. -

    -

    - During an interlude scene (or "interlude"), each Player describes - the general task their character performs, whether it's searching - the village for someone or staying on the lookout for dangers in a - dungeon. However, if a Player wants to have a detailed interaction - with someone or something, you should switch back to a standard - scene. -

    -

    - Interlude scenes are especially useful when characters want to - pursue long-term objectives, such as - Projects (see - page 134), or to describe - journeys (page 106). -

    -

    GAME MASTER SCENES

    -

    - If the Game Master wants, they may play a scene in which no Player - Character is present, and in which the Players are simply - spectators, separate from their characters. -

    -

    - These Game Master scenes can be used to foreshadow an event, - introduce a future threat or show a Villain in action: they work - just like cut scenes in a video game, or pre-title scenes in many - movies and TV show episodes. -

    -

    - Game Master scenes are an excellent way to add depth to - antagonists and provide a sense of narrative tension. -

    -
    - -
    -

    Sessions and Campaigns

    -

    - Now that you know how scenes work, let’s talk about sessions and - campaigns. -

    -

    SESSIONS

    -

    When combined, multiple scenes form a session.

    -

    - Simply put, a session starts when you sit down to play and ends - once you decide to stop playing, usually because you have run out - of time or think it is appropriate to “pause the story” — perhaps - once you've reached a suitably dramatic cliffhanger! -

    -

    - A typical session of Fabula Ultima will last approximately four - hours. The more people in your group, the longer each session - tends to be. -

    -

    - The contents of a game session generally end up being close to - what you would see in a single episode of a show: the protagonists - explore a specific location or situation and alter it in some way; - this, in turn, influences a larger overarching narrative — that of - the campaign. -

    -

    CAMPAIGNS

    -

    - Just as multiple scenes form a session, multiple sessions form a - campaign: this term indicates your group’s overarching story, the - heroic tale you are all contributing to. -

    -

    - There is no set duration for a campaign: some people play a game - for a couple of weeks, others commit to it for years. When you sit - down to play Fabula Ultima for the first time, discuss how long - you want to play — this will help you plan a schedule. -

    -

    - That being said, Fabula Ultima is designed to shine over the - course of approximately twenty to fifty game sessions. If you want - to speed things up, there are rules for faster advancement on - page 230! -

    -
    - -
    -

    IMPORTANT RULES

    -
    -

    ALLIES

    -

    - 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. -

    -
    -
    -

    ALWAYS ROUND DOWN

    -

    - 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. -

    -
    -
    -

    ADD, SUBTRACT, MULTIPLY, DIVIDE

    -

    - If you ever need to perform multiple operations on the same - number, you must do so in the following order: - additions → subtractions → multiplications → - divisions. -

    -
    -
    -

    SPECIFIC BEATS GENERAL

    -

    - If a specific element of the game contradicts a general rule, - that specific element will take precedence. Example: Normally, a - Player Character cannot equip two shields at the same time. - However, the Skill Dual Shieldbearer (page 197) allows you to do so! -

    -
    -
    -

    TIMING ISSUES

    -

    - 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. -

    -
      -
    • - If all the choices and/or effects are controlled by the same - person, that person will choose in which order to apply them. -
    • -
    • - If the choices and/or effects are controlled by different - Player Characters, the Players controlling them agree on which - order to apply them in. If they cannot find an agreement, - randomly determine who takes precedence. -
    • -
    • - If some of the choices and/or effects are controlled by Player - Characters and others are controlled by Non-Player Characters, - Player Characters always go first. -
    • -
    -
    -
    - -
    -

    ANATOMY OF A CHARACTER

    -

    - In Fabula Ultima, all information pertaining to your character is - tracked on a character sheet. In order to better understand the - rest of this chapter, it is important that you familiarize - yourself with the terms described below. -

    -

    TRAITS

    -

    Each character has a total of three different Traits:

    -
      -
    • - Identity. This is a short sentence that sums up - your character's general concept — something like "Sky Pirate" - or "Queenless Knight". You will choose your Identity when you - create your character, and may change it later on if you feel - like your character has developed enough that it is no longer - fitting. -
    • -
    • - Theme. This is a strong ideal or sentiment that - drives your character's actions, such as Anger, Justice, or - Ambition. This too is something you will choose during character - creation, and it can change as your character evolves during - play. -
    • -
    • - Origin. This is where the character comes from, - their homeland. -
    • -
    -

    - While playing, you will be able to invoke your character's Traits - to improve your odds when rolling dice. -

    -
    - -
    - Bonds can be found on page 56. - Bonds can be found on page 56. - page 226. - page 226. -
    - -
    -

    Classes and Skills

    -

    - Whenever your character gains a level, that level will be put in - one of the fifteen Classes available in this book: either to - develop an already obtained Class or start a new one. Each Class - grants a variety of Skills and abilities, and you choose which - ones you want to invest in — even if you and another hero share - some Class choices, your characters will end up being very - different in how they are built and played. -

    -

    - Some Class Skills can be taken multiple times, becoming stronger - or more flexible whenever you do so. When the same Skill is taken - multiple times, its Skill Level — abbreviated as - 【SL】 — will also increase. For instance, if you - take the Guardian's Fortress Skill twice (see - page 197), its 【SL】 will be - equal to 2. -

    -

    - If you want to take a look at the various Classes and their - Skills, you can find them starting on - page 176. -

    -

    Attributes

    -

    - A character's Attributes are an abstract representation of their - training and aptitudes in four different fields: -

    -
      -
    • - Dexterity (DEX) measures precision, - coordination, finesse and reflexes. You will need it to move - cautiously, defend yourself from attacks, craft objects, and - fight using light weapons, bows, and firearms. -
    • -
    • - Insight (INS) represents observation, - understanding, and reasoning. It is important when investigating - situations, casting spells, and defending yourself from magic. -
    • -
    • - Might (MIG) is a measure of strength and - fortitude. Most heavy weapons rely on Might, and your ability to - withstand pain and fatigue is also tied to this Attribute in the - form of Hit Points (see below). -
    • -
    • - Willpower (WLP) represents determination, - charisma, and discipline. You use your Willpower for diplomacy - and persuasion, but it also directly influences your ability to - cast spells and use special Skills, in the form of Mind Points - (see below). -
    • -
    -

    - Each Attribute is represented by a die size, ranging from a - six-sided die (d6) up to a powerful twelve-sided die (d12). Some - effects will temporarily alter your Attribute die sizes: this is - known as the current Attribute die size, while your default size - is called the base Attribute die size. -

    -
    - -
    -

    HIT POINTS, MIND POINTS, AND INVENTORY POINTS

    -

    - These pools of points represent three different "resources" - available to a character: -

    -
      -
    • - Hit Points (HP): Represent a character's - ability to withstand pain and fatigue. -
    • -
    • - Mind Points (MP): Represent a character's focus - and concentration. -
    • -
    • - Inventory Points (IP): Are an abstract resource - that characters can spend to create consumable items "on the - spot", such as potions and antidotes. -
    • -
    -

    DEFENSE AND MAGIC DEFENSE

    -

    These two parameters are mostly used during conflicts:

    -
      -
    • - Defense: Represents a character's ability to - avoid being hit. It may represent dodging blows (typically for - characters with high Dexterity) as well as absorbing and - deflecting them through a clever use of shield and armor. -
    • -
    • - Magic Defense: Represents a character's ability - to anticipate and resist offensive spells and similar magical - attacks. It is mostly based on Insight. -
    • -
    -

    INITIATIVE MODIFIER

    -

    - This number indicates the character's ability to act quickly in a - conflict scene. -

    -

    EQUIPMENT AND BACKPACK

    -

    - A character can equip a variety of items: weapons, shields, armor, - and even powerful magical accessories. Everything that cannot be - equipped — such as a second suit of armor or a different shield — - will be stored in your backpack. -

    -

    - Consumables and single-use items such as potions and elixirs, on - the other hand, are represented by your Inventory Points. -

    -

    ZENIT

    -

    - 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. -
    -
    - -
    -

    CHECKS

    -

    - The word “Check” indicates a die roll based on a character's core - Attributes: Dexterity, Insight, - Might, and Willpower. -

    -

    In general, characters must perform Checks:

    -
      -
    • - 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 automatically. -
    • -
    • - 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). -
    • -
    -

    - Note that only the Game Master can ask for a Check; Players may - never do so. -

    -

    - A Check is presented as a formula indicating which dice you have - to roll and add up together. Checks always require you to roll - exactly two dice. -

    -

    - Example: An 【INS + WLP】 Check - performed by a character with d6 Insight and d10 Willpower will - result in that character rolling a d6 and a d10 and adding them - together, thus generating a total Result between 2 and 16. -

    -

    - Some Checks will also require you to add or subtract a certain - number from the total you rolled: -

    -

    - Example: A Character performing a - 【MIG + MIG】+5 Check will roll their Might die twice - and then add 5 to the Result. -

    -
    - -
    - -
    -

    CHECK TERMINOLOGY

    -

    The following terms are key to understanding how Checks work:

    -
    -
    Modifier
    -
    - Any numerical value that is added to or subtracted from a Check. - If you perform a <DEX + MIG> +2 Check, for - instance, the modifier is “+2”. If the modifier is added, it is - a bonus; if it is subtracted, it is a penalty. -
    -
    Result
    -
    - The final number generated by the Check, after applying any - modifiers. -
    -
    Difficulty Level (DL)
    -
    - Abbreviated as DL. If the Result of the Check is greater than or - equal to this number, then the action is successful. The - Difficulty Level for a Check will either be set by the rules or - chosen by the GM. -
    -
    High Roll (HR)
    -
    - Abbreviated as HR. It indicates the higher of the two dice - rolled in a Check and will be used to calculate various effects - (typically weapon and spell damage). For instance, if you roll - d8 + d10 for a Check and the dice show a 6 and a 9, the HR for - the Check will be 9. -
    -
    -

    CRITICAL SUCCESS

    -

    - 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 you will score a critical success - on a double 6, double 7, double 8, double 9, double 10, double 11, - or double 12. If you roll a critical success, your Check is - automatically successful and you get to apply the effects of an - opportunity (see next page). -

    -

    FUMBLE

    -

    - When both dice rolled during a Check show a 1, the Result is a - fumble, which is the exact opposite of a critical success: no - matter the modifiers, a fumbled Check is always a failure — not - due to the character’s incompetence, but because of some - unfortunate twist. When you roll a fumble, whoever controls your - opposition in this scene gets an opportunity (see - next page). -

    -

    - When a Player Character rolls a fumble, they immediately earn 1 - Fabula Point (see page 96). -

    -
    - -
    -

    Opportunities

    -

    - Opportunities are unexpected twists in the story — sometimes good, - sometimes bad. -

    -

    - When you spend an opportunity, you may pick an option from the - list below or come up with a different twist that fits the current - scene. The Game Master has final say on whether an opportunity is - appropriate to the current situation, and some spells and Skills - will allow you to spend opportunities in new and powerful ways. -

    -

    - Example: Valea the thief is hopping from roof to - roof in an attempt to shake off Count Eligor's mercenaries. The - Game Master calls for a 【DEX + MIG】 Check and Valea - rolls a 7 and a 7, a critical success! The Player controlling - Valea describes how she loses her pursuers and chooses the - Favor opportunity: her daring performance will earn - her the sympathy of the villagers, who were already fed up with - the Count's tyranny! -

    -

    OPPORTUNITIES

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Advantage - The next Check performed by you or an ally will receive a +4 - bonus. -
    Affliction - A creature suffers dazed, shaken, slow or weak (see page 94). -
    Bonding - You create a Bond towards someone or something or add an - emotion to one of your existing Bonds (see page 56). -
    Faux Pas - Choose a creature present on the scene: they make a - compromising statement chosen by the person who controls them. -
    FavorYour actions earn you someone's support or admiration.
    Information - You spot a useful clue or detail. The Game Master may tell you - what it is, or ask you to introduce that detail yourself. -
    Lost ItemAn item is destroyed, lost, stolen, or left behind.
    Progress - You may fill or erase up to two sections on a Clock (see page 52). -
    Plot Twist! - Someone or something of your choice sutdenly appears on the - scene. -
    Scan - You discover one Vulnerability (see page 92) or one Trait (see page 302) of a creature you can see. -
    Unmask - You learn the goals and motivations of a creature of your - choice. -
    -
    - -
    - -
    -

    DIFFICULTY LEVELS

    -

    - 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: -

    -
      -
    • - The amount of knowledge and expertise required to complete the - operation. -
    • -
    • - Any helpful or hindering circumstances such as harsh weather - conditions, poor visibility, exhaustion, or supernatural - influences. -
    • -
    • - The lack or presence of important resources (time, space, - materials, etc.) that are needed to achieve the character’s - goal. -
    • -
    • - The kind of impact the action will have on the story, be it now - or later. -
    • -
    -

    - In summary, Difficulty is an abstraction of how the current - situation is opposing or hindering the character. The true - question you should ask yourself when determining the Difficulty - Level for a check, as indicated by the table below, is “Who is - likely to accomplish this?” -

    -

    DETERMINING THE DIFFICULTY LEVEL FOR A CHECK

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    DLAction DifficultyWho is likely to accomplish this?
    7EasyAnyone with a bit of training or natural talent.
    10NormalA competent person, or a very talented one.
    13HardAn expert or a prodigy.
    16Very HardSomeone who is among the very best in that field.
    -

    GO WITH TEN

    -

    - If you are the Game Master and find yourself stumped when choosing - an appropriate Difficulty Level for a Check, use 10: it is neither - too low nor too high, and it's easy to remember. -

    -
    - -
    -

    W CHECKS IN PLAY

    -

    - Now that you know the mechanical process behind a Check, let's - take a look at how it will work in play. -

    -

    - Our heroes have been allowed before the High Master of Relde, a - village whose aid would prove invaluable in the struggle against - Empress Almara's forces. Since Relde's people are well-versed in - philosophy and magic, everyone agrees this negotiation should be - handled by Brigid, the group's scholar. -

    -

    - Brigid's Player, Emil, describes her goal and approach: "Brigid - doesn't like to beat around the bush, so... I'll simply stand - before the High Master and explain that Almara's army is getting - closer by the day. If the people of Relde forbid them from - crossing the mountain pass, the army will be forced to take a - longer route and we'll have more time to prepare for the battle - and evacuate the locals." -

    -

    - The Game Master nods. "Okay. Is there anything else you think you - can use to your advantage? This won't be easy, you're asking him - to endanger his own people." -

    -

    - "I... not really. But I'll add this: if he refuses, we still plan - on fighting the Empire, tooth and nail. Which means his village - and the pass will probably become a base of operations for the - Imperial forces, sooner or later." -

    -

    - "I see. I was thinking Insight + Willpower for the Check, but you - are almost threatening him... so Willpower + Willpower seems - better." -

    -

    "Oh, I'm great at Willpower! So... thanks, I guess?"

    -

    - "Yours is a bit of a risky play. If the Check fails, you'll - probably be kicked out of Relde. Still, Reldeans are keepers to - many secrets and wouldn't want them to fall into Imperial hands... - because of that, the Difficulty Level is just 10." -

    -

    - Brigid has a Willpower of d10, so she rolls 2d10 and adds them - together... only a 5! -

    -

    - It is normally the Game Master's role to describe the outcome of - an action by taking into account the character's stated goals and - the Result of their Check; however, taking a step back and asking - for input can make for great roleplay moments. -

    -

    - "That doesn't look good," the Game Master raises their eyebrows. - "How about you tell me where you messed up?" -

    -

    - "You know what? I think the problem is there's some bad blood - between Relde's 'faculty' and my own. The High Master probably - doesn't like that I'm implying his people wouldn't stand a chance - against the empire..." -

    -

    - "Oh, I like that a lot! But he doesn't. You're quickly escorted - outside the village." -

    -
    - -
    -

    SUCCESS AND FAILURE

    -

    - Keep the following in mind when you describe the impact of a - Check: -

    -
      -
    • - Never subvert the outcome. No matter the - premise, the outcome of the Check must be applied for what it - is. No one at the table can turn a failure into a success and - vice versa: otherwise, why would dice be rolled in the first - place? -
    • -
    • - Relevant success. If a character succeeds at a - Check, they have confronted the odds and emerged victorious. The - Game Master shouldn't call for further Checks to “confirm” their - success: they have earned it. -

      - If you think an objective requires multiple Checks, use a - Clock (see page 52). -

      -
    • -
    • - No do-overs. 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. -
    • -
    -

    OPTIONAL: SUCCESS AT A COST

    -

    - This rule allows Player Characters to turn failure into success, - but it comes at a steep price. When a character fails a Check, - anyone may propose a success at a cost. The Game Master can make - adjustments to the cost as they see fit, and then the Player who - performed the Check can accept or refuse. -

    -

    - When determining whether a given cost would be appropriate, - remember that it should put the character in a rough spot or take - something important away from them. If a cost can be remedied with - little effort, something is wrong. -

    -

    - Back to the previous example: The High Master might listen to - Brigid's reasons, but only if she publicly apologizes and admits - that Relde's scholars are better than her. -

    -

    - You cannot succeed at a cost if your character fumbled the Check. - When you succeed at a cost, the Check's High Roll and Result - remain the same. -

    -
    - -
    -

    Invoking a Trait to Reroll Dice

    -

    - Player Characters can attempt to turn the tide in their favor by - calling upon one of their core Traits: their Identity, Origin, and - Theme. -

    -

    - For instance, a character might have Shadow Knight as their - Identity, Gaonia Empire as their - Origin, and Guilt as their - Theme. -

    -

    - After performing a Check, a Player Character may spend 1 Fabula - Point and invoke one of their Traits to immediately pick up one or - both dice and roll them again, replacing the old roll with the new - one. They may do so any number of times as part of the same - invocation, but each new reroll (of one or both dice) will cost - another Fabula Point. -

    -

    - You cannot invoke a Trait if your character fumbled the Check. -

    -

    - Example: Ricard the mage is rushing towards the - docking platform of Sorcerer Antigles’ airship. His companions, - Edgar and Valea, are held captive within the vessel. There are - only a few seconds left before the airship lifts off; Nadia (the - Game Master) asks Ricard’s Player, Mark, to perform a - 【DEX + MIG】 Check with a - Difficulty Level of 13: given that Ricard only has a d6 in both - Attributes, the situation is pretty desperate. -

    -

    - 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 still use my - Theme!” -

    -

    “Tell me more!” Nadia inquires.

    -

    - “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!” -

    -

    - “Okay! Makes sense. I imagine you're only going to reroll that 3, - right?” -

    -

    - “Yeah, I'm hoping for a critical success here... oh wow! I just - rolled another 6!!!” -

    -

    - "Which means you succeed automatically...! Care to describe the - scene for us?" -

    -

    - Mark grins. "Sure! Oh, and by the way, here's the Fabula Point. - So, the guards patrolling the area see a thin boy wearing a pointy - hat plunge himself from the platform; but once the airship lifts - off, there's someone clinging desperately to the landing gear!... - Uhm, I mean, airships do have a landing gear, right?” -

    -

    - Players should describe their actions in a way that is coherent - with their Identity, Origin, or Theme if they want to spend a - Fabula Point. Basically, you shouldn't do this when it feels - forced within the narration — but then again, you as a Player have - final say on how and when you spend your Fabula Points. -

    -
    - -
    -

    INVOKING A BOND TO IMPROVE YOUR CHECK

    -

    - Just like how a character's Traits can be used to reroll dice, - Bonds — which is to say, the feelings they harbor towards others — - allows them to increase the Result of Checks. -

    -

    - After performing a Check, a Player Character may spend 1 Fabula - Point and invoke one of their Bonds to add the strength of that - Bond to the Result. For more information about Bonds and their - strength, see page 56. -

    -

    This can only be done once per Check.

    -

    - Back to the previous example: Let's say Ricard invokes his Theme - to reroll, but the dice come up a 6 and a 5; unfortunately, this - isn't enough. Mark has 1 Fabula Point left: he could spend it to - reroll the 5 and hope for a critical success, but there's a safer - alternative: he decides to invoke his Bond with Sorcerer Antigles - himself. This is a Bond of inferiority (because Antigles is a - stronger mage) and hatred (because he devastated Ricard's village - when he stole the Dragonstone). -

    -

    - "I think I simply cannot allow him to take anyone else away from - me. It won't be like the last time... I will be there and I will - stop him, no matter the cost." -

    -

    - Nadia nods. "That's a strength 2 Bond, which means you get to 13 - and succeed!" -

    -

    - A Bond should only be invoked when it makes sense — just like - Traits, you shouldn't invoke them if it feels forced. -

    -

    - "Scared, Princess? I'm glad. Only when properly scared can we show - some good measure of courage!" -

    -

    Optional Rule: Invoking to Fail

    -

    - If you use this optional rule, Players may invoke their - character's Bonds and Traits to intentionally fail Checks and earn - Fabula Points. -

    -
      -
    • - Once per scene before making a Check, a Player may describe how - the character's Bonds or Traits prevent them from achieving - success — this is done instead of performing the Check itself. -
    • -
    • - 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. -
    • -
    • - 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. -
    • -
    -
    - -
    -

    ACCURACY CHECKS

    -

    - This type of Check works like a normal Attribute Check, but it is - performed when a character wants to strike targets that are ready - to defend themselves. Each weapon lists a specific Accuracy - formula; a Steel Dagger, for instance, requires a roll of - 【DEX + INS】 +1. The Difficulty Level is generally - equal to the target's Defense score. -

    -

    - When performing an Accuracy Check, the High Roll (HR) will be used - to determine how much damage you deal. -

    -

    - You can find more about attacks on - page 68 and weapons on - page 128. -

    -

    MAGIC CHECKS

    -

    - This type of Check works just like a normal Attribute Check too, - but it is used when a character wants to cast an offensive spell - or perform a Ritual. The Attributes will depend on the kind of - magic used by the character. -

    -

    - When performing a Magic Check, the High Roll (HR) will sometimes - be used to determine the effectiveness of the spell cast. -

    -

    - You can find more about magic starting on - page 112. -

    -

    OPPOSED CHECKS

    -

    - This special kind of Attribute Check is the fastest way to - determine the outcome of a competition between characters, such as - a race, a chase or a debate. -

    -

    - Each character taking part in the Opposed Check performs the same - Attribute Check, with no Difficulty Level: whoever gets the - highest Result is the winner. In the case of a draw, the - characters that rolled the same Result simply repeat the Check - until one of them emerges victorious. -

    -

    - During Opposed Checks, fumbles are the lowest possible Result and - critical successes are the highest possible Result. They generate - opportunities as normal; if two or more characters roll a fumble - or a critical success, these count as a draw and the Checks should - be repeated. -

    -

    - Example: Montblanc the knight is struggling to - free himself from the formidable grasp of a dragon. The GM - declares this is an Opposed Check using - 【DEX + MIG】. -

    -

    - Montblanc rolls d8 + d10, but the dragon boasts a powerful d12 + - d12: when the dice hit the table: Montblanc gets 8 and 8, while - the dragon rolls 9 and 12. Despite the dragon rolling a total of - 21, Montblanc’s 16 is a critical success: against all odds, the - brave knight manages to escape the monster’s deadly claws! -

    -
    - -
    -

    OPEN CHECKS

    -

    - This particular kind of Attribute Check has no Difficulty Level: - instead, the Result tells us how well the character performed. - These Checks are often used when researching information, - examining an area or recalling important lore. -

    -

    - When you perform an Open Check, simply compare the Result with the - table below: rolling a 13 while studying an ancient painting means - you manage to get information worthy of an expert archaeologist, - while rolling an 8 would only net you basic hints of what the - artist wanted to portray. -

    - - - - - - - - - - - - - - - - - - - - - - - -
    ResultEquates to...
    7+ - What could be accomplished by a person with a bit of training - or talent. -
    10+ - What could be achieved by someone competent or very talented. -
    13+The work of an expert or true prodigy.
    16+A result worthy of being remembered in history.
    -

    SITUATIONAL MODIFIERS

    -

    - If a character performs a Check while in a strongly advantageous - or disadvantageous position, the Game Master may impose a +2 bonus - or -2 penalty to the Result. For example: Princess Camilla is - attempting to persuade the Bandit Queen Remora to stop raiding the - nearby village of Karsa; however, Remora's lieutenant T oris is - arguing against her. This is an Opposed Check, but Camilla also - offers Remora a single favor on behalf of her family. -

    -

    - Because of this, the Game Master grants Camilla a +2 bonus to her - Check. -

    -

    - Most of the time you will not need to use situational modifiers — - adjusting the Difficulty Level will be more than enough. However, - they can prove useful when said Difficulty is established by the - rules (such as with an Accuracy Check) or during Opposed Checks - (as shown by the example above). -

    -

    - If you are the Game Master, use situational modifiers to reward - approaches that take advantage of the opposition's Traits, - personality and objectives. -

    -
    - -
    -

    GROUP CHECKS

    -

    - Characters can choose to cooperate in order to increase their - chance of success within specific situations. -

    -

    Group Checks are performed as follows:

    -
      -
    1. - The characters nominate a leader: this is the - character who will perform the final Check and determine the - action’s outcome. Everyone else acts as a supporting character. -
    2. -
    3. - Each supporting character performs a Support Check identical to - the one the leader will perform, but with a fixed Difficulty - Level of 10. Fumbles and critical successes rolled during - Support Checks generate no opportunities, but still count as - automatic failures and successes. -
    4. -
    5. - Each supporting character that successfully performed their - Check will grant a +1 bonus to - the leader's Check. -
    6. -
    7. - 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. -
    8. -
    9. - 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. -
    10. -
    -

    - Group Checks are extremely useful when two or more characters are - performing the same operation together; the Game Master always has - final say on whether a Group Check is possible or should be - performed. -

    -

    Example:

    -

    - 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. -

    -
    - -
    -

    FREQUENTLY USED CHECKS

    -

    - The table below contains a list of circumstances that might - require a Check and the typical Attributes that would be involved. -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SituationSuggested Check
    Moving silently, hiding and acting unnoticed.【DEX + DEX】
    - Avoiding a trap or finding a way to flee a collapsing - building. - 【DEX + INS】
    - Anticipating someone's movements and catching them by - surprise. - 【DEX + INS】
    - Completing a work of craftsmanship or repairing something. - 【DEX + INS】
    Moving gracefully to earn someone's attention.【DEX + WLP】
    Examining or investigating someone or something.【INS + INS】
    Remembering useful information about something.【INS + INS】
    - Getting information from someone during a conversation. - 【INS + WLP】
    Persuading someone through authority or diplomacy.【INS + WLP】
    - Hard work, such as lifting a portcullis or pushing a statue. - 【MIG + MIG】
    Resisting intense pain or fatigue.【MIG + WLP】
    Intimidating someone with your strength.【MIG + WLP】
    -

    Optional Rule: Shared Attribute Choice

    -

    - If you use this optional rule, Players can decide one of the - Attributes involved in each Check they perform, while the Game - Master decides the other (which can be the same Attribute or a - different one). -

    -

    - This rule does not apply to Checks whose Attributes are already - established by the rules, such as Accuracy Checks. -

    -
    - Beneath the Crystal Temple slumbers the Great Dragon God, who once - turned the Babel Empire to ash. -
    -
    - -
    -

    CLOCKS

    -

    - Also called timers, counters, trackers, or countdowns: Clocks are - a useful tool for tracking an evolving situation, an approaching - danger, or the characters' progress with a certain task. -

    -

    - Clocks are designed to handle complex activities that cannot be - resolved with a single Check and are a great tool for Game Masters - to manage pacing within a scene. -

    -

    - A Clock is a circle split into a number of sections, each of them - representing a step towards an objective being completed or an - event taking place: -

    -
      -
    • - When the group infiltrates a guarded area and must not alert the - surveillance, failed Checks might fill a “High Alert!” Clock. -
    • -
    • - 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; once filled, the - monster will be crushed under the debris! -
    • -
    • - When a powerful sorcerer performs a world-altering ritual, a - Clock named “arcane apocalypse” can be used to represent how - much time is left to stop him! -
    • -
    -

    - A Clock normally features four to twelve sections, depending on - its complexity. Clocks are generally created and managed by the - Game Master, but 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 above: - characters could accomplish that by striking the pillars, - pulverizing them with magic, or even throwing an enemy against - them! -

    -
    - -
    -

    CHAPTER ADVANCING A CLOCK

    -

    In general, Clocks advance through Checks:

    -
      -
    • Fill one section for a successful Check.
    • -
    • - Fill an additional section if the Result of the Check surpassed - the Difficulty Level (or the opponent's Result in case of an - Opposed Check) by 3 or more, or two additional sections if it - was by 6 or more. -
    • -
    • - If the Check was a critical success, the corresponding - opportunity may be spent to fill two additional sections. -
    • -
    -

    - Vice versa, Clocks that represent a threat gradually fill as - characters fail Checks, especially if they fail them by a wide - margin: -

    -
      -
    • Fill one section for a failed Check.
    • -
    • - Fill an additional section if the Result of the Check is lower - than the Difficulty Level (or the opponent's Result in case of - an Opposed Check) by 3 or more, or two additional sections if it - was by 6 or more. -
    • -
    • - If the Check was a fumble, the corresponding opportunity may be - spent to fill two additional sections. -
    • -
    -

    - Example: While sneaking her way through the - monster-infested corridors of an ancient castle, Valea rolls a 6 - on a Check with Difficulty 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. -

    -

    CLOCKS AND THE STORY

    -

    - 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. -

    -
    - -
    - -
    - everyone's progress, as explained under the Objective action (page 72). everyone's progress, as explained under the Objective action (page 72). -
    - -
    -

    Bonds

    -

    - 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 some Class Skills and even equipment effects will also - benefit from Bonds. -

    -

    EMOTIONS AND STRENGTH

    -

    - Each Bond may feature up to three emotions from the following six: -

    -
      -
    • - Admiration. You believe you have much to learn - from this person and deeply respect them for their efforts and - achievements. -
    • -
    • - Inferiority. You envy this person or feel like - you would be powerless against them. Their very presence - frustrates you, acting as a reminder of your failures. -
    • -
    • - Loyalty. This person has won your trust, or you - believe in their ideals. You are ready to endanger yourself to - help or protect them. -
    • -
    • - Mistrust. You don't believe the words of this - person and doubt their intentions. -
    • -
    • - Affection. You have tender feelings for this - person, be they a love interest, a dear friend, or a member of - your family. -
    • -
    • - Hatred. You can scarcely control yourself in - the presence of this person, and would do anything to see them - broken and defeated. -
    • -
    -

    - The six emotions are combined into three pairings, and the same - Bond may only be connected to one emotion from each pairing: -

    -
      -
    • Admiration or inferiority;
    • -
    • Loyalty or mistrust;
    • -
    • Affection or hatred.
    • -
    -

    - For each emotion in a Bond, the strength of that Bond is increased - by one (up to a strength of 3 if you have an emotion in each - pairing). -

    -

    - 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. -

    -
    - -
    -

    CREATING A BOND

    -

    - Bonds are generally created during resting scenes (page 91), through opportunities, or due to specific Skills. Whenever an - effect in the game allows you to "create a Bond", you may add a - new Bond to your character sheet and immediately tie a single - emotion to it. This means that all Bonds start with a strength of - 1. -

    -

    - You can have Bonds towards characters, nations, kingdoms, - organizations, and even religions. You cannot have a Bond towards - yourself. -

    -

    STRENGTHENING A BOND OR CHANGING EMOTIONS

    -

    - 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. -

    -

    ERASING A BOND

    -

    - 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. -

    -

    BONDS ARE STRONGER THAN DEATH

    -

    - Even if a character dies or leaves your story, any Bonds other - characters had with them will remain until erased. -

    -

    The Role of Bonds

    -

    - Bonds make your character stronger while reminding you of their - ties with the rest of the world and its people. -

    -

    - Do not shy away from complex Bonds: feeling both affection and - inferiority towards someone, or hatred and admiration, can and - will make your story more memorable. -

    -

    - The best choice is often to let Bonds grow organically, while also - reaping the benefits that come from having many high-strength - Bonds. -

    -
    - -
    - -
    -
      -
    1. - 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. -
    2. -
    3. - Discuss the goals of each participant. Player Characters should - also declare which items they have equipped at the start of the - conflict. -
    4. -
    5. - Player Characters perform a {DEX + INS} Initiative - Group Check to determine which side acts first. The Difficulty - Level for this Check equals the highest Initiative among their - adversaries. -
    6. -
    7. - 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. -
    8. -
    9. - 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. -
        -
      • Each turn allows for a single action.
      • -
      • You cannot choose to "pass" a turn.
      • -
      • - If one side outnumbers the other, keep alternating turns as - long as possible, then let the side with the numerical - advantage take the remaining turns towards the end of the - round. -
      • -
      -
    10. -
    11. - Once all creatures have taken their actions, the round ends. -
    12. -
    13. - If the conflict continues, a new round begins: - go back to step 5. -
    14. -
    15. - 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. -
    16. -
    -
    - -
    -

    DETERMINE PARTICIPANTS

    -

    - First, discuss which characters present on the scene will take on - an active role during the conflict, and which ones will fade into - the background. Player Characters are all generally expected to - take part in the conflict, as are any important antagonists — but - there might be times in which some prefer to stay away from the - spotlight. -

    -

    - Example: The scholar Calliope has offered to help - a young bandit by the name of Randolph — she will act as his - defendant in the upcoming trial. -

    -

    - The Game Master decides to run the trial as a conflict scene: the - participants will be Calliope and Randolph as well as the - prosecutor, a man known as Orbek. Interestingly enough, only one - other Player decides to have their character take an active role: - Montblanc the knight will lend his reputation to help Randolph, - while the thief Valea will avoid being seen on the scene — her - presence could undermine Calliope's credibility, and she already - did her part acquiring important evidence. -

    -

    - Everyone else — the bystanders, the guards, and even the judge - herself — will not be active participants. While the Game Master - still describes their reactions and behavior, those characters - will not get to pursue their objectives or influence the conflict. -

    -

    - New participants may also enter a conflict while it is already - underway: characters who wish to do so can join the scene at the - end of a round (after step 5). -

    -

    DISCUSS GOALS

    -

    - Each character involved in the conflict will have their reasons: - perhaps you want to steal a precious artifact, persuade the Queen - of your good intentions, or avoid becoming a monster's - mid-afternoon snack. Your antagonists will have goals of their own - too, ranging from escaping unharmed to putting an end to your - ceaseless meddling. -

    -

    - During this step, each participant should make clear what their - general goal in the conflict will be, at least initially. -

    -

    - The Game Master is free to keep some of the antagonists' goals a - secret — 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! -

    -
    - -
    -

    INITIATIVE

    -

    - A character's Initiative modifier indicates how likely they are to - give their side an edge when a conflict begins. -

    -
      -
    • - At the start of each conflict, the Player Characters perform an - Initiative Group Check: this is a Group Check (see - page 50) that relies on - Dexterity and Insight. -
    • -
    • - The Difficulty Level for the leader's Check is equal to the - highest Initiative Score among the heroes' adversaries; - supporting characters perform their Support Check against the - standard Difficulty Level of 10. -
    • -
    • - Whether you act as the leader or as a supporting character in - this Group Check, remember to apply your Initiative modifier to - your Result. -
    • -
    -

    - If the leader succeeds, this means the heroes seized initiative - for this conflict and the first participant to act during each - round will be someone from the Player Characters' side; if they - fail, it means they have lost the initiative for this conflict and - the first participant to act during each round will be one of - their foes. -

    -

    See the next page for an explanation of rounds and turns.

    -

    Example:

    -

    - The warrior monk Silida and the mage Ricard are exploring the - ruins of an old waterway when they come across a bronze golem (page 330) barring their way! -

    -

    - The Game Master calls for an Initiative Group Check, and Ricard is - happy to have Silida be the leader. She only rolls a 6, but - Ricard's Check is a 12 (even taking into account the -2 penalty - caused by the armor he is wearing). Silida's total is now 7, which - is enough to reach the golem's initiative score! -

    -

    - The Player Characters have seized the initiative, which means the - first turn of each round will belong to either Silida or Ricard. -

    -

    - Note that even if a new participant joins an ongoing conflict - scene, they will simply adapt to the existing initiative. -

    -
    - -
    -

    - You can find more about actions starting on - page 66. -

    -

    - You can find more about actions starting on - page 66. -

    -
    - -
    -

    DYNAMIC TURN ORDER

    -

    - 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 turn during a round and found an enemy - to be Vulnerable to her ice magic can go first and finish them off - quickly! This is a fundamental aspect of Fabula Ultima's conflict - gameplay, and groups that learn to coordinate their actions will - perform much better than those in which everyone is focusing on an - individual strategy. -

    -

    THE ACTION ECONOMY

    -

    - 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 being clever in how resources are used. -

    -
      -
    • - If you are the Game Master, don't stage conflicts where one side - is vastly outnumbered: they will quickly be overwhelmed. -
    • -
    • - Some powerful creatures have the ability to take several turns - during each round — these are known as elites and champions (see - page 295). These creatures - still follow the normal rules for alternating turns, but take - the place of multiple normal foes. -
    • -
    -

    OPTIONAL: ENEMY INITIATIVE

    -

    - 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 turns in descending initiative - order, from fastest to slowest — simply write that down and apply - it to each round. This will make enemies slightly more - predictable, but also allows you to focus on more important - aspects of the conflict. -

    -
    - -
    -

    SPACE AND DISTANCES

    -

    - In true console JRPG fashion, and in line with this game's - cinematic approach, conflict scenes assume characters to be able - to reach each other quite easily. -

    -

    There are a few important things to say about this:

    -
    -
    ACTIONS AND DESCRIPTIONS
    -
    - 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. -
    -
    ATTACKS
    -
    -

    - 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 ability (or inability) to target flying - enemies and similarly elusive creatures. -

    -

    - When the martial artist in your group performs an attack that - targets foes who are in wildly different locations, you - shouldn't question the feasibility of it — if anything, the - cool part is describing what the attack looks like! -

    -

    - If you're thinking that fragile characters are made even more - vulnerable by this approach, you are partially right; but - that's where the Guard action (page 70) and the Protect and Provoke Skills (pages 197 and 195) - really shine — the ability to take a blow for your comrades - becomes critical to victory in battle. -

    -
    -
    SPLIT SCENES
    -
    -

    - If the conflict scene involves locations that are far away - from each other — say, if you are distracting the Pirate Queen - with your conversational skills while your allies silently - board her ship — you must first choose which characters will - act in each location; then, proceed with the conflict scene - and "cut" between the different locations as prompted by the - initiative order. -

    -

    - Normally, characters in different locations will not be able - to affect or interact with each other, but sometimes the two - conflict scenes will merge into one as the characters - eventually regroup. -

    -
    -
    -
    - -
    -
    -
    OKAY , BUT...
    -
    -

    - There are situations in which distances and positions are - supposed to play an important role: what if there's a sniper - atop a tower? What if a terrible ritual tears open a chasm in - the middle of the battlefield? -

    -

    The advice boils down to the following:

    -
      -
    • - Don't overcomplicate things. Play to this game's strengths, - and avoid situations in which suspension of disbelief - becomes too strained. -
    • -
    • - 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! -
    • -
    -

    - 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. -

    -
    -
    -
    - -
    -

    ACTIONS

    -

    - The chart on the right summarizes the various actions available - during a conflict; these are explained in detail over the course - of this section. -

    -

    - There's something important that should always be kept in mind - when performing an action: that action isn't just a simple - gesture, it's the main focus of your turn and a precise tactical - choice. When you Attack, you perform a full offensive maneuver; - when you Study, you focus your attention and try to obtain - critical information, and so on. -

    -

    MINOR ACTIVITIES

    -

    - There are a lot of minor gestures and operations that can be - performed on your turn, alongside your main action; the Game - Master has final say on what you can accomplish, but you'll - generally be able to squeeze in at least one of the following: -

    -
      -
    • -

      - Pick up an item from the ground and/or drop something you are - holding. -

      -

      - When you pick up an accessory, a shield, or a weapon, you may - immediately equip it — provided you have a free slot and are - able to equip the item in question (for more information on - this, see page 122). -

      -

      - If you drop an equipped item, you will no longer have it - equipped. -

      -

      - If you want to properly rearrange your gear, you must perform - the Equipment action. -

      -
    • -
    • - Quickly throw an item you are holding to another character. -
    • -
    • - Perform a minor interaction with the environment: open an - unlocked door, pull a lever, or kick down a wooden plank to - bridge a gap. -
    • -
    -

    - All of these may be performed before, after, and sometimes during - the main action of your turn — again, the Game Master is - responsible for adjudicating what is feasible during a single - turn. Be generous whenever possible. -

    -

    - If what you're doing requires a Check, then it's probably your - main action for the turn. -

    -

    - Everything a character does to inject style and uniqueness in - their actions will virtually take no time — complex blade - choreographies, magical chants, the mixing of alchemical - ingredients before throwing a potion and any similarly flavorful - descriptions should be encouraged, not penalized! -

    -
    - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ActionDescription
    AttackYou perform a melee or ranged attack.
    Equipment - You switch any number of equipped items with any number of - items in your backpack. -
      -
    • This action doesn't apply to armor.
    • -
    -
    Guard - Only once per turn. Until the start of your next - turn: -
      -
    • You gain Resistance to all damage types.
    • -
    • You gain a +2 bonus to Opposed Checks.
    • -
    • - You may cover another creature and prevent foes - from performing melee attacks against them. -
    • -
    -
    Hinder - You perform a Check (DL 10) against an opponent. If you - succeed, you inflict dazed, shaken, - slow, or weak upon them. -
    Inventory - You spend Inventory Points to produce and immediately use a - consumable item. -
    Objective - You work towards accomplishing an objective within the - conflict. -
      -
    • - This will require an Attribute Check or Opposed Check. -
    • -
    • Complex goals will often require a Clock.
    • -
    -
    SpellYou cast one of the spells you have learned.
    Study - You attempt to gain information about someone or something. -
      -
    • - This will generally require an 【INS + INS】 Open - Check. -
    • -
    -
    SkillSome Skills require you to spend an action.
    Other - You perform an action that is not covered by any of the - above, negotiating its resolution and effects with the Game - Master. -
    -
    - -
    -
    -
    Attack
    -
    -

    - A character may spend an action to perform an offensive - maneuver using one of the weapons they have available. -

    -
      -
    1. -

      Choose a target for your attack.

      -

      - You must know the position of the target and be able to - see them. -

      -

      - You must be able to reach the target with the weapon you - are using; flying enemies, for instance, cannot be reached - by melee attacks. -

      -
    2. -
    3. -

      - 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. -

      -
        -
      • - A fumble indicates an automatic failure and a critical - success means you hit your target regardless of their - Defense. They also generate opportunities. -
      • -
      • - The Game Master may apply situational modifiers (+2 or - -2) to your Accuracy Check based on especially favorable - or hindering circumstances. -
      • -
      -
    4. -
    5. -

      - If you hit the target, you deal damage based on the - formula indicated by the weapon you attacked with. This - will generally be a sum of your Accuracy Check's High Roll - and a fixed value based on the weapon's power. -

      -

      - For a list of common weapons, see - page 132. -

      -
    6. -
    7. -

      - The target loses a number of Hit Points equal to the - damage you dealt. -

      -

      - This may be modified by their Affinity with the damage - type (page 92): -

      -
        -
      • - A Vulnerable target loses twice the normal amount of Hit - Points. -
      • -
      • - A Resistant target loses half the normal amount of Hit - Points. -
      • -
      • An Immune target loses no Hit Points.
      • -
      • - An Absorbing target recovers Hit Points equal to the - damage suffered. -
      • -
      -
    8. -
    -
    -
    -
    - -
    -

    - Example: Our heroes are fighting a group of skeletons. Montblanc - the knight charges towards the nearest undead and swings his - powerful waraxe. The Accuracy Check requires a roll of - 【MIG + MIG】, which in Montblanc's case means - rolling two d10s: the knight gets a 6 and a 9, for a total of 15 — - more than enough to hit the enemy’s Defense score of 11. The - waraxe deals damage equal to 【HR + 14】; since the - highest of the two dice was a 9, the total is 23 damage. -

    -

    FREE ATTACKS

    -

    - 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 action. -

    -

    - A few Skills and effects might even let you perform a free attack - with weapons that aren't part of your equipped items! -

    -

    MULTI

    -

    - When you perform an attack with the multi property, you may select - as many different targets as the specific weapon or effect allows - — multi (2) lets you target up to two different - creatures, for instance. You perform a single Accuracy Check and - compare it to the Defense of every target, determining which of - them were hit. -

    -
      -
    • - Rolling a critical success means you hit all your targets, while - a fumble means you miss all of them. -
    • -
    -

    Finally, apply the normal damage calculation to each target.

    -

    TWO-WEAPON FIGHTING

    -

    - 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 you are attacking with both. -

    -

    - You perform the two attacks in any order you prefer and they may - both be aimed at the same target or different targets, but the - following penalties apply: -

    -
      -
    • - Both attacks lose the multi property (if they had it) and cannot - gain it. -
    • -
    • - When calculating damage for both attacks, the High Roll (HR) is - always treated as being equal to 0. -
    • -
    -

    - You cannot use two-weapon fighting when performing a free attack. -

    -
    - -
    -

    EQUIPMENT

    -

    - 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 equip them. The only thing you can't - equip or put away is armor — there's simply not enough time for - that during a single action. Still, the Game Master might allow - you to remove or equip a suit of armor if you spend several turns - on it. -

    -

    - Remember, equipped items are always at the ready: you don't need - to perform this action to start a battle with your equipped weapon - drawn, for instance. -

    -

    - For more information on equipping items, see - page 122. -

    -

    d GUARD

    -

    - When using this action, you focus your attention on defending your - teammates and thwarting enemy tactics. -

    -

    - You gain all of the following benefits until the start of your - next turn: -

    -
      -
    • - You gain Resistance to all damage types, regardless of their - source (see page 92 to learn - more about damage Affinities). -
    • -
    • - Whenever you perform an Opposed Check against another character - in the scene, you gain a +2 bonus - to your Result (regardless of who initiated the Check). -
    • -
    • - 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. You cannot cover a creature that is already - covering someone. -
    • -
    -

    - 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 action can only be performed once per - turn and its benefits never stack. -

    -
    - -
    -

    Hinder

    -

    - You force an opponent into a disadvantageous position. This may - represent a variety of actions: a feint, a diversion, or even a - stinging remark. -

    -

    - Once you have described your approach, you perform a Check against - your target, with a fixed Difficulty Level of 10 — the Game Master - will determine the relevant Attributes based on your description. -

    -

    - Example: Princess Camilla has challenged the - Death Knight Brandon to a duel. She circles the imposing warrior - and attempts to put the light of the sun behind her, hoping to - dazzle him — the Game Master calls for a - DEX + INS Check. -

    -
      -
    • - If your Check succeeds, you inflict one of the following status - effects upon the loser: dazed, shaken, slow, or weak. Your - choice. -
    • -
    -

    - For more information on status effects, see - page 94. -

    -

    - Back to the example above: Camilla gets a critical success and - decides to inflict slow on the Death Knight. She also generated an - opportunity — which she immediately spends to send Brandon's sword - flying from his hand. -

    -

    Inventory

    -

    - You produce an item from your inventory and immediately use that - item as part of the same action: you might give a potion to one of - your allies or slip them a refreshing balm during a tense - negotiation, for instance. -

    -
      -
    • - If the item you want to use requires you to be close to the - target and something or someone bars your way, the Game Master - may ask for a Check. -
    • -
    • - If you use an item whose effects include a free attack against - one or more targets, you perform this free attack as part of the - Inventory action. -
    • -
    -

    - The rules for Inventory Points are explained on - page 104. -

    -

    - Note that you can perform this action even if you have items - equipped in both hands. -

    -
    - -
    -

    Objective

    -

    - You use this action when you want to make progress towards one of - your goals within the conflict — either one you had established at - the start of the scene, or one you just realized you want to - achieve. You might make an attempt at negotiation, sneak past a - group of guards, begin work on a magical Ritual, grab a target and - try to immobilize them, pull a lever to activate a mechanism, and - so on. -

    -

    - O W Describe what you want to accomplish and how - you intend to approach it. -

    -

    - Needless to say, you can only pursue a goal if you have a - reasonable way to achieve it — the - Game Master has final say on which actions can be - performed, but should do their best to allow a variety of - different approaches. -

    -

    1

    -

    - If your goal is simple enough—such as leaping past a chasm or - climbing a rope—you will likely accomplish it with a single - successful Check. -

    -

    - O W Since Objective gets you closer to what you - want to achieve within the conflict, it will always require a - Check. -

    -
      -
    • - If your goal is opposed by another participant in the conflict - scene, the Check will be an Opposed Check against them. Even if - multiple participants can oppose you, only one of them will - perform the Check — this should be the most capable among your - adversaries. -
    • -
    • Otherwise, it will be an Attribute Check.
    • -
    -

    2

    -

    - O W If your Check is successful, you alter the - Clock in your favor — which, based on the Clock - in question, means filling or erasing a certain number of - sections, as previously explained on - page 53: -

    -
      -
    • One section for succeeding.
    • -
    • - An additional section for beating the Difficulty Level or the - opponent's roll by three (3) or more, or two additional sections - for beating it by six (6) or more. -
    • -
    -

    3

    -

    - Most of the time, your goal will be complex enough to involve the - use of a Clock — especially if achieving it - brings you closer to winning the conflict. -

    -
    -
    - -
    -

    GOAL CLOCKS IN A CONFLICT SCENE

    -

    - Example: In the depths of a magitech laboratory, the warrior monk - Silida is busy keeping a rampaging stone golem away from her - allies — the mage Ricard and the arcane fencer Nethis. -

    -

    - Seeing how Silida is having trouble withstanding the golem's - powerful attacks, Nethis decides to work on a new goal for this - conflict: there are a variety of magical crystals surrounding - them, and she wants to channel their power into the golem and - overload its core, shutting down most of its functions. -

    -

    - Since Nethis can wield magic, the Game Master is okay with the - plan and establishes a six-section Clock: once completed, the - golem's core will be properly fried — the Game Master says she - will handle this by permanently decreasing all of the golem's - Attribute dice by one size. -

    -

    - When you use Objective to intervene on a Clock, it is extremely - important to describe what your character does — the Game Master - has final say on which actions can influence the Clock. -

    -

    - Back to the previous example: The kind of effect Nethis wants to - accomplish is definitely magical — but does this mean Silida, - being unable to cast spells, cannot influence the Clock? -

    -

    Absolutely not!

    -

    - For instance, she might use Objective and strike at the golem's - frontal plate, which houses its core, to expose it and increase - the flow of magical energy. Maybe she won't fill as many sections - (the Golem is pretty good at opposing physical Checks, and this - isn't exactly an optimal strategy), but it will still help. -

    -

    GOAL CLOCKS IN A CONFLICT SCENE

    -

    - As the Game Master, you are responsible for assigning Clocks to - goals and determining how many sections they should have — use the - table below as a guideline. -

    -

    - For detailed examples of conflict goals and Clocks, see - page 78. -

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    SectionsObjectiveOnce filled...
    4MinorProvides a minor or temporary advantage.
    6 to 8MajorProvides a decisive and permanent advantage.
    10 to 12ResolutiveAllows you to win the conflict.
    -
    - -
    -

    - For more information on magic and spells, see - page 114. -

    -

    - For more information on magic and spells, see - page 114. -

    - page 319. - page 319. -
    - -
    -

    22GAME RULES

    -

    SKILL

    -

    - Some skills and effects require you to "use an action" to activate - them; in these cases, the Skill action must be performed. If you - ever decide to use one such Skill outside a conflict, it will - generally require five to ten seconds. -

    -

    OTHER

    -

    - In addition to the ones listed above, characters might attempt all - sorts of creative actions within a turn, provided these aren't - particularly complex or time-consuming operations. The details and - resolution of these unique actions must be negotiated between the - Player and the Game Master; most of the time, the simple act of - clearly stating what you want to accomplish and how you want to do - it will lead you to realize that an existing action is already the - best fit for it. -

    -

    - Conflicts generally represent fast-paced scenes in which - characters have limited ability to speak and discuss a complex - plan or course of action, but this shouldn’t apply to the Players - who are controlling those same characters. -

    -

    Always keep the following in mind:

    -
      -
    • - First, the characters are heroes and adventurers. This means - they have likely discussed strategy and tactics before, perhaps - around a campfire or while marching through the woods; not to - mention the fact that movies and TV shows often portray heroes - elaborating a strategy on the spot, as time seemingly freezes. -
    • -
    • - Secondly, this approach makes for a more relaxed atmosphere at - the table, in line with the general optimistic tones of the - game. -
    • -
    -

    - Ultimately, the choice of exactly how much dialogue and - strategizing is allowed during conflicts and similar situations - rest on the shoulders of the entire group: a “sweet spot” needs to - be collectively found. -

    -

    DIALOGUE AND TACTICS

    -
    - -
    -

    TEAMWORK

    -

    - When a character performs a Check during a conflict scene, any - other character that is able to help them and hasn’t already taken - a turn during the current round may choose to lend the active - character a hand. -

    -

    - If anyone does, the Check turns into a Group Check (see - page 50), but with a few key - differences: -

    -
      -
    • - Each helper becomes a supporting character in that Group Check, - while the active Player Character is treated as the leader. -
    • -
    • Every Support Check is automatically successful.
    • -
    • - Each character who supported the leader is then considered as - having taken their turn within the round — in other words, you - can only help if you haven't already taken your turn, and doing - so will "burn" your ability to act during that same round. -
    • -
    -

    Choose wisely.

    -

    - Note that this option can apply to any kind of - Check, including Accuracy Checks, Magic Checks, and Opposed - Checks! This is a great way to represent characters working - together to overcome a powerful opponent — when you can't strike a - flying target with your sword, you might clear the path for your - archer or help them anticipate the enemy's movements! -

    -
    - -
    -

    ENDING A CONFLICT

    -

    - As with any scene in the game, the Game Master has the right to - declare the ending of a conflict. This generally happens when one - side has prevailed, when everyone is no longer able to oppose - them, or when the participants negotiate some sort of truce. -

    -
      -
    • - Remember: once people find an agreement, there's no conflict - anymore — until they later regret or reconsider said agreement, - at least. -
    • -
    • - Sometimes, the end of a conflict scene might mark the beginning - of a different one. It is not uncommon for a brutal battle to - turn into a chase as the losing side retreats, or a failed - negotiation might turn to violence. Some characters could even - have this change as their conflict goal if they excel at a - specific type of situation instead of the current one. -
    • -
    • - When a conflict ends, all effects that last "until the end of - the scene" will also cease to be. Keep this in mind when - deciding whether you should switch to a different conflict or - simply let the current conflict evolve in a different direction. -
    • -
    -

    - In the end, remember that conflicts should only be used for - high-stake moments and aren't the default resolution method for - every tense situation. -

    -

    TURN-RELATED EFFECTS

    -

    - Effects that concern themselves with "the start of a character's - turn" or "the end of a character's turn" follow a set of specific - rules: -

    -
      -
    • - The effect ends automatically when the conflict scene reaches - its conclusion. -
    • -
    • - The effect also ends if you die, fall unconscious, or leave the - scene. -
    • -
    • - If an effect begins, ends or recharges at the start or at the - end of a character's turn (such as the Guard action on - page 70 or the Protect Skill - on page 197), that effect - also begins, ends or recharges immediately if you help another - character through teamwork (see previous page). -
    • -
    -

    - If such an effect is somehow used outside a conflict scene (this - doesn't happen often, but it's still a possibility), it will last - for a few seconds – enough to influence the outcome of a single - Check, generally. -

    -
    - -
    - While the explanation for the Objective action on - page 72 should give a pretty - While the explanation for the Objective action on - page 72 should give a pretty -
    - -
    -

    CHAPTER CATCH THE THIEF

    -

    - Heading towards their rooms in Caralon Castle, the heroes spot a - suspicious figure at the end of a corridor — and in their hands is - the powerful artifact known as the Skyglass, the most precious - treasure of Caralon's royal bloodline! The group immediately jumps - into action, and a chase scene begins! -

    -

    - The Player Characters want to reach and stop the thief, which is a - resolutive goal; the Game Master sets this Clock at 10 sections. - Possible actions would be... -

    -
      -
    • - Use 【DEX + INS】 to anticipate the thief's - movements and cut them off. -
    • -
    • - Use 【DEX + MIG】 to bolt forward and grab the - thief before they get too far. -
    • -
    • - Use 【INS + INS】 to recall the layout of the - palace corridors and tell the nearby guards where you think the - thief might be heading. -
    • -
    • - If capable of casting spells, use - 【INS + WLP】 to summon a glowing orb that will - follow the fleeing thief. -
    • -
    • - Use 【MIG + WLP 】 to intimidate the thief and - cause them to stumble or hesitate. -
    • -
    -

    - These Checks will be performed against the thief; once the Clock - reaches 10, the group will have cornered the mysterious figure — - but this might lead to a battle! -

    -

    - Similarly, the thief has a Clock of their own: thanks to a - significant head start on the heroes, the thief's Clock has 8 - sections only. If the thief manages to fill this Clock, they will - flee the scene with the Skyglass! -

    -
    - -
    -

    CONVINCE THE QUEEN

    -

    - The heroes need to persuade the Queen of Armorica that attacking - the Imperial forces tomorrow would be a suicidal maneuver. For - some reason, the Queen's advisor is stubbornly pushing for an - immediate strike. -

    -

    - This is a resolutive goal and, given the importance of the scene, - the Clock should have 12 sections. Possible actions would be... -

    -
      -
    • - Use 【INS + WLP】 to present your reasons to - the Queen. If you have witnesses or items that reinforce your - position, they will grant you a +2 bonus. -
    • -
    • - Use 【INS + MIG】 to present a possible - strategy and offer your battle prowess to the Queen and her - people, were she to reconsider tomorrow's attack. -
    • -
    • - Use 【WLP + WLP】 to launch yourself into a - passionate speech, attempting to win the hearts of the - bystanders. If you helped the people of Armorica in the past, - you will receive a +2 bonus. -
    • -
    • - Use 【INS + WLP】 to lure the advisor into - saying too much. To get a bonus on this Check, you might first - Study the advisor and identify his Traits and motives. -
    • -
    -

    - The majority of these Checks will be performed against the - advisor, but the third approach might also be made against the - difficulty of "the room". -

    -

    - The advisor also has a Clock of his own which, once completed, - will have the heroes banished! This Clock has 12 sections — the - same size as the heroes'. -

    -
    - -
    - -
    -
    -

    AMBUSHES AND SURPRISE ROUNDS

    -

    - Normally, initiative already takes care of which characters in a - conflict are more aware of their surroundings and can promptly - react to danger; however, if one side gets the jump on their - foes, the Game Master may opt to give those characters a free - round of actions before anyone else can act. -

    -

    This is known as a surprise round.

    -
      -
    • - Warning: This optional rule greatly favors - the ambushers; a full round of actions is a massive advantage. - If you don't like the possibility of a character being - defeated before even being able to contribute to the conflict, - don't use this rule. -
    • -
    • - If you are using Superiority Points, a surprise round can - become even more dangerous if the ambushers manage to - overwhelm their foes with additional actions. -
    • -
    -

    - See next page for the mechanics governing - Superiority Points. -

    -
    -
    -

    PLAYERS OUTSIDE THE CONFLICT

    -

    - If one or more Players are controlling no characters during a - conflict scene, they can still influence its outcome: once per - conflict round after any character performs a - Check, a Player whose character is - not present on the scene can choose a single die rolled in that - Check and force it to be rerolled. Multiple Players can even - work together to have the same die be rerolled more than once. -

    -

    - The goal of this rule is to keep Players involved even when - their characters are absent from the conflict scene or have been - defeated. -

    -

    - If you use this optional rule, describe how your character is - "fighting in spirit" alongside their ally and helping them - overcome the challenge! -

    -
    -
    -

    OPTIONAL CONFLICT RULES

    -

    - Below you can find a few options for customizing conflict scenes - in your game. Any number of these can be adopted, as long as the - entire group agrees on them; you also have the option to use - them only during specific conflicts that you think would benefit - from an additional tactical layer. -

    -
    -
    - -
    -

    BATTLE SUPERIORITY

    -

    - This optional rule adds another layer of strategy to battles and - rewards the clever use of elemental attacks and Affinities. -

    -

    - If you use this rule, all participants in the conflict gain access - to a special resource: Superiority Points. These - points are shared by the entire team, which means any Superiority - Points you gain may be spent by you or your allies. -

    -

    Gaining Superiority Points

    -

    - Characters can gain Superiority Points in four different ways: -

    -
      -
    • - Whenever you deal damage to one or more enemies, if one or more - of those enemies are Vulnerable to the damage you deal, your - team gains 1 Superiority Point. -
    • -
    • - Whenever you suffer damage, if you are Immune or Absorb that - damage type, your team gains 1 Superiority Point. -
    • -
    • - Whenever you roll a critical success, your team gains 1 - Superiority Point. -
    • -
    • - Whenever you roll a fumble, the opposing team gains 1 - Superiority Point. -
    • -
    -

    - A character may spend one Superiority Point to perform an - additional action on their turn, making this optional rule a - dangerous addition! -

    -

    Important Governing Rules

    -

    - However, there are three important rules governing Superiority - Points: -

    -
      -
    • - A character may only spend 1 Superiority Point per turn, - regardless of the number of Superiority Points available to - their team. -
    • -
    • - Whenever your team is about to gain a Superiority Point, if the - opposing team has one or more Superiority Points, instead you - will gain no Superiority Point and they will lose one - Superiority Point. -
    • -
    • - A team can never have more than 5 Superiority Points; any - Superiority Points in excess will simply be wasted. -
    • -
    -

    - Note: This rule is more advantageous to the - Player Characters than their enemies since Player Characters - usually do not have damage Vulnerabilities. -

    -

    - You might want to employ a tracker such as the one shown below, - and move a coin or token back and forth to remember how many - points are available to each team: -

    -
    0 +1 +2 +3 +4 +5
    -

    - A visual aid showing point tracking: 5 +5 +4 +3 +2 +1 -

    -
    - -
    -

    Hit Points and Mind Points

    -

    - In Fabula Ultima, a character’s general well-being is represented - by two parameters: Hit Points and Mind Points. If you are familiar - with video games, you will no doubt have encountered similar terms - — but in this game, they work a bit differently than what you - might be used to. -

    -

    HIT POINTS

    -

    - Abbreviated as HP, this number indicates a character’s vital - energy, fighting spirit, and general body health, as well as their - ability to take a beating and withstand physical pain and fatigue. - You should not see Hit Points as a measure of a character's - physical integrity, however — losing them does not directly - translate into wounds or severe physical harm. -

    -

    - One could describe Hit Points as a “shield” that protects - characters from suffering that final blow that would knock them - out of a fight. Bruises, cuts, and burns are all ways to portray - this in the game fiction — the moment HP gets to 0, however, is - when we see the antagonist's blade find an opening and tear - through the hero's armor. -

    -

    HP States

    -
      -
    • - Current HP: This is how many Hit Points a - character has at the moment. This number can never go below 0, - nor can it go above the character’s maximum HP. -
    • -
    • - Maximum HP: A character’s current Hit Points - can never be brought above this value. If a character’s maximum - HP value is 50 and they currently have 40 HP, an item restoring - 60 HP will still leave them at 50 HP, not 100. -
    • -
    • - Crisis: This number is equal to half of a - character's maximum HP, rounded down. If your current HP is at - or below this number, you are considered "in Crisis", which - means you're having a bad day and it shows. For instance, a - character with 65 maximum HP will be in Crisis if they have 32 - Hit Points or less. Some game effects activate when you enter - Crisis, and others remain active as long as you are in Crisis. -
    • -
    • - 0 HP: If a character’s current Hit Points reach - 0, their fighting spirit has broken. They will face different - consequences depending on their role in the story — a Player - Character, a Villain, or a normal Non-Player Character. For - detailed information on what happens when a character reaches 0 - Hit Points, take a look at - page 86. -
    • -
    -

    HIT POINTS AND MIND POINTS

    -
    - -
    -

    MIND POINTS

    -

    - Abbreviated as MP, this number measures a character’s inner force, - magical potential, and ability to focus. In the game, Mind Points - are often spent to fuel magic or to perform heroic feats that - verge on the superhuman. -

    -
      -
    • - Current MP. This is how many Mind Points a - character has at the moment. This number can never go below 0, - nor can it go above the character’s maximum MP. -
    • -
    • - Maximum MP. A character’s current Mind Points - can never be brought above this value. -
    • -
    • - Spending MP. Spells require you to spend Mind - Points to cast them, as do several other abilities. You can only - do so if you have enough MP to pay for the full cost; for - instance, you cannot cast a spell with a cost of 10 MP if you - only have 9 MP left. -
    • -
    • - 0 MP. If a character’s current Mind Points - reach 0, they are mentally exhausted but suffer no other - consequence — aside from being unable to use spells and - abilities that consume MP. -
    • -
    -
    - -
    -

    -

    - When a character’s Hit Points fall to 0, the dangers and harm they - endured have become unbearable. Will they break? Will they run? -

    -

    - Depending on their role within the story, defeated characters will - have different options available to them. -

    -

    NON-PLAYER CHARACTERS

    -

    - When a Non-Player Character’s Hit Points reach 0, that character - loses all will to fight. Whoever defeated them gets the right to - determine their fate: they may be: -

    -
      -
    • Captured
    • -
    • Forced to flee
    • -
    • Knocked unconscious
    • -
    • Slain
    • -
    -

    - Example: Yezma lands her final blow against a - magically tainted boar, reducing its Hit Points to 0. Now that the - creature is defeated, Yezma must decide its fate — she knows, - however, that the great beast had turned aggressive only because - of the arcane corruption plaguing its mind and body. Because of - this, Yezma decides to spare the creature and simply scare it off, - in the hope of finding a way to restore its mind later on. -

    -

    - This being said, some creatures might simply be destroyed when - reduced to 0 Hit Points — constructs such as golems and robots - will cease to function, elemental beings will vanish or dissipate, - and undead often crumble to dust. -

    -

    0 HIT POINTS

    -
    - -
    -

    CHAPTER VILLAINS

    -

    - Some Non-Player Characters are a bit more important than others — - these are Villains, the main antagonists in the story. You will - find more information about them starting on - page 100, but what you need to - know right now is that they enjoy several privileges when compared - to normal NPCs. -

    -

    - When reduced to 0 Hit Points, a Villain must choose one of two - options: escaping or surrendering. -

    -

    Escaping

    -

    - Villains have a pool of special points, mirroring the Player - Characters' Fabula Points: these are called - Ultima Points (see - page 101). When reduced to 0 - Hit Points, a Villain may spend 1 Ultima Point and safely - disappear from the scene; the Game Master describes how this - happens. -

    -

    - Example: Held at gunpoint by the sky pirate - Morgan, Commander Duna grins and leaps from the airship's deck, - plummeting towards the ocean below. But when Morgan leans over the - railing to see where the armored warrior fell, he's clinging to a - large winged salamander. "You win this battle, pirate!" he shouts, - before the powerful beast carries him away towards the capital. -

    -

    - If a Villain has no Ultima Points left, they may still escape by - escalating into a more dangerous version of themselves (see - page 102). -

    -

    Surrendering

    -

    - The Villain surrenders and is treated as any other Non-Player - Character; their fate rests in the hands of those who defeated - them. In general, a Villain will only choose this option if it's - the only choice they have left; if the Player Characters show - mercy to a Villain, they might even earn a new ally — this would - also be a spectacular way to introduce a new Player Character in - the group. -

    -
    - -
    -

    PLAYER CHARACTERS

    -

    - Like Villains, Player Characters follow their own special rules. - When reduced to 0 Hit Points, a Player Character must either - Sacrifice themselves or Surrender. -

    -

    SACRIFICE

    -

    - When reduced to 0 Hit Points, a Player Character may give their - life in order to accomplish a seemingly impossible deed, such as - putting an end to a centuries-old curse, temporarily taking away a - demigod's powers, or single-handedly holding off a small army to - make sure their allies can flee. -

    -

    - You may only sacrifice yourself if at least two of the following - are true: -

    -
      -
    • - A Villain (see page 100) is - present on the scene. -
    • -
    • - Your sacrifice would benefit a character you have a Bond - towards. -
    • -
    • - You believe your sacrifice would make the world a better place. -
    • -
    -

    - The details of the sacrifice are negotiated between you and the - Game Master — you should narrate your heroic demise together. - There is no fixed limit on what a sacrifice may accomplish: you - can and should go overboard with this, especially as you will - permanently lose your character. -

    -

    - It is important to note that Player Characters who sacrifice - themselves have accepted their death and normally cannot be - brought back to life (see below), because they peacefully became - one with the stream of souls. It isn't a bad way to go. -

    -

    - In the cosmology of Fabula Ultima, the spirits of the deceased - generally return to the stream of souls that permeates the world — - but some might be trapped by evil sorcery, transported to other - dimensions, or even possess a will strong enough to retain their - identity after death. -

    -

    - The mechanics of the game do not give you the option of bringing - characters back to life for two main reasons: firstly, the death - of a Player Character should be meaningful; and secondly, the - mystery of the afterlife should be something you explore and shape - together as part of your story. -

    -

    RESURRECTION

    -
    - -
    -

    GAME RULES

    -

    Chapter [Title implied by context]

    -

    Surrendering

    -

    - Characters who surrender fall unconscious and become unable to act - for the remainder of the scene, even if their Hit Points are - restored above 0. The Game Master cannot kill a character who - surrenders but may impose a narrative consequence chosen from the - list below or a consequence that makes sense within the scene. If - multiple characters surrender — or worse of all, if the entire - group gets wiped out! — the Game Master may impose separate - consequences or a single major consequence. They may also decide - to bring the consequences of your surrender into play later on! -

    -

    - Example: As the last hero bites the dust, - Commander Kelta grins. "I'd love to get rid of you once and for - all, but I have a busy day. You will never make it to the village - in time! The Skyglass will shortly be in the Empress' hands." -

    -

    - While surrendering will never kill your character, the Game Master - can still impose heavy consequences. Given the general mood of - Fabula Ultima, however, permanent or crippling injuries should be - avoided. -

    -

    Mechanics

    -
      -
    • - Player Character Gain: When a Player Character - chooses to Surrender, they immediately gain 2 Fabula Points. -
    • -
    • - Recovery: At the start of the next scene in - which they appear, the Player Character regains consciousness - and recovers an amount of Hit Points equal to their Crisis - score. -
    • -
    -

    Sample Consequences of Surrendering

    -
    -
    Darkness
    -
    - You must change your Theme to one of the following: Anger, - Doubt, Guilt, or Vengeance — your choice. -
    -
    Despair
    -
    - The enemy gets to make a decisive move, or the heroes lose the - faith and approval of an important person or group. -
    -
    Loss
    -
    - Something incredibly precious, such as a magical artifact, a - loved person, or an ancient and important heirloom, is taken - from you. -
    -
    Resentment
    -
    - You are forced to erase one of your Bonds and replace it with a - Bond towards a character chosen by the Game Master. This new - Bond must be of hatred, inferiority, or mistrust — your choice. -
    -
    Separated
    -
    - You are no longer with your allies. You might be captured, - dragged away, lost, or stranded in some unknown location. -
    -
    -
    - "At the time, I could not disobey. No... I chose not to.
    But - today, I shall no longer allow you to do as you please!"
    -
    -
    - -
    -

    The Heroic Life

    -

    - The heroic life can take a heavy toll on Player Characters; they - often need to rest and recover their energy. Depending on the - location, characters have access to different options for resting. -

    -

    RESTING IN THE WILDERNESS

    -

    - When far away from the safety of cities and villages, traveling on - the road or exploring a ruin, characters must have access to one - of the following in order to rest: -

    -
      -
    • - A magic tent (see page 104) - created by spending 4 Inventory Points. One tent is enough for - the entire group. -
    • -
    • - Hospitality from someone friendly, usually in exchange for help - or money. -
    • -
    • - A safe location where they run no risk of being attacked; - perhaps a consecrated temple, a secret room, the inside of an - armored transport, or an area protected by a magic circle. -
    • -
    -

    RESTING INSIDE SETTLEMENTS

    -

    - While in a village, town, or city, characters must have access to - one of the following in order to rest: -

    -
      -
    • - A room inside an inn, which will cost money (see Town Services - on page 125). -
    • -
    • - Hospitality from someone friendly, usually in exchange for help - or money. -
    • -
    -

    The Effects of Resting

    -

    - When a Player Character rests, they enjoy the following benefits: -

    -
      -
    • They recover all of their Hit Points and Mind Points.
    • -
    • They recover from all status effects.
    • -
    -

    - Generally, resting requires four to six hours of inactivity. See - Rests and Pacing on the right for more information on the - consequences of resting. -

    -

    Resting

    -
    - -
    -

    22GAME RULES

    -

    CHAPTER: BONDS AND RESTING SCENES

    -

    - When the heroes rest, there is a chance for calmer, more intimate - roleplaying — this is known as a resting scene. During this type - of scene, Players can spend some time roleplaying conversations - and describing what their characters do while sitting near the - campfire or relaxing around town. -

    -

    - At the end of a resting scene, each PC may do one of the - following: -

    -
      -
    • Create a new Bond towards someone or something.
    • -
    • Add a new emotion to an existing Bond.
    • -
    • - Erase an emotion from an existing Bond and replace it with a - different one. -
    • -
    -

    - When you add new Bonds or change their emotions, describe how and - why your character's view of others has shifted. -

    -

    NON-PLAYER CHARACTER RECOVERY

    -

    - These rules only apply to Player Characters; the Game Master - always has full control over Non-Player Character recovery times. - In general, whenever an NPC appears on a scene they are assumed to - be at their full Hit Points and Mind Points, and with no status - effects. -

    -

    - While the rules for rests are very generous, spending too much - time wrapped in the warm blankets of an inn will allow whatever - danger is approaching to make the first move undisturbed. -

    -

    - Inactivity should never be without consequence. The Game Master - may use Clocks to keep the Players on their toes and foreshadow - incoming threats, filling a section at the end of each rest. -

    -

    RESTS AND PACING

    -
    - -
    -

    Damage Types

    -

    - In Fabula Ultima, damage generally falls into one of the following - types: -

    -
    -
    Physical
    -
    The most common damage, caused by weapons and impacts.
    -
    Air
    -
    Caused by supernatural winds and sky monsters.
    -
    Bolt
    -
    Caused by lightning and electricity.
    -
    Dark
    -
    Caused by undead and life-destroying magic.
    -
    Earth
    -
    Caused by supernatural tremors and earth spirits.
    -
    Fire
    -
    Caused by flames, magma or intense heat.
    -
    Ice
    -
    Caused by very low temperatures and frost magic.
    -
    Light
    -
    Caused by pure and untainted spiritual energy.
    -
    Poison
    -
    Caused by poison, infections and pollution.
    -
    -

    Damage Affinities

    -

    - Some creatures have a particular Affinity towards certain damage - types, often due to their Species — for instance, undead creatures - are Vulnerable to light damage. -

    -

    Vulnerability

    -
      -
    • - If a creature is Vulnerable towards a damage type, they - will lose twice the normal amount of Hit Points. -
    • -
    -

    Resistance

    -
      -
    • - If a creature Resists a damage type, they will only - lose half the normal amount of Hit Points. -
    • -
    -

    Immunity

    -
      -
    • - If a creature is Immune to a damage type, they will - lose no Hit Points. -
    • -
    -

    Absorption

    -
      -
    • - If a creature Absorbs a damage type, they will lose no - Hit Points and will instead recover an amount of Hit Points - equal to the damage they suffered. -
    • -
    -

    - Some game effects may cause you to gain a variety of Affinities: - if a character is both Vulnerable and Resistant to a specific type - of damage, they are treated as having no Affinity towards it. - Immunity, on the other hand, always supersedes both Resistance and - Vulnerability: finally, Absorption supersedes all other - Affinities. -

    -

    Damage

    -
    - -
    -

    EXTRA DAMAGE

    -

    - Some game effects let you deal "extra damage". These effects do - not apply to attacks or spells that deal no damage, only to those - which already deal damage. -

    -

    CHANGING DAMAGE TYPES

    -

    - There are a variety of game effects that change the type of damage - dealt by a spell or weapon. When this happens, the most recent - effect “overwrites” any previous changes — and when such an effect - ends, damage will return to its previous type. -

    -

    - Example: By default, a sword deals physical - damage. If the spell Soul Weapon (page 209) is cast on that sword, it will deal light damage until the end - of the scene. But if a Cyclone infusion (page 214) is applied to an attack, that attack will deal air damage — - subsequent attacks will return to dealing light damage. -

    -

    IMPROVISING DAMAGE

    -

    - Damage is generally dealt by weapons, spells, or special - abilities, but there can be other situations in which characters - might be harmed, such as falling from a bridge or being buried - under a pile of debris. The Game Master should use the table below - to determine the amount of damage suffered in similar occasions. - The damage type will vary depending on the circumstances, of - course. -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelMinor DamageHeavy DamageMassive Damage
    5+103040
    20+204060
    40+305080
    -

    - Sources of damage such as traps and hazards cannot kill a Player - Character unless they choose to sacrifice themselves; this should - be portrayed as a sudden stroke of luck or as a consequence of the - character’s heroic resolve. -

    -

    - Example: Montblanc falls into a river of lava and - is reduced to 0 Hit Points. He surrenders and manages to land on a - floating rock, but passes out because of the heat. The current - drags him away, separating him from the group. -

    -
    - -
    -

    - Characters — be they PCs or NPCs — can suffer status effects - during play. These will often be a consequence of attacks and - spells. -

    -

    Status Effect Description

    -
      -
    • - Dazed Temporarily reduces your Insight die size - by one. -
    • -
    • - Enraged Temporarily reduces your Dexterity and - Insight die sizes by one. -
    • -
    • - Poisoned Temporarily reduces your Might and - Willpower die sizes by one. -
    • -
    • - Shaken Temporarily reduces your Willpower die - size by one. -
    • -
    • - Slow Temporarily reduces your Dexterity die - size by one. -
    • -
    • - Weak Temporarily reduces your Might die size by - one. -
    • -
    -

    CUMULATIVE STATUS EFFECTS

    -

    - Different status effects that influence the same Attribute will - stack — for instance, being both dazed and enraged reduces your - Insight die size by two. -

    -

    That said, your Attributes cannot be reduced below a d6 size.

    -

    - If a character is suffering from a status effect and receives that - same status effect again, nothing happens. -

    -

    RECOVERING FROM STATUS EFFECTS

    -

    - Status effects can be healed through resting or via specific - spells, Skills, or items. -

    -

    STATUS EFFECT IMMUNITY

    -

    - If a character is immune to a given status effect, they cannot - suffer it — if they become immune to that status effect while they - have it, then they immediately recover from that status effect. -

    -

    Status Effects

    -
    - -
    -
    -

    - The six status effects are an abstract representation of a - character’s diminished abilities. Poisoned can represent being - drunk or sick, shaken might be caused by fear or hallucinations, - slow can come from ice magic as well as especially sticky ooze, - and so on. -

    -

    - Many other afflictions could be treated as their own status - effect, such as being asleep or petrified: however, these are - not status effects and behave in a different way. Instead of - reducing a character’s game statistics, they affect the way that - character can act within the game world. Petrified creatures, - for instance, will be unable to act. -

    -

    - When dealing with similar effects, rely on logic and on what - makes sense given the circumstances. Unless established by the - game rules, it is the Game Master’s job to decide which events - translate to status effects and which are handled as narrative - elements. -

    -

    STATUS EFFECT... OR MAYBE NOT?

    -
    -
    - -
    -

    W

    -

    Fabula Points

    -

    - Fabula Points represent the Player Characters’ ability to - influence destiny and stem directly from their heroic nature and - the hardships they face. -

    -

    FABULA POINTS AT CHARACTER CREATION

    -

    - Each newly created character automatically receives 3 Fabula - Points; any other Fabula Points must be gained during play. -

    -

    GAINING FABULA POINTS

    -

    - There are four main ways a Player Character can gain Fabula - Points, plus a fifth optional method: -

    -
      -
    • - If a Player Character has no Fabula Points at the start of a - session, they immediately receive 1 Fabula Point. -
    • -
    • - Whenever a Player Character rolls a fumble on a Check, they - immediately receive 1 Fabula Point. -
    • -
    • - Whenever a Villain makes an entrance during a scene — even if it - is a Game Master scene, where the Player Characters are not - present — each Player Character will immediately receive 1 - Fabula Point. - For more information on Villains, see - page 100. -
    • -
    • - Whenever a Player Character is reduced to 0 Hit Points and - decides to Surrender, that character immediately receives 2 - Fabula Points. -
    • -
    • - Whenever a Player Character invokes one of their Bonds or Traits - to automatically fail a Check (as per the optional rule on - page 47), that character - immediately receives 1 Fabula Point. -
    • -
    -

    - There is no upper limit to a character’s Fabula Points. In short, - you are free to hoard them in preparation for an “important - occasion” — however, spending Fabula Points is one of the main - ways you will gain Experience Points and increase your level in - the game (see page 226). -

    -

    - Thus, saving them up will slow down the growth of the entire - group. -

    -
    -

    FABULA POINTS

    -
    - -
    - - Add Bond strength to a Check (see - page 47). - - - Add Bond strength to a Check (see - page 47). - - - Reroll dice during a Check (see - page 46). - - - Reroll dice during a Check (see - page 46). - -
    - -
    -

    ALTERING THE STORY

    -

    - As a Player, you can spend 1 Fabula Point to make a statement - about the story. You get to shape part of the world, its people, - and its creatures, to fill in the "grey areas" and generate an - opportunity for action, tweak a detail in your favor... or even - introduce a convenient plot twist! -

    -
      -
    • - If you want to change or add new details to a character, - location, or item that has already been established — such as a - character, location, or item the Game Master described or - introduced — you will first need the Game Master's permission. -
    • -
    • - If your alteration directly affects another Player Character — - for instance, if you are establishing there is a bounty on the - head of one of your companions — you will first need permission - from the corresponding Player. -
    • -
    • - You cannot use this option to contradict a statement previously - made by yourself or by another participant. -
    • -
    • - You cannot use this option to cause mechanical changes such as - gaining or altering a Skill, switching a creature's - Vulnerabilities, or inflicting a status effect on one or more - enemies. The Game Master might decide that the element you - introduced grants a mechanical advantage, but that's their call - to make, not yours. -
    • -
    • - If you introduce a new Non-Player Character this way, that - character will still be under the Game Master's control. -
    • -
    -

    - As with any freeform tool, this option is very powerful and may be - used in a variety of ways and "intensities" — some Players will - just add a useful item on the scene, others will come up with - entire new locations and place them on the world map. -

    -

    - When you sit down to play, discuss what you feel comfortable with - — but do your best to embrace the adventurous (and sometimes - over-the-top) nature of this rule. -

    -

    Example 1

    -

    - After defeating the Mirror Golem in the depths of the forest - ruins, the heroes recover a strange ivory disc bearing mysterious - inscriptions. No one among them knows how to read this ancient - language; a Player decides to spend 1 Fabula Point to state his - character knows of an elderly scholar living in the countryside - nearby, who might be able to help. -

    -

    - Since this statement does not contradict anything previously - stated by the Game Master or by another Player, it becomes - automatically true — the Player marks the position of the - scholar's tower on the map. -

    -
    - -
    -

    - Example 2: Our heroes are searching for a massive dragon across - the rocky hills surrounding Ildefort. -

    -

    - They finally track the monster down to a large cavern. At that - point, a Player declares she wants to spend 1 - Fabula Point to state that the creature is asleep — this will make - it easier to get the drop on them. -

    -

    - The dragon is a creature introduced by the - Game Master, which means the - Player needs permission in order to make a - statement about them. The GM is okay with this, - but points out that this is no "magical sleep" and that the group - will have to make Checks in order to avoid waking up the dragon. -

    -

    - Example 3: Seven years ago, the warrior-sorceress Daige deserted - the imperial army. -

    -

    - Now Daige finds herself back in the imperial capital, leading an - infiltration team determined to steal the Soul Crystal from the - Empress' clutches. -

    -

    - While gathering information in the streets, Daige and her comrade - Valincor realize they are being followed by a city guard: the - Player controlling Daige, Hannah, spends 1 Fabula - Point and reveals that their pursuer is actually a member of her - former unit, Ramis. He was never a fan of imperial cruelties but - remained in the army to feed his family. Since the city guard was - a character introduced by the Game Master, Hannah - needs permission — this is a huge change to the scene, but the GM - is intrigued and agrees to it. -

    -

    - From now on, the Game Master will still control - Ramis — but the heroes have gained a new and useful contact within - the capital. However, Ramis still has a weakness: what will he do - if his family is threatened? -

    -

    There is more than one side to each story.

    -
    - -
    - Master chapter, on page 254. - Master chapter, on page 254. -
    - -
    -

    GAME RULES

    -
    -

    ULTIMA POINTS

    -

    - Ultima Points are the dark mirror to Fabula Points. When a - Villain is introduced, the Game Master must also decide whether - that character is a minor, major, or supreme Villain — the GM - can keep this a secret or openly reveal it. -

    -

    How Villains Receive Ultima Points

    -
    -
    Minor (5)
    -
    - Enemy commanders, unique and infamous monsters, and - antagonists causing trouble in small settlements. -
    -
    Major (10)
    -
    - Tyrants, powerful mages, legendary creatures, and entities - that threaten entire countries. -
    -
    Supreme (15)
    -
    - Archdemons, immortal entities, and alien deities bent on - destruction or domination. -
    -
    -

    SPENDING ULTIMA POINTS

    -

    A Villain has three options for spending Ultima Points:

    -
    -
    Escape (1 Point)
    -
    - A Villain may spend 1 Ultima Point to safely leave the scene — - the Game Master describes how they do so, perhaps leaving a - few henchmen behind to "keep the heroes company". -
    -
    Invoke Trait (1 Point)
    -
    - After performing a Check, a Villain may spend 1 Ultima Point - to invoke one of their Traits and reroll one or both dice - (this follows the same rules seen on - page 46). -
    -
    Recovery (1 Point)
    -
    - A Villain may use an action and spend 1 Ultima Point to - recover from all status effects and also recover 50 Mind - Points. -
    -
    -

    - While Player Characters can gain Fabula Points in several ways, - Villains cannot recharge their Ultima Points — in a way, they - represent the Villain's determination and will to pursue their - objectives. A Villain with no remaining Ultima Points is no - longer a Villain and becomes equivalent to any other NPC; - alternatively, they may choose to escalate (see next page). -

    -
    -
    - -
    -

    ESCALATION

    -

    - At any time during play, the Game Master may declare that a - Villain has transformed into a new version of themselves — one - with greater powers and darker ambitions. Narratively speaking, - this is the moment in which the Villain rejects a chance at - redemption and grows even more obsessive in the pursuit of their - goal. The heroes forced them into a corner, and the results have - proven catastrophic. -

    -
      -
    • - A minor Villain can become a - major Villain. -
    • -
    • - A major Villain can become a - supreme Villain. -
    • -
    • - A supreme Villain cannot grow any more - powerful. -
    • -
    -

    - Following this transformation, the character is treated as an - entirely new Villain; the first time they appear during a scene, - their Ultima Points will reset to a value appropriate to their new - role in the story. -

    -
      -
    • - If a Villain has no Ultima Points left and is reduced to 0 Hit - Points, they may immediately escalate while still on the scene; - this will allow them to recharge their Ultima Points and no - longer be forced to surrender (page 87). -
    • -
    • - If a Villain escalates while on the scene, they are immediately - treated as a new Villain and thus award each Player Character 1 - Fabula Point. -
    • -
    -
    - -
    -
    -

    VILLAIN AND FABULA POINTS

    -

    - Whenever a Villain makes an entrance during a scene, each Player - Character gains 1 Fabula Point. -

    -

    Rules for Fabula Points

    -
      -
    • - Multiple identities. If a Villain has more - than one identity, the heroes only receive Fabula Points when - they appear using their "antagonist persona". Once the - deception is exposed, however, they will begin awarding Fabula - Points every time they appear on a scene, whether disguised or - else. -
    • -
    • - Multiple Villains. If two or more Villains - appear during the same scene, each Player Character will gain - 1 Fabula Point per Villain, up to a maximum of 3 Fabula Points - per Player Character earned this way during the same scene. -
    • -
    • - Back-to-back scenes with Villains. If a - Villain's presence extends for several consecutive scenes, the - Player Characters only gain 1 Fabula Point at the beginning, - and no additional Fabula Points for the following scenes. -
    • -
    -

    - Whenever the heroes are running low on Fabula Points, the Game - Master should run a Game Master scene and show a Villain in - action — this is a great way to push the story forward while - also giving the heroes a bit more "fuel". -

    -

    General Guidance

    -
    -

    - Great evil is born when good intentions are met with mistrust - and despair. -

    -
    -

    - When choosing whether a Villain will escalate, the Game Master - should consider the antagonist's importance within the story, - their personality, and the way the heroes chose to confront - them: a Villain's escalation shows that the heroes might win a - conflict but still make the situation worse. -

    -

    - Most of the time it's best to simply let a Villain be defeated: - maybe their resolve is broken, maybe they even realized they - were wrong and will turn into an ally. -

    -
      -
    • - Escalating your Villains sparingly will make them more - memorable and also ensure that Players feel like their actions - have an impact on the world. -
    • -
    • - In general, you should only have two to four escalations per - campaign. -
    • -
    -
    -

    SHOULD THIS VILLAIN ESCALATE?

    -
    -
    -
    - -
    -

    104

    -

    W

    -

    - Player Characters have an abstract reserve of useful gear and - consumable items, represented by Inventory Points (IP). -

    -

    - A character can normally carry a maximum of 6 Inventory Points; - however, some Classes and special Skills will increase this limit. -

    -

    SPENDING INVENTORY POINTS

    -

    - Whenever you need a consumable item from the list below, you may - spend an appropriate amount of Inventory Points to produce it from - your bag and apply its effect — all Inventory Points spent this - way must come from the same character. -

    -

    - Once created, the item must be used immediately and is destroyed - in the process; you cannot create it and then "save it for later". -

    -

    - The table below lists the default inventory objects available in - the game; this information is also present on your group sheet for - easier reference. The sheet also features blank spaces where you - can write custom inventory items that are unique to your world! -

    -

    - The Tinkerer Class (page 210) - can use Inventory Points in a variety of ways. -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ITEMIP COSTEFFECT
    PotionsElixir 3One creature recovers 50 Mind Points.
    Remedy 3One creature recovers 50 Hit Points.
    Tonic 2One creature recovers from a single status effect.
    Utility - Elemental Shard 2 One creature suffers 10 damage of a type - of your choice (air, bolt, earth, fire, or ice). -
    Magic - Tent 4 Allows the entire group to rest in the wilderness. -
    -

    INVENTORY POINTS

    -
    - -
    -

    RECHARGING INVENTORY POINTS

    -

    - Characters can recharge their Inventory Points when they are in a - town, village, or other locations that allow them to purchase - useful gear: the cost is 10 zenit for every Inventory Point they - want to recharge. -

    -

    - At the Game Master’s discretion, characters may also recharge some - of their Inventory Points in particular circumstances, such as - stumbling upon an adventurer’s backpack or being rewarded by a - village for their help with local troubles. -

    -

    - A character’s current Inventory Points can never go above their - maximum Inventory Points — there is always a limit to how much can - be carried comfortably. -

    -

    SHARING INVENTORY POINTS

    -

    - Characters are not allowed to redistribute Inventory Points among - themselves. -

    -

    GEAR AND TOOLS

    -

    - All Player Characters are assumed to be carrying any gear and - tools appropriate to their Identity or befitting their role as - adventurers: there’s no need to keep track of torches, ropes, - blankets and so on. -

    -

    - If a character needs a basic adventuring item, they will have it. -

    -

    - However, sometimes a character will need an item that is a bit - uncommon or doesn't really fit their Identity. When this happens, - the Game Master may allow the character to spend some Inventory - Points (generally 2 to 4) in order to "miraculously" pull the item - in question out of their backpack. -

    -

    - Example: A character whose Identity is “Princess - of Thieves” will surely carry some quality lockpicks in her bag; - on the contrary, a noble knight will probably have to spend a - couple Inventory Points to pull them out of his backpack. -

    -

    - Items created this way are not immediately destroyed, but - characters should not be allowed to sell them for a price higher - than five times their IP cost. For instance, an item that costs 2 - IP to create should sell for 10 zenit at most. -

    -

    - Note: While tools and similar gear might allow - you to perform an otherwise impossible operation, they never grant - any mechanical benefit. -

    -
    - -
    -

    - While conflicts may be the most memorable moments of a game - session, the exploration of the game world is another major aspect - of Fabula Ultima. At the beginning of the game, your group will - create the world together (see World Creation, on - page 148); however, this does - not mean you know everything about it. While you may be familiar - with the main regions and cities, there are plenty of discoveries - — and dangers! — awaiting our heroes. -

    -

    TRAVELING ACROSS THE WORLD MAP

    -

    - When a group embarks on a journey, the Game Master makes use of - the map sheet to track their movements. The basic unit of this - system is the travel day: it is the average distance covered - during a single day on the map (assuming the characters are - traveling on foot). The length of one travel day when using your - map sheet must be established by the group during World Creation. -

    -

    - For each travel day required by the journey, perform the following - steps: -

    -

    JOURNEYS AND TRA VELS

    -

    - For the sake of simplicity, travel days should always be rounded - up to the next whole number — a journey taking two and a half days - is rounded up to three days, for instance. -

    -

    - The Game Master always has final say on how many travel days a - journey will take. -

    -
      -
    • - W: The Game Master determines the threat level - of the areas traversed by the group (see next page). If more - than a single threat level is present, only apply the highest. -
    • -
    • - 1W: Unless stopped by an encountered danger, - the characters proceed to the next travel day (go back to step - 1) or reach their destination. -
    • -
    • - 3O: Perform a travel roll by rolling the die - appropriate to the chosen threat level. -
        -
      • On a 6 or higher, the group encounters a danger!
      • -
      • On a 1, the group makes an unexpected discovery!
      • -
      -

      - The Game Master decides the location of each danger and - discovery; if you need, mark its position on your map sheet. -

      -
    • -
    -
    - -
    -

    Sample Areas Threat Level Travel Roll

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    AreaThreat LevelTravel Roll
    Within villages, cities and guarded areasMinimald6
    Prairies, patrolled roads, countrysidesLowd8
    Forests, hills, riversMediumd10
    Vast forests, mountains, open sea, swampsHighd12
    Deserts, frozen wastes, jungles, volcanoesVery Highd20
    -

    - Needless to say, a frequently patrolled area under enemy control - will count as a High or - Very High danger, just like a prairie overrun by - hostile monsters. -

    -

    - The Game Master has final say on the threat level for a given - travel day. -

    -

    Example

    -

    - A group of heroes are leaving the village of Relde for the Kanka - Hills, where they must search for an old mining tunnel that - supposedly leads to the lair of a wise water serpent. -

    -

    - Liz (the Game Master) takes a look at the map and determines that - the characters will need one travel day to reach the hills, and - another travel day to explore the surrounding area in order to - find the tunnel entrance. -

    -

    - For the first travel day, the group will cross prairies (d8) and - hills (d10). Since only the highest die has to be taken into - account, Liz should roll a d10. However, there is talk of a gang - of bandits roaming the prairie: she decides this should raise the - threat level to High (d12). The die comes up a 7: - a danger! -

    -

    - Liz has the group encounter a band of four brigands, accompanied - by a Grey Howler (a wolf-like creature). Following a quick - conflict, the Player Characters manage to fend off the attackers. -

    -

    - Before moving on to the next travel day, the heroes choose to use - a Magic Tent and rest, regaining their energies. -

    -

    - Finally, Liz rolls for the second travel day, spent exploring the - hills in search of the fabled mine: this time, the die rolled is - only a d10... and she rolls a 1! After giving it some thought, Liz - describes the PCs finding an entrance to the ancient tunnels... - but they are not alone! They meet a traveling merchant by the name - of Lily, who wishes to be escorted through the mine: she seeks an - audience with the serpent herself, and will reward them with goods - or information for it! -

    -
    - -
    -

    DANGERS

    -

    - Characters should generally be able to overcome a danger through a - series of Checks or a conflict scene. -

    -

    Examples of Dangers

    -
      -
    • - An area plagued by extreme weather conditions, such as - sandstorms or bitter cold. -
    • -
    • - A polluted swamp filled with toxic miasma and ravenous undead. -
    • -
    • - A ferocious and territorial monster, or a group of hostile - creatures. -
    • -
    • - A sudden, unfortunate encounter with a rival or antagonist. -
    • -
    • The risk of losing an important item.
    • -
    -

    - If you need to determine damage dealt by a danger, use the table - below: -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelMinor DamageHeavy DamageMassive Damage
    5+103040
    20+204060
    40+305080
    -

    - Status effects are another good consequence for dangers: for - instance, the polluted swamp mentioned above might inflict - poisoned. -

    -

    World Map Management

    -

    - While playing, the Game Master is free to add new landmarks, - settlements and similar features to the map sheet whenever they - feel appropriate. This usually happens when the group encounters a - new point of interest or dangerous area, or when they learn about - it from someone. -

    -

    - Players can also add new features and locations to the map by - spending a Fabula Point to add a new story element, as explained - on page 98. -

    -

    Attribution

    -

    UPDATING THE WORLD MAP

    -
    - -
    -

    DISCOVERIES

    -

    - Discoveries don’t happen that often, so the Game Master should - make sure each and every one of them is unique and useful. -

    -
      -
    • - The entrance to an ancient ruin: is it guarded? What treasures - are hidden here? -
    • -
    • A merchant caravan or a group of helpful creatures.
    • -
    • A secluded village or safe haven unknown to most.
    • -
    • A precious item or piece of information.
    • -
    -

    - Remember that a discovery is always a good thing: even if it’s a - dangerous location, the reward it conceals should more than make - up for it. -

    -

    The first airship pilot, Oona Sabine,

    -

    vanished during a flight over the Whisperwoods.

    -
    - -
    -

    - The concept of a “dungeon” is a common trope in any type of RPG, - tabletop and digital alike. Generally, a dungeon is frequently — - but not always! — a labyrinthine environment, inhabited by hostile - creatures... and often concealing valuable treasures and powerful - magical items, or acting as an evil antagonist's lair. -

    -

    - In Fabula Ultima, the term “dungeon” is used to indicate a - somewhat complex location that is worthy of being explored. It - could be an abandoned mill turned into a brigand hideout, a - witch’s castle, or a network of waterways guarded by ancient - golems. -

    -

    - Most of the time, the dungeon itself won’t be that important: why - the heroes are there and what can be found within it is what - really matters. Other times, a dungeon can be a powerful way to - tell a story about those who inhabited it — and maybe hint at some - obscure truths or provide an answer to some of the game world's - mysteries. -

    -

    EXPLORING DUNGEONS

    -

    - Depending on the size and importance of the dungeon in question, - the Game Master may adopt any of the following methods: -

    -
      -
    • - Dungeon scenes. The exploration is run as a - succession of key moments rather than an inch-by-inch search of - the dungeon. This works best when the layout of the dungeon is - mostly irrelevant and all that matters is what lies in its - depths. This approach is identical to default gameplay: the - heroes discuss their actions and describe what they do, the Game - Master describes what goes on around them, and Checks and - conflicts take place as normal. -
    • -
    • - Detailed exploration. The entire dungeon can be - explored in its every nook and cranny. This approach can be - quite time-consuming and should only be used if the structure - and details of the place tell an important story. For this - method to work, the GM should carefully prepare the layout of - the dungeon beforehand — reserve it for locations that you're - sure the PCs will explore. -
    • -
    • - Interlude. The exploration is narrated as an - interlude scene, with maybe a single Group Check establishing - whether the Player Characters encounter any obstacles or dangers - before they reach the depths of the dungeon. Use this approach - if you are short on time and if the dungeon isn't particularly - important — the typical occasion would be a minor location - discovered while traveling. -
    • -
    -

    - Additional advice on how the Game Master should prepare material - for dungeons can be found starting on - page 258. -

    -
    -

    DUNGEONS

    -
    - -
    -

    DANGER CLOCKS

    -

    - The Game Master can use Clocks to keep track of incoming threats - in the dungeon. These Danger Clocks should feature a number of - section based on the urgency of the threat they represent: -

    -
      -
    • - Eight sections for a threat that isn't - immediately obvious and will only come true with time — - something like "crumbling temple" or "magitech system failure". -
    • -
    • - Six sections for a threat that is quite obvious - and likely to happen after a while — such as "wandering - monsters" or "poisonous fog". -
    • -
    • - Four sections for a threat that is urgent and - very likely to happen — something like "surrounded" or "high - alert" in a dungeon brimming with hostile creatures. -
    • -
    -

    - The Game Master may fill a Danger Clock as a consequence of failed - Checks, as well as when an event would make the threat more - likely, such as when the PCs spend time searching a room, make - noise, rest inside the dungeon or draw unwanted attention. -

    -

    - Different Danger Clocks will be triggered by different actions and - events, of course — casting a spell might fill an "arcane - overload" Clock, while searching a room is unlikely to affect it. -

    -

    - As the Clock fills, the Game Master should foreshadow the incoming - danger: once it is completely filled, that threat will become - active in full, and the heroes will be forced to deal with it one - way or another. -

    -
    - -
    -

    - The worlds of Fabula Ultima are innately magical, bound together - on an atomic level by a stream of eternal souls. Because of this, - many creatures can wield magic, manipulating soul energy to create - supernatural effects. -

    -

    SPELLS AND RITUALS

    -

    - Magic in Fabula Ultima falls within one of two categories: spells - or Rituals. -

    -
      -
    • - Spells represent codified magic formulas - developed to protect warriors and travelers: their applications - are primarily offensive or defensive. They can be learned easily - and only require a brief gesture to cast, but lack flexibility. -
    • -
    • - Rituals, on the other hand, are complex magical - effects designed to overcome a specific obstacle: whenever a - Ritual is performed, it will always be started from scratch and - take several minutes to complete. -
    • -
    -

    - While powerful and extremely flexible, Rituals consume large - amounts of Mind Points and require difficult Magic Checks; - additionally, failing a Ritual will cause the magic to spiral out - of control. While these downsides can be mitigated through time, - effort, and complex procedures, the truth remains that Ritual - magic is a powerful resource... but one that should be used - sparingly. -

    -

    - The mechanics governing spells and Rituals can be found in the - next pages. -

    -

    MAGIC DISCIPLINES

    -

    - This book features a total of six disciplines: Arcanism, - Chimerism, Elementalism, Entropism, Ritualism, and Spiritism. Five - of these correspond to a specific Class: Arcanist, Chimerist, - Elementalist, Entropist, and Spiritist, whilst Ritualism is - available to all of these Classes, except for Arcanists. -

    -

    ARCANISM

    -

    - Arcanists can project a large portion of their soul outside their - bodies, forcing it to resonate with the power left behind by - ancient divine entities known as Arcana, and manifest a fragment - of their power. To access an Arcanum’s power, one must first earn - their favor: this often involves completing some sort of trial, - quest, or mission. -

    -

    - Arcanism is a peculiar discipline that does not feature spells, - but instead follows its own unique mechanics (see the Arcanist - Class on page 176). Arcanism - Rituals are also possible through the Arcane Rituals Skill. -

    -

    MAGIC

    -
    - -
    -

    Chimerism

    -

    - Chimerists gain their powers from the souls of beasts and - monsters; they search for creatures able to cast spells and - attempt to mimic the same effects. -

    -

    - Chimerism features both spells and Rituals. However, Chimerist - spells must be learned from creatures (see the Spell Mimic Skill - on page 183). -

    -

    Elementalism

    -

    - Elementalists can control the stream of souls that binds the four - core elements of creation: air, earth, fire, and water. They can - also influence any of their combinations and manifestations, such - as magma, blizzards, deserts, or clouds. -

    -

    Elementalism features both spells and Rituals.

    -

    Entropism

    -

    - Entropists go beyond the stream of souls found in the world and - reach for the vast expanse of nothingness between stars. Their - chaotic magic defies logic, twisting time and space and - dissipating souls, matter, and magical energy. -

    -

    Entropism features both spells and Rituals.

    -

    Ritualism

    -

    - Contrary to most other magical disciplines, Ritualism features no - spells and can only be used in Ritual form. It is a catch-all term - for Rituals performed to manipulate, sense, bind or unleash - magical energy present within a location, item, mechanism, or - relic. -

    -

    - From a certain point of view, magitech could be considered a - combination of Ritualism and technology. -

    -

    Spiritism

    -

    - Spiritists can manipulate the raw energy found within the souls of - living creatures, influencing their emotions and manipulating - their vital force: a power both miraculous and frightening. -

    -

    Spiritism features both spells and Rituals.

    -
    - -
    -

    - Spells can belong to any of the following disciplines: Chimerism, - Elementalism, Entropism, and Spiritism. The remaining two - disciplines, Arcanism and Ritualism, do not feature any spells. -

    -

    Spell Format

    -

    - Each spell description uses the format below and contains a - variety of information: -

    -

    Example Spell Metadata

    -

    - Ignis rr 10 × T | Up to three - creatures | Instantaneous -

    -

    - You unleash a searing barrage against your foes, conjuring flames - out of thin air. Each target hit by this spell suffers - 【HR + 15】 fire - damage. -

    -

    - Opportunity: Each target hit by this spell - suffers shaken. -

    -

    Spell Components

    -
      -
    • - The Name and Type: The name of the spell, and - whether it is an offensive spell (rr).
      See page 116 for more - information on offensive spells. -
    • -
    • - Mind Point Cost: The cost of the spell in Mind - Points. To cast a spell, you must have enough MP to pay its - cost; additionally, some spells allow you to spend more MP to - increase the number of targets or strengthen the effect. For - instance, a spell with a cost of 10 × T will cost you 10 Mind - Points per target; the final amount of Mind Points required to - cast a spell is known as the total MP cost. -
    • -
    • - Targets: The targets that can be affected by - the spell. Most spells can target a certain number of creatures, - but others may affect different targets (such as weapons). -
    • -
    • - Target Specification: A target of "Self" means - the caster will use the spell on themselves, while a target of - "Special" indicates that the spell functions in a unique way - described in its text, usually affecting a variety of creatures - or elements present on the scene. -
    • -
    • - Duration: The duration of the spell. Either - "Instantaneous", meaning that the spell takes effect immediately - and then dissipates, or "Scene", meaning that the spell creates - an ongoing effect lasting until the end of the scene it was cast - in. -
    • -
    • - Effect Description: The effect of the spell, - often preceded by a flavorful description. This description has - no mechanical relevance, but can help you understand the concept - behind the spell and customize its appearance in order to fit - your character. -
    • -
    • - Opportunity Effect: Spells that require a Magic - Check often feature an opportunity effect. If you roll a - critical success on your Magic Check, you may spend the - corresponding opportunity to trigger this effect. -
    • -
    -

    Spells

    -
    - -
    -

    Casting a Spell

    -

    - To cast a spell, you must fulfill the following prerequisites: -

    -
      -
    • - You must be free to move your body. You can be holding items in - your hands, as long as you can move your arms. -
    • -
    • You must be able to speak and pronounce the invocation.
    • -
    • - You must have enough Mind Points to pay for the spell’s total MP - cost, including any additional MP used to enhance its effect. -
    • -
    • - Unless you are casting a spell with a target of - Self or Special, you must be - able to see your targets. -
    • -
    -

    If all of the above are true, you may cast the spell.

    -
      -
    1. - Declare which spell you want to cast among those your character - has learned, and what its effect will be. -
    2. -
    3. If required, choose the targets for your spell.
    4. -
    5. - Perform the magical gestures and pronounce the formula — - remember that any nearby creatures will see and hear you. -
    6. -
    -

    Magic Checks

    -

    - If the spell is an offensive spell, you must also perform a Magic - Check. Elementalism, Entropism, and Spiritism Checks rely on - 【INS + WLP 】, while Chimerism may choose - between 【INS + WLP】 or - 【MIG + WLP】. -

    -

    - Non-offensive spells are automatically successful and require no - Check. Fumbles and critical successes on Magic Checks generate - opportunities as normal. -

    -
      -
    1. Spend the required amount of Mind Points.
    2. -
    -
      -
    1. Apply the effects of the spell.
    2. -
    -
    - -
    - -
    -

    - While the effects of spells and disciplines are defined by the - rules of the game, the way they manifest in your world is - something that can vary from one character to another, and another - great opportunity to inject personality into each of your heroes. -

    -
      -
    • - A druid or witch might conjure magical branches blossoming into - fruits or flowers that produce the effects of the spell. -
    • -
    • - A spellblade might channel magic through precise blade - movements. -
    • -
    • - A sorcerer might summon a swarm of imps or pixies to torment - their enemies and assist their allies. -
    • -
    -

    - If you can use magic, spend some time during each session - describing what your spells look like! -

    -

    DESCRIBING YOUR MAGIC

    -
    - -
    -

    - By acquiring specific Classes and Skills, characters may gain the - ability to use Ritual magic belonging to different disciplines. -

    -

    - Each branch of Ritual magic grants you influence over different - aspects of the world: -

    -

    Discipline Magic

    -
    -
    Arcanism
    -
    - 【WLP + WLP】 Produce a magical effect based on the Arcana you - have bound. -
    -
    Chimerism
    -
    - 【INS + WLP】 or 【MIG + WLP】 Enhance your senses, see through - the eyes of an animal, quell the fury of a monster. -
    -
    Elementalism
    -
    - 【INS + WLP】 Walk on water, shape rock, snuff out fires, cause - a rainstorm or summon powerful cyclones. -
    -
    Entropism
    -
    - 【INS + WLP】 Cause the decay of physical matter, twist the flow - of time, teleport creatures or items. -
    -
    Ritualism
    -
    - 【INS + WLP】 Extract magic from an object, activate a soul - circuit, sense the presence of magic. -
    -
    Spiritism
    -
    - 【INS + WLP】 Sense the presence and feelings of creatures, put - someone to sleep or embolden their heart. -
    -
    -

    - The full process for casting Rituals is described on the next - page. Remember that Ritual magic should never be able to - accomplish any of the following: -

    -
      -
    • - Causing direct damage. The Ritual can still deal collateral - damage — if you open a chasm below your enemies' feet, they are - bound to suffer some kind of harm. When establishing collateral - damage dealt by a Ritual, use the table on - page 93. -
    • -
    • Inflicting or removing status effects.
    • -
    • - Causing characters to lose or gain HP , MP , IP , Fabula Points - or Ultima Points. -
    • -
    • - Replicating the mechanical benefits of an existing spell or - Skill (however, narrative effects such as teleportation of - flight are okay, even if some Skills do grant them). -
    • -
    • - Generating creatures or equipment, or granting them permanent - abilities. -
    • -
    -

    - Aside from these, most Rituals are fair game — but the stronger - the effect you seek, the more tragic the consequences will be if - your Ritual goes wrong. -

    -

    RITUALS

    -
    - -
    -

    22GAME RULES

    -

    The Ritual

    -

    - The Ritual is cast following the normal procedure for a spell (page 115), but it always requires a Magic Check which must meet or exceed - a Difficulty Level based on the Ritual's potency (see below). The - Check will rely on the Attributes indicated by the Ritual's - discipline (see page on the left). -

    -

    - If you succeed, the Ritual has the desired effect; if you fail, - the Game Master will describe how its effects have been twisted in - a catastrophic way. -

    -

    Procedure for Casting The Ritual

    -
      -
    1. - Determine Goal: Describe what you want to - accomplish with your Ritual and declare which area or creatures - you want to affect. -
    2. -
    3. - Game Master Ruling: The Game Master has final - say on whether a given effect can be accomplished, as well as - which Ritual discipline it falls within. -
    4. -
    5. - Calculate Cost: By consulting the Area and - Potency tables below, the Game Master determines the Ritual's - total cost in Mind Points (MP). -
    6. -
    -

    Potency Table

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PotencyMPDLExamples
    Minor207 - Create a flash of light, block a passage, shatter a glass. -
    Medium3010 - Create an illusion, treat an illness, locate someone or - something, sense emotions, provide short-term energy. -
    Major4013 - Sense thoughts, influence emotions, dispel a curse, - temporarily alter the weather, provide long-term energy. -
    Extreme5016 - Weaken a divine entity, prevent a catastrophe, cause a - week-long change in a creature or location. -
    -

    Area Table

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    AreaMultiplierExamples / Scope
    Individual×1A human-sized creature, a door, a tree, a weapon.
    Small×2 - A few human-sized creatures, a large creature, a small - clearing, a room, a railway car, a hut. -
    Large×3 - A crowd, a small forest, an airship or galleon, a castle - hall, a house, a giant creature. -
    Huge×4 - A fortress, a lake, a mountaintop, a village, a city block. -
    -
    - -
    - Group Check (page 50), and the - character who performs the Ritual will act as Group Check (page 50), and the character who performs the Ritual will act as -
    - -
    -

    GAME RULES

    -

    Potency Clock

    -

    - The following describes the attributes associated with different - levels of magical potency: -

    -
      -
    • - Minor: Potency 4, Clock 20, MP 7, DL Individual - ×1 -
    • -
    • - Medium: Potency 6, Clock 30, MP 10, DL Small ×2 -
    • -
    • - Major: Potency 6, Clock 40, MP 13, DL Large ×3 -
    • -
    • - Extreme: Potency 8, Clock 50, MP 16, DL Huge ×4 -
    • -
    -

    RITUALS DURING CONFLICTS

    -

    - Ritual magic can certainly be attempted during a conflict scene, - but you will first need to gather enough magical energy. -

    -

    The process is as follows:

    -
    -
      -
    1. - Use the Objective action to begin the Ritual - — perform steps 1 and 2 of the flowchart on - page 119, determining the - Ritual's discipline, area and potency. -
    2. -
    3. - A Ritual Clock is immediately created with a number of - sections based on the Ritual's potency — see the table above. - Now that this Clock is part of the scene, anyone can interact - with it through the Objective action. Like any use of the - Objective action, the Game Master will be the one adjudicating - which Attributes should be used for the Check, as well as - whether it has a fixed Difficulty Level or is an Opposed - Check. The caster can perform the first Check to fill some - sections the Clock as part of the Objective action they used - to begin the Ritual. -
    4. -
    5. - Once the Clock is filled, the character who initiated the - Ritual may use an action to perform step 3 of the flowchart on - page 119; to do so, they - will spend the appropriate Mind Points and perform the Magic - Check for the Ritual, whose Difficulty Level is determined by - the Ritual's potency (see above). The outcome of the Check - will reveal whether the Ritual is successful or its effects - are twisted catastrophically. -
    6. -
    -
    -
    - -
    -

    - Regardless of which fantastic world your adventures take place in, - your heroes will likely find themselves purchasing and selling - items. This section covers the basics of the economy and provides - you with useful lists of items and prices. -

    -

    ZENIT

    -

    - The common currency of all Fabula Ultima worlds is zenit, a gold - coin whose shape and size may vary from region to region. While - prices may rise and fall depending on where you are, zenit is - universally accepted. -

    -

    - On average, 5 z pays for a decent meal, 10 z will be enough to - rent a room for the night in town, and 100 z can fetch you a - bronze shield. -

    -

    EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK

    -

    - As shown on the character sheet, a Player Character can equip a - limited number of items on their body: -

    -
      -
    • You have one equipment slot for your armor.
    • -
    • - You have a main hand equipment slot, where you can equip a - one-handed weapon or a two-handed weapon. While you have a - two-handed weapon equipped here, that weapon will also take up - your off-hand slot (see below). -
    • -
    • - You have an off-hand equipment slot, where you can equip a - one-handed weapon or a shield. -
    • -
    • You have one equipment slot for your accessory.
    • -
    -

    - Any item you have that is not equipped goes in your backpack. - There is no set limit to how many items you can carry this way, as - long as it makes sense. The Game Master has final say on what you - can and cannot carry this way. -

    -

    - If you ever find yourself in need of transporting large and heavy - items over long distances, consider purchasing a transport (see - page 125). -

    -

    - It takes a few moments to find items stored inside a backpack: - during a conflict, for example, you will need to spend an action - searching for them. On the other hand, items you have equipped are - readily accessible, but also more exposed to the risk of being - damaged or stolen. -

    -

    - An item stored in your backpack does not grant you any of its - properties. If you want it to “work”, you must equip it! -

    -

    ECONOMY AND ITEMS

    -
    - -
    -

    22GAME RULES

    -

    HOW TO GET NEW ITEMS

    -

    - There are plenty of occasions for characters to acquire gear and - equipment: villages and towns will always have one or more stores - dedicated to weapons, armor, and useful accessories. This doesn’t - mean a character can simply walk into a shop in the middle of - nowhere and expect to purchase a magical crossbow, however: while - basic weapons, armor, and shields should be available in most - settlements, rare items should only be found in unique stores, - hidden within the most dangerous of ruins, guarded by powerful - monsters or offered as a reward for heroic deeds. -

    -

    - If you are the Game Master, see - page 266 for rules and - guidelines on how to create rare items, as well as several lists - of premade items. A list of basic items can be found starting on - page 130. -

    -

    - There are three main ways treasure and magical items can be - handled during a Fabula Ultima campaign. -

    -

    - When you start playing, you should discuss which of the methods - below you want to adopt; you can always change your decision later - on after a few sessions. -

    -

    Methods for Handling Treasure

    -
      -
    • - Classic. The GM hands out rewards as they see - fit. This is probably the most common solution, but it puts a - lot of responsibility on the GM's shoulders. -
    • -
    • - Survey. The Game Master asks everyone about the - kind of items they'd like their characters to find or use — - perhaps the ninja would like to wear an intimidating han'nya - mask (page 286), or the - brawler can't wait to get her hands on a pair of fuel knuckles - (page 272). Using this - method, the GM has a useful list of items they can pick from - when handing out rewards. -
    • -
    • - Wishlist. This is an uncommon approach, but it - can be interesting. Each Player writes a list of items they - would like their character to find over the course of their - career — these can be chosen from the lists of rare items in the - Game Master chapter, or designed from scratch following the - guidelines presented there. Then, whenever the group finds some - kind of treasure or receives a reward, the Players themselves - can pick from those lists and narrate what the item is — as well - as why it was there. -
    • -
    -

    REWARDS

    -
    - -
    -

    Selling Items

    -

    - Provided you can find someone willing to buy it, an item will sell - for roughly half its original price. This amount may be modified - by the item’s quality and condition: none will want the rusted, - mud-caked axes picked up in the old tunnels. -

    -

    - The Game Master always has final say on whether you are able to - sell a given item and how many zenit you can make from it; - sometimes it will also be possible to barter or carry out duties - in exchange for goods. -

    -

    Artifacts

    -

    - Player Characters will sometimes come into possession of - incredibly powerful magic items, known as artifacts (see - page 288). Given their nature, - artifacts should never be purchased or sold: no amount of riches - can do them justice. Entire kingdoms could go to war for a chance - to obtain them. -

    -

    Services and Transports

    -

    - Prices and availability for animals, vehicles, lodging, and such - may vary depending on your game world. The following lists are - meant to be a guideline for the Game Master when establishing - prices. -

    -

    - When it comes to transports, the list includes generic entries for - mounts, cars, vessels, airships and such. Each transport can carry - a certain number of passengers and increases the distance you can - cover within a single travel day. -

    -

    Transport Rules

    -
      -
    • Terrestrial transports can only travel on land.
    • -
    • Aquatic transports can travel on water surfaces.
    • -
    • Submarine transports can travel above and underwater.
    • -
    • Flying transports can travel in the skies.
    • -
    -

    Vehicle Costs:

    -
      -
    • - If you purchase a vehicle hauled by animals, their cost is - included in its price. -
    • -
    • There is no need to keep track of animal fodder or fuel.
    • -
    • - Mounts acquired this way have no stats and will not fight. If - you want to ride a creature into battle, take a look at the - Wayfarer's Skill Faithful Companion (page 217). -
    • -
    -
    - -
    -

    SERVICE COST DESCRIPTION

    -

    Town Services

    -

    - Recharge Inventory 10 z: Recharges a character's - Inventory Points by one. -

    -

    - Full Rest (village) 5 z: Allows one person to - rest for one night. -

    -

    - Full Rest (town) 10 z: Allows one person to rest - for one night. -

    -

    - Full Rest (city) 20 z: Allows one person to rest - for one night. -

    -

    Travel Services

    -

    - Land Transportation 10 z: Allows one person to - travel for one day. -

    -

    - Water Transportation 20 z: Allows one person to - travel for one day. -

    -

    - Air Transportation 40 z: Allows one person to - travel for one day. -

    -

    TRANSPORT COST PASSENGERS DISTANCE

    -

    Mounts

    -
      -
    • Terrestrial 200 z: One or two ×2
    • -
    • Aquatic 500 z: Approximately six ×2
    • -
    • Submarine 1000 z: Approximately six ×2
    • -
    • Flying 2000 z: Approximately six ×3
    • -
    -

    Vehicles

    -
      -
    • Terrestrial 600 z: Approximately six ×2
    • -
    • Aquatic 2000 z: Approximately ten ×2
    • -
    • Submarine 4000 z: Approximately ten ×2
    • -
    • Flying 8000 z: Approximately twenty ×3
    • -
    -
    - -
    -

    - There are four categories of items that can be equipped: - accessories, armors, shields and weapons. Each item can be basic - or rare (with the exception of accessories, which are always - rare). -

    -

    MARTIAL ITEMS (E)

    -

    - Items marked with the (E) symbol can only be equipped by - characters who have acquired certain specific Classes. -

    -
      -
    • - Darkblade allows you to equip martial melee - weapons and martial armor. -
    • -
    • - Fury allows you to equip martial melee weapons - and martial armor. -
    • -
    • - Guardian allows you to equip martial armor and - martial shields. -
    • -
    • - Sharpshooter allows you to equip martial ranged - weapons and martial shields. -
    • -
    • - Weaponmaster allows you to equip martial melee - weapons and martial shields. -
    • -
    -

    - Characters who do not have the appropriate Classes can still carry - a martial item, but they are unable to equip it and enjoy its - benefits. -

    -

    ACCESSORIES

    -

    - Accessories are useful magical items that bestow special abilities - upon those who wear them. Accessories are always considered rare - items. -

    -

    - Each accessory entry uses the format below and contains a variety - of information: -

    -

    ACCESSORY COST

    - Crested Helm 1000 z -

    You gain a +1 bonus to your Accuracy Checks.

    -

    The general structure includes:

    -
      -
    • The accessory's name.
    • -
    • The accessory's cost in zenit.
    • -
    • Any special abilities the item bestows while equipped.
    • -
    -

    - The Game Master can find a list of sample accessories starting on - page 285. -

    -
    - -
    -

    ARMORS

    -

    Armor offers improved protection to its wearer.

    -

    Armor Entry Format

    -

    - Each armor entry uses the format below and contains a variety of - information: -

    -

    Example Structure:

    -

    - Sage Robe | 200 z | DEX die +1 | INS die +2 -2 | No - Quality. -

    -

    Brigandine E | 150 z | 10 | INS die -2 | No Quality.

    -

    Field Descriptions

    -
      -
    • - The Name and Type: The armor's name, and - whether it is a martial armor (E). -
    • -
    • Cost: The armor's cost in zenit.
    • -
    • - Defense/Magic Defense Calculation: The formula - used to calculate the wearer's Defense and Magic Defense. This - will either be a fixed number, such as 10 for the Brigandine - above, or a bonus that must be added to your current Dexterity - die size (for Defense) or Insight die size (for Magic Defense). - For instance, if you have a Dexterity of d8 and an Insight of - d10, wearing a sage robe will give you a Defense score of 9 and - a Magic Defense score of 12. -
    • -
    • - Base Stats Rule: If you are not wearing any - armor at all, your Defense will simply be equal to your - Dexterity die size and your Magic Defense will simply be equal - to your Insight die size. -
    • -
    • - Initiative Penalty: The penalty to Initiative - Group Checks caused by the armor. Martial armors usually impose - heavier penalties. If you are not wearing any armor at all, your - Initiative will suffer no penalty. -
    • -
    • - Special Abilities: Any special abilities the - item bestows while equipped. -
    • -
    -

    Examples

    -

    - For a list of all the basic armors available in the game, see - page 132. -

    -
    - -
    -

    W SHIELDS

    -

    - Shields must be equipped in a character's off-hand slot and - further enhance defenses. -

    -

    - Each shield entry uses the format below and contains a variety of - information: -

    -
      -
    • - SHIELD COST DEFENSE M. DEFENSE INITIATIVE -
    • -
    • Runic Shield E 150 z +2 +2 -
    • -
    -

    No Quality.

    -

    Understanding Shield Information

    -
      -
    • - The shield's name, and whether it is a martial shield (E). -
    • -
    • The shield's cost in zenit.
    • -
    • - The increase to Defense and Magic Defense granted by the shield. - This is in addition to any benefits granted by the armor you may - have equipped. -
    • -
    -

    - For a list of all the basic shields available in the game, see - page 133. -

    -

    Armor Concepts

    -

    - Martial and non-martial armors influence a character's Defense and - Magic Defense scores in different ways. -

    -

    - Remember that regardless of which armor you are wearing, shields - always add to it — if you have a free slot, it's never a bad idea - to equip a shield. -

    -
      -
    • - Lighter armors give you Defenses based on your - current Dexterity and Insight die sizes plus a small bonus. They - are great if your Attributes are already high, but can become - less effective if you suffer status effects. -
    • -
    • - Martial armors set your Defense score to a - fixed value, regardless of your current Dexterity die size. They - offer reliable protection, but also take a heavy toll on your - Initiative. -
    • -
    -

    ARMOR AND DEFENSES

    -
    - -
    -

    WEAPONS

    -

    - Weapons are divided into ten Categories: arcane, bow, brawling, - dagger, firearm, flail, heavy, spear, sword, and thrown. -

    -

    Weapon Entry Format

    -

    - Each weapon entry uses the format below and contains a variety of - information: -

    -
    - WEAPON COST ACCURACY DAMAGE -
    -

    Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical

    -

    One-handed w Melee w No Quality.

    -

    Components Explained

    -
      -
    • - The weapon’s name, and whether it is a martial weapon (E). -
    • -
    • The weapon’s cost in zenit.
    • -
    • - The Attributes and formula used for Accuracy Checks when - performing attacks with the weapon. -
    • -
    • - The formula used to calculate damage dealt by the weapon, and - the type of damage it deals — generally physical, but rare - weapons might deal special types of damage such as fire or dark. - Remember that HR stands for High Roll — the highest of the two - dice you rolled during the Accuracy Check. -
    • -
    • - Whether the weapon requires one hand or two hands; if you can - equip the weapon in one hand slot, you can use your other hand - slot to equip another one-handed weapon or a shield. -
    • -
    • Whether it is a melee weapon or a ranged weapon.
    • -
    • Any special abilities the item bestows while equipped.
    • -
    -

    - You do not have to keep track of ammunition for ranged weapons: - once you purchase the item, you're simply assumed to have enough - on your person to fight with. -

    -

    - For a list of all the basic weapons available in the game, see the - next page. -

    -

    A NOTE ON UNARMED STRIKES

    -

    - Among the various weapons available in the game, one is the - unarmed strike (see next page). These are the character's empty - hands, and while they do count as one-handed weapons, they are - automatically "equipped" whenever a hand slot is empty. Basically, - an empty hand slot also counts as an unarmed strike. -

    -

    - Legends tell of a sword capable of striking fear in the hearts of - Dragons and Wyrms. -

    -
    - -
    -
    -

    WEAPON LISTINGS

    -

    (Metadata: Cost | Accuracy | Damage)

    -
    -

    Staff Category

    -
      -
    • - Staff 100 z - [WLP + WLP] [HR + 6] physical -

      Two-handed w Melee w No Quality.

      -
    • -
    • - Tome 100 z - [INS + INS] [HR + 6] physical -

      Two-handed w Melee w No Quality.

      -
    • -
    -
    -
    -

    Bow Category

    -
      -
    • - Crossbow 150 z - [DEX + INS] [HR + 8] physical -

      Two-handed w Ranged w No Quality.

      -
    • -
    • - Shortbow 200 z - [DEX + DEX] [HR + 8] physical -

      Two-handed w Ranged w No Quality.

      -
    • -
    -
    -
    -

    Brawling Category

    -
      -
    • - Unarmed Strike - [DEX + MIG] [HR + 0] physical -

      - One-handed w Melee w Automatically equipped in each empty - hand slot. -

      -
    • -
    • - Improvised (Melee) - [DEX + MIG] [HR + 2] physical -

      One-handed w Melee w Breaks after the attack.

      -
    • -
    • - Iron Knuckle 150 z - [DEX + MIG] [HR + 6] physical -

      One-handed w Melee w No Quality.

      -
    • -
    -
    -
    -

    Dagger Category

    -
      -
    • - Steel Dagger 150 z - [DEX + INS] +1 [HR + 4] physical -

      One-handed w Melee w No Quality.

      -
    • -
    -
    -
    -

    Firearm Category

    -
      -
    • - Pistol E 250 z - [DEX + INS] [HR + 8] physical -

      One-handed w Ranged w No Quality.

      -
    • -
    -
    -
    -

    Flail Category

    -
      -
    • - Chain Whip 150 z - [DEX + DEX] [HR + 8] physical -

      Two-handed w Melee w No Quality.

      -
    • -
    -
    -

    BASIC WEAPONS

    -
    -
    - -
    -

    22GAME RULES

    -

    Heavy Category

    -
    -

    Iron Hammer

    -

    - Stats: 200 z 【MIG + MIG】 【HR + 6】 physical -

    -

    One-handed w Melee w No Quality.

    -
    -
    -

    Broadaxe E

    -

    - Stats: 250 z 【MIG + MIG】 【HR + 10】 physical -

    -

    One-handed w Melee w No Quality.

    -
    -
    -

    Waraxe E

    -

    - Stats: 250 z 【MIG + MIG】 【HR + 14】 physical -

    -

    Two-handed w Melee w No Quality.

    -
    -

    Spear Category

    -
    -

    Light Spear E

    -

    - Stats: 200 z 【DEX + MIG】 【HR + 8】 physical -

    -

    One-handed w Melee w No Quality.

    -
    -
    -

    Heavy Spear E

    -

    - Stats: 200 z 【DEX + MIG】 【HR + 12】 physical -

    -

    Two-handed w Melee w No Quality.

    -
    -

    Sword Category

    -
    -

    Bronze Sword E

    -

    - Stats: 200 z 【DEX + MIG】 +1 【HR + 6】 - physical -

    -

    One-handed w Melee w No Quality.

    -
    -
    -

    Greatsword E

    -

    - Stats: 200 z 【DEX + MIG】 +1 【HR + 10】 - physical -

    -

    Two-handed w Melee w No Quality.

    -
    -
    -

    Katana E

    -

    - Stats: 200 z 【DEX + INS】 +1 【HR + 10】 - physical -

    -

    Two-handed w Melee w No Quality.

    -
    -
    -

    Rapier E

    -

    - Stats: 200 z 【DEX + INS】 +1 【HR + 6】 - physical -

    -

    One-handed w Melee w No Quality.

    -
    -

    Thrown Category

    -
    -

    Improvised (Ranged)

    -

    Stats: 【DEX + MIG】 【HR + 2】 physical

    -

    One-handed w Ranged w Breaks after the attack.

    -
    -
    -

    Shuriken

    -

    - Stats: 150 z 【DEX + INS】 【HR + 4】 physical -

    -

    One-handed w Ranged w No Quality.

    -
    -
    - -
    -

    132 W BASIC ARMOR AND SHIELDS

    -

    BASIC ARMORS

    -

    - ARMOR COST - DEFENSE M. DEFENSE - INITIATIVE -

    -

    Armor Listings

    -
    -

    - No Armor - DEX size INS size -
    - No Quality. -

    -
    -
    -

    - Silk Shirt 100 z DEX size INS size +2 -1
    - No Quality. -

    -
    -
    -

    - Travel Garb 100 z DEX size +1 INS size +1 -1 -
    - No Quality. -

    -
    -
    -

    - Combat Tunic 150 z DEX size +1 INS size +1 - -
    - No Quality. -

    -
    -
    -

    - Sage Robe 200 z DEX size +1 INS size +2 -2 -
    - No Quality. -

    -
    -
    -

    - Brigandine E 150 z 10 INS size -2
    - No Quality. -

    -
    -
    -

    - Bronze Plate E 200 z 11 INS size -3
    - No Quality. -

    -
    -
    -

    - Runic Plate E 250 z 11 INS size +1 -3
    - No Quality. -

    -
    -
    -

    - Steel Plate E 300 z 12 INS size -4
    - No Quality. -

    -
    -

    Contextual Information

    -
    - -
    -

    Chapter Info: W | CHAPTER

    -

    BASIC SHIELDS

    - -
    -
    Bronze Shield
    -
    Cost: 100 z | Defense: +2 | M. Defense: - | Initiative: -
    -
    No Quality.
    -
    Runic Shield
    -
    - Cost: 150 z | Defense: +2 | M. Defense: +2 | Initiative: - -
    -
    No Quality.
    -
    -

    - The most massive shield in the world is the Adamantower, forged - with the hide of an extremely rare and dangerous beast. -

    -
    - -
    -

    - Much like how spellcasters gain access to Ritual magic, characters - with the Tinkerer Class (page 210) may start Projects and work on a variety of custom inventions — - love potions, walking magitech shields, or even majestic airships. -

    -

    Projects

    -

    Projects work as follows:

    -
      -
    1. - Describe the invention's effects, how it operates, what kind of - energy it requires, and the specific benefits it provides. The - Game Master has final say on whether a given invention is - feasible in your circumstances. -
    2. -
    3. - By consulting the area, potency, and uses tables (see next - page), the GM determines the invention's total cost in - materials, to be paid immediately. For inventions of medium or - higher potency, the Game Master also describes a necessary - special ingredient or material. This item cannot simply be - purchased and should become the focus of one or two sessions. -
    4. -
    5. - To complete the Project, you must reach an amount of progress - equal to one for every 100 zenit of material costs (minimum one - progress required). -
    6. -

      - At the end of each day, the Project will advance as follows: -

      -
        -
      • - +1 progress for every Player Character who worked on the - Project today. -
      • -
      • - +1 extra progress for every Player Character with one or more - levels in the Tinkerer Class who worked on the Project today. -
      • -
      -
    7. - Once the required amount of progress is reached, the invention - is created! If you can generate more progress in a day than what - is currently needed to complete the Project, you may have it - ready within a few hours instead. -
    8. -
    9. - If an invention is complex enough — such as a magitech - motorcycle equipped with a cannon, acting as both a vehicle and - a weapon — the Game Master is free to split the Project into two - or more separate inventions, each requiring its own individual - development process. -
    10. -
    11. - You may negotiate a terrible flaw with the Game Master — perhaps - the invention must be recharged at regular intervals, is - unreliable, cumbersome, or extremely loud. This flaw reduces the - total cost of the Project by 25%. -
    12. -
    -
    - -
    -

    22GAME RULES

    -

    CHAPTER

    -

    Potency Base Cost

    -

    The invention can...

    -

    Minor (100 zenit)

    -

    - Provide light, transport people or cargo on land or water, obtain - some limited form of protection. -

    -

    Medium (200 zenit)

    -

    - Travel underwater, contain a spell, relay sound or speech, perform - a specific operation in place of the inventor, provide short-term - energy. -

    -

    Major (400 zenit)

    -

    - Fly, alter the nature of an area for a short time, cancel the - effects of a spell, possess minor intelligence, fight alongside - the inventor, provide long-term energy, capture or immobilize the - target. -

    -

    Extreme (800 zenit)

    -

    - Alter the nature of an area for a long time, contain the power of - a demon, prevent a catastrophe, possess a full intelligence and - personality. -

    -

    Area Multiplier

    -

    The effects of the invention may affect...

    -
      -
    • - Individual ×1: A human-sized creature, a door, - a tree, or a weapon. -
    • -
    • - Small ×2: A group of human-sized creatures, a - large creature, a small clearing, a room, a railway car, or a - hut. -
    • -
    • - Large ×3: A crowd, a small forest, an airship - or galleon, a castle hall, a house, or a giant creature. -
    • -
    • - Huge ×4: A fortress, a lake, the top of a - mountain, a village, or a city block. -
    • -
    -

    Uses Multiplier

    -

    Once activated, the invention...

    -
      -
    • - Consumable ×1: Can never be used again unless - the inventor creates a different copy of it. -
    • -
    • - Permanent ×5: Remains available for multiple - uses in different situations. -
    • -
    -

    - Remember that the Game Master has the right to split any - particularly complex or powerful inventions into several Projects, - each with its own costs and requirements. -

    -
    - -
    - 2 on page 134). 2 on - page 134). -
    - -
    -
    -

    USING MATERIALS TO PAY FOR PROJECTS

    -

    - If you happen to gather precious materials during your - adventures, you may use them to pay for the costs of a Project. - The Game Master has final say on which materials and ingredients - can help you cover the cost of a Project. -

    -

    - If the Game Master requests a given ingredient or material - because of the invention's potency (as described under step 3 of - the flowchart on page 134), said ingredient or material cannot - also be used to pay for the Project's costs. -

    -

    HIRING HELPERS

    -

    - If an inventor wants to increase the daily amount of progress, - or if they want to work on multiple Projects at the same time, - they may want to hire helpers. -

    -
      -
    • - Each helper is a competent worker or assistant who will ask - for a pay equal to half of the Project’s total cost. -
    • -
    • - Each helper will generate 1 additional progress at the end of - each day. -
    • -
    -

    - The sticky core found inside Elemental Slimes can be used to - produce several forms of energy. -

    -

    - The rules for Projects are very flexible, but they are designed - to allow characters to create something unique and never seen - before, not to craft items that can normally be found or - purchased, such as equipment — they should be used to provide - innovative solutions to problems and obstacles. -

    -
      -
    • - If the character wants to create multiple copies of an - invention, each is a separate Project. Turning inventions into - easy-to-produce items will inevitably break the game. For - Tinkerers who want to customize equipment, look at the Heroic - Skill Upgrade (page 217). -
    • -
    • - Projects require time: if the group focuses on a long Project, - Villains will certainly not sit idly. -
    • -
    • - Interlude scenes are perfect for narrating a Project's - development. -
    • -
    -

    HOW TO USE PROJECTS

    -
    -
    - -
    -

    SAMPLE PROJECTS

    -

    INVENTION POTENCY AREA USE

    -
    -

    The "Discovery"

    -

    Major Large Permanent

    -

    - Total Project Cost: 6000 zenit; Progress Required: 60; Flaw: - None. -

    -

    - A large airship that can transport up to fifty people. It - provides no additional firepower or protection — armaments, - barriers, and so on would all be considered separate Projects - and can be subsequently added to the airship's base chassis. -

    -
    -
    -

    Gatling Golem

    -

    - Major Individual Permanent -

    -

    - Total Project Cost: 1500 zenit; Progress Required: 15; Flaw: - Yes. -

    -

    - A semi-intelligent floating weapon. This golem will act after - the inventor's turn during conflict scenes, dealing minor - physical damage to a single target. However, it is extremely - loud and highly experimental: enemies may spend an opportunity - to disable it until the end of the scene. -

    -
    -
    -

    Mag Boots

    -

    - Medium Individual Permanent -

    -

    - Total Project Cost: 1000 zenit; Progress Required: 10; Flaw: - None. -

    -

    - A pair of magnetic boots that allows the wearer to safely attach - themselves to metallic surfaces, possibly walking on walls or - even ceilings. -

    -
    -
    -

    Magitech Suit

    -

    See below See below See below

    -

    - Total Project Cost: 1750 zenit; Progress Required: 17; Flaw: - Yes. -

    -

    An advanced four-legged armor fueled by magitech energy.

    -
      -
    • - The pilot has Resistance to fire damage and physical damage. -
    • -
    • - The pilot can use the Attack action to unleash a searing heat - ray causing minor fire damage. It is a ranged attack and - requires a 【DEX + INS】 Accuracy Check. -
    • -
    • The pilot also suffers Vulnerability to bolt damage.
    • -
    -

    - Given the complexity and power of this invention, the Game - Master splits it into two separate Projects: the armor itself - and then its heat cannon, both with medium potency, individual - area, and permanent use. -

    -

    - The inventor added a flaw to one of the Projects (Vulnerability - to bolt damage) in order to partially reduce the cost. -

    -
    -
    - -
    -

    GAME RULES

    -
    -
    -

    Negator Spike

    -

    Type: Major Small Consumable

    -

    - Stats: Total Project Cost: 600 zenit; - Progress Required: 6; Flaw: Yes. -

    -

    - When activated and driven into the ground, this large - rune-inscribed spike will prevent all creatures on the scene - (friends and foes alike, which is an important flaw) from - casting spells or performing Rituals. This effect lasts until - the end of the scene or until the negator itself is destroyed - (probably a six-sections Clock). -

    -
    -
    -

    Puredust

    -

    Type: Medium Small Consumable

    -

    - Stats: Total Project Cost: 400 zenit; - Progress Required: 4; Flaw: None. -

    -

    - This magically blessed dust grants the user and all nearby - allies Resistance to dark and poison damage until the end of - the scene. -

    -
    -
    -

    Pyro Oil

    -

    Type: Medium Large Consumable

    -

    - Stats: Total Project Cost: 600 zenit; - Progress Required: 6; Flaw: None. -

    -

    - A single vial of hyper-concentrated fire elemental essence. - When shattered, it unleashes a vortex of flames and deals - minor fire damage to every creature in a vast area. Flammable - items of small size might also be set on fire. -

    -
    -
    -

    Sleep Gas

    -

    Type: Major Small Consumable

    -

    - Stats: Total Project Cost: 800 zenit; - Progress Required: 8; Flaw: None. -

    -

    - An alchemical vial containing enough gas to fill a room, - putting everyone to sleep for a few hours — they will still - awaken if harmed, slapped or shaken vigorously enough, but - they will sleep through loud noises. -

    -
    -
    -

    Underwater Helm

    -

    Type: Medium Individual Permanent

    -

    - Stats: Total Project Cost: 1000 zenit; - Progress Required: 10; Flaw: None. -

    -

    - A magical mask that allows the wearer to breathe underwater. -

    -
    -
    -
    - -
    -

    GROUP DYNAMICS

    -

    A SAFE PLAY ENVIRONMENT

    -

    - In line with the JRPG genre that inspiration has been drawn from, - Fabula Ultima’s tones are heroic and optimistic, despite the - occasional presence of tragic or darker scenes — especially when - Villains are involved. The general expectation is that scenes will - not be particularly gritty or morbidly described, even when death - is involved — but since you never know what might hurt the - sensibility of the people playing, here is a list of tools and - “good practices”. -

    -
      -
    • - Mutual trust and respect. This should go - without saying, but respecting the people you are playing with - is key to a good experience — and the same applies to putting - your trust in them. Roleplaying games are a highly social - activity, and it is perfectly normal for people to get a bit - tense and emotional during dramatic moments, but mutual trust - and respect are the main foundation for good play. Whatever - happens between characters in your story, the people at the - table must be good to each other. -
    • -
    • - The game and its fiction must not replace human - interaction. - If someone's behavior bothers anyone, that issue must be solved - outside the game. There’s nothing wrong with pausing a session - to get things sorted and going back to it once you’ve found an - agreement. Do not, under any circumstance, use the game as a - tool for proving your point or influencing someone's behavior. -
    • -
    • - Lines and Veils. These terms were coined by Ron - Edwards in Sex and Sorcery, and they are practical safety tools - with a history of good results. Before or during the game, you - may declare that you are drawing a line or veiling a situation - or action. -

      -

      - When you draw a line, you are saying that you don't want this - element in the game. It won't happen, it didn't happen, and - your shared story will never talk about that. -

      -

      - When you veil, you are saying that while the element is - present, you don't want it to be expressly depicted or brought - into the spotlight. It's still a part of your world and will - influence your character's actions, but it will take place - "behind the scenes". -

      -
    • -
    -

    - These tools are especially useful if you’re playing with people - you’ve never met before, but keep them in mind even when you’re - with old-time friends. Every single person has something that - makes them uncomfortable, sometimes to an unbearable degree — - overly detailed descriptions of violence, portrayals of unhealthy - relationships, or even something you believe is commonplace but - somehow left a scar on them. -

    -

    - When playing the game, one of your duties is to create a safe - environment — don’t insist on asking why something made someone - uncomfortable: instead, ask them how they’d prefer this type of - scene or situation to be handled from now on. -

    -
    - -
    - -
    -

    Secrets

    -

    - It is not uncommon for a Player Character to hide secrets from - their companions, be it their past misdeeds or their burning love - for an antagonist. -

    -

    - While it's perfectly fine for characters to have secrets, Players - should instead keep things transparent and work together to get - the most out of the situation. -

    -

    - By telling your group "My character looks like they want to be - friends with you, but she actually hates you because of what - happened in Galatea" you are empowering everyone at the table, - including yourself: now that this facet of your hero is known, it - will be possible to build upon it and create drama. -

    -

    - Never forget that this game relies on a collaborative storytelling - effort: disclosing your character's secrets means giving your - fellow Players a chance to make things interesting — do not think - of it as "letting your guard down". -

    -

    Leaving the Group

    -

    - There might come a moment when you feel like your character has - been fully explored; they have faced their fears, achieved their - goals, and found who or what they were looking for, with the - campaign not yet reaching its end. -

    -

    - When this happens, you are free to announce that your character - will be leaving the group — you should do so between sessions and - also come up with a replacement character. Then, at the beginning - of the following session, describe your character's epilogue and - agree on how and why your new character joins the group. -

    -
      -
    • - If you want to temporarily retire a character but retain the - ability to bring them back later on during the campaign, you - should discuss it with the rest of your group. -
    • -
    • - Whenever a new character (or a previously retired character) - joins the group, they should have the same level and XP as the - character they are replacing. If the character is a returning - character, the Player should briefly describe what they did - while away from the rest of the group. -
    • -
    • - Regardless of how many Player Characters are owned by a Player, - that Player may only control a single PC at once. The Game - Master has final say on when you can "switch - characters"—generally between sessions or after resting in town. -
    • -
    -

    - Needless to say, you can only switch to a different character if - that character is somewhere nearby or has the means to reach the - rest of the group. -

    -
    - -
    -

    ABSENT PLAYERS

    -

    - We all have busy lives, and sometimes this means one or more - people will be unable to take part in a session. -

    -

    - When this happens, the simplest option is often to reschedule the - session for a different date. Just pick another day to meet — in - the meantime, you can play another game with whoever is present! -

    -

    - On the other hand, if you are determined to run a session even if - one or more participants are absent — and you should do this only - if whoever's missing is okay with it — each absent Player chooses - one of the following for their character: -

    -
      -
    • - I'll join you later. Your character will remain - in town (or somewhere safe) and carry on some kind of task. This - is a good chance to gather information, purchase items, and work - on Projects. Discuss what your character does with the Game - Master. -
    • -
    • - Your character will join the rest of the group at the beginning - of the next session; describe how you got there. -
    • -
    • - I'll be in your care. For this session, your - character will be controlled by the rest of the group as a whole - (excluding the Game Master). While controlled by the group, your - character cannot spend Fabula Points and will automatically - surrender if reduced to 0 Hit Points. The Game Master should be - cautious when applying consequences to characters belonging to - absent Players, and everyone else should do their best to - protect them. -
    • -
    -

    - Regardless of which option you choose for your character, the - following apply: -

    -
      -
    • - Your character will not gain Fabula Points while absent from a - session. -
    • -
    • - Your character will gain Experience Points as normal at the end - of the session. This might cause your character to level up (see - page 226). -
    • -
    -

    - As soon as you take part in a session again, you will be able to - gain and spend Fabula Points as normal. -

    -

    The nature of this world is not one of absolutes.

    -
    - -
    -

    144

    -

    W

    -

    W

    -
    - -
    -

    CHAPTER

    -

    - This chapter contains the rules for starting your Fabula Ultima - game. Within the following pages you will discover how to create - your game world, give your group a core theme, build your very own - characters, and finally, begin play with a prologue. -

    -

    SESSION ZERO

    -

    - While reading this chapter on your own is an excellent idea, the - steps require everyone in your group to be present. This meeting, - also known as session zero, is meant to establish the basics of - the setting in which your adventures will take place, along with - the themes you want to explore and the heroes you will portray. -

    -
      -
    • - For the Game Master: This is a great time to - learn about the Player Characters and start thinking about - interesting scenarios, locations, and antagonists. Make sure to - ask lots of questions and take plenty of notes. -
    • -
    • - For the Players: This is where you cooperate - with everyone else to create your very own world and characters. - It is a chance to inject it with your own fantasy ideas, be it a - particular aesthetic, a magical technology, or a terrifying - danger. -
    • -
    -

    - Needless to say, there will be many occasions to leave your mark - on the world you will create; however, think of this moment as the - root of your play experience, from which everything else will - grow, evolve, and blossom. -

    -

    WAIT, I’VE CHANGED MY MIND!

    -

    - The sections of this chapter are presented in a specific order, - but you are free to go back to any step and revise the choices - whenever you feel the need. For instance, when creating your - character, you might come up with an idea for a cool location and - mark it on the world map. Or you could end up with a band of - heroes that suits a different type of group from the one you had - previously selected. -

    -

    - You are building the foundations of your campaign... take your - time! -

    -
    - -
    -

    - Now that you've gathered together, there are a few things to - discuss before you begin creating your world and characters. For - each topic, read the questions and discuss your choices as a - group. -

    -

    COMMITMENT AND EXPECTATIONS

    -

    - The first thing you should discuss is the amount of time and - effort everyone will be able to dedicate to the game. This will - help set expectations and avoid issues later on during play. -

    -
      -
    • - Will you play for a set amount of sessions, or are you simply - going to start playing and see where the story leads you? -
    • -
    • - How often will you play? Weekly, monthly, twice per month? -
    • -
    • - The game is designed around sessions of approximately four - hours, but how long do you expect your sessions to be? If your - sessions are shorter or longer, remember to check for Experience - Points approximately every four hours (see - page 226). -
    • -
    • - If there are missing Players, will you reschedule the session, - or will you play nonetheless? Which solution will you adopt for - the missing Players' characters? -
    • -
    -

    - See page 143 for suggestions. -

    -

    TONE AND THEMES

    -

    - This is a game with a relatively broad scope: depending on the - kind of world and characters you create, the campaign's tone and - themes can vary quite a bit. Because this is a shared storytelling - experience, you need to be on the same page or at least lay a - solid foundation — you can always discuss changes later. -

    -
      -
    • - What kind of tone do you expect during the narration? Would you - prefer a heavily dramatic tale dealing with complex situations - and emotions, or would you rather tell a fantastical story where - good and evil are easily told apart? -
    • -
    • - Are there any themes you strongly wish to explore during play? -
    • -
    • - Will the heroes be best friends from the start, or are you okay - with moments of crisis and disagreements within the party? How - will you resolve these contrasts? -
    • -
    • - When describing scenes and actions, are you okay with - over-the-top anime descriptions or would you prefer a heroic but - more fable-like approach? -
    • -
    -

    - See page 141 for suggestions. -

    -

    BEFORE YOU START

    -
    - -
    -

    RULES AND CHALLENGE

    -

    - Much like tone and themes, this game allows you to customize its - rules and play it with a varying degree of mechanical challenge - and optimization. -

    -
      -
    • - Are you adopting any of the optional rules presented in the - book? Pay special attention to optional rules for conflicts (page 82) and advancement (page 230). -
    • -
    • - How "hardcore" do you expect your game experience to be? Are you - aiming for mechanical optimization with your characters? Do you - expect the Game Master to design extremely challenging - adversaries? Or are you here for a relaxing experience that - takes minimal focus? -
    • -
    -

    SAFETY

    -

    - Roleplaying games tend to get us emotionally and personally - involved. It's their beauty, but it also leaves us vulnerable. - Make sure to discuss whatever descriptions, situations, scenes, - and story elements might make you uncomfortable. Everyone should - indicate any lines and veils (page 140) that they want to apply during sessions; it can be a good idea - to handle this anonymously to preserve the privacy of the - participants. -

    -

    In particular, you should make sure to discuss:

    -
      -
    • - The depiction of violence. By default, Fabula - Ultima expects little elements of gore and blood: much like in - classic JRPGs, death is portrayed as a character kneeling or - vanishing in a cloud of spiritual particles — but still talk - about the kind of scenes and descriptions people are okay with. -
    • -
    • - The nature of evil. Story elements such as mind - control, the persecution of a minority, or violent imperialism - are all common tropes in tabletop games, but for some, they are - very real and tangible threats. Strive to make sure the game is - a safe space. -
    • -
    • - Romances, relationships, and sexuality. These - elements are another trope of JRPG stories, which often feature - romances between main characters. Discuss if people are - comfortable with this and exactly to what degree. -
    • -
    -

    - As you play the game, you will probably reconsider some of your - previous decisions. When this happens, talk about it with the - group and find a new agreement. -

    -

    - Remember: you win roleplaying games by creating a - memorable story and having a great time together! -

    -
    - -
    -

    WORLD CREATION

    -

    - Your first step is the shared creation of the game world (also - known as a “setting”) in which your characters’ adventures will - take place. This process involves both the Game Master and the - Players and provides everyone with a strong foundation for heroes, - antagonists, creatures, and events. -

    -

    You will need the world sheet and the map sheet.

    -

    - The flowchart on the next page describes the world creation - process. If you want, give your setting a name: even something as - simple as Earth, Gaia or The Planet will work fine... we do the - same in our real world, after all! -

    -

    - As explained on page 14, all - Fabula Ultima worlds share some core elements — the Eight Pillars. - When creating your setting, keep those elements in mind! Pay - special attention to the following: -

    -
      -
    • - Souls. Everything living and unliving is - connected by the stream of souls. Some worlds might feature - machinery fueled by soul energy, while in other settings, - spiritual corruption might give birth to monstrous creatures.
      Discuss what people generally know about souls in your - world. -
    • -
    • - Conflicts and struggles. The cultures - populating your world haven’t been able to unite themselves - under a single banner. Their motives can range from - centuries-old rivalries, ideological or religious strife, - misunderstandings, perhaps even the cruelties of one nation - against the other. Drawing inspiration from the real world can - be a good idea, as it is (unfortunately) rife with turmoil and - injustice. -
    • -
    • - A fantastical, diverse world. When creating - your setting, you shouldn’t concern yourself with realism, - verisimilitude, or historical accuracy. A city-state inspired by - ancient Greece might be bordering with a flying fortress, - guarded by warriors clad in Song Dynasty-style armor and - practicing a form of alchemy similar to that of the Italian - Renaissance.
      What really matters is for each location's appearance to - reflect the themes and emotions it will embody within your - story. -
    • -
    -

    - The flowchart presents the world creation steps in a more - intuitive order, but you’re always free to go back and make - adjustments when needed. -

    -

    - The most important part is that everyone can share ideas freely. - Whenever a step states that “each person should contribute an - element”, that doesn’t mean they must come up with it entirely on - their own: as with any other aspect of this game, dialogue and - communication are key to a good experience! -

    -
    - -
    -

    World Building Prompts

    -
      -
    1. -

      - Create the major kingdoms and nations of your world, mark - their borders on the map and discuss their relations: mutual - trust, strained alliances, or open conflict? -

      -

      - Each person at the table should contribute at least one - kingdom or nation during this step, providing some details - about their customs, beliefs, industry, denizens, and - creatures. -

      -
    2. -
    3. -

      - Choose a shape for your world: is it round, flat, or are - the regions floating amidst the clouds? Could it be - donut-shaped, in typical JRPG fashion? -

      -

      - You might even decide that the shape of your world is yet to - be discovered! -

      -
    4. -
    5. -

      - Grab a map sheet that fits your concept (or draw a custom - map; just make sure to leave plenty of blank space for - settlements and locations). - Your world can span more than one sheet, of course — but let’s - keep things simple for now. Remember to establish the length - of a travel day on the map (see - page 106). -

      -
    6. -
    7. -

      - What is the role of magic and technology in your - setting? - Are you living in an age of industrial development, or is it - more Renaissance-like? -

      -
        -
      • - Is magic seen as a form of science, or mostly as a great - mystery? -
      • -
      -
    8. -
    9. -

      - Discuss the major historical events that shaped your world - into what it is. - Each person at the table should contribute at least one - important event that dramatically altered the history of your - setting. -

      -
    10. -
    11. -

      - What are the great enigmas and mysteries of the world? - - The questions left unanswered, and the truths that are now - indistinguishable from legend? -

      -

      - Each person at the table should contribute at least one - mystery of the world that they want to explore over the course - of the group’s adventures. -

      -
    12. -
    13. -

      - What terrible threats cast a shadow over your - world? - Environmental disasters, furious deities, power-hungry - empires, or perhaps even clouds of corrupting miasma that are - enveloping and consuming the land? -

      -

      - Each person at the table should contribute a threat, - preferably something that is endangering the future of entire - nations. The Game Master will base a majority of their - villains and antagonists on these worldwide threats. -

      -
    14. -
    -
    - -
    -

    World Creation Tables

    -

    - Feel free to use the tables on these pages whenever you're running - short on ideas during world creation. -

    -

    Magic and Technology (roll a d20 or choose)

    -

    - Below are 20 potential concepts for magic and technology that can - influence your setting: -

    -
      -
    • - 1. Magitech disturbs the natural balance. -
    • -
    • - 2. Those who can wield magic carry a unique - brand on their bodies. -
    • -
    • 3. Magic is inherited through bloodline.
    • -
    • 4. The advent of magic is very recent.
    • -
    • - 5. The Ancients lived in harmony with magical - creatures. -
    • -
    • - 6. All magic in the world comes from a single - sacred location. -
    • -
    • - 7. The world is kept together by some ancient - and powerful magic. -
    • -
    • 8. Technology is an offense to the gods.
    • -
    • - 9. The world is a science-fiction dystopia - where magic is experimented on. -
    • -
    • 10. Magic is a gift from the gods.
    • -

    • -
    • 11. Magic comes from another dimension.
    • -
    • - 12. There are parts of the world where no - people are born who can use magic. -
    • -
    • - 13. Airships revolutionized travel and war. -
    • -
    • 14. Magic is largely a forbidden art.
    • -
    • - 15. Spellcasters are trained in academies and - then hired by nobles. -
    • -
    • - 16. Steam engines are commonplace and great - golems join armies in battle. -
    • -
    • - 17. In the past, the world was almost - destroyed. -
    • -
    • 18. Magic was taught by dragons.
    • -
    • - 19. Monsters are born from the restless souls - of the dead. -
    • -
    • 20. Magic comes from ancient crystals.
    • -
    -

    - All these options can be applied to the entire world or to a - specific nation or region. For instance, steam engines might be - a common sight in one continent and reviled as heresy by a - neighbouring country, or magic might be an ancient art in one - region and a recent discovery somewhere else. -

    -

    Kingdoms and Nations (roll a d8 or choose)

    -

    - Use these concepts to define the political structure of your - setting: -

    -
      -
    • 1. Empire
    • -
    • 2. Kingdom
    • -
    • 3. Villages
    • -
    • 4. City-state
    • -
    • 5. Union
    • -
    • 6. Holy Kingdom
    • -
    • 7. Tribes
    • -
    • 8. Protectorate
    • -
    -
    - -
    -

    Location Names

    -
      -
    • Acheron
    • -
    • Agartha
    • -
    • Alexandria
    • -
    • Alfheim
    • -
    • Aquileia
    • -
    • Argus
    • -
    • Asteride
    • -
    • Avalon
    • -
    • Babel
    • -
    • Beregand
    • -
    • Burgo
    • -
    • Calibar
    • -
    • Ceren
    • -
    • Colvand
    • -
    • Crescentia
    • -
    • Cymur
    • -
    • Dagda
    • -
    • Delos
    • -
    • Doma
    • -
    • Dunova
    • -
    • Edessa
    • -
    • Endell
    • -
    • Entigea
    • -
    • Ertha
    • -
    • Feror
    • -
    • Galatea
    • -
    • Garaphis
    • -
    • Ghizal
    • -
    • Harkell
    • -
    • Holne
    • -
    • Ildefort
    • -
    • Ittia
    • -
    • Jeriva
    • -
    • Kemes
    • -
    • Koga
    • -
    • Korinth
    • -
    • Lacria
    • -
    • Londinium
    • -
    • Luxor
    • -
    • Malaba
    • -
    • Megara
    • -
    • Megido
    • -
    • Nara
    • -
    • Nethis
    • -
    • Olcressia
    • -
    • Oskara
    • -
    • Platea
    • -
    • Pirithia
    • -
    • Pemble
    • -
    • Quivira
    • -
    • Regalia
    • -
    • Relde
    • -
    • Rimea
    • -
    • Roston
    • -
    • Salazar
    • -
    • Samitra
    • -
    • Silea
    • -
    • Sotera
    • -
    • Tartarus
    • -
    • Terisia
    • -
    • Thule
    • -
    • Torren
    • -
    • Ulyan
    • -
    • Ur
    • -
    • Valica
    • -
    • Veleia
    • -
    • Xanadu
    • -
    • Yade
    • -
    • Yssira
    • -
    • Zepro
    • -
    -

    - Historical Events, Mysteries and Threats (roll a d20 or choose) -

    -

    Options 1-10:

    -
      -
    1. The death of an important figure.
    2. -
    3. Monsters are restless and aggressive.
    4. -
    5. A meteor will hit the planet.
    6. -
    7. The ocean levels are rising.
    8. -
    9. The discovery of uncharted lands.
    10. -
    11. An ancient evil is being reborn.
    12. -
    13. The world is transforming.
    14. -
    15. The destruction of the moon.
    16. -
    17. Visitors from another world.
    18. -
    19. People have grown apathetic.
    20. -
    -

    Options 11-20:

    -
      -
    1. The rise of a new military power.
    2. -
    3. Gods are forsaking the world.
    4. -
    5. A legendary monster appears.
    6. -
    7. The world is plunged into darkness.
    8. -
    9. The discovery of uncharted lands.
    10. -
    11. Technological advancement.
    12. -
    13. A dimensional gate opens.
    14. -
    15. The loss of important knowledge.
    16. -
    17. A new religion is spreading.
    18. -
    19. The world is dying.
    20. -
    -

    - Each of these options can work as an event, mystery or threat — - it's up to you how you want to use it! -

    -

    This is a world that teeters on the verge of tragedy.

    -

    Its hope must be rekindled.

    -
    - -
    -

    Group Creation

    -

    - Unlike the creation process for your game world, group creation - isn't particularly structured — in fact, it’s mostly about - establishing the fundamental themes of your early adventures. When - you select a group type, you are saying “Hey, this is how we want - to explore the world we just created — we’d really like our shared - story to mostly focus on these aspects of it.” -

    -

    - Additionally, your choice of group will inform the kind of heroes - you will make during the next step of session zero. Don’t take it - as a restriction: instead, see it as a useful reference to go back - to whenever you are unsure about your character concepts. -

    -

    - You can even give your group a name — such as the - Brotherhood of the Griffin or the - Queenshields. -

    -

    - If you are the Game Master, treat this step as a precious - opportunity to learn what kind of situations, stories, and - antagonists everyone is excited about! -

    -

    BROUGHT TOGETHER BY FATE

    -

    - You find yourselves working together because of the circumstances. - Despite this being a common trope in classic fantasy tales, it is - actually the most difficult to pull off since your group will lack - a precise goal: you must work with each other during play to build - a web of relationships (Bonds become incredibly important). -

    -

    - If you choose this premise, it may be a good idea to switch to a - different type of group once your characters have developed a - common goal. -

    -
      -
    • - What emotional or familial connections exist between your - characters? -
    • -
    • - Have your characters met in the past? Are there any tensions or - rivalries? -
    • -
    • - What do you have in common? Beliefs, enemies, past experiences? -
    • -
    -

    GUARDIANS

    -

    - One of the Player Characters is a Chosen One, a person tasked with - a mission that could change the very fate of the world. Everyone - else in your group has sworn, by duty or by choice, to protect the - Chosen One during their travels. -

    -
      -
    • - What bonds, ties or rivalries exist between each guardian and - the Chosen One? -
    • -
    • - What is your mission? Who gave it to you? Do the authorities - approve of it? -
    • -
    • - Why does the Chosen One need protection? Who or what threatens - their mission? -
    • -
    -
    - -
    -

    CHAPTER HEROES OF THE RESISTANCE

    -

    - You are the last line of defense against a terrible power, a - darkness that threatens to envelop the known world — such as a - power-hungry kingdom or an oppressive empire. The fate of many - lies within your hands. -

    -
      -
    • - Why is this daunting task up to you? Have you fought against - this enemy before? -
    • -
    • - Which factions helped you, and which ones betrayed or opposed - you? -
    • -
    • - Who are the most infamous among the enemy leaders and followers? -
    • -
    -

    REVOLUTIONARIES

    -

    - You form a small force that fights tooth and nail against a - dominant power: it might be a tyrannical government, a military - occupation, or even a ruthless industrial company. Society and - security forces probably consider you criminals or terrorists. -

    -
      -
    • - What is the price your character paid for their insubordination? -
    • -
    • - Which factions promised you their help? Which factions might - oppose you? -
    • -
    • - What are your enemies’ crimes, and why is no one else opposing - them? -
    • -
    -

    SEEKERS

    -

    - You are desperately searching for someone or something — a - powerful witch, an ancient relic, a legendary location, or even a - long-lost technological marvel. What you seek is the world’s last - hope, or at least, you think it is. -

    -
      -
    • - What is it you are trying to prevent or remedy? What are you - looking for? -
    • -
    • - What do you know of your mission? Who or what gave you this - information? -
    • -
    • Who doesn't want you to find what you seek?
    • -
    • What prompted each of you to join this mission?
    • -
    -
    - -
    -

    CHARACTER CREATION

    -

    - Grab some blank character sheets because it is time to create - Player Characters! -

    -

    - While this might look like something you can do on your own, it is - actually better for all participants (Game Master included) to go - through this step together: while each hero belongs to the person - controlling them, these characters are destined to be adventuring - together, which means they should have some “chemistry” from the - very beginning! -

    -

    - Character Creation is presented as a series of steps, similarly to - World Creation; you are not, however, bound to take these steps in - this exact order. You can go back and modify your choices anytime - during the process. -

    -

    - Characters are normally created at level 5; see - page 229 for higher-level PCs. -

    -

    Character Creation Steps

    -
      -
    1. - Identity: Choose or create your character's - Identity: a short sentence that briefly summarizes how they see - themselves at the moment. -
    2. -
    3. - Theme: Choose or create your character's Theme: - a strong ideal, emotion or feeling that dominates your - character's actions. -
    4. -
    5. - Origin: Choose or create your character's - Origin: the place they hail from. You may select a location on - your world sheet or add a new one. -
    6. -
    7. - Classes and Levels: Choose two or three Classes - and distribute your initial five levels among them. Take note of - the free benefits and Skills gained. -
    8. -
    9. - Attributes: Determine the base die size of your - character's four Attribute scores: - Dexterity, Insight, Might, and Willpower. -
    10. -
    11. - Calculations: Calculate your starting Hit - Points, Mind Points, Inventory Points, Defense, Magic Defense, - and Initiative modifier. -
    12. -
    13. - Equipment/Savings: Use a starting budget of 500 - zenit to purchase equipment, then add any leftovers to a roll of - 2d6 × 10 to determine initial savings. -
    14. -
    -

    Describe your character and choose their name and pronouns!

    -
    - -
    -

    CREATE YOUR IDENTITY

    -

    - This is your first step, and to say it will influence each and - every following choice would be an understatement. Your - character’s Identity is a short sentence that quickly summarizes - how they currently see themselves. -

    -

    - When you create your Identity, keep an eye on the list of - available Classes (see - page 160) and make sure there - is a combination of two or three Classes that fits your Identity. - If you really can’t find what you need, try adjusting your - Identity and adapting it to fit one of the available combinations. -

    -

    Here are a few examples of good identities:

    -
      -
    • Royal Knight.
    • -
    • Queen of the Desert Thieves.
    • -
    • Battle Priestess of the Old Faith.
    • -
    • Warrior Princess of the Moon People.
    • -
    • Elderly Amnesiac Sorcerer.
    • -
    • Former Imperial Strategist.
    • -
    • Freedom-fighting Brawler.
    • -
    • Magitech Scientist.
    • -
    • Tormented Veteran.
    • -
    • One-eyed Samurai.
    • -
    -

    - Keep in mind that you can invoke your Identity to give yourself an - edge when making Checks: pick something that will prove useful in - play. -

    -

    - Over the course of your adventures, you will be able to change - your Identity: a Captain of the Crimson Reapers might redeem - herself and change her Identity to that of a Knight of the White - Flame, for instance. This is a good thing: it means your character - has grown into someone different! -

    -

    Example: Robert is creating his first character.

    -

    - Previously, he and the rest of her group worked on their game - world: a land in early industrial development, where magic is tied - to family bloodlines. -

    -

    - They are going to be heroes of the resistance, fighting against a - technological empire that seeks to imprison anyone who can channel - magic. Robert’s character, Camilla, is going to be the - (supposedly) last surviving member of Platea's royal dynasty. -

    -

    - Contrary to her older brothers and sisters, Camilla never - developed any magical ability: however, she has been trained as a - knight and diplomat. -

    -

    - Camilla's Identity is going to be “The Last Princess of Platea”. -

    -

    - While talking with the rest of her group, Robert points out that - he’s open to Camilla discovering her “latent magical powers” over - the course of the game. -

    -
    - -
    -

    IDENTITY CREATION TABLES

    -

    - You may roll a d6 and d20 or choose entries from these tables to - create your Identity. -

    -

    Core Concept (roll or choose; up to two)

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    d6d20d6
    1. Knight1. Bodyguard1. Animated Puppet
    2. Bounty Hunter2. Bandit2. Scavenger
    3. Martial Artist3. Factory Worker3. Rebel Agent
    4. Treasure Hunter4. Student4. Warrior Mage
    5. Alien5. Painter5. Noble
    6. Priest/ess6. Magitech Engineer6. Duelist
    7. Professor7. Archer7. Monster Hunter
    8. Samurai8. Occultist8. Medic
    9. Bard9. Paladin9. Shapeshifter
    10. Soldier10. Monk10. Pirate
    11. Inventor11. Gunslinger11. Gambler
    12. Smuggler12. Black Knight12. Rōnin
    13. Automaton13. Alchemist13. Mercenary
    14. Ninja14. Airship Pilot14. Cook
    15. Diplomat15. Spy15. Commander
    16. Thief16. Templar16. Sniper
    17. King/Queen17. Mechanic17. Athlete
    18. Mage18. Dancer18. Healer
    19. Gladiator19. Cannoneer19. Demon Hunter
    20. Prince/ss20. Merchant20. Abomination
    -
    - -
    - -
    -

    CHOOSE OR CREATE YOUR THEME

    -

    - Each Player Character in Fabula Ultima is defined by a primary - Theme, a strong ideal or emotion driving their actions and - choices. If you had to build an entire scene around your - character, their Theme would be its dominant focus. -

    -

    - If this is your first character, it is strongly suggested that you - pick your Theme from the list below. Otherwise, you can create - something new and unique: discuss this choice with the rest of - your group and make sure it creates interesting situations. -

    -

    - When you choose a Theme, describe how it applies to your character - — what is their Ambition? What Duty are they bound by? Who will be - the target of their Vengeance? -

    -

    Suggested Themes

    -
      -
    • - Ambition: You strive to prove your worth to - yourself and/or others. -
    • -
    • - Anger: You are a ticking bomb, always on the - brink of rage. -
    • -
    • - Belonging: You are afraid of being alone, - forgotten or abandoned. -
    • -
    • - Doubt: You need to find the answer to a burning - question. -
    • -
    • - Duty: You live to fulfill a promise you made or - obey an order you received. -
    • -
    • - Guilt: You wish to atone for your past - mistakes. -
    • -
    • - Hope: You seek a better world for yourself - and/or others. -
    • -
    • - Justice: You always side with the weak and - defenseless. -
    • -
    • - Mercy: You wish to help others, regardless of - their past misdeeds. -
    • -
    • - Vengeance: You seek to bring retribution upon - someone or something. -
    • -
    -

    - Just like with your Identity, pick something that will prove - useful in play, and remember that you will be able to change your - Theme over the course of the game. -

    -

    - Vengeance could be a fitting Theme for Camilla, but Robert doesn’t - want her to be consumed by bitterness and a grudge. The young - hero's true goal is to create a land where her people can live in - accordance with their customs and traditions, which the Empire has - outlawed: therefore, Camilla's Theme will be Hope. -

    -
    - -
    -

    CHOOSE OR CREATE YOUR ORIGIN

    -

    - All heroes come from somewhere: this is their Origin. It might be - a humble village, a great city, or even something more fantastical - such as a palace in the depths of the ocean, the Moon’s surface, - or an entirely different solar system. -

    -

    - You may pick a location that is already present on the map sheet - or create a new one. Just like your Identity and Theme, your - Origin may be invoked to reroll one or both dice during a Check. - However, you will normally be unable to change your Origin in play - — unless you suddenly discover you come from an entirely different - place and your memories are fake, which is a fantasy trope as - well. -

    -

    - Robert came up with the concept for Platea while creating Camilla; - because of this, Platea must be added to the map sheet. Robert - chooses an area in the South and describes Platea as a - once-peaceful and bright citadel atop a cliff overseeing a vast - lake. Right now, the city has been seized by the Empire. -

    -

    - In Fabula Ultima, your character's species and heritage has no - mechanical impact unless you want it to — perhaps their Identity - is that of a Fallen Elven Prince, or some of their Class Skills - can be explained as a consequence of their unique anatomy or - bloodline. -

    -

    FANTASY SPECIES

    -
    - -
    -

    CHOOSE TWO TO THREE STARTING CLASSES

    -

    - Your character begins play at level 5. This means you will have - five levels to distribute among any of the fifteen available - Classes. Your character must have at least two Classes when they - begin play, and no more than three. -

    -

    - Entries describing each Class can be found starting on - page 176, but the table below - offers a quick summary of their individual focus. -

    -

    Classes

    -
      -
    • - Arcanist Summon magical avatars of ancient, - godlike entities. -
    • -
    • - Chimerist Learn spells from creatures and speak - with beasts. -
    • -
    • - Darkblade Unleash dark attacks and draw power - from Bonds. -
    • -
    • - Elementalist Wield the destructive power of the - elements. -
    • -
    • - Entropist Channel the dark energy of the - Cosmos. -
    • -
    • - Fury Provoke enemies and hit harder when - damaged. -
    • -
    • - w Allows you to equip martial - melee weapons and armors. -
    • -
    • - Guardian Protect your allies and fight clad in - heavy armor. -
    • -
    • - w Allows you to equip martial - armor and shields. -
    • -
    • - Loremaster Be a master of knowledge and support - your allies. -
    • -
    • - Orator Use your words to gain allies and - influence conflicts. -
    • -
    • - Rogue Seize opportunities and steal unique - items from enemies. -
    • -
    • - Sharpshooter Excel at ranged combat and negate - ranged attacks. -
    • -
    • - w Allows you to equip martial - ranged weapons and shields. -
    • -
    • - Spiritist Support your allies with magic and - cast light spells. -
    • -
    • - Tinkerer Craft inventions and use Inventory - Points in new ways. -
    • -
    • - Wayfarer Be a master explorer and join forces - with a loyal companion. -
    • -
    • - Weaponmaster Excel at melee combat and counter - melee attacks. -
    • -
    • - w Allows you to equip martial - melee weapons and shields. -
    • -
    -
    - -
    - Classic Characters starting on - page 172: these level 5 - archetypes Classic Characters starting on - page 172: these level 5 - archetypes -
    - -
    -

    Attribute Dice Mechanics

    -

    - Each of a Player Character’s main Attributes (Dexterity, Insight, - Might, and Willpower) is represented by a die size, from a minimum - of d6 to a maximum of d12. -

    -

    - Bigger die sizes indicate a more trained Attribute or a stronger - natural talent. -

    -

    Attributes Defined

    -
      -
    • - Dexterity measures precision, coordination, - finesse and reflexes. -
    • -
    • - Insight represents observation, understanding - and reasoning. -
    • -
    • - Might is a measure of strength, resilience and - physical fortitude. -
    • -
    • - Willpower represents determination, charisma - and the ability to influence others. -
    • -
    -

    Character Profile Selection

    -

    - Choose one of the following profiles for your hero, then - distribute the corresponding die sizes among their four Attributes - (on your character sheet, these should be written in the “base - size” column). -

    -
      -
    • Jack of All Trades: d8, d8, d8, d8
    • -
    • Average: d10, d8, d8, d6
    • -
    • Specialized: d10, d10, d6, d6
    • -
    -

    Example Application:

    -

    - Camilla is very insightful (Insight d10), fairly agile and - determined (Dexterity d8 and Willpower d8), but not particularly - imposing (Might d6). -

    -

    - When allocating Attribute dice, you should take into account - your choices of Classes and Skills! -

    -
    - -
    -

    CHAPTER CALCULATE YOUR HIT POINTS AND MIND POINTS

    -

    - Your maximum Hit Points and - Mind Points are calculated as follows: -

    -
      -
    • - Your maximum Hit Points are equal to your total character level - + five times your character’s base Might die size. -
    • -
    • - Your Crisis score is equal to half your maximum Hit Points, - rounded down. -
    • -
    -

    - Your maximum Mind Points are equal to your total character level + - five times your character’s base Willpower die size. -

    -

    - Your character begins the game with full Hit Points and Mind - Points. -

    -

    - These values may be further modified by your character’s choices - of Class, Skills and equipment. -

    -

    - Note that while some game elements might temporarily alter the die - size of your Attributes, this will never increase or decrease your - Hit Points and Mind Points. -

    -

    Example Calculation

    -

    - Camilla has 40 maximum Hit Points (level 5 + five times her Might - of 6 + an additional 5 Hit Points granted by the Weaponmaster - Class) and 50 maximum Mind Points (level 5 + five times her - Willpower of 8 + an additional 5 Mind Points granted by the Orator - Class). -

    -

    Camilla's Crisis score is 20.

    -

    CALCULATE YOUR INVENTORY POINTS

    -

    Your maximum Inventory Points are calculated as follows:

    -
      -
    • Your maximum Inventory Points are equal to 6.
    • -
    -

    Your character begins the game with full Inventory Points.

    -

    - Note that this number may be further modified by your character’s - choices of Class, Skills and equipment. -

    -

    - Since neither Orator nor Weaponmaster increase maximum Inventory - Points, Camilla has 6 maximum Inventory Points. -

    -
    - -
    -

    CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE

    -

    - Your Defense and Magic Defense scores are calculated as follows: -

    -
      -
    • Your Defense is equal to your current Dexterity die size.
    • -
    • - Your Magic Defense is equal to your current Insight die size. -
    • -
    • Your Initiative modifier is equal to 0.
    • -
    -

    - Your defenses will be further influenced by the armor and shields - you are wearing; your Initiative modifier will also be influenced - by your choice of armor. -

    -

    - Note that some game elements might temporarily alter your - Attribute die sizes, which will affect your Defense and Magic - Defense (since these are based on the current Attribute die size, - not your base Attribute die size). -

    -

    - Camilla has a Defense score of 8, a Magic Defense score of 10 and - no Initiative modifier. Later on, her equipment choices will - modify these numbers. -

    -

    PURCHASE STARTING EQUIPMENT

    -

    - You get a total budget of 500 zenit to purchase equipment with. By - default, you can only purchase basic weapons and basic armor and - shields; these items are listed on the next four pages for easy - reference. If you want to purchase rare items (page 266) or transports (page 125), - discuss it with the rest of your group. -

    -

    - To purchase a martial (E) item, you must first be able to equip it - — a benefit granted by specific Classes: -

    -
      -
    • - Darkblade allows you to equip martial melee - weapons and martial armor. -
    • -
    • - Fury allows you to equip martial melee weapons - and martial armor. -
    • -
    • - Guardian allows you to equip martial armor and - martial shields. -
    • -
    • - Sharpshooter allows you to equip martial ranged - weapons and martial shields. -
    • -
    • - Weaponmaster allows you to equip martial melee - weapons and martial shields. -
    • -
    -

    - Write any items you purchase on your sheet and take note of their - effects; remember that ranged weapons do not require you to track - ammunition. -

    -
    - -
    -

    33PRESS START

    -

    W

    -

    CHAPTER

    -

    The Weaponmaster Class

    -

    - The Weaponmaster Class allows Camilla to equip martial melee - weapons and shields. -

    -

    - Robert spends 200 zenit on a rapier (which relies on Camilla's - Dexterity and Insight), 150 zenit on a runic shield (a +2 bonus to - both defenses is very good!) and another 100 zenit on a travel - garb. -

    -

    - Robert writes all these items on Camilla's sheet, noting how her - armor and shield increase Defense and Magic Defense by three - points (Defense 11 and Magic Defense 13) but also give her an - Initiative modifier of -1. -

    -

    - Needless to say, you are free to alter the name of any item that - doesn't fit your character's concept — for instance, your bronze - sword might become a scimitar or your silk vest might become a - kimono. -

    -

    - If none of the basic weapon options fit your character concept and - your group is okay with it, you may use the rules for creating - rare weapons found on page 268. However, remember that by default, - starting weapons don't have any Quality and always deal physical - damage. You may ignore one or both limitations as long as the rest - of your group agrees on it (and you have enough zenit to afford - the improvements). -

    -

    ROLL FOR INITIAL SAVINGS

    -

    - Your character begins play with an amount of zenit equal to 2d6 × - 10 (for instance, rolling an 8 on the dice means you begin with 80 - zenit). -

    -

    - Any left-over zenit from the previous step is added to these - initial savings! -

    -

    - Robert rolls 2d6 × 10 and gets 60 zenit, which are added to the 50 - zenit left from the previous step — for a total of 120 zenit in - initial savings. -

    -

    GAIN YOUR STARTING FABULA POINTS

    -

    Each Player Character enters play with 3 Fabula Points.

    -
    - -
    -

    WEAPON COST ACCURACY DAMAGE

    -
    -

    Arcane Category

    -
      -
    • - Staff 100 z 【WLP + WLP】 【HR + 6】 physical -

      Two-handed w Melee w No Quality.

      -
    • -
    • - Tome 100 z 【INS + INS】 【HR + 6】 physical -

      Two-handed w Melee w No Quality.

      -
    • -
    -
    -
    -

    Bow Category

    -
      -
    • - Crossbow 150 z 【DEX + INS】 【HR + 8】 - physical -

      Two-handed w Ranged w No Quality.

      -
    • -
    • - Shortbow 200 z 【DEX + DEX】 【HR + 8】 - physical -

      Two-handed w Ranged w No Quality.

      -
    • -
    -
    -
    -

    Brawling Category

    -
      -
    • - Unarmed Strike - 【DEX + MIG】 【HR + 0】 - physical -

      - One-handed w Melee w Automatically equipped in each empty - hand slot. -

      -
    • -
    • - Improvised (Melee) - 【DEX + MIG】 【HR + 2】 - physical -

      One-handed w Melee w Breaks after the attack.

      -
    • -
    • - Iron Knuckle 150 z 【DEX + MIG】 【HR + 6】 - physical -

      One-handed w Melee w No Quality.

      -
    • -
    -
    -
    -

    Dagger Category

    -
      -
    • - Steel Dagger 150 z 【DEX + INS】 +1 【HR + - 4】 physical -

      One-handed w Melee w No Quality.

      -
    • -
    -
    -
    -

    Firearm Category

    -
      -
    • - Pistol E 250 z 【DEX + INS】 【HR + 8】 - physical -

      One-handed w Ranged w No Quality.

      -
    • -
    -
    -
    -

    Flail Category

    -
      -
    • - Chain Whip 150 z 【DEX + DEX】 【HR + 8】 - physical -

      Two-handed w Melee w No Quality.

      -
    • -
    -
    -

    BASIC WEAPONS

    -
    - -
    -

    33 PRESS START

    -

    Equipment List

    -

    Heavy Category

    -
      -
    • - Iron Hammer: 200 z 【MIG + MIG】 【HR + 6】 - physical -

      One-handed w Melee w No Quality.

      -
    • -
    • - Broadaxe E: 250 z 【MIG + MIG】 【HR + 10】 - physical -

      One-handed w Melee w No Quality.

      -
    • -
    • - Waraxe E: 250 z 【MIG + MIG】 【HR + 14】 - physical -

      Two-handed w Melee w No Quality.

      -
    • -
    -

    Spear Category

    -
      -
    • - Light Spear E: 200 z 【DEX + MIG】 【HR + 8】 - physical -

      One-handed w Melee w No Quality.

      -
    • -
    • - Heavy Spear E: 200 z 【DEX + MIG】 【HR + 12】 - physical -

      Two-handed w Melee w No Quality.

      -
    • -
    -

    Sword Category

    -
      -
    • - Bronze Sword E: 200 z 【DEX + MIG】 +1 【HR + - 6】 physical -

      One-handed w Melee w No Quality.

      -
    • -
    • - Greatsword E: 200 z 【DEX + MIG】 +1 【HR + - 10】 physical -

      Two-handed w Melee w No Quality.

      -
    • -
    • - Katana E: 200 z 【DEX + INS】 +1 【HR + 10】 - physical -

      Two-handed w Melee w No Quality.

      -
    • -
    • - Rapier E: 200 z 【DEX + INS】 +1 【HR + 6】 - physical -

      One-handed w Melee w No Quality.

      -
    • -
    -

    Thrown Category

    -
      -
    • - Improvised (Ranged): 【DEX + MIG】 【HR + 2】 - physical -

      One-handed w Ranged w Breaks after the attack.

      -
    • -
    • - Shuriken: 150 z 【DEX + INS】 【HR + 4】 - physical -

      One-handed w Ranged w No Quality.

      -
    • -
    - -
    - -
    -

    BASIC ARMORS

    -

    - ARMOR COST - DEFENSE M. DEFENSE - INITIATIVE -

    -

    No Armor - DEX die INS die -

    -

    No Quality.

    -

    Basic Armors

    -
    -
    Silk Shirt
    -
    - 100 z DEX die - INS die +2 -1 -
    -
    No Quality.
    -
    Travel Garb
    -
    - 100 z DEX die +1 - INS die +1 -1 -
    -
    No Quality.
    -
    Combat Tunic
    -
    - 150 z DEX die +1 - INS die +1 - -
    -
    No Quality.
    -
    Sage Robe
    -
    - 200 z DEX die +1 - INS die +2 -2 -
    -
    No Quality.
    -
    Brigandine E
    -
    - 150 z 10 - INS die -2 -
    -
    No Quality.
    -
    Bronze Plate E
    -
    - 200 z 11 - INS die -3 -
    -
    No Quality.
    -
    Runic Plate E
    -
    - 250 z 11 - INS die +1 -3 -
    -
    No Quality.
    -
    Steel Plate E
    -
    - 300 z 12 - INS die -4 -
    -
    No Quality.
    -
    -

    Basic Armor and Shields

    -
    - -
    -

    BASIC SHIELDS

    - - - - - - - - - - - - - - - - - - - - - - -
    SHIELDCOSTDEFENSE M. DEFENSE INITIATIVE
    Bronze Shield100 z+2 / --
    Runic Shield150 z+2 / +2-
    -

    - Remember: A starting character gets 500 zenit to purchase - equipment with. -

    -

    - The weapons, armors, and shields you choose during character - creation will accompany you for quite a few levels, so make sure - they work well with the way you built your character. -

    -

    Useful Tips

    -
      -
    • - Choose a main weapon that complements your choice of Attributes. - Ideally, you want to be able to roll at least 1d10 + 1d8 for - Accuracy. More accurate weapons, such as swords and daggers, can - compensate for low Attributes. -
    • -
    • - Even if your character tends to rely on spells, purchase a - weapon for them to use when low on Mind Points — a dagger, a - staff, or a tome. -
    • -
    • - While lighter armors increase your Defense score (which would - otherwise be equal to your Dexterity size), martial (E) armors - replace that score with a fixed value. This can make quite the - difference: even if you have a low Dexterity or suffer a status - effect, your Defense score will not be affected. -
    • -
    -

    - The bonus to Defenses granted by shields still applies, of course: - a character with d8 Dexterity wearing a brigandine and wielding a - bronze shield will have a Defense score of 12, for instance. -

    -

    SHOPPING ADVICE

    -
    - -
    -

    NAME AND FINISHING TOUCHES

    -

    - Give your character a name, note their pronoun(s), and briefly - describe what they look like to the rest of the group! -

    -

    - It may seem counterintuitive for this step to be the last one, but - there’s a good reason: it’s easier to choose a name once you have - a good grasp of your character's appearance and abilities. -

    -

    - On the next page, you can find a chart with a variety of names - that work particularly well for a Fabula Ultima game; however, if - your world is inspired by specific folklore or mythology, you - should research fitting naming conventions and come up with - something more appropriate! -

    -

    - Now that Camilla is ready, Robert describes her to the rest of the - group: she has greyish brown hair and deep blue eyes, and her - demeanor showcases her strong will — it's almost impossible to be - around her and not feel inspired! -

    -

    - Her clothes are light and comfortable, perfect for traveling, and - she fights with an elegant rapier and a small elbow shield - inscribed with a circle of defensive runes. -

    -
    - -
    -

    Character Names

    -
      -
    • Abel
    • -
    • Adalbert
    • -
    • Agnes
    • -
    • Aiko
    • -
    • Alberic
    • -
    • Albin
    • -
    • Almond
    • -
    • Andreas
    • -
    • Angela
    • -
    • Ashe
    • -
    • Astor
    • -
    • Aya
    • -
    • Azel
    • -
    • Azura
    • -
    • Baern
    • -
    • Belka
    • -
    • Berenice
    • -
    • Biel
    • -
    • Blair
    • -
    • Blanche
    • -
    • Bow
    • -
    • Bram
    • -
    • Brandon
    • -
    • Bryde
    • -
    • Cale
    • -
    • Camilla
    • -
    • Cassandra
    • -
    • Celeste
    • -
    • Cetra
    • -
    • Cinder
    • -
    • Clarimonde
    • -
    • Clarissa
    • -
    • Clemence
    • -
    • Conner
    • -
    • Croma
    • -
    • Cross
    • -
    • Crow
    • -
    • Cynthia
    • -
    • Daige
    • -
    • Dale
    • -
    • Daphne
    • -
    • Denys
    • -
    • Divel
    • -
    • Edel
    • -
    • Edgar
    • -
    • Edna
    • -
    • Eko
    • -
    • Eleanor
    • -
    • Elise
    • -
    • Emet
    • -
    • Eric
    • -
    • Etrian
    • -
    • Fabian
    • -
    • Fedra
    • -
    • Felicia
    • -
    • Fenis
    • -
    • Finn
    • -
    • Fionne
    • -
    • Forrest
    • -
    • Fraan
    • -
    • Francisca
    • -
    • Frederick
    • -
    • Galatea
    • -
    • Garlan
    • -
    • Garm
    • -
    • Gilpher
    • -
    • Gizal
    • -
    • Glenn
    • -
    • Gray
    • -
    • Gregor
    • -
    • Grimm
    • -
    • Gyle
    • -
    • Halia
    • -
    • Hanna
    • -
    • Hanzel
    • -
    • Harper
    • -
    • Hera
    • -
    • Hope
    • -
    • Ilyen
    • -
    • Inja
    • -
    • Isabella
    • -
    • Izanne
    • -
    • Jabari
    • -
    • Jeanne
    • -
    • Joel
    • -
    • Jun
    • -
    • Kallan
    • -
    • Kaspar
    • -
    • Lara
    • -
    • Langa
    • -
    • Lansel
    • -
    • Laurence
    • -
    • Lazom
    • -
    • Leanna
    • -
    • Leda
    • -
    • Liam
    • -
    • Locke
    • -
    • Logan
    • -
    • Loren
    • -
    • Lucian
    • -
    • Lulu
    • -
    • Lumi
    • -
    • Maha
    • -
    • Mako
    • -
    • Markus
    • -
    • Maribel
    • -
    • Minerva
    • -
    • Miranda
    • -
    • Momo
    • -
    • Monica
    • -
    • Montblanc
    • -
    • Morgan
    • -
    • Nadia
    • -
    • Neela
    • -
    • Neto
    • -
    • Nibel
    • -
    • Nico
    • -
    • Noah
    • -
    • Noor
    • -
    • Nyles
    • -
    • Ode
    • -
    • Olivia
    • -
    • Oona
    • -
    • Orion
    • -
    • Orne
    • -
    • Osira
    • -
    • Owen
    • -
    • Pharia
    • -
    • Prim
    • -
    • Pyre
    • -
    • Remora
    • -
    • Ricard
    • -
    • Riza
    • -
    • Robin
    • -
    • Rolan
    • -
    • Rosa
    • -
    • Royce
    • -
    • Runo
    • -
    • Sabine
    • -
    • Sabra
    • -
    • Sarah
    • -
    • Selene
    • -
    • Silas
    • -
    • Silida
    • -
    • Solomon
    • -
    • Sonya
    • -
    • Talon
    • -
    • Tamara
    • -
    • Tharja
    • -
    • Therese
    • -
    • Thomas
    • -
    • Tika
    • -
    • Toris
    • -
    • Tristan
    • -
    • Uma
    • -
    • Undine
    • -
    • Usher
    • -
    • Valea
    • -
    • Veronica
    • -
    • Vikes
    • -
    • Vincent
    • -
    • Vosca
    • -
    • Winter
    • -
    • Xenia
    • -
    • Yado
    • -
    • Yin
    • -
    • Ylua
    • -
    • Yuri
    • -
    • Zen
    • -
    • Zima
    • -
    -
    - -
    -
    -

    CLASSIC CHARACTERS

    - -
    -

    ALCHEMIST

    -

    - Stats: Dexterity d8, Insight d10, Might d6, - Willpower d8 -

    -

    Tinkerer (3 levels):

    -
      -
    • Gadgets (Alchemy: Basic)
    • -
    • Potion Rain
    • -
    • Secret Formula
    • -
    -

    Wayfarer (2 levels):

    -
      -
    • Resourceful
    • -
    • Tavern Talk
    • -
    -

    - Equipment & Cost: Steel dagger, crossbow, - travel garb, 170 zenit. -

    -
    - -
    -

    BLACK KNIGHT

    -

    - Stats: Dexterity d8, Insight d6, Might d10, - Willpower d8 -

    -

    Darkblade (2 levels):

    -
      -
    • Shadow Strike (SL 2)
    • -
    -

    Entropist (1 level):

    -
      -
    • Entropic Magic (Drain Vigor)
    • -
    -

    Weaponmaster (2 levels):

    -
      -
    • Bladestorm, Melee Weapon Mastery
    • -
    -

    - Equipment & Cost: Greatsword, runic plate, - 120 zenit. -

    -
    - -
    -

    GAMBLER

    -

    - Stats: Dexterity d10, Insight d8, Might d6, - Willpower d8 -

    -

    Entropist (2 levels):

    -
      -
    • Entropic Magic (Gamble), Lucky Seven
    • -
    -

    Rogue (2 levels):

    -
      -
    • Dodge, High Speed
    • -
    -

    Weaponmaster (1 level):

    -
      -
    • Melee Weapon Mastery
    • -
    -

    - Equipment & Cost: Rapier, shuriken (reskinned - as throwing cards!), silk shirt, 120 zenit. -

    -
    - -
    -

    GUNSLINGER

    -

    - Stats: Dexterity d10, Insight d8, Might d8, - Willpower d6 -

    -

    Sharpshooter (3 levels):

    -
      -
    • Barrage, Crossfire, Ranged Weapon Mastery
    • -
    -

    Tinkerer (2 levels):

    -
      -
    • Inventions (SL 2: Infusions: Basic and Advanced)
    • -
    -

    - Equipment & Cost: Pistol, travel garb, runic - shield, 70 zenit. -

    -
    - -
    -

    HEALER

    -

    - Stats: Dexterity d6, Insight d8, Might d8, - Willpower d10 -

    -

    Orator (2 levels):

    -
      -
    • Encourage, My Trust in You
    • -
    -

    Spiritist (3 levels):

    -
      -
    • Spiritual Magic (SL 3: Cleanse, Heal, Lux)
    • -
    -

    - Equipment & Cost: Staff, sage robe, 270 - zenit. -

    -
    -
    -
    - -
    -
    -

    MAGITECHNICIAN

    -

    - Stats: Dexterity d8, Insight d10, Might d6, - Willpower d8 -

    -

    Skills/Abilities

    -
      -
    • - Loremaster (2 levels): Quick Assessment (SL - 2) -
    • -
    • - Tinkerer (3 levels): Gadgets (SL 3: Magitech: - Basic, Advanced, and Superior; magisphere spells: Elemental - Shroud, Flare, Heal) -
    • -
    -

    - Starting Equipment: Steel dagger, sage robe, - bronze shield, 120 zenit. -

    -
    -
    -
    -

    MONSTER MAGE

    -

    - Stats: Dexterity d8, Insight d6, Might d10, - Willpower d8 -

    -

    Skills/Abilities

    -
      -
    • - Chimerist (3 levels): Feral Speech, Spell - Mimic (SL 2) -
    • -
    • Wayfarer (1 level): Faithful Companion
    • -
    • Weaponmaster (1 level): Breach
    • -
    -

    - Starting Equipment: Broadaxe, travel garb, - runic shield, 70 zenit. -

    -
    -
    -
    -

    NINJA

    -

    - Stats: Dexterity d10, Insight d8, Might d6, - Willpower d8 -

    -

    Skills/Abilities

    -
      -
    • - Rogue (3 levels): Cheap Shot, Dodge (SL 2) -
    • -
    • - Spiritist (1 level): Spiritual Magic (T - orpor) -
    • -
    • Weaponmaster (1 level): Counterattack
    • -
    -

    - Starting Equipment: Steel dagger, shuriken, - combat tunic, 120 zenit. -

    -
    -
    -
    -

    PIRATE

    -

    - Stats: Dexterity d8, Insight d6, Might d10, - Willpower d8 -

    -

    Skills/Abilities

    -
      -
    • - Elementalist (1 level): Elemental Magic - (Thunderbolt) -
    • -
    • Fury (2 levels): Adrenaline, Provoke
    • -
    • Weaponmaster (2 levels): Breach (SL 2)
    • -
    -

    - Starting Equipment: Broadaxe, silk shirt, runic - shield, 70 zenit. -

    -
    -
    -
    -

    PUGILIST

    -

    - Stats: Dexterity d8, Insight d6, Might d10, - Willpower d8 -

    -

    Skills/Abilities

    -
      -
    • - Fury (3 levels): Frenzy, Withstand (SL 2) -
    • -
    • - Weaponmaster (2 levels): Bone Crusher, - Counterattack -
    • -
    -

    - Starting Equipment: Iron knuckle (x2), combat - tunic, 120 zenit. -

    -
    -
    - -
    -

    WANDER RANGER

    -

    - Stats: Dexterity d10, Insight d8, Might d8, - Willpower d6 -

    -
      -
    • - Sharpshooter (3 levels): Ranged Weapon Mastery, - Warning Shot (SL 2) -
    • -
    • - Wayfarer (2 levels): Resourceful, Well-traveled -
    • -
    -

    - Equipment: Steel dagger, shortbow, silk shirt, - 120 zenit. -

    -

    RED SORCERER

    -

    - Stats: Dexterity d8, Insight d10, Might d8, - Willpower d6 -

    -
      -
    • - Elementalist (3 levels): Elemental Magic - (Iceberg), Spellblade (SL 2) -
    • -
    • - Spiritist (1 level): Spiritual Magic (Heal) -
    • -
    • - Weaponmaster (1 level): Melee Weapon Mastery -
    • -
    -

    - Equipment: Rapier, combat tunic, runic shield, 70 - zenit. -

    -

    SAGE

    -

    - Stats: Dexterity d6, Insight d10, Might d6, - Willpower d10 -

    -
      -
    • - Elementalist (3 levels): Elemental Magic (SL 3: - Fulgur, Glacies, Ignis) -
    • -
    • - Loremaster (2 levels): Flash of Insight, - Focused -
    • -
    -

    Equipment: Tome, sage robe, 270 zenit.

    -

    SAMURAI

    -

    - Stats: Dexterity d8, Insight d8, Might d8, - Willpower d8 -

    -
      -
    • - Guardian (2 levels): Defensive Mastery (SL 2) -
    • -
    • - Spiritist (1 level): Spiritual Magic (Soul - Weapon) -
    • -
    • - Weaponmaster (2 levels): Counterattack, Melee - Weapon Mastery -
    • -
    -

    Equipment: Katana, runic plate, 70 zenit.

    -

    SOLDIER

    -

    - Stats: Dexterity d8, Insight d6, Might d10, - Willpower d8 -

    -
      -
    • Guardian (2 levels): Bodyguard, Protect
    • -
    • - Weaponmaster (3 levels): Bone Crusher (SL 2), - Breach -
    • -
    -

    - Equipment: Bronze sword, brigandine, runic - shield, 70 zenit. -

    -
    - -
    - -
    -

    SPELL FENCER

    -

    - Attributes: Dexterity d10, Insight d8, Might - d6, Willpower d8 -

    -
      -
    • - Elementalist (2 levels): Elemental Magic (SL - 2: Elemental Shroud, Elemental Weapon) -
    • -
    • - Spiritist (1 level): Spiritual Magic (Aura) -
    • -
    • - Weaponmaster (2 levels): Bladestorm, - Counterattack -
    • -
    -

    - Equipment: Rapier, silk shirt, runic shield, - 120 zenit. -

    -
    -
    -

    SUMMONER

    -

    - Attributes: Dexterity d8, Insight d8, Might d6, - Willpower d10 -

    -
      -
    • - Arcanist (3 levels): Arcane Regeneration - (SL2), Bind and Summon (Grimoire or Tower) -
    • -
    • - Spiritist (2 levels): Spiritual Magic (SL 2: - Barrier, Mercy) -
    • -
    -

    Equipment: Staff, sage robe, 270 zenit.

    -
    -
    -

    THIEF

    -

    - Attributes: Dexterity d10, Insight d8, Might - d6, Willpower d8 -

    -
      -
    • - Rogue (3 levels): High Speed, Soul Steal (SL - 2) -
    • -
    • - Weaponmaster (2 levels): Bone Crusher (SL 2) -
    • -
    -

    - Equipment: Steel dagger (x2), travel garb, 170 - zenit. -

    -
    -
    -

    TROUBADOUR

    -

    - Attributes: Dexterity d10, Insight d8, Might - d6, Willpower d8 -

    -
      -
    • - Orator (2 levels): Condemn, Unexpected Ally -
    • -
    • - Spiritist (2 levels): Spiritual Magic (SL 2: - Awaken, Enrage) -
    • -
    • Wayfarer (1 level): Well-traveled
    • -
    -

    - Equipment: Steel dagger, silk shirt, bronze - shield, 220 zenit. -

    -
    -
    -

    VALKYRIE

    -

    - Attributes: Dexterity d8, Insight d6, Might - d10, Willpower d8 -

    -
      -
    • - Elementalist (2 levels): Elemental Magic (SL - 2: Soaring Strike, Vortex) -
    • -
    • Guardian (1 level): Fortress
    • -
    • - Weaponmaster (2 levels): Bladestorm, Melee - Weapon Mastery -
    • -
    -

    - Equipment: Light spear, brigandine, runic - shield, 70 zenit. -

    -
    -
    - -
    -

    Arcanist

    -

    ALSO: Avatar, Chosen, Summoner

    -

    Definition / Description

    -

    Some fates are not easily avoided.

    -

    Abilities & Concept

    -

    - Arcanists can fall into a deep trance and temporarily project a - considerable portion of their soul outside the body, giving it - physical form. Surrounded by this magical shroud, the Arcanist - gains a variety of supernatural abilities; these summoned forms - are said to be manifestations of the ancestral souls belonging to - mythical entities of legend, known as the Arcana. -

    -

    In some worlds, the Arcana are even worshipped as deities.

    -

    Attribution

    -
    - -
    - -
    -

    The Arcana

    -

    MERGING WITH AN ARCANUM

    -

    - When you summon an Arcanum, you gain its merge benefits; those - benefits last until the Arcanum is dismissed (see below). -

    -

    - You cannot summon an Arcanum while already merged with one; you - must first dismiss the current Arcanum. -

    -

    DISMISSING AN ARCANUM

    -

    An Arcanum can be dismissed in several ways:

    -
      -
    • - Once the current scene ends, all Arcana are automatically - dismissed. -
    • -
    • - If you die or fall unconscious while merged with an Arcanum, - they are dismissed. -
    • -
    • - If you leave the scene while merged with an Arcanum, they are - dismissed. -
    • -
    • - You may willingly dismiss your Arcanum: this doesn't require an - action, but during a conflict it can only be done on your turn, - before or after an action. -
    • -
    -

    DISMISS EFFECTS

    -

    - Most Arcana have a powerful dismiss effect, which may only be - activated when you willingly dismiss the Arcanum as described - above — if the Arcanum is dismissed for any other reason, the - dismiss effect cannot be triggered. -

    -
      -
    • - If the dismiss effect of an Arcanum deals damage, it will deal - 10 extra damage if you are level 20 or higher, or 20 extra - damage if you are level 40 or higher. -
    • -
    -

    - You are also free to ignore the dismiss effect if you don't want - to use it. -

    -

    DOMAINS

    -

    - Each Arcanum is associated with a few key concepts or domains. The - Game Master should use these to establish the trials needed to - bind the Arcanum, and to adjudicate Rituals performed through the - Ritual Arcanism Skill. -

    -

    - If you create new Arcana for your world, make sure to associate - them with domains that allow for interesting Rituals. -

    -
    -
    - -
    -

    ARCANUM OF THE FORGE

    -

    Domains: fire, heat, metal.

    -
      -
    • You have Resistance to fire damage.
    • -
    • Any fire damage you deal ignores Resistances.
    • -
    -

    - When you dismiss this Arcanum, choose Forge or - Inferno: -

    -
      -
    • - Forge. You create a basic armor, shield or - weapon of your choice (see pages 130 to 133). If you select this - option again, the previously created item vanishes. If you - create a weapon this way, it deals fire damage instead of - physical. -
    • -
    • - Inferno. Choose any number of creatures you can - see: each of them suffers 30 fire damage. This damage ignores - Resistances. -
    • -
    -

    ARCANUM OF THE FROST

    -

    Domains: cold, ice, silence.

    -
      -
    • - You have Resistance to ice damage and are immune to enraged. -
    • -
    • Any ice damage you deal ignores Resistances.
    • -
    -

    - Ice Age. Choose any number of creatures you can - see: each of them suffers 30 ice damage. This damage ignores - Resistances. -

    -

    ARCANUM OF THE GATE

    -

    Domains: space, travel, void.

    -
      -
    • You have Resistance to dark damage.
    • -
    • You gain a +1 bonus to your Magic Defense.
    • -
    -

    - When you dismiss this Arcanum, choose Oblivion or - Warp: -

    -
      -
    • - Oblivion. Choose any number of creatures you - can see: each of them suffers 30 dark damage. This damage - ignores Resistances. -
    • -
    • - Warp. You teleport yourself and up to five - other nearby willing creatures to a location you previously - visited, if that location is within 1 travel day. -
    • -
    -

    - cc Work with your group and create custom Arcana for your world! -

    -

    MERGE DISMISS MERGEDISMISS MERGEDISMISS

    -
    - -
    -

    180 W

    -
    -

    ARCANUM OF THE GRIMOIRE

    -

    Domains: knowledge, revelations, understanding.

    -
      -
    • - You are able to read, write, speak and understand all - languages. -
    • -
    • - You treat your Insight as if it were one die size higher (up - to a maximum of d12). -
    • -
    -

    Oracle

    -

    - You ask the Game Master a single question. The Game Master must - answer truthfully, describing the vision shown to you by the - Grimoire. -

    -

    - Once used, this dismiss effect will not be available until the - next dawn. Furthermore, the same question may never be asked - more than once. The Game Master has final say on which questions - are too similar to be asked again. -

    -
    -
    -

    ARCANUM OF THE OAK

    -

    Domains: earth, plants, poison.

    -
      -
    • - You have Resistance to earth and poison damage and are immune - to poisoned. -
    • -
    • - Whenever you recover Hit Points, you recover 5 extra Hit - Points. -
    • -
    -

    Blossom

    -

    - Choose any number of creatures you can see (you may also choose - yourself): each of them recovers from the poisoned status effect - and recovers 40 Hit Points. This amount increases to 50 Hit - Points if you are level 20 or higher, or to 60 Hit Points if you - are level 40 or higher. -

    -
    -
    -

    ARCANUM OF THE SKY

    -

    Domains: fog, rain, storms.

    -
      -
    • You have Resistance to air and bolt damage.
    • -
    -

    Weather Prediction

    -

    - You may use an action to accurately predict weather conditions - for the next day within a range of two travel days — the Game - Master will tell you what the weather conditions will be. -

    -

    Thunderstorm

    -

    - Choose any number of creatures you can see: each of them suffers - 30 bolt damage. This damage ignores Resistances. -

    -
    - -
    - -
    -

    ARCANUM OF THE SWORD

    -

    Domains: conquest, heroism, leadership.

    -

    - Your attacks deal 5 extra damage, and all damage dealt by your - attacks is treated as having no type (thus being unaffected by - damage Affinities). Damage dealt by your attacks cannot gain a - type as long as you are merged with this Arcanum. -

    -

    - When you perform an attack, you may have that attack gain the - multi (any number of targets) property. If you do, this Arcanum - will be automatically dismissed after the attack is resolved (this - is not considered a willing dismiss). -

    -

    ARCANUM OF THE TOWER

    -

    Domains: judgment, protection, sacrifice.

    -

    - When you summon this Arcanum, choose a damage type: air, bolt, - dark, earth, fire, or ice. Until this Arcanum is dismissed, each - of your allies present on the scene has Resistance to the chosen - damage type (you do not gain this Resistance). -

    -

    Judgment

    -

    - Choose any number of creatures you can see: each of them suffers - 30 light damage. This damage ignores Resistances. -

    -

    ARCANUM OF THE WHEEL

    -

    Domains: destiny, speed, time.

    -
      -
    • You are immune to slow.
    • -
    • You gain a +1 bonus to your Defense.
    • -
    -

    Time Freeze

    -

    - Choose any number of creatures you can see: each of them suffers - slow. If a creature chosen this way is already slow, that creature - will instead perform one fewer action during their next turn (to a - minimum of 0 actions). -

    -

    The Merge

    -

    - Legends tell of a long-lasting passion between the Sword and the - Tower... a passion that often erupted into war. -

    -
    - -
    - -
    -

    CHIMERIST FREE BENEFITS

    -
      -
    • Permanently increase your maximum Mind Points by 5.
    • -
    • - You may perform Rituals whose effects fall within the Ritualism - discipline. -
    • -
    -

    CHIMERIST SKILLS

    -

    CONSUME (çç5)

    -

    - After you deal damage to one or more creatures with a spell, if - you have an arcane dagger or flail weapon equipped, you recover - 【SL × 2】 Mind Points. -

    -

    FERAL SPEECH

    -

    - You can communicate with creatures of the beast, monster and plant - Species. -

    -

    PATHOGENESIS

    -

    - When you deal damage to one or more creatures with one of your - Chimerist spells, each of those creatures that share their Species - with the creature you originally learned that spell from suffers - poisoned. -

    -

    RITUAL CHIMERISM

    -

    - You may perform Rituals whose effects fall within the Chimerism - discipline. When you acquire this Skill, choose - 【INS + WLP】 or 【MIG + WLP】. - From now on, your Chimerism Rituals will use the chosen Attributes - for the Magic Check. -

    -

    SPELL MIMIC (çç10)

    -

    - When you see a creature belonging to the beast, monster or plant - Species cast a spell, you may immediately choose to learn that - spell as a Chimerist spell of your own: if you do, record the - Species of the creature you learned it from. -

    -

    - When you first acquire this Skill, choose - 【INS + WLP】 or 【MIG + WLP】. - From now on, your offensive (rr) Chimerist spells will use the - chosen Attributes for the Magic Check, regardless of the - Attributes used by the creature you learned the spell from. -

    -

    - You may have up to 【SL + 2】 different Chimerist - spells memorized this way. If you want to memorize a new Chimerist - spell but are already at your limit, you must forget one of your - old spells and replace it with the new spell. -

    -

    Story Prompts

    -
      -
    • - Who taught you the art of Chimerism? Is your mentor human or - monstrous? -
    • -
    • - Can people and monsters live in harmony, or are they bound to - threaten each other? -
    • -
    • What does your magic look like?
    • -
    • - Are there many practicing your art, or are you the exception? -
    • -
    -
    - -
    -

    DARKBLADE

    -

    - Today you shall know the full extent of my suffering. -

    -

    Darkblades

    -

    - Darkblades are somber and powerful warriors who hide a sorrowful - past. Due to tragic experiences on the battlefield or in personal - life, their souls have developed an affinity for pain and shadow - energy. -

    -

    - An unlikely hero to say the very least, a Darkblade may now - sacrifice their lifeforce to unleash mighty attacks and is able to - draw resolve, power and even knowledge from the suffering they - experience. -

    -

    Details

    -
      -
    • Name: DARKBLADE
    • -
    • Power Level: 184
    • -
    -
    -

    ALSO Associated With

    -
      -
    • Avenger
    • -
    • Black Knight
    • -
    • Death Knight
    • -
    -
    -
    File Metadata
    -
    - -
    -

    DARKBLADE FREE BENEFITS

    -
      -
    • Permanently increase your maximum Hit Points by 5.
    • -
    • - Gain the ability to equip martial melee weapons and martial - armor. -
    • -
    -

    DARKBLADE SKILLS

    -
    -

    AGONY (çç5)

    -

    - After you deal damage to one or more creatures, if you have a - Bond towards at least one of those creatures, you may recover - 【SL × 2】 Hit Points and - 【SL × 2】 Mind Points. -

    -
    -
    -

    DARK BLOOD

    -

    - As long as you are in Crisis, you have Resistance to dark damage - and poison damage. -

    -
    -
    -

    HEART OF DARKNESS

    -

    - Once per scene upon entering Crisis, you may choose a specific - creature you can see that you don't have a Bond towards. If you - do, create a Bond of hatred towards that creature. -

    -
    -
    -

    PAINFUL LESSON (çç3)

    -

    - After another creature causes you to lose Hit Points (with an - attack, a spell or any other method), you may immediately - perform the Study action on that creature (see - page 74) for free. If you do, - gain a bonus equal to 【SL】 to your Check. -
    Remember, you can study the same aspect of a creature only - once. -

    -
    -
    -

    SHADOW STRIKE (çç5)

    -

    - You have learned to channel your vital force into your attacks. - You may use an action to perform a Shadow Strike: roll your - current Might die and lose an amount of Hit Points equal to - 【the number rolled on your Might die】. If - this didn't reduce your Hit Points to 0, you may perform a free - attack with a weapon you have equipped: if this attack hits one - or more targets, it deals extra damage equal to - 【SL + the number rolled on your Might die 】. - However, all damage dealt by this attack becomes dark and its - damage type cannot be changed. -

    -
    -

    Character Reflection Prompts

    -
      -
    • What tragic experience awakened your abilities?
    • -
    • - Many would regard your powers as evil. How do you feel about - them? -
    • -
    • What do your weapons and fighting style look like?
    • -
    • - Are there many practicing your art, or are you the exception? -
    • -
    -

    - "Today you shall know the full extent of my suffering." -

    -
    - -
    -

    Elementalist

    -

    ALSO: Battle Mage, Geomancer, Sorcerer

    -

    ELEMENTALIST

    -

    - Ignore the warnings of this World at your own risk. -

    -

    - An Elementalist has learned to channel the souls that flow within - the basic elements of creation: Air, Earth, Fire and Water. Some - of them develop complex spells to contain the powerful energies of - nature; others seek its protection in harmony and communion. -

    -

    - Elemental magic can be highly destructive, causing damage and - inflicting negative status effects. Due to this, there are many - who would covet an Elementalist’s abilities... often for nefarious - purposes. -

    -
    - -
    -

    ELEMENTALIST FREE BENEFITS

    -
      -
    • Permanently increase your maximum Mind Points by 5.
    • -
    • - You may perform Rituals whose effects fall within the Ritualism - discipline. -
    • -
    -

    ELEMENTALIST SKILLS

    -

    CATACLYSM (çç3)

    -

    - When you cast an instantaneous spell, if you have an arcane weapon - equipped, you may increase the spell's total MP cost by up to 【SL - × 10】 Mind Points. If you do so and the spell deals damage to one - or more creatures, it will deal 5 extra damage to each creature - for every 10 Mind Points by which you increased its total MP cost. -

    -

    ELEMENTAL MAGIC (çç10)

    -

    - Each time you acquire this Skill, learn one Elementalist spell - (see next two pages). -

    -

    - Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic - Check. -

    -

    MAGICAL ARTILLERY (çç3)

    -

    - When you cast an offensive ( rr) spell, if you have an arcane - weapon equipped, you gain a bonus to your Magic Check equal to - 【SL × 2】. -

    -

    RITUAL ELEMENTALISM

    -
      -
    • - You may perform Rituals whose effects fall within the - Elementalism discipline. -
    • -
    -

    Elementalism Rituals use 【INS + WLP】 for the Magic Check.

    -

    SPELLBLADE (çç4)

    -

    - When you cast an offensive ( rr) spell targeting a single - creature, if the spell has a total Mind Point cost of 【SL × 10】 - or lower and you have one or more bow, brawling, dagger, flail, - spear or sword weapons equipped, you may choose one of those - weapons. If you do, your Magic Check for the spell will use the - chosen weapon's Accuracy Check formula; for instance, the Magic - Check for an Elementalist spell cast through a bronze sword (page 131) will be 【DEX + MIG】 +1 instead of 【INS + WLP】. -

    -

    Questions

    -
      -
    • Who trained you in the way of the Elements?
    • -
    • - Your magic can be devastating... are you afraid of yourself? -
    • -
    • - Elemental magic is often used in war. Did you serve in the - military? -
    • -
    • What does your magic look like?
    • -
    -

    - Option: Ignore the warnings of this World at your - own risk. -

    -
    - -
    -

    ELEMENTALIST SPELLS

    -

    SPELL

    -
    -

    Elemental Shroud

    -

    Cost: 5

    -

    Targets: T

    -

    Duration: Up to three creatures

    -

    Action: Scene

    -

    - You weave magical energy and protect the targets from the fury - of the elements. -

    -

    - Choose a damage type: air, bolt, earth, fire or ice. Until this - spell ends, each target gains Resistance against the chosen - damage type. -

    -
    -
    -

    Elemental Weapon

    -

    Cost: 10

    -

    Targets: One weapon

    -

    Duration: Scene

    -

    - You imbue a weapon with elemental energy. Choose a damage type: - air, bolt, earth, fire, or ice. Until this spell ends, all - damage dealt by the weapon becomes of the chosen damage type. -

    -
      -
    • - If you have that weapon equipped while you cast this spell, - you may perform a free attack with it as part of the same - action. -
    • -
    • - This spell can only be cast on a weapon equipped by a willing - creature. -
    • -
    -
    -
    -

    Flare

    -

    Cost: rr 20

    -

    Targets: One creature

    -

    Duration: Instantaneous

    -

    - You channel a single ray of fire towards your foe, its - temperature so high that it will pierce through most defenses. - The target suffers 【HR + 25】 fire damage. -

    -

    Damage dealt by this spell ignores Resistances.

    -
    -
    -

    Fulgur

    -

    Cost: rr 10

    -

    Targets: × T

    -

    Duration: Up to three creatures

    -

    Action: Instantaneous

    -

    - You weave electricity into a wave of crackling bolts. Each - target hit by this spell suffers - 【HR + 15】 bolt damage. -

    -

    - Opportunity: Each target hit by this spell - suffers dazed. -

    -
    -
    -

    Glacies

    -

    Cost: rr 10

    -

    Targets: × T

    -

    Duration: Up to three creatures

    -

    Action: Instantaneous

    -

    - You coat your foes under a thick layer of frost. Each target hit - by this spell suffers 【HR + 15】 ice damage. -

    -

    - Opportunity: Each target hit by this spell - suffers slow. -

    -
    -
    -

    Iceberg

    -

    Cost: rr 20

    -

    Targets: One creature

    -

    Duration: Instantaneous

    -

    - A pillar of ice magic envelops your foe, suddenly dropping their - body temperature to a critical level. The target suffers - 【HR + 25】 ice damage. -

    -

    Damage dealt by this spell ignores Resistances.

    -
    -
    - -
    -
    -

    Spell Catalogue

    -
    -

    Ignis

    -

    - Metadata: rr 10 × T | Up to three creatures | - Instantaneous -

    -

    - You unleash a searing barrage against your foes, conjuring - flames out of thin air. Each target hit by this spell suffers - 【HR + 15】 fire damage. -

    -

    - Opportunity: Each target hit by this spell suffers - shaken. -

    -
    -
    -

    Soaring Strike

    -

    Metadata: 10 | Self | Instantaneous

    -

    - The wind carries your strikes across the battlefield. You may - immediately perform a free attack with a melee weapon you have - equipped. This attack may target creatures that can only be - targeted by ranged attacks. -

    -
      -
    • - If you used a weapon belonging to the brawling or spear - Category for this attack, it deals 5 extra damage. -
    • -
    • - If you hit a flying target with this attack, you may force - them to land immediately. -
    • -
    -
    -
    -

    Terra

    -

    - Metadata: rr 10 × T | Up to three creatures | - Instantaneous -

    -

    - Spires of jagged rock erupt from the ground beneath your foes, - closing around them. Each target hit by this spell suffers - 【HR + 15】 earth damage. This spell cannot - target creatures who are flying, floating, falling, or - otherwise in mid-air. -

    -

    - Opportunity: Each target hit by this spell performs - one fewer action on their next turn (to a minimum of 0 - actions). -

    -
    -
    -

    Thunderbolt

    -

    - Metadata: rr 20 | One creature | - Instantaneous -

    -

    - You send lightning striking at your foe. The target suffers - 【HR + 25】 bolt damage. -

    -

    Damage dealt by this spell ignores Resistances.

    -
    -
    -

    Ventus

    -

    - Metadata: rr 10 × T | Up to three creatures | - Instantaneous -

    -

    - You summon the power of winds against your enemy. Each target - hit by this spell suffers - 【HR + 15】 air damage. -

    -

    - Opportunity: Each flying target hit by this spell is - forced to land immediately. -

    -
    -
    -

    Vortex

    -

    Metadata: 10 | Self | Scene

    -

    - A roaring gale surrounds you, blowing away arrows and bullets. - Until this spell ends, you gain a +2 bonus to your Defense - against ranged attacks. -

    -
    - -
    -
    - -
    -

    Entropist

    -

    - Also related: - Astromancer, Chaos Mage, Gambler -

    -

    Description

    -

    - High above the stars, where their lights do not shine, lies a - bottomless void where life and souls wither and transform in - unfathomable ways. This realm is a non-reality, an endless expanse - of chaos impervious to the laws of time, space, and probability. -

    -

    Lore

    -

    - Entropists refer to this realm as the Cosmos, the Heavens, or - quite simply as Lady Luck: they are among the few gifted with the - ability to channel its reality-bending energies. -

    -

    Quote

    -
    -

    The cold between the stars... it does not frighten me.

    -
    -
    - -
    -

    CHAPTER

    -

    ENTROPIST FREE BENEFITS

    -
      -
    • Permanently increase your maximum Mind Points by 5.
    • -
    • - You may perform Rituals whose effects fall within the Ritualism - discipline. -
    • -
    -

    ENTROPIST SKILLS

    -
    - ABSORB MP (çç5) -

    - After you suffer damage, you may immediately recover - 【SL × 2】 Mind Points. -

    -
    -
    - ENTROPIC MAGIC (çç10) -

    - Each time you acquire this Skill, learn one Entropist spell (see - next two pages). -

    -

    - Note: Offensive (rr) Entropist spells use 【INS + WLP】 for - the Magic Check. -

    -
    -

    LUCKY SEVEN

    -

    - You have a lucky number; at the beginning of each session, that - number is 7. Once per scene after you perform a Check, you may - replace the value shown on one of the dice you rolled with your - lucky number (even if this would give an impossible Result, such - as a value of 7 on a d6). If you do, the replaced value becomes - your new lucky number. -

    -

    RITUAL ENTROPISM

    -

    - You may perform Rituals whose effects fall within the Entropism - discipline. Entropism Rituals use - 【INS + WLP】 for the Magic Check. -

    -
    - STOLEN TIME (çç4) -

    - During a conflict, you may use an action to interfere with the - flow of time by spending up to - 【SL × 5】 Mind Points. For every 5 Mind Points - you spend this way, choose one option: -

    -
      -
    • One creature you can see suffers slow;
    • -
    • One creature you can see recovers from slow;
    • -
    • - One creature you can see may immediately perform the Equipment - action for free; -
    • -
    • - Choose one ally you can see who has yet to take a turn during - this round: that ally may take their turn immediately after - yours during this round. -
    • -
    -

    - Note: Each option can only be chosen once per use of this - Skill. -

    -
    -

    Background Questions

    -
      -
    • - Who taught you to channel the reality-bending powers of the - Cosmos? -
    • -
    • - What do you know of the Cosmos? Are they the end of reality, or - a new beginning? -
    • -
    • What does your magic look like?
    • -
    • - Are there many practicing your art, or are you the exception? -
    • -
    -
    - -
    -

    Spell List

    -
    -

    Acceleration

    -

    - Cost: 20 | Type: One creature - | Scene: -

    -

    - You bend the fabric of time. Until this spell ends, the target - gains the ability to perform a single additional action during - each of their turns. Once the target has performed a total of - two additional actions granted by this spell, this spell ends. -

    -
    -
    -

    Anomaly

    -

    - Cost: 20 | Type: One creature - | Scene: -

    -

    - You alter the very nature of your target. Until this spell ends, - if the target would suffer damage of a type they Absorb or are - Immune to, they are instead treated as if they were Vulnerable - to that damage type. Once that happens, this spell ends. -

    -
    -
    -

    Dark Weapon

    -

    - Cost: 10 | Type: One equipped - weapon | Scene: -

    -

    - You imbue a weapon with dark energy. Until this spell ends, all - damage dealt by the weapon becomes of the dark type. If you have - that weapon equipped while you cast this spell, you may perform - a free attack with it as part of the same action. -

    -

    - This spell can only be cast on a weapon equipped by a willing - creature. -

    -
    -
    -

    Dispel

    -

    - Cost: 10 | Type: One creature - | Instantaneous: -

    -

    - You release a wave of negative energy and cleanse all magic from - a creature. If the target is affected by one or more spells with - a duration of Scene, they are no longer affected by any of those - spells instead. -

    -
    -
    -

    Divination

    -

    - Cost: 10 | Type: Self | - Scene: -

    -

    - You glimpse briefly into the future. Until this spell ends, - after a creature you can see performs a Check, if it was not a - fumble nor a critical success, you may force that creature to - reroll both dice. Once you have forced two rerolls this way, - this spell ends. -

    -
    -
    -

    Drain Spirit

    -

    - Cost: 5 | Type: One creature | - Instantaneous: -

    -

    - You consume a creature's psyche. The target loses 【HR + 15】 - Mind Points. Then, you recover an amount of Mind Points equal to - half the Mind Points loss they suffered (if the loss was reduced - to 0 in some way, you recover none). -

    -
    -
    -

    Drain Vigor

    -

    - Cost: 10 | Type: One creature - | Instantaneous: -

    -

    - You steal another creature's life force. The target suffers 【HR - + 15 】 dark damage. Then, you recover an amount of Hit Points - equal to half the Hit Points loss they suffered (if the loss was - reduced to 0 in some way, you recover none). -

    -
    - -
    - -
    -

    Gamble up to 20

    -

    Type: Special

    -

    Target: Instantaneous

    -

    - You summon a vortex of chaotic energy. Roll your current Willpower - die once for every 10 Mind Points spent while casting this spell, - then keep the single die you prefer: the number on that die - determines the effects of this spell. -

    -
      -
    1. - 1: You lose half of your current Hit Points and - half of your current Mind Points. -
    2. -
    3. - 2-3: Each creature present on the scene, - including yourself, suffers poisoned. -
    4. -
    5. - 4-6: Each creature present on the scene, - including yourself, suffers slow. -
    6. -
    7. - 7-8: Choose up to three creatures you can see: - each of them recovers 50 Hit Points and also recovers from all - status effects. -
    8. -
    9. - 9+: Choose any number of creatures you can see: - each of them suffers 30 damage. The damage type is determined - randomly by rolling a d6: -
    10. -
        -
      • 1. air
      • -
      • 2. bolt
      • -
      • 3. dark
      • -
      • 4. earth
      • -
      • 5. fire
      • -
      • 6. poison
      • -
      -
    -

    Mirror 10

    -

    Type: One creature

    -

    Scene Duration: Until this spell ends

    -

    - You twist the laws of magic. Until this spell ends, if an - offensive spell is cast on the target, the creature who cast that - offensive spell will be targeted in their stead (any other targets - of the offensive spell will be targeted as normal). Once that - happens, this spell ends. -

    -

    Omega rr 20

    -

    Type: One creature

    -

    Duration: Instantaneous

    -

    - You invoke doom on your foe, turning strength into frailty. The - target loses an amount of Hit Points equal to - 【20 + half the target's level】. -

    -

    Stop rr 10

    -

    Type: One creature

    -

    Duration: Instantaneous

    -

    - You trap a foe inside a circle of altered time and space. The - target will perform one fewer action on their next turn (to a - minimum of 0 actions). -

    -

    Umbra rr 10 × T

    -

    Type: Up to three creatures

    -

    Duration: Instantaneous

    -

    - A storm of dark energy turns matter into ash. Each target hit by - this spell suffers 【HR + 15】 dark damage. -

    -

    - Opportunity: Each target hit by this spell suffers weak. -

    -

    Notes

    -
      -
    • - Spells marked with rr are offensive spells and require Magic - Checks! -
    • -
    -
    - -
    - -
    -

    FURY FREE BENEFITS

    -
      -
    • Permanently increase your maximum Hit Points by 5.
    • -
    • - Gain the ability to equip martial melee weapons and martial - armor. -
    • -
    -

    FURY SKILLS

    -

    ADRENALINE (çç5)

    -

    - As long as you are in Crisis, you deal - 【SL × 2】 extra damage (be it with attacks, - spells, Arcana, items or any other method). -

    -

    FRENZY

    -

    - Your Accuracy Checks with brawling, dagger, flail and thrown - weapons trigger a critical success if both dice show the same - number (and the Check is not a fumble). -

    -

    INDOMITABLE SPIRIT (çç4)

    -

    - When you spend one or more Fabula Points, you get an additional - benefit — choose one option: you recover - 【SL × 5】 Hit Points; or you recover - 【SL × 5】 Mind Points; or you recover from a - single status effect of your choice. -

    -

    PROVOKE (çç5)

    -

    - You may use an action and spend 5 Mind Points to perform an - Opposed 【MIG + WLP】 Check against a creature - you can see — describe how you taunt them! If you succeed, the - target suffers enraged and is compelled to focus their attention - on you (their attacks and offensive spells must include you among - the targets if possible). This compulsion ends if you fall - unconscious or leave the scene, if the creature is no longer - enraged, or if they are successfully provoked by someone else. -

    -

    - You gain a bonus equal to 【SL】 to your - 【MIG + WLP】 Checks for this Skill. -

    -

    WITHSTAND (çç5)

    -

    - When you perform the Guard action, if you choose not to provide - cover to another creature, you recover Hit Points equal to - 【SL, multiplied by the highest strength among your - Bonds】 - and choose Might or Willpower: you treat the chosen Attribute as - being one die size higher (up to a maximum of d12) until the end - of your next turn. -

    -

    — Character Prompts —

    -
      -
    • - Do you rely on your burning passion, or do you strive to keep it - under control? -
    • -
    • - There’s that one thing that always makes you lose it. What is - it? -
    • -
    • - In the past, your lack of control had tragic consequences. What - have you lost? -
    • -
    • What do your weapons and fighting style look like?
    • -
    -

    I'll just have to become stronger than you!

    -
    - -
    -
    -

    Related Roles

    -
      -
    • Paladin
    • -
    • Soldier
    • -
    • Yōjinbō
    • -
    -
    -

    GUARDIAN

    -

    - Proud and selfless, Guardians are individuals who know the - value of life... and are willing to sacrifice themselves for a - person, nation or ideal they have sworn to protect. They are - often extraordinary and impressive individuals, such as - valiant soldiers or veterans scarred by a thousand battles. -

    -

    - While some Guardians may appear loud and boisterous, many are - simply masking the tormented memory of those they failed to - protect. -

    -
    "Let me be your shield."
    -
    -
    -
    - -
    -

    CHAPTER GUARDIAN FREE BENEFITS

    -
      -
    • Permanently increase your maximum Hit Points by 5.
    • -
    • - Gain the ability to equip martial armor and martial shields. -
    • -
    -

    GUARDIAN SKILLS

    -

    BODYGUARD

    -

    - If you perform the Guard action and choose to provide cover to - another creature, that creature gains Resistance to all damage - types until the start of your next turn. -

    -

    DEFENSIVE MASTERY (çç5)

    -

    - As long as you have a shield or a martial armor equipped, all - damage you suffer is reduced by - 【SL】 (applied before damage - Affinities). -

    -

    DUAL SHIELDBEARER

    -

    - You may now equip a shield in your main hand slot. As long as you - have two shields equipped, you gain the benefits of both items and - may treat them as the following combined two-handed melee brawling - weapon: -

    -
    - - - - - - - - - - - - - - - - - - -
    WEAPONACCURACYDAMAGE
    Two Shields【MIG + MIG】【HR + 5】 physical
    - Deals extra damage equal to your 【SL】 in defensive - mastery (above). -
    -
    -

    FORTRESS (çç5)

    -

    Permanently increase your maximum Hit Points by 【SL × 3】.

    -

    PROTECT

    -

    - When another creature is threatened by an attack, spell or other - danger, you may take their place (any Checks that are part of the - danger will be performed against you; you may declare the use of - this Skill before or after the Checks have been made). If the - danger already affected you, it affects you twice (resolve both - instances separately); you also cannot protect multiple creatures - from the same danger. If you use this Skill during a conflict, you - cannot use it again until the start of your next turn. -

    -

    Optional Quests/Interrogation Points

    -
      -
    • - Who or what is it you would gladly give your life to protect? -
    • -
    • - Are you, or have you ever been, the servant of a Lady or Lord? - What were they like? -
    • -
    • - What is it you were unable to protect? What have you lost? -
    • -
    -

    - Equipment Detail: Using what as your armor and/or - shield? -

    -
    - -
    - -
    -

    LOREMASTER FREE BENEFITS

    -
      -
    • Permanently increase your maximum Mind Points by 5.
    • -
    -

    LOREMASTER SKILLS

    -

    FLASH OF INSIGHT (çç3)

    -

    - When you roll a 13 or higher on a Check performed to investigate a - creature, item or location — this includes using the Study action - during a conflict — you may ask the Game Master up to 【SL】 - questions concerning the subject of your investigation. You may - ask these questions immediately or save them for later; whenever - you ask one of these questions, the Game Master will answer - truthfully and you will describe your character's deductive - process. -

    -

    - This Skill may only be used once on the same creature, item or - location. -

    -

    FOCUSED (çç5)

    -
      -
    • - Permanently increase your maximum Mind Points by 【SL × 3】. -
    • -
    -

    - When you perform an Open Check using 【INS + INS】, you gain a - bonus equal to 【SL】 on that Check (this only applies to Open - Checks). -

    -

    KNOWLEDGE IS POWER

    -

    - When you perform an Accuracy Check, you may replace one of the - Attribute dice with Insight (such as 【INS + INS】 for a pistol or - 【INS + MIG】 for a waraxe). -

    -

    QUICK ASSESSMENT (çç6)

    -

    - At the start of a conflict, you may spend up to 【SL × 5】 Mind - Points. For every 5 Mind Points you spend this way, choose one - option: choose a creature you can see and the GM reveals one of - their Traits; or name a damage type and choose a creature you can - see, and the GM reveals that creature's Affinity towards that - damage type. -

    -

    TRAINED MEMORY

    -

    - You may perfectly recall the details of any scene you have visited - within the past week. You can "go back in time" within your mind - in order to examine and investigate such scenes again — your Flash - of Insight Skill will apply to these memories as well. -

    -

    Character Background Exploration

    -
      -
    • - Who is (or was) your mentor? What is (or was) your relationship - with them? -
    • -
    • - Did you attend an academy or college? What kind of people did - you meet there? -
    • -
    • - There is this centuries-old mystery you’re obsessed with. What - is it? -
    • -
    • - Is it true that some things are better left buried beneath the - sands of time? -
    • -
    -

    "Ah, I knew this was going to happen."

    -
    - -
    -

    ORATOR

    -

    - Some are graceful and ever-smiling, others are subtle and witty: - Orators are as good at reading someone’s heart as they are at - rounding up allies for their cause, sometimes unintentionally. -

    -

    - The words of an Orator may rekindle spirits or plunge their - opponents into despair: over the centuries, some Orators' talents - have brought entire nations to ruin... and just as many have - granted fallen kingdoms a chance to rise from their very ashes. -

    -

    - "Words are only as good as the actions that follow them." -

    -
    - -
    -

    ORATOR FREE BENEFITS

    -

    ORATOR SKILLS

    -

    CONDEMN (çç4)

    -

    - You may use an action and spend 5 Mind Points to perform an - Opposed [INS + WLP] Check against a creature that - can hear and understand you — describe your accusations! If you - succeed, the target loses [SL × 10] Mind Points - and suffers dazed or shaken (your choice). -

    -

    - You gain a bonus equal to [SL] to your - [INS + WLP] Checks for this Skill. -

    -

    ENCOURAGE (çç6)

    -

    - During a conflict, you may use an action and spend 5 Mind Points - to choose another creature that can hear and understand you. That - creature recovers [SL × 5] Hit Points and chooses - Dexterity, Insight, Might, or Willpower: they treat the chosen - Attribute as being one die size higher (up to a maximum of d12) - until the start of your next turn. -

    -

    MY TRUST IN YOU (çç2)

    -

    - After another Player Character who is able to hear you performs a - Check, you may spend 1 Fabula Point and invoke one of their Traits - or Bonds in order to let them reroll dice or improve the Result of - the Check (following the normal rules). Then, if you have a Bond - towards that character, they recover - [SL × 10] Mind Points. -

    -

    PERSUASIVE (çç2)

    -

    - When you successfully perform a Check to fill or erase sections of - a Clock, if your approach relied on charm, diplomacy, deception or - intimidation, you may spend up to [SL × 20] Mind - Points. If you do, fill or erase an additional section of that - Clock for every 20 Mind Points you spend this way. -

    -

    UNEXPECTED ALLY

    -

    - You may use an action and spend 1 Fabula Point to choose a - non-hostile creature able to hear and understand you. If you do, - that creature becomes helpful towards you so long as you are kind - and respectful to them and your requests are reasonable. -

    -

    Reflections

    -
      -
    • - Do you think everyone can be persuaded? Is it true that everyone - has a price? -
    • -
    • - You thought someone was on your side, but they betrayed you. Who - are they? -
    • -
    • - How do you feel about manipulating people, even if it is for a - good cause? -
    • -
    • - In the past, your words ended up putting you in trouble. What - happened? -
    • -
    -

    Words are only as good as the actions that follow them.

    -
    - -
    -

    Rogues: The Archetype

    -

    - Be they criminals, rebels or spies, Rogues are more than willing - to play dirty in order to get what they want. Rogues are generally - quick, witty and elusive: while a few of them are infamous for - being mostly concerned with their personal wealth and profit, many - see themselves as fighting against injustice, tyranny, or social - exclusion. -

    -

    - Tragically, it is quite common for Rogues to end up being painted - as threats by those same people they fight for. -

    -

    Related Archetypes

    -
      -
    • Bandit
    • -
    • Ninja
    • -
    • Thief
    • -
    -

    I will find my own justice.

    -
    - -
    -

    CHAPTER CHAPTER

    -

    ROGUE FREE BENEFITS

    -
      -
    • Permanently increase your maximum Inventory Points by 2.
    • -
    -

    ROGUE SKILLS

    -

    CHEAP SHOT (çç5)

    -

    - When you hit a creature with an attack, if the attack only - targeted that creature and they are suffering from one or more - status effects, you may have it deal extra damage equal to 【SL + - the number of status effects on the creature】. -

    -

    DODGE (çç3)

    -

    - As long as you have no shields and no martial armor equipped, your - Defense score is increased by 【SL】. -

    -

    HIGH SPEED (çç3)

    -

    - At the start of a conflict, you may spend 10 Mind Points. If you - do, choose one option and apply it before the start of the first - round: perform a free attack with a weapon you have equipped; or - perform a Hinder or Objective action. You also gain a bonus equal - to 【SL】 to all Checks you perform as part of the chosen option. -

    -

    SEE YOU LATER

    -

    - You may use an action and spend 1 Fabula Point to vanish from the - current scene, reappearing whenever you want during a different - scene in which another Player Character is present. Describe how - you escaped and miraculously got here! -

    -

    SOUL STEAL (çç5)

    -

    - You may use an action to perform a 【DEX + WLP】 Check against the - Magic Defense of a creature you can see. If you succeed and the - target is a soldier, you recover 【SL】 Inventory Points; if they - are an elite or champion, the GM gives you the target’s soul - treasure, an item worth an amount of zenit equal to or lower than - 【the target's level multiplied by 30, or by 50 if they are a - Villain】. This soul treasure will appear inside your backpack; a - creature can be successfully stolen from with this Skill only - once. -

    -

    - You gain a bonus equal to 【SL】 to your 【DEX + WLP】 Checks for - this Skill. -

    -

    CHARACTER BACKGROUND

    -
      -
    • - What drives you? Is it desire, vengeance, or a burning need for - freedom? -
    • -
    • - Are you part of a criminal gang or guild, or do you work on your - own? -
    • -
    • - Is there a place you can call home? Or is it true that, in the - end, we all die alone? -
    • -
    • What is the most important rule in your personal code?
    • -
    -
    - -
    -

    SHARPSHOOTER

    -

    - A majority of Sharpshooters are exceptionally good at dealing with - threats from a carefully calculated distance; others are brave, - skilled or reckless enough to engage their foes at point-blank. -

    -

    - While many of these skilled snipers are battle-hardened soldiers, - some have turned to a life of piracy, bounty hunting or banditry. - A few have put their abilities at the service of the people, or - use them to protect a sacred or forbidden site from intruders. -

    -

    Related Classes

    -
      -
    • Archer
    • -
    • Gunslinger
    • -
    • Sniper
    • -
    -
    - "Flee to the other end of the world; my arrow shall find you."
    -
    -
    - -
    - -
    -

    Spiritist

    -
    -

    Related Terms

    -

    ALSO: Healer, Priest, Witch

    -
    - "Show me the truths of your heart." -
    -

    Definition

    -

    - Spiritists have developed a powerful connection with the raw - aspects of soul: emotion, energy, life, and death. They wield - power both miraculous and frightening, and are quite often - affiliated with cults or religions. -

    -
    -
    -

    Nature of Abilities

    -

    - Several worlds see the powers of Spiritism as gifts from a deity - or proof that a person's heart is pure; however, there is no - definite proof of these abilities coming from anything but - discipline, empathy, and focus. -

    -
    -
    - -
    -

    SPIRITIST BENEFITS AND SKILLS

    -

    Free Benefits

    -
      -
    • Permanently increase your maximum Mind Points by 5.
    • -
    • - You may perform Rituals whose effects fall within the Ritualism - discipline. -
    • -
    -
    -

    SPIRITIST SKILLS

    -

    HEALING POWER (çç2)

    -

    - When you cast a spell that targets one or more allies, if you have - an arcane weapon equipped, you may have each of those allies - recover an amount of Hit Points equal to - 【SL, multiplied by the number of Bonds you have】. This healing is separate from any healing caused by the effects - of the spell. -

    -

    RITUAL SPIRITISM

    -

    - You may perform Rituals whose effects fall within the Spiritism - discipline. Spiritism Rituals use - 【INS + WLP】 for the Magic Check. -

    -

    SPIRITUAL MAGIC (çç10)

    -

    - Each time you acquire this Skill, learn one Spiritist spell (see - next two pages). Offensive Spiritist spells use - 【INS + WLP】 for the Magic Check. -

    -

    SUPPORT MAGIC

    -

    - When you cast a spell that targets one or more allies, if you have - an arcane weapon equipped, you may choose one of those allies you - have a Bond towards. If you do, that ally gains a bonus to the - next Check they perform during the current scene; this bonus is - equal to the strength of your Bond towards them. -

    -

    VISMAGUS

    -

    - When you cast a spell, if you don't have enough Mind Points to pay - for its total cost, you may choose to spend twice as many Hit - Points instead. You cannot use this Skill if doing so would reduce - you to 0 Hit Points. If a spell cast this way would cause you to - recover Hit Points, you instead recover no Hit Points (the spell - functions normally on any other target). -

    -
    -

    Background Prompts

    -
      -
    • - Where does your magic come from? What are your beliefs - concerning life and death? -
    • -
    • - How do you feel about manipulating other people’s emotions and - vital energy? -
    • -
    • - What do you think of religion? Are you part of a specific cult, - church or institution? -
    • -
    • What does your magic look like?
    • -
    -

    Show me the truths of your heart.

    -
    - -
    -

    SPIRITIST SPELLS

    -

    Aura

    -

    - Cost: 5 × T | Targets: Up to - three creatures | Duration: Scene -

    -

    - You project your soul outside your body and direct it to surround - the targets, shielding them from dangerous magic. Until this spell - ends, each target may treat their Magic Defense as being equal to - 12 against any effects that target it (they are still free to use - their normal Defense score if higher than 12). -

    -

    Awaken

    -

    - Cost: 20 | Targets: One creature - | Duration: Scene -

    -

    - You allow a creature to focus their vital energy into - accomplishing what they previously could not. Choose one - Attribute: Dexterity, Insight, Might, or Willpower. Until this - spell ends, the target treats the chosen Attribute as if it were - one die size higher (up to a maximum of d12). -

    -

    Barrier

    -

    - Cost: 5 × T | Targets: Up to - three creatures | Duration: Scene -

    -

    - You project your soul outside your body and weave it into a - barrier to protect the targets from attacks. Until this spell - ends, each target may treat their Defense as being equal to 12 - against any effects that target it (they are still free to use - their normal Defense score if higher than 12). -

    -

    Cleanse

    -

    - Cost: 5 × T | Targets: Up to - three creatures | Duration: Instantaneous -

    -

    - You strengthen and purify the soul energy coursing through your - companions. Each target recovers from all status effects. -

    -

    Enrage

    -

    - Cost: rr 10 | Targets: One - creature | Duration: Instantaneous -

    -

    - You cause a creature to lose any semblance of temper and act - brazenly. The target suffers enraged and cannot perform the Guard - or Spell actions during their next turn. -

    -

    Hallucination

    -

    - Cost: rr 5 × T | Targets: Up to - three creatures | Duration: Instantaneous -

    -

    - You alter the senses of your enemies, causing them to experience - bizarre or frightening hallucinations. Choose dazed or shaken: you - inflict the chosen status effect on each target hit by this spell. -

    -
    - -
    - -
    -

    Tinkerer

    -

    - Associated Roles: Alchemist, Magitech Engineer, - Mechanic -

    -

    Description

    -
    - I like to think that what we have today was not a gift from the - Gods. -
    -

    - Tinkerers possess exceptional ingenuity and are known for their - eccentric and marvelous inventions. They travel the world in an - endless search for lost theories and ancient machinery, eyes - glimmering whenever they witness the wonders of architecture and - engineering. -

    -

    - In a way, Tinkerers could be seen as the ultimate dreamers and - rebels, challenging the very rules of nature and society in their - pursuit of a better future. -

    -
    -
    - -
    -

    TINKERER FREE BENEFITS

    -
      -
    • Permanently increase your maximum Inventory Points by 2.
    • -
    • You may initiate Projects.
    • -
    -

    TINKERER SKILLS

    -

    EMERGENCY ITEM

    -

    - Once per conflict scene, if you are in Crisis, you may perform an - additional action on your turn. This action must be the Inventory - action. -

    -

    GADGETS (çç5)

    -
      -
    • - When you first acquire this Skill, choose a gadget type: - alchemy, infusions or magitech (see next four pages). You gain - its basic benefits. -
    • -
    • - Whenever you take this Skill again, choose one option: you gain - the basic benefits of a new gadget type; or you gain the - advanced benefits of a gadget type whose basic benefits you - already obtained; or you gain the superior benefits of a gadget - type whose advanced benefits you already obtained. -
    • -
    -

    POTION RAIN (çç2)

    -

    - When you create a potion that restores a single creature's HP - and/or MP, you may have it affect up to 【SL】 additional - creatures. If you do, the potion only restores half the normal - amount of HP and MP to each creature. -

    -

    SECRET FORMULA (çç5)

    -
      -
    • - When you create a potion or magisphere whose effects restore HP - and/or MP, each restored amount is increased by 【SL × 5】. -
    • -
    • - When you create an elemental shard, potion or magisphere that - deals damage, that item deals 【SL】 extra damage. -
    • -
    -

    VISIONARY (çç5)

    -

    - When you work on a Project, up to 【SL × 100】 zenit of material - costs are automatically paid; additionally, you generate an - additional 【SL】 progress every day. If multiple characters with - this Skill work on the same Project, the effects will be - cumulative. -

    -

    Character Inspiration Questions

    -
      -
    • - Did you learn your craft from someone? What is your relationship - with them? -
    • -
    • - What have you lost in the pursuit of progress and innovation? -
    • -
    • - Is your craft something revolutionary, or is it an established - field of work? -
    • -
    • - When an item or effect is created through your abilities, what - does it look like? -
    • -
    -

    - I like to think that what we have today was not a gift from the - Gods. -

    -
    - -
    -

    ALCHEMY

    -

    Also: Chemistry, Bombs, Mutations.

    -

    - You may perform the Inventory action to rapidly craft a potion - with powerful but somewhat unpredictable effects. When you do so, - choose one type of mix among those you have unlocked (basic, - advanced or superior) and spend the appropriate amount of - Inventory Points. -

    -

    MIX

    - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelIP CostDescription
    Basic3 - Roll two d20s and assign one to target and one to effect. -
    Advanced4 - Roll three d20s and assign one to target and one to effect. -
    Superior5 - Roll four d20s and assign one to target and one to effect. -
    -

    - When you create a mix, roll the amount of twenty-sided dice - indicated by that mix, then assign one of those rolls to the - target table (below) and one to the effect table (on the right). - Discard all remaining dice, then describe the effects of the mix! -

    -

    Example:

    -

    - You spend 5 Inventory Points for a superior mix and roll four - twenty-sided dice. You roll 3, 14, 9 and 4. You might assign 14 to - target and 9 to effect to grant yourself and all allies Resistance - to air and fire; or you could go on the offensive and assign 9 to - target and 4 to effect to deal bolt damage to a single enemy; or - even assign 9 to target and 14 to effect to inflict four status - effects on that foe! -

    -

    - Whatever your choice, the two dice you don't assign will be - discarded. -

    -

    - The two effects marked with "Any" on the effect table are always - available and can be chosen if none of the available effects - appeal to you. -

    -

    TARGET

    -
    -
    1-6
    -
    - ... you or one ally you can see that is present on the scene. -
    -
    7-11
    -
    ... one enemy you can see that is present on the scene.
    -
    12-16
    -
    ... you and every ally present on the scene.
    -
    17-20
    -
    ... every enemy present on the scene.
    -
    -

    INVENTION TYPES

    -
    - -
    - Projects, on - page 136! - Projects, on - page 136! -
    - -
    -

    W INFUSIONS

    -

    Also: Arcane Ammunition, Blade Coatings, Combat Runes.

    -

    - When you successfully hit one or more targets with an attack, you - may spend 2 Inventory Points to produce a special infusion and - apply the corresponding effect to that attack (if the attack had - the multi property, apply the effects of the infusion to each - target). -

    -

    - You cannot apply more than one infusion to the same attack; - producing and using an infusion are both part of the action you - used to attack with the weapon. -

    -

    INFUSION EFFECT

    -

    Basic Infusions

    -
      -
    • - Cryo The attack deals 5 extra damage, and its - damage becomes ice. -
    • -
    • - Pyro The attack deals 5 extra damage, and its - damage becomes fire. -
    • -
    • - Volt The attack deals 5 extra damage, and its - damage becomes bolt. -
    • -
    -

    Advanced Infusions

    -
      -
    • - Cyclone The attack deals 5 extra damage, and - its damage becomes air. -
    • -
    • - Exorcism The attack deals 5 extra damage, and - its damage becomes light. -
    • -
    • - Seismic The attack deals 5 extra damage, and - its damage becomes earth. -
    • -
    • - Shadow The attack deals 5 extra damage, and its - damage becomes dark. -
    • -
    -

    Superior Infusions

    -
      -
    • - Vampire -

      - Choose one option: you recover an amount of HP equal to half - the HP loss suffered by the target of the attack; or you - recover an amount of MP equal to half the HP loss suffered by - the target of the attack. -

      - This infusion can only be used if the attack targeted a - single creature. -
    • -
    • - Venom The attack deals 5 extra damage, its - damage becomes poison, and each creature hit by the attack - suffers poisoned. -
    • -
    -
    - -
    -

    MAGITECH

    -

    Also: Engineering, Golemcraft, Robotics.

    -

    This invention type grants a variety of different benefits.

    -

    d MAGITECH OVERRIDE (Basic)

    -

    - You may use an action and spend 10 Mind Points to perform an - Opposed [INS + INS] Check - against a nearby soldier-rank construct you can see (the Game - Master must tell you who is a valid target). If you succeed, you - gain control of the creature until the end of the scene (the Game - Master gives you its profile). You may only control one construct - at any given time, but may set it free whenever you want; the - construct is also set free as soon as it is harmed by you or by - one of your allies. Once free, the construct is again in control - of its actions and might turn against you. -

    -

    d MAGICANNON (Advanced)

    -

    - You may perform the Inventory action and spend 3 Inventory Points - to create a firearm weapon known as a magicannon (see below). The - magicannon will crumble to pieces as soon as you use create a new - magicannon. When you create a magicannon, choose the type of - damage it deals (air, bolt, earth, fire, ice, or physical). -

    -
    -

    WEAPON STATS

    -
      -
    • - ACCURACY: MAGICANNON - [DEX + INS] +1 -
    • -
    • - DAMAGE: - [HR + 10] -
    • -
    • TYPE: Two-handed, Ranged, No Quality.
    • -
    -
    -

    d MAGISPHERES (Superior)

    -

    - You develop three magisphere prototypes; each of them can - replicate a spell chosen from the following lists: Elementalist, - Entropist and Spiritist. The spells you choose may come from the - same list or different lists. -

    -

    - You also develop two more prototypes upon reaching level 20, and - another two upon reaching level 40 (the same applies if you - already reached those levels). -

    -

    - You may perform the Inventory action and spend 2 Inventory Points - to create a magisphere and immediately perform the Spell action - for free, casting one of the spells you have developed a prototype - for. The spell follows the normal rules (including MP costs and - Magic Checks) and the magisphere is destroyed upon use. -

    -
    - -
    -

    Wayfarer

    -

    ALSO: Adventurer, Explorer, Treasure Hunter

    -

    W A YFARER

    -

    Borders are a trick of the mind.

    -

    - Nomads searching for a fabled continent, explorers braving the - wilds, grizzled hunters and travelers have one thing in common: - they are Wayfarers. -

    -

    - While a majority of heroes travel the world during their - adventures, Wayfarers live for the journey. They are always eager - to visit new places and learn from others. -

    -

    - In the eyes of a Wayfarer, the wilderness is neither foe nor an - ally, but rather a stern teacher who can reveal many forgotten - truths. -

    -
    - -
    -
    -

    WAYFARER FREE BENEFITS

    -

    Permanently increase your maximum Inventory Points by 2.

    -
    -
    -

    WAYFARER SKILLS

    -
    -

    FAITHFUL COMPANION (çç5)

    -

    - Together with the rest of your group, design a level 5 beast, - construct, elemental or plant creature (see - page 302) that becomes - your companion. This creature has no Initiative score and does - not level up, can have up to two basic attacks, gains a bonus - equal to 【SL】 to Accuracy Checks and Magic Checks, and their - maximum Hit Points are equal to 【(SL multiplied by the - companion's base Might die size) + half your level】. -

    -

    - Your companion doesn't get a turn during conflicts, but on - your turn you can use an action to have the companion perform - an action (only once per turn). If you leave a scene, your - companion leaves with you. -

    -

    - If your companion falls to 0 Hit Points, they flee and rejoin - you at the start of the next scene in which you are present, - with HP equal to their Crisis score. When you rest, your - companion also gains the full benefits of resting. -

    -
    -
    -

    RESOURCEFUL (çç4)

    -

    - You recover 【SL】 Inventory Points after each travel roll - (see page 106). -

    -
    -
    -

    TAVERN TALK (çç3)

    -

    - When you rest inside an inn or tavern, you may ask the Game - Master up to 【SL】 questions about your surroundings and the - people who live here; the Game Master will answer truthfully - and you describe how you gathered the information. -

    -
    -
    -

    TREASURE HUNTER (çç2)

    -

    - When your group journeys on the world map, you will make a - discovery on a roll of 【SL + 1】 or lower on the travel roll - (instead of only on a 1). -

    -
    -
    -

    WELL-TRAVELED

    -
      -
    • - You reduce the die rolled for your travel rolls by one size - (to a minimum of d6). -
    • -
    • - If multiple characters have this Skill, the effects are not - cumulative. -
    • -
    -
    -
    - -
    - -
    -

    WEAPONMASTER

    -

    - Associated Disciplines: Fighter, Rōnin, Warrior -

    -

    - Weaponmasters spend years upon years honing their close combat - arts. Most of them display remarkable skill with a variety of - weapons; others have trained to become one with a specific - armament. -

    -

    - Many Weaponmasters follow and protect someone out of love or - loyalty, but there are also those who tirelessly wander the world - seeking worthy opponents, legendary magical weapons, or capable - teachers. -

    -
    -

    The wiser blades remain unsheathed.

    -
    -
    - -
    -

    WEAPONMASTER FREE BENEFITS

    -
      -
    • Permanently increase your maximum Hit Points by 5.
    • -
    • - Gain the ability to equip martial melee weapons and martial - shields. -
    • -
    -

    WEAPONMASTER SKILLS

    -

    BLADESTORM

    -

    - When you perform a melee attack, you may spend 10 Mind Points to - choose one option: the attack gains multi (2); or you increase the - attack's multi property by one, up to a maximum of multi (3). -

    -

    BONE CRUSHER (çç4)

    -

    - When you hit one or more targets with a melee attack that would - deal damage, you may have the attack deal no damage. If you do, - choose one option: inflict dazed on each target hit by the attack; - or inflict weak on each target hit by the attack; or each target - hit by the attack loses 【SL × 10】 Mind Points. Describe your - maneuver! -

    -

    BREACH (çç3)

    -

    - You may use an action and spend 5 Mind Points to perform a free - attack with a melee weapon you have equipped. This attack must - target a single creature. If the attack is successful, it deals no - damage and you choose one option: you destroy one shield equipped - by the target; or you destroy the target's equipped armor; or - whenever the target suffers damage from a source before the start - of your next turn, that source deals 【SL × 2】 extra damage to - them. -

    -

    COUNTERATTACK

    -

    - After an enemy hits or misses you with a melee attack, if the - Result of their Accuracy Check was an even number, you may perform - a free attack against that enemy (after their attack has been - fully resolved). This attack must be a melee attack and must have - that enemy as its only target; treat your High Roll (HR) as 0 when - calculating damage dealt by this attack. -

    -

    MELEE WEAPON MASTERY (çç4)

    -

    - You gain a bonus equal to 【SL】 to all Accuracy Checks with melee - weapons. -

    -

    Character Background

    -

    Relationship Prompts:

    -
      -
    • - What is your relationship with weapons? Are they mere objects, - or something more? -
    • -
    • - Is battle something you seek, or something you strive to avoid? -
    • -
    • - Are you, or have you ever been, the servant of a Lady or Lord? - What were they like? -
    • -
    • What do your weapons and fighting style look like?
    • -
    -
    - -
    -

    PROLOGUES

    -

    - Now that you have built your world together, chosen the focus of - your group and created a cast of heroes, it is time for you to - begin play! -

    -

    - The early part of your first session will be dedicated to a - prologue — a few scenes that introduce the protagonists and tells - us where their story begins. It is also a great moment to answer - some of the questions posed by your Class and group choices. -

    -

    - Once you get past the prologue, your adventures are supposed to - evolve in a natural way: the Player Characters choose objectives - and make choices, and the Game Master presents obstacles and - challenges for them to overcome while also populating the world - with new creatures and characters. When you sit down to play for - the first time it's easy to be unsure of where to begin. To help, - there is a list of tables that generate some context for a - starting scene appropriate to your group choice. -

    -

    THE QUESTIONS

    -

    - You will notice that each entry on the prologue tables lists a few - questions designed to help you paint the initial scene. Said - questions can be answered by anyone at the table — whoever has a - cool idea should simply go ahead and suggest it. Once you have - built the starting premise together, you can all slip into your - roles — each Player takes control of their character, and the Game - Master takes control of the rest of the game world. -

    -

    Optional Rule: Starting Bonds

    -

    - Sometimes it will make sense for a Player Character to already - have strong feelings towards someone else — perhaps they hate the - Avalonian Empire or are loyal to their family. If you use this - optional rule, each Player Character begins play with one Bond - (with a single emotion). -

    -
      -
    • - This optional rule is excellent for shorter campaigns since - these generally give you less time to build Bonds between - characters; -
    • -
    • - it is also perfect for groups in which two or more heroes - already know each other, share some form of rivalry, or belong - to opposite factions — this is the kind of dramatic - relationships you want to see in play! -
    • -
    -

    OPTIONAL: STARTING BONDS

    -
    - -
    -

    BROUGHT TOGETHER BY FATE

    -

    Roll a d6 or choose one option that appeals to your group:

    -
      -
    1. - You are all traveling aboard the same vessel or transport, or as - part of the same caravan, when suddenly you are attacked!

      Why - are you traveling as part of this group? Who or what is - attacking you? What do they seek? -

      -
    2. -
    3. - You have been summoned before a figure of authority or great - power.

      Who sent for you? Why were you chosen? Were - you brought here against your will? Do any of you already know - this person? -

      -
    4. -
    5. - In the aftermath of a terrible battle, an unknown menace - appears. Heroes on both sides must face this new and powerful - entity.

      Were you fighting on opposite sides? Have any - of you encountered this entity before? Will you work together? -

      -
    6. -
    7. - You are confined within a prison or dungeon — you will be - executed tomorrow.

      Why were you imprisoned? Are you - innocent or guilty? Can you escape on your own, or will you need - someone's help? -

      -
    8. -
    9. - Some of you are here to steal someone or something precious. The - rest were hired to protect that very same "treasure". But there - is something weird going on...

      Who hired you? Who or - what is the treasure? Was this all a setup? -

      -
    10. -
    11. - People from a variety of countries and organizations have set - out to investigate a bizarre phenomenon. You are among them.

      Why - are you here? Were you sent by someone else? What are your - theories and beliefs concerning this phenomenon? -

      -
    12. -
    -
    - -
    -

    GUARDIANS

    -

    Roll a d6 or choose one option that appeals to your group:

    -
      -
    1. - During a ceremony before your departure, a dark force - suddenly reveals itself. The life of the Chosen One is in - danger! -
        -
      • What is this dark power?
      • -
      • Why was the Chosen One left unprotected?
      • -
      • Did someone betray you?
      • -
      -
    2. -
    3. - On your way to the first destination of your long pilgrimage, - you find yourselves under attack! Someone clearly wants to - stop you... -
        -
      • Where are you headed to, and why?
      • -
      • Who or what is attacking?
      • -
      -
    4. -
    5. - You stand before the entrance of a centuries-old network of - tunnels, a dark and dangerous path leading past the - mountains. -
        -
      • What lies beyond the mountains?
      • -
      • What is forcing you to take this path?
      • -
      • - Do you know anything about those who dug these tunnels? -
      • -
      -
    6. -
    7. - You are guests of a longtime, wealthy friend of the Chosen - One when suspicious tales about your host reach your - ears. -
        -
      • Who can be trusted?
      • -
      • - Who is this friend, and what do the rumors say about them? -
      • -
      • Who gave you this information?
      • -
      • What makes it at least partially believable?
      • -
      -
    8. -
    9. - You are moments away from fulfilling your mission when a - powerful entity appears before you — your chance is gone and - you must fight to protect the Chosen One. -
        -
      • Who or what is this entity, and how can they be here?
      • -
      • Were you betrayed?
      • -
      • Who can help you find another way?
      • -
      -
    10. -
    11. - The people of a town or village are in need of help — and the - Chosen One might be the only person capable of providing - it. -
        -
      • - What threatens these people, and why is the Chosen One the - only person that can help? -
      • -
      • Should you focus on your mission instead?
      • -
      -
    12. -
    -
    - -
    -

    HEROES OF THE RESISTANCE

    -

    Roll a d6 or choose one option that appeals to your group:

    -
      -
    1. - You were the last hope of a town or village — but unfortunately, - the enemy is overwhelming you. Fire and smoke rise towards the - sky. Who or what is attacking the town? Does anyone you know - live here? How can you save these innocent lives? -
    2. -
    3. - It was supposed to be an easy mission, but now the enemy has - surrounded you! What is this place, and what was your mission - here? Did someone betray you? -
    4. -
    5. - You are attending the speech of a notorious official. - Surrounding you is a large crowd, including several armed - soldiers. Who is this person, and what are they saying? Are they - a possible ally, or a threat to your already desperate efforts? -
    6. -
    7. - You find yourselves in the aftermath of a crushing defeat, - broken and without hope. What happened? How can the enemy be so - strong? What are your plans now? -
    8. -
    9. - You have managed to secure an audience with an influential - figure. Who is this person, and how can they help your cause? - Who gave you their name? -
    10. -
    11. - You are organizing the defense of a small village and preparing - the locals as best as you can — the enemy will be here tomorrow. - Why is the enemy headed here? What is it that they want? And can - these people really put up a fight against their forces? -
    12. -
    -
    - -
    - -
    - -
    -

    EXPERIENCE AND LEVELS

    -

    - In Fabula Ultima, a character’s power is measured by their level: - starting characters enter the game at level 5, and the upper limit - for a character is level 50. -

    -

    GAINING EXPERIENCE POINTS

    -

    - In order to increase their level and grow in power, a Player - Character must earn Experience Points, abbreviated as XP. -

    -

    - At the end of each game session, your character will gain a - variable amount of Experience Points, as summarized on your - character sheet: -

    -
      -
    • - Your character will automatically gain 5 XP. This ensures you - achieve some progress regardless of what happened during the - session. -
    • -
    • - Your character will also gain an amount of XP equal to the - amount of Ultima Points spent by Villains during the session. If - the Villains spent lots of these, it means they didn't pull - their punches — and adversity will make you grow. Because of - this, it is a good idea to keep track of spent Ultima Points by - placing tokens inside a bowl or cup. -
    • -
    • - Finally, your character will gain an amount of XP equal to the - amount of Fabula Points spent by the group during the session, - divided by the number of Player Characters that took part in the - session. Whenever you spend Fabula Points, you are making both - yourself and your companions grow stronger! Just like Ultima - Points, you should keep track of spent Fabula Points by placing - the corresponding tokens inside a bowl or cup — and remember, - you don't have to keep track of which character spent them. -
    • -
    -

    - Additionally, a list of optional rules for advancement can be - found on page 230. Use them to customize your game! -

    -
      -
    • - Adopting the blitz, embodiment, or MVP optional rules will cause - characters to grow faster. You might want to no longer award the - automatic 5 Experience Points per session. Discuss this with - your group. -
    • -
    • - When the game refers to "a session", it means a segment of - gameplay lasting approximately four hours. If your sessions are - shorter or longer than that, you might want to "check for - Experience Points" every four hours of play. -
    • -
    -
    - -
    -

    CHAPTER TRACKING EXPERIENCE AND GAINING LEVELS

    -

    - When you gain Experience Points, keep track of them on your - character sheet: -

    -

    - After gaining XP at the end of a session, you have a chance to - increase your level: If you have - 10 or more Experience Points, you must spend ten - of those points and increase your character level by one — you - keep any Experience Points in excess. Note that regardless of how - many Experience Points you have, even if they are multiples of - ten, you may only gain one level per session this way. -

    -

    GAINING A NEW CHARACTER LEVEL

    -

    - For each new level your character gains, they receive several - benefits: -

    -
      -
    • You may change your character's Identity and/or Theme.
    • -
    • - Increase your maximum Hit Points and Mind Points by one point - each. Note that this does not affect your current Hit Points and - Mind Points. -
    • -
    • - If you just reached level 20 or 40, choose one of your - Attributes and increase its base die size by one step, up to a - maximum of d12. -
    • -
    • - You increase the level of one of your character’s Classes by - one, or you gain your first level in a Class you didn’t already - have (see next page). -
    • -
    -

    - This is the only way you can ever increase your Attributes; - whenever you do so, some of your other statistics might change - (see next page). -

    -

    Important Limitations

    -

    - There are, however, two important limitations when leveling up: -

    -
      -
    • - You can never have more than ten levels in a Class. Once you put - the tenth level in a Class, that Class has been mastered (which - grants you a Heroic Skill, as explained on the next page) and - you can no longer invest levels into it. -
    • -
    • - You can never have more than three non-mastered Classes. If you - want to further diversify your character, you must first master - some of the Classes you acquired. -
    • -
    -

    EXPERIENCE POINTS

    -
    - -
    -

    INCREASING YOUR ATTRIBUTES

    -

    - When you increase one of your four Attributes, keep in mind it - might influence your maximum Hit Points, maximum Mind Points, - Defense and Magic Defense: -

    -
      -
    • - Your maximum Hit Points are equal to your total character level - + five times your character’s base Might die size. Your Crisis - score is equal to half your maximum Hit Points, rounded down. -
    • -
    • - Your maximum Mind Points are equal to your total character level - + five times your character’s base Willpower die size. -
    • -
    -
      -
    • Your Defense is equal to your current Dexterity die size.
    • -
    • - Your Magic Defense is equal to your current Insight die size. -
    • -
    -

    - Note that these numbers may further be modified by your - character’s choices of Class, Skills and equipment. -

    -

    PUTTING LEVELS IN CHARACTER CLASSES

    -

    - Just like when you created your character, putting a level in a - Class allows you to acquire one of its Class Skills — either a - Skill you don’t have, or one that you have but may be acquired - multiple times (çç). -

    -
      -
    • - Your level in any given Class can never exceed 10. When you - bring a Class up to level 10, you have mastered it: acquire one - Heroic Skill of your choice (see page 232).
      Note that this Heroic Skill will be in addition to the Class - Skill you normally acquire by investing the tenth level in - that Class. -
    • -
    • - If a Skill can be acquired multiple times, it will also indicate - how many times you can acquire it, such as (çç5) for a Skill - that can be acquired up to five times, or (çç10) for a Skill - that can be acquired up to ten times. -
    • -
    • - If you put a level in a Class you didn’t previously have, you - also gain the free benefits granted by that Class. Mixing and - matching a variety of Classes can be useful — just don’t forget - to master some of them! -
    • -
    -
    - -
    - -
    -

    OPTIONAL ADVANCEMENT RULES

    -

    - [Note: The following rules are optional additions for campaign - play.] -

    -

    BLITZ

    -

    - Player Characters will gain additional Experience at the end of - each battle in which all enemies fled or were reduced to 0 Hit - Points. The amount gained by each character will be equal to 【5 - minus the number of rounds elapsed during the battle 】; this - means that any battle concluded during the sixth round will grant - no additional Experience, while a battle that was completed during - the first round will award five XP to each participant. -

    -
      -
    • - These additional Experience Points are gained by all characters - who took part in the battle (even if they surrendered or fled at - a certain point). -
    • -
    • - Combine this with Superiority Points (page 83) for a highly tactical game! -
    • -
    -

    - It's good if: You like your battles to be - intensely tactical, and you're okay with your campaign mostly - revolving around combat. If you choose this optional rule, the - Game Master will have to spend some more time making sure each - encounter is challenging but also allows for clever strategies. -

    -

    BOOSTER

    -

    - Each Player Character will automatically gain a level at the end - of each session (in addition to normal advancement). -

    -

    - It's good if: Your campaign will be relatively - short, if the Players like to have plenty of new tricks every - session, and if you don't mind turning your game into a quickly - escalating spiral of mayhem. -

    -

    - Depending on the campaign, you might want to use one or more of - the optional rules. You can also introduce new advancement rules - halfway through the campaign, or stop using them if you realize - they are doing more harm than good. -

    -

    - What's important for you to understand is that the optional XP - rules you apply will inevitably shift the focus of your game: - after all, people generally tend to do what they're rewarded for. -

    -
    -
    - -
    -

    33PRESS START

    -

    CHAPTER EMBODIMENT

    -

    Embodiment

    -

    - The group will vote for the Player who better embodied their - character's Identity and/or Theme during the session — the chosen - Player's character gains an additional 2 XP. If two or more - Players are tied, they will each gain this bonus Experience! -

    -

    A few rules apply however:

    -
      -
    • You cannot be awarded this bonus XP twice in a row.
    • -
    • You cannot vote for yourself or for the Game Master.
    • -
    -

    - If you are using this optional rule as well as MVP (see below), - the two rewards must go to different Players. Vote for Embodiment - before you vote for MVP. -

    -

    - It's good if: You like to roleplay intense scenes - and you don't run the risk of a single person outshining everyone - else or making things uncomfortable by stealing the spotlight all - the time. If you see this happening, you should stop using this - option. -

    -

    CHAPTER MVP

    -

    MVP

    -

    - The group will vote for a Most Valuable Player at the end of each - session — the chosen Player's character gains an additional 2 XP. - If two or more Players are tied, they will each gain this bonus - Experience! -

    -

    - Just like with Embodiment, you cannot be awarded this bonus XP - twice in a row, and you cannot vote for yourself or the Game - Master. -

    -

    - If you are using this optional rule as well as Embodiment (see - above), the two rewards must go to different Players. Vote for - Embodiment before you vote for MVP. -

    -

    - It's good if: Your group wants to reward - proactive Players who take a hit for the team or turn the tables - on their adversaries. -

    -

    LEVEL GAPS

    -

    - If you use the Embodiment or MVP optional rules, some characters - might end up being a few levels above others. The system won't - suffer unless this gap is five or greater, but you should - carefully discuss whether the optional rules are fostering a - healthy play environment. -

    -

    - If someone is frustrated by these rules, even if it's only one - person, you should stop using them. -

    -
    - -
    - -
    - -
    -
    -

    ADVERSITY

    -

    - Requirements: You must have mastered the - Darkblade Class. -

    -

    - As long as you are suffering from one or more status effects, - you gain a +1 bonus on all Checks for every status effect you - are suffering from, and you deal 2 extra damage for every status - effect you are suffering from (be it with attacks, spells, - Arcana, items or any other method). -

    -
    -
    -

    AMBIDEXTROUS

    -

    - You may apply the benefits of two-weapon fighting (page 69) to weapons belonging to different categories, even if one is - a melee weapon and the other is a ranged weapon (such as a - dagger and a firearm, for instance). -

    -
    -
    -

    ARCANE ECHOES

    -

    - Requirements: You must have mastered the - Arcanist Class. -

    -

    - When you successfully perform a Check to fill or erase one or - more sections of a Clock, if the domains of one or more Arcana - you have bound are applicable to the Check in question, you may - fill or erase an additional section of that Clock. -

    -

    - The Game Master has final say on whether a given domain applies - or not. -

    -
    -
    -

    CHIMERIC MASTERY

    -

    - Requirements: You must have mastered the - Chimerist Class. -

    -
      -
    • - Choose two creature Species among construct, demon, elemental, - and undead. You can now use spell mimic to learn spells from - creatures of the chosen Species. -
    • -
    • - This Heroic Skill may be acquired up to twice, each time - selecting two Species from the list above. -
    • -
    • - Whenever you acquire this Skill, you also increase your upper - limit for memorized Chimerist spells by 2. -
    • -
    -
    -
    - -
    -

    COMET

    -

    - Requirements: You must have mastered the - Entropist Class. -

    -

    - You learn the ultimate Entropist spell: Comet. -

    -
    -
    MP:
    -
    50
    -
    Target:
    -
    Special
    -
    Duration:
    -
    Instantaneous
    -
    -

    - You rip open a large portal to the Cosmos, calling down astral - debris from the gaping void. Choose one option: - one creature you can see suffers 60 damage; or - you choose any number of creatures you can see, and each of them - suffers 40 damage. These amounts increase by 5 if you are level 20 - or higher, or by 10 if you are level 40 or higher. -

    -

    - Damage dealt by this spell has no type (thus being unaffected by - damage Affinities). -

    -

    DEEP POCKETS

    -

    - Requirements: You must have mastered the Tinkerer - Class. -

    -

    - When you spend Inventory Points, you spend 1 less Inventory Point - (minimum 1). -

    -

    DISARMING RHETORIC

    -

    - Requirements: You must have mastered the Orator - Class. -

    -

    - During a conflict scene, you may use an action and choose a - soldier-rank creature that can hear and understand you (the Game - Master must tell you who is a valid target). If that creature is - shaken or in Crisis, you may spend an amount of Mind Points equal - to 【20 + half that creature's level】 to have them - peacefully leave the conflict. -

    -

    Describe how you convince them to desist.

    -

    EXTRA HP

    -

    - Permanently increase your maximum Hit Points by 10. The amount of - additional HP increases to 20 if you are level 40 or higher. -

    -

    EXTRA IP

    -

    Permanently increase your maximum Inventory Points by 4.

    -
    - -
    -
    - -
    -

    EXTRA MP

    -

    Permanently increase your maximum Mind Points by 10.

    -

    - The amount of additional MP increases to 20 if you are level - 40 or higher. -

    -
    - -
    -

    EXTRA SPELLS

    -

    - When you acquire this Skill, learn any two spells from one of - the following lists: Elementalist, Entropist, or Spiritist. - Both spells chosen this way must come from the same list, and - they follow the standard rules for casting spells of that - Class. -

    -
    - -
    -

    HEARTBREAKER

    -
    - Requirements: You must have mastered the - Darkblade Class. -
    -

    - When you hit a creature with an attack, if that attack only - targeted that creature and you have a Bond towards them, you - may choose to spend half of your current Hit Points, rounded - down. If you do, the attack deals extra damage equal to - 10 multiplied by the strength of your Bond towards the - target. -

    -

    - You may use this Skill only on your turn during a conflict, - and only once per turn. -

    -
    - -
    -

    HEROIC COMPANION

    -
    - Requirements: You must have mastered the - Wayfarer Class, and must have acquired the Faithful Companion - Skill. -
    -

    Your bond with your companion grows stronger.

    -

    Benefits Gained:

    -
      -
    • The companion's maximum Hit Points increase by 10.
    • -
    • - Choose one of the companion's Attributes: Dexterity, - Insight, Might, or Willpower. The chosen Attribute is - permanently increased by one die size (up to a maximum size - of d12). -
    • -
    • - The companion gains an additional Skill. When you reach - level 40, or if you have already reached it, the companion - gains an additional Skill. Make sure to discuss your Skill - choices with the Game Master and the other Players. -
    • -
    -
    -
    -
    - -
    -

    HOPE

    -

    - Requirements: You must have mastered the - Spiritist Class. -

    -
    -

    MP: 40 | Target: Special | Duration: Instantaneous

    -
    -

    - You rekindle the flames of courage and hope within a defeated - hero. Choose a Player Character who surrendered but is still - present on the scene: that Player Character immediately regains - consciousness and recovers an amount of Hit Points equal to their - Crisis score. Note that this spell will not undo the consequences - of the character's surrender and is of no use if the character - left the scene as part of their surrender — such as if they were - captured and dragged away, or if they were trapped in a parallel - dimension, and so on. -

    -

    - A Player Character may only be affected by this spell once per - scene; if a character is brought back into the conflict by this - spell and is subsequently reduced to 0 Hit Points again, they must - sacrifice themselves or surrender as per the normal rules - (including a new consequence and 2 more Fabula Points if they - surrender). -

    -

    MATHEMAGIC

    -

    - Requirements: You must have mastered the - Loremaster Class. -

    -

    - When you cast a spell with a target of "One creature", you may - double the spell's total MP cost. If you do, choose an Attribute - (Dexterity, Insight, Might, or Willpower) and a die size (d6, d8, - d10 or d12). The spell now targets all creatures present on the - scene whose current Attribute die size matches your choice, - regardless of whether they are friends or foes (you might even end - up targeting yourself). The effects of the spell are fully applied - to every target. -

    -

    - If the spell is an offensive spell, it follows the normal rules: - you perform a single Magic Check and confront it with the Magic - Defense of each target to determine who is hit by the spell. -

    -
    - -
    -

    238

    -

    W

    -

    MONKEY GRIP

    -

    - Requirements: You must have mastered the Fury - Class. -

    -

    - You may equip two-handed weapons belonging to the flail, heavy, - spear, or sword Categories in a single hand slot. This allows you, - for instance, to enjoy the benefits of two-weapon fighting (page 69) while wielding a pair of two-handed weapons, or to equip a - two-handed weapon in your main hand slot and a shield in your - off-hand slot. -

    -

    PERFECT AIM

    -

    - Requirements: You must have mastered the - Sharpshooter Class, and must have acquired the Warning Shot Skill. -

    -

    - When you hit one or more creatures with a ranged attack and choose - to deal no damage in order to gain the benefits of the Warning - Shot Skill, you may choose two options instead of one (for - instance, you could inflict both shaken and slow on each creature, - or inflict a status effect on each creature while also lowering - their Mind Points). -

    -

    PILLAGE

    -

    - Requirements: You must have mastered the Rogue - Class, and must have acquired the Soul Steal Skill. -

    -

    - When you use the Soul Steal Skill, you may target any number of - creatures at the same time (you perform a single Check and compare - it to the Magic Defense of each creature you are attempting to - steal from). -

    -

    POWERFUL SHOT

    -

    - Requirements: You must have mastered the - Sharpshooter Class. -

    -

    - When you hit one or more creatures with a ranged attack, that - attack deals 5 extra damage to each creature. The amount of extra - damage increases to 10 if you are level 40 or higher. -

    -
    -
    - -
    -

    POWERFUL SPELL

    -

    - Requirements: You must have mastered one or more - Classes among the following: Chimerist, Elementalist, Entropist, - or Spiritist. -

    -

    - When you cast a spell that deals damage to one or more creatures, - that spell deals 5 extra damage to each creature. The amount of - extra damage increases to 10 if you are level 40 or higher. -

    -

    POWERFUL STRIKE

    -

    - Requirements: You must have mastered one or more - Classes among the following: Fury or Weaponmaster. -

    -

    - When you hit one or more creatures with a melee attack, that - attack deals 5 extra damage to each creature. The amount of extra - damage increases to 10 if you are level 40 or higher. -

    -

    PREDICTABLE!

    -

    - Requirements: You must have mastered the - Loremaster Class. -

    -

    - During a conflict, you may use an action and spend 20 Mind Points - to anticipate the upcoming moves of a creature you can see, as - long as you know two or more of that creature's Traits. If you do - so, choose one type of action among the following: -

    -
      -
    • Attack
    • -
    • Guard
    • -
    • Objective
    • -
    • Spell
    • -
    • Skill
    • -
    -

    - Until the start of your next turn, the creature must spend 20 Mind - Points whenever they wish to perform that action. If they can't, - they must perform a different action. -

    -

    RAMPART

    -

    - Requirements: You must have mastered the Guardian - Class. -

    -

    - During the first round of each conflict scene, you have Resistance - to all damage types and cannot suffer status effects (you do not - recover from preexisting status effects, however). These benefits - only last until the end of the first round. -

    -

    - "Rest now, sister. For too long I asked you to protect me.
    Today, - it is I who shall be strong for the both of us." -

    -
    - -
    -

    REPETITION

    -

    - Requirements: You must have mastered the Orator - Class. -

    -

    - Once per turn during a conflict, after you use the Condemn Skill - or the Encourage Skill, you may immediately perform that same - Skill again (on the same target or a different one). You must - still pay the Mind Point cost for the second use of the Skill. -

    -

    REVELATION

    -

    - Requirements: You must have mastered the Arcanist - Class. -

    -

    - You make contact with an unknown Arcanum and bind it to your soul. - This Arcanum must be something you design together with the rest - of the group; as long as you live, no one else in your world will - be able to bind that Arcanum. -

    -

    - Once per scene while you are merged with an Arcanum, you may use - an action and spend 2 Fabula Points to trigger that Arcanum's - dismiss effect (if any) without dismissing them. Doing so does not - trigger the Arcane Circle Skill (page 177). -

    -

    STATUS IMMUNITY

    -

    - Requirements: You must have mastered the Wayfarer - Class. -

    -

    - You become completely immune to a single status effect of your - choice. -

    -

    TEMPEST STRIKE

    -

    - Requirements: You must have mastered the - Weaponmaster Class. -

    -

    - When you perform a melee attack with the multi property, if you - choose to target only one creature, the attack deals 5 extra - damage if the attack had multi (2), or 10 extra damage if the - attack had multi (3 or higher). -

    -

    UNBREAKABLE

    -

    - Requirements: You must have mastered the Guardian - Class. -

    -

    - Once per scene when you are about to be reduced to 0 Hit Points, - you may instead choose to withstand the pain and be reduced to - exactly 1 Hit Point. -

    -
    - -
    -

    UPGRADE

    -

    - Requirements: You must have mastered the Tinkerer - Class. -

    -

    Once per rest, you may choose one option:

    -
      -
    • - Add a Quality to a single weapon, armor, or shield that doesn't - have one;
      or -
    • -
    • - Replace the current Quality of a single weapon, armor, or shield - with a different Quality. -
    • -
    -

    - When you use this Skill, you must select a Quality from the - default list for that item type as long as the cost modifier - associated with that ability is +1000 zenit or lower. Then, you - must spend an amount of zenit equal to twice the cost modifier of - the chosen ability. The modified item will be ready at the end of - the rest; you may only modify one item per rest. -

    -

    - The default list of weapon abilities can be found on - page 269, while the default - list of armor and shield abilities can be found on - page 280. -

    -

    VANISH

    -

    - Requirements: You must have mastered the Rogue - Class. -

    -

    - When you hit one or more creatures with an attack, you may spend 1 - Fabula Point. If you do, each of those creatures will be unable to - perform any action that requires them to be able to see you until - the start of your next turn. -

    -

    VOLCANO

    -

    - Requirements: You must have mastered the - Elementalist Class. -

    -

    Ultimate Elementalist Spell: Volcano

    -
    -
    MP:
    -
    40
    -
    Target:
    -
    Special
    -
    Duration:
    -
    Instantaneous
    -
    -

    - You channel the fury of the planet into a powerful wave of fire - and magma. Choose one option: -

    -
      -
    • One creature you can see suffers 50 fire damage;
      or
    • -
    • - Any number of creatures you can see, and each of them suffers 30 - fire damage. -
    • -
    -

    - These amounts increase by 5 if you are level 20 or higher, or by - 10 if you are level 40 or higher. -

    -

    - Damage dealt by this spell ignores Resistances and - Immunities. -

    -
    - -
    -

    242

    -

    W

    -

    W

    -
    - -
    -

    GAME MASTER

    -

    - This chapter contains advice and procedures for Fabula Ultima Game - Masters. -

    -

    - Your main job as a Game Master is breathing life into the world - your group has created. Together, you have planted the seeds of - your campaign: now you must tend to those seeds and help - everything blossom. -

    -

    - While the Players are responsible for portraying heroic characters - and steering the direction of the story by establishing goals and - making decisions, your duty is to portray the rest of the world - and challenge the protagonists: the resulting conflicts and - struggles are what makes the game memorable. -

    -

    NO ONE IS BORN A GM

    -

    - When it comes to being a capable Game Master, experience is key. - No amount of painstakingly precise notes and preparation can save - you from mistakes or experiencing a lackluster game session — and - that’s okay. Even the most experienced Game Masters and Players - make mistakes, and sometimes there will be issues outside the game - that prevent your group from having a good time. -

    -

    - Take those mistakes and learn from your experiences, get the - entire group involved in the creative process, and combine all of - this with the advice provided throughout this chapter. By doing - this, it will help everyone both enjoy playing the game and - developing an incredible story. -

    -

    HOW TO USE THIS CHAPTER

    -

    - What you will find in the following pages is a variety of tools - designed to make your life as a Game Master easier. Read this - chapter carefully before playing the game, and come back to read - it again after one or two sessions. -

    -

    - Many things will be clearer once you have experienced how the game - works in play. -

    -
    - -
    - Part of these have been summarized on - page 26 of the Introduction - chapter, but Part of these have been summarized on - page 26 of the Introduction - chapter, but -
    - -
    -
    -

    DURING SESSION ZERO

    -

    - Once your group is ready to start a new journey in Fabula - Ultima, make sure to: -

    -
      -
    • - Help everyone else. Help everyone find useful - information in the book, offer ideas and prompt everyone to - take this new world into their hands. You are not here to tell - them a story; you are here to help them write their own. -
    • -
    • - Ask questions. When a Player picks a certain - option for their character, have them tell everyone more about - it — where did they learn this? What's their combat style? Why - did they choose this specific Theme? The questions provided by - each Class entry can be a huge help; remember to jot down - notes so that you'll remember the Players' answers later. - (Everyone always ends up forgetting something important, and - notes help!) -
    • -
    • - Stir the creative juices. Show your - enthusiasm for the Players' choices and encourage them to add - new narrative elements and make the world their own. Consider - using music and artwork to get everyone in the right "mood", - but make sure these elements aren't distracting. -
    • -
    • - Think about threats and Villains. As your - group defines the history of your world and the initial - situation of the prologue, start thinking about the first - antagonists they will meet. You can find further advice on - Villains starting on - page 254.
      It is - often a good idea to showcase an early Villain during the - prologue itself or shortly afterward — if possible, pick - someone the heroes have already recognized as a threat and use - this antagonist to get the action moving; save the subtler - Villains for later! -
    • -
    • - Keep track of changes. While building the - premises of the story, the group might suddenly realize some - previous choices no longer make sense. Since you will be the - one keeping track of all information concerning the game - world, make sure to update your notes whenever a change is - approved by the group. -
    • -
    • - Start things off with a bang. Don't be afraid - to set some high stakes during the prologue — while slow - buildups can work, an explosive beginning is often more - memorable. Perhaps we first meet our heroes while they're - being chased by a huge monster, or hours away from being - executed for treason. -
    • -
    -

    - Do your best to keep everyone engaged and on their toes from the - very start! -

    -
    -
    - -
    -

    DURING PLAY

    -

    During each session, adhere to the following principles:

    -
      -
    • - Portray a wondrous world. Give your NPCs unique quirks and add - memorable touches to every location, but don't get bogged down - by details. Keep the descriptions short and then let everyone - ask questions. -
    • -
    • - Manage information. A big part of your job during each session - has to do with information — you will be asked plenty of - questions, from the shape of a room to a person's behavior. You - decide whether the characters know such information (based on - simple observation or on who they are) or if a Check is required - — the dice will determine how much the character knows about - someone or something, or if they at least know where they could - find that information. -
    • -
    • - Seek input from others. If something is relevant to a - character's role in the story (especially their Classes and - Identities), you should ask for the Player's input — let them - establish facts about the shared game world. -
    • -
    • - React to the heroes' choices. Be ready to adapt to the heroes' - actions and goals; leave them free to adopt whatever strategy - they choose, but apply the consequences of those strategies and - don't pull your punches. -
    • -
    • - Enforce transparency. Make sure everyone at the table knows - what's at stake when they perform Checks or choose a specific - course of action. -
    • -
    • - Keep the pressure high. Whatever the Player Characters want to - achieve, someone or something will block their path. Heroes - should never have enough time to do everything — put them in - front of hard choices. Use Clocks to show impending threats and - make sure Villains play an active role in the story. -
    • -
    • - Think cinematically. Describe situations and actions as if they - were cutscenes from a videogame — keep things moving and make - sure everything feels vivid and dynamic. This is especially - important during conflict scenes, when the strategic aspect of - the game is at its peak: mechanics and descriptions go hand in - hand. -
    • -
    • - Start and end scenes. When you feel like a scene has been - resolved, propose to end it. If anyone still wants to do - something, they should tell you — otherwise, move on with the - story. -
    • -
    • - Design interesting battles. Avoid "filler battles" and focus on - intense and dramatic confrontations with powerful antagonists. - See page 292 for more. -
    • -
    -
    - -
    -

    CHAPTER BETWEEN SESSIONS

    -

    When preparing for the next session, you should:

    -
      -
    • - Think about the heroes' choices. Reflect upon - the actions and choices made by the Player Characters during the - previous sessions and come up with a variety of possible - situations, threats and antagonists. Keep the heroes' objectives - in mind and think about how you can build interesting conflicts - and struggles around them. This is less about writing tons of - scenes and dialogue, and more about going for a walk with some - cool music and envisioning amazing sequences in your head. -
    • -
    • - Think about what the Villains are doing. - Villains are the most powerful forces opposing the Player - Characters' actions, and you should spend some time considering - what their short and long-term plans are. You should also make - sure to update a Villain's level and abilities so that they can - properly challenge the Player Characters during conflict scenes. -
    • -
    • - Ask the Players what their goals and objectives are. - As you prepare for the next session, contact the Players and ask - them about their plans. Will they storm the Emperor's palace? - Are they going to search the depths of the Azure Cave? Or do - they plan to gather clues to prove someone's innocence? Knowing - the general focus of the coming session will help you save time - and make the most out of your preparation; ask these questions - at the end of a session, when recent events are still fresh in - everyone's memory. -
    • -
    • - Design new creatures. Sooner or later, the - creatures in the Bestiary will no longer suit your needs — - whenever you have time, use the rules on - page 302 to create new - creatures and adversaries for your campaign, mainly focusing on - the kind of territory the group is currently traversing. This - will become increasingly easier as you play the game: not only - will you grow more familiar with the rules, but you will also - better understand the Player Characters' abilities. If you don't - get any immediate use out of a creature you designed, don't - worry too much — you can always tweak it a little bit and bring - it back later when the occasion arises! -
    • -
    • - Look for inspiration. Watch movies and TV - series, read comics and books, play video games and search for - inspiring artwork online. Exposing yourself to a variety of - different stories and aesthetics is a great way to make each - session feel unique — you'll never run out of ideas. -
    • -
    -

    The Prince of Megara has fallen gravely ill.

    -

    Rumor has it he was aiding the Olcressian Rebellion.

    -
    - -
    -

    - See page 302 for the rules - concerning creature design. -

    -

    - See page 302 for the rules - concerning creature design. -

    -
    - -
    -

    DARKBLADE

    -

    - If someone picks the Darkblade as the core concept for their - character, the tragedy that awakened their powers should play a - major role in the story. Have the Player talk about it, then - create scenes that bring back echoes of that dark past. -

    -
      -
    • - Due to their ability to negate dark damage, undead are extremely - resilient to a Darkblade's Shadow Strike. Keep this in mind when - designing battles. -
    • -
    • - There might come a time when the Darkblade can finally leave - their past behind. When this happens, you might have their - Skills "flipped" — maybe they can now create Bonds of affection - with Heart of Hope and unleash light damage with Celestial - Strike. Discuss this option with the Player and see if it's - something that interests them. -
    • -
    -

    ELEMENTALIST

    -
      -
    • - Elemental magic is mostly focused around dealing damage of - several types: when you design battles, make sure this ability - gets to shine. Create adversaries that absorb certain elements - and are vulnerable to others, so that the Elementalist’s - contribution may be key to victory. -
    • -
    • - Given its raw power, elemental magic is often used in battle. If - this type of spellcaster is common in your setting, it probably - contributed to shaping the history of warfare. This is something - you should discuss with your Elementalist Player. -
    • -
    -

    ENTROPIST

    -
      -
    • - Entropic magic is deeply tied to death, chaos and oblivion. It - can be easily seen as "villainous” magic, but the Player - Characters are heroes. Create situations in which this contrast - becomes important! -
    • -
    • - Entropists are among the few characters capable of dealing - damage with no type, causing direct HP loss, limiting enemy - actions, and granting allies additional turns. Create conflicts - where these abilities can prove vital. -
    • -
    • - Ritual Entropism can achieve incredible effects, such as - altering time and space. These Rituals are expensive and - dangerous, but a Player Character is still free to attempt them; - just remember that failure will be proportionally devastating. -
    • -
    -
    - -
    -

    FURY

    -

    - Anger and passion are the core elements of a Fury. Build scenes in - which acting upon instinct can be detrimental, and always show the - consequences of violence or recklessness. There’s a reason Furies - are seen as ticking bombs by most people around them, and some - might feel unsafe when a Fury is present. -

    -
      -
    • - In battle, hit the Fury hard — they are quite resilient and can - deal serious damage when in Crisis. Hurt them, and they will - hurt you back twice as hard. -
    • -
    • - Given their temper, Furies are generally well-known in their - land of origin... they do tend to cause trouble, after all. - Discuss the Fury’s “reputation” with the Player. -
    • -
    -

    GUARDIAN

    -
      -
    • - Create occasions for heroism and situations in which a Guardian - must choose between themselves and others. Particularly - interesting are the moments in which a Guardian has the ability - to protect someone who was once their enemy — what will they do? -
    • -
    • - Keep in mind the Protect Skill only works on one target at a - time — a threat affecting an entire area will force the Player - to make difficult decisions. Build on this. -
    • -
    • - A Guardian adversary risking their life to protect a Villain - (out of loyalty or even love) can make for an especially tragic - figure — one the heroes may respect. -
    • -
    -

    LOREMASTER

    -
      -
    • - When a Loremaster Player asks you a question, remember — they - are supposed to know a little bit about everything. Be generous - when handing out information to them, and remember to often - involve them in the description of a scene or location. Let them - showcase their knowledge by adding details to a place, item, or - person. -
    • -
    • - If a Loremaster acquires the Quick Assessment Skill, make sure - to reveal useful Traits when they use it. Revealing the "winged" - Trait on a dragon feels like a cheap move, while Traits like - "coward" or "loyal" are much more interesting and useful. -
    • -
    -
    - -
    -

    GAME MASTER GUIDE

    -

    CHAPTER ORATOR

    -

    - Orators are assumed to draw attention. Maybe they look good, maybe - they’re naturally charismatic, or maybe there’s some other reason - — you should ask the Player. -

    -
      -
    • - Words are powerful. They can save people just as much as they - can bring ruin. Never forget to show an Orator the consequences - of their threats and promises, and remember that some will be - envious or wary of their charm and popularity. -
    • -
    • - When an Orator uses Condemn, ask them what they say. If their - argument is especially strong or weak, apply a situational - modifier to their Check (+2 if they have some leverage, -2 if - they're in over their head). -
    • -
    • - Unexpected Ally is a powerful Skill, but it's no "mind control". - If the character abuses the target's loyalty and trust, the - benefit will quickly be lost. Make it clear to the Orator if - they're asking too much of their newfound ally. -
    • -
    -

    CHAPTER ROGUE

    -

    - Whatever ideals spur a Rogue into action can often be twisted and - manipulated. It is dreadfully easy for a rebel to turn into an - oppressor, and the heroes of the past were often treated like - criminals during their own time. -

    -
      -
    • - Most people will be wary of helping a Rogue, especially if they - belong to a criminal guild or organization. Discuss these - details of the setting with your Rogue Player — perhaps they - have their very own secret language and hideouts! -
    • -
    • - The Rogue’s Soul Steal Skill allows them to gain precious items - that embody the essence of their adversaries. Said items should - tell a story about the creature they originated from: for - instance, a particularly spiteful and envious adversary might - have a flesh eater sword (see - page 278) as its soul - treasure, since it represents how their sentiments are gnawing - at their very spirit. On the other hand, a ruthless person that - only cares about wealth might harbor a cold yet valuable - diamond. -
    • -
    -

    - Remember that items acquired this way are in addition to normal - game rewards (page 264). - Because of this, the group will inevitably gain access to more - options and wealth than normal — but that’s part of what makes a - Rogue special. Don’t be afraid to give the Player Characters some - new toys! -

    -

    - "Goddess of Law? How fitting! As a thief, I'll defend my right to - disobey until the very end!" -

    -
    - -
    - -
    -

    TINKERER

    -

    - Technology can be powerful and terrifying. Build situations - related to the dangers of ruthless and unethical progress and - challenge the Tinkerer to prove why their view of science is - different. -

    -
      -
    • - Tinkerers excel at crafting inventions and are an amazing Class - for the more creative Players. Be ready to work with your - Tinkerer when coming up with inventions, and work with them to - establish unique Inventory Items available in your world! -
    • -
    • - Tinkerer are very flexible: they have access to all damage types - and can provide excellent support with healing items. Remember - this when designing battles. -
    • -
    -

    WAYFARER

    -
      -
    • - Given how frequent discoveries can become if your group includes - a Wayfarer with the Treasure Hunter and/or Well-traveled Skills, - it may be a good idea to prepare a quick list of interesting - discoveries that may come useful in a pinch. -
    • -
    • - When short on ideas, turn to the Wayfarer Player and ask them to - tell you more about the local area, the terrain, and the - creatures that live there. Then, build on their answers during - the session! -
    • -
    • - The Faithful Companion Skill is a powerful option that brings a - whole new character into the party. Design the creature together - with the Player, and don't be afraid to adjust its stats along - the way if you see that it's too underwhelming or if it - outshines the rest of the party. The best companions are those - that support the group! -
    • -
    -

    WEAPONMASTER

    -

    - In times of war, capable warriors are an asset. In times of peace, - they are a threat. The feats of a Weaponmaster will surely earn - them respect... and attract trouble. -

    -
      -
    • - Consider introducing a rival Weaponmaster in the campaign — a - recurring foe with their own beliefs and peculiar combat style. -
    • -
    • - Most Weaponmasters learned from an exceptional mentor. Creating - this figure in collaboration with the Player and giving them a - role in the story, as an ally or an unexpected antagonist, can - add depth to the character. -
    • -
    -
    - -
    -

    THE ART OF VILLAINS

    -

    - If the Player Characters represent a heroic and positive force in - the world, Villains are the opposite. Being the Game Master, it is - your responsibility to create, introduce, and portray these - characters. -

    -

    - You already know about what differentiates a Villain from a - typical Non-Player Character in terms of rules: that is to say, - the access to Ultima Points. This section, on the other hand, - contains advice on what you should focus on when creating and - portraying an antagonist within the story. -

    -

    So, let’s get to it: what makes a good Villain?

    -

    GOALS

    -

    - This is the most important aspect of any antagonist: they want to - accomplish something. Be it reshaping the world, exacting revenge - upon those who made them suffer, or conquering a neighboring - region, Villains must have goals. -

    -

    - Goals are extremely useful for you as a Game Master: when you - don’t know how a Villain would act or react to a given situation, - look at their goals and you will most likely find an answer. -

    -
      -
    • - Minor Villains generally have simple or at - least very personal goals, such as saving someone's life, - stealing a magical artifact, or seizing control of a village. -
    • -
    • - Major Villains should have complex goals that - can affect a large number of people, such as conquering a - kingdom, or destroying a divine being. -
    • -
    • - Supreme Villains have goals that can affect the - entire world and change the laws of reality: rewinding time, - erasing soul energy, or even becoming a deity. -
    • -
    -

    - Remember that Villains can also escalate: perhaps a young wizard - (minor Villain) suddenly realizes he must steal magical energy - from an entire country to revive a loved one, thus becoming a - major Villain. Then, when the attempt fails — likely due to the - Player Characters’ intervention — the desperate wizard seeks a way - to merge with the deities of time and space, erasing reality and - creating a timeline that never was... a fitting and tragic goal - for a supreme Villain. -

    -

    - Having some Villains turn into allies throughout the campaign is - just as important: this encourages Players to seek dialogue with - their adversaries and to consider both sides of a situation, - instead of simply assuming that everyone is either good or evil. -

    -
    - -
    -

    GAME MASTER

    -

    PRESSURE

    -

    - Your Villains should actively work towards their goals. If the - Player Characters spend an extended amount of time resting or - taking care of issues that are not related to an antagonist’s - plans, then that antagonist will not sit idly and wait for the - heroes to do something: they will get closer to their objective. -

    -

    - When a Villain’s plans advance, you must always clearly - communicate it to the Players — perhaps with an appropriate Game - Master scene, or through rumors and conversations the heroes have - with NPCs in the game world. Don’t just surprise them with a - casual “Oh yeah, did I mention this guy you didn’t know about has - successfully rewritten reality?” -

    -

    - If you plan on having multiple Villains in your campaign at the - same time — or if you play at very irregular intervals and it's - hard to remember everything — consider using - Clocks to track the progress of each Villain’s - goals. -

    -

    - The more complex or dramatic objectives will require larger - Clocks: -

    -
      -
    • Minor Villains should have Clocks with 4 to 6 sections.
    • -
    • Major Villains should have Clocks with 8 to 10 sections.
    • -
    • - Supreme Villains should have Clocks with 10 to 12 sections. -
    • -
    -

    - If the Player Characters manage to foil the Villain’s plans, the - current Clock will reset to 0 or possibly be replaced with an - entirely different one, representing how the antagonist is now - seeking to achieve the same end through a different method. -

    -
    -

    AN UNEXPECTED SIDE

    -

    - Never create one-dimensional antagonists. Villains should have a - deeper layer, a tragic or at least unexpected side to them: - perhaps they genuinely think they are doing the world a favor, - they have their own reasons for forsaking everyone else, or they - feel trapped in a path of ruin and are simply waiting for someone - to stop them. Maybe an antagonist is so honorable that they will - fully heal the heroes before a battle! -

    -

    - This doesn’t mean the PCs should necessarily sympathize with all - Villains — a few will be beyond redemption. But even then, dark - emotions must come from somewhere... and upon discovering those - tragic roots, Player Characters will see that antagonist under a - different light, and perhaps even find a way to help them realize - that what they're doing is harmful. -

    -
    - -
    -

    THE DARK MIRROR

    -

    - If you think about the most memorable villains in movies, comics, - and games, you will soon find that many of them share a peculiar - quality: in one or more ways, they are polar opposite to the - hero(es) of the tale. -

    -
      -
    • - Where the heroes are a group, the antagonist feels alone and - abandoned. -
    • -
    • - Where the heroes fight for justice, the antagonist now believes - that justice is an illusion, and that the world belongs to those - strong enough to take it. -
    • -
    • - Where the heroes are willing to give up their life for the - cause, the antagonist is frightened by death. -
    • -
    • - Where the heroes believe in second chances, the antagonist has - been denied one. -
    • -
    • - Where the heroes represent hope, the antagonist represents - despair. -
    • -
    -

    - When you create a Villain, try to think about at least one aspect - of their character that makes them the dark reflection of one or - more Player Characters. -

    -

    - As you introduce that antagonist and whenever they are part of a - scene, focus on portraying that they are a negation of what the - heroes stand for, or as a grim warning to what they might become - if they ever lose their way. -

    -

    STYLE AND MANNERISM

    -

    - Spend a few minutes thinking about how a Villain speaks, acts, - moves and dresses. Are they dashing and refined, or do they care - little for appearances? Do they wear a specific uniform? Do all of - their henchmen emulate them? -

    -

    - Please note that “mannerism” has nothing to do with acting Skills - or the ability to do different voices — it means that each Villain - should behave in a peculiar and recognizable way, and you should - describe that. Then again, if you’re good at coming up with unique - accents and your group enjoys it — and provided those accents do - not mirror harmful stereotypes — then feel free to take advantage - of that Skill! -

    -
    - -
    -

    CHAPTER CONFLICT ABILITIES

    -

    - When you create an antagonist, consider how they will behave - during conflicts. -

    -
      -
    • - Each Villain has one or more preferred conflict types: some - might favor social occasions; others may prefer to engage the - heroes in battle. The most obnoxious antagonists are the ones - that avoid conflict scenes at all costs — but even then, Ultima - Points aren't an infinite resource. -
    • -
    • - To properly challenge the heroes, Villains should be elites or - champions (see page 295) or - be accompanied by some allies: this is to ensure they can - perform multiple actions during each conflict round. -
    • -
    • - Because of their importance, a battle against a Villain should - be treated as a boss fight (see - page 300 for details on how - to design one). -
    • -
    -

    - Powerful antagonists might also be protected by a “plot armor” - that prevents Player Characters from fighting them unless they - have a specific item, spell, or other assets at their disposal. - Generally you don’t want to overdo this — one or two such “tricks” - over the course of the entire campaign are more than enough. -

    -

    AND FINALLY, A DRAMATIC ENTRANCE

    -

    - A Villain’s entrance should be an intense moment that sets the - tone for their role in the story. Think of it as a video game - cutscene: you get a few seconds to show your audience what this - Villain looks like and hint at the kind of forces and weapons at - their disposal — soldiers, forgotten technology, powerful magic, - or a healthy dose of supernatural strength. -

    -

    - During your preparation stage before a session, it may be helpful - to focus on the reveals key moments — you have to condense - everything important in a couple of sentences. It should be - something like this: -

    -

    - Approaching with heavy footfalls, the figure rests a hand on a - sword the likes of which you’ve never seen... a delicate gesture, - but her grip is steady. -

    -

    - “It appears we are here for the same reason,” she says. - “Unfortunately, I cannot let you have that which I need. Stand - back, and no one shall be injured.” -

    -

    - With a few words, you have communicated that this is likely a - proud and honorable adversary who is also very determined. That - sword of hers? That’s bad news! -

    -

    - "When you chose to fight not to protect your people, but to prove - them wrong... that is what made you a villain." -

    -
    - -
    -

    Dungeons

    -

    - Page 110 provides guidelines on how to manage dungeon exploration - while playing — but what about preparing those dungeons? How much - information will you need? Should you have a map of the location - ready? -

    -

    - To make sure this is clear from the beginning: dungeons aren't - necessarily a thing in Fabula Ultima, and you might run an entire - campaign without the Player Characters ever entering one. -

    -

    - A dungeon generally covers one or more of the following functions: -

    -
      -
    • - Slowly eroding the heroes' resources before an important - confrontation by having them face several weaker enemies. -
    • -
    • Telling more about a character, place or people.
    • -
    • - Rewarding careful exploration with hidden treasures that may - prove useful in the dungeon itself or a future situation. -
    • -
    -

    - If a dungeon isn't doing any of these, you probably shouldn't have - it in your game: "dungeons for the sake of dungeons" is never a - good idea. -

    -

    Prepared and Improvised

    -

    - The first distinction we should make is between prepared dungeons - (the ones you thought about before the session started) and - improvised dungeons (the ones that were introduced as part of the - current session). -

    -

    - While prepared dungeons can be more complex, the ones you have to - improvise on the spot will necessarily be simpler — but simple - doesn't mean boring. -

    -
      -
    • - A prepared dungeon allows for all three modes of exploration; - most of the time you will rely on dungeon scenes or detailed - exploration (page 110), but - if the layout of the place isn't important you might even get it - done with an interlude scene. -
    • -
    • - An improvised dungeon, on the other hand, will rarely allow for - detailed exploration (unless you have a dungeon archive ready; - see page 261) and generally - fall in the middle between dungeon scenes and interludes. -
    • -
    -

    - Note that this distinction has nothing to do with the importance - of the dungeon: a key strategic location might be unexpectedly - introduced halfway through a session, and you might know about a - minor ruin along the road with no plot relevance weeks before you - play through its exploration. Don't worry, we'll deal with this - too. -

    -
    - -
    -

    IS THIS DUNGEON IMPORTANT?

    -

    - Some locations in your game will naturally be more important than - others. The evil sorcerer's tower in which he hides the Crystal of - Balance? That's certainly more important than the sewers - connecting the capital to the countryside, and yet both might be - turned into dungeons. -

    -
      -
    • - If a location will be a key part of your session and you know - about it in advance, simply decide the style of exploration - (scenes, detailed, or interlude) and prepare accordingly (see - next page). -
    • -
    • - If a location is important and you have to improvise it, only - mention the most important details and cut to the chase. - Interlude scenes are your best friend, and you should focus on - the core reason the Player Characters are here: if there are - obstacles in their way, ask for a Group Check and use it to - determine whether the PCs reach their objective unhindered or - must overcome a challenge. Keep things short and maybe end the - exploration with a challenging battle against a Villain! -
    • -
    -

    - Still, if you feel like this location deserves more attention, you - can pause or end the session and explain that you need some time - to prepare. -

    -
      -
    • - If a location isn't particularly important and you have time to - prepare it, carefully consider whether you should do so. You - will often be fine describing how the heroes traverse the - location (a) and maybe calling for one or two Checks — failure - might mean getting lost (especially important if the heroes are - in a hurry) or encountering some hostile creatures. -
    • -
    • - Finally, if a location isn't important and you have to - improvise, you should keep things as simple as possible. Just - describe the place and have the heroes confront a challenge — a - mechanism, a negotiation, or a battle — in order to reach - whatever is hidden here. -
    • -
    -

    - As you might have noticed already, the core elements of a dungeon - are: -

    -
      -
    • Its style and aesthetics — what it looks and feels like.
    • -
    • What can be found inside — an objective or a threat.
    • -
    • - What obstacles must be overcome in order to traverse the - dungeon. -
    • -
    -

    - This is true regardless of the chosen exploration style; the - difference lies simply in the level of detail and complexity. -

    -
    - -
    -

    Preparing a Dungeon

    -

    - If you have time to prepare a dungeon and know that the Player - Characters will explore it, the following process generally works - well: -

    -
      -
    1. - Think about the general look and mood of the dungeon: - Is it a spooky ruin, a lavish castle, or perhaps a network of - ancient tunnels? -
    2. -
    3. - Sketch a rough map of the dungeon: This doesn't - need to be pretty, but does need to be functional. You're the - only person that will use it, so make sure your notes are clear - (especially if you plan on using the dungeon weeks or even - months from now). If you're short on ideas, the internet is - filled with awesome dungeon designs — there's nothing wrong with - drawing inspiration from them. -
    4. -
    5. - Place rewards (see - page 264) in your dungeon: - These may be magic items, currency, or even Inventory Points. - Try to avoid placing most of the rewards in the same room (you - should encourage exploration). -
    6. -
    7. - Place obstacles and threats (traps, puzzles, - hostile creatures) in your dungeon, preferably so that they - guard or prevent access to rewards. -
        -
      • - When you prepare an obstacle or threat, do not determine in - advance how the Player Characters might approach it. That's - for them to decide. -
      • -
      • - Avoid swarming the heroes with a large number of weak - enemies; instead, focus on two or three challenging - encounters (see - page 292 for more). -
      • -
      • - If the reward is an item, the creature guarding it might use - it in battle. -
      • -
      -
    8. -
    9. - Think about one or two Danger Clocks - appropriate for your dungeon, their size and what will happen if - they are filled — will the heroes be ambushed? Is there a - magical surveillance system? Will the tunnels be flooded by - lava? -
    10. -
    11. - Determine the focal point of your dungeon (an - antagonist, a precious artifact, a vital piece of information) - and choose its location. Most of the time you will want to place - this element far away from the entrance, but you might also make - it relatively easy to reach (in this case, the rest of the - dungeon will feature "optional content"). -
    12. -
    -
    - -
    -

    THE DUNGEON ARCHIVE

    -

    - If you and your group are particularly fond of detailed dungeon - exploration, and if your schedule allows for it, you might want to - prepare your own dungeon archive. -

    -

    - This is straightforward: whenever you have some time, jot down a - few notes about potential dungeons — a notebook is fine, but you - might also choose to keep them on your device or inside the cloud - storage. Then, whenever you need to "improvise" a dungeon, you can - instead grab one from your archive. You'll probably need to make a - few adjustments on the fly, but it's easier than having to come up - with everything on the spot. -

    -

    - When preparing dungeons for your archive, keep the following in - mind: -

    -
      -
    • - Flexibility. Make sure your prepared dungeons - can fit a variety of situations and environments. This will - largely depend on your group's campaign world, but each dungeon - should be appropriate for at least two or three areas in your - world map. -
    • -
    • - Internet is your friend. Download, print or - save a variety of dungeon maps from videogames and other - tabletop games (but make sure you only do so for your personal - use). -
    • -
    -

    - You can of course draw your own dungeon layouts: an activity some - find very relaxing, but one that can prove quite time-consuming as - well. Be mindful about how you spend your effort! -

    -
      -
    • - Connections. One of the advantages when - preparing several dungeons ahead of time is that you can tie - some or all of them together in many ways. You could design a - set of four temples, each tied to a natural element, and place - them all over the map; or you could have one dungeon contain - clues to the position of another. -
    • -
    -

    - The biggest risk when relying on the dungeon archive is to - "shoehorn" a dungeon you prepared into a location, or to refrain - from an otherwise cool and unique improvised design just because - it feels safer to use a prepared dungeon instead. -

    -

    - As the Game Master, it is your responsibility to find a balance - between prepared and improvised dungeons — both have their pros - and cons. -

    -

    DUNGEON GENERATION TABLES

    -

    - If you're in need of inspiration when creating a dungeon (whether - improvising or preparing it in advance), you may roll d20s or - choose options from the tables on the following pages! -

    -

    Example Entry

    -

    - A millenary presence ensures the dead buried within the Necropolis - of Basitrale rest undisturbed. -

    -
    - -
    -

    Dungeon Concept Ideas

    -
    -

    Dungeon Concepts

    -
      -
    • Pyramid or ziggurat.
    • -
    • Tower of sorcery.
    • -
    • Network of caverns or tunnels.
    • -
    • Ancient ship or airship.
    • -
    • Inside a magitech colossus.
    • -
    • Lost city.
    • -
    • Great cathedral.
    • -
    • Castle or fortress.
    • -
    • Steam-powered factory.
    • -
    • Luxurious mansion.
    • -
    • Monster colony.
    • -
    • Petrified forest.
    • -
    • Forgotten labyrinth.
    • -
    • Legendary island.
    • -
    • Underwater shrine.
    • -
    • Inside an enormous creature.
    • -
    • Another planet or dimension.
    • -
    • Sewers.
    • -
    • Prison.
    • -
    -
    -
    -

    Focal Element

    -
      -
    • A blessed weapon.
    • -
    • An apocalyptic mechanism.
    • -
    • A legendary monster.
    • -
    • A way to commune with an Arcanum.
    • -
    • The egg of a divine creature.
    • -
    • The access to a hidden city.
    • -
    • A world-altering relic or magic.
    • -
    • The pulsing heart of a villain.
    • -
    • A kidnapped person.
    • -
    • A powerful witch or wizard.
    • -
    • Vital information for the heroes.
    • -
    • A forbidden ritual or spell.
    • -
    • The leader of a hostile faction.
    • -
    • An ancient and wise creature.
    • -
    • Forgotten lore.
    • -
    • A magitech war prototype.
    • -
    • An elemental crystal.
    • -
    • An evil deity or demon.
    • -
    • A portal to another world.
    • -
    -
    -
    - -
    -

    44 GAME MASTER

    -
    -

    Population

    -
      -
    • 1. Failed magical experiments.
    • -
    • 2. Bandits or outlaws.
    • -
    • 3. Dreams and nightmares.
    • -
    • 4. Scholars and researchers.
    • -
    • 5. Manifestations of elemental energies.
    • -
    • 6. Ferocious beasts.
    • -
    • 7. Priests and religious followers.
    • -
    • 8. Creatures from another world.
    • -
    • 9. Drakes and great lizards.
    • -
    • 10. Magically tainted beasts.
    • -
    • 11. Angelic creatures.
    • -
    • 12. Magitech constructs.
    • -
    • 13. Bizarre plant monstrosities.
    • -
    • 14. Trained soldiers or warriors.
    • -
    • 15. Swarms of deadly insects.
    • -
    • 16. Golems and gargoyles.
    • -
    • 17. Undead horrors.
    • -
    • 18. Worshippers of an ancient deity.
    • -
    • 19. Demons and hellbeasts.
    • -
    • 20. Loyal servants or bodyguards.
    • -
    -
    -
    -

    Quirks

    -
      -
    • 1. Crumbling sections.
    • -
    • 2. Surges of elemental magic.
    • -
    • 3. Steam pipes and furnaces.
    • -
    • 4. Moving corridors and staircases.
    • -
    • 5. Beautiful decorations.
    • -
    • 6. Warped time and space.
    • -
    • 7. Runes and magic circles.
    • -
    • 8. Secret passageways and elevators.
    • -
    • 9. A constant, haunting melody.
    • -
    • 10. Tombs and catacombs.
    • -
    • 11. Shifting gravity or floating areas.
    • -
    • 12. Extremely high surveillance.
    • -
    • 13. Magical mirrors.
    • -
    • 14. Rivers and waterfalls.
    • -
    • 15. Toxic fog or clouds of spores.
    • -
    • 16. Extreme heat or extreme cold.
    • -
    • 17. Sudden wind currents.
    • -
    • 18. Underwater sections.
    • -
    • 19. Pools of acid or lava.
    • -
    • 20. Overgrown vegetation.
    • -
    -
    -
    - -
    - -
    -

    REWARD FREQUENCY

    -

    - On average, the chart is based on the idea that a group will - receive approximately one reward per session (as in, every four or - five hours of play). This is not a hard rule and more of a - guideline: there will be some sessions in which characters do not - receive rewards in the form of fancy items, but instead develop - connections or retrieve a powerful artifact. That table is there - to help you, not to constrain you. -

    -

    CREATING INTERESTING REWARDS

    -

    - Here are a few things you will want to keep in mind when creating - rewards: -

    -
      -
    • - Learn what your Players want. If you catch a - Player saying they’d like a specific item for their character, - take notes — you can include that item in a future reward.
      Consider - a Survey or Wishlist, as explained on - page 123. -
    • -
    • - Items that tell a story. When placing a given - item among the rewards found by the characters, consider what it - says about the surrounding area and its inhabitants. Who brought - the crystal rod to this shrine? Why did the ancient wyvern guard - a ring with no apparent value? -
    • -
    • - Here and there. When the occasion arises and it - doesn't feel forced, split your reward into smaller mini-rewards - tied to different places, creatures, or threats. The Classic - example would be a dungeon with several hidden treasures. -
    • -
    • - Foreshadowing. This is a classic in JRPGs, and - something you will either love or hate. What you could do is - hand out rewards that will prove useful in future battles, such - as a silver talon (page 272) - in a dungeon crawling with undead creatures that are Vulnerable - to its light damage. -
    • -
    -

    - Adopting this method will surely make your sessions feel more - “videogamey”, but it's a matter of taste. Discuss this choice with - the rest of your group. -

    -

    ROGUES AND SOUL STEAL

    -

    - Player Characters who put levels in the Rogue Class will likely - acquire the Soul Steal Skill, which allows them to extract items - from powerful enemies. Items obtained this way are in addition to - normal rewards. -

    -
    - -
    -

    DESIGNING RARE ITEMS

    -

    - Over the course of the game, you will often need to come up with a - rare item—perhaps it’s part of a reward, a lost treasure, an - arcane weapon extracted from the soul of a demon or monster, or - even a peculiar object sold by a merchant. In such instances, you - may: -

    -
      -
    • - Choose an existing Rare Item. This is the - simplest solution! Pick one of the sample items presented in - this section. Make sure to choose something appropriate to the - situation, such as a mjolnir hammer for a storm demon. -
    • -
    • - Create a new Rare Item. Follow the guidelines - presented in this section to create a new rare item. Sometimes - you can take an existing item and simply change the type of - damage it deals, or have it grant a different bonus, but it's - encouraged that you try to come up with items that resonate with - how and where they were found. -
    • -
    -

    Rare items can and should tell their own story!

    -

    BE CAREFUL WITH BONUSES

    -

    - Items that grant a bonus to a specific type of Check, as well as - items that grant an increase to Defense or Magic Defense, are - especially powerful: that is because Fabula Ultima features a - relatively "flat" math progression when it comes to Checks. Even - an innocuous-looking +1 bonus can make a huge difference; because - of this, avoid granting characters too many rare items whose - special abilities enhance Accuracy Checks, Magic Checks, Defense - or Magic Defense. -

    -

    - In general, a character should not be given the opportunity to - equip more than two such items at any given time. Feel free to - give out more, but make sure these are mutually exclusive options: - should you equip the Crested Helm that gives a +1 bonus to - Accuracy Checks, or the Pointy Yellow Hat that gives a +1 bonus to - Magic Checks? -

    -

    AVOID COPYING EXISTING SPELLS OR SKILLS

    -

    - When you create a Quality for a rare item, try to avoid copying - the effects of a Skill or spell that is unique to a specific - Class. Instead, look at which Skills the Player Characters have - acquired and give them items that synergize well with those, or - that provide useful (if pricey) alternatives when those same - Skills would otherwise be ineffective. -

    -
    - -
    -

    CHAPTER

    -

    44GAME MASTER

    -

    WHAT TO DO IF YOU MESSED UP

    -

    - If you realize an item is much stronger than you had anticipated, - do not worry. Resist the temptation to take the item away from the - group; you should also avoid simply making the item useless by - creating situations in which it never makes a difference. Instead, - talk with the Players and explain what you did wrong, then adjust - the effects of the item together. -

    -

    - With this optional rule, Player Characters may pay a blacksmith or - artisan to add a Quality to armor, shields, or weapons that - doesn't have one, or to replace an item's Quality with a different - one (remember, an item can only have one Quality). -

    -

    - The Player selects a Quality from the default list for that item - type as long as the cost modifier associated with that ability is - +1000 zenit or lower. Then, the character must spend an amount of - zenit equal to twice the cost modifier associated with the chosen - ability: once this is done, the process generally takes one day - per item. Multiple characters may of course pool their money - together to purchase the more expensive abilities. -

    -

    - Example: T o replace a weapon's current Quality - with Multi (page 269), you - must spend 2000 zenit. To replace it with Resistance, you must - spend 1400 zenit. -

    -

    - The default list of weapon abilities can be found on - page 269, while the default - list of armor and shield abilities can be found on - page 280. -

    -

    - If a Player Character acquires the - Upgrade Heroic Skill (page 237), they will - gain access to this optional rule by default. -

    -

    OPTIONAL: BUYING QUALITIES

    -
    - -
    - -
    -

    44GAME MASTER

    -

    QUALITY COST EFFECT

    -
    -

    Defensive Qualities

    -
      -
    • - Antistatus +500 z: You are immune to a single - status effect. -
    • -
    • - Resistance +700 z: You have Resistance to a - single damage type (not physical damage). -
    • -
    • - Amulet +800 z: You gain a +1 bonus to Magic - Defense. -
    • -
    • - Bulwark +800 z: You gain a +1 bonus to - Defense. -
    • -
    • - Dual Resistance +1000 z: You have Resistance - to two damage types (not physical damage). -
    • -
    • - Swordbreaker +1000 z: You have Resistance to - physical damage. -
    • -
    • - Immunity +1500 z: You have Immunity to a - single damage type (not physical damage). -
    • -
    • - Omnishield +2000 z: You gain a +1 bonus to - Defense and Magic Defense. -
    • -
    • - Perfect Health +2000 z: You are immune to all - status effects. -
    • -
    -
    -
    -

    Offensive Qualities

    -
      -
    • - Magical +100 z: The weapon targets Magic - Defense instead of Defense. -
    • -
    • - Hunter +300 z: The weapon deals 5 extra - damage to creatures of a particular Species. -
    • -
    • - Piercing +400 z: Damage dealt by the weapon - ignores Resistances. -
    • -
    • - Dual Hunter +500 z: The weapon deals 5 extra - damage to creatures belonging to one of two particular - Species. -
    • -
    • - Multi +1000 z: Attacks with the weapon have - multi (2). -
    • -
    • - Status +1500 z: Each target hit by the weapon - suffers (choose one: dazed, shaken, slow, weak). -
    • -
    • - Status Plus +2000 z: Each target hit by the - weapon suffers (choose one: enraged, poisoned). -
    • -
    -
    -

    - The Elves at Smolderheart Peak are rumored to craft weapons - capable of banishing demons. -

    -
    - -
    -

    SAMPLE RARE ARCANE WEAPONS

    -

    - WEAPON COST - ACCURACY DAMAGE -

    -

    Blessed Mace

    -
      -
    • Cost: 200 z
    • -
    • Stats: 【WLP + WLP】 【HR + 2】 light
    • -
    • Type: One-handed, Melee, No Quality.
    • -
    -

    - Encyclopedia: 600 z 【INS + INS】 【HR + 6】 physical. - Two-handed w Melee w You are immune to dazed. -

    -

    Ars Goetia

    -
      -
    • Cost: 800 z
    • -
    • Stats: 【INS + INS】 【HR + 6】 light
    • -
    • - Type: Two-handed, Melee w You gain a - +2 bonus to Magic Checks against demons, as well as a +2 - bonus to Opposed Checks against demons. -
    • -
    -

    Ferula

    -
      -
    • Cost: 1050 z
    • -
    • Stats: 【INS + WLP】 【HR + 2】 physical
    • -
    • - Type: One-handed, Melee w You gain a - +1 bonus to your Magic Checks. -
    • -
    -

    Tyrant's Scepter

    -
      -
    • Cost: 1200 z
    • -
    • Stats: 【WLP + WLP】 【HR + 6】 dark
    • -
    • - Type: Two-handed w Melee w Whenever you hit one - or more creatures with this weapon, each of them loses 10 Mind - Points. -
    • -
    -

    Cultes des Ghoules

    -
      -
    • Cost: 1400 z
    • -
    • Stats: 【INS + INS】 【HR + 6】 air
    • -
    • - Type: One-handed, Melee w When you hit one or - more creatures with this weapon, you may recover 5 Hit Points. -
    • -
    -

    Caduceus

    -
      -
    • Cost: 1600 z
    • -
    • Stats: 【WLP + WLP】 【HR + 6】 physical
    • -
    • - Type: Two-handed w Melee w Spells you cast - whose effects restore Hit Points will restore 5 extra Hit - Points. -
    • -
    -

    Necronomicon

    -
      -
    • Cost: 1800 z
    • -
    • Stats: 【INS + WLP】 +1 【HR + 6】 dark
    • -
    • - Type: Two-handed w Melee w When you hit one or - more creatures with an offensive (rr) spell, each of them - suffers shaken. -
    • -
    -

    Yellow Book

    -
      -
    • Cost: 2100 z
    • -
    • Stats: 【INS + INS】 【HR + 6】 physical
    • -
    • - Type: Two-handed w Melee w Spells you cast deal - 5 extra damage. -
    • -
    -

    Rafflesia Staff

    -
      -
    • Cost: 2200 z
    • -
    • Stats: 【WLP + WLP】 【HR + 10】 poison
    • -
    • - Type: Two-handed w Melee w When you hit one or - more creatures with an offensive (rr) spell, each of them - suffers poisoned. -
    • -
    -
    - -
    -

    SAMPLE RARE BOW WEAPONS

    -

    - WEAPON COST - ACCURACY DAMAGE -

    -
    -

    Hand Crossbow

    -

    - Stats: 150 z 【DEX + INS】 【HR + 4】 physical -

    -

    One-handed w Ranged w No Quality.

    -
    -
    -

    Composite Bow

    -

    - Stats: 250 z 【DEX + MIG】 +1 【HR + 8】 - physical -

    -

    Two-handed w Ranged w No Quality.

    -
    -
    -

    Siegebreaker

    -

    - Stats: E 750 z 【DEX + INS】 【HR + 12】 - physical -

    -

    - Two-handed w Ranged w Damage dealt by this weapon ignores - Resistances. -

    -
    -
    -

    Yoichi

    -

    - Stats: 900 z 【DEX + DEX】 +1 【HR + 8】 air -

    -

    Two-handed w Ranged w You are immune to shaken.

    -
    -
    -

    Thundering Bow

    -

    - Stats: 1000 z 【DEX + DEX】 【HR + 8】 bolt -

    -

    Two-handed w Ranged w You have Resistance to bolt damage.

    -
    -
    -

    Looting Bow

    -

    - Stats: 1250 z 【DEX + INS】 【HR + 8】 fire -

    -

    - Two-handed w Ranged w When you reduce a creature to 0 Hit Points - with this weapon, you may immediately recover 2 Inventory - Points. -

    -
    -
    -

    Gatling Crossbow

    -

    - Stats: E 1350 【DEX + INS】 【HR + 12】 - physical -

    -

    - Two-handed w Ranged w Attacks with this weapon have multi (2). -

    -
    -
    -

    Dragontrap Bow

    -

    - Stats: E 1500 z 【DEX + DEX】 【HR + 12】 earth -

    -

    - Two-handed w Ranged w When you hit a flying target with this - weapon, you may force that target to land immediately. -

    -
    -
    -

    Frozen Envy

    -

    - Stats: E 1500 z 【DEX + DEX】 【HR + 12】 ice -

    -

    - Two-handed w Ranged w When you hit one or more creatures with - this weapon, if you have at least one Bond of inferiority, you - may recover 5 MP . -

    -
    -
    -

    Gorgon Eye

    -

    - Stats: E 2000 z 【DEX + DEX】 【HR + 12】 - poison -

    -

    - Two-handed w Ranged w Each target hit by this weapon suffers - slow. -

    -
    -
    -

    Artemis

    -

    - Stats: E 2100 z 【DEX + DEX】 +1 【HR + 12】 - light -

    -

    Two-handed w Ranged w You have Immunity to dark damage.

    -
    -
    -
    - -
    - -
    - -
    -

    SAMPLE RARE FIREARM WEAPONS

    -

    - WEAPON | COST | - ACCURACY | DAMAGE -

    -
    -
    -

    Revolver E 300 z

    -

    [DEX + DEX] [HR + 8] physical

    -
      -
    • One-handed w Ranged w No Quality.
    • -
    -
    -
    -

    Istinggar E 350 z

    -

    [DEX + INS] +1 [HR + 12] physical

    -
      -
    • Two-handed w Ranged w No Quality.
    • -
    -
    -
    -

    Spellshot E 400 z

    -

    [INS + INS] [HR + 8] physical

    -
      -
    • - One-handed w Ranged w Attacks with this weapon target Magic - Defense. -
    • -
    -
    -
    -

    Diamond Pistol E 650 z

    -

    [DEX + INS] +1 [HR + 8] physical

    -
      -
    • - One-handed w Ranged w Deals 5 extra damage to constructs. -
    • -
    -
    -
    -

    Headhunter E 800 z

    -

    [DEX + INS] [HR + 8] physical

    -
      -
    • - One-handed w Ranged w Deals 5 extra damage to targets you have - a Bond of hatred towards. -
    • -
    -
    -
    -

    Comet Gun E 950 z

    -

    [DEX + INS] +1 [HR + 8] dark

    -
      -
    • One-handed w Ranged w You are immune to dazed.
    • -
    -
    -
    -

    Bunker Cannon E 1050 z

    -

    [DEX + INS] [HR + 12] physical

    -
      -
    • Two-handed w Ranged w You gain a +1 bonus to Defense.
    • -
    -
    -
    -

    Alchemusket E 1300 z

    -

    [DEX + INS] [HR + 8] poison

    -
      -
    • - Two-handed w Ranged w Potions you create with your Inventory - Points deal 5 extra damage and restore 5 extra Hit Points. -
    • -
    -
    -
    -

    Calamity E 1550 z

    -

    [DEX + INS] [HR + 16] fire

    -
      -
    • - Two-handed w Ranged w Attacks with this weapon have multi (2). -
    • -
    -
    -
    -

    Freezing Shot E 1850 z

    -

    [DEX + INS] [HR + 8] ice

    -
      -
    • - One-handed w Ranged w Each target hit by this weapon suffers - slow. -
    • -
    -
    -
    -

    Quatermain E 2600 z

    -

    [DEX + INS] +1 [HR + 12] air

    -
      -
    • - Two-handed w Ranged w Deals extra damage equal to the - difference between your current and maximum Inventory Points. -
    • -
    -
    -
    -
    - -
    -

    SAMPLE RARE FLAIL WEAPONS

    -
    -
    -

    Old Whip

    -

    - Cost/Stats: 650 z | 【DEX + DEX】 【HR + 8】 -

    -

    - Type: Two-handed, Melee, Deals 5 extra damage - to beasts and monsters. -

    -
    -
    -

    Dusk Star

    -

    - Cost/Stats: 750 z | 【DEX + DEX】 【HR + 4】 -

    -

    - Type: One-handed, Melee. You are immune to - shaken. -

    -
    -
    -

    Witchbane

    -

    - Cost/Stats: 800 z | 【DEX + DEX】 +1 【HR + - 8】 -

    -

    - Type: Two-handed, Melee. Damage dealt by this - weapon reduces the target's Mind Points instead of their Hit - Points. If the target's Mind Points reach 0, any excess damage - is applied to their Hit Points as normal. -

    -
    -
    -

    Salamander

    -

    - Cost/Stats: 1000 z | 【DEX + MIG】 【HR + 8】 -

    -

    - Type: One-handed, Melee. You have Resistance - to fire damage. -

    -
    -
    -

    Nunchaku

    -

    - Cost/Stats: 1100 z | 【DEX + MIG】 【HR + 8】 -

    -

    - Type: One-handed, Melee. You gain a +1 bonus - to Defense. -

    -
    -
    -

    Dominatrix

    -

    - Cost/Stats: 1200 z | 【DEX + WLP】 【HR + 8】 -

    -

    - Type: One-handed, Melee. You gain a +2 bonus - to Accuracy Checks and Magic Checks against enraged targets. -

    -
    -
    -

    Whipblade

    -

    - Cost/Stats: 1400 z | 【DEX + MIG】 +1 【HR + - 12】 -

    -

    - Type: Two-handed, Melee. Attacks with this - weapon have multi (2). -

    -
    -
    -

    Silk Wire

    -

    - Cost/Stats: 1450 z | 【DEX + DEX】 【HR + - 12】 -

    -

    - Type: Two-handed, Melee. You have Resistance - to physical damage. -

    -
    -
    -

    Kusarigama

    -

    - Cost/Stats: 1650 z | 【DEX + DEX】 【HR + 8】 -

    -

    - Type: Two-handed, Melee. Each target hit by - this weapon suffers slow. -

    -
    -
    -

    Jormungand

    -

    - Cost/Stats: 2400 z | 【DEX + MIG】 【HR + - 12】 -

    -

    - Type: Two-handed, Melee. Attacks with this - weapon have multi (3). -

    -
    -
    -

    Koi Whisker

    -

    - Cost/Stats: 2800 z | 【DEX + WLP】 【HR + - 12】 -

    -

    - Type: Two-handed, Melee. You have Immunity to - dark and light damage. -

    -
    -
    -
    - -
    -

    Equipment Catalog

    -
    -

    Sample Rare Heavy Weapons

    - - -
    -

    Bardiche E 350 z

    -

    - Stats: 【MIG + MIG】 【HR + 14】 physical -

    -
      -
    • Two-handed w Melee w No Quality.
    • -
    -
    - -
    -

    Artisan's Mallet E 450 z

    -

    Stats: 【INS + MIG】 【HR + 6】 physical

    -
      -
    • - One-handed w Melee w Deals 5 extra damage to constructs. -
    • -
    -
    - -
    -

    Beowulf E 550 z

    -

    - Stats: 【MIG + MIG】 【HR + 10】 physical -

    -
      -
    • - One-handed w Melee w Deals 5 extra damage to monsters. -
    • -
    -
    - -
    -

    - Belly of the Beast E 650 z -

    -

    Stats: 【MIG + MIG】 【HR + 14】 poison

    -
      -
    • - Two-handed w Melee w Deals 5 extra damage to humanoids. -
    • -
    -
    - -
    -

    Forest Hatchet E 750 z

    -

    - Stats: 【MIG + MIG】 【HR + 10】 physical -

    -
      -
    • - One-handed w Melee w Deals 5 extra damage to beasts and - plants. -
    • -
    -
    - -
    -

    Adamanthammer E 1050 z

    -

    - Stats: 【MIG + MIG】 【HR + 14】 physical -

    -
      -
    • Two-handed w Melee w You gain a +1 bonus to Defense.
    • -
    -
    - -
    -

    Aura Hammer E 1350 z

    -

    Stats: 【MIG + MIG】 【HR + 14】 light

    -
      -
    • - Two-handed w Melee w Attacks with this weapon have multi - (2). -
    • -
    -
    - -
    -

    Gravity Mace E 1850 z

    -

    Stats: 【MIG + MIG】 【HR + 14】 earth

    -
      -
    • - Two-handed w Melee w Each target hit by this weapon suffers - slow. -
    • -
    -
    - -
    -

    Mjolnir E 1850 z

    -

    Stats: 【MIG + MIG】 【HR + 10】 bolt

    -
      -
    • - One-handed w Melee w Each target hit by this weapon suffers - dazed. -
    • -
    -
    - -
    -

    Wyrmwing E 2050 z

    -

    Stats: 【MIG + MIG】 【HR + 18】 fire

    -
      -
    • - Two-handed w Melee w You have Immunity to fire damage. -
    • -
    -
    - -
    -

    Soul of Pillage E 2550 z

    -

    Stats: 【MIG + MIG】 【HR + 18】 dark

    -
      -
    • - Two-handed w Melee w Each target hit by this weapon suffers - enraged. -
    • -
    -
    - -
    -

    Winter Kolossus E 2550 z

    -

    Stats: 【MIG + MIG】 【HR + 18】 ice

    -
      -
    • - Two-handed w Melee w You gain a +1 bonus to Defense and - Magic Defense. -
    • -
    -
    -
    -
    - -
    -

    44GAME MASTER

    -

    277

    -

    CHAPTER SAMPLE RARE SPEAR WEAPONS

    -
    - -

    Dragontongue

    -

    - Stats: E 500 z 【DEX + MIG】 +1 【HR + 12】 - fire -

    -
      -
    • Type: Two-handed, Melee
    • -
    • - Effect: Attacks with this weapon target Magic - Defense. -
    • -
    - -

    Rocinante

    -

    - Stats: E 500 z 【DEX + MIG】 【HR + 8】 - physical -

    -
      -
    • Type: One-handed, Melee
    • -
    • - Effect: Deals 1 extra damage per status - effect you have. -
    • -
    - -

    Serpent Spear

    -

    - Stats: E 800 z 【DEX + MIG】 【HR + 16】 - physical -

    -
      -
    • Type: Two-handed, Melee
    • -
    • - Effect: Damage dealt by this weapon ignores - Resistances. -
    • -
    - -

    Halberd

    -

    - Stats: E 1000 z 【DEX + MIG】 【HR + 12】 - physical -

    -
      -
    • Type: Two-handed, Melee
    • -
    • - Effect: You gain a +1 bonus to Defense. -
    • -
    - -

    Narwhalhorn

    -

    - Stats: E 1200 z 【DEX + MIG】 【HR + 12】 ice -

    -
      -
    • Type: One-handed, Melee
    • -
    • - Effect: You have Resistance to ice damage. -
    • -
    - -

    Brave Glaive

    -

    - Stats: E 1300 z 【MIG + WLP】 【HR + 12】 earth -

    -
      -
    • Type: Two-handed, Melee
    • -
    • - Effect: As long as you have at least three - Bonds of loyalty or affection, you gain a +1 bonus to Defense - and Magic Defense. -
    • -
    - -

    Morrigan

    -

    - Stats: E 1400 z 【DEX + MIG】 +1 【HR + 12】 - dark -

    -
      -
    • Type: Two-handed, Melee
    • -
    • - Effect: When you hit one or more creatures - with this weapon, you may recover 10 Mind Points. -
    • -
    - -

    Gae Bolg

    -

    - Stats: E 1800 z 【DEX + MIG】 +1 【HR + 12】 - physical -

    -
      -
    • Type: Two-handed, Melee
    • -
    • - Effect: If you roll a critical success on an - Accuracy Check with this weapon, you may spend that - opportunity to deal 10 extra damage. -
    • -
    - -

    Longinus

    -

    - Stats: E 2000 z 【DEX + MIG】 +1 【HR + 16】 - physical -

    -
      -
    • Type: Two-handed, Melee
    • -
    • - Effect: Each target hit by this weapon - suffers weak. -
    • -
    - -

    Nine-teeth Rake

    -

    - Stats: E 2500 z 【DEX + MIG】 【HR + 16】 - poison -

    -
      -
    • Type: Two-handed, Melee
    • -
    • Effect: You Absorb poison damage.
    • -
    - -

    Gungnir

    -

    - Stats: E 3000 z 【DEX + MIG】 【HR + 16】 light -

    -
      -
    • Type: Two-handed, Melee
    • -
    • - Effect: You have Immunity to fire and ice - damage. -
    • -
    -
    -
    - -
    -

    WEAPON INDEX

    -
    -

    Weapon Stats Summary

    - -

    Category: WEAPONS

    -

    Stats Overview: COST | ACCURACY | DAMAGE

    -
    -

    Zweihänder

    -

    - Stats: E 400 z 【DEX + MIG】 +1 【HR + 14】 - physical -

    -

    Type: Two-handed w Melee w No Quality.

    -
    -
    -

    Falling Rain

    -

    - Stats: E 450 z 【DEX + DEX】 +1 【HR + 10】 - ice -

    -

    - Type: Two-handed w Melee w Attacks with this - weapon target Magic Defense. -

    -
    -
    -

    Flamberge

    -

    - Stats: E 500 z 【DEX + MIG】 +1 【HR + 10】 - fire -

    -

    Type: One-handed w Melee w No Quality.

    -
    -
    -

    Elegant Edge

    -

    - Stats: E 700 z 【DEX + INS】 +1 【HR + 6】 - physical -

    -

    - Type: One-handed w Melee w You are immune to - enraged. -

    -
    -
    -

    Joyeuse

    -

    - Stats: E 900 z 【MIG + WLP】 +1 【HR + 10】 - physical -

    -

    - Type: One-handed w Melee w You are immune to - shaken. -

    -
    -
    -

    Deathblade

    -

    - Stats: E 1000 z 【DEX + MIG】 +1 【HR + 6】 - dark -

    -

    - Type: One-handed w Melee w Deals 5 extra - damage if you are in Crisis. -

    -
    -
    -

    Gunsword

    -

    - Stats: E 1000 z 【DEX + MIG】 +1 【HR + 10】 - physical -

    -

    - Type: Two-handed w Melee w This weapon can - target flying creatures. -

    -
    -
    -

    Main Gauche

    -

    - Stats: E 1000 z 【DEX + MIG】 +1 【HR + 6】 - physical -

    -

    - Type: One-handed w Melee w You gain a +1 - bonus to Defense. -

    -
    -
    -

    The Rikizo

    -

    - Stats: E 1200 z 【DEX + INS】 +1 【HR + 10】 - physical -

    -

    - Type: Two-handed w Melee w Deals 2 extra - damage for each Class you have mastered. -

    -
    -
    -

    Flesh Eater

    -

    - Stats: E 1300 z 【MIG + MIG】 【HR + 10】 - poison -

    -

    - Type: One-handed w Melee w Deals 5 extra - damage to weak targets. -

    -
    -
    -

    Kusanagi

    -

    - Stats: E 1500 z 【DEX + MIG】 +1 【HR + 14】 - air -

    -

    - Type: Two-handed w Melee w Attacks with this - weapon have multi (2). -

    -
    -
    -

    Excalibur

    -

    - Stats: E 2300 z 【MIG + WLP】 +1 【HR + 10】 - light -

    -

    - Type: Two-handed w Melee w You are immune to - all status effects. -

    -
    -
    -
    -
    - -
    -

    44GAME MASTER

    -

    279

    -

    CHAPTER SAMPLE RARE THROWN WEAPONS

    -

    WEAPON | COST | ACCURACY | DAMAGE

    -
      -
    • - Crescent Edge -

      - (Cost: 350 z) (Stats: 【DEX + INS】 【HR + 4】) (Damage Type: - light) -

      -

      - One-handed w Ranged w Attacks with this weapon target Magic - Defense. -

      -
    • -
    • - Meteor Star -

      - (Cost: 350 z) (Stats: 【DEX + INS】 +1 【HR + 4】) (Damage - Type: fire) -

      -

      One-handed w Ranged w No Quality.

      -
    • -
    • - Throwing Axe -

      - (Cost: 350 z) (Stats: 【DEX + MIG】 【HR + 8】) (Damage Type: - physical) -

      -

      One-handed w Ranged w No Quality.

      -
    • -
    • - Boomerang -

      - (Cost: 750 z) (Stats: 【DEX + MIG】 +1 【HR + 4】) (Damage - Type: physical) -

      -

      - One-handed w Ranged w Deals 5 extra damage to beasts and - monsters. -

      -
    • -
    • - Wind Dancer -

      - (Cost: 850 z) (Stats: 【DEX + WLP】 【HR + 8】) (Damage Type: - air) -

      -

      - One-handed w Ranged w Damage dealt by this weapon ignores - Resistances. -

      -
    • -
    • - Acupuncturer -

      - (Cost: 950 z) (Stats: 【DEX + INS】 +1 【HR + 8】) (Damage - Type: physical) -

      -

      One-handed w Ranged w You are immune to poisoned.

      -
    • -
    • - Blue Pinwheel -

      - (Cost: 950 z) (Stats: 【DEX + INS】 【HR + 4】) (Damage Type: - ice) -

      -

      One-handed w Ranged w You have Resistance to ice damage.

      -
    • -
    • - Crone's Needle -

      - (Cost: 1050 z) (Stats: 【DEX + INS】 +1 【HR + 4】) (Damage - Type: earth) -

      -

      One-handed w Ranged w You have Resistance to dark damage.

      -
    • -
    • - Chakram -

      - (Cost: 1250 z) (Stats: 【DEX + MIG】 +1 【HR + 4】) (Damage - Type: physical) -

      -

      - One-handed w Ranged w Attacks with this weapon have multi (2). -

      -
    • -
    • - Vajra -

      - (Cost: 2050 z) (Stats: 【DEX + WLP】 +1 【HR + 8】) (Damage - Type: bolt) -

      -

      - One-handed w Ranged w Each target hit by this weapon suffers - shaken. -

      -
    • -
    • - Dark Orbit -

      - (Cost: 2250 z) (Stats: 【DEX + INS】 【HR + 4】) (Damage Type: - dark) -

      -

      - One-handed w Ranged w You gain a +1 bonus to Defense and Magic - Defense. -

      -
    • -
    • - Hive Dart -

      - (Cost: 2300 z) (Stats: 【DEX + DEX】 【HR + 4】) (Damage Type: - poison) -

      -

      - One-handed w Ranged w Each target hit by this weapon suffers - poisoned. -

      -
    • -
    -
    -
    - -
    -

    DESIGNING RARE ARMORS AND SHIELDS

    -

    - Creating a rare armor or shield is much simpler. Pick one of the - items from the lists on pages 132 to 133 and add a single Quality - to it, which will increase its price by a variable amount, as - shown by the table below. -

    -

    - Once again, feel free to come up with new and unique special - abilities for rare armors and shields, using these as a reference. -

    -

    QUALITY

    -

    Defensive Qualities

    -
      -
    • - Antistatus +500 z: You are immune to a single - status effect. -
    • -
    • - Resistance +700 z: You have Resistance to a - single damage type (not physical damage). -
    • -
    • - Dual Resistance +1000 z: You have Resistance to - two damage types (not physical damage). -
    • -
    • - Swordbreaker +1000 z: You have Resistance to - physical damage. -
    • -
    • - Immunity +1500 z: You have Immunity to a single - damage type (not physical damage). -
    • -
    • - Perfect Health +2000 z: You are immune to all - status effects. -
    • -
    -

    Enhancement Qualities

    -
      -
    • - Initiative Up +500 z: You gain a +4 bonus to - your Initiative modifier. -
    • -
    • - Accuracy Up +1000 z: You gain a +1 bonus to - your Accuracy Checks. -
    • -
    • - Magic Up +1000 z: You gain a +1 bonus to your - Magic Checks. -
    • -
    • - Vitality Up +1000 z: When you recover HP, you - recover 5 extra HP. -
    • -
    • - Healing Up +1500 z: Spells you cast that whose - effects restore Hit Points will restore 5 extra Hit Points. -
    • -
    • - Spell Up +2000 z: Spells you cast deal 5 extra - damage. -
    • -
    • - Weapon Up +2000 z: Your attacks with (choose - one: melee, ranged) weapons deal 5 extra damage. -
    • -
    -
    - -
    -

    44GAME MASTER

    -

    Chapter CHAPTER

    -

    SAMPLE RARE ARMORS

    -
    -
    -

    Slimy Jacket

    -

    Cost: 600 z

    -
      -
    • DEX die +1
    • -
    • INS die +1
    • -
    • M. DEFENSE -1
    • -
    -

    You are immune to poisoned.

    -
    -
    -

    Fox Garb

    -

    Cost: 650 z

    -
      -
    • DEX die +1
    • -
    • INS die +1
    • -
    • M. DEFENSE -
    • -
    -

    You are immune to slow.

    -
    -
    -

    Shadow Tunic

    -

    Cost: 650 z

    -
      -
    • DEX die +1
    • -
    • INS die +1
    • -
    • M. DEFENSE +4
    • -
    -

    - You gain a +4 bonus to your Initiative modifier (already - included). -

    -
    -
    -

    Desperado Coat

    -

    Cost: 750 z

    -
      -
    • DEX die +1
    • -
    • INS die +1
    • -
    • M. DEFENSE -1
    • -
    -

    - When you use the Barrage Skill (see Sharpshooter Class, - page 205), the MP cost - is halved. -

    -
    -
    -

    Butler Uniform

    -

    Cost: 800 z

    -
      -
    • DEX die +1
    • -
    • INS die +2
    • -
    • M. DEFENSE -2
    • -
    -

    - When a potion or magisphere created with your Inventory - Points restores Hit Points, it restores 5 extra Hit - Points. -

    -
    -
    -

    Maid Uniform

    -

    Cost: 800 z

    -
      -
    • DEX die +1
    • -
    • INS die +2
    • -
    • M. DEFENSE -2
    • -
    -

    - When a potion or magisphere created with your Inventory - Points restores Mind Points, it restores 5 extra Mind - Points. -

    -
    -
    -

    Bandit Jacket

    -

    Cost: 900 z

    -
      -
    • DEX die +1
    • -
    • INS die +1
    • -
    • M. DEFENSE -1
    • -
    -

    - You gain a +1 bonus to Accuracy Checks with daggers. -

    -
    -
    -

    Crystal Plate

    -

    Cost: 900 z

    -
      -
    • E
    • -
    • DEX die 1
    • -
    • INS die -3
    • -
    -

    You have Resistance to dark damage.

    -
    -
    -

    Valkyrie Wings

    -

    Cost: 900 z

    -
      -
    • E
    • -
    • DEX die 1
    • -
    • INS die +1
    • -
    • M. DEFENSE -3
    • -
    -

    - When you cast the Soaring Strike spell (see Elementalist - Class, page 189), the MP cost is halved. -

    -
    -
    -

    Armor of Heroes

    -

    Cost: 1000 z

    -
      -
    • E
    • -
    • DEX die 1
    • -
    • INS die -4
    • -
    -

    - Critical successes rolled on Accuracy Checks and Magic - Checks for attacks and offensive (rr) spells that include - you among their targets do not generate opportunities. -

    -
    -
    -
    -
    -
    - -
    -

    Item Equipment Listings

    - - -
    -

    Black Belt

    -

    1000 z DEX die INS die -

    -

    - Your attacks with brawling weapons deal 5 extra damage. -

    -
    - -
    -

    Meditation Robe

    -

    1000 z DEX die +1 INS die +2 -2

    -

    - Whenever you recover Mind Points, you recover 5 extra Mind - Points. -

    -
    - -
    -

    Archmage Robe

    -

    1200 z DEX die +1 INS die +2 -2

    -

    You gain a +1 bonus to your Magic Checks.

    -
    - -
    -

    Automaton Suit

    -

    E 1250 z 11 INS die +1 -3

    -

    - You have Immunity to earth and poison damage, but Vulnerability - to bolt damage. -

    -
    - -
    -

    Adamantorso

    -

    E 1300 z 12 INS die -4

    -

    You have Resistance to physical damage.

    -
    - -
    -

    Ardent Yoroi

    -

    E 1300 z 12 INS die -4

    -

    You gain a +1 bonus to your Accuracy Checks.

    -
    - -
    -

    Demongrin

    -

    E 1500 z 12 INS die -4

    -

    - After a creature hits you with a melee attack, you deal 5 fire - damage to that creature (after the attack has been resolved). -

    -
    - -
    -

    Bio Plate

    -

    E 1700 z 11 INS die -3

    -

    You have Immunity to poison damage.

    -
    - -
    -

    White Tunic

    -

    1700 z DEX die +1 INS die +2 -2

    -

    - Spells you cast whose effects restore Hit Points will restore 5 - extra Hit Points. -

    -
    - -
    -

    Granny Vest

    -

    2000 z DEX die INS die +2 -1

    -

    - As long as you have this armor equipped, you treat your - Willpower as if it were one die size higher (up to a maximum of - d12). -

    -
    - -
    -

    Black Tunic

    -

    2200 z DEX die +1 INS die +2 -2

    -

    Spells you cast deal 5 extra damage.

    -
    - -
    -

    Red Tunic

    -

    2500 z DEX die INS die +2 -1

    -

    - You are treated as having an arcane weapon equipped for the sake - of Skills that require it. -

    -
    -
    - -
    -

    CHAPTER SAMPLE RARE SHIELDS

    -

    Available Shields

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    ITEMCOSTDEFENSEM. DEFENSEINITIATIVE
    Aegis, Fulgur800 z +2--You have Resistance to bolt damage.
    Aegis, Gelum800 z +2--You have Resistance to ice damage.
    Aegis, Gorgonis800 z +2--You have Resistance to poison damage.
    Aegis, Ignis800 z +2--You have Resistance to fire damage.
    Aegis, Lux800 z +2--You have Resistance to light damage.
    Aegis, Terra800 z +2--You have Resistance to earth damage.
    Aegis, Umbra800 z +2--You have Resistance to dark damage.
    Aegis, Ventus800 z +2--You have Resistance to air damage.
    DemonshieldE 950 z +2+2+2 - After a creature deals damage to you, if you are in Crisis, - you may have that creature suffer shaken. -
    Shield of SpringE 1150 z +2+2+2 - Whenever you recover Hit Points, you recover 5 extra Hit - Points. -
    Seraph ShieldE 2050 z +2+2+2 - As long as you are in Crisis, you are immune to all status - effects. -
    AdamantowerE 2500 z +3+3+3 - You gain a +1 bonus to Defense and Magic Defense (already - included). -
    -
    - -
    -

    DESIGNING ACCESSORIES

    -

    - When you create an accessory, simply decide on which ability it - will grant — you can pick from the list below or come up with one - that seems appropriate. -

    -

    - The price of the item is determined by its Quality. When creating - accessories, experiment with a variety of custom effects that - reflect the item's nature and origin. You will see that many of - the sample accessories in the following pages have unique - abilities that are not present on the table below — that is - because the best accessories are the ones that give slightly - quirky benefits or encourage unconventional strategies. -

    -

    QUALITY COST EFFECT

    -

    Defensive Qualities

    -
      -
    • - Antistatus: 500 z - You are immune to a single - status effect. -
    • -
    • - Resistance: 700 z - You gain Resistance to a - single damage type (not physical damage). -
    • -
    • - Amulet: 800 z - You gain a +1 bonus to Magic - Defense. -
    • -
    • - Bulwark: 800 z - You gain a +1 bonus to - Defense. -
    • -
    • - Dual Resistance: 1000 z - You have Resistance - to two damage types (not physical damage). -
    • -
    • - Swordbreaker: 1000 z - You have Resistance to - physical damage. -
    • -
    • - Immunity: 1500 z - You have Immunity to a - single damage type (not physical damage). -
    • -
    • - Omnishield: 2000 z - You gain a +1 bonus to - Defense and Magic Defense. -
    • -
    • - Perfect Health: 2000 z - You are immune to all - status effects. -
    • -
    -

    Enhancement Qualities

    -
      -
    • - Damage Change: 300 z - All damage dealt by your - weapons, spells, and Skills becomes of a specific type. -
    • -
    • - Initiative Up: 500 z - If you have this item - equipped at the start of a conflict, you gain a +4 bonus to your - Initiative modifier. -
    • -
    -
    - -
    -

    CHAPTER

    -
    -

    Enhancement Qualities (continued)

    -
    -
    Accuracy Up 1000 z
    -
    You gain a +1 bonus to your Accuracy Checks.
    -
    Magic Up 1000 z
    -
    You gain a +1 bonus to your Magic Checks.
    -
    Vitality Up 1000 z
    -
    - Whenever you recover Hit Points, you recover 5 extra Hit - Points. -
    -
    Healing Up 1500 z
    -
    - Spells you cast whose effect restores Hit Points will restore - 5 extra Hit Points. -
    -
    Spell Up 2000 z
    -
    Spells you cast deal 5 extra damage.
    -
    Weapon Up 2000 z
    -
    - Your attacks with (choose one: melee, ranged) weapons deal 5 - extra damage. -
    -
    -
    -
    -

    SAMPLE ACCESSORIES

    -
    -
    Explorer's Belt 500 z
    -
    You gain a +4 bonus to your Initiative modifier.
    -
    Gloves, Elegant 500 z
    -
    You are immune to dazed.
    -
    Gloves, Rough 500 z
    -
    You are immune to weak.
    -
    Gloves, Silky 500 z
    -
    You are immune to slow.
    -
    Gloves, Warm 500 z
    -
    You are immune to shaken.
    -
    Rookie's Boots 600 z
    -
    - When you roll a fumble, if you have less than 10 Experience - Points, you may immediately gain 1 Experience Point. -
    -
    -
    -
    - -
    -

    ACCESSORY COST

    -
    -

    Han'nya Mask

    -

    700 z

    -

    - All damage you deal to shaken creatures ignores Resistances. -

    -
    -
    -

    Pendant, Amber

    -

    700 z

    -

    You have Resistance to earth damage.

    -
    -
    -

    Pendant, Amethyst

    -

    700 z

    -

    You have Resistance to dark damage.

    -
    -
    -

    Pendant, Diamond

    -

    700 z

    -

    You have Resistance to light damage.

    -
    -
    -

    Pendant, Emerald

    -

    700 z

    -

    You have Resistance to poison damage.

    -
    -
    -

    Pendant, Opal

    -

    700 z

    -

    You have Resistance to air damage.

    -
    -
    -

    Pendant, Ruby

    -

    700 z

    -

    You have Resistance to fire damage.

    -
    -
    -

    Pendant, Sapphire

    -

    700 z

    -

    You have Resistance to ice damage.

    -
    -
    -

    Pendant, Topaz

    -

    700 z

    -

    You have Resistance to bolt damage.

    -
    -
    -

    Ring of Sorcery

    -

    800 z

    -

    You gain a +1 bonus to Magic Defense.

    -
    -
    -

    Wanderer's Boots

    -

    900 z

    -

    - When your group makes a discovery while traveling, you may - immediately gain 1 Fabula Point. -

    -
    -
    -

    Crested Helm

    -

    1000 z

    -

    You gain a +1 bonus to your Accuracy Checks.

    -
    -
    - -
    - -
    -

    ARTIFACTS

    -

    - While rare items allow you to customize your character, artifacts - are the objects your entire campaign will revolve around. They - don’t just grant you a bonus to Checks, improved damage or a way - to ignore status effects: no, artifacts are so powerful that they - draw the attention of the major factions in your world. -

    -

    - Artifacts cannot be sold or purchased, except for truly ludicrous - prices — and even then, there aren’t many who are willing to part - with such powerful objects. -

    -

    ARTIFACTS IN YOUR GAME

    -

    - There are no rules for designing an artifact: its fantastic - effects should go way beyond those of typical spells and magical - items, and are only limited by what you as the Game Master think - would be appropriate. Needless to say, you can’t have a new - artifact pop up every other session — each story arc should - feature one or two at most. -

    -

    - Make sure your artifacts are important elements of the ongoing - story at the table, and not just “super powerful magical toys”. -

    -

    ASTROSCOPE

    -

    A large globe filled with stars and swirling clouds.

    -

    - Anyone who rests their hand atop this powerful artifact and gazes - upon the swirling energy within can manipulate the cycle of day - and night within a range of 1 travel day; they may also modify - weather conditions in the same area (wind, blizzards, snow, - clouds, and so on). This functions identically to an - Entropism (for day and night) or - Elementalism (for weather - conditions) Ritual, but this artifact does not consume Mind Points - and the user does not need to have mastered any of the magical - disciplines in question. -

    -
    - -
    -

    Artifact Descriptions

    -
    -

    BLACK BLOOD

    -

    - A large vial filled with an oily and sticky black substance. -

    -

    - It is said this liquid was gathered from a tainted spring in the - depths of the earth. Those who drink it gain a peculiar ability: - when killed, their spirit will not return to the stream of souls - that permeates the world. Instead, they will retain their - conscience and remain bound to the land of the living. -

    -

    - Why anyone would choose such a fate remains a mystery, - however... -

    -
    -
    -

    DEAD MAN'S ZENIT

    -

    - It resembles an ancient gold coin, save for the skull on its - back. Easily lost or misplaced, this unassuming gold coin - appears worn by age. Many who see the shining skull on its flip - side would laugh it out as a coinsmith's prank, but old sailors - would urge them to let the thing sink to the bottom of the - ocean: an old legend tells of an indestructible golden coin - whose bearer may command an army of ghostly pirates in exchange - for their own soul. -

    -
    -
    -

    FINAL FEATHER

    -

    - This beautiful feather shines with the colors of the rainbow. - Countless scholars have debated the nature and origin of this - forearm-sized feather but were unable to find an answer. Only - two things are certain: it's the last of its kind, and several - legends suggest it can be crushed into a light powder that can - resurrect a recently fallen creature. -

    -

    - Up until now, no one has gathered the courage to put that legend - to the test, especially because it would mean destroying the - feather. -

    -
    -
    -

    HELM OF THOUGHTS

    -

    - Fashioned from the skull of an unknown beast, this helm is - surprisingly light. Whoever wears this artifact can effortlessly - sense the surface thoughts and emotions of surrounding people. - By focusing their attention and using an action, the wearer can - read the thoughts of a specific living creature. While using the - dreadful power of this artifact, the target only feels a faint - tingling sensation at the base of their skull, unaware that - their mind is being read. -

    -
    -
    - -
    -

    W ROD OF RISING EARTH

    -

    A forearm-sized staff made of brass-like metal.

    -

    - This powerful artifact comes from an era of lost technology. Its - core body is made of a nigh-indestructible and extremely light - metal known as orichalcum, encasing a gem formed by crystalized - earth spirits. When placed in the center of a structure known as - "an orichalcum ring", whose nature and construction is yet - unknown, the rod may lift entire landmasses from the ground and - cause them to float and move. -

    -

    SOULREND

    -

    The hyper-sharp edge glows with ominous light...

    -

    - Resembling the lower portion of a shattered greatsword, this - artifact is almost useless in an actual fight: its true power lies - somewhere else. If the correct sequence of stances and movements - are performed, the wielder may isolate a single consciousness - present in the stream of souls and sever it from the flow. This is - a Ritualism effect of extreme potency, made easier if the soul in - question belongs to someone who recently passed, if they were of - especially strong character, or if the wielder of Soulrend had a - deep personal bond with them. -

    -

    - Depending on the outcome of the Check, the soul might only be - temporarily severed or even become unable to return to the - spiritual stream, doomed to gradually vanish into oblivion or - trapped in eternal torment. -

    -

    TOME OF THE GATE

    -

    - A hefty grimoire. Sometimes, the crimson eye on its cover seems to - move... -

    -

    - The pages of this ancient-looking book are filled with unreadable - gibberish and unsettling pictures, portraying nightmarish - creatures in their adoration of the sky. -

    -

    - If bathed in the light of a full moon, the ink begins to glow a - reddish hue and rises from the pages, twisting into a network of - writhing tendrils that tear at reality. This artifact opens a path - to the cosmos, which will close at daybreak. -

    -
    - -
    - -
    -

    DESIGNING BATTLES

    -

    - As the Game Master, your role is to create battles that challenge - the Player Characters and enrich the story. The following pages - will provide you with a variety of tools and guidelines that will - help with the mechanical side — but first, there are a few - important points you should try to remember. -

    -
      -
    • - Relevant battles. A battle takes place when two - sides are at odds and resort to violence in order to achieve - their goals. Battles should be meaningful: they should build - upon what previously happened in the story, add new interesting - characters or plot elements and move things forward in some - important way. -
    • -
    • - People, not numbers. Characters are more than - their stats. They have emotions, a personality, their own lives - and goals — when they fight, they do so for a reason. Even the - ones that aren't the focus of your story should be treated as - more than disposable, faceless pawns. -
    • -
    • - More than the sum of its parts. There are a - variety of elements that can alter the threat posed by a - situation — the options available to Player Characters, for - instance, or the particular synergy between two monsters. Once - you add the environment, the whim of the dice and the occasional - use of Ritual magic into the mix, you can see that there is no - way to foresee the outcome of a battle — and that’s okay. Being - the GM has nothing to do with being “in control”, but rather - with your ability to react to unexpected situations. Battles are - just like that — sometimes, things will get weird, or the heroes - will steamroll their foe. Don’t sweat it too much. -
    • -
    • - Balance. While the advice in the coming pages - is geared towards building a somewhat balanced challenge, - remember that there’s nothing wrong with an easy battle every - once in a while, or the occasional super-hard boss fight. Just - don’t make those the norm, or they'll lose their charm! -
    • -
    -

    - More importantly, respect the Players' expectations and what you - discussed during session zero (see - page 147), and design battles - in accordance with what you agreed upon in terms of challenge and - complexity. -

    -
      -
    • - Take your time. When the heroes decide to fight - an enemy for which you don’t have any combat stats ready, it’s - perfectly okay to pause the game and take your time to design - those creatures. The rules on - page 302 have been designed - specifically to make this process as smooth and fast as - possible; once you have familiarized yourself with them, - creating new adversaries will only take a few minutes. -
    • -
    -

    And there’s always the Bestiary, of course!

    -
    - -
    -

    HOW MANY BATTLES?

    -

    - In Fabula Ultima, battles will often take a heavy toll on the - characters' resources. On average, a group of Player Characters - can face any one of the following before needing to rest or - recharge Inventory Points: -

    -
      -
    • Three easy battles.
    • -
    • - Two normal battles, or one normal battle and one easy battle. -
    • -
    • One hard battle.
    • -
    -

    See the next page for easy, normal, and hard battles.

    -

    PARTY LEVEL AND ENEMY LEVELS

    -

    - When designing a battle, you should start by considering which - Player Characters are present on the scene and calculating their - Party Level. -

    -

    - The Party Level is equal to the highest character level among the - Player Characters that will take part in the battle. For instance, - a group that includes two level 10 PCs and one level 12 PC will - have a Party Level of 12. -

    -

    Enemy Level Guidelines

    -

    If an enemy's level is... Then that enemy...

    -
      -
    • - Lower than the Party Level: Is probably too - weak. -
    • -
    • - Within 5 levels of the Party Level: Should make - for an easy fight. -
    • -
    • - Within 10 levels of the Party Level: Should - make for a challenging fight. -
    • -
    • - Greater than the Party Level by 11+: Is - probably too strong. -
    • -
    -

    - The creature profiles in the Bestiary (page 319) are organized in five-level increments, which should give a - good range of enemies for your battles. -

    -
    - -
    -

    CREATURE RANKS

    -

    - Adversaries in Fabula Ultima may be soldiers, elites, or - champions. -

    -

    SOLDIERS

    -

    - A soldier-rank foe is roughly on par with a Player Character of - its level. Creatures in the Bestiary are all soldiers — for - instance, a level 15 Cactroll (page 348) would approximately be as strong as a level 15 Player - Character. -

    -

    - Creatures designed following the rules found on - page 302 are also soldiers. -

    -

    - The basic assumption is that, when putting together a battle, you - should involve a number of enemy soldiers based on the following - guidelines: -

    -
    -
    Challenge
    -
    Number of Soldiers
    -
    -
    Easy Battle
    -
    Equal to the number of Player Characters minus one.
    -
    -
    -
    Normal Battle
    -
    Equal to the number of Player Characters.
    -
    -
    -
    Hard Battle
    -
    Equal to the number of Player Characters plus one.
    -
    -
    -

    - If the PCs are accompanied by helpful NPCs who get their own full - turn during the conflict, each of these allies should be counted - as an additional Player Character. -

    -

    - To spice things up, soldiers can be strengthened into elites and - champions. -

    -
    - -
    -

    44GAME MASTER

    -

    CHAPTER

    -

    CREATING AN ELITE

    -

    Elite creatures count as two soldiers of the same level.

    -

    - If you want to turn a soldier into an elite, do the following: -

    -
      -
    • - Hit Points: Double the creature's maximum Hit - Points. -
    • -
    • - Skills: The creature gains one Skill of your - choice. This may be an NPC Skill (see - page 306) or a Skill taken - from a character Class. -
    • -
    • - Turns: During conflict scenes, an elite - performs two turns per round. -
    • -
    • - Initiative: The creature increases their - Initiative score by 2 points. -
    • -
    -

    CREATING A CHAMPION

    -

    - Champion creatures can replace any number of soldiers of the same - level. -

    -

    - If you want to turn a soldier into a champion, do the following: -

    -
      -
    • - Hit Points: Multiply the creature's maximum Hit - Points by the number of soldiers they are replacing. -
    • -
    • - Mind Points: Double the creature's maximum Mind - Points. -
    • -
    • - Skills: The creature gains a number of - additional Skills of your choice equal to the number of soldiers - replaced. These may be NPC Skills (see - page 306) or Skills taken - from a character Class. -
    • -
    • - Turns: During conflict scenes, a champion - performs a number of turns per round equal to the number of - soldiers they are replacing. -
    • -
    • - Initiative: The creature increases their - Initiative score by 1 point for every soldier they are - replacing. -
    • -
    -

    - Remember that while elites and champions can perform more than one - turn per round, they must still do so while alternating with the - Player Characters — that is, they will not perform back-to-back - turns if at least one Player Character has yet to act during the - round. -

    -

    Story Snippet

    -

    The Petrified Woods are the Great Behemoth's hunting grounds.

    -

    And yet, some who encountered it were strangely spared.

    -
    - -
    -

    LEVELS AND RANKS

    -

    - Use levels and ranks as "sliders" to adjust the challenge posed by - a battle. -

    -

    - Example: When designing a battle involving three level 10 Player - Characters, two level 10 soldiers would make for an extremely easy - encounter, while a level 20 champion replacing four soldiers would - be feasible but particularly challenging. Anything between those - two extremes would be fair game — with a battle against three - level 15 soldiers being the most “average” option. -

    -

    IDEAL LENGTH

    -

    - In Fabula Ultima, a conflict should ideally last three to four - rounds. Keep this in mind when you design your battles. -

    -

    - If you want to think in terms of damage, this means that on - average, a successful enemy attack should do damage equal to one - third of an average Player Character's Hit Points. Similarly, a - PC's average attack should do damage equal to one third of an - average soldier-rank enemy's Hit Points. -

    -

    DAMAGE TYPES

    -

    - When designing a battle, consider what types of damage the group - has access to: -

    -
      -
    • - Combine adversaries with different Vulnerabilities and - Resistances. -
    • -
    • - Grant powerful adversaries the ability to alter their - Vulnerabilities and Resistances. -
    • -
    • - If a creature has a Vulnerability that two or more characters in - the group can exploit, balance this out by enhancing their - Defense, Magic Defense, or Hit Points. -
    • -
    • - If a creature has a large amount of Hit Points (as champions - often do), give them at least one Vulnerability that the party - can use to their advantage. -
    • -
    -

    - Make it so that Player Characters cannot simply apply the same - highest-damage option over and over during battles — that can get - boring fast. -

    -
    - -
    -

    GAME MASTER

    -

    CHAPTER INFORMATION AND HINTS

    -

    - Even if the heroes face a powerful foe, it is incredibly important - for the battle to be transparent. It is your job as GM to - communicate the following clearly: -

    -
      -
    • - Crisis. Always make sure to tell the Players if - an enemy is in Crisis, and give hints if this caused it to gain - new abilities or change its damage Affinities. -
    • -
    • - Damage Affinities. If a creature takes damage, - tell the Players what the corresponding Affinity is — - Vulnerable, Resistant, and so on. Inform the Players again if - they use the same damage type and the creature's Affinity has - changed. -
    • -
    • - Changes in attacks and abilities. When a - creature uses an ability, if its effects have changed during the - scene, make sure the Players know. -
    • -
    • - "Charged attacks". If an enemy is about to use - a powerful attack — the kind that the Player Characters should - Guard against! — you should describe them charging their energy - at the start of the round, and only unleash the attack later so - that the group can prepare for it. -
    • -
    -

    Always allow the group to make informed tactical choices.

    -

    RANDOM TARGETING

    -

    - This is the default method of choosing targets in Fabula Ultima, - and it frees you from the responsibility of picking targets for - enemy attacks. Simply assign a number to each member of the Player - Character's side, and determine the targets of attacks, spells and - Skills by rolling dice. -

    -

    SWARMS

    -

    - If the Player Characters find themselves battling a great number - of identical creatures and you want them to feel powerful, treat - all those creatures as a single swarm. -

    -

    - Examples of swarms may be a horde of drooling zombies, a cloud of - deadly insects, or even an entire unit of trained magitech - gunners. -

    -

    - If you want to turn a creature into a swarm, just do it — - mechanically the creature will be the same, it is simply - “described” as a multitude of smaller beings within the narrative - of the scene. -

    -
    -
    - -
    -

    OBSTACLES AND GIMMICKS

    -

    You may add extra complexity to your battles by including:

    -
      -
    • - Defenders. Some creatures might completely - shield an ally from attacks; characters must either defeat these - defenders or find a way to circumvent them (probably through a - Clock of some kind, generally eight to ten sections). -
    • -
    • - Limited options. Some adversaries might only be - susceptible to specific actions until the heroes manage to alter - the situation in some way. -
    • -
    • - Gimmicks. Some battles might require characters - to perform actions in a certain order or use specific damage - types to disable their enemies' most powerful attacks. For - instance, a golem might be unable to unleash its lightning beam - if struck by bolt damage while charging its elemental coils. -
    • -
    • - Waves. This is a common situation in video - games. Each wave consists of a group of about three to five - enemies; defeating one wave causes the following wave to arrive - on the scene, turning the battle into a war of attrition. If you - want to make things easier for the Player Characters, give them - a round to regroup and recover between each of the waves. -
    • -
    • - Reinforcements. You might have new enemies join - the battle at the end of each round. These enemies should have - simple attacks and be relatively easy to defeat. You should - establish a limit beyond which no new enemies will be added to - the scene until some have been defeated. -
    • -
    -

    - Regardless of which options you choose, you should design battles - to challenge the heroes' ability to work as a team: don't shut - down any of their Skills completely, but rather push them towards - experimenting with what their characters can do in ways that are - different from the strategies they previously adopted. -

    -
    - -
    -

    OBSTACLES AND GIMMICKS

    -

    You may add extra complexity to your battles by including:

    -
      -
    • - Defenders. Some creatures might completely - shield an ally from attacks; characters must either defeat these - defenders or find a way to circumvent them (probably through a - Clock of some kind, generally eight to ten sections). -
    • -
    • - Limited options. Some adversaries might only be - susceptible to specific actions until the heroes manage to alter - the situation in some way. -
    • -
    • - Gimmicks. Some battles might require characters - to perform actions in a certain order or use specific damage - types to disable their enemies' most powerful attacks. For - instance, a golem might be unable to unleash its lightning beam - if struck by bolt damage while charging its elemental coils. -
    • -
    • - Waves. This is a common situation in video - games. Each wave consists of a group of about three to five - enemies; defeating one wave causes the following wave to arrive - on the scene, turning the battle into a war of attrition. If you - want to make things easier for the Player Characters, give them - a round to regroup and recover between each of the waves. -
    • -
    • - Reinforcements. You might have new enemies join - the battle at the end of each round. These enemies should have - simple attacks and be relatively easy to defeat. You should - establish a limit beyond which no new enemies will be added to - the scene until some have been defeated. -
    • -
    -

    - Regardless of which options you choose, you should design battles - to challenge the heroes' ability to work as a team: don't shut - down any of their Skills completely, but rather push them towards - experimenting with what their characters can do in ways that are - different from the strategies they previously adopted. -

    -
    - -
    -

    ENVIRONMENTAL EFFECTS

    -

    - Any battle can be made more interesting by adding environmental - effects. You should try to introduce such features after one or - two sessions to grow familiar with the combat rules before - experimenting with them! -

    -

    - Here are some examples of environmental effects; the damage they - deal should be based on the table on - page 93. -

    -

    ELEMENTAL AURA

    -

    - This effect grants all creatures a Resistance or Vulnerability to - a specific type of damage (such as a cursed cathedral granting - everyone Resistance to light damage, or ocean water granting - Resistance to fire but Vulnerability to bolt). -

    -

    RISING DANGER

    -

    - This effects adds one or more elements of increasing danger to the - scene; perhaps the site of the battle is cursed and causes a new - penalty at the end of each round (such as MP loss, a status - effect, or direct HP loss). This puts a timer on the battle and - forces the heroes to take risks in order to defeat the enemy - quickly. -

    -

    TRAPS AND HAZARDS

    -

    - A natural danger or a mechanical contraption might deal damage to - some creatures at the end of each round, or to any character that - performs a specific action. Typical examples are poisonous fogs, - lightning storms, or magical anomalies. -

    -

    UNSTABLE AREA

    -

    - The battlefield might react to specific actions, dealing damage to - all participants or to randomly selected characters. For instance, - explosive barrels might detonate whenever a fire-based spell is - cast or a fire-based attack is performed. -

    -

    - When you introduce an environmental effect, you should allow - Player Characters to find ways to disable it or turn its effects - against their adversaries. This will normally require filling a - Clock through the Objective action. -

    -
    - -
    - as a minor Villain and given a pool of Ultima Points (see - page 101). as a minor Villain - and given a pool of Ultima Points (see - page 101). and can use the - Guardian's Protect Skill (page 197). The left pincer is and can use the Guardian's Protect Skill (page 197). The left pincer is -
    - -
    -

    GAME MASTER GUIDANCE

    -

    CHAPTER

    -

    MULTIPLE PHASES

    -

    - You might design a boss fight where the main enemy, once reduced - to 0 Hit Points, transforms into a more powerful version that is a - completely new creature, with its Hit Points and Mind Points fully - restored. -

    -

    - The creature will only be considered "defeated" (and thus choose - between escaping and surrendering) once all phases have been - reduced to 0 Hit Points. -

    -

    - When you design a battle with multiple phases, the first one - should be more of a warm-up (generally a normal or even easy - challenge) and the “true” fight should only begin once the villain - has transformed. If you want to go for the ultimate challenge, you - could build a three-phase battle that goes from easy to normal and - then culminates with a hard fight! -

    -

    - If you do this, it can be a good idea to give the heroes a free - round of actions to prepare themselves between one phase and the - other. -

    -

    - Just be mindful that a multi-phase battle can take a long time — - plan accordingly and make sure you have time for it during the - session! -

    -

    ROUTINES

    -

    - You can give the boss battle a routine: the creatures perform - actions in the same order, round after round. This option makes - the battle slightly easier to manage as the Game Master, while - also making it feel very video game-y. -

    -

    - It's not for everyone, but it can be an interesting solution to - experiment with. -

    -

    BE PREPARED

    -

    - One final piece of advice: since crafting an interesting and - challenging boss fight can take up to half an hour of work, - prepare stats for your Villains and potential bosses in advance. -

    -

    - Updating an enemy to match the level of your group is much quicker - than having to come up with the whole battle on the spot. -

    - -
    - -
    -

    DESIGNING NPCs

    -

    - While running the game, you will sometimes find yourself in need - of an NPC whose statistics aren't already provided by the - bestiary. When this happens, you have two possible choices: -

    -
      -
    • - Reskin. The process known as “reskinning” - consists of taking an NPC of the appropriate level and simply - describing them as something different, with minor - modifications. For instance, if you need a dragon for your - session but your group is level 9, you could use a drake (which - is level 10) and grant it the ability to fly since the rest of - the monster's profile is already fitting. -
    • -
    • - Create from scratch. The alternative is to - build your own NPC. This process normally takes ten to fifteen - minutes, and possibly longer at high levels. -
    • -
    -

    - Over the course of this section, you will learn how to build a - soldier-rank NPC from scratch; please keep in mind that, while - this system gives you clear guidelines, the challenge posed by a - given NPC will vary greatly depending on the Player Characters' - Skills, equipment, and current resources! -

    -

    Character Concept

    -

    - Think about the NPC's role in the world and pick four Traits that - make them unique: a personality, a need or instinct, or even a - specific quirk of their nature. Much like a Player Character's - Identity, Theme and Origin, an NPC's Traits help you portray them - as a three-dimensional being. Villains may also invoke their - Traits to reroll Checks (page 46). -

    -

    Building the Profile

    -
      -
    1. - Distribute one of the following arrays among the NPC's - Attributes: -
        -
      • Jack of All Trades: d8, d8, d8, d8
      • -
      • Standard: d10, d8, d8, d6
      • -
      • Specialized: d10, d10, d6, d6
      • -
      • Super Specialized: d12, d8, d6, d6
      • -
      -

      - Upon reaching levels 20, 40, and 60, the NPC chooses one of - its Attributes and increases it by one die size (to a - maximum of d12). -

      -
    2. -
    3. - Choose the NPC's level: From a minimum of 5 to - a maximum of 60. -
    4. -
    5. - Choose the NPC’s Species: beast, construct, - demon, elemental, humanoid, monster, plant, or undead. Each - Species has its own rules. You can find more information about - Species on the upcoming pages. -
    6. -
    -
    - -
    -

    NPC Character Sheet Mechanics

    -

    Calculate the NPC's Secondary Scores

    -
      -
    • - Initiative equal to {base Dexterity die size + - base Insight die size}, divided by 2. Remember to apply - penalties due to armor. -
    • -
    • - Maximum HP equal to {twice the NPC's level} + - {five times the NPC's base Might die size}. -
    • -
    • - Crisis score equal to half the NPC's maximum - HP. -
    • -
    • - Maximum MP equal to {the NPC's level} + {five - times the NPC's base Willpower die size}. -
    • -
    • - Defense equal to the NPC's current Dexterity - die size. -
    • -
    • - Magic Defense equal to the NPC's current - Insight die size. -
    • -
    -

    Basic Attacks

    -

    - The NPC may have any number of basic attacks—these can be melee - ($) or ranged - (aa). Basic attacks start with the - following profile: (Attack Name) {Attribute + - Attribute} {HR + 5} (type) damage. -

    -

    - The Accuracy Checks for these attacks may rely on any Attributes - you choose, such as {INS + WLP} or {MIG + MIG}, and you are free - to choose whatever damage type seems more appropriate. -

    -

    - Basic attacks may also be modified by Skills (see below); if an - NPC can equip weapons, these too will count among the creature's - basic attacks. -

    -

    Choosing the NPC’s Skills

    -

    - Each NPC receives a basic number of free Skills based on their - Species (see next page), plus: -

    -
      -
    • They gain an additional Skill every ten levels.
    • -
    • - They may gain any number of extra Skills by taking an equal - number of Vulnerabilities. Vulnerability to physical damage - grants two Skills. -
    • -
    -

    - Skills may be NPC Skills (page 306) or come from character Classes. -

    -

    Level Bonuses

    -

    - NPCs gain a bonus to Accuracy Checks and Magic Checks equal to - {their level, divided by ten and rounded down to a minimum of 0}. -

    -

    - Furthermore, all NPCs that are level 20 or higher deal 5 extra - damage with their attacks and spells. This bonus increases to 10 - extra damage for NPCs level 40 or higher, and 15 extra damage for - NPCs of level 60. -

    -
    - -
    -

    NPC SPECIES

    -

    An NPC must belong to one of the following eight Species.

    -
    -

    BEAST

    -

    Starting Skills: 4

    -

    - Beasts are feral creatures with animal intelligence. While their - shape is sometimes twisted by magic, they generally do not use - spells. -

    -
      -
    • - Examples: Giant rat, sun bear, warrior ant. -
    • -
    • - Rules: Beasts cannot acquire the Use - Equipment Skill. -
    • -
    -
    -
    -

    CONSTRUCT

    -

    Starting Skills: 2

    -

    - Constructs are artificial beings animated by the power of souls, - often crafted by alchemists, mages, or scientists. -

    -
      -
    • - Examples: Gargoyle, golem, magitech soldier. -
    • -
    • - Rules: Constructs are Immune to poison - damage, Resistant to earth damage, and immune to poisoned. -
    • -
    -
    -
    -

    DEMON

    -

    Starting Skills: 3

    -

    - Demons are incarnations of legends and beliefs. Despite - possessing a body, they are not truly alive. Some may even - reincarnate when slain. -

    -
      -
    • Examples: Boogeyman, devil, imp.
    • -
    • - Rules: Demons are Resistant to two damage - types of your choice. -
    • -
    -
    -
    -

    ELEMENTAL

    -

    Starting Skills: 2

    -

    - Elementals are tangible manifestations of the great forces of - nature. Some of them are sentient, but many are devoid of - thought. -

    -
      -
    • Examples: Nymph, phoenix, titan.
    • -
    • - Rules: Elementals are Immune to poison - damage, Immune to a second damage type of your choice, and - immune to poisoned. -
    • -
    -
    -
    - -
    -
    -

    Creature Template Information

    - - -

    CHAPTER

    - -
    -

    HUMANOID

    -

    Starting Skills: 3

    -

    - This is a broad category, a catch-all term for intelligent - creatures who tend to live in communities and rely on tools - and equipment. -

    -

    Examples:

    -
      -
    • Bandit
    • -
    • kobold
    • -
    • ogre.
    • -
    -
    - Rules: Humanoids always gain the Use - Equipment Skill for free. -
    -
    - -
    -

    MONSTER

    -

    Starting Skills: 4

    -

    - Monsters are magical beasts, generally quite intelligent and - gifted with supernatural powers. Their features are often - bizarre. -

    -

    Examples:

    -
      -
    • Basilisk
    • -
    • dragon
    • -
    • mimic.
    • -
    -
    - Rules: Monsters have no special rules. -
    -
    - -
    -

    PLANT

    -

    Starting Skills: 3

    -

    - Far from being typical vegetation, these plants have evolved - into dangerous predators due to mutation or magical influence. -

    -

    Examples:

    -
      -
    • Alraune
    • -
    • dragontrap
    • -
    • treant.
    • -
    -
    - Rules: Plants are immune to dazed, shaken and - enraged, and Vulnerable to (choose one: air, bolt, fire, ice) - damage. -
    -
    - -
    -

    UNDEAD

    -

    Starting Skills: 2

    -

    - Undead may be corpses reanimated through magic or restless - spirits unable to peacefully return to the stream of souls - that forms creation. -

    -

    Examples:

    -
      -
    • Mummy
    • -
    • skeleton
    • -
    • zombie.
    • -
    -
    - Rules: Undead are Immune to dark and poison - damage, immune to poisoned, and Vulnerable to light damage. -

    - Additionally, when an effect (such as an Arcanum, a potion - or a spell) would cause an undead creature to recover Hit - Points, whoever controls that effect may instead have the - undead lose half as many Hit Points. -

    -
    -
    - -
    -

    - Rising from the Dark Side of the Moon is the Tower of - Orichalcum, where the first monster was born. -

    -
    -
    -
    - -
    -

    NPC SKILLS

    -

    - What follows is a list of common NPC Skills. You are encouraged to - create your own custom Skills, using these as a guideline. -

    -

    - Remember that your goal when designing a Non-Player Character is - to provide a memorable encounter and an interesting challenge. - Keep the PC’s strengths and weaknesses in mind, and make sure to - create synergies between the NPC’s attacks and abilities! -

    -

    - Each Skill can be taken more than once, with the exception of - Skills marked as limited. That said, you are encouraged to go for - variety whenever possible. -

    -

    CRISIS EFFECT

    -

    - As long as they are in Crisis, your creature gains a special - benefit or ability. -

    -

    Examples are:

    -
      -
    • Your NPC's damage Affinities change.
    • -
    • - Damage dealt by your NPC ignores Resistances (or maybe even - Immunities). -
    • -
    • One or more of your NPC's attacks gain multi (2).
    • -
    -

    - Since this Skill will only activate when the creature is already - severely damaged, it's okay for the effects to be quite strong. -

    -

    DAMAGE ABSORPTION

    -

    - Choose any one damage type your NPC is already Resistant or Immune - to: they gain Absorption towards the chosen damage type. -

    -

    - This Skill is perfect for elemental creatures that may grow - stronger when struck by attacks matching their element and should - generally be accompanied by one or two Vulnerabilities that can be - exploited by clever Player Characters. -

    -

    DAMAGE IMMUNITY

    -

    - Your NPC gains Immunity to one damage type of your choice they - were not Vulnerable to. Be careful when making a creature Immune - to physical damage since it’s the most common damage type during - the early levels. -

    -
    - -
    -
    -
    -

    GAME MASTER

    -

    Chapter 307

    -
    -
    -

    DAMAGE RESISTANCE

    -

    - Your NPC gains Resistance to two damage types of your choice. - If you choose a type the NPC was Vulnerable to, they don't - become Resistant to it: instead, they simply lose the - corresponding Vulnerability (only Vulnerabilities caused by - the NPC's Species can be removed this way). -

    -
    -
    -

    FINAL ACT (LIMITED)

    -

    - When reduced to 0 HP, your NPC can immediately perform some - sort of special action or attack. Self-destructing robots and - exploding fire elementals are great classics. -

    -

    - Take some liberty with this Skill, making it powerful but also - a hindrance for the NPC’s allies. If this Skill deals damage, - it should be minor (see - page 93). -

    -
    -
    -

    FLYING (LIMITED)

    -

    - Your NPC has the ability to fly or levitate. In addition to - the obvious narrative benefits, creatures on the ground cannot - reach your NPC with melee attacks as long as your NPC is in - mid-air (but your NPC can perform melee attacks against - targets who are on the ground). -

    -
      -
    • - Limitation 1: If the NPC suffers damage of - a type they are Vulnerable to, they are immediately forced - to land and lose the benefits of this Skill until the end of - the round, when they will automatically resume flight. Your - NPC may also be forced to land by spending an opportunity. -
    • -
    • - Limitation 2: As long as it is in Crisis, - the NPC loses all benefits granted by this Skill. -
    • -
    -
    -
    -

    IMPROVED DAMAGE

    -

    - Choose one of your NPC's attacks or spells: it now deals 5 - extra damage. If you acquire this Skill multiple times, you - must always apply it to a different source of damage. -

    -

    - Caution: Be careful when using this Skill to - increase damage dealt by attacks with multi. -

    -
    -
    -

    IMPROVED DEFENSES

    -

    Choose one option:

    -
      -
    • - Your NPC gains a +2 bonus to Defense and a +1 bonus to Magic - Defense. -
    • -
    • - Your NPC gains a +1 bonus to Defense and a +2 bonus to Magic - Defense. -
    • -
    -

    - This Skill can be taken only twice, and its effects are - cumulative with those granted by equipment and other - Skills. -

    -
    -
    -
    - -
    -
    -

    Improved Hit Points

    -

    Your NPC's maximum Hit Points are increased by 10.

    -

    - This Skill is excellent for creatures that need to compensate - for low defenses or damage Vulnerabilities. -

    -
    -
    -

    Improved Initiative (Limited)

    -

    Your NPC gains a +4 bonus to their Initiative score.

    -
    -
    -

    Reaction

    -

    - Your NPC reacts to a specific trigger (such as being missed by - an attack, or hit by an offensive spell). Examples are: -

    -
      -
    • - Performs an attack after being missed by a melee attack. -
    • -
    • Deals minor damage when hit by an offensive spell.
    • -
    • Recovers some Mind Points when damaged.
    • -
    -
    -
    -

    Special Attack

    -

    - Choose one of your NPC's attacks and add a special effect. - Examples are: -

    -
      -
    • The attack gains multi (2).
    • -
    • The attack targets Magic Defense instead of Defense.
    • -
    • The target suffers a status effect.
    • -
    • - The target is trapped, swallowed or captured. Breaking free - will likely require filling a Clock of variable size — - generally four to six sections. -
    • -
    • - The attack deals more damage to targets suffering from status - effects. -
    • -
    • - The attack allows your NPC to recover HP equal to half the HP - loss it causes. -
    • -
    • - If the target was dazed or shaken, your NPC controls the - target's next action. -
    • -
    • - If the target was slow or weak, the attack petrifies them. -
    • -
    • - The attack prevents the target from performing a specific - action on their next turn. -
    • -
    • - The attack grants your creature some kind of bonus that lasts - until their next turn. -
    • -
    -

    - Some effects are much more powerful than others. When you choose - an effect for this Skill, compare it with other creatures of a - similar level in the Bestiary. Take into account how effective - the attack will be in this particular situation as well. -

    -
    -
    - -
    -

    GAME MASTER

    -

    SPECIALIZED

    -

    Choose one option:

    -
      -
    • Your NPC gains a +3 bonus to all Accuracy Checks.
    • -
    • Your NPC gains a +3 bonus to all Magic Checks.
    • -
    • - Your NPC gains a +3 bonus to Opposed Checks in a specific - context. -
    • -
    -

    - This Skill can be taken up to three times, but never for the same - type of Check. -

    -

    SPELLCASTER

    -

    Choose one option:

    -
      -
    • - Your NPC learns one spell and increases their maximum Mind - Points by 10. -
    • -
    • Your NPC learns two spells.
    • -
    -

    - NPCs may learn spells from Classes or from the list of NPC Spells - on the next page. -

    -

    - Offensive (rr) spells cast by NPCs may use 【MIG + WLP 】 or 【INS - + WLP 】 for the Magic Check. -

    -

    STATUS EFFECT IMMUNITY

    -

    - Your NPC becomes immune to any two status effects of your choice. -

    -

    UNIQUE ACTION

    -

    - Your NPC may perform the Skill action to generate a unique effect. - Examples are: -

    -
      -
    • - Your NPC's next attack or spell will deal 10 extra damage. -
    • -
    • - Your NPC changes "stance", swapping or altering their damage - Affinities. -
    • -
    • - Your NPC calls for reinforcements (these adversaries should be - very weak). -
    • -
    -

    USE EQUIPMENT (LIMITED)

    -

    - Your NPC gains one accessory slot, one armor slot, one main hand - slot, and one off-hand slot. Soldier enemies should only be - equipped with Basic Items; elite and champion adversaries, on the - other hand, should often use Rare Items. If an NPC loses a weapon - they have equipped, any Skills assigned to the corresponding basic - attack should be transferred to their unarmed strikes. -

    -
    - -
    -

    NPC SPELLS

    -

    - When you give a Non-Player Character one of these spells, rename - it and tweak its effects to suit your needs — most spells are - already customizable, allowing you to choose between status - effects or damage types: you make this choice when designing your - NPC. -

    -

    - For instance, you might give a creature - Cursed Breath from the list below, choose ice - damage and the slow status effect and rename it to Frozen Spear. -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    SPELLMPTARGETDURATION
    Area Status20 - Special Instantaneous
    Choose any number of creatures - you can see: each of them suffers (choose one: dazed, - shaken, slow, weak). -
    Breath 5 - One creature Instantaneous
    The target suffers 【HR + - 10】 (choose type) damage. -
    Curse 5 - One creature Instantaneous
    The target suffers (choose - one: dazed, shaken, slow, weak). -
    Curse XL 10 - One creature Instantaneous
    The target suffers (choose - two: dazed, shaken, slow, weak). -
    Cursed Breath 10 - One creature Instantaneous
    The target suffers 【HR + - 15】 (choose type) damage and suffers (choose one: dazed, - shaken, slow, weak). -
    Devastation30 - Special Instantaneous
    Choose any number of creatures - you can see: each of them suffers 30 (choose type) damage. - You may only cast this spell once per turn. -
    -

    - Note: This spell should only be given to champion and elite - creatures level 30 or higher, and said creatures can only cast - this spell during their last turn in the round. -

    -
    - -
    -

    GAME MASTER

    -

    (Page Identifier: 311 W)

    -

    Spells and Abilities

    -
    -

    Lick Wounds

    -

    - Cost: 5 | Target: Self | - Duration: Instantaneous -

    -

    - You recover 20 Hit Points. This amount increases to 30 Hit - Points if you are level 20 or higher, to 40 Hit Points if you - are level 40 or higher, or to 50 Hit Points if you are level 60 - or higher. -

    -
    -
    -

    Life Theft

    -

    - Cost: rr 10 | Target: One - creature | Duration: Instantaneous -

    -

    - The target suffers 【HR + 15】 (choose type) damage. Then, you - recover an amount of Hit Points equal to half the Hit Point loss - they suffered. -

    -
    -
    -

    Mind Theft

    -

    - Cost: rr 10 | Target: One - creature | Duration: Instantaneous -

    -

    - The target suffers 【HR + 15】 (choose type) damage. Then, you - recover an amount of Mind Points equal to half the Hit Point - loss they suffered. -

    -
    -
    -

    Poison

    -

    - Cost: rr 10 | Target: × T | - Scope: Up to three creatures | - Duration: Instantaneous -

    -

    Each target hit by this spell suffers poisoned.

    -
    -
    -

    Quicken

    -

    - Cost: 20 | Target: One - creature | Duration: Instantaneous -

    -

    - The target may immediately perform a free attack with a weapon - they have equipped (or with a basic attack, if the target is an - NPC). -

    -
    -
    -

    Rage

    -

    - Cost: rr 10 | Target: × T | - Scope: Up to three creatures | - Duration: Instantaneous -

    -

    Each target hit by this spell suffers enraged.

    -
    -
    -

    Shell

    -

    - Cost: 10 | Target: Self | - Duration: Scene -

    -

    - Until this spell ends, you gain Resistance to physical damage. -

    -
    -
    -

    War Cry

    -

    - Cost: 10 | Target: × T | - Scope: Up to three creatures | - Duration: Scene -

    -

    - Until this spell ends, each target gains a +1 bonus to Accuracy - Checks. -

    -
    -
    -

    Weaken

    -

    - Cost: rr 10 | Target: One - creature | Duration: Scene -

    -

    - Until this spell ends, the target suffers 5 extra damage from - all sources that deal (choose type) damage. -

    -
    -
    - -
    -

    ANGELA, THE FIRE MAGE

    -

    - In today's session, the group is investigating traces of a - mysterious organization that has been stealing rare magic tomes - and gathering "suspicious" ingredients. The Player Characters have - managed to locate one of the group's hideouts, nestled within the - blackened and mossy remains of an old watchtower. Unfortunately, - they weren't exactly subtle in their search, and a nasty surprise - awaits them: Angela, one of the organization's founding members - and a capable pyromancer, has been informed of their arrival and - will confront them directly. -

    -

    - This just happened, and the GM asks everyone to give them a few - minutes in order to come up with a suitable battle. There isn't - much time, so they try to be as fast as possible while creating - something that provides an interesting challenge. -

    -
      -
    • - Player Character Level Assessment: First of - all, the Game Master looks at the Player Characters' levels. Two - of them are level 10, one is level 9, and another is level 11. - This means the adversaries should range from level 10 to level - 20, on average. -
    • -
    • - Angela's Design Parameters: Since Angela acts - as the biggest threat in this situation, it makes sense for her - to be level 20. She's a humanoid creature, - which means she can equip items and gets three starting Skills, - and she is considered a minor Villain, which means she has - access to 5 Ultima Points. -
    • -
    • - The GM also plans on making her an elite or a champion, but for - now she will be built as a soldier. -
    • -
    • - Personality and Traits: Angela is a capable - mage with a strong personality, so she is given the following - Traits: ambitious, arrogant, knowledgeable, and ruthless. She - will be easily provoked and stop at nothing to protect the - organization's interests, which includes destroying all evidence - in the hideout if given no other choice. -
    • -
    • - Attributes: When it comes to her Attributes, - the choice is easy: a d10 in Willpower, and a d8 in every other - Attribute (normally one of her Attributes should be a d6, but - Angela is level 20 and gets to raise one of her Attributes by - one die size). -
    • -
    • - Combat Equipment & Attacks: Close combat won't - be Angela's strong suit, but the GM takes into account her - humanoid advantages and equips her with a - (ferula, page 270), a rare weapon that boosts her Magic Checks. The GM decides to - give her another basic attack that showcases her frequent use of - fire magic; this will be a ranged attack that relies on - 【INS + WLP】 and deals 5 fire damage. The attack - is named "flame dart". -
    • -
    -

    - Since an adversary level 20 or higher deals 5 extra damage with - attacks and spells, Angela's staff will deal a total of - 【HR + 7】 damage and her flame dart will deal a - total of 【HR + 10】 damage, making her a bit more - dangerous. -

    -

    SAMPLE BOSS DESIGNS

    -
    - -
    -

    Game Master Report

    -

    - Now comes the fun part: Skills. Since Angela is level 20 and her - Species is humanoid, she will start with a total of five Skills - because she is being built as a soldier. If she is made an elite - or a champion, she'll get a few more. -

    -

    - First, Angela is a mage and that needs to be taken care of. The GM - gives her the Spellcaster Skill. When a character - takes that Skill, they can either learn two spells, or learn one - spell and increase their maximum MP by 10. The GM takes the - Spellcaster Skill twice and gives Angela three - spells, plus a slight bump to her Mind Points. -

    -

    - But which spells should be chosen? She's a pyromancer and a dark - mage, so she should get something from Elementalist and Entropist - — Drain Vigor and Ignis feel - appropriate. When it comes to her third spell, the GM goes with - Flare. The idea is that the heroes will feel - threatened by Angela, and a damage spell like this will surely - leave an impression. All three spells also deal 5 extra damage due - to Angela being level 20. -

    -

    - There are three Skills available, so the GM keeps it simple and - takes Damage Resistances against dark and fire - damage, then Special Attack twice, making her - "flame dart" target Magic Defense instead of Defense and inflict - weak. -

    -
    - -
    -

    Character Build Sheet - Angela

    -
      -
    • - Since she's level 20, Angela gains a - +2 bonus to Accuracy Checks and Magic Checks. -
    • -
    -

    The GM writes that down.

    -
      -
    • - Finally, Angela is given some physical protection in the form of - a sage robe, bringing her Defense to 9 and her Magic Defense to - 10. Her Initiative score will be 6, and her maximum HP and MP - will both be equal to 80. -
    • -
    -

    - Were Angela a soldier-rank adversary, she'd be done. But that - isn't the case. The heroes confront her inside a magical - laboratory, so she'll have a few magical allies to support her; - there isn't much time, so the GM relies on a creature already - present in the Bestiary: the arcane lantern (page 328). -

    -

    - Since they don't want to make the battle too overwhelming and - there are four Player Characters in the group, the GM makes Angela - an elite accompanied by two arcane lanterns (renamed as "Angela's - arcane lanterns"). -

    -
      -
    • - Unfortunately, the Lanterns are only level 5 — a bit too weak. - They could be made level 10, or the GM could do something - different. They know the lanterns are rather easy to dispatch, - being Vulnerable to physical damage, so they give Angela a huge - supply and then add an extra effect upon defeat. -
    • -
    -

    - They take away the lanterns' Mana Transfer action and replace it - with Mana Burst: when an arcane lantern drops to - 0 HP, it shatters in a wave of spiritual energy and restores 10 - Mind Points to all characters present on the scene, be they - friends or foes. When this happens, a new lantern will join the - battle at the end of each round (up to a maximum of three lanterns - in the battle at any time). -

    -

    - This creates an interesting dynamic: the Player Characters can - focus their actions on Angela and risk being swarmed by lanterns, - or take out the constructs but gradually restore Angela's MP, - giving her the opportunity to cast more spells. -

    -
      -
    • - Finally, Angela is going to be made an elite; this means she - will get two turns per round, she will double her maximum Hit - Points (bringing her to a rather resilient 160), and she will - get an additional Skill. She also gets a +2 bonus to her - Initiative score. -
    • -
    -

    - The GM is pretty happy with the battle as it is, but thinks the - extra Skill should reflect just how determined Angela is to put an - end to the heroes' meddling: when she enters Crisis for the first - time, she will channel her magic in an attempt to destroy the - laboratory — this will be represented by a six-sections Clock, - named "ashes to ashes", which will automatically increase by 1 at - the start of each of Angela's turns. The Player Characters can of - course use the Objective action to turn back this Clock, but the - only way to preserve the evidence in the hideout is to both reduce - the Clock to 0 and defeat Angela or force her to leave the scene. -

    -
    - -
    -

    Angela

    -

    Traits: ambitious, arrogant, knowledgeable, ruthless.

    -

    Attributes

    -
      -
    • DEX d8
    • -
    • INS d8
    • -
    • MIG d8
    • -
    • WLP d10
    • -
    -

    Core Stats

    -

    HP: 160 | MP: 80 | Init: 8

    -

    DEF: +1 | M.DEF: +2

    -

    Equipment

    -
      -
    • ferula
    • -
    • sage robe
    • -
    -

    Basic Attacks

    -
      -
    • - Ferula w - [INS + WLP] +2 w - [HR + 7] physical damage. -
    • -
    • - Flame Dart w - [INS + WLP] +2 w - [HR + 10] fire damage and the - target suffers weak. (This attack targets Magic Defense.) -
    • -
    -

    Spells

    -
      -
    • - Drain Vigor
      w - [INS + WLP] +3 w 10 MP w One - creature w Instantaneous.
      The target suffers - [HR + 15] dark damage and - Angela recovers Hit Points equal to half the Hit Point loss - caused by this spell. -
    • -
    • - Flare
      w - [INS + WLP] +3 w 20 MP w One - creature w Instantaneous.
      The target suffers - [HR + 30] fire damage. This - damage ignores Resistances. -
    • -
    • - Ignis
      w - [INS + WLP] +3 w 10 × T MP w - Up to three creatures w Instantaneous.
      Each target suffers - [HR + 20] fire damage. - Opportunity: Each target suffers shaken. -
    • -
    -

    Angela's Arcane Lantern

    -

    Type: CONSTRUCT

    -

    Typical Traits: glowing, helpful, magical, tiny.

    -

    Attributes

    -
      -
    • DEX d8
    • -
    • INS d8
    • -
    • MIG d6
    • -
    • WLP d10
    • -
    -

    Core Stats

    -

    HP: 40 | MP: 20 | Init: 8

    -

    DEF: +1 | M.DEF: +2

    -

    Basic Attacks

    -
      -
    • - Elemental Discharge w - [DEX + INS] w - [HR + 5] damage. When - Angela's arcane lantern performs this attack, roll a d6 to - determine the damage type: 1-2 bolt; 3-4 fire; 5-6 ice. -
    • -
    -

    Special Rules

    -
      -
    • - Construct
      The lantern is immune to - poisoned. -
    • -
    • - Mana Burst
      When reduced to 0 HP, Angela's - arcane lantern explodes in a wave of magical energy. When this - happens, every other creature present on the scene recovers 10 - Mind Points. -
    • -
    -
    - -
    - Bestiary (page 326), the - thornfish catches the GM's eye: it's level 10 and a Bestiary (page 326), the thornfish catches the GM's eye: it's level 10 and a -
    - -
    -

    THORNSHARK

    -

    Level: 10

    -

    Classification: Beast

    -

    Traits

    -
      -
    • aggressive
    • -
    • sharp
    • -
    • quick
    • -
    • thick-skinned.
    • -
    -

    Stats

    -
    -
    DEX:
    -
    d10
    -
    INS:
    -
    d10
    -
    MIG:
    -
    d6
    -
    WLP:
    -
    d6
    -
    HP:
    -
    150
    -
    MP:
    -
    75
    -
    Initiative:
    -
    17
    -
    -

    Combat Parameters

    -
      -
    • DEF: +0
    • -
    • M.DEF: +0
    • -
    -

    Attacks / Actions

    -

    Basic Attacks

    -
    -

    Thorn Dive

    -

    Calculated Damage: {DEX + DEX}

    -

    - Details: - Physical damage (Requires - HR + 10). -

    -
    -
    -

    Ocean Jet

    -

    Calculated Damage: {DEX + INS}

    -

    - Details: Ice damage (Requires - HR + 5). Target suffers slow. -

    -
    -

    Other Actions

    -

    Deep Dive

    -

    - The thornshark dives underwater and can no longer be targeted by - attacks (spells and other effects can still be used against it). - This benefit lasts until the start of the Thornshark's next turn, - or until the Thornshark loses any amount of Hit Points. -

    -

    Special Rules

    -
      -
    • - Crisis Effect: As long as the thornshark is in - Crisis, the Ocean Jet attack gains multi (2). -
    • -
    • - Flying: Creatures on the ground cannot reach - the thornshark with melee attacks as long as it is in mid-air - (but the thornshark can perform melee attacks against targets on - the ground with no penalties). -
    • -
    • -

      - If the thornshark suffers damage of a type it is Vulnerable - to, it is immediately forced to land and temporarily loses the - benefits of this Skill — the Thornfish resumes flight at the - end of the round. The thornshark may also be forced to land by - spending an opportunity. -

      -
    • -
    • -

      - As long as it is in Crisis, the Thornshark loses all benefits - granted by this Skill. -

      -
    • -
    -
    -
    - -
    -

    318

    -
    - -
    -

    BESTIARY

    -

    - This final chapter details a variety of NPCs that the Game Master - may use as reference when designing adversaries during the first - 20 levels of the game, but further supplements will add even more - — in the meantime, make sure to experiment with the rules for NPC - design (page 302) and come up - with unique adversaries! -

    -

    SPECIES AND LEVELS

    -

    - This chapter features a section for each NPC Species, in - alphabetical order: beasts, constructs, demons, elementals, - humanoids, monsters, plants, and undead. -

    -

    - Within each section, NPCS are listed based on their level, from - lowest to highest, in five-levels increments — level 5, level 10, - level 15, level 20, and so on. -

    -

    - All NPCS listed in this chapter are soldiers (not elites or - champions). -

    -

    STUDYING A NON-PLAYER CHARACTER

    -

    - If you want to know more about an NPC's profile, perform an - 【INS + INS】 Open Check — during a conflict scene, - the Study action is what you're looking for. -

    -

    - The Game Master will reveal the corresponding amount of - information: -

    -
      -
    • - Result 10+: The NPC's Rank, Species, maximum - HP, and maximum MP. -
    • -
    • - Result 13+: All the above, plus Traits, - Attributes, Defense, Magic Defense, Affinities. -
    • -
    • - Result 16+: All the above, plus basic attacks - and spells. -
    • -
    -

    - The Game Master may apply a +2 bonus or -2 penalty for creatures - that are especially common or hard to find. Once you perform the - check, that is what you know — the same character cannot retry the - Check, regardless of if they encounter a different NPC that would - feature the same profile. However, you can still study different - aspects of the creature (such as desires and motivations); if the - NPC changes profile, perhaps through a transformation or a change - of phase, they can be studied again. -

    -
    - -
    - -
    -

    Creature Profile Guide

    -

    Chapter Title Placeholder

    -

    d 1. NAME, LEVEL AND SPECIES

    -

    - At the top of the creature profile, you will find the creature's - name, their level (ranging from a minimum of 5 to a maximum of - 60), and finally their Species. -

    -

    d 2. DESCRIPTION AND TYPICAL TRAITS

    -

    - Each profile features a short description of the creature, - followed by a list of typical (but not universal) Traits for that - type of creature. The Game Master should always consider these - Traits when portraying the creature or adjudicating the - consequences of actions — a peaceful creature is more likely to - listen to reason than an aggressive one, for instance. -

    -

    - Villains can also spend Ultima Points to invoke Traits and reroll - dice (page 101). -

    -

    d 3. ATTRIBUTES

    -

    - This line provides you with the creature's main and secondary - statistics: -

    -
      -
    • - Dexterity (DEX), Insight (INS), Might (MIG) and Willpower - (WLP) - are all listed using the creature's base die size. Status - effects and various abilities may temporarily influence these - die sizes. -
    • -
    • - HP indicates the creature's maximum Hit Points, - followed by their Crisis score. -
    • -
    • - MP indicates the creature's maximum Mind - Points. -
    • -
    • - Init. indicates the creature's Initiative - score. This calculation already takes all relevant bonuses and - penalties into account, such as those from armor or Skills. -
    • -
    -

    d 4. DEFENSES

    -

    This section lists the creature's defensive statistics:

    -
      -
    • - Defense (DEF) may be listed as a fixed number - (if the creature is wearing martial armor) or as a bonus to be - added to their current Dexterity die size. -
    • -
    • - Magic Defense (M.DEF) is always listed as a - bonus to be added to the creature's current Insight die size. -
    • -
    -

    - These scores already take into account any benefits granted by - shields and Skills. -

    -
    -
    - -
    -

    5. DAMAGE AFFINITIES

    -

    - Here you can find the creature's Affinity towards each of the nine - damage types in the game, in this order: physical, air, bolt, - dark, earth, fire, ice, light, poison. -

    -
      -
    • - Empty field means the creature has no Affinity - regarding the damage type in question. -
    • -
    • - VU means the creature is Vulnerable to the - damage type in question, thus doubling the Hit Point loss. -
    • -
    • - RS means the creature is Resistant to the - damage type in question, thus halving the Hit Point loss. -
    • -
    • - IM means the creature is Immune to the damage - type in question, thus negating the Hit Point loss. -
    • -
    • - AB means the creature Absorbs the damage type - in question, thus recovering Hit Points equal to the damage - suffered. -
    • -
    -

    - For more information on damage and Affinities, see - page 92. -

    -

    6. BASIC ATTACKS

    -

    - This section lists the creature's main attacks using the format - below: -

    -
    $ Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
    aa Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
    -
      -
    • - $ or aa indicates whether the attack is melee - or ranged. -
    • -
    • - 【Accuracy Check】 indicates which Attributes - must be rolled for the Accuracy Check. -
    • -
    • - 【Damage Calculation】 indicates how to - calculate the damage dealt by the attack, generally by adding - the High Roll and a fixed value, as well as the type of damage - dealt by the attack. Some attacks deal no damage. -
    • -
    -

    - Many attacks have secondary effects or follow special rules, such - as targeting Magic Defense instead of Defense. Secondary effects - are listed after the damage calculation (if any) and only take - place if the attack was successful unless otherwise noted. -

    -
    -
    - -
    -

    CHAPTER 7. SPELLS

    -

    Some creatures can cast spells. The format is as follows:

    -
      -
    • - h Spell Name w 【Magic Check】 w MP cost w Target w - Duration. -
    • -
    • Spell effect.
    • -
    -

    Key definitions:

    -
      -
    • - w h indicates that this is a spell and requires the - Spell action. -
    • -
    • - w If rr is present next to the spell's - name, it is an offensive spell. -
    • -
    • - w【Magic Check】 indicates which Attributes must be - rolled for the Magic Check (if the spell is an offensive spell). -
    • -
    • - w MP cost indicates the spell's cost in Mind - Points. -
    • -
    • - w Target indicates the spell's possible target or - targets. -
    • -
    • - w Duration indicates whether the spell is - instantaneous or lasts for the scene. -
    • -
    -

    - Finally, the effects of the spell are described in the text. If - the spell features an opportunity option, it will be listed here. - Some spells have effects that change if the creature casting them - is a higher level — this is mentioned in the text. -

    -

    - For more information on spells, see - page 114. -

    -

    CHAPTER 8. OTHER ACTIONS

    -

    - Some creatures have unique actions they can perform, listed using - the format below: -

    -
      -
    • S Action Name w Action effect.
    • -
    -

    Key definitions:

    -
      -
    • - w S indicates that this effect requires the Skill - action. -
    • -
    • - The effects of this unique action are then explained in detail. -
    • -
    -

    CHAPTER 9. SPECIAL RULES

    -

    - This section lists any unique features and passive or reactive - Skills they may possess, such as the ability to counterattack or - fly. -

    -
    - -
    -
    -

    CUTTERPILLAR Lv 5 w BEAST

    -

    - A large centipede that can roll itself into a ball to fend off - attacks, only to spring up and bite afterward. -

    -

    - Typical Traits: heavy, resilient, slow, - territorial. -

    -
    -

    DEX d8 INS d6 MIG d10 WLP d8 HP 60 w 30 MP 45 Init. 7

    -

    DEF +2 M.DEF +1 ' a b aa RS EE RS ff VU ii VU l b

    -
    -

    BASIC ATTACKS

    -
      -
    • - Mandible Slash w 【DEX + MIG】 w 【HR + 5】 - poison damage and the target suffers weak. -
    • -
    • - Cutter Ball w 【DEX + MIG】 w 【HR + 5】 - physical damage. If the cutterpillar performed the Guard - action during its previous turn, this attack deals 5 extra - damage. -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Roll Up w When the cutterpillar performs the - Guard action, it gains Immunity to physical damage until the - start of its next turn. -
    • -
    -
    -
    -
    -

    GIANT RAT Lv 5 w BEAST

    -

    - Large rats dwelling in sewers and tunnels. Their bite can cause - violent fevers, but they are easily scared away by fire. -

    -

    - Typical Traits: afraid of fire, fast, hungry, - vicious. -

    -
    -

    DEX d12 INS d8 MIG d6 WLP d6 HP 40 w 20 MP 35 Init. 14

    -

    DEF +0 M.DEF +0 ' a b a EE RS ff VU i l bb RS

    -
    -

    BASIC ATTACKS

    -
      -
    • - Bad Bite w 【DEX + MIG】 w 【HR + 5】 - physical damage and the target suffers poisoned. -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Cornered Rat w As long as it is in Crisis, - the rat gains a +3 bonus to all Checks. -
    • -
    • - Quick w When the giant rat fills or erases - sections of a Clock related to escaping or pursuing, it may - fill or erase an additional section. -
    • -
    -
    -
    -

    BEASTS

    -
    - -
    -

    55 BESTIARY

    -
    -

    GREY HOWLER

    -

    Lv 5 w BEAST

    -

    - Often trained as guardians, these large canines can prove - extremely loyal to their owners and companions. -

    -

    - Typical Traits: loyal, perceptive, smart, - vigilant. -

    - -
    -
      -
    • DEX d10
    • -
    • INS d8
    • -
    • MIG d8
    • -
    • WLP d6
    • -
    • HP 50 w 25 MP
    • -
    • 35 Init. 9
    • -
    • DEF +0 M.DEF +0 ' aa RS b a E f ii RS l b
    • -
    -
    -

    BASIC ATTACKS

    -
      -
    • - Vicious Bite w 【DEX + MIG】 +3 w 【HR + 10】 - physical damage. -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Protect: When another character is in danger, - the grey howler may choose to take their place (see the Protect - Skill on page 197). -
    • -
    -
    -

    VAMPIRE BAT

    -

    Lv 5 w BEAST

    -

    - Unlike normal bats, these oversized predators often attack people - and animals. They are surprisingly intelligent. -

    -

    - Typical Traits: afraid of light, aggressive, - loud, smart. -

    - -
    -
      -
    • DEX d10
    • -
    • INS d8
    • -
    • MIG d6
    • -
    • WLP d8
    • -
    • HP 50 w 25 MP
    • -
    • 45 Init. 9
    • -
    • DEF +0 M.DEF +0 ' aa VU b a EE RS f i l bb RS
    • -
    -
    -

    BASIC ATTACKS

    -
      -
    • - Blood Drinker w 【DEX + DEX】 w 【HR + 5】 - physical damage. Then, the vampire bat recovers an amount of HP - equal to half the HP loss suffered by the target. -
    • -
    • - Screech w 【DEX + WLP】 w 【HR + 5】 air damage - and the target suffers dazed. -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Flying: See - page 307 for the detailed - effects of this Skill. -
    • -
    -
    -
    - -
    -
    -

    BOMBARD ANT Lv 10 w BEAST

    -

    - These human-sized ants are an extension of their Queen's will — - a mysterious creature dwelling in the depths of the earth. -

    -

    - Typical Traits: explosive, flammable, mindless, - territorial. -

    -

    Stats

    -
      -
    • DEX d10
    • -
    • INS d6
    • -
    • MIG d10
    • -
    • WLP d6
    • -
    • HP 70 w 35 MP 40
    • -
    • Init. 12
    • -
    -

    Basic Attacks

    -
      -
    • - Ant Slam w 【DEX + MIG】 +1 w 【HR + 10】 - physical damage. -
    • -
    • - Ant Cannon w 【DEX + INS】 +1 w 【HR + 5】 - physical damage and the target suffers dazed. -
    • -
    -

    Special Rules

    -
      -
    • - Burrow -

      - When the bombard ant takes the Guard action, if it is - standing on dirt, sand, or rock, it gains a +2 bonus to - Defense and becomes Vulnerable to earth damage until the - start of its next turn. -

      -
    • -
    • - Empty Mind -

      The bombard ant is immune to dazed and enraged.

      -
    • -
    -
    -
    -
    -

    THORNFISH Lv 10 w BEAST

    -

    - Barely longer than an outstretched arm, these fishes use their - fins to fly across brief distances and carry a vicious bite. -

    -

    - Typical Traits: aggressive, quick, small, - thick-skinned. -

    -

    Stats

    -
      -
    • DEX d10
    • -
    • INS d10
    • -
    • MIG d6
    • -
    • WLP d6
    • -
    • HP 50 w 25 MP 40
    • -
    • Init. 14
    • -
    -

    Basic Attacks

    -
      -
    • - Thorn Dive w 【DEX + DEX】 +1 w 【HR + 10】 - physical damage. -
    • -
    • - Ocean Jet w 【DEX + INS】 +1 w 【HR + 5】 ice - damage and the target suffers slow. -
    • -
    -

    Special Rules

    -
      -
    • - Flying -

      - See page 307 for the - detailed effects of this Skill. -

      -
    • -
    -
    -
    - -
    -

    BESTIARY

    -
    -

    SUN BEAR

    -

    Level 15 | Beast

    -

    - One of the largest and most intelligent beasts in the world. - Rumor has it some sun bears can communicate telepathically. -

    -

    Typical Traits

    -
      -
    • hairy
    • -
    • huge
    • -
    • peaceful
    • -
    • smart
    • -
    -
    - DEX: d8 INS: d8 - MIG: d10 WLP: d6
    - HP: 80 w 40 MP 45 | Init.: 8 -
    - DEF: +1 M.DEF: +2 -
    -

    Basic Attacks

    -
      -
    • - Bear Hug (Requires [DEX + MIG]): Deals +1 - physical damage and the target suffers weak. -
    • -
    -

    Special Rules

    -
      -
    • - Powerful: The sun bear is immune to slow and - weak. -
    • -
    • - Suntouched: As long as it is in Crisis, the - Bear Hug attack deals 5 extra damage and all damage dealt by - that attack becomes fire. -
    • -
    -
    -
    -

    WHITE HOWLER

    -

    Level 20 | Beast

    -

    - White howlers are rarely seen near urban areas since they prefer - mountains and forests. They are breathtakingly beautiful. -

    -

    Typical Traits

    -
      -
    • brave
    • -
    • cunning
    • -
    • regal
    • -
    • vigilant
    • -
    -
    - DEX: d8 INS: d8 - MIG: d10 WLP: d8
    - HP: 90 w 45 MP 60 | Init.: 8 -
    - DEF: +2 M.DEF: +1 -
    -

    Basic Attacks

    -
      -
    • - White Maw (Requires [DEX + MIG]): Deals +5 - physical damage and the target suffers weak. -
    • -
    -

    Spells

    -
      -
    • - Iceberg (Cost: 20 MP): Targets one creature, - instant action. The target suffers 【HR + 30】 ice damage. - This damage ignores Resistances. -
    • -
    • - Lick Wounds (Cost: 5 MP): Self, instant - action. The white howler recovers 30 Hit Points (40 if level - 40+, 50 if level 60+). -
    • -
    -

    Special Rules

    -
      -
    • - Regal Aura: Allies of the white howler are - immune to shaken. -
    • -
    -
    - -
    - -
    -

    ARCANE LANTERN Lv 5 w CONSTRUCT

    -

    - Mages often keep these creatures as magical repositories. In a - pinch, the lanterns can even help in battle. -

    -

    - Typical Traits: glowing, helpful, magical, tiny. -

    -

    Stats

    -

    DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 55 Init. 8

    -

    DEF +1 M.DEF +2 ' VU a b a EE RS ff RS ii RS l bb IM

    -

    Basic Attacks

    -

    Elemental Discharge

    -

    - Damage: {DEX + INS} w {HR + 5} damage. When the - arcane lantern performs this attack, roll a d6 to determine the - damage type: 1-2 bolt; 3-4 fire; 5-6 ice. -

    -

    Other Actions

    -

    Mana Transfer

    -

    - The arcane lantern may use an action and spend up to 10 Mind - Points to choose another creature it can see. That creature - recovers an equal amount of Mind Points. -

    -

    Special Rules

    -

    - Construct: The lantern is immune to poisoned. -

    -

    CLATTERCLOWN Lv 10 w CONSTRUCT

    -

    - A discarded toy jester inhabited by loathsome spirits. Perhaps it - is simply looking for someone to play with? -

    -

    - Typical Traits: creepy, loud, small, vengeful. -

    -

    Stats

    -

    DEX d8 INS d10 MIG d8 WLP d6 HP 60 w 30 MP 50 Init. 13

    -

    DEF +0 M.DEF +0 ' aa VU b a EE RS ff RS i l bb IM

    -

    Basic Attacks

    -

    Jester Kick

    -

    - Damage: {DEX + INS} +1 w {HR + 5} physical - damage. This attack deals 5 extra damage against dazed or shaken - targets. -

    -

    Spells

    -

    Dancing Jester

    -

    - 20 MP w Special w Instantaneous. The clatterclown chooses any - number of creatures it can see: each of them suffers shaken. -

    -

    Special Rules

    -

    - Construct: The clatterclown is immune to - poisoned. -

    -
    - -
    -

    GARGOYLE

    -

    Lv 10 w CONSTRUCT

    -

    - Despite their weight, gargoyles can levitate using their moderate - magical powers. They make for excellent guardians. -

    -

    Typical Traits

    -
      -
    • Bound to a location
    • -
    • Cunning
    • -
    • Floating
    • -
    • Vigilant
    • -
    -

    Statistics

    -
    -
    DEX
    -
    d10
    -
    INS
    -
    d8
    -
    MIG
    -
    d8
    -
    WLP
    -
    d6
    -
    HP
    -
    70 w 35
    -
    MP
    -
    50
    -
    Init.
    -
    9
    -
    -

    Defenses

    -
      -
    • DEF: +0
    • -
    • M.DEF: +0
    • -
    -

    Basic Attacks

    -

    - Stone Claws w 【DEX + MIG】 +1 w 【HR + 5】 - physical damage. This attack targets Magic Defense. -

    -

    Spells

    -
      -
    • - Stone Barrage w 【MIG + WLP】 +1 w 10 MP w One - creature w Instantaneous. The target suffers 【HR + 15】 earth - damage and suffers dazed. -
    • -
    -

    Special Rules

    -
      -
    • - Construct: The gargoyle is immune to poisoned. -
    • -
    • - Flying: See - page 307 for the detailed - effects of this Skill. -
    • -
    -
    -

    MAGITECH TROOPER

    -

    Lv 10 w CONSTRUCT

    -

    - A suit of armor animated by soul energy. Immensely powerful in - battle, but its strategies tend to be very predictable. -

    -

    Typical Traits

    -
      -
    • Loyal
    • -
    • Predictable
    • -
    • Ruthless
    • -
    • Vigilant
    • -
    -

    Statistics

    -
    -
    DEX
    -
    d8
    -
    INS
    -
    d8
    -
    MIG
    -
    d10
    -
    WLP
    -
    d6
    -
    HP
    -
    80 w 40
    -
    MP
    -
    40
    -
    Init.
    -
    5
    -
    -

    Defenses

    -
      -
    • DEF: 11
    • -
    • M.DEF: +0
    • -
    -

    Equipment

    -

    waraxe, bronze plate.

    -

    Basic Attacks

    -

    - Axe Strike w 【MIG + MIG】 +1 w 【HR + 14】 - physical damage and the target suffers slow. -

    -

    Special Rules

    -
      -
    • - Construct: The magitech trooper is immune to - poisoned. -
    • -
    • - Exposed Core: As long as it is in Crisis, the - magitech trooper loses Resistance to fire and ice damage and all - damage dealt by its Axe Strike becomes bolt. -
    • -
    -
    - -
    -

    BRONZE GOLEM Lv 15 w CONSTRUCT

    -

    - These clockwork automatons are often employed as guardians by - aristocrats and merchants. They are imposing but slow. -

    -

    - Typical Traits: clattering, looming, powerful, - slow. -

    - -

    DEX d6 INS d8 MIG d12 WLP d6 HP 100 w 50 MP 45 Init. 7

    -

    DEF +2 M.DEF +1 ' aa VU bb VUa EE RS f i l bb IM

    -

    BASIC ATTACKS

    -
      -
    • - Punch: w 【DEX + MIG】 +1 w 【HR + 10】 - physical damage and the target suffers dazed. -
    • -
    • - Whirlwind: w 【DEX + MIG】 +1 w 【HR + 5】 air - damage. This attack has multi (2). -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Construct: The bronze golem is immune to - poisoned. -
    • -
    -

    RAZORBIRD Lv 15 w CONSTRUCT

    -

    - Often found in the aerial forces of large empires, razorbirds - carry a mighty arsenal of magitech weapons. -

    -

    - Typical Traits: fast, flying, heavily armed, - loyal. -

    - -

    DEX d10 INS d8 MIG d8 WLP d6 HP 80 w 40 MP 45 Init. 9

    -

    DEF +0 M.DEF +0 ' aa VU bb VUa EE RS ff IM ii VU l bb IM

    -

    BASIC ATTACKS

    -
      -
    • - Razor Dive: w 【DEX + DEX】 +1 w 【HR + 10】 - physical damage. After performing this attack, the razorbird - loses all benefits granted by the Flying Skill until the start - of its next turn. -
    • -
    • - Gatling Gun: w 【DEX + INS】 +1 w 【HR + 5】 - physical damage. This attack has multi (2). -
    • -
    • - Scorch Rocket: w 【DEX + INS】 +1 w 【HR + 10】 - fire damage. -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Construct: The razorbird is immune to poisoned. -
    • -
    • - Fast & Furious: The razorbird is immune to slow - and weak. -
    • -
    • - Flying: See - page 307 for the detailed - effects of this Skill. -
    • -
    -
    - -
    -

    FOREST GOLEM Lv 20 w CONSTRUCT

    -

    - Druids and witches often weave together these creatures and order - them to guard sacred locations. -

    -

    Typical Traits: emotionless, flammable, lonely, towering.

    -

    Stats

    -

    - DEX d6 | INS d6 | - MIG d12 | WLP d10 | - HP 110 w 55 MP 80 | Init. 6 -

    -

    DEF +0 | M.DEF +0

    -

    BASIC ATTACKS

    -
      -
    • - Bark Claws w - {MIG + MIG} +2 w - {HR + 10} physical - damage. This attack has multi (2). -
    • -
    • - Life Blast w - {DEX + MIG} +2 w - {HR + 15} light - damage. -
    • -
    -

    SPELLS

    -
      -
    • - Dispel w 10 MP w One creature w Instantaneous. - If the target is affected by one or more spells with a duration - of "Scene", instead they are no longer affected by any of those - spells. -
    • -
    • - Spore Breath w - {MIG + WLP} +2 w 10 - MP w One creature w Instantaneous. The target suffers - {HR + 15} poison - damage and suffers weak. -
    • -
    • - Vine Burst w 20 MP w Special w Instantaneous. - The golem chooses any number of creatures it can see: each of - them suffers shaken. -
    • -
    -

    SPECIAL RULES

    -

    - Construct w The forest golem is immune to - poisoned. -

    -

    Design Notes for Constructs

    -

    - The once-resplendent waters of the Dagda Oasis now run dry. The - Golem attacks all that approach. When designing a construct boss, - you might separate it into parts (such as a sturdy central body - supported by telescopic limbs), or have it expose its magitech - core when in Crisis, increasing its elemental damage but also - lowering defenses and unlocking new Vulnerabilities. -

    -

    CONSTRUCT BOSSES

    -

    - And if there's a Magitech Tinkerer in the party, they might even - be able to take control of a soldier-rank limb and force the boss - to punch itself in the face! Those are the kind of scenes your - group will remember. -

    -
    - -
    -
    -

    DEMONS

    -

    IMP Lv 5 w DEMON

    -

    - The weakest of demons. Imps originate from the dark thoughts of - a single person or small community. They are cowards. -

    -

    - Typical Traits: cowardly, cunning, mischievous, - tainted. -

    - -

    DEX d8 INS d8 MIG d6 WLP d10 HP 50 w 25 MP 55 Init. 8

    -

    DEF +0 M.DEF +0 ' a b aa RS E ff IM ii RS ll VU b

    -

    BASIC ATTACKS

    -

    - Freezing Nails w 【DEX + WLP】 w 【HR + 5】 ice - damage. This attack targets Magic Defense. -

    -

    SPELLS

    -
      -
    • - Enrage r w 【INS + WLP】 w 10 MP w One - creature w Instantaneous. The target suffers enraged and - cannot perform the Guard or Spell actions on their next turn. -
    • -
    • - Shell w 10 MP w Self w Scene. Until this - spell ends, the imp gains Resistance to physical damage. -
    • -
    -
    -
    -

    LIGHTNING WHEEL Lv 10 w DEMON

    -

    - Born from the fears of travelers, these cruel demons ride inside - a large wooden wheel surrounded by lightning. -

    -

    - Typical Traits: bright, cackling, cruel, fast. -

    - -

    DEX d12 INS d6 MIG d6 WLP d8 HP 60 w 30 MP 60 Init. 9

    -

    DEF +0 M.DEF +0 ' a bb ABaa RS EE VU f i l b

    -

    BASIC ATTACKS

    -

    - Sharp Turn w 【DEX + MIG】 +1 w 【HR + 10】 - physical damage. -

    -

    SPELLS

    -
      -
    • - Fulgur r w 【INS + WLP】 +1 w 10 × T MP w Up - to three creatures w Instantaneous. Each target suffers 【HR + - 15】 bolt damage. Opportunity: Each target suffers - dazed. -
    • -
    -

    SPECIAL RULES

    -

    - Quick w When the lightning wheel fills or - erases sections of a Clock related to escaping or pursuing, they - may fill or erase two additional sections. -

    -
    -
    - -
    -

    SHADOW HOWLER Lv 15 w DEMON

    -

    - This massive dog is said to appear when a great catastrophe is - about to take place — they are not evil but mere harbingers of - tragedy. -

    -

    - Typical Traits: ghastly, large, silent, - unearthly. -

    -

    Statistics

    -
    -
    DEX
    -
    d8
    -
    INS
    -
    d6
    -
    MIG
    -
    d10
    -
    WLP
    -
    d8
    -
    HP
    -
    80 w 40
    -
    MP
    -
    55
    -
    Init.
    -
    7
    -
    DEF
    -
    +1
    -
    M.DEF
    -
    +2
    - -
    [Stats Block]
    -
    ' a bb VUaa RS E ff RS i l b
    -
    -

    Basic Attacks

    -
      -
    • - Ghostbite w - 【DEX + MIG】 +4 w - 【HR + 10】 physical damage. - Targets Magic Defense. -
    • -
    -

    Spells

    -
      -
    • - Ember Breath rr w - 【MIG + WLP】 +1 w 10 MP w One - creature w Instantaneous. -

      - The target suffers 【HR + 15】 fire damage and suffers weak. -

      -
    • -
    • - Howls of Tragedy rr w - 【MIG + WLP】 +1 w 5 MP w One - creature w Instantaneous. -

      The target suffers shaken.

      -
    • -
    -

    ECHIDNA Lv 20 w DEMON

    -

    - These dangerous fiends are the embodiments of suspicion and - strife. Their legs end in a twisting swarm of snakes. -

    -

    - Typical Traits: clever, knowledgeable, - slithering, unfathomable. -

    -

    Statistics

    -
    -
    DEX
    -
    d8
    -
    INS
    -
    d10
    -
    MIG
    -
    d6
    -
    WLP
    -
    d10
    -
    HP
    -
    70 w 35
    -
    MP
    -
    80
    -
    Init.
    -
    9
    -
    DEF
    -
    +0
    -
    M.DEF
    -
    +0
    - -
    [Stats Block]
    -
    ' aa VU b aa RS E ff IM ii RS ll VU b
    -
    -

    Basic Attacks

    -
      -
    • - Tangle of Vipers w - 【DEX + INS】 +5 w - 【HR + 15】 poison damage. -
    • -
    • - Cold Glare w - 【DEX + WLP】 +5 w - 【HR + 10】 ice damage and the - target cannot perform the Objective action on their next turn. - This attack targets Magic Defense. -
    • -
    -

    Spells

    -
      -
    • - Brain Melt rr w - 【INS + WLP】 +2 w 5 × T MP w Up - to three creatures w Instantaneous. Each target loses 【HR + - 10】 Mind Points. -
    • -
    -

    Special Rules

    -
      -
    • - Eloquent w The echidna gains a +3 bonus to - Opposed Checks during social occasions. -
    • -
    -
    - -
    -

    ACORN PIXIE

    -

    Lv 5 w ELEMENTAL

    -

    - These fairies gather in places where life force flows untainted. - If said energy becomes corrupted, their minds may grow clouded by - rage. -

    -

    - Typical Traits: curious, glowing, kind, playful. -

    -

    Statistics

    -
      -
    • DEX: d10
    • -
    • INS: d6
    • -
    • MIG: d6
    • -
    • WLP: d10
    • -
    • HP: 40
    • -
    • MP: 20
    • -
    • Init: 8
    • -
    -

    Basic Attacks

    -

    - Sharp Needle w {DEX + DEX} w {HR + 5} physical - damage. This attack deals 5 extra damage against slow targets. -

    -

    Spells

    -
      -
    • - Entangle w {INS + WLP} w 5 MP w One creature w - Instantaneous. The target suffers slow. -
    • -
    • - Heal w 10 × T MP w Up to three creatures w - Instantaneous. Each target recovers 40 Hit Points (50 if level - 20+, 60 if level 40+). -
    • -
    -

    Special Rules

    -
      -
    • - Elemental: The acorn pixie is immune to - poisoned. -
    • -
    • - Flying: See - page 307 for the detailed - effects of this Skill. -
    • -
    -

    CHAOS SHARD

    -

    Lv 5 w ELEMENTAL

    -

    - A fragment of negative energy given form. It is largely mindless, - generally feeding on decaying matter and residual arcane energy. -

    -

    - Typical Traits: alien, hungry, small, spreads - darkness. -

    -

    Statistics

    -
      -
    • DEX: d8
    • -
    • INS: d10
    • -
    • MIG: d8
    • -
    • WLP: d6
    • -
    • HP: 50
    • -
    • MP: 25
    • -
    • Init: 9
    • -
    -

    Basic Attacks

    -

    - Chaos Dart w {DEX + INS} w {HR + 5} dark damage - and the target suffers weak. -

    -

    Special Rules

    -
      -
    • - Elemental: The chaos shard is immune to - poisoned. -
    • -
    • - Empty Mind: The chaos shard is immune to dazed, - enraged, and shaken. -
    • -
    -
    - -
    - -
    - -
    -

    CRAGBOAR Lv 20 w ELEMENTAL

    -

    - A huge rock formation awakened by earth spirits. It may lay - motionless for centuries, then suddenly rise and sow destruction. -

    -

    - Typical Traits: destructive, irritable, massive, - rocky. -

    -

    DEX d8 INS d6 MIG d12 WLP d8 HP 110 w 55 MP 60 Init. 7

    -
    - -

    - DEF +0 | M.DEF +0 | - AA VU bb | RSa EE IM f i l bb IM -

    -

    Basic Attacks

    -
      -
    • - Rock Charge w 【DEX + MIG】 +2 w 【HR + 15】 - physical damage. This attack has multi (2). If this attack - misses any of its targets, the cragboar loses a minor amount - (20) of Hit Points. -
    • -
    • - Rock Tusk w 【MIG + MIG】 +2 w 【HR + 10】 - physical damage. -
    • -
    -

    Spells

    -
      -
    • - h Rock Barrage rr w 【MIG + WLP】 +2 w 10 MP w - One creature w Instantaneous.
      The target suffers 【HR + - 20】 earth damage and suffers dazed. -
    • -
    • - h Terra rr w 【MIG + WLP】 +2 w 10 × T MP w Up - to three creatures w Instantaneous.
      Each target suffers - 【HR + 20】 earth damage. This spell cannot target creatures who - are flying, floating, falling, or otherwise in mid-air. -

      - Opportunity: Each target performs one - fewer action on their next turn (to a minimum of 0 - actions). -

      -
    • -
    -

    Other Actions

    -
      -
    • - S Angry Snort w On its next turn, the cragboar - must perform Stone Charge, and each target hit by that attack - will suffer shaken. -
    • -
    -

    Special Rules

    -
      -
    • - Elemental w The cragboar is immune to poisoned. -
    • -
    -

    - While elementals aren't too common as bosses, they make for great - minions. Using pairs of "opposing" elementals, such as fire and - ice, makes it so that the group must vary their strategy and - attacks — because what hurts one elemental will heal the other, - and vice versa. -

    -

    Elemental Minions

    -
    - -
    -

    HUMANOIDS

    -

    BRIGAND Lv 5 w HUMANOID

    -

    - A common sight on less-patrolled roads, brigands take advantage of - lone travelers and small caravans. -

    -

    - Typical Traits: boastful, irritable, proud, - strong. -

    -

    Stats

    -
      -
    • DEX d6 INS d8 MIG d10 WLP d8 HP 60 w 30 MP 45 Init. 10
    • -
    • DEF +3 M.DEF +1 ' a b a EE RS f ii RS l b
    • -
    - Equipment: broadaxe, bronze shield, travel garb. -

    Basic Attacks

    -

    - Brigand's Axe: w 【MIG + MIG】 w 【HR + 10】 - physical damage. -

    -

    Special Rules

    -

    - Bad Temper: As long as they are in Crisis, the - brigand becomes immune to all status effects. -

    -
    -

    GUARD Lv 5 w HUMANOID

    -

    - These soldiers are generally found patrolling city streets or - escorting caravans in the wilderness. -

    -

    - Typical Traits: brave, disciplined, loyal, - trained. -

    -

    Stats

    -
      -
    • DEX d8 INS d8 MIG d8 WLP d8 HP 60 w 30 MP 45 Init. 5
    • -
    • DEF 11 M.DEF +0 ' a b a E f i l b
    • -
    - Equipment: heavy spear, crossbow, bronze plate. -

    Basic Attacks

    -
      -
    • - Heavy Spear: w 【DEX + MIG】 w 【HR + 12】 - physical damage. -
    • -
    • - Crossbow: w 【DEX + INS】 w 【HR + 8】 physical - damage. -
    • -
    -

    Special Rules

    -
      -
    • - Defensive Formation: The guard gains a +1 bonus - to Defense and Magic Defense as long as there are one or more - other guards in the conflict. -
    • -
    • - Protect: When another character is in danger, - the guard may choose to take their place (see the Protect Skill - on page 197). -
    • -
    -
    - -
    - -
    -
    -

    W HIVEKIN Lv 10 w HUMANOID

    -

    - Half-bee, half-human, these creatures have a long tradition of - arts and craftsmanship but tend to be quite reclusive. -

    -

    - Typical Traits: buzzing, industrious, lover of - beauty, secretive. -

    -

    Statistics

    -
    -
    DEX
    -
    d10
    -
    INS
    -
    d8
    -
    MIG
    -
    d8
    -
    WLP
    -
    d6
    -
    HP
    -
    70 w 35
    -
    MP
    -
    50
    -
    Init.
    -
    11
    -
    DEF
    -
    +1
    -
    M.DEF
    -
    +2
    -
    -

    Equipment

    -
      -
    • katana
    • -
    • sage robe
    • -
    -

    Basic Attacks

    -

    - $ Hiveblade w [DEX + INS] +5 w - [HR + 10] physical damage. -

    -

    Spells

    -

    - Bee Dance w 20 MP w One creature w - Instantaneous. The target may immediately perform a free attack - with a weapon they have equipped (or with a basic attack, if the - target is an NPC). -

    -

    Special Rules

    -
      -
    • - Flying: See - page 307 for the detailed - effects of this Skill. -
    • -
    -
    -
    -
    -

    MERCENARY Lv 10 w HUMANOID

    -

    - Mercenaries are experts at survival and combat. Their abilities - and equipment make them a dangerous threat. -

    -

    - Typical Traits: competent, grim, jaded, - ruthless. -

    -

    Statistics

    -
    -
    DEX
    -
    d8
    -
    INS
    -
    d8
    -
    MIG
    -
    d8
    -
    WLP
    -
    d8
    -
    HP
    -
    60 w 30
    -
    MP
    -
    50
    -
    Init.
    -
    5
    -
    DEF
    -
    11
    -
    M.DEF
    -
    +1
    -
    -

    Equipment

    -
      -
    • bronze sword
    • -
    • pistol
    • -
    • runic plate
    • -
    -

    Basic Attacks

    -
      -
    • - $ Bronze Sword w [DEX + MIG] +5 w - [HR + 11] physical damage. -
    • -
    • - aa Pistol w [DEX + INS] +4 w - [HR + 8] physical damage. -
    • -
    -

    Other Actions

    -

    - Charged Attack: The mercenary's next attack - gains multi (2) and ignores Resistances. -

    -
    -
    - -
    -

    SNIPER

    -

    - Snipers provide support fire from the back lines or take out key - targets for the army. They are rather unfit for close combat. -

    -

    - Typical Traits: accurate, disciplined, furtive, - observant. -

    -

    Stats

    -
      -
    • DEX d10 INS d10 MIG d6 WLP d6
    • -
    • HP 60 w 30 MP 45 Init. 13
    • -
    • DEF +1 M.DEF +1 ' a bb RSa E ff RS ii VU l b
    • -
    -

    Equipment

    -

    shortbow, steel dagger, travel garb.

    -

    Basic Attacks

    -
      -
    • - Dagger w 【DEX + INS】 +5 w 【HR + 4】 physical - damage. -
    • -
    • - Sniper Bow w 【DEX + DEX】 +4 w 【HR + 8】 - physical damage and the target suffers dazed or slow (sniper's - choice). -
    • -
    -

    BATTLEMAGE

    -

    - Clad in runic armor and wielding a variety of attack and support - spells, battlemages are often found at the lead of warrior forces. -

    -

    - Typical Traits: ambitious, cunning, disciplined, - knowledgeable. -

    -

    Stats

    -
      -
    • DEX d8 INS d8 MIG d8 WLP d10
    • -
    • HP 80 w 40 MP 90 Init. 9
    • -
    • DEF 11 M.DEF +1 ' a b a E ff RS ii RS l b
    • -
    -

    Equipment

    -

    staff, runic plate.

    -

    Basic Attacks

    -
      -
    • - Decorated Staff w 【WLP + WLP】 +2 w 【HR + - 11】 physical damage. -
    • -
    -

    Spells

    -
      -
    • - Fulgur rr w 【INS + WLP】 +5 w 10 × T MP w Up - to three creatures w Instantaneous. Each target suffers 【HR + - 20】 bolt damage.
      Opportunity: Each target suffers - dazed. -
    • -
    • - Heal w 10 × T MP w Up to three creatures w - Instantaneous. Each target recovers 40 Hit Points (50 if level - 20+, 60 if level 40+). -
    • -
    -
    -

    - Fiendish-looking soldiers were seen inspecting the Great Crater - Lake. What could they be searching for? -

    -
    - -
    -

    CAIT SITH Lv 5 w MONSTER

    -

    - When a cat dies in winter, a spirit might take possession of the - body, transforming them into a magical Cait Sith. -

    -

    - Typical Traits: curious, playful, smart, tiny. -

    - -

    DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 65 Init. 12

    -

    DEF +1 M.DEF +2 ' a bb VUa E ff RS ii RS l bb VU

    -

    BASIC ATTACKS

    -
      -
    • - Scratch w - 【DEX + MIG】 w - 【HR + 5】 physical damage. -
    • -
    -

    SPELLS

    -
    -

    Heat Control

    -

    - rr w 【INS + WLP】 w 15 MP w One - creature w Scene. -

    -

    - The cait sith chooses fire or ice. Until this spell ends, the - target suffers 5 extra damage from all sources that deal damage - of the chosen type. -

    -
    -

    DREADMOTH Lv 5 w MONSTER

    -

    - A large carrion-eating moth, its translucent wings are covered in - poisonous spores that cause terrible vertigo. -

    -

    - Typical Traits: creepy, flying, hairy, smelly. -

    - -

    DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 55 Init. 8

    -

    DEF +0 M.DEF +0 ' a b a E ff VU ii RS l bb RS

    -

    BASIC ATTACKS

    -
      -
    • - Moth Bite w - 【DEX + MIG】 w - 【HR + 10】 physical damage. -
    • -
    -

    SPELLS

    -
    -

    Poison Cloud

    -

    - rr w 【MIG + WLP】 w 10 × T MP w - Up to three creatures w Instantaneous. -

    -

    Each target suffers poisoned.

    -
    -

    SPECIAL RULES

    -
      -
    • - Flying w See - page 307 for the detailed - effects of this Skill. -
    • -
    -
    - -
    -

    55 BESTIARY

    -
    -

    MELLOW OOZE

    -

    Lv 5 W Monster

    -

    - Mellow oozes often live in symbiosis with larger monsters. They - can be easily recognized due to their unique noise: pwih, pwih! -

    -

    Typical Traits:

    -
      -
    • Glowing
    • -
    • Soft
    • -
    • Terribly cute
    • -
    • Warm
    • -
    -
    -

    - Stats: DEX d8 INS d6 MIG d10 WLP d8 HP 60 w - 30 MP 55 Init. 7 -

    -

    - Defense: DEF +1 M.DEF +2 '' RS a bb RSa E ff - RS ii RS l bb VU -

    -
    -

    Abilities

    -

    BASIC ATTACKS

    -
      -
    • - Mellow Lick w 【DEX + MIG】 w 【HR + 10】 - physical damage. -
    • -
    • - Mellow Woosh w 【DEX + INS】 w 【HR + 5】 air - damage. -
    • -
    -

    SPELLS

    -
      -
    • - Mellow Dance (10 MP, One creature, - Instantaneous). The target recovers 30 Hit Points (40 if level - 20+, 50 if level 40+, 60 if level 60+) and also recovers from - one status effect of the mellow ooze's choice. -
    • -
    -
    -
    -
    -

    DRAKE

    -

    Lv 10 W Monster

    -

    - Despite being the weakest among dragons, drakes are nonetheless - formidable opponents; luckily, they are also very lazy. -

    -

    Typical Traits:

    -
      -
    • Heavy
    • -
    • Hungry
    • -
    • Lazy
    • -
    • Scaly
    • -
    -
    -

    - Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w - 35 MP 50 Init. 8 -

    -

    - Defense: DEF +2 M.DEF +1 ' a b a E ff IM i l - bb VU -

    -
    -

    Abilities

    -

    BASIC ATTACKS

    -
      -
    • - Bite w 【MIG + MIG】 +4 w 【HR + 10】 - physical damage. -
    • -
    -

    SPELLS

    -
      -
    • - Dragonbreath (10 MP, One creature, - Instantaneous). The target suffers 【HR + 15】 fire damage and - suffers shaken. -
    • -
    -
    -
    -
    - -
    -

    HEXEYE Lv 10 w MONSTER

    -

    - A winged, one-eyed monstrosity feared for its cursed gaze. Some - say it was born from the eye of a dead witch. -

    -

    - Typical Traits: cunning, hypnotic, silent, - winged. -

    -

    - Stats: DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP - 60 Init. 12 DEF +0 M.DEF +0 ' aa RS bb VUa EE RS f i ll VU b -

    -

    BASIC ATTACKS

    -

    - Claw w 【DEX + MIG】 +1 w 【HR + 10】 physical - damage. -

    -

    - Chaos Glare w 【DEX + WLP】 +1 w 【HR + 5】 dark - damage. If the target is dazed, they will perform one fewer action - on their next turn (to a minimum of 0 actions). -

    -

    SPELLS

    -

    - Doomgaze rr w 【MIG + WLP】 +4 w 10 MP w One - creature w Instantaneous. The target suffers dazed and weak. -

    -

    SPECIAL RULES

    -

    - Flying w See page 307 for the - detailed effects of this Skill. -

    -
    -

    HYDROZOA Lv 10 w MONSTER

    -

    - Every slithering tentacle of these bizarre, floating jellyfish - monsters is filled with a powerful neurotoxin. -

    -

    - Typical Traits: floating, glowing, silent, - transparent. -

    -

    - Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w 35 MP - 40 Init. 8 DEF +1 M.DEF +2 ' a bb VUa E f ii RS l bb RS -

    -

    BASIC ATTACKS

    -

    - Acid Touch w 【MIG + MIG】 +1 w 【HR + 10】 - poison damage. Each target hit by this attack loses 1 Inventory - Point. -

    -

    - Stinging Tentacle w 【DEX + MIG】 +1 w 【HR + 5】 - bolt damage and the target suffers enraged. -

    -

    SPECIAL RULES

    -

    - Flying w See page 307 for the - detailed effects of this Skill. -

    -
    - -
    -

    COCKATRICE

    -

    - Round, smelly, and unexpectedly quick, cockatrices are - chicken-like abominations whose pecks can turn creatures to stone. -

    -

    - Typical Traits: agile, small, smelly, - unpredictable. -

    -

    Stats

    -
      -
    • DEX d8
    • -
    • INS d10
    • -
    • MIG d8
    • -
    • WLP d6
    • -
    • HP 70 w 35 MP 45 Init. 9
    • -
    • DEF +1 M.DEF +2 ' a bb RSa EE RS f ii VU l b
    • -
    -

    Basic Attacks

    -
      -
    • - Petrifying Peck (w 【DEX + INS】 +4 w No - damage.) -

      - This attack targets Magic Defense instead of Defense. Each - target hit by this attack suffers slow; if a target is already - slow, they must instead succeed on a DL 10 【MIG + WLP】 Check - or be turned to stone — healing a petrified creature is an - adventure in and of itself. -

      -
    • -
    • - Toxic Peck (w 【DEX + MIG】 +4 w 【HR + 10】 - poison damage.) -
    • -
    -

    MIMIC

    -

    - Devious shapeshifters that can disguise themselves as objects. - Some say they are divine punishment for greedy adventurers. -

    -

    - Typical Traits: cunning, formless, ravenous, - stealthy. -

    -

    Stats

    -
      -
    • DEX d10
    • -
    • INS d8
    • -
    • MIG d8
    • -
    • WLP d6
    • -
    • HP 70 w 35 MP 45 Init. 9
    • -
    • DEF +1 M.DEF +2 '' RS aa RS b aa RS EE VU f i ll RS bb VU
    • -
    -

    Basic Attacks

    -
      -
    • - Mimic Claw (w 【DEX + MIG】 +4 w 【HR + 5】 - physical damage.) -

      - If the mimic ambushed an unsuspecting target, this attack - deals double damage. -

      -
    • -
    • - Item Steal (w 【DEX + INS】 +4 w 【HR + 5】 - physical damage.) -

      Each target hit by this attack loses 2 Inventory Points.

      -
    • -
    -

    Special Rules

    -
      -
    • - Shapeshifting: As long as it remains - transformed, the mimic is identical to the object it copied — - except for a single disturbing and/or unusual detail which the - Game Muster must include when describing them. -
    • -
    -
    -

    Drakes make for exceptionally loyal companions.

    -

    Friends for all life...

    -
    - -
    -
    -

    ALRAUNE

    -

    Lv 5 w PLANT

    -

    - Tiny but malicious, these plants are known for bringing terrible - misfortune to anyone they encounter. -

    -

    - Typical Traits: creepy, fast, malevolent, tiny. -

    -
    -

    - DEX d10 | INS d8 | MIG d6 | WLP d8 | HP 50 | w 25 MP 45 | - Init. 9 -

    -

    - DEF +0 M.DEF +0 (Stats/Resistances listed in the original raw - text block follow here.) -

    -
    -

    BASIC ATTACKS

    -
      -
    • - Vine Slap w 【DEX + MIG】 w 【HR + 5】 - physical damage. This attack deals 5 extra damage to shaken - targets. -
    • -
    • - Alraune Scream w 【WLP + WLP】 w No damage - and the target suffers shaken. This attack targets Magic - Defense and has no effect on targets unable to hear the - alraune. -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Plant: The alraune is immune to dazed, - enraged, and shaken. -
    • -
    -
    -
    -

    CURSED PUMPKIN

    -

    Lv 5 w PLANT

    -

    - The wrathful remains of carved pumpkins, thrown away at the end - of an old autumn festival. Frequent protagonists of horror - tales. -

    -

    - Typical Traits: furious, rotting, small, - smelly. -

    -
    -

    - DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 50 | w 25 MP 55 | Init. - 8 -

    -

    - DEF +1 M.DEF +2 (Stats/Resistances listed in the original raw - text block follow here.) -

    -
    -

    BASIC ATTACKS

    -
      -
    • - Rotten Bite w 【DEX + MIG】 +3 w 【HR + 5】 - poison damage. -
    • -
    -

    SPELLS

    -
      -
    • - Pumpkin Puke rr w 【MIG + WLP】 w 10 MP w One - creature w Scene. Until this spell ends, the target suffers 5 - extra damage from all sources that deal poison damage. -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Plant: The cursed pumpkin is immune to dazed, - enraged, and shaken. -
    • -
    -
    -
    - -
    -

    BESTIARY

    -
    -

    PESTERVINE Lv 10 w PLANT

    -

    - A tangle of vines surrounding a thorny core that vertically - splits into a bottomless maw. Some say it was a failed - experiment. -

    -

    - Typical Traits: aggressive, cursed, quick, - thorny. -

    -

    Statistics

    -

    DEX d10 INS d8 MIG d8 WLP d6 HP 60 w 30 MP 40 Init. 9

    -

    DEF +0 M.DEF +0 ' aa VU b aa IM EE RS ff VU i l bb RS

    -

    BASIC ATTACKS

    -
      -
    • - Corrupting Vines w 【DEX + DEX】 +1 w 【HR + - 5】 physical damage and the target suffers weak. As long as - they are weak, the target cannot perform the Guard action. -
    • -
    • - Dark Bite w 【DEX + MIG】 +1 w 【HR + 10】 - dark damage. -
    • -
    -

    SPECIAL RULES

    -

    - Plant: The pestervine is immune to dazed, - enraged, and shaken. -

    -
    -
    -
    -

    SHROOMKIN Lv 10 w PLANT

    -

    - These squat, lumbering creatures are generally peaceful, but - might become aggressive if their bogs are contaminated. -

    -

    - Typical Traits: eyeless, mud-loving, peaceful, - slow. -

    -

    Statistics

    -

    DEX d6 INS d8 MIG d10 WLP d8 HP 70 w 35 MP 60 Init. 7

    -

    DEF +2 M.DEF +1 ' a b aa RS EE RS f ii VU l b

    -

    BASIC ATTACKS

    -
      -
    • - Shroom Slap w 【DEX + MIG】 +1 w 【HR + 5】 - physical damage. -
    • -
    -

    SPELLS

    -

    - Spore Belch rr w 【MIG + WLP】 +1 w 10 MP w One - creature w Instantaneous. The target suffers 【HR + 15】 poison - damage and suffers dazed. -

    -

    SPECIAL RULES

    -
      -
    • - Plant: The shroomkin is immune to dazed, - enraged, and shaken. -
    • -
    • - Wide Cap: When the shroomkin performs the - Guard action, it may choose another creature. That creature - gains Resistance to all damage types until the start of the - shroomkin's next turn. -
    • -
    -
    -
    - -
    -

    CACTROLL

    -

    Lv 15 w PLANT

    -

    - These towering cacti spend most of their days standing still - amidst the desert dunes, but become much more active at night. -

    -

    - Typical Traits: creepy, hulking, territorial, - water sensitive. -

    -
    -

    Stats

    -
    -
    DEX
    -
    d8
    -
    INS
    -
    d6
    -
    MIG
    -
    d12
    -
    WLP
    -
    d6
    -
    HP
    -
    90
    -
    MP
    -
    45
    -
    Init.
    -
    7
    -
    -

    Combat Attributes

    -
      -
    • DEF: +0
    • -
    • M.DEF: +0
    • -
    • RS: b a EE RS ff RS ii VU ll RS b
    • -
    -

    Abilities

    -

    BASIC ATTACKS

    -
      -
    • - Piercing Hug: 【MIG + MIG】 +1 w - 【HR + 10】 physical damage. -
    • -
    • - Thorn Barrage: 【DEX + MIG】 +1 w - 【HR + 5】 physical damage. -
    • -
    -

    SPELLS

    -

    - Moisture Drain: rr w - 【MIG + WLP】 +1 w 10 MP w One creature w - Instantaneous. -

    -

    - The target suffers 【HR + 15】 poison damage. Then, - the cactroll recovers an amount of Hit Points equal to half the - Hit Points loss suffered by the target. -

    -

    OTHER ACTIONS

    -
      -
    • - Cactroll Juice: The cactroll heals from slow - and weak. Then, the cactroll performs Thorn Barrage as a free - attack. -
    • -
    -

    SPECIAL RULES

    -
      -
    • - Plant: The cactroll is immune to dazed, - enraged, and shaken. -
    • -
    -

    Game Commentary

    -

    - The dragontrap's Dragoneater, on the next page, is a good example - of how complex you can make an attack in this game, with a custom - Clock for keeping track of trapped characters. Don't do this too - often, and when you do, make sure it's the main gimmick of that - battle. -

    -

    - COMPLEX ATTACKS: Additionally, it should be - mentioned that effects such as this one requires additional - judgment calls from the Game Master — would a character be able to - see a swallowed ally and target them with a spell, for instance? - As the GM, if you introduce a creature with complex attacks, make - sure the group properly understands what they're up against. -

    -
    - -
    -

    DRAGONTRAP

    -

    Lv 20

    -
    -

    Description

    -

    - These colossal plants have a well-earned name: their maws are - large enough to engulf the limbs of an adult dragon. These are, - however, more often used to capture and digest animals and - humanoids. -

    -

    - The only good news about these monstrosities is that they are - deeply rooted in the ground — you can run away from them, - assuming you escape their lethal vines. -

    -
    -
    -

    Type and Traits

    -
      -
    • - Typical Traits: colossal, hungry, patient, - rooted in place. -
    • -
    -
    -
    -

    Stats

    - -

    DEX d8 INS d8 MIG d10 WLP d8 HP 90 w 45 MP 60 Init. 8

    -

    DEF +0 M.DEF +0

    -
    -
    -

    Attacks and Abilities

    -

    Basic Attacks

    -
      -
    • - Dragoneater w - 【MIG + MIG】 +5 w - 【HR + 10】 physical - damage. If a target hit by this attack is weak, they are - swallowed by the dragontrap: a swallowed creature will suffer - minor (20) physical damage at the beginning of each of the - dragontrap's turns and can perform no actions except for - Objective (with the goal of freeing themselves). -
    • -
    • - Lashing Vines w - 【DEX + MIG】 +5 w - 【HR + 15】 air damage and - the target suffers weak. -
    • -
    -

    Spells

    -
      -
    • - Numbing Gas w - 【MIG + WLP】 +2 w 10 × T MP - w Up to three creatures w Instantaneous. Each target loses - half of their current Mind Points. -
    • -
    • - Pre-digestion w - 【MIG + WLP】 +2 w 10 MP w - One creature w Scene. Until this spell ends, the target - suffers 10 extra damage from all sources that deal physical - damage. -
    • -
    -
    -
    -

    Special Rules

    -
      -
    • - Plant: The dragontrap is immune to dazed, - enraged, and shaken. -
    • -
    -
    -
    - -
    -

    UNDEAD

    -

    DREAD URN Lv 5

    -

    - A sepulchral urn, filled with old bones and inhabited by a - restless soul fueled by envy towards the living. -

    -

    - Typical Traits: cackling, fragile, floating, - tiny. -

    -

    Stats

    -
      -
    • DEX d10
    • -
    • INS d6
    • -
    • MIG d6
    • -
    • WLP d10
    • -
    • HP 50 w 25
    • -
    • MP 55
    • -
    • Init. 8
    • -
    -

    Defenses

    -
      -
    • DEF +1
    • -
    • M.DEF +2
    • -
    • VU a b aa
    • -
    • IM E ff VU i ll VU bb IM
    • -
    -

    Basic Attacks

    -
      -
    • - Urn Poke w 【DEX + MIG】 w 【HR + 5】 physical - damage. -
    • -
    • - Chaos Cackle w 【DEX + MIG】 w 【HR + 5】 dark - damage and the target suffers shaken.
      This attack targets Magic Defense. -
    • -
    -

    Special Rules

    -
      -
    • - Undead: The dread urn is immune to poisoned and - HP recovery may harm them (page 305). -
    • -
    -

    ZOMBIE Lv 5

    -

    - The rotting remains of a humanoid, animated by dark magic and - driven by an insatiable hunger. Tough, but clumsy. -

    -

    - Typical Traits: creepy, mindless, rotting, slow. -

    -

    Stats

    -
      -
    • DEX d6
    • -
    • INS d6
    • -
    • MIG d12
    • -
    • WLP d8
    • -
    • HP 70 w 35
    • -
    • MP 45
    • -
    • Init. 6
    • -
    -

    Defenses

    -
      -
    • DEF +2
    • -
    • M.DEF +1
    • -
    • ' a b aa
    • -
    • IM EE VU ff VU i ll VU bb IM
    • -
    -

    Basic Attacks

    -
      -
    • - Ravenous Bite w 【DEX + MIG】 w 【HR + 5】 dark - damage and the target suffers weak. -
    • -
    • - Zombie Rake w 【MIG + MIG】 w 【HR + 5】 - physical damage. -
    • -
    -

    Special Rules

    -
      -
    • - Empty Mind: The zombie is immune to dazed, - enraged, and shaken. -
    • -
    • - Undead: The zombie is immune to poisoned and HP - recovery may harm it (page 305). -
    • -
    -
    - -
    -

    SKELETAL MAGE

    -

    - Often acting as a necromancer’s lieutenants, these animated - corpses are gifted with nefarious intellect and can channel dark - magic. -

    -

    - Typical Traits: ambitious, clever, knowledgeable, - ruthless. -

    -

    Stats

    -
      -
    • DEX d6
    • -
    • INS d8
    • -
    • MIG d8
    • -
    • WLP d10
    • -
    • HP 60 w 30 MP 70 Init. 5
    • -
    -

    DEF +2 M.DEF +4

    -

    - a b aa IM EE VU ff RS ii RS ll VU bb IM -

    -

    Equipment:

    -

    staff, sage robe.

    -

    Basic Attacks

    -

    - Staff w 【WLP + WLP】 +1 w 【HR + 6】 physical damage and - the mage recovers 5 MP. -

    -

    Spells

    -

    - Umbra rr w 【INS + WLP】 +1 w 10 × T MP w Up to three - creatures w Instantaneous. Each target suffers 【HR + 15】 dark - damage. Opportunity: Each target suffers shaken. -

    -

    Special Rules

    -
      -
    • - Undead w The skeletal mage is immune to - poisoned and HP recovery may harm them (page 305). -
    • -
    -
    -

    SKELETAL SOLDIER

    -

    - Usually found guarding ancient ruins or serving a necromancer, - these creatures are ruthless and capable combatants. -

    -

    - Typical Traits: cruel, mindless, murderous, - silent. -

    -

    Stats

    -
      -
    • DEX d8
    • -
    • INS d8
    • -
    • MIG d10
    • -
    • WLP d6
    • -
    • HP 70 w 35 MP 40 Init. 6
    • -
    -

    DEF 12 M.DEF +0

    -

    aa VU b aa IM EE VU f i ll VU bb IM

    -

    Equipment:

    -

    bronze sword, bronze shield, brigandine.

    -

    Basic Attacks

    -

    - Bronze Sword w 【DEX + MIG】 +5 w 【HR + 11】 physical - damage. -

    -

    Special Rules

    -
      -
    • - Empty Mind w The skeletal soldier is immune to - dazed, enraged, and shaken. -
    • -
    • - Undead w The skeletal soldier is immune to - poisoned and HP recovery may harm it (page 305). -
    • -
    -
    - -
    -

    BONE HOWLER Lv 15 w UNDEAD

    -

    - Stripped of their life and loyalty, these skeletal abominations - are driven by a ferocious and insatiable hunger. -

    -

    - Typical Traits: eternally hungry, fast, - resilient, vicious. -

    -

    Statistics

    -
      -
    • DEX: d10
    • -
    • INS: d6
    • -
    • MIG: d10
    • -
    • WLP: d6
    • -
    • HP: 80 w 40
    • -
    • MP: 55
    • -
    • Init: 8
    • -
    -

    Defense/Combat Stats

    -

    DEF +0 M.DEF +0 '' RS aa VU b aa IM E f ii RS ll VU bb IM

    -

    Basic Attacks

    -

    Serrated Maw

    -
      -
    • - Damage: 【DEX + MIG】 +1 w 【HR + 10】 physical - damage -
    • -
    • Effect: The target suffers slow.
    • -
    -

    Spells

    -

    Rot Breath

    -
      -
    • - Usage: 【MIG + WLP】 +1 w 10 MP (One creature, - Instantaneous) -
    • -
    • - Damage: The target suffers 【HR + 15】 dark - damage and suffers weak. -
    • -
    -

    Special Rules

    -

    - Undead: The bone howler is immune to poisoned and - HP recovery may harm it (page 305). -

    -

    GHOUL Lv 15 w UNDEAD

    -

    - Hulking corpses inhabited by a soul driven mad by a terrible - curse. Ghouls haunt graveyards and feed on the freshly deceased. -

    -

    - Typical Traits: aggressive, large, powerful, - terrifying. -

    -

    Statistics

    -
      -
    • DEX: d8
    • -
    • INS: d6
    • -
    • MIG: d12
    • -
    • WLP: d6
    • -
    • HP: 90 w 45
    • -
    • MP: 45
    • -
    • Init: 7
    • -
    -

    Defense/Combat Stats

    -

    DEF +0 M.DEF +0 ' a b aa IM E f i ll VU bb IM

    -

    Basic Attacks

    -

    Furious Claws

    -
      -
    • - Damage: 【MIG + MIG】 +1 w 【HR + 10】 physical - damage. -
    • -
    • Notes: This attack has multi (2).
    • -
    -

    Poison Breath

    -
      -
    • - Damage: 【DEX + MIG】 +1 w 【HR + 5】 poison - damage. -
    • -
    • Effect: The target suffers poisoned.
    • -
    -

    Special Rules

    -

    - Undead: The ghoul is immune to poisoned and HP - recovery may harm them (page 305). -

    -
    - -
    -

    Mummy

    -

    Level: 20 w UNDEAD

    -

    - Preserved through ancient rituals, these shambling horrors are - devoid of any will save for the original commands they received. -

    -

    - Typical Traits: cursed, eternally loyal, - flammable, silent. -

    -

    Stats

    -
      -
    • DEX d6
    • -
    • INS d8
    • -
    • MIG d10
    • -
    • WLP d10
    • -
    • HP 90 w 45
    • -
    • MP 70
    • -
    • Init. 7
    • -
    -

    Defense

    -

    DEF +0 M.DEF +0 ' aa VU b aa IM E ff VU i ll VU bb IM

    -

    Basic Attacks

    -
      -
    • - Grave Claw w 【MIG + WLP】 +5 w 【HR + 10】 - earth damage. Each target hit by this attack suffers slow; if a - target is already slow, they become Vulnerable to all damage - types until they recover from the slow status effect. -
    • -
    -

    Special Rules

    -
      -
    • - Ancient Curse w When reduced to 0 HP , the - mummy crumbles to dust and utters a powerful curse: all living - creatures present on the scene suffer shaken and weak. -
    • -
    • - Empty Mind w The mummy is immune to dazed, - enraged, and shaken. -
    • -
    • - Undead w The mummy is immune to poisoned and HP - recovery may harm it (page 305). -
    • -
    -
    -

    SHACKLED SOUL

    -

    Level: 20 w UNDEAD

    -

    - Spirits whose tormented existence made it impossible to find peace - in the afterlife sometimes transform into powerful ghosts. -

    -

    - Typical Traits: anguished, cursed, ethereal, - vengeful. -

    -

    Stats

    -
      -
    • DEX d12
    • -
    • INS d8
    • -
    • MIG d6
    • -
    • WLP d8
    • -
    • HP 70 w 35
    • -
    • MP 70
    • -
    • Init. 10
    • -
    -

    Defense

    -

    - DEF +0 M.DEF +0 '' IM aa VU b aa IM EE RS ff VU ii RS ll VU bb IM -

    -

    Basic Attacks

    -
      -
    • - Fury Claw w 【DEX + WLP】 +5 w 【HR + 10】 dark - damage and the target suffers enraged. -
    • -
    -

    Spells

    -
      -
    • - Ghastly Wail rr w 【INS + WLP】 +5 w 10 MP w - One creature w Instantaneous. The target suffers 【HR + 20】 ice - damage and suffers shaken. -
    • -
    -

    Special Rules

    -
      -
    • - Undead w The shackled soul is immune to - poisoned and HP recovery may harm them (page 305). -
    • -
    -
    - -
    -
    -

    354

    -
      -
    • W character, 10, 34
    • -
    • Player Character (PC), 10, 34
    • -
    • Non-Player Character (NPC), 10, 302
    • -
    • character creation, 154
    • -
    • classic characters, 172
    • -
    • high level characters, 229
    • -
    -

    Check

    -
      -
    • Accuracy Check, 42
    • -
    • Attribute Check, 34
    • -
    • Group Check, 50
    • -
    • Magic Check, 48
    • -
    • Open Check, 49
    • -
    • Opposed Check, 48
    • -
    • Support Check, 50
    • -
    -

    Chimerism

    -
      -
    • discipline, 113, 118
    • -
    • Chimerist, Class, 182, 248
    • -
    • Class, 36, 160, 248
    • -
    • mastering a Class, 227, 228
    • -
    • putting levels in a Class, 228
    • -
    -

    Clock

    -
      -
    • 52
    • -
    • filling sections of a Clock, 53
    • -
    • Danger Clock, 111
    • -
    • erasing sections of a Clock, 54
    • -
    • Goal Clock, 72, 78
    • -
    -

    Conflict & Danger

    -
      -
    • conflict scene, 31, 58
    • -
    • optional conflict rules, 82
    • -
    -

    Construct (Species)

    -
      -
    • Species, 304, 328
    • -
    -

    Critical Success & Crisis

    -
      -
    • critical success, 40
    • -
    • Crisis, 84
    • -
    -

    Damage

    -
      -
    • damage, 92
    • -
    • damage Affinities, 92
    • -
    • damage types, 92
    • -
    • extra damage, 93
    • -
    • improvising damage, 93
    • -
    • danger, 108
    • -
    -

    Darkblade

    -
      -
    • Class, 184, 249
    • -
    -

    Status Effects

    -
      -
    • dazed, status effect, 94
    • -
    -
    -

    A

    -
      -
    • Absorption, 92
    • -
    • accessory, 126, 284
    • -
    • action, 66
    • -
    • add, subtract, multiply, divide, 33
    • -
    • admiration, Bond of, 56
    • -
    • advancement, 227
    • -
    • affection, Bond of, 56
    • -
    • Arcanism, discipline, 112, 118
    • -
    • Arcanist, Class, 176, 248
    • -
    • armor, 127
    • -
    • basic armors, 132, 168
    • -
    • rare armors, 280
    • -
    • artifact, 288
    • -
    • Attack, action, 68
    • -
    • free attack, 69
    • -
    • Attribute, 36, 162
    • -
    • Attribute Check, 42
    • -
    • increasing Attributes, 228
    • -
    -
    -
    -

    B

    -
      -
    • backpack, 37, 122
    • -
    • battles, designing, 292
    • -
    • boss battles, 300
    • -
    • beast, Species, 304, 324
    • -
    • Bestiary, 319
    • -
    • Bond, 35, 56
    • -
    • Bond strength, 35, 56
    • -
    • Bonds and resting scenes, 91
    • -
    • creating a Bond, 57
    • -
    • erasing a Bond, 57
    • -
    • invoking a Bond, 47
    • -
    • strenghtening a Bond, 57
    • -
    • boss, 300
    • -
    -
    -
    -

    C

    -
      -
    • campaign, 24
    • -
    • champion, rank, 295
    • -
    -
    -

    INDEX

    -
    -
    - -
    - -
    -

    R

    -
      -
    • rank, NPC, 294
    • -
    • rare item, 266
    • -
    • accessories, 126, 284
    • -
    • rare armors, 280
    • -
    • rare shields, 280
    • -
    • rare weapons, 268
    • -
    • Resistance, 92
    • -
    • resting, 90
    • -
    • resting scene, 91
    • -
    • Result, 40
    • -
    • reward, 123, 264
    • -
    • Ritual, 118
    • -
    • Rituals during conflicts, 121
    • -
    • Ritualism, discipline, 113, 118
    • -
    • Rogue, Class, 202, 251
    • -
    • round, 62
    • -
    • rounding down, 33
    • -
    -

    S

    -
      -
    • Sacrifice, 88
    • -
    • safety, 140, 147
    • -
    • scene, 30
    • -
    • conflict scene, 31, 58
    • -
    • Game Master scene, 31
    • -
    • interlude scene, 31
    • -
    • selling items, 124
    • -
    • service, 124
    • -
    • session, 32
    • -
    • shaken, status effect, 94
    • -
    • Sharpshooter, Class, 204, 252
    • -
    • shield, 128
    • -
    • basic shields, 133, 169
    • -
    • rare shields, 280
    • -
    • Skill, 36, 161
    • -
    • Class Skills, 161
    • -
    • Heroic Skills, 232
    • -
    • NPC Skills, 306
    • -
    • Skill Level (SL), 36, 161
    • -
    -

    M

    -
      -
    • magic, 112
    • -
    • Magic Defense, 37, 127, 164
    • -
    • martial (E) item, 126
    • -
    • mastering a Class, 227, 228
    • -
    • merge, benefits, 178
    • -
    • Might (MIG), 36, 162
    • -
    • Mind Point (MP), 37, 85, 163
    • -
    • maximum Mind Points, 85, 163
    • -
    • total MP cost, 114
    • -
    • 0 Mind Points, 85
    • -
    • mistrust, Bond of, 56
    • -
    • modifier, 40
    • -
    • situational modifier, 49
    • -
    • monster, Species, 305, 342
    • -
    -

    N

    -
      -
    • Non-Player Character (NPC), 10, 302
    • -
    • designing NPCs, 302
    • -
    -

    O

    -
      -
    • opportunity, 41
    • -
    • Orator, Class, 200, 251
    • -
    • Origin, 34, 159
    • -
    -

    P

    -
      -
    • Pillars, Eight, 14
    • -
    • plant, Species, 305, 346
    • -
    • Player, 10, 24
    • -
    • Player Character (PC), 10, 34
    • -
    • PC against PC, 141
    • -
    • poisoned, status effect, 94
    • -
    • potions, 104, 212
    • -
    • Project, 134
    • -
    • prologue, 220
    • -
    • Objective, action, 72
    • -
    -
    - -
    -

    T

    -
    -
    Theme
    -
    Theme, 34, 158
    -
    changing Theme
    -
    229
    -
    teamwork
    -
    76
    -
    timing rules
    -
    33
    -
    Tinkerer
    -
    Class, 210, 253
    -
    Trait
    -
    34
    -
    invoking a Trait
    -
    46
    -
    NPC Traits
    -
    302, 321
    -
    transport
    -
    124
    -
    travel day
    -
    106
    -
    travel roll
    -
    106
    -
    turn
    -
    62
    -
    turn-related effects
    -
    77
    -
    two-weapon fighting
    -
    69
    -
    -

    U

    -
    -
    unarmed strike
    -
    129
    -
    Ultima Point
    -
    101
    -
    spending Ultima Points
    -
    101
    -
    unconscious
    -
    89
    -
    undead
    -
    Species, 305, 350
    -
    -

    V

    -
    -
    veils
    -
    140
    -
    Villain
    -
    100
    -
    creating Villains
    -
    254
    -
    escalation of a Villain
    -
    102
    -
    Villains and Fabula Points
    -
    103
    -
    Villains at 0 Hit Points
    -
    87
    -
    Vulnerability
    -
    92
    -
    -

    W

    -
    -
    Wayfarer
    -
    Class, 216, 253
    -
    waves
    -
    298
    -
    weapon
    -
    129
    -
    basic weapons
    -
    130, 166
    -
    rare weapons
    -
    268
    -
    weapon Categories
    -
    129
    -
    Weaponmaster
    -
    Class, 218, 253
    -
    weak
    -
    status effect, 94
    -
    Willpower (WLP)
    -
    36, 162
    -
    world creation
    -
    148
    -
    -

    Z

    -

    zenit (z), 37, 122

    -
    - -
    -

    VIDEOGAMES

    -
      -
    • Alchemy Stars by Proxima Beta
    • -
    • Arknights by Hypergryph & Studio Montagne
    • -
    • Atelier (series) by Gust Corporation
    • -
    • Bravely Default (series) by Silicon Studio & Square Enix
    • -
    • Chrono Trigger by Square
    • -
    • Dragon Quest (series) by Armor Project & Square Enix
    • -
    • Etrian Odyssey (series) by Atlus
    • -
    • Fantasian by Mistwalker
    • -
    • Final Fantasy (series) by Square Enix
    • -
    • - Fire Emblem Echoes: Shadow of Valentia by Intelligent Systems -
    • -
    • Granblue Fantasy by Cygames
    • -
    • Jade Cocoon by Genki
    • -
    • Mana / Seiken Densetsu (series) by Koichi Ishii & Square
    • -
    • - Ni no Kuni: Wrath of the White Witch by Level-5, Studio Ghibli & - Namco Bandai -
    • -
    • Octopath Traveler by Acquire & Square Enix
    • -
    • Persona (series) by Atlus & P-studio
    • -
    • Radiant Historia by Atlus
    • -
    • Shadow Hearts (series) by Sacnoth
    • -
    • Shin Megami T ensei (series) by Atlus
    • -
    • Suikoden (series) by Konami
    • -
    • Tales (series) by Namco Bandai
    • -
    • The Last Story by Mistwalker & AQ Interactive
    • -
    • The Legend of Dragoon by Sony Computer Entertainment
    • -
    • The Legend of Heroes (series) by Nihon Falcom Corporation
    • -
    • Vagrant Story by Square
    • -
    • Xenoblade Chronicles (series) by Monolith Soft
    • -
    • Xenogears by Square.
    • -
    -

    INSPIRATIONAL WORKS

    -
    - -
    - -
    +
    +

    AUTHOR'S FOREWORD

    +

    + When I started working on this game back in 2017, one thing was already clear: + in a time when tabletop roleplaying games seemed dominated by dark fantasy + titles and gruesome, gritty tales of opportunistic characters steeped in + nihilism, I felt the need for a refreshing alternative. +

    +

    + I wanted a game of magical worlds and optimistic stories, steeped in the + wondrous aesthetics of the Japanese console RPGs that had left me speechless + as a kid. There was an element of nostalgia, sure, but it was accompanied by a + conscious need to write a game based on cooperation, hope, and mutual trust; + both in the stories it was meant to tell and in its very ruleset. +

    +

    + For its working title I went with "Fabula Ultima" — a Latin phrase that could + be translated as "Last Fable" or "Ultimate Story". Needless to say, this was a + tongue-in-cheek homage to what is probably the most notorious JRPG saga in + existence, and also my first encounter with the genre (Final Fantasy X, back + in 2001). +

    +

    + During the spring of 2018, my health condition unfortunately plummeted, and + the name "Fabula Ultima" took on a bit of an ominous ring. Luckily enough, + this ended up being nothing too serious — but that title had accompanied me + during those harsh months, so I decided to keep it for the final release. + After all, the whole point of the game was to tell tales of heroes who achieve + their goals by overcoming suffering and defeats, in the hopes of a better + future. +

    +

    + Working on Fabula Ultima was neither easy nor quick, but dozens of people have + given me the strength I needed over the years: some by supporting me via + Patreon, others simply sharing the game and playing with me. Testing and + experimenting, again and again, in a process of constant rebuild and + transformation that ultimately resulted in the book you are reading today; + speaking of which, my collaboration with Need Games was crucial. While the + release was announced during 2020, our conversations about the game date back + to 2018: Nicola has followed the project since its beginning, and sometimes I + really think he's enamoured with it more than I am! +

    +

    + Anyway, I've definitely written too much already: now it's time for the game + to speak on its own. All I ask of you is to let yourselves be swept into a + heroic adventure rife with hope, adversities, rebellion and emotions — and to + do so by trusting those who play with you, and being passionate about their + ideas. +

    +

    To fight for what you believe in, because this is your story.

    +

    Emanuele Galletto

    +
    + +
    +

    W ORIGIN AND INSPIRATIONS

    +

    + Fabula Ultima is partially based on the tabletop roleplaying game + Ryuutama, written by Atsuhiro Okada and + published in English by Kotodama Heavy Industries. +

    +

    + This game was written and produced under advisement of, with permission from, + and with the complete final approval of, both Kotodama Heavy Industries and + Atsuhiro Okada. Please visit + http://www.kotohi.com for more information + about Ryuutama. +

    +

    + Among the countless sources of inspiration for this game I want to mention: +

    +
      +
    • + Jonathan Tweet & Rob Heinsoo's 13th Age; Alberto Tronchi's + Aegis; Christian Giffen's Anima Prime; D. Vincent Baker's + Apocalypse World; Takeshi Kikuchi & Studio F.E.A.R.'s + Arianrhod; John Harper's Blades in the Dark (from which + the Clock mechanic was directly derived); Luke Crane's + Burning Wheel; Rob Heinsoo, Andy Collins & James Wyatt's + Dungeons & Dragons: 4th Edition; Fred Hicks & Rob Donoghue's + Fate; Rikizō's Kamigakari; Junichi Inoue's + Tenra Bansho Zero; and Ron Edward's + Sword, Soul, and Sex collection of + supplements for Sorcerer. +
    • +
    +

    SPECIAL ACKNOWLEDGMENTS

    +

    + My heartfelt thanks go to Davide Baravalle, Andrea Bergamelli, Gianluca + Candiago, Gaia Cardinali, Francesco Castelli, Alberto Ceirano, Lorenzo + Costamagna, Cryo, Nicola DeGobbis, Deshter, ExtantLily, Daniele Galliano, Alex + Grisafi, Andy Kitkowski, Chiara Listo, Andrea Lucca, Chris MacLean, Luca + Maiorani, Marco Munari, Enrico Orlandi, Alberto Orlandini, Marta Palvarini, + Andrea Parducci, Domenico Politi, Claudio Pustorino, Alec Rezanka, Matt + Sanchez, Aaron der Schaedel, Claudio Serena, Justin "Gyromitre" Solatges, Sara + "Kurolily" Stefanizzi, Marco Tarasconi, Alena Tincher, Triex, Erica Viotto, + and Giuseppe Vitale; to Lorenzo Magalotti, Moryo, Sascha Naderer e Catthy + Trinh for gifting shape and color to Fabula Ultima; +

    +

    + to Lara "Phenrir Mailoki" Arlotta, Michele "Sabaku no Maiku" Poggi and Marcus + "epicnamebro" Sanders for the excellent JRPG-themed content they tirelessly + create; +

    +

    + to my parents; and to all those who made this impossible project possible + through their support on Patreon! +

    +

    PLAYTESTERS

    +
      +
    • Beatrice Alinari
    • +
    • Andrea
    • +
    • Andrea Apperti
    • +
    • Davide Ardizzone
    • +
    • William Arnone
    • +
    • Kohei Asakura
    • +
    • Davide Baravalle
    • +
    • Andrea Bergamelli
    • +
    • Peter Bråss
    • +
    • Dario Cavallone
    • +
    • Alessia Caviglia
    • +
    • Alberto Ceirano
    • +
    • Matteo Cesari
    • +
    • Davide Cester
    • +
    • Lorenzo Costamagna
    • +
    • Alessandro Costella
    • +
    • Cryo
    • +
    • Medesimo d'Alessandro
    • +
    • Giulio D'Avella
    • +
    • Daniel De Filippis
    • +
    • Nicola DeGobbis
    • +
    • Deshter
    • +
    • Silvia De Stefanis
    • +
    • ExtantLily
    • +
    • Alessandro Fofi
    • +
    • Marco Faccin
    • +
    • Sabrina Faricelli
    • +
    • Luca Fuoco
    • +
    • Daniele Galliano
    • +
    • Marco Grimaldi
    • +
    • Alex Grisafi
    • +
    • Aslak R. Hauglid
    • +
    • Eric Hulfsson
    • +
    • Mattia Lagonegro
    • +
    • Marco Lazzaroni
    • +
    • Juri Loi
    • +
    • Andrea Lucca
    • +
    • Andrea Lucenta
    • +
    • Filippo Mammini
    • +
    • Roberto Marcarini
    • +
    • Nicola Marchi
    • +
    • Leonardo "Svalbard86" Melis
    • +
    • Edoardo Noris
    • +
    • Roberta Nuvoli
    • +
    • Matteo Pedroni
    • +
    • Matteo Perego
    • +
    • Domenico Politi
    • +
    • Francesco Raimondi
    • +
    • Alec Rezanka
    • +
    • Roberto Rossi
    • +
    • Justin "Gyromitre" Solatges
    • +
    • Louis Spiegel
    • +
    • William Tagliaferri
    • +
    • Marco Tarasconi
    • +
    • Alena Tincher
    • +
    • Erica Viotto
    • +
    +
    + +
    + +
    + +
    +

    Index / Table of Contents

    + +

    1. Introduction

    +
      +
    • The Eight Pillars
    • +
    • Game Materials
    • +
    • The Players
    • +
    • The Game Master
    • +
    +

    2. Game Rules

    +
      +
    • Scenes
    • +
    • Interlude Scenes
    • +
    • Game Master Scenes
    • +
    • Sessions and Campaigns
    • +
    • Important Rules
    • +
    • Anatomy of a Character
    • +
    • Checks
    • +
    • Critical Success
    • +
    • Fumble
    • +
    • Opportunities
    • +
    • Performing an Attribute Check
    • +
    • Difficulty Levels
    • +
    • Invoking a Trait
    • +
    • Invoking a Bond
    • +
    • Opposed Checks
    • +
    • Open Checks
    • +
    • Situational Modifiers
    • +
    • Group Checks
    • +
    • Frequently Used Checks
    • +
    • Clocks
    • +
    • Bonds
    • +
    • Conflict Scenes
    • +
    • The Structure of a Conflict
    • +
    • Initiative
    • +
    • Rounds and Turns
    • +
    • Space and Distances
    • +
    +
    + +
    + +
    + +
    + +
    + +
    + +
    + +
    +

    A ROLEPLAYING GAME

    +

    + Roleplaying games (abbreviated RPGs) are a particular type of game — they + originated as tabletop games, but are nowadays often played online as well. +

    +

    + In a roleplaying game, a group of people play together to create a story: they + do so by talking with each other, and that conversation is accompanied by the + use of rules and (typically) dice rolls, which help determine the outcome of + uncertain situations and guarantee that the story created reflects the + premises of the game — tension and fear for a horror game, adrenaline scenes + for an action game, deep and heartfelt character interaction for a romantic + game, and so on. +

    +

    + In Japan, this activity is also known as a "table talk role-playing game" + (TTRPG), specifically, because it relies so heavily on the conversation at the + table. +

    +

    ROLES IN THE GAME

    +

    The people who play this game will fulfill different roles:

    +
      +
    • + Game Master. Often abbreviated as GM, this person's role is + that of portraying the game world in which the protagonists of the story act + and live. As the protagonists establish goals and make choices, the Game + Master will challenge those goals and describe the consequences of their + actions. + You can find more about the Game Master's role on + page 26! +
    • +
    • + Player. Each of the remaining participants — two to five + people — will create a heroic protagonist and then control that character's + actions within the game world. Each protagonist is known as a Player + Character, generally abbreviated as PC. +

      + Characters that are controlled by the Game Master, on the other hand, are + called Non-Player Characters, or NPCs. +

      +

      + You can find more about each Player's role on + page 24! +

      +
    • +
    +

    + While it is true that the role of the Game Master is to present obstacles and + put the Player Characters in situations of risk and danger, their role is not + that of an adversary, but rather someone who aims to make the protagonists + shine throughout the story. +

    +

    + There is no "win condition" in this game: as long as you create a memorable + story and enjoy each other's company, you're all winning. +

    +
    + +
    +

    The Basics of Play

    +

    + In the conversation, Players describe their characters' actions and choices: +

    +
      +
    • "Isabelle raises her shield and guards your back!"
    • +
    • "I step forward and speak to the queen!"
    • +
    • "I run after the thief! Where did he go?"
    • +
    +

    + Similarly, the Game Master describes what happens in the world and also + portrays the actions of every creature and character around the protagonists: +

    +
      +
    • + "The village looks calm, its white windmills turning lazily under the sun. " +
    • +
    • + "The king appears tired and struggles to speak, as if not in control of his + body. " +
    • +
    • "The dragon turns his smoldering gaze towards you!"
    • +
    +

    + Together, this is all known as roleplaying, and these events + will take place in your imagination — a space that is often called "the + fiction". +

    +

    THE RULES

    +

    + This is also a game, and that's where the rules come into play: much like in a + video game or board game, characters have scores and abilities representing + their strengths and weaknesses, and dice rolls will often be used to make a + situation's outcome a bit tense and unpredictable. +

    +

    + Unlike video games and board games however, the possibilities of a roleplaying + game are endless: there is no single approach to a situation and the story + will naturally emerge from your interactions and choices at the table. +

    +
    +
    + This is a tale of heroes and darkness. Of great hope... and even greater + sacrifice. +
    +
    + +
    +

    BUT WHAT IS THIS GAME ABOUT?

    +

    + There are many roleplaying games in the world, and we play them for different + reasons: many make us feel like heroes, some have us embroiled in dark + investigations and tragic tales, others will challenge our skills and tactical + mindset, and others make us reflect on heavy and important topics. +

    +

    + Fabula Ultima was designed to be a TTJRPG — a Table Talk JRPG, evoking the + feel and stories that can typically be found in classic console Japanese + roleplaying video games. +

    +

    HEROIC AND FANTASTIC ACTION

    +

    + In line with the genre that inspired it, this game doesn't concern itself with + realism or verisimilitude — instead, it deliberately embraces a light-hearted, + bizarre and "videogamey" feel, both in its tone and in its mechanics. +

    +

    A GAME OF HEROES AND VILLAINS

    +

    + This is a game about larger-than-life heroes and tragic antagonists. There is + no predetermined plot, scenario, or "adventure" — the heroes' actions, + motivations, and objectives will drive the story forward while the Game Master + reacts to their choices and places obstacles on their path, often in the form + of powerful villains with their own devious agendas, which will change time + and time again as the protagonists manage (or fail) to thwart their plans. +

    +

    HEROIC DESTINY

    +

    + The heroes of Fabula Ultima are destined to accomplish great deeds, and they + will only meet their end when the person who plays them deems it appropriate. + That said, the price of defeat will often prove steeper than death — a major + part of this game will be discovering how your heroes rise from their failures + and learn to work together in order to accomplish what they could never do on + their own. +

    +
    + +
    +

    Challenging Battles

    +

    + Combat in Fabula Ultima is reminiscent of the console games that inspired it — + each character will have a few tricks up their sleeve, and only by properly + combining clever tactics and coordinating with your allies will you emerge + victorious... especially when fighting against bosses! +

    +

    Your World

    +

    + Fabula Ultima has no default or "canonical" world, and that's on purpose! Your + group will collaboratively create a custom world in which your tales will take + place. +

    +

    + That said, the world and characters you create must adhere to eight core + principles, known as the Eight Pillars — which you can find on the next page! +

    +

    + On the other hand, if you're not familiar with the classic tropes of Japanese + console roleplaying games, you can find a useful collection of inspirational + worlds starting on page 16! +

    +
    "There is more than one side to each story..."
    +
    + +
    +

    THE EIGHT PILLARS

    +

    + The world in which your adventures will take place is not predetermined: its + cities, kingdoms, deities, and cultures are something your group will create + (take a look at World Creation on + page 148). This fantastic land will grow + organically as you explore and travel across it, adding new details and + unraveling ancient mysteries! +

    +

    What ties all Fabula Ultima worlds together are The Eight Pillars.

    +

    ANCIENT RUINS AND HARSH LANDS

    +

    + The world is an ancient and dangerous place: cities and villages are separated + by vast plains, scorching deserts, frozen peaks and impenetrable forests. The + land is dotted with crumbling fortresses and shrines devoted to deities whose + names have been lost to time. Past civilizations and ages of darkness have + left behind a world of powerful artifacts and cryptic legends, as well as + magical (and often dangerous) places. +

    +

    A WORLD IN PERIL

    +

    + Villages, castles, and city-states are among the few areas that aren’t + literally crawling with monsters, brigands, and hostile creatures. Far more + dangerous still are Villains, powerful antagonists casting their shadow over + the entire land. Cruel sorcerers, evil gods seeking reincarnation, + power-hungry emperors, perhaps even alien entities: there’s a single, + unspeakable terror behind the dangers of the world, and our heroes are bound + to cross its path sooner or later. +

    +

    CLASHING COMMUNITIES

    +

    + The world may be in danger, but its inhabitants are still divided by ancient + grudges: religious schisms, memories of war crimes, and the conflict between + magic and science are among the most common causes of enmity. Reuniting these + communities will be key to defeating the great evils of the world; the + protagonists should help them overcome their hostilities and see their + differences as blessings instead of obstacles. +

    +

    EVERYTHING HAS A SOUL

    +

    + All matter that forms the world, including its creatures, the earth, sky, sun, + and stars are part of a vast flow of spiritual energy. The origin, nature, and + function of this energy may vary depending on the world you create, but its + presence is undeniable and anyone possessing the ability to manipulate it (be + it through magic or science) is a force to be reckoned with. +

    +
    + +
    + +
    + +
    +

    YOUR WORLD COULD BE... HIGH FANTASY

    +

    + Great castles whose crystal spires reach the sky, fleets of ornate airships + emerging from the clouds, vast stretches of enchanted forests, and ancient, + sprawling ruins brimming with magical golems and powerful artifacts. A High + Fantasy world is an ageless classic and the perfect fit for your Fabula Ultima + story. +

    +

    HIGH FANTASY THEMES AND PROTAGONISTS

    +

    + High fantasy stories often revolve around themes such as hope, friendship, and + fighting together against supernatural and world-ending threats. +

    +

    Their protagonists often come from many different backgrounds:

    +
      +
    • The princess who lost her kingdom to the antagonist's army.
    • +
    • The veteran soldier who pledged to protect the people with her life.
    • +
    • The young, inexperienced hero from a remote village.
    • +
    • The dashing sky pirate with a heart of gold.
    • +
    • + The old wizard mentor who spent his life searching for a legendary spell. +
    • +
    • The dark knight seeking redemption for his crimes.
    • +
    +

    + Together they must overcome their differences and disagreements, forging + strong bonds that will allow them to save the world from a terrible fate. +

    +
    + +
    +

    HIGH FANTASY LOCATIONS

    +

    + Every location in a high fantasy world has some magical element to it: a + floating castle inside a volcano, a silver palace orbiting the moon, a forest + populated by fairies and natural spirits, a great tower built to reach the + gods and destroyed over a single night as a form of divine punishment. + Everything is bizarre and wondrous. +

    +

    HIGH FANTASY MAGIC

    +

    + Magic is abundant, omnipresent, and employed in a variety of ways and by a + variety of people, from powerful court wizards to traveling healers. Golems, + airships, and elementally-infused weapons are a common sight. However, the + most ancient and world-altering rituals have been lost to time, hidden within + sunken ruins or guarded by centuries-old monsters. +

    +

    HIGH FANTASY ANTAGONISTS

    +

    + In a high fantasy world, antagonists are larger-than-life figures with armies + and incredible magic at their disposal. Each of them is a dark and twisted + reflection of one or more of the protagonists: they are shadows that must be + confronted for the heroes to grow and eventually triumph. Towards the end of + the story, driven into a corner by the protagonists' actions, high fantasy + villains often resort to extreme measures and transform into divine or demonic + entities that defy space and time. +

    +
    + +
    +

    YOUR WORLD COULD BE... NATURAL FANTASY

    +

    Natural Fantasy Themes and Protagonists

    +

    + Floating amidst a lush expanse of verdant forests, snow-capped mountains, and + crystal-clear lakes, small villages slumber peacefully, coexisting with the + beasts and elemental forces of the wilderness. Underneath it all lie the ruins + of mysterious past civilizations that once ruled this world of Natural + Fantasy. +

    +

    + Tales of natural fantasy often revolve around warmth and community, harmony + with nature and beasts, and the tragedy that befalls when the hearts of the + people grow so dark that they twist and corrupt the very places they live in. +

    +

    Their protagonists are often very young and come from the same village:

    +
      +
    • The daughter of the village chief, seeking to prove her worth.
    • +
    • The apprentice blacksmith who saw a terrible creature in the forest.
    • +
    • The young hermit who stumbled upon the entrance to a magical ruin.
    • +
    • The witch who knows of a prophecy dating back to the Ancestors.
    • +
    • The wandering warrior who mistakenly angered a local spirit.
    • +
    +

    + Together they must mend the hearts of their community and confront those who + stir sentiments of hatred and mistrust, to prevent this darkness from + corrupting the very balance of the world around them. +

    +
    + +
    + +
    + +
    +

    YOUR WORLD COULD BE... TECHNO FANTASY

    +

    + Heavy rain falls from polluted clouds, clanking sounds over the brass and + steel pipework spreading from one building to another. Casting its shadow over + the rundown districts is the massive shape of an industrial chimney, the + factory below draining energy and power from the depths of this Techno Fantasy + world. +

    +

    TECHNO FANTASY THEMES AND PROTAGONISTS

    +

    + Stories unfolding in a techno fantasy world are often darker and more serious + in tone; they revolve around the exploitation of natural resources, unchecked + and ruthless scientific experimentation, and abuse of power from the wealthy + elite. +

    +

    Their protagonists are often people fighting against injustice:

    +
      +
    • The scarred hero who had everything taken from her by the elite.
    • +
    • + The last survivor from a line of magic users who sought harmony with the + world. +
    • +
    • The former mercenary disgusted by his past actions.
    • +
    • + The failed experiment who was abandoned by their cold-hearted creator. +
    • +
    • + The wealthy heir who realized her prosperity was built upon the ruin of + others. +
    • +
    +

    + Together, they engage a desperate struggle against those few who rule the + world and the hearts of its people. +

    +
    + +
    +

    TECHNO FANTASY LOCATIONS

    +

    + Techno fantasy locations often take the form of a literal "above and below," + where the shining palaces of the wealthy steal the very sun from the vast + majority of the people who struggle daily in the slums below. Outside the + cities lies a barren world drained of all life and beauty, turned grey by + human greed. +

    +

    TECHNO FANTASY MAGIC

    +

    + In a techno fantasy world, magic has largely been claimed by technology and + turned into yet another source of power, wealth, and warfare supremacy. The + stream of souls has been gravely wounded and corrupted, and the original ways + of magic were forgotten or — more likely — suppressed. +

    +

    TECHNO FANTASY ANTAGONISTS

    +

    + The antagonists of a techno fantasy world should represent the darkness of + modern society and the ruthlessness of industry and exploitation. Wealthy and + influential, they simultaneously base their authority on brute military force + and stolen magic or artifacts. But perhaps their most insidious quality is + that many people still see them as ideal leaders and miraculously self-made + saviors, and are willing to be exploited and oppressed every day in the vain + hope of gaining their favor. Left unchecked, their egotistical ambitions will + lead to magical cataclysms or full-scale war. +

    +
    + +
    +

    GAME MATERIALS

    +

    + Among the best qualities of roleplaying games is that they generally do not + require particularly expensive materials beyond the rulebook — and you already + have that in your hands! +

    +

    To play the game, you will need the following:

    +

    GAME SHEETS

    +

    These print-outs are used to keep track of important game information.

    +
      +
    • + Character sheets are used to track information about each + Player Character. The first sheet contains most of the data, while the + second sheet will generally be needed once your character grows in power — + or if they learn to use magic. +
    • +
    • + The group sheet is shared by all participants, and it is + used to keep track of the characters, creatures, and locations they have + encountered. It also features a list of consumable items you will often use + during your travels, such as potions and antidotes. +
    • +
    • + The world sheet is generally managed by the Game Master and + used to record important information concerning your game world — kingdoms, + powerful characters, historical events, and great mysteries yet unsolved. +
    • +
    • + The map sheet features the map of your game world and is + used to calculate travel distances and mark the position of important + features such as cities, temples, fortresses, and ruins. You start the game + with only one map sheet, but might end up using more if you explore + uncharted territories. +
    • +
    +

    + If you have purchased this book, you probably already have a .pdf version of + each sheet; in case you don't, you can find them at fabulaultima.com. +

    +

    PAPER, PENCILS, AND ERASERS

    +

    + 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 + recorded. +

    +

    + You will also need a few pieces of blank paper for quick sketching and notes. +

    +
    + +
    + +
    + +
    +

    The Players

    +

    If you are a Player, here's how you should approach the game:

    +

    READ THIS BOOK

    +

    + Make sure to read the Introduction — hey, you’re already doing that! — learn + the Game Rules and familiarize yourself with the World Creation, Group + Creation, and Character Creation processes in the Press Start chapter. +

    +

    + You might want to steer clear of the Bestiary chapter, since your Game Master + will likely pit you against some of the creatures contained within it — + spoilers! +

    +

    GATHER THE PROPER TOOLS

    +

    + To play the game you will need pencils, erasers, a character sheet for your + hero, a shared group sheet, and your own set of polyhedral dice (d6, d8, d10, + d12, and d20). +

    +

    + If you can, pick up a spare set of dice and share them with everyone else at + the table. +

    +

    CREATE THE GAME WORLD

    +

    + Together with everyone else you will give birth to a fantastical setting, + populated by bizarre monsters, great mysteries, and powerful magic (see page + 148). +

    +

    + While doing so, you must adhere to the Eight Pillars discussed on the previous + pages — but aside from that, you are free to come up with whatever regions, + characters, and legends you want! +

    +

    CHOOSE AN ARCHETYPE FOR YOUR GROUP

    +

    + Once you have created a game world for your story, you must choose the kind of + group your characters will form: will you be guardians of a miraculous + artifact, revolutionaries fighting against a corrupt empire, or perhaps heroes + who have been brought together by fate? +

    +

    + Talk with your Game Master and with the other Players and discuss the kind of + story you all want to tell — then, choose an appropriate group type! +

    +

    + For more information on group types, see + page 152. +

    +
    + +
    +

    INTRODUCTION

    +

    CREATE YOUR HEROIC CHARACTER

    +

    + Keeping the unique characteristics of your group and world in mind, create the + Player Character (PC) you will control during gameplay. Discuss each + character’s role within your group, as well as any Bonds and relationships! +

    +

    COOPERATE WITH EVERYONE ELSE

    +

    + When playing the game, pay attention to what everybody else is saying and + remember to leave room for everyone to shine: each hero should get their time + in the spotlight. Do your best to cooperate with the other Players and make + sure your table environment is enjoyable and welcoming. Be curious and + enthusiastic, suggest goals for the group, and support each other! +

    +

    CONTRIBUTE TO THE ONGOING STORY

    +

    + Bring your energy and ideas to the table, creating a story by cooperating with + everyone else. If you want your character’s emotions and flaws to be a living + part of this shared tale, act accordingly: in Fabula Ultima, all participants + are equally responsible for the quality of the game experience. +

    +

    + See your character as the tool with which you will shape part of the ongoing + narrative. +

    +

    PLAY AS A HERO

    +

    + The protagonists of Fabula Ultima are heroes and adventurers, larger-than-life + characters with unique abilities and an epic — sometimes tragic — destiny. + When you play the game, keep this premise in mind: act heroically, don’t back + down from challenges, and try to make the world a better place. Sometimes, it + will make sense for your character to do something you wouldn't: this is part + of the beauty of roleplaying games — allow your character to lead you on this + journey of discovery! +

    +

    PLAY TO CHANGE AND EVOLVE

    +

    + Your character should be far from an immutable entity: while their past may be + complex and tragic, the way they will change and grow during play is far more + important. +

    +

    Character evolution lies at the core of adventure: embrace it!

    +
    + +
    +

    THE GAME MASTER

    +

    If you are the Game Master, here's how you should approach the game:

    +

    READ THIS BOOK

    +

    + Make sure to read the Introduction — hey, you’re already doing that! — learn + the Game Rules and familiarize yourself with the World + Creation, Group Creation, and Character Creation processes in the Press Start + chapter. You should also pay special attention to the Game Master chapter and + learn how to consult the Bestiary. +

    +

    GATHER THE PROPER TOOLS

    +

    + 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 + setting — you will likely only need one at the beginning, and then print some + more as the heroes explore the world. You will also need one or more sets of + polyhedral dice (d6, d8, d10, d12, and d20). +

    +

    FOLLOW THE RULES

    +

    + 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. +

    +

    TAKE PART IN WORLD, GROUP AND CHARACTER CREATION

    +

    + Assist the Players during World Creation (page 148), Group Creation (page 152), and Character Creation (page 154). Use this time to ask lots of questions: what are the core themes of each + protagonist? What experiences tie them together? Do they have a common enemy? + Take note of everything — all of this will come back to help you create + engaging situations during gameplay. +

    +

    BREATHE LIFE INTO THE GAME WORLD

    +

    + Regardless of the game world you have created together, it falls upon your + shoulders to populate it with fantastic locations, dangerous monsters, and + powerful antagonists. Stay true to the Eight Pillars and make sure you build + on each Player Character’s personal themes and motivations. Whenever you think + a Player Character might know about a place or event, ask the corresponding + Player for creative input. +

    +
    + +
    +

    BREATHE LIFE INTO YOUR VILLAINS

    +

    + Pay great attention when portraying the main antagonists of the game, and make + sure you stay true to their goals and motivations. Just as Fabula Ultima’s + protagonists are larger-than-life heroes, their adversaries are powerful and + formidable individuals, who often conceal terrible secrets. Do your best to + always portray their looming threat and keep the pressure high! +

    +

    COOPERATE WITH EVERYONE ELSE

    +

    + When playing the game, pay attention to what everybody else is saying and + encourage everyone to play an active role: each participant should get their + time in the spotlight. Do your best to cooperate with everyone else and make + sure the play environment is enjoyable and welcoming. +

    +

    PLAY TO FIND OUT WHAT HAPPENS

    +

    + Never force the Players’ hand, and make sure not to “push” them towards a + specific event: let their actions and objectives guide you instead. Resist the + temptation to create a predetermined plot — let the heroes’ choices and + actions tell you what aspects of the story the Players really care about. +

    +

    + If you're used to other RPGs in which the Game Master controls the evolution + of the story and prepares scenes ahead of time, let go of that when playing + this game — here, you must only weave situations around what the Players + decide to do and add details to the world as required by the circumstances. + The game gives them plenty of tools to influence and shape the story, up to + and including the ability to alter plot elements you had previously + introduced. Embrace this creative flow! +

    +

    ASK QUESTIONS, BUILD ON THE ANSWERS

    +

    + Move the action forward by asking questions to everyone else. For example: + What will you do now? Where can you find this information? How do you feel + about what happened? Are you willing to risk your life for this? What will you + tell your mother? +

    +

    Ask plenty of questions, then build on the Players’ answers.

    +

    LOOK FOR INSPIRATION

    +

    + Stories, ideas, pictures, characters, music, and maps: make sure to take + advantage of all possible sources of inspiration. +

    +
    + +
    + +
    + +
    +

    GAME RULES

    +

    This chapter contains the core rules required to play Fabula Ultima.

    +

    + This is probably the most important chapter in the book and one that should be + read with great attention, regardless of if you are the Game Master or a + Player. +

    +

    + Throughout this chapter the game’s mechanics are presented in the way that + felt most intuitive; however, sometimes you will have to jump between pages in + order to get the full picture of how things work. It won’t happen too often, + promise! +

    +

    USEFUL ADVICE AND CHANGING THE RULES

    +

    + Along the way, you will find that a large part of this chapter contains advice + on how to make the most out of this game's rules and mechanics. You will also + find that sometimes the very same situation can be resolved through different + methods — there’s some overlap between rules. +

    +

    + This is by design. Given the broad scope of the game and the many possible + scenarios, the rules must be flexible — but this also means you will have to + learn how and when to use them. That is why plenty of advice has been included + wherever possible: because this book is meant to be understood in the easiest + way possible so that the goals and intentions behind each rule are clear. +

    +

    + As you grow more familiar with the rules, you will probably want to change or + tweak some of them, and that’s perfectly fine. Nothing in this book was + written to be set in stone, but to be a functional game, whose components + interact with each other and work together to bring an epic, heroic and + fantastic tale to your gaming table. Because of this, make sure to think + carefully about the changes you make: they might influence a greater number of + elements than what you had anticipated. To make life easier, the book includes + a variety of optional rules that can be used to safely customize your play + experience. +

    +

    + Needless to say, whenever you want to change something, make sure to discuss + it with your game group: you shouldn’t change anything unless everyone agrees. +

    +
    + +
    +

    SCENES

    +

    + In order to play the game, you must first understand the concept of scenes. +

    +

    + A scene is a segment of gameplay with a beginning and an end, focused around a + specific character, obstacle, or conflict. +

    +

    + Scenes are an easy way to split the game into manageable “time sections” and + also act as a “stage”: characters who are not part of the current scene may + not perform any kind of action to affect the story. It is the Game Master’s + responsibility to declare the beginning and end of each scene, but the Players + can ask the Game Master to set up specific scenes as well. +

    +

    Generally, a scene flows like this:

    +
    +

    Beginning the Scene

    +

    + The Game Master introduces the scene and describes the situation (a process + known as framing the scene), especially the following: +

    +
      +
    • + Which characters are present on the scene (this is often self-evident). +
    • +
    • The time and location of the scene.
    • +
    • + Creatures, items or other elements that the characters may interact with. +
    • +
    +

    + Note: The GM should keep things simple — one or two sentences are + enough. +

    +
    +

    Playing the Scene

    +

    + Player Characters interact with what is present on the scene, and their + actions and decisions push the story forward. The GM describes how the + environment and Non-Player Characters react, and adds details to the scene as + needed. Characters may also enter and/or leave the scene, provided the GM + agrees. +

    +

    + Additionally, there will be times when the outcome of a character’s action + needs to be determined by rolling dice (see Checks, on + page 38). +

    +

    Ending the Scene

    +

    + The Game Master can end the scene at any point, often wrapping things up with + a short description of what happens. You should generally end a scene when: +

    +
      +
    • The situation has been resolved (for better or worse).
    • +
    • Gameplay has moved to a different time or location.
    • +
    +

    Once a scene has ended, another one will begin.

    +
    + +
    +

    + Once you start playing, you will find that scenes tend to flow naturally, so + you will rarely have to check whether a scene has ended. +

    +

    + That said, some rules and effects rely heavily on the scene structure: many + spells, for instance, last "until the end of the scene". Pay attention to + these! +

    +

    CONFLICT SCENES

    +

    + When the heroes’ goals clash with those of another faction, things can get + heated and the Game Master may declare the beginning of a conflict scene — be + it a battle, a breakneck chase, or a tense audience with a king. During a + conflict, the camera “zooms in” and the characters’ actions are tracked in + greater detail. +

    +

    + You can find more about conflicts starting on + page 58, but you should read the rules for + Checks first — they’re on + page 38. +

    +

    INTERLUDE SCENES

    +

    + There will be moments in the game where the story moves at a slower pace — a + trek across the plains, the long descent down a cavern, a night of rest in + town, or even a month spent waiting for an ally to recover. Instead of a + moment-by-moment scene, we can describe these situations as a sequence of + short frames that shows our heroes as they perform a variety of activities. +

    +

    + During an interlude scene (or "interlude"), each Player describes the general + task their character performs, whether it's searching the village for someone + or staying on the lookout for dangers in a dungeon. However, if a Player wants + to have a detailed interaction with someone or something, you should switch + back to a standard scene. +

    +

    + Interlude scenes are especially useful when characters want to pursue + long-term objectives, such as Projects (see + page 134), or to describe journeys (page 106). +

    +

    GAME MASTER SCENES

    +

    + If the Game Master wants, they may play a scene in which no Player Character + is present, and in which the Players are simply spectators, separate from + their characters. +

    +

    + These Game Master scenes can be used to foreshadow an event, introduce a + future threat or show a Villain in action: they work just like cut scenes in a + video game, or pre-title scenes in many movies and TV show episodes. +

    +

    + Game Master scenes are an excellent way to add depth to antagonists and + provide a sense of narrative tension. +

    +
    + +
    +

    Sessions and Campaigns

    +

    + Now that you know how scenes work, let’s talk about sessions and campaigns. +

    +

    SESSIONS

    +

    When combined, multiple scenes form a session.

    +

    + Simply put, a session starts when you sit down to play and ends once you + decide to stop playing, usually because you have run out of time or think it + is appropriate to “pause the story” — perhaps once you've reached a suitably + dramatic cliffhanger! +

    +

    + A typical session of Fabula Ultima will last approximately four hours. The + more people in your group, the longer each session tends to be. +

    +

    + The contents of a game session generally end up being close to what you would + see in a single episode of a show: the protagonists explore a specific + location or situation and alter it in some way; this, in turn, influences a + larger overarching narrative — that of the campaign. +

    +

    CAMPAIGNS

    +

    + Just as multiple scenes form a session, multiple sessions form a campaign: + this term indicates your group’s overarching story, the heroic tale you are + all contributing to. +

    +

    + There is no set duration for a campaign: some people play a game for a couple + of weeks, others commit to it for years. When you sit down to play Fabula + Ultima for the first time, discuss how long you want to play — this will help + you plan a schedule. +

    +

    + That being said, Fabula Ultima is designed to shine over the course of + approximately twenty to fifty game sessions. If you want to speed things up, + there are rules for faster advancement on + page 230! +

    +
    + +
    +

    IMPORTANT RULES

    +
    +

    ALLIES

    +

    + 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. +

    +
    +
    +

    ALWAYS ROUND DOWN

    +

    + 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. +

    +
    +
    +

    ADD, SUBTRACT, MULTIPLY, DIVIDE

    +

    + If you ever need to perform multiple operations on the same number, you must + do so in the following order: + additions → subtractions → multiplications → + divisions. +

    +
    +
    +

    SPECIFIC BEATS GENERAL

    +

    + If a specific element of the game contradicts a general rule, that specific + element will take precedence. Example: Normally, a Player Character cannot + equip two shields at the same time. However, the + Skill Dual Shieldbearer (page 197) allows you to do so! +

    +
    +
    +

    TIMING ISSUES

    +

    + 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. +

    +
      +
    • + If all the choices and/or effects are controlled by the same person, that + person will choose in which order to apply them. +
    • +
    • + If the choices and/or effects are controlled by different Player + Characters, the Players controlling them agree on which order to apply + them in. If they cannot find an agreement, randomly determine who takes + precedence. +
    • +
    • + If some of the choices and/or effects are controlled by Player Characters + and others are controlled by Non-Player Characters, Player Characters + always go first. +
    • +
    +
    +
    + +
    +

    ANATOMY OF A CHARACTER

    +

    + In Fabula Ultima, all information pertaining to your character is tracked on a + character sheet. In order to better understand the rest of this chapter, it is + important that you familiarize yourself with the terms described below. +

    +

    TRAITS

    +

    Each character has a total of three different Traits:

    +
      +
    • + Identity. This is a short sentence that sums up your + character's general concept — something like "Sky Pirate" or "Queenless + Knight". You will choose your Identity when you create your character, and + may change it later on if you feel like your character has developed enough + that it is no longer fitting. +
    • +
    • + Theme. This is a strong ideal or sentiment that drives your + character's actions, such as Anger, Justice, or Ambition. This too is + something you will choose during character creation, and it can change as + your character evolves during play. +
    • +
    • + Origin. This is where the character comes from, their + homeland. +
    • +
    +

    + While playing, you will be able to invoke your character's Traits to improve + your odds when rolling dice. +

    +
    + +
    +Bonds can be found on page 56. Bonds can be +found on page 56. +page 226. +page 226. +
    + +
    +

    Classes and Skills

    +

    + Whenever your character gains a level, that level will be put in one of the + fifteen Classes available in this book: either to develop an already obtained + Class or start a new one. Each Class grants a variety of Skills and abilities, + and you choose which ones you want to invest in — even if you and another hero + share some Class choices, your characters will end up being very different in + how they are built and played. +

    +

    + Some Class Skills can be taken multiple times, becoming stronger or more + flexible whenever you do so. When the same Skill is taken multiple times, its + Skill Level — abbreviated as 【SL】 — will also increase. For + instance, if you take the Guardian's Fortress Skill twice (see + page 197), its 【SL】 will be equal to 2. +

    +

    + If you want to take a look at the various Classes and their Skills, you can + find them starting on page 176. +

    +

    Attributes

    +

    + A character's Attributes are an abstract representation of their training and + aptitudes in four different fields: +

    +
      +
    • + Dexterity (DEX) measures precision, coordination, finesse + and reflexes. You will need it to move cautiously, defend yourself from + attacks, craft objects, and fight using light weapons, bows, and firearms. +
    • +
    • + Insight (INS) represents observation, understanding, and + reasoning. It is important when investigating situations, casting spells, + and defending yourself from magic. +
    • +
    • + Might (MIG) is a measure of strength and fortitude. Most + heavy weapons rely on Might, and your ability to withstand pain and fatigue + is also tied to this Attribute in the form of Hit Points (see below). +
    • +
    • + Willpower (WLP) represents determination, charisma, and + discipline. You use your Willpower for diplomacy and persuasion, but it also + directly influences your ability to cast spells and use special Skills, in + the form of Mind Points (see below). +
    • +
    +

    + Each Attribute is represented by a die size, ranging from a six-sided die (d6) + up to a powerful twelve-sided die (d12). Some effects will temporarily alter + your Attribute die sizes: this is known as the current Attribute die size, + while your default size is called the base Attribute die size. +

    +
    + +
    +

    HIT POINTS, MIND POINTS, AND INVENTORY POINTS

    +

    + These pools of points represent three different "resources" available to a + character: +

    +
      +
    • + Hit Points (HP): Represent a character's ability to + withstand pain and fatigue. +
    • +
    • + Mind Points (MP): Represent a character's focus and + concentration. +
    • +
    • + Inventory Points (IP): Are an abstract resource that + characters can spend to create consumable items "on the spot", such as + potions and antidotes. +
    • +
    +

    DEFENSE AND MAGIC DEFENSE

    +

    These two parameters are mostly used during conflicts:

    +
      +
    • + Defense: Represents a character's ability to avoid being + hit. It may represent dodging blows (typically for characters with high + Dexterity) as well as absorbing and deflecting them through a clever use of + shield and armor. +
    • +
    • + Magic Defense: Represents a character's ability to + anticipate and resist offensive spells and similar magical attacks. It is + mostly based on Insight. +
    • +
    +

    INITIATIVE MODIFIER

    +

    + This number indicates the character's ability to act quickly in a conflict + scene. +

    +

    EQUIPMENT AND BACKPACK

    +

    + A character can equip a variety of items: weapons, shields, armor, and even + powerful magical accessories. Everything that cannot be equipped — such as a + second suit of armor or a different shield — will be stored in your backpack. +

    +

    + Consumables and single-use items such as potions and elixirs, on the other + hand, are represented by your Inventory Points. +

    +

    ZENIT

    +

    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. +
    +
    + +
    +

    CHECKS

    +

    + The word “Check” indicates a die roll based on a character's core Attributes: + Dexterity, Insight, Might, + and Willpower. +

    +

    In general, characters must perform Checks:

    +
      +
    • + 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 + automatically. +
    • +
    • + 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). +
    • +
    +

    + Note that only the Game Master can ask for a Check; Players may never do so. +

    +

    + A Check is presented as a formula indicating which dice you have to roll and + add up together. Checks always require you to roll exactly two dice. +

    +

    + Example: An 【INS + WLP】 Check performed by a + character with d6 Insight and d10 Willpower will result in that character + rolling a d6 and a d10 and adding them together, thus generating a total + Result between 2 and 16. +

    +

    + Some Checks will also require you to add or subtract a certain number from the + total you rolled: +

    +

    + Example: A Character performing a + 【MIG + MIG】+5 Check will roll their Might die twice and then + add 5 to the Result. +

    +
    + +
    + +
    + +
    +

    CHECK TERMINOLOGY

    +

    The following terms are key to understanding how Checks work:

    +
    +
    Modifier
    +
    + Any numerical value that is added to or subtracted from a Check. If you + perform a <DEX + MIG> +2 Check, for instance, the + modifier is “+2”. If the modifier is added, it is a bonus; if it is + subtracted, it is a penalty. +
    +
    Result
    +
    + The final number generated by the Check, after applying any modifiers. +
    +
    Difficulty Level (DL)
    +
    + Abbreviated as DL. If the Result of the Check is greater than or equal to + this number, then the action is successful. The Difficulty Level for a Check + will either be set by the rules or chosen by the GM. +
    +
    High Roll (HR)
    +
    + Abbreviated as HR. It indicates the higher of the two dice rolled in a Check + and will be used to calculate various effects (typically weapon and spell + damage). For instance, if you roll d8 + d10 for a Check and the dice show a + 6 and a 9, the HR for the Check will be 9. +
    +
    +

    CRITICAL SUCCESS

    +

    + 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 + you will score a critical success on a double 6, double 7, double 8, double 9, + double 10, double 11, or double 12. If you roll a critical success, your Check + is automatically successful and you get to apply the effects of an opportunity + (see next page). +

    +

    FUMBLE

    +

    + When both dice rolled during a Check show a 1, the Result is a fumble, which + is the exact opposite of a critical success: no matter the modifiers, a + fumbled Check is always a failure — not due to the character’s incompetence, + but because of some unfortunate twist. When you roll a fumble, whoever + controls your opposition in this scene gets an opportunity (see + next page). +

    +

    + When a Player Character rolls a fumble, they immediately earn 1 Fabula Point + (see page 96). +

    +
    + +
    +

    Opportunities

    +

    + Opportunities are unexpected twists in the story — sometimes good, sometimes + bad. +

    +

    + When you spend an opportunity, you may pick an option from the list below or + come up with a different twist that fits the current scene. The Game Master + has final say on whether an opportunity is appropriate to the current + situation, and some spells and Skills will allow you to spend opportunities in + new and powerful ways. +

    +

    + Example: Valea the thief is hopping from roof to roof in an + attempt to shake off Count Eligor's mercenaries. The Game Master calls for a + 【DEX + MIG】 Check and Valea rolls a 7 and a 7, a critical + success! The Player controlling Valea describes how she loses her pursuers and + chooses the Favor opportunity: her daring performance will earn + her the sympathy of the villagers, who were already fed up with the Count's + tyranny! +

    +

    OPPORTUNITIES

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    AdvantageThe next Check performed by you or an ally will receive a +4 bonus.
    Affliction + A creature suffers dazed, shaken, slow or weak (see page 94). +
    Bonding + You create a Bond towards someone or something or add an emotion to one of + your existing Bonds (see page 56). +
    Faux Pas + Choose a creature present on the scene: they make a compromising statement + chosen by the person who controls them. +
    FavorYour actions earn you someone's support or admiration.
    Information + You spot a useful clue or detail. The Game Master may tell you what it is, + or ask you to introduce that detail yourself. +
    Lost ItemAn item is destroyed, lost, stolen, or left behind.
    Progress + You may fill or erase up to two sections on a Clock (see page 52). +
    Plot Twist!Someone or something of your choice sutdenly appears on the scene.
    Scan + You discover one Vulnerability (see page 92) or one Trait (see page 302) of a + creature you can see. +
    UnmaskYou learn the goals and motivations of a creature of your choice.
    +
    + +
    + +
    + +
    +

    DIFFICULTY LEVELS

    +

    + 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: +

    +
      +
    • + The amount of knowledge and expertise required to complete the operation. +
    • +
    • + Any helpful or hindering circumstances such as harsh weather conditions, + poor visibility, exhaustion, or supernatural influences. +
    • +
    • + The lack or presence of important resources (time, space, materials, etc.) + that are needed to achieve the character’s goal. +
    • +
    • + The kind of impact the action will have on the story, be it now or later. +
    • +
    +

    + In summary, Difficulty is an abstraction of how the current situation is + opposing or hindering the character. The true question you should ask yourself + when determining the Difficulty Level for a check, as indicated by the table + below, is “Who is likely to accomplish this?” +

    +

    DETERMINING THE DIFFICULTY LEVEL FOR A CHECK

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    DLAction DifficultyWho is likely to accomplish this?
    7EasyAnyone with a bit of training or natural talent.
    10NormalA competent person, or a very talented one.
    13HardAn expert or a prodigy.
    16Very HardSomeone who is among the very best in that field.
    +

    GO WITH TEN

    +

    + If you are the Game Master and find yourself stumped when choosing an + appropriate Difficulty Level for a Check, use 10: it is neither too low nor + too high, and it's easy to remember. +

    +
    + +
    +

    W CHECKS IN PLAY

    +

    + Now that you know the mechanical process behind a Check, let's take a look at + how it will work in play. +

    +

    + Our heroes have been allowed before the High Master of Relde, a village whose + aid would prove invaluable in the struggle against Empress Almara's forces. + Since Relde's people are well-versed in philosophy and magic, everyone agrees + this negotiation should be handled by Brigid, the group's scholar. +

    +

    + Brigid's Player, Emil, describes her goal and approach: "Brigid doesn't like + to beat around the bush, so... I'll simply stand before the High Master and + explain that Almara's army is getting closer by the day. If the people of + Relde forbid them from crossing the mountain pass, the army will be forced to + take a longer route and we'll have more time to prepare for the battle and + evacuate the locals." +

    +

    + The Game Master nods. "Okay. Is there anything else you think you can use to + your advantage? This won't be easy, you're asking him to endanger his own + people." +

    +

    + "I... not really. But I'll add this: if he refuses, we still plan on fighting + the Empire, tooth and nail. Which means his village and the pass will probably + become a base of operations for the Imperial forces, sooner or later." +

    +

    + "I see. I was thinking Insight + Willpower for the Check, but you are almost + threatening him... so Willpower + Willpower seems better." +

    +

    "Oh, I'm great at Willpower! So... thanks, I guess?"

    +

    + "Yours is a bit of a risky play. If the Check fails, you'll probably be kicked + out of Relde. Still, Reldeans are keepers to many secrets and wouldn't want + them to fall into Imperial hands... because of that, the Difficulty Level is + just 10." +

    +

    + Brigid has a Willpower of d10, so she rolls 2d10 and adds them together... + only a 5! +

    +

    + It is normally the Game Master's role to describe the outcome of an action by + taking into account the character's stated goals and the Result of their + Check; however, taking a step back and asking for input can make for great + roleplay moments. +

    +

    + "That doesn't look good," the Game Master raises their eyebrows. "How about + you tell me where you messed up?" +

    +

    + "You know what? I think the problem is there's some bad blood between Relde's + 'faculty' and my own. The High Master probably doesn't like that I'm implying + his people wouldn't stand a chance against the empire..." +

    +

    + "Oh, I like that a lot! But he doesn't. You're quickly escorted outside the + village." +

    +
    + +
    +

    SUCCESS AND FAILURE

    +

    Keep the following in mind when you describe the impact of a Check:

    +
      +
    • + Never subvert the outcome. No matter the premise, the + outcome of the Check must be applied for what it is. No one at the table can + turn a failure into a success and vice versa: otherwise, why would dice be + rolled in the first place? +
    • +
    • + Relevant success. If a character succeeds at a Check, they + have confronted the odds and emerged victorious. The Game Master shouldn't + call for further Checks to “confirm” their success: they have earned it. +

      + If you think an objective requires multiple Checks, use a Clock (see page 52). +

      +
    • +
    • + No do-overs. 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. +
    • +
    +

    OPTIONAL: SUCCESS AT A COST

    +

    + This rule allows Player Characters to turn failure into success, but it comes + at a steep price. When a character fails a Check, anyone may propose a success + at a cost. The Game Master can make adjustments to the cost as they see fit, + and then the Player who performed the Check can accept or refuse. +

    +

    + When determining whether a given cost would be appropriate, remember that it + should put the character in a rough spot or take something important away from + them. If a cost can be remedied with little effort, something is wrong. +

    +

    + Back to the previous example: The High Master might listen to Brigid's + reasons, but only if she publicly apologizes and admits that Relde's scholars + are better than her. +

    +

    + You cannot succeed at a cost if your character fumbled the Check. When you + succeed at a cost, the Check's High Roll and Result remain the same. +

    +
    + +
    +

    Invoking a Trait to Reroll Dice

    +

    + Player Characters can attempt to turn the tide in their favor by calling upon + one of their core Traits: their Identity, Origin, and Theme. +

    +

    + For instance, a character might have Shadow Knight as their + Identity, Gaonia Empire as their Origin, and + Guilt as their Theme. +

    +

    + After performing a Check, a Player Character may spend 1 Fabula Point and + invoke one of their Traits to immediately pick up one or both dice and roll + them again, replacing the old roll with the new one. They may do so any number + of times as part of the same invocation, but each new reroll (of one or both + dice) will cost another Fabula Point. +

    +

    You cannot invoke a Trait if your character fumbled the Check.

    +

    + Example: Ricard the mage is rushing towards the docking + platform of Sorcerer Antigles’ airship. His companions, Edgar and Valea, are + held captive within the vessel. There are only a few seconds left before the + airship lifts off; Nadia (the Game Master) asks Ricard’s Player, Mark, to + perform a 【DEX + MIG】 Check with a + Difficulty Level of 13: given that Ricard only has a d6 in both Attributes, + the situation is pretty desperate. +

    +

    + 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 + still use my Theme!” +

    +

    “Tell me more!” Nadia inquires.

    +

    + “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!” +

    +

    “Okay! Makes sense. I imagine you're only going to reroll that 3, right?”

    +

    + “Yeah, I'm hoping for a critical success here... oh wow! I just rolled another + 6!!!” +

    +

    + "Which means you succeed automatically...! Care to describe the scene for us?" +

    +

    + Mark grins. "Sure! Oh, and by the way, here's the Fabula Point. So, the guards + patrolling the area see a thin boy wearing a pointy hat plunge himself from + the platform; but once the airship lifts off, there's someone clinging + desperately to the landing gear!... Uhm, I mean, airships do have a landing + gear, right?” +

    +

    + Players should describe their actions in a way that is coherent with their + Identity, Origin, or Theme if they want to spend a Fabula Point. Basically, + you shouldn't do this when it feels forced within the narration — but then + again, you as a Player have final say on how and when you spend your Fabula + Points. +

    +
    + +
    +

    INVOKING A BOND TO IMPROVE YOUR CHECK

    +

    + Just like how a character's Traits can be used to reroll dice, Bonds — which + is to say, the feelings they harbor towards others — allows them to increase + the Result of Checks. +

    +

    + After performing a Check, a Player Character may spend 1 Fabula Point and + invoke one of their Bonds to add the strength of that Bond to the Result. For + more information about Bonds and their strength, see + page 56. +

    +

    This can only be done once per Check.

    +

    + Back to the previous example: Let's say Ricard invokes his Theme to reroll, + but the dice come up a 6 and a 5; unfortunately, this isn't enough. Mark has 1 + Fabula Point left: he could spend it to reroll the 5 and hope for a critical + success, but there's a safer alternative: he decides to invoke his Bond with + Sorcerer Antigles himself. This is a Bond of inferiority (because Antigles is + a stronger mage) and hatred (because he devastated Ricard's village when he + stole the Dragonstone). +

    +

    + "I think I simply cannot allow him to take anyone else away from me. It won't + be like the last time... I will be there and I will stop him, no matter the + cost." +

    +

    + Nadia nods. "That's a strength 2 Bond, which means you get to 13 and succeed!" +

    +

    + A Bond should only be invoked when it makes sense — just like Traits, you + shouldn't invoke them if it feels forced. +

    +

    + "Scared, Princess? I'm glad. Only when properly scared can we show some good + measure of courage!" +

    +

    Optional Rule: Invoking to Fail

    +

    + If you use this optional rule, Players may invoke their character's Bonds and + Traits to intentionally fail Checks and earn Fabula Points. +

    +
      +
    • + Once per scene before making a Check, a Player may describe how the + character's Bonds or Traits prevent them from achieving success — this is + done instead of performing the Check itself. +
    • +
    • + 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. +
    • +
    • + 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. +
    • +
    +
    + +
    +

    ACCURACY CHECKS

    +

    + This type of Check works like a normal Attribute Check, but it is performed + when a character wants to strike targets that are ready to defend themselves. + Each weapon lists a specific Accuracy formula; a Steel Dagger, for instance, + requires a roll of 【DEX + INS】 +1. The Difficulty Level is + generally equal to the target's Defense score. +

    +

    + When performing an Accuracy Check, the High Roll (HR) will be used to + determine how much damage you deal. +

    +

    + You can find more about attacks on + page 68 and weapons on + page 128. +

    +

    MAGIC CHECKS

    +

    + This type of Check works just like a normal Attribute Check too, but it is + used when a character wants to cast an offensive spell or perform a Ritual. + The Attributes will depend on the kind of magic used by the character. +

    +

    + When performing a Magic Check, the High Roll (HR) will sometimes be used to + determine the effectiveness of the spell cast. +

    +

    + You can find more about magic starting on + page 112. +

    +

    OPPOSED CHECKS

    +

    + This special kind of Attribute Check is the fastest way to determine the + outcome of a competition between characters, such as a race, a chase or a + debate. +

    +

    + Each character taking part in the Opposed Check performs the same Attribute + Check, with no Difficulty Level: whoever gets the highest Result is the + winner. In the case of a draw, the characters that rolled the same Result + simply repeat the Check until one of them emerges victorious. +

    +

    + During Opposed Checks, fumbles are the lowest possible Result and critical + successes are the highest possible Result. They generate opportunities as + normal; if two or more characters roll a fumble or a critical success, these + count as a draw and the Checks should be repeated. +

    +

    + Example: Montblanc the knight is struggling to free himself + from the formidable grasp of a dragon. The GM declares this is an Opposed + Check using 【DEX + MIG】. +

    +

    + Montblanc rolls d8 + d10, but the dragon boasts a powerful d12 + d12: when the + dice hit the table: Montblanc gets 8 and 8, while the dragon rolls 9 and 12. + Despite the dragon rolling a total of 21, Montblanc’s 16 is a critical + success: against all odds, the brave knight manages to escape the monster’s + deadly claws! +

    +
    + +
    +

    OPEN CHECKS

    +

    + This particular kind of Attribute Check has no Difficulty Level: instead, the + Result tells us how well the character performed. These Checks are often used + when researching information, examining an area or recalling important lore. +

    +

    + When you perform an Open Check, simply compare the Result with the table + below: rolling a 13 while studying an ancient painting means you manage to get + information worthy of an expert archaeologist, while rolling an 8 would only + net you basic hints of what the artist wanted to portray. +

    + + + + + + + + + + + + + + + + + + + + + + + +
    ResultEquates to...
    7+ + What could be accomplished by a person with a bit of training or talent. +
    10+What could be achieved by someone competent or very talented.
    13+The work of an expert or true prodigy.
    16+A result worthy of being remembered in history.
    +

    SITUATIONAL MODIFIERS

    +

    + If a character performs a Check while in a strongly advantageous or + disadvantageous position, the Game Master may impose a +2 bonus or -2 penalty + to the Result. For example: Princess Camilla is attempting to persuade the + Bandit Queen Remora to stop raiding the nearby village of Karsa; however, + Remora's lieutenant T oris is arguing against her. This is an Opposed Check, + but Camilla also offers Remora a single favor on behalf of her family. +

    +

    Because of this, the Game Master grants Camilla a +2 bonus to her Check.

    +

    + Most of the time you will not need to use situational modifiers — adjusting + the Difficulty Level will be more than enough. However, they can prove useful + when said Difficulty is established by the rules (such as with an Accuracy + Check) or during Opposed Checks (as shown by the example above). +

    +

    + If you are the Game Master, use situational modifiers to reward approaches + that take advantage of the opposition's Traits, personality and objectives. +

    +
    + +
    +

    GROUP CHECKS

    +

    + Characters can choose to cooperate in order to increase their chance of + success within specific situations. +

    +

    Group Checks are performed as follows:

    +
      +
    1. + The characters nominate a leader: this is the character who + will perform the final Check and determine the action’s outcome. Everyone + else acts as a supporting character. +
    2. +
    3. + Each supporting character performs a Support Check identical to the one the + leader will perform, but with a fixed Difficulty Level of 10. Fumbles and + critical successes rolled during Support Checks generate no opportunities, + but still count as automatic failures and successes. +
    4. +
    5. + Each supporting character that successfully performed their Check will grant + a +1 bonus to the leader's Check. +
    6. +
    7. + 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. +
    8. +
    9. + 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. +
    10. +
    +

    + Group Checks are extremely useful when two or more characters are performing + the same operation together; the Game Master always has final say on whether a + Group Check is possible or should be performed. +

    +

    Example:

    +

    + 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. +

    +
    + +
    +

    FREQUENTLY USED CHECKS

    +

    + The table below contains a list of circumstances that might require a Check + and the typical Attributes that would be involved. +

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    SituationSuggested Check
    Moving silently, hiding and acting unnoticed.【DEX + DEX】
    Avoiding a trap or finding a way to flee a collapsing building.【DEX + INS】
    Anticipating someone's movements and catching them by surprise.【DEX + INS】
    Completing a work of craftsmanship or repairing something.【DEX + INS】
    Moving gracefully to earn someone's attention.【DEX + WLP】
    Examining or investigating someone or something.【INS + INS】
    Remembering useful information about something.【INS + INS】
    Getting information from someone during a conversation.【INS + WLP】
    Persuading someone through authority or diplomacy.【INS + WLP】
    Hard work, such as lifting a portcullis or pushing a statue.【MIG + MIG】
    Resisting intense pain or fatigue.【MIG + WLP】
    Intimidating someone with your strength.【MIG + WLP】
    +

    Optional Rule: Shared Attribute Choice

    +

    + If you use this optional rule, Players can decide one of the Attributes + involved in each Check they perform, while the Game Master decides the other + (which can be the same Attribute or a different one). +

    +

    + This rule does not apply to Checks whose Attributes are already established by + the rules, such as Accuracy Checks. +

    +
    + Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the + Babel Empire to ash. +
    +
    + +
    +

    CLOCKS

    +

    + Also called timers, counters, trackers, or countdowns: Clocks are a useful + tool for tracking an evolving situation, an approaching danger, or the + characters' progress with a certain task. +

    +

    + Clocks are designed to handle complex activities that cannot be resolved with + a single Check and are a great tool for Game Masters to manage pacing within a + scene. +

    +

    + A Clock is a circle split into a number of sections, each of them representing + a step towards an objective being completed or an event taking place: +

    +
      +
    • + When the group infiltrates a guarded area and must not alert the + surveillance, failed Checks might fill a “High Alert!” Clock. +
    • +
    • + 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; + once filled, the monster will be crushed under the debris! +
    • +
    • + When a powerful sorcerer performs a world-altering ritual, a Clock named + “arcane apocalypse” can be used to represent how much time is left to stop + him! +
    • +
    +

    + A Clock normally features four to twelve sections, depending on its + complexity. Clocks are generally created and managed by the Game Master, but + 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 + above: characters could accomplish that by striking the pillars, pulverizing + them with magic, or even throwing an enemy against them! +

    +
    + +
    +

    CHAPTER ADVANCING A CLOCK

    +

    In general, Clocks advance through Checks:

    +
      +
    • Fill one section for a successful Check.
    • +
    • + Fill an additional section if the Result of the Check surpassed the + Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3 + or more, or two additional sections if it was by 6 or more. +
    • +
    • + If the Check was a critical success, the corresponding opportunity may be + spent to fill two additional sections. +
    • +
    +

    + Vice versa, Clocks that represent a threat gradually fill as characters fail + Checks, especially if they fail them by a wide margin: +

    +
      +
    • Fill one section for a failed Check.
    • +
    • + Fill an additional section if the Result of the Check is lower than the + Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3 + or more, or two additional sections if it was by 6 or more. +
    • +
    • + If the Check was a fumble, the corresponding opportunity may be spent to + fill two additional sections. +
    • +
    +

    + Example: While sneaking her way through the monster-infested + corridors of an ancient castle, Valea rolls a 6 on a Check with Difficulty + 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. +

    +

    CLOCKS AND THE STORY

    +

    + 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. +

    +
    + +
    + +
    + +
    +everyone's progress, as explained under the Objective action (page 72). everyone's progress, as explained under the Objective action (page 72). +
    + +
    +

    Bonds

    +

    + 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 some + Class Skills and even equipment effects will also benefit from Bonds. +

    +

    EMOTIONS AND STRENGTH

    +

    Each Bond may feature up to three emotions from the following six:

    +
      +
    • + Admiration. You believe you have much to learn from this + person and deeply respect them for their efforts and achievements. +
    • +
    • + Inferiority. You envy this person or feel like you would be + powerless against them. Their very presence frustrates you, acting as a + reminder of your failures. +
    • +
    • + Loyalty. This person has won your trust, or you believe in + their ideals. You are ready to endanger yourself to help or protect them. +
    • +
    • + Mistrust. You don't believe the words of this person and + doubt their intentions. +
    • +
    • + Affection. You have tender feelings for this person, be + they a love interest, a dear friend, or a member of your family. +
    • +
    • + Hatred. You can scarcely control yourself in the presence + of this person, and would do anything to see them broken and defeated. +
    • +
    +

    + The six emotions are combined into three pairings, and the same Bond may only + be connected to one emotion from each pairing: +

    +
      +
    • Admiration or inferiority;
    • +
    • Loyalty or mistrust;
    • +
    • Affection or hatred.
    • +
    +

    + For each emotion in a Bond, the strength of that Bond is increased by one (up + to a strength of 3 if you have an emotion in each pairing). +

    +

    + 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. +

    +
    + +
    +

    CREATING A BOND

    +

    + Bonds are generally created during resting scenes (page 91), through opportunities, or due to specific Skills. Whenever an effect in + the game allows you to "create a Bond", you may add a new Bond to your + character sheet and immediately tie a single emotion to it. This means that + all Bonds start with a strength of 1. +

    +

    + You can have Bonds towards characters, nations, kingdoms, organizations, and + even religions. You cannot have a Bond towards yourself. +

    +

    STRENGTHENING A BOND OR CHANGING EMOTIONS

    +

    + 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. +

    +

    ERASING A BOND

    +

    + 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. +

    +

    BONDS ARE STRONGER THAN DEATH

    +

    + Even if a character dies or leaves your story, any Bonds other characters had + with them will remain until erased. +

    +

    The Role of Bonds

    +

    + Bonds make your character stronger while reminding you of their ties with the + rest of the world and its people. +

    +

    + Do not shy away from complex Bonds: feeling both affection and inferiority + towards someone, or hatred and admiration, can and will make your story more + memorable. +

    +

    + The best choice is often to let Bonds grow organically, while also reaping the + benefits that come from having many high-strength Bonds. +

    +
    + +
    + +
    + +
    +
      +
    1. + 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. +
    2. +
    3. + Discuss the goals of each participant. Player Characters should also declare + which items they have equipped at the start of the conflict. +
    4. +
    5. + Player Characters perform a {DEX + INS} Initiative Group Check + to determine which side acts first. The Difficulty Level for this Check + equals the highest Initiative among their adversaries. +
    6. +
    7. + 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. +
    8. +
    9. + 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. +
        +
      • Each turn allows for a single action.
      • +
      • You cannot choose to "pass" a turn.
      • +
      • + If one side outnumbers the other, keep alternating turns as long as + possible, then let the side with the numerical advantage take the + remaining turns towards the end of the round. +
      • +
      +
    10. +
    11. Once all creatures have taken their actions, the round ends.
    12. +
    13. + If the conflict continues, a new round begins: go back to + step 5. +
    14. +
    15. + 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. +
    16. +
    +
    + +
    +

    DETERMINE PARTICIPANTS

    +

    + First, discuss which characters present on the scene will take on an active + role during the conflict, and which ones will fade into the background. Player + Characters are all generally expected to take part in the conflict, as are any + important antagonists — but there might be times in which some prefer to stay + away from the spotlight. +

    +

    + Example: The scholar Calliope has offered to help a young + bandit by the name of Randolph — she will act as his defendant in the upcoming + trial. +

    +

    + The Game Master decides to run the trial as a conflict scene: the participants + will be Calliope and Randolph as well as the prosecutor, a man known as Orbek. + Interestingly enough, only one other Player decides to have their character + take an active role: Montblanc the knight will lend his reputation to help + Randolph, while the thief Valea will avoid being seen on the scene — her + presence could undermine Calliope's credibility, and she already did her part + acquiring important evidence. +

    +

    + Everyone else — the bystanders, the guards, and even the judge herself — will + not be active participants. While the Game Master still describes their + reactions and behavior, those characters will not get to pursue their + objectives or influence the conflict. +

    +

    + New participants may also enter a conflict while it is already underway: + characters who wish to do so can join the scene at the end of a round (after + step 5). +

    +

    DISCUSS GOALS

    +

    + Each character involved in the conflict will have their reasons: perhaps you + want to steal a precious artifact, persuade the Queen of your good intentions, + or avoid becoming a monster's mid-afternoon snack. Your antagonists will have + goals of their own too, ranging from escaping unharmed to putting an end to + your ceaseless meddling. +

    +

    + During this step, each participant should make clear what their general goal + in the conflict will be, at least initially. +

    +

    + The Game Master is free to keep some of the antagonists' goals a secret — + 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! +

    +
    + +
    +

    INITIATIVE

    +

    + A character's Initiative modifier indicates how likely they are to give their + side an edge when a conflict begins. +

    +
      +
    • + At the start of each conflict, the Player Characters perform an Initiative + Group Check: this is a Group Check (see + page 50) that relies on Dexterity and + Insight. +
    • +
    • + The Difficulty Level for the leader's Check is equal to the highest + Initiative Score among the heroes' adversaries; supporting characters + perform their Support Check against the standard Difficulty Level of 10. +
    • +
    • + Whether you act as the leader or as a supporting character in this Group + Check, remember to apply your Initiative modifier to your Result. +
    • +
    +

    + If the leader succeeds, this means the heroes seized initiative for this + conflict and the first participant to act during each round will be someone + from the Player Characters' side; if they fail, it means they have lost the + initiative for this conflict and the first participant to act during each + round will be one of their foes. +

    +

    See the next page for an explanation of rounds and turns.

    +

    Example:

    +

    + The warrior monk Silida and the mage Ricard are exploring the ruins of an old + waterway when they come across a bronze golem (page 330) barring their way! +

    +

    + The Game Master calls for an Initiative Group Check, and Ricard is happy to + have Silida be the leader. She only rolls a 6, but Ricard's Check is a 12 + (even taking into account the -2 penalty caused by the armor he is wearing). + Silida's total is now 7, which is enough to reach the golem's initiative + score! +

    +

    + The Player Characters have seized the initiative, which means the first turn + of each round will belong to either Silida or Ricard. +

    +

    + Note that even if a new participant joins an ongoing conflict scene, they will + simply adapt to the existing initiative. +

    +
    + +
    +

    + You can find more about actions starting on + page 66. +

    +

    + You can find more about actions starting on + page 66. +

    +
    + +
    +

    DYNAMIC TURN ORDER

    +

    + 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 + turn during a round and found an enemy to be Vulnerable to her ice magic can + go first and finish them off quickly! This is a fundamental aspect of Fabula + Ultima's conflict gameplay, and groups that learn to coordinate their actions + will perform much better than those in which everyone is focusing on an + individual strategy. +

    +

    THE ACTION ECONOMY

    +

    + 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 + being clever in how resources are used. +

    +
      +
    • + If you are the Game Master, don't stage conflicts where one side is vastly + outnumbered: they will quickly be overwhelmed. +
    • +
    • + Some powerful creatures have the ability to take several turns during each + round — these are known as elites and champions (see + page 295). These creatures still follow + the normal rules for alternating turns, but take the place of multiple + normal foes. +
    • +
    +

    OPTIONAL: ENEMY INITIATIVE

    +

    + 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 + turns in descending initiative order, from fastest to slowest — simply write + that down and apply it to each round. This will make enemies slightly more + predictable, but also allows you to focus on more important aspects of the + conflict. +

    +
    + +
    +

    SPACE AND DISTANCES

    +

    + In true console JRPG fashion, and in line with this game's cinematic approach, + conflict scenes assume characters to be able to reach each other quite easily. +

    +

    There are a few important things to say about this:

    +
    +
    ACTIONS AND DESCRIPTIONS
    +
    + 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. +
    +
    ATTACKS
    +
    +

    + 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 + ability (or inability) to target flying enemies and similarly elusive + creatures. +

    +

    + When the martial artist in your group performs an attack that targets foes + who are in wildly different locations, you shouldn't question the + feasibility of it — if anything, the cool part is describing what the + attack looks like! +

    +

    + If you're thinking that fragile characters are made even more vulnerable + by this approach, you are partially right; but that's where the Guard + action (page 70) and the Protect and + Provoke Skills (pages 197 and 195) really shine — the ability to take a + blow for your comrades becomes critical to victory in battle. +

    +
    +
    SPLIT SCENES
    +
    +

    + If the conflict scene involves locations that are far away from each other + — say, if you are distracting the Pirate Queen with your conversational + skills while your allies silently board her ship — you must first choose + which characters will act in each location; then, proceed with the + conflict scene and "cut" between the different locations as prompted by + the initiative order. +

    +

    + Normally, characters in different locations will not be able to affect or + interact with each other, but sometimes the two conflict scenes will merge + into one as the characters eventually regroup. +

    +
    +
    +
    + +
    +
    +
    OKAY , BUT...
    +
    +

    + There are situations in which distances and positions are supposed to play + an important role: what if there's a sniper atop a tower? What if a + terrible ritual tears open a chasm in the middle of the battlefield? +

    +

    The advice boils down to the following:

    +
      +
    • + Don't overcomplicate things. Play to this game's strengths, and avoid + situations in which suspension of disbelief becomes too strained. +
    • +
    • + 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! +
    • +
    +

    + 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. +

    +
    +
    +
    + +
    +

    ACTIONS

    +

    + The chart on the right summarizes the various actions available during a + conflict; these are explained in detail over the course of this section. +

    +

    + There's something important that should always be kept in mind when performing + an action: that action isn't just a simple gesture, it's the main focus of + your turn and a precise tactical choice. When you Attack, you perform a full + offensive maneuver; when you Study, you focus your attention and try to obtain + critical information, and so on. +

    +

    MINOR ACTIVITIES

    +

    + There are a lot of minor gestures and operations that can be performed on your + turn, alongside your main action; the Game Master has final say on what you + can accomplish, but you'll generally be able to squeeze in at least one of the + following: +

    +
      +
    • +

      + Pick up an item from the ground and/or drop something you are holding. +

      +

      + When you pick up an accessory, a shield, or a weapon, you may immediately + equip it — provided you have a free slot and are able to equip the item in + question (for more information on this, see + page 122). +

      +

      If you drop an equipped item, you will no longer have it equipped.

      +

      + If you want to properly rearrange your gear, you must perform the + Equipment action. +

      +
    • +
    • Quickly throw an item you are holding to another character.
    • +
    • + Perform a minor interaction with the environment: open an unlocked door, + pull a lever, or kick down a wooden plank to bridge a gap. +
    • +
    +

    + All of these may be performed before, after, and sometimes during the main + action of your turn — again, the Game Master is responsible for adjudicating + what is feasible during a single turn. Be generous whenever possible. +

    +

    + If what you're doing requires a Check, then it's probably your main action for + the turn. +

    +

    + Everything a character does to inject style and uniqueness in their actions + will virtually take no time — complex blade choreographies, magical chants, + the mixing of alchemical ingredients before throwing a potion and any + similarly flavorful descriptions should be encouraged, not penalized! +

    +
    + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    ActionDescription
    AttackYou perform a melee or ranged attack.
    Equipment + You switch any number of equipped items with any number of items in your + backpack. +
      +
    • This action doesn't apply to armor.
    • +
    +
    Guard + Only once per turn. Until the start of your next turn: +
      +
    • You gain Resistance to all damage types.
    • +
    • You gain a +2 bonus to Opposed Checks.
    • +
    • + You may cover another creature and prevent foes from + performing melee attacks against them. +
    • +
    +
    Hinder + You perform a Check (DL 10) against an opponent. If you succeed, you + inflict dazed, shaken, slow, or weak upon + them. +
    Inventory + You spend Inventory Points to produce and immediately use a consumable + item. +
    Objective + You work towards accomplishing an objective within the conflict. +
      +
    • This will require an Attribute Check or Opposed Check.
    • +
    • Complex goals will often require a Clock.
    • +
    +
    SpellYou cast one of the spells you have learned.
    Study + You attempt to gain information about someone or something. +
      +
    • + This will generally require an 【INS + INS】 Open Check. +
    • +
    +
    SkillSome Skills require you to spend an action.
    Other + You perform an action that is not covered by any of the above, + negotiating its resolution and effects with the Game Master. +
    +
    + +
    +
    +
    Attack
    +
    +

    + A character may spend an action to perform an offensive maneuver using one + of the weapons they have available. +

    +
      +
    1. +

      Choose a target for your attack.

      +

      You must know the position of the target and be able to see them.

      +

      + You must be able to reach the target with the weapon you are using; + flying enemies, for instance, cannot be reached by melee attacks. +

      +
    2. +
    3. +

      + 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. +

      +
        +
      • + A fumble indicates an automatic failure and a critical success means + you hit your target regardless of their Defense. They also generate + opportunities. +
      • +
      • + The Game Master may apply situational modifiers (+2 or -2) to your + Accuracy Check based on especially favorable or hindering + circumstances. +
      • +
      +
    4. +
    5. +

      + If you hit the target, you deal damage based on the formula indicated + by the weapon you attacked with. This will generally be a sum of your + Accuracy Check's High Roll and a fixed value based on the weapon's + power. +

      +

      + For a list of common weapons, see + page 132. +

      +
    6. +
    7. +

      + The target loses a number of Hit Points equal to the damage you dealt. +

      +

      + This may be modified by their Affinity with the damage type (page 92): +

      +
        +
      • + A Vulnerable target loses twice the normal amount of Hit Points. +
      • +
      • + A Resistant target loses half the normal amount of Hit Points. +
      • +
      • An Immune target loses no Hit Points.
      • +
      • + An Absorbing target recovers Hit Points equal to the damage + suffered. +
      • +
      +
    8. +
    +
    +
    +
    + +
    +

    + Example: Our heroes are fighting a group of skeletons. Montblanc the knight + charges towards the nearest undead and swings his powerful waraxe. The + Accuracy Check requires a roll of 【MIG + MIG】, which in + Montblanc's case means rolling two d10s: the knight gets a 6 and a 9, for a + total of 15 — more than enough to hit the enemy’s Defense score of 11. The + waraxe deals damage equal to 【HR + 14】; since the highest of + the two dice was a 9, the total is 23 damage. +

    +

    FREE ATTACKS

    +

    + 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 + action. +

    +

    + A few Skills and effects might even let you perform a free attack with weapons + that aren't part of your equipped items! +

    +

    MULTI

    +

    + When you perform an attack with the multi property, you may select as many + different targets as the specific weapon or effect allows — + multi (2) lets you target up to two different creatures, for + instance. You perform a single Accuracy Check and compare it to the Defense of + every target, determining which of them were hit. +

    +
      +
    • + Rolling a critical success means you hit all your targets, while a fumble + means you miss all of them. +
    • +
    +

    Finally, apply the normal damage calculation to each target.

    +

    TWO-WEAPON FIGHTING

    +

    + 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 + you are attacking with both. +

    +

    + You perform the two attacks in any order you prefer and they may both be aimed + at the same target or different targets, but the following penalties apply: +

    +
      +
    • + Both attacks lose the multi property (if they had it) and cannot gain it. +
    • +
    • + When calculating damage for both attacks, the High Roll (HR) is always + treated as being equal to 0. +
    • +
    +

    You cannot use two-weapon fighting when performing a free attack.

    +
    + +
    +

    EQUIPMENT

    +

    + 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 + equip them. The only thing you can't equip or put away is armor — there's + simply not enough time for that during a single action. Still, the Game Master + might allow you to remove or equip a suit of armor if you spend several turns + on it. +

    +

    + Remember, equipped items are always at the ready: you don't need to perform + this action to start a battle with your equipped weapon drawn, for instance. +

    +

    + For more information on equipping items, see + page 122. +

    +

    d GUARD

    +

    + When using this action, you focus your attention on defending your teammates + and thwarting enemy tactics. +

    +

    You gain all of the following benefits until the start of your next turn:

    +
      +
    • + You gain Resistance to all damage types, regardless of their source (see + page 92 to learn more about damage + Affinities). +
    • +
    • + Whenever you perform an Opposed Check against another character in the + scene, you gain a +2 bonus to your Result + (regardless of who initiated the Check). +
    • +
    • + 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. You cannot cover a creature that is already + covering someone. +
    • +
    +

    + 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 + action can only be performed once per turn and its benefits never stack. +

    +
    + +
    +

    Hinder

    +

    + You force an opponent into a disadvantageous position. This may represent a + variety of actions: a feint, a diversion, or even a stinging remark. +

    +

    + Once you have described your approach, you perform a Check against your + target, with a fixed Difficulty Level of 10 — the Game Master will determine + the relevant Attributes based on your description. +

    +

    + Example: Princess Camilla has challenged the Death Knight + Brandon to a duel. She circles the imposing warrior and attempts to put the + light of the sun behind her, hoping to dazzle him — the Game Master calls for + a DEX + INS Check. +

    +
      +
    • + If your Check succeeds, you inflict one of the following status effects upon + the loser: dazed, shaken, slow, or weak. Your choice. +
    • +
    +

    + For more information on status effects, see + page 94. +

    +

    + Back to the example above: Camilla gets a critical success and decides to + inflict slow on the Death Knight. She also generated an opportunity — which + she immediately spends to send Brandon's sword flying from his hand. +

    +

    Inventory

    +

    + You produce an item from your inventory and immediately use that item as part + of the same action: you might give a potion to one of your allies or slip them + a refreshing balm during a tense negotiation, for instance. +

    +
      +
    • + If the item you want to use requires you to be close to the target and + something or someone bars your way, the Game Master may ask for a Check. +
    • +
    • + If you use an item whose effects include a free attack against one or more + targets, you perform this free attack as part of the Inventory action. +
    • +
    +

    + The rules for Inventory Points are explained on + page 104. +

    +

    + Note that you can perform this action even if you have items equipped in both + hands. +

    +
    + +
    +

    Objective

    +

    + You use this action when you want to make progress towards one of your goals + within the conflict — either one you had established at the start of the + scene, or one you just realized you want to achieve. You might make an attempt + at negotiation, sneak past a group of guards, begin work on a magical Ritual, + grab a target and try to immobilize them, pull a lever to activate a + mechanism, and so on. +

    +

    + O W Describe what you want to accomplish and how you intend + to approach it. +

    +

    + Needless to say, you can only pursue a goal if you have a reasonable way to + achieve it — the Game Master has final say on which actions + can be performed, but should do their best to allow a variety of different + approaches. +

    +

    1

    +

    + If your goal is simple enough—such as leaping past a chasm or climbing a + rope—you will likely accomplish it with a single successful + Check. +

    +

    + O W Since Objective gets you closer to what you want to + achieve within the conflict, it will always require a Check. +

    +
      +
    • + If your goal is opposed by another participant in the conflict scene, the + Check will be an Opposed Check against them. Even if multiple participants + can oppose you, only one of them will perform the Check — this should be the + most capable among your adversaries. +
    • +
    • Otherwise, it will be an Attribute Check.
    • +
    +

    2

    +

    + O W If your Check is successful, you alter the + Clock in your favor — which, based on the Clock in question, + means filling or erasing a certain number of sections, as previously explained + on page 53: +

    +
      +
    • One section for succeeding.
    • +
    • + An additional section for beating the Difficulty Level or the opponent's + roll by three (3) or more, or two additional sections for beating it by six + (6) or more. +
    • +
    +

    3

    +

    + Most of the time, your goal will be complex enough to involve the use of a + Clock — especially if achieving it brings you closer to + winning the conflict. +

    +
    +
    + +
    +

    GOAL CLOCKS IN A CONFLICT SCENE

    +

    + Example: In the depths of a magitech laboratory, the warrior monk Silida is + busy keeping a rampaging stone golem away from her allies — the mage Ricard + and the arcane fencer Nethis. +

    +

    + Seeing how Silida is having trouble withstanding the golem's powerful attacks, + Nethis decides to work on a new goal for this conflict: there are a variety of + magical crystals surrounding them, and she wants to channel their power into + the golem and overload its core, shutting down most of its functions. +

    +

    + Since Nethis can wield magic, the Game Master is okay with the plan and + establishes a six-section Clock: once completed, the golem's core will be + properly fried — the Game Master says she will handle this by permanently + decreasing all of the golem's Attribute dice by one size. +

    +

    + When you use Objective to intervene on a Clock, it is extremely important to + describe what your character does — the Game Master has final say on which + actions can influence the Clock. +

    +

    + Back to the previous example: The kind of effect Nethis wants to accomplish is + definitely magical — but does this mean Silida, being unable to cast spells, + cannot influence the Clock? +

    +

    Absolutely not!

    +

    + For instance, she might use Objective and strike at the golem's frontal plate, + which houses its core, to expose it and increase the flow of magical energy. + Maybe she won't fill as many sections (the Golem is pretty good at opposing + physical Checks, and this isn't exactly an optimal strategy), but it will + still help. +

    +

    GOAL CLOCKS IN A CONFLICT SCENE

    +

    + As the Game Master, you are responsible for assigning Clocks to goals and + determining how many sections they should have — use the table below as a + guideline. +

    +

    + For detailed examples of conflict goals and Clocks, see + page 78. +

    + + + + + + + + + + + + + + + + + + + + + + + + + +
    SectionsObjectiveOnce filled...
    4MinorProvides a minor or temporary advantage.
    6 to 8MajorProvides a decisive and permanent advantage.
    10 to 12ResolutiveAllows you to win the conflict.
    +
    + +
    +

    + For more information on magic and spells, see + page 114. +

    +

    + For more information on magic and spells, see + page 114. +

    +page 319. +page 319. +
    + +
    +

    22GAME RULES

    +

    SKILL

    +

    + Some skills and effects require you to "use an action" to activate them; in + these cases, the Skill action must be performed. If you ever decide to use one + such Skill outside a conflict, it will generally require five to ten seconds. +

    +

    OTHER

    +

    + In addition to the ones listed above, characters might attempt all sorts of + creative actions within a turn, provided these aren't particularly complex or + time-consuming operations. The details and resolution of these unique actions + must be negotiated between the Player and the Game Master; most of the time, + the simple act of clearly stating what you want to accomplish and how you want + to do it will lead you to realize that an existing action is already the best + fit for it. +

    +

    + Conflicts generally represent fast-paced scenes in which characters have + limited ability to speak and discuss a complex plan or course of action, but + this shouldn’t apply to the Players who are controlling those same characters. +

    +

    Always keep the following in mind:

    +
      +
    • + First, the characters are heroes and adventurers. This means they have + likely discussed strategy and tactics before, perhaps around a campfire or + while marching through the woods; not to mention the fact that movies and TV + shows often portray heroes elaborating a strategy on the spot, as time + seemingly freezes. +
    • +
    • + Secondly, this approach makes for a more relaxed atmosphere at the table, in + line with the general optimistic tones of the game. +
    • +
    +

    + Ultimately, the choice of exactly how much dialogue and strategizing is + allowed during conflicts and similar situations rest on the shoulders of the + entire group: a “sweet spot” needs to be collectively found. +

    +

    DIALOGUE AND TACTICS

    +
    + +
    +

    TEAMWORK

    +

    + When a character performs a Check during a conflict scene, any other character + that is able to help them and hasn’t already taken a turn during the current + round may choose to lend the active character a hand. +

    +

    + If anyone does, the Check turns into a Group Check (see + page 50), but with a few key differences: +

    +
      +
    • + Each helper becomes a supporting character in that Group Check, while the + active Player Character is treated as the leader. +
    • +
    • Every Support Check is automatically successful.
    • +
    • + Each character who supported the leader is then considered as having taken + their turn within the round — in other words, you can only help if you + haven't already taken your turn, and doing so will "burn" your ability to + act during that same round. +
    • +
    +

    Choose wisely.

    +

    + Note that this option can apply to any kind of Check, + including Accuracy Checks, Magic Checks, and Opposed Checks! This is a great + way to represent characters working together to overcome a powerful opponent — + when you can't strike a flying target with your sword, you might clear the + path for your archer or help them anticipate the enemy's movements! +

    +
    + +
    +

    ENDING A CONFLICT

    +

    + As with any scene in the game, the Game Master has the right to declare the + ending of a conflict. This generally happens when one side has prevailed, when + everyone is no longer able to oppose them, or when the participants negotiate + some sort of truce. +

    +
      +
    • + Remember: once people find an agreement, there's no conflict anymore — until + they later regret or reconsider said agreement, at least. +
    • +
    • + Sometimes, the end of a conflict scene might mark the beginning of a + different one. It is not uncommon for a brutal battle to turn into a chase + as the losing side retreats, or a failed negotiation might turn to violence. + Some characters could even have this change as their conflict goal if they + excel at a specific type of situation instead of the current one. +
    • +
    • + When a conflict ends, all effects that last "until the end of the scene" + will also cease to be. Keep this in mind when deciding whether you should + switch to a different conflict or simply let the current conflict evolve in + a different direction. +
    • +
    +

    + In the end, remember that conflicts should only be used for high-stake moments + and aren't the default resolution method for every tense situation. +

    +

    TURN-RELATED EFFECTS

    +

    + Effects that concern themselves with "the start of a character's turn" or "the + end of a character's turn" follow a set of specific rules: +

    +
      +
    • + The effect ends automatically when the conflict scene reaches its + conclusion. +
    • +
    • + The effect also ends if you die, fall unconscious, or leave the scene. +
    • +
    • + If an effect begins, ends or recharges at the start or at the end of a + character's turn (such as the Guard action on + page 70 or the Protect Skill on + page 197), that effect also begins, ends + or recharges immediately if you help another character through teamwork (see + previous page). +
    • +
    +

    + If such an effect is somehow used outside a conflict scene (this doesn't + happen often, but it's still a possibility), it will last for a few seconds – + enough to influence the outcome of a single Check, generally. +

    +
    + +
    +While the explanation for the Objective action on +page 72 should give a pretty While the +explanation for the Objective action on +page 72 should give a pretty +
    + +
    +

    CHAPTER CATCH THE THIEF

    +

    + Heading towards their rooms in Caralon Castle, the heroes spot a suspicious + figure at the end of a corridor — and in their hands is the powerful artifact + known as the Skyglass, the most precious treasure of Caralon's royal + bloodline! The group immediately jumps into action, and a chase scene begins! +

    +

    + The Player Characters want to reach and stop the thief, which is a resolutive + goal; the Game Master sets this Clock at 10 sections. Possible actions would + be... +

    +
      +
    • + Use 【DEX + INS】 to anticipate the thief's movements and + cut them off. +
    • +
    • + Use 【DEX + MIG】 to bolt forward and grab the thief before + they get too far. +
    • +
    • + Use 【INS + INS】 to recall the layout of the palace + corridors and tell the nearby guards where you think the thief might be + heading. +
    • +
    • + If capable of casting spells, use 【INS + WLP】 to summon a + glowing orb that will follow the fleeing thief. +
    • +
    • + Use 【MIG + WLP 】 to intimidate the thief and cause them + to stumble or hesitate. +
    • +
    +

    + These Checks will be performed against the thief; once the Clock reaches 10, + the group will have cornered the mysterious figure — but this might lead to a + battle! +

    +

    + Similarly, the thief has a Clock of their own: thanks to a significant head + start on the heroes, the thief's Clock has 8 sections only. If the thief + manages to fill this Clock, they will flee the scene with the Skyglass! +

    +
    + +
    +

    CONVINCE THE QUEEN

    +

    + The heroes need to persuade the Queen of Armorica that attacking the Imperial + forces tomorrow would be a suicidal maneuver. For some reason, the Queen's + advisor is stubbornly pushing for an immediate strike. +

    +

    + This is a resolutive goal and, given the importance of the scene, the Clock + should have 12 sections. Possible actions would be... +

    +
      +
    • + Use 【INS + WLP】 to present your reasons to the Queen. If + you have witnesses or items that reinforce your position, they will grant + you a +2 bonus. +
    • +
    • + Use 【INS + MIG】 to present a possible strategy and offer + your battle prowess to the Queen and her people, were she to reconsider + tomorrow's attack. +
    • +
    • + Use 【WLP + WLP】 to launch yourself into a passionate + speech, attempting to win the hearts of the bystanders. If you helped the + people of Armorica in the past, you will receive a +2 bonus. +
    • +
    • + Use 【INS + WLP】 to lure the advisor into saying too much. + To get a bonus on this Check, you might first Study the advisor and identify + his Traits and motives. +
    • +
    +

    + The majority of these Checks will be performed against the advisor, but the + third approach might also be made against the difficulty of "the room". +

    +

    + The advisor also has a Clock of his own which, once completed, will have the + heroes banished! This Clock has 12 sections — the same size as the heroes'. +

    +
    + +
    + +
    + +
    +
    +

    AMBUSHES AND SURPRISE ROUNDS

    +

    + Normally, initiative already takes care of which characters in a conflict + are more aware of their surroundings and can promptly react to danger; + however, if one side gets the jump on their foes, the Game Master may opt to + give those characters a free round of actions before anyone else can act. +

    +

    This is known as a surprise round.

    +
      +
    • + Warning: This optional rule greatly favors the ambushers; + a full round of actions is a massive advantage. If you don't like the + possibility of a character being defeated before even being able to + contribute to the conflict, don't use this rule. +
    • +
    • + If you are using Superiority Points, a surprise round can become even more + dangerous if the ambushers manage to overwhelm their foes with additional + actions. +
    • +
    +

    + See next page for the mechanics governing + Superiority Points. +

    +
    +
    +

    PLAYERS OUTSIDE THE CONFLICT

    +

    + If one or more Players are controlling no characters during a conflict + scene, they can still influence its outcome: once per conflict round after + any character performs a Check, a Player whose + character is not present on the scene can choose a single die rolled in that + Check and force it to be rerolled. Multiple Players can even work together + to have the same die be rerolled more than once. +

    +

    + The goal of this rule is to keep Players involved even when their characters + are absent from the conflict scene or have been defeated. +

    +

    + If you use this optional rule, describe how your character is "fighting in + spirit" alongside their ally and helping them overcome the challenge! +

    +
    +
    +

    OPTIONAL CONFLICT RULES

    +

    + Below you can find a few options for customizing conflict scenes in your + game. Any number of these can be adopted, as long as the entire group agrees + on them; you also have the option to use them only during specific conflicts + that you think would benefit from an additional tactical layer. +

    +
    +
    + +
    +

    BATTLE SUPERIORITY

    +

    + This optional rule adds another layer of strategy to battles and rewards the + clever use of elemental attacks and Affinities. +

    +

    + If you use this rule, all participants in the conflict gain access to a + special resource: Superiority Points. These points are shared + by the entire team, which means any Superiority Points you gain may be spent + by you or your allies. +

    +

    Gaining Superiority Points

    +

    Characters can gain Superiority Points in four different ways:

    +
      +
    • + Whenever you deal damage to one or more enemies, if one or more of those + enemies are Vulnerable to the damage you deal, your team gains 1 Superiority + Point. +
    • +
    • + Whenever you suffer damage, if you are Immune or Absorb that damage type, + your team gains 1 Superiority Point. +
    • +
    • + Whenever you roll a critical success, your team gains 1 Superiority Point. +
    • +
    • + Whenever you roll a fumble, the opposing team gains 1 Superiority Point. +
    • +
    +

    + A character may spend one Superiority Point to perform an additional action on + their turn, making this optional rule a dangerous addition! +

    +

    Important Governing Rules

    +

    However, there are three important rules governing Superiority Points:

    +
      +
    • + A character may only spend 1 Superiority Point per turn, regardless of the + number of Superiority Points available to their team. +
    • +
    • + Whenever your team is about to gain a Superiority Point, if the opposing + team has one or more Superiority Points, instead you will gain no + Superiority Point and they will lose one Superiority Point. +
    • +
    • + A team can never have more than 5 Superiority Points; any Superiority Points + in excess will simply be wasted. +
    • +
    +

    + Note: This rule is more advantageous to the Player Characters + than their enemies since Player Characters usually do not have damage + Vulnerabilities. +

    +

    + You might want to employ a tracker such as the one shown below, and move a + coin or token back and forth to remember how many points are available to each + team: +

    +
    0 +1 +2 +3 +4 +5
    +

    + A visual aid showing point tracking: 5 +5 +4 +3 +2 +1 +

    +
    + +
    +

    Hit Points and Mind Points

    +

    + In Fabula Ultima, a character’s general well-being is represented by two + parameters: Hit Points and Mind Points. If you are familiar with video games, + you will no doubt have encountered similar terms — but in this game, they work + a bit differently than what you might be used to. +

    +

    HIT POINTS

    +

    + Abbreviated as HP, this number indicates a character’s vital energy, fighting + spirit, and general body health, as well as their ability to take a beating + and withstand physical pain and fatigue. You should not see Hit Points as a + measure of a character's physical integrity, however — losing them does not + directly translate into wounds or severe physical harm. +

    +

    + One could describe Hit Points as a “shield” that protects characters from + suffering that final blow that would knock them out of a fight. Bruises, cuts, + and burns are all ways to portray this in the game fiction — the moment HP + gets to 0, however, is when we see the antagonist's blade find an opening and + tear through the hero's armor. +

    +

    HP States

    +
      +
    • + Current HP: This is how many Hit Points a character has at + the moment. This number can never go below 0, nor can it go above the + character’s maximum HP. +
    • +
    • + Maximum HP: A character’s current Hit Points can never be + brought above this value. If a character’s maximum HP value is 50 and they + currently have 40 HP, an item restoring 60 HP will still leave them at 50 + HP, not 100. +
    • +
    • + Crisis: This number is equal to half of a character's + maximum HP, rounded down. If your current HP is at or below this number, you + are considered "in Crisis", which means you're having a bad day and it + shows. For instance, a character with 65 maximum HP will be in Crisis if + they have 32 Hit Points or less. Some game effects activate when you enter + Crisis, and others remain active as long as you are in Crisis. +
    • +
    • + 0 HP: If a character’s current Hit Points reach 0, their + fighting spirit has broken. They will face different consequences depending + on their role in the story — a Player Character, a Villain, or a normal + Non-Player Character. For detailed information on what happens when a + character reaches 0 Hit Points, take a look at + page 86. +
    • +
    +

    HIT POINTS AND MIND POINTS

    +
    + +
    +

    MIND POINTS

    +

    + Abbreviated as MP, this number measures a character’s inner force, magical + potential, and ability to focus. In the game, Mind Points are often spent to + fuel magic or to perform heroic feats that verge on the superhuman. +

    +
      +
    • + Current MP. This is how many Mind Points a character has at + the moment. This number can never go below 0, nor can it go above the + character’s maximum MP. +
    • +
    • + Maximum MP. A character’s current Mind Points can never be + brought above this value. +
    • +
    • + Spending MP. Spells require you to spend Mind Points to + cast them, as do several other abilities. You can only do so if you have + enough MP to pay for the full cost; for instance, you cannot cast a spell + with a cost of 10 MP if you only have 9 MP left. +
    • +
    • + 0 MP. If a character’s current Mind Points reach 0, they + are mentally exhausted but suffer no other consequence — aside from being + unable to use spells and abilities that consume MP. +
    • +
    +
    + +
    +

    +

    + When a character’s Hit Points fall to 0, the dangers and harm they endured + have become unbearable. Will they break? Will they run? +

    +

    + Depending on their role within the story, defeated characters will have + different options available to them. +

    +

    NON-PLAYER CHARACTERS

    +

    + When a Non-Player Character’s Hit Points reach 0, that character loses all + will to fight. Whoever defeated them gets the right to determine their fate: + they may be: +

    +
      +
    • Captured
    • +
    • Forced to flee
    • +
    • Knocked unconscious
    • +
    • Slain
    • +
    +

    + Example: Yezma lands her final blow against a magically + tainted boar, reducing its Hit Points to 0. Now that the creature is defeated, + Yezma must decide its fate — she knows, however, that the great beast had + turned aggressive only because of the arcane corruption plaguing its mind and + body. Because of this, Yezma decides to spare the creature and simply scare it + off, in the hope of finding a way to restore its mind later on. +

    +

    + This being said, some creatures might simply be destroyed when reduced to 0 + Hit Points — constructs such as golems and robots will cease to function, + elemental beings will vanish or dissipate, and undead often crumble to dust. +

    +

    0 HIT POINTS

    +
    + +
    +

    CHAPTER VILLAINS

    +

    + Some Non-Player Characters are a bit more important than others — these are + Villains, the main antagonists in the story. You will find more information + about them starting on page 100, but what + you need to know right now is that they enjoy several privileges when compared + to normal NPCs. +

    +

    + When reduced to 0 Hit Points, a Villain must choose one of two options: + escaping or surrendering. +

    +

    Escaping

    +

    + Villains have a pool of special points, mirroring the Player Characters' + Fabula Points: these are called Ultima Points (see + page 101). When reduced to 0 Hit Points, a + Villain may spend 1 Ultima Point and safely disappear from the scene; the Game + Master describes how this happens. +

    +

    + Example: Held at gunpoint by the sky pirate Morgan, Commander + Duna grins and leaps from the airship's deck, plummeting towards the ocean + below. But when Morgan leans over the railing to see where the armored warrior + fell, he's clinging to a large winged salamander. "You win this battle, + pirate!" he shouts, before the powerful beast carries him away towards the + capital. +

    +

    + If a Villain has no Ultima Points left, they may still escape by escalating + into a more dangerous version of themselves (see + page 102). +

    +

    Surrendering

    +

    + The Villain surrenders and is treated as any other Non-Player Character; their + fate rests in the hands of those who defeated them. In general, a Villain will + only choose this option if it's the only choice they have left; if the Player + Characters show mercy to a Villain, they might even earn a new ally — this + would also be a spectacular way to introduce a new Player Character in the + group. +

    +
    + +
    +

    PLAYER CHARACTERS

    +

    + Like Villains, Player Characters follow their own special rules. When reduced + to 0 Hit Points, a Player Character must either Sacrifice themselves or + Surrender. +

    +

    SACRIFICE

    +

    + When reduced to 0 Hit Points, a Player Character may give their life in order + to accomplish a seemingly impossible deed, such as putting an end to a + centuries-old curse, temporarily taking away a demigod's powers, or + single-handedly holding off a small army to make sure their allies can flee. +

    +

    + You may only sacrifice yourself if at least two of the following are true: +

    +
      +
    • + A Villain (see page 100) is present on + the scene. +
    • +
    • Your sacrifice would benefit a character you have a Bond towards.
    • +
    • You believe your sacrifice would make the world a better place.
    • +
    +

    + The details of the sacrifice are negotiated between you and the Game Master — + you should narrate your heroic demise together. There is no fixed limit on + what a sacrifice may accomplish: you can and should go overboard with this, + especially as you will permanently lose your character. +

    +

    + It is important to note that Player Characters who sacrifice themselves have + accepted their death and normally cannot be brought back to life (see below), + because they peacefully became one with the stream of souls. It isn't a bad + way to go. +

    +

    + In the cosmology of Fabula Ultima, the spirits of the deceased generally + return to the stream of souls that permeates the world — but some might be + trapped by evil sorcery, transported to other dimensions, or even possess a + will strong enough to retain their identity after death. +

    +

    + The mechanics of the game do not give you the option of bringing characters + back to life for two main reasons: firstly, the death of a Player Character + should be meaningful; and secondly, the mystery of the afterlife should be + something you explore and shape together as part of your story. +

    +

    RESURRECTION

    +
    + +
    +

    GAME RULES

    +

    Chapter [Title implied by context]

    +

    Surrendering

    +

    + Characters who surrender fall unconscious and become unable to act for the + remainder of the scene, even if their Hit Points are restored above 0. The + Game Master cannot kill a character who surrenders but may impose a narrative + consequence chosen from the list below or a consequence that makes sense + within the scene. If multiple characters surrender — or worse of all, if the + entire group gets wiped out! — the Game Master may impose separate + consequences or a single major consequence. They may also decide to bring the + consequences of your surrender into play later on! +

    +

    + Example: As the last hero bites the dust, Commander Kelta + grins. "I'd love to get rid of you once and for all, but I have a busy day. + You will never make it to the village in time! The Skyglass will shortly be in + the Empress' hands." +

    +

    + While surrendering will never kill your character, the Game Master can still + impose heavy consequences. Given the general mood of Fabula Ultima, however, + permanent or crippling injuries should be avoided. +

    +

    Mechanics

    +
      +
    • + Player Character Gain: When a Player Character chooses to + Surrender, they immediately gain 2 Fabula Points. +
    • +
    • + Recovery: At the start of the next scene in which they + appear, the Player Character regains consciousness and recovers an amount of + Hit Points equal to their Crisis score. +
    • +
    +

    Sample Consequences of Surrendering

    +
    +
    Darkness
    +
    + You must change your Theme to one of the following: Anger, Doubt, Guilt, or + Vengeance — your choice. +
    +
    Despair
    +
    + The enemy gets to make a decisive move, or the heroes lose the faith and + approval of an important person or group. +
    +
    Loss
    +
    + Something incredibly precious, such as a magical artifact, a loved person, + or an ancient and important heirloom, is taken from you. +
    +
    Resentment
    +
    + You are forced to erase one of your Bonds and replace it with a Bond towards + a character chosen by the Game Master. This new Bond must be of hatred, + inferiority, or mistrust — your choice. +
    +
    Separated
    +
    + You are no longer with your allies. You might be captured, dragged away, + lost, or stranded in some unknown location. +
    +
    +
    + "At the time, I could not disobey. No... I chose not to.
    But today, I + shall no longer allow you to do as you please!"
    +
    +
    + +
    +

    The Heroic Life

    +

    + The heroic life can take a heavy toll on Player Characters; they often need to + rest and recover their energy. Depending on the location, characters have + access to different options for resting. +

    +

    RESTING IN THE WILDERNESS

    +

    + When far away from the safety of cities and villages, traveling on the road or + exploring a ruin, characters must have access to one of the following in order + to rest: +

    +
      +
    • + A magic tent (see page 104) created by + spending 4 Inventory Points. One tent is enough for the entire group. +
    • +
    • + Hospitality from someone friendly, usually in exchange for help or money. +
    • +
    • + A safe location where they run no risk of being attacked; perhaps a + consecrated temple, a secret room, the inside of an armored transport, or an + area protected by a magic circle. +
    • +
    +

    RESTING INSIDE SETTLEMENTS

    +

    + While in a village, town, or city, characters must have access to one of the + following in order to rest: +

    +
      +
    • + A room inside an inn, which will cost money (see Town Services on + page 125). +
    • +
    • + Hospitality from someone friendly, usually in exchange for help or money. +
    • +
    +

    The Effects of Resting

    +

    When a Player Character rests, they enjoy the following benefits:

    +
      +
    • They recover all of their Hit Points and Mind Points.
    • +
    • They recover from all status effects.
    • +
    +

    + Generally, resting requires four to six hours of inactivity. See Rests and + Pacing on the right for more information on the consequences of resting. +

    +

    Resting

    +
    + +
    +

    22GAME RULES

    +

    CHAPTER: BONDS AND RESTING SCENES

    +

    + When the heroes rest, there is a chance for calmer, more intimate roleplaying + — this is known as a resting scene. During this type of scene, Players can + spend some time roleplaying conversations and describing what their characters + do while sitting near the campfire or relaxing around town. +

    +

    At the end of a resting scene, each PC may do one of the following:

    +
      +
    • Create a new Bond towards someone or something.
    • +
    • Add a new emotion to an existing Bond.
    • +
    • + Erase an emotion from an existing Bond and replace it with a different one. +
    • +
    +

    + When you add new Bonds or change their emotions, describe how and why your + character's view of others has shifted. +

    +

    NON-PLAYER CHARACTER RECOVERY

    +

    + These rules only apply to Player Characters; the Game Master always has full + control over Non-Player Character recovery times. In general, whenever an NPC + appears on a scene they are assumed to be at their full Hit Points and Mind + Points, and with no status effects. +

    +

    + While the rules for rests are very generous, spending too much time wrapped in + the warm blankets of an inn will allow whatever danger is approaching to make + the first move undisturbed. +

    +

    + Inactivity should never be without consequence. The Game Master may use Clocks + to keep the Players on their toes and foreshadow incoming threats, filling a + section at the end of each rest. +

    +

    RESTS AND PACING

    +
    + +
    +

    Damage Types

    +

    In Fabula Ultima, damage generally falls into one of the following types:

    +
    +
    Physical
    +
    The most common damage, caused by weapons and impacts.
    +
    Air
    +
    Caused by supernatural winds and sky monsters.
    +
    Bolt
    +
    Caused by lightning and electricity.
    +
    Dark
    +
    Caused by undead and life-destroying magic.
    +
    Earth
    +
    Caused by supernatural tremors and earth spirits.
    +
    Fire
    +
    Caused by flames, magma or intense heat.
    +
    Ice
    +
    Caused by very low temperatures and frost magic.
    +
    Light
    +
    Caused by pure and untainted spiritual energy.
    +
    Poison
    +
    Caused by poison, infections and pollution.
    +
    +

    Damage Affinities

    +

    + Some creatures have a particular Affinity towards certain damage types, often + due to their Species — for instance, undead creatures are Vulnerable to light + damage. +

    +

    Vulnerability

    +
      +
    • + If a creature is Vulnerable towards a damage type, they will lose + twice the normal amount of Hit Points. +
    • +
    +

    Resistance

    +
      +
    • + If a creature Resists a damage type, they will only lose half the + normal amount of Hit Points. +
    • +
    +

    Immunity

    +
      +
    • + If a creature is Immune to a damage type, they will lose no Hit + Points. +
    • +
    +

    Absorption

    +
      +
    • + If a creature Absorbs a damage type, they will lose no Hit Points + and will instead recover an amount of Hit Points equal to the damage they + suffered. +
    • +
    +

    + Some game effects may cause you to gain a variety of Affinities: if a + character is both Vulnerable and Resistant to a specific type of damage, they + are treated as having no Affinity towards it. Immunity, on the other hand, + always supersedes both Resistance and Vulnerability: finally, Absorption + supersedes all other Affinities. +

    +

    Damage

    +
    + +
    +

    EXTRA DAMAGE

    +

    + Some game effects let you deal "extra damage". These effects do not apply to + attacks or spells that deal no damage, only to those which already deal + damage. +

    +

    CHANGING DAMAGE TYPES

    +

    + There are a variety of game effects that change the type of damage dealt by a + spell or weapon. When this happens, the most recent effect “overwrites” any + previous changes — and when such an effect ends, damage will return to its + previous type. +

    +

    + Example: By default, a sword deals physical damage. If the + spell Soul Weapon (page 209) is cast on + that sword, it will deal light damage until the end of the scene. But if a + Cyclone infusion (page 214) is applied to + an attack, that attack will deal air damage — subsequent attacks will return + to dealing light damage. +

    +

    IMPROVISING DAMAGE

    +

    + Damage is generally dealt by weapons, spells, or special abilities, but there + can be other situations in which characters might be harmed, such as falling + from a bridge or being buried under a pile of debris. The Game Master should + use the table below to determine the amount of damage suffered in similar + occasions. The damage type will vary depending on the circumstances, of + course. +

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    LevelMinor DamageHeavy DamageMassive Damage
    5+103040
    20+204060
    40+305080
    +

    + Sources of damage such as traps and hazards cannot kill a Player Character + unless they choose to sacrifice themselves; this should be portrayed as a + sudden stroke of luck or as a consequence of the character’s heroic resolve. +

    +

    + Example: Montblanc falls into a river of lava and is reduced + to 0 Hit Points. He surrenders and manages to land on a floating rock, but + passes out because of the heat. The current drags him away, separating him + from the group. +

    +
    + +
    +

    + Characters — be they PCs or NPCs — can suffer status effects during play. + These will often be a consequence of attacks and spells. +

    +

    Status Effect Description

    +
      +
    • + Dazed Temporarily reduces your Insight die size by one. +
    • +
    • + Enraged Temporarily reduces your Dexterity and Insight die + sizes by one. +
    • +
    • + Poisoned Temporarily reduces your Might and Willpower die + sizes by one. +
    • +
    • + Shaken Temporarily reduces your Willpower die size by one. +
    • +
    • + Slow Temporarily reduces your Dexterity die size by one. +
    • +
    • Weak Temporarily reduces your Might die size by one.
    • +
    +

    CUMULATIVE STATUS EFFECTS

    +

    + Different status effects that influence the same Attribute will stack — for + instance, being both dazed and enraged reduces your Insight die size by two. +

    +

    That said, your Attributes cannot be reduced below a d6 size.

    +

    + If a character is suffering from a status effect and receives that same status + effect again, nothing happens. +

    +

    RECOVERING FROM STATUS EFFECTS

    +

    + Status effects can be healed through resting or via specific spells, Skills, + or items. +

    +

    STATUS EFFECT IMMUNITY

    +

    + If a character is immune to a given status effect, they cannot suffer it — if + they become immune to that status effect while they have it, then they + immediately recover from that status effect. +

    +

    Status Effects

    +
    + +
    +
    +

    + The six status effects are an abstract representation of a character’s + diminished abilities. Poisoned can represent being drunk or sick, shaken + might be caused by fear or hallucinations, slow can come from ice magic as + well as especially sticky ooze, and so on. +

    +

    + Many other afflictions could be treated as their own status effect, such as + being asleep or petrified: however, these are not status effects and behave + in a different way. Instead of reducing a character’s game statistics, they + affect the way that character can act within the game world. Petrified + creatures, for instance, will be unable to act. +

    +

    + When dealing with similar effects, rely on logic and on what makes sense + given the circumstances. Unless established by the game rules, it is the + Game Master’s job to decide which events translate to status effects and + which are handled as narrative elements. +

    +

    STATUS EFFECT... OR MAYBE NOT?

    +
    +
    + +
    +

    W

    +

    Fabula Points

    +

    + Fabula Points represent the Player Characters’ ability to influence destiny + and stem directly from their heroic nature and the hardships they face. +

    +

    FABULA POINTS AT CHARACTER CREATION

    +

    + Each newly created character automatically receives 3 Fabula Points; any other + Fabula Points must be gained during play. +

    +

    GAINING FABULA POINTS

    +

    + There are four main ways a Player Character can gain Fabula Points, plus a + fifth optional method: +

    +
      +
    • + If a Player Character has no Fabula Points at the start of a session, they + immediately receive 1 Fabula Point. +
    • +
    • + Whenever a Player Character rolls a fumble on a Check, they immediately + receive 1 Fabula Point. +
    • +
    • + Whenever a Villain makes an entrance during a scene — even if it is a Game + Master scene, where the Player Characters are not present — each Player + Character will immediately receive 1 Fabula Point. + For more information on Villains, see + page 100. +
    • +
    • + Whenever a Player Character is reduced to 0 Hit Points and decides to + Surrender, that character immediately receives 2 Fabula Points. +
    • +
    • + Whenever a Player Character invokes one of their Bonds or Traits to + automatically fail a Check (as per the optional rule on + page 47), that character immediately + receives 1 Fabula Point. +
    • +
    +

    + There is no upper limit to a character’s Fabula Points. In short, you are free + to hoard them in preparation for an “important occasion” — however, spending + Fabula Points is one of the main ways you will gain Experience Points and + increase your level in the game (see + page 226). +

    +

    Thus, saving them up will slow down the growth of the entire group.

    +
    +

    FABULA POINTS

    +
    + +
    + + Add Bond strength to a Check (see page 47). + + + Add Bond strength to a Check (see page 47). + + + Reroll dice during a Check (see page 46). + + + Reroll dice during a Check (see page 46). + +
    + +
    +

    ALTERING THE STORY

    +

    + As a Player, you can spend 1 Fabula Point to make a statement about the story. + You get to shape part of the world, its people, and its creatures, to fill in + the "grey areas" and generate an opportunity for action, tweak a detail in + your favor... or even introduce a convenient plot twist! +

    +
      +
    • + If you want to change or add new details to a character, location, or item + that has already been established — such as a character, location, or item + the Game Master described or introduced — you will first need the Game + Master's permission. +
    • +
    • + If your alteration directly affects another Player Character — for instance, + if you are establishing there is a bounty on the head of one of your + companions — you will first need permission from the corresponding Player. +
    • +
    • + You cannot use this option to contradict a statement previously made by + yourself or by another participant. +
    • +
    • + You cannot use this option to cause mechanical changes such as gaining or + altering a Skill, switching a creature's Vulnerabilities, or inflicting a + status effect on one or more enemies. The Game Master might decide that the + element you introduced grants a mechanical advantage, but that's their call + to make, not yours. +
    • +
    • + If you introduce a new Non-Player Character this way, that character will + still be under the Game Master's control. +
    • +
    +

    + As with any freeform tool, this option is very powerful and may be used in a + variety of ways and "intensities" — some Players will just add a useful item + on the scene, others will come up with entire new locations and place them on + the world map. +

    +

    + When you sit down to play, discuss what you feel comfortable with — but do + your best to embrace the adventurous (and sometimes over-the-top) nature of + this rule. +

    +

    Example 1

    +

    + After defeating the Mirror Golem in the depths of the forest ruins, the heroes + recover a strange ivory disc bearing mysterious inscriptions. No one among + them knows how to read this ancient language; a Player decides to spend 1 + Fabula Point to state his character knows of an elderly scholar living in the + countryside nearby, who might be able to help. +

    +

    + Since this statement does not contradict anything previously stated by the + Game Master or by another Player, it becomes automatically true — the Player + marks the position of the scholar's tower on the map. +

    +
    + +
    +

    + Example 2: Our heroes are searching for a massive dragon across the rocky + hills surrounding Ildefort. +

    +

    + They finally track the monster down to a large cavern. At that point, a + Player declares she wants to spend 1 Fabula Point to state + that the creature is asleep — this will make it easier to get the drop on + them. +

    +

    + The dragon is a creature introduced by the Game Master, which + means the Player needs permission in order to make a + statement about them. The GM is okay with this, but points + out that this is no "magical sleep" and that the group will have to make + Checks in order to avoid waking up the dragon. +

    +

    + Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial + army. +

    +

    + Now Daige finds herself back in the imperial capital, leading an infiltration + team determined to steal the Soul Crystal from the Empress' clutches. +

    +

    + While gathering information in the streets, Daige and her comrade Valincor + realize they are being followed by a city guard: the + Player controlling Daige, Hannah, spends 1 Fabula Point and + reveals that their pursuer is actually a member of her former unit, Ramis. He + was never a fan of imperial cruelties but remained in the army to feed his + family. Since the city guard was a character introduced by the + Game Master, Hannah needs permission — this is a huge change + to the scene, but the GM is intrigued and agrees to it. +

    +

    + From now on, the Game Master will still control Ramis — but + the heroes have gained a new and useful contact within the capital. However, + Ramis still has a weakness: what will he do if his family is threatened? +

    +

    There is more than one side to each story.

    +
    + +
    +Master chapter, on page 254. Master chapter, +on page 254. +
    + +
    +

    GAME RULES

    +
    +

    ULTIMA POINTS

    +

    + Ultima Points are the dark mirror to Fabula Points. When a Villain is + introduced, the Game Master must also decide whether that character is a + minor, major, or supreme Villain — the GM can keep this a secret or openly + reveal it. +

    +

    How Villains Receive Ultima Points

    +
    +
    Minor (5)
    +
    + Enemy commanders, unique and infamous monsters, and antagonists causing + trouble in small settlements. +
    +
    Major (10)
    +
    + Tyrants, powerful mages, legendary creatures, and entities that threaten + entire countries. +
    +
    Supreme (15)
    +
    + Archdemons, immortal entities, and alien deities bent on destruction or + domination. +
    +
    +

    SPENDING ULTIMA POINTS

    +

    A Villain has three options for spending Ultima Points:

    +
    +
    Escape (1 Point)
    +
    + A Villain may spend 1 Ultima Point to safely leave the scene — the Game + Master describes how they do so, perhaps leaving a few henchmen behind to + "keep the heroes company". +
    +
    Invoke Trait (1 Point)
    +
    + After performing a Check, a Villain may spend 1 Ultima Point to invoke one + of their Traits and reroll one or both dice (this follows the same rules + seen on page 46). +
    +
    Recovery (1 Point)
    +
    + A Villain may use an action and spend 1 Ultima Point to recover from all + status effects and also recover 50 Mind Points. +
    +
    +

    + While Player Characters can gain Fabula Points in several ways, Villains + cannot recharge their Ultima Points — in a way, they represent the Villain's + determination and will to pursue their objectives. A Villain with no + remaining Ultima Points is no longer a Villain and becomes equivalent to any + other NPC; alternatively, they may choose to escalate (see next page). +

    +
    +
    + +
    +

    ESCALATION

    +

    + At any time during play, the Game Master may declare that a Villain has + transformed into a new version of themselves — one with greater powers and + darker ambitions. Narratively speaking, this is the moment in which the + Villain rejects a chance at redemption and grows even more obsessive in the + pursuit of their goal. The heroes forced them into a corner, and the results + have proven catastrophic. +

    +
      +
    • + A minor Villain can become a + major Villain. +
    • +
    • + A major Villain can become a + supreme Villain. +
    • +
    • A supreme Villain cannot grow any more powerful.
    • +
    +

    + Following this transformation, the character is treated as an entirely new + Villain; the first time they appear during a scene, their Ultima Points will + reset to a value appropriate to their new role in the story. +

    +
      +
    • + If a Villain has no Ultima Points left and is reduced to 0 Hit Points, they + may immediately escalate while still on the scene; this will allow them to + recharge their Ultima Points and no longer be forced to surrender (page 87). +
    • +
    • + If a Villain escalates while on the scene, they are immediately treated as a + new Villain and thus award each Player Character 1 Fabula Point. +
    • +
    +
    + +
    +
    +

    VILLAIN AND FABULA POINTS

    +

    + Whenever a Villain makes an entrance during a scene, each Player Character + gains 1 Fabula Point. +

    +

    Rules for Fabula Points

    +
      +
    • + Multiple identities. If a Villain has more than one + identity, the heroes only receive Fabula Points when they appear using + their "antagonist persona". Once the deception is exposed, however, they + will begin awarding Fabula Points every time they appear on a scene, + whether disguised or else. +
    • +
    • + Multiple Villains. If two or more Villains appear during + the same scene, each Player Character will gain 1 Fabula Point per + Villain, up to a maximum of 3 Fabula Points per Player Character earned + this way during the same scene. +
    • +
    • + Back-to-back scenes with Villains. If a Villain's + presence extends for several consecutive scenes, the Player Characters + only gain 1 Fabula Point at the beginning, and no additional Fabula Points + for the following scenes. +
    • +
    +

    + Whenever the heroes are running low on Fabula Points, the Game Master should + run a Game Master scene and show a Villain in action — this is a great way + to push the story forward while also giving the heroes a bit more "fuel". +

    +

    General Guidance

    +
    +

    + Great evil is born when good intentions are met with mistrust and despair. +

    +
    +

    + When choosing whether a Villain will escalate, the Game Master should + consider the antagonist's importance within the story, their personality, + and the way the heroes chose to confront them: a Villain's escalation shows + that the heroes might win a conflict but still make the situation worse. +

    +

    + Most of the time it's best to simply let a Villain be defeated: maybe their + resolve is broken, maybe they even realized they were wrong and will turn + into an ally. +

    +
      +
    • + Escalating your Villains sparingly will make them more memorable and also + ensure that Players feel like their actions have an impact on the world. +
    • +
    • + In general, you should only have two to four escalations per campaign. +
    • +
    +
    +

    SHOULD THIS VILLAIN ESCALATE?

    +
    +
    +
    + +
    +

    104

    +

    W

    +

    + Player Characters have an abstract reserve of useful gear and consumable + items, represented by Inventory Points (IP). +

    +

    + A character can normally carry a maximum of 6 Inventory Points; however, some + Classes and special Skills will increase this limit. +

    +

    SPENDING INVENTORY POINTS

    +

    + Whenever you need a consumable item from the list below, you may spend an + appropriate amount of Inventory Points to produce it from your bag and apply + its effect — all Inventory Points spent this way must come from the same + character. +

    +

    + Once created, the item must be used immediately and is destroyed in the + process; you cannot create it and then "save it for later". +

    +

    + The table below lists the default inventory objects available in the game; + this information is also present on your group sheet for easier reference. The + sheet also features blank spaces where you can write custom inventory items + that are unique to your world! +

    +

    + The Tinkerer Class (page 210) can use + Inventory Points in a variety of ways. +

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    ITEMIP COSTEFFECT
    PotionsElixir 3One creature recovers 50 Mind Points.
    Remedy 3One creature recovers 50 Hit Points.
    Tonic 2One creature recovers from a single status effect.
    Utility + Elemental Shard 2 One creature suffers 10 damage of a type of your + choice (air, bolt, earth, fire, or ice). +
    MagicTent 4 Allows the entire group to rest in the wilderness.
    +

    INVENTORY POINTS

    +
    + +
    +

    RECHARGING INVENTORY POINTS

    +

    + Characters can recharge their Inventory Points when they are in a town, + village, or other locations that allow them to purchase useful gear: the cost + is 10 zenit for every Inventory Point they want to recharge. +

    +

    + At the Game Master’s discretion, characters may also recharge some of their + Inventory Points in particular circumstances, such as stumbling upon an + adventurer’s backpack or being rewarded by a village for their help with local + troubles. +

    +

    + A character’s current Inventory Points can never go above their maximum + Inventory Points — there is always a limit to how much can be carried + comfortably. +

    +

    SHARING INVENTORY POINTS

    +

    + Characters are not allowed to redistribute Inventory Points among themselves. +

    +

    GEAR AND TOOLS

    +

    + All Player Characters are assumed to be carrying any gear and tools + appropriate to their Identity or befitting their role as adventurers: there’s + no need to keep track of torches, ropes, blankets and so on. +

    +

    If a character needs a basic adventuring item, they will have it.

    +

    + However, sometimes a character will need an item that is a bit uncommon or + doesn't really fit their Identity. When this happens, the Game Master may + allow the character to spend some Inventory Points (generally 2 to 4) in order + to "miraculously" pull the item in question out of their backpack. +

    +

    + Example: A character whose Identity is “Princess of Thieves” + will surely carry some quality lockpicks in her bag; on the contrary, a noble + knight will probably have to spend a couple Inventory Points to pull them out + of his backpack. +

    +

    + Items created this way are not immediately destroyed, but characters should + not be allowed to sell them for a price higher than five times their IP cost. + For instance, an item that costs 2 IP to create should sell for 10 zenit at + most. +

    +

    + Note: While tools and similar gear might allow you to perform + an otherwise impossible operation, they never grant any mechanical benefit. +

    +
    + +
    +

    + While conflicts may be the most memorable moments of a game session, the + exploration of the game world is another major aspect of Fabula Ultima. At the + beginning of the game, your group will create the world together (see World + Creation, on page 148); however, this does + not mean you know everything about it. While you may be familiar with the main + regions and cities, there are plenty of discoveries — and dangers! — awaiting + our heroes. +

    +

    TRAVELING ACROSS THE WORLD MAP

    +

    + When a group embarks on a journey, the Game Master makes use of the map sheet + to track their movements. The basic unit of this system is the travel day: it + is the average distance covered during a single day on the map (assuming the + characters are traveling on foot). The length of one travel day when using + your map sheet must be established by the group during World Creation. +

    +

    For each travel day required by the journey, perform the following steps:

    +

    JOURNEYS AND TRA VELS

    +

    + For the sake of simplicity, travel days should always be rounded up to the + next whole number — a journey taking two and a half days is rounded up to + three days, for instance. +

    +

    + The Game Master always has final say on how many travel days a journey will + take. +

    +
      +
    • + W: The Game Master determines the threat level of the areas + traversed by the group (see next page). If more than a single threat level + is present, only apply the highest. +
    • +
    • + 1W: Unless stopped by an encountered danger, the characters + proceed to the next travel day (go back to step 1) or reach their + destination. +
    • +
    • + 3O: Perform a travel roll by rolling the die appropriate to + the chosen threat level. +
        +
      • On a 6 or higher, the group encounters a danger!
      • +
      • On a 1, the group makes an unexpected discovery!
      • +
      +

      + The Game Master decides the location of each danger and discovery; if you + need, mark its position on your map sheet. +

      +
    • +
    +
    + +
    +

    Sample Areas Threat Level Travel Roll

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    AreaThreat LevelTravel Roll
    Within villages, cities and guarded areasMinimald6
    Prairies, patrolled roads, countrysidesLowd8
    Forests, hills, riversMediumd10
    Vast forests, mountains, open sea, swampsHighd12
    Deserts, frozen wastes, jungles, volcanoesVery Highd20
    +

    + Needless to say, a frequently patrolled area under enemy control will count as + a High or Very High danger, just like a + prairie overrun by hostile monsters. +

    +

    The Game Master has final say on the threat level for a given travel day.

    +

    Example

    +

    + A group of heroes are leaving the village of Relde for the Kanka Hills, where + they must search for an old mining tunnel that supposedly leads to the lair of + a wise water serpent. +

    +

    + Liz (the Game Master) takes a look at the map and determines that the + characters will need one travel day to reach the hills, and another travel day + to explore the surrounding area in order to find the tunnel entrance. +

    +

    + For the first travel day, the group will cross prairies (d8) and hills (d10). + Since only the highest die has to be taken into account, Liz should roll a + d10. However, there is talk of a gang of bandits roaming the prairie: she + decides this should raise the threat level to High (d12). The + die comes up a 7: a danger! +

    +

    + Liz has the group encounter a band of four brigands, accompanied by a Grey + Howler (a wolf-like creature). Following a quick conflict, the Player + Characters manage to fend off the attackers. +

    +

    + Before moving on to the next travel day, the heroes choose to use a Magic Tent + and rest, regaining their energies. +

    +

    + Finally, Liz rolls for the second travel day, spent exploring the hills in + search of the fabled mine: this time, the die rolled is only a d10... and she + rolls a 1! After giving it some thought, Liz describes the PCs finding an + entrance to the ancient tunnels... but they are not alone! They meet a + traveling merchant by the name of Lily, who wishes to be escorted through the + mine: she seeks an audience with the serpent herself, and will reward them + with goods or information for it! +

    +
    + +
    +

    DANGERS

    +

    + Characters should generally be able to overcome a danger through a series of + Checks or a conflict scene. +

    +

    Examples of Dangers

    +
      +
    • + An area plagued by extreme weather conditions, such as sandstorms or bitter + cold. +
    • +
    • A polluted swamp filled with toxic miasma and ravenous undead.
    • +
    • A ferocious and territorial monster, or a group of hostile creatures.
    • +
    • A sudden, unfortunate encounter with a rival or antagonist.
    • +
    • The risk of losing an important item.
    • +
    +

    If you need to determine damage dealt by a danger, use the table below:

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    LevelMinor DamageHeavy DamageMassive Damage
    5+103040
    20+204060
    40+305080
    +

    + Status effects are another good consequence for dangers: for instance, the + polluted swamp mentioned above might inflict poisoned. +

    +

    World Map Management

    +

    + While playing, the Game Master is free to add new landmarks, settlements and + similar features to the map sheet whenever they feel appropriate. This usually + happens when the group encounters a new point of interest or dangerous area, + or when they learn about it from someone. +

    +

    + Players can also add new features and locations to the map by spending a + Fabula Point to add a new story element, as explained on + page 98. +

    +

    Attribution

    +

    UPDATING THE WORLD MAP

    +
    + +
    +

    DISCOVERIES

    +

    + Discoveries don’t happen that often, so the Game Master should make sure each + and every one of them is unique and useful. +

    +
      +
    • + The entrance to an ancient ruin: is it guarded? What treasures are hidden + here? +
    • +
    • A merchant caravan or a group of helpful creatures.
    • +
    • A secluded village or safe haven unknown to most.
    • +
    • A precious item or piece of information.
    • +
    +

    + Remember that a discovery is always a good thing: even if it’s a dangerous + location, the reward it conceals should more than make up for it. +

    +

    The first airship pilot, Oona Sabine,

    +

    vanished during a flight over the Whisperwoods.

    +
    + +
    +

    + The concept of a “dungeon” is a common trope in any type of RPG, tabletop and + digital alike. Generally, a dungeon is frequently — but not always! — a + labyrinthine environment, inhabited by hostile creatures... and often + concealing valuable treasures and powerful magical items, or acting as an evil + antagonist's lair. +

    +

    + In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex + location that is worthy of being explored. It could be an abandoned mill + turned into a brigand hideout, a witch’s castle, or a network of waterways + guarded by ancient golems. +

    +

    + Most of the time, the dungeon itself won’t be that important: why the heroes + are there and what can be found within it is what really matters. Other times, + a dungeon can be a powerful way to tell a story about those who inhabited it — + and maybe hint at some obscure truths or provide an answer to some of the game + world's mysteries. +

    +

    EXPLORING DUNGEONS

    +

    + Depending on the size and importance of the dungeon in question, the Game + Master may adopt any of the following methods: +

    +
      +
    • + Dungeon scenes. The exploration is run as a succession of + key moments rather than an inch-by-inch search of the dungeon. This works + best when the layout of the dungeon is mostly irrelevant and all that + matters is what lies in its depths. This approach is identical to default + gameplay: the heroes discuss their actions and describe what they do, the + Game Master describes what goes on around them, and Checks and conflicts + take place as normal. +
    • +
    • + Detailed exploration. The entire dungeon can be explored in + its every nook and cranny. This approach can be quite time-consuming and + should only be used if the structure and details of the place tell an + important story. For this method to work, the GM should carefully prepare + the layout of the dungeon beforehand — reserve it for locations that you're + sure the PCs will explore. +
    • +
    • + Interlude. The exploration is narrated as an interlude + scene, with maybe a single Group Check establishing whether the Player + Characters encounter any obstacles or dangers before they reach the depths + of the dungeon. Use this approach if you are short on time and if the + dungeon isn't particularly important — the typical occasion would be a minor + location discovered while traveling. +
    • +
    +

    + Additional advice on how the Game Master should prepare material for dungeons + can be found starting on page 258. +

    +
    +

    DUNGEONS

    +
    + +
    +

    DANGER CLOCKS

    +

    + The Game Master can use Clocks to keep track of incoming threats in the + dungeon. These Danger Clocks should feature a number of section based on the + urgency of the threat they represent: +

    +
      +
    • + Eight sections for a threat that isn't immediately obvious + and will only come true with time — something like "crumbling temple" or + "magitech system failure". +
    • +
    • + Six sections for a threat that is quite obvious and likely + to happen after a while — such as "wandering monsters" or "poisonous fog". +
    • +
    • + Four sections for a threat that is urgent and very likely + to happen — something like "surrounded" or "high alert" in a dungeon + brimming with hostile creatures. +
    • +
    +

    + The Game Master may fill a Danger Clock as a consequence of failed Checks, as + well as when an event would make the threat more likely, such as when the PCs + spend time searching a room, make noise, rest inside the dungeon or draw + unwanted attention. +

    +

    + Different Danger Clocks will be triggered by different actions and events, of + course — casting a spell might fill an "arcane overload" Clock, while + searching a room is unlikely to affect it. +

    +

    + As the Clock fills, the Game Master should foreshadow the incoming danger: + once it is completely filled, that threat will become active in full, and the + heroes will be forced to deal with it one way or another. +

    +
    + +
    +

    + The worlds of Fabula Ultima are innately magical, bound together on an atomic + level by a stream of eternal souls. Because of this, many creatures can wield + magic, manipulating soul energy to create supernatural effects. +

    +

    SPELLS AND RITUALS

    +

    + Magic in Fabula Ultima falls within one of two categories: spells or Rituals. +

    +
      +
    • + Spells represent codified magic formulas developed to + protect warriors and travelers: their applications are primarily offensive + or defensive. They can be learned easily and only require a brief gesture to + cast, but lack flexibility. +
    • +
    • + Rituals, on the other hand, are complex magical effects + designed to overcome a specific obstacle: whenever a Ritual is performed, it + will always be started from scratch and take several minutes to complete. +
    • +
    +

    + While powerful and extremely flexible, Rituals consume large amounts of Mind + Points and require difficult Magic Checks; additionally, failing a Ritual will + cause the magic to spiral out of control. While these downsides can be + mitigated through time, effort, and complex procedures, the truth remains that + Ritual magic is a powerful resource... but one that should be used sparingly. +

    +

    + The mechanics governing spells and Rituals can be found in the next pages. +

    +

    MAGIC DISCIPLINES

    +

    + This book features a total of six disciplines: Arcanism, Chimerism, + Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to + a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist, + whilst Ritualism is available to all of these Classes, except for Arcanists. +

    +

    ARCANISM

    +

    + Arcanists can project a large portion of their soul outside their bodies, + forcing it to resonate with the power left behind by ancient divine entities + known as Arcana, and manifest a fragment of their power. To access an + Arcanum’s power, one must first earn their favor: this often involves + completing some sort of trial, quest, or mission. +

    +

    + Arcanism is a peculiar discipline that does not feature spells, but instead + follows its own unique mechanics (see the Arcanist Class on + page 176). Arcanism Rituals are also + possible through the Arcane Rituals Skill. +

    +

    MAGIC

    +
    + +
    +

    Chimerism

    +

    + Chimerists gain their powers from the souls of beasts and monsters; they + search for creatures able to cast spells and attempt to mimic the same + effects. +

    +

    + Chimerism features both spells and Rituals. However, Chimerist spells must be + learned from creatures (see the Spell Mimic Skill on + page 183). +

    +

    Elementalism

    +

    + Elementalists can control the stream of souls that binds the four core + elements of creation: air, earth, fire, and water. They can also influence any + of their combinations and manifestations, such as magma, blizzards, deserts, + or clouds. +

    +

    Elementalism features both spells and Rituals.

    +

    Entropism

    +

    + Entropists go beyond the stream of souls found in the world and reach for the + vast expanse of nothingness between stars. Their chaotic magic defies logic, + twisting time and space and dissipating souls, matter, and magical energy. +

    +

    Entropism features both spells and Rituals.

    +

    Ritualism

    +

    + Contrary to most other magical disciplines, Ritualism features no spells and + can only be used in Ritual form. It is a catch-all term for Rituals performed + to manipulate, sense, bind or unleash magical energy present within a + location, item, mechanism, or relic. +

    +

    + From a certain point of view, magitech could be considered a combination of + Ritualism and technology. +

    +

    Spiritism

    +

    + Spiritists can manipulate the raw energy found within the souls of living + creatures, influencing their emotions and manipulating their vital force: a + power both miraculous and frightening. +

    +

    Spiritism features both spells and Rituals.

    +
    + +
    +

    + Spells can belong to any of the following disciplines: Chimerism, + Elementalism, Entropism, and Spiritism. The remaining two disciplines, + Arcanism and Ritualism, do not feature any spells. +

    +

    Spell Format

    +

    + Each spell description uses the format below and contains a variety of + information: +

    +

    Example Spell Metadata

    +

    + Ignis rr 10 × T | Up to three creatures | + Instantaneous +

    +

    + You unleash a searing barrage against your foes, conjuring flames out of thin + air. Each target hit by this spell suffers + 【HR + 15】 fire damage. +

    +

    + Opportunity: Each target hit by this spell suffers shaken. +

    +

    Spell Components

    +
      +
    • + The Name and Type: The name of the spell, and whether it is + an offensive spell (rr).
      See page 116 for more information on + offensive spells. +
    • +
    • + Mind Point Cost: The cost of the spell in Mind Points. To + cast a spell, you must have enough MP to pay its cost; additionally, some + spells allow you to spend more MP to increase the number of targets or + strengthen the effect. For instance, a spell with a cost of 10 × T will cost + you 10 Mind Points per target; the final amount of Mind Points required to + cast a spell is known as the total MP cost. +
    • +
    • + Targets: The targets that can be affected by the spell. + Most spells can target a certain number of creatures, but others may affect + different targets (such as weapons). +
    • +
    • + Target Specification: A target of "Self" means the caster + will use the spell on themselves, while a target of "Special" indicates that + the spell functions in a unique way described in its text, usually affecting + a variety of creatures or elements present on the scene. +
    • +
    • + Duration: The duration of the spell. Either + "Instantaneous", meaning that the spell takes effect immediately and then + dissipates, or "Scene", meaning that the spell creates an ongoing effect + lasting until the end of the scene it was cast in. +
    • +
    • + Effect Description: The effect of the spell, often preceded + by a flavorful description. This description has no mechanical relevance, + but can help you understand the concept behind the spell and customize its + appearance in order to fit your character. +
    • +
    • + Opportunity Effect: Spells that require a Magic Check often + feature an opportunity effect. If you roll a critical success on your Magic + Check, you may spend the corresponding opportunity to trigger this effect. +
    • +
    +

    Spells

    +
    + +
    +

    Casting a Spell

    +

    To cast a spell, you must fulfill the following prerequisites:

    +
      +
    • + You must be free to move your body. You can be holding items in your hands, + as long as you can move your arms. +
    • +
    • You must be able to speak and pronounce the invocation.
    • +
    • + You must have enough Mind Points to pay for the spell’s total MP cost, + including any additional MP used to enhance its effect. +
    • +
    • + Unless you are casting a spell with a target of Self or + Special, you must be able to see your targets. +
    • +
    +

    If all of the above are true, you may cast the spell.

    +
      +
    1. + Declare which spell you want to cast among those your character has learned, + and what its effect will be. +
    2. +
    3. If required, choose the targets for your spell.
    4. +
    5. + Perform the magical gestures and pronounce the formula — remember that any + nearby creatures will see and hear you. +
    6. +
    +

    Magic Checks

    +

    + If the spell is an offensive spell, you must also perform a Magic Check. + Elementalism, Entropism, and Spiritism Checks rely on + 【INS + WLP 】, while Chimerism may choose between + 【INS + WLP】 or 【MIG + WLP】. +

    +

    + Non-offensive spells are automatically successful and require no Check. + Fumbles and critical successes on Magic Checks generate opportunities as + normal. +

    +
      +
    1. Spend the required amount of Mind Points.
    2. +
    +
      +
    1. Apply the effects of the spell.
    2. +
    +
    + +
    + +
    + +
    +

    + While the effects of spells and disciplines are defined by the rules of the + game, the way they manifest in your world is something that can vary from one + character to another, and another great opportunity to inject personality into + each of your heroes. +

    +
      +
    • + A druid or witch might conjure magical branches blossoming into fruits or + flowers that produce the effects of the spell. +
    • +
    • A spellblade might channel magic through precise blade movements.
    • +
    • + A sorcerer might summon a swarm of imps or pixies to torment their enemies + and assist their allies. +
    • +
    +

    + If you can use magic, spend some time during each session describing what your + spells look like! +

    +

    DESCRIBING YOUR MAGIC

    +
    + +
    +

    + By acquiring specific Classes and Skills, characters may gain the ability to + use Ritual magic belonging to different disciplines. +

    +

    + Each branch of Ritual magic grants you influence over different aspects of the + world: +

    +

    Discipline Magic

    +
    +
    Arcanism
    +
    + 【WLP + WLP】 Produce a magical effect based on the Arcana you have bound. +
    +
    Chimerism
    +
    + 【INS + WLP】 or 【MIG + WLP】 Enhance your senses, see through the eyes of + an animal, quell the fury of a monster. +
    +
    Elementalism
    +
    + 【INS + WLP】 Walk on water, shape rock, snuff out fires, cause a rainstorm + or summon powerful cyclones. +
    +
    Entropism
    +
    + 【INS + WLP】 Cause the decay of physical matter, twist the flow of time, + teleport creatures or items. +
    +
    Ritualism
    +
    + 【INS + WLP】 Extract magic from an object, activate a soul circuit, sense + the presence of magic. +
    +
    Spiritism
    +
    + 【INS + WLP】 Sense the presence and feelings of creatures, put someone to + sleep or embolden their heart. +
    +
    +

    + The full process for casting Rituals is described on the next page. Remember + that Ritual magic should never be able to accomplish any of the following: +

    +
      +
    • + Causing direct damage. The Ritual can still deal collateral damage — if you + open a chasm below your enemies' feet, they are bound to suffer some kind of + harm. When establishing collateral damage dealt by a Ritual, use the table + on page 93. +
    • +
    • Inflicting or removing status effects.
    • +
    • + Causing characters to lose or gain HP , MP , IP , Fabula Points or Ultima + Points. +
    • +
    • + Replicating the mechanical benefits of an existing spell or Skill (however, + narrative effects such as teleportation of flight are okay, even if some + Skills do grant them). +
    • +
    • + Generating creatures or equipment, or granting them permanent abilities. +
    • +
    +

    + Aside from these, most Rituals are fair game — but the stronger the effect you + seek, the more tragic the consequences will be if your Ritual goes wrong. +

    +

    RITUALS

    +
    + +
    +

    22GAME RULES

    +

    The Ritual

    +

    + The Ritual is cast following the normal procedure for a spell (page 115), but it always requires a Magic Check which must meet or exceed a + Difficulty Level based on the Ritual's potency (see below). The Check will + rely on the Attributes indicated by the Ritual's discipline (see page on the + left). +

    +

    + If you succeed, the Ritual has the desired effect; if you fail, the Game + Master will describe how its effects have been twisted in a catastrophic way. +

    +

    Procedure for Casting The Ritual

    +
      +
    1. + Determine Goal: Describe what you want to accomplish with + your Ritual and declare which area or creatures you want to affect. +
    2. +
    3. + Game Master Ruling: The Game Master has final say on + whether a given effect can be accomplished, as well as which Ritual + discipline it falls within. +
    4. +
    5. + Calculate Cost: By consulting the Area and Potency tables + below, the Game Master determines the Ritual's total cost in Mind Points + (MP). +
    6. +
    +

    Potency Table

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    PotencyMPDLExamples
    Minor207Create a flash of light, block a passage, shatter a glass.
    Medium3010 + Create an illusion, treat an illness, locate someone or something, sense + emotions, provide short-term energy. +
    Major4013 + Sense thoughts, influence emotions, dispel a curse, temporarily alter + the weather, provide long-term energy. +
    Extreme5016 + Weaken a divine entity, prevent a catastrophe, cause a week-long change + in a creature or location. +
    +

    Area Table

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    AreaMultiplierExamples / Scope
    Individual×1A human-sized creature, a door, a tree, a weapon.
    Small×2 + A few human-sized creatures, a large creature, a small clearing, a room, + a railway car, a hut. +
    Large×3 + A crowd, a small forest, an airship or galleon, a castle hall, a house, + a giant creature. +
    Huge×4A fortress, a lake, a mountaintop, a village, a city block.
    +
    + +
    +Group Check (page 50), and the character who +performs the Ritual will act as Group Check (page 50), and the character who performs the Ritual will act as +
    + +
    +

    GAME RULES

    +

    Potency Clock

    +

    + The following describes the attributes associated with different levels of + magical potency: +

    +
      +
    • Minor: Potency 4, Clock 20, MP 7, DL Individual ×1
    • +
    • Medium: Potency 6, Clock 30, MP 10, DL Small ×2
    • +
    • Major: Potency 6, Clock 40, MP 13, DL Large ×3
    • +
    • Extreme: Potency 8, Clock 50, MP 16, DL Huge ×4
    • +
    +

    RITUALS DURING CONFLICTS

    +

    + Ritual magic can certainly be attempted during a conflict scene, but you will + first need to gather enough magical energy. +

    +

    The process is as follows:

    +
    +
      +
    1. + Use the Objective action to begin the Ritual — perform + steps 1 and 2 of the flowchart on + page 119, determining the Ritual's + discipline, area and potency. +
    2. +
    3. + A Ritual Clock is immediately created with a number of sections based on + the Ritual's potency — see the table above. Now that this Clock is part of + the scene, anyone can interact with it through the Objective action. Like + any use of the Objective action, the Game Master will be the one + adjudicating which Attributes should be used for the Check, as well as + whether it has a fixed Difficulty Level or is an Opposed Check. The caster + can perform the first Check to fill some sections the Clock as part of the + Objective action they used to begin the Ritual. +
    4. +
    5. + Once the Clock is filled, the character who initiated the Ritual may use + an action to perform step 3 of the flowchart on + page 119; to do so, they will spend + the appropriate Mind Points and perform the Magic Check for the Ritual, + whose Difficulty Level is determined by the Ritual's potency (see above). + The outcome of the Check will reveal whether the Ritual is successful or + its effects are twisted catastrophically. +
    6. +
    +
    +
    + +
    +

    + Regardless of which fantastic world your adventures take place in, your heroes + will likely find themselves purchasing and selling items. This section covers + the basics of the economy and provides you with useful lists of items and + prices. +

    +

    ZENIT

    +

    + The common currency of all Fabula Ultima worlds is zenit, a gold coin whose + shape and size may vary from region to region. While prices may rise and fall + depending on where you are, zenit is universally accepted. +

    +

    + On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for + the night in town, and 100 z can fetch you a bronze shield. +

    +

    EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK

    +

    + As shown on the character sheet, a Player Character can equip a limited number + of items on their body: +

    +
      +
    • You have one equipment slot for your armor.
    • +
    • + You have a main hand equipment slot, where you can equip a one-handed weapon + or a two-handed weapon. While you have a two-handed weapon equipped here, + that weapon will also take up your off-hand slot (see below). +
    • +
    • + You have an off-hand equipment slot, where you can equip a one-handed weapon + or a shield. +
    • +
    • You have one equipment slot for your accessory.
    • +
    +

    + Any item you have that is not equipped goes in your backpack. There is no set + limit to how many items you can carry this way, as long as it makes sense. The + Game Master has final say on what you can and cannot carry this way. +

    +

    + If you ever find yourself in need of transporting large and heavy items over + long distances, consider purchasing a transport (see + page 125). +

    +

    + It takes a few moments to find items stored inside a backpack: during a + conflict, for example, you will need to spend an action searching for them. On + the other hand, items you have equipped are readily accessible, but also more + exposed to the risk of being damaged or stolen. +

    +

    + An item stored in your backpack does not grant you any of its properties. If + you want it to “work”, you must equip it! +

    +

    ECONOMY AND ITEMS

    +
    + +
    +

    22GAME RULES

    +

    HOW TO GET NEW ITEMS

    +

    + There are plenty of occasions for characters to acquire gear and equipment: + villages and towns will always have one or more stores dedicated to weapons, + armor, and useful accessories. This doesn’t mean a character can simply walk + into a shop in the middle of nowhere and expect to purchase a magical + crossbow, however: while basic weapons, armor, and shields should be available + in most settlements, rare items should only be found in unique stores, hidden + within the most dangerous of ruins, guarded by powerful monsters or offered as + a reward for heroic deeds. +

    +

    + If you are the Game Master, see + page 266 for rules and guidelines on how + to create rare items, as well as several lists of premade items. A list of + basic items can be found starting on + page 130. +

    +

    + There are three main ways treasure and magical items can be handled during a + Fabula Ultima campaign. +

    +

    + When you start playing, you should discuss which of the methods below you want + to adopt; you can always change your decision later on after a few sessions. +

    +

    Methods for Handling Treasure

    +
      +
    • + Classic. The GM hands out rewards as they see fit. This is + probably the most common solution, but it puts a lot of responsibility on + the GM's shoulders. +
    • +
    • + Survey. The Game Master asks everyone about the kind of + items they'd like their characters to find or use — perhaps the ninja would + like to wear an intimidating han'nya mask (page 286), or the brawler can't wait to get her hands on a pair of fuel knuckles + (page 272). Using this method, the GM + has a useful list of items they can pick from when handing out rewards. +
    • +
    • + Wishlist. This is an uncommon approach, but it can be + interesting. Each Player writes a list of items they would like their + character to find over the course of their career — these can be chosen from + the lists of rare items in the Game Master chapter, or designed from scratch + following the guidelines presented there. Then, whenever the group finds + some kind of treasure or receives a reward, the Players themselves can pick + from those lists and narrate what the item is — as well as why it was there. +
    • +
    +

    REWARDS

    +
    + +
    +

    Selling Items

    +

    + Provided you can find someone willing to buy it, an item will sell for roughly + half its original price. This amount may be modified by the item’s quality and + condition: none will want the rusted, mud-caked axes picked up in the old + tunnels. +

    +

    + The Game Master always has final say on whether you are able to sell a given + item and how many zenit you can make from it; sometimes it will also be + possible to barter or carry out duties in exchange for goods. +

    +

    Artifacts

    +

    + Player Characters will sometimes come into possession of incredibly powerful + magic items, known as artifacts (see + page 288). Given their nature, artifacts + should never be purchased or sold: no amount of riches can do them justice. + Entire kingdoms could go to war for a chance to obtain them. +

    +

    Services and Transports

    +

    + Prices and availability for animals, vehicles, lodging, and such may vary + depending on your game world. The following lists are meant to be a guideline + for the Game Master when establishing prices. +

    +

    + When it comes to transports, the list includes generic entries for mounts, + cars, vessels, airships and such. Each transport can carry a certain number of + passengers and increases the distance you can cover within a single travel + day. +

    +

    Transport Rules

    +
      +
    • Terrestrial transports can only travel on land.
    • +
    • Aquatic transports can travel on water surfaces.
    • +
    • Submarine transports can travel above and underwater.
    • +
    • Flying transports can travel in the skies.
    • +
    +

    Vehicle Costs:

    +
      +
    • + If you purchase a vehicle hauled by animals, their cost is included in its + price. +
    • +
    • There is no need to keep track of animal fodder or fuel.
    • +
    • + Mounts acquired this way have no stats and will not fight. If you want to + ride a creature into battle, take a look at the Wayfarer's Skill Faithful + Companion (page 217). +
    • +
    +
    + +
    +

    SERVICE COST DESCRIPTION

    +

    Town Services

    +

    + Recharge Inventory 10 z: Recharges a character's Inventory + Points by one. +

    +

    + Full Rest (village) 5 z: Allows one person to rest for one + night. +

    +

    + Full Rest (town) 10 z: Allows one person to rest for one + night. +

    +

    + Full Rest (city) 20 z: Allows one person to rest for one + night. +

    +

    Travel Services

    +

    + Land Transportation 10 z: Allows one person to travel for one + day. +

    +

    + Water Transportation 20 z: Allows one person to travel for + one day. +

    +

    + Air Transportation 40 z: Allows one person to travel for one + day. +

    +

    TRANSPORT COST PASSENGERS DISTANCE

    +

    Mounts

    +
      +
    • Terrestrial 200 z: One or two ×2
    • +
    • Aquatic 500 z: Approximately six ×2
    • +
    • Submarine 1000 z: Approximately six ×2
    • +
    • Flying 2000 z: Approximately six ×3
    • +
    +

    Vehicles

    +
      +
    • Terrestrial 600 z: Approximately six ×2
    • +
    • Aquatic 2000 z: Approximately ten ×2
    • +
    • Submarine 4000 z: Approximately ten ×2
    • +
    • Flying 8000 z: Approximately twenty ×3
    • +
    +
    + +
    +

    + There are four categories of items that can be equipped: accessories, armors, + shields and weapons. Each item can be basic or rare (with the exception of + accessories, which are always rare). +

    +

    MARTIAL ITEMS (E)

    +

    + Items marked with the (E) symbol can only be equipped by characters who have + acquired certain specific Classes. +

    +
      +
    • + Darkblade allows you to equip martial melee weapons and + martial armor. +
    • +
    • + Fury allows you to equip martial melee weapons and martial + armor. +
    • +
    • + Guardian allows you to equip martial armor and martial + shields. +
    • +
    • + Sharpshooter allows you to equip martial ranged weapons and + martial shields. +
    • +
    • + Weaponmaster allows you to equip martial melee weapons and + martial shields. +
    • +
    +

    + Characters who do not have the appropriate Classes can still carry a martial + item, but they are unable to equip it and enjoy its benefits. +

    +

    ACCESSORIES

    +

    + Accessories are useful magical items that bestow special abilities upon those + who wear them. Accessories are always considered rare items. +

    +

    + Each accessory entry uses the format below and contains a variety of + information: +

    +

    ACCESSORY COST

    +Crested Helm 1000 z +

    You gain a +1 bonus to your Accuracy Checks.

    +

    The general structure includes:

    +
      +
    • The accessory's name.
    • +
    • The accessory's cost in zenit.
    • +
    • Any special abilities the item bestows while equipped.
    • +
    +

    + The Game Master can find a list of sample accessories starting on + page 285. +

    +
    + +
    +

    ARMORS

    +

    Armor offers improved protection to its wearer.

    +

    Armor Entry Format

    +

    + Each armor entry uses the format below and contains a variety of information: +

    +

    Example Structure:

    +

    Sage Robe | 200 z | DEX die +1 | INS die +2 -2 | No Quality.

    +

    Brigandine E | 150 z | 10 | INS die -2 | No Quality.

    +

    Field Descriptions

    +
      +
    • + The Name and Type: The armor's name, and whether it is a + martial armor (E). +
    • +
    • Cost: The armor's cost in zenit.
    • +
    • + Defense/Magic Defense Calculation: The formula used to + calculate the wearer's Defense and Magic Defense. This will either be a + fixed number, such as 10 for the Brigandine above, or a bonus that must be + added to your current Dexterity die size (for Defense) or Insight die size + (for Magic Defense). For instance, if you have a Dexterity of d8 and an + Insight of d10, wearing a sage robe will give you a Defense score of 9 and a + Magic Defense score of 12. +
    • +
    • + Base Stats Rule: If you are not wearing any armor at all, + your Defense will simply be equal to your Dexterity die size and your Magic + Defense will simply be equal to your Insight die size. +
    • +
    • + Initiative Penalty: The penalty to Initiative Group Checks + caused by the armor. Martial armors usually impose heavier penalties. If you + are not wearing any armor at all, your Initiative will suffer no penalty. +
    • +
    • + Special Abilities: Any special abilities the item bestows + while equipped. +
    • +
    +

    Examples

    +

    + For a list of all the basic armors available in the game, see + page 132. +

    +
    + +
    +

    W SHIELDS

    +

    + Shields must be equipped in a character's off-hand slot and further enhance + defenses. +

    +

    + Each shield entry uses the format below and contains a variety of information: +

    +
      +
    • SHIELD COST DEFENSE M. DEFENSE INITIATIVE
    • +
    • Runic Shield E 150 z +2 +2 -
    • +
    +

    No Quality.

    +

    Understanding Shield Information

    +
      +
    • The shield's name, and whether it is a martial shield (E).
    • +
    • The shield's cost in zenit.
    • +
    • + The increase to Defense and Magic Defense granted by the shield. This is in + addition to any benefits granted by the armor you may have equipped. +
    • +
    +

    + For a list of all the basic shields available in the game, see + page 133. +

    +

    Armor Concepts

    +

    + Martial and non-martial armors influence a character's Defense and Magic + Defense scores in different ways. +

    +

    + Remember that regardless of which armor you are wearing, shields always add to + it — if you have a free slot, it's never a bad idea to equip a shield. +

    +
      +
    • + Lighter armors give you Defenses based on your current + Dexterity and Insight die sizes plus a small bonus. They are great if your + Attributes are already high, but can become less effective if you suffer + status effects. +
    • +
    • + Martial armors set your Defense score to a fixed value, + regardless of your current Dexterity die size. They offer reliable + protection, but also take a heavy toll on your Initiative. +
    • +
    +

    ARMOR AND DEFENSES

    +
    + +
    +

    WEAPONS

    +

    + Weapons are divided into ten Categories: arcane, bow, brawling, dagger, + firearm, flail, heavy, spear, sword, and thrown. +

    +

    Weapon Entry Format

    +

    + Each weapon entry uses the format below and contains a variety of information: +

    +
    WEAPON COST ACCURACY DAMAGE
    +

    Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical

    +

    One-handed w Melee w No Quality.

    +

    Components Explained

    +
      +
    • The weapon’s name, and whether it is a martial weapon (E).
    • +
    • The weapon’s cost in zenit.
    • +
    • + The Attributes and formula used for Accuracy Checks when performing attacks + with the weapon. +
    • +
    • + The formula used to calculate damage dealt by the weapon, and the type of + damage it deals — generally physical, but rare weapons might deal special + types of damage such as fire or dark. Remember that HR stands for High Roll + — the highest of the two dice you rolled during the Accuracy Check. +
    • +
    • + Whether the weapon requires one hand or two hands; if you can equip the + weapon in one hand slot, you can use your other hand slot to equip another + one-handed weapon or a shield. +
    • +
    • Whether it is a melee weapon or a ranged weapon.
    • +
    • Any special abilities the item bestows while equipped.
    • +
    +

    + You do not have to keep track of ammunition for ranged weapons: once you + purchase the item, you're simply assumed to have enough on your person to + fight with. +

    +

    + For a list of all the basic weapons available in the game, see the next page. +

    +

    A NOTE ON UNARMED STRIKES

    +

    + Among the various weapons available in the game, one is the unarmed strike + (see next page). These are the character's empty hands, and while they do + count as one-handed weapons, they are automatically "equipped" whenever a hand + slot is empty. Basically, an empty hand slot also counts as an unarmed strike. +

    +

    + Legends tell of a sword capable of striking fear in the hearts of Dragons and + Wyrms. +

    +
    + +
    +
    +

    WEAPON LISTINGS

    +

    (Metadata: Cost | Accuracy | Damage)

    +
    +

    Staff Category

    +
      +
    • + Staff 100 z + [WLP + WLP] [HR + 6] physical +

      Two-handed w Melee w No Quality.

      +
    • +
    • + Tome 100 z + [INS + INS] [HR + 6] physical +

      Two-handed w Melee w No Quality.

      +
    • +
    +
    +
    +

    Bow Category

    +
      +
    • + Crossbow 150 z + [DEX + INS] [HR + 8] physical +

      Two-handed w Ranged w No Quality.

      +
    • +
    • + Shortbow 200 z + [DEX + DEX] [HR + 8] physical +

      Two-handed w Ranged w No Quality.

      +
    • +
    +
    +
    +

    Brawling Category

    +
      +
    • + Unarmed Strike + [DEX + MIG] [HR + 0] physical +

      + One-handed w Melee w Automatically equipped in each empty hand slot. +

      +
    • +
    • + Improvised (Melee) + [DEX + MIG] [HR + 2] physical +

      One-handed w Melee w Breaks after the attack.

      +
    • +
    • + Iron Knuckle 150 z + [DEX + MIG] [HR + 6] physical +

      One-handed w Melee w No Quality.

      +
    • +
    +
    +
    +

    Dagger Category

    +
      +
    • + Steel Dagger 150 z + [DEX + INS] +1 [HR + 4] physical +

      One-handed w Melee w No Quality.

      +
    • +
    +
    +
    +

    Firearm Category

    +
      +
    • + Pistol E 250 z + [DEX + INS] [HR + 8] physical +

      One-handed w Ranged w No Quality.

      +
    • +
    +
    +
    +

    Flail Category

    +
      +
    • + Chain Whip 150 z + [DEX + DEX] [HR + 8] physical +

      Two-handed w Melee w No Quality.

      +
    • +
    +
    +

    BASIC WEAPONS

    +
    +
    + +
    +

    22GAME RULES

    +

    Heavy Category

    +
    +

    Iron Hammer

    +

    Stats: 200 z 【MIG + MIG】 【HR + 6】 physical

    +

    One-handed w Melee w No Quality.

    +
    +
    +

    Broadaxe E

    +

    Stats: 250 z 【MIG + MIG】 【HR + 10】 physical

    +

    One-handed w Melee w No Quality.

    +
    +
    +

    Waraxe E

    +

    Stats: 250 z 【MIG + MIG】 【HR + 14】 physical

    +

    Two-handed w Melee w No Quality.

    +
    +

    Spear Category

    +
    +

    Light Spear E

    +

    Stats: 200 z 【DEX + MIG】 【HR + 8】 physical

    +

    One-handed w Melee w No Quality.

    +
    +
    +

    Heavy Spear E

    +

    Stats: 200 z 【DEX + MIG】 【HR + 12】 physical

    +

    Two-handed w Melee w No Quality.

    +
    +

    Sword Category

    +
    +

    Bronze Sword E

    +

    Stats: 200 z 【DEX + MIG】 +1 【HR + 6】 physical

    +

    One-handed w Melee w No Quality.

    +
    +
    +

    Greatsword E

    +

    Stats: 200 z 【DEX + MIG】 +1 【HR + 10】 physical

    +

    Two-handed w Melee w No Quality.

    +
    +
    +

    Katana E

    +

    Stats: 200 z 【DEX + INS】 +1 【HR + 10】 physical

    +

    Two-handed w Melee w No Quality.

    +
    +
    +

    Rapier E

    +

    Stats: 200 z 【DEX + INS】 +1 【HR + 6】 physical

    +

    One-handed w Melee w No Quality.

    +
    +

    Thrown Category

    +
    +

    Improvised (Ranged)

    +

    Stats: 【DEX + MIG】 【HR + 2】 physical

    +

    One-handed w Ranged w Breaks after the attack.

    +
    +
    +

    Shuriken

    +

    Stats: 150 z 【DEX + INS】 【HR + 4】 physical

    +

    One-handed w Ranged w No Quality.

    +
    +
    + +
    +

    132 W BASIC ARMOR AND SHIELDS

    +

    BASIC ARMORS

    +

    + ARMOR COST DEFENSE + M. DEFENSE INITIATIVE +

    +

    Armor Listings

    +
    +

    + No Armor - DEX size INS size -
    + No Quality. +

    +
    +
    +

    + Silk Shirt 100 z DEX size INS size +2 -1
    + No Quality. +

    +
    +
    +

    + Travel Garb 100 z DEX size +1 INS size +1 -1
    + No Quality. +

    +
    +
    +

    + Combat Tunic 150 z DEX size +1 INS size +1 -
    + No Quality. +

    +
    +
    +

    + Sage Robe 200 z DEX size +1 INS size +2 -2
    + No Quality. +

    +
    +
    +

    + Brigandine E 150 z 10 INS size -2
    + No Quality. +

    +
    +
    +

    + Bronze Plate E 200 z 11 INS size -3
    + No Quality. +

    +
    +
    +

    + Runic Plate E 250 z 11 INS size +1 -3
    + No Quality. +

    +
    +
    +

    + Steel Plate E 300 z 12 INS size -4
    + No Quality. +

    +
    +

    Contextual Information

    +
    + +
    +

    Chapter Info: W | CHAPTER

    +

    BASIC SHIELDS

    + +
    +
    Bronze Shield
    +
    Cost: 100 z | Defense: +2 | M. Defense: - | Initiative: -
    +
    No Quality.
    +
    Runic Shield
    +
    Cost: 150 z | Defense: +2 | M. Defense: +2 | Initiative: -
    +
    No Quality.
    +
    +

    + The most massive shield in the world is the Adamantower, forged with the hide + of an extremely rare and dangerous beast. +

    +
    + +
    +

    + Much like how spellcasters gain access to Ritual magic, characters with the + Tinkerer Class (page 210) may start + Projects and work on a variety of custom inventions — love potions, walking + magitech shields, or even majestic airships. +

    +

    Projects

    +

    Projects work as follows:

    +
      +
    1. + Describe the invention's effects, how it operates, what kind of energy it + requires, and the specific benefits it provides. The Game Master has final + say on whether a given invention is feasible in your circumstances. +
    2. +
    3. + By consulting the area, potency, and uses tables (see next page), the GM + determines the invention's total cost in materials, to be paid immediately. + For inventions of medium or higher potency, the Game Master also describes a + necessary special ingredient or material. This item cannot simply be + purchased and should become the focus of one or two sessions. +
    4. +
    5. + To complete the Project, you must reach an amount of progress equal to one + for every 100 zenit of material costs (minimum one progress required). +
    6. +

      At the end of each day, the Project will advance as follows:

      +
        +
      • + +1 progress for every Player Character who worked on the Project today. +
      • +
      • + +1 extra progress for every Player Character with one or more levels in + the Tinkerer Class who worked on the Project today. +
      • +
      +
    7. + Once the required amount of progress is reached, the invention is created! + If you can generate more progress in a day than what is currently needed to + complete the Project, you may have it ready within a few hours instead. +
    8. +
    9. + If an invention is complex enough — such as a magitech motorcycle equipped + with a cannon, acting as both a vehicle and a weapon — the Game Master is + free to split the Project into two or more separate inventions, each + requiring its own individual development process. +
    10. +
    11. + You may negotiate a terrible flaw with the Game Master — perhaps the + invention must be recharged at regular intervals, is unreliable, cumbersome, + or extremely loud. This flaw reduces the total cost of the Project by 25%. +
    12. +
    +
    + +
    +

    22GAME RULES

    +

    CHAPTER

    +

    Potency Base Cost

    +

    The invention can...

    +

    Minor (100 zenit)

    +

    + Provide light, transport people or cargo on land or water, obtain some limited + form of protection. +

    +

    Medium (200 zenit)

    +

    + Travel underwater, contain a spell, relay sound or speech, perform a specific + operation in place of the inventor, provide short-term energy. +

    +

    Major (400 zenit)

    +

    + Fly, alter the nature of an area for a short time, cancel the effects of a + spell, possess minor intelligence, fight alongside the inventor, provide + long-term energy, capture or immobilize the target. +

    +

    Extreme (800 zenit)

    +

    + Alter the nature of an area for a long time, contain the power of a demon, + prevent a catastrophe, possess a full intelligence and personality. +

    +

    Area Multiplier

    +

    The effects of the invention may affect...

    +
      +
    • + Individual ×1: A human-sized creature, a door, a tree, or a + weapon. +
    • +
    • + Small ×2: A group of human-sized creatures, a large + creature, a small clearing, a room, a railway car, or a hut. +
    • +
    • + Large ×3: A crowd, a small forest, an airship or galleon, a + castle hall, a house, or a giant creature. +
    • +
    • + Huge ×4: A fortress, a lake, the top of a mountain, a + village, or a city block. +
    • +
    +

    Uses Multiplier

    +

    Once activated, the invention...

    +
      +
    • + Consumable ×1: Can never be used again unless the inventor + creates a different copy of it. +
    • +
    • + Permanent ×5: Remains available for multiple uses in + different situations. +
    • +
    +

    + Remember that the Game Master has the right to split any particularly complex + or powerful inventions into several Projects, each with its own costs and + requirements. +

    +
    + +
    +2 on page 134). 2 on +page 134). +
    + +
    +
    +

    USING MATERIALS TO PAY FOR PROJECTS

    +

    + If you happen to gather precious materials during your adventures, you may + use them to pay for the costs of a Project. The Game Master has final say on + which materials and ingredients can help you cover the cost of a Project. +

    +

    + If the Game Master requests a given ingredient or material because of the + invention's potency (as described under step 3 of the flowchart on page + 134), said ingredient or material cannot also be used to pay for the + Project's costs. +

    +

    HIRING HELPERS

    +

    + If an inventor wants to increase the daily amount of progress, or if they + want to work on multiple Projects at the same time, they may want to hire + helpers. +

    +
      +
    • + Each helper is a competent worker or assistant who will ask for a pay + equal to half of the Project’s total cost. +
    • +
    • + Each helper will generate 1 additional progress at the end of each day. +
    • +
    +

    + The sticky core found inside Elemental Slimes can be used to produce several + forms of energy. +

    +

    + The rules for Projects are very flexible, but they are designed to allow + characters to create something unique and never seen before, not to craft + items that can normally be found or purchased, such as equipment — they + should be used to provide innovative solutions to problems and obstacles. +

    +
      +
    • + If the character wants to create multiple copies of an invention, each is + a separate Project. Turning inventions into easy-to-produce items will + inevitably break the game. For Tinkerers who want to customize equipment, + look at the Heroic Skill Upgrade (page 217). +
    • +
    • + Projects require time: if the group focuses on a long Project, Villains + will certainly not sit idly. +
    • +
    • Interlude scenes are perfect for narrating a Project's development.
    • +
    +

    HOW TO USE PROJECTS

    +
    +
    + +
    +

    SAMPLE PROJECTS

    +

    INVENTION POTENCY AREA USE

    +
    +

    The "Discovery"

    +

    Major Large Permanent

    +

    Total Project Cost: 6000 zenit; Progress Required: 60; Flaw: None.

    +

    + A large airship that can transport up to fifty people. It provides no + additional firepower or protection — armaments, barriers, and so on would + all be considered separate Projects and can be subsequently added to the + airship's base chassis. +

    +
    +
    +

    Gatling Golem

    +

    Major Individual Permanent

    +

    Total Project Cost: 1500 zenit; Progress Required: 15; Flaw: Yes.

    +

    + A semi-intelligent floating weapon. This golem will act after the inventor's + turn during conflict scenes, dealing minor physical damage to a single + target. However, it is extremely loud and highly experimental: enemies may + spend an opportunity to disable it until the end of the scene. +

    +
    +
    +

    Mag Boots

    +

    Medium Individual Permanent

    +

    Total Project Cost: 1000 zenit; Progress Required: 10; Flaw: None.

    +

    + A pair of magnetic boots that allows the wearer to safely attach themselves + to metallic surfaces, possibly walking on walls or even ceilings. +

    +
    +
    +

    Magitech Suit

    +

    See below See below See below

    +

    Total Project Cost: 1750 zenit; Progress Required: 17; Flaw: Yes.

    +

    An advanced four-legged armor fueled by magitech energy.

    +
      +
    • The pilot has Resistance to fire damage and physical damage.
    • +
    • + The pilot can use the Attack action to unleash a searing heat ray causing + minor fire damage. It is a ranged attack and requires a + 【DEX + INS】 Accuracy Check. +
    • +
    • The pilot also suffers Vulnerability to bolt damage.
    • +
    +

    + Given the complexity and power of this invention, the Game Master splits it + into two separate Projects: the armor itself and then its heat cannon, both + with medium potency, individual area, and permanent use. +

    +

    + The inventor added a flaw to one of the Projects (Vulnerability to bolt + damage) in order to partially reduce the cost. +

    +
    +
    + +
    +

    GAME RULES

    +
    +
    +

    Negator Spike

    +

    Type: Major Small Consumable

    +

    + Stats: Total Project Cost: 600 zenit; Progress Required: + 6; Flaw: Yes. +

    +

    + When activated and driven into the ground, this large rune-inscribed spike + will prevent all creatures on the scene (friends and foes alike, which is + an important flaw) from casting spells or performing Rituals. This effect + lasts until the end of the scene or until the negator itself is destroyed + (probably a six-sections Clock). +

    +
    +
    +

    Puredust

    +

    Type: Medium Small Consumable

    +

    + Stats: Total Project Cost: 400 zenit; Progress Required: + 4; Flaw: None. +

    +

    + This magically blessed dust grants the user and all nearby allies + Resistance to dark and poison damage until the end of the scene. +

    +
    +
    +

    Pyro Oil

    +

    Type: Medium Large Consumable

    +

    + Stats: Total Project Cost: 600 zenit; Progress Required: + 6; Flaw: None. +

    +

    + A single vial of hyper-concentrated fire elemental essence. When + shattered, it unleashes a vortex of flames and deals minor fire damage to + every creature in a vast area. Flammable items of small size might also be + set on fire. +

    +
    +
    +

    Sleep Gas

    +

    Type: Major Small Consumable

    +

    + Stats: Total Project Cost: 800 zenit; Progress Required: + 8; Flaw: None. +

    +

    + An alchemical vial containing enough gas to fill a room, putting everyone + to sleep for a few hours — they will still awaken if harmed, slapped or + shaken vigorously enough, but they will sleep through loud noises. +

    +
    +
    +

    Underwater Helm

    +

    Type: Medium Individual Permanent

    +

    + Stats: Total Project Cost: 1000 zenit; Progress Required: + 10; Flaw: None. +

    +

    A magical mask that allows the wearer to breathe underwater.

    +
    +
    +
    + +
    +

    GROUP DYNAMICS

    +

    A SAFE PLAY ENVIRONMENT

    +

    + In line with the JRPG genre that inspiration has been drawn from, Fabula + Ultima’s tones are heroic and optimistic, despite the occasional presence of + tragic or darker scenes — especially when Villains are involved. The general + expectation is that scenes will not be particularly gritty or morbidly + described, even when death is involved — but since you never know what might + hurt the sensibility of the people playing, here is a list of tools and “good + practices”. +

    +
      +
    • + Mutual trust and respect. This should go without saying, + but respecting the people you are playing with is key to a good experience — + and the same applies to putting your trust in them. Roleplaying games are a + highly social activity, and it is perfectly normal for people to get a bit + tense and emotional during dramatic moments, but mutual trust and respect + are the main foundation for good play. Whatever happens between characters + in your story, the people at the table must be good to each other. +
    • +
    • + The game and its fiction must not replace human interaction. + If someone's behavior bothers anyone, that issue must be solved outside the + game. There’s nothing wrong with pausing a session to get things sorted and + going back to it once you’ve found an agreement. Do not, under any + circumstance, use the game as a tool for proving your point or influencing + someone's behavior. +
    • +
    • + Lines and Veils. These terms were coined by Ron Edwards in + Sex and Sorcery, and they are practical safety tools with a history of good + results. Before or during the game, you may declare that you are drawing a + line or veiling a situation or action. +

      +

      + When you draw a line, you are saying that you don't want this element in + the game. It won't happen, it didn't happen, and your shared story will + never talk about that. +

      +

      + When you veil, you are saying that while the element is present, you don't + want it to be expressly depicted or brought into the spotlight. It's still + a part of your world and will influence your character's actions, but it + will take place "behind the scenes". +

      +
    • +
    +

    + These tools are especially useful if you’re playing with people you’ve never + met before, but keep them in mind even when you’re with old-time friends. + Every single person has something that makes them uncomfortable, sometimes to + an unbearable degree — overly detailed descriptions of violence, portrayals of + unhealthy relationships, or even something you believe is commonplace but + somehow left a scar on them. +

    +

    + When playing the game, one of your duties is to create a safe environment — + don’t insist on asking why something made someone uncomfortable: instead, ask + them how they’d prefer this type of scene or situation to be handled from now + on. +

    +
    + +
    + +
    + +
    +

    Secrets

    +

    + It is not uncommon for a Player Character to hide secrets from their + companions, be it their past misdeeds or their burning love for an antagonist. +

    +

    + While it's perfectly fine for characters to have secrets, Players should + instead keep things transparent and work together to get the most out of the + situation. +

    +

    + By telling your group "My character looks like they want to be friends with + you, but she actually hates you because of what happened in Galatea" you are + empowering everyone at the table, including yourself: now that this facet of + your hero is known, it will be possible to build upon it and create drama. +

    +

    + Never forget that this game relies on a collaborative storytelling effort: + disclosing your character's secrets means giving your fellow Players a chance + to make things interesting — do not think of it as "letting your guard down". +

    +

    Leaving the Group

    +

    + There might come a moment when you feel like your character has been fully + explored; they have faced their fears, achieved their goals, and found who or + what they were looking for, with the campaign not yet reaching its end. +

    +

    + When this happens, you are free to announce that your character will be + leaving the group — you should do so between sessions and also come up with a + replacement character. Then, at the beginning of the following session, + describe your character's epilogue and agree on how and why your new character + joins the group. +

    +
      +
    • + If you want to temporarily retire a character but retain the ability to + bring them back later on during the campaign, you should discuss it with the + rest of your group. +
    • +
    • + Whenever a new character (or a previously retired character) joins the + group, they should have the same level and XP as the character they are + replacing. If the character is a returning character, the Player should + briefly describe what they did while away from the rest of the group. +
    • +
    • + Regardless of how many Player Characters are owned by a Player, that Player + may only control a single PC at once. The Game Master has final say on when + you can "switch characters"—generally between sessions or after resting in + town. +
    • +
    +

    + Needless to say, you can only switch to a different character if that + character is somewhere nearby or has the means to reach the rest of the group. +

    +
    + +
    +

    ABSENT PLAYERS

    +

    + We all have busy lives, and sometimes this means one or more people will be + unable to take part in a session. +

    +

    + When this happens, the simplest option is often to reschedule the session for + a different date. Just pick another day to meet — in the meantime, you can + play another game with whoever is present! +

    +

    + On the other hand, if you are determined to run a session even if one or more + participants are absent — and you should do this only if whoever's missing is + okay with it — each absent Player chooses one of the following for their + character: +

    +
      +
    • + I'll join you later. Your character will remain in town (or + somewhere safe) and carry on some kind of task. This is a good chance to + gather information, purchase items, and work on Projects. Discuss what your + character does with the Game Master. +
    • +
    • + Your character will join the rest of the group at the beginning of the next + session; describe how you got there. +
    • +
    • + I'll be in your care. For this session, your character will + be controlled by the rest of the group as a whole (excluding the Game + Master). While controlled by the group, your character cannot spend Fabula + Points and will automatically surrender if reduced to 0 Hit Points. The Game + Master should be cautious when applying consequences to characters belonging + to absent Players, and everyone else should do their best to protect them. +
    • +
    +

    + Regardless of which option you choose for your character, the following apply: +

    +
      +
    • + Your character will not gain Fabula Points while absent from a session. +
    • +
    • + Your character will gain Experience Points as normal at the end of the + session. This might cause your character to level up (see + page 226). +
    • +
    +

    + As soon as you take part in a session again, you will be able to gain and + spend Fabula Points as normal. +

    +

    The nature of this world is not one of absolutes.

    +
    + +
    +

    144

    +

    W

    +

    W

    +
    + +
    +

    CHAPTER

    +

    + This chapter contains the rules for starting your Fabula Ultima game. Within + the following pages you will discover how to create your game world, give your + group a core theme, build your very own characters, and finally, begin play + with a prologue. +

    +

    SESSION ZERO

    +

    + While reading this chapter on your own is an excellent idea, the steps require + everyone in your group to be present. This meeting, also known as session + zero, is meant to establish the basics of the setting in which your adventures + will take place, along with the themes you want to explore and the heroes you + will portray. +

    +
      +
    • + For the Game Master: This is a great time to learn about + the Player Characters and start thinking about interesting scenarios, + locations, and antagonists. Make sure to ask lots of questions and take + plenty of notes. +
    • +
    • + For the Players: This is where you cooperate with everyone + else to create your very own world and characters. It is a chance to inject + it with your own fantasy ideas, be it a particular aesthetic, a magical + technology, or a terrifying danger. +
    • +
    +

    + Needless to say, there will be many occasions to leave your mark on the world + you will create; however, think of this moment as the root of your play + experience, from which everything else will grow, evolve, and blossom. +

    +

    WAIT, I’VE CHANGED MY MIND!

    +

    + The sections of this chapter are presented in a specific order, but you are + free to go back to any step and revise the choices whenever you feel the need. + For instance, when creating your character, you might come up with an idea for + a cool location and mark it on the world map. Or you could end up with a band + of heroes that suits a different type of group from the one you had previously + selected. +

    +

    You are building the foundations of your campaign... take your time!

    +
    + +
    +

    + Now that you've gathered together, there are a few things to discuss before + you begin creating your world and characters. For each topic, read the + questions and discuss your choices as a group. +

    +

    COMMITMENT AND EXPECTATIONS

    +

    + The first thing you should discuss is the amount of time and effort everyone + will be able to dedicate to the game. This will help set expectations and + avoid issues later on during play. +

    +
      +
    • + Will you play for a set amount of sessions, or are you simply going to start + playing and see where the story leads you? +
    • +
    • How often will you play? Weekly, monthly, twice per month?
    • +
    • + The game is designed around sessions of approximately four hours, but how + long do you expect your sessions to be? If your sessions are shorter or + longer, remember to check for Experience Points approximately every four + hours (see page 226). +
    • +
    • + If there are missing Players, will you reschedule the session, or will you + play nonetheless? Which solution will you adopt for the missing Players' + characters? +
    • +
    +

    See page 143 for suggestions.

    +

    TONE AND THEMES

    +

    + This is a game with a relatively broad scope: depending on the kind of world + and characters you create, the campaign's tone and themes can vary quite a + bit. Because this is a shared storytelling experience, you need to be on the + same page or at least lay a solid foundation — you can always discuss changes + later. +

    +
      +
    • + What kind of tone do you expect during the narration? Would you prefer a + heavily dramatic tale dealing with complex situations and emotions, or would + you rather tell a fantastical story where good and evil are easily told + apart? +
    • +
    • Are there any themes you strongly wish to explore during play?
    • +
    • + Will the heroes be best friends from the start, or are you okay with moments + of crisis and disagreements within the party? How will you resolve these + contrasts? +
    • +
    • + When describing scenes and actions, are you okay with over-the-top anime + descriptions or would you prefer a heroic but more fable-like approach? +
    • +
    +

    See page 141 for suggestions.

    +

    BEFORE YOU START

    +
    + +
    +

    RULES AND CHALLENGE

    +

    + Much like tone and themes, this game allows you to customize its rules and + play it with a varying degree of mechanical challenge and optimization. +

    +
      +
    • + Are you adopting any of the optional rules presented in the book? Pay + special attention to optional rules for conflicts (page 82) and advancement (page 230). +
    • +
    • + How "hardcore" do you expect your game experience to be? Are you aiming for + mechanical optimization with your characters? Do you expect the Game Master + to design extremely challenging adversaries? Or are you here for a relaxing + experience that takes minimal focus? +
    • +
    +

    SAFETY

    +

    + Roleplaying games tend to get us emotionally and personally involved. It's + their beauty, but it also leaves us vulnerable. Make sure to discuss whatever + descriptions, situations, scenes, and story elements might make you + uncomfortable. Everyone should indicate any lines and veils (page 140) that they want to apply during sessions; it can be a good idea to handle + this anonymously to preserve the privacy of the participants. +

    +

    In particular, you should make sure to discuss:

    +
      +
    • + The depiction of violence. By default, Fabula Ultima + expects little elements of gore and blood: much like in classic JRPGs, death + is portrayed as a character kneeling or vanishing in a cloud of spiritual + particles — but still talk about the kind of scenes and descriptions people + are okay with. +
    • +
    • + The nature of evil. Story elements such as mind control, + the persecution of a minority, or violent imperialism are all common tropes + in tabletop games, but for some, they are very real and tangible threats. + Strive to make sure the game is a safe space. +
    • +
    • + Romances, relationships, and sexuality. These elements are + another trope of JRPG stories, which often feature romances between main + characters. Discuss if people are comfortable with this and exactly to what + degree. +
    • +
    +

    + As you play the game, you will probably reconsider some of your previous + decisions. When this happens, talk about it with the group and find a new + agreement. +

    +

    + Remember: you win roleplaying games by creating a memorable + story and having a great time together! +

    +
    + +
    +

    WORLD CREATION

    +

    + Your first step is the shared creation of the game world (also known as a + “setting”) in which your characters’ adventures will take place. This process + involves both the Game Master and the Players and provides everyone with a + strong foundation for heroes, antagonists, creatures, and events. +

    +

    You will need the world sheet and the map sheet.

    +

    + The flowchart on the next page describes the world creation process. If you + want, give your setting a name: even something as simple as Earth, Gaia or The + Planet will work fine... we do the same in our real world, after all! +

    +

    + As explained on page 14, all Fabula Ultima + worlds share some core elements — the Eight Pillars. When creating your + setting, keep those elements in mind! Pay special attention to the following: +

    +
      +
    • + Souls. Everything living and unliving is connected by the + stream of souls. Some worlds might feature machinery fueled by soul energy, + while in other settings, spiritual corruption might give birth to monstrous + creatures.
      Discuss what people generally know about souls in your world. +
    • +
    • + Conflicts and struggles. The cultures populating your world + haven’t been able to unite themselves under a single banner. Their motives + can range from centuries-old rivalries, ideological or religious strife, + misunderstandings, perhaps even the cruelties of one nation against the + other. Drawing inspiration from the real world can be a good idea, as it is + (unfortunately) rife with turmoil and injustice. +
    • +
    • + A fantastical, diverse world. When creating your setting, + you shouldn’t concern yourself with realism, verisimilitude, or historical + accuracy. A city-state inspired by ancient Greece might be bordering with a + flying fortress, guarded by warriors clad in Song Dynasty-style armor and + practicing a form of alchemy similar to that of the Italian Renaissance.
      What really matters is for each location's appearance to reflect the + themes and emotions it will embody within your story. +
    • +
    +

    + The flowchart presents the world creation steps in a more intuitive order, but + you’re always free to go back and make adjustments when needed. +

    +

    + The most important part is that everyone can share ideas freely. Whenever a + step states that “each person should contribute an element”, that doesn’t mean + they must come up with it entirely on their own: as with any other aspect of + this game, dialogue and communication are key to a good experience! +

    +
    + +
    +

    World Building Prompts

    +
      +
    1. +

      + Create the major kingdoms and nations of your world, mark their borders + on the map and discuss their relations: mutual trust, strained + alliances, or open conflict? +

      +

      + Each person at the table should contribute at least one kingdom or nation + during this step, providing some details about their customs, beliefs, + industry, denizens, and creatures. +

      +
    2. +
    3. +

      + Choose a shape for your world: is it round, flat, or are the regions + floating amidst the clouds? Could it be donut-shaped, in typical JRPG + fashion? +

      +

      + You might even decide that the shape of your world is yet to be + discovered! +

      +
    4. +
    5. +

      + Grab a map sheet that fits your concept (or draw a custom map; just + make sure to leave plenty of blank space for settlements and + locations). + Your world can span more than one sheet, of course — but let’s keep things + simple for now. Remember to establish the length of a travel day on the + map (see page 106). +

      +
    6. +
    7. +

      + What is the role of magic and technology in your setting? + Are you living in an age of industrial development, or is it more + Renaissance-like? +

      +
        +
      • Is magic seen as a form of science, or mostly as a great mystery?
      • +
      +
    8. +
    9. +

      + Discuss the major historical events that shaped your world into what it + is. + Each person at the table should contribute at least one important event + that dramatically altered the history of your setting. +

      +
    10. +
    11. +

      + What are the great enigmas and mysteries of the world? + The questions left unanswered, and the truths that are now + indistinguishable from legend? +

      +

      + Each person at the table should contribute at least one mystery of the + world that they want to explore over the course of the group’s adventures. +

      +
    12. +
    13. +

      + What terrible threats cast a shadow over your world? + Environmental disasters, furious deities, power-hungry empires, or perhaps + even clouds of corrupting miasma that are enveloping and consuming the + land? +

      +

      + Each person at the table should contribute a threat, preferably something + that is endangering the future of entire nations. The Game Master will + base a majority of their villains and antagonists on these worldwide + threats. +

      +
    14. +
    +
    + +
    +

    World Creation Tables

    +

    + Feel free to use the tables on these pages whenever you're running short on + ideas during world creation. +

    +

    Magic and Technology (roll a d20 or choose)

    +

    + Below are 20 potential concepts for magic and technology that can influence + your setting: +

    +
      +
    • 1. Magitech disturbs the natural balance.
    • +
    • + 2. Those who can wield magic carry a unique brand on their + bodies. +
    • +
    • 3. Magic is inherited through bloodline.
    • +
    • 4. The advent of magic is very recent.
    • +
    • + 5. The Ancients lived in harmony with magical creatures. +
    • +
    • + 6. All magic in the world comes from a single sacred + location. +
    • +
    • + 7. The world is kept together by some ancient and powerful + magic. +
    • +
    • 8. Technology is an offense to the gods.
    • +
    • + 9. The world is a science-fiction dystopia where magic is + experimented on. +
    • +
    • 10. Magic is a gift from the gods.
    • +

    • +
    • 11. Magic comes from another dimension.
    • +
    • + 12. There are parts of the world where no people are born + who can use magic. +
    • +
    • 13. Airships revolutionized travel and war.
    • +
    • 14. Magic is largely a forbidden art.
    • +
    • + 15. Spellcasters are trained in academies and then hired by + nobles. +
    • +
    • + 16. Steam engines are commonplace and great golems join + armies in battle. +
    • +
    • 17. In the past, the world was almost destroyed.
    • +
    • 18. Magic was taught by dragons.
    • +
    • + 19. Monsters are born from the restless souls of the dead. +
    • +
    • 20. Magic comes from ancient crystals.
    • +
    +

    + All these options can be applied to the entire world or to a specific + nation or region. For instance, steam engines might be a common sight in one + continent and reviled as heresy by a neighbouring country, or magic might be + an ancient art in one region and a recent discovery somewhere else. +

    +

    Kingdoms and Nations (roll a d8 or choose)

    +

    Use these concepts to define the political structure of your setting:

    +
      +
    • 1. Empire
    • +
    • 2. Kingdom
    • +
    • 3. Villages
    • +
    • 4. City-state
    • +
    • 5. Union
    • +
    • 6. Holy Kingdom
    • +
    • 7. Tribes
    • +
    • 8. Protectorate
    • +
    +
    + +
    +

    Location Names

    +
      +
    • Acheron
    • +
    • Agartha
    • +
    • Alexandria
    • +
    • Alfheim
    • +
    • Aquileia
    • +
    • Argus
    • +
    • Asteride
    • +
    • Avalon
    • +
    • Babel
    • +
    • Beregand
    • +
    • Burgo
    • +
    • Calibar
    • +
    • Ceren
    • +
    • Colvand
    • +
    • Crescentia
    • +
    • Cymur
    • +
    • Dagda
    • +
    • Delos
    • +
    • Doma
    • +
    • Dunova
    • +
    • Edessa
    • +
    • Endell
    • +
    • Entigea
    • +
    • Ertha
    • +
    • Feror
    • +
    • Galatea
    • +
    • Garaphis
    • +
    • Ghizal
    • +
    • Harkell
    • +
    • Holne
    • +
    • Ildefort
    • +
    • Ittia
    • +
    • Jeriva
    • +
    • Kemes
    • +
    • Koga
    • +
    • Korinth
    • +
    • Lacria
    • +
    • Londinium
    • +
    • Luxor
    • +
    • Malaba
    • +
    • Megara
    • +
    • Megido
    • +
    • Nara
    • +
    • Nethis
    • +
    • Olcressia
    • +
    • Oskara
    • +
    • Platea
    • +
    • Pirithia
    • +
    • Pemble
    • +
    • Quivira
    • +
    • Regalia
    • +
    • Relde
    • +
    • Rimea
    • +
    • Roston
    • +
    • Salazar
    • +
    • Samitra
    • +
    • Silea
    • +
    • Sotera
    • +
    • Tartarus
    • +
    • Terisia
    • +
    • Thule
    • +
    • Torren
    • +
    • Ulyan
    • +
    • Ur
    • +
    • Valica
    • +
    • Veleia
    • +
    • Xanadu
    • +
    • Yade
    • +
    • Yssira
    • +
    • Zepro
    • +
    +

    Historical Events, Mysteries and Threats (roll a d20 or choose)

    +

    Options 1-10:

    +
      +
    1. The death of an important figure.
    2. +
    3. Monsters are restless and aggressive.
    4. +
    5. A meteor will hit the planet.
    6. +
    7. The ocean levels are rising.
    8. +
    9. The discovery of uncharted lands.
    10. +
    11. An ancient evil is being reborn.
    12. +
    13. The world is transforming.
    14. +
    15. The destruction of the moon.
    16. +
    17. Visitors from another world.
    18. +
    19. People have grown apathetic.
    20. +
    +

    Options 11-20:

    +
      +
    1. The rise of a new military power.
    2. +
    3. Gods are forsaking the world.
    4. +
    5. A legendary monster appears.
    6. +
    7. The world is plunged into darkness.
    8. +
    9. The discovery of uncharted lands.
    10. +
    11. Technological advancement.
    12. +
    13. A dimensional gate opens.
    14. +
    15. The loss of important knowledge.
    16. +
    17. A new religion is spreading.
    18. +
    19. The world is dying.
    20. +
    +

    + Each of these options can work as an event, mystery or threat — it's up to you + how you want to use it! +

    +

    This is a world that teeters on the verge of tragedy.

    +

    Its hope must be rekindled.

    +
    + +
    +

    Group Creation

    +

    + Unlike the creation process for your game world, group creation isn't + particularly structured — in fact, it’s mostly about establishing the + fundamental themes of your early adventures. When you select a group type, you + are saying “Hey, this is how we want to explore the world we just created — + we’d really like our shared story to mostly focus on these aspects of it.” +

    +

    + Additionally, your choice of group will inform the kind of heroes you will + make during the next step of session zero. Don’t take it as a restriction: + instead, see it as a useful reference to go back to whenever you are unsure + about your character concepts. +

    +

    + You can even give your group a name — such as the + Brotherhood of the Griffin or the + Queenshields. +

    +

    + If you are the Game Master, treat this step as a precious opportunity to learn + what kind of situations, stories, and antagonists everyone is excited about! +

    +

    BROUGHT TOGETHER BY FATE

    +

    + You find yourselves working together because of the circumstances. Despite + this being a common trope in classic fantasy tales, it is actually the most + difficult to pull off since your group will lack a precise goal: you must work + with each other during play to build a web of relationships (Bonds become + incredibly important). +

    +

    + If you choose this premise, it may be a good idea to switch to a different + type of group once your characters have developed a common goal. +

    +
      +
    • What emotional or familial connections exist between your characters?
    • +
    • + Have your characters met in the past? Are there any tensions or rivalries? +
    • +
    • What do you have in common? Beliefs, enemies, past experiences?
    • +
    +

    GUARDIANS

    +

    + One of the Player Characters is a Chosen One, a person tasked with a mission + that could change the very fate of the world. Everyone else in your group has + sworn, by duty or by choice, to protect the Chosen One during their travels. +

    +
      +
    • + What bonds, ties or rivalries exist between each guardian and the Chosen + One? +
    • +
    • + What is your mission? Who gave it to you? Do the authorities approve of it? +
    • +
    • + Why does the Chosen One need protection? Who or what threatens their + mission? +
    • +
    +
    + +
    +

    CHAPTER HEROES OF THE RESISTANCE

    +

    + You are the last line of defense against a terrible power, a darkness that + threatens to envelop the known world — such as a power-hungry kingdom or an + oppressive empire. The fate of many lies within your hands. +

    +
      +
    • + Why is this daunting task up to you? Have you fought against this enemy + before? +
    • +
    • Which factions helped you, and which ones betrayed or opposed you?
    • +
    • Who are the most infamous among the enemy leaders and followers?
    • +
    +

    REVOLUTIONARIES

    +

    + You form a small force that fights tooth and nail against a dominant power: it + might be a tyrannical government, a military occupation, or even a ruthless + industrial company. Society and security forces probably consider you + criminals or terrorists. +

    +
      +
    • What is the price your character paid for their insubordination?
    • +
    • + Which factions promised you their help? Which factions might oppose you? +
    • +
    • What are your enemies’ crimes, and why is no one else opposing them?
    • +
    +

    SEEKERS

    +

    + You are desperately searching for someone or something — a powerful witch, an + ancient relic, a legendary location, or even a long-lost technological marvel. + What you seek is the world’s last hope, or at least, you think it is. +

    +
      +
    • + What is it you are trying to prevent or remedy? What are you looking for? +
    • +
    • + What do you know of your mission? Who or what gave you this information? +
    • +
    • Who doesn't want you to find what you seek?
    • +
    • What prompted each of you to join this mission?
    • +
    +
    + +
    +

    CHARACTER CREATION

    +

    + Grab some blank character sheets because it is time to create Player + Characters! +

    +

    + While this might look like something you can do on your own, it is actually + better for all participants (Game Master included) to go through this step + together: while each hero belongs to the person controlling them, these + characters are destined to be adventuring together, which means they should + have some “chemistry” from the very beginning! +

    +

    + Character Creation is presented as a series of steps, similarly to World + Creation; you are not, however, bound to take these steps in this exact order. + You can go back and modify your choices anytime during the process. +

    +

    + Characters are normally created at level 5; see + page 229 for higher-level PCs. +

    +

    Character Creation Steps

    +
      +
    1. + Identity: Choose or create your character's Identity: a + short sentence that briefly summarizes how they see themselves at the + moment. +
    2. +
    3. + Theme: Choose or create your character's Theme: a strong + ideal, emotion or feeling that dominates your character's actions. +
    4. +
    5. + Origin: Choose or create your character's Origin: the place + they hail from. You may select a location on your world sheet or add a new + one. +
    6. +
    7. + Classes and Levels: Choose two or three Classes and + distribute your initial five levels among them. Take note of the free + benefits and Skills gained. +
    8. +
    9. + Attributes: Determine the base die size of your character's + four Attribute scores: Dexterity, Insight, Might, and + Willpower. +
    10. +
    11. + Calculations: Calculate your starting Hit Points, Mind + Points, Inventory Points, Defense, Magic Defense, and Initiative modifier. +
    12. +
    13. + Equipment/Savings: Use a starting budget of 500 zenit to + purchase equipment, then add any leftovers to a roll of 2d6 × 10 to + determine initial savings. +
    14. +
    +

    Describe your character and choose their name and pronouns!

    +
    + +
    +

    CREATE YOUR IDENTITY

    +

    + This is your first step, and to say it will influence each and every following + choice would be an understatement. Your character’s Identity is a short + sentence that quickly summarizes how they currently see themselves. +

    +

    + When you create your Identity, keep an eye on the list of available Classes + (see page 160) and make sure there is a + combination of two or three Classes that fits your Identity. If you really + can’t find what you need, try adjusting your Identity and adapting it to fit + one of the available combinations. +

    +

    Here are a few examples of good identities:

    +
      +
    • Royal Knight.
    • +
    • Queen of the Desert Thieves.
    • +
    • Battle Priestess of the Old Faith.
    • +
    • Warrior Princess of the Moon People.
    • +
    • Elderly Amnesiac Sorcerer.
    • +
    • Former Imperial Strategist.
    • +
    • Freedom-fighting Brawler.
    • +
    • Magitech Scientist.
    • +
    • Tormented Veteran.
    • +
    • One-eyed Samurai.
    • +
    +

    + Keep in mind that you can invoke your Identity to give yourself an edge when + making Checks: pick something that will prove useful in play. +

    +

    + Over the course of your adventures, you will be able to change your Identity: + a Captain of the Crimson Reapers might redeem herself and change her Identity + to that of a Knight of the White Flame, for instance. This is a good thing: it + means your character has grown into someone different! +

    +

    Example: Robert is creating his first character.

    +

    + Previously, he and the rest of her group worked on their game world: a land in + early industrial development, where magic is tied to family bloodlines. +

    +

    + They are going to be heroes of the resistance, fighting against a + technological empire that seeks to imprison anyone who can channel magic. + Robert’s character, Camilla, is going to be the (supposedly) last surviving + member of Platea's royal dynasty. +

    +

    + Contrary to her older brothers and sisters, Camilla never developed any + magical ability: however, she has been trained as a knight and diplomat. +

    +

    Camilla's Identity is going to be “The Last Princess of Platea”.

    +

    + While talking with the rest of her group, Robert points out that he’s open to + Camilla discovering her “latent magical powers” over the course of the game. +

    +
    + +
    +

    IDENTITY CREATION TABLES

    +

    + You may roll a d6 and d20 or choose entries from these tables to create your + Identity. +

    +

    Core Concept (roll or choose; up to two)

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    d6d20d6
    1. Knight1. Bodyguard1. Animated Puppet
    2. Bounty Hunter2. Bandit2. Scavenger
    3. Martial Artist3. Factory Worker3. Rebel Agent
    4. Treasure Hunter4. Student4. Warrior Mage
    5. Alien5. Painter5. Noble
    6. Priest/ess6. Magitech Engineer6. Duelist
    7. Professor7. Archer7. Monster Hunter
    8. Samurai8. Occultist8. Medic
    9. Bard9. Paladin9. Shapeshifter
    10. Soldier10. Monk10. Pirate
    11. Inventor11. Gunslinger11. Gambler
    12. Smuggler12. Black Knight12. Rōnin
    13. Automaton13. Alchemist13. Mercenary
    14. Ninja14. Airship Pilot14. Cook
    15. Diplomat15. Spy15. Commander
    16. Thief16. Templar16. Sniper
    17. King/Queen17. Mechanic17. Athlete
    18. Mage18. Dancer18. Healer
    19. Gladiator19. Cannoneer19. Demon Hunter
    20. Prince/ss20. Merchant20. Abomination
    +
    + +
    + +
    + +
    +

    CHOOSE OR CREATE YOUR THEME

    +

    + Each Player Character in Fabula Ultima is defined by a primary Theme, a strong + ideal or emotion driving their actions and choices. If you had to build an + entire scene around your character, their Theme would be its dominant focus. +

    +

    + If this is your first character, it is strongly suggested that you pick your + Theme from the list below. Otherwise, you can create something new and unique: + discuss this choice with the rest of your group and make sure it creates + interesting situations. +

    +

    + When you choose a Theme, describe how it applies to your character — what is + their Ambition? What Duty are they bound by? Who will be the target of their + Vengeance? +

    +

    Suggested Themes

    +
      +
    • + Ambition: You strive to prove your worth to yourself and/or + others. +
    • +
    • + Anger: You are a ticking bomb, always on the brink of rage. +
    • +
    • + Belonging: You are afraid of being alone, forgotten or + abandoned. +
    • +
    • + Doubt: You need to find the answer to a burning question. +
    • +
    • + Duty: You live to fulfill a promise you made or obey an + order you received. +
    • +
    • Guilt: You wish to atone for your past mistakes.
    • +
    • + Hope: You seek a better world for yourself and/or others. +
    • +
    • + Justice: You always side with the weak and defenseless. +
    • +
    • + Mercy: You wish to help others, regardless of their past + misdeeds. +
    • +
    • + Vengeance: You seek to bring retribution upon someone or + something. +
    • +
    +

    + Just like with your Identity, pick something that will prove useful in play, + and remember that you will be able to change your Theme over the course of the + game. +

    +

    + Vengeance could be a fitting Theme for Camilla, but Robert doesn’t want her to + be consumed by bitterness and a grudge. The young hero's true goal is to + create a land where her people can live in accordance with their customs and + traditions, which the Empire has outlawed: therefore, Camilla's Theme will be + Hope. +

    +
    + +
    +

    CHOOSE OR CREATE YOUR ORIGIN

    +

    + All heroes come from somewhere: this is their Origin. It might be a humble + village, a great city, or even something more fantastical such as a palace in + the depths of the ocean, the Moon’s surface, or an entirely different solar + system. +

    +

    + You may pick a location that is already present on the map sheet or create a + new one. Just like your Identity and Theme, your Origin may be invoked to + reroll one or both dice during a Check. However, you will normally be unable + to change your Origin in play — unless you suddenly discover you come from an + entirely different place and your memories are fake, which is a fantasy trope + as well. +

    +

    + Robert came up with the concept for Platea while creating Camilla; because of + this, Platea must be added to the map sheet. Robert chooses an area in the + South and describes Platea as a once-peaceful and bright citadel atop a cliff + overseeing a vast lake. Right now, the city has been seized by the Empire. +

    +

    + In Fabula Ultima, your character's species and heritage has no mechanical + impact unless you want it to — perhaps their Identity is that of a Fallen + Elven Prince, or some of their Class Skills can be explained as a consequence + of their unique anatomy or bloodline. +

    +

    FANTASY SPECIES

    +
    + +
    +

    CHOOSE TWO TO THREE STARTING CLASSES

    +

    + Your character begins play at level 5. This means you will have five levels to + distribute among any of the fifteen available Classes. Your character must + have at least two Classes when they begin play, and no more than three. +

    +

    + Entries describing each Class can be found starting on + page 176, but the table below offers a + quick summary of their individual focus. +

    +

    Classes

    +
      +
    • + Arcanist Summon magical avatars of ancient, godlike + entities. +
    • +
    • + Chimerist Learn spells from creatures and speak with + beasts. +
    • +
    • + Darkblade Unleash dark attacks and draw power from Bonds. +
    • +
    • + Elementalist Wield the destructive power of the elements. +
    • +
    • Entropist Channel the dark energy of the Cosmos.
    • +
    • Fury Provoke enemies and hit harder when damaged.
    • +
    • + w Allows you to equip martial melee weapons + and armors. +
    • +
    • + Guardian Protect your allies and fight clad in heavy armor. +
    • +
    • + w Allows you to equip martial armor and + shields. +
    • +
    • + Loremaster Be a master of knowledge and support your + allies. +
    • +
    • + Orator Use your words to gain allies and influence + conflicts. +
    • +
    • + Rogue Seize opportunities and steal unique items from + enemies. +
    • +
    • + Sharpshooter Excel at ranged combat and negate ranged + attacks. +
    • +
    • + w Allows you to equip martial ranged weapons + and shields. +
    • +
    • + Spiritist Support your allies with magic and cast light + spells. +
    • +
    • + Tinkerer Craft inventions and use Inventory Points in new + ways. +
    • +
    • + Wayfarer Be a master explorer and join forces with a loyal + companion. +
    • +
    • + Weaponmaster Excel at melee combat and counter melee + attacks. +
    • +
    • + w Allows you to equip martial melee weapons + and shields. +
    • +
    +
    + +
    +Classic Characters starting on +page 172: these level 5 archetypes +Classic Characters starting on +page 172: these level 5 archetypes +
    + +
    +

    Attribute Dice Mechanics

    +

    + Each of a Player Character’s main Attributes (Dexterity, Insight, Might, and + Willpower) is represented by a die size, from a minimum of d6 to a maximum of + d12. +

    +

    + Bigger die sizes indicate a more trained Attribute or a stronger natural + talent. +

    +

    Attributes Defined

    +
      +
    • + Dexterity measures precision, coordination, finesse and + reflexes. +
    • +
    • + Insight represents observation, understanding and + reasoning. +
    • +
    • + Might is a measure of strength, resilience and physical + fortitude. +
    • +
    • + Willpower represents determination, charisma and the + ability to influence others. +
    • +
    +

    Character Profile Selection

    +

    + Choose one of the following profiles for your hero, then distribute the + corresponding die sizes among their four Attributes (on your character sheet, + these should be written in the “base size” column). +

    +
      +
    • Jack of All Trades: d8, d8, d8, d8
    • +
    • Average: d10, d8, d8, d6
    • +
    • Specialized: d10, d10, d6, d6
    • +
    +

    Example Application:

    +

    + Camilla is very insightful (Insight d10), fairly agile and determined + (Dexterity d8 and Willpower d8), but not particularly imposing (Might d6). +

    +

    + When allocating Attribute dice, you should take into account your choices + of Classes and Skills! +

    +
    + +
    +

    CHAPTER CALCULATE YOUR HIT POINTS AND MIND POINTS

    +

    + Your maximum Hit Points and Mind Points are + calculated as follows: +

    +
      +
    • + Your maximum Hit Points are equal to your total character level + five times + your character’s base Might die size. +
    • +
    • + Your Crisis score is equal to half your maximum Hit Points, rounded down. +
    • +
    +

    + Your maximum Mind Points are equal to your total character level + five times + your character’s base Willpower die size. +

    +

    Your character begins the game with full Hit Points and Mind Points.

    +

    + These values may be further modified by your character’s choices of Class, + Skills and equipment. +

    +

    + Note that while some game elements might temporarily alter the die size of + your Attributes, this will never increase or decrease your Hit Points and Mind + Points. +

    +

    Example Calculation

    +

    + Camilla has 40 maximum Hit Points (level 5 + five times her Might of 6 + an + additional 5 Hit Points granted by the Weaponmaster Class) and 50 maximum Mind + Points (level 5 + five times her Willpower of 8 + an additional 5 Mind Points + granted by the Orator Class). +

    +

    Camilla's Crisis score is 20.

    +

    CALCULATE YOUR INVENTORY POINTS

    +

    Your maximum Inventory Points are calculated as follows:

    +
      +
    • Your maximum Inventory Points are equal to 6.
    • +
    +

    Your character begins the game with full Inventory Points.

    +

    + Note that this number may be further modified by your character’s choices of + Class, Skills and equipment. +

    +

    + Since neither Orator nor Weaponmaster increase maximum Inventory Points, + Camilla has 6 maximum Inventory Points. +

    +
    + +
    +

    CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE

    +

    Your Defense and Magic Defense scores are calculated as follows:

    +
      +
    • Your Defense is equal to your current Dexterity die size.
    • +
    • Your Magic Defense is equal to your current Insight die size.
    • +
    • Your Initiative modifier is equal to 0.
    • +
    +

    + Your defenses will be further influenced by the armor and shields you are + wearing; your Initiative modifier will also be influenced by your choice of + armor. +

    +

    + Note that some game elements might temporarily alter your Attribute die sizes, + which will affect your Defense and Magic Defense (since these are based on the + current Attribute die size, not your base Attribute die size). +

    +

    + Camilla has a Defense score of 8, a Magic Defense score of 10 and no + Initiative modifier. Later on, her equipment choices will modify these + numbers. +

    +

    PURCHASE STARTING EQUIPMENT

    +

    + You get a total budget of 500 zenit to purchase equipment with. By default, + you can only purchase basic weapons and basic armor and shields; these items + are listed on the next four pages for easy reference. If you want to purchase + rare items (page 266) or transports (page 125), discuss it with the rest of your group. +

    +

    + To purchase a martial (E) item, you must first be able to equip it — a benefit + granted by specific Classes: +

    +
      +
    • + Darkblade allows you to equip martial melee weapons and + martial armor. +
    • +
    • + Fury allows you to equip martial melee weapons and martial + armor. +
    • +
    • + Guardian allows you to equip martial armor and martial + shields. +
    • +
    • + Sharpshooter allows you to equip martial ranged weapons and + martial shields. +
    • +
    • + Weaponmaster allows you to equip martial melee weapons and + martial shields. +
    • +
    +

    + Write any items you purchase on your sheet and take note of their effects; + remember that ranged weapons do not require you to track ammunition. +

    +
    + +
    +

    33PRESS START

    +

    W

    +

    CHAPTER

    +

    The Weaponmaster Class

    +

    + The Weaponmaster Class allows Camilla to equip martial melee weapons and + shields. +

    +

    + Robert spends 200 zenit on a rapier (which relies on Camilla's Dexterity and + Insight), 150 zenit on a runic shield (a +2 bonus to both defenses is very + good!) and another 100 zenit on a travel garb. +

    +

    + Robert writes all these items on Camilla's sheet, noting how her armor and + shield increase Defense and Magic Defense by three points (Defense 11 and + Magic Defense 13) but also give her an Initiative modifier of -1. +

    +

    + Needless to say, you are free to alter the name of any item that doesn't fit + your character's concept — for instance, your bronze sword might become a + scimitar or your silk vest might become a kimono. +

    +

    + If none of the basic weapon options fit your character concept and your group + is okay with it, you may use the rules for creating rare weapons found on page + 268. However, remember that by default, starting weapons don't have any + Quality and always deal physical damage. You may ignore one or both + limitations as long as the rest of your group agrees on it (and you have + enough zenit to afford the improvements). +

    +

    ROLL FOR INITIAL SAVINGS

    +

    + Your character begins play with an amount of zenit equal to 2d6 × 10 (for + instance, rolling an 8 on the dice means you begin with 80 zenit). +

    +

    + Any left-over zenit from the previous step is added to these initial savings! +

    +

    + Robert rolls 2d6 × 10 and gets 60 zenit, which are added to the 50 zenit left + from the previous step — for a total of 120 zenit in initial savings. +

    +

    GAIN YOUR STARTING FABULA POINTS

    +

    Each Player Character enters play with 3 Fabula Points.

    +
    + +
    +

    WEAPON COST ACCURACY DAMAGE

    +
    +

    Arcane Category

    +
      +
    • + Staff 100 z 【WLP + WLP】 【HR + 6】 physical +

      Two-handed w Melee w No Quality.

      +
    • +
    • + Tome 100 z 【INS + INS】 【HR + 6】 physical +

      Two-handed w Melee w No Quality.

      +
    • +
    +
    +
    +

    Bow Category

    +
      +
    • + Crossbow 150 z 【DEX + INS】 【HR + 8】 physical +

      Two-handed w Ranged w No Quality.

      +
    • +
    • + Shortbow 200 z 【DEX + DEX】 【HR + 8】 physical +

      Two-handed w Ranged w No Quality.

      +
    • +
    +
    +
    +

    Brawling Category

    +
      +
    • + Unarmed Strike - 【DEX + MIG】 【HR + 0】 physical +

      + One-handed w Melee w Automatically equipped in each empty hand slot. +

      +
    • +
    • + Improvised (Melee) - 【DEX + MIG】 【HR + 2】 physical +

      One-handed w Melee w Breaks after the attack.

      +
    • +
    • + Iron Knuckle 150 z 【DEX + MIG】 【HR + 6】 physical +

      One-handed w Melee w No Quality.

      +
    • +
    +
    +
    +

    Dagger Category

    +
      +
    • + Steel Dagger 150 z 【DEX + INS】 +1 【HR + 4】 physical +

      One-handed w Melee w No Quality.

      +
    • +
    +
    +
    +

    Firearm Category

    +
      +
    • + Pistol E 250 z 【DEX + INS】 【HR + 8】 physical +

      One-handed w Ranged w No Quality.

      +
    • +
    +
    +
    +

    Flail Category

    +
      +
    • + Chain Whip 150 z 【DEX + DEX】 【HR + 8】 physical +

      Two-handed w Melee w No Quality.

      +
    • +
    +
    +

    BASIC WEAPONS

    +
    + +
    +

    33 PRESS START

    +

    Equipment List

    +

    Heavy Category

    +
      +
    • + Iron Hammer: 200 z 【MIG + MIG】 【HR + 6】 physical +

      One-handed w Melee w No Quality.

      +
    • +
    • + Broadaxe E: 250 z 【MIG + MIG】 【HR + 10】 physical +

      One-handed w Melee w No Quality.

      +
    • +
    • + Waraxe E: 250 z 【MIG + MIG】 【HR + 14】 physical +

      Two-handed w Melee w No Quality.

      +
    • +
    +

    Spear Category

    +
      +
    • + Light Spear E: 200 z 【DEX + MIG】 【HR + 8】 physical +

      One-handed w Melee w No Quality.

      +
    • +
    • + Heavy Spear E: 200 z 【DEX + MIG】 【HR + 12】 physical +

      Two-handed w Melee w No Quality.

      +
    • +
    +

    Sword Category

    +
      +
    • + Bronze Sword E: 200 z 【DEX + MIG】 +1 【HR + 6】 physical +

      One-handed w Melee w No Quality.

      +
    • +
    • + Greatsword E: 200 z 【DEX + MIG】 +1 【HR + 10】 physical +

      Two-handed w Melee w No Quality.

      +
    • +
    • + Katana E: 200 z 【DEX + INS】 +1 【HR + 10】 physical +

      Two-handed w Melee w No Quality.

      +
    • +
    • + Rapier E: 200 z 【DEX + INS】 +1 【HR + 6】 physical +

      One-handed w Melee w No Quality.

      +
    • +
    +

    Thrown Category

    +
      +
    • + Improvised (Ranged): 【DEX + MIG】 【HR + 2】 physical +

      One-handed w Ranged w Breaks after the attack.

      +
    • +
    • + Shuriken: 150 z 【DEX + INS】 【HR + 4】 physical +

      One-handed w Ranged w No Quality.

      +
    • +
    + +
    + +
    +

    BASIC ARMORS

    +

    + ARMOR COST DEFENSE + M. DEFENSE INITIATIVE +

    +

    No Armor - DEX die INS die -

    +

    No Quality.

    +

    Basic Armors

    +
    +
    Silk Shirt
    +
    + 100 z DEX die + INS die +2 -1 +
    +
    No Quality.
    +
    Travel Garb
    +
    + 100 z DEX die +1 + INS die +1 -1 +
    +
    No Quality.
    +
    Combat Tunic
    +
    + 150 z DEX die +1 + INS die +1 - +
    +
    No Quality.
    +
    Sage Robe
    +
    + 200 z DEX die +1 + INS die +2 -2 +
    +
    No Quality.
    +
    Brigandine E
    +
    + 150 z 10 INS die + -2 +
    +
    No Quality.
    +
    Bronze Plate E
    +
    + 200 z 11 INS die + -3 +
    +
    No Quality.
    +
    Runic Plate E
    +
    + 250 z 11 + INS die +1 -3 +
    +
    No Quality.
    +
    Steel Plate E
    +
    + 300 z 12 INS die + -4 +
    +
    No Quality.
    +
    +

    Basic Armor and Shields

    +
    + +
    +

    BASIC SHIELDS

    + + + + + + + + + + + + + + + + + + + + + + +
    SHIELDCOSTDEFENSE M. DEFENSE INITIATIVE
    Bronze Shield100 z+2 / --
    Runic Shield150 z+2 / +2-
    +

    + Remember: A starting character gets 500 zenit to purchase equipment + with. +

    +

    + The weapons, armors, and shields you choose during character creation will + accompany you for quite a few levels, so make sure they work well with the way + you built your character. +

    +

    Useful Tips

    +
      +
    • + Choose a main weapon that complements your choice of Attributes. Ideally, + you want to be able to roll at least 1d10 + 1d8 for Accuracy. More accurate + weapons, such as swords and daggers, can compensate for low Attributes. +
    • +
    • + Even if your character tends to rely on spells, purchase a weapon for them + to use when low on Mind Points — a dagger, a staff, or a tome. +
    • +
    • + While lighter armors increase your Defense score (which would otherwise be + equal to your Dexterity size), martial (E) armors replace that score with a + fixed value. This can make quite the difference: even if you have a low + Dexterity or suffer a status effect, your Defense score will not be + affected. +
    • +
    +

    + The bonus to Defenses granted by shields still applies, of course: a character + with d8 Dexterity wearing a brigandine and wielding a bronze shield will have + a Defense score of 12, for instance. +

    +

    SHOPPING ADVICE

    +
    + +
    +

    NAME AND FINISHING TOUCHES

    +

    + Give your character a name, note their pronoun(s), and briefly describe what + they look like to the rest of the group! +

    +

    + It may seem counterintuitive for this step to be the last one, but there’s a + good reason: it’s easier to choose a name once you have a good grasp of your + character's appearance and abilities. +

    +

    + On the next page, you can find a chart with a variety of names that work + particularly well for a Fabula Ultima game; however, if your world is inspired + by specific folklore or mythology, you should research fitting naming + conventions and come up with something more appropriate! +

    +

    + Now that Camilla is ready, Robert describes her to the rest of the group: she + has greyish brown hair and deep blue eyes, and her demeanor showcases her + strong will — it's almost impossible to be around her and not feel inspired! +

    +

    + Her clothes are light and comfortable, perfect for traveling, and she fights + with an elegant rapier and a small elbow shield inscribed with a circle of + defensive runes. +

    +
    + +
    +

    Character Names

    +
      +
    • Abel
    • +
    • Adalbert
    • +
    • Agnes
    • +
    • Aiko
    • +
    • Alberic
    • +
    • Albin
    • +
    • Almond
    • +
    • Andreas
    • +
    • Angela
    • +
    • Ashe
    • +
    • Astor
    • +
    • Aya
    • +
    • Azel
    • +
    • Azura
    • +
    • Baern
    • +
    • Belka
    • +
    • Berenice
    • +
    • Biel
    • +
    • Blair
    • +
    • Blanche
    • +
    • Bow
    • +
    • Bram
    • +
    • Brandon
    • +
    • Bryde
    • +
    • Cale
    • +
    • Camilla
    • +
    • Cassandra
    • +
    • Celeste
    • +
    • Cetra
    • +
    • Cinder
    • +
    • Clarimonde
    • +
    • Clarissa
    • +
    • Clemence
    • +
    • Conner
    • +
    • Croma
    • +
    • Cross
    • +
    • Crow
    • +
    • Cynthia
    • +
    • Daige
    • +
    • Dale
    • +
    • Daphne
    • +
    • Denys
    • +
    • Divel
    • +
    • Edel
    • +
    • Edgar
    • +
    • Edna
    • +
    • Eko
    • +
    • Eleanor
    • +
    • Elise
    • +
    • Emet
    • +
    • Eric
    • +
    • Etrian
    • +
    • Fabian
    • +
    • Fedra
    • +
    • Felicia
    • +
    • Fenis
    • +
    • Finn
    • +
    • Fionne
    • +
    • Forrest
    • +
    • Fraan
    • +
    • Francisca
    • +
    • Frederick
    • +
    • Galatea
    • +
    • Garlan
    • +
    • Garm
    • +
    • Gilpher
    • +
    • Gizal
    • +
    • Glenn
    • +
    • Gray
    • +
    • Gregor
    • +
    • Grimm
    • +
    • Gyle
    • +
    • Halia
    • +
    • Hanna
    • +
    • Hanzel
    • +
    • Harper
    • +
    • Hera
    • +
    • Hope
    • +
    • Ilyen
    • +
    • Inja
    • +
    • Isabella
    • +
    • Izanne
    • +
    • Jabari
    • +
    • Jeanne
    • +
    • Joel
    • +
    • Jun
    • +
    • Kallan
    • +
    • Kaspar
    • +
    • Lara
    • +
    • Langa
    • +
    • Lansel
    • +
    • Laurence
    • +
    • Lazom
    • +
    • Leanna
    • +
    • Leda
    • +
    • Liam
    • +
    • Locke
    • +
    • Logan
    • +
    • Loren
    • +
    • Lucian
    • +
    • Lulu
    • +
    • Lumi
    • +
    • Maha
    • +
    • Mako
    • +
    • Markus
    • +
    • Maribel
    • +
    • Minerva
    • +
    • Miranda
    • +
    • Momo
    • +
    • Monica
    • +
    • Montblanc
    • +
    • Morgan
    • +
    • Nadia
    • +
    • Neela
    • +
    • Neto
    • +
    • Nibel
    • +
    • Nico
    • +
    • Noah
    • +
    • Noor
    • +
    • Nyles
    • +
    • Ode
    • +
    • Olivia
    • +
    • Oona
    • +
    • Orion
    • +
    • Orne
    • +
    • Osira
    • +
    • Owen
    • +
    • Pharia
    • +
    • Prim
    • +
    • Pyre
    • +
    • Remora
    • +
    • Ricard
    • +
    • Riza
    • +
    • Robin
    • +
    • Rolan
    • +
    • Rosa
    • +
    • Royce
    • +
    • Runo
    • +
    • Sabine
    • +
    • Sabra
    • +
    • Sarah
    • +
    • Selene
    • +
    • Silas
    • +
    • Silida
    • +
    • Solomon
    • +
    • Sonya
    • +
    • Talon
    • +
    • Tamara
    • +
    • Tharja
    • +
    • Therese
    • +
    • Thomas
    • +
    • Tika
    • +
    • Toris
    • +
    • Tristan
    • +
    • Uma
    • +
    • Undine
    • +
    • Usher
    • +
    • Valea
    • +
    • Veronica
    • +
    • Vikes
    • +
    • Vincent
    • +
    • Vosca
    • +
    • Winter
    • +
    • Xenia
    • +
    • Yado
    • +
    • Yin
    • +
    • Ylua
    • +
    • Yuri
    • +
    • Zen
    • +
    • Zima
    • +
    +
    + +
    +
    +

    CLASSIC CHARACTERS

    + +
    +

    ALCHEMIST

    +

    + Stats: Dexterity d8, Insight d10, Might d6, Willpower d8 +

    +

    Tinkerer (3 levels):

    +
      +
    • Gadgets (Alchemy: Basic)
    • +
    • Potion Rain
    • +
    • Secret Formula
    • +
    +

    Wayfarer (2 levels):

    +
      +
    • Resourceful
    • +
    • Tavern Talk
    • +
    +

    + Equipment & Cost: Steel dagger, crossbow, travel garb, + 170 zenit. +

    +
    + +
    +

    BLACK KNIGHT

    +

    + Stats: Dexterity d8, Insight d6, Might d10, Willpower d8 +

    +

    Darkblade (2 levels):

    +
      +
    • Shadow Strike (SL 2)
    • +
    +

    Entropist (1 level):

    +
      +
    • Entropic Magic (Drain Vigor)
    • +
    +

    Weaponmaster (2 levels):

    +
      +
    • Bladestorm, Melee Weapon Mastery
    • +
    +

    + Equipment & Cost: Greatsword, runic plate, 120 zenit. +

    +
    + +
    +

    GAMBLER

    +

    + Stats: Dexterity d10, Insight d8, Might d6, Willpower d8 +

    +

    Entropist (2 levels):

    +
      +
    • Entropic Magic (Gamble), Lucky Seven
    • +
    +

    Rogue (2 levels):

    +
      +
    • Dodge, High Speed
    • +
    +

    Weaponmaster (1 level):

    +
      +
    • Melee Weapon Mastery
    • +
    +

    + Equipment & Cost: Rapier, shuriken (reskinned as throwing + cards!), silk shirt, 120 zenit. +

    +
    + +
    +

    GUNSLINGER

    +

    + Stats: Dexterity d10, Insight d8, Might d8, Willpower d6 +

    +

    Sharpshooter (3 levels):

    +
      +
    • Barrage, Crossfire, Ranged Weapon Mastery
    • +
    +

    Tinkerer (2 levels):

    +
      +
    • Inventions (SL 2: Infusions: Basic and Advanced)
    • +
    +

    + Equipment & Cost: Pistol, travel garb, runic shield, 70 + zenit. +

    +
    + +
    +

    HEALER

    +

    + Stats: Dexterity d6, Insight d8, Might d8, Willpower d10 +

    +

    Orator (2 levels):

    +
      +
    • Encourage, My Trust in You
    • +
    +

    Spiritist (3 levels):

    +
      +
    • Spiritual Magic (SL 3: Cleanse, Heal, Lux)
    • +
    +

    Equipment & Cost: Staff, sage robe, 270 zenit.

    +
    +
    +
    + +
    +
    +

    MAGITECHNICIAN

    +

    + Stats: Dexterity d8, Insight d10, Might d6, Willpower d8 +

    +

    Skills/Abilities

    +
      +
    • Loremaster (2 levels): Quick Assessment (SL 2)
    • +
    • + Tinkerer (3 levels): Gadgets (SL 3: Magitech: Basic, + Advanced, and Superior; magisphere spells: Elemental Shroud, Flare, Heal) +
    • +
    +

    + Starting Equipment: Steel dagger, sage robe, bronze shield, + 120 zenit. +

    +
    +
    +
    +

    MONSTER MAGE

    +

    + Stats: Dexterity d8, Insight d6, Might d10, Willpower d8 +

    +

    Skills/Abilities

    +
      +
    • + Chimerist (3 levels): Feral Speech, Spell Mimic (SL 2) +
    • +
    • Wayfarer (1 level): Faithful Companion
    • +
    • Weaponmaster (1 level): Breach
    • +
    +

    + Starting Equipment: Broadaxe, travel garb, runic shield, 70 + zenit. +

    +
    +
    +
    +

    NINJA

    +

    + Stats: Dexterity d10, Insight d8, Might d6, Willpower d8 +

    +

    Skills/Abilities

    +
      +
    • Rogue (3 levels): Cheap Shot, Dodge (SL 2)
    • +
    • Spiritist (1 level): Spiritual Magic (T orpor)
    • +
    • Weaponmaster (1 level): Counterattack
    • +
    +

    + Starting Equipment: Steel dagger, shuriken, combat tunic, + 120 zenit. +

    +
    +
    +
    +

    PIRATE

    +

    + Stats: Dexterity d8, Insight d6, Might d10, Willpower d8 +

    +

    Skills/Abilities

    +
      +
    • + Elementalist (1 level): Elemental Magic (Thunderbolt) +
    • +
    • Fury (2 levels): Adrenaline, Provoke
    • +
    • Weaponmaster (2 levels): Breach (SL 2)
    • +
    +

    + Starting Equipment: Broadaxe, silk shirt, runic shield, 70 + zenit. +

    +
    +
    +
    +

    PUGILIST

    +

    + Stats: Dexterity d8, Insight d6, Might d10, Willpower d8 +

    +

    Skills/Abilities

    +
      +
    • Fury (3 levels): Frenzy, Withstand (SL 2)
    • +
    • + Weaponmaster (2 levels): Bone Crusher, Counterattack +
    • +
    +

    + Starting Equipment: Iron knuckle (x2), combat tunic, 120 + zenit. +

    +
    +
    + +
    +

    WANDER RANGER

    +

    Stats: Dexterity d10, Insight d8, Might d8, Willpower d6

    +
      +
    • + Sharpshooter (3 levels): Ranged Weapon Mastery, Warning + Shot (SL 2) +
    • +
    • Wayfarer (2 levels): Resourceful, Well-traveled
    • +
    +

    + Equipment: Steel dagger, shortbow, silk shirt, 120 zenit. +

    +

    RED SORCERER

    +

    Stats: Dexterity d8, Insight d10, Might d8, Willpower d6

    +
      +
    • + Elementalist (3 levels): Elemental Magic (Iceberg), + Spellblade (SL 2) +
    • +
    • Spiritist (1 level): Spiritual Magic (Heal)
    • +
    • Weaponmaster (1 level): Melee Weapon Mastery
    • +
    +

    Equipment: Rapier, combat tunic, runic shield, 70 zenit.

    +

    SAGE

    +

    + Stats: Dexterity d6, Insight d10, Might d6, Willpower d10 +

    +
      +
    • + Elementalist (3 levels): Elemental Magic (SL 3: Fulgur, + Glacies, Ignis) +
    • +
    • Loremaster (2 levels): Flash of Insight, Focused
    • +
    +

    Equipment: Tome, sage robe, 270 zenit.

    +

    SAMURAI

    +

    Stats: Dexterity d8, Insight d8, Might d8, Willpower d8

    +
      +
    • Guardian (2 levels): Defensive Mastery (SL 2)
    • +
    • Spiritist (1 level): Spiritual Magic (Soul Weapon)
    • +
    • + Weaponmaster (2 levels): Counterattack, Melee Weapon + Mastery +
    • +
    +

    Equipment: Katana, runic plate, 70 zenit.

    +

    SOLDIER

    +

    Stats: Dexterity d8, Insight d6, Might d10, Willpower d8

    +
      +
    • Guardian (2 levels): Bodyguard, Protect
    • +
    • Weaponmaster (3 levels): Bone Crusher (SL 2), Breach
    • +
    +

    + Equipment: Bronze sword, brigandine, runic shield, 70 zenit. +

    +
    + +
    + +
    +

    SPELL FENCER

    +

    + Attributes: Dexterity d10, Insight d8, Might d6, Willpower + d8 +

    +
      +
    • + Elementalist (2 levels): Elemental Magic (SL 2: Elemental + Shroud, Elemental Weapon) +
    • +
    • Spiritist (1 level): Spiritual Magic (Aura)
    • +
    • Weaponmaster (2 levels): Bladestorm, Counterattack
    • +
    +

    + Equipment: Rapier, silk shirt, runic shield, 120 zenit. +

    +
    +
    +

    SUMMONER

    +

    + Attributes: Dexterity d8, Insight d8, Might d6, Willpower + d10 +

    +
      +
    • + Arcanist (3 levels): Arcane Regeneration (SL2), Bind and + Summon (Grimoire or Tower) +
    • +
    • + Spiritist (2 levels): Spiritual Magic (SL 2: Barrier, + Mercy) +
    • +
    +

    Equipment: Staff, sage robe, 270 zenit.

    +
    +
    +

    THIEF

    +

    + Attributes: Dexterity d10, Insight d8, Might d6, Willpower + d8 +

    +
      +
    • Rogue (3 levels): High Speed, Soul Steal (SL 2)
    • +
    • Weaponmaster (2 levels): Bone Crusher (SL 2)
    • +
    +

    Equipment: Steel dagger (x2), travel garb, 170 zenit.

    +
    +
    +

    TROUBADOUR

    +

    + Attributes: Dexterity d10, Insight d8, Might d6, Willpower + d8 +

    +
      +
    • Orator (2 levels): Condemn, Unexpected Ally
    • +
    • + Spiritist (2 levels): Spiritual Magic (SL 2: Awaken, + Enrage) +
    • +
    • Wayfarer (1 level): Well-traveled
    • +
    +

    + Equipment: Steel dagger, silk shirt, bronze shield, 220 + zenit. +

    +
    +
    +

    VALKYRIE

    +

    + Attributes: Dexterity d8, Insight d6, Might d10, Willpower + d8 +

    +
      +
    • + Elementalist (2 levels): Elemental Magic (SL 2: Soaring + Strike, Vortex) +
    • +
    • Guardian (1 level): Fortress
    • +
    • + Weaponmaster (2 levels): Bladestorm, Melee Weapon Mastery +
    • +
    +

    + Equipment: Light spear, brigandine, runic shield, 70 zenit. +

    +
    +
    + +
    +

    Arcanist

    +

    ALSO: Avatar, Chosen, Summoner

    +

    Definition / Description

    +

    Some fates are not easily avoided.

    +

    Abilities & Concept

    +

    + Arcanists can fall into a deep trance and temporarily project a considerable + portion of their soul outside the body, giving it physical form. Surrounded by + this magical shroud, the Arcanist gains a variety of supernatural abilities; + these summoned forms are said to be manifestations of the ancestral souls + belonging to mythical entities of legend, known as the Arcana. +

    +

    In some worlds, the Arcana are even worshipped as deities.

    +

    Attribution

    +
    + +
    + +
    + +
    +

    The Arcana

    +

    MERGING WITH AN ARCANUM

    +

    + When you summon an Arcanum, you gain its merge benefits; those benefits last + until the Arcanum is dismissed (see below). +

    +

    + You cannot summon an Arcanum while already merged with one; you must first + dismiss the current Arcanum. +

    +

    DISMISSING AN ARCANUM

    +

    An Arcanum can be dismissed in several ways:

    +
      +
    • Once the current scene ends, all Arcana are automatically dismissed.
    • +
    • + If you die or fall unconscious while merged with an Arcanum, they are + dismissed. +
    • +
    • + If you leave the scene while merged with an Arcanum, they are dismissed. +
    • +
    • + You may willingly dismiss your Arcanum: this doesn't require an action, but + during a conflict it can only be done on your turn, before or after an + action. +
    • +
    +

    DISMISS EFFECTS

    +

    + Most Arcana have a powerful dismiss effect, which may only be activated when + you willingly dismiss the Arcanum as described above — if the Arcanum is + dismissed for any other reason, the dismiss effect cannot be triggered. +

    +
      +
    • + If the dismiss effect of an Arcanum deals damage, it will deal 10 extra + damage if you are level 20 or higher, or 20 extra damage if you are level 40 + or higher. +
    • +
    +

    + You are also free to ignore the dismiss effect if you don't want to use it. +

    +

    DOMAINS

    +

    + Each Arcanum is associated with a few key concepts or domains. The Game Master + should use these to establish the trials needed to bind the Arcanum, and to + adjudicate Rituals performed through the Ritual Arcanism Skill. +

    +

    + If you create new Arcana for your world, make sure to associate them with + domains that allow for interesting Rituals. +

    +
    +
    + +
    +

    ARCANUM OF THE FORGE

    +

    Domains: fire, heat, metal.

    +
      +
    • You have Resistance to fire damage.
    • +
    • Any fire damage you deal ignores Resistances.
    • +
    +

    + When you dismiss this Arcanum, choose Forge or + Inferno: +

    +
      +
    • + Forge. You create a basic armor, shield or weapon of your + choice (see pages 130 to 133). If you select this option again, the + previously created item vanishes. If you create a weapon this way, it deals + fire damage instead of physical. +
    • +
    • + Inferno. Choose any number of creatures you can see: each + of them suffers 30 fire damage. This damage ignores Resistances. +
    • +
    +

    ARCANUM OF THE FROST

    +

    Domains: cold, ice, silence.

    +
      +
    • You have Resistance to ice damage and are immune to enraged.
    • +
    • Any ice damage you deal ignores Resistances.
    • +
    +

    + Ice Age. Choose any number of creatures you can see: each of + them suffers 30 ice damage. This damage ignores Resistances. +

    +

    ARCANUM OF THE GATE

    +

    Domains: space, travel, void.

    +
      +
    • You have Resistance to dark damage.
    • +
    • You gain a +1 bonus to your Magic Defense.
    • +
    +

    + When you dismiss this Arcanum, choose Oblivion or + Warp: +

    +
      +
    • + Oblivion. Choose any number of creatures you can see: each + of them suffers 30 dark damage. This damage ignores Resistances. +
    • +
    • + Warp. You teleport yourself and up to five other nearby + willing creatures to a location you previously visited, if that location is + within 1 travel day. +
    • +
    +

    cc Work with your group and create custom Arcana for your world!

    +

    MERGE DISMISS MERGEDISMISS MERGEDISMISS

    +
    + +
    +

    180 W

    +
    +

    ARCANUM OF THE GRIMOIRE

    +

    Domains: knowledge, revelations, understanding.

    +
      +
    • You are able to read, write, speak and understand all languages.
    • +
    • + You treat your Insight as if it were one die size higher (up to a maximum + of d12). +
    • +
    +

    Oracle

    +

    + You ask the Game Master a single question. The Game Master must answer + truthfully, describing the vision shown to you by the Grimoire. +

    +

    + Once used, this dismiss effect will not be available until the next dawn. + Furthermore, the same question may never be asked more than once. The Game + Master has final say on which questions are too similar to be asked again. +

    +
    +
    +

    ARCANUM OF THE OAK

    +

    Domains: earth, plants, poison.

    +
      +
    • + You have Resistance to earth and poison damage and are immune to poisoned. +
    • +
    • Whenever you recover Hit Points, you recover 5 extra Hit Points.
    • +
    +

    Blossom

    +

    + Choose any number of creatures you can see (you may also choose yourself): + each of them recovers from the poisoned status effect and recovers 40 Hit + Points. This amount increases to 50 Hit Points if you are level 20 or + higher, or to 60 Hit Points if you are level 40 or higher. +

    +
    +
    +

    ARCANUM OF THE SKY

    +

    Domains: fog, rain, storms.

    +
      +
    • You have Resistance to air and bolt damage.
    • +
    +

    Weather Prediction

    +

    + You may use an action to accurately predict weather conditions for the next + day within a range of two travel days — the Game Master will tell you what + the weather conditions will be. +

    +

    Thunderstorm

    +

    + Choose any number of creatures you can see: each of them suffers 30 bolt + damage. This damage ignores Resistances. +

    +
    + +
    + +
    +

    ARCANUM OF THE SWORD

    +

    Domains: conquest, heroism, leadership.

    +

    + Your attacks deal 5 extra damage, and all damage dealt by your attacks is + treated as having no type (thus being unaffected by damage Affinities). Damage + dealt by your attacks cannot gain a type as long as you are merged with this + Arcanum. +

    +

    + When you perform an attack, you may have that attack gain the multi (any + number of targets) property. If you do, this Arcanum will be automatically + dismissed after the attack is resolved (this is not considered a willing + dismiss). +

    +

    ARCANUM OF THE TOWER

    +

    Domains: judgment, protection, sacrifice.

    +

    + When you summon this Arcanum, choose a damage type: air, bolt, dark, earth, + fire, or ice. Until this Arcanum is dismissed, each of your allies present on + the scene has Resistance to the chosen damage type (you do not gain this + Resistance). +

    +

    Judgment

    +

    + Choose any number of creatures you can see: each of them suffers 30 light + damage. This damage ignores Resistances. +

    +

    ARCANUM OF THE WHEEL

    +

    Domains: destiny, speed, time.

    +
      +
    • You are immune to slow.
    • +
    • You gain a +1 bonus to your Defense.
    • +
    +

    Time Freeze

    +

    + Choose any number of creatures you can see: each of them suffers slow. If a + creature chosen this way is already slow, that creature will instead perform + one fewer action during their next turn (to a minimum of 0 actions). +

    +

    The Merge

    +

    + Legends tell of a long-lasting passion between the Sword and the Tower... a + passion that often erupted into war. +

    +
    + +
    + +
    + +
    +

    CHIMERIST FREE BENEFITS

    +
      +
    • Permanently increase your maximum Mind Points by 5.
    • +
    • + You may perform Rituals whose effects fall within the Ritualism discipline. +
    • +
    +

    CHIMERIST SKILLS

    +

    CONSUME (çç5)

    +

    + After you deal damage to one or more creatures with a spell, if you have an + arcane dagger or flail weapon equipped, you recover + 【SL × 2】 Mind Points. +

    +

    FERAL SPEECH

    +

    + You can communicate with creatures of the beast, monster and plant Species. +

    +

    PATHOGENESIS

    +

    + When you deal damage to one or more creatures with one of your Chimerist + spells, each of those creatures that share their Species with the creature you + originally learned that spell from suffers poisoned. +

    +

    RITUAL CHIMERISM

    +

    + You may perform Rituals whose effects fall within the Chimerism discipline. + When you acquire this Skill, choose 【INS + WLP】 or + 【MIG + WLP】. From now on, your Chimerism Rituals will use + the chosen Attributes for the Magic Check. +

    +

    SPELL MIMIC (çç10)

    +

    + When you see a creature belonging to the beast, monster or plant Species cast + a spell, you may immediately choose to learn that spell as a Chimerist spell + of your own: if you do, record the Species of the creature you learned it + from. +

    +

    + When you first acquire this Skill, choose 【INS + WLP】 or + 【MIG + WLP】. From now on, your offensive (rr) Chimerist + spells will use the chosen Attributes for the Magic Check, regardless of the + Attributes used by the creature you learned the spell from. +

    +

    + You may have up to 【SL + 2】 different Chimerist spells + memorized this way. If you want to memorize a new Chimerist spell but are + already at your limit, you must forget one of your old spells and replace it + with the new spell. +

    +

    Story Prompts

    +
      +
    • + Who taught you the art of Chimerism? Is your mentor human or monstrous? +
    • +
    • + Can people and monsters live in harmony, or are they bound to threaten each + other? +
    • +
    • What does your magic look like?
    • +
    • Are there many practicing your art, or are you the exception?
    • +
    +
    + +
    +

    DARKBLADE

    +

    Today you shall know the full extent of my suffering.

    +

    Darkblades

    +

    + Darkblades are somber and powerful warriors who hide a sorrowful past. Due to + tragic experiences on the battlefield or in personal life, their souls have + developed an affinity for pain and shadow energy. +

    +

    + An unlikely hero to say the very least, a Darkblade may now sacrifice their + lifeforce to unleash mighty attacks and is able to draw resolve, power and + even knowledge from the suffering they experience. +

    +

    Details

    +
      +
    • Name: DARKBLADE
    • +
    • Power Level: 184
    • +
    +
    +

    ALSO Associated With

    +
      +
    • Avenger
    • +
    • Black Knight
    • +
    • Death Knight
    • +
    +
    +
    File Metadata
    +
    + +
    +

    DARKBLADE FREE BENEFITS

    +
      +
    • Permanently increase your maximum Hit Points by 5.
    • +
    • Gain the ability to equip martial melee weapons and martial armor.
    • +
    +

    DARKBLADE SKILLS

    +
    +

    AGONY (çç5)

    +

    + After you deal damage to one or more creatures, if you have a Bond towards + at least one of those creatures, you may recover + 【SL × 2】 Hit Points and 【SL × 2】 Mind + Points. +

    +
    +
    +

    DARK BLOOD

    +

    + As long as you are in Crisis, you have Resistance to dark damage and poison + damage. +

    +
    +
    +

    HEART OF DARKNESS

    +

    + Once per scene upon entering Crisis, you may choose a specific creature you + can see that you don't have a Bond towards. If you do, create a Bond of + hatred towards that creature. +

    +
    +
    +

    PAINFUL LESSON (çç3)

    +

    + After another creature causes you to lose Hit Points (with an attack, a + spell or any other method), you may immediately perform the Study action on + that creature (see page 74) for free. If + you do, gain a bonus equal to 【SL】 to your Check. +
    Remember, you can study the same aspect of a creature only once. +

    +
    +
    +

    SHADOW STRIKE (çç5)

    +

    + You have learned to channel your vital force into your attacks. You may use + an action to perform a Shadow Strike: roll your current Might die and lose + an amount of Hit Points equal to + 【the number rolled on your Might die】. If this didn't + reduce your Hit Points to 0, you may perform a free attack with a weapon you + have equipped: if this attack hits one or more targets, it deals extra + damage equal to + 【SL + the number rolled on your Might die 】. However, all + damage dealt by this attack becomes dark and its damage type cannot be + changed. +

    +
    +

    Character Reflection Prompts

    +
      +
    • What tragic experience awakened your abilities?
    • +
    • Many would regard your powers as evil. How do you feel about them?
    • +
    • What do your weapons and fighting style look like?
    • +
    • Are there many practicing your art, or are you the exception?
    • +
    +

    "Today you shall know the full extent of my suffering."

    +
    + +
    +

    Elementalist

    +

    ALSO: Battle Mage, Geomancer, Sorcerer

    +

    ELEMENTALIST

    +

    Ignore the warnings of this World at your own risk.

    +

    + An Elementalist has learned to channel the souls that flow within the basic + elements of creation: Air, Earth, Fire and Water. Some of them develop complex + spells to contain the powerful energies of nature; others seek its protection + in harmony and communion. +

    +

    + Elemental magic can be highly destructive, causing damage and inflicting + negative status effects. Due to this, there are many who would covet an + Elementalist’s abilities... often for nefarious purposes. +

    +
    + +
    +

    ELEMENTALIST FREE BENEFITS

    +
      +
    • Permanently increase your maximum Mind Points by 5.
    • +
    • + You may perform Rituals whose effects fall within the Ritualism discipline. +
    • +
    +

    ELEMENTALIST SKILLS

    +

    CATACLYSM (çç3)

    +

    + When you cast an instantaneous spell, if you have an arcane weapon equipped, + you may increase the spell's total MP cost by up to 【SL × 10】 Mind Points. + If you do so and the spell deals damage to one or more creatures, it will deal + 5 extra damage to each creature for every 10 Mind Points by which you + increased its total MP cost. +

    +

    ELEMENTAL MAGIC (çç10)

    +

    + Each time you acquire this Skill, learn one Elementalist spell (see next two + pages). +

    +

    Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic Check.

    +

    MAGICAL ARTILLERY (çç3)

    +

    + When you cast an offensive ( rr) spell, if you have an arcane weapon equipped, + you gain a bonus to your Magic Check equal to 【SL × 2】. +

    +

    RITUAL ELEMENTALISM

    +
      +
    • + You may perform Rituals whose effects fall within the Elementalism + discipline. +
    • +
    +

    Elementalism Rituals use 【INS + WLP】 for the Magic Check.

    +

    SPELLBLADE (çç4)

    +

    + When you cast an offensive ( rr) spell targeting a single creature, if the + spell has a total Mind Point cost of 【SL × 10】 or lower and you have one or + more bow, brawling, dagger, flail, spear or sword weapons equipped, you may + choose one of those weapons. If you do, your Magic Check for the spell will + use the chosen weapon's Accuracy Check formula; for instance, the Magic Check + for an Elementalist spell cast through a bronze sword (page 131) will be 【DEX + MIG】 +1 instead of 【INS + WLP】. +

    +

    Questions

    +
      +
    • Who trained you in the way of the Elements?
    • +
    • Your magic can be devastating... are you afraid of yourself?
    • +
    • Elemental magic is often used in war. Did you serve in the military?
    • +
    • What does your magic look like?
    • +
    +

    + Option: Ignore the warnings of this World at your own risk. +

    +
    + +
    +

    ELEMENTALIST SPELLS

    +

    SPELL

    +
    +

    Elemental Shroud

    +

    Cost: 5

    +

    Targets: T

    +

    Duration: Up to three creatures

    +

    Action: Scene

    +

    + You weave magical energy and protect the targets from the fury of the + elements. +

    +

    + Choose a damage type: air, bolt, earth, fire or ice. Until this spell ends, + each target gains Resistance against the chosen damage type. +

    +
    +
    +

    Elemental Weapon

    +

    Cost: 10

    +

    Targets: One weapon

    +

    Duration: Scene

    +

    + You imbue a weapon with elemental energy. Choose a damage type: air, bolt, + earth, fire, or ice. Until this spell ends, all damage dealt by the weapon + becomes of the chosen damage type. +

    +
      +
    • + If you have that weapon equipped while you cast this spell, you may + perform a free attack with it as part of the same action. +
    • +
    • + This spell can only be cast on a weapon equipped by a willing creature. +
    • +
    +
    +
    +

    Flare

    +

    Cost: rr 20

    +

    Targets: One creature

    +

    Duration: Instantaneous

    +

    + You channel a single ray of fire towards your foe, its temperature so high + that it will pierce through most defenses. The target suffers + 【HR + 25】 fire damage. +

    +

    Damage dealt by this spell ignores Resistances.

    +
    +
    +

    Fulgur

    +

    Cost: rr 10

    +

    Targets: × T

    +

    Duration: Up to three creatures

    +

    Action: Instantaneous

    +

    + You weave electricity into a wave of crackling bolts. Each target hit by + this spell suffers 【HR + 15】 bolt damage. +

    +

    + Opportunity: Each target hit by this spell suffers dazed. +

    +
    +
    +

    Glacies

    +

    Cost: rr 10

    +

    Targets: × T

    +

    Duration: Up to three creatures

    +

    Action: Instantaneous

    +

    + You coat your foes under a thick layer of frost. Each target hit by this + spell suffers 【HR + 15】 ice damage. +

    +

    + Opportunity: Each target hit by this spell suffers slow. +

    +
    +
    +

    Iceberg

    +

    Cost: rr 20

    +

    Targets: One creature

    +

    Duration: Instantaneous

    +

    + A pillar of ice magic envelops your foe, suddenly dropping their body + temperature to a critical level. The target suffers + 【HR + 25】 ice damage. +

    +

    Damage dealt by this spell ignores Resistances.

    +
    +
    + +
    +
    +

    Spell Catalogue

    +
    +

    Ignis

    +

    + Metadata: rr 10 × T | Up to three creatures | + Instantaneous +

    +

    + You unleash a searing barrage against your foes, conjuring flames out of + thin air. Each target hit by this spell suffers + 【HR + 15】 fire damage. +

    +

    Opportunity: Each target hit by this spell suffers shaken.

    +
    +
    +

    Soaring Strike

    +

    Metadata: 10 | Self | Instantaneous

    +

    + The wind carries your strikes across the battlefield. You may immediately + perform a free attack with a melee weapon you have equipped. This attack + may target creatures that can only be targeted by ranged attacks. +

    +
      +
    • + If you used a weapon belonging to the brawling or spear Category for + this attack, it deals 5 extra damage. +
    • +
    • + If you hit a flying target with this attack, you may force them to land + immediately. +
    • +
    +
    +
    +

    Terra

    +

    + Metadata: rr 10 × T | Up to three creatures | + Instantaneous +

    +

    + Spires of jagged rock erupt from the ground beneath your foes, closing + around them. Each target hit by this spell suffers + 【HR + 15】 earth damage. This spell cannot target + creatures who are flying, floating, falling, or otherwise in mid-air. +

    +

    + Opportunity: Each target hit by this spell performs one fewer + action on their next turn (to a minimum of 0 actions). +

    +
    +
    +

    Thunderbolt

    +

    Metadata: rr 20 | One creature | Instantaneous

    +

    + You send lightning striking at your foe. The target suffers + 【HR + 25】 bolt damage. +

    +

    Damage dealt by this spell ignores Resistances.

    +
    +
    +

    Ventus

    +

    + Metadata: rr 10 × T | Up to three creatures | + Instantaneous +

    +

    + You summon the power of winds against your enemy. Each target hit by this + spell suffers 【HR + 15】 air damage. +

    +

    + Opportunity: Each flying target hit by this spell is forced to + land immediately. +

    +
    +
    +

    Vortex

    +

    Metadata: 10 | Self | Scene

    +

    + A roaring gale surrounds you, blowing away arrows and bullets. Until this + spell ends, you gain a +2 bonus to your Defense against ranged attacks. +

    +
    + +
    +
    + +
    +

    Entropist

    +

    + Also related: + Astromancer, Chaos Mage, Gambler +

    +

    Description

    +

    + High above the stars, where their lights do not shine, lies a bottomless void + where life and souls wither and transform in unfathomable ways. This realm is + a non-reality, an endless expanse of chaos impervious to the laws of time, + space, and probability. +

    +

    Lore

    +

    + Entropists refer to this realm as the Cosmos, the Heavens, or quite simply as + Lady Luck: they are among the few gifted with the ability to channel its + reality-bending energies. +

    +

    Quote

    +
    +

    The cold between the stars... it does not frighten me.

    +
    +
    + +
    +

    CHAPTER

    +

    ENTROPIST FREE BENEFITS

    +
      +
    • Permanently increase your maximum Mind Points by 5.
    • +
    • + You may perform Rituals whose effects fall within the Ritualism discipline. +
    • +
    +

    ENTROPIST SKILLS

    +
    + ABSORB MP (çç5) +

    + After you suffer damage, you may immediately recover + 【SL × 2】 Mind Points. +

    +
    +
    + ENTROPIC MAGIC (çç10) +

    + Each time you acquire this Skill, learn one Entropist spell (see next two + pages). +

    +

    + Note: Offensive (rr) Entropist spells use 【INS + WLP】 for the Magic + Check. +

    +
    +

    LUCKY SEVEN

    +

    + You have a lucky number; at the beginning of each session, that number is 7. + Once per scene after you perform a Check, you may replace the value shown on + one of the dice you rolled with your lucky number (even if this would give an + impossible Result, such as a value of 7 on a d6). If you do, the replaced + value becomes your new lucky number. +

    +

    RITUAL ENTROPISM

    +

    + You may perform Rituals whose effects fall within the Entropism discipline. + Entropism Rituals use 【INS + WLP】 for the Magic Check. +

    +
    + STOLEN TIME (çç4) +

    + During a conflict, you may use an action to interfere with the flow of time + by spending up to 【SL × 5】 Mind Points. For every 5 Mind + Points you spend this way, choose one option: +

    +
      +
    • One creature you can see suffers slow;
    • +
    • One creature you can see recovers from slow;
    • +
    • + One creature you can see may immediately perform the Equipment action for + free; +
    • +
    • + Choose one ally you can see who has yet to take a turn during this round: + that ally may take their turn immediately after yours during this round. +
    • +
    +

    + Note: Each option can only be chosen once per use of this Skill. +

    +
    +

    Background Questions

    +
      +
    • Who taught you to channel the reality-bending powers of the Cosmos?
    • +
    • + What do you know of the Cosmos? Are they the end of reality, or a new + beginning? +
    • +
    • What does your magic look like?
    • +
    • Are there many practicing your art, or are you the exception?
    • +
    +
    + +
    +

    Spell List

    +
    +

    Acceleration

    +

    + Cost: 20 | Type: One creature | + Scene: +

    +

    + You bend the fabric of time. Until this spell ends, the target gains the + ability to perform a single additional action during each of their turns. + Once the target has performed a total of two additional actions granted by + this spell, this spell ends. +

    +
    +
    +

    Anomaly

    +

    + Cost: 20 | Type: One creature | + Scene: +

    +

    + You alter the very nature of your target. Until this spell ends, if the + target would suffer damage of a type they Absorb or are Immune to, they are + instead treated as if they were Vulnerable to that damage type. Once that + happens, this spell ends. +

    +
    +
    +

    Dark Weapon

    +

    + Cost: 10 | Type: One equipped weapon | + Scene: +

    +

    + You imbue a weapon with dark energy. Until this spell ends, all damage dealt + by the weapon becomes of the dark type. If you have that weapon equipped + while you cast this spell, you may perform a free attack with it as part of + the same action. +

    +

    + This spell can only be cast on a weapon equipped by a willing + creature. +

    +
    +
    +

    Dispel

    +

    + Cost: 10 | Type: One creature | + Instantaneous: +

    +

    + You release a wave of negative energy and cleanse all magic from a creature. + If the target is affected by one or more spells with a duration of Scene, + they are no longer affected by any of those spells instead. +

    +
    +
    +

    Divination

    +

    + Cost: 10 | Type: Self | + Scene: +

    +

    + You glimpse briefly into the future. Until this spell ends, after a creature + you can see performs a Check, if it was not a fumble nor a critical success, + you may force that creature to reroll both dice. Once you have forced two + rerolls this way, this spell ends. +

    +
    +
    +

    Drain Spirit

    +

    + Cost: 5 | Type: One creature | + Instantaneous: +

    +

    + You consume a creature's psyche. The target loses 【HR + 15】 Mind Points. + Then, you recover an amount of Mind Points equal to half the Mind Points + loss they suffered (if the loss was reduced to 0 in some way, you recover + none). +

    +
    +
    +

    Drain Vigor

    +

    + Cost: 10 | Type: One creature | + Instantaneous: +

    +

    + You steal another creature's life force. The target suffers 【HR + 15 】 + dark damage. Then, you recover an amount of Hit Points equal to half the Hit + Points loss they suffered (if the loss was reduced to 0 in some way, you + recover none). +

    +
    + +
    + +
    +

    Gamble up to 20

    +

    Type: Special

    +

    Target: Instantaneous

    +

    + You summon a vortex of chaotic energy. Roll your current Willpower die once + for every 10 Mind Points spent while casting this spell, then keep the single + die you prefer: the number on that die determines the effects of this spell. +

    +
      +
    1. + 1: You lose half of your current Hit Points and half of + your current Mind Points. +
    2. +
    3. + 2-3: Each creature present on the scene, including + yourself, suffers poisoned. +
    4. +
    5. + 4-6: Each creature present on the scene, including + yourself, suffers slow. +
    6. +
    7. + 7-8: Choose up to three creatures you can see: each of them + recovers 50 Hit Points and also recovers from all status effects. +
    8. +
    9. + 9+: Choose any number of creatures you can see: each of + them suffers 30 damage. The damage type is determined randomly by rolling a + d6: +
    10. +
        +
      • 1. air
      • +
      • 2. bolt
      • +
      • 3. dark
      • +
      • 4. earth
      • +
      • 5. fire
      • +
      • 6. poison
      • +
      +
    +

    Mirror 10

    +

    Type: One creature

    +

    Scene Duration: Until this spell ends

    +

    + You twist the laws of magic. Until this spell ends, if an offensive spell is + cast on the target, the creature who cast that offensive spell will be + targeted in their stead (any other targets of the offensive spell will be + targeted as normal). Once that happens, this spell ends. +

    +

    Omega rr 20

    +

    Type: One creature

    +

    Duration: Instantaneous

    +

    + You invoke doom on your foe, turning strength into frailty. The target loses + an amount of Hit Points equal to + 【20 + half the target's level】. +

    +

    Stop rr 10

    +

    Type: One creature

    +

    Duration: Instantaneous

    +

    + You trap a foe inside a circle of altered time and space. The target will + perform one fewer action on their next turn (to a minimum of 0 actions). +

    +

    Umbra rr 10 × T

    +

    Type: Up to three creatures

    +

    Duration: Instantaneous

    +

    + A storm of dark energy turns matter into ash. Each target hit by this spell + suffers 【HR + 15】 dark damage. +

    +

    Opportunity: Each target hit by this spell suffers weak.

    +

    Notes

    +
      +
    • Spells marked with rr are offensive spells and require Magic Checks!
    • +
    +
    + +
    + +
    + +
    +

    FURY FREE BENEFITS

    +
      +
    • Permanently increase your maximum Hit Points by 5.
    • +
    • Gain the ability to equip martial melee weapons and martial armor.
    • +
    +

    FURY SKILLS

    +

    ADRENALINE (çç5)

    +

    + As long as you are in Crisis, you deal 【SL × 2】 extra + damage (be it with attacks, spells, Arcana, items or any other method). +

    +

    FRENZY

    +

    + Your Accuracy Checks with brawling, dagger, flail and thrown weapons trigger a + critical success if both dice show the same number (and the Check is not a + fumble). +

    +

    INDOMITABLE SPIRIT (çç4)

    +

    + When you spend one or more Fabula Points, you get an additional benefit — + choose one option: you recover 【SL × 5】 Hit Points; or you + recover 【SL × 5】 Mind Points; or you recover from a single + status effect of your choice. +

    +

    PROVOKE (çç5)

    +

    + You may use an action and spend 5 Mind Points to perform an Opposed + 【MIG + WLP】 Check against a creature you can see — describe + how you taunt them! If you succeed, the target suffers enraged and is + compelled to focus their attention on you (their attacks and offensive spells + must include you among the targets if possible). This compulsion ends if you + fall unconscious or leave the scene, if the creature is no longer enraged, or + if they are successfully provoked by someone else. +

    +

    + You gain a bonus equal to 【SL】 to your + 【MIG + WLP】 Checks for this Skill. +

    +

    WITHSTAND (çç5)

    +

    + When you perform the Guard action, if you choose not to provide cover to + another creature, you recover Hit Points equal to + 【SL, multiplied by the highest strength among your Bonds】 + and choose Might or Willpower: you treat the chosen Attribute as being one die + size higher (up to a maximum of d12) until the end of your next turn. +

    +

    — Character Prompts —

    +
      +
    • + Do you rely on your burning passion, or do you strive to keep it under + control? +
    • +
    • There’s that one thing that always makes you lose it. What is it?
    • +
    • + In the past, your lack of control had tragic consequences. What have you + lost? +
    • +
    • What do your weapons and fighting style look like?
    • +
    +

    I'll just have to become stronger than you!

    +
    + +
    +
    +

    Related Roles

    +
      +
    • Paladin
    • +
    • Soldier
    • +
    • Yōjinbō
    • +
    +
    +

    GUARDIAN

    +

    + Proud and selfless, Guardians are individuals who know the value of + life... and are willing to sacrifice themselves for a person, nation or + ideal they have sworn to protect. They are often extraordinary and + impressive individuals, such as valiant soldiers or veterans scarred by a + thousand battles. +

    +

    + While some Guardians may appear loud and boisterous, many are simply + masking the tormented memory of those they failed to protect. +

    +
    "Let me be your shield."
    +
    +
    +
    + +
    +

    CHAPTER GUARDIAN FREE BENEFITS

    +
      +
    • Permanently increase your maximum Hit Points by 5.
    • +
    • Gain the ability to equip martial armor and martial shields.
    • +
    +

    GUARDIAN SKILLS

    +

    BODYGUARD

    +

    + If you perform the Guard action and choose to provide cover to another + creature, that creature gains Resistance to all damage types until the start + of your next turn. +

    +

    DEFENSIVE MASTERY (çç5)

    +

    + As long as you have a shield or a martial armor equipped, all damage you + suffer is reduced by 【SL】 (applied before + damage Affinities). +

    +

    DUAL SHIELDBEARER

    +

    + You may now equip a shield in your main hand slot. As long as you have two + shields equipped, you gain the benefits of both items and may treat them as + the following combined two-handed melee brawling weapon: +

    +
    + + + + + + + + + + + + + + + + + + +
    WEAPONACCURACYDAMAGE
    Two Shields【MIG + MIG】【HR + 5】 physical
    + Deals extra damage equal to your 【SL】 in defensive mastery (above). +
    +
    +

    FORTRESS (çç5)

    +

    Permanently increase your maximum Hit Points by 【SL × 3】.

    +

    PROTECT

    +

    + When another creature is threatened by an attack, spell or other danger, you + may take their place (any Checks that are part of the danger will be performed + against you; you may declare the use of this Skill before or after the Checks + have been made). If the danger already affected you, it affects you twice + (resolve both instances separately); you also cannot protect multiple + creatures from the same danger. If you use this Skill during a conflict, you + cannot use it again until the start of your next turn. +

    +

    Optional Quests/Interrogation Points

    +
      +
    • Who or what is it you would gladly give your life to protect?
    • +
    • + Are you, or have you ever been, the servant of a Lady or Lord? What were + they like? +
    • +
    • What is it you were unable to protect? What have you lost?
    • +
    +

    + Equipment Detail: Using what as your armor and/or shield? +

    +
    + +
    + +
    + +
    +

    LOREMASTER FREE BENEFITS

    +
      +
    • Permanently increase your maximum Mind Points by 5.
    • +
    +

    LOREMASTER SKILLS

    +

    FLASH OF INSIGHT (çç3)

    +

    + When you roll a 13 or higher on a Check performed to investigate a creature, + item or location — this includes using the Study action during a conflict — + you may ask the Game Master up to 【SL】 questions concerning the subject of + your investigation. You may ask these questions immediately or save them for + later; whenever you ask one of these questions, the Game Master will answer + truthfully and you will describe your character's deductive process. +

    +

    + This Skill may only be used once on the same creature, item or + location. +

    +

    FOCUSED (çç5)

    +
      +
    • Permanently increase your maximum Mind Points by 【SL × 3】.
    • +
    +

    + When you perform an Open Check using 【INS + INS】, you gain a bonus equal to + 【SL】 on that Check (this only applies to Open Checks). +

    +

    KNOWLEDGE IS POWER

    +

    + When you perform an Accuracy Check, you may replace one of the Attribute dice + with Insight (such as 【INS + INS】 for a pistol or 【INS + MIG】 for a + waraxe). +

    +

    QUICK ASSESSMENT (çç6)

    +

    + At the start of a conflict, you may spend up to 【SL × 5】 Mind Points. For + every 5 Mind Points you spend this way, choose one option: choose a creature + you can see and the GM reveals one of their Traits; or name a damage type and + choose a creature you can see, and the GM reveals that creature's Affinity + towards that damage type. +

    +

    TRAINED MEMORY

    +

    + You may perfectly recall the details of any scene you have visited within the + past week. You can "go back in time" within your mind in order to examine and + investigate such scenes again — your Flash of Insight Skill will apply to + these memories as well. +

    +

    Character Background Exploration

    +
      +
    • + Who is (or was) your mentor? What is (or was) your relationship with them? +
    • +
    • + Did you attend an academy or college? What kind of people did you meet + there? +
    • +
    • There is this centuries-old mystery you’re obsessed with. What is it?
    • +
    • + Is it true that some things are better left buried beneath the sands of + time? +
    • +
    +

    "Ah, I knew this was going to happen."

    +
    + +
    +

    ORATOR

    +

    + Some are graceful and ever-smiling, others are subtle and witty: Orators are + as good at reading someone’s heart as they are at rounding up allies for their + cause, sometimes unintentionally. +

    +

    + The words of an Orator may rekindle spirits or plunge their opponents into + despair: over the centuries, some Orators' talents have brought entire nations + to ruin... and just as many have granted fallen kingdoms a chance to rise from + their very ashes. +

    +

    + "Words are only as good as the actions that follow them." +

    +
    + +
    +

    ORATOR FREE BENEFITS

    +

    ORATOR SKILLS

    +

    CONDEMN (çç4)

    +

    + You may use an action and spend 5 Mind Points to perform an Opposed + [INS + WLP] Check against a creature that can hear and + understand you — describe your accusations! If you succeed, the target loses + [SL × 10] Mind Points and suffers dazed or shaken (your + choice). +

    +

    + You gain a bonus equal to [SL] to your + [INS + WLP] Checks for this Skill. +

    +

    ENCOURAGE (çç6)

    +

    + During a conflict, you may use an action and spend 5 Mind Points to choose + another creature that can hear and understand you. That creature recovers + [SL × 5] Hit Points and chooses Dexterity, Insight, Might, or + Willpower: they treat the chosen Attribute as being one die size higher (up to + a maximum of d12) until the start of your next turn. +

    +

    MY TRUST IN YOU (çç2)

    +

    + After another Player Character who is able to hear you performs a Check, you + may spend 1 Fabula Point and invoke one of their Traits or Bonds in order to + let them reroll dice or improve the Result of the Check (following the normal + rules). Then, if you have a Bond towards that character, they recover + [SL × 10] Mind Points. +

    +

    PERSUASIVE (çç2)

    +

    + When you successfully perform a Check to fill or erase sections of a Clock, if + your approach relied on charm, diplomacy, deception or intimidation, you may + spend up to [SL × 20] Mind Points. If you do, fill or erase + an additional section of that Clock for every 20 Mind Points you spend this + way. +

    +

    UNEXPECTED ALLY

    +

    + You may use an action and spend 1 Fabula Point to choose a non-hostile + creature able to hear and understand you. If you do, that creature becomes + helpful towards you so long as you are kind and respectful to them and your + requests are reasonable. +

    +

    Reflections

    +
      +
    • + Do you think everyone can be persuaded? Is it true that everyone has a + price? +
    • +
    • + You thought someone was on your side, but they betrayed you. Who are they? +
    • +
    • + How do you feel about manipulating people, even if it is for a good cause? +
    • +
    • + In the past, your words ended up putting you in trouble. What happened? +
    • +
    +

    Words are only as good as the actions that follow them.

    +
    + +
    +

    Rogues: The Archetype

    +

    + Be they criminals, rebels or spies, Rogues are more than willing to play dirty + in order to get what they want. Rogues are generally quick, witty and elusive: + while a few of them are infamous for being mostly concerned with their + personal wealth and profit, many see themselves as fighting against injustice, + tyranny, or social exclusion. +

    +

    + Tragically, it is quite common for Rogues to end up being painted as threats + by those same people they fight for. +

    +

    Related Archetypes

    +
      +
    • Bandit
    • +
    • Ninja
    • +
    • Thief
    • +
    +

    I will find my own justice.

    +
    + +
    +

    CHAPTER CHAPTER

    +

    ROGUE FREE BENEFITS

    +
      +
    • Permanently increase your maximum Inventory Points by 2.
    • +
    +

    ROGUE SKILLS

    +

    CHEAP SHOT (çç5)

    +

    + When you hit a creature with an attack, if the attack only targeted that + creature and they are suffering from one or more status effects, you may have + it deal extra damage equal to 【SL + the number of status effects on the + creature】. +

    +

    DODGE (çç3)

    +

    + As long as you have no shields and no martial armor equipped, your Defense + score is increased by 【SL】. +

    +

    HIGH SPEED (çç3)

    +

    + At the start of a conflict, you may spend 10 Mind Points. If you do, choose + one option and apply it before the start of the first round: perform a free + attack with a weapon you have equipped; or perform a Hinder or Objective + action. You also gain a bonus equal to 【SL】 to all Checks you perform as + part of the chosen option. +

    +

    SEE YOU LATER

    +

    + You may use an action and spend 1 Fabula Point to vanish from the current + scene, reappearing whenever you want during a different scene in which another + Player Character is present. Describe how you escaped and miraculously got + here! +

    +

    SOUL STEAL (çç5)

    +

    + You may use an action to perform a 【DEX + WLP】 Check against the Magic + Defense of a creature you can see. If you succeed and the target is a soldier, + you recover 【SL】 Inventory Points; if they are an elite or champion, the GM + gives you the target’s soul treasure, an item worth an amount of zenit equal + to or lower than 【the target's level multiplied by 30, or by 50 if they are a + Villain】. This soul treasure will appear inside your backpack; a creature can + be successfully stolen from with this Skill only once. +

    +

    + You gain a bonus equal to 【SL】 to your 【DEX + WLP】 Checks for this Skill. +

    +

    CHARACTER BACKGROUND

    +
      +
    • + What drives you? Is it desire, vengeance, or a burning need for freedom? +
    • +
    • Are you part of a criminal gang or guild, or do you work on your own?
    • +
    • + Is there a place you can call home? Or is it true that, in the end, we all + die alone? +
    • +
    • What is the most important rule in your personal code?
    • +
    +
    + +
    +

    SHARPSHOOTER

    +

    + A majority of Sharpshooters are exceptionally good at dealing with threats + from a carefully calculated distance; others are brave, skilled or reckless + enough to engage their foes at point-blank. +

    +

    + While many of these skilled snipers are battle-hardened soldiers, some have + turned to a life of piracy, bounty hunting or banditry. A few have put their + abilities at the service of the people, or use them to protect a sacred or + forbidden site from intruders. +

    +

    Related Classes

    +
      +
    • Archer
    • +
    • Gunslinger
    • +
    • Sniper
    • +
    +
    + "Flee to the other end of the world; my arrow shall find you."
    +
    +
    + +
    + +
    + +
    +

    Spiritist

    +
    +

    Related Terms

    +

    ALSO: Healer, Priest, Witch

    +
    "Show me the truths of your heart."
    +

    Definition

    +

    + Spiritists have developed a powerful connection with the raw aspects of + soul: emotion, energy, life, and death. They wield power both miraculous and + frightening, and are quite often affiliated with cults or religions. +

    +
    +
    +

    Nature of Abilities

    +

    + Several worlds see the powers of Spiritism as gifts from a deity or proof + that a person's heart is pure; however, there is no definite proof of these + abilities coming from anything but discipline, empathy, and focus. +

    +
    +
    + +
    +

    SPIRITIST BENEFITS AND SKILLS

    +

    Free Benefits

    +
      +
    • Permanently increase your maximum Mind Points by 5.
    • +
    • + You may perform Rituals whose effects fall within the Ritualism discipline. +
    • +
    +
    +

    SPIRITIST SKILLS

    +

    HEALING POWER (çç2)

    +

    + When you cast a spell that targets one or more allies, if you have an arcane + weapon equipped, you may have each of those allies recover an amount of Hit + Points equal to + 【SL, multiplied by the number of Bonds you have】. This + healing is separate from any healing caused by the effects of the spell. +

    +

    RITUAL SPIRITISM

    +

    + You may perform Rituals whose effects fall within the Spiritism discipline. + Spiritism Rituals use 【INS + WLP】 for the Magic Check. +

    +

    SPIRITUAL MAGIC (çç10)

    +

    + Each time you acquire this Skill, learn one Spiritist spell (see next two + pages). Offensive Spiritist spells use 【INS + WLP】 for the + Magic Check. +

    +

    SUPPORT MAGIC

    +

    + When you cast a spell that targets one or more allies, if you have an arcane + weapon equipped, you may choose one of those allies you have a Bond towards. + If you do, that ally gains a bonus to the next Check they perform during the + current scene; this bonus is equal to the strength of your Bond towards them. +

    +

    VISMAGUS

    +

    + When you cast a spell, if you don't have enough Mind Points to pay for its + total cost, you may choose to spend twice as many Hit Points instead. You + cannot use this Skill if doing so would reduce you to 0 Hit Points. If a spell + cast this way would cause you to recover Hit Points, you instead recover no + Hit Points (the spell functions normally on any other target). +

    +
    +

    Background Prompts

    +
      +
    • + Where does your magic come from? What are your beliefs concerning life and + death? +
    • +
    • + How do you feel about manipulating other people’s emotions and vital energy? +
    • +
    • + What do you think of religion? Are you part of a specific cult, church or + institution? +
    • +
    • What does your magic look like?
    • +
    +

    Show me the truths of your heart.

    +
    + +
    +

    SPIRITIST SPELLS

    +

    Aura

    +

    + Cost: 5 × T | Targets: Up to three creatures + | Duration: Scene +

    +

    + You project your soul outside your body and direct it to surround the targets, + shielding them from dangerous magic. Until this spell ends, each target may + treat their Magic Defense as being equal to 12 against any effects that target + it (they are still free to use their normal Defense score if higher than 12). +

    +

    Awaken

    +

    + Cost: 20 | Targets: One creature | + Duration: Scene +

    +

    + You allow a creature to focus their vital energy into accomplishing what they + previously could not. Choose one Attribute: Dexterity, Insight, Might, or + Willpower. Until this spell ends, the target treats the chosen Attribute as if + it were one die size higher (up to a maximum of d12). +

    +

    Barrier

    +

    + Cost: 5 × T | Targets: Up to three creatures + | Duration: Scene +

    +

    + You project your soul outside your body and weave it into a barrier to protect + the targets from attacks. Until this spell ends, each target may treat their + Defense as being equal to 12 against any effects that target it (they are + still free to use their normal Defense score if higher than 12). +

    +

    Cleanse

    +

    + Cost: 5 × T | Targets: Up to three creatures + | Duration: Instantaneous +

    +

    + You strengthen and purify the soul energy coursing through your companions. + Each target recovers from all status effects. +

    +

    Enrage

    +

    + Cost: rr 10 | Targets: One creature | + Duration: Instantaneous +

    +

    + You cause a creature to lose any semblance of temper and act brazenly. The + target suffers enraged and cannot perform the Guard or Spell actions during + their next turn. +

    +

    Hallucination

    +

    + Cost: rr 5 × T | Targets: Up to three + creatures | Duration: Instantaneous +

    +

    + You alter the senses of your enemies, causing them to experience bizarre or + frightening hallucinations. Choose dazed or shaken: you inflict the chosen + status effect on each target hit by this spell. +

    +
    + +
    + +
    + +
    +

    Tinkerer

    +

    Associated Roles: Alchemist, Magitech Engineer, Mechanic

    +

    Description

    +
    + I like to think that what we have today was not a gift from the Gods. +
    +

    + Tinkerers possess exceptional ingenuity and are known for their eccentric and + marvelous inventions. They travel the world in an endless search for lost + theories and ancient machinery, eyes glimmering whenever they witness the + wonders of architecture and engineering. +

    +

    + In a way, Tinkerers could be seen as the ultimate dreamers and rebels, + challenging the very rules of nature and society in their pursuit of a better + future. +

    +
    +
    + +
    +

    TINKERER FREE BENEFITS

    +
      +
    • Permanently increase your maximum Inventory Points by 2.
    • +
    • You may initiate Projects.
    • +
    +

    TINKERER SKILLS

    +

    EMERGENCY ITEM

    +

    + Once per conflict scene, if you are in Crisis, you may perform an additional + action on your turn. This action must be the Inventory action. +

    +

    GADGETS (çç5)

    +
      +
    • + When you first acquire this Skill, choose a gadget type: alchemy, infusions + or magitech (see next four pages). You gain its basic benefits. +
    • +
    • + Whenever you take this Skill again, choose one option: you gain the basic + benefits of a new gadget type; or you gain the advanced benefits of a gadget + type whose basic benefits you already obtained; or you gain the superior + benefits of a gadget type whose advanced benefits you already obtained. +
    • +
    +

    POTION RAIN (çç2)

    +

    + When you create a potion that restores a single creature's HP and/or MP, you + may have it affect up to 【SL】 additional creatures. If you do, the potion + only restores half the normal amount of HP and MP to each creature. +

    +

    SECRET FORMULA (çç5)

    +
      +
    • + When you create a potion or magisphere whose effects restore HP and/or MP, + each restored amount is increased by 【SL × 5】. +
    • +
    • + When you create an elemental shard, potion or magisphere that deals damage, + that item deals 【SL】 extra damage. +
    • +
    +

    VISIONARY (çç5)

    +

    + When you work on a Project, up to 【SL × 100】 zenit of material costs are + automatically paid; additionally, you generate an additional 【SL】 progress + every day. If multiple characters with this Skill work on the same Project, + the effects will be cumulative. +

    +

    Character Inspiration Questions

    +
      +
    • + Did you learn your craft from someone? What is your relationship with them? +
    • +
    • What have you lost in the pursuit of progress and innovation?
    • +
    • + Is your craft something revolutionary, or is it an established field of + work? +
    • +
    • + When an item or effect is created through your abilities, what does it look + like? +
    • +
    +

    I like to think that what we have today was not a gift from the Gods.

    +
    + +
    +

    ALCHEMY

    +

    Also: Chemistry, Bombs, Mutations.

    +

    + You may perform the Inventory action to rapidly craft a potion with powerful + but somewhat unpredictable effects. When you do so, choose one type of mix + among those you have unlocked (basic, advanced or superior) and spend the + appropriate amount of Inventory Points. +

    +

    MIX

    + + + + + + + + + + + + + + + + + + + + + + + + + +
    LevelIP CostDescription
    Basic3Roll two d20s and assign one to target and one to effect.
    Advanced4Roll three d20s and assign one to target and one to effect.
    Superior5Roll four d20s and assign one to target and one to effect.
    +

    + When you create a mix, roll the amount of twenty-sided dice indicated by that + mix, then assign one of those rolls to the target table (below) and one to the + effect table (on the right). Discard all remaining dice, then describe the + effects of the mix! +

    +

    Example:

    +

    + You spend 5 Inventory Points for a superior mix and roll four twenty-sided + dice. You roll 3, 14, 9 and 4. You might assign 14 to target and 9 to effect + to grant yourself and all allies Resistance to air and fire; or you could go + on the offensive and assign 9 to target and 4 to effect to deal bolt damage to + a single enemy; or even assign 9 to target and 14 to effect to inflict four + status effects on that foe! +

    +

    Whatever your choice, the two dice you don't assign will be discarded.

    +

    + The two effects marked with "Any" on the effect table are always available and + can be chosen if none of the available effects appeal to you. +

    +

    TARGET

    +
    +
    1-6
    +
    ... you or one ally you can see that is present on the scene.
    +
    7-11
    +
    ... one enemy you can see that is present on the scene.
    +
    12-16
    +
    ... you and every ally present on the scene.
    +
    17-20
    +
    ... every enemy present on the scene.
    +
    +

    INVENTION TYPES

    +
    + +
    +Projects, on +page 136! Projects, +on page 136! +
    + +
    +

    W INFUSIONS

    +

    Also: Arcane Ammunition, Blade Coatings, Combat Runes.

    +

    + When you successfully hit one or more targets with an attack, you may spend 2 + Inventory Points to produce a special infusion and apply the corresponding + effect to that attack (if the attack had the multi property, apply the effects + of the infusion to each target). +

    +

    + You cannot apply more than one infusion to the same attack; producing and + using an infusion are both part of the action you used to attack with the + weapon. +

    +

    INFUSION EFFECT

    +

    Basic Infusions

    +
      +
    • + Cryo The attack deals 5 extra damage, and its damage + becomes ice. +
    • +
    • + Pyro The attack deals 5 extra damage, and its damage + becomes fire. +
    • +
    • + Volt The attack deals 5 extra damage, and its damage + becomes bolt. +
    • +
    +

    Advanced Infusions

    +
      +
    • + Cyclone The attack deals 5 extra damage, and its damage + becomes air. +
    • +
    • + Exorcism The attack deals 5 extra damage, and its damage + becomes light. +
    • +
    • + Seismic The attack deals 5 extra damage, and its damage + becomes earth. +
    • +
    • + Shadow The attack deals 5 extra damage, and its damage + becomes dark. +
    • +
    +

    Superior Infusions

    +
      +
    • + Vampire +

      + Choose one option: you recover an amount of HP equal to half the HP loss + suffered by the target of the attack; or you recover an amount of MP equal + to half the HP loss suffered by the target of the attack. +

      + This infusion can only be used if the attack targeted a single + creature. +
    • +
    • + Venom The attack deals 5 extra damage, its damage becomes + poison, and each creature hit by the attack suffers poisoned. +
    • +
    +
    + +
    +

    MAGITECH

    +

    Also: Engineering, Golemcraft, Robotics.

    +

    This invention type grants a variety of different benefits.

    +

    d MAGITECH OVERRIDE (Basic)

    +

    + You may use an action and spend 10 Mind Points to perform an Opposed + [INS + INS] Check against a nearby + soldier-rank construct you can see (the Game Master must tell you who is a + valid target). If you succeed, you gain control of the creature until the end + of the scene (the Game Master gives you its profile). You may only control one + construct at any given time, but may set it free whenever you want; the + construct is also set free as soon as it is harmed by you or by one of your + allies. Once free, the construct is again in control of its actions and might + turn against you. +

    +

    d MAGICANNON (Advanced)

    +

    + You may perform the Inventory action and spend 3 Inventory Points to create a + firearm weapon known as a magicannon (see below). The magicannon will crumble + to pieces as soon as you use create a new magicannon. When you create a + magicannon, choose the type of damage it deals (air, bolt, earth, fire, ice, + or physical). +

    +
    +

    WEAPON STATS

    +
      +
    • + ACCURACY: MAGICANNON + [DEX + INS] +1 +
    • +
    • + DAMAGE: [HR + 10] +
    • +
    • TYPE: Two-handed, Ranged, No Quality.
    • +
    +
    +

    d MAGISPHERES (Superior)

    +

    + You develop three magisphere prototypes; each of them can replicate a spell + chosen from the following lists: Elementalist, Entropist and Spiritist. The + spells you choose may come from the same list or different lists. +

    +

    + You also develop two more prototypes upon reaching level 20, and another two + upon reaching level 40 (the same applies if you already reached those levels). +

    +

    + You may perform the Inventory action and spend 2 Inventory Points to create a + magisphere and immediately perform the Spell action for free, casting one of + the spells you have developed a prototype for. The spell follows the normal + rules (including MP costs and Magic Checks) and the magisphere is destroyed + upon use. +

    +
    + +
    +

    Wayfarer

    +

    ALSO: Adventurer, Explorer, Treasure Hunter

    +

    W A YFARER

    +

    Borders are a trick of the mind.

    +

    + Nomads searching for a fabled continent, explorers braving the wilds, grizzled + hunters and travelers have one thing in common: they are Wayfarers. +

    +

    + While a majority of heroes travel the world during their adventures, Wayfarers + live for the journey. They are always eager to visit new places and learn from + others. +

    +

    + In the eyes of a Wayfarer, the wilderness is neither foe nor an ally, but + rather a stern teacher who can reveal many forgotten truths. +

    +
    + +
    +
    +

    WAYFARER FREE BENEFITS

    +

    Permanently increase your maximum Inventory Points by 2.

    +
    +
    +

    WAYFARER SKILLS

    +
    +

    FAITHFUL COMPANION (çç5)

    +

    + Together with the rest of your group, design a level 5 beast, construct, + elemental or plant creature (see + page 302) that becomes your companion. + This creature has no Initiative score and does not level up, can have up + to two basic attacks, gains a bonus equal to 【SL】 to Accuracy Checks and + Magic Checks, and their maximum Hit Points are equal to 【(SL multiplied + by the companion's base Might die size) + half your level】. +

    +

    + Your companion doesn't get a turn during conflicts, but on your turn you + can use an action to have the companion perform an action (only once per + turn). If you leave a scene, your companion leaves with you. +

    +

    + If your companion falls to 0 Hit Points, they flee and rejoin you at the + start of the next scene in which you are present, with HP equal to their + Crisis score. When you rest, your companion also gains the full benefits + of resting. +

    +
    +
    +

    RESOURCEFUL (çç4)

    +

    + You recover 【SL】 Inventory Points after each travel roll (see + page 106). +

    +
    +
    +

    TAVERN TALK (çç3)

    +

    + When you rest inside an inn or tavern, you may ask the Game Master up to + 【SL】 questions about your surroundings and the people who live here; the + Game Master will answer truthfully and you describe how you gathered the + information. +

    +
    +
    +

    TREASURE HUNTER (çç2)

    +

    + When your group journeys on the world map, you will make a discovery on a + roll of 【SL + 1】 or lower on the travel roll (instead of only on a 1). +

    +
    +
    +

    WELL-TRAVELED

    +
      +
    • + You reduce the die rolled for your travel rolls by one size (to a + minimum of d6). +
    • +
    • + If multiple characters have this Skill, the effects are not cumulative. +
    • +
    +
    +
    + +
    + +
    +

    WEAPONMASTER

    +

    Associated Disciplines: Fighter, Rōnin, Warrior

    +

    + Weaponmasters spend years upon years honing their close combat arts. Most of + them display remarkable skill with a variety of weapons; others have trained + to become one with a specific armament. +

    +

    + Many Weaponmasters follow and protect someone out of love or loyalty, but + there are also those who tirelessly wander the world seeking worthy opponents, + legendary magical weapons, or capable teachers. +

    +
    +

    The wiser blades remain unsheathed.

    +
    +
    + +
    +

    WEAPONMASTER FREE BENEFITS

    +
      +
    • Permanently increase your maximum Hit Points by 5.
    • +
    • Gain the ability to equip martial melee weapons and martial shields.
    • +
    +

    WEAPONMASTER SKILLS

    +

    BLADESTORM

    +

    + When you perform a melee attack, you may spend 10 Mind Points to choose one + option: the attack gains multi (2); or you increase the attack's multi + property by one, up to a maximum of multi (3). +

    +

    BONE CRUSHER (çç4)

    +

    + When you hit one or more targets with a melee attack that would deal damage, + you may have the attack deal no damage. If you do, choose one option: inflict + dazed on each target hit by the attack; or inflict weak on each target hit by + the attack; or each target hit by the attack loses 【SL × 10】 Mind Points. + Describe your maneuver! +

    +

    BREACH (çç3)

    +

    + You may use an action and spend 5 Mind Points to perform a free attack with a + melee weapon you have equipped. This attack must target a single creature. If + the attack is successful, it deals no damage and you choose one option: you + destroy one shield equipped by the target; or you destroy the target's + equipped armor; or whenever the target suffers damage from a source before the + start of your next turn, that source deals 【SL × 2】 extra damage to them. +

    +

    COUNTERATTACK

    +

    + After an enemy hits or misses you with a melee attack, if the Result of their + Accuracy Check was an even number, you may perform a free attack against that + enemy (after their attack has been fully resolved). This attack must be a + melee attack and must have that enemy as its only target; treat your High Roll + (HR) as 0 when calculating damage dealt by this attack. +

    +

    MELEE WEAPON MASTERY (çç4)

    +

    + You gain a bonus equal to 【SL】 to all Accuracy Checks with melee weapons. +

    +

    Character Background

    +

    Relationship Prompts:

    +
      +
    • + What is your relationship with weapons? Are they mere objects, or something + more? +
    • +
    • Is battle something you seek, or something you strive to avoid?
    • +
    • + Are you, or have you ever been, the servant of a Lady or Lord? What were + they like? +
    • +
    • What do your weapons and fighting style look like?
    • +
    +
    + +
    +

    PROLOGUES

    +

    + Now that you have built your world together, chosen the focus of your group + and created a cast of heroes, it is time for you to begin play! +

    +

    + The early part of your first session will be dedicated to a prologue — a few + scenes that introduce the protagonists and tells us where their story begins. + It is also a great moment to answer some of the questions posed by your Class + and group choices. +

    +

    + Once you get past the prologue, your adventures are supposed to evolve in a + natural way: the Player Characters choose objectives and make choices, and the + Game Master presents obstacles and challenges for them to overcome while also + populating the world with new creatures and characters. When you sit down to + play for the first time it's easy to be unsure of where to begin. To help, + there is a list of tables that generate some context for a starting scene + appropriate to your group choice. +

    +

    THE QUESTIONS

    +

    + You will notice that each entry on the prologue tables lists a few questions + designed to help you paint the initial scene. Said questions can be answered + by anyone at the table — whoever has a cool idea should simply go ahead and + suggest it. Once you have built the starting premise together, you can all + slip into your roles — each Player takes control of their character, and the + Game Master takes control of the rest of the game world. +

    +

    Optional Rule: Starting Bonds

    +

    + Sometimes it will make sense for a Player Character to already have strong + feelings towards someone else — perhaps they hate the Avalonian Empire or are + loyal to their family. If you use this optional rule, each Player Character + begins play with one Bond (with a single emotion). +

    +
      +
    • + This optional rule is excellent for shorter campaigns since these generally + give you less time to build Bonds between characters; +
    • +
    • + it is also perfect for groups in which two or more heroes already know each + other, share some form of rivalry, or belong to opposite factions — this is + the kind of dramatic relationships you want to see in play! +
    • +
    +

    OPTIONAL: STARTING BONDS

    +
    + +
    +

    BROUGHT TOGETHER BY FATE

    +

    Roll a d6 or choose one option that appeals to your group:

    +
      +
    1. + You are all traveling aboard the same vessel or transport, or as part of the + same caravan, when suddenly you are attacked!

      Why are you + traveling as part of this group? Who or what is attacking you? What do they + seek? +

      +
    2. +
    3. + You have been summoned before a figure of authority or great power.

      Who + sent for you? Why were you chosen? Were you brought here against your will? + Do any of you already know this person? +

      +
    4. +
    5. + In the aftermath of a terrible battle, an unknown menace appears. Heroes on + both sides must face this new and powerful entity.

      Were you + fighting on opposite sides? Have any of you encountered this entity before? + Will you work together? +

      +
    6. +
    7. + You are confined within a prison or dungeon — you will be executed + tomorrow.

      Why were you imprisoned? Are you innocent or guilty? + Can you escape on your own, or will you need someone's help? +

      +
    8. +
    9. + Some of you are here to steal someone or something precious. The rest were + hired to protect that very same "treasure". But there is something weird + going on...

      Who hired you? Who or what is the treasure? Was this + all a setup? +

      +
    10. +
    11. + People from a variety of countries and organizations have set out to + investigate a bizarre phenomenon. You are among them.

      Why are you + here? Were you sent by someone else? What are your theories and beliefs + concerning this phenomenon? +

      +
    12. +
    +
    + +
    +

    GUARDIANS

    +

    Roll a d6 or choose one option that appeals to your group:

    +
      +
    1. + During a ceremony before your departure, a dark force suddenly reveals + itself. The life of the Chosen One is in danger! +
        +
      • What is this dark power?
      • +
      • Why was the Chosen One left unprotected?
      • +
      • Did someone betray you?
      • +
      +
    2. +
    3. + On your way to the first destination of your long pilgrimage, you find + yourselves under attack! Someone clearly wants to stop you... +
        +
      • Where are you headed to, and why?
      • +
      • Who or what is attacking?
      • +
      +
    4. +
    5. + You stand before the entrance of a centuries-old network of tunnels, a + dark and dangerous path leading past the mountains. +
        +
      • What lies beyond the mountains?
      • +
      • What is forcing you to take this path?
      • +
      • Do you know anything about those who dug these tunnels?
      • +
      +
    6. +
    7. + You are guests of a longtime, wealthy friend of the Chosen One when + suspicious tales about your host reach your ears. +
        +
      • Who can be trusted?
      • +
      • Who is this friend, and what do the rumors say about them?
      • +
      • Who gave you this information?
      • +
      • What makes it at least partially believable?
      • +
      +
    8. +
    9. + You are moments away from fulfilling your mission when a powerful entity + appears before you — your chance is gone and you must fight to protect the + Chosen One. +
        +
      • Who or what is this entity, and how can they be here?
      • +
      • Were you betrayed?
      • +
      • Who can help you find another way?
      • +
      +
    10. +
    11. + The people of a town or village are in need of help — and the Chosen One + might be the only person capable of providing it. +
        +
      • + What threatens these people, and why is the Chosen One the only person + that can help? +
      • +
      • Should you focus on your mission instead?
      • +
      +
    12. +
    +
    + +
    +

    HEROES OF THE RESISTANCE

    +

    Roll a d6 or choose one option that appeals to your group:

    +
      +
    1. + You were the last hope of a town or village — but unfortunately, the enemy + is overwhelming you. Fire and smoke rise towards the sky. Who or what is + attacking the town? Does anyone you know live here? How can you save these + innocent lives? +
    2. +
    3. + It was supposed to be an easy mission, but now the enemy has surrounded you! + What is this place, and what was your mission here? Did someone betray you? +
    4. +
    5. + You are attending the speech of a notorious official. Surrounding you is a + large crowd, including several armed soldiers. Who is this person, and what + are they saying? Are they a possible ally, or a threat to your already + desperate efforts? +
    6. +
    7. + You find yourselves in the aftermath of a crushing defeat, broken and + without hope. What happened? How can the enemy be so strong? What are your + plans now? +
    8. +
    9. + You have managed to secure an audience with an influential figure. Who is + this person, and how can they help your cause? Who gave you their name? +
    10. +
    11. + You are organizing the defense of a small village and preparing the locals + as best as you can — the enemy will be here tomorrow. Why is the enemy + headed here? What is it that they want? And can these people really put up a + fight against their forces? +
    12. +
    +
    + +
    + +
    + +
    + +
    + +
    +

    EXPERIENCE AND LEVELS

    +

    + In Fabula Ultima, a character’s power is measured by their level: starting + characters enter the game at level 5, and the upper limit for a character is + level 50. +

    +

    GAINING EXPERIENCE POINTS

    +

    + In order to increase their level and grow in power, a Player Character must + earn Experience Points, abbreviated as XP. +

    +

    + At the end of each game session, your character will gain a variable amount of + Experience Points, as summarized on your character sheet: +

    +
      +
    • + Your character will automatically gain 5 XP. This ensures you achieve some + progress regardless of what happened during the session. +
    • +
    • + Your character will also gain an amount of XP equal to the amount of Ultima + Points spent by Villains during the session. If the Villains spent lots of + these, it means they didn't pull their punches — and adversity will make you + grow. Because of this, it is a good idea to keep track of spent Ultima + Points by placing tokens inside a bowl or cup. +
    • +
    • + Finally, your character will gain an amount of XP equal to the amount of + Fabula Points spent by the group during the session, divided by the number + of Player Characters that took part in the session. Whenever you spend + Fabula Points, you are making both yourself and your companions grow + stronger! Just like Ultima Points, you should keep track of spent Fabula + Points by placing the corresponding tokens inside a bowl or cup — and + remember, you don't have to keep track of which character spent them. +
    • +
    +

    + Additionally, a list of optional rules for advancement can be found on page + 230. Use them to customize your game! +

    +
      +
    • + Adopting the blitz, embodiment, or MVP optional rules will cause characters + to grow faster. You might want to no longer award the automatic 5 Experience + Points per session. Discuss this with your group. +
    • +
    • + When the game refers to "a session", it means a segment of gameplay lasting + approximately four hours. If your sessions are shorter or longer than that, + you might want to "check for Experience Points" every four hours of play. +
    • +
    +
    + +
    +

    CHAPTER TRACKING EXPERIENCE AND GAINING LEVELS

    +

    + When you gain Experience Points, keep track of them on your character sheet: +

    +

    + After gaining XP at the end of a session, you have a chance to increase your + level: If you have 10 or more Experience Points, you must + spend ten of those points and increase your character level by one — you keep + any Experience Points in excess. Note that regardless of how many Experience + Points you have, even if they are multiples of ten, you may only gain one + level per session this way. +

    +

    GAINING A NEW CHARACTER LEVEL

    +

    For each new level your character gains, they receive several benefits:

    +
      +
    • You may change your character's Identity and/or Theme.
    • +
    • + Increase your maximum Hit Points and Mind Points by one point each. Note + that this does not affect your current Hit Points and Mind Points. +
    • +
    • + If you just reached level 20 or 40, choose one of your Attributes and + increase its base die size by one step, up to a maximum of d12. +
    • +
    • + You increase the level of one of your character’s Classes by one, or you + gain your first level in a Class you didn’t already have (see next page). +
    • +
    +

    + This is the only way you can ever increase your Attributes; whenever you do + so, some of your other statistics might change (see next page). +

    +

    Important Limitations

    +

    There are, however, two important limitations when leveling up:

    +
      +
    • + You can never have more than ten levels in a Class. Once you put the tenth + level in a Class, that Class has been mastered (which grants you a Heroic + Skill, as explained on the next page) and you can no longer invest levels + into it. +
    • +
    • + You can never have more than three non-mastered Classes. If you want to + further diversify your character, you must first master some of the Classes + you acquired. +
    • +
    +

    EXPERIENCE POINTS

    +
    + +
    +

    INCREASING YOUR ATTRIBUTES

    +

    + When you increase one of your four Attributes, keep in mind it might influence + your maximum Hit Points, maximum Mind Points, Defense and Magic Defense: +

    +
      +
    • + Your maximum Hit Points are equal to your total character level + five times + your character’s base Might die size. Your Crisis score is equal to half + your maximum Hit Points, rounded down. +
    • +
    • + Your maximum Mind Points are equal to your total character level + five + times your character’s base Willpower die size. +
    • +
    +
      +
    • Your Defense is equal to your current Dexterity die size.
    • +
    • Your Magic Defense is equal to your current Insight die size.
    • +
    +

    + Note that these numbers may further be modified by your character’s choices of + Class, Skills and equipment. +

    +

    PUTTING LEVELS IN CHARACTER CLASSES

    +

    + Just like when you created your character, putting a level in a Class allows + you to acquire one of its Class Skills — either a Skill you don’t have, or one + that you have but may be acquired multiple times (çç). +

    +
      +
    • + Your level in any given Class can never exceed 10. When you bring a Class up + to level 10, you have mastered it: acquire one Heroic Skill of your choice + (see page 232).
      Note that this Heroic Skill will be in addition to the Class Skill you + normally acquire by investing the tenth level in that Class. +
    • +
    • + If a Skill can be acquired multiple times, it will also indicate how many + times you can acquire it, such as (çç5) for a Skill that can be acquired up + to five times, or (çç10) for a Skill that can be acquired up to ten times. +
    • +
    • + If you put a level in a Class you didn’t previously have, you also gain the + free benefits granted by that Class. Mixing and matching a variety of + Classes can be useful — just don’t forget to master some of them! +
    • +
    +
    + +
    + +
    + +
    +

    OPTIONAL ADVANCEMENT RULES

    +

    + [Note: The following rules are optional additions for campaign play.] +

    +

    BLITZ

    +

    + Player Characters will gain additional Experience at the end of each battle in + which all enemies fled or were reduced to 0 Hit Points. The amount gained by + each character will be equal to 【5 minus the number of rounds elapsed during + the battle 】; this means that any battle concluded during the sixth round + will grant no additional Experience, while a battle that was completed during + the first round will award five XP to each participant. +

    +
      +
    • + These additional Experience Points are gained by all characters who took + part in the battle (even if they surrendered or fled at a certain point). +
    • +
    • + Combine this with Superiority Points (page 83) for a highly tactical game! +
    • +
    +

    + It's good if: You like your battles to be intensely tactical, + and you're okay with your campaign mostly revolving around combat. If you + choose this optional rule, the Game Master will have to spend some more time + making sure each encounter is challenging but also allows for clever + strategies. +

    +

    BOOSTER

    +

    + Each Player Character will automatically gain a level at the end of each + session (in addition to normal advancement). +

    +

    + It's good if: Your campaign will be relatively short, if the + Players like to have plenty of new tricks every session, and if you don't mind + turning your game into a quickly escalating spiral of mayhem. +

    +

    + Depending on the campaign, you might want to use one or more of the optional + rules. You can also introduce new advancement rules halfway through the + campaign, or stop using them if you realize they are doing more harm than + good. +

    +

    + What's important for you to understand is that the optional XP rules you apply + will inevitably shift the focus of your game: after all, people generally tend + to do what they're rewarded for. +

    +
    +
    + +
    +

    33PRESS START

    +

    CHAPTER EMBODIMENT

    +

    Embodiment

    +

    + The group will vote for the Player who better embodied their character's + Identity and/or Theme during the session — the chosen Player's character gains + an additional 2 XP. If two or more Players are tied, they will each gain this + bonus Experience! +

    +

    A few rules apply however:

    +
      +
    • You cannot be awarded this bonus XP twice in a row.
    • +
    • You cannot vote for yourself or for the Game Master.
    • +
    +

    + If you are using this optional rule as well as MVP (see below), the two + rewards must go to different Players. Vote for Embodiment before you vote for + MVP. +

    +

    + It's good if: You like to roleplay intense scenes and you + don't run the risk of a single person outshining everyone else or making + things uncomfortable by stealing the spotlight all the time. If you see this + happening, you should stop using this option. +

    +

    CHAPTER MVP

    +

    MVP

    +

    + The group will vote for a Most Valuable Player at the end of each session — + the chosen Player's character gains an additional 2 XP. If two or more Players + are tied, they will each gain this bonus Experience! +

    +

    + Just like with Embodiment, you cannot be awarded this bonus XP twice in a row, + and you cannot vote for yourself or the Game Master. +

    +

    + If you are using this optional rule as well as Embodiment (see above), the two + rewards must go to different Players. Vote for Embodiment before you vote for + MVP. +

    +

    + It's good if: Your group wants to reward proactive Players + who take a hit for the team or turn the tables on their adversaries. +

    +

    LEVEL GAPS

    +

    + If you use the Embodiment or MVP optional rules, some characters might end up + being a few levels above others. The system won't suffer unless this gap is + five or greater, but you should carefully discuss whether the optional rules + are fostering a healthy play environment. +

    +

    + If someone is frustrated by these rules, even if it's only one person, you + should stop using them. +

    +
    + +
    + +
    + +
    + +
    + +
    +
    +

    ADVERSITY

    +

    + Requirements: You must have mastered the Darkblade Class. +

    +

    + As long as you are suffering from one or more status effects, you gain a +1 + bonus on all Checks for every status effect you are suffering from, and you + deal 2 extra damage for every status effect you are suffering from (be it + with attacks, spells, Arcana, items or any other method). +

    +
    +
    +

    AMBIDEXTROUS

    +

    + You may apply the benefits of two-weapon fighting (page 69) to weapons belonging to different categories, even if one is a melee + weapon and the other is a ranged weapon (such as a dagger and a firearm, for + instance). +

    +
    +
    +

    ARCANE ECHOES

    +

    + Requirements: You must have mastered the Arcanist Class. +

    +

    + When you successfully perform a Check to fill or erase one or more sections + of a Clock, if the domains of one or more Arcana you have bound are + applicable to the Check in question, you may fill or erase an additional + section of that Clock. +

    +

    The Game Master has final say on whether a given domain applies or not.

    +
    +
    +

    CHIMERIC MASTERY

    +

    + Requirements: You must have mastered the Chimerist Class. +

    +
      +
    • + Choose two creature Species among construct, demon, elemental, and undead. + You can now use spell mimic to learn spells from creatures of the chosen + Species. +
    • +
    • + This Heroic Skill may be acquired up to twice, each time selecting two + Species from the list above. +
    • +
    • + Whenever you acquire this Skill, you also increase your upper limit for + memorized Chimerist spells by 2. +
    • +
    +
    +
    + +
    +

    COMET

    +

    + Requirements: You must have mastered the Entropist Class. +

    +

    You learn the ultimate Entropist spell: Comet.

    +
    +
    MP:
    +
    50
    +
    Target:
    +
    Special
    +
    Duration:
    +
    Instantaneous
    +
    +

    + You rip open a large portal to the Cosmos, calling down astral debris from the + gaping void. Choose one option: one creature you can see + suffers 60 damage; or you choose any number of creatures you can see, and each + of them suffers 40 damage. These amounts increase by 5 if you are level 20 or + higher, or by 10 if you are level 40 or higher. +

    +

    + Damage dealt by this spell has no type (thus being unaffected by damage + Affinities). +

    +

    DEEP POCKETS

    +

    Requirements: You must have mastered the Tinkerer Class.

    +

    + When you spend Inventory Points, you spend 1 less Inventory Point (minimum 1). +

    +

    DISARMING RHETORIC

    +

    Requirements: You must have mastered the Orator Class.

    +

    + During a conflict scene, you may use an action and choose a soldier-rank + creature that can hear and understand you (the Game Master must tell you who + is a valid target). If that creature is shaken or in Crisis, you may spend an + amount of Mind Points equal to + 【20 + half that creature's level】 to have them peacefully leave + the conflict. +

    +

    Describe how you convince them to desist.

    +

    EXTRA HP

    +

    + Permanently increase your maximum Hit Points by 10. The amount of additional + HP increases to 20 if you are level 40 or higher. +

    +

    EXTRA IP

    +

    Permanently increase your maximum Inventory Points by 4.

    +
    + +
    +
    + +
    +

    EXTRA MP

    +

    Permanently increase your maximum Mind Points by 10.

    +

    + The amount of additional MP increases to 20 if you are level 40 or higher. +

    +
    + +
    +

    EXTRA SPELLS

    +

    + When you acquire this Skill, learn any two spells from one of the + following lists: Elementalist, Entropist, or Spiritist. Both spells chosen + this way must come from the same list, and they follow the standard rules + for casting spells of that Class. +

    +
    + +
    +

    HEARTBREAKER

    +
    + Requirements: You must have mastered the Darkblade Class. +
    +

    + When you hit a creature with an attack, if that attack only targeted that + creature and you have a Bond towards them, you may choose to spend half of + your current Hit Points, rounded down. If you do, the attack deals extra + damage equal to + 10 multiplied by the strength of your Bond towards the target. +

    +

    + You may use this Skill only on your turn during a conflict, and only once + per turn. +

    +
    + +
    +

    HEROIC COMPANION

    +
    + Requirements: You must have mastered the Wayfarer Class, + and must have acquired the Faithful Companion Skill. +
    +

    Your bond with your companion grows stronger.

    +

    Benefits Gained:

    +
      +
    • The companion's maximum Hit Points increase by 10.
    • +
    • + Choose one of the companion's Attributes: Dexterity, Insight, Might, or + Willpower. The chosen Attribute is permanently increased by one die size + (up to a maximum size of d12). +
    • +
    • + The companion gains an additional Skill. When you reach level 40, or if + you have already reached it, the companion gains an additional Skill. + Make sure to discuss your Skill choices with the Game Master and the + other Players. +
    • +
    +
    +
    +
    + +
    +

    HOPE

    +

    + Requirements: You must have mastered the Spiritist Class. +

    +
    +

    MP: 40 | Target: Special | Duration: Instantaneous

    +
    +

    + You rekindle the flames of courage and hope within a defeated hero. Choose a + Player Character who surrendered but is still present on the scene: that + Player Character immediately regains consciousness and recovers an amount of + Hit Points equal to their Crisis score. Note that this spell will not undo the + consequences of the character's surrender and is of no use if the character + left the scene as part of their surrender — such as if they were captured and + dragged away, or if they were trapped in a parallel dimension, and so on. +

    +

    + A Player Character may only be affected by this spell once per scene; if a + character is brought back into the conflict by this spell and is subsequently + reduced to 0 Hit Points again, they must sacrifice themselves or surrender as + per the normal rules (including a new consequence and 2 more Fabula Points if + they surrender). +

    +

    MATHEMAGIC

    +

    + Requirements: You must have mastered the Loremaster Class. +

    +

    + When you cast a spell with a target of "One creature", you may double the + spell's total MP cost. If you do, choose an Attribute (Dexterity, Insight, + Might, or Willpower) and a die size (d6, d8, d10 or d12). The spell now + targets all creatures present on the scene whose current Attribute die size + matches your choice, regardless of whether they are friends or foes (you might + even end up targeting yourself). The effects of the spell are fully applied to + every target. +

    +

    + If the spell is an offensive spell, it follows the normal rules: you perform a + single Magic Check and confront it with the Magic Defense of each target to + determine who is hit by the spell. +

    +
    + +
    +

    238

    +

    W

    +

    MONKEY GRIP

    +

    Requirements: You must have mastered the Fury Class.

    +

    + You may equip two-handed weapons belonging to the flail, heavy, spear, or + sword Categories in a single hand slot. This allows you, for instance, to + enjoy the benefits of two-weapon fighting (page 69) while wielding a pair of two-handed weapons, or to equip a two-handed + weapon in your main hand slot and a shield in your off-hand slot. +

    +

    PERFECT AIM

    +

    + Requirements: You must have mastered the Sharpshooter Class, + and must have acquired the Warning Shot Skill. +

    +

    + When you hit one or more creatures with a ranged attack and choose to deal no + damage in order to gain the benefits of the Warning Shot Skill, you may choose + two options instead of one (for instance, you could inflict both shaken and + slow on each creature, or inflict a status effect on each creature while also + lowering their Mind Points). +

    +

    PILLAGE

    +

    + Requirements: You must have mastered the Rogue Class, and + must have acquired the Soul Steal Skill. +

    +

    + When you use the Soul Steal Skill, you may target any number of creatures at + the same time (you perform a single Check and compare it to the Magic Defense + of each creature you are attempting to steal from). +

    +

    POWERFUL SHOT

    +

    + Requirements: You must have mastered the Sharpshooter Class. +

    +

    + When you hit one or more creatures with a ranged attack, that attack deals 5 + extra damage to each creature. The amount of extra damage increases to 10 if + you are level 40 or higher. +

    +
    +
    + +
    +

    POWERFUL SPELL

    +

    + Requirements: You must have mastered one or more Classes + among the following: Chimerist, Elementalist, Entropist, or Spiritist. +

    +

    + When you cast a spell that deals damage to one or more creatures, that spell + deals 5 extra damage to each creature. The amount of extra damage increases to + 10 if you are level 40 or higher. +

    +

    POWERFUL STRIKE

    +

    + Requirements: You must have mastered one or more Classes + among the following: Fury or Weaponmaster. +

    +

    + When you hit one or more creatures with a melee attack, that attack deals 5 + extra damage to each creature. The amount of extra damage increases to 10 if + you are level 40 or higher. +

    +

    PREDICTABLE!

    +

    + Requirements: You must have mastered the Loremaster Class. +

    +

    + During a conflict, you may use an action and spend 20 Mind Points to + anticipate the upcoming moves of a creature you can see, as long as you know + two or more of that creature's Traits. If you do so, choose one type of action + among the following: +

    +
      +
    • Attack
    • +
    • Guard
    • +
    • Objective
    • +
    • Spell
    • +
    • Skill
    • +
    +

    + Until the start of your next turn, the creature must spend 20 Mind Points + whenever they wish to perform that action. If they can't, they must perform a + different action. +

    +

    RAMPART

    +

    Requirements: You must have mastered the Guardian Class.

    +

    + During the first round of each conflict scene, you have Resistance to all + damage types and cannot suffer status effects (you do not recover from + preexisting status effects, however). These benefits only last until the end + of the first round. +

    +

    + "Rest now, sister. For too long I asked you to protect me.
    Today, it is I + who shall be strong for the both of us." +

    +
    + +
    +

    REPETITION

    +

    Requirements: You must have mastered the Orator Class.

    +

    + Once per turn during a conflict, after you use the Condemn Skill or the + Encourage Skill, you may immediately perform that same Skill again (on the + same target or a different one). You must still pay the Mind Point cost for + the second use of the Skill. +

    +

    REVELATION

    +

    Requirements: You must have mastered the Arcanist Class.

    +

    + You make contact with an unknown Arcanum and bind it to your soul. This + Arcanum must be something you design together with the rest of the group; as + long as you live, no one else in your world will be able to bind that Arcanum. +

    +

    + Once per scene while you are merged with an Arcanum, you may use an action and + spend 2 Fabula Points to trigger that Arcanum's dismiss effect (if any) + without dismissing them. Doing so does not trigger the Arcane Circle Skill (page 177). +

    +

    STATUS IMMUNITY

    +

    Requirements: You must have mastered the Wayfarer Class.

    +

    You become completely immune to a single status effect of your choice.

    +

    TEMPEST STRIKE

    +

    + Requirements: You must have mastered the Weaponmaster Class. +

    +

    + When you perform a melee attack with the multi property, if you choose to + target only one creature, the attack deals 5 extra damage if the attack had + multi (2), or 10 extra damage if the attack had multi (3 or higher). +

    +

    UNBREAKABLE

    +

    Requirements: You must have mastered the Guardian Class.

    +

    + Once per scene when you are about to be reduced to 0 Hit Points, you may + instead choose to withstand the pain and be reduced to exactly 1 Hit Point. +

    +
    + +
    +

    UPGRADE

    +

    Requirements: You must have mastered the Tinkerer Class.

    +

    Once per rest, you may choose one option:

    +
      +
    • + Add a Quality to a single weapon, armor, or shield that doesn't have one; +
      or +
    • +
    • + Replace the current Quality of a single weapon, armor, or shield with a + different Quality. +
    • +
    +

    + When you use this Skill, you must select a Quality from the default list for + that item type as long as the cost modifier associated with that ability is + +1000 zenit or lower. Then, you must spend an amount of zenit equal to twice + the cost modifier of the chosen ability. The modified item will be ready at + the end of the rest; you may only modify one item per rest. +

    +

    + The default list of weapon abilities can be found on + page 269, while the default list of armor + and shield abilities can be found on + page 280. +

    +

    VANISH

    +

    Requirements: You must have mastered the Rogue Class.

    +

    + When you hit one or more creatures with an attack, you may spend 1 Fabula + Point. If you do, each of those creatures will be unable to perform any action + that requires them to be able to see you until the start of your next turn. +

    +

    VOLCANO

    +

    + Requirements: You must have mastered the Elementalist Class. +

    +

    Ultimate Elementalist Spell: Volcano

    +
    +
    MP:
    +
    40
    +
    Target:
    +
    Special
    +
    Duration:
    +
    Instantaneous
    +
    +

    + You channel the fury of the planet into a powerful wave of fire and magma. + Choose one option: +

    +
      +
    • One creature you can see suffers 50 fire damage;
      or
    • +
    • + Any number of creatures you can see, and each of them suffers 30 fire + damage. +
    • +
    +

    + These amounts increase by 5 if you are level 20 or higher, or by 10 if you are + level 40 or higher. +

    +

    Damage dealt by this spell ignores Resistances and Immunities.

    +
    + +
    +

    242

    +

    W

    +

    W

    +
    + +
    +

    GAME MASTER

    +

    + This chapter contains advice and procedures for Fabula Ultima Game Masters. +

    +

    + Your main job as a Game Master is breathing life into the world your group has + created. Together, you have planted the seeds of your campaign: now you must + tend to those seeds and help everything blossom. +

    +

    + While the Players are responsible for portraying heroic characters and + steering the direction of the story by establishing goals and making + decisions, your duty is to portray the rest of the world and challenge the + protagonists: the resulting conflicts and struggles are what makes the game + memorable. +

    +

    NO ONE IS BORN A GM

    +

    + When it comes to being a capable Game Master, experience is key. No amount of + painstakingly precise notes and preparation can save you from mistakes or + experiencing a lackluster game session — and that’s okay. Even the most + experienced Game Masters and Players make mistakes, and sometimes there will + be issues outside the game that prevent your group from having a good time. +

    +

    + Take those mistakes and learn from your experiences, get the entire group + involved in the creative process, and combine all of this with the advice + provided throughout this chapter. By doing this, it will help everyone both + enjoy playing the game and developing an incredible story. +

    +

    HOW TO USE THIS CHAPTER

    +

    + What you will find in the following pages is a variety of tools designed to + make your life as a Game Master easier. Read this chapter carefully before + playing the game, and come back to read it again after one or two sessions. +

    +

    + Many things will be clearer once you have experienced how the game works in + play. +

    +
    + +
    +Part of these have been summarized on +page 26 of the Introduction chapter, but Part +of these have been summarized on page 26 of +the Introduction chapter, but +
    + +
    +
    +

    DURING SESSION ZERO

    +

    + Once your group is ready to start a new journey in Fabula Ultima, make sure + to: +

    +
      +
    • + Help everyone else. Help everyone find useful information + in the book, offer ideas and prompt everyone to take this new world into + their hands. You are not here to tell them a story; you are here to help + them write their own. +
    • +
    • + Ask questions. When a Player picks a certain option for + their character, have them tell everyone more about it — where did they + learn this? What's their combat style? Why did they choose this specific + Theme? The questions provided by each Class entry can be a huge help; + remember to jot down notes so that you'll remember the Players' answers + later. (Everyone always ends up forgetting something important, and notes + help!) +
    • +
    • + Stir the creative juices. Show your enthusiasm for the + Players' choices and encourage them to add new narrative elements and make + the world their own. Consider using music and artwork to get everyone in + the right "mood", but make sure these elements aren't distracting. +
    • +
    • + Think about threats and Villains. As your group defines + the history of your world and the initial situation of the prologue, start + thinking about the first antagonists they will meet. You can find further + advice on Villains starting on + page 254.
      It is often a good + idea to showcase an early Villain during the prologue itself or shortly + afterward — if possible, pick someone the heroes have already recognized + as a threat and use this antagonist to get the action moving; save the + subtler Villains for later! +
    • +
    • + Keep track of changes. While building the premises of the + story, the group might suddenly realize some previous choices no longer + make sense. Since you will be the one keeping track of all information + concerning the game world, make sure to update your notes whenever a + change is approved by the group. +
    • +
    • + Start things off with a bang. Don't be afraid to set some + high stakes during the prologue — while slow buildups can work, an + explosive beginning is often more memorable. Perhaps we first meet our + heroes while they're being chased by a huge monster, or hours away from + being executed for treason. +
    • +
    +

    + Do your best to keep everyone engaged and on their toes from the very start! +

    +
    +
    + +
    +

    DURING PLAY

    +

    During each session, adhere to the following principles:

    +
      +
    • + Portray a wondrous world. Give your NPCs unique quirks and add memorable + touches to every location, but don't get bogged down by details. Keep the + descriptions short and then let everyone ask questions. +
    • +
    • + Manage information. A big part of your job during each session has to do + with information — you will be asked plenty of questions, from the shape of + a room to a person's behavior. You decide whether the characters know such + information (based on simple observation or on who they are) or if a Check + is required — the dice will determine how much the character knows about + someone or something, or if they at least know where they could find that + information. +
    • +
    • + Seek input from others. If something is relevant to a character's role in + the story (especially their Classes and Identities), you should ask for the + Player's input — let them establish facts about the shared game world. +
    • +
    • + React to the heroes' choices. Be ready to adapt to the heroes' actions and + goals; leave them free to adopt whatever strategy they choose, but apply the + consequences of those strategies and don't pull your punches. +
    • +
    • + Enforce transparency. Make sure everyone at the table knows what's at stake + when they perform Checks or choose a specific course of action. +
    • +
    • + Keep the pressure high. Whatever the Player Characters want to achieve, + someone or something will block their path. Heroes should never have enough + time to do everything — put them in front of hard choices. Use Clocks to + show impending threats and make sure Villains play an active role in the + story. +
    • +
    • + Think cinematically. Describe situations and actions as if they were + cutscenes from a videogame — keep things moving and make sure everything + feels vivid and dynamic. This is especially important during conflict + scenes, when the strategic aspect of the game is at its peak: mechanics and + descriptions go hand in hand. +
    • +
    • + Start and end scenes. When you feel like a scene has been resolved, propose + to end it. If anyone still wants to do something, they should tell you — + otherwise, move on with the story. +
    • +
    • + Design interesting battles. Avoid "filler battles" and focus on intense and + dramatic confrontations with powerful antagonists. See + page 292 for more. +
    • +
    +
    + +
    +

    CHAPTER BETWEEN SESSIONS

    +

    When preparing for the next session, you should:

    +
      +
    • + Think about the heroes' choices. Reflect upon the actions + and choices made by the Player Characters during the previous sessions and + come up with a variety of possible situations, threats and antagonists. Keep + the heroes' objectives in mind and think about how you can build interesting + conflicts and struggles around them. This is less about writing tons of + scenes and dialogue, and more about going for a walk with some cool music + and envisioning amazing sequences in your head. +
    • +
    • + Think about what the Villains are doing. Villains are the + most powerful forces opposing the Player Characters' actions, and you should + spend some time considering what their short and long-term plans are. You + should also make sure to update a Villain's level and abilities so that they + can properly challenge the Player Characters during conflict scenes. +
    • +
    • + Ask the Players what their goals and objectives are. As you + prepare for the next session, contact the Players and ask them about their + plans. Will they storm the Emperor's palace? Are they going to search the + depths of the Azure Cave? Or do they plan to gather clues to prove someone's + innocence? Knowing the general focus of the coming session will help you + save time and make the most out of your preparation; ask these questions at + the end of a session, when recent events are still fresh in everyone's + memory. +
    • +
    • + Design new creatures. Sooner or later, the creatures in the + Bestiary will no longer suit your needs — whenever you have time, use the + rules on page 302 to create new + creatures and adversaries for your campaign, mainly focusing on the kind of + territory the group is currently traversing. This will become increasingly + easier as you play the game: not only will you grow more familiar with the + rules, but you will also better understand the Player Characters' abilities. + If you don't get any immediate use out of a creature you designed, don't + worry too much — you can always tweak it a little bit and bring it back + later when the occasion arises! +
    • +
    • + Look for inspiration. Watch movies and TV series, read + comics and books, play video games and search for inspiring artwork online. + Exposing yourself to a variety of different stories and aesthetics is a + great way to make each session feel unique — you'll never run out of ideas. +
    • +
    +

    The Prince of Megara has fallen gravely ill.

    +

    Rumor has it he was aiding the Olcressian Rebellion.

    +
    + +
    +

    + See page 302 for the rules concerning + creature design. +

    +

    + See page 302 for the rules concerning + creature design. +

    +
    + +
    +

    DARKBLADE

    +

    + If someone picks the Darkblade as the core concept for their character, the + tragedy that awakened their powers should play a major role in the story. Have + the Player talk about it, then create scenes that bring back echoes of that + dark past. +

    +
      +
    • + Due to their ability to negate dark damage, undead are extremely resilient + to a Darkblade's Shadow Strike. Keep this in mind when designing battles. +
    • +
    • + There might come a time when the Darkblade can finally leave their past + behind. When this happens, you might have their Skills "flipped" — maybe + they can now create Bonds of affection with Heart of Hope and unleash light + damage with Celestial Strike. Discuss this option with the Player and see if + it's something that interests them. +
    • +
    +

    ELEMENTALIST

    +
      +
    • + Elemental magic is mostly focused around dealing damage of several types: + when you design battles, make sure this ability gets to shine. Create + adversaries that absorb certain elements and are vulnerable to others, so + that the Elementalist’s contribution may be key to victory. +
    • +
    • + Given its raw power, elemental magic is often used in battle. If this type + of spellcaster is common in your setting, it probably contributed to shaping + the history of warfare. This is something you should discuss with your + Elementalist Player. +
    • +
    +

    ENTROPIST

    +
      +
    • + Entropic magic is deeply tied to death, chaos and oblivion. It can be easily + seen as "villainous” magic, but the Player Characters are heroes. Create + situations in which this contrast becomes important! +
    • +
    • + Entropists are among the few characters capable of dealing damage with no + type, causing direct HP loss, limiting enemy actions, and granting allies + additional turns. Create conflicts where these abilities can prove vital. +
    • +
    • + Ritual Entropism can achieve incredible effects, such as altering time and + space. These Rituals are expensive and dangerous, but a Player Character is + still free to attempt them; just remember that failure will be + proportionally devastating. +
    • +
    +
    + +
    +

    FURY

    +

    + Anger and passion are the core elements of a Fury. Build scenes in which + acting upon instinct can be detrimental, and always show the consequences of + violence or recklessness. There’s a reason Furies are seen as ticking bombs by + most people around them, and some might feel unsafe when a Fury is present. +

    +
      +
    • + In battle, hit the Fury hard — they are quite resilient and can deal serious + damage when in Crisis. Hurt them, and they will hurt you back twice as hard. +
    • +
    • + Given their temper, Furies are generally well-known in their land of + origin... they do tend to cause trouble, after all. Discuss the Fury’s + “reputation” with the Player. +
    • +
    +

    GUARDIAN

    +
      +
    • + Create occasions for heroism and situations in which a Guardian must choose + between themselves and others. Particularly interesting are the moments in + which a Guardian has the ability to protect someone who was once their enemy + — what will they do? +
    • +
    • + Keep in mind the Protect Skill only works on one target at a time — a threat + affecting an entire area will force the Player to make difficult decisions. + Build on this. +
    • +
    • + A Guardian adversary risking their life to protect a Villain (out of loyalty + or even love) can make for an especially tragic figure — one the heroes may + respect. +
    • +
    +

    LOREMASTER

    +
      +
    • + When a Loremaster Player asks you a question, remember — they are supposed + to know a little bit about everything. Be generous when handing out + information to them, and remember to often involve them in the description + of a scene or location. Let them showcase their knowledge by adding details + to a place, item, or person. +
    • +
    • + If a Loremaster acquires the Quick Assessment Skill, make sure to reveal + useful Traits when they use it. Revealing the "winged" Trait on a dragon + feels like a cheap move, while Traits like "coward" or "loyal" are much more + interesting and useful. +
    • +
    +
    + +
    +

    GAME MASTER GUIDE

    +

    CHAPTER ORATOR

    +

    + Orators are assumed to draw attention. Maybe they look good, maybe they’re + naturally charismatic, or maybe there’s some other reason — you should ask the + Player. +

    +
      +
    • + Words are powerful. They can save people just as much as they can bring + ruin. Never forget to show an Orator the consequences of their threats and + promises, and remember that some will be envious or wary of their charm and + popularity. +
    • +
    • + When an Orator uses Condemn, ask them what they say. If their argument is + especially strong or weak, apply a situational modifier to their Check (+2 + if they have some leverage, -2 if they're in over their head). +
    • +
    • + Unexpected Ally is a powerful Skill, but it's no "mind control". If the + character abuses the target's loyalty and trust, the benefit will quickly be + lost. Make it clear to the Orator if they're asking too much of their + newfound ally. +
    • +
    +

    CHAPTER ROGUE

    +

    + Whatever ideals spur a Rogue into action can often be twisted and manipulated. + It is dreadfully easy for a rebel to turn into an oppressor, and the heroes of + the past were often treated like criminals during their own time. +

    +
      +
    • + Most people will be wary of helping a Rogue, especially if they belong to a + criminal guild or organization. Discuss these details of the setting with + your Rogue Player — perhaps they have their very own secret language and + hideouts! +
    • +
    • + The Rogue’s Soul Steal Skill allows them to gain precious items that embody + the essence of their adversaries. Said items should tell a story about the + creature they originated from: for instance, a particularly spiteful and + envious adversary might have a flesh eater sword (see + page 278) as its soul treasure, since it + represents how their sentiments are gnawing at their very spirit. On the + other hand, a ruthless person that only cares about wealth might harbor a + cold yet valuable diamond. +
    • +
    +

    + Remember that items acquired this way are in addition to normal game rewards + (page 264). Because of this, the group + will inevitably gain access to more options and wealth than normal — but + that’s part of what makes a Rogue special. Don’t be afraid to give the Player + Characters some new toys! +

    +

    + "Goddess of Law? How fitting! As a thief, I'll defend my right to disobey + until the very end!" +

    +
    + +
    + +
    + +
    +

    TINKERER

    +

    + Technology can be powerful and terrifying. Build situations related to the + dangers of ruthless and unethical progress and challenge the Tinkerer to prove + why their view of science is different. +

    +
      +
    • + Tinkerers excel at crafting inventions and are an amazing Class for the more + creative Players. Be ready to work with your Tinkerer when coming up with + inventions, and work with them to establish unique Inventory Items available + in your world! +
    • +
    • + Tinkerer are very flexible: they have access to all damage types and can + provide excellent support with healing items. Remember this when designing + battles. +
    • +
    +

    WAYFARER

    +
      +
    • + Given how frequent discoveries can become if your group includes a Wayfarer + with the Treasure Hunter and/or Well-traveled Skills, it may be a good idea + to prepare a quick list of interesting discoveries that may come useful in a + pinch. +
    • +
    • + When short on ideas, turn to the Wayfarer Player and ask them to tell you + more about the local area, the terrain, and the creatures that live there. + Then, build on their answers during the session! +
    • +
    • + The Faithful Companion Skill is a powerful option that brings a whole new + character into the party. Design the creature together with the Player, and + don't be afraid to adjust its stats along the way if you see that it's too + underwhelming or if it outshines the rest of the party. The best companions + are those that support the group! +
    • +
    +

    WEAPONMASTER

    +

    + In times of war, capable warriors are an asset. In times of peace, they are a + threat. The feats of a Weaponmaster will surely earn them respect... and + attract trouble. +

    +
      +
    • + Consider introducing a rival Weaponmaster in the campaign — a recurring foe + with their own beliefs and peculiar combat style. +
    • +
    • + Most Weaponmasters learned from an exceptional mentor. Creating this figure + in collaboration with the Player and giving them a role in the story, as an + ally or an unexpected antagonist, can add depth to the character. +
    • +
    +
    + +
    +

    THE ART OF VILLAINS

    +

    + If the Player Characters represent a heroic and positive force in the world, + Villains are the opposite. Being the Game Master, it is your responsibility to + create, introduce, and portray these characters. +

    +

    + You already know about what differentiates a Villain from a typical Non-Player + Character in terms of rules: that is to say, the access to Ultima Points. This + section, on the other hand, contains advice on what you should focus on when + creating and portraying an antagonist within the story. +

    +

    So, let’s get to it: what makes a good Villain?

    +

    GOALS

    +

    + This is the most important aspect of any antagonist: they want to accomplish + something. Be it reshaping the world, exacting revenge upon those who made + them suffer, or conquering a neighboring region, Villains must have goals. +

    +

    + Goals are extremely useful for you as a Game Master: when you don’t know how a + Villain would act or react to a given situation, look at their goals and you + will most likely find an answer. +

    +
      +
    • + Minor Villains generally have simple or at least very + personal goals, such as saving someone's life, stealing a magical artifact, + or seizing control of a village. +
    • +
    • + Major Villains should have complex goals that can affect a + large number of people, such as conquering a kingdom, or destroying a divine + being. +
    • +
    • + Supreme Villains have goals that can affect the entire + world and change the laws of reality: rewinding time, erasing soul energy, + or even becoming a deity. +
    • +
    +

    + Remember that Villains can also escalate: perhaps a young wizard (minor + Villain) suddenly realizes he must steal magical energy from an entire country + to revive a loved one, thus becoming a major Villain. Then, when the attempt + fails — likely due to the Player Characters’ intervention — the desperate + wizard seeks a way to merge with the deities of time and space, erasing + reality and creating a timeline that never was... a fitting and tragic goal + for a supreme Villain. +

    +

    + Having some Villains turn into allies throughout the campaign is just as + important: this encourages Players to seek dialogue with their adversaries and + to consider both sides of a situation, instead of simply assuming that + everyone is either good or evil. +

    +
    + +
    +

    GAME MASTER

    +

    PRESSURE

    +

    + Your Villains should actively work towards their goals. If the Player + Characters spend an extended amount of time resting or taking care of issues + that are not related to an antagonist’s plans, then that antagonist will not + sit idly and wait for the heroes to do something: they will get closer to + their objective. +

    +

    + When a Villain’s plans advance, you must always clearly communicate it to the + Players — perhaps with an appropriate Game Master scene, or through rumors and + conversations the heroes have with NPCs in the game world. Don’t just surprise + them with a casual “Oh yeah, did I mention this guy you didn’t know about has + successfully rewritten reality?” +

    +

    + If you plan on having multiple Villains in your campaign at the same time — or + if you play at very irregular intervals and it's hard to remember everything — + consider using Clocks to track the progress of each Villain’s + goals. +

    +

    The more complex or dramatic objectives will require larger Clocks:

    +
      +
    • Minor Villains should have Clocks with 4 to 6 sections.
    • +
    • Major Villains should have Clocks with 8 to 10 sections.
    • +
    • Supreme Villains should have Clocks with 10 to 12 sections.
    • +
    +

    + If the Player Characters manage to foil the Villain’s plans, the current Clock + will reset to 0 or possibly be replaced with an entirely different one, + representing how the antagonist is now seeking to achieve the same end through + a different method. +

    +
    +

    AN UNEXPECTED SIDE

    +

    + Never create one-dimensional antagonists. Villains should have a deeper layer, + a tragic or at least unexpected side to them: perhaps they genuinely think + they are doing the world a favor, they have their own reasons for forsaking + everyone else, or they feel trapped in a path of ruin and are simply waiting + for someone to stop them. Maybe an antagonist is so honorable that they will + fully heal the heroes before a battle! +

    +

    + This doesn’t mean the PCs should necessarily sympathize with all Villains — a + few will be beyond redemption. But even then, dark emotions must come from + somewhere... and upon discovering those tragic roots, Player Characters will + see that antagonist under a different light, and perhaps even find a way to + help them realize that what they're doing is harmful. +

    +
    + +
    +

    THE DARK MIRROR

    +

    + If you think about the most memorable villains in movies, comics, and games, + you will soon find that many of them share a peculiar quality: in one or more + ways, they are polar opposite to the hero(es) of the tale. +

    +
      +
    • + Where the heroes are a group, the antagonist feels alone and abandoned. +
    • +
    • + Where the heroes fight for justice, the antagonist now believes that justice + is an illusion, and that the world belongs to those strong enough to take + it. +
    • +
    • + Where the heroes are willing to give up their life for the cause, the + antagonist is frightened by death. +
    • +
    • + Where the heroes believe in second chances, the antagonist has been denied + one. +
    • +
    • Where the heroes represent hope, the antagonist represents despair.
    • +
    +

    + When you create a Villain, try to think about at least one aspect of their + character that makes them the dark reflection of one or more Player + Characters. +

    +

    + As you introduce that antagonist and whenever they are part of a scene, focus + on portraying that they are a negation of what the heroes stand for, or as a + grim warning to what they might become if they ever lose their way. +

    +

    STYLE AND MANNERISM

    +

    + Spend a few minutes thinking about how a Villain speaks, acts, moves and + dresses. Are they dashing and refined, or do they care little for appearances? + Do they wear a specific uniform? Do all of their henchmen emulate them? +

    +

    + Please note that “mannerism” has nothing to do with acting Skills or the + ability to do different voices — it means that each Villain should behave in a + peculiar and recognizable way, and you should describe that. Then again, if + you’re good at coming up with unique accents and your group enjoys it — and + provided those accents do not mirror harmful stereotypes — then feel free to + take advantage of that Skill! +

    +
    + +
    +

    CHAPTER CONFLICT ABILITIES

    +

    + When you create an antagonist, consider how they will behave during conflicts. +

    +
      +
    • + Each Villain has one or more preferred conflict types: some might favor + social occasions; others may prefer to engage the heroes in battle. The most + obnoxious antagonists are the ones that avoid conflict scenes at all costs — + but even then, Ultima Points aren't an infinite resource. +
    • +
    • + To properly challenge the heroes, Villains should be elites or champions + (see page 295) or be accompanied by some + allies: this is to ensure they can perform multiple actions during each + conflict round. +
    • +
    • + Because of their importance, a battle against a Villain should be treated as + a boss fight (see + page 300 for details on how to design + one). +
    • +
    +

    + Powerful antagonists might also be protected by a “plot armor” that prevents + Player Characters from fighting them unless they have a specific item, spell, + or other assets at their disposal. Generally you don’t want to overdo this — + one or two such “tricks” over the course of the entire campaign are more than + enough. +

    +

    AND FINALLY, A DRAMATIC ENTRANCE

    +

    + A Villain’s entrance should be an intense moment that sets the tone for their + role in the story. Think of it as a video game cutscene: you get a few seconds + to show your audience what this Villain looks like and hint at the kind of + forces and weapons at their disposal — soldiers, forgotten technology, + powerful magic, or a healthy dose of supernatural strength. +

    +

    + During your preparation stage before a session, it may be helpful to focus on + the reveals key moments — you have to condense everything important in a + couple of sentences. It should be something like this: +

    +

    + Approaching with heavy footfalls, the figure rests a hand on a sword the likes + of which you’ve never seen... a delicate gesture, but her grip is steady. +

    +

    + “It appears we are here for the same reason,” she says. “Unfortunately, I + cannot let you have that which I need. Stand back, and no one shall be + injured.” +

    +

    + With a few words, you have communicated that this is likely a proud and + honorable adversary who is also very determined. That sword of hers? That’s + bad news! +

    +

    + "When you chose to fight not to protect your people, but to prove them + wrong... that is what made you a villain." +

    +
    + +
    +

    Dungeons

    +

    + Page 110 provides guidelines on how to manage dungeon exploration while + playing — but what about preparing those dungeons? How much information will + you need? Should you have a map of the location ready? +

    +

    + To make sure this is clear from the beginning: dungeons aren't necessarily a + thing in Fabula Ultima, and you might run an entire campaign without the + Player Characters ever entering one. +

    +

    A dungeon generally covers one or more of the following functions:

    +
      +
    • + Slowly eroding the heroes' resources before an important confrontation by + having them face several weaker enemies. +
    • +
    • Telling more about a character, place or people.
    • +
    • + Rewarding careful exploration with hidden treasures that may prove useful in + the dungeon itself or a future situation. +
    • +
    +

    + If a dungeon isn't doing any of these, you probably shouldn't have it in your + game: "dungeons for the sake of dungeons" is never a good idea. +

    +

    Prepared and Improvised

    +

    + The first distinction we should make is between prepared dungeons (the ones + you thought about before the session started) and improvised dungeons (the + ones that were introduced as part of the current session). +

    +

    + While prepared dungeons can be more complex, the ones you have to improvise on + the spot will necessarily be simpler — but simple doesn't mean boring. +

    +
      +
    • + A prepared dungeon allows for all three modes of exploration; most of the + time you will rely on dungeon scenes or detailed exploration (page 110), but if the layout of the place isn't important you might even get it + done with an interlude scene. +
    • +
    • + An improvised dungeon, on the other hand, will rarely allow for detailed + exploration (unless you have a dungeon archive ready; see + page 261) and generally fall in the + middle between dungeon scenes and interludes. +
    • +
    +

    + Note that this distinction has nothing to do with the importance of the + dungeon: a key strategic location might be unexpectedly introduced halfway + through a session, and you might know about a minor ruin along the road with + no plot relevance weeks before you play through its exploration. Don't worry, + we'll deal with this too. +

    +
    + +
    +

    IS THIS DUNGEON IMPORTANT?

    +

    + Some locations in your game will naturally be more important than others. The + evil sorcerer's tower in which he hides the Crystal of Balance? That's + certainly more important than the sewers connecting the capital to the + countryside, and yet both might be turned into dungeons. +

    +
      +
    • + If a location will be a key part of your session and you know about it in + advance, simply decide the style of exploration (scenes, detailed, or + interlude) and prepare accordingly (see next page). +
    • +
    • + If a location is important and you have to improvise it, only mention the + most important details and cut to the chase. Interlude scenes are your best + friend, and you should focus on the core reason the Player Characters are + here: if there are obstacles in their way, ask for a Group Check and use it + to determine whether the PCs reach their objective unhindered or must + overcome a challenge. Keep things short and maybe end the exploration with a + challenging battle against a Villain! +
    • +
    +

    + Still, if you feel like this location deserves more attention, you can pause + or end the session and explain that you need some time to prepare. +

    +
      +
    • + If a location isn't particularly important and you have time to prepare it, + carefully consider whether you should do so. You will often be fine + describing how the heroes traverse the location (a) and maybe calling for + one or two Checks — failure might mean getting lost (especially important if + the heroes are in a hurry) or encountering some hostile creatures. +
    • +
    • + Finally, if a location isn't important and you have to improvise, you should + keep things as simple as possible. Just describe the place and have the + heroes confront a challenge — a mechanism, a negotiation, or a battle — in + order to reach whatever is hidden here. +
    • +
    +

    As you might have noticed already, the core elements of a dungeon are:

    +
      +
    • Its style and aesthetics — what it looks and feels like.
    • +
    • What can be found inside — an objective or a threat.
    • +
    • What obstacles must be overcome in order to traverse the dungeon.
    • +
    +

    + This is true regardless of the chosen exploration style; the difference lies + simply in the level of detail and complexity. +

    +
    + +
    +

    Preparing a Dungeon

    +

    + If you have time to prepare a dungeon and know that the Player Characters will + explore it, the following process generally works well: +

    +
      +
    1. + Think about the general look and mood of the dungeon: Is it + a spooky ruin, a lavish castle, or perhaps a network of ancient tunnels? +
    2. +
    3. + Sketch a rough map of the dungeon: This doesn't need to be + pretty, but does need to be functional. You're the only person that will use + it, so make sure your notes are clear (especially if you plan on using the + dungeon weeks or even months from now). If you're short on ideas, the + internet is filled with awesome dungeon designs — there's nothing wrong with + drawing inspiration from them. +
    4. +
    5. + Place rewards (see + page 264) in your dungeon: These may be + magic items, currency, or even Inventory Points. Try to avoid placing most + of the rewards in the same room (you should encourage exploration). +
    6. +
    7. + Place obstacles and threats (traps, puzzles, hostile + creatures) in your dungeon, preferably so that they guard or prevent access + to rewards. +
        +
      • + When you prepare an obstacle or threat, do not determine in advance how + the Player Characters might approach it. That's for them to decide. +
      • +
      • + Avoid swarming the heroes with a large number of weak enemies; instead, + focus on two or three challenging encounters (see + page 292 for more). +
      • +
      • + If the reward is an item, the creature guarding it might use it in + battle. +
      • +
      +
    8. +
    9. + Think about one or two Danger Clocks appropriate for your + dungeon, their size and what will happen if they are filled — will the + heroes be ambushed? Is there a magical surveillance system? Will the tunnels + be flooded by lava? +
    10. +
    11. + Determine the focal point of your dungeon (an antagonist, a + precious artifact, a vital piece of information) and choose its location. + Most of the time you will want to place this element far away from the + entrance, but you might also make it relatively easy to reach (in this case, + the rest of the dungeon will feature "optional content"). +
    12. +
    +
    + +
    +

    THE DUNGEON ARCHIVE

    +

    + If you and your group are particularly fond of detailed dungeon exploration, + and if your schedule allows for it, you might want to prepare your own dungeon + archive. +

    +

    + This is straightforward: whenever you have some time, jot down a few notes + about potential dungeons — a notebook is fine, but you might also choose to + keep them on your device or inside the cloud storage. Then, whenever you need + to "improvise" a dungeon, you can instead grab one from your archive. You'll + probably need to make a few adjustments on the fly, but it's easier than + having to come up with everything on the spot. +

    +

    When preparing dungeons for your archive, keep the following in mind:

    +
      +
    • + Flexibility. Make sure your prepared dungeons can fit a + variety of situations and environments. This will largely depend on your + group's campaign world, but each dungeon should be appropriate for at least + two or three areas in your world map. +
    • +
    • + Internet is your friend. Download, print or save a variety + of dungeon maps from videogames and other tabletop games (but make sure you + only do so for your personal use). +
    • +
    +

    + You can of course draw your own dungeon layouts: an activity some find very + relaxing, but one that can prove quite time-consuming as well. Be mindful + about how you spend your effort! +

    +
      +
    • + Connections. One of the advantages when preparing several + dungeons ahead of time is that you can tie some or all of them together in + many ways. You could design a set of four temples, each tied to a natural + element, and place them all over the map; or you could have one dungeon + contain clues to the position of another. +
    • +
    +

    + The biggest risk when relying on the dungeon archive is to "shoehorn" a + dungeon you prepared into a location, or to refrain from an otherwise cool and + unique improvised design just because it feels safer to use a prepared dungeon + instead. +

    +

    + As the Game Master, it is your responsibility to find a balance between + prepared and improvised dungeons — both have their pros and cons. +

    +

    DUNGEON GENERATION TABLES

    +

    + If you're in need of inspiration when creating a dungeon (whether improvising + or preparing it in advance), you may roll d20s or choose options from the + tables on the following pages! +

    +

    Example Entry

    +

    + A millenary presence ensures the dead buried within the Necropolis of + Basitrale rest undisturbed. +

    +
    + +
    +

    Dungeon Concept Ideas

    +
    +

    Dungeon Concepts

    +
      +
    • Pyramid or ziggurat.
    • +
    • Tower of sorcery.
    • +
    • Network of caverns or tunnels.
    • +
    • Ancient ship or airship.
    • +
    • Inside a magitech colossus.
    • +
    • Lost city.
    • +
    • Great cathedral.
    • +
    • Castle or fortress.
    • +
    • Steam-powered factory.
    • +
    • Luxurious mansion.
    • +
    • Monster colony.
    • +
    • Petrified forest.
    • +
    • Forgotten labyrinth.
    • +
    • Legendary island.
    • +
    • Underwater shrine.
    • +
    • Inside an enormous creature.
    • +
    • Another planet or dimension.
    • +
    • Sewers.
    • +
    • Prison.
    • +
    +
    +
    +

    Focal Element

    +
      +
    • A blessed weapon.
    • +
    • An apocalyptic mechanism.
    • +
    • A legendary monster.
    • +
    • A way to commune with an Arcanum.
    • +
    • The egg of a divine creature.
    • +
    • The access to a hidden city.
    • +
    • A world-altering relic or magic.
    • +
    • The pulsing heart of a villain.
    • +
    • A kidnapped person.
    • +
    • A powerful witch or wizard.
    • +
    • Vital information for the heroes.
    • +
    • A forbidden ritual or spell.
    • +
    • The leader of a hostile faction.
    • +
    • An ancient and wise creature.
    • +
    • Forgotten lore.
    • +
    • A magitech war prototype.
    • +
    • An elemental crystal.
    • +
    • An evil deity or demon.
    • +
    • A portal to another world.
    • +
    +
    +
    + +
    +

    44 GAME MASTER

    +
    +

    Population

    +
      +
    • 1. Failed magical experiments.
    • +
    • 2. Bandits or outlaws.
    • +
    • 3. Dreams and nightmares.
    • +
    • 4. Scholars and researchers.
    • +
    • 5. Manifestations of elemental energies.
    • +
    • 6. Ferocious beasts.
    • +
    • 7. Priests and religious followers.
    • +
    • 8. Creatures from another world.
    • +
    • 9. Drakes and great lizards.
    • +
    • 10. Magically tainted beasts.
    • +
    • 11. Angelic creatures.
    • +
    • 12. Magitech constructs.
    • +
    • 13. Bizarre plant monstrosities.
    • +
    • 14. Trained soldiers or warriors.
    • +
    • 15. Swarms of deadly insects.
    • +
    • 16. Golems and gargoyles.
    • +
    • 17. Undead horrors.
    • +
    • 18. Worshippers of an ancient deity.
    • +
    • 19. Demons and hellbeasts.
    • +
    • 20. Loyal servants or bodyguards.
    • +
    +
    +
    +

    Quirks

    +
      +
    • 1. Crumbling sections.
    • +
    • 2. Surges of elemental magic.
    • +
    • 3. Steam pipes and furnaces.
    • +
    • 4. Moving corridors and staircases.
    • +
    • 5. Beautiful decorations.
    • +
    • 6. Warped time and space.
    • +
    • 7. Runes and magic circles.
    • +
    • 8. Secret passageways and elevators.
    • +
    • 9. A constant, haunting melody.
    • +
    • 10. Tombs and catacombs.
    • +
    • 11. Shifting gravity or floating areas.
    • +
    • 12. Extremely high surveillance.
    • +
    • 13. Magical mirrors.
    • +
    • 14. Rivers and waterfalls.
    • +
    • 15. Toxic fog or clouds of spores.
    • +
    • 16. Extreme heat or extreme cold.
    • +
    • 17. Sudden wind currents.
    • +
    • 18. Underwater sections.
    • +
    • 19. Pools of acid or lava.
    • +
    • 20. Overgrown vegetation.
    • +
    +
    +
    + +
    + +
    + +
    +

    REWARD FREQUENCY

    +

    + On average, the chart is based on the idea that a group will receive + approximately one reward per session (as in, every four or five hours of + play). This is not a hard rule and more of a guideline: there will be some + sessions in which characters do not receive rewards in the form of fancy + items, but instead develop connections or retrieve a powerful artifact. That + table is there to help you, not to constrain you. +

    +

    CREATING INTERESTING REWARDS

    +

    + Here are a few things you will want to keep in mind when creating rewards: +

    +
      +
    • + Learn what your Players want. If you catch a Player saying + they’d like a specific item for their character, take notes — you can + include that item in a future reward.
      Consider a Survey or Wishlist, as + explained on page 123. +
    • +
    • + Items that tell a story. When placing a given item among + the rewards found by the characters, consider what it says about the + surrounding area and its inhabitants. Who brought the crystal rod to this + shrine? Why did the ancient wyvern guard a ring with no apparent value? +
    • +
    • + Here and there. When the occasion arises and it doesn't + feel forced, split your reward into smaller mini-rewards tied to different + places, creatures, or threats. The Classic example would be a dungeon with + several hidden treasures. +
    • +
    • + Foreshadowing. This is a classic in JRPGs, and something + you will either love or hate. What you could do is hand out rewards that + will prove useful in future battles, such as a silver talon (page 272) in a dungeon crawling with undead creatures that are Vulnerable to its + light damage. +
    • +
    +

    + Adopting this method will surely make your sessions feel more “videogamey”, + but it's a matter of taste. Discuss this choice with the rest of your group. +

    +

    ROGUES AND SOUL STEAL

    +

    + Player Characters who put levels in the Rogue Class will likely acquire the + Soul Steal Skill, which allows them to extract items from powerful enemies. + Items obtained this way are in addition to normal rewards. +

    +
    + +
    +

    DESIGNING RARE ITEMS

    +

    + Over the course of the game, you will often need to come up with a rare + item—perhaps it’s part of a reward, a lost treasure, an arcane weapon + extracted from the soul of a demon or monster, or even a peculiar object sold + by a merchant. In such instances, you may: +

    +
      +
    • + Choose an existing Rare Item. This is the simplest + solution! Pick one of the sample items presented in this section. Make sure + to choose something appropriate to the situation, such as a mjolnir hammer + for a storm demon. +
    • +
    • + Create a new Rare Item. Follow the guidelines presented in + this section to create a new rare item. Sometimes you can take an existing + item and simply change the type of damage it deals, or have it grant a + different bonus, but it's encouraged that you try to come up with items that + resonate with how and where they were found. +
    • +
    +

    Rare items can and should tell their own story!

    +

    BE CAREFUL WITH BONUSES

    +

    + Items that grant a bonus to a specific type of Check, as well as items that + grant an increase to Defense or Magic Defense, are especially powerful: that + is because Fabula Ultima features a relatively "flat" math progression when it + comes to Checks. Even an innocuous-looking +1 bonus can make a huge + difference; because of this, avoid granting characters too many rare items + whose special abilities enhance Accuracy Checks, Magic Checks, Defense or + Magic Defense. +

    +

    + In general, a character should not be given the opportunity to equip more than + two such items at any given time. Feel free to give out more, but make sure + these are mutually exclusive options: should you equip the Crested Helm that + gives a +1 bonus to Accuracy Checks, or the Pointy Yellow Hat that gives a +1 + bonus to Magic Checks? +

    +

    AVOID COPYING EXISTING SPELLS OR SKILLS

    +

    + When you create a Quality for a rare item, try to avoid copying the effects of + a Skill or spell that is unique to a specific Class. Instead, look at which + Skills the Player Characters have acquired and give them items that synergize + well with those, or that provide useful (if pricey) alternatives when those + same Skills would otherwise be ineffective. +

    +
    + +
    +

    CHAPTER

    +

    44GAME MASTER

    +

    WHAT TO DO IF YOU MESSED UP

    +

    + If you realize an item is much stronger than you had anticipated, do not + worry. Resist the temptation to take the item away from the group; you should + also avoid simply making the item useless by creating situations in which it + never makes a difference. Instead, talk with the Players and explain what you + did wrong, then adjust the effects of the item together. +

    +

    + With this optional rule, Player Characters may pay a blacksmith or artisan to + add a Quality to armor, shields, or weapons that doesn't have one, or to + replace an item's Quality with a different one (remember, an item can only + have one Quality). +

    +

    + The Player selects a Quality from the default list for that item type as long + as the cost modifier associated with that ability is +1000 zenit or lower. + Then, the character must spend an amount of zenit equal to twice the cost + modifier associated with the chosen ability: once this is done, the process + generally takes one day per item. Multiple characters may of course pool their + money together to purchase the more expensive abilities. +

    +

    + Example: T o replace a weapon's current Quality with Multi + (page 269), you must spend 2000 zenit. To + replace it with Resistance, you must spend 1400 zenit. +

    +

    + The default list of weapon abilities can be found on + page 269, while the default list of armor + and shield abilities can be found on + page 280. +

    +

    + If a Player Character acquires the + Upgrade Heroic Skill (page 237), they will gain access + to this optional rule by default. +

    +

    OPTIONAL: BUYING QUALITIES

    +
    + +
    + +
    + +
    +

    44GAME MASTER

    +

    QUALITY COST EFFECT

    +
    +

    Defensive Qualities

    +
      +
    • + Antistatus +500 z: You are immune to a single status + effect. +
    • +
    • + Resistance +700 z: You have Resistance to a single damage + type (not physical damage). +
    • +
    • + Amulet +800 z: You gain a +1 bonus to Magic Defense. +
    • +
    • Bulwark +800 z: You gain a +1 bonus to Defense.
    • +
    • + Dual Resistance +1000 z: You have Resistance to two + damage types (not physical damage). +
    • +
    • + Swordbreaker +1000 z: You have Resistance to physical + damage. +
    • +
    • + Immunity +1500 z: You have Immunity to a single damage + type (not physical damage). +
    • +
    • + Omnishield +2000 z: You gain a +1 bonus to Defense and + Magic Defense. +
    • +
    • + Perfect Health +2000 z: You are immune to all status + effects. +
    • +
    +
    +
    +

    Offensive Qualities

    +
      +
    • + Magical +100 z: The weapon targets Magic Defense instead + of Defense. +
    • +
    • + Hunter +300 z: The weapon deals 5 extra damage to + creatures of a particular Species. +
    • +
    • + Piercing +400 z: Damage dealt by the weapon ignores + Resistances. +
    • +
    • + Dual Hunter +500 z: The weapon deals 5 extra damage to + creatures belonging to one of two particular Species. +
    • +
    • + Multi +1000 z: Attacks with the weapon have multi (2). +
    • +
    • + Status +1500 z: Each target hit by the weapon suffers + (choose one: dazed, shaken, slow, weak). +
    • +
    • + Status Plus +2000 z: Each target hit by the weapon + suffers (choose one: enraged, poisoned). +
    • +
    +
    +

    + The Elves at Smolderheart Peak are rumored to craft weapons capable of + banishing demons. +

    +
    + +
    +

    SAMPLE RARE ARCANE WEAPONS

    +

    + WEAPON COST ACCURACY + DAMAGE +

    +

    Blessed Mace

    +
      +
    • Cost: 200 z
    • +
    • Stats: 【WLP + WLP】 【HR + 2】 light
    • +
    • Type: One-handed, Melee, No Quality.
    • +
    +

    + Encyclopedia: 600 z 【INS + INS】 【HR + 6】 physical. Two-handed w + Melee w You are immune to dazed. +

    +

    Ars Goetia

    +
      +
    • Cost: 800 z
    • +
    • Stats: 【INS + INS】 【HR + 6】 light
    • +
    • + Type: Two-handed, Melee w You gain a + +2 bonus to Magic Checks against demons, as well as a +2 bonus to Opposed + Checks against demons. +
    • +
    +

    Ferula

    +
      +
    • Cost: 1050 z
    • +
    • Stats: 【INS + WLP】 【HR + 2】 physical
    • +
    • + Type: One-handed, Melee w You gain a + +1 bonus to your Magic Checks. +
    • +
    +

    Tyrant's Scepter

    +
      +
    • Cost: 1200 z
    • +
    • Stats: 【WLP + WLP】 【HR + 6】 dark
    • +
    • + Type: Two-handed w Melee w Whenever you hit one or more + creatures with this weapon, each of them loses 10 Mind Points. +
    • +
    +

    Cultes des Ghoules

    +
      +
    • Cost: 1400 z
    • +
    • Stats: 【INS + INS】 【HR + 6】 air
    • +
    • + Type: One-handed, Melee w When you hit one or more + creatures with this weapon, you may recover 5 Hit Points. +
    • +
    +

    Caduceus

    +
      +
    • Cost: 1600 z
    • +
    • Stats: 【WLP + WLP】 【HR + 6】 physical
    • +
    • + Type: Two-handed w Melee w Spells you cast whose effects + restore Hit Points will restore 5 extra Hit Points. +
    • +
    +

    Necronomicon

    +
      +
    • Cost: 1800 z
    • +
    • Stats: 【INS + WLP】 +1 【HR + 6】 dark
    • +
    • + Type: Two-handed w Melee w When you hit one or more + creatures with an offensive (rr) spell, each of them suffers shaken. +
    • +
    +

    Yellow Book

    +
      +
    • Cost: 2100 z
    • +
    • Stats: 【INS + INS】 【HR + 6】 physical
    • +
    • + Type: Two-handed w Melee w Spells you cast deal 5 extra + damage. +
    • +
    +

    Rafflesia Staff

    +
      +
    • Cost: 2200 z
    • +
    • Stats: 【WLP + WLP】 【HR + 10】 poison
    • +
    • + Type: Two-handed w Melee w When you hit one or more + creatures with an offensive (rr) spell, each of them suffers poisoned. +
    • +
    +
    + +
    +

    SAMPLE RARE BOW WEAPONS

    +

    + WEAPON COST ACCURACY + DAMAGE +

    +
    +

    Hand Crossbow

    +

    Stats: 150 z 【DEX + INS】 【HR + 4】 physical

    +

    One-handed w Ranged w No Quality.

    +
    +
    +

    Composite Bow

    +

    Stats: 250 z 【DEX + MIG】 +1 【HR + 8】 physical

    +

    Two-handed w Ranged w No Quality.

    +
    +
    +

    Siegebreaker

    +

    Stats: E 750 z 【DEX + INS】 【HR + 12】 physical

    +

    Two-handed w Ranged w Damage dealt by this weapon ignores Resistances.

    +
    +
    +

    Yoichi

    +

    Stats: 900 z 【DEX + DEX】 +1 【HR + 8】 air

    +

    Two-handed w Ranged w You are immune to shaken.

    +
    +
    +

    Thundering Bow

    +

    Stats: 1000 z 【DEX + DEX】 【HR + 8】 bolt

    +

    Two-handed w Ranged w You have Resistance to bolt damage.

    +
    +
    +

    Looting Bow

    +

    Stats: 1250 z 【DEX + INS】 【HR + 8】 fire

    +

    + Two-handed w Ranged w When you reduce a creature to 0 Hit Points with this + weapon, you may immediately recover 2 Inventory Points. +

    +
    +
    +

    Gatling Crossbow

    +

    Stats: E 1350 【DEX + INS】 【HR + 12】 physical

    +

    Two-handed w Ranged w Attacks with this weapon have multi (2).

    +
    +
    +

    Dragontrap Bow

    +

    Stats: E 1500 z 【DEX + DEX】 【HR + 12】 earth

    +

    + Two-handed w Ranged w When you hit a flying target with this weapon, you may + force that target to land immediately. +

    +
    +
    +

    Frozen Envy

    +

    Stats: E 1500 z 【DEX + DEX】 【HR + 12】 ice

    +

    + Two-handed w Ranged w When you hit one or more creatures with this weapon, + if you have at least one Bond of inferiority, you may recover 5 MP . +

    +
    +
    +

    Gorgon Eye

    +

    Stats: E 2000 z 【DEX + DEX】 【HR + 12】 poison

    +

    Two-handed w Ranged w Each target hit by this weapon suffers slow.

    +
    +
    +

    Artemis

    +

    Stats: E 2100 z 【DEX + DEX】 +1 【HR + 12】 light

    +

    Two-handed w Ranged w You have Immunity to dark damage.

    +
    +
    +
    + +
    + +
    + +
    + +
    + +
    +

    SAMPLE RARE FIREARM WEAPONS

    +

    + WEAPON | COST | ACCURACY | + DAMAGE +

    +
    +
    +

    Revolver E 300 z

    +

    [DEX + DEX] [HR + 8] physical

    +
      +
    • One-handed w Ranged w No Quality.
    • +
    +
    +
    +

    Istinggar E 350 z

    +

    [DEX + INS] +1 [HR + 12] physical

    +
      +
    • Two-handed w Ranged w No Quality.
    • +
    +
    +
    +

    Spellshot E 400 z

    +

    [INS + INS] [HR + 8] physical

    +
      +
    • + One-handed w Ranged w Attacks with this weapon target Magic Defense. +
    • +
    +
    +
    +

    Diamond Pistol E 650 z

    +

    [DEX + INS] +1 [HR + 8] physical

    +
      +
    • One-handed w Ranged w Deals 5 extra damage to constructs.
    • +
    +
    +
    +

    Headhunter E 800 z

    +

    [DEX + INS] [HR + 8] physical

    +
      +
    • + One-handed w Ranged w Deals 5 extra damage to targets you have a Bond of + hatred towards. +
    • +
    +
    +
    +

    Comet Gun E 950 z

    +

    [DEX + INS] +1 [HR + 8] dark

    +
      +
    • One-handed w Ranged w You are immune to dazed.
    • +
    +
    +
    +

    Bunker Cannon E 1050 z

    +

    [DEX + INS] [HR + 12] physical

    +
      +
    • Two-handed w Ranged w You gain a +1 bonus to Defense.
    • +
    +
    +
    +

    Alchemusket E 1300 z

    +

    [DEX + INS] [HR + 8] poison

    +
      +
    • + Two-handed w Ranged w Potions you create with your Inventory Points deal 5 + extra damage and restore 5 extra Hit Points. +
    • +
    +
    +
    +

    Calamity E 1550 z

    +

    [DEX + INS] [HR + 16] fire

    +
      +
    • Two-handed w Ranged w Attacks with this weapon have multi (2).
    • +
    +
    +
    +

    Freezing Shot E 1850 z

    +

    [DEX + INS] [HR + 8] ice

    +
      +
    • One-handed w Ranged w Each target hit by this weapon suffers slow.
    • +
    +
    +
    +

    Quatermain E 2600 z

    +

    [DEX + INS] +1 [HR + 12] air

    +
      +
    • + Two-handed w Ranged w Deals extra damage equal to the difference between + your current and maximum Inventory Points. +
    • +
    +
    +
    +
    + +
    +

    SAMPLE RARE FLAIL WEAPONS

    +
    +
    +

    Old Whip

    +

    Cost/Stats: 650 z | 【DEX + DEX】 【HR + 8】

    +

    + Type: Two-handed, Melee, Deals 5 extra damage to beasts + and monsters. +

    +
    +
    +

    Dusk Star

    +

    Cost/Stats: 750 z | 【DEX + DEX】 【HR + 4】

    +

    Type: One-handed, Melee. You are immune to shaken.

    +
    +
    +

    Witchbane

    +

    Cost/Stats: 800 z | 【DEX + DEX】 +1 【HR + 8】

    +

    + Type: Two-handed, Melee. Damage dealt by this weapon + reduces the target's Mind Points instead of their Hit Points. If the + target's Mind Points reach 0, any excess damage is applied to their Hit + Points as normal. +

    +
    +
    +

    Salamander

    +

    Cost/Stats: 1000 z | 【DEX + MIG】 【HR + 8】

    +

    + Type: One-handed, Melee. You have Resistance to fire + damage. +

    +
    +
    +

    Nunchaku

    +

    Cost/Stats: 1100 z | 【DEX + MIG】 【HR + 8】

    +

    + Type: One-handed, Melee. You gain a +1 bonus to Defense. +

    +
    +
    +

    Dominatrix

    +

    Cost/Stats: 1200 z | 【DEX + WLP】 【HR + 8】

    +

    + Type: One-handed, Melee. You gain a +2 bonus to Accuracy + Checks and Magic Checks against enraged targets. +

    +
    +
    +

    Whipblade

    +

    Cost/Stats: 1400 z | 【DEX + MIG】 +1 【HR + 12】

    +

    + Type: Two-handed, Melee. Attacks with this weapon have + multi (2). +

    +
    +
    +

    Silk Wire

    +

    Cost/Stats: 1450 z | 【DEX + DEX】 【HR + 12】

    +

    + Type: Two-handed, Melee. You have Resistance to physical + damage. +

    +
    +
    +

    Kusarigama

    +

    Cost/Stats: 1650 z | 【DEX + DEX】 【HR + 8】

    +

    + Type: Two-handed, Melee. Each target hit by this weapon + suffers slow. +

    +
    +
    +

    Jormungand

    +

    Cost/Stats: 2400 z | 【DEX + MIG】 【HR + 12】

    +

    + Type: Two-handed, Melee. Attacks with this weapon have + multi (3). +

    +
    +
    +

    Koi Whisker

    +

    Cost/Stats: 2800 z | 【DEX + WLP】 【HR + 12】

    +

    + Type: Two-handed, Melee. You have Immunity to dark and + light damage. +

    +
    +
    +
    + +
    +

    Equipment Catalog

    +
    +

    Sample Rare Heavy Weapons

    + + +
    +

    Bardiche E 350 z

    +

    Stats: 【MIG + MIG】 【HR + 14】 physical

    +
      +
    • Two-handed w Melee w No Quality.
    • +
    +
    + +
    +

    Artisan's Mallet E 450 z

    +

    Stats: 【INS + MIG】 【HR + 6】 physical

    +
      +
    • One-handed w Melee w Deals 5 extra damage to constructs.
    • +
    +
    + +
    +

    Beowulf E 550 z

    +

    Stats: 【MIG + MIG】 【HR + 10】 physical

    +
      +
    • One-handed w Melee w Deals 5 extra damage to monsters.
    • +
    +
    + +
    +

    Belly of the Beast E 650 z

    +

    Stats: 【MIG + MIG】 【HR + 14】 poison

    +
      +
    • Two-handed w Melee w Deals 5 extra damage to humanoids.
    • +
    +
    + +
    +

    Forest Hatchet E 750 z

    +

    Stats: 【MIG + MIG】 【HR + 10】 physical

    +
      +
    • One-handed w Melee w Deals 5 extra damage to beasts and plants.
    • +
    +
    + +
    +

    Adamanthammer E 1050 z

    +

    Stats: 【MIG + MIG】 【HR + 14】 physical

    +
      +
    • Two-handed w Melee w You gain a +1 bonus to Defense.
    • +
    +
    + +
    +

    Aura Hammer E 1350 z

    +

    Stats: 【MIG + MIG】 【HR + 14】 light

    +
      +
    • Two-handed w Melee w Attacks with this weapon have multi (2).
    • +
    +
    + +
    +

    Gravity Mace E 1850 z

    +

    Stats: 【MIG + MIG】 【HR + 14】 earth

    +
      +
    • Two-handed w Melee w Each target hit by this weapon suffers slow.
    • +
    +
    + +
    +

    Mjolnir E 1850 z

    +

    Stats: 【MIG + MIG】 【HR + 10】 bolt

    +
      +
    • + One-handed w Melee w Each target hit by this weapon suffers dazed. +
    • +
    +
    + +
    +

    Wyrmwing E 2050 z

    +

    Stats: 【MIG + MIG】 【HR + 18】 fire

    +
      +
    • Two-handed w Melee w You have Immunity to fire damage.
    • +
    +
    + +
    +

    Soul of Pillage E 2550 z

    +

    Stats: 【MIG + MIG】 【HR + 18】 dark

    +
      +
    • + Two-handed w Melee w Each target hit by this weapon suffers enraged. +
    • +
    +
    + +
    +

    Winter Kolossus E 2550 z

    +

    Stats: 【MIG + MIG】 【HR + 18】 ice

    +
      +
    • + Two-handed w Melee w You gain a +1 bonus to Defense and Magic Defense. +
    • +
    +
    +
    +
    + +
    +

    44GAME MASTER

    +

    277

    +

    CHAPTER SAMPLE RARE SPEAR WEAPONS

    +
    + +

    Dragontongue

    +

    Stats: E 500 z 【DEX + MIG】 +1 【HR + 12】 fire

    +
      +
    • Type: Two-handed, Melee
    • +
    • + Effect: Attacks with this weapon target Magic Defense. +
    • +
    + +

    Rocinante

    +

    Stats: E 500 z 【DEX + MIG】 【HR + 8】 physical

    +
      +
    • Type: One-handed, Melee
    • +
    • + Effect: Deals 1 extra damage per status effect you have. +
    • +
    + +

    Serpent Spear

    +

    Stats: E 800 z 【DEX + MIG】 【HR + 16】 physical

    +
      +
    • Type: Two-handed, Melee
    • +
    • + Effect: Damage dealt by this weapon ignores Resistances. +
    • +
    + +

    Halberd

    +

    Stats: E 1000 z 【DEX + MIG】 【HR + 12】 physical

    +
      +
    • Type: Two-handed, Melee
    • +
    • Effect: You gain a +1 bonus to Defense.
    • +
    + +

    Narwhalhorn

    +

    Stats: E 1200 z 【DEX + MIG】 【HR + 12】 ice

    +
      +
    • Type: One-handed, Melee
    • +
    • Effect: You have Resistance to ice damage.
    • +
    + +

    Brave Glaive

    +

    Stats: E 1300 z 【MIG + WLP】 【HR + 12】 earth

    +
      +
    • Type: Two-handed, Melee
    • +
    • + Effect: As long as you have at least three Bonds of + loyalty or affection, you gain a +1 bonus to Defense and Magic Defense. +
    • +
    + +

    Morrigan

    +

    Stats: E 1400 z 【DEX + MIG】 +1 【HR + 12】 dark

    +
      +
    • Type: Two-handed, Melee
    • +
    • + Effect: When you hit one or more creatures with this + weapon, you may recover 10 Mind Points. +
    • +
    + +

    Gae Bolg

    +

    Stats: E 1800 z 【DEX + MIG】 +1 【HR + 12】 physical

    +
      +
    • Type: Two-handed, Melee
    • +
    • + Effect: If you roll a critical success on an Accuracy + Check with this weapon, you may spend that opportunity to deal 10 extra + damage. +
    • +
    + +

    Longinus

    +

    Stats: E 2000 z 【DEX + MIG】 +1 【HR + 16】 physical

    +
      +
    • Type: Two-handed, Melee
    • +
    • + Effect: Each target hit by this weapon suffers weak. +
    • +
    + +

    Nine-teeth Rake

    +

    Stats: E 2500 z 【DEX + MIG】 【HR + 16】 poison

    +
      +
    • Type: Two-handed, Melee
    • +
    • Effect: You Absorb poison damage.
    • +
    + +

    Gungnir

    +

    Stats: E 3000 z 【DEX + MIG】 【HR + 16】 light

    +
      +
    • Type: Two-handed, Melee
    • +
    • Effect: You have Immunity to fire and ice damage.
    • +
    +
    +
    + +
    +

    WEAPON INDEX

    +
    +

    Weapon Stats Summary

    + +

    Category: WEAPONS

    +

    Stats Overview: COST | ACCURACY | DAMAGE

    +
    +

    Zweihänder

    +

    Stats: E 400 z 【DEX + MIG】 +1 【HR + 14】 physical

    +

    Type: Two-handed w Melee w No Quality.

    +
    +
    +

    Falling Rain

    +

    Stats: E 450 z 【DEX + DEX】 +1 【HR + 10】 ice

    +

    + Type: Two-handed w Melee w Attacks with this weapon + target Magic Defense. +

    +
    +
    +

    Flamberge

    +

    Stats: E 500 z 【DEX + MIG】 +1 【HR + 10】 fire

    +

    Type: One-handed w Melee w No Quality.

    +
    +
    +

    Elegant Edge

    +

    Stats: E 700 z 【DEX + INS】 +1 【HR + 6】 physical

    +

    + Type: One-handed w Melee w You are immune to enraged. +

    +
    +
    +

    Joyeuse

    +

    Stats: E 900 z 【MIG + WLP】 +1 【HR + 10】 physical

    +

    Type: One-handed w Melee w You are immune to shaken.

    +
    +
    +

    Deathblade

    +

    Stats: E 1000 z 【DEX + MIG】 +1 【HR + 6】 dark

    +

    + Type: One-handed w Melee w Deals 5 extra damage if you + are in Crisis. +

    +
    +
    +

    Gunsword

    +

    + Stats: E 1000 z 【DEX + MIG】 +1 【HR + 10】 physical +

    +

    + Type: Two-handed w Melee w This weapon can target flying + creatures. +

    +
    +
    +

    Main Gauche

    +

    Stats: E 1000 z 【DEX + MIG】 +1 【HR + 6】 physical

    +

    + Type: One-handed w Melee w You gain a +1 bonus to + Defense. +

    +
    +
    +

    The Rikizo

    +

    + Stats: E 1200 z 【DEX + INS】 +1 【HR + 10】 physical +

    +

    + Type: Two-handed w Melee w Deals 2 extra damage for each + Class you have mastered. +

    +
    +
    +

    Flesh Eater

    +

    Stats: E 1300 z 【MIG + MIG】 【HR + 10】 poison

    +

    + Type: One-handed w Melee w Deals 5 extra damage to weak + targets. +

    +
    +
    +

    Kusanagi

    +

    Stats: E 1500 z 【DEX + MIG】 +1 【HR + 14】 air

    +

    + Type: Two-handed w Melee w Attacks with this weapon have + multi (2). +

    +
    +
    +

    Excalibur

    +

    Stats: E 2300 z 【MIG + WLP】 +1 【HR + 10】 light

    +

    + Type: Two-handed w Melee w You are immune to all status + effects. +

    +
    +
    +
    +
    + +
    +

    44GAME MASTER

    +

    279

    +

    CHAPTER SAMPLE RARE THROWN WEAPONS

    +

    WEAPON | COST | ACCURACY | DAMAGE

    +
      +
    • + Crescent Edge +

      (Cost: 350 z) (Stats: 【DEX + INS】 【HR + 4】) (Damage Type: light)

      +

      One-handed w Ranged w Attacks with this weapon target Magic Defense.

      +
    • +
    • + Meteor Star +

      + (Cost: 350 z) (Stats: 【DEX + INS】 +1 【HR + 4】) (Damage Type: fire) +

      +

      One-handed w Ranged w No Quality.

      +
    • +
    • + Throwing Axe +

      + (Cost: 350 z) (Stats: 【DEX + MIG】 【HR + 8】) (Damage Type: physical) +

      +

      One-handed w Ranged w No Quality.

      +
    • +
    • + Boomerang +

      + (Cost: 750 z) (Stats: 【DEX + MIG】 +1 【HR + 4】) (Damage Type: physical) +

      +

      One-handed w Ranged w Deals 5 extra damage to beasts and monsters.

      +
    • +
    • + Wind Dancer +

      (Cost: 850 z) (Stats: 【DEX + WLP】 【HR + 8】) (Damage Type: air)

      +

      + One-handed w Ranged w Damage dealt by this weapon ignores Resistances. +

      +
    • +
    • + Acupuncturer +

      + (Cost: 950 z) (Stats: 【DEX + INS】 +1 【HR + 8】) (Damage Type: physical) +

      +

      One-handed w Ranged w You are immune to poisoned.

      +
    • +
    • + Blue Pinwheel +

      (Cost: 950 z) (Stats: 【DEX + INS】 【HR + 4】) (Damage Type: ice)

      +

      One-handed w Ranged w You have Resistance to ice damage.

      +
    • +
    • + Crone's Needle +

      + (Cost: 1050 z) (Stats: 【DEX + INS】 +1 【HR + 4】) (Damage Type: earth) +

      +

      One-handed w Ranged w You have Resistance to dark damage.

      +
    • +
    • + Chakram +

      + (Cost: 1250 z) (Stats: 【DEX + MIG】 +1 【HR + 4】) (Damage Type: + physical) +

      +

      One-handed w Ranged w Attacks with this weapon have multi (2).

      +
    • +
    • + Vajra +

      + (Cost: 2050 z) (Stats: 【DEX + WLP】 +1 【HR + 8】) (Damage Type: bolt) +

      +

      One-handed w Ranged w Each target hit by this weapon suffers shaken.

      +
    • +
    • + Dark Orbit +

      (Cost: 2250 z) (Stats: 【DEX + INS】 【HR + 4】) (Damage Type: dark)

      +

      + One-handed w Ranged w You gain a +1 bonus to Defense and Magic Defense. +

      +
    • +
    • + Hive Dart +

      + (Cost: 2300 z) (Stats: 【DEX + DEX】 【HR + 4】) (Damage Type: poison) +

      +

      + One-handed w Ranged w Each target hit by this weapon suffers poisoned. +

      +
    • +
    +
    +
    + +
    +

    DESIGNING RARE ARMORS AND SHIELDS

    +

    + Creating a rare armor or shield is much simpler. Pick one of the items from + the lists on pages 132 to 133 and add a single Quality to it, which will + increase its price by a variable amount, as shown by the table below. +

    +

    + Once again, feel free to come up with new and unique special abilities for + rare armors and shields, using these as a reference. +

    +

    QUALITY

    +

    Defensive Qualities

    +
      +
    • + Antistatus +500 z: You are immune to a single status + effect. +
    • +
    • + Resistance +700 z: You have Resistance to a single damage + type (not physical damage). +
    • +
    • + Dual Resistance +1000 z: You have Resistance to two damage + types (not physical damage). +
    • +
    • + Swordbreaker +1000 z: You have Resistance to physical + damage. +
    • +
    • + Immunity +1500 z: You have Immunity to a single damage type + (not physical damage). +
    • +
    • + Perfect Health +2000 z: You are immune to all status + effects. +
    • +
    +

    Enhancement Qualities

    +
      +
    • + Initiative Up +500 z: You gain a +4 bonus to your + Initiative modifier. +
    • +
    • + Accuracy Up +1000 z: You gain a +1 bonus to your Accuracy + Checks. +
    • +
    • + Magic Up +1000 z: You gain a +1 bonus to your Magic Checks. +
    • +
    • + Vitality Up +1000 z: When you recover HP, you recover 5 + extra HP. +
    • +
    • + Healing Up +1500 z: Spells you cast that whose effects + restore Hit Points will restore 5 extra Hit Points. +
    • +
    • + Spell Up +2000 z: Spells you cast deal 5 extra damage. +
    • +
    • + Weapon Up +2000 z: Your attacks with (choose one: melee, + ranged) weapons deal 5 extra damage. +
    • +
    +
    + +
    +

    44GAME MASTER

    +

    Chapter CHAPTER

    +

    SAMPLE RARE ARMORS

    +
    +
    +

    Slimy Jacket

    +

    Cost: 600 z

    +
      +
    • DEX die +1
    • +
    • INS die +1
    • +
    • M. DEFENSE -1
    • +
    +

    You are immune to poisoned.

    +
    +
    +

    Fox Garb

    +

    Cost: 650 z

    +
      +
    • DEX die +1
    • +
    • INS die +1
    • +
    • M. DEFENSE -
    • +
    +

    You are immune to slow.

    +
    +
    +

    Shadow Tunic

    +

    Cost: 650 z

    +
      +
    • DEX die +1
    • +
    • INS die +1
    • +
    • M. DEFENSE +4
    • +
    +

    + You gain a +4 bonus to your Initiative modifier (already included). +

    +
    +
    +

    Desperado Coat

    +

    Cost: 750 z

    +
      +
    • DEX die +1
    • +
    • INS die +1
    • +
    • M. DEFENSE -1
    • +
    +

    + When you use the Barrage Skill (see Sharpshooter Class, + page 205), the MP cost is + halved. +

    +
    +
    +

    Butler Uniform

    +

    Cost: 800 z

    +
      +
    • DEX die +1
    • +
    • INS die +2
    • +
    • M. DEFENSE -2
    • +
    +

    + When a potion or magisphere created with your Inventory Points restores + Hit Points, it restores 5 extra Hit Points. +

    +
    +
    +

    Maid Uniform

    +

    Cost: 800 z

    +
      +
    • DEX die +1
    • +
    • INS die +2
    • +
    • M. DEFENSE -2
    • +
    +

    + When a potion or magisphere created with your Inventory Points restores + Mind Points, it restores 5 extra Mind Points. +

    +
    +
    +

    Bandit Jacket

    +

    Cost: 900 z

    +
      +
    • DEX die +1
    • +
    • INS die +1
    • +
    • M. DEFENSE -1
    • +
    +

    You gain a +1 bonus to Accuracy Checks with daggers.

    +
    +
    +

    Crystal Plate

    +

    Cost: 900 z

    +
      +
    • E
    • +
    • DEX die 1
    • +
    • INS die -3
    • +
    +

    You have Resistance to dark damage.

    +
    +
    +

    Valkyrie Wings

    +

    Cost: 900 z

    +
      +
    • E
    • +
    • DEX die 1
    • +
    • INS die +1
    • +
    • M. DEFENSE -3
    • +
    +

    + When you cast the Soaring Strike spell (see Elementalist Class, page + 189), the MP cost is halved. +

    +
    +
    +

    Armor of Heroes

    +

    Cost: 1000 z

    +
      +
    • E
    • +
    • DEX die 1
    • +
    • INS die -4
    • +
    +

    + Critical successes rolled on Accuracy Checks and Magic Checks for + attacks and offensive (rr) spells that include you among their targets + do not generate opportunities. +

    +
    +
    +
    +
    +
    + +
    +

    Item Equipment Listings

    + + +
    +

    Black Belt

    +

    1000 z DEX die INS die -

    +

    Your attacks with brawling weapons deal 5 extra damage.

    +
    + +
    +

    Meditation Robe

    +

    1000 z DEX die +1 INS die +2 -2

    +

    + Whenever you recover Mind Points, you recover 5 extra Mind Points. +

    +
    + +
    +

    Archmage Robe

    +

    1200 z DEX die +1 INS die +2 -2

    +

    You gain a +1 bonus to your Magic Checks.

    +
    + +
    +

    Automaton Suit

    +

    E 1250 z 11 INS die +1 -3

    +

    + You have Immunity to earth and poison damage, but Vulnerability to bolt + damage. +

    +
    + +
    +

    Adamantorso

    +

    E 1300 z 12 INS die -4

    +

    You have Resistance to physical damage.

    +
    + +
    +

    Ardent Yoroi

    +

    E 1300 z 12 INS die -4

    +

    You gain a +1 bonus to your Accuracy Checks.

    +
    + +
    +

    Demongrin

    +

    E 1500 z 12 INS die -4

    +

    + After a creature hits you with a melee attack, you deal 5 fire damage to + that creature (after the attack has been resolved). +

    +
    + +
    +

    Bio Plate

    +

    E 1700 z 11 INS die -3

    +

    You have Immunity to poison damage.

    +
    + +
    +

    White Tunic

    +

    1700 z DEX die +1 INS die +2 -2

    +

    + Spells you cast whose effects restore Hit Points will restore 5 extra Hit + Points. +

    +
    + +
    +

    Granny Vest

    +

    2000 z DEX die INS die +2 -1

    +

    + As long as you have this armor equipped, you treat your Willpower as if it + were one die size higher (up to a maximum of d12). +

    +
    + +
    +

    Black Tunic

    +

    2200 z DEX die +1 INS die +2 -2

    +

    Spells you cast deal 5 extra damage.

    +
    + +
    +

    Red Tunic

    +

    2500 z DEX die INS die +2 -1

    +

    + You are treated as having an arcane weapon equipped for the sake of Skills + that require it. +

    +
    +
    + +
    +

    CHAPTER SAMPLE RARE SHIELDS

    +

    Available Shields

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    ITEMCOSTDEFENSEM. DEFENSEINITIATIVE
    Aegis, Fulgur800 z +2--You have Resistance to bolt damage.
    Aegis, Gelum800 z +2--You have Resistance to ice damage.
    Aegis, Gorgonis800 z +2--You have Resistance to poison damage.
    Aegis, Ignis800 z +2--You have Resistance to fire damage.
    Aegis, Lux800 z +2--You have Resistance to light damage.
    Aegis, Terra800 z +2--You have Resistance to earth damage.
    Aegis, Umbra800 z +2--You have Resistance to dark damage.
    Aegis, Ventus800 z +2--You have Resistance to air damage.
    DemonshieldE 950 z +2+2+2 + After a creature deals damage to you, if you are in Crisis, you may have + that creature suffer shaken. +
    Shield of SpringE 1150 z +2+2+2Whenever you recover Hit Points, you recover 5 extra Hit Points.
    Seraph ShieldE 2050 z +2+2+2 + As long as you are in Crisis, you are immune to all status effects. +
    AdamantowerE 2500 z +3+3+3 + You gain a +1 bonus to Defense and Magic Defense (already included). +
    +
    + +
    +

    DESIGNING ACCESSORIES

    +

    + When you create an accessory, simply decide on which ability it will grant — + you can pick from the list below or come up with one that seems appropriate. +

    +

    + The price of the item is determined by its Quality. When creating accessories, + experiment with a variety of custom effects that reflect the item's nature and + origin. You will see that many of the sample accessories in the following + pages have unique abilities that are not present on the table below — that is + because the best accessories are the ones that give slightly quirky benefits + or encourage unconventional strategies. +

    +

    QUALITY COST EFFECT

    +

    Defensive Qualities

    +
      +
    • + Antistatus: 500 z - You are immune to a single status + effect. +
    • +
    • + Resistance: 700 z - You gain Resistance to a single damage + type (not physical damage). +
    • +
    • + Amulet: 800 z - You gain a +1 bonus to Magic Defense. +
    • +
    • Bulwark: 800 z - You gain a +1 bonus to Defense.
    • +
    • + Dual Resistance: 1000 z - You have Resistance to two damage + types (not physical damage). +
    • +
    • + Swordbreaker: 1000 z - You have Resistance to physical + damage. +
    • +
    • + Immunity: 1500 z - You have Immunity to a single damage + type (not physical damage). +
    • +
    • + Omnishield: 2000 z - You gain a +1 bonus to Defense and + Magic Defense. +
    • +
    • + Perfect Health: 2000 z - You are immune to all status + effects. +
    • +
    +

    Enhancement Qualities

    +
      +
    • + Damage Change: 300 z - All damage dealt by your weapons, + spells, and Skills becomes of a specific type. +
    • +
    • + Initiative Up: 500 z - If you have this item equipped at + the start of a conflict, you gain a +4 bonus to your Initiative modifier. +
    • +
    +
    + +
    +

    CHAPTER

    +
    +

    Enhancement Qualities (continued)

    +
    +
    Accuracy Up 1000 z
    +
    You gain a +1 bonus to your Accuracy Checks.
    +
    Magic Up 1000 z
    +
    You gain a +1 bonus to your Magic Checks.
    +
    Vitality Up 1000 z
    +
    Whenever you recover Hit Points, you recover 5 extra Hit Points.
    +
    Healing Up 1500 z
    +
    + Spells you cast whose effect restores Hit Points will restore 5 extra Hit + Points. +
    +
    Spell Up 2000 z
    +
    Spells you cast deal 5 extra damage.
    +
    Weapon Up 2000 z
    +
    + Your attacks with (choose one: melee, ranged) weapons deal 5 extra damage. +
    +
    +
    +
    +

    SAMPLE ACCESSORIES

    +
    +
    Explorer's Belt 500 z
    +
    You gain a +4 bonus to your Initiative modifier.
    +
    Gloves, Elegant 500 z
    +
    You are immune to dazed.
    +
    Gloves, Rough 500 z
    +
    You are immune to weak.
    +
    Gloves, Silky 500 z
    +
    You are immune to slow.
    +
    Gloves, Warm 500 z
    +
    You are immune to shaken.
    +
    Rookie's Boots 600 z
    +
    + When you roll a fumble, if you have less than 10 Experience Points, you + may immediately gain 1 Experience Point. +
    +
    +
    +
    + +
    +

    ACCESSORY COST

    +
    +

    Han'nya Mask

    +

    700 z

    +

    All damage you deal to shaken creatures ignores Resistances.

    +
    +
    +

    Pendant, Amber

    +

    700 z

    +

    You have Resistance to earth damage.

    +
    +
    +

    Pendant, Amethyst

    +

    700 z

    +

    You have Resistance to dark damage.

    +
    +
    +

    Pendant, Diamond

    +

    700 z

    +

    You have Resistance to light damage.

    +
    +
    +

    Pendant, Emerald

    +

    700 z

    +

    You have Resistance to poison damage.

    +
    +
    +

    Pendant, Opal

    +

    700 z

    +

    You have Resistance to air damage.

    +
    +
    +

    Pendant, Ruby

    +

    700 z

    +

    You have Resistance to fire damage.

    +
    +
    +

    Pendant, Sapphire

    +

    700 z

    +

    You have Resistance to ice damage.

    +
    +
    +

    Pendant, Topaz

    +

    700 z

    +

    You have Resistance to bolt damage.

    +
    +
    +

    Ring of Sorcery

    +

    800 z

    +

    You gain a +1 bonus to Magic Defense.

    +
    +
    +

    Wanderer's Boots

    +

    900 z

    +

    + When your group makes a discovery while traveling, you may immediately gain + 1 Fabula Point. +

    +
    +
    +

    Crested Helm

    +

    1000 z

    +

    You gain a +1 bonus to your Accuracy Checks.

    +
    +
    + +
    + +
    + +
    +

    ARTIFACTS

    +

    + While rare items allow you to customize your character, artifacts are the + objects your entire campaign will revolve around. They don’t just grant you a + bonus to Checks, improved damage or a way to ignore status effects: no, + artifacts are so powerful that they draw the attention of the major factions + in your world. +

    +

    + Artifacts cannot be sold or purchased, except for truly ludicrous prices — and + even then, there aren’t many who are willing to part with such powerful + objects. +

    +

    ARTIFACTS IN YOUR GAME

    +

    + There are no rules for designing an artifact: its fantastic effects should go + way beyond those of typical spells and magical items, and are only limited by + what you as the Game Master think would be appropriate. Needless to say, you + can’t have a new artifact pop up every other session — each story arc should + feature one or two at most. +

    +

    + Make sure your artifacts are important elements of the ongoing story at the + table, and not just “super powerful magical toys”. +

    +

    ASTROSCOPE

    +

    A large globe filled with stars and swirling clouds.

    +

    + Anyone who rests their hand atop this powerful artifact and gazes upon the + swirling energy within can manipulate the cycle of day and night within a + range of 1 travel day; they may also modify weather conditions in the same + area (wind, blizzards, snow, clouds, and so on). This functions identically to + an Entropism (for day and night) or + Elementalism (for weather conditions) Ritual, + but this artifact does not consume Mind Points and the user does not need to + have mastered any of the magical disciplines in question. +

    +
    + +
    +

    Artifact Descriptions

    +
    +

    BLACK BLOOD

    +

    A large vial filled with an oily and sticky black substance.

    +

    + It is said this liquid was gathered from a tainted spring in the depths of + the earth. Those who drink it gain a peculiar ability: when killed, their + spirit will not return to the stream of souls that permeates the world. + Instead, they will retain their conscience and remain bound to the land of + the living. +

    +

    Why anyone would choose such a fate remains a mystery, however...

    +
    +
    +

    DEAD MAN'S ZENIT

    +

    + It resembles an ancient gold coin, save for the skull on its back. Easily + lost or misplaced, this unassuming gold coin appears worn by age. Many who + see the shining skull on its flip side would laugh it out as a coinsmith's + prank, but old sailors would urge them to let the thing sink to the bottom + of the ocean: an old legend tells of an indestructible golden coin whose + bearer may command an army of ghostly pirates in exchange for their own + soul. +

    +
    +
    +

    FINAL FEATHER

    +

    + This beautiful feather shines with the colors of the rainbow. Countless + scholars have debated the nature and origin of this forearm-sized feather + but were unable to find an answer. Only two things are certain: it's the + last of its kind, and several legends suggest it can be crushed into a light + powder that can resurrect a recently fallen creature. +

    +

    + Up until now, no one has gathered the courage to put that legend to the + test, especially because it would mean destroying the feather. +

    +
    +
    +

    HELM OF THOUGHTS

    +

    + Fashioned from the skull of an unknown beast, this helm is surprisingly + light. Whoever wears this artifact can effortlessly sense the surface + thoughts and emotions of surrounding people. By focusing their attention and + using an action, the wearer can read the thoughts of a specific living + creature. While using the dreadful power of this artifact, the target only + feels a faint tingling sensation at the base of their skull, unaware that + their mind is being read. +

    +
    +
    + +
    +

    W ROD OF RISING EARTH

    +

    A forearm-sized staff made of brass-like metal.

    +

    + This powerful artifact comes from an era of lost technology. Its core body is + made of a nigh-indestructible and extremely light metal known as orichalcum, + encasing a gem formed by crystalized earth spirits. When placed in the center + of a structure known as "an orichalcum ring", whose nature and construction is + yet unknown, the rod may lift entire landmasses from the ground and cause them + to float and move. +

    +

    SOULREND

    +

    The hyper-sharp edge glows with ominous light...

    +

    + Resembling the lower portion of a shattered greatsword, this artifact is + almost useless in an actual fight: its true power lies somewhere else. If the + correct sequence of stances and movements are performed, the wielder may + isolate a single consciousness present in the stream of souls and sever it + from the flow. This is a Ritualism effect of extreme potency, made easier if + the soul in question belongs to someone who recently passed, if they were of + especially strong character, or if the wielder of Soulrend had a deep personal + bond with them. +

    +

    + Depending on the outcome of the Check, the soul might only be temporarily + severed or even become unable to return to the spiritual stream, doomed to + gradually vanish into oblivion or trapped in eternal torment. +

    +

    TOME OF THE GATE

    +

    + A hefty grimoire. Sometimes, the crimson eye on its cover seems to move... +

    +

    + The pages of this ancient-looking book are filled with unreadable gibberish + and unsettling pictures, portraying nightmarish creatures in their adoration + of the sky. +

    +

    + If bathed in the light of a full moon, the ink begins to glow a reddish hue + and rises from the pages, twisting into a network of writhing tendrils that + tear at reality. This artifact opens a path to the cosmos, which will close at + daybreak. +

    +
    + +
    + +
    + +
    +

    DESIGNING BATTLES

    +

    + As the Game Master, your role is to create battles that challenge the Player + Characters and enrich the story. The following pages will provide you with a + variety of tools and guidelines that will help with the mechanical side — but + first, there are a few important points you should try to remember. +

    +
      +
    • + Relevant battles. A battle takes place when two sides are + at odds and resort to violence in order to achieve their goals. Battles + should be meaningful: they should build upon what previously happened in the + story, add new interesting characters or plot elements and move things + forward in some important way. +
    • +
    • + People, not numbers. Characters are more than their stats. + They have emotions, a personality, their own lives and goals — when they + fight, they do so for a reason. Even the ones that aren't the focus of your + story should be treated as more than disposable, faceless pawns. +
    • +
    • + More than the sum of its parts. There are a variety of + elements that can alter the threat posed by a situation — the options + available to Player Characters, for instance, or the particular synergy + between two monsters. Once you add the environment, the whim of the dice and + the occasional use of Ritual magic into the mix, you can see that there is + no way to foresee the outcome of a battle — and that’s okay. Being the GM + has nothing to do with being “in control”, but rather with your ability to + react to unexpected situations. Battles are just like that — sometimes, + things will get weird, or the heroes will steamroll their foe. Don’t sweat + it too much. +
    • +
    • + Balance. While the advice in the coming pages is geared + towards building a somewhat balanced challenge, remember that there’s + nothing wrong with an easy battle every once in a while, or the occasional + super-hard boss fight. Just don’t make those the norm, or they'll lose their + charm! +
    • +
    +

    + More importantly, respect the Players' expectations and what you discussed + during session zero (see page 147), and + design battles in accordance with what you agreed upon in terms of challenge + and complexity. +

    +
      +
    • + Take your time. When the heroes decide to fight an enemy + for which you don’t have any combat stats ready, it’s perfectly okay to + pause the game and take your time to design those creatures. The rules on + page 302 have been designed specifically + to make this process as smooth and fast as possible; once you have + familiarized yourself with them, creating new adversaries will only take a + few minutes. +
    • +
    +

    And there’s always the Bestiary, of course!

    +
    + +
    +

    HOW MANY BATTLES?

    +

    + In Fabula Ultima, battles will often take a heavy toll on the characters' + resources. On average, a group of Player Characters can face any one of the + following before needing to rest or recharge Inventory Points: +

    +
      +
    • Three easy battles.
    • +
    • Two normal battles, or one normal battle and one easy battle.
    • +
    • One hard battle.
    • +
    +

    See the next page for easy, normal, and hard battles.

    +

    PARTY LEVEL AND ENEMY LEVELS

    +

    + When designing a battle, you should start by considering which Player + Characters are present on the scene and calculating their Party Level. +

    +

    + The Party Level is equal to the highest character level among the Player + Characters that will take part in the battle. For instance, a group that + includes two level 10 PCs and one level 12 PC will have a Party Level of 12. +

    +

    Enemy Level Guidelines

    +

    If an enemy's level is... Then that enemy...

    +
      +
    • Lower than the Party Level: Is probably too weak.
    • +
    • + Within 5 levels of the Party Level: Should make for an easy + fight. +
    • +
    • + Within 10 levels of the Party Level: Should make for a + challenging fight. +
    • +
    • + Greater than the Party Level by 11+: Is probably too + strong. +
    • +
    +

    + The creature profiles in the Bestiary (page 319) are organized in five-level increments, which should give a good range of + enemies for your battles. +

    +
    + +
    +

    CREATURE RANKS

    +

    Adversaries in Fabula Ultima may be soldiers, elites, or champions.

    +

    SOLDIERS

    +

    + A soldier-rank foe is roughly on par with a Player Character of its level. + Creatures in the Bestiary are all soldiers — for instance, a level 15 Cactroll + (page 348) would approximately be as + strong as a level 15 Player Character. +

    +

    + Creatures designed following the rules found on + page 302 are also soldiers. +

    +

    + The basic assumption is that, when putting together a battle, you should + involve a number of enemy soldiers based on the following guidelines: +

    +
    +
    Challenge
    +
    Number of Soldiers
    +
    +
    Easy Battle
    +
    Equal to the number of Player Characters minus one.
    +
    +
    +
    Normal Battle
    +
    Equal to the number of Player Characters.
    +
    +
    +
    Hard Battle
    +
    Equal to the number of Player Characters plus one.
    +
    +
    +

    + If the PCs are accompanied by helpful NPCs who get their own full turn during + the conflict, each of these allies should be counted as an additional Player + Character. +

    +

    + To spice things up, soldiers can be strengthened into elites and champions. +

    +
    + +
    +

    44GAME MASTER

    +

    CHAPTER

    +

    CREATING AN ELITE

    +

    Elite creatures count as two soldiers of the same level.

    +

    If you want to turn a soldier into an elite, do the following:

    +
      +
    • + Hit Points: Double the creature's maximum Hit Points. +
    • +
    • + Skills: The creature gains one Skill of your choice. This + may be an NPC Skill (see page 306) or a + Skill taken from a character Class. +
    • +
    • + Turns: During conflict scenes, an elite performs two turns + per round. +
    • +
    • + Initiative: The creature increases their Initiative score + by 2 points. +
    • +
    +

    CREATING A CHAMPION

    +

    Champion creatures can replace any number of soldiers of the same level.

    +

    If you want to turn a soldier into a champion, do the following:

    +
      +
    • + Hit Points: Multiply the creature's maximum Hit Points by + the number of soldiers they are replacing. +
    • +
    • + Mind Points: Double the creature's maximum Mind Points. +
    • +
    • + Skills: The creature gains a number of additional Skills of + your choice equal to the number of soldiers replaced. These may be NPC + Skills (see page 306) or Skills taken + from a character Class. +
    • +
    • + Turns: During conflict scenes, a champion performs a number + of turns per round equal to the number of soldiers they are replacing. +
    • +
    • + Initiative: The creature increases their Initiative score + by 1 point for every soldier they are replacing. +
    • +
    +

    + Remember that while elites and champions can perform more than one turn per + round, they must still do so while alternating with the Player Characters — + that is, they will not perform back-to-back turns if at least one Player + Character has yet to act during the round. +

    +

    Story Snippet

    +

    The Petrified Woods are the Great Behemoth's hunting grounds.

    +

    And yet, some who encountered it were strangely spared.

    +
    + +
    +

    LEVELS AND RANKS

    +

    + Use levels and ranks as "sliders" to adjust the challenge posed by a battle. +

    +

    + Example: When designing a battle involving three level 10 Player Characters, + two level 10 soldiers would make for an extremely easy encounter, while a + level 20 champion replacing four soldiers would be feasible but particularly + challenging. Anything between those two extremes would be fair game — with a + battle against three level 15 soldiers being the most “average” option. +

    +

    IDEAL LENGTH

    +

    + In Fabula Ultima, a conflict should ideally last three to four rounds. Keep + this in mind when you design your battles. +

    +

    + If you want to think in terms of damage, this means that on average, a + successful enemy attack should do damage equal to one third of an average + Player Character's Hit Points. Similarly, a PC's average attack should do + damage equal to one third of an average soldier-rank enemy's Hit Points. +

    +

    DAMAGE TYPES

    +

    + When designing a battle, consider what types of damage the group has access + to: +

    +
      +
    • Combine adversaries with different Vulnerabilities and Resistances.
    • +
    • + Grant powerful adversaries the ability to alter their Vulnerabilities and + Resistances. +
    • +
    • + If a creature has a Vulnerability that two or more characters in the group + can exploit, balance this out by enhancing their Defense, Magic Defense, or + Hit Points. +
    • +
    • + If a creature has a large amount of Hit Points (as champions often do), give + them at least one Vulnerability that the party can use to their advantage. +
    • +
    +

    + Make it so that Player Characters cannot simply apply the same highest-damage + option over and over during battles — that can get boring fast. +

    +
    + +
    +

    GAME MASTER

    +

    CHAPTER INFORMATION AND HINTS

    +

    + Even if the heroes face a powerful foe, it is incredibly important for the + battle to be transparent. It is your job as GM to communicate the following + clearly: +

    +
      +
    • + Crisis. Always make sure to tell the Players if an enemy is + in Crisis, and give hints if this caused it to gain new abilities or change + its damage Affinities. +
    • +
    • + Damage Affinities. If a creature takes damage, tell the + Players what the corresponding Affinity is — Vulnerable, Resistant, and so + on. Inform the Players again if they use the same damage type and the + creature's Affinity has changed. +
    • +
    • + Changes in attacks and abilities. When a creature uses an + ability, if its effects have changed during the scene, make sure the Players + know. +
    • +
    • + "Charged attacks". If an enemy is about to use a powerful + attack — the kind that the Player Characters should Guard against! — you + should describe them charging their energy at the start of the round, and + only unleash the attack later so that the group can prepare for it. +
    • +
    +

    Always allow the group to make informed tactical choices.

    +

    RANDOM TARGETING

    +

    + This is the default method of choosing targets in Fabula Ultima, and it frees + you from the responsibility of picking targets for enemy attacks. Simply + assign a number to each member of the Player Character's side, and determine + the targets of attacks, spells and Skills by rolling dice. +

    +

    SWARMS

    +

    + If the Player Characters find themselves battling a great number of identical + creatures and you want them to feel powerful, treat all those creatures as a + single swarm. +

    +

    + Examples of swarms may be a horde of drooling zombies, a cloud of deadly + insects, or even an entire unit of trained magitech gunners. +

    +

    + If you want to turn a creature into a swarm, just do it — mechanically the + creature will be the same, it is simply “described” as a multitude of smaller + beings within the narrative of the scene. +

    +
    +
    + +
    +

    OBSTACLES AND GIMMICKS

    +

    You may add extra complexity to your battles by including:

    +
      +
    • + Defenders. Some creatures might completely shield an ally + from attacks; characters must either defeat these defenders or find a way to + circumvent them (probably through a Clock of some kind, generally eight to + ten sections). +
    • +
    • + Limited options. Some adversaries might only be susceptible + to specific actions until the heroes manage to alter the situation in some + way. +
    • +
    • + Gimmicks. Some battles might require characters to perform + actions in a certain order or use specific damage types to disable their + enemies' most powerful attacks. For instance, a golem might be unable to + unleash its lightning beam if struck by bolt damage while charging its + elemental coils. +
    • +
    • + Waves. This is a common situation in video games. Each wave + consists of a group of about three to five enemies; defeating one wave + causes the following wave to arrive on the scene, turning the battle into a + war of attrition. If you want to make things easier for the Player + Characters, give them a round to regroup and recover between each of the + waves. +
    • +
    • + Reinforcements. You might have new enemies join the battle + at the end of each round. These enemies should have simple attacks and be + relatively easy to defeat. You should establish a limit beyond which no new + enemies will be added to the scene until some have been defeated. +
    • +
    +

    + Regardless of which options you choose, you should design battles to challenge + the heroes' ability to work as a team: don't shut down any of their Skills + completely, but rather push them towards experimenting with what their + characters can do in ways that are different from the strategies they + previously adopted. +

    +
    + +
    +

    OBSTACLES AND GIMMICKS

    +

    You may add extra complexity to your battles by including:

    +
      +
    • + Defenders. Some creatures might completely shield an ally + from attacks; characters must either defeat these defenders or find a way to + circumvent them (probably through a Clock of some kind, generally eight to + ten sections). +
    • +
    • + Limited options. Some adversaries might only be susceptible + to specific actions until the heroes manage to alter the situation in some + way. +
    • +
    • + Gimmicks. Some battles might require characters to perform + actions in a certain order or use specific damage types to disable their + enemies' most powerful attacks. For instance, a golem might be unable to + unleash its lightning beam if struck by bolt damage while charging its + elemental coils. +
    • +
    • + Waves. This is a common situation in video games. Each wave + consists of a group of about three to five enemies; defeating one wave + causes the following wave to arrive on the scene, turning the battle into a + war of attrition. If you want to make things easier for the Player + Characters, give them a round to regroup and recover between each of the + waves. +
    • +
    • + Reinforcements. You might have new enemies join the battle + at the end of each round. These enemies should have simple attacks and be + relatively easy to defeat. You should establish a limit beyond which no new + enemies will be added to the scene until some have been defeated. +
    • +
    +

    + Regardless of which options you choose, you should design battles to challenge + the heroes' ability to work as a team: don't shut down any of their Skills + completely, but rather push them towards experimenting with what their + characters can do in ways that are different from the strategies they + previously adopted. +

    +
    + +
    +

    ENVIRONMENTAL EFFECTS

    +

    + Any battle can be made more interesting by adding environmental effects. You + should try to introduce such features after one or two sessions to grow + familiar with the combat rules before experimenting with them! +

    +

    + Here are some examples of environmental effects; the damage they deal should + be based on the table on page 93. +

    +

    ELEMENTAL AURA

    +

    + This effect grants all creatures a Resistance or Vulnerability to a specific + type of damage (such as a cursed cathedral granting everyone Resistance to + light damage, or ocean water granting Resistance to fire but Vulnerability to + bolt). +

    +

    RISING DANGER

    +

    + This effects adds one or more elements of increasing danger to the scene; + perhaps the site of the battle is cursed and causes a new penalty at the end + of each round (such as MP loss, a status effect, or direct HP loss). This puts + a timer on the battle and forces the heroes to take risks in order to defeat + the enemy quickly. +

    +

    TRAPS AND HAZARDS

    +

    + A natural danger or a mechanical contraption might deal damage to some + creatures at the end of each round, or to any character that performs a + specific action. Typical examples are poisonous fogs, lightning storms, or + magical anomalies. +

    +

    UNSTABLE AREA

    +

    + The battlefield might react to specific actions, dealing damage to all + participants or to randomly selected characters. For instance, explosive + barrels might detonate whenever a fire-based spell is cast or a fire-based + attack is performed. +

    +

    + When you introduce an environmental effect, you should allow Player Characters + to find ways to disable it or turn its effects against their adversaries. This + will normally require filling a Clock through the Objective action. +

    +
    + +
    +as a minor Villain and given a pool of Ultima Points (see +page 101). as a minor Villain and given a +pool of Ultima Points (see page 101). and +can use the Guardian's Protect Skill (page 197). The left pincer is and can use the Guardian's Protect Skill (page 197). The left pincer is +
    + +
    +

    GAME MASTER GUIDANCE

    +

    CHAPTER

    +

    MULTIPLE PHASES

    +

    + You might design a boss fight where the main enemy, once reduced to 0 Hit + Points, transforms into a more powerful version that is a completely new + creature, with its Hit Points and Mind Points fully restored. +

    +

    + The creature will only be considered "defeated" (and thus choose between + escaping and surrendering) once all phases have been reduced to 0 Hit Points. +

    +

    + When you design a battle with multiple phases, the first one should be more of + a warm-up (generally a normal or even easy challenge) and the “true” fight + should only begin once the villain has transformed. If you want to go for the + ultimate challenge, you could build a three-phase battle that goes from easy + to normal and then culminates with a hard fight! +

    +

    + If you do this, it can be a good idea to give the heroes a free round of + actions to prepare themselves between one phase and the other. +

    +

    + Just be mindful that a multi-phase battle can take a long time — plan + accordingly and make sure you have time for it during the session! +

    +

    ROUTINES

    +

    + You can give the boss battle a routine: the creatures perform actions in the + same order, round after round. This option makes the battle slightly easier to + manage as the Game Master, while also making it feel very video game-y. +

    +

    + It's not for everyone, but it can be an interesting solution to experiment + with. +

    +

    BE PREPARED

    +

    + One final piece of advice: since crafting an interesting and challenging boss + fight can take up to half an hour of work, prepare stats for your Villains and + potential bosses in advance. +

    +

    + Updating an enemy to match the level of your group is much quicker than having + to come up with the whole battle on the spot. +

    + +
    + +
    +

    DESIGNING NPCs

    +

    + While running the game, you will sometimes find yourself in need of an NPC + whose statistics aren't already provided by the bestiary. When this happens, + you have two possible choices: +

    +
      +
    • + Reskin. The process known as “reskinning” consists of + taking an NPC of the appropriate level and simply describing them as + something different, with minor modifications. For instance, if you need a + dragon for your session but your group is level 9, you could use a drake + (which is level 10) and grant it the ability to fly since the rest of the + monster's profile is already fitting. +
    • +
    • + Create from scratch. The alternative is to build your own + NPC. This process normally takes ten to fifteen minutes, and possibly longer + at high levels. +
    • +
    +

    + Over the course of this section, you will learn how to build a soldier-rank + NPC from scratch; please keep in mind that, while this system gives you clear + guidelines, the challenge posed by a given NPC will vary greatly depending on + the Player Characters' Skills, equipment, and current resources! +

    +

    Character Concept

    +

    + Think about the NPC's role in the world and pick four Traits that make them + unique: a personality, a need or instinct, or even a specific quirk of their + nature. Much like a Player Character's Identity, Theme and Origin, an NPC's + Traits help you portray them as a three-dimensional being. Villains may also + invoke their Traits to reroll Checks (page 46). +

    +

    Building the Profile

    +
      +
    1. + Distribute one of the following arrays among the NPC's + Attributes: +
        +
      • Jack of All Trades: d8, d8, d8, d8
      • +
      • Standard: d10, d8, d8, d6
      • +
      • Specialized: d10, d10, d6, d6
      • +
      • Super Specialized: d12, d8, d6, d6
      • +
      +

      + Upon reaching levels 20, 40, and 60, the NPC chooses one of its + Attributes and increases it by one die size (to a maximum of d12). +

      +
    2. +
    3. + Choose the NPC's level: From a minimum of 5 to a maximum of + 60. +
    4. +
    5. + Choose the NPC’s Species: beast, construct, demon, + elemental, humanoid, monster, plant, or undead. Each Species has its own + rules. You can find more information about Species on the upcoming pages. +
    6. +
    +
    + +
    +

    NPC Character Sheet Mechanics

    +

    Calculate the NPC's Secondary Scores

    +
      +
    • + Initiative equal to {base Dexterity die size + base Insight + die size}, divided by 2. Remember to apply penalties due to armor. +
    • +
    • + Maximum HP equal to {twice the NPC's level} + {five times + the NPC's base Might die size}. +
    • +
    • Crisis score equal to half the NPC's maximum HP.
    • +
    • + Maximum MP equal to {the NPC's level} + {five times the + NPC's base Willpower die size}. +
    • +
    • + Defense equal to the NPC's current Dexterity die size. +
    • +
    • + Magic Defense equal to the NPC's current Insight die size. +
    • +
    +

    Basic Attacks

    +

    + The NPC may have any number of basic attacks—these can be melee + ($) or ranged (aa). + Basic attacks start with the following profile: + (Attack Name) {Attribute + Attribute} {HR + 5} (type) damage. +

    +

    + The Accuracy Checks for these attacks may rely on any Attributes you choose, + such as {INS + WLP} or {MIG + MIG}, and you are free to choose whatever damage + type seems more appropriate. +

    +

    + Basic attacks may also be modified by Skills (see below); if an NPC can equip + weapons, these too will count among the creature's basic attacks. +

    +

    Choosing the NPC’s Skills

    +

    + Each NPC receives a basic number of free Skills based on their Species (see + next page), plus: +

    +
      +
    • They gain an additional Skill every ten levels.
    • +
    • + They may gain any number of extra Skills by taking an equal number of + Vulnerabilities. Vulnerability to physical damage grants two Skills. +
    • +
    +

    + Skills may be NPC Skills (page 306) or + come from character Classes. +

    +

    Level Bonuses

    +

    + NPCs gain a bonus to Accuracy Checks and Magic Checks equal to {their level, + divided by ten and rounded down to a minimum of 0}. +

    +

    + Furthermore, all NPCs that are level 20 or higher deal 5 extra damage with + their attacks and spells. This bonus increases to 10 extra damage for NPCs + level 40 or higher, and 15 extra damage for NPCs of level 60. +

    +
    + +
    +

    NPC SPECIES

    +

    An NPC must belong to one of the following eight Species.

    +
    +

    BEAST

    +

    Starting Skills: 4

    +

    + Beasts are feral creatures with animal intelligence. While their shape is + sometimes twisted by magic, they generally do not use spells. +

    +
      +
    • Examples: Giant rat, sun bear, warrior ant.
    • +
    • + Rules: Beasts cannot acquire the Use Equipment Skill. +
    • +
    +
    +
    +

    CONSTRUCT

    +

    Starting Skills: 2

    +

    + Constructs are artificial beings animated by the power of souls, often + crafted by alchemists, mages, or scientists. +

    +
      +
    • Examples: Gargoyle, golem, magitech soldier.
    • +
    • + Rules: Constructs are Immune to poison damage, Resistant + to earth damage, and immune to poisoned. +
    • +
    +
    +
    +

    DEMON

    +

    Starting Skills: 3

    +

    + Demons are incarnations of legends and beliefs. Despite possessing a body, + they are not truly alive. Some may even reincarnate when slain. +

    +
      +
    • Examples: Boogeyman, devil, imp.
    • +
    • + Rules: Demons are Resistant to two damage types of your + choice. +
    • +
    +
    +
    +

    ELEMENTAL

    +

    Starting Skills: 2

    +

    + Elementals are tangible manifestations of the great forces of nature. Some + of them are sentient, but many are devoid of thought. +

    +
      +
    • Examples: Nymph, phoenix, titan.
    • +
    • + Rules: Elementals are Immune to poison damage, Immune to + a second damage type of your choice, and immune to poisoned. +
    • +
    +
    +
    + +
    +
    +

    Creature Template Information

    + + +

    CHAPTER

    + +
    +

    HUMANOID

    +

    Starting Skills: 3

    +

    + This is a broad category, a catch-all term for intelligent creatures who + tend to live in communities and rely on tools and equipment. +

    +

    Examples:

    +
      +
    • Bandit
    • +
    • kobold
    • +
    • ogre.
    • +
    +
    + Rules: Humanoids always gain the Use Equipment Skill for + free. +
    +
    + +
    +

    MONSTER

    +

    Starting Skills: 4

    +

    + Monsters are magical beasts, generally quite intelligent and gifted with + supernatural powers. Their features are often bizarre. +

    +

    Examples:

    +
      +
    • Basilisk
    • +
    • dragon
    • +
    • mimic.
    • +
    +
    + Rules: Monsters have no special rules. +
    +
    + +
    +

    PLANT

    +

    Starting Skills: 3

    +

    + Far from being typical vegetation, these plants have evolved into + dangerous predators due to mutation or magical influence. +

    +

    Examples:

    +
      +
    • Alraune
    • +
    • dragontrap
    • +
    • treant.
    • +
    +
    + Rules: Plants are immune to dazed, shaken and enraged, + and Vulnerable to (choose one: air, bolt, fire, ice) damage. +
    +
    + +
    +

    UNDEAD

    +

    Starting Skills: 2

    +

    + Undead may be corpses reanimated through magic or restless spirits unable + to peacefully return to the stream of souls that forms creation. +

    +

    Examples:

    +
      +
    • Mummy
    • +
    • skeleton
    • +
    • zombie.
    • +
    +
    + Rules: Undead are Immune to dark and poison damage, + immune to poisoned, and Vulnerable to light damage. +

    + Additionally, when an effect (such as an Arcanum, a potion or a spell) + would cause an undead creature to recover Hit Points, whoever controls + that effect may instead have the undead lose half as many Hit Points. +

    +
    +
    + +
    +

    + Rising from the Dark Side of the Moon is the Tower of Orichalcum, where + the first monster was born. +

    +
    +
    +
    + +
    +

    NPC SKILLS

    +

    + What follows is a list of common NPC Skills. You are encouraged to create your + own custom Skills, using these as a guideline. +

    +

    + Remember that your goal when designing a Non-Player Character is to provide a + memorable encounter and an interesting challenge. Keep the PC’s strengths and + weaknesses in mind, and make sure to create synergies between the NPC’s + attacks and abilities! +

    +

    + Each Skill can be taken more than once, with the exception of Skills marked as + limited. That said, you are encouraged to go for variety whenever possible. +

    +

    CRISIS EFFECT

    +

    + As long as they are in Crisis, your creature gains a special benefit or + ability. +

    +

    Examples are:

    +
      +
    • Your NPC's damage Affinities change.
    • +
    • + Damage dealt by your NPC ignores Resistances (or maybe even Immunities). +
    • +
    • One or more of your NPC's attacks gain multi (2).
    • +
    +

    + Since this Skill will only activate when the creature is already severely + damaged, it's okay for the effects to be quite strong. +

    +

    DAMAGE ABSORPTION

    +

    + Choose any one damage type your NPC is already Resistant or Immune to: they + gain Absorption towards the chosen damage type. +

    +

    + This Skill is perfect for elemental creatures that may grow stronger when + struck by attacks matching their element and should generally be accompanied + by one or two Vulnerabilities that can be exploited by clever Player + Characters. +

    +

    DAMAGE IMMUNITY

    +

    + Your NPC gains Immunity to one damage type of your choice they were not + Vulnerable to. Be careful when making a creature Immune to physical damage + since it’s the most common damage type during the early levels. +

    +
    + +
    +
    +
    +

    GAME MASTER

    +

    Chapter 307

    +
    +
    +

    DAMAGE RESISTANCE

    +

    + Your NPC gains Resistance to two damage types of your choice. If you + choose a type the NPC was Vulnerable to, they don't become Resistant to + it: instead, they simply lose the corresponding Vulnerability (only + Vulnerabilities caused by the NPC's Species can be removed this way). +

    +
    +
    +

    FINAL ACT (LIMITED)

    +

    + When reduced to 0 HP, your NPC can immediately perform some sort of + special action or attack. Self-destructing robots and exploding fire + elementals are great classics. +

    +

    + Take some liberty with this Skill, making it powerful but also a hindrance + for the NPC’s allies. If this Skill deals damage, it should be minor (see + page 93). +

    +
    +
    +

    FLYING (LIMITED)

    +

    + Your NPC has the ability to fly or levitate. In addition to the obvious + narrative benefits, creatures on the ground cannot reach your NPC with + melee attacks as long as your NPC is in mid-air (but your NPC can perform + melee attacks against targets who are on the ground). +

    +
      +
    • + Limitation 1: If the NPC suffers damage of a type they + are Vulnerable to, they are immediately forced to land and lose the + benefits of this Skill until the end of the round, when they will + automatically resume flight. Your NPC may also be forced to land by + spending an opportunity. +
    • +
    • + Limitation 2: As long as it is in Crisis, the NPC loses + all benefits granted by this Skill. +
    • +
    +
    +
    +

    IMPROVED DAMAGE

    +

    + Choose one of your NPC's attacks or spells: it now deals 5 extra damage. + If you acquire this Skill multiple times, you must always apply it to a + different source of damage. +

    +

    + Caution: Be careful when using this Skill to increase + damage dealt by attacks with multi. +

    +
    +
    +

    IMPROVED DEFENSES

    +

    Choose one option:

    +
      +
    • + Your NPC gains a +2 bonus to Defense and a +1 bonus to Magic Defense. +
    • +
    • + Your NPC gains a +1 bonus to Defense and a +2 bonus to Magic Defense. +
    • +
    +

    + This Skill can be taken only twice, and its effects are cumulative with + those granted by equipment and other Skills. +

    +
    +
    +
    + +
    +
    +

    Improved Hit Points

    +

    Your NPC's maximum Hit Points are increased by 10.

    +

    + This Skill is excellent for creatures that need to compensate for low + defenses or damage Vulnerabilities. +

    +
    +
    +

    Improved Initiative (Limited)

    +

    Your NPC gains a +4 bonus to their Initiative score.

    +
    +
    +

    Reaction

    +

    + Your NPC reacts to a specific trigger (such as being missed by an attack, or + hit by an offensive spell). Examples are: +

    +
      +
    • Performs an attack after being missed by a melee attack.
    • +
    • Deals minor damage when hit by an offensive spell.
    • +
    • Recovers some Mind Points when damaged.
    • +
    +
    +
    +

    Special Attack

    +

    + Choose one of your NPC's attacks and add a special effect. Examples are: +

    +
      +
    • The attack gains multi (2).
    • +
    • The attack targets Magic Defense instead of Defense.
    • +
    • The target suffers a status effect.
    • +
    • + The target is trapped, swallowed or captured. Breaking free will likely + require filling a Clock of variable size — generally four to six sections. +
    • +
    • + The attack deals more damage to targets suffering from status effects. +
    • +
    • + The attack allows your NPC to recover HP equal to half the HP loss it + causes. +
    • +
    • + If the target was dazed or shaken, your NPC controls the target's next + action. +
    • +
    • If the target was slow or weak, the attack petrifies them.
    • +
    • + The attack prevents the target from performing a specific action on their + next turn. +
    • +
    • + The attack grants your creature some kind of bonus that lasts until their + next turn. +
    • +
    +

    + Some effects are much more powerful than others. When you choose an effect + for this Skill, compare it with other creatures of a similar level in the + Bestiary. Take into account how effective the attack will be in this + particular situation as well. +

    +
    +
    + +
    +

    GAME MASTER

    +

    SPECIALIZED

    +

    Choose one option:

    +
      +
    • Your NPC gains a +3 bonus to all Accuracy Checks.
    • +
    • Your NPC gains a +3 bonus to all Magic Checks.
    • +
    • Your NPC gains a +3 bonus to Opposed Checks in a specific context.
    • +
    +

    + This Skill can be taken up to three times, but never for the same type of + Check. +

    +

    SPELLCASTER

    +

    Choose one option:

    +
      +
    • + Your NPC learns one spell and increases their maximum Mind Points by 10. +
    • +
    • Your NPC learns two spells.
    • +
    +

    + NPCs may learn spells from Classes or from the list of NPC Spells on the next + page. +

    +

    + Offensive (rr) spells cast by NPCs may use 【MIG + WLP 】 or 【INS + WLP 】 + for the Magic Check. +

    +

    STATUS EFFECT IMMUNITY

    +

    Your NPC becomes immune to any two status effects of your choice.

    +

    UNIQUE ACTION

    +

    + Your NPC may perform the Skill action to generate a unique effect. Examples + are: +

    +
      +
    • Your NPC's next attack or spell will deal 10 extra damage.
    • +
    • + Your NPC changes "stance", swapping or altering their damage Affinities. +
    • +
    • + Your NPC calls for reinforcements (these adversaries should be very weak). +
    • +
    +

    USE EQUIPMENT (LIMITED)

    +

    + Your NPC gains one accessory slot, one armor slot, one main hand slot, and one + off-hand slot. Soldier enemies should only be equipped with Basic Items; elite + and champion adversaries, on the other hand, should often use Rare Items. If + an NPC loses a weapon they have equipped, any Skills assigned to the + corresponding basic attack should be transferred to their unarmed strikes. +

    +
    + +
    +

    NPC SPELLS

    +

    + When you give a Non-Player Character one of these spells, rename it and tweak + its effects to suit your needs — most spells are already customizable, + allowing you to choose between status effects or damage types: you make this + choice when designing your NPC. +

    +

    + For instance, you might give a creature Cursed Breath from + the list below, choose ice damage and the slow status effect and rename it to + Frozen Spear. +

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    SPELLMPTARGETDURATION
    Area Status20 + Special Instantaneous
    Choose any number of creatures you can see: + each of them suffers (choose one: dazed, shaken, slow, weak). +
    Breath 5 + One creature Instantaneous
    The target suffers 【HR + 10】 (choose + type) damage. +
    Curse 5 + One creature Instantaneous
    The target suffers (choose one: dazed, + shaken, slow, weak). +
    Curse XL 10 + One creature Instantaneous
    The target suffers (choose two: dazed, + shaken, slow, weak). +
    Cursed Breath 10 + One creature Instantaneous
    The target suffers 【HR + 15】 (choose + type) damage and suffers (choose one: dazed, shaken, slow, weak). +
    Devastation30 + Special Instantaneous
    Choose any number of creatures you can see: + each of them suffers 30 (choose type) damage. You may only cast this + spell once per turn. +
    +

    + Note: This spell should only be given to champion and elite creatures level + 30 or higher, and said creatures can only cast this spell during their last + turn in the round. +

    +
    + +
    +

    GAME MASTER

    +

    (Page Identifier: 311 W)

    +

    Spells and Abilities

    +
    +

    Lick Wounds

    +

    + Cost: 5 | Target: Self | + Duration: Instantaneous +

    +

    + You recover 20 Hit Points. This amount increases to 30 Hit Points if you are + level 20 or higher, to 40 Hit Points if you are level 40 or higher, or to 50 + Hit Points if you are level 60 or higher. +

    +
    +
    +

    Life Theft

    +

    + Cost: rr 10 | Target: One creature | + Duration: Instantaneous +

    +

    + The target suffers 【HR + 15】 (choose type) damage. Then, you recover an + amount of Hit Points equal to half the Hit Point loss they suffered. +

    +
    +
    +

    Mind Theft

    +

    + Cost: rr 10 | Target: One creature | + Duration: Instantaneous +

    +

    + The target suffers 【HR + 15】 (choose type) damage. Then, you recover an + amount of Mind Points equal to half the Hit Point loss they suffered. +

    +
    +
    +

    Poison

    +

    + Cost: rr 10 | Target: × T | + Scope: Up to three creatures | + Duration: Instantaneous +

    +

    Each target hit by this spell suffers poisoned.

    +
    +
    +

    Quicken

    +

    + Cost: 20 | Target: One creature | + Duration: Instantaneous +

    +

    + The target may immediately perform a free attack with a weapon they have + equipped (or with a basic attack, if the target is an NPC). +

    +
    +
    +

    Rage

    +

    + Cost: rr 10 | Target: × T | + Scope: Up to three creatures | + Duration: Instantaneous +

    +

    Each target hit by this spell suffers enraged.

    +
    +
    +

    Shell

    +

    + Cost: 10 | Target: Self | + Duration: Scene +

    +

    Until this spell ends, you gain Resistance to physical damage.

    +
    +
    +

    War Cry

    +

    + Cost: 10 | Target: × T | + Scope: Up to three creatures | + Duration: Scene +

    +

    Until this spell ends, each target gains a +1 bonus to Accuracy Checks.

    +
    +
    +

    Weaken

    +

    + Cost: rr 10 | Target: One creature | + Duration: Scene +

    +

    + Until this spell ends, the target suffers 5 extra damage from all sources + that deal (choose type) damage. +

    +
    +
    + +
    +

    ANGELA, THE FIRE MAGE

    +

    + In today's session, the group is investigating traces of a mysterious + organization that has been stealing rare magic tomes and gathering + "suspicious" ingredients. The Player Characters have managed to locate one of + the group's hideouts, nestled within the blackened and mossy remains of an old + watchtower. Unfortunately, they weren't exactly subtle in their search, and a + nasty surprise awaits them: Angela, one of the organization's founding members + and a capable pyromancer, has been informed of their arrival and will confront + them directly. +

    +

    + This just happened, and the GM asks everyone to give them a few minutes in + order to come up with a suitable battle. There isn't much time, so they try to + be as fast as possible while creating something that provides an interesting + challenge. +

    +
      +
    • + Player Character Level Assessment: First of all, the Game + Master looks at the Player Characters' levels. Two of them are level 10, one + is level 9, and another is level 11. This means the adversaries should range + from level 10 to level 20, on average. +
    • +
    • + Angela's Design Parameters: Since Angela acts as the + biggest threat in this situation, it makes sense for her to be level 20. + She's a humanoid creature, which means she can equip items + and gets three starting Skills, and she is considered a minor Villain, which + means she has access to 5 Ultima Points. +
    • +
    • + The GM also plans on making her an elite or a champion, but for now she will + be built as a soldier. +
    • +
    • + Personality and Traits: Angela is a capable mage with a + strong personality, so she is given the following Traits: ambitious, + arrogant, knowledgeable, and ruthless. She will be easily provoked and stop + at nothing to protect the organization's interests, which includes + destroying all evidence in the hideout if given no other choice. +
    • +
    • + Attributes: When it comes to her Attributes, the choice is + easy: a d10 in Willpower, and a d8 in every other Attribute (normally one of + her Attributes should be a d6, but Angela is level 20 and gets to raise one + of her Attributes by one die size). +
    • +
    • + Combat Equipment & Attacks: Close combat won't be Angela's + strong suit, but the GM takes into account her humanoid advantages and + equips her with a + (ferula, page 270), a rare + weapon that boosts her Magic Checks. The GM decides to give her another + basic attack that showcases her frequent use of fire magic; this will be a + ranged attack that relies on 【INS + WLP】 and deals 5 fire + damage. The attack is named "flame dart". +
    • +
    +

    + Since an adversary level 20 or higher deals 5 extra damage with attacks and + spells, Angela's staff will deal a total of 【HR + 7】 damage and + her flame dart will deal a total of 【HR + 10】 damage, making + her a bit more dangerous. +

    +

    SAMPLE BOSS DESIGNS

    +
    + +
    +

    Game Master Report

    +

    + Now comes the fun part: Skills. Since Angela is level 20 and her Species is + humanoid, she will start with a total of five Skills because she is being + built as a soldier. If she is made an elite or a champion, she'll get a few + more. +

    +

    + First, Angela is a mage and that needs to be taken care of. The GM gives her + the Spellcaster Skill. When a character takes that Skill, + they can either learn two spells, or learn one spell and increase their + maximum MP by 10. The GM takes the Spellcaster Skill twice + and gives Angela three spells, plus a slight bump to her Mind Points. +

    +

    + But which spells should be chosen? She's a pyromancer and a dark mage, so she + should get something from Elementalist and Entropist — + Drain Vigor and Ignis feel appropriate. When + it comes to her third spell, the GM goes with Flare. The idea + is that the heroes will feel threatened by Angela, and a damage spell like + this will surely leave an impression. All three spells also deal 5 extra + damage due to Angela being level 20. +

    +

    + There are three Skills available, so the GM keeps it simple and takes + Damage Resistances against dark and fire damage, then + Special Attack twice, making her "flame dart" target Magic + Defense instead of Defense and inflict weak. +

    +
    + +
    +

    Character Build Sheet - Angela

    +
      +
    • + Since she's level 20, Angela gains a +2 bonus to Accuracy + Checks and Magic Checks. +
    • +
    +

    The GM writes that down.

    +
      +
    • + Finally, Angela is given some physical protection in the form of a sage + robe, bringing her Defense to 9 and her Magic Defense to 10. Her Initiative + score will be 6, and her maximum HP and MP will both be equal to 80. +
    • +
    +

    + Were Angela a soldier-rank adversary, she'd be done. But that isn't the case. + The heroes confront her inside a magical laboratory, so she'll have a few + magical allies to support her; there isn't much time, so the GM relies on a + creature already present in the Bestiary: the arcane lantern (page 328). +

    +

    + Since they don't want to make the battle too overwhelming and there are four + Player Characters in the group, the GM makes Angela an elite accompanied by + two arcane lanterns (renamed as "Angela's arcane lanterns"). +

    +
      +
    • + Unfortunately, the Lanterns are only level 5 — a bit too weak. They could be + made level 10, or the GM could do something different. They know the + lanterns are rather easy to dispatch, being Vulnerable to physical damage, + so they give Angela a huge supply and then add an extra effect upon defeat. +
    • +
    +

    + They take away the lanterns' Mana Transfer action and replace it with + Mana Burst: when an arcane lantern drops to 0 HP, it shatters + in a wave of spiritual energy and restores 10 Mind Points to all characters + present on the scene, be they friends or foes. When this happens, a new + lantern will join the battle at the end of each round (up to a maximum of + three lanterns in the battle at any time). +

    +

    + This creates an interesting dynamic: the Player Characters can focus their + actions on Angela and risk being swarmed by lanterns, or take out the + constructs but gradually restore Angela's MP, giving her the opportunity to + cast more spells. +

    +
      +
    • + Finally, Angela is going to be made an elite; this means she will get two + turns per round, she will double her maximum Hit Points (bringing her to a + rather resilient 160), and she will get an additional Skill. She also gets a + +2 bonus to her Initiative score. +
    • +
    +

    + The GM is pretty happy with the battle as it is, but thinks the extra Skill + should reflect just how determined Angela is to put an end to the heroes' + meddling: when she enters Crisis for the first time, she will channel her + magic in an attempt to destroy the laboratory — this will be represented by a + six-sections Clock, named "ashes to ashes", which will automatically increase + by 1 at the start of each of Angela's turns. The Player Characters can of + course use the Objective action to turn back this Clock, but the only way to + preserve the evidence in the hideout is to both reduce the Clock to 0 and + defeat Angela or force her to leave the scene. +

    +
    + +
    +

    Angela

    +

    Traits: ambitious, arrogant, knowledgeable, ruthless.

    +

    Attributes

    +
      +
    • DEX d8
    • +
    • INS d8
    • +
    • MIG d8
    • +
    • WLP d10
    • +
    +

    Core Stats

    +

    HP: 160 | MP: 80 | Init: 8

    +

    DEF: +1 | M.DEF: +2

    +

    Equipment

    +
      +
    • ferula
    • +
    • sage robe
    • +
    +

    Basic Attacks

    +
      +
    • + Ferula w [INS + WLP] +2 + w [HR + 7] physical damage. +
    • +
    • + Flame Dart w + [INS + WLP] +2 w + [HR + 10] fire damage and the target + suffers weak. (This attack targets Magic Defense.) +
    • +
    +

    Spells

    +
      +
    • + Drain Vigor
      w + [INS + WLP] +3 w 10 MP w One creature w + Instantaneous.
      The target suffers + [HR + 15] dark damage and Angela recovers + Hit Points equal to half the Hit Point loss caused by this spell. +
    • +
    • + Flare
      w + [INS + WLP] +3 w 20 MP w One creature w + Instantaneous.
      The target suffers + [HR + 30] fire damage. This damage + ignores Resistances. +
    • +
    • + Ignis
      w + [INS + WLP] +3 w 10 × T MP w Up to three + creatures w Instantaneous.
      Each target suffers + [HR + 20] fire damage. Opportunity: Each + target suffers shaken. +
    • +
    +

    Angela's Arcane Lantern

    +

    Type: CONSTRUCT

    +

    Typical Traits: glowing, helpful, magical, tiny.

    +

    Attributes

    +
      +
    • DEX d8
    • +
    • INS d8
    • +
    • MIG d6
    • +
    • WLP d10
    • +
    +

    Core Stats

    +

    HP: 40 | MP: 20 | Init: 8

    +

    DEF: +1 | M.DEF: +2

    +

    Basic Attacks

    +
      +
    • + Elemental Discharge w + [DEX + INS] w + [HR + 5] damage. When Angela's arcane + lantern performs this attack, roll a d6 to determine the damage type: 1-2 + bolt; 3-4 fire; 5-6 ice. +
    • +
    +

    Special Rules

    +
      +
    • Construct
      The lantern is immune to poisoned.
    • +
    • + Mana Burst
      When reduced to 0 HP, Angela's arcane + lantern explodes in a wave of magical energy. When this happens, every other + creature present on the scene recovers 10 Mind Points. +
    • +
    +
    + +
    +Bestiary (page 326), the thornfish catches +the GM's eye: it's level 10 and a Bestiary (page 326), the thornfish catches the GM's eye: it's level 10 and a +
    + +
    +

    THORNSHARK

    +

    Level: 10

    +

    Classification: Beast

    +

    Traits

    +
      +
    • aggressive
    • +
    • sharp
    • +
    • quick
    • +
    • thick-skinned.
    • +
    +

    Stats

    +
    +
    DEX:
    +
    d10
    +
    INS:
    +
    d10
    +
    MIG:
    +
    d6
    +
    WLP:
    +
    d6
    +
    HP:
    +
    150
    +
    MP:
    +
    75
    +
    Initiative:
    +
    17
    +
    +

    Combat Parameters

    +
      +
    • DEF: +0
    • +
    • M.DEF: +0
    • +
    +

    Attacks / Actions

    +

    Basic Attacks

    +
    +

    Thorn Dive

    +

    Calculated Damage: {DEX + DEX}

    +

    + Details: Physical damage (Requires + HR + 10). +

    +
    +
    +

    Ocean Jet

    +

    Calculated Damage: {DEX + INS}

    +

    + Details: Ice damage (Requires + HR + 5). Target suffers slow. +

    +
    +

    Other Actions

    +

    Deep Dive

    +

    + The thornshark dives underwater and can no longer be targeted by attacks + (spells and other effects can still be used against it). This benefit lasts + until the start of the Thornshark's next turn, or until the Thornshark loses + any amount of Hit Points. +

    +

    Special Rules

    +
      +
    • + Crisis Effect: As long as the thornshark is in Crisis, the + Ocean Jet attack gains multi (2). +
    • +
    • + Flying: Creatures on the ground cannot reach the thornshark + with melee attacks as long as it is in mid-air (but the thornshark can + perform melee attacks against targets on the ground with no penalties). +
    • +
    • +

      + If the thornshark suffers damage of a type it is Vulnerable to, it is + immediately forced to land and temporarily loses the benefits of this + Skill — the Thornfish resumes flight at the end of the round. The + thornshark may also be forced to land by spending an opportunity. +

      +
    • +
    • +

      + As long as it is in Crisis, the Thornshark loses all benefits granted by + this Skill. +

      +
    • +
    +
    +
    + +
    +

    318

    +
    + +
    +

    BESTIARY

    +

    + This final chapter details a variety of NPCs that the Game Master may use as + reference when designing adversaries during the first 20 levels of the game, + but further supplements will add even more — in the meantime, make sure to + experiment with the rules for NPC design (page 302) and come up with unique adversaries! +

    +

    SPECIES AND LEVELS

    +

    + This chapter features a section for each NPC Species, in alphabetical order: + beasts, constructs, demons, elementals, humanoids, monsters, plants, and + undead. +

    +

    + Within each section, NPCS are listed based on their level, from lowest to + highest, in five-levels increments — level 5, level 10, level 15, level 20, + and so on. +

    +

    All NPCS listed in this chapter are soldiers (not elites or champions).

    +

    STUDYING A NON-PLAYER CHARACTER

    +

    + If you want to know more about an NPC's profile, perform an + 【INS + INS】 Open Check — during a conflict scene, the Study + action is what you're looking for. +

    +

    The Game Master will reveal the corresponding amount of information:

    +
      +
    • + Result 10+: The NPC's Rank, Species, maximum HP, and + maximum MP. +
    • +
    • + Result 13+: All the above, plus Traits, Attributes, + Defense, Magic Defense, Affinities. +
    • +
    • + Result 16+: All the above, plus basic attacks and spells. +
    • +
    +

    + The Game Master may apply a +2 bonus or -2 penalty for creatures that are + especially common or hard to find. Once you perform the check, that is what + you know — the same character cannot retry the Check, regardless of if they + encounter a different NPC that would feature the same profile. However, you + can still study different aspects of the creature (such as desires and + motivations); if the NPC changes profile, perhaps through a transformation or + a change of phase, they can be studied again. +

    +
    + +
    + +
    + +
    +

    Creature Profile Guide

    +

    Chapter Title Placeholder

    +

    d 1. NAME, LEVEL AND SPECIES

    +

    + At the top of the creature profile, you will find the creature's name, their + level (ranging from a minimum of 5 to a maximum of 60), and finally their + Species. +

    +

    d 2. DESCRIPTION AND TYPICAL TRAITS

    +

    + Each profile features a short description of the creature, followed by a list + of typical (but not universal) Traits for that type of creature. The Game + Master should always consider these Traits when portraying the creature or + adjudicating the consequences of actions — a peaceful creature is more likely + to listen to reason than an aggressive one, for instance. +

    +

    + Villains can also spend Ultima Points to invoke Traits and reroll dice (page + 101). +

    +

    d 3. ATTRIBUTES

    +

    This line provides you with the creature's main and secondary statistics:

    +
      +
    • + Dexterity (DEX), Insight (INS), Might (MIG) and Willpower (WLP) + are all listed using the creature's base die size. Status effects and + various abilities may temporarily influence these die sizes. +
    • +
    • + HP indicates the creature's maximum Hit Points, followed by + their Crisis score. +
    • +
    • MP indicates the creature's maximum Mind Points.
    • +
    • + Init. indicates the creature's Initiative score. This + calculation already takes all relevant bonuses and penalties into account, + such as those from armor or Skills. +
    • +
    +

    d 4. DEFENSES

    +

    This section lists the creature's defensive statistics:

    +
      +
    • + Defense (DEF) may be listed as a fixed number (if the + creature is wearing martial armor) or as a bonus to be added to their + current Dexterity die size. +
    • +
    • + Magic Defense (M.DEF) is always listed as a bonus to be + added to the creature's current Insight die size. +
    • +
    +

    + These scores already take into account any benefits granted by shields and + Skills. +

    +
    +
    + +
    +

    5. DAMAGE AFFINITIES

    +

    + Here you can find the creature's Affinity towards each of the nine damage + types in the game, in this order: physical, air, bolt, dark, earth, fire, ice, + light, poison. +

    +
      +
    • + Empty field means the creature has no Affinity regarding + the damage type in question. +
    • +
    • + VU means the creature is Vulnerable to the damage type in + question, thus doubling the Hit Point loss. +
    • +
    • + RS means the creature is Resistant to the damage type in + question, thus halving the Hit Point loss. +
    • +
    • + IM means the creature is Immune to the damage type in + question, thus negating the Hit Point loss. +
    • +
    • + AB means the creature Absorbs the damage type in question, + thus recovering Hit Points equal to the damage suffered. +
    • +
    +

    + For more information on damage and Affinities, see + page 92. +

    +

    6. BASIC ATTACKS

    +

    This section lists the creature's main attacks using the format below:

    +
    $ Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
    aa Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
    +
      +
    • + $ or aa indicates whether the attack is melee or ranged. +
    • +
    • + 【Accuracy Check】 indicates which Attributes must be + rolled for the Accuracy Check. +
    • +
    • + 【Damage Calculation】 indicates how to calculate the + damage dealt by the attack, generally by adding the High Roll and a fixed + value, as well as the type of damage dealt by the attack. Some attacks deal + no damage. +
    • +
    +

    + Many attacks have secondary effects or follow special rules, such as targeting + Magic Defense instead of Defense. Secondary effects are listed after the + damage calculation (if any) and only take place if the attack was successful + unless otherwise noted. +

    +
    +
    + +
    +

    CHAPTER 7. SPELLS

    +

    Some creatures can cast spells. The format is as follows:

    +
      +
    • + h Spell Name w 【Magic Check】 w MP cost w Target w Duration. +
    • +
    • Spell effect.
    • +
    +

    Key definitions:

    +
      +
    • + w h indicates that this is a spell and requires the Spell + action. +
    • +
    • + w If rr is present next to the spell's name, it is + an offensive spell. +
    • +
    • + w【Magic Check】 indicates which Attributes must be rolled for + the Magic Check (if the spell is an offensive spell). +
    • +
    • w MP cost indicates the spell's cost in Mind Points.
    • +
    • + w Target indicates the spell's possible target or targets. +
    • +
    • + w Duration indicates whether the spell is instantaneous or + lasts for the scene. +
    • +
    +

    + Finally, the effects of the spell are described in the text. If the spell + features an opportunity option, it will be listed here. Some spells have + effects that change if the creature casting them is a higher level — this is + mentioned in the text. +

    +

    + For more information on spells, see + page 114. +

    +

    CHAPTER 8. OTHER ACTIONS

    +

    + Some creatures have unique actions they can perform, listed using the format + below: +

    +
      +
    • S Action Name w Action effect.
    • +
    +

    Key definitions:

    +
      +
    • + w S indicates that this effect requires the Skill action. +
    • +
    • The effects of this unique action are then explained in detail.
    • +
    +

    CHAPTER 9. SPECIAL RULES

    +

    + This section lists any unique features and passive or reactive Skills they may + possess, such as the ability to counterattack or fly. +

    +
    + +
    +
    +

    CUTTERPILLAR Lv 5 w BEAST

    +

    + A large centipede that can roll itself into a ball to fend off attacks, only + to spring up and bite afterward. +

    +

    Typical Traits: heavy, resilient, slow, territorial.

    +
    +

    DEX d8 INS d6 MIG d10 WLP d8 HP 60 w 30 MP 45 Init. 7

    +

    DEF +2 M.DEF +1 ' a b aa RS EE RS ff VU ii VU l b

    +
    +

    BASIC ATTACKS

    +
      +
    • + Mandible Slash w 【DEX + MIG】 w 【HR + 5】 poison damage + and the target suffers weak. +
    • +
    • + Cutter Ball w 【DEX + MIG】 w 【HR + 5】 physical damage. + If the cutterpillar performed the Guard action during its previous turn, + this attack deals 5 extra damage. +
    • +
    +

    SPECIAL RULES

    +
      +
    • + Roll Up w When the cutterpillar performs the Guard + action, it gains Immunity to physical damage until the start of its next + turn. +
    • +
    +
    +
    +
    +

    GIANT RAT Lv 5 w BEAST

    +

    + Large rats dwelling in sewers and tunnels. Their bite can cause violent + fevers, but they are easily scared away by fire. +

    +

    Typical Traits: afraid of fire, fast, hungry, vicious.

    +
    +

    DEX d12 INS d8 MIG d6 WLP d6 HP 40 w 20 MP 35 Init. 14

    +

    DEF +0 M.DEF +0 ' a b a EE RS ff VU i l bb RS

    +
    +

    BASIC ATTACKS

    +
      +
    • + Bad Bite w 【DEX + MIG】 w 【HR + 5】 physical damage and + the target suffers poisoned. +
    • +
    +

    SPECIAL RULES

    +
      +
    • + Cornered Rat w As long as it is in Crisis, the rat gains + a +3 bonus to all Checks. +
    • +
    • + Quick w When the giant rat fills or erases sections of a + Clock related to escaping or pursuing, it may fill or erase an additional + section. +
    • +
    +
    +
    +

    BEASTS

    +
    + +
    +

    55 BESTIARY

    +
    +

    GREY HOWLER

    +

    Lv 5 w BEAST

    +

    + Often trained as guardians, these large canines can prove extremely loyal to + their owners and companions. +

    +

    Typical Traits: loyal, perceptive, smart, vigilant.

    + +
    +
      +
    • DEX d10
    • +
    • INS d8
    • +
    • MIG d8
    • +
    • WLP d6
    • +
    • HP 50 w 25 MP
    • +
    • 35 Init. 9
    • +
    • DEF +0 M.DEF +0 ' aa RS b a E f ii RS l b
    • +
    +
    +

    BASIC ATTACKS

    +
      +
    • + Vicious Bite w 【DEX + MIG】 +3 w 【HR + 10】 physical + damage. +
    • +
    +

    SPECIAL RULES

    +
      +
    • + Protect: When another character is in danger, the grey + howler may choose to take their place (see the Protect Skill on + page 197). +
    • +
    +
    +

    VAMPIRE BAT

    +

    Lv 5 w BEAST

    +

    + Unlike normal bats, these oversized predators often attack people and animals. + They are surprisingly intelligent. +

    +

    + Typical Traits: afraid of light, aggressive, loud, smart. +

    + +
    +
      +
    • DEX d10
    • +
    • INS d8
    • +
    • MIG d6
    • +
    • WLP d8
    • +
    • HP 50 w 25 MP
    • +
    • 45 Init. 9
    • +
    • DEF +0 M.DEF +0 ' aa VU b a EE RS f i l bb RS
    • +
    +
    +

    BASIC ATTACKS

    +
      +
    • + Blood Drinker w 【DEX + DEX】 w 【HR + 5】 physical damage. + Then, the vampire bat recovers an amount of HP equal to half the HP loss + suffered by the target. +
    • +
    • + Screech w 【DEX + WLP】 w 【HR + 5】 air damage and the + target suffers dazed. +
    • +
    +

    SPECIAL RULES

    +
      +
    • + Flying: See + page 307 for the detailed effects of + this Skill. +
    • +
    +
    +
    + +
    +
    +

    BOMBARD ANT Lv 10 w BEAST

    +

    + These human-sized ants are an extension of their Queen's will — a mysterious + creature dwelling in the depths of the earth. +

    +

    + Typical Traits: explosive, flammable, mindless, + territorial. +

    +

    Stats

    +
      +
    • DEX d10
    • +
    • INS d6
    • +
    • MIG d10
    • +
    • WLP d6
    • +
    • HP 70 w 35 MP 40
    • +
    • Init. 12
    • +
    +

    Basic Attacks

    +
      +
    • + Ant Slam w 【DEX + MIG】 +1 w 【HR + 10】 physical + damage. +
    • +
    • + Ant Cannon w 【DEX + INS】 +1 w 【HR + 5】 physical + damage and the target suffers dazed. +
    • +
    +

    Special Rules

    +
      +
    • + Burrow +

      + When the bombard ant takes the Guard action, if it is standing on dirt, + sand, or rock, it gains a +2 bonus to Defense and becomes Vulnerable to + earth damage until the start of its next turn. +

      +
    • +
    • + Empty Mind +

      The bombard ant is immune to dazed and enraged.

      +
    • +
    +
    +
    +
    +

    THORNFISH Lv 10 w BEAST

    +

    + Barely longer than an outstretched arm, these fishes use their fins to fly + across brief distances and carry a vicious bite. +

    +

    + Typical Traits: aggressive, quick, small, thick-skinned. +

    +

    Stats

    +
      +
    • DEX d10
    • +
    • INS d10
    • +
    • MIG d6
    • +
    • WLP d6
    • +
    • HP 50 w 25 MP 40
    • +
    • Init. 14
    • +
    +

    Basic Attacks

    +
      +
    • + Thorn Dive w 【DEX + DEX】 +1 w 【HR + 10】 physical + damage. +
    • +
    • + Ocean Jet w 【DEX + INS】 +1 w 【HR + 5】 ice damage and + the target suffers slow. +
    • +
    +

    Special Rules

    +
      +
    • + Flying +

      + See page 307 for the detailed + effects of this Skill. +

      +
    • +
    +
    +
    + +
    +

    BESTIARY

    +
    +

    SUN BEAR

    +

    Level 15 | Beast

    +

    + One of the largest and most intelligent beasts in the world. Rumor has it + some sun bears can communicate telepathically. +

    +

    Typical Traits

    +
      +
    • hairy
    • +
    • huge
    • +
    • peaceful
    • +
    • smart
    • +
    +
    + DEX: d8 INS: d8 MIG: d10 + WLP: d6
    + HP: 80 w 40 MP 45 | Init.: 8
    + DEF: +1 M.DEF: +2 +
    +

    Basic Attacks

    +
      +
    • + Bear Hug (Requires [DEX + MIG]): Deals +1 physical damage + and the target suffers weak. +
    • +
    +

    Special Rules

    +
      +
    • Powerful: The sun bear is immune to slow and weak.
    • +
    • + Suntouched: As long as it is in Crisis, the Bear Hug + attack deals 5 extra damage and all damage dealt by that attack becomes + fire. +
    • +
    +
    +
    +

    WHITE HOWLER

    +

    Level 20 | Beast

    +

    + White howlers are rarely seen near urban areas since they prefer mountains + and forests. They are breathtakingly beautiful. +

    +

    Typical Traits

    +
      +
    • brave
    • +
    • cunning
    • +
    • regal
    • +
    • vigilant
    • +
    +
    + DEX: d8 INS: d8 MIG: d10 + WLP: d8
    + HP: 90 w 45 MP 60 | Init.: 8
    + DEF: +2 M.DEF: +1 +
    +

    Basic Attacks

    +
      +
    • + White Maw (Requires [DEX + MIG]): Deals +5 physical + damage and the target suffers weak. +
    • +
    +

    Spells

    +
      +
    • + Iceberg (Cost: 20 MP): Targets one creature, instant + action. The target suffers 【HR + 30】 ice damage. This damage ignores + Resistances. +
    • +
    • + Lick Wounds (Cost: 5 MP): Self, instant action. The white + howler recovers 30 Hit Points (40 if level 40+, 50 if level 60+). +
    • +
    +

    Special Rules

    +
      +
    • + Regal Aura: Allies of the white howler are immune to + shaken. +
    • +
    +
    + +
    + +
    +

    ARCANE LANTERN Lv 5 w CONSTRUCT

    +

    + Mages often keep these creatures as magical repositories. In a pinch, the + lanterns can even help in battle. +

    +

    Typical Traits: glowing, helpful, magical, tiny.

    +

    Stats

    +

    DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 55 Init. 8

    +

    DEF +1 M.DEF +2 ' VU a b a EE RS ff RS ii RS l bb IM

    +

    Basic Attacks

    +

    Elemental Discharge

    +

    + Damage: {DEX + INS} w {HR + 5} damage. When the arcane + lantern performs this attack, roll a d6 to determine the damage type: 1-2 + bolt; 3-4 fire; 5-6 ice. +

    +

    Other Actions

    +

    Mana Transfer

    +

    + The arcane lantern may use an action and spend up to 10 Mind Points to choose + another creature it can see. That creature recovers an equal amount of Mind + Points. +

    +

    Special Rules

    +

    Construct: The lantern is immune to poisoned.

    +

    CLATTERCLOWN Lv 10 w CONSTRUCT

    +

    + A discarded toy jester inhabited by loathsome spirits. Perhaps it is simply + looking for someone to play with? +

    +

    Typical Traits: creepy, loud, small, vengeful.

    +

    Stats

    +

    DEX d8 INS d10 MIG d8 WLP d6 HP 60 w 30 MP 50 Init. 13

    +

    DEF +0 M.DEF +0 ' aa VU b a EE RS ff RS i l bb IM

    +

    Basic Attacks

    +

    Jester Kick

    +

    + Damage: {DEX + INS} +1 w {HR + 5} physical damage. This + attack deals 5 extra damage against dazed or shaken targets. +

    +

    Spells

    +

    Dancing Jester

    +

    + 20 MP w Special w Instantaneous. The clatterclown chooses any number of + creatures it can see: each of them suffers shaken. +

    +

    Special Rules

    +

    Construct: The clatterclown is immune to poisoned.

    +
    + +
    +

    GARGOYLE

    +

    Lv 10 w CONSTRUCT

    +

    + Despite their weight, gargoyles can levitate using their moderate magical + powers. They make for excellent guardians. +

    +

    Typical Traits

    +
      +
    • Bound to a location
    • +
    • Cunning
    • +
    • Floating
    • +
    • Vigilant
    • +
    +

    Statistics

    +
    +
    DEX
    +
    d10
    +
    INS
    +
    d8
    +
    MIG
    +
    d8
    +
    WLP
    +
    d6
    +
    HP
    +
    70 w 35
    +
    MP
    +
    50
    +
    Init.
    +
    9
    +
    +

    Defenses

    +
      +
    • DEF: +0
    • +
    • M.DEF: +0
    • +
    +

    Basic Attacks

    +

    + Stone Claws w 【DEX + MIG】 +1 w 【HR + 5】 physical damage. + This attack targets Magic Defense. +

    +

    Spells

    +
      +
    • + Stone Barrage w 【MIG + WLP】 +1 w 10 MP w One creature w + Instantaneous. The target suffers 【HR + 15】 earth damage and suffers + dazed. +
    • +
    +

    Special Rules

    +
      +
    • Construct: The gargoyle is immune to poisoned.
    • +
    • + Flying: See + page 307 for the detailed effects of + this Skill. +
    • +
    +
    +

    MAGITECH TROOPER

    +

    Lv 10 w CONSTRUCT

    +

    + A suit of armor animated by soul energy. Immensely powerful in battle, but its + strategies tend to be very predictable. +

    +

    Typical Traits

    +
      +
    • Loyal
    • +
    • Predictable
    • +
    • Ruthless
    • +
    • Vigilant
    • +
    +

    Statistics

    +
    +
    DEX
    +
    d8
    +
    INS
    +
    d8
    +
    MIG
    +
    d10
    +
    WLP
    +
    d6
    +
    HP
    +
    80 w 40
    +
    MP
    +
    40
    +
    Init.
    +
    5
    +
    +

    Defenses

    +
      +
    • DEF: 11
    • +
    • M.DEF: +0
    • +
    +

    Equipment

    +

    waraxe, bronze plate.

    +

    Basic Attacks

    +

    + Axe Strike w 【MIG + MIG】 +1 w 【HR + 14】 physical damage + and the target suffers slow. +

    +

    Special Rules

    +
      +
    • + Construct: The magitech trooper is immune to poisoned. +
    • +
    • + Exposed Core: As long as it is in Crisis, the magitech + trooper loses Resistance to fire and ice damage and all damage dealt by its + Axe Strike becomes bolt. +
    • +
    +
    + +
    +

    BRONZE GOLEM Lv 15 w CONSTRUCT

    +

    + These clockwork automatons are often employed as guardians by aristocrats and + merchants. They are imposing but slow. +

    +

    Typical Traits: clattering, looming, powerful, slow.

    + +

    DEX d6 INS d8 MIG d12 WLP d6 HP 100 w 50 MP 45 Init. 7

    +

    DEF +2 M.DEF +1 ' aa VU bb VUa EE RS f i l bb IM

    +

    BASIC ATTACKS

    +
      +
    • + Punch: w 【DEX + MIG】 +1 w 【HR + 10】 physical damage and + the target suffers dazed. +
    • +
    • + Whirlwind: w 【DEX + MIG】 +1 w 【HR + 5】 air damage. This + attack has multi (2). +
    • +
    +

    SPECIAL RULES

    +
      +
    • Construct: The bronze golem is immune to poisoned.
    • +
    +

    RAZORBIRD Lv 15 w CONSTRUCT

    +

    + Often found in the aerial forces of large empires, razorbirds carry a mighty + arsenal of magitech weapons. +

    +

    Typical Traits: fast, flying, heavily armed, loyal.

    + +

    DEX d10 INS d8 MIG d8 WLP d6 HP 80 w 40 MP 45 Init. 9

    +

    DEF +0 M.DEF +0 ' aa VU bb VUa EE RS ff IM ii VU l bb IM

    +

    BASIC ATTACKS

    +
      +
    • + Razor Dive: w 【DEX + DEX】 +1 w 【HR + 10】 physical + damage. After performing this attack, the razorbird loses all benefits + granted by the Flying Skill until the start of its next turn. +
    • +
    • + Gatling Gun: w 【DEX + INS】 +1 w 【HR + 5】 physical + damage. This attack has multi (2). +
    • +
    • + Scorch Rocket: w 【DEX + INS】 +1 w 【HR + 10】 fire + damage. +
    • +
    +

    SPECIAL RULES

    +
      +
    • Construct: The razorbird is immune to poisoned.
    • +
    • + Fast & Furious: The razorbird is immune to slow and weak. +
    • +
    • + Flying: See + page 307 for the detailed effects of + this Skill. +
    • +
    +
    + +
    +

    FOREST GOLEM Lv 20 w CONSTRUCT

    +

    + Druids and witches often weave together these creatures and order them to + guard sacred locations. +

    +

    Typical Traits: emotionless, flammable, lonely, towering.

    +

    Stats

    +

    + DEX d6 | INS d6 | MIG d12 | + WLP d10 | HP 110 w 55 MP 80 | + Init. 6 +

    +

    DEF +0 | M.DEF +0

    +

    BASIC ATTACKS

    +
      +
    • + Bark Claws w + {MIG + MIG} +2 w + {HR + 10} physical damage. This + attack has multi (2). +
    • +
    • + Life Blast w + {DEX + MIG} +2 w + {HR + 15} light damage. +
    • +
    +

    SPELLS

    +
      +
    • + Dispel w 10 MP w One creature w Instantaneous. If the + target is affected by one or more spells with a duration of "Scene", instead + they are no longer affected by any of those spells. +
    • +
    • + Spore Breath w + {MIG + WLP} +2 w 10 MP w One + creature w Instantaneous. The target suffers + {HR + 15} poison damage and + suffers weak. +
    • +
    • + Vine Burst w 20 MP w Special w Instantaneous. The golem + chooses any number of creatures it can see: each of them suffers shaken. +
    • +
    +

    SPECIAL RULES

    +

    Construct w The forest golem is immune to poisoned.

    +

    Design Notes for Constructs

    +

    + The once-resplendent waters of the Dagda Oasis now run dry. The Golem attacks + all that approach. When designing a construct boss, you might separate it into + parts (such as a sturdy central body supported by telescopic limbs), or have + it expose its magitech core when in Crisis, increasing its elemental damage + but also lowering defenses and unlocking new Vulnerabilities. +

    +

    CONSTRUCT BOSSES

    +

    + And if there's a Magitech Tinkerer in the party, they might even be able to + take control of a soldier-rank limb and force the boss to punch itself in the + face! Those are the kind of scenes your group will remember. +

    +
    + +
    +
    +

    DEMONS

    +

    IMP Lv 5 w DEMON

    +

    + The weakest of demons. Imps originate from the dark thoughts of a single + person or small community. They are cowards. +

    +

    + Typical Traits: cowardly, cunning, mischievous, tainted. +

    + +

    DEX d8 INS d8 MIG d6 WLP d10 HP 50 w 25 MP 55 Init. 8

    +

    DEF +0 M.DEF +0 ' a b aa RS E ff IM ii RS ll VU b

    +

    BASIC ATTACKS

    +

    + Freezing Nails w 【DEX + WLP】 w 【HR + 5】 ice damage. + This attack targets Magic Defense. +

    +

    SPELLS

    +
      +
    • + Enrage r w 【INS + WLP】 w 10 MP w One creature w + Instantaneous. The target suffers enraged and cannot perform the Guard or + Spell actions on their next turn. +
    • +
    • + Shell w 10 MP w Self w Scene. Until this spell ends, the + imp gains Resistance to physical damage. +
    • +
    +
    +
    +

    LIGHTNING WHEEL Lv 10 w DEMON

    +

    + Born from the fears of travelers, these cruel demons ride inside a large + wooden wheel surrounded by lightning. +

    +

    Typical Traits: bright, cackling, cruel, fast.

    + +

    DEX d12 INS d6 MIG d6 WLP d8 HP 60 w 30 MP 60 Init. 9

    +

    DEF +0 M.DEF +0 ' a bb ABaa RS EE VU f i l b

    +

    BASIC ATTACKS

    +

    + Sharp Turn w 【DEX + MIG】 +1 w 【HR + 10】 physical + damage. +

    +

    SPELLS

    +
      +
    • + Fulgur r w 【INS + WLP】 +1 w 10 × T MP w Up to three + creatures w Instantaneous. Each target suffers 【HR + 15】 bolt damage. + Opportunity: Each target suffers dazed. +
    • +
    +

    SPECIAL RULES

    +

    + Quick w When the lightning wheel fills or erases sections + of a Clock related to escaping or pursuing, they may fill or erase two + additional sections. +

    +
    +
    + +
    +

    SHADOW HOWLER Lv 15 w DEMON

    +

    + This massive dog is said to appear when a great catastrophe is about to take + place — they are not evil but mere harbingers of tragedy. +

    +

    Typical Traits: ghastly, large, silent, unearthly.

    +

    Statistics

    +
    +
    DEX
    +
    d8
    +
    INS
    +
    d6
    +
    MIG
    +
    d10
    +
    WLP
    +
    d8
    +
    HP
    +
    80 w 40
    +
    MP
    +
    55
    +
    Init.
    +
    7
    +
    DEF
    +
    +1
    +
    M.DEF
    +
    +2
    + +
    [Stats Block]
    +
    ' a bb VUaa RS E ff RS i l b
    +
    +

    Basic Attacks

    +
      +
    • + Ghostbite w 【DEX + MIG】 +4 + w 【HR + 10】 physical damage. Targets + Magic Defense. +
    • +
    +

    Spells

    +
      +
    • + Ember Breath rr w + 【MIG + WLP】 +1 w 10 MP w One creature w + Instantaneous. +

      The target suffers 【HR + 15】 fire damage and suffers weak.

      +
    • +
    • + Howls of Tragedy rr w + 【MIG + WLP】 +1 w 5 MP w One creature w + Instantaneous. +

      The target suffers shaken.

      +
    • +
    +

    ECHIDNA Lv 20 w DEMON

    +

    + These dangerous fiends are the embodiments of suspicion and strife. Their legs + end in a twisting swarm of snakes. +

    +

    + Typical Traits: clever, knowledgeable, slithering, + unfathomable. +

    +

    Statistics

    +
    +
    DEX
    +
    d8
    +
    INS
    +
    d10
    +
    MIG
    +
    d6
    +
    WLP
    +
    d10
    +
    HP
    +
    70 w 35
    +
    MP
    +
    80
    +
    Init.
    +
    9
    +
    DEF
    +
    +0
    +
    M.DEF
    +
    +0
    + +
    [Stats Block]
    +
    ' aa VU b aa RS E ff IM ii RS ll VU b
    +
    +

    Basic Attacks

    +
      +
    • + Tangle of Vipers w + 【DEX + INS】 +5 w + 【HR + 15】 poison damage. +
    • +
    • + Cold Glare w 【DEX + WLP】 +5 + w 【HR + 10】 ice damage and the target + cannot perform the Objective action on their next turn. This attack targets + Magic Defense. +
    • +
    +

    Spells

    +
      +
    • + Brain Melt rr w + 【INS + WLP】 +2 w 5 × T MP w Up to three + creatures w Instantaneous. Each target loses 【HR + 10】 Mind Points. +
    • +
    +

    Special Rules

    +
      +
    • + Eloquent w The echidna gains a +3 bonus to Opposed Checks + during social occasions. +
    • +
    +
    + +
    +

    ACORN PIXIE

    +

    Lv 5 w ELEMENTAL

    +

    + These fairies gather in places where life force flows untainted. If said + energy becomes corrupted, their minds may grow clouded by rage. +

    +

    Typical Traits: curious, glowing, kind, playful.

    +

    Statistics

    +
      +
    • DEX: d10
    • +
    • INS: d6
    • +
    • MIG: d6
    • +
    • WLP: d10
    • +
    • HP: 40
    • +
    • MP: 20
    • +
    • Init: 8
    • +
    +

    Basic Attacks

    +

    + Sharp Needle w {DEX + DEX} w {HR + 5} physical damage. This + attack deals 5 extra damage against slow targets. +

    +

    Spells

    +
      +
    • + Entangle w {INS + WLP} w 5 MP w One creature w + Instantaneous. The target suffers slow. +
    • +
    • + Heal w 10 × T MP w Up to three creatures w Instantaneous. + Each target recovers 40 Hit Points (50 if level 20+, 60 if level 40+). +
    • +
    +

    Special Rules

    +
      +
    • Elemental: The acorn pixie is immune to poisoned.
    • +
    • + Flying: See + page 307 for the detailed effects of + this Skill. +
    • +
    +

    CHAOS SHARD

    +

    Lv 5 w ELEMENTAL

    +

    + A fragment of negative energy given form. It is largely mindless, generally + feeding on decaying matter and residual arcane energy. +

    +

    Typical Traits: alien, hungry, small, spreads darkness.

    +

    Statistics

    +
      +
    • DEX: d8
    • +
    • INS: d10
    • +
    • MIG: d8
    • +
    • WLP: d6
    • +
    • HP: 50
    • +
    • MP: 25
    • +
    • Init: 9
    • +
    +

    Basic Attacks

    +

    + Chaos Dart w {DEX + INS} w {HR + 5} dark damage and the + target suffers weak. +

    +

    Special Rules

    +
      +
    • Elemental: The chaos shard is immune to poisoned.
    • +
    • + Empty Mind: The chaos shard is immune to dazed, enraged, + and shaken. +
    • +
    +
    + +
    + +
    + +
    + +
    + +
    +

    CRAGBOAR Lv 20 w ELEMENTAL

    +

    + A huge rock formation awakened by earth spirits. It may lay motionless for + centuries, then suddenly rise and sow destruction. +

    +

    Typical Traits: destructive, irritable, massive, rocky.

    +

    DEX d8 INS d6 MIG d12 WLP d8 HP 110 w 55 MP 60 Init. 7

    +
    + +

    + DEF +0 | M.DEF +0 | AA VU + bb | RSa EE IM f i l bb IM +

    +

    Basic Attacks

    +
      +
    • + Rock Charge w 【DEX + MIG】 +2 w 【HR + 15】 physical + damage. This attack has multi (2). If this attack misses any of its targets, + the cragboar loses a minor amount (20) of Hit Points. +
    • +
    • + Rock Tusk w 【MIG + MIG】 +2 w 【HR + 10】 physical damage. +
    • +
    +

    Spells

    +
      +
    • + h Rock Barrage rr w 【MIG + WLP】 +2 w 10 MP w One creature + w Instantaneous.
      The target suffers 【HR + 20】 earth damage and + suffers dazed. +
    • +
    • + h Terra rr w 【MIG + WLP】 +2 w 10 × T MP w Up to three + creatures w Instantaneous.
      Each target suffers 【HR + 20】 earth + damage. This spell cannot target creatures who are flying, floating, + falling, or otherwise in mid-air. +

      + Opportunity: Each target performs one fewer action on + their next turn (to a minimum of 0 actions). +

      +
    • +
    +

    Other Actions

    +
      +
    • + S Angry Snort w On its next turn, the cragboar must perform + Stone Charge, and each target hit by that attack will suffer shaken. +
    • +
    +

    Special Rules

    +
      +
    • Elemental w The cragboar is immune to poisoned.
    • +
    +

    + While elementals aren't too common as bosses, they make for great minions. + Using pairs of "opposing" elementals, such as fire and ice, makes it so that + the group must vary their strategy and attacks — because what hurts one + elemental will heal the other, and vice versa. +

    +

    Elemental Minions

    +
    + +
    +

    HUMANOIDS

    +

    BRIGAND Lv 5 w HUMANOID

    +

    + A common sight on less-patrolled roads, brigands take advantage of lone + travelers and small caravans. +

    +

    Typical Traits: boastful, irritable, proud, strong.

    +

    Stats

    +
      +
    • DEX d6 INS d8 MIG d10 WLP d8 HP 60 w 30 MP 45 Init. 10
    • +
    • DEF +3 M.DEF +1 ' a b a EE RS f ii RS l b
    • +
    +Equipment: broadaxe, bronze shield, travel garb. +

    Basic Attacks

    +

    + Brigand's Axe: w 【MIG + MIG】 w 【HR + 10】 physical damage. +

    +

    Special Rules

    +

    + Bad Temper: As long as they are in Crisis, the brigand + becomes immune to all status effects. +

    +
    +

    GUARD Lv 5 w HUMANOID

    +

    + These soldiers are generally found patrolling city streets or escorting + caravans in the wilderness. +

    +

    Typical Traits: brave, disciplined, loyal, trained.

    +

    Stats

    +
      +
    • DEX d8 INS d8 MIG d8 WLP d8 HP 60 w 30 MP 45 Init. 5
    • +
    • DEF 11 M.DEF +0 ' a b a E f i l b
    • +
    +Equipment: heavy spear, crossbow, bronze plate. +

    Basic Attacks

    +
      +
    • + Heavy Spear: w 【DEX + MIG】 w 【HR + 12】 physical damage. +
    • +
    • + Crossbow: w 【DEX + INS】 w 【HR + 8】 physical damage. +
    • +
    +

    Special Rules

    +
      +
    • + Defensive Formation: The guard gains a +1 bonus to Defense + and Magic Defense as long as there are one or more other guards in the + conflict. +
    • +
    • + Protect: When another character is in danger, the guard may + choose to take their place (see the Protect Skill on + page 197). +
    • +
    +
    + +
    + +
    + +
    +
    +

    W HIVEKIN Lv 10 w HUMANOID

    +

    + Half-bee, half-human, these creatures have a long tradition of arts and + craftsmanship but tend to be quite reclusive. +

    +

    + Typical Traits: buzzing, industrious, lover of beauty, + secretive. +

    +

    Statistics

    +
    +
    DEX
    +
    d10
    +
    INS
    +
    d8
    +
    MIG
    +
    d8
    +
    WLP
    +
    d6
    +
    HP
    +
    70 w 35
    +
    MP
    +
    50
    +
    Init.
    +
    11
    +
    DEF
    +
    +1
    +
    M.DEF
    +
    +2
    +
    +

    Equipment

    +
      +
    • katana
    • +
    • sage robe
    • +
    +

    Basic Attacks

    +

    + $ Hiveblade w [DEX + INS] +5 w + [HR + 10] physical damage. +

    +

    Spells

    +

    + Bee Dance w 20 MP w One creature w Instantaneous. The + target may immediately perform a free attack with a weapon they have + equipped (or with a basic attack, if the target is an NPC). +

    +

    Special Rules

    +
      +
    • + Flying: See + page 307 for the detailed effects of + this Skill. +
    • +
    +
    +
    +
    +

    MERCENARY Lv 10 w HUMANOID

    +

    + Mercenaries are experts at survival and combat. Their abilities and + equipment make them a dangerous threat. +

    +

    Typical Traits: competent, grim, jaded, ruthless.

    +

    Statistics

    +
    +
    DEX
    +
    d8
    +
    INS
    +
    d8
    +
    MIG
    +
    d8
    +
    WLP
    +
    d8
    +
    HP
    +
    60 w 30
    +
    MP
    +
    50
    +
    Init.
    +
    5
    +
    DEF
    +
    11
    +
    M.DEF
    +
    +1
    +
    +

    Equipment

    +
      +
    • bronze sword
    • +
    • pistol
    • +
    • runic plate
    • +
    +

    Basic Attacks

    +
      +
    • + $ Bronze Sword w [DEX + MIG] +5 w + [HR + 11] physical damage. +
    • +
    • + aa Pistol w [DEX + INS] +4 w + [HR + 8] physical damage. +
    • +
    +

    Other Actions

    +

    + Charged Attack: The mercenary's next attack gains multi (2) + and ignores Resistances. +

    +
    +
    + +
    +

    SNIPER

    +

    + Snipers provide support fire from the back lines or take out key targets for + the army. They are rather unfit for close combat. +

    +

    + Typical Traits: accurate, disciplined, furtive, observant. +

    +

    Stats

    +
      +
    • DEX d10 INS d10 MIG d6 WLP d6
    • +
    • HP 60 w 30 MP 45 Init. 13
    • +
    • DEF +1 M.DEF +1 ' a bb RSa E ff RS ii VU l b
    • +
    +

    Equipment

    +

    shortbow, steel dagger, travel garb.

    +

    Basic Attacks

    +
      +
    • + Dagger w 【DEX + INS】 +5 w 【HR + 4】 physical damage. +
    • +
    • + Sniper Bow w 【DEX + DEX】 +4 w 【HR + 8】 physical damage + and the target suffers dazed or slow (sniper's choice). +
    • +
    +

    BATTLEMAGE

    +

    + Clad in runic armor and wielding a variety of attack and support spells, + battlemages are often found at the lead of warrior forces. +

    +

    + Typical Traits: ambitious, cunning, disciplined, + knowledgeable. +

    +

    Stats

    +
      +
    • DEX d8 INS d8 MIG d8 WLP d10
    • +
    • HP 80 w 40 MP 90 Init. 9
    • +
    • DEF 11 M.DEF +1 ' a b a E ff RS ii RS l b
    • +
    +

    Equipment

    +

    staff, runic plate.

    +

    Basic Attacks

    +
      +
    • + Decorated Staff w 【WLP + WLP】 +2 w 【HR + 11】 physical + damage. +
    • +
    +

    Spells

    +
      +
    • + Fulgur rr w 【INS + WLP】 +5 w 10 × T MP w Up to three + creatures w Instantaneous. Each target suffers 【HR + 20】 bolt damage.
      Opportunity: + Each target suffers dazed. +
    • +
    • + Heal w 10 × T MP w Up to three creatures w Instantaneous. + Each target recovers 40 Hit Points (50 if level 20+, 60 if level 40+). +
    • +
    +
    +

    + Fiendish-looking soldiers were seen inspecting the Great Crater Lake. What + could they be searching for? +

    +
    + +
    +

    CAIT SITH Lv 5 w MONSTER

    +

    + When a cat dies in winter, a spirit might take possession of the body, + transforming them into a magical Cait Sith. +

    +

    Typical Traits: curious, playful, smart, tiny.

    + +

    DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 65 Init. 12

    +

    DEF +1 M.DEF +2 ' a bb VUa E ff RS ii RS l bb VU

    +

    BASIC ATTACKS

    +
      +
    • + Scratch w 【DEX + MIG】 w + 【HR + 5】 physical damage. +
    • +
    +

    SPELLS

    +
    +

    Heat Control

    +

    + rr w 【INS + WLP】 w 15 MP w One creature w + Scene. +

    +

    + The cait sith chooses fire or ice. Until this spell ends, the target suffers + 5 extra damage from all sources that deal damage of the chosen type. +

    +
    +

    DREADMOTH Lv 5 w MONSTER

    +

    + A large carrion-eating moth, its translucent wings are covered in poisonous + spores that cause terrible vertigo. +

    +

    Typical Traits: creepy, flying, hairy, smelly.

    + +

    DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 55 Init. 8

    +

    DEF +0 M.DEF +0 ' a b a E ff VU ii RS l bb RS

    +

    BASIC ATTACKS

    +
      +
    • + Moth Bite w 【DEX + MIG】 w + 【HR + 10】 physical damage. +
    • +
    +

    SPELLS

    +
    +

    Poison Cloud

    +

    + rr w 【MIG + WLP】 w 10 × T MP w Up to three + creatures w Instantaneous. +

    +

    Each target suffers poisoned.

    +
    +

    SPECIAL RULES

    +
      +
    • + Flying w See + page 307 for the detailed effects of + this Skill. +
    • +
    +
    + +
    +

    55 BESTIARY

    +
    +

    MELLOW OOZE

    +

    Lv 5 W Monster

    +

    + Mellow oozes often live in symbiosis with larger monsters. They can be + easily recognized due to their unique noise: pwih, pwih! +

    +

    Typical Traits:

    +
      +
    • Glowing
    • +
    • Soft
    • +
    • Terribly cute
    • +
    • Warm
    • +
    +
    +

    + Stats: DEX d8 INS d6 MIG d10 WLP d8 HP 60 w 30 MP 55 + Init. 7 +

    +

    + Defense: DEF +1 M.DEF +2 '' RS a bb RSa E ff RS ii RS l + bb VU +

    +
    +

    Abilities

    +

    BASIC ATTACKS

    +
      +
    • + Mellow Lick w 【DEX + MIG】 w 【HR + 10】 physical + damage. +
    • +
    • + Mellow Woosh w 【DEX + INS】 w 【HR + 5】 air damage. +
    • +
    +

    SPELLS

    +
      +
    • + Mellow Dance (10 MP, One creature, Instantaneous). The + target recovers 30 Hit Points (40 if level 20+, 50 if level 40+, 60 if + level 60+) and also recovers from one status effect of the mellow ooze's + choice. +
    • +
    +
    +
    +
    +

    DRAKE

    +

    Lv 10 W Monster

    +

    + Despite being the weakest among dragons, drakes are nonetheless formidable + opponents; luckily, they are also very lazy. +

    +

    Typical Traits:

    +
      +
    • Heavy
    • +
    • Hungry
    • +
    • Lazy
    • +
    • Scaly
    • +
    +
    +

    + Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w 35 MP 50 + Init. 8 +

    +

    Defense: DEF +2 M.DEF +1 ' a b a E ff IM i l bb VU

    +
    +

    Abilities

    +

    BASIC ATTACKS

    +
      +
    • + Bite w 【MIG + MIG】 +4 w 【HR + 10】 physical damage. +
    • +
    +

    SPELLS

    +
      +
    • + Dragonbreath (10 MP, One creature, Instantaneous). The + target suffers 【HR + 15】 fire damage and suffers shaken. +
    • +
    +
    +
    +
    + +
    +

    HEXEYE Lv 10 w MONSTER

    +

    + A winged, one-eyed monstrosity feared for its cursed gaze. Some say it was + born from the eye of a dead witch. +

    +

    Typical Traits: cunning, hypnotic, silent, winged.

    +

    + Stats: DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 60 Init. 12 + DEF +0 M.DEF +0 ' aa RS bb VUa EE RS f i ll VU b +

    +

    BASIC ATTACKS

    +

    Claw w 【DEX + MIG】 +1 w 【HR + 10】 physical damage.

    +

    + Chaos Glare w 【DEX + WLP】 +1 w 【HR + 5】 dark damage. If + the target is dazed, they will perform one fewer action on their next turn (to + a minimum of 0 actions). +

    +

    SPELLS

    +

    + Doomgaze rr w 【MIG + WLP】 +4 w 10 MP w One creature w + Instantaneous. The target suffers dazed and weak. +

    +

    SPECIAL RULES

    +

    + Flying w See page 307 for the detailed + effects of this Skill. +

    +
    +

    HYDROZOA Lv 10 w MONSTER

    +

    + Every slithering tentacle of these bizarre, floating jellyfish monsters is + filled with a powerful neurotoxin. +

    +

    Typical Traits: floating, glowing, silent, transparent.

    +

    + Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w 35 MP 40 Init. 8 + DEF +1 M.DEF +2 ' a bb VUa E f ii RS l bb RS +

    +

    BASIC ATTACKS

    +

    + Acid Touch w 【MIG + MIG】 +1 w 【HR + 10】 poison damage. + Each target hit by this attack loses 1 Inventory Point. +

    +

    + Stinging Tentacle w 【DEX + MIG】 +1 w 【HR + 5】 bolt damage + and the target suffers enraged. +

    +

    SPECIAL RULES

    +

    + Flying w See page 307 for the detailed + effects of this Skill. +

    +
    + +
    +

    COCKATRICE

    +

    + Round, smelly, and unexpectedly quick, cockatrices are chicken-like + abominations whose pecks can turn creatures to stone. +

    +

    Typical Traits: agile, small, smelly, unpredictable.

    +

    Stats

    +
      +
    • DEX d8
    • +
    • INS d10
    • +
    • MIG d8
    • +
    • WLP d6
    • +
    • HP 70 w 35 MP 45 Init. 9
    • +
    • DEF +1 M.DEF +2 ' a bb RSa EE RS f ii VU l b
    • +
    +

    Basic Attacks

    +
      +
    • + Petrifying Peck (w 【DEX + INS】 +4 w No damage.) +

      + This attack targets Magic Defense instead of Defense. Each target hit by + this attack suffers slow; if a target is already slow, they must instead + succeed on a DL 10 【MIG + WLP】 Check or be turned to stone — healing a + petrified creature is an adventure in and of itself. +

      +
    • +
    • + Toxic Peck (w 【DEX + MIG】 +4 w 【HR + 10】 poison + damage.) +
    • +
    +

    MIMIC

    +

    + Devious shapeshifters that can disguise themselves as objects. Some say they + are divine punishment for greedy adventurers. +

    +

    Typical Traits: cunning, formless, ravenous, stealthy.

    +

    Stats

    +
      +
    • DEX d10
    • +
    • INS d8
    • +
    • MIG d8
    • +
    • WLP d6
    • +
    • HP 70 w 35 MP 45 Init. 9
    • +
    • DEF +1 M.DEF +2 '' RS aa RS b aa RS EE VU f i ll RS bb VU
    • +
    +

    Basic Attacks

    +
      +
    • + Mimic Claw (w 【DEX + MIG】 +4 w 【HR + 5】 physical + damage.) +

      + If the mimic ambushed an unsuspecting target, this attack deals double + damage. +

      +
    • +
    • + Item Steal (w 【DEX + INS】 +4 w 【HR + 5】 physical + damage.) +

      Each target hit by this attack loses 2 Inventory Points.

      +
    • +
    +

    Special Rules

    +
      +
    • + Shapeshifting: As long as it remains transformed, the mimic + is identical to the object it copied — except for a single disturbing and/or + unusual detail which the Game Muster must include when describing them. +
    • +
    +
    +

    Drakes make for exceptionally loyal companions.

    +

    Friends for all life...

    +
    + +
    +
    +

    ALRAUNE

    +

    Lv 5 w PLANT

    +

    + Tiny but malicious, these plants are known for bringing terrible misfortune + to anyone they encounter. +

    +

    Typical Traits: creepy, fast, malevolent, tiny.

    +
    +

    DEX d10 | INS d8 | MIG d6 | WLP d8 | HP 50 | w 25 MP 45 | Init. 9

    +

    + DEF +0 M.DEF +0 (Stats/Resistances listed in the original raw text block + follow here.) +

    +
    +

    BASIC ATTACKS

    +
      +
    • + Vine Slap w 【DEX + MIG】 w 【HR + 5】 physical damage. + This attack deals 5 extra damage to shaken targets. +
    • +
    • + Alraune Scream w 【WLP + WLP】 w No damage and the target + suffers shaken. This attack targets Magic Defense and has no effect on + targets unable to hear the alraune. +
    • +
    +

    SPECIAL RULES

    +
      +
    • + Plant: The alraune is immune to dazed, enraged, and + shaken. +
    • +
    +
    +
    +

    CURSED PUMPKIN

    +

    Lv 5 w PLANT

    +

    + The wrathful remains of carved pumpkins, thrown away at the end of an old + autumn festival. Frequent protagonists of horror tales. +

    +

    Typical Traits: furious, rotting, small, smelly.

    +
    +

    DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 50 | w 25 MP 55 | Init. 8

    +

    + DEF +1 M.DEF +2 (Stats/Resistances listed in the original raw text block + follow here.) +

    +
    +

    BASIC ATTACKS

    +
      +
    • + Rotten Bite w 【DEX + MIG】 +3 w 【HR + 5】 poison + damage. +
    • +
    +

    SPELLS

    +
      +
    • + Pumpkin Puke rr w 【MIG + WLP】 w 10 MP w One creature w + Scene. Until this spell ends, the target suffers 5 extra damage from all + sources that deal poison damage. +
    • +
    +

    SPECIAL RULES

    +
      +
    • + Plant: The cursed pumpkin is immune to dazed, enraged, + and shaken. +
    • +
    +
    +
    + +
    +

    BESTIARY

    +
    +

    PESTERVINE Lv 10 w PLANT

    +

    + A tangle of vines surrounding a thorny core that vertically splits into a + bottomless maw. Some say it was a failed experiment. +

    +

    Typical Traits: aggressive, cursed, quick, thorny.

    +

    Statistics

    +

    DEX d10 INS d8 MIG d8 WLP d6 HP 60 w 30 MP 40 Init. 9

    +

    DEF +0 M.DEF +0 ' aa VU b aa IM EE RS ff VU i l bb RS

    +

    BASIC ATTACKS

    +
      +
    • + Corrupting Vines w 【DEX + DEX】 +1 w 【HR + 5】 physical + damage and the target suffers weak. As long as they are weak, the target + cannot perform the Guard action. +
    • +
    • + Dark Bite w 【DEX + MIG】 +1 w 【HR + 10】 dark damage. +
    • +
    +

    SPECIAL RULES

    +

    + Plant: The pestervine is immune to dazed, enraged, and + shaken. +

    +
    +
    +
    +

    SHROOMKIN Lv 10 w PLANT

    +

    + These squat, lumbering creatures are generally peaceful, but might become + aggressive if their bogs are contaminated. +

    +

    Typical Traits: eyeless, mud-loving, peaceful, slow.

    +

    Statistics

    +

    DEX d6 INS d8 MIG d10 WLP d8 HP 70 w 35 MP 60 Init. 7

    +

    DEF +2 M.DEF +1 ' a b aa RS EE RS f ii VU l b

    +

    BASIC ATTACKS

    +
      +
    • + Shroom Slap w 【DEX + MIG】 +1 w 【HR + 5】 physical + damage. +
    • +
    +

    SPELLS

    +

    + Spore Belch rr w 【MIG + WLP】 +1 w 10 MP w One creature w + Instantaneous. The target suffers 【HR + 15】 poison damage and suffers + dazed. +

    +

    SPECIAL RULES

    +
      +
    • + Plant: The shroomkin is immune to dazed, enraged, and + shaken. +
    • +
    • + Wide Cap: When the shroomkin performs the Guard action, + it may choose another creature. That creature gains Resistance to all + damage types until the start of the shroomkin's next turn. +
    • +
    +
    +
    + +
    +

    CACTROLL

    +

    Lv 15 w PLANT

    +

    + These towering cacti spend most of their days standing still amidst the desert + dunes, but become much more active at night. +

    +

    + Typical Traits: creepy, hulking, territorial, water + sensitive. +

    +
    +

    Stats

    +
    +
    DEX
    +
    d8
    +
    INS
    +
    d6
    +
    MIG
    +
    d12
    +
    WLP
    +
    d6
    +
    HP
    +
    90
    +
    MP
    +
    45
    +
    Init.
    +
    7
    +
    +

    Combat Attributes

    +
      +
    • DEF: +0
    • +
    • M.DEF: +0
    • +
    • RS: b a EE RS ff RS ii VU ll RS b
    • +
    +

    Abilities

    +

    BASIC ATTACKS

    +
      +
    • + Piercing Hug: 【MIG + MIG】 +1 w + 【HR + 10】 physical damage. +
    • +
    • + Thorn Barrage: 【DEX + MIG】 +1 w + 【HR + 5】 physical damage. +
    • +
    +

    SPELLS

    +

    + Moisture Drain: rr w 【MIG + WLP】 +1 w 10 MP w + One creature w Instantaneous. +

    +

    + The target suffers 【HR + 15】 poison damage. Then, the cactroll + recovers an amount of Hit Points equal to half the Hit Points loss suffered by + the target. +

    +

    OTHER ACTIONS

    +
      +
    • + Cactroll Juice: The cactroll heals from slow and weak. + Then, the cactroll performs Thorn Barrage as a free attack. +
    • +
    +

    SPECIAL RULES

    +
      +
    • + Plant: The cactroll is immune to dazed, enraged, and + shaken. +
    • +
    +

    Game Commentary

    +

    + The dragontrap's Dragoneater, on the next page, is a good example of how + complex you can make an attack in this game, with a custom Clock for keeping + track of trapped characters. Don't do this too often, and when you do, make + sure it's the main gimmick of that battle. +

    +

    + COMPLEX ATTACKS: Additionally, it should be mentioned that + effects such as this one requires additional judgment calls from the Game + Master — would a character be able to see a swallowed ally and target them + with a spell, for instance? As the GM, if you introduce a creature with + complex attacks, make sure the group properly understands what they're up + against. +

    +
    + +
    +

    DRAGONTRAP

    +

    Lv 20

    +
    +

    Description

    +

    + These colossal plants have a well-earned name: their maws are large enough + to engulf the limbs of an adult dragon. These are, however, more often used + to capture and digest animals and humanoids. +

    +

    + The only good news about these monstrosities is that they are deeply rooted + in the ground — you can run away from them, assuming you escape their lethal + vines. +

    +
    +
    +

    Type and Traits

    +
      +
    • + Typical Traits: colossal, hungry, patient, rooted in + place. +
    • +
    +
    +
    +

    Stats

    + +

    DEX d8 INS d8 MIG d10 WLP d8 HP 90 w 45 MP 60 Init. 8

    +

    DEF +0 M.DEF +0

    +
    +
    +

    Attacks and Abilities

    +

    Basic Attacks

    +
      +
    • + Dragoneater w + 【MIG + MIG】 +5 w + 【HR + 10】 physical damage. If a + target hit by this attack is weak, they are swallowed by the dragontrap: a + swallowed creature will suffer minor (20) physical damage at the beginning + of each of the dragontrap's turns and can perform no actions except for + Objective (with the goal of freeing themselves). +
    • +
    • + Lashing Vines w + 【DEX + MIG】 +5 w + 【HR + 15】 air damage and the target + suffers weak. +
    • +
    +

    Spells

    +
      +
    • + Numbing Gas w + 【MIG + WLP】 +2 w 10 × T MP w Up to + three creatures w Instantaneous. Each target loses half of their current + Mind Points. +
    • +
    • + Pre-digestion w + 【MIG + WLP】 +2 w 10 MP w One creature + w Scene. Until this spell ends, the target suffers 10 extra damage from + all sources that deal physical damage. +
    • +
    +
    +
    +

    Special Rules

    +
      +
    • + Plant: The dragontrap is immune to dazed, enraged, and + shaken. +
    • +
    +
    +
    + +
    +

    UNDEAD

    +

    DREAD URN Lv 5

    +

    + A sepulchral urn, filled with old bones and inhabited by a restless soul + fueled by envy towards the living. +

    +

    Typical Traits: cackling, fragile, floating, tiny.

    +

    Stats

    +
      +
    • DEX d10
    • +
    • INS d6
    • +
    • MIG d6
    • +
    • WLP d10
    • +
    • HP 50 w 25
    • +
    • MP 55
    • +
    • Init. 8
    • +
    +

    Defenses

    +
      +
    • DEF +1
    • +
    • M.DEF +2
    • +
    • VU a b aa
    • +
    • IM E ff VU i ll VU bb IM
    • +
    +

    Basic Attacks

    +
      +
    • + Urn Poke w 【DEX + MIG】 w 【HR + 5】 physical damage. +
    • +
    • + Chaos Cackle w 【DEX + MIG】 w 【HR + 5】 dark damage and + the target suffers shaken.
      This attack targets Magic Defense. +
    • +
    +

    Special Rules

    +
      +
    • + Undead: The dread urn is immune to poisoned and HP recovery + may harm them (page 305). +
    • +
    +

    ZOMBIE Lv 5

    +

    + The rotting remains of a humanoid, animated by dark magic and driven by an + insatiable hunger. Tough, but clumsy. +

    +

    Typical Traits: creepy, mindless, rotting, slow.

    +

    Stats

    +
      +
    • DEX d6
    • +
    • INS d6
    • +
    • MIG d12
    • +
    • WLP d8
    • +
    • HP 70 w 35
    • +
    • MP 45
    • +
    • Init. 6
    • +
    +

    Defenses

    +
      +
    • DEF +2
    • +
    • M.DEF +1
    • +
    • ' a b aa
    • +
    • IM EE VU ff VU i ll VU bb IM
    • +
    +

    Basic Attacks

    +
      +
    • + Ravenous Bite w 【DEX + MIG】 w 【HR + 5】 dark damage and + the target suffers weak. +
    • +
    • + Zombie Rake w 【MIG + MIG】 w 【HR + 5】 physical damage. +
    • +
    +

    Special Rules

    +
      +
    • + Empty Mind: The zombie is immune to dazed, enraged, and + shaken. +
    • +
    • + Undead: The zombie is immune to poisoned and HP recovery + may harm it (page 305). +
    • +
    +
    + +
    +

    SKELETAL MAGE

    +

    + Often acting as a necromancer’s lieutenants, these animated corpses are gifted + with nefarious intellect and can channel dark magic. +

    +

    + Typical Traits: ambitious, clever, knowledgeable, ruthless. +

    +

    Stats

    +
      +
    • DEX d6
    • +
    • INS d8
    • +
    • MIG d8
    • +
    • WLP d10
    • +
    • HP 60 w 30 MP 70 Init. 5
    • +
    +

    DEF +2 M.DEF +4

    +

    a b aa IM EE VU ff RS ii RS ll VU bb IM

    +

    Equipment:

    +

    staff, sage robe.

    +

    Basic Attacks

    +

    + Staff w 【WLP + WLP】 +1 w 【HR + 6】 physical damage and the mage + recovers 5 MP. +

    +

    Spells

    +

    + Umbra rr w 【INS + WLP】 +1 w 10 × T MP w Up to three creatures w + Instantaneous. Each target suffers 【HR + 15】 dark damage. Opportunity: Each + target suffers shaken. +

    +

    Special Rules

    +
      +
    • + Undead w The skeletal mage is immune to poisoned and HP + recovery may harm them (page 305). +
    • +
    +
    +

    SKELETAL SOLDIER

    +

    + Usually found guarding ancient ruins or serving a necromancer, these creatures + are ruthless and capable combatants. +

    +

    Typical Traits: cruel, mindless, murderous, silent.

    +

    Stats

    +
      +
    • DEX d8
    • +
    • INS d8
    • +
    • MIG d10
    • +
    • WLP d6
    • +
    • HP 70 w 35 MP 40 Init. 6
    • +
    +

    DEF 12 M.DEF +0

    +

    aa VU b aa IM EE VU f i ll VU bb IM

    +

    Equipment:

    +

    bronze sword, bronze shield, brigandine.

    +

    Basic Attacks

    +

    Bronze Sword w 【DEX + MIG】 +5 w 【HR + 11】 physical damage.

    +

    Special Rules

    +
      +
    • + Empty Mind w The skeletal soldier is immune to dazed, + enraged, and shaken. +
    • +
    • + Undead w The skeletal soldier is immune to poisoned and HP + recovery may harm it (page 305). +
    • +
    +
    + +
    +

    BONE HOWLER Lv 15 w UNDEAD

    +

    + Stripped of their life and loyalty, these skeletal abominations are driven by + a ferocious and insatiable hunger. +

    +

    + Typical Traits: eternally hungry, fast, resilient, vicious. +

    +

    Statistics

    +
      +
    • DEX: d10
    • +
    • INS: d6
    • +
    • MIG: d10
    • +
    • WLP: d6
    • +
    • HP: 80 w 40
    • +
    • MP: 55
    • +
    • Init: 8
    • +
    +

    Defense/Combat Stats

    +

    DEF +0 M.DEF +0 '' RS aa VU b aa IM E f ii RS ll VU bb IM

    +

    Basic Attacks

    +

    Serrated Maw

    +
      +
    • + Damage: 【DEX + MIG】 +1 w 【HR + 10】 physical damage +
    • +
    • Effect: The target suffers slow.
    • +
    +

    Spells

    +

    Rot Breath

    +
      +
    • + Usage: 【MIG + WLP】 +1 w 10 MP (One creature, + Instantaneous) +
    • +
    • + Damage: The target suffers 【HR + 15】 dark damage and + suffers weak. +
    • +
    +

    Special Rules

    +

    + Undead: The bone howler is immune to poisoned and HP recovery + may harm it (page 305). +

    +

    GHOUL Lv 15 w UNDEAD

    +

    + Hulking corpses inhabited by a soul driven mad by a terrible curse. Ghouls + haunt graveyards and feed on the freshly deceased. +

    +

    Typical Traits: aggressive, large, powerful, terrifying.

    +

    Statistics

    +
      +
    • DEX: d8
    • +
    • INS: d6
    • +
    • MIG: d12
    • +
    • WLP: d6
    • +
    • HP: 90 w 45
    • +
    • MP: 45
    • +
    • Init: 7
    • +
    +

    Defense/Combat Stats

    +

    DEF +0 M.DEF +0 ' a b aa IM E f i ll VU bb IM

    +

    Basic Attacks

    +

    Furious Claws

    +
      +
    • + Damage: 【MIG + MIG】 +1 w 【HR + 10】 physical damage. +
    • +
    • Notes: This attack has multi (2).
    • +
    +

    Poison Breath

    +
      +
    • Damage: 【DEX + MIG】 +1 w 【HR + 5】 poison damage.
    • +
    • Effect: The target suffers poisoned.
    • +
    +

    Special Rules

    +

    + Undead: The ghoul is immune to poisoned and HP recovery may + harm them (page 305). +

    +
    + +
    +

    Mummy

    +

    Level: 20 w UNDEAD

    +

    + Preserved through ancient rituals, these shambling horrors are devoid of any + will save for the original commands they received. +

    +

    + Typical Traits: cursed, eternally loyal, flammable, silent. +

    +

    Stats

    +
      +
    • DEX d6
    • +
    • INS d8
    • +
    • MIG d10
    • +
    • WLP d10
    • +
    • HP 90 w 45
    • +
    • MP 70
    • +
    • Init. 7
    • +
    +

    Defense

    +

    DEF +0 M.DEF +0 ' aa VU b aa IM E ff VU i ll VU bb IM

    +

    Basic Attacks

    +
      +
    • + Grave Claw w 【MIG + WLP】 +5 w 【HR + 10】 earth damage. + Each target hit by this attack suffers slow; if a target is already slow, + they become Vulnerable to all damage types until they recover from the slow + status effect. +
    • +
    +

    Special Rules

    +
      +
    • + Ancient Curse w When reduced to 0 HP , the mummy crumbles + to dust and utters a powerful curse: all living creatures present on the + scene suffer shaken and weak. +
    • +
    • + Empty Mind w The mummy is immune to dazed, enraged, and + shaken. +
    • +
    • + Undead w The mummy is immune to poisoned and HP recovery + may harm it (page 305). +
    • +
    +
    +

    SHACKLED SOUL

    +

    Level: 20 w UNDEAD

    +

    + Spirits whose tormented existence made it impossible to find peace in the + afterlife sometimes transform into powerful ghosts. +

    +

    Typical Traits: anguished, cursed, ethereal, vengeful.

    +

    Stats

    +
      +
    • DEX d12
    • +
    • INS d8
    • +
    • MIG d6
    • +
    • WLP d8
    • +
    • HP 70 w 35
    • +
    • MP 70
    • +
    • Init. 10
    • +
    +

    Defense

    +

    DEF +0 M.DEF +0 '' IM aa VU b aa IM EE RS ff VU ii RS ll VU bb IM

    +

    Basic Attacks

    +
      +
    • + Fury Claw w 【DEX + WLP】 +5 w 【HR + 10】 dark damage and + the target suffers enraged. +
    • +
    +

    Spells

    +
      +
    • + Ghastly Wail rr w 【INS + WLP】 +5 w 10 MP w One creature w + Instantaneous. The target suffers 【HR + 20】 ice damage and suffers shaken. +
    • +
    +

    Special Rules

    +
      +
    • + Undead w The shackled soul is immune to poisoned and HP + recovery may harm them (page 305). +
    • +
    +
    + +
    +
    +

    354

    +
      +
    • W character, 10, 34
    • +
    • Player Character (PC), 10, 34
    • +
    • Non-Player Character (NPC), 10, 302
    • +
    • character creation, 154
    • +
    • classic characters, 172
    • +
    • high level characters, 229
    • +
    +

    Check

    +
      +
    • Accuracy Check, 42
    • +
    • Attribute Check, 34
    • +
    • Group Check, 50
    • +
    • Magic Check, 48
    • +
    • Open Check, 49
    • +
    • Opposed Check, 48
    • +
    • Support Check, 50
    • +
    +

    Chimerism

    +
      +
    • discipline, 113, 118
    • +
    • Chimerist, Class, 182, 248
    • +
    • Class, 36, 160, 248
    • +
    • mastering a Class, 227, 228
    • +
    • putting levels in a Class, 228
    • +
    +

    Clock

    +
      +
    • 52
    • +
    • filling sections of a Clock, 53
    • +
    • Danger Clock, 111
    • +
    • erasing sections of a Clock, 54
    • +
    • Goal Clock, 72, 78
    • +
    +

    Conflict & Danger

    +
      +
    • conflict scene, 31, 58
    • +
    • optional conflict rules, 82
    • +
    +

    Construct (Species)

    +
      +
    • Species, 304, 328
    • +
    +

    Critical Success & Crisis

    +
      +
    • critical success, 40
    • +
    • Crisis, 84
    • +
    +

    Damage

    +
      +
    • damage, 92
    • +
    • damage Affinities, 92
    • +
    • damage types, 92
    • +
    • extra damage, 93
    • +
    • improvising damage, 93
    • +
    • danger, 108
    • +
    +

    Darkblade

    +
      +
    • Class, 184, 249
    • +
    +

    Status Effects

    +
      +
    • dazed, status effect, 94
    • +
    +
    +

    A

    +
      +
    • Absorption, 92
    • +
    • accessory, 126, 284
    • +
    • action, 66
    • +
    • add, subtract, multiply, divide, 33
    • +
    • admiration, Bond of, 56
    • +
    • advancement, 227
    • +
    • affection, Bond of, 56
    • +
    • Arcanism, discipline, 112, 118
    • +
    • Arcanist, Class, 176, 248
    • +
    • armor, 127
    • +
    • basic armors, 132, 168
    • +
    • rare armors, 280
    • +
    • artifact, 288
    • +
    • Attack, action, 68
    • +
    • free attack, 69
    • +
    • Attribute, 36, 162
    • +
    • Attribute Check, 42
    • +
    • increasing Attributes, 228
    • +
    +
    +
    +

    B

    +
      +
    • backpack, 37, 122
    • +
    • battles, designing, 292
    • +
    • boss battles, 300
    • +
    • beast, Species, 304, 324
    • +
    • Bestiary, 319
    • +
    • Bond, 35, 56
    • +
    • Bond strength, 35, 56
    • +
    • Bonds and resting scenes, 91
    • +
    • creating a Bond, 57
    • +
    • erasing a Bond, 57
    • +
    • invoking a Bond, 47
    • +
    • strenghtening a Bond, 57
    • +
    • boss, 300
    • +
    +
    +
    +

    C

    +
      +
    • campaign, 24
    • +
    • champion, rank, 295
    • +
    +
    +

    INDEX

    +
    +
    + +
    + +
    + +
    +

    R

    +
      +
    • rank, NPC, 294
    • +
    • rare item, 266
    • +
    • accessories, 126, 284
    • +
    • rare armors, 280
    • +
    • rare shields, 280
    • +
    • rare weapons, 268
    • +
    • Resistance, 92
    • +
    • resting, 90
    • +
    • resting scene, 91
    • +
    • Result, 40
    • +
    • reward, 123, 264
    • +
    • Ritual, 118
    • +
    • Rituals during conflicts, 121
    • +
    • Ritualism, discipline, 113, 118
    • +
    • Rogue, Class, 202, 251
    • +
    • round, 62
    • +
    • rounding down, 33
    • +
    +

    S

    +
      +
    • Sacrifice, 88
    • +
    • safety, 140, 147
    • +
    • scene, 30
    • +
    • conflict scene, 31, 58
    • +
    • Game Master scene, 31
    • +
    • interlude scene, 31
    • +
    • selling items, 124
    • +
    • service, 124
    • +
    • session, 32
    • +
    • shaken, status effect, 94
    • +
    • Sharpshooter, Class, 204, 252
    • +
    • shield, 128
    • +
    • basic shields, 133, 169
    • +
    • rare shields, 280
    • +
    • Skill, 36, 161
    • +
    • Class Skills, 161
    • +
    • Heroic Skills, 232
    • +
    • NPC Skills, 306
    • +
    • Skill Level (SL), 36, 161
    • +
    +

    M

    +
      +
    • magic, 112
    • +
    • Magic Defense, 37, 127, 164
    • +
    • martial (E) item, 126
    • +
    • mastering a Class, 227, 228
    • +
    • merge, benefits, 178
    • +
    • Might (MIG), 36, 162
    • +
    • Mind Point (MP), 37, 85, 163
    • +
    • maximum Mind Points, 85, 163
    • +
    • total MP cost, 114
    • +
    • 0 Mind Points, 85
    • +
    • mistrust, Bond of, 56
    • +
    • modifier, 40
    • +
    • situational modifier, 49
    • +
    • monster, Species, 305, 342
    • +
    +

    N

    +
      +
    • Non-Player Character (NPC), 10, 302
    • +
    • designing NPCs, 302
    • +
    +

    O

    +
      +
    • opportunity, 41
    • +
    • Orator, Class, 200, 251
    • +
    • Origin, 34, 159
    • +
    +

    P

    +
      +
    • Pillars, Eight, 14
    • +
    • plant, Species, 305, 346
    • +
    • Player, 10, 24
    • +
    • Player Character (PC), 10, 34
    • +
    • PC against PC, 141
    • +
    • poisoned, status effect, 94
    • +
    • potions, 104, 212
    • +
    • Project, 134
    • +
    • prologue, 220
    • +
    • Objective, action, 72
    • +
    +
    + +
    +

    T

    +
    +
    Theme
    +
    Theme, 34, 158
    +
    changing Theme
    +
    229
    +
    teamwork
    +
    76
    +
    timing rules
    +
    33
    +
    Tinkerer
    +
    Class, 210, 253
    +
    Trait
    +
    34
    +
    invoking a Trait
    +
    46
    +
    NPC Traits
    +
    302, 321
    +
    transport
    +
    124
    +
    travel day
    +
    106
    +
    travel roll
    +
    106
    +
    turn
    +
    62
    +
    turn-related effects
    +
    77
    +
    two-weapon fighting
    +
    69
    +
    +

    U

    +
    +
    unarmed strike
    +
    129
    +
    Ultima Point
    +
    101
    +
    spending Ultima Points
    +
    101
    +
    unconscious
    +
    89
    +
    undead
    +
    Species, 305, 350
    +
    +

    V

    +
    +
    veils
    +
    140
    +
    Villain
    +
    100
    +
    creating Villains
    +
    254
    +
    escalation of a Villain
    +
    102
    +
    Villains and Fabula Points
    +
    103
    +
    Villains at 0 Hit Points
    +
    87
    +
    Vulnerability
    +
    92
    +
    +

    W

    +
    +
    Wayfarer
    +
    Class, 216, 253
    +
    waves
    +
    298
    +
    weapon
    +
    129
    +
    basic weapons
    +
    130, 166
    +
    rare weapons
    +
    268
    +
    weapon Categories
    +
    129
    +
    Weaponmaster
    +
    Class, 218, 253
    +
    weak
    +
    status effect, 94
    +
    Willpower (WLP)
    +
    36, 162
    +
    world creation
    +
    148
    +
    +

    Z

    +

    zenit (z), 37, 122

    +
    + +
    +

    VIDEOGAMES

    +
      +
    • Alchemy Stars by Proxima Beta
    • +
    • Arknights by Hypergryph & Studio Montagne
    • +
    • Atelier (series) by Gust Corporation
    • +
    • Bravely Default (series) by Silicon Studio & Square Enix
    • +
    • Chrono Trigger by Square
    • +
    • Dragon Quest (series) by Armor Project & Square Enix
    • +
    • Etrian Odyssey (series) by Atlus
    • +
    • Fantasian by Mistwalker
    • +
    • Final Fantasy (series) by Square Enix
    • +
    • Fire Emblem Echoes: Shadow of Valentia by Intelligent Systems
    • +
    • Granblue Fantasy by Cygames
    • +
    • Jade Cocoon by Genki
    • +
    • Mana / Seiken Densetsu (series) by Koichi Ishii & Square
    • +
    • + Ni no Kuni: Wrath of the White Witch by Level-5, Studio Ghibli & Namco + Bandai +
    • +
    • Octopath Traveler by Acquire & Square Enix
    • +
    • Persona (series) by Atlus & P-studio
    • +
    • Radiant Historia by Atlus
    • +
    • Shadow Hearts (series) by Sacnoth
    • +
    • Shin Megami T ensei (series) by Atlus
    • +
    • Suikoden (series) by Konami
    • +
    • Tales (series) by Namco Bandai
    • +
    • The Last Story by Mistwalker & AQ Interactive
    • +
    • The Legend of Dragoon by Sony Computer Entertainment
    • +
    • The Legend of Heroes (series) by Nihon Falcom Corporation
    • +
    • Vagrant Story by Square
    • +
    • Xenoblade Chronicles (series) by Monolith Soft
    • +
    • Xenogears by Square.
    • +
    +

    INSPIRATIONAL WORKS

    +
    + +
    + +
    + +
    + +
    -
    +
    - - + + + \ No newline at end of file diff --git a/books/natural-fantasy-atlas/build.py b/books/natural-fantasy-atlas/build.py deleted file mode 100644 index 70f305a..0000000 --- a/books/natural-fantasy-atlas/build.py +++ /dev/null @@ -1,311 +0,0 @@ -#!/usr/bin/env python3 -"""Combine all numbered page files into a single index.html.""" -import os -import re - -DIR = os.path.dirname(os.path.abspath(__file__)) - -# Collect numbered pages, sorted numerically -page_nums = sorted( - int(m.group(1)) - for f in os.listdir(DIR) - if (m := re.match(r'^(\d+)\.html$', f)) -) - -def read_page(n): - with open(os.path.join(DIR, f'{n}.html'), encoding='utf-8') as f: - content = f.read() - content = re.sub(r'[ \t]*]+>\n?', '', content) - return content.strip() - -sections = [(n, read_page(n)) for n in page_nums] - -sidebar_items = '\n '.join( - f'
  • ' - for n in page_nums -) - -sections_html = '\n\n '.join( - f'
    \n{content}\n
    ' - for n, content in sections -) - -pages_js = '[' + ','.join(str(n) for n in page_nums) + ']' - -html = f'''\ - - - - - - Fabula Ultima - Natural Fantasy Atlas - - - - - - -
    - -
    - -
    -
    - -
    - - -
    - -
    - {sections_html} -
    -
    -
    - - - - -''' - -out = os.path.join(DIR, 'index.html') -with open(out, 'w', encoding='utf-8') as f: - f.write(html) - -print(f'Generated {out} with {len(page_nums)} pages ({os.path.getsize(out) // 1024} KB)') diff --git a/books/natural-fantasy-atlas/index.html b/books/natural-fantasy-atlas/index.html index e58f52a..80307e4 100644 --- a/books/natural-fantasy-atlas/index.html +++ b/books/natural-fantasy-atlas/index.html @@ -1 +1,1317 @@ - Fabula Ultima - Natural Fantasy Atlas
    The Natural Fantasy Atlas for Fabula Ultima

    The Natural Fantasy Atlas

    For Fabula Ultima

    The outside world is vast, and the sins of the past are many. Hold tight to each other and never stop dreaming!

    Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    What's Inside:

    • Dive into a new JRPG subgenre based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!
    • 10 Natural Fantasy Locations: Archetypal settings with tips and hints for playing an intense natural fantasy campaign or which you can use as inspiration to breathe life into your world.
    • Craft Equipment and Tools: Create weapons and tools with any materials you gather using the rules for custom crafting and forging.
    • Introduce Quirks: Optional rules that add even more depth to your characters, taking a break to share a convivial moment with camp activities.
    • 5 Villains: Challenging new bosses of increasing power to use in your adventures, providing your Players with tougher and more exciting challenges.
    • 208 Full-Color Pages: Featuring manga and chibi-style illustrations from international artists.
    The Natural Fantasy Atlas - Fabula Ultima

    The Natural Fantasy Atlas

    For Fabula Ultima

    Embrace the Cycle of Nature

    The outside world is vast, and the sins of the past are many. Hold tight to each other, and never stop dreaming! Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    Key Features Include:

    • Dive into a new JRPG subgenre

      Based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!

    • 10 Natural Fantasy Locations

      Archetypal settings with tips and hints for playing an intense natural fantasy campaign, or which you can use as inspiration to breathe life into your world.

    • Craft Equipment and Tools

      Create equipment and tools with any materials you gather, using the rules for custom weapons and forging.

    • Introduce Quirks

      Optional rules that add even more depth to your characters, allowing a break to share a convivial moment with camp activities.

    • 5 Villains

      Challenging new bosses of increasing power to use in your adventures, providing your players with tougher and more exciting challenges.

    • 208 Full-Color Pages

      Featuring manga and chibi-style illustrations from international artists.

    Document Content

    Document Content Extract

    Message

    The outside world is vast and the sins of the past are many.

    Hold tight to each other and never stop dreaming!

    Metadata Information:

    Credits

    CREDITS

    Game Design, Writing, and Development

    • Emanuele Galletto

    Additional Writing

    • Selene Dal Borgo
    • Chris Pagliari

    Art Direction

    • Emanuele Galletto

    Cover Artist

    • Moryo

    Interior Artists

    • Michele Bellamoli
    • Tuomas Korpi
    • Lorenzo Magalotti
    • Moryo
    • Julian Seifert-Olszewski
    • Catthy Trinh

    Pixel Artists

    • Emanuele Galletto
    • Ben Henry
    • Sascha Naderer

    Damage Icons

    • Lorc

    Publisher

    • Nicola Degobbis

    Chief of Operations

    • Marco Munari

    Producer

    • Alberto Orlandini

    Translation

    • Francesco Castelli

    Editing

    • Emanuele Galletto
    • Neil Kingham

    Sensitivity Reading

    • Marta Palvarini

    Graphic Design

    • Emanuele Galletto
    • Erica Viotto

    Proofreading

    • Giovanni Di Pietro
    • Emanuele Galletto
    • Marco Munari
    • Alberto Orlandini
    • Erica Viotto
    Table of Contents

    TABLE OF CONTENTS

    • 1. INTRODUCTION

    • Natural Fantasy Pillars 8
    • Before We Start 12

    • 2. THE WORLD

    • Natural Fantasy Locations

      • Vertical Worlds 18
      • Badger Temple – The Ancient Shrine 22
      • Breezeburg – The Sleepy Hamlet 26
      • Candle Bay – The Haunted Island 30
      • Cerulean Jungle – The Eternal Forest 34
      • Darkdepth – The Eerie Village 38
      • Eisenstadt – The Central City 42
      • Golden City – The Remote Ruin 46
      • Lowtide – The Sunny Bay 50
      • Rocky Desert – The Barren Wastes 54
      • Vertigo Peak – The Freezing Mountain 58
    • Conflict & Systems

      • Conflicts 62
      • Magic and Rituals 68
      • Technology 72
      • Materials and Forging 74
      • Materials Generator 78
      • Rare Items 82
      • Artifacts 88

    Character and Gameplay Guides

    • • 3. PROTAGONISTS

      • Natural Fantasy Heroes 96
      • Bravery and Introspection 96
      • A Dynamic Balance 97
      • Friendships and Family 97
      • Sample Natural Fantasy Characters 97
      • New Options 108
      • Custom Weapons 112
      • Natural Fantasy Quirks 120
      • Camp Activities 130
      • New Classic Characters 134
      • Floralist 138
      • Gourmet 148
      • Invoker 154
      • Merchant 158
      • Natural Fantasy Heroic Skills 160
    • • 4. ANTAGONISTS

      • Natural Fantasy Villains 172
      • Environmental Antagonists 174
        • T onitranea Rex 176
        • Node and Dylon 182
        • Brightvale 186
        • Titania, Queen of Fairies 192
        • Eldgren 198
    Introduction: Fabula Ultima Natural Fantasy Atlas

    The Mysteries of Ages Past Await You in the Fabula Ultima Natural Fantasy Atlas

    This expansion to the Core Rulebook focuses on a genre mainly defined by truly ancient secrets, vast uncontaminated territories, heroes who are both humble and persistent, antagonists driven by unbridled curiosity (as well as by their fear of death and the unknown) and powerful manifestations of elemental forces.

    This Atlas differs slightly from the Core Rulebook and the previous Atlases because its stories are usually far more delicate and less bombastic, but no less heroic – on the contrary, it deliberately explores the fundamental concepts at the roots of conflict in every other genre: community, harmony and coexistence.

    Besides offering a brief introduction to the way we envision the natural fantasy genre, this Atlas provides advice and game materials for the Game Master and additional rules for Players, all in three simple chapters:

    • The World: Provides valuable elements for creating natural fantasy settings, including 10 archetypal locations you can use as campaign elements or for inspiration, plus a list of new rare items and artifacts inspired by folklore and tradition.
    • The Protagonists: Introduces 4 new Classes (Floralist, Gourmet, Invoker and Merchant). It also provides several optional rules (such as Camp Activities) to highlight moments of rest and bonding between Player Characters in the group.
    • The Antagonists: Focuses on 5 Villains – pregenerated Bosses, each more fearsome than the last – that embody the challenges and obstacles of this journey.

    When compared to the genres of high fantasy and techno fantasy covered in previous Atlases, Natural Fantasy is less frequently the focus of JRPG-style works, and this book doesn’t presume to be a complete guide to it. Some sections are tied more closely than others to their authors’ creative and philosophical inclinations: their goal is to provide advice and examples from the inspirational works (see page 207), useful both to those well-versed in this genre, and especially to those who have recently found their way to Fabula Ultima and JRPGs in general.

    Just turn the page to learn more!

    Defining Natural Fantasy: Fabula Ultima

    What Defines Fabula Ultima’s Natural Fantasy?

    In this book, and in Fabula Ultima in general, the term “natural fantasy” indicates a series of specific elements that the authors feel are characteristic of a particular way of building stories and settings.

    In brief, we are discussing the authors’ personal visions, which do not claim to be the absolute truth. Indeed, narrative genres have nebulous boundaries, and it would be impossible – maybe even irresponsible – to box them in too much.

    What follows may help you to better understand the creative roots behind this book!

    Common People

    The Player Characters (PCs) in a natural fantasy campaign are usually everyday people, albeit possessing some unusual abilities. Unlike princes, archmages, dark knights, or sky pirates found in other genres, these protagonists give way to roles such as explorers, alchemists, scholars, and wandering warriors.

    These characters are often young and unaware of the great mysteries of the world, with the exception of a few fragmented legends which have scores of different interpretations. The focal points of the natural fantasy style revolve around:

    • Rediscovery: The act of finding lost knowledge or places.
    • Understanding & Empathy: Connecting deeply with the world and its inhabitants.
    • Respect and Love: Showing reverence for the current world and its past history.

    By looking for answers with curiosity and humility, we are guided toward a harmonious coexistence not only within ourselves but also with the world at large.

    The Mentor

    While it is possible to play as a PC who "knows a lot," natural fantasy has established guidelines for this character type:

    Key Traits of the Natural Fantasy Mentor

    • Reluctance to Share: They hesitate to give away their wisdom, often revealing vital information only when they find it absolutely crucial (an excellent way to spend Fabula Points).
    • Interdependence: They are unable to solve the world’s problems without the rest of the group.

    A classic example is an old scholar who discovers ancient power that could protect a region, only to find that this power is exclusive to a certain bloodline they are not part of.

    Of course, the role of mentor should be limited to one character per group, usually the oldest. More often than not, this protagonist will end up having to reconsider how much they truly know and may even face a personal crisis, eventually finding the answers they need in their younger companions.

    Chapter Introduction

    INTRODUCTION

    “Before deciding how to face this calamity, you should understand what created it.”

    VERTICAL DEVELOPMENT

    Natural fantasy campaigns are often set in small regions or villages rather than entire continents and cities, but compensate for this “limited perspective” with vertical development: the current world was built upon countless layers of history, where terrible powers and wondrous magics are buried. These are truly ancient worlds, where the past is millennia away rather than centuries, so that the causes of today’s misfortunes are often incomprehensible.

    LIFE, DEATH, AND TRANSFORMATION

    Natural fantasy mostly does away with epic and spectacular aesthetics, instead presenting Fabula Ultima’s thematic core in a visceral and sincere way, and involving the protagonists on an intimate and personal level: these are stories about the environment, life, and death. Like fairy tales, and the philosophies and traditions that inspired it, the natural fantasy style presents death as a necessary step for the world to regenerate – a terrible pain and yet an opportunity to appreciate life; a meaningful act which cannot be inflicted lightly, nor be stripped of its solemnity.

    MAIN REFERENCES

    Here are some titles that shaped the artistic vision of this book:

    • The Dusk trilogy (Ayesha, Escha & Logy, Shallie) from the Atelier series is without a doubt one of our main influences. It’s set on a dying world victim of the manipulations of ancient humans, a world that can only be revived thanks to the tenacity of a younger generation. The Ryza trilogy and the Sophie duology also influenced the aesthetics of this book.
    • The Monster Hunter Stories series shares its setting with the famous Monster Hunter saga, but emphasizes cooperation between human and monster and the importance of preserving even the most dangerous species.
    • Jade Cocoon: Story of the Tamamayu is a great example of a campaign that takes place in a short time frame, and is set in a relatively small place: a single village and the surrounding forests struggling against a terrible curse.
    • Etrian Odyssey Untold: The Millennium Girl features a truly inspired cast of characters and a plot centered around the progressive discovery of the mysteries of the past. It also reinvents the concept of a post-apocalyptic world as a lush and verdant landscape.
    The Eight Pillars of Fabula Ultima

    The Eight Pillars of Fabula Ultima

    On page 14, the core concept is presented: Fabula Ultima’s Core Rulebook discusses the eight pillars that uphold its entire game experience. This Atlas builds on those elements in its own unique way.

    ANCIENT RUINS AND HARSH LANDS

    This pillar plays an important role in the natural fantasy style: its protagonists often find themselves traversing vast uninhabited regions, where ground and roots merge with millennia-old ruins of the past.

    Thematic Detail Examples:

    • The wind blows strong among the cavities of the jungle trees. Rumor has it that, in the past, a skilled navigator used the thermal updrafts to fly over the hunting grounds of the dynaguars and reach the Shattered City.
    • The Orwie river’s spring is lost among the fog and the crevices of the Eastern Glacier. Its many waterfalls run between the colossal remains of the Stone Guardians that, according to legends, hold up the sky and prevent the stars from falling.
    • The narrow strip of land connecting the Sparrow Coast to the archipelago can be crossed only at low tide, when the metal skeletons of the Airship Cemetery emerge from the waters and the forebearers’ machines awaken.

    A WORLD IN PERIL

    In natural fantasy worlds, humanity is defined by its relationship to the creatures of wilderness: some coexist with them, others hunt them for food or protection.

    Far more dangerous are those creatures born of ancient curses and experiments, not to mention any antagonists who want to make an improper or self-serving use of magic and technology from the past.

    Key Conflicts:

    • Eager to gain the approval of the city and its Council, a young inventor decides to unearth and reactivate an ancient alchemical machine, unaware that its magical vibrations will once again lure the Calamity Serpent.
    • One baby out of seven is born with a red horn sprouting from its forehead; flowers bloom without color, waters boil, and fire lashes out against those who attempt to wield it.
    • Oracles claim that the cinder giant, whose spirit was dismembered and imprisoned in the temple of the Forbidden Valley so that humanity could tame fire and build forges, is finally enacting their revenge.
    Natural Fantasy Campaign Concepts

    Introduction to Natural Fantasy Campaigns

    Clashing Communities

    In natural fantasy campaigns, the clashes between different factions are often of a much smaller scale: tensions between neighboring villages or clans, and fights between humans and animals or spirits, or between opposing parties of the same people. In its darkest forms, such conflicts erupt into violence, expropriation, or even genocide.

    Newly arrived in the village and terrified by a spiked wildcat sighted by his caravan during the journey, a nobleman has ordered the local hunters guild to exterminate all predators in the region. When they refuse to kill any creature that hasn’t attacked the settlement, the noble hires some mercenaries from the Citadel amidst the plains.

    Only the Inara know the procedures required to activate the progenitors’ metal artifacts, which lie scattered around the archipelago. Driven by greed, the sheriffs of the capital infiltrate Inara settlements to extort information; one of these operations led to a terrible massacre of the natives.

    Everything Has a Soul

    This pillar is both central and explicit in natural fantasy: the stream of souls manifests as elemental entities, animals or plants—veritable holy symbols that embody the life cycle of regeneration and transformation. The stream of souls is also among the main victims of the Villains’ actions.

    Hell-bent on reuniting the fragments of her wife’s soul, scattered across the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two thousand years have passed and the stream of souls has stagnated: echoes of the departed roam the earth, clinging to the living and turning them into terrible monsters.

    Just as the Progenitors cried their tears to create the ocean and gave their flesh to make the earth, the inhabitants of the Glass Isles accept that the nocturnal messengers devour the bodies of the departed and feast on the grief of the living, bringing both to the afterlife as nourishment and consolation for the ancestral spirits.

    Furthermore, the four ancient trees of the region, also known as Vei Arbru, host the elemental essences of the seasons: each is kept safe by a guardian fairy that nurtures it both when it’s in bloom and when it withers before being born again.

    The Chronicles of Magic and Technology

    MAGIC AND TECHNOLOGY

    The juxtaposition of magic and technology is a powerful element of natural fantasy stories. Both have a light and dark side: magic is tied to natural elements, but it can also destabilize them, causing terrible catastrophes; technology – a reminder of the wars and destruction of the past – can be recovered and adapted, but it comes with the risk of repeating the same mistakes.

    The Necropolis

    The Necropolis is a chasm spanning the size of an entire region, that goes down into the depths of the earth. Inside, magical energy – usually too rarefied to sustain any Ritual – can be used in full. Scholars call this phenomenon tomb radiation and it becomes more powerful the deeper you go.

    Travel Through Nature

    Powered by a triple alchemical vapor-furnace and armed with massive steel spikes, automatic crossbows and mortars, the armored train crosses the vast forests of magical trees. It’s the only true connection between the various settlements of the region.

    Heroes of Many Sizes and Shapes

    The natural fantasy genre focuses upon the difficult journey toward coexistence and harmony; as such, the Player Characters represent a fundamental opportunity to show how representatives of different people and cultures can learn from each other and, in a spirit of mutual respect, fight for the future together.

    Protagonists

    • Bomiri: A young moth-girl from Mangrove Village. After the death of her elderly mentor, she fully devoted herself to studying herbalism and medicine, in an attempt to find a cure for the disease that killed her.
    • Lovisa: When she was twelve years old, Lovisa got lost in the crevasses of the Mora glacier and was almost devoured by a young nagadon who was trapped in a cave with her. Despite being afraid, she gathered food for herself and the hatchling, later preventing the rescuers from killing him. Now they are inseparable and they carry letters, medicines and information across the entire valley.
    • Yalsi: Famous among Inner Sea nomads for his generous and slightly-too-exuberant character, Yalsi the thief is wanted by the imperial navy for daring to rob a high official: hidden amidst gold coins was a strange necklace, which looks awfully familiar to the metallic heads buried among the hills of Yalsi’s native village.
    The Heroes' Tale

    IT’S ALL ABOUT THE HEROES

    CHAPTER INTRODUCTION

    Natural fantasy protagonists might not look as extraordinary as other heroes but, in reality, they embody the deepest meaning of heroism: humility, respect for life, looking for dialogue, choosing the hardest path, and fighting cruelty and ignorance with fiery compassion. From this point of view, the world has a desperate need for people like them.

    When their village was destroyed by the hill clan during their hunt for miasma beasts, an old witch and a young blacksmith joined forces with a deserter and a wandering swordswoman in an attempt to outpace the army and prevent it from claiming a stone stele that, according to the seidr tradition, gives access to the power of the Triclopean God.

    A mysterious and terrible virus, known as scarlet death, is infecting the predators of the region, prompting them to viciously maul weaker creatures and attack settlements. Catha, a Rasna warrior-poet, believes the epidemic originated at the brink of the continent in the dragon boneyards, where lay the remains of once-great creatures exterminated by the Ancients.

    MYSTERY, DISCOVERY AND GROWTH

    Given its focus on stories about travel, exploration, and encounters between different people or discoveries from the ancient past, mysteries and growth are two key elements of natural fantasy. At the same time, this genre questions the consequences of the application of knowledge, and how it can be used for both good and evil.

    Having reached the mechanical ruin buried among the dunes, the heroes discover that the great forest is part of an ancient project to cleanse the environment, started by a people who died out millennia ago. Its keeper is an artificial intelligence, meant to guide humanity in reconstruction, but turned cold and uncaring by loneliness.

    Growing up in the tower-city of Ur, council inspector Kalia was soon met with the corruption rampant among her colleagues, who took advantage of their positions to extort money from villages in exchange for “protection”. Her principles will be harshly tested throughout the campaign, culminating in a fight with her superior officer, Corax, which will cause her to permanently do away with her badge and dedicate herself to helping others without the need for a fake authority to back her up.

    “This world is ancient and in no hurry.
    It reserves its deepest and most sincere affection
    for those who take time to understand and grow.”
    Natural Fantasy Guidelines

    A RAW BEAUTY

    The natural fantasy style relies on a careful balance between moments of calm, serenity and beauty, alternating with moments of raw and direct contact with the inevitable facts of life. Neither of these aspects can be sacrificed: keeping only the first means presenting a false and “sanitized” version of nature; keeping only the second leads to self-indulging morbidity.

    This doesn’t mean that you have to include explicit or particularly gory descriptions. On the contrary, discussing how to handle scenes of violence and death is paramount, especially when they involve people or animals (see Core Rulebook, page 147).

    THE HUNT

    Killing other living creatures to protect your community or provide resources is a common theme of natural fantasy and should be handled with care.

    • Never minimize. Be it that of an animal, a plant, a person, or a spirit, death is a significant event that should be dignified. It should never be cold or systematic, especially in a natural fantasy game, where it should have ecological, emotional or spiritual consequences. As explained on page 86 of the Core Rulebook, there is no obligation to kill an enemy reduced to 0 Hit Points. It is a choice.
    • Never demonize. If necessity demands it and proper respect is shown for the consequences, killing another creature to save lives, protect the ecosystem, or transform their body into nourishment, tools or instruments is an integral part of the cycle of life, not a violation.

    EVERY LIFE MATTERS

    Even when the world revolves around the cyclical return of every lifeform to the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on page 9), one should never downplay the value of life. While it’s true that life (as a form of energy) lasts for eternity across countless incarnations, this life (the memories, personality, and feelings of a specific individual) is unique and irreplaceable, and the moment it leaves us should never not be seen as a tragedy.

    BEFORE WE START

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    COEXISTENCE DOESN’T MEAN SELF-ERASURE

    In some stories, ecological themes are handled quite superficially: humanity is depicted as a parasite, technology as a source of corruption, and ancient lifestyles become romanticized and stereotyped, often without a solid historical or anthropological base. Although they provide fertile ground for Villains, such simplistic perspectives represent a form of cowardly nihilism.

    What natural fantasy proposes is, instead, to make a humble and brave choice: our heroes must stop seeing themselves as masters or tormentors of nature, and remember they are merely one of its many expressions, embracing the responsibilities that arise from their ability to invent, create, and transform.

    In short, we can coexist with the planet we live in precisely because we are humans, rather than in spite of it.

    CULTURAL INFLUENCES AND COLONIALISM

    When we imagine a story centered around sharing and coexistence, we are often influenced by existing cultures that consider those principles as the foundation of their civilization, tradition, and philosophy. Historically, however, those same cultures have been targeted by violent and repressive colonialist politics, their voices silenced even in present day. Their characteristic cultural elements are often trivialized and reduced to mere appearances, robbed of their significance and made to conform to consumer logic, a surface representation that removes all introspective or revolutionary charge.

    If you want to take inspiration from these cultures when you create new stories and characters, please strive not to repeat that harmful rhetoric:

    • Look for detailed and not instrumentalized sources which present information with integrity and respect, without trivializing cultural complexities or reducing them to stereotypes.
    • If your setting includes tribal cultures, or cultures inspired by real-world native populations, do not consign them to the role of enigmatic strangers, keepers of riches, threats or victims in need of help: make them full-fledged protagonists, avoiding recurring stereotypes like the mystic, the raider or the scout.
    • Finally, make sure not to associate the search for harmony and spirituality with a forcibly ascetic, passive or impractical lifestyle; on the same count, do not associate it with a lack of interest in science and technology.
    Document Analysis and Structure

    Project Requirements and Structural Guidelines

    This document outlines the core guidelines for structuring and styling extracted textual content to ensure a professional, semantic, and highly readable web presentation.

    1. Semantic HTML Structure: It is critical to use appropriate HTML tags like <h1>, <p>, <ul>, <li>, and <strong>. This ensures that the underlying structure accurately reflects the content's hierarchy for maximum accessibility and SEO performance.
    2. Styling and Design Implementation: The presentation must incorporate styling using either inline CSS or a dedicated <style> block within the <head> section. This style guide requires modern sans-serif typography, clean margins, and a clear, predictable layout to enhance user experience.
    3. Output Formatting Compliance: The final deliverable must consist of ONLY valid HTML code. Under no circumstances should markdown code block backticks (<code></code>) or extra conversational commentary be included in the resulting output, maintaining purity and structural integrity.
    The World - Chapter Overview

    The World

    This chapter provides a bird’s eye view of Fabula Ultima’s approach to natural fantasy worlds. Both Players and Game Masters are welcome to read it – it contains valuable tools for both roles.

    The chapter is constructed as follows:

    Chapter Sections Overview

    • Natural Fantasy Locations: This section helps you create natural fantasy regions, settlements and landmarks. It also provides ten in-depth examples of natural fantasy locations, each detailed first as a narrative archetype, and then as a collection of playable hooks.
    • Conflicts: This section explores the conflicts typical of natural fantasy, from both narrative and rules perspectives.
    • Magic and Rituals: This section delves into the role of magic and supernatural entities in natural fantasy worlds, and what they represent.
    • Technology: This section provides ideas on how to frame the role of technology and craftsmanship in natural fantasy worlds, including new rules to create items from raw materials.
    • Rare Items and Artifacts: The chapter’s last two sections focus on rare items and artifacts you might find in a natural fantasy setting. As well as general advice, there are also a number of ready-to-use item lists.
    Natural Fantasy Locations

    Natural Fantasy Locations

    During World Creation (see Core Rulebook, page 148) and play sessions, you will often be called upon to introduce new regions, towns, or interesting locations. This section contains advice and suggestions and discusses the mindset to adopt when creating natural fantasy locations, and then provides ten examples you can use in your campaigns or draw upon for inspiration.

    Ancient Roots, Future Branches

    The key element that sets natural fantasy locations apart is simple, but should never be taken for granted – it’s the tension between a mostly forgotten past and an unpredictable future, a maelstrom of visions of ruin and hope.

    • Roots in the past. Ancient events and their influence on the present might manifest in many different ways: from the complex religious traditions of a clan of hunters to the whispering ruins buried among the dunes of the desert. Every place has many stories to tell and lessons to teach those who explore it with an open mind, humility, and respect, accepting even its long silences.
    • Branching toward the future. The future is unpredictable and not yet written: its potential might take the shape of a precious resource, a new generation able to break a millennia-old curse or even a small cub or hatchling, the last survivor of its kind.

    To be narratively alive and inspired, a natural fantasy location should exist in the present, the liminal space between these vague extremes – showing the signs of a past not fully understood and holding in its hands a fragile future, which will blossom only if it’s protected without smothering it. We might say that:

    If a location does not offer significant revelations about the world’s past or the traditions of its inhabitants, nor hides a potential that might bring joy or ruination, depending on how those same people cultivate it, then you need to put a bit more work into it.

    However, remember that it is not just the Game Master who has the right and responsibility to create, describe, and enrich locations and areas in interesting ways. For instance, you can spend a Fabula Point to describe how your character hears a feeble voice coming from the nearby spring, despite the local elders believing its guardian spirit has long abandoned it – this is the kind of contribution that Players should provide often during the course of the game.

    THE WORLD

    COMPLEX CULTURES AND COMMUNITIES

    Natural fantasy settings often cover a much smaller area compared to others, usually a single region or no more than two or three settlements. You might think that this limits the variety of situations and cultural contexts during the campaign, but in reality it’s an excellent opportunity to flesh them out and make them more complex, human, and multidimensional.

    • Recurring characters. When playing in a limited setting, it’s very likely that the same character will appear over and over again, even after many sessions. Give each one a name and a face, learn to love them, showcase their merits and flaws, and do your best to make them grow and evolve as much as the protagonists.
    • Humanity. No matter if they live in an elven village in the heart of the forest, are part of an ancient people in possession of extraordinary technologies, or inhabit an underwater city of fishpeople, each and every individual has feelings, an interest in unique forms of art and beauty, doubts, and curiosity, and behaves according to their own personal morality. No community should be a monolithic stereotype where everybody thinks in the same way.

    We might say that natural fantasy replaces vastness with density: this style of narrative likes to take time to showcase, for better or worse, all the facets of each character and asks you, in a gentle but firm voice, not to draw hasty conclusions, but rather to love the world in all its complicated, ephemeral, and magnificent vibrancy.

    THE RECONSTRUCTION

    Natural fantasy worlds have weathered many catastrophes – the ability to get back up after a disaster, to reinvent and rebuild a world together with those who surround us is a recurring theme, but it might take two opposite forms. This dualism is often mirrored in the locations and their inhabitants:

    • Hope and adaptability. Some people don’t just survive in this new world, but find ways to gain strength and enthusiasm from it. They find new passion and emotion in an environment that tests them but they still respect the needs of nature.
    • Reactionary nostalgia. At the same time, there are those who see reconstruction as a way to go back to the past, to dominate nature without taking into consideration how the world has changed, and how the past they idolize has brought them close to ruin once already. They chase an illusion that will cause untold damage.
    Vertical Worlds: The Abyss Setting

    VERTICAL WORLDS

    Some natural fantasy campaigns are characterized by a vertical exploration of the setting: the story often starts on the surface and develops underground, but the opposite is also possible.

    For example, the campaign might focus on the long descent into the depths of a chasm containing a huge variety of ecosystems, or the gradual ascent of a world tree so vast its branches host entire regions, lakes and colossal ruins.

    For the sake of brevity, no matter if the story develops toward the top or the bottom, from this point on this kind of setting is called “abyss”.

    Although playing Fabula Ultima with an abyss setting isn’t much different from usual, there are a few adjustments to consider during World Creation (see Core Rulebook, page 148) and throughout the campaign.

    Abyss Setting Considerations

    • World Creation. The flowchart on page 149 of the Core Rulebook should be replaced with that on the next page, designed specifically for this kind of campaign.
    • Origins. The Player Characters’ birthplaces are almost never visited during this type of campaign, but the Origin Trait can be invoked as usual.
    • Antagonists. The main Villain is often an environmental antagonist (see page 174) with a corrupting presence, but they might also be someone who exploited the group’s curiosity to open the way toward the heart of the abyss and its treasures.
    • Traveling the abyss. Journeys across a single stratum follow the normal rules (see Core Rulebook, page 106), but moving between two adjacent strata requires some kind of connection, like a tower, a flight of stairs, or a frozen waterfall. In addition to the connections established during step 5 (see next page), your group might introduce or discover new passages and shortcuts during the campaign.
    • Safe zones. To ensure that the group has a chance to rest, buy and sell items, or be rescued in the event of a total Surrender, make sure to periodically introduce safe havens across the various strata of the abyss, or include “fast travel” options to and from the main settlement (ancient elevators or portals are good options).

    Visit www.fabulaultima.com to download the abyss sheet for this kind of campaign.

    Campaign Design Blueprint: The Abyss

    Campaign Design Blueprint: The Abyss

    I. Conceptual Foundations (The Source)

    What is the role of magic and technology in the starting settlement? How do common magical or technological applications differ from those found deep within the abyss?

    • Consider if magic can only be used while inside the abyss.

    II. Structural Geometry (The Abyss Sheet)

    1. Direction and Shape: Choose whether the abyss develops upward or downward. Is it a great chasm with an unseen bottom, or an endless tower stretching past the clouds? Has it been given a specific name?
    2. The Starting Point: Place the starting settlement at either the top or the bottom of the abyssal sheet where the game begins. Each participant must contribute at least one NPC or landmark (e.g., a well-stocked general store, an archaeologist librarian).
    3. The Heart Goal: At the opposite end sits the heart of the abyss and the campaign’s main goal. Define what it is: Is it a world-saving resource, the answer to a terrible question, or an entity that must be sealed?

    III. Depth Stratification (The Layers)

    Create the strata of the abyss: Define five distinct areas that separate the starting settlement from the heart.

    • For each stratum, provide a name and define its ecosystem, flora, and fauna.
    • Ensure at least one connection is established between each pair of neighboring strata (including connections to the start and the heart).

    IV. History, Mystery, and Conflict

    1. Lore & Enigma: For every stratum created, establish a historical event deeply ingrained in the settlement's memory, as well as an associated enigma or mystery. What kind of theories do the exploring parties hold about this mystery?
    2. Threat Assessment: Create a distinct threat for each layer (environmental danger, curse, or monster). Note that the most terrifying threat should reside within the core heart—this can be broadly defined now or left until later in the campaign.
    Environmental Design Concepts

    ENVIRONMENTAL CONTRASTS

    One of the most effective ways to create a memorable natural fantasy location is to base the environment upon the contrast between two typically opposite natural elements, such as air and earth or ice and fire.

    Common examples include icy plains dotted with bubbling geysers and rocky deserts swept by the wind, but you could also have oceanic depths inhabited by electric creatures.

    In a similar vein, the contrast between old and new, artificial construction and natural regrowth, adds personality to a location and often provides clues about who lived here in the past and how things have changed over time. The result should be a form of dynamic balance, and can also elicit feelings of melancholy or wonder in the travelers.

    For instance, a vast horizon of skeletal skyscrapers overgrown by vegetation and taken over by the nests of gigantic feathery creatures; or an endless grassland where herds of bovine calmly graze in the shadow of rusty, titanic war machines.

    The goal of such a location isn’t purely visual – it represents a fragile environment that is worth protecting and a precarious peace that has been achieved, certainly not without pain, over the course of the centuries.

    FLORA, FAUNA, CONSTRUCTS, AND ELEMENTALS

    Partially continuing from the points above one of the best ways to make a location look alive is to populate it with creatures whose appearance, behavior, and abilities are strictly tied to their environment.

    • Beasts, monsters, and plants. These creatures might prove more or less aggressive – similar to the flora and fauna of our world, with just a few anomalies. Their behavior varies based upon instinct and habits – they may prove formidable opponents.
    • Constructs. Relics who outlived their creators, constructs often lack a true conscience, acting according to pre-programmed routines. Even when aware and intelligent, they often speak ancient and almost forgotten languages.
    • Elementals. Spirits of nature, fey creatures, and guardian presences all fall into this category. They are often peaceful or playful, but their deep, instinctive attunement with the stream of souls might easily lead to corruption.

    The World: Chapter Guide

    Using the Sample Locations

    The following pages contain ten complete natural fantasy locations, which you can draw ideas from or place directly in your campaign, both during and after World Creation – for example, when traversing an unexplored map region.

    Location Structure

    Each location entry is structured to provide comprehensive details for running a session. The components are:

    • At a glance. This box provides a synopsis of the location: its keywords, the themes it symbolizes, the terrain around it, and its elemental forces, as well as suggestions for dangers and discoveries in the area.
    • Questions for the group. In Fabula Ultima, you should not introduce elements disconnected from the group. These questions give depth to the location and allow Players to have creative input. Usually, the Game Master will ask the questions – and they should make it a habit of doing so even when introducing locations that do not come from an Atlas.
    • Typical features. This section provides examples of characters and other elements that can typically be found in this sort of location. Feel free to take these and use them in other similar locations of your own devising.
    • Position. Here, you will find suggestions on where to place this type of location, both geographically and in the campaign’s timeline – towards a campaign’s start or end, for instance.
    • The Villains' plans. This section provides suggestions on why Villains might be interested in this or other similar locations.
    • Story hooks. Lastly, this rich section details points of interest ($$), mysteries (bb) and help requests ((??)), which the Game Master can use in whole or in part during play.

    Guidance for Players and Game Masters

    Players and Game Masters alike are welcome to read these sample locations – they will help the group attune to the natural fantasy style, and can provide you with inspiration when needed.

    Important Note: Do not take any of what follows as “canon” or “official”. You have full authority to modify any of these places as you see fit!
    “Change is the only true constant of life. Clinging to the past for fear of the present is just a slow death.”

    Few truly know what lurks behind the quiet of this enigmatic place, lost in the depths of the forest. The locals never cross its threshold—even during celebrations—and the youngsters show great respect to those who dare enter just the first chamber. Moss and lichens cover the wall of the now forgotten Badger Temple… and its secret should be forgotten as well.

    BADGER TEMPLE AT A GLANCE

    Keywords: curse, trial, seal.

    Terrain:
    stone, vines, water. Common elements: L, D, E
    Travel roll:
    d8. Rare elements: A, F

    Key Features

    Dangers

    • A huge sentient plant guarding the path.
    • A magical mist that fools the senses.
    • A barrier created by the statues that flank the entrance.

    Discoveries

    • A spirit protector of the forest.
    • A plant with miraculous properties.
    • A shrine hiding a prodigious blessing.
    Themes:
    Facing one’s fears, gaining self-awareness and self-confidence, understanding the past to build the future.

    Structural Context

    THE ANCIENT SHRINE / Badger Temple

    THE ANCIENT SHRINE
    /
    Badger Temple

    Additional Data

    Ancient Shrine Details

    The World - Ancient Shrine Guide

    Typical Features

    The typical Ancient Shrine should include at least one of these features:

    • Creatures or spells to test those who enter.
    • An incredibly ancient evil sealed inside.
    • An artifact that belonged to a hero of the past.
    • A legendary beast of great wisdom.

    Position

    Frequently enough, the location of the Ancient Shrine is already known at the beginning of the campaign, but Player Characters might not be able to explore it in full and are forced to return later with an artifact or a magic password.

    The Ancient Shrine might be where the prologue is set, when the protagonists – unaware of the original purpose of the structure and the unfortunate consequences of their curiosity – discover or awaken something truly ancient and dangerous.

    The Villains' Plans

    Sometimes, the Ancient Shrine hides an artifact that a Villain wants but, for some reason, can’t reach. These Villains often wait for Player Characters to overcome the dangers of the Shrine, only to then waylay them. Otherwise, a major or supreme Villain might be sealed inside, patiently waiting.

    Possible Questions for the Group

    These points are designed to prompt player discussion and mystery:

    • A number of wooden statues dot the path to the temple. What do they represent? Why are they here?
    • A number of frescoes decorate the temple walls, depicting an event so ancient it has been lost to time. What is it?
    • The entrance to the temple is easy to find but the inner sanctum is well protected. How do you access it? What prevents you from reaching it?
    • The Badger Temple hides an incredible secret. What is it? Who knows about it and what is its price?
    • A terrible curse awaits those who desecrate the heart of the temple. What are its effects, and can you break it?
    Story Hooks

    STORY HOOKS

    When bringing Badger Temple into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    The Hall of Trials

    • Light and Darkness. A single torch shines true, revealing the living frescoes upon the walls – the shadows of four badgers, each bearing a small rattle, slide among the paintings. To continue, the PCs must collect the four rattles. Every time they roll a Check to try, the GM fills 1 section of an 8-section Clock. If the Clock is filled before they succeed, or if they attempt to use violence, a fearsome guardian emerges from the frescoes. What is it? Which of the PCs knows legends about its weak spot?
    • Hall of Despair. This empty room seems endless. Every now and then, the pale image of a badger appears, beckoning the heroes to follow them in the darkness. The PCs have to fill a 6-section Clock to keep the spirit in sight and reach the exit. Whenever a PC fails a Check, frustration gets the better of them, causing them to suffer a random status effect among dazed, shaken, slow, and weak.
    • The Door. The badger stops next to a great stone door covered in thorny vines, which can be removed either with a Ritual or by suffering a heavy loss of Hit Points. The badger glows with a feeble light, which restores all the PCs’ Mind Points.
    • Dark Vines (The Rafflesia Encounter). Sprawling creepers and living vines fill the entire room. At the center, a massive, garish flower tinges the scene with scarlet and purple hues. A glowing bud dangles from one of the vines, right above the jaws of the plant-creature at the heart of the flower: its name is Rafflesia. Its stalk is covered in thorns, and the badger-spirits are trapped in its two creeping tentacles.
      • Properties: It’s Vulnerable to fire damage, Resistant to ice and bolt, and Absorbs light, thanks to the glowing bud, which also hypnotizes its targets, forcing them to attack the main body – those who charge into melee are punished by its thorns.
      • Challenge: If both tentacles are defeated, the twin badger spirits regain their powers and Rafflesia becomes Vulnerable to light damage. How did this creature evolve? How was it created? What is hidden at the center of the room?
    The World: The Snake-Spirit

    THE WORLD

    Chapter B: The Snake-Spirit

    A demon of ruin lies sealed in the heart of the temple, and an almost forgotten prophecy foretells that a descendant of the “snake lineage” will one day be able to free it. Key questions remain: What is known about this lineage? Who among the Player Characters has heard of it? Or, who among them will discover that they descend from it?

    Investigation Threads

    • The treasure in the statue. In the bowels of the temple, wedged between the scales of a giant stone serpent, there is an ancient scepter, the Soulthorn—an artifact capable of imprisoning a soul. Only the chosen one can awaken its true power and free the snake-spirit. What would be the consequences of its use? If left to its own devices, what is the snake-spirit going to do once freed?
    • An ancient pact. Although remembered as an evil being, the spirit actually taught humanity the arts of herbalism, medicine, and poison. However, their gifts were used to cause death and suffering, and, to atone, the spirit began devouring any pain and diseases they saw as born of their actions. As a last act, before corruption overcame them, they sealed themselves away in the temple, slowly losing all their memories.
    • Recovered memories. By using the Soulthorn or coming into contact with the snake-spirit’s power, Player Characters may recover fragments of their memory and investigate further. What catastrophic event forced the spirit to cut all ties with the world? Which of their memories might restore their confidence?

    Zecar

    An aristocratic fox-man named Zecar offers the Player Characters a lavish reward, provided they help him recover a family heirloom from the temple. Investigation involves:

    • The sword of ages. Laying on a stone altar, this sword is an artifact that, according to legend, grants luck, fame, and wealth—but it’s protected by a seal. Who among the Player Characters knows how to break it?
    • Unmasked! Zecar’s ancestry gained its nobility thanks to the sword, but his ancestors returned it to the temple, believing it was its rightful place. Once the blade is in his hands, the haughty fox-man turns out to be a minor Villain and uses an Ultima Point to escape. What are his intentions? Why was the sword returned? Which dark powers does it hide, and why is Zecar underestimating its influence?
    “A dark omen awaits, trapped in the depths.
    A pure heart will free it; a pure heart might defeat it.”
    Breezeburg Hamlet Profile

    Breezeburg Hamlet

    A secluded pocket of natural harmony.

    Community Profile

    Many people stumble almost by accident into this small hamlet. Breezeburg is located among the rolling hills, far removed from the bustle of the capital, the major trade routes, and the general clamor of the outside world. On the surface, it presents an idyllic scene—almost drowsy and peaceful—that maximizes its few natural resources. The inhabitants have successfully learned how to deeply respect the gentle pace of nature and wind, living in a sustainable symbiosis with what their environment offers.

    Keywords

    community, quiet, wind

    Terrain / Elements
    • Primary: Hills, grasslands, brooks.
    • Common elements: A, L, E (Suggests abundant access to these resources/materials).
    Challenges & Lore
    • Travel Roll: d8
    • Rare Elements: B, F, D

    Local Hazards and Secrets

    Dangers
    • A foreboding presence residing in the nearby forest.
    • A persistent swarm of crabby insects.
    • The threat of a great thunderstorm incoming.
    Discoveries & Themes
    • Potential Discoveries: A hermit who retired here to hide an important secret, or an old ruined building lost in the untouched wilds.
    • Underlying Themes: A simple life isn't always easy; confronting blissful ignorance and false security.
    The World Guide - Sleepy Hamlet

    THE WORLD

    CHAPTER NINE: TYPICAL FEATURES

    The typical Sleepy Hamlet should include at least one of these features:

    • A gentle, soothing landscape.
    • An eager population, although unaware of the outside world.
    • A wise person of few words.
    • A small shrine tied to a forgotten legend.

    POSITION

    The Sleepy Hamlet is a starting location par excellence – it could even be the birthplace of one or all protagonists (perhaps with the exception of one of them, an outsider whose sudden arrival puts events into motion). Our heroes might expect a happy welcome, unless some negative event undermines the locals’ trust. Even then, it should be possible to rebuild it.

    THE VILLAINS' PLANS

    A place like Breezeburg is rarely relevant in the antagonists’ plans, unless they were born and raised there. Perhaps they were childhood friends of the eldest among Player Characters. More often, an antagonist might be looking for an item or a person that lives here, or the Hamlet might suffer collateral damage in the wake of the Villain’s plan or the catastrophe they unleashed.

    POSSIBLE QUESTIONS FOR THE GROUP

    These questions can seed conflict and mystery:

    • Breezeburg is isolated, but not forgotten – there is just nothing too remarkable here. Is it really such a happy place? What is about to change?
    • Creatures that couldn’t live anywhere else proliferate here, thanks to the untouched wilderness. What makes them unique?
    • The villagers live in harmony with the land, the flora, the fauna, and every other natural element. Where does this tradition come from?
    • A gentle breeze keeps the windmill’s blades in constant motion. What traditions stem from this unusual situation?
    • Although welcoming, the locals are very narrow-minded and suspicious about innovations. Why?

    STORY HOOKS

    When bringing Breezeburg into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    I. HIGHILL ROAD

    The highest part of Breezeburg is dominated by the largest windmill, and the most important buildings in the settlement all lie just along this key road.

    • The Windmills

      These massive structures work without pause; their huge blades spin constantly in the wind. They contribute to the survival of the small hamlet by powering both the irrigation system and millstones, but not all seem to serve the same purpose. What is the goal of these other windmills?

    • The Blacksmith

      The small forge is the abode of a man tempered by his work and proud of it. The firelight makes his creations shine: tools for farming, for common use, and for artisans. There are no weapons, except an old sword hanging on the wall. What is the story behind it?

    • The Inn (The Wind Strider)

      A modest inn stands along the road. The sign, creaking in the breeze, says “The Wind Strider.” Though rather small, it is warm and cozy. It’s quite rare for anyone to stop here: usually only one or two adventurers pass by looking for respite. Recently, though, a large group slept here—they looked like acolytes on a pilgrimage. Who were they? Why did they stop here of all places?

    • The Temple

      Near the end of a forgotten track, at the highest spot in Breezeburg, there is a small, old temple, covered in moss. It has long-since been abandoned, yet a feeble heart pulses inside. If a Player Character gets close, a gentle, whisper-like breeze blows. Arcanists, Chimerists, Invokers, and Spiritists are the best suited to interact. Who lives in this temple? Why was it abandoned?

    II. WHISPERING MANOR

    The mansion house belonging to Breezeburg’s only noble family is the most ancient building in the entire hamlet. According to the villagers, Whispering Manor has existed since the settlement’s foundation.

    This large structure has three floors, rather distinctive sloping roofs, and a visible large balcony overlooking all of Breezeburg. But the most curious element is the great windmill on the roof, whose blades never move.

    Miscellaneous Note

    The World Chapter Summary

    THE WORLD

    CHAPTER SUMMARY

    Demetria

    • Description: Demetria is the young daughter of the last laird of Breezeburg. She is secretly a minor Villain.
    • Background: Following her father's death, she secluded herself in the manor. The villagers treat her with suspicion and spread rumors, though they do not bear ill toward her directly.
    • Interaction: If the PCs meet her, Demetria is grumpy but not overtly hostile. She avoids discussing her decision and asks them to leave the manor, only using violence if absolutely necessary.

    Dark Secrets of Breezeburg

    A long time ago, Demetria’s family captured Zephyr, the spirit of air, to gain the wind's favor for founding their hamlet. Demetria is deeply ashamed but rationalizes Zephyr’s captivity as a necessary evil for the community.

    She feels undeserving of love from the villagers and overlooks that the spirits themselves have nurtured resentment over centuries. This accumulated power means they are poised to wipe the entire hamlet out.

    A Missing Friend

    Mya, a child of the hamlet, has lost her cat, Ruby. Their usual play area was near the edge of the forest, and Mya is understandably afraid that Ruby got lost.

    Characters Involved

    • Ruby: A young, snow-furred, and strangely silent cat that Mya found during spring. They instantly became inseparable, leading Mya to adopt and care for the cat, despite local suspicion toward stray animals.
    • Fang: A massive feline beast living in the woods near Breezeburg. Although the inhabitants usually prefer peaceful interactions with local wildlife, Fang has recently become extremely irritable. He bears his name from a massive fang visible on the left side of his jaw. Fang is highly skilled, capable of inflicting 'slow' status effects with powerful claws and summoning allies with a roar.

    The Reunion (Plot Synopsis)

    Fang is shown to be a loving father who lost his cherished cub during the last harsh winter. It is revealed that Ruby is actually the child of this powerful feline, reborn as a cait sith. In the forest heart, the heroes may witness a tender reunion between father and daughter.

    If the group tries to retrieve Ruby, Fang will offer no mercy. The outcome depends heavily on the Player Characters' decisions and potentially on Ruby’s own intervention. Key questions arise: Does she remember her previous life? Can any PC (possibly a Chimerist) communicate with her? How will Mya react to this tense situation?

    “This isn’t a land of warriors and conquerors. We breathe the wind and live in harmony and with patience, following the old tradition.”
    The Haunted Isle of Candle Bay

    The Haunted Isle

    Candle Bay

    A haunted isle of steep inlets and rocky cliffs, Candle Bay is home to countless mysteries and legends. The island owes its name to flocks of ominous will-o-wisps that light up its nights, creating a somber and enigmatic atmosphere. Strange rumours abound of this grim and equally fascinating landscape, but even an unsettling children’s tale can conceal glimmers of truth...

    Candle Bay At A Glance

    Keywords: ghosts, isolation, transgression.

    • Terrain: thic*kets*, tombstones, reefs. Common elements: BID
    • Travel Roll: d10. Rare elements: AL
    Elements of the Island
    • Dangers: A wrathful ghost that can’t find a way back, or a small abandoned temple infested with trickster spirits.
    • Discoveries: A good luck charm, an ancient holy place, or a remote well that allows communication with the dead – for a price.
    Themes
    • Disturbed balance, respect for the past, and exploitation of resources.

    THE HAUNTED ISLAND

    (A repeated or decorative title element)

    Haunted Island Lore

    The World: Haunted Islands

    Typical Features

    The typical Haunted Island should include at least one of these features:

    • An ancient cemetery or ruin haunted by ghosts.
    • A small port or other settlement facing some sort of struggle.
    • A cruel specter, whose name appears in many horror stories.
    • A direct link with the stream of souls.

    Position

    A Haunted Island might be part of the setting from the start, perhaps as a mystery and/or threat, or the group might land on its shores because of a danger or as a result of a Surrender. It’s usually the stage for an interlude or intermission, and as such can be used at any point in the campaign. More rarely, it could be the heroes’ final destination, especially if a powerful, corrupt creature made it their lair.

    The Villains’ Plans

    In many cases, a location like Candle Bay acts as a subplot in and of itself and has its own local Villain (probably a minor Villain), although in some campaigns it might assume a more central role. An antagonist might attempt to harvest the energy of the restless spirits, or could even be a ghost themselves; or a terrible demon or monster might consume the dark energies of the island to enact a metamorphosis and reach their full potential.

    Possible Questions for the Group

    • Colored lights brighten the sky over the bay during “the night of lamentation”. What characterizes this event?
    • Since time immemorial, a majestic arc has dominated the great hill. Why was it built? What are the rumors about it?
    • It looks like the bay is the home of a creature that can grant wishes. What is their true nature? What is the price of such a miracle?
    • They say the island stands at a crossroad between the world of the living and the world of the dead. What is its nature? Who would you like to see once again?
    • The spirit of a famous character of the past manifests on certain nights. Who are they? What do they have in common with one of you?
    Story Hooks - Candle Bay

    STORY HOOKS

    When bringing Candle Bay into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    $ MINING VILLAGE

    Rich in copper veins, but inexplicably abandoned, the island has become the destination for miners from all over the region.

    • The dock. The bay’s cramped inlet presents the only possible dock for boats and small ships. During the night, however, the ground shakes and restless ghosts pour across the streets, imploring the miners to leave the island.
    • The dig site. The miners’ countenances, marked by constant toil, betray their growing concerns, but Baron Darius (minor Villain) feverishly pushes them to keep mining copper. What does he crave (or fear) even more than the ghosts? Who among the miners is a familiar face for the PCs?
    • The Baron. Descended from a local noble family, Darius the Boastful craves fame and power. Driven by a desire to emulate the deeds of his ancestors (or fearing to let his lineage down), he strong-armed the population into working without pause, challenging and defeating the specter haunting Candle Bay.
    • The Centipede. Made sluggish by the magical purifying properties of copper veins present in the rock, a gigantic monster with almost impenetrable hide has slept under the island for centuries. When challenged, it unleashes seismic magic; its carapace regenerates each round and it can also separate parts of its body, which act autonomously in the form of soldier-rank enemies.

    THE SEVEN-TAILS’ FOREST

    At the top of the hill, an ancient cemetery hosts the souls of the departed. At its center stands a great cherry tree, apparently weak and dying. A dark aura seeps from the earth and small will-o-wisps dance among the tombs, under the light of distant stars.

    • Natsuki. In ancient times, the fox-demon Natsuki haunted the island. Attempts at fighting them all proved futile, until they fell in love with the young Soh and swore never to harm another human as long as he remained at their side. Determined to save his people, Soh bravely accepted this bond – his spirit still roams the forest, now only a pale blue flame. Did he regret his decision?
    The World - Chapter Guide

    THE WORLD

    The Cemetery

    Other spirits haunt the weathered tombstones. None remember who they were in life, and the inscriptions are almost unreadable. The Player Characters (PCs) may spend some time deciphering them and discover a secret:

    • The people of the island built it as a ritual site which sends a portion of the departed’s spiritual energy to Soh’s soul, ensuring he continues in his duty even after death. However, the young man’s spirit is growing weaker. The party must investigate why.

    The Awakening

    This section describes a critical plot development concerning Soh and Natsuki.

    • Condition: If the bond between Soh and Natsuki is broken, the demon returns to torment the bay.
    • Game Mechanic: The Game Master must create an “Awakening of the Seven-Tails” Clock with 8 sections. One section fills at the end of each scene or round during conflict with Natsuki.
    • Escalation: Each section except the last represents the demon growing a new tail. Once the Clock is full, Natsuki becomes a major Villain.

    Combat Details (Natsuki)

    • Offensive Ability: Natsuki can charm their enemies, inflicting Dazed and Weak status effects. Affected characters deal half damage to the demon.
    • Vulnerability & Resistance: Vulnerable to air and light damage; Resistant to earth and lightning; can Absorb dark.

    Diana, the Ghost of the Reef

    The Player Characters find a bottle abandoned on the beach containing a love letter. The addressee appears soon: Diana tells the heroes her story and asks for their help to reach a nearby atoll.

    Encounter Scenarios

    • Stormy Sea (Diana & Talassia): For getting too close to the human world, the nymph Talassia was imprisoned inside the coral reef—this is how Diana eventually met her. She promised to visit daily, but an unexpected storm took the life of the young woman, leaving her stuck in the bay as a ghost, unable to fulfill her promise. How can the heroes help reunite them?
    • The Sea Nymph (Talassia): A member of the sea people, Talassia has lived in the bay since time immemorial, but ancient and strict laws forbid the nymphs from interacting with surface dwellers, under penalty of being sent straight back to the stream of souls.
    • A Happy Ending? (Reunion): Eventually, lacking any news of Diana, Talassia tried to contact her with a message in a bottle. If they are reunited, Talassia leaves the sea, stepping onto land and returning to the stream of souls together with her dearest Diana. The PCs can witness their last smiles... or perhaps the first of many.
    • Player Choice: The characters may add a special Bond to the two lovers (this does not count towards the normal limit of six).
    "The waters of the bay show the reflection of two worlds; so close, yet so far apart. Reality doesn’t care if they are benevolent or malevolent. They will return."
    Cerulean Jungle Lore Document

    CERULEAN JUNGLE AT A GLANCE

    *(Context: The Eternal Forest)*

    Overview and Description

    This enchanted place, characterized by the majesty of the jungle, is a realm where nature reigns supreme. It expresses a harmonious and unpredictable complexity that often challenges human understanding.

    The Ecosystem

    Majestic trees reach toward the sky amidst roaring waterfalls. The jungle supports an extremely diverse fauna, including remnants of primeval epochs. Here, fairy spirits and arboreal creatures dance perpetually to the rhythm of the four seasons.

    Key Lore Details

    Challenges and Discoveries

    ⚠️ Dangers

    • A territorial creature protecting its nest.
    • A thick jungle of carnivorous plants.
    • Turbulent streams leading to a hazardous waterfall.

    ✨ Potential Discoveries

    Travelers may encounter:

    • An ancestral ruin overgrown by nature.
    • The favorable intervention of fairies.
    • An ancient creature believed to be extinct.

    Themes

    The Eternal Forest - World Guide

    THE WORLD

    CHAPTER 9: TYPICAL FEATURES

    The typical Eternal Forest should include at least one of these features:

    • Crystal-clear rivers forming majestic waterfalls.
    • The remains of ancient paths, barely usable.
    • Tunnels leading to enigmatic underground structures.
    • A legendary animal of great wisdom.

    POSITION

    Usually, the Eternal Forest occupies most of the map of the known lands: all who travel the continent have to cross it or sail its rivers. The Player Characters are likely to spend a lot of time in the shadow of its trees, exploring many different areas and stumbling upon dangers and discoveries that will change and evolve the forest over the course of the campaign. Who knows… maybe one day they might even reach those secrets hidden far below its roots!

    THE VILLAINS’ PLANS

    The sheer size of the Eternal Forest makes it an ideal hideout for a Villain, who might also take advantage of it and ambush the heroes. Also, some antagonists will be interested in the treasures and the miraculous machines hidden in the depths of the forest – some out of greed, and some hoping to wield their powers for good, unaware of their collateral effects.

    POSSIBLE QUESTIONS FOR THE GROUP

    • Navigating and surviving seem impossible, but the forest people live in complete symbiosis with nature. What is their secret?
    • The locals don’t trust strangers. What do they fear? How can you gain acceptance from them?
    • This place hosts a species considered extinct. What kind of creatures are they? What makes them special?
    • A plant with miraculous properties grows only here. What are these properties? Who is looking for it, and why?
    • Among the overgrown trees and shrubs, you find the remains of a mysterious creature. Is it possible that their kin are still alive?
    Story Hooks: The Court of Seasons

    STORY HOOKS

    When bringing Cerulean Jungle into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    THE COURT OF SEASONS

    A colossal tree rises at the foot of a majestic waterfall. Its trunk splits into four sections, each with different colored leaves, matching the season that rules it.

    The Spring Court

    Denizens: The Sylphs (wind fairies). They are graceful and kind, always celebrating in a joyous atmosphere thanks to brightly colored flowers and reeds, and bright green leaves. Temperament: Lively and cheerful; the queen spreads joy wherever she goes and loves to watch court games.

    Encounter Goal: Participate in the court games.
    Reward: The PCs are rewarded with the Rebirth Leaf, a rare accessory that increases all healing received by 5.

    The Summer Court

    Denizens: The fire Salamanders. They are famous for their exuberant and mischievous temperament, with a main color of red. Environment: A sweltering breeze makes this area extremely hot and causes the tree’s fruits to mature very quickly.

    Encounter Goal: Take a rest in the hot springs.
    Reward: The PCs can enjoy the hot springs, granting Resistance to fire damage until the end of the next conflict.

    The Autumn Court

    Denizens: The earth Dryads. Characterized by yellow color, they are mild-mannered, calm, generous, but very shy. They feel the deepest connection with the tree.

    Encounter Goal: Help them prepare for a winter that never comes.
    Reward: The queen is mellow and agreeable, rewarding help with a set of Gnarled Armor, which Absorbs earth damage but makes the wearer Vulnerable to fire.

    The Winter Court

    Denizens: The ice Undines. They are blue-colored, haughty, contemptuous, bold, prideful, and easy to offend. Environment: A chilling wind makes this area positively frigid; everything is covered in white snow, and the branches are withered.

    Encounter Goal: Demonstrate that they meet the court’s high standards.
    Reward: If successful, they receive the Tiara of Tears, a rare accessory that increases the wearer’s Willpower die by one size.

    Echoing Ruins and Encounters

    THE WORLD - ECHOING RUINS

    The Ruins

    The remains of ancient machines emerge from the undergrowth alongside the metal fuselage of a huge airship, now crushed by tree roots. The only creatures that live in these forgotten ruins are constructs, intent on an endless cycle of repairs.

    Key Discoveries and Mysteries

    • Echoing Ruins: Ancient technology is preserved here. Deciphering the old logs and restarting the main console, the PCs discover that this technology is not from the known world. Which epoch does it come from?
    • Lost Technology: Strange weapons and tools of unknown function lay under the dust inside the fuselage. The PCs might find rare pieces of equipment, recharge their Inventory Points, or decipher an ancient and forgotten alphabet. What kind of tools do they find? What were they designed for? How do they function?
    • Cold Fusion: The belly of the ship hides an artifact that can generate infinite energy. The device now exists symbiotically with the last of the lumenflies, an ancient species of giant firefly considered extinct. The artifact’s heat is necessary for the eggs to hatch, but someone wants to use its power to fight a decisive battle. Who are they? Is it possible to find a compromise?

    PROTECTION WANTED

    The heroes stumble upon a caravan of traveling merchants. They are not familiar with this region and they aren’t confident to continue without an escort.

    Imperatrix

    This creature has ruled the skies of the Cerulean Jungle since time immemorial. Despite her fierce appearance, she prefers to nest up in the mountains and has never attacked the denizens of the forest... until now.

    • Abilities: She boasts a terrifying dive attack that holds down the target until the end of the round, dealing damage and inflicting slow, but she can also breathe searing flames.
    • Crisis Form: When in Crisis, she can hit up to two targets during a dive and inflict poisoned with her tail sting.
    • Vulnerabilities/Resistances: She is Vulnerable to ice and bolt damage, but Immune to fire and poison.

    Something Unsaid

    In a cage on the central cart is the Imperatrix’s offspring, which the merchants stole from the nest. Only the inestimable value of such a creature pushed them to take such a risk.

    The Conflict: If the PCs discover the truth, the merchants try to buy their silence. If someone returns her lost hatchling, the mother returns to the mountains without causing further damage to the forest. What will the PCs do?

    “Respect nature and it will respect you. Trample even a single flower and it will take back what was stolen from it. Everything has a place in this ecosystem!”
    The Eerie Village: Darkdepth

    The Eerie Village

    Darkdepth

    Ancient legends tell of the strange village hidden in the darkest and humid depths of the great forest, inhabited by mysterious, inhuman creatures who appear as silent shadows when a traveler is in mortal danger, only to promptly drag their body into the murky depths of the undergrowth. This putrid and rotten place does not belong to the living, and no one returns from it.

    Structural Elements

    Terrain: bark, mud, moss. Common elements: E, D, T

    Travel roll: d10. Rare elements: A, L

    Features and Concepts

    Dangers

    • A corpse-eating monster defending its territory
    • Clouds of choking spores
    • A giant corrosive slime

    Discoveries

    • A fungus with exceedingly rare properties
    • A precious item left by a traveler
    • A wellspring of pure water

    Themes

    • Unusual customs
    • New life born from death
    • Coexisting with what we don’t fully understand

    Customer Inquiry

    The World - Chapter Features

    The World

    Chapter 9: Typical Features of an Eerie Village

    The typical Eerie Village should include at least one of these features:

    • An ecological or spiritual role that scares or disgusts humans.
    • A completely unique population.
    • A natural or magical resource not found elsewhere.
    • A protector figure with an inscrutable or difficult personality.

    Chapter 9: Location & Positioning

    Locations like Darkdepth may appear as a discovery during a journey or be introduced with a Fabula Point, but more often they are a turning point of the campaign—an allegory of the main themes of the story that the group can engage with and even directly talk to.

    For example, Darkdepth is linked to the fear of death and the instinctive repulsion for decay and rotting, in spite of the fact that these processes are inevitable and essential to creating new life.

    Chapter 9: The Villains’ Plans

    Some Villains might see the Eerie Village as a precious source of power. Others might plan to destroy it to wipe out its influence over the environment—ignoring or underestimating the consequences of such an act. From this point of view, the Eerie Village symbolizes the need to learn why we have to protect what we don’t understand and, sometimes, even what scares us.

    Possible Questions for the Group:

    • Which one of you has already explored these woods? Have you ever met or noticed the sinister presence of the legend?
    • When these forests were still young, an unknown population lived here. Which one of you has heard of them or stumbled upon the ruins of their civilization?
    • In the past, someone you knew got lost in these woods. Did they ever return? If yes, how did the experience change them?
    • Who decided to make the forest paths secure once and for all? How? What danger are they underestimating?
    • What dangerous creature roams in the muddy undergrowth?
    • Who is offering to guide you through the forest?

    Summary Section: Darkdepth

    (Note: The raw text suggests this section was repeated or contained supplementary material related to " ()")

    Story Hooks: Darkdepth

    STORY HOOKS

    When bringing Darkdepth into play, the GM may use the following points to enrich the story by introducing artifacts, villains, discoveries, and rewards.

    Saprobes' Village

    From outside, Darkdepth looks like the ruins of an ancient village, plunged in a murky hollow in the undergrowth. Some buildings are still visible in the dim light, their walls covered in mold and roofs swelling from spores and mucilage.

    Key Story Elements:
    • Far from the surface. Reaching Darkdepth isn’t easy: one must wade through the dense mud of the forest to a maze of underground caves, or follow the roots of centuries-old trees until light fades and air becomes suffocating. (Intrigue Questions: Who or what is going to guide the PCs to the village? What are their intentions?)
    • The saprobes. The villagers are silent creatures who communicate using subtle movements and often remain immobile, as if they’re listening. They are vaguely humanoid in shape, but their decaying fungal bodies are all different. Many wear jewels created by stringing together the most disparate items; bone, wood, glass and ceramic are the most common, but some saprobes add metal pins and earrings to their gill caps. (Intrigue Questions: Which of the PCs recognizes a familiar symbol or item? Why does this disturb them?)
    • Leto. Tall and thin, Leto distinguishes himself from the other saprobes with his interest in humans. He collects and preserves a great number of books and notes, going so far as to learn the basics of some languages and dialects. The PCs’ arrival excites and worries him at the same time: he’s willing to explain the nature and origin of saprobes, but he wants to know more about the surface world in exchange. He also asks the group not to reveal the location of Darkdepth to nearby villages, because he “learned from his books that humanity isn’t patient or sympathetic”. (Intrigue Questions: What is the saprobe's role? Why do they appear when someone’s life is in danger? What answers are hidden among Leto’s dusty tomes? What happened to the original inhabitants of Darkdepth?)
    • Bargain Alley. The long hollow of a fallen tree has become a gathering place for saprobes, who come here to trade items of every sort – those found upon the corpses brought to Darkdepth. Some are really ancient, others extremely new. Saprobes don’t use money and are outraged if someone asks to buy some of the jewelry they adorn themselves with. (Intrigue Questions: Why is that? What kind of link do they have with the items they choose to wear?)
    Transaction Note: ()
    The World - Chapter Extracts
    41

    THE WORLD

    CHAPTER: The Depths of the Great Tree

    Following a group of saprobes carrying a corpse to Darkdepths, the PCs venture among the giant roots of a titanic tree, completely covered with fungi. Its trunk, surrounded by glowing spores, merges with the cave’s ceiling and the surface ground.

    • Marshille: Sitting among the depths of the roots is a giant woman with harsh, sharp features. She wears a cobweb tunic and a large fungal cap. Her pale fingers end in extremely long nails, with which she traces occult symbols in the air with fine precision. The giantess speaks many languages and introduces herself as “guest and sister” of the saprobes. Is she a descendant of the people that lived here in the past?
    • Life in Death: Marshille has no problem explaining her role in Darkdepth: every creature that dies in the area is brought to her, so that her magic might breathe new life into the tree and the entire forest, not to mention the saprobes themselves. How do the PCs react to this revelation? Do they think that it is legitimate to deny the mourning families a final farewell for the good of the forest, considering those same families draw sustenance from its fruits?

    CHAPTER: The Drake Expedition

    Seraphina Drake, a young and enterprising magician from the Central Academy, is organizing an expedition to locate Darkdepth and research the mysterious power that, according to her, controls life and death in the entire forest. She is offering a generous salary to those who escort her and ensure her safety.

    • Mercenaries: Anxious for results, Seraphina hired some ex-military. Which of the PCs has dealt with them in the past? What burning defeat still torments these soldiers? Who is their leader and how long do they actually plan on following the magician’s orders?
    • Henrietta Drake: Seraphina’s younger sister accompanies the expedition and handles logistics and upkeep, but she is concerned about her sister’s impatience and the mercenaries’ methods. Her blood ties with Seraphina make her an ideal hostage.
    • Temptation: After reaching Darkdepth and discovering its ties with the life of the forest, the expedition breaks apart: Henrietta and the mercenaries have very different priorities and this will no doubt lead to a Villain emerging (maybe two, depending on the circumstances). Which side, if any, do the PCs take? Do the villagers have any chance to fight back? How will the forest react to this threat?
    Eisenstadt - City Guide

    Eisenstadt

    Overview

    The great city of Eisenstadt rises magnificently among the hills, in stark contrast with the surrounding countryside, which has been progressively abandoned over the last few years and is riddled with windworn megaliths, crumbled mounds and abandoned iron mines.

    As the seat of both the Alchemists’ College and the Government Bureau, it’s for all intents and purposes the industrial, political and economic capital of the region, not to mention the destination of all who seek a Special Alchemist License.

    Eisenstadt at a Glance

    Keywords: elitism, progress, urbanism.

    Key Elements

    • Terrain: hills, bridges, streets.
    • Common elements: B, F, E
    • Travel roll: d6.
    • Rare elements: A, I

    Challenges & Opportunities

    • Dangers: night haunts emerging from the mounds, a pair of big time swindlers, the eternal rival of one of the PCs.
    • Discoveries: a young traveling merchant, 20% discounts all over the city, exclusive tickets to a private soiree.

    Themes

    Explore themes relating to frantic and ambitious life, cold logic, and the forgotten truths and customs of the past.

    Information

    The World - Chapter Summary

    THE WORLD


    Chapter 9: Typical Features

    The typical Central City should include at least one of these features:

    • A school or academy that explores new disciplines.
    • An enterprising but arrogant middle class.
    • Traces of a past culture that very few talk about.
    • A merchant quarter, the true hub of all major trade routes.

    Chapter 9: Position

    A location like Eisenstadt often represents a transformative moment in the campaign. Here, the protagonists might find incomplete answers to some questions, meet new allies, and, perhaps, buy some brand new equipment and a flying or seaworthy transport.

    The Central City is also a great opportunity to introduce new threats and start the second half of the campaign.

    Chapter 9: The Villains’ Plans

    Eisenstadt is the largest city in the region, distinguished by its high technological level, easy access to numerous resources, and an ambitious and individualistic society: fertile ground for a Villain. This kind of location tends to present strictly humanoid antagonists, such as greedy merchants, callous industrialists, and alchemists or inventors willing to accept daunting risks in the name of progress.

    Possible Questions for the Group

    These questions are designed to prompt roleplaying encounters and build tension:

    • Which one of you has been to Eisenstadt before, and why? Has it changed much compared to your memories?
    • The city is large and noisy. Which one of you feels lost? Who has that enthusiastic shine in their eyes?
    • What is the most melancholic thing you saw crossing the hills around the city? Which of you knows the story of the people who lived there?
    • Which of your friends do you expect to meet here?
    • Did one of you attend the Alchemists’ College? Did any of the scholars there leave an impression? Why?
    • What can you buy in this place?
    Story Hooks Documentation

    Story Hooks

    When bringing Eisenstadt into play, the GM may use the following points to enrich the story by introducing artifacts, villains, discoveries, and rewards.

    Alchemy & The Alchemists’ College

    One of the most impressive buildings in Eisenstadt, the College was built on ancient foundations, but it has been renovated many times over the years to integrate special pipes and remedy a few “accidents” caused by overzealous researchers.

    • The Commission: Led by Dean Elsholtz, this is a mandatory path required for receiving a Special License and freely practicing alchemy. The Commission replaced the previous individual apprenticeship system with a curriculum aimed at industrial development, removing most of the philosophical and anthropological studies, especially any reference to forbidden alchemical techniques. (Question prompts: Who among the PCs thinks this was a reprehensible decision? Who deems it reasonable or understandable?)
    • The Classrooms: Ten ample halls, designed for both theoretical and practical lessons, occupy the third and fourth floor of the College. (Question prompts: What is the most unusual subject taught here? Which of the professors shows some interest in the Player Characters? Are there any known faces?)
    • Highflame Library: As emphasized by its bright blue crest, the College considers knowledge similar to fire, and its purest expression is an intense but controlled flame, which gave name to this colossal library. (Question prompts: What legendary tome is kept here? Who can give permission to read it and who wants to prevent it at all cost? And why?)
    • The Kiln: The College’s underground level includes a network of boilers which provide energy to the entire complex, along with a series of passages and rooms connected to the sewers, containing more-or-less stable remnants of old experiments. (Question prompts: Who or what guards this area? Who has an interest in recovering something from this maze of dangerous junk?)
    • Inner Quarter: Just as thick walls separate Eisenstadt from the countryside, towering fences isolate the merchant and middle-class quarters from the College district. This area contains specialized stores, luxury apartments for the Dean and professors, plus a club for licensed alchemists. Almost no students live in this district.
    Note:
    Investigative Dossier

    THE WORLD

    CHAPTER B: THE CROMLECH

    These megalithic complexes are characteristic of the hills around Eisenstadt, but a few can also be found inside the city in public and private parks. The hill folks worship them, while the city folks disregard them.

    Investigation Points:

    • Weathered words. Time almost completely wiped out the engravings on the megaliths, hiding their true meaning from scholars. However, rumor has it a miraculously intact stele can be found in the garden of Governor Bauer. Which of the PCs have studied these megaliths or encountered others like them? How can one visit the Governor’s estate?
    • The pattern. Although only partial complexes have survived, the placement of the cromlech looks anything but random. According to local folklore, magical stones were used to commemorate the departed and honor the pact between humanity and fairy folk, not to mention ensuring the locals’ safety by keeping a dangerous nocturnal predator at bay. Who proposed conducting research on equal grounds with the local shepherds, but was mocked and ostracized? Which strange events seem to give them credit?

    THE HUNT FOR REDGLOVE ERIKA

    The city watch captain has placed a 5000 zenit bounty on the head of the mysterious outlaw known as Redglove Erika, who is sabotaging kilns and alchemical factories across the region, recently striking at Eisenstadt itself.

    Investigation Points:

    • Traces. Erika’s most recent attack was on an experimental boiler; as usual, the machinery was damaged beyond repair despite no one being harmed in the accident, and a scarlet-painted glove was found. What do the PCs think about it? Have any of them crossed paths with Erika in the past or suspect her true identity? What was the purpose of the experimental boiler, and what about it seems suspicious or questionable?
    • Ashes. Erika (minor Villain) is a 60 year old alchemist, jaded and pessimistic, who considers the teachings of the College dangerously shallow and prefers to destroy the alchemical arts rather than letting a bunch of idiots (or worse, bureaucrats!) abuse them. In battle, she is flanked by spirits of air, fire, ice and earth, who make her immune to their respective elements and let her unleash elemental attacks that drain Mind Points and Inventory Points. Which of the PCs understands or approves of her actions? Is there anyone who might show her that people still respect alchemy in its true complexity, and rather than bury its darkest secrets would research them to better contrast their use?
    “This morning we visited the Expo, boutique shopping in the afternoon, then a tour of the city walls and a night concert! Sleeping? Sleeping is for losers!”
    The Golden City

    The Golden City

    A vast city floating in the sky that escaped the unrelenting march of time – few know of its existence and even fewer how to reach it. Legend has it humans are the descendants of its mysterious inhabitants, keepers of lost secrets since the dawn of time. However, in the silent magnificence of this enchanted place lurks the gloom and sadness of an inhuman secret.

    Golden City At A Glance

    Keywords: gloom, astonishment, emptiness.

    Key Attributes

    • Terrain: buildings, gardens, stone
    • Common elements: A, B, F
    • Travel roll: d12. Rare elements: E, T
    • Dangers: an illusory trap that locks the travelers in an endless mirage; the dormant security system that protects the city.
    • Discoveries: an unknown artifact from a lost civilization, an ancient and forgotten technology, a primordial being and keeper of all lore.
    • Themes: the wonders of the ancients, the creation outlasting the creators, the hidden rules of the world, the loneliness of immortals.

    The Remote Ruin

    A secondary location/concept associated with the main city's mystery.

    The World: Remote Ruins Guide

    THE WORLD

    Chapter Guide

    Remote Ruins Gazetteer Entry

    TYPICAL FEATURES

    The typical Remote Ruin should include at least one of these features:

    • A unique defensive or cloaking system.
    • An unbelievably ancient creature that protects part of the location.
    • Great mosaics or paintings depicting the history of the world.
    • An artifact that should have never been unearthed.

    POSITION

    A Remote Ruin is a classic turning point – inaccessible to the protagonists for a good chunk of the story. Reaching it means finding a new perspective upon the world… and discovering its most ancient shadows.

    This is rarely the end point of the adventure; on the contrary, this is where the protagonists fully realize the magnitude of their task, but they might come back here once they find a solution.

    THE VILLAINS’ PLANS

    Usually, the Remote Ruin and its amazing secrets are the main objectives of one or more Villains from the beginning of the campaign. This could be the lair of some ancient evil, but it’s also possible that the entity living here is just gloomy and in pain, easy prey for the Villain’s deceptions.

    If such a creature realizes that they have been used again, rage and desperation might turn them into a terrible scourge. Only the Player Characters can find a way to save the creature and the world.

    POSSIBLE QUESTIONS FOR THE GROUP

    • What allows this place to float among the clouds? Why did time never touch the remains of this ancient civilization?
    • A keeper ensures that none squander the secrets of the ancients by wasting them on deaf ears. Who are they? How do they fulfill their duty?
    • This place reawakens some lost memories in you. Which one of you has been here before? If this was once your home, why did you leave?
    • Strangers are forbidden to enter the city. How did you get in here? What is the penalty for trespassers?
    • A deep sense of emptiness and gloom hangs in the air. What caused it? How do the inhabitants cope with it?
    Story Hooks: Golden City

    STORY HOOKS

    When bringing Golden City into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    The Celestial Gardens

    These magnificent vertical gardens climb up into the sky. Vibrant and gargantuan flowers of unusual colors, meandering vines, and other plants with incomprehensible genetics embellish streets and walls, but hidden within are the sad truths of a lost civilization. There isn’t even a drop of water. What is the secret of these plants’ vitality? Why does flora look so different in this place?

    • The Unliving

      These mannequin-like creatures have been deprived of humanity. With pale and expressionless features, they aimlessly wander through streets and alleyways. Who are these creatures? For what purpose were they created?

    • A Cruel Experiment

      Forced to wander eternally, a hybrid similar to a shapeless chimera slowly walks every path of the gardens. They have no defined shape, looking more like a heterogeneous mass of animal limbs. Their eyes look almost human and show sadness and resignation. If the PCs try to speak to them, a human head and torso rise from beneath the skin. The hybrid isn’t evil and fights only in self-defense (their attacks are unpredictable and their Affinities change every turn). What is the true nature of this experiment? Which animals made up their amorphous body?

    • A Harsh Reality

      Paintings and frescoes decorate the gardens’ inner walls. Studying them for a while, Player Characters may discover a terrible truth about this experimental greenhouse: it was the theater of macabre and obsessive experimentation. Here, a now forgotten culture manipulated life itself and molded nature and humanity according to a very detailed plan. Who were they? What was their ultimate goal, and what interrupted their plan? Which of campaign’s main antagonists made such an obsession their own, to the point of trying to complete the work of these merciless visionaries?

    Not All That Glitters Is Gold

    The glow of the Golden City shines beyond the clouds. Thousands of luminous particles shimmer among the ruins, residuum of the essences that have returned to the stream of souls. And yet, the heart of the city is grim and dark. The secret of its civilization must remain buried and no living being should ever set foot in the Golden City.

    Lore Document Excerpt

    The World

    Chapter Synopsis

    Cradle of Life

    The Golden City is where souls are purified and reprogrammed for their next birth according to a precise scheme. Instead of following the spontaneous chaos of nature, they are cleansed of all memories and forced to reincarnate according to the designs of an ancient entity, descendant of a forgotten people.

    • Key Questions: Who were they? What caused their disappearance? Why did they manipulate the stream of souls to the point of replacing it?

    Entities & Conflicts

    Deus Ex (The Supreme Villain)

    • Description: The heir to the will of the ancients appears as a colossal bronze statue—a humanoid angel with two feathered right wings, a female body, and a crying face in place of the left arm. Its true essence is sealed in its head, protected by a helmet that monitors all the city’s functions.
    • Abilities/Threat: It has been draining the spirits of any intruders and turning them into pale shadows.
      • It is Immune to physical damage and alternates between Vulnerability and Absorption to light and dark each round, unleashing attacks based upon the Absorbed element and inflicting random status effects.
      • It controls the mechanical sentries of the entire Golden City and can spend Ultima Points to summon them.
    • Narrative Hook: In reality, its spirit silently mourns its millennia-old separation from the stream of souls—can the Player Characters help them reunite with it, and how?

    Castaways of the Sky

    • The Setup: Will and Orvy, two reckless aviators, lose control of their aerostat and crash among the ruins while escaping a deadly spirit. In helping them, the PCs become embroiled in a violent conflict.
    • Necroptes (The Spirit): A ravenous winged spirit that can smell death and knows no remorse.
      • Tactics: Casts fire and air spells. Although fragile, it can strike down enemies in Crisis with its terrible Death spell, which reduces victims’ Hit Points to 0 if they were a multiple of 5.
      • Resistances/Weaknesses: Vulnerable to cold and light damage; Immune to earth and Absorbs dark.
    • Conflict Resolution Points:
      • Collateral Damage: If the Necroptes isn’t defeated within 4 rounds of conflict, the aerostat becomes unusable due to collateral damage.
      • Rest in Peace: After the end of the conflict, Will and Orvy explain they are fulfilling their father’s last request: scattering his ashes from the highest point in the sky. If the aerostat is still serviceable, they take off; otherwise, can the PCs figure out an alternative solution?
    “This is where it all began – maybe for fun, boredom or desperation.
    The memory is lost, the truth ignored, and the answers denied.”
    Lowtide: The Sunny Bay

    The Sunny Bay

    Lowtide

    Overlooking the clear waters of a vast sea, Lowtide is a nostalgic place—a glimpse of life on the coast of an uncontaminated island. The crystalline waters and white sand paint the landscape with romantic hues. During half-moon nights, the waters withdraw, revealing secrets hidden beneath the waves that might surprise even the most well-traveled adventurers.

    LOWTIDE AT A GLANCE

    Keywords
    curiosity, memories, rest.
    Terrain
    sea, rocks, sand. Common elements: A, B, L
    Travel Roll
    d8. Rare elements: I, D

    Key Features


    (Source Data: )

    The World - Chapter 9

    CHAPTER 9: TYPICAL FEATURES

    The typical Sunny Bay should include at least one of these features:

    • A hidden beach, quite romantic, too.
    • An underwater cave where mysterious plants grow.
    • A cliff with an old lighthouse.
    • A dangerous island that can be reached only under special conditions.

    POSITION

    Locations like the Sunny Bay are often used at the start of the adventure. It might be a place where the people of the protagonists’ village gather and celebrate, or the stage for the first scenes of the campaign, perhaps during a test of courage when something goes horribly wrong, causing the PCs to work together for the first time.

    THE VILLAIN'S PLANS

    Usually, a place such as Lowtide is of no consequence to the Villains, but it might provide the perfect opportunity to meet with an accomplice or kidnap some isolated and unaware individual. Over the course of the campaign, a Villain might land here or make the beach their lair, preventing the locals from entering, or turning it into a tourist trap, without any regard for the environment and the creatures that live here.


    POSSIBLE QUESTIONS FOR THE GROUP

    • One of you was born on the island. What are your childhood memories? Why did you leave? What is your relationship with the locals?
    • Once a year, on a special occasion, there is a traditional festival on the island. What is its meaning? What does it pay homage to?
    • What does the low tide reveal at night? Why does this phenomenon happen only with the half-moon?
    • What other kinds of creatures live on the island? What distinguishes their abodes? What kind of relationship do they have with humans?
    • An ancient building lies undisturbed among the vegetation. What kind of structure is it? What was its function?
    Story Hooks - Lore Document

    When bringing Lowtide into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    THE LIGHTHOUSE ON THE CLIFF

    At the top of a cliff overlooking the sea, hidden by thick vegetation, is an old disused lighthouse—a picturesque and oft-forgotten sight.

    Crab cave.

    A partially submerged cave leads directly into the cliff. Giant crabs with strange carvings on their carapaces have taken refuge from the currents here. They aren’t aggressive, but react if someone attacks or gets too close. What is the meaning of those carvings? Has one of the PCs ever seen something similar?

    The lighthouse.

    This ancient building rises atop the cliff. Completely covered in creeping vines, it lies forgotten in this remote part of the promontory. It dates back to ancient times—perhaps it was built by the ancestors of the bay’s current residents. The lantern found at the top is decorated with strange paintings and frescoes, depicting a flaming bird. Who built the lighthouse? What was its original purpose?

    Golden egg.

    Resting on the old lantern’s base, this object is craved by researchers and smugglers. Nobody knows who the real owner is, nor how it came to be here, and none has been brave enough to move it. Gathering enough evidence, the Player Characters may discover that the tower was the nest of an ancient creature who used the lantern’s light as a waypoint to return home, but that fire has been out for a long time. What kind of egg is it? Where is the mother?

    Curlybeard, the self-proclaimed Pirate King.

    While inside the lantern room, an old sea dog looking for the egg (see above) attacks the PCs. He fights with an old pistol and a rusty cutlass, which can inflict weak. When he enters Crisis, the pirate grabs the egg and attempts to escape (a 4 section Clock, with one section automatically filled at the end of each round). As the singed beard might suggest, the pirate is Vulnerable to fire damage, but Resistant to ice and air. During the fight, the PCs feel the earth shake and the cries of a strange creature getting closer each round—perhaps the mother is coming back to protect the egg? If so, would she unleash her fury only upon Curlybeard? Or the protagonists as well?

    The Coral Forest & Beyond

    The Coral Forest

    At low tide, a thick coral forest emerges from the sea, painting the atmosphere with bright hues.

    Locations within the Labyrinth

    • The coral labyrinth. It’s easy to get lost in this living maze. Finding the exit requires filling an 8 section Clock. Each time they fail, the PCs bump into an unwelcome snag, such as a shoal of marine creatures, sharp poisonous corals or they feel a terrible sense of disorientation (dazed status effect).
    • The flooded temple. At the heart of the labyrinth lies an ancient ruin and in its main chamber, inaccessible to humans, is the ancient Horn of Tides. Built by an amphibious people that lived on the coast, the temple is now the lair of a giant moray eel. She isn’t aggressive, but values quiet, so she vehemently urges the PCs to face the Trial of Currents (see below) to recover the artifact… omitting a few details.
    • The Trial. At the mercy of thundering currents, the heroes feel bitter memories emerging, but of what kind? Each Player Character that manages to explain how one of their Bonds would have helped on that occasion will slowly be cradled by currents, and led before the Horn. What kind of power does this artifact give?

    The Damaged Boat

    Stranded on the coast, the unlucky fisherman Orus needs materials protected by dangerous plant creatures to fix his badly damaged boat.

    Potential Encounters

    • Wood Guardians. If the PCs try to establish contact with the protectors of the forest, they are brought before the sacred tree, a millennia-old magnolia always in bloom. All living creatures in the area protect and worship it, grateful for its gifts. What can be discovered by communicating with the magnolia? What compromise does it offer?
    • Violence is not the way. If the PCs try to use force to get wood for the fisherman, or if they try to get rid of the forest creatures, the voice of the sacred tree echoes in their mind, ordering them to stop. What punishment awaits them if they don’t comply?
    • The fisherman’s gratitude. If the group returns empty handed, Orus understands the need to respect the local laws and thanks the PCs for their help, showing them the location of a mysterious island that doesn’t appear on any map. If they get the wood, he offers to take them to the island with his own boat. What kind of island is it? Which of the PCs has heard of it? What does it hide?
    “Whether it’s an object, a thought or a feeling, cast it in the sea. The waters will keep your secret.”
    The Barren Wastes

    The Barren Wastes

    A semi-arid, enigmatic expanse

    Beyond the borders of known lands lies a barren waste, an arid desert. Under its reddish sands lie buried the remains of many failed attempts at surpassing humanity’s limits. However, this inhospitable territory isn’t completely devoid of life, and over the years, the local people have adapted to adversity, learning to survive and find beauty in this hostile and enigmatic land.

    Rocky Desert at a Glance

    Keywords: ruin, survival, hope.

    Key Features

    • Terrain: canyons, caves, dunes. Common elements: A, F, E
    • Travel Roll: d20. Rare elements: I
    • Dangers: a forgotten and extremely unstable alchemical experiment; a gargantuan sand scorpion; a sudden ambush by the desert raiders.
    • Discoveries: a random encounter with an ascetic who knows the secrets of the desert; a safe refuge; a precious mineral sedimented over many centuries.

    Themes

    The irreparable consequences of human arrogance, beautiful and merciless nature, finding strength in each other.

    The World - Barren Waste Lore

    THE WORLD

    CHAPTER 9: TYPICAL FEATURES

    The typical Barren Waste should include at least one of these features:

    • A resourceful and ingenious nomad people.
    • An unstable and dangerous elemental phenomenon.
    • A roaming monstrous creature.
    • The remains of an arrogant or unfortunate civilization.

    CHAPTER 9: POSITION

    Often, the journey across the Barren Waste appears mid-adventure or in the second half, and represents a coming-of-age moment for the protagonists, as well as an occasion to consolidate their goals and friendship. By facing the desert and meeting those who have learned how to coexist with it, Player Characters learn to appreciate and respect even the cruelest and most inhospitable parts of their world—and how certain thresholds should never be crossed.

    CHAPTER 9: THE VILLAINS’ PLANS

    Some Villains might use the Rocky Desert as their hideout or lair, or plan to use local resources, precious yet unstable, to the detriment of its people. A particularly ancient Villain might even remember when this was a prosperous land and become obsessed with mirages of past glory—or they might be a spirit born of the desperation of those who witnessed the catastrophe that made this territory arid and inhospitable.

    POSSIBLE QUESTIONS FOR THE GROUP

    • An unusual phenomenon appears regularly in the desert. It’s known as “crimson rain,” but it’s not water. What is it?
    • One of you knows the desert and how to navigate it. What’s your story? Do you have a contact that might help you cross it?
    • Here and there, ruins of a lost civilization pierce the sand. Which people did they belong to? What is left of them?
    • How did the desert people adapt to these arid lands? What threat makes it dangerous to cross the sands?
    • An ancient alchemical project lays dormant under the sand. What is it? What was its purpose? Who is looking for it?
    Story Hooks

    STORY HOOKS

    When bringing Rocky Desert into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    RUST SALT CANYON

    An area of canyons filled with sharp rocks and salt crystals. Among sand and stone emerge grooves and metal remains of what seems to be a centuries-old railway, an attempt to connect settlements destroyed by the passing of time.

    • Ancient railway. The ruins of this monumental endeavor have been almost completely dismantled and repurposed by the locals. In particular, its opaque metal is ideal to forge very robust tools and pieces of equipment.
    • The desert people. Accustomed to the desert, the inhabitants have learned to appreciate what it has to offer and recognize beauty where others see only danger. They have a symbiotic relationship with the Rocksoarers, creatures unfit for hunting who instead feed upon the parasites found on desert whales, and also cultivate a variety of plants and shrubs unique to this region.
    • A slice of paradise. If the locals consider them worthy of trust, the PCs are invited to witness a rare spectacle. In a specific location, under a sky of stars, they can hear the song of the desert whale, a majestic creature that lives under the sand, emerging only during the cold nights to draw breath. (Potential mystery: What is the relationship between the whales and the desert people? Why do they live only in a certain area?)
    • The sea of sand. This endless waste is dangerous and impossible to cross on foot, but that doesn’t dissuade the desert people who, using swift, floating boats, constantly probe the sands looking for ancient relics. (Potential mystery: What are they really looking for? How do these vehicles work?)

    BURIED LABYRINTH

    An obscure enigma is buried under the sand, in the heart of a maze of tunnels and underground roads. Narrow passages, theater to forgotten experiments, spread through the ground. Among flasks and alembics, enigmatic notes preserved in dusty diaries suggest the researchers were working on a device that could reverse the fortunes of the desert’s inhabitants.

    Adventure Excerpt

    THE WORLD

    CHAPTER

    The Condenser

    This powerful artifact is the result of many years of secret experiments underground. It can extract all water contained in both organic and inorganic matter, making it dry and barren. The tank is inexplicably full. This device could be a game changer for the desert people, but nobody remembers how to use it. What are the PCs going to do? What are the potential consequences of using such a device?

    • Failed experiment. The Condenser proved unstable and became a death sentence for the entire city. Stripped of all fluids, its inhabitants have been reduced to withered skeletons that slumber in undeath. They can survive without water and jealously guard their memories, especially those of their mistakes.
    • The Nameless Queen. Once sovereign to the surface and first among alchemists, this minor Villain hides her mummified body under heavy, jeweled cloaks. Despite being an undead with murky memories, she still has a knack for the alchemical arts and can unleash devastating fire spells or summon servants of sand and bones, who explode when destroyed. If defeated, the Queen regains enough lucidity to answer a few questions before disintegrating.

    ❓ A RARE FLOWER

    An old nomad from the village wishes to commemorate his late wife by planting the seed of an extraordinarily rare flower next to her tomb.

    • Dalen. His weary body prevents him from traveling the desert alone, but his wisdom is without equal. Dalen is looking for the Snaplion, a flower that grows only in the heart of the Rocky Desert. It was his wife’s favorite, but those that blossomed next to her tomb have now withered. If the PCs agree to accompany him, they receive a +2 bonus to Open Checks to obtain information about the desert.
    • Myrmidon. Similar to a giant antlion, this creature lays in ambush in a sandpit, luring prey with floral antennae. At the start of the conflict, Myrmidon inflicts slow on all enemies, then strikes with its powerful mandibles or the Guillotine spell (same as Omega; see Core Rulebook, page 193). It can burrow into the sand, drawing slow enemies into its maw, causing heavy damage. It is Immune to earth damage, Resistant to fire and Vulnerable to ice and air.
    • Farewell. After defeating Myrmidon, it becomes clear there are no more Snaplions, outside of the fake flower the creature used as a lure. What are the PCs going to say to Dalen?

    “The desert sand buries the mistakes of the past,
    but it cannot erase them, only hide them.”

    Vertigo Peak Dossier

    VERTIGO PEAK

    The Frozen Mountain

    Vertigo Peak stands as the tallest mountain in a frozen and inhospitable range, constantly battered by unending storms that howl across its crevasses. It looms at the very edge of the continent.

    Despite the eternal winter, specialized groups of seasoned hunters have adapted their lives to survive this hostile mountain, learning its brutal and harsh lessons. Concurrently, the local fauna evolves at frantic speed, struggling to keep pace with merciless environments and apex predators.

    Vertigo Peak at a Glance

    Keywords: catastrophe, ice, silence.

    Key Elements

    • Terrain: crevices, geysers, ice.
    • Common Elements: A, I, D (Aid).
    • Travel Roll Difficulty: d20.
    • Rare Elements: F, T.

    Dangers & Discoveries

    Dangers

    • Thunder and lightning.
    • A sudden landslide event.
    • The unexpected evolution of a dangerous predator faced by the group.

    Discoveries

    • A safe camp situated deep amidst mountain crevasses.
    • The remains of a unique creature, harvested for valuable materials.

    Overarching Themes

    • Long journeys within extreme environments.
    • Punishment corresponding to past mistakes.
    • The difficulty and necessity of tough harmony.
    Chapter Overview

    The World - Chapter Overview

    9. Typical Features

    The typical Freezing Mountain should include at least one of these features:

    • A dangerous path in a state of disarray.
    • A small settlement hiding ancient knowledge.
    • An ancient structure, extremely hard to reach.
    • A terrible beast that no hunter dares to face.

    9. Position

    Locations such as Vertigo Peak represent the climax of the adventure and the final test of the Player Character’s abilities. Unforgiving weather and dangerous creatures make this the ideal setting for the final act of a campaign. Furthermore, these locations are often situated near a corner of the map sheet, far from all the main settlements and shrouded in myth and legends.

    9. The Villains’ Plans

    Vertigo Peak is so remote and dangerous that a common Villain would hesitate to use it as their base of operation. It’s far more likely for it to be the abode of a simple and brutal threat, a terrible catastrophe looming over the rest of the world. The mountain might also be the birthplace of a recurring Villain, where the heroes can finally discover the antagonist’s past and understand how this merciless land shaped their motivations.

    Possible Questions for the Group

    • This is an extremely coveted hunting reserve. Which of the local creatures threaten the ecosystem? What would happen if they were not contained?
    • A recent and sudden climate shift wreaked havoc on the mountain. What was the cause? How did the toughest species adapt to it?
    • A decaying structure towers among the clouds. What is it? What was its original function? Who or what occupies it now?
    • To fend off local wildlife, the denizens of the region developed an ingenious defensive strategy. How does it work?
    • Among local hunters, one shines for their skill. What do they have in common with one of you? What are they known for?
    Story Hooks: Vertigo Peak

    STORY HOOKS

    When bringing Vertigo Peak into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    HUNTING VILLAGE

    The inhabitants of this settlement work hard to preserve the delicate balance of the ecosystem, making sure the largest and most dangerous creatures don’t descend upon the valley, where the population won’t be able to fend them off.

    • The hamlet. The local hunters learned not to waste anything, to use everything they harvest from their prey to show respect for their “sacrifice”. Despite their harsh and rough personalities, tempered by the difficulties and hardship that they endure, they offer shelter to the travelers. What are the key traditions of these people? Why did they adopt this particular philosophy?
    • Dragon Fang. A gigantic weapon used to defend the village from aggressive creatures, this massive harpoon was fashioned from an ancient and unbreakable bone-like material, but the identity of the creature it comes from has been lost to time. What actually is the Dragon Fang? What creature did it belong to?
    • The old hunter. His vast scars tell many stories, including those he is unwilling to share. This silent veteran was forced to retire after an unfortunate hunting accident – he was the sole survivor of the expedition, after which he became withdrawn and stopped talking. Who is this old hunter? What accident caused him to retire? What discovery caused him to mistrust everybody?

    CALAMITY KEEP

    This vast and partially ruined castle was built over the original lair of the dragons, powerful creatures now forgotten among the echoes of the past. Only the boldest and most foolish dare trudge the path to this ancient building.

    Lost Path

    Many are the dangers hidden along this route. To reach the castle, the PCs have to complete a 10 section Clock. With each failed Check, the Game Master introduces one of the dangers of Vertigo Peak – landslides, sudden fatigue, an abrupt snowstorm or a pack of opportunistic predators.

    World Excerpts

    The World (Chapter Excerpts)

    Key Locations and Phenomena

    • The Great Hall. This massive hall has seen better days and, after a partial collapse, most of the exits are blocked. However, the main structure is solid and only a fool would blame its disrepair on the passage of time. Inside the castle, PCs can find weapons from ages past, brandished in an ancient battle. The keep also has ancient defense mechanisms, such as ballistae and arquebuses.
    • Eternal Grudge. Scattered among the ruins, tapestries and trophies tell the tale of an age past, when dragons ruled the mountain – until some “champions” exterminated them… except for one, who fled into the northern mists. The last surviving knight, heavy with remorse, foresaw the creature’s return.

    Funeris (Major Villain)

    In ancient times, this colossal demon experienced mankind’s vainglory firsthand. Being the last of their kind and tormented by the souls of dead dragons, they want revenge.

    Enveloping the mountain’s side, Funeris is vast enough to be split into three parts: head, tail, and claws, each Resistant and Vulnerable to different elements (the color of the scales provides a clue).

    • They can breathe fire, which ignores Resistances.
    • They also use an explosive powder that increases the damage of subsequent attacks.
    • The long tail strikes enemies with multi (3).
    • The powerful claws can grab a PC, temporarily separating them from the rest of the group.

    Combat Flow: Whenever a part is defeated, Funeris takes off and skips his turns, preparing to unleash a fearsome cataclysm. If the PCs fail to activate the keep’s defenses (a 6 section Clock) by the end of the following round, they all drop to 0 Hit Points. If they succeed, Funeris’ remaining parts re-enter the conflict.

    Character Encounters

    Albert

    A young and inexperienced explorer-photographer, Albert isn’t equipped to face the mountain. He wants to make a name for himself photographing a rare animal that lives only here. Being too green to succeed, he asks the PCs for help.

    Unwanted Attention: Albert isn’t evil, just dangerously naive. His articles caught the attention of hunters and trappers who want to make a trophy out of his next subject. Which infamous hunter is following his tracks? Which of the PCs has dealt with them in the past?

    Qilin

    While exploring, the group is caught by a sudden snowstorm. A neigh cuts through the wind, but no horses live on Vertigo Peak – the PCs have stumbled upon a qilin, an ancient chimera with the body of a deer and the head of a unicorn.

    • Who among them knows the nature of the qilins and their role as benevolent messengers?
    • Which lucky event does this one foretell?
    • Who reacts with suspicion or violence to them?

    “The mountain is harsh but fair. No matter if predator or prey: the true sovereign of the food chain is adaptability.”

    Natural Fantasy Conflicts

    The following pages provide suggestions to help you build natural fantasy conflicts

    They explore these situations from a rules perspective – which the Core Rulebook also discusses at length from page 58 – but, more importantly, they focus on the narrative tensions at play during clashes between individuals or factions.

    Ignorance and Fear

    Natural fantasy conflicts are extremely varied, but all share one common element: the will of one or more contenders to act before fully understanding the nature of the problem and the possible consequences. They often do so out of fear of what they don’t know how to control or understand.

    The simple answers are seldom the correct ones. Prejudice and fear might cause irreparable damage but, at the same time, one can’t wait forever. This contradiction is at the heart of natural fantasy and something that has no simple solution – on the contrary, this particular style of game hinges upon doing your best, acting out of generosity and taking responsibility for your mistakes.

    When creating situations based on these dynamics, you should pay attention to:

    • Fear and shame. Someone feels in danger: it might just be due to survival instinct, but it can also arise out of fear of losing credibility, power, or control, or the growing realization that one’s worldview is naive or incomplete.
    • Neglected teachings. Traditions, legends, stories, and relics remind us of similar situations from the past, but the factions or contenders involved are unaware of them, willfully ignore them or (even worse!) misinterpret them to fan the flames of conflict instead of solving it.
    • Pride and prejudice. The contenders often have a shallow opinion of their adversaries, and stubbornly refuse any chance of compromise, convinced that their actions are an unfortunate necessity or inherently “righteous”.
    • Long-term consequences. Every conflict is going to have an aftermath that the contenders do not understand or choose to ignore, usually because they believe it won’t really come to pass, won’t involve them directly or is preferable to any other alternative regardless.
    • A glimmer of hope. In all these situations, there is always a chance for negotiation and dialogue that people are ignoring, and that is exactly where Player Characters come into play and show their support.

    MISTAKES OF THE PAST, HOPES OF THE PRESENT

    THE WORLD

    Natural fantasy stories don’t focus just on the immediate and brutal pain caused by exploiting the land, oppressing people and uprooting traditions and cultures. On the contrary, they argue that such actions are going to have very long-term consequences, much longer than the life expectancy of those involved, and that to heal such wounds we will need not only the ability to understand and forgive, but also the self-awareness and courage to take a step back and change our point of view.

    The price of past cruelties falls upon the people of the present, and the price of present cruelty will fall on the people of the future.

    The recurring leitmotifs of the genre include neglectfulness, the rediscovery of ancient and terrible technologies, curses (often generational or cyclical), and the idea that the protagonists have to endure and overcome the consequences of the past, taking care not to cause the same suffering to future generations.

    If you are running low on inspiration, you can rely upon some natural fantasy classics and their related conflicts:

    • Catastrophic artifacts. Magical or technological items infused with almost miraculous powers reemerging from ancient times. They represent a temptation for both the hopeless and those who crave power and authority, but in both cases these tools will unleash a devastation that the planet was trying to forget.
    • Punishment incarnate. Curses, plagues and epidemics might be the ecosystem’s answer to atrocities committed by civilizations past – they often force animals, spirits, and machines to act in a destructive manner, and assume a full physical form only towards the end of the campaign.
    • Millennia-old progenies. Simple in terms of narrative premise yet extremely dangerous, these adversaries are the result of century-old (perhaps millennia-old) experiments to create better weapons or eliminate pollution and radiation. They might be biological creatures or huge out-of-control machines.

    Further advice and suggestions on which Villains to use depending on the situation can be found in Chapter 4: Antagonists.

    The Price of Peace

    The idea that natural fantasy must have a bucolic aesthetic and deal with small, peaceful villages is superficial to say the least. A large number of these stories take a different twist, highlighting the difficulties in human relationships.

    Sometimes they are just the inner conflicts of a village or a family, but tales of violence and oppression between neighboring nations are equally common, not to mention the marginalization of one or more individuals who called local dogmas into question.

    Traditions are important and they were probably created for a good reason, but this might not be the case any longer: blindly following them might lead to grave misjudgments. At the same time, discarding them for profit or power is equally cruel and irresponsible.

    In line with the themes of change and coexistence that permeate the natural fantasy genre, peace isn’t static, but something that must be redefined day by day, based on new necessities, otherwise it becomes an oppressive silence.

    When Words Are Not Enough

    Many natural fantasy conflicts involve factions who struggle to communicate. These disputes often take the form of wars between humans and animals, monsters, or spirits, but the idea also works in the case of rivalries or tension between nations that don’t speak the same language.

    Some character options allow the PCs to communicate with usually unintelligible creatures and powers—for example, Elemental Harmony (see page 155), Feral Speech (see Core Rulebook, page 183) and some Rituals. These are excellent choices if you want one of the protagonists to act as a mediator.

    However, you might avoid these options on purpose, so that the group has to struggle with the difficulties of communication (a character might acquire them later to show their evolution).

    Conflict Resolution & Understanding

    • In such situations, it’s important to highlight the values of hospitality and understanding.
    • If the story includes a presence considered “alien” or “outsider”, the heroes’ first instinct should be to suspend judgment to understand its point of view, needs, and necessities, instead of driving it back, fighting, or eliminating it.

    Although defending oneself from a raging monster or making contact with destructive spirits is rather common (combat is a core part of Fabula Ultima after all), the real antagonist appears later, often under the guise of an evil influence that has corrupted peaceful creatures (see page 174).

    A Cruel Curiosity

    THE WORLD

    A CRUEL CURIOSITY

    A lack of knowledge might spark a conflict, but seeking knowledge can take on dangerous forms when not accompanied by empathy and respect: it is fated to become a morbidly analytical pursuit.

    This category include those “scientists” who demand answers and use any means necessary to reach them – vivisectioning living creatures and putting whole ecosystems under the microscope, destroying entire archaeological complexes and ancient ruins, or stealing the ritual objects and cultural heritage of an entire people just to catalog them in a university library or flaunt a collection.

    In this regard, archaeology, botany and zoology are excellent starting points for a natural fantasy conflict. Even better if a member of the group practices one of these disciplines with both ethics and passion, or if they are a descendant of the culture under scrutiny. It’s a great way to flip the usual fantasy stereotype that depicts ancient ruins as completely detached from the current culture, promoting a false portrayal of archaeological research and its social and environmental impact.

    Example: At the center of Irkalla lake is a millennia-old city-island whose name none remembers. Clattering constructs, protected by stone armor and animated by complex magics, wander across its labyrinthine canals. Along the southern coast is a village, inhabited by the descendants of the original builders: the local artisans adapted the wind motors recovered among the ruins and the Council is gathering explorers to discover the truth about their ancestors and the lights that appear over the lake during the night. However, some want to collect the maze’s treasures and sell them to the highest bidder, and others have the dangerous wish to see in action the miraculous weapons of light mentioned in the Irkallans’ poems.
    Beasts and Monsters: A Guide

    BEASTS AND MONSTERS

    The protagonists of Fabula Ultima are positive, heroic figures, who fight against the twisted ideologies and egotistic machination of the Villains. This premise is strictly linked to the idea that the antagonists are aware and in control of their actions, even when they don’t fully understand the consequences.

    What happens when the antagonists are little more than animals or monstrous creatures that, acting on instinct or according to their life cycle, threaten the region or the protagonists’ community? In such a case, it’s legitimate to question how “heroic” it is to fight creatures who are just following their instincts or needs.

    The works that inspired this Atlas approach this subject in a number of ways:

    • Survival. This is the easiest approach, albeit a bit superficial and questionable, and it simply reassures the Players that their actions are justified: in these settings, humans are far less numerous than beasts and monsters, hence it’s sometimes necessary to fight and kill them.
    • Conservation. In this approach, slightly more complex and thoughtful, it is legitimate to eliminate specific creatures that can cause massive damage to the entire ecosystem, making those specific creatures play the role of Villains.
    • Exorcism. This approach is based upon the idea of fighting only creatures that are corrupted or infected by a magical influence or parasite, to purify them once they are weakened (in Fabula Ultima one can choose the fate of an enemy reduced to 0 Hit Points – death is not the rule). The source of such corruption is often an environmental antagonist (see page 174).
    • Revenge. In this variant of the previous approaches, the heroes discover, often through the ability to communicate with beasts, that the terrible fury or corrupting influence was spawned from human atrocities, creating an age-old grudge that might take the shape of a major (or even supreme) Villain… and to make matters worse, our protagonists’ early actions might have contributed to such a disaster.

    This Atlas cannot tell you which approach, or what relationship between humanity and nature, you should adopt. This is something your group should decide together. Nevertheless, remember that the nature of the struggle between humans and the world is a precise thematic choice that should never be trivialized.

    Something Bitter or Melancholic

    SOMETHING BITTER OR MELANCHOLIC

    Finally, all tense situations and conflict scenes in a natural fantasy campaign should have a bitter or melancholic aftertaste. This undertone highlights the torment of the antagonists, strengthens the bonds between the heroes and those who are in danger, or reiterates how the PCs are facing the consequences and paying the price of errors that were committed by the people of the past.

    Examples

    Here are some examples of scenarios implementing this theme:

    • To defeat the wrathful ice spirits, the Alderman’s daughter decided to wield an ancient relic with the power to destroy souls. She too is going to forfeit her own, but the clan will survive.
    • The majestic Jade-Horned Lion nourishes the region by cyclically dying and being reborn; but his current incarnation became attached to a human orphan and rejected death, ultimately turning into a monster.
    • A terrible disease strikes down settlements that surpass a certain technological level, or that dig up and activate the Progenitors’ machines.
    • Cornered by new fishing regulations, the people of a Player Character’s native village accepted the thane’s money and allowed his men-at-arms to scour the forbidden ruins under the village.
    • The heroes battle a beautiful and titanic plant monstrosity, contaminated by the experiments of a careless apprentice witch. The seed was planted by a young hunter to commemorate the death of his partner.
    • Crossing the Bone Steppe at night is very dangerous – following the steps of the Warthog Goddess, whose wounds bleed continuously, restless spirits of animals killed by a now-forgotten Empire possess their own bones and assault the living.
    • Born from an egg that hatched centuries after the extinction of her species and overwhelmed by desperation, the Magmamoth Queen devoured the ancient magic of the forest, until she became a veritable living hive.
    “I have no doubt that it is necessary.
    I just wish I wasn’t the one to carry this burden.”
    Magic and Rituals Guide

    MAGIC AND RITUALS

    In a natural fantasy campaign, magic is a field where the themes of balance, coexistence, mistakes, and punishment emerge at their strongest. Moreover, the relationship between humanity and supernatural creatures hinges on a few core assumptions, discussed in the following pages.

    MAGIC AS A NEGOTIATION

    Magic represents the delicate relationship between humanity, the ecosystem, and the mysteries of life itself: it’s important to ask what is the source of the magical powers wielded by the characters and how such abilities might alter the existing balance.

    The “Everything has a soul” pillar, from page 14 of the Core Rulebook, comes into its highest expression in natural fantasy – magic is alive, often incarnate as a local spirit or presence, and reacts according to its own will and personality.

    Depending on which characters are involved in the campaign and what kind of threat they face, this approach might express itself in many ways and should influence the game mechanics. The following sections contain advice and considerations on how to handle these themes, which require special attention.

    SPIRITS, DEITIES, AND PRESENCES

    “Divinity” isn’t something far away and limited to specific moments of prayer; it’s close, everyday, and omnipresent, but also extraordinary, sentient, and unpredictable. It’s part of everything on both an individual and universal level.

    • Individual. Divine entities often appear as spirits or presences inhabiting a place, object, or creature. Sometimes they manifest as elemental beings, other times as demons born from a build-up of spiritual power or due to a creature’s extreme longevity, or as a conglomerate of magical energy, lacking a conscience but still “alive”.
    • Universal. Divinity as a concept also represents the global, cyclical and interconnected totality of everything: a symphony of lives that are born, transformed and pass away, feeding upon and influencing each other. This universal dimension of the divine often appears in the guise of a spirit realm, permeating reality but visible only to a few.

    We can say that magic draws power from a universal energy through an individual medium, but in doing so it causes immediate reactions on the individual level and/or long-term consequences on a universal scale.

    The World: Favorable and Unfavorable Reactions

    CHAPTER 9: FAVORABLE AND UNFAVORABLE REACTIONS

    Since both magic and the divine dwell in spirit form within places, items, and creatures, the use of spells, Rituals, and magic abilities – excluding those of the Invoker Class (see page 154), with its ability to harmonize with natural forces – might provoke a reaction from those very same spirits. The details of such events vary based on the character’s Identity and abilities used, but they often come into play as a consequence of Opportunities, Fabula Points, Sacrifices, Surrenders, or failed Rituals. The Game Master might also add favorable and unfavorable plot twists as they see fit.

    Among the most fitting rules to use in these circumstances are harmful or beneficial environmental effects (see Core Rulebook, page 299), a sudden shift in the invocation wellsprings (see page 156) or, in the most extreme situations, the introduction of a new threat or danger.

    MEDIATION AND RITUALS

    Following these premises, Rituals become a dialogue with the forces of nature and require self-discipline, empathy and preparation – they are often the exclusive prerogative of a single member of the group, trained in one or more disciplines:

    • Chimerism, Elementalism, and Spiritism. These are the most common disciplines, associated with communicating and negotiating with the spirits of flora and fauna, the presences inhabiting the basic elements and the positive and negative influences that flow through all living creatures, respectively.
    • Arcanism. When reimagined to fit a natural fantasy style, this discipline represents the ability to gain the favor of ancient protector spirits, keeping a fragment of their power inside any item they consider an appropriate vessel. This may include being hosted within the Arcanist’s own body, in the form of a tattoo, scarification or partial metamorphosis.
    • Entropism and Ritualism. Finally, these disciplines are the most unusual and they are linked to a subject we will address on the following page: magic as a form of control.
    Magic as Control - Guide Extract

    MAGIC AS CONTROL

    If the magical arts represent a field defined by difficult compromise and negotiation between humanity and supernatural powers, it’s just a matter of time before someone tries to overstep these “limitations” and gain full control over these forces.

    In natural fantasy worlds, magic is an allegory of life itself: the insidious desire to reject or eliminate its most complex and mysterious aspects – so that it operates “on a human scale”, following cold, predictable and standardized rules – sparked some of the most terrible atrocities during ancient times.

    Disciplines Focused on Control

    Even in this case, some character options lend themselves more to this kind of magic, unconcerned with the balance of the ecosystem, focused on reaching a result without any regard for the consequences:

    • Entropism. A complex discipline with unlimited potential, capable of manipulating time and space, Entropism is perfect as the legacy of a distant epoch, when extremely advanced civilizations made reckless mistakes for which the world is still paying the price. More often than not, the protagonists that wield Entropism are androids or experimental beings, awoken after millennia of stasis. It’s a kind of magic dramatically out of place, a relic of a different time that brings with it a warning about a calamity that might strike the world again.
    • Ritualism. Precisely because of its relatively basic and approachable nature, this discipline is often assimilated with an academic or rationalist mindset, divorced from the spiritual implications and, in the end, reduced to a mere tool. If used in conjunction with technological sciences it can reactivate ancient machinery to take full control over the forces of nature or be used to unleash indiscriminate preemptive destruction against any threat, be it real or perceived.
    • Classes. It might be interesting to employ Classes such as Tinkerer, Merchant (see page 158), Loremaster and Symbolist (see High Fantasy Atlas, page 146) to create a character with a cold, utilitarian view of magic at first – over the course of the campaign they will develop a more complex and nuanced perspective, recognizing and confronting the idea that magic is a living force that they have to coexist with.

    Conclusionary Concepts

    Finally, we have to spend a few words on the most common variations of these concepts: deicide and fear of death.

    The World - Chapter Excerpt

    Page numbers/Context markers: 71 | W | 22 THE WORLD

    CHAPTER 9: DEICIDE

    It might seem strange to so directly discuss the subject of killing a god, since Fabula Ultima draws its inspiration from a long video game tradition where the final antagonist is often a god-like entity with almost unlimited divine powers. However, in the natural fantasy genre, this dynamic is often turned upside down: the destruction of a god isn’t a rightful act of rebellion against a destiny that someone else already wrote, but rather a violent, ignorant and selfish act, showing a lack of empathy toward the spiritual world and driven by fear or greed.

    Example: After ransacking the villages of the Great Taiga, the Shōgun didn’t find the fabled iron mines he was looking for. However, his agents sighted a creature known as Ōtetsuguma: a massive bear with metallic fur, who defeated scores of soldiers and mercenaries sent to capture her. Bent on defeating this threat and bringing a new trophy to his master, the Shōgun ignores the fact that the protector god of the region lives inside the bear: if she is killed before finding a successor, she won’t be able to awaken the spirits of flora and fauna in spring, condemning the Great Taiga to a never-ending winter.

    FEAR OF DEATH

    One of the finest examples of the desire to control magic and nature is, without any shadow of a doubt, the quest for immortality, which often drives the actions of the main antagonist or is the foundation of one or more mysteries or threats. This endeavor is as futile as it is reckless: denying the reality of death or attempting to trick it and push it away, pollutes the cycle of life, causing spiritual stagnation and unleashing upon the world a calamity that will snuff out future generations.

    Example: Ten thousand years ago, humanity fell victim to a fearsome epidemic. Fearing extinction, scientists dismembered the ancient Kalpavriksha tree and developed a synthetic forest to separate bodies and souls: instead of returning to the spiritual stream of the planet, these souls were put in stasis inside the network, waiting for it to birth a generation of clones, completely immune to the disease, to host them. However, the research team grossly underestimated humanity’s knack for survival: now, their descendants live in harmony with generations of clones discarded by the system, who developed individual souls in the meantime. Trapped in their stasis, the original souls became corrupted, making the resynchronization erratic and turning them into malevolent shape-shifting spirits.
    “He looked for immortality and it was granted to him.
    He broke the peace and peace was forever taken from him.”
    Technology in Natural Fantasy

    Technology in Natural Fantasy

    Contrary to what one might think, technology remains a core element of natural fantasy campaigns. However, its role may assume very different functions depending on how it is integrated into the setting.

    Machines of a Future Past

    In the context of the natural fantasy world, technology represents both the endless possibilities of the future and the quiet warnings of the past—creating a thematic tension that can become the hinge of a narrative arc for characters built around the Tinkerer, Merchant (see page 158), or Loremaster Classes.

    Advice and Observations

    Below are several pieces of advice and observations concerning this topic:

    • Dangerous leaps. Recovering and studying technological relics from eras past offers a chance to accelerate the development of a community or settlement. However, doing so without weighing potential consequences might lead to a catastrophic outcome. The message of natural fantasy stories isn’t that technology is inherently malicious, but rather that its impact must be carefully evaluated: often, the wiser path is slower and more careful development, because taking every possible shortcut creates fertile ground for opportunists.
    • Quest for coexistence. In line with the previous point, natural fantasy strongly critiques the idea of technology as a “victory over nature.” Even in a world where humanity lives surrounded by dense forests and wild animals, looking to rule over them rather than living in harmony means surrendering our hearts to despair. The path to coexistence is seldom peaceful, but there is a noticeable difference between protecting what you love and annihilating everything else.
    • Tools of destruction and rebirth. Natural fantasy stories frequently depict the rediscovery or reactivation of a machine, device, or generator that provides extraordinary power... but also brought ruin upon its ancient creators. These technologies have an ambivalent role: they are gifts from the past just as much as they are its curse. They represent another chance, but if handled with arrogance or haste, they will inevitably lead to tragedy.

    Narrative Conflict

    All these elements provide excellent ways to spark conflict—either between different factions hell-bent on using technology in divergent ways, or fundamentally between humans and the spirits of nature. Thanks to their long lives, these spirits remember perfectly the disasters of the past and consider current humans as childish and irresponsible as their ancestors, often leading them to choose a preemptive strike. Of course, many would regard such "unmotivated" attacks as another threat to be eradicated.

    Natural Fantasy Worlds: Vehicles and Transports

    THE WORLD

    CHAPTER: VEHICLES AND TRANSPORTS

    Natural fantasy worlds are characterized by small or medium-sized settlements, dense forests and winding paths. Travelers journey on foot or with mounts, carts, or small boats. Flying vehicles and mounts are extremely rare, perhaps nonexistent. However, sometimes the remains of ancient technologies are combined and adapted to create ingenious rustic hybrids.

    From a thematic perspective, traveling on foot is a slow but harmless choice, whereas using mounts or vehicles might be an act of violence against nature, depending on the character’s treatment of the animal or environment. The relationship between a character and their Faithful Companion (see Core Rulebook, page 217) is an excellent positive example, while destroying a forest to create a railroad is a classic example of cruelty toward the ecosystem.

    THE ROLE OF THE ARTISAN

    The artisan is a very important figure in natural fantasy settings, and their social role can be characterized as mostly technical, mostly spiritual, or a balanced mixture of the two.

    • Technical role. In this sense, the artisan has the knowledge and abilities to shape matter and create something new from it, giving form to an idea and finding innovative solutions to many problems.
    • Spiritual role. From a magical and ritualist perspective, the artisan has the gift to mediate between the spirits and energies that inhabit matter, emphasizing their unique properties in the final object.

    These transformative roles are inextricably intertwined, but some artisans focus more on one or the other.

    Given their importance, the following pages present an updated version of the optional rules for materials and forging, originally introduced with the 2022 winter holidays bonus:

    A Christmas Gift from Edgar!
    Materials and Forging Rules

    Materials and Forging

    This optional rule is especially fitting for natural fantasy stories, but it can be integrated into any campaign without any modification.

    Core Goals of the Rule

    The module has four main goals:

    • Define more precise guidelines for the value of materials than those provided in the Core Rulebook.
    • Extend the use of gathered materials to the creation of equipment, instead of limiting it to selling, funding Projects or reducing the Mind Point cost of Rituals.
    • Provide rules for characters that want to forge weapons, armor, shields and accessories. (The Project rules weren’t meant for this and they are quite unwieldy for blacksmiths, weaponsmiths, stylists, goldsmiths, and so on.)
    • Allow Game Masters to offer forging materials instead of complete items when giving rewards. This not only saves time and energy better spent on designing adversaries and important items, but also provides a way to reward the Players even when the narrative situation doesn’t lend itself to “classic” rewards such as rare items, Inventory Points or money.

    9 OBTAINING MATERIALS

    The Core Rulebook already suggests that Game Masters include non-equipment items among rewards (see pages 264–265); forging materials follow those same rules and should be considered part of the session’s rewards. Each copy of a given material is a single-use item and has a value assigned by the GM (ideally between 500 and 3000 zenit).

    Example Scenario

    Four level 12 Player Characters have defeated a colossal insect. An appropriate reward would amount to 1800 zenit in total, with no single item worth more than 1000 zenit. Since the group already recovered an *aegis gorgonis* (800 zenit; see Core Rulebook, page 283) shortly before the battle, the Game Master offers them a titan carapace (1000 zenit).

    The Game Master is free to give materials any name and value, or use the table from page 78 onward to randomly generate them. The important thing to remember is that each material has to quite clearly inspire one or more possible uses.

    The World - Chapter 9

    THE WORLD

    Chapter 9: PURCHASING AND SELLING MATERIALS

    Purchasing Materials (Section 9)

    Characters may purchase any material available in their surroundings by spending an amount of zenit equal to its value. When it comes to Projects, step 3 on page 134 of the Core Rulebook abstracts this process, but the group might prefer to purchase specific materials and keep them for future use.

    The Game Master has the final say on which materials can be bought in any given area, at which cost and in which quantity. However, they should involve Players who control characters from that region or have studied it, or who play Classes like Tinkerer, Merchant (see page 158), Loremaster, or Wayfarer.


    Selling Materials (Section 9)

    If there is an artisan, merchant or other potential buyer available, Player Characters can usually sell materials at half their normal value in the same way as for normal items (see Core Rulebook, page 124).

    Continuing from the previous example: if the group ever decides to sell that titan carapace they retrieved, they would earn 500 zenit.

    On the other hand, using a material to cover the cost of a Project (see Core Rulebook, page 137) or to forge items as described on the next page will let you use its full value, showcasing its full potential.

    Ethical and Narrative Guidelines

    These options involve PCs in the process of transformation, death, and rebirth typical of natural fantasy, but must not be used to reenact colonialist fantasies or gratuitous cruelties towards animals and living beings.

    • Harvesting Remains: Harvesting the remains of a monster that threatened the village and using them to protect it is very different from hunting for others of the same species just to hoard materials. Finding resources should be a consequence of the story events, not a goal (you can leave that to the Villains!).
    • Limitation: This system won’t suffer if you limit yourselves to inanimate materials such as minerals, fluids, scraps, fallen branches or leftover chrysalises.
    • Dignity of Creation: When you create an item from the remains of a creature, strive to do so with the required dignity, creating something that pays homage to their original form, appearance, and nature.
    Forging Process Rules

    Forging Rare Items

    The Forging Process

    This optional rule makes it possible to spend materials to create new weapons, armor, shields, and accessories designed by the Players – as long as they meet at least one of the following conditions:

    Conditions for Success

    • NPC Artisan Access: The group has access to an NPC artisan capable of creating the required item. (e.g., a blacksmith for armor or a tailor for a dress).
    • Magical/Technological Device: The group has access to an artifact or other magical or technological device that can synthesize or transform objects.
    • Player Expertise: The group includes at least one Player Character with the Tinkerer Class or an Identity that ties into a profession relevant to the item they want to create. (The Game Master has the final say, but they shouldn’t be too restrictive.)

    Note: The forging process described below usually requires a single rest; keep in mind however that there is no limit to the number of items the group can forge during the same rest, provided they have all the appropriate materials and enough zenit to pay all required artisans.

    The Step-by-Step Forging Procedure

    1. Drafting the Item: The group prepares a draft of the item they wish to create, using the rules in the Core Rulebook (see page 266 onward). The item’s total cost in zenit must be equal to or lower than (the highest level among PCs, multiplied by 60).

    2. Cost Assessment: The Game Master decides whether the item has a cost appropriate to its effects and whether the provided materials are fit for forging it.

    3. Providing Materials: The group also indicates which materials they will provide for forging it; their total value must be equal to or higher than the cost of the item (if higher, the materials will be completely expended anyway).

    4. Revision Loop: If the Game Master proposes any changes, go back to step 1.

    5. Completion: Once the Game Master approves the draft and proposed materials, the item can be created. If this is done by an artisan NPC, they will require payment equal to a tenth of the item’s total cost in zenit.


    Order Details

    Forging Rules Reference

    Since the design and approval process for each item might require a fairly long conversation, it’s often a good idea to take care of forging during the downtime between sessions. However, it’s important that the group is in a situation that lets them rest between the end of a session and the start of the next (irrespective of when you decided to play the corresponding rest scene).

    Continuing from the previous example: the group wants to use the titan carapace to craft a heavy weapon with the same profile as the Beowulf (see Core Rulebook, page 276), but capable of dealing air damage. The total cost is 660 zenit, well within the limit of 720 zenit derived from the group’s level of 12. The Game Master has no objections, so the item can be crafted by expending the material (worth 1000 zenit – 340 are wasted) and paying 66 zenit to a local weaponsmith. The Brynhild will be ready in a few hours!

    Going strictly by the numbers, this process is far less convenient than a standard in-game reward, but it provides the group with the freedom to choose which item they create and gain access to. Moreover, finding a true rare item, instead of a simple raw material, becomes a very special moment, since its value will be slightly higher than anything the group might forge on their own.

    9 INTERACTIONS WITH OTHER RULES

    Like most optional rules tied to equipment, forging might raise a few questions. Here is a list of answers to the most common ones:

    • Custom Weapons. The group can take advantage of the forging rules to create any kind of equipment, including custom weapons (see page 112). They just need to use the base version of a custom weapon in the draft, instead of an item from the basic equipment lists, and then apply the rules from page 266 of the Core Rulebook as usual.
    • Technospheres. Weapons, armor and shields intended for technospheres (see Techno Fantasy Atlas, page 130) follow the standard rules for forging, but the only Qualities available are slots α, β, γ and δ.
    • Pilot’s Modules. Weapon, armor and support modules (see Techno Fantasy Atlas, page 160) can be forged using these rules. Keep in mind that the base version of weapon and armor modules are worth about 500 zenit each (any modifications increase their cost in the same way as for rare items), while support modules are worth about 1000 zenit.

    Animal Classification Comparative Analysis

    Key Characteristics of Animal Groups

    Taxon Arthropods Birds Fishes
    1. Antenna Antenna   Bone
    2. Carapace Carapace Cranium Cartilage
    3. Gland Gland Crest Crest
    4. Horn Horn Egg Eggs
    5. Leg Leg Feather Fin
    6. Mandible Mandible Membrane Gland
    7. Pincer Pincer Sac Sac
    8. Shell Shell Talon Scale
    9. Sting Sting Tendon Spine
    10. Web Web Wattle Teeth

    Taxonomic Feature Comparison

    Feature Mammals Mollusks Reptiles
    1. Claw Claw Antenna Bone
    2. Cranium Cranium Gland Claw
    3. Fang Fang Membrane Cranium
    4. Fur Fur Sac Crest
    5. Horn Horn Scale Egg
    6. Rib Rib Seashell Fang
    7. Tail Tail Shell Gland
    8. Tendons Tendons Slime Scale
    9. Vertebra Vertebra Sting Spine
    10. Whiskers Whiskers Tentacle Tail

    Materials Generator

    Index & Glossary

    CHAPTER

    Other Nature (d8 or d12, based upon the context)

    Type: Fungal / Incorporeal Liquid

    Fungal

    • Boletus
    • Hen
    • Honeyshroom
    • Morel
    • Mucilage
    • Mushroom
    • Oyster
    • Truffle
    •  

    Incorporeal Liquid

    • Ash
    • Bubble
    • Essence
    • Gas
    • Mirage
    • Smoke
    • Strand
    • Vapor
    •  

    Properties

    • Clot
    • Drop
    • Extract
    • Fluid
    • Ichor
    • Oil
    • Reagent
    • Sludge
    •  

    Artificial Mineral Plant

    1. Chain
    • Core
    • Fabric
    • Gear
    • Leather
    • Lens
    • Plate
    • Propeller
    • Rope
    • Scrap
    • Spring
    • Valve
    2. Block
    • Charcoal
    • Crystal
    • Dust
    • Fragment
    • Gem
    • Limestone
    • Block
    • Salt
    • Stele
    • Stone
    3. Algae
    • Bark
    • Bramble
    • Flower
    • Berry
    • Branch
    • Fruit
    • Plant
    • Moss
    • Root
    • Thorn
    1. Block (Restarting structure due to poor extraction)
    • Algae
    • Bark
    • Crystal
    • Bramble
    • Flower
    • Fruit
    • Leaf
    • Moss
    • Petal
    • Stone

    “This mushroom here? They call it Faery Toadstool.
    No. It’s not a good idea to pick it.”


    Elemental Descriptors Index

    Elemental Descriptor Index

    (d6, based upon the element)

    Air Bolt Dark
    • 1. Cerulean
    • 2. Dry
    • 3. Emerald
    • 4. Green
    • 5. Hollow
    • 6. Light
    • 1. Amber
    • 2. Conductive
    • 3. Electrostatic
    • 4. Magnetic
    • 5. Thundering
    • 6. Yellow
    • 1. Amethyst
    • 2. Astral
    • 3. Colorless
    • 4. Fragile
    • 5. Ruined
    • 6. Spectral

    Earth

    • 1. Carved
    • 2. Diamond
    • 3. Fossil
    • 4. Golden
    • 5. Iron
    • 6. Sandy

    Fire

    • 1. Blazing
    • 2. Explosive
    • 3. Incendiary
    • 4. Ruby
    • 5. Scarlet
    • 6. Stinging

    Ice

    • 1. Arctic
    • 2. Azure
    • 3. Crystalline
    • 4. Freezing
    • 5. Frosty
    • 6. Pale

    Light

    • 1. Ethereal
    • 2. Opaline
    • 3. Royal
    • 4. Shining
    • 5. Silver
    • 6. Transparent

    Poison

    • 1. Corrosive
    • 2. Infected
    • 3. Speckled
    • 4. Streaked
    • 5. Toxic
    • 6. Violet

    Water

    • 1. Blue
    • 2. Coral
    • 3. Deepwater
    • 4. Sapphire
    • 5. Thin
    • 6. Wet

    Details

    Other Descriptors List

    Other Descriptors (d10, based upon the function)

    Agility and Precision

    • 1. Elastic
    • 2. Glazed
    • 3. Grim
    • 4. Oily
    • 5. Polished
    • 6. Scrawny
    • 7. Sharp
    • 8. Slender
    • 9. Slippery
    • 10. Small

    Damage and Power

    • 1. Bloated
    • 2. Broken
    • 3. Chipped
    • 4. Colossal
    • 5. Fermented
    • 6. Heavy
    • 7. Monstrous
    • 8. Serrated
    • 9. Sharp
    • 10. Thick

    Protection

    • 1. Ancient
    • 2. Curly
    • 3. Hardened
    • 4. ??? (Implicit)
    • 5. Holy
    • 6. Colossal (Duplicated? Replicating text flow.)
    • 7. Holy (Duplication observed in source)
    • 8. ???
    • 9. Regal / Rough
    • 10. ???

    Recovery

    • 1. Aromatic
    • 2. Bitter
    • 3. Blood
    • 4. Fragrant
    • 5. Fresh
    • 6. Juicy
    • 7. Purifying
    • 8. Scarred
    • 9. Smooth
    • 10. Sweet

    Sabotage

    • 1. Bitter
    • 2. Dazzling
    • 3. Echoing
    • 4. Eerie
    • 5. Hexed
    • 6. Hooked
    • 7. Irritating
    • 8. Nauseating
    • 9. Rusty
    • 10. Sticky

    Support

    • 1. Carved
    • 2. Fairy
    • 3. Glowing
    • 4. Harmonious
    • 5. Iridescent
    • 6. Lucky
    • 7. Magical
    • 8. Noble
    • 9. Soft
    • 10. Warm
    Natural Fantasy Equipment Tips

    Playing Natural Fantasy Equipment

    Playing Fabula Ultima in a natural fantasy setting is an excellent opportunity to express your creativity and design pieces of equipment tied to folklore, exploration and the protagonists’ personality.

    This section contains tips to help you imagine and describe compelling natural fantasy equipment, followed by a list of new rare items you can include in your campaign or use as inspiration.

    Ingenuity and Personality

    In natural fantasy worlds, every item tells a story, highlighting the ingenuity and the craftsmanship of its creator, whether it’s a treasure from ages past or a trusty tool for adventurers.

    • Past and Present. In natural fantasy campaigns, contemporary equipment often looks very down to earth and no-frills – not very memorable, perhaps, but solid and reliable. On the other hand, more elaborate and unusual pieces of equipment are often handed down from generation to generation, or retrieved from the depths of mysterious ruins and adapted to new uses. Firearms often fall in the last category and are a once-in-a-lifetime sight.
    • Accessories of all kinds. Natural fantasy accessories can be divided into three main categories: precious jewelry created with highly refined craftsmanship and symbolic materials, like silver, iron, jade, bone, or the scales of a specific creature; lucky charms and other personal creations; and finally, practical tools that the characters carry for emergencies. This last category is of particular importance because of an underlying message: even the most humble tool can become powerful in the hands of a hero that deeply cares for it.
    • Built with your own hands. One of the most distinctive design principles of natural fantasy is the ingenious combination of ancient technologies and recycled materials, such as repeating crossbows built with wood and bone, alchemical arquebuses, steam-powered devices, and blades forged with unknown alloys or components recovered from ancient constructs. These tools usually follow the standard profiles included in the Core Rulebook, but the most complex and unlikely weapons might require the custom weapon rules (see page 112).

    In short, natural fantasy items should stand out for their practical appearance, handmade quality, the ability to merge ancient technologies and recycled materials, or reveal something about those who chose, created or gifted them.

    Rare Items

    (The following section indicates a listing of rare items is forthcoming.)

    A Story in Every Item
    CHAPTER | A STORY IN EVERY ITEM

    When designing a rare item for a natural fantasy campaign, take some time to think about the story it tells:

    what technique was required? What materials were used? Which places or creatures did they come from?

    One of the core themes of natural fantasy is transformation, which can also be interpreted as the death or sacrifice of something in order for something else to exist. From this point of view, a character’s equipment is a collection of stories, taken from fragments of other beings’ lives and bodies.

    The rules for creating rare items from materials (see page 76) offer an excellent opportunity to dive deep into this concept over the course of the campaign.

    Special Equipment

    Characters with animal or plant-like features are rather common in the natural fantasy genre, and it might be interesting to create equipment tailor-made for them (perhaps using the custom weapon rules; see page 112), or give their pieces of equipment an unusual name and appearance.

    Example: A spider-person using silk flails or elemental stingers; a flower fairy dressed in petals; an anthropomorphic cactus whose caps and berets are actually custom weapons that determine the profile of their needle spray.

    Historical, Folkloric, and Literary References

    If you’re looking for a name for a natural fantasy item but you’re short on ideas, you might draw inspiration from items and creatures from folklore and literature, especially works tied to spirits, ghosts, or fairies, or you could pay homage to famous scholars, warriors, artisans and explorers from the real world.

    Example Names: Bai Suzhen, Boggart, Bradamante, Cervantes, Csoma, Da Vinci, Earhart, Gentileschi, Grimm, Guðríðr, Gwyllion, Huolong, Kaguya, Oberon, Okiku, Qingzhao, Rembrandt, Shahrazād, Shiranui, T omoe, Vasilisa, Yoshizawa, Zaratan.

    As usual, do your best to match each name with an item whose properties mirror the historical and cultural inspiration, rather than misrepresent it.

    SAMPLE NATURAL FANTASY RARE WEAPONS

    Ladle Cost: 500 z | Attributes: (DEX + INS) (HR + 8) physical

    Classification: Thrown • One-handed • Ranged

    Description: If you have acquired the *Made with Love* Skill (see page 149), treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).

    Camera Obscura Cost: 600 z | Attributes: (INS + INS) (HR + 6) dark

    Classification: Arcane • Two-handed • Melee

    • Special Rule: When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the *Spell Mimic Skill* (see Core Rulebook, page 183), you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.
    Memorialis W Cost: 700 z | Attributes: (DEX + MIG) +1 (HR + 12) physical

    Classification: Spear • Two-handed • Melee

    Description: When you use the *Ripples* Skill (see page 155), you recover 5 Mind Points.

    Blazing Fan Cost: 800 z | Attributes: (DEX + MIG) +1 (HR + 6) fire

    Classification: Brawling • One-handed • Melee

    Description: Your invocations that target two or more creatures deal extra damage equal to your Skill Level in *Linked Invocations* (see page 155).

    Derringer Cost: 800 z | Attributes: (DEX + INS) +1 (HR + 8) physical

    Classification: Firearm • One-handed • Ranged

    Description: The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial (W) weapon.

    Bronze Libra Cost: 900 z | Attributes: (INS + INS) (HR + 6) earth

    Classification: Arcane • Two-handed • Melee

    Description: After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in *Winds of Trade* (see page 159)).

    Giant Fork W Cost: 1000 z | Attributes: (DEX + MIG) (HR + 16) physical

    Classification: Spear • Two-handed • Melee

    Description: When you use this weapon with the *Knife and Fork* Skill (see page 149), you may add the High Roll to the attack’s damage (you don’t have to treat it as being equal to 0).

    (This entry appears to be a catalog identifier rather than an actual weapon profile, therefore only the name is styled as a main heading.)

    Equipment & Weapon Catalog

    Weapons Catalog

    Dagger
    800 z (DEX + INS) +1 (HR + 8) poison
    One-handed | Melee | Attacks with this weapon deal 5 extra damage as long as it’s not your turn.
    Summer Masher
    1300 z (MIG + MIG) (HR + 18) ice
    Heavy | Two-handed | Melee |

    When you hit only one creature with this weapon, if that creature belongs to the plant Species, the attack deals 10 extra damage. Then, if that creature is in Crisis, you and every ally who can see you recover an amount of Mind Points equal to your High Roll in the Accuracy Check.

    Norimitsu
    1400 z (DEX + INS) +1 (HR + 14) physical
    Two-handed | Melee | Attacks with this weapon deal 6 extra damage to elite or champion-rank enemies.
    The Barrel
    1500 z (MIG + MIG) (HR + 18) physical
    Heavy | Two-handed | Melee |

    When you hit one or more creatures with this weapon, you may spend 1 Trade Point (see page 159). If you do, the attack deals extra damage equal to (your Skill Level in Private Stock, multiplied by 5).

    Pinwheel Rod
    1600 z (WLP + WLP) (HR + 6) air
    Arcane | Two-handed | Melee |

    As long as one of your spells or invocations (see page 156) deals air damage, it deals 10 extra damage.

    Voltaic Hound
    1600 z (DEX + INS) +1 (HR + 16) bolt
    Firearm | Two-handed | Ranged |

    After this weapon deals damage to one or more creatures, if at least one of those creatures is Vulnerable to bolt damage, you may deal 10 bolt damage to every enemy you can see.

    Hirundo
    1800 z (DEX + DEX) (HR + 12) light
    Bow | Two-handed | Ranged |

    After resolving your Encourage Skill (see Core Rulebook, page 201), you may perform a free attack with this weapon. If you do, treat your High Roll as 0 when calculating damage dealt by this attack.

    Sample Natural Fantasy Rare Weapons

    Weapon Cost/Stats Damage Type Attributes Description
    Ladle 500 z (DEX + INS) (HR + 8) physical Thrown | One-handed | Ranged If you have acquired the Made with Love Skill (see page 149), treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).
    Camera Obscura 600 z (INS + INS) (HR + 6) dark Arcane | Two-handed | Melee When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the Spell Mimic Skill (see Core Rulebook, page 183), you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.
    Memorialis 700 z (DEX + MIG) +1 (HR + 12) physical Spear | Two-handed | Melee When you use the Ripples Skill (see page 155), you recover 5 Mind Points.
    Blazing Fan 800 z (DEX + MIG) +1 (HR + 6) fire Brawling | One-handed | Melee Your invocations that target two or more creatures deal extra damage equal to your Skill Level in Linked Invocations (see page 155).
    Derringer 800 z (DEX + INS) +1 (HR + 8) physical Firearm | One-handed | Ranged The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial (W) weapon.
    Bronze Libra 900 z (INS + INS) (HR + 6) earth Arcane | Two-handed | Melee After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in Winds of Trade (see page 159)).
    Giant Fork 100

    86

    SAMPLE NATURAL FANTASY RARE ARMOR

    ARMOR | COST | DEFENSE | MAGIC D. | INITIATIVE

    Woolly Cuirass

    W 800 z
    11 DEF
    INS size -3
    As long as you’re not in Crisis, you gain Resistance to ice damage and are immune to weak.

    Engineer Jacket

    1000 z
    DEX size +1
    INS size +1 -1
    When you use an elemental shard, you may deal its damage to each of up to three creatures you can see. Additionally, when you deal damage with an elemental shard, you deal 5 extra damage.

    Noble Dress

    1600 z
    DEX size +1
    INS size +1 -
    When an ally who is able to see you causes you to recover Hit Points, if you are in Crisis, that ally recovers 5 Mind Points.

    Apothecary Robes

    1800 z
    DEX size +1
    INS size +2 -2
    When you use the Potion Rain Skill (see Core Rulebook, page 211), the restoring effect is not halved.

    Fairy Tunic

    2000 z
    DEX size +1
    INS size +2 -2
    As long as you are affected by one or more spells with a duration of “Scene”, you gain a +2 bonus to Magic Defense.

    SAMPLE NATURAL FANTASY RARE SHIELDS

    SHIELD | COST | DEFENSE | MAGIC D. | INITIATIVE

    Plate Manica

    800 z
    +2 DEF
    -
    As long as you have no martial armor and no other shield equipped, you may apply the effects of the Dodge Skill (see Core Rulebook, page 203).

    Lid Shield

    1500 z
    +2 DEF
    +2 MAN
    When you deal damage with a delicacy (see page 151), you deal 5 extra damage.

    Lily Vambrace

    2000 z
    +2 DEF
    +2 MAN
    If you have the Battle Gardening Skill (see page 139), you can use it when you plant a magiseed with the Graft Skill.

    Inventory Catalog

    THE WORLD

    CHAPTER SAMPLE NATURAL FANTASY ACCESSORIES

    Watering Can 500 z

    When you perform a water invocation (see page 157), you may fill 1 section of the Growth Clock (see page 140) of a Player Character you can see.

    Spicy Powder 600 z

    When you deal damage using a delicacy or potion, you may change its type to fire. This effect may change the damage type dealt by the Expiration Date Skill (see page 159).

    Dandelion Obi 700 z

    When you perform an air invocation (see page 156), you may recover from a single status effect of your choice.

    Clockwork Heart 800 z

    You are Resistant to bolt and fire damage. If you enter Crisis, the effect of this accessory ceases until your next rest.

    Needlefrog Mantle 900 z

    When you deal poison damage to one or more creatures during a conflict, each of those creatures who loses Hit Points this way cannot recover Hit Points until the start of your next turn.

    Handmade Scarf 1000 z

    When you gain one or more Trade Points via the Real Treasure Skill (see page 159), you also gain 1 Fabula Point.

    Fallen Leaf Amulet 1500 z

    When you use the Tree of Life Skill (see page 139), if you are in Crisis and choose an ally you can see who is in Crisis, you and that ally both benefit from the Hit Point recovery granted by the Skill.

    Eccentric’s Cookbook 1600 z

    Once per rest, you may choose a single combination of two tastes whose effect you already discovered (see page 151). If you do, roll again to determine the effect of the combination, replacing the previous effect.

    Natural Fantasy Artifacts

    ARTIFACTS

    Natural fantasy campaigns boast a massive variety of artifacts. In line with the themes of this genre, their value doesn’t necessarily stem from their power, but rather from their cultural and sentimental value, as well as what they represent for those who inherited them or received them as a gift.

    VISIONS OF THE PAST

    Natural fantasy artifacts are often very ancient and impossible to replicate in the current era. They include clues about the epochs they came from and were often the epicenter of terrible disasters and tragic mistakes that humanity barely remembers. It’s very likely that, driven by ambition or necessity, we repeat the errors that these artifacts were intended to warn us against, misinterpreting what little information is available or reinterpreting it at our convenience.

    INSTRUMENTS OF TRANSFORMATION

    Some natural fantasy artifacts have the power to transform creatures, places and objects. These can be divided between allegories of inevitable change (if the transformation is spontaneous and uncontrolled) and temptations of control (if it can be directed or manipulated). How people react to the presence of such artifacts is a key aspect of natural fantasy storylines.

    DYNAMIC ARTIFACTS

    More often than not, natural fantasy artifacts present a dynamic evolution: not only do we discover more about their role, but the artifacts themselves become progressively more powerful or take a new form, even in rule terms – they might become an ally or a vehicle, grant a new Skill, or create a Villain.

    RENUNCIATION, RESTITUTION AND CONSERVATION

    Fabula Ultima often portrays artifacts as dangerous items that the heroes have to find before the Villains do. However, natural fantasy artifacts tend to have a cultural significance – they don’t belong in a museum, but rather, exactly where they are. The heroes shouldn’t seek to replace Villains as the possessors of such items, but rather ensure their restitution or that nobody takes them. Sometimes, this means renouncing a great power and trusting that others will keep it safe in the PCs’ absence – after all, humility, hope, and trust are core elements of natural fantasy protagonists.

    Artifact Catalog Entries

    THE WORLD

    Classification: CARDINAL KYLIX

    Description: A large, shallow metal cup, freezing to the touch.

    Legends tell of the Statue Civilization and their ability to extinguish any opposition or rage from elemental forces, making them docile and predictable – a power that, millennia ago, allowed them to build immense cities and create an unprecedented civilization. In this age of unpredictable and destructive natural phenomena, some regard that power as a source of hope and answers. Preserved in the hands of a colossal statue at the bottom of the Northern Chasm, this artifact whispers promises of control and safety, of a world where humanity will become master of land and sea. There is only one question it cannot answer: what will humans do when they have nothing to fear anymore, except each other?

    EGG OF ILLUYANKA

    Description: A heavy and cumbersome egg with an extremely hard, striped shell.

    Over the centuries, the mighty draconic creatures known as Illuyanka ruled over the Cedar Forest, discouraging any attempt to build a permanent settlement. But with the arrival of drought, the tribes of the plains formed an alliance, creating hunter cadres to exterminate the already-scarce Illuyanka, and cut down the forest to create new pastures. This egg is probably the last of its kind, preserved by the elven ascetics of the Yellowcape Clan in anticipation of a threat that, according to their oral tradition, will manifest when the egg hatches.

    GEMSHORN OF TRANQUILITY

    Description: A flute carved from the horn of a cliffgoat.

    When a cliffgoat reaches the end of their life and manages to serenely breathe their last, one of their horns might fall off. Once collected and crafted by a skilled artisan, the horn becomes a musical instrument with magical properties: if the flutist has good intentions, their music soothes the fear and rage of beast, monster and plant creatures (an effect equivalent to a Chimerism or Spiritism Ritual, but requiring neither Mind Points nor a Magic Check; however, during a conflict, it still needs a full Clock to activate).

    Artifact Inventory

    Artifact Catalog

    WAVENBELL

    A brass bell decorated with a red ribbon.

    According to some folk tales, if you help a silkie in danger or show her great respect and admiration, she might offer you a small decorated bell. Ringing it causes a house to appear nearby. It will be rustic, but welcoming and secure, and it’s protected by the silkie herself, in the guise of a tall, stern fairy with sapphire-colored hair.

    You can rest here in complete security, but, at the end of the rest, you have to roll 1d6: with a 1 or 2, the silkie makes a peculiar (often bizarre) request of you. If the request isn’t satisfied, this artifact vanishes in a puff of leaves and dew.

    KEYS OF THE HARMONIST

    A large silver ring with nine keys of dull metal.

    This artifact dates back to the time when the Harmonists undertook long journeys across the southern plateau, spending months in service to the animal spirit that, in turn, would reveal their name and give them part of their power. Today, the plateau is an icy waste and the heavy keys that held the spirits’ favor are blackened and inert.

    Still, if a group of brave and honest heroes were to follow the pilgrimage’s path, showing their loyalty, that dormant power might be reawakened and the spirits could fight alongside humans once again, in the guise of Arcana that can be summoned by any member of the group (but not by two or more at once).

    MOON MIRROR

    A circular mirror of oxidized metal.

    Found by one of the village’s founders in a very ancient tomb near the ocean, this mirror appears to be made out of an unknown metal which reflects moonlight with great intensity. At night, it allows the user to perform a Ritual as if they had acquired the Verdant Sway Skill (see page 139), without paying the Mind Point cost.

    For this Ritual to succeed, the mirror must be oriented to reflect moonlight toward the plant. Sometimes, the reflected light causes vibrations and unpredictable movements in machines and armor. What is its secret?

    Lore Entries Catalog

    THE WORLD

    Volume 91 | Chapter/Section Marker (22)

    Reidy’s Journal

    An old journal with thick pages, overflowing with notes. Written by a young and brilliant scholar during his final days, this massive journal is a rich anthology of legends, folklore and historical accounts.

    Once per rest, the group may start a new search among its pages or continue a previous one. The Game Master assigns a Clock to each piece of research (the more obscure the information, the bigger the clock, from 4 to 10 sections) and Player Characters attempt a Group Check with DL 10 to make any progress. Once a research Clock is full, the Game Master provides a useful, reliable, and precise answer to the original question.

    Resin Tear

    A curved sword carved from gleaming amber.

    Unable to even dent the armor of the ape-people of Iron Mountain, the warriors of Oradh Kingdom felled the Thunder Forest’s trees, from youngest to oldest, sparing none but the millennia-old yew tree near the waterfall. From its hardened resin, boiling with sorrow, an Oradhan warrior carved a blade that could command lightning (similar to an Elementalism Ritual, but costing no Mind Points). Wielding it, he exterminated the ape-people and conquered their forge, whose secrets were stolen and acted as foundation to Oradhan’s military tradition. Ever since that moment, the spirits and beasts of land and sky are at war with the Oradh. The name of that warrior was hidden, since his lineage is cursed.

    Seal of the Second Sun

    A delicate cylindrical seal made of lapis lazuli.

    The embossed inscription on this artifact recites, in high-imperial register: “In the hands of the Winter Queen, a path opens to the new Sun”. Discovered by a young explorer lost in the underground necropolis of Abarsa, this artifact caught the attention of scholars and collectors, some drawing connections to the female statues lining the perimeter of a stone tower in the southern archipelago, dating back to the imperial age and the second ice age. A group of adventurers is organizing an expedition to the tower but, despite their protests, they have been forbidden from taking the cylinder with them.

    [Sidebar Data / Transaction Record]

    SKULL OF THE SALAMANDER-GODDESS

    A massive salamander skull with topaz teeth.

    Stolen from the stone circle at the bottom of the valley of Three Volcanoes and brought before the Governor by an ambitious merchant, this massive fossil is under investigation by the Alchemists’ Guild, who are fascinated by its ability to emit heat and fuel flames in close proximity.

    During these academic investigations, however, the scholars ignored the legends about this artifact, which represent the earthly bond of the elemental spirit that protects the Three Volcanoes – if the skull isn’t returned before the coming summer, She-Who-Breaks-the-Earth will rise and, unable to find her head, will roam across the world looking for it.

    SKY OIL

    A dense and viscous green liquid.

    Having studied nature, the Ancients wished to rule it. Having ruled it, they wished to create it. Having created it, they wished to improve it. This mysterious liquid, which rains down from reddish clouds gathered over the ocean, is an extraordinary elemental conductor and the prime result of its creators’ boundless ambition.

    This artifact transforms all it touches, following inscrutable logics, compressing millennia of evolution into mere hours and subjecting the victim to atrocious pain, as the mutations observed in the aviocetae of the Coral Coast amply demonstrated.

    THREE-KNOT ROPE

    A thick rigging rope with three very tight knots.

    Created in ancient times by the fishermen of the Mist Isle, these magical ropes contained the essence of the wind in their knots.

    • Undoing the first knot: Allows casting the Ventus spell (see Core Rulebook, page 189), ignoring its Mind Point cost.
    • Undoing the second knot: Enables performing an Elementalism Ritual to control the wind, ignoring its Mind Point cost.
    • The third and final knot: Rarely undone, grants an audience with the Wind Princess herself.

    Only one Three-Knot Rope has survived to the current day and the art of their creation was lost during the occupation of the Mist Isle, currently reduced as a domain of the Dogado.

    Artifact Compendium

    The World Compendium

    [Page 93]

    TOME OF THE METEOR

    Classification: Book / Magical Relic

    A strange mechanism is encased in the cover of this heavy tome. One of the most discussed books in the Academy’s library, this tome presents detailed descriptions of improbable machines, alongside formulae and prayers to unknown entities. Even the cover is a mystery: lodged inside the wooden panel is an extraordinary clockwork device, with comet-shaped pointers moving at different speeds along a calendar, whose dates and seasons have nothing to do with ours.

    Every self-respecting scholar dismisses this artifact as a very elaborate joke, but the most honest admit that they are a bit worried at the idea that the mechanism might stop someday.

    UNDOVEN

    Description: A heavy metal contraption, similar to a portable oven. This relic from a distant time closely resembles a massive portable oven with a large front door.

    This artifact possesses the extraordinary ability to disassemble any complex object into simple materials using heat. It can also self-recharge, though this process requires significant time.

    Usage

    • Capacity: Once per rest, you may place any one piece of equipment (weapon, armor, shield, or accessory) inside the Undoven to gain two different materials (see page 74) with a combined value equal to that of the destroyed item.
    • Question: What would happen if you put another artifact inside?

    WHITE MASK FRAGMENT

    Description: The right half of a horned wooden mask.

    Some stories tell of how the sculptor Acaunissa lost her inspiration. During a dream, a bat told her it was stuck at the bottom of Bone Valley and that only the Vulture King could grant it back to her. Her father forbade Acaunissa from leaving, but she ignored him and sculpted a white mask with two horns to trick the souls of the departed.

    When she met the King, he told her the mask itself was proof her inspiration had never been lost in the first place. After her return, Acaunissa’s father punished her by breaking the mask, but the artist’s courage still permeates this fragment and no undead, except Villains, may harm the one who wears it.

    “Perhaps due to our ability to communicate, we humans often deem our pain more significant than the far quieter pain of other creatures.”

    Document Header Metadata
    Protagonists Guide

    Protagonists

    This chapter is dedicated to the creation and growth of natural fantasy Player Characters – to take full advantage of its contents you have to pair it with the Press Start chapter of the Core Rulebook (from page 145 onward). All options contained here are designed to be compatible with those presented in other official Fabula Ultima Atlases. When deciding which additional mechanics to include in your Fabula Ultima campaigns, the whole group should consider what fits the narrative context and the needs of all who participate – take good care of your play experience!

    This chapter contains two main sections:

    Natural Fantasy Heroes

    Here you will find tips and suggestions for Players who are about to create a character and play in a natural fantasy campaign, including several examples of PCs that make use of the natural fantasy rules and options presented in the following pages.

    New Options

    Here you will find new rules and mechanics designed for natural fantasy PCs but compatible with any Fabula Ultima campaign:

    • Custom weapons. New rules to create unique and ingenious weapons.
    • Natural Fantasy Quirks. New natural-fantasy-style mechanics that enrich and add depth to your characters.
    • Camp Activities. A new optional rule to add mechanical depth to resting scenes.
    • New Classes. Four new Classes focused on processes of growth and discovery: the prudent Floralist, the surprising Gourmet, the harmonious Invoker, and the dependable Merchant.
    • New Heroic Skills. Twenty-one new Heroic Skills that augment the options found within the Core Rulebook and provide power-ups and support for the new Classes introduced in this Atlas.

    — ()

    NATURAL FANTASY HEROES

    The main characters of natural fantasy campaigns are extremely varied, and often seem indistinguishable from those found in high fantasy stories. However, we can still identify a number of recurring elements that make them stand out.

    In many ways, almost every natural fantasy Player Character can be described as the “more restrained and less superheroic version” of another classic archetype from a different Fabula Ultima campaign. The core theme is always the same: the natural fantasy style starts from the same premises and key concepts outlined in the Core Rulebook, but makes the story more compact, simple (not simplistic), and familiar.

    BRAVERY AND INTROSPECTION

    The natural fantasy style ties in strongly with ideas like the rediscovery of the past and the ability to coexist with the environment without suppressing it, but at the same time without letting ourselves be crushed by it. Of course, these elements are also a key part of our protagonists.

    • Many questions. Even the quietest and most contemplative of natural fantasy characters is actually curious, often fascinated by the mysteries of the past and the wide world beyond the boundaries of their town or village. Of course, some of these heroes are timid or insecure, but in the recesses of their souls burn a craving for adventure and a fascination with mythology, legends and tales of people and places far away in time and space.
    • Compassionate souls. Natural fantasy heroes often put themselves in someone else’s shoes, empathizing with others and being deeply affected by their suffering. Some might play the tough guy or appear cold because they were hurt one time too many, but this facade should crack over the course of the campaign, eventually crumbling once they face a situation that reopens old wounds.
    • A steady heart. Despite living in an often dangerous and incomprehensible world, surrounded by a metaphorical and literal “dark forest”, these characters rally tightly together, finding strength to overcome fear and doubt in their fellow travelers.
    • Ready to take a step back. While possessing all these qualities, natural fantasy heroes don’t demonstrate them all the time and are far from perfect – in fact, it is key to the development of the campaign that Players have their characters make mistakes and be forced to reckon with their own ignorance. This creates a chance for them to reevaluate themselves and others, rather than seek refuge within pride and fear. After all, seeking the truth means accepting that said truth might be painful.
    Protagonists: A Dynamic Balance

    A Dynamic Balance

    The various elements described in the previous page lead to a single, pivotal idea: balance. By this we don’t mean a static or artificial balance, a combination of order, immobility, and predictability, but rather the constantly shifting balance of nature, made of mistakes, joy, pain, regrets, and events both large and small, forming an interconnected network so vast that nobody can truly glimpse all its nuances. Being a natural fantasy hero means becoming an active and aware part of this cycle, protecting it from those who want to control or interrupt it out of fear.

    Friends and Family

    In many campaigns of Fabula Ultima, the protagonists’ friends and families fade into the background or aren’t even mentioned unless they are key characters in the setting or, as is so very often the case, potential Villains. During a natural fantasy game, however, it’s a good idea to break away from this habit:

    • Recurring NPCs. This option is ideal for campaigns that take place in a relatively small region: some NPCs might be childhood friends, relatives, or mentors to the protagonists. We should also see their evolution over the course of the story, without necessarily turning them into allies or antagonists.
    • Bonds within the group. If the majority of the PCs come from the same community, it’s an excellent idea to represent their relationship using the Starting Bonds optional rule (see Core Rulebook, page 220). We recommend that you use negative as well as positive Bonds, to create more opportunities for character growth.

    You can also establish that two or more Player Characters come from the same family, but if you do, make sure this relationship doesn’t mirror real life too closely and that it doesn’t create discomfort at the table.

    Sample Natural Fantasy Characters

    The following pages provide profiles for ten Player Characters designed for natural fantasy contexts. In contrast to the new Classic Characters (see page 134), these examples focus on the thematic construction of the heroes and provide some tips on how to grow these characters and their role in the story.

    All characters in the following pages use the optional rules for Quirks (see page 120) and some have Custom Weapons (see page 112).

    Akelarre

    Basic Information

    Identity Clumsy
    Role/Title Janara Apprentice
    Theme Doubt
    Origin Creektown
    Quirk Flight
    Signature Weapons Magic Pumpkins

    Character Narrative & History

    Akelarre trained by Janara witches in the magical art since the age of seven. Akelarre abandoned his birth name and decided to dedicate his entire being to honoring the memory of his mentor, Hilda, who mysteriously disappeared during her pilgrimage to the remote Willow Island: a journey that, at the time, the young apprentice was considered too inexperienced to undertake.

    Although Hilda was a very forgiving mentor and extraordinarily talented in magic (or rather, because of that!), Akelarre is plagued by Doubt and afraid that he will never measure up to her, so he still lives in her shadow.

    Skills & Purpose

    • Classes: Floralist, Elementalist, and Wayfarer.
    • Together with the rest of the group, the Player repurposed the Flight Quirk to represent his flying broom, a gift from Hilda.
    • During the campaign, Akelarre’s Player should be the go-to person regarding witchcraft traditions and legends about Willow Island.

    Character Arc

    Akelarre’s journey will deal with his insecurities and need for validation; his fellow travelers will play a pivotal role in helping him (or putting him to the test).

    Metadata

    Character Profile: Apsu

    APSU

    BASIC INFORMATION

    Identity: Waterfiend Hunter
    Theme: Hope
    Origin: Salt Hill
    Quirk: Cursed
    Signature Weapons: Short swords

    APSU IN DETAIL

    Background & Skills

    • The bards sing of another age, when humans waged war against the sea, using their machines to poison it. Since then, those who are born with blue hair are Cursed by the Old Woman of the Tide, scorned by the earth, and hounded by the ocean: their blood is saltwater.
    • Able to see waterfiends due to his curse, Apsu earned his livelihood by catching and killing them, to extract drinking water from the remains. This brutal life was interrupted when he met an old oracle on the way to Ocean’s Mirror to negotiate a truce with the Old Woman of the Tide or, if necessary, kill her.
    • Apsu is an Elementalist, Wayfarer and Weaponmaster, who uses Spellblade to cast powerful spells such as Thunderbolt, through his shortswords.
    • Although his background and skill suggest a story of pain and violence, Apsu is an optimist who strives to see the silver lining in all things – his Hope theme makes him a real touchstone for the entire group.
    Game Master Note: The GM should involve Apsu’s Player in establishing any information about the curse of blue hair and the water spirits, especially the most dangerous and aggressive ones.
    Donna Maxwell Profile

    DONNA MAXWELL

    BASIC INFORMATION

    Identity: Spark-spirit Huntress
    Theme: Guilt
    Origin: Illwind
    Quirk: Ancient Weapon
    Signature weapons: Seismic revolver

    DONNA IN DETAIL

    Backstory & Abilities

    • Three years ago, a research team led by Donna Maxwell left the fortified citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by arrogant curiosity, these scholars activated the ancestral mechanism which the Scripture calls the Matrix of Days, thereby freeing the Spark-spirit trapped in its engine and causing the destruction of Illwind.
    • Armed with a seismic revolver found in the Labyrinth, Donna swore to find and kill the Spark-spirit before it could unleash its fury once more. She considers herself Guilty of making a disastrous mistake, and she isn’t wrong.
    • Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a variety of infusions and capitalizes on her Insight thanks to Knowledge is Power.
    • Donna’s Player should be the go-to person for everything related to Illwind and its researchers, not to mention the Celestial Labyrinth and the dreadful wonders it hides.
    • Donna’s revolver is a powerful weapon that targets Magic Defense and deals 5 extra damage to elementals (a Quality valued at around 900 zenit), but it reacts unpredictably when near ancient machines and the ruins scattered across the entire region.
    Character Profile: Lady Undersson

    LADY UNDERSSON

    Basic Information

    Identity:
    Kind Android
    Condition:
    Without Memory
    Theme:
    Belonging
    Origin:
    Ancient Ruins
    Quirk:
    Underchild
    Signature Weapons:
    Clockwork Keys

    LADY UNDERSSON In Detail

    History & Lore:

    • When the villagers found her, Lady Undersson was standing still, in absolute silence, in front of the evergreen tree next to the entrance of the ancient ruins. Devoid of any memory regarding her previous function, the android decided to help the villagers in their everyday chores, overcoming their initial hesitation due to their past experiences with machines from underground.
    • Despite her desire to become part of the village community, Lady Undersson is plagued by short, fragmented visions of a hazy past that she cannot escape, and the looming feeling that she forgot something terrible.
    • Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys (see page 116) as her weapon of choice.
    • The Game Master should consult with Lady Undersson’s Player for details regarding ruins and ancient machines.
    • Over the course of the game, the Underchild Quirk allows Lady Undersson’s memories to become clearer and clearer until she remembers key information about a looming threat. It’s essential that this moment establishes once and for all a bond of trust between this PC and the rest of the group.

    Profile

    Order Details:

    Character Dossier: Laurence

    W LAURENCE

    BASIC INFORMATION

    LAURENCE IN DETAIL

    Backstory & Profile

    • When Laurence was just an apprentice hunter, his squad cornered a powerful and regal wyvern in its lair and killed it. However, when the captain, who Laurence saw as his adoptive mother, went in and exterminated the entire brood, something in his soul snapped and he swore never to kill again.
    • Recently, a mysterious force has been pushing beasts and monsters to attack human settlements, destroying vehicles, structures, and machinery with unprecedented ferocity. Laurence volunteered to accompany a team of heroes to discover what has caused such resentment.
    • Laurence is a Gourmet, Guardian and Weaponmaster. His Big Bro Quirk makes him excel at supporting the entire group.
    • The Game Master should consult Laurence’s Player when describing wild beasts and their habits, not to mention the tactics employed by the hunters of Arca.
    • Due to his oath, Laurence was mocked and shunned by the hunters of Arca, and his old captain considers him her greatest disappointment. It’s up to the other Player Characters to help him when mentor and pupil inevitably clash again.

    Transaction Details

    Character Dossier: Melissa Holtz

    MELISSA HOLTZ

    Chapter 103 | 33 PROTAGONISTS

    BASIC INFORMATION

    MELISSA IN DETAIL

    • In spite of her parents’ doubts, young Melissa worked hard and traveled far to discover the secret of alchemy, with the Ambition of attaining an official license and, upon her eventual return, bringing prosperity to the mountain hamlet of Eiche.
    • Melissa saved her money to buy a cart, pulled by a mighty and loving auroch. This traveling workshop is full of mementos, notes and unusual ingredients.
    • Melissa combines Gourmet, Spiritist and Sharpshooter: together with the rest of the group she adapted the Gourmet’s rules to represent alchemy, using five seasonal essences instead of tastes. Her alchemical scepters are custom arcane ranged weapons that she uses to fire her compounds, creating expanding clouds using Barrage.
    • Taking inspiration from the wu xing’s Late Summer, Melissa’s Player and the rest of the group decided to add a fifth season to their setting, the Calm, which has its own seasonal essence and is a time of transition for the entire world when the elements coexist and combine in ways that are, so far, poorly understood.
    • Melissa’s personal goals are rather simple, but the mystery of the Calm should have a deep influence on the story: of course, one or more Villains have plans for it.
    Mylo Ulve Character Profile

    Mylo Ulve

    (Page/Document Reference 104)

    Basic Information

    Identity: Gentleman
    Occupation/Role: Archaeologist
    Theme: Justice
    Origin: Zentralia
    Quirk: Mysterious Grimoire
    Signature Weapons: Elemental Rings

    Detailed Background

    • An archaeology graduate from the Golden College, Mylo Ulve left the capital when the Senate closed the faculty and sold all exhibits to collectors to bankroll a new expansionist campaign to the West. Mylo was able to save only the Codex Rubrum, an extraordinary magical tome that sometimes answers the reader’s question in the language of the ancient civilization of Escria.
    • The information in the Codex supports the College’s theories about Escria and the magical prowess of its Scribe-Priests, not to mention its downfall at the hands of the founders of Zentralia. Even more importantly, it completely invalidates the propaganda which presents the current aristocracy as scions of the glorious Escria.
    • Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy and potions and is one among the very few Zentralians that understand the language of Escria.
    • Mylo’s character should be the go-to person for everything related to the history of Zentralia and the fall of Escria (unless the group includes a descendant of the Escrians, of course).

    Character Goals

    • Uncover the truth about the Codex Rubrum and Escria.
    • Oppose the Zentralian nobles who crave the ancient magic of the Scribes.
    Octavia - Protagonist Profile
    Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI

    BASIC INFORMATION

    OCTAVIA IN DETAIL

    • The youngest offspring of the Polpi merchant clan, Octavia is a young oceanid, whose stubbornness and cutting humor hide a heart of gold. This spirit led her to rebel against her own family's ways of conducting business, prompting her decision to travel the surface world and build a commerce and communication network that addresses local needs—and outmaneuver her relatives in the process.
    • Octavia is always accompanied by two tireless bodyguards: Crabecca and Breamthony. Breamthony shares some of her opinions about the rest of the family, while Crabecca remains constantly worried for her safety.
    • Octavia’s shrewdness is well represented by her Merchant and Orator Classes. In times of emergency, she can deal substantial blows with her reinforced pipe (which utilizes the staff profile).

    Campaign Guidance Notes

    • The Player should provide information about the Polpi clan, the oceanids, and the underwater territory of Yonaguni. This must include details regarding available transportation methods for surface-dwellers planning a visit.
    • At the start of the campaign, Octavia is driven by her need for Rebellion. However, over the course of the game, she should realize the true nature of her feelings and demonstrate increased maturity.
    Ruairi Character Profile

    Ruairi Character Profile

    Basic Information

    Identity: Moth Court Outcast

    Theme: Solitude

    Origin: Hawthorn Forest

    Quirk: Outcast Fairy

    Signature Weapons: Floral greatswords

    Background & History

    • Once upon a time, Ruairi was a noble warrior of the Moth Court, but he was exiled because of his love for the Raven Witch, Baobhan Sith. He wandered alone for centuries, only to eventually stumble upon the tomb of his soulmate. There, he fell into a deep slumber, until the arrival of a group of heroes with more enthusiasm than common sense roused him from sleep.
    • Despite how much time has passed, Ruairi is still an exceptional fighter and many fairies remember his name; however, the relationship between humanity and the fairy realm has soured significantly, and both sides now look at him with suspicion.
    • Ruairi wields a floral greatsword and combines the abilities of Floralist and Darkblade, in a contrasting image of fragile beauty and visceral sorrow. True to faefolk tradition, iron is his weakness.

    Story Details / GM Notes

    • The Game Master should often consult Ruairi’s Player about all things related to the fairies’ society, tradition, and powers.
    • Ruairi doesn’t like to talk about it, but fairies cannot die unless killed, and such must have been Baobhan Sith’s fate. One day, he’s going to discover who was responsible and, on that day, he might swear Vengeance or perhaps even turn into a Villain.
    Tsukihime Character Profile
    107 | W | 33 PROTAGONISTS

    TSUKIHIME

    BASIC INFORMATION

    Identity:
    Incarnation of the Moon God
    Theme:
    Duty
    Origin:
    Second Moon
    Quirk:
    The Long Dream
    Signature weapons:
    Bows

    TSUKIHIME IN DETAIL

    • According to legend, when a grave danger looms over the Land of Elms and the Second Moon shines blue, the Moon God incarnates in the world with the shooting of an arrow. This time, the guardian is a young woman of elegant bearing and brave heart, albeit a bit stubborn. The Priestess named her Tsukihime, or Moon Princess.
    • Tsukihime’s Duty is to quell the restless spirits and purify the springs of the four rivers that cross the region. The task will prove much bigger than expected, and she cannot do it alone.
    • The moon’s favor grants Tsukihime a special affinity toward nature – her Classes are Chimerist, Invoker and Sharpshooter.
    • Tsukihime’s Player should be the go-to person for everything related to the Moon God, the Second Moon and the spirit world. At the same time, the Princess’ knowledge of human society is extremely limited and, above all, outdated.
    • Every incarnation of the Moon God is destined to return to the stars once their purpose is fulfilled. Hence, it’s essential that Tsukihime and the rest of the group develop strong emotional bonds over the course of the campaign. Perhaps these bonds will be powerful enough to prevent a painful farewell.
    Game Options Guide
    108

    Chapter Focus: Campaign Options

    From here on, the chapter focuses on new options and rules designed to enhance the natural fantasy vibes of your Fabula Ultima campaign. However, if the whole group agrees, you can use these options for any campaign.

    These introductory pages provide preliminary information about the various options, in terms of both mechanics and play experience, to help you identify the most interesting ones for your game.

    CUSTOM WEAPONS

    You can use this rule to create unusual weapons. It’s a simple and straightforward option with no profound gameplay implications – you can always leave it open to anyone who is interested.

    NATURAL FANTASY QUIRKS

    This option is more complex and has a significant effect on character creation. If you use it, each Player Character gains a set of unique mechanics defining their abilities and role in the story.

    • These effects are powerful, ranging from the ability to ignore Mind Point costs to brandishing a rare and ancient weapon.
    • Use Quirks if you and your group are comfortable setting aside the power balance between characters in favor of strong characterization.
    • This option works best in tight and collaborative groups and may be too complex if this is your first experience with the game.

    NEW OPTIONS

    W

    (Placeholder for content/detail regarding option.)

    Protagonists - Camp Activities

    CHAPTER CAMP ACTIVITIES

    This new optional rule allows the group to put more emphasis on resting scenes – rather than just a simple narrative interlude used to create a new Bond or modify existing ones, they become a way to provide special benefits to the entire group or to specific allies.

    In and of itself, this is a simple rule, but it adds a tangible benefit to the rest scenes which allows the group to showcase the personality and nature of each character.

    Important Consideration: If you use this option, resting scenes will take a larger part of each session, on average, and you will need to keep track of which Activities have already been used and what their benefits are (these are often single-use).

    NEW CLASSIC CHARACTERS

    These sample natural fantasy builds expand on those provided in the Core Rulebook (see page 172), expressing the full potential of this Atlas’ new Classes. You will also find two premade Groups to draw inspiration from – one features characters sharing a common Class, and the other with greater variety.

    NEW CLASSES

    The Natural Fantasy Atlas introduces four new Classes for Player Characters. They are designed to interact normally with those found in the Core Rulebook and other expansions without any modifications. The following pages contain some practical tips for Players and Game Masters to get the most out of these new Classes.

    NEW HEROIC SKILLS

    This last, lengthy section contains twenty-one new Heroic Skills. Some are tied to the new Classes introduced by this Atlas, but most add options for those found in the Core Rulebook.

    “I’ve never seen a flower like this.
    I wonder what its properties are!”
    Character Class Descriptions

    FLORALIST

    • Floralists shine both for the variety of effects they can unleash, and their efficiency – for all intents and purposes, the magiseeds are "automatic" secondary actions in addition to the character’s regular action. That being said, this Class requires good timing, because planting a magiseed one turn too late means wasting its potential.
    • Although the Floralist’s baseline aesthetic is tied to seeds and plants, you can use this Class to represent any character that can summon temporary little helpers. You can go for a few simple cosmetic changes (algae, mushrooms, corals, etc.), or you could choose something like clockwork turrets, support drones or even familiars, sprites or imps!
    • Usually, a Floralist’s abilities go way beyond those of a common gardener or botanist, and the Player should have final say when establishing any element of the setting tied to plants, forests, plant-related creatures, and enemies belonging to the plant Species.

    GOURMET

    • This is a very peculiar Class, designed to mimic the experience of exploring and combining items in a videogame by trial and error, without being able to consult a precise guide. Its key feature is procedural gameplay. Every Gourmet is different from the last, despite using the same five flavors: in order to discover which role the character will play in the group, you must first and foremost play them.
    • The Gourmet’s rules are based upon flavors, rather than specific ingredients. This makes it easy to use this Class to represent other specialists (like brewers, mixologists, confectioners or sushi chefs). You can also create strictly vegetarian or vegan menus. You may also adapt these rules to represent any character who combines materials or ingredients to create special effects, be they a chemist, an alchemist or a pyrotechnician – you only have to define five ingredient types, and voila!
    • The preparation, presentation and consumption of food are pivotal elements of each and every culture, and embody the themes of transformation and interdependence that are the beating heart of the natural fantasy style. If your group includes the Gourmet, take your time to describe the most unusual delicacies, but also to reflect upon the deep implications of ending one life to feed another.
    Character Archetypes: Protagonists

    33 PROTAGONISTS

    Character Archetypes

    INVOKER

    • Inspired by the geomancer archetype presented in some JRPGs, the Invoker never has access to their full range of abilities – instead, their invocations are based upon the elemental wellsprings available on the scene. To compensate, their cost in Mind Points is low and their effects are quite strong… not to mention the possibility of enhancing various kinds of damage with “Hex” invocations.
    • The Ripples Skill is very powerful, but requires a synergy with at least one other member of the group who is able to capitalize upon the different types of damage: the obvious choice is an Elementalist, but Chanters, Dancers (see High Fantasy Atlas, page 136 and 142) and Espers (see Techno Fantasy Atlas, page 150) are not far behind.
    • Far from being a mere gameplay rule, the fact Invokers don’t impose themselves upon the environment but rather adapt to it is a powerful thematic choice. It also creates a contrast with Elementalists, who have to spend vast amounts of Mind Points to reliably access whatever damage type they require. This tension, as well as the role of elemental creatures and the relationship between magical arts and ecology, are very interesting parts of the setting to explore.

    MERCHANT

    • Although more compact than the previous three Classes, the Merchant shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs and gives you access to the right tool at the right time, while the other Skills form an impressive support arsenal, especially for characters who heavily rely on Inventory Points, such as Tinkerers and Symbolists (see High Fantasy Atlas, page 146).
    • A cornerstone of the Merchant is that it doesn’t focus on accumulating money, as shown by the Real Treasure Skill. The heroic nature of this Class hinges upon communication, contacts, and helping exchanges between distant people. It’s a quest for richness and prosperity, but in a human, cultural and communal sense.
    • Merchants are curious, perceptive and very attentive individuals: some have traveled far and wide, others have accrued knowledge of every sort over the course of many negotiations, meetings and encounters. A Merchant’s Player should be involved in establishing setting elements such as trade routes, roads, relationships between people, and key resources, not to mention matters of etiquette, such as what would be the most fitting gift to present to a prominent public figure.

    “You must be strong, yes! But also humble, and kind.

    There is no other way for a better world.”


    Custom Weapon Guide

    Custom Weapons

    Introduction

    The majority of JRPG protagonists wield unique weapons that reflect their personal style and character identity. These custom creations range from battle umbrellas to gun axes, proving that no weapon concept is too impractical!

    These following rules guide you in creating a personalized weapon for your hero during the character creation process. Later on, the Game Master may create rare versions of these weapons according to the standard rules found in the Core Rulebook (see page 268). Sample rare custom weapons can be viewed on subsequent pages.

    Note: Custom weapons are not necessarily superior to normal basic weapons. Always choose your weapon based on what best fits your character's personal vision and lore.

    Creating a Custom Weapon

    A custom weapon must adhere to the following foundational characteristics:

    Core Characteristics

    • Category: Belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown).
    • Weapon Type: It is not inherently a martial weapon (W), but can become one depending on the customizations chosen.
    • Hand Requirement: It must be a two-handed weapon and cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page 238); thus, it always occupies both hand slots.
    • Function: It functions as either a melee or a ranged weapon (your choice), regardless of the Category selected.
    • Cost: The base cost is set at 300 zenit.
    • Accuracy Check: Relies on either (DEX + INS) or (DEX + MIG) (your choice).
    • Damage Output: Deals physical damage equal to (HR + 5).

    Customizations

    Furthermore, a custom weapon is enhanced by receiving three customizations selected from the available list:

    • Each customization can only be chosen once for any single custom weapon.
    • Selecting a customization marked with W will classify the weapon as a martial type.
    • If a customization includes the pronoun “you,” it refers directly to the character who equips the weapon.
    • Be advised that some especially powerful customizations may count as two separate selections or increase the total cost of the custom weapon beyond the base price.
    Weapon Customization Details

    WEAPON CUSTOMIZATIONS

    Page 113
    Accuracy Boost
    Adds a +2 bonus to the weapon’s Accuracy Check formula.
    Defense Boost
    You gain a +2 bonus to Defense, and you are treated as having a shield equipped for the sake of your Skills (for instance, Defensive Mastery or Dodge – see Core Rulebook, pages 197 and 203).
    Elemental
    Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage of the chosen type instead of physical, and also deals 2 extra damage.
    Magic Defense Boost W
    You gain a +2 bonus to Magic Defense.
    Powerful W
    The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
    This customization is not available for arcane and dagger weapons, or for weapons with the quick customization (see below).
    Quick (counts as two customizations) W
    When you perform the Attack action and choose to attack with this weapon, you may perform two attacks (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting (see Core Rulebook, page 69).
    Transforming
    (Increases the custom weapon’s cost by 100 zenit)

    This weapon has a second form, which must be designed as a separate custom weapon, must have the transforming customization, and doesn’t cost you any zenit.

    While you have one of the two forms equipped, you can equip the other form whenever you want. During a conflict scene, you can only do so during your turn, while no other effect is being resolved, and only once per turn.

    If one or both of the forms are martial (W ), remember that you must have the appropriate Classes to equip them. Additionally, a transforming weapon can still only have one Quality (the Quality applies to both forms).

    Custom Weapon Compatibility Guide

    Weapon Compatibility

    Custom weapons allow you to create the most bizarre armaments you can imagine, but at the same time, efforts have been made to keep them somewhat balanced. For instance, one might argue that a quick and accurate custom weapon is always better than a pair of steel daggers, but there is a loss in flexibility because you can’t combine that custom weapon with a different weapon – there’s pros and cons to each choice.

    Transforming Weapons

    The transforming customization is by far the most complex option provided by custom weapons. One important note, however: if one form of your weapon is a melee weapon and the other is a ranged weapon, or if they belong to different Categories, you only gain the benefits of one form at a time.

    For instance, if you use a weapon with a melee form and a ranged form, you won’t be able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack while simultaneously having Crossfire available.

    A character wielding a transforming weapon is always free to decide which form they start with at the beginning of a conflict.

    Sample Natural Fantasy Custom Weapons

    The following pages showcase a few examples of natural fantasy-style custom weapons, accompanied by possible rare evolutions. The following conditions apply:

    • You may never wield a custom weapon in a single hand, not even decreasing its damage by 4 as indicated on page 268 of the Core Rulebook.
    • When it comes to transforming weapons, any modification (extra damage, Qualities, Accuracy bonuses etc.) is automatically applied to both forms.

    Narrative Considerations

    Sometimes, a Player Character’s custom weapon will have narrative weight (such as if it was obtained via the Ancient Weapon Quirk, on page 121). In that case, it can be a good idea to describe later rare variants as “upgrades” of the initial weapon, instead of completely different items (for instance, they might be described as ribbons attached to the hilt of a sword, or arrows with unique properties for a bow).

    However, the rules and mechanics that govern items and equipment should not be altered.

    Document Footer/Reference: ()
    Protagonists Chapter 9
    Chapter 9

    AUTODRIVERS

    Protagonists

    Loud and powerful, these weapons were developed by the Merchant Chloe from just a sketch and a double-pressure tank. Built to process very tough material, rather than for combat, they nevertheless proved themselves as highly effective weapons, especially when combined with a host of experimental chemicals (see infusions, Core Rulebook, page 214).

    STAKE DRIVER W

    The weapon’s basic form, worth 300 zenit.

    Stats

    • Accuracy: (DEX + INS) +2
    • Damage: (HR + 10) physical

    Specifications

    • Spear
    • Two-handed
    • Melee
    • No Quality.

    This weapon has the accurate, defense boost and powerful customizations.

    AUTOSCRAPPER W

    A possible rare evolution, worth 1400 zenit.

    Stats

    • Accuracy: (DEX + INS) +2
    • Damage: (HR + 14) earth

    Specifications

    • Spear
    • Two-handed
    • Melee
    • Effect: When you reduce an enemy to 0 Hit Points with this weapon, you gain a material, chosen by the Game Master, worth an amount of zenit equal to or less than (your Tinkerer level, multiplied by 100).

    This weapon has the accurate, defense boost and powerful customizations.

    “Oh! If we connect
    the primary compressor
    to the combustion chamber,
    dividing the pressure
    between the eight
    secondary valves…
    hehehe!”

    9 CLOCKWORK KEYS

    These special keys fit perfectly in Lady Undersson’s back socket (see page 101) and power the special electrical beam she fires from her chest.

    BRASS KEY Worth 300 zenit

    The weapon’s basic form.

    Accuracy: (DEX + INS)
    Damage: (HR + 7) bolt
    • Arcane
    • Two-handed
    • Ranged
    • No Quality.

    This weapon has the accurate, defense boost and elemental customizations.

    OXIDIZED KEY Worth 800 zenit

    A possible rare evolution.

    Accuracy: (DEX + INS)
    Damage: (HR + 7) bolt
    • Arcane
    • Two-handed
    • Ranged

    Special Ability: All damage dealt by your spells becomes air and its type cannot change. When an ally present on the scene performs the Guard action, you may swap this clockwork key with a different one in your backpack.

    This weapon has the accurate, defense boost and elemental customizations.

    9 FLORAL SCISSORS

    These huge scissor-swords are the weapon of choice of Jacek, the Floralist. They can chop even the toughest shrub with ease.

    ROSENSCHWERT Worth 300 zenit

    The weapon’s basic form.

    Accuracy: (DEX + INS)
    Damage: (HR + 10) physical
    • Sword
    • Two-handed
    • Melee
    • No Quality.

    This weapon has the accurate, magic defense boost and powerful customizations.

    Page 117

    33. PROTAGONISTS

    CRESCENT SCISSORS

    A possible rare evolution, worth 1000 zenit.

    Basic Info

    • Type: Sword
    • Handling: Two-handed
    • Combat Style: Melee
    This weapon has the accurate, magic defense boost and powerful customizations.

    Form Details

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 10) light

    Unique Features: When you use the Graft Skill (see page 139), you may erase 1 section of your Growth Clock. • This weapon has the accurate, magic defense boost and powerful customizations.

    EYRE

    For those who don’t sacrifice elegance, even during the most dangerous adventures.

    The weapon’s basic form, worth 400 zenit.

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 5) physical
    • Type: Dagger
    • Handling: Two-handed
    • Combat Style: Melee
    • Quality: No Quality.

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    Form II

    • W Accuracy: (DEX + INS) +2
    • Damage: (HR + 10) physical
    • Type: Firearm
    • Handling: Two-handed
    • Combat Style: Ranged
    • Quality: No Quality.

    Features: This weapon has the accurate, powerful and transforming customizations.

    EARNSHAW

    A possible rare evolution, worth 1000 zenit.

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 9) dark
    • Type: Dagger
    • Handling: Two-handed
    • Combat Style: Melee
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    Form II

    • W Accuracy: (DEX + INS) +2
    • Damage: (HR + 14) dark
    • Type: Firearm
    • Handling: Two-handed
    • Combat Style: Ranged
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.

    Features: This weapon has the accurate, powerful and transforming customizations.

    “The Lake Moth was one of the last spirits to fall prey to the Fury, and this metal harbors their last will.”

    Weapon Catalogue Excerpt

    Page 118

    HEAVY ARBALESTS

    These massive crossbows must be fitted to a tripod before shooting. They are built out of sheets of metal found in ancient ruins.

    GASTRAPHETES

    Basic Form | Worth 300 Zenit

    The weapon’s basic form.

    • Accuracy: (DEX + MIG) +2
    • Damage: (HR + 10) physical
    • Attributes: Bow, Two-handed, Ranged, No Quality.

    This weapon has the accurate, defense boost and powerful customizations.

    HELEPOLIS

    Possible Rare Evolution | Worth 1600 Zenit
    • Accuracy: (DEX + MIG) +2
    • Damage: (HR + 14) fire
    • Attributes: Bow, Two-handed, Ranged.

    Deals 5 extra damage to creatures suffering from slow.

    This weapon has the accurate, defense boost and powerful customizations.

    METEOR BELLS

    The warrior-invokers who pass the trial of the Whispering Mountain wield these unusual weapons: a pair of massive, hallowed rattles, connected by a strong hemp rope or a heavy chain.

    COPPER RATTLES (Form I)

    Basic Form | Worth 400 Zenit
    • Accuracy: (DEX + MIG)
    • Damage: (HR + 5) physical
    • Attributes: Brawling, Two-handed, Melee, No Quality.

    This weapon has the quick and transforming customizations.

    COPPER RATTLES (Form II)

    Variant Upgrade | (No listed cost, assumes upgrade path)
    • Accuracy: (DEX + MIG)
    • Damage: (HR + 12) ice
    • Attributes: Flail, Two-handed, Melee, No Quality.

    This weapon has the elemental, powerful and transforming customizations.

    W
    Weapon Listings
    Page 119

    PROTAGONISTS

    WATER TOLL

    A possible rare evolution, worth 1500 zenit.

    Form I

    Accuracy: (DEX + MIG)
    Damage: (HR + 9) physical
    Attributes: Brawling • Two-handed • Melee
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • This weapon has the quick and transforming customizations.

    Form II

    Accuracy: (DEX + MIG)
    Damage: (HR + 16) ice
    Attributes: Flail • Two-handed • Melee
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • This weapon has the elemental, powerful and transforming customizations.

    SEEKER’S SHOVELS

    The crystal-seekers from Rockvale learn how to handle these massive shovels from birth.

    SHOVELPICK

    (Basic Form), worth 300 zenit.

    Accuracy: (DEX + MIG) +2
    Damage: (HR + 12) physical
    Attributes: Heavy • Two-handed • Melee
    • No Quality.
    • This weapon has the accurate, defense boost and powerful customizations.

    VANGUARD SPADE

    A possible rare evolution, worth 1300 zenit.

    Accuracy: (DEX + MIG) +2
    Damage: (HR + 16) physical
    Attributes: Heavy • Two-handed • Melee
    • You gain Resistance to earth damage. Additionally, when you suffer earth damage, you gain 50 zenit and regain 1 Inventory Point.
    • This weapon has the accurate, defense boost and powerful customizations.
    cc Weapon customizations are not part of its Qualities!
    Quirks System Rules

    Quirks (Advanced Optional Rule)

    Quirks are an advanced optional rule that provides strong thematic and mechanical options for Player Characters. The Quirks presented in these pages were written with a Natural Fantasy assumption, but may be used in any campaign; you may also use them as reference to create your own Quirks — but you should only use those if the rest of your group agrees to it.

    Rules and Guidelines

    • A Player Character may only ever have one Quirk.
    • If you use Quirks in your game, it is strongly suggested that each Player Character begins play with one; additionally, no two characters in the same group should have identical Quirks.
    • On average, a group of Player Characters with access to Quirks will be able to tackle more challenging situations than what would be normal for their level.
    • If it makes sense in the story, a character may lose their current Quirk and gain a different one — discuss this with the group.
    USING QUIRKS IN YOUR GAME

    Quirks should be seen as a mechanical and narrative reinforcement of your characters’ unique nature. Keep the following in mind:

    Key Considerations

    • Shaping the Game: Even the less impactful Quirk is a powerful statement about your character and their role in the story. If you pick Ancient Weapon, that item will surely have narrative implications; if you go with The Long Dream, you are inviting the Game Master to create situations in which you’ll be pressed to use your powers. Quirks will take the already heroic Player Characters and kick them up a notch, which can prove a bit overwhelming. Think carefully before you use them!
    • Freedom of Choice: You don’t need a Quirk for your character concept to be valid. If your Identity is “Barkville’s Firstborn”, you shouldn’t feel forced to pick Stubborn Scion for that Identity to be relevant to the story.
    • Ideal Uses (What you should use Quirks for): Bringing interesting situations into play, giving your character unique issues to confront, providing additional mechanical support to your character’s Traits.
    • Forbidden Uses (What you should never use Quirks for): Making your character stronger than the rest of the group, stealing the spotlight, bringing sensitive topics that make others uncomfortable into play.

    Natural Fantasy Quirks

    (Note: The remaining text seems to be a citation or header fragment and is placed under context.)

    W ()

    Game Rules Summary

    Protagonists

    Chapter 9: Ancient Weapon / Chapter

    Ancient Weapon

    You don’t fear delving deep in the ancient ruins; from their cold tunnels you have retrieved an unusual weapon, which saved your life in more than one occasion. Where did you find it? When did you stumble upon a similar weapon, and who carried it?

    • Custom Weapon Creation: Together with the rest of your group, create a rare custom weapon (see page 112) worth 1200 zenit or less.
    • The weapon should have an especially unusual and technological appearance; making it a firearm and determining that similar items are rare and mysterious in your world is advised.

    Game Master Complications:

    Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to the unique nature of the weapon (such as strange machines reacting to its presence, or monsters drawn to the special energy it emits). However, the weapon cannot be destroyed, damaged, lost, or stolen without your permission as a Player.


    Arboreal

    The Arboreal Challenge

    You are a sentient plant creature, with humanoid intelligence. Do you belong to a particular species, or are you one of a kind? How does your life cycle function? Do you resemble a specific type of plant, flower, or tree?

    Mandatory Choices

    • Status Immunity: Choose a status effect (dazed, enraged, or shaken). You are immune to the chosen status effect.
    • Vulnerability: You also gain Vulnerability to a damage type of your choice: air, bolt, earth, fire, or ice.
    • Unique Spell Learning: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic Check is required, use (INS + WLP)). Customize the spell as needed (name, damage type, status effects etc.).
    • Sunlight Bonus: When you cast this spell while in sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).
    Character Quirks Documentation

    Character Quirk Documentation

    9 BIG BRO

    Your travel companions know they can rely on you when it’s time to make camp and catch a precious breath among the constant pressure of your adventure. Who taught you to care for others? Is there anyone among the other Player Characters you see as a younger brother or sister? What special promise did you make them?

    If your group’s campaign does not make use of the optional rule Camp Activities (see page 130), your character still gains access to it. Your character gains access to three Camp Activities instead of only two.

    If you gain this Quirk during a campaign that already makes use of Camp Activities, you simply gain access to a single new Camp Activity of your choice.

    • When you choose to perform Camp Activities during a Rest, choose one option:
    • Perform two different Camp Activities, whose effects cannot be applied to the same creature; OR
    • Perform the same Camp Activity twice, applying its effects to two different creatures.

    9 CURSED

    You bear the burden of a strange curse. Through which supernatural effects does it manifest? How did you become cursed? Did you bother a magical creature or explore a forbidden place? Who might tell you how to break it?

    When you acquire this Quirk, describe the nature of your curse and tie it to one of the threats present in your world. Once this threat is resolved, you will finally have a chance to break free from the curse - describe how you expect this to happen.

    Examples: nearby animals become aggressive; waters become treacherous when you swim or sail; invisible sprites misplace your belongings.

    • When you are about to perform a Check, you may instead describe how your curse gets in the way and automatically roll a fumble (both dice are treated as if you had rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate an opportunity as normal.
    • If you ever manage to break the curse, immediately gain a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don’t have). This includes choosing a Heroic Skill for a Class you do not have.
    Character Quirk Guide

    PROTAGONISTS

    Chapter 9: Character Quirks

    Elemental Soul (Air, Bolt, Earth, Fire, or Ice)

    You are deeply infused with the power of a natural element. Who among your forebears first received this magical spark? What troubles has it caused you?

    Mechanics:

    • Choose your elemental damage type: air, bolt, earth, fire, or ice.
    • You gain Resistance to the chosen damage type; additionally, whenever you deal damage, you may change its type so that it matches your elemental damage type.
    • However, you also gain Vulnerability to a different damage type chosen among those five.

    You also gain the ability to perform Rituals of the Elementalism discipline, but only if those Rituals manipulate your chosen element (respectively air, electricity, earth/rock, fire, and ice/water).

    Flight

    You belong to a unique heritage of humanoids who have the ability to fly or levitate. How does this work? Is it magical, or do you have wings? How did this particular advantage shape the history and society of your people? How do people usually react when they see you?

    Benefits:

    • You are able to fly. In addition to the obvious advantage in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets.

    Limitations:

    • While in Crisis or unable to fly freely (such as when you’re inside a vehicle designed for human-sized creatures or in a narrow corridor), you lose all benefits granted by this Quirk.
    • Additionally, when you suffer air, bolt or ice damage during a conflict scene, you lose the benefits of this Quirk until the start of your next turn.
    “No blame in being afraid sometimes.
    That's why we stick together: so that our friends can be brave for us, when it happens.”
    Mysterious Grimoire Quirk

    9 MYSTERIOUS GRIMOIRE

    You came into possession of an old and hefty magical tome; sometimes, scribbles and advice appear on its pages, helping you in your adventures. Where did you find it? What kind of personality emerges from the text’s style and tone?

    As long as you have this Quirk, your grimoire is an indestructible artifact that cannot be lost or stolen unless as a consequence of Surrender.

    Quirk Functionality

    When your group stumbles upon a danger or discovery after a travel roll, you may ask the Game Master a single question concerning that danger or discovery (you may ask it immediately or save it for later); the Game Master answers truthfully and describes how the answer appears on your grimoire.

    Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options.

    • Awakened Consciousness: You lose this Quirk and the grimoire turns into a Non-Player Character. Create this NPC together with the rest of your group, giving them a name and describing their appearance. They do not have an NPC profile and do not take part in Checks or conflicts, but they learn two spells of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively). Once per conflict, if requested, the NPC will cast one of these spells. Spells cast this way will be cast at the end of the current round, require no Mind Points, and use 2d10 for the Magic Check (if needed).
    • Hidden Magic: You lose this Quirk, but your grimoire will still share a final and most powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells, Hope, and Volcano (see Core Rulebook from page 232 onwards; you may choose a Skill whose requirements you do not fulfill).
    Alternative Use

    You could also use this Quirk to introduce a new Player Character (and Player) in your group; if you do, the character who had taken this Quirk should receive the benefits listed by Hidden Magic instead of those in Awakened Conscience. Suggested Quirks for a Player Character brought into a campaign this way are Arboreal, Robot, The Beast Who Spoke, and The Long Dream.

    Aftermath

    Whatever your choice, the grimoire goes back to being a completely normal book and the Game Master chooses one option: the grimoire provides a key clue regarding a threat that is present in your world; or the grimoire reveals the existence of a new threat and provides a key clue about it.

    Protagonist Guide

    PROTAGONISTS

    Outcast Fairy

    Lore and Background

    Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with the stream of souls... but it has been long since you last visited. What went wrong? What is the state of the Realm at the moment? Who governs it?

    You may always communicate with any creature belonging to the beast, elemental, and plant Species.

    Abilities

    • Magic Spells: You learn one spell of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively).
    • Rituals: Additionally, you gain the ability to perform Rituals whose effects fall within the Ritualism discipline. You may use these Rituals to transport creatures in and out of the Realm of Fairies.

    Weakness (Unique Flaw)

    You also possess a unique weakness typical of fairies: decide it together with your group.

    Weakness Mechanic: Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to this weakness or have you automatically fail a Check. (The GM must do so before the Check is performed; both the Check’s Result and High Roll are treated as being 0).

    Examples: You are allergic to iron; you must count all poured grains of sand or salt; if you see someone perform a specific gesture, you must do the same.

    Robot

    Lore and Background

    You are an artificial body in which a mysterious life shines, lone descendant of an age lost to time. Do you look organic or mechanical? What prevents you from perceiving or communicating like a normal human would? What fragmented memories do you still hold from the time you were created?

    Mechanical Traits

    • Status: You are not considered a living creature.
    • Resistances/Immunities: You gain Immunity to poison damage, Resistance to earth damage, and are immune to the poisoned status effect.
    • Sustenance: You do not need to breathe, eat or drink, but you still follow the normal rules for resting; you also recover Hit Points and recover from status effects as normal.

    Abilities

    • Technical Proficiency Bonus: You gain a +2 bonus to all Checks you perform to examine or interact with machines, technology, and constructs (except for Accuracy Checks and Magic Checks).
    Quirk Profile: Stubborn Scion

    9 STUBBORN SCION

    You hail from the wealthiest, most influential family in this region. On what do they base their fortune and reputation? Are you the only heir? What is it about your family you really can’t stand, and why did it lead you to join the other characters?

    If you choose this Quirk during character creation, increase your initial savings (see Core Rulebook, page 165) by 1000 zenit.

    Companions: The Loyal Bodyguards

    Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name and describe their appearance. They do not have an NPC profile and never take part in Checks or conflicts, but you are inseparable and they somehow appear whenever you need their help.

    • Be careful! When you suffer damage, you may halve it.
    • Information Retrieval: During a Rest, you may ask the Game Master one question; they will answer truthfully.
    • Elemental Damage Boost: When you create an elemental shard, you may have it deal extra damage equal to (5 + half your level).

    Limitations and Shared Strain: Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue Points. This fatigue is shared between bodyguards; it is not tracked individually. As long as they have 10 or more Fatigue Points, you cannot rely on them.

    Recovery: At the end of each session (approximately four hours of play), your bodyguards recover from 1d6 Fatigue Points (to a minimum of zero).

    Thematic Considerations for Quirk Creation

    Many Quirks bring complex themes to your table: for instance, The Long Dream presents a dynamic that can be dangerously close to that of a terminal illness; Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to the character being seen as an anomaly or even as a threat; Stubborn Scion can involve generational conflict and toxic family pressure; Cursed or Survivor imply seriously traumatic experiences.

    Player Safety Commitment: When you choose and customize your Quirks, commit to respecting the personal boundaries of those who play with you. Use lines and veils (see Core Rulebook, page 140) and be ready to pause the game if a scene is making someone uncomfortable. Be kind to each other, and be kind to yourselves.

    Character Class Profiles

    PROTAGONISTS

    9. SURVIVOR

    You are among the few who survived a natural catastrophe or the attack of a dreadful creature. Do you believe someone is responsible for this? Were you able to keep in contact with any other survivors? Do you think reconstruction is possible?

    Permanent Benefits

    • Permanently increase your maximum Hit Points and maximum Mind Points by 5.

    Choose One Option:

    • Gain the ability to equip martial melee and ranged weapons, martial armor, and martial shields;
      (*Restricts equipment choice*)
    • Learn any one spell from the Elementalist or Spiritist lists.
    • Permanently increase your maximum Inventory Points by 2.

    9. THE BEAST WHO SPOKE

    You belong to a long line of magical beasts who protected human villages over the centuries; nowadays, however, humanity has forgotten your role. Where do you make your nest? Do you know of any of your kind who are still alive? Who, among the other Player Characters, has shown interest or respect towards your nature?

    Restrictions & Bonuses

    You may not equip any items, with the exception of accessories and weapon and armor modules (see Pilot Class, page 158 of the T echno Fantasy Atlas). However, as long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense.

    Additional Benefits (Choose Two):

    • You may also equip custom weapons (see page 112 for more).
    • Spell Mastery: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose the spell Devastation; if a Magic Check is required, use (MIG + WLP)): customize the spell as needed (name, damage type, status effects etc.).
    • Unarmed Strikes: Your attacks with unarmed strikes deal 6 extra damage. This amount increases to 10 extra damage if you are level 30 or higher.

    Character Lore & Mechanics

    THE LONG DREAM

    Long ago, your spirit dwelled in nature; then, something brought you to take on a human form, but it won’t be forever. Was it a prayer or some kind of magic? What part of your appearance betrays your origin? Do you fear that last farewell?

    The Approaching Farewell

    At the end of each session (approximately four hours of play), before assigning XP, roll 2d20. If you roll a number equal to or lower than your current character level, the last farewell approaches.

    • When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points, you may instead ignore that cost. If you do, the last farewell approaches.

    At the end of a scene where you ignored a cost as described above, if the last farewell has approached at least 10 times already, the moment has come for you to leave the world of humans. You shall forever return to your original form as a natural and inanimate object: together with your group, take your time to roleplay one last bittersweet moment before you go.

    The same happens if you Sacrifice yourself.

    Examples

    • You might turn into a great guardian tree.
    • Into a visage on the side of a cliff.
    • Into a uniquely shaped rock, or into the brightest star in the sky.

    A character whose last farewell has come is considered dead in game terms, and cannot be brought back.

    However, from now on all Player Characters in the campaign (including your new character) will receive 1 additional Fabula Point at the start of each session (approximately four hours of play).

    TRAVELING WORKSHOP

    You own a transport that also acts as your shop and laboratory. How did you obtain it? How does it move, and what energy fuels it? What makes it extremely recognizable? Normally, how do people react to its passage?

    Quirk Requirements

    • You may only choose this Quirk if your character has acquired one or more Classes among Gourmet (see page 148) and Tinkerer (see Core Rulebook, page 210).

    Mechanics

    • You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is big enough to accommodate you and the rest of your group, plus two or three guests, but unfit for combat.
    • If a Project requires a special ingredient or material, you may spend 1 Fabula Point to suddenly stumble upon something similar in your workshop; if you do, the invention must have a terrible flaw (see Core Rulebook, page 134).
    Character Quirk Detail

    33 PROTAGONISTS

    CHAPTER 9 UNDERCHILD

    There isn’t much you remember about your past, but upon awakening you found yourself in the depths. Once you reached the surface, you realized you weren’t exactly like everyone else—you are spontaneously attuned to ancient technology and boast a strange power reserve you can draw from. Who was the first person you encountered? What items did you have with you? Are you afraid of regaining your memories?

    The Primal Attunement Quirk

    When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points, or Inventory Points during a conflict, you may instead ignore that cost. If you do, you cannot ignore a cost this way again until the end of your next Rest.

    Examples of Source:

    • A magic gem hidden in your left eye.
    • A power generator grafted to your arm.
    • An arcane circuit that resembles an intricate tattoo.

    Additionally, when you encounter a contraption or creature connected to ancient technology or to a ruins’ past, you may choose one option:

    • Ask the Game Master its purpose;
      (or)
    • Ask the Game Master what can activate it;
      (or)
    • Ask the Game Master what can deactivate it.

    The Game Master answers truthfully and you describe a brief flashback that reveals the answer.

    After you receive an answer this way for the sixth time, you remember the real reason why you had been left dormant underground. The Game Master chooses one option:

    • You remember a key clue regarding a threat that is present in your world;
      (or)
    • You remember the existence of a new threat and receive a key clue about it.

    Note: You will keep all benefits from this Quirk after this revelation (both the ability to ignore costs and to ask questions).

    Camp Activities Rule

    Camp Activities

    Camp Activities are an optional rule designed to give greater spotlight to resting scenes (see Core Rulebook, page 91) and provide more options in addition to just increasing or modifying Bonds. While they have been created with a natural fantasy tone in mind, they can be used in any campaign.

    Using this rule will not make Player Characters especially more powerful than normal, but surely offers an improvement in flexibility.

    Choosing Camp Activities

    If you use this optional rule, each Player Character gains access to two different Camp Activities, chosen during character creation from the list in the following pages.

    • Make sure to avoid redundant Camp Activities within the same group.
    • Choose Activities that fit your Player Character’s concept and Identity.

    Using Camp Activities

    When Player Characters play a resting scene (be while inside a settlement or in the wilderness), each Player Character who takes part in it may perform one among the Camp Activities they have access to, describing it and applying its benefits to the chosen target.

    It should be noted that each character may choose how to employ the resting scene, independently from everyone else.

    Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each. They decide to play a resting scene inside the tavern; Brandon Sleeps Soundly to gain an additional action in the future, while Martha prepares a Double Portion for Ylua, who is often the target of the party’s healing spells. Seeing Martha’s kindness, Ylua decides to use this scene to Gather a few useful ingredients for the cook... hoping not to get into any trouble!
    Whether they perform a Camp Activity or not, characters may still use the resting scene to adjust their Bonds (see Core Rulebook, page 91).

    Camp Activities

    Camp Activity Benefits

    Keeping Track of the Benefits

    Many Camp Activities provide a benefit that can be used only once before the next rest. To make sure you easily remember which characters have access to each specific benefit, you could use tokens, counters, or other small objects that express the personality of whatever Player Character performed the corresponding Camp Activity.

    Example: Brandon’s player keeps track of Sleep Soundly using a pink plastic button; on the other hand, Martha’s player gives a little badge portraying a slice of cake to anyone who benefits from her Double Portion.

    If the benefit carries over from one session to another, instead, you can simply take note of it in a clearly visible area on your character sheet!

    Camp Activity Target

    • Camp Forge Yourself Choose one option:
      • You repair a damaged item owned by the group; or
      • You create a single basic weapon, armor, or shield of your choice (see pages 130-133 of the Core Rulebook) without paying its cost in zenit; or
      • You destroy a single piece of equipment owned by the group and obtain a material whose value is equal to the cost of the destroyed item (see page 74 for more information on materials).
    • Cartography Yourself Once before the next rest, after your group makes a travel roll, you may reroll the die and keep the new result.
    • Combat Lesson One ally Once before the next rest, after making an Accuracy Check or a Magic Check for an offensive spell (OO), the target may add a bonus of +4 to the Result of the Check.
    Character Abilities & Skills
    Page 132

    CAMP ACTIVITY TARGET

    Daydream Yourself

    Once before the next rest, when you lose Hit Points for whatever reason, you may choose to halve that HP loss.

    Double Portion

    One ally

    Once before the next rest, if the target is about to recover Hit Points, they may double the amount of Hit Points recovered.

    Exploration Yourself or one ally

    You spend your time looking for useful items; describe how, then roll 1d6.

    • 1. Ouch! You recover half the normal amount of HP and MP during this rest.
    • 2. Not what I was looking for... The target regains 2 Inventory Points.
    • 3-5. Hoho, this can be useful! The target regains 3 Inventory Points.
    • 6. Jackpot! The target regains 3 Inventory Points, and you also find an amount of zenit equal to (your character’s level × 50).

    Gathering

    A character with the Gourmet Class

    You look for ingredients in the area; describe how, then roll 1d6.

    • 1. H-help! At the end of this rest, the entire group will be caught in an easy conflict against a threat whose level is equal to the group level.
    • 2. Will these be okay... The target receives 2 ingredients with random tastes.
    • 3-5. Looks tasty! The target receives 3 ingredients with random tastes.
    • 6. Ah, these! The target receives 3 ingredients, each with a taste of their choice.

    Magic Lesson

    One ally

    Choose a single spell among those you know. Once before the next rest, the target may perform the Spell action to cast the spell you chose (they must still pay its MP cost and perform any Magic Checks as needed).

    Martial Practice

    Yourself

    Once before the next rest, when you perform an attack, you may grant that attack multi (2) or increase its multi property by one point.

    Character Abilities Reference

    PROTAGONISTS

    Chapter Activity Targets

    Camp Activities & Abilities:

    • Massage Target: One ally

      Once before the next rest, if the target is about to pay a Mind Point cost, they may halve that MP cost. This benefit cannot be applied to a Ritual’s MP cost.

    • Midnight Oil Target: Yourself

      You generate 3 points of progress for a single Project of your choice.

    • Pep Talk Target: One ally

      Once before the next rest, if the target is about to recover Mind Points, they may double the amount of Mind Points recovered.

    • Planning Target: One ally

      Once before the next rest, after the target performs a Group Check as leader or performs a Check to examine someone or something, they may add a bonus of +4 to the Result of that Check.

    • Sleep Soundly Target: Yourself

      Once before the next rest, you may perform an additional action on your turn during a conflict scene. This action must be used to perform the Equipment, Hinder, or Inventory action.

    • Training Target: Yourself

      Once before the next rest, if you are about to suffer one or more status effects from the same source, you may instead choose not to suffer any of those status effects.

    Note on Creation: You might create new Camp Activities for your characters; if you do so, try to keep them on the same power level as these. Then again, if your group has a passion for fantasy cooking, you might change this rule so that each Activity is instead a special dish created by your character, and always has one ally as the target—sharing is caring, after all!

    Options and Variants

    NEW CLASSIC CHARACTERS

    ELEMENTAL ACROBAT

    Stats: Dexterity d10, Insight d6, Might d8, Willpower d8

    • Fury (1 level): Indomitable Spirit
    • Invoker (3 levels): Invocation (SL 2), Ripples
    • Sharpshooter (1 level): Barrage
    Equipment: Giant chakram (custom weapon, (DEX + MIG), thrown, ranged, accurate, defense boost, powerful), combat tunic. Zenit Cost: 120 zenit.

    FLUTIST MONK

    Stats: Dexterity d6, Insight d8, Might d8, Willpower d10

    • Invoker (3 levels): Invocation, Wellspring Expansion (SL 2)
    • Spiritist (2 levels): Ritual Spiritism, Spiritual Magic (Cleanse)
    Equipment: Staff (described as a magic flute!), sage robe. Zenit Cost: 270 zenit.

    FRONTIER RESEARCHER

    Stats: Dexterity d8, Insight d10, Might d6, Willpower d8

    • Loremaster (1 level): Quick Assessment
    • Merchant (2 levels): I’ve Heard of It!, Winds of Trade
    • Sharpshooter (2 levels): Crossfire, Warning Shot
    Equipment: Twin pocket pistols (custom weapon, (DEX + INS), firearm, ranged, accurate, quick), travel garb. Zenit Cost: 170 zenit.

    GRINNING VETERAN

    Stats: Dexterity d6, Insight d8, Might d10, Willpower d8

    • Gourmet (3 levels): Cooking, Knife and Fork, Traveling Cook
    • Guardian (1 level): Protect
    • Weaponmaster (1 level): Bladestorm
    Equipment: Waraxe, runic plate. Zenit Cost: 70 zenit.

    KEEPER OF THE SACRED TREE

    Stats: Dexterity d6, Insight d6, Might d10, Willpower d10

    • Arcanist (3 levels): Bind and Summon (Oak), Emergency Arcanum (SL 2)
    • Invoker (2 levels): Invocation, Linked Invocation
    Equipment: Staff, travel garb. Zenit Cost: 370 zenit.
    Protagonist Dossier

    Protagonists Dossier

    LOTUS DUELIST

    (DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8)

    Classes & Abilities:

    • Elementalist (2 levels): Elemental Magic (Ventus), Spellblade
    • Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)
    • Weaponmaster (1 level): Counterattack
    Equipment:
    • Water lily blade (custom weapon, DEX + INS), sword, melee, accurate, elemental (ice), magic defense boost
    • Sage robe
    • 70 zenit

    SHY APOTHECARY

    (DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6)

    Classes & Abilities:

    • Merchant (1 level): Expiration Date
    • Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)
    Equipment:
    • Tome, sage robe, 270 zenit

    SMALL MERCHANT

    (DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8)

    Classes & Abilities:

    • Merchant (2 levels): Real Treasure, Winds of Trade
    • Wayfarer (3 levels): Faithful Companion (SL 3; a massive and cuddly creature who can tap into the PCs’ Trade Points to either negate all damage suffered by another creature, or deal elemental damage)
    Equipment:
    • Tome (described as an abacus!), silk shirt, 370 zenit

    TROUBLEMAKER ROGUE

    (DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6)

    Classes & Abilities:

    • Gourmet (2 levels): Cooking, Knife and Fork
    • Rogue (1 level): High Speed
    • Sharpshooter (2 levels): Barrage, Warning Shot
    Equipment:
    • Shortbow (described as a sling!), travel garb, 270 zenit. This character’s delicacies take the form of sling bullets with strange effects!

    TWILIGHT WITCH

    (DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10)

    Classes & Abilities:

    • Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)
    • Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony), Verdant Sway
    Equipment:
    • Tome, sage robe, 270 zenit.
    Children's Friends: Character Details

    CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

    Three young heroes accompany a mysterious elf on a pilgrimage to discover the meaning of the sudden visions that plague her. The upbeat squire and the young herbalist are flexible characters, capable of dealing damage as well as supporting their allies with magiseeds and the Breach and Encourage Skills. The rowdy miner hits hard but, above all else, she is of great help during travel and can get useful information everywhere she goes!

    ✨ MYSTERIOUS ELF

    • Dexterity d10, Insight d10, Might d6, Willpower d6
    • Levels/Skills:
      • Chimerist (1 level): Feral Speech
      • Loremaster (2 levels): Flash of Insight (SL 2)
      • Sharpshooter (2 levels): Barrage, Warning Shot
      Equipment: Shortbow, sage robe, 170 zenit.

    ⛏️ ROWDY MINER

    • Dexterity d6, Insight d8, Might d10, Willpower d8
    • Levels/Skills:
      • Fury (1 level): Provoke
      • Merchant (1 level): Winds of Trade
      • Wayfarer (3 levels): Tavern Talk, Treasure Hunter, Well-Traveled
      Equipment: Waraxe (described as a pickaxe!), bronze plate, 120 zenit.

    ⚔️ UPBEAT SQUIRE

    • Dexterity d10, Insight d6, Might d8, Willpower d8
    • Levels/Skills:
      • Orator (2 levels): Encourage (SL 2)
      • Weaponmaster (3 levels): Bone Crusher, Breach, Melee Weapon Mastery
      Equipment: Bronze sword, travel garb, runic shield, 120 zenit.

    🌿 YOUNG HERBALIST

    • Dexterity d6, Insight d8, Might d8, Willpower d10
    • Levels/Skills:
      • Elementalist (2 levels): Elemental Magic (Terra), Magical Artillery
      • Floralist (3 levels): Chloromancy (SL 2: Prancing Dandelion, Remedy Lily), Graft
      Equipment: Staff, sage robe, 270 zenit.
    Protagonists Index

    THE KITCHEN BRIGADE

    “Despite the same world awaiting them, each would learn a different lesson from it.”

    Overview

    This group explores the Gourmet Class in many different ways: since each character’s cookbook sheet is personal and independent, the same combinations yield different results depending on who uses them!

    DEEP-FRY ARTIST

    70 zenit
    Attributes: Dexterity d8, Insight d8, Might d10, Willpower d6

    Proficiencies & Skills

    • Fury (1 level): Withstand
    • Gourmet (2 levels): Cooking, Salt and Pepper
    • Guardian (2 levels): Bodyguard, Protect
    Weapon: Wok shield (custom weapon)

    (DEX + MIG), brawling, melee, defense boost, elemental (fire), magic defense boost

    Gear: Bronze plate, silk shirt

    INFUSION MASTER

    170 zenit
    Attributes: Dexterity d8, Insight d8, Might d8, Willpower d8

    Proficiencies & Skills

    • Gourmet (2 levels): Cooking, Knife and Fork
    • Sharpshooter (2 levels): Barrage, Ranged Weapon Mastery
    • Tinkerer (1 level): Gadgets (Basic Infusions)
    Weapon: Kettle (custom weapon)

    (DEX + INS), firearm, ranged, accurate, magic defense boost, powerful

    Gear: Silk shirt

    PICKLER

    70 zenit
    Attributes: Dexterity d6, Insight d10, Might d8, Willpower d8

    Proficiencies & Skills

    • Entropist (1 level): Entropic Magic (Stop)
    • Gourmet (2 levels): Cooking, Traveling Cook
    • Merchant (2 levels): Private Stock, Winds of Trade
    Weapon: Blast chiller (custom weapon)

    (DEX + INS), dagger, melee, accurate, defense boost, elemental (ice)

    Gear: Sage robe

    STREET COOK

    270 zenit
    Attributes: Dexterity d8, Insight d8, Might d6, Willpower d10

    Proficiencies & Skills

    • Gourmet (2 levels): Cooking, Made with Love
    • Orator (2 levels): My Trust in You, Unexpected Ally
    • Wayfarer (1 level): Tavern Talk
    Weapon: Staff (described as a fan!) Gear: Sage robe
    Floralist Role Profile

    FLORALIST

    "There is no rose without thorns."

    Spiritual energy flows strongly within plants, thanks to their direct connection to our earth. Growing from this encounter are magiseeds, gifted with the unique ability to thrive on spiritual energy and blossom into a majestic yet ephemeral triumph of magic.

    The Art of Floralism

    Floralists possess specialized knowledge allowing them to identify and cultivate these strange seeds. These magiseeds grant a large variety of profound benefits, enabling their combination with all sorts of disciplines—from advanced martial arts techniques to complex magical practices. A true floralist must understand both the botanical nature of the bloom and the energetic resonance required for its proper mastery.

    Prologue Character Sheet

    CHAPTER 139

    W / PROTAGONISTS

    FLORALIST FREE BENEFITS

    BATTLE GARDENING (çç3)

    After you plant a magiseed through the Chloromancy Skill (not when using Graft), you may choose one option:

    • Perform a free attack with an equipped weapon; or
    • Perform the Spell action for free, casting a spell with a total Mind Point cost equal to or lower than (5 + (SL × 5)) (you must still pay its MP cost).

    Note: Treat the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when determining damage dealt by this attack or spell.

    CHLOROMANCY (çç10)

    Each time you acquire this Skill, you discover a new type of magiseed from the list found in the next pages.

    During a conflict, if there are no magiseeds in your garden, you may use an action and spend 20 Mind Points to plant a magiseed of a type you have discovered. The rules for the garden and for magiseed growth can be found in the next pages.

    GRAFT

    As long as there is a magiseed in your garden and 1 or more sections of your Growth Clock are filled, you may use an action to remove that magiseed from your garden: if you do, plant a different magiseed among those you have discovered (keep the current filled sections of your Growth Clock unchanged).

    TREE OF LIFE (çç5)

    When a magiseed is removed from your garden, you may choose one creature you can see: if that creature is in Crisis, they recover (5 + (SL × 5)) Hit Points.

    VERDANT SWAY

    You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and toxins (but you cannot create nor control plant-Species NPCs this way).

    Magiseed Lore Document

    Magiseed Mechanics

    THE GARDEN

    When you plant a magiseed, it takes root in your garden until removed. Your garden is an abstract space whose appearance varies depending on your character’s look: it might be a pot on their back, a gap along their blade, or even the ground under their feet.

    • Capacity Limit: Your garden can only contain one magiseed at a time.
    • Reset Mechanic: Any magiseeds in your garden are automatically removed at the end of each scene.

    THE GROWTH CLOCK

    When you acquire the Chloromancy Skill, you also receive a Growth Clock which is present only during conflict scenes and represents the cycle of life in your garden.

    Growth Clock Rules

    • Your Growth Clock has 4 sections, and it begins each scene empty.
    • End-of-Turn Sequence: At the end of your turn, follow these steps:
      1. If a magiseed is present in your garden, fill 1 section of your Growth Clock.
      2. Then, if there is still a magiseed and that magiseed has an "at the end of your turn" effect, apply that effect.
    • Completion/Reset: When you fill the fourth section of your Growth Clock, remove the magiseed in your garden, then erase all sections of your Growth Clock.
    • Restriction: Sections of your Growth Clock may not be filled nor erased in any way other than described above, through Brambleheart and Green Thumb (pages 162 and 166), or through effects that explicitly affect Growth Clocks.

    MAGISEED EFFECTS

    Magiseeds can have passive effects, or have effects that trigger at the end of your turn, after your Growth Clock has increased.

    Application Rules

    • The effects of a magiseed apply only while it is present in your garden.
    • The effect varies depending on the current number of filled sections in your Growth Clock (T).
    • Precision: You must apply the effect corresponding to the exact number of currently filled sections, not any effect above or below it.

    Level Modification Rules

    If a magiseed’s effect:

    • Deals damage, it deals 5 extra damage if you are level 30 or higher.
    • Causes Hit Point and/or Mind Point loss and/or recovery, the amount increases by 10 if you are level 30 or higher.

    MAGISEEDS

    Magiseed List

    Magiseed List

    Below and in the next pages, you will find a list of standard magiseeds that each Floralist can discover by investing levels into the Chloromancy Skill.

    Your group can also collaboratively create new magiseeds, and the Game Master may opt to include them among rewards, obtained independently of your investment in Chloromancy. Each magiseed is worth approximately 1000 zenit; try your best to keep these new magiseeds on a similar power to those on the standard list.

    ARCTIC NARCISSUS

    It stubbornly survives in frozen territories.

    T EFFECT

    • 0-1: You are Resistant to earth and ice damage.
    • 2-3: You and your allies present on the scene are Resistant to earth and ice damage.

    BLAZING CHRYSANTHEMUM

    Its thick petals resemble an erupting volcano.

    T EFFECT

    1-3: At the end of your turn, choose earth or fire. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type; its type cannot change, and it ignores Resistances.

    DESERT DAHLIA

    A tenacious plant, it doesn’t fear the dryness of dunes.

    T EFFECT

    • 0-1: You are Resistant to air and fire damage.
    • 2-3: You and your allies present on the scene are Resistant to air and fire damage.
    W

    GOLDEN GINKGO

    Its vibrantly colored leaves represent tenacity.

    T EFFECT
    • At the end of your turn, you and every ally you can see recover from dazed, enraged, and shaken.
    • At the end of your turn, you and every ally you can see recover an amount of Mind Points equal to (5 + your Skill Level in Chloromancy).
    W

    GRAVE ASPHODEL

    Solemn and elegant, it embodies death’s ineluctability.

    T EFFECT
    • At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers shaken.
    • At the end of your turn, every enemy you can see suffers shaken.
    • At the end of your turn, you deal an amount of dark damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from shaken.
    W

    HERMIT IRIS

    Its leaves carry whispers of ancient knowledge.

    T EFFECT
    • At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, and Magic Defense.
    • At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, Magic Defense, and Affinities.
    Magiseed Catalog

    M A G I S E E D

    A Comprehensive Catalog

    Protagonists

    HOOKLEAF NIGHTSHADE

    Its purplish berries contain a deadly magical venom.

    T EFFECT 0-1: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. 2-3: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. Additionally, when you deal poison damage for the first time during your turn, you deal extra damage equal to (your Skill Level in Chloromancy) and each creature that lost Hit Points this way suffers poisoned.
    HORNED HAWTHORN

    Favored by witches and surgeons alike for its purifying properties.

    T EFFECT 0-1: You are Resistant to dark and poison damage. 2-3: You and your allies present on the scene are Resistant to dark and poison damage.
    LUNAR MAGNOLIA

    It blooms in the darkest hours of the night.

    T EFFECT 1-3: At the end of your turn, choose ice or light. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.

    Recent Inquiries

    Botanical Entries Reference
    144 W

    OCEAN LOTUS

    A graceful symbol of serenity and wisdom.

    • 0-1: You are immune to dazed and slow.
    • 2: You treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).
    • 3: You and every ally you can see treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).

    PILGRIM GAZALIA

    Its flamboyant corolla is synonymous with abundance.

    • 1-2: At the end of your turn, choose yourself or another Player Character you can see. The chosen character regains 2 Inventory Points.
    • 3: At the end of your turn, you and every other Player Character you can see regain 1 Inventory Point.

    PRANCING DANDELION

    A symbol of energy and vivacity, it spreads seeds through stormy winds.

    • 1-3: At the end of your turn, choose air or bolt. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.

    W

    Protagonists Abilities

    33 PROTAGONISTS

    REGAL PROTEA

    A colorful and tenacious flower, favored by an ancient dynasty.

    T EFFECT

    1. You are immune to shaken and weak.
    2. You treat your Might and Willpower as being one die size higher (up to a maximum of d12).
    3. You and every ally you can see treat your Might and Willpower as being one die size higher (up to a maximum of d12).

    REMEDY LILY

    Its elegant flowers filter and purify spiritual energy.

    T EFFECT

    1. At the end of your turn, you and every ally you can see recover from poisoned, slow, and weak.
    2. At the end of your turn, you and every ally you can see recover an amount of Hit Points equal to (15 + your Skill Level in Chloromancy).

    SERRATED ROSE

    Its thorns form a tangle equally breathtaking and dangerous.

    T EFFECT

    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers slow.
    2. At the end of your turn, every enemy you can see suffers slow.
    3. At the end of your turn, you deal an amount of physical damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from slow.
    Botanical Entries
    W

    SILVER STRELITZIA

    Its silvery blossoms are easily mistaken for jewels.

    T EFFECT
    1. You are Resistant to bolt and light damage.
    2. You and your allies present on the scene are Resistant to bolt and light damage.
    W

    STAR PEONY

    It silently gazes into celestial depths.

    T EFFECT
    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers dazed.
    2. At the end of your turn, every enemy you can see suffers dazed.
    3. At the end of your turn, you deal an amount of light damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from dazed.
    W

    STRIPED ORCHID

    Each segment of this plant is covered in toxins.

    T EFFECT
    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers weak.
    2. At the end of your turn, every enemy you can see suffers weak.
    3. At the end of your turn, you deal an amount of poison damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from weak.
    Protagonist Abilities Guide

    PROTAGONISTS

    CHAPTER WARDWATTLE

    WARDWATTLE

    A tangle of robust branches, whose thorns spread powerful poison.

    EFFECT
    1. You are Resistant to physical damage.
    2. You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy) (after their attack was resolved).
    3. You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy), and then deal an amount of poison damage to that creature equal to (5 + your Skill Level in Chloromancy) (both these damage instances happen after that creature’s attack was resolved).

    WRATHFUL CARNATION

    Despite their beauty, its yellow flowers emit an irritatingly pungent smell.

    EFFECT
    • When this magiseed leaves your garden, choose up to one enemy you can see. Until the end of your next turn, when the chosen enemy performs an attack or casts an offensive spell (OO), they must include you among the targets of that attack or spell (if able).
    • At the end of your turn, you may remove this magiseed from your garden; if you do, erase all sections of your Growth Clock.
    Gourmet Profession Entry

    GOURMET

    Gourmet

    ALSO: Brewer, Chef, Patissier

    Definition and Skills

    Cooking may be considered a common skill, but Gourmets refine their knowledge of foodstuffs to a level that is nothing short of supernatural: they refine the art of extracting spiritual energies from every ingredient, infusing meals with powerful magical effects!

    Way of Life

    While most Gourmets are content with simply settling down in a town or village and making a living off their skills, some wander the world in a lifelong search for new ingredients.

    "A true chef respects the nature of that which they transform."
    Protagonists - Gourmet Skills

    33 PROTAGONISTS

    Page 149 | Gourmet Chapter

    ⭐ GOURMET FREE BENEFITS

    • Inventory Points: Permanently increase your maximum Inventory Points by 2.
    • Project Creation: You may start Projects to create unique foods and drinks; they are always consumable, and their area is based on the number and type of creatures you need to nourish.

    🍖 GOURMET SKILLS

    COOKING

    (çç5)

    When you rest inside a settlement, you gain (SL) ingredients (see next page).

    You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next page). You choose one option: you apply its effects to yourself or an ally you can see; or you perform a free attack with a weapon you have equipped. This attack deals no damage, but you apply the delicacy’s effects to each enemy hit by the attack.

    Ingredients Capacity: You may carry up to 10 + (SL × 5) ingredients, and they will never spoil until you use them; if you take this Skill during character creation, you begin play with ten ingredients with random tastes.

    KNIFE AND FORK

    (N/A)

    When you perform the free attack granted by the Cooking Skill, if you combined no more than 2 ingredients, you may have the attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.

    MADE WITH LOVE

    (çç3)

    When you use the Cooking Skill and choose to apply the effects of the delicacy to yourself or an ally you can see, you may spend up to (SL × 10) MP. For every 10 MP you spend this way, apply the delicacy’s effects to an additional ally you can see.

    SALT AND PEPPER

    (N/A)

    When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the taste of one ingredient to a different taste of your choice.

    TRAVELING COOK

    (çç3)

    After each travel roll, if you acquired the Cooking Skill, you gain (SL × 2) ingredients.

    Narrative Prompts:

    • Who taught you how to cook? What is your relationship with your teacher?
    • Is your craft something revolutionary, or is it an established field of work?
    • What does your cooking look like? Which tools do you use?
    • What legendary recipe or ingredient are you looking for?
    The Gourmet Class Cookbook

    Ingredients & Delicacies

    The Gourmet Class is designed around experimenting with new taste combinations, as well as using these combinations to come up with a variety of strategies. To help you keep track of all this information, you can use a cookbook sheet, which can be downloaded from fabulaultima.com.

    Gaining Ingredients

    You will normally receive ingredients through the Cooking and Traveling Cook Skills; you might also receive them as rewards during play. When you obtain an ingredient, you’re never too sure what it will taste like—roll a d6 to determine the ingredient’s taste using the table below, then describe its appearance and give it a name.

    You may also purchase ingredients from stall, shops or merchants: The price is 10 zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste of your choice.

    Ingredient Taste

    • 1. Bitter
    • 2. Salty
    • 3. Sour
    • 4. Sweet
    • 5. Umami
    • 6. Your choice

    Example

    After traversing the Petrified Forest, you gain two ingredients thanks to the Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter and the other tastes umami.

    You decide to call the first ingredient “Fossil Honey” and the second ingredient “Stonebark Shroom”. You record both of them on your cookbook sheet, placing them in the matching taste columns.

    Cooking Skill Delicacies

    Delicacies (Cooking Skill)

    When you use the Cooking Skill, you combine two or three ingredients to generate a special delicacy with powerful effects that will be applied to its targets.

    Rules of Creation

    • Every different combination of two tastes (even if it’s the same taste used twice!) will add an effect to the delicacy.
    • When you combine two tastes you never combined before, determine the effect of that combination by rolling a d12 and consulting the chart on the next page; most entries also require you to make a choice (such as a specific damage type or status effect). Once you’re done, record the resulting effect on your cookbook sheet: from this moment on, that taste combination will always produce that exact effect when you use it.
    • No two combinations of tastes in your cookbook sheet can have identical effects. When you determine the effect of a new combination, you must make your choices in such a way that the resulting effect has no precedents (for instance, by selecting a different damage type or status effect); if you can’t, reroll the d12.
    • When completed, your cookbook sheet will feature a total of 15 effects, one for each possible pair of tastes.

    Example Usage

    Consider the following scenario:

    You combine three ingredients, one of them salty and two of them bitter. The resulting delicacy features two combinations (bitter + bitter and bitter + salty), which means it will have two different effects.

    In the past, you combined bitter + bitter and rolled a 4, meaning the effect allows for MP recovery; conversely, you never combined bitter + salty before, so you must determine this combination’s effect by rolling dice.

    You roll a 1, and must choose a status effect for this effect; since you already chose recovery from weak for the sour + sweet combination in the past, you decide to opt for dazed. From now on, the bitter + salty combination will always allow you to heal the target from dazed.

    Now that you’ve done this, you know that your delicacy allows every target to heal from the dazed status effect and also recover 40 Mind Points.

    Important Notes

    • Delicacies created through the Cooking Skill have an immediate effect and are then destroyed; if you want to prepare foods with unique effects and use them later, you must instead use the rules for Projects (see Core Rulebook, page 134).
    Delicacy Effect

    DELICACY EFFECT

    Combination effect

    1. Each of this delicacy’s targets recovers from the (choose one: dazed; enraged; poisoned; shaken; slow; weak) status effect.
    2. Each of this delicacy’s targets suffers the (choose one: dazed; shaken; slow; weak) status effect.
    3. Each of this delicacy’s targets recovers 40 Hit Points. This amount increases to 50 if you are level 30 or higher.
    4. Each of this delicacy’s targets recovers 40 Mind Points. This amount increases to 50 if you are level 30 or higher.
    5. This delicacy deals 20 (choose one: air; bolt; earth; fire; ice; poison) damage to each of its targets. This amount increases to 30 damage if you are level 30 or higher.
    6. Until the end of your next turn, every source that deals (choose one: air; bolt; earth; fire; ice; poison) damage deals 5 extra damage to each of this delicacy’s targets.
    7. Each of this delicacy’s targets cannot perform the Guard action during their next turn.
    8. Each of this delicacy’s targets cannot perform the Spell action during their next turn.
    9. Each of this delicacy’s targets cannot perform the Skill action during their next turn.
    10. Each of this delicacy’s targets gains Resistance to (choose one: air; bolt; earth; fire; ice; poison) damage until the end of your next turn.
    11. Each of this delicacy’s targets treats their (choose one: Dexterity; Insight; Might; Willpower) as if it were one die size higher (up to a maximum of d12) until the end of your next turn.
    12. During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: air; bolt; earth; fire; ice; poison) and its type cannot change.
    Special Rules of Effects

    Protagonists

    Page 153 | Chapter Rules

    Special Rules of Effects

    Delicacies and their effects follow a few unique rules:

    • Each delicacy always features one, two, or three effects, depending on which taste combinations you used (the effects may also be four or six if you use the All You Can Eat Heroic Skill, on page 161); you decide in which order to apply these effects, and may choose to forgo any number of them (this choice must be exactly the same for all targets of the delicacy).
    • Effects 5 to 12 can only be applied during conflict scenes.
    • A delicacy can only have one type 5 effect (which is to say, a damage-dealing effect); if a delicacy has two or more type 5 effects due to the taste combinations you used, you must choose one of them and forgo the others.
    • A delicacy can only have one type 12 effect (which is to say, a damage type-changing effect); if a delicacy has two or more type 12 effects due to the taste combinations you used, you must choose one of them and forgo the others.

    Other than that, all of a delicacy’s effects are cumulative, and will be fully applied to each of its target.

    Example: If you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter + umami, and a type 9 effect on bitter + sweet, the delicacy created combining these tastes will be able to deal damage, inflict a status effect, and also prevent the use of Skill actions for a brief period!

    And Finally, A Bit of Advice!

    This Class is quite atypical: there is no real way to perfectly control the role your character will cover, because your abilities are procedurally generated over the course of the campaign. However, remember that you may prepare delicacies outside of conflict scenes: it will cost you some ingredients, true, but you will be able to “scout” the effects ahead of time and avoid trial and error during a critical situation.

    Other than that, pay attention to which effects best synergize with each other and with the rest of your group, and take advantage of the multi property to apply the same delicacy to two or more enemies!

    “The Temple of Five Spices is rumored to hold the recipe for a dish that can summon the soul of the deceased.”
    Character Profile Extracts

    Invoker

    Summary: Ascetic, Channeler, Five-Soul Master

    Invokers research the innate energy of souls and the way it spontaneously flows and manifests throughout their surroundings. Even if their art relies on calling upon the power of the elements, they adapt to the existing power sources rather than force an unnatural outcome and upset the flow of spirits.

    That said, Invokers remain formidable adventurers: they boast great flexibility and a unique affinity for elemental creatures.

    "Wish not for control, but understanding."

    Ascetic, Channeler, Five-Soul Master

    This profile description appears fragmented in the source material, suggesting it may be an alternative or expanded title for a similar class to Invoker.

    This section appears to be metadata regarding an order or transactional entry, rather than character lore.

    Page 155 | W 33 PROTAGONISTS CHAPTER

    INVOKER

    FREE BENEFITS

    • Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

    ELEMENTAL HARMONY

    You may always communicate with creatures of the elemental Species.

    When you restore a creature’s Hit Points with an invocation or spell, if an elemental is present on the scene, the restored amount is increased by (SL × 5).

    INVOCATION

    You may use an action and spend 5 Mind Points to perform an invocation, drawing energy from one of the wellsprings present on the scene (see next page). Your (SL) in this Skill determines which invocations you have access to.

    LINKED INVOCATION

    When you perform an invocation, you may spend up to (SL × 10) additional Mind Points. For every 10 Mind Points you spend this way, the invocation may target an additional creature you can see.

    RIPPLES

    After an enemy you can see loses Hit Points due to damage dealt by one of your allies, if that damage was increased by one or more of your “hex” invocations, you may perform a free attack with a weapon you have equipped. This attack may only target that enemy, and receives a bonus equal to (SL) to its Accuracy Check; if it is successful, all its damage becomes of the same type dealt by your ally, and all “hex” invocations present on its target end immediately after the attack has been resolved.

    If two or more enemies trigger this Skill at the same time, you can perform a free attack against each of them, in whatever order you prefer.

    WELLSPRING EXPANSION

    As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or thrown Category equipped, your “blast” invocations deal (SL) extra damage, and the extra damage granted by your “hex” invocations is increased by (SL).

    Character Background

    Personal Queries

    • How did you develop the art of invocation?
    • Is there a spirit or elemental creature you have a special bond towards?
    • How do your invocations manifest?
    • Are your abilities relatively common, or are you the exception?
    Wellsprings and Invocations Reference

    Wellsprings and Invocations

    Determining Available Wellsprings

    During each scene, your surroundings grant you two different wellsprings. The Game Master tells you what these are. Remember to describe how wellsprings manifest in the scene; they may be natural features, objects, or even creatures.

    Example: During a battle taking place on a steam-powered airship amidst stormy clouds, any two of air, fire, lightning and water would make sense.

    Performing an Invocation

    When you perform an invocation, choose one option you have access to among those in the table below (provided the corresponding wellspring is available in the scene); then, apply its effects to one creature you can see.

    Determining Access

    • Skill Level Check: Your Skill Level in the Invocation Skill determines which invocations you have access to:
    • (SL 1) enables “blast” invocations.
    • (SL 2) enables “blast” and “hex” invocations.
    • (SL 3) gives you access to all invocations.
    Example: If air and earth wellsprings are available and your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.

    Scaling Effects (Level Bonuses)

    Invocation effects scale with character level:

    • If an invocation deals damage, it will deal 5 extra damage if you are level 20 or higher, or 10 extra damage if you are level 40 or higher.
    • Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher.

    Wellsprings and Invocations

    Air Wellspring (Damage Type: Air)

    • Aero Blast: You deal 20 air damage to the target.
    • Aero Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal bolt and fire damage.
    • Breeze: The target recovers 30 Hit Points.
    • Twister: You deal 10 air damage to the target, and they suffer dazed.
    Wellsprings and Invocations

    PROTAGONISTS

    WELLSPRINGS AND INVOCATIONS

    Earth Wellspring

    (Damage Type: Earth)

    • Geo Blast: You deal 20 earth damage to the target.
    • Geo Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal air and ice damage.
    • Growth: The target recovers 30 Hit Points.
    • Quicksand: You deal 10 earth damage to the target, and they suffer slow.

    Fire Wellspring

    (Damage Type: Fire)

    • Pyro Blast: You deal 20 fire damage to the target.
    • Pyro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and ice damage.
    • Burst: You deal 10 fire damage to the target, and they suffer shaken.
    • Smoke: The target loses 20 Mind Points and also suffers weak.

    Lightning Wellspring

    (Damage Type: Bolt)

    • Electro Blast: You deal 20 bolt damage to the target.
    • Electro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and fire damage.
    • Static: You deal 10 bolt damage to the target, and they suffer slow.
    • Thunder: The target loses 20 Mind Points and also suffers dazed.

    Water Wellspring

    (Damage Type: Ice)

    • Hydro Blast: You deal 20 ice damage to the target.
    • Hydro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal air and bolt damage.
    • Chill: The target loses 20 Mind Points and also suffers shaken.
    • Frostbite: You deal 10 ice damage to the target, and they suffer weak.
    Merchant Entry

    W158

    Merchant

    AKA:

    Antiquarian, Collector, Pharmacist

    Even in worlds rife with great magic, wealth and money are very influential. Trade and commerce are one key aspect to the development of nations and kingdoms, and Merchants are quite aware of this power.

    It might seem strange for a Merchant to be treated on par with a hero: and yet, those who resist the temptation of greed and rely on commerce to foster exchanges of ideas and dialogue between distant people truly are fighting their very own revolution.

    A Point of Consideration

    First of all, think:

    • how will this help people in need?
    Merchant Skills Profile

    PROTAGONISTS

    Merchant Free Benefits & Skills

    Merchants: Core Abilities

    • Basic Inventory Improvement: Permanently increase your maximum Inventory Points by 2.

    MERCHANT SKILLS

    When a potion or delicacy (see page 151) you created that does not deal damage causes one or more creatures to recover Hit Points,

    You may instead have it deal poison damage equal to (half your level + (SL × 10)) to each of those creatures. This damage’s type cannot change, and it is halved if you are dealing damage to two or more creatures.

    I’VE HEARD OF IT!

    After you or an ally who is able to hear and understand you roll dice for a Check to examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus equal to (SL × 2) to the Result of that Check.

    PRIVATE STOCK

    When you or another Player Character spend (SL + 2) or fewer Inventory Points, you may spend 1 Trade Point to ignore that cost.

    REAL TREASURE

    Once per session, when you help an NPC or community defeat greed and corruption, improve their quality of life, or coexist with other creatures, if you have acquired the Winds of Trade Skill, you gain (SL + 1) Trade Points.

    WINDS OF TRADE

    After you rest in an area where commerce is possible, you gain (SL + 1) Trade Points. You may never have more than (SL + 3) Trade Points; if you acquire this Skill during character creation, you begin play with 2 Trade Points.

    Advanced Use: During a non-conflict scene, you may spend 2 Trade Points to choose one option:

    • You create a material or rare item approved by the Game Master whose value in zenit is equal to or lower than (your level, multiplied by 30);
      OR
    • You create an NPC that lives nearby and explain their occupation as well as how you met them, then the Game Master tells you what they require in exchange for their services.

    Character Connections

    When developing your character background, consider these questions:

    • Who introduced you to the art of commerce? Is it a family business?
    • Would this world be better without money? If so, why are you still a merchant?
    • What do you love about commerce? And what do you despise about it?
    • Do you have a business rival? What is your relationship with them?

    Interaction

    Reference:

    Heroic Skills Reference

    Heroic Skills Reference

    These heroic skills are added to the list in the Core Rulebook (see page 232).

    Note: The description text provided appears highly fragmented, suggesting specific context within the source material. Structures have been inferred based on typical rulebook layouts.

    Heroic Skills with Class Mastery Requirements

    All You Can Eat Gourmet
    (No Specific Classes Listed)

    Combine four ingredients into a delicacy.

    Refraction
    Classes: Arcanist, Spiritist

    Improves Aura and Barrier, and punishes enemies who damage protected targets.

    Bend Magic
    Classes: Elementalist, Entropist, Invoker, Symbolist

    React to enemy spells with your invocations.

    Brambleheart
    Classes: Darkblade, Floralist

    Your brambles protect you and react to enemy attacks.

    Brave Bash
    Classes: Commander, Fury, Guardian, Pilot, Weaponmaster

    Use Bone Crusher to challenge foes with a shield, then deal additional damage.

    Cheer Up!
    Classes: Chanter, Esper, Orator

    Improves My Trust in You.

    Chimeric Soul
    Classes: Chimerist, Mutant

    Casting Chimerist spells grants benefits based on the Species.

    Cleansing Moonlight
    Classes: Entropist, Spiritist

    Your spells can remove status effects and spells from targets.

    Ephemeral Tranquility
    Classes: Dancer, Esper, Rogue, Spiritist, Symbolist

    Improves Hallucination and T orpor, and cleanses status effects to cause HP loss.

    Fitcast
    Classes: Chimerist, Darkblade, Esper, Fury, Wayfarer

    Use Might for Magic Checks, and treat weapons relying on Might as being arcane.

    For a Better Future
    Classes: Merchant

    Use Trade Points instead of Fabula Points and improve settlements with donations.

    Natural Fantasy Heroic Skills

    ( - No Specific Classes Listed)

    (No detailed description provided in the source text.)

    PROTAGONISTS

    HEROIC SKILL

    Greater Chloromancy Floralist

    Increase magiseed effects and manipulate vegetation.

    Green Thumb Floralist

    Quicken or delay the growth of your magiseeds.

    Inner Wellspring Invoker

    Carry an elemental wellspring of your choice within yourself.

    Power Nap Guardian, Merchant, Wayfarer

    Take a little nap during a conflict to regain your energies.

    Side by Side Wayfarer

    Improve your synergy with your Faithful Companion.

    Silent Hunter Rogue, Sharpshooter, Weaponmaster

    Improve High Speed with bows, spears, and thrown weapons, and deny free attacks.

    Skillful Dosage Gourmet, Loremaster, Merchant, Tinkerer

    Delicacies, potions and spells heal above maximum HP and MP.

    Specialty of the House Gourmet

    Prepare a unique delicacy with alternative effects.

    Strength of Five Wellsprings Invoker

    Invocations improve Attributes.

    Wise Counsel Commander, Loremaster, Orator

    Your Support Checks grant extra benefits to the leader.

    ALL YOU CAN EAT

    Requirements: You must have mastered the Gourmet Class.

    Once per scene when you use the Cooking Skill, you may combine four ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other than that, the delicacy follows the normal rules.

    Spellbook Extracts 162

    AURAMANCER’S REFRACTION

    Requirements

    You must have mastered one or more Classes among Arcanist and Spiritist, and must have learned the Aura spell and/or the Barrier spell.

    Choose a damage type among air, bolt, earth, fire, ice, and light.

    Effect

    When an enemy you can see deals damage to one or more creatures who are affected by an Aura and/or Barrier spell you cast, the damage suffered by each of those creatures is reduced by an amount equal to (half your level in the Spiritist Class) or to (your level, divided by 10) (use whichever value is higher; this reduction is applied before damage Affinities). Then, you may deal an amount of damage of the chosen type equal to (half your level) to that enemy. If you do, you cannot deal damage this way until the start of your next turn.

    BEND MAGIC

    Requirements

    You must have mastered one or more Classes among Elementalist, Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have acquired the Invocation Skill.

    Effect

    After an enemy you can see hits or misses you with an offensive spell (OO ), if the Result of their Magic Check was an even number, you may immediately use the Invocation Skill for free (after the spell has been fully resolved) to perform an invocation you have access to against that enemy, without spending Mind Points. This invocation must not be a “hex”, and it may target only that enemy (you cannot use the Linked Invocation Skill with it).

    BRAMBLEHEART

    Requirements

    You must have mastered one or more classes among Darkblade and Floralist, and must have acquired the Chloromancy Skill.

    Effects

    • You are Resistant to light damage and poison damage.
    • After you lose Hit Points, if you are in Crisis and a magiseed is present in your garden, you may fill 1 section of your Growth Clock.
    • Additionally, when you use the Shadow Strike Skill, you may have your attack deal poison damage instead of dark damage (the damage type still cannot be changed). If you do, your Shadow Strike deals extra damage equal to (twice the number of filled sections in your Growth Clock).
    Skill and Class Descriptions

    Advanced Skill Descriptions

    BRAVE BASH

    Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page 158), and Weaponmaster.

    When you use the Bone Crusher Skill, if your attack targets only one creature and you have a shield equipped, you may challenge that creature until the end of your next turn. The challenge also ends if that creature is challenged by someone else, or if you challenge another creature.

    The creature you are challenging must include you among the targets of their attacks and offensive spells (OO), if able; additionally, once per turn (including other creatures’ turns), when you deal damage to the creature you are challenging with a free attack using a one-handed melee weapon, or with a custom weapon belonging to the dagger or sword Category, you may deal 5 extra damage to that creature.

    CHEER UP!

    Requirements: You must have mastered one or more Classes among Chanter (see High Fantasy Atlas, page 136), Esper (see Techno Fantasy Atlas, page 150) and Orator, and must have acquired the My Trust in You Skill.

    When you use My Trust in You on another Player Character, that character chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being increased by one die size (up to a maximum of d12) until the end of the scene or until you use My Trust in You on them again.

    CHIMERIC SOUL

    Requirements: You must have mastered one or more Classes among Chimerist and Mutant (see Techno Fantasy Atlas, page 154), and must have acquired the Spell Mimic Skill.

    When you cast one of your Chimerist spells, you gain a benefit based on the Species of the creature you originally learned that spell from. Choose one option: you gain Resistance to both damage types associated with that Species; or when you deal damage of a type associated with that Species, you deal 5 extra damage. The chosen benefit lasts until the end of the scene, or until you cast a Chimerist spell again.

    The damage types associated to each Species are:

    • Air and ice (beast)
    • Earth and poison (construct)
    • Fire and ice (demon)
    • Air and bolt (elemental)
    • Bolt and fire (monster)
    • Earth and light (plant)
    • Dark and poison (undead)
    Character Abilities Dossier

    Character Abilities Dossier

    Page 164

    CLEANSING MOONLIGHT

    Requirements: You must have mastered one or more Classes among Entropist and Spiritist.

    When you hit one or more creatures with an offensive spell (OO ), if you have an arcane weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have each of those creatures no longer be affected by all spells with a duration of “Scene” that are currently affecting them.

    When you cast a spell targeting one or more allies, if you have an arcane weapon equipped, you may choose one status effect among: dazed, enraged, poisoned, shaken, slow, and weak. If you do, each target recovers from the chosen status effect.

    EPHEMERAL TRANQUILITY

    Requirements: You must have mastered one or more Classes among Dancer (see High Fantasy Atlas, page 142), Esper (see T echno Fantasy Atlas, page 150), Rogue, Spiritist, and Symbolist (see High Fantasy Atlas, page 146).

    When you cast the Hallucination or Torpor spells (see Core Rulebook, page 208-209), you may apply both status effects to each target hit by the spell.

    During a conflict, you may use an action and spend up to 20 Mind Points. For every 10 Mind Points spent this way, you may choose a different enemy you can see who is suffering from two or more status effects. Every enemy chosen this way recovers from all status effects and loses an amount of Hit Points equal to (half your level + (the number of status effects that enemy recovered from this way, multiplied by 10)).

    Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was reduced to 0 Hit Points by this effect.

    FITCAST

    Requirements: You must have mastered one or more Classes among Chimerist, Darkblade, Esper (see T echno Fantasy Atlas, page 150), Fury, and Wayfarer.

    When you perform a Magic Check for a spell or Ritual, you may replace one of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual).

    As long as the Accuracy formula of a weapon you have equipped includes Might, you may treat that weapon as also belonging to the arcane Category for the purpose of Skills and effects that require it.

    Chapter Expansion Rules

    CHAPTER FOR A BETTER FUTURE

    Requirements: You must have mastered the Merchant Class, and must have acquired the Real Treasure and Winds of Trade Skills.

    Trading and Point Mechanics

    When you need to spend one or more Fabula Points, if you are not spending them to alter the story (see Core Rulebook, page 98), you may spend that many Trade Points instead. Describe which memories of your trades and journeys give you strength!

    Additionally, when you gain two or more Trade Points through the Real Treasure or Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps:

    • Choose a settlement within 1 travel day of your position and increase its prosperity by an amount equal to (your Skill Level in Winds of Trade + your Skill Level in Real Treasure).
    • A settlement’s prosperity starts at 0 and has no upper limit.

    Prosperity Effects

    The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it.

    Minimum Prosperity Effect within 1 Travel Day
    10 or more When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved.
    15 or more People gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8.
    20 or more When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.

    GREATER CHLOROMANCY

    Requirements: You must have mastered the Floralist Class.

    Once per turn when a magiseed leaves your garden, if that magiseed has one or more "at the end of your turn" effects, you may spend 20 Mind Points. If you do, reproduce one of those effects (you may also choose an effect that doesn’t match the current sections of your Growth Clock).

    Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them).

    Skill Descriptions

    GREEN THUMB

    Requirements

    you must have mastered the Floralist Class.

    Effect

    When you fill 1 or more sections of your Growth Clock, you may choose one option:

    • You fill 1 additional section of your Growth Clock;
    • Or you fill 1 fewer section of your Growth Clock (to a minimum of 0 sections filled).

    If you do, you cannot use this effect again until after your Growth Clock has become completely empty.

    Additionally, damage dealt by your magiseeds ignores Resistances.

    INNER WELLSPRING

    Requirements

    you must have mastered the Invoker Class.

    Effect

    When you acquire this Heroic Skill and whenever you rest, you may choose one wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits until your next rest:

    • You always treat the chosen wellspring as being available during each scene, in addition to whatever wellsprings are already available.
    • You may perform Rituals of the Elementalism discipline, but only if those Rituals manipulate the element of the chosen wellspring.
    • You gain Resistance to the damage type corresponding to the chosen wellspring.
    • When you deal damage, you may change its type to the one corresponding to the chosen wellspring. If you do, that damage ignores Resistances.

    POWER NAP

    Requirements

    you must have mastered one or more Classes among Guardian, Merchant, and Wayfarer.

    Effect

    On your turn during a conflict, you may use an action to recover an amount of Hit Points and Mind Points equal to (20 + half your level) and also recover from all status effects. If you do:

    • Your turn ends immediately;
    • You lose the ability to hear and see;
    • Your Defense and Magic Defense scores become equal to 5 and cannot be modified in any way (but you may still use the Protect Skill from the Guardian Class, if you have acquired it!).

    These penalties last until the start of your next turn, until after you lose Hit Points, or until after you are hit by an attack or offensive spell.

    Character Skills Documentation

    Advanced Character Skills Overview

    33PROTAGONISTS

    Requirements: you must have mastered the Wayfarer Class, and must have acquired the Faithful Companion Skill.

    When your companion deals damage, they deal 5 extra damage.

    When your companion performs a Check, you may spend 1 Fabula Point and invoke one of your companion’s Traits in order to let them reroll one or both dice (as per the rules on page 46 of the Core Rulebook).

    After you use the Faithful Companion Skill to have your companion perform an action during your turn, you may choose one option (after the companion’s action has been resolved):

    • You and your companion each recover 10 Mind Points;
      (OR)
    • The first time you or your companion perform a Check before the end of your next turn, that Check gains a bonus equal to (your Skill Level in Faithful Companion).

    SILENT HUNTER

    Requirements: you must have mastered one or more Classes among Rogue, Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.

    When you use the High Speed Skill to perform a free attack with a weapon belonging to the bow, spear, or thrown Category, the attack deals extra damage equal to (your Skill Level in the High Speed Skill, multiplied by 5).

    Additionally, when you attack one or more creatures with a weapon that belongs to the bow, spear, or thrown Category, those creatures cannot perform free attacks until the end of the current turn.


    SKILLFUL DOSAGE

    Requirements: you must have mastered one or more Classes among Gourmet, Loremaster, Merchant, and Tinkerer.

    Potions and delicacies you create, as well as spells you cast, can now cause creatures to recover Hit Points and Mind Points beyond their maximum HP and MP scores.

    This cannot cause a creature’s current HP and/or MP to go above 150% of the respective maximum scores; at the end of each scene, if the current Hit Points and/or Mind Points of a creature are still above their maximum scores, they become equal to the maximum score.

    SPECIALTY OF THE HOUSE Ability
    168

    SPECIALTY OF THE HOUSE

    Requirements: You must have mastered the Gourmet Class.

    When you acquire this Heroic Skill, choose three different tastes among bitter, salty, sour, sweet, and umami. Then, choose three different effects among the following:

    Selectable Effects:
    • You deal 20 (choose one: dark, light) damage to each of this delicacy’s targets. This amount increases to 30 damage if you are level 30 or higher. Choose the type of this effect when you acquire this Heroic Skill.
    • During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: dark, light) and its type cannot change. Choose the type of this effect when you acquire this Heroic Skill.
    • For each of this delicacy’s targets, if they are affected by one or more spells with a duration of “Scene”, instead they are no longer affected by any of those spells.
    • Choose yourself or an ally you can see. For each of this delicacy’s targets, the next time that target performs an attack or casts an offensive spell (OO) before the end of this scene, they must include the chosen creature among the targets of that attack or spell (if able).
    • Each of this delicacy’s targets suffers enraged.
    • Each of this delicacy’s targets suffers poisoned.
    • Each of this delicacy’s targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit Points and 40 Mind Points if you are level 30 or higher.
    • Each of this delicacy’s targets recovers from a single status of their choice.
    • Each of this delicacy’s targets recovers from dazed, enraged, and shaken.
    • Each of this delicacy’s targets recovers from poisoned, slow, and weak.
    Advanced Activation (Ingredient Mastery)

    When you create a delicacy using exactly 3 ingredients during a conflict, if each ingredient matches a different taste among those chosen when you acquired this Heroic Skill, you may ignore all of that delicacy’s normal effects. If you do, you may instead apply one, two, or all the effects you chose when you acquired this Heroic Skill.

    W
    Character Skill Descriptions

    PROTAGONISTS CHAPTER

    Strength of Five Wellsprings

    Requirements: You must have mastered the Invoker Class.

    After you perform an invocation during a conflict, you and up to one ally you can see increase one of your Attributes’ die sizes by one (up to a maximum of d12). This increase lasts until the end of the scene or until you use this Skill again, and the Attribute is based on the wellspring you invoked:

    • Air: Insight
    • Earth: One Attribute of your choice
    • Fire: Dexterity
    • Lightning: Might
    • Water: Willpower

    Wise Counsel

    Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Loremaster, and Orator.

    Support Check Modification

    When you perform a Support Check, if the leader of the Group Check can hear and understand you, you may use (INS + INS), (INS + WLP), or (WLP + WLP) instead of the normal Attributes required by the Support Check.

    Describe how you offer your advice!

    Teamwork Boost

    Additionally, when you use the teamwork option (see Core Rulebook, page 76) to support another Player Character’s Check during their turn in a conflict scene, you may spend 10 Mind Points. If you do, choose up to two of the following benefits:

    • That character recovers 20 Mind Points.
    • That character recovers from dazed, enraged and shaken.
    • At the end of that character’s turn, choose one option: perform a free attack with a weapon you have equipped; or perform the Spell action for free, casting a spell whose total MP cost is equal to or lower than 20.
    • If that character succeeds on their Check and the Check allows them to fill or erase one or more sections of a Clock, they may fill or erase 1 additional section of it.
    [Unrelated Metadata/Fluff]

    "Silver Fork Style, Secret Technique: Spaghetti Spinner!"

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    ```html Antagonists Chapter

    ANTAGONISTS

    This book’s fourth and final chapter delves into the creation of natural fantasy enemy NPCs – especially Villains. Game Masters can combine it with similar advice from the Core Rulebook (mostly from page 292 onwards) to plan riveting conflict scenes for all game levels. As usual, you can use the material as is or adapt it to your liking by following the advice below.

    NATURAL FANTASY VILLAINS

    An introductory section containing tips and advice for creating and playing pivotal antagonists in the natural fantasy style.

    VILLAIN EXAMPLES

    Five different enemy NPCs – one each for levels 5, 10, 20, 30, and 40 – that make ideal natural fantasy Villains. For each, you’ll find this information:

    • History. The Villain’s base concept and possible backstory.
    • Profile. The Villain’s statistics, as described on page 320 of the Core Rulebook.
    • Tactics. The Villain’s preferred combat tactics.
    • Extra content. One or more additional ideas, including tips for modifying the Villain’s profile, possible supporting enemies, and even additional phases (see Core Rulebook, page 301) that you can use during conflicts.

    These Villains were designed to spark the Game Master’s imagination and assume a group of 4 well-rounded PCs. Remember that some of their abilities might not conform to the standard cost for NPC Skills (see Core Rulebook, page 303) and that you’ll likely need to tweak these Villains before adding them to your campaign. To balance things out, consider your Player Characters’ capacities and then modify any opposing Affinities, immunities to status effects, damage types, or other parameters that could be frustrating to deal with or unsuitable for your group’s campaign.

    ```

    Natural Fantasy Villains

    When you create a natural fantasy antagonist, the information on page 254 of the Core Rulebook is an excellent starting point, but there are a few extra things to remember, just as there are for Player Characters.

    Basic Principles

    The natural fantasy genre presents a significant variety of archetypal Villains, but we can still infer some common key traits:

    • A link to the past. These antagonists have one or more elements that link them to the past of the setting: some are obsessed by ancient legends; others crave power and authority lent by millennia-old magics and technologies, or want to wipe out every last trace of them; finally, some are entities who survived an ancient calamity or were created in the distant past.
    • Familiar concepts. A natural fantasy antagonist’s motivations and origin are often linked to needs, feelings, doubts, or emergencies that you might have had a brush with at least once in your personal life. As much as this might unsettle you, a part of you should be able to understand, perhaps at an instinctual level, what these Villains represent.
    • Catastrophic results. When a natural fantasy Villain reaches their goals, the consequences are devastating: be it the awakening of a truly ancient danger, a permanent alteration to the ecosystem, or the extermination of entire communities, the Villain’s victory will tear open a wound in this world.

    The Game Master is given three main tools for introducing these Villains into the narrative and diving deep into their origins and objectives:

    • Stories, relics and traditions. If a Villain is the incarnation of an ancient danger, references to their existence should gradually appear during the campaign: these sources are often vague or partly contradictory – fertile ground for studies and speculations.
    • Game Master scenes. Above all else, these scenes are useful to add depth to the antagonists, revealing their doubts and hesitations. When dealing with Villains that are closer in nature to a cataclysm or a supernatural presence, these scenes can show omens of their arrival and a growing sense of foreboding.
    • Conflicts. During conflicts, natural fantasy Villains tend to fully embrace one of two extremes: some speak openly with the protagonists, explaining their reasons, while others march forward, undeterred and silent, toward their objective.

    ANTAGONISTS

    CHAPTER: THE FOUR ARCHETYPES

    In natural fantasy, Villains often fit into one of four recurring types, with some very distinctive characteristics.

    THE ARROGANT

    This Villain is driven by ego: craving power, money and/or knowledge, they never stop to consider the destructive consequences of their actions and see the world as something to examine, dissect, exploit, and optimize.

    Examples:
    • an adventurer willing to commit any kind of atrocity to collect valuable trophies;
    • a pioneer ready to destroy the ecosystem to build roads and railways.

    THE PROTECTOR

    This Villain wants to protect one community at the detriment of another. They believe they are doing what is necessary and, if defeated, might even become an ally.

    Examples:
    • a warrior looking for an ancient weapon that will let him impose a truce between clans;
    • a huntress who wants to exterminate every predator in the continent.

    THE OUTSIDER

    Either supernatural or artificial, this antagonist follows a personal and unfathomable logic. They rarely speak, and when they do it muddies the waters even more, or they quote events, rules or information completely unknown to the characters.

    Examples:
    • a demon or ghost coming to reclaim a tribute in accordance with a forgotten tradition;
    • an artificial intelligence reawakened in the wrong age.

    THE CATASTROPHE

    This Villain could be a monster, a beast, an elemental phenomenon, a disease, or even an expanding ecosystem (see next page). They are the incarnation of a looming disaster and there is no chance for parlay.

    Examples:
    • a scourge created by a cyclical curse;
    • an infection that corrupts animals and plants, turning them into abominations;
    • a wandering volcano close to erupting.
    Environmental Antagonists Mechanics

    Environmental Antagonists

    Sometimes, natural fantasy Villains manifest in the form of miasmas, curses and afflictions that change any ecosystem their influence spreads to. It should be noted that the antagonist is not the environment itself, but rather whatever force is corrupting it – this is often the result of actions by the world’s ancient’s inhabitants.

    This isn’t a struggle between people and nature, but a war where both, side by side, face the consequences of a tragic, faded past, in an attempt to understand it so that it doesn’t repeat itself. Among the most common environmental antagonists are magical phenomena, curses, elemental imbalances, and diseases born of ancient experiments.

    Game Rules Mechanics

    When it comes to game rules, these Villains offer some interesting possibilities:

    • Environmental Effects. The environment itself might add special effects during conflicts: a corrupting miasma that damages any creature suffering from a specific status effect at the end of each round, a magical desertification that halves any healing received by living creatures, or an elemental aura that empowers or weakens a specific type of damage. These effects can be very powerful and should be considered an additional enemy for the sake of conflict building.
    • Shared Ultima Points. The most dangerous creatures among those affected by the corruption might be able to spend Ultima Points from the Villain’s pool to invoke Traits and Recover (see Core Rulebook, page 101). They shouldn’t be able to Escape, but they are considered Villains for the purpose of Skills and game effects.
    • Fabula Points and Atmosphere. If a Villain manifests through environmental corruption, the Player Characters should receive a Fabula Point every time their influence become especially noticeable, for example in the guise of a terrible omen or when a creature is shown to be a thrall to the Villain’s will (see Shared Ultima Points above). Game Master scenes are particularly useful for this purpose.
    • Final Battle. Usually, an environmental antagonist cannot be confronted directly until the protagonists reach their core or incarnation and free the region from their influence – a liberation that is sometimes only temporary.
    • Altered Wellsprings. This is a very specific option, but if your group includes a character that can use invocations (see page 156), the Villain’s influence might create new wellsprings outside of the standard list or, perhaps, alter the existing wellsprings over the course of a conflict.
    Antagonist Design Tips

    ANTAGONISTS

    Chapter: On a Smaller Scale

    One recurring element of natural fantasy campaigns is that they limit themselves to a rather small space and time frame: pretty often, a natural fantasy Villain might renounce their goal or be permanently defeated after just one or two confrontations.

    From this point of view, the number of Ultima Points available to these Villains might become a problem: a Villain might have 5 or 6 Ultima Points left when their story has reached a satisfying conclusion in terms of narrative. This problem might present itself in any short campaign, but the usual pace of natural fantasy games makes it more noticeable.

    Here is some advice to offset it:

    • Avoid supreme Villains. If you foresee a short and focused campaign set in a small region, you can easily limit yourself to a few minor Villains and a single major Villain, without resorting to supreme Villains. If you change your mind, you can always call for an escalation (see Core Rulebook, page 102).
    • Make Villains fearsome. Spend Ultima Points every time a Villain fails a Check, misses a target, or is afflicted by two or more status effects; every now and then, do it even when they succeed, just to improve the Result or the High Roll!
    • Fiction first. If the Player Characters’ actions create a situation where the Villain no longer has a reason to act (a rather common occurrence in natural fantasy, where many antagonists are driven by very simple needs), it’s not wrong to discard all the remaining Ultima Points and stop considering this character a Villain.

    Subverting The Premises

    Natural fantasy campaigns offer excellent chances to subvert many conventions of the JRPG genre and design Villains who are essentially invincible if battle against them is approached as usual (for example, the Heart of Eldgren on page 205).

    Examples of Subversion:

    • A ghost that, if defeated, comes back to haunt the village at night, unless someone returns a specific item to them.
    • A monster under a curse who, if brought to 0 Hit Points without purifying them first via a Ritual or Project, completely loses their conscience and becomes an abomination.
    • A truly ancient android who, when in Crisis, automatically Surrenders if convinced to trust humanity via a Clock.
    “You humans have a habit of considering cruel what is merely equitable. For years you stole my children, and now I shall steal yours.”
    Note: The following text appears separated from the main narrative content.

    The Mystery of the Mountains of Edessa

    Geological and Biological Overview

    The Mountains of Edessa are famous for their electrore formations, which create a rather unique biome. However, recent lowering of temperatures across the region—caused by mysterious turbulence from the west—has significantly reduced the charge stored within this mineral. This deterioration has negatively impacted the flora native to the area and forced many local species to migrate.

    Among these migrating species are the exceedingly rare Thunder Spiders. Usually peaceful, once outside their natural habitat, these huge arthropods become extremely ravenous. They eat constantly and grow beyond measure. This accelerated growth is not only painful but also makes them even more aggressive.

    The Threat of Tonitranea Rex

    A truly gigantic specimen was recently spotted in the valley—one so ferocious that it forced the population of nearby villages to flee their homes. The residents speak with a mix of fear and respect about the Tonitranea Rex, known as the Lord of Thunder. Its hunting ground grows by the day, threatening not just the people of the valley but the balance of the region’s entire ecosystem.

    Guest Information

    Creature Tactics: Tonitranea Rex

    TONITRANEA REX’S TACTICS

    During conflicts, the Tonitranea Rex uses its heightened mobility to disorient enemies and take them down. This gigantic arthropod is made up of three parts, each with its own profile: the Head, the Thorax with its long legs, and the massive Abdomen covered with electrostatic spines. In order to defeat the creature, all three must be reduced to 0 Hit Points.

    Turn Order Abilities

    The attack sequence follows a strict schedule across four turns:

    • On the first enemy turn of each round: If at least two enemies aren’t suffering from slow, the Abdomen uses Paralyzing Silk against all enemies. Otherwise, if it doesn’t have enough Mind Points or if it’s electrified, the Abdomen uses Trampling Slam against as many random targets as possible (this causes the Thorax to stop dangling and the Abdomen to stop being electrified).
    • On the second enemy turn: The Thorax uses Predator Ascent to start dangling if it’s an odd-numbered round, or Electrostatic Charge if it’s an even-numbered round. If it doesn’t have enough Mind Points, it uses Lightning Claw against as many random targets as possible.
    • On the third enemy turn of each round: The Head uses Toxic Spit against a random target.
    • On the fourth enemy turn of each round: The Thorax acts again, using Lightning Claw against as many random targets as possible.

    Ultima Point Usage and Synergy

    Since Head, Thorax and Abdomen are all parts of the Tonitranea, each of them has access to the Villain’s Ultima Points pool, with two critical caveats:

    • If one part spends 1 Ultima Point to recover from all status effects and recover 50 Mind Points, all parts gain these benefits.
    • If one part spends 1 Ultima Point to Escape from the scene, all parts escape immediately together.

    Engagement Rules

    • On the Hunt: If engaged while on the hunt, the T onitranea Rex uses Ultima Points to Invoke a Trait every time it misses one or more targets in Crisis, but always keeps 1 Ultima Point to Escape to its lair.
    • In the Lair: If engaged within the lair, however, the creature spends Ultima Points more liberally and uses them to activate the Survival Instinct special rule (see Thorax).

    Additional Details

    • Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers)
    Monster Stat Blocks

    ABDOMEN Lv 5 • MONSTER

    Core Stats

    DEX d8 INS d6 MIG d10 WLP d8

    Vitals & Attributes

    HP: 60 MP: 30 DEF: +0 M. DEF: +0 P A R S B IM: d E V U F VU i l T RS

    Basic Attacks

    Trampling Slam (DEX + MIG) (HR + 5) physical damage. If the Abdomen is electrified this attack deals 10 extra damage and all its damage becomes bolt; if the Thorax is dangling, this attack gains multi (2). After this attack is resolved, the Thorax stops dangling and the Abdomen is no longer electrified.

    Spells

    • Paralyzing Silk (Cost: 20 MP | Type: Special | Instantaneous)
      Every enemy the Abdomen can see suffers slow.

    Special Rules

    • Electrostatic Spines After a creature hits the Abdomen with a melee attack, if the Abdomen is electrified, it deals 5 bolt damage to that creature (after the attack has been resolved).
    • Grounding If the Abdomen suffers earth damage when electrified, it stops being electrified.
    • Limb The Abdomen is immune to dazed, enraged and shaken.

    HEAD Lv 5 • MONSTER

    Traits: frail, lucifuge, poisonous, protected.

    Core Stats

    DEX d8 INS d10 MIG d6 WLP d8

    Vitals & Attributes

    HP: 40 MP: 20 DEF: +0 M. DEF: +0 P V U A R S B RS d e f i L T IM

    Basic Attacks

    Toxic Spit (DEX + MIG) +3 (HR + 10) poison damage.

    Special Rules

    • Wall of Legs During a conflict, as long as the Thorax isn’t dangling, the Head is invisible to enemies.
    T onitranea Rex - Character Profile

    ANTAGONISTS

    THORAX (Champion 2) Lv 5 • MONSTER

    Traits: armored, coordinated, electrostatic, ravenous.

    DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 100 • MP 50 | Init. 10

    DEF +2 | M. DEF +1 | p A RS B IM d E VU f ii VU l T RS

    BASIC ATTACKS

    • Lightning Leg (DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is dangling, damage dealt by this attack ignores Resistances. This attack has multi (2), but it can only target two enemies provided they are both suffering from slow.

    OTHER ACTIONS

    • Electrostatic Charge The Thorax can use an action and spend 10 Mind Points to rub its back legs along the Abdomen, creating an electrostatic cloud. If it does, the Abdomen (see page 178) becomes electrified.
    • Predator Ascent The Thorax can use an action and spend 10 Mind Points to climb up the webs and become dangling until it suffers fire damage, ice damage, or damage of a type it is Vulnerable to; the Thorax also stops dangling after the Abdomen (see page 178) uses Trampling Slam. As long as the Thorax is dangling, no part of the T onitranea Rex (Abdomen, Head and Thorax) can be targeted with melee attacks unless the attacker is flying or able to target flying creatures.

    SPECIAL RULES

    • Limb The Thorax is immune to dazed, enraged and shaken.
    • Survival Instinct At the end of each round, if the T onitranea Rex is within its lair and the Abdomen and/or the Head are at 0 Hit Points, the Thorax must spend 1 Ultima Point to gather its strength and bring both parts back into the scene, each with a number of Hit Points equal to their Crisis value, but suffering from no status effects and at full Mind Points.
    HANDLING THE PARTS OF THE TONITRANEA REX
    Although the various parts of this Villain have individual profiles, in narrative terms they are actually a single entity: for this reason, when one is reduced to 0 Hit Points and/or leaves the conflict, they should be described as grievously wounded or exhausted, not dead. At the same time, their senses are based on the T onitranea Rex as a whole (for example, defeating the Head does not impair the “sight” of the other parts, which can target their enemies normally).
    “Listen to me, lass, stay away from that creature: lightning will reach you long before you hear the Lord of Thunder.”

    Multi-Part Enemies Guide

    Multi-Part Enemies

    The concept of multi-part enemies is built according to an idea common to both JRPGs and beat ‘em up games: a boss that appears as a single body, but with a variety of minor parts that can be targeted and damaged individually, to destroy, stun, or immobilize them for a certain amount of time.

    This method offers a number of advantages:

    • It safeguards the value of multi-target abilities; those same abilities would otherwise be wasted against a solitary champion-rank enemy.
    • It prevents the battle from becoming too long, since the number of enemies goes down bit by bit when the various parts are reduced to 0 Hit Points.
    • It provides a lot more personality to enemies with a monstrous anatomy, making each section of their bodies a mini-enemy that supports or synergizes with the others, and these interactions show the nature, instincts, and habits of said creature.
    • It allows the Game Master to add regeneration rules that set the pace of the conflict and push the Players to make significant tactical decisions: do they want to eliminate the more aggressive secondary parts first, knowing that they might come back later? Or do they focus on the main body?

    Enemy Composition Rules

    As a rule of thumb, an enemy built according to this logic includes:

    Main Body. An elite or champion rank NPC that, usually, has support abilities and an action or special rule that allows it to bring the other parts back into the scene (usually when the main body enters Crisis for the first time or at a set point each round). Sometimes (but not always!), defeating the main body causes the remaining parts to immediately leave the conflict. Parts. Each section of the creature that plays a pivotal role in their tactics has a separate profile, usually of soldier rank. Some parts are built for offense (such as the head of a dragon, a robot’s ventral turret, or a manticore’s spiked tail) and others for defense (such as an energy barrier generator, a claw shielding the body, or a floating ring).

    In most instances, the ideal composition is a champion rank main body which replaces a number of soldiers equal to the PCs on the scene minus 1, accompanied by two soldier rank parts. However, as usual, you shouldn’t be afraid to experiment. The following page presents some ideas to play with!

    Adversary Dossier

    Chapter 9: Antagonists Dossier

    Adversary Index (44)

    Ancient Robot

    The outer shell of this complex adversary is the Armor (soldier) with high Defenses and Hit Points, flanked by two Armaments (soldier). These Armaments are more fragile but capable of unleashing attacks and spells.

    Inside resides a Core (elite), which is completely invulnerable as long as the Armor remains on the scene. This Core creates a new Armament at the end of each round if fewer than two exist. Both the initial and subsequent Armaments are chosen at random from a six-option list, each possessing different Affinities and offensive capabilities.

    If the Core is reduced to 0 Hit Points, the entire robot deactivates immediately.

    Magmasaur

    This adversary consists of three primary components: a Body (elite), a Head (elite), and a powerful Tail (soldier).

    • The Tail attacks with large swipes and can even inflict a status effect, but it cannot be regenerated if defeated.
    • The Head can cause grievous injuries with its bite and flaming breath.
    • The Body strikes with sharp claws or, if in Crisis, a powerful body slam.

    Furthermore, at the end of each round, complex regeneration occurs: If the Head is defeated but not the Body, the Head returns to the scene with Hit Points equal to its Crisis value. The same revival mechanic applies to the Body if it is defeated while the Head remains active.

    Storm Spirit

    In contrast to previous examples, this adversary comprises three parts of the same rank: the Essence of Lightning (soldier), which uses electric attacks and spells; the Essence of Air (soldier), which inflicts status effects like slow or weak; and the Essence of Water (soldier), which heals the other parts' Hit Points and Mind Points.

    These three Essences maintain a delicate balance. However, if one Essence is defeated, the remaining Essences become significantly more powerful, doubling both their maximum and current Hit Points, not to mention increasing their number of turns starting from the next round!

    182 W

    Node and Dylon

    Born and raised in the lake village of Turva, Node and Dylon have been inseparable since birth: together, the young human and the sea tiger learned how to sail the narrow canals, swim against the current, and survive among the waters. Side by side, they became the most respected pair of hunters in the village, protecting it from dangers, delivering letters and messages to nearby settlements, and obtaining food, medicines, and other resources.

    Everything changed during a particularly long hunting trip, when a ravenous and overgrown eelfang attacked their group: miraculously escaping the carnage, the two hunters developed a grudge against the beast, despite the warning of their old mentor, Stelarcte, and her stern exhortation to remember the souls of the fallen without bringing further torment to them. The duo left Turva for many months, trained hard, and finally faced and killed the beast, exacting their revenge.

    Alas, awaiting their return was a gruesome silence: the village had been reduced to ashes, destroyed by a migrating lava beast. Node and Dylon came to a grim realization: a world populated by monsters of such power would never be safe for humanity, and the only way to save as many lives as possible was to preemptively hunt down and kill these creatures. None but them can bear such a burden, but, as always, having each other to rely upon will be enough.

    Details

    Node and Dylon's Tactics

    44 ANTAGONISTS

    Node and Dylon’s Tactics

    Node and Dylon add an environmental effect to every conflict they take part in, the tide. At the start of the conflict, the tide is high and it remains so as long as neither of them is in Crisis; as soon as either of them is in Crisis, the tide becomes low.

    Environmental Turns

    1. First Enemy Turn: Node uses Hunting Horn if he has enough Mind Points and hasn’t used it so far. Otherwise, he uses Hunter’s Bow, prioritizing targets suffering from weak (during high tide) or slow (during low tide).
    2. Second Enemy Turn: Dylon uses Rock Toss against a random target. If he doesn’t have enough Mind Points he uses Sea Fin against a random target.
    3. Third Enemy Turn: Node acts again, using Net Throw against as many random targets as possible, prioritizing those suffering from weak during high tide.
    4. Fourth Enemy Turn: Dylon uses Coordinated Action, prioritizing enemies suffering from weak. Node’s free attack (during high tide) targets a random enemy instead. If Dylon doesn’t have enough Mind Points, he uses Sea Fin instead, always prioritizing weak targets.

    Symbiosis and Shared Resources

    Node and Dylon are friends who share every aspect of their lives: for this reason they have a single pool of Ultima Points and each can spend them to Invoke a Trait or Recover; if one spends an Ultima Point to Escape, both leave the scene safely.

    The goal of this rule is to highlight how deep the symbiosis and harmony of this duo run, creating a stark contrast with the mission they undertook: they are clearly able to show care and tenderness, but they decided to discard these feelings when looking at one of their prey.

    Tactical Adjustments

    Initial Conflict (Player Characters)

    • Mindset: They do not view the Player Characters as worthy opponents, but rather as naive and headstrong people who don’t understand the importance of their mission.
    • Ultima Point Usage: They spend Ultima Points to Recover only when suffering from 3 or more status effects, and they always keep 1 Ultima Point to Escape as soon as one of them is reduced to 0 Hit Points (ignore the *I’ll Avenge You!* special rules).

    Subsequent Battles

    In subsequent battles, however, they consider the PCs a grave danger to their mission and spend Ultima Points to Invoke a Trait every time they fail a Check.

    Minor Villain | (5 Ultima Points) | Both Elite
    Character Dossier

    Node (Elite Character Profile)

    Basic Attributes

    Core Stats

    • DEX d10
    • INS d6
    • MIG d8
    • WLP d8
    • HP 120
    • MP 60
    • Init. 10

    Defense & Equipment

    • DEF +1, M. DEF +1
    • Equipment: Short bow, travel garb.
    • Skills: RS d E VU F / RS I VU l t

    Attacks and Abilities

    Basic Attacks

    • Net Throw
      (DEX + MIG) +4(HR + 5) physical damage. (Multi: 2)
    • Hunter’s Bow
      (DEX + DEX) +4(HR + 8) physical damage.
      • *Effect:* If the tide is high and the target is suffering from weak, this attack deals 5 extra damage.
      • *Effect:* If the tide is low, the target suffers slow.

    Spells

    • Hunting Horn
      10 × T MP • Up to three creatures • Scene.
      *Effect:* Until this spell ends, each target gains a +1 bonus to Accuracy Checks.

    Special Rules & Mechanics

    • High Tide Style: When the tide is high, Node’s attacks always treat the target’s Defense as being equal to their current Might die size.
    • I’ll Avenge You!: When Dylon (see next page) is reduced to 0 Hit Points, Node recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
    • Low Tide Speed: When the tide is low, all damage dealt to Node by creatures suffering from slow is reduced by 5 (before applying Affinities).

    The Tide and Flow of the Battle

    Node and Dylon’s special mechanic revolves around the tide: this kind of additional rule is excellent to add “phases” to a conflict without tying them to a specific adversary. It’s also an interesting way to add a back-and-forth pace to the scene, to reveal something about the enemies’ personality, and to ensure they can’t benefit from all their skills at the same time, which could make them too overwhelming or frustrating.

    The best way to keep track of these effects is a physical reminder, like a coin to flip or a card to rotate (this last prop can easily represent a cycle of four phases, for example).

    Character Dossier & Reflection
    ANTAGONISTS (Chapter)

    DYLON PROFILE

    “We don’t expect gratitude. Nonetheless, we know what must be done.”

    DYLON (Elite)
    Level: 10 • Race: BEAST

    Traits: imposing, protective, seaborn, staunch.


    Combat Stats

    DEX / INS / MIG / WLP / HP: d6 / d8 / d10 / d8 / 140
    MP / Init.: 70 MP / 60 Init. 9
    DEF / M. DEF: +2 / +1 p a B

    VU d E RS F VU I RS l t

    Abilities

    Basic Attacks

    Sea Fin
    • (INS + MIG) +1 attack.
    • (HR + 5) ice damage.
    • Condition: If the tide is high, the target suffers weak.
    • *Note:* If the tide is low, the target won’t be able to see Node (see previous page) until Dylon uses Sea Fin again.

    Spells

    Rock Toss (OO)
    • (MIG + WLP) +1 attack, 5 MP cost. One creature target. Instantaneous.
    • Dylon deals (HR + 10) earth damage to the target.

    Other Actions

    Coordinated Action (SS)

    Dylon can use an action and spend 10 Mind Points to perform a free attack with Sea Fin, treating the High Roll as 0 when calculating damage. After this attack is resolved:

    • If the tide is high: Node (see previous page) performs a free attack with Hunter’s Bow, treating the High Roll as 0.
    • If the tide is low: Node recovers 10 Hit Points instead.

    Special Rules

    • High Tide Strength: When the tide is high, all damage dealt by Dylon ignores Resistances.
    • I’ll Avenge You!: When Node (see previous page) is reduced to 0 Hit Points, Dylon recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
    • Low Tide Tenacity: When the tide is low, Dylon becomes Resistant to physical damage.

    A Reflection In Two Parts

    While the T onitranea Rex (see page 176) is a terrible predator that upsets the ecosystem, Node and Dylon showcase how pain and tragedy might warp protective instincts into extremism – a preemptive and short-sighted hunt, fueled by fear rather than understanding. However, the village of Turva and their mentor cultivated a diametrically opposite philosophy, one that still endures in the powerful bond between Node and Dylon: it’s not too late, and the Player Characters might be able to bring those feelings back to surface before they drown in a sea of bitterness.

    Brightvale Chronicle

    The Legend of Brightvale

    Legends say that once upon a time, at the foot of a mountain in the Northlands, there was a village called Brightvale, because of its verdant territory and favorable climate. The people of the village were united, kind, welcoming, and loved life above all else – in fact, they were healthy and very long-lived.

    The Shadow of Immortality

    However, this longevity made every bereavement excruciating: the villagers would cry and try to comfort each other as the faint light of the Funerary Lantern guided the procession. Both the living and the dead only wished to be able to remain with their loved ones forever, and this is how some souls managed to find a way back, guided by the Lantern itself. The people thought it was a miracle, unaware of the looming danger: in order to remain among the living against the natural order of things, those spirits were consuming the life of their loved ones.

    As more and more people died, just as many spirits joined the village. And year after year, those souls gradually forgot who they were, until they became faint presences, attracted like moths to the light of the Lantern. In the end, they turned into pale flames thirsting for life.

    The Transformation

    Eventually, the spirits overtook the village, and Brightvale itself – now the epicentre of this warping of the natural order – was reborn as a terrible serpentine monstrosity that withers everything it touches, constantly chasing the Lantern that the naive villagers put all their faith into.

    Antagonists Tactics

    ANTAGONISTS

    Major Villain (10 Ultima Points); Champion 3 (worth 3 soldiers)

    BRIGHTVALE’S TACTICS: PHASE 1

    The battle with Brightvale is divided in two parts. During the first, the heroes have to climb the lengthy Back of Brightvale, trying to reach the head, while harassed by Will-o-Wisps attracted by their life energy (at the start of the conflict there are two Will-o-Wisps).

    Actions per Round:
    • On the first enemy turn of each round, the Back of Brightvale uses Compact Terrain (if it is not in Crisis or already under its effect). Otherwise, if it has 40 or more Mind Points, it uses Silent Recall, targeting as many Will-o-Wisps as possible, making them shoot Pale Flame against random targets. If neither of these conditions is true, the Back performs the Guard action instead (be aware that its effect lasts only until the start of the Back’s next turn in this round).
    • On the second enemy turn, the Back of Brightvale uses Unstable Ground against two random targets.
    • Then, all Will-o-Wisps present on the scene perform their turns, using Grave Whispers against a random target, prioritizing those with the highest current Hit Points. If they lack the Mind Points, they use Pale Flame against a random target instead.
    • On the last enemy turn of the round, if it has enough Mind Points, the Back of Brightvale uses Sandy Dive, otherwise it uses Stolen Strength.
    • At the end of each round, if there are less than two Will-o-Wisps present on the scene, a new Will-o-Wisp joins the conflict.

    Note: In this phase, the Back of Brightvale doesn’t use Ultima Points – from a certain point of view, it hasn’t even noticed the characters yet.

    When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and the gargantuan creature plummets to the ground. Now the heroes can move to the second half of this battle, against the Head of Brightvale and the Funerary Lantern hanging in front of it (see page 190).

    Post-Phase Actions:

    • We encourage you to give the Player Characters one round of free actions to catch their breath and get ready for the next part of the battle.
    • The conflict scene does not end and it’s not necessary to roll initiative again, but all remaining Will-o-Wisps fade away, leaving the scene.

    — () —

    The Back of Brightvale

    A powerful, ancient location utilized as a source of abilities.

    Core Statistics

    DEXd8
    INSd8
    MIGd12
    WLPd6
    HP300
    MP150
    Init.11

    Abilities and Actions

    Basic Attacks

    M Unstable Terrain

    A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR + 10) earth damage. This attack has multi (2).

    Spells

    Compact Terrain

    Cost: 5 MP | Type: Self | Scene.

    Until this spell ends, the Back of Brightvale gains Resistance to physical damage. This spell ends if the Back goes into Crisis. The Back cannot cast this spell while in Crisis.

    Silent Call

    Cost: 10 × T MP | Targets: Up to two creatures | Nature: Instantaneous.

    Each target may perform a free attack with an equipped weapon (or basic attack if an NPC). If they do, treat the High Roll as 0 when calculating damage.

    Other Actions

    Sandy Dive

    The Back of Brightvale can use an action and spend 20 Mind Points to dive under the desert sand and suddenly reemerge. If it does, all enemies present on the scene must perform a Group Check (INS + MIG) with DL 10. Failure deals 15 earth damage to each enemy seen, and those enemies suffer **shaken**.

    Stolen Strength

    The Back of Brightvale can use an action to steal energy from the shattered souls that surround it. Each Will-o-Wisp on the scene loses 20 Hit Points; then, the Back of Brightvale recovers 20 Mind Points for each Will-o-Wisp that lost Hit Points this way.

    Special Rules

    • Construct: The Back of Brightvale is immune to poisoned.
    • Sand and Dust: At the end of each of its turns, if the Back of Brightvale is in Crisis, it loses 10 Hit Points as its body slowly falls apart. If it reaches 0 Hit Points this way, all of its enemies plummet to the ground, suffering 20 physical damage.
    • Without Conscience: The Back of Brightvale is immune to dazed, enraged and shaken.
    Will-o-Wisp Profile

    WILL-O-WISP

    Lv 20 • UNDEAD

    The remains of the inhabitants of Brightvale, the Will-o-Wisps crave the energy of the living and float around the creature that was once their home. Traits: empty, faint, incomplete, whispering.

    Characteristics & Stats

    DEX d12
    INS d8
    MIG d6
    WLP d8

    HP: 70 • MP: 35

    Init. 9
    DEF +0 / M. DEF +0
    P RS A VU B RS D IM E RS F RS I VU L VU T IM

    Combat Details

    BASIC ATTACKS
    M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire damage.

    SPELLS

    Grave Whispers OO • (INS + WLP) +5 • 5 MP • One creature • Instantaneous. Deals (HR + 15) dark damage to the target.

    Special Rules

    • Embrace the End: As long as there are at least two Will-o-Wisps on the scene, Grave Whispers deals 5 extra damage.
    • Feeble Flame: When a Will-o-Wisp suffers damage it is Vulnerable to, it loses all Mind Points and suffers dazed, shaken, slow and weak.
    • Flying: See Core Rulebook, page 307.
    • Parasitic Flame: When one or more enemies recover Mind Points, they regain only half the normal amount and each Will-o-Wisp recovers 999 Mind Points (if there are two or more Will-o-Wisps on the scene, this effect triggers only once).
    • Undead: The Will-o-Wisp is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).

    Lore Entry: Undead Adversaries in Natural Fantasy

    Clinging to life so fiercely that one becomes undead is a classic of the high fantasy genre: ancient warlocks becoming abominable liches, entire spectral armies forced by ancient oaths to emerge from their graves, and so on. Brightvale frames this idea in a natural fantasy context, adding a touch of horror – the love of a steadfast community turned to unhealthy attachment and misfortune. This adversary doesn’t have any evil plan or grand ambitions, it lacks even a real conscience – it’s considered a Villain because it embodies the villagers’ fear and refusal to accept the natural order of life.

    “Nothing remains of those ancient lands. Only sand, silence and a pale light far, far away.”
    Document Analysis

    Brightvale’s Tactics (Phase 2)

    W
    BRIGHTVALE’S TACTICS (PHASE 2)

    The heroes must now face what is left of the souls of the villagers, still tied to the world of the living by the pale light of the Funerary Lantern.

    Enemy Turn Sequence

    • On the first enemy turn of each round, the Head of Brightvale resolves Unnatural Presence, then uses Gravesand Jaws against a random target.
    • On the second enemy turn, if it has less than 30 Mind Points, the Head spends 1 Ultima Point to recover; otherwise, it uses Dust to Dust against a random target.
    • On the third enemy turn, the Lantern uses Follow Me… against a PC that is not under its effect yet, prioritizing those with the highest current Might. If it lacks the required Mind Points, it uses Dim Light against random targets.
    • On the fourth enemy turn, if it has enough Mind Points, the Head uses Ancient Desires; otherwise, it uses Gravesand Jaws against a random target.

    In this phase, the Head of Brightvale doesn’t spend Ultima Points as long as the Lantern is lit – but when it becomes extinguished, the Head spends them liberally to strike its enemies.

    FUNERARY LANTERN Lv 20 • CONSTRUCT

    Traits: ancient, faint, fragile, hypnotic.

    DEX d8
    INS d8
    MIG d6
    WLP d12
    HP 70
    MP 35
    Init. 8
    DEF +0
    M. DEF +0
    p a b
    D VU E RS f I VU L AB T IM

    BASIC ATTACKS

    Dim Light • (WLP + WLP) +2 • (HR + 10) light damage. This attack has multi (2).

    SPELLS

    Follow Me... OO • (INS + WLP) +2 • 10 MP • One creature.
    Description: All damage dealt by the target becomes light and its damage type cannot be changed. After the target takes a turn, this spell ends.

    SPECIAL RULES

    Construct: The Funerary Lantern is immune to poisoned.
    Quiet in the Dark: When the Funerary Lantern is reduced to 0 Hit Points, if it was lit, it becomes extinguished and its current Hit Points become 1. As long as it is extinguished, the Lantern cannot regain or lose Hit Points, nor perform any actions or free attacks.
    Head of Brightvale Stat Block

    The Head of Brightvale

    Classification: Champion (Chapter 3) | Undead

    Level: Lv 20

    Traits: apathetic, empty, hypnotized, quiet.

    Stats

    DEX d8
    INS d6
    MIG d8
    WLP d12
    HP: 240
    MP: 120
    Init.: 180
    Initiative: 10

    Defense

    DEF: +0
    M. DEF: +0
    A/V/U/B/IM: D IM E IM f I VU L VU T IM

    Attacks & Abilities

    Basic Attacks

    Gravesand Jaws

    Calculation: (DEX + MIG) +2 | Damage: (HR + 10) earth damage.

    *If the Funerary Lantern is extinguished, this attack deals 5 extra damage.*

    Spells

    Dust to Dust (OO)

    Cost: (MIG + WLP) +5 | 10 MP | Target: One creature | Action: Instantaneous.

    The Head of Brightvale deals (HR + 20) earth damage to the target, and the target suffers weak.

    Other Actions

    Ancient Desires

    The Head of Brightvale may use an action and spend 20 Mind Points to choose one:

    • If the Funerary Lantern is extinguished, it becomes lit and regains 35 Hit Points.
    • If the Funerary Lantern is lit, it recovers 35 Hit Points and performs a free attack using Dim Light.

    Special Rules

    • Desperation: When the Head of Brightvale loses Hit Points from a recovery effect because of the Undead rule, if the Funerary Lantern is extinguished, the Head loses an amount of Hit Points equal to those it would have recovered (instead of half).
    • Life Craving: After a Player Character spends a Fabula Point to Invoke a Trait, if the Funerary Lantern is lit, the Head of Brightvale recovers 10 Hit Points and that PC becomes feeble until the Lantern is extinguished. A feeble PC cannot invoke their Traits.
    • Symbol of Attachment: As long as the Funerary Lantern is lit, the current Hit Points of the Head of Brightvale cannot be lower than 1.
    • Undead: The Head of Brightvale is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).
    • Unnatural Presence: At the start of each of the Head of Brightvale’s first turn during each round, if no Player Character is suffering from shaken and the Funerary Lantern is lit, all Player Characters on the scene become shaken.
    Titania, Queen of Fairies

    Titania, Queen of Fairies

    Many legends tell how dangerous it is to strike a deal with fairies, the ancient beings who rule the woods of the shire. And with good reason. It’s not their cunning, nor their knack of twisting every word to their own desires that makes them so fearsome; no, their most terrible weapon is time itself.

    Mortals age and die, and their descendants often forget the ancient oaths or turn them into mere tales. But the fairy beings are untouched by the flow of the years and, if someone denies them their due, their fury is inextinguishable.

    The Pact of Frosthill

    The villagers of Frosthill struck one such deal with Titania, the Queen of Fairies: every year, the Queen would grant plentiful crops and peaceful pastures but, in exchange, the inhabitants had to gift them three seeds from their favorite peach tree.

    For three generations the villagers kept their word, but gradually forgot the true meaning of the ceremony, until they eventually disregarded it completely. And so the fury of the Queen struck them down, causing the flora of the same fields and pastures they had nurtured for years to grow beyond measure. This created a gigantic plant maze that has held the inhabitants hostage ever since, for the amusement of the fairy court. It’s a magical domain, where day, night, and climate answer to Queen’s every whim.

    The Queen of Fairies - Antagonists
    193

    ANTAGONISTS

    THE QUEEN OF FAIRIES

    Titania is an atypical antagonist who might assume one of two symmetrical forms, the Queen of Midday or the Queen of Midnight, alongside their corresponding mischievous court.

    Form Changes and Rules:

    • If the characters challenge Titania, the fae monarch enters the fray as the Queen of Midday, accompanied by two Sun Poppies.
    • When reduced to 0 Hit Points in either form, Titania uses the Dawn or Dusk special rule (see upcoming pages) to assume their opposite form.
    • After each shift, Titania is considered a new creature in terms of rules, with full Hit Points and Mind Points, and no lingering status effects. Any and all spells that affected the other form end, and any symbol (see High Fantasy Atlas, page 148) is removed. It’s possible to steal from them twice using Soul Steal (see Core Rulebook, page 203), once per form.

    From the perspective of Titania and their court, our heroes are a form of entertainment, so a sacrifice is not available in this conflict, but it is possible to perform some deeds to gain the favor of the court (the amount of favor granted is shown in brackets in the list below). The Game Master has to reveal this information as soon as someone fulfills a deed but the full list must be kept secret. Each deed provides favor only once.

    Deeds to Gain Favor (Favor gained is in brackets):

    • Combo Breaker (+1). Titania cannot perform any action during their turn.
    • Fourth Wall (+1). A Player (yes, a Player, not a character!) makes Titania laugh.
    • Inconceivable! (+1). A PC wins an Opposed Check where Titania uses the bonus of Aspect of the Queen or Aspect of the Huntress.
    • Insubordination (+1). A character with the Outcast Fairy Quirk (see page 125) causes one of Titania’s forms to enter Crisis.
    • Look Out, My Queen! (+1). A character uses the Protect Skill (see Core Rulebook, page 197) to shield Titania from danger.
    • One Hundred to Zero (+1). A PC reduces an enemy from maximum HP to 0 HP.
    • To Persist is Human (+1). Titania has used both Weird Mind and Eternal Body.
    • What a Boom! (+1). A PC brings two or more enemies to 0 HP in a single turn.
    • Planned Defeat (+2). One Player Character surrenders.
    • Spirit of the Underdog (+2). Titania has reached 0 Hit Points once in each form.

    If the PCs accumulate 6 or more favor, Titania loses all their Ultima Points and the conflict ends: the Queen is now willing to negotiate with the group.

    Major Villain
    (10 Ultima Points); Variable rank (see below)
    VS.

    Queen of Midday

    Queen of Midday

    (Champion 3) Lv 30 • ELEMENTAL

    Traits: ethereal, fickle, gracious, shimmering.

    Statistics

    DEX d8
    INS d10
    MIG d8
    WLP d8
    HP 300
    MP 150
    Init. / Def. 160 / +1

    Combat Details

    MP Capacity:
    12
    DEF: +1 | M. DEF: +2 | PRS: A IM b D VU E VU F IM I VU L AB T IM

    Basic Attacks

    • Royal Fan (DEX + INS) +3 • (HR + 10) air damage and the target suffers slow.

    Spells

    • Solar Mantle [Requires OO]

      (INS + WLP) +3 • 10 × T MP • Up to three creatures • Instantaneous.

      Titania deals (HR + 20) light damage to each target.

    Other Actions

    • Fairy Decree
      [Free Action] Titania may use an action to impose one of the following decrees, ending any previous one; after that, they perform a free attack with Royal Fan against a random target.
      • Season of the Opposites: When an enemy performs a Check (but not Open or Opposed), they succeed if the Result is lower than the Difficulty Level, instead of equal or higher.
      • Mirror Mirror: When an enemy has to choose one or more targets for an effect, they have to do so randomly among the eligible targets.
      • Law of the Fairies: When an enemy performs an Opposed Check, the Queen chooses which Attributes they use.
    • Radiant Bloom [Spend 20 Mind Points]

      Titania may use an action and spend 20 Mind Points to make all Sun Poppies (see next page) bloom. If no Sun Poppy is present, a new one enters the conflict and immediately blooms.

    Special Rules

    • Aspect of the Queen: Titania gains +3 to all Opposed Checks concerning fairies or diplomacy.
    • Dusk: When Titania is reduced to 0 Hit Points in her Queen of Midday form, she must spend 1 Ultima Point to call forth the night. She and any remaining Sun Poppies leave the conflict. At the end of the current round, she returns as the Queen of Midnight accompanied by two Moon Orchids (see page 197). If they have no Ultima Points left, Titania surrenders.
    • Elemental: Titania is immune to poisoned.
    • Weird Mind: At the start of each of her turns, if she is suffering from dazed and/or shaken, she recovers from these status effects and regains 10 Mind Points.

    SUN POPPY

    Lv 30 • ELEMENTAL

    Lazy fairies with the form of multicolored flowers, who blissfully bask in the presence of their radiant Queen.

    Traits: ephemeral, lazy, multicolored, shining.

    Statistics

    DEX d8 | INS d10 | MIG d8 | WLP d8

    HP: 100 • MP: 50 | Init. 9

    DEF +1 M. DEF +2 p A RS b D VU e F RS I VU L IM T IM

    Actions and Abilities

    Basic Attacks

    Diurnal Caress

    (DEX + WLP) +6 • (HR + 10) light damage. The next time the target suffers light damage during this round, they suffer 5 extra damage.

    Other Actions

    Sweet Oblivion

    The Sun Poppy may use an action to drain enemies of their strength. Each enemy the Sun Poppy can see loses 20 Mind Points.

    Special Rules

    • Elemental: The Sun Poppy is immune to poisoned.
    • Energized Awakening: When the Sun Poppy is reduced to 0 Hit Points, all enemies present on the scene regain 30 Mind Points.
    • Kissed by the Sun: As long as she is in bloom and Titania is not in Crisis, the Sun Poppy loses her Vulnerabilities to ice and dark damage.
    • Withering Heat: After the Sun Poppy loses Hit Points due to damage of a type she is Vulnerable to, or loses any amount of Mind Points, if she is in bloom, she stops being in bloom.

    TITANIA, QUEEN OF MIDDAY’S TACTICS

    • On the first enemy turn of the round, Titania uses Fairy Decree to impose one of their decrees, in cyclical order: Season of the Opposites, Mirror Mirror, Law of the Fairies, then Season of the Opposites again and so on.
    • On the second enemy turn, if they have enough Mind Points, Titania uses Radiant Bloom, otherwise they attack a random target with Royal Fan.
    • Next, all Sun Poppies perform their turns. The first (if present) uses Sweet Oblivion, the second (if present) uses Diurnal Caress against a random target.
    • On the final enemy turn, Titania uses Solar Mantle on as many enemies as possible. If they have less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.

    “Evil? Me? Nonsense. I was simply denied what was agreed upon.”

    Character Profile: Queen of Midnight

    Queen of Midnight

    **Champion Tier 3 • Elemental Traits:** brutal, merciless, mercurial, regal.

    Attributes & Stats

    DEX: d10 INS: d8 MIG: d8 WLP: d8
    HP: 300 MP: 150 Initiative: 160
    DEF/M. DEF: +0 / +0
    PRS A VU b D AB E IM F VU I IM L VU T IM: (Placeholder for complex stats)

    Basic Attacks

    • Fairy Arrow • (DEX + MIG) +3 • Deals (HR + 15) ice damage.

    Spells & Abilities

    Lunar Blanket (Spell)

    • Type: Instantaneous
      Cost: 10 MP • (INS + MIG) +3
      Effect: Titania deals (HR + 20) dark damage to the target, and the target suffers weak.

    Other Actions

    • Gaunt Bloom (Action/Passive)
      Titania may use an action and spend 20 Mind Points to make all Moon Orchids (see next page) bloom. If there is no Moon Orchid present on the scene, a new one enters the conflict and immediately blooms.
    • Wild Hunt (Action)
      Titania may use an action to declare one of the following hunts, ending the effects of any previous one; after that, they perform a free attack with Fairy Arrow against a random target.
      • Hound the Prey: Titania and the Moon Orchids (see next page) deal 5 extra damage against weak targets.
      • Gathering Horn: Titania chooses a Moon Orchid (see next page) present on the scene, who performs his turn immediately after Titania’s this round (following the tactics on next page).
      • Thrill of the Hunt: The next time a source deals damage to Titania and/or one or more Moon Orchids, that source deals no damage instead.

    Special Rules

    • Aspect of the Huntress: Titania gains +3 to all Opposed Checks concerning swiftness, accuracy or giving chase.
    • Dawn: When Titania is reduced to 0 Hit Points in the Queen of Midnight form, they have to spend 1 Ultima Point to call forth the day. In doing so, Titania and any remaining Moon Orchids (see next page) leave the conflict. At the end of the current round, Titania returns to the conflict as the Queen of Midday accompanied by two Sun Poppies (see page 195). If they have no Ultima Points left, Titania surrenders.
    • Elemental: Titania is immune to poisoned.
    • Eternal Body: At the start of each of their turns, if Titania is suffering from slow and/or weak, they recover from these status effects and regain 10 Mind Points.
    Character Profile Sheet

    MOON ORCHID

    Level 30 • ELEMENTAL

    Fierce and devout fairies in the shape of delicate flowers. They use their razor-sharp petals to hunt the prey chosen by the Queen.

    Traits: ephemeral, frantic, lethal, pure.

    Stats & Attributes

    Core Stats
    • DEX d10
    • INS d8
    • MIG d8
    • WLP d8
    • HP: 100
    • MP: 50
    • Init: 9
    Defensive/Offensive Stats
    • DEF: +2
    • M. DEF: +1
    • p A V U b D I M E R S f I R S L V U T IM (This appears to be an acronym key)
    • BASIC ATTACKS (See details below)

    Abilities & Actions

    ⚔️ Basic Attacks

    • Nocturnal Laceration: (DEX + MIG) +6 • (HR + 10) dark damage. If the Moon Orchid is in bloom, this attack deals 5 extra damage.

    ✨ Other Actions

    • SS Rude Awakening: The Moon Orchid may use an action and spend 20 Mind Points to deal 10 dark damage to every enemy he can see.

    🌿 Special Rules

    • Elemental: The Moon Orchid is immune to poisoned.
    • Ephemeral Beauty: As long as he is in bloom, the Moon Orchid becomes Vulnerable to physical damage.
    • Fragile Frost: After the Moon Orchid loses Hit Points due to damage of a type he is Vulnerable to, or loses any amount of Mind Points, if he is in bloom, he stops being in bloom.
    • Moon Kiss: As long as at least one Moon Orchid is in bloom, Titania loses their Vulnerabilities to fire and light damage.

    👑 TITANIA, QUEEN OF MIDNIGHT’S TACTICS

    • On the first enemy turn of each round, Titania uses Wild Hunt to declare one of their hunts, in cyclical order: Hound the Prey, Gathering Horn, Thrill of the Hunt, then Hound the Prey again and so on.
    • On the second enemy turn, if they have enough Mind Points, Titania uses Gaunt Bloom, otherwise they attack a random target with Fairy Arrow.
    • Next, all Moon Orchids perform their turns. The first (if present) uses Rude Awakening, the second (if present) uses Nocturnal Laceration against a random target.
    • On the final enemy turn, Titania uses Lunar Blanket on as many targets as possible. If the Queen has less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.
    The Chronicles of Eldgren

    The Awakening of Eldgren

    Millennia ago, the great forest of **Eldgren** gracefully welcomed those who proved themselves worthy of its favor. After overcoming the tests imposed by the guardian spirits, worthy mortals received the great tree’s blessings—so that entities dwelling in the earth, the stone, among the branches, and in the streams would heed their words and prayers.

    Unfortunately, an ancient civilization, whose erudition was matched only by their fear of the unknown, decided that these superstitions were obsolete and dangerous. They believed such a power had to be grasped and controlled. They started many wars, but left precious few accounts. The forest was reduced to a smoldering waste, but even less remained of those short-sighted people.

    The Lingering Scars

    However, the spirits never left their home: over the centuries, they healed the earth and new life blossomed in Eldgren. The superficial wounds were mended, but the rage and the resentment for the mortals’ actions still burned in the depths, like buried embers, slowly poisoning the heart of the forest, and allowing an invisible parasite to make its nest within it.

    When young humans, oblivious to what had transpired, set foot among the trees once again, Eldgren remained silent, waiting. When some of them pushed deeper, studying the broken ruins of those ancient people, Eldgren waited. But when the first trees were felled, the spirits decided that these mortals were the same as their ancestors and, if left unchecked, the tragedies of the past would repeat themselves.

    The Reckoning

    Ash swept away, embers roar hateful once again: the ancient guardians of the forest are ablaze with a ghostly and vengeful fire, while millennia-old trees entwine their branches and shake the ground to uproot the human threat once and for all… even at the cost of snuffing out hundreds.

    Not all is lost: a minuscule fragment of Eldgren’s ancient heart managed to escape desperation and traveled beyond the boundaries of the forest, looking for heroes who can heal its suffering…

    “What do you know about pain? Of suffering?

    Your ancestors committed unforgivable crimes.
    You will be given no chance to repeat them!”
    Chapter Layout
    199
    W

    44 ANTAGONISTS

    CHAPTER

    — CHAPTER —

    Content Flow Placeholder

    This section would typically contain the main body text of the chapter. Based on the raw extract, this area represents the core content related to "Antagonists."

    Document Generated For:

    The Forest's Trial - Campaign Guide

    THE FOREST'S TRIAL

    Context:

    In this first phase, the characters delve into the forest, hoping to stop it before it unleashes its rage on nearby villages.

    Narrative Development

    From a narrative perspective, the last non-corrupted shard of the heart of the forest guided the PCs here. The shard might be an NPC, but it would be better if they are a Player Character who has remembered the true nature of their mission. Such a revelation might be triggered with a Fabula Point or with a Quirk like Underchild (see page 129), or introduced by the awakening of the Mysterious Grimoire Quirk (see page 124).

    Another interesting option is the revelation that a PC’s Faithful Companion (see Core Rulebook, page 217) is much more than a common animal.

    Environmental Rules

    In this phase, the forest is an environmental element; it doesn’t take part in the conflict nor use any Ultima Points. The main threat is the Ashen Rådande (see page 201), who hinder the heroes while they undertake the ancient trials of Eldgren.

    The Trials

    Sequence and Mechanics

    The trials take place at the end of each round, in the following order:

    • Trial of Strength (first round). Each PC must perform a (MIG + WLP) Check with Difficulty Level 10. For each success, the group accrue 1 Trial Point, but those who fail lose half of their current Hit Points.
    • Trial of Remembrance (second round). Each PC can choose one of their Bonds and give it to the Forest; that Bond cannot be invoked until the end of the scene. Each PC who chooses to give one of their Bonds must recount one campaign event linked to it, and then roll their highest base Attribute die, adding the strength of the gifted Bond, accruing 1 Trial Point, plus another one if the result is 10 or higher. Each PC that doesn’t give a Bond fails the trial and becomes coveted by the Rådande until the end of the Scene.
    • Trial of Unity (third round). Each PC rolls their lowest base Attribute die. If the result is equal to or lower than that PC’s total number of Bonds, the group accrue 1 Trial Point. If the result is higher, the PC loses half of their current Mind Points.

    Conclusion: At the end of the fourth round, if the group has accrued a number of Trial Points equal to or higher than (the number of Player Characters, multiplied by 3), the ancestral magic recognizes their valor and brings them before the Ancient (see page 202). Otherwise, a strange spell drops them at the edge of the forest and they will be able to face the Ancient only later; meanwhile, Eldgren will have started rampaging across the countryside.


    W ELDGREN • PHASE 1

    Ashen Rådande Profile

    ASHEN RÅDANDE

    Lv 40 • PLANT

    Description

    Once guardians of the forest, now they are driven by the gut-wrenching hatred that burns in their hearts.

    Traits: merciless, poisoned, scorched, terrifying.

    Attributes

    • DEX d10
    • INS d12
    • MIG d8
    • WLP d6
    • HP 120 • 60 MP
    • Init. 11

    Defense & Attacks

    • DEF +0
    • M. DEF +0
    • p A VU b d E RS F IM I VU l T RS (Placeholder for complex stats)

    Special Class Stats

    • Basic Damage: Fan the Flames • (DEX + MIG) +4 • (HR + 20) fire damage. After resolving this attack, if the target wasn’t coveted, the Ashen Rådande loses 10 Hit Points.
    • Shared T orment OO • (INS + WLP) +7 • 20 MP • One creature • Instantaneous. Both the Ashen Rådande and the target suffer poisoned.

    Special Rules

    • Harrowing Rage: As long as the Ashen Rådande is poisoned, all damage they deal ignores Immunities and Resistances.
    • Plant: The Ashen Rådande is immune to dazed, enraged, and shaken.
    • Trial by Fire: When the Ashen Rådande is reduced to 0 Hit Points, Player Characters receive 1 Trial Point.

    Ashen Rådande Tactics

    At the start of the conflict, a number of Rådande equal to the number of PCs minus 1 enter the scene. The forest spirits’ grudge drives them to push intruders away, preventing them from even attempting to demonstrate that they are worthy of Eldgren’s trust and respect.

    Behavior:

    • On their turn, if they are not poisoned, a Rådande uses Shared T orment against a random target, prioritizing those who are not poisoned already.
    • If poisoned, the Rådande uses Fan the Flames against a random target, prioritizing coveted ones.
    • Also, every time a Player Character fails one of the three trials of the spirits, another Rådande immediately joins the conflict (up to a maximum number of Rådande equal to how many were present at the start of the conflict).

    Villain Status

    Major Villain (10 Ultima Points); Variable rank (see below)

    Source Data: ()

    Eldgren's Tactics: The Ancient

    The Encounter

    At this point, the PCs have to face Eldgren in all her rage, under the guise of the ancient and colossal guardian of the forest: a towering wooden colossus, similar to a giant moose with blazing antlers.

    Conflict Setup

    This conflict can either immediately follow the trials (described in the previous pages) or occur later on if the characters failed the trials or didn't reach the forest before it animated and began its march of destruction. In the first case, you should make sure that the PCs have enough time to reorganize and use potions or other abilities to regain strength; in the second, if the group took a really long time to arrive, this battle might include a Clock representing the progressive destruction of a settlement or a region, automatically filling by one section at the end of each round.

    Ancient Abilities

    In the form of the Ancient, Eldgren is powerful and unrelenting, but quite predictable. Her turn actions follow a five-turn cycle:

    • On her first turn: If two or less PCs are enraged, Eldgren uses Rekindle the Embers; otherwise, she uses Scorching Gaze against a random target. If she doesn’t have enough Mind Points, she uses Ashen Antlers against a random target.
    • On her second turn: Eldgren uses Toxic Despair against as many random targets as possible, prioritizing those already poisoned.
    • On her third turn: Eldgren uses Scorching Gaze against a random target; if she doesn’t have enough Mind Points, she spends 1 Ultima Point to Recover.
    • On her fourth turn: Eldgren uses Ashen Antlers against a random target.
    • On her fifth turn: Eldgren uses Thousand-year Fury against the enemy toward which she bears a grudge. If she doesn’t have a grudge against anyone, she attacks a random target with Ashen Antlers instead.

    Mechanics and Outcome

    • Ultima Points (UP): In this phase, Eldgren spends Ultima Points to Invoke a Trait every time she fails a Magic Check to cast one of her offensive spells (OO), or to Recover during her third turn.
    • Collapse Condition: Once reduced to 0 Hit Points, the Ancient collapses to the ground and stops moving, leaving the Heart of the Forest exposed (see page 204).
    Character Profile Sheet

    ELDGREN, THE ANCIENT

    (Champion 5) | Level 40

    Class/Archetype: PLANT
    Traits: ashen, immense, resentful, tortured.

    Core Statistics

    DEX: d6 | INS: d8 | MIG: d12

    WLP: d10 | HP: 700 • 350 MP

    Init: 12 | DEF: +0 | M. DEF: +0

    Attacks: p A VU B RS d E VU F IM I RS l T AB

    Basic Actions

    • M Ashen Antlers
      (MIG + MIG) +4 | (HR + 20) fire damage.
      If Eldgren bears a grudge, this attack deals 5 extra damage. If this attack misses while bearing a grudge, she loses 30 Hit Points after resolving the attack.
    • Toxic Despair
      (INS + MIG) +4 | (HR + 15) poison damage. This attack has multi (2). If a creature hit by this attack is suffering from poisoned, they suffer shaken and weak.

    Spells

    • Rekindle the Embers
      (MIG + WLP) +4 | 10 × T MP • Up to three creatures • Instantaneous.
      Each target suffers enraged.
    • Scorching Gaze
      (MIG + WLP) +4 | 10 MP • One creature • Instantaneous.
      Eldgren deals (HR + 25) fire damage to the target, and the target suffers shaken.

    Other Actions

    • Thousand-year Fury
      Eldgren may use an action to deal 30 damage to the creature toward which she bears a grudge, plus 10 extra damage for every other time she has used this action since the start of the scene. Then, Eldgren stops bearing her grudge. Damage dealt by this action has no type and thus ignores Affinities.

    Special Abilities & Conditions

    • Ancestral Grudge: When an enemy causes Eldgren to lose Hit Points, she starts bearing a grudge toward them. She can bear only one grudge at a time. If Eldgren recovers Hit Points while bearing a grudge, instead she recovers no Hit Points and stops bearing a grudge.
    • Misery: Eldgren is immune to poisoned. As long as there are two or more creatures suffering from poisoned present on the scene, Eldgren may treat her Defense and Magic Defense scores as being equal to 13.
    • Plant: Eldgren is immune to dazed, enraged, and shaken.
    • Suffering Exhale: When Eldgren enters Crisis for the first time during a scene, all creatures present on the scene suffer poisoned.
    • Tough Grudge: As long as she bears a grudge, Eldgren gains Immunity to all damage types except air and earth.
    [ ()] - Data extracted from PDF document.
    The Heart of the Forest

    ELDGREN’S TACTICS: THE HEART OF THE FOREST

    In this phase, the characters are face-to-face with the pulsing Heart of the Forest, and at last they have the chance to heal it, removing the mysterious and invisible parasite that infested it.

    Core Conflict Mechanics

    The Heart's Limitations

    This conflict is based upon a special rule designed to showcase the narrative through the game mechanics:

    • The Heart enters the scene with current Hit Points equal to 1 and its Hit Points cannot go below 1.
    • If the Heart’s current Hit Points become equal to or greater than 480, it loses all Ultima Points and Surrenders immediately.

    Slumbering Hope Clock

    This scene also includes a “Slumbering Hope” Clock with 4 sections, visible to all participants. This Clock can be filled or emptied only in the following ways:

    • When a Player Character present on the scene spends 1 Fabula Point to invoke a Theme of Belonging, Hope, Justice or Mercy, fill 1 section of the Clock.
    • At the start of the fourth enemy turn (see below) of the round, if the Clock is full, empty it. If you do, the Heart regains 40 Hit Points and 40 Mind Points, and it doesn’t perform any action this turn.

    The Heart's Strict Cycle of Play

    The Heart follows a very strict cycle of play:

    • On the first enemy turn: The Heart uses Flame of Remembrance during odd-numbered rounds or Avenging Miasma during even-numbered rounds, both against random targets.
    • On the second enemy turn: If it has enough Mind Points, the Heart uses Aura of Desperation during odd-numbered rounds, or Ashen Breath during even-numbered rounds. If it lacks the required Mind Points, it uses Avenging Miasma against random targets.
    • On the third enemy turn: The Heart uses Ancient Vitality or, if it doesn’t have enough Mind Points, a Recovery action. If it doesn’t have any Ultima Points left, it uses Flame of Remembrance against a random target.
    • On the fourth enemy turn: Check the “Slumbering Hope” Clock (see above). If the Clock isn’t empty and the Heart is not in Crisis, it uses Parasite Grasp. If the Heart is in Crisis and/or it doesn’t have enough Mind Points, it uses Flame of Remembrance against a random target.

    The Heart

    (Champion 4)

    Once the living core of Eldgren, the Heart is covered by the withered remains of the Rådande who died to protect it.

    Traits

    Burning, **Desperate**, **Millennia-old**, **Resentful**.

    Core Stats

    DEX: d8
    INS: d10
    MIG: d8
    WLP: d10
    HP: 480MP: 240
    Init: 13

    Defenses & Combat

    DEF: +0 | M. DEF: +0 | P AB A AB B AB D AB E AB F AB I AB L AB T AB

    Basic Attacks

    • M Flame of Remembrance (INS + MIG) +7(HR + 15) fire damage.
      After resolving this attack, if the Accuracy Check’s High Roll was even, the Heart regains 20 Hit Points, otherwise, it loses 20 Hit Points.
    • Avenging Miasma (INS + WLP) +7(HR + 15) poison damage.
      This attack has multi (2).

    Spells

    • Ashen Breath (OO)
      Requires (INS + WLP) +4 | Cost: 10 MP | Target: One creature | Type: Instantaneous. The Heart deals (HR + 25) fire damage to the target.
    • Aura of Desperation
      Cost: 20 MP | Type: Special | Instantaneous. Every creature able to see the Heart suffers shaken.
    • Parasite Grasp
      Cost: 30 MP | Type: Special | Instantaneous. The mysterious infection nestled in the Heart of Eldgren spreads, causing it to spasm violently: the Heart loses the exact amount of Hit Points required to enter Crisis. After that, the Heart deals poison damage equal to (the amount of Hit Points lost with this spell divided by the number of creatures present on the scene) to each creature present on the scene (including itself).

      (Warning: If a Player Character learns this spell with spell Mimic, they immediately lose all their Fabula Points and suffer enraged. If the campaign continues, the group might even have that character evolve into a Villain.)

    Other Actions

    • Ancestral Vitality
      The Heart may use an action and spend 20 Mind Points to stop being affected by any spell with duration “Scene” and any “hex” invocations (see page 156).

    Special Rules

    • Parasitic Despair
      As long as it is not in Crisis, the Heart is treated as having neutral Affinity (-) to all types of damage.
    • Plant
      The Heart is immune to dazed, enraged, and shaken.
    Index Directory

    Index Directory

    A

    • abyss sheet 18
    • artifacts 88

    B

    • Badger Temple 22
    • Breezeburg 26
    • Brightvale 186

    C

    • Camp Activities 130
    • Candle Bay 30
    • Cerulean Jungle 34
    • classic characters 134
    • conflicts 62
    • cookbook sheet 150
    • custom weapons 112

    D

    • Darkdepth 38
    • delicacy 151–152
    • Dylon 182

    E

    • Eisenstadt 42
    • Eldgren 198
    • environmental antagonist 174

    F

    • Floralist 138
    • forging 74

    G

    • garden 140
    • Golden City 46
    • Gourmet 148
    • Growth Clock 140

    H

    • Heroic Skills 160

    I

    • invocation 156
    • Invoker 154

    L

    • Lowtide 50

    M

    • magiseed 140
    • materials 74, 78
    • Merchant 158
    • multi-part enemies 180

    N

    • natural fantasy locations 16
    • natural fantasy Pillars 8
    • Node 182

    Q

    • Quirks 120

    R

    • rare items 82
    • accessories: 87

      rare armor: 86

      rare shields: 86

      rare weapons: 84

    • Rocky Desert 54

    S

    • sample natural fantasy characters 97

    T

    • Titania, Queen of Fairies 192
    • T onitranea Rex 176
    • Trade Points 159

    V

    • vertical development worlds 18
    • Vertigo Peak 58

    W

    • wellspring 156
    Inspirations and Credits

    207

    INSPIRATIONAL WORKS

    Gaming Inspirations

    A vast collection of influences drawn from various titles and developers, including:

    • Atelier (Dusk trilogy, Ryza Trilogy and Sophie duology) by Gust and Koei Tecmo
    • Bistro Heroes by Team Tapas
    • Etrian Odyssey III: The Drowned City and Etrian Odyssey Untold: The Millennium Girl by Atlus
    • Final Fantasy: Crystal Chronicles by Square Enix
    • Harvestella by Live Wire Inc. and Square Enix
    • The Horizon series by Guerrilla Games
    • Ico, Shadow of the Colossus and The Last Guardian by Team Ico
    • Jade Cocoon: Story of the Tamamayu by Genki
    • The Monster Hunter Stories series by Capcom and Marvelous Inc.
    • Ōkami and Ōkamiden by Capcom
    • The Rune Factory series by Marvelous Inc.
    • The Legend of Zelda: Breath of The Wild, Tears of the Kingdom and The Wind Waker by Nintendo
    • Wild Arms 3 by Media Vision
    • Wild Hearts by Omega Force

    Non-Videogame Inspiration

    Drawing inspiration beyond video games from authors, manga, and historical media:

    • Dungeon Meshi by Ryoko Kui
    • Earthborne Rangers by Earthborne Games
    • Frieren – Beyond Journey’s End by Kanehito Yamada and Tsukasa Abe
    • Laputa – Castle in the Sky by Hayao Miyazaki and Studio Ghibli
    • Made in Abyss by Akihito Tsukushi
    • Mushishi by Yuki Urushibara
    • Nausicaä of the Valley of the Wind by Hayao Miyazaki and Topcraft
    • Princess Mononoke by Hayao Miyazaki and Studio Ghibli
    • Seirei no Moribito by Nahoko Uehashi
    • Symbaroum by Mattias Johnsson and Mattias Lilja
    • The Dragon, the Hero and the Courier by Yamada Gregorius
    • The Fire Hunter by Rieko Hinata and Akihiro Yamada
    • The Wildsea by Felix Isaacs
    • Trigun by Yasuhiro Nightow
    • Magic: The Gathering settings including the Ikoria, Lorwyn and Zendikar and Rei Nakazawa’s flavor texts for the Kamigawa set.

    CREDITS

    Acknowledgements

    Special thanks to:

    • Nicola Degobbis, Chris Pagliari, Marco Munari, Alberto Orlandini, Marta Palvarini, Matteo Pedroni, Selene Dal Borgo and Erica Viotto for their direct contribution to this volume.

    Thanks also to the many patrons who continue to support this project worldwide:

    • Alberto “107”, Alena, Anise, Francesco Castelli, Pieralberto Cavallo, Cryo, Dracoknight, Lassic, Libro, Chiara Listo, Andrea Lucca, Monowave, Nadia, Nicola Marchi, Nitro, Diego Proietti Petretti, Claudio Pustorino, Rosencranz, Claudio Serena, Stepnix, Tails, Tekko!, Triex and Giuseppe Vitale for precious advice and observations.
    • Also thanks to Ali A Olomi, Ancient Americas, Rhystic Studies, Spice8Rack, and The Asians Represent Podcast for their invaluable contents.

    Community Support

    Thank you also to the Fabula Ultima and Rooster Games communities: during the development months you have provided tireless insights and precious opinions on our playtest content – and special thanks to our hard-working mods Alberto “107”, Chris, Cryo, Nadia and Stepnix.

    Final Thanks

    And finally, a special thank you goes to Reidy, Will, and their play groups. Whatever awaits us at the journey’s end, I believe we will play together, again and again.

    Document Summary

    Our Story

    This endeavor will bring new kindness and positive change.

    We are dedicated to sharing our story of impact and community growth. Our goal is to bring renewed kindness to all.

    Customer Details

    Customer Type:

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    \ No newline at end of file + + + + + + Fabula Ultima - Natural Fantasy Atlas + + + + + + + +
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    The Natural Fantasy Atlas

    For Fabula Ultima

    The outside world is vast, and the sins of the past are many. Hold tight to each other and never stop dreaming!

    Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    What's Inside:

    • Dive into a new JRPG subgenre based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!
    • 10 Natural Fantasy Locations: Archetypal settings with tips and hints for playing an intense natural fantasy campaign or which you can use as inspiration to breathe life into your world.
    • Craft Equipment and Tools: Create weapons and tools with any materials you gather using the rules for custom crafting and forging.
    • Introduce Quirks: Optional rules that add even more depth to your characters, taking a break to share a convivial moment with camp activities.
    • 5 Villains: Challenging new bosses of increasing power to use in your adventures, providing your Players with tougher and more exciting challenges.
    • 208 Full-Color Pages: Featuring manga and chibi-style illustrations from international artists.
    +
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    + The Natural Fantasy Atlas - Fabula Ultima

    The Natural Fantasy Atlas

    For Fabula Ultima

    Embrace the Cycle of Nature

    The outside world is vast, and the sins of the past are many. Hold tight to each other, and never stop dreaming! Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    Key Features Include:

    • Dive into a new JRPG subgenre

      Based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!

    • 10 Natural Fantasy Locations

      Archetypal settings with tips and hints for playing an intense natural fantasy campaign, or which you can use as inspiration to breathe life into your world.

    • Craft Equipment and Tools

      Create equipment and tools with any materials you gather, using the rules for custom weapons and forging.

    • Introduce Quirks

      Optional rules that add even more depth to your characters, allowing a break to share a convivial moment with camp activities.

    • 5 Villains

      Challenging new bosses of increasing power to use in your adventures, providing your players with tougher and more exciting challenges.

    • 208 Full-Color Pages

      Featuring manga and chibi-style illustrations from international artists.

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    + Document Content

    Document Content Extract

    Message

    The outside world is vast and the sins of the past are many.

    Hold tight to each other and never stop dreaming!

    Metadata Information:

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    + Credits

    CREDITS

    Game Design, Writing, and Development

    • Emanuele Galletto

    Additional Writing

    • Selene Dal Borgo
    • Chris Pagliari

    Art Direction

    • Emanuele Galletto

    Cover Artist

    • Moryo

    Interior Artists

    • Michele Bellamoli
    • Tuomas Korpi
    • Lorenzo Magalotti
    • Moryo
    • Julian Seifert-Olszewski
    • Catthy Trinh

    Pixel Artists

    • Emanuele Galletto
    • Ben Henry
    • Sascha Naderer

    Damage Icons

    • Lorc

    Publisher

    • Nicola Degobbis

    Chief of Operations

    • Marco Munari

    Producer

    • Alberto Orlandini

    Translation

    • Francesco Castelli

    Editing

    • Emanuele Galletto
    • Neil Kingham

    Sensitivity Reading

    • Marta Palvarini

    Graphic Design

    • Emanuele Galletto
    • Erica Viotto

    Proofreading

    • Giovanni Di Pietro
    • Emanuele Galletto
    • Marco Munari
    • Alberto Orlandini
    • Erica Viotto
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    + Table of Contents

    TABLE OF CONTENTS

    • 1. INTRODUCTION

    • Natural Fantasy Pillars 8
    • Before We Start 12

    • 2. THE WORLD

    • Natural Fantasy Locations

      • Vertical Worlds 18
      • Badger Temple – The Ancient Shrine 22
      • Breezeburg – The Sleepy Hamlet 26
      • Candle Bay – The Haunted Island 30
      • Cerulean Jungle – The Eternal Forest 34
      • Darkdepth – The Eerie Village 38
      • Eisenstadt – The Central City 42
      • Golden City – The Remote Ruin 46
      • Lowtide – The Sunny Bay 50
      • Rocky Desert – The Barren Wastes 54
      • Vertigo Peak – The Freezing Mountain 58
    • Conflict & Systems

      • Conflicts 62
      • Magic and Rituals 68
      • Technology 72
      • Materials and Forging 74
      • Materials Generator 78
      • Rare Items 82
      • Artifacts 88

    Character and Gameplay Guides

    • • 3. PROTAGONISTS

      • Natural Fantasy Heroes 96
      • Bravery and Introspection 96
      • A Dynamic Balance 97
      • Friendships and Family 97
      • Sample Natural Fantasy Characters 97
      • New Options 108
      • Custom Weapons 112
      • Natural Fantasy Quirks 120
      • Camp Activities 130
      • New Classic Characters 134
      • Floralist 138
      • Gourmet 148
      • Invoker 154
      • Merchant 158
      • Natural Fantasy Heroic Skills 160
    • • 4. ANTAGONISTS

      • Natural Fantasy Villains 172
      • Environmental Antagonists 174
        • T onitranea Rex 176
        • Node and Dylon 182
        • Brightvale 186
        • Titania, Queen of Fairies 192
        • Eldgren 198
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    + Introduction: Fabula Ultima Natural Fantasy Atlas

    The Mysteries of Ages Past Await You in the Fabula Ultima Natural Fantasy Atlas

    This expansion to the Core Rulebook focuses on a genre mainly defined by truly ancient secrets, vast uncontaminated territories, heroes who are both humble and persistent, antagonists driven by unbridled curiosity (as well as by their fear of death and the unknown) and powerful manifestations of elemental forces.

    This Atlas differs slightly from the Core Rulebook and the previous Atlases because its stories are usually far more delicate and less bombastic, but no less heroic – on the contrary, it deliberately explores the fundamental concepts at the roots of conflict in every other genre: community, harmony and coexistence.

    Besides offering a brief introduction to the way we envision the natural fantasy genre, this Atlas provides advice and game materials for the Game Master and additional rules for Players, all in three simple chapters:

    • The World: Provides valuable elements for creating natural fantasy settings, including 10 archetypal locations you can use as campaign elements or for inspiration, plus a list of new rare items and artifacts inspired by folklore and tradition.
    • The Protagonists: Introduces 4 new Classes (Floralist, Gourmet, Invoker and Merchant). It also provides several optional rules (such as Camp Activities) to highlight moments of rest and bonding between Player Characters in the group.
    • The Antagonists: Focuses on 5 Villains – pregenerated Bosses, each more fearsome than the last – that embody the challenges and obstacles of this journey.

    When compared to the genres of high fantasy and techno fantasy covered in previous Atlases, Natural Fantasy is less frequently the focus of JRPG-style works, and this book doesn’t presume to be a complete guide to it. Some sections are tied more closely than others to their authors’ creative and philosophical inclinations: their goal is to provide advice and examples from the inspirational works (see page 207), useful both to those well-versed in this genre, and especially to those who have recently found their way to Fabula Ultima and JRPGs in general.

    Just turn the page to learn more!

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    + Defining Natural Fantasy: Fabula Ultima

    What Defines Fabula Ultima’s Natural Fantasy?

    In this book, and in Fabula Ultima in general, the term “natural fantasy” indicates a series of specific elements that the authors feel are characteristic of a particular way of building stories and settings.

    In brief, we are discussing the authors’ personal visions, which do not claim to be the absolute truth. Indeed, narrative genres have nebulous boundaries, and it would be impossible – maybe even irresponsible – to box them in too much.

    What follows may help you to better understand the creative roots behind this book!

    Common People

    The Player Characters (PCs) in a natural fantasy campaign are usually everyday people, albeit possessing some unusual abilities. Unlike princes, archmages, dark knights, or sky pirates found in other genres, these protagonists give way to roles such as explorers, alchemists, scholars, and wandering warriors.

    These characters are often young and unaware of the great mysteries of the world, with the exception of a few fragmented legends which have scores of different interpretations. The focal points of the natural fantasy style revolve around:

    • Rediscovery: The act of finding lost knowledge or places.
    • Understanding & Empathy: Connecting deeply with the world and its inhabitants.
    • Respect and Love: Showing reverence for the current world and its past history.

    By looking for answers with curiosity and humility, we are guided toward a harmonious coexistence not only within ourselves but also with the world at large.

    The Mentor

    While it is possible to play as a PC who "knows a lot," natural fantasy has established guidelines for this character type:

    Key Traits of the Natural Fantasy Mentor

    • Reluctance to Share: They hesitate to give away their wisdom, often revealing vital information only when they find it absolutely crucial (an excellent way to spend Fabula Points).
    • Interdependence: They are unable to solve the world’s problems without the rest of the group.

    A classic example is an old scholar who discovers ancient power that could protect a region, only to find that this power is exclusive to a certain bloodline they are not part of.

    Of course, the role of mentor should be limited to one character per group, usually the oldest. More often than not, this protagonist will end up having to reconsider how much they truly know and may even face a personal crisis, eventually finding the answers they need in their younger companions.

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    + Chapter Introduction

    INTRODUCTION

    “Before deciding how to face this calamity, you should understand what created it.”

    VERTICAL DEVELOPMENT

    Natural fantasy campaigns are often set in small regions or villages rather than entire continents and cities, but compensate for this “limited perspective” with vertical development: the current world was built upon countless layers of history, where terrible powers and wondrous magics are buried. These are truly ancient worlds, where the past is millennia away rather than centuries, so that the causes of today’s misfortunes are often incomprehensible.

    LIFE, DEATH, AND TRANSFORMATION

    Natural fantasy mostly does away with epic and spectacular aesthetics, instead presenting Fabula Ultima’s thematic core in a visceral and sincere way, and involving the protagonists on an intimate and personal level: these are stories about the environment, life, and death. Like fairy tales, and the philosophies and traditions that inspired it, the natural fantasy style presents death as a necessary step for the world to regenerate – a terrible pain and yet an opportunity to appreciate life; a meaningful act which cannot be inflicted lightly, nor be stripped of its solemnity.

    MAIN REFERENCES

    Here are some titles that shaped the artistic vision of this book:

    • The Dusk trilogy (Ayesha, Escha & Logy, Shallie) from the Atelier series is without a doubt one of our main influences. It’s set on a dying world victim of the manipulations of ancient humans, a world that can only be revived thanks to the tenacity of a younger generation. The Ryza trilogy and the Sophie duology also influenced the aesthetics of this book.
    • The Monster Hunter Stories series shares its setting with the famous Monster Hunter saga, but emphasizes cooperation between human and monster and the importance of preserving even the most dangerous species.
    • Jade Cocoon: Story of the Tamamayu is a great example of a campaign that takes place in a short time frame, and is set in a relatively small place: a single village and the surrounding forests struggling against a terrible curse.
    • Etrian Odyssey Untold: The Millennium Girl features a truly inspired cast of characters and a plot centered around the progressive discovery of the mysteries of the past. It also reinvents the concept of a post-apocalyptic world as a lush and verdant landscape.
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    + The Eight Pillars of Fabula Ultima

    The Eight Pillars of Fabula Ultima

    On page 14, the core concept is presented: Fabula Ultima’s Core Rulebook discusses the eight pillars that uphold its entire game experience. This Atlas builds on those elements in its own unique way.

    ANCIENT RUINS AND HARSH LANDS

    This pillar plays an important role in the natural fantasy style: its protagonists often find themselves traversing vast uninhabited regions, where ground and roots merge with millennia-old ruins of the past.

    Thematic Detail Examples:

    • The wind blows strong among the cavities of the jungle trees. Rumor has it that, in the past, a skilled navigator used the thermal updrafts to fly over the hunting grounds of the dynaguars and reach the Shattered City.
    • The Orwie river’s spring is lost among the fog and the crevices of the Eastern Glacier. Its many waterfalls run between the colossal remains of the Stone Guardians that, according to legends, hold up the sky and prevent the stars from falling.
    • The narrow strip of land connecting the Sparrow Coast to the archipelago can be crossed only at low tide, when the metal skeletons of the Airship Cemetery emerge from the waters and the forebearers’ machines awaken.

    A WORLD IN PERIL

    In natural fantasy worlds, humanity is defined by its relationship to the creatures of wilderness: some coexist with them, others hunt them for food or protection.

    Far more dangerous are those creatures born of ancient curses and experiments, not to mention any antagonists who want to make an improper or self-serving use of magic and technology from the past.

    Key Conflicts:

    • Eager to gain the approval of the city and its Council, a young inventor decides to unearth and reactivate an ancient alchemical machine, unaware that its magical vibrations will once again lure the Calamity Serpent.
    • One baby out of seven is born with a red horn sprouting from its forehead; flowers bloom without color, waters boil, and fire lashes out against those who attempt to wield it.
    • Oracles claim that the cinder giant, whose spirit was dismembered and imprisoned in the temple of the Forbidden Valley so that humanity could tame fire and build forges, is finally enacting their revenge.
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    + Natural Fantasy Campaign Concepts

    Introduction to Natural Fantasy Campaigns

    Clashing Communities

    In natural fantasy campaigns, the clashes between different factions are often of a much smaller scale: tensions between neighboring villages or clans, and fights between humans and animals or spirits, or between opposing parties of the same people. In its darkest forms, such conflicts erupt into violence, expropriation, or even genocide.

    Newly arrived in the village and terrified by a spiked wildcat sighted by his caravan during the journey, a nobleman has ordered the local hunters guild to exterminate all predators in the region. When they refuse to kill any creature that hasn’t attacked the settlement, the noble hires some mercenaries from the Citadel amidst the plains.

    Only the Inara know the procedures required to activate the progenitors’ metal artifacts, which lie scattered around the archipelago. Driven by greed, the sheriffs of the capital infiltrate Inara settlements to extort information; one of these operations led to a terrible massacre of the natives.

    Everything Has a Soul

    This pillar is both central and explicit in natural fantasy: the stream of souls manifests as elemental entities, animals or plants—veritable holy symbols that embody the life cycle of regeneration and transformation. The stream of souls is also among the main victims of the Villains’ actions.

    Hell-bent on reuniting the fragments of her wife’s soul, scattered across the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two thousand years have passed and the stream of souls has stagnated: echoes of the departed roam the earth, clinging to the living and turning them into terrible monsters.

    Just as the Progenitors cried their tears to create the ocean and gave their flesh to make the earth, the inhabitants of the Glass Isles accept that the nocturnal messengers devour the bodies of the departed and feast on the grief of the living, bringing both to the afterlife as nourishment and consolation for the ancestral spirits.

    Furthermore, the four ancient trees of the region, also known as Vei Arbru, host the elemental essences of the seasons: each is kept safe by a guardian fairy that nurtures it both when it’s in bloom and when it withers before being born again.

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    + The Chronicles of Magic and Technology

    MAGIC AND TECHNOLOGY

    The juxtaposition of magic and technology is a powerful element of natural fantasy stories. Both have a light and dark side: magic is tied to natural elements, but it can also destabilize them, causing terrible catastrophes; technology – a reminder of the wars and destruction of the past – can be recovered and adapted, but it comes with the risk of repeating the same mistakes.

    The Necropolis

    The Necropolis is a chasm spanning the size of an entire region, that goes down into the depths of the earth. Inside, magical energy – usually too rarefied to sustain any Ritual – can be used in full. Scholars call this phenomenon tomb radiation and it becomes more powerful the deeper you go.

    Travel Through Nature

    Powered by a triple alchemical vapor-furnace and armed with massive steel spikes, automatic crossbows and mortars, the armored train crosses the vast forests of magical trees. It’s the only true connection between the various settlements of the region.

    Heroes of Many Sizes and Shapes

    The natural fantasy genre focuses upon the difficult journey toward coexistence and harmony; as such, the Player Characters represent a fundamental opportunity to show how representatives of different people and cultures can learn from each other and, in a spirit of mutual respect, fight for the future together.

    Protagonists

    • Bomiri: A young moth-girl from Mangrove Village. After the death of her elderly mentor, she fully devoted herself to studying herbalism and medicine, in an attempt to find a cure for the disease that killed her.
    • Lovisa: When she was twelve years old, Lovisa got lost in the crevasses of the Mora glacier and was almost devoured by a young nagadon who was trapped in a cave with her. Despite being afraid, she gathered food for herself and the hatchling, later preventing the rescuers from killing him. Now they are inseparable and they carry letters, medicines and information across the entire valley.
    • Yalsi: Famous among Inner Sea nomads for his generous and slightly-too-exuberant character, Yalsi the thief is wanted by the imperial navy for daring to rob a high official: hidden amidst gold coins was a strange necklace, which looks awfully familiar to the metallic heads buried among the hills of Yalsi’s native village.
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    + The Heroes' Tale

    IT’S ALL ABOUT THE HEROES

    CHAPTER INTRODUCTION

    Natural fantasy protagonists might not look as extraordinary as other heroes but, in reality, they embody the deepest meaning of heroism: humility, respect for life, looking for dialogue, choosing the hardest path, and fighting cruelty and ignorance with fiery compassion. From this point of view, the world has a desperate need for people like them.

    When their village was destroyed by the hill clan during their hunt for miasma beasts, an old witch and a young blacksmith joined forces with a deserter and a wandering swordswoman in an attempt to outpace the army and prevent it from claiming a stone stele that, according to the seidr tradition, gives access to the power of the Triclopean God.

    A mysterious and terrible virus, known as scarlet death, is infecting the predators of the region, prompting them to viciously maul weaker creatures and attack settlements. Catha, a Rasna warrior-poet, believes the epidemic originated at the brink of the continent in the dragon boneyards, where lay the remains of once-great creatures exterminated by the Ancients.

    MYSTERY, DISCOVERY AND GROWTH

    Given its focus on stories about travel, exploration, and encounters between different people or discoveries from the ancient past, mysteries and growth are two key elements of natural fantasy. At the same time, this genre questions the consequences of the application of knowledge, and how it can be used for both good and evil.

    Having reached the mechanical ruin buried among the dunes, the heroes discover that the great forest is part of an ancient project to cleanse the environment, started by a people who died out millennia ago. Its keeper is an artificial intelligence, meant to guide humanity in reconstruction, but turned cold and uncaring by loneliness.

    Growing up in the tower-city of Ur, council inspector Kalia was soon met with the corruption rampant among her colleagues, who took advantage of their positions to extort money from villages in exchange for “protection”. Her principles will be harshly tested throughout the campaign, culminating in a fight with her superior officer, Corax, which will cause her to permanently do away with her badge and dedicate herself to helping others without the need for a fake authority to back her up.

    “This world is ancient and in no hurry.
    It reserves its deepest and most sincere affection
    for those who take time to understand and grow.”
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    + Natural Fantasy Guidelines

    A RAW BEAUTY

    The natural fantasy style relies on a careful balance between moments of calm, serenity and beauty, alternating with moments of raw and direct contact with the inevitable facts of life. Neither of these aspects can be sacrificed: keeping only the first means presenting a false and “sanitized” version of nature; keeping only the second leads to self-indulging morbidity.

    This doesn’t mean that you have to include explicit or particularly gory descriptions. On the contrary, discussing how to handle scenes of violence and death is paramount, especially when they involve people or animals (see Core Rulebook, page 147).

    THE HUNT

    Killing other living creatures to protect your community or provide resources is a common theme of natural fantasy and should be handled with care.

    • Never minimize. Be it that of an animal, a plant, a person, or a spirit, death is a significant event that should be dignified. It should never be cold or systematic, especially in a natural fantasy game, where it should have ecological, emotional or spiritual consequences. As explained on page 86 of the Core Rulebook, there is no obligation to kill an enemy reduced to 0 Hit Points. It is a choice.
    • Never demonize. If necessity demands it and proper respect is shown for the consequences, killing another creature to save lives, protect the ecosystem, or transform their body into nourishment, tools or instruments is an integral part of the cycle of life, not a violation.

    EVERY LIFE MATTERS

    Even when the world revolves around the cyclical return of every lifeform to the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on page 9), one should never downplay the value of life. While it’s true that life (as a form of energy) lasts for eternity across countless incarnations, this life (the memories, personality, and feelings of a specific individual) is unique and irreplaceable, and the moment it leaves us should never not be seen as a tragedy.

    BEFORE WE START

    (Note: The following text appeared in the raw source but was separated from the main document flow.)

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    COEXISTENCE DOESN’T MEAN SELF-ERASURE

    In some stories, ecological themes are handled quite superficially: humanity is depicted as a parasite, technology as a source of corruption, and ancient lifestyles become romanticized and stereotyped, often without a solid historical or anthropological base. Although they provide fertile ground for Villains, such simplistic perspectives represent a form of cowardly nihilism.

    What natural fantasy proposes is, instead, to make a humble and brave choice: our heroes must stop seeing themselves as masters or tormentors of nature, and remember they are merely one of its many expressions, embracing the responsibilities that arise from their ability to invent, create, and transform.

    In short, we can coexist with the planet we live in precisely because we are humans, rather than in spite of it.

    CULTURAL INFLUENCES AND COLONIALISM

    When we imagine a story centered around sharing and coexistence, we are often influenced by existing cultures that consider those principles as the foundation of their civilization, tradition, and philosophy. Historically, however, those same cultures have been targeted by violent and repressive colonialist politics, their voices silenced even in present day. Their characteristic cultural elements are often trivialized and reduced to mere appearances, robbed of their significance and made to conform to consumer logic, a surface representation that removes all introspective or revolutionary charge.

    If you want to take inspiration from these cultures when you create new stories and characters, please strive not to repeat that harmful rhetoric:

    • Look for detailed and not instrumentalized sources which present information with integrity and respect, without trivializing cultural complexities or reducing them to stereotypes.
    • If your setting includes tribal cultures, or cultures inspired by real-world native populations, do not consign them to the role of enigmatic strangers, keepers of riches, threats or victims in need of help: make them full-fledged protagonists, avoiding recurring stereotypes like the mystic, the raider or the scout.
    • Finally, make sure not to associate the search for harmony and spirituality with a forcibly ascetic, passive or impractical lifestyle; on the same count, do not associate it with a lack of interest in science and technology.
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    Project Requirements and Structural Guidelines

    This document outlines the core guidelines for structuring and styling extracted textual content to ensure a professional, semantic, and highly readable web presentation.

    1. Semantic HTML Structure: It is critical to use appropriate HTML tags like <h1>, <p>, <ul>, <li>, and <strong>. This ensures that the underlying structure accurately reflects the content's hierarchy for maximum accessibility and SEO performance.
    2. Styling and Design Implementation: The presentation must incorporate styling using either inline CSS or a dedicated <style> block within the <head> section. This style guide requires modern sans-serif typography, clean margins, and a clear, predictable layout to enhance user experience.
    3. Output Formatting Compliance: The final deliverable must consist of ONLY valid HTML code. Under no circumstances should markdown code block backticks (<code></code>) or extra conversational commentary be included in the resulting output, maintaining purity and structural integrity.
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    + The World - Chapter Overview

    The World

    This chapter provides a bird’s eye view of Fabula Ultima’s approach to natural fantasy worlds. Both Players and Game Masters are welcome to read it – it contains valuable tools for both roles.

    The chapter is constructed as follows:

    Chapter Sections Overview

    • Natural Fantasy Locations: This section helps you create natural fantasy regions, settlements and landmarks. It also provides ten in-depth examples of natural fantasy locations, each detailed first as a narrative archetype, and then as a collection of playable hooks.
    • Conflicts: This section explores the conflicts typical of natural fantasy, from both narrative and rules perspectives.
    • Magic and Rituals: This section delves into the role of magic and supernatural entities in natural fantasy worlds, and what they represent.
    • Technology: This section provides ideas on how to frame the role of technology and craftsmanship in natural fantasy worlds, including new rules to create items from raw materials.
    • Rare Items and Artifacts: The chapter’s last two sections focus on rare items and artifacts you might find in a natural fantasy setting. As well as general advice, there are also a number of ready-to-use item lists.
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    + Natural Fantasy Locations

    Natural Fantasy Locations

    During World Creation (see Core Rulebook, page 148) and play sessions, you will often be called upon to introduce new regions, towns, or interesting locations. This section contains advice and suggestions and discusses the mindset to adopt when creating natural fantasy locations, and then provides ten examples you can use in your campaigns or draw upon for inspiration.

    Ancient Roots, Future Branches

    The key element that sets natural fantasy locations apart is simple, but should never be taken for granted – it’s the tension between a mostly forgotten past and an unpredictable future, a maelstrom of visions of ruin and hope.

    • Roots in the past. Ancient events and their influence on the present might manifest in many different ways: from the complex religious traditions of a clan of hunters to the whispering ruins buried among the dunes of the desert. Every place has many stories to tell and lessons to teach those who explore it with an open mind, humility, and respect, accepting even its long silences.
    • Branching toward the future. The future is unpredictable and not yet written: its potential might take the shape of a precious resource, a new generation able to break a millennia-old curse or even a small cub or hatchling, the last survivor of its kind.

    To be narratively alive and inspired, a natural fantasy location should exist in the present, the liminal space between these vague extremes – showing the signs of a past not fully understood and holding in its hands a fragile future, which will blossom only if it’s protected without smothering it. We might say that:

    If a location does not offer significant revelations about the world’s past or the traditions of its inhabitants, nor hides a potential that might bring joy or ruination, depending on how those same people cultivate it, then you need to put a bit more work into it.

    However, remember that it is not just the Game Master who has the right and responsibility to create, describe, and enrich locations and areas in interesting ways. For instance, you can spend a Fabula Point to describe how your character hears a feeble voice coming from the nearby spring, despite the local elders believing its guardian spirit has long abandoned it – this is the kind of contribution that Players should provide often during the course of the game.

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    THE WORLD

    COMPLEX CULTURES AND COMMUNITIES

    Natural fantasy settings often cover a much smaller area compared to others, usually a single region or no more than two or three settlements. You might think that this limits the variety of situations and cultural contexts during the campaign, but in reality it’s an excellent opportunity to flesh them out and make them more complex, human, and multidimensional.

    • Recurring characters. When playing in a limited setting, it’s very likely that the same character will appear over and over again, even after many sessions. Give each one a name and a face, learn to love them, showcase their merits and flaws, and do your best to make them grow and evolve as much as the protagonists.
    • Humanity. No matter if they live in an elven village in the heart of the forest, are part of an ancient people in possession of extraordinary technologies, or inhabit an underwater city of fishpeople, each and every individual has feelings, an interest in unique forms of art and beauty, doubts, and curiosity, and behaves according to their own personal morality. No community should be a monolithic stereotype where everybody thinks in the same way.

    We might say that natural fantasy replaces vastness with density: this style of narrative likes to take time to showcase, for better or worse, all the facets of each character and asks you, in a gentle but firm voice, not to draw hasty conclusions, but rather to love the world in all its complicated, ephemeral, and magnificent vibrancy.

    THE RECONSTRUCTION

    Natural fantasy worlds have weathered many catastrophes – the ability to get back up after a disaster, to reinvent and rebuild a world together with those who surround us is a recurring theme, but it might take two opposite forms. This dualism is often mirrored in the locations and their inhabitants:

    • Hope and adaptability. Some people don’t just survive in this new world, but find ways to gain strength and enthusiasm from it. They find new passion and emotion in an environment that tests them but they still respect the needs of nature.
    • Reactionary nostalgia. At the same time, there are those who see reconstruction as a way to go back to the past, to dominate nature without taking into consideration how the world has changed, and how the past they idolize has brought them close to ruin once already. They chase an illusion that will cause untold damage.
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    + Vertical Worlds: The Abyss Setting

    VERTICAL WORLDS

    Some natural fantasy campaigns are characterized by a vertical exploration of the setting: the story often starts on the surface and develops underground, but the opposite is also possible.

    For example, the campaign might focus on the long descent into the depths of a chasm containing a huge variety of ecosystems, or the gradual ascent of a world tree so vast its branches host entire regions, lakes and colossal ruins.

    For the sake of brevity, no matter if the story develops toward the top or the bottom, from this point on this kind of setting is called “abyss”.

    Although playing Fabula Ultima with an abyss setting isn’t much different from usual, there are a few adjustments to consider during World Creation (see Core Rulebook, page 148) and throughout the campaign.

    Abyss Setting Considerations

    • World Creation. The flowchart on page 149 of the Core Rulebook should be replaced with that on the next page, designed specifically for this kind of campaign.
    • Origins. The Player Characters’ birthplaces are almost never visited during this type of campaign, but the Origin Trait can be invoked as usual.
    • Antagonists. The main Villain is often an environmental antagonist (see page 174) with a corrupting presence, but they might also be someone who exploited the group’s curiosity to open the way toward the heart of the abyss and its treasures.
    • Traveling the abyss. Journeys across a single stratum follow the normal rules (see Core Rulebook, page 106), but moving between two adjacent strata requires some kind of connection, like a tower, a flight of stairs, or a frozen waterfall. In addition to the connections established during step 5 (see next page), your group might introduce or discover new passages and shortcuts during the campaign.
    • Safe zones. To ensure that the group has a chance to rest, buy and sell items, or be rescued in the event of a total Surrender, make sure to periodically introduce safe havens across the various strata of the abyss, or include “fast travel” options to and from the main settlement (ancient elevators or portals are good options).

    Visit www.fabulaultima.com to download the abyss sheet for this kind of campaign.

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    + Campaign Design Blueprint: The Abyss

    Campaign Design Blueprint: The Abyss

    I. Conceptual Foundations (The Source)

    What is the role of magic and technology in the starting settlement? How do common magical or technological applications differ from those found deep within the abyss?

    • Consider if magic can only be used while inside the abyss.

    II. Structural Geometry (The Abyss Sheet)

    1. Direction and Shape: Choose whether the abyss develops upward or downward. Is it a great chasm with an unseen bottom, or an endless tower stretching past the clouds? Has it been given a specific name?
    2. The Starting Point: Place the starting settlement at either the top or the bottom of the abyssal sheet where the game begins. Each participant must contribute at least one NPC or landmark (e.g., a well-stocked general store, an archaeologist librarian).
    3. The Heart Goal: At the opposite end sits the heart of the abyss and the campaign’s main goal. Define what it is: Is it a world-saving resource, the answer to a terrible question, or an entity that must be sealed?

    III. Depth Stratification (The Layers)

    Create the strata of the abyss: Define five distinct areas that separate the starting settlement from the heart.

    • For each stratum, provide a name and define its ecosystem, flora, and fauna.
    • Ensure at least one connection is established between each pair of neighboring strata (including connections to the start and the heart).

    IV. History, Mystery, and Conflict

    1. Lore & Enigma: For every stratum created, establish a historical event deeply ingrained in the settlement's memory, as well as an associated enigma or mystery. What kind of theories do the exploring parties hold about this mystery?
    2. Threat Assessment: Create a distinct threat for each layer (environmental danger, curse, or monster). Note that the most terrifying threat should reside within the core heart—this can be broadly defined now or left until later in the campaign.
    +
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    + Environmental Design Concepts

    ENVIRONMENTAL CONTRASTS

    One of the most effective ways to create a memorable natural fantasy location is to base the environment upon the contrast between two typically opposite natural elements, such as air and earth or ice and fire.

    Common examples include icy plains dotted with bubbling geysers and rocky deserts swept by the wind, but you could also have oceanic depths inhabited by electric creatures.

    In a similar vein, the contrast between old and new, artificial construction and natural regrowth, adds personality to a location and often provides clues about who lived here in the past and how things have changed over time. The result should be a form of dynamic balance, and can also elicit feelings of melancholy or wonder in the travelers.

    For instance, a vast horizon of skeletal skyscrapers overgrown by vegetation and taken over by the nests of gigantic feathery creatures; or an endless grassland where herds of bovine calmly graze in the shadow of rusty, titanic war machines.

    The goal of such a location isn’t purely visual – it represents a fragile environment that is worth protecting and a precarious peace that has been achieved, certainly not without pain, over the course of the centuries.

    FLORA, FAUNA, CONSTRUCTS, AND ELEMENTALS

    Partially continuing from the points above one of the best ways to make a location look alive is to populate it with creatures whose appearance, behavior, and abilities are strictly tied to their environment.

    • Beasts, monsters, and plants. These creatures might prove more or less aggressive – similar to the flora and fauna of our world, with just a few anomalies. Their behavior varies based upon instinct and habits – they may prove formidable opponents.
    • Constructs. Relics who outlived their creators, constructs often lack a true conscience, acting according to pre-programmed routines. Even when aware and intelligent, they often speak ancient and almost forgotten languages.
    • Elementals. Spirits of nature, fey creatures, and guardian presences all fall into this category. They are often peaceful or playful, but their deep, instinctive attunement with the stream of souls might easily lead to corruption.
    +
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    +

    The World: Chapter Guide

    Using the Sample Locations

    The following pages contain ten complete natural fantasy locations, which you can draw ideas from or place directly in your campaign, both during and after World Creation – for example, when traversing an unexplored map region.

    Location Structure

    Each location entry is structured to provide comprehensive details for running a session. The components are:

    • At a glance. This box provides a synopsis of the location: its keywords, the themes it symbolizes, the terrain around it, and its elemental forces, as well as suggestions for dangers and discoveries in the area.
    • Questions for the group. In Fabula Ultima, you should not introduce elements disconnected from the group. These questions give depth to the location and allow Players to have creative input. Usually, the Game Master will ask the questions – and they should make it a habit of doing so even when introducing locations that do not come from an Atlas.
    • Typical features. This section provides examples of characters and other elements that can typically be found in this sort of location. Feel free to take these and use them in other similar locations of your own devising.
    • Position. Here, you will find suggestions on where to place this type of location, both geographically and in the campaign’s timeline – towards a campaign’s start or end, for instance.
    • The Villains' plans. This section provides suggestions on why Villains might be interested in this or other similar locations.
    • Story hooks. Lastly, this rich section details points of interest ($$), mysteries (bb) and help requests ((??)), which the Game Master can use in whole or in part during play.

    Guidance for Players and Game Masters

    Players and Game Masters alike are welcome to read these sample locations – they will help the group attune to the natural fantasy style, and can provide you with inspiration when needed.

    Important Note: Do not take any of what follows as “canon” or “official”. You have full authority to modify any of these places as you see fit!
    “Change is the only true constant of life. Clinging to the past for fear of the present is just a slow death.”
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    +

    Few truly know what lurks behind the quiet of this enigmatic place, lost in the depths of the forest. The locals never cross its threshold—even during celebrations—and the youngsters show great respect to those who dare enter just the first chamber. Moss and lichens cover the wall of the now forgotten Badger Temple… and its secret should be forgotten as well.

    BADGER TEMPLE AT A GLANCE

    Keywords: curse, trial, seal.

    Terrain:
    stone, vines, water. Common elements: L, D, E
    Travel roll:
    d8. Rare elements: A, F

    Key Features

    Dangers

    • A huge sentient plant guarding the path.
    • A magical mist that fools the senses.
    • A barrier created by the statues that flank the entrance.

    Discoveries

    • A spirit protector of the forest.
    • A plant with miraculous properties.
    • A shrine hiding a prodigious blessing.
    Themes:
    Facing one’s fears, gaining self-awareness and self-confidence, understanding the past to build the future.

    Structural Context

    THE ANCIENT SHRINE / Badger Temple

    THE ANCIENT SHRINE
    /
    Badger Temple

    Additional Data

    +
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    + Ancient Shrine Details

    The World - Ancient Shrine Guide

    Typical Features

    The typical Ancient Shrine should include at least one of these features:

    • Creatures or spells to test those who enter.
    • An incredibly ancient evil sealed inside.
    • An artifact that belonged to a hero of the past.
    • A legendary beast of great wisdom.

    Position

    Frequently enough, the location of the Ancient Shrine is already known at the beginning of the campaign, but Player Characters might not be able to explore it in full and are forced to return later with an artifact or a magic password.

    The Ancient Shrine might be where the prologue is set, when the protagonists – unaware of the original purpose of the structure and the unfortunate consequences of their curiosity – discover or awaken something truly ancient and dangerous.

    The Villains' Plans

    Sometimes, the Ancient Shrine hides an artifact that a Villain wants but, for some reason, can’t reach. These Villains often wait for Player Characters to overcome the dangers of the Shrine, only to then waylay them. Otherwise, a major or supreme Villain might be sealed inside, patiently waiting.

    Possible Questions for the Group

    These points are designed to prompt player discussion and mystery:

    • A number of wooden statues dot the path to the temple. What do they represent? Why are they here?
    • A number of frescoes decorate the temple walls, depicting an event so ancient it has been lost to time. What is it?
    • The entrance to the temple is easy to find but the inner sanctum is well protected. How do you access it? What prevents you from reaching it?
    • The Badger Temple hides an incredible secret. What is it? Who knows about it and what is its price?
    • A terrible curse awaits those who desecrate the heart of the temple. What are its effects, and can you break it?
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    + Story Hooks

    STORY HOOKS

    When bringing Badger Temple into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    The Hall of Trials

    • Light and Darkness. A single torch shines true, revealing the living frescoes upon the walls – the shadows of four badgers, each bearing a small rattle, slide among the paintings. To continue, the PCs must collect the four rattles. Every time they roll a Check to try, the GM fills 1 section of an 8-section Clock. If the Clock is filled before they succeed, or if they attempt to use violence, a fearsome guardian emerges from the frescoes. What is it? Which of the PCs knows legends about its weak spot?
    • Hall of Despair. This empty room seems endless. Every now and then, the pale image of a badger appears, beckoning the heroes to follow them in the darkness. The PCs have to fill a 6-section Clock to keep the spirit in sight and reach the exit. Whenever a PC fails a Check, frustration gets the better of them, causing them to suffer a random status effect among dazed, shaken, slow, and weak.
    • The Door. The badger stops next to a great stone door covered in thorny vines, which can be removed either with a Ritual or by suffering a heavy loss of Hit Points. The badger glows with a feeble light, which restores all the PCs’ Mind Points.
    • Dark Vines (The Rafflesia Encounter). Sprawling creepers and living vines fill the entire room. At the center, a massive, garish flower tinges the scene with scarlet and purple hues. A glowing bud dangles from one of the vines, right above the jaws of the plant-creature at the heart of the flower: its name is Rafflesia. Its stalk is covered in thorns, and the badger-spirits are trapped in its two creeping tentacles.
      • Properties: It’s Vulnerable to fire damage, Resistant to ice and bolt, and Absorbs light, thanks to the glowing bud, which also hypnotizes its targets, forcing them to attack the main body – those who charge into melee are punished by its thorns.
      • Challenge: If both tentacles are defeated, the twin badger spirits regain their powers and Rafflesia becomes Vulnerable to light damage. How did this creature evolve? How was it created? What is hidden at the center of the room?
    +
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    + The World: The Snake-Spirit

    THE WORLD

    Chapter B: The Snake-Spirit

    A demon of ruin lies sealed in the heart of the temple, and an almost forgotten prophecy foretells that a descendant of the “snake lineage” will one day be able to free it. Key questions remain: What is known about this lineage? Who among the Player Characters has heard of it? Or, who among them will discover that they descend from it?

    Investigation Threads

    • The treasure in the statue. In the bowels of the temple, wedged between the scales of a giant stone serpent, there is an ancient scepter, the Soulthorn—an artifact capable of imprisoning a soul. Only the chosen one can awaken its true power and free the snake-spirit. What would be the consequences of its use? If left to its own devices, what is the snake-spirit going to do once freed?
    • An ancient pact. Although remembered as an evil being, the spirit actually taught humanity the arts of herbalism, medicine, and poison. However, their gifts were used to cause death and suffering, and, to atone, the spirit began devouring any pain and diseases they saw as born of their actions. As a last act, before corruption overcame them, they sealed themselves away in the temple, slowly losing all their memories.
    • Recovered memories. By using the Soulthorn or coming into contact with the snake-spirit’s power, Player Characters may recover fragments of their memory and investigate further. What catastrophic event forced the spirit to cut all ties with the world? Which of their memories might restore their confidence?

    Zecar

    An aristocratic fox-man named Zecar offers the Player Characters a lavish reward, provided they help him recover a family heirloom from the temple. Investigation involves:

    • The sword of ages. Laying on a stone altar, this sword is an artifact that, according to legend, grants luck, fame, and wealth—but it’s protected by a seal. Who among the Player Characters knows how to break it?
    • Unmasked! Zecar’s ancestry gained its nobility thanks to the sword, but his ancestors returned it to the temple, believing it was its rightful place. Once the blade is in his hands, the haughty fox-man turns out to be a minor Villain and uses an Ultima Point to escape. What are his intentions? Why was the sword returned? Which dark powers does it hide, and why is Zecar underestimating its influence?
    “A dark omen awaits, trapped in the depths.
    A pure heart will free it; a pure heart might defeat it.”
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    + Breezeburg Hamlet Profile

    Breezeburg Hamlet

    A secluded pocket of natural harmony.

    Community Profile

    Many people stumble almost by accident into this small hamlet. Breezeburg is located among the rolling hills, far removed from the bustle of the capital, the major trade routes, and the general clamor of the outside world. On the surface, it presents an idyllic scene—almost drowsy and peaceful—that maximizes its few natural resources. The inhabitants have successfully learned how to deeply respect the gentle pace of nature and wind, living in a sustainable symbiosis with what their environment offers.

    Keywords

    community, quiet, wind

    Terrain / Elements
    • Primary: Hills, grasslands, brooks.
    • Common elements: A, L, E (Suggests abundant access to these resources/materials).
    Challenges & Lore
    • Travel Roll: d8
    • Rare Elements: B, F, D

    Local Hazards and Secrets

    Dangers
    • A foreboding presence residing in the nearby forest.
    • A persistent swarm of crabby insects.
    • The threat of a great thunderstorm incoming.
    Discoveries & Themes
    • Potential Discoveries: A hermit who retired here to hide an important secret, or an old ruined building lost in the untouched wilds.
    • Underlying Themes: A simple life isn't always easy; confronting blissful ignorance and false security.
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    + The World Guide - Sleepy Hamlet

    THE WORLD

    CHAPTER NINE: TYPICAL FEATURES

    The typical Sleepy Hamlet should include at least one of these features:

    • A gentle, soothing landscape.
    • An eager population, although unaware of the outside world.
    • A wise person of few words.
    • A small shrine tied to a forgotten legend.

    POSITION

    The Sleepy Hamlet is a starting location par excellence – it could even be the birthplace of one or all protagonists (perhaps with the exception of one of them, an outsider whose sudden arrival puts events into motion). Our heroes might expect a happy welcome, unless some negative event undermines the locals’ trust. Even then, it should be possible to rebuild it.

    THE VILLAINS' PLANS

    A place like Breezeburg is rarely relevant in the antagonists’ plans, unless they were born and raised there. Perhaps they were childhood friends of the eldest among Player Characters. More often, an antagonist might be looking for an item or a person that lives here, or the Hamlet might suffer collateral damage in the wake of the Villain’s plan or the catastrophe they unleashed.

    POSSIBLE QUESTIONS FOR THE GROUP

    These questions can seed conflict and mystery:

    • Breezeburg is isolated, but not forgotten – there is just nothing too remarkable here. Is it really such a happy place? What is about to change?
    • Creatures that couldn’t live anywhere else proliferate here, thanks to the untouched wilderness. What makes them unique?
    • The villagers live in harmony with the land, the flora, the fauna, and every other natural element. Where does this tradition come from?
    • A gentle breeze keeps the windmill’s blades in constant motion. What traditions stem from this unusual situation?
    • Although welcoming, the locals are very narrow-minded and suspicious about innovations. Why?
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    +

    STORY HOOKS

    When bringing Breezeburg into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    I. HIGHILL ROAD

    The highest part of Breezeburg is dominated by the largest windmill, and the most important buildings in the settlement all lie just along this key road.

    • The Windmills

      These massive structures work without pause; their huge blades spin constantly in the wind. They contribute to the survival of the small hamlet by powering both the irrigation system and millstones, but not all seem to serve the same purpose. What is the goal of these other windmills?

    • The Blacksmith

      The small forge is the abode of a man tempered by his work and proud of it. The firelight makes his creations shine: tools for farming, for common use, and for artisans. There are no weapons, except an old sword hanging on the wall. What is the story behind it?

    • The Inn (The Wind Strider)

      A modest inn stands along the road. The sign, creaking in the breeze, says “The Wind Strider.” Though rather small, it is warm and cozy. It’s quite rare for anyone to stop here: usually only one or two adventurers pass by looking for respite. Recently, though, a large group slept here—they looked like acolytes on a pilgrimage. Who were they? Why did they stop here of all places?

    • The Temple

      Near the end of a forgotten track, at the highest spot in Breezeburg, there is a small, old temple, covered in moss. It has long-since been abandoned, yet a feeble heart pulses inside. If a Player Character gets close, a gentle, whisper-like breeze blows. Arcanists, Chimerists, Invokers, and Spiritists are the best suited to interact. Who lives in this temple? Why was it abandoned?

    II. WHISPERING MANOR

    The mansion house belonging to Breezeburg’s only noble family is the most ancient building in the entire hamlet. According to the villagers, Whispering Manor has existed since the settlement’s foundation.

    This large structure has three floors, rather distinctive sloping roofs, and a visible large balcony overlooking all of Breezeburg. But the most curious element is the great windmill on the roof, whose blades never move.

    Miscellaneous Note

    +
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    + The World Chapter Summary

    THE WORLD

    CHAPTER SUMMARY

    Demetria

    • Description: Demetria is the young daughter of the last laird of Breezeburg. She is secretly a minor Villain.
    • Background: Following her father's death, she secluded herself in the manor. The villagers treat her with suspicion and spread rumors, though they do not bear ill toward her directly.
    • Interaction: If the PCs meet her, Demetria is grumpy but not overtly hostile. She avoids discussing her decision and asks them to leave the manor, only using violence if absolutely necessary.

    Dark Secrets of Breezeburg

    A long time ago, Demetria’s family captured Zephyr, the spirit of air, to gain the wind's favor for founding their hamlet. Demetria is deeply ashamed but rationalizes Zephyr’s captivity as a necessary evil for the community.

    She feels undeserving of love from the villagers and overlooks that the spirits themselves have nurtured resentment over centuries. This accumulated power means they are poised to wipe the entire hamlet out.

    A Missing Friend

    Mya, a child of the hamlet, has lost her cat, Ruby. Their usual play area was near the edge of the forest, and Mya is understandably afraid that Ruby got lost.

    Characters Involved

    • Ruby: A young, snow-furred, and strangely silent cat that Mya found during spring. They instantly became inseparable, leading Mya to adopt and care for the cat, despite local suspicion toward stray animals.
    • Fang: A massive feline beast living in the woods near Breezeburg. Although the inhabitants usually prefer peaceful interactions with local wildlife, Fang has recently become extremely irritable. He bears his name from a massive fang visible on the left side of his jaw. Fang is highly skilled, capable of inflicting 'slow' status effects with powerful claws and summoning allies with a roar.

    The Reunion (Plot Synopsis)

    Fang is shown to be a loving father who lost his cherished cub during the last harsh winter. It is revealed that Ruby is actually the child of this powerful feline, reborn as a cait sith. In the forest heart, the heroes may witness a tender reunion between father and daughter.

    If the group tries to retrieve Ruby, Fang will offer no mercy. The outcome depends heavily on the Player Characters' decisions and potentially on Ruby’s own intervention. Key questions arise: Does she remember her previous life? Can any PC (possibly a Chimerist) communicate with her? How will Mya react to this tense situation?

    “This isn’t a land of warriors and conquerors. We breathe the wind and live in harmony and with patience, following the old tradition.”
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    + The Haunted Isle of Candle Bay

    The Haunted Isle

    Candle Bay

    A haunted isle of steep inlets and rocky cliffs, Candle Bay is home to countless mysteries and legends. The island owes its name to flocks of ominous will-o-wisps that light up its nights, creating a somber and enigmatic atmosphere. Strange rumours abound of this grim and equally fascinating landscape, but even an unsettling children’s tale can conceal glimmers of truth...

    Candle Bay At A Glance

    Keywords: ghosts, isolation, transgression.

    • Terrain: thic*kets*, tombstones, reefs. Common elements: BID
    • Travel Roll: d10. Rare elements: AL
    Elements of the Island
    • Dangers: A wrathful ghost that can’t find a way back, or a small abandoned temple infested with trickster spirits.
    • Discoveries: A good luck charm, an ancient holy place, or a remote well that allows communication with the dead – for a price.
    Themes
    • Disturbed balance, respect for the past, and exploitation of resources.

    THE HAUNTED ISLAND

    (A repeated or decorative title element)

    +
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    + Haunted Island Lore

    The World: Haunted Islands

    Typical Features

    The typical Haunted Island should include at least one of these features:

    • An ancient cemetery or ruin haunted by ghosts.
    • A small port or other settlement facing some sort of struggle.
    • A cruel specter, whose name appears in many horror stories.
    • A direct link with the stream of souls.

    Position

    A Haunted Island might be part of the setting from the start, perhaps as a mystery and/or threat, or the group might land on its shores because of a danger or as a result of a Surrender. It’s usually the stage for an interlude or intermission, and as such can be used at any point in the campaign. More rarely, it could be the heroes’ final destination, especially if a powerful, corrupt creature made it their lair.

    The Villains’ Plans

    In many cases, a location like Candle Bay acts as a subplot in and of itself and has its own local Villain (probably a minor Villain), although in some campaigns it might assume a more central role. An antagonist might attempt to harvest the energy of the restless spirits, or could even be a ghost themselves; or a terrible demon or monster might consume the dark energies of the island to enact a metamorphosis and reach their full potential.

    Possible Questions for the Group

    • Colored lights brighten the sky over the bay during “the night of lamentation”. What characterizes this event?
    • Since time immemorial, a majestic arc has dominated the great hill. Why was it built? What are the rumors about it?
    • It looks like the bay is the home of a creature that can grant wishes. What is their true nature? What is the price of such a miracle?
    • They say the island stands at a crossroad between the world of the living and the world of the dead. What is its nature? Who would you like to see once again?
    • The spirit of a famous character of the past manifests on certain nights. Who are they? What do they have in common with one of you?
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    + Story Hooks - Candle Bay

    STORY HOOKS

    When bringing Candle Bay into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    $ MINING VILLAGE

    Rich in copper veins, but inexplicably abandoned, the island has become the destination for miners from all over the region.

    • The dock. The bay’s cramped inlet presents the only possible dock for boats and small ships. During the night, however, the ground shakes and restless ghosts pour across the streets, imploring the miners to leave the island.
    • The dig site. The miners’ countenances, marked by constant toil, betray their growing concerns, but Baron Darius (minor Villain) feverishly pushes them to keep mining copper. What does he crave (or fear) even more than the ghosts? Who among the miners is a familiar face for the PCs?
    • The Baron. Descended from a local noble family, Darius the Boastful craves fame and power. Driven by a desire to emulate the deeds of his ancestors (or fearing to let his lineage down), he strong-armed the population into working without pause, challenging and defeating the specter haunting Candle Bay.
    • The Centipede. Made sluggish by the magical purifying properties of copper veins present in the rock, a gigantic monster with almost impenetrable hide has slept under the island for centuries. When challenged, it unleashes seismic magic; its carapace regenerates each round and it can also separate parts of its body, which act autonomously in the form of soldier-rank enemies.

    THE SEVEN-TAILS’ FOREST

    At the top of the hill, an ancient cemetery hosts the souls of the departed. At its center stands a great cherry tree, apparently weak and dying. A dark aura seeps from the earth and small will-o-wisps dance among the tombs, under the light of distant stars.

    • Natsuki. In ancient times, the fox-demon Natsuki haunted the island. Attempts at fighting them all proved futile, until they fell in love with the young Soh and swore never to harm another human as long as he remained at their side. Determined to save his people, Soh bravely accepted this bond – his spirit still roams the forest, now only a pale blue flame. Did he regret his decision?
    +
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    + The World - Chapter Guide

    THE WORLD

    The Cemetery

    Other spirits haunt the weathered tombstones. None remember who they were in life, and the inscriptions are almost unreadable. The Player Characters (PCs) may spend some time deciphering them and discover a secret:

    • The people of the island built it as a ritual site which sends a portion of the departed’s spiritual energy to Soh’s soul, ensuring he continues in his duty even after death. However, the young man’s spirit is growing weaker. The party must investigate why.

    The Awakening

    This section describes a critical plot development concerning Soh and Natsuki.

    • Condition: If the bond between Soh and Natsuki is broken, the demon returns to torment the bay.
    • Game Mechanic: The Game Master must create an “Awakening of the Seven-Tails” Clock with 8 sections. One section fills at the end of each scene or round during conflict with Natsuki.
    • Escalation: Each section except the last represents the demon growing a new tail. Once the Clock is full, Natsuki becomes a major Villain.

    Combat Details (Natsuki)

    • Offensive Ability: Natsuki can charm their enemies, inflicting Dazed and Weak status effects. Affected characters deal half damage to the demon.
    • Vulnerability & Resistance: Vulnerable to air and light damage; Resistant to earth and lightning; can Absorb dark.

    Diana, the Ghost of the Reef

    The Player Characters find a bottle abandoned on the beach containing a love letter. The addressee appears soon: Diana tells the heroes her story and asks for their help to reach a nearby atoll.

    Encounter Scenarios

    • Stormy Sea (Diana & Talassia): For getting too close to the human world, the nymph Talassia was imprisoned inside the coral reef—this is how Diana eventually met her. She promised to visit daily, but an unexpected storm took the life of the young woman, leaving her stuck in the bay as a ghost, unable to fulfill her promise. How can the heroes help reunite them?
    • The Sea Nymph (Talassia): A member of the sea people, Talassia has lived in the bay since time immemorial, but ancient and strict laws forbid the nymphs from interacting with surface dwellers, under penalty of being sent straight back to the stream of souls.
    • A Happy Ending? (Reunion): Eventually, lacking any news of Diana, Talassia tried to contact her with a message in a bottle. If they are reunited, Talassia leaves the sea, stepping onto land and returning to the stream of souls together with her dearest Diana. The PCs can witness their last smiles... or perhaps the first of many.
    • Player Choice: The characters may add a special Bond to the two lovers (this does not count towards the normal limit of six).
    "The waters of the bay show the reflection of two worlds; so close, yet so far apart. Reality doesn’t care if they are benevolent or malevolent. They will return."
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    + Cerulean Jungle Lore Document

    CERULEAN JUNGLE AT A GLANCE

    *(Context: The Eternal Forest)*

    Overview and Description

    This enchanted place, characterized by the majesty of the jungle, is a realm where nature reigns supreme. It expresses a harmonious and unpredictable complexity that often challenges human understanding.

    The Ecosystem

    Majestic trees reach toward the sky amidst roaring waterfalls. The jungle supports an extremely diverse fauna, including remnants of primeval epochs. Here, fairy spirits and arboreal creatures dance perpetually to the rhythm of the four seasons.

    Key Lore Details

    Challenges and Discoveries

    ⚠️ Dangers

    • A territorial creature protecting its nest.
    • A thick jungle of carnivorous plants.
    • Turbulent streams leading to a hazardous waterfall.

    ✨ Potential Discoveries

    Travelers may encounter:

    • An ancestral ruin overgrown by nature.
    • The favorable intervention of fairies.
    • An ancient creature believed to be extinct.

    Themes

    +
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    + The Eternal Forest - World Guide

    THE WORLD

    CHAPTER 9: TYPICAL FEATURES

    The typical Eternal Forest should include at least one of these features:

    • Crystal-clear rivers forming majestic waterfalls.
    • The remains of ancient paths, barely usable.
    • Tunnels leading to enigmatic underground structures.
    • A legendary animal of great wisdom.

    POSITION

    Usually, the Eternal Forest occupies most of the map of the known lands: all who travel the continent have to cross it or sail its rivers. The Player Characters are likely to spend a lot of time in the shadow of its trees, exploring many different areas and stumbling upon dangers and discoveries that will change and evolve the forest over the course of the campaign. Who knows… maybe one day they might even reach those secrets hidden far below its roots!

    THE VILLAINS’ PLANS

    The sheer size of the Eternal Forest makes it an ideal hideout for a Villain, who might also take advantage of it and ambush the heroes. Also, some antagonists will be interested in the treasures and the miraculous machines hidden in the depths of the forest – some out of greed, and some hoping to wield their powers for good, unaware of their collateral effects.

    POSSIBLE QUESTIONS FOR THE GROUP

    • Navigating and surviving seem impossible, but the forest people live in complete symbiosis with nature. What is their secret?
    • The locals don’t trust strangers. What do they fear? How can you gain acceptance from them?
    • This place hosts a species considered extinct. What kind of creatures are they? What makes them special?
    • A plant with miraculous properties grows only here. What are these properties? Who is looking for it, and why?
    • Among the overgrown trees and shrubs, you find the remains of a mysterious creature. Is it possible that their kin are still alive?
    +
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    + Story Hooks: The Court of Seasons

    STORY HOOKS

    When bringing Cerulean Jungle into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    THE COURT OF SEASONS

    A colossal tree rises at the foot of a majestic waterfall. Its trunk splits into four sections, each with different colored leaves, matching the season that rules it.

    The Spring Court

    Denizens: The Sylphs (wind fairies). They are graceful and kind, always celebrating in a joyous atmosphere thanks to brightly colored flowers and reeds, and bright green leaves. Temperament: Lively and cheerful; the queen spreads joy wherever she goes and loves to watch court games.

    Encounter Goal: Participate in the court games.
    Reward: The PCs are rewarded with the Rebirth Leaf, a rare accessory that increases all healing received by 5.

    The Summer Court

    Denizens: The fire Salamanders. They are famous for their exuberant and mischievous temperament, with a main color of red. Environment: A sweltering breeze makes this area extremely hot and causes the tree’s fruits to mature very quickly.

    Encounter Goal: Take a rest in the hot springs.
    Reward: The PCs can enjoy the hot springs, granting Resistance to fire damage until the end of the next conflict.

    The Autumn Court

    Denizens: The earth Dryads. Characterized by yellow color, they are mild-mannered, calm, generous, but very shy. They feel the deepest connection with the tree.

    Encounter Goal: Help them prepare for a winter that never comes.
    Reward: The queen is mellow and agreeable, rewarding help with a set of Gnarled Armor, which Absorbs earth damage but makes the wearer Vulnerable to fire.

    The Winter Court

    Denizens: The ice Undines. They are blue-colored, haughty, contemptuous, bold, prideful, and easy to offend. Environment: A chilling wind makes this area positively frigid; everything is covered in white snow, and the branches are withered.

    Encounter Goal: Demonstrate that they meet the court’s high standards.
    Reward: If successful, they receive the Tiara of Tears, a rare accessory that increases the wearer’s Willpower die by one size.

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    + Echoing Ruins and Encounters

    THE WORLD - ECHOING RUINS

    The Ruins

    The remains of ancient machines emerge from the undergrowth alongside the metal fuselage of a huge airship, now crushed by tree roots. The only creatures that live in these forgotten ruins are constructs, intent on an endless cycle of repairs.

    Key Discoveries and Mysteries

    • Echoing Ruins: Ancient technology is preserved here. Deciphering the old logs and restarting the main console, the PCs discover that this technology is not from the known world. Which epoch does it come from?
    • Lost Technology: Strange weapons and tools of unknown function lay under the dust inside the fuselage. The PCs might find rare pieces of equipment, recharge their Inventory Points, or decipher an ancient and forgotten alphabet. What kind of tools do they find? What were they designed for? How do they function?
    • Cold Fusion: The belly of the ship hides an artifact that can generate infinite energy. The device now exists symbiotically with the last of the lumenflies, an ancient species of giant firefly considered extinct. The artifact’s heat is necessary for the eggs to hatch, but someone wants to use its power to fight a decisive battle. Who are they? Is it possible to find a compromise?

    PROTECTION WANTED

    The heroes stumble upon a caravan of traveling merchants. They are not familiar with this region and they aren’t confident to continue without an escort.

    Imperatrix

    This creature has ruled the skies of the Cerulean Jungle since time immemorial. Despite her fierce appearance, she prefers to nest up in the mountains and has never attacked the denizens of the forest... until now.

    • Abilities: She boasts a terrifying dive attack that holds down the target until the end of the round, dealing damage and inflicting slow, but she can also breathe searing flames.
    • Crisis Form: When in Crisis, she can hit up to two targets during a dive and inflict poisoned with her tail sting.
    • Vulnerabilities/Resistances: She is Vulnerable to ice and bolt damage, but Immune to fire and poison.

    Something Unsaid

    In a cage on the central cart is the Imperatrix’s offspring, which the merchants stole from the nest. Only the inestimable value of such a creature pushed them to take such a risk.

    The Conflict: If the PCs discover the truth, the merchants try to buy their silence. If someone returns her lost hatchling, the mother returns to the mountains without causing further damage to the forest. What will the PCs do?

    “Respect nature and it will respect you. Trample even a single flower and it will take back what was stolen from it. Everything has a place in this ecosystem!”
    +
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    + The Eerie Village: Darkdepth

    The Eerie Village

    Darkdepth

    Ancient legends tell of the strange village hidden in the darkest and humid depths of the great forest, inhabited by mysterious, inhuman creatures who appear as silent shadows when a traveler is in mortal danger, only to promptly drag their body into the murky depths of the undergrowth. This putrid and rotten place does not belong to the living, and no one returns from it.

    Structural Elements

    Terrain: bark, mud, moss. Common elements: E, D, T

    Travel roll: d10. Rare elements: A, L

    Features and Concepts

    Dangers

    • A corpse-eating monster defending its territory
    • Clouds of choking spores
    • A giant corrosive slime

    Discoveries

    • A fungus with exceedingly rare properties
    • A precious item left by a traveler
    • A wellspring of pure water

    Themes

    • Unusual customs
    • New life born from death
    • Coexisting with what we don’t fully understand

    Customer Inquiry

    +
    + +
    + The World - Chapter Features

    The World

    Chapter 9: Typical Features of an Eerie Village

    The typical Eerie Village should include at least one of these features:

    • An ecological or spiritual role that scares or disgusts humans.
    • A completely unique population.
    • A natural or magical resource not found elsewhere.
    • A protector figure with an inscrutable or difficult personality.

    Chapter 9: Location & Positioning

    Locations like Darkdepth may appear as a discovery during a journey or be introduced with a Fabula Point, but more often they are a turning point of the campaign—an allegory of the main themes of the story that the group can engage with and even directly talk to.

    For example, Darkdepth is linked to the fear of death and the instinctive repulsion for decay and rotting, in spite of the fact that these processes are inevitable and essential to creating new life.

    Chapter 9: The Villains’ Plans

    Some Villains might see the Eerie Village as a precious source of power. Others might plan to destroy it to wipe out its influence over the environment—ignoring or underestimating the consequences of such an act. From this point of view, the Eerie Village symbolizes the need to learn why we have to protect what we don’t understand and, sometimes, even what scares us.

    Possible Questions for the Group:

    • Which one of you has already explored these woods? Have you ever met or noticed the sinister presence of the legend?
    • When these forests were still young, an unknown population lived here. Which one of you has heard of them or stumbled upon the ruins of their civilization?
    • In the past, someone you knew got lost in these woods. Did they ever return? If yes, how did the experience change them?
    • Who decided to make the forest paths secure once and for all? How? What danger are they underestimating?
    • What dangerous creature roams in the muddy undergrowth?
    • Who is offering to guide you through the forest?

    Summary Section: Darkdepth

    (Note: The raw text suggests this section was repeated or contained supplementary material related to " ()")

    +
    + +
    + Story Hooks: Darkdepth

    STORY HOOKS

    When bringing Darkdepth into play, the GM may use the following points to enrich the story by introducing artifacts, villains, discoveries, and rewards.

    Saprobes' Village

    From outside, Darkdepth looks like the ruins of an ancient village, plunged in a murky hollow in the undergrowth. Some buildings are still visible in the dim light, their walls covered in mold and roofs swelling from spores and mucilage.

    Key Story Elements:
    • Far from the surface. Reaching Darkdepth isn’t easy: one must wade through the dense mud of the forest to a maze of underground caves, or follow the roots of centuries-old trees until light fades and air becomes suffocating. (Intrigue Questions: Who or what is going to guide the PCs to the village? What are their intentions?)
    • The saprobes. The villagers are silent creatures who communicate using subtle movements and often remain immobile, as if they’re listening. They are vaguely humanoid in shape, but their decaying fungal bodies are all different. Many wear jewels created by stringing together the most disparate items; bone, wood, glass and ceramic are the most common, but some saprobes add metal pins and earrings to their gill caps. (Intrigue Questions: Which of the PCs recognizes a familiar symbol or item? Why does this disturb them?)
    • Leto. Tall and thin, Leto distinguishes himself from the other saprobes with his interest in humans. He collects and preserves a great number of books and notes, going so far as to learn the basics of some languages and dialects. The PCs’ arrival excites and worries him at the same time: he’s willing to explain the nature and origin of saprobes, but he wants to know more about the surface world in exchange. He also asks the group not to reveal the location of Darkdepth to nearby villages, because he “learned from his books that humanity isn’t patient or sympathetic”. (Intrigue Questions: What is the saprobe's role? Why do they appear when someone’s life is in danger? What answers are hidden among Leto’s dusty tomes? What happened to the original inhabitants of Darkdepth?)
    • Bargain Alley. The long hollow of a fallen tree has become a gathering place for saprobes, who come here to trade items of every sort – those found upon the corpses brought to Darkdepth. Some are really ancient, others extremely new. Saprobes don’t use money and are outraged if someone asks to buy some of the jewelry they adorn themselves with. (Intrigue Questions: Why is that? What kind of link do they have with the items they choose to wear?)
    Transaction Note: ()
    +
    + +
    + The World - Chapter Extracts
    41

    THE WORLD

    CHAPTER: The Depths of the Great Tree

    Following a group of saprobes carrying a corpse to Darkdepths, the PCs venture among the giant roots of a titanic tree, completely covered with fungi. Its trunk, surrounded by glowing spores, merges with the cave’s ceiling and the surface ground.

    • Marshille: Sitting among the depths of the roots is a giant woman with harsh, sharp features. She wears a cobweb tunic and a large fungal cap. Her pale fingers end in extremely long nails, with which she traces occult symbols in the air with fine precision. The giantess speaks many languages and introduces herself as “guest and sister” of the saprobes. Is she a descendant of the people that lived here in the past?
    • Life in Death: Marshille has no problem explaining her role in Darkdepth: every creature that dies in the area is brought to her, so that her magic might breathe new life into the tree and the entire forest, not to mention the saprobes themselves. How do the PCs react to this revelation? Do they think that it is legitimate to deny the mourning families a final farewell for the good of the forest, considering those same families draw sustenance from its fruits?

    CHAPTER: The Drake Expedition

    Seraphina Drake, a young and enterprising magician from the Central Academy, is organizing an expedition to locate Darkdepth and research the mysterious power that, according to her, controls life and death in the entire forest. She is offering a generous salary to those who escort her and ensure her safety.

    • Mercenaries: Anxious for results, Seraphina hired some ex-military. Which of the PCs has dealt with them in the past? What burning defeat still torments these soldiers? Who is their leader and how long do they actually plan on following the magician’s orders?
    • Henrietta Drake: Seraphina’s younger sister accompanies the expedition and handles logistics and upkeep, but she is concerned about her sister’s impatience and the mercenaries’ methods. Her blood ties with Seraphina make her an ideal hostage.
    • Temptation: After reaching Darkdepth and discovering its ties with the life of the forest, the expedition breaks apart: Henrietta and the mercenaries have very different priorities and this will no doubt lead to a Villain emerging (maybe two, depending on the circumstances). Which side, if any, do the PCs take? Do the villagers have any chance to fight back? How will the forest react to this threat?
    +
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    + Eisenstadt - City Guide

    Eisenstadt

    Overview

    The great city of Eisenstadt rises magnificently among the hills, in stark contrast with the surrounding countryside, which has been progressively abandoned over the last few years and is riddled with windworn megaliths, crumbled mounds and abandoned iron mines.

    As the seat of both the Alchemists’ College and the Government Bureau, it’s for all intents and purposes the industrial, political and economic capital of the region, not to mention the destination of all who seek a Special Alchemist License.

    Eisenstadt at a Glance

    Keywords: elitism, progress, urbanism.

    Key Elements

    • Terrain: hills, bridges, streets.
    • Common elements: B, F, E
    • Travel roll: d6.
    • Rare elements: A, I

    Challenges & Opportunities

    • Dangers: night haunts emerging from the mounds, a pair of big time swindlers, the eternal rival of one of the PCs.
    • Discoveries: a young traveling merchant, 20% discounts all over the city, exclusive tickets to a private soiree.

    Themes

    Explore themes relating to frantic and ambitious life, cold logic, and the forgotten truths and customs of the past.

    Information

    +
    + +
    + The World - Chapter Summary

    THE WORLD


    Chapter 9: Typical Features

    The typical Central City should include at least one of these features:

    • A school or academy that explores new disciplines.
    • An enterprising but arrogant middle class.
    • Traces of a past culture that very few talk about.
    • A merchant quarter, the true hub of all major trade routes.

    Chapter 9: Position

    A location like Eisenstadt often represents a transformative moment in the campaign. Here, the protagonists might find incomplete answers to some questions, meet new allies, and, perhaps, buy some brand new equipment and a flying or seaworthy transport.

    The Central City is also a great opportunity to introduce new threats and start the second half of the campaign.

    Chapter 9: The Villains’ Plans

    Eisenstadt is the largest city in the region, distinguished by its high technological level, easy access to numerous resources, and an ambitious and individualistic society: fertile ground for a Villain. This kind of location tends to present strictly humanoid antagonists, such as greedy merchants, callous industrialists, and alchemists or inventors willing to accept daunting risks in the name of progress.

    Possible Questions for the Group

    These questions are designed to prompt roleplaying encounters and build tension:

    • Which one of you has been to Eisenstadt before, and why? Has it changed much compared to your memories?
    • The city is large and noisy. Which one of you feels lost? Who has that enthusiastic shine in their eyes?
    • What is the most melancholic thing you saw crossing the hills around the city? Which of you knows the story of the people who lived there?
    • Which of your friends do you expect to meet here?
    • Did one of you attend the Alchemists’ College? Did any of the scholars there leave an impression? Why?
    • What can you buy in this place?
    +
    + +
    + Story Hooks Documentation

    Story Hooks

    When bringing Eisenstadt into play, the GM may use the following points to enrich the story by introducing artifacts, villains, discoveries, and rewards.

    Alchemy & The Alchemists’ College

    One of the most impressive buildings in Eisenstadt, the College was built on ancient foundations, but it has been renovated many times over the years to integrate special pipes and remedy a few “accidents” caused by overzealous researchers.

    • The Commission: Led by Dean Elsholtz, this is a mandatory path required for receiving a Special License and freely practicing alchemy. The Commission replaced the previous individual apprenticeship system with a curriculum aimed at industrial development, removing most of the philosophical and anthropological studies, especially any reference to forbidden alchemical techniques. (Question prompts: Who among the PCs thinks this was a reprehensible decision? Who deems it reasonable or understandable?)
    • The Classrooms: Ten ample halls, designed for both theoretical and practical lessons, occupy the third and fourth floor of the College. (Question prompts: What is the most unusual subject taught here? Which of the professors shows some interest in the Player Characters? Are there any known faces?)
    • Highflame Library: As emphasized by its bright blue crest, the College considers knowledge similar to fire, and its purest expression is an intense but controlled flame, which gave name to this colossal library. (Question prompts: What legendary tome is kept here? Who can give permission to read it and who wants to prevent it at all cost? And why?)
    • The Kiln: The College’s underground level includes a network of boilers which provide energy to the entire complex, along with a series of passages and rooms connected to the sewers, containing more-or-less stable remnants of old experiments. (Question prompts: Who or what guards this area? Who has an interest in recovering something from this maze of dangerous junk?)
    • Inner Quarter: Just as thick walls separate Eisenstadt from the countryside, towering fences isolate the merchant and middle-class quarters from the College district. This area contains specialized stores, luxury apartments for the Dean and professors, plus a club for licensed alchemists. Almost no students live in this district.
    Note:
    +
    + +
    + Investigative Dossier

    THE WORLD

    CHAPTER B: THE CROMLECH

    These megalithic complexes are characteristic of the hills around Eisenstadt, but a few can also be found inside the city in public and private parks. The hill folks worship them, while the city folks disregard them.

    Investigation Points:

    • Weathered words. Time almost completely wiped out the engravings on the megaliths, hiding their true meaning from scholars. However, rumor has it a miraculously intact stele can be found in the garden of Governor Bauer. Which of the PCs have studied these megaliths or encountered others like them? How can one visit the Governor’s estate?
    • The pattern. Although only partial complexes have survived, the placement of the cromlech looks anything but random. According to local folklore, magical stones were used to commemorate the departed and honor the pact between humanity and fairy folk, not to mention ensuring the locals’ safety by keeping a dangerous nocturnal predator at bay. Who proposed conducting research on equal grounds with the local shepherds, but was mocked and ostracized? Which strange events seem to give them credit?

    THE HUNT FOR REDGLOVE ERIKA

    The city watch captain has placed a 5000 zenit bounty on the head of the mysterious outlaw known as Redglove Erika, who is sabotaging kilns and alchemical factories across the region, recently striking at Eisenstadt itself.

    Investigation Points:

    • Traces. Erika’s most recent attack was on an experimental boiler; as usual, the machinery was damaged beyond repair despite no one being harmed in the accident, and a scarlet-painted glove was found. What do the PCs think about it? Have any of them crossed paths with Erika in the past or suspect her true identity? What was the purpose of the experimental boiler, and what about it seems suspicious or questionable?
    • Ashes. Erika (minor Villain) is a 60 year old alchemist, jaded and pessimistic, who considers the teachings of the College dangerously shallow and prefers to destroy the alchemical arts rather than letting a bunch of idiots (or worse, bureaucrats!) abuse them. In battle, she is flanked by spirits of air, fire, ice and earth, who make her immune to their respective elements and let her unleash elemental attacks that drain Mind Points and Inventory Points. Which of the PCs understands or approves of her actions? Is there anyone who might show her that people still respect alchemy in its true complexity, and rather than bury its darkest secrets would research them to better contrast their use?
    “This morning we visited the Expo, boutique shopping in the afternoon, then a tour of the city walls and a night concert! Sleeping? Sleeping is for losers!”
    +
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    + The Golden City

    The Golden City

    A vast city floating in the sky that escaped the unrelenting march of time – few know of its existence and even fewer how to reach it. Legend has it humans are the descendants of its mysterious inhabitants, keepers of lost secrets since the dawn of time. However, in the silent magnificence of this enchanted place lurks the gloom and sadness of an inhuman secret.

    Golden City At A Glance

    Keywords: gloom, astonishment, emptiness.

    Key Attributes

    • Terrain: buildings, gardens, stone
    • Common elements: A, B, F
    • Travel roll: d12. Rare elements: E, T
    • Dangers: an illusory trap that locks the travelers in an endless mirage; the dormant security system that protects the city.
    • Discoveries: an unknown artifact from a lost civilization, an ancient and forgotten technology, a primordial being and keeper of all lore.
    • Themes: the wonders of the ancients, the creation outlasting the creators, the hidden rules of the world, the loneliness of immortals.

    The Remote Ruin

    A secondary location/concept associated with the main city's mystery.

    +
    + +
    + The World: Remote Ruins Guide

    THE WORLD

    Chapter Guide

    Remote Ruins Gazetteer Entry

    TYPICAL FEATURES

    The typical Remote Ruin should include at least one of these features:

    • A unique defensive or cloaking system.
    • An unbelievably ancient creature that protects part of the location.
    • Great mosaics or paintings depicting the history of the world.
    • An artifact that should have never been unearthed.

    POSITION

    A Remote Ruin is a classic turning point – inaccessible to the protagonists for a good chunk of the story. Reaching it means finding a new perspective upon the world… and discovering its most ancient shadows.

    This is rarely the end point of the adventure; on the contrary, this is where the protagonists fully realize the magnitude of their task, but they might come back here once they find a solution.

    THE VILLAINS’ PLANS

    Usually, the Remote Ruin and its amazing secrets are the main objectives of one or more Villains from the beginning of the campaign. This could be the lair of some ancient evil, but it’s also possible that the entity living here is just gloomy and in pain, easy prey for the Villain’s deceptions.

    If such a creature realizes that they have been used again, rage and desperation might turn them into a terrible scourge. Only the Player Characters can find a way to save the creature and the world.

    POSSIBLE QUESTIONS FOR THE GROUP

    • What allows this place to float among the clouds? Why did time never touch the remains of this ancient civilization?
    • A keeper ensures that none squander the secrets of the ancients by wasting them on deaf ears. Who are they? How do they fulfill their duty?
    • This place reawakens some lost memories in you. Which one of you has been here before? If this was once your home, why did you leave?
    • Strangers are forbidden to enter the city. How did you get in here? What is the penalty for trespassers?
    • A deep sense of emptiness and gloom hangs in the air. What caused it? How do the inhabitants cope with it?
    +
    + +
    + Story Hooks: Golden City

    STORY HOOKS

    When bringing Golden City into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    The Celestial Gardens

    These magnificent vertical gardens climb up into the sky. Vibrant and gargantuan flowers of unusual colors, meandering vines, and other plants with incomprehensible genetics embellish streets and walls, but hidden within are the sad truths of a lost civilization. There isn’t even a drop of water. What is the secret of these plants’ vitality? Why does flora look so different in this place?

    • The Unliving

      These mannequin-like creatures have been deprived of humanity. With pale and expressionless features, they aimlessly wander through streets and alleyways. Who are these creatures? For what purpose were they created?

    • A Cruel Experiment

      Forced to wander eternally, a hybrid similar to a shapeless chimera slowly walks every path of the gardens. They have no defined shape, looking more like a heterogeneous mass of animal limbs. Their eyes look almost human and show sadness and resignation. If the PCs try to speak to them, a human head and torso rise from beneath the skin. The hybrid isn’t evil and fights only in self-defense (their attacks are unpredictable and their Affinities change every turn). What is the true nature of this experiment? Which animals made up their amorphous body?

    • A Harsh Reality

      Paintings and frescoes decorate the gardens’ inner walls. Studying them for a while, Player Characters may discover a terrible truth about this experimental greenhouse: it was the theater of macabre and obsessive experimentation. Here, a now forgotten culture manipulated life itself and molded nature and humanity according to a very detailed plan. Who were they? What was their ultimate goal, and what interrupted their plan? Which of campaign’s main antagonists made such an obsession their own, to the point of trying to complete the work of these merciless visionaries?

    Not All That Glitters Is Gold

    The glow of the Golden City shines beyond the clouds. Thousands of luminous particles shimmer among the ruins, residuum of the essences that have returned to the stream of souls. And yet, the heart of the city is grim and dark. The secret of its civilization must remain buried and no living being should ever set foot in the Golden City.

    +
    + +
    + Lore Document Excerpt

    The World

    Chapter Synopsis

    Cradle of Life

    The Golden City is where souls are purified and reprogrammed for their next birth according to a precise scheme. Instead of following the spontaneous chaos of nature, they are cleansed of all memories and forced to reincarnate according to the designs of an ancient entity, descendant of a forgotten people.

    • Key Questions: Who were they? What caused their disappearance? Why did they manipulate the stream of souls to the point of replacing it?

    Entities & Conflicts

    Deus Ex (The Supreme Villain)

    • Description: The heir to the will of the ancients appears as a colossal bronze statue—a humanoid angel with two feathered right wings, a female body, and a crying face in place of the left arm. Its true essence is sealed in its head, protected by a helmet that monitors all the city’s functions.
    • Abilities/Threat: It has been draining the spirits of any intruders and turning them into pale shadows.
      • It is Immune to physical damage and alternates between Vulnerability and Absorption to light and dark each round, unleashing attacks based upon the Absorbed element and inflicting random status effects.
      • It controls the mechanical sentries of the entire Golden City and can spend Ultima Points to summon them.
    • Narrative Hook: In reality, its spirit silently mourns its millennia-old separation from the stream of souls—can the Player Characters help them reunite with it, and how?

    Castaways of the Sky

    • The Setup: Will and Orvy, two reckless aviators, lose control of their aerostat and crash among the ruins while escaping a deadly spirit. In helping them, the PCs become embroiled in a violent conflict.
    • Necroptes (The Spirit): A ravenous winged spirit that can smell death and knows no remorse.
      • Tactics: Casts fire and air spells. Although fragile, it can strike down enemies in Crisis with its terrible Death spell, which reduces victims’ Hit Points to 0 if they were a multiple of 5.
      • Resistances/Weaknesses: Vulnerable to cold and light damage; Immune to earth and Absorbs dark.
    • Conflict Resolution Points:
      • Collateral Damage: If the Necroptes isn’t defeated within 4 rounds of conflict, the aerostat becomes unusable due to collateral damage.
      • Rest in Peace: After the end of the conflict, Will and Orvy explain they are fulfilling their father’s last request: scattering his ashes from the highest point in the sky. If the aerostat is still serviceable, they take off; otherwise, can the PCs figure out an alternative solution?
    “This is where it all began – maybe for fun, boredom or desperation.
    The memory is lost, the truth ignored, and the answers denied.”
    +
    + +
    + Lowtide: The Sunny Bay

    The Sunny Bay

    Lowtide

    Overlooking the clear waters of a vast sea, Lowtide is a nostalgic place—a glimpse of life on the coast of an uncontaminated island. The crystalline waters and white sand paint the landscape with romantic hues. During half-moon nights, the waters withdraw, revealing secrets hidden beneath the waves that might surprise even the most well-traveled adventurers.

    LOWTIDE AT A GLANCE

    Keywords
    curiosity, memories, rest.
    Terrain
    sea, rocks, sand. Common elements: A, B, L
    Travel Roll
    d8. Rare elements: I, D

    Key Features


    (Source Data: )

    +
    + +
    + The World - Chapter 9

    CHAPTER 9: TYPICAL FEATURES

    The typical Sunny Bay should include at least one of these features:

    • A hidden beach, quite romantic, too.
    • An underwater cave where mysterious plants grow.
    • A cliff with an old lighthouse.
    • A dangerous island that can be reached only under special conditions.

    POSITION

    Locations like the Sunny Bay are often used at the start of the adventure. It might be a place where the people of the protagonists’ village gather and celebrate, or the stage for the first scenes of the campaign, perhaps during a test of courage when something goes horribly wrong, causing the PCs to work together for the first time.

    THE VILLAIN'S PLANS

    Usually, a place such as Lowtide is of no consequence to the Villains, but it might provide the perfect opportunity to meet with an accomplice or kidnap some isolated and unaware individual. Over the course of the campaign, a Villain might land here or make the beach their lair, preventing the locals from entering, or turning it into a tourist trap, without any regard for the environment and the creatures that live here.


    POSSIBLE QUESTIONS FOR THE GROUP

    • One of you was born on the island. What are your childhood memories? Why did you leave? What is your relationship with the locals?
    • Once a year, on a special occasion, there is a traditional festival on the island. What is its meaning? What does it pay homage to?
    • What does the low tide reveal at night? Why does this phenomenon happen only with the half-moon?
    • What other kinds of creatures live on the island? What distinguishes their abodes? What kind of relationship do they have with humans?
    • An ancient building lies undisturbed among the vegetation. What kind of structure is it? What was its function?
    +
    + +
    + Story Hooks - Lore Document

    When bringing Lowtide into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    THE LIGHTHOUSE ON THE CLIFF

    At the top of a cliff overlooking the sea, hidden by thick vegetation, is an old disused lighthouse—a picturesque and oft-forgotten sight.

    Crab cave.

    A partially submerged cave leads directly into the cliff. Giant crabs with strange carvings on their carapaces have taken refuge from the currents here. They aren’t aggressive, but react if someone attacks or gets too close. What is the meaning of those carvings? Has one of the PCs ever seen something similar?

    The lighthouse.

    This ancient building rises atop the cliff. Completely covered in creeping vines, it lies forgotten in this remote part of the promontory. It dates back to ancient times—perhaps it was built by the ancestors of the bay’s current residents. The lantern found at the top is decorated with strange paintings and frescoes, depicting a flaming bird. Who built the lighthouse? What was its original purpose?

    Golden egg.

    Resting on the old lantern’s base, this object is craved by researchers and smugglers. Nobody knows who the real owner is, nor how it came to be here, and none has been brave enough to move it. Gathering enough evidence, the Player Characters may discover that the tower was the nest of an ancient creature who used the lantern’s light as a waypoint to return home, but that fire has been out for a long time. What kind of egg is it? Where is the mother?

    Curlybeard, the self-proclaimed Pirate King.

    While inside the lantern room, an old sea dog looking for the egg (see above) attacks the PCs. He fights with an old pistol and a rusty cutlass, which can inflict weak. When he enters Crisis, the pirate grabs the egg and attempts to escape (a 4 section Clock, with one section automatically filled at the end of each round). As the singed beard might suggest, the pirate is Vulnerable to fire damage, but Resistant to ice and air. During the fight, the PCs feel the earth shake and the cries of a strange creature getting closer each round—perhaps the mother is coming back to protect the egg? If so, would she unleash her fury only upon Curlybeard? Or the protagonists as well?

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    + The Coral Forest & Beyond

    The Coral Forest

    At low tide, a thick coral forest emerges from the sea, painting the atmosphere with bright hues.

    Locations within the Labyrinth

    • The coral labyrinth. It’s easy to get lost in this living maze. Finding the exit requires filling an 8 section Clock. Each time they fail, the PCs bump into an unwelcome snag, such as a shoal of marine creatures, sharp poisonous corals or they feel a terrible sense of disorientation (dazed status effect).
    • The flooded temple. At the heart of the labyrinth lies an ancient ruin and in its main chamber, inaccessible to humans, is the ancient Horn of Tides. Built by an amphibious people that lived on the coast, the temple is now the lair of a giant moray eel. She isn’t aggressive, but values quiet, so she vehemently urges the PCs to face the Trial of Currents (see below) to recover the artifact… omitting a few details.
    • The Trial. At the mercy of thundering currents, the heroes feel bitter memories emerging, but of what kind? Each Player Character that manages to explain how one of their Bonds would have helped on that occasion will slowly be cradled by currents, and led before the Horn. What kind of power does this artifact give?

    The Damaged Boat

    Stranded on the coast, the unlucky fisherman Orus needs materials protected by dangerous plant creatures to fix his badly damaged boat.

    Potential Encounters

    • Wood Guardians. If the PCs try to establish contact with the protectors of the forest, they are brought before the sacred tree, a millennia-old magnolia always in bloom. All living creatures in the area protect and worship it, grateful for its gifts. What can be discovered by communicating with the magnolia? What compromise does it offer?
    • Violence is not the way. If the PCs try to use force to get wood for the fisherman, or if they try to get rid of the forest creatures, the voice of the sacred tree echoes in their mind, ordering them to stop. What punishment awaits them if they don’t comply?
    • The fisherman’s gratitude. If the group returns empty handed, Orus understands the need to respect the local laws and thanks the PCs for their help, showing them the location of a mysterious island that doesn’t appear on any map. If they get the wood, he offers to take them to the island with his own boat. What kind of island is it? Which of the PCs has heard of it? What does it hide?
    “Whether it’s an object, a thought or a feeling, cast it in the sea. The waters will keep your secret.”
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    + The Barren Wastes

    The Barren Wastes

    A semi-arid, enigmatic expanse

    Beyond the borders of known lands lies a barren waste, an arid desert. Under its reddish sands lie buried the remains of many failed attempts at surpassing humanity’s limits. However, this inhospitable territory isn’t completely devoid of life, and over the years, the local people have adapted to adversity, learning to survive and find beauty in this hostile and enigmatic land.

    Rocky Desert at a Glance

    Keywords: ruin, survival, hope.

    Key Features

    • Terrain: canyons, caves, dunes. Common elements: A, F, E
    • Travel Roll: d20. Rare elements: I
    • Dangers: a forgotten and extremely unstable alchemical experiment; a gargantuan sand scorpion; a sudden ambush by the desert raiders.
    • Discoveries: a random encounter with an ascetic who knows the secrets of the desert; a safe refuge; a precious mineral sedimented over many centuries.

    Themes

    The irreparable consequences of human arrogance, beautiful and merciless nature, finding strength in each other.

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    + The World - Barren Waste Lore

    THE WORLD

    CHAPTER 9: TYPICAL FEATURES

    The typical Barren Waste should include at least one of these features:

    • A resourceful and ingenious nomad people.
    • An unstable and dangerous elemental phenomenon.
    • A roaming monstrous creature.
    • The remains of an arrogant or unfortunate civilization.

    CHAPTER 9: POSITION

    Often, the journey across the Barren Waste appears mid-adventure or in the second half, and represents a coming-of-age moment for the protagonists, as well as an occasion to consolidate their goals and friendship. By facing the desert and meeting those who have learned how to coexist with it, Player Characters learn to appreciate and respect even the cruelest and most inhospitable parts of their world—and how certain thresholds should never be crossed.

    CHAPTER 9: THE VILLAINS’ PLANS

    Some Villains might use the Rocky Desert as their hideout or lair, or plan to use local resources, precious yet unstable, to the detriment of its people. A particularly ancient Villain might even remember when this was a prosperous land and become obsessed with mirages of past glory—or they might be a spirit born of the desperation of those who witnessed the catastrophe that made this territory arid and inhospitable.

    POSSIBLE QUESTIONS FOR THE GROUP

    • An unusual phenomenon appears regularly in the desert. It’s known as “crimson rain,” but it’s not water. What is it?
    • One of you knows the desert and how to navigate it. What’s your story? Do you have a contact that might help you cross it?
    • Here and there, ruins of a lost civilization pierce the sand. Which people did they belong to? What is left of them?
    • How did the desert people adapt to these arid lands? What threat makes it dangerous to cross the sands?
    • An ancient alchemical project lays dormant under the sand. What is it? What was its purpose? Who is looking for it?
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    + Story Hooks

    STORY HOOKS

    When bringing Rocky Desert into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    RUST SALT CANYON

    An area of canyons filled with sharp rocks and salt crystals. Among sand and stone emerge grooves and metal remains of what seems to be a centuries-old railway, an attempt to connect settlements destroyed by the passing of time.

    • Ancient railway. The ruins of this monumental endeavor have been almost completely dismantled and repurposed by the locals. In particular, its opaque metal is ideal to forge very robust tools and pieces of equipment.
    • The desert people. Accustomed to the desert, the inhabitants have learned to appreciate what it has to offer and recognize beauty where others see only danger. They have a symbiotic relationship with the Rocksoarers, creatures unfit for hunting who instead feed upon the parasites found on desert whales, and also cultivate a variety of plants and shrubs unique to this region.
    • A slice of paradise. If the locals consider them worthy of trust, the PCs are invited to witness a rare spectacle. In a specific location, under a sky of stars, they can hear the song of the desert whale, a majestic creature that lives under the sand, emerging only during the cold nights to draw breath. (Potential mystery: What is the relationship between the whales and the desert people? Why do they live only in a certain area?)
    • The sea of sand. This endless waste is dangerous and impossible to cross on foot, but that doesn’t dissuade the desert people who, using swift, floating boats, constantly probe the sands looking for ancient relics. (Potential mystery: What are they really looking for? How do these vehicles work?)

    BURIED LABYRINTH

    An obscure enigma is buried under the sand, in the heart of a maze of tunnels and underground roads. Narrow passages, theater to forgotten experiments, spread through the ground. Among flasks and alembics, enigmatic notes preserved in dusty diaries suggest the researchers were working on a device that could reverse the fortunes of the desert’s inhabitants.

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    + Adventure Excerpt

    THE WORLD

    CHAPTER

    The Condenser

    This powerful artifact is the result of many years of secret experiments underground. It can extract all water contained in both organic and inorganic matter, making it dry and barren. The tank is inexplicably full. This device could be a game changer for the desert people, but nobody remembers how to use it. What are the PCs going to do? What are the potential consequences of using such a device?

    • Failed experiment. The Condenser proved unstable and became a death sentence for the entire city. Stripped of all fluids, its inhabitants have been reduced to withered skeletons that slumber in undeath. They can survive without water and jealously guard their memories, especially those of their mistakes.
    • The Nameless Queen. Once sovereign to the surface and first among alchemists, this minor Villain hides her mummified body under heavy, jeweled cloaks. Despite being an undead with murky memories, she still has a knack for the alchemical arts and can unleash devastating fire spells or summon servants of sand and bones, who explode when destroyed. If defeated, the Queen regains enough lucidity to answer a few questions before disintegrating.

    ❓ A RARE FLOWER

    An old nomad from the village wishes to commemorate his late wife by planting the seed of an extraordinarily rare flower next to her tomb.

    • Dalen. His weary body prevents him from traveling the desert alone, but his wisdom is without equal. Dalen is looking for the Snaplion, a flower that grows only in the heart of the Rocky Desert. It was his wife’s favorite, but those that blossomed next to her tomb have now withered. If the PCs agree to accompany him, they receive a +2 bonus to Open Checks to obtain information about the desert.
    • Myrmidon. Similar to a giant antlion, this creature lays in ambush in a sandpit, luring prey with floral antennae. At the start of the conflict, Myrmidon inflicts slow on all enemies, then strikes with its powerful mandibles or the Guillotine spell (same as Omega; see Core Rulebook, page 193). It can burrow into the sand, drawing slow enemies into its maw, causing heavy damage. It is Immune to earth damage, Resistant to fire and Vulnerable to ice and air.
    • Farewell. After defeating Myrmidon, it becomes clear there are no more Snaplions, outside of the fake flower the creature used as a lure. What are the PCs going to say to Dalen?

    “The desert sand buries the mistakes of the past,
    but it cannot erase them, only hide them.”

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    + Vertigo Peak Dossier

    VERTIGO PEAK

    The Frozen Mountain

    Vertigo Peak stands as the tallest mountain in a frozen and inhospitable range, constantly battered by unending storms that howl across its crevasses. It looms at the very edge of the continent.

    Despite the eternal winter, specialized groups of seasoned hunters have adapted their lives to survive this hostile mountain, learning its brutal and harsh lessons. Concurrently, the local fauna evolves at frantic speed, struggling to keep pace with merciless environments and apex predators.

    Vertigo Peak at a Glance

    Keywords: catastrophe, ice, silence.

    Key Elements

    • Terrain: crevices, geysers, ice.
    • Common Elements: A, I, D (Aid).
    • Travel Roll Difficulty: d20.
    • Rare Elements: F, T.

    Dangers & Discoveries

    Dangers

    • Thunder and lightning.
    • A sudden landslide event.
    • The unexpected evolution of a dangerous predator faced by the group.

    Discoveries

    • A safe camp situated deep amidst mountain crevasses.
    • The remains of a unique creature, harvested for valuable materials.

    Overarching Themes

    • Long journeys within extreme environments.
    • Punishment corresponding to past mistakes.
    • The difficulty and necessity of tough harmony.
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    + Chapter Overview

    The World - Chapter Overview

    9. Typical Features

    The typical Freezing Mountain should include at least one of these features:

    • A dangerous path in a state of disarray.
    • A small settlement hiding ancient knowledge.
    • An ancient structure, extremely hard to reach.
    • A terrible beast that no hunter dares to face.

    9. Position

    Locations such as Vertigo Peak represent the climax of the adventure and the final test of the Player Character’s abilities. Unforgiving weather and dangerous creatures make this the ideal setting for the final act of a campaign. Furthermore, these locations are often situated near a corner of the map sheet, far from all the main settlements and shrouded in myth and legends.

    9. The Villains’ Plans

    Vertigo Peak is so remote and dangerous that a common Villain would hesitate to use it as their base of operation. It’s far more likely for it to be the abode of a simple and brutal threat, a terrible catastrophe looming over the rest of the world. The mountain might also be the birthplace of a recurring Villain, where the heroes can finally discover the antagonist’s past and understand how this merciless land shaped their motivations.

    Possible Questions for the Group

    • This is an extremely coveted hunting reserve. Which of the local creatures threaten the ecosystem? What would happen if they were not contained?
    • A recent and sudden climate shift wreaked havoc on the mountain. What was the cause? How did the toughest species adapt to it?
    • A decaying structure towers among the clouds. What is it? What was its original function? Who or what occupies it now?
    • To fend off local wildlife, the denizens of the region developed an ingenious defensive strategy. How does it work?
    • Among local hunters, one shines for their skill. What do they have in common with one of you? What are they known for?
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    + Story Hooks: Vertigo Peak

    STORY HOOKS

    When bringing Vertigo Peak into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    HUNTING VILLAGE

    The inhabitants of this settlement work hard to preserve the delicate balance of the ecosystem, making sure the largest and most dangerous creatures don’t descend upon the valley, where the population won’t be able to fend them off.

    • The hamlet. The local hunters learned not to waste anything, to use everything they harvest from their prey to show respect for their “sacrifice”. Despite their harsh and rough personalities, tempered by the difficulties and hardship that they endure, they offer shelter to the travelers. What are the key traditions of these people? Why did they adopt this particular philosophy?
    • Dragon Fang. A gigantic weapon used to defend the village from aggressive creatures, this massive harpoon was fashioned from an ancient and unbreakable bone-like material, but the identity of the creature it comes from has been lost to time. What actually is the Dragon Fang? What creature did it belong to?
    • The old hunter. His vast scars tell many stories, including those he is unwilling to share. This silent veteran was forced to retire after an unfortunate hunting accident – he was the sole survivor of the expedition, after which he became withdrawn and stopped talking. Who is this old hunter? What accident caused him to retire? What discovery caused him to mistrust everybody?

    CALAMITY KEEP

    This vast and partially ruined castle was built over the original lair of the dragons, powerful creatures now forgotten among the echoes of the past. Only the boldest and most foolish dare trudge the path to this ancient building.

    Lost Path

    Many are the dangers hidden along this route. To reach the castle, the PCs have to complete a 10 section Clock. With each failed Check, the Game Master introduces one of the dangers of Vertigo Peak – landslides, sudden fatigue, an abrupt snowstorm or a pack of opportunistic predators.

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    + World Excerpts

    The World (Chapter Excerpts)

    Key Locations and Phenomena

    • The Great Hall. This massive hall has seen better days and, after a partial collapse, most of the exits are blocked. However, the main structure is solid and only a fool would blame its disrepair on the passage of time. Inside the castle, PCs can find weapons from ages past, brandished in an ancient battle. The keep also has ancient defense mechanisms, such as ballistae and arquebuses.
    • Eternal Grudge. Scattered among the ruins, tapestries and trophies tell the tale of an age past, when dragons ruled the mountain – until some “champions” exterminated them… except for one, who fled into the northern mists. The last surviving knight, heavy with remorse, foresaw the creature’s return.

    Funeris (Major Villain)

    In ancient times, this colossal demon experienced mankind’s vainglory firsthand. Being the last of their kind and tormented by the souls of dead dragons, they want revenge.

    Enveloping the mountain’s side, Funeris is vast enough to be split into three parts: head, tail, and claws, each Resistant and Vulnerable to different elements (the color of the scales provides a clue).

    • They can breathe fire, which ignores Resistances.
    • They also use an explosive powder that increases the damage of subsequent attacks.
    • The long tail strikes enemies with multi (3).
    • The powerful claws can grab a PC, temporarily separating them from the rest of the group.

    Combat Flow: Whenever a part is defeated, Funeris takes off and skips his turns, preparing to unleash a fearsome cataclysm. If the PCs fail to activate the keep’s defenses (a 6 section Clock) by the end of the following round, they all drop to 0 Hit Points. If they succeed, Funeris’ remaining parts re-enter the conflict.

    Character Encounters

    Albert

    A young and inexperienced explorer-photographer, Albert isn’t equipped to face the mountain. He wants to make a name for himself photographing a rare animal that lives only here. Being too green to succeed, he asks the PCs for help.

    Unwanted Attention: Albert isn’t evil, just dangerously naive. His articles caught the attention of hunters and trappers who want to make a trophy out of his next subject. Which infamous hunter is following his tracks? Which of the PCs has dealt with them in the past?

    Qilin

    While exploring, the group is caught by a sudden snowstorm. A neigh cuts through the wind, but no horses live on Vertigo Peak – the PCs have stumbled upon a qilin, an ancient chimera with the body of a deer and the head of a unicorn.

    • Who among them knows the nature of the qilins and their role as benevolent messengers?
    • Which lucky event does this one foretell?
    • Who reacts with suspicion or violence to them?

    “The mountain is harsh but fair. No matter if predator or prey: the true sovereign of the food chain is adaptability.”

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    + Natural Fantasy Conflicts

    The following pages provide suggestions to help you build natural fantasy conflicts

    They explore these situations from a rules perspective – which the Core Rulebook also discusses at length from page 58 – but, more importantly, they focus on the narrative tensions at play during clashes between individuals or factions.

    Ignorance and Fear

    Natural fantasy conflicts are extremely varied, but all share one common element: the will of one or more contenders to act before fully understanding the nature of the problem and the possible consequences. They often do so out of fear of what they don’t know how to control or understand.

    The simple answers are seldom the correct ones. Prejudice and fear might cause irreparable damage but, at the same time, one can’t wait forever. This contradiction is at the heart of natural fantasy and something that has no simple solution – on the contrary, this particular style of game hinges upon doing your best, acting out of generosity and taking responsibility for your mistakes.

    When creating situations based on these dynamics, you should pay attention to:

    • Fear and shame. Someone feels in danger: it might just be due to survival instinct, but it can also arise out of fear of losing credibility, power, or control, or the growing realization that one’s worldview is naive or incomplete.
    • Neglected teachings. Traditions, legends, stories, and relics remind us of similar situations from the past, but the factions or contenders involved are unaware of them, willfully ignore them or (even worse!) misinterpret them to fan the flames of conflict instead of solving it.
    • Pride and prejudice. The contenders often have a shallow opinion of their adversaries, and stubbornly refuse any chance of compromise, convinced that their actions are an unfortunate necessity or inherently “righteous”.
    • Long-term consequences. Every conflict is going to have an aftermath that the contenders do not understand or choose to ignore, usually because they believe it won’t really come to pass, won’t involve them directly or is preferable to any other alternative regardless.
    • A glimmer of hope. In all these situations, there is always a chance for negotiation and dialogue that people are ignoring, and that is exactly where Player Characters come into play and show their support.
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    +

    MISTAKES OF THE PAST, HOPES OF THE PRESENT

    THE WORLD

    Natural fantasy stories don’t focus just on the immediate and brutal pain caused by exploiting the land, oppressing people and uprooting traditions and cultures. On the contrary, they argue that such actions are going to have very long-term consequences, much longer than the life expectancy of those involved, and that to heal such wounds we will need not only the ability to understand and forgive, but also the self-awareness and courage to take a step back and change our point of view.

    The price of past cruelties falls upon the people of the present, and the price of present cruelty will fall on the people of the future.

    The recurring leitmotifs of the genre include neglectfulness, the rediscovery of ancient and terrible technologies, curses (often generational or cyclical), and the idea that the protagonists have to endure and overcome the consequences of the past, taking care not to cause the same suffering to future generations.

    If you are running low on inspiration, you can rely upon some natural fantasy classics and their related conflicts:

    • Catastrophic artifacts. Magical or technological items infused with almost miraculous powers reemerging from ancient times. They represent a temptation for both the hopeless and those who crave power and authority, but in both cases these tools will unleash a devastation that the planet was trying to forget.
    • Punishment incarnate. Curses, plagues and epidemics might be the ecosystem’s answer to atrocities committed by civilizations past – they often force animals, spirits, and machines to act in a destructive manner, and assume a full physical form only towards the end of the campaign.
    • Millennia-old progenies. Simple in terms of narrative premise yet extremely dangerous, these adversaries are the result of century-old (perhaps millennia-old) experiments to create better weapons or eliminate pollution and radiation. They might be biological creatures or huge out-of-control machines.

    Further advice and suggestions on which Villains to use depending on the situation can be found in Chapter 4: Antagonists.

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    +

    The Price of Peace

    The idea that natural fantasy must have a bucolic aesthetic and deal with small, peaceful villages is superficial to say the least. A large number of these stories take a different twist, highlighting the difficulties in human relationships.

    Sometimes they are just the inner conflicts of a village or a family, but tales of violence and oppression between neighboring nations are equally common, not to mention the marginalization of one or more individuals who called local dogmas into question.

    Traditions are important and they were probably created for a good reason, but this might not be the case any longer: blindly following them might lead to grave misjudgments. At the same time, discarding them for profit or power is equally cruel and irresponsible.

    In line with the themes of change and coexistence that permeate the natural fantasy genre, peace isn’t static, but something that must be redefined day by day, based on new necessities, otherwise it becomes an oppressive silence.

    When Words Are Not Enough

    Many natural fantasy conflicts involve factions who struggle to communicate. These disputes often take the form of wars between humans and animals, monsters, or spirits, but the idea also works in the case of rivalries or tension between nations that don’t speak the same language.

    Some character options allow the PCs to communicate with usually unintelligible creatures and powers—for example, Elemental Harmony (see page 155), Feral Speech (see Core Rulebook, page 183) and some Rituals. These are excellent choices if you want one of the protagonists to act as a mediator.

    However, you might avoid these options on purpose, so that the group has to struggle with the difficulties of communication (a character might acquire them later to show their evolution).

    Conflict Resolution & Understanding

    • In such situations, it’s important to highlight the values of hospitality and understanding.
    • If the story includes a presence considered “alien” or “outsider”, the heroes’ first instinct should be to suspend judgment to understand its point of view, needs, and necessities, instead of driving it back, fighting, or eliminating it.

    Although defending oneself from a raging monster or making contact with destructive spirits is rather common (combat is a core part of Fabula Ultima after all), the real antagonist appears later, often under the guise of an evil influence that has corrupted peaceful creatures (see page 174).

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    + A Cruel Curiosity

    THE WORLD

    A CRUEL CURIOSITY

    A lack of knowledge might spark a conflict, but seeking knowledge can take on dangerous forms when not accompanied by empathy and respect: it is fated to become a morbidly analytical pursuit.

    This category include those “scientists” who demand answers and use any means necessary to reach them – vivisectioning living creatures and putting whole ecosystems under the microscope, destroying entire archaeological complexes and ancient ruins, or stealing the ritual objects and cultural heritage of an entire people just to catalog them in a university library or flaunt a collection.

    In this regard, archaeology, botany and zoology are excellent starting points for a natural fantasy conflict. Even better if a member of the group practices one of these disciplines with both ethics and passion, or if they are a descendant of the culture under scrutiny. It’s a great way to flip the usual fantasy stereotype that depicts ancient ruins as completely detached from the current culture, promoting a false portrayal of archaeological research and its social and environmental impact.

    Example: At the center of Irkalla lake is a millennia-old city-island whose name none remembers. Clattering constructs, protected by stone armor and animated by complex magics, wander across its labyrinthine canals. Along the southern coast is a village, inhabited by the descendants of the original builders: the local artisans adapted the wind motors recovered among the ruins and the Council is gathering explorers to discover the truth about their ancestors and the lights that appear over the lake during the night. However, some want to collect the maze’s treasures and sell them to the highest bidder, and others have the dangerous wish to see in action the miraculous weapons of light mentioned in the Irkallans’ poems.
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    + Beasts and Monsters: A Guide

    BEASTS AND MONSTERS

    The protagonists of Fabula Ultima are positive, heroic figures, who fight against the twisted ideologies and egotistic machination of the Villains. This premise is strictly linked to the idea that the antagonists are aware and in control of their actions, even when they don’t fully understand the consequences.

    What happens when the antagonists are little more than animals or monstrous creatures that, acting on instinct or according to their life cycle, threaten the region or the protagonists’ community? In such a case, it’s legitimate to question how “heroic” it is to fight creatures who are just following their instincts or needs.

    The works that inspired this Atlas approach this subject in a number of ways:

    • Survival. This is the easiest approach, albeit a bit superficial and questionable, and it simply reassures the Players that their actions are justified: in these settings, humans are far less numerous than beasts and monsters, hence it’s sometimes necessary to fight and kill them.
    • Conservation. In this approach, slightly more complex and thoughtful, it is legitimate to eliminate specific creatures that can cause massive damage to the entire ecosystem, making those specific creatures play the role of Villains.
    • Exorcism. This approach is based upon the idea of fighting only creatures that are corrupted or infected by a magical influence or parasite, to purify them once they are weakened (in Fabula Ultima one can choose the fate of an enemy reduced to 0 Hit Points – death is not the rule). The source of such corruption is often an environmental antagonist (see page 174).
    • Revenge. In this variant of the previous approaches, the heroes discover, often through the ability to communicate with beasts, that the terrible fury or corrupting influence was spawned from human atrocities, creating an age-old grudge that might take the shape of a major (or even supreme) Villain… and to make matters worse, our protagonists’ early actions might have contributed to such a disaster.

    This Atlas cannot tell you which approach, or what relationship between humanity and nature, you should adopt. This is something your group should decide together. Nevertheless, remember that the nature of the struggle between humans and the world is a precise thematic choice that should never be trivialized.

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    + Something Bitter or Melancholic

    SOMETHING BITTER OR MELANCHOLIC

    Finally, all tense situations and conflict scenes in a natural fantasy campaign should have a bitter or melancholic aftertaste. This undertone highlights the torment of the antagonists, strengthens the bonds between the heroes and those who are in danger, or reiterates how the PCs are facing the consequences and paying the price of errors that were committed by the people of the past.

    Examples

    Here are some examples of scenarios implementing this theme:

    • To defeat the wrathful ice spirits, the Alderman’s daughter decided to wield an ancient relic with the power to destroy souls. She too is going to forfeit her own, but the clan will survive.
    • The majestic Jade-Horned Lion nourishes the region by cyclically dying and being reborn; but his current incarnation became attached to a human orphan and rejected death, ultimately turning into a monster.
    • A terrible disease strikes down settlements that surpass a certain technological level, or that dig up and activate the Progenitors’ machines.
    • Cornered by new fishing regulations, the people of a Player Character’s native village accepted the thane’s money and allowed his men-at-arms to scour the forbidden ruins under the village.
    • The heroes battle a beautiful and titanic plant monstrosity, contaminated by the experiments of a careless apprentice witch. The seed was planted by a young hunter to commemorate the death of his partner.
    • Crossing the Bone Steppe at night is very dangerous – following the steps of the Warthog Goddess, whose wounds bleed continuously, restless spirits of animals killed by a now-forgotten Empire possess their own bones and assault the living.
    • Born from an egg that hatched centuries after the extinction of her species and overwhelmed by desperation, the Magmamoth Queen devoured the ancient magic of the forest, until she became a veritable living hive.
    “I have no doubt that it is necessary.
    I just wish I wasn’t the one to carry this burden.”
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    + Magic and Rituals Guide

    MAGIC AND RITUALS

    In a natural fantasy campaign, magic is a field where the themes of balance, coexistence, mistakes, and punishment emerge at their strongest. Moreover, the relationship between humanity and supernatural creatures hinges on a few core assumptions, discussed in the following pages.

    MAGIC AS A NEGOTIATION

    Magic represents the delicate relationship between humanity, the ecosystem, and the mysteries of life itself: it’s important to ask what is the source of the magical powers wielded by the characters and how such abilities might alter the existing balance.

    The “Everything has a soul” pillar, from page 14 of the Core Rulebook, comes into its highest expression in natural fantasy – magic is alive, often incarnate as a local spirit or presence, and reacts according to its own will and personality.

    Depending on which characters are involved in the campaign and what kind of threat they face, this approach might express itself in many ways and should influence the game mechanics. The following sections contain advice and considerations on how to handle these themes, which require special attention.

    SPIRITS, DEITIES, AND PRESENCES

    “Divinity” isn’t something far away and limited to specific moments of prayer; it’s close, everyday, and omnipresent, but also extraordinary, sentient, and unpredictable. It’s part of everything on both an individual and universal level.

    • Individual. Divine entities often appear as spirits or presences inhabiting a place, object, or creature. Sometimes they manifest as elemental beings, other times as demons born from a build-up of spiritual power or due to a creature’s extreme longevity, or as a conglomerate of magical energy, lacking a conscience but still “alive”.
    • Universal. Divinity as a concept also represents the global, cyclical and interconnected totality of everything: a symphony of lives that are born, transformed and pass away, feeding upon and influencing each other. This universal dimension of the divine often appears in the guise of a spirit realm, permeating reality but visible only to a few.

    We can say that magic draws power from a universal energy through an individual medium, but in doing so it causes immediate reactions on the individual level and/or long-term consequences on a universal scale.

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    + The World: Favorable and Unfavorable Reactions

    CHAPTER 9: FAVORABLE AND UNFAVORABLE REACTIONS

    Since both magic and the divine dwell in spirit form within places, items, and creatures, the use of spells, Rituals, and magic abilities – excluding those of the Invoker Class (see page 154), with its ability to harmonize with natural forces – might provoke a reaction from those very same spirits. The details of such events vary based on the character’s Identity and abilities used, but they often come into play as a consequence of Opportunities, Fabula Points, Sacrifices, Surrenders, or failed Rituals. The Game Master might also add favorable and unfavorable plot twists as they see fit.

    Among the most fitting rules to use in these circumstances are harmful or beneficial environmental effects (see Core Rulebook, page 299), a sudden shift in the invocation wellsprings (see page 156) or, in the most extreme situations, the introduction of a new threat or danger.

    MEDIATION AND RITUALS

    Following these premises, Rituals become a dialogue with the forces of nature and require self-discipline, empathy and preparation – they are often the exclusive prerogative of a single member of the group, trained in one or more disciplines:

    • Chimerism, Elementalism, and Spiritism. These are the most common disciplines, associated with communicating and negotiating with the spirits of flora and fauna, the presences inhabiting the basic elements and the positive and negative influences that flow through all living creatures, respectively.
    • Arcanism. When reimagined to fit a natural fantasy style, this discipline represents the ability to gain the favor of ancient protector spirits, keeping a fragment of their power inside any item they consider an appropriate vessel. This may include being hosted within the Arcanist’s own body, in the form of a tattoo, scarification or partial metamorphosis.
    • Entropism and Ritualism. Finally, these disciplines are the most unusual and they are linked to a subject we will address on the following page: magic as a form of control.
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    + Magic as Control - Guide Extract

    MAGIC AS CONTROL

    If the magical arts represent a field defined by difficult compromise and negotiation between humanity and supernatural powers, it’s just a matter of time before someone tries to overstep these “limitations” and gain full control over these forces.

    In natural fantasy worlds, magic is an allegory of life itself: the insidious desire to reject or eliminate its most complex and mysterious aspects – so that it operates “on a human scale”, following cold, predictable and standardized rules – sparked some of the most terrible atrocities during ancient times.

    Disciplines Focused on Control

    Even in this case, some character options lend themselves more to this kind of magic, unconcerned with the balance of the ecosystem, focused on reaching a result without any regard for the consequences:

    • Entropism. A complex discipline with unlimited potential, capable of manipulating time and space, Entropism is perfect as the legacy of a distant epoch, when extremely advanced civilizations made reckless mistakes for which the world is still paying the price. More often than not, the protagonists that wield Entropism are androids or experimental beings, awoken after millennia of stasis. It’s a kind of magic dramatically out of place, a relic of a different time that brings with it a warning about a calamity that might strike the world again.
    • Ritualism. Precisely because of its relatively basic and approachable nature, this discipline is often assimilated with an academic or rationalist mindset, divorced from the spiritual implications and, in the end, reduced to a mere tool. If used in conjunction with technological sciences it can reactivate ancient machinery to take full control over the forces of nature or be used to unleash indiscriminate preemptive destruction against any threat, be it real or perceived.
    • Classes. It might be interesting to employ Classes such as Tinkerer, Merchant (see page 158), Loremaster and Symbolist (see High Fantasy Atlas, page 146) to create a character with a cold, utilitarian view of magic at first – over the course of the campaign they will develop a more complex and nuanced perspective, recognizing and confronting the idea that magic is a living force that they have to coexist with.

    Conclusionary Concepts

    Finally, we have to spend a few words on the most common variations of these concepts: deicide and fear of death.

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    + The World - Chapter Excerpt

    Page numbers/Context markers: 71 | W | 22 THE WORLD

    CHAPTER 9: DEICIDE

    It might seem strange to so directly discuss the subject of killing a god, since Fabula Ultima draws its inspiration from a long video game tradition where the final antagonist is often a god-like entity with almost unlimited divine powers. However, in the natural fantasy genre, this dynamic is often turned upside down: the destruction of a god isn’t a rightful act of rebellion against a destiny that someone else already wrote, but rather a violent, ignorant and selfish act, showing a lack of empathy toward the spiritual world and driven by fear or greed.

    Example: After ransacking the villages of the Great Taiga, the Shōgun didn’t find the fabled iron mines he was looking for. However, his agents sighted a creature known as Ōtetsuguma: a massive bear with metallic fur, who defeated scores of soldiers and mercenaries sent to capture her. Bent on defeating this threat and bringing a new trophy to his master, the Shōgun ignores the fact that the protector god of the region lives inside the bear: if she is killed before finding a successor, she won’t be able to awaken the spirits of flora and fauna in spring, condemning the Great Taiga to a never-ending winter.

    FEAR OF DEATH

    One of the finest examples of the desire to control magic and nature is, without any shadow of a doubt, the quest for immortality, which often drives the actions of the main antagonist or is the foundation of one or more mysteries or threats. This endeavor is as futile as it is reckless: denying the reality of death or attempting to trick it and push it away, pollutes the cycle of life, causing spiritual stagnation and unleashing upon the world a calamity that will snuff out future generations.

    Example: Ten thousand years ago, humanity fell victim to a fearsome epidemic. Fearing extinction, scientists dismembered the ancient Kalpavriksha tree and developed a synthetic forest to separate bodies and souls: instead of returning to the spiritual stream of the planet, these souls were put in stasis inside the network, waiting for it to birth a generation of clones, completely immune to the disease, to host them. However, the research team grossly underestimated humanity’s knack for survival: now, their descendants live in harmony with generations of clones discarded by the system, who developed individual souls in the meantime. Trapped in their stasis, the original souls became corrupted, making the resynchronization erratic and turning them into malevolent shape-shifting spirits.
    “He looked for immortality and it was granted to him.
    He broke the peace and peace was forever taken from him.”
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    + Technology in Natural Fantasy

    Technology in Natural Fantasy

    Contrary to what one might think, technology remains a core element of natural fantasy campaigns. However, its role may assume very different functions depending on how it is integrated into the setting.

    Machines of a Future Past

    In the context of the natural fantasy world, technology represents both the endless possibilities of the future and the quiet warnings of the past—creating a thematic tension that can become the hinge of a narrative arc for characters built around the Tinkerer, Merchant (see page 158), or Loremaster Classes.

    Advice and Observations

    Below are several pieces of advice and observations concerning this topic:

    • Dangerous leaps. Recovering and studying technological relics from eras past offers a chance to accelerate the development of a community or settlement. However, doing so without weighing potential consequences might lead to a catastrophic outcome. The message of natural fantasy stories isn’t that technology is inherently malicious, but rather that its impact must be carefully evaluated: often, the wiser path is slower and more careful development, because taking every possible shortcut creates fertile ground for opportunists.
    • Quest for coexistence. In line with the previous point, natural fantasy strongly critiques the idea of technology as a “victory over nature.” Even in a world where humanity lives surrounded by dense forests and wild animals, looking to rule over them rather than living in harmony means surrendering our hearts to despair. The path to coexistence is seldom peaceful, but there is a noticeable difference between protecting what you love and annihilating everything else.
    • Tools of destruction and rebirth. Natural fantasy stories frequently depict the rediscovery or reactivation of a machine, device, or generator that provides extraordinary power... but also brought ruin upon its ancient creators. These technologies have an ambivalent role: they are gifts from the past just as much as they are its curse. They represent another chance, but if handled with arrogance or haste, they will inevitably lead to tragedy.

    Narrative Conflict

    All these elements provide excellent ways to spark conflict—either between different factions hell-bent on using technology in divergent ways, or fundamentally between humans and the spirits of nature. Thanks to their long lives, these spirits remember perfectly the disasters of the past and consider current humans as childish and irresponsible as their ancestors, often leading them to choose a preemptive strike. Of course, many would regard such "unmotivated" attacks as another threat to be eradicated.

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    + Natural Fantasy Worlds: Vehicles and Transports

    THE WORLD

    CHAPTER: VEHICLES AND TRANSPORTS

    Natural fantasy worlds are characterized by small or medium-sized settlements, dense forests and winding paths. Travelers journey on foot or with mounts, carts, or small boats. Flying vehicles and mounts are extremely rare, perhaps nonexistent. However, sometimes the remains of ancient technologies are combined and adapted to create ingenious rustic hybrids.

    From a thematic perspective, traveling on foot is a slow but harmless choice, whereas using mounts or vehicles might be an act of violence against nature, depending on the character’s treatment of the animal or environment. The relationship between a character and their Faithful Companion (see Core Rulebook, page 217) is an excellent positive example, while destroying a forest to create a railroad is a classic example of cruelty toward the ecosystem.

    THE ROLE OF THE ARTISAN

    The artisan is a very important figure in natural fantasy settings, and their social role can be characterized as mostly technical, mostly spiritual, or a balanced mixture of the two.

    • Technical role. In this sense, the artisan has the knowledge and abilities to shape matter and create something new from it, giving form to an idea and finding innovative solutions to many problems.
    • Spiritual role. From a magical and ritualist perspective, the artisan has the gift to mediate between the spirits and energies that inhabit matter, emphasizing their unique properties in the final object.

    These transformative roles are inextricably intertwined, but some artisans focus more on one or the other.

    Given their importance, the following pages present an updated version of the optional rules for materials and forging, originally introduced with the 2022 winter holidays bonus:

    A Christmas Gift from Edgar!
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    + Materials and Forging Rules

    Materials and Forging

    This optional rule is especially fitting for natural fantasy stories, but it can be integrated into any campaign without any modification.

    Core Goals of the Rule

    The module has four main goals:

    • Define more precise guidelines for the value of materials than those provided in the Core Rulebook.
    • Extend the use of gathered materials to the creation of equipment, instead of limiting it to selling, funding Projects or reducing the Mind Point cost of Rituals.
    • Provide rules for characters that want to forge weapons, armor, shields and accessories. (The Project rules weren’t meant for this and they are quite unwieldy for blacksmiths, weaponsmiths, stylists, goldsmiths, and so on.)
    • Allow Game Masters to offer forging materials instead of complete items when giving rewards. This not only saves time and energy better spent on designing adversaries and important items, but also provides a way to reward the Players even when the narrative situation doesn’t lend itself to “classic” rewards such as rare items, Inventory Points or money.

    9 OBTAINING MATERIALS

    The Core Rulebook already suggests that Game Masters include non-equipment items among rewards (see pages 264–265); forging materials follow those same rules and should be considered part of the session’s rewards. Each copy of a given material is a single-use item and has a value assigned by the GM (ideally between 500 and 3000 zenit).

    Example Scenario

    Four level 12 Player Characters have defeated a colossal insect. An appropriate reward would amount to 1800 zenit in total, with no single item worth more than 1000 zenit. Since the group already recovered an *aegis gorgonis* (800 zenit; see Core Rulebook, page 283) shortly before the battle, the Game Master offers them a titan carapace (1000 zenit).

    The Game Master is free to give materials any name and value, or use the table from page 78 onward to randomly generate them. The important thing to remember is that each material has to quite clearly inspire one or more possible uses.

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    + The World - Chapter 9

    THE WORLD

    Chapter 9: PURCHASING AND SELLING MATERIALS

    Purchasing Materials (Section 9)

    Characters may purchase any material available in their surroundings by spending an amount of zenit equal to its value. When it comes to Projects, step 3 on page 134 of the Core Rulebook abstracts this process, but the group might prefer to purchase specific materials and keep them for future use.

    The Game Master has the final say on which materials can be bought in any given area, at which cost and in which quantity. However, they should involve Players who control characters from that region or have studied it, or who play Classes like Tinkerer, Merchant (see page 158), Loremaster, or Wayfarer.


    Selling Materials (Section 9)

    If there is an artisan, merchant or other potential buyer available, Player Characters can usually sell materials at half their normal value in the same way as for normal items (see Core Rulebook, page 124).

    Continuing from the previous example: if the group ever decides to sell that titan carapace they retrieved, they would earn 500 zenit.

    On the other hand, using a material to cover the cost of a Project (see Core Rulebook, page 137) or to forge items as described on the next page will let you use its full value, showcasing its full potential.

    Ethical and Narrative Guidelines

    These options involve PCs in the process of transformation, death, and rebirth typical of natural fantasy, but must not be used to reenact colonialist fantasies or gratuitous cruelties towards animals and living beings.

    • Harvesting Remains: Harvesting the remains of a monster that threatened the village and using them to protect it is very different from hunting for others of the same species just to hoard materials. Finding resources should be a consequence of the story events, not a goal (you can leave that to the Villains!).
    • Limitation: This system won’t suffer if you limit yourselves to inanimate materials such as minerals, fluids, scraps, fallen branches or leftover chrysalises.
    • Dignity of Creation: When you create an item from the remains of a creature, strive to do so with the required dignity, creating something that pays homage to their original form, appearance, and nature.
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    + Forging Process Rules

    Forging Rare Items

    The Forging Process

    This optional rule makes it possible to spend materials to create new weapons, armor, shields, and accessories designed by the Players – as long as they meet at least one of the following conditions:

    Conditions for Success

    • NPC Artisan Access: The group has access to an NPC artisan capable of creating the required item. (e.g., a blacksmith for armor or a tailor for a dress).
    • Magical/Technological Device: The group has access to an artifact or other magical or technological device that can synthesize or transform objects.
    • Player Expertise: The group includes at least one Player Character with the Tinkerer Class or an Identity that ties into a profession relevant to the item they want to create. (The Game Master has the final say, but they shouldn’t be too restrictive.)

    Note: The forging process described below usually requires a single rest; keep in mind however that there is no limit to the number of items the group can forge during the same rest, provided they have all the appropriate materials and enough zenit to pay all required artisans.

    The Step-by-Step Forging Procedure

    1. Drafting the Item: The group prepares a draft of the item they wish to create, using the rules in the Core Rulebook (see page 266 onward). The item’s total cost in zenit must be equal to or lower than (the highest level among PCs, multiplied by 60).

    2. Cost Assessment: The Game Master decides whether the item has a cost appropriate to its effects and whether the provided materials are fit for forging it.

    3. Providing Materials: The group also indicates which materials they will provide for forging it; their total value must be equal to or higher than the cost of the item (if higher, the materials will be completely expended anyway).

    4. Revision Loop: If the Game Master proposes any changes, go back to step 1.

    5. Completion: Once the Game Master approves the draft and proposed materials, the item can be created. If this is done by an artisan NPC, they will require payment equal to a tenth of the item’s total cost in zenit.


    Order Details

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    + Forging Rules Reference

    Since the design and approval process for each item might require a fairly long conversation, it’s often a good idea to take care of forging during the downtime between sessions. However, it’s important that the group is in a situation that lets them rest between the end of a session and the start of the next (irrespective of when you decided to play the corresponding rest scene).

    Continuing from the previous example: the group wants to use the titan carapace to craft a heavy weapon with the same profile as the Beowulf (see Core Rulebook, page 276), but capable of dealing air damage. The total cost is 660 zenit, well within the limit of 720 zenit derived from the group’s level of 12. The Game Master has no objections, so the item can be crafted by expending the material (worth 1000 zenit – 340 are wasted) and paying 66 zenit to a local weaponsmith. The Brynhild will be ready in a few hours!

    Going strictly by the numbers, this process is far less convenient than a standard in-game reward, but it provides the group with the freedom to choose which item they create and gain access to. Moreover, finding a true rare item, instead of a simple raw material, becomes a very special moment, since its value will be slightly higher than anything the group might forge on their own.

    9 INTERACTIONS WITH OTHER RULES

    Like most optional rules tied to equipment, forging might raise a few questions. Here is a list of answers to the most common ones:

    • Custom Weapons. The group can take advantage of the forging rules to create any kind of equipment, including custom weapons (see page 112). They just need to use the base version of a custom weapon in the draft, instead of an item from the basic equipment lists, and then apply the rules from page 266 of the Core Rulebook as usual.
    • Technospheres. Weapons, armor and shields intended for technospheres (see Techno Fantasy Atlas, page 130) follow the standard rules for forging, but the only Qualities available are slots α, β, γ and δ.
    • Pilot’s Modules. Weapon, armor and support modules (see Techno Fantasy Atlas, page 160) can be forged using these rules. Keep in mind that the base version of weapon and armor modules are worth about 500 zenit each (any modifications increase their cost in the same way as for rare items), while support modules are worth about 1000 zenit.
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    +

    Animal Classification Comparative Analysis

    Key Characteristics of Animal Groups

    Taxon Arthropods Birds Fishes
    1. Antenna Antenna   Bone
    2. Carapace Carapace Cranium Cartilage
    3. Gland Gland Crest Crest
    4. Horn Horn Egg Eggs
    5. Leg Leg Feather Fin
    6. Mandible Mandible Membrane Gland
    7. Pincer Pincer Sac Sac
    8. Shell Shell Talon Scale
    9. Sting Sting Tendon Spine
    10. Web Web Wattle Teeth

    Taxonomic Feature Comparison

    Feature Mammals Mollusks Reptiles
    1. Claw Claw Antenna Bone
    2. Cranium Cranium Gland Claw
    3. Fang Fang Membrane Cranium
    4. Fur Fur Sac Crest
    5. Horn Horn Scale Egg
    6. Rib Rib Seashell Fang
    7. Tail Tail Shell Gland
    8. Tendons Tendons Slime Scale
    9. Vertebra Vertebra Sting Spine
    10. Whiskers Whiskers Tentacle Tail

    Materials Generator

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    + Index & Glossary

    CHAPTER

    Other Nature (d8 or d12, based upon the context)

    Type: Fungal / Incorporeal Liquid

    Fungal

    • Boletus
    • Hen
    • Honeyshroom
    • Morel
    • Mucilage
    • Mushroom
    • Oyster
    • Truffle
    •  

    Incorporeal Liquid

    • Ash
    • Bubble
    • Essence
    • Gas
    • Mirage
    • Smoke
    • Strand
    • Vapor
    •  

    Properties

    • Clot
    • Drop
    • Extract
    • Fluid
    • Ichor
    • Oil
    • Reagent
    • Sludge
    •  

    Artificial Mineral Plant

    1. Chain
    • Core
    • Fabric
    • Gear
    • Leather
    • Lens
    • Plate
    • Propeller
    • Rope
    • Scrap
    • Spring
    • Valve
    2. Block
    • Charcoal
    • Crystal
    • Dust
    • Fragment
    • Gem
    • Limestone
    • Block
    • Salt
    • Stele
    • Stone
    3. Algae
    • Bark
    • Bramble
    • Flower
    • Berry
    • Branch
    • Fruit
    • Plant
    • Moss
    • Root
    • Thorn
    1. Block (Restarting structure due to poor extraction)
    • Algae
    • Bark
    • Crystal
    • Bramble
    • Flower
    • Fruit
    • Leaf
    • Moss
    • Petal
    • Stone

    “This mushroom here? They call it Faery Toadstool.
    No. It’s not a good idea to pick it.”


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    + Elemental Descriptors Index

    Elemental Descriptor Index

    (d6, based upon the element)

    Air Bolt Dark
    • 1. Cerulean
    • 2. Dry
    • 3. Emerald
    • 4. Green
    • 5. Hollow
    • 6. Light
    • 1. Amber
    • 2. Conductive
    • 3. Electrostatic
    • 4. Magnetic
    • 5. Thundering
    • 6. Yellow
    • 1. Amethyst
    • 2. Astral
    • 3. Colorless
    • 4. Fragile
    • 5. Ruined
    • 6. Spectral

    Earth

    • 1. Carved
    • 2. Diamond
    • 3. Fossil
    • 4. Golden
    • 5. Iron
    • 6. Sandy

    Fire

    • 1. Blazing
    • 2. Explosive
    • 3. Incendiary
    • 4. Ruby
    • 5. Scarlet
    • 6. Stinging

    Ice

    • 1. Arctic
    • 2. Azure
    • 3. Crystalline
    • 4. Freezing
    • 5. Frosty
    • 6. Pale

    Light

    • 1. Ethereal
    • 2. Opaline
    • 3. Royal
    • 4. Shining
    • 5. Silver
    • 6. Transparent

    Poison

    • 1. Corrosive
    • 2. Infected
    • 3. Speckled
    • 4. Streaked
    • 5. Toxic
    • 6. Violet

    Water

    • 1. Blue
    • 2. Coral
    • 3. Deepwater
    • 4. Sapphire
    • 5. Thin
    • 6. Wet

    Details

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    + Other Descriptors List

    Other Descriptors (d10, based upon the function)

    Agility and Precision

    • 1. Elastic
    • 2. Glazed
    • 3. Grim
    • 4. Oily
    • 5. Polished
    • 6. Scrawny
    • 7. Sharp
    • 8. Slender
    • 9. Slippery
    • 10. Small

    Damage and Power

    • 1. Bloated
    • 2. Broken
    • 3. Chipped
    • 4. Colossal
    • 5. Fermented
    • 6. Heavy
    • 7. Monstrous
    • 8. Serrated
    • 9. Sharp
    • 10. Thick

    Protection

    • 1. Ancient
    • 2. Curly
    • 3. Hardened
    • 4. ??? (Implicit)
    • 5. Holy
    • 6. Colossal (Duplicated? Replicating text flow.)
    • 7. Holy (Duplication observed in source)
    • 8. ???
    • 9. Regal / Rough
    • 10. ???

    Recovery

    • 1. Aromatic
    • 2. Bitter
    • 3. Blood
    • 4. Fragrant
    • 5. Fresh
    • 6. Juicy
    • 7. Purifying
    • 8. Scarred
    • 9. Smooth
    • 10. Sweet

    Sabotage

    • 1. Bitter
    • 2. Dazzling
    • 3. Echoing
    • 4. Eerie
    • 5. Hexed
    • 6. Hooked
    • 7. Irritating
    • 8. Nauseating
    • 9. Rusty
    • 10. Sticky

    Support

    • 1. Carved
    • 2. Fairy
    • 3. Glowing
    • 4. Harmonious
    • 5. Iridescent
    • 6. Lucky
    • 7. Magical
    • 8. Noble
    • 9. Soft
    • 10. Warm
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    + Natural Fantasy Equipment Tips

    Playing Natural Fantasy Equipment

    Playing Fabula Ultima in a natural fantasy setting is an excellent opportunity to express your creativity and design pieces of equipment tied to folklore, exploration and the protagonists’ personality.

    This section contains tips to help you imagine and describe compelling natural fantasy equipment, followed by a list of new rare items you can include in your campaign or use as inspiration.

    Ingenuity and Personality

    In natural fantasy worlds, every item tells a story, highlighting the ingenuity and the craftsmanship of its creator, whether it’s a treasure from ages past or a trusty tool for adventurers.

    • Past and Present. In natural fantasy campaigns, contemporary equipment often looks very down to earth and no-frills – not very memorable, perhaps, but solid and reliable. On the other hand, more elaborate and unusual pieces of equipment are often handed down from generation to generation, or retrieved from the depths of mysterious ruins and adapted to new uses. Firearms often fall in the last category and are a once-in-a-lifetime sight.
    • Accessories of all kinds. Natural fantasy accessories can be divided into three main categories: precious jewelry created with highly refined craftsmanship and symbolic materials, like silver, iron, jade, bone, or the scales of a specific creature; lucky charms and other personal creations; and finally, practical tools that the characters carry for emergencies. This last category is of particular importance because of an underlying message: even the most humble tool can become powerful in the hands of a hero that deeply cares for it.
    • Built with your own hands. One of the most distinctive design principles of natural fantasy is the ingenious combination of ancient technologies and recycled materials, such as repeating crossbows built with wood and bone, alchemical arquebuses, steam-powered devices, and blades forged with unknown alloys or components recovered from ancient constructs. These tools usually follow the standard profiles included in the Core Rulebook, but the most complex and unlikely weapons might require the custom weapon rules (see page 112).

    In short, natural fantasy items should stand out for their practical appearance, handmade quality, the ability to merge ancient technologies and recycled materials, or reveal something about those who chose, created or gifted them.

    Rare Items

    (The following section indicates a listing of rare items is forthcoming.)

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    + A Story in Every Item
    CHAPTER | A STORY IN EVERY ITEM

    When designing a rare item for a natural fantasy campaign, take some time to think about the story it tells:

    what technique was required? What materials were used? Which places or creatures did they come from?

    One of the core themes of natural fantasy is transformation, which can also be interpreted as the death or sacrifice of something in order for something else to exist. From this point of view, a character’s equipment is a collection of stories, taken from fragments of other beings’ lives and bodies.

    The rules for creating rare items from materials (see page 76) offer an excellent opportunity to dive deep into this concept over the course of the campaign.

    Special Equipment

    Characters with animal or plant-like features are rather common in the natural fantasy genre, and it might be interesting to create equipment tailor-made for them (perhaps using the custom weapon rules; see page 112), or give their pieces of equipment an unusual name and appearance.

    Example: A spider-person using silk flails or elemental stingers; a flower fairy dressed in petals; an anthropomorphic cactus whose caps and berets are actually custom weapons that determine the profile of their needle spray.

    Historical, Folkloric, and Literary References

    If you’re looking for a name for a natural fantasy item but you’re short on ideas, you might draw inspiration from items and creatures from folklore and literature, especially works tied to spirits, ghosts, or fairies, or you could pay homage to famous scholars, warriors, artisans and explorers from the real world.

    Example Names: Bai Suzhen, Boggart, Bradamante, Cervantes, Csoma, Da Vinci, Earhart, Gentileschi, Grimm, Guðríðr, Gwyllion, Huolong, Kaguya, Oberon, Okiku, Qingzhao, Rembrandt, Shahrazād, Shiranui, T omoe, Vasilisa, Yoshizawa, Zaratan.

    As usual, do your best to match each name with an item whose properties mirror the historical and cultural inspiration, rather than misrepresent it.

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    SAMPLE NATURAL FANTASY RARE WEAPONS

    Ladle Cost: 500 z | Attributes: (DEX + INS) (HR + 8) physical

    Classification: Thrown • One-handed • Ranged

    Description: If you have acquired the *Made with Love* Skill (see page 149), treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).

    Camera Obscura Cost: 600 z | Attributes: (INS + INS) (HR + 6) dark

    Classification: Arcane • Two-handed • Melee

    • Special Rule: When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the *Spell Mimic Skill* (see Core Rulebook, page 183), you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.
    Memorialis W Cost: 700 z | Attributes: (DEX + MIG) +1 (HR + 12) physical

    Classification: Spear • Two-handed • Melee

    Description: When you use the *Ripples* Skill (see page 155), you recover 5 Mind Points.

    Blazing Fan Cost: 800 z | Attributes: (DEX + MIG) +1 (HR + 6) fire

    Classification: Brawling • One-handed • Melee

    Description: Your invocations that target two or more creatures deal extra damage equal to your Skill Level in *Linked Invocations* (see page 155).

    Derringer Cost: 800 z | Attributes: (DEX + INS) +1 (HR + 8) physical

    Classification: Firearm • One-handed • Ranged

    Description: The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial (W) weapon.

    Bronze Libra Cost: 900 z | Attributes: (INS + INS) (HR + 6) earth

    Classification: Arcane • Two-handed • Melee

    Description: After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in *Winds of Trade* (see page 159)).

    Giant Fork W Cost: 1000 z | Attributes: (DEX + MIG) (HR + 16) physical

    Classification: Spear • Two-handed • Melee

    Description: When you use this weapon with the *Knife and Fork* Skill (see page 149), you may add the High Roll to the attack’s damage (you don’t have to treat it as being equal to 0).

    (This entry appears to be a catalog identifier rather than an actual weapon profile, therefore only the name is styled as a main heading.)

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    Weapons Catalog

    Dagger
    800 z (DEX + INS) +1 (HR + 8) poison
    One-handed | Melee | Attacks with this weapon deal 5 extra damage as long as it’s not your turn.
    Summer Masher
    1300 z (MIG + MIG) (HR + 18) ice
    Heavy | Two-handed | Melee |

    When you hit only one creature with this weapon, if that creature belongs to the plant Species, the attack deals 10 extra damage. Then, if that creature is in Crisis, you and every ally who can see you recover an amount of Mind Points equal to your High Roll in the Accuracy Check.

    Norimitsu
    1400 z (DEX + INS) +1 (HR + 14) physical
    Two-handed | Melee | Attacks with this weapon deal 6 extra damage to elite or champion-rank enemies.
    The Barrel
    1500 z (MIG + MIG) (HR + 18) physical
    Heavy | Two-handed | Melee |

    When you hit one or more creatures with this weapon, you may spend 1 Trade Point (see page 159). If you do, the attack deals extra damage equal to (your Skill Level in Private Stock, multiplied by 5).

    Pinwheel Rod
    1600 z (WLP + WLP) (HR + 6) air
    Arcane | Two-handed | Melee |

    As long as one of your spells or invocations (see page 156) deals air damage, it deals 10 extra damage.

    Voltaic Hound
    1600 z (DEX + INS) +1 (HR + 16) bolt
    Firearm | Two-handed | Ranged |

    After this weapon deals damage to one or more creatures, if at least one of those creatures is Vulnerable to bolt damage, you may deal 10 bolt damage to every enemy you can see.

    Hirundo
    1800 z (DEX + DEX) (HR + 12) light
    Bow | Two-handed | Ranged |

    After resolving your Encourage Skill (see Core Rulebook, page 201), you may perform a free attack with this weapon. If you do, treat your High Roll as 0 when calculating damage dealt by this attack.

    Sample Natural Fantasy Rare Weapons

    Weapon Cost/Stats Damage Type Attributes Description
    Ladle 500 z (DEX + INS) (HR + 8) physical Thrown | One-handed | Ranged If you have acquired the Made with Love Skill (see page 149), treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).
    Camera Obscura 600 z (INS + INS) (HR + 6) dark Arcane | Two-handed | Melee When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the Spell Mimic Skill (see Core Rulebook, page 183), you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.
    Memorialis 700 z (DEX + MIG) +1 (HR + 12) physical Spear | Two-handed | Melee When you use the Ripples Skill (see page 155), you recover 5 Mind Points.
    Blazing Fan 800 z (DEX + MIG) +1 (HR + 6) fire Brawling | One-handed | Melee Your invocations that target two or more creatures deal extra damage equal to your Skill Level in Linked Invocations (see page 155).
    Derringer 800 z (DEX + INS) +1 (HR + 8) physical Firearm | One-handed | Ranged The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial (W) weapon.
    Bronze Libra 900 z (INS + INS) (HR + 6) earth Arcane | Two-handed | Melee After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in Winds of Trade (see page 159)).
    Giant Fork 100
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    SAMPLE NATURAL FANTASY RARE ARMOR

    ARMOR | COST | DEFENSE | MAGIC D. | INITIATIVE

    Woolly Cuirass

    W 800 z
    11 DEF
    INS size -3
    As long as you’re not in Crisis, you gain Resistance to ice damage and are immune to weak.

    Engineer Jacket

    1000 z
    DEX size +1
    INS size +1 -1
    When you use an elemental shard, you may deal its damage to each of up to three creatures you can see. Additionally, when you deal damage with an elemental shard, you deal 5 extra damage.

    Noble Dress

    1600 z
    DEX size +1
    INS size +1 -
    When an ally who is able to see you causes you to recover Hit Points, if you are in Crisis, that ally recovers 5 Mind Points.

    Apothecary Robes

    1800 z
    DEX size +1
    INS size +2 -2
    When you use the Potion Rain Skill (see Core Rulebook, page 211), the restoring effect is not halved.

    Fairy Tunic

    2000 z
    DEX size +1
    INS size +2 -2
    As long as you are affected by one or more spells with a duration of “Scene”, you gain a +2 bonus to Magic Defense.

    SAMPLE NATURAL FANTASY RARE SHIELDS

    SHIELD | COST | DEFENSE | MAGIC D. | INITIATIVE

    Plate Manica

    800 z
    +2 DEF
    -
    As long as you have no martial armor and no other shield equipped, you may apply the effects of the Dodge Skill (see Core Rulebook, page 203).

    Lid Shield

    1500 z
    +2 DEF
    +2 MAN
    When you deal damage with a delicacy (see page 151), you deal 5 extra damage.

    Lily Vambrace

    2000 z
    +2 DEF
    +2 MAN
    If you have the Battle Gardening Skill (see page 139), you can use it when you plant a magiseed with the Graft Skill.

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    THE WORLD

    CHAPTER SAMPLE NATURAL FANTASY ACCESSORIES

    Watering Can 500 z

    When you perform a water invocation (see page 157), you may fill 1 section of the Growth Clock (see page 140) of a Player Character you can see.

    Spicy Powder 600 z

    When you deal damage using a delicacy or potion, you may change its type to fire. This effect may change the damage type dealt by the Expiration Date Skill (see page 159).

    Dandelion Obi 700 z

    When you perform an air invocation (see page 156), you may recover from a single status effect of your choice.

    Clockwork Heart 800 z

    You are Resistant to bolt and fire damage. If you enter Crisis, the effect of this accessory ceases until your next rest.

    Needlefrog Mantle 900 z

    When you deal poison damage to one or more creatures during a conflict, each of those creatures who loses Hit Points this way cannot recover Hit Points until the start of your next turn.

    Handmade Scarf 1000 z

    When you gain one or more Trade Points via the Real Treasure Skill (see page 159), you also gain 1 Fabula Point.

    Fallen Leaf Amulet 1500 z

    When you use the Tree of Life Skill (see page 139), if you are in Crisis and choose an ally you can see who is in Crisis, you and that ally both benefit from the Hit Point recovery granted by the Skill.

    Eccentric’s Cookbook 1600 z

    Once per rest, you may choose a single combination of two tastes whose effect you already discovered (see page 151). If you do, roll again to determine the effect of the combination, replacing the previous effect.

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    ARTIFACTS

    Natural fantasy campaigns boast a massive variety of artifacts. In line with the themes of this genre, their value doesn’t necessarily stem from their power, but rather from their cultural and sentimental value, as well as what they represent for those who inherited them or received them as a gift.

    VISIONS OF THE PAST

    Natural fantasy artifacts are often very ancient and impossible to replicate in the current era. They include clues about the epochs they came from and were often the epicenter of terrible disasters and tragic mistakes that humanity barely remembers. It’s very likely that, driven by ambition or necessity, we repeat the errors that these artifacts were intended to warn us against, misinterpreting what little information is available or reinterpreting it at our convenience.

    INSTRUMENTS OF TRANSFORMATION

    Some natural fantasy artifacts have the power to transform creatures, places and objects. These can be divided between allegories of inevitable change (if the transformation is spontaneous and uncontrolled) and temptations of control (if it can be directed or manipulated). How people react to the presence of such artifacts is a key aspect of natural fantasy storylines.

    DYNAMIC ARTIFACTS

    More often than not, natural fantasy artifacts present a dynamic evolution: not only do we discover more about their role, but the artifacts themselves become progressively more powerful or take a new form, even in rule terms – they might become an ally or a vehicle, grant a new Skill, or create a Villain.

    RENUNCIATION, RESTITUTION AND CONSERVATION

    Fabula Ultima often portrays artifacts as dangerous items that the heroes have to find before the Villains do. However, natural fantasy artifacts tend to have a cultural significance – they don’t belong in a museum, but rather, exactly where they are. The heroes shouldn’t seek to replace Villains as the possessors of such items, but rather ensure their restitution or that nobody takes them. Sometimes, this means renouncing a great power and trusting that others will keep it safe in the PCs’ absence – after all, humility, hope, and trust are core elements of natural fantasy protagonists.

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    THE WORLD

    Classification: CARDINAL KYLIX

    Description: A large, shallow metal cup, freezing to the touch.

    Legends tell of the Statue Civilization and their ability to extinguish any opposition or rage from elemental forces, making them docile and predictable – a power that, millennia ago, allowed them to build immense cities and create an unprecedented civilization. In this age of unpredictable and destructive natural phenomena, some regard that power as a source of hope and answers. Preserved in the hands of a colossal statue at the bottom of the Northern Chasm, this artifact whispers promises of control and safety, of a world where humanity will become master of land and sea. There is only one question it cannot answer: what will humans do when they have nothing to fear anymore, except each other?

    EGG OF ILLUYANKA

    Description: A heavy and cumbersome egg with an extremely hard, striped shell.

    Over the centuries, the mighty draconic creatures known as Illuyanka ruled over the Cedar Forest, discouraging any attempt to build a permanent settlement. But with the arrival of drought, the tribes of the plains formed an alliance, creating hunter cadres to exterminate the already-scarce Illuyanka, and cut down the forest to create new pastures. This egg is probably the last of its kind, preserved by the elven ascetics of the Yellowcape Clan in anticipation of a threat that, according to their oral tradition, will manifest when the egg hatches.

    GEMSHORN OF TRANQUILITY

    Description: A flute carved from the horn of a cliffgoat.

    When a cliffgoat reaches the end of their life and manages to serenely breathe their last, one of their horns might fall off. Once collected and crafted by a skilled artisan, the horn becomes a musical instrument with magical properties: if the flutist has good intentions, their music soothes the fear and rage of beast, monster and plant creatures (an effect equivalent to a Chimerism or Spiritism Ritual, but requiring neither Mind Points nor a Magic Check; however, during a conflict, it still needs a full Clock to activate).

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    Artifact Catalog

    WAVENBELL

    A brass bell decorated with a red ribbon.

    According to some folk tales, if you help a silkie in danger or show her great respect and admiration, she might offer you a small decorated bell. Ringing it causes a house to appear nearby. It will be rustic, but welcoming and secure, and it’s protected by the silkie herself, in the guise of a tall, stern fairy with sapphire-colored hair.

    You can rest here in complete security, but, at the end of the rest, you have to roll 1d6: with a 1 or 2, the silkie makes a peculiar (often bizarre) request of you. If the request isn’t satisfied, this artifact vanishes in a puff of leaves and dew.

    KEYS OF THE HARMONIST

    A large silver ring with nine keys of dull metal.

    This artifact dates back to the time when the Harmonists undertook long journeys across the southern plateau, spending months in service to the animal spirit that, in turn, would reveal their name and give them part of their power. Today, the plateau is an icy waste and the heavy keys that held the spirits’ favor are blackened and inert.

    Still, if a group of brave and honest heroes were to follow the pilgrimage’s path, showing their loyalty, that dormant power might be reawakened and the spirits could fight alongside humans once again, in the guise of Arcana that can be summoned by any member of the group (but not by two or more at once).

    MOON MIRROR

    A circular mirror of oxidized metal.

    Found by one of the village’s founders in a very ancient tomb near the ocean, this mirror appears to be made out of an unknown metal which reflects moonlight with great intensity. At night, it allows the user to perform a Ritual as if they had acquired the Verdant Sway Skill (see page 139), without paying the Mind Point cost.

    For this Ritual to succeed, the mirror must be oriented to reflect moonlight toward the plant. Sometimes, the reflected light causes vibrations and unpredictable movements in machines and armor. What is its secret?

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    THE WORLD

    Volume 91 | Chapter/Section Marker (22)

    Reidy’s Journal

    An old journal with thick pages, overflowing with notes. Written by a young and brilliant scholar during his final days, this massive journal is a rich anthology of legends, folklore and historical accounts.

    Once per rest, the group may start a new search among its pages or continue a previous one. The Game Master assigns a Clock to each piece of research (the more obscure the information, the bigger the clock, from 4 to 10 sections) and Player Characters attempt a Group Check with DL 10 to make any progress. Once a research Clock is full, the Game Master provides a useful, reliable, and precise answer to the original question.

    Resin Tear

    A curved sword carved from gleaming amber.

    Unable to even dent the armor of the ape-people of Iron Mountain, the warriors of Oradh Kingdom felled the Thunder Forest’s trees, from youngest to oldest, sparing none but the millennia-old yew tree near the waterfall. From its hardened resin, boiling with sorrow, an Oradhan warrior carved a blade that could command lightning (similar to an Elementalism Ritual, but costing no Mind Points). Wielding it, he exterminated the ape-people and conquered their forge, whose secrets were stolen and acted as foundation to Oradhan’s military tradition. Ever since that moment, the spirits and beasts of land and sky are at war with the Oradh. The name of that warrior was hidden, since his lineage is cursed.

    Seal of the Second Sun

    A delicate cylindrical seal made of lapis lazuli.

    The embossed inscription on this artifact recites, in high-imperial register: “In the hands of the Winter Queen, a path opens to the new Sun”. Discovered by a young explorer lost in the underground necropolis of Abarsa, this artifact caught the attention of scholars and collectors, some drawing connections to the female statues lining the perimeter of a stone tower in the southern archipelago, dating back to the imperial age and the second ice age. A group of adventurers is organizing an expedition to the tower but, despite their protests, they have been forbidden from taking the cylinder with them.

    [Sidebar Data / Transaction Record]

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    SKULL OF THE SALAMANDER-GODDESS

    A massive salamander skull with topaz teeth.

    Stolen from the stone circle at the bottom of the valley of Three Volcanoes and brought before the Governor by an ambitious merchant, this massive fossil is under investigation by the Alchemists’ Guild, who are fascinated by its ability to emit heat and fuel flames in close proximity.

    During these academic investigations, however, the scholars ignored the legends about this artifact, which represent the earthly bond of the elemental spirit that protects the Three Volcanoes – if the skull isn’t returned before the coming summer, She-Who-Breaks-the-Earth will rise and, unable to find her head, will roam across the world looking for it.

    SKY OIL

    A dense and viscous green liquid.

    Having studied nature, the Ancients wished to rule it. Having ruled it, they wished to create it. Having created it, they wished to improve it. This mysterious liquid, which rains down from reddish clouds gathered over the ocean, is an extraordinary elemental conductor and the prime result of its creators’ boundless ambition.

    This artifact transforms all it touches, following inscrutable logics, compressing millennia of evolution into mere hours and subjecting the victim to atrocious pain, as the mutations observed in the aviocetae of the Coral Coast amply demonstrated.

    THREE-KNOT ROPE

    A thick rigging rope with three very tight knots.

    Created in ancient times by the fishermen of the Mist Isle, these magical ropes contained the essence of the wind in their knots.

    • Undoing the first knot: Allows casting the Ventus spell (see Core Rulebook, page 189), ignoring its Mind Point cost.
    • Undoing the second knot: Enables performing an Elementalism Ritual to control the wind, ignoring its Mind Point cost.
    • The third and final knot: Rarely undone, grants an audience with the Wind Princess herself.

    Only one Three-Knot Rope has survived to the current day and the art of their creation was lost during the occupation of the Mist Isle, currently reduced as a domain of the Dogado.

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    The World Compendium

    [Page 93]

    TOME OF THE METEOR

    Classification: Book / Magical Relic

    A strange mechanism is encased in the cover of this heavy tome. One of the most discussed books in the Academy’s library, this tome presents detailed descriptions of improbable machines, alongside formulae and prayers to unknown entities. Even the cover is a mystery: lodged inside the wooden panel is an extraordinary clockwork device, with comet-shaped pointers moving at different speeds along a calendar, whose dates and seasons have nothing to do with ours.

    Every self-respecting scholar dismisses this artifact as a very elaborate joke, but the most honest admit that they are a bit worried at the idea that the mechanism might stop someday.

    UNDOVEN

    Description: A heavy metal contraption, similar to a portable oven. This relic from a distant time closely resembles a massive portable oven with a large front door.

    This artifact possesses the extraordinary ability to disassemble any complex object into simple materials using heat. It can also self-recharge, though this process requires significant time.

    Usage

    • Capacity: Once per rest, you may place any one piece of equipment (weapon, armor, shield, or accessory) inside the Undoven to gain two different materials (see page 74) with a combined value equal to that of the destroyed item.
    • Question: What would happen if you put another artifact inside?

    WHITE MASK FRAGMENT

    Description: The right half of a horned wooden mask.

    Some stories tell of how the sculptor Acaunissa lost her inspiration. During a dream, a bat told her it was stuck at the bottom of Bone Valley and that only the Vulture King could grant it back to her. Her father forbade Acaunissa from leaving, but she ignored him and sculpted a white mask with two horns to trick the souls of the departed.

    When she met the King, he told her the mask itself was proof her inspiration had never been lost in the first place. After her return, Acaunissa’s father punished her by breaking the mask, but the artist’s courage still permeates this fragment and no undead, except Villains, may harm the one who wears it.

    “Perhaps due to our ability to communicate, we humans often deem our pain more significant than the far quieter pain of other creatures.”

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    Protagonists

    This chapter is dedicated to the creation and growth of natural fantasy Player Characters – to take full advantage of its contents you have to pair it with the Press Start chapter of the Core Rulebook (from page 145 onward). All options contained here are designed to be compatible with those presented in other official Fabula Ultima Atlases. When deciding which additional mechanics to include in your Fabula Ultima campaigns, the whole group should consider what fits the narrative context and the needs of all who participate – take good care of your play experience!

    This chapter contains two main sections:

    Natural Fantasy Heroes

    Here you will find tips and suggestions for Players who are about to create a character and play in a natural fantasy campaign, including several examples of PCs that make use of the natural fantasy rules and options presented in the following pages.

    New Options

    Here you will find new rules and mechanics designed for natural fantasy PCs but compatible with any Fabula Ultima campaign:

    • Custom weapons. New rules to create unique and ingenious weapons.
    • Natural Fantasy Quirks. New natural-fantasy-style mechanics that enrich and add depth to your characters.
    • Camp Activities. A new optional rule to add mechanical depth to resting scenes.
    • New Classes. Four new Classes focused on processes of growth and discovery: the prudent Floralist, the surprising Gourmet, the harmonious Invoker, and the dependable Merchant.
    • New Heroic Skills. Twenty-one new Heroic Skills that augment the options found within the Core Rulebook and provide power-ups and support for the new Classes introduced in this Atlas.

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    NATURAL FANTASY HEROES

    The main characters of natural fantasy campaigns are extremely varied, and often seem indistinguishable from those found in high fantasy stories. However, we can still identify a number of recurring elements that make them stand out.

    In many ways, almost every natural fantasy Player Character can be described as the “more restrained and less superheroic version” of another classic archetype from a different Fabula Ultima campaign. The core theme is always the same: the natural fantasy style starts from the same premises and key concepts outlined in the Core Rulebook, but makes the story more compact, simple (not simplistic), and familiar.

    BRAVERY AND INTROSPECTION

    The natural fantasy style ties in strongly with ideas like the rediscovery of the past and the ability to coexist with the environment without suppressing it, but at the same time without letting ourselves be crushed by it. Of course, these elements are also a key part of our protagonists.

    • Many questions. Even the quietest and most contemplative of natural fantasy characters is actually curious, often fascinated by the mysteries of the past and the wide world beyond the boundaries of their town or village. Of course, some of these heroes are timid or insecure, but in the recesses of their souls burn a craving for adventure and a fascination with mythology, legends and tales of people and places far away in time and space.
    • Compassionate souls. Natural fantasy heroes often put themselves in someone else’s shoes, empathizing with others and being deeply affected by their suffering. Some might play the tough guy or appear cold because they were hurt one time too many, but this facade should crack over the course of the campaign, eventually crumbling once they face a situation that reopens old wounds.
    • A steady heart. Despite living in an often dangerous and incomprehensible world, surrounded by a metaphorical and literal “dark forest”, these characters rally tightly together, finding strength to overcome fear and doubt in their fellow travelers.
    • Ready to take a step back. While possessing all these qualities, natural fantasy heroes don’t demonstrate them all the time and are far from perfect – in fact, it is key to the development of the campaign that Players have their characters make mistakes and be forced to reckon with their own ignorance. This creates a chance for them to reevaluate themselves and others, rather than seek refuge within pride and fear. After all, seeking the truth means accepting that said truth might be painful.
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    A Dynamic Balance

    The various elements described in the previous page lead to a single, pivotal idea: balance. By this we don’t mean a static or artificial balance, a combination of order, immobility, and predictability, but rather the constantly shifting balance of nature, made of mistakes, joy, pain, regrets, and events both large and small, forming an interconnected network so vast that nobody can truly glimpse all its nuances. Being a natural fantasy hero means becoming an active and aware part of this cycle, protecting it from those who want to control or interrupt it out of fear.

    Friends and Family

    In many campaigns of Fabula Ultima, the protagonists’ friends and families fade into the background or aren’t even mentioned unless they are key characters in the setting or, as is so very often the case, potential Villains. During a natural fantasy game, however, it’s a good idea to break away from this habit:

    • Recurring NPCs. This option is ideal for campaigns that take place in a relatively small region: some NPCs might be childhood friends, relatives, or mentors to the protagonists. We should also see their evolution over the course of the story, without necessarily turning them into allies or antagonists.
    • Bonds within the group. If the majority of the PCs come from the same community, it’s an excellent idea to represent their relationship using the Starting Bonds optional rule (see Core Rulebook, page 220). We recommend that you use negative as well as positive Bonds, to create more opportunities for character growth.

    You can also establish that two or more Player Characters come from the same family, but if you do, make sure this relationship doesn’t mirror real life too closely and that it doesn’t create discomfort at the table.

    Sample Natural Fantasy Characters

    The following pages provide profiles for ten Player Characters designed for natural fantasy contexts. In contrast to the new Classic Characters (see page 134), these examples focus on the thematic construction of the heroes and provide some tips on how to grow these characters and their role in the story.

    All characters in the following pages use the optional rules for Quirks (see page 120) and some have Custom Weapons (see page 112).

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    Akelarre

    Basic Information

    Identity Clumsy
    Role/Title Janara Apprentice
    Theme Doubt
    Origin Creektown
    Quirk Flight
    Signature Weapons Magic Pumpkins

    Character Narrative & History

    Akelarre trained by Janara witches in the magical art since the age of seven. Akelarre abandoned his birth name and decided to dedicate his entire being to honoring the memory of his mentor, Hilda, who mysteriously disappeared during her pilgrimage to the remote Willow Island: a journey that, at the time, the young apprentice was considered too inexperienced to undertake.

    Although Hilda was a very forgiving mentor and extraordinarily talented in magic (or rather, because of that!), Akelarre is plagued by Doubt and afraid that he will never measure up to her, so he still lives in her shadow.

    Skills & Purpose

    • Classes: Floralist, Elementalist, and Wayfarer.
    • Together with the rest of the group, the Player repurposed the Flight Quirk to represent his flying broom, a gift from Hilda.
    • During the campaign, Akelarre’s Player should be the go-to person regarding witchcraft traditions and legends about Willow Island.

    Character Arc

    Akelarre’s journey will deal with his insecurities and need for validation; his fellow travelers will play a pivotal role in helping him (or putting him to the test).

    Metadata

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    APSU

    BASIC INFORMATION

    Identity: Waterfiend Hunter
    Theme: Hope
    Origin: Salt Hill
    Quirk: Cursed
    Signature Weapons: Short swords

    APSU IN DETAIL

    Background & Skills

    • The bards sing of another age, when humans waged war against the sea, using their machines to poison it. Since then, those who are born with blue hair are Cursed by the Old Woman of the Tide, scorned by the earth, and hounded by the ocean: their blood is saltwater.
    • Able to see waterfiends due to his curse, Apsu earned his livelihood by catching and killing them, to extract drinking water from the remains. This brutal life was interrupted when he met an old oracle on the way to Ocean’s Mirror to negotiate a truce with the Old Woman of the Tide or, if necessary, kill her.
    • Apsu is an Elementalist, Wayfarer and Weaponmaster, who uses Spellblade to cast powerful spells such as Thunderbolt, through his shortswords.
    • Although his background and skill suggest a story of pain and violence, Apsu is an optimist who strives to see the silver lining in all things – his Hope theme makes him a real touchstone for the entire group.
    Game Master Note: The GM should involve Apsu’s Player in establishing any information about the curse of blue hair and the water spirits, especially the most dangerous and aggressive ones.
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    DONNA MAXWELL

    BASIC INFORMATION

    Identity: Spark-spirit Huntress
    Theme: Guilt
    Origin: Illwind
    Quirk: Ancient Weapon
    Signature weapons: Seismic revolver

    DONNA IN DETAIL

    Backstory & Abilities

    • Three years ago, a research team led by Donna Maxwell left the fortified citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by arrogant curiosity, these scholars activated the ancestral mechanism which the Scripture calls the Matrix of Days, thereby freeing the Spark-spirit trapped in its engine and causing the destruction of Illwind.
    • Armed with a seismic revolver found in the Labyrinth, Donna swore to find and kill the Spark-spirit before it could unleash its fury once more. She considers herself Guilty of making a disastrous mistake, and she isn’t wrong.
    • Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a variety of infusions and capitalizes on her Insight thanks to Knowledge is Power.
    • Donna’s Player should be the go-to person for everything related to Illwind and its researchers, not to mention the Celestial Labyrinth and the dreadful wonders it hides.
    • Donna’s revolver is a powerful weapon that targets Magic Defense and deals 5 extra damage to elementals (a Quality valued at around 900 zenit), but it reacts unpredictably when near ancient machines and the ruins scattered across the entire region.
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    LADY UNDERSSON

    Basic Information

    Identity:
    Kind Android
    Condition:
    Without Memory
    Theme:
    Belonging
    Origin:
    Ancient Ruins
    Quirk:
    Underchild
    Signature Weapons:
    Clockwork Keys

    LADY UNDERSSON In Detail

    History & Lore:

    • When the villagers found her, Lady Undersson was standing still, in absolute silence, in front of the evergreen tree next to the entrance of the ancient ruins. Devoid of any memory regarding her previous function, the android decided to help the villagers in their everyday chores, overcoming their initial hesitation due to their past experiences with machines from underground.
    • Despite her desire to become part of the village community, Lady Undersson is plagued by short, fragmented visions of a hazy past that she cannot escape, and the looming feeling that she forgot something terrible.
    • Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys (see page 116) as her weapon of choice.
    • The Game Master should consult with Lady Undersson’s Player for details regarding ruins and ancient machines.
    • Over the course of the game, the Underchild Quirk allows Lady Undersson’s memories to become clearer and clearer until she remembers key information about a looming threat. It’s essential that this moment establishes once and for all a bond of trust between this PC and the rest of the group.

    Profile

    Order Details:

    +
    + +
    + Character Dossier: Laurence

    W LAURENCE

    BASIC INFORMATION

    LAURENCE IN DETAIL

    Backstory & Profile

    • When Laurence was just an apprentice hunter, his squad cornered a powerful and regal wyvern in its lair and killed it. However, when the captain, who Laurence saw as his adoptive mother, went in and exterminated the entire brood, something in his soul snapped and he swore never to kill again.
    • Recently, a mysterious force has been pushing beasts and monsters to attack human settlements, destroying vehicles, structures, and machinery with unprecedented ferocity. Laurence volunteered to accompany a team of heroes to discover what has caused such resentment.
    • Laurence is a Gourmet, Guardian and Weaponmaster. His Big Bro Quirk makes him excel at supporting the entire group.
    • The Game Master should consult Laurence’s Player when describing wild beasts and their habits, not to mention the tactics employed by the hunters of Arca.
    • Due to his oath, Laurence was mocked and shunned by the hunters of Arca, and his old captain considers him her greatest disappointment. It’s up to the other Player Characters to help him when mentor and pupil inevitably clash again.

    Transaction Details

    +
    + +
    + Character Dossier: Melissa Holtz

    MELISSA HOLTZ

    Chapter 103 | 33 PROTAGONISTS

    BASIC INFORMATION

    MELISSA IN DETAIL

    • In spite of her parents’ doubts, young Melissa worked hard and traveled far to discover the secret of alchemy, with the Ambition of attaining an official license and, upon her eventual return, bringing prosperity to the mountain hamlet of Eiche.
    • Melissa saved her money to buy a cart, pulled by a mighty and loving auroch. This traveling workshop is full of mementos, notes and unusual ingredients.
    • Melissa combines Gourmet, Spiritist and Sharpshooter: together with the rest of the group she adapted the Gourmet’s rules to represent alchemy, using five seasonal essences instead of tastes. Her alchemical scepters are custom arcane ranged weapons that she uses to fire her compounds, creating expanding clouds using Barrage.
    • Taking inspiration from the wu xing’s Late Summer, Melissa’s Player and the rest of the group decided to add a fifth season to their setting, the Calm, which has its own seasonal essence and is a time of transition for the entire world when the elements coexist and combine in ways that are, so far, poorly understood.
    • Melissa’s personal goals are rather simple, but the mystery of the Calm should have a deep influence on the story: of course, one or more Villains have plans for it.
    +
    + +
    + Mylo Ulve Character Profile

    Mylo Ulve

    (Page/Document Reference 104)

    Basic Information

    Identity: Gentleman
    Occupation/Role: Archaeologist
    Theme: Justice
    Origin: Zentralia
    Quirk: Mysterious Grimoire
    Signature Weapons: Elemental Rings

    Detailed Background

    • An archaeology graduate from the Golden College, Mylo Ulve left the capital when the Senate closed the faculty and sold all exhibits to collectors to bankroll a new expansionist campaign to the West. Mylo was able to save only the Codex Rubrum, an extraordinary magical tome that sometimes answers the reader’s question in the language of the ancient civilization of Escria.
    • The information in the Codex supports the College’s theories about Escria and the magical prowess of its Scribe-Priests, not to mention its downfall at the hands of the founders of Zentralia. Even more importantly, it completely invalidates the propaganda which presents the current aristocracy as scions of the glorious Escria.
    • Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy and potions and is one among the very few Zentralians that understand the language of Escria.
    • Mylo’s character should be the go-to person for everything related to the history of Zentralia and the fall of Escria (unless the group includes a descendant of the Escrians, of course).

    Character Goals

    • Uncover the truth about the Codex Rubrum and Escria.
    • Oppose the Zentralian nobles who crave the ancient magic of the Scribes.
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    + Octavia - Protagonist Profile
    Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI

    BASIC INFORMATION

    OCTAVIA IN DETAIL

    • The youngest offspring of the Polpi merchant clan, Octavia is a young oceanid, whose stubbornness and cutting humor hide a heart of gold. This spirit led her to rebel against her own family's ways of conducting business, prompting her decision to travel the surface world and build a commerce and communication network that addresses local needs—and outmaneuver her relatives in the process.
    • Octavia is always accompanied by two tireless bodyguards: Crabecca and Breamthony. Breamthony shares some of her opinions about the rest of the family, while Crabecca remains constantly worried for her safety.
    • Octavia’s shrewdness is well represented by her Merchant and Orator Classes. In times of emergency, she can deal substantial blows with her reinforced pipe (which utilizes the staff profile).

    Campaign Guidance Notes

    • The Player should provide information about the Polpi clan, the oceanids, and the underwater territory of Yonaguni. This must include details regarding available transportation methods for surface-dwellers planning a visit.
    • At the start of the campaign, Octavia is driven by her need for Rebellion. However, over the course of the game, she should realize the true nature of her feelings and demonstrate increased maturity.
    +
    + +
    + Ruairi Character Profile

    Ruairi Character Profile

    Basic Information

    Identity: Moth Court Outcast

    Theme: Solitude

    Origin: Hawthorn Forest

    Quirk: Outcast Fairy

    Signature Weapons: Floral greatswords

    Background & History

    • Once upon a time, Ruairi was a noble warrior of the Moth Court, but he was exiled because of his love for the Raven Witch, Baobhan Sith. He wandered alone for centuries, only to eventually stumble upon the tomb of his soulmate. There, he fell into a deep slumber, until the arrival of a group of heroes with more enthusiasm than common sense roused him from sleep.
    • Despite how much time has passed, Ruairi is still an exceptional fighter and many fairies remember his name; however, the relationship between humanity and the fairy realm has soured significantly, and both sides now look at him with suspicion.
    • Ruairi wields a floral greatsword and combines the abilities of Floralist and Darkblade, in a contrasting image of fragile beauty and visceral sorrow. True to faefolk tradition, iron is his weakness.

    Story Details / GM Notes

    • The Game Master should often consult Ruairi’s Player about all things related to the fairies’ society, tradition, and powers.
    • Ruairi doesn’t like to talk about it, but fairies cannot die unless killed, and such must have been Baobhan Sith’s fate. One day, he’s going to discover who was responsible and, on that day, he might swear Vengeance or perhaps even turn into a Villain.
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    + Tsukihime Character Profile
    107 | W | 33 PROTAGONISTS

    TSUKIHIME

    BASIC INFORMATION

    Identity:
    Incarnation of the Moon God
    Theme:
    Duty
    Origin:
    Second Moon
    Quirk:
    The Long Dream
    Signature weapons:
    Bows

    TSUKIHIME IN DETAIL

    • According to legend, when a grave danger looms over the Land of Elms and the Second Moon shines blue, the Moon God incarnates in the world with the shooting of an arrow. This time, the guardian is a young woman of elegant bearing and brave heart, albeit a bit stubborn. The Priestess named her Tsukihime, or Moon Princess.
    • Tsukihime’s Duty is to quell the restless spirits and purify the springs of the four rivers that cross the region. The task will prove much bigger than expected, and she cannot do it alone.
    • The moon’s favor grants Tsukihime a special affinity toward nature – her Classes are Chimerist, Invoker and Sharpshooter.
    • Tsukihime’s Player should be the go-to person for everything related to the Moon God, the Second Moon and the spirit world. At the same time, the Princess’ knowledge of human society is extremely limited and, above all, outdated.
    • Every incarnation of the Moon God is destined to return to the stars once their purpose is fulfilled. Hence, it’s essential that Tsukihime and the rest of the group develop strong emotional bonds over the course of the campaign. Perhaps these bonds will be powerful enough to prevent a painful farewell.
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    + Game Options Guide
    108

    Chapter Focus: Campaign Options

    From here on, the chapter focuses on new options and rules designed to enhance the natural fantasy vibes of your Fabula Ultima campaign. However, if the whole group agrees, you can use these options for any campaign.

    These introductory pages provide preliminary information about the various options, in terms of both mechanics and play experience, to help you identify the most interesting ones for your game.

    CUSTOM WEAPONS

    You can use this rule to create unusual weapons. It’s a simple and straightforward option with no profound gameplay implications – you can always leave it open to anyone who is interested.

    NATURAL FANTASY QUIRKS

    This option is more complex and has a significant effect on character creation. If you use it, each Player Character gains a set of unique mechanics defining their abilities and role in the story.

    • These effects are powerful, ranging from the ability to ignore Mind Point costs to brandishing a rare and ancient weapon.
    • Use Quirks if you and your group are comfortable setting aside the power balance between characters in favor of strong characterization.
    • This option works best in tight and collaborative groups and may be too complex if this is your first experience with the game.

    NEW OPTIONS

    W

    (Placeholder for content/detail regarding option.)

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    + Protagonists - Camp Activities

    CHAPTER CAMP ACTIVITIES

    This new optional rule allows the group to put more emphasis on resting scenes – rather than just a simple narrative interlude used to create a new Bond or modify existing ones, they become a way to provide special benefits to the entire group or to specific allies.

    In and of itself, this is a simple rule, but it adds a tangible benefit to the rest scenes which allows the group to showcase the personality and nature of each character.

    Important Consideration: If you use this option, resting scenes will take a larger part of each session, on average, and you will need to keep track of which Activities have already been used and what their benefits are (these are often single-use).

    NEW CLASSIC CHARACTERS

    These sample natural fantasy builds expand on those provided in the Core Rulebook (see page 172), expressing the full potential of this Atlas’ new Classes. You will also find two premade Groups to draw inspiration from – one features characters sharing a common Class, and the other with greater variety.

    NEW CLASSES

    The Natural Fantasy Atlas introduces four new Classes for Player Characters. They are designed to interact normally with those found in the Core Rulebook and other expansions without any modifications. The following pages contain some practical tips for Players and Game Masters to get the most out of these new Classes.

    NEW HEROIC SKILLS

    This last, lengthy section contains twenty-one new Heroic Skills. Some are tied to the new Classes introduced by this Atlas, but most add options for those found in the Core Rulebook.

    “I’ve never seen a flower like this.
    I wonder what its properties are!”
    +
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    + Character Class Descriptions

    FLORALIST

    • Floralists shine both for the variety of effects they can unleash, and their efficiency – for all intents and purposes, the magiseeds are "automatic" secondary actions in addition to the character’s regular action. That being said, this Class requires good timing, because planting a magiseed one turn too late means wasting its potential.
    • Although the Floralist’s baseline aesthetic is tied to seeds and plants, you can use this Class to represent any character that can summon temporary little helpers. You can go for a few simple cosmetic changes (algae, mushrooms, corals, etc.), or you could choose something like clockwork turrets, support drones or even familiars, sprites or imps!
    • Usually, a Floralist’s abilities go way beyond those of a common gardener or botanist, and the Player should have final say when establishing any element of the setting tied to plants, forests, plant-related creatures, and enemies belonging to the plant Species.

    GOURMET

    • This is a very peculiar Class, designed to mimic the experience of exploring and combining items in a videogame by trial and error, without being able to consult a precise guide. Its key feature is procedural gameplay. Every Gourmet is different from the last, despite using the same five flavors: in order to discover which role the character will play in the group, you must first and foremost play them.
    • The Gourmet’s rules are based upon flavors, rather than specific ingredients. This makes it easy to use this Class to represent other specialists (like brewers, mixologists, confectioners or sushi chefs). You can also create strictly vegetarian or vegan menus. You may also adapt these rules to represent any character who combines materials or ingredients to create special effects, be they a chemist, an alchemist or a pyrotechnician – you only have to define five ingredient types, and voila!
    • The preparation, presentation and consumption of food are pivotal elements of each and every culture, and embody the themes of transformation and interdependence that are the beating heart of the natural fantasy style. If your group includes the Gourmet, take your time to describe the most unusual delicacies, but also to reflect upon the deep implications of ending one life to feed another.
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    + Character Archetypes: Protagonists

    33 PROTAGONISTS

    Character Archetypes

    INVOKER

    • Inspired by the geomancer archetype presented in some JRPGs, the Invoker never has access to their full range of abilities – instead, their invocations are based upon the elemental wellsprings available on the scene. To compensate, their cost in Mind Points is low and their effects are quite strong… not to mention the possibility of enhancing various kinds of damage with “Hex” invocations.
    • The Ripples Skill is very powerful, but requires a synergy with at least one other member of the group who is able to capitalize upon the different types of damage: the obvious choice is an Elementalist, but Chanters, Dancers (see High Fantasy Atlas, page 136 and 142) and Espers (see Techno Fantasy Atlas, page 150) are not far behind.
    • Far from being a mere gameplay rule, the fact Invokers don’t impose themselves upon the environment but rather adapt to it is a powerful thematic choice. It also creates a contrast with Elementalists, who have to spend vast amounts of Mind Points to reliably access whatever damage type they require. This tension, as well as the role of elemental creatures and the relationship between magical arts and ecology, are very interesting parts of the setting to explore.

    MERCHANT

    • Although more compact than the previous three Classes, the Merchant shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs and gives you access to the right tool at the right time, while the other Skills form an impressive support arsenal, especially for characters who heavily rely on Inventory Points, such as Tinkerers and Symbolists (see High Fantasy Atlas, page 146).
    • A cornerstone of the Merchant is that it doesn’t focus on accumulating money, as shown by the Real Treasure Skill. The heroic nature of this Class hinges upon communication, contacts, and helping exchanges between distant people. It’s a quest for richness and prosperity, but in a human, cultural and communal sense.
    • Merchants are curious, perceptive and very attentive individuals: some have traveled far and wide, others have accrued knowledge of every sort over the course of many negotiations, meetings and encounters. A Merchant’s Player should be involved in establishing setting elements such as trade routes, roads, relationships between people, and key resources, not to mention matters of etiquette, such as what would be the most fitting gift to present to a prominent public figure.

    “You must be strong, yes! But also humble, and kind.

    There is no other way for a better world.”


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    + Custom Weapon Guide

    Custom Weapons

    Introduction

    The majority of JRPG protagonists wield unique weapons that reflect their personal style and character identity. These custom creations range from battle umbrellas to gun axes, proving that no weapon concept is too impractical!

    These following rules guide you in creating a personalized weapon for your hero during the character creation process. Later on, the Game Master may create rare versions of these weapons according to the standard rules found in the Core Rulebook (see page 268). Sample rare custom weapons can be viewed on subsequent pages.

    Note: Custom weapons are not necessarily superior to normal basic weapons. Always choose your weapon based on what best fits your character's personal vision and lore.

    Creating a Custom Weapon

    A custom weapon must adhere to the following foundational characteristics:

    Core Characteristics

    • Category: Belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown).
    • Weapon Type: It is not inherently a martial weapon (W), but can become one depending on the customizations chosen.
    • Hand Requirement: It must be a two-handed weapon and cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page 238); thus, it always occupies both hand slots.
    • Function: It functions as either a melee or a ranged weapon (your choice), regardless of the Category selected.
    • Cost: The base cost is set at 300 zenit.
    • Accuracy Check: Relies on either (DEX + INS) or (DEX + MIG) (your choice).
    • Damage Output: Deals physical damage equal to (HR + 5).

    Customizations

    Furthermore, a custom weapon is enhanced by receiving three customizations selected from the available list:

    • Each customization can only be chosen once for any single custom weapon.
    • Selecting a customization marked with W will classify the weapon as a martial type.
    • If a customization includes the pronoun “you,” it refers directly to the character who equips the weapon.
    • Be advised that some especially powerful customizations may count as two separate selections or increase the total cost of the custom weapon beyond the base price.
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    WEAPON CUSTOMIZATIONS

    Page 113
    Accuracy Boost
    Adds a +2 bonus to the weapon’s Accuracy Check formula.
    Defense Boost
    You gain a +2 bonus to Defense, and you are treated as having a shield equipped for the sake of your Skills (for instance, Defensive Mastery or Dodge – see Core Rulebook, pages 197 and 203).
    Elemental
    Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage of the chosen type instead of physical, and also deals 2 extra damage.
    Magic Defense Boost W
    You gain a +2 bonus to Magic Defense.
    Powerful W
    The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
    This customization is not available for arcane and dagger weapons, or for weapons with the quick customization (see below).
    Quick (counts as two customizations) W
    When you perform the Attack action and choose to attack with this weapon, you may perform two attacks (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting (see Core Rulebook, page 69).
    Transforming
    (Increases the custom weapon’s cost by 100 zenit)

    This weapon has a second form, which must be designed as a separate custom weapon, must have the transforming customization, and doesn’t cost you any zenit.

    While you have one of the two forms equipped, you can equip the other form whenever you want. During a conflict scene, you can only do so during your turn, while no other effect is being resolved, and only once per turn.

    If one or both of the forms are martial (W ), remember that you must have the appropriate Classes to equip them. Additionally, a transforming weapon can still only have one Quality (the Quality applies to both forms).

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    + Custom Weapon Compatibility Guide

    Weapon Compatibility

    Custom weapons allow you to create the most bizarre armaments you can imagine, but at the same time, efforts have been made to keep them somewhat balanced. For instance, one might argue that a quick and accurate custom weapon is always better than a pair of steel daggers, but there is a loss in flexibility because you can’t combine that custom weapon with a different weapon – there’s pros and cons to each choice.

    Transforming Weapons

    The transforming customization is by far the most complex option provided by custom weapons. One important note, however: if one form of your weapon is a melee weapon and the other is a ranged weapon, or if they belong to different Categories, you only gain the benefits of one form at a time.

    For instance, if you use a weapon with a melee form and a ranged form, you won’t be able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack while simultaneously having Crossfire available.

    A character wielding a transforming weapon is always free to decide which form they start with at the beginning of a conflict.

    Sample Natural Fantasy Custom Weapons

    The following pages showcase a few examples of natural fantasy-style custom weapons, accompanied by possible rare evolutions. The following conditions apply:

    • You may never wield a custom weapon in a single hand, not even decreasing its damage by 4 as indicated on page 268 of the Core Rulebook.
    • When it comes to transforming weapons, any modification (extra damage, Qualities, Accuracy bonuses etc.) is automatically applied to both forms.

    Narrative Considerations

    Sometimes, a Player Character’s custom weapon will have narrative weight (such as if it was obtained via the Ancient Weapon Quirk, on page 121). In that case, it can be a good idea to describe later rare variants as “upgrades” of the initial weapon, instead of completely different items (for instance, they might be described as ribbons attached to the hilt of a sword, or arrows with unique properties for a bow).

    However, the rules and mechanics that govern items and equipment should not be altered.

    Document Footer/Reference: ()
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    + Protagonists Chapter 9
    Chapter 9

    AUTODRIVERS

    Protagonists

    Loud and powerful, these weapons were developed by the Merchant Chloe from just a sketch and a double-pressure tank. Built to process very tough material, rather than for combat, they nevertheless proved themselves as highly effective weapons, especially when combined with a host of experimental chemicals (see infusions, Core Rulebook, page 214).

    STAKE DRIVER W

    The weapon’s basic form, worth 300 zenit.

    Stats

    • Accuracy: (DEX + INS) +2
    • Damage: (HR + 10) physical

    Specifications

    • Spear
    • Two-handed
    • Melee
    • No Quality.

    This weapon has the accurate, defense boost and powerful customizations.

    AUTOSCRAPPER W

    A possible rare evolution, worth 1400 zenit.

    Stats

    • Accuracy: (DEX + INS) +2
    • Damage: (HR + 14) earth

    Specifications

    • Spear
    • Two-handed
    • Melee
    • Effect: When you reduce an enemy to 0 Hit Points with this weapon, you gain a material, chosen by the Game Master, worth an amount of zenit equal to or less than (your Tinkerer level, multiplied by 100).

    This weapon has the accurate, defense boost and powerful customizations.

    “Oh! If we connect
    the primary compressor
    to the combustion chamber,
    dividing the pressure
    between the eight
    secondary valves…
    hehehe!”
    +
    + +
    +

    9 CLOCKWORK KEYS

    These special keys fit perfectly in Lady Undersson’s back socket (see page 101) and power the special electrical beam she fires from her chest.

    BRASS KEY Worth 300 zenit

    The weapon’s basic form.

    Accuracy: (DEX + INS)
    Damage: (HR + 7) bolt
    • Arcane
    • Two-handed
    • Ranged
    • No Quality.

    This weapon has the accurate, defense boost and elemental customizations.

    OXIDIZED KEY Worth 800 zenit

    A possible rare evolution.

    Accuracy: (DEX + INS)
    Damage: (HR + 7) bolt
    • Arcane
    • Two-handed
    • Ranged

    Special Ability: All damage dealt by your spells becomes air and its type cannot change. When an ally present on the scene performs the Guard action, you may swap this clockwork key with a different one in your backpack.

    This weapon has the accurate, defense boost and elemental customizations.

    9 FLORAL SCISSORS

    These huge scissor-swords are the weapon of choice of Jacek, the Floralist. They can chop even the toughest shrub with ease.

    ROSENSCHWERT Worth 300 zenit

    The weapon’s basic form.

    Accuracy: (DEX + INS)
    Damage: (HR + 10) physical
    • Sword
    • Two-handed
    • Melee
    • No Quality.

    This weapon has the accurate, magic defense boost and powerful customizations.

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    Page 117

    33. PROTAGONISTS

    CRESCENT SCISSORS

    A possible rare evolution, worth 1000 zenit.

    Basic Info

    • Type: Sword
    • Handling: Two-handed
    • Combat Style: Melee
    This weapon has the accurate, magic defense boost and powerful customizations.

    Form Details

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 10) light

    Unique Features: When you use the Graft Skill (see page 139), you may erase 1 section of your Growth Clock. • This weapon has the accurate, magic defense boost and powerful customizations.

    EYRE

    For those who don’t sacrifice elegance, even during the most dangerous adventures.

    The weapon’s basic form, worth 400 zenit.

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 5) physical
    • Type: Dagger
    • Handling: Two-handed
    • Combat Style: Melee
    • Quality: No Quality.

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    Form II

    • W Accuracy: (DEX + INS) +2
    • Damage: (HR + 10) physical
    • Type: Firearm
    • Handling: Two-handed
    • Combat Style: Ranged
    • Quality: No Quality.

    Features: This weapon has the accurate, powerful and transforming customizations.

    EARNSHAW

    A possible rare evolution, worth 1000 zenit.

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 9) dark
    • Type: Dagger
    • Handling: Two-handed
    • Combat Style: Melee
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    Form II

    • W Accuracy: (DEX + INS) +2
    • Damage: (HR + 14) dark
    • Type: Firearm
    • Handling: Two-handed
    • Combat Style: Ranged
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.

    Features: This weapon has the accurate, powerful and transforming customizations.

    “The Lake Moth was one of the last spirits to fall prey to the Fury, and this metal harbors their last will.”

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    Weapon Catalogue Excerpt

    Page 118

    HEAVY ARBALESTS

    These massive crossbows must be fitted to a tripod before shooting. They are built out of sheets of metal found in ancient ruins.

    GASTRAPHETES

    Basic Form | Worth 300 Zenit

    The weapon’s basic form.

    • Accuracy: (DEX + MIG) +2
    • Damage: (HR + 10) physical
    • Attributes: Bow, Two-handed, Ranged, No Quality.

    This weapon has the accurate, defense boost and powerful customizations.

    HELEPOLIS

    Possible Rare Evolution | Worth 1600 Zenit
    • Accuracy: (DEX + MIG) +2
    • Damage: (HR + 14) fire
    • Attributes: Bow, Two-handed, Ranged.

    Deals 5 extra damage to creatures suffering from slow.

    This weapon has the accurate, defense boost and powerful customizations.

    METEOR BELLS

    The warrior-invokers who pass the trial of the Whispering Mountain wield these unusual weapons: a pair of massive, hallowed rattles, connected by a strong hemp rope or a heavy chain.

    COPPER RATTLES (Form I)

    Basic Form | Worth 400 Zenit
    • Accuracy: (DEX + MIG)
    • Damage: (HR + 5) physical
    • Attributes: Brawling, Two-handed, Melee, No Quality.

    This weapon has the quick and transforming customizations.

    COPPER RATTLES (Form II)

    Variant Upgrade | (No listed cost, assumes upgrade path)
    • Accuracy: (DEX + MIG)
    • Damage: (HR + 12) ice
    • Attributes: Flail, Two-handed, Melee, No Quality.

    This weapon has the elemental, powerful and transforming customizations.

    W
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    + Weapon Listings
    Page 119

    PROTAGONISTS

    WATER TOLL

    A possible rare evolution, worth 1500 zenit.

    Form I

    Accuracy: (DEX + MIG)
    Damage: (HR + 9) physical
    Attributes: Brawling • Two-handed • Melee
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • This weapon has the quick and transforming customizations.

    Form II

    Accuracy: (DEX + MIG)
    Damage: (HR + 16) ice
    Attributes: Flail • Two-handed • Melee
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • This weapon has the elemental, powerful and transforming customizations.

    SEEKER’S SHOVELS

    The crystal-seekers from Rockvale learn how to handle these massive shovels from birth.

    SHOVELPICK

    (Basic Form), worth 300 zenit.

    Accuracy: (DEX + MIG) +2
    Damage: (HR + 12) physical
    Attributes: Heavy • Two-handed • Melee
    • No Quality.
    • This weapon has the accurate, defense boost and powerful customizations.

    VANGUARD SPADE

    A possible rare evolution, worth 1300 zenit.

    Accuracy: (DEX + MIG) +2
    Damage: (HR + 16) physical
    Attributes: Heavy • Two-handed • Melee
    • You gain Resistance to earth damage. Additionally, when you suffer earth damage, you gain 50 zenit and regain 1 Inventory Point.
    • This weapon has the accurate, defense boost and powerful customizations.
    cc Weapon customizations are not part of its Qualities!
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    + Quirks System Rules

    Quirks (Advanced Optional Rule)

    Quirks are an advanced optional rule that provides strong thematic and mechanical options for Player Characters. The Quirks presented in these pages were written with a Natural Fantasy assumption, but may be used in any campaign; you may also use them as reference to create your own Quirks — but you should only use those if the rest of your group agrees to it.

    Rules and Guidelines

    • A Player Character may only ever have one Quirk.
    • If you use Quirks in your game, it is strongly suggested that each Player Character begins play with one; additionally, no two characters in the same group should have identical Quirks.
    • On average, a group of Player Characters with access to Quirks will be able to tackle more challenging situations than what would be normal for their level.
    • If it makes sense in the story, a character may lose their current Quirk and gain a different one — discuss this with the group.
    USING QUIRKS IN YOUR GAME

    Quirks should be seen as a mechanical and narrative reinforcement of your characters’ unique nature. Keep the following in mind:

    Key Considerations

    • Shaping the Game: Even the less impactful Quirk is a powerful statement about your character and their role in the story. If you pick Ancient Weapon, that item will surely have narrative implications; if you go with The Long Dream, you are inviting the Game Master to create situations in which you’ll be pressed to use your powers. Quirks will take the already heroic Player Characters and kick them up a notch, which can prove a bit overwhelming. Think carefully before you use them!
    • Freedom of Choice: You don’t need a Quirk for your character concept to be valid. If your Identity is “Barkville’s Firstborn”, you shouldn’t feel forced to pick Stubborn Scion for that Identity to be relevant to the story.
    • Ideal Uses (What you should use Quirks for): Bringing interesting situations into play, giving your character unique issues to confront, providing additional mechanical support to your character’s Traits.
    • Forbidden Uses (What you should never use Quirks for): Making your character stronger than the rest of the group, stealing the spotlight, bringing sensitive topics that make others uncomfortable into play.

    Natural Fantasy Quirks

    (Note: The remaining text seems to be a citation or header fragment and is placed under context.)

    W ()

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    Protagonists

    Chapter 9: Ancient Weapon / Chapter

    Ancient Weapon

    You don’t fear delving deep in the ancient ruins; from their cold tunnels you have retrieved an unusual weapon, which saved your life in more than one occasion. Where did you find it? When did you stumble upon a similar weapon, and who carried it?

    • Custom Weapon Creation: Together with the rest of your group, create a rare custom weapon (see page 112) worth 1200 zenit or less.
    • The weapon should have an especially unusual and technological appearance; making it a firearm and determining that similar items are rare and mysterious in your world is advised.

    Game Master Complications:

    Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to the unique nature of the weapon (such as strange machines reacting to its presence, or monsters drawn to the special energy it emits). However, the weapon cannot be destroyed, damaged, lost, or stolen without your permission as a Player.


    Arboreal

    The Arboreal Challenge

    You are a sentient plant creature, with humanoid intelligence. Do you belong to a particular species, or are you one of a kind? How does your life cycle function? Do you resemble a specific type of plant, flower, or tree?

    Mandatory Choices

    • Status Immunity: Choose a status effect (dazed, enraged, or shaken). You are immune to the chosen status effect.
    • Vulnerability: You also gain Vulnerability to a damage type of your choice: air, bolt, earth, fire, or ice.
    • Unique Spell Learning: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic Check is required, use (INS + WLP)). Customize the spell as needed (name, damage type, status effects etc.).
    • Sunlight Bonus: When you cast this spell while in sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).
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    + Character Quirks Documentation

    Character Quirk Documentation

    9 BIG BRO

    Your travel companions know they can rely on you when it’s time to make camp and catch a precious breath among the constant pressure of your adventure. Who taught you to care for others? Is there anyone among the other Player Characters you see as a younger brother or sister? What special promise did you make them?

    If your group’s campaign does not make use of the optional rule Camp Activities (see page 130), your character still gains access to it. Your character gains access to three Camp Activities instead of only two.

    If you gain this Quirk during a campaign that already makes use of Camp Activities, you simply gain access to a single new Camp Activity of your choice.

    • When you choose to perform Camp Activities during a Rest, choose one option:
    • Perform two different Camp Activities, whose effects cannot be applied to the same creature; OR
    • Perform the same Camp Activity twice, applying its effects to two different creatures.

    9 CURSED

    You bear the burden of a strange curse. Through which supernatural effects does it manifest? How did you become cursed? Did you bother a magical creature or explore a forbidden place? Who might tell you how to break it?

    When you acquire this Quirk, describe the nature of your curse and tie it to one of the threats present in your world. Once this threat is resolved, you will finally have a chance to break free from the curse - describe how you expect this to happen.

    Examples: nearby animals become aggressive; waters become treacherous when you swim or sail; invisible sprites misplace your belongings.

    • When you are about to perform a Check, you may instead describe how your curse gets in the way and automatically roll a fumble (both dice are treated as if you had rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate an opportunity as normal.
    • If you ever manage to break the curse, immediately gain a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don’t have). This includes choosing a Heroic Skill for a Class you do not have.
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    PROTAGONISTS

    Chapter 9: Character Quirks

    Elemental Soul (Air, Bolt, Earth, Fire, or Ice)

    You are deeply infused with the power of a natural element. Who among your forebears first received this magical spark? What troubles has it caused you?

    Mechanics:

    • Choose your elemental damage type: air, bolt, earth, fire, or ice.
    • You gain Resistance to the chosen damage type; additionally, whenever you deal damage, you may change its type so that it matches your elemental damage type.
    • However, you also gain Vulnerability to a different damage type chosen among those five.

    You also gain the ability to perform Rituals of the Elementalism discipline, but only if those Rituals manipulate your chosen element (respectively air, electricity, earth/rock, fire, and ice/water).

    Flight

    You belong to a unique heritage of humanoids who have the ability to fly or levitate. How does this work? Is it magical, or do you have wings? How did this particular advantage shape the history and society of your people? How do people usually react when they see you?

    Benefits:

    • You are able to fly. In addition to the obvious advantage in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets.

    Limitations:

    • While in Crisis or unable to fly freely (such as when you’re inside a vehicle designed for human-sized creatures or in a narrow corridor), you lose all benefits granted by this Quirk.
    • Additionally, when you suffer air, bolt or ice damage during a conflict scene, you lose the benefits of this Quirk until the start of your next turn.
    “No blame in being afraid sometimes.
    That's why we stick together: so that our friends can be brave for us, when it happens.”
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    + Mysterious Grimoire Quirk

    9 MYSTERIOUS GRIMOIRE

    You came into possession of an old and hefty magical tome; sometimes, scribbles and advice appear on its pages, helping you in your adventures. Where did you find it? What kind of personality emerges from the text’s style and tone?

    As long as you have this Quirk, your grimoire is an indestructible artifact that cannot be lost or stolen unless as a consequence of Surrender.

    Quirk Functionality

    When your group stumbles upon a danger or discovery after a travel roll, you may ask the Game Master a single question concerning that danger or discovery (you may ask it immediately or save it for later); the Game Master answers truthfully and describes how the answer appears on your grimoire.

    Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options.

    • Awakened Consciousness: You lose this Quirk and the grimoire turns into a Non-Player Character. Create this NPC together with the rest of your group, giving them a name and describing their appearance. They do not have an NPC profile and do not take part in Checks or conflicts, but they learn two spells of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively). Once per conflict, if requested, the NPC will cast one of these spells. Spells cast this way will be cast at the end of the current round, require no Mind Points, and use 2d10 for the Magic Check (if needed).
    • Hidden Magic: You lose this Quirk, but your grimoire will still share a final and most powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells, Hope, and Volcano (see Core Rulebook from page 232 onwards; you may choose a Skill whose requirements you do not fulfill).
    Alternative Use

    You could also use this Quirk to introduce a new Player Character (and Player) in your group; if you do, the character who had taken this Quirk should receive the benefits listed by Hidden Magic instead of those in Awakened Conscience. Suggested Quirks for a Player Character brought into a campaign this way are Arboreal, Robot, The Beast Who Spoke, and The Long Dream.

    Aftermath

    Whatever your choice, the grimoire goes back to being a completely normal book and the Game Master chooses one option: the grimoire provides a key clue regarding a threat that is present in your world; or the grimoire reveals the existence of a new threat and provides a key clue about it.

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    PROTAGONISTS

    Outcast Fairy

    Lore and Background

    Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with the stream of souls... but it has been long since you last visited. What went wrong? What is the state of the Realm at the moment? Who governs it?

    You may always communicate with any creature belonging to the beast, elemental, and plant Species.

    Abilities

    • Magic Spells: You learn one spell of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively).
    • Rituals: Additionally, you gain the ability to perform Rituals whose effects fall within the Ritualism discipline. You may use these Rituals to transport creatures in and out of the Realm of Fairies.

    Weakness (Unique Flaw)

    You also possess a unique weakness typical of fairies: decide it together with your group.

    Weakness Mechanic: Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to this weakness or have you automatically fail a Check. (The GM must do so before the Check is performed; both the Check’s Result and High Roll are treated as being 0).

    Examples: You are allergic to iron; you must count all poured grains of sand or salt; if you see someone perform a specific gesture, you must do the same.

    Robot

    Lore and Background

    You are an artificial body in which a mysterious life shines, lone descendant of an age lost to time. Do you look organic or mechanical? What prevents you from perceiving or communicating like a normal human would? What fragmented memories do you still hold from the time you were created?

    Mechanical Traits

    • Status: You are not considered a living creature.
    • Resistances/Immunities: You gain Immunity to poison damage, Resistance to earth damage, and are immune to the poisoned status effect.
    • Sustenance: You do not need to breathe, eat or drink, but you still follow the normal rules for resting; you also recover Hit Points and recover from status effects as normal.

    Abilities

    • Technical Proficiency Bonus: You gain a +2 bonus to all Checks you perform to examine or interact with machines, technology, and constructs (except for Accuracy Checks and Magic Checks).
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    9 STUBBORN SCION

    You hail from the wealthiest, most influential family in this region. On what do they base their fortune and reputation? Are you the only heir? What is it about your family you really can’t stand, and why did it lead you to join the other characters?

    If you choose this Quirk during character creation, increase your initial savings (see Core Rulebook, page 165) by 1000 zenit.

    Companions: The Loyal Bodyguards

    Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name and describe their appearance. They do not have an NPC profile and never take part in Checks or conflicts, but you are inseparable and they somehow appear whenever you need their help.

    • Be careful! When you suffer damage, you may halve it.
    • Information Retrieval: During a Rest, you may ask the Game Master one question; they will answer truthfully.
    • Elemental Damage Boost: When you create an elemental shard, you may have it deal extra damage equal to (5 + half your level).

    Limitations and Shared Strain: Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue Points. This fatigue is shared between bodyguards; it is not tracked individually. As long as they have 10 or more Fatigue Points, you cannot rely on them.

    Recovery: At the end of each session (approximately four hours of play), your bodyguards recover from 1d6 Fatigue Points (to a minimum of zero).

    Thematic Considerations for Quirk Creation

    Many Quirks bring complex themes to your table: for instance, The Long Dream presents a dynamic that can be dangerously close to that of a terminal illness; Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to the character being seen as an anomaly or even as a threat; Stubborn Scion can involve generational conflict and toxic family pressure; Cursed or Survivor imply seriously traumatic experiences.

    Player Safety Commitment: When you choose and customize your Quirks, commit to respecting the personal boundaries of those who play with you. Use lines and veils (see Core Rulebook, page 140) and be ready to pause the game if a scene is making someone uncomfortable. Be kind to each other, and be kind to yourselves.

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    PROTAGONISTS

    9. SURVIVOR

    You are among the few who survived a natural catastrophe or the attack of a dreadful creature. Do you believe someone is responsible for this? Were you able to keep in contact with any other survivors? Do you think reconstruction is possible?

    Permanent Benefits

    • Permanently increase your maximum Hit Points and maximum Mind Points by 5.

    Choose One Option:

    • Gain the ability to equip martial melee and ranged weapons, martial armor, and martial shields;
      (*Restricts equipment choice*)
    • Learn any one spell from the Elementalist or Spiritist lists.
    • Permanently increase your maximum Inventory Points by 2.

    9. THE BEAST WHO SPOKE

    You belong to a long line of magical beasts who protected human villages over the centuries; nowadays, however, humanity has forgotten your role. Where do you make your nest? Do you know of any of your kind who are still alive? Who, among the other Player Characters, has shown interest or respect towards your nature?

    Restrictions & Bonuses

    You may not equip any items, with the exception of accessories and weapon and armor modules (see Pilot Class, page 158 of the T echno Fantasy Atlas). However, as long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense.

    Additional Benefits (Choose Two):

    • You may also equip custom weapons (see page 112 for more).
    • Spell Mastery: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose the spell Devastation; if a Magic Check is required, use (MIG + WLP)): customize the spell as needed (name, damage type, status effects etc.).
    • Unarmed Strikes: Your attacks with unarmed strikes deal 6 extra damage. This amount increases to 10 extra damage if you are level 30 or higher.

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    THE LONG DREAM

    Long ago, your spirit dwelled in nature; then, something brought you to take on a human form, but it won’t be forever. Was it a prayer or some kind of magic? What part of your appearance betrays your origin? Do you fear that last farewell?

    The Approaching Farewell

    At the end of each session (approximately four hours of play), before assigning XP, roll 2d20. If you roll a number equal to or lower than your current character level, the last farewell approaches.

    • When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points, you may instead ignore that cost. If you do, the last farewell approaches.

    At the end of a scene where you ignored a cost as described above, if the last farewell has approached at least 10 times already, the moment has come for you to leave the world of humans. You shall forever return to your original form as a natural and inanimate object: together with your group, take your time to roleplay one last bittersweet moment before you go.

    The same happens if you Sacrifice yourself.

    Examples

    • You might turn into a great guardian tree.
    • Into a visage on the side of a cliff.
    • Into a uniquely shaped rock, or into the brightest star in the sky.

    A character whose last farewell has come is considered dead in game terms, and cannot be brought back.

    However, from now on all Player Characters in the campaign (including your new character) will receive 1 additional Fabula Point at the start of each session (approximately four hours of play).

    TRAVELING WORKSHOP

    You own a transport that also acts as your shop and laboratory. How did you obtain it? How does it move, and what energy fuels it? What makes it extremely recognizable? Normally, how do people react to its passage?

    Quirk Requirements

    • You may only choose this Quirk if your character has acquired one or more Classes among Gourmet (see page 148) and Tinkerer (see Core Rulebook, page 210).

    Mechanics

    • You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is big enough to accommodate you and the rest of your group, plus two or three guests, but unfit for combat.
    • If a Project requires a special ingredient or material, you may spend 1 Fabula Point to suddenly stumble upon something similar in your workshop; if you do, the invention must have a terrible flaw (see Core Rulebook, page 134).
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    33 PROTAGONISTS

    CHAPTER 9 UNDERCHILD

    There isn’t much you remember about your past, but upon awakening you found yourself in the depths. Once you reached the surface, you realized you weren’t exactly like everyone else—you are spontaneously attuned to ancient technology and boast a strange power reserve you can draw from. Who was the first person you encountered? What items did you have with you? Are you afraid of regaining your memories?

    The Primal Attunement Quirk

    When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points, or Inventory Points during a conflict, you may instead ignore that cost. If you do, you cannot ignore a cost this way again until the end of your next Rest.

    Examples of Source:

    • A magic gem hidden in your left eye.
    • A power generator grafted to your arm.
    • An arcane circuit that resembles an intricate tattoo.

    Additionally, when you encounter a contraption or creature connected to ancient technology or to a ruins’ past, you may choose one option:

    • Ask the Game Master its purpose;
      (or)
    • Ask the Game Master what can activate it;
      (or)
    • Ask the Game Master what can deactivate it.

    The Game Master answers truthfully and you describe a brief flashback that reveals the answer.

    After you receive an answer this way for the sixth time, you remember the real reason why you had been left dormant underground. The Game Master chooses one option:

    • You remember a key clue regarding a threat that is present in your world;
      (or)
    • You remember the existence of a new threat and receive a key clue about it.

    Note: You will keep all benefits from this Quirk after this revelation (both the ability to ignore costs and to ask questions).

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    + Camp Activities Rule

    Camp Activities

    Camp Activities are an optional rule designed to give greater spotlight to resting scenes (see Core Rulebook, page 91) and provide more options in addition to just increasing or modifying Bonds. While they have been created with a natural fantasy tone in mind, they can be used in any campaign.

    Using this rule will not make Player Characters especially more powerful than normal, but surely offers an improvement in flexibility.

    Choosing Camp Activities

    If you use this optional rule, each Player Character gains access to two different Camp Activities, chosen during character creation from the list in the following pages.

    • Make sure to avoid redundant Camp Activities within the same group.
    • Choose Activities that fit your Player Character’s concept and Identity.

    Using Camp Activities

    When Player Characters play a resting scene (be while inside a settlement or in the wilderness), each Player Character who takes part in it may perform one among the Camp Activities they have access to, describing it and applying its benefits to the chosen target.

    It should be noted that each character may choose how to employ the resting scene, independently from everyone else.

    Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each. They decide to play a resting scene inside the tavern; Brandon Sleeps Soundly to gain an additional action in the future, while Martha prepares a Double Portion for Ylua, who is often the target of the party’s healing spells. Seeing Martha’s kindness, Ylua decides to use this scene to Gather a few useful ingredients for the cook... hoping not to get into any trouble!
    Whether they perform a Camp Activity or not, characters may still use the resting scene to adjust their Bonds (see Core Rulebook, page 91).

    Camp Activities

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    + Camp Activity Benefits

    Keeping Track of the Benefits

    Many Camp Activities provide a benefit that can be used only once before the next rest. To make sure you easily remember which characters have access to each specific benefit, you could use tokens, counters, or other small objects that express the personality of whatever Player Character performed the corresponding Camp Activity.

    Example: Brandon’s player keeps track of Sleep Soundly using a pink plastic button; on the other hand, Martha’s player gives a little badge portraying a slice of cake to anyone who benefits from her Double Portion.

    If the benefit carries over from one session to another, instead, you can simply take note of it in a clearly visible area on your character sheet!

    Camp Activity Target

    • Camp Forge Yourself Choose one option:
      • You repair a damaged item owned by the group; or
      • You create a single basic weapon, armor, or shield of your choice (see pages 130-133 of the Core Rulebook) without paying its cost in zenit; or
      • You destroy a single piece of equipment owned by the group and obtain a material whose value is equal to the cost of the destroyed item (see page 74 for more information on materials).
    • Cartography Yourself Once before the next rest, after your group makes a travel roll, you may reroll the die and keep the new result.
    • Combat Lesson One ally Once before the next rest, after making an Accuracy Check or a Magic Check for an offensive spell (OO), the target may add a bonus of +4 to the Result of the Check.
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    Page 132

    CAMP ACTIVITY TARGET

    Daydream Yourself

    Once before the next rest, when you lose Hit Points for whatever reason, you may choose to halve that HP loss.

    Double Portion

    One ally

    Once before the next rest, if the target is about to recover Hit Points, they may double the amount of Hit Points recovered.

    Exploration Yourself or one ally

    You spend your time looking for useful items; describe how, then roll 1d6.

    • 1. Ouch! You recover half the normal amount of HP and MP during this rest.
    • 2. Not what I was looking for... The target regains 2 Inventory Points.
    • 3-5. Hoho, this can be useful! The target regains 3 Inventory Points.
    • 6. Jackpot! The target regains 3 Inventory Points, and you also find an amount of zenit equal to (your character’s level × 50).

    Gathering

    A character with the Gourmet Class

    You look for ingredients in the area; describe how, then roll 1d6.

    • 1. H-help! At the end of this rest, the entire group will be caught in an easy conflict against a threat whose level is equal to the group level.
    • 2. Will these be okay... The target receives 2 ingredients with random tastes.
    • 3-5. Looks tasty! The target receives 3 ingredients with random tastes.
    • 6. Ah, these! The target receives 3 ingredients, each with a taste of their choice.

    Magic Lesson

    One ally

    Choose a single spell among those you know. Once before the next rest, the target may perform the Spell action to cast the spell you chose (they must still pay its MP cost and perform any Magic Checks as needed).

    Martial Practice

    Yourself

    Once before the next rest, when you perform an attack, you may grant that attack multi (2) or increase its multi property by one point.

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    + Character Abilities Reference

    PROTAGONISTS

    Chapter Activity Targets

    Camp Activities & Abilities:

    • Massage Target: One ally

      Once before the next rest, if the target is about to pay a Mind Point cost, they may halve that MP cost. This benefit cannot be applied to a Ritual’s MP cost.

    • Midnight Oil Target: Yourself

      You generate 3 points of progress for a single Project of your choice.

    • Pep Talk Target: One ally

      Once before the next rest, if the target is about to recover Mind Points, they may double the amount of Mind Points recovered.

    • Planning Target: One ally

      Once before the next rest, after the target performs a Group Check as leader or performs a Check to examine someone or something, they may add a bonus of +4 to the Result of that Check.

    • Sleep Soundly Target: Yourself

      Once before the next rest, you may perform an additional action on your turn during a conflict scene. This action must be used to perform the Equipment, Hinder, or Inventory action.

    • Training Target: Yourself

      Once before the next rest, if you are about to suffer one or more status effects from the same source, you may instead choose not to suffer any of those status effects.

    Note on Creation: You might create new Camp Activities for your characters; if you do so, try to keep them on the same power level as these. Then again, if your group has a passion for fantasy cooking, you might change this rule so that each Activity is instead a special dish created by your character, and always has one ally as the target—sharing is caring, after all!

    Options and Variants

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    NEW CLASSIC CHARACTERS

    ELEMENTAL ACROBAT

    Stats: Dexterity d10, Insight d6, Might d8, Willpower d8

    • Fury (1 level): Indomitable Spirit
    • Invoker (3 levels): Invocation (SL 2), Ripples
    • Sharpshooter (1 level): Barrage
    Equipment: Giant chakram (custom weapon, (DEX + MIG), thrown, ranged, accurate, defense boost, powerful), combat tunic. Zenit Cost: 120 zenit.

    FLUTIST MONK

    Stats: Dexterity d6, Insight d8, Might d8, Willpower d10

    • Invoker (3 levels): Invocation, Wellspring Expansion (SL 2)
    • Spiritist (2 levels): Ritual Spiritism, Spiritual Magic (Cleanse)
    Equipment: Staff (described as a magic flute!), sage robe. Zenit Cost: 270 zenit.

    FRONTIER RESEARCHER

    Stats: Dexterity d8, Insight d10, Might d6, Willpower d8

    • Loremaster (1 level): Quick Assessment
    • Merchant (2 levels): I’ve Heard of It!, Winds of Trade
    • Sharpshooter (2 levels): Crossfire, Warning Shot
    Equipment: Twin pocket pistols (custom weapon, (DEX + INS), firearm, ranged, accurate, quick), travel garb. Zenit Cost: 170 zenit.

    GRINNING VETERAN

    Stats: Dexterity d6, Insight d8, Might d10, Willpower d8

    • Gourmet (3 levels): Cooking, Knife and Fork, Traveling Cook
    • Guardian (1 level): Protect
    • Weaponmaster (1 level): Bladestorm
    Equipment: Waraxe, runic plate. Zenit Cost: 70 zenit.

    KEEPER OF THE SACRED TREE

    Stats: Dexterity d6, Insight d6, Might d10, Willpower d10

    • Arcanist (3 levels): Bind and Summon (Oak), Emergency Arcanum (SL 2)
    • Invoker (2 levels): Invocation, Linked Invocation
    Equipment: Staff, travel garb. Zenit Cost: 370 zenit.
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    Protagonists Dossier

    LOTUS DUELIST

    (DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8)

    Classes & Abilities:

    • Elementalist (2 levels): Elemental Magic (Ventus), Spellblade
    • Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)
    • Weaponmaster (1 level): Counterattack
    Equipment:
    • Water lily blade (custom weapon, DEX + INS), sword, melee, accurate, elemental (ice), magic defense boost
    • Sage robe
    • 70 zenit

    SHY APOTHECARY

    (DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6)

    Classes & Abilities:

    • Merchant (1 level): Expiration Date
    • Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)
    Equipment:
    • Tome, sage robe, 270 zenit

    SMALL MERCHANT

    (DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8)

    Classes & Abilities:

    • Merchant (2 levels): Real Treasure, Winds of Trade
    • Wayfarer (3 levels): Faithful Companion (SL 3; a massive and cuddly creature who can tap into the PCs’ Trade Points to either negate all damage suffered by another creature, or deal elemental damage)
    Equipment:
    • Tome (described as an abacus!), silk shirt, 370 zenit

    TROUBLEMAKER ROGUE

    (DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6)

    Classes & Abilities:

    • Gourmet (2 levels): Cooking, Knife and Fork
    • Rogue (1 level): High Speed
    • Sharpshooter (2 levels): Barrage, Warning Shot
    Equipment:
    • Shortbow (described as a sling!), travel garb, 270 zenit. This character’s delicacies take the form of sling bullets with strange effects!

    TWILIGHT WITCH

    (DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10)

    Classes & Abilities:

    • Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)
    • Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony), Verdant Sway
    Equipment:
    • Tome, sage robe, 270 zenit.
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    CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

    Three young heroes accompany a mysterious elf on a pilgrimage to discover the meaning of the sudden visions that plague her. The upbeat squire and the young herbalist are flexible characters, capable of dealing damage as well as supporting their allies with magiseeds and the Breach and Encourage Skills. The rowdy miner hits hard but, above all else, she is of great help during travel and can get useful information everywhere she goes!

    ✨ MYSTERIOUS ELF

    • Dexterity d10, Insight d10, Might d6, Willpower d6
    • Levels/Skills:
      • Chimerist (1 level): Feral Speech
      • Loremaster (2 levels): Flash of Insight (SL 2)
      • Sharpshooter (2 levels): Barrage, Warning Shot
      Equipment: Shortbow, sage robe, 170 zenit.

    ⛏️ ROWDY MINER

    • Dexterity d6, Insight d8, Might d10, Willpower d8
    • Levels/Skills:
      • Fury (1 level): Provoke
      • Merchant (1 level): Winds of Trade
      • Wayfarer (3 levels): Tavern Talk, Treasure Hunter, Well-Traveled
      Equipment: Waraxe (described as a pickaxe!), bronze plate, 120 zenit.

    ⚔️ UPBEAT SQUIRE

    • Dexterity d10, Insight d6, Might d8, Willpower d8
    • Levels/Skills:
      • Orator (2 levels): Encourage (SL 2)
      • Weaponmaster (3 levels): Bone Crusher, Breach, Melee Weapon Mastery
      Equipment: Bronze sword, travel garb, runic shield, 120 zenit.

    🌿 YOUNG HERBALIST

    • Dexterity d6, Insight d8, Might d8, Willpower d10
    • Levels/Skills:
      • Elementalist (2 levels): Elemental Magic (Terra), Magical Artillery
      • Floralist (3 levels): Chloromancy (SL 2: Prancing Dandelion, Remedy Lily), Graft
      Equipment: Staff, sage robe, 270 zenit.
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    THE KITCHEN BRIGADE

    “Despite the same world awaiting them, each would learn a different lesson from it.”

    Overview

    This group explores the Gourmet Class in many different ways: since each character’s cookbook sheet is personal and independent, the same combinations yield different results depending on who uses them!

    DEEP-FRY ARTIST

    70 zenit
    Attributes: Dexterity d8, Insight d8, Might d10, Willpower d6

    Proficiencies & Skills

    • Fury (1 level): Withstand
    • Gourmet (2 levels): Cooking, Salt and Pepper
    • Guardian (2 levels): Bodyguard, Protect
    Weapon: Wok shield (custom weapon)

    (DEX + MIG), brawling, melee, defense boost, elemental (fire), magic defense boost

    Gear: Bronze plate, silk shirt

    INFUSION MASTER

    170 zenit
    Attributes: Dexterity d8, Insight d8, Might d8, Willpower d8

    Proficiencies & Skills

    • Gourmet (2 levels): Cooking, Knife and Fork
    • Sharpshooter (2 levels): Barrage, Ranged Weapon Mastery
    • Tinkerer (1 level): Gadgets (Basic Infusions)
    Weapon: Kettle (custom weapon)

    (DEX + INS), firearm, ranged, accurate, magic defense boost, powerful

    Gear: Silk shirt

    PICKLER

    70 zenit
    Attributes: Dexterity d6, Insight d10, Might d8, Willpower d8

    Proficiencies & Skills

    • Entropist (1 level): Entropic Magic (Stop)
    • Gourmet (2 levels): Cooking, Traveling Cook
    • Merchant (2 levels): Private Stock, Winds of Trade
    Weapon: Blast chiller (custom weapon)

    (DEX + INS), dagger, melee, accurate, defense boost, elemental (ice)

    Gear: Sage robe

    STREET COOK

    270 zenit
    Attributes: Dexterity d8, Insight d8, Might d6, Willpower d10

    Proficiencies & Skills

    • Gourmet (2 levels): Cooking, Made with Love
    • Orator (2 levels): My Trust in You, Unexpected Ally
    • Wayfarer (1 level): Tavern Talk
    Weapon: Staff (described as a fan!) Gear: Sage robe
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    + Floralist Role Profile

    FLORALIST

    "There is no rose without thorns."

    Spiritual energy flows strongly within plants, thanks to their direct connection to our earth. Growing from this encounter are magiseeds, gifted with the unique ability to thrive on spiritual energy and blossom into a majestic yet ephemeral triumph of magic.

    The Art of Floralism

    Floralists possess specialized knowledge allowing them to identify and cultivate these strange seeds. These magiseeds grant a large variety of profound benefits, enabling their combination with all sorts of disciplines—from advanced martial arts techniques to complex magical practices. A true floralist must understand both the botanical nature of the bloom and the energetic resonance required for its proper mastery.

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    CHAPTER 139

    W / PROTAGONISTS

    FLORALIST FREE BENEFITS

    BATTLE GARDENING (çç3)

    After you plant a magiseed through the Chloromancy Skill (not when using Graft), you may choose one option:

    • Perform a free attack with an equipped weapon; or
    • Perform the Spell action for free, casting a spell with a total Mind Point cost equal to or lower than (5 + (SL × 5)) (you must still pay its MP cost).

    Note: Treat the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when determining damage dealt by this attack or spell.

    CHLOROMANCY (çç10)

    Each time you acquire this Skill, you discover a new type of magiseed from the list found in the next pages.

    During a conflict, if there are no magiseeds in your garden, you may use an action and spend 20 Mind Points to plant a magiseed of a type you have discovered. The rules for the garden and for magiseed growth can be found in the next pages.

    GRAFT

    As long as there is a magiseed in your garden and 1 or more sections of your Growth Clock are filled, you may use an action to remove that magiseed from your garden: if you do, plant a different magiseed among those you have discovered (keep the current filled sections of your Growth Clock unchanged).

    TREE OF LIFE (çç5)

    When a magiseed is removed from your garden, you may choose one creature you can see: if that creature is in Crisis, they recover (5 + (SL × 5)) Hit Points.

    VERDANT SWAY

    You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and toxins (but you cannot create nor control plant-Species NPCs this way).

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    Magiseed Mechanics

    THE GARDEN

    When you plant a magiseed, it takes root in your garden until removed. Your garden is an abstract space whose appearance varies depending on your character’s look: it might be a pot on their back, a gap along their blade, or even the ground under their feet.

    • Capacity Limit: Your garden can only contain one magiseed at a time.
    • Reset Mechanic: Any magiseeds in your garden are automatically removed at the end of each scene.

    THE GROWTH CLOCK

    When you acquire the Chloromancy Skill, you also receive a Growth Clock which is present only during conflict scenes and represents the cycle of life in your garden.

    Growth Clock Rules

    • Your Growth Clock has 4 sections, and it begins each scene empty.
    • End-of-Turn Sequence: At the end of your turn, follow these steps:
      1. If a magiseed is present in your garden, fill 1 section of your Growth Clock.
      2. Then, if there is still a magiseed and that magiseed has an "at the end of your turn" effect, apply that effect.
    • Completion/Reset: When you fill the fourth section of your Growth Clock, remove the magiseed in your garden, then erase all sections of your Growth Clock.
    • Restriction: Sections of your Growth Clock may not be filled nor erased in any way other than described above, through Brambleheart and Green Thumb (pages 162 and 166), or through effects that explicitly affect Growth Clocks.

    MAGISEED EFFECTS

    Magiseeds can have passive effects, or have effects that trigger at the end of your turn, after your Growth Clock has increased.

    Application Rules

    • The effects of a magiseed apply only while it is present in your garden.
    • The effect varies depending on the current number of filled sections in your Growth Clock (T).
    • Precision: You must apply the effect corresponding to the exact number of currently filled sections, not any effect above or below it.

    Level Modification Rules

    If a magiseed’s effect:

    • Deals damage, it deals 5 extra damage if you are level 30 or higher.
    • Causes Hit Point and/or Mind Point loss and/or recovery, the amount increases by 10 if you are level 30 or higher.

    MAGISEEDS

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    Magiseed List

    Below and in the next pages, you will find a list of standard magiseeds that each Floralist can discover by investing levels into the Chloromancy Skill.

    Your group can also collaboratively create new magiseeds, and the Game Master may opt to include them among rewards, obtained independently of your investment in Chloromancy. Each magiseed is worth approximately 1000 zenit; try your best to keep these new magiseeds on a similar power to those on the standard list.

    ARCTIC NARCISSUS

    It stubbornly survives in frozen territories.

    T EFFECT

    • 0-1: You are Resistant to earth and ice damage.
    • 2-3: You and your allies present on the scene are Resistant to earth and ice damage.

    BLAZING CHRYSANTHEMUM

    Its thick petals resemble an erupting volcano.

    T EFFECT

    1-3: At the end of your turn, choose earth or fire. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type; its type cannot change, and it ignores Resistances.

    DESERT DAHLIA

    A tenacious plant, it doesn’t fear the dryness of dunes.

    T EFFECT

    • 0-1: You are Resistant to air and fire damage.
    • 2-3: You and your allies present on the scene are Resistant to air and fire damage.
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    GOLDEN GINKGO

    Its vibrantly colored leaves represent tenacity.

    T EFFECT
    • At the end of your turn, you and every ally you can see recover from dazed, enraged, and shaken.
    • At the end of your turn, you and every ally you can see recover an amount of Mind Points equal to (5 + your Skill Level in Chloromancy).
    W

    GRAVE ASPHODEL

    Solemn and elegant, it embodies death’s ineluctability.

    T EFFECT
    • At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers shaken.
    • At the end of your turn, every enemy you can see suffers shaken.
    • At the end of your turn, you deal an amount of dark damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from shaken.
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    HERMIT IRIS

    Its leaves carry whispers of ancient knowledge.

    T EFFECT
    • At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, and Magic Defense.
    • At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, Magic Defense, and Affinities.
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    + Magiseed Catalog

    M A G I S E E D

    A Comprehensive Catalog

    Protagonists

    HOOKLEAF NIGHTSHADE

    Its purplish berries contain a deadly magical venom.

    T EFFECT 0-1: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. 2-3: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. Additionally, when you deal poison damage for the first time during your turn, you deal extra damage equal to (your Skill Level in Chloromancy) and each creature that lost Hit Points this way suffers poisoned.
    HORNED HAWTHORN

    Favored by witches and surgeons alike for its purifying properties.

    T EFFECT 0-1: You are Resistant to dark and poison damage. 2-3: You and your allies present on the scene are Resistant to dark and poison damage.
    LUNAR MAGNOLIA

    It blooms in the darkest hours of the night.

    T EFFECT 1-3: At the end of your turn, choose ice or light. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.

    Recent Inquiries

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    144 W

    OCEAN LOTUS

    A graceful symbol of serenity and wisdom.

    • 0-1: You are immune to dazed and slow.
    • 2: You treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).
    • 3: You and every ally you can see treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).

    PILGRIM GAZALIA

    Its flamboyant corolla is synonymous with abundance.

    • 1-2: At the end of your turn, choose yourself or another Player Character you can see. The chosen character regains 2 Inventory Points.
    • 3: At the end of your turn, you and every other Player Character you can see regain 1 Inventory Point.

    PRANCING DANDELION

    A symbol of energy and vivacity, it spreads seeds through stormy winds.

    • 1-3: At the end of your turn, choose air or bolt. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.

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    33 PROTAGONISTS

    REGAL PROTEA

    A colorful and tenacious flower, favored by an ancient dynasty.

    T EFFECT

    1. You are immune to shaken and weak.
    2. You treat your Might and Willpower as being one die size higher (up to a maximum of d12).
    3. You and every ally you can see treat your Might and Willpower as being one die size higher (up to a maximum of d12).

    REMEDY LILY

    Its elegant flowers filter and purify spiritual energy.

    T EFFECT

    1. At the end of your turn, you and every ally you can see recover from poisoned, slow, and weak.
    2. At the end of your turn, you and every ally you can see recover an amount of Hit Points equal to (15 + your Skill Level in Chloromancy).

    SERRATED ROSE

    Its thorns form a tangle equally breathtaking and dangerous.

    T EFFECT

    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers slow.
    2. At the end of your turn, every enemy you can see suffers slow.
    3. At the end of your turn, you deal an amount of physical damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from slow.
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    W

    SILVER STRELITZIA

    Its silvery blossoms are easily mistaken for jewels.

    T EFFECT
    1. You are Resistant to bolt and light damage.
    2. You and your allies present on the scene are Resistant to bolt and light damage.
    W

    STAR PEONY

    It silently gazes into celestial depths.

    T EFFECT
    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers dazed.
    2. At the end of your turn, every enemy you can see suffers dazed.
    3. At the end of your turn, you deal an amount of light damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from dazed.
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    STRIPED ORCHID

    Each segment of this plant is covered in toxins.

    T EFFECT
    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers weak.
    2. At the end of your turn, every enemy you can see suffers weak.
    3. At the end of your turn, you deal an amount of poison damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from weak.
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    PROTAGONISTS

    CHAPTER WARDWATTLE

    WARDWATTLE

    A tangle of robust branches, whose thorns spread powerful poison.

    EFFECT
    1. You are Resistant to physical damage.
    2. You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy) (after their attack was resolved).
    3. You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy), and then deal an amount of poison damage to that creature equal to (5 + your Skill Level in Chloromancy) (both these damage instances happen after that creature’s attack was resolved).

    WRATHFUL CARNATION

    Despite their beauty, its yellow flowers emit an irritatingly pungent smell.

    EFFECT
    • When this magiseed leaves your garden, choose up to one enemy you can see. Until the end of your next turn, when the chosen enemy performs an attack or casts an offensive spell (OO), they must include you among the targets of that attack or spell (if able).
    • At the end of your turn, you may remove this magiseed from your garden; if you do, erase all sections of your Growth Clock.
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    GOURMET

    Gourmet

    ALSO: Brewer, Chef, Patissier

    Definition and Skills

    Cooking may be considered a common skill, but Gourmets refine their knowledge of foodstuffs to a level that is nothing short of supernatural: they refine the art of extracting spiritual energies from every ingredient, infusing meals with powerful magical effects!

    Way of Life

    While most Gourmets are content with simply settling down in a town or village and making a living off their skills, some wander the world in a lifelong search for new ingredients.

    "A true chef respects the nature of that which they transform."
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    33 PROTAGONISTS

    Page 149 | Gourmet Chapter

    ⭐ GOURMET FREE BENEFITS

    • Inventory Points: Permanently increase your maximum Inventory Points by 2.
    • Project Creation: You may start Projects to create unique foods and drinks; they are always consumable, and their area is based on the number and type of creatures you need to nourish.

    🍖 GOURMET SKILLS

    COOKING

    (çç5)

    When you rest inside a settlement, you gain (SL) ingredients (see next page).

    You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next page). You choose one option: you apply its effects to yourself or an ally you can see; or you perform a free attack with a weapon you have equipped. This attack deals no damage, but you apply the delicacy’s effects to each enemy hit by the attack.

    Ingredients Capacity: You may carry up to 10 + (SL × 5) ingredients, and they will never spoil until you use them; if you take this Skill during character creation, you begin play with ten ingredients with random tastes.

    KNIFE AND FORK

    (N/A)

    When you perform the free attack granted by the Cooking Skill, if you combined no more than 2 ingredients, you may have the attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.

    MADE WITH LOVE

    (çç3)

    When you use the Cooking Skill and choose to apply the effects of the delicacy to yourself or an ally you can see, you may spend up to (SL × 10) MP. For every 10 MP you spend this way, apply the delicacy’s effects to an additional ally you can see.

    SALT AND PEPPER

    (N/A)

    When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the taste of one ingredient to a different taste of your choice.

    TRAVELING COOK

    (çç3)

    After each travel roll, if you acquired the Cooking Skill, you gain (SL × 2) ingredients.

    Narrative Prompts:

    • Who taught you how to cook? What is your relationship with your teacher?
    • Is your craft something revolutionary, or is it an established field of work?
    • What does your cooking look like? Which tools do you use?
    • What legendary recipe or ingredient are you looking for?
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    Ingredients & Delicacies

    The Gourmet Class is designed around experimenting with new taste combinations, as well as using these combinations to come up with a variety of strategies. To help you keep track of all this information, you can use a cookbook sheet, which can be downloaded from fabulaultima.com.

    Gaining Ingredients

    You will normally receive ingredients through the Cooking and Traveling Cook Skills; you might also receive them as rewards during play. When you obtain an ingredient, you’re never too sure what it will taste like—roll a d6 to determine the ingredient’s taste using the table below, then describe its appearance and give it a name.

    You may also purchase ingredients from stall, shops or merchants: The price is 10 zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste of your choice.

    Ingredient Taste

    • 1. Bitter
    • 2. Salty
    • 3. Sour
    • 4. Sweet
    • 5. Umami
    • 6. Your choice

    Example

    After traversing the Petrified Forest, you gain two ingredients thanks to the Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter and the other tastes umami.

    You decide to call the first ingredient “Fossil Honey” and the second ingredient “Stonebark Shroom”. You record both of them on your cookbook sheet, placing them in the matching taste columns.

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    Delicacies (Cooking Skill)

    When you use the Cooking Skill, you combine two or three ingredients to generate a special delicacy with powerful effects that will be applied to its targets.

    Rules of Creation

    • Every different combination of two tastes (even if it’s the same taste used twice!) will add an effect to the delicacy.
    • When you combine two tastes you never combined before, determine the effect of that combination by rolling a d12 and consulting the chart on the next page; most entries also require you to make a choice (such as a specific damage type or status effect). Once you’re done, record the resulting effect on your cookbook sheet: from this moment on, that taste combination will always produce that exact effect when you use it.
    • No two combinations of tastes in your cookbook sheet can have identical effects. When you determine the effect of a new combination, you must make your choices in such a way that the resulting effect has no precedents (for instance, by selecting a different damage type or status effect); if you can’t, reroll the d12.
    • When completed, your cookbook sheet will feature a total of 15 effects, one for each possible pair of tastes.

    Example Usage

    Consider the following scenario:

    You combine three ingredients, one of them salty and two of them bitter. The resulting delicacy features two combinations (bitter + bitter and bitter + salty), which means it will have two different effects.

    In the past, you combined bitter + bitter and rolled a 4, meaning the effect allows for MP recovery; conversely, you never combined bitter + salty before, so you must determine this combination’s effect by rolling dice.

    You roll a 1, and must choose a status effect for this effect; since you already chose recovery from weak for the sour + sweet combination in the past, you decide to opt for dazed. From now on, the bitter + salty combination will always allow you to heal the target from dazed.

    Now that you’ve done this, you know that your delicacy allows every target to heal from the dazed status effect and also recover 40 Mind Points.

    Important Notes

    • Delicacies created through the Cooking Skill have an immediate effect and are then destroyed; if you want to prepare foods with unique effects and use them later, you must instead use the rules for Projects (see Core Rulebook, page 134).
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    DELICACY EFFECT

    Combination effect

    1. Each of this delicacy’s targets recovers from the (choose one: dazed; enraged; poisoned; shaken; slow; weak) status effect.
    2. Each of this delicacy’s targets suffers the (choose one: dazed; shaken; slow; weak) status effect.
    3. Each of this delicacy’s targets recovers 40 Hit Points. This amount increases to 50 if you are level 30 or higher.
    4. Each of this delicacy’s targets recovers 40 Mind Points. This amount increases to 50 if you are level 30 or higher.
    5. This delicacy deals 20 (choose one: air; bolt; earth; fire; ice; poison) damage to each of its targets. This amount increases to 30 damage if you are level 30 or higher.
    6. Until the end of your next turn, every source that deals (choose one: air; bolt; earth; fire; ice; poison) damage deals 5 extra damage to each of this delicacy’s targets.
    7. Each of this delicacy’s targets cannot perform the Guard action during their next turn.
    8. Each of this delicacy’s targets cannot perform the Spell action during their next turn.
    9. Each of this delicacy’s targets cannot perform the Skill action during their next turn.
    10. Each of this delicacy’s targets gains Resistance to (choose one: air; bolt; earth; fire; ice; poison) damage until the end of your next turn.
    11. Each of this delicacy’s targets treats their (choose one: Dexterity; Insight; Might; Willpower) as if it were one die size higher (up to a maximum of d12) until the end of your next turn.
    12. During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: air; bolt; earth; fire; ice; poison) and its type cannot change.
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    Protagonists

    Page 153 | Chapter Rules

    Special Rules of Effects

    Delicacies and their effects follow a few unique rules:

    • Each delicacy always features one, two, or three effects, depending on which taste combinations you used (the effects may also be four or six if you use the All You Can Eat Heroic Skill, on page 161); you decide in which order to apply these effects, and may choose to forgo any number of them (this choice must be exactly the same for all targets of the delicacy).
    • Effects 5 to 12 can only be applied during conflict scenes.
    • A delicacy can only have one type 5 effect (which is to say, a damage-dealing effect); if a delicacy has two or more type 5 effects due to the taste combinations you used, you must choose one of them and forgo the others.
    • A delicacy can only have one type 12 effect (which is to say, a damage type-changing effect); if a delicacy has two or more type 12 effects due to the taste combinations you used, you must choose one of them and forgo the others.

    Other than that, all of a delicacy’s effects are cumulative, and will be fully applied to each of its target.

    Example: If you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter + umami, and a type 9 effect on bitter + sweet, the delicacy created combining these tastes will be able to deal damage, inflict a status effect, and also prevent the use of Skill actions for a brief period!

    And Finally, A Bit of Advice!

    This Class is quite atypical: there is no real way to perfectly control the role your character will cover, because your abilities are procedurally generated over the course of the campaign. However, remember that you may prepare delicacies outside of conflict scenes: it will cost you some ingredients, true, but you will be able to “scout” the effects ahead of time and avoid trial and error during a critical situation.

    Other than that, pay attention to which effects best synergize with each other and with the rest of your group, and take advantage of the multi property to apply the same delicacy to two or more enemies!

    “The Temple of Five Spices is rumored to hold the recipe for a dish that can summon the soul of the deceased.”
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    Invoker

    Summary: Ascetic, Channeler, Five-Soul Master

    Invokers research the innate energy of souls and the way it spontaneously flows and manifests throughout their surroundings. Even if their art relies on calling upon the power of the elements, they adapt to the existing power sources rather than force an unnatural outcome and upset the flow of spirits.

    That said, Invokers remain formidable adventurers: they boast great flexibility and a unique affinity for elemental creatures.

    "Wish not for control, but understanding."

    Ascetic, Channeler, Five-Soul Master

    This profile description appears fragmented in the source material, suggesting it may be an alternative or expanded title for a similar class to Invoker.

    This section appears to be metadata regarding an order or transactional entry, rather than character lore.

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    INVOKER

    FREE BENEFITS

    • Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

    ELEMENTAL HARMONY

    You may always communicate with creatures of the elemental Species.

    When you restore a creature’s Hit Points with an invocation or spell, if an elemental is present on the scene, the restored amount is increased by (SL × 5).

    INVOCATION

    You may use an action and spend 5 Mind Points to perform an invocation, drawing energy from one of the wellsprings present on the scene (see next page). Your (SL) in this Skill determines which invocations you have access to.

    LINKED INVOCATION

    When you perform an invocation, you may spend up to (SL × 10) additional Mind Points. For every 10 Mind Points you spend this way, the invocation may target an additional creature you can see.

    RIPPLES

    After an enemy you can see loses Hit Points due to damage dealt by one of your allies, if that damage was increased by one or more of your “hex” invocations, you may perform a free attack with a weapon you have equipped. This attack may only target that enemy, and receives a bonus equal to (SL) to its Accuracy Check; if it is successful, all its damage becomes of the same type dealt by your ally, and all “hex” invocations present on its target end immediately after the attack has been resolved.

    If two or more enemies trigger this Skill at the same time, you can perform a free attack against each of them, in whatever order you prefer.

    WELLSPRING EXPANSION

    As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or thrown Category equipped, your “blast” invocations deal (SL) extra damage, and the extra damage granted by your “hex” invocations is increased by (SL).

    Character Background

    Personal Queries

    • How did you develop the art of invocation?
    • Is there a spirit or elemental creature you have a special bond towards?
    • How do your invocations manifest?
    • Are your abilities relatively common, or are you the exception?
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    Wellsprings and Invocations

    Determining Available Wellsprings

    During each scene, your surroundings grant you two different wellsprings. The Game Master tells you what these are. Remember to describe how wellsprings manifest in the scene; they may be natural features, objects, or even creatures.

    Example: During a battle taking place on a steam-powered airship amidst stormy clouds, any two of air, fire, lightning and water would make sense.

    Performing an Invocation

    When you perform an invocation, choose one option you have access to among those in the table below (provided the corresponding wellspring is available in the scene); then, apply its effects to one creature you can see.

    Determining Access

    • Skill Level Check: Your Skill Level in the Invocation Skill determines which invocations you have access to:
    • (SL 1) enables “blast” invocations.
    • (SL 2) enables “blast” and “hex” invocations.
    • (SL 3) gives you access to all invocations.
    Example: If air and earth wellsprings are available and your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.

    Scaling Effects (Level Bonuses)

    Invocation effects scale with character level:

    • If an invocation deals damage, it will deal 5 extra damage if you are level 20 or higher, or 10 extra damage if you are level 40 or higher.
    • Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher.

    Wellsprings and Invocations

    Air Wellspring (Damage Type: Air)

    • Aero Blast: You deal 20 air damage to the target.
    • Aero Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal bolt and fire damage.
    • Breeze: The target recovers 30 Hit Points.
    • Twister: You deal 10 air damage to the target, and they suffer dazed.
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    PROTAGONISTS

    WELLSPRINGS AND INVOCATIONS

    Earth Wellspring

    (Damage Type: Earth)

    • Geo Blast: You deal 20 earth damage to the target.
    • Geo Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal air and ice damage.
    • Growth: The target recovers 30 Hit Points.
    • Quicksand: You deal 10 earth damage to the target, and they suffer slow.

    Fire Wellspring

    (Damage Type: Fire)

    • Pyro Blast: You deal 20 fire damage to the target.
    • Pyro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and ice damage.
    • Burst: You deal 10 fire damage to the target, and they suffer shaken.
    • Smoke: The target loses 20 Mind Points and also suffers weak.

    Lightning Wellspring

    (Damage Type: Bolt)

    • Electro Blast: You deal 20 bolt damage to the target.
    • Electro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and fire damage.
    • Static: You deal 10 bolt damage to the target, and they suffer slow.
    • Thunder: The target loses 20 Mind Points and also suffers dazed.

    Water Wellspring

    (Damage Type: Ice)

    • Hydro Blast: You deal 20 ice damage to the target.
    • Hydro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal air and bolt damage.
    • Chill: The target loses 20 Mind Points and also suffers shaken.
    • Frostbite: You deal 10 ice damage to the target, and they suffer weak.
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    W158

    Merchant

    AKA:

    Antiquarian, Collector, Pharmacist

    Even in worlds rife with great magic, wealth and money are very influential. Trade and commerce are one key aspect to the development of nations and kingdoms, and Merchants are quite aware of this power.

    It might seem strange for a Merchant to be treated on par with a hero: and yet, those who resist the temptation of greed and rely on commerce to foster exchanges of ideas and dialogue between distant people truly are fighting their very own revolution.

    A Point of Consideration

    First of all, think:

    • how will this help people in need?
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    PROTAGONISTS

    Merchant Free Benefits & Skills

    Merchants: Core Abilities

    • Basic Inventory Improvement: Permanently increase your maximum Inventory Points by 2.

    MERCHANT SKILLS

    When a potion or delicacy (see page 151) you created that does not deal damage causes one or more creatures to recover Hit Points,

    You may instead have it deal poison damage equal to (half your level + (SL × 10)) to each of those creatures. This damage’s type cannot change, and it is halved if you are dealing damage to two or more creatures.

    I’VE HEARD OF IT!

    After you or an ally who is able to hear and understand you roll dice for a Check to examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus equal to (SL × 2) to the Result of that Check.

    PRIVATE STOCK

    When you or another Player Character spend (SL + 2) or fewer Inventory Points, you may spend 1 Trade Point to ignore that cost.

    REAL TREASURE

    Once per session, when you help an NPC or community defeat greed and corruption, improve their quality of life, or coexist with other creatures, if you have acquired the Winds of Trade Skill, you gain (SL + 1) Trade Points.

    WINDS OF TRADE

    After you rest in an area where commerce is possible, you gain (SL + 1) Trade Points. You may never have more than (SL + 3) Trade Points; if you acquire this Skill during character creation, you begin play with 2 Trade Points.

    Advanced Use: During a non-conflict scene, you may spend 2 Trade Points to choose one option:

    • You create a material or rare item approved by the Game Master whose value in zenit is equal to or lower than (your level, multiplied by 30);
      OR
    • You create an NPC that lives nearby and explain their occupation as well as how you met them, then the Game Master tells you what they require in exchange for their services.

    Character Connections

    When developing your character background, consider these questions:

    • Who introduced you to the art of commerce? Is it a family business?
    • Would this world be better without money? If so, why are you still a merchant?
    • What do you love about commerce? And what do you despise about it?
    • Do you have a business rival? What is your relationship with them?

    Interaction

    Reference:

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    Heroic Skills Reference

    These heroic skills are added to the list in the Core Rulebook (see page 232).

    Note: The description text provided appears highly fragmented, suggesting specific context within the source material. Structures have been inferred based on typical rulebook layouts.

    Heroic Skills with Class Mastery Requirements

    All You Can Eat Gourmet
    (No Specific Classes Listed)

    Combine four ingredients into a delicacy.

    Refraction
    Classes: Arcanist, Spiritist

    Improves Aura and Barrier, and punishes enemies who damage protected targets.

    Bend Magic
    Classes: Elementalist, Entropist, Invoker, Symbolist

    React to enemy spells with your invocations.

    Brambleheart
    Classes: Darkblade, Floralist

    Your brambles protect you and react to enemy attacks.

    Brave Bash
    Classes: Commander, Fury, Guardian, Pilot, Weaponmaster

    Use Bone Crusher to challenge foes with a shield, then deal additional damage.

    Cheer Up!
    Classes: Chanter, Esper, Orator

    Improves My Trust in You.

    Chimeric Soul
    Classes: Chimerist, Mutant

    Casting Chimerist spells grants benefits based on the Species.

    Cleansing Moonlight
    Classes: Entropist, Spiritist

    Your spells can remove status effects and spells from targets.

    Ephemeral Tranquility
    Classes: Dancer, Esper, Rogue, Spiritist, Symbolist

    Improves Hallucination and T orpor, and cleanses status effects to cause HP loss.

    Fitcast
    Classes: Chimerist, Darkblade, Esper, Fury, Wayfarer

    Use Might for Magic Checks, and treat weapons relying on Might as being arcane.

    For a Better Future
    Classes: Merchant

    Use Trade Points instead of Fabula Points and improve settlements with donations.

    Natural Fantasy Heroic Skills

    ( - No Specific Classes Listed)

    (No detailed description provided in the source text.)

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    PROTAGONISTS

    HEROIC SKILL

    Greater Chloromancy Floralist

    Increase magiseed effects and manipulate vegetation.

    Green Thumb Floralist

    Quicken or delay the growth of your magiseeds.

    Inner Wellspring Invoker

    Carry an elemental wellspring of your choice within yourself.

    Power Nap Guardian, Merchant, Wayfarer

    Take a little nap during a conflict to regain your energies.

    Side by Side Wayfarer

    Improve your synergy with your Faithful Companion.

    Silent Hunter Rogue, Sharpshooter, Weaponmaster

    Improve High Speed with bows, spears, and thrown weapons, and deny free attacks.

    Skillful Dosage Gourmet, Loremaster, Merchant, Tinkerer

    Delicacies, potions and spells heal above maximum HP and MP.

    Specialty of the House Gourmet

    Prepare a unique delicacy with alternative effects.

    Strength of Five Wellsprings Invoker

    Invocations improve Attributes.

    Wise Counsel Commander, Loremaster, Orator

    Your Support Checks grant extra benefits to the leader.

    ALL YOU CAN EAT

    Requirements: You must have mastered the Gourmet Class.

    Once per scene when you use the Cooking Skill, you may combine four ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other than that, the delicacy follows the normal rules.

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    AURAMANCER’S REFRACTION

    Requirements

    You must have mastered one or more Classes among Arcanist and Spiritist, and must have learned the Aura spell and/or the Barrier spell.

    Choose a damage type among air, bolt, earth, fire, ice, and light.

    Effect

    When an enemy you can see deals damage to one or more creatures who are affected by an Aura and/or Barrier spell you cast, the damage suffered by each of those creatures is reduced by an amount equal to (half your level in the Spiritist Class) or to (your level, divided by 10) (use whichever value is higher; this reduction is applied before damage Affinities). Then, you may deal an amount of damage of the chosen type equal to (half your level) to that enemy. If you do, you cannot deal damage this way until the start of your next turn.

    BEND MAGIC

    Requirements

    You must have mastered one or more Classes among Elementalist, Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have acquired the Invocation Skill.

    Effect

    After an enemy you can see hits or misses you with an offensive spell (OO ), if the Result of their Magic Check was an even number, you may immediately use the Invocation Skill for free (after the spell has been fully resolved) to perform an invocation you have access to against that enemy, without spending Mind Points. This invocation must not be a “hex”, and it may target only that enemy (you cannot use the Linked Invocation Skill with it).

    BRAMBLEHEART

    Requirements

    You must have mastered one or more classes among Darkblade and Floralist, and must have acquired the Chloromancy Skill.

    Effects

    • You are Resistant to light damage and poison damage.
    • After you lose Hit Points, if you are in Crisis and a magiseed is present in your garden, you may fill 1 section of your Growth Clock.
    • Additionally, when you use the Shadow Strike Skill, you may have your attack deal poison damage instead of dark damage (the damage type still cannot be changed). If you do, your Shadow Strike deals extra damage equal to (twice the number of filled sections in your Growth Clock).
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    Advanced Skill Descriptions

    BRAVE BASH

    Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page 158), and Weaponmaster.

    When you use the Bone Crusher Skill, if your attack targets only one creature and you have a shield equipped, you may challenge that creature until the end of your next turn. The challenge also ends if that creature is challenged by someone else, or if you challenge another creature.

    The creature you are challenging must include you among the targets of their attacks and offensive spells (OO), if able; additionally, once per turn (including other creatures’ turns), when you deal damage to the creature you are challenging with a free attack using a one-handed melee weapon, or with a custom weapon belonging to the dagger or sword Category, you may deal 5 extra damage to that creature.

    CHEER UP!

    Requirements: You must have mastered one or more Classes among Chanter (see High Fantasy Atlas, page 136), Esper (see Techno Fantasy Atlas, page 150) and Orator, and must have acquired the My Trust in You Skill.

    When you use My Trust in You on another Player Character, that character chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being increased by one die size (up to a maximum of d12) until the end of the scene or until you use My Trust in You on them again.

    CHIMERIC SOUL

    Requirements: You must have mastered one or more Classes among Chimerist and Mutant (see Techno Fantasy Atlas, page 154), and must have acquired the Spell Mimic Skill.

    When you cast one of your Chimerist spells, you gain a benefit based on the Species of the creature you originally learned that spell from. Choose one option: you gain Resistance to both damage types associated with that Species; or when you deal damage of a type associated with that Species, you deal 5 extra damage. The chosen benefit lasts until the end of the scene, or until you cast a Chimerist spell again.

    The damage types associated to each Species are:

    • Air and ice (beast)
    • Earth and poison (construct)
    • Fire and ice (demon)
    • Air and bolt (elemental)
    • Bolt and fire (monster)
    • Earth and light (plant)
    • Dark and poison (undead)
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    Character Abilities Dossier

    Page 164

    CLEANSING MOONLIGHT

    Requirements: You must have mastered one or more Classes among Entropist and Spiritist.

    When you hit one or more creatures with an offensive spell (OO ), if you have an arcane weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have each of those creatures no longer be affected by all spells with a duration of “Scene” that are currently affecting them.

    When you cast a spell targeting one or more allies, if you have an arcane weapon equipped, you may choose one status effect among: dazed, enraged, poisoned, shaken, slow, and weak. If you do, each target recovers from the chosen status effect.

    EPHEMERAL TRANQUILITY

    Requirements: You must have mastered one or more Classes among Dancer (see High Fantasy Atlas, page 142), Esper (see T echno Fantasy Atlas, page 150), Rogue, Spiritist, and Symbolist (see High Fantasy Atlas, page 146).

    When you cast the Hallucination or Torpor spells (see Core Rulebook, page 208-209), you may apply both status effects to each target hit by the spell.

    During a conflict, you may use an action and spend up to 20 Mind Points. For every 10 Mind Points spent this way, you may choose a different enemy you can see who is suffering from two or more status effects. Every enemy chosen this way recovers from all status effects and loses an amount of Hit Points equal to (half your level + (the number of status effects that enemy recovered from this way, multiplied by 10)).

    Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was reduced to 0 Hit Points by this effect.

    FITCAST

    Requirements: You must have mastered one or more Classes among Chimerist, Darkblade, Esper (see T echno Fantasy Atlas, page 150), Fury, and Wayfarer.

    When you perform a Magic Check for a spell or Ritual, you may replace one of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual).

    As long as the Accuracy formula of a weapon you have equipped includes Might, you may treat that weapon as also belonging to the arcane Category for the purpose of Skills and effects that require it.

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    CHAPTER FOR A BETTER FUTURE

    Requirements: You must have mastered the Merchant Class, and must have acquired the Real Treasure and Winds of Trade Skills.

    Trading and Point Mechanics

    When you need to spend one or more Fabula Points, if you are not spending them to alter the story (see Core Rulebook, page 98), you may spend that many Trade Points instead. Describe which memories of your trades and journeys give you strength!

    Additionally, when you gain two or more Trade Points through the Real Treasure or Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps:

    • Choose a settlement within 1 travel day of your position and increase its prosperity by an amount equal to (your Skill Level in Winds of Trade + your Skill Level in Real Treasure).
    • A settlement’s prosperity starts at 0 and has no upper limit.

    Prosperity Effects

    The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it.

    Minimum Prosperity Effect within 1 Travel Day
    10 or more When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved.
    15 or more People gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8.
    20 or more When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.

    GREATER CHLOROMANCY

    Requirements: You must have mastered the Floralist Class.

    Once per turn when a magiseed leaves your garden, if that magiseed has one or more "at the end of your turn" effects, you may spend 20 Mind Points. If you do, reproduce one of those effects (you may also choose an effect that doesn’t match the current sections of your Growth Clock).

    Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them).

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    GREEN THUMB

    Requirements

    you must have mastered the Floralist Class.

    Effect

    When you fill 1 or more sections of your Growth Clock, you may choose one option:

    • You fill 1 additional section of your Growth Clock;
    • Or you fill 1 fewer section of your Growth Clock (to a minimum of 0 sections filled).

    If you do, you cannot use this effect again until after your Growth Clock has become completely empty.

    Additionally, damage dealt by your magiseeds ignores Resistances.

    INNER WELLSPRING

    Requirements

    you must have mastered the Invoker Class.

    Effect

    When you acquire this Heroic Skill and whenever you rest, you may choose one wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits until your next rest:

    • You always treat the chosen wellspring as being available during each scene, in addition to whatever wellsprings are already available.
    • You may perform Rituals of the Elementalism discipline, but only if those Rituals manipulate the element of the chosen wellspring.
    • You gain Resistance to the damage type corresponding to the chosen wellspring.
    • When you deal damage, you may change its type to the one corresponding to the chosen wellspring. If you do, that damage ignores Resistances.

    POWER NAP

    Requirements

    you must have mastered one or more Classes among Guardian, Merchant, and Wayfarer.

    Effect

    On your turn during a conflict, you may use an action to recover an amount of Hit Points and Mind Points equal to (20 + half your level) and also recover from all status effects. If you do:

    • Your turn ends immediately;
    • You lose the ability to hear and see;
    • Your Defense and Magic Defense scores become equal to 5 and cannot be modified in any way (but you may still use the Protect Skill from the Guardian Class, if you have acquired it!).

    These penalties last until the start of your next turn, until after you lose Hit Points, or until after you are hit by an attack or offensive spell.

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    Advanced Character Skills Overview

    33PROTAGONISTS

    Requirements: you must have mastered the Wayfarer Class, and must have acquired the Faithful Companion Skill.

    When your companion deals damage, they deal 5 extra damage.

    When your companion performs a Check, you may spend 1 Fabula Point and invoke one of your companion’s Traits in order to let them reroll one or both dice (as per the rules on page 46 of the Core Rulebook).

    After you use the Faithful Companion Skill to have your companion perform an action during your turn, you may choose one option (after the companion’s action has been resolved):

    • You and your companion each recover 10 Mind Points;
      (OR)
    • The first time you or your companion perform a Check before the end of your next turn, that Check gains a bonus equal to (your Skill Level in Faithful Companion).

    SILENT HUNTER

    Requirements: you must have mastered one or more Classes among Rogue, Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.

    When you use the High Speed Skill to perform a free attack with a weapon belonging to the bow, spear, or thrown Category, the attack deals extra damage equal to (your Skill Level in the High Speed Skill, multiplied by 5).

    Additionally, when you attack one or more creatures with a weapon that belongs to the bow, spear, or thrown Category, those creatures cannot perform free attacks until the end of the current turn.


    SKILLFUL DOSAGE

    Requirements: you must have mastered one or more Classes among Gourmet, Loremaster, Merchant, and Tinkerer.

    Potions and delicacies you create, as well as spells you cast, can now cause creatures to recover Hit Points and Mind Points beyond their maximum HP and MP scores.

    This cannot cause a creature’s current HP and/or MP to go above 150% of the respective maximum scores; at the end of each scene, if the current Hit Points and/or Mind Points of a creature are still above their maximum scores, they become equal to the maximum score.

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    168

    SPECIALTY OF THE HOUSE

    Requirements: You must have mastered the Gourmet Class.

    When you acquire this Heroic Skill, choose three different tastes among bitter, salty, sour, sweet, and umami. Then, choose three different effects among the following:

    Selectable Effects:
    • You deal 20 (choose one: dark, light) damage to each of this delicacy’s targets. This amount increases to 30 damage if you are level 30 or higher. Choose the type of this effect when you acquire this Heroic Skill.
    • During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: dark, light) and its type cannot change. Choose the type of this effect when you acquire this Heroic Skill.
    • For each of this delicacy’s targets, if they are affected by one or more spells with a duration of “Scene”, instead they are no longer affected by any of those spells.
    • Choose yourself or an ally you can see. For each of this delicacy’s targets, the next time that target performs an attack or casts an offensive spell (OO) before the end of this scene, they must include the chosen creature among the targets of that attack or spell (if able).
    • Each of this delicacy’s targets suffers enraged.
    • Each of this delicacy’s targets suffers poisoned.
    • Each of this delicacy’s targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit Points and 40 Mind Points if you are level 30 or higher.
    • Each of this delicacy’s targets recovers from a single status of their choice.
    • Each of this delicacy’s targets recovers from dazed, enraged, and shaken.
    • Each of this delicacy’s targets recovers from poisoned, slow, and weak.
    Advanced Activation (Ingredient Mastery)

    When you create a delicacy using exactly 3 ingredients during a conflict, if each ingredient matches a different taste among those chosen when you acquired this Heroic Skill, you may ignore all of that delicacy’s normal effects. If you do, you may instead apply one, two, or all the effects you chose when you acquired this Heroic Skill.

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    PROTAGONISTS CHAPTER

    Strength of Five Wellsprings

    Requirements: You must have mastered the Invoker Class.

    After you perform an invocation during a conflict, you and up to one ally you can see increase one of your Attributes’ die sizes by one (up to a maximum of d12). This increase lasts until the end of the scene or until you use this Skill again, and the Attribute is based on the wellspring you invoked:

    • Air: Insight
    • Earth: One Attribute of your choice
    • Fire: Dexterity
    • Lightning: Might
    • Water: Willpower

    Wise Counsel

    Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Loremaster, and Orator.

    Support Check Modification

    When you perform a Support Check, if the leader of the Group Check can hear and understand you, you may use (INS + INS), (INS + WLP), or (WLP + WLP) instead of the normal Attributes required by the Support Check.

    Describe how you offer your advice!

    Teamwork Boost

    Additionally, when you use the teamwork option (see Core Rulebook, page 76) to support another Player Character’s Check during their turn in a conflict scene, you may spend 10 Mind Points. If you do, choose up to two of the following benefits:

    • That character recovers 20 Mind Points.
    • That character recovers from dazed, enraged and shaken.
    • At the end of that character’s turn, choose one option: perform a free attack with a weapon you have equipped; or perform the Spell action for free, casting a spell whose total MP cost is equal to or lower than 20.
    • If that character succeeds on their Check and the Check allows them to fill or erase one or more sections of a Clock, they may fill or erase 1 additional section of it.
    [Unrelated Metadata/Fluff]

    "Silver Fork Style, Secret Technique: Spaghetti Spinner!"

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    ANTAGONISTS

    This book’s fourth and final chapter delves into the creation of natural fantasy enemy NPCs – especially Villains. Game Masters can combine it with similar advice from the Core Rulebook (mostly from page 292 onwards) to plan riveting conflict scenes for all game levels. As usual, you can use the material as is or adapt it to your liking by following the advice below.

    NATURAL FANTASY VILLAINS

    An introductory section containing tips and advice for creating and playing pivotal antagonists in the natural fantasy style.

    VILLAIN EXAMPLES

    Five different enemy NPCs – one each for levels 5, 10, 20, 30, and 40 – that make ideal natural fantasy Villains. For each, you’ll find this information:

    • History. The Villain’s base concept and possible backstory.
    • Profile. The Villain’s statistics, as described on page 320 of the Core Rulebook.
    • Tactics. The Villain’s preferred combat tactics.
    • Extra content. One or more additional ideas, including tips for modifying the Villain’s profile, possible supporting enemies, and even additional phases (see Core Rulebook, page 301) that you can use during conflicts.

    These Villains were designed to spark the Game Master’s imagination and assume a group of 4 well-rounded PCs. Remember that some of their abilities might not conform to the standard cost for NPC Skills (see Core Rulebook, page 303) and that you’ll likely need to tweak these Villains before adding them to your campaign. To balance things out, consider your Player Characters’ capacities and then modify any opposing Affinities, immunities to status effects, damage types, or other parameters that could be frustrating to deal with or unsuitable for your group’s campaign.

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    Natural Fantasy Villains

    When you create a natural fantasy antagonist, the information on page 254 of the Core Rulebook is an excellent starting point, but there are a few extra things to remember, just as there are for Player Characters.

    Basic Principles

    The natural fantasy genre presents a significant variety of archetypal Villains, but we can still infer some common key traits:

    • A link to the past. These antagonists have one or more elements that link them to the past of the setting: some are obsessed by ancient legends; others crave power and authority lent by millennia-old magics and technologies, or want to wipe out every last trace of them; finally, some are entities who survived an ancient calamity or were created in the distant past.
    • Familiar concepts. A natural fantasy antagonist’s motivations and origin are often linked to needs, feelings, doubts, or emergencies that you might have had a brush with at least once in your personal life. As much as this might unsettle you, a part of you should be able to understand, perhaps at an instinctual level, what these Villains represent.
    • Catastrophic results. When a natural fantasy Villain reaches their goals, the consequences are devastating: be it the awakening of a truly ancient danger, a permanent alteration to the ecosystem, or the extermination of entire communities, the Villain’s victory will tear open a wound in this world.

    The Game Master is given three main tools for introducing these Villains into the narrative and diving deep into their origins and objectives:

    • Stories, relics and traditions. If a Villain is the incarnation of an ancient danger, references to their existence should gradually appear during the campaign: these sources are often vague or partly contradictory – fertile ground for studies and speculations.
    • Game Master scenes. Above all else, these scenes are useful to add depth to the antagonists, revealing their doubts and hesitations. When dealing with Villains that are closer in nature to a cataclysm or a supernatural presence, these scenes can show omens of their arrival and a growing sense of foreboding.
    • Conflicts. During conflicts, natural fantasy Villains tend to fully embrace one of two extremes: some speak openly with the protagonists, explaining their reasons, while others march forward, undeterred and silent, toward their objective.
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    ANTAGONISTS

    CHAPTER: THE FOUR ARCHETYPES

    In natural fantasy, Villains often fit into one of four recurring types, with some very distinctive characteristics.

    THE ARROGANT

    This Villain is driven by ego: craving power, money and/or knowledge, they never stop to consider the destructive consequences of their actions and see the world as something to examine, dissect, exploit, and optimize.

    Examples:
    • an adventurer willing to commit any kind of atrocity to collect valuable trophies;
    • a pioneer ready to destroy the ecosystem to build roads and railways.

    THE PROTECTOR

    This Villain wants to protect one community at the detriment of another. They believe they are doing what is necessary and, if defeated, might even become an ally.

    Examples:
    • a warrior looking for an ancient weapon that will let him impose a truce between clans;
    • a huntress who wants to exterminate every predator in the continent.

    THE OUTSIDER

    Either supernatural or artificial, this antagonist follows a personal and unfathomable logic. They rarely speak, and when they do it muddies the waters even more, or they quote events, rules or information completely unknown to the characters.

    Examples:
    • a demon or ghost coming to reclaim a tribute in accordance with a forgotten tradition;
    • an artificial intelligence reawakened in the wrong age.

    THE CATASTROPHE

    This Villain could be a monster, a beast, an elemental phenomenon, a disease, or even an expanding ecosystem (see next page). They are the incarnation of a looming disaster and there is no chance for parlay.

    Examples:
    • a scourge created by a cyclical curse;
    • an infection that corrupts animals and plants, turning them into abominations;
    • a wandering volcano close to erupting.
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    + Environmental Antagonists Mechanics

    Environmental Antagonists

    Sometimes, natural fantasy Villains manifest in the form of miasmas, curses and afflictions that change any ecosystem their influence spreads to. It should be noted that the antagonist is not the environment itself, but rather whatever force is corrupting it – this is often the result of actions by the world’s ancient’s inhabitants.

    This isn’t a struggle between people and nature, but a war where both, side by side, face the consequences of a tragic, faded past, in an attempt to understand it so that it doesn’t repeat itself. Among the most common environmental antagonists are magical phenomena, curses, elemental imbalances, and diseases born of ancient experiments.

    Game Rules Mechanics

    When it comes to game rules, these Villains offer some interesting possibilities:

    • Environmental Effects. The environment itself might add special effects during conflicts: a corrupting miasma that damages any creature suffering from a specific status effect at the end of each round, a magical desertification that halves any healing received by living creatures, or an elemental aura that empowers or weakens a specific type of damage. These effects can be very powerful and should be considered an additional enemy for the sake of conflict building.
    • Shared Ultima Points. The most dangerous creatures among those affected by the corruption might be able to spend Ultima Points from the Villain’s pool to invoke Traits and Recover (see Core Rulebook, page 101). They shouldn’t be able to Escape, but they are considered Villains for the purpose of Skills and game effects.
    • Fabula Points and Atmosphere. If a Villain manifests through environmental corruption, the Player Characters should receive a Fabula Point every time their influence become especially noticeable, for example in the guise of a terrible omen or when a creature is shown to be a thrall to the Villain’s will (see Shared Ultima Points above). Game Master scenes are particularly useful for this purpose.
    • Final Battle. Usually, an environmental antagonist cannot be confronted directly until the protagonists reach their core or incarnation and free the region from their influence – a liberation that is sometimes only temporary.
    • Altered Wellsprings. This is a very specific option, but if your group includes a character that can use invocations (see page 156), the Villain’s influence might create new wellsprings outside of the standard list or, perhaps, alter the existing wellsprings over the course of a conflict.
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    ANTAGONISTS

    Chapter: On a Smaller Scale

    One recurring element of natural fantasy campaigns is that they limit themselves to a rather small space and time frame: pretty often, a natural fantasy Villain might renounce their goal or be permanently defeated after just one or two confrontations.

    From this point of view, the number of Ultima Points available to these Villains might become a problem: a Villain might have 5 or 6 Ultima Points left when their story has reached a satisfying conclusion in terms of narrative. This problem might present itself in any short campaign, but the usual pace of natural fantasy games makes it more noticeable.

    Here is some advice to offset it:

    • Avoid supreme Villains. If you foresee a short and focused campaign set in a small region, you can easily limit yourself to a few minor Villains and a single major Villain, without resorting to supreme Villains. If you change your mind, you can always call for an escalation (see Core Rulebook, page 102).
    • Make Villains fearsome. Spend Ultima Points every time a Villain fails a Check, misses a target, or is afflicted by two or more status effects; every now and then, do it even when they succeed, just to improve the Result or the High Roll!
    • Fiction first. If the Player Characters’ actions create a situation where the Villain no longer has a reason to act (a rather common occurrence in natural fantasy, where many antagonists are driven by very simple needs), it’s not wrong to discard all the remaining Ultima Points and stop considering this character a Villain.

    Subverting The Premises

    Natural fantasy campaigns offer excellent chances to subvert many conventions of the JRPG genre and design Villains who are essentially invincible if battle against them is approached as usual (for example, the Heart of Eldgren on page 205).

    Examples of Subversion:

    • A ghost that, if defeated, comes back to haunt the village at night, unless someone returns a specific item to them.
    • A monster under a curse who, if brought to 0 Hit Points without purifying them first via a Ritual or Project, completely loses their conscience and becomes an abomination.
    • A truly ancient android who, when in Crisis, automatically Surrenders if convinced to trust humanity via a Clock.
    “You humans have a habit of considering cruel what is merely equitable. For years you stole my children, and now I shall steal yours.”
    Note: The following text appears separated from the main narrative content.
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    The Mystery of the Mountains of Edessa

    Geological and Biological Overview

    The Mountains of Edessa are famous for their electrore formations, which create a rather unique biome. However, recent lowering of temperatures across the region—caused by mysterious turbulence from the west—has significantly reduced the charge stored within this mineral. This deterioration has negatively impacted the flora native to the area and forced many local species to migrate.

    Among these migrating species are the exceedingly rare Thunder Spiders. Usually peaceful, once outside their natural habitat, these huge arthropods become extremely ravenous. They eat constantly and grow beyond measure. This accelerated growth is not only painful but also makes them even more aggressive.

    The Threat of Tonitranea Rex

    A truly gigantic specimen was recently spotted in the valley—one so ferocious that it forced the population of nearby villages to flee their homes. The residents speak with a mix of fear and respect about the Tonitranea Rex, known as the Lord of Thunder. Its hunting ground grows by the day, threatening not just the people of the valley but the balance of the region’s entire ecosystem.

    Guest Information

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    + Creature Tactics: Tonitranea Rex

    TONITRANEA REX’S TACTICS

    During conflicts, the Tonitranea Rex uses its heightened mobility to disorient enemies and take them down. This gigantic arthropod is made up of three parts, each with its own profile: the Head, the Thorax with its long legs, and the massive Abdomen covered with electrostatic spines. In order to defeat the creature, all three must be reduced to 0 Hit Points.

    Turn Order Abilities

    The attack sequence follows a strict schedule across four turns:

    • On the first enemy turn of each round: If at least two enemies aren’t suffering from slow, the Abdomen uses Paralyzing Silk against all enemies. Otherwise, if it doesn’t have enough Mind Points or if it’s electrified, the Abdomen uses Trampling Slam against as many random targets as possible (this causes the Thorax to stop dangling and the Abdomen to stop being electrified).
    • On the second enemy turn: The Thorax uses Predator Ascent to start dangling if it’s an odd-numbered round, or Electrostatic Charge if it’s an even-numbered round. If it doesn’t have enough Mind Points, it uses Lightning Claw against as many random targets as possible.
    • On the third enemy turn of each round: The Head uses Toxic Spit against a random target.
    • On the fourth enemy turn of each round: The Thorax acts again, using Lightning Claw against as many random targets as possible.

    Ultima Point Usage and Synergy

    Since Head, Thorax and Abdomen are all parts of the Tonitranea, each of them has access to the Villain’s Ultima Points pool, with two critical caveats:

    • If one part spends 1 Ultima Point to recover from all status effects and recover 50 Mind Points, all parts gain these benefits.
    • If one part spends 1 Ultima Point to Escape from the scene, all parts escape immediately together.

    Engagement Rules

    • On the Hunt: If engaged while on the hunt, the T onitranea Rex uses Ultima Points to Invoke a Trait every time it misses one or more targets in Crisis, but always keeps 1 Ultima Point to Escape to its lair.
    • In the Lair: If engaged within the lair, however, the creature spends Ultima Points more liberally and uses them to activate the Survival Instinct special rule (see Thorax).

    Additional Details

    • Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers)
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    ABDOMEN Lv 5 • MONSTER

    Core Stats

    DEX d8 INS d6 MIG d10 WLP d8

    Vitals & Attributes

    HP: 60 MP: 30 DEF: +0 M. DEF: +0 P A R S B IM: d E V U F VU i l T RS

    Basic Attacks

    Trampling Slam (DEX + MIG) (HR + 5) physical damage. If the Abdomen is electrified this attack deals 10 extra damage and all its damage becomes bolt; if the Thorax is dangling, this attack gains multi (2). After this attack is resolved, the Thorax stops dangling and the Abdomen is no longer electrified.

    Spells

    • Paralyzing Silk (Cost: 20 MP | Type: Special | Instantaneous)
      Every enemy the Abdomen can see suffers slow.

    Special Rules

    • Electrostatic Spines After a creature hits the Abdomen with a melee attack, if the Abdomen is electrified, it deals 5 bolt damage to that creature (after the attack has been resolved).
    • Grounding If the Abdomen suffers earth damage when electrified, it stops being electrified.
    • Limb The Abdomen is immune to dazed, enraged and shaken.

    HEAD Lv 5 • MONSTER

    Traits: frail, lucifuge, poisonous, protected.

    Core Stats

    DEX d8 INS d10 MIG d6 WLP d8

    Vitals & Attributes

    HP: 40 MP: 20 DEF: +0 M. DEF: +0 P V U A R S B RS d e f i L T IM

    Basic Attacks

    Toxic Spit (DEX + MIG) +3 (HR + 10) poison damage.

    Special Rules

    • Wall of Legs During a conflict, as long as the Thorax isn’t dangling, the Head is invisible to enemies.
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    + T onitranea Rex - Character Profile

    ANTAGONISTS

    THORAX (Champion 2) Lv 5 • MONSTER

    Traits: armored, coordinated, electrostatic, ravenous.

    DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 100 • MP 50 | Init. 10

    DEF +2 | M. DEF +1 | p A RS B IM d E VU f ii VU l T RS

    BASIC ATTACKS

    • Lightning Leg (DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is dangling, damage dealt by this attack ignores Resistances. This attack has multi (2), but it can only target two enemies provided they are both suffering from slow.

    OTHER ACTIONS

    • Electrostatic Charge The Thorax can use an action and spend 10 Mind Points to rub its back legs along the Abdomen, creating an electrostatic cloud. If it does, the Abdomen (see page 178) becomes electrified.
    • Predator Ascent The Thorax can use an action and spend 10 Mind Points to climb up the webs and become dangling until it suffers fire damage, ice damage, or damage of a type it is Vulnerable to; the Thorax also stops dangling after the Abdomen (see page 178) uses Trampling Slam. As long as the Thorax is dangling, no part of the T onitranea Rex (Abdomen, Head and Thorax) can be targeted with melee attacks unless the attacker is flying or able to target flying creatures.

    SPECIAL RULES

    • Limb The Thorax is immune to dazed, enraged and shaken.
    • Survival Instinct At the end of each round, if the T onitranea Rex is within its lair and the Abdomen and/or the Head are at 0 Hit Points, the Thorax must spend 1 Ultima Point to gather its strength and bring both parts back into the scene, each with a number of Hit Points equal to their Crisis value, but suffering from no status effects and at full Mind Points.
    HANDLING THE PARTS OF THE TONITRANEA REX
    Although the various parts of this Villain have individual profiles, in narrative terms they are actually a single entity: for this reason, when one is reduced to 0 Hit Points and/or leaves the conflict, they should be described as grievously wounded or exhausted, not dead. At the same time, their senses are based on the T onitranea Rex as a whole (for example, defeating the Head does not impair the “sight” of the other parts, which can target their enemies normally).
    “Listen to me, lass, stay away from that creature: lightning will reach you long before you hear the Lord of Thunder.”

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    Multi-Part Enemies

    The concept of multi-part enemies is built according to an idea common to both JRPGs and beat ‘em up games: a boss that appears as a single body, but with a variety of minor parts that can be targeted and damaged individually, to destroy, stun, or immobilize them for a certain amount of time.

    This method offers a number of advantages:

    • It safeguards the value of multi-target abilities; those same abilities would otherwise be wasted against a solitary champion-rank enemy.
    • It prevents the battle from becoming too long, since the number of enemies goes down bit by bit when the various parts are reduced to 0 Hit Points.
    • It provides a lot more personality to enemies with a monstrous anatomy, making each section of their bodies a mini-enemy that supports or synergizes with the others, and these interactions show the nature, instincts, and habits of said creature.
    • It allows the Game Master to add regeneration rules that set the pace of the conflict and push the Players to make significant tactical decisions: do they want to eliminate the more aggressive secondary parts first, knowing that they might come back later? Or do they focus on the main body?

    Enemy Composition Rules

    As a rule of thumb, an enemy built according to this logic includes:

    Main Body. An elite or champion rank NPC that, usually, has support abilities and an action or special rule that allows it to bring the other parts back into the scene (usually when the main body enters Crisis for the first time or at a set point each round). Sometimes (but not always!), defeating the main body causes the remaining parts to immediately leave the conflict. Parts. Each section of the creature that plays a pivotal role in their tactics has a separate profile, usually of soldier rank. Some parts are built for offense (such as the head of a dragon, a robot’s ventral turret, or a manticore’s spiked tail) and others for defense (such as an energy barrier generator, a claw shielding the body, or a floating ring).

    In most instances, the ideal composition is a champion rank main body which replaces a number of soldiers equal to the PCs on the scene minus 1, accompanied by two soldier rank parts. However, as usual, you shouldn’t be afraid to experiment. The following page presents some ideas to play with!

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    Chapter 9: Antagonists Dossier

    Adversary Index (44)

    Ancient Robot

    The outer shell of this complex adversary is the Armor (soldier) with high Defenses and Hit Points, flanked by two Armaments (soldier). These Armaments are more fragile but capable of unleashing attacks and spells.

    Inside resides a Core (elite), which is completely invulnerable as long as the Armor remains on the scene. This Core creates a new Armament at the end of each round if fewer than two exist. Both the initial and subsequent Armaments are chosen at random from a six-option list, each possessing different Affinities and offensive capabilities.

    If the Core is reduced to 0 Hit Points, the entire robot deactivates immediately.

    Magmasaur

    This adversary consists of three primary components: a Body (elite), a Head (elite), and a powerful Tail (soldier).

    • The Tail attacks with large swipes and can even inflict a status effect, but it cannot be regenerated if defeated.
    • The Head can cause grievous injuries with its bite and flaming breath.
    • The Body strikes with sharp claws or, if in Crisis, a powerful body slam.

    Furthermore, at the end of each round, complex regeneration occurs: If the Head is defeated but not the Body, the Head returns to the scene with Hit Points equal to its Crisis value. The same revival mechanic applies to the Body if it is defeated while the Head remains active.

    Storm Spirit

    In contrast to previous examples, this adversary comprises three parts of the same rank: the Essence of Lightning (soldier), which uses electric attacks and spells; the Essence of Air (soldier), which inflicts status effects like slow or weak; and the Essence of Water (soldier), which heals the other parts' Hit Points and Mind Points.

    These three Essences maintain a delicate balance. However, if one Essence is defeated, the remaining Essences become significantly more powerful, doubling both their maximum and current Hit Points, not to mention increasing their number of turns starting from the next round!

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    182 W

    Node and Dylon

    Born and raised in the lake village of Turva, Node and Dylon have been inseparable since birth: together, the young human and the sea tiger learned how to sail the narrow canals, swim against the current, and survive among the waters. Side by side, they became the most respected pair of hunters in the village, protecting it from dangers, delivering letters and messages to nearby settlements, and obtaining food, medicines, and other resources.

    Everything changed during a particularly long hunting trip, when a ravenous and overgrown eelfang attacked their group: miraculously escaping the carnage, the two hunters developed a grudge against the beast, despite the warning of their old mentor, Stelarcte, and her stern exhortation to remember the souls of the fallen without bringing further torment to them. The duo left Turva for many months, trained hard, and finally faced and killed the beast, exacting their revenge.

    Alas, awaiting their return was a gruesome silence: the village had been reduced to ashes, destroyed by a migrating lava beast. Node and Dylon came to a grim realization: a world populated by monsters of such power would never be safe for humanity, and the only way to save as many lives as possible was to preemptively hunt down and kill these creatures. None but them can bear such a burden, but, as always, having each other to rely upon will be enough.

    Details

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    44 ANTAGONISTS

    Node and Dylon’s Tactics

    Node and Dylon add an environmental effect to every conflict they take part in, the tide. At the start of the conflict, the tide is high and it remains so as long as neither of them is in Crisis; as soon as either of them is in Crisis, the tide becomes low.

    Environmental Turns

    1. First Enemy Turn: Node uses Hunting Horn if he has enough Mind Points and hasn’t used it so far. Otherwise, he uses Hunter’s Bow, prioritizing targets suffering from weak (during high tide) or slow (during low tide).
    2. Second Enemy Turn: Dylon uses Rock Toss against a random target. If he doesn’t have enough Mind Points he uses Sea Fin against a random target.
    3. Third Enemy Turn: Node acts again, using Net Throw against as many random targets as possible, prioritizing those suffering from weak during high tide.
    4. Fourth Enemy Turn: Dylon uses Coordinated Action, prioritizing enemies suffering from weak. Node’s free attack (during high tide) targets a random enemy instead. If Dylon doesn’t have enough Mind Points, he uses Sea Fin instead, always prioritizing weak targets.

    Symbiosis and Shared Resources

    Node and Dylon are friends who share every aspect of their lives: for this reason they have a single pool of Ultima Points and each can spend them to Invoke a Trait or Recover; if one spends an Ultima Point to Escape, both leave the scene safely.

    The goal of this rule is to highlight how deep the symbiosis and harmony of this duo run, creating a stark contrast with the mission they undertook: they are clearly able to show care and tenderness, but they decided to discard these feelings when looking at one of their prey.

    Tactical Adjustments

    Initial Conflict (Player Characters)

    • Mindset: They do not view the Player Characters as worthy opponents, but rather as naive and headstrong people who don’t understand the importance of their mission.
    • Ultima Point Usage: They spend Ultima Points to Recover only when suffering from 3 or more status effects, and they always keep 1 Ultima Point to Escape as soon as one of them is reduced to 0 Hit Points (ignore the *I’ll Avenge You!* special rules).

    Subsequent Battles

    In subsequent battles, however, they consider the PCs a grave danger to their mission and spend Ultima Points to Invoke a Trait every time they fail a Check.

    Minor Villain | (5 Ultima Points) | Both Elite
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    Node (Elite Character Profile)

    Basic Attributes

    Core Stats

    • DEX d10
    • INS d6
    • MIG d8
    • WLP d8
    • HP 120
    • MP 60
    • Init. 10

    Defense & Equipment

    • DEF +1, M. DEF +1
    • Equipment: Short bow, travel garb.
    • Skills: RS d E VU F / RS I VU l t

    Attacks and Abilities

    Basic Attacks

    • Net Throw
      (DEX + MIG) +4(HR + 5) physical damage. (Multi: 2)
    • Hunter’s Bow
      (DEX + DEX) +4(HR + 8) physical damage.
      • *Effect:* If the tide is high and the target is suffering from weak, this attack deals 5 extra damage.
      • *Effect:* If the tide is low, the target suffers slow.

    Spells

    • Hunting Horn
      10 × T MP • Up to three creatures • Scene.
      *Effect:* Until this spell ends, each target gains a +1 bonus to Accuracy Checks.

    Special Rules & Mechanics

    • High Tide Style: When the tide is high, Node’s attacks always treat the target’s Defense as being equal to their current Might die size.
    • I’ll Avenge You!: When Dylon (see next page) is reduced to 0 Hit Points, Node recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
    • Low Tide Speed: When the tide is low, all damage dealt to Node by creatures suffering from slow is reduced by 5 (before applying Affinities).

    The Tide and Flow of the Battle

    Node and Dylon’s special mechanic revolves around the tide: this kind of additional rule is excellent to add “phases” to a conflict without tying them to a specific adversary. It’s also an interesting way to add a back-and-forth pace to the scene, to reveal something about the enemies’ personality, and to ensure they can’t benefit from all their skills at the same time, which could make them too overwhelming or frustrating.

    The best way to keep track of these effects is a physical reminder, like a coin to flip or a card to rotate (this last prop can easily represent a cycle of four phases, for example).

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    ANTAGONISTS (Chapter)

    DYLON PROFILE

    “We don’t expect gratitude. Nonetheless, we know what must be done.”

    DYLON (Elite)
    Level: 10 • Race: BEAST

    Traits: imposing, protective, seaborn, staunch.


    Combat Stats

    DEX / INS / MIG / WLP / HP: d6 / d8 / d10 / d8 / 140
    MP / Init.: 70 MP / 60 Init. 9
    DEF / M. DEF: +2 / +1 p a B

    VU d E RS F VU I RS l t

    Abilities

    Basic Attacks

    Sea Fin
    • (INS + MIG) +1 attack.
    • (HR + 5) ice damage.
    • Condition: If the tide is high, the target suffers weak.
    • *Note:* If the tide is low, the target won’t be able to see Node (see previous page) until Dylon uses Sea Fin again.

    Spells

    Rock Toss (OO)
    • (MIG + WLP) +1 attack, 5 MP cost. One creature target. Instantaneous.
    • Dylon deals (HR + 10) earth damage to the target.

    Other Actions

    Coordinated Action (SS)

    Dylon can use an action and spend 10 Mind Points to perform a free attack with Sea Fin, treating the High Roll as 0 when calculating damage. After this attack is resolved:

    • If the tide is high: Node (see previous page) performs a free attack with Hunter’s Bow, treating the High Roll as 0.
    • If the tide is low: Node recovers 10 Hit Points instead.

    Special Rules

    • High Tide Strength: When the tide is high, all damage dealt by Dylon ignores Resistances.
    • I’ll Avenge You!: When Node (see previous page) is reduced to 0 Hit Points, Dylon recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
    • Low Tide Tenacity: When the tide is low, Dylon becomes Resistant to physical damage.

    A Reflection In Two Parts

    While the T onitranea Rex (see page 176) is a terrible predator that upsets the ecosystem, Node and Dylon showcase how pain and tragedy might warp protective instincts into extremism – a preemptive and short-sighted hunt, fueled by fear rather than understanding. However, the village of Turva and their mentor cultivated a diametrically opposite philosophy, one that still endures in the powerful bond between Node and Dylon: it’s not too late, and the Player Characters might be able to bring those feelings back to surface before they drown in a sea of bitterness.

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    The Legend of Brightvale

    Legends say that once upon a time, at the foot of a mountain in the Northlands, there was a village called Brightvale, because of its verdant territory and favorable climate. The people of the village were united, kind, welcoming, and loved life above all else – in fact, they were healthy and very long-lived.

    The Shadow of Immortality

    However, this longevity made every bereavement excruciating: the villagers would cry and try to comfort each other as the faint light of the Funerary Lantern guided the procession. Both the living and the dead only wished to be able to remain with their loved ones forever, and this is how some souls managed to find a way back, guided by the Lantern itself. The people thought it was a miracle, unaware of the looming danger: in order to remain among the living against the natural order of things, those spirits were consuming the life of their loved ones.

    As more and more people died, just as many spirits joined the village. And year after year, those souls gradually forgot who they were, until they became faint presences, attracted like moths to the light of the Lantern. In the end, they turned into pale flames thirsting for life.

    The Transformation

    Eventually, the spirits overtook the village, and Brightvale itself – now the epicentre of this warping of the natural order – was reborn as a terrible serpentine monstrosity that withers everything it touches, constantly chasing the Lantern that the naive villagers put all their faith into.

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    ANTAGONISTS

    Major Villain (10 Ultima Points); Champion 3 (worth 3 soldiers)

    BRIGHTVALE’S TACTICS: PHASE 1

    The battle with Brightvale is divided in two parts. During the first, the heroes have to climb the lengthy Back of Brightvale, trying to reach the head, while harassed by Will-o-Wisps attracted by their life energy (at the start of the conflict there are two Will-o-Wisps).

    Actions per Round:
    • On the first enemy turn of each round, the Back of Brightvale uses Compact Terrain (if it is not in Crisis or already under its effect). Otherwise, if it has 40 or more Mind Points, it uses Silent Recall, targeting as many Will-o-Wisps as possible, making them shoot Pale Flame against random targets. If neither of these conditions is true, the Back performs the Guard action instead (be aware that its effect lasts only until the start of the Back’s next turn in this round).
    • On the second enemy turn, the Back of Brightvale uses Unstable Ground against two random targets.
    • Then, all Will-o-Wisps present on the scene perform their turns, using Grave Whispers against a random target, prioritizing those with the highest current Hit Points. If they lack the Mind Points, they use Pale Flame against a random target instead.
    • On the last enemy turn of the round, if it has enough Mind Points, the Back of Brightvale uses Sandy Dive, otherwise it uses Stolen Strength.
    • At the end of each round, if there are less than two Will-o-Wisps present on the scene, a new Will-o-Wisp joins the conflict.

    Note: In this phase, the Back of Brightvale doesn’t use Ultima Points – from a certain point of view, it hasn’t even noticed the characters yet.

    When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and the gargantuan creature plummets to the ground. Now the heroes can move to the second half of this battle, against the Head of Brightvale and the Funerary Lantern hanging in front of it (see page 190).

    Post-Phase Actions:

    • We encourage you to give the Player Characters one round of free actions to catch their breath and get ready for the next part of the battle.
    • The conflict scene does not end and it’s not necessary to roll initiative again, but all remaining Will-o-Wisps fade away, leaving the scene.

    — () —

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    The Back of Brightvale

    A powerful, ancient location utilized as a source of abilities.

    Core Statistics

    DEXd8
    INSd8
    MIGd12
    WLPd6
    HP300
    MP150
    Init.11

    Abilities and Actions

    Basic Attacks

    M Unstable Terrain

    A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR + 10) earth damage. This attack has multi (2).

    Spells

    Compact Terrain

    Cost: 5 MP | Type: Self | Scene.

    Until this spell ends, the Back of Brightvale gains Resistance to physical damage. This spell ends if the Back goes into Crisis. The Back cannot cast this spell while in Crisis.

    Silent Call

    Cost: 10 × T MP | Targets: Up to two creatures | Nature: Instantaneous.

    Each target may perform a free attack with an equipped weapon (or basic attack if an NPC). If they do, treat the High Roll as 0 when calculating damage.

    Other Actions

    Sandy Dive

    The Back of Brightvale can use an action and spend 20 Mind Points to dive under the desert sand and suddenly reemerge. If it does, all enemies present on the scene must perform a Group Check (INS + MIG) with DL 10. Failure deals 15 earth damage to each enemy seen, and those enemies suffer **shaken**.

    Stolen Strength

    The Back of Brightvale can use an action to steal energy from the shattered souls that surround it. Each Will-o-Wisp on the scene loses 20 Hit Points; then, the Back of Brightvale recovers 20 Mind Points for each Will-o-Wisp that lost Hit Points this way.

    Special Rules

    • Construct: The Back of Brightvale is immune to poisoned.
    • Sand and Dust: At the end of each of its turns, if the Back of Brightvale is in Crisis, it loses 10 Hit Points as its body slowly falls apart. If it reaches 0 Hit Points this way, all of its enemies plummet to the ground, suffering 20 physical damage.
    • Without Conscience: The Back of Brightvale is immune to dazed, enraged and shaken.
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    + Will-o-Wisp Profile

    WILL-O-WISP

    Lv 20 • UNDEAD

    The remains of the inhabitants of Brightvale, the Will-o-Wisps crave the energy of the living and float around the creature that was once their home. Traits: empty, faint, incomplete, whispering.

    Characteristics & Stats

    DEX d12
    INS d8
    MIG d6
    WLP d8

    HP: 70 • MP: 35

    Init. 9
    DEF +0 / M. DEF +0
    P RS A VU B RS D IM E RS F RS I VU L VU T IM

    Combat Details

    BASIC ATTACKS
    M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire damage.

    SPELLS

    Grave Whispers OO • (INS + WLP) +5 • 5 MP • One creature • Instantaneous. Deals (HR + 15) dark damage to the target.

    Special Rules

    • Embrace the End: As long as there are at least two Will-o-Wisps on the scene, Grave Whispers deals 5 extra damage.
    • Feeble Flame: When a Will-o-Wisp suffers damage it is Vulnerable to, it loses all Mind Points and suffers dazed, shaken, slow and weak.
    • Flying: See Core Rulebook, page 307.
    • Parasitic Flame: When one or more enemies recover Mind Points, they regain only half the normal amount and each Will-o-Wisp recovers 999 Mind Points (if there are two or more Will-o-Wisps on the scene, this effect triggers only once).
    • Undead: The Will-o-Wisp is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).

    Lore Entry: Undead Adversaries in Natural Fantasy

    Clinging to life so fiercely that one becomes undead is a classic of the high fantasy genre: ancient warlocks becoming abominable liches, entire spectral armies forced by ancient oaths to emerge from their graves, and so on. Brightvale frames this idea in a natural fantasy context, adding a touch of horror – the love of a steadfast community turned to unhealthy attachment and misfortune. This adversary doesn’t have any evil plan or grand ambitions, it lacks even a real conscience – it’s considered a Villain because it embodies the villagers’ fear and refusal to accept the natural order of life.

    “Nothing remains of those ancient lands. Only sand, silence and a pale light far, far away.”
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    + Document Analysis

    Brightvale’s Tactics (Phase 2)

    W
    BRIGHTVALE’S TACTICS (PHASE 2)

    The heroes must now face what is left of the souls of the villagers, still tied to the world of the living by the pale light of the Funerary Lantern.

    Enemy Turn Sequence

    • On the first enemy turn of each round, the Head of Brightvale resolves Unnatural Presence, then uses Gravesand Jaws against a random target.
    • On the second enemy turn, if it has less than 30 Mind Points, the Head spends 1 Ultima Point to recover; otherwise, it uses Dust to Dust against a random target.
    • On the third enemy turn, the Lantern uses Follow Me… against a PC that is not under its effect yet, prioritizing those with the highest current Might. If it lacks the required Mind Points, it uses Dim Light against random targets.
    • On the fourth enemy turn, if it has enough Mind Points, the Head uses Ancient Desires; otherwise, it uses Gravesand Jaws against a random target.

    In this phase, the Head of Brightvale doesn’t spend Ultima Points as long as the Lantern is lit – but when it becomes extinguished, the Head spends them liberally to strike its enemies.

    FUNERARY LANTERN Lv 20 • CONSTRUCT

    Traits: ancient, faint, fragile, hypnotic.

    DEX d8
    INS d8
    MIG d6
    WLP d12
    HP 70
    MP 35
    Init. 8
    DEF +0
    M. DEF +0
    p a b
    D VU E RS f I VU L AB T IM

    BASIC ATTACKS

    Dim Light • (WLP + WLP) +2 • (HR + 10) light damage. This attack has multi (2).

    SPELLS

    Follow Me... OO • (INS + WLP) +2 • 10 MP • One creature.
    Description: All damage dealt by the target becomes light and its damage type cannot be changed. After the target takes a turn, this spell ends.

    SPECIAL RULES

    Construct: The Funerary Lantern is immune to poisoned.
    Quiet in the Dark: When the Funerary Lantern is reduced to 0 Hit Points, if it was lit, it becomes extinguished and its current Hit Points become 1. As long as it is extinguished, the Lantern cannot regain or lose Hit Points, nor perform any actions or free attacks.
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    + Head of Brightvale Stat Block

    The Head of Brightvale

    Classification: Champion (Chapter 3) | Undead

    Level: Lv 20

    Traits: apathetic, empty, hypnotized, quiet.

    Stats

    DEX d8
    INS d6
    MIG d8
    WLP d12
    HP: 240
    MP: 120
    Init.: 180
    Initiative: 10

    Defense

    DEF: +0
    M. DEF: +0
    A/V/U/B/IM: D IM E IM f I VU L VU T IM

    Attacks & Abilities

    Basic Attacks

    Gravesand Jaws

    Calculation: (DEX + MIG) +2 | Damage: (HR + 10) earth damage.

    *If the Funerary Lantern is extinguished, this attack deals 5 extra damage.*

    Spells

    Dust to Dust (OO)

    Cost: (MIG + WLP) +5 | 10 MP | Target: One creature | Action: Instantaneous.

    The Head of Brightvale deals (HR + 20) earth damage to the target, and the target suffers weak.

    Other Actions

    Ancient Desires

    The Head of Brightvale may use an action and spend 20 Mind Points to choose one:

    • If the Funerary Lantern is extinguished, it becomes lit and regains 35 Hit Points.
    • If the Funerary Lantern is lit, it recovers 35 Hit Points and performs a free attack using Dim Light.

    Special Rules

    • Desperation: When the Head of Brightvale loses Hit Points from a recovery effect because of the Undead rule, if the Funerary Lantern is extinguished, the Head loses an amount of Hit Points equal to those it would have recovered (instead of half).
    • Life Craving: After a Player Character spends a Fabula Point to Invoke a Trait, if the Funerary Lantern is lit, the Head of Brightvale recovers 10 Hit Points and that PC becomes feeble until the Lantern is extinguished. A feeble PC cannot invoke their Traits.
    • Symbol of Attachment: As long as the Funerary Lantern is lit, the current Hit Points of the Head of Brightvale cannot be lower than 1.
    • Undead: The Head of Brightvale is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).
    • Unnatural Presence: At the start of each of the Head of Brightvale’s first turn during each round, if no Player Character is suffering from shaken and the Funerary Lantern is lit, all Player Characters on the scene become shaken.
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    + Titania, Queen of Fairies

    Titania, Queen of Fairies

    Many legends tell how dangerous it is to strike a deal with fairies, the ancient beings who rule the woods of the shire. And with good reason. It’s not their cunning, nor their knack of twisting every word to their own desires that makes them so fearsome; no, their most terrible weapon is time itself.

    Mortals age and die, and their descendants often forget the ancient oaths or turn them into mere tales. But the fairy beings are untouched by the flow of the years and, if someone denies them their due, their fury is inextinguishable.

    The Pact of Frosthill

    The villagers of Frosthill struck one such deal with Titania, the Queen of Fairies: every year, the Queen would grant plentiful crops and peaceful pastures but, in exchange, the inhabitants had to gift them three seeds from their favorite peach tree.

    For three generations the villagers kept their word, but gradually forgot the true meaning of the ceremony, until they eventually disregarded it completely. And so the fury of the Queen struck them down, causing the flora of the same fields and pastures they had nurtured for years to grow beyond measure. This created a gigantic plant maze that has held the inhabitants hostage ever since, for the amusement of the fairy court. It’s a magical domain, where day, night, and climate answer to Queen’s every whim.

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    + The Queen of Fairies - Antagonists
    193

    ANTAGONISTS

    THE QUEEN OF FAIRIES

    Titania is an atypical antagonist who might assume one of two symmetrical forms, the Queen of Midday or the Queen of Midnight, alongside their corresponding mischievous court.

    Form Changes and Rules:

    • If the characters challenge Titania, the fae monarch enters the fray as the Queen of Midday, accompanied by two Sun Poppies.
    • When reduced to 0 Hit Points in either form, Titania uses the Dawn or Dusk special rule (see upcoming pages) to assume their opposite form.
    • After each shift, Titania is considered a new creature in terms of rules, with full Hit Points and Mind Points, and no lingering status effects. Any and all spells that affected the other form end, and any symbol (see High Fantasy Atlas, page 148) is removed. It’s possible to steal from them twice using Soul Steal (see Core Rulebook, page 203), once per form.

    From the perspective of Titania and their court, our heroes are a form of entertainment, so a sacrifice is not available in this conflict, but it is possible to perform some deeds to gain the favor of the court (the amount of favor granted is shown in brackets in the list below). The Game Master has to reveal this information as soon as someone fulfills a deed but the full list must be kept secret. Each deed provides favor only once.

    Deeds to Gain Favor (Favor gained is in brackets):

    • Combo Breaker (+1). Titania cannot perform any action during their turn.
    • Fourth Wall (+1). A Player (yes, a Player, not a character!) makes Titania laugh.
    • Inconceivable! (+1). A PC wins an Opposed Check where Titania uses the bonus of Aspect of the Queen or Aspect of the Huntress.
    • Insubordination (+1). A character with the Outcast Fairy Quirk (see page 125) causes one of Titania’s forms to enter Crisis.
    • Look Out, My Queen! (+1). A character uses the Protect Skill (see Core Rulebook, page 197) to shield Titania from danger.
    • One Hundred to Zero (+1). A PC reduces an enemy from maximum HP to 0 HP.
    • To Persist is Human (+1). Titania has used both Weird Mind and Eternal Body.
    • What a Boom! (+1). A PC brings two or more enemies to 0 HP in a single turn.
    • Planned Defeat (+2). One Player Character surrenders.
    • Spirit of the Underdog (+2). Titania has reached 0 Hit Points once in each form.

    If the PCs accumulate 6 or more favor, Titania loses all their Ultima Points and the conflict ends: the Queen is now willing to negotiate with the group.

    Major Villain
    (10 Ultima Points); Variable rank (see below)
    VS.
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    Queen of Midday

    Queen of Midday

    (Champion 3) Lv 30 • ELEMENTAL

    Traits: ethereal, fickle, gracious, shimmering.

    Statistics

    DEX d8
    INS d10
    MIG d8
    WLP d8
    HP 300
    MP 150
    Init. / Def. 160 / +1

    Combat Details

    MP Capacity:
    12
    DEF: +1 | M. DEF: +2 | PRS: A IM b D VU E VU F IM I VU L AB T IM

    Basic Attacks

    • Royal Fan (DEX + INS) +3 • (HR + 10) air damage and the target suffers slow.

    Spells

    • Solar Mantle [Requires OO]

      (INS + WLP) +3 • 10 × T MP • Up to three creatures • Instantaneous.

      Titania deals (HR + 20) light damage to each target.

    Other Actions

    • Fairy Decree
      [Free Action] Titania may use an action to impose one of the following decrees, ending any previous one; after that, they perform a free attack with Royal Fan against a random target.
      • Season of the Opposites: When an enemy performs a Check (but not Open or Opposed), they succeed if the Result is lower than the Difficulty Level, instead of equal or higher.
      • Mirror Mirror: When an enemy has to choose one or more targets for an effect, they have to do so randomly among the eligible targets.
      • Law of the Fairies: When an enemy performs an Opposed Check, the Queen chooses which Attributes they use.
    • Radiant Bloom [Spend 20 Mind Points]

      Titania may use an action and spend 20 Mind Points to make all Sun Poppies (see next page) bloom. If no Sun Poppy is present, a new one enters the conflict and immediately blooms.

    Special Rules

    • Aspect of the Queen: Titania gains +3 to all Opposed Checks concerning fairies or diplomacy.
    • Dusk: When Titania is reduced to 0 Hit Points in her Queen of Midday form, she must spend 1 Ultima Point to call forth the night. She and any remaining Sun Poppies leave the conflict. At the end of the current round, she returns as the Queen of Midnight accompanied by two Moon Orchids (see page 197). If they have no Ultima Points left, Titania surrenders.
    • Elemental: Titania is immune to poisoned.
    • Weird Mind: At the start of each of her turns, if she is suffering from dazed and/or shaken, she recovers from these status effects and regains 10 Mind Points.
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    SUN POPPY

    Lv 30 • ELEMENTAL

    Lazy fairies with the form of multicolored flowers, who blissfully bask in the presence of their radiant Queen.

    Traits: ephemeral, lazy, multicolored, shining.

    Statistics

    DEX d8 | INS d10 | MIG d8 | WLP d8

    HP: 100 • MP: 50 | Init. 9

    DEF +1 M. DEF +2 p A RS b D VU e F RS I VU L IM T IM

    Actions and Abilities

    Basic Attacks

    Diurnal Caress

    (DEX + WLP) +6 • (HR + 10) light damage. The next time the target suffers light damage during this round, they suffer 5 extra damage.

    Other Actions

    Sweet Oblivion

    The Sun Poppy may use an action to drain enemies of their strength. Each enemy the Sun Poppy can see loses 20 Mind Points.

    Special Rules

    • Elemental: The Sun Poppy is immune to poisoned.
    • Energized Awakening: When the Sun Poppy is reduced to 0 Hit Points, all enemies present on the scene regain 30 Mind Points.
    • Kissed by the Sun: As long as she is in bloom and Titania is not in Crisis, the Sun Poppy loses her Vulnerabilities to ice and dark damage.
    • Withering Heat: After the Sun Poppy loses Hit Points due to damage of a type she is Vulnerable to, or loses any amount of Mind Points, if she is in bloom, she stops being in bloom.

    TITANIA, QUEEN OF MIDDAY’S TACTICS

    • On the first enemy turn of the round, Titania uses Fairy Decree to impose one of their decrees, in cyclical order: Season of the Opposites, Mirror Mirror, Law of the Fairies, then Season of the Opposites again and so on.
    • On the second enemy turn, if they have enough Mind Points, Titania uses Radiant Bloom, otherwise they attack a random target with Royal Fan.
    • Next, all Sun Poppies perform their turns. The first (if present) uses Sweet Oblivion, the second (if present) uses Diurnal Caress against a random target.
    • On the final enemy turn, Titania uses Solar Mantle on as many enemies as possible. If they have less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.

    “Evil? Me? Nonsense. I was simply denied what was agreed upon.”

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    + Character Profile: Queen of Midnight

    Queen of Midnight

    **Champion Tier 3 • Elemental Traits:** brutal, merciless, mercurial, regal.

    Attributes & Stats

    DEX: d10 INS: d8 MIG: d8 WLP: d8
    HP: 300 MP: 150 Initiative: 160
    DEF/M. DEF: +0 / +0
    PRS A VU b D AB E IM F VU I IM L VU T IM: (Placeholder for complex stats)

    Basic Attacks

    • Fairy Arrow • (DEX + MIG) +3 • Deals (HR + 15) ice damage.

    Spells & Abilities

    Lunar Blanket (Spell)

    • Type: Instantaneous
      Cost: 10 MP • (INS + MIG) +3
      Effect: Titania deals (HR + 20) dark damage to the target, and the target suffers weak.

    Other Actions

    • Gaunt Bloom (Action/Passive)
      Titania may use an action and spend 20 Mind Points to make all Moon Orchids (see next page) bloom. If there is no Moon Orchid present on the scene, a new one enters the conflict and immediately blooms.
    • Wild Hunt (Action)
      Titania may use an action to declare one of the following hunts, ending the effects of any previous one; after that, they perform a free attack with Fairy Arrow against a random target.
      • Hound the Prey: Titania and the Moon Orchids (see next page) deal 5 extra damage against weak targets.
      • Gathering Horn: Titania chooses a Moon Orchid (see next page) present on the scene, who performs his turn immediately after Titania’s this round (following the tactics on next page).
      • Thrill of the Hunt: The next time a source deals damage to Titania and/or one or more Moon Orchids, that source deals no damage instead.

    Special Rules

    • Aspect of the Huntress: Titania gains +3 to all Opposed Checks concerning swiftness, accuracy or giving chase.
    • Dawn: When Titania is reduced to 0 Hit Points in the Queen of Midnight form, they have to spend 1 Ultima Point to call forth the day. In doing so, Titania and any remaining Moon Orchids (see next page) leave the conflict. At the end of the current round, Titania returns to the conflict as the Queen of Midday accompanied by two Sun Poppies (see page 195). If they have no Ultima Points left, Titania surrenders.
    • Elemental: Titania is immune to poisoned.
    • Eternal Body: At the start of each of their turns, if Titania is suffering from slow and/or weak, they recover from these status effects and regain 10 Mind Points.
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    + Character Profile Sheet

    MOON ORCHID

    Level 30 • ELEMENTAL

    Fierce and devout fairies in the shape of delicate flowers. They use their razor-sharp petals to hunt the prey chosen by the Queen.

    Traits: ephemeral, frantic, lethal, pure.

    Stats & Attributes

    Core Stats
    • DEX d10
    • INS d8
    • MIG d8
    • WLP d8
    • HP: 100
    • MP: 50
    • Init: 9
    Defensive/Offensive Stats
    • DEF: +2
    • M. DEF: +1
    • p A V U b D I M E R S f I R S L V U T IM (This appears to be an acronym key)
    • BASIC ATTACKS (See details below)

    Abilities & Actions

    ⚔️ Basic Attacks

    • Nocturnal Laceration: (DEX + MIG) +6 • (HR + 10) dark damage. If the Moon Orchid is in bloom, this attack deals 5 extra damage.

    ✨ Other Actions

    • SS Rude Awakening: The Moon Orchid may use an action and spend 20 Mind Points to deal 10 dark damage to every enemy he can see.

    🌿 Special Rules

    • Elemental: The Moon Orchid is immune to poisoned.
    • Ephemeral Beauty: As long as he is in bloom, the Moon Orchid becomes Vulnerable to physical damage.
    • Fragile Frost: After the Moon Orchid loses Hit Points due to damage of a type he is Vulnerable to, or loses any amount of Mind Points, if he is in bloom, he stops being in bloom.
    • Moon Kiss: As long as at least one Moon Orchid is in bloom, Titania loses their Vulnerabilities to fire and light damage.

    👑 TITANIA, QUEEN OF MIDNIGHT’S TACTICS

    • On the first enemy turn of each round, Titania uses Wild Hunt to declare one of their hunts, in cyclical order: Hound the Prey, Gathering Horn, Thrill of the Hunt, then Hound the Prey again and so on.
    • On the second enemy turn, if they have enough Mind Points, Titania uses Gaunt Bloom, otherwise they attack a random target with Fairy Arrow.
    • Next, all Moon Orchids perform their turns. The first (if present) uses Rude Awakening, the second (if present) uses Nocturnal Laceration against a random target.
    • On the final enemy turn, Titania uses Lunar Blanket on as many targets as possible. If the Queen has less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.
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    + The Chronicles of Eldgren

    The Awakening of Eldgren

    Millennia ago, the great forest of **Eldgren** gracefully welcomed those who proved themselves worthy of its favor. After overcoming the tests imposed by the guardian spirits, worthy mortals received the great tree’s blessings—so that entities dwelling in the earth, the stone, among the branches, and in the streams would heed their words and prayers.

    Unfortunately, an ancient civilization, whose erudition was matched only by their fear of the unknown, decided that these superstitions were obsolete and dangerous. They believed such a power had to be grasped and controlled. They started many wars, but left precious few accounts. The forest was reduced to a smoldering waste, but even less remained of those short-sighted people.

    The Lingering Scars

    However, the spirits never left their home: over the centuries, they healed the earth and new life blossomed in Eldgren. The superficial wounds were mended, but the rage and the resentment for the mortals’ actions still burned in the depths, like buried embers, slowly poisoning the heart of the forest, and allowing an invisible parasite to make its nest within it.

    When young humans, oblivious to what had transpired, set foot among the trees once again, Eldgren remained silent, waiting. When some of them pushed deeper, studying the broken ruins of those ancient people, Eldgren waited. But when the first trees were felled, the spirits decided that these mortals were the same as their ancestors and, if left unchecked, the tragedies of the past would repeat themselves.

    The Reckoning

    Ash swept away, embers roar hateful once again: the ancient guardians of the forest are ablaze with a ghostly and vengeful fire, while millennia-old trees entwine their branches and shake the ground to uproot the human threat once and for all… even at the cost of snuffing out hundreds.

    Not all is lost: a minuscule fragment of Eldgren’s ancient heart managed to escape desperation and traveled beyond the boundaries of the forest, looking for heroes who can heal its suffering…

    “What do you know about pain? Of suffering?

    Your ancestors committed unforgivable crimes.
    You will be given no chance to repeat them!”
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    199
    W

    44 ANTAGONISTS

    CHAPTER

    — CHAPTER —

    Content Flow Placeholder

    This section would typically contain the main body text of the chapter. Based on the raw extract, this area represents the core content related to "Antagonists."

    Document Generated For:

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    + The Forest's Trial - Campaign Guide

    THE FOREST'S TRIAL

    Context:

    In this first phase, the characters delve into the forest, hoping to stop it before it unleashes its rage on nearby villages.

    Narrative Development

    From a narrative perspective, the last non-corrupted shard of the heart of the forest guided the PCs here. The shard might be an NPC, but it would be better if they are a Player Character who has remembered the true nature of their mission. Such a revelation might be triggered with a Fabula Point or with a Quirk like Underchild (see page 129), or introduced by the awakening of the Mysterious Grimoire Quirk (see page 124).

    Another interesting option is the revelation that a PC’s Faithful Companion (see Core Rulebook, page 217) is much more than a common animal.

    Environmental Rules

    In this phase, the forest is an environmental element; it doesn’t take part in the conflict nor use any Ultima Points. The main threat is the Ashen Rådande (see page 201), who hinder the heroes while they undertake the ancient trials of Eldgren.

    The Trials

    Sequence and Mechanics

    The trials take place at the end of each round, in the following order:

    • Trial of Strength (first round). Each PC must perform a (MIG + WLP) Check with Difficulty Level 10. For each success, the group accrue 1 Trial Point, but those who fail lose half of their current Hit Points.
    • Trial of Remembrance (second round). Each PC can choose one of their Bonds and give it to the Forest; that Bond cannot be invoked until the end of the scene. Each PC who chooses to give one of their Bonds must recount one campaign event linked to it, and then roll their highest base Attribute die, adding the strength of the gifted Bond, accruing 1 Trial Point, plus another one if the result is 10 or higher. Each PC that doesn’t give a Bond fails the trial and becomes coveted by the Rådande until the end of the Scene.
    • Trial of Unity (third round). Each PC rolls their lowest base Attribute die. If the result is equal to or lower than that PC’s total number of Bonds, the group accrue 1 Trial Point. If the result is higher, the PC loses half of their current Mind Points.

    Conclusion: At the end of the fourth round, if the group has accrued a number of Trial Points equal to or higher than (the number of Player Characters, multiplied by 3), the ancestral magic recognizes their valor and brings them before the Ancient (see page 202). Otherwise, a strange spell drops them at the edge of the forest and they will be able to face the Ancient only later; meanwhile, Eldgren will have started rampaging across the countryside.


    W ELDGREN • PHASE 1

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    ASHEN RÅDANDE

    Lv 40 • PLANT

    Description

    Once guardians of the forest, now they are driven by the gut-wrenching hatred that burns in their hearts.

    Traits: merciless, poisoned, scorched, terrifying.

    Attributes

    • DEX d10
    • INS d12
    • MIG d8
    • WLP d6
    • HP 120 • 60 MP
    • Init. 11

    Defense & Attacks

    • DEF +0
    • M. DEF +0
    • p A VU b d E RS F IM I VU l T RS (Placeholder for complex stats)

    Special Class Stats

    • Basic Damage: Fan the Flames • (DEX + MIG) +4 • (HR + 20) fire damage. After resolving this attack, if the target wasn’t coveted, the Ashen Rådande loses 10 Hit Points.
    • Shared T orment OO • (INS + WLP) +7 • 20 MP • One creature • Instantaneous. Both the Ashen Rådande and the target suffer poisoned.

    Special Rules

    • Harrowing Rage: As long as the Ashen Rådande is poisoned, all damage they deal ignores Immunities and Resistances.
    • Plant: The Ashen Rådande is immune to dazed, enraged, and shaken.
    • Trial by Fire: When the Ashen Rådande is reduced to 0 Hit Points, Player Characters receive 1 Trial Point.

    Ashen Rådande Tactics

    At the start of the conflict, a number of Rådande equal to the number of PCs minus 1 enter the scene. The forest spirits’ grudge drives them to push intruders away, preventing them from even attempting to demonstrate that they are worthy of Eldgren’s trust and respect.

    Behavior:

    • On their turn, if they are not poisoned, a Rådande uses Shared T orment against a random target, prioritizing those who are not poisoned already.
    • If poisoned, the Rådande uses Fan the Flames against a random target, prioritizing coveted ones.
    • Also, every time a Player Character fails one of the three trials of the spirits, another Rådande immediately joins the conflict (up to a maximum number of Rådande equal to how many were present at the start of the conflict).

    Villain Status

    Major Villain (10 Ultima Points); Variable rank (see below)

    Source Data: ()

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    Eldgren's Tactics: The Ancient

    The Encounter

    At this point, the PCs have to face Eldgren in all her rage, under the guise of the ancient and colossal guardian of the forest: a towering wooden colossus, similar to a giant moose with blazing antlers.

    Conflict Setup

    This conflict can either immediately follow the trials (described in the previous pages) or occur later on if the characters failed the trials or didn't reach the forest before it animated and began its march of destruction. In the first case, you should make sure that the PCs have enough time to reorganize and use potions or other abilities to regain strength; in the second, if the group took a really long time to arrive, this battle might include a Clock representing the progressive destruction of a settlement or a region, automatically filling by one section at the end of each round.

    Ancient Abilities

    In the form of the Ancient, Eldgren is powerful and unrelenting, but quite predictable. Her turn actions follow a five-turn cycle:

    • On her first turn: If two or less PCs are enraged, Eldgren uses Rekindle the Embers; otherwise, she uses Scorching Gaze against a random target. If she doesn’t have enough Mind Points, she uses Ashen Antlers against a random target.
    • On her second turn: Eldgren uses Toxic Despair against as many random targets as possible, prioritizing those already poisoned.
    • On her third turn: Eldgren uses Scorching Gaze against a random target; if she doesn’t have enough Mind Points, she spends 1 Ultima Point to Recover.
    • On her fourth turn: Eldgren uses Ashen Antlers against a random target.
    • On her fifth turn: Eldgren uses Thousand-year Fury against the enemy toward which she bears a grudge. If she doesn’t have a grudge against anyone, she attacks a random target with Ashen Antlers instead.

    Mechanics and Outcome

    • Ultima Points (UP): In this phase, Eldgren spends Ultima Points to Invoke a Trait every time she fails a Magic Check to cast one of her offensive spells (OO), or to Recover during her third turn.
    • Collapse Condition: Once reduced to 0 Hit Points, the Ancient collapses to the ground and stops moving, leaving the Heart of the Forest exposed (see page 204).
    +
    + +
    + Character Profile Sheet

    ELDGREN, THE ANCIENT

    (Champion 5) | Level 40

    Class/Archetype: PLANT
    Traits: ashen, immense, resentful, tortured.

    Core Statistics

    DEX: d6 | INS: d8 | MIG: d12

    WLP: d10 | HP: 700 • 350 MP

    Init: 12 | DEF: +0 | M. DEF: +0

    Attacks: p A VU B RS d E VU F IM I RS l T AB

    Basic Actions

    • M Ashen Antlers
      (MIG + MIG) +4 | (HR + 20) fire damage.
      If Eldgren bears a grudge, this attack deals 5 extra damage. If this attack misses while bearing a grudge, she loses 30 Hit Points after resolving the attack.
    • Toxic Despair
      (INS + MIG) +4 | (HR + 15) poison damage. This attack has multi (2). If a creature hit by this attack is suffering from poisoned, they suffer shaken and weak.

    Spells

    • Rekindle the Embers
      (MIG + WLP) +4 | 10 × T MP • Up to three creatures • Instantaneous.
      Each target suffers enraged.
    • Scorching Gaze
      (MIG + WLP) +4 | 10 MP • One creature • Instantaneous.
      Eldgren deals (HR + 25) fire damage to the target, and the target suffers shaken.

    Other Actions

    • Thousand-year Fury
      Eldgren may use an action to deal 30 damage to the creature toward which she bears a grudge, plus 10 extra damage for every other time she has used this action since the start of the scene. Then, Eldgren stops bearing her grudge. Damage dealt by this action has no type and thus ignores Affinities.

    Special Abilities & Conditions

    • Ancestral Grudge: When an enemy causes Eldgren to lose Hit Points, she starts bearing a grudge toward them. She can bear only one grudge at a time. If Eldgren recovers Hit Points while bearing a grudge, instead she recovers no Hit Points and stops bearing a grudge.
    • Misery: Eldgren is immune to poisoned. As long as there are two or more creatures suffering from poisoned present on the scene, Eldgren may treat her Defense and Magic Defense scores as being equal to 13.
    • Plant: Eldgren is immune to dazed, enraged, and shaken.
    • Suffering Exhale: When Eldgren enters Crisis for the first time during a scene, all creatures present on the scene suffer poisoned.
    • Tough Grudge: As long as she bears a grudge, Eldgren gains Immunity to all damage types except air and earth.
    [ ()] - Data extracted from PDF document.
    +
    + +
    + The Heart of the Forest

    ELDGREN’S TACTICS: THE HEART OF THE FOREST

    In this phase, the characters are face-to-face with the pulsing Heart of the Forest, and at last they have the chance to heal it, removing the mysterious and invisible parasite that infested it.

    Core Conflict Mechanics

    The Heart's Limitations

    This conflict is based upon a special rule designed to showcase the narrative through the game mechanics:

    • The Heart enters the scene with current Hit Points equal to 1 and its Hit Points cannot go below 1.
    • If the Heart’s current Hit Points become equal to or greater than 480, it loses all Ultima Points and Surrenders immediately.

    Slumbering Hope Clock

    This scene also includes a “Slumbering Hope” Clock with 4 sections, visible to all participants. This Clock can be filled or emptied only in the following ways:

    • When a Player Character present on the scene spends 1 Fabula Point to invoke a Theme of Belonging, Hope, Justice or Mercy, fill 1 section of the Clock.
    • At the start of the fourth enemy turn (see below) of the round, if the Clock is full, empty it. If you do, the Heart regains 40 Hit Points and 40 Mind Points, and it doesn’t perform any action this turn.

    The Heart's Strict Cycle of Play

    The Heart follows a very strict cycle of play:

    • On the first enemy turn: The Heart uses Flame of Remembrance during odd-numbered rounds or Avenging Miasma during even-numbered rounds, both against random targets.
    • On the second enemy turn: If it has enough Mind Points, the Heart uses Aura of Desperation during odd-numbered rounds, or Ashen Breath during even-numbered rounds. If it lacks the required Mind Points, it uses Avenging Miasma against random targets.
    • On the third enemy turn: The Heart uses Ancient Vitality or, if it doesn’t have enough Mind Points, a Recovery action. If it doesn’t have any Ultima Points left, it uses Flame of Remembrance against a random target.
    • On the fourth enemy turn: Check the “Slumbering Hope” Clock (see above). If the Clock isn’t empty and the Heart is not in Crisis, it uses Parasite Grasp. If the Heart is in Crisis and/or it doesn’t have enough Mind Points, it uses Flame of Remembrance against a random target.
    +
    + +
    +

    The Heart

    (Champion 4)

    Once the living core of Eldgren, the Heart is covered by the withered remains of the Rådande who died to protect it.

    Traits

    Burning, **Desperate**, **Millennia-old**, **Resentful**.

    Core Stats

    DEX: d8
    INS: d10
    MIG: d8
    WLP: d10
    HP: 480MP: 240
    Init: 13

    Defenses & Combat

    DEF: +0 | M. DEF: +0 | P AB A AB B AB D AB E AB F AB I AB L AB T AB

    Basic Attacks

    • M Flame of Remembrance (INS + MIG) +7(HR + 15) fire damage.
      After resolving this attack, if the Accuracy Check’s High Roll was even, the Heart regains 20 Hit Points, otherwise, it loses 20 Hit Points.
    • Avenging Miasma (INS + WLP) +7(HR + 15) poison damage.
      This attack has multi (2).

    Spells

    • Ashen Breath (OO)
      Requires (INS + WLP) +4 | Cost: 10 MP | Target: One creature | Type: Instantaneous. The Heart deals (HR + 25) fire damage to the target.
    • Aura of Desperation
      Cost: 20 MP | Type: Special | Instantaneous. Every creature able to see the Heart suffers shaken.
    • Parasite Grasp
      Cost: 30 MP | Type: Special | Instantaneous. The mysterious infection nestled in the Heart of Eldgren spreads, causing it to spasm violently: the Heart loses the exact amount of Hit Points required to enter Crisis. After that, the Heart deals poison damage equal to (the amount of Hit Points lost with this spell divided by the number of creatures present on the scene) to each creature present on the scene (including itself).

      (Warning: If a Player Character learns this spell with spell Mimic, they immediately lose all their Fabula Points and suffer enraged. If the campaign continues, the group might even have that character evolve into a Villain.)

    Other Actions

    • Ancestral Vitality
      The Heart may use an action and spend 20 Mind Points to stop being affected by any spell with duration “Scene” and any “hex” invocations (see page 156).

    Special Rules

    • Parasitic Despair
      As long as it is not in Crisis, the Heart is treated as having neutral Affinity (-) to all types of damage.
    • Plant
      The Heart is immune to dazed, enraged, and shaken.
    +
    + +
    + Index Directory

    Index Directory

    A

    • abyss sheet 18
    • artifacts 88

    B

    • Badger Temple 22
    • Breezeburg 26
    • Brightvale 186

    C

    • Camp Activities 130
    • Candle Bay 30
    • Cerulean Jungle 34
    • classic characters 134
    • conflicts 62
    • cookbook sheet 150
    • custom weapons 112

    D

    • Darkdepth 38
    • delicacy 151–152
    • Dylon 182

    E

    • Eisenstadt 42
    • Eldgren 198
    • environmental antagonist 174

    F

    • Floralist 138
    • forging 74

    G

    • garden 140
    • Golden City 46
    • Gourmet 148
    • Growth Clock 140

    H

    • Heroic Skills 160

    I

    • invocation 156
    • Invoker 154

    L

    • Lowtide 50

    M

    • magiseed 140
    • materials 74, 78
    • Merchant 158
    • multi-part enemies 180

    N

    • natural fantasy locations 16
    • natural fantasy Pillars 8
    • Node 182

    Q

    • Quirks 120

    R

    • rare items 82
    • accessories: 87

      rare armor: 86

      rare shields: 86

      rare weapons: 84

    • Rocky Desert 54

    S

    • sample natural fantasy characters 97

    T

    • Titania, Queen of Fairies 192
    • T onitranea Rex 176
    • Trade Points 159

    V

    • vertical development worlds 18
    • Vertigo Peak 58

    W

    • wellspring 156
    +
    + +
    + Inspirations and Credits

    207

    INSPIRATIONAL WORKS

    Gaming Inspirations

    A vast collection of influences drawn from various titles and developers, including:

    • Atelier (Dusk trilogy, Ryza Trilogy and Sophie duology) by Gust and Koei Tecmo
    • Bistro Heroes by Team Tapas
    • Etrian Odyssey III: The Drowned City and Etrian Odyssey Untold: The Millennium Girl by Atlus
    • Final Fantasy: Crystal Chronicles by Square Enix
    • Harvestella by Live Wire Inc. and Square Enix
    • The Horizon series by Guerrilla Games
    • Ico, Shadow of the Colossus and The Last Guardian by Team Ico
    • Jade Cocoon: Story of the Tamamayu by Genki
    • The Monster Hunter Stories series by Capcom and Marvelous Inc.
    • Ōkami and Ōkamiden by Capcom
    • The Rune Factory series by Marvelous Inc.
    • The Legend of Zelda: Breath of The Wild, Tears of the Kingdom and The Wind Waker by Nintendo
    • Wild Arms 3 by Media Vision
    • Wild Hearts by Omega Force

    Non-Videogame Inspiration

    Drawing inspiration beyond video games from authors, manga, and historical media:

    • Dungeon Meshi by Ryoko Kui
    • Earthborne Rangers by Earthborne Games
    • Frieren – Beyond Journey’s End by Kanehito Yamada and Tsukasa Abe
    • Laputa – Castle in the Sky by Hayao Miyazaki and Studio Ghibli
    • Made in Abyss by Akihito Tsukushi
    • Mushishi by Yuki Urushibara
    • Nausicaä of the Valley of the Wind by Hayao Miyazaki and Topcraft
    • Princess Mononoke by Hayao Miyazaki and Studio Ghibli
    • Seirei no Moribito by Nahoko Uehashi
    • Symbaroum by Mattias Johnsson and Mattias Lilja
    • The Dragon, the Hero and the Courier by Yamada Gregorius
    • The Fire Hunter by Rieko Hinata and Akihiro Yamada
    • The Wildsea by Felix Isaacs
    • Trigun by Yasuhiro Nightow
    • Magic: The Gathering settings including the Ikoria, Lorwyn and Zendikar and Rei Nakazawa’s flavor texts for the Kamigawa set.

    CREDITS

    Acknowledgements

    Special thanks to:

    • Nicola Degobbis, Chris Pagliari, Marco Munari, Alberto Orlandini, Marta Palvarini, Matteo Pedroni, Selene Dal Borgo and Erica Viotto for their direct contribution to this volume.

    Thanks also to the many patrons who continue to support this project worldwide:

    • Alberto “107”, Alena, Anise, Francesco Castelli, Pieralberto Cavallo, Cryo, Dracoknight, Lassic, Libro, Chiara Listo, Andrea Lucca, Monowave, Nadia, Nicola Marchi, Nitro, Diego Proietti Petretti, Claudio Pustorino, Rosencranz, Claudio Serena, Stepnix, Tails, Tekko!, Triex and Giuseppe Vitale for precious advice and observations.
    • Also thanks to Ali A Olomi, Ancient Americas, Rhystic Studies, Spice8Rack, and The Asians Represent Podcast for their invaluable contents.

    Community Support

    Thank you also to the Fabula Ultima and Rooster Games communities: during the development months you have provided tireless insights and precious opinions on our playtest content – and special thanks to our hard-working mods Alberto “107”, Chris, Cryo, Nadia and Stepnix.

    Final Thanks

    And finally, a special thank you goes to Reidy, Will, and their play groups. Whatever awaits us at the journey’s end, I believe we will play together, again and again.

    +
    + +
    + Document Summary

    Our Story

    This endeavor will bring new kindness and positive change.

    We are dedicated to sharing our story of impact and community growth. Our goal is to bring renewed kindness to all.

    Customer Details

    Customer Type:

    Order Identification:

    +
    +
    +
    +
    + + + + + \ No newline at end of file diff --git a/build.py b/build.py new file mode 100644 index 0000000..a4cd311 --- /dev/null +++ b/build.py @@ -0,0 +1,315 @@ +#!/usr/bin/env python3 +"""Combine all numbered page files into a single index.html.""" +import os +import re + +def build_index(title, DIR): + # Collect numbered pages, sorted numerically + page_nums = sorted( + int(m.group(1)) + for f in os.listdir(DIR) + if (m := re.match(r'^(\d+)\.html$', f)) + ) + + def read_page(n): + with open(os.path.join(DIR, f'{n}.html'), encoding='utf-8') as f: + content = f.read() + content = re.sub(r'[ \t]*]+>\n?', '', content) + return content.strip() + + sections = [(n, read_page(n)) for n in page_nums] + + sidebar_items = '\n '.join( + f'
  • ' + for n in page_nums + ) + + sections_html = '\n\n '.join( + f'
    \n{content}\n
    ' + for n, content in sections + ) + + pages_js = '[' + ','.join(str(n) for n in page_nums) + ']' + + html = f'''\ + + + + + + {title} + + ''' + html += f''' + + + + + +
    + +
    + +
    +
    + +
    + + +
    + +
    + {sections_html} +
    +
    +
    + + + + + ''' + + out = os.path.join(DIR, 'index.html') + with open(out, 'w', encoding='utf-8') as f: + f.write(html) + + print(f'Generated {out} with {len(page_nums)} pages ({os.path.getsize(out) // 1024} KB)') + +build_index("Fabula Ultima - Core Rulebook", "./books/core") +build_index("Fabula Ultima - Natural Fantasy Atlas", "./books/natural-fantasy-atlas") diff --git a/css/book-page.css b/css/book-page.css index 9051394..68fcb3f 100644 --- a/css/book-page.css +++ b/css/book-page.css @@ -76,6 +76,7 @@ ul, ol { padding-left: 1.5em; margin-bottom: 0.9em; } li { margin-bottom: 0.35em; } li > p { margin-bottom: 0.3em; } li strong { color: var(--gold); } +dl dt::before { content: "\10087 "; } /* Custom bullet style used by several pages */ ul.no-bullets, .class-list, .toc-list, .ability-list { list-style: none; padding-left: 0; } @@ -286,3 +287,4 @@ section { margin-bottom: 1.4em; } ::-webkit-scrollbar-track { background: var(--bg); } ::-webkit-scrollbar-thumb { background: var(--border-bright); } ::-webkit-scrollbar-thumb:hover { background: var(--teal-dim); } + diff --git a/pages.py b/pages.py new file mode 100644 index 0000000..aa670f2 --- /dev/null +++ b/pages.py @@ -0,0 +1,17 @@ + +import pathlib +import re + +PAGE_RGX = r"page ([0-9]+)" + +# for root, dirs, files in pathlib.Path("./books/core").walk(): +for root, dirs, files in pathlib.Path("./books/natural-fantasy-atlas").walk(): + files = [root / fn for fn in files if fn.endswith(".html")] + for fn in files: + with fn.open() as fh: + html = fh.read() + with fn.open('w') as fh: + for line in html.split("\n"): + if re.search(PAGE_RGX, line) and "\g<0>', line) + fh.write(line) \ No newline at end of file