diff --git a/books/core/100.html b/books/core/100.html index cb9f4d8..8ac1e4a 100644 --- a/books/core/100.html +++ b/books/core/100.html @@ -1,2 +1,50 @@ -Master chapter, on page 254. Master chapter, -on page 254. +
+ In Fabula Ultima, Villains are powerful antagonists that will give Player + Characters a run for their money. Just as the Player Characters’ actions drive + the story forward, Villains represent the powerful threats that loom over the + world — sometimes lurking in the shadows, sometimes welcoming our protagonists + with a warm and deceitful smile, and sometimes challenging them in an all-out + battle that will decide the fate of the entire world. +
+Here are some good examples of Villains:
+ ++ Whatever form they take, Villains are usually connected to one or more Player + Characters; sometimes this connection is thematic (as would be the case with a + ruthless Villain opposing a character's Theme of Mercy), but it can also be + much more tangible (a classic case would be a Villain who is revealed to be a + Player Character's lost sibling). +
++ The Game Master may introduce Villains whenever they see fit — either by + adding a completely new character to the story or by revealing that a + preexisting character or creature is a Villain. +
++ Villains are often accompanied by henchmen or even by other Villains: two + lovers fighting side by side, a Queen and her advisor, a powerful sorcerer and + his massive golems, a bandit leader and her gang of rogues... More information + on how to create and manage Villains can be found in the Game Master chapter, + on page 254. +
diff --git a/books/core/116.html b/books/core/116.html index e69de29..f256437 100644 --- a/books/core/116.html +++ b/books/core/116.html @@ -0,0 +1,48 @@ ++ Spells require precise movements and spoken incantations; they also produce + visible and fantastical effects. Because of this, everyone nearby will + immediately know that magic is being used, and who by — it is impossible to + cast a spell furtively. +
+Spells marked with (r) next to their name are offensive spells.
++ When you cast an offensive spell, you perform the appropriate Magic Check and + the target's Magic Defense score determines the Difficulty Level. If the spell + has multiple targets, it will affect each target whose Magic Defense is equal + to or lower than the Result of your Magic Check (similarly to a multi attack). + The spell will affect each target whose Magic Defense is equal to or lower + than the total Result of your Magic Check. +
++ If you roll a critical success on the Magic Check, the spell automatically + hits all targets. +
++ Several spells require you to calculate the potency of their effects using + your High Roll (HR) — to do so, simply take the highest die you rolled on your + Magic Check. The same effect will then be applied to each target. +
++ If you cast a spell with a duration of "Scene", you can end its effect at any + time. The effect will also end if you die or fall unconscious, or if you leave + the scene. +
++ If the same spell is cast more than once on a target, its effects will not + stack — the most recent casting will replace the previous one. +
++ Example: The spell Elemental Shroud grants Resistance to one damage type + chosen among air, bolt, earth, fire, and ice. If this spell is cast on a + creature granting them Resistance to fire, and is subsequently cast again on + the same creature granting them Resistance to ice, the creature will only be + Resistant to ice. +
++ If two spells have identical effects but different names, they do not stack. +
diff --git a/books/core/141.html b/books/core/141.html index e69de29..0dcb6a7 100644 --- a/books/core/141.html +++ b/books/core/141.html @@ -0,0 +1,50 @@ ++ While the protagonists of Fabula Ultima are heroes, this doesn’t mean there + won’t be disagreements or hostilities between them. Situations might arise in + which two or more Player Characters are at odds: you can resolve these through + mutual agreement or by using the rules as normal. +
+When handling such a situation, make sure to remember the following:
+ ++ Take some time to think about what’s happening. When the goals or actions + of two or more Player Characters are at odds, don’t be too hasty about + rolling dice. Just “pause” the game and let the involved Players find an + agreement on how to resolve the situation. +
++ Keep in mind that these rules have been written to solve conflicts between + characters: the corresponding Players are still responsible for an + enjoyable game experience and should cooperate with each other. If a + disagreement arises between Players, there’s not much this game can do: + solve the issue through dialogue and go back to playing the game once + you’re on the same page again. +
++ Establish what is at stake and determine a resolution method. With the + help of your Game Master, Players should establish what their characters + want to accomplish (sometimes this will be enough to realize your goals + aren’t in conflict). Then, you should choose a method to resolve the + contrast: Opposed Checks generally work well for this. +
++ Do not roll dice until you’re sure everyone understands what will happen. + If you are struggling to find an agreement, consider setting the issue + aside and coming back to it once you’ve reached a compromise. Perhaps the + characters bicker and argue, but a more urgent threat demands their + attention. +
++ In every Fabula Ultima world, science and magic represent two different ways + of studying and manipulating reality: one concerns itself with the tangible + nature of matter, the other with the souls that dwell within it — two sides of + the same coin. Miraculous machinery might be hidden beneath the ruins of an + ancient civilization, and even the most powerful wizards will often make use + of vehicles and airships. Many of these worlds also feature an unusual + discipline that combines magic and technology into magitech: metal soldiers + animated by the souls of the fallen, bombs that can unleash elemental mayhem, + and flying machines fueled by wind spirits are only a few examples of what can + be created by this hybrid craft. +
++ Fabula Ultima’s protagonists are full-fledged heroes, extraordinary + individuals that possess unique abilities and whose actions will shape the + fate of the world. While some may not be noble paladins or virtuous paragons + of justice, even the thieves and dark knights among them have a fundamentally + good nature and can be trusted to do the right thing when the situation gets + desperate. In line with the video game genre Fabula Ultima draws inspiration + from, our heroes do not follow any rule of realism: be they children with + incredible magical powers or elderly warriors able to single-handedly + challenge an entire army, all that matters is their strength of spirit. +
++ Any relevant event in a game of Fabula Ultima is tied to the heroes, either + directly or indirectly. Dramatic plot twists shall happen when the + protagonists are present on the scene, and the great powers (and evils) of the + world shall pay them special attention. Following the same logic, the heroes’ + determination will allow them to achieve the impossible, such as defeating an + empire or sealing away a powerful deity. +
++ This game is built upon discovery: of ancient mysteries and forgotten powers, + yes, but most of all, of the heroes themselves, of their feelings, and of what + they are willing to do in order to fight against darkness. Fabula Ultima’s + protagonists are complex and sometimes tragic figures, and their journey will + change them forever. +
diff --git a/books/core/157.html b/books/core/157.html index e69de29..2cee67e 100644 --- a/books/core/157.html +++ b/books/core/157.html @@ -0,0 +1,121 @@ ++ Once a fearsome pirate, Lady Morgan is now the respected protector of + Tidebreak Cove. ++ +
| Adjectives (roll or choose; up to two) | +Detail (roll or choose; up to one) | +|
|---|---|---|
| 1-3 | +4-6 | +(no d6 roll) | +
| 1. Charming | +1. Devout | +1. from an Ancient Bloodline | +
| 2. Oathbreaker | +2. Last | +2. on the Run | +
| 3. Chosen | +3. Distant | +3. of the Old Faith | +
| 4. Former Imperial | +4. Proud | +4. Seeking Justice | +
| 5. Troubled | +5. Wanted | +5. in Disgrace | +
| 6. Brave | +6. Fearful | +6. of the Crimson Wings | +
| 7. Animal-loving | +7. Kind | +7. from the High Academy | +
| 8. Amnesiac | +8. Respectable | +8. from the Moon | +
| 9. Dashing | +9. Tainted | +9. of the Seven Seas | +
| 10. Imperial | +10. Young | +10. from the Future | +
| 11. Free-spirited | +11. Eccentric | +11. looking for Answers | +
| 12. Loyal | +12. Well-connected | +12. without a Homeland | +
| 13. Elderly | +13. Naive | +13. of the Royal Army | +
| 14. Chivalrous | +14. Spoiled | +14. from Another Dimension | +
| 15. Smiling | +15. Gifted | +15. of the Desert Clans | +
| 16. No-nonsense | +16. Royal | +16. of the Storm Knights | +
| 17. Apprentice | +17. Reckless | +17. with a Heart of Gold | +
| 18. Influent | +18. Furtive | +18. from the Ancient Forest | +
| 19. Ill-tempered | +19. Famous | +19. from the Past | +
| 20. Tough | +20. Non-human* | +20. of the Sacred Flame | +
+ In a natural fantasy world, every location and vista is deeply immersed in + vibrant colors and populated by great beasts and monsters. There are no cities + and roads, only small villages and narrow paths. But as our heroes venture + into ruins or deep into the darkest forests, things change — these forbidden + places are alien and magical, cold and terrifying. Things that were meant to + be forgotten dwell there... +
++ Magic is strongly tied to nature, life, and the elements: its traditions are + largely oral, passed down from elder to apprentice, and a mystery to most + people. The magic found in the ruins, however, is cold and artificial, a + remnant of an age of golems and machinery that defied and angered the forces + of nature. +
++ In a natural fantasy world, antagonists tend to be disastrous calamities or + ancient and powerful monsters. When the antagonist is a person, they are often + misguided or acting for what they believed to be good for their community: + most of the time, they will see reason after the heroes thwart their plans. + The "true enemy", however, is generally something that cannot be reasoned + with, such as the immortal embodiment of a natural disaster that will require + great sacrifices to placate. +
diff --git a/books/core/224.html b/books/core/224.html index e69de29..b2d63d3 100644 --- a/books/core/224.html +++ b/books/core/224.html @@ -0,0 +1,42 @@ +Roll a d6 or choose one option that appeals to your group:
+ +Roll a d6 or choose one option that appeals to your group:
+ ++ If you choose to change your Identity and/or Theme upon gaining a level, + explain what prompted this change: perhaps you have abandoned Anger and + learned the importance of Mercy, or your days as an Oathsworn Paladin have + come to an end, and you are now a Rebellious Oathbreaker. +
++ Don't be afraid of change: use it as a way to signal to your group that you + want to explore a new side of your character! +
++ If your group decides to start play at a level higher than five, you should + simply create your characters as normal and then proceed to level them up as + needed. You may also want to increase the amount of zenit to purchase starting + equipment with; an increase of 50 zenit per level should be appropriate — a + level 30 character would have a starting budget of 2000 zenit, for example. + Rare items and accessories should also be made available to higher-level + characters. +
++ Sometimes a Player Character will die a heroic death, or the Player might + decide that their story arc had reached a satisfying conclusion; if a Player + switches to a new character, the new character is created with a level equal + to that of their previous character, and with the same amount of Experience + Points. +
+ ++ Sooner or later, your character will gain Classes they didn’t have at the + start, which may lead to seemingly strange and unforeseen combinations. But + does gaining a few levels in Chimerist turn your mage researcher into a druid? + The answer is no. When your character picks a Class that is very different + from their initial concept, they are experimenting and evolving: where a druid + would seek communion with beasts, your mage might coldly analyze their + abilities. Embrace the variety of Class combinations and craft memorable + characters! +
diff --git a/books/core/23.html b/books/core/23.html index e69de29..b83fb3c 100644 --- a/books/core/23.html +++ b/books/core/23.html @@ -0,0 +1,35 @@ ++ Some characters will have special "points" at their disposal: Player + Characters have Fabula Points and Villains have Ultima Points. You will need + tokens of two different colors to represent these (green and red plastic + gemstones work great). The more tokens you have, the better. +
+The game makes use of a variety of dice in different shapes:
++ These dice are sometimes mentioned in notations such as "roll 1d6 + 1d10", + which means you need to roll a six-sided die and a ten-sided die and add them + together, or "roll 1d8 + 1", which means rolling an eight-sided die and adding + 1 to the Result. +
++ When the game uses the term "die size", it means the number of faces on that + die — for instance, a d10 has a size of 10. Some effects will reduce or + increase die size; for instance, a reduced d8 will turn into a d6, while an + increased d10 will become a d12. The full succession of die sizes, from + highest to lowest, is: You can find these sets of polyhedral dice in game + stores (or you can purchase them online). You can also download mobile apps + that roll dice for you! +
diff --git a/books/core/232.html b/books/core/232.html index e69de29..5624e35 100644 --- a/books/core/232.html +++ b/books/core/232.html @@ -0,0 +1,102 @@ ++ When a Player Character masters a Class by bringing it to level 10, that + character may acquire one Heroic Skill from the list below. +
+ ++ Have fun and experiment with Heroic Skills and create unique combinations! +
+ +Heroic Skills available to all characters
+ +| Ambidextrous | +Fight with two weapons of different categories. | +
| Extra HP | +Increase your maximum Hit Points. | +
| Extra IP | +Increase your maximum Inventory Points. | +
| Extra MP | +Increase your maximum Mind Points. | +
| Extra Spells | +Learn two spells from a Class of your choice. | +
Heroic Skills with a Class mastery requirement
+ +| Adversity | +Darkblade | +Status effects make you stronger. | +
| Arcane Echoes | +Arcanist | +Arcana help you influence Clocks. | +
| Chimeric Mastery | +Chimerist | +Learn spells from new Species and increase spell limit. | +
| Comet | +Entropist | +Learn the Comet spell. | +
| Deep Pockets | +Tinkerer | +Reduce Inventory Point costs. | +
| Disarming Rhetoric | +Orator | +Persuade enemies to retreat. | +
| Heartbreaker | +Darkblade | +Sacrifice HP for massive damage. | +
| Heroic Companion | +Wayfarer | +Your Companion grows stronger. | +
| Hope | +Spiritist | +Learn the Hope spell. | +
Heroic Skills with a Class mastery requirement (continued):
+ +| Mathemagic | +Loremaster | +Extend single-target spells. | +
| Monkey Grip | +Fury | +Equip some two-handed weapons in a single-hand slot. | +
| Perfect Aim | +Sharpshooter | +Choose two options when using Warning Shot. | +
| Pillage | +Rogue | +Steal from multiple creatures. | +
| Powerful Shot | +Sharpshooter | +Deal extra damage at range. | +
| Powerful Spell | +Chimerist, Elementalist, Entropist or Spiritist | +Deal extra damage with spells. | +
| Powerful Strike | +Fury or Weaponmaster | +Deal extra damage in melee. | +
| Predictable! | +Loremaster | +Force an enemy to spend MP to perform specific actions. | +
| Rampart | +Guardian | +Resist damage and status effects during the first round. | +
| Repetition | +Orator | +Condemn or Encourage twice. | +
| Revelation | +Arcanist | +Bind a previously unknown Arcanum, and improve dismiss effects. | +
| Status Immunity | +Wayfarer | +Ignore a status effect. | +
| Unbreakable | +Guardian | +Survive a fatal hit once per scene. | +
| Upgrade | +Tinkerer | +Modify equipment abilities. | +
| Tempest Strike | +Weaponmaster | +Concentrate multi attacks on a single target. | +
| Vanish | +Rogue | +Disappear after an attack. | +
| Volcano | +Elementalist | +Learn the Volcano spell. | +
+ Few things can make Players excited as finding treasures and rewards: whether + retrieved from the depths of a perilous labyrinth or gifted by a grateful + sovereign, these allow our heroes to develop new strategies, purchase + expensive equipment, or even work on personal Projects and inventions. +
+ ++ There are a few guidelines to follow when you reward Player Characters, + regardless of how they obtained it. Strictly speaking, you have to worry about + two things: +
+ ++ You can then use the table below to "build" an appropriate reward. The table + indicates the average value you should be working with (in zenit), but you can + go a bit higher or lower for particularly rich rewards or minor findings; the + table also indicates the suggested maximum value of any single item found at a + given level range. You will find more information about rare items on the next + pages. +
+ +| Highest PC Level | +Maximum Item Value | +2 PCs | +3 PCs | +4+ PCs | +
|---|---|---|---|---|
| 5+ | +500 z | +500 z | +750 z | +1000 z | +
| 10+ | +1000 z | +800 z | +1200 z | +1800 z | +
| 20+ | +1500 z | +1000 z | +1500 z | +2000 z | +
| 30+ | +2000 z | +1600 z | +2400 z | +3200 z | +
| 40+ | +any | +2000 z | +3000 z | +4000 z | +
+ Example: The average reward for a group of five level 26 characters is 2000 + zenit, and no single item should have a value higher than 1500 zenit. +
+ ++ It is generally better to split the reward budget into a variety of weapons, + accessories, shields, armors, and valuables; avoid spending all of it on a + single powerful item or handing the heroes a huge pile of coins. +
diff --git a/books/core/268.html b/books/core/268.html index e69de29..2bbd212 100644 --- a/books/core/268.html +++ b/books/core/268.html @@ -0,0 +1,58 @@ ++ Weapons are the most complex rare items to design — but this also makes them + one of the more unique and satisfying rewards to give! +
+ ++ If a weapon has a final damage modifier of +10 or higher, that weapon + automatically becomes a martial weapon (E). +
diff --git a/books/core/28.html b/books/core/28.html index e69de29..ad231f9 100644 --- a/books/core/28.html +++ b/books/core/28.html @@ -0,0 +1 @@ +This page is intentionally left blank.
diff --git a/books/core/287.html b/books/core/287.html index e69de29..81a0278 100644 --- a/books/core/287.html +++ b/books/core/287.html @@ -0,0 +1,114 @@ +| Accessory | +Cost | +
|---|---|
| Gloves, Crimson | +1000 z | +
| + When you perform an attack with multi, you gain a +2 bonus to your + Accuracy Check. + | +Pointy Yellow Hat | +1000 z | + +
| You gain a +1 bonus to your Magic Checks. | +|
| Ring of the Lion | +1500 z | +
| + You gain a +2 bonus to Opposed Checks that rely on Willpower. + | +Ring of the Owl | +1500 z | + +
| + You gain a +2 bonus to Opposed Checks that rely on Insight. + | +|
| Ring of the Pupil | +1500 z | +
| + As long as you have at least two Bonds of admiration, you gain a +1 + bonus to both your Defense and Magic Defense. + | +|
| Ring of Tales | +1500 z | +
| + When you roll a critical success, you may spend that opportunity to gain + 1 Fabula Point. + | +|
| Gloves, Multigroa Skin | +2000 z | +
| You are immune to all status effects. | +|
| Ring of Onions | +2000 z | +
| + As long as you have this accessory equipped, increase your maximum Hit + Points and maximum Mind Points by 2 for each different Class you have. + | +|
| Ring of Frost | +2500 z | +
| + You Absorb ice damage but have Vulnerability to fire damage. + | +|
| Ring of Magma | +2500 z | +
| + You Absorb fire damage but have Vulnerability to ice damage. + | +|
| Ring of the Egg | +3000 z | +
| + When reduced to 0 Hit Points, you may instead choose to resist with + exactly 1 Hit Point. If you do, the ring breaks (costs 2000 zenit to + repair). + | +|
+ It is said that whoever holds this crystal fragment can hear voices whose + wisdom leads to power, wealth and prosperity. Some believe the voices belong + to a pantheon of forgotten deities; others claim they are the voices of wise + and generous people that lived in a past age (or will exist in the future!). + However, the voices can only be heard by the person who grips this artifact... + which means others will have to trust their sincerity. +
+ ++ Too tiny and fragile to be used as a weapon, this precious artifact allows + people to turn into animals. The wielder can use an action to change a willing + creature (including themselves) into a small beast — such as a cat, fish, + bird, pup, or squirrel. +
++ Anything carried by the person becomes part of the animal form; while + transformed they cannot speak, fight or use magic. The wand itself, however, + can never become part of a transformed character’s equipment... if you turn + yourself into an animal with it, you’ll have to carry the artifact in your + mouth, beak, or talons! +
++ Anyone wielding or carrying the wand can use an action to reverse a creature's + transformation — if the artifact is lost or stolen, the transformation can + only be reversed by a powerful spellcaster (Chimerism discipline, extreme + potency). +
+ ++ It is unclear which creature shed this beautiful scale — but whatever it was, + it must have been a true marvel of nature. Whoever dons this artifact gains + the ability to fly and levitate at will as long as the scale remains in + contact with their skin. Some say that prolonged contact with this artifact + may permanently alter the bearer's physiology, gradually turning them into... + who knows what. +
diff --git a/books/core/321.html b/books/core/321.html index e69de29..e736ba1 100644 --- a/books/core/321.html +++ b/books/core/321.html @@ -0,0 +1,66 @@ ++ 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. +
++ 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). +
++ This line provides you with the creature's main and secondary statistics: +
+This section lists the creature's defensive statistics:
++ These scores already take into account any benefits granted by shields and + Skills. +
++ Heroes need connections to grow stronger — and Bonds represent exactly that. A + Bond can be tied to one to three emotions, each belonging to one of three + different pairings, as shown on the character sheet: +
++ 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). +
++ Example: If you have a Bond of inferiority and loyalty towards the Sapphire + Princess, the strength of that Bond is 2. If you later begin to also feel + affection towards her, its strength becomes 3. +
++ Just like Traits, Bonds can be invoked to improve your die rolls, and they can + also boost your ability to help your companions. +
++ A character may have up to six Bonds at the same time. More information on + Bonds can be found on page 56. +
++ A powerful currency in the game that will come and go is Fabula Points. They + can be earned by facing adversities, and spent to invoke Traits and Bonds, as + well as fuel a variety of special effects. Players can also spend Fabula + Points to introduce new elements into the story and shape the world around + their characters! +
++ Your character's level is an abstract indication of their power. Characters + generally begin their adventures at level 5 and can climb up to level 50. On + average, you should gain enough Experience Points to reach a new level at the + end of every other session. The details of this system can be found on + page 226. +
diff --git a/books/core/39.html b/books/core/39.html index e69de29..153d9c2 100644 --- a/books/core/39.html +++ b/books/core/39.html @@ -0,0 +1,51 @@ ++ For a Game Master, knowing when to call for a Check and when not to do so is a + Skill that develops over time through trial and error. +
+The following guidelines can be of help:
+ ++ in its most basic form, a Check is known as an Attribute Check and works as + follows: +
+ ++ I grew up with JRPGs, I learned a lot and I shared powerful emotions and + incredible adventures: they're my greatest passion, second only to my love for + tabletop RPGs. I felt hatred for Kefka and his laughter; I screamed and cried + during "that scene" with the kind Aerith and the brilliant Sephiroth; I felt + the smell of gasoline and clanging of metal as I piloted Fei Fong Wong's mech + and the Monado gripped in my hands with each of Shulk's strikes; I jumped + through time together with Crono, Marie, Lucca and Robo; I was among the Stars + of Destiny in Tir's Liberation Army; I smelled the gunpowder from Squall's + gunblade; I was moved by Vivi's existential crisis and I fell in love with + Tifa. My whole generation fell in love with Tifa. Whenever I finished a JRPG, + I felt an emptiness inside. I wanted the plot to continue, I wanted the + protagonists I loved and villains I hated to stay with me: every single time, + I wished again and again for a tabletop RPG that would allow me to keep those + stories and emotions alive. I tried many systems; I hacked and pasted together + rules from different games, reskinned like there was no tomorrow, created + house rules, but it never worked. I wanted an accurate way to play the JRPGs I + loved, to create and experience new stories in the style of my favourite genre + with the people at my table, but I could not find anything that truly + satisfied me. Now, when I finish a JRPG and feel that familiar emptiness, I + can simply schedule a session of Fabula Ultima and fill it whenever I want. I + am very happy that Fabula Ultima is the first roleplaying game entirely + produced by Need Games. I still remember when Emanuele told me how they wished + to write a tabletop RPG based on JRPGs: I said "I know we're small today, but + I'd love for this Fabula Ultima to be our first original game!". And so it + was. To quote the greatest villain in the history of JRPGs (yes, of course I + mean Kefka Palazzo): "Son of a submariner!!!" You're still reading the + foreword! Come on! Go ahead, an airship awaits you to set sail for endless + adventures... +
diff --git a/books/core/53.html b/books/core/53.html index 5b0753f..6cf7994 100644 --- a/books/core/53.html +++ b/books/core/53.html @@ -1,4 +1,4 @@ -In general, Clocks advance through Checks:
Clocks should always interact with what happens in the story. The Game Master should use situational modifiers and adjust the Difficulty Level to represent diff --git a/books/core/54.html b/books/core/54.html index e69de29..ba1f24e 100644 --- a/books/core/54.html +++ b/books/core/54.html @@ -0,0 +1,23 @@ +
+ If you use a Clock to represent a complex series of operations to achieve a + goal, you must also establish when that goal will be irredeemably lost: does + it take a single failed Check, or is there a parallel "failure" Clock that + fills whenever a character rolls poorly? The Game Master determines this on a + case-by-case basis, but must make sure to inform the Players as they approach + the challenge. +
++ Characters can also take action to slow a Clock's advance and erase some of + the filled sections, eventually bringing it back to 0 — the method is + identical to that of filling a Clock. When a Clock reaches 0, the Game Master + may have the threat removed or simply keep it lurking in the shadows. +
++ Example: As the heroes fight the powerful sorceress Chrona, her ritual to open + a rift to the Demon Realm draws to its conclusion. The Player Characters must + balance their actions between defeating the sorceress and slowing down the + progress of the ritual, a ten-sections Clock that would end the scene in an + automatic defeat. +
diff --git a/books/core/55.html b/books/core/55.html index 4b22adc..5bc9f15 100644 --- a/books/core/55.html +++ b/books/core/55.html @@ -1,7 +1,45 @@ -everyone's progress, as explained under the Objective action (page 72). everyone's progress, as explained under the Objective action (page 72). ++ If the Game Master feels like a certain event should fill or erase sections of + a Clock (even if that event is not tied to a Check), they are free to fill or + erase one section, or two sections for a major event. +
++ On the other end of that, some of the characters' choices might automatically + fill a Clock or make it completely useless — for instance, smashing the + Crystal of Life to pieces will make the "channel the power of the Crystal" + Clock irrelevant. The Game Master is responsible for discarding Clocks that no + longer matter within the story, provided this doesn't strip the Player + Characters of the ability to shape the story. +
++ The next section details the rules for conflict scenes — chases, battles, + audiences, and more! These scenes will see characters working against each + other to achieve goals, and Clocks are an excellent way to keep track of + everyone's progress, as explained under the Objective action (page 72). +
++ Example: During a duel between the two rivals Bertrand and Duma, the Game + Master assigns each participant a six-section Clock. The first challenger to + complete their Clock will win the duel. +
++ The Game Master should also employ Clocks to signal that the heroes have a + limited amount of time to stop an antagonist's plans, obtain a specific item, + or learn information. In short, Clocks should be used to convey pressure and + keep the tension high — seeing how much time is left, the heroes will be able + to manage their resources appropriately and should feel like every action is + impactful. +
++ Example: The Obliterator Airship Babel will be operative within four days. If + they want to neutralize its soul core and prevent the Emperor from conquering + the region, the heroes have no time to lose! + The Game Master draws a huge Clock on the world map — four sections only! +
++ Clocks like these are "time trackers" and normally can't be directly + influenced through Checks — they should be the focus of one or more sessions. +
diff --git a/books/core/57.html b/books/core/57.html index 80c4c88..97e0ed9 100644 --- a/books/core/57.html +++ b/books/core/57.html @@ -31,7 +31,7 @@ Even if a character dies or leaves your story, any Bonds other characters had with them will remain until erased. -Bonds make your character stronger while reminding you of their ties with the rest of the world and its people. diff --git a/books/core/58.html b/books/core/58.html index e69de29..14d97e0 100644 --- a/books/core/58.html +++ b/books/core/58.html @@ -0,0 +1,43 @@ +
+ When the story gets to a climax, when the stakes are high and when every split + second can make a difference, a conflict scene begins. A conflict is a series + of back-and-forth exchanges at a rapid pace. You have no doubt encountered + something like this in movies and TV series: time slows down and the camera + zooms in on every single action. +
+All of the following might make for good conflicts:
+ ++ As with any other scene, the Game Master is responsible for declaring the + beginning and end of conflicts. The ability to properly time conflicts is + something that can only be developed by playing the game. Draw inspiration + from how videogames, movies, and comics handle pacing — consuming a variety of + different media can really help keep things fresh! +
++ Something you should never forget is that you are not bound to use conflict + rules for every battle, chase or debate — instead, you should save them for + truly dramatic situations. Checks and Clocks will often be more than enough to + resolve a scene, without the added complexity of conflict rules. In general, + aim for about one conflict scene every two hours of play. +
+Conflict scenes take place as a series of consecutive rounds.
+- You can find more about actions starting on - page 66. + During each round, the participants will alternate taking turns, starting with + one participant from the side who has the initiative. Back to the previous + example: Since the Player Characters seized the initiative, one of them + (Ricard or Silida) will be the first to take their turn during each round. + Then, the golem will take its turn; after the golem, the remaining Player + Character will finally be able to act. Then, a new round will begin.
+- You can find more about actions starting on - page 66. + Each turn allows for a single action — that said, some powerful effects might + grant characters the ability to perform multiple actions during the same turn. + You can find more about actions starting on page 66.
+ +
+ Example: In a conflict with two PCs and three NPCs where the heroes have
+ seized the initiative, each round will be as follows:
+ PC Turn → NPC Turn → PC Turn → NPC Turn → NPC
+ Turn
+
+ The round ends once every participant has performed the turn (or turns, in the + case of some exceptionally powerful creatures) at their disposal. +
+ +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 @@ -8,7 +8,7 @@ will perform much better than those in which everyone is focusing on an individual strategy.
-Much like any game that limits the amount of “moves” a character can perform before their opponents get a chance to act, Fabula Ultima rewards you for @@ -27,7 +27,7 @@ normal foes.
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 diff --git a/books/core/78.html b/books/core/78.html index 77a5cb9..1d48294 100644 --- a/books/core/78.html +++ b/books/core/78.html @@ -1,4 +1,57 @@ -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 +
+ While the explanation for the Objective action on page 72 should give a pretty + good idea of how it should be used, below are examples of creative strategies + that can be used during conflicts. +
++ When adjudicating whether the active character is performing an Attribute + Check against a set Difficulty Level or an Opposed Check against another + character that is present on the scene, remember that there is no limit to how + many times a character may oppose a Objective action within the same round. +
++ A single defender with high Attributes can still prove challenging even when + severely outnumbered. +
++ While fighting against a winged dragon, the heroes decide to work together to + keep it permanently on the ground and within reach of melee weapons. +
++ This is a major goal since it will make the battle much easier but will not + end it by itself. The Clock should probably have 6 sections. Possible actions + would be... +
+ ++ Most of these Checks will be performed against the dragon's own Checks, but + the Game Master might also decide that the second approach must be made + against the dragon's Defense score. +
diff --git a/books/core/79.html b/books/core/79.html index 8a61cc6..66ffbfe 100644 --- a/books/core/79.html +++ b/books/core/79.html @@ -1,4 +1,4 @@ -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 diff --git a/books/core/8.html b/books/core/8.html index e69de29..ad231f9 100644 --- a/books/core/8.html +++ b/books/core/8.html @@ -0,0 +1 @@ +
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diff --git a/books/core/80.html b/books/core/80.html index 4417bed..7582f3b 100644 --- a/books/core/80.html +++ b/books/core/80.html @@ -1,4 +1,4 @@ -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 diff --git a/books/core/81.html b/books/core/81.html index e69de29..10f66c8 100644 --- a/books/core/81.html +++ b/books/core/81.html @@ -0,0 +1,64 @@ +
+ While facing off against a powerful necromancer, the heroes are swarmed by + hordes of zombies, making the battle much more dangerous. If only they could + get a couple of rounds without new undead arriving on the scene! +
++ This is a minor goal and the Clock has 4 sections. Possible actions would + be... +
+ ++ Most of the above Checks will be performed against the zombies, but the + necromancer might oppose the second approach with some magic of his own. +
+ ++ This time, the heroes aren't pursuing a goal of their own — instead, they are + trying to stop a powerful witch from reaching the conclusion of a dangerous + Ritual, and all this while fighting against the witch's summoned beasts. +
++ This is a resolutive goal for the witch, and the Clock has 10 sections. This + time, the Player Characters' goal is to prevent the Clock from filling while + they battle the witch. +
+Possible actions would be...
+ ++ Most of these Checks will be made directly against the witch, although the + third approach might instead be made against the minion; the witch herself is + so powerful that her Clock automatically fills by 1 section at the end of each + round — and she can also choose to Objective on her turn to speed things up. +
diff --git a/books/core/9.html b/books/core/9.html index e69de29..445c884 100644 --- a/books/core/9.html +++ b/books/core/9.html @@ -0,0 +1,28 @@ ++ Welcome to Fabula Ultima! What you hold in your hands is the core rulebook for + a tabletop roleplaying game inspired by some of the most beloved JRPG + videogames, such as Bravely Default, Bravely Second, Granblue Fantasy, Ni No + Kuni, Octopath Traveler, and the legendary Final Fantasy series. The JRPG + acronym stands for Japanese (or Japanese-style) Roleplaying Game, a videogame + genre that saw its origin in Japan but is currently spread all over the world, + counting hundreds of titles. JRPG videogames share some major elements: they + tell fantastic stories in which extraordinary individuals confront the + darkness that threatens their world, growing and learning to trust each other: + only by struggling together and casting aside their suspicions and differences + will they save what they hold dear. This may read like a reasonably common + premise, but what makes JRPGs unique is that the worlds in which they are set + — often wondrous and bizarre! — are built around the protagonists and act as a + reflection of the doubts, hopes and feelings driving their actions: the + process of discovering the setting goes hand in hand with understanding who is + accompanying us in our journeys. Just like the JRPGs it was inspired by, + Fabula Ultima focuses on epic tales of growing heroes and powerful villains, + set in fantastic worlds brimming with wondrous locations and bizarre, unique + monsters, tightly connected to each protagonist's unique themes and choices. + Unlike a videogame, you won't play through a prewritten plot and grind for + experience by slaying monsters for countless hours or carrying out duties for + quest-givers. Instead, you will build your own story together little by + little, and you will be rewarded for playing your character in a way that fits + their role and identity in that story! +
diff --git a/css/book-layout.css b/css/book-layout.css index 7db1646..ffb0e3f 100644 --- a/css/book-layout.css +++ b/css/book-layout.css @@ -191,7 +191,7 @@ li.active .page-num { max-width: 860px; margin: 0 auto; padding: 32px; - border-bottom: 1px solid var(--border); + /*border-bottom: 1px solid var(--border);*/ } .page-section:last-child {