From 4936b11847183a73e25872e44ca1cbc66e6cc7b8 Mon Sep 17 00:00:00 2001
From: Drew Malzahn
+ 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.
+
+ 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.
+
+ 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.
+
+ 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.
+ 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!
+
+ 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!
+
+ 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 Heroic Skills with a Class mastery requirement Heroic Skills with a Class mastery requirement (continued):
+ 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.
+
+ 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.
+
+ 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).
+ This page is intentionally left blank.
+ 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.
+
+ 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.
+
+ 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...
+ In general, Clocks advance through Checks:Villains
+
+
+
+
+INTRODUCING VILLAINS IN THE STORY
+CASTING A SPELL FURTIVELY
+OFFENSIVE SPELLS
+CALCULATING DAMAGE AND SIMILAR EFFECTS
+ENDING THE EFFECTS OF A SPELL
+CUMULATIVE SPELL EFFECTS
+PLAYER CHARACTER AGAINST PLAYER CHARACTER
+
+
diff --git a/books/core/15.html b/books/core/15.html
index e69de29..65739a4 100644
--- a/books/core/15.html
+++ b/books/core/15.html
@@ -0,0 +1,42 @@
+MAGIC AND TECHNOLOGY
+HEROES OF MANY SIZES AND SHAPES
+IT'S ALL ABOUT THE HEROES
+MYSTERY, DISCOVERY, AND GROWTH
+
+ Once a fearsome pirate, Lady Morgan is now the respected protector of
+ Tidebreak Cove.
+
+
+
+
+
diff --git a/books/core/19.html b/books/core/19.html
index e69de29..b389790 100644
--- a/books/core/19.html
+++ b/books/core/19.html
@@ -0,0 +1,27 @@
+
+
+
+
+ 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
+ NATURAL FANTASY LOCATIONS
+d NATURAL FANTASY MAGIC
+d NATURAL FANTASY ANTAGONISTS
+Revolutionaries
+
+
+
diff --git a/books/core/225.html b/books/core/225.html
index e69de29..6068002 100644
--- a/books/core/225.html
+++ b/books/core/225.html
@@ -0,0 +1,43 @@
+SEEKERS
+
+
+
diff --git a/books/core/229.html b/books/core/229.html
index e69de29..c2c6df3 100644
--- a/books/core/229.html
+++ b/books/core/229.html
@@ -0,0 +1,42 @@
+CHANGING IDENTITY OR THEME
+CREATING HIGH LEVEL CHARACTERS
+REPLACING A CHARACTER
+"Weird" Characters
+
+TOKENS
+DICE
+
+
+HEROIC SKILLS
+
+
+
+
+LIST OF HEROIC SKILLS
+
+
+
+
+
+
+ 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.
+
+
+
diff --git a/books/core/233.html b/books/core/233.html
index e69de29..5e18c08 100644
--- a/books/core/233.html
+++ b/books/core/233.html
@@ -0,0 +1,107 @@
+
+
+ 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.
+
+
+
diff --git a/books/core/252.html b/books/core/252.html
index e69de29..8247f59 100644
--- a/books/core/252.html
+++ b/books/core/252.html
@@ -0,0 +1,57 @@
+
+
+
+ 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.
+ SHARPSHOOTER
+
+
+
+
+SPIRITIST
+
+
+
diff --git a/books/core/264.html b/books/core/264.html
index e69de29..9311263 100644
--- a/books/core/264.html
+++ b/books/core/264.html
@@ -0,0 +1,100 @@
+Rewards
+
+Handing out Rewards
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 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
+ DESIGNING RARE WEAPONS
+
+
+
+
+
+
+
+
+
diff --git a/books/core/291.html b/books/core/291.html
index e69de29..4e100a8 100644
--- a/books/core/291.html
+++ b/books/core/291.html
@@ -0,0 +1,45 @@
+
+
+
+
+ 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).
+
+ VOICE SHARD
+A fist-sized shard of glassy crystal.
+WAND OF THE WILDS
+A tiny, finger-long wooden wand, decorated with emerald leaves.
+WINDSCALE
+
+This translucent gold scale is about as wide as a human hand.
+
+
+
diff --git a/books/core/35.html b/books/core/35.html
index 115a67b..3dbb9c4 100644
--- a/books/core/35.html
+++ b/books/core/35.html
@@ -1,4 +1,44 @@
-Bonds can be found on page 56. Bonds can be
-found on page 56.
-page 226.
-page 226.
+
+
+
+
+ BONDS
+
+
+FABULA POINTS
+CHARACTER LEVEL
+When to perform checks
+
+
+
diff --git a/books/core/42.html b/books/core/42.html
index e69de29..b6bf655 100644
--- a/books/core/42.html
+++ b/books/core/42.html
@@ -0,0 +1,49 @@
+PERFORMING AN ATTRIBUTE CHECK
+
+
+
diff --git a/books/core/5.html b/books/core/5.html
index e69de29..ea97b02 100644
--- a/books/core/5.html
+++ b/books/core/5.html
@@ -0,0 +1,32 @@
+Publisher's Foreword
+
+CHAPTER ADVANCING A CLOCK
+ADVANCING A CLOCK
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 @@ +
This page is intentionally left blank.
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 {