From 4936b11847183a73e25872e44ca1cbc66e6cc7b8 Mon Sep 17 00:00:00 2001 From: Drew Malzahn Date: Sat, 27 Jun 2026 16:55:24 -0400 Subject: [PATCH] fix: Fill blank pages which didn't get copied correctly --- books/core/100.html | 52 ++++++++++++++++++- books/core/116.html | 48 ++++++++++++++++++ books/core/141.html | 50 ++++++++++++++++++ books/core/15.html | 42 +++++++++++++++ books/core/157.html | 121 ++++++++++++++++++++++++++++++++++++++++++++ books/core/19.html | 27 ++++++++++ books/core/224.html | 42 +++++++++++++++ books/core/225.html | 43 ++++++++++++++++ books/core/229.html | 42 +++++++++++++++ books/core/23.html | 35 +++++++++++++ books/core/232.html | 102 +++++++++++++++++++++++++++++++++++++ books/core/233.html | 107 +++++++++++++++++++++++++++++++++++++++ books/core/252.html | 57 +++++++++++++++++++++ books/core/264.html | 100 ++++++++++++++++++++++++++++++++++++ books/core/268.html | 58 +++++++++++++++++++++ books/core/28.html | 1 + books/core/287.html | 114 +++++++++++++++++++++++++++++++++++++++++ books/core/291.html | 45 ++++++++++++++++ books/core/321.html | 66 ++++++++++++++++++++++++ books/core/35.html | 48 ++++++++++++++++-- books/core/39.html | 51 +++++++++++++++++++ books/core/42.html | 49 ++++++++++++++++++ books/core/5.html | 32 ++++++++++++ books/core/53.html | 4 +- books/core/54.html | 23 +++++++++ books/core/55.html | 52 ++++++++++++++++--- books/core/57.html | 2 +- books/core/58.html | 43 ++++++++++++++++ books/core/62.html | 60 ++++++++++++++++++++-- books/core/63.html | 6 +-- books/core/78.html | 61 ++++++++++++++++++++-- books/core/79.html | 2 +- books/core/8.html | 1 + books/core/80.html | 2 +- books/core/81.html | 64 +++++++++++++++++++++++ books/core/9.html | 28 ++++++++++ css/book-layout.css | 2 +- 37 files changed, 1652 insertions(+), 30 deletions(-) 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. +

Villains

+ +

+ 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). +

+

INTRODUCING VILLAINS IN THE STORY

+

+ 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 @@ +

CASTING A SPELL FURTIVELY

+

+ 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. +

+

OFFENSIVE SPELLS

+

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. +

+

CALCULATING DAMAGE AND SIMILAR EFFECTS

+

+ 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. +

+

ENDING THE EFFECTS OF A SPELL

+

+ 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. +

+

CUMULATIVE SPELL EFFECTS

+

+ 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 @@ +

PLAYER CHARACTER AGAINST PLAYER CHARACTER

+

+ 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:

+ + 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

+

+ 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. +

+

HEROES OF MANY SIZES AND SHAPES

+

+ 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. +

+

IT'S ALL ABOUT THE HEROES

+

+ 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. +

+

MYSTERY, DISCOVERY, AND GROWTH

+

+ 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)
1-34-6(no d6 roll)
1. Charming1. Devout1. from an Ancient Bloodline
2. Oathbreaker2. Last2. on the Run
3. Chosen3. Distant3. of the Old Faith
4. Former Imperial4. Proud4. Seeking Justice
5. Troubled5. Wanted5. in Disgrace
6. Brave6. Fearful6. of the Crimson Wings
7. Animal-loving7. Kind7. from the High Academy
8. Amnesiac8. Respectable8. from the Moon
9. Dashing9. Tainted9. of the Seven Seas
10. Imperial10. Young10. from the Future
11. Free-spirited11. Eccentric11. looking for Answers
12. Loyal12. Well-connected12. without a Homeland
13. Elderly13. Naive13. of the Royal Army
14. Chivalrous14. Spoiled14. from Another Dimension
15. Smiling15. Gifted15. of the Desert Clans
16. No-nonsense16. Royal16. of the Storm Knights
17. Apprentice17. Reckless17. with a Heart of Gold
18. Influent18. Furtive18. from the Ancient Forest
19. Ill-tempered19. Famous19. from the Past
20. Tough20. Non-human*20. of the Sacred Flame
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 @@ +

NATURAL FANTASY LOCATIONS

+

+ 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... +

+

d NATURAL FANTASY MAGIC

+

+ 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. +

+

d NATURAL FANTASY ANTAGONISTS

+

+ 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 @@ +

Revolutionaries

+ +

Roll a d6 or choose one option that appeals to your group:

+ +
    +
  1. + You are about to have a secret meeting with a potential ally. You won't have + much time to talk and must avoid being discovered at all costs. Who is this + person, and how can they help your cause? Who gave you their name? +
  2. +
  3. + A high-ranking official is giving a public speech escorted by several + soldiers. You are all present, unseen amidst the crowd. What is your + objective here? Have any of you met this official before? +
  4. + +
  5. + The authorities have located your hideout and you are now faced with a + difficult choice — stay and fight or flee and hope you are not captured! How + did they find this place? Could someone have betrayed you? +
  6. + +
  7. + You have just stolen a precious item that will help your rebellion when you + suddenly realize there is more to it than you expected — and the + implications are extremely sinister. What is it you have stolen, and what + darker truths did it conceal? Have any of you seen anything like it before? + Who will do everything in their power to get it back? +
  8. + +
  9. + You were given the location of a secret enemy facility. This is a golden + opportunity and you would do well not to waste it! What is this facility, + and why is it so vital? Who or what is guarding it? +
  10. + +
  11. + You are about to take down an important target when something goes terribly + wrong — you are in great danger! What was your mission, and who gave you the + information? Was it a trap? +
  12. +
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

+ +

Roll a d6 or choose one option that appeals to your group:

+ +
    +
  1. + You are on your way towards a sacred or magical location. You hope to find + some answers there. What is this place, and how could it help you? Have any + of you been there before? +
  2. + +
  3. + You have reached the edge of an ancient forest, home to dangerous creatures. + Scary as it may be, you do not have the luxury of time. What treasure can be + found in the heart of the forest? Who or what is rumored to guard it? Why + are you in a hurry to retrieve it? +
  4. + +
  5. + You thought this place could serve as a safe haven and reveal your next + destination, but it has been horribly tainted. You must escape! What is this + place? What dark force corrupted it? Was this a trap? +
  6. + +
  7. + The first step of your quest involves finding a precious item or ingredient. + Unfortunately, a powerful entity guards this treasure. What is it that you + seek? Where is it kept? Who or what protects it, and why? +
  8. + +
  9. + Late at night in a warm tavern, you are all discussing your next move — but + someone approaches you with reports of a terrible event! What were your + plans? What sudden obstacle bars your way? Did your enemies finally make a + move? +
  10. + +
  11. + You have managed to secure an audience with a wise and important figure. Who + is this person, and how can they help you in your quest? What will they ask + in exchange for their precious advice? +
  12. +
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

+

+ 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! +

+

CREATING HIGH LEVEL CHARACTERS

+

+ 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. +

+

REPLACING A CHARACTER

+

+ 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. +

+ +

"Weird" Characters

+ +

+ 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 @@ +

TOKENS

+

+ 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. +

+

DICE

+

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 @@ +

HEROIC SKILLS

+ +

+ 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! +

+ +

LIST OF HEROIC SKILLS

+

Heroic Skills available to all characters

+ + + + + + + + + + + + + + + + + + + + + + + + +
AmbidextrousFight with two weapons of different categories.
Extra HPIncrease your maximum Hit Points.
Extra IPIncrease your maximum Inventory Points.
Extra MPIncrease your maximum Mind Points.
Extra SpellsLearn two spells from a Class of your choice.
+ +

Heroic Skills with a Class mastery requirement

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AdversityDarkbladeStatus effects make you stronger.
Arcane EchoesArcanistArcana help you influence Clocks.
Chimeric MasteryChimeristLearn spells from new Species and increase spell limit.
CometEntropistLearn the Comet spell.
Deep PocketsTinkererReduce Inventory Point costs.
Disarming RhetoricOratorPersuade enemies to retreat.
HeartbreakerDarkbladeSacrifice HP for massive damage.
Heroic CompanionWayfarerYour Companion grows stronger.
HopeSpiritistLearn the Hope spell.
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 @@ +

Heroic Skills with a Class mastery requirement (continued):

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MathemagicLoremasterExtend single-target spells.
Monkey GripFuryEquip some two-handed weapons in a single-hand slot.
Perfect AimSharpshooterChoose two options when using Warning Shot.
PillageRogueSteal from multiple creatures.
Powerful ShotSharpshooterDeal extra damage at range.
Powerful SpellChimerist, Elementalist, Entropist or SpiritistDeal extra damage with spells.
Powerful StrikeFury or WeaponmasterDeal extra damage in melee.
Predictable!LoremasterForce an enemy to spend MP to perform specific actions.
RampartGuardianResist damage and status effects during the first round.
RepetitionOratorCondemn or Encourage twice.
RevelationArcanistBind a previously unknown Arcanum, and improve dismiss effects.
Status ImmunityWayfarerIgnore a status effect.
UnbreakableGuardianSurvive a fatal hit once per scene.
UpgradeTinkererModify equipment abilities.
Tempest StrikeWeaponmasterConcentrate multi attacks on a single target.
VanishRogueDisappear after an attack.
VolcanoElementalistLearn the Volcano 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 @@ +

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

+ +

+ 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. +

+ +

Handing out Rewards

+ +

+ 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 LevelMaximum Item Value2 PCs3 PCs4+ PCs
5+500 z500 z750 z1000 z
10+1000 z800 z1200 z1800 z
20+1500 z1000 z1500 z2000 z
30+2000 z1600 z2400 z3200 z
40+any2000 z3000 z4000 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 @@ +

DESIGNING RARE WEAPONS

+ +

+ Weapons are the most complex rare items to design — but this also makes them + one of the more unique and satisfying rewards to give! +

+ +
    +
  1. + Choose an existing basic weapon from the list on pages 130 and 131 —ignore + the unarmed strike, improvised (melee), and improvised (ranged) weapons. +
  2. +
  3. + By default, weapons deal physical damage. If you want your weapon to deal + damage of another type (air, bolt, dark, earth, fire, ice, light, poison), + increase its cost by 100 zenit. +
  4. +
  5. + You may apply any of the following changes: +
      +
    • + If the weapon is a two-handed weapon, you may turn it into a one-handed + weapon. If you do, reduce its damage by 4. +
    • +
    • + If the weapon is a one-handed weapon and it does not belong to the + brawling, dagger, or thrown categories, you may turn it into a + two-handed weapon. If you do, increase its damage by 4. +
    • +
    • + You may add a +1 bonus to the weapon's Accuracy Check. If you do, + increase its cost by 100 zenit. You cannot add this bonus if the weapon + already grants a bonus of +1 or higher to Accuracy Checks. +
    • +
    • + You may increase the weapon's damage by 4. If you do, increase its cost + by 200 zenit. +
    • +
    • + You may modify the Attributes required by the Accuracy Check, but tread + carefully: much of a weapon Category's "feel" and balance comes from the + Attributes it relies on. Accuracy Checks relying on a single Attribute + are worth 50 more zenit than those relying on two different Attributes. +
    • +
    +
  6. +
  7. + Finally, you may give the weapon a single Quality chosen from the list on + the right or use the sample abilities as a guideline to come up with a + custom effect. This increases the final cost of the item by a variable + amount. +
  8. +
+ +

+ If a weapon has a final damage modifier of +10 or higher, that weapon + automatically becomes a martial weapon (E). +

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This page is intentionally left blank.

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AccessoryCost
Gloves, Crimson1000 z
+ When you perform an attack with multi, you gain a +2 bonus to your + Accuracy Check. +
Pointy Yellow Hat1000 z
You gain a +1 bonus to your Magic Checks.
Ring of the Lion1500 z
+ You gain a +2 bonus to Opposed Checks that rely on Willpower. +
Ring of the Owl1500 z
+ You gain a +2 bonus to Opposed Checks that rely on Insight. +
Ring of the Pupil1500 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 Tales1500 z
+ When you roll a critical success, you may spend that opportunity to gain + 1 Fabula Point. +
Gloves, Multigroa Skin2000 z
You are immune to all status effects.
Ring of Onions2000 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 Frost2500 z
+ You Absorb ice damage but have Vulnerability to fire damage. +
Ring of Magma2500 z
+ You Absorb fire damage but have Vulnerability to ice damage. +
Ring of the Egg3000 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). +
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 @@ +

VOICE SHARD

+A fist-sized shard of glassy crystal. +

+ 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. +

+ +

WAND OF THE WILDS

+A tiny, finger-long wooden wand, decorated with emerald leaves. +

+ 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). +

+ +

WINDSCALE

+ +This translucent gold scale is about as wide as a human hand. + +

+ 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 @@ +
    +
  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. +

    +
  2. +
  3. + 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). +

    +
  4. +
  5. + 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. +
    • +
    +
  6. +
  7. + 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. +

    +
  8. +
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

+

+ 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. +

+

FABULA POINTS

+

+ 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! +

+

CHARACTER LEVEL

+

+ 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 @@ +

When to perform checks

+ +

+ 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:

+ + 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

+ +

+ in its most basic form, a Check is known as an Attribute Check and works as + follows: +

+ +
    +
  1. + The character performing the Check states which goal they want to + accomplish; the Game Master may also want to further clarify what can be + achieved by succeeding at the Check. Sometimes, the goal will be the + successful application of a Skill. +
  2. +
  3. + The Player controlling the character describes their approach to the + situation, which is to say, how they intend to pursue their goal. Based on + that approach, the Game Master chooses which Attributes must be rolled, such + as 【 DEX + MIG】 or 【WLP + WLP】. Sometimes, the + appropriate Attributes will be indicated by a specific rule. +
  4. +
  5. + The Game Master declares the Difficulty Level (DL) for the Check, using the + table on the next page as a reference. Sometimes, the Difficulty Level will + be indicated by a specific rule. The Game Master must also inform the Player + about what the consequences of a failure will be, making sure everyone + understands what is at stake. +
  6. +
  7. + The character rolls the appropriate dice, adding them together and applying + any relevant modifiers coming from Skills, spells, equipment, or other + effects. +
  8. +
  9. + If the character rolled a fumble or a critical success, apply the + corresponding effects (including the automatic failure or success). + Otherwise... +
  10. +
  11. + ... if the Result of the Check is greater than or equal to the Difficulty + Level, the character succeeds. If it is lower, the character fails. +
  12. +
  13. + Finally, the outcome of the Check changes the current situation: either the + character achieved their goal, or things took a turn for the worse. For more + information on how to handle and describe the outcome of a Check, see + page 44. +
  14. +
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

+ +

+ 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 @@ -

CHAPTER ADVANCING A CLOCK

+

ADVANCING A CLOCK

In general, Clocks advance through Checks:

-

OPTIONAL: ENEMY INITIATIVE

+

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 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 +

SAMPLE GOAL CLOCKS

+

+ 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. +

+

BRING IT DOWN

+

+ 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 @@ -

CHAPTER CATCH THE THIEF

+

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 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 @@ -

CONVINCE THE QUEEN

+

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 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 @@ +

KEEP THEM OUT

+

+ 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. +

+ +

STOP THE RITUAL

+ +

+ 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!

+ +

+ 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 {