From 4dbdb12876be7ae3d179bf818b3dd193dc9dcccf Mon Sep 17 00:00:00 2001 From: Drew Malzahn Date: Mon, 8 Jun 2026 21:33:39 +0000 Subject: [PATCH] feat: Links to pages --- books/core/10.html | 14 +- books/core/100.html | 60 +- books/core/101.html | 10 +- books/core/102.html | 8 +- books/core/103.html | 8 - books/core/104.html | 6 +- books/core/105.html | 2 - books/core/106.html | 7 +- books/core/107.html | 8 - books/core/108.html | 9 +- books/core/109.html | 3 - books/core/11.html | 3 - books/core/110.html | 3 +- books/core/111.html | 5 - books/core/112.html | 9 +- books/core/113.html | 7 +- books/core/114.html | 7 +- books/core/115.html | 4 - books/core/116.html | 60 - books/core/117.html | 1 - books/core/118.html | 7 +- books/core/119.html | 16 +- books/core/12.html | 3 - books/core/120.html | 60 +- books/core/121.html | 18 +- books/core/122.html | 6 +- books/core/123.html | 19 +- books/core/124.html | 9 +- books/core/125.html | 5 - books/core/126.html | 7 +- books/core/127.html | 9 +- 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b/books/core/10.html index bcfe6ef..d5073a9 100644 --- a/books/core/10.html +++ b/books/core/10.html @@ -17,17 +17,19 @@ (TTRPG), specifically, because it relies so heavily on the conversation at the table.

-

ROLES IN THE GAME

The people who play this game will fulfill different roles:

- -

While it is true that the role of the Game Master is to present obstacles and put the Player Characters in situations of risk and danger, their role is not diff --git a/books/core/100.html b/books/core/100.html index 35dce07..cb9f4d8 100644 --- a/books/core/100.html +++ b/books/core/100.html @@ -1,58 +1,2 @@ -

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. -

- -

VILLAINS

+Master chapter, on page 254. Master chapter, +on page 254. diff --git a/books/core/101.html b/books/core/101.html index 6d42145..0d406d1 100644 --- a/books/core/101.html +++ b/books/core/101.html @@ -7,7 +7,6 @@ minor, major, or supreme Villain — the GM can keep this a secret or openly reveal it.

-

How Villains Receive Ultima Points

Minor (5)
@@ -15,23 +14,19 @@ Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements. -
Major (10)
Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.
-
Supreme (15)
Archdemons, immortal entities, and alien deities bent on destruction or domination.
-

SPENDING ULTIMA POINTS

A Villain has three options for spending Ultima Points:

-
Escape (1 Point)
@@ -39,21 +34,18 @@ Master describes how they do so, perhaps leaving a few henchmen behind to "keep the heroes company".
-
Invoke Trait (1 Point)
After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or both dice (this follows the same rules - seen on page 46). + seen on page 46).
-
Recovery (1 Point)
A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50 Mind Points.
-

While Player Characters can gain Fabula Points in several ways, Villains cannot recharge their Ultima Points — in a way, they represent the Villain's diff --git a/books/core/102.html b/books/core/102.html index 15314dc..d98d919 100644 --- a/books/core/102.html +++ b/books/core/102.html @@ -7,7 +7,6 @@ pursuit of their goal. The heroes forced them into a corner, and the results have proven catastrophic.

- -

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

-

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


DUNGEONS

diff --git a/books/core/111.html b/books/core/111.html index dd68410..2982013 100644 --- a/books/core/111.html +++ b/books/core/111.html @@ -1,11 +1,9 @@

DANGER CLOCKS

-

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

- -

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

-

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

-

As the Clock fills, the Game Master should foreshadow the incoming danger: once it is completely filled, that threat will become active in full, and the diff --git a/books/core/112.html b/books/core/112.html index 71837cf..e72a777 100644 --- a/books/core/112.html +++ b/books/core/112.html @@ -3,7 +3,6 @@ level by a stream of eternal souls. Because of this, many creatures can wield magic, manipulating soul energy to create supernatural effects.

-

SPELLS AND RITUALS

Magic in Fabula Ultima falls within one of two categories: spells or Rituals. @@ -31,7 +30,6 @@

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

-

MAGIC DISCIPLINES

This book features a total of six disciplines: Arcanism, Chimerism, @@ -39,7 +37,6 @@ a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist, whilst Ritualism is available to all of these Classes, except for Arcanists.

-

ARCANISM

Arcanists can project a large portion of their soul outside their bodies, @@ -50,8 +47,8 @@

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

-

MAGIC

diff --git a/books/core/113.html b/books/core/113.html index ee1389c..d8cf269 100644 --- a/books/core/113.html +++ b/books/core/113.html @@ -6,9 +6,9 @@

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

-

Elementalism

Elementalists can control the stream of souls that binds the four core @@ -17,7 +17,6 @@ or clouds.

Elementalism features both spells and Rituals.

-

Entropism

Entropists go beyond the stream of souls found in the world and reach for the @@ -25,7 +24,6 @@ twisting time and space and dissipating souls, matter, and magical energy.

Entropism features both spells and Rituals.

-

Ritualism

Contrary to most other magical disciplines, Ritualism features no spells and @@ -37,7 +35,6 @@ From a certain point of view, magitech could be considered a combination of Ritualism and technology.

-

Spiritism

Spiritists can manipulate the raw energy found within the souls of living diff --git a/books/core/114.html b/books/core/114.html index 4378372..faaab73 100644 --- a/books/core/114.html +++ b/books/core/114.html @@ -3,13 +3,11 @@ Elementalism, Entropism, and Spiritism. The remaining two disciplines, Arcanism and Ritualism, do not feature any spells.

-

Spell Format

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

-

Example Spell Metadata

Ignis rr 10 × T | Up to three creatures | @@ -23,13 +21,13 @@

Opportunity: Each target hit by this spell suffers shaken.

-

Spell Components

-

Spells

diff --git a/books/core/115.html b/books/core/115.html index c25177e..a0f62ec 100644 --- a/books/core/115.html +++ b/books/core/115.html @@ -16,7 +16,6 @@

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

-
  1. Declare which spell you want to cast among those your character has learned, @@ -28,7 +27,6 @@ nearby creatures will see and hear you.
-

Magic Checks

If the spell is an offensive spell, you must also perform a Magic Check. @@ -41,11 +39,9 @@ Fumbles and critical successes on Magic Checks generate opportunities as normal.

-
  1. Spend the required amount of Mind Points.
-
  1. Apply the effects of the spell.
diff --git a/books/core/116.html b/books/core/116.html index 1888e53..e69de29 100644 --- a/books/core/116.html +++ b/books/core/116.html @@ -1,60 +0,0 @@ -

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 (rr) 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

- - -

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/117.html b/books/core/117.html index 12b7e4e..c5fa6b9 100644 --- a/books/core/117.html +++ b/books/core/117.html @@ -19,5 +19,4 @@ If you can use magic, spend some time during each session describing what your spells look like!

-

DESCRIBING YOUR MAGIC

diff --git a/books/core/118.html b/books/core/118.html index 51c785f..9a95c2f 100644 --- a/books/core/118.html +++ b/books/core/118.html @@ -6,7 +6,6 @@ Each branch of Ritual magic grants you influence over different aspects of the world:

-

Discipline Magic

Arcanism
@@ -39,18 +38,16 @@ sleep or embolden their heart.
-

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

- -

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

-

RITUALS

diff --git a/books/core/119.html b/books/core/119.html index f5105c9..eb9ab31 100644 --- a/books/core/119.html +++ b/books/core/119.html @@ -1,18 +1,18 @@

22GAME RULES

The Ritual

-

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

-

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

-

Procedure for Casting The Ritual

  1. @@ -30,7 +30,6 @@ (MP).
-

Potency Table

@@ -77,7 +76,6 @@
-

Area Table

diff --git a/books/core/12.html b/books/core/12.html index a7616a4..661f2a6 100644 --- a/books/core/12.html +++ b/books/core/12.html @@ -10,14 +10,12 @@ feel and stories that can typically be found in classic console Japanese roleplaying video games.

-

HEROIC AND FANTASTIC ACTION

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

-

A GAME OF HEROES AND VILLAINS

This is a game about larger-than-life heroes and tragic antagonists. There is @@ -27,7 +25,6 @@ of powerful villains with their own devious agendas, which will change time and time again as the protagonists manage (or fail) to thwart their plans.

-

HEROIC DESTINY

The heroes of Fabula Ultima are destined to accomplish great deeds, and they diff --git a/books/core/120.html b/books/core/120.html index f3e896c..a4261e8 100644 --- a/books/core/120.html +++ b/books/core/120.html @@ -1,56 +1,4 @@ -

RITUALS AS GROUP CHECKS

- -

- When a character attempts a Ritual, other characters can help (even if they - have no ability to perform Rituals themselves). The Magic Check will become a - Group Check (page 50), and the character who performs the Ritual will act as - the leader. -

- -

REDUCING THE COST OF A RITUAL

- -

- It is easy to notice that the MP cost of Rituals can be rather high. In order - to reduce this cost, the spellcaster may provide an especially rare or - powerful ingredient; doing so will cut the MP cost in half. -

- - -

SAMPLE RITUALS

- -

Use these examples as guidelines when adjudicating Rituals.

- -

- Summoning a great globe made of fire and using it to destroy the engine of an - airship is an Elementalism Ritual of major potency targeting a small - area (80 MP, DL 13). If this Ritual fails, you might trigger a devastating - firestorm. -

-

- Sensing whether a person is hostile is a Spiritism Ritual of minor - potency affecting an individual area (20 MP, DL 7). On a failure, you might - accidentally instill strong negative emotions inside them, with unpredictable - consequences. -

-

- Erecting a barrier of energy to shield a castle from an avalanche is a - Ritualism Ritual of extreme potency targeting a huge area (200 MP, DL - 16). If the Ritual fails, you might cause a burst of uncontrolled magical - force and trigger a supernatural cataclysm. -

-

- Altering the flow of time to briefly restore the functions of a damaged device - is an Entropism Ritual of medium potency affecting an individual area - (30 MP, DL 10). On the failure, the mechanism and some of the nearby objects - might rapidly age before your eyes and crumble to dust. -

+Group Check (page 50), and the character who +performs the Ritual will act as Group Check (page 50), and the character who performs the Ritual will act as diff --git a/books/core/121.html b/books/core/121.html index f639102..43fadaa 100644 --- a/books/core/121.html +++ b/books/core/121.html @@ -4,27 +4,24 @@ The following describes the attributes associated with different levels of magical potency:

- -

RITUALS DURING CONFLICTS

-

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

The process is as follows:

-
  1. Use the Objective action to begin the Ritual — perform - steps 1 and 2 of the flowchart on page 119, determining the Ritual's + steps 1 and 2 of the flowchart on + page 119, determining the Ritual's discipline, area and potency.
  2. @@ -39,11 +36,12 @@
  3. Once the Clock is filled, the character who initiated the Ritual may use - an action to perform step 3 of the flowchart on page 119; to do so, they - will spend the appropriate Mind Points and perform the Magic Check for the - Ritual, whose Difficulty Level is determined by the Ritual's potency (see - above). The outcome of the Check will reveal whether the Ritual is - successful or its effects are twisted catastrophically. + an action to perform step 3 of the flowchart on + page 119; to do so, they will spend + the appropriate Mind Points and perform the Magic Check for the Ritual, + whose Difficulty Level is determined by the Ritual's potency (see above). + The outcome of the Check will reveal whether the Ritual is successful or + its effects are twisted catastrophically.
diff --git a/books/core/122.html b/books/core/122.html index f75d79c..7971b75 100644 --- a/books/core/122.html +++ b/books/core/122.html @@ -4,7 +4,6 @@ the basics of the economy and provides you with useful lists of items and prices.

-

ZENIT

The common currency of all Fabula Ultima worlds is zenit, a gold coin whose @@ -15,7 +14,6 @@ On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for the night in town, and 100 z can fetch you a bronze shield.

-

EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK

As shown on the character sheet, a Player Character can equip a limited number @@ -41,7 +39,8 @@

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

It takes a few moments to find items stored inside a backpack: during a @@ -53,5 +52,4 @@ An item stored in your backpack does not grant you any of its properties. If you want it to “work”, you must equip it!

-

ECONOMY AND ITEMS

diff --git a/books/core/123.html b/books/core/123.html index 21189f7..bf97614 100644 --- a/books/core/123.html +++ b/books/core/123.html @@ -11,9 +11,11 @@ a reward for heroic deeds.

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

There are three main ways treasure and magical items can be handled during a @@ -23,7 +25,6 @@ When you start playing, you should discuss which of the methods below you want to adopt; you can always change your decision later on after a few sessions.

-

Methods for Handling Treasure

-

REWARDS

diff --git a/books/core/124.html b/books/core/124.html index e68ef69..76da82d 100644 --- a/books/core/124.html +++ b/books/core/124.html @@ -10,15 +10,14 @@ item and how many zenit you can make from it; sometimes it will also be possible to barter or carry out duties in exchange for goods.

-

Artifacts

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

-

Services and Transports

Prices and availability for animals, vehicles, lodging, and such may vary @@ -31,7 +30,6 @@ passengers and increases the distance you can cover within a single travel day.

-

Transport Rules

-

Vehicle Costs:

diff --git a/books/core/125.html b/books/core/125.html index fa231fb..531ae4b 100644 --- a/books/core/125.html +++ b/books/core/125.html @@ -1,5 +1,4 @@

SERVICE COST DESCRIPTION

-

Town Services

Recharge Inventory 10 z: Recharges a character's Inventory @@ -17,7 +16,6 @@ Full Rest (city) 20 z: Allows one person to rest for one night.

-

Travel Services

Land Transportation 10 z: Allows one person to travel for one @@ -31,9 +29,7 @@ Air Transportation 40 z: Allows one person to travel for one day.

-

TRANSPORT COST PASSENGERS DISTANCE

-

Mounts

-

Vehicles

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
PotencyDamage / HealingProtection
MinorNot AvailableOne Resistance
MediumMinorTwo Resistances
MajorMajorOne Immunity or Two Resistances
ExtremeMassiveTwo Immunities or Three Resistances
- - - -

- To determine the amount of damage or healing granted by an invention, use the - values corresponding to the current level of its inventor on the table below. -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelMinor AmountHeavy AmountMassive Amount
5+103040
20+204060
40+305080
+2 on page 134). 2 on +page 134). diff --git a/books/core/137.html b/books/core/137.html index 85e3882..7940787 100644 --- a/books/core/137.html +++ b/books/core/137.html @@ -11,7 +11,6 @@ 134), said ingredient or material cannot also be used to pay for the Project's costs.

-

HIRING HELPERS

If an inventor wants to increase the daily amount of progress, or if they @@ -27,12 +26,10 @@ Each helper will generate 1 additional progress at the end of each day. -

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

-

The rules for Projects are very flexible, but they are designed to allow characters to create something unique and never seen before, not to craft @@ -44,7 +41,9 @@ If the character wants to create multiple copies of an invention, each is a separate Project. Turning inventions into easy-to-produce items will inevitably break the game. For Tinkerers who want to customize equipment, - look at the Heroic Skill Upgrade (page 217). + look at the Heroic Skill Upgrade (page 217).

  • Projects require time: if the group focuses on a long Project, Villains @@ -52,6 +51,5 @@
  • Interlude scenes are perfect for narrating a Project's development.
  • -

    HOW TO USE PROJECTS

    diff --git a/books/core/138.html b/books/core/138.html index 8beb713..b889dec 100644 --- a/books/core/138.html +++ b/books/core/138.html @@ -1,6 +1,5 @@

    SAMPLE PROJECTS

    INVENTION POTENCY AREA USE

    -

    The "Discovery"

    Major Large Permanent

    @@ -12,7 +11,6 @@ airship's base chassis.

    -

    Gatling Golem

    Major Individual Permanent

    @@ -24,7 +22,6 @@ spend an opportunity to disable it until the end of the scene.

    -

    Mag Boots

    Medium Individual Permanent

    @@ -34,7 +31,6 @@ to metallic surfaces, possibly walking on walls or even ceilings.

    -

    Magitech Suit

    See below See below See below

    diff --git a/books/core/139.html b/books/core/139.html index 8caf3f0..1621b34 100644 --- a/books/core/139.html +++ b/books/core/139.html @@ -1,5 +1,4 @@

    GAME RULES

    -

    Negator Spike

    @@ -16,7 +15,6 @@ (probably a six-sections Clock).

    -

    Puredust

    Type: Medium Small Consumable

    @@ -29,7 +27,6 @@ Resistance to dark and poison damage until the end of the scene.

    -

    Pyro Oil

    Type: Medium Large Consumable

    @@ -44,7 +41,6 @@ set on fire.

    -

    Sleep Gas

    Type: Major Small Consumable

    @@ -58,7 +54,6 @@ shaken vigorously enough, but they will sleep through loud noises.

    -

    Underwater Helm

    Type: Medium Individual Permanent

    diff --git a/books/core/14.html b/books/core/14.html index f087cb5..5148211 100644 --- a/books/core/14.html +++ b/books/core/14.html @@ -2,12 +2,12 @@

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

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

    -

    ANCIENT RUINS AND HARSH LANDS

    The world is an ancient and dangerous place: cities and villages are separated @@ -17,7 +17,6 @@ left behind a world of powerful artifacts and cryptic legends, as well as magical (and often dangerous) places.

    -

    A WORLD IN PERIL

    Villages, castles, and city-states are among the few areas that aren’t @@ -28,7 +27,6 @@ unspeakable terror behind the dangers of the world, and our heroes are bound to cross its path sooner or later.

    -

    CLASHING COMMUNITIES

    The world may be in danger, but its inhabitants are still divided by ancient @@ -38,7 +36,6 @@ protagonists should help them overcome their hostilities and see their differences as blessings instead of obstacles.

    -

    EVERYTHING HAS A SOUL

    All matter that forms the world, including its creatures, the earth, sky, sun, diff --git a/books/core/141.html b/books/core/141.html index 5aa17f0..e69de29 100644 --- a/books/core/141.html +++ b/books/core/141.html @@ -1,44 +0,0 @@ -

    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:

    -
      -
    • - 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. -
    • -
    • - Apply the results. Once the dice hit the table, apply the outcome for what - it is: don’t try to fudge the results or avoid the consequences of your - actions. In this case, it is probably best for the Game Master to - impartially describe what happens to everyone involved. -
    • -
    diff --git a/books/core/142.html b/books/core/142.html index d4b8c81..c474d42 100644 --- a/books/core/142.html +++ b/books/core/142.html @@ -19,7 +19,6 @@ disclosing your character's secrets means giving your fellow Players a chance to make things interesting — do not think of it as "letting your guard down".

    -

    Leaving the Group

    There might come a moment when you feel like your character has been fully diff --git a/books/core/143.html b/books/core/143.html index 1814ce1..99195e4 100644 --- a/books/core/143.html +++ b/books/core/143.html @@ -14,7 +14,6 @@ okay with it — each absent Player chooses one of the following for their character:

    -
    • I'll join you later. Your character will remain in town (or @@ -35,24 +34,21 @@ to absent Players, and everyone else should do their best to protect them.
    -

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

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

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

    -

    The nature of this world is not one of absolutes.

    diff --git a/books/core/145.html b/books/core/145.html index bd8ab8c..c69c645 100644 --- a/books/core/145.html +++ b/books/core/145.html @@ -5,7 +5,6 @@ group a core theme, build your very own characters, and finally, begin play with a prologue.

    -

    SESSION ZERO

    While reading this chapter on your own is an excellent idea, the steps require @@ -33,7 +32,6 @@ you will create; however, think of this moment as the root of your play experience, from which everything else will grow, evolve, and blossom.

    -

    WAIT, I’VE CHANGED MY MIND!

    The sections of this chapter are presented in a specific order, but you are diff --git a/books/core/146.html b/books/core/146.html index 0a09ada..e928805 100644 --- a/books/core/146.html +++ b/books/core/146.html @@ -3,7 +3,6 @@ you begin creating your world and characters. For each topic, read the questions and discuss your choices as a group.

    -

    COMMITMENT AND EXPECTATIONS

    The first thing you should discuss is the amount of time and effort everyone @@ -20,7 +19,7 @@ The game is designed around sessions of approximately four hours, but how long do you expect your sessions to be? If your sessions are shorter or longer, remember to check for Experience Points approximately every four - hours (see page 226). + hours (see page 226).

  • If there are missing Players, will you reschedule the session, or will you @@ -28,8 +27,7 @@ characters?
  • -

    See page 143 for suggestions.

    - +

    See page 143 for suggestions.

    TONE AND THEMES

    This is a game with a relatively broad scope: depending on the kind of world @@ -56,6 +54,5 @@ descriptions or would you prefer a heroic but more fable-like approach? -

    See page 141 for suggestions.

    - +

    See page 141 for suggestions.

    BEFORE YOU START

    diff --git a/books/core/147.html b/books/core/147.html index e333b27..66297c1 100644 --- a/books/core/147.html +++ b/books/core/147.html @@ -6,8 +6,10 @@
    • Are you adopting any of the optional rules presented in the book? Pay - special attention to optional rules for conflicts (page 82) and advancement - (page 230). + special attention to optional rules for conflicts (page 82) and advancement (page 230).
    • How "hardcore" do you expect your game experience to be? Are you aiming for @@ -16,15 +18,16 @@ experience that takes minimal focus?
    -

    SAFETY

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

    In particular, you should make sure to discuss:

      @@ -48,7 +51,6 @@ degree.
    -

    As you play the game, you will probably reconsider some of your previous decisions. When this happens, talk about it with the group and find a new diff --git a/books/core/148.html b/books/core/148.html index 7c83273..87b25b1 100644 --- a/books/core/148.html +++ b/books/core/148.html @@ -5,21 +5,17 @@ involves both the Game Master and the Players and provides everyone with a strong foundation for heroes, antagonists, creatures, and events.

    -

    You will need the world sheet and the map sheet.

    -

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

    -

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

    -
    • Souls. Everything living and unliving is connected by the @@ -48,12 +44,10 @@ >
    -

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

    -

    The most important part is that everyone can share ideas freely. Whenever a step states that “each person should contribute an element”, that doesn’t mean diff --git a/books/core/149.html b/books/core/149.html index 2ea200a..ede4820 100644 --- a/books/core/149.html +++ b/books/core/149.html @@ -1,5 +1,4 @@

    World Building Prompts

    -
    1. @@ -37,7 +36,7 @@ > Your world can span more than one sheet, of course — but let’s keep things simple for now. Remember to establish the length of a travel day on the - map (see page 106). + map (see page 106).

    2. diff --git a/books/core/15.html b/books/core/15.html index 016dacd..e69de29 100644 --- a/books/core/15.html +++ b/books/core/15.html @@ -1,56 +0,0 @@ -

      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/150.html b/books/core/150.html index 30ea410..27da341 100644 --- a/books/core/150.html +++ b/books/core/150.html @@ -3,7 +3,6 @@ Feel free to use the tables on these pages whenever you're running short on ideas during world creation.

      -

      Magic and Technology (roll a d20 or choose)

      Below are 20 potential concepts for magic and technology that can influence @@ -65,7 +64,6 @@ an ancient art in one region and a recent discovery somewhere else.

      -

      Kingdoms and Nations (roll a d8 or choose)

      Use these concepts to define the political structure of your setting:

        diff --git a/books/core/151.html b/books/core/151.html index d34c449..cd5fd9e 100644 --- a/books/core/151.html +++ b/books/core/151.html @@ -71,9 +71,7 @@
      • Yssira
      • Zepro
      -

      Historical Events, Mysteries and Threats (roll a d20 or choose)

      -

      Options 1-10:

      1. The death of an important figure.
      2. @@ -87,7 +85,6 @@
      3. Visitors from another world.
      4. People have grown apathetic.
      -

      Options 11-20:

      1. The rise of a new military power.
      2. @@ -101,11 +98,9 @@
      3. A new religion is spreading.
      4. The world is dying.
      -

      Each of these options can work as an event, mystery or threat — it's up to you how you want to use it!

      -

      This is a world that teeters on the verge of tragedy.

      Its hope must be rekindled.

      diff --git a/books/core/152.html b/books/core/152.html index 505ae9b..7b956ec 100644 --- a/books/core/152.html +++ b/books/core/152.html @@ -21,7 +21,6 @@ If you are the Game Master, treat this step as a precious opportunity to learn what kind of situations, stories, and antagonists everyone is excited about!

      -

      BROUGHT TOGETHER BY FATE

      You find yourselves working together because of the circumstances. Despite @@ -41,7 +40,6 @@

    3. What do you have in common? Beliefs, enemies, past experiences?
    4. -

      GUARDIANS

      One of the Player Characters is a Chosen One, a person tasked with a mission diff --git a/books/core/153.html b/books/core/153.html index a6c8094..fbe50a6 100644 --- a/books/core/153.html +++ b/books/core/153.html @@ -1,5 +1,4 @@

      CHAPTER HEROES OF THE RESISTANCE

      -

      You are the last line of defense against a terrible power, a darkness that threatens to envelop the known world — such as a power-hungry kingdom or an @@ -13,7 +12,6 @@

    5. Which factions helped you, and which ones betrayed or opposed you?
    6. Who are the most infamous among the enemy leaders and followers?
    7. -

      REVOLUTIONARIES

      You form a small force that fights tooth and nail against a dominant power: it @@ -28,7 +26,6 @@

    8. What are your enemies’ crimes, and why is no one else opposing them?
    9. -

      SEEKERS

      You are desperately searching for someone or something — a powerful witch, an diff --git a/books/core/154.html b/books/core/154.html index 8d38a6e..dcb0333 100644 --- a/books/core/154.html +++ b/books/core/154.html @@ -1,10 +1,8 @@

      CHARACTER CREATION

      -

      Grab some blank character sheets because it is time to create Player Characters!

      -

      While this might look like something you can do on your own, it is actually better for all participants (Game Master included) to go through this step @@ -12,17 +10,15 @@ characters are destined to be adventuring together, which means they should have some “chemistry” from the very beginning!

      -

      Character Creation is presented as a series of steps, similarly to World Creation; you are not, however, bound to take these steps in this exact order. You can go back and modify your choices anytime during the process.

      -

      - Characters are normally created at level 5; see page 229 for higher-level PCs. + Characters are normally created at level 5; see + page 229 for higher-level PCs.

      -

      Character Creation Steps

      1. @@ -59,5 +55,4 @@ determine initial savings.
      -

      Describe your character and choose their name and pronouns!

      diff --git a/books/core/155.html b/books/core/155.html index 40e11cd..005fd2e 100644 --- a/books/core/155.html +++ b/books/core/155.html @@ -1,20 +1,17 @@

      CREATE YOUR IDENTITY

      -

      This is your first step, and to say it will influence each and every following choice would be an understatement. Your character’s Identity is a short sentence that quickly summarizes how they currently see themselves.

      -

      When you create your Identity, keep an eye on the list of available Classes - (see page 160) and make sure there is a combination of two or three Classes - that fits your Identity. If you really can’t find what you need, try adjusting - your Identity and adapting it to fit one of the available combinations. + (see page 160) and make sure there is a + combination of two or three Classes that fits your Identity. If you really + can’t find what you need, try adjusting your Identity and adapting it to fit + one of the available combinations.

      -

      Here are a few examples of good identities:

      -
      • Royal Knight.
      • Queen of the Desert Thieves.
      • @@ -27,40 +24,32 @@
      • Tormented Veteran.
      • One-eyed Samurai.
      -

      Keep in mind that you can invoke your Identity to give yourself an edge when making Checks: pick something that will prove useful in play.

      -

      Over the course of your adventures, you will be able to change your Identity: a Captain of the Crimson Reapers might redeem herself and change her Identity to that of a Knight of the White Flame, for instance. This is a good thing: it means your character has grown into someone different!

      -

      Example: Robert is creating his first character.

      -

      Previously, he and the rest of her group worked on their game world: a land in early industrial development, where magic is tied to family bloodlines.

      -

      They are going to be heroes of the resistance, fighting against a technological empire that seeks to imprison anyone who can channel magic. Robert’s character, Camilla, is going to be the (supposedly) last surviving member of Platea's royal dynasty.

      -

      Contrary to her older brothers and sisters, Camilla never developed any magical ability: however, she has been trained as a knight and diplomat.

      -

      Camilla's Identity is going to be “The Last Princess of Platea”.

      -

      While talking with the rest of her group, Robert points out that he’s open to Camilla discovering her “latent magical powers” over the course of the game. diff --git a/books/core/156.html b/books/core/156.html index 20577f1..468167a 100644 --- a/books/core/156.html +++ b/books/core/156.html @@ -1,12 +1,9 @@

      IDENTITY CREATION TABLES

      -

      You may roll a d6 and d20 or choose entries from these tables to create your Identity.

      -

      Core Concept (roll or choose; up to two)

      - diff --git a/books/core/157.html b/books/core/157.html index 3d0b0e3..e69de29 100644 --- a/books/core/157.html +++ b/books/core/157.html @@ -1,88 +0,0 @@ -

      Adjectives

      -

      (roll or choose; up to two)

      -
        -
      • 1. Charming
      • -
      • 2. Oathbreaker
      • -
      • 3. Chosen
      • -
      • 4. Former Imperial
      • -
      • 5. Troubled
      • -
      • 6. Brave
      • -
      • 7. Animal-loving
      • -
      • 8. Amnesiac
      • -
      • 9. Dashing
      • -
      • 10. Imperial
      • -
      • 11. Free-spirited
      • -
      • 12. Loyal
      • -
      • 13. Elderly
      • -
      • 14. Chivalrous
      • -
      • 15. Smiling
      • -
      • 16. No-nonsense
      • -
      • 17. Apprentice
      • -
      • 18. Influent
      • -
      • 19. Ill-tempered
      • -
      • 20. Tough
      • -
      - -

      Detail

      -

      (roll or choose; up to one)

      -
        -
      • Adjective Options:
      • -
          -
        1. Devout
        2. -
        3. Last
        4. -
        5. Distant
        6. -
        7. Proud
        8. -
        9. Wanted
        10. -
        11. Kind
        12. -
        13. Respectable
        14. -
        15. Tainted
        16. -
        17. Young
        18. -
        19. Eccentric
        20. -
        21. Well-connected
        22. -
        23. Naive
        24. -
        25. Spoiled
        26. -
        27. Gifted
        28. -
        29. Royal
        30. -
        31. Reckless
        32. -
        33. Furtive
        34. -
        35. Famous
        36. -
        37. Non-human*
        38. -
        -
      - -

      Origin

      -

      (roll or choose; up to one)

      -
        -
      • Background Options:
      • -
          -
        1. from an Ancient Bloodline
        2. -
        3. on the Run
        4. -
        5. of the Old Faith
        6. -
        7. Seeking Justice
        8. -
        9. in Disgrace
        10. -
        11. from the High Academy
        12. -
        13. from the Moon
        14. -
        15. of the Seven Seas
        16. -
        17. from the Future
        18. -
        19. looking for Answers
        20. -
        21. without a Homeland
        22. -
        23. of the Royal Army
        24. -
        25. from Another Dimension
        26. -
        27. of the Desert Clans
        28. -
        29. of the Storm Knights
        30. -
        31. with a Heart of Gold
        32. -
        33. from the Ancient Forest
        34. -
        35. from the Past
        36. -
        37. of the Sacred Flame
        38. -
        -
      - -

      - * Select a species such as dwarf, elf, saurian, half-dragon, or anything that - would make sense in your world. -

      - -

      - Once a fearsome pirate, Lady Morgan is now the respected protector of - Tidebreak Cove. -

      diff --git a/books/core/158.html b/books/core/158.html index 914e6e3..b09e799 100644 --- a/books/core/158.html +++ b/books/core/158.html @@ -4,20 +4,17 @@ ideal or emotion driving their actions and choices. If you had to build an entire scene around your character, their Theme would be its dominant focus.

      -

      If this is your first character, it is strongly suggested that you pick your Theme from the list below. Otherwise, you can create something new and unique: discuss this choice with the rest of your group and make sure it creates interesting situations.

      -

      When you choose a Theme, describe how it applies to your character — what is their Ambition? What Duty are they bound by? Who will be the target of their Vengeance?

      -

      Suggested Themes

      • @@ -54,13 +51,11 @@ something.
      -

      Just like with your Identity, pick something that will prove useful in play, and remember that you will be able to change your Theme over the course of the game.

      -

      Vengeance could be a fitting Theme for Camilla, but Robert doesn’t want her to be consumed by bitterness and a grudge. The young hero's true goal is to diff --git a/books/core/159.html b/books/core/159.html index 00285d9..0b83e84 100644 --- a/books/core/159.html +++ b/books/core/159.html @@ -1,12 +1,10 @@

      CHOOSE OR CREATE YOUR ORIGIN

      -

      All heroes come from somewhere: this is their Origin. It might be a humble village, a great city, or even something more fantastical such as a palace in the depths of the ocean, the Moon’s surface, or an entirely different solar system.

      -

      You may pick a location that is already present on the map sheet or create a new one. Just like your Identity and Theme, your Origin may be invoked to @@ -15,19 +13,16 @@ entirely different place and your memories are fake, which is a fantasy trope as well.

      -

      Robert came up with the concept for Platea while creating Camilla; because of this, Platea must be added to the map sheet. Robert chooses an area in the South and describes Platea as a once-peaceful and bright citadel atop a cliff overseeing a vast lake. Right now, the city has been seized by the Empire.

      -

      In Fabula Ultima, your character's species and heritage has no mechanical impact unless you want it to — perhaps their Identity is that of a Fallen Elven Prince, or some of their Class Skills can be explained as a consequence of their unique anatomy or bloodline.

      -

      FANTASY SPECIES

      diff --git a/books/core/16.html b/books/core/16.html index 2309f55..6af9b9f 100644 --- a/books/core/16.html +++ b/books/core/16.html @@ -1,5 +1,4 @@

      YOUR WORLD COULD BE... HIGH FANTASY

      -

      Great castles whose crystal spires reach the sky, fleets of ornate airships emerging from the clouds, vast stretches of enchanted forests, and ancient, @@ -7,7 +6,6 @@ Fantasy world is an ageless classic and the perfect fit for your Fabula Ultima story.

      -

      HIGH FANTASY THEMES AND PROTAGONISTS

      High fantasy stories often revolve around themes such as hope, friendship, and diff --git a/books/core/160.html b/books/core/160.html index 6ab6dfa..7b3de44 100644 --- a/books/core/160.html +++ b/books/core/160.html @@ -5,10 +5,10 @@ have at least two Classes when they begin play, and no more than three.

      - Entries describing each Class can be found starting on page 176, but the table - below offers a quick summary of their individual focus. + Entries describing each Class can be found starting on + page 176, but the table below offers a + quick summary of their individual focus.

      -

      Classes

      • diff --git a/books/core/161.html b/books/core/161.html index 763906d..c9f3fad 100644 --- a/books/core/161.html +++ b/books/core/161.html @@ -1,78 +1,4 @@ -

        Class Composition and Benefits

        -

        Every Class provides the following information:

        - -
          -
        • - A short description of the Class, covering its general role - and premise. -
        • -
        • - A list of questions that will help you define the goals, - past experiences, and behavior of your character. You don’t have to answer - all of them straight away — in fact, it's much better to let these elements - emerge during play, through your character’s actions and choices. You also - can decide to ignore some of these questions if your character concept isn't - strongly tied to that particular Class. -
        • -
        • - A list of free benefits that your character will gain - simply by acquiring the Class, such as the ability to equip martial - equipment or a slight increase to Hit Points, Mind Points or Inventory - Points. If two or more of your Classes give you the same free benefits, they - will stack! -
        • -
        • - A set of five Class Skills that are unique to the Class in - question. Whenever you invest a level in a Class, you acquire one of its - Skills; any Skills marked with - (çç) can be acquired multiple - times, usually making them stronger or more flexible. The number following - the (çç) symbol tells you the - maximum number of times that Skill can be acquired — for instance, a - (çç5) Skill can be taken up to - five times. -
        • -
        - -

        Key Definitions:

        -
          -
        • - When the text of a Skill mentions - <span class="monospace">【SL】</span>, that is - the Skill Level, which is to say how many times you have acquired that - Skill. -
        • -
        - -

        - When choosing Classes, keep in mind these simply represent your current - abilities — they will not impact your character's role in the narrative unless - you want them to, and you may steer your character in entirely different - directions later on. -

        - -

        - For instance, a knight might have invested levels in Elementalist to learn a - few combat spells, without necessarily being a student of elemental magic. -

        - -

        - If you are short on time or ideas, feel free to take a look at the - Classic Characters starting on page 172: these level 5 archetypes - will prove solid in play. -

        - -

        - Robert is intrigued by the Loremaster and Orator Classes but also realizes - Camilla trained with some of the best fighters in the land, which means - Weaponmaster would be another fitting choice. -

        - -

        - In the end, he decides to invest two levels in - Orator (acquiring Encourage and Unexpected Ally), then three - levels in Weaponmaster (acquiring Bone Crusher twice and then - the powerful Counterattack). -

        - -
        +Classic Characters starting on +page 172: these level 5 archetypes +Classic Characters starting on +page 172: these level 5 archetypes diff --git a/books/core/162.html b/books/core/162.html index 022bef6..7566e0c 100644 --- a/books/core/162.html +++ b/books/core/162.html @@ -8,7 +8,6 @@ Bigger die sizes indicate a more trained Attribute or a stronger natural talent.

        -

        Attributes Defined

        • @@ -28,7 +27,6 @@ ability to influence others.
        -

        Character Profile Selection

        Choose one of the following profiles for your hero, then distribute the @@ -40,7 +38,6 @@

      • Average: d10, d8, d8, d6
      • Specialized: d10, d10, d6, d6
      -

      Example Application:

      Camilla is very insightful (Insight d10), fairly agile and determined diff --git a/books/core/163.html b/books/core/163.html index 4d6ecc1..6082ef7 100644 --- a/books/core/163.html +++ b/books/core/163.html @@ -34,7 +34,6 @@ granted by the Orator Class).

      Camilla's Crisis score is 20.

      -

      CALCULATE YOUR INVENTORY POINTS

      Your maximum Inventory Points are calculated as follows:

        diff --git a/books/core/164.html b/books/core/164.html index 7447bab..7093612 100644 --- a/books/core/164.html +++ b/books/core/164.html @@ -1,40 +1,35 @@

        CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE

        -

        Your Defense and Magic Defense scores are calculated as follows:

        • Your Defense is equal to your current Dexterity die size.
        • Your Magic Defense is equal to your current Insight die size.
        • Your Initiative modifier is equal to 0.
        -

        Your defenses will be further influenced by the armor and shields you are wearing; your Initiative modifier will also be influenced by your choice of armor.

        -

        Note that some game elements might temporarily alter your Attribute die sizes, which will affect your Defense and Magic Defense (since these are based on the current Attribute die size, not your base Attribute die size).

        -

        Camilla has a Defense score of 8, a Magic Defense score of 10 and no Initiative modifier. Later on, her equipment choices will modify these numbers.

        -

        PURCHASE STARTING EQUIPMENT

        -

        You get a total budget of 500 zenit to purchase equipment with. By default, you can only purchase basic weapons and basic armor and shields; these items are listed on the next four pages for easy reference. If you want to purchase - rare items (page 266) or transports (page 125), discuss it with the rest of - your group. + rare items (page 266) or transports (page 125), discuss it with the rest of your group.

        -

        To purchase a martial (E) item, you must first be able to equip it — a benefit granted by specific Classes: @@ -61,7 +56,6 @@ martial shields.

      -

      Write any items you purchase on your sheet and take note of their effects; remember that ranged weapons do not require you to track ammunition. diff --git a/books/core/165.html b/books/core/165.html index e3fcf0d..be8621f 100644 --- a/books/core/165.html +++ b/books/core/165.html @@ -29,7 +29,6 @@ limitations as long as the rest of your group agrees on it (and you have enough zenit to afford the improvements).

      -

      ROLL FOR INITIAL SAVINGS

      Your character begins play with an amount of zenit equal to 2d6 × 10 (for @@ -42,6 +41,5 @@ Robert rolls 2d6 × 10 and gets 60 zenit, which are added to the 50 zenit left from the previous step — for a total of 120 zenit in initial savings.

      -

      GAIN YOUR STARTING FABULA POINTS

      Each Player Character enters play with 3 Fabula Points.

      diff --git a/books/core/166.html b/books/core/166.html index de99407..787d9d3 100644 --- a/books/core/166.html +++ b/books/core/166.html @@ -12,7 +12,6 @@ -

      Bow Category

        @@ -26,7 +25,6 @@
      -

      Brawling Category

        @@ -46,7 +44,6 @@
      -

      Dagger Category

        @@ -56,7 +53,6 @@
      -

      Firearm Category

        @@ -66,7 +62,6 @@
      -

      Flail Category

        @@ -76,5 +71,4 @@
      -

      BASIC WEAPONS

      diff --git a/books/core/167.html b/books/core/167.html index 5f3b4a8..18ac00e 100644 --- a/books/core/167.html +++ b/books/core/167.html @@ -1,6 +1,5 @@

      33 PRESS START

      Equipment List

      -

      Heavy Category

      • @@ -16,7 +15,6 @@

        Two-handed w Melee w No Quality.

      -

      Spear Category

      • @@ -28,7 +26,6 @@

        Two-handed w Melee w No Quality.

      -

      Sword Category

      • @@ -48,7 +45,6 @@

        One-handed w Melee w No Quality.

      -

      Thrown Category

      • @@ -60,7 +56,6 @@

        One-handed w Ranged w No Quality.

      -
      @@ -23,20 +22,17 @@
      -

      Remember: A starting character gets 500 zenit to purchase equipment with.

      -

      The weapons, armors, and shields you choose during character creation will accompany you for quite a few levels, so make sure they work well with the way you built your character.

      -

      Useful Tips

      • @@ -56,11 +52,9 @@ affected.
      -

      The bonus to Defenses granted by shields still applies, of course: a character with d8 Dexterity wearing a brigandine and wielding a bronze shield will have a Defense score of 12, for instance.

      -

      SHOPPING ADVICE

      diff --git a/books/core/17.html b/books/core/17.html index 99a2990..ff17103 100644 --- a/books/core/17.html +++ b/books/core/17.html @@ -6,7 +6,6 @@ gods and destroyed over a single night as a form of divine punishment. Everything is bizarre and wondrous.

      -

      HIGH FANTASY MAGIC

      Magic is abundant, omnipresent, and employed in a variety of ways and by a @@ -15,7 +14,6 @@ most ancient and world-altering rituals have been lost to time, hidden within sunken ruins or guarded by centuries-old monsters.

      -

      HIGH FANTASY ANTAGONISTS

      In a high fantasy world, antagonists are larger-than-life figures with armies diff --git a/books/core/170.html b/books/core/170.html index b1037a4..c0d8706 100644 --- a/books/core/170.html +++ b/books/core/170.html @@ -3,20 +3,17 @@ Give your character a name, note their pronoun(s), and briefly describe what they look like to the rest of the group!

      -

      It may seem counterintuitive for this step to be the last one, but there’s a good reason: it’s easier to choose a name once you have a good grasp of your character's appearance and abilities.

      -

      On the next page, you can find a chart with a variety of names that work particularly well for a Fabula Ultima game; however, if your world is inspired by specific folklore or mythology, you should research fitting naming conventions and come up with something more appropriate!

      -

      Now that Camilla is ready, Robert describes her to the rest of the group: she has greyish brown hair and deep blue eyes, and her demeanor showcases her diff --git a/books/core/172.html b/books/core/172.html index 0cb10d8..c24f95c 100644 --- a/books/core/172.html +++ b/books/core/172.html @@ -1,6 +1,5 @@

      CLASSIC CHARACTERS

      -

      ALCHEMIST

      @@ -23,7 +22,6 @@ 170 zenit.

      -

      BLACK KNIGHT

      @@ -46,7 +44,6 @@ Equipment & Cost: Greatsword, runic plate, 120 zenit.

      -

      GAMBLER

      @@ -70,7 +67,6 @@ cards!), silk shirt, 120 zenit.

      -

      GUNSLINGER

      @@ -90,7 +86,6 @@ zenit.

      -

      HEALER

      diff --git a/books/core/173.html b/books/core/173.html index 694966c..0af8c27 100644 --- a/books/core/173.html +++ b/books/core/173.html @@ -16,9 +16,7 @@ 120 zenit.

      -
      -

      MONSTER MAGE

      @@ -37,9 +35,7 @@ zenit.

      -
      -

      NINJA

      @@ -56,9 +52,7 @@ 120 zenit.

      -
      -

      PIRATE

      @@ -77,9 +71,7 @@ zenit.

      -
      -

      PUGILIST

      diff --git a/books/core/174.html b/books/core/174.html index 710c4d4..4487e7e 100644 --- a/books/core/174.html +++ b/books/core/174.html @@ -10,7 +10,6 @@

      Equipment: Steel dagger, shortbow, silk shirt, 120 zenit.

      -

      RED SORCERER

      Stats: Dexterity d8, Insight d10, Might d8, Willpower d6

        @@ -22,7 +21,6 @@
      • Weaponmaster (1 level): Melee Weapon Mastery

      Equipment: Rapier, combat tunic, runic shield, 70 zenit.

      -

      SAGE

      Stats: Dexterity d6, Insight d10, Might d6, Willpower d10 @@ -35,7 +33,6 @@

    10. Loremaster (2 levels): Flash of Insight, Focused
    11. Equipment: Tome, sage robe, 270 zenit.

      -

      SAMURAI

      Stats: Dexterity d8, Insight d8, Might d8, Willpower d8

        @@ -47,7 +44,6 @@

      Equipment: Katana, runic plate, 70 zenit.

      -

      SOLDIER

      Stats: Dexterity d8, Insight d6, Might d10, Willpower d8

        diff --git a/books/core/175.html b/books/core/175.html index 75a4ff3..0d6e508 100644 --- a/books/core/175.html +++ b/books/core/175.html @@ -2,7 +2,6 @@

        33PRESS START

        175

      -

      SPELL FENCER

      @@ -21,7 +20,6 @@ Equipment: Rapier, silk shirt, runic shield, 120 zenit.

      -

      SUMMONER

      @@ -40,7 +38,6 @@

      Equipment: Staff, sage robe, 270 zenit.

      -

      THIEF

      @@ -53,7 +50,6 @@

      Equipment: Steel dagger (x2), travel garb, 170 zenit.

      -

      TROUBADOUR

      @@ -73,7 +69,6 @@ zenit.

      -

      VALKYRIE

      diff --git a/books/core/176.html b/books/core/176.html index 15b025a..370666b 100644 --- a/books/core/176.html +++ b/books/core/176.html @@ -1,9 +1,7 @@

      Arcanist

      ALSO: Avatar, Chosen, Summoner

      -

      Definition / Description

      Some fates are not easily avoided.

      -

      Abilities & Concept

      Arcanists can fall into a deep trance and temporarily project a considerable @@ -13,5 +11,4 @@ belonging to mythical entities of legend, known as the Arcana.

      In some worlds, the Arcana are even worshipped as deities.

      -

      Attribution

      diff --git a/books/core/177.html b/books/core/177.html index a72ecc1..e69de29 100644 --- a/books/core/177.html +++ b/books/core/177.html @@ -1,65 +0,0 @@ -

      ARCANIST FREE BENEFITS

      -

      Permanently increase your maximum Mind Points by 5.

      - -

      ARCANIST SKILLS

      - -

      ARCANE CIRCLE (çç4)

      -

      - After you willingly dismiss an Arcanum on your turn during a conflict (see - next page), if that Arcanum had not been summoned during this same turn and - you have an arcane weapon equipped, you may immediately perform the Spell - action for free. The spell you cast this way must have a total Mind Point cost - of [SL × 5] or lower (you must still pay the spell's MP cost). -

      - -

      - ARCANE REGENERATION (çç2) -

      -

      - When you summon an Arcanum, you immediately recover [SL × 5] Hit - Points. -

      - -

      BIND AND SUMMON

      -
        -
      • - You may bind Arcana to your soul and summon them later. The Game Master will - tell you the details of each binding process when you first encounter the - Arcanum in question. -
      • -
      • - You may use an action and spend 40 Mind Points to summon an Arcanum you have - bound: the details of this process are explained on the next page. -
      • -
      • - If you take this Skill at character creation, you begin play with one - Arcanum of your choice already bound to you, chosen from the list on the - next pages. Other than that, you may only obtain new Arcana through - exploration and story progression. -
      • -
      - -

      EMERGENCY ARCANUM (çç6)

      -

      - As long as you are in Crisis, the cost for summoning your Arcana is reduced by - [SL × 5] Mind Points. -

      - -

      RITUAL ARCANISM

      -

      - You may perform Rituals of the Arcanism discipline, as long as their effects - fall within the domains of one or more Arcana you have bound (see next pages). -

      -

      Arcanism Rituals use [WLP + WLP] for the Magic Check.

      - -

      Related Questions

      -
        -
      • Where do your powers come from? Are they a gift from your bloodline?
      • -
      • - Have you ever communicated with an Arcanum, or are they silent and distant? -
      • -
      • Do people see you as mysterious, powerful, or otherworldly?
      • -
      • Are there many practicing your art, or are you the exception?
      • -
      - -

      "Some fates are not easily avoided."

      diff --git a/books/core/178.html b/books/core/178.html index 377826c..e9545bc 100644 --- a/books/core/178.html +++ b/books/core/178.html @@ -1,5 +1,4 @@

      The Arcana

      -

      MERGING WITH AN ARCANUM

      When you summon an Arcanum, you gain its merge benefits; those benefits last @@ -9,7 +8,6 @@ You cannot summon an Arcanum while already merged with one; you must first dismiss the current Arcanum.

      -

      DISMISSING AN ARCANUM

      An Arcanum can be dismissed in several ways:

        @@ -27,7 +25,6 @@ action.
      -

      DISMISS EFFECTS

      Most Arcana have a powerful dismiss effect, which may only be activated when @@ -44,7 +41,6 @@

      You are also free to ignore the dismiss effect if you don't want to use it.

      -

      DOMAINS

      Each Arcanum is associated with a few key concepts or domains. The Game Master @@ -55,5 +51,4 @@ If you create new Arcana for your world, make sure to associate them with domains that allow for interesting Rituals.

      -
      diff --git a/books/core/179.html b/books/core/179.html index 16f39ba..6b65c0b 100644 --- a/books/core/179.html +++ b/books/core/179.html @@ -20,7 +20,6 @@ of them suffers 30 fire damage. This damage ignores Resistances. -

      ARCANUM OF THE FROST

      Domains: cold, ice, silence.

        @@ -31,7 +30,6 @@ Ice Age. Choose any number of creatures you can see: each of them suffers 30 ice damage. This damage ignores Resistances.

        -

        ARCANUM OF THE GATE

        Domains: space, travel, void.

          @@ -53,6 +51,5 @@ within 1 travel day.
        -

        cc Work with your group and create custom Arcana for your world!

        MERGE DISMISS MERGEDISMISS MERGEDISMISS

        diff --git a/books/core/18.html b/books/core/18.html index eff5484..da5e342 100644 --- a/books/core/18.html +++ b/books/core/18.html @@ -1,5 +1,4 @@

        YOUR WORLD COULD BE... NATURAL FANTASY

        -

        Natural Fantasy Themes and Protagonists

        Floating amidst a lush expanse of verdant forests, snow-capped mountains, and @@ -8,13 +7,11 @@ of mysterious past civilizations that once ruled this world of Natural Fantasy.

        -

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

        -

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

        • The daughter of the village chief, seeking to prove her worth.
        • @@ -23,7 +20,6 @@
        • The witch who knows of a prophecy dating back to the Ancestors.
        • The wandering warrior who mistakenly angered a local spirit.
        -

        Together they must mend the hearts of their community and confront those who stir sentiments of hatred and mistrust, to prevent this darkness from diff --git a/books/core/180.html b/books/core/180.html index 7995e6e..3cd3dd7 100644 --- a/books/core/180.html +++ b/books/core/180.html @@ -20,7 +20,6 @@ Master has final say on which questions are too similar to be asked again.

        -

        ARCANUM OF THE OAK

        Domains: earth, plants, poison.

        @@ -38,7 +37,6 @@ higher, or to 60 Hit Points if you are level 40 or higher.

        -

        ARCANUM OF THE SKY

        Domains: fog, rain, storms.

        @@ -57,7 +55,4 @@ damage. This damage ignores Resistances.

        - - + diff --git a/books/core/181.html b/books/core/181.html index ea6fdb4..52b3a46 100644 --- a/books/core/181.html +++ b/books/core/181.html @@ -12,7 +12,6 @@ dismissed after the attack is resolved (this is not considered a willing dismiss).

        -

        ARCANUM OF THE TOWER

        Domains: judgment, protection, sacrifice.

        @@ -21,27 +20,23 @@ the scene has Resistance to the chosen damage type (you do not gain this Resistance).

        -

        Judgment

        Choose any number of creatures you can see: each of them suffers 30 light damage. This damage ignores Resistances.

        -

        ARCANUM OF THE WHEEL

        Domains: destiny, speed, time.

        • You are immune to slow.
        • You gain a +1 bonus to your Defense.
        -

        Time Freeze

        Choose any number of creatures you can see: each of them suffers slow. If a creature chosen this way is already slow, that creature will instead perform one fewer action during their next turn (to a minimum of 0 actions).

        -

        The Merge

        Legends tell of a long-lasting passion between the Sword and the Tower... a diff --git a/books/core/182.html b/books/core/182.html index 4459034..e69de29 100644 --- a/books/core/182.html +++ b/books/core/182.html @@ -1,24 +0,0 @@ -

        Chimerist

        - -

        ALSO: Druid, Shapeshifter, Wild Mage

        - -

        Power without harmony will only lead to suffering.

        - -

        - Chimerists gather their power from the souls of the monsters and beasts they - encounter. -

        - -

        - By manipulating their inner wild energy, these mages may mimic the magical - abilities of monsters and have reached a supernatural understanding of feral - creatures. -

        - -

        - Chimerists frequently rely on their toughness and physical prowess in addition - to magic; they are often seen traveling the world in search of rare and - enchanted creatures. -

        - -
        diff --git a/books/core/183.html b/books/core/183.html index 69ef5a1..955260a 100644 --- a/books/core/183.html +++ b/books/core/183.html @@ -5,28 +5,23 @@ You may perform Rituals whose effects fall within the Ritualism discipline.
      -

      CHIMERIST SKILLS

      -

      CONSUME (çç5)

      After you deal damage to one or more creatures with a spell, if you have an arcane dagger or flail weapon equipped, you recover 【SL × 2】 Mind Points.

      -

      FERAL SPEECH

      You can communicate with creatures of the beast, monster and plant Species.

      -

      PATHOGENESIS

      When you deal damage to one or more creatures with one of your Chimerist spells, each of those creatures that share their Species with the creature you originally learned that spell from suffers poisoned.

      -

      RITUAL CHIMERISM

      You may perform Rituals whose effects fall within the Chimerism discipline. @@ -34,7 +29,6 @@ 【MIG + WLP】. From now on, your Chimerism Rituals will use the chosen Attributes for the Magic Check.

      -

      SPELL MIMIC (çç10)

      When you see a creature belonging to the beast, monster or plant Species cast @@ -54,7 +48,6 @@ already at your limit, you must forget one of your old spells and replace it with the new spell.

      -

      Story Prompts

      • diff --git a/books/core/184.html b/books/core/184.html index bdc6622..5eb5662 100644 --- a/books/core/184.html +++ b/books/core/184.html @@ -1,7 +1,5 @@

        DARKBLADE

        -

        Today you shall know the full extent of my suffering.

        -

        Darkblades

        Darkblades are somber and powerful warriors who hide a sorrowful past. Due to @@ -13,22 +11,17 @@ lifeforce to unleash mighty attacks and is able to draw resolve, power and even knowledge from the suffering they experience.

        -

        Details

        • Name: DARKBLADE
        • Power Level: 184
        -
        -

        ALSO Associated With

        • Avenger
        • Black Knight
        • Death Knight
        -
        -
        File Metadata
        diff --git a/books/core/185.html b/books/core/185.html index 9a183e3..56a2346 100644 --- a/books/core/185.html +++ b/books/core/185.html @@ -3,9 +3,7 @@
      • Permanently increase your maximum Hit Points by 5.
      • Gain the ability to equip martial melee weapons and martial armor.
      -

      DARKBLADE SKILLS

      -

      AGONY (çç5)

      @@ -15,7 +13,6 @@ Points.

      -

      DARK BLOOD

      @@ -23,7 +20,6 @@ damage.

      -

      HEART OF DARKNESS

      @@ -32,19 +28,18 @@ hatred towards that creature.

      -

      PAINFUL LESSON (çç3)

      After another creature causes you to lose Hit Points (with an attack, a spell or any other method), you may immediately perform the Study action on - that creature (see page 74) for free. If you do, gain a bonus equal to - 【SL】 to your Check.
      page 74) for free. If + you do, gain a bonus equal to 【SL】 to your Check. +
      Remember, you can study the same aspect of a creature only once.

      -

      SHADOW STRIKE (çç5)

      @@ -60,7 +55,6 @@ changed.

      -

      Character Reflection Prompts

      • What tragic experience awakened your abilities?
      • @@ -68,5 +62,4 @@
      • What do your weapons and fighting style look like?
      • Are there many practicing your art, or are you the exception?
      -

      "Today you shall know the full extent of my suffering."

      diff --git a/books/core/186.html b/books/core/186.html index 1858bbe..afb55af 100644 --- a/books/core/186.html +++ b/books/core/186.html @@ -2,14 +2,12 @@

      ALSO: Battle Mage, Geomancer, Sorcerer

      ELEMENTALIST

      Ignore the warnings of this World at your own risk.

      -

      An Elementalist has learned to channel the souls that flow within the basic elements of creation: Air, Earth, Fire and Water. Some of them develop complex spells to contain the powerful energies of nature; others seek its protection in harmony and communion.

      -

      Elemental magic can be highly destructive, causing damage and inflicting negative status effects. Due to this, there are many who would covet an diff --git a/books/core/187.html b/books/core/187.html index 85803da..b32374b 100644 --- a/books/core/187.html +++ b/books/core/187.html @@ -5,9 +5,7 @@ You may perform Rituals whose effects fall within the Ritualism discipline. -

      ELEMENTALIST SKILLS

      -

      CATACLYSM (çç3)

      When you cast an instantaneous spell, if you have an arcane weapon equipped, @@ -16,20 +14,17 @@ 5 extra damage to each creature for every 10 Mind Points by which you increased its total MP cost.

      -

      ELEMENTAL MAGIC (çç10)

      Each time you acquire this Skill, learn one Elementalist spell (see next two pages).

      Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic Check.

      -

      MAGICAL ARTILLERY (çç3)

      When you cast an offensive ( rr) spell, if you have an arcane weapon equipped, you gain a bonus to your Magic Check equal to 【SL × 2】.

      -

      RITUAL ELEMENTALISM

      • @@ -38,7 +33,6 @@

      Elementalism Rituals use 【INS + WLP】 for the Magic Check.

      -

      SPELLBLADE (çç4)

      When you cast an offensive ( rr) spell targeting a single creature, if the @@ -46,10 +40,11 @@ more bow, brawling, dagger, flail, spear or sword weapons equipped, you may choose one of those weapons. If you do, your Magic Check for the spell will use the chosen weapon's Accuracy Check formula; for instance, the Magic Check - for an Elementalist spell cast through a bronze sword (page 131) will be 【DEX - + MIG】 +1 instead of 【INS + WLP】. + for an Elementalist spell cast through a bronze sword (page 131) will be 【DEX + MIG】 +1 instead of 【INS + WLP】.

      -

      Questions

      • Who trained you in the way of the Elements?
      • @@ -57,7 +52,6 @@
      • Elemental magic is often used in war. Did you serve in the military?
      • What does your magic look like?
      -

      Option: Ignore the warnings of this World at your own risk.

      diff --git a/books/core/188.html b/books/core/188.html index 2877ecc..e8357f6 100644 --- a/books/core/188.html +++ b/books/core/188.html @@ -1,5 +1,4 @@

      ELEMENTALIST SPELLS

      -

      SPELL

      Elemental Shroud

      @@ -16,7 +15,6 @@ each target gains Resistance against the chosen damage type.

      -

      Elemental Weapon

      Cost: 10

      @@ -37,7 +35,6 @@
      -

      Flare

      Cost: rr 20

      @@ -50,7 +47,6 @@

      Damage dealt by this spell ignores Resistances.

      -

      Fulgur

      Cost: rr 10

      @@ -65,7 +61,6 @@ Opportunity: Each target hit by this spell suffers dazed.

      -

      Glacies

      Cost: rr 10

      @@ -80,7 +75,6 @@ Opportunity: Each target hit by this spell suffers slow.

      -

      Iceberg

      Cost: rr 20

      diff --git a/books/core/189.html b/books/core/189.html index 10093ea..59feb11 100644 --- a/books/core/189.html +++ b/books/core/189.html @@ -1,6 +1,5 @@

      Spell Catalogue

      -

      Ignis

      @@ -14,7 +13,6 @@

      Opportunity: Each target hit by this spell suffers shaken.

      -

      Soaring Strike

      Metadata: 10 | Self | Instantaneous

      @@ -34,7 +32,6 @@
      -

      Terra

      @@ -52,7 +49,6 @@ action on their next turn (to a minimum of 0 actions).

      -

      Thunderbolt

      Metadata: rr 20 | One creature | Instantaneous

      @@ -62,7 +58,6 @@

      Damage dealt by this spell ignores Resistances.

      -

      Ventus

      @@ -78,7 +73,6 @@ land immediately.

      -

      Vortex

      Metadata: 10 | Self | Scene

      @@ -87,7 +81,6 @@ spell ends, you gain a +2 bonus to your Defense against ranged attacks.

      -
      -

      Anomaly

      @@ -26,7 +25,6 @@ happens, this spell ends.

      -

      Dark Weapon

      @@ -46,7 +44,6 @@ >

      -

      Dispel

      @@ -59,7 +56,6 @@ they are no longer affected by any of those spells instead.

      -

      Divination

      @@ -73,7 +69,6 @@ rerolls this way, this spell ends.

      -

      Drain Spirit

      @@ -87,7 +82,6 @@ none).

      -

      Drain Vigor

      @@ -101,7 +95,4 @@ recover none).

      - - + diff --git a/books/core/193.html b/books/core/193.html index 50a17ad..6e1f6f3 100644 --- a/books/core/193.html +++ b/books/core/193.html @@ -6,7 +6,6 @@ for every 10 Mind Points spent while casting this spell, then keep the single die you prefer: the number on that die determines the effects of this spell.

      -
      1. 1: You lose half of your current Hit Points and half of @@ -38,7 +37,6 @@
      2. 6. poison
      -

      Mirror 10

      Type: One creature

      Scene Duration: Until this spell ends

      @@ -48,7 +46,6 @@ targeted in their stead (any other targets of the offensive spell will be targeted as normal). Once that happens, this spell ends.

      -

      Omega rr 20

      Type: One creature

      Duration: Instantaneous

      @@ -57,7 +54,6 @@ an amount of Hit Points equal to 【20 + half the target's level】.

      -

      Stop rr 10

      Type: One creature

      Duration: Instantaneous

      @@ -65,7 +61,6 @@ You trap a foe inside a circle of altered time and space. The target will perform one fewer action on their next turn (to a minimum of 0 actions).

      -

      Umbra rr 10 × T

      Type: Up to three creatures

      Duration: Instantaneous

      @@ -74,7 +69,6 @@ suffers 【HR + 15】 dark damage.

      Opportunity: Each target hit by this spell suffers weak.

      -

      Notes

      • Spells marked with rr are offensive spells and require Magic Checks!
      • diff --git a/books/core/194.html b/books/core/194.html index af2c42a..e69de29 100644 --- a/books/core/194.html +++ b/books/core/194.html @@ -1,18 +0,0 @@ -
        -

        Fury

        -
        -

        ALSO: Berserker, Brawler, Viking

        -

        FURY

        -

        - Furies never know when to quit. In battle and life they are energetic, - determined and often restless. Whatever ideals or desires drive their actions, - they will stop at nothing and risk everything in order to achieve them. -

        -

        - Some Furies undergo a rigid training in order to control their emotions; - others simply see might as the solution to all problems and are constantly on - the verge of letting rage get the best of them. -

        - diff --git a/books/core/195.html b/books/core/195.html index e63efb3..63558d1 100644 --- a/books/core/195.html +++ b/books/core/195.html @@ -3,22 +3,18 @@
      • Permanently increase your maximum Hit Points by 5.
      • Gain the ability to equip martial melee weapons and martial armor.
      -

      FURY SKILLS

      -

      ADRENALINE (çç5)

      As long as you are in Crisis, you deal 【SL × 2】 extra damage (be it with attacks, spells, Arcana, items or any other method).

      -

      FRENZY

      Your Accuracy Checks with brawling, dagger, flail and thrown weapons trigger a critical success if both dice show the same number (and the Check is not a fumble).

      -

      INDOMITABLE SPIRIT (çç4)

      When you spend one or more Fabula Points, you get an additional benefit — @@ -26,7 +22,6 @@ recover 【SL × 5】 Mind Points; or you recover from a single status effect of your choice.

      -

      PROVOKE (çç5)

      You may use an action and spend 5 Mind Points to perform an Opposed @@ -41,7 +36,6 @@ You gain a bonus equal to 【SL】 to your 【MIG + WLP】 Checks for this Skill.

      -

      WITHSTAND (çç5)

      When you perform the Guard action, if you choose not to provide cover to @@ -63,5 +57,4 @@

    12. What do your weapons and fighting style look like?
    13. -

      I'll just have to become stronger than you!

      diff --git a/books/core/196.html b/books/core/196.html index 48ee91d..2d33f0c 100644 --- a/books/core/196.html +++ b/books/core/196.html @@ -5,7 +5,6 @@
    14. Soldier
    15. Yōjinbō
    16. -

      GUARDIAN

      @@ -19,7 +18,6 @@ While some Guardians may appear loud and boisterous, many are simply masking the tormented memory of those they failed to protect.

      -
      "Let me be your shield."
    diff --git a/books/core/197.html b/books/core/197.html index 48de946..c7964c3 100644 --- a/books/core/197.html +++ b/books/core/197.html @@ -3,23 +3,19 @@
  • Permanently increase your maximum Hit Points by 5.
  • Gain the ability to equip martial armor and martial shields.
  • -

    GUARDIAN SKILLS

    -

    BODYGUARD

    If you perform the Guard action and choose to provide cover to another creature, that creature gains Resistance to all damage types until the start of your next turn.

    -

    DEFENSIVE MASTERY (çç5)

    As long as you have a shield or a martial armor equipped, all damage you suffer is reduced by 【SL】 (applied before damage Affinities).

    -

    DUAL SHIELDBEARER

    You may now equip a shield in your main hand slot. As long as you have two @@ -49,10 +45,8 @@ -

    FORTRESS (çç5)

    Permanently increase your maximum Hit Points by 【SL × 3】.

    -

    PROTECT

    When another creature is threatened by an attack, spell or other danger, you @@ -63,7 +57,6 @@ creatures from the same danger. If you use this Skill during a conflict, you cannot use it again until the start of your next turn.

    -

    Optional Quests/Interrogation Points

    -

    Equipment Detail: Using what as your armor and/or shield?

    diff --git a/books/core/198.html b/books/core/198.html index 3d51043..e69de29 100644 --- a/books/core/198.html +++ b/books/core/198.html @@ -1,18 +0,0 @@ -

    Loremaster

    - -

    ALSO: Archivist, Sage, Scholar

    - -

    Ah, I knew this was going to happen.

    - -

    - Loremasters are known for their insatiable curiosity and appetite for - discovery. They firmly believe that knowledge equates to power, and would - often trade all gold in the world for a chance at solving a good mystery. -

    - -

    - Unfortunately, a majority of Loremasters tend to be aloof and easily - distracted, rarely concerning themselves with “pragmatic” matters... to the - point of sometimes failing to realize the darker implications of their - discoveries. -

    diff --git a/books/core/199.html b/books/core/199.html index a9f20f9..4c0cfe1 100644 --- a/books/core/199.html +++ b/books/core/199.html @@ -2,9 +2,7 @@ -

    LOREMASTER SKILLS

    -

    FLASH OF INSIGHT (çç3)

    When you roll a 13 or higher on a Check performed to investigate a creature, @@ -20,7 +18,6 @@ location.

    -

    FOCUSED (çç5)

    @@ -27,7 +29,6 @@ one or two such “tricks” over the course of the entire campaign are more than enough.

    -

    AND FINALLY, A DRAMATIC ENTRANCE

    A Villain’s entrance should be an intense moment that sets the tone for their @@ -55,7 +56,6 @@ honorable adversary who is also very determined. That sword of hers? That’s bad news!

    -

    "When you chose to fight not to protect your people, but to prove them wrong... that is what made you a villain." diff --git a/books/core/258.html b/books/core/258.html index 9e4a010..91e0e84 100644 --- a/books/core/258.html +++ b/books/core/258.html @@ -9,7 +9,6 @@ thing in Fabula Ultima, and you might run an entire campaign without the Player Characters ever entering one.

    -

    A dungeon generally covers one or more of the following functions:

    -

    Focal Element

      diff --git a/books/core/263.html b/books/core/263.html index c54bcbf..61f04b2 100644 --- a/books/core/263.html +++ b/books/core/263.html @@ -24,7 +24,6 @@
    • 20. Loyal servants or bodyguards.
    -

    Quirks

      diff --git a/books/core/264.html b/books/core/264.html index 4a90a46..e69de29 100644 --- a/books/core/264.html +++ b/books/core/264.html @@ -1,90 +0,0 @@ -

      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. -

      - -

      Handling 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: -

      - -
        -
      • - The highest Player Character level in your group. Most of - the time, all characters will be of the same level — but some optional rules - can change this. -
      • -
      • The number of Player Characters in your group.
      • -
      - -

      - 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 ValueAverage Reward
      2 PCs3 PCs4+ PCs
      5+500 z500 z750 z
      10+1000 z800 z1200 z
      20+1500 z1000 z1500 z
      30+2000 z1600 z2400 z
      40+any 2000 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/265.html b/books/core/265.html index ddf9802..54d08fc 100644 --- a/books/core/265.html +++ b/books/core/265.html @@ -16,7 +16,7 @@ Learn what your Players want. If you catch a Player saying they’d like a specific item for their character, take notes — you can include that item in a future reward.
      Consider a Survey or Wishlist, as - explained on page 123. + explained on page 123.
    • Items that tell a story. When placing a given item among @@ -33,9 +33,11 @@
    • Foreshadowing. This is a classic in JRPGs, and something you will either love or hate. What you could do is hand out rewards that - will prove useful in future battles, such as a silver talon (page 272) in a - dungeon crawling with undead creatures that are Vulnerable to its light - damage. + will prove useful in future battles, such as a silver talon (page 272) in a dungeon crawling with undead creatures that are Vulnerable to its + light damage.

    diff --git a/books/core/266.html b/books/core/266.html index 4846b9c..d43607f 100644 --- a/books/core/266.html +++ b/books/core/266.html @@ -5,7 +5,6 @@ extracted from the soul of a demon or monster, or even a peculiar object sold by a merchant. In such instances, you may:

    -
    • Choose an existing Rare Item. This is the simplest @@ -21,9 +20,7 @@ resonate with how and where they were found.
    -

    Rare items can and should tell their own story!

    -

    BE CAREFUL WITH BONUSES

    Items that grant a bonus to a specific type of Check, as well as items that @@ -41,7 +38,6 @@ gives a +1 bonus to Accuracy Checks, or the Pointy Yellow Hat that gives a +1 bonus to Magic Checks?

    -

    AVOID COPYING EXISTING SPELLS OR SKILLS

    When you create a Quality for a rare item, try to avoid copying the effects of diff --git a/books/core/267.html b/books/core/267.html index c4e31c9..5c04bc1 100644 --- a/books/core/267.html +++ b/books/core/267.html @@ -24,17 +24,18 @@

    Example: T o replace a weapon's current Quality with Multi - (page 269), you must spend 2000 zenit. To replace it with Resistance, you must - spend 1400 zenit. + (page 269), you must spend 2000 zenit. To + replace it with Resistance, you must spend 1400 zenit.

    - The default list of weapon abilities can be found on page 269, while the - default list of armor and shield abilities can be found on page 280. + The default list of weapon abilities can be found on + page 269, while the default list of armor + and shield abilities can be found on + page 280.

    If a Player Character acquires the Upgrade Heroic Skill (page 237), they will gain access to this optional rule by default.

    -

    OPTIONAL: BUYING QUALITIES

    diff --git a/books/core/268.html b/books/core/268.html index fd065e9..e69de29 100644 --- a/books/core/268.html +++ b/books/core/268.html @@ -1,59 +0,0 @@ -

    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. - 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. -
    6. -
    - -

    Applying Changes

    -

    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. -
    • -
    - -

    - Note: 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/269.html b/books/core/269.html index 7aac0fd..c036327 100644 --- a/books/core/269.html +++ b/books/core/269.html @@ -1,6 +1,5 @@

    44GAME MASTER

    QUALITY COST EFFECT

    -

    Defensive Qualities

      @@ -38,7 +37,6 @@
    -

    Offensive Qualities

      @@ -71,7 +69,6 @@
    -

    The Elves at Smolderheart Peak are rumored to craft weapons capable of banishing demons. diff --git a/books/core/27.html b/books/core/27.html index a4523e6..3612c92 100644 --- a/books/core/27.html +++ b/books/core/27.html @@ -6,7 +6,6 @@ formidable individuals, who often conceal terrible secrets. Do your best to always portray their looming threat and keep the pressure high!

    -

    COOPERATE WITH EVERYONE ELSE

    When playing the game, pay attention to what everybody else is saying and @@ -14,7 +13,6 @@ time in the spotlight. Do your best to cooperate with everyone else and make sure the play environment is enjoyable and welcoming.

    -

    PLAY TO FIND OUT WHAT HAPPENS

    Never force the Players’ hand, and make sure not to “push” them towards a @@ -31,7 +29,6 @@ and including the ability to alter plot elements you had previously introduced. Embrace this creative flow!

    -

    ASK QUESTIONS, BUILD ON THE ANSWERS

    Move the action forward by asking questions to everyone else. For example: @@ -40,7 +37,6 @@ tell your mother?

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

    -

    LOOK FOR INSPIRATION

    Stories, ideas, pictures, characters, music, and maps: make sure to take diff --git a/books/core/270.html b/books/core/270.html index c13ddb9..3049838 100644 --- a/books/core/270.html +++ b/books/core/270.html @@ -1,10 +1,8 @@

    SAMPLE RARE ARCANE WEAPONS

    -

    WEAPON COST ACCURACY DAMAGE

    -

    Blessed Mace

    • Cost: 200 z
    • @@ -15,7 +13,6 @@ Encyclopedia: 600 z 【INS + INS】 【HR + 6】 physical. Two-handed w Melee w You are immune to dazed.

      -

      Ars Goetia

      • Cost: 800 z
      • @@ -28,7 +25,6 @@ >
      -

      Ferula

      • Cost: 1050 z
      • @@ -38,7 +34,6 @@ +1 bonus to your Magic Checks.
      -

      Tyrant's Scepter

      • Cost: 1200 z
      • @@ -48,7 +43,6 @@ creatures with this weapon, each of them loses 10 Mind Points.
      -

      Cultes des Ghoules

      • Cost: 1400 z
      • @@ -58,7 +52,6 @@ creatures with this weapon, you may recover 5 Hit Points.
      -

      Caduceus

      • Cost: 1600 z
      • @@ -68,7 +61,6 @@ restore Hit Points will restore 5 extra Hit Points.
      -

      Necronomicon

      • Cost: 1800 z
      • @@ -78,7 +70,6 @@ creatures with an offensive (rr) spell, each of them suffers shaken.
      -

      Yellow Book

      • Cost: 2100 z
      • @@ -88,7 +79,6 @@ damage.
      -

      Rafflesia Staff

      • Cost: 2200 z
      • diff --git a/books/core/271.html b/books/core/271.html index 18d4510..1b6d928 100644 --- a/books/core/271.html +++ b/books/core/271.html @@ -1,40 +1,33 @@

        SAMPLE RARE BOW WEAPONS

        -

        WEAPON COST ACCURACY DAMAGE

        -

        Hand Crossbow

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

        One-handed w Ranged w No Quality.

        -

        Composite Bow

        Stats: 250 z 【DEX + MIG】 +1 【HR + 8】 physical

        Two-handed w Ranged w No Quality.

        -

        Siegebreaker

        Stats: E 750 z 【DEX + INS】 【HR + 12】 physical

        Two-handed w Ranged w Damage dealt by this weapon ignores Resistances.

        -

        Yoichi

        Stats: 900 z 【DEX + DEX】 +1 【HR + 8】 air

        Two-handed w Ranged w You are immune to shaken.

        -

        Thundering Bow

        Stats: 1000 z 【DEX + DEX】 【HR + 8】 bolt

        Two-handed w Ranged w You have Resistance to bolt damage.

        -

        Looting Bow

        Stats: 1250 z 【DEX + INS】 【HR + 8】 fire

        @@ -43,13 +36,11 @@ weapon, you may immediately recover 2 Inventory Points.

        -

        Gatling Crossbow

        Stats: E 1350 【DEX + INS】 【HR + 12】 physical

        Two-handed w Ranged w Attacks with this weapon have multi (2).

        -

        Dragontrap Bow

        Stats: E 1500 z 【DEX + DEX】 【HR + 12】 earth

        @@ -58,7 +49,6 @@ force that target to land immediately.

        -

        Frozen Envy

        Stats: E 1500 z 【DEX + DEX】 【HR + 12】 ice

        @@ -67,17 +57,14 @@ if you have at least one Bond of inferiority, you may recover 5 MP .

        -

        Gorgon Eye

        Stats: E 2000 z 【DEX + DEX】 【HR + 12】 poison

        Two-handed w Ranged w Each target hit by this weapon suffers slow.

        -

        Artemis

        Stats: E 2100 z 【DEX + DEX】 +1 【HR + 12】 light

        Two-handed w Ranged w You have Immunity to dark damage.

        -
        diff --git a/books/core/272.html b/books/core/272.html index 6c41fb9..e69de29 100644 --- a/books/core/272.html +++ b/books/core/272.html @@ -1,111 +0,0 @@ -

        Weapon Rarity/Category Title (Inferred)

        -

        Wearable / Equipment List

        -

        - WEAPON COST ACCURACY - DAMAGE -

        - - -
        -

        Nekode

        -

        Level/Stats: 250 z 【DEX + MIG】 +1 【HR + 6】 physical

        -

        Type: One-handed w Melee w No Quality.

        -

        Description: Hellfist

        -
        - - -
        -

        Hellfist

        -

        Level/Stats: 350 z 【DEX + MIG】 【HR + 6】 dark

        -

        - Type: One-handed w Melee w Attacks with this weapon target Magic Defense. -

        -

        Description: Frozen Grasp

        -
        - - -
        -

        Frozen Grasp

        -

        Level/Stats: 750 z 【DEX + MIG】 【HR + 6】 ice

        -

        Type: One-handed w Melee w You are immune to enraged.

        -

        Description: Bear Paw

        -
        - - -
        -

        Bear Paw

        -

        Level/Stats: E 850 z 【DEX + MIG】 【HR + 10】 physical

        -

        Type: One-handed w Melee w You are immune to weak.

        -

        Description: Fuel Knuckle

        -
        - - -
        -

        Fuel Knuckle

        -

        Level/Stats: 950 z 【DEX + MIG】 【HR + 6】 fire

        -

        Type: One-handed w Melee w You have Resistance to fire damage.

        -

        Description: Silver Talon

        -
        - - -
        -

        Silver Talon

        -

        Level/Stats: 1100 z 【DEX + DEX】 【HR + 6】 light

        -

        Type: One-handed w Melee w You gain a +1 bonus to Magic Defense.

        -

        Description: Old Bandages

        -
        - - -
        -

        Old Bandages

        -

        Level/Stats: 1250 z 【DEX + MIG】 +1 【HR + 6】 physical

        -

        - Type: One-handed w Melee w You have Resistance to dark and poison damage. -

        -

        Description: Storm Fist

        -
        - - -
        -

        Storm Fist

        -

        Level/Stats: 1300 z 【MIG + MIG】 【HR + 6】 bolt

        -

        Type: One-handed w Melee w Attacks with this weapon have multi (2).

        -

        Description: Lobster Claw

        -
        - - -
        -

        Lobster Claw

        -

        Level/Stats: E 1950 z 【DEX + MIG】 +1 【HR + 10】 physical

        -

        Type: One-handed w Melee w Each target hit by this weapon suffers slow.

        -

        Description: Dozer Glove

        -
        - - -
        -

        Dozer Glove

        -

        Level/Stats: E 2000 z 【MIG + MIG】 【HR + 10】 earth

        -

        - Type: One-handed w Melee w Each target hit by this weapon suffers dazed. -

        -

        Description: Venom Claw

        -
        - - -
        -

        Venom Claw

        -

        Level/Stats: 2250 z 【DEX + MIG】 +1 【HR + 6】 physical

        -

        - Type: One-handed w Melee w Each target hit by this weapon suffers poisoned. -

        -

        Description: God Hand

        -
        - - -
        -

        God Hand

        -

        Level/Stats: E 2550 z 【DEX + MIG】 +1 【HR + 10】 light

        -

        - Type: One-handed w Melee w Damage dealt by this weapon ignores Immunities. -

        -
        diff --git a/books/core/273.html b/books/core/273.html index e5fe038..e69de29 100644 --- a/books/core/273.html +++ b/books/core/273.html @@ -1,111 +0,0 @@ -

        SAMPLE RARE DAGGER WEAPONS

        -

        Attributes Displayed: WEAPON | COST | ACCURACY | DAMAGE

        - -
        -

        Latrodectus

        -

        Cost & Stats: 250 z 【DEX + INS】 +1 【HR + 4】 poison

        -

        Description: One-handed w Melee w No Quality.

        -
        - -
        -

        Heart Knife

        -

        Cost & Stats: 550 z 【DEX + WLP】 【HR + 4】 light

        -

        - Description: One-handed w Melee w Deals 5 extra damage to - demons. -

        -
        - -
        -

        Atom Slicer

        -

        - Cost & Stats: 600 z 【DEX + DEX】 +1 【HR + 4】 physical -

        -

        - Description: One-handed w Melee w Damage dealt by this - weapon ignores Resistances. -

        -
        - -
        -

        Silent Edge

        -

        Cost & Stats: 700 z 【DEX + DEX】 【HR + 4】 air

        -

        - Description: One-handed w Melee w You are immune to slow. -

        -
        - -
        -

        Spell Sever

        -

        Cost & Stats: 850 z 【DEX + INS】 +1 【HR + 4】 dark

        -

        - Description: One-handed w Melee w When you hit a creature - with this weapon, if the attack had a single target, you may choose a single - spell with a duration of Scene affecting the target and end its effects on - that creature. -

        -
        - -
        -

        Assassin's Blade

        -

        - Cost & Stats: 1000 z 【DEX + INS】 +1 【HR + 4】 physical -

        -

        - Description: One-handed w Melee w Deals 5 extra damage to - targets who are in Crisis. -

        -
        - -
        -

        Gourmet Cutter

        -

        - Cost & Stats: 1350 z 【DEX + INS】 +1 【HR + 8】 physical -

        -

        - Description: One-handed w Melee w When you hit one or more - creatures with this weapon, you may recover 5 Hit Points. -

        -
        - -
        -

        Barbed Knife

        -

        - Cost & Stats: 1650 z 【DEX + INS】 +1 【HR + 4】 physical -

        -

        - Description: One-handed w Melee w Each target hit by this - weapon suffers shaken. -

        -
        - -
        -

        Cold Finger

        -

        Cost & Stats: 1950 z 【DEX + INS】 +1 【HR + 8】 ice

        -

        - Description: One-handed w Melee w Each target hit by this - weapon suffers weak. -

        -
        - -
        -

        Hornet

        -

        - Cost & Stats: 2200 z 【DEX + DEX】 +1 【HR + 4】 physical -

        -

        - Description: One-handed w Melee w Attacks with this weapon - have multi (3). -

        -
        - -
        -

        Frantic Nail

        -

        Cost & Stats: 2450 z 【INS + INS】 +1 【HR + 8】 fire

        -

        - Description: One-handed w Melee w Each target hit by this - weapon suffers enraged. -

        -
        - - diff --git a/books/core/274.html b/books/core/274.html index a243767..32c4473 100644 --- a/books/core/274.html +++ b/books/core/274.html @@ -1,5 +1,4 @@

        SAMPLE RARE FIREARM WEAPONS

        -

        WEAPON | COST | ACCURACY | DAMAGE @@ -12,7 +11,6 @@

      • One-handed w Ranged w No Quality.
      -

      Istinggar E 350 z

      [DEX + INS] +1 [HR + 12] physical

      @@ -20,7 +18,6 @@
    • Two-handed w Ranged w No Quality.
    -

    Spellshot E 400 z

    [INS + INS] [HR + 8] physical

    @@ -30,7 +27,6 @@
    -

    Diamond Pistol E 650 z

    [DEX + INS] +1 [HR + 8] physical

    @@ -38,7 +34,6 @@
  • One-handed w Ranged w Deals 5 extra damage to constructs.
  • -

    Headhunter E 800 z

    [DEX + INS] [HR + 8] physical

    @@ -49,7 +44,6 @@
    -

    Comet Gun E 950 z

    [DEX + INS] +1 [HR + 8] dark

    @@ -57,7 +51,6 @@
  • One-handed w Ranged w You are immune to dazed.
  • -

    Bunker Cannon E 1050 z

    [DEX + INS] [HR + 12] physical

    @@ -65,7 +58,6 @@
  • Two-handed w Ranged w You gain a +1 bonus to Defense.
  • -

    Alchemusket E 1300 z

    [DEX + INS] [HR + 8] poison

    @@ -76,7 +68,6 @@
    -

    Calamity E 1550 z

    [DEX + INS] [HR + 16] fire

    @@ -84,7 +75,6 @@
  • Two-handed w Ranged w Attacks with this weapon have multi (2).
  • -

    Freezing Shot E 1850 z

    [DEX + INS] [HR + 8] ice

    @@ -92,7 +82,6 @@
  • One-handed w Ranged w Each target hit by this weapon suffers slow.
  • -

    Quatermain E 2600 z

    [DEX + INS] +1 [HR + 12] air

    @@ -103,5 +92,4 @@
    -
    diff --git a/books/core/275.html b/books/core/275.html index 129f713..8ea9a7d 100644 --- a/books/core/275.html +++ b/books/core/275.html @@ -1,5 +1,4 @@

    SAMPLE RARE FLAIL WEAPONS

    -

    Old Whip

    @@ -9,13 +8,11 @@ and monsters.

    -

    Dusk Star

    Cost/Stats: 750 z | 【DEX + DEX】 【HR + 4】

    Type: One-handed, Melee. You are immune to shaken.

    -

    Witchbane

    Cost/Stats: 800 z | 【DEX + DEX】 +1 【HR + 8】

    @@ -26,7 +23,6 @@ Points as normal.

    -

    Salamander

    Cost/Stats: 1000 z | 【DEX + MIG】 【HR + 8】

    @@ -35,7 +31,6 @@ damage.

    -

    Nunchaku

    Cost/Stats: 1100 z | 【DEX + MIG】 【HR + 8】

    @@ -43,7 +38,6 @@ Type: One-handed, Melee. You gain a +1 bonus to Defense.

    -

    Dominatrix

    Cost/Stats: 1200 z | 【DEX + WLP】 【HR + 8】

    @@ -52,7 +46,6 @@ Checks and Magic Checks against enraged targets.

    -

    Whipblade

    Cost/Stats: 1400 z | 【DEX + MIG】 +1 【HR + 12】

    @@ -61,7 +54,6 @@ multi (2).

    -

    Silk Wire

    Cost/Stats: 1450 z | 【DEX + DEX】 【HR + 12】

    @@ -70,7 +62,6 @@ damage.

    -

    Kusarigama

    Cost/Stats: 1650 z | 【DEX + DEX】 【HR + 8】

    @@ -79,7 +70,6 @@ suffers slow.

    -

    Jormungand

    Cost/Stats: 2400 z | 【DEX + MIG】 【HR + 12】

    @@ -88,7 +78,6 @@ multi (3).

    -

    Koi Whisker

    Cost/Stats: 2800 z | 【DEX + WLP】 【HR + 12】

    diff --git a/books/core/276.html b/books/core/276.html index 8b66c32..5bd06c8 100644 --- a/books/core/276.html +++ b/books/core/276.html @@ -1,14 +1,9 @@ -
    -

    Equipment Catalog

    -
    - +

    Equipment Catalog

    Sample Rare Heavy Weapons

    - -

    Bardiche E 350 z

    @@ -17,7 +12,6 @@
  • Two-handed w Melee w No Quality.
  • -

    Artisan's Mallet E 450 z

    @@ -26,7 +20,6 @@
  • One-handed w Melee w Deals 5 extra damage to constructs.
  • -

    Beowulf E 550 z

    @@ -35,7 +28,6 @@
  • One-handed w Melee w Deals 5 extra damage to monsters.
  • -

    Belly of the Beast E 650 z

    @@ -44,7 +36,6 @@
  • Two-handed w Melee w Deals 5 extra damage to humanoids.
  • -

    Forest Hatchet E 750 z

    @@ -53,7 +44,6 @@
  • One-handed w Melee w Deals 5 extra damage to beasts and plants.
  • -

    Adamanthammer E 1050 z

    @@ -62,7 +52,6 @@
  • Two-handed w Melee w You gain a +1 bonus to Defense.
  • -

    Aura Hammer E 1350 z

    @@ -71,7 +60,6 @@
  • Two-handed w Melee w Attacks with this weapon have multi (2).
  • -

    Gravity Mace E 1850 z

    @@ -80,7 +68,6 @@
  • Two-handed w Melee w Each target hit by this weapon suffers slow.
  • -

    Mjolnir E 1850 z

    @@ -91,7 +78,6 @@
    -

    Wyrmwing E 2050 z

    @@ -100,7 +86,6 @@
  • Two-handed w Melee w You have Immunity to fire damage.
  • -

    Soul of Pillage E 2550 z

    @@ -111,7 +96,6 @@
    -

    Winter Kolossus E 2550 z

    diff --git a/books/core/277.html b/books/core/277.html index 52d6797..bba7d36 100644 --- a/books/core/277.html +++ b/books/core/277.html @@ -1,7 +1,6 @@

    44GAME MASTER

    277

    CHAPTER SAMPLE RARE SPEAR WEAPONS

    -

    Dragontongue

    @@ -12,7 +11,6 @@ Effect: Attacks with this weapon target Magic Defense. -

    Rocinante

    Stats: E 500 z 【DEX + MIG】 【HR + 8】 physical

    @@ -22,7 +20,6 @@ Effect: Deals 1 extra damage per status effect you have. -

    Serpent Spear

    Stats: E 800 z 【DEX + MIG】 【HR + 16】 physical

    @@ -32,7 +29,6 @@ Effect: Damage dealt by this weapon ignores Resistances. -

    Halberd

    Stats: E 1000 z 【DEX + MIG】 【HR + 12】 physical

    @@ -40,7 +36,6 @@
  • Type: Two-handed, Melee
  • Effect: You gain a +1 bonus to Defense.
  • -

    Narwhalhorn

    Stats: E 1200 z 【DEX + MIG】 【HR + 12】 ice

    @@ -48,7 +43,6 @@
  • Type: One-handed, Melee
  • Effect: You have Resistance to ice damage.
  • -

    Brave Glaive

    Stats: E 1300 z 【MIG + WLP】 【HR + 12】 earth

    @@ -59,7 +53,6 @@ loyalty or affection, you gain a +1 bonus to Defense and Magic Defense. -

    Morrigan

    Stats: E 1400 z 【DEX + MIG】 +1 【HR + 12】 dark

    @@ -70,7 +63,6 @@ weapon, you may recover 10 Mind Points. -

    Gae Bolg

    Stats: E 1800 z 【DEX + MIG】 +1 【HR + 12】 physical

    @@ -82,7 +74,6 @@ damage. -

    Longinus

    Stats: E 2000 z 【DEX + MIG】 +1 【HR + 16】 physical

    @@ -92,7 +83,6 @@ Effect: Each target hit by this weapon suffers weak. -

    Nine-teeth Rake

    Stats: E 2500 z 【DEX + MIG】 【HR + 16】 poison

    @@ -100,7 +90,6 @@
  • Type: Two-handed, Melee
  • Effect: You Absorb poison damage.
  • -

    Gungnir

    Stats: E 3000 z 【DEX + MIG】 【HR + 16】 light

    diff --git a/books/core/278.html b/books/core/278.html index cf81dd8..0bfa8af 100644 --- a/books/core/278.html +++ b/books/core/278.html @@ -1,17 +1,14 @@

    WEAPON INDEX

    -

    Weapon Stats Summary

    Category: WEAPONS

    Stats Overview: COST | ACCURACY | DAMAGE

    -

    Zweihänder

    Stats: E 400 z 【DEX + MIG】 +1 【HR + 14】 physical

    Type: Two-handed w Melee w No Quality.

    -

    Falling Rain

    Stats: E 450 z 【DEX + DEX】 +1 【HR + 10】 ice

    @@ -20,13 +17,11 @@ target Magic Defense.

    -

    Flamberge

    Stats: E 500 z 【DEX + MIG】 +1 【HR + 10】 fire

    Type: One-handed w Melee w No Quality.

    -

    Elegant Edge

    Stats: E 700 z 【DEX + INS】 +1 【HR + 6】 physical

    @@ -34,13 +29,11 @@ Type: One-handed w Melee w You are immune to enraged.

    -

    Joyeuse

    Stats: E 900 z 【MIG + WLP】 +1 【HR + 10】 physical

    Type: One-handed w Melee w You are immune to shaken.

    -

    Deathblade

    Stats: E 1000 z 【DEX + MIG】 +1 【HR + 6】 dark

    @@ -49,7 +42,6 @@ are in Crisis.

    -

    Gunsword

    @@ -60,7 +52,6 @@ creatures.

    -

    Main Gauche

    Stats: E 1000 z 【DEX + MIG】 +1 【HR + 6】 physical

    @@ -69,7 +60,6 @@ Defense.

    -

    The Rikizo

    @@ -80,7 +70,6 @@ Class you have mastered.

    -

    Flesh Eater

    Stats: E 1300 z 【MIG + MIG】 【HR + 10】 poison

    @@ -89,7 +78,6 @@ targets.

    -

    Kusanagi

    Stats: E 1500 z 【DEX + MIG】 +1 【HR + 14】 air

    @@ -98,7 +86,6 @@ multi (2).

    -

    Excalibur

    Stats: E 2300 z 【MIG + WLP】 +1 【HR + 10】 light

    @@ -108,5 +95,4 @@

    -
    diff --git a/books/core/279.html b/books/core/279.html index 61f9f82..081c786 100644 --- a/books/core/279.html +++ b/books/core/279.html @@ -1,9 +1,7 @@

    44GAME MASTER

    279

    CHAPTER SAMPLE RARE THROWN WEAPONS

    -

    WEAPON | COST | ACCURACY | DAMAGE

    -
    • Crescent Edge @@ -89,5 +87,4 @@

    -
    diff --git a/books/core/280.html b/books/core/280.html index c80007a..4bbf6c9 100644 --- a/books/core/280.html +++ b/books/core/280.html @@ -8,7 +8,6 @@ Once again, feel free to come up with new and unique special abilities for rare armors and shields, using these as a reference.

    -

    QUALITY

    Defensive Qualities

      @@ -37,7 +36,6 @@ effects.
    -

    Enhancement Qualities

    • diff --git a/books/core/281.html b/books/core/281.html index 25d95a2..80f30b2 100644 --- a/books/core/281.html +++ b/books/core/281.html @@ -1,7 +1,6 @@

      44GAME MASTER

      Chapter CHAPTER

      SAMPLE RARE ARMORS

      -

      Slimy Jacket

      @@ -13,7 +12,6 @@

    You are immune to poisoned.

    -

    Fox Garb

    Cost: 650 z

    @@ -24,7 +22,6 @@

    You are immune to slow.

    -

    Shadow Tunic

    Cost: 650 z

    @@ -39,7 +36,6 @@ >

    -

    Desperado Coat

    Cost: 750 z

    @@ -50,12 +46,12 @@

    When you use the Barrage Skill (see Sharpshooter Class, page 205), the - MP cost is halved.When you use the Barrage Skill (see Sharpshooter Class, + page 205), the MP cost is + halved.

    -

    Butler Uniform

    Cost: 800 z

    @@ -71,7 +67,6 @@ >

    -

    Maid Uniform

    Cost: 800 z

    @@ -87,7 +82,6 @@ >

    -

    Bandit Jacket

    Cost: 900 z

    @@ -98,7 +92,6 @@

    You gain a +1 bonus to Accuracy Checks with daggers.

    -

    Crystal Plate

    Cost: 900 z

    @@ -109,7 +102,6 @@

    You have Resistance to dark damage.

    -

    Valkyrie Wings

    Cost: 900 z

    @@ -126,7 +118,6 @@ >

    -

    Armor of Heroes

    Cost: 1000 z

    diff --git a/books/core/282.html b/books/core/282.html index 963c232..015a262 100644 --- a/books/core/282.html +++ b/books/core/282.html @@ -1,13 +1,11 @@

    Item Equipment Listings

    -

    Black Belt

    1000 z DEX die INS die -

    Your attacks with brawling weapons deal 5 extra damage.

    -

    Meditation Robe

    @@ -16,14 +14,12 @@ Whenever you recover Mind Points, you recover 5 extra Mind Points.

    -

    Archmage Robe

    1200 z DEX die +1 INS die +2 -2

    You gain a +1 bonus to your Magic Checks.

    -

    Automaton Suit

    @@ -33,21 +29,18 @@ damage.

    -

    Adamantorso

    E 1300 z 12 INS die -4

    You have Resistance to physical damage.

    -

    Ardent Yoroi

    E 1300 z 12 INS die -4

    You gain a +1 bonus to your Accuracy Checks.

    -

    Demongrin

    @@ -57,14 +50,12 @@ that creature (after the attack has been resolved).

    -

    Bio Plate

    E 1700 z 11 INS die -3

    You have Immunity to poison damage.

    -

    White Tunic

    @@ -74,7 +65,6 @@ Points.

    -

    Granny Vest

    @@ -84,14 +74,12 @@ were one die size higher (up to a maximum of d12).

    -

    Black Tunic

    2200 z DEX die +1 INS die +2 -2

    Spells you cast deal 5 extra damage.

    -

    Red Tunic

    diff --git a/books/core/283.html b/books/core/283.html index 9cb83af..55024ac 100644 --- a/books/core/283.html +++ b/books/core/283.html @@ -1,6 +1,5 @@

    CHAPTER SAMPLE RARE SHIELDS

    Available Shields

    - diff --git a/books/core/284.html b/books/core/284.html index 17ddba6..c465e72 100644 --- a/books/core/284.html +++ b/books/core/284.html @@ -11,9 +11,7 @@ because the best accessories are the ones that give slightly quirky benefits or encourage unconventional strategies.

    -

    QUALITY COST EFFECT

    -

    Defensive Qualities

    • @@ -49,7 +47,6 @@ effects.
    -

    Enhancement Qualities

    • diff --git a/books/core/285.html b/books/core/285.html index 6fd1bd9..65561c4 100644 --- a/books/core/285.html +++ b/books/core/285.html @@ -1,7 +1,4 @@ -
      -

      CHAPTER

      -
      - +

      CHAPTER

      Enhancement Qualities (continued)

      @@ -24,7 +21,6 @@
      -

      SAMPLE ACCESSORIES

      diff --git a/books/core/286.html b/books/core/286.html index 7245c14..35fed8c 100644 --- a/books/core/286.html +++ b/books/core/286.html @@ -4,61 +4,51 @@

      700 z

      All damage you deal to shaken creatures ignores Resistances.

      -

      Pendant, Amber

      700 z

      You have Resistance to earth damage.

      -

      Pendant, Amethyst

      700 z

      You have Resistance to dark damage.

      -

      Pendant, Diamond

      700 z

      You have Resistance to light damage.

      -

      Pendant, Emerald

      700 z

      You have Resistance to poison damage.

      -

      Pendant, Opal

      700 z

      You have Resistance to air damage.

      -

      Pendant, Ruby

      700 z

      You have Resistance to fire damage.

      -

      Pendant, Sapphire

      700 z

      You have Resistance to ice damage.

      -

      Pendant, Topaz

      700 z

      You have Resistance to bolt damage.

      -

      Ring of Sorcery

      800 z

      You gain a +1 bonus to Magic Defense.

      -

      Wanderer's Boots

      900 z

      @@ -67,7 +57,6 @@ 1 Fabula Point.

      -

      Crested Helm

      1000 z

      diff --git a/books/core/287.html b/books/core/287.html index 4529753..e69de29 100644 --- a/books/core/287.html +++ b/books/core/287.html @@ -1,70 +0,0 @@ -

      GAME MASTER

      -

      CHAPTER CHAPTER

      - -

      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). -

        -
      • -
      - -
      diff --git a/books/core/288.html b/books/core/288.html index e9a6a7d..a95d80c 100644 --- a/books/core/288.html +++ b/books/core/288.html @@ -11,7 +11,6 @@ even then, there aren’t many who are willing to part with such powerful objects.

      -

      ARTIFACTS IN YOUR GAME

      There are no rules for designing an artifact: its fantastic effects should go @@ -24,7 +23,6 @@ Make sure your artifacts are important elements of the ongoing story at the table, and not just “super powerful magical toys”.

      -

      ASTROSCOPE

      A large globe filled with stars and swirling clouds.

      diff --git a/books/core/289.html b/books/core/289.html index d449a3a..ef7390d 100644 --- a/books/core/289.html +++ b/books/core/289.html @@ -11,7 +11,6 @@

      Why anyone would choose such a fate remains a mystery, however...

      -

      DEAD MAN'S ZENIT

      @@ -24,7 +23,6 @@ soul.

      -

      FINAL FEATHER

      @@ -39,7 +37,6 @@ test, especially because it would mean destroying the feather.

      -

      HELM OF THOUGHTS

      diff --git a/books/core/29.html b/books/core/29.html index 6b5727e..c2e9a60 100644 --- a/books/core/29.html +++ b/books/core/29.html @@ -1,5 +1,4 @@

      GAME RULES

      -

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

      This is probably the most important chapter in the book and one that should be @@ -12,7 +11,6 @@ order to get the full picture of how things work. It won’t happen too often, promise!

      -

      USEFUL ADVICE AND CHANGING THE RULES

      Along the way, you will find that a large part of this chapter contains advice diff --git a/books/core/290.html b/books/core/290.html index bfe73ac..993cb87 100644 --- a/books/core/290.html +++ b/books/core/290.html @@ -8,7 +8,6 @@ yet unknown, the rod may lift entire landmasses from the ground and cause them to float and move.

      -

      SOULREND

      The hyper-sharp edge glows with ominous light...

      @@ -26,7 +25,6 @@ severed or even become unable to return to the spiritual stream, doomed to gradually vanish into oblivion or trapped in eternal torment.

      -

      TOME OF THE GATE

      A hefty grimoire. Sometimes, the crimson eye on its cover seems to move... diff --git a/books/core/291.html b/books/core/291.html index b5572ed..e69de29 100644 --- a/books/core/291.html +++ b/books/core/291.html @@ -1,39 +0,0 @@ -

      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/292.html b/books/core/292.html index f9568b0..9d06f46 100644 --- a/books/core/292.html +++ b/books/core/292.html @@ -5,7 +5,6 @@ variety of tools and guidelines that will help with the mechanical side — but first, there are a few important points you should try to remember.

      -
      • Relevant battles. A battle takes place when two sides are @@ -40,22 +39,21 @@ charm!
      -

      More importantly, respect the Players' expectations and what you discussed - during session zero (see page 147), and design battles in accordance with what - you agreed upon in terms of challenge and complexity. + during session zero (see page 147), and + design battles in accordance with what you agreed upon in terms of challenge + and complexity.

      -
      • Take your time. When the heroes decide to fight an enemy for which you don’t have any combat stats ready, it’s perfectly okay to pause the game and take your time to design those creatures. The rules on - page 302 have been designed specifically to make this process as smooth and - fast as possible; once you have familiarized yourself with them, creating - new adversaries will only take a few minutes. + page 302 have been designed specifically + to make this process as smooth and fast as possible; once you have + familiarized yourself with them, creating new adversaries will only take a + few minutes.
      -

      And there’s always the Bestiary, of course!

      diff --git a/books/core/293.html b/books/core/293.html index bb73d78..3b69df9 100644 --- a/books/core/293.html +++ b/books/core/293.html @@ -10,7 +10,6 @@
    • One hard battle.

    See the next page for easy, normal, and hard battles.

    -

    PARTY LEVEL AND ENEMY LEVELS

    When designing a battle, you should start by considering which Player @@ -21,7 +20,6 @@ Characters that will take part in the battle. For instance, a group that includes two level 10 PCs and one level 12 PC will have a Party Level of 12.

    -

    Enemy Level Guidelines

    If an enemy's level is... Then that enemy...

      @@ -40,6 +38,8 @@

    - The creature profiles in the Bestiary (page 319) are organized in five-level - increments, which should give a good range of enemies for your battles. + The creature profiles in the Bestiary (page 319) are organized in five-level increments, which should give a good range of + enemies for your battles.

    diff --git a/books/core/294.html b/books/core/294.html index 3f1bc9e..a7fa03d 100644 --- a/books/core/294.html +++ b/books/core/294.html @@ -1,14 +1,15 @@

    CREATURE RANKS

    Adversaries in Fabula Ultima may be soldiers, elites, or champions.

    -

    SOLDIERS

    A soldier-rank foe is roughly on par with a Player Character of its level. Creatures in the Bestiary are all soldiers — for instance, a level 15 Cactroll - (page 348) would approximately be as strong as a level 15 Player Character. + (page 348) would approximately be as + strong as a level 15 Player Character.

    - Creatures designed following the rules found on page 302 are also soldiers. + Creatures designed following the rules found on + page 302 are also soldiers.

    The basic assumption is that, when putting together a battle, you should diff --git a/books/core/295.html b/books/core/295.html index d3f75e8..fa74ba3 100644 --- a/books/core/295.html +++ b/books/core/295.html @@ -9,7 +9,8 @@

  • Skills: The creature gains one Skill of your choice. This - may be an NPC Skill (see page 306) or a Skill taken from a character Class. + may be an NPC Skill (see page 306) or a + Skill taken from a character Class.
  • Turns: During conflict scenes, an elite performs two turns @@ -20,7 +21,6 @@ by 2 points.
  • -

    CREATING A CHAMPION

    Champion creatures can replace any number of soldiers of the same level.

    If you want to turn a soldier into a champion, do the following:

    @@ -35,7 +35,8 @@
  • Skills: The creature gains a number of additional Skills of your choice equal to the number of soldiers replaced. These may be NPC - Skills (see page 306) or Skills taken from a character Class. + Skills (see page 306) or Skills taken + from a character Class.
  • Turns: During conflict scenes, a champion performs a number @@ -46,14 +47,12 @@ by 1 point for every soldier they are replacing.
  • -

    Remember that while elites and champions can perform more than one turn per round, they must still do so while alternating with the Player Characters — that is, they will not perform back-to-back turns if at least one Player Character has yet to act during the round.

    -

    Story Snippet

    The Petrified Woods are the Great Behemoth's hunting grounds.

    And yet, some who encountered it were strangely spared.

    diff --git a/books/core/297.html b/books/core/297.html index d606213..115581e 100644 --- a/books/core/297.html +++ b/books/core/297.html @@ -1,6 +1,5 @@

    GAME MASTER

    CHAPTER INFORMATION AND HINTS

    -

    Even if the heroes face a powerful foe, it is incredibly important for the battle to be transparent. It is your job as GM to communicate the following @@ -31,7 +30,6 @@

    Always allow the group to make informed tactical choices.

    -

    RANDOM TARGETING

    This is the default method of choosing targets in Fabula Ultima, and it frees @@ -39,7 +37,6 @@ assign a number to each member of the Player Character's side, and determine the targets of attacks, spells and Skills by rolling dice.

    -

    SWARMS

    If the Player Characters find themselves battling a great number of identical @@ -55,5 +52,4 @@ creature will be the same, it is simply “described” as a multitude of smaller beings within the narrative of the scene.

    -
    diff --git a/books/core/298.html b/books/core/298.html index 8a4d999..0662850 100644 --- a/books/core/298.html +++ b/books/core/298.html @@ -1,6 +1,5 @@

    OBSTACLES AND GIMMICKS

    You may add extra complexity to your battles by including:

    -
    • Defenders. Some creatures might completely shield an ally @@ -35,7 +34,6 @@ enemies will be added to the scene until some have been defeated.
    -

    Regardless of which options you choose, you should design battles to challenge the heroes' ability to work as a team: don't shut down any of their Skills diff --git a/books/core/299.html b/books/core/299.html index 8a4d999..0662850 100644 --- a/books/core/299.html +++ b/books/core/299.html @@ -1,6 +1,5 @@

    OBSTACLES AND GIMMICKS

    You may add extra complexity to your battles by including:

    -
    • Defenders. Some creatures might completely shield an ally @@ -35,7 +34,6 @@ enemies will be added to the scene until some have been defeated.
    -

    Regardless of which options you choose, you should design battles to challenge the heroes' ability to work as a team: don't shut down any of their Skills diff --git a/books/core/3.html b/books/core/3.html index ae03014..27611b0 100644 --- a/books/core/3.html +++ b/books/core/3.html @@ -47,7 +47,4 @@ ideas.

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

    - -
    -

    Emanuele Galletto

    -
    +

    Emanuele Galletto

    diff --git a/books/core/30.html b/books/core/30.html index 125e7c3..4c1e8f5 100644 --- a/books/core/30.html +++ b/books/core/30.html @@ -1,14 +1,11 @@

    SCENES

    -

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

    -

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

    -

    Scenes are an easy way to split the game into manageable “time sections” and also act as a “stage”: characters who are not part of the current scene may @@ -16,7 +13,6 @@ responsibility to declare the beginning and end of each scene, but the Players can ask the Game Master to set up specific scenes as well.

    -

    Generally, a scene flows like this:

    Beginning the Scene

    @@ -38,7 +34,6 @@ enough.

    -

    Playing the Scene

    Player Characters interact with what is present on the scene, and their @@ -49,9 +44,9 @@

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

    -

    Ending the Scene

    The Game Master can end the scene at any point, often wrapping things up with @@ -61,5 +56,4 @@

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

    Once a scene has ended, another one will begin.

    diff --git a/books/core/300.html b/books/core/300.html index 00dc865..1d5c38e 100644 --- a/books/core/300.html +++ b/books/core/300.html @@ -6,9 +6,8 @@

    Here are some examples of environmental effects; the damage they deal should - be based on the table on page 93. + be based on the table on page 93.

    -

    ELEMENTAL AURA

    This effect grants all creatures a Resistance or Vulnerability to a specific @@ -16,7 +15,6 @@ light damage, or ocean water granting Resistance to fire but Vulnerability to bolt).

    -

    RISING DANGER

    This effects adds one or more elements of increasing danger to the scene; @@ -25,7 +23,6 @@ a timer on the battle and forces the heroes to take risks in order to defeat the enemy quickly.

    -

    TRAPS AND HAZARDS

    A natural danger or a mechanical contraption might deal damage to some @@ -33,7 +30,6 @@ specific action. Typical examples are poisonous fogs, lightning storms, or magical anomalies.

    -

    UNSTABLE AREA

    The battlefield might react to specific actions, dealing damage to all @@ -41,7 +37,6 @@ barrels might detonate whenever a fire-based spell is cast or a fire-based attack is performed.

    -

    When you introduce an environmental effect, you should allow Player Characters to find ways to disable it or turn its effects against their adversaries. This diff --git a/books/core/301.html b/books/core/301.html index 989ee25..a75fa26 100644 --- a/books/core/301.html +++ b/books/core/301.html @@ -1,53 +1,9 @@ -

    BOSS BATTLES

    -

    - Battles against powerful bosses are probably the most iconic element of the - JRPG games Fabula Ultima draws inspiration from. -

    - -

    Core Elements

    - -

    Challenging

    -

    - Most boss battles should be hard, thus involving soldiers equal to the number - of Player Characters plus one, or any equivalent combination of soldiers, - champions, and elites. You can always opt for a single champion that tackles - the entire group of heroes all at once — maybe a colossal creature such as a - dragon or a massive robot! -

    - -

    Ultima Points

    -

    - Any foe worthy of being considered a boss should probably be treated at least - as a minor Villain and given a pool of Ultima Points (see page 101). -

    - -

    Multiple Parts

    -

    - This type of battle always works well! Create a boss whose “main body” is an - elite or champion enemy, and whose “limbs” are soldiers. You might also give - the main body the ability to regenerate destroyed limbs by spending an Ultima - Point! -

    -
      -
    • - Example: A giant crab enemy with a central body (champion - 2) and two pincers (soldiers) can be an interesting fight for a group of - three heroes. -
    • -
    -

    - Another nice touch is to have these limbs engage the heroes in different ways, - with "defensive limbs" blocking the path to the creature's main body and - "magic limbs" that can cast offensive and defensive spells. -

    -

    - Back to the previous example: The massive right pincer has lots of Hit Points - and can use the Guardian's Protect Skill (page 197). The left pincer is - encrusted with jewels and can cast ice and lightning spells. -

    -

    - The advantage of multi-part bosses is that Player Characters can approach the - battle in different ways and get a tangible sense of progress as they slowly - but surely reduce the enemy's effectiveness by destroying or blocking - different limbs. -

    +as a minor Villain and given a pool of Ultima Points (see +page 101). as a minor Villain and given a +pool of Ultima Points (see page 101). and +can use the Guardian's Protect Skill (page 197). The left pincer is and can use the Guardian's Protect Skill (page 197). The left pincer is diff --git a/books/core/302.html b/books/core/302.html index f8ff9ec..c4fdacd 100644 --- a/books/core/302.html +++ b/books/core/302.html @@ -25,7 +25,6 @@ Just be mindful that a multi-phase battle can take a long time — plan accordingly and make sure you have time for it during the session!

    -

    ROUTINES

    You can give the boss battle a routine: the creatures perform actions in the @@ -36,7 +35,6 @@ It's not for everyone, but it can be an interesting solution to experiment with.

    -

    BE PREPARED

    One final piece of advice: since crafting an interesting and challenging boss @@ -47,7 +45,6 @@ Updating an enemy to match the level of your group is much quicker than having to come up with the whole battle on the spot.

    -
    diff --git a/books/core/312.html b/books/core/312.html index 4f421c1..8b179c4 100644 --- a/books/core/312.html +++ b/books/core/312.html @@ -1,7 +1,6 @@

    GAME MASTER

    (Page Identifier: 311 W)

    Spells and Abilities

    -

    Lick Wounds

    @@ -14,7 +13,6 @@ Hit Points if you are level 60 or higher.

    -

    Life Theft

    @@ -26,7 +24,6 @@ amount of Hit Points equal to half the Hit Point loss they suffered.

    -

    Mind Theft

    @@ -38,7 +35,6 @@ amount of Mind Points equal to half the Hit Point loss they suffered.

    -

    Poison

    @@ -48,7 +44,6 @@

    Each target hit by this spell suffers poisoned.

    -

    Quicken

    @@ -60,7 +55,6 @@ equipped (or with a basic attack, if the target is an NPC).

    -

    Rage

    @@ -70,7 +64,6 @@

    Each target hit by this spell suffers enraged.

    -

    Shell

    @@ -79,7 +72,6 @@

    Until this spell ends, you gain Resistance to physical damage.

    -

    War Cry

    @@ -89,7 +81,6 @@

    Until this spell ends, each target gains a +1 bonus to Accuracy Checks.

    -

    Weaken

    diff --git a/books/core/313.html b/books/core/313.html index 9448203..2fea9e5 100644 --- a/books/core/313.html +++ b/books/core/313.html @@ -9,14 +9,12 @@ and a capable pyromancer, has been informed of their arrival and will confront them directly.

    -

    This just happened, and the GM asks everyone to give them a few minutes in order to come up with a suitable battle. There isn't much time, so they try to be as fast as possible while creating something that provides an interesting challenge.

    -
    • Player Character Level Assessment: First of all, the Game @@ -51,19 +49,18 @@
    • Combat Equipment & Attacks: Close combat won't be Angela's strong suit, but the GM takes into account her humanoid advantages and - equips her with a (ferula, page 270), a rare weapon that boosts - her Magic Checks. The GM decides to give her another basic attack that - showcases her frequent use of fire magic; this will be a ranged attack that - relies on 【INS + WLP】 and deals 5 fire damage. The attack is - named "flame dart". + equips her with a + (ferula, page 270), a rare + weapon that boosts her Magic Checks. The GM decides to give her another + basic attack that showcases her frequent use of fire magic; this will be a + ranged attack that relies on 【INS + WLP】 and deals 5 fire + damage. The attack is named "flame dart".
    -

    Since an adversary level 20 or higher deals 5 extra damage with attacks and spells, Angela's staff will deal a total of 【HR + 7】 damage and her flame dart will deal a total of 【HR + 10】 damage, making her a bit more dangerous.

    -

    SAMPLE BOSS DESIGNS

    diff --git a/books/core/314.html b/books/core/314.html index 121a983..33c1447 100644 --- a/books/core/314.html +++ b/books/core/314.html @@ -1,12 +1,10 @@

    Game Master Report

    -

    Now comes the fun part: Skills. Since Angela is level 20 and her Species is humanoid, she will start with a total of five Skills because she is being built as a soldier. If she is made an elite or a champion, she'll get a few more.

    -

    First, Angela is a mage and that needs to be taken care of. The GM gives her the Spellcaster Skill. When a character takes that Skill, @@ -14,7 +12,6 @@ maximum MP by 10. The GM takes the Spellcaster Skill twice and gives Angela three spells, plus a slight bump to her Mind Points.

    -

    But which spells should be chosen? She's a pyromancer and a dark mage, so she should get something from Elementalist and Entropist — @@ -24,7 +21,6 @@ this will surely leave an impression. All three spells also deal 5 extra damage due to Angela being level 20.

    -

    There are three Skills available, so the GM keeps it simple and takes Damage Resistances against dark and fire damage, then diff --git a/books/core/315.html b/books/core/315.html index 4ffbff1..d6f682f 100644 --- a/books/core/315.html +++ b/books/core/315.html @@ -17,7 +17,10 @@ Were Angela a soldier-rank adversary, she'd be done. But that isn't the case. The heroes confront her inside a magical laboratory, so she'll have a few magical allies to support her; there isn't much time, so the GM relies on a - creature already present in the Bestiary: the arcane lantern (page 328). + creature already present in the Bestiary: the arcane lantern (page 328).

    Since they don't want to make the battle too overwhelming and there are four diff --git a/books/core/316.html b/books/core/316.html index 9a90020..24fb77f 100644 --- a/books/core/316.html +++ b/books/core/316.html @@ -1,7 +1,5 @@

    Angela

    -

    Traits: ambitious, arrogant, knowledgeable, ruthless.

    -

    Attributes

    • DEX d8
    • @@ -9,17 +7,14 @@
    • MIG d8
    • WLP d10
    -

    Core Stats

    HP: 160 | MP: 80 | Init: 8

    DEF: +1 | M.DEF: +2

    -

    Equipment

    • ferula
    • sage robe
    -

    Basic Attacks

    • @@ -33,7 +28,6 @@ suffers weak. (This attack targets Magic Defense.)
    -

    Spells

    • @@ -58,11 +52,9 @@ target suffers shaken.
    -

    Angela's Arcane Lantern

    Type: CONSTRUCT

    Typical Traits: glowing, helpful, magical, tiny.

    -

    Attributes

    • DEX d8
    • @@ -70,11 +62,9 @@
    • MIG d6
    • WLP d10
    -

    Core Stats

    HP: 40 | MP: 20 | Init: 8

    DEF: +1 | M.DEF: +2

    -

    Basic Attacks

    • @@ -85,7 +75,6 @@ bolt; 3-4 fire; 5-6 ice.
    -

    Special Rules

    • Construct
      The lantern is immune to poisoned.
    • diff --git a/books/core/317.html b/books/core/317.html index 0abe9d1..29bd15b 100644 --- a/books/core/317.html +++ b/books/core/317.html @@ -1,68 +1,4 @@ -

      - Today's session has been rather slow-paced: the heroes spent some time in a - port, gathering information about the nearby islands, and eventually decided - to set sail towards the Silver Monolith, a mysterious structure rising from - the depths of the ocean, seemingly connecting water and sky. They performed a - travel roll — rolling a d10 since they're in the middle of the ocean — and it - came up a 10. -

      - -

      - The group is in the mood for a classic "random battle", so the Game Master - decides to come up with a dangerous sea encounter: some kind of huge, - monstrous beast. Sometimes you just want a straightforward fight. -

      - -

      Creature Design Decisions

      -
        -
      • - There are two level 9 heroes, which means one needs to be careful — they - don't have a lot of actions and options. Looking at the creatures in the - Bestiary (page 326), the thornfish catches the GM's eye: it's level 10 and a - flying fish, which will make things interesting since one of the Player - Characters is strictly a melee combatant. -
      • -
      • - Most of the thornfish's abilities are fine as they are, but the Game Master - wants this to be a Hard battle (thus involving soldiers equal to the number - of Player Characters plus one), and for the creature to be a champion. Since - it replaces three soldiers, the thornfish — actually, let's call this big - boy a thornshark — will gain three additional Skills and - some of its stats will be improved. -
      • -
      - -

      Stat Adjustments

      -
        -
      • - When it comes to stats, the thornshark will have three times the Hit Points - of a normal Thornfish (for a total of 150 HP), twice the normal amount of - Mind Points, and will increase its Initiative by 3 points. -
      • -
      - -

      - Finally, regarding Skills: The GM wants this creature to threaten both Player - Characters with its weaker attack, ocean jet, so they think about taking - Special Attack and giving it multi (2). This seems a bit excessive, so they - instead pick Crisis Effect and have the Thornshark gain multi when in Crisis. - A nasty surprise, but manageable. -

      - -

      Unique Abilities

      -

      - The GM decides to make the creature a bit more special. It's a big flying fish - and the heroes are on a boat in the middle of the ocean, so it's given a - Unique Action — it can dive underwater and become immune to normal attacks - until the start of its next turn or until it loses Hit Points. This Skill - could be quite frustrating, but one of the Player Characters is a capable - Elementalist and will certainly prove her usefulness here. She has the - bolt-type spell Thunderbolt, which she can use to force the thornshark out of - the water and down on the ship's deck. -

      - -

      - Finally, the creature is given Damage Immunity to ice damage - — let's hope the Player Characters spend a turn Studying this big fish and - don't waste any of their precious resources on frost attacks! -

      +Bestiary (page 326), the thornfish catches +the GM's eye: it's level 10 and a Bestiary (page 326), the thornfish catches the GM's eye: it's level 10 and a diff --git a/books/core/318.html b/books/core/318.html index b48d403..82b20a9 100644 --- a/books/core/318.html +++ b/books/core/318.html @@ -1,7 +1,6 @@

      THORNSHARK

      Level: 10

      Classification: Beast

      -

      Traits

      • aggressive
      • @@ -9,7 +8,6 @@
      • quick
      • thick-skinned.
      -

      Stats

      DEX:
      @@ -27,13 +25,11 @@
      Initiative:
      17
      -

      Combat Parameters

      • DEF: +0
      • M.DEF: +0
      -

      Attacks / Actions

      Basic Attacks

      @@ -44,7 +40,6 @@ HR + 10).

      -

      Ocean Jet

      Calculated Damage: {DEX + INS}

      @@ -53,7 +48,6 @@ HR + 5). Target suffers slow.

      -

      Other Actions

      Deep Dive

      @@ -62,7 +56,6 @@ until the start of the Thornshark's next turn, or until the Thornshark loses any amount of Hit Points.

      -

      Special Rules

      • @@ -89,5 +82,4 @@

      -
      diff --git a/books/core/32.html b/books/core/32.html index 482e9d4..edccaf0 100644 --- a/books/core/32.html +++ b/books/core/32.html @@ -2,7 +2,6 @@

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

      -

      SESSIONS

      When combined, multiple scenes form a session.

      @@ -21,7 +20,6 @@ location or situation and alter it in some way; this, in turn, influences a larger overarching narrative — that of the campaign.

      -

      CAMPAIGNS

      Just as multiple scenes form a session, multiple sessions form a campaign: @@ -37,5 +35,6 @@

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

      diff --git a/books/core/320.html b/books/core/320.html index 7c8f13e..e083658 100644 --- a/books/core/320.html +++ b/books/core/320.html @@ -3,10 +3,10 @@ This final chapter details a variety of NPCs that the Game Master may use as reference when designing adversaries during the first 20 levels of the game, but further supplements will add even more — in the meantime, make sure to - experiment with the rules for NPC design (page 302) and come up with unique - adversaries! + experiment with the rules for NPC design (page 302) and come up with unique adversaries!

      -

      SPECIES AND LEVELS

      This chapter features a section for each NPC Species, in alphabetical order: @@ -19,7 +19,6 @@ and so on.

      All NPCS listed in this chapter are soldiers (not elites or champions).

      -

      STUDYING A NON-PLAYER CHARACTER

      If you want to know more about an NPC's profile, perform an diff --git a/books/core/321.html b/books/core/321.html index 5e67458..e69de29 100644 --- a/books/core/321.html +++ b/books/core/321.html @@ -1,68 +0,0 @@ -

      HOW TO READ CREATURE PROFILES

      -

      - Below you can see an example of a creature profile from the bestiary. The next - pages explain how to reference this data; different creatures will be more or - less complex. -

      - -

      CACTROLL Lv 15 w PLANT

      -

      - These towering cacti spend most of their days standing still amidst the desert - dunes but become much more active at night. -

      -

      - Typical Traits: creepy, hulking, territorial, water - sensitive. -

      - -

      Stats

      -

      DEX d8 INS d6 MIG d12 WLP d6 HP 90 w 45 MP 55 Init. 7

      -

      DEF +0 M.DEF +0 ' aa RS b a EE RS ff RS ii VU ll RS b

      - -

      Basic Attacks

      -
        -
      • - Piercing Hug w 【MIG + MIG】 +1 w 【HR + 10】 physical - damage. -
      • -
      • - Thorn Barrage w 【DEX + MIG】 +1 w 【HR + 5】 physical - damage. -
      • -
      - -

      Spells

      -
        -
      • - Moisture Drain rr w 【MIG + WLP】 +1 w 10 MP w One creature - w Instantaneous. The target suffers 【HR + 15】 poison damage. Then, the - cactroll recovers an amount of Hit Points equal to half the Hit Points loss - suffered by the target. -
      • -
      - -

      Other Actions

      -
        -
      • - Cactroll Juice w The cactroll heals from slow and weak. - Then, the cactroll performs Thorn Barrage as a free attack. -
      • -
      - -

      Special Rules

      -

      - Plant w The cactroll is immune to dazed, enraged and shaken. -

      - -

      - OO5 | OO1 | OO2 | OO3 | OO4 | OO6 | OO7 | OO8 | OO9 -

      - -

      - As you can see above, enemy spells sometimes reference the name of the - Non-Player Character casting them — in this case, the cactroll. If a Chimerist - learns such a spell, replace all mentions of the NPC's name with the second - person "you" that is found in typical Class spells. -

      - -

      ENEMY SPELLS

      diff --git a/books/core/322.html b/books/core/322.html index 6e0490b..4c6445b 100644 --- a/books/core/322.html +++ b/books/core/322.html @@ -1,13 +1,11 @@

      Creature Profile Guide

      Chapter Title Placeholder

      -

      d 1. NAME, LEVEL AND SPECIES

      At the top of the creature profile, you will find the creature's name, their level (ranging from a minimum of 5 to a maximum of 60), and finally their Species.

      -

      d 2. DESCRIPTION AND TYPICAL TRAITS

      Each profile features a short description of the creature, followed by a list @@ -20,7 +18,6 @@ Villains can also spend Ultima Points to invoke Traits and reroll dice (page 101).

      -

      d 3. ATTRIBUTES

      This line provides you with the creature's main and secondary statistics:

        @@ -42,7 +39,6 @@ such as those from armor or Skills.
      -

      d 4. DEFENSES

      This section lists the creature's defensive statistics:

        @@ -60,5 +56,4 @@ These scores already take into account any benefits granted by shields and Skills.

        -
        diff --git a/books/core/323.html b/books/core/323.html index c81e8f2..947a692 100644 --- a/books/core/323.html +++ b/books/core/323.html @@ -26,8 +26,10 @@ thus recovering Hit Points equal to the damage suffered.
      -

      For more information on damage and Affinities, see page 92.

      - +

      + For more information on damage and Affinities, see + page 92. +

      6. BASIC ATTACKS

      This section lists the creature's main attacks using the format below:

      $ Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
      aa Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
      @@ -52,5 +54,4 @@ damage calculation (if any) and only take place if the attack was successful unless otherwise noted.

      -
      diff --git a/books/core/324.html b/books/core/324.html index 819ce81..2756295 100644 --- a/books/core/324.html +++ b/books/core/324.html @@ -35,8 +35,10 @@ effects that change if the creature casting them is a higher level — this is mentioned in the text.

      -

      For more information on spells, see page 114.

      - +

      + For more information on spells, see + page 114. +

      CHAPTER 8. OTHER ACTIONS

      Some creatures have unique actions they can perform, listed using the format @@ -52,7 +54,6 @@

    • The effects of this unique action are then explained in detail.
    -

    CHAPTER 9. SPECIAL RULES

    This section lists any unique features and passive or reactive Skills they may diff --git a/books/core/325.html b/books/core/325.html index 982dd47..73f3df9 100644 --- a/books/core/325.html +++ b/books/core/325.html @@ -30,9 +30,7 @@

    -
    -

    GIANT RAT Lv 5 w BEAST

    @@ -64,9 +62,5 @@

    -
    - -
    -

    BEASTS

    -
    +

    BEASTS

    diff --git a/books/core/326.html b/books/core/326.html index 8eb1298..90a0d09 100644 --- a/books/core/326.html +++ b/books/core/326.html @@ -1,6 +1,5 @@

    55 BESTIARY


    -

    GREY HOWLER

    Lv 5 w BEAST

    @@ -8,7 +7,6 @@ their owners and companions.

    Typical Traits: loyal, perceptive, smart, vigilant.

    -
      @@ -21,7 +19,6 @@
    • DEF +0 M.DEF +0 ' aa RS b a E f ii RS l b
    -

    BASIC ATTACKS

    • @@ -29,17 +26,15 @@ damage.
    -

    SPECIAL RULES

    • Protect: When another character is in danger, the grey - howler may choose to take their place (see the Protect Skill on page 197). + howler may choose to take their place (see the Protect Skill on + page 197).
    -
    -

    VAMPIRE BAT

    Lv 5 w BEAST

    @@ -49,7 +44,6 @@

    Typical Traits: afraid of light, aggressive, loud, smart.

    -
      @@ -62,7 +56,6 @@
    • DEF +0 M.DEF +0 ' aa VU b a EE RS f i l bb RS
    -

    BASIC ATTACKS

    • @@ -75,13 +68,12 @@ target suffers dazed.
    -

    SPECIAL RULES

    • - Flying: See page 307 for the detailed effects of this - Skill. + Flying: See + page 307 for the detailed effects of + this Skill.
    -
    diff --git a/books/core/327.html b/books/core/327.html index ef04e85..280ade6 100644 --- a/books/core/327.html +++ b/books/core/327.html @@ -8,7 +8,6 @@ Typical Traits: explosive, flammable, mindless, territorial.

    -

    Stats

    • DEX d10
    • @@ -18,7 +17,6 @@
    • HP 70 w 35 MP 40
    • Init. 12
    -

    Basic Attacks

    • @@ -30,7 +28,6 @@ damage and the target suffers dazed.
    -

    Special Rules

    • @@ -47,9 +44,7 @@
    -
    -

    THORNFISH Lv 10 w BEAST

    @@ -59,7 +54,6 @@

    Typical Traits: aggressive, quick, small, thick-skinned.

    -

    Stats

    • DEX d10
    • @@ -69,7 +63,6 @@
    • HP 50 w 25 MP 40
    • Init. 14
    -

    Basic Attacks

    • @@ -81,12 +74,14 @@ the target suffers slow.
    -

    Special Rules

    • Flying -

      See page 307 for the detailed effects of this Skill.

      +

      + See page 307 for the detailed + effects of this Skill. +

    diff --git a/books/core/328.html b/books/core/328.html index 6fb687e..9923b77 100644 --- a/books/core/328.html +++ b/books/core/328.html @@ -1,7 +1,4 @@ -
    -

    BESTIARY

    -
    - +

    BESTIARY

    SUN BEAR

    Level 15 | Beast

    @@ -9,7 +6,6 @@ One of the largest and most intelligent beasts in the world. Rumor has it some sun bears can communicate telepathically.

    -

    Typical Traits

    • hairy
    • @@ -17,14 +13,12 @@
    • peaceful
    • smart
    -
    DEX: d8 INS: d8 MIG: d10 WLP: d6
    HP: 80 w 40 MP 45 | Init.: 8
    DEF: +1 M.DEF: +2
    -

    Basic Attacks

    • @@ -32,7 +26,6 @@ and the target suffers weak.
    -

    Special Rules

    • Powerful: The sun bear is immune to slow and weak.
    • @@ -43,7 +36,6 @@
    -

    WHITE HOWLER

    Level 20 | Beast

    @@ -51,7 +43,6 @@ White howlers are rarely seen near urban areas since they prefer mountains and forests. They are breathtakingly beautiful.

    -

    Typical Traits

    • brave
    • @@ -59,14 +50,12 @@
    • regal
    • vigilant
    -
    DEX: d8 INS: d8 MIG: d10 WLP: d8
    HP: 90 w 45 MP 60 | Init.: 8
    DEF: +2 M.DEF: +1
    -

    Basic Attacks

    • @@ -74,7 +63,6 @@ damage and the target suffers weak.
    -

    Spells

    • @@ -87,7 +75,6 @@ howler recovers 30 Hit Points (40 if level 40+, 50 if level 60+).
    -

    Special Rules

    • @@ -96,7 +83,6 @@
    -
    diff --git a/books/core/42.html b/books/core/42.html index 41bc6b9..e69de29 100644 --- a/books/core/42.html +++ b/books/core/42.html @@ -1,51 +0,0 @@ -

    Performing an Attribute Check

    -

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

    - -
      -
    1. - The character rolls the appropriate dice, adding them together and applying - any relevant modifiers coming from Skills, spells, equipment, or other - effects. -
    2. -
    3. - 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. -
    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 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. -
    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. -
    14. -
    - -

    - For more information on how to handle and describe the outcome of a Check, see - page 44. -

    diff --git a/books/core/43.html b/books/core/43.html index 733baed..372a637 100644 --- a/books/core/43.html +++ b/books/core/43.html @@ -1,10 +1,8 @@

    DIFFICULTY LEVELS

    -

    A Check's Difficulty Level (DL) is a measure of how complex and risky a certain operation can be. It abstracts several elements into a single number:

    -
    • The amount of knowledge and expertise required to complete the operation. @@ -21,16 +19,13 @@ The kind of impact the action will have on the story, be it now or later.
    -

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

    -

    DETERMINING THE DIFFICULTY LEVEL FOR A CHECK

    -
    @@ -62,9 +57,7 @@
    -

    GO WITH TEN

    -

    If you are the Game Master and find yourself stumped when choosing an appropriate Difficulty Level for a Check, use 10: it is neither too low nor diff --git a/books/core/45.html b/books/core/45.html index 643177e..bfb1dd7 100644 --- a/books/core/45.html +++ b/books/core/45.html @@ -24,9 +24,7 @@ drastically altered in some way. -

    OPTIONAL: SUCCESS AT A COST

    -

    This rule allows Player Characters to turn failure into success, but it comes at a steep price. When a character fails a Check, anyone may propose a success diff --git a/books/core/47.html b/books/core/47.html index 63717ee..7533e36 100644 --- a/books/core/47.html +++ b/books/core/47.html @@ -1,19 +1,16 @@

    INVOKING A BOND TO IMPROVE YOUR CHECK

    -

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

    -

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

    -

    This can only be done once per Check.

    -

    Back to the previous example: Let's say Ricard invokes his Theme to reroll, but the dice come up a 6 and a 5; unfortunately, this isn't enough. Mark has 1 @@ -23,34 +20,27 @@ a stronger mage) and hatred (because he devastated Ricard's village when he stole the Dragonstone).

    -

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

    -

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

    -

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

    -

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

    -

    Optional Rule: Invoking to Fail

    -

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

    -
    • Once per scene before making a Check, a Player may describe how the @@ -62,7 +52,10 @@ Roll equal to 0. Then, the character gains 1 Fabula Point.
    • - You cannot invoke to fail on Support Checks (page 50), and you cannot - succeed at a cost (page 45) on a Check you already invoked to fail. + You cannot invoke to fail on Support Checks (page 50), and you cannot succeed at a cost (page 45) on a Check you already invoked to fail.
    diff --git a/books/core/48.html b/books/core/48.html index 32f4065..745976f 100644 --- a/books/core/48.html +++ b/books/core/48.html @@ -10,8 +10,11 @@ When performing an Accuracy Check, the High Roll (HR) will be used to determine how much damage you deal.

    -

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

    - +

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

    MAGIC CHECKS

    This type of Check works just like a normal Attribute Check too, but it is @@ -22,8 +25,10 @@ When performing a Magic Check, the High Roll (HR) will sometimes be used to determine the effectiveness of the spell cast.

    -

    You can find more about magic starting on page 112.

    - +

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

    OPPOSED CHECKS

    This special kind of Attribute Check is the fastest way to determine the @@ -42,7 +47,6 @@ normal; if two or more characters roll a fumble or a critical success, these count as a draw and the Checks should be repeated.

    -

    Example: Montblanc the knight is struggling to free himself from the formidable grasp of a dragon. The GM declares this is an Opposed diff --git a/books/core/49.html b/books/core/49.html index 106c16b..edd4cd5 100644 --- a/books/core/49.html +++ b/books/core/49.html @@ -1,11 +1,9 @@

    OPEN CHECKS

    -

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

    -

    When you perform an Open Check, simply compare the Result with the table below: rolling a 13 while studying an ancient painting means you manage to get @@ -38,7 +36,6 @@ A result worthy of being remembered in history. -

    SITUATIONAL MODIFIERS

    If a character performs a Check while in a strongly advantageous or @@ -49,14 +46,12 @@ but Camilla also offers Remora a single favor on behalf of her family.

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

    -

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

    -

    If you are the Game Master, use situational modifiers to reward approaches that take advantage of the opposition's Traits, personality and objectives. diff --git a/books/core/5.html b/books/core/5.html index a09ff50..e69de29 100644 --- a/books/core/5.html +++ b/books/core/5.html @@ -1,49 +0,0 @@ -

    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... -

    -

    Nicola Degobbis

    diff --git a/books/core/51.html b/books/core/51.html index 76e265d..ad9c7a9 100644 --- a/books/core/51.html +++ b/books/core/51.html @@ -3,7 +3,6 @@ The table below contains a list of circumstances that might require a Check and the typical Attributes that would be involved.

    - @@ -62,20 +61,16 @@
    -

    Optional Rule: Shared Attribute Choice

    -

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

    -

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

    -
    Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the Babel Empire to ash. diff --git a/books/core/52.html b/books/core/52.html index 3c95e50..24f4b1a 100644 --- a/books/core/52.html +++ b/books/core/52.html @@ -13,7 +13,6 @@ A Clock is a circle split into a number of sections, each of them representing a step towards an objective being completed or an event taking place:

    -
    • When the group infiltrates a guarded area and must not alert the @@ -32,7 +31,6 @@ him!
    -

    A Clock normally features four to twelve sections, depending on its complexity. Clocks are generally created and managed by the Game Master, but diff --git a/books/core/53.html b/books/core/53.html index 7ca642b..7680cb6 100644 --- a/books/core/53.html +++ b/books/core/53.html @@ -1,7 +1,5 @@

    CHAPTER ADVANCING A CLOCK

    -

    In general, Clocks advance through Checks:

    -
    • Fill one section for a successful Check.
    • @@ -36,9 +34,7 @@ Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one for her failure, and another because she failed the Check by three or more.

      -

      CLOCKS AND THE STORY

      -

      Clocks should always interact with what happens in the story. The Game Master should use situational modifiers and adjust the Difficulty Level to represent diff --git a/books/core/54.html b/books/core/54.html index dc2c08f..e69de29 100644 --- a/books/core/54.html +++ b/books/core/54.html @@ -1,25 +0,0 @@ -

      A THRESHOLD FOR FAILURE

      -

      - 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. -

      - -

      TURNING BACK A CLOCK

      -

      - 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 13dbdeb..4b22adc 100644 --- a/books/core/55.html +++ b/books/core/55.html @@ -1,50 +1,7 @@ -

      OTHER EVENTS

      -

      - 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. -

      - -

      CLOCKS DURING CONFLICT SCENES

      -

      - 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. -

      - -

      USING CLOCKS FOR PACING AND PRESSURE

      -

      - 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. -

      +everyone's progress, as explained under the Objective action (page 72). everyone's progress, as explained under the Objective action (page 72). diff --git a/books/core/56.html b/books/core/56.html index 918712e..da42e97 100644 --- a/books/core/56.html +++ b/books/core/56.html @@ -1,13 +1,12 @@

      Bonds

      Bonds are a source of power for our heroes. You already know that Bonds can - help improve Checks (page 47) or aid allies during Group Checks (page 50), but - some Class Skills and even equipment effects will also benefit from Bonds. + help improve Checks (page 47) or aid allies + during Group Checks (page 50), but some + Class Skills and even equipment effects will also benefit from Bonds.

      -

      EMOTIONS AND STRENGTH

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

      -
      • Admiration. You believe you have much to learn from this @@ -35,7 +34,6 @@ of this person, and would do anything to see them broken and defeated.
      -

      The six emotions are combined into three pairings, and the same Bond may only be connected to one emotion from each pairing: @@ -45,7 +43,6 @@

    • Loyalty or mistrust;
    • Affection or hatred.
    -

    For each emotion in a Bond, the strength of that Bond is increased by one (up to a strength of 3 if you have an emotion in each pairing). diff --git a/books/core/57.html b/books/core/57.html index ceaac00..80c4c88 100644 --- a/books/core/57.html +++ b/books/core/57.html @@ -1,37 +1,36 @@

    CREATING A BOND

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

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

    -

    STRENGTHENING A BOND OR CHANGING EMOTIONS

    You can make your Bonds grow stronger by adding more emotions to them (up to a maximum of three emotions, one per pairing). This is generally done during - resting scenes (see page 91), which will also allow you to shift emotions - around and adjust them to the more recent developments in your story. + resting scenes (see page 91), which will + also allow you to shift emotions around and adjust them to the more recent + developments in your story.

    -

    ERASING A BOND

    If you already have six Bonds and want to create a new one, you must first erase one of your existing Bonds. You must explain how your feelings and perspective changed.

    -

    BONDS ARE STRONGER THAN DEATH

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

    -

    The Role of Bonds

    Bonds make your character stronger while reminding you of their ties with the diff --git a/books/core/58.html b/books/core/58.html index ed9e105..e69de29 100644 --- a/books/core/58.html +++ b/books/core/58.html @@ -1,49 +0,0 @@ -

    CONFLICT SCENES

    - -

    - 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. -

    - -

    What might make for good conflicts:

    -
      -
    • A chase scene amidst the narrow city alleys.
    • -
    • - An infiltration scene where some of the characters sneak past enemy - surveillance, perhaps while allies provide a useful distraction or cover - operation. -
    • -
    • - A skirmish between armed groups or a fight against a dangerous monster. -
    • -
    • A large-scale battle involving clashing armies from enemy kingdoms.
    • -
    • A tense audience with a powerful figure.
    • -
    • A duel between two ancient rivals.
    • -
    - -

    USING 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.

    - -

    THE STRUCTURE OF A CONFLICT

    -

    - The flowchart on the right illustrates all the main steps of a conflict scene. - Each step will be explained in greater detail over the course of this section. -

    diff --git a/books/core/59.html b/books/core/59.html index 7adc8ad..9225033 100644 --- a/books/core/59.html +++ b/books/core/59.html @@ -4,24 +4,20 @@ Player Charactesr or Non-Player Characters). Everyone else will be treated as an extra and mostly fade into the background. -
  • Discuss the goals of each participant. Player Characters should also declare which items they have equipped at the start of the conflict.
  • -
  • Player Characters perform a {DEX + INS} Initiative Group Check to determine which side acts first. The Difficulty Level for this Check equals the highest Initiative among their adversaries.
  • -
  • If the Player Characters succeed, the first participant to act each round (see step 5) will be someone from their side. If they fail, the first participant to act during each round will be one of their foes.
  • -
  • The conflict is handled as a series of consecutive rounds: During each round, the Player Characters' side and the enemy side alternate taking @@ -36,14 +32,11 @@
  • -
  • Once all creatures have taken their actions, the round ends.
  • -
  • If the conflict continues, a new round begins: go back to step 5.
  • -
  • The Game Master may declare the end of the conflict scene whenever they deem it appropriate. This generally happens when one side achieves their goal or diff --git a/books/core/6.html b/books/core/6.html index 2054b9b..b2a29d0 100644 --- a/books/core/6.html +++ b/books/core/6.html @@ -1,5 +1,4 @@

    Index / Table of Contents

    - -

    1. Introduction

    • The Eight Pillars
    • @@ -43,7 +41,6 @@
    • The Players
    • The Game Master
    -

    2. Game Rules

    • Scenes
    • diff --git a/books/core/60.html b/books/core/60.html index 470ffdf..ef7aea3 100644 --- a/books/core/60.html +++ b/books/core/60.html @@ -31,7 +31,6 @@ characters who wish to do so can join the scene at the end of a round (after step 5).

      -

      DISCUSS GOALS

      Each character involved in the conflict will have their reasons: perhaps you diff --git a/books/core/61.html b/books/core/61.html index 3daee2b..ab4452b 100644 --- a/books/core/61.html +++ b/books/core/61.html @@ -1,15 +1,14 @@

      INITIATIVE

      -

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

      -
      • At the start of each conflict, the Player Characters perform an Initiative - Group Check: this is a Group Check (see page 50) that relies on Dexterity - and Insight. + Group Check: this is a Group Check (see + page 50) that relies on Dexterity and + Insight.
      • The Difficulty Level for the leader's Check is equal to the highest @@ -21,7 +20,6 @@ Check, remember to apply your Initiative modifier to your Result.
      -

      If the leader succeeds, this means the heroes seized initiative for this conflict and the first participant to act during each round will be someone @@ -30,11 +28,12 @@ round will be one of their foes.

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

      -

      Example:

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

      The Game Master calls for an Initiative Group Check, and Ricard is happy to @@ -47,7 +46,6 @@ The Player Characters have seized the initiative, which means the first turn of each round will belong to either Silida or Ricard.

      -

      Note that even if a new participant joins an ongoing conflict scene, they will simply adapt to the existing initiative. diff --git a/books/core/62.html b/books/core/62.html index 89fd921..e130053 100644 --- a/books/core/62.html +++ b/books/core/62.html @@ -1,61 +1,8 @@ -

      ROUNDS AND TURNS

      -

      Conflict scenes take place as a series of consecutive rounds.

      -

      - During each round, the participants will alternate taking turns, starting with - one participant from the side who has the initiative. + You can find more about actions starting on + page 66.

      -

      - 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.

      - -
        -
      • - A character cannot choose to "pass" if they have the opportunity to take a - turn. If an enemy just acted and you are the only Player Character who - hasn't taken their turn this round, for instance, you must take your turn. -
      • -
      • - Sometimes one side will be outnumbered by their adversaries. If this - happens, keep alternating turns as long as possible, then let the side with - the numerical advantage take their remaining turns towards the end of the - round. -
      • -
      - -

      - 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. -

      - -
        -
      • - There is no fixed duration for rounds and turns: they represent cinematic - camera movements and dramatic spotlight, not specific segments of time. -
      • -
      • - Despite that, it is perfectly reasonable to tie a countdown or similar - gimmick to conflict rounds (such as a six-sections Clock named “collapsing - tower” that gets ticked at the end of each round — you don't want to be - there when it fills up). -
      • -
      diff --git a/books/core/63.html b/books/core/63.html index 5849fd0..cb67a86 100644 --- a/books/core/63.html +++ b/books/core/63.html @@ -1,5 +1,4 @@

      DYNAMIC TURN ORDER

      -

      Since turns do not belong to specific characters, you may switch the order of your actions from round to round. For instance, a sorceress who took the last @@ -9,9 +8,7 @@ will perform much better than those in which everyone is focusing on an individual strategy.

      -

      THE ACTION ECONOMY

      -

      Much like any game that limits the amount of “moves” a character can perform before their opponents get a chance to act, Fabula Ultima rewards you for @@ -24,14 +21,13 @@

    • Some powerful creatures have the ability to take several turns during each - round — these are known as elites and champions (see page 295). These - creatures still follow the normal rules for alternating turns, but take the - place of multiple normal foes. + round — these are known as elites and champions (see + page 295). These creatures still follow + the normal rules for alternating turns, but take the place of multiple + normal foes.
    -

    OPTIONAL: ENEMY INITIATIVE

    -

    If you are the Game Master, it can be hard to remember which adversaries still need to take their turn. An excellent solution is to have enemies take their diff --git a/books/core/64.html b/books/core/64.html index 63766fe..94c4c9a 100644 --- a/books/core/64.html +++ b/books/core/64.html @@ -4,7 +4,6 @@ conflict scenes assume characters to be able to reach each other quite easily.

    There are a few important things to say about this:

    -
    ACTIONS AND DESCRIPTIONS
    @@ -31,9 +30,9 @@

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

    SPLIT SCENES
    diff --git a/books/core/66.html b/books/core/66.html index ca63b22..3e153a4 100644 --- a/books/core/66.html +++ b/books/core/66.html @@ -25,7 +25,8 @@

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

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

    diff --git a/books/core/68.html b/books/core/68.html index d80e3c8..f8a5a5b 100644 --- a/books/core/68.html +++ b/books/core/68.html @@ -51,7 +51,10 @@ The target loses a number of Hit Points equal to the damage you dealt.

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

    • diff --git a/books/core/69.html b/books/core/69.html index b681e61..1255ffe 100644 --- a/books/core/69.html +++ b/books/core/69.html @@ -7,7 +7,6 @@ waraxe deals damage equal to 【HR + 14】; since the highest of the two dice was a 9, the total is 23 damage.

      -

      FREE ATTACKS

      Some game effects allow you to perform free attacks. These follow the @@ -18,7 +17,6 @@ A few Skills and effects might even let you perform a free attack with weapons that aren't part of your equipped items!

      -

      MULTI

      When you perform an attack with the multi property, you may select as many @@ -34,7 +32,6 @@

    Finally, apply the normal damage calculation to each target.

    -

    TWO-WEAPON FIGHTING

    When you perform the Attack action, if you have two weapons of the same diff --git a/books/core/7.html b/books/core/7.html index 7989cd5..7069594 100644 --- a/books/core/7.html +++ b/books/core/7.html @@ -13,7 +13,6 @@

  • Projects 134
  • Group Dynamics 140
  • -

    w 3. PRESS START

    -

    w 4. GAME MASTER

    -

    w 5. BESTIARY

      diff --git a/books/core/70.html b/books/core/70.html index 9b1f5c4..2c932c0 100644 --- a/books/core/70.html +++ b/books/core/70.html @@ -11,8 +11,10 @@ Remember, equipped items are always at the ready: you don't need to perform this action to start a battle with your equipped weapon drawn, for instance.

      -

      For more information on equipping items, see page 122.

      - +

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

      d GUARD

      When using this action, you focus your attention on defending your teammates @@ -22,7 +24,8 @@

      • You gain Resistance to all damage types, regardless of their source (see - page 92 to learn more about damage Affinities). + page 92 to learn more about damage + Affinities).
      • Whenever you perform an Opposed Check against another character in the diff --git a/books/core/71.html b/books/core/71.html index 1dfe8a3..ed2f3c1 100644 --- a/books/core/71.html +++ b/books/core/71.html @@ -20,13 +20,15 @@ the loser: dazed, shaken, slow, or weak. Your choice.
      -

      For more information on status effects, see page 94.

      +

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

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

      -

      Inventory

      You produce an item from your inventory and immediately use that item as part @@ -43,7 +45,10 @@ targets, you perform this free attack as part of the Inventory action.

    -

    The rules for Inventory Points are explained on page 104.

    +

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

    Note that you can perform this action even if you have items equipped in both hands. diff --git a/books/core/72.html b/books/core/72.html index 410d78c..ec717d2 100644 --- a/books/core/72.html +++ b/books/core/72.html @@ -7,7 +7,6 @@ grab a target and try to immobilize them, pull a lever to activate a mechanism, and so on.

    -

    O W Describe what you want to accomplish and how you intend to approach it. @@ -18,14 +17,12 @@ can be performed, but should do their best to allow a variety of different approaches.

    -

    1

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

    -

    O W Since Objective gets you closer to what you want to achieve within the conflict, it will always require a Check. @@ -39,13 +36,12 @@

  • Otherwise, it will be an Attribute Check.
  • -

    2

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

    • One section for succeeding.
    • @@ -55,7 +51,6 @@ (6) or more.
    -

    3

    Most of the time, your goal will be complex enough to involve the use of a diff --git a/books/core/73.html b/books/core/73.html index eac475c..5c0c496 100644 --- a/books/core/73.html +++ b/books/core/73.html @@ -1,39 +1,32 @@

    GOAL CLOCKS IN A CONFLICT SCENE

    -

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

    -

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

    -

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

    -

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

    -

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

    -

    Absolutely not!

    -

    For instance, she might use Objective and strike at the golem's frontal plate, which houses its core, to expose it and increase the flow of magical energy. @@ -41,17 +34,16 @@ physical Checks, and this isn't exactly an optimal strategy), but it will still help.

    -

    GOAL CLOCKS IN A CONFLICT SCENE

    -

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

    - -

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

    - +

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

    diff --git a/books/core/74.html b/books/core/74.html index 6fb5bf9..fcf375c 100644 --- a/books/core/74.html +++ b/books/core/74.html @@ -1,54 +1,10 @@ -

    SPELL

    -

    You use this action to cast a spell you have learned.

    -

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

    - -

    STUDY

    - This is a useful action when you want to know more about who or what you're - dealing with. First of all, tell the Game Master what you want to know about - the subject of your actions — be it an item, a person, a creature or even a - location. + For more information on magic and spells, see + page 114.

    - You will then perform an Open Check — generally 【INS + INS】, - but there might be times in which different Attributes make sense, such as - 【INS + WLP】 to lure an adversary into talking too much. The - Game Master chooses the Attributes based on the approach; the Result will - determine what kind of information you gain access to. -

    - -

    Result Information Equates to...

    -
      -
    • 7+ Basic: A subtle hint, useful but a bit too broad.
    • -
    • - 10+ Complete: A complete answer, with no room for doubt. -
    • -
    • - 13+ Detailed: A complete answer, and a useful detail - related to it. -
    • -
    • - 16+ Encyclopedic: Literally everything one could possibly - know about it. -
    • -
    - -

    - Once you have studied someone or something in this way, you cannot ask the - same question again. That said, you are free to investigate other aspects of - the same subject. -

    - -

    Example:

    -

    - During an audience with Duchess Ylemin, the thief Valea wants to know more - about the noblewoman's desires — surely she has a price. Valea gets a 14 on - her Check, discovering that the Duchess has a passion for antique jewelry, as - revealed by the rings she wears. While looking at her right hand, Valea - notices a portion of paler skin — could she have lost one of her treasures? -

    - -

    - If you want to use this action to study an NPC's profile and statistics, see - page 319. + For more information on magic and spells, see + page 114.

    +page 319. +page 319. diff --git a/books/core/75.html b/books/core/75.html index 0881f13..725a737 100644 --- a/books/core/75.html +++ b/books/core/75.html @@ -1,12 +1,10 @@

    22GAME RULES

    -

    SKILL

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

    -

    OTHER

    In addition to the ones listed above, characters might attempt all sorts of @@ -22,7 +20,6 @@ limited ability to speak and discuss a complex plan or course of action, but this shouldn’t apply to the Players who are controlling those same characters.

    -

    Always keep the following in mind:

    • @@ -37,11 +34,9 @@ line with the general optimistic tones of the game.
    -

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

    -

    DIALOGUE AND TACTICS

    diff --git a/books/core/76.html b/books/core/76.html index 5726f23..73543c0 100644 --- a/books/core/76.html +++ b/books/core/76.html @@ -4,10 +4,9 @@ that is able to help them and hasn’t already taken a turn during the current round may choose to lend the active character a hand.

    -

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

    • @@ -22,9 +21,7 @@ act during that same round.
    -

    Choose wisely.

    -

    Note that this option can apply to any kind of Check, including Accuracy Checks, Magic Checks, and Opposed Checks! This is a great diff --git a/books/core/77.html b/books/core/77.html index 814e1a8..184fff9 100644 --- a/books/core/77.html +++ b/books/core/77.html @@ -5,7 +5,6 @@ everyone is no longer able to oppose them, or when the participants negotiate some sort of truce.

    -
    • Remember: once people find an agreement, there's no conflict anymore — until @@ -25,18 +24,15 @@ a different direction.
    -

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

    -

    TURN-RELATED EFFECTS

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

    -
    • The effect ends automatically when the conflict scene reaches its @@ -47,12 +43,13 @@
    • If an effect begins, ends or recharges at the start or at the end of a - character's turn (such as the Guard action on page 70 or the Protect Skill - on page 197), that effect also begins, ends or recharges immediately if you - help another character through teamwork (see previous page). + character's turn (such as the Guard action on + page 70 or the Protect Skill on + page 197), that effect also begins, ends + or recharges immediately if you help another character through teamwork (see + previous page).
    -

    If such an effect is somehow used outside a conflict scene (this doesn't happen often, but it's still a possibility), it will last for a few seconds – diff --git a/books/core/78.html b/books/core/78.html index fdad777..77a5cb9 100644 --- a/books/core/78.html +++ b/books/core/78.html @@ -1,57 +1,4 @@ -

    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. -

    - -

    Adjudicating Checks

    -

    - 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 an Objective action within the same round. -

    - -

    - A single defender with high Attributes can still prove challenging even when - severely outnumbered. -

    - -

    d 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: -

    - -
      -
    • - Use 【DEX + WLP】 to bravely taunt and - lure the dragon near the ground, striking when it's nearby. You will surely - gain a +2 bonus if you are carrying something the dragon desires! -
    • -
    • - If armed with a ranged weapon, use - 【DEX + INS】 to aim at a wing and wound - the muscles governing its movements. -
    • -
    • - Use 【INS + WLP】 to help your group - retreat towards a narrow canyon where the dragon will have trouble - maneuvering. -
    • -
    • - If the dragon is temporarily within reach, such as after someone attempted - the first approach on this list, use - 【MIG + MIG】 to wrestle it and pin it - down! -
    • -
    - -

    - 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. -

    +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 diff --git a/books/core/79.html b/books/core/79.html index 7dd6dee..8a61cc6 100644 --- a/books/core/79.html +++ b/books/core/79.html @@ -10,7 +10,6 @@ goal; the Game Master sets this Clock at 10 sections. Possible actions would be...

    -
    • Use 【DEX + INS】 to anticipate the thief's movements and @@ -34,7 +33,6 @@ to stumble or hesitate.
    -

    These Checks will be performed against the thief; once the Clock reaches 10, the group will have cornered the mysterious figure — but this might lead to a diff --git a/books/core/80.html b/books/core/80.html index 820b293..4417bed 100644 --- a/books/core/80.html +++ b/books/core/80.html @@ -4,12 +4,10 @@ forces tomorrow would be a suicidal maneuver. For some reason, the Queen's advisor is stubbornly pushing for an immediate strike.

    -

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

    -
    • Use 【INS + WLP】 to present your reasons to the Queen. If @@ -32,12 +30,10 @@ his Traits and motives.
    -

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

    -

    The advisor also has a Clock of his own which, once completed, will have the heroes banished! This Clock has 12 sections — the same size as the heroes'. diff --git a/books/core/81.html b/books/core/81.html index 043096e..e69de29 100644 --- a/books/core/81.html +++ b/books/core/81.html @@ -1,58 +0,0 @@ -

    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... -

    -
      -
    • Use 【DEX + MIG】 to quickly barricade a door to the room.
    • -
    • - If capable of casting light-type spells, use 【INS + WLP】 to keep the - undead at bay. -
    • -
    • Use 【MIG + MIG】 to physically block the zombies and push them back.
    • -
    -

    - 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... -

    -
      -
    • - Use 【DEX + INS】 to line up a shot with an elemental bow or pistol and - disrupt the flow of soul energy. -
    • -
    • - If capable of casting spells, use 【INS + WLP】 to manipulate the magic of - the Ritual. -
    • -
    • - Use 【DEX + MIG】 to pick up one of the witch's minions and fling it towards - her or inside the magic circle, causing a distraction. -
    • -
    • - Use 【MIG + WLP】 to appear dangerous enough that the witch will momentarily - have you, and not the Ritual, as her top priority! -
    • -
    -

    - 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/82.html b/books/core/82.html index 14de57a..949c7b7 100644 --- a/books/core/82.html +++ b/books/core/82.html @@ -25,7 +25,6 @@ Superiority Points.

    -

    PLAYERS OUTSIDE THE CONFLICT

    @@ -45,7 +44,6 @@ spirit" alongside their ally and helping them overcome the challenge!

    -

    OPTIONAL CONFLICT RULES

    diff --git a/books/core/83.html b/books/core/83.html index 87faace..47c23c4 100644 --- a/books/core/83.html +++ b/books/core/83.html @@ -9,7 +9,6 @@ by the entire team, which means any Superiority Points you gain may be spent by you or your allies.

    -

    Gaining Superiority Points

    Characters can gain Superiority Points in four different ways:

      @@ -29,12 +28,10 @@ Whenever you roll a fumble, the opposing team gains 1 Superiority Point.
    -

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

    -

    Important Governing Rules

    However, there are three important rules governing Superiority Points:

      @@ -52,13 +49,11 @@ in excess will simply be wasted.
    -

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

    -

    You might want to employ a tracker such as the one shown below, and move a coin or token back and forth to remember how many points are available to each diff --git a/books/core/84.html b/books/core/84.html index e487f5a..a718ee8 100644 --- a/books/core/84.html +++ b/books/core/84.html @@ -5,7 +5,6 @@ you will no doubt have encountered similar terms — but in this game, they work a bit differently than what you might be used to.

    -

    HIT POINTS

    Abbreviated as HP, this number indicates a character’s vital energy, fighting @@ -21,7 +20,6 @@ gets to 0, however, is when we see the antagonist's blade find an opening and tear through the hero's armor.

    -

    HP States

    • @@ -48,8 +46,8 @@ fighting spirit has broken. They will face different consequences depending on their role in the story — a Player Character, a Villain, or a normal Non-Player Character. For detailed information on what happens when a - character reaches 0 Hit Points, take a look at page 86. + character reaches 0 Hit Points, take a look at + page 86.
    -

    HIT POINTS AND MIND POINTS

    diff --git a/books/core/85.html b/books/core/85.html index 4806823..f59d1b2 100644 --- a/books/core/85.html +++ b/books/core/85.html @@ -4,7 +4,6 @@ potential, and ability to focus. In the game, Mind Points are often spent to fuel magic or to perform heroic feats that verge on the superhuman.

    -
    • Current MP. This is how many Mind Points a character has at diff --git a/books/core/86.html b/books/core/86.html index e8d8fcf..fe90695 100644 --- a/books/core/86.html +++ b/books/core/86.html @@ -7,7 +7,6 @@ Depending on their role within the story, defeated characters will have different options available to them.

      -

      NON-PLAYER CHARACTERS

      When a Non-Player Character’s Hit Points reach 0, that character loses all @@ -20,7 +19,6 @@

    • Knocked unconscious
    • Slain
    -

    Example: Yezma lands her final blow against a magically tainted boar, reducing its Hit Points to 0. Now that the creature is defeated, @@ -29,11 +27,9 @@ body. Because of this, Yezma decides to spare the creature and simply scare it off, in the hope of finding a way to restore its mind later on.

    -

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

    -

    0 HIT POINTS

    diff --git a/books/core/87.html b/books/core/87.html index 788c585..215f11d 100644 --- a/books/core/87.html +++ b/books/core/87.html @@ -2,20 +2,21 @@

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

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

    -

    Escaping

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

    Example: Held at gunpoint by the sky pirate Morgan, Commander @@ -27,9 +28,9 @@

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

    -

    Surrendering

    The Villain surrenders and is treated as any other Non-Player Character; their diff --git a/books/core/88.html b/books/core/88.html index 24a8163..96521bd 100644 --- a/books/core/88.html +++ b/books/core/88.html @@ -4,7 +4,6 @@ to 0 Hit Points, a Player Character must either Sacrifice themselves or Surrender.

    -

    SACRIFICE

    When reduced to 0 Hit Points, a Player Character may give their life in order @@ -16,7 +15,10 @@ You may only sacrifice yourself if at least two of the following are true:

      -
    • A Villain (see page 100) is present on the scene.
    • +
    • + A Villain (see page 100) is present on + the scene. +
    • Your sacrifice would benefit a character you have a Bond towards.
    • You believe your sacrifice would make the world a better place.
    @@ -44,5 +46,4 @@ should be meaningful; and secondly, the mystery of the afterlife should be something you explore and shape together as part of your story.

    -

    RESURRECTION

    diff --git a/books/core/89.html b/books/core/89.html index 840fe3c..fb05721 100644 --- a/books/core/89.html +++ b/books/core/89.html @@ -1,7 +1,6 @@

    GAME RULES

    Chapter [Title implied by context]

    Surrendering

    -

    Characters who surrender fall unconscious and become unable to act for the remainder of the scene, even if their Hit Points are restored above 0. The @@ -12,20 +11,17 @@ consequences or a single major consequence. They may also decide to bring the consequences of your surrender into play later on!

    -

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

    -

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

    -

    Mechanics

    • @@ -38,7 +34,6 @@ Hit Points equal to their Crisis score.
    -

    Sample Consequences of Surrendering

    Darkness
    @@ -46,33 +41,28 @@ You must change your Theme to one of the following: Anger, Doubt, Guilt, or Vengeance — your choice. -
    Despair
    The enemy gets to make a decisive move, or the heroes lose the faith and approval of an important person or group.
    -
    Loss
    Something incredibly precious, such as a magical artifact, a loved person, or an ancient and important heirloom, is taken from you.
    -
    Resentment
    You are forced to erase one of your Bonds and replace it with a Bond towards a character chosen by the Game Master. This new Bond must be of hatred, inferiority, or mistrust — your choice.
    -
    Separated
    You are no longer with your allies. You might be captured, dragged away, lost, or stranded in some unknown location.
    -
    "At the time, I could not disobey. No... I chose not to.
    But today, I shall no longer allow you to do as you please!"
    diff --git a/books/core/9.html b/books/core/9.html index a02c30f..e69de29 100644 --- a/books/core/9.html +++ b/books/core/9.html @@ -1,36 +0,0 @@ -

    INTRODUCTION

    -

    - 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 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/books/core/90.html b/books/core/90.html index 65f7d67..bbc9f45 100644 --- a/books/core/90.html +++ b/books/core/90.html @@ -4,7 +4,6 @@ rest and recover their energy. Depending on the location, characters have access to different options for resting.

    -

    RESTING IN THE WILDERNESS

    When far away from the safety of cities and villages, traveling on the road or @@ -13,8 +12,8 @@

    • - A magic tent (see page 104) created by spending 4 Inventory Points. One tent - is enough for the entire group. + A magic tent (see page 104) created by + spending 4 Inventory Points. One tent is enough for the entire group.
    • Hospitality from someone friendly, usually in exchange for help or money. @@ -25,7 +24,6 @@ area protected by a magic circle.
    -

    RESTING INSIDE SETTLEMENTS

    While in a village, town, or city, characters must have access to one of the @@ -33,13 +31,13 @@

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

    The Effects of Resting

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

      @@ -50,5 +48,4 @@ Generally, resting requires four to six hours of inactivity. See Rests and Pacing on the right for more information on the consequences of resting.

      -

      Resting

      diff --git a/books/core/91.html b/books/core/91.html index b348666..73a7013 100644 --- a/books/core/91.html +++ b/books/core/91.html @@ -1,5 +1,4 @@

      22GAME RULES

      -

      CHAPTER: BONDS AND RESTING SCENES

      When the heroes rest, there is a chance for calmer, more intimate roleplaying @@ -7,7 +6,6 @@ spend some time roleplaying conversations and describing what their characters do while sitting near the campfire or relaxing around town.

      -

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

      • Create a new Bond towards someone or something.
      • @@ -16,12 +14,10 @@ Erase an emotion from an existing Bond and replace it with a different one.
      -

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

      -

      NON-PLAYER CHARACTER RECOVERY

      These rules only apply to Player Characters; the Game Master always has full @@ -29,17 +25,14 @@ appears on a scene they are assumed to be at their full Hit Points and Mind Points, and with no status effects.

      -

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

      -

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

      -

      RESTS AND PACING

      diff --git a/books/core/92.html b/books/core/92.html index 91d12ad..98b038c 100644 --- a/books/core/92.html +++ b/books/core/92.html @@ -1,6 +1,5 @@

      Damage Types

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

      -
      Physical
      The most common damage, caused by weapons and impacts.
      @@ -21,14 +20,12 @@
      Poison
      Caused by poison, infections and pollution.
      -

      Damage Affinities

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

      -

      Vulnerability

      • @@ -36,7 +33,6 @@ twice the normal amount of Hit Points.
      -

      Resistance

      • @@ -44,7 +40,6 @@ normal amount of Hit Points.
      -

      Immunity

      • @@ -52,7 +47,6 @@ Points.
      -

      Absorption

      • @@ -61,7 +55,6 @@ suffered.
      -

      Some game effects may cause you to gain a variety of Affinities: if a character is both Vulnerable and Resistant to a specific type of damage, they @@ -69,5 +62,4 @@ always supersedes both Resistance and Vulnerability: finally, Absorption supersedes all other Affinities.

      -

      Damage

      diff --git a/books/core/93.html b/books/core/93.html index ff220fd..3532813 100644 --- a/books/core/93.html +++ b/books/core/93.html @@ -1,11 +1,9 @@

      EXTRA DAMAGE

      -

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

      -

      CHANGING DAMAGE TYPES

      There are a variety of game effects that change the type of damage dealt by a @@ -15,12 +13,12 @@

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

      -

      IMPROVISING DAMAGE

      Damage is generally dealt by weapons, spells, or special abilities, but there @@ -30,7 +28,6 @@ occasions. The damage type will vary depending on the circumstances, of course.

      -
    @@ -61,7 +58,6 @@
    -

    Sources of damage such as traps and hazards cannot kill a Player Character unless they choose to sacrifice themselves; this should be portrayed as a diff --git a/books/core/94.html b/books/core/94.html index 7ece45a..56c4c2d 100644 --- a/books/core/94.html +++ b/books/core/94.html @@ -2,7 +2,6 @@ Characters — be they PCs or NPCs — can suffer status effects during play. These will often be a consequence of attacks and spells.

    -

    Status Effect Description

    • @@ -24,7 +23,6 @@
    • Weak Temporarily reduces your Might die size by one.
    -

    CUMULATIVE STATUS EFFECTS

    Different status effects that influence the same Attribute will stack — for @@ -35,18 +33,15 @@ If a character is suffering from a status effect and receives that same status effect again, nothing happens.

    -

    RECOVERING FROM STATUS EFFECTS

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

    -

    STATUS EFFECT IMMUNITY

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

    -

    Status Effects

    diff --git a/books/core/95.html b/books/core/95.html index 5e99da3..3e23512 100644 --- a/books/core/95.html +++ b/books/core/95.html @@ -5,7 +5,6 @@ might be caused by fear or hallucinations, slow can come from ice magic as well as especially sticky ooze, and so on.

    -

    Many other afflictions could be treated as their own status effect, such as being asleep or petrified: however, these are not status effects and behave @@ -13,13 +12,11 @@ affect the way that character can act within the game world. Petrified creatures, for instance, will be unable to act.

    -

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

    -

    STATUS EFFECT... OR MAYBE NOT?

    diff --git a/books/core/96.html b/books/core/96.html index 272f9f3..7a31c91 100644 --- a/books/core/96.html +++ b/books/core/96.html @@ -4,13 +4,11 @@ Fabula Points represent the Player Characters’ ability to influence destiny and stem directly from their heroic nature and the hardships they face.

    -

    FABULA POINTS AT CHARACTER CREATION

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

    -

    GAINING FABULA POINTS

    There are four main ways a Player Character can gain Fabula Points, plus a @@ -29,7 +27,10 @@ Whenever a Villain makes an entrance during a scene — even if it is a Game Master scene, where the Player Characters are not present — each Player Character will immediately receive 1 Fabula Point. - For more information on Villains, see page 100. + For more information on Villains, see + page 100.

  • Whenever a Player Character is reduced to 0 Hit Points and decides to @@ -37,18 +38,18 @@
  • Whenever a Player Character invokes one of their Bonds or Traits to - automatically fail a Check (as per the optional rule on page 47), that - character immediately receives 1 Fabula Point. + automatically fail a Check (as per the optional rule on + page 47), that character immediately + receives 1 Fabula Point.
  • There is no upper limit to a character’s Fabula Points. In short, you are free to hoard them in preparation for an “important occasion” — however, spending Fabula Points is one of the main ways you will gain Experience Points and - increase your level in the game (see page 226). + increase your level in the game (see + page 226).

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

    -
    -

    FABULA POINTS

    diff --git a/books/core/97.html b/books/core/97.html index 6ee62ff..be96237 100644 --- a/books/core/97.html +++ b/books/core/97.html @@ -1,77 +1,12 @@ -

    SPENDING FABULA POINTS

    - -

    - Your character's Fabula Points can be spent in a variety of ways — you have - already encountered some of them during the previous pages, but there are two - more: -

    -
      -
    • - Altering the current situation to your advantage in some way, by modifying - or adding elements (see next page). -
    • -
    • - Some powerful character abilities require you to spend Fabula Points in - order to activate them. -
    • -
    - -

    - Taking these into account, the complete list of Fabula Point uses looks like - this: -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    EffectCostDescription
    Alter the Story1Alter an existing element or add a new element.
    Invoke Bond1Add Bond strength to a Check (see page 47).
    Invoke Trait1Reroll dice during a Check (see page 46).
    Use SkillvariesUse a Skill that requires Fabula Points.
    - -

    - Fabula Points act as the core engine of the game, and they work as both a - mechanical and a narrative currency. The more hardships and defeats you face, - the more Fabula Points you earn; and the more you spend them to overcome - obstacles and challenges, the faster your character grows. -

    - -

    - In a way, Fabula Points represent the cycle of fate surrounding the - protagonists of the story: they gather resolve from defeat, channel that - resolve through the Traits and Bonds that make them who they are, and grow - stronger for that... only to be faced with even greater adversities. -

    - -

    - Is this truly a neverending cycle, or is it a spiral that can lead to new hope - for your world? Only by playing the game will you be able to reach an answer! -

    - -
    - -

    FABULA POINTS

    + + Add Bond strength to a Check (see page 47). + + + Add Bond strength to a Check (see page 47). + + + Reroll dice during a Check (see page 46). + + + Reroll dice during a Check (see page 46). + diff --git a/books/core/98.html b/books/core/98.html index b2c0778..3c8acbe 100644 --- a/books/core/98.html +++ b/books/core/98.html @@ -5,7 +5,6 @@ the "grey areas" and generate an opportunity for action, tweak a detail in your favor... or even introduce a convenient plot twist!

    -
    • If you want to change or add new details to a character, location, or item @@ -34,20 +33,17 @@ still be under the Game Master's control.
    -

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

    -

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

    -

    Example 1

    After defeating the Mirror Golem in the depths of the forest ruins, the heroes diff --git a/books/core/99.html b/books/core/99.html index 2b9134b..800596d 100644 --- a/books/core/99.html +++ b/books/core/99.html @@ -15,7 +15,6 @@ out that this is no "magical sleep" and that the group will have to make Checks in order to avoid waking up the dragon.

    -

    Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial army. diff --git a/books/core/ii.html b/books/core/ii.html index 76b9419..e69de29 100644 --- a/books/core/ii.html +++ b/books/core/ii.html @@ -1,69 +0,0 @@ -
    -

    FABULA UL TIMA

    -
    - -

    - This is your world, this is your story.
    - Make your choice and fight for what you believe in. -

    - - - -
    -

    What is Fabula Ultima?

    -

    - FABULA UL TIMA is a Tabletop Roleplaying Game inspired by - Japanese-style console RPGs, or JRPGs. -

    -

    - In Fabula Ultima, you and your friends will tell epic stories of would-be - heroes and fearsome villains, set in fantasy worlds brimming with magic, - wondrous locations, and uniquely bizarre monsters! -

    -
    - -
      -
    • - Create your own setting together: With three different - styles as reference, your group can freely shape the world as they wish, - including powerful kingdoms, small villages, major historical events, and - the people who inhabit these lands. -
    • -
    • - A simple and intuitive ruleset: A system that evokes both - gameplay and atmospheres from the most beloved JRPGs, all while encouraging - players to proactively set goals and influence the story: no choice is - without consequence! -
    • -
    • - A Bestiary: Filled with monsters, demons, beasts, and - more—from simple encounters to deadly bosses, our heroes will face many - challenges! -
    • -
    • - Fifteen Classes to mix and match: Inspired by videogames, - this modular growth system lets you design deep and unique characters. - Choose your group type and embark on great adventures! -
    • -
    • - Everything the Game Master needs: Tools to set the scene - and accompany the group through marvelous, larger-than-life adventures! - Advice, guidelines, and all the tools required to bring the heroes’ dark - mirrors—the Villains! -
    • -
    • - 360 full-color pages: Beautifully illustrated by - professional artists from all over the world.
      Free PDF version included! -
    • -
    - -
    -

    CORE RULEBOOK

    -

    By Emanuele Galletto

    -
    diff --git a/books/core/index.html b/books/core/index.html index b67fa57..8cb541e 100644 --- a/books/core/index.html +++ b/books/core/index.html @@ -2058,15 +2058,11 @@ those who play with you, and being passionate about their ideas.

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

    - -
    -

    Emanuele Galletto

    -
    +

    Emanuele Galletto

    W ORIGIN AND INSPIRATIONS

    -

    Fabula Ultima is partially based on the tabletop roleplaying game Ryuutama, written by Atsuhiro @@ -2083,7 +2079,6 @@ Among the countless sources of inspiration for this game I want to mention:

    -
    • Jonathan Tweet & Rob Heinsoo's 13th Age; Alberto @@ -2101,9 +2096,7 @@ collection of supplements for Sorcerer.
    -

    SPECIAL ACKNOWLEDGMENTS

    -

    My heartfelt thanks go to Davide Baravalle, Andrea Bergamelli, Gianluca Candiago, Gaia Cardinali, Francesco Castelli, Alberto @@ -2127,9 +2120,7 @@ to my parents; and to all those who made this impossible project possible through their support on Patreon!

    -

    PLAYTESTERS

    -
    • Beatrice Alinari
    • Andrea
    • @@ -2190,68 +2181,10 @@
    -
    -

    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... -

    -

    Nicola Degobbis

    -
    +

    Index / Table of Contents

    - -

    1. Introduction

    • The Eight Pillars
    • @@ -2295,7 +2227,6 @@
    • The Players
    • The Game Master
    -

    2. Game Rules

    -

    w 3. PRESS START

    -

    w 4. GAME MASTER

    -

    w 5. BESTIARY

      @@ -2428,49 +2356,7 @@
      -
      -

      INTRODUCTION

      -

      - 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 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! -
      • -
      -
      +

      A ROLEPLAYING GAME

      @@ -2494,10 +2380,8 @@ role-playing game" (TTRPG), specifically, because it relies so heavily on the conversation at the table.

      -

      ROLES IN THE GAME

      The people who play this game will fulfill different roles:

      -
      • Game Master. Often abbreviated as GM, this @@ -2506,8 +2390,8 @@ establish goals and make choices, the Game Master will challenge those goals and describe the consequences of their actions. You can find more about the Game Master's role on page - 26!You can find more about the Game Master's role on + page 26!
      • @@ -2522,12 +2406,12 @@

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

      -

      While it is true that the role of the Game Master is to present obstacles and put the Player Characters in situations of risk and @@ -2573,7 +2457,6 @@ these events will take place in your imagination — a space that is often called "the fiction".

      -

      THE RULES

      This is also a game, and that's where the rules come into play: @@ -2588,9 +2471,7 @@ situation and the story will naturally emerge from your interactions and choices at the table.

      -
      -
      This is a tale of heroes and darkness. Of great hope... and even greater sacrifice. @@ -2611,7 +2492,6 @@ evoking the feel and stories that can typically be found in classic console Japanese roleplaying video games.

      -

      HEROIC AND FANTASTIC ACTION

      In line with the genre that inspired it, this game doesn't concern @@ -2619,7 +2499,6 @@ embraces a light-hearted, bizarre and "videogamey" feel, both in its tone and in its mechanics.

      -

      A GAME OF HEROES AND VILLAINS

      This is a game about larger-than-life heroes and tragic @@ -2631,7 +2510,6 @@ change time and time again as the protagonists manage (or fail) to thwart their plans.

      -

      HEROIC DESTINY

      The heroes of Fabula Ultima are destined to accomplish great @@ -2667,7 +2545,8 @@

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

      "There is more than one side to each story..." @@ -2680,14 +2559,13 @@ The world in which your adventures will take place is not predetermined: its cities, kingdoms, deities, and cultures are something your group will create (take a look at World Creation on - page 148). This fantastic land will grow organically as you - explore and travel across it, adding new details and unraveling - ancient mysteries! + page 148). This fantastic land + will grow organically as you explore and travel across it, adding + new details and unraveling ancient mysteries!

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

      -

      ANCIENT RUINS AND HARSH LANDS

      The world is an ancient and dangerous place: cities and villages @@ -2698,7 +2576,6 @@ of powerful artifacts and cryptic legends, as well as magical (and often dangerous) places.

      -

      A WORLD IN PERIL

      Villages, castles, and city-states are among the few areas that @@ -2710,7 +2587,6 @@ behind the dangers of the world, and our heroes are bound to cross its path sooner or later.

      -

      CLASHING COMMUNITIES

      The world may be in danger, but its inhabitants are still divided @@ -2721,7 +2597,6 @@ help them overcome their hostilities and see their differences as blessings instead of obstacles.

      -

      EVERYTHING HAS A SOUL

      All matter that forms the world, including its creatures, the @@ -2733,73 +2608,10 @@

      -
      -

      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. -

      -
      +

      YOUR WORLD COULD BE... HIGH FANTASY

      -

      Great castles whose crystal spires reach the sky, fleets of ornate airships emerging from the clouds, vast stretches of enchanted @@ -2807,7 +2619,6 @@ and powerful artifacts. A High Fantasy world is an ageless classic and the perfect fit for your Fabula Ultima story.

      -

      HIGH FANTASY THEMES AND PROTAGONISTS

      High fantasy stories often revolve around themes such as hope, @@ -2850,7 +2661,6 @@ night as a form of divine punishment. Everything is bizarre and wondrous.

      -

      HIGH FANTASY MAGIC

      Magic is abundant, omnipresent, and employed in a variety of ways @@ -2860,7 +2670,6 @@ world-altering rituals have been lost to time, hidden within sunken ruins or guarded by centuries-old monsters.

      -

      HIGH FANTASY ANTAGONISTS

      In a high fantasy world, antagonists are larger-than-life figures @@ -2876,7 +2685,6 @@

      YOUR WORLD COULD BE... NATURAL FANTASY

      -

      Natural Fantasy Themes and Protagonists

      Floating amidst a lush expanse of verdant forests, snow-capped @@ -2885,14 +2693,12 @@ wilderness. Underneath it all lie the ruins of mysterious past civilizations that once ruled this world of Natural Fantasy.

      -

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

      -

      Their protagonists are often very young and come from the same village: @@ -2916,7 +2722,6 @@ The wandering warrior who mistakenly angered a local spirit.

    -

    Together they must mend the hearts of their community and confront those who stir sentiments of hatred and mistrust, to prevent this @@ -2925,39 +2730,7 @@

    -
    -

    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... -

    - -

    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. -

    - -

    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. -

    -
    +

    YOUR WORLD COULD BE... TECHNO FANTASY

    @@ -2968,7 +2741,6 @@ of an industrial chimney, the factory below draining energy and power from the depths of this Techno Fantasy world.

    -

    TECHNO FANTASY THEMES AND PROTAGONISTS

    Stories unfolding in a techno fantasy world are often darker and @@ -3012,7 +2784,6 @@ in the slums below. Outside the cities lies a barren world drained of all life and beauty, turned grey by human greed.

    -

    TECHNO FANTASY MAGIC

    In a techno fantasy world, magic has largely been claimed by @@ -3021,7 +2792,6 @@ wounded and corrupted, and the original ways of magic were forgotten or — more likely — suppressed.

    -

    TECHNO FANTASY ANTAGONISTS

    The antagonists of a techno fantasy world should represent the @@ -3045,7 +2815,6 @@ the rulebook — and you already have that in your hands!

    To play the game, you will need the following:

    -

    GAME SHEETS

    These print-outs are used to keep track of important game @@ -3085,7 +2854,6 @@ version of each sheet; in case you don't, you can find them at fabulaultima.com.

    -

    PAPER, PENCILS, AND ERASERS

    Most of the time, you will want to write on your sheets in pencil @@ -3098,59 +2866,11 @@

    -
    -

    INTRODUCTION

    - -

    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:

    -
      -
    • - Six-sided dice, also known as d6s — these you - are surely familiar with. -
    • -
    • Eight-sided dice, also known as d8s.
    • -
    • - Ten-sided dice, also known as d10s — the "0" - face should be read as 10. -
    • -
    • Twelve-sided dice, also known as d12s.
    • -
    • Twenty-sided dice, also known as d20s.
    • -
    -

    - 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! -

    -
    +

    The Players

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

    -

    READ THIS BOOK

    Make sure to read the Introduction — hey, you’re already doing @@ -3163,7 +2883,6 @@ Game Master will likely pit you against some of the creatures contained within it — spoilers!

    -

    GATHER THE PROPER TOOLS

    To play the game you will need pencils, erasers, a character sheet @@ -3174,7 +2893,6 @@ If you can, pick up a spare set of dice and share them with everyone else at the table.

    -

    CREATE THE GAME WORLD

    Together with everyone else you will give birth to a fantastical @@ -3186,7 +2904,6 @@ the previous pages — but aside from that, you are free to come up with whatever regions, characters, and legends you want!

    -

    CHOOSE AN ARCHETYPE FOR YOUR GROUP

    Once you have created a game world for your story, you must choose @@ -3200,7 +2917,10 @@ the kind of story you all want to tell — then, choose an appropriate group type!

    -

    For more information on group types, see page 152.

    +

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

    @@ -3212,7 +2932,6 @@ gameplay. Discuss each character’s role within your group, as well as any Bonds and relationships!

    -

    COOPERATE WITH EVERYONE ELSE

    When playing the game, pay attention to what everybody else is @@ -3222,7 +2941,6 @@ enjoyable and welcoming. Be curious and enthusiastic, suggest goals for the group, and support each other!

    -

    CONTRIBUTE TO THE ONGOING STORY

    Bring your energy and ideas to the table, creating a story by @@ -3235,7 +2953,6 @@ See your character as the tool with which you will shape part of the ongoing narrative.

    -

    PLAY AS A HERO

    The protagonists of Fabula Ultima are heroes and adventurers, @@ -3247,7 +2964,6 @@ part of the beauty of roleplaying games — allow your character to lead you on this journey of discovery!

    -

    PLAY TO CHANGE AND EVOLVE

    Your character should be far from an immutable entity: while their @@ -3268,7 +2984,6 @@ If you are the Game Master, here's how you should approach the game:

    -

    READ THIS BOOK

    Make sure to read the Introduction — hey, you’re already doing @@ -3278,7 +2993,6 @@ special attention to the Game Master chapter and learn how to consult the Bestiary.

    -

    GATHER THE PROPER TOOLS

    To play the game you will need pencils, erasers, a world sheet for @@ -3288,7 +3002,6 @@ world. You will also need one or more sets of polyhedral dice (d6, d8, d10, d12, and d20).

    -

    FOLLOW THE RULES

    Learn the rules of the game and apply them as they are written. If @@ -3296,17 +3009,20 @@ matter with everyone else. Only change those elements if the entire group has agreed on how to do so.

    -

    TAKE PART IN WORLD, GROUP AND CHARACTER CREATION

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

    -

    BREATHE LIFE INTO THE GAME WORLD

    Regardless of the game world you have created together, it falls @@ -3329,7 +3045,6 @@ often conceal terrible secrets. Do your best to always portray their looming threat and keep the pressure high!

    -

    COOPERATE WITH EVERYONE ELSE

    When playing the game, pay attention to what everybody else is @@ -3338,7 +3053,6 @@ to cooperate with everyone else and make sure the play environment is enjoyable and welcoming.

    -

    PLAY TO FIND OUT WHAT HAPPENS

    Never force the Players’ hand, and make sure not to “push” them @@ -3357,7 +3071,6 @@ including the ability to alter plot elements you had previously introduced. Embrace this creative flow!

    -

    ASK QUESTIONS, BUILD ON THE ANSWERS

    Move the action forward by asking questions to everyone else. For @@ -3366,7 +3079,6 @@ to risk your life for this? What will you tell your mother?

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

    -

    LOOK FOR INSPIRATION

    Stories, ideas, pictures, characters, music, and maps: make sure @@ -3378,7 +3090,6 @@

    GAME RULES

    -

    This chapter contains the core rules required to play Fabula Ultima. @@ -3394,7 +3105,6 @@ jump between pages in order to get the full picture of how things work. It won’t happen too often, promise!

    -

    USEFUL ADVICE AND CHANGING THE RULES

    Along the way, you will find that a large part of this chapter @@ -3432,17 +3142,14 @@

    SCENES

    -

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

    -

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

    -

    Scenes are an easy way to split the game into manageable “time sections” and also act as a “stage”: characters who are not part @@ -3451,7 +3158,6 @@ beginning and end of each scene, but the Players can ask the Game Master to set up specific scenes as well.

    -

    Generally, a scene flows like this:

    Beginning the Scene

    @@ -3476,7 +3182,6 @@ sentences are enough.

    -

    Playing the Scene

    Player Characters interact with what is present on the scene, and @@ -3488,9 +3193,8 @@

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

    -

    Ending the Scene

    The Game Master can end the scene at any point, often wrapping @@ -3501,7 +3205,6 @@

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

    Once a scene has ended, another one will begin.

    @@ -3516,7 +3219,6 @@ structure: many spells, for instance, last "until the end of the scene". Pay attention to these!

    -

    CONFLICT SCENES

    When the heroes’ goals clash with those of another faction, things @@ -3526,11 +3228,11 @@ the characters’ actions are tracked in greater detail.

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

    -

    INTERLUDE SCENES

    There will be moments in the game where the story moves at a @@ -3551,10 +3253,10 @@

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

    -

    GAME MASTER SCENES

    If the Game Master wants, they may play a scene in which no Player @@ -3579,7 +3281,6 @@ Now that you know how scenes work, let’s talk about sessions and campaigns.

    -

    SESSIONS

    When combined, multiple scenes form a session.

    @@ -3600,7 +3301,6 @@ this, in turn, influences a larger overarching narrative — that of the campaign.

    -

    CAMPAIGNS

    Just as multiple scenes form a session, multiple sessions form a @@ -3616,14 +3316,13 @@

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

    IMPORTANT RULES

    -

    ALLIES

    @@ -3633,7 +3332,6 @@ creatures or characters), you cannot use it on yourself.

    -

    ALWAYS ROUND DOWN

    @@ -3642,7 +3340,6 @@ down to a minimum of 0.

    -

    ADD, SUBTRACT, MULTIPLY, DIVIDE

    @@ -3654,19 +3351,18 @@ >.

    -

    SPECIFIC BEATS GENERAL

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

    -

    TIMING ISSUES

    @@ -3702,7 +3398,6 @@ rest of this chapter, it is important that you familiarize yourself with the terms described below.

    -

    TRAITS

    Each character has a total of three different Traits:

      @@ -3726,7 +3421,6 @@ their homeland.
    -

    While playing, you will be able to invoke your character's Traits to improve your odds when rolling dice. @@ -3734,61 +3428,10 @@

    -

    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: -

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

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

    -

    - 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. -

    + Bonds can be found on page 56. + Bonds can be found on page 56. + page 226. + page 226.
    @@ -3807,14 +3450,15 @@ or more flexible whenever you do so. When the same Skill is taken multiple times, its Skill Level — abbreviated as 【SL】 — will also increase. For instance, if you - take the Guardian's Fortress Skill twice (see page 197), its - 【SL】 will be equal to 2. + take the Guardian's Fortress Skill twice (see + page 197), its 【SL】 will be + equal to 2.

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

    -

    Attributes

    A character's Attributes are an abstract representation of their @@ -3876,7 +3520,6 @@ spot", such as potions and antidotes. -

    DEFENSE AND MAGIC DEFENSE

    These two parameters are mostly used during conflicts:

      @@ -3892,13 +3535,11 @@ attacks. It is mostly based on Insight.
    -

    INITIATIVE MODIFIER

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

    -

    EQUIPMENT AND BACKPACK

    A character can equip a variety of items: weapons, shields, armor, @@ -3910,12 +3551,10 @@ Consumables and single-use items such as potions and elixirs, on the other hand, are represented by your Inventory Points.

    -

    ZENIT

    Zenit is the common currency used in the worlds of Fabula Ultima.

    -
    The hopes and fears of this land now rest on your shoulders. Ready or not, this is your fate. @@ -3924,14 +3563,11 @@

    CHECKS

    -

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

    -

    In general, characters must perform Checks:

    • @@ -3948,30 +3584,25 @@ when to ask for a Check and when not to do so (see next page).
    -

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

    -

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

    -

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

    -

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

    -

    Example: A Character performing a 【MIG + MIG】+5 Check will roll their Might die twice @@ -3979,67 +3610,11 @@

    -
    -

    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: -

    - -
      -
    • - The Player Characters are heroes. Unless there's a capable - opposition or immediate threat, a Player Character's actions - should simply succeed. Finding the tavern requires no roll — - getting there without being noticed by the local bandit gang, on - the other hand, will take some effort. -
    • -
    • - Context and circumstances. The same action - might require a Check depending on when and where it takes - place. Swimming in a calm river doesn’t require a Check, while - doing the same during a flood is extremely dangerous and would - require a Check. -
    • -
    • - Relevant background. If a character's Traits or - general background are enough for them to succeed, the Game - Master should simply allow it. For instance, an aristocrat will - have little to no trouble securing an invitation for a court - ball. -
    • -
    • - Impossible actions. Some actions simply cannot - succeed, but you have to be open to the Players' creativity! You - can't jump from Earth to the Moon, but you can build a magical - ship to get there. You just need to remember that nothing comes - for free, and build interesting situations around the Players' - ideas. -
    • -
    • - Relevant failure. Failing a Check means the - situation gets worse. If failure has no relevant impact on the - situation, the Game Master should simply describe the outcome of - the action and skip the Check. The same is true when a character - isn't acting under pressure: their actions may require time, but - they will no doubt achieve their goal. -
    • -
    • - Stick to the rules. If the rules ask for a - Check — or if they don't — there's probably a good reason. Think - twice before doing the opposite, and only do so if everyone at - the table is okay with it. -
    • -
    -
    +

    CHECK TERMINOLOGY

    -

    The following terms are key to understanding how Checks work:

    -
    Modifier
    @@ -4048,13 +3623,11 @@ instance, the modifier is “+2”. If the modifier is added, it is a bonus; if it is subtracted, it is a penalty.
    -
    Result
    The final number generated by the Check, after applying any modifiers.
    -
    Difficulty Level (DL)
    Abbreviated as DL. If the Result of the Check is greater than or @@ -4062,7 +3635,6 @@ Difficulty Level for a Check will either be set by the rules or chosen by the GM.
    -
    High Roll (HR)
    Abbreviated as HR. It indicates the higher of the two dice @@ -4072,7 +3644,6 @@ the Check will be 9.
    -

    CRITICAL SUCCESS

    When both dice rolled during a Check show the same number, and @@ -4083,7 +3654,6 @@ automatically successful and you get to apply the effects of an opportunity (see next page).

    -

    FUMBLE

    When both dice rolled during a Check show a 1, the Result is a @@ -4094,7 +3664,6 @@ opposition in this scene gets an opportunity (see next page).

    -

    When a Player Character rolls a fumble, they immediately earn 1 Fabula Point (see page 96). @@ -4103,12 +3672,10 @@

    Opportunities

    -

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

    -

    When you spend an opportunity, you may pick an option from the list below or come up with a different twist that fits the current @@ -4116,7 +3683,6 @@ appropriate to the current situation, and some spells and Skills will allow you to spend opportunities in new and powerful ways.

    -

    Example: Valea the thief is hopping from roof to roof in an attempt to shake off Count Eligor's mercenaries. The @@ -4127,7 +3693,6 @@ her the sympathy of the villagers, who were already fed up with the Count's tyranny!

    -

    OPPORTUNITIES

    @@ -4214,74 +3779,15 @@
    -
    -

    Performing an Attribute Check

    -

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

    - -
      -
    1. - The character rolls the appropriate dice, adding them together - and applying any relevant modifiers coming from Skills, spells, - equipment, or other effects. -
    2. -
    3. - 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. -
    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 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. -
    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. -
    14. -
    - -

    - For more information on how to handle and describe the outcome of - a Check, see - page 44. -

    -
    +

    DIFFICULTY LEVELS

    -

    A Check's Difficulty Level (DL) is a measure of how complex and risky a certain operation can be. It abstracts several elements into a single number:

    -
    • The amount of knowledge and expertise required to complete the @@ -4302,7 +3808,6 @@ or later.
    -

    In summary, Difficulty is an abstraction of how the current situation is opposing or hindering the character. The true @@ -4310,9 +3815,7 @@ Level for a check, as indicated by the table below, is “Who is likely to accomplish this?”

    -

    DETERMINING THE DIFFICULTY LEVEL FOR A CHECK

    - @@ -4344,9 +3847,7 @@
    -

    GO WITH TEN

    -

    If you are the Game Master and find yourself stumped when choosing an appropriate Difficulty Level for a Check, use 10: it is neither @@ -4455,9 +3956,7 @@ again" unless the situation is drastically altered in some way. -

    OPTIONAL: SUCCESS AT A COST

    -

    This rule allows Player Characters to turn failure into success, but it comes at a steep price. When a character fails a Check, @@ -4561,22 +4060,18 @@

    INVOKING A BOND TO IMPROVE YOUR CHECK

    -

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

    -

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

    -

    This can only be done once per Check.

    -

    Back to the previous example: Let's say Ricard invokes his Theme to reroll, but the dice come up a 6 and a 5; unfortunately, this @@ -4587,36 +4082,29 @@ stronger mage) and hatred (because he devastated Ricard's village when he stole the Dragonstone).

    -

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

    -

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

    -

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

    -

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

    -

    Optional Rule: Invoking to Fail

    -

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

    -
    • Once per scene before making a Check, a Player may describe how @@ -4629,9 +4117,13 @@ Point.
    • - You cannot invoke to fail on Support Checks (page 50), and you - cannot succeed at a cost (page 45) on a Check you already - invoked to fail. + You cannot invoke to fail on Support Checks (page 50), and you cannot succeed at a cost (page 45) on a Check you already invoked to fail.
    @@ -4651,10 +4143,10 @@ to determine how much damage you deal.

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

    -

    MAGIC CHECKS

    This type of Check works just like a normal Attribute Check too, @@ -4666,8 +4158,10 @@ When performing a Magic Check, the High Roll (HR) will sometimes be used to determine the effectiveness of the spell cast.

    -

    You can find more about magic starting on page 112.

    - +

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

    OPPOSED CHECKS

    This special kind of Attribute Check is the fastest way to @@ -4688,7 +4182,6 @@ or a critical success, these count as a draw and the Checks should be repeated.

    -

    Example: Montblanc the knight is struggling to free himself from the formidable grasp of a dragon. The GM @@ -4706,14 +4199,12 @@

    OPEN CHECKS

    -

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

    -

    When you perform an Open Check, simply compare the Result with the table below: rolling a 13 while studying an ancient painting means @@ -4750,7 +4241,6 @@ A result worthy of being remembered in history. -

    SITUATIONAL MODIFIERS

    If a character performs a Check while in a strongly advantageous @@ -4765,7 +4255,6 @@ Because of this, the Game Master grants Camilla a +2 bonus to her Check.

    -

    Most of the time you will not need to use situational modifiers — adjusting the Difficulty Level will be more than enough. However, @@ -4773,7 +4262,6 @@ rules (such as with an Accuracy Check) or during Opposed Checks (as shown by the example above).

    -

    If you are the Game Master, use situational modifiers to reward approaches that take advantage of the opposition's Traits, @@ -4844,7 +4332,6 @@ The table below contains a list of circumstances that might require a Check and the typical Attributes that would be involved.

    - @@ -4915,21 +4402,17 @@
    -

    Optional Rule: Shared Attribute Choice

    -

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

    -

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

    -
    Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the Babel Empire to ash. @@ -4953,7 +4436,6 @@ representing a step towards an objective being completed or an event taking place:

    -
    • When the group infiltrates a guarded area and must not alert the @@ -4973,7 +4455,6 @@ much time is left to stop him!
    -

    A Clock normally features four to twelve sections, depending on its complexity. Clocks are generally created and managed by the @@ -4990,9 +4471,7 @@

    CHAPTER ADVANCING A CLOCK

    -

    In general, Clocks advance through Checks:

    -
    • Fill one section for a successful Check.
    • @@ -5031,9 +4510,7 @@ sections on the "Ambushed!" Clock — one for her failure, and another because she failed the Check by three or more.

      -

      CLOCKS AND THE STORY

      -

      Clocks should always interact with what happens in the story. The Game Master should use situational modifiers and adjust the @@ -5043,110 +4520,34 @@

    -
    -

    A THRESHOLD FOR FAILURE

    -

    - 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. -

    - -

    TURNING BACK A CLOCK

    -

    - 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. -

    -
    +
    -

    OTHER EVENTS

    -

    - 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. -

    - -

    CLOCKS DURING CONFLICT SCENES

    -

    - 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. -

    - -

    USING CLOCKS FOR PACING AND PRESSURE

    -

    - 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. -

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

    Bonds

    Bonds are a source of power for our heroes. You already know that - Bonds can help improve Checks (page 47) or aid allies during Group - Checks (page 50), but some Class Skills and even equipment effects - will also benefit from Bonds. + Bonds can help improve Checks (page 47) or aid allies during Group Checks (page 50), but some Class Skills and even equipment effects will also + benefit from Bonds.

    -

    EMOTIONS AND STRENGTH

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

    -
    • Admiration. You believe you have much to learn @@ -5178,7 +4579,6 @@ broken and defeated.
    -

    The six emotions are combined into three pairings, and the same Bond may only be connected to one emotion from each pairing: @@ -5188,7 +4588,6 @@

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

    For each emotion in a Bond, the strength of that Bond is increased by one (up to a strength of 3 if you have an emotion in each @@ -5204,8 +4603,10 @@

    CREATING A BOND

    - Bonds are generally created during resting scenes (page 91), - through opportunities, or due to specific Skills. Whenever an + Bonds are generally created during resting scenes (page 91), through opportunities, or due to specific Skills. Whenever an effect in the game allows you to "create a Bond", you may add a new Bond to your character sheet and immediately tie a single emotion to it. This means that all Bonds start with a strength of @@ -5216,29 +4617,26 @@ organizations, and even religions. You cannot have a Bond towards yourself.

    -

    STRENGTHENING A BOND OR CHANGING EMOTIONS

    You can make your Bonds grow stronger by adding more emotions to them (up to a maximum of three emotions, one per pairing). This is - generally done during resting scenes (see page 91), which will - also allow you to shift emotions around and adjust them to the - more recent developments in your story. + generally done during resting scenes (see + page 91), which will also allow + you to shift emotions around and adjust them to the more recent + developments in your story.

    -

    ERASING A BOND

    If you already have six Bonds and want to create a new one, you must first erase one of your existing Bonds. You must explain how your feelings and perspective changed.

    -

    BONDS ARE STRONGER THAN DEATH

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

    -

    The Role of Bonds

    Bonds make your character stronger while reminding you of their @@ -5256,68 +4654,7 @@

    -
    -

    CONFLICT SCENES

    - -

    - 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. -

    - -

    What might make for good conflicts:

    -
      -
    • A chase scene amidst the narrow city alleys.
    • -
    • - An infiltration scene where some of the characters sneak past - enemy surveillance, perhaps while allies provide a useful - distraction or cover operation. -
    • -
    • - A skirmish between armed groups or a fight against a dangerous - monster. -
    • -
    • - A large-scale battle involving clashing armies from enemy - kingdoms. -
    • -
    • A tense audience with a powerful figure.
    • -
    • A duel between two ancient rivals.
    • -
    - -

    USING 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. -

    - -

    THE STRUCTURE OF A CONFLICT

    -

    - The flowchart on the right illustrates all the main steps of a - conflict scene. Each step will be explained in greater detail over - the course of this section. -

    -
    +
      @@ -5327,27 +4664,23 @@ Everyone else will be treated as an extra and mostly fade into the background. -
    1. Discuss the goals of each participant. Player Characters should also declare which items they have equipped at the start of the conflict.
    2. -
    3. Player Characters perform a {DEX + INS} Initiative Group Check to determine which side acts first. The Difficulty Level for this Check equals the highest Initiative among their adversaries.
    4. -
    5. If the Player Characters succeed, the first participant to act each round (see step 5) will be someone from their side. If they fail, the first participant to act during each round will be one of their foes.
    6. -
    7. The conflict is handled as a series of consecutive rounds: During each round, the Player Characters' side and the enemy @@ -5364,16 +4697,13 @@
    8. -
    9. Once all creatures have taken their actions, the round ends.
    10. -
    11. If the conflict continues, a new round begins: go back to step 5.
    12. -
    13. The Game Master may declare the end of the conflict scene whenever they deem it appropriate. This generally happens when @@ -5420,7 +4750,6 @@ underway: characters who wish to do so can join the scene at the end of a round (after step 5).

      -

      DISCUSS GOALS

      Each character involved in the conflict will have their reasons: @@ -5444,17 +4773,16 @@

      INITIATIVE

      -

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

      -
      • At the start of each conflict, the Player Characters perform an - Initiative Group Check: this is a Group Check (see page 50) that - relies on Dexterity and Insight. + Initiative Group Check: this is a Group Check (see + page 50) that relies on + Dexterity and Insight.
      • The Difficulty Level for the leader's Check is equal to the @@ -5468,7 +4796,6 @@ your Result.
      -

      If the leader succeeds, this means the heroes seized initiative for this conflict and the first participant to act during each @@ -5478,12 +4805,13 @@ their foes.

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

      -

      Example:

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

      The Game Master calls for an Initiative Group Check, and Ricard is @@ -5496,7 +4824,6 @@ The Player Characters have seized the initiative, which means the first turn of each round will belong to either Silida or Ricard.

      -

      Note that even if a new participant joins an ongoing conflict scene, they will simply adapt to the existing initiative. @@ -5504,81 +4831,18 @@

      -

      ROUNDS AND TURNS

      -

      Conflict scenes take place as a series of consecutive rounds.

      -

      - During each round, the participants will alternate taking turns, - starting with one participant from the side who has the - initiative. + You can find more about actions starting on + page 66.

      -

      - 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.

      - -
        -
      • - A character cannot choose to "pass" if they have the opportunity - to take a turn. If an enemy just acted and you are the only - Player Character who hasn't taken their turn this round, for - instance, you must take your turn. -
      • -
      • - Sometimes one side will be outnumbered by their adversaries. If - this happens, keep alternating turns as long as possible, then - let the side with the numerical advantage take their remaining - turns towards the end of the round. -
      • -
      - -

      - 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. -

      - -
        -
      • - There is no fixed duration for rounds and turns: they represent - cinematic camera movements and dramatic spotlight, not specific - segments of time. -
      • -
      • - Despite that, it is perfectly reasonable to tie a countdown or - similar gimmick to conflict rounds (such as a six-sections Clock - named “collapsing tower” that gets ticked at the end of each - round — you don't want to be there when it fills up). -
      • -

      DYNAMIC TURN ORDER

      -

      Since turns do not belong to specific characters, you may switch the order of your actions from round to round. For instance, a @@ -5589,9 +4853,7 @@ perform much better than those in which everyone is focusing on an individual strategy.

      -

      THE ACTION ECONOMY

      -

      Much like any game that limits the amount of “moves” a character can perform before their opponents get a chance to act, Fabula @@ -5605,13 +4867,12 @@

    14. Some powerful creatures have the ability to take several turns during each round — these are known as elites and champions (see - page 295). These creatures still follow the normal rules for - alternating turns, but take the place of multiple normal foes. + page 295). These creatures + still follow the normal rules for alternating turns, but take + the place of multiple normal foes.
    15. -

      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 @@ -5631,7 +4892,6 @@ to reach each other quite easily.

      There are a few important things to say about this:

      -
      ACTIONS AND DESCRIPTIONS
      @@ -5659,10 +4919,11 @@

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

      SPLIT SCENES
      @@ -5755,7 +5016,7 @@ When you pick up an accessory, a shield, or a weapon, you may immediately equip it — provided you have a free slot and are able to equip the item in question (for more information on - this, see page 122). + this, see page 122).

      If you drop an equipped item, you will no longer have it @@ -5953,7 +5214,7 @@

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

      • @@ -5987,7 +5248,6 @@ waraxe deals damage equal to 【HR + 14】; since the highest of the two dice was a 9, the total is 23 damage.

        -

        FREE ATTACKS

        Some game effects allow you to perform free attacks. These follow @@ -5998,16 +5258,14 @@ A few Skills and effects might even let you perform a free attack with weapons that aren't part of your equipped items!

        -

        MULTI

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

        • @@ -6016,7 +5274,6 @@

        Finally, apply the normal damage calculation to each target.

        -

        TWO-WEAPON FIGHTING

        When you perform the Attack action, if you have two weapons of the @@ -6059,8 +5316,10 @@ to perform this action to start a battle with your equipped weapon drawn, for instance.

        -

        For more information on equipping items, see page 122.

        - +

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

        d GUARD

        When using this action, you focus your attention on defending your @@ -6073,7 +5332,8 @@

        • You gain Resistance to all damage types, regardless of their - source (see page 92 to learn more about damage Affinities). + source (see page 92 to learn + more about damage Affinities).
        • Whenever you perform an Opposed Check against another character @@ -6123,14 +5383,16 @@ choice.
        -

        For more information on status effects, see page 94.

        +

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

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

        -

        Inventory

        You produce an item from your inventory and immediately use that @@ -6150,7 +5412,10 @@ Inventory action.

      -

      The rules for Inventory Points are explained on page 104.

      +

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

      Note that you can perform this action even if you have items equipped in both hands. @@ -6168,7 +5433,6 @@ try to immobilize them, pull a lever to activate a mechanism, and so on.

      -

      O W Describe what you want to accomplish and how you intend to approach it. @@ -6180,15 +5444,12 @@ performed, but should do their best to allow a variety of different approaches.

      -

      1

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

      -

      O W Since Objective gets you closer to what you want to achieve within the conflict, it will always require a @@ -6204,13 +5465,13 @@

    16. Otherwise, it will be an Attribute Check.
    17. -

      2

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

      • One section for succeeding.
      • @@ -6220,26 +5481,22 @@ for beating it by six (6) or more.
      -

      3

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


    GOAL CLOCKS IN A CONFLICT SCENE

    -

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

    -

    Seeing how Silida is having trouble withstanding the golem's powerful attacks, Nethis decides to work on a new goal for this @@ -6247,7 +5504,6 @@ them, and she wants to channel their power into the golem and overload its core, shutting down most of its functions.

    -

    Since Nethis can wield magic, the Game Master is okay with the plan and establishes a six-section Clock: once completed, the @@ -6255,21 +5511,17 @@ will handle this by permanently decreasing all of the golem's Attribute dice by one size.

    -

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

    -

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

    -

    Absolutely not!

    -

    For instance, she might use Objective and strike at the golem's frontal plate, which houses its core, to expose it and increase @@ -6277,19 +5529,16 @@ (the Golem is pretty good at opposing physical Checks, and this isn't exactly an optimal strategy), but it will still help.

    -

    GOAL CLOCKS IN A CONFLICT SCENE

    -

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

    -

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

    - @@ -6319,72 +5568,20 @@
    -

    SPELL

    -

    You use this action to cast a spell you have learned.

    -

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

    - -

    STUDY

    - This is a useful action when you want to know more about who or - what you're dealing with. First of all, tell the Game Master what - you want to know about the subject of your actions — be it an - item, a person, a creature or even a location. + For more information on magic and spells, see + page 114.

    - You will then perform an Open Check — generally - 【INS + INS】, but there might be times in which - different Attributes make sense, such as - 【INS + WLP】 to lure an adversary into talking too - much. The Game Master chooses the Attributes based on the - approach; the Result will determine what kind of information you - gain access to. -

    - -

    Result Information Equates to...

    -
      -
    • - 7+ Basic: A subtle hint, useful but a bit too - broad. -
    • -
    • - 10+ Complete: A complete answer, with no room - for doubt. -
    • -
    • - 13+ Detailed: A complete answer, and a useful - detail related to it. -
    • -
    • - 16+ Encyclopedic: Literally everything one - could possibly know about it. -
    • -
    - -

    - Once you have studied someone or something in this way, you cannot - ask the same question again. That said, you are free to - investigate other aspects of the same subject. -

    - -

    Example:

    -

    - During an audience with Duchess Ylemin, the thief Valea wants to - know more about the noblewoman's desires — surely she has a price. - Valea gets a 14 on her Check, discovering that the Duchess has a - passion for antique jewelry, as revealed by the rings she wears. - While looking at her right hand, Valea notices a portion of paler - skin — could she have lost one of her treasures? -

    - -

    - If you want to use this action to study an NPC's profile and - statistics, see page 319. + For more information on magic and spells, see + page 114.

    + page 319. + page 319.

    22GAME RULES

    -

    SKILL

    Some skills and effects require you to "use an action" to activate @@ -6392,7 +5589,6 @@ ever decide to use one such Skill outside a conflict, it will generally require five to ten seconds.

    -

    OTHER

    In addition to the ones listed above, characters might attempt all @@ -6410,7 +5606,6 @@ plan or course of action, but this shouldn’t apply to the Players who are controlling those same characters.

    -

    Always keep the following in mind:

    • @@ -6426,14 +5621,12 @@ game.
    -

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

    -

    DIALOGUE AND TACTICS

    @@ -6445,10 +5638,10 @@ a turn during the current round may choose to lend the active character a hand.

    -

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

    • @@ -6463,9 +5656,7 @@ so will "burn" your ability to act during that same round.
    -

    Choose wisely.

    -

    Note that this option can apply to any kind of Check, including Accuracy Checks, Magic Checks, and Opposed @@ -6484,7 +5675,6 @@ side has prevailed, when everyone is no longer able to oppose them, or when the participants negotiate some sort of truce.

    -
    • Remember: once people find an agreement, there's no conflict @@ -6506,20 +5696,17 @@ simply let the current conflict evolve in a different direction.
    -

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

    -

    TURN-RELATED EFFECTS

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

    -
    • The effect ends automatically when the conflict scene reaches @@ -6531,13 +5718,13 @@
    • If an effect begins, ends or recharges at the start or at the - end of a character's turn (such as the Guard action on page 70 - or the Protect Skill on page 197), that effect also begins, ends - or recharges immediately if you help another character through - teamwork (see previous page). + end of a character's turn (such as the Guard action on + page 70 or the Protect Skill + on page 197), that effect + also begins, ends or recharges immediately if you help another + character through teamwork (see previous page).
    -

    If such an effect is somehow used outside a conflict scene (this doesn't happen often, but it's still a possibility), it will last @@ -6547,66 +5734,10 @@

    -

    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. -

    - -

    Adjudicating Checks

    -

    - 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 an - Objective action within the same round. -

    - -

    - A single defender with high Attributes can still prove challenging - even when severely outnumbered. -

    - -

    d 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: -

    - -
      -
    • - Use 【DEX + WLP】 to bravely - taunt and lure the dragon near the ground, striking when it's - nearby. You will surely gain a +2 bonus if you are carrying - something the dragon desires! -
    • -
    • - If armed with a ranged weapon, use - 【DEX + INS】 to aim at a - wing and wound the muscles governing its movements. -
    • -
    • - Use 【INS + WLP】 to help - your group retreat towards a narrow canyon where the dragon will - have trouble maneuvering. -
    • -
    • - If the dragon is temporarily within reach, such as after someone - attempted the first approach on this list, use - 【MIG + MIG】 to wrestle it - and pin it down! -
    • -
    - -

    - 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. -

    + 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
    @@ -6623,7 +5754,6 @@ resolutive goal; the Game Master sets this Clock at 10 sections. Possible actions would be...

    -
    • Use 【DEX + INS】 to anticipate the thief's @@ -6648,7 +5778,6 @@ cause them to stumble or hesitate.
    -

    These Checks will be performed against the thief; once the Clock reaches 10, the group will have cornered the mysterious figure — @@ -6670,12 +5799,10 @@ some reason, the Queen's advisor is stubbornly pushing for an immediate strike.

    -

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

    -
    • Use 【INS + WLP】 to present your reasons to @@ -6699,13 +5826,11 @@ Study the advisor and identify his Traits and motives.
    -

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

    -

    The advisor also has a Clock of his own which, once completed, will have the heroes banished! This Clock has 12 sections — the @@ -6713,77 +5838,7 @@

    -
    -

    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... -

    -
      -
    • - Use 【DEX + MIG】 to quickly barricade a door to the room. -
    • -
    • - If capable of casting light-type spells, use 【INS + WLP】 to - keep the undead at bay. -
    • -
    • - Use 【MIG + MIG】 to physically block the zombies and push them - back. -
    • -
    -

    - 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... -

    -
      -
    • - Use 【DEX + INS】 to line up a shot with an elemental bow or - pistol and disrupt the flow of soul energy. -
    • -
    • - If capable of casting spells, use 【INS + WLP】 to manipulate - the magic of the Ritual. -
    • -
    • - Use 【DEX + MIG】 to pick up one of the witch's minions and - fling it towards her or inside the magic circle, causing a - distraction. -
    • -
    • - Use 【MIG + WLP】 to appear dangerous enough that the witch will - momentarily have you, and not the Ritual, as her top priority! -
    • -
    -

    - 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. -

    -
    +
    @@ -6815,7 +5870,6 @@ Superiority Points.

    -

    PLAYERS OUTSIDE THE CONFLICT

    @@ -6838,7 +5892,6 @@ overcome the challenge!

    -

    OPTIONAL CONFLICT RULES

    @@ -6863,7 +5916,6 @@ points are shared by the entire team, which means any Superiority Points you gain may be spent by you or your allies.

    -

    Gaining Superiority Points

    Characters can gain Superiority Points in four different ways: @@ -6887,13 +5939,11 @@ Superiority Point. -

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

    -

    Important Governing Rules

    However, there are three important rules governing Superiority @@ -6916,13 +5966,11 @@ Superiority Points in excess will simply be wasted. -

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

    -

    You might want to employ a tracker such as the one shown below, and move a coin or token back and forth to remember how many @@ -6943,7 +5991,6 @@ — but in this game, they work a bit differently than what you might be used to.

    -

    HIT POINTS

    Abbreviated as HP, this number indicates a character’s vital @@ -6961,7 +6008,6 @@ when we see the antagonist's blade find an opening and tear through the hero's armor.

    -

    HP States

    • @@ -6990,10 +6036,10 @@ consequences depending on their role in the story — a Player Character, a Villain, or a normal Non-Player Character. For detailed information on what happens when a character reaches 0 - Hit Points, take a look at page 86. + Hit Points, take a look at + page 86.
    -

    HIT POINTS AND MIND POINTS

    @@ -7005,7 +6051,6 @@ are often spent to fuel magic or to perform heroic feats that verge on the superhuman.

    -
    • Current MP. This is how many Mind Points a @@ -7042,7 +6087,6 @@ Depending on their role within the story, defeated characters will have different options available to them.

      -

      NON-PLAYER CHARACTERS

      When a Non-Player Character’s Hit Points reach 0, that character @@ -7055,7 +6099,6 @@

    • Knocked unconscious
    • Slain
    -

    Example: Yezma lands her final blow against a magically tainted boar, reducing its Hit Points to 0. Now that the @@ -7065,14 +6108,12 @@ this, Yezma decides to spare the creature and simply scare it off, in the hope of finding a way to restore its mind later on.

    -

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

    -

    0 HIT POINTS

    @@ -7081,22 +6122,24 @@

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

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

    -

    Escaping

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

    Example: Held at gunpoint by the sky pirate @@ -7108,10 +6151,9 @@

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

    -

    Surrendering

    The Villain surrenders and is treated as any other Non-Player @@ -7131,7 +6173,6 @@ When reduced to 0 Hit Points, a Player Character must either Sacrifice themselves or Surrender.

    -

    SACRIFICE

    When reduced to 0 Hit Points, a Player Character may give their @@ -7145,7 +6186,10 @@ are true:

      -
    • A Villain (see page 100) is present on the scene.
    • +
    • + A Villain (see page 100) is + present on the scene. +
    • Your sacrifice would benefit a character you have a Bond towards. @@ -7181,7 +6225,6 @@ mystery of the afterlife should be something you explore and shape together as part of your story.

      -

      RESURRECTION

      @@ -7189,7 +6232,6 @@

      GAME RULES

      Chapter [Title implied by context]

      Surrendering

      -

      Characters who surrender fall unconscious and become unable to act for the remainder of the scene, even if their Hit Points are @@ -7201,21 +6243,18 @@ consequences or a single major consequence. They may also decide to bring the consequences of your surrender into play later on!

      -

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

      -

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

      -

      Mechanics

      • @@ -7229,7 +6268,6 @@ score.
      -

      Sample Consequences of Surrendering

      Darkness
      @@ -7237,34 +6275,29 @@ You must change your Theme to one of the following: Anger, Doubt, Guilt, or Vengeance — your choice. -
      Despair
      The enemy gets to make a decisive move, or the heroes lose the faith and approval of an important person or group.
      -
      Loss
      Something incredibly precious, such as a magical artifact, a loved person, or an ancient and important heirloom, is taken from you.
      -
      Resentment
      You are forced to erase one of your Bonds and replace it with a Bond towards a character chosen by the Game Master. This new Bond must be of hatred, inferiority, or mistrust — your choice.
      -
      Separated
      You are no longer with your allies. You might be captured, dragged away, lost, or stranded in some unknown location.
      -
      "At the time, I could not disobey. No... I chose not to.
      But today, I shall no longer allow you to do as you please!"
      @@ -7278,7 +6311,6 @@ often need to rest and recover their energy. Depending on the location, characters have access to different options for resting.

      -

      RESTING IN THE WILDERNESS

      When far away from the safety of cities and villages, traveling on @@ -7287,8 +6319,9 @@

      • - A magic tent (see page 104) created by spending 4 Inventory - Points. One tent is enough for the entire group. + A magic tent (see page 104) + created by spending 4 Inventory Points. One tent is enough for + the entire group.
      • Hospitality from someone friendly, usually in exchange for help @@ -7300,7 +6333,6 @@ armored transport, or an area protected by a magic circle.
      -

      RESTING INSIDE SETTLEMENTS

      While in a village, town, or city, characters must have access to @@ -7309,14 +6341,13 @@

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

      The Effects of Resting

      When a Player Character rests, they enjoy the following benefits: @@ -7330,13 +6361,11 @@ Rests and Pacing on the right for more information on the consequences of resting.

      -

      Resting

      22GAME RULES

      -

      CHAPTER: BONDS AND RESTING SCENES

      When the heroes rest, there is a chance for calmer, more intimate @@ -7345,7 +6374,6 @@ and describing what their characters do while sitting near the campfire or relaxing around town.

      -

      At the end of a resting scene, each PC may do one of the following: @@ -7358,12 +6386,10 @@ different one.

    -

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

    -

    NON-PLAYER CHARACTER RECOVERY

    These rules only apply to Player Characters; the Game Master @@ -7372,19 +6398,16 @@ be at their full Hit Points and Mind Points, and with no status effects.

    -

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

    -

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

    -

    RESTS AND PACING

    @@ -7394,7 +6417,6 @@ In Fabula Ultima, damage generally falls into one of the following types:

    -
    Physical
    The most common damage, caused by weapons and impacts.
    @@ -7415,14 +6437,12 @@
    Poison
    Caused by poison, infections and pollution.
    -

    Damage Affinities

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

    -

    Vulnerability

    • @@ -7430,7 +6450,6 @@ will lose twice the normal amount of Hit Points.
    -

    Resistance

    • @@ -7438,7 +6457,6 @@ lose half the normal amount of Hit Points.
    -

    Immunity

    • @@ -7446,7 +6464,6 @@ lose no Hit Points.
    -

    Absorption

    • @@ -7455,7 +6472,6 @@ equal to the damage they suffered.
    -

    Some game effects may cause you to gain a variety of Affinities: if a character is both Vulnerable and Resistant to a specific type @@ -7464,19 +6480,16 @@ Vulnerability: finally, Absorption supersedes all other Affinities.

    -

    Damage

    EXTRA DAMAGE

    -

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

    -

    CHANGING DAMAGE TYPES

    There are a variety of game effects that change the type of damage @@ -7486,13 +6499,15 @@

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

    -

    IMPROVISING DAMAGE

    Damage is generally dealt by weapons, spells, or special @@ -7503,7 +6518,6 @@ The damage type will vary depending on the circumstances, of course.

    -
    @@ -7534,7 +6548,6 @@
    -

    Sources of damage such as traps and hazards cannot kill a Player Character unless they choose to sacrifice themselves; this should @@ -7555,7 +6568,6 @@ during play. These will often be a consequence of attacks and spells.

    -

    Status Effect Description

    • @@ -7583,7 +6595,6 @@ one.
    -

    CUMULATIVE STATUS EFFECTS

    Different status effects that influence the same Attribute will @@ -7595,20 +6606,17 @@ If a character is suffering from a status effect and receives that same status effect again, nothing happens.

    -

    RECOVERING FROM STATUS EFFECTS

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

    -

    STATUS EFFECT IMMUNITY

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

    -

    Status Effects

    @@ -7621,7 +6629,6 @@ slow can come from ice magic as well as especially sticky ooze, and so on.

    -

    Many other afflictions could be treated as their own status effect, such as being asleep or petrified: however, these are @@ -7630,7 +6637,6 @@ character can act within the game world. Petrified creatures, for instance, will be unable to act.

    -

    When dealing with similar effects, rely on logic and on what makes sense given the circumstances. Unless established by the @@ -7638,7 +6644,6 @@ translate to status effects and which are handled as narrative elements.

    -

    STATUS EFFECT... OR MAYBE NOT?

    @@ -7651,13 +6656,11 @@ influence destiny and stem directly from their heroic nature and the hardships they face.

    -

    FABULA POINTS AT CHARACTER CREATION

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

    -

    GAINING FABULA POINTS

    There are four main ways a Player Character can gain Fabula @@ -7678,7 +6681,8 @@ present — each Player Character will immediately receive 1 Fabula Point. For more information on Villains, see page 100.For more information on Villains, see + page 100.

  • @@ -7688,8 +6692,9 @@
  • Whenever a Player Character invokes one of their Bonds or Traits - to automatically fail a Check (as per the optional rule on page - 47), that character immediately receives 1 Fabula Point. + to automatically fail a Check (as per the optional rule on + page 47), that character + immediately receives 1 Fabula Point.
  • @@ -7697,99 +6702,33 @@ you are free to hoard them in preparation for an “important occasion” — however, spending Fabula Points is one of the main ways you will gain Experience Points and increase your level in - the game (see page 226). + the game (see page 226).

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

    -
    -

    FABULA POINTS

    -

    SPENDING FABULA POINTS

    - -

    - Your character's Fabula Points can be spent in a variety of ways — - you have already encountered some of them during the previous - pages, but there are two more: -

    -
      -
    • - Altering the current situation to your advantage in some way, by - modifying or adding elements (see next page). -
    • -
    • - Some powerful character abilities require you to spend Fabula - Points in order to activate them. -
    • -
    - -

    - Taking these into account, the complete list of Fabula Point uses - looks like this: -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    EffectCostDescription
    Alter the Story1Alter an existing element or add a new element.
    Invoke Bond1Add Bond strength to a Check (see page 47).
    Invoke Trait1Reroll dice during a Check (see page 46).
    Use SkillvariesUse a Skill that requires Fabula Points.
    - -

    - Fabula Points act as the core engine of the game, and they work as - both a mechanical and a narrative currency. The more hardships and - defeats you face, the more Fabula Points you earn; and the more - you spend them to overcome obstacles and challenges, the faster - your character grows. -

    - -

    - In a way, Fabula Points represent the cycle of fate surrounding - the protagonists of the story: they gather resolve from defeat, - channel that resolve through the Traits and Bonds that make them - who they are, and grow stronger for that... only to be faced with - even greater adversities. -

    - -

    - Is this truly a neverending cycle, or is it a spiral that can lead - to new hope for your world? Only by playing the game will you be - able to reach an answer! -

    - -
    - -

    FABULA POINTS

    + + Add Bond strength to a Check (see + page 47). + + + Add Bond strength to a Check (see + page 47). + + + Reroll dice during a Check (see + page 46). + + + Reroll dice during a Check (see + page 46). +
    @@ -7801,7 +6740,6 @@ opportunity for action, tweak a detail in your favor... or even introduce a convenient plot twist!

    -
    • If you want to change or add new details to a character, @@ -7832,20 +6770,17 @@ character will still be under the Game Master's control.
    -

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

    -

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

    -

    Example 1

    After defeating the Mirror Golem in the depths of the forest @@ -7870,10 +6805,9 @@

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

    The dragon is a creature introduced by the @@ -7883,7 +6817,6 @@ but points out that this is no "magical sleep" and that the group will have to make Checks in order to avoid waking up the dragon.

    -

    Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial army. @@ -7914,70 +6847,8 @@

    -

    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:

    -
      -
    • A corrupt baron that is constantly abusing his authority.
    • -
    • - A ruthless entrepreneur who exploits workers and tricks them - into believing it's for their own good. -
    • -
    • A legendary dragon terrorizing the countryside.
    • -
    • - An ancient wizard who turned the locals into pigs, rats and - frogs. -
    • -
    • - A regretful sorceress seeking to erase the present and correct - her past mistakes. -
    • -
    • - A god of despair who seeks to liberate all living things from - the pain of existence. -
    • -
    - -

    - 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. -

    - -

    VILLAINS

    + Master chapter, on page 254. + Master chapter, on page 254.
    @@ -7990,7 +6861,6 @@ that character is a minor, major, or supreme Villain — the GM can keep this a secret or openly reveal it.

    -

    How Villains Receive Ultima Points

    Minor (5)
    @@ -7998,23 +6868,19 @@ Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements. -
    Major (10)
    Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.
    -
    Supreme (15)
    Archdemons, immortal entities, and alien deities bent on destruction or domination.
    -

    SPENDING ULTIMA POINTS

    A Villain has three options for spending Ultima Points:

    -
    Escape (1 Point)
    @@ -8022,14 +6888,13 @@ the Game Master describes how they do so, perhaps leaving a few henchmen behind to "keep the heroes company".
    -
    Invoke Trait (1 Point)
    After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or both dice - (this follows the same rules seen on page 46). + (this follows the same rules seen on + page 46).
    -
    Recovery (1 Point)
    A Villain may use an action and spend 1 Ultima Point to @@ -8037,7 +6902,6 @@ Points.
    -

    While Player Characters can gain Fabula Points in several ways, Villains cannot recharge their Ultima Points — in a way, they @@ -8060,7 +6924,6 @@ goal. The heroes forced them into a corner, and the results have proven catastrophic.

    -
    • A minor Villain can become a @@ -8075,20 +6938,20 @@ powerful.
    -

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

    -
    • If a Villain has no Ultima Points left and is reduced to 0 Hit Points, they may immediately escalate while still on the scene; this will allow them to recharge their Ultima Points and no - longer be forced to surrender (page 87). + longer be forced to surrender (page 87).
    • If a Villain escalates while on the scene, they are immediately @@ -8101,12 +6964,10 @@

      VILLAIN AND FABULA POINTS

      -

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

      -

      Rules for Fabula Points

      • @@ -8130,14 +6991,12 @@ and no additional Fabula Points for the following scenes.
      -

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

      -

      General Guidance

      @@ -8145,7 +7004,6 @@ and despair.

      -

      When choosing whether a Villain will escalate, the Game Master should consider the antagonist's importance within the story, @@ -8153,13 +7011,11 @@ them: a Villain's escalation shows that the heroes might win a conflict but still make the situation worse.

      -

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

      -
      • Escalating your Villains sparingly will make them more @@ -8171,7 +7027,6 @@ campaign.
      -

      SHOULD THIS VILLAIN ESCALATE?

      @@ -8189,7 +7044,6 @@ A character can normally carry a maximum of 6 Inventory Points; however, some Classes and special Skills will increase this limit.

      -

      SPENDING INVENTORY POINTS

      Whenever you need a consumable item from the list below, you may @@ -8208,10 +7062,9 @@ can write custom inventory items that are unique to your world!

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

      - @@ -8251,7 +7104,6 @@
      -

      INVENTORY POINTS

      @@ -8274,13 +7126,11 @@ maximum Inventory Points — there is always a limit to how much can be carried comfortably.

      -

      SHARING INVENTORY POINTS

      Characters are not allowed to redistribute Inventory Points among themselves.

      -

      GEAR AND TOOLS

      All Player Characters are assumed to be carrying any gear and @@ -8322,10 +7172,11 @@ While conflicts may be the most memorable moments of a game session, the exploration of the game world is another major aspect of Fabula Ultima. At the beginning of the game, your group will - create the world together (see World Creation, on page 148); - however, this does not mean you know everything about it. While - you may be familiar with the main regions and cities, there are - plenty of discoveries — and dangers! — awaiting our heroes. + create the world together (see World Creation, on + page 148); however, this does + not mean you know everything about it. While you may be familiar + with the main regions and cities, there are plenty of discoveries + — and dangers! — awaiting our heroes.

      TRAVELING ACROSS THE WORLD MAP

      @@ -8414,33 +7265,28 @@ -

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

      -

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

      -

      Example

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

      -

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

      -

      For the first travel day, the group will cross prairies (d8) and hills (d10). Since only the highest die has to be taken into @@ -8449,18 +7295,15 @@ threat level to High (d12). The die comes up a 7: a danger!

      -

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

      -

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

      -

      Finally, Liz rolls for the second travel day, spent exploring the hills in search of the fabled mine: this time, the die rolled is @@ -8479,7 +7322,6 @@ Characters should generally be able to overcome a danger through a series of Checks or a conflict scene.

      -

      Examples of Dangers

      • @@ -8498,12 +7340,10 @@
      • The risk of losing an important item.
      -

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

      - @@ -8534,13 +7374,11 @@
      -

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

      -

      World Map Management

      While playing, the Game Master is free to add new landmarks, @@ -8552,9 +7390,8 @@

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

      -

      Attribution

      UPDATING THE WORLD MAP

    @@ -8565,7 +7402,6 @@ Discoveries don’t happen that often, so the Game Master should make sure each and every one of them is unique and useful.

    -
    • The entrance to an ancient ruin: is it guarded? What treasures @@ -8575,13 +7411,11 @@
    • A secluded village or safe haven unknown to most.
    • A precious item or piece of information.
    -

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

    -

    The first airship pilot, Oona Sabine,

    vanished during a flight over the Whisperwoods.

    @@ -8609,7 +7443,6 @@ obscure truths or provide an answer to some of the game world's mysteries.

    -

    EXPLORING DUNGEONS

    Depending on the size and importance of the dungeon in question, @@ -8647,7 +7480,8 @@

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


    DUNGEONS

    @@ -8655,13 +7489,11 @@

    DANGER CLOCKS

    -

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

    -
    • Eight sections for a threat that isn't @@ -8679,20 +7511,17 @@ alert" in a dungeon brimming with hostile creatures.
    -

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

    -

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

    -

    As the Clock fills, the Game Master should foreshadow the incoming danger: once it is completely filled, that threat will become @@ -8708,7 +7537,6 @@ many creatures can wield magic, manipulating soul energy to create supernatural effects.

    -

    SPELLS AND RITUALS

    Magic in Fabula Ultima falls within one of two categories: spells @@ -8741,7 +7569,6 @@ The mechanics governing spells and Rituals can be found in the next pages.

    -

    MAGIC DISCIPLINES

    This book features a total of six disciplines: Arcanism, @@ -8750,7 +7577,6 @@ Elementalist, Entropist, and Spiritist, whilst Ritualism is available to all of these Classes, except for Arcanists.

    -

    ARCANISM

    Arcanists can project a large portion of their soul outside their @@ -8763,10 +7589,9 @@

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

    -

    MAGIC

    @@ -8780,9 +7605,8 @@

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

    -

    Elementalism

    Elementalists can control the stream of souls that binds the four @@ -8791,7 +7615,6 @@ as magma, blizzards, deserts, or clouds.

    Elementalism features both spells and Rituals.

    -

    Entropism

    Entropists go beyond the stream of souls found in the world and @@ -8800,7 +7623,6 @@ dissipating souls, matter, and magical energy.

    Entropism features both spells and Rituals.

    -

    Ritualism

    Contrary to most other magical disciplines, Ritualism features no @@ -8813,7 +7635,6 @@ From a certain point of view, magitech could be considered a combination of Ritualism and technology.

    -

    Spiritism

    Spiritists can manipulate the raw energy found within the souls of @@ -8829,13 +7650,11 @@ Elementalism, Entropism, and Spiritism. The remaining two disciplines, Arcanism and Ritualism, do not feature any spells.

    -

    Spell Format

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

    -

    Example Spell Metadata

    Ignis rr 10 × T | Up to three @@ -8851,13 +7670,13 @@ Opportunity: Each target hit by this spell suffers shaken.

    -

    Spell Components

    • The Name and Type: The name of the spell, and whether it is an offensive spell (rr).
      See page 116 for more information on offensive spells.See page 116 for more + information on offensive spells.
    • @@ -8902,7 +7721,6 @@ corresponding opportunity to trigger this effect.
    -

    Spells

    @@ -8928,7 +7746,6 @@

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

    -
    1. Declare which spell you want to cast among those your character @@ -8940,7 +7757,6 @@ remember that any nearby creatures will see and hear you.
    -

    Magic Checks

    If the spell is an offensive spell, you must also perform a Magic @@ -8954,83 +7770,15 @@ Check. Fumbles and critical successes on Magic Checks generate opportunities as normal.

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

    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 (rr) 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. -

    -
    +

    @@ -9057,7 +7805,6 @@ If you can use magic, spend some time during each session describing what your spells look like!

    -

    DESCRIBING YOUR MAGIC

    @@ -9070,7 +7817,6 @@ Each branch of Ritual magic grants you influence over different aspects of the world:

    -

    Discipline Magic

    Arcanism
    @@ -9104,19 +7850,18 @@ someone to sleep or embolden their heart.
    -

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

    -
    • Causing direct damage. The Ritual can still deal collateral damage — if you open a chasm below your enemies' feet, they are bound to suffer some kind of harm. When establishing collateral - damage dealt by a Ritual, use the table on page 93. + damage dealt by a Ritual, use the table on + page 93.
    • Inflicting or removing status effects.
    • @@ -9133,34 +7878,31 @@ abilities.
    -

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

    -

    RITUALS

    22GAME RULES

    The Ritual

    -

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

    -

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

    -

    Procedure for Casting The Ritual

    1. @@ -9179,7 +7921,6 @@ total cost in Mind Points (MP).
    -

    Potency Table

    @@ -9228,7 +7969,6 @@
    -

    Area Table

    @@ -9272,66 +8012,11 @@
    -

    RITUALS AS GROUP CHECKS

    - -

    - When a character attempts a Ritual, other characters can help - (even if they have no ability to perform Rituals themselves). The - Magic Check will become a Group Check (page 50), and the character - who performs the Ritual will act as the leader. -

    - -

    REDUCING THE COST OF A RITUAL

    - -

    - It is easy to notice that the MP cost of Rituals can be rather - high. In order to reduce this cost, the spellcaster may provide an - especially rare or powerful ingredient; doing so will cut the MP - cost in half. -

    -
      -
    • - This can only be done once per Ritual, and the Game Master - should determine the nature of the ingredient — finding it - should be its own adventure -
    • -
    • - If there is no time to prepare and the Ritual is urgent, an item - or ingredient the GM deems suitable can be sacrificed to allow - the Ritual to take place. -
    • -
    - -

    SAMPLE RITUALS

    - -

    Use these examples as guidelines when adjudicating Rituals.

    - -

    - Summoning a great globe made of fire and using it to destroy the - engine of an airship is an Elementalism Ritual of major - potency targeting a small area (80 MP, DL 13). If this Ritual - fails, you might trigger a devastating firestorm. -

    -

    - Sensing whether a person is hostile is a Spiritism Ritual - of minor potency affecting an individual area (20 MP, DL 7). On a - failure, you might accidentally instill strong negative emotions - inside them, with unpredictable consequences. -

    -

    - Erecting a barrier of energy to shield a castle from an avalanche - is a - Ritualism Ritual of extreme potency targeting a huge area - (200 MP, DL 16). If the Ritual fails, you might cause a burst of - uncontrolled magical force and trigger a supernatural cataclysm. -

    -

    - Altering the flow of time to briefly restore the functions of a - damaged device is an Entropism Ritual of medium potency - affecting an individual area (30 MP, DL 10). On the failure, the - mechanism and some of the nearby objects might rapidly age before - your eyes and crumble to dust. -

    + Group Check (page 50), and the + character who performs the Ritual will act as Group Check (page 50), and the character who performs the Ritual will act as
    @@ -9341,7 +8026,6 @@ The following describes the attributes associated with different levels of magical potency:

    -
    • Minor: Potency 4, Clock 20, MP 7, DL Individual @@ -9357,21 +8041,19 @@ Extreme: Potency 8, Clock 50, MP 16, DL Huge ×4
    -

    RITUALS DURING CONFLICTS

    -

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

    The process is as follows:

    -
    1. Use the Objective action to begin the Ritual - — perform steps 1 and 2 of the flowchart on page 119, - determining the Ritual's discipline, area and potency. + — perform steps 1 and 2 of the flowchart on + page 119, determining the + Ritual's discipline, area and potency.
    2. A Ritual Clock is immediately created with a number of @@ -9388,12 +8070,12 @@
    3. Once the Clock is filled, the character who initiated the Ritual may use an action to perform step 3 of the flowchart on - page 119; to do so, they will spend the appropriate Mind - Points and perform the Magic Check for the Ritual, whose - Difficulty Level is determined by the Ritual's potency (see - above). The outcome of the Check will reveal whether the - Ritual is successful or its effects are twisted - catastrophically. + page 119; to do so, they + will spend the appropriate Mind Points and perform the Magic + Check for the Ritual, whose Difficulty Level is determined by + the Ritual's potency (see above). The outcome of the Check + will reveal whether the Ritual is successful or its effects + are twisted catastrophically.
    @@ -9406,7 +8088,6 @@ items. This section covers the basics of the economy and provides you with useful lists of items and prices.

    -

    ZENIT

    The common currency of all Fabula Ultima worlds is zenit, a gold @@ -9419,7 +8100,6 @@ rent a room for the night in town, and 100 z can fetch you a bronze shield.

    -

    EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK

    As shown on the character sheet, a Player Character can equip a @@ -9448,7 +8128,7 @@

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

    It takes a few moments to find items stored inside a backpack: @@ -9461,7 +8141,6 @@ An item stored in your backpack does not grant you any of its properties. If you want it to “work”, you must equip it!

    -

    ECONOMY AND ITEMS

    @@ -9480,9 +8159,11 @@ monsters or offered as a reward for heroic deeds.

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

    There are three main ways treasure and magical items can be @@ -9493,7 +8174,6 @@ below you want to adopt; you can always change your decision later on after a few sessions.

    -

    Methods for Handling Treasure

    • @@ -9505,10 +8185,11 @@ Survey. The Game Master asks everyone about the kind of items they'd like their characters to find or use — perhaps the ninja would like to wear an intimidating han'nya - mask (page 286), or the brawler can't wait to get her hands on a - pair of fuel knuckles (page 272). Using this method, the GM has - a useful list of items they can pick from when handing out - rewards. + mask (page 286), or the + brawler can't wait to get her hands on a pair of fuel knuckles + (page 272). Using this + method, the GM has a useful list of items they can pick from + when handing out rewards.
    • Wishlist. This is an uncommon approach, but it @@ -9522,7 +8203,6 @@ as why it was there.
    -

    REWARDS

    @@ -9540,16 +8220,15 @@ sometimes it will also be possible to barter or carry out duties in exchange for goods.

    -

    Artifacts

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

    -

    Services and Transports

    Prices and availability for animals, vehicles, lodging, and such @@ -9563,7 +8242,6 @@ a certain number of passengers and increases the distance you can cover within a single travel day.

    -

    Transport Rules

    • Terrestrial transports can only travel on land.
    • @@ -9571,7 +8249,6 @@
    • Submarine transports can travel above and underwater.
    • Flying transports can travel in the skies.
    -

    Vehicle Costs:

    • @@ -9582,14 +8259,16 @@
    • Mounts acquired this way have no stats and will not fight. If you want to ride a creature into battle, take a look at the - Wayfarer's Skill Faithful Companion (page 217). + Wayfarer's Skill Faithful Companion (page 217).

    SERVICE COST DESCRIPTION

    -

    Town Services

    Recharge Inventory 10 z: Recharges a character's @@ -9607,7 +8286,6 @@ Full Rest (city) 20 z: Allows one person to rest for one night.

    -

    Travel Services

    Land Transportation 10 z: Allows one person to @@ -9621,9 +8299,7 @@ Air Transportation 40 z: Allows one person to travel for one day.

    -

    TRANSPORT COST PASSENGERS DISTANCE

    -

    Mounts

    • Terrestrial 200 z: One or two ×2
    • @@ -9631,7 +8307,6 @@
    • Submarine 1000 z: Approximately six ×2
    • Flying 2000 z: Approximately six ×3
    -

    Vehicles

    • Terrestrial 600 z: Approximately six ×2
    • @@ -9648,7 +8323,6 @@ or rare (with the exception of accessories, which are always rare).

      -

      MARTIAL ITEMS (E)

      Items marked with the (E) symbol can only be equipped by @@ -9681,7 +8355,6 @@ a martial item, but they are unable to equip it and enjoy its benefits.

      -

      ACCESSORIES

      Accessories are useful magical items that bestow special abilities @@ -9692,11 +8365,9 @@ Each accessory entry uses the format below and contains a variety of information:

      -

      ACCESSORY COST

      Crested Helm 1000 z

      You gain a +1 bonus to your Accuracy Checks.

      -

      The general structure includes:

      • The accessory's name.
      • @@ -9705,27 +8376,24 @@

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

    ARMORS

    Armor offers improved protection to its wearer.

    -

    Armor Entry Format

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

    -

    Example Structure:

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

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

    -

    Field Descriptions

    • @@ -9760,11 +8428,10 @@ item bestows while equipped.
    -

    Examples

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

    @@ -9774,21 +8441,17 @@ Shields must be equipped in a character's off-hand slot and further enhance defenses.

    -

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

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

    No Quality.

    -

    Understanding Shield Information

    • @@ -9801,12 +8464,10 @@ have equipped.
    -

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

    -

    Armor Concepts

    Martial and non-martial armors influence a character's Defense and @@ -9817,7 +8478,6 @@ always add to it — if you have a free slot, it's never a bad idea to equip a shield.

    -
    • Lighter armors give you Defenses based on your @@ -9832,35 +8492,25 @@ Initiative.
    -

    ARMOR AND DEFENSES

    -
    -

    WEAPONS

    -
    - +

    WEAPONS

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

    -

    Weapon Entry Format

    -

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

    -
    WEAPON COST ACCURACY DAMAGE
    -

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

    -

    One-handed w Melee w No Quality.

    -

    Components Explained

    • @@ -9886,18 +8536,15 @@
    • Whether it is a melee weapon or a ranged weapon.
    • Any special abilities the item bestows while equipped.
    -

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

    -

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

    -

    A NOTE ON UNARMED STRIKES

    Among the various weapons available in the game, one is the @@ -9906,7 +8553,6 @@ automatically "equipped" whenever a hand slot is empty. Basically, an empty hand slot also counts as an unarmed strike.

    -

    Legends tell of a sword capable of striking fear in the hearts of Dragons and Wyrms. @@ -9917,7 +8563,6 @@

    WEAPON LISTINGS

    (Metadata: Cost | Accuracy | Damage)

    -

    Staff Category

      @@ -9937,7 +8582,6 @@
    -

    Bow Category

      @@ -9957,7 +8601,6 @@
    -

    Brawling Category

      @@ -9983,7 +8626,6 @@
    -

    Dagger Category

      @@ -9996,7 +8638,6 @@
    -

    Firearm Category

      @@ -10009,7 +8650,6 @@
    -

    Flail Category

      @@ -10022,14 +8662,12 @@
    -

    BASIC WEAPONS

    22GAME RULES

    -

    Heavy Category

    Iron Hammer

    @@ -10038,7 +8676,6 @@

    One-handed w Melee w No Quality.

    -

    Broadaxe E

    @@ -10046,7 +8683,6 @@

    One-handed w Melee w No Quality.

    -

    Waraxe E

    @@ -10054,7 +8690,6 @@

    Two-handed w Melee w No Quality.

    -

    Spear Category

    Light Spear E

    @@ -10063,7 +8698,6 @@

    One-handed w Melee w No Quality.

    -

    Heavy Spear E

    @@ -10071,7 +8705,6 @@

    Two-handed w Melee w No Quality.

    -

    Sword Category

    Bronze Sword E

    @@ -10081,7 +8714,6 @@

    One-handed w Melee w No Quality.

    -

    Greatsword E

    @@ -10090,7 +8722,6 @@

    Two-handed w Melee w No Quality.

    -

    Katana E

    @@ -10099,7 +8730,6 @@

    Two-handed w Melee w No Quality.

    -

    Rapier E

    @@ -10108,14 +8738,12 @@

    One-handed w Melee w No Quality.

    -

    Thrown Category

    Improvised (Ranged)

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

    One-handed w Ranged w Breaks after the attack.

    -

    Shuriken

    @@ -10133,23 +8761,19 @@ DEFENSE M. DEFENSE INITIATIVE

    -

    Armor Listings

    -

    No Armor - DEX size INS size -
    No Quality.

    -

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

    -

    Travel Garb 100 z DEX size +1 INS size +1 -1 @@ -10157,7 +8781,6 @@ No Quality.

    -

    Combat Tunic 150 z DEX size +1 INS size +1 - @@ -10165,7 +8788,6 @@ No Quality.

    -

    Sage Robe 200 z DEX size +1 INS size +2 -2 @@ -10173,56 +8795,47 @@ No Quality.

    -

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

    -

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

    -

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

    -

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

    -

    Contextual Information

    Chapter Info: W | CHAPTER

    -

    BASIC SHIELDS

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

    The most massive shield in the world is the Adamantower, forged with the hide of an extremely rare and dangerous beast. @@ -10232,9 +8845,10 @@

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

    Projects

    Projects work as follows:

    @@ -10295,24 +8909,20 @@

    22GAME RULES

    -

    CHAPTER

    Potency Base Cost

    The invention can...

    -

    Minor (100 zenit)

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

    -

    Medium (200 zenit)

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

    -

    Major (400 zenit)

    Fly, alter the nature of an area for a short time, cancel the @@ -10320,14 +8930,12 @@ the inventor, provide long-term energy, capture or immobilize the target.

    -

    Extreme (800 zenit)

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

    -

    Area Multiplier

    The effects of the invention may affect...

      @@ -10349,7 +8957,6 @@ mountain, a village, or a city block.
    -

    Uses Multiplier

    Once activated, the invention...

      @@ -10362,7 +8969,6 @@ uses in different situations.
    -

    Remember that the Game Master has the right to split any particularly complex or powerful inventions into several Projects, @@ -10371,94 +8977,8 @@

    -

    DAMAGE AND PROTECTION

    -

    - Sooner or later, the heroes might want to craft items that give - them an edge in battle. The Game Master always has final say on - the potency of a given invention but should use the table below as - a guideline when establishing it. -

    - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    PotencyDamage / HealingProtection
    MinorNot AvailableOne Resistance
    MediumMinorTwo Resistances
    MajorMajorOne Immunity or Two Resistances
    ExtremeMassiveTwo Immunities or Three Resistances
    - -
      -
    • - Avoid creating inventions that grant Immunity to physical - damage. -
    • -
    • - If an invention has mixed effects, such as granting Resistance - to a damage type and dealing damage, it should be split into - multiple Projects (see step 2 on page 134). -
    • -
    - -

    - To determine the amount of damage or healing granted by an - invention, use the values corresponding to the current level of - its inventor on the table below. -

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    LevelMinor AmountHeavy AmountMassive Amount
    5+103040
    20+204060
    40+305080
    + 2 on page 134). 2 on + page 134).
    @@ -10476,7 +8996,6 @@ the flowchart on page 134), said ingredient or material cannot also be used to pay for the Project's costs.

    -

    HIRING HELPERS

    If an inventor wants to increase the daily amount of progress, @@ -10493,12 +9012,10 @@ each day. -

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

    -

    The rules for Projects are very flexible, but they are designed to allow characters to create something unique and never seen @@ -10512,7 +9029,7 @@ invention, each is a separate Project. Turning inventions into easy-to-produce items will inevitably break the game. For Tinkerers who want to customize equipment, look at the Heroic - Skill Upgrade (page 217). + Skill Upgrade (page 217).

  • Projects require time: if the group focuses on a long Project, @@ -10523,7 +9040,6 @@ development.
  • -

    HOW TO USE PROJECTS

    @@ -10531,7 +9047,6 @@

    SAMPLE PROJECTS

    INVENTION POTENCY AREA USE

    -

    The "Discovery"

    Major Large Permanent

    @@ -10546,7 +9061,6 @@ and can be subsequently added to the airship's base chassis.

    -

    Gatling Golem

    @@ -10564,7 +9078,6 @@ to disable it until the end of the scene.

    -

    Mag Boots

    @@ -10580,7 +9093,6 @@ even ceilings.

    -

    Magitech Suit

    See below See below See below

    @@ -10596,8 +9108,7 @@
  • The pilot can use the Attack action to unleash a searing heat ray causing minor fire damage. It is a ranged attack and - requires a - 【DEX + INS】 Accuracy Check. + requires a 【DEX + INS】 Accuracy Check.
  • The pilot also suffers Vulnerability to bolt damage.
  • @@ -10616,7 +9127,6 @@

    GAME RULES

    -

    Negator Spike

    @@ -10634,7 +9144,6 @@ (probably a six-sections Clock).

    -

    Puredust

    Type: Medium Small Consumable

    @@ -10648,7 +9157,6 @@ the scene.

    -

    Pyro Oil

    Type: Medium Large Consumable

    @@ -10663,7 +9171,6 @@ items of small size might also be set on fire.

    -

    Sleep Gas

    Type: Major Small Consumable

    @@ -10678,7 +9185,6 @@ they will sleep through loud noises.

    -

    Underwater Helm

    Type: Medium Individual Permanent

    @@ -10767,60 +9273,7 @@

    -
    -

    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: -

    -
      -
    • - 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. -
    • -
    • - Apply the results. Once the dice hit the table, apply the - outcome for what it is: don’t try to fudge the results or avoid - the consequences of your actions. In this case, it is probably - best for the Game Master to impartially describe what happens to - everyone involved. -
    • -
    -
    +

    Secrets

    @@ -10847,7 +9300,6 @@ fellow Players a chance to make things interesting — do not think of it as "letting your guard down".

    -

    Leaving the Group

    There might come a moment when you feel like your character has @@ -10906,7 +9358,6 @@ if whoever's missing is okay with it — each absent Player chooses one of the following for their character:

    -
    • I'll join you later. Your character will remain @@ -10930,12 +9381,10 @@ protect them.
    -

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

    -
    • Your character will not gain Fabula Points while absent from a @@ -10944,15 +9393,13 @@
    • Your character will gain Experience Points as normal at the end of the session. This might cause your character to level up (see - page 226). + page 226).
    -

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

    -

    The nature of this world is not one of absolutes.

    @@ -10970,7 +9417,6 @@ your game world, give your group a core theme, build your very own characters, and finally, begin play with a prologue.

    -

    SESSION ZERO

    While reading this chapter on your own is an excellent idea, the @@ -11000,7 +9446,6 @@ root of your play experience, from which everything else will grow, evolve, and blossom.

    -

    WAIT, I’VE CHANGED MY MIND!

    The sections of this chapter are presented in a specific order, @@ -11024,7 +9469,6 @@ each topic, read the questions and discuss your choices as a group.

    -

    COMMITMENT AND EXPECTATIONS

    The first thing you should discuss is the amount of time and @@ -11043,7 +9487,8 @@ The game is designed around sessions of approximately four hours, but how long do you expect your sessions to be? If your sessions are shorter or longer, remember to check for Experience - Points approximately every four hours (see page 226). + Points approximately every four hours (see + page 226).

  • If there are missing Players, will you reschedule the session, @@ -11051,8 +9496,9 @@ the missing Players' characters?
  • -

    See page 143 for suggestions.

    - +

    + See page 143 for suggestions. +

    TONE AND THEMES

    This is a game with a relatively broad scope: depending on the @@ -11082,8 +9528,9 @@ more fable-like approach? -

    See page 141 for suggestions.

    - +

    + See page 141 for suggestions. +

    BEFORE YOU START

    @@ -11097,8 +9544,11 @@
    • Are you adopting any of the optional rules presented in the - book? Pay special attention to optional rules for conflicts - (page 82) and advancement (page 230). + book? Pay special attention to optional rules for conflicts (page 82) and advancement (page 230).
    • How "hardcore" do you expect your game experience to be? Are you @@ -11108,16 +9558,17 @@ takes minimal focus?
    -

    SAFETY

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

    In particular, you should make sure to discuss:

      @@ -11142,7 +9593,6 @@ comfortable with this and exactly to what degree.
    -

    As you play the game, you will probably reconsider some of your previous decisions. When this happens, talk about it with the @@ -11163,22 +9613,19 @@ Players and provides everyone with a strong foundation for heroes, antagonists, creatures, and events.

    -

    You will need the world sheet and the map sheet.

    -

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

    -

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

    -
    • Souls. Everything living and unliving is @@ -11213,13 +9660,11 @@ >
    -

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

    -

    The most important part is that everyone can share ideas freely. Whenever a step states that “each person should contribute an @@ -11231,7 +9676,6 @@

    World Building Prompts

    -
    1. @@ -11270,7 +9714,8 @@ > Your world can span more than one sheet, of course — but let’s keep things simple for now. Remember to establish the length - of a travel day on the map (see page 106). + of a travel day on the map (see + page 106).

    2. @@ -11340,7 +9785,6 @@ Feel free to use the tables on these pages whenever you're running short on ideas during world creation.

      -

      Magic and Technology (roll a d20 or choose)

      Below are 20 potential concepts for magic and technology that can @@ -11412,7 +9856,6 @@ region and a recent discovery somewhere else.

      -

      Kingdoms and Nations (roll a d8 or choose)

      Use these concepts to define the political structure of your @@ -11504,11 +9947,9 @@

    3. Yssira
    4. Zepro
    5. -

      Historical Events, Mysteries and Threats (roll a d20 or choose)

      -

      Options 1-10:

      1. The death of an important figure.
      2. @@ -11522,7 +9963,6 @@
      3. Visitors from another world.
      4. People have grown apathetic.
      -

      Options 11-20:

      1. The rise of a new military power.
      2. @@ -11536,12 +9976,10 @@
      3. A new religion is spreading.
      4. The world is dying.
      -

      Each of these options can work as an event, mystery or threat — it's up to you how you want to use it!

      -

      This is a world that teeters on the verge of tragedy.

      Its hope must be rekindled.

    @@ -11572,7 +10010,6 @@ opportunity to learn what kind of situations, stories, and antagonists everyone is excited about!

    -

    BROUGHT TOGETHER BY FATE

    You find yourselves working together because of the circumstances. @@ -11599,7 +10036,6 @@ What do you have in common? Beliefs, enemies, past experiences? -

    GUARDIANS

    One of the Player Characters is a Chosen One, a person tasked with @@ -11625,7 +10061,6 @@

    CHAPTER HEROES OF THE RESISTANCE

    -

    You are the last line of defense against a terrible power, a darkness that threatens to envelop the known world — such as a @@ -11645,7 +10080,6 @@ Who are the most infamous among the enemy leaders and followers? -

    REVOLUTIONARIES

    You form a small force that fights tooth and nail against a @@ -11666,7 +10100,6 @@ them? -

    SEEKERS

    You are desperately searching for someone or something — a @@ -11690,12 +10123,10 @@

    CHARACTER CREATION

    -

    Grab some blank character sheets because it is time to create Player Characters!

    -

    While this might look like something you can do on your own, it is actually better for all participants (Game Master included) to go @@ -11704,19 +10135,16 @@ together, which means they should have some “chemistry” from the very beginning!

    -

    Character Creation is presented as a series of steps, similarly to World Creation; you are not, however, bound to take these steps in this exact order. You can go back and modify your choices anytime during the process.

    -

    - Characters are normally created at level 5; see page 229 for - higher-level PCs. + Characters are normally created at level 5; see + page 229 for higher-level PCs.

    -

    Character Creation Steps

    1. @@ -11755,30 +10183,26 @@ 2d6 × 10 to determine initial savings.
    -

    Describe your character and choose their name and pronouns!

    CREATE YOUR IDENTITY

    -

    This is your first step, and to say it will influence each and every following choice would be an understatement. Your character’s Identity is a short sentence that quickly summarizes how they currently see themselves.

    -

    When you create your Identity, keep an eye on the list of - available Classes (see page 160) and make sure there is a - combination of two or three Classes that fits your Identity. If - you really can’t find what you need, try adjusting your Identity - and adapting it to fit one of the available combinations. + available Classes (see + page 160) and make sure there + is a combination of two or three Classes that fits your Identity. + If you really can’t find what you need, try adjusting your + Identity and adapting it to fit one of the available combinations.

    -

    Here are a few examples of good identities:

    -
    • Royal Knight.
    • Queen of the Desert Thieves.
    • @@ -11791,13 +10215,11 @@
    • Tormented Veteran.
    • One-eyed Samurai.
    -

    Keep in mind that you can invoke your Identity to give yourself an edge when making Checks: pick something that will prove useful in play.

    -

    Over the course of your adventures, you will be able to change your Identity: a Captain of the Crimson Reapers might redeem @@ -11805,32 +10227,26 @@ Flame, for instance. This is a good thing: it means your character has grown into someone different!

    -

    Example: Robert is creating his first character.

    -

    Previously, he and the rest of her group worked on their game world: a land in early industrial development, where magic is tied to family bloodlines.

    -

    They are going to be heroes of the resistance, fighting against a technological empire that seeks to imprison anyone who can channel magic. Robert’s character, Camilla, is going to be the (supposedly) last surviving member of Platea's royal dynasty.

    -

    Contrary to her older brothers and sisters, Camilla never developed any magical ability: however, she has been trained as a knight and diplomat.

    -

    Camilla's Identity is going to be “The Last Princess of Platea”.

    -

    While talking with the rest of her group, Robert points out that he’s open to Camilla discovering her “latent magical powers” over @@ -11840,14 +10256,11 @@

    IDENTITY CREATION TABLES

    -

    You may roll a d6 and d20 or choose entries from these tables to create your Identity.

    -

    Core Concept (roll or choose; up to two)

    - @@ -11961,96 +10374,7 @@
    -
    -

    Adjectives

    -

    (roll or choose; up to two)

    -
      -
    • 1. Charming
    • -
    • 2. Oathbreaker
    • -
    • 3. Chosen
    • -
    • 4. Former Imperial
    • -
    • 5. Troubled
    • -
    • 6. Brave
    • -
    • 7. Animal-loving
    • -
    • 8. Amnesiac
    • -
    • 9. Dashing
    • -
    • 10. Imperial
    • -
    • 11. Free-spirited
    • -
    • 12. Loyal
    • -
    • 13. Elderly
    • -
    • 14. Chivalrous
    • -
    • 15. Smiling
    • -
    • 16. No-nonsense
    • -
    • 17. Apprentice
    • -
    • 18. Influent
    • -
    • 19. Ill-tempered
    • -
    • 20. Tough
    • -
    - -

    Detail

    -

    (roll or choose; up to one)

    -
      -
    • Adjective Options:
    • -
        -
      1. Devout
      2. -
      3. Last
      4. -
      5. Distant
      6. -
      7. Proud
      8. -
      9. Wanted
      10. -
      11. Kind
      12. -
      13. Respectable
      14. -
      15. Tainted
      16. -
      17. Young
      18. -
      19. Eccentric
      20. -
      21. Well-connected
      22. -
      23. Naive
      24. -
      25. Spoiled
      26. -
      27. Gifted
      28. -
      29. Royal
      30. -
      31. Reckless
      32. -
      33. Furtive
      34. -
      35. Famous
      36. -
      37. Non-human*
      38. -
      -
    - -

    Origin

    -

    (roll or choose; up to one)

    -
      -
    • Background Options:
    • -
        -
      1. from an Ancient Bloodline
      2. -
      3. on the Run
      4. -
      5. of the Old Faith
      6. -
      7. Seeking Justice
      8. -
      9. in Disgrace
      10. -
      11. from the High Academy
      12. -
      13. from the Moon
      14. -
      15. of the Seven Seas
      16. -
      17. from the Future
      18. -
      19. looking for Answers
      20. -
      21. without a Homeland
      22. -
      23. of the Royal Army
      24. -
      25. from Another Dimension
      26. -
      27. of the Desert Clans
      28. -
      29. of the Storm Knights
      30. -
      31. with a Heart of Gold
      32. -
      33. from the Ancient Forest
      34. -
      35. from the Past
      36. -
      37. of the Sacred Flame
      38. -
      -
    - -

    - * Select a species such as dwarf, elf, saurian, half-dragon, or - anything that would make sense in your world. -

    - -

    - Once a fearsome pirate, Lady Morgan is now the respected protector - of Tidebreak Cove. -

    -
    +

    CHOOSE OR CREATE YOUR THEME

    @@ -12060,20 +10384,17 @@ choices. If you had to build an entire scene around your character, their Theme would be its dominant focus.

    -

    If this is your first character, it is strongly suggested that you pick your Theme from the list below. Otherwise, you can create something new and unique: discuss this choice with the rest of your group and make sure it creates interesting situations.

    -

    When you choose a Theme, describe how it applies to your character — what is their Ambition? What Duty are they bound by? Who will be the target of their Vengeance?

    -

    Suggested Themes

    • @@ -12117,13 +10438,11 @@ someone or something.
    -

    Just like with your Identity, pick something that will prove useful in play, and remember that you will be able to change your Theme over the course of the game.

    -

    Vengeance could be a fitting Theme for Camilla, but Robert doesn’t want her to be consumed by bitterness and a grudge. The young @@ -12135,14 +10454,12 @@

    CHOOSE OR CREATE YOUR ORIGIN

    -

    All heroes come from somewhere: this is their Origin. It might be a humble village, a great city, or even something more fantastical such as a palace in the depths of the ocean, the Moon’s surface, or an entirely different solar system.

    -

    You may pick a location that is already present on the map sheet or create a new one. Just like your Identity and Theme, your @@ -12152,7 +10469,6 @@ place and your memories are fake, which is a fantasy trope as well.

    -

    Robert came up with the concept for Platea while creating Camilla; because of this, Platea must be added to the map sheet. Robert @@ -12160,7 +10476,6 @@ once-peaceful and bright citadel atop a cliff overseeing a vast lake. Right now, the city has been seized by the Empire.

    -

    In Fabula Ultima, your character's species and heritage has no mechanical impact unless you want it to — perhaps their Identity @@ -12168,7 +10483,6 @@ can be explained as a consequence of their unique anatomy or bloodline.

    -

    FANTASY SPECIES

    @@ -12181,11 +10495,10 @@ begin play, and no more than three.

    - Entries describing each Class can be found starting on page 176, - but the table below offers a quick summary of their individual - focus. + Entries describing each Class can be found starting on + page 176, but the table below + offers a quick summary of their individual focus.

    -

    Classes

    • @@ -12268,89 +10581,11 @@
    -

    Class Composition and Benefits

    -

    Every Class provides the following information:

    - -
      -
    • - A short description of the Class, covering its - general role and premise. -
    • -
    • - A list of questions that will help you define - the goals, past experiences, and behavior of your character. You - don’t have to answer all of them straight away — in fact, it's - much better to let these elements emerge during play, through - your character’s actions and choices. You also can decide to - ignore some of these questions if your character concept isn't - strongly tied to that particular Class. -
    • -
    • - A list of free benefits that your character - will gain simply by acquiring the Class, such as the ability to - equip martial equipment or a slight increase to Hit Points, Mind - Points or Inventory Points. If two or more of your Classes give - you the same free benefits, they will stack! -
    • -
    • - A set of five Class Skills that are unique to - the Class in question. Whenever you invest a level in a Class, - you acquire one of its Skills; any Skills marked with - (çç) can be acquired - multiple times, usually making them stronger or more flexible. - The number following the - (çç) symbol tells - you the maximum number of times that Skill can be acquired — for - instance, a - (çç5) Skill can be - taken up to five times. -
    • -
    - -

    Key Definitions:

    -
      -
    • - When the text of a Skill mentions - <span class="monospace">【SL】</span>, that is the Skill Level, which is to say how many times you - have acquired that Skill. -
    • -
    - -

    - When choosing Classes, keep in mind these simply represent your - current abilities — they will not impact your character's role in - the narrative unless you want them to, and you may steer your - character in entirely different directions later on. -

    - -

    - For instance, a knight might have invested levels in Elementalist - to learn a few combat spells, without necessarily being a student - of elemental magic. -

    - -

    - If you are short on time or ideas, feel free to take a look at the - Classic Characters starting on page 172: these level 5 - archetypes will prove solid in play. -

    - -

    - Robert is intrigued by the Loremaster and Orator Classes but also - realizes Camilla trained with some of the best fighters in the - land, which means Weaponmaster would be another fitting choice. -

    - -

    - In the end, he decides to invest two levels in - Orator (acquiring Encourage and Unexpected Ally), - then three levels in Weaponmaster (acquiring Bone - Crusher twice and then the powerful Counterattack). -

    - -
    + Classic Characters starting on + page 172: these level 5 + archetypes Classic Characters starting on + page 172: these level 5 + archetypes
    @@ -12364,7 +10599,6 @@ Bigger die sizes indicate a more trained Attribute or a stronger natural talent.

    -

    Attributes Defined

    • @@ -12384,7 +10618,6 @@ and the ability to influence others.
    -

    Character Profile Selection

    Choose one of the following profiles for your hero, then @@ -12397,7 +10630,6 @@

  • Average: d10, d8, d8, d6
  • Specialized: d10, d10, d6, d6
  • -

    Example Application:

    Camilla is very insightful (Insight d10), fairly agile and @@ -12454,7 +10686,6 @@ Class).

    Camilla's Crisis score is 20.

    -

    CALCULATE YOUR INVENTORY POINTS

    Your maximum Inventory Points are calculated as follows:

      @@ -12473,7 +10704,6 @@

      CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE

      -

      Your Defense and Magic Defense scores are calculated as follows:

      @@ -12484,36 +10714,33 @@
    • Your Initiative modifier is equal to 0.
    -

    Your defenses will be further influenced by the armor and shields you are wearing; your Initiative modifier will also be influenced by your choice of armor.

    -

    Note that some game elements might temporarily alter your Attribute die sizes, which will affect your Defense and Magic Defense (since these are based on the current Attribute die size, not your base Attribute die size).

    -

    Camilla has a Defense score of 8, a Magic Defense score of 10 and no Initiative modifier. Later on, her equipment choices will modify these numbers.

    -

    PURCHASE STARTING EQUIPMENT

    -

    You get a total budget of 500 zenit to purchase equipment with. By default, you can only purchase basic weapons and basic armor and shields; these items are listed on the next four pages for easy - reference. If you want to purchase rare items (page 266) or - transports (page 125), discuss it with the rest of your group. + reference. If you want to purchase rare items (page 266) or transports (page 125), + discuss it with the rest of your group.

    -

    To purchase a martial (E) item, you must first be able to equip it — a benefit granted by specific Classes: @@ -12540,7 +10767,6 @@ weapons and martial shields. -

    Write any items you purchase on your sheet and take note of their effects; remember that ranged weapons do not require you to track @@ -12584,7 +10810,6 @@ of your group agrees on it (and you have enough zenit to afford the improvements).

    -

    ROLL FOR INITIAL SAVINGS

    Your character begins play with an amount of zenit equal to 2d6 × @@ -12600,7 +10825,6 @@ zenit left from the previous step — for a total of 120 zenit in initial savings.

    -

    GAIN YOUR STARTING FABULA POINTS

    Each Player Character enters play with 3 Fabula Points.

    @@ -12620,7 +10844,6 @@
    -

    Bow Category

      @@ -12636,7 +10859,6 @@
    -

    Brawling Category

      @@ -12660,7 +10882,6 @@
    -

    Dagger Category

      @@ -12671,7 +10892,6 @@
    -

    Firearm Category

      @@ -12682,7 +10902,6 @@
    -

    Flail Category

      @@ -12693,14 +10912,12 @@
    -

    BASIC WEAPONS

    33 PRESS START

    Equipment List

    -

    Heavy Category

    • @@ -12719,7 +10936,6 @@

      Two-handed w Melee w No Quality.

    -

    Spear Category

    • @@ -12733,7 +10949,6 @@

      Two-handed w Melee w No Quality.

    -

    Sword Category

    • @@ -12757,7 +10972,6 @@

      One-handed w Melee w No Quality.

    -

    Thrown Category

    • @@ -12771,7 +10985,6 @@

      One-handed w Ranged w No Quality.

    -
    -

    THE GAME MASTER'S ROLE

    -

    - Whether this is your first time as a Game Master or you are a - veteran of a hundred different games, Fabula Ultima requires you - to fulfill some specific roles and duties at the table. -

    -

    - Part of these have been summarized on page 26 of the Introduction - chapter, but it's time we discuss what you'll be doing in a bit - more detail! -

    - -

    BEFORE PLAY

    -

    - When you're getting ready for session zero — in which you will - create the world and the Player Characters — do the following: -

    - -
      -
    • - Learn the rules. Read this book as thoroughly - as you can, and pay special attention to the rules on - Checks, Clocks, and Conflicts. During - the first few sessions you might likely end up misremembering - some stuff, and that's perfectly normal: just pause the game and - look up the rule in question. Take your time. -
    • -
    • - Encourage everyone else to learn the rules as well so that they - can help you and make the most out of their characters. -
    • -
    • - Gather inspiration. Look for pictures, music, - and artwork that strike you as inspiring and appropriate to the - tone of the game — character portraits, landscapes, and - creatures. During the first session, these will help fire up - everyone's imagination and creativity. -
    • -
    • - Encourage everyone else to look for artwork and share it as - well! -
    • -
    • - Take a look at the different Classes. If you - have time, familiarize yourself with the various character - options in the book — this way, you will be able to help Players - create their characters! -
    • -
    + Part of these have been summarized on + page 26 of the Introduction + chapter, but Part of these have been summarized on + page 26 of the Introduction + chapter, but
    @@ -18090,11 +15168,13 @@ group defines the history of your world and the initial situation of the prologue, start thinking about the first antagonists they will meet. You can find further advice on - Villains starting on page 254.
    It is often a good idea - to showcase an early Villain during the prologue itself or - shortly afterward — if possible, pick someone the heroes have - already recognized as a threat and use this antagonist to get - the action moving; save the subtler Villains for later! + Villains starting on + page 254.
    It is + often a good idea to showcase an early Villain during the + prologue itself or shortly afterward — if possible, pick + someone the heroes have already recognized as a threat and use + this antagonist to get the action moving; save the subtler + Villains for later!
  • Keep track of changes. While building the @@ -18122,9 +15202,7 @@

    DURING PLAY

    -

    During each session, adhere to the following principles:

    -
    • Portray a wondrous world. Give your NPCs unique quirks and add @@ -18183,7 +15261,7 @@
    • Design interesting battles. Avoid "filler battles" and focus on intense and dramatic confrontations with powerful antagonists. - See page 292 for more. + See page 292 for more.
    @@ -18191,7 +15269,6 @@

    CHAPTER BETWEEN SESSIONS

    When preparing for the next session, you should:

    -
    • Think about the heroes' choices. Reflect upon @@ -18227,7 +15304,8 @@
    • Design new creatures. Sooner or later, the creatures in the Bestiary will no longer suit your needs — - whenever you have time, use the rules on page 302 to create new + whenever you have time, use the rules on + page 302 to create new creatures and adversaries for your campaign, mainly focusing on the kind of territory the group is currently traversing. This will become increasingly easier as you play the game: not only @@ -18245,76 +15323,22 @@ session feel unique — you'll never run out of ideas.
    -

    The Prince of Megara has fallen gravely ill.

    Rumor has it he was aiding the Olcressian Rebellion.

    -

    Character Classes Guidelines

    -

    - When Players choose to invest levels in a Class, it means they - care about what that Class can contribute to the game. - Mechanically, Classes are bundles of Skills—but they also - influence the character's general concept and inform the kind of - scenes that will take place during the game, as well as the - adversaries you will create. + See page 302 for the rules + concerning creature design.

    -

    - Below you will find useful advice on how to help your group make - the most out of their character Classes, and how to build - situations around their abilities. Pay special attention to what - Classes are chosen during character creation since they will - determine the character's role and abilities for quite a while. -

    - -

    ARCANIST

    -
      -
    • - Arcana should play an important role in the setting. Perhaps a - cult or religious empire worships them, or they are seen as - proof of noble lineage. -
    • -
    • - Spend some time thinking up the kind of quest or trial required - to bind each Arcanum. These should be tied to the Arcanum’s - powers and concept—for instance, binding the - T ower might require sacrificing something dear in - order to protect others. -
    • -
    • - Create new Arcana in addition to the ones presented in this - book, using those as a guideline. If the Arcanist is also a - Loremaster or comes from a long line of summoners, you should - create these new Arcana together with the Player. -
    • -
    • - An Arcanist's progression is based upon encountering new Arcana. - Keep this in mind and make sure they get chances to do so. -
    • -
    - -

    CHIMERIST

    -
      -
    • - Build scenes in which the conflict between nature and technology - is central. Put the Chimerist in situations where they are - expected to take a side: ecological and environmental themes - should be a main plot point. -
    • -
    • - Include multiple creatures from which the Chimerist can learn - spells—beasts, monsters, and plants. Do this at least once every - other session. One good strategy is to straight-out ask the - Player what kind of spells they would like to learn and then - design creatures from which they can be learned! -
    • -
    - -

    - See page 302 for the rules concerning creature design. + See page 302 for the rules + concerning creature design.

    @@ -18341,7 +15365,6 @@ something that interests them.
  • -

    ELEMENTALIST

    • @@ -18358,7 +15381,6 @@ you should discuss with your Elementalist Player.
    -

    ENTROPIST

    • @@ -18403,7 +15425,6 @@ Discuss the Fury’s “reputation” with the Player.
    -

    GUARDIAN

    • @@ -18423,7 +15444,6 @@ figure — one the heroes may respect.
    -

    LOREMASTER

    • @@ -18445,7 +15465,6 @@

      GAME MASTER GUIDE

      -

      CHAPTER ORATOR

      Orators are assumed to draw attention. Maybe they look good, maybe @@ -18472,7 +15491,6 @@ they're asking too much of their newfound ally.

    -

    CHAPTER ROGUE

    Whatever ideals spur a Rogue into action can often be twisted and @@ -18492,87 +15510,29 @@ that embody the essence of their adversaries. Said items should tell a story about the creature they originated from: for instance, a particularly spiteful and envious adversary might - have a flesh eater sword (see page 278) as its soul treasure, - since it represents how their sentiments are gnawing at their - very spirit. On the other hand, a ruthless person that only - cares about wealth might harbor a cold yet valuable diamond. + have a flesh eater sword (see + page 278) as its soul + treasure, since it represents how their sentiments are gnawing + at their very spirit. On the other hand, a ruthless person that + only cares about wealth might harbor a cold yet valuable + diamond.

    Remember that items acquired this way are in addition to normal - game rewards (page 264). Because of this, the group will - inevitably gain access to more options and wealth than normal — - but that’s part of what makes a Rogue special. Don’t be afraid to - give the Player Characters some new toys! + game rewards (page 264). + Because of this, the group will inevitably gain access to more + options and wealth than normal — but that’s part of what makes a + Rogue special. Don’t be afraid to give the Player Characters some + new toys!

    -

    "Goddess of Law? How fitting! As a thief, I'll defend my right to disobey until the very end!"

    -
    -

    Character Builds & Concepts

    - -
    -

    Sharpshooter

    -

    - As one of the more combat-oriented Classes in the game, a - Sharpshooter is relatively straightforward: they do one thing, - and they do it well. When designing battles for your group, - create situations in which their abilities can shine - flying - enemies, in particular, are the bane of melee combatants. -

    -
      -
    • - If the Sharpshooter has spent some time in the army, build on - that. Talk with the Player and discuss warfare, battles, and - historical events - they will probably know the names of a few - different generals and military leaders. -
    • -
    -
    - -
    -

    Spiritist

    -
      -
    • - If people realize a Spiritist is among them, they may grow - wary or even frightened: after all, Spiritism can influence - the mind and emotions. This can be a truly dreadful ability... - think what it could do in the hands of a Villain. -
    • -
    • - If a Spiritist makes frequent use of Ritual Spiritism to alter - the feelings, thoughts, and emotions of people, there’s a good - chance someone will get angry; make sure the character is - faced with the consequences of their manipulations. -
    • -
    • - Spiritists manipulate soul energy in its purest form, and this - power is strongly tied with the concepts of life and death. If - you have a Spiritist in your group, you should spend some time - exploring these themes. -
    • -
    • - Is the Spiritist part of a church or similar organization? Do - they believe their powers come from a deity? And if yes, what - does this entity ask of them in return? -
    • -
    • - Spiritists can help the group quickly recover from damage and - status effects. Keep this in mind when creating challenging - situations. -
    • -
    • - Given how reliably their spells can deal light damage, - Spiritists excel against undead adversaries. Remember this - when designing battles! -
    • -
    -
    -
    +

    TINKERER

    @@ -18595,7 +15555,6 @@ this when designing battles. -

    WAYFARER

    • @@ -18619,7 +15578,6 @@ that support the group!
    -

    WEAPONMASTER

    In times of war, capable warriors are an asset. In times of peace, @@ -18642,14 +15600,12 @@

    THE ART OF VILLAINS

    -

    If the Player Characters represent a heroic and positive force in the world, Villains are the opposite. Being the Game Master, it is your responsibility to create, introduce, and portray these characters.

    -

    You already know about what differentiates a Villain from a typical Non-Player Character in terms of rules: that is to say, @@ -18657,24 +15613,19 @@ contains advice on what you should focus on when creating and portraying an antagonist within the story.

    -

    So, let’s get to it: what makes a good Villain?

    -

    GOALS

    -

    This is the most important aspect of any antagonist: they want to accomplish something. Be it reshaping the world, exacting revenge upon those who made them suffer, or conquering a neighboring region, Villains must have goals.

    -

    Goals are extremely useful for you as a Game Master: when you don’t know how a Villain would act or react to a given situation, look at their goals and you will most likely find an answer.

    -
    • Minor Villains generally have simple or at @@ -18692,7 +15643,6 @@ erasing soul energy, or even becoming a deity.
    -

    Remember that Villains can also escalate: perhaps a young wizard (minor Villain) suddenly realizes he must steal magical energy @@ -18703,7 +15653,6 @@ creating a timeline that never was... a fitting and tragic goal for a supreme Villain.

    -

    Having some Villains turn into allies throughout the campaign is just as important: this encourages Players to seek dialogue with @@ -18783,7 +15732,6 @@ quality: in one or more ways, they are polar opposite to the hero(es) of the tale.

    -
    • Where the heroes are a group, the antagonist feels alone and @@ -18807,7 +15755,6 @@ despair.
    -

    When you create a Villain, try to think about at least one aspect of their character that makes them the dark reflection of one or @@ -18819,7 +15766,6 @@ heroes stand for, or as a grim warning to what they might become if they ever lose their way.

    -

    STYLE AND MANNERISM

    Spend a few minutes thinking about how a Villain speaks, acts, @@ -18854,14 +15800,15 @@

  • To properly challenge the heroes, Villains should be elites or - champions (see page 295) or be accompanied by some allies: this - is to ensure they can perform multiple actions during each - conflict round. + champions (see page 295) or + be accompanied by some allies: this is to ensure they can + perform multiple actions during each conflict round.
  • Because of their importance, a battle against a Villain should - be treated as a boss fight (see page 300 for - details on how to design one). + be treated as a boss fight (see + page 300 for details on how + to design one).
  • @@ -18871,7 +15818,6 @@ Generally you don’t want to overdo this — one or two such “tricks” over the course of the entire campaign are more than enough.

    -

    AND FINALLY, A DRAMATIC ENTRANCE

    A Villain’s entrance should be an intense moment that sets the @@ -18902,7 +15848,6 @@ proud and honorable adversary who is also very determined. That sword of hers? That’s bad news!

    -

    "When you chose to fight not to protect your people, but to prove them wrong... that is what made you a villain." @@ -18922,7 +15867,6 @@ necessarily a thing in Fabula Ultima, and you might run an entire campaign without the Player Characters ever entering one.

    -

    A dungeon generally covers one or more of the following functions:

    @@ -18942,7 +15886,6 @@ it in your game: "dungeons for the sake of dungeons" is never a good idea.

    -

    Prepared and Improvised

    The first distinction we should make is between prepared dungeons @@ -18959,14 +15902,15 @@

  • A prepared dungeon allows for all three modes of exploration; most of the time you will rely on dungeon scenes or detailed - exploration (page 110), but if the layout of the place isn't - important you might even get it done with an interlude scene. + exploration (page 110), but + if the layout of the place isn't important you might even get it + done with an interlude scene.
  • An improvised dungeon, on the other hand, will rarely allow for detailed exploration (unless you have a dungeon archive ready; - see page 261) and generally fall in the middle between dungeon - scenes and interludes. + see page 261) and generally + fall in the middle between dungeon scenes and interludes.
  • @@ -18988,7 +15932,6 @@ connecting the capital to the countryside, and yet both might be turned into dungeons.

    -
    • If a location will be a key part of your session and you know @@ -19007,13 +15950,11 @@ exploration with a challenging battle against a Villain!
    -

    Still, if you feel like this location deserves more attention, you can pause or end the session and explain that you need some time to prepare.

    -
    • If a location isn't particularly important and you have time to @@ -19031,7 +15972,6 @@ whatever is hidden here.
    -

    As you might have noticed already, the core elements of a dungeon are: @@ -19044,7 +15984,6 @@ dungeon. -

    This is true regardless of the chosen exploration style; the difference lies simply in the level of detail and complexity. @@ -19053,13 +15992,11 @@

    Preparing a Dungeon

    -

    If you have time to prepare a dungeon and know that the Player Characters will explore it, the following process generally works well:

    -
    1. - Place rewards (see page 264) in your dungeon: + Place rewards (see + page 264) in your dungeon: These may be magic items, currency, or even Inventory Points. Try to avoid placing most of the rewards in the same room (you should encourage exploration). @@ -19096,7 +16034,8 @@
    2. Avoid swarming the heroes with a large number of weak enemies; instead, focus on two or three challenging - encounters (see page 292 for more). + encounters (see + page 292 for more).
    3. If the reward is an item, the creature guarding it might use @@ -19183,7 +16122,6 @@ between prepared and improvised dungeons — both have their pros and cons.

      -

      DUNGEON GENERATION TABLES

      If you're in need of inspiration when creating a dungeon (whether @@ -19223,7 +16161,6 @@

    4. Prison.
    -

    Focal Element

      @@ -19277,7 +16214,6 @@
    • 20. Loyal servants or bodyguards.
    -

    Quirks

      @@ -19305,107 +16241,7 @@
    -
    -

    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. -

    - -

    Handling 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: -

    - -
      -
    • - The highest Player Character level in your group. - Most of the time, all characters will be of the same level — but - some optional rules can change this. -
    • -
    • - The number of Player Characters in your group. -
    • -
    - -

    - 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 ValueAverage Reward
    2 PCs3 PCs4+ PCs
    5+500 z500 z750 z
    10+1000 z800 z1200 z
    20+1500 z1000 z1500 z
    30+2000 z1600 z2400 z
    40+any 2000 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. -

    -
    +

    REWARD FREQUENCY

    @@ -19428,7 +16264,8 @@ Learn what your Players want. If you catch a Player saying they’d like a specific item for their character, take notes — you can include that item in a future reward.
    Consider - a Survey or Wishlist, as explained on page 123. + a Survey or Wishlist, as explained on + page 123.
  • Items that tell a story. When placing a given @@ -19447,8 +16284,9 @@ Foreshadowing. This is a classic in JRPGs, and something you will either love or hate. What you could do is hand out rewards that will prove useful in future battles, such - as a silver talon (page 272) in a dungeon crawling with undead - creatures that are Vulnerable to its light damage. + as a silver talon (page 272) + in a dungeon crawling with undead creatures that are Vulnerable + to its light damage.
  • @@ -19474,7 +16312,6 @@ even a peculiar object sold by a merchant. In such instances, you may:

    -
    • Choose an existing Rare Item. This is the @@ -19491,9 +16328,7 @@ how and where they were found.
    -

    Rare items can and should tell their own story!

    -

    BE CAREFUL WITH BONUSES

    Items that grant a bonus to a specific type of Check, as well as @@ -19513,7 +16348,6 @@ Accuracy Checks, or the Pointy Yellow Hat that gives a +1 bonus to Magic Checks?

    -

    AVOID COPYING EXISTING SPELLS OR SKILLS

    When you create a Quality for a rare item, try to avoid copying @@ -19554,92 +16388,29 @@

    Example: T o replace a weapon's current Quality - with Multi (page 269), you must spend 2000 zenit. To replace it - with Resistance, you must spend 1400 zenit. + with Multi (page 269), you + must spend 2000 zenit. To replace it with Resistance, you must + spend 1400 zenit.

    - The default list of weapon abilities can be found on page 269, - while the default list of armor and shield abilities can be found - on page 280. + The default list of weapon abilities can be found on + page 269, while the default + list of armor and shield abilities can be found on + page 280.

    If a Player Character acquires the Upgrade Heroic Skill (page 237), they will gain access to this optional rule by default.

    -

    OPTIONAL: BUYING QUALITIES

    -
    -

    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. - 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. -
    6. -
    - -

    Applying Changes

    -

    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. -
    • -
    - -

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

    -
    +

    44GAME MASTER

    QUALITY COST EFFECT

    -

    Defensive Qualities

      @@ -19681,7 +16452,6 @@
    -

    Offensive Qualities

      @@ -19716,7 +16486,6 @@
    -

    The Elves at Smolderheart Peak are rumored to craft weapons capable of banishing demons. @@ -19725,13 +16494,10 @@

    SAMPLE RARE ARCANE WEAPONS

    -

    WEAPON COST - ACCURACY - DAMAGE + ACCURACY DAMAGE

    -

    Blessed Mace

    • Cost: 200 z
    • @@ -19742,7 +16508,6 @@ Encyclopedia: 600 z 【INS + INS】 【HR + 6】 physical. Two-handed w Melee w You are immune to dazed.

      -

      Ars Goetia

      • Cost: 800 z
      • @@ -19755,7 +16520,6 @@ >
      -

      Ferula

      • Cost: 1050 z
      • @@ -19765,7 +16529,6 @@ +1 bonus to your Magic Checks.
      -

      Tyrant's Scepter

      • Cost: 1200 z
      • @@ -19776,7 +16539,6 @@ Points.
      -

      Cultes des Ghoules

      • Cost: 1400 z
      • @@ -19786,7 +16548,6 @@ more creatures with this weapon, you may recover 5 Hit Points.
      -

      Caduceus

      • Cost: 1600 z
      • @@ -19797,7 +16558,6 @@ Points.
      -

      Necronomicon

      • Cost: 1800 z
      • @@ -19808,7 +16568,6 @@ suffers shaken.
      -

      Yellow Book

      • Cost: 2100 z
      • @@ -19818,7 +16577,6 @@ 5 extra damage.
      -

      Rafflesia Staff

      • Cost: 2200 z
      • @@ -19833,13 +16591,10 @@

        SAMPLE RARE BOW WEAPONS

        -

        WEAPON COST - ACCURACY - DAMAGE + ACCURACY DAMAGE

        -

        Hand Crossbow

        @@ -19847,7 +16602,6 @@

        One-handed w Ranged w No Quality.

        -

        Composite Bow

        @@ -19856,7 +16610,6 @@

        Two-handed w Ranged w No Quality.

        -

        Siegebreaker

        @@ -19868,7 +16621,6 @@ Resistances.

        -

        Yoichi

        @@ -19876,7 +16628,6 @@

        Two-handed w Ranged w You are immune to shaken.

        -

        Thundering Bow

        @@ -19884,7 +16635,6 @@

        Two-handed w Ranged w You have Resistance to bolt damage.

        -

        Looting Bow

        @@ -19896,7 +16646,6 @@ Points.

        -

        Gatling Crossbow

        @@ -19907,7 +16656,6 @@ Two-handed w Ranged w Attacks with this weapon have multi (2).

        -

        Dragontrap Bow

        @@ -19918,7 +16666,6 @@ weapon, you may force that target to land immediately.

        -

        Frozen Envy

        @@ -19930,7 +16677,6 @@ may recover 5 MP .

        -

        Gorgon Eye

        @@ -19942,7 +16688,6 @@ slow.

        -

        Artemis

        @@ -19951,291 +16696,18 @@

        Two-handed w Ranged w You have Immunity to dark damage.

        -
        -
        -

        Weapon Rarity/Category Title (Inferred)

        -

        Wearable / Equipment List

        -

        - WEAPON COST - ACCURACY - DAMAGE -

        +
        - -
        -

        Nekode

        -

        Level/Stats: 250 z 【DEX + MIG】 +1 【HR + 6】 physical

        -

        Type: One-handed w Melee w No Quality.

        -

        Description: Hellfist

        -
        - - -
        -

        Hellfist

        -

        Level/Stats: 350 z 【DEX + MIG】 【HR + 6】 dark

        -

        - Type: One-handed w Melee w Attacks with this weapon target Magic - Defense. -

        -

        Description: Frozen Grasp

        -
        - - -
        -

        Frozen Grasp

        -

        Level/Stats: 750 z 【DEX + MIG】 【HR + 6】 ice

        -

        Type: One-handed w Melee w You are immune to enraged.

        -

        Description: Bear Paw

        -
        - - -
        -

        Bear Paw

        -

        Level/Stats: E 850 z 【DEX + MIG】 【HR + 10】 physical

        -

        Type: One-handed w Melee w You are immune to weak.

        -

        Description: Fuel Knuckle

        -
        - - -
        -

        Fuel Knuckle

        -

        Level/Stats: 950 z 【DEX + MIG】 【HR + 6】 fire

        -

        - Type: One-handed w Melee w You have Resistance to fire damage. -

        -

        Description: Silver Talon

        -
        - - -
        -

        Silver Talon

        -

        Level/Stats: 1100 z 【DEX + DEX】 【HR + 6】 light

        -

        - Type: One-handed w Melee w You gain a +1 bonus to Magic Defense. -

        -

        Description: Old Bandages

        -
        - - -
        -

        Old Bandages

        -

        Level/Stats: 1250 z 【DEX + MIG】 +1 【HR + 6】 physical

        -

        - Type: One-handed w Melee w You have Resistance to dark and - poison damage. -

        -

        Description: Storm Fist

        -
        - - -
        -

        Storm Fist

        -

        Level/Stats: 1300 z 【MIG + MIG】 【HR + 6】 bolt

        -

        - Type: One-handed w Melee w Attacks with this weapon have multi - (2). -

        -

        Description: Lobster Claw

        -
        - - -
        -

        Lobster Claw

        -

        Level/Stats: E 1950 z 【DEX + MIG】 +1 【HR + 10】 physical

        -

        - Type: One-handed w Melee w Each target hit by this weapon - suffers slow. -

        -

        Description: Dozer Glove

        -
        - - -
        -

        Dozer Glove

        -

        Level/Stats: E 2000 z 【MIG + MIG】 【HR + 10】 earth

        -

        - Type: One-handed w Melee w Each target hit by this weapon - suffers dazed. -

        -

        Description: Venom Claw

        -
        - - -
        -

        Venom Claw

        -

        Level/Stats: 2250 z 【DEX + MIG】 +1 【HR + 6】 physical

        -

        - Type: One-handed w Melee w Each target hit by this weapon - suffers poisoned. -

        -

        Description: God Hand

        -
        - - -
        -

        God Hand

        -

        Level/Stats: E 2550 z 【DEX + MIG】 +1 【HR + 10】 light

        -

        - Type: One-handed w Melee w Damage dealt by this weapon ignores - Immunities. -

        -
        -
        - -
        -

        SAMPLE RARE DAGGER WEAPONS

        -

        - Attributes Displayed: WEAPON | COST | ACCURACY | - DAMAGE -

        - -
        -

        Latrodectus

        -

        - Cost & Stats: 250 z 【DEX + INS】 +1 【HR + 4】 - poison -

        -

        - Description: One-handed w Melee w No Quality. -

        -
        - -
        -

        Heart Knife

        -

        - Cost & Stats: 550 z 【DEX + WLP】 【HR + 4】 - light -

        -

        - Description: One-handed w Melee w Deals 5 extra - damage to demons. -

        -
        - -
        -

        Atom Slicer

        -

        - Cost & Stats: 600 z 【DEX + DEX】 +1 【HR + 4】 - physical -

        -

        - Description: One-handed w Melee w Damage dealt - by this weapon ignores Resistances. -

        -
        - -
        -

        Silent Edge

        -

        - Cost & Stats: 700 z 【DEX + DEX】 【HR + 4】 - air -

        -

        - Description: One-handed w Melee w You are - immune to slow. -

        -
        - -
        -

        Spell Sever

        -

        - Cost & Stats: 850 z 【DEX + INS】 +1 【HR + 4】 - dark -

        -

        - Description: One-handed w Melee w When you hit - a creature with this weapon, if the attack had a single target, - you may choose a single spell with a duration of Scene affecting - the target and end its effects on that creature. -

        -
        - -
        -

        Assassin's Blade

        -

        - Cost & Stats: 1000 z 【DEX + INS】 +1 【HR + - 4】 physical -

        -

        - Description: One-handed w Melee w Deals 5 extra - damage to targets who are in Crisis. -

        -
        - -
        -

        Gourmet Cutter

        -

        - Cost & Stats: 1350 z 【DEX + INS】 +1 【HR + - 8】 physical -

        -

        - Description: One-handed w Melee w When you hit - one or more creatures with this weapon, you may recover 5 Hit - Points. -

        -
        - -
        -

        Barbed Knife

        -

        - Cost & Stats: 1650 z 【DEX + INS】 +1 【HR + - 4】 physical -

        -

        - Description: One-handed w Melee w Each target - hit by this weapon suffers shaken. -

        -
        - -
        -

        Cold Finger

        -

        - Cost & Stats: 1950 z 【DEX + INS】 +1 【HR + - 8】 ice -

        -

        - Description: One-handed w Melee w Each target - hit by this weapon suffers weak. -

        -
        - -
        -

        Hornet

        -

        - Cost & Stats: 2200 z 【DEX + DEX】 +1 【HR + - 4】 physical -

        -

        - Description: One-handed w Melee w Attacks with - this weapon have multi (3). -

        -
        - -
        -

        Frantic Nail

        -

        - Cost & Stats: 2450 z 【INS + INS】 +1 【HR + - 8】 fire -

        -

        - Description: One-handed w Melee w Each target - hit by this weapon suffers enraged. -

        -
        - - -
        +

        SAMPLE RARE FIREARM WEAPONS

        -

        WEAPON | COST | - ACCURACY | - DAMAGE + ACCURACY | DAMAGE


        @@ -20245,7 +16717,6 @@
      • One-handed w Ranged w No Quality.
      -

      Istinggar E 350 z

      [DEX + INS] +1 [HR + 12] physical

      @@ -20253,7 +16724,6 @@
    • Two-handed w Ranged w No Quality.
    -

    Spellshot E 400 z

    [INS + INS] [HR + 8] physical

    @@ -20264,7 +16734,6 @@
    -

    Diamond Pistol E 650 z

    [DEX + INS] +1 [HR + 8] physical

    @@ -20274,7 +16743,6 @@
    -

    Headhunter E 800 z

    [DEX + INS] [HR + 8] physical

    @@ -20285,7 +16753,6 @@
    -

    Comet Gun E 950 z

    [DEX + INS] +1 [HR + 8] dark

    @@ -20293,7 +16760,6 @@
  • One-handed w Ranged w You are immune to dazed.
  • -

    Bunker Cannon E 1050 z

    [DEX + INS] [HR + 12] physical

    @@ -20301,7 +16767,6 @@
  • Two-handed w Ranged w You gain a +1 bonus to Defense.
  • -

    Alchemusket E 1300 z

    [DEX + INS] [HR + 8] poison

    @@ -20312,7 +16777,6 @@
    -

    Calamity E 1550 z

    [DEX + INS] [HR + 16] fire

    @@ -20322,7 +16786,6 @@
    -

    Freezing Shot E 1850 z

    [DEX + INS] [HR + 8] ice

    @@ -20333,7 +16796,6 @@
    -

    Quatermain E 2600 z

    [DEX + INS] +1 [HR + 12] air

    @@ -20344,13 +16806,11 @@
    -

    SAMPLE RARE FLAIL WEAPONS

    -

    Old Whip

    @@ -20362,7 +16822,6 @@ to beasts and monsters.

    -

    Dusk Star

    @@ -20373,7 +16832,6 @@ shaken.

    -

    Witchbane

    @@ -20387,7 +16845,6 @@ is applied to their Hit Points as normal.

    -

    Salamander

    @@ -20398,7 +16855,6 @@ to fire damage.

    -

    Nunchaku

    @@ -20409,7 +16865,6 @@ to Defense.

    -

    Dominatrix

    @@ -20420,7 +16875,6 @@ to Accuracy Checks and Magic Checks against enraged targets.

    -

    Whipblade

    @@ -20432,7 +16886,6 @@ weapon have multi (2).

    -

    Silk Wire

    @@ -20444,7 +16897,6 @@ to physical damage.

    -

    Kusarigama

    @@ -20455,7 +16907,6 @@ this weapon suffers slow.

    -

    Jormungand

    @@ -20467,7 +16918,6 @@ weapon have multi (3).

    -

    Koi Whisker

    @@ -20483,17 +16933,12 @@

    -
    -

    Equipment Catalog

    -
    - +

    Equipment Catalog

    Sample Rare Heavy Weapons

    - -

    Bardiche E 350 z

    @@ -20504,7 +16949,6 @@
  • Two-handed w Melee w No Quality.
  • -

    Artisan's Mallet E 450 z

    @@ -20515,7 +16959,6 @@
    -

    Beowulf E 550 z

    @@ -20528,7 +16971,6 @@
    -

    @@ -20541,7 +16983,6 @@

    -

    Forest Hatchet E 750 z

    @@ -20555,7 +16996,6 @@
    -

    Adamanthammer E 1050 z

    @@ -20566,7 +17006,6 @@
  • Two-handed w Melee w You gain a +1 bonus to Defense.
  • -

    Aura Hammer E 1350 z

    @@ -20578,7 +17017,6 @@
    -

    Gravity Mace E 1850 z

    @@ -20590,7 +17028,6 @@
    -

    Mjolnir E 1850 z

    @@ -20602,7 +17039,6 @@
    -

    Wyrmwing E 2050 z

    @@ -20613,7 +17049,6 @@
    -

    Soul of Pillage E 2550 z

    @@ -20625,7 +17060,6 @@
    -

    Winter Kolossus E 2550 z

    @@ -20644,7 +17078,6 @@

    44GAME MASTER

    277

    CHAPTER SAMPLE RARE SPEAR WEAPONS

    -

    Dragontongue

    @@ -20659,7 +17092,6 @@ Defense. -

    Rocinante

    @@ -20673,7 +17105,6 @@ effect you have. -

    Serpent Spear

    @@ -20687,7 +17118,6 @@ Resistances. -

    Halberd

    @@ -20700,7 +17130,6 @@ Effect: You gain a +1 bonus to Defense. -

    Narwhalhorn

    @@ -20712,7 +17141,6 @@ Effect: You have Resistance to ice damage. -

    Brave Glaive

    @@ -20726,7 +17154,6 @@ and Magic Defense. -

    Morrigan

    @@ -20740,7 +17167,6 @@ with this weapon, you may recover 10 Mind Points. -

    Gae Bolg

    @@ -20755,7 +17181,6 @@ opportunity to deal 10 extra damage. -

    Longinus

    @@ -20769,7 +17194,6 @@ suffers weak. -

    Nine-teeth Rake

    @@ -20780,7 +17204,6 @@

  • Type: Two-handed, Melee
  • Effect: You Absorb poison damage.
  • -

    Gungnir

    @@ -20798,13 +17221,11 @@

    WEAPON INDEX

    -

    Weapon Stats Summary

    Category: WEAPONS

    Stats Overview: COST | ACCURACY | DAMAGE

    -

    Zweihänder

    @@ -20813,7 +17234,6 @@

    Type: Two-handed w Melee w No Quality.

    -

    Falling Rain

    @@ -20825,7 +17245,6 @@ weapon target Magic Defense.

    -

    Flamberge

    @@ -20834,7 +17253,6 @@

    Type: One-handed w Melee w No Quality.

    -

    Elegant Edge

    @@ -20846,7 +17264,6 @@ enraged.

    -

    Joyeuse

    @@ -20858,7 +17275,6 @@ shaken.

    -

    Deathblade

    @@ -20870,7 +17286,6 @@ damage if you are in Crisis.

    -

    Gunsword

    @@ -20882,7 +17297,6 @@ target flying creatures.

    -

    Main Gauche

    @@ -20894,7 +17308,6 @@ bonus to Defense.

    -

    The Rikizo

    @@ -20906,7 +17319,6 @@ damage for each Class you have mastered.

    -

    Flesh Eater

    @@ -20918,7 +17330,6 @@ damage to weak targets.

    -

    Kusanagi

    @@ -20930,7 +17341,6 @@ weapon have multi (2).

    -

    Excalibur

    @@ -20943,7 +17353,6 @@

    -
    @@ -20951,9 +17360,7 @@

    44GAME MASTER

    279

    CHAPTER SAMPLE RARE THROWN WEAPONS

    -

    WEAPON | COST | ACCURACY | DAMAGE

    -
    • Crescent Edge @@ -21072,7 +17479,6 @@

    -
    @@ -21088,7 +17494,6 @@ Once again, feel free to come up with new and unique special abilities for rare armors and shields, using these as a reference.

    -

    QUALITY

    Defensive Qualities

      @@ -21117,7 +17522,6 @@ status effects.
    -

    Enhancement Qualities

    • @@ -21155,7 +17559,6 @@

      44GAME MASTER

      Chapter CHAPTER

      SAMPLE RARE ARMORS

      -

      Slimy Jacket

      @@ -21167,7 +17570,6 @@

    You are immune to poisoned.

    -

    Fox Garb

    Cost: 650 z

    @@ -21178,7 +17580,6 @@

    You are immune to slow.

    -

    Shadow Tunic

    Cost: 650 z

    @@ -21194,7 +17595,6 @@ >

    -

    Desperado Coat

    Cost: 750 z

    @@ -21206,11 +17606,11 @@

    When you use the Barrage Skill (see Sharpshooter Class, - page 205), the MP cost is halved.page 205), the MP cost + is halved.

    -

    Butler Uniform

    Cost: 800 z

    @@ -21227,7 +17627,6 @@ >

    -

    Maid Uniform

    Cost: 800 z

    @@ -21244,7 +17643,6 @@ >

    -

    Bandit Jacket

    Cost: 900 z

    @@ -21257,7 +17655,6 @@ You gain a +1 bonus to Accuracy Checks with daggers.

    -

    Crystal Plate

    Cost: 900 z

    @@ -21268,7 +17665,6 @@

    You have Resistance to dark damage.

    -

    Valkyrie Wings

    Cost: 900 z

    @@ -21285,7 +17681,6 @@ >

    -

    Armor of Heroes

    Cost: 1000 z

    @@ -21312,7 +17707,6 @@ -

    Black Belt

    @@ -21321,7 +17715,6 @@ Your attacks with brawling weapons deal 5 extra damage.

    -

    Meditation Robe

    @@ -21331,14 +17724,12 @@ Points.

    -

    Archmage Robe

    1200 z DEX die +1 INS die +2 -2

    You gain a +1 bonus to your Magic Checks.

    -

    Automaton Suit

    @@ -21348,21 +17739,18 @@ to bolt damage.

    -

    Adamantorso

    E 1300 z 12 INS die -4

    You have Resistance to physical damage.

    -

    Ardent Yoroi

    E 1300 z 12 INS die -4

    You gain a +1 bonus to your Accuracy Checks.

    -

    Demongrin

    @@ -21372,14 +17760,12 @@ damage to that creature (after the attack has been resolved).

    -

    Bio Plate

    E 1700 z 11 INS die -3

    You have Immunity to poison damage.

    -

    White Tunic

    @@ -21389,7 +17775,6 @@ extra Hit Points.

    -

    Granny Vest

    @@ -21400,14 +17785,12 @@ d12).

    -

    Black Tunic

    2200 z DEX die +1 INS die +2 -2

    Spells you cast deal 5 extra damage.

    -

    Red Tunic

    @@ -21422,7 +17805,6 @@

    CHAPTER SAMPLE RARE SHIELDS

    Available Shields

    - @@ -21550,9 +17932,7 @@ because the best accessories are the ones that give slightly quirky benefits or encourage unconventional strategies.

    -

    QUALITY COST EFFECT

    -

    Defensive Qualities

    • @@ -21592,7 +17972,6 @@ status effects.
    -

    Enhancement Qualities

    • @@ -21608,10 +17987,7 @@
      -
      -

      CHAPTER

      -
      - +

      CHAPTER

      Enhancement Qualities (continued)

      @@ -21638,7 +18014,6 @@
      -

      SAMPLE ACCESSORIES

      @@ -21670,61 +18045,51 @@ All damage you deal to shaken creatures ignores Resistances.

      -

      Pendant, Amber

      700 z

      You have Resistance to earth damage.

      -

      Pendant, Amethyst

      700 z

      You have Resistance to dark damage.

      -

      Pendant, Diamond

      700 z

      You have Resistance to light damage.

      -

      Pendant, Emerald

      700 z

      You have Resistance to poison damage.

      -

      Pendant, Opal

      700 z

      You have Resistance to air damage.

      -

      Pendant, Ruby

      700 z

      You have Resistance to fire damage.

      -

      Pendant, Sapphire

      700 z

      You have Resistance to ice damage.

      -

      Pendant, Topaz

      700 z

      You have Resistance to bolt damage.

      -

      Ring of Sorcery

      800 z

      You gain a +1 bonus to Magic Defense.

      -

      Wanderer's Boots

      900 z

      @@ -21733,7 +18098,6 @@ immediately gain 1 Fabula Point.

      -

      Crested Helm

      1000 z

      @@ -21741,97 +18105,7 @@
      -
      -

      GAME MASTER

      -

      CHAPTER CHAPTER

      - -

      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). -

        -
      • -
      - -
      -
      +

      ARTIFACTS

      @@ -21847,7 +18121,6 @@ prices — and even then, there aren’t many who are willing to part with such powerful objects.

      -

      ARTIFACTS IN YOUR GAME

      There are no rules for designing an artifact: its fantastic @@ -21861,7 +18134,6 @@ Make sure your artifacts are important elements of the ongoing story at the table, and not just “super powerful magical toys”.

      -

      ASTROSCOPE

      A large globe filled with stars and swirling clouds.

      @@ -21897,7 +18169,6 @@ however...

      -

      DEAD MAN'S ZENIT

      @@ -21911,7 +18182,6 @@ for their own soul.

      -

      FINAL FEATHER

      @@ -21928,7 +18198,6 @@ feather.

      -

      HELM OF THOUGHTS

      @@ -21956,7 +18225,6 @@ unknown, the rod may lift entire landmasses from the ground and cause them to float and move.

      -

      SOULREND

      The hyper-sharp edge glows with ominous light...

      @@ -21976,7 +18244,6 @@ spiritual stream, doomed to gradually vanish into oblivion or trapped in eternal torment.

      -

      TOME OF THE GATE

      A hefty grimoire. Sometimes, the crimson eye on its cover seems to @@ -21995,52 +18262,7 @@

      -
      -

      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. -

      -
      +

      DESIGNING BATTLES

      @@ -22051,7 +18273,6 @@ help with the mechanical side — but first, there are a few important points you should try to remember.

      -
      • Relevant battles. A battle takes place when two @@ -22089,26 +18310,25 @@ don’t make those the norm, or they'll lose their charm!
      -

      More importantly, respect the Players' expectations and what you - discussed during session zero (see page 147), and design battles + discussed during session zero (see + page 147), and design battles in accordance with what you agreed upon in terms of challenge and complexity.

      -
      • Take your time. When the heroes decide to fight an enemy for which you don’t have any combat stats ready, it’s perfectly okay to pause the game and take your time to design - those creatures. The rules on page 302 have been designed + those creatures. The rules on + page 302 have been designed specifically to make this process as smooth and fast as possible; once you have familiarized yourself with them, creating new adversaries will only take a few minutes.
      -

      And there’s always the Bestiary, of course!

      @@ -22128,7 +18348,6 @@
    • One hard battle.

    See the next page for easy, normal, and hard battles.

    -

    PARTY LEVEL AND ENEMY LEVELS

    When designing a battle, you should start by considering which @@ -22141,7 +18360,6 @@ a group that includes two level 10 PCs and one level 12 PC will have a Party Level of 12.

    -

    Enemy Level Guidelines

    If an enemy's level is... Then that enemy...

      @@ -22163,9 +18381,11 @@

    - The creature profiles in the Bestiary (page 319) are organized in - five-level increments, which should give a good range of enemies - for your battles. + The creature profiles in the Bestiary (page 319) are organized in five-level increments, which should give a + good range of enemies for your battles.

    @@ -22175,17 +18395,18 @@ Adversaries in Fabula Ultima may be soldiers, elites, or champions.

    -

    SOLDIERS

    A soldier-rank foe is roughly on par with a Player Character of its level. Creatures in the Bestiary are all soldiers — for - instance, a level 15 Cactroll (page 348) would approximately be as - strong as a level 15 Player Character. + instance, a level 15 Cactroll (page 348) would approximately be as strong as a level 15 Player + Character.

    - Creatures designed following the rules found on page 302 are also - soldiers. + Creatures designed following the rules found on + page 302 are also soldiers.

    The basic assumption is that, when putting together a battle, you @@ -22234,7 +18455,8 @@

  • Skills: The creature gains one Skill of your - choice. This may be an NPC Skill (see page 306) or a Skill taken + choice. This may be an NPC Skill (see + page 306) or a Skill taken from a character Class.
  • @@ -22246,7 +18468,6 @@ Initiative score by 2 points.
  • -

    CREATING A CHAMPION

    Champion creatures can replace any number of soldiers of the same @@ -22267,7 +18488,8 @@

  • Skills: The creature gains a number of additional Skills of your choice equal to the number of soldiers - replaced. These may be NPC Skills (see page 306) or Skills taken + replaced. These may be NPC Skills (see + page 306) or Skills taken from a character Class.
  • @@ -22281,7 +18503,6 @@ replacing.
  • -

    Remember that while elites and champions can perform more than one turn per round, they must still do so while alternating with the @@ -22289,7 +18510,6 @@ turns if at least one Player Character has yet to act during the round.

    -

    Story Snippet

    The Petrified Woods are the Great Behemoth's hunting grounds.

    And yet, some who encountered it were strangely spared.

    @@ -22356,7 +18576,6 @@

    GAME MASTER

    CHAPTER INFORMATION AND HINTS

    -

    Even if the heroes face a powerful foe, it is incredibly important for the battle to be transparent. It is your job as GM to @@ -22389,7 +18608,6 @@

    Always allow the group to make informed tactical choices.

    -

    RANDOM TARGETING

    This is the default method of choosing targets in Fabula Ultima, @@ -22398,7 +18616,6 @@ Character's side, and determine the targets of attacks, spells and Skills by rolling dice.

    -

    SWARMS

    If the Player Characters find themselves battling a great number @@ -22416,14 +18633,12 @@ “described” as a multitude of smaller beings within the narrative of the scene.

    -

    OBSTACLES AND GIMMICKS

    You may add extra complexity to your battles by including:

    -
    • Defenders. Some creatures might completely @@ -22459,7 +18674,6 @@ the scene until some have been defeated.
    -

    Regardless of which options you choose, you should design battles to challenge the heroes' ability to work as a team: don't shut @@ -22472,7 +18686,6 @@

    OBSTACLES AND GIMMICKS

    You may add extra complexity to your battles by including:

    -
    • Defenders. Some creatures might completely @@ -22508,7 +18721,6 @@ the scene until some have been defeated.
    -

    Regardless of which options you choose, you should design battles to challenge the heroes' ability to work as a team: don't shut @@ -22528,9 +18740,9 @@

    Here are some examples of environmental effects; the damage they - deal should be based on the table on page 93. + deal should be based on the table on + page 93.

    -

    ELEMENTAL AURA

    This effect grants all creatures a Resistance or Vulnerability to @@ -22538,7 +18750,6 @@ everyone Resistance to light damage, or ocean water granting Resistance to fire but Vulnerability to bolt).

    -

    RISING DANGER

    This effects adds one or more elements of increasing danger to the @@ -22548,7 +18759,6 @@ forces the heroes to take risks in order to defeat the enemy quickly.

    -

    TRAPS AND HAZARDS

    A natural danger or a mechanical contraption might deal damage to @@ -22556,7 +18766,6 @@ performs a specific action. Typical examples are poisonous fogs, lightning storms, or magical anomalies.

    -

    UNSTABLE AREA

    The battlefield might react to specific actions, dealing damage to @@ -22564,7 +18773,6 @@ explosive barrels might detonate whenever a fire-based spell is cast or a fire-based attack is performed.

    -

    When you introduce an environmental effect, you should allow Player Characters to find ways to disable it or turn its effects @@ -22574,63 +18782,16 @@

    -

    BOSS BATTLES

    -

    - Battles against powerful bosses are probably the most iconic - element of the JRPG games Fabula Ultima draws inspiration from. -

    - -

    Core Elements

    - -

    Challenging

    -

    - Most boss battles should be hard, thus involving soldiers equal to - the number of Player Characters plus one, or any equivalent - combination of soldiers, champions, and elites. You can always opt - for a single champion that tackles the entire group of heroes all - at once — maybe a colossal creature such as a dragon or a massive - robot! -

    - -

    Ultima Points

    -

    - Any foe worthy of being considered a boss should probably be - treated at least as a minor Villain and given a pool of Ultima - Points (see page 101). -

    - -

    Multiple Parts

    -

    - This type of battle always works well! Create a boss whose “main - body” is an elite or champion enemy, and whose “limbs” are - soldiers. You might also give the main body the ability to - regenerate destroyed limbs by spending an Ultima Point! -

    -
      -
    • - Example: A giant crab enemy with a central body - (champion 2) and two pincers (soldiers) can be an interesting - fight for a group of three heroes. -
    • -
    -

    - Another nice touch is to have these limbs engage the heroes in - different ways, with "defensive limbs" blocking the path to the - creature's main body and "magic limbs" that can cast offensive and - defensive spells. -

    -

    - Back to the previous example: The massive right pincer has lots of - Hit Points and can use the Guardian's Protect Skill (page 197). - The left pincer is encrusted with jewels and can cast ice and - lightning spells. -

    -

    - The advantage of multi-part bosses is that Player Characters can - approach the battle in different ways and get a tangible sense of - progress as they slowly but surely reduce the enemy's - effectiveness by destroying or blocking different limbs. -

    + as a minor Villain and given a pool of Ultima Points (see + page 101). as a minor Villain + and given a pool of Ultima Points (see + page 101). and can use the + Guardian's Protect Skill (page 197). The left pincer is and can use the Guardian's Protect Skill (page 197). The left pincer is
    @@ -22666,7 +18827,6 @@ plan accordingly and make sure you have time for it during the session!

    -

    ROUTINES

    You can give the boss battle a routine: the creatures perform @@ -22678,7 +18838,6 @@ It's not for everyone, but it can be an interesting solution to experiment with.

    -

    BE PREPARED

    One final piece of advice: since crafting an interesting and @@ -22689,7 +18848,6 @@ Updating an enemy to match the level of your group is much quicker than having to come up with the whole battle on the spot.

    -
    @@ -23439,7 +19564,6 @@

    GAME MASTER

    (Page Identifier: 311 W)

    Spells and Abilities

    -

    Lick Wounds

    @@ -23453,7 +19577,6 @@ or higher.

    -

    Life Theft

    @@ -23466,7 +19589,6 @@ they suffered.

    -

    Mind Theft

    @@ -23479,7 +19601,6 @@ loss they suffered.

    -

    Poison

    @@ -23489,7 +19610,6 @@

    Each target hit by this spell suffers poisoned.

    -

    Quicken

    @@ -23502,7 +19622,6 @@ NPC).

    -

    Rage

    @@ -23512,7 +19631,6 @@

    Each target hit by this spell suffers enraged.

    -

    Shell

    @@ -23523,7 +19641,6 @@ Until this spell ends, you gain Resistance to physical damage.

    -

    War Cry

    @@ -23536,7 +19653,6 @@ Checks.

    -

    Weaken

    @@ -23563,14 +19679,12 @@ and a capable pyromancer, has been informed of their arrival and will confront them directly.

    -

    This just happened, and the GM asks everyone to give them a few minutes in order to come up with a suitable battle. There isn't much time, so they try to be as fast as possible while creating something that provides an interesting challenge.

    -
    • Player Character Level Assessment: First of @@ -23610,14 +19724,15 @@ Combat Equipment & Attacks: Close combat won't be Angela's strong suit, but the GM takes into account her humanoid advantages and equips her with a - (ferula, page 270), a rare weapon that boosts her - Magic Checks. The GM decides to give her another basic attack - that showcases her frequent use of fire magic; this will be a - ranged attack that relies on 【INS + WLP】 and - deals 5 fire damage. The attack is named "flame dart". + (ferula, page 270), a rare weapon that boosts her Magic Checks. The GM decides to + give her another basic attack that showcases her frequent use of + fire magic; this will be a ranged attack that relies on + 【INS + WLP】 and deals 5 fire damage. The attack + is named "flame dart".
    -

    Since an adversary level 20 or higher deals 5 extra damage with attacks and spells, Angela's staff will deal a total of @@ -23625,20 +19740,17 @@ total of 【HR + 10】 damage, making her a bit more dangerous.

    -

    SAMPLE BOSS DESIGNS

    Game Master Report

    -

    Now comes the fun part: Skills. Since Angela is level 20 and her Species is humanoid, she will start with a total of five Skills because she is being built as a soldier. If she is made an elite or a champion, she'll get a few more.

    -

    First, Angela is a mage and that needs to be taken care of. The GM gives her the Spellcaster Skill. When a character @@ -23647,25 +19759,22 @@ Spellcaster Skill twice and gives Angela three spells, plus a slight bump to her Mind Points.

    -

    But which spells should be chosen? She's a pyromancer and a dark mage, so she should get something from Elementalist and Entropist - — - Drain Vigor and Ignis feel + — Drain Vigor and Ignis feel appropriate. When it comes to her third spell, the GM goes with Flare. The idea is that the heroes will feel threatened by Angela, and a damage spell like this will surely leave an impression. All three spells also deal 5 extra damage due to Angela being level 20.

    -

    There are three Skills available, so the GM keeps it simple and - takes - Damage Resistances against dark and fire damage, - then Special Attack twice, making her "flame - dart" target Magic Defense instead of Defense and inflict weak. + takes Damage Resistances against dark and fire + damage, then Special Attack twice, making her + "flame dart" target Magic Defense instead of Defense and inflict + weak.

    @@ -23691,7 +19800,10 @@ isn't the case. The heroes confront her inside a magical laboratory, so she'll have a few magical allies to support her; there isn't much time, so the GM relies on a creature already - present in the Bestiary: the arcane lantern (page 328). + present in the Bestiary: the arcane lantern (page 328).

    Since they don't want to make the battle too overwhelming and @@ -23710,13 +19822,12 @@

    They take away the lanterns' Mana Transfer action and replace it - with - Mana Burst: when an arcane lantern drops to 0 HP, - it shatters in a wave of spiritual energy and restores 10 Mind - Points to all characters present on the scene, be they friends or - foes. When this happens, a new lantern will join the battle at the - end of each round (up to a maximum of three lanterns in the battle - at any time). + with Mana Burst: when an arcane lantern drops to + 0 HP, it shatters in a wave of spiritual energy and restores 10 + Mind Points to all characters present on the scene, be they + friends or foes. When this happens, a new lantern will join the + battle at the end of each round (up to a maximum of three lanterns + in the battle at any time).

    This creates an interesting dynamic: the Player Characters can @@ -23749,9 +19860,7 @@

    Angela

    -

    Traits: ambitious, arrogant, knowledgeable, ruthless.

    -

    Attributes

    • DEX d8
    • @@ -23759,17 +19868,14 @@
    • MIG d8
    • WLP d10
    -

    Core Stats

    HP: 160 | MP: 80 | Init: 8

    DEF: +1 | M.DEF: +2

    -

    Equipment

    • ferula
    • sage robe
    -

    Basic Attacks

    • @@ -23784,7 +19890,6 @@ target suffers weak. (This attack targets Magic Defense.)
    -

    Spells

    • @@ -23810,11 +19915,9 @@ Opportunity: Each target suffers shaken.
    -

    Angela's Arcane Lantern

    Type: CONSTRUCT

    Typical Traits: glowing, helpful, magical, tiny.

    -

    Attributes

    • DEX d8
    • @@ -23822,11 +19925,9 @@
    • MIG d6
    • WLP d10
    -

    Core Stats

    HP: 40 | MP: 20 | Init: 8

    DEF: +1 | M.DEF: +2

    -

    Basic Attacks

    • @@ -23837,7 +19938,6 @@ determine the damage type: 1-2 bolt; 3-4 fire; 5-6 ice.
    -

    Special Rules

    • @@ -23854,89 +19954,17 @@
    -

    - Today's session has been rather slow-paced: the heroes spent some - time in a port, gathering information about the nearby islands, - and eventually decided to set sail towards the Silver Monolith, a - mysterious structure rising from the depths of the ocean, - seemingly connecting water and sky. They performed a travel roll — - rolling a d10 since they're in the middle of the ocean — and it - came up a 10. -

    - -

    - The group is in the mood for a classic "random battle", so the - Game Master decides to come up with a dangerous sea encounter: - some kind of huge, monstrous beast. Sometimes you just want a - straightforward fight. -

    - -

    Creature Design Decisions

    -
      -
    • - There are two level 9 heroes, which means one needs to be - careful — they don't have a lot of actions and options. Looking - at the creatures in the Bestiary (page 326), the thornfish - catches the GM's eye: it's level 10 and a flying fish, which - will make things interesting since one of the Player Characters - is strictly a melee combatant. -
    • -
    • - Most of the thornfish's abilities are fine as they are, but the - Game Master wants this to be a Hard battle (thus involving - soldiers equal to the number of Player Characters plus one), and - for the creature to be a champion. Since it replaces three - soldiers, the thornfish — actually, let's call this big boy a - thornshark — will gain three additional Skills - and some of its stats will be improved. -
    • -
    - -

    Stat Adjustments

    -
      -
    • - When it comes to stats, the thornshark will have three times the - Hit Points of a normal Thornfish (for a total of 150 HP), twice - the normal amount of Mind Points, and will increase its - Initiative by 3 points. -
    • -
    - -

    - Finally, regarding Skills: The GM wants this creature to threaten - both Player Characters with its weaker attack, ocean jet, so they - think about taking Special Attack and giving it multi (2). This - seems a bit excessive, so they instead pick Crisis Effect and have - the Thornshark gain multi when in Crisis. A nasty surprise, but - manageable. -

    - -

    Unique Abilities

    -

    - The GM decides to make the creature a bit more special. It's a big - flying fish and the heroes are on a boat in the middle of the - ocean, so it's given a Unique Action — it can dive underwater and - become immune to normal attacks until the start of its next turn - or until it loses Hit Points. This Skill could be quite - frustrating, but one of the Player Characters is a capable - Elementalist and will certainly prove her usefulness here. She has - the bolt-type spell Thunderbolt, which she can use to force the - thornshark out of the water and down on the ship's deck. -

    - -

    - Finally, the creature is given Damage Immunity to - ice damage — let's hope the Player Characters spend a turn - Studying this big fish and don't waste any of their precious - resources on frost attacks! -

    + Bestiary (page 326), the + thornfish catches the GM's eye: it's level 10 and a Bestiary (page 326), the thornfish catches the GM's eye: it's level 10 and a

    THORNSHARK

    Level: 10

    Classification: Beast

    -

    Traits

    • aggressive
    • @@ -23944,7 +19972,6 @@
    • quick
    • thick-skinned.
    -

    Stats

    DEX:
    @@ -23962,13 +19989,11 @@
    Initiative:
    17
    -

    Combat Parameters

    • DEF: +0
    • M.DEF: +0
    -

    Attacks / Actions

    Basic Attacks

    @@ -23980,7 +20005,6 @@ HR + 10).

    -

    Ocean Jet

    Calculated Damage: {DEX + INS}

    @@ -23989,7 +20013,6 @@ HR + 5). Target suffers slow.

    -

    Other Actions

    Deep Dive

    @@ -23998,7 +20021,6 @@ This benefit lasts until the start of the Thornshark's next turn, or until the Thornshark loses any amount of Hit Points.

    -

    Special Rules

    • @@ -24027,7 +20049,6 @@

    -
    @@ -24042,9 +20063,9 @@ may use as reference when designing adversaries during the first 20 levels of the game, but further supplements will add even more — in the meantime, make sure to experiment with the rules for NPC - design (page 302) and come up with unique adversaries! + design (page 302) and come up + with unique adversaries!

    -

    SPECIES AND LEVELS

    This chapter features a section for each NPC Species, in @@ -24060,7 +20081,6 @@ All NPCS listed in this chapter are soldiers (not elites or champions).

    -

    STUDYING A NON-PLAYER CHARACTER

    If you want to know more about an NPC's profile, perform an @@ -24097,91 +20117,17 @@

    -
    -

    HOW TO READ CREATURE PROFILES

    -

    - Below you can see an example of a creature profile from the - bestiary. The next pages explain how to reference this data; - different creatures will be more or less complex. -

    - -

    CACTROLL Lv 15 w PLANT

    -

    - These towering cacti spend most of their days standing still - amidst the desert dunes but become much more active at night. -

    -

    - Typical Traits: creepy, hulking, territorial, - water sensitive. -

    - -

    Stats

    -

    DEX d8 INS d6 MIG d12 WLP d6 HP 90 w 45 MP 55 Init. 7

    -

    DEF +0 M.DEF +0 ' aa RS b a EE RS ff RS ii VU ll RS b

    - -

    Basic Attacks

    -
      -
    • - Piercing Hug w 【MIG + MIG】 +1 w 【HR + 10】 - physical damage. -
    • -
    • - Thorn Barrage w 【DEX + MIG】 +1 w 【HR + 5】 - physical damage. -
    • -
    - -

    Spells

    -
      -
    • - Moisture Drain rr w 【MIG + WLP】 +1 w 10 MP w - One creature w Instantaneous. The target suffers 【HR + 15】 - poison damage. Then, the cactroll recovers an amount of Hit - Points equal to half the Hit Points loss suffered by the target. -
    • -
    - -

    Other Actions

    -
      -
    • - Cactroll Juice w The cactroll heals from slow - and weak. Then, the cactroll performs Thorn Barrage as a free - attack. -
    • -
    - -

    Special Rules

    -

    - Plant w The cactroll is immune to dazed, enraged - and shaken. -

    - -

    - OO5 | OO1 | OO2 | OO3 | OO4 | OO6 | OO7 | OO8 | OO9 -

    - -

    - As you can see above, enemy spells sometimes reference the name of - the Non-Player Character casting them — in this case, the - cactroll. If a Chimerist learns such a spell, replace all mentions - of the NPC's name with the second person "you" that is found in - typical Class spells. -

    - -

    ENEMY SPELLS

    -
    +

    Creature Profile Guide

    Chapter Title Placeholder

    -

    d 1. NAME, LEVEL AND SPECIES

    At the top of the creature profile, you will find the creature's name, their level (ranging from a minimum of 5 to a maximum of 60), and finally their Species.

    -

    d 2. DESCRIPTION AND TYPICAL TRAITS

    Each profile features a short description of the creature, @@ -24195,7 +20141,6 @@ Villains can also spend Ultima Points to invoke Traits and reroll dice (page 101).

    -

    d 3. ATTRIBUTES

    This line provides you with the creature's main and secondary @@ -24225,7 +20170,6 @@ penalties into account, such as those from armor or Skills. -

    d 4. DEFENSES

    This section lists the creature's defensive statistics:

      @@ -24243,7 +20187,6 @@ These scores already take into account any benefits granted by shields and Skills.

      -
    @@ -24277,8 +20220,10 @@ suffered. -

    For more information on damage and Affinities, see page 92.

    - +

    + For more information on damage and Affinities, see + page 92. +

    6. BASIC ATTACKS

    This section lists the creature's main attacks using the format @@ -24307,7 +20252,6 @@ are listed after the damage calculation (if any) and only take place if the attack was successful unless otherwise noted.

    -
    @@ -24354,8 +20298,10 @@ Some spells have effects that change if the creature casting them is a higher level — this is mentioned in the text.

    -

    For more information on spells, see page 114.

    - +

    + For more information on spells, see + page 114. +

    CHAPTER 8. OTHER ACTIONS

    Some creatures have unique actions they can perform, listed using @@ -24374,7 +20320,6 @@ The effects of this unique action are then explained in detail. -

    CHAPTER 9. SPECIAL RULES

    This section lists any unique features and passive or reactive @@ -24420,9 +20365,7 @@ -


    -

    GIANT RAT Lv 5 w BEAST

    @@ -24457,18 +20400,13 @@

    -
    - -
    -

    BEASTS

    -
    +

    BEASTS

    55 BESTIARY


    -

    GREY HOWLER

    Lv 5 w BEAST

    @@ -24479,7 +20417,6 @@ Typical Traits: loyal, perceptive, smart, vigilant.

    -
      @@ -24492,7 +20429,6 @@
    • DEF +0 M.DEF +0 ' aa RS b a E f ii RS l b
    -

    BASIC ATTACKS

    • @@ -24500,18 +20436,15 @@ physical damage.
    -

    SPECIAL RULES

    • Protect: When another character is in danger, the grey howler may choose to take their place (see the Protect - Skill on page 197). + Skill on page 197).
    -
    -

    VAMPIRE BAT

    Lv 5 w BEAST

    @@ -24522,7 +20455,6 @@ Typical Traits: afraid of light, aggressive, loud, smart.

    -
      @@ -24535,7 +20467,6 @@
    • DEF +0 M.DEF +0 ' aa VU b a EE RS f i l bb RS
    -

    BASIC ATTACKS

    • @@ -24548,15 +20479,14 @@ and the target suffers dazed.
    -

    SPECIAL RULES

    • - Flying: See page 307 for the detailed effects - of this Skill. + Flying: See + page 307 for the detailed + effects of this Skill.
    -
    @@ -24571,7 +20501,6 @@ Typical Traits: explosive, flammable, mindless, territorial.

    -

    Stats

    • DEX d10
    • @@ -24581,7 +20510,6 @@
    • HP 70 w 35 MP 40
    • Init. 12
    -

    Basic Attacks

    • @@ -24593,7 +20521,6 @@ physical damage and the target suffers dazed.
    -

    Special Rules

    • @@ -24611,9 +20538,7 @@
    -
    -

    THORNFISH Lv 10 w BEAST

    @@ -24624,7 +20549,6 @@ Typical Traits: aggressive, quick, small, thick-skinned.

    -

    Stats

    • DEX d10
    • @@ -24634,7 +20558,6 @@
    • HP 50 w 25 MP 40
    • Init. 14
    -

    Basic Attacks

    • @@ -24646,22 +20569,21 @@ damage and the target suffers slow.
    -

    Special Rules

    • Flying -

      See page 307 for the detailed effects of this Skill.

      +

      + See page 307 for the + detailed effects of this Skill. +

    -
    -

    BESTIARY

    -
    - +

    BESTIARY

    SUN BEAR

    Level 15 | Beast

    @@ -24669,7 +20591,6 @@ One of the largest and most intelligent beasts in the world. Rumor has it some sun bears can communicate telepathically.

    -

    Typical Traits

    • hairy
    • @@ -24677,7 +20598,6 @@
    • peaceful
    • smart
    -
    DEX: d8 INS: d8 MIG: d10 WLP: d6
    @@ -24685,7 +20605,6 @@
    DEF: +1 M.DEF: +2
    -

    Basic Attacks

    • @@ -24693,7 +20612,6 @@ physical damage and the target suffers weak.
    -

    Special Rules

    • @@ -24707,7 +20625,6 @@
    -

    WHITE HOWLER

    Level 20 | Beast

    @@ -24715,7 +20632,6 @@ White howlers are rarely seen near urban areas since they prefer mountains and forests. They are breathtakingly beautiful.

    -

    Typical Traits

    • brave
    • @@ -24723,7 +20639,6 @@
    • regal
    • vigilant
    -
    DEX: d8 INS: d8 MIG: d10 WLP: d8
    @@ -24731,7 +20646,6 @@
    DEF: +2 M.DEF: +1
    -

    Basic Attacks

    • @@ -24739,7 +20653,6 @@ physical damage and the target suffers weak.
    -

    Spells

    • @@ -24753,7 +20666,6 @@ 40+, 50 if level 60+).
    -

    Special Rules

    • @@ -24762,7 +20674,6 @@
    -
    @@ -25061,7 +20944,6 @@ them to guard sacred locations.

    Typical Traits: emotionless, flammable, lonely, towering.

    -

    Stats

    DEX d6 | INS d6 | @@ -25069,7 +20951,6 @@ HP 110 w 55 MP 80 | Init. 6

    DEF +0 | M.DEF +0

    -

    BASIC ATTACKS

    • @@ -25085,7 +20966,6 @@ damage.
    -

    SPELLS

    • @@ -25107,13 +20987,11 @@ them suffers shaken.
    -

    SPECIAL RULES

    Construct w The forest golem is immune to poisoned.

    -

    Design Notes for Constructs

    The once-resplendent waters of the Dagda Oasis now run dry. The @@ -25123,7 +21001,6 @@ core when in Crisis, increasing its elemental damage but also lowering defenses and unlocking new Vulnerabilities.

    -

    CONSTRUCT BOSSES

    And if there's a Magitech Tinkerer in the party, they might even @@ -25136,7 +21013,6 @@

    DEMONS

    -

    IMP Lv 5 w DEMON

    The weakest of demons. Imps originate from the dark thoughts of @@ -25146,17 +21022,14 @@ Typical Traits: cowardly, cunning, mischievous, tainted.

    -

    DEX d8 INS d8 MIG d6 WLP d10 HP 50 w 25 MP 55 Init. 8

    DEF +0 M.DEF +0 ' a b aa RS E ff IM ii RS ll VU b

    -

    BASIC ATTACKS

    Freezing Nails w 【DEX + WLP】 w 【HR + 5】 ice damage. This attack targets Magic Defense.

    -

    SPELLS

    • @@ -25170,7 +21043,6 @@
    -

    LIGHTNING WHEEL Lv 10 w DEMON

    @@ -25180,17 +21052,14 @@

    Typical Traits: bright, cackling, cruel, fast.

    -

    DEX d12 INS d6 MIG d6 WLP d8 HP 60 w 30 MP 60 Init. 9

    DEF +0 M.DEF +0 ' a bb ABaa RS EE VU f i l b

    -

    BASIC ATTACKS

    Sharp Turn w 【DEX + MIG】 +1 w 【HR + 10】 physical damage.

    -

    SPELLS

    • @@ -25200,7 +21069,6 @@ dazed.
    -

    SPECIAL RULES

    Quick w When the lightning wheel fills or @@ -25221,7 +21089,6 @@ Typical Traits: ghastly, large, silent, unearthly.

    -

    Statistics

    DEX
    @@ -25246,7 +21113,6 @@
    [Stats Block]
    ' a bb VUaa RS E ff RS i l b
    -

    Basic Attacks

    • @@ -25256,7 +21122,6 @@ Targets Magic Defense.
    -

    Spells

    • @@ -25274,7 +21139,6 @@

      The target suffers shaken.

    -

    ECHIDNA Lv 20 w DEMON

    These dangerous fiends are the embodiments of suspicion and @@ -25284,7 +21148,6 @@ Typical Traits: clever, knowledgeable, slithering, unfathomable.

    -

    Statistics

    DEX
    @@ -25309,7 +21172,6 @@
    [Stats Block]
    ' aa VU b aa RS E ff IM ii RS ll VU b
    -

    Basic Attacks

    • @@ -25325,7 +21187,6 @@ This attack targets Magic Defense.
    -

    Spells

    • @@ -25335,7 +21196,6 @@ 10】 Mind Points.
    -

    Special Rules

    • @@ -25356,7 +21216,6 @@

      Typical Traits: curious, glowing, kind, playful.

      -

      Statistics

      • DEX: d10
      • @@ -25367,13 +21226,11 @@
      • MP: 20
      • Init: 8
      -

      Basic Attacks

      Sharp Needle w {DEX + DEX} w {HR + 5} physical damage. This attack deals 5 extra damage against slow targets.

      -

      Spells

      • @@ -25386,7 +21243,6 @@ 20+, 60 if level 40+).
      -

      Special Rules

      • @@ -25394,11 +21250,11 @@ poisoned.
      • - Flying: See page 307 for the detailed effects - of this Skill. + Flying: See + page 307 for the detailed + effects of this Skill.
      -

      CHAOS SHARD

      Lv 5 w ELEMENTAL

      @@ -25409,7 +21265,6 @@ Typical Traits: alien, hungry, small, spreads darkness.

      -

      Statistics

      • DEX: d8
      • @@ -25420,13 +21275,11 @@
      • MP: 25
      • Init: 9
      -

      Basic Attacks

      Chaos Dart w {DEX + INS} w {HR + 5} dark damage and the target suffers weak.

      -

      Special Rules

      • @@ -25440,173 +21293,12 @@
    -
    -
    -

    55 BESTIARY

    -

    335 W

    -
    +
    -
    -

    GRENADO

    -

    Lv 10 w ELEMENTAL

    -

    - Born in proximity to wildfires or industrial furnaces, these - unstable elementals embody the more destructive qualities of - fire. -

    - - Typical Traits: bright, excitable, scorching, - unstable. - - -

    - DEX d8 INS d6 MIG d8 WLP d10 HP 60 w 30 MP 60 Init. 7 -

    -

    - DEF +1 M.DEF +2 ' a b a EE VU ff AB ii VU l bb IM -

    - -

    BASIC ATTACKS

    -
      -
    • - Flame Belch w 【DEX + WLP】 +1 w 【HR + 10】 - fire damage and the target loses Resistance to fire damage - until the end of the grenado's next turn. -
    • -
    - -

    SPECIAL RULES

    -
      -
    • - Detonation: When reduced to 0 HP, the grenado - explodes dealing minor (10) fire damage to every other - creature on the scene. If reduced to 0 Hit Points by ice - damage, the grenado will not explode. -
    • -
    • - Elemental: The grenado is immune to poisoned. -
    • -
    -
    - -
    - -
    -

    STATIC OOZE

    -

    Lv 10 w ELEMENTAL

    -

    - These creatures are often created by magitech scientists and - wizards — they are little more than slimy magical batteries. -

    - - Typical Traits: hungry, slow, soft, static. - - -

    - DEX d6 INS d6 MIG d10 WLP d10 HP 70 w 35 MP 70 Init. 6 -

    -

    - DEF +1 M.DEF +2 '' RS a bb ABa EE VU ff RS i l bb IM -

    - -

    BASIC ATTACKS

    -
      -
    • - Jelly Slam w 【DEX + MIG】 +1 w 【HR + 5】 - physical damage. -
    • -
    - -

    SPELLS

    -
      -
    • - Static Wave rr w 【MIG + WLP】 +1 w 10 MP w - One creature w Instantaneous. The target suffers 【HR + 15】 - bolt damage and suffers slow. -
    • -
    - -

    SPECIAL RULES

    -
      -
    • - Elemental: The static ooze is immune to - poisoned. -
    • -
    -
    - -
    -
    - -
    -
    -

    NYMPH Lv 15 w ELEMENTAL

    -

    - These spirits dwell within woods, lakes, mountains, and rivers. - While generally peaceful, they will fiercely defend their - dwellings. -

    -

    - Typical Traits: fast, territorial, wary, wise. -

    - -

    Stats

    -

    DEX d8 INS d10 MIG d6 WLP d8 HP 70 w 35 MP 55 Init. 9

    -

    DEF +0 M.DEF +0 ' a b a EE IM ff RS ii RS l bb IM

    - -

    Basic Attacks

    -

    Seasonal Touch

    -

    - w 【DEX + INS】 +1 w 【HR + 10】 air damage. Creatures hit by - this attack suffer a status effect based on the current season: - dazed during spring, shaken during winter, slow during autumn, - and weak during summer. -

    - -

    Special Rules

    -

    - Elemental w The nymph is immune to poisoned. -

    - -
    - -

    SPIKEFLAKE Lv 15 w ELEMENTAL

    -

    - Frost spikes rise and fall from the surface of these - barrel-sized spheres of pure winter magic. -

    -

    - Typical Traits: fear of heat, floating, - ice-cold, spinning. -

    - -

    Stats

    -

    DEX d8 INS d10 MIG d6 WLP d8 HP 70 w 35 MP 65 Init. 9

    -

    DEF +1 M.DEF +2 ' a bb VUa E ff VU ii AB l bb IM

    - -

    Basic Attacks

    -

    Cold Bite

    -

    w 【DEX + INS】 +1 w 【HR + 5】 ice damage.

    - -

    Spells

    -

    Frost Breath

    -

    - w 【INS + WLP】 +4 w 10 MP w One creature w Instantaneous. The - target suffers 【HR + 15】 ice damage and suffers weak. -

    - -

    Special Rules

    -

    - Elemental w The spikeflake is immune to - poisoned. -

    -
    -
    -
    +

    CRAGBOAR Lv 20 w ELEMENTAL

    -

    A huge rock formation awakened by earth spirits. It may lay motionless for centuries, then suddenly rise and sow destruction. @@ -25615,7 +21307,6 @@ Typical Traits: destructive, irritable, massive, rocky.

    -

    DEX d8 INS d6 MIG d12 WLP d8 HP 110 w 55 MP 60 Init. 7


    @@ -25623,7 +21314,6 @@ DEF +0 | M.DEF +0 | AA VU bb | RSa EE IM f i l bb IM

    -

    Basic Attacks

    • @@ -25637,7 +21327,6 @@ physical damage.
    -

    Spells

    • @@ -25659,7 +21348,6 @@

    -

    Other Actions

    • @@ -25668,7 +21356,6 @@ will suffer shaken.
    -

    Special Rules

    • @@ -25682,13 +21369,11 @@ attacks — because what hurts one elemental will heal the other, and vice versa.

      -

      Elemental Minions

    HUMANOIDS

    -

    BRIGAND Lv 5 w HUMANOID

    A common sight on less-patrolled roads, brigands take advantage of @@ -25698,29 +21383,23 @@ Typical Traits: boastful, irritable, proud, strong.

    -

    Stats

    • DEX d6 INS d8 MIG d10 WLP d8 HP 60 w 30 MP 45 Init. 10
    • DEF +3 M.DEF +1 ' a b a EE RS f ii RS l b
    - Equipment: broadaxe, bronze shield, travel garb. -

    Basic Attacks

    Brigand's Axe: w 【MIG + MIG】 w 【HR + 10】 physical damage.

    -

    Special Rules

    Bad Temper: As long as they are in Crisis, the brigand becomes immune to all status effects.

    -
    -

    GUARD Lv 5 w HUMANOID

    These soldiers are generally found patrolling city streets or @@ -25730,15 +21409,12 @@ Typical Traits: brave, disciplined, loyal, trained.

    -

    Stats

    • DEX d8 INS d8 MIG d8 WLP d8 HP 60 w 30 MP 45 Init. 5
    • DEF 11 M.DEF +0 ' a b a E f i l b
    - Equipment: heavy spear, crossbow, bronze plate. -

    Basic Attacks

    • @@ -25750,7 +21426,6 @@ damage.
    -

    Special Rules

    • @@ -25761,127 +21436,12 @@
    • Protect: When another character is in danger, the guard may choose to take their place (see the Protect Skill - on page 197). + on page 197).
    -
    -

    BESTIARY

    - -
    -

    KOBOLD SCOUT (Lv 5 w HUMANOID)

    -

    - These diminutive creatures are covered in thick, coal-black - hair, and mostly dwell within forests or mountainous areas. -

    - -

    Typical Traits:

    -

    fast, hairy, perceptive, small.

    - -
    -
    DEX
    -
    d10
    -
    INS
    -
    d8
    -
    MIG
    -
    d6
    -
    WLP
    -
    d8
    -
    HP
    -
    40 w 20 MP
    -
    Init.
    -
    8
    -
    DEF
    -
    +1
    -
    M.DEF
    -
    +1 aa
    -
    RS
    -
    b a E ff RS i l b
    -
    - -

    Equipment:

    -
      -
    • steel dagger
    • -
    • travel garb
    • -
    - -

    Basic Attacks

    -
    - Steel Dagger w {DEX + INS} +1 w - {HR + 4} physical damage. This attack deals 5 - extra damage to targets that are suffering from one or more - status effects. -
    -
    - Stone w {DEX + MIG} w - {HR + 5} physical damage and the target suffers - dazed. -
    -
    - -
    -

    KOBOLD WITCH (Lv 5 w HUMANOID)

    -

    - Some kobolds develop a deep bond with beasts and monsters, - learning their abilities and using them to reinforce their - allies. -

    - -

    Typical Traits:

    -

    cryptic, hairy, small, wise.

    - -
    -
    DEX
    -
    d8
    -
    INS
    -
    d8
    -
    MIG
    -
    d6
    -
    WLP
    -
    d10
    -
    HP
    -
    50 w 25 MP
    -
    Init.
    -
    6
    -
    DEF
    -
    +1
    -
    M.DEF
    -
    +2' aa
    -
    RS
    -
    b a E f i ll RS b
    -
    - -

    Equipment:

    -
      -
    • staff
    • -
    • sage robe
    • -
    - -

    Basic Attacks

    -
    - Oaken Staff w {WLP + WLP} w - {HR + 6} physical damage. -
    - -

    Spells

    -
      -
    • - Awaken (20 MP)
      - One creature w Scene.
      - The kobold witch chooses Dexterity, Insight, Might, or - Willpower. Until this spell ends, the target treats the chosen - Attribute as if it were one die size higher (up to a maximum - of d12). -
    • -
    • - Bad Breath (5 MP)
      - Instantaneous.
      - The target suffers {HR + 10} poison damage. -
    • -
    -
    -
    +
    @@ -25894,7 +21454,6 @@ Typical Traits: buzzing, industrious, lover of beauty, secretive.

    -

    Statistics

    DEX
    @@ -25916,19 +21475,16 @@
    M.DEF
    +2
    -

    Equipment

    • katana
    • sage robe
    -

    Basic Attacks

    $ Hiveblade w [DEX + INS] +5 w [HR + 10] physical damage.

    -

    Spells

    Bee Dance w 20 MP w One creature w @@ -25936,18 +21492,16 @@ with a weapon they have equipped (or with a basic attack, if the target is an NPC).

    -

    Special Rules

    • - Flying: See page 307 for the detailed effects - of this Skill. + Flying: See + page 307 for the detailed + effects of this Skill.
    -
    -

    MERCENARY Lv 10 w HUMANOID

    @@ -25958,7 +21512,6 @@ Typical Traits: competent, grim, jaded, ruthless.

    -

    Statistics

    DEX
    @@ -25980,14 +21533,12 @@
    M.DEF
    +1
    -

    Equipment

    • bronze sword
    • pistol
    • runic plate
    -

    Basic Attacks

    • @@ -25999,7 +21550,6 @@ [HR + 8] physical damage.
    -

    Other Actions

    Charged Attack: The mercenary's next attack @@ -26018,17 +21568,14 @@ Typical Traits: accurate, disciplined, furtive, observant.

    -

    Stats

    • DEX d10 INS d10 MIG d6 WLP d6
    • HP 60 w 30 MP 45 Init. 13
    • DEF +1 M.DEF +1 ' a bb RSa E ff RS ii VU l b
    -

    Equipment

    shortbow, steel dagger, travel garb.

    -

    Basic Attacks

    • @@ -26041,7 +21588,6 @@ choice).
    -

    BATTLEMAGE

    Clad in runic armor and wielding a variety of attack and support @@ -26051,17 +21597,14 @@ Typical Traits: ambitious, cunning, disciplined, knowledgeable.

    -

    Stats

    • DEX d8 INS d8 MIG d8 WLP d10
    • HP 80 w 40 MP 90 Init. 9
    • DEF 11 M.DEF +1 ' a b a E ff RS ii RS l b
    -

    Equipment

    staff, runic plate.

    -

    Basic Attacks

    • @@ -26069,14 +21612,13 @@ 11】 physical damage.
    -

    Spells

    • Fulgur rr w 【INS + WLP】 +5 w 10 × T MP w Up to three creatures w Instantaneous. Each target suffers 【HR + - 20】 bolt damage.
      Opportunity: - Each target suffers dazed. + 20】 bolt damage.
      Opportunity: Each target suffers + dazed.
    • Heal w 10 × T MP w Up to three creatures w @@ -26084,9 +21626,7 @@ 20+, 60 if level 40+).
    -
    -

    Fiendish-looking soldiers were seen inspecting the Great Crater Lake. What could they be searching for? @@ -26102,11 +21642,9 @@

    Typical Traits: curious, playful, smart, tiny.

    -

    DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 65 Init. 12

    DEF +1 M.DEF +2 ' a bb VUa E ff RS ii RS l bb VU

    -

    BASIC ATTACKS

    • @@ -26115,7 +21653,6 @@ 【HR + 5】 physical damage.
    -

    SPELLS

    Heat Control

    @@ -26129,7 +21666,6 @@ of the chosen type.

    -

    DREADMOTH Lv 5 w MONSTER

    A large carrion-eating moth, its translucent wings are covered in @@ -26138,11 +21674,9 @@

    Typical Traits: creepy, flying, hairy, smelly.

    -

    DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 55 Init. 8

    DEF +0 M.DEF +0 ' a b a E ff VU ii RS l bb RS

    -

    BASIC ATTACKS

    • @@ -26151,7 +21685,6 @@ 【HR + 10】 physical damage.
    -

    SPELLS

    Poison Cloud

    @@ -26161,19 +21694,18 @@

    Each target suffers poisoned.

    -

    SPECIAL RULES

    • - Flying w See page 307 for the detailed effects - of this Skill. + Flying w See + page 307 for the detailed + effects of this Skill.

    55 BESTIARY

    -

    MELLOW OOZE

    Lv 5 W Monster

    @@ -26181,7 +21713,6 @@ Mellow oozes often live in symbiosis with larger monsters. They can be easily recognized due to their unique noise: pwih, pwih!

    -

    Typical Traits:

    • Glowing
    • @@ -26189,7 +21720,6 @@
    • Terribly cute
    • Warm
    -

    Stats: DEX d8 INS d6 MIG d10 WLP d8 HP 60 w @@ -26200,7 +21730,6 @@ RS ii RS l bb VU

    -

    Abilities

    BASIC ATTACKS

      @@ -26213,7 +21742,6 @@ damage.
    -

    SPELLS

    • @@ -26224,9 +21752,7 @@
    -
    -

    DRAKE

    Lv 10 W Monster

    @@ -26234,7 +21760,6 @@ Despite being the weakest among dragons, drakes are nonetheless formidable opponents; luckily, they are also very lazy.

    -

    Typical Traits:

    • Heavy
    • @@ -26242,7 +21767,6 @@
    • Lazy
    • Scaly
    -

    Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w @@ -26253,7 +21777,6 @@ bb VU

    -

    Abilities

    BASIC ATTACKS

      @@ -26262,7 +21785,6 @@ physical damage.
    -

    SPELLS

    • @@ -26272,7 +21794,6 @@
    -
    @@ -26290,7 +21811,6 @@ Stats: DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 60 Init. 12 DEF +0 M.DEF +0 ' aa RS bb VUa EE RS f i ll VU b

    -

    BASIC ATTACKS

    Claw w 【DEX + MIG】 +1 w 【HR + 10】 physical @@ -26301,18 +21821,17 @@ damage. If the target is dazed, they will perform one fewer action on their next turn (to a minimum of 0 actions).

    -

    SPELLS

    Doomgaze rr w 【MIG + WLP】 +4 w 10 MP w One creature w Instantaneous. The target suffers dazed and weak.

    -

    SPECIAL RULES

    -

    Flying w See page 307 for the detailed effects of this Skill.

    - +

    + Flying w See page 307 for the + detailed effects of this Skill. +


    -

    HYDROZOA Lv 10 w MONSTER

    Every slithering tentacle of these bizarre, floating jellyfish @@ -26326,7 +21845,6 @@ Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w 35 MP 40 Init. 8 DEF +1 M.DEF +2 ' a bb VUa E f ii RS l bb RS

    -

    BASIC ATTACKS

    Acid Touch w 【MIG + MIG】 +1 w 【HR + 10】 @@ -26337,9 +21855,11 @@ Stinging Tentacle w 【DEX + MIG】 +1 w 【HR + 5】 bolt damage and the target suffers enraged.

    -

    SPECIAL RULES

    -

    Flying w See page 307 for the detailed effects of this Skill.

    +

    + Flying w See page 307 for the + detailed effects of this Skill. +

    @@ -26352,7 +21872,6 @@ Typical Traits: agile, small, smelly, unpredictable.

    -

    Stats

    • DEX d8
    • @@ -26362,7 +21881,6 @@
    • HP 70 w 35 MP 45 Init. 9
    • DEF +1 M.DEF +2 ' a bb RSa EE RS f ii VU l b
    -

    Basic Attacks

    • @@ -26381,7 +21899,6 @@ poison damage.)
    -

    MIMIC

    Devious shapeshifters that can disguise themselves as objects. @@ -26391,7 +21908,6 @@ Typical Traits: cunning, formless, ravenous, stealthy.

    -

    Stats

    • DEX d10
    • @@ -26401,7 +21917,6 @@
    • HP 70 w 35 MP 45 Init. 9
    • DEF +1 M.DEF +2 '' RS aa RS b aa RS EE VU f i ll RS bb VU
    -

    Basic Attacks

    • @@ -26418,7 +21933,6 @@

      Each target hit by this attack loses 2 Inventory Points.

    -

    Special Rules

    • @@ -26428,7 +21942,6 @@ Game Muster must include when describing them.
    -

    Drakes make for exceptionally loyal companions.

    Friends for all life...

    @@ -26445,7 +21958,6 @@

    Typical Traits: creepy, fast, malevolent, tiny.

    -

    DEX d10 | INS d8 | MIG d6 | WLP d8 | HP 50 | w 25 MP 45 | @@ -26456,7 +21968,6 @@ text block follow here.)

    -

    BASIC ATTACKS

    • @@ -26471,7 +21982,6 @@ alraune.
    -

    SPECIAL RULES

    • @@ -26480,7 +21990,6 @@
    -

    CURSED PUMPKIN

    Lv 5 w PLANT

    @@ -26493,7 +22002,6 @@ Typical Traits: furious, rotting, small, smelly.

    -

    DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 50 | w 25 MP 55 | Init. @@ -26504,7 +22012,6 @@ text block follow here.)

    -

    BASIC ATTACKS

    • @@ -26512,7 +22019,6 @@ poison damage.
    -

    SPELLS

    • @@ -26521,7 +22027,6 @@ extra damage from all sources that deal poison damage.
    -

    SPECIAL RULES

    • @@ -26534,7 +22039,6 @@

      BESTIARY

      -

      PESTERVINE Lv 10 w PLANT

      @@ -26546,11 +22050,9 @@ Typical Traits: aggressive, cursed, quick, thorny.

      -

      Statistics

      DEX d10 INS d8 MIG d8 WLP d6 HP 60 w 30 MP 40 Init. 9

      DEF +0 M.DEF +0 ' aa VU b aa IM EE RS ff VU i l bb RS

      -

      BASIC ATTACKS

      • @@ -26563,16 +22065,13 @@ dark damage.
      -

      SPECIAL RULES

      Plant: The pestervine is immune to dazed, enraged, and shaken.

      -
      -

      SHROOMKIN Lv 10 w PLANT

      @@ -26583,11 +22082,9 @@ Typical Traits: eyeless, mud-loving, peaceful, slow.

      -

      Statistics

      DEX d6 INS d8 MIG d10 WLP d8 HP 70 w 35 MP 60 Init. 7

      DEF +2 M.DEF +1 ' a b aa RS EE RS f ii VU l b

      -

      BASIC ATTACKS

      • @@ -26595,14 +22092,12 @@ physical damage.
      -

      SPELLS

      Spore Belch rr w 【MIG + WLP】 +1 w 10 MP w One creature w Instantaneous. The target suffers 【HR + 15】 poison damage and suffers dazed.

      -

      SPECIAL RULES

      • @@ -26622,7 +22117,6 @@

        CACTROLL

        Lv 15 w PLANT

        -

        These towering cacti spend most of their days standing still amidst the desert dunes, but become much more active at night. @@ -26631,9 +22125,7 @@ Typical Traits: creepy, hulking, territorial, water sensitive.

        -
        -

        Stats

        DEX
        @@ -26651,16 +22143,13 @@
        Init.
        7
        -

        Combat Attributes

        • DEF: +0
        • M.DEF: +0
        • RS: b a EE RS ff RS ii VU ll RS b
        -

        Abilities

        -

        BASIC ATTACKS

        • @@ -26672,7 +22161,6 @@ 【HR + 5】 physical damage.
        -

        SPELLS

        Moisture Drain: rr w @@ -26684,7 +22172,6 @@ the cactroll recovers an amount of Hit Points equal to half the Hit Points loss suffered by the target.

        -

        OTHER ACTIONS

        • @@ -26693,7 +22180,6 @@ attack.
        -

        SPECIAL RULES

        • @@ -26701,7 +22187,6 @@ enraged, and shaken.
        -

        Game Commentary

        The dragontrap's Dragoneater, on the next page, is a good example @@ -26737,7 +22222,6 @@ assuming you escape their lethal vines.

        -

        Type and Traits

          @@ -26747,14 +22231,12 @@
        -

        Stats

        DEX d8 INS d8 MIG d10 WLP d8 HP 90 w 45 MP 60 Init. 8

        DEF +0 M.DEF +0

        -

        Attacks and Abilities

        Basic Attacks

        @@ -26776,7 +22258,6 @@ the target suffers weak.
      -

      Spells

      • @@ -26794,7 +22275,6 @@
      -

      Special Rules

        @@ -26817,7 +22297,6 @@ Typical Traits: cackling, fragile, floating, tiny.

        -

        Stats

        • DEX d10
        • @@ -26828,7 +22307,6 @@
        • MP 55
        • Init. 8
        -

        Defenses

        • DEF +1
        • @@ -26836,7 +22314,6 @@
        • VU a b aa
        • IM E ff VU i ll VU bb IM
        -

        Basic Attacks

        • @@ -26850,15 +22327,15 @@ >
        -

        Special Rules

        • Undead: The dread urn is immune to poisoned and - HP recovery may harm them (page 305). + HP recovery may harm them (page 305).
        -

        ZOMBIE Lv 5

        The rotting remains of a humanoid, animated by dark magic and @@ -26867,7 +22344,6 @@

        Typical Traits: creepy, mindless, rotting, slow.

        -

        Stats

        • DEX d6
        • @@ -26878,7 +22354,6 @@
        • MP 45
        • Init. 6
        -

        Defenses

        • DEF +2
        • @@ -26886,7 +22361,6 @@
        • ' a b aa
        • IM EE VU ff VU i ll VU bb IM
        -

        Basic Attacks

        • @@ -26898,7 +22372,6 @@ physical damage.
        -

        Special Rules

        • @@ -26907,7 +22380,9 @@
        • Undead: The zombie is immune to poisoned and HP - recovery may harm it (page 305). + recovery may harm it (page 305).
      @@ -26923,7 +22398,6 @@ Typical Traits: ambitious, clever, knowledgeable, ruthless.

      -

      Stats

      • DEX d6
      • @@ -26932,38 +22406,34 @@
      • WLP d10
      • HP 60 w 30 MP 70 Init. 5
      -

      DEF +2 M.DEF +4

      a b aa IM EE VU ff RS ii RS ll VU bb IM

      -

      Equipment:

      staff, sage robe.

      -

      Basic Attacks

      Staff w 【WLP + WLP】 +1 w 【HR + 6】 physical damage and the mage recovers 5 MP.

      -

      Spells

      Umbra rr w 【INS + WLP】 +1 w 10 × T MP w Up to three creatures w Instantaneous. Each target suffers 【HR + 15】 dark damage. Opportunity: Each target suffers shaken.

      -

      Special Rules

      • Undead w The skeletal mage is immune to - poisoned and HP recovery may harm them (page 305). + poisoned and HP recovery may harm them (page 305).
      -
      -

      SKELETAL SOLDIER

      Usually found guarding ancient ruins or serving a necromancer, @@ -26973,7 +22443,6 @@ Typical Traits: cruel, mindless, murderous, silent.

      -

      Stats

      • DEX d8
      • @@ -26982,19 +22451,15 @@
      • WLP d6
      • HP 70 w 35 MP 40 Init. 6
      -

      DEF 12 M.DEF +0

      aa VU b aa IM EE VU f i ll VU bb IM

      -

      Equipment:

      bronze sword, bronze shield, brigandine.

      -

      Basic Attacks

      Bronze Sword w 【DEX + MIG】 +5 w 【HR + 11】 physical damage.

      -

      Special Rules

      • @@ -27003,7 +22468,10 @@
      • Undead w The skeletal soldier is immune to - poisoned and HP recovery may harm it (page 305). + poisoned and HP recovery may harm it (page 305).
      @@ -27018,7 +22486,6 @@ Typical Traits: eternally hungry, fast, resilient, vicious.

      -

      Statistics

      • DEX: d10
      • @@ -27029,10 +22496,8 @@
      • MP: 55
      • Init: 8
      -

      Defense/Combat Stats

      DEF +0 M.DEF +0 '' RS aa VU b aa IM E f ii RS ll VU bb IM

      -

      Basic Attacks

      Serrated Maw

        @@ -27042,7 +22507,6 @@
      • Effect: The target suffers slow.
      -

      Spells

      Rot Breath

        @@ -27055,13 +22519,13 @@ damage and suffers weak.
      -

      Special Rules

      Undead: The bone howler is immune to poisoned and - HP recovery may harm it (page 305). + HP recovery may harm it (page 305).

      -

      GHOUL Lv 15 w UNDEAD

      Hulking corpses inhabited by a soul driven mad by a terrible @@ -27071,7 +22535,6 @@ Typical Traits: aggressive, large, powerful, terrifying.

      -

      Statistics

      • DEX: d8
      • @@ -27082,10 +22545,8 @@
      • MP: 45
      • Init: 7
      -

      Defense/Combat Stats

      DEF +0 M.DEF +0 ' a b aa IM E f i ll VU bb IM

      -

      Basic Attacks

      Furious Claws

        @@ -27095,7 +22556,6 @@
      • Notes: This attack has multi (2).
      -

      Poison Breath

      • @@ -27104,11 +22564,12 @@
      • Effect: The target suffers poisoned.
      -

      Special Rules

      Undead: The ghoul is immune to poisoned and HP - recovery may harm them (page 305). + recovery may harm them (page 305).

    @@ -27123,7 +22584,6 @@ Typical Traits: cursed, eternally loyal, flammable, silent.

    -

    Stats

    • DEX d6
    • @@ -27134,10 +22594,8 @@
    • MP 70
    • Init. 7
    -

    Defense

    DEF +0 M.DEF +0 ' aa VU b aa IM E ff VU i ll VU bb IM

    -

    Basic Attacks

    • @@ -27147,7 +22605,6 @@ types until they recover from the slow status effect.
    -

    Special Rules

    • @@ -27161,12 +22618,12 @@
    • Undead w The mummy is immune to poisoned and HP - recovery may harm it (page 305). + recovery may harm it (page 305).
    -
    -

    SHACKLED SOUL

    Level: 20 w UNDEAD

    @@ -27177,7 +22634,6 @@ Typical Traits: anguished, cursed, ethereal, vengeful.

    -

    Stats

    • DEX d12
    • @@ -27188,12 +22644,10 @@
    • MP 70
    • Init. 10
    -

    Defense

    DEF +0 M.DEF +0 '' IM aa VU b aa IM EE RS ff VU ii RS ll VU bb IM

    -

    Basic Attacks

    • @@ -27201,7 +22655,6 @@ damage and the target suffers enraged.
    -

    Spells

    • @@ -27210,12 +22663,14 @@ damage and suffers shaken.
    -

    Special Rules

    • Undead w The shackled soul is immune to - poisoned and HP recovery may harm them (page 305). + poisoned and HP recovery may harm them (page 305).
    @@ -27231,7 +22686,6 @@
  • classic characters, 172
  • high level characters, 229
  • -

    Check

    • Accuracy Check, 42
    • @@ -27242,7 +22696,6 @@
    • Opposed Check, 48
    • Support Check, 50
    -

    Chimerism

    • discipline, 113, 118
    • @@ -27251,7 +22704,6 @@
    • mastering a Class, 227, 228
    • putting levels in a Class, 228
    -

    Clock

    • 52
    • @@ -27260,24 +22712,20 @@
    • erasing sections of a Clock, 54
    • Goal Clock, 72, 78
    -

    Conflict & Danger

    • conflict scene, 31, 58
    • optional conflict rules, 82
    -

    Construct (Species)

    • Species, 304, 328
    -

    Critical Success & Crisis

    • critical success, 40
    • Crisis, 84
    -

    Damage

    • damage, 92
    • @@ -27287,17 +22735,14 @@
    • improvising damage, 93
    • danger, 108
    -

    Darkblade

    • Class, 184, 249
    -

    Status Effects

    • dazed, status effect, 94
    -

    A

      @@ -27321,7 +22766,6 @@
    • increasing Attributes, 228
    -

    B

      @@ -27340,7 +22784,6 @@
    • boss, 300
    -

    C

      @@ -27348,226 +22791,11 @@
    • champion, rank, 295
    -

    INDEX

    -
    -
    -

    Glossary of Rules

    - -

    A

    -
      -
    • - abdominal: (No details provided) -
    • -
    • - adjacency: (No details provided) -
    • -
    • - advanced save: (No details provided) -
    • -
    - -

    E

    -
    -

    Entities and Disciplines

    -
      -
    • - elemental: Species, - 304, - 334 -
    • -
    • - Elementalism: discipline, - 113, - 118 -
    • -
    • - Elementalist: Class, - 186, - 249 -
    • -
    • - elite: rank, 295 -
    • -
    • - emotion: (No details provided) -
    • -
    • - enraged: status effect, - 94 -
    • -
    • - Entropism: discipline, - 113, - 118 -
    • -
    • - Entropist: Class, - 190, - 249 -
    • -
    -
    - -

    F

    -
      -
    • - Fabula Point: (Definition), - 35, 96 -
    • -
    • - gaining Fabula Points: - 96 -
    • -
    • - spending Fabula Points: - 97 -
    • -
    • - free attack: 69 -
    • -
    • fumble: 40
    • -
    • - Fury: Class, 194, - 250 -
    • -
    - -

    G

    -
      -
    • - Game Master (GM): - 10, 26, - 244 -
    • -
    • - group creation: 152 -
    • -
    • - group types: 152 -
    • -
    • - Guard: action, 70 -
    • -
    • - Guardian: Class, - 196, - 250 -
    • -
    - -

    H

    -
      -
    • - hatred: Bond of, 56 -
    • -
    • - High Roll (HR): 40 -
    • -
    • - Hinder: action, 71 -
    • -
    • - Hit Point (HP): 37, - 84, 163 -
    • -
    • Crisis: 84
    • -
    • - maximum Hit Points: - 84, - 163 -
    • -
    • - 0 Hit Points: 84, - 86 -
    • -
    • - humanoid: Species, - 305, - 338 -
    • -
    - -

    I

    -
      -
    • - Identity: 34, - 155 -
    • -
    • -   changing Identity: - 229 -
    • -
    • - Immunity to damage: - 92 -
    • -
    • - immunity to status effects: - 94 -
    • -
    • - inferiority: Bond of, - 56 -
    • -
    • - Initiative: 61, - 164 -
    • -
    • -   Initiative modifier: - 37, 61, - 164 -
    • -
    • - Initiative score: NPCs', - 321 -
    • -
    • - Insight (INS): 36, - 162 -
    • -
    • - Inventory: action, - 71 -
    • -
    • - Inventory Points (IP): - 37, 104, - 163 -
    • -
    • -   recharging Inventory Points: - 105 -
    • -
    • -   spending Inventory Points: - 104 -
    • -
    - -

    L

    -
      -
    • leader: 50
    • -
    • - level: 35, - 227 -
    • -
    • lines: 140
    • -
    • - Loremaster: Class, - 198, - 250 -
    • -
    • - loyalty: Bond of, 56 -
    • -
    -
    -
    +

    R

    @@ -27590,7 +22818,6 @@
  • round, 62
  • rounding down, 33
  • -

    S

    • Sacrifice, 88
    • @@ -27613,7 +22840,6 @@
    • NPC Skills, 306
    • Skill Level (SL), 36, 161
    -

    M

    • magic, 112
    • @@ -27631,20 +22857,17 @@
    • situational modifier, 49
    • monster, Species, 305, 342
    -

    N

    • Non-Player Character (NPC), 10, 302
    • designing NPCs, 302
    -

    O

    • opportunity, 41
    • Orator, Class, 200, 251
    • Origin, 34, 159
    -

    P

    • Pillars, Eight, 14
    • @@ -27692,7 +22915,6 @@
      two-weapon fighting
      69
      -

      U

      unarmed strike
      @@ -27706,7 +22928,6 @@
      undead
      Species, 305, 350
      -

      V

      veils
      @@ -27724,7 +22945,6 @@
      Vulnerability
      92
      -

      W

      Wayfarer
      @@ -27748,7 +22968,6 @@
      world creation
      148
      -

      Z

      zenit (z), 37, 122

    @@ -27789,57 +23008,12 @@
  • Xenoblade Chronicles (series) by Monolith Soft
  • Xenogears by Square.
  • -

    INSPIRATIONAL WORKS

    -
    -

    OTHER WORKS

    -
      -
    • - Avatar - The Last Airbender by Michael Dante DiMartino & Bryan - Konietzko -
    • -
    • Castle in the Sky by Hayao Miyazaki
    • -
    • DanMachi by Fujino Ōmori & Suzuhito Yasuda
    • -
    • Darling in the Franxx by Studio Trigger & A-1 Pictures
    • -
    • Dungeon Food by Ryoko Kui
    • -
    • Fairy Tail by Hiro Mashima
    • -
    • Fullmetal Alchemist by Hiromu Arakawa
    • -
    • Inuyasha by Rumiko Takahashi
    • -
    • Log Horizon by Mamare T ouno & Kazuhiro Hara
    • -
    • Mushi-shi by Yuki Urushibara
    • -
    • Nausicaä of the Valley of the Wind by Hayao Miyazaki
    • -
    • Princess Mononoke by Hayao Miyazaki
    • -
    • Radiant by T ony Valente
    • -
    • Re:Zero by Tappei Nagatsuki & Shin'ichirō Ōtsuka
    • -
    • Record of Lodoss War by Ryō Mizuno
    • -
    • RWBY by Monty Oum & Rooster T eeth Productions
    • -
    • Shaman King by Hiroyuki Takei
    • -
    • Spice & Wolf by Isuna Hasekura & Jū Ayakura
    • -
    • Star Wars (ep. IV-VI) by George Lucas
    • -
    • Star Wars Rebels by Lucasfilm Animation
    • -
    • Sword Art Online by Reki Kawahara & abec
    • -
    • - That Time I Got Reincarnated as a Slime by Fuse & Mitz Vah -
    • -
    • The Dragon, The Hero, And The Courier by Yamada Gregorius
    • -
    • The Rising of the Shield Hero by Aneko Kusaki
    • -
    • The Vision of Escaflowne by Shōji Kawamori
    • -
    • Tower of Druaga: The Aegis of Uruk by Studio Gonzo
    • -
    • Wakfu (anime) by Ankama Animations
    • -
    • Yashahime by Sunrise
    • -
    -

    - A collection of works that have inspired the team members' - sessions! -

    -
    +
    -
    -

    Our Story

    -

    Our story has just begun.

    -
    +
    diff --git a/books/natural-fantasy-atlas/0.html b/books/natural-fantasy-atlas/0.html index 6d932fa..7516cfb 100644 --- a/books/natural-fantasy-atlas/0.html +++ b/books/natural-fantasy-atlas/0.html @@ -1,65 +1 @@ - - - - - - The Natural Fantasy Atlas for Fabula Ultima - - -
    -

    The Natural Fantasy Atlas

    -

    For Fabula Ultima

    - -

    - The outside world is vast, and the sins of the past are many. Hold tight - to each other and never stop dreaming! -

    - -

    - Fabula Ultima will bring you into worlds deeply permeated by the - cycles of time and nature, where young heroes face the consequences of - past mistakes and demonstrate that history does not have to repeat itself, - creating a brave future of coexistence, much like in classic JRPGs! -

    - -

    What's Inside:

    - -
      -
    • - Dive into a new JRPG subgenre based upon harmony and - change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) - and new Heroic Skills to create even more combinations! -
    • -
    • - 10 Natural Fantasy Locations: Archetypal settings with - tips and hints for playing an intense natural fantasy campaign or which - you can use as inspiration to breathe life into your world. -
    • -
    • - Craft Equipment and Tools: Create weapons and tools - with any materials you gather using the rules for custom crafting and - forging. -
    • -
    • - Introduce Quirks: Optional rules that add even more - depth to your characters, taking a break to share a convivial moment - with camp activities. -
    • -
    • - 5 Villains: Challenging new bosses of increasing power - to use in your adventures, providing your Players with tougher and more - exciting challenges. -
    • -
    • - 208 Full-Color Pages: Featuring manga and chibi-style - illustrations from international artists. -
    • -
    - - -
    - +The Natural Fantasy Atlas for Fabula Ultima

    The Natural Fantasy Atlas

    For Fabula Ultima

    The outside world is vast, and the sins of the past are many. Hold tight to each other and never stop dreaming!

    Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    What's Inside:

    • Dive into a new JRPG subgenre based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!
    • 10 Natural Fantasy Locations: Archetypal settings with tips and hints for playing an intense natural fantasy campaign or which you can use as inspiration to breathe life into your world.
    • Craft Equipment and Tools: Create weapons and tools with any materials you gather using the rules for custom crafting and forging.
    • Introduce Quirks: Optional rules that add even more depth to your characters, taking a break to share a convivial moment with camp activities.
    • 5 Villains: Challenging new bosses of increasing power to use in your adventures, providing your Players with tougher and more exciting challenges.
    • 208 Full-Color Pages: Featuring manga and chibi-style illustrations from international artists.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/1.html b/books/natural-fantasy-atlas/1.html index cd34102..0ec3743 100644 --- a/books/natural-fantasy-atlas/1.html +++ b/books/natural-fantasy-atlas/1.html @@ -1,86 +1 @@ - - - - - - The Natural Fantasy Atlas - Fabula Ultima - - -
    -
    -

    The Natural Fantasy Atlas

    -

    For Fabula Ultima

    -
    - -
    -

    Embrace the Cycle of Nature

    -

    - The outside world is vast, and the sins of the past are many. Hold tight - to each other, and never stop dreaming! - Fabula Ultima will bring you into worlds deeply - permeated by the cycles of time and nature, where young heroes face the - consequences of past mistakes and demonstrate that history does not have - to repeat itself, creating a brave future of coexistence, much like in - classic JRPGs! -

    -
    - -
    -

    Key Features Include:

    -
      -
    • - Dive into a new JRPG subgenre -

      - Based upon harmony and change with 4 new Classes (Floralist, - Gourmet, Invoker, and Merchant) and new Heroic Skills to create even - more combinations! -

      -
    • -
    • - 10 Natural Fantasy Locations -

      - Archetypal settings with tips and hints for playing an intense - natural fantasy campaign, or which you can use as inspiration to - breathe life into your world. -

      -
    • -
    • - Craft Equipment and Tools -

      - Create equipment and tools with any materials you gather, using the - rules for custom weapons and forging. -

      -
    • -
    • - Introduce Quirks -

      - Optional rules that add even more depth to your characters, allowing - a break to share a convivial moment with camp activities. -

      -
    • -
    • - 5 Villains -

      - Challenging new bosses of increasing power to use in your - adventures, providing your players with tougher and more exciting - challenges. -

      -
    • -
    • - 208 Full-Color Pages -

      - Featuring manga and chibi-style illustrations from international - artists. -

      -
    • -
    -
    - - -
    - +The Natural Fantasy Atlas - Fabula Ultima

    The Natural Fantasy Atlas

    For Fabula Ultima

    Embrace the Cycle of Nature

    The outside world is vast, and the sins of the past are many. Hold tight to each other, and never stop dreaming! Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    Key Features Include:

    • Dive into a new JRPG subgenre

      Based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!

    • 10 Natural Fantasy Locations

      Archetypal settings with tips and hints for playing an intense natural fantasy campaign, or which you can use as inspiration to breathe life into your world.

    • Craft Equipment and Tools

      Create equipment and tools with any materials you gather, using the rules for custom weapons and forging.

    • Introduce Quirks

      Optional rules that add even more depth to your characters, allowing a break to share a convivial moment with camp activities.

    • 5 Villains

      Challenging new bosses of increasing power to use in your adventures, providing your players with tougher and more exciting challenges.

    • 208 Full-Color Pages

      Featuring manga and chibi-style illustrations from international artists.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/10.html b/books/natural-fantasy-atlas/10.html index 0c0c9b1..939b3e6 100644 --- a/books/natural-fantasy-atlas/10.html +++ b/books/natural-fantasy-atlas/10.html @@ -1,76 +1 @@ - - - - - - Natural Fantasy Campaign Concepts - - -
    -

    Introduction to Natural Fantasy Campaigns

    -
    - -
    -

    Clashing Communities

    - -

    - In natural fantasy campaigns, the clashes between different factions are - often of a much smaller scale: tensions between neighboring villages or - clans, and fights between humans and animals or spirits, or between - opposing parties of the same people. In its darkest forms, such conflicts - erupt into violence, expropriation, or even genocide. -

    - -

    - Newly arrived in the village and terrified by a spiked wildcat sighted by - his caravan during the journey, a nobleman has ordered the local hunters - guild to exterminate all predators in the region. When they refuse to kill - any creature that hasn’t attacked the settlement, the noble hires some - mercenaries from the Citadel amidst the plains. -

    - -

    - Only the Inara know the procedures required to activate the progenitors’ - metal artifacts, which lie scattered around the archipelago. Driven by - greed, the sheriffs of the capital infiltrate Inara settlements to extort - information; one of these operations led to a terrible massacre of the - natives. -

    -
    - -
    - -
    -

    Everything Has a Soul

    - -

    - This pillar is both central and explicit in natural fantasy: the stream of - souls manifests as elemental entities, animals or plants—veritable holy - symbols that embody the life cycle of regeneration and transformation. The - stream of souls is also among the main victims of the Villains’ actions. -

    - -

    - Hell-bent on reuniting the fragments of her wife’s soul, scattered across - the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two - thousand years have passed and the stream of souls has stagnated: echoes - of the departed roam the earth, clinging to the living and turning them - into terrible monsters. -

    - -

    - Just as the Progenitors cried their tears to create the ocean and gave - their flesh to make the earth, the inhabitants of the Glass Isles accept - that the nocturnal messengers devour the bodies of the departed and feast - on the grief of the living, bringing both to the afterlife as nourishment - and consolation for the ancestral spirits. -

    - -

    - Furthermore, the four ancient trees of the region, also known as - Vei Arbru, host the elemental essences of the seasons: - each is kept safe by a guardian fairy that nurtures it both when it’s in - bloom and when it withers before being born again. -

    -
    - +Natural Fantasy Campaign Concepts

    Introduction to Natural Fantasy Campaigns

    Clashing Communities

    In natural fantasy campaigns, the clashes between different factions are often of a much smaller scale: tensions between neighboring villages or clans, and fights between humans and animals or spirits, or between opposing parties of the same people. In its darkest forms, such conflicts erupt into violence, expropriation, or even genocide.

    Newly arrived in the village and terrified by a spiked wildcat sighted by his caravan during the journey, a nobleman has ordered the local hunters guild to exterminate all predators in the region. When they refuse to kill any creature that hasn’t attacked the settlement, the noble hires some mercenaries from the Citadel amidst the plains.

    Only the Inara know the procedures required to activate the progenitors’ metal artifacts, which lie scattered around the archipelago. Driven by greed, the sheriffs of the capital infiltrate Inara settlements to extort information; one of these operations led to a terrible massacre of the natives.

    Everything Has a Soul

    This pillar is both central and explicit in natural fantasy: the stream of souls manifests as elemental entities, animals or plants—veritable holy symbols that embody the life cycle of regeneration and transformation. The stream of souls is also among the main victims of the Villains’ actions.

    Hell-bent on reuniting the fragments of her wife’s soul, scattered across the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two thousand years have passed and the stream of souls has stagnated: echoes of the departed roam the earth, clinging to the living and turning them into terrible monsters.

    Just as the Progenitors cried their tears to create the ocean and gave their flesh to make the earth, the inhabitants of the Glass Isles accept that the nocturnal messengers devour the bodies of the departed and feast on the grief of the living, bringing both to the afterlife as nourishment and consolation for the ancestral spirits.

    Furthermore, the four ancient trees of the region, also known as Vei Arbru, host the elemental essences of the seasons: each is kept safe by a guardian fairy that nurtures it both when it’s in bloom and when it withers before being born again.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/100.html b/books/natural-fantasy-atlas/100.html index ba05893..ba6f2ea 100644 --- a/books/natural-fantasy-atlas/100.html +++ b/books/natural-fantasy-atlas/100.html @@ -1,83 +1 @@ - - - - - - Character Profile: Apsu - - - - -

    APSU

    - - -
    -

    BASIC INFORMATION

    -
    -
    - Identity: Waterfiend Hunter -
    -
    - Theme: Hope -
    -
    - Origin: Salt Hill -
    -
    - Quirk: Cursed -
    -
    - Signature Weapons: Short swords -
    -
    -
    - - -
    -

    APSU IN DETAIL

    -
    -

    Background & Skills

    -
      -
    • - The bards sing of another age, when humans waged war against the sea, - using their machines to poison it. Since then, those who are born with - blue hair are - Cursed by the Old Woman of the Tide, scorned by the - earth, and hounded by the ocean: their blood is saltwater. -
    • -
    • - Able to see waterfiends due to his curse, Apsu earned his livelihood - by catching and killing them, to extract drinking water from the - remains. This brutal life was interrupted when he met an old oracle on - the way to Ocean’s Mirror to negotiate a truce with the Old Woman of - the Tide or, if necessary, kill her. -
    • -
    • - Apsu is an Elementalist, - Wayfarer and Weaponmaster, who uses - Spellblade to cast powerful spells such as Thunderbolt, through his - shortswords. -
    • -
    • - Although his background and skill suggest a story of pain and - violence, Apsu is an optimist who strives to see the silver lining in - all things – his Hope theme makes him a real touchstone for the entire - group. -
    • -
    -
    - - -
    - Game Master Note: The GM should involve Apsu’s Player in - establishing any information about the curse of blue hair and the water - spirits, especially the most dangerous and aggressive ones. -
    -
    - - -
    - +Character Profile: Apsu

    APSU

    BASIC INFORMATION

    Identity: Waterfiend Hunter
    Theme: Hope
    Origin: Salt Hill
    Quirk: Cursed
    Signature Weapons: Short swords

    APSU IN DETAIL

    Background & Skills

    • The bards sing of another age, when humans waged war against the sea, using their machines to poison it. Since then, those who are born with blue hair are Cursed by the Old Woman of the Tide, scorned by the earth, and hounded by the ocean: their blood is saltwater.
    • Able to see waterfiends due to his curse, Apsu earned his livelihood by catching and killing them, to extract drinking water from the remains. This brutal life was interrupted when he met an old oracle on the way to Ocean’s Mirror to negotiate a truce with the Old Woman of the Tide or, if necessary, kill her.
    • Apsu is an Elementalist, Wayfarer and Weaponmaster, who uses Spellblade to cast powerful spells such as Thunderbolt, through his shortswords.
    • Although his background and skill suggest a story of pain and violence, Apsu is an optimist who strives to see the silver lining in all things – his Hope theme makes him a real touchstone for the entire group.
    Game Master Note: The GM should involve Apsu’s Player in establishing any information about the curse of blue hair and the water spirits, especially the most dangerous and aggressive ones.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/101.html b/books/natural-fantasy-atlas/101.html index 3062625..bf7d6c9 100644 --- a/books/natural-fantasy-atlas/101.html +++ b/books/natural-fantasy-atlas/101.html @@ -1,64 +1 @@ - - - - - - Donna Maxwell Profile - - -
    -

    DONNA MAXWELL

    - - -

    BASIC INFORMATION

    -
    -
    Identity: Spark-spirit Huntress
    -
    Theme: Guilt
    -
    Origin: Illwind
    -
    Quirk: Ancient Weapon
    -
    - Signature weapons: Seismic revolver -
    -
    - - -

    DONNA IN DETAIL

    - -

    Backstory & Abilities

    -
      -
    • - Three years ago, a research team led by Donna Maxwell left the fortified - citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by - arrogant curiosity, these scholars activated the ancestral mechanism - which the Scripture calls the - Matrix of Days, thereby freeing the Spark-spirit - trapped in its engine and causing the destruction of Illwind. -
    • -
    • - Armed with a seismic revolver found in the Labyrinth, Donna swore to - find and kill the Spark-spirit before it could unleash its fury once - more. She considers herself Guilty of making a - disastrous mistake, and she isn’t wrong. -
    • -
    • - Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a - variety of infusions and capitalizes on her Insight thanks to Knowledge - is Power. -
    • -
    • - Donna’s Player should be the go-to person for everything related to - Illwind and its researchers, not to mention the Celestial Labyrinth and - the dreadful wonders it hides. -
    • -
    • - Donna’s revolver is a powerful weapon that targets Magic Defense and - deals 5 extra damage to elementals (a Quality valued at around 900 - zenit), but it reacts unpredictably when near ancient machines and the - ruins scattered across the entire region. -
    • -
    - - -
    -
    - +Donna Maxwell Profile

    DONNA MAXWELL

    BASIC INFORMATION

    Identity: Spark-spirit Huntress
    Theme: Guilt
    Origin: Illwind
    Quirk: Ancient Weapon
    Signature weapons: Seismic revolver

    DONNA IN DETAIL

    Backstory & Abilities

    • Three years ago, a research team led by Donna Maxwell left the fortified citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by arrogant curiosity, these scholars activated the ancestral mechanism which the Scripture calls the Matrix of Days, thereby freeing the Spark-spirit trapped in its engine and causing the destruction of Illwind.
    • Armed with a seismic revolver found in the Labyrinth, Donna swore to find and kill the Spark-spirit before it could unleash its fury once more. She considers herself Guilty of making a disastrous mistake, and she isn’t wrong.
    • Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a variety of infusions and capitalizes on her Insight thanks to Knowledge is Power.
    • Donna’s Player should be the go-to person for everything related to Illwind and its researchers, not to mention the Celestial Labyrinth and the dreadful wonders it hides.
    • Donna’s revolver is a powerful weapon that targets Magic Defense and deals 5 extra damage to elementals (a Quality valued at around 900 zenit), but it reacts unpredictably when near ancient machines and the ruins scattered across the entire region.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/102.html b/books/natural-fantasy-atlas/102.html index ac41280..afc68cb 100644 --- a/books/natural-fantasy-atlas/102.html +++ b/books/natural-fantasy-atlas/102.html @@ -1,69 +1 @@ - - - - - - Character Profile: Lady Undersson - - -

    LADY UNDERSSON

    - -

    Basic Information

    -
    -
    Identity:
    -
    Kind Android
    - -
    Condition:
    -
    Without Memory
    - -
    Theme:
    -
    Belonging
    - -
    Origin:
    -
    Ancient Ruins
    - -
    Quirk:
    -
    Underchild
    - -
    Signature Weapons:
    -
    Clockwork Keys
    -
    - -

    LADY UNDERSSON In Detail

    - -

    History & Lore:

    -
      -
    • - When the villagers found her, Lady Undersson was standing still, in - absolute silence, in front of the evergreen tree next to the entrance of - the ancient ruins. Devoid of any memory regarding her previous function, - the android decided to help the villagers in their everyday chores, - overcoming their initial hesitation due to their past experiences with - machines from underground. -
    • -
    • - Despite her desire to become part of the village community, Lady Undersson - is plagued by short, fragmented visions of a hazy past that she cannot - escape, and the looming feeling that she forgot something terrible. -
    • -
    • - Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys - (see page 116) as her weapon of choice. -
    • -
    • - The Game Master should consult with Lady Undersson’s Player for details - regarding ruins and ancient machines. -
    • -
    • - Over the course of the game, the Underchild Quirk allows Lady Undersson’s - memories to become clearer and clearer until she remembers key information - about a looming threat. It’s essential that this moment establishes once - and for all a bond of trust between this PC and the rest of the group. -
    • -
    - -
    - -

    Profile

    -

    Order Details:

    - +Character Profile: Lady Undersson

    LADY UNDERSSON

    Basic Information

    Identity:
    Kind Android
    Condition:
    Without Memory
    Theme:
    Belonging
    Origin:
    Ancient Ruins
    Quirk:
    Underchild
    Signature Weapons:
    Clockwork Keys

    LADY UNDERSSON In Detail

    History & Lore:

    • When the villagers found her, Lady Undersson was standing still, in absolute silence, in front of the evergreen tree next to the entrance of the ancient ruins. Devoid of any memory regarding her previous function, the android decided to help the villagers in their everyday chores, overcoming their initial hesitation due to their past experiences with machines from underground.
    • Despite her desire to become part of the village community, Lady Undersson is plagued by short, fragmented visions of a hazy past that she cannot escape, and the looming feeling that she forgot something terrible.
    • Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys (see page 116) as her weapon of choice.
    • The Game Master should consult with Lady Undersson’s Player for details regarding ruins and ancient machines.
    • Over the course of the game, the Underchild Quirk allows Lady Undersson’s memories to become clearer and clearer until she remembers key information about a looming threat. It’s essential that this moment establishes once and for all a bond of trust between this PC and the rest of the group.

    Profile

    Order Details:

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/103.html b/books/natural-fantasy-atlas/103.html index 2fd4bde..0be075d 100644 --- a/books/natural-fantasy-atlas/103.html +++ b/books/natural-fantasy-atlas/103.html @@ -1,64 +1 @@ - - - - - - Character Dossier: Laurence - - -
    - -

    W LAURENCE

    - -

    BASIC INFORMATION

    - - - -

    LAURENCE IN DETAIL

    - -
    - -

    Backstory & Profile

    -
      -
    • - When Laurence was just an apprentice hunter, his squad cornered a - powerful and regal wyvern in its lair and killed it. However, when the - captain, who Laurence saw as his adoptive mother, went in and - exterminated the entire brood, something in his soul snapped and he - swore never to kill again. -
    • -
    • - Recently, a mysterious force has been pushing beasts and monsters to - attack human settlements, destroying vehicles, structures, and machinery - with unprecedented ferocity. Laurence volunteered to accompany a team of - heroes to discover what has caused such resentment. -
    • -
    • - Laurence is a Gourmet, Guardian and Weaponmaster. His - Big Bro Quirk makes him excel at supporting the entire - group. -
    • -
    • - The Game Master should consult Laurence’s Player when describing wild - beasts and their habits, not to mention the tactics employed by the - hunters of Arca. -
    • -
    • - Due to his oath, Laurence was mocked and shunned by the hunters of Arca, - and his old captain considers him her greatest disappointment. It’s up - to the other Player Characters to help him when mentor and pupil - inevitably clash again. -
    • -
    - -
    - -

    Transaction Details

    -
    - +Character Dossier: Laurence

    W LAURENCE

    BASIC INFORMATION

    LAURENCE IN DETAIL

    Backstory & Profile

    • When Laurence was just an apprentice hunter, his squad cornered a powerful and regal wyvern in its lair and killed it. However, when the captain, who Laurence saw as his adoptive mother, went in and exterminated the entire brood, something in his soul snapped and he swore never to kill again.
    • Recently, a mysterious force has been pushing beasts and monsters to attack human settlements, destroying vehicles, structures, and machinery with unprecedented ferocity. Laurence volunteered to accompany a team of heroes to discover what has caused such resentment.
    • Laurence is a Gourmet, Guardian and Weaponmaster. His Big Bro Quirk makes him excel at supporting the entire group.
    • The Game Master should consult Laurence’s Player when describing wild beasts and their habits, not to mention the tactics employed by the hunters of Arca.
    • Due to his oath, Laurence was mocked and shunned by the hunters of Arca, and his old captain considers him her greatest disappointment. It’s up to the other Player Characters to help him when mentor and pupil inevitably clash again.

    Transaction Details

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/104.html b/books/natural-fantasy-atlas/104.html index 3ac3975..e616b4b 100644 --- a/books/natural-fantasy-atlas/104.html +++ b/books/natural-fantasy-atlas/104.html @@ -1,94 +1 @@ - - - - - - Character Dossier: Melissa Holtz - - -
    - -
    -

    - MELISSA HOLTZ -

    -
    - Chapter 103 | 33 PROTAGONISTS -
    -
    - - -
    -

    BASIC INFORMATION

    - -
    - - -
    -

    MELISSA IN DETAIL

    -
      -
    • - In spite of her parents’ doubts, young Melissa worked hard and - traveled far to discover the secret of alchemy, with the Ambition of - attaining an official license and, upon her eventual return, bringing - prosperity to the mountain hamlet of Eiche. -
    • -
    • - Melissa saved her money to buy a cart, pulled by a mighty and loving - auroch. This traveling workshop is full of mementos, notes and unusual - ingredients. -
    • -
    • - Melissa combines Gourmet, Spiritist and Sharpshooter: together with - the rest of the group she adapted the Gourmet’s rules to represent - alchemy, using five seasonal essences instead of tastes. Her - alchemical scepters are custom arcane ranged weapons that she uses to - fire her compounds, creating expanding clouds using Barrage. -
    • -
    • - Taking inspiration from the wu xing’s Late Summer, Melissa’s Player - and the rest of the group decided to add a fifth season to their - setting, the Calm, which has its own seasonal essence and is a time of - transition for the entire world when the elements coexist and combine - in ways that are, so far, poorly understood. -
    • -
    • - Melissa’s personal goals are rather simple, but the mystery of the - Calm should have a deep influence on the story: of course, one or more - Villains have plans for it. -
    • -
    -
    - - -
    - +Character Dossier: Melissa Holtz

    MELISSA HOLTZ

    Chapter 103 | 33 PROTAGONISTS

    BASIC INFORMATION

    MELISSA IN DETAIL

    • In spite of her parents’ doubts, young Melissa worked hard and traveled far to discover the secret of alchemy, with the Ambition of attaining an official license and, upon her eventual return, bringing prosperity to the mountain hamlet of Eiche.
    • Melissa saved her money to buy a cart, pulled by a mighty and loving auroch. This traveling workshop is full of mementos, notes and unusual ingredients.
    • Melissa combines Gourmet, Spiritist and Sharpshooter: together with the rest of the group she adapted the Gourmet’s rules to represent alchemy, using five seasonal essences instead of tastes. Her alchemical scepters are custom arcane ranged weapons that she uses to fire her compounds, creating expanding clouds using Barrage.
    • Taking inspiration from the wu xing’s Late Summer, Melissa’s Player and the rest of the group decided to add a fifth season to their setting, the Calm, which has its own seasonal essence and is a time of transition for the entire world when the elements coexist and combine in ways that are, so far, poorly understood.
    • Melissa’s personal goals are rather simple, but the mystery of the Calm should have a deep influence on the story: of course, one or more Villains have plans for it.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/105.html b/books/natural-fantasy-atlas/105.html index d94e22a..31e34ad 100644 --- a/books/natural-fantasy-atlas/105.html +++ b/books/natural-fantasy-atlas/105.html @@ -1,70 +1 @@ - - - - - - Mylo Ulve Character Profile - - -

    Mylo Ulve

    -

    (Page/Document Reference 104)

    - -
    -

    Basic Information

    -
    - -
    -
    Identity: Gentleman
    -
    Occupation/Role: Archaeologist
    -
    Theme: Justice
    -
    Origin: Zentralia
    -
    Quirk: Mysterious Grimoire
    -
    - Signature Weapons: Elemental Rings -
    -
    - -
    -

    Detailed Background

    -
      -
    • - An archaeology graduate from the Golden College, Mylo Ulve left the - capital when the Senate closed the faculty and sold all exhibits to - collectors to bankroll a new expansionist campaign to the West. Mylo was - able to save only the - Codex Rubrum, an extraordinary - magical tome that sometimes answers the reader’s question in the - language of the ancient civilization of Escria. -
    • -
    • - The information in the Codex supports the College’s theories about - Escria and the magical prowess of its Scribe-Priests, not to mention its - downfall at the hands of the founders of Zentralia. Even more - importantly, it completely invalidates the propaganda which presents the - current aristocracy as scions of the glorious Escria. -
    • -
    • - Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy - and potions and is one among the very few Zentralians that understand - the language of Escria. -
    • -
    • - Mylo’s character should be the go-to person for everything related to - the history of Zentralia and the fall of Escria (unless the group - includes a descendant of the Escrians, of course). -
    • -
    -
    - -
    -

    Character Goals

    -
      -
    • Uncover the truth about the Codex Rubrum and Escria.
    • -
    • - Oppose the Zentralian nobles who crave the ancient magic of the Scribes. -
    • -
    -
    - - - +Mylo Ulve Character Profile

    Mylo Ulve

    (Page/Document Reference 104)

    Basic Information

    Identity: Gentleman
    Occupation/Role: Archaeologist
    Theme: Justice
    Origin: Zentralia
    Quirk: Mysterious Grimoire
    Signature Weapons: Elemental Rings

    Detailed Background

    • An archaeology graduate from the Golden College, Mylo Ulve left the capital when the Senate closed the faculty and sold all exhibits to collectors to bankroll a new expansionist campaign to the West. Mylo was able to save only the Codex Rubrum, an extraordinary magical tome that sometimes answers the reader’s question in the language of the ancient civilization of Escria.
    • The information in the Codex supports the College’s theories about Escria and the magical prowess of its Scribe-Priests, not to mention its downfall at the hands of the founders of Zentralia. Even more importantly, it completely invalidates the propaganda which presents the current aristocracy as scions of the glorious Escria.
    • Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy and potions and is one among the very few Zentralians that understand the language of Escria.
    • Mylo’s character should be the go-to person for everything related to the history of Zentralia and the fall of Escria (unless the group includes a descendant of the Escrians, of course).

    Character Goals

    • Uncover the truth about the Codex Rubrum and Escria.
    • Oppose the Zentralian nobles who crave the ancient magic of the Scribes.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/106.html b/books/natural-fantasy-atlas/106.html index ce69669..cc0245b 100644 --- a/books/natural-fantasy-atlas/106.html +++ b/books/natural-fantasy-atlas/106.html @@ -1,77 +1 @@ - - - - - - Octavia - Protagonist Profile - - -
    Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI
    - -
    -

    BASIC INFORMATION

    - - - - -

    OCTAVIA IN DETAIL

    - - -
      -
    • - The youngest offspring of the Polpi merchant clan, Octavia is a young - oceanid, whose stubbornness and cutting humor hide a heart of gold. This - spirit led her to rebel against her own family's ways of conducting - business, prompting her decision to travel the surface world and build a - commerce and communication network that addresses local needs—and - outmaneuver her relatives in the process. -
    • -
    • - Octavia is always accompanied by two tireless bodyguards: Crabecca and - Breamthony. Breamthony shares some of her opinions about the rest of the - family, while Crabecca remains constantly worried for her safety. -
    • -
    • - Octavia’s shrewdness is well represented by her Merchant and Orator - Classes. In times of emergency, she can deal substantial blows with her - reinforced pipe (which utilizes the staff profile). -
    • -
    - - -
    -

    Campaign Guidance Notes

    -
      -
    • - The Player should provide information about the Polpi clan, the - oceanids, and the underwater territory of Yonaguni. This must include - details regarding available transportation methods for - surface-dwellers planning a visit. -
    • -
    • - At the start of the campaign, Octavia is driven by her need for - Rebellion. However, over the course of the game, she should realize - the true nature of her feelings and demonstrate increased maturity. -
    • -
    -
    -
    - -
    - +Octavia - Protagonist Profile
    Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI

    BASIC INFORMATION

    OCTAVIA IN DETAIL

    • The youngest offspring of the Polpi merchant clan, Octavia is a young oceanid, whose stubbornness and cutting humor hide a heart of gold. This spirit led her to rebel against her own family's ways of conducting business, prompting her decision to travel the surface world and build a commerce and communication network that addresses local needs—and outmaneuver her relatives in the process.
    • Octavia is always accompanied by two tireless bodyguards: Crabecca and Breamthony. Breamthony shares some of her opinions about the rest of the family, while Crabecca remains constantly worried for her safety.
    • Octavia’s shrewdness is well represented by her Merchant and Orator Classes. In times of emergency, she can deal substantial blows with her reinforced pipe (which utilizes the staff profile).

    Campaign Guidance Notes

    • The Player should provide information about the Polpi clan, the oceanids, and the underwater territory of Yonaguni. This must include details regarding available transportation methods for surface-dwellers planning a visit.
    • At the start of the campaign, Octavia is driven by her need for Rebellion. However, over the course of the game, she should realize the true nature of her feelings and demonstrate increased maturity.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/107.html b/books/natural-fantasy-atlas/107.html index d9191d8..c4b9efe 100644 --- a/books/natural-fantasy-atlas/107.html +++ b/books/natural-fantasy-atlas/107.html @@ -1,65 +1 @@ - - - - - - Ruairi Character Profile - - -

    Ruairi Character Profile

    - -
    -

    Basic Information

    -

    Identity: Moth Court Outcast

    -

    Theme: Solitude

    -

    Origin: Hawthorn Forest

    -

    Quirk: Outcast Fairy

    -

    Signature Weapons: Floral greatswords

    -
    - -

    Background & History

    - -
    -
      -
    • - Once upon a time, Ruairi was a noble warrior of the Moth Court, but he - was exiled because of his love for the Raven Witch, Baobhan Sith. He - wandered alone for centuries, only to eventually stumble upon the tomb - of his soulmate. There, he fell into a deep slumber, until the arrival - of a group of heroes with more enthusiasm than common sense roused him - from sleep. -
    • -
    • - Despite how much time has passed, Ruairi is still an exceptional fighter - and many fairies remember his name; however, the relationship between - humanity and the fairy realm has soured significantly, and both sides - now look at him with suspicion. -
    • -
    • - Ruairi wields a floral greatsword and combines the abilities of - Floralist and Darkblade, in a contrasting image of fragile beauty and - visceral sorrow. True to faefolk tradition, iron is his weakness. -
    • -
    -
    - -
    -

    Story Details / GM Notes

    -
      -
    • - The Game Master should often consult Ruairi’s Player about all things - related to the fairies’ society, tradition, and powers. -
    • -
    • - Ruairi doesn’t like to talk about it, but fairies cannot die unless - killed, and such must have been Baobhan Sith’s fate. One day, he’s going - to discover who was responsible and, on that day, he might swear - Vengeance or perhaps even turn into a Villain. -
    • -
    -
    - - - +Ruairi Character Profile

    Ruairi Character Profile

    Basic Information

    Identity: Moth Court Outcast

    Theme: Solitude

    Origin: Hawthorn Forest

    Quirk: Outcast Fairy

    Signature Weapons: Floral greatswords

    Background & History

    • Once upon a time, Ruairi was a noble warrior of the Moth Court, but he was exiled because of his love for the Raven Witch, Baobhan Sith. He wandered alone for centuries, only to eventually stumble upon the tomb of his soulmate. There, he fell into a deep slumber, until the arrival of a group of heroes with more enthusiasm than common sense roused him from sleep.
    • Despite how much time has passed, Ruairi is still an exceptional fighter and many fairies remember his name; however, the relationship between humanity and the fairy realm has soured significantly, and both sides now look at him with suspicion.
    • Ruairi wields a floral greatsword and combines the abilities of Floralist and Darkblade, in a contrasting image of fragile beauty and visceral sorrow. True to faefolk tradition, iron is his weakness.

    Story Details / GM Notes

    • The Game Master should often consult Ruairi’s Player about all things related to the fairies’ society, tradition, and powers.
    • Ruairi doesn’t like to talk about it, but fairies cannot die unless killed, and such must have been Baobhan Sith’s fate. One day, he’s going to discover who was responsible and, on that day, he might swear Vengeance or perhaps even turn into a Villain.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/108.html b/books/natural-fantasy-atlas/108.html index 8419f7d..2fa5da1 100644 --- a/books/natural-fantasy-atlas/108.html +++ b/books/natural-fantasy-atlas/108.html @@ -1,75 +1 @@ - - - - - - Tsukihime Character Profile - - - -
    - 107 | W | 33 PROTAGONISTS -
    - -

    TSUKIHIME

    - - -
    -

    BASIC INFORMATION

    -
    -
    Identity:
    -
    Incarnation of the Moon God
    - -
    Theme:
    -
    Duty
    - -
    Origin:
    -
    Second Moon
    - -
    Quirk:
    -
    The Long Dream
    - -
    Signature weapons:
    -
    Bows
    -
    -
    - - -
    -

    TSUKIHIME IN DETAIL

    - -
      -
    • - According to legend, when a grave danger looms over the Land of Elms and - the Second Moon shines blue, the Moon God incarnates in the world with - the shooting of an arrow. This time, the guardian is a young woman of - elegant bearing and brave heart, albeit a bit stubborn. The Priestess - named her Tsukihime, or Moon Princess. -
    • -
    • - Tsukihime’s Duty is to quell the restless spirits and purify the springs - of the four rivers that cross the region. The task will prove much - bigger than expected, and she cannot do it alone. -
    • -
    • - The moon’s favor grants Tsukihime a special affinity toward nature – her - Classes are Chimerist, Invoker and Sharpshooter. -
    • -
    • - Tsukihime’s Player should be the go-to person for everything related to - the Moon God, the Second Moon and the spirit world. At the same time, - the Princess’ knowledge of human society is extremely limited and, above - all, outdated. -
    • -
    • - Every incarnation of the Moon God is destined to return to the stars - once their purpose is fulfilled. Hence, it’s essential that Tsukihime - and the rest of the group develop strong emotional bonds over the course - of the campaign. Perhaps these bonds will be powerful enough to prevent - a painful farewell. -
    • -
    -
    - -
    - +Tsukihime Character Profile
    107 | W | 33 PROTAGONISTS

    TSUKIHIME

    BASIC INFORMATION

    Identity:
    Incarnation of the Moon God
    Theme:
    Duty
    Origin:
    Second Moon
    Quirk:
    The Long Dream
    Signature weapons:
    Bows

    TSUKIHIME IN DETAIL

    • According to legend, when a grave danger looms over the Land of Elms and the Second Moon shines blue, the Moon God incarnates in the world with the shooting of an arrow. This time, the guardian is a young woman of elegant bearing and brave heart, albeit a bit stubborn. The Priestess named her Tsukihime, or Moon Princess.
    • Tsukihime’s Duty is to quell the restless spirits and purify the springs of the four rivers that cross the region. The task will prove much bigger than expected, and she cannot do it alone.
    • The moon’s favor grants Tsukihime a special affinity toward nature – her Classes are Chimerist, Invoker and Sharpshooter.
    • Tsukihime’s Player should be the go-to person for everything related to the Moon God, the Second Moon and the spirit world. At the same time, the Princess’ knowledge of human society is extremely limited and, above all, outdated.
    • Every incarnation of the Moon God is destined to return to the stars once their purpose is fulfilled. Hence, it’s essential that Tsukihime and the rest of the group develop strong emotional bonds over the course of the campaign. Perhaps these bonds will be powerful enough to prevent a painful farewell.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/109.html b/books/natural-fantasy-atlas/109.html index 4f3bfea..75add1a 100644 --- a/books/natural-fantasy-atlas/109.html +++ b/books/natural-fantasy-atlas/109.html @@ -1,56 +1 @@ - - - - - - Game Options Guide - - -
    108
    -

    Chapter Focus: Campaign Options

    - -

    - From here on, the chapter focuses on new options and rules designed to - enhance the natural fantasy vibes of your Fabula Ultima campaign. However, - if the whole group agrees, you can use these options for any campaign. -

    - -

    - These introductory pages provide preliminary information about the various - options, in terms of both mechanics and play experience, to help you - identify the most interesting ones for your game. -

    - -

    CUSTOM WEAPONS

    -

    - You can use this rule to create unusual weapons. It’s a simple and - straightforward option with no profound gameplay implications – you can - always leave it open to anyone who is interested. -

    - -

    NATURAL FANTASY QUIRKS

    -

    - This option is more complex and has a significant effect on character - creation. If you use it, each Player Character gains a set of unique - mechanics defining their abilities and role in the story. -

    - -
      -
    • - These effects are powerful, ranging from the ability to ignore Mind Point - costs to brandishing a rare and ancient weapon. -
    • -
    • - Use Quirks if you and your group are comfortable setting aside the power - balance between characters in favor of strong characterization. -
    • -
    • - This option works best in tight and collaborative groups and may be too - complex if this is your first experience with the game. -
    • -
    - -

    NEW OPTIONS

    -

    W

    -

    (Placeholder for content/detail regarding option.)

    - +Game Options Guide
    108

    Chapter Focus: Campaign Options

    From here on, the chapter focuses on new options and rules designed to enhance the natural fantasy vibes of your Fabula Ultima campaign. However, if the whole group agrees, you can use these options for any campaign.

    These introductory pages provide preliminary information about the various options, in terms of both mechanics and play experience, to help you identify the most interesting ones for your game.

    CUSTOM WEAPONS

    You can use this rule to create unusual weapons. It’s a simple and straightforward option with no profound gameplay implications – you can always leave it open to anyone who is interested.

    NATURAL FANTASY QUIRKS

    This option is more complex and has a significant effect on character creation. If you use it, each Player Character gains a set of unique mechanics defining their abilities and role in the story.

    • These effects are powerful, ranging from the ability to ignore Mind Point costs to brandishing a rare and ancient weapon.
    • Use Quirks if you and your group are comfortable setting aside the power balance between characters in favor of strong characterization.
    • This option works best in tight and collaborative groups and may be too complex if this is your first experience with the game.

    NEW OPTIONS

    W

    (Placeholder for content/detail regarding option.)

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/11.html b/books/natural-fantasy-atlas/11.html index 926cb6e..5bb2c8b 100644 --- a/books/natural-fantasy-atlas/11.html +++ b/books/natural-fantasy-atlas/11.html @@ -1,69 +1 @@ - - - - - - The Chronicles of Magic and Technology - - -

    MAGIC AND TECHNOLOGY

    -

    - The juxtaposition of magic and technology is a powerful element of natural - fantasy stories. Both have a light and dark side: magic is tied to natural - elements, but it can also destabilize them, causing terrible catastrophes; - technology – a reminder of the wars and destruction of the past – can be - recovered and adapted, but it comes with the risk of repeating the same - mistakes. -

    - -

    The Necropolis

    -

    - The Necropolis is a chasm spanning the size of an entire region, that goes - down into the depths of the earth. Inside, magical energy – usually too - rarefied to sustain any Ritual – can be used in full. Scholars call this - phenomenon tomb radiation and it becomes more powerful the - deeper you go. -

    - -

    Travel Through Nature

    -

    - Powered by a triple alchemical vapor-furnace and armed with massive steel - spikes, automatic crossbows and mortars, the armored train crosses the vast - forests of magical trees. It’s the only true connection between the various - settlements of the region. -

    - -

    Heroes of Many Sizes and Shapes

    -

    - The natural fantasy genre focuses upon the difficult journey toward - coexistence and harmony; as such, the Player Characters represent a - fundamental opportunity to show how representatives of different people and - cultures can learn from each other and, in a spirit of mutual respect, fight - for the future together. -

    - -

    Protagonists

    -
      -
    • - Bomiri: A young moth-girl from Mangrove Village. After - the death of her elderly mentor, she fully devoted herself to studying - herbalism and medicine, in an attempt to find a cure for the disease that - killed her. -
    • -
    • - Lovisa: When she was twelve years old, Lovisa got lost in - the crevasses of the Mora glacier and was almost devoured by a young - nagadon who was trapped in a cave with her. Despite being afraid, she - gathered food for herself and the hatchling, later preventing the rescuers - from killing him. Now they are inseparable and they carry letters, - medicines and information across the entire valley. -
    • -
    • - Yalsi: Famous among Inner Sea nomads for his generous and - slightly-too-exuberant character, Yalsi the thief is wanted by the - imperial navy for daring to rob a high official: hidden amidst gold coins - was a strange necklace, which looks awfully familiar to the metallic heads - buried among the hills of Yalsi’s native village. -
    • -
    - +The Chronicles of Magic and Technology

    MAGIC AND TECHNOLOGY

    The juxtaposition of magic and technology is a powerful element of natural fantasy stories. Both have a light and dark side: magic is tied to natural elements, but it can also destabilize them, causing terrible catastrophes; technology – a reminder of the wars and destruction of the past – can be recovered and adapted, but it comes with the risk of repeating the same mistakes.

    The Necropolis

    The Necropolis is a chasm spanning the size of an entire region, that goes down into the depths of the earth. Inside, magical energy – usually too rarefied to sustain any Ritual – can be used in full. Scholars call this phenomenon tomb radiation and it becomes more powerful the deeper you go.

    Travel Through Nature

    Powered by a triple alchemical vapor-furnace and armed with massive steel spikes, automatic crossbows and mortars, the armored train crosses the vast forests of magical trees. It’s the only true connection between the various settlements of the region.

    Heroes of Many Sizes and Shapes

    The natural fantasy genre focuses upon the difficult journey toward coexistence and harmony; as such, the Player Characters represent a fundamental opportunity to show how representatives of different people and cultures can learn from each other and, in a spirit of mutual respect, fight for the future together.

    Protagonists

    • Bomiri: A young moth-girl from Mangrove Village. After the death of her elderly mentor, she fully devoted herself to studying herbalism and medicine, in an attempt to find a cure for the disease that killed her.
    • Lovisa: When she was twelve years old, Lovisa got lost in the crevasses of the Mora glacier and was almost devoured by a young nagadon who was trapped in a cave with her. Despite being afraid, she gathered food for herself and the hatchling, later preventing the rescuers from killing him. Now they are inseparable and they carry letters, medicines and information across the entire valley.
    • Yalsi: Famous among Inner Sea nomads for his generous and slightly-too-exuberant character, Yalsi the thief is wanted by the imperial navy for daring to rob a high official: hidden amidst gold coins was a strange necklace, which looks awfully familiar to the metallic heads buried among the hills of Yalsi’s native village.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/110.html b/books/natural-fantasy-atlas/110.html index aefe401..0a2827b 100644 --- a/books/natural-fantasy-atlas/110.html +++ b/books/natural-fantasy-atlas/110.html @@ -1,61 +1 @@ - - - - - - Protagonists - Camp Activities - - - - -

    CHAPTER CAMP ACTIVITIES

    - -

    - This new optional rule allows the group to put more emphasis on resting - scenes – rather than just a simple narrative interlude used to create a new - Bond or modify existing ones, they become a way to provide special benefits - to the entire group or to specific allies. -

    -

    - In and of itself, this is a simple rule, but it adds a tangible benefit to - the rest scenes which allows the group to showcase the personality and - nature of each character. -

    - -
    - Important Consideration: If you use this option, resting - scenes will take a larger part of each session, on average, and you will - need to keep track of which Activities have already been used and what their - benefits are (these are often single-use). -
    - -

    NEW CLASSIC CHARACTERS

    -

    - These sample natural fantasy builds expand on those provided in the Core - Rulebook (see page 172), expressing the full potential of this Atlas’ new - Classes. You will also find two premade Groups to draw inspiration from – - one features characters sharing a common Class, and the other with greater - variety. -

    - -

    NEW CLASSES

    -

    - The Natural Fantasy Atlas introduces four new Classes for Player Characters. - They are designed to interact normally with those found in the Core Rulebook - and other expansions without any modifications. The following pages contain - some practical tips for Players and Game Masters to get the most out of - these new Classes. -

    - -

    NEW HEROIC SKILLS

    -

    - This last, lengthy section contains twenty-one new Heroic Skills. Some are - tied to the new Classes introduced by this Atlas, but most add options for - those found in the Core Rulebook. -

    - -
    - “I’ve never seen a flower like this.
    I wonder what its properties - are!”
    -
    - +Protagonists - Camp Activities

    CHAPTER CAMP ACTIVITIES

    This new optional rule allows the group to put more emphasis on resting scenes – rather than just a simple narrative interlude used to create a new Bond or modify existing ones, they become a way to provide special benefits to the entire group or to specific allies.

    In and of itself, this is a simple rule, but it adds a tangible benefit to the rest scenes which allows the group to showcase the personality and nature of each character.

    Important Consideration: If you use this option, resting scenes will take a larger part of each session, on average, and you will need to keep track of which Activities have already been used and what their benefits are (these are often single-use).

    NEW CLASSIC CHARACTERS

    These sample natural fantasy builds expand on those provided in the Core Rulebook (see page 172), expressing the full potential of this Atlas’ new Classes. You will also find two premade Groups to draw inspiration from – one features characters sharing a common Class, and the other with greater variety.

    NEW CLASSES

    The Natural Fantasy Atlas introduces four new Classes for Player Characters. They are designed to interact normally with those found in the Core Rulebook and other expansions without any modifications. The following pages contain some practical tips for Players and Game Masters to get the most out of these new Classes.

    NEW HEROIC SKILLS

    This last, lengthy section contains twenty-one new Heroic Skills. Some are tied to the new Classes introduced by this Atlas, but most add options for those found in the Core Rulebook.

    “I’ve never seen a flower like this.
    I wonder what its properties are!”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/111.html b/books/natural-fantasy-atlas/111.html index 9862312..bf79cf9 100644 --- a/books/natural-fantasy-atlas/111.html +++ b/books/natural-fantasy-atlas/111.html @@ -1,69 +1 @@ - - - - - - Character Class Descriptions - - -
    -

    FLORALIST

    -
      -
    • - Floralists shine both for the variety of effects they can unleash, and - their efficiency – for all intents and purposes, the magiseeds are - "automatic" secondary actions in addition to the character’s regular - action. That being said, this Class requires good timing, because - planting a magiseed one turn too late means wasting its potential. -
    • -
    • - Although the Floralist’s baseline aesthetic is tied to seeds and plants, - you can use this Class to represent any character that can summon - temporary little helpers. You can go for a few simple cosmetic changes - (algae, mushrooms, corals, etc.), or you could choose something like - clockwork turrets, support drones or even familiars, sprites or imps! -
    • -
    • - Usually, a Floralist’s abilities go way beyond those of a common - gardener or botanist, and the Player should have final say when - establishing any element of the setting tied to plants, forests, - plant-related creatures, and enemies belonging to the plant Species. -
    • -
    -
    - -
    -

    GOURMET

    -
      -
    • - This is a very peculiar Class, designed to mimic the experience of - exploring and combining items in a videogame by trial and error, without - being able to consult a precise guide. Its key feature is - procedural gameplay. Every Gourmet is different from - the last, despite using the same five flavors: in order to discover - which role the character will play in the group, you must first and - foremost play them. -
    • -
    • - The Gourmet’s rules are based upon flavors, rather than - specific ingredients. This makes it easy to use this Class to represent - other specialists (like brewers, mixologists, confectioners or sushi - chefs). You can also create strictly vegetarian or vegan menus. You may - also adapt these rules to represent any character who combines materials - or ingredients to create special effects, be they a chemist, an - alchemist or a pyrotechnician – you only have to define five ingredient - types, and voila! -
    • -
    • - The preparation, presentation and consumption of food are pivotal - elements of each and every culture, and embody the themes of - transformation and interdependence that are the beating heart of the - natural fantasy style. If your group includes the Gourmet, take your - time to describe the most unusual delicacies, but also to reflect upon - the deep implications of ending one life to feed another. -
    • -
    -
    - -
    - +Character Class Descriptions

    FLORALIST

    • Floralists shine both for the variety of effects they can unleash, and their efficiency – for all intents and purposes, the magiseeds are "automatic" secondary actions in addition to the character’s regular action. That being said, this Class requires good timing, because planting a magiseed one turn too late means wasting its potential.
    • Although the Floralist’s baseline aesthetic is tied to seeds and plants, you can use this Class to represent any character that can summon temporary little helpers. You can go for a few simple cosmetic changes (algae, mushrooms, corals, etc.), or you could choose something like clockwork turrets, support drones or even familiars, sprites or imps!
    • Usually, a Floralist’s abilities go way beyond those of a common gardener or botanist, and the Player should have final say when establishing any element of the setting tied to plants, forests, plant-related creatures, and enemies belonging to the plant Species.

    GOURMET

    • This is a very peculiar Class, designed to mimic the experience of exploring and combining items in a videogame by trial and error, without being able to consult a precise guide. Its key feature is procedural gameplay. Every Gourmet is different from the last, despite using the same five flavors: in order to discover which role the character will play in the group, you must first and foremost play them.
    • The Gourmet’s rules are based upon flavors, rather than specific ingredients. This makes it easy to use this Class to represent other specialists (like brewers, mixologists, confectioners or sushi chefs). You can also create strictly vegetarian or vegan menus. You may also adapt these rules to represent any character who combines materials or ingredients to create special effects, be they a chemist, an alchemist or a pyrotechnician – you only have to define five ingredient types, and voila!
    • The preparation, presentation and consumption of food are pivotal elements of each and every culture, and embody the themes of transformation and interdependence that are the beating heart of the natural fantasy style. If your group includes the Gourmet, take your time to describe the most unusual delicacies, but also to reflect upon the deep implications of ending one life to feed another.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/112.html b/books/natural-fantasy-atlas/112.html index fb22dc4..b398bdf 100644 --- a/books/natural-fantasy-atlas/112.html +++ b/books/natural-fantasy-atlas/112.html @@ -1,86 +1 @@ - - - - - - Character Archetypes: Protagonists - - -
    -

    33 PROTAGONISTS

    -

    Character Archetypes

    -
    - - -
    -

    INVOKER

    -
      -
    • - Inspired by the geomancer archetype presented in some JRPGs, the Invoker - never has access to their full range of abilities – instead, their - invocations are based upon the elemental wellsprings available on the - scene. To compensate, their cost in Mind Points is low and their effects - are quite strong… not to mention the possibility of enhancing various - kinds of damage with “Hex” invocations. -
    • -
    • - The Ripples Skill is very powerful, but requires a synergy with at least - one other member of the group who is able to capitalize upon the - different types of damage: the obvious choice is an Elementalist, but - Chanters, Dancers (see High Fantasy Atlas, page - 136 and 142) and Espers (see - Techno Fantasy Atlas, page 150) are not far - behind. -
    • -
    • - Far from being a mere gameplay rule, the fact Invokers don’t impose - themselves upon the environment but rather adapt to it is a powerful - thematic choice. It also creates a contrast with Elementalists, who have - to spend vast amounts of Mind Points to reliably access whatever damage - type they require. This tension, as well as the role of elemental - creatures and the relationship between magical arts and ecology, are - very interesting parts of the setting to explore. -
    • -
    -
    - - -
    -

    MERCHANT

    -
      -
    • - Although more compact than the previous three Classes, the Merchant - shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs - and gives you access to the right tool at the right time, while the - other Skills form an impressive support arsenal, especially for - characters who heavily rely on Inventory Points, such as Tinkerers and - Symbolists (see High Fantasy Atlas, page 146). -
    • -
    • - A cornerstone of the Merchant is that it doesn’t focus on accumulating - money, as shown by the Real Treasure Skill. The heroic nature of this - Class hinges upon communication, contacts, and helping exchanges between - distant people. It’s a quest for richness and prosperity, but in a - human, cultural and communal sense. -
    • -
    • - Merchants are curious, perceptive and very attentive individuals: some - have traveled far and wide, others have accrued knowledge of every sort - over the course of many negotiations, meetings and encounters. A - Merchant’s Player should be involved in establishing setting elements - such as trade routes, roads, relationships between people, and key - resources, not to mention matters of etiquette, such as what would be - the most fitting gift to present to a prominent public figure. -
    • -
    -
    - - -
    -

    - “You must be strong, yes! But also humble, and kind. -

    -

    There is no other way for a better world.”

    -
    -
    - +Character Archetypes: Protagonists

    33 PROTAGONISTS

    Character Archetypes

    INVOKER

    • Inspired by the geomancer archetype presented in some JRPGs, the Invoker never has access to their full range of abilities – instead, their invocations are based upon the elemental wellsprings available on the scene. To compensate, their cost in Mind Points is low and their effects are quite strong… not to mention the possibility of enhancing various kinds of damage with “Hex” invocations.
    • The Ripples Skill is very powerful, but requires a synergy with at least one other member of the group who is able to capitalize upon the different types of damage: the obvious choice is an Elementalist, but Chanters, Dancers (see High Fantasy Atlas, page 136 and 142) and Espers (see Techno Fantasy Atlas, page 150) are not far behind.
    • Far from being a mere gameplay rule, the fact Invokers don’t impose themselves upon the environment but rather adapt to it is a powerful thematic choice. It also creates a contrast with Elementalists, who have to spend vast amounts of Mind Points to reliably access whatever damage type they require. This tension, as well as the role of elemental creatures and the relationship between magical arts and ecology, are very interesting parts of the setting to explore.

    MERCHANT

    • Although more compact than the previous three Classes, the Merchant shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs and gives you access to the right tool at the right time, while the other Skills form an impressive support arsenal, especially for characters who heavily rely on Inventory Points, such as Tinkerers and Symbolists (see High Fantasy Atlas, page 146).
    • A cornerstone of the Merchant is that it doesn’t focus on accumulating money, as shown by the Real Treasure Skill. The heroic nature of this Class hinges upon communication, contacts, and helping exchanges between distant people. It’s a quest for richness and prosperity, but in a human, cultural and communal sense.
    • Merchants are curious, perceptive and very attentive individuals: some have traveled far and wide, others have accrued knowledge of every sort over the course of many negotiations, meetings and encounters. A Merchant’s Player should be involved in establishing setting elements such as trade routes, roads, relationships between people, and key resources, not to mention matters of etiquette, such as what would be the most fitting gift to present to a prominent public figure.

    “You must be strong, yes! But also humble, and kind.

    There is no other way for a better world.”


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    -

    Custom Weapons

    -

    Introduction

    -
    - -

    - The majority of JRPG protagonists wield unique weapons that reflect their - personal style and character identity. These custom creations range from - battle umbrellas to gun axes, proving that no weapon concept is too - impractical! -

    - -

    - These following rules guide you in creating a personalized weapon for your - hero during the character creation process. Later on, the Game Master may - create rare versions of these weapons according to the standard rules found - in the Core Rulebook (see page 268). Sample rare custom weapons can be - viewed on subsequent pages. -

    - -
    - Note: Custom weapons are not necessarily superior to normal - basic weapons. Always choose your weapon based on what best fits your - character's personal vision and lore. -
    - -

    Creating a Custom Weapon

    - -

    - A custom weapon must adhere to the following foundational characteristics: -

    - -

    Core Characteristics

    -
      -
    • - Category: Belongs to one Category of your choice (arcane, - bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown). -
    • -
    • - Weapon Type: It is not inherently a martial weapon (W), - but can become one depending on the customizations chosen. -
    • -
    • - Hand Requirement: It must be a two-handed weapon and - cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page - 238); thus, it always occupies both hand slots. -
    • -
    • - Function: It functions as either a melee or a ranged - weapon (your choice), regardless of the Category selected. -
    • -
    • Cost: The base cost is set at 300 zenit.
    • -
    • - Accuracy Check: Relies on either (DEX + INS) or (DEX + - MIG) (your choice). -
    • -
    • - Damage Output: Deals physical damage equal to (HR + 5). -
    • -
    - -

    Customizations

    -

    - Furthermore, a custom weapon is enhanced by receiving three customizations - selected from the available list: -

    -
      -
    • - Each customization can only be chosen once for any single custom weapon. -
    • -
    • - Selecting a customization marked with W will classify the - weapon as a martial type. -
    • -
    • - If a customization includes the pronoun “you,” it refers directly to the - character who equips the weapon. -
    • -
    • - Be advised that some especially powerful customizations may count as two - separate selections or increase the total cost of the custom weapon beyond - the base price. -
    • -
    - +Custom Weapon Guide

    Custom Weapons

    Introduction

    The majority of JRPG protagonists wield unique weapons that reflect their personal style and character identity. These custom creations range from battle umbrellas to gun axes, proving that no weapon concept is too impractical!

    These following rules guide you in creating a personalized weapon for your hero during the character creation process. Later on, the Game Master may create rare versions of these weapons according to the standard rules found in the Core Rulebook (see page 268). Sample rare custom weapons can be viewed on subsequent pages.

    Note: Custom weapons are not necessarily superior to normal basic weapons. Always choose your weapon based on what best fits your character's personal vision and lore.

    Creating a Custom Weapon

    A custom weapon must adhere to the following foundational characteristics:

    Core Characteristics

    • Category: Belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown).
    • Weapon Type: It is not inherently a martial weapon (W), but can become one depending on the customizations chosen.
    • Hand Requirement: It must be a two-handed weapon and cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page 238); thus, it always occupies both hand slots.
    • Function: It functions as either a melee or a ranged weapon (your choice), regardless of the Category selected.
    • Cost: The base cost is set at 300 zenit.
    • Accuracy Check: Relies on either (DEX + INS) or (DEX + MIG) (your choice).
    • Damage Output: Deals physical damage equal to (HR + 5).

    Customizations

    Furthermore, a custom weapon is enhanced by receiving three customizations selected from the available list:

    • Each customization can only be chosen once for any single custom weapon.
    • Selecting a customization marked with W will classify the weapon as a martial type.
    • If a customization includes the pronoun “you,” it refers directly to the character who equips the weapon.
    • Be advised that some especially powerful customizations may count as two separate selections or increase the total cost of the custom weapon beyond the base price.
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    -
    -

    WEAPON CUSTOMIZATIONS

    - - Page 113 -
    - -
    - - -
    -
    Accuracy Boost
    -
    - Adds a +2 bonus to the weapon’s - Accuracy Check formula. -
    -
    - -
    -
    Defense Boost
    -
    - You gain a - +2 bonus to Defense, and you are - treated as having a shield equipped for the sake of your Skills (for - instance, Defensive Mastery or Dodge – see Core Rulebook, pages 197 - and 203). -
    -
    - -
    -
    Elemental
    -
    - Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon - now deals damage of the chosen type instead of physical, and also - deals 2 extra damage. -
    -
    - -
    -
    Magic Defense Boost W
    -
    - You gain a - +2 bonus to Magic Defense. -
    -
    - -
    -
    Powerful W
    -
    - The weapon deals 5 extra damage, or 7 extra damage if it is a heavy - weapon. -
    - This customization is not available for arcane and dagger weapons, - or for weapons with the quick customization (see below). -
    -
    -
    - -
    -
    Quick (counts as two customizations) W
    -
    - When you perform the Attack action and choose to attack with this - weapon, you may perform two attacks (against the same target or - against different targets). If you do, both attacks follow the rules - for two-weapon fighting (see Core Rulebook, page 69). -
    -
    - -
    -
    Transforming
    -
    - (Increases the custom weapon’s cost by 100 zenit) -

    - This weapon has a second form, which must be designed as a separate - custom weapon, must have the transforming customization, and doesn’t - cost you any zenit. -

    -

    - While you have one of the two forms equipped, you can equip the - other form whenever you want. During a conflict scene, you can only - do so during your turn, while no other effect is being resolved, and - only once per turn. -

    -

    - If one or both of the forms are martial (W ), remember that you must - have the appropriate Classes to equip them. Additionally, a - transforming weapon can still only have one Quality (the Quality - applies to both forms). -

    -
    -
    - -
    -
    - -
    -
    -
    - +Weapon Customization Details

    WEAPON CUSTOMIZATIONS

    Page 113
    Accuracy Boost
    Adds a +2 bonus to the weapon’s Accuracy Check formula.
    Defense Boost
    You gain a +2 bonus to Defense, and you are treated as having a shield equipped for the sake of your Skills (for instance, Defensive Mastery or Dodge – see Core Rulebook, pages 197 and 203).
    Elemental
    Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage of the chosen type instead of physical, and also deals 2 extra damage.
    Magic Defense Boost W
    You gain a +2 bonus to Magic Defense.
    Powerful W
    The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
    This customization is not available for arcane and dagger weapons, or for weapons with the quick customization (see below).
    Quick (counts as two customizations) W
    When you perform the Attack action and choose to attack with this weapon, you may perform two attacks (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting (see Core Rulebook, page 69).
    Transforming
    (Increases the custom weapon’s cost by 100 zenit)

    This weapon has a second form, which must be designed as a separate custom weapon, must have the transforming customization, and doesn’t cost you any zenit.

    While you have one of the two forms equipped, you can equip the other form whenever you want. During a conflict scene, you can only do so during your turn, while no other effect is being resolved, and only once per turn.

    If one or both of the forms are martial (W ), remember that you must have the appropriate Classes to equip them. Additionally, a transforming weapon can still only have one Quality (the Quality applies to both forms).

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    Weapon Compatibility

    - -

    - Custom weapons allow you to create the most bizarre armaments you can - imagine, but at the same time, efforts have been made to keep them somewhat - balanced. For instance, one might argue that a quick and accurate custom - weapon is always better than a pair of steel daggers, but there is a loss in - flexibility because you can’t combine that custom weapon with a different - weapon – there’s pros and cons to each choice. -

    - -

    Transforming Weapons

    -

    - The transforming customization is by far the most complex option provided by - custom weapons. One important note, however: if one form of your weapon is a - melee weapon and the other is a ranged weapon, or if they belong to - different Categories, you only gain the benefits of - one form at a time. -

    -

    - For instance, if you use a weapon with a melee form and a ranged form, you - won’t be able to add both Powerful Shot and Powerful Strike to damage, or to - Counterattack while simultaneously having Crossfire available. -

    -

    - A character wielding a transforming weapon is always free to decide which - form they start with at the beginning of a conflict. -

    - -

    Sample Natural Fantasy Custom Weapons

    -

    - The following pages showcase a few examples of natural fantasy-style custom - weapons, accompanied by possible rare evolutions. The following conditions - apply: -

    -
      -
    • - You may never wield a custom weapon in a single hand, not even decreasing - its damage by 4 as indicated on page 268 of the Core Rulebook. -
    • -
    • - When it comes to transforming weapons, any modification (extra damage, - Qualities, Accuracy bonuses etc.) is automatically applied to both forms. -
    • -
    - -
    -

    Narrative Considerations

    -

    - Sometimes, a Player Character’s custom weapon will have narrative weight - (such as if it was obtained via the Ancient Weapon Quirk, on page 121). In - that case, it can be a good idea to describe later rare variants as - “upgrades” of the initial weapon, instead of completely different items - (for instance, they might be described as ribbons attached to the hilt of - a sword, or arrows with unique properties for a bow). -

    -

    - However, the rules and mechanics that govern items and equipment should - not be altered. -

    -
    - -
    - Document Footer/Reference: () -
    - +Custom Weapon Compatibility Guide

    Weapon Compatibility

    Custom weapons allow you to create the most bizarre armaments you can imagine, but at the same time, efforts have been made to keep them somewhat balanced. For instance, one might argue that a quick and accurate custom weapon is always better than a pair of steel daggers, but there is a loss in flexibility because you can’t combine that custom weapon with a different weapon – there’s pros and cons to each choice.

    Transforming Weapons

    The transforming customization is by far the most complex option provided by custom weapons. One important note, however: if one form of your weapon is a melee weapon and the other is a ranged weapon, or if they belong to different Categories, you only gain the benefits of one form at a time.

    For instance, if you use a weapon with a melee form and a ranged form, you won’t be able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack while simultaneously having Crossfire available.

    A character wielding a transforming weapon is always free to decide which form they start with at the beginning of a conflict.

    Sample Natural Fantasy Custom Weapons

    The following pages showcase a few examples of natural fantasy-style custom weapons, accompanied by possible rare evolutions. The following conditions apply:

    • You may never wield a custom weapon in a single hand, not even decreasing its damage by 4 as indicated on page 268 of the Core Rulebook.
    • When it comes to transforming weapons, any modification (extra damage, Qualities, Accuracy bonuses etc.) is automatically applied to both forms.

    Narrative Considerations

    Sometimes, a Player Character’s custom weapon will have narrative weight (such as if it was obtained via the Ancient Weapon Quirk, on page 121). In that case, it can be a good idea to describe later rare variants as “upgrades” of the initial weapon, instead of completely different items (for instance, they might be described as ribbons attached to the hilt of a sword, or arrows with unique properties for a bow).

    However, the rules and mechanics that govern items and equipment should not be altered.

    Document Footer/Reference: ()
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/116.html b/books/natural-fantasy-atlas/116.html index bff8fae..c7de4b5 100644 --- a/books/natural-fantasy-atlas/116.html +++ b/books/natural-fantasy-atlas/116.html @@ -1,96 +1 @@ - - - - - - Protagonists Chapter 9 - - -
    - Chapter 9 -

    AUTODRIVERS

    -
    - -

    Protagonists

    - - -

    - Loud and powerful, these weapons were developed by the Merchant Chloe from - just a sketch and a double-pressure tank. Built to process very tough - material, rather than for combat, they nevertheless proved themselves as - highly effective weapons, especially when combined with a host of - experimental chemicals (see infusions, Core Rulebook, page 214). -

    - - -
    -

    - STAKE DRIVER W -

    -

    The weapon’s basic form, worth 300 zenit.

    - -

    Stats

    -
      -
    • Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 10) physical
    • -
    - -

    Specifications

    -
    -
      -
    • Spear
    • -
    • Two-handed
    • -
    • Melee
    • -
    • No Quality.
    • -
    -

    - This weapon has the accurate, defense boost and powerful customizations. -

    -
    -
    - - -
    -

    - AUTOSCRAPPER W -

    -

    A possible rare evolution, worth 1400 zenit.

    - -

    Stats

    -
      -
    • Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 14) earth
    • -
    - -

    Specifications

    -
    -
      -
    • Spear
    • -
    • Two-handed
    • -
    • Melee
    • -
    • - Effect: When you reduce an enemy to 0 Hit Points with - this weapon, you gain a material, chosen by the Game Master, worth an - amount of zenit equal to or less than (your Tinkerer level, multiplied - by 100). -
    • -
    -

    - This weapon has the accurate, defense boost and powerful customizations. -

    -
    -
    - - -
    - “Oh! If we connect
    - the primary compressor
    - to the combustion chamber,
    - dividing the pressure
    - between the eight
    - secondary valves…
    - hehehe!” -
    - - - +Protagonists Chapter 9
    Chapter 9

    AUTODRIVERS

    Protagonists

    Loud and powerful, these weapons were developed by the Merchant Chloe from just a sketch and a double-pressure tank. Built to process very tough material, rather than for combat, they nevertheless proved themselves as highly effective weapons, especially when combined with a host of experimental chemicals (see infusions, Core Rulebook, page 214).

    STAKE DRIVER W

    The weapon’s basic form, worth 300 zenit.

    Stats

    • Accuracy: (DEX + INS) +2
    • Damage: (HR + 10) physical

    Specifications

    • Spear
    • Two-handed
    • Melee
    • No Quality.

    This weapon has the accurate, defense boost and powerful customizations.

    AUTOSCRAPPER W

    A possible rare evolution, worth 1400 zenit.

    Stats

    • Accuracy: (DEX + INS) +2
    • Damage: (HR + 14) earth

    Specifications

    • Spear
    • Two-handed
    • Melee
    • Effect: When you reduce an enemy to 0 Hit Points with this weapon, you gain a material, chosen by the Game Master, worth an amount of zenit equal to or less than (your Tinkerer level, multiplied by 100).

    This weapon has the accurate, defense boost and powerful customizations.

    “Oh! If we connect
    the primary compressor
    to the combustion chamber,
    dividing the pressure
    between the eight
    secondary valves…
    hehehe!”
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    -

    9 CLOCKWORK KEYS

    -
    -

    - These special keys fit perfectly in Lady Undersson’s back socket (see page - 101) and power the special electrical beam she fires from her chest. -

    - - -
    -

    BRASS KEY Worth 300 zenit

    -

    The weapon’s basic form.

    -
    -
    Accuracy: (DEX + INS)
    -
    Damage: (HR + 7) bolt
    -
    -
      -
    • Arcane
    • -
    • Two-handed
    • -
    • Ranged
    • -
    • No Quality.
    • -
    -

    - This weapon has the accurate, defense boost and elemental - customizations. -

    -
    - - -
    -

    OXIDIZED KEY Worth 800 zenit

    -

    A possible rare evolution.

    -
    -
    Accuracy: (DEX + INS)
    -
    Damage: (HR + 7) bolt
    -
    -
      -
    • Arcane
    • -
    • Two-handed
    • -
    • Ranged
    • - -
    -

    - Special Ability: All damage dealt by your spells - becomes air and its type cannot change. When an ally present on the - scene performs the Guard action, you may swap this clockwork key with a - different one in your backpack. -

    -

    - This weapon has the accurate, defense boost and elemental - customizations. -

    -
    -
    - -

    9 FLORAL SCISSORS

    -
    -

    - These huge scissor-swords are the weapon of choice of Jacek, the - Floralist. They can chop even the toughest shrub with ease. -

    - - -
    -

    ROSENSCHWERT Worth 300 zenit

    -

    The weapon’s basic form.

    -
    -
    Accuracy: (DEX + INS)
    -
    Damage: (HR + 10) physical
    -
    -
      -
    • Sword
    • -
    • Two-handed
    • -
    • Melee
    • -
    • No Quality.
    • -
    -

    - This weapon has the accurate, magic defense boost and powerful - customizations. -

    -
    -
    - - -
    +

    9 CLOCKWORK KEYS

    These special keys fit perfectly in Lady Undersson’s back socket (see page 101) and power the special electrical beam she fires from her chest.

    BRASS KEY Worth 300 zenit

    The weapon’s basic form.

    Accuracy: (DEX + INS)
    Damage: (HR + 7) bolt
    • Arcane
    • Two-handed
    • Ranged
    • No Quality.

    This weapon has the accurate, defense boost and elemental customizations.

    OXIDIZED KEY Worth 800 zenit

    A possible rare evolution.

    Accuracy: (DEX + INS)
    Damage: (HR + 7) bolt
    • Arcane
    • Two-handed
    • Ranged

    Special Ability: All damage dealt by your spells becomes air and its type cannot change. When an ally present on the scene performs the Guard action, you may swap this clockwork key with a different one in your backpack.

    This weapon has the accurate, defense boost and elemental customizations.

    9 FLORAL SCISSORS

    These huge scissor-swords are the weapon of choice of Jacek, the Floralist. They can chop even the toughest shrub with ease.

    ROSENSCHWERT Worth 300 zenit

    The weapon’s basic form.

    Accuracy: (DEX + INS)
    Damage: (HR + 10) physical
    • Sword
    • Two-handed
    • Melee
    • No Quality.

    This weapon has the accurate, magic defense boost and powerful customizations.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/118.html b/books/natural-fantasy-atlas/118.html index 3a7fda7..b58c356 100644 --- a/books/natural-fantasy-atlas/118.html +++ b/books/natural-fantasy-atlas/118.html @@ -1,156 +1 @@ - - -
    - Page 117 -

    33. PROTAGONISTS

    -
    - - -
    -

    CRESCENT SCISSORS

    -

    A possible rare evolution, worth 1000 zenit.

    - -

    Basic Info

    -
      -
    • Type: Sword
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • -
    - -
    - This weapon has the accurate, magic defense boost and powerful - customizations. -
    - -

    Form Details

    -
    -

    Form I

    -
      -
    • W Accuracy: (DEX + INS)
    • -
    • Damage: (HR + 10) light
    • -
    -
    - -

    - Unique Features: When you use the Graft Skill (see page - 139), you may erase 1 section of your Growth Clock. • This weapon has the - accurate, magic defense boost and powerful customizations. -

    -
    - - -
    -

    EYRE

    -

    - For those who don’t sacrifice elegance, even during the most dangerous - adventures. -

    -

    The weapon’s basic form, worth 400 zenit.

    - - -

    Form I

    -
    -
      -
    • W Accuracy: (DEX + INS)
    • -
    • Damage: (HR + 5) physical
    • -
    -
      -
    • Type: Dagger
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • -
    • Quality: No Quality.
    • -
    -

    - Features: This weapon has the defense boost, magic - defense boost and transforming customizations. -

    -
    - - -

    Form II

    -
    -
      -
    • W Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 10) physical
    • -
    -
      -
    • Type: Firearm
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Ranged
    • -
    • Quality: No Quality.
    • -
    -

    - Features: This weapon has the accurate, powerful and - transforming customizations. -

    -
    -
    - - -
    -

    EARNSHAW

    -

    A possible rare evolution, worth 1000 zenit.

    - - -

    Form I

    -
    -
      -
    • W Accuracy: (DEX + INS)
    • -
    • Damage: (HR + 9) dark
    • -
    -
      -
    • Type: Dagger
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • -
    • - Unique Ability: As long as an ally you have a Bond of - affection towards is present on the scene, damage dealt by this weapon - ignores Immunities and Resistances. -
    • -
    -

    - Features: This weapon has the defense boost, magic - defense boost and transforming customizations. -

    -
    - - -

    Form II

    -
    -
      -
    • W Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 14) dark
    • -
    -
      -
    • Type: Firearm
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Ranged
    • -
    • - Unique Ability: As long as an ally you have a Bond of - affection towards is present on the scene, damage dealt by this weapon - ignores Immunities and Resistances. -
    • -
    -

    - Features: This weapon has the accurate, powerful and - transforming customizations. -

    -
    - - -
    -

    - “The Lake Moth was one of the last spirits to fall prey to the Fury, and - this metal harbors their last will.” -

    -
    -
    +
    Page 117

    33. PROTAGONISTS

    CRESCENT SCISSORS

    A possible rare evolution, worth 1000 zenit.

    Basic Info

    • Type: Sword
    • Handling: Two-handed
    • Combat Style: Melee
    This weapon has the accurate, magic defense boost and powerful customizations.

    Form Details

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 10) light

    Unique Features: When you use the Graft Skill (see page 139), you may erase 1 section of your Growth Clock. • This weapon has the accurate, magic defense boost and powerful customizations.

    EYRE

    For those who don’t sacrifice elegance, even during the most dangerous adventures.

    The weapon’s basic form, worth 400 zenit.

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 5) physical
    • Type: Dagger
    • Handling: Two-handed
    • Combat Style: Melee
    • Quality: No Quality.

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    Form II

    • W Accuracy: (DEX + INS) +2
    • Damage: (HR + 10) physical
    • Type: Firearm
    • Handling: Two-handed
    • Combat Style: Ranged
    • Quality: No Quality.

    Features: This weapon has the accurate, powerful and transforming customizations.

    EARNSHAW

    A possible rare evolution, worth 1000 zenit.

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 9) dark
    • Type: Dagger
    • Handling: Two-handed
    • Combat Style: Melee
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    Form II

    • W Accuracy: (DEX + INS) +2
    • Damage: (HR + 14) dark
    • Type: Firearm
    • Handling: Two-handed
    • Combat Style: Ranged
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.

    Features: This weapon has the accurate, powerful and transforming customizations.

    “The Lake Moth was one of the last spirits to fall prey to the Fury, and this metal harbors their last will.”

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/119.html b/books/natural-fantasy-atlas/119.html index 67335a8..9cf5ee2 100644 --- a/books/natural-fantasy-atlas/119.html +++ b/books/natural-fantasy-atlas/119.html @@ -1,106 +1 @@ - -

    Weapon Catalogue Excerpt

    - -
    Page 118
    - - -
    -

    HEAVY ARBALESTS

    -

    - These massive crossbows must be fitted to a tripod before shooting. They are - built out of sheets of metal found in ancient ruins. -

    - - -
    -

    GASTRAPHETES

    - Basic Form | Worth 300 Zenit -

    The weapon’s basic form.

    -
      -
    • Accuracy: (DEX + MIG) +2
    • -
    • Damage: (HR + 10) physical
    • -
    • Attributes: Bow, Two-handed, Ranged, No Quality.
    • -
    -

    - This weapon has the accurate, defense boost and powerful - customizations. -

    -
    - - -
    -

    HELEPOLIS

    - Possible Rare Evolution | Worth 1600 Zenit -
      -
    • Accuracy: (DEX + MIG) +2
    • -
    • Damage: (HR + 14) fire
    • -
    • Attributes: Bow, Two-handed, Ranged.
    • -
    -

    Deals 5 extra damage to creatures suffering from slow.

    -

    - This weapon has the accurate, defense boost and powerful - customizations. -

    -
    -
    - - -
    -

    METEOR BELLS

    -

    - The warrior-invokers who pass the trial of the Whispering Mountain wield - these unusual weapons: a pair of massive, hallowed rattles, connected by a - strong hemp rope or a heavy chain. -

    - - -
    -

    COPPER RATTLES (Form I)

    - Basic Form | Worth 400 Zenit -
      -
    • Accuracy: (DEX + MIG)
    • -
    • Damage: (HR + 5) physical
    • -
    • - Attributes: Brawling, Two-handed, Melee, No Quality. -
    • -
    -

    This weapon has the quick and transforming customizations.

    -
    - - -
    -

    COPPER RATTLES (Form II)

    - Variant Upgrade | (No listed cost, assumes upgrade path) -
      -
    • Accuracy: (DEX + MIG)
    • -
    • Damage: (HR + 12) ice
    • -
    • - Attributes: Flail, Two-handed, Melee, No Quality. -
    • -
    -

    - This weapon has the elemental, powerful and transforming - customizations. -

    -
    -
    - - -
    - W
    -
    +

    Weapon Catalogue Excerpt

    Page 118

    HEAVY ARBALESTS

    These massive crossbows must be fitted to a tripod before shooting. They are built out of sheets of metal found in ancient ruins.

    GASTRAPHETES

    Basic Form | Worth 300 Zenit

    The weapon’s basic form.

    • Accuracy: (DEX + MIG) +2
    • Damage: (HR + 10) physical
    • Attributes: Bow, Two-handed, Ranged, No Quality.

    This weapon has the accurate, defense boost and powerful customizations.

    HELEPOLIS

    Possible Rare Evolution | Worth 1600 Zenit
    • Accuracy: (DEX + MIG) +2
    • Damage: (HR + 14) fire
    • Attributes: Bow, Two-handed, Ranged.

    Deals 5 extra damage to creatures suffering from slow.

    This weapon has the accurate, defense boost and powerful customizations.

    METEOR BELLS

    The warrior-invokers who pass the trial of the Whispering Mountain wield these unusual weapons: a pair of massive, hallowed rattles, connected by a strong hemp rope or a heavy chain.

    COPPER RATTLES (Form I)

    Basic Form | Worth 400 Zenit
    • Accuracy: (DEX + MIG)
    • Damage: (HR + 5) physical
    • Attributes: Brawling, Two-handed, Melee, No Quality.

    This weapon has the quick and transforming customizations.

    COPPER RATTLES (Form II)

    Variant Upgrade | (No listed cost, assumes upgrade path)
    • Accuracy: (DEX + MIG)
    • Damage: (HR + 12) ice
    • Attributes: Flail, Two-handed, Melee, No Quality.

    This weapon has the elemental, powerful and transforming customizations.

    W
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/12.html b/books/natural-fantasy-atlas/12.html index 9cf2881..2e7deb7 100644 --- a/books/natural-fantasy-atlas/12.html +++ b/books/natural-fantasy-atlas/12.html @@ -1,75 +1 @@ - - - - - - The Heroes' Tale - - -
    -

    IT’S ALL ABOUT THE HEROES

    -

    CHAPTER INTRODUCTION

    -
    - - -

    - Natural fantasy protagonists might not look as extraordinary as other heroes - but, in reality, they embody the deepest meaning of heroism: - humility, respect for life, looking for - dialogue, choosing the hardest path, and fighting cruelty and ignorance with - fiery compassion. From this point of view, the world has a desperate need - for people like them. -

    - -

    - When their village was destroyed by the hill clan during their hunt for - miasma beasts, an old witch and a young blacksmith joined forces with a - deserter and a wandering swordswoman in an attempt to outpace the army and - prevent it from claiming a stone stele that, according to the seidr - tradition, gives access to the power of the Triclopean God. -

    - -

    - A mysterious and terrible virus, known as scarlet death, is - infecting the predators of the region, prompting them to viciously maul - weaker creatures and attack settlements. Catha, a Rasna warrior-poet, - believes the epidemic originated at the brink of the continent in the dragon - boneyards, where lay the remains of once-great creatures exterminated by the - Ancients. -

    - -

    MYSTERY, DISCOVERY AND GROWTH

    -

    - Given its focus on stories about travel, exploration, and encounters between - different people or discoveries from the ancient past, mysteries and growth - are two key elements of natural fantasy. At the same time, this genre - questions the consequences of the application of knowledge, and how it can - be used for both good and evil. -

    - -

    - Having reached the mechanical ruin buried among the dunes, the heroes - discover that the great forest is part of an ancient project to cleanse the - environment, started by a people who died out millennia ago. Its keeper is - an artificial intelligence, meant to guide humanity in reconstruction, but - turned cold and uncaring by loneliness. -

    - -

    - Growing up in the tower-city of Ur, council inspector Kalia was soon met - with the corruption rampant among her colleagues, who took advantage of - their positions to extort money from villages in exchange for “protection”. - Her principles will be harshly tested throughout the campaign, culminating - in a fight with her superior officer, Corax, which will cause her to - permanently do away with her badge and dedicate herself to helping others - without the need for a fake authority to back her up. -

    - -
    - “This world is ancient and in no hurry.
    - It reserves its deepest and most sincere affection
    - for those who take time to understand and grow.” -
    - - - +The Heroes' Tale

    IT’S ALL ABOUT THE HEROES

    CHAPTER INTRODUCTION

    Natural fantasy protagonists might not look as extraordinary as other heroes but, in reality, they embody the deepest meaning of heroism: humility, respect for life, looking for dialogue, choosing the hardest path, and fighting cruelty and ignorance with fiery compassion. From this point of view, the world has a desperate need for people like them.

    When their village was destroyed by the hill clan during their hunt for miasma beasts, an old witch and a young blacksmith joined forces with a deserter and a wandering swordswoman in an attempt to outpace the army and prevent it from claiming a stone stele that, according to the seidr tradition, gives access to the power of the Triclopean God.

    A mysterious and terrible virus, known as scarlet death, is infecting the predators of the region, prompting them to viciously maul weaker creatures and attack settlements. Catha, a Rasna warrior-poet, believes the epidemic originated at the brink of the continent in the dragon boneyards, where lay the remains of once-great creatures exterminated by the Ancients.

    MYSTERY, DISCOVERY AND GROWTH

    Given its focus on stories about travel, exploration, and encounters between different people or discoveries from the ancient past, mysteries and growth are two key elements of natural fantasy. At the same time, this genre questions the consequences of the application of knowledge, and how it can be used for both good and evil.

    Having reached the mechanical ruin buried among the dunes, the heroes discover that the great forest is part of an ancient project to cleanse the environment, started by a people who died out millennia ago. Its keeper is an artificial intelligence, meant to guide humanity in reconstruction, but turned cold and uncaring by loneliness.

    Growing up in the tower-city of Ur, council inspector Kalia was soon met with the corruption rampant among her colleagues, who took advantage of their positions to extort money from villages in exchange for “protection”. Her principles will be harshly tested throughout the campaign, culminating in a fight with her superior officer, Corax, which will cause her to permanently do away with her badge and dedicate herself to helping others without the need for a fake authority to back her up.

    “This world is ancient and in no hurry.
    It reserves its deepest and most sincere affection
    for those who take time to understand and grow.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/120.html b/books/natural-fantasy-atlas/120.html index e03b598..d6538bc 100644 --- a/books/natural-fantasy-atlas/120.html +++ b/books/natural-fantasy-atlas/120.html @@ -1,122 +1 @@ - - - - - - Weapon Listings - - - -
    Page 119
    - -

    PROTAGONISTS

    - - -
    -

    WATER TOLL

    -

    A possible rare evolution, worth 1500 zenit.

    - - -

    Form I

    -
    -
    Accuracy: (DEX + MIG)
    -
    Damage: (HR + 9) physical
    -
    - -
    - Attributes: Brawling • Two-handed • Melee -
      -
    • - After you resolve one of your water invocations (see page 157), you - may perform a free attack with this weapon. Treat your High Roll (HR) - as 0 when calculating damage dealt by this attack. -
    • -
    • This weapon has the quick and transforming customizations.
    • -
    -
    - - -

    Form II

    -
    -
    Accuracy: (DEX + MIG)
    -
    Damage: (HR + 16) ice
    -
    - -
    - Attributes: Flail • Two-handed • Melee -
      -
    • - After you resolve one of your water invocations (see page 157), you - may perform a free attack with this weapon. Treat your High Roll (HR) - as 0 when calculating damage dealt by this attack. -
    • -
    • - This weapon has the elemental, powerful and transforming - customizations. -
    • -
    -
    -
    - - -
    -

    SEEKER’S SHOVELS

    -

    - The crystal-seekers from Rockvale learn how to handle these massive - shovels from birth. -

    - - -
    -

    SHOVELPICK

    -

    (Basic Form), worth 300 zenit.

    - -
    -
    Accuracy: (DEX + MIG) +2
    -
    Damage: (HR + 12) physical
    -
    - -
    - Attributes: Heavy • Two-handed • Melee -
      -
    • No Quality.
    • -
    • - This weapon has the accurate, defense boost and powerful - customizations. -
    • -
    -
    -
    - - -
    -

    VANGUARD SPADE

    -

    A possible rare evolution, worth 1300 zenit.

    - -
    -
    Accuracy: (DEX + MIG) +2
    -
    Damage: (HR + 16) physical
    -
    - -
    - Attributes: Heavy • Two-handed • Melee -
      -
    • - You gain Resistance to earth damage. Additionally, when you suffer - earth damage, you gain 50 zenit and regain 1 Inventory Point. -
    • -
    • - This weapon has the accurate, defense boost and powerful - customizations. -
    • -
    -
    -
    -
    - - -
    - cc Weapon customizations are not part of its Qualities! -
    -
    - +Weapon Listings
    Page 119

    PROTAGONISTS

    WATER TOLL

    A possible rare evolution, worth 1500 zenit.

    Form I

    Accuracy: (DEX + MIG)
    Damage: (HR + 9) physical
    Attributes: Brawling • Two-handed • Melee
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • This weapon has the quick and transforming customizations.

    Form II

    Accuracy: (DEX + MIG)
    Damage: (HR + 16) ice
    Attributes: Flail • Two-handed • Melee
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • This weapon has the elemental, powerful and transforming customizations.

    SEEKER’S SHOVELS

    The crystal-seekers from Rockvale learn how to handle these massive shovels from birth.

    SHOVELPICK

    (Basic Form), worth 300 zenit.

    Accuracy: (DEX + MIG) +2
    Damage: (HR + 12) physical
    Attributes: Heavy • Two-handed • Melee
    • No Quality.
    • This weapon has the accurate, defense boost and powerful customizations.

    VANGUARD SPADE

    A possible rare evolution, worth 1300 zenit.

    Accuracy: (DEX + MIG) +2
    Damage: (HR + 16) physical
    Attributes: Heavy • Two-handed • Melee
    • You gain Resistance to earth damage. Additionally, when you suffer earth damage, you gain 50 zenit and regain 1 Inventory Point.
    • This weapon has the accurate, defense boost and powerful customizations.
    cc Weapon customizations are not part of its Qualities!
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/121.html b/books/natural-fantasy-atlas/121.html index ff5ba12..65e69d3 100644 --- a/books/natural-fantasy-atlas/121.html +++ b/books/natural-fantasy-atlas/121.html @@ -1,85 +1 @@ - - - - - - Quirks System Rules - - -

    Quirks (Advanced Optional Rule)

    - -

    - Quirks are an advanced optional rule that provides strong - thematic and mechanical options for Player Characters. The Quirks presented - in these pages were written with a Natural Fantasy assumption, but may be - used in any campaign; you may also use them as reference to create your own - Quirks — but you should only use those if the rest of your group agrees to - it. -

    - -

    Rules and Guidelines

    -
      -
    • A Player Character may only ever have one Quirk.
    • -
    • - If you use Quirks in your game, it is strongly suggested that each Player - Character begins play with one; additionally, no two characters in the - same group should have identical Quirks. -
    • -
    • - On average, a group of Player Characters with access to Quirks will be - able to tackle more challenging situations than what would be normal for - their level. -
    • -
    • - If it makes sense in the story, a character may lose their current Quirk - and gain a different one — discuss this with the group. -
    • -
    - -
    USING QUIRKS IN YOUR GAME
    -

    - Quirks should be seen as a mechanical and narrative reinforcement of your - characters’ unique nature. Keep the following in mind: -

    - -

    Key Considerations

    -
      -
    • - Shaping the Game: Even the less impactful Quirk is a - powerful statement about your character and their role in the story. If - you pick Ancient Weapon, that item will surely have narrative - implications; if you go with The Long Dream, you are inviting the Game - Master to create situations in which you’ll be pressed to use your powers. - Quirks will take the already heroic Player Characters and kick them up a - notch, which can prove a bit overwhelming. Think carefully before you use - them! -
    • -
    • - Freedom of Choice: You don’t need a Quirk for your - character concept to be valid. If your Identity is “Barkville’s - Firstborn”, you shouldn’t feel forced to pick Stubborn Scion for that - Identity to be relevant to the story. -
    • -
    • - Ideal Uses (What you should use Quirks for): Bringing - interesting situations into play, giving your character unique issues to - confront, providing additional mechanical support to your character’s - Traits. -
    • -
    • - Forbidden Uses (What you should never use Quirks for): - Making your character stronger than the rest of the group, stealing the - spotlight, bringing sensitive topics that make others uncomfortable into - play. -
    • -
    - -

    Natural Fantasy Quirks

    -

    - (Note: The remaining text seems to be a citation or header fragment and - is placed under context.) -

    -

    W ()

    - +Quirks System Rules

    Quirks (Advanced Optional Rule)

    Quirks are an advanced optional rule that provides strong thematic and mechanical options for Player Characters. The Quirks presented in these pages were written with a Natural Fantasy assumption, but may be used in any campaign; you may also use them as reference to create your own Quirks — but you should only use those if the rest of your group agrees to it.

    Rules and Guidelines

    • A Player Character may only ever have one Quirk.
    • If you use Quirks in your game, it is strongly suggested that each Player Character begins play with one; additionally, no two characters in the same group should have identical Quirks.
    • On average, a group of Player Characters with access to Quirks will be able to tackle more challenging situations than what would be normal for their level.
    • If it makes sense in the story, a character may lose their current Quirk and gain a different one — discuss this with the group.
    USING QUIRKS IN YOUR GAME

    Quirks should be seen as a mechanical and narrative reinforcement of your characters’ unique nature. Keep the following in mind:

    Key Considerations

    • Shaping the Game: Even the less impactful Quirk is a powerful statement about your character and their role in the story. If you pick Ancient Weapon, that item will surely have narrative implications; if you go with The Long Dream, you are inviting the Game Master to create situations in which you’ll be pressed to use your powers. Quirks will take the already heroic Player Characters and kick them up a notch, which can prove a bit overwhelming. Think carefully before you use them!
    • Freedom of Choice: You don’t need a Quirk for your character concept to be valid. If your Identity is “Barkville’s Firstborn”, you shouldn’t feel forced to pick Stubborn Scion for that Identity to be relevant to the story.
    • Ideal Uses (What you should use Quirks for): Bringing interesting situations into play, giving your character unique issues to confront, providing additional mechanical support to your character’s Traits.
    • Forbidden Uses (What you should never use Quirks for): Making your character stronger than the rest of the group, stealing the spotlight, bringing sensitive topics that make others uncomfortable into play.

    Natural Fantasy Quirks

    (Note: The remaining text seems to be a citation or header fragment and is placed under context.)

    W ()

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/122.html b/books/natural-fantasy-atlas/122.html index 6eff654..c040d33 100644 --- a/books/natural-fantasy-atlas/122.html +++ b/books/natural-fantasy-atlas/122.html @@ -1,86 +1 @@ - - - - - - Game Rules Summary - - -
    -

    Protagonists

    -

    - Chapter 9: Ancient Weapon / Chapter -

    -
    - -
    -

    Ancient Weapon

    -

    - You don’t fear delving deep in the ancient ruins; from their cold tunnels - you have retrieved an unusual weapon, which saved your life in more than - one occasion. Where did you find it? When did you stumble upon a similar - weapon, and who carried it? -

    - -
      -
    • - Custom Weapon Creation: Together with the rest of your - group, create a rare custom weapon (see page 112) worth 1200 zenit or - less. -
    • -
    • - The weapon should have an especially unusual and technological - appearance; making it a firearm and determining that similar items are - rare and mysterious in your world is advised. -
    • -
    - -

    Game Master Complications:

    -

    - Once per session (approximately four hours of play), the Game Master may - give you 1 Fabula Point in order to have sudden complications arise due to - the unique nature of the weapon (such as strange machines reacting to its - presence, or monsters drawn to the special energy it emits). However, the - weapon cannot be destroyed, damaged, lost, or stolen without your - permission as a Player. -

    -
    - -
    - -
    - Arboreal -

    The Arboreal Challenge

    -

    - You are a sentient plant creature, with humanoid intelligence. Do you - belong to a particular species, or are you one of a kind? How does your - life cycle function? Do you resemble a specific type of plant, flower, or - tree? -

    - -

    Mandatory Choices

    -
      -
    • - Status Immunity: Choose a status effect (dazed, - enraged, or shaken). You are immune to the chosen status effect. -
    • -
    • - Vulnerability: You also gain Vulnerability to a damage - type of your choice: air, bolt, earth, fire, or ice. -
    • -
    • - Unique Spell Learning: You learn one NPC spell (pages - 310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic - Check is required, use (INS + WLP)). Customize the spell as needed - (name, damage type, status effects etc.). -
    • -
    • - Sunlight Bonus: When you cast this spell while in - sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind - Points). -
    • -
    -
    - - - +Game Rules Summary

    Protagonists

    Chapter 9: Ancient Weapon / Chapter

    Ancient Weapon

    You don’t fear delving deep in the ancient ruins; from their cold tunnels you have retrieved an unusual weapon, which saved your life in more than one occasion. Where did you find it? When did you stumble upon a similar weapon, and who carried it?

    • Custom Weapon Creation: Together with the rest of your group, create a rare custom weapon (see page 112) worth 1200 zenit or less.
    • The weapon should have an especially unusual and technological appearance; making it a firearm and determining that similar items are rare and mysterious in your world is advised.

    Game Master Complications:

    Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to the unique nature of the weapon (such as strange machines reacting to its presence, or monsters drawn to the special energy it emits). However, the weapon cannot be destroyed, damaged, lost, or stolen without your permission as a Player.


    Arboreal

    The Arboreal Challenge

    You are a sentient plant creature, with humanoid intelligence. Do you belong to a particular species, or are you one of a kind? How does your life cycle function? Do you resemble a specific type of plant, flower, or tree?

    Mandatory Choices

    • Status Immunity: Choose a status effect (dazed, enraged, or shaken). You are immune to the chosen status effect.
    • Vulnerability: You also gain Vulnerability to a damage type of your choice: air, bolt, earth, fire, or ice.
    • Unique Spell Learning: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic Check is required, use (INS + WLP)). Customize the spell as needed (name, damage type, status effects etc.).
    • Sunlight Bonus: When you cast this spell while in sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).
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    Character Quirk Documentation

    - -
    -

    9 BIG BRO

    -

    - Your travel companions know they can rely on you when it’s time to make - camp and catch a precious breath among the constant pressure of your - adventure. Who taught you to care for others? Is there anyone among the - other Player Characters you see as a younger brother or sister? What - special promise did you make them? -

    -

    - If your group’s campaign does not make use of the optional rule - Camp Activities (see page 130), your character still - gains access to it. Your character gains access to three Camp Activities - instead of only two. -

    -

    - If you gain this Quirk during a campaign that already makes use of Camp - Activities, you simply gain access to a single new Camp Activity of your - choice. -

    -
      -
    • - When you choose to perform Camp Activities during a Rest, choose one - option: -
    • -
    • - Perform two different Camp Activities, whose effects cannot be applied - to the same creature; OR -
    • -
    • - Perform the same Camp Activity twice, applying its effects to two - different creatures. -
    • -
    -
    - -
    - -
    -

    9 CURSED

    -

    - You bear the burden of a strange curse. Through which supernatural effects - does it manifest? How did you become cursed? Did you bother a magical - creature or explore a forbidden place? Who might tell you how to break it? -

    -

    - When you acquire this Quirk, describe the nature of your curse and tie it - to one of the threats present in your world. Once this threat is resolved, - you will finally have a chance to break free from the curse - describe how - you expect this to happen. -

    -

    - Examples: nearby animals become aggressive; waters become - treacherous when you swim or sail; invisible sprites misplace your - belongings. -

    -
      -
    • - When you are about to perform a Check, you may instead describe how your - curse gets in the way and automatically roll a fumble (both dice are - treated as if you had rolled a 1 on them). If you do, you receive - 2 Fabula Points instead of 1, and generate an - opportunity as normal. -
    • -
    • - If you ever manage to break the curse, immediately gain a Heroic Skill - of your choice (you may even choose a Heroic Skill whose requirements - you do not satisfy, unless they include a Skill you don’t have). This - includes choosing a Heroic Skill for a Class you do not have. -
    • -
    -
    - +Character Quirks Documentation

    Character Quirk Documentation

    9 BIG BRO

    Your travel companions know they can rely on you when it’s time to make camp and catch a precious breath among the constant pressure of your adventure. Who taught you to care for others? Is there anyone among the other Player Characters you see as a younger brother or sister? What special promise did you make them?

    If your group’s campaign does not make use of the optional rule Camp Activities (see page 130), your character still gains access to it. Your character gains access to three Camp Activities instead of only two.

    If you gain this Quirk during a campaign that already makes use of Camp Activities, you simply gain access to a single new Camp Activity of your choice.

    • When you choose to perform Camp Activities during a Rest, choose one option:
    • Perform two different Camp Activities, whose effects cannot be applied to the same creature; OR
    • Perform the same Camp Activity twice, applying its effects to two different creatures.

    9 CURSED

    You bear the burden of a strange curse. Through which supernatural effects does it manifest? How did you become cursed? Did you bother a magical creature or explore a forbidden place? Who might tell you how to break it?

    When you acquire this Quirk, describe the nature of your curse and tie it to one of the threats present in your world. Once this threat is resolved, you will finally have a chance to break free from the curse - describe how you expect this to happen.

    Examples: nearby animals become aggressive; waters become treacherous when you swim or sail; invisible sprites misplace your belongings.

    • When you are about to perform a Check, you may instead describe how your curse gets in the way and automatically roll a fumble (both dice are treated as if you had rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate an opportunity as normal.
    • If you ever manage to break the curse, immediately gain a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don’t have). This includes choosing a Heroic Skill for a Class you do not have.
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    -

    PROTAGONISTS

    -

    Chapter 9: Character Quirks

    -
    - -
    -
    -

    Elemental Soul (Air, Bolt, Earth, Fire, or Ice)

    - -

    - You are deeply infused with the power of a natural element. Who among - your forebears first received this magical spark? What troubles has it - caused you? -

    - -

    Mechanics:

    -
      -
    • - Choose your elemental damage type: - air, bolt, earth, fire, or ice. -
    • -
    • - You gain Resistance to the chosen damage type; - additionally, whenever you deal damage, you may change its type so - that it matches your elemental damage type. -
    • -
    • - However, you also gain Vulnerability to a different - damage type chosen among those five. -
    • -
    - -

    - You also gain the ability to perform Rituals of the - Elementalism discipline, but only if - those Rituals manipulate your chosen element (respectively air, - electricity, earth/rock, fire, and ice/water). -

    -
    - -
    - - -
    -

    Flight

    - -

    - You belong to a unique heritage of humanoids who have the ability to fly - or levitate. How does this work? Is it magical, or do you have wings? - How did this particular advantage shape the history and society of your - people? How do people usually react when they see you? -

    - -

    Benefits:

    -
      -
    • - You are able to fly. In addition to the obvious advantage in mobility, - your melee attacks can target flying creatures and you cannot be - targeted by melee attacks unless the attacker is flying or is somehow - able to reach flying targets. -
    • -
    - -

    Limitations:

    -
      -
    • - While in Crisis or unable to fly freely (such as when you’re inside a - vehicle designed for human-sized creatures or in a narrow corridor), - you lose all benefits granted by this Quirk. -
    • -
    • - Additionally, when you suffer air, - bolt or - ice damage during a conflict scene, - you lose the benefits of this Quirk until the start of your next turn. -
    • -
    -
    -
    - -
    - “No blame in being afraid sometimes.
    - That's why we stick together: so that our friends can be brave for us, when - it happens.” -
    - - - +Character Quirk Guide

    PROTAGONISTS

    Chapter 9: Character Quirks

    Elemental Soul (Air, Bolt, Earth, Fire, or Ice)

    You are deeply infused with the power of a natural element. Who among your forebears first received this magical spark? What troubles has it caused you?

    Mechanics:

    • Choose your elemental damage type: air, bolt, earth, fire, or ice.
    • You gain Resistance to the chosen damage type; additionally, whenever you deal damage, you may change its type so that it matches your elemental damage type.
    • However, you also gain Vulnerability to a different damage type chosen among those five.

    You also gain the ability to perform Rituals of the Elementalism discipline, but only if those Rituals manipulate your chosen element (respectively air, electricity, earth/rock, fire, and ice/water).

    Flight

    You belong to a unique heritage of humanoids who have the ability to fly or levitate. How does this work? Is it magical, or do you have wings? How did this particular advantage shape the history and society of your people? How do people usually react when they see you?

    Benefits:

    • You are able to fly. In addition to the obvious advantage in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets.

    Limitations:

    • While in Crisis or unable to fly freely (such as when you’re inside a vehicle designed for human-sized creatures or in a narrow corridor), you lose all benefits granted by this Quirk.
    • Additionally, when you suffer air, bolt or ice damage during a conflict scene, you lose the benefits of this Quirk until the start of your next turn.
    “No blame in being afraid sometimes.
    That's why we stick together: so that our friends can be brave for us, when it happens.”
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    9 MYSTERIOUS GRIMOIRE

    - -

    - You came into possession of an old and hefty magical tome; sometimes, - scribbles and advice appear on its pages, helping you in your adventures. - Where did you find it? What kind of personality emerges from the text’s - style and tone? -

    -

    - As long as you have this Quirk, your grimoire is an indestructible artifact - that cannot be lost or stolen unless as a consequence of Surrender. -

    - -
    Quirk Functionality
    -

    - When your group stumbles upon a danger or discovery after a travel roll, you - may ask the Game Master a single question concerning that danger or - discovery (you may ask it immediately or save it for later); the Game Master - answers truthfully and describes how the answer appears on your grimoire. -

    -

    - Once your grimoire has answered 10 questions, it almost shared all of its - knowledge with you: choose one of the following options. -

    - -
      -
    • - Awakened Consciousness: You lose this Quirk and the - grimoire turns into a Non-Player Character. Create this NPC together with - the rest of your group, giving them a name and describing their - appearance. They do not have an NPC profile and do not take part in Checks - or conflicts, but they learn two spells of your choice among those found - in the Elementalist, Entropist, and - Spiritist lists (see Core Rulebook, pages 188, 192 and 208 - respectively). Once per conflict, if requested, the NPC will cast one of - these spells. Spells cast this way will be cast at the end of the current - round, require no Mind Points, and use 2d10 for the Magic Check (if - needed). -
    • -
    • - Hidden Magic: You lose this Quirk, but your grimoire will - still share a final and most powerful secret. You acquire a Heroic Skill - of your choice among Comet, Extra Spells, Hope, - and Volcano (see Core Rulebook from page 232 onwards; you may - choose a Skill whose requirements you do not fulfill). -
    • -
    - -
    Alternative Use
    -

    - You could also use this Quirk to introduce a new Player Character (and - Player) in your group; if you do, the character who had taken this Quirk - should receive the benefits listed by - Hidden Magic instead of those in Awakened Conscience. - Suggested Quirks for a Player Character brought into a campaign this way are - Arboreal, Robot, The Beast Who Spoke, and - The Long Dream. -

    - -
    Aftermath
    -

    - Whatever your choice, the grimoire goes back to being a completely normal - book and the Game Master chooses one option: the grimoire provides a key - clue regarding a threat that is present in your world; or the grimoire - reveals the existence of a new threat and provides a key clue about it. -

    - - - +Mysterious Grimoire Quirk

    9 MYSTERIOUS GRIMOIRE

    You came into possession of an old and hefty magical tome; sometimes, scribbles and advice appear on its pages, helping you in your adventures. Where did you find it? What kind of personality emerges from the text’s style and tone?

    As long as you have this Quirk, your grimoire is an indestructible artifact that cannot be lost or stolen unless as a consequence of Surrender.

    Quirk Functionality

    When your group stumbles upon a danger or discovery after a travel roll, you may ask the Game Master a single question concerning that danger or discovery (you may ask it immediately or save it for later); the Game Master answers truthfully and describes how the answer appears on your grimoire.

    Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options.

    • Awakened Consciousness: You lose this Quirk and the grimoire turns into a Non-Player Character. Create this NPC together with the rest of your group, giving them a name and describing their appearance. They do not have an NPC profile and do not take part in Checks or conflicts, but they learn two spells of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively). Once per conflict, if requested, the NPC will cast one of these spells. Spells cast this way will be cast at the end of the current round, require no Mind Points, and use 2d10 for the Magic Check (if needed).
    • Hidden Magic: You lose this Quirk, but your grimoire will still share a final and most powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells, Hope, and Volcano (see Core Rulebook from page 232 onwards; you may choose a Skill whose requirements you do not fulfill).
    Alternative Use

    You could also use this Quirk to introduce a new Player Character (and Player) in your group; if you do, the character who had taken this Quirk should receive the benefits listed by Hidden Magic instead of those in Awakened Conscience. Suggested Quirks for a Player Character brought into a campaign this way are Arboreal, Robot, The Beast Who Spoke, and The Long Dream.

    Aftermath

    Whatever your choice, the grimoire goes back to being a completely normal book and the Game Master chooses one option: the grimoire provides a key clue regarding a threat that is present in your world; or the grimoire reveals the existence of a new threat and provides a key clue about it.

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    PROTAGONISTS

    - - -
    -

    Outcast Fairy

    - -

    Lore and Background

    -

    - Once upon a time, you lived with your kin in the Realm of Fairies, in - close contact with the stream of souls... but it has been long since you - last visited. What went wrong? What is the state of the Realm at the - moment? Who governs it? -

    -

    - You may always communicate with any creature belonging to the beast, - elemental, and plant Species. -

    - -

    Abilities

    -
      -
    • - Magic Spells: You learn one spell of your choice among - those found in the Elementalist, Entropist, and - Spiritist lists (see Core Rulebook, pages 188, 192 and 208 - respectively). -
    • -
    • - Rituals: Additionally, you gain the ability to perform - Rituals whose effects fall within the Ritualism discipline. You - may use these Rituals to transport creatures in and out of the Realm of - Fairies. -
    • -
    - -

    Weakness (Unique Flaw)

    -

    - You also possess a unique weakness typical of fairies: decide it together - with your group. -

    -
    -

    - Weakness Mechanic: Once per session (approximately four - hours of play), the Game Master may give you 1 Fabula Point in order to - have sudden complications arise due to this weakness or have you - automatically fail a Check. (The GM must do so before the Check is - performed; both the Check’s Result and High Roll are treated as being - 0). -

    -

    - Examples: You are allergic to iron; you must count all - poured grains of sand or salt; if you see someone perform a specific - gesture, you must do the same. -

    -
    -
    - - -
    -

    Robot

    - -

    Lore and Background

    -

    - You are an artificial body in which a mysterious life shines, lone - descendant of an age lost to time. Do you look organic or mechanical? What - prevents you from perceiving or communicating like a normal human would? - What fragmented memories do you still hold from the time you were created? -

    - -

    Mechanical Traits

    -
      -
    • - Status: You are not considered a living creature. -
    • -
    • - Resistances/Immunities: You gain Immunity to poison - damage, Resistance to earth damage, and are immune to the poisoned - status effect. -
    • -
    • - Sustenance: You do not need to breathe, eat or drink, - but you still follow the normal rules for resting; you also recover Hit - Points and recover from status effects as normal. -
    • -
    - -

    Abilities

    -
      -
    • - Technical Proficiency Bonus: You gain a - +2 bonus to all Checks you perform to examine or - interact with machines, technology, and constructs (except for Accuracy - Checks and Magic Checks). -
    • -
    -
    - +Protagonist Guide

    PROTAGONISTS

    Outcast Fairy

    Lore and Background

    Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with the stream of souls... but it has been long since you last visited. What went wrong? What is the state of the Realm at the moment? Who governs it?

    You may always communicate with any creature belonging to the beast, elemental, and plant Species.

    Abilities

    • Magic Spells: You learn one spell of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively).
    • Rituals: Additionally, you gain the ability to perform Rituals whose effects fall within the Ritualism discipline. You may use these Rituals to transport creatures in and out of the Realm of Fairies.

    Weakness (Unique Flaw)

    You also possess a unique weakness typical of fairies: decide it together with your group.

    Weakness Mechanic: Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to this weakness or have you automatically fail a Check. (The GM must do so before the Check is performed; both the Check’s Result and High Roll are treated as being 0).

    Examples: You are allergic to iron; you must count all poured grains of sand or salt; if you see someone perform a specific gesture, you must do the same.

    Robot

    Lore and Background

    You are an artificial body in which a mysterious life shines, lone descendant of an age lost to time. Do you look organic or mechanical? What prevents you from perceiving or communicating like a normal human would? What fragmented memories do you still hold from the time you were created?

    Mechanical Traits

    • Status: You are not considered a living creature.
    • Resistances/Immunities: You gain Immunity to poison damage, Resistance to earth damage, and are immune to the poisoned status effect.
    • Sustenance: You do not need to breathe, eat or drink, but you still follow the normal rules for resting; you also recover Hit Points and recover from status effects as normal.

    Abilities

    • Technical Proficiency Bonus: You gain a +2 bonus to all Checks you perform to examine or interact with machines, technology, and constructs (except for Accuracy Checks and Magic Checks).
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    -

    9 STUBBORN SCION

    - -

    - You hail from the wealthiest, most influential family in this region. On - what do they base their fortune and reputation? Are you the only heir? - What is it about your family you really can’t stand, and why did it lead - you to join the other characters? -

    - -
    -

    - If you choose this Quirk during character creation, increase your - initial savings (see Core Rulebook, page 165) by - 1000 zenit. -

    -
    - -

    Companions: The Loyal Bodyguards

    -

    - Additionally, you are accompanied by two fiercely loyal bodyguards: give - them a name and describe their appearance. They do not have an NPC profile - and never take part in Checks or conflicts, but you are inseparable and - they somehow appear whenever you need their help. -

    - -
      -
    • - Be careful! When you suffer damage, you may halve it. -
    • -
    • - Information Retrieval: During a Rest, you may ask the - Game Master one question; they will answer truthfully. -
    • -
    • - Elemental Damage Boost: When you create an elemental - shard, you may have it deal extra damage equal to (5 + half your level). -
    • -
    - -
    -

    - Limitations and Shared Strain: Whenever you make use of - one of these benefits, your bodyguards suffer - 1d6 Fatigue Points. This fatigue is shared between - bodyguards; it is not tracked individually. As long as they have 10 or - more Fatigue Points, you cannot rely on them. -

    -

    - Recovery: At the end of each session (approximately four hours - of play), your bodyguards recover from - 1d6 Fatigue Points (to a minimum of zero). -

    -
    - -

    Thematic Considerations for Quirk Creation

    -
    -

    - Many Quirks bring complex themes to your table: for instance, - The Long Dream presents a dynamic that can be dangerously close - to that of a terminal illness; Robot, Outcast Fairy, - The Beast Who Spoke and Underchild will likely lead to - the character being seen as an anomaly or even as a threat; - Stubborn Scion can involve generational conflict and toxic - family pressure; Cursed or Survivor imply seriously - traumatic experiences. -

    -

    - Player Safety Commitment: When you choose and customize - your Quirks, commit to respecting the personal boundaries of those who - play with you. Use - lines and veils (see Core - Rulebook, page 140) and be ready to pause the game if a scene is making - someone uncomfortable. Be kind to each other, and be kind to yourselves. -

    -
    - - -
    - +Quirk Profile: Stubborn Scion

    9 STUBBORN SCION

    You hail from the wealthiest, most influential family in this region. On what do they base their fortune and reputation? Are you the only heir? What is it about your family you really can’t stand, and why did it lead you to join the other characters?

    If you choose this Quirk during character creation, increase your initial savings (see Core Rulebook, page 165) by 1000 zenit.

    Companions: The Loyal Bodyguards

    Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name and describe their appearance. They do not have an NPC profile and never take part in Checks or conflicts, but you are inseparable and they somehow appear whenever you need their help.

    • Be careful! When you suffer damage, you may halve it.
    • Information Retrieval: During a Rest, you may ask the Game Master one question; they will answer truthfully.
    • Elemental Damage Boost: When you create an elemental shard, you may have it deal extra damage equal to (5 + half your level).

    Limitations and Shared Strain: Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue Points. This fatigue is shared between bodyguards; it is not tracked individually. As long as they have 10 or more Fatigue Points, you cannot rely on them.

    Recovery: At the end of each session (approximately four hours of play), your bodyguards recover from 1d6 Fatigue Points (to a minimum of zero).

    Thematic Considerations for Quirk Creation

    Many Quirks bring complex themes to your table: for instance, The Long Dream presents a dynamic that can be dangerously close to that of a terminal illness; Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to the character being seen as an anomaly or even as a threat; Stubborn Scion can involve generational conflict and toxic family pressure; Cursed or Survivor imply seriously traumatic experiences.

    Player Safety Commitment: When you choose and customize your Quirks, commit to respecting the personal boundaries of those who play with you. Use lines and veils (see Core Rulebook, page 140) and be ready to pause the game if a scene is making someone uncomfortable. Be kind to each other, and be kind to yourselves.

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    - - -

    PROTAGONISTS

    - - -
    -

    9. SURVIVOR

    - -

    - You are among the few who survived a natural catastrophe or the attack - of a dreadful creature. Do you believe someone is responsible for this? - Were you able to keep in contact with any other survivors? Do you think - reconstruction is possible? -

    - -

    Permanent Benefits

    -
      -
    • - Permanently increase your maximum Hit Points and - maximum Mind Points by 5. -
    • -
    - -

    Choose One Option:

    -
      -
    • - Gain the ability to equip martial melee and ranged weapons, martial - armor, and martial shields;
      (*Restricts equipment choice*) -
    • -
    • - Learn any one spell from the Elementalist or - Spiritist lists. -
    • -
    • - Permanently increase your maximum - Inventory Points by 2. -
    • -
    -
    - -
    - - -
    -

    9. THE BEAST WHO SPOKE

    - -

    - You belong to a long line of magical beasts who protected human villages - over the centuries; nowadays, however, humanity has forgotten your role. - Where do you make your nest? Do you know of any of your kind who are - still alive? Who, among the other Player Characters, has shown interest - or respect towards your nature? -

    - -

    Restrictions & Bonuses

    -

    - You may not equip any items, with the exception of accessories and - weapon and armor modules (see Pilot Class, page 158 of the T - echno Fantasy Atlas). However, as long as your armor slot is empty, you - gain a +2 bonus to Defense and a - +2 bonus to Magic Defense. -

    - -

    Additional Benefits (Choose Two):

    -
      -
    • You may also equip custom weapons (see page 112 for more).
    • -
    • - Spell Mastery: You learn one NPC spell (pages 310-311 - of the Core Rulebook; you cannot choose the spell Devastation; if a - Magic Check is required, use (MIG + WLP)): customize the spell as - needed (name, damage type, status effects etc.). -
    • -
    • - Unarmed Strikes: Your attacks with unarmed strikes - deal 6 extra damage. This amount increases to 10 extra damage if you - are level 30 or higher. -
    • -
    -
    - -
    -
    -
    - +Character Class Profiles

    PROTAGONISTS

    9. SURVIVOR

    You are among the few who survived a natural catastrophe or the attack of a dreadful creature. Do you believe someone is responsible for this? Were you able to keep in contact with any other survivors? Do you think reconstruction is possible?

    Permanent Benefits

    • Permanently increase your maximum Hit Points and maximum Mind Points by 5.

    Choose One Option:

    • Gain the ability to equip martial melee and ranged weapons, martial armor, and martial shields;
      (*Restricts equipment choice*)
    • Learn any one spell from the Elementalist or Spiritist lists.
    • Permanently increase your maximum Inventory Points by 2.

    9. THE BEAST WHO SPOKE

    You belong to a long line of magical beasts who protected human villages over the centuries; nowadays, however, humanity has forgotten your role. Where do you make your nest? Do you know of any of your kind who are still alive? Who, among the other Player Characters, has shown interest or respect towards your nature?

    Restrictions & Bonuses

    You may not equip any items, with the exception of accessories and weapon and armor modules (see Pilot Class, page 158 of the T echno Fantasy Atlas). However, as long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense.

    Additional Benefits (Choose Two):

    • You may also equip custom weapons (see page 112 for more).
    • Spell Mastery: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose the spell Devastation; if a Magic Check is required, use (MIG + WLP)): customize the spell as needed (name, damage type, status effects etc.).
    • Unarmed Strikes: Your attacks with unarmed strikes deal 6 extra damage. This amount increases to 10 extra damage if you are level 30 or higher.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/129.html b/books/natural-fantasy-atlas/129.html index 60e1a6c..9d0a144 100644 --- a/books/natural-fantasy-atlas/129.html +++ b/books/natural-fantasy-atlas/129.html @@ -1,99 +1 @@ - - - - - - Character Lore & Mechanics - - -

    THE LONG DREAM

    - -

    - Long ago, your spirit dwelled in nature; then, something brought you to take - on a human form, but it won’t be forever. Was it a prayer or some kind of - magic? What part of your appearance betrays your origin? Do you fear that - last farewell? -

    - -

    The Approaching Farewell

    -

    - At the end of each session (approximately four hours of play), before - assigning XP, roll 2d20. If you roll a number equal to or lower than your - current character level, the last farewell approaches. -

    - -
      -
    • - When a rule or ability requires you to spend Hit Points, Mind Points, or - Fabula Points, you may instead ignore that cost. If you do, the - last farewell approaches. -
    • -
    - -
    -

    - At the end of a scene where you ignored a cost as described above, if the - last farewell has approached at least 10 times already, the moment has - come for you to leave the world of humans. You shall forever return to - your original form as a natural and inanimate object: together with your - group, take your time to roleplay one last bittersweet moment before you - go. -

    -

    The same happens if you Sacrifice yourself.

    - -

    Examples

    -
      -
    • You might turn into a great guardian tree.
    • -
    • Into a visage on the side of a cliff.
    • -
    • - Into a uniquely shaped rock, or into the brightest star in the sky. -
    • -
    - -

    - A character whose last farewell has come is considered dead in game terms, - and cannot be brought back. -

    -

    - However, from now on all Player Characters in the campaign (including your - new character) will receive - 1 additional Fabula Point at the start of each session - (approximately four hours of play). -

    -
    - -

    TRAVELING WORKSHOP

    -
    -

    - You own a transport that also acts as your shop and laboratory. How did - you obtain it? How does it move, and what energy fuels it? What makes it - extremely recognizable? Normally, how do people react to its passage? -

    - -

    Quirk Requirements

    -
      -
    • - You may only choose this Quirk if your character has acquired one or - more Classes among Gourmet (see page 148) and - Tinkerer (see Core Rulebook, page 210). -
    • -
    - -

    Mechanics

    -
      -
    • - You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is - big enough to accommodate you and the rest of your group, plus two or - three guests, but unfit for combat. -
    • -
    • - If a Project requires a special ingredient or material, you may spend - 1 Fabula Point to suddenly stumble upon something - similar in your workshop; if you do, the invention must have a terrible - flaw (see Core Rulebook, page 134). -
    • -
    -
    - -
    - +Character Lore & Mechanics

    THE LONG DREAM

    Long ago, your spirit dwelled in nature; then, something brought you to take on a human form, but it won’t be forever. Was it a prayer or some kind of magic? What part of your appearance betrays your origin? Do you fear that last farewell?

    The Approaching Farewell

    At the end of each session (approximately four hours of play), before assigning XP, roll 2d20. If you roll a number equal to or lower than your current character level, the last farewell approaches.

    • When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points, you may instead ignore that cost. If you do, the last farewell approaches.

    At the end of a scene where you ignored a cost as described above, if the last farewell has approached at least 10 times already, the moment has come for you to leave the world of humans. You shall forever return to your original form as a natural and inanimate object: together with your group, take your time to roleplay one last bittersweet moment before you go.

    The same happens if you Sacrifice yourself.

    Examples

    • You might turn into a great guardian tree.
    • Into a visage on the side of a cliff.
    • Into a uniquely shaped rock, or into the brightest star in the sky.

    A character whose last farewell has come is considered dead in game terms, and cannot be brought back.

    However, from now on all Player Characters in the campaign (including your new character) will receive 1 additional Fabula Point at the start of each session (approximately four hours of play).

    TRAVELING WORKSHOP

    You own a transport that also acts as your shop and laboratory. How did you obtain it? How does it move, and what energy fuels it? What makes it extremely recognizable? Normally, how do people react to its passage?

    Quirk Requirements

    • You may only choose this Quirk if your character has acquired one or more Classes among Gourmet (see page 148) and Tinkerer (see Core Rulebook, page 210).

    Mechanics

    • You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is big enough to accommodate you and the rest of your group, plus two or three guests, but unfit for combat.
    • If a Project requires a special ingredient or material, you may spend 1 Fabula Point to suddenly stumble upon something similar in your workshop; if you do, the invention must have a terrible flaw (see Core Rulebook, page 134).
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/13.html b/books/natural-fantasy-atlas/13.html index d953805..36f85ed 100644 --- a/books/natural-fantasy-atlas/13.html +++ b/books/natural-fantasy-atlas/13.html @@ -1,74 +1 @@ - - - - - - Natural Fantasy Guidelines - - -

    A RAW BEAUTY

    - -

    - The natural fantasy style relies on a careful balance between moments of - calm, serenity and beauty, alternating with moments of raw and direct - contact with the inevitable facts of life. Neither of these aspects can be - sacrificed: keeping only the first means presenting a false and “sanitized” - version of nature; keeping only the second leads to self-indulging - morbidity. -

    - -
    -

    - This doesn’t mean that you have to include explicit or particularly gory - descriptions. On the contrary, discussing how to handle scenes of violence - and death is paramount, especially when they involve people or animals - (see Core Rulebook, page 147). -

    -
    - -

    THE HUNT

    -

    - Killing other living creatures to protect your community or provide - resources is a common theme of natural fantasy and should be handled with - care. -

    - -
      -
    • - Never minimize. Be it that of an animal, a plant, a - person, or a spirit, death is a significant event that should be - dignified. It should never be cold or systematic, especially in a natural - fantasy game, where it should have ecological, emotional or spiritual - consequences. As explained on page 86 of the Core Rulebook, there is no - obligation to kill an enemy reduced to 0 Hit Points. It is a choice. -
    • -
    • - Never demonize. If necessity demands it and proper - respect is shown for the consequences, killing another creature to save - lives, protect the ecosystem, or transform their body into nourishment, - tools or instruments is an integral part of the cycle of life, not a - violation. -
    • -
    - -

    EVERY LIFE MATTERS

    -

    - Even when the world revolves around the cyclical return of every lifeform to - the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on - page 9), one should never downplay the value of life. While it’s true that - life (as a form of energy) lasts for eternity across countless incarnations, - this life (the memories, personality, and feelings of a specific individual) - is unique and irreplaceable, and the moment it leaves us should never not be - seen as a tragedy. -

    - -
    -

    BEFORE WE START

    -

    - (Note: The following text appeared in the raw source but was separated - from the main document flow.) -

    -
    - +Natural Fantasy Guidelines

    A RAW BEAUTY

    The natural fantasy style relies on a careful balance between moments of calm, serenity and beauty, alternating with moments of raw and direct contact with the inevitable facts of life. Neither of these aspects can be sacrificed: keeping only the first means presenting a false and “sanitized” version of nature; keeping only the second leads to self-indulging morbidity.

    This doesn’t mean that you have to include explicit or particularly gory descriptions. On the contrary, discussing how to handle scenes of violence and death is paramount, especially when they involve people or animals (see Core Rulebook, page 147).

    THE HUNT

    Killing other living creatures to protect your community or provide resources is a common theme of natural fantasy and should be handled with care.

    • Never minimize. Be it that of an animal, a plant, a person, or a spirit, death is a significant event that should be dignified. It should never be cold or systematic, especially in a natural fantasy game, where it should have ecological, emotional or spiritual consequences. As explained on page 86 of the Core Rulebook, there is no obligation to kill an enemy reduced to 0 Hit Points. It is a choice.
    • Never demonize. If necessity demands it and proper respect is shown for the consequences, killing another creature to save lives, protect the ecosystem, or transform their body into nourishment, tools or instruments is an integral part of the cycle of life, not a violation.

    EVERY LIFE MATTERS

    Even when the world revolves around the cyclical return of every lifeform to the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on page 9), one should never downplay the value of life. While it’s true that life (as a form of energy) lasts for eternity across countless incarnations, this life (the memories, personality, and feelings of a specific individual) is unique and irreplaceable, and the moment it leaves us should never not be seen as a tragedy.

    BEFORE WE START

    (Note: The following text appeared in the raw source but was separated from the main document flow.)

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/130.html b/books/natural-fantasy-atlas/130.html index 8d59933..91e6601 100644 --- a/books/natural-fantasy-atlas/130.html +++ b/books/natural-fantasy-atlas/130.html @@ -1,71 +1 @@ - - - - - - Character Quirk Detail - - -

    33 PROTAGONISTS

    -

    CHAPTER 9 UNDERCHILD

    - -

    - There isn’t much you remember about your past, but upon awakening you found - yourself in the depths. Once you reached the surface, you realized you - weren’t exactly like everyone else—you are spontaneously attuned to ancient - technology and boast a strange power reserve you can draw from. Who was the - first person you encountered? What items did you have with you? Are you - afraid of regaining your memories? -

    - -

    The Primal Attunement Quirk

    -

    - When a rule or ability requires you to spend - 100 or fewer Hit Points, Mind Points, or Inventory Points - during a conflict, you may instead ignore that cost. If you do, you cannot - ignore a cost this way again until the end of your next Rest. -

    - -

    Examples of Source:

    -
      -
    • A magic gem hidden in your left eye.
    • -
    • A power generator grafted to your arm.
    • -
    • An arcane circuit that resembles an intricate tattoo.
    • -
    - -

    - Additionally, when you encounter a contraption or creature - connected to ancient technology or to a ruins’ past, you may choose one - option: -

    -
      -
    • Ask the Game Master its purpose;
      (or)
    • -
    • Ask the Game Master what can activate it;
      (or)
    • -
    • Ask the Game Master what can deactivate it.
    • -
    -

    - The Game Master answers truthfully and you describe a brief flashback that - reveals the answer. -

    - -

    - After you receive an answer this way for the sixth time, you remember the - real reason why you had been left dormant underground. The Game Master - chooses one option: -

    -
      -
    • - You remember a key clue regarding a threat that is present in your world; -
      (or) -
    • -
    • - You remember the existence of a new threat and receive a key clue about - it. -
    • -
    - -

    - Note: You will keep all benefits from this Quirk after this - revelation (both the ability to ignore costs and to ask questions). -

    - +Character Quirk Detail

    33 PROTAGONISTS

    CHAPTER 9 UNDERCHILD

    There isn’t much you remember about your past, but upon awakening you found yourself in the depths. Once you reached the surface, you realized you weren’t exactly like everyone else—you are spontaneously attuned to ancient technology and boast a strange power reserve you can draw from. Who was the first person you encountered? What items did you have with you? Are you afraid of regaining your memories?

    The Primal Attunement Quirk

    When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points, or Inventory Points during a conflict, you may instead ignore that cost. If you do, you cannot ignore a cost this way again until the end of your next Rest.

    Examples of Source:

    • A magic gem hidden in your left eye.
    • A power generator grafted to your arm.
    • An arcane circuit that resembles an intricate tattoo.

    Additionally, when you encounter a contraption or creature connected to ancient technology or to a ruins’ past, you may choose one option:

    • Ask the Game Master its purpose;
      (or)
    • Ask the Game Master what can activate it;
      (or)
    • Ask the Game Master what can deactivate it.

    The Game Master answers truthfully and you describe a brief flashback that reveals the answer.

    After you receive an answer this way for the sixth time, you remember the real reason why you had been left dormant underground. The Game Master chooses one option:

    • You remember a key clue regarding a threat that is present in your world;
      (or)
    • You remember the existence of a new threat and receive a key clue about it.

    Note: You will keep all benefits from this Quirk after this revelation (both the ability to ignore costs and to ask questions).

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/131.html b/books/natural-fantasy-atlas/131.html index 465ddbc..4a6d77f 100644 --- a/books/natural-fantasy-atlas/131.html +++ b/books/natural-fantasy-atlas/131.html @@ -1,66 +1 @@ - - - - - - Camp Activities Rule - - - - -

    Camp Activities

    -

    - Camp Activities are an optional rule designed to give greater spotlight to - resting scenes (see - Core Rulebook, page 91) and - provide more options in addition to just increasing or modifying Bonds. - While they have been created with a natural fantasy tone in mind, they can - be used in any campaign. -

    -

    - Using this rule will not make Player Characters especially more powerful - than normal, but surely offers an improvement in flexibility. -

    - -

    Choosing Camp Activities

    -

    - If you use this optional rule, each Player Character gains access to two - different Camp Activities, chosen during character creation from the list in - the following pages. -

    -
      -
    • Make sure to avoid redundant Camp Activities within the same group.
    • -
    • - Choose Activities that fit your Player Character’s concept and Identity. -
    • -
    - -

    Using Camp Activities

    -

    - When Player Characters play a resting scene (be while inside a settlement or - in the wilderness), each Player Character who takes part in it may perform - one among the Camp Activities they have access to, describing it and - applying its benefits to the chosen target. -

    -

    - It should be noted that each character may choose how to employ the resting - scene, independently from everyone else. -

    - -
    - Example: Brandon, Martha, and Ylua pause to rest in the - city, spending 20 zenit each. They decide to play a resting scene inside the - tavern; Brandon Sleeps Soundly to - gain an additional action in the future, while - Martha prepares a Double Portion - for Ylua, who is often the target of the party’s healing spells. Seeing - Martha’s kindness, Ylua decides to use this scene to - Gather a few useful ingredients for the cook... hoping not - to get into any trouble!
    - Whether they perform a Camp Activity or not, characters may still use the - resting scene to adjust their Bonds (see Core Rulebook, page 91). -
    - -

    Camp Activities

    - - +Camp Activities Rule

    Camp Activities

    Camp Activities are an optional rule designed to give greater spotlight to resting scenes (see Core Rulebook, page 91) and provide more options in addition to just increasing or modifying Bonds. While they have been created with a natural fantasy tone in mind, they can be used in any campaign.

    Using this rule will not make Player Characters especially more powerful than normal, but surely offers an improvement in flexibility.

    Choosing Camp Activities

    If you use this optional rule, each Player Character gains access to two different Camp Activities, chosen during character creation from the list in the following pages.

    • Make sure to avoid redundant Camp Activities within the same group.
    • Choose Activities that fit your Player Character’s concept and Identity.

    Using Camp Activities

    When Player Characters play a resting scene (be while inside a settlement or in the wilderness), each Player Character who takes part in it may perform one among the Camp Activities they have access to, describing it and applying its benefits to the chosen target.

    It should be noted that each character may choose how to employ the resting scene, independently from everyone else.

    Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each. They decide to play a resting scene inside the tavern; Brandon Sleeps Soundly to gain an additional action in the future, while Martha prepares a Double Portion for Ylua, who is often the target of the party’s healing spells. Seeing Martha’s kindness, Ylua decides to use this scene to Gather a few useful ingredients for the cook... hoping not to get into any trouble!
    Whether they perform a Camp Activity or not, characters may still use the resting scene to adjust their Bonds (see Core Rulebook, page 91).

    Camp Activities

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    Keeping Track of the Benefits

    - -

    - Many Camp Activities provide a benefit that can be used only once before the - next rest. To make sure you easily remember which characters have access to - each specific benefit, you could use tokens, counters, or other small - objects that express the personality of whatever Player Character performed - the corresponding Camp Activity. -

    - -

    - Example: Brandon’s player keeps track of - Sleep Soundly using a pink plastic button; on the other hand, - Martha’s player gives a little badge portraying a slice of cake to anyone - who benefits from her Double Portion. -

    - -

    - If the benefit carries over from one session to another, instead, you can - simply take note of it in a clearly visible area on your character sheet! -

    - -

    Camp Activity Target

    - -
      -
    • - Camp Forge Yourself - Choose one option: -
        -
      • You repair a damaged item owned by the group; or
      • -
      • - You create a single basic weapon, armor, or shield of your choice (see - pages 130-133 of the Core Rulebook) without paying its cost in zenit; - or -
      • -
      • - You destroy a single piece of equipment owned by the group and obtain - a material whose value is equal to the cost of the destroyed item (see - page 74 for more information on materials). -
      • -
      -
    • - -
    • - Cartography Yourself - Once before the next rest, after your group makes a travel roll, you may - reroll the die and keep the new result. -
    • - -
    • - Combat Lesson One ally - Once before the next rest, after making an Accuracy Check or a Magic Check - for an offensive spell (OO), the target may add a bonus of +4 to the - Result of the Check. -
    • -
    - +Camp Activity Benefits

    Keeping Track of the Benefits

    Many Camp Activities provide a benefit that can be used only once before the next rest. To make sure you easily remember which characters have access to each specific benefit, you could use tokens, counters, or other small objects that express the personality of whatever Player Character performed the corresponding Camp Activity.

    Example: Brandon’s player keeps track of Sleep Soundly using a pink plastic button; on the other hand, Martha’s player gives a little badge portraying a slice of cake to anyone who benefits from her Double Portion.

    If the benefit carries over from one session to another, instead, you can simply take note of it in a clearly visible area on your character sheet!

    Camp Activity Target

    • Camp Forge Yourself Choose one option:
      • You repair a damaged item owned by the group; or
      • You create a single basic weapon, armor, or shield of your choice (see pages 130-133 of the Core Rulebook) without paying its cost in zenit; or
      • You destroy a single piece of equipment owned by the group and obtain a material whose value is equal to the cost of the destroyed item (see page 74 for more information on materials).
    • Cartography Yourself Once before the next rest, after your group makes a travel roll, you may reroll the die and keep the new result.
    • Combat Lesson One ally Once before the next rest, after making an Accuracy Check or a Magic Check for an offensive spell (OO), the target may add a bonus of +4 to the Result of the Check.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/133.html b/books/natural-fantasy-atlas/133.html index 4040516..4d48ae5 100644 --- a/books/natural-fantasy-atlas/133.html +++ b/books/natural-fantasy-atlas/133.html @@ -1,101 +1 @@ - - - - - - Character Abilities & Skills - - -
    Page 132
    -

    CAMP ACTIVITY TARGET

    - -
    -

    Daydream Yourself

    -

    - Once before the next rest, when you lose Hit Points for whatever reason, - you may choose to halve that HP loss. -

    -
    - -
    -

    Double Portion

    -

    One ally

    -

    - Once before the next rest, if the target is about to recover Hit Points, - they may double the amount of Hit Points recovered. -

    -
    - -
    -

    Exploration Yourself or one ally

    -

    - You spend your time looking for useful items; describe how, then roll 1d6. -

    -
      -
    • - 1. Ouch! You recover half the normal amount of HP and - MP during this rest. -
    • -
    • - 2. Not what I was looking for... The target regains 2 - Inventory Points. -
    • -
    • - 3-5. Hoho, this can be useful! The target regains 3 - Inventory Points. -
    • -
    • - 6. Jackpot! The target regains 3 Inventory Points, and - you also find an amount of zenit equal to (your character’s level × 50). -
    • -
    -
    - -
    -

    Gathering

    -

    A character with the Gourmet Class

    -

    You look for ingredients in the area; describe how, then roll 1d6.

    -
      -
    • - 1. H-help! At the end of this rest, the entire group - will be caught in an easy conflict against a threat whose level is equal - to the group level. -
    • -
    • - 2. Will these be okay... The target receives 2 - ingredients with random tastes. -
    • -
    • - 3-5. Looks tasty! The target receives 3 ingredients - with random tastes. -
    • -
    • - 6. Ah, these! The target receives 3 ingredients, each - with a taste of their choice. -
    • -
    -
    - -
    -

    Magic Lesson

    -

    One ally

    -

    - Choose a single spell among those you know. Once before the next rest, the - target may perform the Spell action to cast the spell you chose (they must - still pay its MP cost and perform any Magic Checks as needed). -

    -
    - -
    -

    Martial Practice

    -

    Yourself

    -

    - Once before the next rest, when you perform an attack, you may grant that - attack multi (2) or increase its multi property by one point. -

    -
    - - - +Character Abilities & Skills
    Page 132

    CAMP ACTIVITY TARGET

    Daydream Yourself

    Once before the next rest, when you lose Hit Points for whatever reason, you may choose to halve that HP loss.

    Double Portion

    One ally

    Once before the next rest, if the target is about to recover Hit Points, they may double the amount of Hit Points recovered.

    Exploration Yourself or one ally

    You spend your time looking for useful items; describe how, then roll 1d6.

    • 1. Ouch! You recover half the normal amount of HP and MP during this rest.
    • 2. Not what I was looking for... The target regains 2 Inventory Points.
    • 3-5. Hoho, this can be useful! The target regains 3 Inventory Points.
    • 6. Jackpot! The target regains 3 Inventory Points, and you also find an amount of zenit equal to (your character’s level × 50).

    Gathering

    A character with the Gourmet Class

    You look for ingredients in the area; describe how, then roll 1d6.

    • 1. H-help! At the end of this rest, the entire group will be caught in an easy conflict against a threat whose level is equal to the group level.
    • 2. Will these be okay... The target receives 2 ingredients with random tastes.
    • 3-5. Looks tasty! The target receives 3 ingredients with random tastes.
    • 6. Ah, these! The target receives 3 ingredients, each with a taste of their choice.

    Magic Lesson

    One ally

    Choose a single spell among those you know. Once before the next rest, the target may perform the Spell action to cast the spell you chose (they must still pay its MP cost and perform any Magic Checks as needed).

    Martial Practice

    Yourself

    Once before the next rest, when you perform an attack, you may grant that attack multi (2) or increase its multi property by one point.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/134.html b/books/natural-fantasy-atlas/134.html index c1ff10f..8373489 100644 --- a/books/natural-fantasy-atlas/134.html +++ b/books/natural-fantasy-atlas/134.html @@ -1,90 +1 @@ - - - - - - Character Abilities Reference - - -
    -

    PROTAGONISTS

    -

    Chapter Activity Targets

    -
    - -
    -

    Camp Activities & Abilities:

    - -
      -
    • - Massage - Target: One ally -

      - Once before the next rest, if the target is about to pay a Mind Point - cost, they may halve that MP cost. This benefit cannot be applied to a - Ritual’s MP cost. -

      -
    • - -
    • - Midnight Oil - Target: Yourself -

      - You generate 3 points of progress for a single Project of your choice. -

      -
    • - -
    • - Pep Talk - Target: One ally -

      - Once before the next rest, if the target is about to recover Mind - Points, they may double the amount of Mind Points recovered. -

      -
    • - -
    • - Planning - Target: One ally -

      - Once before the next rest, after the target performs a Group Check as - leader or performs a Check to examine someone or something, they may - add a bonus of +4 to the - Result of that Check. -

      -
    • - -
    • - Sleep Soundly - Target: Yourself -

      - Once before the next rest, you may perform an additional action on - your turn during a conflict scene. This action must be used to perform - the Equipment, Hinder, or Inventory action. -

      -
    • - -
    • - Training - Target: Yourself -

      - Once before the next rest, if you are about to suffer one or more - status effects from the same source, you may instead choose not to - suffer any of those status effects. -

      -
    • -
    - -
    - Note on Creation: You might create new Camp Activities - for your characters; if you do so, try to keep them on the same power - level as these. Then again, if your group has a passion for fantasy - cooking, you might change this rule so that each Activity is instead a - special dish created by your character, and always has one ally as the - target—sharing is caring, after all! -
    -
    - -
    -

    Options and Variants

    -
    - +Character Abilities Reference

    PROTAGONISTS

    Chapter Activity Targets

    Camp Activities & Abilities:

    • Massage Target: One ally

      Once before the next rest, if the target is about to pay a Mind Point cost, they may halve that MP cost. This benefit cannot be applied to a Ritual’s MP cost.

    • Midnight Oil Target: Yourself

      You generate 3 points of progress for a single Project of your choice.

    • Pep Talk Target: One ally

      Once before the next rest, if the target is about to recover Mind Points, they may double the amount of Mind Points recovered.

    • Planning Target: One ally

      Once before the next rest, after the target performs a Group Check as leader or performs a Check to examine someone or something, they may add a bonus of +4 to the Result of that Check.

    • Sleep Soundly Target: Yourself

      Once before the next rest, you may perform an additional action on your turn during a conflict scene. This action must be used to perform the Equipment, Hinder, or Inventory action.

    • Training Target: Yourself

      Once before the next rest, if you are about to suffer one or more status effects from the same source, you may instead choose not to suffer any of those status effects.

    Note on Creation: You might create new Camp Activities for your characters; if you do so, try to keep them on the same power level as these. Then again, if your group has a passion for fantasy cooking, you might change this rule so that each Activity is instead a special dish created by your character, and always has one ally as the target—sharing is caring, after all!

    Options and Variants

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/135.html b/books/natural-fantasy-atlas/135.html index 1d4dd95..70f8455 100644 --- a/books/natural-fantasy-atlas/135.html +++ b/books/natural-fantasy-atlas/135.html @@ -1,97 +1 @@ - - -
    -

    NEW CLASSIC CHARACTERS

    - - -

    ELEMENTAL ACROBAT

    -

    - Stats: Dexterity d10, Insight d6, Might d8, Willpower d8 -

    -
      -
    • Fury (1 level): Indomitable Spirit
    • -
    • Invoker (3 levels): Invocation (SL 2), Ripples
    • -
    • Sharpshooter (1 level): Barrage
    • -
    -
    - Equipment: Giant chakram (custom weapon, (DEX + MIG), - thrown, ranged, accurate, defense boost, powerful), combat tunic. - Zenit Cost: 120 zenit. -
    - - -

    FLUTIST MONK

    -

    - Stats: Dexterity d6, Insight d8, Might d8, Willpower d10 -

    -
      -
    • - Invoker (3 levels): Invocation, Wellspring Expansion (SL - 2) -
    • -
    • - Spiritist (2 levels): Ritual Spiritism, Spiritual Magic - (Cleanse) -
    • -
    -
    - Equipment: Staff (described as a magic flute!), sage robe. - Zenit Cost: 270 zenit. -
    - - -

    FRONTIER RESEARCHER

    -

    - Stats: Dexterity d8, Insight d10, Might d6, Willpower d8 -

    -
      -
    • Loremaster (1 level): Quick Assessment
    • -
    • - Merchant (2 levels): I’ve Heard of It!, Winds of Trade -
    • -
    • Sharpshooter (2 levels): Crossfire, Warning Shot
    • -
    -
    - Equipment: Twin pocket pistols (custom weapon, (DEX + INS), - firearm, ranged, accurate, quick), travel garb. - Zenit Cost: 170 zenit. -
    - - -

    GRINNING VETERAN

    -

    - Stats: Dexterity d6, Insight d8, Might d10, Willpower d8 -

    -
      -
    • - Gourmet (3 levels): Cooking, Knife and Fork, Traveling - Cook -
    • -
    • Guardian (1 level): Protect
    • -
    • Weaponmaster (1 level): Bladestorm
    • -
    -
    - Equipment: Waraxe, runic plate. - Zenit Cost: 70 zenit. -
    - - -

    KEEPER OF THE SACRED TREE

    -

    - Stats: Dexterity d6, Insight d6, Might d10, Willpower d10 -

    -
      -
    • - Arcanist (3 levels): Bind and Summon (Oak), Emergency - Arcanum (SL 2) -
    • -
    • Invoker (2 levels): Invocation, Linked Invocation
    • -
    -
    - Equipment: Staff, travel garb. - Zenit Cost: 370 zenit. -
    - - -
    -
    +

    NEW CLASSIC CHARACTERS

    ELEMENTAL ACROBAT

    Stats: Dexterity d10, Insight d6, Might d8, Willpower d8

    • Fury (1 level): Indomitable Spirit
    • Invoker (3 levels): Invocation (SL 2), Ripples
    • Sharpshooter (1 level): Barrage
    Equipment: Giant chakram (custom weapon, (DEX + MIG), thrown, ranged, accurate, defense boost, powerful), combat tunic. Zenit Cost: 120 zenit.

    FLUTIST MONK

    Stats: Dexterity d6, Insight d8, Might d8, Willpower d10

    • Invoker (3 levels): Invocation, Wellspring Expansion (SL 2)
    • Spiritist (2 levels): Ritual Spiritism, Spiritual Magic (Cleanse)
    Equipment: Staff (described as a magic flute!), sage robe. Zenit Cost: 270 zenit.

    FRONTIER RESEARCHER

    Stats: Dexterity d8, Insight d10, Might d6, Willpower d8

    • Loremaster (1 level): Quick Assessment
    • Merchant (2 levels): I’ve Heard of It!, Winds of Trade
    • Sharpshooter (2 levels): Crossfire, Warning Shot
    Equipment: Twin pocket pistols (custom weapon, (DEX + INS), firearm, ranged, accurate, quick), travel garb. Zenit Cost: 170 zenit.

    GRINNING VETERAN

    Stats: Dexterity d6, Insight d8, Might d10, Willpower d8

    • Gourmet (3 levels): Cooking, Knife and Fork, Traveling Cook
    • Guardian (1 level): Protect
    • Weaponmaster (1 level): Bladestorm
    Equipment: Waraxe, runic plate. Zenit Cost: 70 zenit.

    KEEPER OF THE SACRED TREE

    Stats: Dexterity d6, Insight d6, Might d10, Willpower d10

    • Arcanist (3 levels): Bind and Summon (Oak), Emergency Arcanum (SL 2)
    • Invoker (2 levels): Invocation, Linked Invocation
    Equipment: Staff, travel garb. Zenit Cost: 370 zenit.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/136.html b/books/natural-fantasy-atlas/136.html index 9c9dcfc..a1e66e9 100644 --- a/books/natural-fantasy-atlas/136.html +++ b/books/natural-fantasy-atlas/136.html @@ -1,132 +1 @@ - - - - - - Protagonist Dossier - - -

    Protagonists Dossier

    - -
    -

    LOTUS DUELIST

    - (DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8) - -

    Classes & Abilities:

    -
      -
    • Elementalist (2 levels): Elemental Magic (Ventus), Spellblade
    • -
    • Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)
    • -
    • Weaponmaster (1 level): Counterattack
    • -
    - -
    - Equipment: -
      -
    • - Water lily blade - (custom weapon, DEX + INS), sword, melee, accurate, elemental - (ice), magic defense boost -
    • -
    • Sage robe
    • -
    • 70 zenit
    • -
    -
    -
    - -
    -

    SHY APOTHECARY

    - (DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6) - -

    Classes & Abilities:

    -
      -
    • Merchant (1 level): Expiration Date
    • -
    • Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)
    • -
    - -
    - Equipment: -
      -
    • Tome, sage robe, 270 zenit
    • -
    -
    -
    - -
    -

    SMALL MERCHANT

    - (DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8) - -

    Classes & Abilities:

    -
      -
    • Merchant (2 levels): Real Treasure, Winds of Trade
    • -
    • - Wayfarer (3 levels): Faithful Companion - (SL 3; a massive and cuddly creature who can tap into the PCs’ Trade - Points to either negate all damage suffered by another creature, or - deal elemental damage) -
    • -
    - -
    - Equipment: -
      -
    • Tome (described as an abacus!), silk shirt, 370 zenit
    • -
    -
    -
    - -
    -

    TROUBLEMAKER ROGUE

    - (DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6) - -

    Classes & Abilities:

    -
      -
    • Gourmet (2 levels): Cooking, Knife and Fork
    • -
    • Rogue (1 level): High Speed
    • -
    • Sharpshooter (2 levels): Barrage, Warning Shot
    • -
    - -
    - Equipment: -
      -
    • - Shortbow - (described as a sling!), travel garb, 270 zenit. This character’s - delicacies take the form of sling bullets with strange - effects! -
    • -
    -
    -
    - -
    -

    TWILIGHT WITCH

    - (DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10) - -

    Classes & Abilities:

    -
      -
    • Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)
    • -
    • - Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony), - Verdant Sway -
    • -
    - -
    - Equipment: -
      -
    • Tome, sage robe, 270 zenit.
    • -
    -
    -
    - -
    - +Protagonist Dossier

    Protagonists Dossier

    LOTUS DUELIST

    (DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8)

    Classes & Abilities:

    • Elementalist (2 levels): Elemental Magic (Ventus), Spellblade
    • Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)
    • Weaponmaster (1 level): Counterattack
    Equipment:
    • Water lily blade (custom weapon, DEX + INS), sword, melee, accurate, elemental (ice), magic defense boost
    • Sage robe
    • 70 zenit

    SHY APOTHECARY

    (DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6)

    Classes & Abilities:

    • Merchant (1 level): Expiration Date
    • Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)
    Equipment:
    • Tome, sage robe, 270 zenit

    SMALL MERCHANT

    (DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8)

    Classes & Abilities:

    • Merchant (2 levels): Real Treasure, Winds of Trade
    • Wayfarer (3 levels): Faithful Companion (SL 3; a massive and cuddly creature who can tap into the PCs’ Trade Points to either negate all damage suffered by another creature, or deal elemental damage)
    Equipment:
    • Tome (described as an abacus!), silk shirt, 370 zenit

    TROUBLEMAKER ROGUE

    (DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6)

    Classes & Abilities:

    • Gourmet (2 levels): Cooking, Knife and Fork
    • Rogue (1 level): High Speed
    • Sharpshooter (2 levels): Barrage, Warning Shot
    Equipment:
    • Shortbow (described as a sling!), travel garb, 270 zenit. This character’s delicacies take the form of sling bullets with strange effects!

    TWILIGHT WITCH

    (DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10)

    Classes & Abilities:

    • Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)
    • Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony), Verdant Sway
    Equipment:
    • Tome, sage robe, 270 zenit.
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    CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

    - -

    - Three young heroes accompany a mysterious elf on a pilgrimage to discover - the meaning of the sudden visions that plague her. The upbeat squire and the - young herbalist are flexible characters, capable of dealing damage as well - as supporting their allies with magiseeds and the - Breach and - Encourage Skills. The rowdy miner hits - hard but, above all else, she is of great help during travel and can get - useful information everywhere she goes! -

    - -
    -

    ✨ MYSTERIOUS ELF

    -
      -
    • - Dexterity d10, Insight d10, - Might d6, Willpower d6 -
    • -
    • Levels/Skills:
    • -
        -
      • - Chimerist (1 level): - Feral Speech -
      • -
      • - Loremaster (2 levels): Flash of Insight (SL - 2) -
      • -
      • Sharpshooter (2 levels): Barrage, Warning Shot
      • -
      -
      - Equipment: Shortbow, sage robe, 170 - zenit. -
      -
    -
    - -
    -

    ⛏️ ROWDY MINER

    -
      -
    • - Dexterity d6, Insight d8, - Might d10, Willpower d8 -
    • -
    • Levels/Skills:
    • -
        -
      • - Fury (1 level): Provoke -
      • -
      • - Merchant (1 level): - Winds of Trade -
      • -
      • - Wayfarer (3 levels): Tavern Talk, Treasure Hunter, - Well-Traveled -
      • -
      -
      - Equipment: Waraxe (described as a - pickaxe!), bronze plate, 120 zenit. -
      -
    -
    - -
    -

    ⚔️ UPBEAT SQUIRE

    -
      -
    • - Dexterity d10, Insight d6, - Might d8, Willpower d8 -
    • -
    • Levels/Skills:
    • -
        -
      • - Orator (2 levels): - Encourage (SL 2) -
      • -
      • - Weaponmaster (3 levels): Bone Crusher, Breach, Melee Weapon - Mastery -
      • -
      -
      - Equipment: Bronze sword, travel garb, - runic shield, 120 zenit. -
      -
    -
    - -
    -

    🌿 YOUNG HERBALIST

    -
      -
    • - Dexterity d6, Insight d8, - Might d8, Willpower d10 -
    • -
    • Levels/Skills:
    • -
        -
      • - Elementalist (2 levels): Elemental Magic (Terra), Magical - Artillery -
      • -
      • - Floralist (3 levels): Chloromancy (SL 2: Prancing Dandelion, - Remedy Lily), Graft -
      • -
      -
      - Equipment: Staff, sage robe, 270 zenit. -
      -
    -
    - -
    - +Children's Friends: Character Details

    CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

    Three young heroes accompany a mysterious elf on a pilgrimage to discover the meaning of the sudden visions that plague her. The upbeat squire and the young herbalist are flexible characters, capable of dealing damage as well as supporting their allies with magiseeds and the Breach and Encourage Skills. The rowdy miner hits hard but, above all else, she is of great help during travel and can get useful information everywhere she goes!

    ✨ MYSTERIOUS ELF

    • Dexterity d10, Insight d10, Might d6, Willpower d6
    • Levels/Skills:
      • Chimerist (1 level): Feral Speech
      • Loremaster (2 levels): Flash of Insight (SL 2)
      • Sharpshooter (2 levels): Barrage, Warning Shot
      Equipment: Shortbow, sage robe, 170 zenit.

    ⛏️ ROWDY MINER

    • Dexterity d6, Insight d8, Might d10, Willpower d8
    • Levels/Skills:
      • Fury (1 level): Provoke
      • Merchant (1 level): Winds of Trade
      • Wayfarer (3 levels): Tavern Talk, Treasure Hunter, Well-Traveled
      Equipment: Waraxe (described as a pickaxe!), bronze plate, 120 zenit.

    ⚔️ UPBEAT SQUIRE

    • Dexterity d10, Insight d6, Might d8, Willpower d8
    • Levels/Skills:
      • Orator (2 levels): Encourage (SL 2)
      • Weaponmaster (3 levels): Bone Crusher, Breach, Melee Weapon Mastery
      Equipment: Bronze sword, travel garb, runic shield, 120 zenit.

    🌿 YOUNG HERBALIST

    • Dexterity d6, Insight d8, Might d8, Willpower d10
    • Levels/Skills:
      • Elementalist (2 levels): Elemental Magic (Terra), Magical Artillery
      • Floralist (3 levels): Chloromancy (SL 2: Prancing Dandelion, Remedy Lily), Graft
      Equipment: Staff, sage robe, 270 zenit.
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    THE KITCHEN BRIGADE

    -

    - “Despite the same world awaiting them, each would learn a different lesson - from it.” -

    - -

    Overview

    -

    - This group explores the Gourmet Class in many different ways: since each - character’s cookbook sheet is personal and independent, the same - combinations yield different results depending on who uses them! -

    - - -
    -

    DEEP-FRY ARTIST

    - 70 zenit -
    - Attributes: Dexterity d8, Insight d8, Might d10, - Willpower d6 -
    - -

    Proficiencies & Skills

    -
      -
    • Fury (1 level): Withstand
    • -
    • Gourmet (2 levels): Cooking, Salt and Pepper
    • -
    • Guardian (2 levels): Bodyguard, Protect
    • -
    - -
    - Weapon: Wok shield (custom weapon) -

    - (DEX + MIG), brawling, melee, defense boost, elemental (fire), magic - defense boost -

    - Gear: Bronze plate, silk shirt -
    -
    - - -
    -

    INFUSION MASTER

    - 170 zenit -
    - Attributes: Dexterity d8, Insight d8, Might d8, Willpower - d8 -
    - -

    Proficiencies & Skills

    -
      -
    • Gourmet (2 levels): Cooking, Knife and Fork
    • -
    • - Sharpshooter (2 levels): Barrage, Ranged Weapon Mastery -
    • -
    • Tinkerer (1 level): Gadgets (Basic Infusions)
    • -
    - -
    - Weapon: Kettle (custom weapon) -

    - (DEX + INS), firearm, ranged, accurate, magic defense boost, powerful -

    - Gear: Silk shirt -
    -
    - - -
    -

    PICKLER

    - 70 zenit -
    - Attributes: Dexterity d6, Insight d10, Might d8, - Willpower d8 -
    - -

    Proficiencies & Skills

    -
      -
    • Entropist (1 level): Entropic Magic (Stop)
    • -
    • Gourmet (2 levels): Cooking, Traveling Cook
    • -
    • - Merchant (2 levels): Private Stock, Winds of Trade -
    • -
    - -
    - Weapon: Blast chiller (custom weapon) -

    - (DEX + INS), dagger, melee, accurate, defense boost, elemental (ice) -

    - Gear: Sage robe -
    -
    - - -
    -

    STREET COOK

    - 270 zenit -
    - Attributes: Dexterity d8, Insight d8, Might d6, Willpower - d10 -
    - -

    Proficiencies & Skills

    -
      -
    • Gourmet (2 levels): Cooking, Made with Love
    • -
    • - Orator (2 levels): My Trust in You, Unexpected Ally -
    • -
    • Wayfarer (1 level): Tavern Talk
    • -
    - -
    - Weapon: Staff (described as a fan!) - Gear: Sage robe -
    -
    - -
    - +Protagonists Index

    THE KITCHEN BRIGADE

    “Despite the same world awaiting them, each would learn a different lesson from it.”

    Overview

    This group explores the Gourmet Class in many different ways: since each character’s cookbook sheet is personal and independent, the same combinations yield different results depending on who uses them!

    DEEP-FRY ARTIST

    70 zenit
    Attributes: Dexterity d8, Insight d8, Might d10, Willpower d6

    Proficiencies & Skills

    • Fury (1 level): Withstand
    • Gourmet (2 levels): Cooking, Salt and Pepper
    • Guardian (2 levels): Bodyguard, Protect
    Weapon: Wok shield (custom weapon)

    (DEX + MIG), brawling, melee, defense boost, elemental (fire), magic defense boost

    Gear: Bronze plate, silk shirt

    INFUSION MASTER

    170 zenit
    Attributes: Dexterity d8, Insight d8, Might d8, Willpower d8

    Proficiencies & Skills

    • Gourmet (2 levels): Cooking, Knife and Fork
    • Sharpshooter (2 levels): Barrage, Ranged Weapon Mastery
    • Tinkerer (1 level): Gadgets (Basic Infusions)
    Weapon: Kettle (custom weapon)

    (DEX + INS), firearm, ranged, accurate, magic defense boost, powerful

    Gear: Silk shirt

    PICKLER

    70 zenit
    Attributes: Dexterity d6, Insight d10, Might d8, Willpower d8

    Proficiencies & Skills

    • Entropist (1 level): Entropic Magic (Stop)
    • Gourmet (2 levels): Cooking, Traveling Cook
    • Merchant (2 levels): Private Stock, Winds of Trade
    Weapon: Blast chiller (custom weapon)

    (DEX + INS), dagger, melee, accurate, defense boost, elemental (ice)

    Gear: Sage robe

    STREET COOK

    270 zenit
    Attributes: Dexterity d8, Insight d8, Might d6, Willpower d10

    Proficiencies & Skills

    • Gourmet (2 levels): Cooking, Made with Love
    • Orator (2 levels): My Trust in You, Unexpected Ally
    • Wayfarer (1 level): Tavern Talk
    Weapon: Staff (described as a fan!) Gear: Sage robe
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/139.html b/books/natural-fantasy-atlas/139.html index 5f2e3df..b513790 100644 --- a/books/natural-fantasy-atlas/139.html +++ b/books/natural-fantasy-atlas/139.html @@ -1,45 +1 @@ - - - - - - Floralist Role Profile - - -
    -

    FLORALIST

    -
    - - - -
    "There is no rose without thorns."
    - -

    - Spiritual energy flows strongly within plants, thanks to their direct - connection to our earth. Growing from this encounter are - magiseeds, gifted with the unique ability to thrive on - spiritual energy and blossom into a majestic yet ephemeral triumph of magic. -

    - -

    The Art of Floralism

    -

    - Floralists possess specialized knowledge allowing them to identify and - cultivate these strange seeds. These magiseeds grant a large variety of - profound benefits, enabling their combination with all sorts of - disciplines—from advanced martial arts techniques to complex magical - practices. A true floralist must understand both the botanical nature of the - bloom and the energetic resonance required for its proper mastery. -

    - - - +Floralist Role Profile

    FLORALIST

    "There is no rose without thorns."

    Spiritual energy flows strongly within plants, thanks to their direct connection to our earth. Growing from this encounter are magiseeds, gifted with the unique ability to thrive on spiritual energy and blossom into a majestic yet ephemeral triumph of magic.

    The Art of Floralism

    Floralists possess specialized knowledge allowing them to identify and cultivate these strange seeds. These magiseeds grant a large variety of profound benefits, enabling their combination with all sorts of disciplines—from advanced martial arts techniques to complex magical practices. A true floralist must understand both the botanical nature of the bloom and the energetic resonance required for its proper mastery.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/14.html b/books/natural-fantasy-atlas/14.html index bd6f92d..b75f5fb 100644 --- a/books/natural-fantasy-atlas/14.html +++ b/books/natural-fantasy-atlas/14.html @@ -1,72 +1 @@ - - - - - - - -

    COEXISTENCE DOESN’T MEAN SELF-ERASURE

    - -

    - In some stories, ecological themes are handled quite superficially: humanity - is depicted as a parasite, technology as a source of corruption, and ancient - lifestyles become romanticized and stereotyped, often without a solid - historical or anthropological base. Although they provide fertile ground for - Villains, such simplistic perspectives represent a form of cowardly - nihilism. -

    - -

    - What natural fantasy proposes is, instead, to make a humble and brave - choice: our heroes must stop seeing themselves as masters or tormentors of - nature, and remember they are merely one of its many expressions, embracing - the responsibilities that arise from their ability to invent, create, and - transform. -

    - -

    - In short, we can coexist with the planet we live in precisely because we are - humans, rather than in spite of it. -

    - -

    CULTURAL INFLUENCES AND COLONIALISM

    - -

    - When we imagine a story centered around sharing and coexistence, we are - often influenced by existing cultures that consider those principles as the - foundation of their civilization, tradition, and philosophy. Historically, - however, those same cultures have been targeted by violent and repressive - colonialist politics, their voices silenced even in present day. Their - characteristic cultural elements are often trivialized and reduced to mere - appearances, robbed of their significance and made to conform to consumer - logic, a surface representation that removes all introspective or - revolutionary charge. -

    - -

    - If you want to take inspiration from these cultures when you create new - stories and characters, please strive not to repeat that harmful rhetoric: -

    - -
      -
    • - Look for detailed and - not instrumentalized sources which present information - with integrity and respect, without trivializing cultural complexities or - reducing them to stereotypes. -
    • -
    • - If your setting includes tribal cultures, or cultures inspired by - real-world native populations, do not consign them to the role of - enigmatic strangers, keepers of riches, threats or victims in need of - help: make them full-fledged protagonists, avoiding - recurring stereotypes like the mystic, the raider or the scout. -
    • -
    • - Finally, make sure not to associate the search for harmony and - spirituality with a forcibly ascetic, passive or impractical lifestyle; on - the same count, do not associate it with a lack of interest in science and - technology. -
    • -
    - +

    COEXISTENCE DOESN’T MEAN SELF-ERASURE

    In some stories, ecological themes are handled quite superficially: humanity is depicted as a parasite, technology as a source of corruption, and ancient lifestyles become romanticized and stereotyped, often without a solid historical or anthropological base. Although they provide fertile ground for Villains, such simplistic perspectives represent a form of cowardly nihilism.

    What natural fantasy proposes is, instead, to make a humble and brave choice: our heroes must stop seeing themselves as masters or tormentors of nature, and remember they are merely one of its many expressions, embracing the responsibilities that arise from their ability to invent, create, and transform.

    In short, we can coexist with the planet we live in precisely because we are humans, rather than in spite of it.

    CULTURAL INFLUENCES AND COLONIALISM

    When we imagine a story centered around sharing and coexistence, we are often influenced by existing cultures that consider those principles as the foundation of their civilization, tradition, and philosophy. Historically, however, those same cultures have been targeted by violent and repressive colonialist politics, their voices silenced even in present day. Their characteristic cultural elements are often trivialized and reduced to mere appearances, robbed of their significance and made to conform to consumer logic, a surface representation that removes all introspective or revolutionary charge.

    If you want to take inspiration from these cultures when you create new stories and characters, please strive not to repeat that harmful rhetoric:

    • Look for detailed and not instrumentalized sources which present information with integrity and respect, without trivializing cultural complexities or reducing them to stereotypes.
    • If your setting includes tribal cultures, or cultures inspired by real-world native populations, do not consign them to the role of enigmatic strangers, keepers of riches, threats or victims in need of help: make them full-fledged protagonists, avoiding recurring stereotypes like the mystic, the raider or the scout.
    • Finally, make sure not to associate the search for harmony and spirituality with a forcibly ascetic, passive or impractical lifestyle; on the same count, do not associate it with a lack of interest in science and technology.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/140.html b/books/natural-fantasy-atlas/140.html index 406a473..88ff54f 100644 --- a/books/natural-fantasy-atlas/140.html +++ b/books/natural-fantasy-atlas/140.html @@ -1,94 +1 @@ - - - - - - Prologue Character Sheet - - -
    -

    CHAPTER 139

    -

    W / PROTAGONISTS

    -

    FLORALIST FREE BENEFITS

    -
    - -
    -

    BATTLE GARDENING (çç3)

    -

    - After you plant a magiseed through the Chloromancy Skill (not when using - Graft), you may choose one option: -

    -
      -
    • Perform a free attack with an equipped weapon; or
    • -
    • - Perform the Spell action for free, casting a spell with a total Mind - Point cost equal to or lower than (5 + (SL × 5)) (you must still pay its - MP cost). -
    • -
    -

    - Note: Treat the High Roll (HR) of your Accuracy Check or - Magic Check as being equal to 0 when determining damage dealt by this - attack or spell. -

    -
    - -
    -

    CHLOROMANCY (çç10)

    -

    - Each time you acquire this Skill, you discover a new type of magiseed from - the list found in the next pages. -

    -

    - During a conflict, if there are no magiseeds in your garden, you may use - an action and spend 20 Mind Points to plant a magiseed of a type you have - discovered. The rules for the garden and for magiseed growth can be found - in the next pages. -

    -
    - -
    -

    GRAFT

    -

    - As long as there is a magiseed in your garden and 1 or more sections of - your Growth Clock are filled, you may use an action to remove that - magiseed from your garden: if you do, plant a different magiseed among - those you have discovered (keep the current filled sections of your Growth - Clock unchanged). -

    -
    - -
    -

    TREE OF LIFE (çç5)

    -

    - When a magiseed is removed from your garden, you may choose one creature - you can see: if that creature is in Crisis, they recover (5 + (SL × 5)) - Hit Points. -

    -
    - -
    -

    VERDANT SWAY

    -

    - You gain the ability to perform Rituals of the Ritualism discipline; - additionally, you may use Ritualism to create, animate, and/or control - vegetation, pollen, spores, and toxins (but you cannot create nor control - plant-Species NPCs this way). -

    -
    - - - -
    - +Prologue Character Sheet

    CHAPTER 139

    W / PROTAGONISTS

    FLORALIST FREE BENEFITS

    BATTLE GARDENING (çç3)

    After you plant a magiseed through the Chloromancy Skill (not when using Graft), you may choose one option:

    • Perform a free attack with an equipped weapon; or
    • Perform the Spell action for free, casting a spell with a total Mind Point cost equal to or lower than (5 + (SL × 5)) (you must still pay its MP cost).

    Note: Treat the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when determining damage dealt by this attack or spell.

    CHLOROMANCY (çç10)

    Each time you acquire this Skill, you discover a new type of magiseed from the list found in the next pages.

    During a conflict, if there are no magiseeds in your garden, you may use an action and spend 20 Mind Points to plant a magiseed of a type you have discovered. The rules for the garden and for magiseed growth can be found in the next pages.

    GRAFT

    As long as there is a magiseed in your garden and 1 or more sections of your Growth Clock are filled, you may use an action to remove that magiseed from your garden: if you do, plant a different magiseed among those you have discovered (keep the current filled sections of your Growth Clock unchanged).

    TREE OF LIFE (çç5)

    When a magiseed is removed from your garden, you may choose one creature you can see: if that creature is in Crisis, they recover (5 + (SL × 5)) Hit Points.

    VERDANT SWAY

    You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and toxins (but you cannot create nor control plant-Species NPCs this way).

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    -

    Magiseed Mechanics

    -
    - -
    -

    THE GARDEN

    -

    - When you plant a magiseed, it takes root in your garden until removed. - Your garden is an abstract space whose appearance varies depending on your - character’s look: it might be a pot on their back, a gap along their - blade, or even the ground under their feet. -

    -
    -
      -
    • - Capacity Limit: Your garden can only contain one - magiseed at a time. -
    • -
    • - Reset Mechanic: Any magiseeds in your garden are - automatically removed at the end of each scene. -
    • -
    -
    -
    - -
    -

    THE GROWTH CLOCK

    -

    - When you acquire the Chloromancy Skill, you also receive - a Growth Clock which is present only during conflict scenes and represents - the cycle of life in your garden. -

    - -

    Growth Clock Rules

    -
      -
    • Your Growth Clock has 4 sections, and it begins each scene empty.
    • -
    • - End-of-Turn Sequence: At the end of your turn, follow - these steps: -
        -
      1. - If a magiseed is present in your garden, fill 1 section of your - Growth Clock. -
      2. -
      3. - Then, if there is still a magiseed and that magiseed has an "at the - end of your turn" effect, apply that effect. -
      4. -
      -
    • -
    • - Completion/Reset: When you fill the fourth section of - your Growth Clock, remove the magiseed in your garden, then erase all - sections of your Growth Clock. -
    • -
    • - Restriction: Sections of your Growth Clock may not be - filled nor erased in any way other than described above, through - Brambleheart and Green Thumb (pages 162 and 166), or - through effects that explicitly affect Growth Clocks. -
    • -
    -
    - -
    -

    MAGISEED EFFECTS

    -

    - Magiseeds can have passive effects, or have effects that trigger at the - end of your turn, after your Growth Clock has increased. -

    - -

    Application Rules

    -
      -
    • - The effects of a magiseed apply only while it is present in your garden. -
    • -
    • - The effect varies depending on the current number of filled sections in - your Growth Clock (T). -
    • -
    • - Precision: You must apply the effect corresponding to - the exact number of currently filled sections, not any - effect above or below it. -
    • -
    - -

    Level Modification Rules

    -

    If a magiseed’s effect:

    -
      -
    • - Deals damage, it deals 5 extra damage if you are level - 30 or higher. -
    • -
    • - Causes Hit Point and/or Mind Point loss and/or recovery, the amount - increases by 10 if you are level 30 or higher. -
    • -
    -
    - -
    -

    MAGISEEDS

    - -
    - -
    - +Magiseed Lore Document

    Magiseed Mechanics

    THE GARDEN

    When you plant a magiseed, it takes root in your garden until removed. Your garden is an abstract space whose appearance varies depending on your character’s look: it might be a pot on their back, a gap along their blade, or even the ground under their feet.

    • Capacity Limit: Your garden can only contain one magiseed at a time.
    • Reset Mechanic: Any magiseeds in your garden are automatically removed at the end of each scene.

    THE GROWTH CLOCK

    When you acquire the Chloromancy Skill, you also receive a Growth Clock which is present only during conflict scenes and represents the cycle of life in your garden.

    Growth Clock Rules

    • Your Growth Clock has 4 sections, and it begins each scene empty.
    • End-of-Turn Sequence: At the end of your turn, follow these steps:
      1. If a magiseed is present in your garden, fill 1 section of your Growth Clock.
      2. Then, if there is still a magiseed and that magiseed has an "at the end of your turn" effect, apply that effect.
    • Completion/Reset: When you fill the fourth section of your Growth Clock, remove the magiseed in your garden, then erase all sections of your Growth Clock.
    • Restriction: Sections of your Growth Clock may not be filled nor erased in any way other than described above, through Brambleheart and Green Thumb (pages 162 and 166), or through effects that explicitly affect Growth Clocks.

    MAGISEED EFFECTS

    Magiseeds can have passive effects, or have effects that trigger at the end of your turn, after your Growth Clock has increased.

    Application Rules

    • The effects of a magiseed apply only while it is present in your garden.
    • The effect varies depending on the current number of filled sections in your Growth Clock (T).
    • Precision: You must apply the effect corresponding to the exact number of currently filled sections, not any effect above or below it.

    Level Modification Rules

    If a magiseed’s effect:

    • Deals damage, it deals 5 extra damage if you are level 30 or higher.
    • Causes Hit Point and/or Mind Point loss and/or recovery, the amount increases by 10 if you are level 30 or higher.

    MAGISEEDS

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    Magiseed List

    - -

    - Below and in the next pages, you will find a list of standard magiseeds that - each Floralist can discover by investing levels into the Chloromancy Skill. -

    - -

    - Your group can also collaboratively create new magiseeds, and the Game - Master may opt to include them among rewards, obtained independently of your - investment in Chloromancy. Each magiseed is worth approximately 1000 zenit; - try your best to keep these new magiseeds on a similar power to those on the - standard list. -

    - -
    -

    ARCTIC NARCISSUS

    - -

    It stubbornly survives in frozen territories.

    - -
    -

    T EFFECT

    -
      -
    • - 0-1: You are Resistant to earth and ice damage. -
    • -
    • - 2-3: You and your allies present on the scene are - Resistant to earth and ice damage. -
    • -
    -
    -
    - -
    -

    BLAZING CHRYSANTHEMUM

    - -

    Its thick petals resemble an erupting volcano.

    - -
    -

    T EFFECT

    -

    - 1-3: At the end of your turn, choose earth or fire. - Until you use this effect again or this magiseed is no longer in your - garden, all damage dealt by you and every ally present on the scene - becomes the chosen type; its type cannot change, and it ignores - Resistances. -

    -
    -
    - -
    -

    DESERT DAHLIA

    - -

    - A tenacious plant, it doesn’t fear the dryness of dunes. -

    - -
    -

    T EFFECT

    -
      -
    • 0-1: You are Resistant to air and fire damage.
    • -
    • - 2-3: You and your allies present on the scene are - Resistant to air and fire damage. -
    • -
    -
    -
    - -
    - +Magiseed List

    Magiseed List

    Below and in the next pages, you will find a list of standard magiseeds that each Floralist can discover by investing levels into the Chloromancy Skill.

    Your group can also collaboratively create new magiseeds, and the Game Master may opt to include them among rewards, obtained independently of your investment in Chloromancy. Each magiseed is worth approximately 1000 zenit; try your best to keep these new magiseeds on a similar power to those on the standard list.

    ARCTIC NARCISSUS

    It stubbornly survives in frozen territories.

    T EFFECT

    • 0-1: You are Resistant to earth and ice damage.
    • 2-3: You and your allies present on the scene are Resistant to earth and ice damage.

    BLAZING CHRYSANTHEMUM

    Its thick petals resemble an erupting volcano.

    T EFFECT

    1-3: At the end of your turn, choose earth or fire. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type; its type cannot change, and it ignores Resistances.

    DESERT DAHLIA

    A tenacious plant, it doesn’t fear the dryness of dunes.

    T EFFECT

    • 0-1: You are Resistant to air and fire damage.
    • 2-3: You and your allies present on the scene are Resistant to air and fire damage.
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    - -
    -
    - W -

    GOLDEN GINKGO

    -
    -

    Its vibrantly colored leaves represent tenacity.

    - - T EFFECT -
      -
    • - At the end of your turn, you and every ally you can see recover from - dazed, enraged, and shaken. -
    • -
    • - At the end of your turn, you and every ally you can see recover an - amount of Mind Points equal to (5 + your Skill Level in Chloromancy). -
    • -
    -
    - - -
    -
    - W -

    GRAVE ASPHODEL

    -
    -

    Solemn and elegant, it embodies death’s ineluctability.

    - - T EFFECT -
      -
    • - At the end of your turn, you may choose an enemy you can see. If you do, - that enemy suffers shaken. -
    • -
    • - At the end of your turn, every enemy you can see suffers - shaken. -
    • -
    • - At the end of your turn, you deal an amount of dark damage equal to (15 - + your Skill Level in Chloromancy) to each enemy you can see who is - suffering from shaken. -
    • -
    -
    - - -
    -
    - W -

    HERMIT IRIS

    -
    -

    Its leaves carry whispers of ancient knowledge.

    - - T EFFECT -
      -
    • - At the end of your turn, choose an enemy you can see. The Game Master - reveals its Level, Rank, Species, maximum Hit Points, maximum Mind - Points, Traits, Attributes, Defense, and Magic Defense. -
    • -
    • - At the end of your turn, choose an enemy you can see. The Game Master - reveals its Level, Rank, Species, maximum Hit Points, maximum Mind - Points, Traits, Attributes, Defense, Magic Defense, and Affinities. -
    • -
    -
    - - - -
    +
    W

    GOLDEN GINKGO

    Its vibrantly colored leaves represent tenacity.

    T EFFECT
    • At the end of your turn, you and every ally you can see recover from dazed, enraged, and shaken.
    • At the end of your turn, you and every ally you can see recover an amount of Mind Points equal to (5 + your Skill Level in Chloromancy).
    W

    GRAVE ASPHODEL

    Solemn and elegant, it embodies death’s ineluctability.

    T EFFECT
    • At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers shaken.
    • At the end of your turn, every enemy you can see suffers shaken.
    • At the end of your turn, you deal an amount of dark damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from shaken.
    W

    HERMIT IRIS

    Its leaves carry whispers of ancient knowledge.

    T EFFECT
    • At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, and Magic Defense.
    • At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, Magic Defense, and Affinities.
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    -

    M A G I S E E D

    -

    A Comprehensive Catalog

    -
    - -
    -

    Protagonists

    -
    - -
    - HOOKLEAF NIGHTSHADE -

    - Its purplish berries contain a deadly magical venom. -

    -
    - T EFFECT - 0-1: All damage you deal becomes - poison, its type cannot change, and it ignores Immunities and - Resistances. 2-3: All damage you - deal becomes poison, its type cannot change, and it ignores Immunities - and Resistances. Additionally, when you deal poison damage for the - first time during your turn, you deal extra damage equal to (your - Skill Level in Chloromancy) and each creature that lost Hit Points - this way suffers poisoned. -
    -
    - - -
    - HORNED HAWTHORN -

    - Favored by witches and surgeons alike for its purifying properties. -

    -
    - T EFFECT - 0-1: You are Resistant to dark and - poison damage. 2-3: You and your - allies present on the scene are Resistant to dark and poison damage. -
    -
    - - -
    - LUNAR MAGNOLIA -

    It blooms in the darkest hours of the night.

    -
    - T EFFECT - 1-3: At the end of your turn, choose - ice or light. Until you use this effect again or this magiseed is no - longer in your garden, all damage dealt by you and every ally present - on the scene becomes the chosen type, its type cannot change, and it - ignores Resistances. -
    -
    -
    -
    - -
    - -
    -

    Recent Inquiries

    -
    - +Magiseed Catalog

    M A G I S E E D

    A Comprehensive Catalog

    Protagonists

    HOOKLEAF NIGHTSHADE

    Its purplish berries contain a deadly magical venom.

    T EFFECT 0-1: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. 2-3: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. Additionally, when you deal poison damage for the first time during your turn, you deal extra damage equal to (your Skill Level in Chloromancy) and each creature that lost Hit Points this way suffers poisoned.
    HORNED HAWTHORN

    Favored by witches and surgeons alike for its purifying properties.

    T EFFECT 0-1: You are Resistant to dark and poison damage. 2-3: You and your allies present on the scene are Resistant to dark and poison damage.
    LUNAR MAGNOLIA

    It blooms in the darkest hours of the night.

    T EFFECT 1-3: At the end of your turn, choose ice or light. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.

    Recent Inquiries

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    144 W
    - - -
    -

    OCEAN LOTUS

    -

    A graceful symbol of serenity and wisdom.

    - - -
      -
    • 0-1: You are immune to dazed and slow.
    • -
    • - 2: You treat your Dexterity and Insight as being one - die size higher (up to a maximum of d12). -
    • -
    • - 3: You and every ally you can see treat your Dexterity - and Insight as being one die size higher (up to a maximum of d12). -
    • -
    -
    - - -
    -

    PILGRIM GAZALIA

    -

    Its flamboyant corolla is synonymous with abundance.

    - - -
      -
    • - 1-2: At the end of your turn, choose yourself or - another Player Character you can see. The chosen character regains 2 - Inventory Points. -
    • -
    • - 3: At the end of your turn, you and every other Player - Character you can see regain 1 Inventory Point. -
    • -
    -
    - - -
    -

    PRANCING DANDELION

    -

    - A symbol of energy and vivacity, it spreads seeds through stormy winds. -

    - - -
      -
    • - 1-3: At the end of your turn, choose air or bolt. Until - you use this effect again or this magiseed is no longer in your garden, - all damage dealt by you and every ally present on the scene becomes the - chosen type, its type cannot change, and it ignores Resistances. -
    • -
    -
    - - -
    -

    W

    -
    - +Botanical Entries Reference
    144 W

    OCEAN LOTUS

    A graceful symbol of serenity and wisdom.

    • 0-1: You are immune to dazed and slow.
    • 2: You treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).
    • 3: You and every ally you can see treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).

    PILGRIM GAZALIA

    Its flamboyant corolla is synonymous with abundance.

    • 1-2: At the end of your turn, choose yourself or another Player Character you can see. The chosen character regains 2 Inventory Points.
    • 3: At the end of your turn, you and every other Player Character you can see regain 1 Inventory Point.

    PRANCING DANDELION

    A symbol of energy and vivacity, it spreads seeds through stormy winds.

    • 1-3: At the end of your turn, choose air or bolt. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.

    W

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    33 PROTAGONISTS

    - -
    -

    REGAL PROTEA

    -

    - A colorful and tenacious flower, favored by an ancient dynasty. -

    - -

    T EFFECT

    -
      -
    1. You are immune to shaken and weak.
    2. -
    3. - You treat your Might and Willpower as - being one die size higher (up to a maximum of d12). -
    4. -
    5. - You and every ally you can see treat your Might and - Willpower as being one die size higher (up to a maximum - of d12). -
    6. -
    -
    - -
    -

    REMEDY LILY

    -

    - Its elegant flowers filter and purify spiritual energy. -

    - -

    T EFFECT

    -
      -
    1. - At the end of your turn, you and every ally you can see recover from - poisoned, slow, and weak. -
    2. -
    3. - At the end of your turn, you and every ally you can see recover an - amount of Hit Points equal to (15 + your Skill Level in - Chloromancy). -
    4. -
    -
    - -
    -

    SERRATED ROSE

    -

    - Its thorns form a tangle equally breathtaking and dangerous. -

    - -

    T EFFECT

    -
      -
    1. - At the end of your turn, you may choose an enemy you can see. If you do, - that enemy suffers slow. -
    2. -
    3. - At the end of your turn, every enemy you can see suffers - slow. -
    4. -
    5. - At the end of your turn, you deal an amount of physical damage equal to - (15 + your Skill Level in Chloromancy) to each enemy - you can see who is suffering from slow. -
    6. -
    -
    - - - +Protagonists Abilities

    33 PROTAGONISTS

    REGAL PROTEA

    A colorful and tenacious flower, favored by an ancient dynasty.

    T EFFECT

    1. You are immune to shaken and weak.
    2. You treat your Might and Willpower as being one die size higher (up to a maximum of d12).
    3. You and every ally you can see treat your Might and Willpower as being one die size higher (up to a maximum of d12).

    REMEDY LILY

    Its elegant flowers filter and purify spiritual energy.

    T EFFECT

    1. At the end of your turn, you and every ally you can see recover from poisoned, slow, and weak.
    2. At the end of your turn, you and every ally you can see recover an amount of Hit Points equal to (15 + your Skill Level in Chloromancy).

    SERRATED ROSE

    Its thorns form a tangle equally breathtaking and dangerous.

    T EFFECT

    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers slow.
    2. At the end of your turn, every enemy you can see suffers slow.
    3. At the end of your turn, you deal an amount of physical damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from slow.
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    - -
    - W -

    SILVER STRELITZIA

    -

    - Its silvery blossoms are easily mistaken for jewels. -

    - -
    - T EFFECT -
      -
    1. You are Resistant to bolt and light damage.
    2. -
    3. - You and your allies present on the scene are Resistant to bolt and - light damage. -
    4. -
    -
    -
    - - -
    - W -

    STAR PEONY

    -

    It silently gazes into celestial depths.

    - -
    - T EFFECT -
      -
    1. - At the end of your turn, you may choose an enemy you can see. If you - do, that enemy suffers dazed. -
    2. -
    3. - At the end of your turn, every enemy you can see suffers dazed. -
    4. -
    5. - At the end of your turn, you deal an amount of light damage equal to - (15 + your Skill Level in Chloromancy) to each enemy you can see who - is suffering from dazed. -
    6. -
    -
    -
    - - -
    - W -

    STRIPED ORCHID

    -

    Each segment of this plant is covered in toxins.

    - -
    - T EFFECT -
      -
    1. - At the end of your turn, you may choose an enemy you can see. If you - do, that enemy suffers weak. -
    2. -
    3. - At the end of your turn, every enemy you can see suffers weak. -
    4. -
    5. - At the end of your turn, you deal an amount of poison damage equal - to (15 + your Skill Level in Chloromancy) to each enemy you can see - who is suffering from weak. -
    6. -
    -
    -
    -
    - +Botanical Entries
    W

    SILVER STRELITZIA

    Its silvery blossoms are easily mistaken for jewels.

    T EFFECT
    1. You are Resistant to bolt and light damage.
    2. You and your allies present on the scene are Resistant to bolt and light damage.
    W

    STAR PEONY

    It silently gazes into celestial depths.

    T EFFECT
    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers dazed.
    2. At the end of your turn, every enemy you can see suffers dazed.
    3. At the end of your turn, you deal an amount of light damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from dazed.
    W

    STRIPED ORCHID

    Each segment of this plant is covered in toxins.

    T EFFECT
    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers weak.
    2. At the end of your turn, every enemy you can see suffers weak.
    3. At the end of your turn, you deal an amount of poison damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from weak.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/148.html b/books/natural-fantasy-atlas/148.html index 52c3a83..6c2e764 100644 --- a/books/natural-fantasy-atlas/148.html +++ b/books/natural-fantasy-atlas/148.html @@ -1,59 +1 @@ - - - - - - Protagonist Abilities Guide - - - - -

    PROTAGONISTS

    -

    CHAPTER WARDWATTLE

    - -
    -

    WARDWATTLE

    -

    A tangle of robust branches, whose thorns spread powerful poison.

    - EFFECT -
      -
    1. You are Resistant to physical damage.
    2. -
    3. - You are Resistant to physical damage. Additionally, after a creature - hits you with a melee attack, you deal an amount of physical damage to - that creature equal to (5 + your Skill Level in Chloromancy) (after - their attack was resolved). -
    4. -
    5. - You are Resistant to physical damage. Additionally, after a creature - hits you with a melee attack, you deal an amount of physical damage to - that creature equal to (5 + your Skill Level in Chloromancy), and then - deal an amount of poison damage to that creature equal to (5 + your - Skill Level in Chloromancy) (both these damage instances happen after - that creature’s attack was resolved). -
    6. -
    -
    - -
    -

    WRATHFUL CARNATION

    -

    - Despite their beauty, its yellow flowers emit an irritatingly pungent - smell. -

    - EFFECT -
      -
    • - When this magiseed leaves your garden, choose up to one enemy you can - see. Until the end of your next turn, when the chosen enemy performs an - attack or casts an offensive spell (OO), they must include you among the - targets of that attack or spell (if able). -
    • -
    • - At the end of your turn, you may remove this magiseed from your garden; - if you do, erase all sections of your Growth Clock. -
    • -
    -
    - - - +Protagonist Abilities Guide

    PROTAGONISTS

    CHAPTER WARDWATTLE

    WARDWATTLE

    A tangle of robust branches, whose thorns spread powerful poison.

    EFFECT
    1. You are Resistant to physical damage.
    2. You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy) (after their attack was resolved).
    3. You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy), and then deal an amount of poison damage to that creature equal to (5 + your Skill Level in Chloromancy) (both these damage instances happen after that creature’s attack was resolved).

    WRATHFUL CARNATION

    Despite their beauty, its yellow flowers emit an irritatingly pungent smell.

    EFFECT
    • When this magiseed leaves your garden, choose up to one enemy you can see. Until the end of your next turn, when the chosen enemy performs an attack or casts an offensive spell (OO), they must include you among the targets of that attack or spell (if able).
    • At the end of your turn, you may remove this magiseed from your garden; if you do, erase all sections of your Growth Clock.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/149.html b/books/natural-fantasy-atlas/149.html index d6a83cd..d6478c6 100644 --- a/books/natural-fantasy-atlas/149.html +++ b/books/natural-fantasy-atlas/149.html @@ -1,43 +1 @@ - - - - - - Gourmet Profession Entry - - -
    -

    GOURMET

    -

    Gourmet

    -

    - ALSO: Brewer, Chef, Patissier -

    -
    - -
    -

    Definition and Skills

    -

    - Cooking may be considered a common skill, but Gourmets refine their - knowledge of foodstuffs to a level that is nothing short of supernatural: - they refine the art of extracting spiritual energies from every - ingredient, infusing meals with powerful magical effects! -

    -
    - -
    -

    Way of Life

    -

    - While most Gourmets are content with simply settling down in a town or - village and making a living off their skills, some wander the world in a - lifelong search for new ingredients. -

    -
    - -
    - "A true chef respects the nature of that which they transform." -
    - - - +Gourmet Profession Entry

    GOURMET

    Gourmet

    ALSO: Brewer, Chef, Patissier

    Definition and Skills

    Cooking may be considered a common skill, but Gourmets refine their knowledge of foodstuffs to a level that is nothing short of supernatural: they refine the art of extracting spiritual energies from every ingredient, infusing meals with powerful magical effects!

    Way of Life

    While most Gourmets are content with simply settling down in a town or village and making a living off their skills, some wander the world in a lifelong search for new ingredients.

    "A true chef respects the nature of that which they transform."
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/15.html b/books/natural-fantasy-atlas/15.html index 8cd1cb9..830d85b 100644 --- a/books/natural-fantasy-atlas/15.html +++ b/books/natural-fantasy-atlas/15.html @@ -1,47 +1 @@ - - - - - - Document Analysis and Structure - - -
    -

    Project Requirements and Structural Guidelines

    - -

    - This document outlines the core guidelines for structuring and styling - extracted textual content to ensure a professional, semantic, and highly - readable web presentation. -

    - -
      -
    1. - Semantic HTML Structure: It is critical to use - appropriate HTML tags like <h1>, - <p>, <ul>, - <li>, and <strong>. This ensures - that the underlying structure accurately reflects the content's - hierarchy for maximum accessibility and SEO performance. -
    2. - -
    3. - Styling and Design Implementation: The presentation - must incorporate styling using either inline CSS or a dedicated - <style> block within the - <head> section. This style guide requires modern - sans-serif typography, clean margins, and a clear, predictable layout to - enhance user experience. -
    4. - -
    5. - Output Formatting Compliance: The final deliverable - must consist of ONLY valid HTML code. Under no - circumstances should markdown code block backticks - (<code></code>) or extra conversational - commentary be included in the resulting output, maintaining purity and - structural integrity. -
    6. -
    -
    - +Document Analysis and Structure

    Project Requirements and Structural Guidelines

    This document outlines the core guidelines for structuring and styling extracted textual content to ensure a professional, semantic, and highly readable web presentation.

    1. Semantic HTML Structure: It is critical to use appropriate HTML tags like <h1>, <p>, <ul>, <li>, and <strong>. This ensures that the underlying structure accurately reflects the content's hierarchy for maximum accessibility and SEO performance.
    2. Styling and Design Implementation: The presentation must incorporate styling using either inline CSS or a dedicated <style> block within the <head> section. This style guide requires modern sans-serif typography, clean margins, and a clear, predictable layout to enhance user experience.
    3. Output Formatting Compliance: The final deliverable must consist of ONLY valid HTML code. Under no circumstances should markdown code block backticks (<code></code>) or extra conversational commentary be included in the resulting output, maintaining purity and structural integrity.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/150.html b/books/natural-fantasy-atlas/150.html index 86249fa..1c0a2f8 100644 --- a/books/natural-fantasy-atlas/150.html +++ b/books/natural-fantasy-atlas/150.html @@ -1,131 +1 @@ - - - - - - Protagonists - Gourmet Skills - - -
    -
    -

    33 PROTAGONISTS

    -

    Page 149 | Gourmet Chapter

    -
    - - -
    -

    ⭐ GOURMET FREE BENEFITS

    -
      -
    • - Inventory Points: Permanently increase your maximum - Inventory Points by 2. -
    • -
    • - Project Creation: You may start Projects to create - unique foods and drinks; they are always consumable, and their area is - based on the number and type of creatures you need to nourish. -
    • -
    -
    - - -
    -

    🍖 GOURMET SKILLS

    - - -
    -
    -

    COOKING

    - (çç5) -
    -

    - When you rest inside a settlement, you gain (SL) ingredients (see next - page). -

    -

    - You may use an action and combine 2 or 3 ingredients to prepare a - delicacy (see next page). You choose one option: you apply its effects - to yourself or an ally you can see; or you perform a free attack with - a weapon you have equipped. This attack deals no damage, but you apply - the delicacy’s effects to each enemy hit by the attack. -

    -

    - Ingredients Capacity: You may carry up to 10 + (SL × - 5) ingredients, and they will never spoil until you use them; if you - take this Skill during character creation, you begin play with ten - ingredients with random tastes. -

    -
    - - -
    -
    -

    KNIFE AND FORK

    - (N/A) -
    -

    - When you perform the free attack granted by the Cooking Skill, if you - combined no more than 2 ingredients, you may have the attack deal - damage as normal. If you do, you treat your High Roll (HR) as 0 when - calculating damage dealt by this attack. -

    -
    - - -
    -
    -

    MADE WITH LOVE

    - (çç3) -
    -

    - When you use the Cooking Skill and choose to apply the effects of the - delicacy to yourself or an ally you can see, you may spend up to (SL × - 10) MP. For every 10 MP you spend this way, apply the delicacy’s - effects to an additional ally you can see. -

    -
    - - -
    -
    -

    SALT AND PEPPER

    - (N/A) -
    -

    - When you prepare a delicacy, you may spend 2 Inventory Points: if you - do, change the taste of one ingredient to a different taste of your - choice. -

    -
    - - -
    -
    -

    TRAVELING COOK

    - (çç3) -
    -

    - After each travel roll, if you acquired the Cooking Skill, you gain - (SL × 2) ingredients. -

    - -

    Narrative Prompts:

    -
      -
    • - Who taught you how to cook? What is your relationship with your - teacher? -
    • -
    • - Is your craft something revolutionary, or is it an established field - of work? -
    • -
    • What does your cooking look like? Which tools do you use?
    • -
    • What legendary recipe or ingredient are you looking for?
    • -
    -
    -
    - - -
    -
    - +Protagonists - Gourmet Skills

    33 PROTAGONISTS

    Page 149 | Gourmet Chapter

    ⭐ GOURMET FREE BENEFITS

    • Inventory Points: Permanently increase your maximum Inventory Points by 2.
    • Project Creation: You may start Projects to create unique foods and drinks; they are always consumable, and their area is based on the number and type of creatures you need to nourish.

    🍖 GOURMET SKILLS

    COOKING

    (çç5)

    When you rest inside a settlement, you gain (SL) ingredients (see next page).

    You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next page). You choose one option: you apply its effects to yourself or an ally you can see; or you perform a free attack with a weapon you have equipped. This attack deals no damage, but you apply the delicacy’s effects to each enemy hit by the attack.

    Ingredients Capacity: You may carry up to 10 + (SL × 5) ingredients, and they will never spoil until you use them; if you take this Skill during character creation, you begin play with ten ingredients with random tastes.

    KNIFE AND FORK

    (N/A)

    When you perform the free attack granted by the Cooking Skill, if you combined no more than 2 ingredients, you may have the attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.

    MADE WITH LOVE

    (çç3)

    When you use the Cooking Skill and choose to apply the effects of the delicacy to yourself or an ally you can see, you may spend up to (SL × 10) MP. For every 10 MP you spend this way, apply the delicacy’s effects to an additional ally you can see.

    SALT AND PEPPER

    (N/A)

    When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the taste of one ingredient to a different taste of your choice.

    TRAVELING COOK

    (çç3)

    After each travel roll, if you acquired the Cooking Skill, you gain (SL × 2) ingredients.

    Narrative Prompts:

    • Who taught you how to cook? What is your relationship with your teacher?
    • Is your craft something revolutionary, or is it an established field of work?
    • What does your cooking look like? Which tools do you use?
    • What legendary recipe or ingredient are you looking for?
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    Ingredients & Delicacies

    - -

    - The Gourmet Class is designed around experimenting with new taste - combinations, as well as using these combinations to come up with a variety - of strategies. To help you keep track of all this information, you can use a - cookbook sheet, which can be downloaded from - fabulaultima.com. -

    - -

    Gaining Ingredients

    -

    - You will normally receive ingredients through the Cooking and Traveling Cook - Skills; you might also receive them as rewards during play. When you obtain - an ingredient, you’re never too sure what it will taste like—roll a d6 to - determine the ingredient’s taste using the table below, then describe its - appearance and give it a name. -

    -

    - You may also purchase ingredients from stall, shops or merchants: The price - is 10 zenit for an ingredient with a random taste, or - 20 zenit for an ingredient with a taste of your choice. -

    - -

    Ingredient Taste

    -
    -
      -
    • 1. Bitter
    • -
    • 2. Salty
    • -
    • 3. Sour
    • -
    • 4. Sweet
    • -
    • 5. Umami
    • -
    • 6. Your choice
    • -
    -
    - -

    Example

    -
    -

    - After traversing the Petrified Forest, you gain two ingredients thanks to - the Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means - one tastes bitter and the other tastes umami. -

    -

    - You decide to call the first ingredient “Fossil Honey” and the second - ingredient “Stonebark Shroom”. You record both of them on your cookbook - sheet, placing them in the matching taste columns. -

    -
    - - -
    - +The Gourmet Class Cookbook

    Ingredients & Delicacies

    The Gourmet Class is designed around experimenting with new taste combinations, as well as using these combinations to come up with a variety of strategies. To help you keep track of all this information, you can use a cookbook sheet, which can be downloaded from fabulaultima.com.

    Gaining Ingredients

    You will normally receive ingredients through the Cooking and Traveling Cook Skills; you might also receive them as rewards during play. When you obtain an ingredient, you’re never too sure what it will taste like—roll a d6 to determine the ingredient’s taste using the table below, then describe its appearance and give it a name.

    You may also purchase ingredients from stall, shops or merchants: The price is 10 zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste of your choice.

    Ingredient Taste

    • 1. Bitter
    • 2. Salty
    • 3. Sour
    • 4. Sweet
    • 5. Umami
    • 6. Your choice

    Example

    After traversing the Petrified Forest, you gain two ingredients thanks to the Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter and the other tastes umami.

    You decide to call the first ingredient “Fossil Honey” and the second ingredient “Stonebark Shroom”. You record both of them on your cookbook sheet, placing them in the matching taste columns.

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    -

    Delicacies (Cooking Skill)

    -

    - When you use the Cooking Skill, you combine two or three - ingredients to generate a special delicacy with powerful effects that will - be applied to its targets. -

    - -

    Rules of Creation

    -
      -
    • - Every different combination of two tastes (even if it’s the same taste - used twice!) will add an effect to the delicacy. -
    • -
    • - When you combine two tastes you never combined before, determine the - effect of that combination by rolling a d12 and consulting the chart on - the next page; most entries also require you to make a choice (such as a - specific damage type or status effect). Once you’re done, record the - resulting effect on your cookbook sheet: from this moment on, that taste - combination will always produce that exact effect when you use it. -
    • -
    • - No two combinations of tastes in your cookbook sheet can have identical - effects. When you determine the effect of a new combination, you must - make your choices in such a way that the resulting effect has no - precedents (for instance, by selecting a different damage type or status - effect); if you can’t, reroll the d12. -
    • -
    • - When completed, your cookbook sheet will feature a total of 15 effects, - one for each possible pair of tastes. -
    • -
    - -

    Example Usage

    -

    Consider the following scenario:

    -

    - You combine three ingredients, one of them salty and two of them bitter. - The resulting delicacy features two combinations (bitter + bitter and - bitter + salty), which means it will have two different effects. -

    -

    - In the past, you combined bitter + bitter and rolled a 4, - meaning the effect allows for MP recovery; conversely, you never combined - bitter + salty before, so you must determine this - combination’s effect by rolling dice. -

    -

    - You roll a 1, and must choose a status effect for this effect; since you - already chose recovery from weak for the sour + sweet combination in the - past, you decide to opt for dazed. From now on, the bitter + salty - combination will always allow you to heal the target from dazed. -

    -

    - Now that you’ve done this, you know that your delicacy allows every target - to heal from the dazed status effect and also recover 40 - Mind Points. -

    - -

    Important Notes

    -
      -
    • - Delicacies created through the Cooking Skill have an immediate effect - and are then destroyed; if you want to prepare foods with unique effects - and use them later, you must instead use the rules for - Projects (see Core Rulebook, page 134). -
    • -
    -
    - +Cooking Skill Delicacies

    Delicacies (Cooking Skill)

    When you use the Cooking Skill, you combine two or three ingredients to generate a special delicacy with powerful effects that will be applied to its targets.

    Rules of Creation

    • Every different combination of two tastes (even if it’s the same taste used twice!) will add an effect to the delicacy.
    • When you combine two tastes you never combined before, determine the effect of that combination by rolling a d12 and consulting the chart on the next page; most entries also require you to make a choice (such as a specific damage type or status effect). Once you’re done, record the resulting effect on your cookbook sheet: from this moment on, that taste combination will always produce that exact effect when you use it.
    • No two combinations of tastes in your cookbook sheet can have identical effects. When you determine the effect of a new combination, you must make your choices in such a way that the resulting effect has no precedents (for instance, by selecting a different damage type or status effect); if you can’t, reroll the d12.
    • When completed, your cookbook sheet will feature a total of 15 effects, one for each possible pair of tastes.

    Example Usage

    Consider the following scenario:

    You combine three ingredients, one of them salty and two of them bitter. The resulting delicacy features two combinations (bitter + bitter and bitter + salty), which means it will have two different effects.

    In the past, you combined bitter + bitter and rolled a 4, meaning the effect allows for MP recovery; conversely, you never combined bitter + salty before, so you must determine this combination’s effect by rolling dice.

    You roll a 1, and must choose a status effect for this effect; since you already chose recovery from weak for the sour + sweet combination in the past, you decide to opt for dazed. From now on, the bitter + salty combination will always allow you to heal the target from dazed.

    Now that you’ve done this, you know that your delicacy allows every target to heal from the dazed status effect and also recover 40 Mind Points.

    Important Notes

    • Delicacies created through the Cooking Skill have an immediate effect and are then destroyed; if you want to prepare foods with unique effects and use them later, you must instead use the rules for Projects (see Core Rulebook, page 134).
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    DELICACY EFFECT

    -

    Combination effect

    - -
      -
    1. - Each of this delicacy’s targets recovers from the - (choose one: dazed; enraged; poisoned; shaken; slow; weak) - status effect. -
    2. -
    3. - Each of this delicacy’s targets suffers the - (choose one: dazed; shaken; slow; weak) - status effect. -
    4. -
    5. - Each of this delicacy’s targets recovers 40 Hit Points. This amount - increases to 50 if you are level 30 or higher. -
    6. -
    7. - Each of this delicacy’s targets recovers 40 Mind Points. This amount - increases to 50 if you are level 30 or higher. -
    8. -
    9. - This delicacy deals 20 - (choose one: air; bolt; earth; fire; ice; poison) - damage to each of its targets. This amount increases to 30 damage if you - are level 30 or higher. -
    10. -
    11. - Until the end of your next turn, every source that deals - (choose one: air; bolt; earth; fire; ice; poison) - damage deals 5 extra damage to each of this delicacy’s targets. -
    12. -
    13. - Each of this delicacy’s targets cannot perform the Guard action during - their next turn. -
    14. -
    15. - Each of this delicacy’s targets cannot perform the Spell action during - their next turn. -
    16. -
    17. - Each of this delicacy’s targets cannot perform the Skill action during - their next turn. -
    18. -
    19. - Each of this delicacy’s targets gains Resistance to - (choose one: air; bolt; earth; fire; ice; poison) - damage until the end of your next turn. -
    20. -
    21. - Each of this delicacy’s targets treats their - (choose one: Dexterity; Insight; Might; Willpower) - as if it were one die size higher (up to a maximum of d12) until the end - of your next turn. -
    22. -
    23. - During the next turn of each of this delicacy’s targets, all damage they - deal becomes - (choose one: air; bolt; earth; fire; ice; poison) - and its type cannot change. -
    24. -
    - -
    - +Delicacy Effect

    DELICACY EFFECT

    Combination effect

    1. Each of this delicacy’s targets recovers from the (choose one: dazed; enraged; poisoned; shaken; slow; weak) status effect.
    2. Each of this delicacy’s targets suffers the (choose one: dazed; shaken; slow; weak) status effect.
    3. Each of this delicacy’s targets recovers 40 Hit Points. This amount increases to 50 if you are level 30 or higher.
    4. Each of this delicacy’s targets recovers 40 Mind Points. This amount increases to 50 if you are level 30 or higher.
    5. This delicacy deals 20 (choose one: air; bolt; earth; fire; ice; poison) damage to each of its targets. This amount increases to 30 damage if you are level 30 or higher.
    6. Until the end of your next turn, every source that deals (choose one: air; bolt; earth; fire; ice; poison) damage deals 5 extra damage to each of this delicacy’s targets.
    7. Each of this delicacy’s targets cannot perform the Guard action during their next turn.
    8. Each of this delicacy’s targets cannot perform the Spell action during their next turn.
    9. Each of this delicacy’s targets cannot perform the Skill action during their next turn.
    10. Each of this delicacy’s targets gains Resistance to (choose one: air; bolt; earth; fire; ice; poison) damage until the end of your next turn.
    11. Each of this delicacy’s targets treats their (choose one: Dexterity; Insight; Might; Willpower) as if it were one die size higher (up to a maximum of d12) until the end of your next turn.
    12. During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: air; bolt; earth; fire; ice; poison) and its type cannot change.
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    -

    Protagonists

    -

    Page 153 | Chapter Rules

    -
    - -

    Special Rules of Effects

    - -

    Delicacies and their effects follow a few unique rules:

    - -
      -
    • - Each delicacy always features one, two, or three effects, depending on - which taste combinations you used (the effects may also be four or six if - you use the All You Can Eat Heroic Skill, on page 161); you decide in - which order to apply these effects, and may choose to forgo any number of - them (this choice must be exactly the same for all targets of the - delicacy). -
    • -
    • Effects 5 to 12 can only be applied during conflict scenes.
    • -
    • - A delicacy can only have one type 5 effect (which is to say, a - damage-dealing effect); if a delicacy has two or more type 5 effects due - to the taste combinations you used, you must choose one of them and forgo - the others. -
    • -
    • - A delicacy can only have one type 12 effect (which is to say, a damage - type-changing effect); if a delicacy has two or more type 12 effects due - to the taste combinations you used, you must choose one of them and forgo - the others. -
    • -
    - -

    - Other than that, all of a delicacy’s effects are cumulative, and will be - fully applied to each of its target. -

    - -
    - Example: If you obtain a type 2 effect on sweet + umami, a - type 5 effect on bitter + umami, and a type 9 effect on bitter + sweet, the - delicacy created combining these tastes will be able to deal damage, inflict - a status effect, and also prevent the use of Skill actions for a brief - period! -
    - -
    -

    And Finally, A Bit of Advice!

    -

    - This Class is quite atypical: there is no real way to perfectly control - the role your character will cover, because your abilities are - procedurally generated over the course of the campaign. However, remember - that you may prepare delicacies outside of conflict scenes: it will cost - you some ingredients, true, but you will be able to “scout” the effects - ahead of time and avoid trial and error during a critical situation. -

    -

    - Other than that, pay attention to which effects best synergize with each - other and with the rest of your group, and take advantage of the multi - property to apply the same delicacy to two or more enemies! -

    -
    - -
    -
    - “The Temple of Five Spices is rumored to hold the recipe for a dish that - can summon the soul of the deceased.” -
    -
    - +Special Rules of Effects

    Protagonists

    Page 153 | Chapter Rules

    Special Rules of Effects

    Delicacies and their effects follow a few unique rules:

    • Each delicacy always features one, two, or three effects, depending on which taste combinations you used (the effects may also be four or six if you use the All You Can Eat Heroic Skill, on page 161); you decide in which order to apply these effects, and may choose to forgo any number of them (this choice must be exactly the same for all targets of the delicacy).
    • Effects 5 to 12 can only be applied during conflict scenes.
    • A delicacy can only have one type 5 effect (which is to say, a damage-dealing effect); if a delicacy has two or more type 5 effects due to the taste combinations you used, you must choose one of them and forgo the others.
    • A delicacy can only have one type 12 effect (which is to say, a damage type-changing effect); if a delicacy has two or more type 12 effects due to the taste combinations you used, you must choose one of them and forgo the others.

    Other than that, all of a delicacy’s effects are cumulative, and will be fully applied to each of its target.

    Example: If you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter + umami, and a type 9 effect on bitter + sweet, the delicacy created combining these tastes will be able to deal damage, inflict a status effect, and also prevent the use of Skill actions for a brief period!

    And Finally, A Bit of Advice!

    This Class is quite atypical: there is no real way to perfectly control the role your character will cover, because your abilities are procedurally generated over the course of the campaign. However, remember that you may prepare delicacies outside of conflict scenes: it will cost you some ingredients, true, but you will be able to “scout” the effects ahead of time and avoid trial and error during a critical situation.

    Other than that, pay attention to which effects best synergize with each other and with the rest of your group, and take advantage of the multi property to apply the same delicacy to two or more enemies!

    “The Temple of Five Spices is rumored to hold the recipe for a dish that can summon the soul of the deceased.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/155.html b/books/natural-fantasy-atlas/155.html index f33b1ee..fc2b8e3 100644 --- a/books/natural-fantasy-atlas/155.html +++ b/books/natural-fantasy-atlas/155.html @@ -1,42 +1 @@ - - - - - - Character Profile Extracts - - -
    -

    Invoker

    -

    Summary: Ascetic, Channeler, Five-Soul Master

    -

    - Invokers research the innate energy of souls and the way it spontaneously - flows and manifests throughout their surroundings. Even if their art - relies on calling upon the power of the elements, they adapt to the - existing power sources rather than force an unnatural outcome and upset - the flow of spirits. -

    -

    - That said, Invokers remain formidable adventurers: they boast great - flexibility and a unique affinity for elemental creatures. -

    -

    "Wish not for control, but understanding."

    -
    - - -
    -

    Ascetic, Channeler, Five-Soul Master

    -

    - This profile description appears fragmented in the source material, - suggesting it may be an alternative or expanded title for a similar class - to Invoker. -

    -
    - -
    -

    - This section appears to be metadata regarding an order or transactional - entry, rather than character lore. -

    -
    - +Character Profile Extracts

    Invoker

    Summary: Ascetic, Channeler, Five-Soul Master

    Invokers research the innate energy of souls and the way it spontaneously flows and manifests throughout their surroundings. Even if their art relies on calling upon the power of the elements, they adapt to the existing power sources rather than force an unnatural outcome and upset the flow of spirits.

    That said, Invokers remain formidable adventurers: they boast great flexibility and a unique affinity for elemental creatures.

    "Wish not for control, but understanding."

    Ascetic, Channeler, Five-Soul Master

    This profile description appears fragmented in the source material, suggesting it may be an alternative or expanded title for a similar class to Invoker.

    This section appears to be metadata regarding an order or transactional entry, rather than character lore.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/156.html b/books/natural-fantasy-atlas/156.html index 92bd419..ce2ef1a 100644 --- a/books/natural-fantasy-atlas/156.html +++ b/books/natural-fantasy-atlas/156.html @@ -1,89 +1 @@ - -
    -
    Page 155 | W 33 PROTAGONISTS CHAPTER
    - -

    INVOKER

    - -

    FREE BENEFITS

    -
    -
      -
    • - Permanently increase your maximum Hit Points or Mind Points by 5 (your - choice). -
    • -
    -
    - - -

    - ELEMENTAL HARMONY -

    -

    You may always communicate with creatures of the elemental Species.

    -

    - When you restore a creature’s Hit Points with an invocation or spell, if an - elemental is present on the scene, the restored amount is increased by - (SL × 5). -

    - - -

    INVOCATION

    -

    - You may use an action and spend 5 Mind Points to perform an invocation, - drawing energy from one of the wellsprings present on the scene (see next - page). Your (SL) in this Skill determines which invocations - you have access to. -

    - - -

    - LINKED INVOCATION -

    -

    - When you perform an invocation, you may spend up to - (SL × 10) additional Mind Points. For every 10 Mind Points - you spend this way, the invocation may target an additional creature you can - see. -

    - - -

    RIPPLES

    -

    - After an enemy you can see loses Hit Points due to damage dealt by one of - your allies, if that damage was increased by one or more of your “hex” - invocations, you may perform a free attack with a weapon you have equipped. - This attack may only target that enemy, and receives a bonus equal to - (SL) to its Accuracy Check; if it is successful, all its - damage becomes of the same type dealt by your ally, and all “hex” - invocations present on its target end immediately after the attack has been - resolved. -

    -

    - If two or more enemies trigger this Skill at the same time, you can perform - a free attack against each of them, in whatever order you prefer. -

    - - -

    - WELLSPRING EXPANSION -

    -

    - As long as you have a weapon belonging to the arcane, bow, brawling, flail, - sword, or thrown Category equipped, your “blast” invocations deal - (SL) extra damage, and the extra damage granted by your - “hex” invocations is increased by (SL). -

    - - -

    Character Background

    -

    Personal Queries

    -
      -
    • How did you develop the art of invocation?
    • -
    • - Is there a spirit or elemental creature you have a special bond towards? -
    • -
    • How do your invocations manifest?
    • -
    • Are your abilities relatively common, or are you the exception?
    • -
    - - -
    +
    Page 155 | W 33 PROTAGONISTS CHAPTER

    INVOKER

    FREE BENEFITS

    • Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

    ELEMENTAL HARMONY

    You may always communicate with creatures of the elemental Species.

    When you restore a creature’s Hit Points with an invocation or spell, if an elemental is present on the scene, the restored amount is increased by (SL × 5).

    INVOCATION

    You may use an action and spend 5 Mind Points to perform an invocation, drawing energy from one of the wellsprings present on the scene (see next page). Your (SL) in this Skill determines which invocations you have access to.

    LINKED INVOCATION

    When you perform an invocation, you may spend up to (SL × 10) additional Mind Points. For every 10 Mind Points you spend this way, the invocation may target an additional creature you can see.

    RIPPLES

    After an enemy you can see loses Hit Points due to damage dealt by one of your allies, if that damage was increased by one or more of your “hex” invocations, you may perform a free attack with a weapon you have equipped. This attack may only target that enemy, and receives a bonus equal to (SL) to its Accuracy Check; if it is successful, all its damage becomes of the same type dealt by your ally, and all “hex” invocations present on its target end immediately after the attack has been resolved.

    If two or more enemies trigger this Skill at the same time, you can perform a free attack against each of them, in whatever order you prefer.

    WELLSPRING EXPANSION

    As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or thrown Category equipped, your “blast” invocations deal (SL) extra damage, and the extra damage granted by your “hex” invocations is increased by (SL).

    Character Background

    Personal Queries

    • How did you develop the art of invocation?
    • Is there a spirit or elemental creature you have a special bond towards?
    • How do your invocations manifest?
    • Are your abilities relatively common, or are you the exception?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/157.html b/books/natural-fantasy-atlas/157.html index 3717832..2afca52 100644 --- a/books/natural-fantasy-atlas/157.html +++ b/books/natural-fantasy-atlas/157.html @@ -1,93 +1 @@ - - - - - - Wellsprings and Invocations Reference - - -
    -

    Wellsprings and Invocations

    - -
    -

    Determining Available Wellsprings

    -

    - During each scene, your surroundings grant you two different - wellsprings. The Game Master tells you what these are. Remember to - describe how wellsprings manifest in the scene; they may be natural - features, objects, or even creatures. -

    -
    - Example: During a battle taking place on a - steam-powered airship amidst stormy clouds, any two of - air, - fire, - lightning and - water would make sense. -
    -
    - -

    Performing an Invocation

    -

    - When you perform an invocation, choose one option you have access to among - those in the table below (provided the corresponding wellspring is - available in the scene); then, apply its effects to one creature you can - see. -

    - -

    Determining Access

    -
      -
    • - Skill Level Check: Your Skill Level in the Invocation - Skill determines which invocations you have access to: -
    • -
    • (SL 1) enables “blast” invocations.
    • -
    • (SL 2) enables “blast” and “hex” invocations.
    • -
    • (SL 3) gives you access to all invocations.
    • -
    - -
    - Example: If air and - earth wellsprings are available and - your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast, - and Geo Hex. -
    - -

    Scaling Effects (Level Bonuses)

    -

    Invocation effects scale with character level:

    -
      -
    • - If an invocation deals damage, it will deal - 5 extra damage if you are level 20 or - higher, or 10 extra damage if you are - level 40 or higher. -
    • -
    • - Similarly, if an invocation causes the target to recover Hit Points or - lose Mind Points, the amount will increase by - 10 if you are level 20 or higher, or - by 20 if you are level 40 or higher. -
    • -
    - -

    Wellsprings and Invocations

    -
    -

    Air Wellspring (Damage Type: Air)

    -
      -
    • - Aero Blast: You deal 20 air damage to the target. -
    • -
    • - Aero Hex: Until the start of your next turn, the - target suffers 5 extra damage from all sources that deal bolt and fire - damage. -
    • -
    • Breeze: The target recovers 30 Hit Points.
    • -
    • - Twister: You deal 10 air damage to the target, and - they suffer dazed. -
    • -
    -
    -
    - +Wellsprings and Invocations Reference

    Wellsprings and Invocations

    Determining Available Wellsprings

    During each scene, your surroundings grant you two different wellsprings. The Game Master tells you what these are. Remember to describe how wellsprings manifest in the scene; they may be natural features, objects, or even creatures.

    Example: During a battle taking place on a steam-powered airship amidst stormy clouds, any two of air, fire, lightning and water would make sense.

    Performing an Invocation

    When you perform an invocation, choose one option you have access to among those in the table below (provided the corresponding wellspring is available in the scene); then, apply its effects to one creature you can see.

    Determining Access

    • Skill Level Check: Your Skill Level in the Invocation Skill determines which invocations you have access to:
    • (SL 1) enables “blast” invocations.
    • (SL 2) enables “blast” and “hex” invocations.
    • (SL 3) gives you access to all invocations.
    Example: If air and earth wellsprings are available and your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.

    Scaling Effects (Level Bonuses)

    Invocation effects scale with character level:

    • If an invocation deals damage, it will deal 5 extra damage if you are level 20 or higher, or 10 extra damage if you are level 40 or higher.
    • Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher.

    Wellsprings and Invocations

    Air Wellspring (Damage Type: Air)

    • Aero Blast: You deal 20 air damage to the target.
    • Aero Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal bolt and fire damage.
    • Breeze: The target recovers 30 Hit Points.
    • Twister: You deal 10 air damage to the target, and they suffer dazed.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/158.html b/books/natural-fantasy-atlas/158.html index 529351e..bd951f9 100644 --- a/books/natural-fantasy-atlas/158.html +++ b/books/natural-fantasy-atlas/158.html @@ -1,116 +1 @@ - - - - - - Wellsprings and Invocations - - -

    PROTAGONISTS

    -

    WELLSPRINGS AND INVOCATIONS

    - -
    -

    Earth Wellspring

    -

    (Damage Type: Earth)

    - -
      -
    • - Geo Blast: You deal - 20 earth damage to the target. -
    • -
    • - Geo Hex: Until the start of your next turn, the target - suffers 5 extra damage from all sources that deal air - and ice damage. -
    • -
    • - Growth: The target recovers - 30 Hit Points. -
    • -
    • - Quicksand: You deal 10 earth damage to - the target, and they suffer slow. -
    • -
    -
    - -
    -

    Fire Wellspring

    -

    (Damage Type: Fire)

    - -
      -
    • - Pyro Blast: You deal - 20 fire damage to the target. -
    • -
    • - Pyro Hex: Until the start of your next turn, the target - suffers 5 extra damage from all sources that deal earth - and ice damage. -
    • -
    • - Burst: You deal 10 fire damage to the - target, and they suffer shaken. -
    • -
    • - Smoke: The target loses - 20 Mind Points and also suffers - weak. -
    • -
    -
    - -
    -

    Lightning Wellspring

    -

    (Damage Type: Bolt)

    - -
      -
    • - Electro Blast: You deal - 20 bolt damage to the target. -
    • -
    • - Electro Hex: Until the start of your next turn, the - target suffers 5 extra damage from all sources that - deal earth and fire damage. -
    • -
    • - Static: You deal 10 bolt damage to the - target, and they suffer slow. -
    • -
    • - Thunder: The target loses - 20 Mind Points and also suffers - dazed. -
    • -
    -
    - -
    -

    Water Wellspring

    -

    (Damage Type: Ice)

    - -
      -
    • - Hydro Blast: You deal - 20 ice damage to the target. -
    • -
    • - Hydro Hex: Until the start of your next turn, the - target suffers 5 extra damage from all sources that - deal air and bolt damage. -
    • -
    • - Chill: The target loses - 20 Mind Points and also suffers - shaken. -
    • -
    • - Frostbite: You deal 10 ice damage to - the target, and they suffer weak. -
    • -
    -
    - -
    - +Wellsprings and Invocations

    PROTAGONISTS

    WELLSPRINGS AND INVOCATIONS

    Earth Wellspring

    (Damage Type: Earth)

    • Geo Blast: You deal 20 earth damage to the target.
    • Geo Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal air and ice damage.
    • Growth: The target recovers 30 Hit Points.
    • Quicksand: You deal 10 earth damage to the target, and they suffer slow.

    Fire Wellspring

    (Damage Type: Fire)

    • Pyro Blast: You deal 20 fire damage to the target.
    • Pyro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and ice damage.
    • Burst: You deal 10 fire damage to the target, and they suffer shaken.
    • Smoke: The target loses 20 Mind Points and also suffers weak.

    Lightning Wellspring

    (Damage Type: Bolt)

    • Electro Blast: You deal 20 bolt damage to the target.
    • Electro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and fire damage.
    • Static: You deal 10 bolt damage to the target, and they suffer slow.
    • Thunder: The target loses 20 Mind Points and also suffers dazed.

    Water Wellspring

    (Damage Type: Ice)

    • Hydro Blast: You deal 20 ice damage to the target.
    • Hydro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal air and bolt damage.
    • Chill: The target loses 20 Mind Points and also suffers shaken.
    • Frostbite: You deal 10 ice damage to the target, and they suffer weak.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/159.html b/books/natural-fantasy-atlas/159.html index 181266c..3c2eee7 100644 --- a/books/natural-fantasy-atlas/159.html +++ b/books/natural-fantasy-atlas/159.html @@ -1,41 +1 @@ - - - - - - Merchant Entry - - -
    -
    -

    W158

    -

    Merchant

    -
    - -

    AKA:

    -

    Antiquarian, Collector, Pharmacist

    - -
    -

    - Even in worlds rife with great magic, wealth and money are very - influential. Trade and commerce are one key aspect to the development of - nations and kingdoms, and Merchants are quite aware of this power. -

    - -

    - It might seem strange for a Merchant to be treated on par with a hero: - and yet, those who resist the temptation of greed and rely on commerce - to foster exchanges of ideas and dialogue between distant people truly - are fighting their very own revolution. -

    - -

    A Point of Consideration

    -

    First of all, think:

    -
      -
    • how will this help people in need?
    • -
    -
    - - -
    - +Merchant Entry

    W158

    Merchant

    AKA:

    Antiquarian, Collector, Pharmacist

    Even in worlds rife with great magic, wealth and money are very influential. Trade and commerce are one key aspect to the development of nations and kingdoms, and Merchants are quite aware of this power.

    It might seem strange for a Merchant to be treated on par with a hero: and yet, those who resist the temptation of greed and rely on commerce to foster exchanges of ideas and dialogue between distant people truly are fighting their very own revolution.

    A Point of Consideration

    First of all, think:

    • how will this help people in need?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/16.html b/books/natural-fantasy-atlas/16.html index abc231d..bb78e67 100644 --- a/books/natural-fantasy-atlas/16.html +++ b/books/natural-fantasy-atlas/16.html @@ -1,49 +1 @@ - - - - - - The World - Chapter Overview - - -

    The World

    - -

    - This chapter provides a bird’s eye view of Fabula Ultima’s approach to - natural fantasy worlds. Both Players and Game Masters are welcome to read it - – it contains valuable tools for both roles. -

    - -

    The chapter is constructed as follows:

    - -

    Chapter Sections Overview

    - -
      -
    • - Natural Fantasy Locations: This section helps you create - natural fantasy regions, settlements and landmarks. It also provides ten - in-depth examples of natural fantasy locations, each detailed first as a - narrative archetype, and then as a collection of playable hooks. -
    • -
    • - Conflicts: This section explores the conflicts typical of - natural fantasy, from both narrative and rules perspectives. -
    • -
    • - Magic and Rituals: This section delves into the role of - magic and supernatural entities in natural fantasy worlds, and what they - represent. -
    • -
    • - Technology: This section provides ideas on how to frame - the role of technology and craftsmanship in natural fantasy worlds, - including new rules to create items from raw materials. -
    • -
    • - Rare Items and Artifacts: The chapter’s last two sections - focus on rare items and artifacts you might find in a natural fantasy - setting. As well as general advice, there are also a number of - ready-to-use item lists. -
    • -
    - +The World - Chapter Overview

    The World

    This chapter provides a bird’s eye view of Fabula Ultima’s approach to natural fantasy worlds. Both Players and Game Masters are welcome to read it – it contains valuable tools for both roles.

    The chapter is constructed as follows:

    Chapter Sections Overview

    • Natural Fantasy Locations: This section helps you create natural fantasy regions, settlements and landmarks. It also provides ten in-depth examples of natural fantasy locations, each detailed first as a narrative archetype, and then as a collection of playable hooks.
    • Conflicts: This section explores the conflicts typical of natural fantasy, from both narrative and rules perspectives.
    • Magic and Rituals: This section delves into the role of magic and supernatural entities in natural fantasy worlds, and what they represent.
    • Technology: This section provides ideas on how to frame the role of technology and craftsmanship in natural fantasy worlds, including new rules to create items from raw materials.
    • Rare Items and Artifacts: The chapter’s last two sections focus on rare items and artifacts you might find in a natural fantasy setting. As well as general advice, there are also a number of ready-to-use item lists.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/160.html b/books/natural-fantasy-atlas/160.html index e5e4ce3..25f72ab 100644 --- a/books/natural-fantasy-atlas/160.html +++ b/books/natural-fantasy-atlas/160.html @@ -1,127 +1 @@ - - - - - - Merchant Skills Profile - - -
    -

    PROTAGONISTS

    -

    Merchant Free Benefits & Skills

    -
    - - -
    -

    Merchants: Core Abilities

    -
      -
    • - Basic Inventory Improvement: Permanently increase your - maximum Inventory Points by 2. -
    • -
    -
    - -

    MERCHANT SKILLS

    - - -
    -

    - When a potion or delicacy (see page 151) you created that does not deal - damage causes one or more creatures to recover Hit Points, -

    -

    - You may instead have it deal poison damage equal to (half your level + (SL - × 10)) to each of those creatures. This damage’s type cannot change, and - it is halved if you are dealing damage to two or more creatures. -

    -
    - - -
    -

    I’VE HEARD OF IT!

    -

    - After you or an ally who is able to hear and understand you roll dice for - a Check to examine a creature, item, or location, you may spend 1 Trade - Point to grant a bonus equal to (SL × 2) to the Result of that Check. -

    -
    - - -
    -

    PRIVATE STOCK

    -

    - When you or another Player Character spend (SL + 2) or fewer Inventory - Points, you may spend 1 Trade Point to ignore that cost. -

    -
    - - -
    -

    REAL TREASURE

    -

    - Once per session, when you help an NPC or community defeat greed and - corruption, improve their quality of life, or coexist with other - creatures, if you have acquired the Winds of Trade Skill, you gain (SL + - 1) Trade Points. -

    -
    - - -
    -

    WINDS OF TRADE

    -

    - After you rest in an area where commerce is possible, you gain (SL + 1) - Trade Points. You may never have more than (SL + 3) Trade Points; if you - acquire this Skill during character creation, you begin play with 2 Trade - Points. -

    -

    - Advanced Use: During a non-conflict scene, you may spend - 2 Trade Points to choose one option: -

    -
      -
    • - You create a material or rare item approved by the Game Master whose - value in zenit is equal to or lower than (your level, multiplied by 30); -
      - OR -
    • -
    • - You create an NPC that lives nearby and explain their occupation as well - as how you met them, then the Game Master tells you what they require in - exchange for their services. -
    • -
    -
    - - -

    Character Connections

    -
    -

    When developing your character background, consider these questions:

    -
      -
    • - Who introduced you to the art of commerce? Is it a family business? -
    • -
    • - Would this world be better without money? If so, why are you still a - merchant? -
    • -
    • - What do you love about commerce? And what do you despise about it? -
    • -
    • - Do you have a business rival? What is your relationship with them? -
    • -
    -
    - - -
    -

    Interaction

    -

    Reference:

    -
    - +Merchant Skills Profile

    PROTAGONISTS

    Merchant Free Benefits & Skills

    Merchants: Core Abilities

    • Basic Inventory Improvement: Permanently increase your maximum Inventory Points by 2.

    MERCHANT SKILLS

    When a potion or delicacy (see page 151) you created that does not deal damage causes one or more creatures to recover Hit Points,

    You may instead have it deal poison damage equal to (half your level + (SL × 10)) to each of those creatures. This damage’s type cannot change, and it is halved if you are dealing damage to two or more creatures.

    I’VE HEARD OF IT!

    After you or an ally who is able to hear and understand you roll dice for a Check to examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus equal to (SL × 2) to the Result of that Check.

    PRIVATE STOCK

    When you or another Player Character spend (SL + 2) or fewer Inventory Points, you may spend 1 Trade Point to ignore that cost.

    REAL TREASURE

    Once per session, when you help an NPC or community defeat greed and corruption, improve their quality of life, or coexist with other creatures, if you have acquired the Winds of Trade Skill, you gain (SL + 1) Trade Points.

    WINDS OF TRADE

    After you rest in an area where commerce is possible, you gain (SL + 1) Trade Points. You may never have more than (SL + 3) Trade Points; if you acquire this Skill during character creation, you begin play with 2 Trade Points.

    Advanced Use: During a non-conflict scene, you may spend 2 Trade Points to choose one option:

    • You create a material or rare item approved by the Game Master whose value in zenit is equal to or lower than (your level, multiplied by 30);
      OR
    • You create an NPC that lives nearby and explain their occupation as well as how you met them, then the Game Master tells you what they require in exchange for their services.

    Character Connections

    When developing your character background, consider these questions:

    • Who introduced you to the art of commerce? Is it a family business?
    • Would this world be better without money? If so, why are you still a merchant?
    • What do you love about commerce? And what do you despise about it?
    • Do you have a business rival? What is your relationship with them?

    Interaction

    Reference:

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/161.html b/books/natural-fantasy-atlas/161.html index 08942b6..fcfd25c 100644 --- a/books/natural-fantasy-atlas/161.html +++ b/books/natural-fantasy-atlas/161.html @@ -1,166 +1 @@ - - - - - - Heroic Skills Reference - - -

    Heroic Skills Reference

    - -

    - These heroic skills are added to the list in the Core Rulebook (see page - 232). -

    -

    - Note: The description text provided appears highly - fragmented, suggesting specific context within the source material. - Structures have been inferred based on typical rulebook layouts. -

    - -

    Heroic Skills with Class Mastery Requirements

    - - -
    -
    All You Can Eat Gourmet
    - (No Specific Classes Listed) -
    -

    Combine four ingredients into a delicacy.

    -
    -
    - - -
    -
    Refraction
    - Classes: Arcanist, Spiritist -
    -

    - Improves Aura and Barrier, and punishes enemies who damage protected - targets. -

    -
    -
    - - -
    -
    Bend Magic
    - Classes: - Elementalist, Entropist, Invoker, Symbolist -
    -

    React to enemy spells with your invocations.

    -
    -
    - - -
    -
    Brambleheart
    - Classes: Darkblade, Floralist -
    -

    Your brambles protect you and react to enemy attacks.

    -
    -
    - - -
    -
    Brave Bash
    - Classes: - Commander, Fury, Guardian, Pilot, Weaponmaster -
    -

    - Use Bone Crusher to challenge foes with a shield, then deal additional - damage. -

    -
    -
    - - -
    -
    Cheer Up!
    - Classes: Chanter, Esper, Orator -

    Improves My Trust in You.

    -
    - - -
    -
    Chimeric Soul
    - Classes: Chimerist, Mutant -
    -

    Casting Chimerist spells grants benefits based on the Species.

    -
    -
    - - -
    -
    Cleansing Moonlight
    - Classes: Entropist, Spiritist -
    -

    Your spells can remove status effects and spells from targets.

    -
    -
    - - -
    -
    Ephemeral Tranquility
    - Classes: - Dancer, Esper, Rogue, Spiritist, Symbolist -
    -

    - Improves Hallucination and T orpor, and cleanses status effects to cause - HP loss. -

    -
    -
    - - -
    -
    Fitcast
    - Classes: - Chimerist, Darkblade, Esper, Fury, Wayfarer -
    -

    - Use Might for Magic Checks, and treat weapons relying on Might as being - arcane. -

    -
    -
    - - -
    -
    For a Better Future
    - Classes: Merchant -
    -

    - Use Trade Points instead of Fabula Points and improve settlements with - donations. -

    -
    -
    - -

    Natural Fantasy Heroic Skills

    - - -
    - ( - No Specific Classes Listed) -
    -

    (No detailed description provided in the source text.)

    -
    -
    - +Heroic Skills Reference

    Heroic Skills Reference

    These heroic skills are added to the list in the Core Rulebook (see page 232).

    Note: The description text provided appears highly fragmented, suggesting specific context within the source material. Structures have been inferred based on typical rulebook layouts.

    Heroic Skills with Class Mastery Requirements

    All You Can Eat Gourmet
    (No Specific Classes Listed)

    Combine four ingredients into a delicacy.

    Refraction
    Classes: Arcanist, Spiritist

    Improves Aura and Barrier, and punishes enemies who damage protected targets.

    Bend Magic
    Classes: Elementalist, Entropist, Invoker, Symbolist

    React to enemy spells with your invocations.

    Brambleheart
    Classes: Darkblade, Floralist

    Your brambles protect you and react to enemy attacks.

    Brave Bash
    Classes: Commander, Fury, Guardian, Pilot, Weaponmaster

    Use Bone Crusher to challenge foes with a shield, then deal additional damage.

    Cheer Up!
    Classes: Chanter, Esper, Orator

    Improves My Trust in You.

    Chimeric Soul
    Classes: Chimerist, Mutant

    Casting Chimerist spells grants benefits based on the Species.

    Cleansing Moonlight
    Classes: Entropist, Spiritist

    Your spells can remove status effects and spells from targets.

    Ephemeral Tranquility
    Classes: Dancer, Esper, Rogue, Spiritist, Symbolist

    Improves Hallucination and T orpor, and cleanses status effects to cause HP loss.

    Fitcast
    Classes: Chimerist, Darkblade, Esper, Fury, Wayfarer

    Use Might for Magic Checks, and treat weapons relying on Might as being arcane.

    For a Better Future
    Classes: Merchant

    Use Trade Points instead of Fabula Points and improve settlements with donations.

    Natural Fantasy Heroic Skills

    ( - No Specific Classes Listed)

    (No detailed description provided in the source text.)

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/162.html b/books/natural-fantasy-atlas/162.html index 8a547cc..30b3be5 100644 --- a/books/natural-fantasy-atlas/162.html +++ b/books/natural-fantasy-atlas/162.html @@ -1,133 +1 @@ - - -
    -

    PROTAGONISTS

    - -
    -

    HEROIC SKILL

    - - -
    -
    - Greater Chloromancy - Floralist -
    -

    - Increase magiseed effects and manipulate vegetation. -

    -
    - - -
    -
    - Green Thumb - Floralist -
    -

    Quicken or delay the growth of your magiseeds.

    -
    - - -
    -
    - Inner Wellspring - Invoker -
    -

    - Carry an elemental wellspring of your choice within yourself. -

    -
    - - -
    -
    - Power Nap - Guardian, Merchant, Wayfarer -
    -

    - Take a little nap during a conflict to regain your energies. -

    -
    - - -
    -
    - Side by Side - Wayfarer -
    -

    - Improve your synergy with your Faithful Companion. -

    -
    - - -
    -
    - Silent Hunter - Rogue, Sharpshooter, Weaponmaster -
    -

    - Improve High Speed with bows, spears, and thrown weapons, and deny free - attacks. -

    -
    - - -
    -
    - Skillful Dosage - Gourmet, Loremaster, Merchant, Tinkerer -
    -

    - Delicacies, potions and spells heal above maximum HP and MP. -

    -
    - - -
    -
    - Specialty of the House - Gourmet -
    -

    - Prepare a unique delicacy with alternative effects. -

    -
    - - -
    -
    - Strength of Five Wellsprings - Invoker -
    -

    Invocations improve Attributes.

    -
    - - -
    -
    - Wise Counsel - Commander, Loremaster, Orator -
    -

    - Your Support Checks grant extra benefits to the leader. -

    -
    -
    - - - -
    -

    ALL YOU CAN EAT

    -

    - Requirements: You must have mastered the Gourmet Class. -

    -

    - Once per scene when you use the Cooking Skill, you may combine four - ingredients into a delicacy (thus ignoring the normal limit of three - ingredients). Other than that, the delicacy follows the normal rules. -

    - - -
    -
    -
    +

    PROTAGONISTS

    HEROIC SKILL

    Greater Chloromancy Floralist

    Increase magiseed effects and manipulate vegetation.

    Green Thumb Floralist

    Quicken or delay the growth of your magiseeds.

    Inner Wellspring Invoker

    Carry an elemental wellspring of your choice within yourself.

    Power Nap Guardian, Merchant, Wayfarer

    Take a little nap during a conflict to regain your energies.

    Side by Side Wayfarer

    Improve your synergy with your Faithful Companion.

    Silent Hunter Rogue, Sharpshooter, Weaponmaster

    Improve High Speed with bows, spears, and thrown weapons, and deny free attacks.

    Skillful Dosage Gourmet, Loremaster, Merchant, Tinkerer

    Delicacies, potions and spells heal above maximum HP and MP.

    Specialty of the House Gourmet

    Prepare a unique delicacy with alternative effects.

    Strength of Five Wellsprings Invoker

    Invocations improve Attributes.

    Wise Counsel Commander, Loremaster, Orator

    Your Support Checks grant extra benefits to the leader.

    ALL YOU CAN EAT

    Requirements: You must have mastered the Gourmet Class.

    Once per scene when you use the Cooking Skill, you may combine four ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other than that, the delicacy follows the normal rules.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/163.html b/books/natural-fantasy-atlas/163.html index c0a3761..ffc9b6b 100644 --- a/books/natural-fantasy-atlas/163.html +++ b/books/natural-fantasy-atlas/163.html @@ -1,82 +1 @@ - - - - - - Spellbook Extracts - - - 162 - -

    AURAMANCER’S REFRACTION

    -
    -

    Requirements

    -

    - You must have mastered one or more Classes among Arcanist and Spiritist, - and must have learned the Aura spell and/or the - Barrier spell. -

    -

    Choose a damage type among air, bolt, earth, fire, ice, and light.

    - -

    Effect

    -

    - When an enemy you can see deals damage to one or more creatures who are - affected by an Aura and/or Barrier spell you cast, the damage suffered by - each of those creatures is reduced by an amount equal to (half your level - in the Spiritist Class) or to (your level, divided by 10) (use whichever - value is higher; this reduction is applied before damage Affinities). - Then, you may deal an amount of damage of the chosen type equal to (half - your level) to that enemy. If you do, you cannot deal damage this way - until the start of your next turn. -

    -
    - -

    BEND MAGIC

    -
    -

    Requirements

    -

    - You must have mastered one or more Classes among Elementalist, Entropist, - Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have - acquired the Invocation Skill. -

    - -

    Effect

    -

    - After an enemy you can see hits or misses you with an offensive spell (OO - ), if the Result of their Magic Check was an even number, you may - immediately use the Invocation Skill for free (after the spell has been - fully resolved) to perform an invocation you have access to against that - enemy, without spending Mind Points. This invocation must not be a “hex”, - and it may target only that enemy (you cannot use the Linked Invocation - Skill with it). -

    -
    - -

    BRAMBLEHEART

    -
    -

    Requirements

    -

    - You must have mastered one or more classes among Darkblade and Floralist, - and must have acquired the - Chloromancy Skill. -

    - -

    Effects

    -
      -
    • You are Resistant to light damage and poison damage.
    • -
    • - After you lose Hit Points, if you are in Crisis and a magiseed is - present in your garden, you may fill 1 section of your Growth Clock. -
    • -
    • - Additionally, when you use the Shadow Strike Skill, you - may have your attack deal poison damage instead of dark damage (the - damage type still cannot be changed). If you do, your Shadow Strike - deals extra damage equal to (twice the number of filled sections in your - Growth Clock). -
    • -
    -
    - - - +Spellbook Extracts162

    AURAMANCER’S REFRACTION

    Requirements

    You must have mastered one or more Classes among Arcanist and Spiritist, and must have learned the Aura spell and/or the Barrier spell.

    Choose a damage type among air, bolt, earth, fire, ice, and light.

    Effect

    When an enemy you can see deals damage to one or more creatures who are affected by an Aura and/or Barrier spell you cast, the damage suffered by each of those creatures is reduced by an amount equal to (half your level in the Spiritist Class) or to (your level, divided by 10) (use whichever value is higher; this reduction is applied before damage Affinities). Then, you may deal an amount of damage of the chosen type equal to (half your level) to that enemy. If you do, you cannot deal damage this way until the start of your next turn.

    BEND MAGIC

    Requirements

    You must have mastered one or more Classes among Elementalist, Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have acquired the Invocation Skill.

    Effect

    After an enemy you can see hits or misses you with an offensive spell (OO ), if the Result of their Magic Check was an even number, you may immediately use the Invocation Skill for free (after the spell has been fully resolved) to perform an invocation you have access to against that enemy, without spending Mind Points. This invocation must not be a “hex”, and it may target only that enemy (you cannot use the Linked Invocation Skill with it).

    BRAMBLEHEART

    Requirements

    You must have mastered one or more classes among Darkblade and Floralist, and must have acquired the Chloromancy Skill.

    Effects

    • You are Resistant to light damage and poison damage.
    • After you lose Hit Points, if you are in Crisis and a magiseed is present in your garden, you may fill 1 section of your Growth Clock.
    • Additionally, when you use the Shadow Strike Skill, you may have your attack deal poison damage instead of dark damage (the damage type still cannot be changed). If you do, your Shadow Strike deals extra damage equal to (twice the number of filled sections in your Growth Clock).
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/164.html b/books/natural-fantasy-atlas/164.html index 023c93d..880ff31 100644 --- a/books/natural-fantasy-atlas/164.html +++ b/books/natural-fantasy-atlas/164.html @@ -1,92 +1 @@ - - - - - - Skill and Class Descriptions - - -

    Advanced Skill Descriptions

    - - -
    -

    BRAVE BASH

    - -
    - Requirements: You must have mastered one or more Classes - among Commander (see High Fantasy Atlas, page 140), Fury, Guardian, Pilot - (see Techno Fantasy Atlas, page 158), and Weaponmaster. -
    - -

    - When you use the Bone Crusher Skill, if your attack - targets only one creature and you have a shield equipped, you may - challenge that creature until the end of your next turn. The challenge - also ends if that creature is challenged by someone else, or if you - challenge another creature. -

    -

    - The creature you are challenging must include you among the targets of - their attacks and offensive spells (OO), if able; additionally, once per - turn (including other creatures’ turns), when you deal damage to the - creature you are challenging with a free attack using a one-handed melee - weapon, or with a custom weapon belonging to the dagger or sword Category, - you may deal 5 extra damage to that creature. -

    -
    - - -
    -

    CHEER UP!

    -
    - Requirements: You must have mastered one or more Classes - among Chanter (see High Fantasy Atlas, page 136), Esper (see Techno - Fantasy Atlas, page 150) and Orator, and must have acquired the - My Trust in You Skill. -
    -
    -

    - When you use My Trust in You on another Player - Character, that character chooses Dexterity, Insight, Might, or - Willpower: they treat the chosen Attribute as being increased by one die - size (up to a maximum of d12) until the end of the scene or until you - use My Trust in You on them again. -

    -
    -
    - - -
    -

    CHIMERIC SOUL

    -
    - Requirements: You must have mastered one or more Classes - among Chimerist and Mutant (see Techno Fantasy Atlas, page 154), and must - have acquired the Spell Mimic Skill. -
    -
    -

    - When you cast one of your Chimerist spells, you gain a benefit based on - the Species of the creature you originally learned that spell from. - Choose one option: you gain Resistance to both damage types associated - with that Species; or when you deal damage of a type associated with - that Species, you deal 5 extra damage. The chosen benefit lasts until - the end of the scene, or until you cast a Chimerist spell again. -

    -

    The damage types associated to each Species are:

    -
      -
    • Air and ice (beast)
    • -
    • Earth and poison (construct)
    • -
    • Fire and ice (demon)
    • -
    • Air and bolt (elemental)
    • -
    • Bolt and fire (monster)
    • -
    • Earth and light (plant)
    • -
    • Dark and poison (undead)
    • -
    -
    -
    - - -
    - +Skill and Class Descriptions

    Advanced Skill Descriptions

    BRAVE BASH

    Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page 158), and Weaponmaster.

    When you use the Bone Crusher Skill, if your attack targets only one creature and you have a shield equipped, you may challenge that creature until the end of your next turn. The challenge also ends if that creature is challenged by someone else, or if you challenge another creature.

    The creature you are challenging must include you among the targets of their attacks and offensive spells (OO), if able; additionally, once per turn (including other creatures’ turns), when you deal damage to the creature you are challenging with a free attack using a one-handed melee weapon, or with a custom weapon belonging to the dagger or sword Category, you may deal 5 extra damage to that creature.

    CHEER UP!

    Requirements: You must have mastered one or more Classes among Chanter (see High Fantasy Atlas, page 136), Esper (see Techno Fantasy Atlas, page 150) and Orator, and must have acquired the My Trust in You Skill.

    When you use My Trust in You on another Player Character, that character chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being increased by one die size (up to a maximum of d12) until the end of the scene or until you use My Trust in You on them again.

    CHIMERIC SOUL

    Requirements: You must have mastered one or more Classes among Chimerist and Mutant (see Techno Fantasy Atlas, page 154), and must have acquired the Spell Mimic Skill.

    When you cast one of your Chimerist spells, you gain a benefit based on the Species of the creature you originally learned that spell from. Choose one option: you gain Resistance to both damage types associated with that Species; or when you deal damage of a type associated with that Species, you deal 5 extra damage. The chosen benefit lasts until the end of the scene, or until you cast a Chimerist spell again.

    The damage types associated to each Species are:

    • Air and ice (beast)
    • Earth and poison (construct)
    • Fire and ice (demon)
    • Air and bolt (elemental)
    • Bolt and fire (monster)
    • Earth and light (plant)
    • Dark and poison (undead)
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/165.html b/books/natural-fantasy-atlas/165.html index 47fa5a0..983dfe2 100644 --- a/books/natural-fantasy-atlas/165.html +++ b/books/natural-fantasy-atlas/165.html @@ -1,97 +1 @@ - - - - - - Character Abilities Dossier - - -
    -

    Character Abilities Dossier

    -

    Page 164

    -
    - - -
    -

    CLEANSING MOONLIGHT

    -
    - Requirements: You must have mastered one or more Classes - among Entropist and - Spiritist. -
    - -

    - When you hit one or more creatures with an offensive spell (OO ), if you - have an arcane weapon equipped and the High Roll of your Magic Check is 8 - or higher, you may have each of those creatures no longer be affected by - all spells with a duration of “Scene” that are currently affecting them. -

    -

    - When you cast a spell targeting one or more allies, if you have an arcane - weapon equipped, you may choose one status effect among: - dazed, enraged, - poisoned, shaken, slow, - and weak. If you do, each target recovers from the chosen - status effect. -

    -
    - - -
    -

    EPHEMERAL TRANQUILITY

    -
    - Requirements: You must have mastered one or more Classes - among Dancer (see High Fantasy Atlas, page - 142), Esper (see T echno Fantasy Atlas, - page 150), Rogue, - Spiritist, and - Symbolist (see High Fantasy Atlas, page - 146). -
    - -

    - When you cast the - Hallucination or - Torpor spells (see Core Rulebook, - page 208-209), you may apply both status effects to each target hit by the - spell. -

    - -

    - During a conflict, you may use an action and spend up to 20 Mind Points. - For every 10 Mind Points spent this way, you may choose a different enemy - you can see who is suffering from two or more status effects. Every enemy - chosen this way recovers from all status effects and loses an amount of - Hit Points equal to (half your level + (the number of status effects that - enemy recovered from this way, multiplied by 10)). -

    -

    - Then, you recover 20 Mind Points for each of those enemies that entered - Crisis or was reduced to 0 Hit Points by this effect. -

    -
    - - -
    -

    FITCAST

    -
    - Requirements: You must have mastered one or more Classes - among Chimerist, - Darkblade, - Esper (see T echno Fantasy Atlas, page - 150), Fury, and - Wayfarer. -
    - -

    - When you perform a Magic Check for a spell or Ritual, you may replace one - of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual). -

    -

    - As long as the Accuracy formula of a weapon you have equipped includes - Might, you may treat that weapon as also belonging to the - arcane Category for the purpose of Skills and effects - that require it. -

    -
    - +Character Abilities Dossier

    Character Abilities Dossier

    Page 164

    CLEANSING MOONLIGHT

    Requirements: You must have mastered one or more Classes among Entropist and Spiritist.

    When you hit one or more creatures with an offensive spell (OO ), if you have an arcane weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have each of those creatures no longer be affected by all spells with a duration of “Scene” that are currently affecting them.

    When you cast a spell targeting one or more allies, if you have an arcane weapon equipped, you may choose one status effect among: dazed, enraged, poisoned, shaken, slow, and weak. If you do, each target recovers from the chosen status effect.

    EPHEMERAL TRANQUILITY

    Requirements: You must have mastered one or more Classes among Dancer (see High Fantasy Atlas, page 142), Esper (see T echno Fantasy Atlas, page 150), Rogue, Spiritist, and Symbolist (see High Fantasy Atlas, page 146).

    When you cast the Hallucination or Torpor spells (see Core Rulebook, page 208-209), you may apply both status effects to each target hit by the spell.

    During a conflict, you may use an action and spend up to 20 Mind Points. For every 10 Mind Points spent this way, you may choose a different enemy you can see who is suffering from two or more status effects. Every enemy chosen this way recovers from all status effects and loses an amount of Hit Points equal to (half your level + (the number of status effects that enemy recovered from this way, multiplied by 10)).

    Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was reduced to 0 Hit Points by this effect.

    FITCAST

    Requirements: You must have mastered one or more Classes among Chimerist, Darkblade, Esper (see T echno Fantasy Atlas, page 150), Fury, and Wayfarer.

    When you perform a Magic Check for a spell or Ritual, you may replace one of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual).

    As long as the Accuracy formula of a weapon you have equipped includes Might, you may treat that weapon as also belonging to the arcane Category for the purpose of Skills and effects that require it.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/166.html b/books/natural-fantasy-atlas/166.html index c59ce9b..10cb3ef 100644 --- a/books/natural-fantasy-atlas/166.html +++ b/books/natural-fantasy-atlas/166.html @@ -1,111 +1 @@ - - - - - - Chapter Expansion Rules - - -

    CHAPTER FOR A BETTER FUTURE

    - -
    - Requirements: You must have mastered the - Merchant Class, and must have acquired - the Real Treasure and - Winds of Trade Skills. -
    - -
    -

    Trading and Point Mechanics

    -

    - When you need to spend one or more Fabula Points, if you - are not spending them to alter the story (see Core Rulebook, page 98), you - may spend that many Trade Points instead. Describe which - memories of your trades and journeys give you strength! -

    - -

    - Additionally, when you gain two or more - Trade Points through the Real Treasure or - Winds of Trade Skills, you may choose to gain exactly 1 Trade - Point instead. If you do, follow these steps: -

    -
      -
    • - Choose a settlement within 1 travel day of your position and increase - its prosperity by an amount equal to (your Skill Level in - Winds of Trade + your Skill Level in - Real Treasure). -
    • -
    • A settlement’s prosperity starts at 0 and has no upper limit.
    • -
    -
    - -
    -

    Prosperity Effects

    -

    - The chart below indicates the effects of your donations on the settlement - and on anything within 1 travel day of it. -

    - -
    - - - - - - - - - - - - - - - - - - - - -
    Minimum ProsperityEffect within 1 Travel Day
    10 or more - When you or an ally need to pay a cost in zenit, whatever the - reason, that cost is halved. -
    15 or more - People gladly accommodate you and your allies: while in this area, - you can always rest freely, without spending zenit. Furthermore, any - travel rolls made in this area never use a die greater than d8. -
    20 or more - When a Villain in this area spends Ultima Points, they must spend - twice as many Ultima Points. -
    -
    - -
    -

    GREATER CHLOROMANCY

    -
    - Requirements: You must have mastered the - Floralist Class. -
    - -

    - Once per turn when a magiseed leaves your garden, if that magiseed has one - or more "at the end of your turn" effects, you may spend - 20 Mind Points. If you do, reproduce one of those effects - (you may also choose an effect that doesn’t match the current sections of - your Growth Clock). -

    - -

    - Additionally, if you have acquired the - Verdant Sway Skill, your Rituals can now also influence - and control soldier-Rank creatures belonging to the plant Species (but you - are still unable to create them). -

    -
    - -
    - + Chapter Expansion Rules

    CHAPTER FOR A BETTER FUTURE

    Requirements: You must have mastered the Merchant Class, and must have acquired the Real Treasure and Winds of Trade Skills.

    Trading and Point Mechanics

    When you need to spend one or more Fabula Points, if you are not spending them to alter the story (see Core Rulebook, page 98), you may spend that many Trade Points instead. Describe which memories of your trades and journeys give you strength!

    Additionally, when you gain two or more Trade Points through the Real Treasure or Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps:

    • Choose a settlement within 1 travel day of your position and increase its prosperity by an amount equal to (your Skill Level in Winds of Trade + your Skill Level in Real Treasure).
    • A settlement’s prosperity starts at 0 and has no upper limit.

    Prosperity Effects

    The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it.

    Minimum Prosperity Effect within 1 Travel Day
    10 or more When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved.
    15 or more People gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8.
    20 or more When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.

    GREATER CHLOROMANCY

    Requirements: You must have mastered the Floralist Class.

    Once per turn when a magiseed leaves your garden, if that magiseed has one or more "at the end of your turn" effects, you may spend 20 Mind Points. If you do, reproduce one of those effects (you may also choose an effect that doesn’t match the current sections of your Growth Clock).

    Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them).

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/167.html b/books/natural-fantasy-atlas/167.html index 78b5d3b..1708473 100644 --- a/books/natural-fantasy-atlas/167.html +++ b/books/natural-fantasy-atlas/167.html @@ -1,107 +1 @@ - - - - - - Skill Descriptions - - -
    -

    GREEN THUMB

    - -

    Requirements

    -

    - you must have mastered the Floralist Class. -

    - -

    Effect

    -
    -

    - When you fill 1 or more sections of your Growth Clock, you may choose - one option: -

    -
      -
    • You fill 1 additional section of your Growth Clock;
    • -
    • - Or you fill 1 fewer section of your Growth Clock (to a minimum of 0 - sections filled). -
    • -
    -

    - If you do, you cannot use this effect again until after your Growth - Clock has become completely empty. -

    -

    Additionally, damage dealt by your magiseeds ignores Resistances.

    -
    -
    - -
    -

    INNER WELLSPRING

    - -

    Requirements

    -

    - you must have mastered the Invoker Class. -

    - -

    Effect

    -
    -

    - When you acquire this Heroic Skill and whenever you rest, you may choose - one wellspring: air, earth, fire, lightning, or water. If you do, you - gain the following benefits until your next rest: -

    -
      -
    • - You always treat the chosen wellspring as being available during each - scene, in addition to whatever wellsprings are already available. -
    • -
    • - You may perform Rituals of the Elementalism discipline, but only if - those Rituals manipulate the element of the chosen wellspring. -
    • -
    • - You gain Resistance to the damage type corresponding to the chosen - wellspring. -
    • -
    • - When you deal damage, you may change its type to the one corresponding - to the chosen wellspring. If you do, that damage ignores Resistances. -
    • -
    -
    -
    - -
    -

    POWER NAP

    - -

    Requirements

    -

    - you must have mastered one or more Classes among - Guardian, Merchant, and - Wayfarer. -

    - -

    Effect

    -
    -

    - On your turn during a conflict, you may use an action to recover an - amount of Hit Points and Mind Points equal to (20 + half your level) and - also recover from all status effects. If you do: -

    -
      -
    • Your turn ends immediately;
    • -
    • You lose the ability to hear and see;
    • -
    • - Your Defense and Magic Defense scores become equal to 5 and cannot be - modified in any way (but you may still use the Protect Skill from the - Guardian Class, if you have acquired it!). -
    • -
    -

    - These penalties last until the start of your next turn, until after you - lose Hit Points, or until after you are hit by an attack or offensive - spell. -

    -
    -
    - + Skill Descriptions

    GREEN THUMB

    Requirements

    you must have mastered the Floralist Class.

    Effect

    When you fill 1 or more sections of your Growth Clock, you may choose one option:

    • You fill 1 additional section of your Growth Clock;
    • Or you fill 1 fewer section of your Growth Clock (to a minimum of 0 sections filled).

    If you do, you cannot use this effect again until after your Growth Clock has become completely empty.

    Additionally, damage dealt by your magiseeds ignores Resistances.

    INNER WELLSPRING

    Requirements

    you must have mastered the Invoker Class.

    Effect

    When you acquire this Heroic Skill and whenever you rest, you may choose one wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits until your next rest:

    • You always treat the chosen wellspring as being available during each scene, in addition to whatever wellsprings are already available.
    • You may perform Rituals of the Elementalism discipline, but only if those Rituals manipulate the element of the chosen wellspring.
    • You gain Resistance to the damage type corresponding to the chosen wellspring.
    • When you deal damage, you may change its type to the one corresponding to the chosen wellspring. If you do, that damage ignores Resistances.

    POWER NAP

    Requirements

    you must have mastered one or more Classes among Guardian, Merchant, and Wayfarer.

    Effect

    On your turn during a conflict, you may use an action to recover an amount of Hit Points and Mind Points equal to (20 + half your level) and also recover from all status effects. If you do:

    • Your turn ends immediately;
    • You lose the ability to hear and see;
    • Your Defense and Magic Defense scores become equal to 5 and cannot be modified in any way (but you may still use the Protect Skill from the Guardian Class, if you have acquired it!).

    These penalties last until the start of your next turn, until after you lose Hit Points, or until after you are hit by an attack or offensive spell.

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    -

    Advanced Character Skills Overview

    - - -

    33PROTAGONISTS

    -
    - Requirements: you must have mastered the Wayfarer Class, - and must have acquired the Faithful Companion Skill. -
    - -

    When your companion deals damage, they deal 5 extra damage.

    - -

    - When your companion performs a Check, you may spend 1 Fabula Point and - invoke one of your companion’s Traits in order to let them reroll one or - both dice (as per the rules on page 46 of the Core Rulebook). -

    - -

    - After you use the Faithful Companion Skill to have your companion perform - an action during your turn, you may choose one option (after the - companion’s action has been resolved): -

    -
      -
    • You and your companion each recover 10 Mind Points;
      (OR)
    • -
    • - The first time you or your companion perform a Check before the end of - your next turn, that Check gains a bonus equal to (your Skill Level in - Faithful Companion). -
    • -
    - - -
    - - -

    SILENT HUNTER

    -
    - Requirements: you must have mastered one or more Classes - among Rogue, Sharpshooter, and Weaponmaster, and must have acquired the - High Speed Skill. -
    - -

    - When you use the High Speed Skill to perform a free attack with a weapon - belonging to the bow, spear, or thrown Category, the attack deals extra - damage equal to (your Skill Level in the High Speed Skill, multiplied by - 5). -

    - -

    - Additionally, when you attack one or more creatures with a weapon that - belongs to the bow, spear, or thrown Category, those creatures cannot - perform free attacks until the end of the current turn. -

    - - -
    - - -

    SKILLFUL DOSAGE

    -
    - Requirements: you must have mastered one or more Classes - among Gourmet, Loremaster, Merchant, and Tinkerer. -
    - -

    - Potions and delicacies you create, as well as spells you cast, can now - cause creatures to recover Hit Points and Mind Points beyond their maximum - HP and MP scores. -

    - -

    - This cannot cause a creature’s current HP and/or MP to go above 150% of - the respective maximum scores; at the end of each scene, if the current - Hit Points and/or Mind Points of a creature are still above their maximum - scores, they become equal to the maximum score. -

    - - - -
    - + Character Skills Documentation

    Advanced Character Skills Overview

    33PROTAGONISTS

    Requirements: you must have mastered the Wayfarer Class, and must have acquired the Faithful Companion Skill.

    When your companion deals damage, they deal 5 extra damage.

    When your companion performs a Check, you may spend 1 Fabula Point and invoke one of your companion’s Traits in order to let them reroll one or both dice (as per the rules on page 46 of the Core Rulebook).

    After you use the Faithful Companion Skill to have your companion perform an action during your turn, you may choose one option (after the companion’s action has been resolved):

    • You and your companion each recover 10 Mind Points;
      (OR)
    • The first time you or your companion perform a Check before the end of your next turn, that Check gains a bonus equal to (your Skill Level in Faithful Companion).

    SILENT HUNTER

    Requirements: you must have mastered one or more Classes among Rogue, Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.

    When you use the High Speed Skill to perform a free attack with a weapon belonging to the bow, spear, or thrown Category, the attack deals extra damage equal to (your Skill Level in the High Speed Skill, multiplied by 5).

    Additionally, when you attack one or more creatures with a weapon that belongs to the bow, spear, or thrown Category, those creatures cannot perform free attacks until the end of the current turn.


    SKILLFUL DOSAGE

    Requirements: you must have mastered one or more Classes among Gourmet, Loremaster, Merchant, and Tinkerer.

    Potions and delicacies you create, as well as spells you cast, can now cause creatures to recover Hit Points and Mind Points beyond their maximum HP and MP scores.

    This cannot cause a creature’s current HP and/or MP to go above 150% of the respective maximum scores; at the end of each scene, if the current Hit Points and/or Mind Points of a creature are still above their maximum scores, they become equal to the maximum score.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/169.html b/books/natural-fantasy-atlas/169.html index b17938c..9c8162e 100644 --- a/books/natural-fantasy-atlas/169.html +++ b/books/natural-fantasy-atlas/169.html @@ -1,78 +1 @@ - - - - - - SPECIALTY OF THE HOUSE Ability - - -
    - 168 -

    SPECIALTY OF THE HOUSE

    -
    - -
    - Requirements: You must have mastered the Gourmet Class. -
    - -

    - When you acquire this Heroic Skill, choose three different tastes among - bitter, salty, sour, - sweet, and umami. Then, choose three - different effects among the following: -

    - -
    Selectable Effects:
    -
      -
    • - You deal 20 (choose one: dark, light) damage to each of this delicacy’s - targets. This amount increases to 30 damage if you are level 30 or higher. - Choose the type of this effect when you acquire this Heroic Skill. -
    • -
    • - During the next turn of each of this delicacy’s targets, all damage they - deal becomes (choose one: dark, light) and its type cannot change. Choose - the type of this effect when you acquire this Heroic Skill. -
    • -
    • - For each of this delicacy’s targets, if they are affected by one or more - spells with a duration of “Scene”, instead they are no longer affected by - any of those spells. -
    • -
    • - Choose yourself or an ally you can see. For each of this delicacy’s - targets, the next time that target performs an attack or casts an - offensive spell (OO) before the end of this scene, they must include the - chosen creature among the targets of that attack or spell (if able). -
    • -
    • Each of this delicacy’s targets suffers enraged.
    • -
    • Each of this delicacy’s targets suffers poisoned.
    • -
    • - Each of this delicacy’s targets recovers 30 Hit Points and 30 Mind Points, - or 40 Hit Points and 40 Mind Points if you are level 30 or higher. -
    • -
    • - Each of this delicacy’s targets recovers from a single status of their - choice. -
    • -
    • - Each of this delicacy’s targets recovers from dazed, - enraged, and shaken. -
    • -
    • - Each of this delicacy’s targets recovers from poisoned, - slow, and weak. -
    • -
    - -
    Advanced Activation (Ingredient Mastery)
    -

    - When you create a delicacy using exactly 3 ingredients during a conflict, if - each ingredient matches a different taste among those chosen when you - acquired this Heroic Skill, you may ignore all of that delicacy’s normal - effects. If you do, you may instead apply one, two, or all the effects you - chose when you acquired this Heroic Skill. -

    - -
    W
    - + SPECIALTY OF THE HOUSE Ability
    168

    SPECIALTY OF THE HOUSE

    Requirements: You must have mastered the Gourmet Class.

    When you acquire this Heroic Skill, choose three different tastes among bitter, salty, sour, sweet, and umami. Then, choose three different effects among the following:

    Selectable Effects:
    • You deal 20 (choose one: dark, light) damage to each of this delicacy’s targets. This amount increases to 30 damage if you are level 30 or higher. Choose the type of this effect when you acquire this Heroic Skill.
    • During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: dark, light) and its type cannot change. Choose the type of this effect when you acquire this Heroic Skill.
    • For each of this delicacy’s targets, if they are affected by one or more spells with a duration of “Scene”, instead they are no longer affected by any of those spells.
    • Choose yourself or an ally you can see. For each of this delicacy’s targets, the next time that target performs an attack or casts an offensive spell (OO) before the end of this scene, they must include the chosen creature among the targets of that attack or spell (if able).
    • Each of this delicacy’s targets suffers enraged.
    • Each of this delicacy’s targets suffers poisoned.
    • Each of this delicacy’s targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit Points and 40 Mind Points if you are level 30 or higher.
    • Each of this delicacy’s targets recovers from a single status of their choice.
    • Each of this delicacy’s targets recovers from dazed, enraged, and shaken.
    • Each of this delicacy’s targets recovers from poisoned, slow, and weak.
    Advanced Activation (Ingredient Mastery)

    When you create a delicacy using exactly 3 ingredients during a conflict, if each ingredient matches a different taste among those chosen when you acquired this Heroic Skill, you may ignore all of that delicacy’s normal effects. If you do, you may instead apply one, two, or all the effects you chose when you acquired this Heroic Skill.

    W
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    -

    Natural Fantasy Locations

    -
    - -
    -

    - During World Creation (see Core Rulebook, page 148) and play sessions, you - will often be called upon to introduce new regions, towns, or interesting - locations. This section contains advice and suggestions and discusses the - mindset to adopt when creating natural fantasy locations, and then - provides ten examples you can use in your campaigns or draw upon for - inspiration. -

    - -

    Ancient Roots, Future Branches

    -

    - The key element that sets natural fantasy locations apart is simple, but - should never be taken for granted – it’s the tension between a mostly - forgotten past and an unpredictable future, a maelstrom of visions of ruin - and hope. -

    - -
      -
    • - Roots in the past. Ancient events and their influence - on the present might manifest in many different ways: from the complex - religious traditions of a clan of hunters to the whispering ruins buried - among the dunes of the desert. Every place has many stories to tell and - lessons to teach those who explore it with an open mind, humility, and - respect, accepting even its long silences. -
    • -
    • - Branching toward the future. The future is - unpredictable and not yet written: its potential might take the shape of - a precious resource, a new generation able to break a millennia-old - curse or even a small cub or hatchling, the last survivor of its kind. -
    • -
    - -
    -

    - To be narratively alive and inspired, a natural fantasy location should - exist in the present, the liminal space between these vague extremes – - showing the signs of a past not fully understood and holding in its - hands a fragile future, which will blossom only if it’s protected - without smothering it. We might say that: -

    -

    - If a location does not offer significant revelations about the world’s - past or the traditions of its inhabitants, nor hides a potential that - might bring joy or ruination, depending on how those same people - cultivate it, then you need to put a bit more work into it. -

    -
    - -

    - However, remember that it is not just the Game Master who has the right - and responsibility to create, describe, and enrich locations and areas in - interesting ways. For instance, you can spend a Fabula Point to describe - how your character hears a feeble voice coming from the nearby spring, - despite the local elders believing its guardian spirit has long abandoned - it – this is the kind of contribution that - Players should provide often during the course of the - game. -

    -
    - + Natural Fantasy Locations

    Natural Fantasy Locations

    During World Creation (see Core Rulebook, page 148) and play sessions, you will often be called upon to introduce new regions, towns, or interesting locations. This section contains advice and suggestions and discusses the mindset to adopt when creating natural fantasy locations, and then provides ten examples you can use in your campaigns or draw upon for inspiration.

    Ancient Roots, Future Branches

    The key element that sets natural fantasy locations apart is simple, but should never be taken for granted – it’s the tension between a mostly forgotten past and an unpredictable future, a maelstrom of visions of ruin and hope.

    • Roots in the past. Ancient events and their influence on the present might manifest in many different ways: from the complex religious traditions of a clan of hunters to the whispering ruins buried among the dunes of the desert. Every place has many stories to tell and lessons to teach those who explore it with an open mind, humility, and respect, accepting even its long silences.
    • Branching toward the future. The future is unpredictable and not yet written: its potential might take the shape of a precious resource, a new generation able to break a millennia-old curse or even a small cub or hatchling, the last survivor of its kind.

    To be narratively alive and inspired, a natural fantasy location should exist in the present, the liminal space between these vague extremes – showing the signs of a past not fully understood and holding in its hands a fragile future, which will blossom only if it’s protected without smothering it. We might say that:

    If a location does not offer significant revelations about the world’s past or the traditions of its inhabitants, nor hides a potential that might bring joy or ruination, depending on how those same people cultivate it, then you need to put a bit more work into it.

    However, remember that it is not just the Game Master who has the right and responsibility to create, describe, and enrich locations and areas in interesting ways. For instance, you can spend a Fabula Point to describe how your character hears a feeble voice coming from the nearby spring, despite the local elders believing its guardian spirit has long abandoned it – this is the kind of contribution that Players should provide often during the course of the game.

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    PROTAGONISTS CHAPTER

    - -
    -

    Strength of Five Wellsprings

    - -
    - Requirements: You must have mastered the Invoker Class. -
    - -

    - After you perform an invocation during a conflict, you and up to one ally - you can see increase one of your Attributes’ die sizes by - one (up to a maximum of d12). This increase lasts until the end of the - scene or until you use this Skill again, and the Attribute is based on the - wellspring you invoked: -

    -
      -
    • Air: Insight
    • -
    • Earth: One Attribute of your choice
    • -
    • Fire: Dexterity
    • -
    • Lightning: Might
    • -
    • Water: Willpower
    • -
    -
    - -
    -

    Wise Counsel

    - -
    - Requirements: You must have mastered one or more Classes - among Commander (see High Fantasy Atlas, page 140), Loremaster, and - Orator. -
    - -

    Support Check Modification

    -

    - When you perform a Support Check, if the leader of the Group Check can - hear and understand you, you may use (INS + INS), - (INS + WLP), or (WLP + WLP) instead of the normal - Attributes required by the Support Check. -

    -

    Describe how you offer your advice!

    - -

    Teamwork Boost

    -

    - Additionally, when you use the teamwork option (see Core Rulebook, page - 76) to support another Player Character’s Check during their turn in a - conflict scene, you may spend 10 Mind Points. If you do, choose up to two - of the following benefits: -

    - -
      -
    • That character recovers 20 Mind Points.
    • -
    • That character recovers from dazed, enraged and shaken.
    • -
    • - At the end of that character’s turn, choose one option: perform a free - attack with a weapon you have equipped; or perform the Spell action for - free, casting a spell whose total MP cost is equal to or lower than 20. -
    • -
    • - If that character succeeds on their Check and the Check allows them to - fill or erase one or more sections of a Clock, they may fill or erase 1 - additional section of it. -
    • -
    -
    - -
    - [Unrelated Metadata/Fluff] -

    "Silver Fork Style, Secret Technique: Spaghetti Spinner!"

    -
    - + Character Skill Descriptions

    PROTAGONISTS CHAPTER

    Strength of Five Wellsprings

    Requirements: You must have mastered the Invoker Class.

    After you perform an invocation during a conflict, you and up to one ally you can see increase one of your Attributes’ die sizes by one (up to a maximum of d12). This increase lasts until the end of the scene or until you use this Skill again, and the Attribute is based on the wellspring you invoked:

    • Air: Insight
    • Earth: One Attribute of your choice
    • Fire: Dexterity
    • Lightning: Might
    • Water: Willpower

    Wise Counsel

    Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Loremaster, and Orator.

    Support Check Modification

    When you perform a Support Check, if the leader of the Group Check can hear and understand you, you may use (INS + INS), (INS + WLP), or (WLP + WLP) instead of the normal Attributes required by the Support Check.

    Describe how you offer your advice!

    Teamwork Boost

    Additionally, when you use the teamwork option (see Core Rulebook, page 76) to support another Player Character’s Check during their turn in a conflict scene, you may spend 10 Mind Points. If you do, choose up to two of the following benefits:

    • That character recovers 20 Mind Points.
    • That character recovers from dazed, enraged and shaken.
    • At the end of that character’s turn, choose one option: perform a free attack with a weapon you have equipped; or perform the Spell action for free, casting a spell whose total MP cost is equal to or lower than 20.
    • If that character succeeds on their Check and the Check allows them to fill or erase one or more sections of a Clock, they may fill or erase 1 additional section of it.
    [Unrelated Metadata/Fluff]

    "Silver Fork Style, Secret Technique: Spaghetti Spinner!"

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    -
    -
    170
    -
    -

    W W

    -
    -
    - -
    -
    - + Document Snippet
    170

    W W

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    ANTAGONISTS

    - -

    - This book’s fourth and final chapter delves into the creation of natural - fantasy enemy NPCs – especially Villains. Game Masters can combine it with - similar advice from the Core Rulebook (mostly from page 292 onwards) to plan - riveting conflict scenes for all game levels. As usual, you can use the - material as is or adapt it to your liking by following the advice below. -

    - -

    NATURAL FANTASY VILLAINS

    -

    - An introductory section containing tips and advice for creating and playing - pivotal antagonists in the natural fantasy style. -

    - -

    VILLAIN EXAMPLES

    -

    - Five different enemy NPCs – one each for levels 5, 10, 20, 30, and 40 – that - make ideal natural fantasy Villains. For each, you’ll find this information: -

    - -
      -
    • - History. The Villain’s base concept and possible - backstory. -
    • -
    • - Profile. The Villain’s statistics, as described on page - 320 of the Core Rulebook. -
    • -
    • Tactics. The Villain’s preferred combat tactics.
    • -
    • - Extra content. One or more additional ideas, including - tips for modifying the Villain’s profile, possible supporting enemies, and - even additional phases (see Core Rulebook, page 301) that you can use - during conflicts. -
    • -
    - -

    - These Villains were designed to spark the Game Master’s imagination and - assume a group of 4 well-rounded PCs. Remember that some of their abilities - might not conform to the standard cost for NPC Skills (see Core Rulebook, - page 303) and that you’ll likely need to tweak these Villains before adding - them to your campaign. To balance things out, consider your Player - Characters’ capacities and then modify any opposing Affinities, immunities - to status effects, damage types, or other parameters that could be - frustrating to deal with or unsuitable for your group’s campaign. -

    - -
    - -
    - ``` - +```html Antagonists Chapter

    ANTAGONISTS

    This book’s fourth and final chapter delves into the creation of natural fantasy enemy NPCs – especially Villains. Game Masters can combine it with similar advice from the Core Rulebook (mostly from page 292 onwards) to plan riveting conflict scenes for all game levels. As usual, you can use the material as is or adapt it to your liking by following the advice below.

    NATURAL FANTASY VILLAINS

    An introductory section containing tips and advice for creating and playing pivotal antagonists in the natural fantasy style.

    VILLAIN EXAMPLES

    Five different enemy NPCs – one each for levels 5, 10, 20, 30, and 40 – that make ideal natural fantasy Villains. For each, you’ll find this information:

    • History. The Villain’s base concept and possible backstory.
    • Profile. The Villain’s statistics, as described on page 320 of the Core Rulebook.
    • Tactics. The Villain’s preferred combat tactics.
    • Extra content. One or more additional ideas, including tips for modifying the Villain’s profile, possible supporting enemies, and even additional phases (see Core Rulebook, page 301) that you can use during conflicts.

    These Villains were designed to spark the Game Master’s imagination and assume a group of 4 well-rounded PCs. Remember that some of their abilities might not conform to the standard cost for NPC Skills (see Core Rulebook, page 303) and that you’ll likely need to tweak these Villains before adding them to your campaign. To balance things out, consider your Player Characters’ capacities and then modify any opposing Affinities, immunities to status effects, damage types, or other parameters that could be frustrating to deal with or unsuitable for your group’s campaign.

    ``` \ No newline at end of file diff --git a/books/natural-fantasy-atlas/173.html b/books/natural-fantasy-atlas/173.html index ed62166..9b6bb2a 100644 --- a/books/natural-fantasy-atlas/173.html +++ b/books/natural-fantasy-atlas/173.html @@ -1,69 +1 @@ - -
    -

    Natural Fantasy Villains

    - -

    - When you create a natural fantasy antagonist, the information on page 254 of - the Core Rulebook is an excellent starting point, but there are a few extra - things to remember, just as there are for Player Characters. -

    - -

    Basic Principles

    -

    - The natural fantasy genre presents a significant variety of archetypal - Villains, but we can still infer some common key traits: -

    - -
      -
    • - A link to the past. These antagonists have one or more - elements that link them to the past of the setting: some are obsessed by - ancient legends; others crave power and authority lent by millennia-old - magics and technologies, or want to wipe out every last trace of them; - finally, some are entities who survived an ancient calamity or were - created in the distant past. -
    • -
    • - Familiar concepts. A natural fantasy antagonist’s - motivations and origin are often linked to needs, feelings, doubts, or - emergencies that you might have had a brush with at least once in your - personal life. As much as this might unsettle you, a part of you should be - able to understand, perhaps at an instinctual level, what these Villains - represent. -
    • -
    • - Catastrophic results. When a natural fantasy Villain - reaches their goals, the consequences are devastating: be it the awakening - of a truly ancient danger, a permanent alteration to the ecosystem, or the - extermination of entire communities, the Villain’s victory will tear open - a wound in this world. -
    • -
    - -

    - The Game Master is given three main tools for introducing these Villains - into the narrative and diving deep into their origins and objectives: -

    - -
      -
    • - Stories, relics and traditions. If a Villain is the - incarnation of an ancient danger, references to their existence should - gradually appear during the campaign: these sources are often vague or - partly contradictory – fertile ground for studies and speculations. -
    • -
    • - Game Master scenes. Above all else, these scenes are - useful to add depth to the antagonists, revealing their doubts and - hesitations. When dealing with Villains that are closer in nature to a - cataclysm or a supernatural presence, these scenes can show omens of their - arrival and a growing sense of foreboding. -
    • -
    • - Conflicts. During conflicts, natural fantasy Villains - tend to fully embrace one of two extremes: some speak openly with the - protagonists, explaining their reasons, while others march forward, - undeterred and silent, toward their objective. -
    • -
    -
    +

    Natural Fantasy Villains

    When you create a natural fantasy antagonist, the information on page 254 of the Core Rulebook is an excellent starting point, but there are a few extra things to remember, just as there are for Player Characters.

    Basic Principles

    The natural fantasy genre presents a significant variety of archetypal Villains, but we can still infer some common key traits:

    • A link to the past. These antagonists have one or more elements that link them to the past of the setting: some are obsessed by ancient legends; others crave power and authority lent by millennia-old magics and technologies, or want to wipe out every last trace of them; finally, some are entities who survived an ancient calamity or were created in the distant past.
    • Familiar concepts. A natural fantasy antagonist’s motivations and origin are often linked to needs, feelings, doubts, or emergencies that you might have had a brush with at least once in your personal life. As much as this might unsettle you, a part of you should be able to understand, perhaps at an instinctual level, what these Villains represent.
    • Catastrophic results. When a natural fantasy Villain reaches their goals, the consequences are devastating: be it the awakening of a truly ancient danger, a permanent alteration to the ecosystem, or the extermination of entire communities, the Villain’s victory will tear open a wound in this world.

    The Game Master is given three main tools for introducing these Villains into the narrative and diving deep into their origins and objectives:

    • Stories, relics and traditions. If a Villain is the incarnation of an ancient danger, references to their existence should gradually appear during the campaign: these sources are often vague or partly contradictory – fertile ground for studies and speculations.
    • Game Master scenes. Above all else, these scenes are useful to add depth to the antagonists, revealing their doubts and hesitations. When dealing with Villains that are closer in nature to a cataclysm or a supernatural presence, these scenes can show omens of their arrival and a growing sense of foreboding.
    • Conflicts. During conflicts, natural fantasy Villains tend to fully embrace one of two extremes: some speak openly with the protagonists, explaining their reasons, while others march forward, undeterred and silent, toward their objective.
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    -

    ANTAGONISTS

    -

    CHAPTER: THE FOUR ARCHETYPES

    -

    - In natural fantasy, Villains often fit into one of four recurring types, - with some very distinctive characteristics. -

    -
    - -
    -
    -

    THE ARROGANT

    -

    - This Villain is driven by ego: craving power, money and/or knowledge, they - never stop to consider the destructive consequences of their actions and - see the world as something to examine, dissect, exploit, and optimize. -

    - Examples: -
      -
    • - an adventurer willing to commit any kind of atrocity to collect valuable - trophies; -
    • -
    • - a pioneer ready to destroy the ecosystem to build roads and railways. -
    • -
    -
    - -
    -

    THE PROTECTOR

    -

    - This Villain wants to protect one community at the detriment of another. - They believe they are doing what is necessary and, if defeated, might even - become an ally. -

    - Examples: -
      -
    • - a warrior looking for an ancient weapon that will let him impose a truce - between clans; -
    • -
    • - a huntress who wants to exterminate every predator in the continent. -
    • -
    -
    - -
    -

    THE OUTSIDER

    -

    - Either supernatural or artificial, this antagonist follows a personal and - unfathomable logic. They rarely speak, and when they do it muddies the - waters even more, or they quote events, rules or information completely - unknown to the characters. -

    - Examples: -
      -
    • - a demon or ghost coming to reclaim a tribute in accordance with a - forgotten tradition; -
    • -
    • an artificial intelligence reawakened in the wrong age.
    • -
    -
    - -
    -

    THE CATASTROPHE

    -

    - This Villain could be a monster, a beast, an elemental phenomenon, a - disease, or even an expanding ecosystem (see next page). They are the - incarnation of a looming disaster and there is no chance for parlay. -

    - Examples: -
      -
    • a scourge created by a cyclical curse;
    • -
    • - an infection that corrupts animals and plants, turning them into - abominations; -
    • -
    • a wandering volcano close to erupting.
    • -
    -
    -
    - - +

    ANTAGONISTS

    CHAPTER: THE FOUR ARCHETYPES

    In natural fantasy, Villains often fit into one of four recurring types, with some very distinctive characteristics.

    THE ARROGANT

    This Villain is driven by ego: craving power, money and/or knowledge, they never stop to consider the destructive consequences of their actions and see the world as something to examine, dissect, exploit, and optimize.

    Examples:
    • an adventurer willing to commit any kind of atrocity to collect valuable trophies;
    • a pioneer ready to destroy the ecosystem to build roads and railways.

    THE PROTECTOR

    This Villain wants to protect one community at the detriment of another. They believe they are doing what is necessary and, if defeated, might even become an ally.

    Examples:
    • a warrior looking for an ancient weapon that will let him impose a truce between clans;
    • a huntress who wants to exterminate every predator in the continent.

    THE OUTSIDER

    Either supernatural or artificial, this antagonist follows a personal and unfathomable logic. They rarely speak, and when they do it muddies the waters even more, or they quote events, rules or information completely unknown to the characters.

    Examples:
    • a demon or ghost coming to reclaim a tribute in accordance with a forgotten tradition;
    • an artificial intelligence reawakened in the wrong age.

    THE CATASTROPHE

    This Villain could be a monster, a beast, an elemental phenomenon, a disease, or even an expanding ecosystem (see next page). They are the incarnation of a looming disaster and there is no chance for parlay.

    Examples:
    • a scourge created by a cyclical curse;
    • an infection that corrupts animals and plants, turning them into abominations;
    • a wandering volcano close to erupting.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/175.html b/books/natural-fantasy-atlas/175.html index 77a09d5..050841c 100644 --- a/books/natural-fantasy-atlas/175.html +++ b/books/natural-fantasy-atlas/175.html @@ -1,72 +1 @@ - - - - - - Environmental Antagonists Mechanics - - -

    Environmental Antagonists

    - -

    - Sometimes, natural fantasy Villains manifest in the form of miasmas, curses - and afflictions that change any ecosystem their influence spreads to. It - should be noted that the antagonist is not the environment itself, but - rather whatever force is corrupting it – this is often the result of actions - by the world’s ancient’s inhabitants. -

    - -

    - This isn’t a struggle between people and nature, but a war where both, side - by side, face the consequences of a tragic, faded past, in an attempt to - understand it so that it doesn’t repeat itself. Among the most common - environmental antagonists are magical phenomena, curses, elemental - imbalances, and diseases born of ancient experiments. -

    - -

    Game Rules Mechanics

    -

    - When it comes to game rules, these Villains offer some interesting - possibilities: -

    - -
      -
    • - Environmental Effects. The environment itself might add - special effects during conflicts: a corrupting miasma that damages any - creature suffering from a specific status effect at the end of each round, - a magical desertification that halves any healing received by living - creatures, or an elemental aura that empowers or weakens a specific type - of damage. These effects can be very powerful and should be considered an - additional enemy for the sake of conflict building. -
    • -
    • - Shared Ultima Points. The most dangerous creatures among - those affected by the corruption might be able to spend Ultima Points from - the Villain’s pool to invoke Traits and Recover (see Core Rulebook, page - 101). They shouldn’t be able to Escape, but they are considered Villains - for the purpose of Skills and game effects. -
    • -
    • - Fabula Points and Atmosphere. If a Villain manifests - through environmental corruption, the Player Characters should receive a - Fabula Point every time their influence become especially noticeable, for - example in the guise of a terrible omen or when a creature is shown to be - a thrall to the Villain’s will (see Shared Ultima Points above). Game - Master scenes are particularly useful for this purpose. -
    • -
    • - Final Battle. Usually, an environmental antagonist cannot - be confronted directly until the protagonists reach their core or - incarnation and free the region from their influence – a liberation that - is sometimes only temporary. -
    • -
    • - Altered Wellsprings. This is a very specific option, but - if your group includes a character that can use invocations (see page - 156), the Villain’s influence might create new wellsprings outside of the - standard list or, perhaps, alter the existing wellsprings over the course - of a conflict. -
    • -
    - + Environmental Antagonists Mechanics

    Environmental Antagonists

    Sometimes, natural fantasy Villains manifest in the form of miasmas, curses and afflictions that change any ecosystem their influence spreads to. It should be noted that the antagonist is not the environment itself, but rather whatever force is corrupting it – this is often the result of actions by the world’s ancient’s inhabitants.

    This isn’t a struggle between people and nature, but a war where both, side by side, face the consequences of a tragic, faded past, in an attempt to understand it so that it doesn’t repeat itself. Among the most common environmental antagonists are magical phenomena, curses, elemental imbalances, and diseases born of ancient experiments.

    Game Rules Mechanics

    When it comes to game rules, these Villains offer some interesting possibilities:

    • Environmental Effects. The environment itself might add special effects during conflicts: a corrupting miasma that damages any creature suffering from a specific status effect at the end of each round, a magical desertification that halves any healing received by living creatures, or an elemental aura that empowers or weakens a specific type of damage. These effects can be very powerful and should be considered an additional enemy for the sake of conflict building.
    • Shared Ultima Points. The most dangerous creatures among those affected by the corruption might be able to spend Ultima Points from the Villain’s pool to invoke Traits and Recover (see Core Rulebook, page 101). They shouldn’t be able to Escape, but they are considered Villains for the purpose of Skills and game effects.
    • Fabula Points and Atmosphere. If a Villain manifests through environmental corruption, the Player Characters should receive a Fabula Point every time their influence become especially noticeable, for example in the guise of a terrible omen or when a creature is shown to be a thrall to the Villain’s will (see Shared Ultima Points above). Game Master scenes are particularly useful for this purpose.
    • Final Battle. Usually, an environmental antagonist cannot be confronted directly until the protagonists reach their core or incarnation and free the region from their influence – a liberation that is sometimes only temporary.
    • Altered Wellsprings. This is a very specific option, but if your group includes a character that can use invocations (see page 156), the Villain’s influence might create new wellsprings outside of the standard list or, perhaps, alter the existing wellsprings over the course of a conflict.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/176.html b/books/natural-fantasy-atlas/176.html index f364b39..bda0703 100644 --- a/books/natural-fantasy-atlas/176.html +++ b/books/natural-fantasy-atlas/176.html @@ -1,91 +1 @@ - - - - - - Antagonist Design Tips - - -

    ANTAGONISTS

    - -

    Chapter: On a Smaller Scale

    - -

    - One recurring element of natural fantasy campaigns is that they limit - themselves to a rather small space and time frame: pretty often, a natural - fantasy Villain might renounce their goal or be permanently defeated after - just one or two confrontations. -

    -

    - From this point of view, the number of - Ultima Points available to these Villains might become a - problem: a Villain might have 5 or 6 Ultima Points left when their story has - reached a satisfying conclusion in terms of narrative. This problem might - present itself in any short campaign, but the usual pace of natural fantasy - games makes it more noticeable. -

    -

    Here is some advice to offset it:

    - -
      -
    • - Avoid supreme Villains. If you foresee a short and - focused campaign set in a small region, you can easily limit yourself to a - few minor Villains and a single major Villain, without resorting to - supreme Villains. If you change your mind, you can always call for an - escalation (see Core Rulebook, page 102). -
    • -
    • - Make Villains fearsome. Spend Ultima Points every time a - Villain fails a Check, misses a target, or is afflicted by two or more - status effects; every now and then, do it even when they succeed, just to - improve the Result or the High Roll! -
    • -
    • - Fiction first. If the Player Characters’ actions create a - situation where the Villain no longer has a reason to act (a rather common - occurrence in natural fantasy, where many antagonists are driven by very - simple needs), it’s not wrong to discard all the remaining Ultima Points - and stop considering this character a Villain. -
    • -
    - -
    - -

    Subverting The Premises

    - -

    - Natural fantasy campaigns offer excellent chances to subvert many - conventions of the JRPG genre and design Villains who are essentially - invincible if battle against them is approached as usual (for example, the - Heart of Eldgren on page 205). -

    - -

    Examples of Subversion:

    -
      -
    • - A ghost that, if defeated, comes back to haunt the village at night, - unless someone returns a specific item to them. -
    • -
    • - A monster under a curse who, if brought to 0 Hit Points without purifying - them first via a Ritual or Project, completely loses their conscience and - becomes an abomination. -
    • -
    • - A truly ancient android who, when in Crisis, automatically Surrenders if - convinced to trust humanity via a Clock. -
    • -
    - -
    - “You humans have a habit of considering cruel what is merely equitable. For - years you stole my children, and now I shall steal yours.” -
    - -
    - Note: The following text appears separated from the main narrative - content. -
    - + Antagonist Design Tips

    ANTAGONISTS

    Chapter: On a Smaller Scale

    One recurring element of natural fantasy campaigns is that they limit themselves to a rather small space and time frame: pretty often, a natural fantasy Villain might renounce their goal or be permanently defeated after just one or two confrontations.

    From this point of view, the number of Ultima Points available to these Villains might become a problem: a Villain might have 5 or 6 Ultima Points left when their story has reached a satisfying conclusion in terms of narrative. This problem might present itself in any short campaign, but the usual pace of natural fantasy games makes it more noticeable.

    Here is some advice to offset it:

    • Avoid supreme Villains. If you foresee a short and focused campaign set in a small region, you can easily limit yourself to a few minor Villains and a single major Villain, without resorting to supreme Villains. If you change your mind, you can always call for an escalation (see Core Rulebook, page 102).
    • Make Villains fearsome. Spend Ultima Points every time a Villain fails a Check, misses a target, or is afflicted by two or more status effects; every now and then, do it even when they succeed, just to improve the Result or the High Roll!
    • Fiction first. If the Player Characters’ actions create a situation where the Villain no longer has a reason to act (a rather common occurrence in natural fantasy, where many antagonists are driven by very simple needs), it’s not wrong to discard all the remaining Ultima Points and stop considering this character a Villain.

    Subverting The Premises

    Natural fantasy campaigns offer excellent chances to subvert many conventions of the JRPG genre and design Villains who are essentially invincible if battle against them is approached as usual (for example, the Heart of Eldgren on page 205).

    Examples of Subversion:

    • A ghost that, if defeated, comes back to haunt the village at night, unless someone returns a specific item to them.
    • A monster under a curse who, if brought to 0 Hit Points without purifying them first via a Ritual or Project, completely loses their conscience and becomes an abomination.
    • A truly ancient android who, when in Crisis, automatically Surrenders if convinced to trust humanity via a Clock.
    “You humans have a habit of considering cruel what is merely equitable. For years you stole my children, and now I shall steal yours.”
    Note: The following text appears separated from the main narrative content.
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    -

    The Mystery of the Mountains of Edessa

    - -

    Geological and Biological Overview

    -

    - The Mountains of Edessa are famous for their electrore formations, which - create a rather unique biome. However, recent lowering of temperatures - across the region—caused by mysterious turbulence from the west—has - significantly reduced the charge stored within this mineral. This - deterioration has negatively impacted the flora native to the area and - forced many local species to migrate. -

    - -

    - Among these migrating species are the exceedingly rare - Thunder Spiders. Usually peaceful, once outside their - natural habitat, these huge arthropods become extremely ravenous. They eat - constantly and grow beyond measure. This accelerated growth is not only - painful but also makes them even more aggressive. -

    - -

    The Threat of Tonitranea Rex

    -

    - A truly gigantic specimen was recently spotted in the valley—one so - ferocious that it forced the population of nearby villages to flee their - homes. The residents speak with a mix of fear and respect about the - Tonitranea Rex, known as the Lord of Thunder. Its hunting - ground grows by the day, threatening not just the people of the valley but - the balance of the region’s entire ecosystem. -

    - -
    -

    Guest Information

    - -
    -
    +

    The Mystery of the Mountains of Edessa

    Geological and Biological Overview

    The Mountains of Edessa are famous for their electrore formations, which create a rather unique biome. However, recent lowering of temperatures across the region—caused by mysterious turbulence from the west—has significantly reduced the charge stored within this mineral. This deterioration has negatively impacted the flora native to the area and forced many local species to migrate.

    Among these migrating species are the exceedingly rare Thunder Spiders. Usually peaceful, once outside their natural habitat, these huge arthropods become extremely ravenous. They eat constantly and grow beyond measure. This accelerated growth is not only painful but also makes them even more aggressive.

    The Threat of Tonitranea Rex

    A truly gigantic specimen was recently spotted in the valley—one so ferocious that it forced the population of nearby villages to flee their homes. The residents speak with a mix of fear and respect about the Tonitranea Rex, known as the Lord of Thunder. Its hunting ground grows by the day, threatening not just the people of the valley but the balance of the region’s entire ecosystem.

    Guest Information

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/178.html b/books/natural-fantasy-atlas/178.html index 366aaf9..9352208 100644 --- a/books/natural-fantasy-atlas/178.html +++ b/books/natural-fantasy-atlas/178.html @@ -1,89 +1 @@ - - - - - - Creature Tactics: Tonitranea Rex - - -

    TONITRANEA REX’S TACTICS

    - -

    - During conflicts, the Tonitranea Rex uses its heightened - mobility to disorient enemies and take them down. This gigantic arthropod is - made up of three parts, each with its own profile: the Head, the Thorax with - its long legs, and the massive Abdomen covered with electrostatic spines. In - order to defeat the creature, all three must be reduced to 0 Hit Points. -

    - -

    Turn Order Abilities

    -

    The attack sequence follows a strict schedule across four turns:

    -
      -
    • - On the first enemy turn of each round: If at least two - enemies aren’t suffering from slow, the Abdomen uses - Paralyzing Silk against all enemies. Otherwise, if it - doesn’t have enough Mind Points or if it’s electrified, the Abdomen uses - Trampling Slam against as many random targets as possible - (this causes the Thorax to stop dangling and the Abdomen to stop being - electrified). -
    • -
    • - On the second enemy turn: The Thorax uses - Predator Ascent to start dangling if it’s an odd-numbered - round, or Electrostatic Charge if it’s an even-numbered - round. If it doesn’t have enough Mind Points, it uses - Lightning Claw against as many random targets as - possible. -
    • -
    • - On the third enemy turn of each round: The Head uses - Toxic Spit against a random target. -
    • -
    • - On the fourth enemy turn of each round: The Thorax acts - again, using Lightning Claw against as many random - targets as possible. -
    • -
    - -
    -

    Ultima Point Usage and Synergy

    -

    - Since Head, Thorax and Abdomen are all parts of the Tonitranea, each of them - has access to the Villain’s Ultima Points pool, with two critical caveats: -

    -
      -
    • - If one part spends 1 Ultima Point to recover from all status effects and - recover 50 Mind Points, all parts gain these benefits. -
    • -
    • - If one part spends 1 Ultima Point to Escape from the scene, all parts - escape immediately together. -
    • -
    - -
    -

    Engagement Rules

    -
      -
    • - On the Hunt: If engaged while on the hunt, the T - onitranea Rex uses Ultima Points to Invoke a Trait every - time it misses one or more targets in Crisis, but always keeps 1 Ultima - Point to Escape to its lair. -
    • -
    • - In the Lair: If engaged within the lair, however, the - creature spends Ultima Points more liberally and uses them to activate the - Survival Instinct special rule (see Thorax). -
    • -
    - -
    - -

    Additional Details

    -
      -
    • Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers)
    • -
    - + Creature Tactics: Tonitranea Rex

    TONITRANEA REX’S TACTICS

    During conflicts, the Tonitranea Rex uses its heightened mobility to disorient enemies and take them down. This gigantic arthropod is made up of three parts, each with its own profile: the Head, the Thorax with its long legs, and the massive Abdomen covered with electrostatic spines. In order to defeat the creature, all three must be reduced to 0 Hit Points.

    Turn Order Abilities

    The attack sequence follows a strict schedule across four turns:

    • On the first enemy turn of each round: If at least two enemies aren’t suffering from slow, the Abdomen uses Paralyzing Silk against all enemies. Otherwise, if it doesn’t have enough Mind Points or if it’s electrified, the Abdomen uses Trampling Slam against as many random targets as possible (this causes the Thorax to stop dangling and the Abdomen to stop being electrified).
    • On the second enemy turn: The Thorax uses Predator Ascent to start dangling if it’s an odd-numbered round, or Electrostatic Charge if it’s an even-numbered round. If it doesn’t have enough Mind Points, it uses Lightning Claw against as many random targets as possible.
    • On the third enemy turn of each round: The Head uses Toxic Spit against a random target.
    • On the fourth enemy turn of each round: The Thorax acts again, using Lightning Claw against as many random targets as possible.

    Ultima Point Usage and Synergy

    Since Head, Thorax and Abdomen are all parts of the Tonitranea, each of them has access to the Villain’s Ultima Points pool, with two critical caveats:

    • If one part spends 1 Ultima Point to recover from all status effects and recover 50 Mind Points, all parts gain these benefits.
    • If one part spends 1 Ultima Point to Escape from the scene, all parts escape immediately together.

    Engagement Rules

    • On the Hunt: If engaged while on the hunt, the T onitranea Rex uses Ultima Points to Invoke a Trait every time it misses one or more targets in Crisis, but always keeps 1 Ultima Point to Escape to its lair.
    • In the Lair: If engaged within the lair, however, the creature spends Ultima Points more liberally and uses them to activate the Survival Instinct special rule (see Thorax).

    Additional Details

    • Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers)
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    -

    ABDOMEN Lv 5 • MONSTER

    - -

    Core Stats

    -

    - DEX d8 - INS d6 - MIG d10 - WLP d8 -

    - -

    Vitals & Attributes

    -
    - HP: 60 - MP: 30 - DEF: +0 - M. DEF: +0 - P A R S B IM: d E V U F VU i l T RS -
    - -

    Basic Attacks

    -

    - Trampling Slam (DEX + MIG) (HR + 5) physical damage. If - the Abdomen is electrified this attack deals - 10 extra damage and all its damage - becomes bolt; if the Thorax is dangling, this attack gains multi (2). - After this attack is resolved, the Thorax stops dangling and the Abdomen - is no longer electrified. -

    - -

    Spells

    -
      -
    • - Paralyzing Silk - (Cost: 20 MP | Type: Special | Instantaneous)
      Every enemy the Abdomen can see suffers slow. -
    • -
    - -

    Special Rules

    -
      -
    • - Electrostatic Spines After a creature hits the Abdomen - with a melee attack, if the Abdomen is electrified, it deals 5 bolt - damage to that creature (after the attack has been resolved). -
    • -
    • - Grounding If the Abdomen suffers earth damage when - electrified, it stops being electrified. -
    • -
    • - Limb The Abdomen is immune to dazed, enraged and - shaken. -
    • -
    -
    - - -
    -

    HEAD Lv 5 • MONSTER

    -

    - Traits: frail, lucifuge, poisonous, protected. -

    - -

    Core Stats

    -

    - DEX d8 - INS d10 - MIG d6 - WLP d8 -

    - -

    Vitals & Attributes

    -
    - HP: 40 - MP: 20 - DEF: +0 - M. DEF: +0 - P V U A R S B RS d e f i L T IM -
    - -

    Basic Attacks

    -

    Toxic Spit (DEX + MIG) +3 (HR + 10) poison damage.

    - -

    Special Rules

    -
      -
    • - Wall of Legs During a conflict, as long as the Thorax - isn’t dangling, the Head is invisible to enemies. -
    • -
    -
    - - - - + Monster Stat Blocks

    ABDOMEN Lv 5 • MONSTER

    Core Stats

    DEX d8 INS d6 MIG d10 WLP d8

    Vitals & Attributes

    HP: 60 MP: 30 DEF: +0 M. DEF: +0 P A R S B IM: d E V U F VU i l T RS

    Basic Attacks

    Trampling Slam (DEX + MIG) (HR + 5) physical damage. If the Abdomen is electrified this attack deals 10 extra damage and all its damage becomes bolt; if the Thorax is dangling, this attack gains multi (2). After this attack is resolved, the Thorax stops dangling and the Abdomen is no longer electrified.

    Spells

    • Paralyzing Silk (Cost: 20 MP | Type: Special | Instantaneous)
      Every enemy the Abdomen can see suffers slow.

    Special Rules

    • Electrostatic Spines After a creature hits the Abdomen with a melee attack, if the Abdomen is electrified, it deals 5 bolt damage to that creature (after the attack has been resolved).
    • Grounding If the Abdomen suffers earth damage when electrified, it stops being electrified.
    • Limb The Abdomen is immune to dazed, enraged and shaken.

    HEAD Lv 5 • MONSTER

    Traits: frail, lucifuge, poisonous, protected.

    Core Stats

    DEX d8 INS d10 MIG d6 WLP d8

    Vitals & Attributes

    HP: 40 MP: 20 DEF: +0 M. DEF: +0 P V U A R S B RS d e f i L T IM

    Basic Attacks

    Toxic Spit (DEX + MIG) +3 (HR + 10) poison damage.

    Special Rules

    • Wall of Legs During a conflict, as long as the Thorax isn’t dangling, the Head is invisible to enemies.
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    THE WORLD

    - -

    COMPLEX CULTURES AND COMMUNITIES

    - -

    - Natural fantasy settings often cover a much smaller area compared to others, - usually a single region or no more than two or three settlements. You might - think that this limits the variety of situations and cultural contexts during - the campaign, but in reality it’s an excellent opportunity to flesh them out - and make them more complex, human, and multidimensional. -

    - -
      -
    • - Recurring characters. When playing in a limited setting, - it’s very likely that the same character will appear over and over again, - even after many sessions. Give each one a name and a face, learn to love - them, showcase their merits and flaws, and do your best to make them grow - and evolve as much as the protagonists. -
    • -
    • - Humanity. No matter if they live in an elven village in the - heart of the forest, are part of an ancient people in possession of - extraordinary technologies, or inhabit an underwater city of fishpeople, - each and every individual has feelings, an interest in unique forms of art - and beauty, doubts, and curiosity, and behaves according to their own - personal morality. No community should be a monolithic stereotype where - everybody thinks in the same way. -
    • -
    - -

    - We might say that natural fantasy replaces vastness with density: this style - of narrative likes to take time to showcase, for better or worse, all the - facets of each character and asks you, in a gentle but firm voice, not to draw - hasty conclusions, but rather to love the world in all its complicated, - ephemeral, and magnificent vibrancy. -

    - -

    THE RECONSTRUCTION

    -

    - Natural fantasy worlds have weathered many catastrophes – the ability to get - back up after a disaster, to reinvent and rebuild a world together with those - who surround us is a recurring theme, but it might take two opposite forms. - This dualism is often mirrored in the locations and their inhabitants: -

    - -
      -
    • - Hope and adaptability. Some people don’t just survive in - this new world, but find ways to gain strength and enthusiasm from it. They - find new passion and emotion in an environment that tests them but they - still respect the needs of nature. -
    • -
    • - Reactionary nostalgia. At the same time, there are those - who see reconstruction as a way to go back to the past, to dominate nature - without taking into consideration how the world has changed, and how the - past they idolize has brought them close to ruin once already. They chase an - illusion that will cause untold damage. -
    • -
    +

    THE WORLD

    COMPLEX CULTURES AND COMMUNITIES

    Natural fantasy settings often cover a much smaller area compared to others, usually a single region or no more than two or three settlements. You might think that this limits the variety of situations and cultural contexts during the campaign, but in reality it’s an excellent opportunity to flesh them out and make them more complex, human, and multidimensional.

    • Recurring characters. When playing in a limited setting, it’s very likely that the same character will appear over and over again, even after many sessions. Give each one a name and a face, learn to love them, showcase their merits and flaws, and do your best to make them grow and evolve as much as the protagonists.
    • Humanity. No matter if they live in an elven village in the heart of the forest, are part of an ancient people in possession of extraordinary technologies, or inhabit an underwater city of fishpeople, each and every individual has feelings, an interest in unique forms of art and beauty, doubts, and curiosity, and behaves according to their own personal morality. No community should be a monolithic stereotype where everybody thinks in the same way.

    We might say that natural fantasy replaces vastness with density: this style of narrative likes to take time to showcase, for better or worse, all the facets of each character and asks you, in a gentle but firm voice, not to draw hasty conclusions, but rather to love the world in all its complicated, ephemeral, and magnificent vibrancy.

    THE RECONSTRUCTION

    Natural fantasy worlds have weathered many catastrophes – the ability to get back up after a disaster, to reinvent and rebuild a world together with those who surround us is a recurring theme, but it might take two opposite forms. This dualism is often mirrored in the locations and their inhabitants:

    • Hope and adaptability. Some people don’t just survive in this new world, but find ways to gain strength and enthusiasm from it. They find new passion and emotion in an environment that tests them but they still respect the needs of nature.
    • Reactionary nostalgia. At the same time, there are those who see reconstruction as a way to go back to the past, to dominate nature without taking into consideration how the world has changed, and how the past they idolize has brought them close to ruin once already. They chase an illusion that will cause untold damage.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/180.html b/books/natural-fantasy-atlas/180.html index 878a0c0..3c79b7a 100644 --- a/books/natural-fantasy-atlas/180.html +++ b/books/natural-fantasy-atlas/180.html @@ -1,117 +1 @@ - - - - - - T onitranea Rex - Character Profile - - -

    ANTAGONISTS

    - -
    -

    THORAX (Champion 2) Lv 5 • MONSTER

    - -
    -
    - Traits: armored, coordinated, - electrostatic, ravenous. -
    -

    - DEX d8 | INS d8 | - MIG d8 | WLP d8 | - HP 100 • MP 50 | - Init. 10 -

    -
    -

    - DEF +2 | M. DEF +1 | - p A RS B IM d E VU f ii VU l T RS -

    -
    -
    - - -
    -

    BASIC ATTACKS

    -
      -
    • - Lightning Leg - (DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is dangling, - damage dealt by this attack ignores Resistances. This attack has multi - (2), but it can only target two enemies provided they are both - suffering from slow. -
    • -
    -
    - - -
    -

    OTHER ACTIONS

    -
      -
    • - Electrostatic Charge - The Thorax can use an action and spend 10 Mind Points to rub its back - legs along the Abdomen, creating an electrostatic cloud. If it does, - the Abdomen (see page 178) becomes electrified. -
    • -
    • - Predator Ascent - The Thorax can use an action and spend 10 Mind Points to climb up the - webs and become dangling until it suffers fire damage, ice damage, or - damage of a type it is Vulnerable to; the Thorax also stops dangling - after the Abdomen (see page 178) uses Trampling Slam. As long as the - Thorax is dangling, no part of the T onitranea Rex (Abdomen, Head and - Thorax) can be targeted with melee attacks unless the attacker is - flying or able to target flying creatures. -
    • -
    -
    - - -
    -

    SPECIAL RULES

    -
      -
    • - Limb - The Thorax is immune to dazed, enraged and shaken. -
    • -
    • - Survival Instinct - At the end of each round, if the T onitranea Rex is within its lair - and the Abdomen and/or the Head are at 0 Hit Points, the Thorax must - spend 1 Ultima Point to gather its strength and bring both parts back - into the scene, each with a number of Hit Points equal to their Crisis - value, but suffering from no status effects and at full Mind Points. -
    • -
    -
    - - -
    - HANDLING THE PARTS OF THE TONITRANEA REX
    - Although the various parts of this Villain have individual profiles, in - narrative terms they are actually a single entity: for this reason, when - one is reduced to 0 Hit Points and/or leaves the conflict, they should be - described as grievously wounded or exhausted, not dead. At the same time, - their senses are based on the T onitranea Rex as a whole (for example, - defeating the Head does not impair the “sight” of the other parts, which - can target their enemies normally). -
    - - -
    - “Listen to me, lass, stay away from that creature: lightning will reach - you long before you hear the Lord of Thunder.” -
    - - -

    -
    - + T onitranea Rex - Character Profile

    ANTAGONISTS

    THORAX (Champion 2) Lv 5 • MONSTER

    Traits: armored, coordinated, electrostatic, ravenous.

    DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 100 • MP 50 | Init. 10

    DEF +2 | M. DEF +1 | p A RS B IM d E VU f ii VU l T RS

    BASIC ATTACKS

    • Lightning Leg (DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is dangling, damage dealt by this attack ignores Resistances. This attack has multi (2), but it can only target two enemies provided they are both suffering from slow.

    OTHER ACTIONS

    • Electrostatic Charge The Thorax can use an action and spend 10 Mind Points to rub its back legs along the Abdomen, creating an electrostatic cloud. If it does, the Abdomen (see page 178) becomes electrified.
    • Predator Ascent The Thorax can use an action and spend 10 Mind Points to climb up the webs and become dangling until it suffers fire damage, ice damage, or damage of a type it is Vulnerable to; the Thorax also stops dangling after the Abdomen (see page 178) uses Trampling Slam. As long as the Thorax is dangling, no part of the T onitranea Rex (Abdomen, Head and Thorax) can be targeted with melee attacks unless the attacker is flying or able to target flying creatures.

    SPECIAL RULES

    • Limb The Thorax is immune to dazed, enraged and shaken.
    • Survival Instinct At the end of each round, if the T onitranea Rex is within its lair and the Abdomen and/or the Head are at 0 Hit Points, the Thorax must spend 1 Ultima Point to gather its strength and bring both parts back into the scene, each with a number of Hit Points equal to their Crisis value, but suffering from no status effects and at full Mind Points.
    HANDLING THE PARTS OF THE TONITRANEA REX
    Although the various parts of this Villain have individual profiles, in narrative terms they are actually a single entity: for this reason, when one is reduced to 0 Hit Points and/or leaves the conflict, they should be described as grievously wounded or exhausted, not dead. At the same time, their senses are based on the T onitranea Rex as a whole (for example, defeating the Head does not impair the “sight” of the other parts, which can target their enemies normally).
    “Listen to me, lass, stay away from that creature: lightning will reach you long before you hear the Lord of Thunder.”

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/181.html b/books/natural-fantasy-atlas/181.html index 878f7c8..bda2543 100644 --- a/books/natural-fantasy-atlas/181.html +++ b/books/natural-fantasy-atlas/181.html @@ -1,73 +1 @@ - - - - - - Multi-Part Enemies Guide - - -

    Multi-Part Enemies

    - -

    - The concept of multi-part enemies is built according to an idea common to - both JRPGs and beat ‘em up games: a boss that appears as a single body, but - with a variety of minor parts that can be targeted and damaged individually, - to destroy, stun, or immobilize them for a certain amount of time. -

    - -

    This method offers a number of advantages:

    -
      -
    • - It safeguards the value of multi-target abilities; - those same abilities would otherwise be wasted against a solitary - champion-rank enemy. -
    • -
    • - It prevents the battle from becoming too long, since the - number of enemies goes down bit by bit when the various parts are reduced - to 0 Hit Points. -
    • -
    • - It provides a lot more personality to enemies with a monstrous - anatomy, - making each section of their bodies a mini-enemy that supports or - synergizes with the others, and these interactions show the nature, - instincts, and habits of said creature. -
    • -
    • - It allows the Game Master to add regeneration rules - that set the pace of the conflict and push the Players to make significant - tactical decisions: do they want to eliminate the more aggressive - secondary parts first, knowing that they might come back later? Or do they - focus on the main body? -
    • -
    - -

    Enemy Composition Rules

    -

    As a rule of thumb, an enemy built according to this logic includes:

    - - Main Body. - An elite or champion rank NPC that, usually, has support abilities and an - action or special rule that allows it to bring the other parts back into the - scene (usually when the main body enters Crisis for the first time or at a set - point each round). Sometimes (but not always!), defeating the main body causes - the remaining parts to immediately leave the conflict. - - Parts. - Each section of the creature that plays a pivotal role in their tactics has a - separate profile, usually of soldier rank. Some parts are built for offense - (such as the head of a dragon, a robot’s ventral turret, or a manticore’s - spiked tail) and others for defense (such as an energy barrier generator, a - claw shielding the body, or a floating ring). - -

    - In most instances, the ideal composition is a champion rank main body which - replaces a number of soldiers equal to the PCs on the scene minus 1, - accompanied by two soldier rank parts. However, as usual, you shouldn’t be - afraid to experiment. The following page presents some ideas to play with! -

    - - - + Multi-Part Enemies Guide

    Multi-Part Enemies

    The concept of multi-part enemies is built according to an idea common to both JRPGs and beat ‘em up games: a boss that appears as a single body, but with a variety of minor parts that can be targeted and damaged individually, to destroy, stun, or immobilize them for a certain amount of time.

    This method offers a number of advantages:

    • It safeguards the value of multi-target abilities; those same abilities would otherwise be wasted against a solitary champion-rank enemy.
    • It prevents the battle from becoming too long, since the number of enemies goes down bit by bit when the various parts are reduced to 0 Hit Points.
    • It provides a lot more personality to enemies with a monstrous anatomy, making each section of their bodies a mini-enemy that supports or synergizes with the others, and these interactions show the nature, instincts, and habits of said creature.
    • It allows the Game Master to add regeneration rules that set the pace of the conflict and push the Players to make significant tactical decisions: do they want to eliminate the more aggressive secondary parts first, knowing that they might come back later? Or do they focus on the main body?

    Enemy Composition Rules

    As a rule of thumb, an enemy built according to this logic includes:

    Main Body. An elite or champion rank NPC that, usually, has support abilities and an action or special rule that allows it to bring the other parts back into the scene (usually when the main body enters Crisis for the first time or at a set point each round). Sometimes (but not always!), defeating the main body causes the remaining parts to immediately leave the conflict. Parts. Each section of the creature that plays a pivotal role in their tactics has a separate profile, usually of soldier rank. Some parts are built for offense (such as the head of a dragon, a robot’s ventral turret, or a manticore’s spiked tail) and others for defense (such as an energy barrier generator, a claw shielding the body, or a floating ring).

    In most instances, the ideal composition is a champion rank main body which replaces a number of soldiers equal to the PCs on the scene minus 1, accompanied by two soldier rank parts. However, as usual, you shouldn’t be afraid to experiment. The following page presents some ideas to play with!

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    Chapter 9: Antagonists Dossier

    -

    Adversary Index (44)

    - - -
    -

    Ancient Robot

    -

    - The outer shell of this complex adversary is the - Armor (soldier) - with high Defenses and Hit Points, flanked by two - Armaments (soldier). These Armaments are more fragile but capable of unleashing attacks and - spells. -

    -

    - Inside resides a Core (elite), which is completely invulnerable as long as the Armor remains on the - scene. This Core creates a new Armament at the end of each round if fewer - than two exist. Both the initial and subsequent Armaments are chosen at - random from a six-option list, each possessing different Affinities and - offensive capabilities. -

    -

    - If the Core is reduced to 0 Hit Points, the entire robot deactivates - immediately. -

    -
    - - -
    -

    Magmasaur

    -

    - This adversary consists of three primary components: a - Body (elite), a - Head (elite), and - a powerful Tail (soldier). -

    -
      -
    • - The Tail attacks with large swipes and can even inflict - a status effect, but it cannot be regenerated if defeated. -
    • -
    • - The Head can cause grievous injuries with its bite and - flaming breath. -
    • -
    • - The Body strikes with sharp claws or, if in Crisis, a - powerful body slam. -
    • -
    -

    - Furthermore, at the end of each round, complex regeneration occurs: If the - Head is defeated but not the Body, the Head returns to the scene with Hit - Points equal to its Crisis value. The same revival mechanic applies to the - Body if it is defeated while the Head remains active. -

    -
    - - -
    -

    Storm Spirit

    -

    - In contrast to previous examples, this adversary comprises three parts of - the same rank: the Essence of Lightning (soldier), which uses electric attacks and spells; the - Essence of Air (soldier), which inflicts status effects like slow or weak; and the - Essence of Water (soldier), which heals the other parts' Hit Points and Mind Points. -

    -

    - These three Essences maintain a delicate balance. However, if one Essence - is defeated, the remaining Essences become significantly more powerful, - doubling both their maximum and current Hit Points, not to mention - increasing their number of turns starting from the next round! -

    -
    - - - - + Adversary Dossier

    Chapter 9: Antagonists Dossier

    Adversary Index (44)

    Ancient Robot

    The outer shell of this complex adversary is the Armor (soldier) with high Defenses and Hit Points, flanked by two Armaments (soldier). These Armaments are more fragile but capable of unleashing attacks and spells.

    Inside resides a Core (elite), which is completely invulnerable as long as the Armor remains on the scene. This Core creates a new Armament at the end of each round if fewer than two exist. Both the initial and subsequent Armaments are chosen at random from a six-option list, each possessing different Affinities and offensive capabilities.

    If the Core is reduced to 0 Hit Points, the entire robot deactivates immediately.

    Magmasaur

    This adversary consists of three primary components: a Body (elite), a Head (elite), and a powerful Tail (soldier).

    • The Tail attacks with large swipes and can even inflict a status effect, but it cannot be regenerated if defeated.
    • The Head can cause grievous injuries with its bite and flaming breath.
    • The Body strikes with sharp claws or, if in Crisis, a powerful body slam.

    Furthermore, at the end of each round, complex regeneration occurs: If the Head is defeated but not the Body, the Head returns to the scene with Hit Points equal to its Crisis value. The same revival mechanic applies to the Body if it is defeated while the Head remains active.

    Storm Spirit

    In contrast to previous examples, this adversary comprises three parts of the same rank: the Essence of Lightning (soldier), which uses electric attacks and spells; the Essence of Air (soldier), which inflicts status effects like slow or weak; and the Essence of Water (soldier), which heals the other parts' Hit Points and Mind Points.

    These three Essences maintain a delicate balance. However, if one Essence is defeated, the remaining Essences become significantly more powerful, doubling both their maximum and current Hit Points, not to mention increasing their number of turns starting from the next round!

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    -
    - 182 - W -
    - -

    Node and Dylon

    - -

    - Born and raised in the lake village of Turva, Node and - Dylon have been inseparable since birth: together, the - young human and the sea tiger learned how to sail the narrow canals, swim - against the current, and survive among the waters. Side by side, they became - the most respected pair of hunters in the village, protecting it from - dangers, delivering letters and messages to nearby settlements, and - obtaining food, medicines, and other resources. -

    - -

    - Everything changed during a particularly long hunting trip, when a ravenous - and overgrown eelfang attacked their group: miraculously escaping the - carnage, the two hunters developed a grudge against the beast, despite the - warning of their old mentor, Stelarcte, and her stern - exhortation to remember the souls of the fallen without bringing further - torment to them. The duo left Turva for many months, trained hard, and - finally faced and killed the beast, exacting their revenge. -

    - -

    - Alas, awaiting their return was a gruesome silence: the village had been - reduced to ashes, destroyed by a migrating lava beast. Node and Dylon came - to a grim realization: a world populated by monsters of such power would - never be safe for humanity, and the only way to save as many lives as - possible was to preemptively hunt down and kill these creatures. None but - them can bear such a burden, but, as always, having each other to rely upon - will be enough. -

    - -
    -

    Details

    - -
    -
    +
    182 W

    Node and Dylon

    Born and raised in the lake village of Turva, Node and Dylon have been inseparable since birth: together, the young human and the sea tiger learned how to sail the narrow canals, swim against the current, and survive among the waters. Side by side, they became the most respected pair of hunters in the village, protecting it from dangers, delivering letters and messages to nearby settlements, and obtaining food, medicines, and other resources.

    Everything changed during a particularly long hunting trip, when a ravenous and overgrown eelfang attacked their group: miraculously escaping the carnage, the two hunters developed a grudge against the beast, despite the warning of their old mentor, Stelarcte, and her stern exhortation to remember the souls of the fallen without bringing further torment to them. The duo left Turva for many months, trained hard, and finally faced and killed the beast, exacting their revenge.

    Alas, awaiting their return was a gruesome silence: the village had been reduced to ashes, destroyed by a migrating lava beast. Node and Dylon came to a grim realization: a world populated by monsters of such power would never be safe for humanity, and the only way to save as many lives as possible was to preemptively hunt down and kill these creatures. None but them can bear such a burden, but, as always, having each other to rely upon will be enough.

    Details

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    44 ANTAGONISTS

    -

    Node and Dylon’s Tactics

    - -

    - Node and Dylon add an environmental effect to every conflict they take part - in, the tide. At the start of the - conflict, the tide is high and it remains so as long as neither of them is - in Crisis; as soon as either of them is in Crisis, the tide becomes low. -

    - -
    -

    Environmental Turns

    -
      -
    1. - First Enemy Turn: Node uses Hunting Horn if he - has enough Mind Points and hasn’t used it so far. Otherwise, he uses - Hunter’s Bow, prioritizing - targets suffering from weak (during high tide) or slow (during low - tide). -
    2. -
    3. - Second Enemy Turn: Dylon uses - Rock Toss against a random target. If he doesn’t have enough - Mind Points he uses Sea Fin against a random target. -
    4. -
    5. - Third Enemy Turn: Node acts again, using - Net Throw against as many random - targets as possible, prioritizing those suffering from weak during high - tide. -
    6. -
    7. - Fourth Enemy Turn: Dylon uses - Coordinated Action, prioritizing enemies suffering from weak. - Node’s free attack (during high tide) targets a random enemy instead. If - Dylon doesn’t have enough Mind Points, he uses - Sea Fin instead, always - prioritizing weak targets. -
    8. -
    -
    - -

    Symbiosis and Shared Resources

    - -
    -

    - Node and Dylon are friends who share every aspect of their lives: for this - reason they have a single pool of - Ultima Points and each can spend - them to Invoke a Trait or Recover; if one spends an Ultima Point to - Escape, both leave the scene safely. -

    -

    - The goal of this rule is to highlight how deep the symbiosis and harmony - of this duo run, creating a stark contrast with the mission they - undertook: they are clearly able to show care and tenderness, but they - decided to discard these feelings when looking at one of their prey. -

    -
    - -

    Tactical Adjustments

    - -
    -

    Initial Conflict (Player Characters)

    -
      -
    • - Mindset: They do not view the Player Characters as - worthy opponents, but rather as naive and headstrong people who don’t - understand the importance of their mission. -
    • -
    • - Ultima Point Usage: They spend Ultima Points to Recover - only when suffering from 3 or more status effects, and they always keep - 1 Ultima Point to Escape as soon as one of them is reduced to 0 Hit - Points (ignore the *I’ll Avenge You!* special rules). -
    • -
    - -

    Subsequent Battles

    -

    - In subsequent battles, however, they consider the PCs a grave danger to - their mission and spend Ultima Points to Invoke a Trait every time they - fail a Check. -

    -
    - -
    - Minor Villain | (5 Ultima Points) | Both Elite
    -
    - + Node and Dylon's Tactics

    44 ANTAGONISTS

    Node and Dylon’s Tactics

    Node and Dylon add an environmental effect to every conflict they take part in, the tide. At the start of the conflict, the tide is high and it remains so as long as neither of them is in Crisis; as soon as either of them is in Crisis, the tide becomes low.

    Environmental Turns

    1. First Enemy Turn: Node uses Hunting Horn if he has enough Mind Points and hasn’t used it so far. Otherwise, he uses Hunter’s Bow, prioritizing targets suffering from weak (during high tide) or slow (during low tide).
    2. Second Enemy Turn: Dylon uses Rock Toss against a random target. If he doesn’t have enough Mind Points he uses Sea Fin against a random target.
    3. Third Enemy Turn: Node acts again, using Net Throw against as many random targets as possible, prioritizing those suffering from weak during high tide.
    4. Fourth Enemy Turn: Dylon uses Coordinated Action, prioritizing enemies suffering from weak. Node’s free attack (during high tide) targets a random enemy instead. If Dylon doesn’t have enough Mind Points, he uses Sea Fin instead, always prioritizing weak targets.

    Symbiosis and Shared Resources

    Node and Dylon are friends who share every aspect of their lives: for this reason they have a single pool of Ultima Points and each can spend them to Invoke a Trait or Recover; if one spends an Ultima Point to Escape, both leave the scene safely.

    The goal of this rule is to highlight how deep the symbiosis and harmony of this duo run, creating a stark contrast with the mission they undertook: they are clearly able to show care and tenderness, but they decided to discard these feelings when looking at one of their prey.

    Tactical Adjustments

    Initial Conflict (Player Characters)

    • Mindset: They do not view the Player Characters as worthy opponents, but rather as naive and headstrong people who don’t understand the importance of their mission.
    • Ultima Point Usage: They spend Ultima Points to Recover only when suffering from 3 or more status effects, and they always keep 1 Ultima Point to Escape as soon as one of them is reduced to 0 Hit Points (ignore the *I’ll Avenge You!* special rules).

    Subsequent Battles

    In subsequent battles, however, they consider the PCs a grave danger to their mission and spend Ultima Points to Invoke a Trait every time they fail a Check.

    Minor Villain | (5 Ultima Points) | Both Elite
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    -

    Node (Elite Character Profile)

    - -

    Basic Attributes

    -
    -
    -

    Core Stats

    -
      -
    • DEX d10
    • -
    • INS d6
    • -
    • MIG d8
    • -
    • WLP d8
    • -
    • HP 120
    • -
    • MP 60
    • -
    • Init. 10
    • -
    -
    - -
    -

    Defense & Equipment

    -
      -
    • DEF +1, M. DEF +1
    • -
    • Equipment: Short bow, travel garb.
    • -
    • Skills: RS d E VU F / RS I VU l t
    • -
    -
    -
    - -

    Attacks and Abilities

    - -

    Basic Attacks

    -
      -
    • - Net Throw
      - (DEX + MIG) +4(HR + 5) physical damage. (Multi: 2) -
    • -
    • - Hunter’s Bow
      - (DEX + DEX) +4(HR + 8) physical damage. -
        -
      • - *Effect:* If the tide is high and the target is suffering from weak, - this attack deals 5 extra damage. -
      • -
      • *Effect:* If the tide is low, the target suffers slow.
      • -
      -
    • -
    - -

    Spells

    -
      -
    • - Hunting Horn
      - 10 × T MP • Up to three creatures • Scene.
      - *Effect:* Until this spell ends, each target gains a +1 bonus to - Accuracy Checks. -
    • -
    - -

    Special Rules & Mechanics

    -
    -
      -
    • - High Tide Style: When the tide is high, Node’s - attacks always treat the target’s Defense as being equal to their - current Might die size. -
    • -
    • - I’ll Avenge You!: When Dylon (see next page) is - reduced to 0 Hit Points, Node recovers from all status effects and - loses all his Vulnerabilities. After that, the tide becomes high - again. -
    • -
    • - Low Tide Speed: When the tide is low, all damage - dealt to Node by creatures suffering from slow is reduced by 5 (before - applying Affinities). -
    • -
    -
    -
    - -
    -

    The Tide and Flow of the Battle

    -

    - Node and Dylon’s special mechanic revolves around the tide: this kind of - additional rule is excellent to add “phases” to a conflict without tying - them to a specific adversary. It’s also an interesting way to add a - back-and-forth pace to the scene, to reveal something about the enemies’ - personality, and to ensure they can’t benefit from all their skills at the - same time, which could make them too overwhelming or frustrating. -

    -

    - The best way to keep track of these effects is a physical reminder, like a - coin to flip or a card to rotate (this last prop can easily represent a - cycle of four phases, for example). -

    -
    - + Character Dossier

    Node (Elite Character Profile)

    Basic Attributes

    Core Stats

    • DEX d10
    • INS d6
    • MIG d8
    • WLP d8
    • HP 120
    • MP 60
    • Init. 10

    Defense & Equipment

    • DEF +1, M. DEF +1
    • Equipment: Short bow, travel garb.
    • Skills: RS d E VU F / RS I VU l t

    Attacks and Abilities

    Basic Attacks

    • Net Throw
      (DEX + MIG) +4(HR + 5) physical damage. (Multi: 2)
    • Hunter’s Bow
      (DEX + DEX) +4(HR + 8) physical damage.
      • *Effect:* If the tide is high and the target is suffering from weak, this attack deals 5 extra damage.
      • *Effect:* If the tide is low, the target suffers slow.

    Spells

    • Hunting Horn
      10 × T MP • Up to three creatures • Scene.
      *Effect:* Until this spell ends, each target gains a +1 bonus to Accuracy Checks.

    Special Rules & Mechanics

    • High Tide Style: When the tide is high, Node’s attacks always treat the target’s Defense as being equal to their current Might die size.
    • I’ll Avenge You!: When Dylon (see next page) is reduced to 0 Hit Points, Node recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
    • Low Tide Speed: When the tide is low, all damage dealt to Node by creatures suffering from slow is reduced by 5 (before applying Affinities).

    The Tide and Flow of the Battle

    Node and Dylon’s special mechanic revolves around the tide: this kind of additional rule is excellent to add “phases” to a conflict without tying them to a specific adversary. It’s also an interesting way to add a back-and-forth pace to the scene, to reveal something about the enemies’ personality, and to ensure they can’t benefit from all their skills at the same time, which could make them too overwhelming or frustrating.

    The best way to keep track of these effects is a physical reminder, like a coin to flip or a card to rotate (this last prop can easily represent a cycle of four phases, for example).

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/186.html b/books/natural-fantasy-atlas/186.html index 0cd0db0..dceffcf 100644 --- a/books/natural-fantasy-atlas/186.html +++ b/books/natural-fantasy-atlas/186.html @@ -1,111 +1 @@ - - - - - - Character Dossier & Reflection - - -
    ANTAGONISTS (Chapter)
    - -

    DYLON PROFILE

    -

    - “We don’t expect gratitude. Nonetheless, we know what must be done.” -

    - -
    -
    DYLON (Elite)
    -
    Level: 10 • Race: BEAST
    -

    - Traits: imposing, protective, seaborn, staunch. -

    -
    - -

    Combat Stats

    -
    - DEX / INS / MIG / WLP / HP: d6 / d8 / d10 / d8 / 140 -
    -
    MP / Init.: 70 MP / 60 Init. 9
    -
    DEF / M. DEF: +2 / +1 p a B
    -

    VU d E RS F VU I RS l t

    -
    - -

    Abilities

    - -

    Basic Attacks

    -
    - Sea Fin -
      -
    • (INS + MIG) +1 attack.
    • -
    • (HR + 5) ice damage.
    • -
    • Condition: If the tide is high, the target suffers weak.
    • -
    • - *Note:* If the tide is low, the target won’t be able to see Node (see - previous page) until Dylon uses Sea Fin again. -
    • -
    -
    - -

    Spells

    -
    - Rock Toss (OO) -
      -
    • - (MIG + WLP) +1 attack, 5 MP cost. One creature target. Instantaneous. -
    • -
    • Dylon deals (HR + 10) earth damage to the target.
    • -
    -
    - -

    Other Actions

    -
    - Coordinated Action (SS) -

    - Dylon can use an action and spend 10 Mind Points to perform a free attack - with Sea Fin, treating the High Roll as 0 when calculating damage. After - this attack is resolved: -

    -
      -
    • - If the tide is high: Node (see previous page) performs a free attack - with Hunter’s Bow, treating the High Roll as 0. -
    • -
    • If the tide is low: Node recovers 10 Hit Points instead.
    • -
    -
    - -

    Special Rules

    -
    -
      -
    • - High Tide Strength: When the tide is high, all damage - dealt by Dylon ignores Resistances. -
    • -
    • - I’ll Avenge You!: When Node (see previous page) is - reduced to 0 Hit Points, Dylon recovers from all status effects and - loses all his Vulnerabilities. After that, the tide becomes high again. -
    • -
    • - Low Tide Tenacity: When the tide is low, Dylon becomes - Resistant to physical damage. -
    • -
    -
    - -
    -

    A Reflection In Two Parts

    -

    - While the T onitranea Rex (see page 176) is a terrible predator that - upsets the ecosystem, Node and Dylon showcase how pain and tragedy might - warp protective instincts into extremism – a preemptive and short-sighted - hunt, fueled by fear rather than understanding. However, the village of - Turva and their mentor cultivated a diametrically opposite philosophy, one - that still endures in the powerful bond between Node and Dylon: it’s not - too late, and the Player Characters might be able to bring those feelings - back to surface before they drown in a sea of bitterness. -

    -
    - -
    - + Character Dossier & Reflection
    ANTAGONISTS (Chapter)

    DYLON PROFILE

    “We don’t expect gratitude. Nonetheless, we know what must be done.”

    DYLON (Elite)
    Level: 10 • Race: BEAST

    Traits: imposing, protective, seaborn, staunch.


    Combat Stats

    DEX / INS / MIG / WLP / HP: d6 / d8 / d10 / d8 / 140
    MP / Init.: 70 MP / 60 Init. 9
    DEF / M. DEF: +2 / +1 p a B

    VU d E RS F VU I RS l t

    Abilities

    Basic Attacks

    Sea Fin
    • (INS + MIG) +1 attack.
    • (HR + 5) ice damage.
    • Condition: If the tide is high, the target suffers weak.
    • *Note:* If the tide is low, the target won’t be able to see Node (see previous page) until Dylon uses Sea Fin again.

    Spells

    Rock Toss (OO)
    • (MIG + WLP) +1 attack, 5 MP cost. One creature target. Instantaneous.
    • Dylon deals (HR + 10) earth damage to the target.

    Other Actions

    Coordinated Action (SS)

    Dylon can use an action and spend 10 Mind Points to perform a free attack with Sea Fin, treating the High Roll as 0 when calculating damage. After this attack is resolved:

    • If the tide is high: Node (see previous page) performs a free attack with Hunter’s Bow, treating the High Roll as 0.
    • If the tide is low: Node recovers 10 Hit Points instead.

    Special Rules

    • High Tide Strength: When the tide is high, all damage dealt by Dylon ignores Resistances.
    • I’ll Avenge You!: When Node (see previous page) is reduced to 0 Hit Points, Dylon recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
    • Low Tide Tenacity: When the tide is low, Dylon becomes Resistant to physical damage.

    A Reflection In Two Parts

    While the T onitranea Rex (see page 176) is a terrible predator that upsets the ecosystem, Node and Dylon showcase how pain and tragedy might warp protective instincts into extremism – a preemptive and short-sighted hunt, fueled by fear rather than understanding. However, the village of Turva and their mentor cultivated a diametrically opposite philosophy, one that still endures in the powerful bond between Node and Dylon: it’s not too late, and the Player Characters might be able to bring those feelings back to surface before they drown in a sea of bitterness.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/187.html b/books/natural-fantasy-atlas/187.html index 661cb58..d8e8d74 100644 --- a/books/natural-fantasy-atlas/187.html +++ b/books/natural-fantasy-atlas/187.html @@ -1,50 +1 @@ - - - - - - Brightvale Chronicle - - -

    The Legend of Brightvale

    - -

    - Legends say that once upon a time, at the foot of a mountain in the - Northlands, there was a village called Brightvale, because of its verdant - territory and favorable climate. The people of the village were united, - kind, welcoming, and loved life above all else – in fact, they were healthy - and very long-lived. -

    - -

    The Shadow of Immortality

    -

    - However, this longevity made every bereavement excruciating: the villagers - would cry and try to comfort each other as the faint light of the - Funerary Lantern guided the procession. Both the living and - the dead only wished to be able to remain with their loved ones forever, and - this is how some souls managed to find a way back, guided by the Lantern - itself. The people thought it was a miracle, unaware of the looming danger: - in order to remain among the living against the natural order of things, - those spirits were consuming the life of their loved ones. -

    - -

    - As more and more people died, just as many spirits joined the village. And - year after year, those souls gradually forgot who they were, until they - became faint presences, attracted like moths to the light of the Lantern. In - the end, they turned into pale flames thirsting for life. -

    - -

    The Transformation

    -

    - Eventually, the spirits overtook the village, and Brightvale itself – now - the epicentre of this warping of the natural order – was reborn as a - terrible serpentine monstrosity that withers everything it touches, - constantly chasing the Lantern that the naive villagers put all their faith - into. -

    - - - + Brightvale Chronicle

    The Legend of Brightvale

    Legends say that once upon a time, at the foot of a mountain in the Northlands, there was a village called Brightvale, because of its verdant territory and favorable climate. The people of the village were united, kind, welcoming, and loved life above all else – in fact, they were healthy and very long-lived.

    The Shadow of Immortality

    However, this longevity made every bereavement excruciating: the villagers would cry and try to comfort each other as the faint light of the Funerary Lantern guided the procession. Both the living and the dead only wished to be able to remain with their loved ones forever, and this is how some souls managed to find a way back, guided by the Lantern itself. The people thought it was a miracle, unaware of the looming danger: in order to remain among the living against the natural order of things, those spirits were consuming the life of their loved ones.

    As more and more people died, just as many spirits joined the village. And year after year, those souls gradually forgot who they were, until they became faint presences, attracted like moths to the light of the Lantern. In the end, they turned into pale flames thirsting for life.

    The Transformation

    Eventually, the spirits overtook the village, and Brightvale itself – now the epicentre of this warping of the natural order – was reborn as a terrible serpentine monstrosity that withers everything it touches, constantly chasing the Lantern that the naive villagers put all their faith into.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/188.html b/books/natural-fantasy-atlas/188.html index a0b479b..3c9c921 100644 --- a/books/natural-fantasy-atlas/188.html +++ b/books/natural-fantasy-atlas/188.html @@ -1,89 +1 @@ - - - - - - Antagonists Tactics - - -

    ANTAGONISTS

    - -
    - Major Villain (10 Ultima Points); - Champion 3 (worth 3 soldiers) -
    - -

    BRIGHTVALE’S TACTICS: PHASE 1

    - -

    - The battle with Brightvale is divided in two parts. During the first, the - heroes have to climb the lengthy Back of Brightvale, trying to reach the - head, while harassed by Will-o-Wisps attracted by their life energy (at the - start of the conflict there are two Will-o-Wisps). -

    - -
    Actions per Round:
    -
      -
    • - On the first enemy turn of each round, the Back of - Brightvale uses Compact Terrain (if it is not in Crisis - or already under its effect). Otherwise, if it has 40 or more Mind Points, - it uses Silent Recall, targeting as many Will-o-Wisps as - possible, making them shoot Pale Flame against random targets. If neither - of these conditions is true, the Back performs the - Guard action instead (be aware that its effect lasts only - until the start of the Back’s next turn in this round). -
    • -
    • - On the second enemy turn, the Back of Brightvale uses - Unstable Ground against two random targets. -
    • -
    • - Then, all Will-o-Wisps present on the scene perform their turns, using - Grave Whispers against a random target, prioritizing - those with the highest current Hit Points. If they lack the Mind Points, - they use Pale Flame against a random target instead. -
    • -
    • - On the last enemy turn of the round, if it has enough - Mind Points, the Back of Brightvale uses Sandy Dive, - otherwise it uses Stolen Strength. -
    • -
    • - At the end of each round, if there are less than two Will-o-Wisps present - on the scene, a new Will-o-Wisp joins the conflict. -
    • -
    - -
    -

    - Note: In this phase, the Back of Brightvale doesn’t use - Ultima Points – from a certain point of view, it hasn’t even noticed the - characters yet. -

    -
    - -

    - When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and - the gargantuan creature plummets to the ground. Now the heroes can move to - the second half of this battle, against the Head of Brightvale and the - Funerary Lantern hanging in front of it (see page 190). -

    - -

    Post-Phase Actions:

    -
      -
    • - We encourage you to give the Player Characters one round of free actions - to catch their breath and get ready for the next part of the battle. -
    • -
    • - The conflict scene does not end and it’s not necessary to roll initiative - again, but all remaining Will-o-Wisps fade away, leaving the scene. -
    • -
    - -

    - — () — -

    - + Antagonists Tactics

    ANTAGONISTS

    Major Villain (10 Ultima Points); Champion 3 (worth 3 soldiers)

    BRIGHTVALE’S TACTICS: PHASE 1

    The battle with Brightvale is divided in two parts. During the first, the heroes have to climb the lengthy Back of Brightvale, trying to reach the head, while harassed by Will-o-Wisps attracted by their life energy (at the start of the conflict there are two Will-o-Wisps).

    Actions per Round:
    • On the first enemy turn of each round, the Back of Brightvale uses Compact Terrain (if it is not in Crisis or already under its effect). Otherwise, if it has 40 or more Mind Points, it uses Silent Recall, targeting as many Will-o-Wisps as possible, making them shoot Pale Flame against random targets. If neither of these conditions is true, the Back performs the Guard action instead (be aware that its effect lasts only until the start of the Back’s next turn in this round).
    • On the second enemy turn, the Back of Brightvale uses Unstable Ground against two random targets.
    • Then, all Will-o-Wisps present on the scene perform their turns, using Grave Whispers against a random target, prioritizing those with the highest current Hit Points. If they lack the Mind Points, they use Pale Flame against a random target instead.
    • On the last enemy turn of the round, if it has enough Mind Points, the Back of Brightvale uses Sandy Dive, otherwise it uses Stolen Strength.
    • At the end of each round, if there are less than two Will-o-Wisps present on the scene, a new Will-o-Wisp joins the conflict.

    Note: In this phase, the Back of Brightvale doesn’t use Ultima Points – from a certain point of view, it hasn’t even noticed the characters yet.

    When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and the gargantuan creature plummets to the ground. Now the heroes can move to the second half of this battle, against the Head of Brightvale and the Funerary Lantern hanging in front of it (see page 190).

    Post-Phase Actions:

    • We encourage you to give the Player Characters one round of free actions to catch their breath and get ready for the next part of the battle.
    • The conflict scene does not end and it’s not necessary to roll initiative again, but all remaining Will-o-Wisps fade away, leaving the scene.

    — () —

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/189.html b/books/natural-fantasy-atlas/189.html index a0e9beb..56c7b79 100644 --- a/books/natural-fantasy-atlas/189.html +++ b/books/natural-fantasy-atlas/189.html @@ -1,100 +1 @@ - - -
    -

    The Back of Brightvale

    -

    - A powerful, ancient location utilized as a source of abilities. -

    - -

    Core Statistics

    -
    -
    DEXd8
    -
    INSd8
    -
    MIGd12
    -
    WLPd6
    -
    - -
    -
    - HP300 -
    -
    - MP150 -
    -
    - Init.11 -
    -
    - -

    Abilities and Actions

    - -

    Basic Attacks

    -
    - M Unstable Terrain -

    - A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR + 10) earth - damage. This attack has multi (2). -

    -
    - -

    Spells

    -
    - Compact Terrain -

    Cost: 5 MP | Type: Self | Scene.

    -

    - Until this spell ends, the Back of Brightvale gains Resistance to physical - damage. This spell ends if the Back goes into Crisis. The Back cannot cast - this spell while in Crisis. -

    -
    -
    - Silent Call -

    - Cost: 10 × T MP | Targets: Up to two creatures | - Nature: Instantaneous. -

    -

    - Each target may perform a free attack with an equipped weapon (or basic - attack if an NPC). If they do, treat the High Roll as 0 when calculating - damage. -

    -
    - -

    Other Actions

    -
    - Sandy Dive -

    - The Back of Brightvale can use an action and spend 20 Mind Points to dive - under the desert sand and suddenly reemerge. If it does, all enemies - present on the scene must perform a Group Check (INS + MIG) with DL 10. - Failure deals 15 earth damage to each enemy seen, and those enemies suffer - **shaken**. -

    -
    -
    - Stolen Strength -

    - The Back of Brightvale can use an action to steal energy from the - shattered souls that surround it. Each Will-o-Wisp on the scene loses 20 - Hit Points; then, the Back of Brightvale recovers 20 Mind Points for each - Will-o-Wisp that lost Hit Points this way. -

    -
    - -

    Special Rules

    -
      -
    • - Construct: The Back of Brightvale is immune to poisoned. -
    • -
    • - Sand and Dust: At the end of each of its turns, if the - Back of Brightvale is in Crisis, it loses 10 Hit Points as its body slowly - falls apart. If it reaches 0 Hit Points this way, all of its enemies - plummet to the ground, suffering 20 physical damage. -
    • -
    • - Without Conscience: The Back of Brightvale is immune to - dazed, enraged and shaken. -
    • -
    -
    +

    The Back of Brightvale

    A powerful, ancient location utilized as a source of abilities.

    Core Statistics

    DEXd8
    INSd8
    MIGd12
    WLPd6
    HP300
    MP150
    Init.11

    Abilities and Actions

    Basic Attacks

    M Unstable Terrain

    A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR + 10) earth damage. This attack has multi (2).

    Spells

    Compact Terrain

    Cost: 5 MP | Type: Self | Scene.

    Until this spell ends, the Back of Brightvale gains Resistance to physical damage. This spell ends if the Back goes into Crisis. The Back cannot cast this spell while in Crisis.

    Silent Call

    Cost: 10 × T MP | Targets: Up to two creatures | Nature: Instantaneous.

    Each target may perform a free attack with an equipped weapon (or basic attack if an NPC). If they do, treat the High Roll as 0 when calculating damage.

    Other Actions

    Sandy Dive

    The Back of Brightvale can use an action and spend 20 Mind Points to dive under the desert sand and suddenly reemerge. If it does, all enemies present on the scene must perform a Group Check (INS + MIG) with DL 10. Failure deals 15 earth damage to each enemy seen, and those enemies suffer **shaken**.

    Stolen Strength

    The Back of Brightvale can use an action to steal energy from the shattered souls that surround it. Each Will-o-Wisp on the scene loses 20 Hit Points; then, the Back of Brightvale recovers 20 Mind Points for each Will-o-Wisp that lost Hit Points this way.

    Special Rules

    • Construct: The Back of Brightvale is immune to poisoned.
    • Sand and Dust: At the end of each of its turns, if the Back of Brightvale is in Crisis, it loses 10 Hit Points as its body slowly falls apart. If it reaches 0 Hit Points this way, all of its enemies plummet to the ground, suffering 20 physical damage.
    • Without Conscience: The Back of Brightvale is immune to dazed, enraged and shaken.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/19.html b/books/natural-fantasy-atlas/19.html index a0560ac..d7e011e 100644 --- a/books/natural-fantasy-atlas/19.html +++ b/books/natural-fantasy-atlas/19.html @@ -1,75 +1 @@ - - - - - - Vertical Worlds: The Abyss Setting - - -

    VERTICAL WORLDS

    - -

    - Some natural fantasy campaigns are characterized by a vertical exploration - of the setting: the story often starts on the surface and develops - underground, but the opposite is also possible. -

    - -

    - For example, the campaign might focus on the long descent into the depths of - a chasm containing a huge variety of ecosystems, or the gradual ascent of a - world tree so vast its branches host entire regions, lakes and colossal - ruins. -

    - -

    - For the sake of brevity, no matter if the story develops toward the top or - the bottom, from this point on this kind of setting is called - “abyss”. -

    - -

    - Although playing Fabula Ultima with an abyss setting isn’t much different - from usual, there are a few adjustments to consider during World Creation - (see Core Rulebook, page 148) and throughout the campaign. -

    - -

    Abyss Setting Considerations

    -
      -
    • - World Creation. The flowchart on page 149 of the Core - Rulebook should be replaced with that on the next page, designed - specifically for this kind of campaign. -
    • -
    • - Origins. The Player Characters’ birthplaces are almost - never visited during this type of campaign, but the Origin Trait can be - invoked as usual. -
    • -
    • - Antagonists. The main Villain is often an environmental - antagonist (see page 174) with a corrupting presence, but they might also - be someone who exploited the group’s curiosity to open the way toward the - heart of the abyss and its treasures. -
    • -
    • - Traveling the abyss. Journeys across a single stratum - follow the normal rules (see Core Rulebook, page 106), but moving between - two adjacent strata requires some kind of connection, like a tower, a - flight of stairs, or a frozen waterfall. In addition to the connections - established during step 5 (see next page), your group might introduce or - discover new passages and shortcuts during the campaign. -
    • -
    • - Safe zones. To ensure that the group has a chance to - rest, buy and sell items, or be rescued in the event of a total Surrender, - make sure to periodically introduce safe havens across the various strata - of the abyss, or include “fast travel” options to and from the main - settlement (ancient elevators or portals are good options). -
    • -
    - -

    - Visit www.fabulaultima.com to download - the abyss sheet for this kind of campaign. -

    - + Vertical Worlds: The Abyss Setting

    VERTICAL WORLDS

    Some natural fantasy campaigns are characterized by a vertical exploration of the setting: the story often starts on the surface and develops underground, but the opposite is also possible.

    For example, the campaign might focus on the long descent into the depths of a chasm containing a huge variety of ecosystems, or the gradual ascent of a world tree so vast its branches host entire regions, lakes and colossal ruins.

    For the sake of brevity, no matter if the story develops toward the top or the bottom, from this point on this kind of setting is called “abyss”.

    Although playing Fabula Ultima with an abyss setting isn’t much different from usual, there are a few adjustments to consider during World Creation (see Core Rulebook, page 148) and throughout the campaign.

    Abyss Setting Considerations

    • World Creation. The flowchart on page 149 of the Core Rulebook should be replaced with that on the next page, designed specifically for this kind of campaign.
    • Origins. The Player Characters’ birthplaces are almost never visited during this type of campaign, but the Origin Trait can be invoked as usual.
    • Antagonists. The main Villain is often an environmental antagonist (see page 174) with a corrupting presence, but they might also be someone who exploited the group’s curiosity to open the way toward the heart of the abyss and its treasures.
    • Traveling the abyss. Journeys across a single stratum follow the normal rules (see Core Rulebook, page 106), but moving between two adjacent strata requires some kind of connection, like a tower, a flight of stairs, or a frozen waterfall. In addition to the connections established during step 5 (see next page), your group might introduce or discover new passages and shortcuts during the campaign.
    • Safe zones. To ensure that the group has a chance to rest, buy and sell items, or be rescued in the event of a total Surrender, make sure to periodically introduce safe havens across the various strata of the abyss, or include “fast travel” options to and from the main settlement (ancient elevators or portals are good options).

    Visit www.fabulaultima.com to download the abyss sheet for this kind of campaign.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/190.html b/books/natural-fantasy-atlas/190.html index f64ae98..32fe614 100644 --- a/books/natural-fantasy-atlas/190.html +++ b/books/natural-fantasy-atlas/190.html @@ -1,113 +1 @@ - - - - - - Will-o-Wisp Profile - - - - -

    WILL-O-WISP

    -

    Lv 20 • UNDEAD

    - -
    -

    - The remains of the inhabitants of Brightvale, the Will-o-Wisps crave the - energy of the living and float around the creature that was once their - home. Traits: empty, faint, incomplete, whispering. -

    -
    - -
    -

    Characteristics & Stats

    - -
    -
    - DEX d12
    - INS d8
    - MIG d6
    - WLP d8
    -

    HP: 70 • MP: 35

    -
    -
    - Init. 9
    -
    DEF +0 / M. DEF +0
    -
    - P RS A VU B RS D IM E RS F RS I VU L VU T IM -
    -
    -
    - -

    Combat Details

    -
    - BASIC ATTACKS
    - M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire damage. -
    - -

    SPELLS

    -
    - Grave Whispers OO • (INS + WLP) +5 • 5 MP • One creature - • Instantaneous. Deals (HR + 15) dark damage to the target. -
    -
    - -
    -

    Special Rules

    -
      -
    • - Embrace the End: As long as there are at least two - Will-o-Wisps on the scene, Grave Whispers deals 5 extra damage. -
    • -
    • - Feeble Flame: When a Will-o-Wisp suffers damage it is - Vulnerable to, it loses all Mind Points and suffers dazed, shaken, slow - and weak. -
    • -
    • Flying: See Core Rulebook, page 307.
    • -
    • - Parasitic Flame: When one or more enemies recover Mind - Points, they regain only half the normal amount and each Will-o-Wisp - recovers 999 Mind Points (if there are two or more Will-o-Wisps on the - scene, this effect triggers only once). -
    • -
    • - Undead: The Will-o-Wisp is immune to poisoned and HP - recovery may harm it (see Core Rulebook, page 305). -
    • -
    -
    - -
    -

    Lore Entry: Undead Adversaries in Natural Fantasy

    -

    - Clinging to life so fiercely that one becomes undead is a classic of the - high fantasy genre: ancient warlocks becoming abominable liches, entire - spectral armies forced by ancient oaths to emerge from their graves, and - so on. Brightvale frames this idea in a natural fantasy context, adding a - touch of horror – the love of a steadfast community turned to unhealthy - attachment and misfortune. This adversary doesn’t have any evil plan or - grand ambitions, it lacks even a real conscience – it’s considered a - Villain because it embodies the villagers’ fear and refusal to accept the - natural order of life. -

    -
    - “Nothing remains of those ancient lands. Only sand, silence and a pale - light far, far away.” -
    -
    - -
    - + Will-o-Wisp Profile

    WILL-O-WISP

    Lv 20 • UNDEAD

    The remains of the inhabitants of Brightvale, the Will-o-Wisps crave the energy of the living and float around the creature that was once their home. Traits: empty, faint, incomplete, whispering.

    Characteristics & Stats

    DEX d12
    INS d8
    MIG d6
    WLP d8

    HP: 70 • MP: 35

    Init. 9
    DEF +0 / M. DEF +0
    P RS A VU B RS D IM E RS F RS I VU L VU T IM

    Combat Details

    BASIC ATTACKS
    M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire damage.

    SPELLS

    Grave Whispers OO • (INS + WLP) +5 • 5 MP • One creature • Instantaneous. Deals (HR + 15) dark damage to the target.

    Special Rules

    • Embrace the End: As long as there are at least two Will-o-Wisps on the scene, Grave Whispers deals 5 extra damage.
    • Feeble Flame: When a Will-o-Wisp suffers damage it is Vulnerable to, it loses all Mind Points and suffers dazed, shaken, slow and weak.
    • Flying: See Core Rulebook, page 307.
    • Parasitic Flame: When one or more enemies recover Mind Points, they regain only half the normal amount and each Will-o-Wisp recovers 999 Mind Points (if there are two or more Will-o-Wisps on the scene, this effect triggers only once).
    • Undead: The Will-o-Wisp is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).

    Lore Entry: Undead Adversaries in Natural Fantasy

    Clinging to life so fiercely that one becomes undead is a classic of the high fantasy genre: ancient warlocks becoming abominable liches, entire spectral armies forced by ancient oaths to emerge from their graves, and so on. Brightvale frames this idea in a natural fantasy context, adding a touch of horror – the love of a steadfast community turned to unhealthy attachment and misfortune. This adversary doesn’t have any evil plan or grand ambitions, it lacks even a real conscience – it’s considered a Villain because it embodies the villagers’ fear and refusal to accept the natural order of life.

    “Nothing remains of those ancient lands. Only sand, silence and a pale light far, far away.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/191.html b/books/natural-fantasy-atlas/191.html index 23a45d5..64d6fee 100644 --- a/books/natural-fantasy-atlas/191.html +++ b/books/natural-fantasy-atlas/191.html @@ -1,117 +1 @@ - - - - - - Document Analysis - - -
    -

    Brightvale’s Tactics (Phase 2)

    - - -

    - W
    BRIGHTVALE’S TACTICS (PHASE 2) -

    -

    - The heroes must now face what is left of the souls of the villagers, still - tied to the world of the living by the pale light of the - Funerary Lantern. -

    - -

    Enemy Turn Sequence

    -
      -
    • - On the first enemy turn of each round, the Head of Brightvale resolves - Unnatural Presence, then uses - Gravesand Jaws against a random target. -
    • -
    • - On the second enemy turn, if it has less than 30 Mind Points, the Head - spends 1 Ultima Point to recover; otherwise, it uses - Dust to Dust against a random target. -
    • -
    • - On the third enemy turn, the Lantern uses - Follow Me… against a PC that is not under its effect - yet, prioritizing those with the highest current Might. If it lacks the - required Mind Points, it uses Dim Light against random - targets. -
    • -
    • - On the fourth enemy turn, if it has enough Mind Points, the Head uses - Ancient Desires; otherwise, it uses - Gravesand Jaws against a random target. -
    • -
    - -

    - In this phase, the Head of Brightvale doesn’t spend Ultima Points as long - as the Lantern is lit – but when it becomes extinguished, the Head spends - them liberally to strike its enemies. -

    - - -
    -

    - FUNERARY LANTERN Lv 20 • CONSTRUCT -

    -

    Traits: ancient, faint, fragile, hypnotic.

    - -
    -
    DEX d8
    -
    INS d8
    -
    MIG d6
    -
    WLP d12
    -
    HP 70
    -
    MP 35
    -
    Init. 8
    -
    - -
    -
    DEF +0
    -
    M. DEF +0
    - -
    p a b
    -
    D VU E RS f I VU L AB T IM
    -
    - -
    -

    BASIC ATTACKS

    -
    - Dim Light • (WLP + WLP) +2 • (HR + 10) light damage. - This attack has multi (2). -
    -
    - -
    -

    SPELLS

    -
    - Follow Me... OO • (INS + WLP) +2 • 10 MP • One - creature.
    - Description: All damage dealt by the target becomes light and - its damage type cannot be changed. After the target takes a turn, this - spell ends. -
    -
    - -
    -

    SPECIAL RULES

    -
    - Construct: The Funerary Lantern is immune to - poisoned. -
    -
    - Quiet in the Dark: When the Funerary Lantern is - reduced to 0 Hit Points, if it was lit, it becomes extinguished and - its current Hit Points become 1. As long as it is extinguished, the - Lantern cannot regain or lose Hit Points, nor perform any actions or - free attacks. -
    -
    -
    - - - -
    - + Document Analysis

    Brightvale’s Tactics (Phase 2)

    W
    BRIGHTVALE’S TACTICS (PHASE 2)

    The heroes must now face what is left of the souls of the villagers, still tied to the world of the living by the pale light of the Funerary Lantern.

    Enemy Turn Sequence

    • On the first enemy turn of each round, the Head of Brightvale resolves Unnatural Presence, then uses Gravesand Jaws against a random target.
    • On the second enemy turn, if it has less than 30 Mind Points, the Head spends 1 Ultima Point to recover; otherwise, it uses Dust to Dust against a random target.
    • On the third enemy turn, the Lantern uses Follow Me… against a PC that is not under its effect yet, prioritizing those with the highest current Might. If it lacks the required Mind Points, it uses Dim Light against random targets.
    • On the fourth enemy turn, if it has enough Mind Points, the Head uses Ancient Desires; otherwise, it uses Gravesand Jaws against a random target.

    In this phase, the Head of Brightvale doesn’t spend Ultima Points as long as the Lantern is lit – but when it becomes extinguished, the Head spends them liberally to strike its enemies.

    FUNERARY LANTERN Lv 20 • CONSTRUCT

    Traits: ancient, faint, fragile, hypnotic.

    DEX d8
    INS d8
    MIG d6
    WLP d12
    HP 70
    MP 35
    Init. 8
    DEF +0
    M. DEF +0
    p a b
    D VU E RS f I VU L AB T IM

    BASIC ATTACKS

    Dim Light • (WLP + WLP) +2 • (HR + 10) light damage. This attack has multi (2).

    SPELLS

    Follow Me... OO • (INS + WLP) +2 • 10 MP • One creature.
    Description: All damage dealt by the target becomes light and its damage type cannot be changed. After the target takes a turn, this spell ends.

    SPECIAL RULES

    Construct: The Funerary Lantern is immune to poisoned.
    Quiet in the Dark: When the Funerary Lantern is reduced to 0 Hit Points, if it was lit, it becomes extinguished and its current Hit Points become 1. As long as it is extinguished, the Lantern cannot regain or lose Hit Points, nor perform any actions or free attacks.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/192.html b/books/natural-fantasy-atlas/192.html index 03c84d0..c405b59 100644 --- a/books/natural-fantasy-atlas/192.html +++ b/books/natural-fantasy-atlas/192.html @@ -1,111 +1 @@ - - Head of Brightvale Stat Block - - -

    The Head of Brightvale

    -

    Classification: Champion (Chapter 3) | Undead

    -

    Level: Lv 20

    -

    Traits: apathetic, empty, hypnotized, quiet.

    - -

    Stats

    -
    -
    DEX d8
    -
    INS d6
    -
    MIG d8
    -
    WLP d12
    -
    - -
    -
    HP: 240
    -
    MP: 120
    -
    Init.: 180
    -
    Initiative: 10
    -
    - -

    Defense

    -
    -
    DEF: +0
    -
    M. DEF: +0
    -
    A/V/U/B/IM: D IM E IM f I VU L VU T IM
    -
    - -

    Attacks & Abilities

    - -

    Basic Attacks

    -
    -

    Gravesand Jaws

    -

    - Calculation: (DEX + MIG) +2 | Damage: (HR - + 10) earth damage. -

    -

    - *If the Funerary Lantern is extinguished, this attack deals 5 extra damage.* -

    -
    - -

    Spells

    -
    -

    Dust to Dust (OO)

    -

    - Cost: (MIG + WLP) +5 | 10 MP | Target: One creature | - Action: Instantaneous. -

    -

    - The Head of Brightvale deals (HR + 20) earth damage to the target, and the - target suffers weak. -

    -
    - -

    Other Actions

    -
    -

    Ancient Desires

    -

    - The Head of Brightvale may use an action and spend 20 Mind Points to choose - one: -

    -
      -
    • - If the Funerary Lantern is extinguished, it becomes lit and regains 35 Hit - Points. -
    • -
    • - If the Funerary Lantern is lit, it recovers 35 Hit Points and performs a - free attack using Dim Light. -
    • -
    -
    - -

    Special Rules

    -
      -
    • - Desperation: When the Head of Brightvale loses Hit Points - from a recovery effect because of the Undead rule, if the Funerary Lantern - is extinguished, the Head loses an amount of Hit Points equal to those it - would have recovered (instead of half). -
    • -
    • - Life Craving: After a Player Character spends a Fabula - Point to Invoke a Trait, if the Funerary Lantern is lit, the Head of - Brightvale recovers 10 Hit Points and that PC becomes - feeble until the Lantern is - extinguished. A feeble PC cannot invoke their Traits. -
    • -
    • - Symbol of Attachment: As long as the Funerary Lantern is - lit, the current Hit Points of the Head of Brightvale cannot be lower than - 1. -
    • -
    • - Undead: The Head of Brightvale is immune to poisoned and HP - recovery may harm it (see Core Rulebook, page 305). -
    • -
    • - Unnatural Presence: At the start of each of the Head of - Brightvale’s first turn during each round, if no Player Character is - suffering from shaken and the Funerary Lantern is lit, all Player Characters - on the scene become shaken. -
    • -
    + Head of Brightvale Stat Block

    The Head of Brightvale

    Classification: Champion (Chapter 3) | Undead

    Level: Lv 20

    Traits: apathetic, empty, hypnotized, quiet.

    Stats

    DEX d8
    INS d6
    MIG d8
    WLP d12
    HP: 240
    MP: 120
    Init.: 180
    Initiative: 10

    Defense

    DEF: +0
    M. DEF: +0
    A/V/U/B/IM: D IM E IM f I VU L VU T IM

    Attacks & Abilities

    Basic Attacks

    Gravesand Jaws

    Calculation: (DEX + MIG) +2 | Damage: (HR + 10) earth damage.

    *If the Funerary Lantern is extinguished, this attack deals 5 extra damage.*

    Spells

    Dust to Dust (OO)

    Cost: (MIG + WLP) +5 | 10 MP | Target: One creature | Action: Instantaneous.

    The Head of Brightvale deals (HR + 20) earth damage to the target, and the target suffers weak.

    Other Actions

    Ancient Desires

    The Head of Brightvale may use an action and spend 20 Mind Points to choose one:

    • If the Funerary Lantern is extinguished, it becomes lit and regains 35 Hit Points.
    • If the Funerary Lantern is lit, it recovers 35 Hit Points and performs a free attack using Dim Light.

    Special Rules

    • Desperation: When the Head of Brightvale loses Hit Points from a recovery effect because of the Undead rule, if the Funerary Lantern is extinguished, the Head loses an amount of Hit Points equal to those it would have recovered (instead of half).
    • Life Craving: After a Player Character spends a Fabula Point to Invoke a Trait, if the Funerary Lantern is lit, the Head of Brightvale recovers 10 Hit Points and that PC becomes feeble until the Lantern is extinguished. A feeble PC cannot invoke their Traits.
    • Symbol of Attachment: As long as the Funerary Lantern is lit, the current Hit Points of the Head of Brightvale cannot be lower than 1.
    • Undead: The Head of Brightvale is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).
    • Unnatural Presence: At the start of each of the Head of Brightvale’s first turn during each round, if no Player Character is suffering from shaken and the Funerary Lantern is lit, all Player Characters on the scene become shaken.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/193.html b/books/natural-fantasy-atlas/193.html index 4f73500..b417575 100644 --- a/books/natural-fantasy-atlas/193.html +++ b/books/natural-fantasy-atlas/193.html @@ -1,52 +1 @@ - - - - - - Titania, Queen of Fairies - - -
    -

    Titania, Queen of Fairies

    - -
    -

    - Many legends tell how dangerous it is to strike a deal with fairies, the - ancient beings who rule the woods of the shire. And with good reason. - It’s not their cunning, nor their knack of twisting every word to their - own desires that makes them so fearsome; no, their most terrible weapon - is time itself. -

    -

    - Mortals age and die, and their descendants often forget the ancient - oaths or turn them into mere tales. But the fairy beings are untouched - by the flow of the years and, if someone denies them their due, their - fury is inextinguishable. -

    -
    - -
    -

    The Pact of Frosthill

    -

    - The villagers of Frosthill struck one such deal with - Titania, the Queen of Fairies: every year, the Queen would grant - plentiful crops and peaceful pastures but, in exchange, the inhabitants - had to gift them three seeds from their favorite peach tree. -

    -

    - For three generations the villagers kept their word, but gradually - forgot the true meaning of the ceremony, until they eventually - disregarded it completely. And so the fury of the Queen struck them - down, causing the flora of the same fields and pastures they had - nurtured for years to grow beyond measure. This created a gigantic plant - maze that has held the inhabitants hostage ever since, for the amusement - of the fairy court. It’s a magical domain, where day, night, and climate - answer to Queen’s every whim. -

    -
    - - -
    - + Titania, Queen of Fairies

    Titania, Queen of Fairies

    Many legends tell how dangerous it is to strike a deal with fairies, the ancient beings who rule the woods of the shire. And with good reason. It’s not their cunning, nor their knack of twisting every word to their own desires that makes them so fearsome; no, their most terrible weapon is time itself.

    Mortals age and die, and their descendants often forget the ancient oaths or turn them into mere tales. But the fairy beings are untouched by the flow of the years and, if someone denies them their due, their fury is inextinguishable.

    The Pact of Frosthill

    The villagers of Frosthill struck one such deal with Titania, the Queen of Fairies: every year, the Queen would grant plentiful crops and peaceful pastures but, in exchange, the inhabitants had to gift them three seeds from their favorite peach tree.

    For three generations the villagers kept their word, but gradually forgot the true meaning of the ceremony, until they eventually disregarded it completely. And so the fury of the Queen struck them down, causing the flora of the same fields and pastures they had nurtured for years to grow beyond measure. This created a gigantic plant maze that has held the inhabitants hostage ever since, for the amusement of the fairy court. It’s a magical domain, where day, night, and climate answer to Queen’s every whim.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/194.html b/books/natural-fantasy-atlas/194.html index c2073e6..dc7dcb8 100644 --- a/books/natural-fantasy-atlas/194.html +++ b/books/natural-fantasy-atlas/194.html @@ -1,115 +1 @@ - - - - - - The Queen of Fairies - Antagonists - - - -
    193
    -

    ANTAGONISTS

    -

    THE QUEEN OF FAIRIES

    - -

    - Titania is an atypical antagonist who might assume one of two symmetrical - forms, the Queen of Midday or the Queen of Midnight, alongside their - corresponding mischievous court. -

    - -
    -

    Form Changes and Rules:

    -
      -
    • - If the characters challenge Titania, the fae monarch enters the fray as - the Queen of Midday, accompanied by two Sun Poppies. -
    • -
    • - When reduced to 0 Hit Points in either form, Titania uses the Dawn or - Dusk special rule (see upcoming pages) to assume their opposite form. -
    • -
    • - After each shift, Titania is considered a new creature in terms of - rules, with full Hit Points and Mind Points, and no lingering status - effects. Any and all spells that affected the other form end, and any - symbol (see High Fantasy Atlas, page 148) is removed. It’s possible to - steal from them twice using Soul Steal (see Core Rulebook, page 203), - once per form. -
    • -
    - -

    - From the perspective of Titania and their court, our heroes are a form of - entertainment, so a sacrifice is not available in this conflict, but it is - possible to perform some deeds to gain the favor of the court (the amount - of favor granted is shown in brackets in the list below). The Game Master - has to reveal this information as soon as someone fulfills a deed but the - full list must be kept secret. Each deed provides favor only once. -

    - -

    - Deeds to Gain Favor (Favor gained is in brackets): -

    -
      -
    • - Combo Breaker (+1). Titania cannot perform any action - during their turn. -
    • -
    • - Fourth Wall (+1). A Player (yes, a Player, not a - character!) makes Titania laugh. -
    • -
    • - Inconceivable! (+1). A PC wins an Opposed Check where - Titania uses the bonus of Aspect of the Queen or - Aspect of the Huntress. -
    • -
    • - Insubordination (+1). A character with the Outcast - Fairy Quirk (see page 125) causes one of Titania’s forms to enter - Crisis. -
    • -
    • - Look Out, My Queen! (+1). A character uses the Protect - Skill (see Core Rulebook, page 197) to shield Titania from danger. -
    • -
    • - One Hundred to Zero (+1). A PC reduces an enemy from - maximum HP to 0 HP. -
    • -
    • - To Persist is Human (+1). Titania has used both Weird - Mind and Eternal Body. -
    • -
    • - What a Boom! (+1). A PC brings two or more enemies to 0 - HP in a single turn. -
    • -
    • - Planned Defeat (+2). One Player Character surrenders. -
    • -
    • - Spirit of the Underdog (+2). Titania has reached 0 Hit - Points once in each form. -
    • -
    - -

    - If the PCs accumulate 6 or more favor, Titania loses all their Ultima - Points and the conflict ends: the Queen is now willing to negotiate with - the group. -

    -
    - - -
    -
    - Major Villain -
    (10 Ultima Points); Variable rank (see below) -
    -
    - VS. -
    -
    -
    - + The Queen of Fairies - Antagonists
    193

    ANTAGONISTS

    THE QUEEN OF FAIRIES

    Titania is an atypical antagonist who might assume one of two symmetrical forms, the Queen of Midday or the Queen of Midnight, alongside their corresponding mischievous court.

    Form Changes and Rules:

    • If the characters challenge Titania, the fae monarch enters the fray as the Queen of Midday, accompanied by two Sun Poppies.
    • When reduced to 0 Hit Points in either form, Titania uses the Dawn or Dusk special rule (see upcoming pages) to assume their opposite form.
    • After each shift, Titania is considered a new creature in terms of rules, with full Hit Points and Mind Points, and no lingering status effects. Any and all spells that affected the other form end, and any symbol (see High Fantasy Atlas, page 148) is removed. It’s possible to steal from them twice using Soul Steal (see Core Rulebook, page 203), once per form.

    From the perspective of Titania and their court, our heroes are a form of entertainment, so a sacrifice is not available in this conflict, but it is possible to perform some deeds to gain the favor of the court (the amount of favor granted is shown in brackets in the list below). The Game Master has to reveal this information as soon as someone fulfills a deed but the full list must be kept secret. Each deed provides favor only once.

    Deeds to Gain Favor (Favor gained is in brackets):

    • Combo Breaker (+1). Titania cannot perform any action during their turn.
    • Fourth Wall (+1). A Player (yes, a Player, not a character!) makes Titania laugh.
    • Inconceivable! (+1). A PC wins an Opposed Check where Titania uses the bonus of Aspect of the Queen or Aspect of the Huntress.
    • Insubordination (+1). A character with the Outcast Fairy Quirk (see page 125) causes one of Titania’s forms to enter Crisis.
    • Look Out, My Queen! (+1). A character uses the Protect Skill (see Core Rulebook, page 197) to shield Titania from danger.
    • One Hundred to Zero (+1). A PC reduces an enemy from maximum HP to 0 HP.
    • To Persist is Human (+1). Titania has used both Weird Mind and Eternal Body.
    • What a Boom! (+1). A PC brings two or more enemies to 0 HP in a single turn.
    • Planned Defeat (+2). One Player Character surrenders.
    • Spirit of the Underdog (+2). Titania has reached 0 Hit Points once in each form.

    If the PCs accumulate 6 or more favor, Titania loses all their Ultima Points and the conflict ends: the Queen is now willing to negotiate with the group.

    Major Villain
    (10 Ultima Points); Variable rank (see below)
    VS.
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    Queen of Midday

    - -
    -

    Queen of Midday

    -

    - (Champion 3) Lv 30 • ELEMENTAL -

    -

    Traits: ethereal, fickle, gracious, shimmering.

    - -

    Statistics

    -
    -
    - DEX - d8 -
    -
    - INS - d10 -
    -
    - MIG - d8 -
    -
    - WLP - d8 -
    -
    - -
    -
    - HP - 300 -
    -
    - MP - 150 -
    -
    - Init. / Def. - 160 / +1 -
    -
    - -

    Combat Details

    -
    -
    MP Capacity:
    -
    12
    -
    - DEF: +1 | - M. DEF: +2 | - PRS: A IM b D VU E VU F IM I VU L - AB T IM -
    -
    -
    - -
    -

    Basic Attacks

    -
      -
    • - Royal Fan (DEX + INS) +3 - • (HR + 10) air damage and the target suffers slow. -
    • -
    -
    - -
    -

    Spells

    -
      -
    • - Solar Mantle - [Requires OO] -

      - (INS + WLP) +3 • 10 × T MP • Up to three creatures • - Instantaneous. -

      -

      - Titania deals (HR + 20) light damage to each target. -

      -
    • -
    -
    - -
    -

    Other Actions

    -
      -
    • - Fairy Decree -
      - [Free Action] - Titania may use an action to impose one of the following decrees, ending - any previous one; after that, they perform a free attack with Royal Fan - against a random target. -
        -
      • - Season of the Opposites: When an enemy performs a - Check (but not Open or Opposed), they succeed if the Result is lower - than the Difficulty Level, instead of equal or higher. -
      • -
      • - Mirror Mirror: When an enemy has to choose one or - more targets for an effect, they have to do so randomly among the - eligible targets. -
      • -
      • - Law of the Fairies: When an enemy performs an - Opposed Check, the Queen chooses which Attributes they use. -
      • -
      -
      -
    • -
    • - Radiant Bloom - [Spend 20 Mind Points] -

      - Titania may use an action and spend 20 Mind Points to make all Sun - Poppies (see next page) bloom. If no Sun Poppy is present, a new one - enters the conflict and immediately blooms. -

      -
    • -
    -
    - -
    -

    Special Rules

    -
      -
    • - Aspect of the Queen: Titania gains +3 to all Opposed - Checks concerning fairies or diplomacy. -
    • -
    • - Dusk: When Titania is reduced to 0 Hit Points in her - Queen of Midday form, she must spend 1 Ultima Point to call forth the - night. She and any remaining Sun Poppies leave the conflict. At the end of - the current round, she returns as the Queen of Midnight accompanied by two - Moon Orchids (see page 197). If they have no Ultima Points left, Titania - surrenders. -
    • -
    • Elemental: Titania is immune to poisoned.
    • -
    • - Weird Mind: At the start of each of her turns, if she is - suffering from dazed and/or shaken, she recovers from these status effects - and regains 10 Mind Points. -
    • -
    -
    +

    Queen of Midday

    Queen of Midday

    (Champion 3) Lv 30 • ELEMENTAL

    Traits: ethereal, fickle, gracious, shimmering.

    Statistics

    DEX d8
    INS d10
    MIG d8
    WLP d8
    HP 300
    MP 150
    Init. / Def. 160 / +1

    Combat Details

    MP Capacity:
    12
    DEF: +1 | M. DEF: +2 | PRS: A IM b D VU E VU F IM I VU L AB T IM

    Basic Attacks

    • Royal Fan (DEX + INS) +3 • (HR + 10) air damage and the target suffers slow.

    Spells

    • Solar Mantle [Requires OO]

      (INS + WLP) +3 • 10 × T MP • Up to three creatures • Instantaneous.

      Titania deals (HR + 20) light damage to each target.

    Other Actions

    • Fairy Decree
      [Free Action] Titania may use an action to impose one of the following decrees, ending any previous one; after that, they perform a free attack with Royal Fan against a random target.
      • Season of the Opposites: When an enemy performs a Check (but not Open or Opposed), they succeed if the Result is lower than the Difficulty Level, instead of equal or higher.
      • Mirror Mirror: When an enemy has to choose one or more targets for an effect, they have to do so randomly among the eligible targets.
      • Law of the Fairies: When an enemy performs an Opposed Check, the Queen chooses which Attributes they use.
    • Radiant Bloom [Spend 20 Mind Points]

      Titania may use an action and spend 20 Mind Points to make all Sun Poppies (see next page) bloom. If no Sun Poppy is present, a new one enters the conflict and immediately blooms.

    Special Rules

    • Aspect of the Queen: Titania gains +3 to all Opposed Checks concerning fairies or diplomacy.
    • Dusk: When Titania is reduced to 0 Hit Points in her Queen of Midday form, she must spend 1 Ultima Point to call forth the night. She and any remaining Sun Poppies leave the conflict. At the end of the current round, she returns as the Queen of Midnight accompanied by two Moon Orchids (see page 197). If they have no Ultima Points left, Titania surrenders.
    • Elemental: Titania is immune to poisoned.
    • Weird Mind: At the start of each of her turns, if she is suffering from dazed and/or shaken, she recovers from these status effects and regains 10 Mind Points.
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    -
    -

    SUN POPPY

    -

    Lv 30 • ELEMENTAL

    -
    - -
    -

    - Lazy fairies with the form of multicolored flowers, who blissfully bask in - the presence of their radiant Queen. -

    -

    Traits: ephemeral, lazy, multicolored, shining.

    -
    - -

    Statistics

    -
    - -

    - DEX d8 | INS d10 | - MIG d8 | WLP d8 -

    -

    - HP: 100 • MP: 50 | - Init. 9 -

    -

    - DEF +1 M. DEF +2 p A RS b D VU e F RS I VU L IM T IM -

    -
    - -

    Actions and Abilities

    - -

    Basic Attacks

    -
    -

    Diurnal Caress

    -

    - (DEX + WLP) +6 • (HR + 10) light damage. The next time the target suffers - light damage during this round, they suffer 5 extra damage. -

    -
    - -

    Other Actions

    -
    -

    Sweet Oblivion

    -

    - The Sun Poppy may use an action to drain enemies of their strength. Each - enemy the Sun Poppy can see loses 20 Mind Points. -

    -
    - -

    Special Rules

    -
      -
    • Elemental: The Sun Poppy is immune to poisoned.
    • -
    • - Energized Awakening: When the Sun Poppy is reduced to 0 - Hit Points, all enemies present on the scene regain 30 Mind Points. -
    • -
    • - Kissed by the Sun: As long as she is in bloom and Titania - is not in Crisis, the Sun Poppy loses her Vulnerabilities to ice and dark - damage. -
    • -
    • - Withering Heat: After the Sun Poppy loses Hit Points due - to damage of a type she is Vulnerable to, or loses any amount of Mind - Points, if she is in bloom, she stops being in bloom. -
    • -
    - -
    - -
    -

    TITANIA, QUEEN OF MIDDAY’S TACTICS

    - -
      -
    • - On the first enemy turn of the round, Titania uses - Fairy Decree to impose one of their decrees, in cyclical order: Season - of the Opposites, Mirror Mirror, Law of the Fairies, then Season of the - Opposites again and so on. -
    • -
    • - On the second enemy turn, if they have enough Mind - Points, Titania uses Radiant Bloom, otherwise they attack a random - target with Royal Fan. -
    • -
    • - Next, all Sun Poppies perform their turns. The first - (if present) uses Sweet Oblivion, the second (if present) uses Diurnal - Caress against a random target. -
    • -
    • - On the final enemy turn, Titania uses Solar Mantle on - as many enemies as possible. If they have less than 10 Mind Points, they - spend 1 Ultima Point to Recover instead. -
    • -
    -
    - -
    -

    - “Evil? Me? Nonsense. I was simply denied what was agreed upon.” -

    -
    - -
    -
    +

    SUN POPPY

    Lv 30 • ELEMENTAL

    Lazy fairies with the form of multicolored flowers, who blissfully bask in the presence of their radiant Queen.

    Traits: ephemeral, lazy, multicolored, shining.

    Statistics

    DEX d8 | INS d10 | MIG d8 | WLP d8

    HP: 100 • MP: 50 | Init. 9

    DEF +1 M. DEF +2 p A RS b D VU e F RS I VU L IM T IM

    Actions and Abilities

    Basic Attacks

    Diurnal Caress

    (DEX + WLP) +6 • (HR + 10) light damage. The next time the target suffers light damage during this round, they suffer 5 extra damage.

    Other Actions

    Sweet Oblivion

    The Sun Poppy may use an action to drain enemies of their strength. Each enemy the Sun Poppy can see loses 20 Mind Points.

    Special Rules

    • Elemental: The Sun Poppy is immune to poisoned.
    • Energized Awakening: When the Sun Poppy is reduced to 0 Hit Points, all enemies present on the scene regain 30 Mind Points.
    • Kissed by the Sun: As long as she is in bloom and Titania is not in Crisis, the Sun Poppy loses her Vulnerabilities to ice and dark damage.
    • Withering Heat: After the Sun Poppy loses Hit Points due to damage of a type she is Vulnerable to, or loses any amount of Mind Points, if she is in bloom, she stops being in bloom.

    TITANIA, QUEEN OF MIDDAY’S TACTICS

    • On the first enemy turn of the round, Titania uses Fairy Decree to impose one of their decrees, in cyclical order: Season of the Opposites, Mirror Mirror, Law of the Fairies, then Season of the Opposites again and so on.
    • On the second enemy turn, if they have enough Mind Points, Titania uses Radiant Bloom, otherwise they attack a random target with Royal Fan.
    • Next, all Sun Poppies perform their turns. The first (if present) uses Sweet Oblivion, the second (if present) uses Diurnal Caress against a random target.
    • On the final enemy turn, Titania uses Solar Mantle on as many enemies as possible. If they have less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.

    “Evil? Me? Nonsense. I was simply denied what was agreed upon.”

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/197.html b/books/natural-fantasy-atlas/197.html index 84555f8..557d263 100644 --- a/books/natural-fantasy-atlas/197.html +++ b/books/natural-fantasy-atlas/197.html @@ -1,111 +1 @@ - - - - - - Character Profile: Queen of Midnight - - -

    Queen of Midnight

    -

    - **Champion Tier 3 • Elemental Traits:** brutal, merciless, mercurial, regal. -

    - -

    Attributes & Stats

    -
    -
    - DEX: d10 INS: d8 - MIG: d8 WLP: d8 -
    -
    - HP: 300 MP: 150 - Initiative: 160 -
    -
    - DEF/M. DEF: +0 / +0
    - PRS A VU b D AB E IM F VU I IM L VU T IM: - (Placeholder for complex stats) -
    -
    - -

    Basic Attacks

    -
      -
    • - Fairy Arrow • (DEX + MIG) +3 • Deals (HR + 15) ice - damage. -
    • -
    - -

    Spells & Abilities

    -
    -

    Lunar Blanket (Spell)

    -
      -
    • - Type: Instantaneous
      - Cost: 10 MP • (INS + MIG) +3 -
      - Effect: Titania deals (HR + 20) dark damage to the - target, and the target suffers weak. -
    • -
    - -

    Other Actions

    -
      -
    • - Gaunt Bloom - (Action/Passive)
      - Titania may use an action and spend 20 Mind Points to make all Moon - Orchids (see next page) bloom. If there is no Moon Orchid present on the - scene, a new one enters the conflict and immediately blooms. -
    • -
    • - Wild Hunt - (Action)
      - Titania may use an action to declare one of the following hunts, ending - the effects of any previous one; after that, they perform a free attack - with Fairy Arrow against a random target. -
        -
      • - Hound the Prey: Titania and the Moon Orchids (see - next page) deal 5 extra damage against weak targets. -
      • -
      • - Gathering Horn: Titania chooses a Moon Orchid (see - next page) present on the scene, who performs his turn immediately - after Titania’s this round (following the tactics on next page). -
      • -
      • - Thrill of the Hunt: The next time a source deals - damage to Titania and/or one or more Moon Orchids, that source deals - no damage instead. -
      • -
      -
    • -
    -
    - -

    Special Rules

    -
    -
      -
    • - Aspect of the Huntress: Titania gains +3 to all Opposed - Checks concerning swiftness, accuracy or giving chase. -
    • -
    • - Dawn: When Titania is reduced to 0 Hit Points in the - Queen of Midnight form, they have to spend 1 Ultima Point to call forth - the day. In doing so, Titania and any remaining Moon Orchids (see next - page) leave the conflict. At the end of the current round, Titania - returns to the conflict as the Queen of Midday accompanied by two Sun - Poppies (see page 195). If they have no Ultima Points left, Titania - surrenders. -
    • -
    • Elemental: Titania is immune to poisoned.
    • -
    • - Eternal Body: At the start of each of their turns, if - Titania is suffering from slow and/or weak, they recover from these - status effects and regain 10 Mind Points. -
    • -
    -
    - + Character Profile: Queen of Midnight

    Queen of Midnight

    **Champion Tier 3 • Elemental Traits:** brutal, merciless, mercurial, regal.

    Attributes & Stats

    DEX: d10 INS: d8 MIG: d8 WLP: d8
    HP: 300 MP: 150 Initiative: 160
    DEF/M. DEF: +0 / +0
    PRS A VU b D AB E IM F VU I IM L VU T IM: (Placeholder for complex stats)

    Basic Attacks

    • Fairy Arrow • (DEX + MIG) +3 • Deals (HR + 15) ice damage.

    Spells & Abilities

    Lunar Blanket (Spell)

    • Type: Instantaneous
      Cost: 10 MP • (INS + MIG) +3
      Effect: Titania deals (HR + 20) dark damage to the target, and the target suffers weak.

    Other Actions

    • Gaunt Bloom (Action/Passive)
      Titania may use an action and spend 20 Mind Points to make all Moon Orchids (see next page) bloom. If there is no Moon Orchid present on the scene, a new one enters the conflict and immediately blooms.
    • Wild Hunt (Action)
      Titania may use an action to declare one of the following hunts, ending the effects of any previous one; after that, they perform a free attack with Fairy Arrow against a random target.
      • Hound the Prey: Titania and the Moon Orchids (see next page) deal 5 extra damage against weak targets.
      • Gathering Horn: Titania chooses a Moon Orchid (see next page) present on the scene, who performs his turn immediately after Titania’s this round (following the tactics on next page).
      • Thrill of the Hunt: The next time a source deals damage to Titania and/or one or more Moon Orchids, that source deals no damage instead.

    Special Rules

    • Aspect of the Huntress: Titania gains +3 to all Opposed Checks concerning swiftness, accuracy or giving chase.
    • Dawn: When Titania is reduced to 0 Hit Points in the Queen of Midnight form, they have to spend 1 Ultima Point to call forth the day. In doing so, Titania and any remaining Moon Orchids (see next page) leave the conflict. At the end of the current round, Titania returns to the conflict as the Queen of Midday accompanied by two Sun Poppies (see page 195). If they have no Ultima Points left, Titania surrenders.
    • Elemental: Titania is immune to poisoned.
    • Eternal Body: At the start of each of their turns, if Titania is suffering from slow and/or weak, they recover from these status effects and regain 10 Mind Points.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/198.html b/books/natural-fantasy-atlas/198.html index d63b19d..a70a847 100644 --- a/books/natural-fantasy-atlas/198.html +++ b/books/natural-fantasy-atlas/198.html @@ -1,121 +1 @@ - - - - - - Character Profile Sheet - - -
    -

    MOON ORCHID

    -

    Level 30 • ELEMENTAL

    -

    - Fierce and devout fairies in the shape of delicate flowers. They use their - razor-sharp petals to hunt the prey chosen by the Queen. -

    -

    Traits: ephemeral, frantic, lethal, pure.

    -
    - -

    Stats & Attributes

    -
    -
    -
    - Core Stats -
      -
    • DEX d10
    • -
    • INS d8
    • -
    • MIG d8
    • -
    • WLP d8
    • -
    • HP: 100
    • -
    • MP: 50
    • -
    • Init: 9
    • -
    -
    -
    - Defensive/Offensive Stats -
      -
    • DEF: +2
    • -
    • M. DEF: +1
    • -
    • - p A V U b D I M E R S f I R S L V U T IM (This - appears to be an acronym key) -
    • -
    • BASIC ATTACKS (See details below)
    • -
    -
    -
    -
    - -
    -

    Abilities & Actions

    - -

    ⚔️ Basic Attacks

    -
      -
    • - Nocturnal Laceration: (DEX + MIG) +6 • (HR + 10) dark - damage. If the Moon Orchid is in bloom, this attack deals 5 extra - damage. -
    • -
    - -

    ✨ Other Actions

    -
      -
    • - SS Rude Awakening: The Moon Orchid may use an action - and spend 20 Mind Points to deal 10 dark damage to every enemy he can - see. -
    • -
    - -

    🌿 Special Rules

    -
      -
    • - Elemental: The Moon Orchid is immune to poisoned. -
    • -
    • - Ephemeral Beauty: As long as he is in bloom, the Moon - Orchid becomes Vulnerable to physical damage. -
    • -
    • - Fragile Frost: After the Moon Orchid loses Hit Points - due to damage of a type he is Vulnerable to, or loses any amount of Mind - Points, if he is in bloom, he stops being in bloom. -
    • -
    • - Moon Kiss: As long as at least one Moon Orchid is in - bloom, Titania loses their Vulnerabilities to fire and light damage. -
    • -
    -
    - -
    -

    👑 TITANIA, QUEEN OF MIDNIGHT’S TACTICS

    -
      -
    • - On the first enemy turn of each round, Titania uses Wild Hunt to declare - one of their hunts, in cyclical order: Hound the Prey, Gathering Horn, - Thrill of the Hunt, then Hound the Prey again and so on. -
    • -
    • - On the second enemy turn, if they have enough Mind Points, Titania uses - Gaunt Bloom, otherwise they attack a random target with Fairy Arrow. -
    • -
    • - Next, all Moon Orchids perform their turns. The first (if present) uses - Rude Awakening, the second (if present) uses Nocturnal Laceration - against a random target. -
    • -
    • - On the final enemy turn, Titania uses Lunar Blanket on as many targets - as possible. If the Queen has less than 10 Mind Points, they spend 1 - Ultima Point to Recover instead. -
    • -
    -
    - - - + Character Profile Sheet

    MOON ORCHID

    Level 30 • ELEMENTAL

    Fierce and devout fairies in the shape of delicate flowers. They use their razor-sharp petals to hunt the prey chosen by the Queen.

    Traits: ephemeral, frantic, lethal, pure.

    Stats & Attributes

    Core Stats
    • DEX d10
    • INS d8
    • MIG d8
    • WLP d8
    • HP: 100
    • MP: 50
    • Init: 9
    Defensive/Offensive Stats
    • DEF: +2
    • M. DEF: +1
    • p A V U b D I M E R S f I R S L V U T IM (This appears to be an acronym key)
    • BASIC ATTACKS (See details below)

    Abilities & Actions

    ⚔️ Basic Attacks

    • Nocturnal Laceration: (DEX + MIG) +6 • (HR + 10) dark damage. If the Moon Orchid is in bloom, this attack deals 5 extra damage.

    ✨ Other Actions

    • SS Rude Awakening: The Moon Orchid may use an action and spend 20 Mind Points to deal 10 dark damage to every enemy he can see.

    🌿 Special Rules

    • Elemental: The Moon Orchid is immune to poisoned.
    • Ephemeral Beauty: As long as he is in bloom, the Moon Orchid becomes Vulnerable to physical damage.
    • Fragile Frost: After the Moon Orchid loses Hit Points due to damage of a type he is Vulnerable to, or loses any amount of Mind Points, if he is in bloom, he stops being in bloom.
    • Moon Kiss: As long as at least one Moon Orchid is in bloom, Titania loses their Vulnerabilities to fire and light damage.

    👑 TITANIA, QUEEN OF MIDNIGHT’S TACTICS

    • On the first enemy turn of each round, Titania uses Wild Hunt to declare one of their hunts, in cyclical order: Hound the Prey, Gathering Horn, Thrill of the Hunt, then Hound the Prey again and so on.
    • On the second enemy turn, if they have enough Mind Points, Titania uses Gaunt Bloom, otherwise they attack a random target with Fairy Arrow.
    • Next, all Moon Orchids perform their turns. The first (if present) uses Rude Awakening, the second (if present) uses Nocturnal Laceration against a random target.
    • On the final enemy turn, Titania uses Lunar Blanket on as many targets as possible. If the Queen has less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/199.html b/books/natural-fantasy-atlas/199.html index 1d23d1a..18779fd 100644 --- a/books/natural-fantasy-atlas/199.html +++ b/books/natural-fantasy-atlas/199.html @@ -1,68 +1 @@ - - - - - - The Chronicles of Eldgren - - -

    The Awakening of Eldgren

    - -

    - Millennia ago, the great forest of **Eldgren** gracefully welcomed those who - proved themselves worthy of its favor. After overcoming the tests imposed by - the guardian spirits, worthy mortals received the great tree’s blessings—so - that entities dwelling in the earth, the stone, among the branches, and in - the streams would heed their words and prayers. -

    - -

    - Unfortunately, an ancient civilization, whose erudition was matched only by - their fear of the unknown, decided that these superstitions were obsolete - and dangerous. They believed such a power had to be grasped and controlled. - They started many wars, but left precious few accounts. The forest was - reduced to a smoldering waste, but even less remained of those short-sighted - people. -

    - -

    The Lingering Scars

    - -

    - However, the spirits never left their home: over the centuries, they healed - the earth and new life blossomed in Eldgren. The superficial wounds were - mended, but the rage and the resentment for the mortals’ - actions still burned in the depths, like buried embers, slowly poisoning the - heart of the forest, and allowing an invisible parasite to make its nest - within it. -

    - -

    - When young humans, oblivious to what had transpired, set foot among the - trees once again, Eldgren remained silent, waiting. When some of them pushed - deeper, studying the broken ruins of those ancient people, Eldgren waited. - But when the first trees were felled, the spirits decided that these mortals - were the same as their ancestors and, if left unchecked, the tragedies of - the past would repeat themselves. -

    - -

    The Reckoning

    - -

    - Ash swept away, embers roar hateful once again: the ancient guardians of the - forest are ablaze with a ghostly and vengeful fire, while millennia-old - trees entwine their branches and shake the ground to uproot the human threat - once and for all… even at the cost of snuffing out hundreds. -

    - -

    - Not all is lost: a minuscule fragment of Eldgren’s ancient heart managed to - escape desperation and traveled beyond the boundaries of the forest, looking - for heroes who can heal its suffering… -

    - -
    - “What do you know about pain? Of suffering?

    - Your ancestors committed unforgivable crimes.
    - You will be given no chance to repeat them!” -
    - + The Chronicles of Eldgren

    The Awakening of Eldgren

    Millennia ago, the great forest of **Eldgren** gracefully welcomed those who proved themselves worthy of its favor. After overcoming the tests imposed by the guardian spirits, worthy mortals received the great tree’s blessings—so that entities dwelling in the earth, the stone, among the branches, and in the streams would heed their words and prayers.

    Unfortunately, an ancient civilization, whose erudition was matched only by their fear of the unknown, decided that these superstitions were obsolete and dangerous. They believed such a power had to be grasped and controlled. They started many wars, but left precious few accounts. The forest was reduced to a smoldering waste, but even less remained of those short-sighted people.

    The Lingering Scars

    However, the spirits never left their home: over the centuries, they healed the earth and new life blossomed in Eldgren. The superficial wounds were mended, but the rage and the resentment for the mortals’ actions still burned in the depths, like buried embers, slowly poisoning the heart of the forest, and allowing an invisible parasite to make its nest within it.

    When young humans, oblivious to what had transpired, set foot among the trees once again, Eldgren remained silent, waiting. When some of them pushed deeper, studying the broken ruins of those ancient people, Eldgren waited. But when the first trees were felled, the spirits decided that these mortals were the same as their ancestors and, if left unchecked, the tragedies of the past would repeat themselves.

    The Reckoning

    Ash swept away, embers roar hateful once again: the ancient guardians of the forest are ablaze with a ghostly and vengeful fire, while millennia-old trees entwine their branches and shake the ground to uproot the human threat once and for all… even at the cost of snuffing out hundreds.

    Not all is lost: a minuscule fragment of Eldgren’s ancient heart managed to escape desperation and traveled beyond the boundaries of the forest, looking for heroes who can heal its suffering…

    “What do you know about pain? Of suffering?

    Your ancestors committed unforgivable crimes.
    You will be given no chance to repeat them!”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/2.html b/books/natural-fantasy-atlas/2.html index f5bd6e3..4fb9724 100644 --- a/books/natural-fantasy-atlas/2.html +++ b/books/natural-fantasy-atlas/2.html @@ -1,23 +1 @@ - - - - - - Document Content - - -
    -

    Document Content Extract

    -
    - -
    -

    Message

    -

    The outside world is vast and the sins of the past are many.

    -

    Hold tight to each other and never stop dreaming!

    - -
    - -
    -

    Metadata Information:

    -
    - + Document Content

    Document Content Extract

    Message

    The outside world is vast and the sins of the past are many.

    Hold tight to each other and never stop dreaming!

    Metadata Information:

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/20.html b/books/natural-fantasy-atlas/20.html index b0158d4..3fdfeb0 100644 --- a/books/natural-fantasy-atlas/20.html +++ b/books/natural-fantasy-atlas/20.html @@ -1,78 +1 @@ - - - - Campaign Design Blueprint: The Abyss - - -

    Campaign Design Blueprint: The Abyss

    - -
    -

    I. Conceptual Foundations (The Source)

    -

    - What is the role of magic and technology in the starting - settlement? - How do common magical or technological applications differ from those found - deep within the abyss? -

    -
      -
    • Consider if magic can only be used while inside the abyss.
    • -
    - -

    II. Structural Geometry (The Abyss Sheet)

    -
      -
    1. - Direction and Shape: Choose whether the abyss develops - upward or downward. Is it a great chasm with an unseen - bottom, or an endless tower stretching past the clouds? Has it been given - a specific name? -
    2. -
    3. - The Starting Point: Place the starting settlement at - either the top or the bottom of the abyssal sheet where the game begins. - Each participant must contribute at least one NPC or landmark (e.g., a - well-stocked general store, an archaeologist librarian). -
    4. -
    5. - The Heart Goal: At the opposite end sits the heart of the - abyss and the campaign’s main goal. Define what it is: Is it a - world-saving resource, the answer to a terrible question, or an entity - that must be sealed? -
    6. -
    -
    - -

    III. Depth Stratification (The Layers)

    -
    -

    - Create the strata of the abyss: Define five distinct areas - that separate the starting settlement from the heart. -

    -
      -
    • - For each stratum, provide a name and define its - ecosystem, flora, and fauna. -
    • -
    • - Ensure at least one connection is established between each pair of - neighboring strata (including connections to the start and the heart). -
    • -
    - -

    IV. History, Mystery, and Conflict

    -
      -
    1. - Lore & Enigma: For every stratum created, establish a - historical event deeply ingrained in the settlement's - memory, as well as an associated enigma or mystery. What kind of theories - do the exploring parties hold about this mystery? -
    2. -
    3. - Threat Assessment: Create a distinct threat for each - layer (environmental danger, curse, or monster). Note that the most - terrifying threat should reside within the core heart—this can be broadly - defined now or left until later in the campaign. -
    4. -
    -
    + Campaign Design Blueprint: The Abyss

    Campaign Design Blueprint: The Abyss

    I. Conceptual Foundations (The Source)

    What is the role of magic and technology in the starting settlement? How do common magical or technological applications differ from those found deep within the abyss?

    • Consider if magic can only be used while inside the abyss.

    II. Structural Geometry (The Abyss Sheet)

    1. Direction and Shape: Choose whether the abyss develops upward or downward. Is it a great chasm with an unseen bottom, or an endless tower stretching past the clouds? Has it been given a specific name?
    2. The Starting Point: Place the starting settlement at either the top or the bottom of the abyssal sheet where the game begins. Each participant must contribute at least one NPC or landmark (e.g., a well-stocked general store, an archaeologist librarian).
    3. The Heart Goal: At the opposite end sits the heart of the abyss and the campaign’s main goal. Define what it is: Is it a world-saving resource, the answer to a terrible question, or an entity that must be sealed?

    III. Depth Stratification (The Layers)

    Create the strata of the abyss: Define five distinct areas that separate the starting settlement from the heart.

    • For each stratum, provide a name and define its ecosystem, flora, and fauna.
    • Ensure at least one connection is established between each pair of neighboring strata (including connections to the start and the heart).

    IV. History, Mystery, and Conflict

    1. Lore & Enigma: For every stratum created, establish a historical event deeply ingrained in the settlement's memory, as well as an associated enigma or mystery. What kind of theories do the exploring parties hold about this mystery?
    2. Threat Assessment: Create a distinct threat for each layer (environmental danger, curse, or monster). Note that the most terrifying threat should reside within the core heart—this can be broadly defined now or left until later in the campaign.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/200.html b/books/natural-fantasy-atlas/200.html index 4465371..9d9d9aa 100644 --- a/books/natural-fantasy-atlas/200.html +++ b/books/natural-fantasy-atlas/200.html @@ -1,39 +1 @@ - - - - - - Chapter Layout - - -
    - -
    - 199 -
    W
    -
    - - -
    -

    44 ANTAGONISTS

    - CHAPTER - -

    — CHAPTER —

    -
    - - -
    -

    Content Flow Placeholder

    -

    - This section would typically contain the main body text of the chapter. - Based on the raw extract, this area represents the core content related - to "Antagonists." -

    -
    - - -
    -

    Document Generated For:

    -
    -
    - + Chapter Layout
    199
    W

    44 ANTAGONISTS

    CHAPTER

    — CHAPTER —

    Content Flow Placeholder

    This section would typically contain the main body text of the chapter. Based on the raw extract, this area represents the core content related to "Antagonists."

    Document Generated For:

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/201.html b/books/natural-fantasy-atlas/201.html index f2a8128..c5d82d6 100644 --- a/books/natural-fantasy-atlas/201.html +++ b/books/natural-fantasy-atlas/201.html @@ -1,95 +1 @@ - - - - - - The Forest's Trial - Campaign Guide - - -
    -

    THE FOREST'S TRIAL

    -

    Context:

    -

    - In this first phase, the characters delve into the forest, hoping to stop - it before it unleashes its rage on nearby villages. -

    -
    - -
    -

    Narrative Development

    -

    - From a narrative perspective, the last non-corrupted shard of the - heart of the forest guided the PCs here. The shard might - be an NPC, but it would be better if they are a Player Character who has - remembered the true nature of their mission. Such a revelation might be - triggered with a Fabula Point or with a - Quirk like Underchild (see page 129), or - introduced by the awakening of the Mysterious Grimoire Quirk (see page - 124). -

    -

    - Another interesting option is the revelation that a PC’s - Faithful Companion (see Core Rulebook, page 217) is much - more than a common animal. -

    -
    - -
    -
    Environmental Rules
    -

    - In this phase, the forest is an environmental element; it doesn’t take - part in the conflict nor use any Ultima Points. The main threat is the - Ashen Rådande (see page 201), who hinder the heroes while - they undertake the ancient trials of Eldgren. -

    -
    - -
    -

    The Trials

    -
    Sequence and Mechanics
    -

    - The trials take place at the end of each round, in the following order: -

    - -
      -
    • - Trial of Strength (first round). Each PC must perform a - (MIG + WLP) Check with Difficulty Level 10. For each success, the group - accrue 1 Trial Point, but those who fail lose half of their current Hit - Points. -
    • -
    • - Trial of Remembrance (second round). Each PC can choose - one of their Bonds and give it to the Forest; that Bond cannot be - invoked until the end of the scene. Each PC who chooses to give one of - their Bonds must recount one campaign event linked to it, and then roll - their highest base Attribute die, adding the strength of the gifted - Bond, accruing 1 Trial Point, plus another one if the result is 10 or - higher. Each PC that doesn’t give a Bond fails the trial and becomes - coveted by the Rådande until the end of the Scene. -
    • -
    • - Trial of Unity (third round). Each PC rolls their - lowest base Attribute die. If the result is equal to or lower than that - PC’s total number of Bonds, the group accrue 1 Trial Point. If the - result is higher, the PC loses half of their current Mind Points. -
    • -
    - -

    - Conclusion: At the end of the fourth round, if the group - has accrued a number of Trial Points equal to or higher than (the number - of Player Characters, multiplied by 3), the ancestral magic recognizes - their valor and brings them before the Ancient (see page 202). Otherwise, - a strange spell drops them at the edge of the forest and they will be able - to face the Ancient only later; meanwhile, Eldgren will have started - rampaging across the countryside. -

    -
    - -
    - -
    -

    W ELDGREN • PHASE 1

    -
    - + The Forest's Trial - Campaign Guide

    THE FOREST'S TRIAL

    Context:

    In this first phase, the characters delve into the forest, hoping to stop it before it unleashes its rage on nearby villages.

    Narrative Development

    From a narrative perspective, the last non-corrupted shard of the heart of the forest guided the PCs here. The shard might be an NPC, but it would be better if they are a Player Character who has remembered the true nature of their mission. Such a revelation might be triggered with a Fabula Point or with a Quirk like Underchild (see page 129), or introduced by the awakening of the Mysterious Grimoire Quirk (see page 124).

    Another interesting option is the revelation that a PC’s Faithful Companion (see Core Rulebook, page 217) is much more than a common animal.

    Environmental Rules

    In this phase, the forest is an environmental element; it doesn’t take part in the conflict nor use any Ultima Points. The main threat is the Ashen Rådande (see page 201), who hinder the heroes while they undertake the ancient trials of Eldgren.

    The Trials

    Sequence and Mechanics

    The trials take place at the end of each round, in the following order:

    • Trial of Strength (first round). Each PC must perform a (MIG + WLP) Check with Difficulty Level 10. For each success, the group accrue 1 Trial Point, but those who fail lose half of their current Hit Points.
    • Trial of Remembrance (second round). Each PC can choose one of their Bonds and give it to the Forest; that Bond cannot be invoked until the end of the scene. Each PC who chooses to give one of their Bonds must recount one campaign event linked to it, and then roll their highest base Attribute die, adding the strength of the gifted Bond, accruing 1 Trial Point, plus another one if the result is 10 or higher. Each PC that doesn’t give a Bond fails the trial and becomes coveted by the Rådande until the end of the Scene.
    • Trial of Unity (third round). Each PC rolls their lowest base Attribute die. If the result is equal to or lower than that PC’s total number of Bonds, the group accrue 1 Trial Point. If the result is higher, the PC loses half of their current Mind Points.

    Conclusion: At the end of the fourth round, if the group has accrued a number of Trial Points equal to or higher than (the number of Player Characters, multiplied by 3), the ancestral magic recognizes their valor and brings them before the Ancient (see page 202). Otherwise, a strange spell drops them at the edge of the forest and they will be able to face the Ancient only later; meanwhile, Eldgren will have started rampaging across the countryside.


    W ELDGREN • PHASE 1

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/202.html b/books/natural-fantasy-atlas/202.html index 9302c24..1476ac9 100644 --- a/books/natural-fantasy-atlas/202.html +++ b/books/natural-fantasy-atlas/202.html @@ -1,119 +1 @@ - - - Ashen Rådande Profile - - -
    -

    ASHEN RÅDANDE

    -

    Lv 40 • PLANT

    - - -
    -

    Description

    -

    - Once guardians of the forest, now they are driven by the gut-wrenching - hatred that burns in their hearts. -

    -

    Traits: merciless, poisoned, scorched, terrifying.

    -
    - - -
    -
    -

    Attributes

    -
      -
    • DEX d10
    • -
    • INS d12
    • -
    • MIG d8
    • -
    • WLP d6
    • -
    • HP 120 • 60 MP
    • -
    • Init. 11
    • -
    -
    - -
    -

    Defense & Attacks

    -
      -
    • DEF +0
    • -
    • M. DEF +0
    • -
    • - p A VU b d E RS F IM I VU l T RS (Placeholder for complex stats) -
    • -
    -
    - -
    -

    Special Class Stats

    -
      -
    • - Basic Damage: Fan the Flames • (DEX + MIG) +4 • (HR + 20) fire damage. - After resolving this attack, if the target wasn’t coveted, the Ashen - Rådande loses 10 Hit Points. -
    • -
    • - Shared T orment OO • (INS + WLP) +7 • 20 MP • One creature • - Instantaneous. Both the Ashen Rådande and the target suffer poisoned. -
    • -
    -
    -
    - - -
    -

    Special Rules

    -
      -
    • - Harrowing Rage: As long as the Ashen Rådande is - poisoned, all damage they deal ignores Immunities and Resistances. -
    • -
    • - Plant: The Ashen Rådande is immune to dazed, enraged, - and shaken. -
    • -
    • - Trial by Fire: When the Ashen Rådande is reduced to 0 - Hit Points, Player Characters receive 1 Trial Point. -
    • -
    - -

    Ashen Rådande Tactics

    -

    - At the start of the conflict, a number of Rådande equal to the number of - PCs minus 1 enter the scene. The forest spirits’ grudge drives them to - push intruders away, preventing them from even attempting to demonstrate - that they are worthy of Eldgren’s trust and respect. -

    -

    Behavior:

    -
      -
    • - On their turn, if they are not poisoned, a Rådande uses - Shared T orment against a random target, prioritizing those who - are not poisoned already. -
    • -
    • - If poisoned, the Rådande uses Fan the Flames against a random - target, prioritizing coveted ones. -
    • -
    • - Also, every time a Player Character fails one of the three trials of the - spirits, another Rådande immediately joins the conflict (up to a maximum - number of Rådande equal to how many were present at the start of the - conflict). -
    • -
    -
    - - -
    -

    Villain Status

    -

    Major Villain (10 Ultima Points); Variable rank (see below)

    -

    Source Data: ()

    -
    -
    + Ashen Rådande Profile

    ASHEN RÅDANDE

    Lv 40 • PLANT

    Description

    Once guardians of the forest, now they are driven by the gut-wrenching hatred that burns in their hearts.

    Traits: merciless, poisoned, scorched, terrifying.

    Attributes

    • DEX d10
    • INS d12
    • MIG d8
    • WLP d6
    • HP 120 • 60 MP
    • Init. 11

    Defense & Attacks

    • DEF +0
    • M. DEF +0
    • p A VU b d E RS F IM I VU l T RS (Placeholder for complex stats)

    Special Class Stats

    • Basic Damage: Fan the Flames • (DEX + MIG) +4 • (HR + 20) fire damage. After resolving this attack, if the target wasn’t coveted, the Ashen Rådande loses 10 Hit Points.
    • Shared T orment OO • (INS + WLP) +7 • 20 MP • One creature • Instantaneous. Both the Ashen Rådande and the target suffer poisoned.

    Special Rules

    • Harrowing Rage: As long as the Ashen Rådande is poisoned, all damage they deal ignores Immunities and Resistances.
    • Plant: The Ashen Rådande is immune to dazed, enraged, and shaken.
    • Trial by Fire: When the Ashen Rådande is reduced to 0 Hit Points, Player Characters receive 1 Trial Point.

    Ashen Rådande Tactics

    At the start of the conflict, a number of Rådande equal to the number of PCs minus 1 enter the scene. The forest spirits’ grudge drives them to push intruders away, preventing them from even attempting to demonstrate that they are worthy of Eldgren’s trust and respect.

    Behavior:

    • On their turn, if they are not poisoned, a Rådande uses Shared T orment against a random target, prioritizing those who are not poisoned already.
    • If poisoned, the Rådande uses Fan the Flames against a random target, prioritizing coveted ones.
    • Also, every time a Player Character fails one of the three trials of the spirits, another Rådande immediately joins the conflict (up to a maximum number of Rådande equal to how many were present at the start of the conflict).

    Villain Status

    Major Villain (10 Ultima Points); Variable rank (see below)

    Source Data: ()

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/203.html b/books/natural-fantasy-atlas/203.html index 7934747..50f66cc 100644 --- a/books/natural-fantasy-atlas/203.html +++ b/books/natural-fantasy-atlas/203.html @@ -1,82 +1 @@ - - -
    -

    Eldgren's Tactics: The Ancient

    -
    - -
    -

    The Encounter

    -

    - At this point, the PCs have to face Eldgren in all her rage, under the guise - of the ancient and colossal guardian of the forest: a towering wooden - colossus, similar to a giant moose with blazing antlers. -

    -
    - -
    -

    Conflict Setup

    -

    - This conflict can either immediately follow the trials (described in the - previous pages) or occur later on if the characters failed the trials or - didn't reach the forest before it animated and began its march of - destruction. In the first case, you should make sure that the PCs have - enough time to reorganize and use potions or other abilities to regain - strength; in the second, if the group took a really long time to arrive, - this battle might include a Clock representing the progressive destruction - of a settlement or a region, automatically filling by one section at the end - of each round. -

    -
    - -
    -

    Ancient Abilities

    -

    - In the form of the Ancient, Eldgren is powerful and unrelenting, but quite - predictable. Her turn actions follow a five-turn cycle: -

    - -
      -
    • - On her first turn: If two or less PCs are enraged, - Eldgren uses Rekindle the Embers; otherwise, she uses - Scorching Gaze against a random target. If she doesn’t have - enough Mind Points, she uses Ashen Antlers against a random - target. -
    • -
    • - On her second turn: Eldgren uses - Toxic Despair against as many random targets as possible, - prioritizing those already poisoned. -
    • -
    • - On her third turn: Eldgren uses - Scorching Gaze against a random target; if she doesn’t have - enough Mind Points, she spends 1 Ultima Point to Recover. -
    • -
    • - On her fourth turn: Eldgren uses - Ashen Antlers against a random target. -
    • -
    • - On her fifth turn: Eldgren uses - Thousand-year Fury against the enemy toward which she bears a - grudge. If she doesn’t have a grudge against anyone, she attacks a random - target with Ashen Antlers instead. -
    • -
    - -

    Mechanics and Outcome

    -
      -
    • - Ultima Points (UP): In this phase, Eldgren spends Ultima - Points to Invoke a Trait every time she fails a Magic Check to - cast one of her offensive spells (OO), or to Recover during her - third turn. -
    • -
    • - Collapse Condition: Once reduced to 0 Hit Points, the - Ancient collapses to the ground and stops moving, leaving the Heart of the - Forest exposed (see page 204). -
    • -
    -
    +

    Eldgren's Tactics: The Ancient

    The Encounter

    At this point, the PCs have to face Eldgren in all her rage, under the guise of the ancient and colossal guardian of the forest: a towering wooden colossus, similar to a giant moose with blazing antlers.

    Conflict Setup

    This conflict can either immediately follow the trials (described in the previous pages) or occur later on if the characters failed the trials or didn't reach the forest before it animated and began its march of destruction. In the first case, you should make sure that the PCs have enough time to reorganize and use potions or other abilities to regain strength; in the second, if the group took a really long time to arrive, this battle might include a Clock representing the progressive destruction of a settlement or a region, automatically filling by one section at the end of each round.

    Ancient Abilities

    In the form of the Ancient, Eldgren is powerful and unrelenting, but quite predictable. Her turn actions follow a five-turn cycle:

    • On her first turn: If two or less PCs are enraged, Eldgren uses Rekindle the Embers; otherwise, she uses Scorching Gaze against a random target. If she doesn’t have enough Mind Points, she uses Ashen Antlers against a random target.
    • On her second turn: Eldgren uses Toxic Despair against as many random targets as possible, prioritizing those already poisoned.
    • On her third turn: Eldgren uses Scorching Gaze against a random target; if she doesn’t have enough Mind Points, she spends 1 Ultima Point to Recover.
    • On her fourth turn: Eldgren uses Ashen Antlers against a random target.
    • On her fifth turn: Eldgren uses Thousand-year Fury against the enemy toward which she bears a grudge. If she doesn’t have a grudge against anyone, she attacks a random target with Ashen Antlers instead.

    Mechanics and Outcome

    • Ultima Points (UP): In this phase, Eldgren spends Ultima Points to Invoke a Trait every time she fails a Magic Check to cast one of her offensive spells (OO), or to Recover during her third turn.
    • Collapse Condition: Once reduced to 0 Hit Points, the Ancient collapses to the ground and stops moving, leaving the Heart of the Forest exposed (see page 204).
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/204.html b/books/natural-fantasy-atlas/204.html index 14e36bf..5b4be8d 100644 --- a/books/natural-fantasy-atlas/204.html +++ b/books/natural-fantasy-atlas/204.html @@ -1,124 +1 @@ - - - - - - Character Profile Sheet - - -
    -

    ELDGREN, THE ANCIENT

    -

    (Champion 5) | Level 40

    -

    - Class/Archetype: PLANT
    - Traits: ashen, immense, resentful, tortured. -

    -
    - - -

    Core Statistics

    -
    -
    -

    - DEX: d6 | INS: d8 | - MIG: d12 -

    -

    WLP: d10 | HP: 700 • 350 MP

    -

    - Init: 12 | DEF: +0 | - M. DEF: +0 -

    -

    Attacks: p A VU B RS d E VU F IM I RS l T AB

    -
    -
    - - -

    Basic Actions

    -
      -
    • - M Ashen Antlers -
      - (MIG + MIG) +4 | (HR + 20) fire damage.
      - If Eldgren bears a grudge, this attack deals 5 extra damage. If this - attack misses while bearing a grudge, she loses 30 Hit Points after - resolving the attack. -
      -
    • -
    • - Toxic Despair -
      - (INS + MIG) +4 | (HR + 15) poison damage. This attack has multi (2). If - a creature hit by this attack is suffering from poisoned, they suffer - shaken and weak. -
      -
    • -
    - - -

    Spells

    -
      -
    • - Rekindle the Embers -
      - (MIG + WLP) +4 | 10 × T MP • Up to three creatures • Instantaneous.
      - Each target suffers enraged. -
      -
    • -
    • - Scorching Gaze -
      - (MIG + WLP) +4 | 10 MP • One creature • Instantaneous.
      - Eldgren deals (HR + 25) fire damage to the target, and the target - suffers shaken. -
      -
    • -
    - - -

    Other Actions

    -
      -
    • - Thousand-year Fury -
      - Eldgren may use an action to deal 30 damage to the creature toward which - she bears a grudge, plus 10 extra damage for every other time she has - used this action since the start of the scene. Then, Eldgren stops - bearing her grudge. Damage dealt by this action has no type and thus - ignores Affinities. -
      -
    • -
    - - -

    Special Abilities & Conditions

    -
    -
      -
    • - Ancestral Grudge: When an enemy causes Eldgren to lose - Hit Points, she starts bearing a grudge toward them. She can bear only - one grudge at a time. If Eldgren recovers Hit Points while bearing a - grudge, instead she recovers no Hit Points and stops bearing a grudge. -
    • -
    • - Misery: Eldgren is immune to poisoned. As long as there - are two or more creatures suffering from poisoned present on the scene, - Eldgren may treat her Defense and Magic Defense scores as being equal to - 13. -
    • -
    • - Plant: Eldgren is immune to dazed, enraged, and shaken. -
    • -
    • - Suffering Exhale: When Eldgren enters Crisis for the - first time during a scene, all creatures present on the scene suffer - poisoned. -
    • -
    • - Tough Grudge: As long as she bears a grudge, Eldgren - gains Immunity to all damage types except air and earth. -
    • -
    -
    - -
    [ ()] - Data extracted from PDF document.
    - + Character Profile Sheet

    ELDGREN, THE ANCIENT

    (Champion 5) | Level 40

    Class/Archetype: PLANT
    Traits: ashen, immense, resentful, tortured.

    Core Statistics

    DEX: d6 | INS: d8 | MIG: d12

    WLP: d10 | HP: 700 • 350 MP

    Init: 12 | DEF: +0 | M. DEF: +0

    Attacks: p A VU B RS d E VU F IM I RS l T AB

    Basic Actions

    • M Ashen Antlers
      (MIG + MIG) +4 | (HR + 20) fire damage.
      If Eldgren bears a grudge, this attack deals 5 extra damage. If this attack misses while bearing a grudge, she loses 30 Hit Points after resolving the attack.
    • Toxic Despair
      (INS + MIG) +4 | (HR + 15) poison damage. This attack has multi (2). If a creature hit by this attack is suffering from poisoned, they suffer shaken and weak.

    Spells

    • Rekindle the Embers
      (MIG + WLP) +4 | 10 × T MP • Up to three creatures • Instantaneous.
      Each target suffers enraged.
    • Scorching Gaze
      (MIG + WLP) +4 | 10 MP • One creature • Instantaneous.
      Eldgren deals (HR + 25) fire damage to the target, and the target suffers shaken.

    Other Actions

    • Thousand-year Fury
      Eldgren may use an action to deal 30 damage to the creature toward which she bears a grudge, plus 10 extra damage for every other time she has used this action since the start of the scene. Then, Eldgren stops bearing her grudge. Damage dealt by this action has no type and thus ignores Affinities.

    Special Abilities & Conditions

    • Ancestral Grudge: When an enemy causes Eldgren to lose Hit Points, she starts bearing a grudge toward them. She can bear only one grudge at a time. If Eldgren recovers Hit Points while bearing a grudge, instead she recovers no Hit Points and stops bearing a grudge.
    • Misery: Eldgren is immune to poisoned. As long as there are two or more creatures suffering from poisoned present on the scene, Eldgren may treat her Defense and Magic Defense scores as being equal to 13.
    • Plant: Eldgren is immune to dazed, enraged, and shaken.
    • Suffering Exhale: When Eldgren enters Crisis for the first time during a scene, all creatures present on the scene suffer poisoned.
    • Tough Grudge: As long as she bears a grudge, Eldgren gains Immunity to all damage types except air and earth.
    [ ()] - Data extracted from PDF document.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/205.html b/books/natural-fantasy-atlas/205.html index d76f836..3a33e81 100644 --- a/books/natural-fantasy-atlas/205.html +++ b/books/natural-fantasy-atlas/205.html @@ -1,93 +1 @@ - - - - - - The Heart of the Forest - - -

    ELDGREN’S TACTICS: THE HEART OF THE FOREST

    - -

    - In this phase, the characters are face-to-face with the pulsing Heart of the - Forest, and at last they have the chance to heal it, removing the mysterious - and invisible parasite that infested it. -

    - -

    Core Conflict Mechanics

    - -
    -

    The Heart's Limitations

    -

    - This conflict is based upon a special rule designed to showcase the - narrative through the game mechanics: -

    -
      -
    • - The Heart enters the scene with current Hit Points equal to - 1 and its Hit Points cannot go below 1. -
    • -
    • - If the Heart’s current Hit Points become equal to or greater than 480, - it loses all Ultima Points and Surrenders immediately. -
    • -
    -
    - -
    -

    Slumbering Hope Clock

    -

    - This scene also includes a “Slumbering Hope” Clock with - 4 sections, visible to all participants. This Clock can - be filled or emptied only in the following ways: -

    -
      -
    • - When a Player Character present on the scene spends 1 Fabula Point to - invoke a Theme of Belonging, Hope, Justice or Mercy, fill 1 section of - the Clock. -
    • -
    • - At the start of the fourth enemy turn (see below) of the round, if the - Clock is full, empty it. If you do, the Heart regains - 40 Hit Points and 40 Mind Points, and - it doesn’t perform any action this turn. -
    • -
    -
    - -

    The Heart's Strict Cycle of Play

    -

    The Heart follows a very strict cycle of play:

    - -
      -
    • - On the first enemy turn: The Heart uses - Flame of Remembrance during odd-numbered rounds or - Avenging Miasma during even-numbered rounds, both against random - targets. -
    • - -
    • - On the second enemy turn: If it has enough Mind Points, - the Heart uses Aura of Desperation during odd-numbered rounds, or - Ashen Breath during even-numbered rounds. If it lacks the - required Mind Points, it uses Avenging Miasma against random - targets. -
    • - -
    • - On the third enemy turn: The Heart uses - Ancient Vitality or, if it doesn’t have enough Mind Points, a - Recovery action. If it doesn’t have any Ultima Points left, it uses - Flame of Remembrance against a random target. -
    • - -
    • - On the fourth enemy turn: Check the “Slumbering Hope” - Clock (see above). If the Clock isn’t empty and the Heart is not in - Crisis, it uses Parasite Grasp. If the Heart is in Crisis and/or - it doesn’t have enough Mind Points, it uses - Flame of Remembrance against a random target. -
    • -
    - + The Heart of the Forest

    ELDGREN’S TACTICS: THE HEART OF THE FOREST

    In this phase, the characters are face-to-face with the pulsing Heart of the Forest, and at last they have the chance to heal it, removing the mysterious and invisible parasite that infested it.

    Core Conflict Mechanics

    The Heart's Limitations

    This conflict is based upon a special rule designed to showcase the narrative through the game mechanics:

    • The Heart enters the scene with current Hit Points equal to 1 and its Hit Points cannot go below 1.
    • If the Heart’s current Hit Points become equal to or greater than 480, it loses all Ultima Points and Surrenders immediately.

    Slumbering Hope Clock

    This scene also includes a “Slumbering Hope” Clock with 4 sections, visible to all participants. This Clock can be filled or emptied only in the following ways:

    • When a Player Character present on the scene spends 1 Fabula Point to invoke a Theme of Belonging, Hope, Justice or Mercy, fill 1 section of the Clock.
    • At the start of the fourth enemy turn (see below) of the round, if the Clock is full, empty it. If you do, the Heart regains 40 Hit Points and 40 Mind Points, and it doesn’t perform any action this turn.

    The Heart's Strict Cycle of Play

    The Heart follows a very strict cycle of play:

    • On the first enemy turn: The Heart uses Flame of Remembrance during odd-numbered rounds or Avenging Miasma during even-numbered rounds, both against random targets.
    • On the second enemy turn: If it has enough Mind Points, the Heart uses Aura of Desperation during odd-numbered rounds, or Ashen Breath during even-numbered rounds. If it lacks the required Mind Points, it uses Avenging Miasma against random targets.
    • On the third enemy turn: The Heart uses Ancient Vitality or, if it doesn’t have enough Mind Points, a Recovery action. If it doesn’t have any Ultima Points left, it uses Flame of Remembrance against a random target.
    • On the fourth enemy turn: Check the “Slumbering Hope” Clock (see above). If the Clock isn’t empty and the Heart is not in Crisis, it uses Parasite Grasp. If the Heart is in Crisis and/or it doesn’t have enough Mind Points, it uses Flame of Remembrance against a random target.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/206.html b/books/natural-fantasy-atlas/206.html index e5f2c11..896011c 100644 --- a/books/natural-fantasy-atlas/206.html +++ b/books/natural-fantasy-atlas/206.html @@ -1,148 +1 @@ - - -
    -

    The Heart

    -

    (Champion 4)

    -

    - Once the living core of Eldgren, the Heart is covered by the withered - remains of the Rådande who died to protect it. -

    - -

    Traits

    -

    - Burning, **Desperate**, **Millennia-old**, **Resentful**. -

    - -

    Core Stats

    -
    -
    - DEX: d8 -
    -
    - INS: d10 -
    -
    - MIG: d8 -
    -
    - WLP: d10 -
    -
    - HP: 480 • - MP: 240 -
    -
    - Init: 13 -
    -
    - -

    Defenses & Combat

    -

    - DEF: +0 | M. DEF: +0 | P AB A AB B AB D AB E AB F AB I AB L AB T AB -

    - -
    -

    Basic Attacks

    -
      -
    • - M Flame of Remembrance - (INS + MIG) +7(HR + 15) fire damage. -
      - After resolving this attack, if the Accuracy Check’s High Roll was - even, the Heart regains 20 Hit Points, otherwise, it loses 20 Hit - Points. -
      -
    • -
    • - Avenging Miasma - (INS + WLP) +7(HR + 15) poison damage. -
      This attack has multi (2).
      -
    • -
    - -

    Spells

    -
      -
    • - Ashen Breath - (OO) -
      - Requires (INS + WLP) +4 | Cost: 10 MP | Target: One creature | Type: - Instantaneous. The Heart deals (HR + 25) fire damage to the target. -
      -
    • -
    • - Aura of Desperation - -
      - Cost: 20 MP | Type: Special | Instantaneous. Every creature able to - see the Heart suffers shaken. -
      -
    • -
    • - Parasite Grasp - -
      - Cost: 30 MP | Type: Special | Instantaneous. The mysterious infection - nestled in the Heart of Eldgren spreads, causing it to spasm - violently: the Heart loses the exact amount of Hit Points required to - enter Crisis. After that, the Heart deals poison damage equal to (the - amount of Hit Points lost with this spell divided by the number of - creatures present on the scene) to each creature present on the scene - (including itself). -
      -

      - (Warning: If a Player Character learns this spell with spell Mimic, - they immediately lose all their Fabula Points and suffer enraged. If - the campaign continues, the group might even have that character - evolve into a Villain.) -

      -
    • -
    -
    - -
    -

    Other Actions

    -
      -
    • - Ancestral Vitality -
      - The Heart may use an action and spend 20 Mind Points to stop being - affected by any spell with duration “Scene” and any “hex” invocations - (see page 156). -
      -
    • -
    -
    - -
    -

    Special Rules

    -
      -
    • - Parasitic Despair -
      - As long as it is not in Crisis, the Heart is treated as having neutral - Affinity (-) to all types of damage. -
      -
    • -
    • - Plant -
      - The Heart is immune to dazed, enraged, and shaken. -
      -
    • -
    -
    - -
    -
    +

    The Heart

    (Champion 4)

    Once the living core of Eldgren, the Heart is covered by the withered remains of the Rådande who died to protect it.

    Traits

    Burning, **Desperate**, **Millennia-old**, **Resentful**.

    Core Stats

    DEX: d8
    INS: d10
    MIG: d8
    WLP: d10
    HP: 480MP: 240
    Init: 13

    Defenses & Combat

    DEF: +0 | M. DEF: +0 | P AB A AB B AB D AB E AB F AB I AB L AB T AB

    Basic Attacks

    • M Flame of Remembrance (INS + MIG) +7(HR + 15) fire damage.
      After resolving this attack, if the Accuracy Check’s High Roll was even, the Heart regains 20 Hit Points, otherwise, it loses 20 Hit Points.
    • Avenging Miasma (INS + WLP) +7(HR + 15) poison damage.
      This attack has multi (2).

    Spells

    • Ashen Breath (OO)
      Requires (INS + WLP) +4 | Cost: 10 MP | Target: One creature | Type: Instantaneous. The Heart deals (HR + 25) fire damage to the target.
    • Aura of Desperation
      Cost: 20 MP | Type: Special | Instantaneous. Every creature able to see the Heart suffers shaken.
    • Parasite Grasp
      Cost: 30 MP | Type: Special | Instantaneous. The mysterious infection nestled in the Heart of Eldgren spreads, causing it to spasm violently: the Heart loses the exact amount of Hit Points required to enter Crisis. After that, the Heart deals poison damage equal to (the amount of Hit Points lost with this spell divided by the number of creatures present on the scene) to each creature present on the scene (including itself).

      (Warning: If a Player Character learns this spell with spell Mimic, they immediately lose all their Fabula Points and suffer enraged. If the campaign continues, the group might even have that character evolve into a Villain.)

    Other Actions

    • Ancestral Vitality
      The Heart may use an action and spend 20 Mind Points to stop being affected by any spell with duration “Scene” and any “hex” invocations (see page 156).

    Special Rules

    • Parasitic Despair
      As long as it is not in Crisis, the Heart is treated as having neutral Affinity (-) to all types of damage.
    • Plant
      The Heart is immune to dazed, enraged, and shaken.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/207.html b/books/natural-fantasy-atlas/207.html index 28c8cb1..899688f 100644 --- a/books/natural-fantasy-atlas/207.html +++ b/books/natural-fantasy-atlas/207.html @@ -1,326 +1 @@ - - - - - - Index Directory - - -
    -

    Index Directory

    - - -
    -

    A

    -
      -
    • - abyss sheet - 18 -
    • -
    • - artifacts - 88 -
    • -
    -
    - - -
    -

    B

    -
      -
    • - Badger Temple - 22 -
    • -
    • - Breezeburg - 26 -
    • -
    • - Brightvale - 186 -
    • -
    -
    - - -
    -

    C

    -
      -
    • - Camp Activities - 130 -
    • -
    • - Candle Bay - 30 -
    • -
    • - Cerulean Jungle - 34 -
    • -
    • - classic characters - 134 -
    • -
    • - conflicts - 62 -
    • -
    • - cookbook sheet - 150 -
    • -
    • - custom weapons - 112 -
    • -
    -
    - - -
    -

    D

    -
      -
    • - Darkdepth - 38 -
    • -
    • - delicacy - 151–152 -
    • -
    • - Dylon - 182 -
    • -
    -
    - - -
    -

    E

    -
      -
    • - Eisenstadt - 42 -
    • -
    • - Eldgren - 198 -
    • -
    • - environmental antagonist - 174 -
    • -
    -
    - - -
    -

    F

    -
      -
    • - Floralist - 138 -
    • -
    • - forging - 74 -
    • -
    -
    - - -
    -

    G

    -
      -
    • - garden - 140 -
    • -
    • - Golden City - 46 -
    • -
    • - Gourmet - 148 -
    • -
    • - Growth Clock - 140 -
    • -
    -
    - - -
    -

    H

    -
      -
    • - Heroic Skills - 160 -
    • -
    -
    - - -
    -

    I

    -
      -
    • - invocation - 156 -
    • -
    • - Invoker - 154 -
    • -
    -
    - - -
    -

    L

    -
      -
    • - Lowtide - 50 -
    • -
    -
    - - -
    -

    M

    -
      -
    • - magiseed - 140 -
    • -
    • - materials - 74, 78 -
    • -
    • - Merchant - 158 -
    • -
    • - multi-part enemies - 180 -
    • -
    -
    - - -
    -

    N

    -
      -
    • - natural fantasy locations - 16 -
    • -
    • - natural fantasy Pillars - 8 -
    • -
    • - Node - 182 -
    • -
    -
    - - -
    -

    Q

    -
      -
    • - Quirks - 120 -
    • -
    -
    - - -
    -

    R

    -
      -
    • - rare items - 82 -
    • -
    • -
      -

      accessories: 87

      -

      rare armor: 86

      -

      rare shields: 86

      -

      rare weapons: 84

      -
      -
    • -
    • - Rocky Desert - 54 -
    • -
    -
    - - -
    -

    S

    -
      -
    • - sample natural fantasy characters - 97 -
    • -
    -
    - - -
    -

    T

    -
      -
    • - Titania, Queen of Fairies - 192 -
    • -
    • - T onitranea Rex - 176 -
    • -
    • - Trade Points - 159 -
    • -
    -
    - - -
    -

    V

    -
      -
    • - vertical development worlds - 18 -
    • -
    • - Vertigo Peak - 58 -
    • -
    -
    - - -
    -

    W

    -
      -
    • - wellspring - 156 -
    • -
    -
    -
    - + Index Directory

    Index Directory

    A

    • abyss sheet 18
    • artifacts 88

    B

    • Badger Temple 22
    • Breezeburg 26
    • Brightvale 186

    C

    • Camp Activities 130
    • Candle Bay 30
    • Cerulean Jungle 34
    • classic characters 134
    • conflicts 62
    • cookbook sheet 150
    • custom weapons 112

    D

    • Darkdepth 38
    • delicacy 151–152
    • Dylon 182

    E

    • Eisenstadt 42
    • Eldgren 198
    • environmental antagonist 174

    F

    • Floralist 138
    • forging 74

    G

    • garden 140
    • Golden City 46
    • Gourmet 148
    • Growth Clock 140

    H

    • Heroic Skills 160

    I

    • invocation 156
    • Invoker 154

    L

    • Lowtide 50

    M

    • magiseed 140
    • materials 74, 78
    • Merchant 158
    • multi-part enemies 180

    N

    • natural fantasy locations 16
    • natural fantasy Pillars 8
    • Node 182

    Q

    • Quirks 120

    R

    • rare items 82
    • accessories: 87

      rare armor: 86

      rare shields: 86

      rare weapons: 84

    • Rocky Desert 54

    S

    • sample natural fantasy characters 97

    T

    • Titania, Queen of Fairies 192
    • T onitranea Rex 176
    • Trade Points 159

    V

    • vertical development worlds 18
    • Vertigo Peak 58

    W

    • wellspring 156
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/208.html b/books/natural-fantasy-atlas/208.html index 75737e8..07014f8 100644 --- a/books/natural-fantasy-atlas/208.html +++ b/books/natural-fantasy-atlas/208.html @@ -1,144 +1 @@ - - - - - - Inspirations and Credits - - -

    207

    - -

    INSPIRATIONAL WORKS

    - -

    Gaming Inspirations

    -

    - A vast collection of influences drawn from various titles and developers, - including: -

    - -
      -
    • - Atelier (Dusk trilogy, Ryza Trilogy and Sophie duology) - by Gust and Koei Tecmo -
    • -
    • Bistro Heroes by Team Tapas
    • -
    • - Etrian Odyssey III: The Drowned City and - Etrian Odyssey Untold: The Millennium Girl by Atlus -
    • -
    • Final Fantasy: Crystal Chronicles by Square Enix
    • -
    • Harvestella by Live Wire Inc. and Square Enix
    • -
    • The Horizon series by Guerrilla Games
    • -
    • - Ico, Shadow of the Colossus and - The Last Guardian by Team Ico -
    • -
    • Jade Cocoon: Story of the Tamamayu by Genki
    • -
    • - The Monster Hunter Stories series by Capcom and Marvelous - Inc. -
    • -
    • Ōkami and Ōkamiden by Capcom
    • -
    • The Rune Factory series by Marvelous Inc.
    • -
    • - The Legend of Zelda: Breath of The Wild, Tears of the Kingdom - and The Wind Waker by Nintendo -
    • -
    • Wild Arms 3 by Media Vision
    • -
    • Wild Hearts by Omega Force
    • -
    - -

    Non-Videogame Inspiration

    -

    - Drawing inspiration beyond video games from authors, manga, and historical - media: -

    - -
      -
    • Dungeon Meshi by Ryoko Kui
    • -
    • Earthborne Rangers by Earthborne Games
    • -
    • - Frieren – Beyond Journey’s End by Kanehito Yamada and - Tsukasa Abe -
    • -
    • - Laputa – Castle in the Sky by Hayao Miyazaki and Studio - Ghibli -
    • -
    • Made in Abyss by Akihito Tsukushi
    • -
    • Mushishi by Yuki Urushibara
    • -
    • - Nausicaä of the Valley of the Wind by Hayao Miyazaki and - Topcraft -
    • -
    • - Princess Mononoke by Hayao Miyazaki and Studio Ghibli -
    • -
    • Seirei no Moribito by Nahoko Uehashi
    • -
    • Symbaroum by Mattias Johnsson and Mattias Lilja
    • -
    • - The Dragon, the Hero and the Courier by Yamada Gregorius -
    • -
    • The Fire Hunter by Rieko Hinata and Akihiro Yamada
    • -
    • The Wildsea by Felix Isaacs
    • -
    • Trigun by Yasuhiro Nightow
    • -
    • - Magic: The Gathering settings including - the Ikoria, Lorwyn and Zendikar and Rei Nakazawa’s flavor - texts for the Kamigawa set. -
    • -
    - -
    - -

    CREDITS

    -

    Acknowledgements

    -

    Special thanks to:

    -
      -
    • - Nicola Degobbis, Chris Pagliari, Marco Munari, Alberto Orlandini, Marta - Palvarini, Matteo Pedroni, Selene Dal Borgo and Erica Viotto for their - direct contribution to this volume. -
    • -
    - -

    - Thanks also to the many patrons who continue to support this project - worldwide: -

    -
      -
    • - Alberto “107”, Alena, Anise, Francesco Castelli, - Pieralberto Cavallo, Cryo, Dracoknight, Lassic, Libro, Chiara Listo, - Andrea Lucca, Monowave, Nadia, Nicola Marchi, Nitro, Diego Proietti - Petretti, Claudio Pustorino, Rosencranz, Claudio Serena, Stepnix, Tails, - Tekko!, Triex and Giuseppe Vitale for precious advice and observations. -
    • -
    • - Also thanks to Ali A Olomi, Ancient Americas, Rhystic Studies, Spice8Rack, - and The Asians Represent Podcast for their invaluable contents. -
    • -
    - -
    - -

    Community Support

    -

    - Thank you also to the Fabula Ultima and - Rooster Games communities: during the development months - you have provided tireless insights and precious opinions on our playtest - content – and special thanks to our hard-working mods Alberto “107”, Chris, - Cryo, Nadia and Stepnix. -

    - -

    Final Thanks

    -

    - And finally, a special thank you goes to Reidy, - Will, and their play groups. Whatever awaits us at the - journey’s end, I believe we will play together, again and again. -

    - -
    - + Inspirations and Credits

    207

    INSPIRATIONAL WORKS

    Gaming Inspirations

    A vast collection of influences drawn from various titles and developers, including:

    • Atelier (Dusk trilogy, Ryza Trilogy and Sophie duology) by Gust and Koei Tecmo
    • Bistro Heroes by Team Tapas
    • Etrian Odyssey III: The Drowned City and Etrian Odyssey Untold: The Millennium Girl by Atlus
    • Final Fantasy: Crystal Chronicles by Square Enix
    • Harvestella by Live Wire Inc. and Square Enix
    • The Horizon series by Guerrilla Games
    • Ico, Shadow of the Colossus and The Last Guardian by Team Ico
    • Jade Cocoon: Story of the Tamamayu by Genki
    • The Monster Hunter Stories series by Capcom and Marvelous Inc.
    • Ōkami and Ōkamiden by Capcom
    • The Rune Factory series by Marvelous Inc.
    • The Legend of Zelda: Breath of The Wild, Tears of the Kingdom and The Wind Waker by Nintendo
    • Wild Arms 3 by Media Vision
    • Wild Hearts by Omega Force

    Non-Videogame Inspiration

    Drawing inspiration beyond video games from authors, manga, and historical media:

    • Dungeon Meshi by Ryoko Kui
    • Earthborne Rangers by Earthborne Games
    • Frieren – Beyond Journey’s End by Kanehito Yamada and Tsukasa Abe
    • Laputa – Castle in the Sky by Hayao Miyazaki and Studio Ghibli
    • Made in Abyss by Akihito Tsukushi
    • Mushishi by Yuki Urushibara
    • Nausicaä of the Valley of the Wind by Hayao Miyazaki and Topcraft
    • Princess Mononoke by Hayao Miyazaki and Studio Ghibli
    • Seirei no Moribito by Nahoko Uehashi
    • Symbaroum by Mattias Johnsson and Mattias Lilja
    • The Dragon, the Hero and the Courier by Yamada Gregorius
    • The Fire Hunter by Rieko Hinata and Akihiro Yamada
    • The Wildsea by Felix Isaacs
    • Trigun by Yasuhiro Nightow
    • Magic: The Gathering settings including the Ikoria, Lorwyn and Zendikar and Rei Nakazawa’s flavor texts for the Kamigawa set.

    CREDITS

    Acknowledgements

    Special thanks to:

    • Nicola Degobbis, Chris Pagliari, Marco Munari, Alberto Orlandini, Marta Palvarini, Matteo Pedroni, Selene Dal Borgo and Erica Viotto for their direct contribution to this volume.

    Thanks also to the many patrons who continue to support this project worldwide:

    • Alberto “107”, Alena, Anise, Francesco Castelli, Pieralberto Cavallo, Cryo, Dracoknight, Lassic, Libro, Chiara Listo, Andrea Lucca, Monowave, Nadia, Nicola Marchi, Nitro, Diego Proietti Petretti, Claudio Pustorino, Rosencranz, Claudio Serena, Stepnix, Tails, Tekko!, Triex and Giuseppe Vitale for precious advice and observations.
    • Also thanks to Ali A Olomi, Ancient Americas, Rhystic Studies, Spice8Rack, and The Asians Represent Podcast for their invaluable contents.

    Community Support

    Thank you also to the Fabula Ultima and Rooster Games communities: during the development months you have provided tireless insights and precious opinions on our playtest content – and special thanks to our hard-working mods Alberto “107”, Chris, Cryo, Nadia and Stepnix.

    Final Thanks

    And finally, a special thank you goes to Reidy, Will, and their play groups. Whatever awaits us at the journey’s end, I believe we will play together, again and again.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/209.html b/books/natural-fantasy-atlas/209.html index 5ba1c90..aae5320 100644 --- a/books/natural-fantasy-atlas/209.html +++ b/books/natural-fantasy-atlas/209.html @@ -1,26 +1 @@ - - - - - - Document Summary - - -
    -
    -

    Our Story

    -

    This endeavor will bring new kindness and positive change.

    - -

    - We are dedicated to sharing our story of impact and community growth. - Our goal is to bring renewed kindness to all. -

    -
    - -

    Customer Details

    -
    -

    Customer Type:

    -

    Order Identification:

    -
    -
    - + Document Summary

    Our Story

    This endeavor will bring new kindness and positive change.

    We are dedicated to sharing our story of impact and community growth. Our goal is to bring renewed kindness to all.

    Customer Details

    Customer Type:

    Order Identification:

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/21.html b/books/natural-fantasy-atlas/21.html index 6723706..da77d22 100644 --- a/books/natural-fantasy-atlas/21.html +++ b/books/natural-fantasy-atlas/21.html @@ -1,79 +1 @@ - - - - - - Environmental Design Concepts - - -
    -

    ENVIRONMENTAL CONTRASTS

    -
    -
    -

    - One of the most effective ways to create a memorable natural fantasy - location is to base the environment upon the contrast between two - typically opposite natural elements, such as air and earth or ice and - fire. -

    - -

    - Common examples include icy plains dotted with bubbling geysers and rocky - deserts swept by the wind, but you could also have oceanic depths - inhabited by electric creatures. -

    - -

    - In a similar vein, the contrast between old and new, artificial - construction and natural regrowth, adds personality to a location and - often provides clues about who lived here in the past and how things have - changed over time. The result should be a form of dynamic balance, and can - also elicit feelings of melancholy or wonder in the travelers. -

    - -

    - For instance, a vast horizon of skeletal skyscrapers overgrown by - vegetation and taken over by the nests of gigantic feathery creatures; or - an endless grassland where herds of bovine calmly graze in the shadow of - rusty, titanic war machines. -

    - -

    - The goal of such a location isn’t purely visual – it represents a fragile - environment that is worth protecting and a precarious peace that has been - achieved, certainly not without pain, over the course of the centuries. -

    -
    - -
    -

    FLORA, FAUNA, CONSTRUCTS, AND ELEMENTALS

    -
    -
    -

    - Partially continuing from the points above one of the best ways to make a - location look alive is to populate it with creatures whose appearance, - behavior, and abilities are strictly tied to their environment. -

    - -
      -
    • - Beasts, monsters, and plants. These creatures might - prove more or less aggressive – similar to the flora and fauna of our - world, with just a few anomalies. Their behavior varies based upon - instinct and habits – they may prove formidable opponents. -
    • -
    • - Constructs. Relics who outlived their creators, - constructs often lack a true conscience, acting according to - pre-programmed routines. Even when aware and intelligent, they often - speak ancient and almost forgotten languages. -
    • -
    • - Elementals. Spirits of nature, fey creatures, and - guardian presences all fall into this category. They are often peaceful - or playful, but their deep, instinctive attunement with the stream of - souls might easily lead to corruption. -
    • -
    -
    - + Environmental Design Concepts

    ENVIRONMENTAL CONTRASTS

    One of the most effective ways to create a memorable natural fantasy location is to base the environment upon the contrast between two typically opposite natural elements, such as air and earth or ice and fire.

    Common examples include icy plains dotted with bubbling geysers and rocky deserts swept by the wind, but you could also have oceanic depths inhabited by electric creatures.

    In a similar vein, the contrast between old and new, artificial construction and natural regrowth, adds personality to a location and often provides clues about who lived here in the past and how things have changed over time. The result should be a form of dynamic balance, and can also elicit feelings of melancholy or wonder in the travelers.

    For instance, a vast horizon of skeletal skyscrapers overgrown by vegetation and taken over by the nests of gigantic feathery creatures; or an endless grassland where herds of bovine calmly graze in the shadow of rusty, titanic war machines.

    The goal of such a location isn’t purely visual – it represents a fragile environment that is worth protecting and a precarious peace that has been achieved, certainly not without pain, over the course of the centuries.

    FLORA, FAUNA, CONSTRUCTS, AND ELEMENTALS

    Partially continuing from the points above one of the best ways to make a location look alive is to populate it with creatures whose appearance, behavior, and abilities are strictly tied to their environment.

    • Beasts, monsters, and plants. These creatures might prove more or less aggressive – similar to the flora and fauna of our world, with just a few anomalies. Their behavior varies based upon instinct and habits – they may prove formidable opponents.
    • Constructs. Relics who outlived their creators, constructs often lack a true conscience, acting according to pre-programmed routines. Even when aware and intelligent, they often speak ancient and almost forgotten languages.
    • Elementals. Spirits of nature, fey creatures, and guardian presences all fall into this category. They are often peaceful or playful, but their deep, instinctive attunement with the stream of souls might easily lead to corruption.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/22.html b/books/natural-fantasy-atlas/22.html index 1e07fb6..02765f3 100644 --- a/books/natural-fantasy-atlas/22.html +++ b/books/natural-fantasy-atlas/22.html @@ -1,74 +1 @@ - - - -

    The World: Chapter Guide

    - -
    -

    Using the Sample Locations

    -

    - The following pages contain ten complete natural fantasy locations, which - you can draw ideas from or place directly in your campaign, both during and - after World Creation – for example, when traversing an unexplored map - region. -

    -
    - -

    Location Structure

    -

    - Each location entry is structured to provide comprehensive details for running - a session. The components are: -

    - -
      -
    • - At a glance. This box provides a synopsis of the location: - its keywords, the themes it symbolizes, the terrain around it, and its - elemental forces, as well as suggestions for dangers and discoveries in the - area. -
    • -
    • - Questions for the group. In Fabula Ultima, you should not - introduce elements disconnected from the group. These questions give depth - to the location and allow Players to have creative input. Usually, the Game - Master will ask the questions – and they should make it a habit of doing so - even when introducing locations that do not come from an Atlas. -
    • -
    • - Typical features. This section provides examples of - characters and other elements that can typically be found in this sort of - location. Feel free to take these and use them in other similar locations of - your own devising. -
    • -
    • - Position. Here, you will find suggestions on where to place - this type of location, both geographically and in the campaign’s timeline – - towards a campaign’s start or end, for instance. -
    • -
    • - The Villains' plans. This section provides suggestions on - why Villains might be interested in this or other similar locations. -
    • -
    • - Story hooks. Lastly, this rich section details points of - interest ($$), mysteries (bb) and help requests ((??)), which the Game - Master can use in whole or in part during play. -
    • -
    - -

    Guidance for Players and Game Masters

    -

    - Players and Game Masters alike are welcome to read these sample locations – - they will help the group attune to the natural fantasy style, and can provide - you with inspiration when needed. -

    - -
    - Important Note: Do not take any of what follows as “canon” or - “official”. You have full authority to modify any of these places as you see - fit! -
    - -
    - “Change is the only true constant of life. Clinging to the past for fear of - the present is just a slow death.” -
    +

    The World: Chapter Guide

    Using the Sample Locations

    The following pages contain ten complete natural fantasy locations, which you can draw ideas from or place directly in your campaign, both during and after World Creation – for example, when traversing an unexplored map region.

    Location Structure

    Each location entry is structured to provide comprehensive details for running a session. The components are:

    • At a glance. This box provides a synopsis of the location: its keywords, the themes it symbolizes, the terrain around it, and its elemental forces, as well as suggestions for dangers and discoveries in the area.
    • Questions for the group. In Fabula Ultima, you should not introduce elements disconnected from the group. These questions give depth to the location and allow Players to have creative input. Usually, the Game Master will ask the questions – and they should make it a habit of doing so even when introducing locations that do not come from an Atlas.
    • Typical features. This section provides examples of characters and other elements that can typically be found in this sort of location. Feel free to take these and use them in other similar locations of your own devising.
    • Position. Here, you will find suggestions on where to place this type of location, both geographically and in the campaign’s timeline – towards a campaign’s start or end, for instance.
    • The Villains' plans. This section provides suggestions on why Villains might be interested in this or other similar locations.
    • Story hooks. Lastly, this rich section details points of interest ($$), mysteries (bb) and help requests ((??)), which the Game Master can use in whole or in part during play.

    Guidance for Players and Game Masters

    Players and Game Masters alike are welcome to read these sample locations – they will help the group attune to the natural fantasy style, and can provide you with inspiration when needed.

    Important Note: Do not take any of what follows as “canon” or “official”. You have full authority to modify any of these places as you see fit!
    “Change is the only true constant of life. Clinging to the past for fear of the present is just a slow death.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/23.html b/books/natural-fantasy-atlas/23.html index 7333387..fe261a6 100644 --- a/books/natural-fantasy-atlas/23.html +++ b/books/natural-fantasy-atlas/23.html @@ -1,97 +1 @@ - - -
    - -
    -

    - Few truly know what lurks behind the quiet of this enigmatic place, lost - in the depths of the forest. The locals never cross its threshold—even - during celebrations—and the youngsters show great respect to those who - dare enter just the first chamber. Moss and lichens cover the wall of the - now forgotten Badger Temple… and its secret should be forgotten as well. -

    -
    - - -
    -

    BADGER TEMPLE AT A GLANCE

    -

    Keywords: curse, trial, seal.

    - -
    -
    Terrain:
    -
    - stone, vines, water. Common elements: - L, - D, E -
    -
    - -
    -
    Travel roll:
    -
    - d8. Rare elements: A, - F -
    -
    - -

    Key Features

    - -
    - -
    -

    Dangers

    -
      -
    • A huge sentient plant guarding the path.
    • -
    • A magical mist that fools the senses.
    • -
    • A barrier created by the statues that flank the entrance.
    • -
    -
    - - -
    -

    Discoveries

    -
      -
    • A spirit protector of the forest.
    • -
    • A plant with miraculous properties.
    • -
    • A shrine hiding a prodigious blessing.
    • -
    -
    -
    - - -
    -
    Themes:
    -
    - Facing one’s fears, gaining self-awareness and self-confidence, - understanding the past to build the future. -
    -
    -
    - - -
    -

    Structural Context

    -

    - THE ANCIENT SHRINE / Badger Temple -

    -
    -
    THE ANCIENT SHRINE
    -
    /
    -
    Badger Temple
    -
    -
    - - -
    -

    Additional Data

    -
    -
    +

    Few truly know what lurks behind the quiet of this enigmatic place, lost in the depths of the forest. The locals never cross its threshold—even during celebrations—and the youngsters show great respect to those who dare enter just the first chamber. Moss and lichens cover the wall of the now forgotten Badger Temple… and its secret should be forgotten as well.

    BADGER TEMPLE AT A GLANCE

    Keywords: curse, trial, seal.

    Terrain:
    stone, vines, water. Common elements: L, D, E
    Travel roll:
    d8. Rare elements: A, F

    Key Features

    Dangers

    • A huge sentient plant guarding the path.
    • A magical mist that fools the senses.
    • A barrier created by the statues that flank the entrance.

    Discoveries

    • A spirit protector of the forest.
    • A plant with miraculous properties.
    • A shrine hiding a prodigious blessing.
    Themes:
    Facing one’s fears, gaining self-awareness and self-confidence, understanding the past to build the future.

    Structural Context

    THE ANCIENT SHRINE / Badger Temple

    THE ANCIENT SHRINE
    /
    Badger Temple

    Additional Data

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/24.html b/books/natural-fantasy-atlas/24.html index 6fbcf3d..83e06e0 100644 --- a/books/natural-fantasy-atlas/24.html +++ b/books/natural-fantasy-atlas/24.html @@ -1,72 +1 @@ - - - - - - Ancient Shrine Details - - -
    -

    The World - Ancient Shrine Guide

    - -

    Typical Features

    -

    - The typical Ancient Shrine should include at least one of these features: -

    -
      -
    • Creatures or spells to test those who enter.
    • -
    • An incredibly ancient evil sealed inside.
    • -
    • An artifact that belonged to a hero of the past.
    • -
    • A legendary beast of great wisdom.
    • -
    - -

    Position

    -

    - Frequently enough, the location of the Ancient Shrine is already known at - the beginning of the campaign, but Player Characters might not be able to - explore it in full and are forced to return later with an artifact or a - magic password. -

    -

    - The Ancient Shrine might be where the prologue is set, when the - protagonists – unaware of the original purpose of the structure and the - unfortunate consequences of their curiosity – discover or awaken something - truly ancient and dangerous. -

    - -

    The Villains' Plans

    -

    - Sometimes, the Ancient Shrine hides an artifact that a Villain wants but, - for some reason, can’t reach. These Villains often wait for Player - Characters to overcome the dangers of the Shrine, only to then waylay - them. Otherwise, a major or supreme Villain might be sealed inside, - patiently waiting. -

    - -

    Possible Questions for the Group

    -

    These points are designed to prompt player discussion and mystery:

    -
      -
    • - A number of wooden statues dot the path to the temple. - What do they represent? Why are they here? -
    • -
    • - A number of frescoes decorate the temple walls, depicting an event so - ancient it has been lost to time. What is it? -
    • -
    • - The entrance to the temple is easy to find but the inner sanctum is well - protected. - How do you access it? What prevents you from reaching it? -
    • -
    • - The Badger Temple hides an incredible secret. - What is it? Who knows about it and what is its price? -
    • -
    • - A terrible curse awaits those who desecrate the heart of the temple. - What are its effects, and can you break it? -
    • -
    -
    - + Ancient Shrine Details

    The World - Ancient Shrine Guide

    Typical Features

    The typical Ancient Shrine should include at least one of these features:

    • Creatures or spells to test those who enter.
    • An incredibly ancient evil sealed inside.
    • An artifact that belonged to a hero of the past.
    • A legendary beast of great wisdom.

    Position

    Frequently enough, the location of the Ancient Shrine is already known at the beginning of the campaign, but Player Characters might not be able to explore it in full and are forced to return later with an artifact or a magic password.

    The Ancient Shrine might be where the prologue is set, when the protagonists – unaware of the original purpose of the structure and the unfortunate consequences of their curiosity – discover or awaken something truly ancient and dangerous.

    The Villains' Plans

    Sometimes, the Ancient Shrine hides an artifact that a Villain wants but, for some reason, can’t reach. These Villains often wait for Player Characters to overcome the dangers of the Shrine, only to then waylay them. Otherwise, a major or supreme Villain might be sealed inside, patiently waiting.

    Possible Questions for the Group

    These points are designed to prompt player discussion and mystery:

    • A number of wooden statues dot the path to the temple. What do they represent? Why are they here?
    • A number of frescoes decorate the temple walls, depicting an event so ancient it has been lost to time. What is it?
    • The entrance to the temple is easy to find but the inner sanctum is well protected. How do you access it? What prevents you from reaching it?
    • The Badger Temple hides an incredible secret. What is it? Who knows about it and what is its price?
    • A terrible curse awaits those who desecrate the heart of the temple. What are its effects, and can you break it?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/25.html b/books/natural-fantasy-atlas/25.html index af1a607..00124ef 100644 --- a/books/natural-fantasy-atlas/25.html +++ b/books/natural-fantasy-atlas/25.html @@ -1,75 +1 @@ - - - - - - Story Hooks - - -

    STORY HOOKS

    - -

    - When bringing Badger Temple into play, the GM may use the following points - to enrich the story by introducing artifacts, Villains, discoveries, and - rewards. -

    - -

    The Hall of Trials

    - -
      -
    • - Light and Darkness. A single torch shines true, revealing - the living frescoes upon the walls – the shadows of four badgers, each - bearing a small rattle, slide among the paintings. To continue, the PCs - must collect the four rattles. Every time they roll a Check to try, the GM - fills 1 section of an 8-section Clock. If the Clock is filled before they - succeed, or if they attempt to use violence, a fearsome guardian emerges - from the frescoes. What is it? Which of the PCs knows legends about its - weak spot? -
    • - -
    • - Hall of Despair. This empty room seems endless. Every now - and then, the pale image of a badger appears, beckoning the heroes to - follow them in the darkness. The PCs have to fill a 6-section Clock to - keep the spirit in sight and reach the exit. Whenever a PC fails a Check, - frustration gets the better of them, causing them to suffer a random - status effect among dazed, shaken, slow, and weak. -
    • - -
    • - The Door. The badger stops next to a great stone door - covered in thorny vines, which can be removed either with a Ritual or by - suffering a heavy loss of Hit Points. The badger glows with a feeble - light, which restores all the PCs’ Mind Points. -
    • - -
    • - Dark Vines (The Rafflesia Encounter). Sprawling creepers - and living vines fill the entire room. At the center, a massive, garish - flower tinges the scene with scarlet and purple hues. A glowing bud - dangles from one of the vines, right above the jaws of the plant-creature - at the heart of the flower: its name is Rafflesia. Its stalk is - covered in thorns, and the badger-spirits are trapped in its two creeping - tentacles. -
        -
      • - Properties: It’s - Vulnerable to fire damage, - Resistant to ice and bolt, and - Absorbs light, thanks to the glowing bud, which also - hypnotizes its targets, forcing them to attack the main body – those - who charge into melee are punished by its thorns. -
      • -
      • - Challenge: If both tentacles are defeated, the twin - badger spirits regain their powers and Rafflesia becomes - Vulnerable to light damage. How did this creature - evolve? How was it created? What is hidden at the center of the room? -
      • -
      -
    • -
    - - - + Story Hooks

    STORY HOOKS

    When bringing Badger Temple into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    The Hall of Trials

    • Light and Darkness. A single torch shines true, revealing the living frescoes upon the walls – the shadows of four badgers, each bearing a small rattle, slide among the paintings. To continue, the PCs must collect the four rattles. Every time they roll a Check to try, the GM fills 1 section of an 8-section Clock. If the Clock is filled before they succeed, or if they attempt to use violence, a fearsome guardian emerges from the frescoes. What is it? Which of the PCs knows legends about its weak spot?
    • Hall of Despair. This empty room seems endless. Every now and then, the pale image of a badger appears, beckoning the heroes to follow them in the darkness. The PCs have to fill a 6-section Clock to keep the spirit in sight and reach the exit. Whenever a PC fails a Check, frustration gets the better of them, causing them to suffer a random status effect among dazed, shaken, slow, and weak.
    • The Door. The badger stops next to a great stone door covered in thorny vines, which can be removed either with a Ritual or by suffering a heavy loss of Hit Points. The badger glows with a feeble light, which restores all the PCs’ Mind Points.
    • Dark Vines (The Rafflesia Encounter). Sprawling creepers and living vines fill the entire room. At the center, a massive, garish flower tinges the scene with scarlet and purple hues. A glowing bud dangles from one of the vines, right above the jaws of the plant-creature at the heart of the flower: its name is Rafflesia. Its stalk is covered in thorns, and the badger-spirits are trapped in its two creeping tentacles.
      • Properties: It’s Vulnerable to fire damage, Resistant to ice and bolt, and Absorbs light, thanks to the glowing bud, which also hypnotizes its targets, forcing them to attack the main body – those who charge into melee are punished by its thorns.
      • Challenge: If both tentacles are defeated, the twin badger spirits regain their powers and Rafflesia becomes Vulnerable to light damage. How did this creature evolve? How was it created? What is hidden at the center of the room?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/26.html b/books/natural-fantasy-atlas/26.html index 6c102c7..b2c9a80 100644 --- a/books/natural-fantasy-atlas/26.html +++ b/books/natural-fantasy-atlas/26.html @@ -1,86 +1 @@ - - - - - - The World: The Snake-Spirit - - -
    -

    THE WORLD

    -

    Chapter B: The Snake-Spirit

    -
    - -
    -

    - A demon of ruin lies sealed in the heart of the temple, and an almost - forgotten prophecy foretells that a descendant of the “snake lineage” will - one day be able to free it. Key questions remain: What is known about this - lineage? Who among the Player Characters has heard of it? Or, who among - them will discover that they descend from it? -

    - -
    -

    Investigation Threads

    -
      -
    • - The treasure in the statue. In the bowels of the - temple, wedged between the scales of a giant stone serpent, there is - an ancient scepter, the Soulthorn—an artifact capable - of imprisoning a soul. Only the chosen one can awaken its true power - and free the snake-spirit. What would be the consequences of its use? - If left to its own devices, what is the snake-spirit going to do once - freed? -
    • -
    • - An ancient pact. Although remembered as an evil - being, the spirit actually taught humanity the arts of herbalism, - medicine, and poison. However, their gifts were used to cause death - and suffering, and, to atone, the spirit began devouring any pain and - diseases they saw as born of their actions. As a last act, before - corruption overcame them, they sealed themselves away in the temple, - slowly losing all their memories. -
    • -
    • - Recovered memories. By using the Soulthorn or coming - into contact with the snake-spirit’s power, Player Characters may - recover fragments of their memory and investigate further. What - catastrophic event forced the spirit to cut all ties with the world? - Which of their memories might restore their confidence? -
    • -
    -
    -
    - -
    -

    Zecar

    -

    - An aristocratic fox-man named Zecar offers the Player Characters a lavish - reward, provided they help him recover a family heirloom from the temple. - Investigation involves: -

    -
      -
    • - The sword of ages. Laying on a stone altar, this sword - is an artifact that, according to legend, grants luck, fame, and - wealth—but it’s protected by a seal. Who among the Player Characters - knows how to break it? -
    • -
    • - Unmasked! Zecar’s ancestry gained its nobility thanks - to the sword, but his ancestors returned it to the temple, believing it - was its rightful place. Once the blade is in his hands, the haughty - fox-man turns out to be a minor Villain and uses an Ultima Point to - escape. What are his intentions? Why was the sword returned? Which dark - powers does it hide, and why is Zecar underestimating its influence? -
    • -
    -
    - -
    - “A dark omen awaits, trapped in the depths.
    - A pure heart will free it; a pure heart might defeat it.” -
    - -
    - + The World: The Snake-Spirit

    THE WORLD

    Chapter B: The Snake-Spirit

    A demon of ruin lies sealed in the heart of the temple, and an almost forgotten prophecy foretells that a descendant of the “snake lineage” will one day be able to free it. Key questions remain: What is known about this lineage? Who among the Player Characters has heard of it? Or, who among them will discover that they descend from it?

    Investigation Threads

    • The treasure in the statue. In the bowels of the temple, wedged between the scales of a giant stone serpent, there is an ancient scepter, the Soulthorn—an artifact capable of imprisoning a soul. Only the chosen one can awaken its true power and free the snake-spirit. What would be the consequences of its use? If left to its own devices, what is the snake-spirit going to do once freed?
    • An ancient pact. Although remembered as an evil being, the spirit actually taught humanity the arts of herbalism, medicine, and poison. However, their gifts were used to cause death and suffering, and, to atone, the spirit began devouring any pain and diseases they saw as born of their actions. As a last act, before corruption overcame them, they sealed themselves away in the temple, slowly losing all their memories.
    • Recovered memories. By using the Soulthorn or coming into contact with the snake-spirit’s power, Player Characters may recover fragments of their memory and investigate further. What catastrophic event forced the spirit to cut all ties with the world? Which of their memories might restore their confidence?

    Zecar

    An aristocratic fox-man named Zecar offers the Player Characters a lavish reward, provided they help him recover a family heirloom from the temple. Investigation involves:

    • The sword of ages. Laying on a stone altar, this sword is an artifact that, according to legend, grants luck, fame, and wealth—but it’s protected by a seal. Who among the Player Characters knows how to break it?
    • Unmasked! Zecar’s ancestry gained its nobility thanks to the sword, but his ancestors returned it to the temple, believing it was its rightful place. Once the blade is in his hands, the haughty fox-man turns out to be a minor Villain and uses an Ultima Point to escape. What are his intentions? Why was the sword returned? Which dark powers does it hide, and why is Zecar underestimating its influence?
    “A dark omen awaits, trapped in the depths.
    A pure heart will free it; a pure heart might defeat it.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/27.html b/books/natural-fantasy-atlas/27.html index 0d14dc6..1966892 100644 --- a/books/natural-fantasy-atlas/27.html +++ b/books/natural-fantasy-atlas/27.html @@ -1,91 +1 @@ - - - - - - Breezeburg Hamlet Profile - - -
    -

    Breezeburg Hamlet

    -

    - A secluded pocket of natural harmony. -

    - -

    Community Profile

    - -

    - Many people stumble almost by accident into this small hamlet. Breezeburg - is located among the rolling hills, far removed from the bustle of the - capital, the major trade routes, and the general clamor of the outside - world. On the surface, it presents an idyllic scene—almost drowsy and - peaceful—that maximizes its few natural resources. The inhabitants have - successfully learned how to deeply respect the gentle pace of nature and - wind, living in a sustainable symbiosis with what their environment - offers. -

    - -
    -
    - Keywords -

    community, quiet, wind

    -
    - -
    - Terrain / Elements -
      -
    • Primary: Hills, grasslands, brooks.
    • -
    • - Common elements: A, L, E (Suggests abundant access - to these resources/materials). -
    • -
    -
    - -
    - Challenges & Lore -
      -
    • Travel Roll: d8
    • -
    • Rare Elements: B, F, D
    • -
    -
    -
    - -

    Local Hazards and Secrets

    -
    -
    - Dangers -
      -
    • A foreboding presence residing in the nearby forest.
    • -
    • A persistent swarm of crabby insects.
    • -
    • The threat of a great thunderstorm incoming.
    • -
    -
    - -
    - Discoveries & Themes -
      -
    • - Potential Discoveries: A hermit who retired here to - hide an important secret, or an old ruined building lost in the - untouched wilds. -
    • -
    • - Underlying Themes: A simple life isn't always easy; - confronting blissful ignorance and false security. -
    • -
    -
    -
    - - -
    - + Breezeburg Hamlet Profile

    Breezeburg Hamlet

    A secluded pocket of natural harmony.

    Community Profile

    Many people stumble almost by accident into this small hamlet. Breezeburg is located among the rolling hills, far removed from the bustle of the capital, the major trade routes, and the general clamor of the outside world. On the surface, it presents an idyllic scene—almost drowsy and peaceful—that maximizes its few natural resources. The inhabitants have successfully learned how to deeply respect the gentle pace of nature and wind, living in a sustainable symbiosis with what their environment offers.

    Keywords

    community, quiet, wind

    Terrain / Elements
    • Primary: Hills, grasslands, brooks.
    • Common elements: A, L, E (Suggests abundant access to these resources/materials).
    Challenges & Lore
    • Travel Roll: d8
    • Rare Elements: B, F, D

    Local Hazards and Secrets

    Dangers
    • A foreboding presence residing in the nearby forest.
    • A persistent swarm of crabby insects.
    • The threat of a great thunderstorm incoming.
    Discoveries & Themes
    • Potential Discoveries: A hermit who retired here to hide an important secret, or an old ruined building lost in the untouched wilds.
    • Underlying Themes: A simple life isn't always easy; confronting blissful ignorance and false security.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/28.html b/books/natural-fantasy-atlas/28.html index 1c66190..ccfb6b5 100644 --- a/books/natural-fantasy-atlas/28.html +++ b/books/natural-fantasy-atlas/28.html @@ -1,64 +1 @@ - - - - - - The World Guide - Sleepy Hamlet - - -

    THE WORLD

    -

    CHAPTER NINE: TYPICAL FEATURES

    -

    - The typical Sleepy Hamlet should include at least one of these features: -

    -
      -
    • A gentle, soothing landscape.
    • -
    • An eager population, although unaware of the outside world.
    • -
    • A wise person of few words.
    • -
    • A small shrine tied to a forgotten legend.
    • -
    - -

    POSITION

    -

    - The Sleepy Hamlet is a starting location par excellence – it could even be - the birthplace of one or all protagonists (perhaps with the exception of one - of them, an outsider whose sudden arrival puts events into motion). Our - heroes might expect a happy welcome, unless some negative event undermines - the locals’ trust. Even then, it should be possible to rebuild it. -

    - -

    THE VILLAINS' PLANS

    -

    - A place like Breezeburg is rarely relevant in the antagonists’ plans, unless - they were born and raised there. Perhaps they were childhood friends of the - eldest among Player Characters. More often, an antagonist might be looking - for an item or a person that lives here, or the Hamlet might suffer - collateral damage in the wake of the Villain’s plan or the catastrophe they - unleashed. -

    - -

    POSSIBLE QUESTIONS FOR THE GROUP

    -

    These questions can seed conflict and mystery:

    -
      -
    • - Breezeburg is isolated, but not forgotten – there is just nothing too - remarkable here. Is it really such a happy place? What is about to change? -
    • -
    • - Creatures that couldn’t live anywhere else proliferate here, thanks to the - untouched wilderness. What makes them unique? -
    • -
    • - The villagers live in harmony with the land, the flora, the fauna, and - every other natural element. Where does this tradition come from? -
    • -
    • - A gentle breeze keeps the windmill’s blades in constant motion. What - traditions stem from this unusual situation? -
    • -
    • - Although welcoming, the locals are very narrow-minded and suspicious about - innovations. Why? -
    • -
    - + The World Guide - Sleepy Hamlet

    THE WORLD

    CHAPTER NINE: TYPICAL FEATURES

    The typical Sleepy Hamlet should include at least one of these features:

    • A gentle, soothing landscape.
    • An eager population, although unaware of the outside world.
    • A wise person of few words.
    • A small shrine tied to a forgotten legend.

    POSITION

    The Sleepy Hamlet is a starting location par excellence – it could even be the birthplace of one or all protagonists (perhaps with the exception of one of them, an outsider whose sudden arrival puts events into motion). Our heroes might expect a happy welcome, unless some negative event undermines the locals’ trust. Even then, it should be possible to rebuild it.

    THE VILLAINS' PLANS

    A place like Breezeburg is rarely relevant in the antagonists’ plans, unless they were born and raised there. Perhaps they were childhood friends of the eldest among Player Characters. More often, an antagonist might be looking for an item or a person that lives here, or the Hamlet might suffer collateral damage in the wake of the Villain’s plan or the catastrophe they unleashed.

    POSSIBLE QUESTIONS FOR THE GROUP

    These questions can seed conflict and mystery:

    • Breezeburg is isolated, but not forgotten – there is just nothing too remarkable here. Is it really such a happy place? What is about to change?
    • Creatures that couldn’t live anywhere else proliferate here, thanks to the untouched wilderness. What makes them unique?
    • The villagers live in harmony with the land, the flora, the fauna, and every other natural element. Where does this tradition come from?
    • A gentle breeze keeps the windmill’s blades in constant motion. What traditions stem from this unusual situation?
    • Although welcoming, the locals are very narrow-minded and suspicious about innovations. Why?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/29.html b/books/natural-fantasy-atlas/29.html index c0e6ce5..7246cfe 100644 --- a/books/natural-fantasy-atlas/29.html +++ b/books/natural-fantasy-atlas/29.html @@ -1,74 +1 @@ - - -
    -

    STORY HOOKS

    -

    - When bringing Breezeburg into play, the GM may use the following points to - enrich the story by introducing artifacts, Villains, discoveries, and - rewards. -

    - -

    I. HIGHILL ROAD

    -

    - The highest part of Breezeburg is dominated by the largest windmill, and the - most important buildings in the settlement all lie just along this key road. -

    - -
      -
    • - The Windmills -

      - These massive structures work without pause; their huge blades spin - constantly in the wind. They contribute to the survival of the small - hamlet by powering both the irrigation system and millstones, but not - all seem to serve the same purpose. What is the goal of these other - windmills? -

      -
    • -
    • - The Blacksmith -

      - The small forge is the abode of a man tempered by his work and proud of - it. The firelight makes his creations shine: tools for farming, for - common use, and for artisans. There are no weapons, except an old sword - hanging on the wall. What is the story behind it? -

      -
    • -
    • - The Inn (The Wind Strider) -

      - A modest inn stands along the road. The sign, creaking in the breeze, - says “The Wind Strider.” Though rather small, it is warm and cozy. It’s - quite rare for anyone to stop here: usually only one or two adventurers - pass by looking for respite. Recently, though, a large group slept - here—they looked like acolytes on a pilgrimage. Who were they? Why did - they stop here of all places? -

      -
    • -
    • - The Temple -

      - Near the end of a forgotten track, at the highest spot in Breezeburg, - there is a small, old temple, covered in moss. It has long-since been - abandoned, yet a feeble heart pulses inside. If a Player Character gets - close, a gentle, whisper-like breeze blows. Arcanists, Chimerists, - Invokers, and Spiritists are the best suited to interact. Who lives in - this temple? Why was it abandoned? -

      -
    • -
    - -

    II. WHISPERING MANOR

    -

    - The mansion house belonging to Breezeburg’s only noble family is the most - ancient building in the entire hamlet. According to the villagers, - Whispering Manor has existed since the settlement’s foundation. -

    -

    - This large structure has three floors, rather distinctive sloping roofs, and - a visible large balcony overlooking all of Breezeburg. But the most curious - element is the great windmill on the roof, whose blades never move. -

    - -

    Miscellaneous Note

    -
    +

    STORY HOOKS

    When bringing Breezeburg into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    I. HIGHILL ROAD

    The highest part of Breezeburg is dominated by the largest windmill, and the most important buildings in the settlement all lie just along this key road.

    • The Windmills

      These massive structures work without pause; their huge blades spin constantly in the wind. They contribute to the survival of the small hamlet by powering both the irrigation system and millstones, but not all seem to serve the same purpose. What is the goal of these other windmills?

    • The Blacksmith

      The small forge is the abode of a man tempered by his work and proud of it. The firelight makes his creations shine: tools for farming, for common use, and for artisans. There are no weapons, except an old sword hanging on the wall. What is the story behind it?

    • The Inn (The Wind Strider)

      A modest inn stands along the road. The sign, creaking in the breeze, says “The Wind Strider.” Though rather small, it is warm and cozy. It’s quite rare for anyone to stop here: usually only one or two adventurers pass by looking for respite. Recently, though, a large group slept here—they looked like acolytes on a pilgrimage. Who were they? Why did they stop here of all places?

    • The Temple

      Near the end of a forgotten track, at the highest spot in Breezeburg, there is a small, old temple, covered in moss. It has long-since been abandoned, yet a feeble heart pulses inside. If a Player Character gets close, a gentle, whisper-like breeze blows. Arcanists, Chimerists, Invokers, and Spiritists are the best suited to interact. Who lives in this temple? Why was it abandoned?

    II. WHISPERING MANOR

    The mansion house belonging to Breezeburg’s only noble family is the most ancient building in the entire hamlet. According to the villagers, Whispering Manor has existed since the settlement’s foundation.

    This large structure has three floors, rather distinctive sloping roofs, and a visible large balcony overlooking all of Breezeburg. But the most curious element is the great windmill on the roof, whose blades never move.

    Miscellaneous Note

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/3.html b/books/natural-fantasy-atlas/3.html index 37ba2dc..1e6e7e3 100644 --- a/books/natural-fantasy-atlas/3.html +++ b/books/natural-fantasy-atlas/3.html @@ -1,145 +1 @@ - - - - - - Credits - - -

    CREDITS

    - -
    -

    - Game Design, Writing, and Development -

    -
      -
    • Emanuele Galletto
    • -
    - -

    Additional Writing

    -
      -
    • Selene Dal Borgo
    • -
    • Chris Pagliari
    • -
    - -
    -
    -

    Art Direction

    -
      -
    • Emanuele Galletto
    • -
    -
    -
    -

    Cover Artist

    -
      -
    • Moryo
    • -
    -
    -
    - -

    Interior Artists

    -
      -
    • Michele Bellamoli
    • -
    • Tuomas Korpi
    • -
    • Lorenzo Magalotti
    • -
    • Moryo
    • -
    • Julian Seifert-Olszewski
    • -
    • Catthy Trinh
    • -
    - -

    Pixel Artists

    -
      -
    • Emanuele Galletto
    • -
    • Ben Henry
    • -
    • Sascha Naderer
    • -
    - -

    Damage Icons

    -
      -
    • Lorc
    • -
    - -
    -
    -

    Publisher

    -
      -
    • Nicola Degobbis
    • -
    -
    -
    -

    Chief of Operations

    -
      -
    • Marco Munari
    • -
    -
    -
    - -
    -
    -

    Producer

    -
      -
    • Alberto Orlandini
    • -
    -
    -
    -

    Translation

    -
      -
    • Francesco Castelli
    • -
    -
    -
    - -
    -
    -

    Editing

    -
      -
    • Emanuele Galletto
    • -
    • Neil Kingham
    • -
    -
    -
    -

    Sensitivity Reading

    -
      -
    • Marta Palvarini
    • -
    -
    -
    - -
    -
    -

    Graphic Design

    -
      -
    • Emanuele Galletto
    • -
    • Erica Viotto
    • -
    -
    -
    -

    Proofreading

    -
      -
    • Giovanni Di Pietro
    • -
    • Emanuele Galletto
    • -
    • Marco Munari
    • -
    • Alberto Orlandini
    • -
    • Erica Viotto
    • -
    -
    -
    -
    - - - + Credits

    CREDITS

    Game Design, Writing, and Development

    • Emanuele Galletto

    Additional Writing

    • Selene Dal Borgo
    • Chris Pagliari

    Art Direction

    • Emanuele Galletto

    Cover Artist

    • Moryo

    Interior Artists

    • Michele Bellamoli
    • Tuomas Korpi
    • Lorenzo Magalotti
    • Moryo
    • Julian Seifert-Olszewski
    • Catthy Trinh

    Pixel Artists

    • Emanuele Galletto
    • Ben Henry
    • Sascha Naderer

    Damage Icons

    • Lorc

    Publisher

    • Nicola Degobbis

    Chief of Operations

    • Marco Munari

    Producer

    • Alberto Orlandini

    Translation

    • Francesco Castelli

    Editing

    • Emanuele Galletto
    • Neil Kingham

    Sensitivity Reading

    • Marta Palvarini

    Graphic Design

    • Emanuele Galletto
    • Erica Viotto

    Proofreading

    • Giovanni Di Pietro
    • Emanuele Galletto
    • Marco Munari
    • Alberto Orlandini
    • Erica Viotto
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/30.html b/books/natural-fantasy-atlas/30.html index fa3b902..a00c6a8 100644 --- a/books/natural-fantasy-atlas/30.html +++ b/books/natural-fantasy-atlas/30.html @@ -1,103 +1 @@ - - - - - - The World Chapter Summary - - -

    THE WORLD

    -

    CHAPTER SUMMARY

    - - -
    -

    Demetria

    -
      -
    • - Description: Demetria is the young daughter of the last - laird of Breezeburg. She is secretly a minor Villain. -
    • -
    • - Background: Following her father's death, she secluded - herself in the manor. The villagers treat her with suspicion and spread - rumors, though they do not bear ill toward her directly. -
    • -
    • - Interaction: If the PCs meet her, Demetria is grumpy - but not overtly hostile. She avoids discussing her decision and asks - them to leave the manor, only using violence if absolutely necessary. -
    • -
    - -

    Dark Secrets of Breezeburg

    -

    - A long time ago, Demetria’s family captured Zephyr, the - spirit of air, to gain the wind's favor for founding their hamlet. - Demetria is deeply ashamed but rationalizes Zephyr’s captivity as a - necessary evil for the community. -

    -

    - She feels undeserving of love from the villagers and overlooks that the - spirits themselves have nurtured resentment over centuries. This - accumulated power means they are poised to wipe the entire hamlet out. -

    -
    - - -
    -

    A Missing Friend

    -

    - Mya, a child of the hamlet, has lost her cat, Ruby. Their - usual play area was near the edge of the forest, and Mya is understandably - afraid that Ruby got lost. -

    - -

    Characters Involved

    -
      -
    • - Ruby: A young, snow-furred, and strangely silent cat - that Mya found during spring. They instantly became inseparable, leading - Mya to adopt and care for the cat, despite local suspicion toward stray - animals. -
    • -
    • - Fang: A massive feline beast living in the woods near - Breezeburg. Although the inhabitants usually prefer peaceful - interactions with local wildlife, Fang has recently become extremely - irritable. He bears his name from a massive fang visible on the left - side of his jaw. Fang is highly skilled, capable of inflicting 'slow' - status effects with powerful claws and summoning allies with a roar. -
    • -
    - -

    The Reunion (Plot Synopsis)

    -

    - Fang is shown to be a loving father who lost his cherished cub during the - last harsh winter. It is revealed that Ruby is actually - the child of this powerful feline, reborn as a cait sith. In the forest - heart, the heroes may witness a tender reunion between father and - daughter. -

    -

    - If the group tries to retrieve Ruby, Fang will offer no mercy. The outcome - depends heavily on the Player Characters' decisions and potentially on - Ruby’s own intervention. Key questions arise: Does she remember her - previous life? Can any PC (possibly a Chimerist) communicate with her? How - will Mya react to this tense situation? -

    -
    - -
    -
    - “This isn’t a land of warriors and conquerors. We breathe the wind and - live in harmony and with patience, following the old tradition.” -
    -
    - - - + The World Chapter Summary

    THE WORLD

    CHAPTER SUMMARY

    Demetria

    • Description: Demetria is the young daughter of the last laird of Breezeburg. She is secretly a minor Villain.
    • Background: Following her father's death, she secluded herself in the manor. The villagers treat her with suspicion and spread rumors, though they do not bear ill toward her directly.
    • Interaction: If the PCs meet her, Demetria is grumpy but not overtly hostile. She avoids discussing her decision and asks them to leave the manor, only using violence if absolutely necessary.

    Dark Secrets of Breezeburg

    A long time ago, Demetria’s family captured Zephyr, the spirit of air, to gain the wind's favor for founding their hamlet. Demetria is deeply ashamed but rationalizes Zephyr’s captivity as a necessary evil for the community.

    She feels undeserving of love from the villagers and overlooks that the spirits themselves have nurtured resentment over centuries. This accumulated power means they are poised to wipe the entire hamlet out.

    A Missing Friend

    Mya, a child of the hamlet, has lost her cat, Ruby. Their usual play area was near the edge of the forest, and Mya is understandably afraid that Ruby got lost.

    Characters Involved

    • Ruby: A young, snow-furred, and strangely silent cat that Mya found during spring. They instantly became inseparable, leading Mya to adopt and care for the cat, despite local suspicion toward stray animals.
    • Fang: A massive feline beast living in the woods near Breezeburg. Although the inhabitants usually prefer peaceful interactions with local wildlife, Fang has recently become extremely irritable. He bears his name from a massive fang visible on the left side of his jaw. Fang is highly skilled, capable of inflicting 'slow' status effects with powerful claws and summoning allies with a roar.

    The Reunion (Plot Synopsis)

    Fang is shown to be a loving father who lost his cherished cub during the last harsh winter. It is revealed that Ruby is actually the child of this powerful feline, reborn as a cait sith. In the forest heart, the heroes may witness a tender reunion between father and daughter.

    If the group tries to retrieve Ruby, Fang will offer no mercy. The outcome depends heavily on the Player Characters' decisions and potentially on Ruby’s own intervention. Key questions arise: Does she remember her previous life? Can any PC (possibly a Chimerist) communicate with her? How will Mya react to this tense situation?

    “This isn’t a land of warriors and conquerors. We breathe the wind and live in harmony and with patience, following the old tradition.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/31.html b/books/natural-fantasy-atlas/31.html index 4bf6d01..ee6a650 100644 --- a/books/natural-fantasy-atlas/31.html +++ b/books/natural-fantasy-atlas/31.html @@ -1,83 +1 @@ - - - - - - The Haunted Isle of Candle Bay - - -
    -

    The Haunted Isle

    -

    Candle Bay

    -
    - - -
    -

    - A haunted isle of steep inlets and rocky cliffs, Candle Bay is home to - countless mysteries and legends. The island owes its name to flocks of - ominous will-o-wisps that light up its nights, creating a somber and - enigmatic atmosphere. Strange rumours abound of this grim and equally - fascinating landscape, but even an unsettling children’s tale can conceal - glimmers of truth... -

    -
    - - - - -
    -

    Candle Bay At A Glance

    -

    Keywords: ghosts, isolation, transgression.

    - -
      -
    • - Terrain: thic*kets*, tombstones, reefs. Common - elements: BID -
    • -
    • - Travel Roll: d10. Rare elements: - AL -
    • -
    - -
    - Elements of the Island -
    -
      -
    • - Dangers: A wrathful ghost that can’t find a way back, - or a small abandoned temple infested with trickster spirits. -
    • -
    • - Discoveries: A good luck charm, an ancient holy place, - or a remote well that allows communication with the dead – for a price. -
    • -
    - -
    Themes
    -
      -
    • - Disturbed balance, respect for the past, and exploitation of resources. -
    • -
    -
    - - -
    -

    THE HAUNTED ISLAND

    -

    - (A repeated or decorative title element) -

    -
    - - - - - - + The Haunted Isle of Candle Bay

    The Haunted Isle

    Candle Bay

    A haunted isle of steep inlets and rocky cliffs, Candle Bay is home to countless mysteries and legends. The island owes its name to flocks of ominous will-o-wisps that light up its nights, creating a somber and enigmatic atmosphere. Strange rumours abound of this grim and equally fascinating landscape, but even an unsettling children’s tale can conceal glimmers of truth...

    Candle Bay At A Glance

    Keywords: ghosts, isolation, transgression.

    • Terrain: thic*kets*, tombstones, reefs. Common elements: BID
    • Travel Roll: d10. Rare elements: AL
    Elements of the Island
    • Dangers: A wrathful ghost that can’t find a way back, or a small abandoned temple infested with trickster spirits.
    • Discoveries: A good luck charm, an ancient holy place, or a remote well that allows communication with the dead – for a price.
    Themes
    • Disturbed balance, respect for the past, and exploitation of resources.

    THE HAUNTED ISLAND

    (A repeated or decorative title element)

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/32.html b/books/natural-fantasy-atlas/32.html index 5a512f8..798ec0e 100644 --- a/books/natural-fantasy-atlas/32.html +++ b/books/natural-fantasy-atlas/32.html @@ -1,70 +1 @@ - - - - - - Haunted Island Lore - - -

    The World: Haunted Islands

    - -

    Typical Features

    -

    - The typical Haunted Island should include at least one of these features: -

    -
      -
    • An ancient cemetery or ruin haunted by ghosts.
    • -
    • A small port or other settlement facing some sort of struggle.
    • -
    • A cruel specter, whose name appears in many horror stories.
    • -
    • A direct link with the stream of souls.
    • -
    - -

    Position

    -

    - A Haunted Island might be part of the setting from the start, perhaps as a - mystery and/or threat, or the group might land on its shores because of a - danger or as a result of a Surrender. It’s usually the stage for an - interlude or intermission, and as such can be used at any point in the - campaign. More rarely, it could be the heroes’ final destination, especially - if a powerful, corrupt creature made it their lair. -

    - -

    The Villains’ Plans

    -

    - In many cases, a location like Candle Bay acts as a subplot in and of itself - and has its own local Villain (probably a minor Villain), although in some - campaigns it might assume a more central role. An antagonist might attempt - to harvest the energy of the restless spirits, or could even be a ghost - themselves; or a terrible demon or monster might consume the dark energies - of the island to enact a metamorphosis and reach their full potential. -

    - -

    Possible Questions for the Group

    -
      -
    • - Colored lights brighten the sky over the bay during “the night of - lamentation”. What characterizes this event? -
    • -
    • - Since time immemorial, a majestic arc has dominated the great hill. - Why was it built? What are the rumors about it? -
    • -
    • - It looks like the bay is the home of a creature that can grant wishes. - What is their true nature? What is the price of such a miracle? -
    • -
    • - They say the island stands at a crossroad between the world of the living - and the world of the dead. - What is its nature? Who would you like to see once again? -
    • -
    • - The spirit of a famous character of the past manifests on certain nights. - Who are they? What do they have in common with one of you? -
    • -
    - + Haunted Island Lore

    The World: Haunted Islands

    Typical Features

    The typical Haunted Island should include at least one of these features:

    • An ancient cemetery or ruin haunted by ghosts.
    • A small port or other settlement facing some sort of struggle.
    • A cruel specter, whose name appears in many horror stories.
    • A direct link with the stream of souls.

    Position

    A Haunted Island might be part of the setting from the start, perhaps as a mystery and/or threat, or the group might land on its shores because of a danger or as a result of a Surrender. It’s usually the stage for an interlude or intermission, and as such can be used at any point in the campaign. More rarely, it could be the heroes’ final destination, especially if a powerful, corrupt creature made it their lair.

    The Villains’ Plans

    In many cases, a location like Candle Bay acts as a subplot in and of itself and has its own local Villain (probably a minor Villain), although in some campaigns it might assume a more central role. An antagonist might attempt to harvest the energy of the restless spirits, or could even be a ghost themselves; or a terrible demon or monster might consume the dark energies of the island to enact a metamorphosis and reach their full potential.

    Possible Questions for the Group

    • Colored lights brighten the sky over the bay during “the night of lamentation”. What characterizes this event?
    • Since time immemorial, a majestic arc has dominated the great hill. Why was it built? What are the rumors about it?
    • It looks like the bay is the home of a creature that can grant wishes. What is their true nature? What is the price of such a miracle?
    • They say the island stands at a crossroad between the world of the living and the world of the dead. What is its nature? Who would you like to see once again?
    • The spirit of a famous character of the past manifests on certain nights. Who are they? What do they have in common with one of you?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/33.html b/books/natural-fantasy-atlas/33.html index 5a74057..38cac90 100644 --- a/books/natural-fantasy-atlas/33.html +++ b/books/natural-fantasy-atlas/33.html @@ -1,76 +1 @@ - - - - - - Story Hooks - Candle Bay - - -

    STORY HOOKS

    - -
    -

    - When bringing Candle Bay into play, the GM may use the following points to - enrich the story by introducing artifacts, Villains, discoveries, and - rewards. -

    -
    - -

    $ MINING VILLAGE

    -

    - Rich in copper veins, but inexplicably abandoned, the island has become the - destination for miners from all over the region. -

    - -
      -
    • - The dock. The bay’s cramped inlet presents the only - possible dock for boats and small ships. During the night, however, the - ground shakes and restless ghosts pour across the streets, imploring the - miners to leave the island. -
    • -
    • - The dig site. The miners’ countenances, marked by - constant toil, betray their growing concerns, but - Baron Darius (minor Villain) feverishly pushes them to keep - mining copper. What does he crave (or fear) even more than the ghosts? Who - among the miners is a familiar face for the PCs? -
    • -
    • - The Baron. Descended from a local noble family, - Darius the Boastful craves fame and power. Driven by a desire to - emulate the deeds of his ancestors (or fearing to let his lineage down), - he strong-armed the population into working without pause, challenging and - defeating the specter haunting Candle Bay. -
    • -
    • - The Centipede. Made sluggish by the magical purifying - properties of copper veins present in the rock, a gigantic monster with - almost impenetrable hide has slept under the island for centuries. When - challenged, it unleashes seismic magic; its carapace regenerates each - round and it can also separate parts of its body, which act autonomously - in the form of soldier-rank enemies. -
    • -
    - -

    THE SEVEN-TAILS’ FOREST

    -

    - At the top of the hill, an ancient cemetery hosts the souls of the departed. - At its center stands a great cherry tree, apparently weak and dying. A dark - aura seeps from the earth and small will-o-wisps dance among the tombs, - under the light of distant stars. -

    - -
      -
    • - Natsuki. In ancient times, the fox-demon Natsuki haunted - the island. Attempts at fighting them all proved futile, until they fell - in love with the young Soh and swore never to harm another human as long - as he remained at their side. Determined to save his people, Soh bravely - accepted this bond – his spirit still roams the forest, now only a pale - blue flame. Did he regret his decision? -
    • -
    - - - + Story Hooks - Candle Bay

    STORY HOOKS

    When bringing Candle Bay into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    $ MINING VILLAGE

    Rich in copper veins, but inexplicably abandoned, the island has become the destination for miners from all over the region.

    • The dock. The bay’s cramped inlet presents the only possible dock for boats and small ships. During the night, however, the ground shakes and restless ghosts pour across the streets, imploring the miners to leave the island.
    • The dig site. The miners’ countenances, marked by constant toil, betray their growing concerns, but Baron Darius (minor Villain) feverishly pushes them to keep mining copper. What does he crave (or fear) even more than the ghosts? Who among the miners is a familiar face for the PCs?
    • The Baron. Descended from a local noble family, Darius the Boastful craves fame and power. Driven by a desire to emulate the deeds of his ancestors (or fearing to let his lineage down), he strong-armed the population into working without pause, challenging and defeating the specter haunting Candle Bay.
    • The Centipede. Made sluggish by the magical purifying properties of copper veins present in the rock, a gigantic monster with almost impenetrable hide has slept under the island for centuries. When challenged, it unleashes seismic magic; its carapace regenerates each round and it can also separate parts of its body, which act autonomously in the form of soldier-rank enemies.

    THE SEVEN-TAILS’ FOREST

    At the top of the hill, an ancient cemetery hosts the souls of the departed. At its center stands a great cherry tree, apparently weak and dying. A dark aura seeps from the earth and small will-o-wisps dance among the tombs, under the light of distant stars.

    • Natsuki. In ancient times, the fox-demon Natsuki haunted the island. Attempts at fighting them all proved futile, until they fell in love with the young Soh and swore never to harm another human as long as he remained at their side. Determined to save his people, Soh bravely accepted this bond – his spirit still roams the forest, now only a pale blue flame. Did he regret his decision?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/34.html b/books/natural-fantasy-atlas/34.html index 6d7e4d7..952c49d 100644 --- a/books/natural-fantasy-atlas/34.html +++ b/books/natural-fantasy-atlas/34.html @@ -1,111 +1 @@ - - - - - - The World - Chapter Guide - - -

    THE WORLD

    - -
    -

    The Cemetery

    -

    - Other spirits haunt the weathered tombstones. None remember who they were - in life, and the inscriptions are almost unreadable. The Player Characters - (PCs) may spend some time deciphering them and discover a secret: -

    -
      -
    • - The people of the island built it as a ritual site which sends a portion - of the departed’s spiritual energy to Soh’s soul, ensuring he continues - in his duty even after death. However, the young man’s spirit is growing - weaker. The party must investigate why. -
    • -
    -
    - -
    -

    The Awakening

    -

    - This section describes a critical plot development concerning Soh and - Natsuki. -

    -
      -
    • - Condition: If the bond between Soh and Natsuki is - broken, the demon returns to torment the bay. -
    • -
    • - Game Mechanic: The Game Master must create an - “Awakening of the Seven-Tails” Clock with 8 sections. One section fills - at the end of each scene or round during conflict with Natsuki. -
    • -
    • - Escalation: Each section except the last represents the - demon growing a new tail. Once the Clock is full, - Natsuki becomes a major Villain. -
    • -
    - -

    Combat Details (Natsuki)

    -
      -
    • - Offensive Ability: Natsuki can charm their enemies, - inflicting Dazed and Weak status effects. Affected characters deal half - damage to the demon. -
    • -
    • - Vulnerability & Resistance: - Vulnerable to air and light damage; - Resistant to earth and lightning; can - Absorb dark. -
    • -
    -
    - -
    -

    Diana, the Ghost of the Reef

    -

    - The Player Characters find a bottle abandoned on the beach containing a - love letter. The addressee appears soon: Diana tells the heroes her story - and asks for their help to reach a nearby atoll. -

    - -

    Encounter Scenarios

    -
      -
    • - Stormy Sea (Diana & Talassia): For getting too close to - the human world, the nymph Talassia was imprisoned inside the coral - reef—this is how Diana eventually met her. She promised to visit daily, - but an unexpected storm took the life of the young woman, leaving her - stuck in the bay as a ghost, unable to fulfill her promise. How can the - heroes help reunite them? -
    • -
    • - The Sea Nymph (Talassia): A member of the sea people, - Talassia has lived in the bay since time immemorial, but ancient and - strict laws forbid the nymphs from interacting with surface dwellers, - under penalty of being sent straight back to the stream of souls. -
    • -
    • - A Happy Ending? (Reunion): Eventually, lacking any news - of Diana, Talassia tried to contact her with a message in a bottle. If - they are reunited, Talassia leaves the sea, stepping onto land and - returning to the stream of souls together with her dearest Diana. The - PCs can witness their last smiles... or perhaps the first of many. -
    • -
    • - Player Choice: The characters may add a special - Bond to the two lovers (this does not count towards the - normal limit of six). -
    • -
    -
    - -
    - "The waters of the bay show the reflection of two worlds; so close, yet so - far apart. Reality doesn’t care if they are benevolent or malevolent. They - will return." -
    - + The World - Chapter Guide

    THE WORLD

    The Cemetery

    Other spirits haunt the weathered tombstones. None remember who they were in life, and the inscriptions are almost unreadable. The Player Characters (PCs) may spend some time deciphering them and discover a secret:

    • The people of the island built it as a ritual site which sends a portion of the departed’s spiritual energy to Soh’s soul, ensuring he continues in his duty even after death. However, the young man’s spirit is growing weaker. The party must investigate why.

    The Awakening

    This section describes a critical plot development concerning Soh and Natsuki.

    • Condition: If the bond between Soh and Natsuki is broken, the demon returns to torment the bay.
    • Game Mechanic: The Game Master must create an “Awakening of the Seven-Tails” Clock with 8 sections. One section fills at the end of each scene or round during conflict with Natsuki.
    • Escalation: Each section except the last represents the demon growing a new tail. Once the Clock is full, Natsuki becomes a major Villain.

    Combat Details (Natsuki)

    • Offensive Ability: Natsuki can charm their enemies, inflicting Dazed and Weak status effects. Affected characters deal half damage to the demon.
    • Vulnerability & Resistance: Vulnerable to air and light damage; Resistant to earth and lightning; can Absorb dark.

    Diana, the Ghost of the Reef

    The Player Characters find a bottle abandoned on the beach containing a love letter. The addressee appears soon: Diana tells the heroes her story and asks for their help to reach a nearby atoll.

    Encounter Scenarios

    • Stormy Sea (Diana & Talassia): For getting too close to the human world, the nymph Talassia was imprisoned inside the coral reef—this is how Diana eventually met her. She promised to visit daily, but an unexpected storm took the life of the young woman, leaving her stuck in the bay as a ghost, unable to fulfill her promise. How can the heroes help reunite them?
    • The Sea Nymph (Talassia): A member of the sea people, Talassia has lived in the bay since time immemorial, but ancient and strict laws forbid the nymphs from interacting with surface dwellers, under penalty of being sent straight back to the stream of souls.
    • A Happy Ending? (Reunion): Eventually, lacking any news of Diana, Talassia tried to contact her with a message in a bottle. If they are reunited, Talassia leaves the sea, stepping onto land and returning to the stream of souls together with her dearest Diana. The PCs can witness their last smiles... or perhaps the first of many.
    • Player Choice: The characters may add a special Bond to the two lovers (this does not count towards the normal limit of six).
    "The waters of the bay show the reflection of two worlds; so close, yet so far apart. Reality doesn’t care if they are benevolent or malevolent. They will return."
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/35.html b/books/natural-fantasy-atlas/35.html index d583faf..cd05cd0 100644 --- a/books/natural-fantasy-atlas/35.html +++ b/books/natural-fantasy-atlas/35.html @@ -1,76 +1 @@ - - - - - - Cerulean Jungle Lore Document - - -
    -

    CERULEAN JUNGLE AT A GLANCE

    -

    *(Context: The Eternal Forest)*

    - -

    Overview and Description

    -

    - This enchanted place, characterized by the majesty of the jungle, is a - realm where nature reigns supreme. It expresses a harmonious and - unpredictable complexity that often challenges human understanding. -

    - -

    The Ecosystem

    -

    - Majestic trees reach toward the sky amidst roaring waterfalls. The jungle - supports an extremely diverse fauna, including remnants of primeval - epochs. Here, fairy spirits and arboreal creatures dance perpetually to - the rhythm of the four seasons. -

    - -

    Key Lore Details

    - - -

    Challenges and Discoveries

    - -

    ⚠️ Dangers

    -
      -
    • A territorial creature protecting its nest.
    • -
    • A thick jungle of carnivorous plants.
    • -
    • Turbulent streams leading to a hazardous waterfall.
    • -
    - -

    ✨ Potential Discoveries

    -

    Travelers may encounter:

    -
      -
    • An ancestral ruin overgrown by nature.
    • -
    • The favorable intervention of fairies.
    • -
    • An ancient creature believed to be extinct.
    • -
    - -

    Themes

    - -
    - + Cerulean Jungle Lore Document

    CERULEAN JUNGLE AT A GLANCE

    *(Context: The Eternal Forest)*

    Overview and Description

    This enchanted place, characterized by the majesty of the jungle, is a realm where nature reigns supreme. It expresses a harmonious and unpredictable complexity that often challenges human understanding.

    The Ecosystem

    Majestic trees reach toward the sky amidst roaring waterfalls. The jungle supports an extremely diverse fauna, including remnants of primeval epochs. Here, fairy spirits and arboreal creatures dance perpetually to the rhythm of the four seasons.

    Key Lore Details

    Challenges and Discoveries

    ⚠️ Dangers

    • A territorial creature protecting its nest.
    • A thick jungle of carnivorous plants.
    • Turbulent streams leading to a hazardous waterfall.

    ✨ Potential Discoveries

    Travelers may encounter:

    • An ancestral ruin overgrown by nature.
    • The favorable intervention of fairies.
    • An ancient creature believed to be extinct.

    Themes

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/36.html b/books/natural-fantasy-atlas/36.html index d4c9148..ace03f9 100644 --- a/books/natural-fantasy-atlas/36.html +++ b/books/natural-fantasy-atlas/36.html @@ -1,72 +1 @@ - - - - - - The Eternal Forest - World Guide - - -
    -
    -

    THE WORLD

    -

    CHAPTER 9: TYPICAL FEATURES

    -
    - -

    - The typical Eternal Forest should include at least one of these features: -

    -
      -
    • Crystal-clear rivers forming majestic waterfalls.
    • -
    • The remains of ancient paths, barely usable.
    • -
    • Tunnels leading to enigmatic underground structures.
    • -
    • A legendary animal of great wisdom.
    • -
    - -

    POSITION

    -

    - Usually, the Eternal Forest occupies most of the map of the known lands: - all who travel the continent have to cross it or sail its rivers. The - Player Characters are likely to spend a lot of time in the shadow of its - trees, exploring many different areas and stumbling upon dangers and - discoveries that will change and evolve the forest over the course of the - campaign. Who knows… maybe one day they might even reach those secrets - hidden far below its roots! -

    - -

    THE VILLAINS’ PLANS

    -

    - The sheer size of the Eternal Forest makes it an ideal hideout for a - Villain, who might also take advantage of it and ambush the heroes. Also, - some antagonists will be interested in the treasures and the miraculous - machines hidden in the depths of the forest – some out of greed, and some - hoping to wield their powers for good, unaware of their collateral - effects. -

    - -
    -

    POSSIBLE QUESTIONS FOR THE GROUP

    -
      -
    • - Navigating and surviving seem impossible, but the forest people live - in complete symbiosis with nature. What is their secret? -
    • -
    • - The locals don’t trust strangers. What do they fear? How can you gain - acceptance from them? -
    • -
    • - This place hosts a species considered extinct. What kind of creatures - are they? What makes them special? -
    • -
    • - A plant with miraculous properties grows only here. What are these - properties? Who is looking for it, and why? -
    • -
    • - Among the overgrown trees and shrubs, you find the remains of a - mysterious creature. Is it possible that their kin are still alive? -
    • -
    -
    -
    - + The Eternal Forest - World Guide

    THE WORLD

    CHAPTER 9: TYPICAL FEATURES

    The typical Eternal Forest should include at least one of these features:

    • Crystal-clear rivers forming majestic waterfalls.
    • The remains of ancient paths, barely usable.
    • Tunnels leading to enigmatic underground structures.
    • A legendary animal of great wisdom.

    POSITION

    Usually, the Eternal Forest occupies most of the map of the known lands: all who travel the continent have to cross it or sail its rivers. The Player Characters are likely to spend a lot of time in the shadow of its trees, exploring many different areas and stumbling upon dangers and discoveries that will change and evolve the forest over the course of the campaign. Who knows… maybe one day they might even reach those secrets hidden far below its roots!

    THE VILLAINS’ PLANS

    The sheer size of the Eternal Forest makes it an ideal hideout for a Villain, who might also take advantage of it and ambush the heroes. Also, some antagonists will be interested in the treasures and the miraculous machines hidden in the depths of the forest – some out of greed, and some hoping to wield their powers for good, unaware of their collateral effects.

    POSSIBLE QUESTIONS FOR THE GROUP

    • Navigating and surviving seem impossible, but the forest people live in complete symbiosis with nature. What is their secret?
    • The locals don’t trust strangers. What do they fear? How can you gain acceptance from them?
    • This place hosts a species considered extinct. What kind of creatures are they? What makes them special?
    • A plant with miraculous properties grows only here. What are these properties? Who is looking for it, and why?
    • Among the overgrown trees and shrubs, you find the remains of a mysterious creature. Is it possible that their kin are still alive?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/37.html b/books/natural-fantasy-atlas/37.html index 748d5d1..1b8edcb 100644 --- a/books/natural-fantasy-atlas/37.html +++ b/books/natural-fantasy-atlas/37.html @@ -1,96 +1 @@ - - - - - - Story Hooks: The Court of Seasons - - -

    STORY HOOKS

    - -
    -

    - When bringing Cerulean Jungle into play, the GM may use the following - points to enrich the story by introducing artifacts, Villains, - discoveries, and rewards. -

    -
    - -

    THE COURT OF SEASONS

    -

    - A colossal tree rises at the foot of a majestic waterfall. Its trunk splits - into four sections, each with different colored leaves, matching the season - that rules it. -

    - - -
    -

    The Spring Court

    -

    - Denizens: The Sylphs (wind fairies). They are graceful - and kind, always celebrating in a joyous atmosphere thanks to brightly - colored flowers and reeds, and bright green leaves. - Temperament: Lively and cheerful; the queen spreads joy - wherever she goes and loves to watch court games. -

    -

    - Encounter Goal: Participate in the court games.
    - Reward: The PCs are rewarded with the - Rebirth Leaf, a rare accessory that increases all healing - received by 5. -

    -
    - - -
    -

    The Summer Court

    -

    - Denizens: The fire Salamanders. They are famous for their - exuberant and mischievous temperament, with a main color of red. - Environment: A sweltering breeze makes this area - extremely hot and causes the tree’s fruits to mature very quickly. -

    -

    - Encounter Goal: Take a rest in the hot springs.
    - Reward: The PCs can enjoy the hot springs, granting - Resistance to fire damage until the end of the next - conflict. -

    -
    - - -
    -

    The Autumn Court

    -

    - Denizens: The earth Dryads. Characterized by yellow - color, they are mild-mannered, calm, generous, but very shy. They feel the - deepest connection with the tree. -

    -

    - Encounter Goal: Help them prepare for a winter that never - comes.
    - Reward: The queen is mellow and agreeable, rewarding help - with a set of Gnarled Armor, which Absorbs earth damage - but makes the wearer Vulnerable to fire. -

    -
    - - -
    -

    The Winter Court

    -

    - Denizens: The ice Undines. They are blue-colored, - haughty, contemptuous, bold, prideful, and easy to offend. - Environment: A chilling wind makes this area positively - frigid; everything is covered in white snow, and the branches are - withered. -

    -

    - Encounter Goal: Demonstrate that they meet the court’s - high standards.
    - Reward: If successful, they receive the - Tiara of Tears, a rare accessory that increases the - wearer’s Willpower die by one size. -

    -
    - + Story Hooks: The Court of Seasons

    STORY HOOKS

    When bringing Cerulean Jungle into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    THE COURT OF SEASONS

    A colossal tree rises at the foot of a majestic waterfall. Its trunk splits into four sections, each with different colored leaves, matching the season that rules it.

    The Spring Court

    Denizens: The Sylphs (wind fairies). They are graceful and kind, always celebrating in a joyous atmosphere thanks to brightly colored flowers and reeds, and bright green leaves. Temperament: Lively and cheerful; the queen spreads joy wherever she goes and loves to watch court games.

    Encounter Goal: Participate in the court games.
    Reward: The PCs are rewarded with the Rebirth Leaf, a rare accessory that increases all healing received by 5.

    The Summer Court

    Denizens: The fire Salamanders. They are famous for their exuberant and mischievous temperament, with a main color of red. Environment: A sweltering breeze makes this area extremely hot and causes the tree’s fruits to mature very quickly.

    Encounter Goal: Take a rest in the hot springs.
    Reward: The PCs can enjoy the hot springs, granting Resistance to fire damage until the end of the next conflict.

    The Autumn Court

    Denizens: The earth Dryads. Characterized by yellow color, they are mild-mannered, calm, generous, but very shy. They feel the deepest connection with the tree.

    Encounter Goal: Help them prepare for a winter that never comes.
    Reward: The queen is mellow and agreeable, rewarding help with a set of Gnarled Armor, which Absorbs earth damage but makes the wearer Vulnerable to fire.

    The Winter Court

    Denizens: The ice Undines. They are blue-colored, haughty, contemptuous, bold, prideful, and easy to offend. Environment: A chilling wind makes this area positively frigid; everything is covered in white snow, and the branches are withered.

    Encounter Goal: Demonstrate that they meet the court’s high standards.
    Reward: If successful, they receive the Tiara of Tears, a rare accessory that increases the wearer’s Willpower die by one size.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/38.html b/books/natural-fantasy-atlas/38.html index 6b30845..0acf157 100644 --- a/books/natural-fantasy-atlas/38.html +++ b/books/natural-fantasy-atlas/38.html @@ -1,103 +1 @@ - - - - - - Echoing Ruins and Encounters - - -
    -

    THE WORLD - ECHOING RUINS

    -

    The Ruins

    -

    - The remains of ancient machines emerge from the undergrowth alongside the - metal fuselage of a huge airship, now crushed by tree roots. The only - creatures that live in these forgotten ruins are constructs, intent on an - endless cycle of repairs. -

    - -

    Key Discoveries and Mysteries

    -
      -
    • - Echoing Ruins: Ancient technology is preserved here. - Deciphering the old logs and restarting the main console, the PCs - discover that this technology is not from the known world. Which epoch - does it come from? -
    • -
    • - Lost Technology: Strange weapons and tools of unknown - function lay under the dust inside the fuselage. The PCs might find rare - pieces of equipment, recharge their Inventory Points, or decipher an - ancient and forgotten alphabet. What kind of tools do they find? What - were they designed for? How do they function? -
    • -
    • - Cold Fusion: The belly of the ship hides an artifact - that can generate infinite energy. The device now exists symbiotically - with the last of the lumenflies, an ancient species of giant firefly - considered extinct. The artifact’s heat is necessary for the eggs to - hatch, but someone wants to use its power to fight a decisive battle. - Who are they? Is it possible to find a compromise? -
    • -
    -
    - -
    - -
    -

    PROTECTION WANTED

    -

    - The heroes stumble upon a caravan of traveling merchants. They are not - familiar with this region and they aren’t confident to continue without an - escort. -

    - - -
    -

    Imperatrix

    -

    - This creature has ruled the skies of the Cerulean Jungle since time - immemorial. Despite her fierce appearance, she prefers to nest up in the - mountains and has never attacked the denizens of the forest... until - now. -

    -
      -
    • - Abilities: She boasts a terrifying dive attack that - holds down the target until the end of the round, dealing damage and - inflicting slow, but she can also breathe searing flames. -
    • -
    • - Crisis Form: When in Crisis, she can hit up to two - targets during a dive and inflict poisoned with her tail sting. -
    • -
    • - Vulnerabilities/Resistances: She is - Vulnerable to ice and bolt damage, but - Immune to fire and poison. -
    • -
    - -

    Something Unsaid

    -

    - In a cage on the central cart is the Imperatrix’s offspring, which the - merchants stole from the nest. Only the inestimable value of such a - creature pushed them to take such a risk. -

    -

    - The Conflict: If the PCs discover the truth, the - merchants try to buy their silence. If someone returns her lost - hatchling, the mother returns to the mountains without causing further - damage to the forest. What will the PCs do? -

    - -
    - “Respect nature and it will respect you. Trample even a single flower - and it will take back what was stolen from it. Everything has a place in - this ecosystem!” -
    -
    -
    - -
    - + Echoing Ruins and Encounters

    THE WORLD - ECHOING RUINS

    The Ruins

    The remains of ancient machines emerge from the undergrowth alongside the metal fuselage of a huge airship, now crushed by tree roots. The only creatures that live in these forgotten ruins are constructs, intent on an endless cycle of repairs.

    Key Discoveries and Mysteries

    • Echoing Ruins: Ancient technology is preserved here. Deciphering the old logs and restarting the main console, the PCs discover that this technology is not from the known world. Which epoch does it come from?
    • Lost Technology: Strange weapons and tools of unknown function lay under the dust inside the fuselage. The PCs might find rare pieces of equipment, recharge their Inventory Points, or decipher an ancient and forgotten alphabet. What kind of tools do they find? What were they designed for? How do they function?
    • Cold Fusion: The belly of the ship hides an artifact that can generate infinite energy. The device now exists symbiotically with the last of the lumenflies, an ancient species of giant firefly considered extinct. The artifact’s heat is necessary for the eggs to hatch, but someone wants to use its power to fight a decisive battle. Who are they? Is it possible to find a compromise?

    PROTECTION WANTED

    The heroes stumble upon a caravan of traveling merchants. They are not familiar with this region and they aren’t confident to continue without an escort.

    Imperatrix

    This creature has ruled the skies of the Cerulean Jungle since time immemorial. Despite her fierce appearance, she prefers to nest up in the mountains and has never attacked the denizens of the forest... until now.

    • Abilities: She boasts a terrifying dive attack that holds down the target until the end of the round, dealing damage and inflicting slow, but she can also breathe searing flames.
    • Crisis Form: When in Crisis, she can hit up to two targets during a dive and inflict poisoned with her tail sting.
    • Vulnerabilities/Resistances: She is Vulnerable to ice and bolt damage, but Immune to fire and poison.

    Something Unsaid

    In a cage on the central cart is the Imperatrix’s offspring, which the merchants stole from the nest. Only the inestimable value of such a creature pushed them to take such a risk.

    The Conflict: If the PCs discover the truth, the merchants try to buy their silence. If someone returns her lost hatchling, the mother returns to the mountains without causing further damage to the forest. What will the PCs do?

    “Respect nature and it will respect you. Trample even a single flower and it will take back what was stolen from it. Everything has a place in this ecosystem!”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/39.html b/books/natural-fantasy-atlas/39.html index d83f637..6afd580 100644 --- a/books/natural-fantasy-atlas/39.html +++ b/books/natural-fantasy-atlas/39.html @@ -1,62 +1 @@ - - - - - - The Eerie Village: Darkdepth - - -

    The Eerie Village

    -

    Darkdepth

    - -

    - Ancient legends tell of the strange village hidden in the darkest and humid - depths of the great forest, inhabited by mysterious, inhuman creatures who - appear as silent shadows when a traveler is in mortal danger, only to - promptly drag their body into the murky depths of the undergrowth. This - putrid and rotten place does not belong to the living, and no one returns - from it. -

    - - - -

    Structural Elements

    - -
    -

    - Terrain: bark, mud, moss. - Common elements: E, D, T -

    -

    - Travel roll: d10. Rare elements: A, L -

    -
    - -

    Features and Concepts

    - -

    Dangers

    -
      -
    • A corpse-eating monster defending its territory
    • -
    • Clouds of choking spores
    • -
    • A giant corrosive slime
    • -
    - -

    Discoveries

    -
      -
    • A fungus with exceedingly rare properties
    • -
    • A precious item left by a traveler
    • -
    • A wellspring of pure water
    • -
    - -

    Themes

    -
      -
    • Unusual customs
    • -
    • New life born from death
    • -
    • Coexisting with what we don’t fully understand
    • -
    - -

    Customer Inquiry

    - + The Eerie Village: Darkdepth

    The Eerie Village

    Darkdepth

    Ancient legends tell of the strange village hidden in the darkest and humid depths of the great forest, inhabited by mysterious, inhuman creatures who appear as silent shadows when a traveler is in mortal danger, only to promptly drag their body into the murky depths of the undergrowth. This putrid and rotten place does not belong to the living, and no one returns from it.

    Structural Elements

    Terrain: bark, mud, moss. Common elements: E, D, T

    Travel roll: d10. Rare elements: A, L

    Features and Concepts

    Dangers

    • A corpse-eating monster defending its territory
    • Clouds of choking spores
    • A giant corrosive slime

    Discoveries

    • A fungus with exceedingly rare properties
    • A precious item left by a traveler
    • A wellspring of pure water

    Themes

    • Unusual customs
    • New life born from death
    • Coexisting with what we don’t fully understand

    Customer Inquiry

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/4.html b/books/natural-fantasy-atlas/4.html index a3ff75c..e6655a3 100644 --- a/books/natural-fantasy-atlas/4.html +++ b/books/natural-fantasy-atlas/4.html @@ -1,242 +1 @@ - - - - - - Table of Contents - - -

    TABLE OF CONTENTS

    - -
    -

    • 1. INTRODUCTION

    -
      -
    • - Natural Fantasy Pillars - 8 -
    • -
    • - Before We Start - 12 -
    • -
    -
    - -
    -

    • 2. THE WORLD

    -
      -
    • -

      Natural Fantasy Locations

      -
        -
      • - Vertical Worlds - 18 -
      • -
      • - Badger Temple – The Ancient Shrine - 22 -
      • -
      • - Breezeburg – The Sleepy Hamlet - 26 -
      • -
      • - Candle Bay – The Haunted Island - 30 -
      • -
      • - Cerulean Jungle – The Eternal Forest - 34 -
      • -
      • - Darkdepth – The Eerie Village - 38 -
      • -
      • - Eisenstadt – The Central City - 42 -
      • -
      • - Golden City – The Remote Ruin - 46 -
      • -
      • - Lowtide – The Sunny Bay - 50 -
      • -
      • - Rocky Desert – The Barren Wastes - 54 -
      • -
      • - Vertigo Peak – The Freezing Mountain - 58 -
      • -
      -
    • - -

      Conflict & Systems

      -
        -
      • - Conflicts - 62 -
      • -
      • - Magic and Rituals - 68 -
      • -
      • - Technology - 72 -
      • -
      • - Materials and Forging - 74 -
      • -
      • - Materials Generator - 78 -
      • -
      • - Rare Items - 82 -
      • -
      • - Artifacts - 88 -
      • -
      -
    -
    - -

    Character and Gameplay Guides

    - -
      -
    • -

      • 3. PROTAGONISTS

      - -
      -
        -
      • - Natural Fantasy Heroes - 96 -
      • -
      • - Bravery and Introspection - 96 -
      • -
      • - A Dynamic Balance - 97 -
      • -
      • - Friendships and Family - 97 -
      • -
      -
      - - -
      -
        -
      • - Sample Natural Fantasy Characters - 97 -
      • -
      • - New Options - 108 -
      • -
      • - Custom Weapons - 112 -
      • -
      • - Natural Fantasy Quirks - 120 -
      • -
      • - Camp Activities - 130 -
      • -
      • - New Classic Characters - 134 -
      • -
      -
      - -
      -
        -
      • - Floralist - 138 -
      • -
      • - Gourmet - 148 -
      • -
      • - Invoker - 154 -
      • -
      • - Merchant - 158 -
      • -
      -
      - -
      -
        -
      • - Natural Fantasy Heroic Skills - 160 -
      • -
      -
      -
    • - -
    • -

      • 4. ANTAGONISTS

      - -
      -
        -
      • - Natural Fantasy Villains - 172 -
      • -
      • - Environmental Antagonists - 174 -
      • - -
        -
          -
        • - T onitranea Rex - 176 -
        • -
        • - Node and Dylon - 182 -
        • -
        • - Brightvale - 186 -
        • -
        • - Titania, Queen of Fairies - 192 -
        • -
        • - Eldgren - 198 -
        • -
        -
        -
      -
      -
    • -
    - + Table of Contents

    TABLE OF CONTENTS

    • 1. INTRODUCTION

    • Natural Fantasy Pillars 8
    • Before We Start 12

    • 2. THE WORLD

    • Natural Fantasy Locations

      • Vertical Worlds 18
      • Badger Temple – The Ancient Shrine 22
      • Breezeburg – The Sleepy Hamlet 26
      • Candle Bay – The Haunted Island 30
      • Cerulean Jungle – The Eternal Forest 34
      • Darkdepth – The Eerie Village 38
      • Eisenstadt – The Central City 42
      • Golden City – The Remote Ruin 46
      • Lowtide – The Sunny Bay 50
      • Rocky Desert – The Barren Wastes 54
      • Vertigo Peak – The Freezing Mountain 58
    • Conflict & Systems

      • Conflicts 62
      • Magic and Rituals 68
      • Technology 72
      • Materials and Forging 74
      • Materials Generator 78
      • Rare Items 82
      • Artifacts 88

    Character and Gameplay Guides

    • • 3. PROTAGONISTS

      • Natural Fantasy Heroes 96
      • Bravery and Introspection 96
      • A Dynamic Balance 97
      • Friendships and Family 97
      • Sample Natural Fantasy Characters 97
      • New Options 108
      • Custom Weapons 112
      • Natural Fantasy Quirks 120
      • Camp Activities 130
      • New Classic Characters 134
      • Floralist 138
      • Gourmet 148
      • Invoker 154
      • Merchant 158
      • Natural Fantasy Heroic Skills 160
    • • 4. ANTAGONISTS

      • Natural Fantasy Villains 172
      • Environmental Antagonists 174
        • T onitranea Rex 176
        • Node and Dylon 182
        • Brightvale 186
        • Titania, Queen of Fairies 192
        • Eldgren 198
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/40.html b/books/natural-fantasy-atlas/40.html index 02af87a..06e99e5 100644 --- a/books/natural-fantasy-atlas/40.html +++ b/books/natural-fantasy-atlas/40.html @@ -1,78 +1 @@ - - - - - - The World - Chapter Features - - -

    The World

    -

    Chapter 9: Typical Features of an Eerie Village

    -

    - The typical Eerie Village should include at least one of these features: -

    -
      -
    • An ecological or spiritual role that scares or disgusts humans.
    • -
    • A completely unique population.
    • -
    • A natural or magical resource not found elsewhere.
    • -
    • A protector figure with an inscrutable or difficult personality.
    • -
    - -

    Chapter 9: Location & Positioning

    -

    - Locations like Darkdepth may appear as a discovery during a journey or be - introduced with a Fabula Point, but more often they are a turning point of - the campaign—an allegory of the main themes of the story that the group can - engage with and even directly talk to. -

    -

    - For example, Darkdepth is linked to the fear of death and - the instinctive repulsion for decay and rotting, in spite of the fact that - these processes are inevitable and essential to creating new life. -

    - -
    - -

    Chapter 9: The Villains’ Plans

    -

    - Some Villains might see the Eerie Village as a precious source of power. - Others might plan to destroy it to wipe out its influence over the - environment—ignoring or underestimating the consequences of such an act. - From this point of view, the Eerie Village symbolizes the need to learn why - we have to protect what we don’t understand and, sometimes, even what scares - us. -

    - -

    Possible Questions for the Group:

    -
      -
    • - Which one of you has already explored these woods? Have you ever met or - noticed the sinister presence of the legend? -
    • -
    • - When these forests were still young, an unknown population lived here. - Which one of you has heard of them or stumbled upon the ruins of their - civilization? -
    • -
    • - In the past, someone you knew got lost in these woods. Did they ever - return? If yes, how did the experience change them? -
    • -
    • - Who decided to make the forest paths secure once and for all? How? What - danger are they underestimating? -
    • -
    • What dangerous creature roams in the muddy undergrowth?
    • -
    • Who is offering to guide you through the forest?
    • -
    - -
    - -

    Summary Section: Darkdepth

    -

    - (Note: The raw text suggests this section was repeated or contained - supplementary material related to " ()") -

    - + The World - Chapter Features

    The World

    Chapter 9: Typical Features of an Eerie Village

    The typical Eerie Village should include at least one of these features:

    • An ecological or spiritual role that scares or disgusts humans.
    • A completely unique population.
    • A natural or magical resource not found elsewhere.
    • A protector figure with an inscrutable or difficult personality.

    Chapter 9: Location & Positioning

    Locations like Darkdepth may appear as a discovery during a journey or be introduced with a Fabula Point, but more often they are a turning point of the campaign—an allegory of the main themes of the story that the group can engage with and even directly talk to.

    For example, Darkdepth is linked to the fear of death and the instinctive repulsion for decay and rotting, in spite of the fact that these processes are inevitable and essential to creating new life.

    Chapter 9: The Villains’ Plans

    Some Villains might see the Eerie Village as a precious source of power. Others might plan to destroy it to wipe out its influence over the environment—ignoring or underestimating the consequences of such an act. From this point of view, the Eerie Village symbolizes the need to learn why we have to protect what we don’t understand and, sometimes, even what scares us.

    Possible Questions for the Group:

    • Which one of you has already explored these woods? Have you ever met or noticed the sinister presence of the legend?
    • When these forests were still young, an unknown population lived here. Which one of you has heard of them or stumbled upon the ruins of their civilization?
    • In the past, someone you knew got lost in these woods. Did they ever return? If yes, how did the experience change them?
    • Who decided to make the forest paths secure once and for all? How? What danger are they underestimating?
    • What dangerous creature roams in the muddy undergrowth?
    • Who is offering to guide you through the forest?

    Summary Section: Darkdepth

    (Note: The raw text suggests this section was repeated or contained supplementary material related to " ()")

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/41.html b/books/natural-fantasy-atlas/41.html index d38a3f3..ff071fb 100644 --- a/books/natural-fantasy-atlas/41.html +++ b/books/natural-fantasy-atlas/41.html @@ -1,82 +1 @@ - - - - - - Story Hooks: Darkdepth - - -

    STORY HOOKS

    - -

    - When bringing Darkdepth into play, the GM - may use the following points to enrich the story by introducing artifacts, - villains, discoveries, and rewards. -

    - -

    Saprobes' Village

    -

    - From outside, Darkdepth looks like the ruins of an ancient village, plunged - in a murky hollow in the undergrowth. Some buildings are still visible in - the dim light, their walls covered in mold and roofs swelling from spores - and mucilage. -

    - -
    Key Story Elements:
    -
      -
    • - Far from the surface. Reaching Darkdepth isn’t easy: one - must wade through the dense mud of the forest to a maze of underground - caves, or follow the roots of centuries-old trees until light fades and - air becomes suffocating. - (Intrigue Questions: Who or what is going to guide the PCs to the - village? What are their intentions?) -
    • -
    • - The saprobes. The villagers are silent creatures who - communicate using subtle movements and often remain immobile, as if - they’re listening. They are vaguely humanoid in shape, but their decaying - fungal bodies are all different. Many wear jewels created by stringing - together the most disparate items; bone, wood, glass and ceramic are the - most common, but some saprobes add metal pins and earrings to their gill - caps. - (Intrigue Questions: Which of the PCs recognizes a familiar symbol or - item? Why does this disturb them?) -
    • -
    • - Leto. Tall and thin, Leto distinguishes himself from the - other saprobes with his interest in humans. He collects and preserves a - great number of books and notes, going so far as to learn the basics of - some languages and dialects. The PCs’ arrival excites and worries him at - the same time: he’s willing to explain the nature and origin of saprobes, - but he wants to know more about the surface world in exchange. He also - asks the group not to reveal the location of Darkdepth to nearby villages, - because he “learned from his books that humanity isn’t patient or - sympathetic”. - (Intrigue Questions: What is the saprobe's role? Why do they appear - when someone’s life is in danger? What answers are hidden among Leto’s - dusty tomes? What happened to the original inhabitants of - Darkdepth?) -
    • -
    • - Bargain Alley. The long hollow of a fallen tree has - become a gathering place for saprobes, who come here to trade items of - every sort – those found upon the corpses brought to Darkdepth. Some are - really ancient, others extremely new. Saprobes don’t use money and are - outraged if someone asks to buy some of the jewelry they adorn themselves - with. - (Intrigue Questions: Why is that? What kind of link do they have with - the items they choose to wear?) -
    • -
    - -
    Transaction Note: ()
    - + Story Hooks: Darkdepth

    STORY HOOKS

    When bringing Darkdepth into play, the GM may use the following points to enrich the story by introducing artifacts, villains, discoveries, and rewards.

    Saprobes' Village

    From outside, Darkdepth looks like the ruins of an ancient village, plunged in a murky hollow in the undergrowth. Some buildings are still visible in the dim light, their walls covered in mold and roofs swelling from spores and mucilage.

    Key Story Elements:
    • Far from the surface. Reaching Darkdepth isn’t easy: one must wade through the dense mud of the forest to a maze of underground caves, or follow the roots of centuries-old trees until light fades and air becomes suffocating. (Intrigue Questions: Who or what is going to guide the PCs to the village? What are their intentions?)
    • The saprobes. The villagers are silent creatures who communicate using subtle movements and often remain immobile, as if they’re listening. They are vaguely humanoid in shape, but their decaying fungal bodies are all different. Many wear jewels created by stringing together the most disparate items; bone, wood, glass and ceramic are the most common, but some saprobes add metal pins and earrings to their gill caps. (Intrigue Questions: Which of the PCs recognizes a familiar symbol or item? Why does this disturb them?)
    • Leto. Tall and thin, Leto distinguishes himself from the other saprobes with his interest in humans. He collects and preserves a great number of books and notes, going so far as to learn the basics of some languages and dialects. The PCs’ arrival excites and worries him at the same time: he’s willing to explain the nature and origin of saprobes, but he wants to know more about the surface world in exchange. He also asks the group not to reveal the location of Darkdepth to nearby villages, because he “learned from his books that humanity isn’t patient or sympathetic”. (Intrigue Questions: What is the saprobe's role? Why do they appear when someone’s life is in danger? What answers are hidden among Leto’s dusty tomes? What happened to the original inhabitants of Darkdepth?)
    • Bargain Alley. The long hollow of a fallen tree has become a gathering place for saprobes, who come here to trade items of every sort – those found upon the corpses brought to Darkdepth. Some are really ancient, others extremely new. Saprobes don’t use money and are outraged if someone asks to buy some of the jewelry they adorn themselves with. (Intrigue Questions: Why is that? What kind of link do they have with the items they choose to wear?)
    Transaction Note: ()
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/42.html b/books/natural-fantasy-atlas/42.html index 63f9e62..f5a9a6d 100644 --- a/books/natural-fantasy-atlas/42.html +++ b/books/natural-fantasy-atlas/42.html @@ -1,88 +1 @@ - - - - - - The World - Chapter Extracts - - -
    41
    - -

    THE WORLD

    - - -

    CHAPTER: The Depths of the Great Tree

    - -
    -

    - Following a group of saprobes carrying a corpse to Darkdepths, the PCs - venture among the giant roots of a titanic tree, completely covered with - fungi. Its trunk, surrounded by glowing spores, merges with the cave’s - ceiling and the surface ground. -

    -
    - -
      -
    • - Marshille: Sitting among the depths of the roots is a - giant woman with harsh, sharp features. She wears a cobweb tunic and a - large fungal cap. Her pale fingers end in extremely long nails, with which - she traces occult symbols in the air with fine precision. The giantess - speaks many languages and introduces herself as “guest and sister” of the - saprobes. Is she a descendant of the people that lived here in the past? -
    • -
    • - Life in Death: Marshille has no problem explaining her - role in Darkdepth: every creature that dies in the area is brought to her, - so that her magic might breathe new life into the tree and the entire - forest, not to mention the saprobes themselves. How do the PCs react to - this revelation? Do they think that it is legitimate to deny the mourning - families a final farewell for the good of the forest, considering those - same families draw sustenance from its fruits? -
    • -
    - -
    - - -

    CHAPTER: The Drake Expedition

    - -

    - Seraphina Drake, a young and enterprising magician from the Central Academy, - is organizing an expedition to locate Darkdepth and research the mysterious - power that, according to her, controls life and death in the entire forest. - She is offering a generous salary to those who escort her and ensure her - safety. -

    - -
      -
    • - Mercenaries: Anxious for results, Seraphina hired some - ex-military. Which of the PCs has dealt with them in the past? What - burning defeat still torments these soldiers? Who is their leader and how - long do they actually plan on following the magician’s orders? -
    • -
    • - Henrietta Drake: Seraphina’s younger sister accompanies - the expedition and handles logistics and upkeep, but she is concerned - about her sister’s impatience and the mercenaries’ methods. Her blood ties - with Seraphina make her an ideal hostage. -
    • -
    • - Temptation: After reaching Darkdepth and discovering its - ties with the life of the forest, the expedition breaks apart: Henrietta - and the mercenaries have very different priorities and this will no doubt - lead to a Villain emerging (maybe two, depending on the circumstances). - Which side, if any, do the PCs take? Do the villagers have any chance to - fight back? How will the forest react to this threat? -
    • -
    - - - - + The World - Chapter Extracts
    41

    THE WORLD

    CHAPTER: The Depths of the Great Tree

    Following a group of saprobes carrying a corpse to Darkdepths, the PCs venture among the giant roots of a titanic tree, completely covered with fungi. Its trunk, surrounded by glowing spores, merges with the cave’s ceiling and the surface ground.

    • Marshille: Sitting among the depths of the roots is a giant woman with harsh, sharp features. She wears a cobweb tunic and a large fungal cap. Her pale fingers end in extremely long nails, with which she traces occult symbols in the air with fine precision. The giantess speaks many languages and introduces herself as “guest and sister” of the saprobes. Is she a descendant of the people that lived here in the past?
    • Life in Death: Marshille has no problem explaining her role in Darkdepth: every creature that dies in the area is brought to her, so that her magic might breathe new life into the tree and the entire forest, not to mention the saprobes themselves. How do the PCs react to this revelation? Do they think that it is legitimate to deny the mourning families a final farewell for the good of the forest, considering those same families draw sustenance from its fruits?

    CHAPTER: The Drake Expedition

    Seraphina Drake, a young and enterprising magician from the Central Academy, is organizing an expedition to locate Darkdepth and research the mysterious power that, according to her, controls life and death in the entire forest. She is offering a generous salary to those who escort her and ensure her safety.

    • Mercenaries: Anxious for results, Seraphina hired some ex-military. Which of the PCs has dealt with them in the past? What burning defeat still torments these soldiers? Who is their leader and how long do they actually plan on following the magician’s orders?
    • Henrietta Drake: Seraphina’s younger sister accompanies the expedition and handles logistics and upkeep, but she is concerned about her sister’s impatience and the mercenaries’ methods. Her blood ties with Seraphina make her an ideal hostage.
    • Temptation: After reaching Darkdepth and discovering its ties with the life of the forest, the expedition breaks apart: Henrietta and the mercenaries have very different priorities and this will no doubt lead to a Villain emerging (maybe two, depending on the circumstances). Which side, if any, do the PCs take? Do the villagers have any chance to fight back? How will the forest react to this threat?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/43.html b/books/natural-fantasy-atlas/43.html index 5b0b406..40c15de 100644 --- a/books/natural-fantasy-atlas/43.html +++ b/books/natural-fantasy-atlas/43.html @@ -1,61 +1 @@ - - - - - - Eisenstadt - City Guide - - -

    Eisenstadt

    - -
    -

    Overview

    -

    - The great city of Eisenstadt rises magnificently among the hills, in stark - contrast with the surrounding countryside, which has been progressively - abandoned over the last few years and is riddled with windworn megaliths, - crumbled mounds and abandoned iron mines. -

    -

    - As the seat of both the Alchemists’ College and the Government Bureau, - it’s for all intents and purposes the industrial, political and economic - capital of the region, not to mention the destination of all who seek a - Special Alchemist License. -

    -
    - -
    -

    Eisenstadt at a Glance

    -

    Keywords: elitism, progress, urbanism.

    - -

    Key Elements

    -
      -
    • Terrain: hills, bridges, streets.
    • -
    • Common elements: B, F, E
    • -
    • Travel roll: d6.
    • -
    • Rare elements: A, I
    • -
    - -

    Challenges & Opportunities

    -
      -
    • - Dangers: night haunts emerging from the mounds, a pair - of big time swindlers, the eternal rival of one of the PCs. -
    • -
    • - Discoveries: a young traveling merchant, 20% discounts - all over the city, exclusive tickets to a private soiree. -
    • -
    - -

    Themes

    -

    - Explore themes relating to frantic and ambitious life, cold logic, and the - forgotten truths and customs of the past. -

    -
    - -
    -

    Information

    -
    - + Eisenstadt - City Guide

    Eisenstadt

    Overview

    The great city of Eisenstadt rises magnificently among the hills, in stark contrast with the surrounding countryside, which has been progressively abandoned over the last few years and is riddled with windworn megaliths, crumbled mounds and abandoned iron mines.

    As the seat of both the Alchemists’ College and the Government Bureau, it’s for all intents and purposes the industrial, political and economic capital of the region, not to mention the destination of all who seek a Special Alchemist License.

    Eisenstadt at a Glance

    Keywords: elitism, progress, urbanism.

    Key Elements

    • Terrain: hills, bridges, streets.
    • Common elements: B, F, E
    • Travel roll: d6.
    • Rare elements: A, I

    Challenges & Opportunities

    • Dangers: night haunts emerging from the mounds, a pair of big time swindlers, the eternal rival of one of the PCs.
    • Discoveries: a young traveling merchant, 20% discounts all over the city, exclusive tickets to a private soiree.

    Themes

    Explore themes relating to frantic and ambitious life, cold logic, and the forgotten truths and customs of the past.

    Information

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/44.html b/books/natural-fantasy-atlas/44.html index 486c9db..e3d62d7 100644 --- a/books/natural-fantasy-atlas/44.html +++ b/books/natural-fantasy-atlas/44.html @@ -1,78 +1 @@ - - - - - - The World - Chapter Summary - - -

    THE WORLD

    -
    - - -

    Chapter 9: Typical Features

    -

    The typical Central City should include at least one of these features:

    -
      -
    • A school or academy that explores new disciplines.
    • -
    • An enterprising but arrogant middle class.
    • -
    • Traces of a past culture that very few talk about.
    • -
    • A merchant quarter, the true hub of all major trade routes.
    • -
    - -
    - - -

    Chapter 9: Position

    -

    - A location like Eisenstadt often represents a transformative moment in the - campaign. Here, the protagonists might find incomplete answers to some - questions, meet new allies, and, perhaps, buy some brand new equipment and a - flying or seaworthy transport. -

    -

    - The Central City is also a great opportunity to introduce new threats and - start the second half of the campaign. -

    - -
    - - -

    Chapter 9: The Villains’ Plans

    -

    - Eisenstadt is the largest city in the region, distinguished by its high - technological level, easy access to numerous resources, and an ambitious and - individualistic society: fertile ground for a Villain. This kind of location - tends to present strictly humanoid antagonists, such as greedy merchants, - callous industrialists, and alchemists or inventors willing to accept - daunting risks in the name of progress. -

    - -
    - - -

    Possible Questions for the Group

    -

    - These questions are designed to prompt roleplaying encounters and build - tension: -

    -
      -
    • - Which one of you has been to Eisenstadt before, and why? Has it changed - much compared to your memories? -
    • -
    • - The city is large and noisy. Which one of you feels lost? Who has that - enthusiastic shine in their eyes? -
    • -
    • - What is the most melancholic thing you saw crossing the hills around the - city? Which of you knows the story of the people who lived there? -
    • -
    • Which of your friends do you expect to meet here?
    • -
    • - Did one of you attend the Alchemists’ College? Did any of the scholars - there leave an impression? Why? -
    • -
    • What can you buy in this place?
    • -
    - + The World - Chapter Summary

    THE WORLD


    Chapter 9: Typical Features

    The typical Central City should include at least one of these features:

    • A school or academy that explores new disciplines.
    • An enterprising but arrogant middle class.
    • Traces of a past culture that very few talk about.
    • A merchant quarter, the true hub of all major trade routes.

    Chapter 9: Position

    A location like Eisenstadt often represents a transformative moment in the campaign. Here, the protagonists might find incomplete answers to some questions, meet new allies, and, perhaps, buy some brand new equipment and a flying or seaworthy transport.

    The Central City is also a great opportunity to introduce new threats and start the second half of the campaign.

    Chapter 9: The Villains’ Plans

    Eisenstadt is the largest city in the region, distinguished by its high technological level, easy access to numerous resources, and an ambitious and individualistic society: fertile ground for a Villain. This kind of location tends to present strictly humanoid antagonists, such as greedy merchants, callous industrialists, and alchemists or inventors willing to accept daunting risks in the name of progress.

    Possible Questions for the Group

    These questions are designed to prompt roleplaying encounters and build tension:

    • Which one of you has been to Eisenstadt before, and why? Has it changed much compared to your memories?
    • The city is large and noisy. Which one of you feels lost? Who has that enthusiastic shine in their eyes?
    • What is the most melancholic thing you saw crossing the hills around the city? Which of you knows the story of the people who lived there?
    • Which of your friends do you expect to meet here?
    • Did one of you attend the Alchemists’ College? Did any of the scholars there leave an impression? Why?
    • What can you buy in this place?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/45.html b/books/natural-fantasy-atlas/45.html index ba7ab0a..7d74703 100644 --- a/books/natural-fantasy-atlas/45.html +++ b/books/natural-fantasy-atlas/45.html @@ -1,92 +1 @@ - - - - - - Story Hooks Documentation - - -
    -

    Story Hooks

    -
    - -
    -

    - When bringing Eisenstadt into play, the GM may use the following points to - enrich the story by introducing artifacts, villains, discoveries, and - rewards. -

    -
    - -
    -

    Alchemy & The Alchemists’ College

    -

    - One of the most impressive buildings in Eisenstadt, the College was built - on ancient foundations, but it has been renovated many times over the - years to integrate special pipes and remedy a few “accidents” caused by - overzealous researchers. -

    - -
      -
    • - The Commission: Led by Dean Elsholtz, this is a - mandatory path required for receiving a Special License and freely - practicing alchemy. The Commission replaced the previous individual - apprenticeship system with a curriculum aimed at industrial development, - removing most of the philosophical and anthropological studies, - especially any reference to forbidden alchemical techniques. - (Question prompts: Who among the PCs thinks this was a reprehensible - decision? Who deems it reasonable or understandable?) -
    • - -
    • - The Classrooms: Ten ample halls, designed for both - theoretical and practical lessons, occupy the third and fourth floor of - the College. - (Question prompts: What is the most unusual subject taught here? - Which of the professors shows some interest in the Player Characters? - Are there any known faces?) -
    • - -
    • - Highflame Library: As emphasized by its bright blue - crest, the College considers knowledge similar to fire, and its purest - expression is an intense but controlled flame, which gave name to this - colossal library. - (Question prompts: What legendary tome is kept here? Who can give - permission to read it and who wants to prevent it at all cost? And - why?) -
    • - -
    • - The Kiln: The College’s underground level includes a - network of boilers which provide energy to the entire complex, along - with a series of passages and rooms connected to the sewers, containing - more-or-less stable remnants of old experiments. - (Question prompts: Who or what guards this area? Who has an interest - in recovering something from this maze of dangerous junk?) -
    • - -
    • - Inner Quarter: Just as thick walls separate Eisenstadt - from the countryside, towering fences isolate the merchant and - middle-class quarters from the College district. This area contains - specialized stores, luxury apartments for the Dean and professors, plus - a club for licensed alchemists. Almost no students live in this - district. -
    • -
    -
    - -
    - Note: -
    - + Story Hooks Documentation

    Story Hooks

    When bringing Eisenstadt into play, the GM may use the following points to enrich the story by introducing artifacts, villains, discoveries, and rewards.

    Alchemy & The Alchemists’ College

    One of the most impressive buildings in Eisenstadt, the College was built on ancient foundations, but it has been renovated many times over the years to integrate special pipes and remedy a few “accidents” caused by overzealous researchers.

    • The Commission: Led by Dean Elsholtz, this is a mandatory path required for receiving a Special License and freely practicing alchemy. The Commission replaced the previous individual apprenticeship system with a curriculum aimed at industrial development, removing most of the philosophical and anthropological studies, especially any reference to forbidden alchemical techniques. (Question prompts: Who among the PCs thinks this was a reprehensible decision? Who deems it reasonable or understandable?)
    • The Classrooms: Ten ample halls, designed for both theoretical and practical lessons, occupy the third and fourth floor of the College. (Question prompts: What is the most unusual subject taught here? Which of the professors shows some interest in the Player Characters? Are there any known faces?)
    • Highflame Library: As emphasized by its bright blue crest, the College considers knowledge similar to fire, and its purest expression is an intense but controlled flame, which gave name to this colossal library. (Question prompts: What legendary tome is kept here? Who can give permission to read it and who wants to prevent it at all cost? And why?)
    • The Kiln: The College’s underground level includes a network of boilers which provide energy to the entire complex, along with a series of passages and rooms connected to the sewers, containing more-or-less stable remnants of old experiments. (Question prompts: Who or what guards this area? Who has an interest in recovering something from this maze of dangerous junk?)
    • Inner Quarter: Just as thick walls separate Eisenstadt from the countryside, towering fences isolate the merchant and middle-class quarters from the College district. This area contains specialized stores, luxury apartments for the Dean and professors, plus a club for licensed alchemists. Almost no students live in this district.
    Note:
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/46.html b/books/natural-fantasy-atlas/46.html index d4b7371..54d5bdb 100644 --- a/books/natural-fantasy-atlas/46.html +++ b/books/natural-fantasy-atlas/46.html @@ -1,96 +1 @@ - - - - - - Investigative Dossier - - -
    -

    THE WORLD

    -

    CHAPTER B: THE CROMLECH

    - -

    - These megalithic complexes are characteristic of the hills around - Eisenstadt, but a few can also be found inside the city in public and - private parks. The hill folks worship them, while the city folks disregard - them. -

    - -

    Investigation Points:

    -
      -
    • - Weathered words. Time almost completely wiped out the - engravings on the megaliths, hiding their true meaning from scholars. - However, rumor has it a miraculously intact stele can be found in the - garden of Governor Bauer. - Which of the PCs have studied these megaliths or encountered others - like them? How can one visit the Governor’s estate? -
    • -
    • - The pattern. Although only partial complexes have - survived, the placement of the cromlech looks anything but random. - According to local folklore, magical stones were used to commemorate the - departed and honor the pact between humanity and fairy folk, not to - mention ensuring the locals’ safety by keeping a dangerous nocturnal - predator at bay. - Who proposed conducting research on equal grounds with the local - shepherds, but was mocked and ostracized? Which strange events seem to - give them credit? -
    • -
    - -
    - -

    THE HUNT FOR REDGLOVE ERIKA

    -

    - The city watch captain has placed a - 5000 zenit bounty on the head of - the mysterious outlaw known as Redglove Erika, who is sabotaging kilns and - alchemical factories across the region, recently striking at Eisenstadt - itself. -

    - -

    Investigation Points:

    -
      -
    • - Traces. Erika’s most recent attack was on an - experimental boiler; as usual, the machinery was damaged beyond repair - despite no one being harmed in the accident, and a scarlet-painted glove - was found. - What do the PCs think about it? Have any of them crossed paths with - Erika in the past or suspect her true identity? What was the purpose - of the experimental boiler, and what about it seems suspicious or - questionable? -
    • -
    • - Ashes. - Erika (minor Villain) is a 60 - year old alchemist, jaded and pessimistic, who considers the teachings - of the College dangerously shallow and prefers to destroy the alchemical - arts rather than letting a bunch of idiots (or worse, bureaucrats!) - abuse them. In battle, she is flanked by spirits of air, fire, ice and - earth, who make her immune to their respective elements and let her - unleash elemental attacks that drain Mind Points and Inventory Points. - Which of the PCs understands or approves of her actions? Is there - anyone who might show her that people still respect alchemy in its - true complexity, and rather than bury its darkest secrets would - research them to better contrast their use? -
    • -
    - -
    - “This morning we visited the Expo, boutique shopping in the afternoon, - then a tour of the city walls and a night concert! Sleeping? Sleeping is - for losers!” -
    -
    - + Investigative Dossier

    THE WORLD

    CHAPTER B: THE CROMLECH

    These megalithic complexes are characteristic of the hills around Eisenstadt, but a few can also be found inside the city in public and private parks. The hill folks worship them, while the city folks disregard them.

    Investigation Points:

    • Weathered words. Time almost completely wiped out the engravings on the megaliths, hiding their true meaning from scholars. However, rumor has it a miraculously intact stele can be found in the garden of Governor Bauer. Which of the PCs have studied these megaliths or encountered others like them? How can one visit the Governor’s estate?
    • The pattern. Although only partial complexes have survived, the placement of the cromlech looks anything but random. According to local folklore, magical stones were used to commemorate the departed and honor the pact between humanity and fairy folk, not to mention ensuring the locals’ safety by keeping a dangerous nocturnal predator at bay. Who proposed conducting research on equal grounds with the local shepherds, but was mocked and ostracized? Which strange events seem to give them credit?

    THE HUNT FOR REDGLOVE ERIKA

    The city watch captain has placed a 5000 zenit bounty on the head of the mysterious outlaw known as Redglove Erika, who is sabotaging kilns and alchemical factories across the region, recently striking at Eisenstadt itself.

    Investigation Points:

    • Traces. Erika’s most recent attack was on an experimental boiler; as usual, the machinery was damaged beyond repair despite no one being harmed in the accident, and a scarlet-painted glove was found. What do the PCs think about it? Have any of them crossed paths with Erika in the past or suspect her true identity? What was the purpose of the experimental boiler, and what about it seems suspicious or questionable?
    • Ashes. Erika (minor Villain) is a 60 year old alchemist, jaded and pessimistic, who considers the teachings of the College dangerously shallow and prefers to destroy the alchemical arts rather than letting a bunch of idiots (or worse, bureaucrats!) abuse them. In battle, she is flanked by spirits of air, fire, ice and earth, who make her immune to their respective elements and let her unleash elemental attacks that drain Mind Points and Inventory Points. Which of the PCs understands or approves of her actions? Is there anyone who might show her that people still respect alchemy in its true complexity, and rather than bury its darkest secrets would research them to better contrast their use?
    “This morning we visited the Expo, boutique shopping in the afternoon, then a tour of the city walls and a night concert! Sleeping? Sleeping is for losers!”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/47.html b/books/natural-fantasy-atlas/47.html index daeefa7..4d3432e 100644 --- a/books/natural-fantasy-atlas/47.html +++ b/books/natural-fantasy-atlas/47.html @@ -1,56 +1 @@ - - - - - - The Golden City - - -

    The Golden City

    - -

    - A vast city floating in the sky that escaped the unrelenting march of time – - few know of its existence and even fewer how to reach it. Legend has it - humans are the descendants of its mysterious inhabitants, keepers of lost - secrets since the dawn of time. However, in the silent magnificence of this - enchanted place lurks the gloom and sadness of an inhuman secret. -

    - -
    -

    Golden City At A Glance

    -

    Keywords: gloom, astonishment, emptiness.

    - -

    Key Attributes

    -
      -
    • Terrain: buildings, gardens, stone
    • -
    • Common elements: A, B, F
    • -
    • Travel roll: d12. Rare elements: E, T
    • -
    • - Dangers: an illusory trap that locks the travelers in - an endless mirage; the dormant security system that protects the city. -
    • -
    • - Discoveries: an unknown artifact from a lost - civilization, an ancient and forgotten technology, a primordial being - and keeper of all lore. -
    • -
    • - Themes: the wonders of the ancients, the creation - outlasting the creators, the hidden rules of the world, the loneliness - of immortals. -
    • -
    -
    - -

    The Remote Ruin

    -

    - A secondary location/concept associated with the main city's mystery. -

    - - - + The Golden City

    The Golden City

    A vast city floating in the sky that escaped the unrelenting march of time – few know of its existence and even fewer how to reach it. Legend has it humans are the descendants of its mysterious inhabitants, keepers of lost secrets since the dawn of time. However, in the silent magnificence of this enchanted place lurks the gloom and sadness of an inhuman secret.

    Golden City At A Glance

    Keywords: gloom, astonishment, emptiness.

    Key Attributes

    • Terrain: buildings, gardens, stone
    • Common elements: A, B, F
    • Travel roll: d12. Rare elements: E, T
    • Dangers: an illusory trap that locks the travelers in an endless mirage; the dormant security system that protects the city.
    • Discoveries: an unknown artifact from a lost civilization, an ancient and forgotten technology, a primordial being and keeper of all lore.
    • Themes: the wonders of the ancients, the creation outlasting the creators, the hidden rules of the world, the loneliness of immortals.

    The Remote Ruin

    A secondary location/concept associated with the main city's mystery.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/48.html b/books/natural-fantasy-atlas/48.html index 6f87259..8508eb3 100644 --- a/books/natural-fantasy-atlas/48.html +++ b/books/natural-fantasy-atlas/48.html @@ -1,92 +1 @@ - - - - - - The World: Remote Ruins Guide - - -
    -

    THE WORLD

    -

    Chapter Guide

    -

    Remote Ruins Gazetteer Entry

    -
    - - -
    -

    TYPICAL FEATURES

    -

    - The typical Remote Ruin should include at least one of these features: -

    -
      -
    • A unique defensive or cloaking system.
    • -
    • - An unbelievably ancient creature that protects part of the location. -
    • -
    • Great mosaics or paintings depicting the history of the world.
    • -
    • An artifact that should have never been unearthed.
    • -
    -
    - - -
    -

    POSITION

    -

    - A Remote Ruin is a classic turning point – inaccessible to the - protagonists for a good chunk of the story. Reaching it means finding a - new perspective upon the world… and discovering its most ancient shadows. -

    -

    - This is rarely the end point of the adventure; on the contrary, this is - where the protagonists fully realize the magnitude of their task, but they - might come back here once they find a solution. -

    -
    - - -
    -

    THE VILLAINS’ PLANS

    -

    - Usually, the Remote Ruin and its amazing secrets are the main objectives - of one or more Villains from the beginning of the campaign. This could be - the lair of some ancient evil, but it’s also possible that the entity - living here is just gloomy and in pain, easy prey for the Villain’s - deceptions. -

    -

    - If such a creature realizes that they have been used again, rage and - desperation might turn them into a terrible scourge. Only the Player - Characters can find a way to save the creature and the world. -

    -
    - - -
    -

    POSSIBLE QUESTIONS FOR THE GROUP

    -
    -
      -
    • - What allows this place to float among the clouds? Why did time never - touch the remains of this ancient civilization? -
    • -
    • - A keeper ensures that none squander the secrets of the ancients by - wasting them on deaf ears. Who are they? How do they fulfill their - duty? -
    • -
    • - This place reawakens some lost memories in you. Which one of you has - been here before? If this was once your home, why did you leave? -
    • -
    • - Strangers are forbidden to enter the city. How did you get in here? - What is the penalty for trespassers? -
    • -
    • - A deep sense of emptiness and gloom hangs in the air. What caused it? - How do the inhabitants cope with it? -
    • -
    -
    -
    - + The World: Remote Ruins Guide

    THE WORLD

    Chapter Guide

    Remote Ruins Gazetteer Entry

    TYPICAL FEATURES

    The typical Remote Ruin should include at least one of these features:

    • A unique defensive or cloaking system.
    • An unbelievably ancient creature that protects part of the location.
    • Great mosaics or paintings depicting the history of the world.
    • An artifact that should have never been unearthed.

    POSITION

    A Remote Ruin is a classic turning point – inaccessible to the protagonists for a good chunk of the story. Reaching it means finding a new perspective upon the world… and discovering its most ancient shadows.

    This is rarely the end point of the adventure; on the contrary, this is where the protagonists fully realize the magnitude of their task, but they might come back here once they find a solution.

    THE VILLAINS’ PLANS

    Usually, the Remote Ruin and its amazing secrets are the main objectives of one or more Villains from the beginning of the campaign. This could be the lair of some ancient evil, but it’s also possible that the entity living here is just gloomy and in pain, easy prey for the Villain’s deceptions.

    If such a creature realizes that they have been used again, rage and desperation might turn them into a terrible scourge. Only the Player Characters can find a way to save the creature and the world.

    POSSIBLE QUESTIONS FOR THE GROUP

    • What allows this place to float among the clouds? Why did time never touch the remains of this ancient civilization?
    • A keeper ensures that none squander the secrets of the ancients by wasting them on deaf ears. Who are they? How do they fulfill their duty?
    • This place reawakens some lost memories in you. Which one of you has been here before? If this was once your home, why did you leave?
    • Strangers are forbidden to enter the city. How did you get in here? What is the penalty for trespassers?
    • A deep sense of emptiness and gloom hangs in the air. What caused it? How do the inhabitants cope with it?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/49.html b/books/natural-fantasy-atlas/49.html index 783fd97..edac13f 100644 --- a/books/natural-fantasy-atlas/49.html +++ b/books/natural-fantasy-atlas/49.html @@ -1,91 +1 @@ - - - - - - Story Hooks: Golden City - - -
    -

    STORY HOOKS

    -

    - When bringing Golden City into play, the GM may use the following points - to enrich the story by introducing artifacts, Villains, discoveries, and - rewards. -

    - -

    The Celestial Gardens

    -

    - These magnificent vertical gardens climb up into the sky. Vibrant and - gargantuan flowers of unusual colors, meandering vines, and other plants - with incomprehensible genetics embellish streets and walls, but hidden - within are the sad truths of a lost civilization. There isn’t even a drop - of water. - What is the secret of these plants’ vitality? Why does flora look so - different in this place? -

    - -
      -
    • -

      The Unliving

      -

      - These mannequin-like creatures have been deprived of humanity. With - pale and expressionless features, they aimlessly wander through - streets and alleyways. - Who are these creatures? For what purpose were they - created? -

      -
    • -
    • -

      A Cruel Experiment

      -

      - Forced to wander eternally, a hybrid similar to a shapeless chimera - slowly walks every path of the gardens. They have no defined shape, - looking more like a heterogeneous mass of animal limbs. Their eyes - look almost human and show sadness and resignation. If the PCs try to - speak to them, a human head and torso rise from beneath the skin. The - hybrid isn’t evil and fights only in self-defense (their attacks are - unpredictable and their Affinities change every turn). - What is the true nature of this experiment? Which animals made up - their amorphous body? -

      -
    • -
    • -

      A Harsh Reality

      -

      - Paintings and frescoes decorate the gardens’ inner walls. Studying - them for a while, Player Characters may discover a terrible truth - about this experimental greenhouse: it was the theater of macabre and - obsessive experimentation. Here, a now forgotten culture manipulated - life itself and molded nature and humanity according to a very - detailed plan. - Who were they? What was their ultimate goal, and what interrupted - their plan? Which of campaign’s main antagonists made such an - obsession their own, to the point of trying to complete the work of - these merciless visionaries? -

      -
    • -
    - -
    - -

    Not All That Glitters Is Gold

    -

    - The glow of the Golden City shines beyond the clouds. Thousands of - luminous particles shimmer among the ruins, residuum of the essences that - have returned to the stream of souls. And yet, the heart of the city is - grim and dark. The secret of its civilization must remain buried and no - living being should ever set foot in the Golden City. -

    - -
    -
    - + Story Hooks: Golden City

    STORY HOOKS

    When bringing Golden City into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    The Celestial Gardens

    These magnificent vertical gardens climb up into the sky. Vibrant and gargantuan flowers of unusual colors, meandering vines, and other plants with incomprehensible genetics embellish streets and walls, but hidden within are the sad truths of a lost civilization. There isn’t even a drop of water. What is the secret of these plants’ vitality? Why does flora look so different in this place?

    • The Unliving

      These mannequin-like creatures have been deprived of humanity. With pale and expressionless features, they aimlessly wander through streets and alleyways. Who are these creatures? For what purpose were they created?

    • A Cruel Experiment

      Forced to wander eternally, a hybrid similar to a shapeless chimera slowly walks every path of the gardens. They have no defined shape, looking more like a heterogeneous mass of animal limbs. Their eyes look almost human and show sadness and resignation. If the PCs try to speak to them, a human head and torso rise from beneath the skin. The hybrid isn’t evil and fights only in self-defense (their attacks are unpredictable and their Affinities change every turn). What is the true nature of this experiment? Which animals made up their amorphous body?

    • A Harsh Reality

      Paintings and frescoes decorate the gardens’ inner walls. Studying them for a while, Player Characters may discover a terrible truth about this experimental greenhouse: it was the theater of macabre and obsessive experimentation. Here, a now forgotten culture manipulated life itself and molded nature and humanity according to a very detailed plan. Who were they? What was their ultimate goal, and what interrupted their plan? Which of campaign’s main antagonists made such an obsession their own, to the point of trying to complete the work of these merciless visionaries?

    Not All That Glitters Is Gold

    The glow of the Golden City shines beyond the clouds. Thousands of luminous particles shimmer among the ruins, residuum of the essences that have returned to the stream of souls. And yet, the heart of the city is grim and dark. The secret of its civilization must remain buried and no living being should ever set foot in the Golden City.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/50.html b/books/natural-fantasy-atlas/50.html index d59f20e..f2ab141 100644 --- a/books/natural-fantasy-atlas/50.html +++ b/books/natural-fantasy-atlas/50.html @@ -1,121 +1 @@ - - - - - - Lore Document Excerpt - - -
    -

    The World

    -

    Chapter Synopsis

    - -

    Cradle of Life

    -

    - The Golden City is where souls are purified and reprogrammed for their - next birth according to a precise scheme. Instead of following the - spontaneous chaos of nature, they are cleansed of all memories and forced - to reincarnate according to the designs of an ancient entity, descendant - of a forgotten people. -

    -
      -
    • - Key Questions: Who were they? What caused their - disappearance? Why did they manipulate the stream of souls to the point - of replacing it? -
    • -
    - -

    Entities & Conflicts

    - -
    -

    Deus Ex (The Supreme Villain)

    -
      -
    • - Description: The heir to the will of - the ancients appears as a colossal bronze statue—a humanoid angel with - two feathered right wings, a female body, and a crying face in place - of the left arm. Its true essence is - sealed in its head, protected by a helmet that - monitors all the city’s functions. -
    • -
    • - Abilities/Threat: It has been - draining the spirits of any intruders and turning them into pale - shadows. -
        -
      • - It is Immune to physical damage and alternates - between Vulnerability and Absorption to light and dark each round, - unleashing attacks based upon the Absorbed element and inflicting - random status effects. -
      • -
      • - It controls the mechanical sentries of the entire Golden City and - can spend Ultima Points to summon them. -
      • -
      -
    • -
    • - Narrative Hook: In reality, its - spirit silently mourns its millennia-old separation from the stream of - souls—can the Player Characters help them reunite with it, and how? -
    • -
    -
    - -
    -

    Castaways of the Sky

    -
      -
    • - The Setup: Will and Orvy, two reckless aviators, lose - control of their aerostat and crash among the ruins while escaping a - deadly spirit. In helping them, the PCs become embroiled in a violent - conflict. -
    • - -
    • - Necroptes (The Spirit): A ravenous winged spirit that - can smell death and knows no remorse. -
        -
      • - Tactics: Casts fire and air spells. Although - fragile, it can strike down enemies in Crisis with its terrible - Death spell, which reduces victims’ Hit Points to 0 if they were a - multiple of 5. -
      • -
      • - Resistances/Weaknesses: Vulnerable to cold and - light damage; Immune to earth and Absorbs dark. -
      • -
      -
    • - -
    • - Conflict Resolution Points: -
        -
      • - Collateral Damage: If the Necroptes isn’t - defeated within 4 rounds of conflict, the aerostat becomes - unusable due to collateral damage. -
      • -
      • - Rest in Peace: After the end of the conflict, - Will and Orvy explain they are fulfilling their father’s last - request: scattering his ashes from the highest point in the sky. - If the aerostat is still serviceable, they take off; otherwise, - can the PCs figure out an alternative solution? -
      • -
      -
    • -
    -
    - -
    - “This is where it all began – maybe for fun, boredom or desperation.
    The - memory is lost, the truth ignored, and the answers denied.” -
    - - -
    - + Lore Document Excerpt

    The World

    Chapter Synopsis

    Cradle of Life

    The Golden City is where souls are purified and reprogrammed for their next birth according to a precise scheme. Instead of following the spontaneous chaos of nature, they are cleansed of all memories and forced to reincarnate according to the designs of an ancient entity, descendant of a forgotten people.

    • Key Questions: Who were they? What caused their disappearance? Why did they manipulate the stream of souls to the point of replacing it?

    Entities & Conflicts

    Deus Ex (The Supreme Villain)

    • Description: The heir to the will of the ancients appears as a colossal bronze statue—a humanoid angel with two feathered right wings, a female body, and a crying face in place of the left arm. Its true essence is sealed in its head, protected by a helmet that monitors all the city’s functions.
    • Abilities/Threat: It has been draining the spirits of any intruders and turning them into pale shadows.
      • It is Immune to physical damage and alternates between Vulnerability and Absorption to light and dark each round, unleashing attacks based upon the Absorbed element and inflicting random status effects.
      • It controls the mechanical sentries of the entire Golden City and can spend Ultima Points to summon them.
    • Narrative Hook: In reality, its spirit silently mourns its millennia-old separation from the stream of souls—can the Player Characters help them reunite with it, and how?

    Castaways of the Sky

    • The Setup: Will and Orvy, two reckless aviators, lose control of their aerostat and crash among the ruins while escaping a deadly spirit. In helping them, the PCs become embroiled in a violent conflict.
    • Necroptes (The Spirit): A ravenous winged spirit that can smell death and knows no remorse.
      • Tactics: Casts fire and air spells. Although fragile, it can strike down enemies in Crisis with its terrible Death spell, which reduces victims’ Hit Points to 0 if they were a multiple of 5.
      • Resistances/Weaknesses: Vulnerable to cold and light damage; Immune to earth and Absorbs dark.
    • Conflict Resolution Points:
      • Collateral Damage: If the Necroptes isn’t defeated within 4 rounds of conflict, the aerostat becomes unusable due to collateral damage.
      • Rest in Peace: After the end of the conflict, Will and Orvy explain they are fulfilling their father’s last request: scattering his ashes from the highest point in the sky. If the aerostat is still serviceable, they take off; otherwise, can the PCs figure out an alternative solution?
    “This is where it all began – maybe for fun, boredom or desperation.
    The memory is lost, the truth ignored, and the answers denied.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/51.html b/books/natural-fantasy-atlas/51.html index f084caf..3089c1c 100644 --- a/books/natural-fantasy-atlas/51.html +++ b/books/natural-fantasy-atlas/51.html @@ -1,70 +1 @@ - - - - - - Lowtide: The Sunny Bay - - -

    The Sunny Bay

    -

    Lowtide

    - -

    - Overlooking the clear waters of a vast sea, Lowtide is a nostalgic place—a - glimpse of life on the coast of an uncontaminated island. The crystalline - waters and white sand paint the landscape with romantic hues. During - half-moon nights, the waters withdraw, revealing secrets hidden beneath the - waves that might surprise even the most well-traveled adventurers. -

    - -
    -

    LOWTIDE AT A GLANCE

    - -
    -
    Keywords
    -
    curiosity, memories, rest.
    - -
    Terrain
    -
    - sea, rocks, sand. Common elements: A, - B, L -
    - -
    Travel Roll
    -
    d8. Rare elements: I, D
    -
    - -

    Key Features

    - -
    - -
    - -
    -

    (Source Data: )

    -
    - + Lowtide: The Sunny Bay

    The Sunny Bay

    Lowtide

    Overlooking the clear waters of a vast sea, Lowtide is a nostalgic place—a glimpse of life on the coast of an uncontaminated island. The crystalline waters and white sand paint the landscape with romantic hues. During half-moon nights, the waters withdraw, revealing secrets hidden beneath the waves that might surprise even the most well-traveled adventurers.

    LOWTIDE AT A GLANCE

    Keywords
    curiosity, memories, rest.
    Terrain
    sea, rocks, sand. Common elements: A, B, L
    Travel Roll
    d8. Rare elements: I, D

    Key Features


    (Source Data: )

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/52.html b/books/natural-fantasy-atlas/52.html index 55ad109..42bc2b4 100644 --- a/books/natural-fantasy-atlas/52.html +++ b/books/natural-fantasy-atlas/52.html @@ -1,68 +1 @@ - - - - - - The World - Chapter 9 - - -

    CHAPTER 9: TYPICAL FEATURES

    -

    The typical Sunny Bay should include at least one of these features:

    -
      -
    • A hidden beach, quite romantic, too.
    • -
    • An underwater cave where mysterious plants grow.
    • -
    • A cliff with an old lighthouse.
    • -
    • - A dangerous island that can be reached only under special conditions. -
    • -
    - -

    POSITION

    -

    - Locations like the Sunny Bay are often used at the start of the adventure. - It might be a place where the people of the protagonists’ village gather and - celebrate, or the stage for the first scenes of the campaign, perhaps during - a test of courage when something goes horribly wrong, causing the PCs to - work together for the first time. -

    - -

    THE VILLAIN'S PLANS

    -

    - Usually, a place such as Lowtide is of no consequence to the Villains, but - it might provide the perfect opportunity to meet with an accomplice or - kidnap some isolated and unaware individual. Over the course of the - campaign, a Villain might land here or make the beach their lair, preventing - the locals from entering, or turning it into a tourist trap, without any - regard for the environment and the creatures that live here. -

    -
    - -

    POSSIBLE QUESTIONS FOR THE GROUP

    -
      -
    • - One of you was born on the island. What are your childhood memories? Why - did you leave? What is your relationship with the locals? -
    • -
    • - Once a year, on a special occasion, there is a traditional festival on the - island. What is its meaning? What does it pay homage to? -
    • -
    • - What does the low tide reveal at night? Why does this phenomenon happen - only with the half-moon? -
    • -
    • - What other kinds of creatures live on the island? What distinguishes their - abodes? What kind of relationship do they have with humans? -
    • -
    • - An ancient building lies undisturbed among the vegetation. What kind of - structure is it? What was its function? -
    • -
    - - - + The World - Chapter 9

    CHAPTER 9: TYPICAL FEATURES

    The typical Sunny Bay should include at least one of these features:

    • A hidden beach, quite romantic, too.
    • An underwater cave where mysterious plants grow.
    • A cliff with an old lighthouse.
    • A dangerous island that can be reached only under special conditions.

    POSITION

    Locations like the Sunny Bay are often used at the start of the adventure. It might be a place where the people of the protagonists’ village gather and celebrate, or the stage for the first scenes of the campaign, perhaps during a test of courage when something goes horribly wrong, causing the PCs to work together for the first time.

    THE VILLAIN'S PLANS

    Usually, a place such as Lowtide is of no consequence to the Villains, but it might provide the perfect opportunity to meet with an accomplice or kidnap some isolated and unaware individual. Over the course of the campaign, a Villain might land here or make the beach their lair, preventing the locals from entering, or turning it into a tourist trap, without any regard for the environment and the creatures that live here.


    POSSIBLE QUESTIONS FOR THE GROUP

    • One of you was born on the island. What are your childhood memories? Why did you leave? What is your relationship with the locals?
    • Once a year, on a special occasion, there is a traditional festival on the island. What is its meaning? What does it pay homage to?
    • What does the low tide reveal at night? Why does this phenomenon happen only with the half-moon?
    • What other kinds of creatures live on the island? What distinguishes their abodes? What kind of relationship do they have with humans?
    • An ancient building lies undisturbed among the vegetation. What kind of structure is it? What was its function?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/53.html b/books/natural-fantasy-atlas/53.html index 0c980df..0be1fe8 100644 --- a/books/natural-fantasy-atlas/53.html +++ b/books/natural-fantasy-atlas/53.html @@ -1,89 +1 @@ - - - - - - Story Hooks - Lore Document - - - - -
    -

    - When bringing Lowtide into play, the GM may use the following points to - enrich the story by introducing artifacts, Villains, discoveries, and - rewards. -

    -
    - -
    -

    THE LIGHTHOUSE ON THE CLIFF

    -

    - At the top of a cliff overlooking the sea, hidden by thick vegetation, is - an old disused lighthouse—a picturesque and oft-forgotten sight. -

    - - -
    - Crab cave. -

    - A partially submerged cave leads directly into the cliff. Giant crabs - with strange carvings on their carapaces have taken refuge from the - currents here. They aren’t aggressive, but react if someone attacks or - gets too close. What is the meaning of those carvings? Has one of the - PCs ever seen something similar? -

    -
    - - -
    - The lighthouse. -

    - This ancient building rises atop the cliff. Completely covered in - creeping vines, it lies forgotten in this remote part of the promontory. - It dates back to ancient times—perhaps it was built by the ancestors of - the bay’s current residents. The lantern found at the top is decorated - with strange paintings and frescoes, depicting a flaming bird. Who built - the lighthouse? What was its original purpose? -

    -
    - - -
    - Golden egg. -

    - Resting on the old lantern’s base, this object is craved by researchers - and smugglers. Nobody knows who the real owner is, nor how it came to be - here, and none has been brave enough to move it. Gathering enough - evidence, the Player Characters may discover that the tower was the nest - of an ancient creature who used the lantern’s light as a waypoint to - return home, but that fire has been out for a long time. What kind of - egg is it? Where is the mother? -

    -
    - - -
    - Curlybeard, the self-proclaimed Pirate King. -

    - While inside the lantern room, an old sea dog looking for the egg (see - above) attacks the PCs. He fights with an old pistol and a rusty - cutlass, which can inflict weak. When he enters Crisis, the pirate grabs - the egg and attempts to escape (a 4 section Clock, with one section - automatically filled at the end of each round). As the singed beard - might suggest, the pirate is - Vulnerable to fire damage, but - Resistant to ice and air. During - the fight, the PCs feel the earth shake and the cries of a strange - creature getting closer each round—perhaps the mother is coming back to - protect the egg? If so, would she unleash her fury only upon Curlybeard? - Or the protagonists as well? -

    -
    -
    - - - + Story Hooks - Lore Document

    When bringing Lowtide into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    THE LIGHTHOUSE ON THE CLIFF

    At the top of a cliff overlooking the sea, hidden by thick vegetation, is an old disused lighthouse—a picturesque and oft-forgotten sight.

    Crab cave.

    A partially submerged cave leads directly into the cliff. Giant crabs with strange carvings on their carapaces have taken refuge from the currents here. They aren’t aggressive, but react if someone attacks or gets too close. What is the meaning of those carvings? Has one of the PCs ever seen something similar?

    The lighthouse.

    This ancient building rises atop the cliff. Completely covered in creeping vines, it lies forgotten in this remote part of the promontory. It dates back to ancient times—perhaps it was built by the ancestors of the bay’s current residents. The lantern found at the top is decorated with strange paintings and frescoes, depicting a flaming bird. Who built the lighthouse? What was its original purpose?

    Golden egg.

    Resting on the old lantern’s base, this object is craved by researchers and smugglers. Nobody knows who the real owner is, nor how it came to be here, and none has been brave enough to move it. Gathering enough evidence, the Player Characters may discover that the tower was the nest of an ancient creature who used the lantern’s light as a waypoint to return home, but that fire has been out for a long time. What kind of egg is it? Where is the mother?

    Curlybeard, the self-proclaimed Pirate King.

    While inside the lantern room, an old sea dog looking for the egg (see above) attacks the PCs. He fights with an old pistol and a rusty cutlass, which can inflict weak. When he enters Crisis, the pirate grabs the egg and attempts to escape (a 4 section Clock, with one section automatically filled at the end of each round). As the singed beard might suggest, the pirate is Vulnerable to fire damage, but Resistant to ice and air. During the fight, the PCs feel the earth shake and the cries of a strange creature getting closer each round—perhaps the mother is coming back to protect the egg? If so, would she unleash her fury only upon Curlybeard? Or the protagonists as well?

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/54.html b/books/natural-fantasy-atlas/54.html index fbff6cb..e6b6d56 100644 --- a/books/natural-fantasy-atlas/54.html +++ b/books/natural-fantasy-atlas/54.html @@ -1,79 +1 @@ - - - - - - The Coral Forest & Beyond - - -

    The Coral Forest

    -

    - At low tide, a thick coral forest emerges from the sea, painting the - atmosphere with bright hues. -

    - -

    Locations within the Labyrinth

    -
      -
    • - The coral labyrinth. It’s easy to get lost in this living - maze. Finding the exit requires filling an 8 section Clock. Each time they - fail, the PCs bump into an unwelcome snag, such as a shoal of marine - creatures, sharp poisonous corals or they feel a terrible sense of - disorientation (dazed status effect). -
    • -
    • - The flooded temple. At the heart of the labyrinth lies an - ancient ruin and in its main chamber, inaccessible to humans, is the - ancient Horn of Tides. Built by an amphibious people that lived on the - coast, the temple is now the lair of a giant moray eel. She isn’t - aggressive, but values quiet, so she vehemently urges the PCs to face the - Trial of Currents (see below) to recover the artifact… - omitting a few details. -
    • -
    • - The Trial. At the mercy of thundering currents, the - heroes feel bitter memories emerging, but of what kind? Each Player - Character that manages to explain how one of their Bonds would have helped - on that occasion will slowly be cradled by currents, and led before the - Horn. What kind of power does this artifact give? -
    • -
    - -

    The Damaged Boat

    -

    - Stranded on the coast, the unlucky fisherman Orus needs materials protected - by dangerous plant creatures to fix his badly damaged boat. -

    - -

    Potential Encounters

    -
      -
    • - Wood Guardians. If the PCs try to establish contact with - the protectors of the forest, they are brought before the sacred tree, a - millennia-old magnolia always in bloom. All living creatures in the area - protect and worship it, grateful for its gifts. What can be discovered by - communicating with the magnolia? What compromise does it offer? -
    • -
    • - Violence is not the way. If the PCs try to use force to - get wood for the fisherman, or if they try to get rid of the forest - creatures, the voice of the sacred tree echoes in their mind, ordering - them to stop. What punishment awaits them if they don’t comply? -
    • -
    • - The fisherman’s gratitude. If the group returns empty - handed, Orus understands the need to respect the local laws and thanks the - PCs for their help, showing them the location of a mysterious island that - doesn’t appear on any map. If they get the wood, he offers to take them to - the island with his own boat. What kind of island is it? Which of the PCs - has heard of it? What does it hide? -
    • -
    - -
    - “Whether it’s an object, a thought or a feeling, cast it in the sea. The - waters will keep your secret.” -
    - - - + The Coral Forest & Beyond

    The Coral Forest

    At low tide, a thick coral forest emerges from the sea, painting the atmosphere with bright hues.

    Locations within the Labyrinth

    • The coral labyrinth. It’s easy to get lost in this living maze. Finding the exit requires filling an 8 section Clock. Each time they fail, the PCs bump into an unwelcome snag, such as a shoal of marine creatures, sharp poisonous corals or they feel a terrible sense of disorientation (dazed status effect).
    • The flooded temple. At the heart of the labyrinth lies an ancient ruin and in its main chamber, inaccessible to humans, is the ancient Horn of Tides. Built by an amphibious people that lived on the coast, the temple is now the lair of a giant moray eel. She isn’t aggressive, but values quiet, so she vehemently urges the PCs to face the Trial of Currents (see below) to recover the artifact… omitting a few details.
    • The Trial. At the mercy of thundering currents, the heroes feel bitter memories emerging, but of what kind? Each Player Character that manages to explain how one of their Bonds would have helped on that occasion will slowly be cradled by currents, and led before the Horn. What kind of power does this artifact give?

    The Damaged Boat

    Stranded on the coast, the unlucky fisherman Orus needs materials protected by dangerous plant creatures to fix his badly damaged boat.

    Potential Encounters

    • Wood Guardians. If the PCs try to establish contact with the protectors of the forest, they are brought before the sacred tree, a millennia-old magnolia always in bloom. All living creatures in the area protect and worship it, grateful for its gifts. What can be discovered by communicating with the magnolia? What compromise does it offer?
    • Violence is not the way. If the PCs try to use force to get wood for the fisherman, or if they try to get rid of the forest creatures, the voice of the sacred tree echoes in their mind, ordering them to stop. What punishment awaits them if they don’t comply?
    • The fisherman’s gratitude. If the group returns empty handed, Orus understands the need to respect the local laws and thanks the PCs for their help, showing them the location of a mysterious island that doesn’t appear on any map. If they get the wood, he offers to take them to the island with his own boat. What kind of island is it? Which of the PCs has heard of it? What does it hide?
    “Whether it’s an object, a thought or a feeling, cast it in the sea. The waters will keep your secret.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/55.html b/books/natural-fantasy-atlas/55.html index ebdafd5..5d52f43 100644 --- a/books/natural-fantasy-atlas/55.html +++ b/books/natural-fantasy-atlas/55.html @@ -1,66 +1 @@ - - - - - - The Barren Wastes - - -
    -

    The Barren Wastes

    -

    A semi-arid, enigmatic expanse

    -
    - -

    - Beyond the borders of known lands lies a barren waste, an arid desert. Under - its reddish sands lie buried the remains of many failed attempts at - surpassing humanity’s limits. However, this inhospitable territory isn’t - completely devoid of life, and over the years, the local people have adapted - to adversity, learning to survive and find beauty in this hostile and - enigmatic land. -

    - -
    -

    Rocky Desert at a Glance

    -

    Keywords: ruin, survival, hope.

    - -

    Key Features

    -
    -
      -
    • - Terrain: canyons, caves, dunes. Common elements: A, - F, E -
    • -
    • Travel Roll: d20. Rare elements: I
    • -
    • - Dangers: a forgotten and extremely unstable - alchemical experiment; a gargantuan sand scorpion; a sudden ambush by - the desert raiders. -
    • -
    • - Discoveries: a random encounter with an ascetic who - knows the secrets of the desert; a safe refuge; a precious mineral - sedimented over many centuries. -
    • -
    -
    - -

    Themes

    -

    - The irreparable consequences of human arrogance, beautiful and merciless - nature, finding strength in each other. -

    -
    - - - - + The Barren Wastes

    The Barren Wastes

    A semi-arid, enigmatic expanse

    Beyond the borders of known lands lies a barren waste, an arid desert. Under its reddish sands lie buried the remains of many failed attempts at surpassing humanity’s limits. However, this inhospitable territory isn’t completely devoid of life, and over the years, the local people have adapted to adversity, learning to survive and find beauty in this hostile and enigmatic land.

    Rocky Desert at a Glance

    Keywords: ruin, survival, hope.

    Key Features

    • Terrain: canyons, caves, dunes. Common elements: A, F, E
    • Travel Roll: d20. Rare elements: I
    • Dangers: a forgotten and extremely unstable alchemical experiment; a gargantuan sand scorpion; a sudden ambush by the desert raiders.
    • Discoveries: a random encounter with an ascetic who knows the secrets of the desert; a safe refuge; a precious mineral sedimented over many centuries.

    Themes

    The irreparable consequences of human arrogance, beautiful and merciless nature, finding strength in each other.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/56.html b/books/natural-fantasy-atlas/56.html index 3bb8f3f..05f25a2 100644 --- a/books/natural-fantasy-atlas/56.html +++ b/books/natural-fantasy-atlas/56.html @@ -1,66 +1 @@ - - - - - - The World - Barren Waste Lore - - -

    THE WORLD

    - -

    CHAPTER 9: TYPICAL FEATURES

    -

    The typical Barren Waste should include at least one of these features:

    -
      -
    • A resourceful and ingenious nomad people.
    • -
    • An unstable and dangerous elemental phenomenon.
    • -
    • A roaming monstrous creature.
    • -
    • The remains of an arrogant or unfortunate civilization.
    • -
    - -

    CHAPTER 9: POSITION

    -

    - Often, the journey across the Barren Waste appears mid-adventure or in the - second half, and represents a coming-of-age moment for the protagonists, as - well as an occasion to consolidate their goals and friendship. By facing the - desert and meeting those who have learned how to coexist with it, Player - Characters learn to appreciate and respect even the cruelest and most - inhospitable parts of their world—and how certain thresholds should never be - crossed. -

    - -

    CHAPTER 9: THE VILLAINS’ PLANS

    -

    - Some Villains might use the Rocky Desert as their hideout or lair, or plan - to use local resources, precious yet unstable, to the detriment of its - people. A particularly ancient Villain might even remember when this was a - prosperous land and become obsessed with mirages of past glory—or they might - be a spirit born of the desperation of those who witnessed the catastrophe - that made this territory arid and inhospitable. -

    - -
    -

    POSSIBLE QUESTIONS FOR THE GROUP

    -
      -
    • - An unusual phenomenon appears regularly in the desert. It’s known as - “crimson rain,” but it’s not water. What is it? -
    • -
    • - One of you knows the desert and how to navigate it. What’s your story? - Do you have a contact that might help you cross it? -
    • -
    • - Here and there, ruins of a lost civilization pierce the sand. Which - people did they belong to? What is left of them? -
    • -
    • - How did the desert people adapt to these arid lands? What threat makes - it dangerous to cross the sands? -
    • -
    • - An ancient alchemical project lays dormant under the sand. What is it? - What was its purpose? Who is looking for it? -
    • -
    -
    - + The World - Barren Waste Lore

    THE WORLD

    CHAPTER 9: TYPICAL FEATURES

    The typical Barren Waste should include at least one of these features:

    • A resourceful and ingenious nomad people.
    • An unstable and dangerous elemental phenomenon.
    • A roaming monstrous creature.
    • The remains of an arrogant or unfortunate civilization.

    CHAPTER 9: POSITION

    Often, the journey across the Barren Waste appears mid-adventure or in the second half, and represents a coming-of-age moment for the protagonists, as well as an occasion to consolidate their goals and friendship. By facing the desert and meeting those who have learned how to coexist with it, Player Characters learn to appreciate and respect even the cruelest and most inhospitable parts of their world—and how certain thresholds should never be crossed.

    CHAPTER 9: THE VILLAINS’ PLANS

    Some Villains might use the Rocky Desert as their hideout or lair, or plan to use local resources, precious yet unstable, to the detriment of its people. A particularly ancient Villain might even remember when this was a prosperous land and become obsessed with mirages of past glory—or they might be a spirit born of the desperation of those who witnessed the catastrophe that made this territory arid and inhospitable.

    POSSIBLE QUESTIONS FOR THE GROUP

    • An unusual phenomenon appears regularly in the desert. It’s known as “crimson rain,” but it’s not water. What is it?
    • One of you knows the desert and how to navigate it. What’s your story? Do you have a contact that might help you cross it?
    • Here and there, ruins of a lost civilization pierce the sand. Which people did they belong to? What is left of them?
    • How did the desert people adapt to these arid lands? What threat makes it dangerous to cross the sands?
    • An ancient alchemical project lays dormant under the sand. What is it? What was its purpose? Who is looking for it?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/57.html b/books/natural-fantasy-atlas/57.html index 41da80e..e80533d 100644 --- a/books/natural-fantasy-atlas/57.html +++ b/books/natural-fantasy-atlas/57.html @@ -1,75 +1 @@ - - - - - - Story Hooks - - -

    STORY HOOKS

    - -

    - When bringing Rocky Desert into play, the GM may use the following points to - enrich the story by introducing artifacts, Villains, discoveries, and - rewards. -

    - - -

    RUST SALT CANYON

    -

    - An area of canyons filled with sharp rocks and salt crystals. Among sand and - stone emerge grooves and metal remains of what seems to be a centuries-old - railway, an attempt to connect settlements destroyed by the passing of time. -

    - -
      -
    • - Ancient railway. The ruins of this monumental endeavor - have been almost completely dismantled and repurposed by the locals. In - particular, its opaque metal is ideal to forge very robust tools and - pieces of equipment. -
    • -
    • - The desert people. Accustomed to the desert, the - inhabitants have learned to appreciate what it has to offer and recognize - beauty where others see only danger. They have a symbiotic relationship - with the Rocksoarers, creatures unfit for hunting who instead feed upon - the parasites found on desert whales, and also cultivate a variety of - plants and shrubs unique to this region. -
    • -
    • - A slice of paradise. If the locals consider them worthy - of trust, the PCs are invited to witness a rare spectacle. In a specific - location, under a sky of stars, they can hear the song of the desert - whale, a majestic creature that lives under the sand, emerging only during - the cold nights to draw breath. - (Potential mystery: What is the relationship between the whales and the - desert people? Why do they live only in a certain area?) -
    • -
    • - The sea of sand. This endless waste is dangerous and - impossible to cross on foot, but that doesn’t dissuade the desert people - who, using swift, floating boats, constantly probe the sands looking for - ancient relics. - (Potential mystery: What are they really looking for? How do these - vehicles work?) -
    • -
    - - -

    BURIED LABYRINTH

    -

    - An obscure enigma is buried under the sand, in the heart of a maze of - tunnels and underground roads. Narrow passages, theater to forgotten - experiments, spread through the ground. Among flasks and alembics, enigmatic - notes preserved in dusty diaries suggest the researchers were working on a - device that could reverse the fortunes of the desert’s inhabitants. -

    - - -
    - + Story Hooks

    STORY HOOKS

    When bringing Rocky Desert into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    RUST SALT CANYON

    An area of canyons filled with sharp rocks and salt crystals. Among sand and stone emerge grooves and metal remains of what seems to be a centuries-old railway, an attempt to connect settlements destroyed by the passing of time.

    • Ancient railway. The ruins of this monumental endeavor have been almost completely dismantled and repurposed by the locals. In particular, its opaque metal is ideal to forge very robust tools and pieces of equipment.
    • The desert people. Accustomed to the desert, the inhabitants have learned to appreciate what it has to offer and recognize beauty where others see only danger. They have a symbiotic relationship with the Rocksoarers, creatures unfit for hunting who instead feed upon the parasites found on desert whales, and also cultivate a variety of plants and shrubs unique to this region.
    • A slice of paradise. If the locals consider them worthy of trust, the PCs are invited to witness a rare spectacle. In a specific location, under a sky of stars, they can hear the song of the desert whale, a majestic creature that lives under the sand, emerging only during the cold nights to draw breath. (Potential mystery: What is the relationship between the whales and the desert people? Why do they live only in a certain area?)
    • The sea of sand. This endless waste is dangerous and impossible to cross on foot, but that doesn’t dissuade the desert people who, using swift, floating boats, constantly probe the sands looking for ancient relics. (Potential mystery: What are they really looking for? How do these vehicles work?)

    BURIED LABYRINTH

    An obscure enigma is buried under the sand, in the heart of a maze of tunnels and underground roads. Narrow passages, theater to forgotten experiments, spread through the ground. Among flasks and alembics, enigmatic notes preserved in dusty diaries suggest the researchers were working on a device that could reverse the fortunes of the desert’s inhabitants.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/58.html b/books/natural-fantasy-atlas/58.html index 508c934..9c67247 100644 --- a/books/natural-fantasy-atlas/58.html +++ b/books/natural-fantasy-atlas/58.html @@ -1,85 +1 @@ - - - - - - Adventure Excerpt - - -
    -

    THE WORLD

    -

    CHAPTER

    -
    - -
    -

    The Condenser

    -

    - This powerful artifact is the result of many years of secret experiments - underground. It can extract all water contained in both organic and - inorganic matter, making it dry and barren. The tank is inexplicably full. - This device could be a game changer for the desert people, but nobody - remembers how to use it. What are the PCs going to do? What are the - potential consequences of using such a device? -

    - -
      -
    • - Failed experiment. The Condenser proved unstable and - became a death sentence for the entire city. Stripped of all fluids, its - inhabitants have been reduced to withered skeletons that slumber in - undeath. They can survive without water and jealously guard their - memories, especially those of their mistakes. -
    • -
    • - The Nameless Queen. Once sovereign to the surface and - first among alchemists, this minor Villain hides her mummified body - under heavy, jeweled cloaks. Despite being an undead with murky - memories, she still has a knack for the alchemical arts and can unleash - devastating fire spells or summon servants of sand and bones, who - explode when destroyed. If defeated, the Queen regains enough lucidity - to answer a few questions before disintegrating. -
    • -
    -
    - -
    -

    ❓ A RARE FLOWER

    -

    - An old nomad from the village wishes to commemorate his late wife by - planting the seed of an extraordinarily rare flower next to her tomb. -

    -
      -
    • - Dalen. His weary body prevents him from traveling the - desert alone, but his wisdom is without equal. Dalen is looking for the - Snaplion, a flower that grows only in the heart of the - Rocky Desert. It was his wife’s favorite, but those that blossomed next - to her tomb have now withered. If the PCs agree to accompany him, they - receive a +2 bonus to Open Checks to obtain information about the - desert. -
    • -
    • - Myrmidon. Similar to a giant antlion, this creature - lays in ambush in a sandpit, luring prey with floral antennae. At the - start of the conflict, Myrmidon inflicts slow on all enemies, - then strikes with its powerful mandibles or the - Guillotine spell (same as Omega; see Core Rulebook, - page 193). It can burrow into the sand, drawing slow enemies into its - maw, causing heavy damage. It is Immune to earth damage, Resistant to - fire and Vulnerable to ice and air. -
    • -
    • - Farewell. After defeating Myrmidon, it becomes clear - there are no more Snaplions, outside of the fake flower the creature - used as a lure. What are the PCs going to say to Dalen? -
    • -
    -
    - -

    - “The desert sand buries the mistakes of the past,
    but it cannot erase - them, only hide them.” -

    - -
    - + Adventure Excerpt

    THE WORLD

    CHAPTER

    The Condenser

    This powerful artifact is the result of many years of secret experiments underground. It can extract all water contained in both organic and inorganic matter, making it dry and barren. The tank is inexplicably full. This device could be a game changer for the desert people, but nobody remembers how to use it. What are the PCs going to do? What are the potential consequences of using such a device?

    • Failed experiment. The Condenser proved unstable and became a death sentence for the entire city. Stripped of all fluids, its inhabitants have been reduced to withered skeletons that slumber in undeath. They can survive without water and jealously guard their memories, especially those of their mistakes.
    • The Nameless Queen. Once sovereign to the surface and first among alchemists, this minor Villain hides her mummified body under heavy, jeweled cloaks. Despite being an undead with murky memories, she still has a knack for the alchemical arts and can unleash devastating fire spells or summon servants of sand and bones, who explode when destroyed. If defeated, the Queen regains enough lucidity to answer a few questions before disintegrating.

    ❓ A RARE FLOWER

    An old nomad from the village wishes to commemorate his late wife by planting the seed of an extraordinarily rare flower next to her tomb.

    • Dalen. His weary body prevents him from traveling the desert alone, but his wisdom is without equal. Dalen is looking for the Snaplion, a flower that grows only in the heart of the Rocky Desert. It was his wife’s favorite, but those that blossomed next to her tomb have now withered. If the PCs agree to accompany him, they receive a +2 bonus to Open Checks to obtain information about the desert.
    • Myrmidon. Similar to a giant antlion, this creature lays in ambush in a sandpit, luring prey with floral antennae. At the start of the conflict, Myrmidon inflicts slow on all enemies, then strikes with its powerful mandibles or the Guillotine spell (same as Omega; see Core Rulebook, page 193). It can burrow into the sand, drawing slow enemies into its maw, causing heavy damage. It is Immune to earth damage, Resistant to fire and Vulnerable to ice and air.
    • Farewell. After defeating Myrmidon, it becomes clear there are no more Snaplions, outside of the fake flower the creature used as a lure. What are the PCs going to say to Dalen?

    “The desert sand buries the mistakes of the past,
    but it cannot erase them, only hide them.”

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/59.html b/books/natural-fantasy-atlas/59.html index 83dc826..b02c357 100644 --- a/books/natural-fantasy-atlas/59.html +++ b/books/natural-fantasy-atlas/59.html @@ -1,75 +1 @@ - - - - - - Vertigo Peak Dossier - - -
    - - -

    VERTIGO PEAK

    - - -

    The Frozen Mountain

    -

    - Vertigo Peak stands as the tallest mountain in a frozen - and inhospitable range, constantly battered by unending storms that howl - across its crevasses. It looms at the very edge of the continent. -

    -

    - Despite the eternal winter, specialized groups of seasoned hunters have - adapted their lives to survive this hostile mountain, learning its brutal - and harsh lessons. Concurrently, the local fauna evolves at frantic speed, - struggling to keep pace with merciless environments and apex predators. -

    - - -

    Vertigo Peak at a Glance

    -

    - Keywords: catastrophe, ice, silence. -

    - -

    Key Elements

    -
      -
    • Terrain: crevices, geysers, ice.
    • -
    • Common Elements: A, I, D (Aid).
    • -
    • Travel Roll Difficulty: d20.
    • -
    • Rare Elements: F, T.
    • -
    - -

    Dangers & Discoveries

    -
    -
    -

    Dangers

    -
      -
    • Thunder and lightning.
    • -
    • A sudden landslide event.
    • -
    • - The unexpected evolution of a dangerous predator faced by the group. -
    • -
    -
    -
    -

    Discoveries

    -
      -
    • A safe camp situated deep amidst mountain crevasses.
    • -
    • - The remains of a unique creature, harvested for valuable materials. -
    • -
    -
    -
    - - -

    Overarching Themes

    -
      -
    • Long journeys within extreme environments.
    • -
    • Punishment corresponding to past mistakes.
    • -
    • The difficulty and necessity of tough harmony.
    • -
    -
    - + Vertigo Peak Dossier

    VERTIGO PEAK

    The Frozen Mountain

    Vertigo Peak stands as the tallest mountain in a frozen and inhospitable range, constantly battered by unending storms that howl across its crevasses. It looms at the very edge of the continent.

    Despite the eternal winter, specialized groups of seasoned hunters have adapted their lives to survive this hostile mountain, learning its brutal and harsh lessons. Concurrently, the local fauna evolves at frantic speed, struggling to keep pace with merciless environments and apex predators.

    Vertigo Peak at a Glance

    Keywords: catastrophe, ice, silence.

    Key Elements

    • Terrain: crevices, geysers, ice.
    • Common Elements: A, I, D (Aid).
    • Travel Roll Difficulty: d20.
    • Rare Elements: F, T.

    Dangers & Discoveries

    Dangers

    • Thunder and lightning.
    • A sudden landslide event.
    • The unexpected evolution of a dangerous predator faced by the group.

    Discoveries

    • A safe camp situated deep amidst mountain crevasses.
    • The remains of a unique creature, harvested for valuable materials.

    Overarching Themes

    • Long journeys within extreme environments.
    • Punishment corresponding to past mistakes.
    • The difficulty and necessity of tough harmony.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/6.html b/books/natural-fantasy-atlas/6.html index 9c91c7f..009b0ae 100644 --- a/books/natural-fantasy-atlas/6.html +++ b/books/natural-fantasy-atlas/6.html @@ -1,68 +1 @@ - - - - - - Introduction: Fabula Ultima Natural Fantasy Atlas - - -

    - The Mysteries of Ages Past Await You in the Fabula Ultima Natural Fantasy - Atlas -

    - -

    - This expansion to the Core Rulebook focuses on a genre mainly defined by - truly ancient secrets, vast uncontaminated territories, heroes who are both - humble and persistent, antagonists driven by unbridled curiosity (as well as - by their fear of death and the unknown) and powerful manifestations of - elemental forces. -

    - -

    - This Atlas differs slightly from the Core Rulebook and the previous Atlases - because its stories are usually far more delicate and less bombastic, but no - less heroic – on the contrary, it deliberately explores the fundamental - concepts at the roots of conflict in every other genre: - community, harmony and coexistence. -

    - -

    - Besides offering a brief introduction to the way we envision the natural - fantasy genre, this Atlas provides advice and game materials for the Game - Master and additional rules for Players, all in three simple chapters: -

    - -
      -
    • - The World: Provides valuable elements for creating - natural fantasy settings, including 10 archetypal locations you can use as - campaign elements or for inspiration, plus a list of new rare items and - artifacts inspired by folklore and tradition. -
    • -
    • - The Protagonists: Introduces 4 new Classes (Floralist, - Gourmet, Invoker and Merchant). It also provides several optional rules - (such as Camp Activities) to highlight moments of rest and bonding between - Player Characters in the group. -
    • -
    • - The Antagonists: Focuses on 5 Villains – pregenerated - Bosses, each more fearsome than the last – that embody the challenges and - obstacles of this journey. -
    • -
    - -

    - When compared to the genres of high fantasy and techno fantasy covered in - previous Atlases, Natural Fantasy is less frequently the focus of JRPG-style - works, and this book doesn’t presume to be a complete guide to it. Some - sections are tied more closely than others to their authors’ creative and - philosophical inclinations: their goal is to provide advice and examples - from the inspirational works (see page 207), useful both to those - well-versed in this genre, and especially to those who have recently found - their way to Fabula Ultima and JRPGs in general. -

    - -

    Just turn the page to learn more!

    - + Introduction: Fabula Ultima Natural Fantasy Atlas

    The Mysteries of Ages Past Await You in the Fabula Ultima Natural Fantasy Atlas

    This expansion to the Core Rulebook focuses on a genre mainly defined by truly ancient secrets, vast uncontaminated territories, heroes who are both humble and persistent, antagonists driven by unbridled curiosity (as well as by their fear of death and the unknown) and powerful manifestations of elemental forces.

    This Atlas differs slightly from the Core Rulebook and the previous Atlases because its stories are usually far more delicate and less bombastic, but no less heroic – on the contrary, it deliberately explores the fundamental concepts at the roots of conflict in every other genre: community, harmony and coexistence.

    Besides offering a brief introduction to the way we envision the natural fantasy genre, this Atlas provides advice and game materials for the Game Master and additional rules for Players, all in three simple chapters:

    • The World: Provides valuable elements for creating natural fantasy settings, including 10 archetypal locations you can use as campaign elements or for inspiration, plus a list of new rare items and artifacts inspired by folklore and tradition.
    • The Protagonists: Introduces 4 new Classes (Floralist, Gourmet, Invoker and Merchant). It also provides several optional rules (such as Camp Activities) to highlight moments of rest and bonding between Player Characters in the group.
    • The Antagonists: Focuses on 5 Villains – pregenerated Bosses, each more fearsome than the last – that embody the challenges and obstacles of this journey.

    When compared to the genres of high fantasy and techno fantasy covered in previous Atlases, Natural Fantasy is less frequently the focus of JRPG-style works, and this book doesn’t presume to be a complete guide to it. Some sections are tied more closely than others to their authors’ creative and philosophical inclinations: their goal is to provide advice and examples from the inspirational works (see page 207), useful both to those well-versed in this genre, and especially to those who have recently found their way to Fabula Ultima and JRPGs in general.

    Just turn the page to learn more!

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/60.html b/books/natural-fantasy-atlas/60.html index 819696d..dfed58f 100644 --- a/books/natural-fantasy-atlas/60.html +++ b/books/natural-fantasy-atlas/60.html @@ -1,76 +1 @@ - - - - - - Chapter Overview - - -

    The World - Chapter Overview

    - -
    -

    9. Typical Features

    -

    - The typical Freezing Mountain should include at least one of these - features: -

    -
      -
    • A dangerous path in a state of disarray.
    • -
    • A small settlement hiding ancient knowledge.
    • -
    • An ancient structure, extremely hard to reach.
    • -
    • A terrible beast that no hunter dares to face.
    • -
    -
    - -
    -

    9. Position

    -

    - Locations such as Vertigo Peak represent the climax of - the adventure and the final test of the Player Character’s abilities. - Unforgiving weather and dangerous creatures make this the ideal setting - for the final act of a campaign. Furthermore, these locations are often - situated near a corner of the map sheet, far from all the main settlements - and shrouded in myth and legends. -

    -
    - -
    -

    9. The Villains’ Plans

    -

    - Vertigo Peak is so remote and dangerous that a common Villain would - hesitate to use it as their base of operation. It’s far more likely for it - to be the abode of a simple and brutal threat, a terrible catastrophe - looming over the rest of the world. The mountain might also be the - birthplace of a recurring Villain, where the heroes can finally discover - the antagonist’s past and understand how this merciless land shaped their - motivations. -

    -
    - -
    -

    Possible Questions for the Group

    -
      -
    • - This is an extremely coveted hunting reserve. Which of the local - creatures threaten the ecosystem? What would happen if they were not - contained? -
    • -
    • - A recent and sudden climate shift wreaked havoc on the mountain. What - was the cause? How did the toughest species adapt to it? -
    • -
    • - A decaying structure towers among the clouds. What is it? What was its - original function? Who or what occupies it now? -
    • -
    • - To fend off local wildlife, the denizens of the region developed an - ingenious defensive strategy. How does it work? -
    • -
    • - Among local hunters, one shines for their skill. What do they have in - common with one of you? What are they known for? -
    • -
    -
    - + Chapter Overview

    The World - Chapter Overview

    9. Typical Features

    The typical Freezing Mountain should include at least one of these features:

    • A dangerous path in a state of disarray.
    • A small settlement hiding ancient knowledge.
    • An ancient structure, extremely hard to reach.
    • A terrible beast that no hunter dares to face.

    9. Position

    Locations such as Vertigo Peak represent the climax of the adventure and the final test of the Player Character’s abilities. Unforgiving weather and dangerous creatures make this the ideal setting for the final act of a campaign. Furthermore, these locations are often situated near a corner of the map sheet, far from all the main settlements and shrouded in myth and legends.

    9. The Villains’ Plans

    Vertigo Peak is so remote and dangerous that a common Villain would hesitate to use it as their base of operation. It’s far more likely for it to be the abode of a simple and brutal threat, a terrible catastrophe looming over the rest of the world. The mountain might also be the birthplace of a recurring Villain, where the heroes can finally discover the antagonist’s past and understand how this merciless land shaped their motivations.

    Possible Questions for the Group

    • This is an extremely coveted hunting reserve. Which of the local creatures threaten the ecosystem? What would happen if they were not contained?
    • A recent and sudden climate shift wreaked havoc on the mountain. What was the cause? How did the toughest species adapt to it?
    • A decaying structure towers among the clouds. What is it? What was its original function? Who or what occupies it now?
    • To fend off local wildlife, the denizens of the region developed an ingenious defensive strategy. How does it work?
    • Among local hunters, one shines for their skill. What do they have in common with one of you? What are they known for?
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/61.html b/books/natural-fantasy-atlas/61.html index 4a97602..7889186 100644 --- a/books/natural-fantasy-atlas/61.html +++ b/books/natural-fantasy-atlas/61.html @@ -1,84 +1 @@ - - - - - - Story Hooks: Vertigo Peak - - -
    -

    STORY HOOKS

    -
    - -

    - When bringing Vertigo Peak into play, the GM may use the following points to - enrich the story by introducing artifacts, Villains, discoveries, and - rewards. -

    - -
    -

    HUNTING VILLAGE

    -

    - The inhabitants of this settlement work hard to preserve the delicate - balance of the ecosystem, making sure the largest and most dangerous - creatures don’t descend upon the valley, where the population won’t be - able to fend them off. -

    - -
      -
    • - The hamlet. The local hunters learned not to waste - anything, to use everything they harvest from their prey to show respect - for their “sacrifice”. Despite their harsh and rough personalities, - tempered by the difficulties and hardship that they endure, they offer - shelter to the travelers. - What are the key traditions of these people? Why did they adopt this - particular philosophy? -
    • -
    • - Dragon Fang. A gigantic weapon used to defend the - village from aggressive creatures, this massive harpoon was fashioned - from an ancient and unbreakable bone-like material, but the identity of - the creature it comes from has been lost to time. - What actually is the Dragon Fang? What creature did it belong to? -
    • -
    • - The old hunter. His vast scars tell many stories, - including those he is unwilling to share. This silent veteran was forced - to retire after an unfortunate hunting accident – he was the sole - survivor of the expedition, after which he became withdrawn and stopped - talking. - Who is this old hunter? What accident caused him to retire? What - discovery caused him to mistrust everybody? -
    • -
    -
    - -
    -

    CALAMITY KEEP

    -

    - This vast and partially ruined castle was built over the original lair of - the dragons, powerful creatures now forgotten among the echoes of the - past. Only the boldest and most foolish dare trudge the path to this - ancient building. -

    - -

    Lost Path

    -

    - Many are the dangers hidden along this route. To reach the castle, the PCs - have to complete a 10 section Clock. With each failed Check, the Game - Master introduces one of the dangers of Vertigo Peak – landslides, sudden - fatigue, an abrupt snowstorm or a pack of opportunistic predators. -

    -
    - - - + Story Hooks: Vertigo Peak

    STORY HOOKS

    When bringing Vertigo Peak into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    HUNTING VILLAGE

    The inhabitants of this settlement work hard to preserve the delicate balance of the ecosystem, making sure the largest and most dangerous creatures don’t descend upon the valley, where the population won’t be able to fend them off.

    • The hamlet. The local hunters learned not to waste anything, to use everything they harvest from their prey to show respect for their “sacrifice”. Despite their harsh and rough personalities, tempered by the difficulties and hardship that they endure, they offer shelter to the travelers. What are the key traditions of these people? Why did they adopt this particular philosophy?
    • Dragon Fang. A gigantic weapon used to defend the village from aggressive creatures, this massive harpoon was fashioned from an ancient and unbreakable bone-like material, but the identity of the creature it comes from has been lost to time. What actually is the Dragon Fang? What creature did it belong to?
    • The old hunter. His vast scars tell many stories, including those he is unwilling to share. This silent veteran was forced to retire after an unfortunate hunting accident – he was the sole survivor of the expedition, after which he became withdrawn and stopped talking. Who is this old hunter? What accident caused him to retire? What discovery caused him to mistrust everybody?

    CALAMITY KEEP

    This vast and partially ruined castle was built over the original lair of the dragons, powerful creatures now forgotten among the echoes of the past. Only the boldest and most foolish dare trudge the path to this ancient building.

    Lost Path

    Many are the dangers hidden along this route. To reach the castle, the PCs have to complete a 10 section Clock. With each failed Check, the Game Master introduces one of the dangers of Vertigo Peak – landslides, sudden fatigue, an abrupt snowstorm or a pack of opportunistic predators.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/62.html b/books/natural-fantasy-atlas/62.html index a6b8a34..d40253b 100644 --- a/books/natural-fantasy-atlas/62.html +++ b/books/natural-fantasy-atlas/62.html @@ -1,110 +1 @@ - - - - - - World Excerpts - - -

    The World (Chapter Excerpts)

    - -
    -

    Key Locations and Phenomena

    -
      -
    • - The Great Hall. This massive hall has seen better days - and, after a partial collapse, most of the exits are blocked. However, - the main structure is solid and only a fool would blame its disrepair on - the passage of time. Inside the castle, PCs can find weapons from ages - past, brandished in an ancient battle. The keep also has ancient defense - mechanisms, such as ballistae and arquebuses. -
    • -
    • - Eternal Grudge. Scattered among the ruins, tapestries - and trophies tell the tale of an age past, when dragons ruled the - mountain – until some “champions” exterminated them… except for one, who - fled into the northern mists. The last surviving knight, heavy with - remorse, foresaw the creature’s return. -
    • -
    - -
    -

    Funeris (Major Villain)

    -

    - In ancient times, this colossal demon experienced mankind’s vainglory - firsthand. Being the last of their kind and tormented by the souls of - dead dragons, they want revenge. -

    -

    - Enveloping the mountain’s side, Funeris is vast enough to be split into - three parts: head, tail, and claws, each - Resistant and Vulnerable to different - elements (the color of the scales provides a clue). -

    -
      -
    • They can breathe fire, which ignores Resistances.
    • -
    • - They also use an explosive powder that increases the damage of - subsequent attacks. -
    • -
    • The long tail strikes enemies with multi (3).
    • -
    • - The powerful claws can grab a PC, temporarily separating them from the - rest of the group. -
    • -
    -

    - Combat Flow: Whenever a part is defeated, Funeris takes - off and skips his turns, preparing to unleash a fearsome cataclysm. If - the PCs fail to activate the keep’s defenses (a 6 section Clock) by the - end of the following round, they all drop to 0 Hit Points. If they - succeed, Funeris’ remaining parts re-enter the conflict. -

    -
    -
    - -
    -

    Character Encounters

    - -

    Albert

    -
    -

    - A young and inexperienced explorer-photographer, Albert isn’t equipped - to face the mountain. He wants to make a name for himself photographing - a rare animal that lives only here. Being too green to succeed, he asks - the PCs for help. -

    -

    - Unwanted Attention: Albert isn’t evil, just dangerously - naive. His articles caught the attention of hunters and trappers who - want to make a trophy out of his next subject. Which infamous hunter is - following his tracks? Which of the PCs has dealt with them in the past? -

    -
    - -

    Qilin

    -
    -

    - While exploring, the group is caught by a sudden snowstorm. A neigh cuts - through the wind, but no horses live on Vertigo Peak – the PCs have - stumbled upon a qilin, an ancient chimera with the body of a deer and - the head of a unicorn. -

    -
      -
    • - Who among them knows the nature of the qilins and their role as - benevolent messengers? -
    • -
    • Which lucky event does this one foretell?
    • -
    • Who reacts with suspicion or violence to them?
    • -
    -
    -
    - -
    -

    - “The mountain is harsh but fair. No matter if predator or prey: the true - sovereign of the food chain is adaptability.” -

    -
    - + World Excerpts

    The World (Chapter Excerpts)

    Key Locations and Phenomena

    • The Great Hall. This massive hall has seen better days and, after a partial collapse, most of the exits are blocked. However, the main structure is solid and only a fool would blame its disrepair on the passage of time. Inside the castle, PCs can find weapons from ages past, brandished in an ancient battle. The keep also has ancient defense mechanisms, such as ballistae and arquebuses.
    • Eternal Grudge. Scattered among the ruins, tapestries and trophies tell the tale of an age past, when dragons ruled the mountain – until some “champions” exterminated them… except for one, who fled into the northern mists. The last surviving knight, heavy with remorse, foresaw the creature’s return.

    Funeris (Major Villain)

    In ancient times, this colossal demon experienced mankind’s vainglory firsthand. Being the last of their kind and tormented by the souls of dead dragons, they want revenge.

    Enveloping the mountain’s side, Funeris is vast enough to be split into three parts: head, tail, and claws, each Resistant and Vulnerable to different elements (the color of the scales provides a clue).

    • They can breathe fire, which ignores Resistances.
    • They also use an explosive powder that increases the damage of subsequent attacks.
    • The long tail strikes enemies with multi (3).
    • The powerful claws can grab a PC, temporarily separating them from the rest of the group.

    Combat Flow: Whenever a part is defeated, Funeris takes off and skips his turns, preparing to unleash a fearsome cataclysm. If the PCs fail to activate the keep’s defenses (a 6 section Clock) by the end of the following round, they all drop to 0 Hit Points. If they succeed, Funeris’ remaining parts re-enter the conflict.

    Character Encounters

    Albert

    A young and inexperienced explorer-photographer, Albert isn’t equipped to face the mountain. He wants to make a name for himself photographing a rare animal that lives only here. Being too green to succeed, he asks the PCs for help.

    Unwanted Attention: Albert isn’t evil, just dangerously naive. His articles caught the attention of hunters and trappers who want to make a trophy out of his next subject. Which infamous hunter is following his tracks? Which of the PCs has dealt with them in the past?

    Qilin

    While exploring, the group is caught by a sudden snowstorm. A neigh cuts through the wind, but no horses live on Vertigo Peak – the PCs have stumbled upon a qilin, an ancient chimera with the body of a deer and the head of a unicorn.

    • Who among them knows the nature of the qilins and their role as benevolent messengers?
    • Which lucky event does this one foretell?
    • Who reacts with suspicion or violence to them?

    “The mountain is harsh but fair. No matter if predator or prey: the true sovereign of the food chain is adaptability.”

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/63.html b/books/natural-fantasy-atlas/63.html index bf6ab9f..eaa546e 100644 --- a/books/natural-fantasy-atlas/63.html +++ b/books/natural-fantasy-atlas/63.html @@ -1,77 +1 @@ - - - - - - Natural Fantasy Conflicts - - -

    - The following pages provide suggestions to help you build natural fantasy - conflicts -

    - -

    - They explore these situations from a rules perspective – which the Core - Rulebook also discusses at length from page 58 – but, more importantly, they - focus on the narrative tensions at play during clashes between individuals - or factions. -

    - -

    Ignorance and Fear

    - -

    - Natural fantasy conflicts are extremely varied, but all share one common - element: the will of one or more contenders to act before fully - understanding the nature of the problem and the possible consequences. They - often do so out of fear of what they don’t know how to control or - understand. -

    - -

    - The simple answers are seldom the correct ones. Prejudice and fear might - cause irreparable damage but, at the same time, one can’t wait forever. This - contradiction is at the heart of natural fantasy and something that has no - simple solution – on the contrary, this particular style of game hinges upon - doing your best, acting out of generosity and taking responsibility for your - mistakes. -

    - -

    - When creating situations based on these dynamics, you should pay attention - to: -

    -
      -
    • - Fear and shame. Someone feels in danger: it might just be - due to survival instinct, but it can also arise out of fear of losing - credibility, power, or control, or the growing realization that one’s - worldview is naive or incomplete. -
    • -
    • - Neglected teachings. Traditions, legends, stories, and - relics remind us of similar situations from the past, but the factions or - contenders involved are unaware of them, willfully ignore them or (even - worse!) misinterpret them to fan the flames of conflict instead of solving - it. -
    • -
    • - Pride and prejudice. The contenders often have a shallow - opinion of their adversaries, and stubbornly refuse any chance of - compromise, convinced that their actions are an unfortunate necessity or - inherently “righteous”. -
    • -
    • - Long-term consequences. Every conflict is going to have - an aftermath that the contenders do not understand or choose to ignore, - usually because they believe it won’t really come to pass, won’t involve - them directly or is preferable to any other alternative regardless. -
    • -
    • - A glimmer of hope. In all these situations, there is - always a chance for negotiation and dialogue that people are ignoring, and - that is exactly where Player Characters come into play and show their - support. -
    • -
    - + Natural Fantasy Conflicts

    The following pages provide suggestions to help you build natural fantasy conflicts

    They explore these situations from a rules perspective – which the Core Rulebook also discusses at length from page 58 – but, more importantly, they focus on the narrative tensions at play during clashes between individuals or factions.

    Ignorance and Fear

    Natural fantasy conflicts are extremely varied, but all share one common element: the will of one or more contenders to act before fully understanding the nature of the problem and the possible consequences. They often do so out of fear of what they don’t know how to control or understand.

    The simple answers are seldom the correct ones. Prejudice and fear might cause irreparable damage but, at the same time, one can’t wait forever. This contradiction is at the heart of natural fantasy and something that has no simple solution – on the contrary, this particular style of game hinges upon doing your best, acting out of generosity and taking responsibility for your mistakes.

    When creating situations based on these dynamics, you should pay attention to:

    • Fear and shame. Someone feels in danger: it might just be due to survival instinct, but it can also arise out of fear of losing credibility, power, or control, or the growing realization that one’s worldview is naive or incomplete.
    • Neglected teachings. Traditions, legends, stories, and relics remind us of similar situations from the past, but the factions or contenders involved are unaware of them, willfully ignore them or (even worse!) misinterpret them to fan the flames of conflict instead of solving it.
    • Pride and prejudice. The contenders often have a shallow opinion of their adversaries, and stubbornly refuse any chance of compromise, convinced that their actions are an unfortunate necessity or inherently “righteous”.
    • Long-term consequences. Every conflict is going to have an aftermath that the contenders do not understand or choose to ignore, usually because they believe it won’t really come to pass, won’t involve them directly or is preferable to any other alternative regardless.
    • A glimmer of hope. In all these situations, there is always a chance for negotiation and dialogue that people are ignoring, and that is exactly where Player Characters come into play and show their support.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/64.html b/books/natural-fantasy-atlas/64.html index 58d3df0..c54c9b9 100644 --- a/books/natural-fantasy-atlas/64.html +++ b/books/natural-fantasy-atlas/64.html @@ -1,65 +1 @@ - - -
    -

    MISTAKES OF THE PAST, HOPES OF THE PRESENT

    -

    THE WORLD

    - -

    - Natural fantasy stories don’t focus just on the immediate and brutal pain - caused by exploiting the land, oppressing people and uprooting traditions - and cultures. On the contrary, they argue that such actions are going to - have very long-term consequences, much longer than the life expectancy of - those involved, and that to heal such wounds we will need not only the - ability to understand and forgive, but also the self-awareness and courage - to take a step back and change our point of view. -

    - -

    - The price of past cruelties falls upon the people of the present, and the - price of present cruelty will fall on the people of the future. -

    - -

    - The recurring leitmotifs of the genre include neglectfulness, the - rediscovery of ancient and terrible technologies, curses (often generational - or cyclical), and the idea that the protagonists have to endure and overcome - the consequences of the past, taking care not to cause the same suffering to - future generations. -

    - -

    - If you are running low on inspiration, you can rely upon some natural - fantasy classics and their related conflicts: -

    - -
      -
    • - Catastrophic artifacts. Magical or technological items - infused with almost miraculous powers reemerging from ancient times. They - represent a temptation for both the hopeless and those who crave power and - authority, but in both cases these tools will unleash a devastation that - the planet was trying to forget. -
    • -
    • - Punishment incarnate. Curses, plagues and epidemics might - be the ecosystem’s answer to atrocities committed by civilizations past – - they often force animals, spirits, and machines to act in a destructive - manner, and assume a full physical form only towards the end of the - campaign. -
    • -
    • - Millennia-old progenies. Simple in terms of narrative - premise yet extremely dangerous, these adversaries are the result of - century-old (perhaps millennia-old) experiments to create better weapons - or eliminate pollution and radiation. They might be biological creatures - or huge out-of-control machines. -
    • -
    - -

    - Further advice and suggestions on which Villains to use depending on the - situation can be found in Chapter 4: Antagonists. -

    - - -
    +

    MISTAKES OF THE PAST, HOPES OF THE PRESENT

    THE WORLD

    Natural fantasy stories don’t focus just on the immediate and brutal pain caused by exploiting the land, oppressing people and uprooting traditions and cultures. On the contrary, they argue that such actions are going to have very long-term consequences, much longer than the life expectancy of those involved, and that to heal such wounds we will need not only the ability to understand and forgive, but also the self-awareness and courage to take a step back and change our point of view.

    The price of past cruelties falls upon the people of the present, and the price of present cruelty will fall on the people of the future.

    The recurring leitmotifs of the genre include neglectfulness, the rediscovery of ancient and terrible technologies, curses (often generational or cyclical), and the idea that the protagonists have to endure and overcome the consequences of the past, taking care not to cause the same suffering to future generations.

    If you are running low on inspiration, you can rely upon some natural fantasy classics and their related conflicts:

    • Catastrophic artifacts. Magical or technological items infused with almost miraculous powers reemerging from ancient times. They represent a temptation for both the hopeless and those who crave power and authority, but in both cases these tools will unleash a devastation that the planet was trying to forget.
    • Punishment incarnate. Curses, plagues and epidemics might be the ecosystem’s answer to atrocities committed by civilizations past – they often force animals, spirits, and machines to act in a destructive manner, and assume a full physical form only towards the end of the campaign.
    • Millennia-old progenies. Simple in terms of narrative premise yet extremely dangerous, these adversaries are the result of century-old (perhaps millennia-old) experiments to create better weapons or eliminate pollution and radiation. They might be biological creatures or huge out-of-control machines.

    Further advice and suggestions on which Villains to use depending on the situation can be found in Chapter 4: Antagonists.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/65.html b/books/natural-fantasy-atlas/65.html index e7f6013..5a1a6c8 100644 --- a/books/natural-fantasy-atlas/65.html +++ b/books/natural-fantasy-atlas/65.html @@ -1,80 +1 @@ - - -
    -

    The Price of Peace

    - -

    - The idea that natural fantasy must have a bucolic aesthetic and deal with - small, peaceful villages is superficial to say the least. A large number of - these stories take a different twist, highlighting the difficulties in human - relationships. -

    - -

    - Sometimes they are just the inner conflicts of a village or a family, but - tales of violence and oppression between neighboring nations are equally - common, not to mention the marginalization of one or more individuals who - called local dogmas into question. -

    - -

    - Traditions are important and they were probably created for a good reason, - but this might not be the case any longer: blindly following them might lead - to grave misjudgments. At the same time, discarding them for profit or power - is equally cruel and irresponsible. -

    - -

    - In line with the themes of change and coexistence that permeate the natural - fantasy genre, peace isn’t static, but something that must be redefined day - by day, based on new necessities, otherwise it becomes an oppressive - silence. -

    - -

    When Words Are Not Enough

    - -

    - Many natural fantasy conflicts involve factions who struggle to communicate. - These disputes often take the form of wars between humans and animals, - monsters, or spirits, but the idea also works in the case of rivalries or - tension between nations that don’t speak the same language. -

    - -

    - Some character options allow the PCs to communicate with usually - unintelligible creatures and powers—for example, - Elemental Harmony (see page 155), - Feral Speech (see Core Rulebook, page 183) and some - Rituals. These are excellent choices if you want one of the protagonists to - act as a mediator. -

    - -

    - However, you might avoid these options on purpose, so that the group has to - struggle with the difficulties of communication (a character might acquire - them later to show their evolution). -

    - -

    Conflict Resolution & Understanding

    -
      -
    • - In such situations, it’s important to highlight the values of - hospitality and understanding. -
    • -
    • - If the story includes a presence considered “alien” or “outsider”, the - heroes’ first instinct should be to suspend judgment to understand its - point of view, needs, and necessities, instead of driving it back, - fighting, or eliminating it. -
    • -
    - -

    - Although defending oneself from a raging monster or making contact with - destructive spirits is rather common (combat is a core part of Fabula Ultima - after all), the real antagonist appears later, often under the guise of an - evil influence that has corrupted peaceful creatures (see page 174). -

    - -
    -
    +

    The Price of Peace

    The idea that natural fantasy must have a bucolic aesthetic and deal with small, peaceful villages is superficial to say the least. A large number of these stories take a different twist, highlighting the difficulties in human relationships.

    Sometimes they are just the inner conflicts of a village or a family, but tales of violence and oppression between neighboring nations are equally common, not to mention the marginalization of one or more individuals who called local dogmas into question.

    Traditions are important and they were probably created for a good reason, but this might not be the case any longer: blindly following them might lead to grave misjudgments. At the same time, discarding them for profit or power is equally cruel and irresponsible.

    In line with the themes of change and coexistence that permeate the natural fantasy genre, peace isn’t static, but something that must be redefined day by day, based on new necessities, otherwise it becomes an oppressive silence.

    When Words Are Not Enough

    Many natural fantasy conflicts involve factions who struggle to communicate. These disputes often take the form of wars between humans and animals, monsters, or spirits, but the idea also works in the case of rivalries or tension between nations that don’t speak the same language.

    Some character options allow the PCs to communicate with usually unintelligible creatures and powers—for example, Elemental Harmony (see page 155), Feral Speech (see Core Rulebook, page 183) and some Rituals. These are excellent choices if you want one of the protagonists to act as a mediator.

    However, you might avoid these options on purpose, so that the group has to struggle with the difficulties of communication (a character might acquire them later to show their evolution).

    Conflict Resolution & Understanding

    • In such situations, it’s important to highlight the values of hospitality and understanding.
    • If the story includes a presence considered “alien” or “outsider”, the heroes’ first instinct should be to suspend judgment to understand its point of view, needs, and necessities, instead of driving it back, fighting, or eliminating it.

    Although defending oneself from a raging monster or making contact with destructive spirits is rather common (combat is a core part of Fabula Ultima after all), the real antagonist appears later, often under the guise of an evil influence that has corrupted peaceful creatures (see page 174).

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/66.html b/books/natural-fantasy-atlas/66.html index 61a81f7..a446f2a 100644 --- a/books/natural-fantasy-atlas/66.html +++ b/books/natural-fantasy-atlas/66.html @@ -1,55 +1 @@ - - - - - - A Cruel Curiosity - - -
    -

    THE WORLD

    -

    A CRUEL CURIOSITY

    -
    - -
    -

    - A lack of knowledge might spark a conflict, but seeking knowledge can take - on dangerous forms when not accompanied by empathy and respect: it is - fated to become a morbidly analytical pursuit. -

    - -

    - This category include those “scientists” who demand answers and use any - means necessary to reach them – vivisectioning living creatures and - putting whole ecosystems under the microscope, destroying entire - archaeological complexes and ancient ruins, or stealing the ritual objects - and cultural heritage of an entire people just to catalog them in a - university library or flaunt a collection. -

    - -

    - In this regard, archaeology, botany and zoology are excellent starting - points for a natural fantasy conflict. Even better if a member of the - group practices one of these disciplines with both ethics and passion, or - if they are a descendant of the culture under scrutiny. It’s a great way - to flip the usual fantasy stereotype that depicts ancient ruins as - completely detached from the current culture, promoting a false portrayal - of archaeological research and its social and environmental impact. -

    -
    - -
    - Example: At the center of Irkalla lake is a millennia-old - city-island whose name none remembers. Clattering constructs, protected by - stone armor and animated by complex magics, wander across its labyrinthine - canals. Along the southern coast is a village, inhabited by the descendants - of the original builders: the local artisans adapted the wind motors - recovered among the ruins and the Council is gathering explorers to discover - the truth about their ancestors and the lights that appear over the lake - during the night. However, some want to collect the maze’s treasures and - sell them to the highest bidder, and others have the dangerous wish to see - in action the miraculous weapons of light mentioned in the Irkallans’ poems. -
    - - - + A Cruel Curiosity

    THE WORLD

    A CRUEL CURIOSITY

    A lack of knowledge might spark a conflict, but seeking knowledge can take on dangerous forms when not accompanied by empathy and respect: it is fated to become a morbidly analytical pursuit.

    This category include those “scientists” who demand answers and use any means necessary to reach them – vivisectioning living creatures and putting whole ecosystems under the microscope, destroying entire archaeological complexes and ancient ruins, or stealing the ritual objects and cultural heritage of an entire people just to catalog them in a university library or flaunt a collection.

    In this regard, archaeology, botany and zoology are excellent starting points for a natural fantasy conflict. Even better if a member of the group practices one of these disciplines with both ethics and passion, or if they are a descendant of the culture under scrutiny. It’s a great way to flip the usual fantasy stereotype that depicts ancient ruins as completely detached from the current culture, promoting a false portrayal of archaeological research and its social and environmental impact.

    Example: At the center of Irkalla lake is a millennia-old city-island whose name none remembers. Clattering constructs, protected by stone armor and animated by complex magics, wander across its labyrinthine canals. Along the southern coast is a village, inhabited by the descendants of the original builders: the local artisans adapted the wind motors recovered among the ruins and the Council is gathering explorers to discover the truth about their ancestors and the lights that appear over the lake during the night. However, some want to collect the maze’s treasures and sell them to the highest bidder, and others have the dangerous wish to see in action the miraculous weapons of light mentioned in the Irkallans’ poems.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/67.html b/books/natural-fantasy-atlas/67.html index 97e9df6..0d3dff0 100644 --- a/books/natural-fantasy-atlas/67.html +++ b/books/natural-fantasy-atlas/67.html @@ -1,73 +1 @@ - - - - - - Beasts and Monsters: A Guide - - -

    BEASTS AND MONSTERS

    - -

    - The protagonists of Fabula Ultima are positive, heroic figures, who fight - against the twisted ideologies and egotistic machination of the Villains. - This premise is strictly linked to the idea that the antagonists are aware - and in control of their actions, even when they don’t fully understand the - consequences. -

    - -

    - What happens when the antagonists are little more than animals or monstrous - creatures that, acting on instinct or according to their life cycle, - threaten the region or the protagonists’ community? In such a case, it’s - legitimate to question how “heroic” it is to fight creatures who are just - following their instincts or needs. -

    - -

    - The works that inspired this Atlas approach this subject in a number of - ways: -

    - -
      -
    • - Survival. This is the easiest approach, albeit a bit - superficial and questionable, and it simply reassures the Players that - their actions are justified: in these settings, humans are far less - numerous than beasts and monsters, hence it’s sometimes necessary to fight - and kill them. -
    • -
    • - Conservation. In this approach, slightly more complex and - thoughtful, it is legitimate to eliminate specific creatures that can - cause massive damage to the entire ecosystem, making those specific - creatures play the role of Villains. -
    • -
    • - Exorcism. This approach is based upon the idea of - fighting only creatures that are corrupted or infected by a magical - influence or parasite, to purify them once they are weakened (in Fabula - Ultima one can choose the fate of an enemy reduced to 0 Hit Points – death - is not the rule). The source of such corruption is often an environmental - antagonist (see page 174). -
    • -
    • - Revenge. In this variant of the previous approaches, the - heroes discover, often through the ability to communicate with beasts, - that the terrible fury or corrupting influence was spawned from human - atrocities, creating an age-old grudge that might take the shape of a - major (or even supreme) Villain… and to make matters worse, our - protagonists’ early actions might have contributed to such a disaster. -
    • -
    - -

    - This Atlas cannot tell you which approach, or what relationship between - humanity and nature, you should adopt. This is something your group should - decide together. Nevertheless, remember that the nature of the struggle - between humans and the world is a precise thematic choice that should never - be trivialized. -

    - - - + Beasts and Monsters: A Guide

    BEASTS AND MONSTERS

    The protagonists of Fabula Ultima are positive, heroic figures, who fight against the twisted ideologies and egotistic machination of the Villains. This premise is strictly linked to the idea that the antagonists are aware and in control of their actions, even when they don’t fully understand the consequences.

    What happens when the antagonists are little more than animals or monstrous creatures that, acting on instinct or according to their life cycle, threaten the region or the protagonists’ community? In such a case, it’s legitimate to question how “heroic” it is to fight creatures who are just following their instincts or needs.

    The works that inspired this Atlas approach this subject in a number of ways:

    • Survival. This is the easiest approach, albeit a bit superficial and questionable, and it simply reassures the Players that their actions are justified: in these settings, humans are far less numerous than beasts and monsters, hence it’s sometimes necessary to fight and kill them.
    • Conservation. In this approach, slightly more complex and thoughtful, it is legitimate to eliminate specific creatures that can cause massive damage to the entire ecosystem, making those specific creatures play the role of Villains.
    • Exorcism. This approach is based upon the idea of fighting only creatures that are corrupted or infected by a magical influence or parasite, to purify them once they are weakened (in Fabula Ultima one can choose the fate of an enemy reduced to 0 Hit Points – death is not the rule). The source of such corruption is often an environmental antagonist (see page 174).
    • Revenge. In this variant of the previous approaches, the heroes discover, often through the ability to communicate with beasts, that the terrible fury or corrupting influence was spawned from human atrocities, creating an age-old grudge that might take the shape of a major (or even supreme) Villain… and to make matters worse, our protagonists’ early actions might have contributed to such a disaster.

    This Atlas cannot tell you which approach, or what relationship between humanity and nature, you should adopt. This is something your group should decide together. Nevertheless, remember that the nature of the struggle between humans and the world is a precise thematic choice that should never be trivialized.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/68.html b/books/natural-fantasy-atlas/68.html index e03cc06..12286c0 100644 --- a/books/natural-fantasy-atlas/68.html +++ b/books/natural-fantasy-atlas/68.html @@ -1,67 +1 @@ - - - - - - Something Bitter or Melancholic - - -

    SOMETHING BITTER OR MELANCHOLIC

    - -

    - Finally, all tense situations and conflict scenes in a natural fantasy - campaign should have a bitter or melancholic aftertaste. This undertone - highlights the torment of the antagonists, strengthens the bonds between the - heroes and those who are in danger, or reiterates how the PCs are facing the - consequences and paying the price of errors that were committed by the - people of the past. -

    - -

    Examples

    - -

    Here are some examples of scenarios implementing this theme:

    - -
      -
    • - To defeat the wrathful ice spirits, the Alderman’s daughter decided to - wield an ancient relic with the power to destroy souls. She too is going - to forfeit her own, but the clan will survive. -
    • -
    • - The majestic Jade-Horned Lion nourishes the region by cyclically dying and - being reborn; but his current incarnation became attached to a human - orphan and rejected death, ultimately turning into a monster. -
    • -
    • - A terrible disease strikes down settlements that surpass a certain - technological level, or that dig up and activate the Progenitors’ - machines. -
    • -
    • - Cornered by new fishing regulations, the people of a Player Character’s - native village accepted the thane’s money and allowed his men-at-arms to - scour the forbidden ruins under the village. -
    • -
    • - The heroes battle a beautiful and titanic plant monstrosity, contaminated - by the experiments of a careless apprentice witch. The seed was planted by - a young hunter to commemorate the death of his partner. -
    • -
    • - Crossing the Bone Steppe at night is very dangerous – following the steps - of the Warthog Goddess, whose wounds bleed continuously, restless spirits - of animals killed by a now-forgotten Empire possess their own bones and - assault the living. -
    • -
    • - Born from an egg that hatched centuries after the extinction of her - species and overwhelmed by desperation, the Magmamoth Queen devoured the - ancient magic of the forest, until she became a veritable living hive. -
    • -
    - -
    - “I have no doubt that it is necessary.
    - I just wish I wasn’t the one to carry this burden.” -
    - + Something Bitter or Melancholic

    SOMETHING BITTER OR MELANCHOLIC

    Finally, all tense situations and conflict scenes in a natural fantasy campaign should have a bitter or melancholic aftertaste. This undertone highlights the torment of the antagonists, strengthens the bonds between the heroes and those who are in danger, or reiterates how the PCs are facing the consequences and paying the price of errors that were committed by the people of the past.

    Examples

    Here are some examples of scenarios implementing this theme:

    • To defeat the wrathful ice spirits, the Alderman’s daughter decided to wield an ancient relic with the power to destroy souls. She too is going to forfeit her own, but the clan will survive.
    • The majestic Jade-Horned Lion nourishes the region by cyclically dying and being reborn; but his current incarnation became attached to a human orphan and rejected death, ultimately turning into a monster.
    • A terrible disease strikes down settlements that surpass a certain technological level, or that dig up and activate the Progenitors’ machines.
    • Cornered by new fishing regulations, the people of a Player Character’s native village accepted the thane’s money and allowed his men-at-arms to scour the forbidden ruins under the village.
    • The heroes battle a beautiful and titanic plant monstrosity, contaminated by the experiments of a careless apprentice witch. The seed was planted by a young hunter to commemorate the death of his partner.
    • Crossing the Bone Steppe at night is very dangerous – following the steps of the Warthog Goddess, whose wounds bleed continuously, restless spirits of animals killed by a now-forgotten Empire possess their own bones and assault the living.
    • Born from an egg that hatched centuries after the extinction of her species and overwhelmed by desperation, the Magmamoth Queen devoured the ancient magic of the forest, until she became a veritable living hive.
    “I have no doubt that it is necessary.
    I just wish I wasn’t the one to carry this burden.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/69.html b/books/natural-fantasy-atlas/69.html index 8d006a0..cc21c5e 100644 --- a/books/natural-fantasy-atlas/69.html +++ b/books/natural-fantasy-atlas/69.html @@ -1,69 +1 @@ - - - - - - Magic and Rituals Guide - - -

    MAGIC AND RITUALS

    -

    - In a natural fantasy campaign, magic is a field where the themes of balance, - coexistence, mistakes, and punishment emerge at their strongest. Moreover, - the relationship between humanity and supernatural creatures hinges on a few - core assumptions, discussed in the following pages. -

    - -

    MAGIC AS A NEGOTIATION

    -

    - Magic represents the delicate relationship between humanity, the ecosystem, - and the mysteries of life itself: it’s important to ask what is the source - of the magical powers wielded by the characters and how such abilities might - alter the existing balance. -

    -

    - The “Everything has a soul” pillar, from page 14 of the Core Rulebook, comes - into its highest expression in natural fantasy – magic is alive, often - incarnate as a local spirit or presence, and reacts according to its own - will and personality. -

    -

    - Depending on which characters are involved in the campaign and what kind of - threat they face, this approach might express itself in many ways and should - influence the game mechanics. The following sections contain advice and - considerations on how to handle these themes, which require special - attention. -

    - -

    SPIRITS, DEITIES, AND PRESENCES

    -

    - “Divinity” isn’t something far away and limited to specific moments of - prayer; it’s close, everyday, and omnipresent, but also extraordinary, - sentient, and unpredictable. It’s part of everything on both an individual - and universal level. -

    - -
      -
    • - Individual. Divine entities often appear as spirits or - presences inhabiting a place, object, or creature. Sometimes they manifest - as elemental beings, other times as demons born from a build-up of - spiritual power or due to a creature’s extreme longevity, or as a - conglomerate of magical energy, lacking a conscience but still “alive”. -
    • -
    • - Universal. Divinity as a concept also represents the - global, cyclical and interconnected totality of everything: a symphony of - lives that are born, transformed and pass away, feeding upon and - influencing each other. This universal dimension of the divine often - appears in the guise of a spirit realm, permeating reality but visible - only to a few. -
    • -
    - -

    - We can say that magic draws power from a universal energy through an - individual medium, but in doing so it causes immediate reactions on the - individual level and/or long-term consequences on a universal scale. -

    - + Magic and Rituals Guide

    MAGIC AND RITUALS

    In a natural fantasy campaign, magic is a field where the themes of balance, coexistence, mistakes, and punishment emerge at their strongest. Moreover, the relationship between humanity and supernatural creatures hinges on a few core assumptions, discussed in the following pages.

    MAGIC AS A NEGOTIATION

    Magic represents the delicate relationship between humanity, the ecosystem, and the mysteries of life itself: it’s important to ask what is the source of the magical powers wielded by the characters and how such abilities might alter the existing balance.

    The “Everything has a soul” pillar, from page 14 of the Core Rulebook, comes into its highest expression in natural fantasy – magic is alive, often incarnate as a local spirit or presence, and reacts according to its own will and personality.

    Depending on which characters are involved in the campaign and what kind of threat they face, this approach might express itself in many ways and should influence the game mechanics. The following sections contain advice and considerations on how to handle these themes, which require special attention.

    SPIRITS, DEITIES, AND PRESENCES

    “Divinity” isn’t something far away and limited to specific moments of prayer; it’s close, everyday, and omnipresent, but also extraordinary, sentient, and unpredictable. It’s part of everything on both an individual and universal level.

    • Individual. Divine entities often appear as spirits or presences inhabiting a place, object, or creature. Sometimes they manifest as elemental beings, other times as demons born from a build-up of spiritual power or due to a creature’s extreme longevity, or as a conglomerate of magical energy, lacking a conscience but still “alive”.
    • Universal. Divinity as a concept also represents the global, cyclical and interconnected totality of everything: a symphony of lives that are born, transformed and pass away, feeding upon and influencing each other. This universal dimension of the divine often appears in the guise of a spirit realm, permeating reality but visible only to a few.

    We can say that magic draws power from a universal energy through an individual medium, but in doing so it causes immediate reactions on the individual level and/or long-term consequences on a universal scale.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/7.html b/books/natural-fantasy-atlas/7.html index ff2f9d5..1aad2ee 100644 --- a/books/natural-fantasy-atlas/7.html +++ b/books/natural-fantasy-atlas/7.html @@ -1,98 +1 @@ - - - - - - Defining Natural Fantasy: Fabula Ultima - - -
    -

    What Defines Fabula Ultima’s Natural Fantasy?

    - -

    - In this book, and in Fabula Ultima in general, the term “natural - fantasy” indicates a series of specific elements that the authors feel are - characteristic of a particular way of building stories and settings. -

    - -

    - In brief, we are discussing the authors’ personal visions, which do not - claim to be the absolute truth. Indeed, narrative genres have nebulous - boundaries, and it would be impossible – maybe even irresponsible – to box - them in too much. -

    - -

    - What follows may help you to better understand the creative roots - behind this book! -

    - -

    Common People

    -

    - The Player Characters (PCs) in a natural fantasy campaign are usually - everyday people, albeit possessing some unusual abilities. Unlike princes, - archmages, dark knights, or sky pirates found in other genres, these - protagonists give way to roles such as - explorers, alchemists, scholars, and wandering warriors. -

    -

    - These characters are often young and unaware of the great mysteries of the - world, with the exception of a few fragmented legends which have scores of - different interpretations. The focal points of the natural fantasy style - revolve around: -

    -
      -
    • - Rediscovery: The act of finding lost knowledge or - places. -
    • -
    • - Understanding & Empathy: Connecting deeply with the - world and its inhabitants. -
    • -
    • - Respect and Love: Showing reverence for the current - world and its past history. -
    • -
    -

    - By looking for answers with curiosity and humility, we are guided toward a - harmonious coexistence not only within ourselves but also with the world - at large. -

    - -

    The Mentor

    -

    - While it is possible to play as a PC who "knows a lot," natural fantasy - has established guidelines for this character type: -

    - -

    Key Traits of the Natural Fantasy Mentor

    -
      -
    • - Reluctance to Share: They hesitate to give away their - wisdom, often revealing vital information only when they find it - absolutely crucial (an excellent way to spend Fabula Points). -
    • -
    • - Interdependence: They are unable to solve the world’s - problems without the rest of the group. -
    • -
    -

    - A classic example is an old scholar who discovers ancient power that could - protect a region, only to find that this power is exclusive to a certain - bloodline they are not part of. -

    - -

    - Of course, the role of mentor should be limited to one character per - group, usually the oldest. More often than not, this protagonist will end - up having to reconsider how much they truly know and may even face a - personal crisis, eventually finding the answers they need in their younger - companions. -

    -
    - + Defining Natural Fantasy: Fabula Ultima

    What Defines Fabula Ultima’s Natural Fantasy?

    In this book, and in Fabula Ultima in general, the term “natural fantasy” indicates a series of specific elements that the authors feel are characteristic of a particular way of building stories and settings.

    In brief, we are discussing the authors’ personal visions, which do not claim to be the absolute truth. Indeed, narrative genres have nebulous boundaries, and it would be impossible – maybe even irresponsible – to box them in too much.

    What follows may help you to better understand the creative roots behind this book!

    Common People

    The Player Characters (PCs) in a natural fantasy campaign are usually everyday people, albeit possessing some unusual abilities. Unlike princes, archmages, dark knights, or sky pirates found in other genres, these protagonists give way to roles such as explorers, alchemists, scholars, and wandering warriors.

    These characters are often young and unaware of the great mysteries of the world, with the exception of a few fragmented legends which have scores of different interpretations. The focal points of the natural fantasy style revolve around:

    • Rediscovery: The act of finding lost knowledge or places.
    • Understanding & Empathy: Connecting deeply with the world and its inhabitants.
    • Respect and Love: Showing reverence for the current world and its past history.

    By looking for answers with curiosity and humility, we are guided toward a harmonious coexistence not only within ourselves but also with the world at large.

    The Mentor

    While it is possible to play as a PC who "knows a lot," natural fantasy has established guidelines for this character type:

    Key Traits of the Natural Fantasy Mentor

    • Reluctance to Share: They hesitate to give away their wisdom, often revealing vital information only when they find it absolutely crucial (an excellent way to spend Fabula Points).
    • Interdependence: They are unable to solve the world’s problems without the rest of the group.

    A classic example is an old scholar who discovers ancient power that could protect a region, only to find that this power is exclusive to a certain bloodline they are not part of.

    Of course, the role of mentor should be limited to one character per group, usually the oldest. More often than not, this protagonist will end up having to reconsider how much they truly know and may even face a personal crisis, eventually finding the answers they need in their younger companions.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/70.html b/books/natural-fantasy-atlas/70.html index 9b6743f..b55600f 100644 --- a/books/natural-fantasy-atlas/70.html +++ b/books/natural-fantasy-atlas/70.html @@ -1,58 +1 @@ - - The World: Favorable and Unfavorable Reactions - - -

    CHAPTER 9: FAVORABLE AND UNFAVORABLE REACTIONS

    - -

    - Since both magic and the divine dwell in spirit form within places, items, and - creatures, the use of spells, Rituals, and magic abilities – excluding those - of the Invoker Class (see page 154), with its ability to harmonize with - natural forces – might provoke a reaction from those very same spirits. The - details of such events vary based on the character’s Identity and abilities - used, but they often come into play as a consequence of Opportunities, Fabula - Points, Sacrifices, Surrenders, or failed Rituals. The Game Master might also - add favorable and unfavorable plot twists as they see fit. -

    - -
    -

    - Among the most fitting rules to use in these circumstances are - harmful or beneficial environmental effects (see Core - Rulebook, page 299), a sudden shift in the invocation wellsprings (see page - 156) or, in the most extreme situations, the introduction of a new threat or - danger. -

    -
    - -

    MEDIATION AND RITUALS

    - -

    - Following these premises, Rituals become a dialogue with the forces of nature - and require self-discipline, empathy and preparation – they are often the - exclusive prerogative of a single member of the group, trained in one or more - disciplines: -

    - -
      -
    • - Chimerism, Elementalism, and Spiritism. These are the most - common disciplines, associated with communicating and negotiating with the - spirits of flora and fauna, the presences inhabiting the basic elements and - the positive and negative influences that flow through all living creatures, - respectively. -
    • -
    • - Arcanism. When reimagined to fit a natural fantasy style, - this discipline represents the ability to gain the favor of ancient - protector spirits, keeping a fragment of their power inside any item they - consider an appropriate vessel. This may include being hosted within the - Arcanist’s own body, in the form of a tattoo, scarification or partial - metamorphosis. -
    • -
    • - Entropism and Ritualism. Finally, these disciplines are the - most unusual and they are linked to a subject we will address on the - following page: magic as a form of control. -
    • -
    + The World: Favorable and Unfavorable Reactions

    CHAPTER 9: FAVORABLE AND UNFAVORABLE REACTIONS

    Since both magic and the divine dwell in spirit form within places, items, and creatures, the use of spells, Rituals, and magic abilities – excluding those of the Invoker Class (see page 154), with its ability to harmonize with natural forces – might provoke a reaction from those very same spirits. The details of such events vary based on the character’s Identity and abilities used, but they often come into play as a consequence of Opportunities, Fabula Points, Sacrifices, Surrenders, or failed Rituals. The Game Master might also add favorable and unfavorable plot twists as they see fit.

    Among the most fitting rules to use in these circumstances are harmful or beneficial environmental effects (see Core Rulebook, page 299), a sudden shift in the invocation wellsprings (see page 156) or, in the most extreme situations, the introduction of a new threat or danger.

    MEDIATION AND RITUALS

    Following these premises, Rituals become a dialogue with the forces of nature and require self-discipline, empathy and preparation – they are often the exclusive prerogative of a single member of the group, trained in one or more disciplines:

    • Chimerism, Elementalism, and Spiritism. These are the most common disciplines, associated with communicating and negotiating with the spirits of flora and fauna, the presences inhabiting the basic elements and the positive and negative influences that flow through all living creatures, respectively.
    • Arcanism. When reimagined to fit a natural fantasy style, this discipline represents the ability to gain the favor of ancient protector spirits, keeping a fragment of their power inside any item they consider an appropriate vessel. This may include being hosted within the Arcanist’s own body, in the form of a tattoo, scarification or partial metamorphosis.
    • Entropism and Ritualism. Finally, these disciplines are the most unusual and they are linked to a subject we will address on the following page: magic as a form of control.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/71.html b/books/natural-fantasy-atlas/71.html index 8d76dab..d131850 100644 --- a/books/natural-fantasy-atlas/71.html +++ b/books/natural-fantasy-atlas/71.html @@ -1,68 +1 @@ - - - - - - Magic as Control - Guide Extract - - -

    MAGIC AS CONTROL

    - -

    - If the magical arts represent a field defined by difficult compromise and - negotiation between humanity and supernatural powers, it’s just a matter of - time before someone tries to overstep these “limitations” and gain full - control over these forces. -

    - -

    - In natural fantasy worlds, magic is an allegory of life itself: the - insidious desire to reject or eliminate its most complex and mysterious - aspects – so that it operates “on a human scale”, following cold, - predictable and standardized rules – sparked some of the most terrible - atrocities during ancient times. -

    - -

    Disciplines Focused on Control

    -

    - Even in this case, some character options lend themselves more to this kind - of magic, unconcerned with the balance of the ecosystem, focused on reaching - a result without any regard for the consequences: -

    - -
      -
    • - Entropism. A complex discipline with unlimited potential, - capable of manipulating time and space, Entropism is perfect as the legacy - of a distant epoch, when extremely advanced civilizations made reckless - mistakes for which the world is still paying the price. More often than - not, the protagonists that wield Entropism are androids or experimental - beings, awoken after millennia of stasis. It’s a kind of magic - dramatically out of place, a relic of a different time that brings with it - a warning about a calamity that might strike the world again. -
    • -
    • - Ritualism. Precisely because of its relatively basic and - approachable nature, this discipline is often assimilated with an academic - or rationalist mindset, divorced from the spiritual implications and, in - the end, reduced to a mere tool. If used in conjunction with technological - sciences it can reactivate ancient machinery to take full control over the - forces of nature or be used to unleash indiscriminate preemptive - destruction against any threat, be it real or perceived. -
    • -
    • - Classes. It might be interesting to employ Classes such - as Tinkerer, Merchant (see page 158), Loremaster and Symbolist (see High - Fantasy Atlas, page 146) to create a character with a cold, utilitarian - view of magic at first – over the course of the campaign they will develop - a more complex and nuanced perspective, recognizing and confronting the - idea that magic is a living force that they have to coexist with. -
    • -
    - -

    Conclusionary Concepts

    -

    - Finally, we have to spend a few words on the most common variations of these - concepts: deicide and fear of death. -

    - + Magic as Control - Guide Extract

    MAGIC AS CONTROL

    If the magical arts represent a field defined by difficult compromise and negotiation between humanity and supernatural powers, it’s just a matter of time before someone tries to overstep these “limitations” and gain full control over these forces.

    In natural fantasy worlds, magic is an allegory of life itself: the insidious desire to reject or eliminate its most complex and mysterious aspects – so that it operates “on a human scale”, following cold, predictable and standardized rules – sparked some of the most terrible atrocities during ancient times.

    Disciplines Focused on Control

    Even in this case, some character options lend themselves more to this kind of magic, unconcerned with the balance of the ecosystem, focused on reaching a result without any regard for the consequences:

    • Entropism. A complex discipline with unlimited potential, capable of manipulating time and space, Entropism is perfect as the legacy of a distant epoch, when extremely advanced civilizations made reckless mistakes for which the world is still paying the price. More often than not, the protagonists that wield Entropism are androids or experimental beings, awoken after millennia of stasis. It’s a kind of magic dramatically out of place, a relic of a different time that brings with it a warning about a calamity that might strike the world again.
    • Ritualism. Precisely because of its relatively basic and approachable nature, this discipline is often assimilated with an academic or rationalist mindset, divorced from the spiritual implications and, in the end, reduced to a mere tool. If used in conjunction with technological sciences it can reactivate ancient machinery to take full control over the forces of nature or be used to unleash indiscriminate preemptive destruction against any threat, be it real or perceived.
    • Classes. It might be interesting to employ Classes such as Tinkerer, Merchant (see page 158), Loremaster and Symbolist (see High Fantasy Atlas, page 146) to create a character with a cold, utilitarian view of magic at first – over the course of the campaign they will develop a more complex and nuanced perspective, recognizing and confronting the idea that magic is a living force that they have to coexist with.

    Conclusionary Concepts

    Finally, we have to spend a few words on the most common variations of these concepts: deicide and fear of death.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/72.html b/books/natural-fantasy-atlas/72.html index 7f901b5..7874ccb 100644 --- a/books/natural-fantasy-atlas/72.html +++ b/books/natural-fantasy-atlas/72.html @@ -1,71 +1 @@ - - - - - - The World - Chapter Excerpt - - -
    -

    - Page numbers/Context markers: 71 | W | 22 THE WORLD -

    -
    - -

    CHAPTER 9: DEICIDE

    -

    - It might seem strange to so directly discuss the subject of killing a god, - since Fabula Ultima draws its inspiration from a long video game - tradition where the final antagonist is often a god-like entity with almost - unlimited divine powers. However, in the natural fantasy genre, this dynamic - is often turned upside down: the destruction of a god isn’t a rightful act - of rebellion against a destiny that someone else already wrote, but rather a - violent, ignorant and selfish act, showing a lack of empathy toward the - spiritual world and driven by fear or greed. -

    - -
    - Example: After ransacking the villages of the Great Taiga, - the Shōgun didn’t find the fabled iron mines he was looking for. However, - his agents sighted a creature known as Ōtetsuguma: a - massive bear with metallic fur, who defeated scores of soldiers and - mercenaries sent to capture her. Bent on defeating this threat and bringing - a new trophy to his master, the Shōgun ignores the fact that the protector - god of the region lives inside the bear: if she is killed before finding a - successor, she won’t be able to awaken the spirits of flora and fauna in - spring, condemning the Great Taiga to a never-ending winter. -
    - -

    FEAR OF DEATH

    -

    - One of the finest examples of the desire to control magic and nature is, - without any shadow of a doubt, the quest for immortality, which often drives - the actions of the main antagonist or is the foundation of one or more - mysteries or threats. This endeavor is as futile as it is reckless: denying - the reality of death or attempting to trick it and push it away, pollutes - the cycle of life, causing spiritual stagnation and unleashing upon the - world a calamity that will snuff out future generations. -

    - -
    - Example: Ten thousand years ago, humanity fell victim to a - fearsome epidemic. Fearing extinction, scientists dismembered the ancient - Kalpavriksha tree and developed a synthetic forest to - separate bodies and souls: instead of returning to the spiritual stream of - the planet, these souls were put in stasis inside the network, waiting for - it to birth a generation of clones, completely immune to the disease, to - host them. However, the research team grossly underestimated humanity’s - knack for survival: now, their descendants live in harmony with generations - of clones discarded by the system, who developed individual souls in the - meantime. Trapped in their stasis, the original souls became corrupted, - making the resynchronization erratic and turning them into malevolent - shape-shifting spirits. -
    - -
    -
    - “He looked for immortality and it was granted to him.
    He broke the - peace and peace was forever taken from him.” -
    -
    - + The World - Chapter Excerpt

    Page numbers/Context markers: 71 | W | 22 THE WORLD

    CHAPTER 9: DEICIDE

    It might seem strange to so directly discuss the subject of killing a god, since Fabula Ultima draws its inspiration from a long video game tradition where the final antagonist is often a god-like entity with almost unlimited divine powers. However, in the natural fantasy genre, this dynamic is often turned upside down: the destruction of a god isn’t a rightful act of rebellion against a destiny that someone else already wrote, but rather a violent, ignorant and selfish act, showing a lack of empathy toward the spiritual world and driven by fear or greed.

    Example: After ransacking the villages of the Great Taiga, the Shōgun didn’t find the fabled iron mines he was looking for. However, his agents sighted a creature known as Ōtetsuguma: a massive bear with metallic fur, who defeated scores of soldiers and mercenaries sent to capture her. Bent on defeating this threat and bringing a new trophy to his master, the Shōgun ignores the fact that the protector god of the region lives inside the bear: if she is killed before finding a successor, she won’t be able to awaken the spirits of flora and fauna in spring, condemning the Great Taiga to a never-ending winter.

    FEAR OF DEATH

    One of the finest examples of the desire to control magic and nature is, without any shadow of a doubt, the quest for immortality, which often drives the actions of the main antagonist or is the foundation of one or more mysteries or threats. This endeavor is as futile as it is reckless: denying the reality of death or attempting to trick it and push it away, pollutes the cycle of life, causing spiritual stagnation and unleashing upon the world a calamity that will snuff out future generations.

    Example: Ten thousand years ago, humanity fell victim to a fearsome epidemic. Fearing extinction, scientists dismembered the ancient Kalpavriksha tree and developed a synthetic forest to separate bodies and souls: instead of returning to the spiritual stream of the planet, these souls were put in stasis inside the network, waiting for it to birth a generation of clones, completely immune to the disease, to host them. However, the research team grossly underestimated humanity’s knack for survival: now, their descendants live in harmony with generations of clones discarded by the system, who developed individual souls in the meantime. Trapped in their stasis, the original souls became corrupted, making the resynchronization erratic and turning them into malevolent shape-shifting spirits.
    “He looked for immortality and it was granted to him.
    He broke the peace and peace was forever taken from him.”
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/73.html b/books/natural-fantasy-atlas/73.html index f9b07dc..a7f4e7c 100644 --- a/books/natural-fantasy-atlas/73.html +++ b/books/natural-fantasy-atlas/73.html @@ -1,77 +1 @@ - - - - - - Technology in Natural Fantasy - - -

    Technology in Natural Fantasy

    - -

    - Contrary to what one might think, technology remains a core element of - natural fantasy campaigns. However, its role may assume very different - functions depending on how it is integrated into the setting. -

    - -

    Machines of a Future Past

    - -

    - In the context of the natural fantasy world, technology represents both the - endless possibilities of the future and the quiet warnings of the - past—creating a thematic tension that can become the hinge of a narrative - arc for characters built around the Tinkerer, - Merchant (see page 158), or - Loremaster Classes. -

    - -
    -

    Advice and Observations

    -

    - Below are several pieces of advice and observations concerning this topic: -

    - -
      -
    • - Dangerous leaps. Recovering and studying technological - relics from eras past offers a chance to accelerate the development of a - community or settlement. However, doing so without weighing potential - consequences might lead to a catastrophic outcome. The message of - natural fantasy stories isn’t that technology is inherently malicious, - but rather that its impact must be carefully evaluated: often, the wiser - path is slower and more careful development, because taking every - possible shortcut creates fertile ground for opportunists. -
    • -
    • - Quest for coexistence. In line with the previous point, - natural fantasy strongly critiques the idea of technology as a “victory - over nature.” Even in a world where humanity lives surrounded by dense - forests and wild animals, looking to rule over them rather than living - in harmony means surrendering our hearts to despair. The path to - coexistence is seldom peaceful, but there is a noticeable difference - between protecting what you love and annihilating everything else. -
    • -
    • - Tools of destruction and rebirth. Natural fantasy - stories frequently depict the rediscovery or reactivation of a machine, - device, or generator that provides extraordinary power... but also - brought ruin upon its ancient creators. These technologies have an - ambivalent role: they are gifts from the past just as much as they are - its curse. They represent another chance, but if handled with arrogance - or haste, they will inevitably lead to tragedy. -
    • -
    -
    - -

    Narrative Conflict

    - -

    - All these elements provide excellent ways to spark conflict—either between - different factions hell-bent on using technology in divergent ways, or - fundamentally between humans and the spirits of nature. Thanks to their long - lives, these spirits remember perfectly the disasters of the past and - consider current humans as childish and irresponsible as their ancestors, - often leading them to choose a preemptive strike. Of course, many would - regard such "unmotivated" attacks as another threat to be eradicated. -

    - + Technology in Natural Fantasy

    Technology in Natural Fantasy

    Contrary to what one might think, technology remains a core element of natural fantasy campaigns. However, its role may assume very different functions depending on how it is integrated into the setting.

    Machines of a Future Past

    In the context of the natural fantasy world, technology represents both the endless possibilities of the future and the quiet warnings of the past—creating a thematic tension that can become the hinge of a narrative arc for characters built around the Tinkerer, Merchant (see page 158), or Loremaster Classes.

    Advice and Observations

    Below are several pieces of advice and observations concerning this topic:

    • Dangerous leaps. Recovering and studying technological relics from eras past offers a chance to accelerate the development of a community or settlement. However, doing so without weighing potential consequences might lead to a catastrophic outcome. The message of natural fantasy stories isn’t that technology is inherently malicious, but rather that its impact must be carefully evaluated: often, the wiser path is slower and more careful development, because taking every possible shortcut creates fertile ground for opportunists.
    • Quest for coexistence. In line with the previous point, natural fantasy strongly critiques the idea of technology as a “victory over nature.” Even in a world where humanity lives surrounded by dense forests and wild animals, looking to rule over them rather than living in harmony means surrendering our hearts to despair. The path to coexistence is seldom peaceful, but there is a noticeable difference between protecting what you love and annihilating everything else.
    • Tools of destruction and rebirth. Natural fantasy stories frequently depict the rediscovery or reactivation of a machine, device, or generator that provides extraordinary power... but also brought ruin upon its ancient creators. These technologies have an ambivalent role: they are gifts from the past just as much as they are its curse. They represent another chance, but if handled with arrogance or haste, they will inevitably lead to tragedy.

    Narrative Conflict

    All these elements provide excellent ways to spark conflict—either between different factions hell-bent on using technology in divergent ways, or fundamentally between humans and the spirits of nature. Thanks to their long lives, these spirits remember perfectly the disasters of the past and consider current humans as childish and irresponsible as their ancestors, often leading them to choose a preemptive strike. Of course, many would regard such "unmotivated" attacks as another threat to be eradicated.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/74.html b/books/natural-fantasy-atlas/74.html index 0efbde4..4e98226 100644 --- a/books/natural-fantasy-atlas/74.html +++ b/books/natural-fantasy-atlas/74.html @@ -1,62 +1 @@ - - - - - - Natural Fantasy Worlds: Vehicles and Transports - - -

    THE WORLD

    -

    CHAPTER: VEHICLES AND TRANSPORTS

    - -

    - Natural fantasy worlds are characterized by small or medium-sized - settlements, dense forests and winding paths. Travelers journey on foot or - with mounts, carts, or small boats. Flying vehicles and mounts are extremely - rare, perhaps nonexistent. However, sometimes the remains of ancient - technologies are combined and adapted to create ingenious rustic hybrids. -

    - -

    - From a thematic perspective, traveling on foot is a slow but harmless - choice, whereas using mounts or vehicles might be an act of violence against - nature, depending on the character’s treatment of the animal or environment. - The relationship between a character and their - Faithful Companion (see Core Rulebook, page 217) is an - excellent positive example, while destroying a forest to create a railroad - is a classic example of cruelty toward the ecosystem. -

    - -

    THE ROLE OF THE ARTISAN

    -

    - The artisan is a very important figure in natural fantasy settings, and - their social role can be characterized as mostly technical, mostly - spiritual, or a balanced mixture of the two. -

    - -
      -
    • - Technical role. In this sense, the artisan has the - knowledge and abilities to shape matter and create something new from it, - giving form to an idea and finding innovative solutions to many problems. -
    • -
    • - Spiritual role. From a magical and ritualist perspective, - the artisan has the gift to mediate between the spirits and energies that - inhabit matter, emphasizing their unique properties in the final object. -
    • -
    - -

    - These transformative roles are inextricably intertwined, but some artisans - focus more on one or the other. -

    - -

    - Given their importance, the following pages present an updated version of - the optional rules for materials and forging, originally introduced with the - 2022 winter holidays bonus: -

    - -
    A Christmas Gift from Edgar!
    - + Natural Fantasy Worlds: Vehicles and Transports

    THE WORLD

    CHAPTER: VEHICLES AND TRANSPORTS

    Natural fantasy worlds are characterized by small or medium-sized settlements, dense forests and winding paths. Travelers journey on foot or with mounts, carts, or small boats. Flying vehicles and mounts are extremely rare, perhaps nonexistent. However, sometimes the remains of ancient technologies are combined and adapted to create ingenious rustic hybrids.

    From a thematic perspective, traveling on foot is a slow but harmless choice, whereas using mounts or vehicles might be an act of violence against nature, depending on the character’s treatment of the animal or environment. The relationship between a character and their Faithful Companion (see Core Rulebook, page 217) is an excellent positive example, while destroying a forest to create a railroad is a classic example of cruelty toward the ecosystem.

    THE ROLE OF THE ARTISAN

    The artisan is a very important figure in natural fantasy settings, and their social role can be characterized as mostly technical, mostly spiritual, or a balanced mixture of the two.

    • Technical role. In this sense, the artisan has the knowledge and abilities to shape matter and create something new from it, giving form to an idea and finding innovative solutions to many problems.
    • Spiritual role. From a magical and ritualist perspective, the artisan has the gift to mediate between the spirits and energies that inhabit matter, emphasizing their unique properties in the final object.

    These transformative roles are inextricably intertwined, but some artisans focus more on one or the other.

    Given their importance, the following pages present an updated version of the optional rules for materials and forging, originally introduced with the 2022 winter holidays bonus:

    A Christmas Gift from Edgar!
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/75.html b/books/natural-fantasy-atlas/75.html index c98d326..ce4c81d 100644 --- a/books/natural-fantasy-atlas/75.html +++ b/books/natural-fantasy-atlas/75.html @@ -1,74 +1 @@ - - - - - - Materials and Forging Rules - - -

    Materials and Forging

    - -

    - This optional rule is especially fitting for natural fantasy stories, but it - can be integrated into any campaign without any modification. -

    - -

    Core Goals of the Rule

    -

    The module has four main goals:

    -
      -
    • - Define more precise guidelines for the value of materials - than those provided in the Core Rulebook. -
    • -
    • - Extend the use of gathered materials to the creation of - equipment, instead of limiting it to selling, funding Projects or reducing - the Mind Point cost of Rituals. -
    • -
    • - Provide rules for characters that want to forge weapons, - armor, shields and accessories. (The Project rules weren’t meant for this - and they are quite unwieldy for blacksmiths, weaponsmiths, stylists, - goldsmiths, and so on.) -
    • -
    • - Allow Game Masters to offer forging materials instead of - complete items when giving rewards. This not only saves time and energy - better spent on designing adversaries and important items, but also - provides a way to reward the Players even when the narrative situation - doesn’t lend itself to “classic” rewards such as rare items, Inventory - Points or money. -
    • -
    - -
    -

    9 OBTAINING MATERIALS

    -

    - The Core Rulebook already suggests that Game Masters include non-equipment - items among rewards (see pages 264–265); forging materials follow those - same rules and should be considered part of the session’s rewards. Each - copy of a given material is a single-use item and has a value assigned by - the GM (ideally between - 500 and 3000 zenit). -

    - -
    -

    Example Scenario

    -

    - Four level 12 Player Characters have defeated a colossal insect. An - appropriate reward would amount to 1800 zenit in total, with no single - item worth more than 1000 zenit. Since the group already recovered an - *aegis gorgonis* (800 zenit; see Core Rulebook, page 283) shortly before - the battle, the Game Master offers them a - titan carapace (1000 zenit). -

    -
    - -

    - The Game Master is free to give materials any name and value, or use the - table from page 78 onward to randomly generate them. The important thing - to remember is that each material has to quite clearly inspire one or more - possible uses. -

    -
    - + Materials and Forging Rules

    Materials and Forging

    This optional rule is especially fitting for natural fantasy stories, but it can be integrated into any campaign without any modification.

    Core Goals of the Rule

    The module has four main goals:

    • Define more precise guidelines for the value of materials than those provided in the Core Rulebook.
    • Extend the use of gathered materials to the creation of equipment, instead of limiting it to selling, funding Projects or reducing the Mind Point cost of Rituals.
    • Provide rules for characters that want to forge weapons, armor, shields and accessories. (The Project rules weren’t meant for this and they are quite unwieldy for blacksmiths, weaponsmiths, stylists, goldsmiths, and so on.)
    • Allow Game Masters to offer forging materials instead of complete items when giving rewards. This not only saves time and energy better spent on designing adversaries and important items, but also provides a way to reward the Players even when the narrative situation doesn’t lend itself to “classic” rewards such as rare items, Inventory Points or money.

    9 OBTAINING MATERIALS

    The Core Rulebook already suggests that Game Masters include non-equipment items among rewards (see pages 264–265); forging materials follow those same rules and should be considered part of the session’s rewards. Each copy of a given material is a single-use item and has a value assigned by the GM (ideally between 500 and 3000 zenit).

    Example Scenario

    Four level 12 Player Characters have defeated a colossal insect. An appropriate reward would amount to 1800 zenit in total, with no single item worth more than 1000 zenit. Since the group already recovered an *aegis gorgonis* (800 zenit; see Core Rulebook, page 283) shortly before the battle, the Game Master offers them a titan carapace (1000 zenit).

    The Game Master is free to give materials any name and value, or use the table from page 78 onward to randomly generate them. The important thing to remember is that each material has to quite clearly inspire one or more possible uses.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/76.html b/books/natural-fantasy-atlas/76.html index a20cf86..f8b1092 100644 --- a/books/natural-fantasy-atlas/76.html +++ b/books/natural-fantasy-atlas/76.html @@ -1,85 +1 @@ - - - - - - The World - Chapter 9 - - -
    -

    THE WORLD

    -

    Chapter 9: PURCHASING AND SELLING MATERIALS

    -
    - -
    -

    Purchasing Materials (Section 9)

    -

    - Characters may purchase any material available in their surroundings by - spending an amount of zenit equal to its value. When it comes to Projects, - step 3 on page 134 of the Core Rulebook abstracts this process, but the - group might prefer to purchase specific materials and keep them for future - use. -

    -

    - The Game Master has the final say on which materials can be bought in any - given area, at which cost and in which quantity. However, they should - involve Players who control characters from that region or have studied - it, or who play Classes like Tinkerer, Merchant (see - page 158), Loremaster, or Wayfarer. -

    -
    - -
    - -
    -

    Selling Materials (Section 9)

    -

    - If there is an artisan, merchant or other potential buyer available, - Player Characters can usually sell materials at half their normal value in - the same way as for normal items (see Core Rulebook, page 124). -

    -

    - Continuing from the previous example: if the group ever decides to sell - that titan carapace they retrieved, they would earn 500 zenit. -

    -

    - On the other hand, using a material to cover the cost of a Project (see - Core Rulebook, page 137) or to forge items as described on the next page - will let you use its full value, showcasing its full potential. -

    -
    - -
    -

    Ethical and Narrative Guidelines

    -

    - These options involve PCs in the process of transformation, death, and - rebirth typical of natural fantasy, but must not be used to reenact - colonialist fantasies or gratuitous cruelties towards animals and living - beings. -

    -
      -
    • - Harvesting Remains: Harvesting the remains of a monster - that threatened the village and using them to protect it is very - different from hunting for others of the same species just to hoard - materials. Finding resources should be a consequence of the story - events, not a goal (you can leave that to the Villains!). -
    • -
    • - Limitation: This system won’t suffer if you limit - yourselves to inanimate materials such as minerals, fluids, scraps, - fallen branches or leftover chrysalises. -
    • -
    • - Dignity of Creation: When you create an item from the - remains of a creature, strive to do so with the required dignity, - creating something that pays homage to their original form, appearance, - and nature. -
    • -
    -
    - - - + The World - Chapter 9

    THE WORLD

    Chapter 9: PURCHASING AND SELLING MATERIALS

    Purchasing Materials (Section 9)

    Characters may purchase any material available in their surroundings by spending an amount of zenit equal to its value. When it comes to Projects, step 3 on page 134 of the Core Rulebook abstracts this process, but the group might prefer to purchase specific materials and keep them for future use.

    The Game Master has the final say on which materials can be bought in any given area, at which cost and in which quantity. However, they should involve Players who control characters from that region or have studied it, or who play Classes like Tinkerer, Merchant (see page 158), Loremaster, or Wayfarer.


    Selling Materials (Section 9)

    If there is an artisan, merchant or other potential buyer available, Player Characters can usually sell materials at half their normal value in the same way as for normal items (see Core Rulebook, page 124).

    Continuing from the previous example: if the group ever decides to sell that titan carapace they retrieved, they would earn 500 zenit.

    On the other hand, using a material to cover the cost of a Project (see Core Rulebook, page 137) or to forge items as described on the next page will let you use its full value, showcasing its full potential.

    Ethical and Narrative Guidelines

    These options involve PCs in the process of transformation, death, and rebirth typical of natural fantasy, but must not be used to reenact colonialist fantasies or gratuitous cruelties towards animals and living beings.

    • Harvesting Remains: Harvesting the remains of a monster that threatened the village and using them to protect it is very different from hunting for others of the same species just to hoard materials. Finding resources should be a consequence of the story events, not a goal (you can leave that to the Villains!).
    • Limitation: This system won’t suffer if you limit yourselves to inanimate materials such as minerals, fluids, scraps, fallen branches or leftover chrysalises.
    • Dignity of Creation: When you create an item from the remains of a creature, strive to do so with the required dignity, creating something that pays homage to their original form, appearance, and nature.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/77.html b/books/natural-fantasy-atlas/77.html index ffc915e..494010b 100644 --- a/books/natural-fantasy-atlas/77.html +++ b/books/natural-fantasy-atlas/77.html @@ -1,98 +1 @@ - - - - - - Forging Process Rules - - -

    Forging Rare Items

    - -
    -

    The Forging Process

    -

    - This optional rule makes it possible to spend materials to create new - weapons, armor, shields, and accessories designed by the Players – as long - as they meet at least one of the following conditions: -

    - -

    Conditions for Success

    -
      -
    • - NPC Artisan Access: The group has access to an NPC - artisan capable of creating the required item. (e.g., a blacksmith for - armor or a tailor for a dress). -
    • -
    • - Magical/Technological Device: The group has access to - an artifact or other magical or technological device that can synthesize - or transform objects. -
    • -
    • - Player Expertise: The group includes at least one - Player Character with the Tinkerer Class or an Identity - that ties into a profession relevant to the item they want to create. - (The Game Master has the final say, but they shouldn’t be too - restrictive.) -
    • -
    - -

    - Note: The forging process described below usually requires a - single rest; keep in mind however that there is no limit to the number of - items the group can forge during the same rest, provided they have all the - appropriate materials and enough zenit to pay all - required artisans. -

    -
    - -
    -

    The Step-by-Step Forging Procedure

    -
      -
    1. -

      - Drafting the Item: The group prepares a draft of the - item they wish to create, using the rules in the - Core Rulebook (see page 266 onward). The item’s total cost in - zenit must be equal to or lower than (the highest level among PCs, - multiplied by 60). -

      -
    2. -
    3. -

      - Cost Assessment: The Game Master decides whether the - item has a cost appropriate to its effects and whether the provided - materials are fit for forging it. -

      -
    4. -
    5. -

      - Providing Materials: The group also indicates which - materials they will provide for forging it; their total value must be - equal to or higher than the cost of the item (if higher, the materials - will be completely expended anyway). -

      -
    6. -
    7. -

      - Revision Loop: If the Game Master proposes any - changes, go back to step 1. -

      -
    8. -
    9. -

      - Completion: Once the Game Master approves the draft - and proposed materials, the item can be created. If this is done by an - artisan NPC, they will require payment equal to a tenth of the item’s - total cost in zenit. -

      -
    10. -
    -
    - -
    - -
    -

    Order Details

    -
    - + Forging Process Rules

    Forging Rare Items

    The Forging Process

    This optional rule makes it possible to spend materials to create new weapons, armor, shields, and accessories designed by the Players – as long as they meet at least one of the following conditions:

    Conditions for Success

    • NPC Artisan Access: The group has access to an NPC artisan capable of creating the required item. (e.g., a blacksmith for armor or a tailor for a dress).
    • Magical/Technological Device: The group has access to an artifact or other magical or technological device that can synthesize or transform objects.
    • Player Expertise: The group includes at least one Player Character with the Tinkerer Class or an Identity that ties into a profession relevant to the item they want to create. (The Game Master has the final say, but they shouldn’t be too restrictive.)

    Note: The forging process described below usually requires a single rest; keep in mind however that there is no limit to the number of items the group can forge during the same rest, provided they have all the appropriate materials and enough zenit to pay all required artisans.

    The Step-by-Step Forging Procedure

    1. Drafting the Item: The group prepares a draft of the item they wish to create, using the rules in the Core Rulebook (see page 266 onward). The item’s total cost in zenit must be equal to or lower than (the highest level among PCs, multiplied by 60).

    2. Cost Assessment: The Game Master decides whether the item has a cost appropriate to its effects and whether the provided materials are fit for forging it.

    3. Providing Materials: The group also indicates which materials they will provide for forging it; their total value must be equal to or higher than the cost of the item (if higher, the materials will be completely expended anyway).

    4. Revision Loop: If the Game Master proposes any changes, go back to step 1.

    5. Completion: Once the Game Master approves the draft and proposed materials, the item can be created. If this is done by an artisan NPC, they will require payment equal to a tenth of the item’s total cost in zenit.


    Order Details

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/78.html b/books/natural-fantasy-atlas/78.html index 71e9bf7..764e5af 100644 --- a/books/natural-fantasy-atlas/78.html +++ b/books/natural-fantasy-atlas/78.html @@ -1,74 +1 @@ - - - - - - Forging Rules Reference - - -
    -

    - Since the design and approval process for each item might require a fairly - long conversation, it’s often a good idea to take care of forging during - the downtime between sessions. However, it’s important that the group is - in a situation that lets them rest between the end of a session and the - start of the next (irrespective of when you decided to play the - corresponding rest scene). -

    - -

    - Continuing from the previous example: the group wants to use the titan - carapace to craft a heavy weapon with the same profile as the Beowulf (see - Core Rulebook, page 276), but capable of dealing air damage. The - total cost is 660 zenit, well within the limit of 720 - zenit derived from the group’s level of 12. The Game Master has no - objections, so the item can be crafted by expending the material (worth - 1000 zenit – 340 are wasted) and paying 66 zenit to a local weaponsmith. - The Brynhild will be ready in a few hours! -

    - -

    - Going strictly by the numbers, this process is far less convenient than a - standard in-game reward, but it provides the group with the freedom to - choose which item they create and gain access to. Moreover, finding a true - rare item, instead of a simple raw material, becomes a very special - moment, since its value will be slightly higher than anything the group - might forge on their own. -

    - -

    9 INTERACTIONS WITH OTHER RULES

    -

    - Like most optional rules tied to equipment, forging might raise a few - questions. Here is a list of answers to the most common ones: -

    - -
      -
    • - Custom Weapons. The group can take advantage of the - forging rules to create any kind of equipment, including custom weapons - (see page 112). They just need to use the base version of a custom - weapon in the draft, instead of an item from the basic equipment lists, - and then apply the rules from page 266 of the Core Rulebook as usual. -
    • -
    • - Technospheres. Weapons, armor and shields intended for - technospheres (see Techno Fantasy Atlas, page 130) follow the - standard rules for forging, but the only Qualities available are slots - α, - β, - γ and - δ. -
    • -
    • - Pilot’s Modules. Weapon, armor and support modules (see - Techno Fantasy Atlas, page 160) can be forged using these - rules. Keep in mind that the base version of weapon and armor modules - are worth about 500 zenit each (any modifications increase their cost in - the same way as for rare items), while support modules are worth about - 1000 zenit. -
    • -
    - - -
    - + Forging Rules Reference

    Since the design and approval process for each item might require a fairly long conversation, it’s often a good idea to take care of forging during the downtime between sessions. However, it’s important that the group is in a situation that lets them rest between the end of a session and the start of the next (irrespective of when you decided to play the corresponding rest scene).

    Continuing from the previous example: the group wants to use the titan carapace to craft a heavy weapon with the same profile as the Beowulf (see Core Rulebook, page 276), but capable of dealing air damage. The total cost is 660 zenit, well within the limit of 720 zenit derived from the group’s level of 12. The Game Master has no objections, so the item can be crafted by expending the material (worth 1000 zenit – 340 are wasted) and paying 66 zenit to a local weaponsmith. The Brynhild will be ready in a few hours!

    Going strictly by the numbers, this process is far less convenient than a standard in-game reward, but it provides the group with the freedom to choose which item they create and gain access to. Moreover, finding a true rare item, instead of a simple raw material, becomes a very special moment, since its value will be slightly higher than anything the group might forge on their own.

    9 INTERACTIONS WITH OTHER RULES

    Like most optional rules tied to equipment, forging might raise a few questions. Here is a list of answers to the most common ones:

    • Custom Weapons. The group can take advantage of the forging rules to create any kind of equipment, including custom weapons (see page 112). They just need to use the base version of a custom weapon in the draft, instead of an item from the basic equipment lists, and then apply the rules from page 266 of the Core Rulebook as usual.
    • Technospheres. Weapons, armor and shields intended for technospheres (see Techno Fantasy Atlas, page 130) follow the standard rules for forging, but the only Qualities available are slots α, β, γ and δ.
    • Pilot’s Modules. Weapon, armor and support modules (see Techno Fantasy Atlas, page 160) can be forged using these rules. Keep in mind that the base version of weapon and armor modules are worth about 500 zenit each (any modifications increase their cost in the same way as for rare items), while support modules are worth about 1000 zenit.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/79.html b/books/natural-fantasy-atlas/79.html index 95a279a..a096788 100644 --- a/books/natural-fantasy-atlas/79.html +++ b/books/natural-fantasy-atlas/79.html @@ -1,164 +1 @@ - - -
    -

    Animal Classification Comparative Analysis

    - - -

    Key Characteristics of Animal Groups

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    TaxonArthropodsBirdsFishes
    1. AntennaAntenna Bone
    2. CarapaceCarapaceCraniumCartilage
    3. GlandGlandCrestCrest
    4. HornHornEggEggs
    5. LegLegFeatherFin
    6. MandibleMandibleMembraneGland
    7. PincerPincerSacSac
    8. ShellShellTalonScale
    9. StingStingTendonSpine
    10. WebWebWattleTeeth
    - - -

    Taxonomic Feature Comparison

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    FeatureMammalsMollusksReptiles
    1. ClawClawAntennaBone
    2. CraniumCraniumGlandClaw
    3. FangFangMembraneCranium
    4. FurFurSacCrest
    5. HornHornScaleEgg
    6. RibRibSeashellFang
    7. TailTailShellGland
    8. TendonsTendonsSlimeScale
    9. VertebraVertebraStingSpine
    10. WhiskersWhiskersTentacleTail
    - - -
    -

    Materials Generator

    -
    -
    +

    Animal Classification Comparative Analysis

    Key Characteristics of Animal Groups

    Taxon Arthropods Birds Fishes
    1. Antenna Antenna   Bone
    2. Carapace Carapace Cranium Cartilage
    3. Gland Gland Crest Crest
    4. Horn Horn Egg Eggs
    5. Leg Leg Feather Fin
    6. Mandible Mandible Membrane Gland
    7. Pincer Pincer Sac Sac
    8. Shell Shell Talon Scale
    9. Sting Sting Tendon Spine
    10. Web Web Wattle Teeth

    Taxonomic Feature Comparison

    Feature Mammals Mollusks Reptiles
    1. Claw Claw Antenna Bone
    2. Cranium Cranium Gland Claw
    3. Fang Fang Membrane Cranium
    4. Fur Fur Sac Crest
    5. Horn Horn Scale Egg
    6. Rib Rib Seashell Fang
    7. Tail Tail Shell Gland
    8. Tendons Tendons Slime Scale
    9. Vertebra Vertebra Sting Spine
    10. Whiskers Whiskers Tentacle Tail

    Materials Generator

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/8.html b/books/natural-fantasy-atlas/8.html index 0ac1247..f3a83ea 100644 --- a/books/natural-fantasy-atlas/8.html +++ b/books/natural-fantasy-atlas/8.html @@ -1,71 +1 @@ - - - Chapter Introduction - - -

    INTRODUCTION

    - -
    - “Before deciding how to face this calamity, you should understand what created - it.” -
    - -
    -

    VERTICAL DEVELOPMENT

    -

    - Natural fantasy campaigns are often set in small regions or villages rather - than entire continents and cities, but compensate for this “limited - perspective” with vertical development: the current world was built upon - countless layers of history, where terrible powers and wondrous magics are - buried. These are truly ancient worlds, where the past is millennia away - rather than centuries, so that the causes of today’s misfortunes are often - incomprehensible. -

    -
    - -
    -

    LIFE, DEATH, AND TRANSFORMATION

    -

    - Natural fantasy mostly does away with epic and spectacular aesthetics, - instead presenting Fabula Ultima’s thematic core in a visceral and sincere - way, and involving the protagonists on an intimate and personal level: these - are stories about the environment, life, and death. Like fairy tales, and - the philosophies and traditions that inspired it, the natural fantasy style - presents death as a necessary step for the world to regenerate – a terrible - pain and yet an opportunity to appreciate life; a meaningful act which - cannot be inflicted lightly, nor be stripped of its solemnity. -

    -
    - -
    -

    MAIN REFERENCES

    -

    Here are some titles that shaped the artistic vision of this book:

    -
      -
    • - The Dusk trilogy (Ayesha, Escha & Logy, Shallie) from the - Atelier series is without a doubt one of our main influences. It’s set on - a dying world victim of the manipulations of ancient humans, a world that - can only be revived thanks to the tenacity of a younger generation. The - Ryza trilogy and the Sophie duology also influenced the aesthetics of this - book. -
    • -
    • - The Monster Hunter Stories series shares its setting with - the famous Monster Hunter saga, but emphasizes cooperation between human - and monster and the importance of preserving even the most dangerous - species. -
    • -
    • - Jade Cocoon: Story of the Tamamayu is a great example of - a campaign that takes place in a short time frame, and is set in a - relatively small place: a single village and the surrounding forests - struggling against a terrible curse. -
    • -
    • - Etrian Odyssey Untold: The Millennium Girl features a - truly inspired cast of characters and a plot centered around the - progressive discovery of the mysteries of the past. It also reinvents the - concept of a post-apocalyptic world as a lush and verdant landscape. -
    • -
    -
    + Chapter Introduction

    INTRODUCTION

    “Before deciding how to face this calamity, you should understand what created it.”

    VERTICAL DEVELOPMENT

    Natural fantasy campaigns are often set in small regions or villages rather than entire continents and cities, but compensate for this “limited perspective” with vertical development: the current world was built upon countless layers of history, where terrible powers and wondrous magics are buried. These are truly ancient worlds, where the past is millennia away rather than centuries, so that the causes of today’s misfortunes are often incomprehensible.

    LIFE, DEATH, AND TRANSFORMATION

    Natural fantasy mostly does away with epic and spectacular aesthetics, instead presenting Fabula Ultima’s thematic core in a visceral and sincere way, and involving the protagonists on an intimate and personal level: these are stories about the environment, life, and death. Like fairy tales, and the philosophies and traditions that inspired it, the natural fantasy style presents death as a necessary step for the world to regenerate – a terrible pain and yet an opportunity to appreciate life; a meaningful act which cannot be inflicted lightly, nor be stripped of its solemnity.

    MAIN REFERENCES

    Here are some titles that shaped the artistic vision of this book:

    • The Dusk trilogy (Ayesha, Escha & Logy, Shallie) from the Atelier series is without a doubt one of our main influences. It’s set on a dying world victim of the manipulations of ancient humans, a world that can only be revived thanks to the tenacity of a younger generation. The Ryza trilogy and the Sophie duology also influenced the aesthetics of this book.
    • The Monster Hunter Stories series shares its setting with the famous Monster Hunter saga, but emphasizes cooperation between human and monster and the importance of preserving even the most dangerous species.
    • Jade Cocoon: Story of the Tamamayu is a great example of a campaign that takes place in a short time frame, and is set in a relatively small place: a single village and the surrounding forests struggling against a terrible curse.
    • Etrian Odyssey Untold: The Millennium Girl features a truly inspired cast of characters and a plot centered around the progressive discovery of the mysteries of the past. It also reinvents the concept of a post-apocalyptic world as a lush and verdant landscape.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/80.html b/books/natural-fantasy-atlas/80.html index ee662e3..4cef29c 100644 --- a/books/natural-fantasy-atlas/80.html +++ b/books/natural-fantasy-atlas/80.html @@ -1,146 +1 @@ - - - - - - Index & Glossary - - -
    -
    -

    CHAPTER

    -

    Other Nature (d8 or d12, based upon the context)

    -

    Type: Fungal / Incorporeal Liquid

    -
    - - -
    -
    -

    Fungal

    -
      -
    • Boletus
    • -
    • Hen
    • -
    • Honeyshroom
    • -
    • Morel
    • -
    • Mucilage
    • -
    • Mushroom
    • -
    • Oyster
    • -
    • Truffle
    • -
    •  
    • - -
    -
    - -
    -

    Incorporeal Liquid

    -
      -
    • Ash
    • -
    • Bubble
    • -
    • Essence
    • -
    • Gas
    • -
    • Mirage
    • -
    • Smoke
    • -
    • Strand
    • -
    • Vapor
    • -
    •  
    • -
    -
    - -
    -

    Properties

    -
      -
    • Clot
    • -
    • Drop
    • -
    • Extract
    • -
    • Fluid
    • -
    • Ichor
    • -
    • Oil
    • -
    • Reagent
    • -
    • Sludge
    • -
    •  
    • -
    -
    -
    - - -

    Artificial Mineral Plant

    -
    -
    - 1. Chain -
      -
    • Core
    • -
    • Fabric
    • -
    • Gear
    • -
    • Leather
    • -
    • Lens
    • -
    • Plate
    • -
    • Propeller
    • -
    • Rope
    • -
    • Scrap
    • -
    • Spring
    • -
    • Valve
    • -
    -
    - -
    - 2. Block -
      -
    • Charcoal
    • -
    • Crystal
    • -
    • Dust
    • -
    • Fragment
    • -
    • Gem
    • -
    • Limestone
    • -
    • Block
    • -
    • Salt
    • -
    • Stele
    • -
    • Stone
    • -
    -
    - -
    - 3. Algae -
      -
    • Bark
    • -
    • Bramble
    • -
    • Flower
    • -
    • Berry
    • -
    • Branch
    • -
    • Fruit
    • -
    • Plant
    • -
    • Moss
    • -
    • Root
    • -
    • Thorn
    • -
    -
    - -
    - 1. Block (Restarting structure due to poor extraction) -
      -
    • Algae
    • -
    • Bark
    • -
    • Crystal
    • -
    • Bramble
    • -
    • Flower
    • -
    • Fruit
    • -
    • Leaf
    • -
    • Moss
    • -
    • Petal
    • -
    • Stone
    • -
    -
    -
    - - -
    -

    - “This mushroom here? They call it Faery Toadstool.
    No. It’s not a - good idea to pick it.” -

    - -
    - -
    -
    -
    - + Index & Glossary

    CHAPTER

    Other Nature (d8 or d12, based upon the context)

    Type: Fungal / Incorporeal Liquid

    Fungal

    • Boletus
    • Hen
    • Honeyshroom
    • Morel
    • Mucilage
    • Mushroom
    • Oyster
    • Truffle
    •  

    Incorporeal Liquid

    • Ash
    • Bubble
    • Essence
    • Gas
    • Mirage
    • Smoke
    • Strand
    • Vapor
    •  

    Properties

    • Clot
    • Drop
    • Extract
    • Fluid
    • Ichor
    • Oil
    • Reagent
    • Sludge
    •  

    Artificial Mineral Plant

    1. Chain
    • Core
    • Fabric
    • Gear
    • Leather
    • Lens
    • Plate
    • Propeller
    • Rope
    • Scrap
    • Spring
    • Valve
    2. Block
    • Charcoal
    • Crystal
    • Dust
    • Fragment
    • Gem
    • Limestone
    • Block
    • Salt
    • Stele
    • Stone
    3. Algae
    • Bark
    • Bramble
    • Flower
    • Berry
    • Branch
    • Fruit
    • Plant
    • Moss
    • Root
    • Thorn
    1. Block (Restarting structure due to poor extraction)
    • Algae
    • Bark
    • Crystal
    • Bramble
    • Flower
    • Fruit
    • Leaf
    • Moss
    • Petal
    • Stone

    “This mushroom here? They call it Faery Toadstool.
    No. It’s not a good idea to pick it.”


    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/81.html b/books/natural-fantasy-atlas/81.html index 8c485ca..4fcc6ec 100644 --- a/books/natural-fantasy-atlas/81.html +++ b/books/natural-fantasy-atlas/81.html @@ -1,118 +1 @@ - - - - - - Elemental Descriptors Index - - -
    -

    Elemental Descriptor Index

    -

    (d6, based upon the element)

    - - -
    -
    - Air - Bolt - Dark -
    -
      -
    • 1. Cerulean
    • -
    • 2. Dry
    • -
    • 3. Emerald
    • -
    • 4. Green
    • -
    • 5. Hollow
    • -
    • 6. Light
    • -
    - -
      -
    • 1. Amber
    • -
    • 2. Conductive
    • -
    • 3. Electrostatic
    • -
    • 4. Magnetic
    • -
    • 5. Thundering
    • -
    • 6. Yellow
    • -
    - -
      -
    • 1. Amethyst
    • -
    • 2. Astral
    • -
    • 3. Colorless
    • -
    • 4. Fragile
    • -
    • 5. Ruined
    • -
    • 6. Spectral
    • -
    -
    - - -
    -

    Earth

    -
      -
    • 1. Carved
    • -
    • 2. Diamond
    • -
    • 3. Fossil
    • -
    • 4. Golden
    • -
    • 5. Iron
    • -
    • 6. Sandy
    • -
    - -

    Fire

    -
      -
    • 1. Blazing
    • -
    • 2. Explosive
    • -
    • 3. Incendiary
    • -
    • 4. Ruby
    • -
    • 5. Scarlet
    • -
    • 6. Stinging
    • -
    - -

    Ice

    -
      -
    • 1. Arctic
    • -
    • 2. Azure
    • -
    • 3. Crystalline
    • -
    • 4. Freezing
    • -
    • 5. Frosty
    • -
    • 6. Pale
    • -
    -
    - - -
    -

    Light

    -
      -
    • 1. Ethereal
    • -
    • 2. Opaline
    • -
    • 3. Royal
    • -
    • 4. Shining
    • -
    • 5. Silver
    • -
    • 6. Transparent
    • -
    - -

    Poison

    -
      -
    • 1. Corrosive
    • -
    • 2. Infected
    • -
    • 3. Speckled
    • -
    • 4. Streaked
    • -
    • 5. Toxic
    • -
    • 6. Violet
    • -
    - -

    Water

    -
      -
    • 1. Blue
    • -
    • 2. Coral
    • -
    • 3. Deepwater
    • -
    • 4. Sapphire
    • -
    • 5. Thin
    • -
    • 6. Wet
    • -
    -
    - -
    -

    Details

    -
    -
    - + Elemental Descriptors Index

    Elemental Descriptor Index

    (d6, based upon the element)

    Air Bolt Dark
    • 1. Cerulean
    • 2. Dry
    • 3. Emerald
    • 4. Green
    • 5. Hollow
    • 6. Light
    • 1. Amber
    • 2. Conductive
    • 3. Electrostatic
    • 4. Magnetic
    • 5. Thundering
    • 6. Yellow
    • 1. Amethyst
    • 2. Astral
    • 3. Colorless
    • 4. Fragile
    • 5. Ruined
    • 6. Spectral

    Earth

    • 1. Carved
    • 2. Diamond
    • 3. Fossil
    • 4. Golden
    • 5. Iron
    • 6. Sandy

    Fire

    • 1. Blazing
    • 2. Explosive
    • 3. Incendiary
    • 4. Ruby
    • 5. Scarlet
    • 6. Stinging

    Ice

    • 1. Arctic
    • 2. Azure
    • 3. Crystalline
    • 4. Freezing
    • 5. Frosty
    • 6. Pale

    Light

    • 1. Ethereal
    • 2. Opaline
    • 3. Royal
    • 4. Shining
    • 5. Silver
    • 6. Transparent

    Poison

    • 1. Corrosive
    • 2. Infected
    • 3. Speckled
    • 4. Streaked
    • 5. Toxic
    • 6. Violet

    Water

    • 1. Blue
    • 2. Coral
    • 3. Deepwater
    • 4. Sapphire
    • 5. Thin
    • 6. Wet

    Details

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/82.html b/books/natural-fantasy-atlas/82.html index 08d94c6..fd79199 100644 --- a/books/natural-fantasy-atlas/82.html +++ b/books/natural-fantasy-atlas/82.html @@ -1,130 +1 @@ - - - - - - Other Descriptors List - - - - -

    Other Descriptors (d10, based upon the function)

    - -
    - -
    -

    Agility and Precision

    -
      -
    • 1. Elastic
    • -
    • 2. Glazed
    • -
    • 3. Grim
    • -
    • 4. Oily
    • -
    • 5. Polished
    • -
    • 6. Scrawny
    • -
    • 7. Sharp
    • -
    • 8. Slender
    • -
    • 9. Slippery
    • -
    • 10. Small
    • -
    -
    - - -
    -

    Damage and Power

    -
      -
    • 1. Bloated
    • -
    • 2. Broken
    • -
    • 3. Chipped
    • -
    • 4. Colossal
    • -
    • 5. Fermented
    • -
    • 6. Heavy
    • -
    • 7. Monstrous
    • -
    • 8. Serrated
    • -
    • 9. Sharp
    • -
    • 10. Thick
    • -
    -
    - - -
    -

    Protection

    -
      -
    • 1. Ancient
    • -
    • 2. Curly
    • -
    • 3. Hardened
    • -
    • 4. ??? (Implicit)
    • - -
    • 5. Holy
    • -
    • - 6. Colossal (Duplicated? Replicating text flow.) -
    • -
    • 7. Holy (Duplication observed in source)
    • -
    • 8. ???
    • -
    • 9. Regal / Rough
    • -
    • 10. ???
    • -
    -
    - - -
    - -
    - -
    -

    Recovery

    -
      -
    • 1. Aromatic
    • -
    • 2. Bitter
    • -
    • 3. Blood
    • -
    • 4. Fragrant
    • -
    • 5. Fresh
    • -
    • 6. Juicy
    • -
    • 7. Purifying
    • -
    • 8. Scarred
    • -
    • 9. Smooth
    • -
    • 10. Sweet
    • -
    -
    - - -
    -

    Sabotage

    -
      -
    • 1. Bitter
    • -
    • 2. Dazzling
    • -
    • 3. Echoing
    • -
    • 4. Eerie
    • -
    • 5. Hexed
    • -
    • 6. Hooked
    • -
    • 7. Irritating
    • -
    • 8. Nauseating
    • -
    • 9. Rusty
    • -
    • 10. Sticky
    • -
    -
    - - -
    -

    Support

    -
      -
    • 1. Carved
    • -
    • 2. Fairy
    • -
    • 3. Glowing
    • -
    • 4. Harmonious
    • -
    • 5. Iridescent
    • -
    • 6. Lucky
    • -
    • 7. Magical
    • -
    • 8. Noble
    • -
    • 9. Soft
    • -
    • 10. Warm
    • -
    -
    - - -
    - - - + Other Descriptors List

    Other Descriptors (d10, based upon the function)

    Agility and Precision

    • 1. Elastic
    • 2. Glazed
    • 3. Grim
    • 4. Oily
    • 5. Polished
    • 6. Scrawny
    • 7. Sharp
    • 8. Slender
    • 9. Slippery
    • 10. Small

    Damage and Power

    • 1. Bloated
    • 2. Broken
    • 3. Chipped
    • 4. Colossal
    • 5. Fermented
    • 6. Heavy
    • 7. Monstrous
    • 8. Serrated
    • 9. Sharp
    • 10. Thick

    Protection

    • 1. Ancient
    • 2. Curly
    • 3. Hardened
    • 4. ??? (Implicit)
    • 5. Holy
    • 6. Colossal (Duplicated? Replicating text flow.)
    • 7. Holy (Duplication observed in source)
    • 8. ???
    • 9. Regal / Rough
    • 10. ???

    Recovery

    • 1. Aromatic
    • 2. Bitter
    • 3. Blood
    • 4. Fragrant
    • 5. Fresh
    • 6. Juicy
    • 7. Purifying
    • 8. Scarred
    • 9. Smooth
    • 10. Sweet

    Sabotage

    • 1. Bitter
    • 2. Dazzling
    • 3. Echoing
    • 4. Eerie
    • 5. Hexed
    • 6. Hooked
    • 7. Irritating
    • 8. Nauseating
    • 9. Rusty
    • 10. Sticky

    Support

    • 1. Carved
    • 2. Fairy
    • 3. Glowing
    • 4. Harmonious
    • 5. Iridescent
    • 6. Lucky
    • 7. Magical
    • 8. Noble
    • 9. Soft
    • 10. Warm
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/83.html b/books/natural-fantasy-atlas/83.html index 313d9bf..cfa2225 100644 --- a/books/natural-fantasy-atlas/83.html +++ b/books/natural-fantasy-atlas/83.html @@ -1,78 +1 @@ - - - - - - Natural Fantasy Equipment Tips - - -

    Playing Natural Fantasy Equipment

    - -

    - Playing Fabula Ultima in a natural fantasy setting is an excellent - opportunity to express your creativity and design pieces of equipment tied - to folklore, exploration and the protagonists’ personality. -

    - -

    - This section contains tips to help you imagine and describe compelling - natural fantasy equipment, followed by a list of new rare items you can - include in your campaign or use as inspiration. -

    - -

    Ingenuity and Personality

    -

    - In natural fantasy worlds, every item tells a story, highlighting the - ingenuity and the craftsmanship of its creator, whether it’s a treasure from - ages past or a trusty tool for adventurers. -

    - -
      -
    • - Past and Present. In natural fantasy campaigns, - contemporary equipment often looks very down to earth and no-frills – not - very memorable, perhaps, but solid and reliable. On the other hand, more - elaborate and unusual pieces of equipment are often handed down from - generation to generation, or retrieved from the depths of mysterious ruins - and adapted to new uses. Firearms often fall in the last category and are - a once-in-a-lifetime sight. -
    • -
    • - Accessories of all kinds. Natural fantasy accessories can - be divided into three main categories: precious jewelry created with - highly refined craftsmanship and symbolic materials, like silver, iron, - jade, bone, or the scales of a specific creature; lucky charms and other - personal creations; and finally, practical tools that the characters carry - for emergencies. This last category is of particular importance because of - an underlying message: even the most humble tool can become powerful in - the hands of a hero that deeply cares for it. -
    • -
    • - Built with your own hands. One of the most distinctive - design principles of natural fantasy is the ingenious combination of - ancient technologies and recycled materials, such as repeating crossbows - built with wood and bone, alchemical arquebuses, steam-powered devices, - and blades forged with unknown alloys or components recovered from ancient - constructs. These tools usually follow the standard profiles included in - the Core Rulebook, but the most complex and unlikely weapons might require - the custom weapon rules (see page 112). -
    • -
    - -

    - In short, natural fantasy items should stand out for their practical - appearance, handmade quality, the ability to merge ancient technologies - and recycled materials, or reveal something about those who chose, created - or gifted them. -

    - -

    Rare Items

    -

    - (The following section indicates a listing of rare items is - forthcoming.) -

    - + Natural Fantasy Equipment Tips

    Playing Natural Fantasy Equipment

    Playing Fabula Ultima in a natural fantasy setting is an excellent opportunity to express your creativity and design pieces of equipment tied to folklore, exploration and the protagonists’ personality.

    This section contains tips to help you imagine and describe compelling natural fantasy equipment, followed by a list of new rare items you can include in your campaign or use as inspiration.

    Ingenuity and Personality

    In natural fantasy worlds, every item tells a story, highlighting the ingenuity and the craftsmanship of its creator, whether it’s a treasure from ages past or a trusty tool for adventurers.

    • Past and Present. In natural fantasy campaigns, contemporary equipment often looks very down to earth and no-frills – not very memorable, perhaps, but solid and reliable. On the other hand, more elaborate and unusual pieces of equipment are often handed down from generation to generation, or retrieved from the depths of mysterious ruins and adapted to new uses. Firearms often fall in the last category and are a once-in-a-lifetime sight.
    • Accessories of all kinds. Natural fantasy accessories can be divided into three main categories: precious jewelry created with highly refined craftsmanship and symbolic materials, like silver, iron, jade, bone, or the scales of a specific creature; lucky charms and other personal creations; and finally, practical tools that the characters carry for emergencies. This last category is of particular importance because of an underlying message: even the most humble tool can become powerful in the hands of a hero that deeply cares for it.
    • Built with your own hands. One of the most distinctive design principles of natural fantasy is the ingenious combination of ancient technologies and recycled materials, such as repeating crossbows built with wood and bone, alchemical arquebuses, steam-powered devices, and blades forged with unknown alloys or components recovered from ancient constructs. These tools usually follow the standard profiles included in the Core Rulebook, but the most complex and unlikely weapons might require the custom weapon rules (see page 112).

    In short, natural fantasy items should stand out for their practical appearance, handmade quality, the ability to merge ancient technologies and recycled materials, or reveal something about those who chose, created or gifted them.

    Rare Items

    (The following section indicates a listing of rare items is forthcoming.)

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/84.html b/books/natural-fantasy-atlas/84.html index da6ea74..249da72 100644 --- a/books/natural-fantasy-atlas/84.html +++ b/books/natural-fantasy-atlas/84.html @@ -1,74 +1 @@ - - - - - - A Story in Every Item - - -
    CHAPTER | A STORY IN EVERY ITEM
    - -

    - When designing a rare item for a natural fantasy campaign, take some time to - think about the story it tells: -

    - -

    - what technique was required? What materials were used? Which places or - creatures did they come from? -

    - -

    - One of the core themes of natural fantasy is - transformation, which can also be interpreted as the death - or sacrifice of something in order for something else to exist. From this - point of view, a character’s equipment is a collection of stories, taken - from fragments of other beings’ lives and bodies. -

    - -

    - The rules for creating rare items from materials (see page 76) offer an - excellent opportunity to dive deep into this concept over the course of the - campaign. -

    - -

    Special Equipment

    - -

    - Characters with animal or plant-like features are rather common in the - natural fantasy genre, and it might be interesting to create equipment - tailor-made for them (perhaps using the custom weapon rules; see page 112), - or give their pieces of equipment an unusual name and appearance. -

    - -
    - Example: A spider-person using silk flails or elemental - stingers; a flower fairy dressed in petals; an anthropomorphic cactus whose - caps and berets are actually custom weapons that determine the profile of - their needle spray. -
    - -

    Historical, Folkloric, and Literary References

    - -

    - If you’re looking for a name for a natural fantasy item but you’re short on - ideas, you might draw inspiration from items and creatures from folklore and - literature, especially works tied to spirits, ghosts, or fairies, or you - could pay homage to famous scholars, warriors, artisans and explorers from - the real world. -

    - -
    - Example Names: Bai Suzhen, Boggart, Bradamante, Cervantes, - Csoma, Da Vinci, Earhart, Gentileschi, Grimm, Guðríðr, Gwyllion, Huolong, - Kaguya, Oberon, Okiku, Qingzhao, Rembrandt, Shahrazād, Shiranui, T omoe, - Vasilisa, Yoshizawa, Zaratan. -
    - -

    - As usual, do your best to match each name with an item whose properties - mirror the historical and cultural inspiration, rather than misrepresent it. -

    - - - + A Story in Every Item
    CHAPTER | A STORY IN EVERY ITEM

    When designing a rare item for a natural fantasy campaign, take some time to think about the story it tells:

    what technique was required? What materials were used? Which places or creatures did they come from?

    One of the core themes of natural fantasy is transformation, which can also be interpreted as the death or sacrifice of something in order for something else to exist. From this point of view, a character’s equipment is a collection of stories, taken from fragments of other beings’ lives and bodies.

    The rules for creating rare items from materials (see page 76) offer an excellent opportunity to dive deep into this concept over the course of the campaign.

    Special Equipment

    Characters with animal or plant-like features are rather common in the natural fantasy genre, and it might be interesting to create equipment tailor-made for them (perhaps using the custom weapon rules; see page 112), or give their pieces of equipment an unusual name and appearance.

    Example: A spider-person using silk flails or elemental stingers; a flower fairy dressed in petals; an anthropomorphic cactus whose caps and berets are actually custom weapons that determine the profile of their needle spray.

    Historical, Folkloric, and Literary References

    If you’re looking for a name for a natural fantasy item but you’re short on ideas, you might draw inspiration from items and creatures from folklore and literature, especially works tied to spirits, ghosts, or fairies, or you could pay homage to famous scholars, warriors, artisans and explorers from the real world.

    Example Names: Bai Suzhen, Boggart, Bradamante, Cervantes, Csoma, Da Vinci, Earhart, Gentileschi, Grimm, Guðríðr, Gwyllion, Huolong, Kaguya, Oberon, Okiku, Qingzhao, Rembrandt, Shahrazād, Shiranui, T omoe, Vasilisa, Yoshizawa, Zaratan.

    As usual, do your best to match each name with an item whose properties mirror the historical and cultural inspiration, rather than misrepresent it.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/85.html b/books/natural-fantasy-atlas/85.html index 34aefb9..e07d066 100644 --- a/books/natural-fantasy-atlas/85.html +++ b/books/natural-fantasy-atlas/85.html @@ -1,144 +1 @@ - - -
    -

    SAMPLE NATURAL FANTASY RARE WEAPONS

    -
    - -
    -
    - Ladle - Cost: 500 z | Attributes: (DEX + INS) (HR + - 8) physical -
    -
    -

    Classification: Thrown • One-handed • Ranged

    -

    - Description: If you have acquired the *Made with Love* - Skill (see page 149), treat your Skill Level in it as if it were increased - by 1 (up to a maximum of SL 4). -

    -
    -
    - -
    -
    - Camera Obscura - Cost: 600 z | Attributes: (INS + INS) (HR + - 6) dark -
    -
    -

    Classification: Arcane • Two-handed • Melee

    -
      -
    • - Special Rule: When you obtain a result of 13 or higher in a - Check made to examine the profile of one or more enemies that you can - see, if you have acquired the *Spell Mimic Skill* (see Core Rulebook, - page 183), you can choose one of those enemies. If the chosen enemy - knows one or more spells you may learn one of them as a Chimerist spell. -
    • -
    -
    -
    - -
    -
    - Memorialis W - Cost: 700 z | Attributes: (DEX + MIG) +1 - (HR + 12) physical -
    -
    -

    Classification: Spear • Two-handed • Melee

    -

    - Description: When you use the *Ripples* Skill (see page - 155), you recover 5 Mind Points. -

    -
    -
    - -
    -
    - Blazing Fan - Cost: 800 z | Attributes: (DEX + MIG) +1 - (HR + 6) fire -
    -
    -

    Classification: Brawling • One-handed • Melee

    -

    - Description: Your invocations that target two or more - creatures deal extra damage equal to your Skill Level in *Linked - Invocations* (see page 155). -

    -
    -
    - -
    -
    - Derringer - Cost: 800 z | Attributes: (DEX + INS) +1 - (HR + 8) physical -
    -
    -

    Classification: Firearm • One-handed • Ranged

    -

    - Description: The first attack you perform with this - weapon during each scene deals 5 extra damage. Also, despite being based - on the pistol’s profile, this isn’t considered a martial (W) weapon. -

    -
    -
    - -
    -
    - Bronze Libra - Cost: 900 z | Attributes: (INS + INS) (HR + - 6) earth -
    -
    -

    Classification: Arcane • Two-handed • Melee

    -

    - Description: After you perform a Magic Check, if the - value of one die is a multiple of the value of the other, you regain - Inventory Points equal to (half your Skill Level in *Winds of Trade* (see - page 159)). -

    -
    -
    - -
    -
    - Giant Fork W - Cost: 1000 z | Attributes: (DEX + MIG) (HR - + 16) physical -
    -
    -

    Classification: Spear • Two-handed • Melee

    -

    - Description: When you use this weapon with the *Knife and - Fork* Skill (see page 149), you may add the High Roll to the attack’s - damage (you don’t have to treat it as being equal to 0). -

    -
    -
    - -
    -

    - (This entry appears to be a catalog identifier rather than an actual - weapon profile, therefore only the name is styled as a main heading.) -

    -
    +

    SAMPLE NATURAL FANTASY RARE WEAPONS

    Ladle Cost: 500 z | Attributes: (DEX + INS) (HR + 8) physical

    Classification: Thrown • One-handed • Ranged

    Description: If you have acquired the *Made with Love* Skill (see page 149), treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).

    Camera Obscura Cost: 600 z | Attributes: (INS + INS) (HR + 6) dark

    Classification: Arcane • Two-handed • Melee

    • Special Rule: When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the *Spell Mimic Skill* (see Core Rulebook, page 183), you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.
    Memorialis W Cost: 700 z | Attributes: (DEX + MIG) +1 (HR + 12) physical

    Classification: Spear • Two-handed • Melee

    Description: When you use the *Ripples* Skill (see page 155), you recover 5 Mind Points.

    Blazing Fan Cost: 800 z | Attributes: (DEX + MIG) +1 (HR + 6) fire

    Classification: Brawling • One-handed • Melee

    Description: Your invocations that target two or more creatures deal extra damage equal to your Skill Level in *Linked Invocations* (see page 155).

    Derringer Cost: 800 z | Attributes: (DEX + INS) +1 (HR + 8) physical

    Classification: Firearm • One-handed • Ranged

    Description: The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial (W) weapon.

    Bronze Libra Cost: 900 z | Attributes: (INS + INS) (HR + 6) earth

    Classification: Arcane • Two-handed • Melee

    Description: After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in *Winds of Trade* (see page 159)).

    Giant Fork W Cost: 1000 z | Attributes: (DEX + MIG) (HR + 16) physical

    Classification: Spear • Two-handed • Melee

    Description: When you use this weapon with the *Knife and Fork* Skill (see page 149), you may add the High Roll to the attack’s damage (you don’t have to treat it as being equal to 0).

    (This entry appears to be a catalog identifier rather than an actual weapon profile, therefore only the name is styled as a main heading.)

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/86.html b/books/natural-fantasy-atlas/86.html index 0e7c2a4..fdbc6e8 100644 --- a/books/natural-fantasy-atlas/86.html +++ b/books/natural-fantasy-atlas/86.html @@ -1,174 +1 @@ - - - - - - Equipment & Weapon Catalog - - -

    Weapons Catalog

    - -
    - Dagger -
    800 z (DEX + INS) +1 (HR + 8) poison
    -
    - One-handed | Melee | Attacks with this weapon deal - 5 extra damage as long as it’s not - your turn. -
    -
    - -
    - Summer Masher -
    1300 z (MIG + MIG) (HR + 18) ice
    -
    Heavy | Two-handed | Melee |
    -

    - When you hit only one creature with this weapon, if that creature belongs - to the plant Species, the attack deals - 10 extra damage. Then, if that - creature is in Crisis, you and every ally who can see you recover an - amount of Mind Points equal to your High Roll in the Accuracy Check. -

    -
    - -
    - Norimitsu -
    1400 z (DEX + INS) +1 (HR + 14) physical
    -
    - Two-handed | Melee | Attacks with this weapon deal - 6 extra damage to elite or - champion-rank enemies. -
    -
    - -
    - The Barrel -
    1500 z (MIG + MIG) (HR + 18) physical
    -
    Heavy | Two-handed | Melee |
    -

    - When you hit one or more creatures with this weapon, you may spend 1 Trade - Point (see page 159). If you do, the attack deals extra damage equal to - (your Skill Level in Private Stock, multiplied by 5). -

    -
    - -
    - Pinwheel Rod -
    1600 z (WLP + WLP) (HR + 6) air
    -
    Arcane | Two-handed | Melee |
    -

    - As long as one of your spells or invocations (see page 156) deals air - damage, it deals 10 extra damage. -

    -
    - -
    - Voltaic Hound -
    1600 z (DEX + INS) +1 (HR + 16) bolt
    -
    Firearm | Two-handed | Ranged |
    -

    - After this weapon deals damage to one or more creatures, if at least one - of those creatures is Vulnerable to bolt damage, you may deal - 10 bolt damage to every enemy you can - see. -

    -
    - -
    - Hirundo -
    1800 z (DEX + DEX) (HR + 12) light
    -
    Bow | Two-handed | Ranged |
    -

    - After resolving your Encourage Skill (see Core Rulebook, page 201), you - may perform a free attack with this weapon. If you do, treat your High - Roll as 0 when calculating damage dealt by this attack. -

    -
    - -

    Sample Natural Fantasy Rare Weapons

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    WeaponCost/StatsDamage TypeAttributesDescription
    Ladle500 z (DEX + INS) (HR + 8)physicalThrown | One-handed | Ranged - If you have acquired the Made with Love Skill (see page 149), treat - your Skill Level in it as if it were increased by 1 (up to a maximum - of SL 4). -
    Camera Obscura600 z (INS + INS) (HR + 6)darkArcane | Two-handed | Melee - When you obtain a result of 13 or higher in a Check made to examine - the profile of one or more enemies that you can see, if you have - acquired the Spell Mimic Skill (see Core Rulebook, page 183), you can - choose one of those enemies. If the chosen enemy knows one or more - spells you may learn one of them as a Chimerist spell. -
    Memorialis700 z (DEX + MIG) +1 (HR + 12)physicalSpear | Two-handed | Melee - When you use the Ripples Skill (see page 155), you recover 5 Mind - Points. -
    Blazing Fan800 z (DEX + MIG) +1 (HR + 6)fireBrawling | One-handed | Melee - Your invocations that target two or more creatures deal extra damage - equal to your Skill Level in Linked Invocations (see page 155). -
    Derringer800 z (DEX + INS) +1 (HR + 8)physicalFirearm | One-handed | Ranged - The first attack you perform with this weapon during each scene deals - 5 extra damage. Also, despite - being based on the pistol’s profile, this isn’t considered a martial - (W) weapon. -
    Bronze Libra900 z (INS + INS) (HR + 6)earthArcane | Two-handed | Melee - After you perform a Magic Check, if the value of one die is a multiple - of the value of the other, you regain Inventory Points equal to (half - your Skill Level in Winds of Trade (see page 159)). -
    Giant Fork100
    - + Equipment & Weapon Catalog

    Weapons Catalog

    Dagger
    800 z (DEX + INS) +1 (HR + 8) poison
    One-handed | Melee | Attacks with this weapon deal 5 extra damage as long as it’s not your turn.
    Summer Masher
    1300 z (MIG + MIG) (HR + 18) ice
    Heavy | Two-handed | Melee |

    When you hit only one creature with this weapon, if that creature belongs to the plant Species, the attack deals 10 extra damage. Then, if that creature is in Crisis, you and every ally who can see you recover an amount of Mind Points equal to your High Roll in the Accuracy Check.

    Norimitsu
    1400 z (DEX + INS) +1 (HR + 14) physical
    Two-handed | Melee | Attacks with this weapon deal 6 extra damage to elite or champion-rank enemies.
    The Barrel
    1500 z (MIG + MIG) (HR + 18) physical
    Heavy | Two-handed | Melee |

    When you hit one or more creatures with this weapon, you may spend 1 Trade Point (see page 159). If you do, the attack deals extra damage equal to (your Skill Level in Private Stock, multiplied by 5).

    Pinwheel Rod
    1600 z (WLP + WLP) (HR + 6) air
    Arcane | Two-handed | Melee |

    As long as one of your spells or invocations (see page 156) deals air damage, it deals 10 extra damage.

    Voltaic Hound
    1600 z (DEX + INS) +1 (HR + 16) bolt
    Firearm | Two-handed | Ranged |

    After this weapon deals damage to one or more creatures, if at least one of those creatures is Vulnerable to bolt damage, you may deal 10 bolt damage to every enemy you can see.

    Hirundo
    1800 z (DEX + DEX) (HR + 12) light
    Bow | Two-handed | Ranged |

    After resolving your Encourage Skill (see Core Rulebook, page 201), you may perform a free attack with this weapon. If you do, treat your High Roll as 0 when calculating damage dealt by this attack.

    Sample Natural Fantasy Rare Weapons

    Weapon Cost/Stats Damage Type Attributes Description
    Ladle 500 z (DEX + INS) (HR + 8) physical Thrown | One-handed | Ranged If you have acquired the Made with Love Skill (see page 149), treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).
    Camera Obscura 600 z (INS + INS) (HR + 6) dark Arcane | Two-handed | Melee When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the Spell Mimic Skill (see Core Rulebook, page 183), you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.
    Memorialis 700 z (DEX + MIG) +1 (HR + 12) physical Spear | Two-handed | Melee When you use the Ripples Skill (see page 155), you recover 5 Mind Points.
    Blazing Fan 800 z (DEX + MIG) +1 (HR + 6) fire Brawling | One-handed | Melee Your invocations that target two or more creatures deal extra damage equal to your Skill Level in Linked Invocations (see page 155).
    Derringer 800 z (DEX + INS) +1 (HR + 8) physical Firearm | One-handed | Ranged The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial (W) weapon.
    Bronze Libra 900 z (INS + INS) (HR + 6) earth Arcane | Two-handed | Melee After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in Winds of Trade (see page 159)).
    Giant Fork 100
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    -

    86

    - -

    SAMPLE NATURAL FANTASY RARE ARMOR

    -

    ARMOR | COST | DEFENSE | MAGIC D. | INITIATIVE

    - - -
    -

    Woolly Cuirass

    -
    -
    W 800 z
    -
    11 DEF
    -
    INS size -3
    -
    -
    - As long as you’re not in Crisis, you gain Resistance to ice damage and are - immune to weak. -
    -
    - - -
    -

    Engineer Jacket

    -
    -
    1000 z
    -
    DEX size +1
    -
    INS size +1 -1
    -
    -
    - When you use an elemental shard, you may deal its damage to each of up to - three creatures you can see. Additionally, when you deal damage with an - elemental shard, you deal 5 extra damage. -
    -
    - - -
    -

    Noble Dress

    -
    -
    1600 z
    -
    DEX size +1
    -
    INS size +1 -
    -
    -
    - When an ally who is able to see you causes you to recover Hit Points, if - you are in Crisis, that ally recovers 5 Mind Points. -
    -
    - - -
    -

    Apothecary Robes

    -
    -
    1800 z
    -
    DEX size +1
    -
    INS size +2 -2
    -
    -
    - When you use the Potion Rain Skill (see Core Rulebook, page 211), the - restoring effect is not halved. -
    -
    - - -
    -

    Fairy Tunic

    -
    -
    2000 z
    -
    DEX size +1
    -
    INS size +2 -2
    -
    -
    - As long as you are affected by one or more spells with a duration of - “Scene”, you gain a +2 bonus to Magic Defense. -
    -
    - -
    - -

    SAMPLE NATURAL FANTASY RARE SHIELDS

    -

    SHIELD | COST | DEFENSE | MAGIC D. | INITIATIVE

    - - -
    -

    Plate Manica

    -
    -
    800 z
    -
    +2 DEF
    -
    -
    -
    -
    - As long as you have no martial armor and no other shield equipped, you may - apply the effects of the Dodge Skill (see Core Rulebook, page 203). -
    -
    - - -
    -

    Lid Shield

    -
    -
    1500 z
    -
    +2 DEF
    -
    +2 MAN
    -
    -
    - When you deal damage with a delicacy (see page 151), you deal 5 extra - damage. -
    -
    - - -
    -

    Lily Vambrace

    -
    -
    2000 z
    -
    +2 DEF
    -
    +2 MAN
    -
    -
    - If you have the Battle Gardening Skill (see page 139), you can use it when - you plant a magiseed with the Graft Skill. -
    -
    - -

    -
    +

    86

    SAMPLE NATURAL FANTASY RARE ARMOR

    ARMOR | COST | DEFENSE | MAGIC D. | INITIATIVE

    Woolly Cuirass

    W 800 z
    11 DEF
    INS size -3
    As long as you’re not in Crisis, you gain Resistance to ice damage and are immune to weak.

    Engineer Jacket

    1000 z
    DEX size +1
    INS size +1 -1
    When you use an elemental shard, you may deal its damage to each of up to three creatures you can see. Additionally, when you deal damage with an elemental shard, you deal 5 extra damage.

    Noble Dress

    1600 z
    DEX size +1
    INS size +1 -
    When an ally who is able to see you causes you to recover Hit Points, if you are in Crisis, that ally recovers 5 Mind Points.

    Apothecary Robes

    1800 z
    DEX size +1
    INS size +2 -2
    When you use the Potion Rain Skill (see Core Rulebook, page 211), the restoring effect is not halved.

    Fairy Tunic

    2000 z
    DEX size +1
    INS size +2 -2
    As long as you are affected by one or more spells with a duration of “Scene”, you gain a +2 bonus to Magic Defense.

    SAMPLE NATURAL FANTASY RARE SHIELDS

    SHIELD | COST | DEFENSE | MAGIC D. | INITIATIVE

    Plate Manica

    800 z
    +2 DEF
    -
    As long as you have no martial armor and no other shield equipped, you may apply the effects of the Dodge Skill (see Core Rulebook, page 203).

    Lid Shield

    1500 z
    +2 DEF
    +2 MAN
    When you deal damage with a delicacy (see page 151), you deal 5 extra damage.

    Lily Vambrace

    2000 z
    +2 DEF
    +2 MAN
    If you have the Battle Gardening Skill (see page 139), you can use it when you plant a magiseed with the Graft Skill.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/88.html b/books/natural-fantasy-atlas/88.html index 0717b25..30f092c 100644 --- a/books/natural-fantasy-atlas/88.html +++ b/books/natural-fantasy-atlas/88.html @@ -1,117 +1 @@ - - - - - - Inventory Catalog - - -
    -

    THE WORLD

    -

    CHAPTER SAMPLE NATURAL FANTASY ACCESSORIES

    - - -
    -
    - Watering Can - 500 z -
    -

    - When you perform a water invocation (see page 157), you may fill 1 - section of the Growth Clock (see page 140) of a Player Character you can - see. -

    -
    - - -
    -
    - Spicy Powder - 600 z -
    -

    - When you deal damage using a delicacy or potion, you may change its type - to fire. This effect may change the damage type dealt by the Expiration - Date Skill (see page 159). -

    -
    - - -
    -
    - Dandelion Obi - 700 z -
    -

    - When you perform an air invocation (see page 156), you may recover from - a single status effect of your choice. -

    -
    - - -
    -
    - Clockwork Heart - 800 z -
    -

    - You are Resistant to bolt and fire damage. If you enter Crisis, the - effect of this accessory ceases until your next rest. -

    -
    - - -
    -
    - Needlefrog Mantle - 900 z -
    -

    - When you deal poison damage to one or more creatures during a conflict, - each of those creatures who loses Hit Points this way cannot recover Hit - Points until the start of your next turn. -

    -
    - - -
    -
    - Handmade Scarf - 1000 z -
    -

    - When you gain one or more Trade Points via the Real Treasure Skill (see - page 159), you also gain 1 Fabula Point. -

    -
    - - -
    -
    - Fallen Leaf Amulet - 1500 z -
    -

    - When you use the Tree of Life Skill (see page 139), if you are in Crisis - and choose an ally you can see who is in Crisis, you and that ally both - benefit from the Hit Point recovery granted by the Skill. -

    -
    - - -
    -
    - Eccentric’s Cookbook - 1600 z -
    -

    - Once per rest, you may choose a single combination of two tastes whose - effect you already discovered (see page 151). If you do, roll again to - determine the effect of the combination, replacing the previous effect. -

    -
    - - -
    -
    - + Inventory Catalog

    THE WORLD

    CHAPTER SAMPLE NATURAL FANTASY ACCESSORIES

    Watering Can 500 z

    When you perform a water invocation (see page 157), you may fill 1 section of the Growth Clock (see page 140) of a Player Character you can see.

    Spicy Powder 600 z

    When you deal damage using a delicacy or potion, you may change its type to fire. This effect may change the damage type dealt by the Expiration Date Skill (see page 159).

    Dandelion Obi 700 z

    When you perform an air invocation (see page 156), you may recover from a single status effect of your choice.

    Clockwork Heart 800 z

    You are Resistant to bolt and fire damage. If you enter Crisis, the effect of this accessory ceases until your next rest.

    Needlefrog Mantle 900 z

    When you deal poison damage to one or more creatures during a conflict, each of those creatures who loses Hit Points this way cannot recover Hit Points until the start of your next turn.

    Handmade Scarf 1000 z

    When you gain one or more Trade Points via the Real Treasure Skill (see page 159), you also gain 1 Fabula Point.

    Fallen Leaf Amulet 1500 z

    When you use the Tree of Life Skill (see page 139), if you are in Crisis and choose an ally you can see who is in Crisis, you and that ally both benefit from the Hit Point recovery granted by the Skill.

    Eccentric’s Cookbook 1600 z

    Once per rest, you may choose a single combination of two tastes whose effect you already discovered (see page 151). If you do, roll again to determine the effect of the combination, replacing the previous effect.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/89.html b/books/natural-fantasy-atlas/89.html index 3c85607..0e4537e 100644 --- a/books/natural-fantasy-atlas/89.html +++ b/books/natural-fantasy-atlas/89.html @@ -1,62 +1 @@ - - - - - - Natural Fantasy Artifacts - - -

    ARTIFACTS

    - -
    -

    - Natural fantasy campaigns boast a massive variety of artifacts. In line - with the themes of this genre, their value doesn’t necessarily stem from - their power, but rather from their cultural and sentimental value, as well - as what they represent for those who inherited them or received them as a - gift. -

    -
    - -

    VISIONS OF THE PAST

    -

    - Natural fantasy artifacts are often very ancient and impossible to replicate - in the current era. They include clues about the epochs they came from and - were often the epicenter of terrible disasters and tragic mistakes that - humanity barely remembers. It’s very likely that, driven by ambition or - necessity, we repeat the errors that these artifacts were intended to warn - us against, misinterpreting what little information is available or - reinterpreting it at our convenience. -

    - -

    INSTRUMENTS OF TRANSFORMATION

    -

    - Some natural fantasy artifacts have the power to transform creatures, places - and objects. These can be divided between allegories of inevitable change - (if the transformation is spontaneous and uncontrolled) and temptations of - control (if it can be directed or manipulated). How people react to the - presence of such artifacts is a key aspect of natural fantasy storylines. -

    - -

    DYNAMIC ARTIFACTS

    -

    - More often than not, natural fantasy artifacts present a dynamic evolution: - not only do we discover more about their role, but the artifacts themselves - become progressively more powerful or take a new form, even in rule terms – - they might become an ally or a vehicle, grant a new Skill, or create a - Villain. -

    - -

    RENUNCIATION, RESTITUTION AND CONSERVATION

    -

    - Fabula Ultima often portrays artifacts as dangerous items that the heroes - have to find before the Villains do. However, natural fantasy artifacts tend - to have a cultural significance – they don’t belong in a museum, but rather, - exactly where they are. The heroes shouldn’t seek to replace Villains as the - possessors of such items, but rather ensure their restitution or that nobody - takes them. Sometimes, this means renouncing a great power and trusting that - others will keep it safe in the PCs’ absence – after all, - humility, hope, and trust are core elements of natural - fantasy protagonists. -

    - + Natural Fantasy Artifacts

    ARTIFACTS

    Natural fantasy campaigns boast a massive variety of artifacts. In line with the themes of this genre, their value doesn’t necessarily stem from their power, but rather from their cultural and sentimental value, as well as what they represent for those who inherited them or received them as a gift.

    VISIONS OF THE PAST

    Natural fantasy artifacts are often very ancient and impossible to replicate in the current era. They include clues about the epochs they came from and were often the epicenter of terrible disasters and tragic mistakes that humanity barely remembers. It’s very likely that, driven by ambition or necessity, we repeat the errors that these artifacts were intended to warn us against, misinterpreting what little information is available or reinterpreting it at our convenience.

    INSTRUMENTS OF TRANSFORMATION

    Some natural fantasy artifacts have the power to transform creatures, places and objects. These can be divided between allegories of inevitable change (if the transformation is spontaneous and uncontrolled) and temptations of control (if it can be directed or manipulated). How people react to the presence of such artifacts is a key aspect of natural fantasy storylines.

    DYNAMIC ARTIFACTS

    More often than not, natural fantasy artifacts present a dynamic evolution: not only do we discover more about their role, but the artifacts themselves become progressively more powerful or take a new form, even in rule terms – they might become an ally or a vehicle, grant a new Skill, or create a Villain.

    RENUNCIATION, RESTITUTION AND CONSERVATION

    Fabula Ultima often portrays artifacts as dangerous items that the heroes have to find before the Villains do. However, natural fantasy artifacts tend to have a cultural significance – they don’t belong in a museum, but rather, exactly where they are. The heroes shouldn’t seek to replace Villains as the possessors of such items, but rather ensure their restitution or that nobody takes them. Sometimes, this means renouncing a great power and trusting that others will keep it safe in the PCs’ absence – after all, humility, hope, and trust are core elements of natural fantasy protagonists.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/9.html b/books/natural-fantasy-atlas/9.html index 3f4ab91..50bf9b3 100644 --- a/books/natural-fantasy-atlas/9.html +++ b/books/natural-fantasy-atlas/9.html @@ -1,91 +1 @@ - - - - - - The Eight Pillars of Fabula Ultima - - -
    -

    The Eight Pillars of Fabula Ultima

    -
    - -
    -

    - On page 14, the core concept is presented: - Fabula Ultima’s Core Rulebook discusses the eight pillars - that uphold its entire game experience. This Atlas builds on those - elements in its own unique way. -

    -
    - -
    -

    ANCIENT RUINS AND HARSH LANDS

    -

    - This pillar plays an important role in the natural fantasy style: its - protagonists often find themselves traversing vast uninhabited regions, - where ground and roots merge with millennia-old ruins of the past. -

    -
    - -
    -

    Thematic Detail Examples:

    -
      -
    • - The wind blows strong among the cavities of the jungle trees. Rumor has - it that, in the past, a skilled navigator used the thermal updrafts to - fly over the hunting grounds of the dynaguars and reach the Shattered - City. -
    • -
    • - The Orwie river’s spring is lost among the fog and the crevices of the - Eastern Glacier. Its many waterfalls run between the colossal remains of - the Stone Guardians that, according to legends, hold up the sky and - prevent the stars from falling. -
    • -
    • - The narrow strip of land connecting the Sparrow Coast to the archipelago - can be crossed only at low tide, when the metal skeletons of the Airship - Cemetery emerge from the waters and the forebearers’ machines awaken. -
    • -
    -
    - -
    -

    A WORLD IN PERIL

    -

    - In natural fantasy worlds, humanity is defined by its relationship to the - creatures of wilderness: some coexist with them, others hunt them for food - or protection. -

    -

    - Far more dangerous are those creatures born of ancient curses and - experiments, not to mention any antagonists who want to make an improper - or self-serving use of magic and technology from the past. -

    - -

    Key Conflicts:

    -
      -
    • - Eager to gain the approval of the city and its Council, a young inventor - decides to unearth and reactivate an ancient alchemical machine, unaware - that its magical vibrations will once again lure the - Calamity Serpent. -
    • -
    • - One baby out of seven is born with a red horn sprouting from its - forehead; flowers bloom without color, waters boil, and fire lashes out - against those who attempt to wield it. -
    • -
    • - Oracles claim that the cinder giant, whose spirit was dismembered and - imprisoned in the temple of the Forbidden Valley so that humanity could - tame fire and build forges, is finally enacting their revenge. -
    • -
    -
    - - - + The Eight Pillars of Fabula Ultima

    The Eight Pillars of Fabula Ultima

    On page 14, the core concept is presented: Fabula Ultima’s Core Rulebook discusses the eight pillars that uphold its entire game experience. This Atlas builds on those elements in its own unique way.

    ANCIENT RUINS AND HARSH LANDS

    This pillar plays an important role in the natural fantasy style: its protagonists often find themselves traversing vast uninhabited regions, where ground and roots merge with millennia-old ruins of the past.

    Thematic Detail Examples:

    • The wind blows strong among the cavities of the jungle trees. Rumor has it that, in the past, a skilled navigator used the thermal updrafts to fly over the hunting grounds of the dynaguars and reach the Shattered City.
    • The Orwie river’s spring is lost among the fog and the crevices of the Eastern Glacier. Its many waterfalls run between the colossal remains of the Stone Guardians that, according to legends, hold up the sky and prevent the stars from falling.
    • The narrow strip of land connecting the Sparrow Coast to the archipelago can be crossed only at low tide, when the metal skeletons of the Airship Cemetery emerge from the waters and the forebearers’ machines awaken.

    A WORLD IN PERIL

    In natural fantasy worlds, humanity is defined by its relationship to the creatures of wilderness: some coexist with them, others hunt them for food or protection.

    Far more dangerous are those creatures born of ancient curses and experiments, not to mention any antagonists who want to make an improper or self-serving use of magic and technology from the past.

    Key Conflicts:

    • Eager to gain the approval of the city and its Council, a young inventor decides to unearth and reactivate an ancient alchemical machine, unaware that its magical vibrations will once again lure the Calamity Serpent.
    • One baby out of seven is born with a red horn sprouting from its forehead; flowers bloom without color, waters boil, and fire lashes out against those who attempt to wield it.
    • Oracles claim that the cinder giant, whose spirit was dismembered and imprisoned in the temple of the Forbidden Valley so that humanity could tame fire and build forges, is finally enacting their revenge.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/90.html b/books/natural-fantasy-atlas/90.html index e125208..c26baf0 100644 --- a/books/natural-fantasy-atlas/90.html +++ b/books/natural-fantasy-atlas/90.html @@ -1,63 +1 @@ - - - - - - Artifact Catalog Entries - - -
    -

    THE WORLD

    -

    Classification: CARDINAL KYLIX

    -

    - Description: A large, shallow metal cup, freezing to the touch. -

    -

    - Legends tell of the Statue Civilization and their ability to extinguish - any opposition or rage from elemental forces, making them docile and - predictable – a power that, millennia ago, allowed them to build immense - cities and create an unprecedented civilization. In this age of - unpredictable and destructive natural phenomena, some regard that power as - a source of hope and answers. Preserved in the hands of a colossal statue - at the bottom of the Northern Chasm, this artifact whispers promises of - control and safety, of a world where humanity will become master of land - and sea. There is only one question it cannot answer: what will humans do - when they have nothing to fear anymore, except each other? -

    -
    - -
    -

    EGG OF ILLUYANKA

    -

    - Description: A heavy and cumbersome egg with an extremely hard, - striped shell. -

    -

    - Over the centuries, the mighty draconic creatures known as Illuyanka ruled - over the Cedar Forest, discouraging any attempt to build a permanent - settlement. But with the arrival of drought, the tribes of the plains - formed an alliance, creating hunter cadres to exterminate the - already-scarce Illuyanka, and cut down the forest to create new pastures. - This egg is probably the last of its kind, preserved by the elven ascetics - of the Yellowcape Clan in anticipation of a threat that, according to - their oral tradition, will manifest when the egg hatches. -

    -
    - -
    -

    GEMSHORN OF TRANQUILITY

    -

    Description: A flute carved from the horn of a cliffgoat.

    -

    - When a cliffgoat reaches the end of their life and manages to serenely - breathe their last, one of their horns might fall off. Once collected and - crafted by a skilled artisan, the horn becomes a musical instrument with - magical properties: if the flutist has good intentions, their music - soothes the fear and rage of beast, monster and plant creatures (an effect - equivalent to a Chimerism or Spiritism Ritual, but requiring neither Mind - Points nor a Magic Check; however, during a conflict, it still needs a - full Clock to activate). -

    -
    - -
    - + Artifact Catalog Entries

    THE WORLD

    Classification: CARDINAL KYLIX

    Description: A large, shallow metal cup, freezing to the touch.

    Legends tell of the Statue Civilization and their ability to extinguish any opposition or rage from elemental forces, making them docile and predictable – a power that, millennia ago, allowed them to build immense cities and create an unprecedented civilization. In this age of unpredictable and destructive natural phenomena, some regard that power as a source of hope and answers. Preserved in the hands of a colossal statue at the bottom of the Northern Chasm, this artifact whispers promises of control and safety, of a world where humanity will become master of land and sea. There is only one question it cannot answer: what will humans do when they have nothing to fear anymore, except each other?

    EGG OF ILLUYANKA

    Description: A heavy and cumbersome egg with an extremely hard, striped shell.

    Over the centuries, the mighty draconic creatures known as Illuyanka ruled over the Cedar Forest, discouraging any attempt to build a permanent settlement. But with the arrival of drought, the tribes of the plains formed an alliance, creating hunter cadres to exterminate the already-scarce Illuyanka, and cut down the forest to create new pastures. This egg is probably the last of its kind, preserved by the elven ascetics of the Yellowcape Clan in anticipation of a threat that, according to their oral tradition, will manifest when the egg hatches.

    GEMSHORN OF TRANQUILITY

    Description: A flute carved from the horn of a cliffgoat.

    When a cliffgoat reaches the end of their life and manages to serenely breathe their last, one of their horns might fall off. Once collected and crafted by a skilled artisan, the horn becomes a musical instrument with magical properties: if the flutist has good intentions, their music soothes the fear and rage of beast, monster and plant creatures (an effect equivalent to a Chimerism or Spiritism Ritual, but requiring neither Mind Points nor a Magic Check; however, during a conflict, it still needs a full Clock to activate).

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/91.html b/books/natural-fantasy-atlas/91.html index 4794b13..a7c4128 100644 --- a/books/natural-fantasy-atlas/91.html +++ b/books/natural-fantasy-atlas/91.html @@ -1,76 +1 @@ - - - - - - Artifact Inventory - - -

    Artifact Catalog

    - -
    - WAVENBELL -

    A brass bell decorated with a red ribbon.

    -
    -

    - According to some folk tales, if you help a silkie in danger or show her - great respect and admiration, she might offer you a small decorated - bell. Ringing it causes a house to appear nearby. It will be rustic, but - welcoming and secure, and it’s protected by the silkie herself, in the - guise of a tall, stern fairy with sapphire-colored hair. -

    -

    - You can rest here in complete security, but, at the end of the rest, you - have to roll 1d6: with a 1 or 2, the silkie makes a peculiar (often - bizarre) request of you. If the request isn’t satisfied, this artifact - vanishes in a puff of leaves and dew. -

    -
    -
    - -
    - KEYS OF THE HARMONIST -

    - A large silver ring with nine keys of dull metal. -

    -
    -

    - This artifact dates back to the time when the Harmonists undertook long - journeys across the southern plateau, spending months in service to the - animal spirit that, in turn, would reveal their name and give them part - of their power. Today, the plateau is an icy waste and the heavy keys - that held the spirits’ favor are blackened and inert. -

    -

    - Still, if a group of brave and honest heroes were to follow the - pilgrimage’s path, showing their loyalty, that dormant power might be - reawakened and the spirits could fight alongside humans once again, in - the guise of Arcana that can be summoned by any member - of the group (but not by two or more at once). -

    -
    -
    - -
    - MOON MIRROR -

    A circular mirror of oxidized metal.

    -
    -

    - Found by one of the village’s founders in a very ancient tomb near the - ocean, this mirror appears to be made out of an unknown metal which - reflects moonlight with great intensity. At night, it allows the user to - perform a Ritual as if they had acquired the - Verdant Sway Skill (see page 139), without paying the - Mind Point cost. -

    -

    - For this Ritual to succeed, the mirror must be oriented to reflect - moonlight toward the plant. Sometimes, the reflected light causes - vibrations and unpredictable movements in machines and armor. What is - its secret? -

    -
    -
    - -
    - + Artifact Inventory

    Artifact Catalog

    WAVENBELL

    A brass bell decorated with a red ribbon.

    According to some folk tales, if you help a silkie in danger or show her great respect and admiration, she might offer you a small decorated bell. Ringing it causes a house to appear nearby. It will be rustic, but welcoming and secure, and it’s protected by the silkie herself, in the guise of a tall, stern fairy with sapphire-colored hair.

    You can rest here in complete security, but, at the end of the rest, you have to roll 1d6: with a 1 or 2, the silkie makes a peculiar (often bizarre) request of you. If the request isn’t satisfied, this artifact vanishes in a puff of leaves and dew.

    KEYS OF THE HARMONIST

    A large silver ring with nine keys of dull metal.

    This artifact dates back to the time when the Harmonists undertook long journeys across the southern plateau, spending months in service to the animal spirit that, in turn, would reveal their name and give them part of their power. Today, the plateau is an icy waste and the heavy keys that held the spirits’ favor are blackened and inert.

    Still, if a group of brave and honest heroes were to follow the pilgrimage’s path, showing their loyalty, that dormant power might be reawakened and the spirits could fight alongside humans once again, in the guise of Arcana that can be summoned by any member of the group (but not by two or more at once).

    MOON MIRROR

    A circular mirror of oxidized metal.

    Found by one of the village’s founders in a very ancient tomb near the ocean, this mirror appears to be made out of an unknown metal which reflects moonlight with great intensity. At night, it allows the user to perform a Ritual as if they had acquired the Verdant Sway Skill (see page 139), without paying the Mind Point cost.

    For this Ritual to succeed, the mirror must be oriented to reflect moonlight toward the plant. Sometimes, the reflected light causes vibrations and unpredictable movements in machines and armor. What is its secret?

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/92.html b/books/natural-fantasy-atlas/92.html index f5faf81..7ba07ed 100644 --- a/books/natural-fantasy-atlas/92.html +++ b/books/natural-fantasy-atlas/92.html @@ -1,69 +1 @@ - - - - - - Lore Entries Catalog - - -
    -

    THE WORLD

    -

    Volume 91 | Chapter/Section Marker (22)

    -
    - -
    -

    Reidy’s Journal

    - An old journal with thick pages, overflowing with notes. Written by a - young and brilliant scholar during his final days, this massive journal is - a rich anthology of legends, folklore and historical accounts. -

    - Once per rest, the group may start a new search among its pages or - continue a previous one. The Game Master assigns a Clock to each piece of - research (the more obscure the information, the bigger the clock, from 4 - to 10 sections) and Player Characters attempt a Group Check with DL 10 to - make any progress. Once a research Clock is full, the Game Master provides - a useful, reliable, and precise answer to the original question. -

    -
    - -
    -

    Resin Tear

    - A curved sword carved from gleaming amber. -

    - Unable to even dent the armor of the ape-people of Iron Mountain, the - warriors of Oradh Kingdom felled the Thunder Forest’s trees, from youngest - to oldest, sparing none but the millennia-old yew tree near the waterfall. - From its hardened resin, boiling with sorrow, an Oradhan warrior carved a - blade that could command lightning (similar to an Elementalism Ritual, but - costing no Mind Points). Wielding it, he exterminated the ape-people and - conquered their forge, whose secrets were stolen and acted as foundation - to Oradhan’s military tradition. Ever since that moment, the spirits and - beasts of land and sky are at war with the Oradh. The name of that warrior - was hidden, since his lineage is cursed. -

    -
    - -
    -

    Seal of the Second Sun

    - A delicate cylindrical seal made of lapis lazuli. -

    - The embossed inscription on this artifact recites, in high-imperial - register: “In the hands of the Winter Queen, a path opens to the new Sun”. - Discovered by a young explorer lost in the underground necropolis of - Abarsa, this artifact caught the attention of scholars and collectors, - some drawing connections to the female statues lining the perimeter of a - stone tower in the southern archipelago, dating back to the imperial age - and the second ice age. A group of adventurers is organizing an expedition - to the tower but, despite their protests, they have been forbidden from - taking the cylinder with them. -

    -
    - -
    -

    [Sidebar Data / Transaction Record]

    -
    - + Lore Entries Catalog

    THE WORLD

    Volume 91 | Chapter/Section Marker (22)

    Reidy’s Journal

    An old journal with thick pages, overflowing with notes. Written by a young and brilliant scholar during his final days, this massive journal is a rich anthology of legends, folklore and historical accounts.

    Once per rest, the group may start a new search among its pages or continue a previous one. The Game Master assigns a Clock to each piece of research (the more obscure the information, the bigger the clock, from 4 to 10 sections) and Player Characters attempt a Group Check with DL 10 to make any progress. Once a research Clock is full, the Game Master provides a useful, reliable, and precise answer to the original question.

    Resin Tear

    A curved sword carved from gleaming amber.

    Unable to even dent the armor of the ape-people of Iron Mountain, the warriors of Oradh Kingdom felled the Thunder Forest’s trees, from youngest to oldest, sparing none but the millennia-old yew tree near the waterfall. From its hardened resin, boiling with sorrow, an Oradhan warrior carved a blade that could command lightning (similar to an Elementalism Ritual, but costing no Mind Points). Wielding it, he exterminated the ape-people and conquered their forge, whose secrets were stolen and acted as foundation to Oradhan’s military tradition. Ever since that moment, the spirits and beasts of land and sky are at war with the Oradh. The name of that warrior was hidden, since his lineage is cursed.

    Seal of the Second Sun

    A delicate cylindrical seal made of lapis lazuli.

    The embossed inscription on this artifact recites, in high-imperial register: “In the hands of the Winter Queen, a path opens to the new Sun”. Discovered by a young explorer lost in the underground necropolis of Abarsa, this artifact caught the attention of scholars and collectors, some drawing connections to the female statues lining the perimeter of a stone tower in the southern archipelago, dating back to the imperial age and the second ice age. A group of adventurers is organizing an expedition to the tower but, despite their protests, they have been forbidden from taking the cylinder with them.

    [Sidebar Data / Transaction Record]

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/93.html b/books/natural-fantasy-atlas/93.html index 38385f8..0309e6c 100644 --- a/books/natural-fantasy-atlas/93.html +++ b/books/natural-fantasy-atlas/93.html @@ -1,73 +1 @@ - - -
    - -

    SKULL OF THE SALAMANDER-GODDESS

    -

    A massive salamander skull with topaz teeth.

    -

    - Stolen from the stone circle at the bottom of the valley of Three Volcanoes - and brought before the Governor by an ambitious merchant, this massive - fossil is under investigation by the Alchemists’ Guild, who are fascinated - by its ability to emit heat and fuel flames in close proximity. -

    -

    - During these academic investigations, however, the scholars ignored the - legends about this artifact, which represent the earthly bond of the - elemental spirit that protects the Three Volcanoes – if the skull isn’t - returned before the coming summer, - She-Who-Breaks-the-Earth will rise - and, unable to find her head, will roam across the world looking for it. -

    -
    - -
    - -

    SKY OIL

    -

    A dense and viscous green liquid.

    -

    - Having studied nature, the Ancients wished to rule it. Having ruled it, they - wished to create it. Having created it, they wished to improve it. This - mysterious liquid, which rains down from reddish clouds gathered over the - ocean, is an extraordinary elemental conductor and the prime result of its - creators’ boundless ambition. -

    -

    - This artifact transforms all it touches, following inscrutable logics, - compressing millennia of evolution into mere hours and subjecting the victim - to atrocious pain, as the mutations observed in the aviocetae of the Coral - Coast amply demonstrated. -

    -
    - -
    - -

    THREE-KNOT ROPE

    -

    A thick rigging rope with three very tight knots.

    -

    - Created in ancient times by the fishermen of the Mist Isle, these magical - ropes contained the essence of the wind in their knots. -

    -
      -
    • - Undoing the first knot: Allows casting the - Ventus spell (see Core Rulebook, - page 189), ignoring its Mind Point cost. -
    • -
    • - Undoing the second knot: Enables performing an - Elementalism Ritual to control the wind, ignoring its Mind Point cost. -
    • -
    • - The third and final knot: Rarely undone, grants an - audience with the Wind Princess herself. -
    • -
    -

    - Only one Three-Knot Rope has survived to the current day and the art of - their creation was lost during the occupation of the Mist Isle, currently - reduced as a domain of the Dogado. -

    -
    - - - +

    SKULL OF THE SALAMANDER-GODDESS

    A massive salamander skull with topaz teeth.

    Stolen from the stone circle at the bottom of the valley of Three Volcanoes and brought before the Governor by an ambitious merchant, this massive fossil is under investigation by the Alchemists’ Guild, who are fascinated by its ability to emit heat and fuel flames in close proximity.

    During these academic investigations, however, the scholars ignored the legends about this artifact, which represent the earthly bond of the elemental spirit that protects the Three Volcanoes – if the skull isn’t returned before the coming summer, She-Who-Breaks-the-Earth will rise and, unable to find her head, will roam across the world looking for it.

    SKY OIL

    A dense and viscous green liquid.

    Having studied nature, the Ancients wished to rule it. Having ruled it, they wished to create it. Having created it, they wished to improve it. This mysterious liquid, which rains down from reddish clouds gathered over the ocean, is an extraordinary elemental conductor and the prime result of its creators’ boundless ambition.

    This artifact transforms all it touches, following inscrutable logics, compressing millennia of evolution into mere hours and subjecting the victim to atrocious pain, as the mutations observed in the aviocetae of the Coral Coast amply demonstrated.

    THREE-KNOT ROPE

    A thick rigging rope with three very tight knots.

    Created in ancient times by the fishermen of the Mist Isle, these magical ropes contained the essence of the wind in their knots.

    • Undoing the first knot: Allows casting the Ventus spell (see Core Rulebook, page 189), ignoring its Mind Point cost.
    • Undoing the second knot: Enables performing an Elementalism Ritual to control the wind, ignoring its Mind Point cost.
    • The third and final knot: Rarely undone, grants an audience with the Wind Princess herself.

    Only one Three-Knot Rope has survived to the current day and the art of their creation was lost during the occupation of the Mist Isle, currently reduced as a domain of the Dogado.

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/94.html b/books/natural-fantasy-atlas/94.html index 4b07fd7..ee47719 100644 --- a/books/natural-fantasy-atlas/94.html +++ b/books/natural-fantasy-atlas/94.html @@ -1,89 +1 @@ - - - - - - Artifact Compendium - - -
    -

    The World Compendium

    - -

    [Page 93]

    -
    - -
    -

    TOME OF THE METEOR

    -

    Classification: Book / Magical Relic

    -

    - A strange mechanism is encased in the cover of this heavy tome. One of the - most discussed books in the Academy’s library, this tome presents detailed - descriptions of improbable machines, alongside formulae and prayers to - unknown entities. Even the cover is a mystery: lodged inside the wooden - panel is an extraordinary clockwork device, with comet-shaped pointers - moving at different speeds along a calendar, whose dates and seasons have - nothing to do with ours. -

    -

    - Every self-respecting scholar dismisses this artifact as a very elaborate - joke, but the most honest admit that they are a bit worried at the idea - that the mechanism might stop someday. -

    -
    - -
    -

    UNDOVEN

    -

    - Description: A heavy metal contraption, similar to a - portable oven. This relic from a distant time closely resembles a massive - portable oven with a large front door. -

    -

    - This artifact possesses the extraordinary ability to disassemble any - complex object into simple materials using heat. It can also - self-recharge, though this process requires significant time. -

    - -

    Usage

    -
      -
    • - Capacity: Once per rest, you may place any one piece of - equipment (weapon, armor, shield, or accessory) inside the Undoven to - gain two different materials (see page 74) with a combined value equal - to that of the destroyed item. -
    • -
    • - Question: What would happen if you put another artifact - inside? -
    • -
    -
    - -
    -

    WHITE MASK FRAGMENT

    -

    Description: The right half of a horned wooden mask.

    -

    - Some stories tell of how the sculptor Acaunissa lost her inspiration. - During a dream, a bat told her it was stuck at the bottom of Bone Valley - and that only the Vulture King could grant it back to her. Her father - forbade Acaunissa from leaving, but she ignored him and sculpted a white - mask with two horns to trick the souls of the departed. -

    -

    - When she met the King, he told her the mask itself was proof her - inspiration had never been lost in the first place. After her return, - Acaunissa’s father punished her by breaking the mask, but the artist’s - courage still permeates this fragment and no undead, except Villains, may - harm the one who wears it. -

    -
    - -
    -

    - “Perhaps due to our ability to communicate, we humans often deem our pain - more significant than the far quieter pain of other creatures.” -

    -
    - - - + Artifact Compendium

    The World Compendium

    [Page 93]

    TOME OF THE METEOR

    Classification: Book / Magical Relic

    A strange mechanism is encased in the cover of this heavy tome. One of the most discussed books in the Academy’s library, this tome presents detailed descriptions of improbable machines, alongside formulae and prayers to unknown entities. Even the cover is a mystery: lodged inside the wooden panel is an extraordinary clockwork device, with comet-shaped pointers moving at different speeds along a calendar, whose dates and seasons have nothing to do with ours.

    Every self-respecting scholar dismisses this artifact as a very elaborate joke, but the most honest admit that they are a bit worried at the idea that the mechanism might stop someday.

    UNDOVEN

    Description: A heavy metal contraption, similar to a portable oven. This relic from a distant time closely resembles a massive portable oven with a large front door.

    This artifact possesses the extraordinary ability to disassemble any complex object into simple materials using heat. It can also self-recharge, though this process requires significant time.

    Usage

    • Capacity: Once per rest, you may place any one piece of equipment (weapon, armor, shield, or accessory) inside the Undoven to gain two different materials (see page 74) with a combined value equal to that of the destroyed item.
    • Question: What would happen if you put another artifact inside?

    WHITE MASK FRAGMENT

    Description: The right half of a horned wooden mask.

    Some stories tell of how the sculptor Acaunissa lost her inspiration. During a dream, a bat told her it was stuck at the bottom of Bone Valley and that only the Vulture King could grant it back to her. Her father forbade Acaunissa from leaving, but she ignored him and sculpted a white mask with two horns to trick the souls of the departed.

    When she met the King, he told her the mask itself was proof her inspiration had never been lost in the first place. After her return, Acaunissa’s father punished her by breaking the mask, but the artist’s courage still permeates this fragment and no undead, except Villains, may harm the one who wears it.

    “Perhaps due to our ability to communicate, we humans often deem our pain more significant than the far quieter pain of other creatures.”

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    - -
    - + Document Header Metadata
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    Protagonists

    - -

    - This chapter is dedicated to the creation and growth of natural fantasy - Player Characters – to take full advantage of its contents you have to pair - it with the Press Start chapter of the - Core Rulebook (from page 145 onward). All options contained here are - designed to be compatible with those presented in other official Fabula - Ultima Atlases. When deciding which additional mechanics to include in your - Fabula Ultima campaigns, the whole group should consider what fits the - narrative context and the needs of all who participate – take good care of - your play experience! -

    - -

    This chapter contains two main sections:

    - -

    Natural Fantasy Heroes

    -

    - Here you will find tips and suggestions for Players who are about to create - a character and play in a natural fantasy campaign, including several - examples of PCs that make use of the natural fantasy rules and options - presented in the following pages. -

    - -

    New Options

    -

    - Here you will find new rules and mechanics designed for natural fantasy PCs - but compatible with any Fabula Ultima campaign: -

    - -
      -
    • - Custom weapons. New rules to create unique and ingenious - weapons. -
    • -
    • - Natural Fantasy Quirks. New natural-fantasy-style - mechanics that enrich and add depth to your characters. -
    • -
    • - Camp Activities. A new optional rule to add mechanical - depth to resting scenes. -
    • -
    • - New Classes. Four new Classes focused on processes of - growth and discovery: the prudent Floralist, the surprising - Gourmet, the harmonious Invoker, and the dependable - Merchant. -
    • -
    • - New Heroic Skills. Twenty-one new Heroic Skills that - augment the options found within the Core Rulebook and provide power-ups - and support for the new Classes introduced in this Atlas. -
    • -
    - -

    — ()

    - + Protagonists Guide

    Protagonists

    This chapter is dedicated to the creation and growth of natural fantasy Player Characters – to take full advantage of its contents you have to pair it with the Press Start chapter of the Core Rulebook (from page 145 onward). All options contained here are designed to be compatible with those presented in other official Fabula Ultima Atlases. When deciding which additional mechanics to include in your Fabula Ultima campaigns, the whole group should consider what fits the narrative context and the needs of all who participate – take good care of your play experience!

    This chapter contains two main sections:

    Natural Fantasy Heroes

    Here you will find tips and suggestions for Players who are about to create a character and play in a natural fantasy campaign, including several examples of PCs that make use of the natural fantasy rules and options presented in the following pages.

    New Options

    Here you will find new rules and mechanics designed for natural fantasy PCs but compatible with any Fabula Ultima campaign:

    • Custom weapons. New rules to create unique and ingenious weapons.
    • Natural Fantasy Quirks. New natural-fantasy-style mechanics that enrich and add depth to your characters.
    • Camp Activities. A new optional rule to add mechanical depth to resting scenes.
    • New Classes. Four new Classes focused on processes of growth and discovery: the prudent Floralist, the surprising Gourmet, the harmonious Invoker, and the dependable Merchant.
    • New Heroic Skills. Twenty-one new Heroic Skills that augment the options found within the Core Rulebook and provide power-ups and support for the new Classes introduced in this Atlas.

    — ()

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/97.html b/books/natural-fantasy-atlas/97.html index 1b3b41e..b6bba99 100644 --- a/books/natural-fantasy-atlas/97.html +++ b/books/natural-fantasy-atlas/97.html @@ -1,63 +1 @@ - - - -

    NATURAL FANTASY HEROES

    - -

    - The main characters of natural fantasy campaigns are extremely varied, and - often seem indistinguishable from those found in high fantasy stories. - However, we can still identify a number of recurring elements that make them - stand out. -

    - -

    - In many ways, almost every natural fantasy Player Character can be described - as the “more restrained and less superheroic version” of another classic - archetype from a different Fabula Ultima campaign. The core theme is always - the same: the natural fantasy style starts from the same premises and key - concepts outlined in the Core Rulebook, but makes the story more compact, - simple (not simplistic), and familiar. -

    - -

    BRAVERY AND INTROSPECTION

    -

    - The natural fantasy style ties in strongly with ideas like the rediscovery of - the past and the ability to coexist with the environment without suppressing - it, but at the same time without letting ourselves be crushed by it. Of - course, these elements are also a key part of our protagonists. -

    - -
      -
    • - Many questions. Even the quietest and most contemplative of - natural fantasy characters is actually curious, often fascinated by the - mysteries of the past and the wide world beyond the boundaries of their town - or village. Of course, some of these heroes are timid or insecure, but in - the recesses of their souls burn a craving for adventure and a fascination - with mythology, legends and tales of people and places far away in time and - space. -
    • -
    • - Compassionate souls. Natural fantasy heroes often put - themselves in someone else’s shoes, empathizing with others and being deeply - affected by their suffering. Some might play the tough guy or appear cold - because they were hurt one time too many, but this facade should crack over - the course of the campaign, eventually crumbling once they face a situation - that reopens old wounds. -
    • -
    • - A steady heart. Despite living in an often dangerous and - incomprehensible world, surrounded by a metaphorical and literal “dark - forest”, these characters rally tightly together, finding strength to - overcome fear and doubt in their fellow travelers. -
    • -
    • - Ready to take a step back. While possessing all these - qualities, natural fantasy heroes don’t demonstrate them all the time and - are far from perfect – in fact, it is key to the development of the campaign - that Players have their characters make mistakes and be forced to reckon - with their own ignorance. This creates a chance for them to reevaluate - themselves and others, rather than seek refuge within pride and fear. After - all, seeking the truth means accepting that said truth might be painful. -
    • -
    +

    NATURAL FANTASY HEROES

    The main characters of natural fantasy campaigns are extremely varied, and often seem indistinguishable from those found in high fantasy stories. However, we can still identify a number of recurring elements that make them stand out.

    In many ways, almost every natural fantasy Player Character can be described as the “more restrained and less superheroic version” of another classic archetype from a different Fabula Ultima campaign. The core theme is always the same: the natural fantasy style starts from the same premises and key concepts outlined in the Core Rulebook, but makes the story more compact, simple (not simplistic), and familiar.

    BRAVERY AND INTROSPECTION

    The natural fantasy style ties in strongly with ideas like the rediscovery of the past and the ability to coexist with the environment without suppressing it, but at the same time without letting ourselves be crushed by it. Of course, these elements are also a key part of our protagonists.

    • Many questions. Even the quietest and most contemplative of natural fantasy characters is actually curious, often fascinated by the mysteries of the past and the wide world beyond the boundaries of their town or village. Of course, some of these heroes are timid or insecure, but in the recesses of their souls burn a craving for adventure and a fascination with mythology, legends and tales of people and places far away in time and space.
    • Compassionate souls. Natural fantasy heroes often put themselves in someone else’s shoes, empathizing with others and being deeply affected by their suffering. Some might play the tough guy or appear cold because they were hurt one time too many, but this facade should crack over the course of the campaign, eventually crumbling once they face a situation that reopens old wounds.
    • A steady heart. Despite living in an often dangerous and incomprehensible world, surrounded by a metaphorical and literal “dark forest”, these characters rally tightly together, finding strength to overcome fear and doubt in their fellow travelers.
    • Ready to take a step back. While possessing all these qualities, natural fantasy heroes don’t demonstrate them all the time and are far from perfect – in fact, it is key to the development of the campaign that Players have their characters make mistakes and be forced to reckon with their own ignorance. This creates a chance for them to reevaluate themselves and others, rather than seek refuge within pride and fear. After all, seeking the truth means accepting that said truth might be painful.
    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/98.html b/books/natural-fantasy-atlas/98.html index b244ba7..1c89a3c 100644 --- a/books/natural-fantasy-atlas/98.html +++ b/books/natural-fantasy-atlas/98.html @@ -1,73 +1 @@ - - - - - - Protagonists: A Dynamic Balance - - - - -

    A Dynamic Balance

    - -

    - The various elements described in the previous page lead to a single, - pivotal idea: balance. By this we don’t mean a static or artificial balance, - a combination of order, immobility, and predictability, but rather the - constantly shifting balance of nature, made of mistakes, joy, pain, regrets, - and events both large and small, forming an interconnected network so vast - that nobody can truly glimpse all its nuances. Being a natural fantasy hero - means becoming an active and aware part of this cycle, protecting it from - those who want to control or interrupt it out of fear. -

    - -

    Friends and Family

    -

    - In many campaigns of Fabula Ultima, the protagonists’ friends and families - fade into the background or aren’t even mentioned unless they are key - characters in the setting or, as is so very often the case, potential - Villains. During a natural fantasy game, however, it’s a good idea to break - away from this habit: -

    - -
      -
    • - Recurring NPCs. This option is ideal for campaigns that - take place in a relatively small region: some NPCs might be childhood - friends, relatives, or mentors to the protagonists. We should also see - their evolution over the course of the story, without necessarily turning - them into allies or antagonists. -
    • -
    • - Bonds within the group. If the majority of the PCs come - from the same community, it’s an excellent idea to represent their - relationship using the Starting Bonds optional rule (see Core - Rulebook, page 220). We recommend that you use negative as well as - positive Bonds, to create more opportunities for character growth. -
    • -
    - -

    - You can also establish that two or more Player Characters come from the same - family, but if you do, make sure this relationship doesn’t mirror real life - too closely and that it doesn’t create discomfort at the table. -

    - -

    Sample Natural Fantasy Characters

    -

    - The following pages provide profiles for ten Player Characters designed for - natural fantasy contexts. In contrast to the new Classic Characters (see - page 134), these examples focus on the thematic construction of the heroes - and provide some tips on how to grow these characters and their role in the - story. -

    - -

    - All characters in the following pages use the optional rules for Quirks (see - page 120) and some have Custom Weapons (see page 112). -

    - + Protagonists: A Dynamic Balance

    A Dynamic Balance

    The various elements described in the previous page lead to a single, pivotal idea: balance. By this we don’t mean a static or artificial balance, a combination of order, immobility, and predictability, but rather the constantly shifting balance of nature, made of mistakes, joy, pain, regrets, and events both large and small, forming an interconnected network so vast that nobody can truly glimpse all its nuances. Being a natural fantasy hero means becoming an active and aware part of this cycle, protecting it from those who want to control or interrupt it out of fear.

    Friends and Family

    In many campaigns of Fabula Ultima, the protagonists’ friends and families fade into the background or aren’t even mentioned unless they are key characters in the setting or, as is so very often the case, potential Villains. During a natural fantasy game, however, it’s a good idea to break away from this habit:

    • Recurring NPCs. This option is ideal for campaigns that take place in a relatively small region: some NPCs might be childhood friends, relatives, or mentors to the protagonists. We should also see their evolution over the course of the story, without necessarily turning them into allies or antagonists.
    • Bonds within the group. If the majority of the PCs come from the same community, it’s an excellent idea to represent their relationship using the Starting Bonds optional rule (see Core Rulebook, page 220). We recommend that you use negative as well as positive Bonds, to create more opportunities for character growth.

    You can also establish that two or more Player Characters come from the same family, but if you do, make sure this relationship doesn’t mirror real life too closely and that it doesn’t create discomfort at the table.

    Sample Natural Fantasy Characters

    The following pages provide profiles for ten Player Characters designed for natural fantasy contexts. In contrast to the new Classic Characters (see page 134), these examples focus on the thematic construction of the heroes and provide some tips on how to grow these characters and their role in the story.

    All characters in the following pages use the optional rules for Quirks (see page 120) and some have Custom Weapons (see page 112).

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    -

    Akelarre

    - -

    Basic Information

    -
    -
    - Identity - Clumsy -
    -
    - Role/Title - Janara Apprentice -
    -
    - Theme - Doubt -
    -
    - Origin - Creektown -
    -
    - Quirk - Flight -
    -
    - Signature Weapons - Magic Pumpkins -
    -
    - -

    Character Narrative & History

    -

    - Akelarre trained by Janara witches in the magical art since the age of - seven. Akelarre abandoned his birth name and decided to dedicate his entire - being to honoring the memory of his mentor, Hilda, who mysteriously - disappeared during her pilgrimage to the remote Willow Island: a journey - that, at the time, the young apprentice was considered too inexperienced to - undertake. -

    -

    - Although Hilda was a very forgiving mentor and extraordinarily talented in - magic (or rather, because of that!), Akelarre is plagued by Doubt and afraid - that he will never measure up to her, so he still lives in her shadow. -

    - -

    Skills & Purpose

    -
      -
    • Classes: Floralist, Elementalist, and Wayfarer.
    • -
    • - Together with the rest of the group, the Player repurposed the - Flight Quirk to represent his flying broom, a gift from - Hilda. -
    • -
    • - During the campaign, Akelarre’s Player should be the go-to person - regarding witchcraft traditions and legends about Willow Island. -
    • -
    - -

    Character Arc

    -

    - Akelarre’s journey will deal with his insecurities and need for validation; - his fellow travelers will play a pivotal role in helping him (or putting him - to the test). -

    - -
    -

    Metadata

    -
    -
    +

    Akelarre

    Basic Information

    Identity Clumsy
    Role/Title Janara Apprentice
    Theme Doubt
    Origin Creektown
    Quirk Flight
    Signature Weapons Magic Pumpkins

    Character Narrative & History

    Akelarre trained by Janara witches in the magical art since the age of seven. Akelarre abandoned his birth name and decided to dedicate his entire being to honoring the memory of his mentor, Hilda, who mysteriously disappeared during her pilgrimage to the remote Willow Island: a journey that, at the time, the young apprentice was considered too inexperienced to undertake.

    Although Hilda was a very forgiving mentor and extraordinarily talented in magic (or rather, because of that!), Akelarre is plagued by Doubt and afraid that he will never measure up to her, so he still lives in her shadow.

    Skills & Purpose

    • Classes: Floralist, Elementalist, and Wayfarer.
    • Together with the rest of the group, the Player repurposed the Flight Quirk to represent his flying broom, a gift from Hilda.
    • During the campaign, Akelarre’s Player should be the go-to person regarding witchcraft traditions and legends about Willow Island.

    Character Arc

    Akelarre’s journey will deal with his insecurities and need for validation; his fellow travelers will play a pivotal role in helping him (or putting him to the test).

    Metadata

    \ No newline at end of file diff --git a/books/natural-fantasy-atlas/index.html b/books/natural-fantasy-atlas/index.html index 0fc8c50..e58f52a 100644 --- a/books/natural-fantasy-atlas/index.html +++ b/books/natural-fantasy-atlas/index.html @@ -1,22427 +1 @@ - - - - - - Fabula Ultima - Natural Fantasy Atlas - - - - - -
    - -
    - -
    -
    - -
    - - -
    - -
    -
    - - - - - - The Natural Fantasy Atlas for Fabula Ultima - -
    -

    The Natural Fantasy Atlas

    -

    For Fabula Ultima

    - -

    - The outside world is vast, and the sins of the past are many. - Hold tight to each other and never stop dreaming! -

    - -

    - Fabula Ultima will bring you into worlds deeply - permeated by the cycles of time and nature, where young heroes - face the consequences of past mistakes and demonstrate that - history does not have to repeat itself, creating a brave - future of coexistence, much like in classic JRPGs! -

    - -

    What's Inside:

    - -
      -
    • - Dive into a new JRPG subgenre based upon - harmony and change with 4 new Classes (Floralist, Gourmet, - Invoker, and Merchant) and new Heroic Skills to create even - more combinations! -
    • -
    • - 10 Natural Fantasy Locations: Archetypal - settings with tips and hints for playing an intense natural - fantasy campaign or which you can use as inspiration to - breathe life into your world. -
    • -
    • - Craft Equipment and Tools: Create weapons - and tools with any materials you gather using the rules for - custom crafting and forging. -
    • -
    • - Introduce Quirks: Optional rules that add - even more depth to your characters, taking a break to share - a convivial moment with camp activities. -
    • -
    • - 5 Villains: Challenging new bosses of - increasing power to use in your adventures, providing your - Players with tougher and more exciting challenges. -
    • -
    • - 208 Full-Color Pages: Featuring manga and - chibi-style illustrations from international artists. -
    • -
    - - -
    - -
    - -
    - - - - - - The Natural Fantasy Atlas - Fabula Ultima - -
    -
    -

    The Natural Fantasy Atlas

    -

    For Fabula Ultima

    -
    - -
    -

    Embrace the Cycle of Nature

    -

    - The outside world is vast, and the sins of the past are - many. Hold tight to each other, and never stop dreaming! - Fabula Ultima will bring you into worlds - deeply permeated by the cycles of time and nature, where - young heroes face the consequences of past mistakes and - demonstrate that history does not have to repeat itself, - creating a brave future of coexistence, much like in classic - JRPGs! -

    -
    - -
    -

    Key Features Include:

    -
      -
    • - Dive into a new JRPG subgenre -

      - Based upon harmony and change with 4 new Classes - (Floralist, Gourmet, Invoker, and Merchant) and new - Heroic Skills to create even more combinations! -

      -
    • -
    • - 10 Natural Fantasy Locations -

      - Archetypal settings with tips and hints for playing an - intense natural fantasy campaign, or which you can use - as inspiration to breathe life into your world. -

      -
    • -
    • - Craft Equipment and Tools -

      - Create equipment and tools with any materials you - gather, using the rules for custom weapons and forging. -

      -
    • -
    • - Introduce Quirks -

      - Optional rules that add even more depth to your - characters, allowing a break to share a convivial moment - with camp activities. -

      -
    • -
    • - 5 Villains -

      - Challenging new bosses of increasing power to use in - your adventures, providing your players with tougher and - more exciting challenges. -

      -
    • -
    • - 208 Full-Color Pages -

      - Featuring manga and chibi-style illustrations from - international artists. -

      -
    • -
    -
    - - -
    - -
    - -
    - - - - - - Document Content - -
    -

    Document Content Extract

    -
    - -
    -

    Message

    -

    - The outside world is vast and the sins of the past are many. -

    -

    Hold tight to each other and never stop dreaming!

    - -
    - -
    -

    Metadata Information:

    -
    - -
    - -
    - - - - - - Credits - -

    CREDITS

    - -
    -

    - Game Design, Writing, and Development -

    -
      -
    • Emanuele Galletto
    • -
    - -

    Additional Writing

    -
      -
    • Selene Dal Borgo
    • -
    • Chris Pagliari
    • -
    - -
    -
    -

    Art Direction

    -
      -
    • Emanuele Galletto
    • -
    -
    -
    -

    Cover Artist

    -
      -
    • Moryo
    • -
    -
    -
    - -

    Interior Artists

    -
      -
    • Michele Bellamoli
    • -
    • Tuomas Korpi
    • -
    • Lorenzo Magalotti
    • -
    • Moryo
    • -
    • Julian Seifert-Olszewski
    • -
    • Catthy Trinh
    • -
    - -

    Pixel Artists

    -
      -
    • Emanuele Galletto
    • -
    • Ben Henry
    • -
    • Sascha Naderer
    • -
    - -

    Damage Icons

    -
      -
    • Lorc
    • -
    - -
    -
    -

    Publisher

    -
      -
    • Nicola Degobbis
    • -
    -
    -
    -

    - Chief of Operations -

    -
      -
    • Marco Munari
    • -
    -
    -
    - -
    -
    -

    Producer

    -
      -
    • Alberto Orlandini
    • -
    -
    -
    -

    Translation

    -
      -
    • Francesco Castelli
    • -
    -
    -
    - -
    -
    -

    Editing

    -
      -
    • Emanuele Galletto
    • -
    • Neil Kingham
    • -
    -
    -
    -

    - Sensitivity Reading -

    -
      -
    • Marta Palvarini
    • -
    -
    -
    - -
    -
    -

    Graphic Design

    -
      -
    • Emanuele Galletto
    • -
    • Erica Viotto
    • -
    -
    -
    -

    Proofreading

    -
      -
    • Giovanni Di Pietro
    • -
    • Emanuele Galletto
    • -
    • Marco Munari
    • -
    • Alberto Orlandini
    • -
    • Erica Viotto
    • -
    -
    -
    -
    - - - -
    - -
    - - - - - - Table of Contents - -

    TABLE OF CONTENTS

    - -
    -

    • 1. INTRODUCTION

    -
      -
    • - Natural Fantasy Pillars - 8 -
    • -
    • - Before We Start - 12 -
    • -
    -
    - -
    -

    • 2. THE WORLD

    -
      -
    • -

      Natural Fantasy Locations

      -
        -
      • - Vertical Worlds - 18 -
      • -
      • - Badger Temple – The Ancient Shrine - 22 -
      • -
      • - Breezeburg – The Sleepy Hamlet - 26 -
      • -
      • - Candle Bay – The Haunted Island - 30 -
      • -
      • - Cerulean Jungle – The Eternal Forest - 34 -
      • -
      • - Darkdepth – The Eerie Village - 38 -
      • -
      • - Eisenstadt – The Central City - 42 -
      • -
      • - Golden City – The Remote Ruin - 46 -
      • -
      • - Lowtide – The Sunny Bay - 50 -
      • -
      • - Rocky Desert – The Barren Wastes - 54 -
      • -
      • - Vertigo Peak – The Freezing Mountain - 58 -
      • -
      -
    • - -

      Conflict & Systems

      -
        -
      • - Conflicts - 62 -
      • -
      • - Magic and Rituals - 68 -
      • -
      • - Technology - 72 -
      • -
      • - Materials and Forging - 74 -
      • -
      • - Materials Generator - 78 -
      • -
      • - Rare Items - 82 -
      • -
      • - Artifacts - 88 -
      • -
      -
    -
    - -

    Character and Gameplay Guides

    - -
      -
    • -

      • 3. PROTAGONISTS

      - -
      -
        -
      • - Natural Fantasy Heroes - 96 -
      • -
      • - Bravery and Introspection - 96 -
      • -
      • - A Dynamic Balance - 97 -
      • -
      • - Friendships and Family - 97 -
      • -
      -
      - - -
      -
        -
      • - Sample Natural Fantasy Characters - 97 -
      • -
      • - New Options - 108 -
      • -
      • - Custom Weapons - 112 -
      • -
      • - Natural Fantasy Quirks - 120 -
      • -
      • - Camp Activities - 130 -
      • -
      • - New Classic Characters - 134 -
      • -
      -
      - -
      -
        -
      • - Floralist - 138 -
      • -
      • - Gourmet - 148 -
      • -
      • - Invoker - 154 -
      • -
      • - Merchant - 158 -
      • -
      -
      - -
      -
        -
      • - Natural Fantasy Heroic Skills - 160 -
      • -
      -
      -
    • - -
    • -

      • 4. ANTAGONISTS

      - -
      -
        -
      • - Natural Fantasy Villains - 172 -
      • -
      • - Environmental Antagonists - 174 -
      • - -
        -
          -
        • - T onitranea Rex - 176 -
        • -
        • - Node and Dylon - 182 -
        • -
        • - Brightvale - 186 -
        • -
        • - Titania, Queen of Fairies - 192 -
        • -
        • - Eldgren - 198 -
        • -
        -
        -
      -
      -
    • -
    - -
    - -
    - -
    - - - - - - Introduction: Fabula Ultima Natural Fantasy Atlas - -

    - The Mysteries of Ages Past Await You in the Fabula Ultima - Natural Fantasy Atlas -

    - -

    - This expansion to the Core Rulebook focuses on a genre mainly - defined by truly ancient secrets, vast uncontaminated - territories, heroes who are both humble and persistent, - antagonists driven by unbridled curiosity (as well as by their - fear of death and the unknown) and powerful manifestations of - elemental forces. -

    - -

    - This Atlas differs slightly from the Core Rulebook and the - previous Atlases because its stories are usually far more - delicate and less bombastic, but no less heroic – on the - contrary, it deliberately explores the fundamental concepts at - the roots of conflict in every other genre: - community, harmony and coexistence. -

    - -

    - Besides offering a brief introduction to the way we envision the - natural fantasy genre, this Atlas provides advice and game - materials for the Game Master and additional rules for Players, - all in three simple chapters: -

    - -
      -
    • - The World: Provides valuable elements for - creating natural fantasy settings, including 10 archetypal - locations you can use as campaign elements or for inspiration, - plus a list of new rare items and artifacts inspired by - folklore and tradition. -
    • -
    • - The Protagonists: Introduces 4 new Classes - (Floralist, Gourmet, Invoker and Merchant). It also provides - several optional rules (such as Camp Activities) to highlight - moments of rest and bonding between Player Characters in the - group. -
    • -
    • - The Antagonists: Focuses on 5 Villains – - pregenerated Bosses, each more fearsome than the last – that - embody the challenges and obstacles of this journey. -
    • -
    - -

    - When compared to the genres of high fantasy and techno fantasy - covered in previous Atlases, Natural Fantasy is less frequently - the focus of JRPG-style works, and this book doesn’t presume to - be a complete guide to it. Some sections are tied more closely - than others to their authors’ creative and philosophical - inclinations: their goal is to provide advice and examples from - the inspirational works (see page 207), useful both to those - well-versed in this genre, and especially to those who have - recently found their way to Fabula Ultima and JRPGs in general. -

    - -

    Just turn the page to learn more!

    - -
    - -
    - - - - - - Defining Natural Fantasy: Fabula Ultima - -
    -

    What Defines Fabula Ultima’s Natural Fantasy?

    - -

    - In this book, and in Fabula Ultima in general, the - term “natural fantasy” indicates a series of specific elements - that the authors feel are characteristic of a particular way - of building stories and settings. -

    - -

    - In brief, we are discussing the authors’ personal visions, - which do not claim to be the absolute truth. Indeed, narrative - genres have nebulous boundaries, and it would be impossible – - maybe even irresponsible – to box them in too much. -

    - -

    - What follows may help you to better understand the creative - roots behind this book! -

    - -

    Common People

    -

    - The Player Characters (PCs) in a natural fantasy campaign are - usually everyday people, albeit possessing some unusual - abilities. Unlike princes, archmages, dark knights, or sky - pirates found in other genres, these protagonists give way to - roles such as - explorers, alchemists, scholars, and wandering - warriors. -

    -

    - These characters are often young and unaware of the great - mysteries of the world, with the exception of a few fragmented - legends which have scores of different interpretations. The - focal points of the natural fantasy style revolve around: -

    -
      -
    • - Rediscovery: The act of finding lost - knowledge or places. -
    • -
    • - Understanding & Empathy: Connecting deeply - with the world and its inhabitants. -
    • -
    • - Respect and Love: Showing reverence for the - current world and its past history. -
    • -
    -

    - By looking for answers with curiosity and humility, we are - guided toward a harmonious coexistence not only within - ourselves but also with the world at large. -

    - -

    The Mentor

    -

    - While it is possible to play as a PC who "knows a lot," - natural fantasy has established guidelines for this character - type: -

    - -

    Key Traits of the Natural Fantasy Mentor

    -
      -
    • - Reluctance to Share: They hesitate to give - away their wisdom, often revealing vital information only - when they find it absolutely crucial (an excellent way to - spend Fabula Points). -
    • -
    • - Interdependence: They are unable to solve - the world’s problems without the rest of the group. -
    • -
    -

    - A classic example is an old scholar who discovers ancient - power that could protect a region, only to find that this - power is exclusive to a certain bloodline they are not part - of. -

    - -

    - Of course, the role of mentor should be limited to one - character per group, usually the oldest. More often than not, - this protagonist will end up having to reconsider how much - they truly know and may even face a personal crisis, - eventually finding the answers they need in their younger - companions. -

    -
    - -
    - -
    - - - Chapter Introduction - -

    INTRODUCTION

    - -
    - “Before deciding how to face this calamity, you should understand - what created it.” -
    - -
    -

    VERTICAL DEVELOPMENT

    -

    - Natural fantasy campaigns are often set in small regions or - villages rather than entire continents and cities, but - compensate for this “limited perspective” with vertical - development: the current world was built upon countless layers - of history, where terrible powers and wondrous magics are - buried. These are truly ancient worlds, where the past is - millennia away rather than centuries, so that the causes of - today’s misfortunes are often incomprehensible. -

    -
    - -
    -

    LIFE, DEATH, AND TRANSFORMATION

    -

    - Natural fantasy mostly does away with epic and spectacular - aesthetics, instead presenting Fabula Ultima’s thematic core in - a visceral and sincere way, and involving the protagonists on an - intimate and personal level: these are stories about the - environment, life, and death. Like fairy tales, and the - philosophies and traditions that inspired it, the natural - fantasy style presents death as a necessary step for the world - to regenerate – a terrible pain and yet an opportunity to - appreciate life; a meaningful act which cannot be inflicted - lightly, nor be stripped of its solemnity. -

    -
    - -
    -

    MAIN REFERENCES

    -

    - Here are some titles that shaped the artistic vision of this - book: -

    -
      -
    • - The Dusk trilogy (Ayesha, Escha & Logy, - Shallie) from the Atelier series is without a doubt one of our - main influences. It’s set on a dying world victim of the - manipulations of ancient humans, a world that can only be - revived thanks to the tenacity of a younger generation. The - Ryza trilogy and the Sophie duology also influenced the - aesthetics of this book. -
    • -
    • - The Monster Hunter Stories series shares its - setting with the famous Monster Hunter saga, but emphasizes - cooperation between human and monster and the importance of - preserving even the most dangerous species. -
    • -
    • - Jade Cocoon: Story of the Tamamayu is a great - example of a campaign that takes place in a short time frame, - and is set in a relatively small place: a single village and - the surrounding forests struggling against a terrible curse. -
    • -
    • - Etrian Odyssey Untold: The Millennium Girl - features a truly inspired cast of characters and a plot - centered around the progressive discovery of the mysteries of - the past. It also reinvents the concept of a post-apocalyptic - world as a lush and verdant landscape. -
    • -
    -
    -
    - -
    - - - - - - The Eight Pillars of Fabula Ultima - -
    -

    The Eight Pillars of Fabula Ultima

    -
    - -
    -

    - On page 14, the core concept is presented: - Fabula Ultima’s Core Rulebook discusses the - eight pillars that uphold its entire game experience. This - Atlas builds on those elements in its own unique way. -

    -
    - -
    -

    ANCIENT RUINS AND HARSH LANDS

    -

    - This pillar plays an important role in the natural fantasy - style: its protagonists often find themselves traversing vast - uninhabited regions, where ground and roots merge with - millennia-old ruins of the past. -

    -
    - -
    -

    Thematic Detail Examples:

    -
      -
    • - The wind blows strong among the cavities of the jungle - trees. Rumor has it that, in the past, a skilled navigator - used the thermal updrafts to fly over the hunting grounds of - the dynaguars and reach the Shattered City. -
    • -
    • - The Orwie river’s spring is lost among the fog and the - crevices of the Eastern Glacier. Its many waterfalls run - between the colossal remains of the Stone Guardians that, - according to legends, hold up the sky and prevent the stars - from falling. -
    • -
    • - The narrow strip of land connecting the Sparrow Coast to the - archipelago can be crossed only at low tide, when the metal - skeletons of the Airship Cemetery emerge from the waters and - the forebearers’ machines awaken. -
    • -
    -
    - -
    -

    A WORLD IN PERIL

    -

    - In natural fantasy worlds, humanity is defined by its - relationship to the creatures of wilderness: some coexist with - them, others hunt them for food or protection. -

    -

    - Far more dangerous are those creatures born of ancient curses - and experiments, not to mention any antagonists who want to - make an improper or self-serving use of magic and technology - from the past. -

    - -

    Key Conflicts:

    -
      -
    • - Eager to gain the approval of the city and its Council, a - young inventor decides to unearth and reactivate an ancient - alchemical machine, unaware that its magical vibrations will - once again lure the - Calamity Serpent. -
    • -
    • - One baby out of seven is born with a red horn sprouting from - its forehead; flowers bloom without color, waters boil, and - fire lashes out against those who attempt to wield it. -
    • -
    • - Oracles claim that the cinder giant, whose spirit was - dismembered and imprisoned in the temple of the Forbidden - Valley so that humanity could tame fire and build forges, is - finally enacting their revenge. -
    • -
    -
    - - - -
    - -
    - - - - - - Natural Fantasy Campaign Concepts - -
    -

    Introduction to Natural Fantasy Campaigns

    -
    - -
    -

    Clashing Communities

    - -

    - In natural fantasy campaigns, the clashes between different - factions are often of a much smaller scale: tensions between - neighboring villages or clans, and fights between humans and - animals or spirits, or between opposing parties of the same - people. In its darkest forms, such conflicts erupt into - violence, expropriation, or even genocide. -

    - -

    - Newly arrived in the village and terrified by a spiked wildcat - sighted by his caravan during the journey, a nobleman has - ordered the local hunters guild to exterminate all predators - in the region. When they refuse to kill any creature that - hasn’t attacked the settlement, the noble hires some - mercenaries from the Citadel amidst the plains. -

    - -

    - Only the Inara know the procedures required to activate the - progenitors’ metal artifacts, which lie scattered around the - archipelago. Driven by greed, the sheriffs of the capital - infiltrate Inara settlements to extort information; one of - these operations led to a terrible massacre of the natives. -

    -
    - -
    - -
    -

    Everything Has a Soul

    - -

    - This pillar is both central and explicit in natural fantasy: - the stream of souls manifests as elemental entities, animals - or plants—veritable holy symbols that embody the life cycle of - regeneration and transformation. The stream of souls is also - among the main victims of the Villains’ actions. -

    - -

    - Hell-bent on reuniting the fragments of her wife’s soul, - scattered across the spirit world, the witch Ihimi bound her - spirit to the Rain Tree. Two thousand years have passed and - the stream of souls has stagnated: echoes of the departed roam - the earth, clinging to the living and turning them into - terrible monsters. -

    - -

    - Just as the Progenitors cried their tears to create the ocean - and gave their flesh to make the earth, the inhabitants of the - Glass Isles accept that the nocturnal messengers devour the - bodies of the departed and feast on the grief of the living, - bringing both to the afterlife as nourishment and consolation - for the ancestral spirits. -

    - -

    - Furthermore, the four ancient trees of the region, also known - as - Vei Arbru, host the elemental essences of the - seasons: each is kept safe by a guardian fairy that nurtures - it both when it’s in bloom and when it withers before being - born again. -

    -
    - -
    - -
    - - - - - - The Chronicles of Magic and Technology - -

    MAGIC AND TECHNOLOGY

    -

    - The juxtaposition of magic and technology is a powerful element - of natural fantasy stories. Both have a light and dark side: - magic is tied to natural elements, but it can also destabilize - them, causing terrible catastrophes; technology – a reminder of - the wars and destruction of the past – can be recovered and - adapted, but it comes with the risk of repeating the same - mistakes. -

    - -

    The Necropolis

    -

    - The Necropolis is a chasm spanning the size of an entire region, - that goes down into the depths of the earth. Inside, magical - energy – usually too rarefied to sustain any Ritual – can be - used in full. Scholars call this phenomenon - tomb radiation and it becomes more powerful the - deeper you go. -

    - -

    Travel Through Nature

    -

    - Powered by a triple alchemical vapor-furnace and armed with - massive steel spikes, automatic crossbows and mortars, the - armored train crosses the vast forests of magical trees. It’s - the only true connection between the various settlements of the - region. -

    - -

    Heroes of Many Sizes and Shapes

    -

    - The natural fantasy genre focuses upon the difficult journey - toward coexistence and harmony; as such, the Player Characters - represent a fundamental opportunity to show how representatives - of different people and cultures can learn from each other and, - in a spirit of mutual respect, fight for the future together. -

    - -

    Protagonists

    -
      -
    • - Bomiri: A young moth-girl from Mangrove - Village. After the death of her elderly mentor, she fully - devoted herself to studying herbalism and medicine, in an - attempt to find a cure for the disease that killed her. -
    • -
    • - Lovisa: When she was twelve years old, Lovisa - got lost in the crevasses of the Mora glacier and was almost - devoured by a young nagadon who was trapped in a cave with - her. Despite being afraid, she gathered food for herself and - the hatchling, later preventing the rescuers from killing him. - Now they are inseparable and they carry letters, medicines and - information across the entire valley. -
    • -
    • - Yalsi: Famous among Inner Sea nomads for his - generous and slightly-too-exuberant character, Yalsi the thief - is wanted by the imperial navy for daring to rob a high - official: hidden amidst gold coins was a strange necklace, - which looks awfully familiar to the metallic heads buried - among the hills of Yalsi’s native village. -
    • -
    - -
    - -
    - - - - - - The Heroes' Tale - -
    -

    IT’S ALL ABOUT THE HEROES

    -

    CHAPTER INTRODUCTION

    -
    - - -

    - Natural fantasy protagonists might not look as extraordinary as - other heroes but, in reality, they embody the deepest meaning of - heroism: - humility, respect for life, - looking for dialogue, choosing the hardest path, and fighting - cruelty and ignorance with fiery compassion. From this point of - view, the world has a desperate need for people like them. -

    - -

    - When their village was destroyed by the hill clan during their - hunt for miasma beasts, an old witch and a young blacksmith - joined forces with a deserter and a wandering swordswoman in an - attempt to outpace the army and prevent it from claiming a stone - stele that, according to the seidr tradition, gives access to - the power of the Triclopean God. -

    - -

    - A mysterious and terrible virus, known as - scarlet death, is infecting the predators of - the region, prompting them to viciously maul weaker creatures - and attack settlements. Catha, a Rasna warrior-poet, believes - the epidemic originated at the brink of the continent in the - dragon boneyards, where lay the remains of once-great creatures - exterminated by the Ancients. -

    - -

    MYSTERY, DISCOVERY AND GROWTH

    -

    - Given its focus on stories about travel, exploration, and - encounters between different people or discoveries from the - ancient past, mysteries and growth are two key elements of - natural fantasy. At the same time, this genre questions the - consequences of the application of knowledge, and how it can be - used for both good and evil. -

    - -

    - Having reached the mechanical ruin buried among the dunes, the - heroes discover that the great forest is part of an ancient - project to cleanse the environment, started by a people who died - out millennia ago. Its keeper is an artificial intelligence, - meant to guide humanity in reconstruction, but turned cold and - uncaring by loneliness. -

    - -

    - Growing up in the tower-city of Ur, council inspector Kalia was - soon met with the corruption rampant among her colleagues, who - took advantage of their positions to extort money from villages - in exchange for “protection”. Her principles will be harshly - tested throughout the campaign, culminating in a fight with her - superior officer, Corax, which will cause her to permanently do - away with her badge and dedicate herself to helping others - without the need for a fake authority to back her up. -

    - -
    - “This world is ancient and in no hurry.
    - It reserves its deepest and most sincere affection
    - for those who take time to understand and grow.” -
    - - - -
    - -
    - - - - - - Natural Fantasy Guidelines - -

    A RAW BEAUTY

    - -

    - The natural fantasy style relies on a careful balance between - moments of calm, serenity and beauty, alternating with moments - of raw and direct contact with the inevitable facts of life. - Neither of these aspects can be sacrificed: keeping only the - first means presenting a false and “sanitized” version of - nature; keeping only the second leads to self-indulging - morbidity. -

    - -
    -

    - This doesn’t mean that you have to include explicit or - particularly gory descriptions. On the contrary, discussing - how to handle scenes of violence and death is paramount, - especially when they involve people or animals (see Core - Rulebook, page 147). -

    -
    - -

    THE HUNT

    -

    - Killing other living creatures to protect your community or - provide resources is a common theme of natural fantasy and - should be handled with care. -

    - -
      -
    • - Never minimize. Be it that of an animal, a - plant, a person, or a spirit, death is a significant event - that should be dignified. It should never be cold or - systematic, especially in a natural fantasy game, where it - should have ecological, emotional or spiritual consequences. - As explained on page 86 of the Core Rulebook, there is no - obligation to kill an enemy reduced to 0 Hit Points. It is a - choice. -
    • -
    • - Never demonize. If necessity demands it and - proper respect is shown for the consequences, killing another - creature to save lives, protect the ecosystem, or transform - their body into nourishment, tools or instruments is an - integral part of the cycle of life, not a violation. -
    • -
    - -

    EVERY LIFE MATTERS

    -

    - Even when the world revolves around the cyclical return of every - lifeform to the stream of souls (one of the Eight Pillars of - Fabula Ultima, as shown on page 9), one should never downplay - the value of life. While it’s true that life (as a form of - energy) lasts for eternity across countless incarnations, this - life (the memories, personality, and feelings of a specific - individual) is unique and irreplaceable, and the moment it - leaves us should never not be seen as a tragedy. -

    - -
    -

    BEFORE WE START

    -

    - (Note: The following text appeared in the raw source but - was separated from the main document flow.) -

    -
    - -
    - -
    - - - - - - -

    COEXISTENCE DOESN’T MEAN SELF-ERASURE

    - -

    - In some stories, ecological themes are handled quite - superficially: humanity is depicted as a parasite, technology as - a source of corruption, and ancient lifestyles become - romanticized and stereotyped, often without a solid historical - or anthropological base. Although they provide fertile ground - for Villains, such simplistic perspectives represent a form of - cowardly nihilism. -

    - -

    - What natural fantasy proposes is, instead, to make a humble and - brave choice: our heroes must stop seeing themselves as masters - or tormentors of nature, and remember they are merely one of its - many expressions, embracing the responsibilities that arise from - their ability to invent, create, and transform. -

    - -

    - In short, we can coexist with the planet we live in precisely - because we are humans, rather than in spite of it. -

    - -

    CULTURAL INFLUENCES AND COLONIALISM

    - -

    - When we imagine a story centered around sharing and coexistence, - we are often influenced by existing cultures that consider those - principles as the foundation of their civilization, tradition, - and philosophy. Historically, however, those same cultures have - been targeted by violent and repressive colonialist politics, - their voices silenced even in present day. Their characteristic - cultural elements are often trivialized and reduced to mere - appearances, robbed of their significance and made to conform to - consumer logic, a surface representation that removes all - introspective or revolutionary charge. -

    - -

    - If you want to take inspiration from these cultures when you - create new stories and characters, please strive not to repeat - that harmful rhetoric: -

    - -
      -
    • - Look for detailed and - not instrumentalized sources which present - information with integrity and respect, without trivializing - cultural complexities or reducing them to stereotypes. -
    • -
    • - If your setting includes tribal cultures, or cultures inspired - by real-world native populations, do not consign them to the - role of enigmatic strangers, keepers of riches, threats or - victims in need of help: make them - full-fledged protagonists, avoiding recurring - stereotypes like the mystic, the raider or the scout. -
    • -
    • - Finally, make sure not to associate the search for harmony and - spirituality with a forcibly ascetic, passive or impractical - lifestyle; on the same count, do not associate it with a lack - of interest in science and technology. -
    • -
    - -
    - -
    - - - - - - Document Analysis and Structure - -
    -

    Project Requirements and Structural Guidelines

    - -

    - This document outlines the core guidelines for structuring and - styling extracted textual content to ensure a professional, - semantic, and highly readable web presentation. -

    - -
      -
    1. - Semantic HTML Structure: It is critical to - use appropriate HTML tags like <h1>, - <p>, <ul>, - <li>, and <strong>. - This ensures that the underlying structure accurately - reflects the content's hierarchy for maximum accessibility - and SEO performance. -
    2. - -
    3. - Styling and Design Implementation: The - presentation must incorporate styling using either inline - CSS or a dedicated <style> block within - the <head> section. This style guide - requires modern sans-serif typography, clean margins, and a - clear, predictable layout to enhance user experience. -
    4. - -
    5. - Output Formatting Compliance: The final - deliverable must consist of - ONLY valid HTML code. Under no - circumstances should markdown code block backticks - (<code></code>) or extra - conversational commentary be included in the resulting - output, maintaining purity and structural integrity. -
    6. -
    -
    - -
    - -
    - - - - - - The World - Chapter Overview - -

    The World

    - -

    - This chapter provides a bird’s eye view of Fabula Ultima’s - approach to natural fantasy worlds. Both Players and Game - Masters are welcome to read it – it contains valuable tools for - both roles. -

    - -

    The chapter is constructed as follows:

    - -

    Chapter Sections Overview

    - -
      -
    • - Natural Fantasy Locations: This section helps - you create natural fantasy regions, settlements and landmarks. - It also provides ten in-depth examples of natural fantasy - locations, each detailed first as a narrative archetype, and - then as a collection of playable hooks. -
    • -
    • - Conflicts: This section explores the - conflicts typical of natural fantasy, from both narrative and - rules perspectives. -
    • -
    • - Magic and Rituals: This section delves into - the role of magic and supernatural entities in natural fantasy - worlds, and what they represent. -
    • -
    • - Technology: This section provides ideas on - how to frame the role of technology and craftsmanship in - natural fantasy worlds, including new rules to create items - from raw materials. -
    • -
    • - Rare Items and Artifacts: The chapter’s last - two sections focus on rare items and artifacts you might find - in a natural fantasy setting. As well as general advice, there - are also a number of ready-to-use item lists. -
    • -
    - -
    - -
    - - - - - - Natural Fantasy Locations - -
    -

    Natural Fantasy Locations

    -
    - -
    -

    - During World Creation (see Core Rulebook, page 148) and play - sessions, you will often be called upon to introduce new - regions, towns, or interesting locations. This section - contains advice and suggestions and discusses the mindset to - adopt when creating natural fantasy locations, and then - provides ten examples you can use in your campaigns or draw - upon for inspiration. -

    - -

    Ancient Roots, Future Branches

    -

    - The key element that sets natural fantasy locations apart is - simple, but should never be taken for granted – it’s the - tension between a mostly forgotten past and an unpredictable - future, a maelstrom of visions of ruin and hope. -

    - -
      -
    • - Roots in the past. Ancient events and their - influence on the present might manifest in many different - ways: from the complex religious traditions of a clan of - hunters to the whispering ruins buried among the dunes of - the desert. Every place has many stories to tell and lessons - to teach those who explore it with an open mind, humility, - and respect, accepting even its long silences. -
    • -
    • - Branching toward the future. The future is - unpredictable and not yet written: its potential might take - the shape of a precious resource, a new generation able to - break a millennia-old curse or even a small cub or - hatchling, the last survivor of its kind. -
    • -
    - -
    -

    - To be narratively alive and inspired, a natural fantasy - location should exist in the present, the liminal space - between these vague extremes – showing the signs of a past - not fully understood and holding in its hands a fragile - future, which will blossom only if it’s protected without - smothering it. We might say that: -

    -

    - If a location does not offer significant revelations about - the world’s past or the traditions of its inhabitants, nor - hides a potential that might bring joy or ruination, - depending on how those same people cultivate it, then you - need to put a bit more work into it. -

    -
    - -

    - However, remember that it is not just the Game Master who has - the right and responsibility to create, describe, and enrich - locations and areas in interesting ways. For instance, you can - spend a Fabula Point to describe how your character hears a - feeble voice coming from the nearby spring, despite the local - elders believing its guardian spirit has long abandoned it – - this is the kind of contribution that - Players should provide often during the - course of the game. -

    -
    - -
    - -
    -

    THE WORLD

    - -

    COMPLEX CULTURES AND COMMUNITIES

    - -

    - Natural fantasy settings often cover a much smaller area compared - to others, usually a single region or no more than two or three - settlements. You might think that this limits the variety of - situations and cultural contexts during the campaign, but in - reality it’s an excellent opportunity to flesh them out and make - them more complex, human, and multidimensional. -

    - -
      -
    • - Recurring characters. When playing in a limited - setting, it’s very likely that the same character will appear - over and over again, even after many sessions. Give each one a - name and a face, learn to love them, showcase their merits and - flaws, and do your best to make them grow and evolve as much as - the protagonists. -
    • -
    • - Humanity. No matter if they live in an elven - village in the heart of the forest, are part of an ancient - people in possession of extraordinary technologies, or inhabit - an underwater city of fishpeople, each and every individual has - feelings, an interest in unique forms of art and beauty, doubts, - and curiosity, and behaves according to their own personal - morality. No community should be a monolithic stereotype where - everybody thinks in the same way. -
    • -
    - -

    - We might say that natural fantasy replaces vastness with density: - this style of narrative likes to take time to showcase, for better - or worse, all the facets of each character and asks you, in a - gentle but firm voice, not to draw hasty conclusions, but rather - to love the world in all its complicated, ephemeral, and - magnificent vibrancy. -

    - -

    THE RECONSTRUCTION

    -

    - Natural fantasy worlds have weathered many catastrophes – the - ability to get back up after a disaster, to reinvent and rebuild a - world together with those who surround us is a recurring theme, - but it might take two opposite forms. This dualism is often - mirrored in the locations and their inhabitants: -

    - -
      -
    • - Hope and adaptability. Some people don’t just - survive in this new world, but find ways to gain strength and - enthusiasm from it. They find new passion and emotion in an - environment that tests them but they still respect the needs of - nature. -
    • -
    • - Reactionary nostalgia. At the same time, there - are those who see reconstruction as a way to go back to the - past, to dominate nature without taking into consideration how - the world has changed, and how the past they idolize has brought - them close to ruin once already. They chase an illusion that - will cause untold damage. -
    • -
    -
    - -
    - - - - - - Vertical Worlds: The Abyss Setting - -

    VERTICAL WORLDS

    - -

    - Some natural fantasy campaigns are characterized by a vertical - exploration of the setting: the story often starts on the - surface and develops underground, but the opposite is also - possible. -

    - -

    - For example, the campaign might focus on the long descent into - the depths of a chasm containing a huge variety of ecosystems, - or the gradual ascent of a world tree so vast its branches host - entire regions, lakes and colossal ruins. -

    - -

    - For the sake of brevity, no matter if the story develops toward - the top or the bottom, from this point on this kind of setting - is called “abyss”. -

    - -

    - Although playing Fabula Ultima with an abyss setting isn’t much - different from usual, there are a few adjustments to consider - during World Creation (see Core Rulebook, page 148) and - throughout the campaign. -

    - -

    Abyss Setting Considerations

    -
      -
    • - World Creation. The flowchart on page 149 of - the Core Rulebook should be replaced with that on the next - page, designed specifically for this kind of campaign. -
    • -
    • - Origins. The Player Characters’ birthplaces - are almost never visited during this type of campaign, but the - Origin Trait can be invoked as usual. -
    • -
    • - Antagonists. The main Villain is often an - environmental antagonist (see page 174) with a corrupting - presence, but they might also be someone who exploited the - group’s curiosity to open the way toward the heart of the - abyss and its treasures. -
    • -
    • - Traveling the abyss. Journeys across a single - stratum follow the normal rules (see Core Rulebook, page 106), - but moving between two adjacent strata requires some kind of - connection, like a tower, a flight of stairs, or a frozen - waterfall. In addition to the connections established during - step 5 (see next page), your group might introduce or discover - new passages and shortcuts during the campaign. -
    • -
    • - Safe zones. To ensure that the group has a - chance to rest, buy and sell items, or be rescued in the event - of a total Surrender, make sure to periodically introduce safe - havens across the various strata of the abyss, or include - “fast travel” options to and from the main settlement (ancient - elevators or portals are good options). -
    • -
    - -

    - Visit www.fabulaultima.com to - download the abyss sheet for this kind of campaign. -

    - -
    - -
    - - - - Campaign Design Blueprint: The Abyss - -

    Campaign Design Blueprint: The Abyss

    - -
    -

    I. Conceptual Foundations (The Source)

    -

    - What is the role of magic and technology in the starting - settlement? - How do common magical or technological applications differ from - those found deep within the abyss? -

    -
      -
    • - Consider if - magic can only be used while inside the abyss. -
    • -
    - -

    II. Structural Geometry (The Abyss Sheet)

    -
      -
    1. - Direction and Shape: Choose whether the abyss - develops upward or downward. Is it a great - chasm with an unseen bottom, or an endless tower stretching - past the clouds? Has it been given a specific name? -
    2. -
    3. - The Starting Point: Place the starting - settlement at either the top or the bottom of the abyssal - sheet where the game begins. Each participant must contribute - at least one NPC or landmark (e.g., a well-stocked general - store, an archaeologist librarian). -
    4. -
    5. - The Heart Goal: At the opposite end sits the - heart of the abyss and the campaign’s main goal. Define what - it is: Is it a world-saving resource, the answer to a terrible - question, or an entity that must be sealed? -
    6. -
    -
    - -

    III. Depth Stratification (The Layers)

    -
    -

    - Create the strata of the abyss: Define five - distinct areas that separate the starting settlement from the - heart. -

    -
      -
    • - For each stratum, provide a name and define - its ecosystem, flora, and fauna. -
    • -
    • - Ensure at least one connection is established between each - pair of neighboring strata (including connections to the start - and the heart). -
    • -
    - -

    IV. History, Mystery, and Conflict

    -
      -
    1. - Lore & Enigma: For every stratum created, - establish a historical event deeply ingrained - in the settlement's memory, as well as an associated enigma or - mystery. What kind of theories do the exploring parties hold - about this mystery? -
    2. -
    3. - Threat Assessment: Create a distinct threat - for each layer (environmental danger, curse, or monster). Note - that the most terrifying threat should reside within the core - heart—this can be broadly defined now or left until later in - the campaign. -
    4. -
    -
    -
    - -
    - - - - - - Environmental Design Concepts - -
    -

    ENVIRONMENTAL CONTRASTS

    -
    -
    -

    - One of the most effective ways to create a memorable natural - fantasy location is to base the environment upon the contrast - between two typically opposite natural elements, such as air - and earth or ice and fire. -

    - -

    - Common examples include icy plains dotted with bubbling - geysers and rocky deserts swept by the wind, but you could - also have oceanic depths inhabited by electric creatures. -

    - -

    - In a similar vein, the contrast between old and new, - artificial construction and natural regrowth, adds personality - to a location and often provides clues about who lived here in - the past and how things have changed over time. The result - should be a form of dynamic balance, and can also elicit - feelings of melancholy or wonder in the travelers. -

    - -

    - For instance, a vast horizon of skeletal skyscrapers overgrown - by vegetation and taken over by the nests of gigantic feathery - creatures; or an endless grassland where herds of bovine - calmly graze in the shadow of rusty, titanic war machines. -

    - -

    - The goal of such a location isn’t purely visual – it - represents a fragile environment that is worth protecting and - a precarious peace that has been achieved, certainly not - without pain, over the course of the centuries. -

    -
    - -
    -

    FLORA, FAUNA, CONSTRUCTS, AND ELEMENTALS

    -
    -
    -

    - Partially continuing from the points above one of the best - ways to make a location look alive is to populate it with - creatures whose appearance, behavior, and abilities are - strictly tied to their environment. -

    - -
      -
    • - Beasts, monsters, and plants. These - creatures might prove more or less aggressive – similar to - the flora and fauna of our world, with just a few anomalies. - Their behavior varies based upon instinct and habits – they - may prove formidable opponents. -
    • -
    • - Constructs. Relics who outlived their - creators, constructs often lack a true conscience, acting - according to pre-programmed routines. Even when aware and - intelligent, they often speak ancient and almost forgotten - languages. -
    • -
    • - Elementals. Spirits of nature, fey - creatures, and guardian presences all fall into this - category. They are often peaceful or playful, but their - deep, instinctive attunement with the stream of souls might - easily lead to corruption. -
    • -
    -
    - -
    - -
    - -

    The World: Chapter Guide

    - -
    -

    Using the Sample Locations

    -

    - The following pages contain ten complete natural fantasy - locations, which you can draw ideas from or place directly in - your campaign, both during and after World Creation – for - example, when traversing an unexplored map region. -

    -
    - -

    Location Structure

    -

    - Each location entry is structured to provide comprehensive details - for running a session. The components are: -

    - -
      -
    • - At a glance. This box provides a synopsis of - the location: its keywords, the themes it symbolizes, the - terrain around it, and its elemental forces, as well as - suggestions for dangers and discoveries in the area. -
    • -
    • - Questions for the group. In Fabula Ultima, you - should not introduce elements disconnected from the group. These - questions give depth to the location and allow Players to have - creative input. Usually, the Game Master will ask the questions - – and they should make it a habit of doing so even when - introducing locations that do not come from an Atlas. -
    • -
    • - Typical features. This section provides - examples of characters and other elements that can typically be - found in this sort of location. Feel free to take these and use - them in other similar locations of your own devising. -
    • -
    • - Position. Here, you will find suggestions on - where to place this type of location, both geographically and in - the campaign’s timeline – towards a campaign’s start or end, for - instance. -
    • -
    • - The Villains' plans. This section provides - suggestions on why Villains might be interested in this or other - similar locations. -
    • -
    • - Story hooks. Lastly, this rich section details - points of interest ($$), mysteries (bb) and help requests - ((??)), which the Game Master can use in whole or in part during - play. -
    • -
    - -

    Guidance for Players and Game Masters

    -

    - Players and Game Masters alike are welcome to read these sample - locations – they will help the group attune to the natural fantasy - style, and can provide you with inspiration when needed. -

    - -
    - Important Note: Do not take any of what follows - as “canon” or “official”. You have full authority to modify any of - these places as you see fit! -
    - -
    - “Change is the only true constant of life. Clinging to the past - for fear of the present is just a slow death.” -
    -
    - -
    -
    - -
    -

    - Few truly know what lurks behind the quiet of this enigmatic - place, lost in the depths of the forest. The locals never - cross its threshold—even during celebrations—and the - youngsters show great respect to those who dare enter just the - first chamber. Moss and lichens cover the wall of the now - forgotten Badger Temple… and its secret should be forgotten as - well. -

    -
    - - -
    -

    BADGER TEMPLE AT A GLANCE

    -

    Keywords: curse, trial, seal.

    - -
    -
    Terrain:
    -
    - stone, vines, water. Common elements: - L, - D, - E -
    -
    - -
    -
    Travel roll:
    -
    - d8. Rare elements: A, - F -
    -
    - -

    - Key Features -

    - -
    - -
    -

    Dangers

    -
      -
    • A huge sentient plant guarding the path.
    • -
    • A magical mist that fools the senses.
    • -
    • - A barrier created by the statues that flank the - entrance. -
    • -
    -
    - - -
    -

    Discoveries

    -
      -
    • A spirit protector of the forest.
    • -
    • A plant with miraculous properties.
    • -
    • A shrine hiding a prodigious blessing.
    • -
    -
    -
    - - -
    -
    Themes:
    -
    - Facing one’s fears, gaining self-awareness and - self-confidence, understanding the past to build the future. -
    -
    -
    - - -
    -

    Structural Context

    -

    - THE ANCIENT SHRINE / Badger Temple -

    -
    -
    THE ANCIENT SHRINE
    -
    /
    -
    Badger Temple
    -
    -
    - - -
    -

    Additional Data

    -
    -
    -
    - -
    - - - - - - Ancient Shrine Details - -
    -

    The World - Ancient Shrine Guide

    - -

    Typical Features

    -

    - The typical Ancient Shrine should include at least one of - these features: -

    -
      -
    • - Creatures or spells to test those who - enter. -
    • -
    • - An incredibly ancient evil sealed inside. -
    • -
    • - An artifact that belonged to a hero of the - past. -
    • -
    • A legendary beast of great wisdom.
    • -
    - -

    Position

    -

    - Frequently enough, the location of the Ancient Shrine is - already known at the beginning of the campaign, but Player - Characters might not be able to explore it in full and are - forced to return later with an artifact or a magic password. -

    -

    - The Ancient Shrine might be where the prologue is set, when - the protagonists – unaware of the original purpose of the - structure and the unfortunate consequences of their curiosity - – discover or awaken something truly ancient and dangerous. -

    - -

    The Villains' Plans

    -

    - Sometimes, the Ancient Shrine hides an artifact that a Villain - wants but, for some reason, can’t reach. These Villains often - wait for Player Characters to overcome the dangers of the - Shrine, only to then waylay them. Otherwise, a major or - supreme Villain might be sealed inside, patiently waiting. -

    - -

    Possible Questions for the Group

    -

    - These points are designed to prompt player discussion and - mystery: -

    -
      -
    • - A number of wooden statues dot the path to the temple. - What do they represent? Why are they here? -
    • -
    • - A number of frescoes decorate the temple walls, depicting an - event so ancient it has been lost to time. - What is it? -
    • -
    • - The entrance to the temple is easy to find but the inner - sanctum is well protected. - How do you access it? What prevents you from reaching - it? -
    • -
    • - The Badger Temple hides an incredible secret. - What is it? Who knows about it and what is its price? -
    • -
    • - A terrible curse awaits those who desecrate the heart of the - temple. - What are its effects, and can you break it? -
    • -
    -
    - -
    - -
    - - - - - - Story Hooks - -

    STORY HOOKS

    - -

    - When bringing Badger Temple into play, the GM may use the - following points to enrich the story by introducing artifacts, - Villains, discoveries, and rewards. -

    - -

    The Hall of Trials

    - -
      -
    • - Light and Darkness. A single torch shines - true, revealing the living frescoes upon the walls – the - shadows of four badgers, each bearing a small rattle, slide - among the paintings. To continue, the PCs must collect the - four rattles. Every time they roll a Check to try, the GM - fills 1 section of an 8-section Clock. If the Clock is filled - before they succeed, or if they attempt to use violence, a - fearsome guardian emerges from the frescoes. What is it? Which - of the PCs knows legends about its weak spot? -
    • - -
    • - Hall of Despair. This empty room seems - endless. Every now and then, the pale image of a badger - appears, beckoning the heroes to follow them in the darkness. - The PCs have to fill a 6-section Clock to keep the spirit in - sight and reach the exit. Whenever a PC fails a Check, - frustration gets the better of them, causing them to suffer a - random status effect among dazed, shaken, slow, and weak. -
    • - -
    • - The Door. The badger stops next to a great - stone door covered in thorny vines, which can be removed - either with a Ritual or by suffering a heavy loss of Hit - Points. The badger glows with a feeble light, which restores - all the PCs’ Mind Points. -
    • - -
    • - Dark Vines (The Rafflesia Encounter). - Sprawling creepers and living vines fill the entire room. At - the center, a massive, garish flower tinges the scene with - scarlet and purple hues. A glowing bud dangles from one of the - vines, right above the jaws of the plant-creature at the heart - of the flower: its name is Rafflesia. Its stalk is - covered in thorns, and the badger-spirits are trapped in its - two creeping tentacles. -
        -
      • - Properties: It’s - Vulnerable to fire damage, - Resistant to ice and bolt, and - Absorbs light, thanks to the glowing bud, - which also hypnotizes its targets, forcing them to attack - the main body – those who charge into melee are punished - by its thorns. -
      • -
      • - Challenge: If both tentacles are - defeated, the twin badger spirits regain their powers and - Rafflesia becomes - Vulnerable to light damage. How did this - creature evolve? How was it created? What is hidden at the - center of the room? -
      • -
      -
    • -
    - - - -
    - -
    - - - - - - The World: The Snake-Spirit - -
    -

    THE WORLD

    -

    Chapter B: The Snake-Spirit

    -
    - -
    -

    - A demon of ruin lies sealed in the heart of the temple, and an - almost forgotten prophecy foretells that a descendant of the - “snake lineage” will one day be able to free it. Key questions - remain: What is known about this lineage? Who among the Player - Characters has heard of it? Or, who among them will discover - that they descend from it? -

    - -
    -

    Investigation Threads

    -
      -
    • - The treasure in the statue. In the bowels - of the temple, wedged between the scales of a giant stone - serpent, there is an ancient scepter, - the Soulthorn—an artifact capable of - imprisoning a soul. Only the chosen one can awaken its - true power and free the snake-spirit. What would be the - consequences of its use? If left to its own devices, what - is the snake-spirit going to do once freed? -
    • -
    • - An ancient pact. Although remembered as - an evil being, the spirit actually taught humanity the - arts of herbalism, medicine, and poison. However, their - gifts were used to cause death and suffering, and, to - atone, the spirit began devouring any pain and diseases - they saw as born of their actions. As a last act, before - corruption overcame them, they sealed themselves away in - the temple, slowly losing all their memories. -
    • -
    • - Recovered memories. By using the - Soulthorn or coming into contact with the snake-spirit’s - power, Player Characters may recover fragments of their - memory and investigate further. What catastrophic event - forced the spirit to cut all ties with the world? Which of - their memories might restore their confidence? -
    • -
    -
    -
    - -
    -

    Zecar

    -

    - An aristocratic fox-man named Zecar offers the Player - Characters a lavish reward, provided they help him recover a - family heirloom from the temple. Investigation involves: -

    -
      -
    • - The sword of ages. Laying on a stone altar, - this sword is an artifact that, according to legend, grants - luck, fame, and wealth—but it’s protected by a seal. Who - among the Player Characters knows how to break it? -
    • -
    • - Unmasked! Zecar’s ancestry gained its - nobility thanks to the sword, but his ancestors returned it - to the temple, believing it was its rightful place. Once the - blade is in his hands, the haughty fox-man turns out to be a - minor Villain and uses an Ultima Point to escape. What are - his intentions? Why was the sword returned? Which dark - powers does it hide, and why is Zecar underestimating its - influence? -
    • -
    -
    - -
    - “A dark omen awaits, trapped in the depths.
    - A pure heart will free it; a pure heart might defeat it.” -
    - -
    - -
    - -
    - - - - - - Breezeburg Hamlet Profile - -
    -

    Breezeburg Hamlet

    -

    - A secluded pocket of natural harmony. -

    - -

    Community Profile

    - -

    - Many people stumble almost by accident into this small hamlet. - Breezeburg is located among the rolling hills, far removed - from the bustle of the capital, the major trade routes, and - the general clamor of the outside world. On the surface, it - presents an idyllic scene—almost drowsy and peaceful—that - maximizes its few natural resources. The inhabitants have - successfully learned how to deeply respect the gentle pace of - nature and wind, living in a sustainable symbiosis with what - their environment offers. -

    - -
    -
    - Keywords -

    community, quiet, wind

    -
    - -
    - Terrain / Elements -
      -
    • - Primary: Hills, grasslands, brooks. -
    • -
    • - Common elements: A, L, E (Suggests - abundant access to these resources/materials). -
    • -
    -
    - -
    - Challenges & Lore -
      -
    • Travel Roll: d8
    • -
    • Rare Elements: B, F, D
    • -
    -
    -
    - -

    Local Hazards and Secrets

    -
    -
    - Dangers -
      -
    • - A foreboding presence residing in the nearby forest. -
    • -
    • A persistent swarm of crabby insects.
    • -
    • The threat of a great thunderstorm incoming.
    • -
    -
    - -
    - Discoveries & Themes -
      -
    • - Potential Discoveries: A hermit who - retired here to hide an important secret, or an old - ruined building lost in the untouched wilds. -
    • -
    • - Underlying Themes: A simple life isn't - always easy; confronting blissful ignorance and false - security. -
    • -
    -
    -
    - - -
    - -
    - -
    - - - - - - The World Guide - Sleepy Hamlet - -

    THE WORLD

    -

    CHAPTER NINE: TYPICAL FEATURES

    -

    - The typical Sleepy Hamlet should include at least one of these - features: -

    -
      -
    • A gentle, soothing landscape.
    • -
    • - An eager population, although unaware of the outside world. -
    • -
    • A wise person of few words.
    • -
    • A small shrine tied to a forgotten legend.
    • -
    - -

    POSITION

    -

    - The Sleepy Hamlet is a starting location par excellence – it - could even be the birthplace of one or all protagonists (perhaps - with the exception of one of them, an outsider whose sudden - arrival puts events into motion). Our heroes might expect a - happy welcome, unless some negative event undermines the locals’ - trust. Even then, it should be possible to rebuild it. -

    - -

    THE VILLAINS' PLANS

    -

    - A place like Breezeburg is rarely relevant in the antagonists’ - plans, unless they were born and raised there. Perhaps they were - childhood friends of the eldest among Player Characters. More - often, an antagonist might be looking for an item or a person - that lives here, or the Hamlet might suffer collateral damage in - the wake of the Villain’s plan or the catastrophe they - unleashed. -

    - -

    POSSIBLE QUESTIONS FOR THE GROUP

    -

    These questions can seed conflict and mystery:

    -
      -
    • - Breezeburg is isolated, but not forgotten – there is just - nothing too remarkable here. Is it really such a happy place? - What is about to change? -
    • -
    • - Creatures that couldn’t live anywhere else proliferate here, - thanks to the untouched wilderness. What makes them unique? -
    • -
    • - The villagers live in harmony with the land, the flora, the - fauna, and every other natural element. Where does this - tradition come from? -
    • -
    • - A gentle breeze keeps the windmill’s blades in constant - motion. What traditions stem from this unusual situation? -
    • -
    • - Although welcoming, the locals are very narrow-minded and - suspicious about innovations. Why? -
    • -
    - -
    - -
    -
    -

    STORY HOOKS

    -

    - When bringing Breezeburg into play, the GM may use the following - points to enrich the story by introducing artifacts, Villains, - discoveries, and rewards. -

    - -

    I. HIGHILL ROAD

    -

    - The highest part of Breezeburg is dominated by the largest - windmill, and the most important buildings in the settlement all - lie just along this key road. -

    - -
      -
    • - The Windmills -

      - These massive structures work without pause; their huge - blades spin constantly in the wind. They contribute to the - survival of the small hamlet by powering both the irrigation - system and millstones, but not all seem to serve the same - purpose. What is the goal of these other windmills? -

      -
    • -
    • - The Blacksmith -

      - The small forge is the abode of a man tempered by his work - and proud of it. The firelight makes his creations shine: - tools for farming, for common use, and for artisans. There - are no weapons, except an old sword hanging on the wall. - What is the story behind it? -

      -
    • -
    • - The Inn (The Wind Strider) -

      - A modest inn stands along the road. The sign, creaking in - the breeze, says “The Wind Strider.” Though rather small, it - is warm and cozy. It’s quite rare for anyone to stop here: - usually only one or two adventurers pass by looking for - respite. Recently, though, a large group slept here—they - looked like acolytes on a pilgrimage. Who were they? Why did - they stop here of all places? -

      -
    • -
    • - The Temple -

      - Near the end of a forgotten track, at the highest spot in - Breezeburg, there is a small, old temple, covered in moss. - It has long-since been abandoned, yet a feeble heart pulses - inside. If a Player Character gets close, a gentle, - whisper-like breeze blows. Arcanists, Chimerists, Invokers, - and Spiritists are the best suited to interact. Who lives in - this temple? Why was it abandoned? -

      -
    • -
    - -

    II. WHISPERING MANOR

    -

    - The mansion house belonging to Breezeburg’s only noble family is - the most ancient building in the entire hamlet. According to the - villagers, Whispering Manor has existed since the settlement’s - foundation. -

    -

    - This large structure has three floors, rather distinctive - sloping roofs, and a visible large balcony overlooking all of - Breezeburg. But the most curious element is the great windmill - on the roof, whose blades never move. -

    - -

    Miscellaneous Note

    -
    -
    - -
    - - - - - - The World Chapter Summary - -

    THE WORLD

    -

    - CHAPTER SUMMARY -

    - - -
    -

    Demetria

    -
      -
    • - Description: Demetria is the young daughter - of the last laird of Breezeburg. She is secretly a minor - Villain. -
    • -
    • - Background: Following her father's death, - she secluded herself in the manor. The villagers treat her - with suspicion and spread rumors, though they do not bear - ill toward her directly. -
    • -
    • - Interaction: If the PCs meet her, Demetria - is grumpy but not overtly hostile. She avoids discussing her - decision and asks them to leave the manor, only using - violence if absolutely necessary. -
    • -
    - -

    Dark Secrets of Breezeburg

    -

    - A long time ago, Demetria’s family captured - Zephyr, the spirit of air, to gain the wind's - favor for founding their hamlet. Demetria is deeply ashamed - but rationalizes Zephyr’s captivity as a necessary evil for - the community. -

    -

    - She feels undeserving of love from the villagers and overlooks - that the spirits themselves have nurtured resentment over - centuries. This accumulated power means they are poised to - wipe the entire hamlet out. -

    -
    - - -
    -

    A Missing Friend

    -

    - Mya, a child of the hamlet, has lost her cat, - Ruby. Their usual play area was near the edge - of the forest, and Mya is understandably afraid that Ruby got - lost. -

    - -

    Characters Involved

    -
      -
    • - Ruby: A young, snow-furred, and strangely - silent cat that Mya found during spring. They instantly - became inseparable, leading Mya to adopt and care for the - cat, despite local suspicion toward stray animals. -
    • -
    • - Fang: A massive feline beast living in the - woods near Breezeburg. Although the inhabitants usually - prefer peaceful interactions with local wildlife, Fang has - recently become extremely irritable. He bears his name from - a massive fang visible on the left side of his jaw. Fang is - highly skilled, capable of inflicting 'slow' status effects - with powerful claws and summoning allies with a roar. -
    • -
    - -

    The Reunion (Plot Synopsis)

    -

    - Fang is shown to be a loving father who lost his cherished cub - during the last harsh winter. It is revealed that - Ruby is actually the child of this powerful - feline, reborn as a cait sith. In the forest heart, the heroes - may witness a tender reunion between father and daughter. -

    -

    - If the group tries to retrieve Ruby, Fang will offer no mercy. - The outcome depends heavily on the Player Characters' - decisions and potentially on Ruby’s own intervention. Key - questions arise: Does she remember her previous life? Can any - PC (possibly a Chimerist) communicate with her? How will Mya - react to this tense situation? -

    -
    - -
    -
    - “This isn’t a land of warriors and conquerors. We breathe the - wind and live in harmony and with patience, following the old - tradition.” -
    -
    - - - -
    - -
    - - - - - - The Haunted Isle of Candle Bay - -
    -

    The Haunted Isle

    -

    Candle Bay

    -
    - - -
    -

    - A haunted isle of steep inlets and rocky cliffs, Candle Bay is - home to countless mysteries and legends. The island owes its - name to flocks of ominous will-o-wisps that light up its - nights, creating a somber and enigmatic atmosphere. Strange - rumours abound of this grim and equally fascinating landscape, - but even an unsettling children’s tale can conceal glimmers of - truth... -

    -
    - - - - -
    -

    Candle Bay At A Glance

    -

    - Keywords: ghosts, isolation, transgression. -

    - -
      -
    • - Terrain: thic*kets*, tombstones, reefs. - Common elements: BID -
    • -
    • - Travel Roll: d10. Rare elements: - AL -
    • -
    - -
    - Elements of the Island -
    -
      -
    • - Dangers: A wrathful ghost that can’t find a - way back, or a small abandoned temple infested with - trickster spirits. -
    • -
    • - Discoveries: A good luck charm, an ancient - holy place, or a remote well that allows communication with - the dead – for a price. -
    • -
    - -
    Themes
    -
      -
    • - Disturbed balance, respect for the past, and exploitation of - resources. -
    • -
    -
    - - -
    -

    THE HAUNTED ISLAND

    -

    - (A repeated or decorative title element) -

    -
    - - - - - - -
    - -
    - - - - - - Haunted Island Lore - -

    The World: Haunted Islands

    - -

    Typical Features

    -

    - The typical Haunted Island should include at least one of these - features: -

    -
      -
    • An ancient cemetery or ruin haunted by ghosts.
    • -
    • - A small port or other settlement facing some sort of struggle. -
    • -
    • - A cruel specter, whose name appears in many horror stories. -
    • -
    • A direct link with the stream of souls.
    • -
    - -

    Position

    -

    - A Haunted Island might be part of the setting from the start, - perhaps as a mystery and/or threat, or the group might land on - its shores because of a danger or as a result of a Surrender. - It’s usually the stage for an interlude or intermission, and as - such can be used at any point in the campaign. More rarely, it - could be the heroes’ final destination, especially if a - powerful, corrupt creature made it their lair. -

    - -

    The Villains’ Plans

    -

    - In many cases, a location like Candle Bay acts as a subplot in - and of itself and has its own local Villain (probably a minor - Villain), although in some campaigns it might assume a more - central role. An antagonist might attempt to harvest the energy - of the restless spirits, or could even be a ghost themselves; or - a terrible demon or monster might consume the dark energies of - the island to enact a metamorphosis and reach their full - potential. -

    - -

    Possible Questions for the Group

    -
      -
    • - Colored lights brighten the sky over the bay during “the night - of lamentation”. - What characterizes this event? -
    • -
    • - Since time immemorial, a majestic arc has dominated the great - hill. - Why was it built? What are the rumors about it? -
    • -
    • - It looks like the bay is the home of a creature that can grant - wishes. - What is their true nature? What is the price of such a - miracle? -
    • -
    • - They say the island stands at a crossroad between the world of - the living and the world of the dead. - What is its nature? Who would you like to see once - again? -
    • -
    • - The spirit of a famous character of the past manifests on - certain nights. - Who are they? What do they have in common with one of - you? -
    • -
    - -
    - -
    - - - - - - Story Hooks - Candle Bay - -

    STORY HOOKS

    - -
    -

    - When bringing Candle Bay into play, the GM may use the - following points to enrich the story by introducing artifacts, - Villains, discoveries, and rewards. -

    -
    - -

    $ MINING VILLAGE

    -

    - Rich in copper veins, but inexplicably abandoned, the island has - become the destination for miners from all over the region. -

    - -
      -
    • - The dock. The bay’s cramped inlet presents - the only possible dock for boats and small ships. During the - night, however, the ground shakes and restless ghosts pour - across the streets, imploring the miners to leave the island. -
    • -
    • - The dig site. The miners’ countenances, - marked by constant toil, betray their growing concerns, but - Baron Darius (minor Villain) feverishly pushes them - to keep mining copper. What does he crave (or fear) even more - than the ghosts? Who among the miners is a familiar face for - the PCs? -
    • -
    • - The Baron. Descended from a local noble - family, Darius the Boastful craves fame and power. - Driven by a desire to emulate the deeds of his ancestors (or - fearing to let his lineage down), he strong-armed the - population into working without pause, challenging and - defeating the specter haunting Candle Bay. -
    • -
    • - The Centipede. Made sluggish by the magical - purifying properties of copper veins present in the rock, a - gigantic monster with almost impenetrable hide has slept under - the island for centuries. When challenged, it unleashes - seismic magic; its carapace regenerates each round and it can - also separate parts of its body, which act autonomously in the - form of soldier-rank enemies. -
    • -
    - -

    THE SEVEN-TAILS’ FOREST

    -

    - At the top of the hill, an ancient cemetery hosts the souls of - the departed. At its center stands a great cherry tree, - apparently weak and dying. A dark aura seeps from the earth and - small will-o-wisps dance among the tombs, under the light of - distant stars. -

    - -
      -
    • - Natsuki. In ancient times, the fox-demon - Natsuki haunted the island. Attempts at fighting them all - proved futile, until they fell in love with the young Soh and - swore never to harm another human as long as he remained at - their side. Determined to save his people, Soh bravely - accepted this bond – his spirit still roams the forest, now - only a pale blue flame. Did he regret his decision? -
    • -
    - - - -
    - -
    - - - - - - The World - Chapter Guide - -

    THE WORLD

    - -
    -

    The Cemetery

    -

    - Other spirits haunt the weathered tombstones. None remember - who they were in life, and the inscriptions are almost - unreadable. The Player Characters (PCs) may spend some time - deciphering them and discover a secret: -

    -
      -
    • - The people of the island built it as a ritual site which - sends a portion of the departed’s spiritual energy to Soh’s - soul, ensuring he continues in his duty even after death. - However, the young man’s spirit is growing weaker. The party - must investigate why. -
    • -
    -
    - -
    -

    The Awakening

    -

    - This section describes a critical plot development concerning - Soh and Natsuki. -

    -
      -
    • - Condition: If the bond between Soh and - Natsuki is broken, the demon returns to torment the bay. -
    • -
    • - Game Mechanic: The Game Master must create - an “Awakening of the Seven-Tails” Clock with 8 sections. One - section fills at the end of each scene or round during - conflict with Natsuki. -
    • -
    • - Escalation: Each section except the last - represents the demon growing a new tail. Once the Clock is - full, Natsuki becomes a major Villain. -
    • -
    - -

    Combat Details (Natsuki)

    -
      -
    • - Offensive Ability: Natsuki can charm their - enemies, inflicting Dazed and Weak status effects. Affected - characters deal half damage to the demon. -
    • -
    • - Vulnerability & Resistance: - Vulnerable to air and light damage; - Resistant to earth and lightning; can - Absorb dark. -
    • -
    -
    - -
    -

    Diana, the Ghost of the Reef

    -

    - The Player Characters find a bottle abandoned on the beach - containing a love letter. The addressee appears soon: Diana - tells the heroes her story and asks for their help to reach a - nearby atoll. -

    - -

    Encounter Scenarios

    -
      -
    • - Stormy Sea (Diana & Talassia): For getting - too close to the human world, the nymph Talassia was - imprisoned inside the coral reef—this is how Diana - eventually met her. She promised to visit daily, but an - unexpected storm took the life of the young woman, leaving - her stuck in the bay as a ghost, unable to fulfill her - promise. How can the heroes help reunite them? -
    • -
    • - The Sea Nymph (Talassia): A member of the - sea people, Talassia has lived in the bay since time - immemorial, but ancient and strict laws forbid the nymphs - from interacting with surface dwellers, under penalty of - being sent straight back to the stream of souls. -
    • -
    • - A Happy Ending? (Reunion): Eventually, - lacking any news of Diana, Talassia tried to contact her - with a message in a bottle. If they are reunited, Talassia - leaves the sea, stepping onto land and returning to the - stream of souls together with her dearest Diana. The PCs can - witness their last smiles... or perhaps the first of many. -
    • -
    • - Player Choice: The characters may add a - special Bond to the two lovers (this does - not count towards the normal limit of six). -
    • -
    -
    - -
    - "The waters of the bay show the reflection of two worlds; so - close, yet so far apart. Reality doesn’t care if they are - benevolent or malevolent. They will return." -
    - -
    - -
    - - - - - - Cerulean Jungle Lore Document - -
    -

    CERULEAN JUNGLE AT A GLANCE

    -

    *(Context: The Eternal Forest)*

    - -

    Overview and Description

    -

    - This enchanted place, characterized by the majesty of the - jungle, is a realm where nature reigns supreme. It expresses a - harmonious and unpredictable complexity that often challenges - human understanding. -

    - -

    The Ecosystem

    -

    - Majestic trees reach toward the sky amidst roaring waterfalls. - The jungle supports an extremely diverse fauna, including - remnants of primeval epochs. Here, fairy spirits and arboreal - creatures dance perpetually to the rhythm of the four seasons. -

    - -

    Key Lore Details

    - - -

    Challenges and Discoveries

    - -

    ⚠️ Dangers

    -
      -
    • A territorial creature protecting its nest.
    • -
    • A thick jungle of carnivorous plants.
    • -
    • Turbulent streams leading to a hazardous waterfall.
    • -
    - -

    ✨ Potential Discoveries

    -

    Travelers may encounter:

    -
      -
    • An ancestral ruin overgrown by nature.
    • -
    • The favorable intervention of fairies.
    • -
    • An ancient creature believed to be extinct.
    • -
    - -

    Themes

    - -
    - -
    - -
    - - - - - - The Eternal Forest - World Guide - -
    -
    -

    THE WORLD

    -

    CHAPTER 9: TYPICAL FEATURES

    -
    - -

    - The typical Eternal Forest should include at least one of - these features: -

    -
      -
    • Crystal-clear rivers forming majestic waterfalls.
    • -
    • The remains of ancient paths, barely usable.
    • -
    • Tunnels leading to enigmatic underground structures.
    • -
    • A legendary animal of great wisdom.
    • -
    - -

    POSITION

    -

    - Usually, the Eternal Forest occupies most of the map of the - known lands: all who travel the continent have to cross it or - sail its rivers. The Player Characters are likely to spend a - lot of time in the shadow of its trees, exploring many - different areas and stumbling upon dangers and discoveries - that will change and evolve the forest over the course of the - campaign. Who knows… maybe one day they might even reach those - secrets hidden far below its roots! -

    - -

    THE VILLAINS’ PLANS

    -

    - The sheer size of the Eternal Forest makes it an ideal hideout - for a Villain, who might also take advantage of it and ambush - the heroes. Also, some antagonists will be interested in the - treasures and the miraculous machines hidden in the depths of - the forest – some out of greed, and some hoping to wield their - powers for good, unaware of their collateral effects. -

    - -
    -

    POSSIBLE QUESTIONS FOR THE GROUP

    -
      -
    • - Navigating and surviving seem impossible, but the forest - people live in complete symbiosis with nature. What is - their secret? -
    • -
    • - The locals don’t trust strangers. What do they fear? How - can you gain acceptance from them? -
    • -
    • - This place hosts a species considered extinct. What kind - of creatures are they? What makes them special? -
    • -
    • - A plant with miraculous properties grows only here. What - are these properties? Who is looking for it, and why? -
    • -
    • - Among the overgrown trees and shrubs, you find the remains - of a mysterious creature. Is it possible that their kin - are still alive? -
    • -
    -
    -
    - -
    - -
    - - - - - - Story Hooks: The Court of Seasons - -

    STORY HOOKS

    - -
    -

    - When bringing Cerulean Jungle into play, the GM may use the - following points to enrich the story by introducing artifacts, - Villains, discoveries, and rewards. -

    -
    - -

    THE COURT OF SEASONS

    -

    - A colossal tree rises at the foot of a majestic waterfall. Its - trunk splits into four sections, each with different colored - leaves, matching the season that rules it. -

    - - -
    -

    The Spring Court

    -

    - Denizens: The Sylphs (wind fairies). They are - graceful and kind, always celebrating in a joyous atmosphere - thanks to brightly colored flowers and reeds, and bright green - leaves. Temperament: Lively and cheerful; the - queen spreads joy wherever she goes and loves to watch court - games. -

    -

    - Encounter Goal: Participate in the court - games.
    - Reward: The PCs are rewarded with the - Rebirth Leaf, a rare accessory that increases - all healing received by 5. -

    -
    - - -
    -

    The Summer Court

    -

    - Denizens: The fire Salamanders. They are - famous for their exuberant and mischievous temperament, with a - main color of red. Environment: A sweltering - breeze makes this area extremely hot and causes the tree’s - fruits to mature very quickly. -

    -

    - Encounter Goal: Take a rest in the hot - springs.
    - Reward: The PCs can enjoy the hot springs, - granting Resistance to fire damage until the - end of the next conflict. -

    -
    - - -
    -

    The Autumn Court

    -

    - Denizens: The earth Dryads. Characterized by - yellow color, they are mild-mannered, calm, generous, but very - shy. They feel the deepest connection with the tree. -

    -

    - Encounter Goal: Help them prepare for a - winter that never comes.
    - Reward: The queen is mellow and agreeable, - rewarding help with a set of Gnarled Armor, - which Absorbs earth damage but makes the wearer Vulnerable to - fire. -

    -
    - - -
    -

    The Winter Court

    -

    - Denizens: The ice Undines. They are - blue-colored, haughty, contemptuous, bold, prideful, and easy - to offend. Environment: A chilling wind makes - this area positively frigid; everything is covered in white - snow, and the branches are withered. -

    -

    - Encounter Goal: Demonstrate that they meet - the court’s high standards.
    - Reward: If successful, they receive the - Tiara of Tears, a rare accessory that - increases the wearer’s Willpower die by one size. -

    -
    - -
    - -
    - - - - - - Echoing Ruins and Encounters - -
    -

    THE WORLD - ECHOING RUINS

    -

    The Ruins

    -

    - The remains of ancient machines emerge from the undergrowth - alongside the metal fuselage of a huge airship, now crushed by - tree roots. The only creatures that live in these forgotten - ruins are constructs, intent on an endless cycle of repairs. -

    - -

    Key Discoveries and Mysteries

    -
      -
    • - Echoing Ruins: Ancient technology is - preserved here. Deciphering the old logs and restarting the - main console, the PCs discover that this technology is not - from the known world. Which epoch does it come from? -
    • -
    • - Lost Technology: Strange weapons and tools - of unknown function lay under the dust inside the fuselage. - The PCs might find rare pieces of equipment, recharge their - Inventory Points, or decipher an ancient and forgotten - alphabet. What kind of tools do they find? What were they - designed for? How do they function? -
    • -
    • - Cold Fusion: The belly of the ship hides an - artifact that can generate infinite energy. The device now - exists symbiotically with the last of the lumenflies, an - ancient species of giant firefly considered extinct. The - artifact’s heat is necessary for the eggs to hatch, but - someone wants to use its power to fight a decisive battle. - Who are they? Is it possible to find a compromise? -
    • -
    -
    - -
    - -
    -

    PROTECTION WANTED

    -

    - The heroes stumble upon a caravan of traveling merchants. They - are not familiar with this region and they aren’t confident to - continue without an escort. -

    - - -
    -

    Imperatrix

    -

    - This creature has ruled the skies of the Cerulean Jungle - since time immemorial. Despite her fierce appearance, she - prefers to nest up in the mountains and has never attacked - the denizens of the forest... until now. -

    -
      -
    • - Abilities: She boasts a terrifying dive - attack that holds down the target until the end of the - round, dealing damage and inflicting slow, but she can - also breathe searing flames. -
    • -
    • - Crisis Form: When in Crisis, she can hit - up to two targets during a dive and inflict poisoned with - her tail sting. -
    • -
    • - Vulnerabilities/Resistances: She is - Vulnerable to ice and bolt damage, but - Immune to fire and poison. -
    • -
    - -

    Something Unsaid

    -

    - In a cage on the central cart is the Imperatrix’s offspring, - which the merchants stole from the nest. Only the - inestimable value of such a creature pushed them to take - such a risk. -

    -

    - The Conflict: If the PCs discover the - truth, the merchants try to buy their silence. If someone - returns her lost hatchling, the mother returns to the - mountains without causing further damage to the forest. What - will the PCs do? -

    - -
    - “Respect nature and it will respect you. Trample even a - single flower and it will take back what was stolen from it. - Everything has a place in this ecosystem!” -
    -
    -
    - -
    - -
    - -
    - - - - - - The Eerie Village: Darkdepth - -

    The Eerie Village

    -

    Darkdepth

    - -

    - Ancient legends tell of the strange village hidden in the - darkest and humid depths of the great forest, inhabited by - mysterious, inhuman creatures who appear as silent shadows when - a traveler is in mortal danger, only to promptly drag their body - into the murky depths of the undergrowth. This putrid and rotten - place does not belong to the living, and no one returns from it. -

    - - - -

    Structural Elements

    - -
    -

    - Terrain: bark, mud, moss. - Common elements: E, D, T -

    -

    - Travel roll: d10. - Rare elements: A, L -

    -
    - -

    Features and Concepts

    - -

    Dangers

    -
      -
    • A corpse-eating monster defending its territory
    • -
    • Clouds of choking spores
    • -
    • A giant corrosive slime
    • -
    - -

    Discoveries

    -
      -
    • A fungus with exceedingly rare properties
    • -
    • A precious item left by a traveler
    • -
    • A wellspring of pure water
    • -
    - -

    Themes

    -
      -
    • Unusual customs
    • -
    • New life born from death
    • -
    • Coexisting with what we don’t fully understand
    • -
    - -

    Customer Inquiry

    - -
    - -
    - - - - - - The World - Chapter Features - -

    The World

    -

    Chapter 9: Typical Features of an Eerie Village

    -

    - The typical Eerie Village should include at least one of these - features: -

    -
      -
    • - An ecological or spiritual role that scares or disgusts - humans. -
    • -
    • A completely unique population.
    • -
    • A natural or magical resource not found elsewhere.
    • -
    • - A protector figure with an inscrutable or difficult - personality. -
    • -
    - -

    Chapter 9: Location & Positioning

    -

    - Locations like Darkdepth may appear as a discovery during a - journey or be introduced with a Fabula Point, but more often - they are a turning point of the campaign—an allegory of the main - themes of the story that the group can engage with and even - directly talk to. -

    -

    - For example, Darkdepth is linked to the fear of - death and the instinctive repulsion for decay and rotting, in - spite of the fact that these processes are inevitable and - essential to creating new life. -

    - -
    - -

    Chapter 9: The Villains’ Plans

    -

    - Some Villains might see the Eerie Village as a precious source - of power. Others might plan to destroy it to wipe out its - influence over the environment—ignoring or underestimating the - consequences of such an act. From this point of view, the Eerie - Village symbolizes the need to learn why we have to protect what - we don’t understand and, sometimes, even what scares us. -

    - -

    Possible Questions for the Group:

    -
      -
    • - Which one of you has already explored these woods? Have you - ever met or noticed the sinister presence of the legend? -
    • -
    • - When these forests were still young, an unknown population - lived here. Which one of you has heard of them or stumbled - upon the ruins of their civilization? -
    • -
    • - In the past, someone you knew got lost in these woods. Did - they ever return? If yes, how did the experience change them? -
    • -
    • - Who decided to make the forest paths secure once and for all? - How? What danger are they underestimating? -
    • -
    • What dangerous creature roams in the muddy undergrowth?
    • -
    • Who is offering to guide you through the forest?
    • -
    - -
    - -

    Summary Section: Darkdepth

    -

    - (Note: The raw text suggests this section was repeated or - contained supplementary material related to " ()") -

    - -
    - -
    - - - - - - Story Hooks: Darkdepth - -

    STORY HOOKS

    - -

    - When bringing Darkdepth into - play, the GM may use the following points to enrich the story by - introducing artifacts, villains, discoveries, and rewards. -

    - -

    Saprobes' Village

    -

    - From outside, Darkdepth looks like the ruins of an ancient - village, plunged in a murky hollow in the undergrowth. Some - buildings are still visible in the dim light, their walls - covered in mold and roofs swelling from spores and mucilage. -

    - -
    Key Story Elements:
    -
      -
    • - Far from the surface. Reaching Darkdepth - isn’t easy: one must wade through the dense mud of the forest - to a maze of underground caves, or follow the roots of - centuries-old trees until light fades and air becomes - suffocating. - (Intrigue Questions: Who or what is going to guide the PCs - to the village? What are their intentions?) -
    • -
    • - The saprobes. The villagers are silent - creatures who communicate using subtle movements and often - remain immobile, as if they’re listening. They are vaguely - humanoid in shape, but their decaying fungal bodies are all - different. Many wear jewels created by stringing together the - most disparate items; bone, wood, glass and ceramic are the - most common, but some saprobes add metal pins and earrings to - their gill caps. - (Intrigue Questions: Which of the PCs recognizes a familiar - symbol or item? Why does this disturb them?) -
    • -
    • - Leto. Tall and thin, Leto distinguishes - himself from the other saprobes with his interest in humans. - He collects and preserves a great number of books and notes, - going so far as to learn the basics of some languages and - dialects. The PCs’ arrival excites and worries him at the same - time: he’s willing to explain the nature and origin of - saprobes, but he wants to know more about the surface world in - exchange. He also asks the group not to reveal the location of - Darkdepth to nearby villages, because he “learned from his - books that humanity isn’t patient or sympathetic”. - (Intrigue Questions: What is the saprobe's role? Why do - they appear when someone’s life is in danger? What answers - are hidden among Leto’s dusty tomes? What happened to the - original inhabitants of Darkdepth?) -
    • -
    • - Bargain Alley. The long hollow of a fallen - tree has become a gathering place for saprobes, who come here - to trade items of every sort – those found upon the corpses - brought to Darkdepth. Some are really ancient, others - extremely new. Saprobes don’t use money and are outraged if - someone asks to buy some of the jewelry they adorn themselves - with. - (Intrigue Questions: Why is that? What kind of link do they - have with the items they choose to wear?) -
    • -
    - -
    Transaction Note: ()
    - -
    - -
    - - - - - - The World - Chapter Extracts - -
    41
    - -

    THE WORLD

    - - -

    CHAPTER: The Depths of the Great Tree

    - -
    -

    - Following a group of saprobes carrying a corpse to Darkdepths, - the PCs venture among the giant roots of a titanic tree, - completely covered with fungi. Its trunk, surrounded by - glowing spores, merges with the cave’s ceiling and the surface - ground. -

    -
    - -
      -
    • - Marshille: Sitting among the depths of the - roots is a giant woman with harsh, sharp features. She wears a - cobweb tunic and a large fungal cap. Her pale fingers end in - extremely long nails, with which she traces occult symbols in - the air with fine precision. The giantess speaks many - languages and introduces herself as “guest and sister” of the - saprobes. Is she a descendant of the people that lived here in - the past? -
    • -
    • - Life in Death: Marshille has no problem - explaining her role in Darkdepth: every creature that dies in - the area is brought to her, so that her magic might breathe - new life into the tree and the entire forest, not to mention - the saprobes themselves. How do the PCs react to this - revelation? Do they think that it is legitimate to deny the - mourning families a final farewell for the good of the forest, - considering those same families draw sustenance from its - fruits? -
    • -
    - -
    - - -

    CHAPTER: The Drake Expedition

    - -

    - Seraphina Drake, a young and enterprising magician from the - Central Academy, is organizing an expedition to locate Darkdepth - and research the mysterious power that, according to her, - controls life and death in the entire forest. She is offering a - generous salary to those who escort her and ensure her safety. -

    - -
      -
    • - Mercenaries: Anxious for results, Seraphina - hired some ex-military. Which of the PCs has dealt with them - in the past? What burning defeat still torments these - soldiers? Who is their leader and how long do they actually - plan on following the magician’s orders? -
    • -
    • - Henrietta Drake: Seraphina’s younger sister - accompanies the expedition and handles logistics and upkeep, - but she is concerned about her sister’s impatience and the - mercenaries’ methods. Her blood ties with Seraphina make her - an ideal hostage. -
    • -
    • - Temptation: After reaching Darkdepth and - discovering its ties with the life of the forest, the - expedition breaks apart: Henrietta and the mercenaries have - very different priorities and this will no doubt lead to a - Villain emerging (maybe two, depending on the circumstances). - Which side, if any, do the PCs take? Do the villagers have any - chance to fight back? How will the forest react to this - threat? -
    • -
    - - - - -
    - -
    - - - - - - Eisenstadt - City Guide - -

    Eisenstadt

    - -
    -

    Overview

    -

    - The great city of Eisenstadt rises magnificently among the - hills, in stark contrast with the surrounding countryside, - which has been progressively abandoned over the last few years - and is riddled with windworn megaliths, crumbled mounds and - abandoned iron mines. -

    -

    - As the seat of both the Alchemists’ College and the Government - Bureau, it’s for all intents and purposes the industrial, - political and economic capital of the region, not to mention - the destination of all who seek a Special Alchemist License. -

    -
    - -
    -

    Eisenstadt at a Glance

    -

    Keywords: elitism, progress, urbanism.

    - -

    Key Elements

    -
      -
    • Terrain: hills, bridges, streets.
    • -
    • Common elements: B, F, E
    • -
    • Travel roll: d6.
    • -
    • Rare elements: A, I
    • -
    - -

    Challenges & Opportunities

    -
      -
    • - Dangers: night haunts emerging from the - mounds, a pair of big time swindlers, the eternal rival of - one of the PCs. -
    • -
    • - Discoveries: a young traveling merchant, - 20% discounts all over the city, exclusive tickets to a - private soiree. -
    • -
    - -

    Themes

    -

    - Explore themes relating to frantic and ambitious life, cold - logic, and the forgotten truths and customs of the past. -

    -
    - -
    -

    Information

    -
    - -
    - -
    - - - - - - The World - Chapter Summary - -

    THE WORLD

    -
    - - -

    Chapter 9: Typical Features

    -

    - The typical Central City should include at least one of these - features: -

    -
      -
    • A school or academy that explores new disciplines.
    • -
    • An enterprising but arrogant middle class.
    • -
    • Traces of a past culture that very few talk about.
    • -
    • - A merchant quarter, the true hub of all major trade routes. -
    • -
    - -
    - - -

    Chapter 9: Position

    -

    - A location like Eisenstadt often represents a transformative - moment in the campaign. Here, the protagonists might find - incomplete answers to some questions, meet new allies, and, - perhaps, buy some brand new equipment and a flying or seaworthy - transport. -

    -

    - The Central City is also a great opportunity to introduce new - threats and start the second half of the campaign. -

    - -
    - - -

    Chapter 9: The Villains’ Plans

    -

    - Eisenstadt is the largest city in the region, distinguished by - its high technological level, easy access to numerous resources, - and an ambitious and individualistic society: fertile ground for - a Villain. This kind of location tends to present strictly - humanoid antagonists, such as greedy merchants, callous - industrialists, and alchemists or inventors willing to accept - daunting risks in the name of progress. -

    - -
    - - -

    Possible Questions for the Group

    -

    - These questions are designed to prompt roleplaying encounters - and build tension: -

    -
      -
    • - Which one of you has been to Eisenstadt before, and why? Has - it changed much compared to your memories? -
    • -
    • - The city is large and noisy. Which one of you feels lost? Who - has that enthusiastic shine in their eyes? -
    • -
    • - What is the most melancholic thing you saw crossing the hills - around the city? Which of you knows the story of the people - who lived there? -
    • -
    • Which of your friends do you expect to meet here?
    • -
    • - Did one of you attend the Alchemists’ College? Did any of the - scholars there leave an impression? Why? -
    • -
    • What can you buy in this place?
    • -
    - -
    - -
    - - - - - - Story Hooks Documentation - -
    -

    Story Hooks

    -
    - -
    -

    - When bringing Eisenstadt into play, the GM may use the - following points to enrich the story by introducing artifacts, - villains, discoveries, and rewards. -

    -
    - -
    -

    Alchemy & The Alchemists’ College

    -

    - One of the most impressive buildings in Eisenstadt, the - College was built on ancient foundations, but it has been - renovated many times over the years to integrate special pipes - and remedy a few “accidents” caused by overzealous - researchers. -

    - -
      -
    • - The Commission: Led by Dean Elsholtz, this - is a mandatory path required for receiving a Special License - and freely practicing alchemy. The Commission replaced the - previous individual apprenticeship system with a curriculum - aimed at industrial development, removing most of the - philosophical and anthropological studies, especially any - reference to forbidden alchemical techniques. - (Question prompts: Who among the PCs thinks this was a - reprehensible decision? Who deems it reasonable or - understandable?) -
    • - -
    • - The Classrooms: Ten ample halls, designed - for both theoretical and practical lessons, occupy the third - and fourth floor of the College. - (Question prompts: What is the most unusual subject - taught here? Which of the professors shows some interest - in the Player Characters? Are there any known faces?) -
    • - -
    • - Highflame Library: As emphasized by its - bright blue crest, the College considers knowledge similar - to fire, and its purest expression is an intense but - controlled flame, which gave name to this colossal library. - (Question prompts: What legendary tome is kept here? Who - can give permission to read it and who wants to prevent it - at all cost? And why?) -
    • - -
    • - The Kiln: The College’s underground level - includes a network of boilers which provide energy to the - entire complex, along with a series of passages and rooms - connected to the sewers, containing more-or-less stable - remnants of old experiments. - (Question prompts: Who or what guards this area? Who has - an interest in recovering something from this maze of - dangerous junk?) -
    • - -
    • - Inner Quarter: Just as thick walls separate - Eisenstadt from the countryside, towering fences isolate the - merchant and middle-class quarters from the College - district. This area contains specialized stores, luxury - apartments for the Dean and professors, plus a club for - licensed alchemists. Almost no students live in this - district. -
    • -
    -
    - -
    - Note: -
    - -
    - -
    - - - - - - Investigative Dossier - -
    -

    THE WORLD

    -

    CHAPTER B: THE CROMLECH

    - -

    - These megalithic complexes are characteristic of the hills - around Eisenstadt, but a few can also be found inside the city - in public and private parks. The hill folks worship them, - while the city folks disregard them. -

    - -

    Investigation Points:

    -
      -
    • - Weathered words. Time almost completely - wiped out the engravings on the megaliths, hiding their true - meaning from scholars. However, rumor has it a miraculously - intact stele can be found in the garden of Governor Bauer. - Which of the PCs have studied these megaliths or - encountered others like them? How can one visit the - Governor’s estate? -
    • -
    • - The pattern. Although only partial - complexes have survived, the placement of the cromlech looks - anything but random. According to local folklore, magical - stones were used to commemorate the departed and honor the - pact between humanity and fairy folk, not to mention - ensuring the locals’ safety by keeping a dangerous nocturnal - predator at bay. - Who proposed conducting research on equal grounds with - the local shepherds, but was mocked and ostracized? Which - strange events seem to give them credit? -
    • -
    - -
    - -

    THE HUNT FOR REDGLOVE ERIKA

    -

    - The city watch captain has placed a - 5000 zenit bounty on - the head of the mysterious outlaw known as Redglove Erika, who - is sabotaging kilns and alchemical factories across the - region, recently striking at Eisenstadt itself. -

    - -

    Investigation Points:

    -
      -
    • - Traces. Erika’s most recent attack was on - an experimental boiler; as usual, the machinery was damaged - beyond repair despite no one being harmed in the accident, - and a scarlet-painted glove was found. - What do the PCs think about it? Have any of them crossed - paths with Erika in the past or suspect her true identity? - What was the purpose of the experimental boiler, and what - about it seems suspicious or questionable? -
    • -
    • - Ashes. - Erika (minor Villain) - is a 60 year old alchemist, jaded and pessimistic, who - considers the teachings of the College dangerously shallow - and prefers to destroy the alchemical arts rather than - letting a bunch of idiots (or worse, bureaucrats!) abuse - them. In battle, she is flanked by spirits of air, fire, ice - and earth, who make her immune to their respective elements - and let her unleash elemental attacks that drain Mind Points - and Inventory Points. - Which of the PCs understands or approves of her actions? - Is there anyone who might show her that people still - respect alchemy in its true complexity, and rather than - bury its darkest secrets would research them to better - contrast their use? -
    • -
    - -
    - “This morning we visited the Expo, boutique shopping in the - afternoon, then a tour of the city walls and a night concert! - Sleeping? Sleeping is for losers!” -
    -
    - -
    - -
    - - - - - - The Golden City - -

    The Golden City

    - -

    - A vast city floating in the sky that escaped the unrelenting - march of time – few know of its existence and even fewer how to - reach it. Legend has it humans are the descendants of its - mysterious inhabitants, keepers of lost secrets since the dawn - of time. However, in the silent magnificence of this enchanted - place lurks the gloom and sadness of an inhuman secret. -

    - -
    -

    Golden City At A Glance

    -

    - Keywords: gloom, astonishment, emptiness. -

    - -

    Key Attributes

    -
      -
    • Terrain: buildings, gardens, stone
    • -
    • Common elements: A, B, F
    • -
    • - Travel roll: d12. Rare elements: E, T -
    • -
    • - Dangers: an illusory trap that locks the - travelers in an endless mirage; the dormant security system - that protects the city. -
    • -
    • - Discoveries: an unknown artifact from a - lost civilization, an ancient and forgotten technology, a - primordial being and keeper of all lore. -
    • -
    • - Themes: the wonders of the ancients, the - creation outlasting the creators, the hidden rules of the - world, the loneliness of immortals. -
    • -
    -
    - -

    The Remote Ruin

    -

    - A secondary location/concept associated with the main city's - mystery. -

    - - - -
    - -
    - - - - - - The World: Remote Ruins Guide - -
    -

    THE WORLD

    -

    Chapter Guide

    -

    - Remote Ruins Gazetteer Entry -

    -
    - - -
    -

    TYPICAL FEATURES

    -

    - The typical Remote Ruin should include at least one of these - features: -

    -
      -
    • A unique defensive or cloaking system.
    • -
    • - An unbelievably ancient creature that protects part of the - location. -
    • -
    • - Great mosaics or paintings depicting the history of the - world. -
    • -
    • An artifact that should have never been unearthed.
    • -
    -
    - - -
    -

    POSITION

    -

    - A Remote Ruin is a classic turning point – inaccessible to the - protagonists for a good chunk of the story. Reaching it means - finding a new perspective upon the world… and discovering its - most ancient shadows. -

    -

    - This is rarely the end point of the adventure; on the - contrary, this is where the protagonists fully realize the - magnitude of their task, but they might come back here once - they find a solution. -

    -
    - - -
    -

    THE VILLAINS’ PLANS

    -

    - Usually, the Remote Ruin and its amazing secrets are the main - objectives of one or more Villains from the beginning of the - campaign. This could be the lair of some ancient evil, but - it’s also possible that the entity living here is just gloomy - and in pain, easy prey for the Villain’s deceptions. -

    -

    - If such a creature realizes that they have been used again, - rage and desperation might turn them into a terrible scourge. - Only the Player Characters can find a way to save the creature - and the world. -

    -
    - - -
    -

    POSSIBLE QUESTIONS FOR THE GROUP

    -
    -
      -
    • - What allows this place to float among the clouds? Why did - time never touch the remains of this ancient civilization? -
    • -
    • - A keeper ensures that none squander the secrets of the - ancients by wasting them on deaf ears. Who are they? How - do they fulfill their duty? -
    • -
    • - This place reawakens some lost memories in you. Which one - of you has been here before? If this was once your home, - why did you leave? -
    • -
    • - Strangers are forbidden to enter the city. How did you get - in here? What is the penalty for trespassers? -
    • -
    • - A deep sense of emptiness and gloom hangs in the air. What - caused it? How do the inhabitants cope with it? -
    • -
    -
    -
    - -
    - -
    - - - - - - Story Hooks: Golden City - -
    -

    STORY HOOKS

    -

    - When bringing Golden City into play, the GM may use the - following points to enrich the story by introducing artifacts, - Villains, discoveries, and rewards. -

    - -

    The Celestial Gardens

    -

    - These magnificent vertical gardens climb up into the sky. - Vibrant and gargantuan flowers of unusual colors, meandering - vines, and other plants with incomprehensible genetics - embellish streets and walls, but hidden within are the sad - truths of a lost civilization. There isn’t even a drop of - water. - What is the secret of these plants’ vitality? Why does - flora look so different in this place? -

    - -
      -
    • -

      The Unliving

      -

      - These mannequin-like creatures have been deprived of - humanity. With pale and expressionless features, they - aimlessly wander through streets and alleyways. - Who are these creatures? For what purpose were they - created? -

      -
    • -
    • -

      A Cruel Experiment

      -

      - Forced to wander eternally, a hybrid similar to a - shapeless chimera slowly walks every path of the gardens. - They have no defined shape, looking more like a - heterogeneous mass of animal limbs. Their eyes look almost - human and show sadness and resignation. If the PCs try to - speak to them, a human head and torso rise from beneath - the skin. The hybrid isn’t evil and fights only in - self-defense (their attacks are unpredictable and their - Affinities change every turn). - What is the true nature of this experiment? Which - animals made up their amorphous body? -

      -
    • -
    • -

      A Harsh Reality

      -

      - Paintings and frescoes decorate the gardens’ inner walls. - Studying them for a while, Player Characters may discover - a terrible truth about this experimental greenhouse: it - was the theater of macabre and obsessive experimentation. - Here, a now forgotten culture manipulated life itself and - molded nature and humanity according to a very detailed - plan. - Who were they? What was their ultimate goal, and what - interrupted their plan? Which of campaign’s main - antagonists made such an obsession their own, to the - point of trying to complete the work of these merciless - visionaries? -

      -
    • -
    - -
    - -

    Not All That Glitters Is Gold

    -

    - The glow of the Golden City shines beyond the clouds. - Thousands of luminous particles shimmer among the ruins, - residuum of the essences that have returned to the stream of - souls. And yet, the heart of the city is grim and dark. The - secret of its civilization must remain buried and no living - being should ever set foot in the Golden City. -

    - -
    -
    - -
    - -
    - - - - - - Lore Document Excerpt - -
    -

    The World

    -

    Chapter Synopsis

    - -

    Cradle of Life

    -

    - The Golden City is where souls are purified and reprogrammed - for their next birth according to a precise scheme. Instead of - following the spontaneous chaos of nature, they are cleansed - of all memories and forced to reincarnate according to the - designs of an ancient entity, descendant of a forgotten - people. -

    -
      -
    • - Key Questions: Who were they? What caused - their disappearance? Why did they manipulate the stream of - souls to the point of replacing it? -
    • -
    - -

    Entities & Conflicts

    - -
    -

    Deus Ex (The Supreme Villain)

    -
      -
    • - Description: The heir to - the will of the ancients appears as a colossal bronze - statue—a humanoid angel with two feathered right wings, a - female body, and a crying face in place of the left arm. - Its true essence is sealed in its head, - protected by a helmet that monitors all the city’s - functions. -
    • -
    • - Abilities/Threat: It has - been draining the spirits of any intruders and turning - them into pale shadows. -
        -
      • - It is Immune to physical damage and - alternates between Vulnerability and Absorption to - light and dark each round, unleashing attacks based - upon the Absorbed element and inflicting random status - effects. -
      • -
      • - It controls the mechanical sentries of the entire - Golden City and can spend Ultima Points to summon - them. -
      • -
      -
    • -
    • - Narrative Hook: In - reality, its spirit silently mourns its millennia-old - separation from the stream of souls—can the Player - Characters help them reunite with it, and how? -
    • -
    -
    - -
    -

    Castaways of the Sky

    -
      -
    • - The Setup: Will and Orvy, two reckless - aviators, lose control of their aerostat and crash among - the ruins while escaping a deadly spirit. In helping them, - the PCs become embroiled in a violent conflict. -
    • - -
    • - Necroptes (The Spirit): A ravenous winged - spirit that can smell death and knows no remorse. -
        -
      • - Tactics: Casts fire and air spells. - Although fragile, it can strike down enemies in Crisis - with its terrible Death spell, which reduces victims’ - Hit Points to 0 if they were a multiple of 5. -
      • -
      • - Resistances/Weaknesses: Vulnerable to - cold and light damage; Immune to earth and Absorbs - dark. -
      • -
      -
    • - -
    • - Conflict Resolution Points: -
        -
      • - Collateral Damage: If the Necroptes - isn’t defeated within 4 rounds of conflict, the - aerostat becomes unusable due to collateral damage. -
      • -
      • - Rest in Peace: After the end of the - conflict, Will and Orvy explain they are fulfilling - their father’s last request: scattering his ashes from - the highest point in the sky. If the aerostat is still - serviceable, they take off; otherwise, can the PCs - figure out an alternative solution? -
      • -
      -
    • -
    -
    - -
    - “This is where it all began – maybe for fun, boredom or - desperation.
    The memory is lost, the truth ignored, and - the answers denied.” -
    - - -
    - -
    - -
    - - - - - - Lowtide: The Sunny Bay - -

    The Sunny Bay

    -

    Lowtide

    - -

    - Overlooking the clear waters of a vast sea, Lowtide is a - nostalgic place—a glimpse of life on the coast of an - uncontaminated island. The crystalline waters and white sand - paint the landscape with romantic hues. During half-moon nights, - the waters withdraw, revealing secrets hidden beneath the waves - that might surprise even the most well-traveled adventurers. -

    - -
    -

    LOWTIDE AT A GLANCE

    - -
    -
    Keywords
    -
    curiosity, memories, rest.
    - -
    Terrain
    -
    - sea, rocks, sand. Common elements: A, - B, L -
    - -
    Travel Roll
    -
    - d8. Rare elements: I, D -
    -
    - -

    Key Features

    - -
    - -
    - -
    -

    (Source Data: )

    -
    - -
    - -
    - - - - - - The World - Chapter 9 - -

    CHAPTER 9: TYPICAL FEATURES

    -

    - The typical Sunny Bay should include at least one of these - features: -

    -
      -
    • A hidden beach, quite romantic, too.
    • -
    • An underwater cave where mysterious plants grow.
    • -
    • A cliff with an old lighthouse.
    • -
    • - A dangerous island that can be reached only under special - conditions. -
    • -
    - -

    POSITION

    -

    - Locations like the Sunny Bay are often used at the start of the - adventure. It might be a place where the people of the - protagonists’ village gather and celebrate, or the stage for the - first scenes of the campaign, perhaps during a test of courage - when something goes horribly wrong, causing the PCs to work - together for the first time. -

    - -

    THE VILLAIN'S PLANS

    -

    - Usually, a place such as Lowtide is of no consequence to the - Villains, but it might provide the perfect opportunity to meet - with an accomplice or kidnap some isolated and unaware - individual. Over the course of the campaign, a Villain might - land here or make the beach their lair, preventing the locals - from entering, or turning it into a tourist trap, without any - regard for the environment and the creatures that live here. -

    -
    - -

    POSSIBLE QUESTIONS FOR THE GROUP

    -
      -
    • - One of you was born on the island. What are your childhood - memories? Why did you leave? What is your relationship with - the locals? -
    • -
    • - Once a year, on a special occasion, there is a traditional - festival on the island. What is its meaning? What does it pay - homage to? -
    • -
    • - What does the low tide reveal at night? Why does this - phenomenon happen only with the half-moon? -
    • -
    • - What other kinds of creatures live on the island? What - distinguishes their abodes? What kind of relationship do they - have with humans? -
    • -
    • - An ancient building lies undisturbed among the vegetation. - What kind of structure is it? What was its function? -
    • -
    - - - -
    - -
    - - - - - - Story Hooks - Lore Document - - - -
    -

    - When bringing Lowtide into play, the GM may use the following - points to enrich the story by introducing artifacts, Villains, - discoveries, and rewards. -

    -
    - -
    -

    THE LIGHTHOUSE ON THE CLIFF

    -

    - At the top of a cliff overlooking the sea, hidden by thick - vegetation, is an old disused lighthouse—a picturesque and - oft-forgotten sight. -

    - - -
    - Crab cave. -

    - A partially submerged cave leads directly into the cliff. - Giant crabs with strange carvings on their carapaces have - taken refuge from the currents here. They aren’t aggressive, - but react if someone attacks or gets too close. What is the - meaning of those carvings? Has one of the PCs ever seen - something similar? -

    -
    - - -
    - The lighthouse. -

    - This ancient building rises atop the cliff. Completely - covered in creeping vines, it lies forgotten in this remote - part of the promontory. It dates back to ancient - times—perhaps it was built by the ancestors of the bay’s - current residents. The lantern found at the top is decorated - with strange paintings and frescoes, depicting a flaming - bird. Who built the lighthouse? What was its original - purpose? -

    -
    - - -
    - Golden egg. -

    - Resting on the old lantern’s base, this object is craved by - researchers and smugglers. Nobody knows who the real owner - is, nor how it came to be here, and none has been brave - enough to move it. Gathering enough evidence, the Player - Characters may discover that the tower was the nest of an - ancient creature who used the lantern’s light as a waypoint - to return home, but that fire has been out for a long time. - What kind of egg is it? Where is the mother? -

    -
    - - -
    - Curlybeard, the self-proclaimed Pirate King. -

    - While inside the lantern room, an old sea dog looking for - the egg (see above) attacks the PCs. He fights with an old - pistol and a rusty cutlass, which can inflict weak. When he - enters Crisis, the pirate grabs the egg and attempts to - escape (a 4 section Clock, with one section automatically - filled at the end of each round). As the singed beard might - suggest, the pirate is - Vulnerable to fire - damage, but - Resistant to ice and - air. During the fight, the PCs feel the earth shake and the - cries of a strange creature getting closer each - round—perhaps the mother is coming back to protect the egg? - If so, would she unleash her fury only upon Curlybeard? Or - the protagonists as well? -

    -
    -
    - - - -
    - -
    - - - - - - The Coral Forest & Beyond - -

    The Coral Forest

    -

    - At low tide, a thick coral forest emerges from the sea, painting - the atmosphere with bright hues. -

    - -

    Locations within the Labyrinth

    -
      -
    • - The coral labyrinth. It’s easy to get lost in - this living maze. Finding the exit requires filling an 8 - section Clock. Each time they fail, the PCs bump into an - unwelcome snag, such as a shoal of marine creatures, sharp - poisonous corals or they feel a terrible sense of - disorientation (dazed status effect). -
    • -
    • - The flooded temple. At the heart of the - labyrinth lies an ancient ruin and in its main chamber, - inaccessible to humans, is the ancient Horn of Tides. Built by - an amphibious people that lived on the coast, the temple is - now the lair of a giant moray eel. She isn’t aggressive, but - values quiet, so she vehemently urges the PCs to face the - Trial of Currents (see below) to recover the - artifact… omitting a few details. -
    • -
    • - The Trial. At the mercy of thundering - currents, the heroes feel bitter memories emerging, but of - what kind? Each Player Character that manages to explain how - one of their Bonds would have helped on that occasion will - slowly be cradled by currents, and led before the Horn. What - kind of power does this artifact give? -
    • -
    - -

    The Damaged Boat

    -

    - Stranded on the coast, the unlucky fisherman Orus needs - materials protected by dangerous plant creatures to fix his - badly damaged boat. -

    - -

    Potential Encounters

    -
      -
    • - Wood Guardians. If the PCs try to establish - contact with the protectors of the forest, they are brought - before the sacred tree, a millennia-old magnolia always in - bloom. All living creatures in the area protect and worship - it, grateful for its gifts. What can be discovered by - communicating with the magnolia? What compromise does it - offer? -
    • -
    • - Violence is not the way. If the PCs try to - use force to get wood for the fisherman, or if they try to get - rid of the forest creatures, the voice of the sacred tree - echoes in their mind, ordering them to stop. What punishment - awaits them if they don’t comply? -
    • -
    • - The fisherman’s gratitude. If the group - returns empty handed, Orus understands the need to respect the - local laws and thanks the PCs for their help, showing them the - location of a mysterious island that doesn’t appear on any - map. If they get the wood, he offers to take them to the - island with his own boat. What kind of island is it? Which of - the PCs has heard of it? What does it hide? -
    • -
    - -
    - “Whether it’s an object, a thought or a feeling, cast it in the - sea. The waters will keep your secret.” -
    - - - -
    - -
    - - - - - - The Barren Wastes - -
    -

    The Barren Wastes

    -

    A semi-arid, enigmatic expanse

    -
    - -

    - Beyond the borders of known lands lies a barren waste, an arid - desert. Under its reddish sands lie buried the remains of many - failed attempts at surpassing humanity’s limits. However, this - inhospitable territory isn’t completely devoid of life, and over - the years, the local people have adapted to adversity, learning - to survive and find beauty in this hostile and enigmatic land. -

    - -
    -

    Rocky Desert at a Glance

    -

    Keywords: ruin, survival, hope.

    - -

    Key Features

    -
    -
      -
    • - Terrain: canyons, caves, dunes. Common - elements: A, F, E -
    • -
    • Travel Roll: d20. Rare elements: I
    • -
    • - Dangers: a forgotten and extremely - unstable alchemical experiment; a gargantuan sand - scorpion; a sudden ambush by the desert raiders. -
    • -
    • - Discoveries: a random encounter with an - ascetic who knows the secrets of the desert; a safe - refuge; a precious mineral sedimented over many centuries. -
    • -
    -
    - -

    Themes

    -

    - The irreparable consequences of human arrogance, beautiful and - merciless nature, finding strength in each other. -

    -
    - - - - -
    - -
    - - - - - - The World - Barren Waste Lore - -

    THE WORLD

    - -

    CHAPTER 9: TYPICAL FEATURES

    -

    - The typical Barren Waste should include at least one of these - features: -

    -
      -
    • A resourceful and ingenious nomad people.
    • -
    • An unstable and dangerous elemental phenomenon.
    • -
    • A roaming monstrous creature.
    • -
    • The remains of an arrogant or unfortunate civilization.
    • -
    - -

    CHAPTER 9: POSITION

    -

    - Often, the journey across the Barren Waste appears mid-adventure - or in the second half, and represents a coming-of-age moment for - the protagonists, as well as an occasion to consolidate their - goals and friendship. By facing the desert and meeting those who - have learned how to coexist with it, Player Characters learn to - appreciate and respect even the cruelest and most inhospitable - parts of their world—and how certain thresholds should never be - crossed. -

    - -

    CHAPTER 9: THE VILLAINS’ PLANS

    -

    - Some Villains might use the Rocky Desert as their hideout or - lair, or plan to use local resources, precious yet unstable, to - the detriment of its people. A particularly ancient Villain - might even remember when this was a prosperous land and become - obsessed with mirages of past glory—or they might be a spirit - born of the desperation of those who witnessed the catastrophe - that made this territory arid and inhospitable. -

    - -
    -

    POSSIBLE QUESTIONS FOR THE GROUP

    -
      -
    • - An unusual phenomenon appears regularly in the desert. It’s - known as “crimson rain,” but it’s not water. What is it? -
    • -
    • - One of you knows the desert and how to navigate it. What’s - your story? Do you have a contact that might help you cross - it? -
    • -
    • - Here and there, ruins of a lost civilization pierce the - sand. Which people did they belong to? What is left of them? -
    • -
    • - How did the desert people adapt to these arid lands? What - threat makes it dangerous to cross the sands? -
    • -
    • - An ancient alchemical project lays dormant under the sand. - What is it? What was its purpose? Who is looking for it? -
    • -
    -
    - -
    - -
    - - - - - - Story Hooks - -

    STORY HOOKS

    - -

    - When bringing Rocky Desert into play, the GM may use the - following points to enrich the story by introducing artifacts, - Villains, discoveries, and rewards. -

    - - -

    RUST SALT CANYON

    -

    - An area of canyons filled with sharp rocks and salt crystals. - Among sand and stone emerge grooves and metal remains of what - seems to be a centuries-old railway, an attempt to connect - settlements destroyed by the passing of time. -

    - -
      -
    • - Ancient railway. The ruins of this monumental - endeavor have been almost completely dismantled and repurposed - by the locals. In particular, its opaque metal is ideal to - forge very robust tools and pieces of equipment. -
    • -
    • - The desert people. Accustomed to the desert, - the inhabitants have learned to appreciate what it has to - offer and recognize beauty where others see only danger. They - have a symbiotic relationship with the Rocksoarers, creatures - unfit for hunting who instead feed upon the parasites found on - desert whales, and also cultivate a variety of plants and - shrubs unique to this region. -
    • -
    • - A slice of paradise. If the locals consider - them worthy of trust, the PCs are invited to witness a rare - spectacle. In a specific location, under a sky of stars, they - can hear the song of the desert whale, a majestic creature - that lives under the sand, emerging only during the cold - nights to draw breath. - (Potential mystery: What is the relationship between the - whales and the desert people? Why do they live only in a - certain area?) -
    • -
    • - The sea of sand. This endless waste is - dangerous and impossible to cross on foot, but that doesn’t - dissuade the desert people who, using swift, floating boats, - constantly probe the sands looking for ancient relics. - (Potential mystery: What are they really looking for? How - do these vehicles work?) -
    • -
    - - -

    BURIED LABYRINTH

    -

    - An obscure enigma is buried under the sand, in the heart of a - maze of tunnels and underground roads. Narrow passages, theater - to forgotten experiments, spread through the ground. Among - flasks and alembics, enigmatic notes preserved in dusty diaries - suggest the researchers were working on a device that could - reverse the fortunes of the desert’s inhabitants. -

    - - -
    - -
    - -
    - - - - - - Adventure Excerpt - -
    -

    THE WORLD

    -

    CHAPTER

    -
    - -
    -

    The Condenser

    -

    - This powerful artifact is the result of many years of secret - experiments underground. It can extract all water contained in - both organic and inorganic matter, making it dry and barren. - The tank is inexplicably full. This device could be a game - changer for the desert people, but nobody remembers how to use - it. What are the PCs going to do? What are the potential - consequences of using such a device? -

    - -
      -
    • - Failed experiment. The Condenser proved - unstable and became a death sentence for the entire city. - Stripped of all fluids, its inhabitants have been reduced to - withered skeletons that slumber in undeath. They can survive - without water and jealously guard their memories, especially - those of their mistakes. -
    • -
    • - The Nameless Queen. Once sovereign to the - surface and first among alchemists, this minor Villain hides - her mummified body under heavy, jeweled cloaks. Despite - being an undead with murky memories, she still has a knack - for the alchemical arts and can unleash devastating fire - spells or summon servants of sand and bones, who explode - when destroyed. If defeated, the Queen regains enough - lucidity to answer a few questions before disintegrating. -
    • -
    -
    - -
    -

    ❓ A RARE FLOWER

    -

    - An old nomad from the village wishes to commemorate his late - wife by planting the seed of an extraordinarily rare flower - next to her tomb. -

    -
      -
    • - Dalen. His weary body prevents him from - traveling the desert alone, but his wisdom is without equal. - Dalen is looking for the Snaplion, a flower - that grows only in the heart of the Rocky Desert. It was his - wife’s favorite, but those that blossomed next to her tomb - have now withered. If the PCs agree to accompany him, they - receive a +2 bonus to Open Checks to obtain information - about the desert. -
    • -
    • - Myrmidon. Similar to a giant antlion, this - creature lays in ambush in a sandpit, luring prey with - floral antennae. At the start of the conflict, Myrmidon - inflicts slow on all enemies, then strikes with its - powerful mandibles or the - Guillotine spell (same as Omega; see Core - Rulebook, page 193). It can burrow into the sand, drawing - slow enemies into its maw, causing heavy damage. It is - Immune to earth damage, Resistant to fire and Vulnerable to - ice and air. -
    • -
    • - Farewell. After defeating Myrmidon, it - becomes clear there are no more Snaplions, outside of the - fake flower the creature used as a lure. What are the PCs - going to say to Dalen? -
    • -
    -
    - -

    - “The desert sand buries the mistakes of the past,
    but it - cannot erase them, only hide them.” -

    - -
    - -
    - -
    - - - - - - Vertigo Peak Dossier - -
    - - -

    VERTIGO PEAK

    - - -

    The Frozen Mountain

    -

    - Vertigo Peak stands as the tallest mountain - in a frozen and inhospitable range, constantly battered by - unending storms that howl across its crevasses. It looms at - the very edge of the continent. -

    -

    - Despite the eternal winter, specialized groups of seasoned - hunters have adapted their lives to survive this hostile - mountain, learning its brutal and harsh lessons. Concurrently, - the local fauna evolves at frantic speed, struggling to keep - pace with merciless environments and apex predators. -

    - - -

    Vertigo Peak at a Glance

    -

    - Keywords: catastrophe, ice, silence. -

    - -

    Key Elements

    -
      -
    • Terrain: crevices, geysers, ice.
    • -
    • Common Elements: A, I, D (Aid).
    • -
    • Travel Roll Difficulty: d20.
    • -
    • Rare Elements: F, T.
    • -
    - -

    Dangers & Discoveries

    -
    -
    -

    Dangers

    -
      -
    • Thunder and lightning.
    • -
    • A sudden landslide event.
    • -
    • - The unexpected evolution of a dangerous predator faced - by the group. -
    • -
    -
    -
    -

    Discoveries

    -
      -
    • - A safe camp situated deep amidst mountain crevasses. -
    • -
    • - The remains of a unique creature, harvested for valuable - materials. -
    • -
    -
    -
    - - -

    Overarching Themes

    -
      -
    • Long journeys within extreme environments.
    • -
    • Punishment corresponding to past mistakes.
    • -
    • The difficulty and necessity of tough harmony.
    • -
    -
    - -
    - -
    - - - - - - Chapter Overview - -

    The World - Chapter Overview

    - -
    -

    9. Typical Features

    -

    - The typical Freezing Mountain should include at least one of - these features: -

    -
      -
    • A dangerous path in a state of disarray.
    • -
    • A small settlement hiding ancient knowledge.
    • -
    • An ancient structure, extremely hard to reach.
    • -
    • A terrible beast that no hunter dares to face.
    • -
    -
    - -
    -

    9. Position

    -

    - Locations such as Vertigo Peak represent the - climax of the adventure and the final test of the Player - Character’s abilities. Unforgiving weather and dangerous - creatures make this the ideal setting for the final act of a - campaign. Furthermore, these locations are often situated near - a corner of the map sheet, far from all the main settlements - and shrouded in myth and legends. -

    -
    - -
    -

    9. The Villains’ Plans

    -

    - Vertigo Peak is so remote and dangerous that a common Villain - would hesitate to use it as their base of operation. It’s far - more likely for it to be the abode of a simple and brutal - threat, a terrible catastrophe looming over the rest of the - world. The mountain might also be the birthplace of a - recurring Villain, where the heroes can finally discover the - antagonist’s past and understand how this merciless land - shaped their motivations. -

    -
    - -
    -

    Possible Questions for the Group

    -
      -
    • - This is an extremely coveted hunting reserve. Which of the - local creatures threaten the ecosystem? What would happen if - they were not contained? -
    • -
    • - A recent and sudden climate shift wreaked havoc on the - mountain. What was the cause? How did the toughest species - adapt to it? -
    • -
    • - A decaying structure towers among the clouds. What is it? - What was its original function? Who or what occupies it now? -
    • -
    • - To fend off local wildlife, the denizens of the region - developed an ingenious defensive strategy. How does it work? -
    • -
    • - Among local hunters, one shines for their skill. What do - they have in common with one of you? What are they known - for? -
    • -
    -
    - -
    - -
    - - - - - - Story Hooks: Vertigo Peak - -
    -

    STORY HOOKS

    -
    - -

    - When bringing Vertigo Peak into play, the GM may use the - following points to enrich the story by introducing artifacts, - Villains, discoveries, and rewards. -

    - -
    -

    HUNTING VILLAGE

    -

    - The inhabitants of this settlement work hard to preserve the - delicate balance of the ecosystem, making sure the largest and - most dangerous creatures don’t descend upon the valley, where - the population won’t be able to fend them off. -

    - -
      -
    • - The hamlet. The local hunters learned not - to waste anything, to use everything they harvest from their - prey to show respect for their “sacrifice”. Despite their - harsh and rough personalities, tempered by the difficulties - and hardship that they endure, they offer shelter to the - travelers. - What are the key traditions of these people? Why did they - adopt this particular philosophy? -
    • -
    • - Dragon Fang. A gigantic weapon used to - defend the village from aggressive creatures, this massive - harpoon was fashioned from an ancient and unbreakable - bone-like material, but the identity of the creature it - comes from has been lost to time. - What actually is the Dragon Fang? What creature did it - belong to? -
    • -
    • - The old hunter. His vast scars tell many - stories, including those he is unwilling to share. This - silent veteran was forced to retire after an unfortunate - hunting accident – he was the sole survivor of the - expedition, after which he became withdrawn and stopped - talking. - Who is this old hunter? What accident caused him to - retire? What discovery caused him to mistrust - everybody? -
    • -
    -
    - -
    -

    CALAMITY KEEP

    -

    - This vast and partially ruined castle was built over the - original lair of the dragons, powerful creatures now forgotten - among the echoes of the past. Only the boldest and most - foolish dare trudge the path to this ancient building. -

    - -

    Lost Path

    -

    - Many are the dangers hidden along this route. To reach the - castle, the PCs have to complete a 10 section Clock. With each - failed Check, the Game Master introduces one of the dangers of - Vertigo Peak – landslides, sudden fatigue, an abrupt snowstorm - or a pack of opportunistic predators. -

    -
    - - - -
    - -
    - - - - - - World Excerpts - -

    The World (Chapter Excerpts)

    - -
    -

    Key Locations and Phenomena

    -
      -
    • - The Great Hall. This massive hall has seen - better days and, after a partial collapse, most of the exits - are blocked. However, the main structure is solid and only a - fool would blame its disrepair on the passage of time. - Inside the castle, PCs can find weapons from ages past, - brandished in an ancient battle. The keep also has ancient - defense mechanisms, such as ballistae and arquebuses. -
    • -
    • - Eternal Grudge. Scattered among the ruins, - tapestries and trophies tell the tale of an age past, when - dragons ruled the mountain – until some “champions” - exterminated them… except for one, who fled into the - northern mists. The last surviving knight, heavy with - remorse, foresaw the creature’s return. -
    • -
    - -
    -

    Funeris (Major Villain)

    -

    - In ancient times, this colossal demon experienced mankind’s - vainglory firsthand. Being the last of their kind and - tormented by the souls of dead dragons, they want revenge. -

    -

    - Enveloping the mountain’s side, Funeris is vast enough to be - split into three parts: head, tail, and claws, each - Resistant and - Vulnerable to different elements (the color - of the scales provides a clue). -

    -
      -
    • They can breathe fire, which ignores Resistances.
    • -
    • - They also use an explosive powder that increases the - damage of subsequent attacks. -
    • -
    • The long tail strikes enemies with multi (3).
    • -
    • - The powerful claws can grab a PC, temporarily separating - them from the rest of the group. -
    • -
    -

    - Combat Flow: Whenever a part is defeated, - Funeris takes off and skips his turns, preparing to unleash - a fearsome cataclysm. If the PCs fail to activate the keep’s - defenses (a 6 section Clock) by the end of the following - round, they all drop to 0 Hit Points. If they succeed, - Funeris’ remaining parts re-enter the conflict. -

    -
    -
    - -
    -

    Character Encounters

    - -

    Albert

    -
    -

    - A young and inexperienced explorer-photographer, Albert - isn’t equipped to face the mountain. He wants to make a name - for himself photographing a rare animal that lives only - here. Being too green to succeed, he asks the PCs for help. -

    -

    - Unwanted Attention: Albert isn’t evil, just - dangerously naive. His articles caught the attention of - hunters and trappers who want to make a trophy out of his - next subject. Which infamous hunter is following his tracks? - Which of the PCs has dealt with them in the past? -

    -
    - -

    Qilin

    -
    -

    - While exploring, the group is caught by a sudden snowstorm. - A neigh cuts through the wind, but no horses live on Vertigo - Peak – the PCs have stumbled upon a qilin, an ancient - chimera with the body of a deer and the head of a unicorn. -

    -
      -
    • - Who among them knows the nature of the qilins and their - role as benevolent messengers? -
    • -
    • Which lucky event does this one foretell?
    • -
    • Who reacts with suspicion or violence to them?
    • -
    -
    -
    - -
    -

    - “The mountain is harsh but fair. No matter if predator or - prey: the true sovereign of the food chain is adaptability.” -

    -
    - -
    - -
    - - - - - - Natural Fantasy Conflicts - -

    - The following pages provide suggestions to help you build - natural fantasy conflicts -

    - -

    - They explore these situations from a rules perspective – which - the Core Rulebook also discusses at length from page 58 – but, - more importantly, they focus on the narrative tensions at play - during clashes between individuals or factions. -

    - -

    Ignorance and Fear

    - -

    - Natural fantasy conflicts are extremely varied, but all share - one common element: the will of one or more contenders to act - before fully understanding the nature of the problem and the - possible consequences. They often do so out of fear of what they - don’t know how to control or understand. -

    - -

    - The simple answers are seldom the correct ones. Prejudice and - fear might cause irreparable damage but, at the same time, one - can’t wait forever. This contradiction is at the heart of - natural fantasy and something that has no simple solution – on - the contrary, this particular style of game hinges upon doing - your best, acting out of generosity and taking responsibility - for your mistakes. -

    - -

    - When creating situations based on these dynamics, you should pay - attention to: -

    -
      -
    • - Fear and shame. Someone feels in danger: it - might just be due to survival instinct, but it can also arise - out of fear of losing credibility, power, or control, or the - growing realization that one’s worldview is naive or - incomplete. -
    • -
    • - Neglected teachings. Traditions, legends, - stories, and relics remind us of similar situations from the - past, but the factions or contenders involved are unaware of - them, willfully ignore them or (even worse!) misinterpret them - to fan the flames of conflict instead of solving it. -
    • -
    • - Pride and prejudice. The contenders often - have a shallow opinion of their adversaries, and stubbornly - refuse any chance of compromise, convinced that their actions - are an unfortunate necessity or inherently “righteous”. -
    • -
    • - Long-term consequences. Every conflict is - going to have an aftermath that the contenders do not - understand or choose to ignore, usually because they believe - it won’t really come to pass, won’t involve them directly or - is preferable to any other alternative regardless. -
    • -
    • - A glimmer of hope. In all these situations, - there is always a chance for negotiation and dialogue that - people are ignoring, and that is exactly where Player - Characters come into play and show their support. -
    • -
    - -
    - -
    -
    -

    MISTAKES OF THE PAST, HOPES OF THE PRESENT

    -

    THE WORLD

    - -

    - Natural fantasy stories don’t focus just on the immediate and - brutal pain caused by exploiting the land, oppressing people and - uprooting traditions and cultures. On the contrary, they argue - that such actions are going to have very long-term consequences, - much longer than the life expectancy of those involved, and that - to heal such wounds we will need not only the ability to - understand and forgive, but also the self-awareness and courage - to take a step back and change our point of view. -

    - -

    - The price of past cruelties falls upon the people of the - present, and the price of present cruelty will fall on the - people of the future. -

    - -

    - The recurring leitmotifs of the genre include neglectfulness, - the rediscovery of ancient and terrible technologies, curses - (often generational or cyclical), and the idea that the - protagonists have to endure and overcome the consequences of the - past, taking care not to cause the same suffering to future - generations. -

    - -

    - If you are running low on inspiration, you can rely upon some - natural fantasy classics and their related conflicts: -

    - -
      -
    • - Catastrophic artifacts. Magical or - technological items infused with almost miraculous powers - reemerging from ancient times. They represent a temptation for - both the hopeless and those who crave power and authority, but - in both cases these tools will unleash a devastation that the - planet was trying to forget. -
    • -
    • - Punishment incarnate. Curses, plagues and - epidemics might be the ecosystem’s answer to atrocities - committed by civilizations past – they often force animals, - spirits, and machines to act in a destructive manner, and - assume a full physical form only towards the end of the - campaign. -
    • -
    • - Millennia-old progenies. Simple in terms of - narrative premise yet extremely dangerous, these adversaries - are the result of century-old (perhaps millennia-old) - experiments to create better weapons or eliminate pollution - and radiation. They might be biological creatures or huge - out-of-control machines. -
    • -
    - -

    - Further advice and suggestions on which Villains to use - depending on the situation can be found in Chapter 4: - Antagonists. -

    - - -
    -
    - -
    -
    -

    The Price of Peace

    - -

    - The idea that natural fantasy must have a bucolic aesthetic and - deal with small, peaceful villages is superficial to say the - least. A large number of these stories take a different twist, - highlighting the difficulties in human relationships. -

    - -

    - Sometimes they are just the inner conflicts of a village or a - family, but tales of violence and oppression between neighboring - nations are equally common, not to mention the marginalization - of one or more individuals who called local dogmas into - question. -

    - -

    - Traditions are important and they were probably created for a - good reason, but this might not be the case any longer: blindly - following them might lead to grave misjudgments. At the same - time, discarding them for profit or power is equally cruel and - irresponsible. -

    - -

    - In line with the themes of change and coexistence that permeate - the natural fantasy genre, peace isn’t static, but something - that must be redefined day by day, based on new necessities, - otherwise it becomes an oppressive silence. -

    - -

    When Words Are Not Enough

    - -

    - Many natural fantasy conflicts involve factions who struggle to - communicate. These disputes often take the form of wars between - humans and animals, monsters, or spirits, but the idea also - works in the case of rivalries or tension between nations that - don’t speak the same language. -

    - -

    - Some character options allow the PCs to communicate with usually - unintelligible creatures and powers—for example, - Elemental Harmony (see page 155), - Feral Speech (see Core Rulebook, page 183) and - some Rituals. These are excellent choices if you want one of the - protagonists to act as a mediator. -

    - -

    - However, you might avoid these options on purpose, so that the - group has to struggle with the difficulties of communication (a - character might acquire them later to show their evolution). -

    - -

    Conflict Resolution & Understanding

    -
      -
    • - In such situations, it’s important to highlight the values of - hospitality and understanding. -
    • -
    • - If the story includes a presence considered “alien” or - “outsider”, the heroes’ first instinct should be to suspend - judgment to understand its point of view, needs, and - necessities, instead of driving it back, fighting, or - eliminating it. -
    • -
    - -

    - Although defending oneself from a raging monster or making - contact with destructive spirits is rather common (combat is a - core part of Fabula Ultima after all), the real antagonist - appears later, often under the guise of an evil influence that - has corrupted peaceful creatures (see page 174). -

    - -
    -
    -
    - -
    - - - - - - A Cruel Curiosity - -
    -

    THE WORLD

    -

    A CRUEL CURIOSITY

    -
    - -
    -

    - A lack of knowledge might spark a conflict, but seeking - knowledge can take on dangerous forms when not accompanied by - empathy and respect: it is fated to become a morbidly - analytical pursuit. -

    - -

    - This category include those “scientists” who demand answers - and use any means necessary to reach them – vivisectioning - living creatures and putting whole ecosystems under the - microscope, destroying entire archaeological complexes and - ancient ruins, or stealing the ritual objects and cultural - heritage of an entire people just to catalog them in a - university library or flaunt a collection. -

    - -

    - In this regard, archaeology, botany and zoology are excellent - starting points for a natural fantasy conflict. Even better if - a member of the group practices one of these disciplines with - both ethics and passion, or if they are a descendant of the - culture under scrutiny. It’s a great way to flip the usual - fantasy stereotype that depicts ancient ruins as completely - detached from the current culture, promoting a false portrayal - of archaeological research and its social and environmental - impact. -

    -
    - -
    - Example: At the center of Irkalla lake is a - millennia-old city-island whose name none remembers. Clattering - constructs, protected by stone armor and animated by complex - magics, wander across its labyrinthine canals. Along the - southern coast is a village, inhabited by the descendants of the - original builders: the local artisans adapted the wind motors - recovered among the ruins and the Council is gathering explorers - to discover the truth about their ancestors and the lights that - appear over the lake during the night. However, some want to - collect the maze’s treasures and sell them to the highest - bidder, and others have the dangerous wish to see in action the - miraculous weapons of light mentioned in the Irkallans’ poems. -
    - - - -
    - -
    - - - - - - Beasts and Monsters: A Guide - -

    BEASTS AND MONSTERS

    - -

    - The protagonists of Fabula Ultima are positive, heroic figures, - who fight against the twisted ideologies and egotistic - machination of the Villains. This premise is strictly linked to - the idea that the antagonists are aware and in control of their - actions, even when they don’t fully understand the consequences. -

    - -

    - What happens when the antagonists are little more than animals - or monstrous creatures that, acting on instinct or according to - their life cycle, threaten the region or the protagonists’ - community? In such a case, it’s legitimate to question how - “heroic” it is to fight creatures who are just following their - instincts or needs. -

    - -

    - The works that inspired this Atlas approach this subject in a - number of ways: -

    - -
      -
    • - Survival. This is the easiest approach, - albeit a bit superficial and questionable, and it simply - reassures the Players that their actions are justified: in - these settings, humans are far less numerous than beasts and - monsters, hence it’s sometimes necessary to fight and kill - them. -
    • -
    • - Conservation. In this approach, slightly more - complex and thoughtful, it is legitimate to eliminate specific - creatures that can cause massive damage to the entire - ecosystem, making those specific creatures play the role of - Villains. -
    • -
    • - Exorcism. This approach is based upon the - idea of fighting only creatures that are corrupted or infected - by a magical influence or parasite, to purify them once they - are weakened (in Fabula Ultima one can choose the fate of an - enemy reduced to 0 Hit Points – death is not the rule). The - source of such corruption is often an environmental antagonist - (see page 174). -
    • -
    • - Revenge. In this variant of the previous - approaches, the heroes discover, often through the ability to - communicate with beasts, that the terrible fury or corrupting - influence was spawned from human atrocities, creating an - age-old grudge that might take the shape of a major (or even - supreme) Villain… and to make matters worse, our protagonists’ - early actions might have contributed to such a disaster. -
    • -
    - -

    - This Atlas cannot tell you which approach, or what relationship - between humanity and nature, you should adopt. This is something - your group should decide together. Nevertheless, remember that - the nature of the struggle between humans and the world is a - precise thematic choice that should never be trivialized. -

    - - - -
    - -
    - - - - - - Something Bitter or Melancholic - -

    SOMETHING BITTER OR MELANCHOLIC

    - -

    - Finally, all tense situations and conflict scenes in a natural - fantasy campaign should have a bitter or melancholic aftertaste. - This undertone highlights the torment of the antagonists, - strengthens the bonds between the heroes and those who are in - danger, or reiterates how the PCs are facing the consequences - and paying the price of errors that were committed by the people - of the past. -

    - -

    Examples

    - -

    - Here are some examples of scenarios implementing this theme: -

    - -
      -
    • - To defeat the wrathful ice spirits, the Alderman’s daughter - decided to wield an ancient relic with the power to destroy - souls. She too is going to forfeit her own, but the clan will - survive. -
    • -
    • - The majestic Jade-Horned Lion nourishes the region by - cyclically dying and being reborn; but his current incarnation - became attached to a human orphan and rejected death, - ultimately turning into a monster. -
    • -
    • - A terrible disease strikes down settlements that surpass a - certain technological level, or that dig up and activate the - Progenitors’ machines. -
    • -
    • - Cornered by new fishing regulations, the people of a Player - Character’s native village accepted the thane’s money and - allowed his men-at-arms to scour the forbidden ruins under the - village. -
    • -
    • - The heroes battle a beautiful and titanic plant monstrosity, - contaminated by the experiments of a careless apprentice - witch. The seed was planted by a young hunter to commemorate - the death of his partner. -
    • -
    • - Crossing the Bone Steppe at night is very dangerous – - following the steps of the Warthog Goddess, whose wounds bleed - continuously, restless spirits of animals killed by a - now-forgotten Empire possess their own bones and assault the - living. -
    • -
    • - Born from an egg that hatched centuries after the extinction - of her species and overwhelmed by desperation, the Magmamoth - Queen devoured the ancient magic of the forest, until she - became a veritable living hive. -
    • -
    - -
    - “I have no doubt that it is necessary.
    - I just wish I wasn’t the one to carry this burden.” -
    - -
    - -
    - - - - - - Magic and Rituals Guide - -

    MAGIC AND RITUALS

    -

    - In a natural fantasy campaign, magic is a field where the themes - of balance, coexistence, mistakes, and punishment emerge at - their strongest. Moreover, the relationship between humanity and - supernatural creatures hinges on a few core assumptions, - discussed in the following pages. -

    - -

    MAGIC AS A NEGOTIATION

    -

    - Magic represents the delicate relationship between humanity, the - ecosystem, and the mysteries of life itself: it’s important to - ask what is the source of the magical powers wielded by the - characters and how such abilities might alter the existing - balance. -

    -

    - The “Everything has a soul” pillar, from page 14 of the Core - Rulebook, comes into its highest expression in natural fantasy – - magic is alive, often incarnate as a local spirit or presence, - and reacts according to its own will and personality. -

    -

    - Depending on which characters are involved in the campaign and - what kind of threat they face, this approach might express - itself in many ways and should influence the game mechanics. The - following sections contain advice and considerations on how to - handle these themes, which require special attention. -

    - -

    SPIRITS, DEITIES, AND PRESENCES

    -

    - “Divinity” isn’t something far away and limited to specific - moments of prayer; it’s close, everyday, and omnipresent, but - also extraordinary, sentient, and unpredictable. It’s part of - everything on both an individual and universal level. -

    - -
      -
    • - Individual. Divine entities often appear as - spirits or presences inhabiting a place, object, or creature. - Sometimes they manifest as elemental beings, other times as - demons born from a build-up of spiritual power or due to a - creature’s extreme longevity, or as a conglomerate of magical - energy, lacking a conscience but still “alive”. -
    • -
    • - Universal. Divinity as a concept also - represents the global, cyclical and interconnected totality of - everything: a symphony of lives that are born, transformed and - pass away, feeding upon and influencing each other. This - universal dimension of the divine often appears in the guise - of a spirit realm, permeating reality but visible only to a - few. -
    • -
    - -

    - We can say that magic draws power from a universal energy - through an individual medium, but in doing so it causes - immediate reactions on the individual level and/or long-term - consequences on a universal scale. -

    - -
    - -
    - - The World: Favorable and Unfavorable Reactions - -

    CHAPTER 9: FAVORABLE AND UNFAVORABLE REACTIONS

    - -

    - Since both magic and the divine dwell in spirit form within - places, items, and creatures, the use of spells, Rituals, and - magic abilities – excluding those of the Invoker Class (see page - 154), with its ability to harmonize with natural forces – might - provoke a reaction from those very same spirits. The details of - such events vary based on the character’s Identity and abilities - used, but they often come into play as a consequence of - Opportunities, Fabula Points, Sacrifices, Surrenders, or failed - Rituals. The Game Master might also add favorable and unfavorable - plot twists as they see fit. -

    - -
    -

    - Among the most fitting rules to use in these circumstances are - harmful or beneficial environmental effects - (see Core Rulebook, page 299), a sudden shift in the invocation - wellsprings (see page 156) or, in the most extreme situations, - the introduction of a new threat or danger. -

    -
    - -

    MEDIATION AND RITUALS

    - -

    - Following these premises, Rituals become a dialogue with the - forces of nature and require self-discipline, empathy and - preparation – they are often the exclusive prerogative of a single - member of the group, trained in one or more disciplines: -

    - -
      -
    • - Chimerism, Elementalism, and Spiritism. These - are the most common disciplines, associated with communicating - and negotiating with the spirits of flora and fauna, the - presences inhabiting the basic elements and the positive and - negative influences that flow through all living creatures, - respectively. -
    • -
    • - Arcanism. When reimagined to fit a natural - fantasy style, this discipline represents the ability to gain - the favor of ancient protector spirits, keeping a fragment of - their power inside any item they consider an appropriate vessel. - This may include being hosted within the Arcanist’s own body, in - the form of a tattoo, scarification or partial metamorphosis. -
    • -
    • - Entropism and Ritualism. Finally, these - disciplines are the most unusual and they are linked to a - subject we will address on the following page: magic as a form - of control. -
    • -
    -
    - -
    - - - - - - Magic as Control - Guide Extract - -

    MAGIC AS CONTROL

    - -

    - If the magical arts represent a field defined by difficult - compromise and negotiation between humanity and supernatural - powers, it’s just a matter of time before someone tries to - overstep these “limitations” and gain full control over these - forces. -

    - -

    - In natural fantasy worlds, magic is an allegory of life itself: - the insidious desire to reject or eliminate its most complex and - mysterious aspects – so that it operates “on a human scale”, - following cold, predictable and standardized rules – sparked - some of the most terrible atrocities during ancient times. -

    - -

    Disciplines Focused on Control

    -

    - Even in this case, some character options lend themselves more - to this kind of magic, unconcerned with the balance of the - ecosystem, focused on reaching a result without any regard for - the consequences: -

    - -
      -
    • - Entropism. A complex discipline with - unlimited potential, capable of manipulating time and space, - Entropism is perfect as the legacy of a distant epoch, when - extremely advanced civilizations made reckless mistakes for - which the world is still paying the price. More often than - not, the protagonists that wield Entropism are androids or - experimental beings, awoken after millennia of stasis. It’s a - kind of magic dramatically out of place, a relic of a - different time that brings with it a warning about a calamity - that might strike the world again. -
    • -
    • - Ritualism. Precisely because of its - relatively basic and approachable nature, this discipline is - often assimilated with an academic or rationalist mindset, - divorced from the spiritual implications and, in the end, - reduced to a mere tool. If used in conjunction with - technological sciences it can reactivate ancient machinery to - take full control over the forces of nature or be used to - unleash indiscriminate preemptive destruction against any - threat, be it real or perceived. -
    • -
    • - Classes. It might be interesting to employ - Classes such as Tinkerer, Merchant (see page 158), Loremaster - and Symbolist (see High Fantasy Atlas, page 146) to create a - character with a cold, utilitarian view of magic at first – - over the course of the campaign they will develop a more - complex and nuanced perspective, recognizing and confronting - the idea that magic is a living force that they have to - coexist with. -
    • -
    - -

    Conclusionary Concepts

    -

    - Finally, we have to spend a few words on the most common - variations of these concepts: deicide and fear of death. -

    - -
    - -
    - - - - - - The World - Chapter Excerpt - -
    -

    - Page numbers/Context markers: 71 | W | 22 THE - WORLD -

    -
    - -

    CHAPTER 9: DEICIDE

    -

    - It might seem strange to so directly discuss the subject of - killing a god, since Fabula Ultima draws its - inspiration from a long video game tradition where the final - antagonist is often a god-like entity with almost unlimited - divine powers. However, in the natural fantasy genre, this - dynamic is often turned upside down: the destruction of a god - isn’t a rightful act of rebellion against a destiny that someone - else already wrote, but rather a violent, ignorant and selfish - act, showing a lack of empathy toward the spiritual world and - driven by fear or greed. -

    - -
    - Example: After ransacking the villages of the - Great Taiga, the Shōgun didn’t find the fabled iron mines he was - looking for. However, his agents sighted a creature known as - Ōtetsuguma: a massive bear with metallic fur, - who defeated scores of soldiers and mercenaries sent to capture - her. Bent on defeating this threat and bringing a new trophy to - his master, the Shōgun ignores the fact that the protector god - of the region lives inside the bear: if she is killed before - finding a successor, she won’t be able to awaken the spirits of - flora and fauna in spring, condemning the Great Taiga to a - never-ending winter. -
    - -

    FEAR OF DEATH

    -

    - One of the finest examples of the desire to control magic and - nature is, without any shadow of a doubt, the quest for - immortality, which often drives the actions of the main - antagonist or is the foundation of one or more mysteries or - threats. This endeavor is as futile as it is reckless: denying - the reality of death or attempting to trick it and push it away, - pollutes the cycle of life, causing spiritual stagnation and - unleashing upon the world a calamity that will snuff out future - generations. -

    - -
    - Example: Ten thousand years ago, humanity fell - victim to a fearsome epidemic. Fearing extinction, scientists - dismembered the ancient Kalpavriksha tree and - developed a synthetic forest to separate bodies and souls: - instead of returning to the spiritual stream of the planet, - these souls were put in stasis inside the network, waiting for - it to birth a generation of clones, completely immune to the - disease, to host them. However, the research team grossly - underestimated humanity’s knack for survival: now, their - descendants live in harmony with generations of clones discarded - by the system, who developed individual souls in the meantime. - Trapped in their stasis, the original souls became corrupted, - making the resynchronization erratic and turning them into - malevolent shape-shifting spirits. -
    - -
    -
    - “He looked for immortality and it was granted to him.
    He - broke the peace and peace was forever taken from him.” -
    -
    - -
    - -
    - - - - - - Technology in Natural Fantasy - -

    Technology in Natural Fantasy

    - -

    - Contrary to what one might think, technology remains a core - element of natural fantasy campaigns. However, its role may - assume very different functions depending on how it is - integrated into the setting. -

    - -

    Machines of a Future Past

    - -

    - In the context of the natural fantasy world, technology - represents both the endless possibilities of the future and the - quiet warnings of the past—creating a thematic tension that can - become the hinge of a narrative arc for characters built around - the Tinkerer, Merchant (see - page 158), or Loremaster Classes. -

    - -
    -

    Advice and Observations

    -

    - Below are several pieces of advice and observations concerning - this topic: -

    - -
      -
    • - Dangerous leaps. Recovering and studying - technological relics from eras past offers a chance to - accelerate the development of a community or settlement. - However, doing so without weighing potential consequences - might lead to a catastrophic outcome. The message of natural - fantasy stories isn’t that technology is inherently - malicious, but rather that its impact must be carefully - evaluated: often, the wiser path is slower and more careful - development, because taking every possible shortcut creates - fertile ground for opportunists. -
    • -
    • - Quest for coexistence. In line with the - previous point, natural fantasy strongly critiques the idea - of technology as a “victory over nature.” Even in a world - where humanity lives surrounded by dense forests and wild - animals, looking to rule over them rather than living in - harmony means surrendering our hearts to despair. The path - to coexistence is seldom peaceful, but there is a noticeable - difference between protecting what you love and annihilating - everything else. -
    • -
    • - Tools of destruction and rebirth. Natural - fantasy stories frequently depict the rediscovery or - reactivation of a machine, device, or generator that - provides extraordinary power... but also brought ruin upon - its ancient creators. These technologies have an ambivalent - role: they are gifts from the past just as much as they are - its curse. They represent another chance, but if handled - with arrogance or haste, they will inevitably lead to - tragedy. -
    • -
    -
    - -

    Narrative Conflict

    - -

    - All these elements provide excellent ways to spark - conflict—either between different factions hell-bent on using - technology in divergent ways, or fundamentally between humans - and the spirits of nature. Thanks to their long lives, these - spirits remember perfectly the disasters of the past and - consider current humans as childish and irresponsible as their - ancestors, often leading them to choose a preemptive strike. Of - course, many would regard such "unmotivated" attacks as another - threat to be eradicated. -

    - -
    - -
    - - - - - - Natural Fantasy Worlds: Vehicles and Transports - -

    THE WORLD

    -

    CHAPTER: VEHICLES AND TRANSPORTS

    - -

    - Natural fantasy worlds are characterized by small or - medium-sized settlements, dense forests and winding paths. - Travelers journey on foot or with mounts, carts, or small boats. - Flying vehicles and mounts are extremely rare, perhaps - nonexistent. However, sometimes the remains of ancient - technologies are combined and adapted to create ingenious rustic - hybrids. -

    - -

    - From a thematic perspective, traveling on foot is a slow but - harmless choice, whereas using mounts or vehicles might be an - act of violence against nature, depending on the character’s - treatment of the animal or environment. The relationship between - a character and their - Faithful Companion (see Core Rulebook, page - 217) is an excellent positive example, while destroying a forest - to create a railroad is a classic example of cruelty toward the - ecosystem. -

    - -

    THE ROLE OF THE ARTISAN

    -

    - The artisan is a very important figure in natural fantasy - settings, and their social role can be characterized as mostly - technical, mostly spiritual, or a balanced mixture of the two. -

    - -
      -
    • - Technical role. In this sense, the artisan - has the knowledge and abilities to shape matter and create - something new from it, giving form to an idea and finding - innovative solutions to many problems. -
    • -
    • - Spiritual role. From a magical and ritualist - perspective, the artisan has the gift to mediate between the - spirits and energies that inhabit matter, emphasizing their - unique properties in the final object. -
    • -
    - -

    - These transformative roles are inextricably intertwined, but - some artisans focus more on one or the other. -

    - -

    - Given their importance, the following pages present an updated - version of the optional rules for materials and forging, - originally introduced with the 2022 winter holidays bonus: -

    - -
    - A Christmas Gift from Edgar!
    -
    - -
    - -
    - - - - - - Materials and Forging Rules - -

    Materials and Forging

    - -

    - This optional rule is especially fitting for natural fantasy - stories, but it can be integrated into any campaign without any - modification. -

    - -

    Core Goals of the Rule

    -

    The module has four main goals:

    -
      -
    • - Define more precise guidelines for the value - of materials than those provided in the Core Rulebook. -
    • -
    • - Extend the use of gathered materials to the - creation of equipment, instead of limiting it to selling, - funding Projects or reducing the Mind Point cost of Rituals. -
    • -
    • - Provide rules for characters that want to - forge weapons, armor, shields and accessories. (The Project - rules weren’t meant for this and they are quite unwieldy for - blacksmiths, weaponsmiths, stylists, goldsmiths, and so on.) -
    • -
    • - Allow Game Masters to offer forging materials - instead of complete items when giving rewards. This not only - saves time and energy better spent on designing adversaries - and important items, but also provides a way to reward the - Players even when the narrative situation doesn’t lend itself - to “classic” rewards such as rare items, Inventory Points or - money. -
    • -
    - -
    -

    9 OBTAINING MATERIALS

    -

    - The Core Rulebook already suggests that Game Masters include - non-equipment items among rewards (see pages 264–265); forging - materials follow those same rules and should be considered - part of the session’s rewards. Each copy of a given material - is a single-use item and has a value assigned by the GM - (ideally between - 500 and 3000 zenit). -

    - -
    -

    Example Scenario

    -

    - Four level 12 Player Characters have defeated a colossal - insect. An appropriate reward would amount to 1800 zenit in - total, with no single item worth more than 1000 zenit. Since - the group already recovered an *aegis gorgonis* (800 zenit; - see Core Rulebook, page 283) shortly before the battle, the - Game Master offers them a - titan carapace (1000 zenit). -

    -
    - -

    - The Game Master is free to give materials any name and value, - or use the table from page 78 onward to randomly generate - them. The important thing to remember is that each material - has to quite clearly inspire one or more possible uses. -

    -
    - -
    - -
    - - - - - - The World - Chapter 9 - -
    -

    THE WORLD

    -

    Chapter 9: PURCHASING AND SELLING MATERIALS

    -
    - -
    -

    Purchasing Materials (Section 9)

    -

    - Characters may purchase any material available in their - surroundings by spending an amount of zenit equal to its - value. When it comes to Projects, step 3 on page 134 of the - Core Rulebook abstracts this process, but the group might - prefer to purchase specific materials and keep them for future - use. -

    -

    - The Game Master has the final say on which materials can be - bought in any given area, at which cost and in which quantity. - However, they should involve Players who control characters - from that region or have studied it, or who play Classes like - Tinkerer, Merchant (see page 158), - Loremaster, or Wayfarer. -

    -
    - -
    - -
    -

    Selling Materials (Section 9)

    -

    - If there is an artisan, merchant or other potential buyer - available, Player Characters can usually sell materials at - half their normal value in the same way as for normal items - (see Core Rulebook, page 124). -

    -

    - Continuing from the previous example: if the group ever - decides to sell that titan carapace they retrieved, they would - earn 500 zenit. -

    -

    - On the other hand, using a material to cover the cost of a - Project (see Core Rulebook, page 137) or to forge items as - described on the next page will let you use its full value, - showcasing its full potential. -

    -
    - -
    -

    Ethical and Narrative Guidelines

    -

    - These options involve PCs in the process of transformation, - death, and rebirth typical of natural fantasy, but must not be - used to reenact colonialist fantasies or gratuitous cruelties - towards animals and living beings. -

    -
      -
    • - Harvesting Remains: Harvesting the remains - of a monster that threatened the village and using them to - protect it is very different from hunting for others of the - same species just to hoard materials. Finding resources - should be a consequence of the story events, not a goal (you - can leave that to the Villains!). -
    • -
    • - Limitation: This system won’t suffer if you - limit yourselves to inanimate materials such as minerals, - fluids, scraps, fallen branches or leftover chrysalises. -
    • -
    • - Dignity of Creation: When you create an - item from the remains of a creature, strive to do so with - the required dignity, creating something that pays homage to - their original form, appearance, and nature. -
    • -
    -
    - - - -
    - -
    - - - - - - Forging Process Rules - -

    Forging Rare Items

    - -
    -

    The Forging Process

    -

    - This optional rule makes it possible to spend materials to - create new weapons, armor, shields, and accessories designed - by the Players – as long as they meet at least one of the - following conditions: -

    - -

    Conditions for Success

    -
      -
    • - NPC Artisan Access: The group has access to - an NPC artisan capable of creating the required item. (e.g., - a blacksmith for armor or a tailor for a dress). -
    • -
    • - Magical/Technological Device: The group has - access to an artifact or other magical or technological - device that can synthesize or transform objects. -
    • -
    • - Player Expertise: The group includes at - least one Player Character with the - Tinkerer Class or an Identity that ties - into a profession relevant to the item they want to create. - (The Game Master has the final say, but they shouldn’t be - too restrictive.) -
    • -
    - -

    - Note: The forging process described below usually - requires a single rest; keep in mind however that there is no - limit to the number of items the group can forge during the - same rest, provided they have all the appropriate materials - and enough zenit to pay all required - artisans. -

    -
    - -
    -

    The Step-by-Step Forging Procedure

    -
      -
    1. -

      - Drafting the Item: The group prepares a - draft of the item they wish to create, using the rules in - the Core Rulebook (see page 266 onward). The - item’s total cost in zenit must be equal to or lower than - (the highest level among PCs, multiplied by 60). -

      -
    2. -
    3. -

      - Cost Assessment: The Game Master decides - whether the item has a cost appropriate to its effects and - whether the provided materials are fit for forging it. -

      -
    4. -
    5. -

      - Providing Materials: The group also - indicates which materials they will provide for forging - it; their total value must be equal to or higher than the - cost of the item (if higher, the materials will be - completely expended anyway). -

      -
    6. -
    7. -

      - Revision Loop: If the Game Master - proposes any changes, go back to step 1. -

      -
    8. -
    9. -

      - Completion: Once the Game Master approves - the draft and proposed materials, the item can be created. - If this is done by an artisan NPC, they will require - payment equal to a tenth of the item’s total cost in - zenit. -

      -
    10. -
    -
    - -
    - -
    -

    Order Details

    -
    - -
    - -
    - - - - - - Forging Rules Reference - -
    -

    - Since the design and approval process for each item might - require a fairly long conversation, it’s often a good idea to - take care of forging during the downtime between sessions. - However, it’s important that the group is in a situation that - lets them rest between the end of a session and the start of - the next (irrespective of when you decided to play the - corresponding rest scene). -

    - -

    - Continuing from the previous example: the group wants to use - the titan carapace to craft a heavy weapon with the same - profile as the Beowulf (see - Core Rulebook, page 276), but capable of dealing air - damage. The total cost is 660 zenit, well - within the limit of 720 zenit derived from the group’s level - of 12. The Game Master has no objections, so the item can be - crafted by expending the material (worth 1000 zenit – 340 are - wasted) and paying 66 zenit to a local weaponsmith. The - Brynhild will be ready in a few hours! -

    - -

    - Going strictly by the numbers, this process is far less - convenient than a standard in-game reward, but it provides the - group with the freedom to choose which item they create and - gain access to. Moreover, finding a true rare item, instead of - a simple raw material, becomes a very special moment, since - its value will be slightly higher than anything the group - might forge on their own. -

    - -

    9 INTERACTIONS WITH OTHER RULES

    -

    - Like most optional rules tied to equipment, forging might - raise a few questions. Here is a list of answers to the most - common ones: -

    - -
      -
    • - Custom Weapons. The group can take - advantage of the forging rules to create any kind of - equipment, including custom weapons (see page 112). They - just need to use the base version of a custom weapon in the - draft, instead of an item from the basic equipment lists, - and then apply the rules from page 266 of the Core Rulebook - as usual. -
    • -
    • - Technospheres. Weapons, armor and shields - intended for technospheres (see - Techno Fantasy Atlas, page 130) follow the standard - rules for forging, but the only Qualities available are - slots α, - β, - γ and - δ. -
    • -
    • - Pilot’s Modules. Weapon, armor and support - modules (see Techno Fantasy Atlas, page 160) can be - forged using these rules. Keep in mind that the base version - of weapon and armor modules are worth about 500 zenit each - (any modifications increase their cost in the same way as - for rare items), while support modules are worth about 1000 - zenit. -
    • -
    - - -
    - -
    - -
    -
    -

    Animal Classification Comparative Analysis

    - - -

    Key Characteristics of Animal Groups

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    TaxonArthropodsBirdsFishes
    1. AntennaAntenna Bone
    2. CarapaceCarapaceCraniumCartilage
    3. GlandGlandCrestCrest
    4. HornHornEggEggs
    5. LegLegFeatherFin
    6. MandibleMandibleMembraneGland
    7. PincerPincerSacSac
    8. ShellShellTalonScale
    9. StingStingTendonSpine
    10. WebWebWattleTeeth
    - - -

    Taxonomic Feature Comparison

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    FeatureMammalsMollusksReptiles
    1. ClawClawAntennaBone
    2. CraniumCraniumGlandClaw
    3. FangFangMembraneCranium
    4. FurFurSacCrest
    5. HornHornScaleEgg
    6. RibRibSeashellFang
    7. TailTailShellGland
    8. TendonsTendonsSlimeScale
    9. VertebraVertebraStingSpine
    10. WhiskersWhiskersTentacleTail
    - - -
    -

    Materials Generator

    -
    -
    -
    - -
    - - - - - - Index & Glossary - -
    -
    -

    CHAPTER

    -

    - Other Nature - (d8 or d12, based upon the context) -

    -

    Type: Fungal / Incorporeal Liquid

    -
    - - -
    -
    -

    Fungal

    -
      -
    • Boletus
    • -
    • Hen
    • -
    • Honeyshroom
    • -
    • Morel
    • -
    • Mucilage
    • -
    • Mushroom
    • -
    • Oyster
    • -
    • Truffle
    • -
    •  
    • - -
    -
    - -
    -

    Incorporeal Liquid

    -
      -
    • Ash
    • -
    • Bubble
    • -
    • Essence
    • -
    • Gas
    • -
    • Mirage
    • -
    • Smoke
    • -
    • Strand
    • -
    • Vapor
    • -
    •  
    • -
    -
    - -
    -

    Properties

    -
      -
    • Clot
    • -
    • Drop
    • -
    • Extract
    • -
    • Fluid
    • -
    • Ichor
    • -
    • Oil
    • -
    • Reagent
    • -
    • Sludge
    • -
    •  
    • -
    -
    -
    - - -

    Artificial Mineral Plant

    -
    -
    - 1. Chain -
      -
    • Core
    • -
    • Fabric
    • -
    • Gear
    • -
    • Leather
    • -
    • Lens
    • -
    • Plate
    • -
    • Propeller
    • -
    • Rope
    • -
    • Scrap
    • -
    • Spring
    • -
    • Valve
    • -
    -
    - -
    - 2. Block -
      -
    • Charcoal
    • -
    • Crystal
    • -
    • Dust
    • -
    • Fragment
    • -
    • Gem
    • -
    • Limestone
    • -
    • Block
    • -
    • Salt
    • -
    • Stele
    • -
    • Stone
    • -
    -
    - -
    - 3. Algae -
      -
    • Bark
    • -
    • Bramble
    • -
    • Flower
    • -
    • Berry
    • -
    • Branch
    • -
    • Fruit
    • -
    • Plant
    • -
    • Moss
    • -
    • Root
    • -
    • Thorn
    • -
    -
    - -
    - 1. Block (Restarting structure due to poor - extraction) -
      -
    • Algae
    • -
    • Bark
    • -
    • Crystal
    • -
    • Bramble
    • -
    • Flower
    • -
    • Fruit
    • -
    • Leaf
    • -
    • Moss
    • -
    • Petal
    • -
    • Stone
    • -
    -
    -
    - - -
    -

    - “This mushroom here? They call it Faery Toadstool.
    No. - It’s not a good idea to pick it.” -

    - -
    - -
    -
    -
    - -
    - -
    - - - - - - Elemental Descriptors Index - -
    -

    Elemental Descriptor Index

    -

    (d6, based upon the element)

    - - -
    -
    - Air - Bolt - Dark -
    -
      -
    • 1. Cerulean
    • -
    • 2. Dry
    • -
    • 3. Emerald
    • -
    • 4. Green
    • -
    • 5. Hollow
    • -
    • 6. Light
    • -
    - -
      -
    • 1. Amber
    • -
    • 2. Conductive
    • -
    • 3. Electrostatic
    • -
    • 4. Magnetic
    • -
    • 5. Thundering
    • -
    • 6. Yellow
    • -
    - -
      -
    • 1. Amethyst
    • -
    • 2. Astral
    • -
    • 3. Colorless
    • -
    • 4. Fragile
    • -
    • 5. Ruined
    • -
    • 6. Spectral
    • -
    -
    - - -
    -

    Earth

    -
      -
    • 1. Carved
    • -
    • 2. Diamond
    • -
    • 3. Fossil
    • -
    • 4. Golden
    • -
    • 5. Iron
    • -
    • 6. Sandy
    • -
    - -

    Fire

    -
      -
    • 1. Blazing
    • -
    • 2. Explosive
    • -
    • 3. Incendiary
    • -
    • 4. Ruby
    • -
    • 5. Scarlet
    • -
    • 6. Stinging
    • -
    - -

    Ice

    -
      -
    • 1. Arctic
    • -
    • 2. Azure
    • -
    • 3. Crystalline
    • -
    • 4. Freezing
    • -
    • 5. Frosty
    • -
    • 6. Pale
    • -
    -
    - - -
    -

    - Light -

    -
      -
    • 1. Ethereal
    • -
    • 2. Opaline
    • -
    • 3. Royal
    • -
    • 4. Shining
    • -
    • 5. Silver
    • -
    • 6. Transparent
    • -
    - -

    - Poison -

    -
      -
    • 1. Corrosive
    • -
    • 2. Infected
    • -
    • 3. Speckled
    • -
    • 4. Streaked
    • -
    • 5. Toxic
    • -
    • 6. Violet
    • -
    - -

    - Water -

    -
      -
    • 1. Blue
    • -
    • 2. Coral
    • -
    • 3. Deepwater
    • -
    • 4. Sapphire
    • -
    • 5. Thin
    • -
    • 6. Wet
    • -
    -
    - -
    -

    Details

    -
    -
    - -
    - -
    - - - - - - Other Descriptors List - - - -

    Other Descriptors (d10, based upon the function)

    - -
    - -
    -

    Agility and Precision

    -
      -
    • 1. Elastic
    • -
    • 2. Glazed
    • -
    • 3. Grim
    • -
    • 4. Oily
    • -
    • 5. Polished
    • -
    • 6. Scrawny
    • -
    • 7. Sharp
    • -
    • 8. Slender
    • -
    • 9. Slippery
    • -
    • 10. Small
    • -
    -
    - - -
    -

    Damage and Power

    -
      -
    • 1. Bloated
    • -
    • 2. Broken
    • -
    • 3. Chipped
    • -
    • 4. Colossal
    • -
    • 5. Fermented
    • -
    • 6. Heavy
    • -
    • 7. Monstrous
    • -
    • 8. Serrated
    • -
    • 9. Sharp
    • -
    • 10. Thick
    • -
    -
    - - -
    -

    Protection

    -
      -
    • 1. Ancient
    • -
    • 2. Curly
    • -
    • 3. Hardened
    • -
    • 4. ??? (Implicit)
    • - -
    • 5. Holy
    • -
    • - 6. Colossal (Duplicated? Replicating text - flow.) -
    • -
    • - 7. Holy (Duplication observed in source) -
    • -
    • 8. ???
    • -
    • 9. Regal / Rough
    • -
    • 10. ???
    • -
    -
    - - -
    - -
    - -
    -

    Recovery

    -
      -
    • 1. Aromatic
    • -
    • 2. Bitter
    • -
    • 3. Blood
    • -
    • 4. Fragrant
    • -
    • 5. Fresh
    • -
    • 6. Juicy
    • -
    • 7. Purifying
    • -
    • 8. Scarred
    • -
    • 9. Smooth
    • -
    • 10. Sweet
    • -
    -
    - - -
    -

    Sabotage

    -
      -
    • 1. Bitter
    • -
    • 2. Dazzling
    • -
    • 3. Echoing
    • -
    • 4. Eerie
    • -
    • 5. Hexed
    • -
    • 6. Hooked
    • -
    • 7. Irritating
    • -
    • 8. Nauseating
    • -
    • 9. Rusty
    • -
    • 10. Sticky
    • -
    -
    - - -
    -

    Support

    -
      -
    • 1. Carved
    • -
    • 2. Fairy
    • -
    • 3. Glowing
    • -
    • 4. Harmonious
    • -
    • 5. Iridescent
    • -
    • 6. Lucky
    • -
    • 7. Magical
    • -
    • 8. Noble
    • -
    • 9. Soft
    • -
    • 10. Warm
    • -
    -
    - - -
    - - - -
    - -
    - - - - - - Natural Fantasy Equipment Tips - -

    Playing Natural Fantasy Equipment

    - -

    - Playing Fabula Ultima in a natural fantasy setting is an - excellent opportunity to express your creativity and design - pieces of equipment tied to folklore, exploration and the - protagonists’ personality. -

    - -

    - This section contains tips to help you imagine and describe - compelling natural fantasy equipment, followed by a list of new - rare items you can include in your campaign or use as - inspiration. -

    - -

    Ingenuity and Personality

    -

    - In natural fantasy worlds, every item tells a story, - highlighting the ingenuity and the craftsmanship of its creator, - whether it’s a treasure from ages past or a trusty tool for - adventurers. -

    - -
      -
    • - Past and Present. In natural fantasy - campaigns, contemporary equipment often looks very down to - earth and no-frills – not very memorable, perhaps, but solid - and reliable. On the other hand, more elaborate and unusual - pieces of equipment are often handed down from generation to - generation, or retrieved from the depths of mysterious ruins - and adapted to new uses. Firearms often fall in the last - category and are a once-in-a-lifetime sight. -
    • -
    • - Accessories of all kinds. Natural fantasy - accessories can be divided into three main categories: - precious jewelry created with highly refined craftsmanship and - symbolic materials, like silver, iron, jade, bone, or the - scales of a specific creature; lucky charms and other personal - creations; and finally, practical tools that the characters - carry for emergencies. This last category is of particular - importance because of an underlying message: even the most - humble tool can become powerful in the hands of a hero that - deeply cares for it. -
    • -
    • - Built with your own hands. One of the most - distinctive design principles of natural fantasy is the - ingenious combination of ancient technologies and recycled - materials, such as repeating crossbows built with wood and - bone, alchemical arquebuses, steam-powered devices, and blades - forged with unknown alloys or components recovered from - ancient constructs. These tools usually follow the standard - profiles included in the Core Rulebook, but the most complex - and unlikely weapons might require the custom weapon rules - (see page 112). -
    • -
    - -

    - In short, natural fantasy items should stand out for their - practical appearance, handmade quality, the ability to merge - ancient technologies and recycled materials, or reveal - something about those who chose, created or gifted - them. -

    - -

    Rare Items

    -

    - (The following section indicates a listing of rare items is - forthcoming.) -

    - -
    - -
    - - - - - - A Story in Every Item - -
    CHAPTER | A STORY IN EVERY ITEM
    - -

    - When designing a rare item for a natural fantasy campaign, take - some time to think about the story it tells: -

    - -

    - what technique was required? What materials were used? Which - places or creatures did they come from? -

    - -

    - One of the core themes of natural fantasy is - transformation, which can also be interpreted - as the death or sacrifice of something in order for something - else to exist. From this point of view, a character’s equipment - is a collection of stories, taken from fragments of other - beings’ lives and bodies. -

    - -

    - The rules for creating rare items from materials (see page 76) - offer an excellent opportunity to dive deep into this concept - over the course of the campaign. -

    - -

    Special Equipment

    - -

    - Characters with animal or plant-like features are rather common - in the natural fantasy genre, and it might be interesting to - create equipment tailor-made for them (perhaps using the custom - weapon rules; see page 112), or give their pieces of equipment - an unusual name and appearance. -

    - -
    - Example: A spider-person using silk flails or - elemental stingers; a flower fairy dressed in petals; an - anthropomorphic cactus whose caps and berets are actually custom - weapons that determine the profile of their needle spray. -
    - -

    Historical, Folkloric, and Literary References

    - -

    - If you’re looking for a name for a natural fantasy item but - you’re short on ideas, you might draw inspiration from items and - creatures from folklore and literature, especially works tied to - spirits, ghosts, or fairies, or you could pay homage to famous - scholars, warriors, artisans and explorers from the real world. -

    - -
    - Example Names: Bai Suzhen, Boggart, Bradamante, - Cervantes, Csoma, Da Vinci, Earhart, Gentileschi, Grimm, - Guðríðr, Gwyllion, Huolong, Kaguya, Oberon, Okiku, Qingzhao, - Rembrandt, Shahrazād, Shiranui, T omoe, Vasilisa, Yoshizawa, - Zaratan. -
    - -

    - As usual, do your best to match each name with an item whose - properties mirror the historical and cultural inspiration, - rather than misrepresent it. -

    - - - -
    - -
    -
    -

    SAMPLE NATURAL FANTASY RARE WEAPONS

    -
    - -
    -
    - Ladle - Cost: 500 z | Attributes: (DEX - + INS) (HR + 8) physical -
    -
    -

    - Classification: Thrown • One-handed • Ranged -

    -

    - Description: If you have acquired the *Made - with Love* Skill (see page 149), treat your Skill Level in it - as if it were increased by 1 (up to a maximum of SL 4). -

    -
    -
    - -
    -
    - Camera Obscura - Cost: 600 z | Attributes: (INS - + INS) (HR + 6) dark -
    -
    -

    - Classification: Arcane • Two-handed • Melee -

    -
      -
    • - Special Rule: When you obtain a result of 13 or - higher in a Check made to examine the profile of one or more - enemies that you can see, if you have acquired the *Spell - Mimic Skill* (see Core Rulebook, page 183), you can choose - one of those enemies. If the chosen enemy knows one or more - spells you may learn one of them as a Chimerist spell. -
    • -
    -
    -
    - -
    -
    - Memorialis W - Cost: 700 z | Attributes: (DEX - + MIG) +1 (HR + 12) physical -
    -
    -

    - Classification: Spear • Two-handed • Melee -

    -

    - Description: When you use the *Ripples* Skill - (see page 155), you recover 5 Mind Points. -

    -
    -
    - -
    -
    - Blazing Fan - Cost: 800 z | Attributes: (DEX - + MIG) +1 (HR + 6) fire -
    -
    -

    - Classification: Brawling • One-handed • Melee -

    -

    - Description: Your invocations that target two - or more creatures deal extra damage equal to your Skill Level - in *Linked Invocations* (see page 155). -

    -
    -
    - -
    -
    - Derringer - Cost: 800 z | Attributes: (DEX - + INS) +1 (HR + 8) physical -
    -
    -

    - Classification: Firearm • One-handed • Ranged -

    -

    - Description: The first attack you perform - with this weapon during each scene deals 5 extra damage. Also, - despite being based on the pistol’s profile, this isn’t - considered a martial (W) weapon. -

    -
    -
    - -
    -
    - Bronze Libra - Cost: 900 z | Attributes: (INS - + INS) (HR + 6) earth -
    -
    -

    - Classification: Arcane • Two-handed • Melee -

    -

    - Description: After you perform a Magic Check, - if the value of one die is a multiple of the value of the - other, you regain Inventory Points equal to (half your Skill - Level in *Winds of Trade* (see page 159)). -

    -
    -
    - -
    -
    - Giant Fork W - Cost: 1000 z | Attributes: (DEX - + MIG) (HR + 16) physical -
    -
    -

    - Classification: Spear • Two-handed • Melee -

    -

    - Description: When you use this weapon with - the *Knife and Fork* Skill (see page 149), you may add the - High Roll to the attack’s damage (you don’t have to treat it - as being equal to 0). -

    -
    -
    - -
    -

    - (This entry appears to be a catalog identifier rather than an - actual weapon profile, therefore only the name is styled as a - main heading.) -

    -
    -
    - -
    - - - - - - Equipment & Weapon Catalog - -

    Weapons Catalog

    - -
    - Dagger -
    - 800 z (DEX + INS) +1 (HR + 8) poison -
    -
    - One-handed | Melee | Attacks with this weapon deal - 5 extra damage as long as - it’s not your turn. -
    -
    - -
    - Summer Masher -
    1300 z (MIG + MIG) (HR + 18) ice
    -
    Heavy | Two-handed | Melee |
    -

    - When you hit only one creature with this weapon, if that - creature belongs to the - plant Species, the attack - deals 10 extra damage. - Then, if that creature is in Crisis, you and every ally who - can see you recover an amount of Mind Points equal to your - High Roll in the Accuracy Check. -

    -
    - -
    - Norimitsu -
    - 1400 z (DEX + INS) +1 (HR + 14) physical -
    -
    - Two-handed | Melee | Attacks with this weapon deal - 6 extra damage to elite - or champion-rank enemies. -
    -
    - -
    - The Barrel -
    - 1500 z (MIG + MIG) (HR + 18) physical -
    -
    Heavy | Two-handed | Melee |
    -

    - When you hit one or more creatures with this weapon, you may - spend 1 Trade Point (see page 159). If you do, the attack - deals extra damage equal to (your Skill Level in Private - Stock, multiplied by 5). -

    -
    - -
    - Pinwheel Rod -
    1600 z (WLP + WLP) (HR + 6) air
    -
    Arcane | Two-handed | Melee |
    -

    - As long as one of your spells or invocations (see page 156) - deals air damage, it deals - 10 extra damage. -

    -
    - -
    - Voltaic Hound -
    - 1600 z (DEX + INS) +1 (HR + 16) bolt -
    -
    Firearm | Two-handed | Ranged |
    -

    - After this weapon deals damage to one or more creatures, if at - least one of those creatures is Vulnerable to bolt damage, you - may deal - 10 bolt damage to every - enemy you can see. -

    -
    - -
    - Hirundo -
    - 1800 z (DEX + DEX) (HR + 12) light -
    -
    Bow | Two-handed | Ranged |
    -

    - After resolving your Encourage Skill (see Core Rulebook, page - 201), you may perform a free attack with this weapon. If you - do, treat your High Roll as 0 when calculating damage dealt by - this attack. -

    -
    - -

    Sample Natural Fantasy Rare Weapons

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    WeaponCost/StatsDamage TypeAttributesDescription
    Ladle500 z (DEX + INS) (HR + 8)physicalThrown | One-handed | Ranged - If you have acquired the Made with Love Skill (see page - 149), treat your Skill Level in it as if it were increased - by 1 (up to a maximum of SL 4). -
    Camera Obscura600 z (INS + INS) (HR + 6)darkArcane | Two-handed | Melee - When you obtain a result of 13 or higher in a Check made - to examine the profile of one or more enemies that you can - see, if you have acquired the Spell Mimic Skill (see Core - Rulebook, page 183), you can choose one of those enemies. - If the chosen enemy knows one or more spells you may learn - one of them as a Chimerist spell. -
    Memorialis700 z (DEX + MIG) +1 (HR + 12)physicalSpear | Two-handed | Melee - When you use the Ripples Skill (see page 155), you recover - 5 Mind Points. -
    Blazing Fan800 z (DEX + MIG) +1 (HR + 6)fireBrawling | One-handed | Melee - Your invocations that target two or more creatures deal - extra damage equal to your Skill Level in Linked - Invocations (see page 155). -
    Derringer800 z (DEX + INS) +1 (HR + 8)physicalFirearm | One-handed | Ranged - The first attack you perform with this weapon during each - scene deals - 5 extra damage. Also, - despite being based on the pistol’s profile, this isn’t - considered a martial (W) weapon. -
    Bronze Libra900 z (INS + INS) (HR + 6)earthArcane | Two-handed | Melee - After you perform a Magic Check, if the value of one die - is a multiple of the value of the other, you regain - Inventory Points equal to (half your Skill Level in Winds - of Trade (see page 159)). -
    Giant Fork100
    - -
    - -
    -
    -

    86

    - -

    SAMPLE NATURAL FANTASY RARE ARMOR

    -

    - ARMOR | COST | DEFENSE | MAGIC D. | INITIATIVE -

    - - -
    -

    Woolly Cuirass

    -
    -
    W 800 z
    -
    11 DEF
    -
    INS size -3
    -
    -
    - As long as you’re not in Crisis, you gain Resistance to ice - damage and are immune to weak. -
    -
    - - -
    -

    Engineer Jacket

    -
    -
    1000 z
    -
    DEX size +1
    -
    INS size +1 -1
    -
    -
    - When you use an elemental shard, you may deal its damage to - each of up to three creatures you can see. Additionally, when - you deal damage with an elemental shard, you deal 5 extra - damage. -
    -
    - - -
    -

    Noble Dress

    -
    -
    1600 z
    -
    DEX size +1
    -
    INS size +1 -
    -
    -
    - When an ally who is able to see you causes you to recover Hit - Points, if you are in Crisis, that ally recovers 5 Mind - Points. -
    -
    - - -
    -

    Apothecary Robes

    -
    -
    1800 z
    -
    DEX size +1
    -
    INS size +2 -2
    -
    -
    - When you use the Potion Rain Skill (see Core Rulebook, page - 211), the restoring effect is not halved. -
    -
    - - -
    -

    Fairy Tunic

    -
    -
    2000 z
    -
    DEX size +1
    -
    INS size +2 -2
    -
    -
    - As long as you are affected by one or more spells with a - duration of “Scene”, you gain a +2 bonus to Magic Defense. -
    -
    - -
    - -

    SAMPLE NATURAL FANTASY RARE SHIELDS

    -

    - SHIELD | COST | DEFENSE | MAGIC D. | INITIATIVE -

    - - -
    -

    Plate Manica

    -
    -
    800 z
    -
    +2 DEF
    -
    -
    -
    -
    - As long as you have no martial armor and no other shield - equipped, you may apply the effects of the Dodge Skill (see - Core Rulebook, page 203). -
    -
    - - -
    -

    Lid Shield

    -
    -
    1500 z
    -
    +2 DEF
    -
    +2 MAN
    -
    -
    - When you deal damage with a delicacy (see page 151), you deal - 5 extra damage. -
    -
    - - -
    -

    Lily Vambrace

    -
    -
    2000 z
    -
    +2 DEF
    -
    +2 MAN
    -
    -
    - If you have the Battle Gardening Skill (see page 139), you can - use it when you plant a magiseed with the Graft Skill. -
    -
    - -

    -
    -
    - -
    - - - - - - Inventory Catalog - -
    -

    THE WORLD

    -

    CHAPTER SAMPLE NATURAL FANTASY ACCESSORIES

    - - -
    -
    - Watering Can - 500 z -
    -

    - When you perform a water invocation (see page 157), you may - fill 1 section of the Growth Clock (see page 140) of a - Player Character you can see. -

    -
    - - -
    -
    - Spicy Powder - 600 z -
    -

    - When you deal damage using a delicacy or potion, you may - change its type to fire. This effect may change the damage - type dealt by the Expiration Date Skill (see page 159). -

    -
    - - -
    -
    - Dandelion Obi - 700 z -
    -

    - When you perform an air invocation (see page 156), you may - recover from a single status effect of your choice. -

    -
    - - -
    -
    - Clockwork Heart - 800 z -
    -

    - You are Resistant to bolt and fire damage. If you enter - Crisis, the effect of this accessory ceases until your next - rest. -

    -
    - - -
    -
    - Needlefrog Mantle - 900 z -
    -

    - When you deal poison damage to one or more creatures during - a conflict, each of those creatures who loses Hit Points - this way cannot recover Hit Points until the start of your - next turn. -

    -
    - - -
    -
    - Handmade Scarf - 1000 z -
    -

    - When you gain one or more Trade Points via the Real Treasure - Skill (see page 159), you also gain 1 Fabula Point. -

    -
    - - -
    -
    - Fallen Leaf Amulet - 1500 z -
    -

    - When you use the Tree of Life Skill (see page 139), if you - are in Crisis and choose an ally you can see who is in - Crisis, you and that ally both benefit from the Hit Point - recovery granted by the Skill. -

    -
    - - -
    -
    - Eccentric’s Cookbook - 1600 z -
    -

    - Once per rest, you may choose a single combination of two - tastes whose effect you already discovered (see page 151). - If you do, roll again to determine the effect of the - combination, replacing the previous effect. -

    -
    - - -
    -
    - -
    - -
    - - - - - - Natural Fantasy Artifacts - -

    ARTIFACTS

    - -
    -

    - Natural fantasy campaigns boast a massive variety of - artifacts. In line with the themes of this genre, their value - doesn’t necessarily stem from their power, but rather from - their cultural and sentimental value, as well as what they - represent for those who inherited them or received them as a - gift. -

    -
    - -

    VISIONS OF THE PAST

    -

    - Natural fantasy artifacts are often very ancient and impossible - to replicate in the current era. They include clues about the - epochs they came from and were often the epicenter of terrible - disasters and tragic mistakes that humanity barely remembers. - It’s very likely that, driven by ambition or necessity, we - repeat the errors that these artifacts were intended to warn us - against, misinterpreting what little information is available or - reinterpreting it at our convenience. -

    - -

    INSTRUMENTS OF TRANSFORMATION

    -

    - Some natural fantasy artifacts have the power to transform - creatures, places and objects. These can be divided between - allegories of inevitable change (if the transformation is - spontaneous and uncontrolled) and temptations of control (if it - can be directed or manipulated). How people react to the - presence of such artifacts is a key aspect of natural fantasy - storylines. -

    - -

    DYNAMIC ARTIFACTS

    -

    - More often than not, natural fantasy artifacts present a dynamic - evolution: not only do we discover more about their role, but - the artifacts themselves become progressively more powerful or - take a new form, even in rule terms – they might become an ally - or a vehicle, grant a new Skill, or create a Villain. -

    - -

    RENUNCIATION, RESTITUTION AND CONSERVATION

    -

    - Fabula Ultima often portrays artifacts as dangerous items that - the heroes have to find before the Villains do. However, natural - fantasy artifacts tend to have a cultural significance – they - don’t belong in a museum, but rather, exactly where they are. - The heroes shouldn’t seek to replace Villains as the possessors - of such items, but rather ensure their restitution or that - nobody takes them. Sometimes, this means renouncing a great - power and trusting that others will keep it safe in the PCs’ - absence – after all, - humility, hope, and trust are core elements of - natural fantasy protagonists. -

    - -
    - -
    - - - - - - Artifact Catalog Entries - -
    -

    THE WORLD

    -

    Classification: CARDINAL KYLIX

    -

    - Description: A large, shallow metal cup, freezing to - the touch. -

    -

    - Legends tell of the Statue Civilization and their ability to - extinguish any opposition or rage from elemental forces, - making them docile and predictable – a power that, millennia - ago, allowed them to build immense cities and create an - unprecedented civilization. In this age of unpredictable and - destructive natural phenomena, some regard that power as a - source of hope and answers. Preserved in the hands of a - colossal statue at the bottom of the Northern Chasm, this - artifact whispers promises of control and safety, of a world - where humanity will become master of land and sea. There is - only one question it cannot answer: what will humans do when - they have nothing to fear anymore, except each other? -

    -
    - -
    -

    EGG OF ILLUYANKA

    -

    - Description: A heavy and cumbersome egg with an - extremely hard, striped shell. -

    -

    - Over the centuries, the mighty draconic creatures known as - Illuyanka ruled over the Cedar Forest, discouraging any - attempt to build a permanent settlement. But with the arrival - of drought, the tribes of the plains formed an alliance, - creating hunter cadres to exterminate the already-scarce - Illuyanka, and cut down the forest to create new pastures. - This egg is probably the last of its kind, preserved by the - elven ascetics of the Yellowcape Clan in anticipation of a - threat that, according to their oral tradition, will manifest - when the egg hatches. -

    -
    - -
    -

    GEMSHORN OF TRANQUILITY

    -

    - Description: A flute carved from the horn of a - cliffgoat. -

    -

    - When a cliffgoat reaches the end of their life and manages to - serenely breathe their last, one of their horns might fall - off. Once collected and crafted by a skilled artisan, the horn - becomes a musical instrument with magical properties: if the - flutist has good intentions, their music soothes the fear and - rage of beast, monster and plant creatures (an effect - equivalent to a Chimerism or Spiritism Ritual, but requiring - neither Mind Points nor a Magic Check; however, during a - conflict, it still needs a full Clock to activate). -

    -
    - -
    - -
    - -
    - - - - - - Artifact Inventory - -

    Artifact Catalog

    - -
    - WAVENBELL -

    - A brass bell decorated with a red ribbon. -

    -
    -

    - According to some folk tales, if you help a silkie in danger - or show her great respect and admiration, she might offer - you a small decorated bell. Ringing it causes a house to - appear nearby. It will be rustic, but welcoming and secure, - and it’s protected by the silkie herself, in the guise of a - tall, stern fairy with sapphire-colored hair. -

    -

    - You can rest here in complete security, but, at the end of - the rest, you have to roll 1d6: with a 1 or 2, the silkie - makes a peculiar (often bizarre) request of you. If the - request isn’t satisfied, this artifact vanishes in a puff of - leaves and dew. -

    -
    -
    - -
    - KEYS OF THE HARMONIST -

    - A large silver ring with nine keys of dull metal. -

    -
    -

    - This artifact dates back to the time when the Harmonists - undertook long journeys across the southern plateau, - spending months in service to the animal spirit that, in - turn, would reveal their name and give them part of their - power. Today, the plateau is an icy waste and the heavy keys - that held the spirits’ favor are blackened and inert. -

    -

    - Still, if a group of brave and honest heroes were to follow - the pilgrimage’s path, showing their loyalty, that dormant - power might be reawakened and the spirits could fight - alongside humans once again, in the guise of - Arcana that can be summoned by any member - of the group (but not by two or more at once). -

    -
    -
    - -
    - MOON MIRROR -

    - A circular mirror of oxidized metal. -

    -
    -

    - Found by one of the village’s founders in a very ancient - tomb near the ocean, this mirror appears to be made out of - an unknown metal which reflects moonlight with great - intensity. At night, it allows the user to perform a Ritual - as if they had acquired the - Verdant Sway Skill (see page 139), without - paying the Mind Point cost. -

    -

    - For this Ritual to succeed, the mirror must be oriented to - reflect moonlight toward the plant. Sometimes, the reflected - light causes vibrations and unpredictable movements in - machines and armor. What is its secret? -

    -
    -
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    THE WORLD

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    Volume 91 | Chapter/Section Marker (22)

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    Reidy’s Journal

    - An old journal with thick pages, overflowing with notes. - Written by a young and brilliant scholar during his final - days, this massive journal is a rich anthology of legends, - folklore and historical accounts. -

    - Once per rest, the group may start a new search among its - pages or continue a previous one. The Game Master assigns a - Clock to each piece of research (the more obscure the - information, the bigger the clock, from 4 to 10 sections) and - Player Characters attempt a Group Check with DL 10 to make any - progress. Once a research Clock is full, the Game Master - provides a useful, reliable, and precise answer to the - original question. -

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    Resin Tear

    - A curved sword carved from gleaming amber. -

    - Unable to even dent the armor of the ape-people of Iron - Mountain, the warriors of Oradh Kingdom felled the Thunder - Forest’s trees, from youngest to oldest, sparing none but the - millennia-old yew tree near the waterfall. From its hardened - resin, boiling with sorrow, an Oradhan warrior carved a blade - that could command lightning (similar to an Elementalism - Ritual, but costing no Mind Points). Wielding it, he - exterminated the ape-people and conquered their forge, whose - secrets were stolen and acted as foundation to Oradhan’s - military tradition. Ever since that moment, the spirits and - beasts of land and sky are at war with the Oradh. The name of - that warrior was hidden, since his lineage is cursed. -

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    Seal of the Second Sun

    - A delicate cylindrical seal made of lapis lazuli. -

    - The embossed inscription on this artifact recites, in - high-imperial register: “In the hands of the Winter Queen, a - path opens to the new Sun”. Discovered by a young explorer - lost in the underground necropolis of Abarsa, this artifact - caught the attention of scholars and collectors, some drawing - connections to the female statues lining the perimeter of a - stone tower in the southern archipelago, dating back to the - imperial age and the second ice age. A group of adventurers is - organizing an expedition to the tower but, despite their - protests, they have been forbidden from taking the cylinder - with them. -

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    [Sidebar Data / Transaction Record]

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    SKULL OF THE SALAMANDER-GODDESS

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    A massive salamander skull with topaz teeth.

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    - Stolen from the stone circle at the bottom of the valley of - Three Volcanoes and brought before the Governor by an ambitious - merchant, this massive fossil is under investigation by the - Alchemists’ Guild, who are fascinated by its ability to emit - heat and fuel flames in close proximity. -

    -

    - During these academic investigations, however, the scholars - ignored the legends about this artifact, which represent the - earthly bond of the elemental spirit that protects the Three - Volcanoes – if the skull isn’t returned before the coming - summer, - She-Who-Breaks-the-Earth - will rise and, unable to find her head, will roam across the - world looking for it. -

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    SKY OIL

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    A dense and viscous green liquid.

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    - Having studied nature, the Ancients wished to rule it. Having - ruled it, they wished to create it. Having created it, they - wished to improve it. This mysterious liquid, which rains down - from reddish clouds gathered over the ocean, is an extraordinary - elemental conductor and the prime result of its creators’ - boundless ambition. -

    -

    - This artifact transforms all it touches, following inscrutable - logics, compressing millennia of evolution into mere hours and - subjecting the victim to atrocious pain, as the mutations - observed in the aviocetae of the Coral Coast amply demonstrated. -

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    THREE-KNOT ROPE

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    A thick rigging rope with three very tight knots.

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    - Created in ancient times by the fishermen of the Mist Isle, - these magical ropes contained the essence of the wind in their - knots. -

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    • - Undoing the first knot: Allows casting the - Ventus spell (see Core - Rulebook, page 189), ignoring its Mind Point cost. -
    • -
    • - Undoing the second knot: Enables performing - an Elementalism Ritual to control the wind, ignoring its Mind - Point cost. -
    • -
    • - The third and final knot: Rarely undone, - grants an audience with the Wind Princess herself. -
    • -
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    - Only one Three-Knot Rope has survived to the current day and the - art of their creation was lost during the occupation of the Mist - Isle, currently reduced as a domain of the Dogado. -

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    The World Compendium

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    [Page 93]

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    TOME OF THE METEOR

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    Classification: Book / Magical Relic

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    - A strange mechanism is encased in the cover of this heavy - tome. One of the most discussed books in the Academy’s - library, this tome presents detailed descriptions of - improbable machines, alongside formulae and prayers to unknown - entities. Even the cover is a mystery: lodged inside the - wooden panel is an extraordinary clockwork device, with - comet-shaped pointers moving at different speeds along a - calendar, whose dates and seasons have nothing to do with - ours. -

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    - Every self-respecting scholar dismisses this artifact as a - very elaborate joke, but the most honest admit that they are a - bit worried at the idea that the mechanism might stop someday. -

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    UNDOVEN

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    - Description: A heavy metal contraption, - similar to a portable oven. This relic from a distant time - closely resembles a massive portable oven with a large front - door. -

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    - This artifact possesses the extraordinary ability to - disassemble any complex object into simple materials using - heat. It can also self-recharge, though this process requires - significant time. -

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    Usage

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      -
    • - Capacity: Once per rest, you may place any - one piece of equipment (weapon, armor, shield, or accessory) - inside the Undoven to gain two different materials (see page - 74) with a combined value equal to that of the destroyed - item. -
    • -
    • - Question: What would happen if you put - another artifact inside? -
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    WHITE MASK FRAGMENT

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    - Description: The right half of a horned - wooden mask. -

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    - Some stories tell of how the sculptor Acaunissa lost her - inspiration. During a dream, a bat told her it was stuck at - the bottom of Bone Valley and that only the Vulture King could - grant it back to her. Her father forbade Acaunissa from - leaving, but she ignored him and sculpted a white mask with - two horns to trick the souls of the departed. -

    -

    - When she met the King, he told her the mask itself was proof - her inspiration had never been lost in the first place. After - her return, Acaunissa’s father punished her by breaking the - mask, but the artist’s courage still permeates this fragment - and no undead, except Villains, may harm the one who wears it. -

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    - “Perhaps due to our ability to communicate, we humans often - deem our pain more significant than the far quieter pain of - other creatures.” -

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    - - - - - - Protagonists Guide - -

    Protagonists

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    - This chapter is dedicated to the creation and growth of natural - fantasy Player Characters – to take full advantage of its - contents you have to pair it with the - Press Start chapter of the - Core Rulebook (from page 145 onward). All options contained here - are designed to be compatible with those presented in other - official Fabula Ultima Atlases. When deciding which additional - mechanics to include in your Fabula Ultima campaigns, the whole - group should consider what fits the narrative context and the - needs of all who participate – take good care of your play - experience! -

    - -

    This chapter contains two main sections:

    - -

    Natural Fantasy Heroes

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    - Here you will find tips and suggestions for Players who are - about to create a character and play in a natural fantasy - campaign, including several examples of PCs that make use of the - natural fantasy rules and options presented in the following - pages. -

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    New Options

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    - Here you will find new rules and mechanics designed for natural - fantasy PCs but compatible with any Fabula Ultima campaign: -

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    • - Custom weapons. New rules to create unique - and ingenious weapons. -
    • -
    • - Natural Fantasy Quirks. New - natural-fantasy-style mechanics that enrich and add depth to - your characters. -
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    • - Camp Activities. A new optional rule to add - mechanical depth to resting scenes. -
    • -
    • - New Classes. Four new Classes focused on - processes of growth and discovery: the prudent - Floralist, the surprising Gourmet, the - harmonious Invoker, and the dependable - Merchant. -
    • -
    • - New Heroic Skills. Twenty-one new Heroic - Skills that augment the options found within the Core Rulebook - and provide power-ups and support for the new Classes - introduced in this Atlas. -
    • -
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    - — () -

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    NATURAL FANTASY HEROES

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    - The main characters of natural fantasy campaigns are extremely - varied, and often seem indistinguishable from those found in high - fantasy stories. However, we can still identify a number of - recurring elements that make them stand out. -

    - -

    - In many ways, almost every natural fantasy Player Character can be - described as the “more restrained and less superheroic version” of - another classic archetype from a different Fabula Ultima campaign. - The core theme is always the same: the natural fantasy style - starts from the same premises and key concepts outlined in the - Core Rulebook, but makes the story more compact, simple (not - simplistic), and familiar. -

    - -

    BRAVERY AND INTROSPECTION

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    - The natural fantasy style ties in strongly with ideas like the - rediscovery of the past and the ability to coexist with the - environment without suppressing it, but at the same time without - letting ourselves be crushed by it. Of course, these elements are - also a key part of our protagonists. -

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    • - Many questions. Even the quietest and most - contemplative of natural fantasy characters is actually curious, - often fascinated by the mysteries of the past and the wide world - beyond the boundaries of their town or village. Of course, some - of these heroes are timid or insecure, but in the recesses of - their souls burn a craving for adventure and a fascination with - mythology, legends and tales of people and places far away in - time and space. -
    • -
    • - Compassionate souls. Natural fantasy heroes - often put themselves in someone else’s shoes, empathizing with - others and being deeply affected by their suffering. Some might - play the tough guy or appear cold because they were hurt one - time too many, but this facade should crack over the course of - the campaign, eventually crumbling once they face a situation - that reopens old wounds. -
    • -
    • - A steady heart. Despite living in an often - dangerous and incomprehensible world, surrounded by a - metaphorical and literal “dark forest”, these characters rally - tightly together, finding strength to overcome fear and doubt in - their fellow travelers. -
    • -
    • - Ready to take a step back. While possessing all - these qualities, natural fantasy heroes don’t demonstrate them - all the time and are far from perfect – in fact, it is key to - the development of the campaign that Players have their - characters make mistakes and be forced to reckon with their own - ignorance. This creates a chance for them to reevaluate - themselves and others, rather than seek refuge within pride and - fear. After all, seeking the truth means accepting that said - truth might be painful. -
    • -
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    - -
    - - - - - - Protagonists: A Dynamic Balance - - - -

    A Dynamic Balance

    - -

    - The various elements described in the previous page lead to a - single, pivotal idea: balance. By this we don’t mean a static or - artificial balance, a combination of order, immobility, and - predictability, but rather the constantly shifting balance of - nature, made of mistakes, joy, pain, regrets, and events both - large and small, forming an interconnected network so vast that - nobody can truly glimpse all its nuances. Being a natural - fantasy hero means becoming an active and aware part of this - cycle, protecting it from those who want to control or interrupt - it out of fear. -

    - -

    Friends and Family

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    - In many campaigns of Fabula Ultima, the protagonists’ friends - and families fade into the background or aren’t even mentioned - unless they are key characters in the setting or, as is so very - often the case, potential Villains. During a natural fantasy - game, however, it’s a good idea to break away from this habit: -

    - -
      -
    • - Recurring NPCs. This option is ideal for - campaigns that take place in a relatively small region: some - NPCs might be childhood friends, relatives, or mentors to the - protagonists. We should also see their evolution over the - course of the story, without necessarily turning them into - allies or antagonists. -
    • -
    • - Bonds within the group. If the majority of - the PCs come from the same community, it’s an excellent idea - to represent their relationship using the - Starting Bonds optional rule (see Core Rulebook, page - 220). We recommend that you use negative as well as positive - Bonds, to create more opportunities for character growth. -
    • -
    - -

    - You can also establish that two or more Player Characters come - from the same family, but if you do, make sure this relationship - doesn’t mirror real life too closely and that it doesn’t create - discomfort at the table. -

    - -

    Sample Natural Fantasy Characters

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    - The following pages provide profiles for ten Player Characters - designed for natural fantasy contexts. In contrast to the new - Classic Characters (see page 134), these examples focus on the - thematic construction of the heroes and provide some tips on how - to grow these characters and their role in the story. -

    - -

    - All characters in the following pages use the optional rules for - Quirks (see page 120) and some have Custom Weapons (see page - 112). -

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    Akelarre

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    Basic Information

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    - Identity - Clumsy -
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    - Role/Title - Janara Apprentice -
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    - Theme - Doubt -
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    - Origin - Creektown -
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    - Quirk - Flight -
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    - Signature Weapons - Magic Pumpkins -
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    Character Narrative & History

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    - Akelarre trained by Janara witches in the magical art since the - age of seven. Akelarre abandoned his birth name and decided to - dedicate his entire being to honoring the memory of his mentor, - Hilda, who mysteriously disappeared during her pilgrimage to the - remote Willow Island: a journey that, at the time, the young - apprentice was considered too inexperienced to undertake. -

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    - Although Hilda was a very forgiving mentor and extraordinarily - talented in magic (or rather, because of that!), Akelarre is - plagued by Doubt and afraid that he will never measure up to - her, so he still lives in her shadow. -

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    Skills & Purpose

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    • - Classes: Floralist, Elementalist, and - Wayfarer. -
    • -
    • - Together with the rest of the group, the Player repurposed the - Flight Quirk to represent his flying broom, a - gift from Hilda. -
    • -
    • - During the campaign, Akelarre’s Player should be the go-to - person regarding witchcraft traditions and legends about - Willow Island. -
    • -
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    Character Arc

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    - Akelarre’s journey will deal with his insecurities and need for - validation; his fellow travelers will play a pivotal role in - helping him (or putting him to the test). -

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    Metadata

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    - - - - - - Character Profile: Apsu - - - -

    APSU

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    BASIC INFORMATION

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    - Identity: Waterfiend Hunter -
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    - Theme: Hope -
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    - Origin: Salt Hill -
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    - Quirk: Cursed -
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    - Signature Weapons: - Short swords -
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    APSU IN DETAIL

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    - Background & Skills -

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    • - The bards sing of another age, when humans waged war - against the sea, using their machines to poison it. Since - then, those who are born with blue hair are - Cursed by the Old Woman of the Tide, - scorned by the earth, and hounded by the ocean: their - blood is saltwater. -
    • -
    • - Able to see waterfiends due to his curse, Apsu earned his - livelihood by catching and killing them, to extract - drinking water from the remains. This brutal life was - interrupted when he met an old oracle on the way to - Ocean’s Mirror to negotiate a truce with the Old Woman of - the Tide or, if necessary, kill her. -
    • -
    • - Apsu is an Elementalist, - Wayfarer and - Weaponmaster, who uses Spellblade to cast - powerful spells such as Thunderbolt, through his - shortswords. -
    • -
    • - Although his background and skill suggest a story of pain - and violence, Apsu is an optimist who strives to see the - silver lining in all things – his Hope theme makes him a - real touchstone for the entire group. -
    • -
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    - Game Master Note: The GM should involve - Apsu’s Player in establishing any information about the curse - of blue hair and the water spirits, especially the most - dangerous and aggressive ones. -
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    - - - - - - Donna Maxwell Profile - -
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    DONNA MAXWELL

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    BASIC INFORMATION

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    - Identity: Spark-spirit - Huntress -
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    Theme: Guilt
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    Origin: Illwind
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    - Quirk: Ancient Weapon -
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    - Signature weapons: Seismic - revolver -
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    DONNA IN DETAIL

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    Backstory & Abilities

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    • - Three years ago, a research team led by Donna Maxwell left - the fortified citadel of Illwind for the ruins of the - Celestial Labyrinth. Driven by arrogant curiosity, these - scholars activated the ancestral mechanism which the - Scripture calls the - Matrix of Days, thereby freeing the - Spark-spirit trapped in its engine and causing the - destruction of Illwind. -
    • -
    • - Armed with a seismic revolver found in the Labyrinth, Donna - swore to find and kill the Spark-spirit before it could - unleash its fury once more. She considers herself - Guilty of making a disastrous mistake, and - she isn’t wrong. -
    • -
    • - Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer. - She uses a variety of infusions and capitalizes on her - Insight thanks to Knowledge is Power. -
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    • - Donna’s Player should be the go-to person for everything - related to Illwind and its researchers, not to mention the - Celestial Labyrinth and the dreadful wonders it hides. -
    • -
    • - Donna’s revolver is a powerful weapon that targets Magic - Defense and deals 5 extra damage to elementals (a Quality - valued at around 900 zenit), but it reacts unpredictably - when near ancient machines and the ruins scattered across - the entire region. -
    • -
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    - - - - - - Character Profile: Lady Undersson - -

    LADY UNDERSSON

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    Basic Information

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    Identity:
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    Kind Android
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    Condition:
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    Without Memory
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    Theme:
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    Belonging
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    Origin:
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    Ancient Ruins
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    Quirk:
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    Underchild
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    Signature Weapons:
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    Clockwork Keys
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    LADY UNDERSSON In Detail

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    History & Lore:

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      -
    • - When the villagers found her, Lady Undersson was standing - still, in absolute silence, in front of the evergreen tree - next to the entrance of the ancient ruins. Devoid of any - memory regarding her previous function, the android decided to - help the villagers in their everyday chores, overcoming their - initial hesitation due to their past experiences with machines - from underground. -
    • -
    • - Despite her desire to become part of the village community, - Lady Undersson is plagued by short, fragmented visions of a - hazy past that she cannot escape, and the looming feeling that - she forgot something terrible. -
    • -
    • - Lady Undersson is an Entropist and a Spiritist, who uses - clockwork keys (see page 116) as her weapon of choice. -
    • -
    • - The Game Master should consult with Lady Undersson’s Player - for details regarding ruins and ancient machines. -
    • -
    • - Over the course of the game, the Underchild Quirk allows Lady - Undersson’s memories to become clearer and clearer until she - remembers key information about a looming threat. It’s - essential that this moment establishes once and for all a bond - of trust between this PC and the rest of the group. -
    • -
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    Profile

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    Order Details:

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    - - - - - - Character Dossier: Laurence - -
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    W LAURENCE

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    BASIC INFORMATION

    - - - -

    LAURENCE IN DETAIL

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    Backstory & Profile

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    • - When Laurence was just an apprentice hunter, his squad - cornered a powerful and regal wyvern in its lair and killed - it. However, when the captain, who Laurence saw as his - adoptive mother, went in and exterminated the entire brood, - something in his soul snapped and he swore never to kill - again. -
    • -
    • - Recently, a mysterious force has been pushing beasts and - monsters to attack human settlements, destroying vehicles, - structures, and machinery with unprecedented ferocity. - Laurence volunteered to accompany a team of heroes to - discover what has caused such resentment. -
    • -
    • - Laurence is a Gourmet, Guardian and Weaponmaster. His - Big Bro Quirk makes him excel at supporting - the entire group. -
    • -
    • - The Game Master should consult Laurence’s Player when - describing wild beasts and their habits, not to mention the - tactics employed by the hunters of Arca. -
    • -
    • - Due to his oath, Laurence was mocked and shunned by the - hunters of Arca, and his old captain considers him her - greatest disappointment. It’s up to the other Player - Characters to help him when mentor and pupil inevitably - clash again. -
    • -
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    Transaction Details

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    - - - - - - Character Dossier: Melissa Holtz - -
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    - MELISSA HOLTZ -

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    - Chapter 103 | 33 PROTAGONISTS -
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    BASIC INFORMATION

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    MELISSA IN DETAIL

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    • - In spite of her parents’ doubts, young Melissa worked hard - and traveled far to discover the secret of alchemy, with - the Ambition of attaining an official license and, upon - her eventual return, bringing prosperity to the mountain - hamlet of Eiche. -
    • -
    • - Melissa saved her money to buy a cart, pulled by a mighty - and loving auroch. This traveling workshop is full of - mementos, notes and unusual ingredients. -
    • -
    • - Melissa combines Gourmet, Spiritist and Sharpshooter: - together with the rest of the group she adapted the - Gourmet’s rules to represent alchemy, using five seasonal - essences instead of tastes. Her alchemical scepters are - custom arcane ranged weapons that she uses to fire her - compounds, creating expanding clouds using Barrage. -
    • -
    • - Taking inspiration from the wu xing’s Late Summer, - Melissa’s Player and the rest of the group decided to add - a fifth season to their setting, the Calm, which has its - own seasonal essence and is a time of transition for the - entire world when the elements coexist and combine in ways - that are, so far, poorly understood. -
    • -
    • - Melissa’s personal goals are rather simple, but the - mystery of the Calm should have a deep influence on the - story: of course, one or more Villains have plans for it. -
    • -
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    - - -
    - -
    - -
    - - - - - - Mylo Ulve Character Profile - -

    Mylo Ulve

    -

    - (Page/Document Reference 104) -

    - -
    -

    Basic Information

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    - -
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    - Identity: Gentleman -
    -
    - Occupation/Role: Archaeologist -
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    Theme: Justice
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    Origin: Zentralia
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    - Quirk: Mysterious Grimoire -
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    - Signature Weapons: Elemental Rings -
    -
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    -

    Detailed Background

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      -
    • - An archaeology graduate from the Golden College, Mylo Ulve - left the capital when the Senate closed the faculty and sold - all exhibits to collectors to bankroll a new expansionist - campaign to the West. Mylo was able to save only the - Codex Rubrum, an - extraordinary magical tome that sometimes answers the - reader’s question in the language of the ancient - civilization of Escria. -
    • -
    • - The information in the Codex supports the College’s theories - about Escria and the magical prowess of its Scribe-Priests, - not to mention its downfall at the hands of the founders of - Zentralia. Even more importantly, it completely invalidates - the propaganda which presents the current aristocracy as - scions of the glorious Escria. -
    • -
    • - Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He - uses Alchemy and potions and is one among the very few - Zentralians that understand the language of Escria. -
    • -
    • - Mylo’s character should be the go-to person for everything - related to the history of Zentralia and the fall of Escria - (unless the group includes a descendant of the Escrians, of - course). -
    • -
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    - -
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    Character Goals

    -
      -
    • Uncover the truth about the Codex Rubrum and Escria.
    • -
    • - Oppose the Zentralian nobles who crave the ancient magic of - the Scribes. -
    • -
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    - - - - - - Octavia - Protagonist Profile - -
    - Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI -
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    BASIC INFORMATION

    - - - - -

    OCTAVIA IN DETAIL

    - - -
      -
    • - The youngest offspring of the Polpi merchant clan, Octavia - is a young oceanid, whose stubbornness and cutting humor - hide a heart of gold. This spirit led her to rebel against - her own family's ways of conducting business, prompting her - decision to travel the surface world and build a commerce - and communication network that addresses local needs—and - outmaneuver her relatives in the process. -
    • -
    • - Octavia is always accompanied by two tireless bodyguards: - Crabecca and Breamthony. Breamthony shares some of her - opinions about the rest of the family, while Crabecca - remains constantly worried for her safety. -
    • -
    • - Octavia’s shrewdness is well represented by her Merchant and - Orator Classes. In times of emergency, she can deal - substantial blows with her reinforced pipe (which utilizes - the staff profile). -
    • -
    - - -
    -

    Campaign Guidance Notes

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      -
    • - The Player should provide information about the Polpi - clan, the oceanids, and the underwater territory of - Yonaguni. This must include details regarding available - transportation methods for surface-dwellers planning a - visit. -
    • -
    • - At the start of the campaign, Octavia is driven by her - need for Rebellion. However, over the course of the game, - she should realize the true nature of her feelings and - demonstrate increased maturity. -
    • -
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    - -
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    - -
    - - - - - - Ruairi Character Profile - -

    Ruairi Character Profile

    - -
    -

    Basic Information

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    Identity: Moth Court Outcast

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    Theme: Solitude

    -

    Origin: Hawthorn Forest

    -

    Quirk: Outcast Fairy

    -

    Signature Weapons: Floral greatswords

    -
    - -

    Background & History

    - -
    -
      -
    • - Once upon a time, Ruairi was a noble warrior of the Moth - Court, but he was exiled because of his love for the Raven - Witch, Baobhan Sith. He wandered alone for centuries, only - to eventually stumble upon the tomb of his soulmate. There, - he fell into a deep slumber, until the arrival of a group of - heroes with more enthusiasm than common sense roused him - from sleep. -
    • -
    • - Despite how much time has passed, Ruairi is still an - exceptional fighter and many fairies remember his name; - however, the relationship between humanity and the fairy - realm has soured significantly, and both sides now look at - him with suspicion. -
    • -
    • - Ruairi wields a floral greatsword and combines the abilities - of Floralist and Darkblade, in a contrasting image of - fragile beauty and visceral sorrow. True to faefolk - tradition, iron is his weakness. -
    • -
    -
    - -
    -

    Story Details / GM Notes

    -
      -
    • - The Game Master should often consult Ruairi’s Player about - all things related to the fairies’ society, tradition, and - powers. -
    • -
    • - Ruairi doesn’t like to talk about it, but fairies cannot die - unless killed, and such must have been Baobhan Sith’s fate. - One day, he’s going to discover who was responsible and, on - that day, he might swear Vengeance or perhaps even turn into - a Villain. -
    • -
    -
    - - - -
    - -
    - - - - - - Tsukihime Character Profile - - -
    - 107 | W | 33 PROTAGONISTS -
    - -

    TSUKIHIME

    - - -
    -

    BASIC INFORMATION

    -
    -
    Identity:
    -
    Incarnation of the Moon God
    - -
    Theme:
    -
    Duty
    - -
    Origin:
    -
    Second Moon
    - -
    Quirk:
    -
    The Long Dream
    - -
    Signature weapons:
    -
    Bows
    -
    -
    - - -
    -

    TSUKIHIME IN DETAIL

    - -
      -
    • - According to legend, when a grave danger looms over the Land - of Elms and the Second Moon shines blue, the Moon God - incarnates in the world with the shooting of an arrow. This - time, the guardian is a young woman of elegant bearing and - brave heart, albeit a bit stubborn. The Priestess named her - Tsukihime, or Moon Princess. -
    • -
    • - Tsukihime’s Duty is to quell the restless spirits and purify - the springs of the four rivers that cross the region. The - task will prove much bigger than expected, and she cannot do - it alone. -
    • -
    • - The moon’s favor grants Tsukihime a special affinity toward - nature – her Classes are Chimerist, Invoker and - Sharpshooter. -
    • -
    • - Tsukihime’s Player should be the go-to person for everything - related to the Moon God, the Second Moon and the spirit - world. At the same time, the Princess’ knowledge of human - society is extremely limited and, above all, outdated. -
    • -
    • - Every incarnation of the Moon God is destined to return to - the stars once their purpose is fulfilled. Hence, it’s - essential that Tsukihime and the rest of the group develop - strong emotional bonds over the course of the campaign. - Perhaps these bonds will be powerful enough to prevent a - painful farewell. -
    • -
    -
    - -
    - -
    - -
    - - - - - - Game Options Guide - -
    108
    -

    Chapter Focus: Campaign Options

    - -

    - From here on, the chapter focuses on new options and rules - designed to enhance the natural fantasy vibes of your Fabula - Ultima campaign. However, if the whole group agrees, you can use - these options for any campaign. -

    - -

    - These introductory pages provide preliminary information about - the various options, in terms of both mechanics and play - experience, to help you identify the most interesting ones for - your game. -

    - -

    CUSTOM WEAPONS

    -

    - You can use this rule to create unusual weapons. It’s a simple - and straightforward option with no profound gameplay - implications – you can always leave it open to anyone who is - interested. -

    - -

    NATURAL FANTASY QUIRKS

    -

    - This option is more complex and has a significant effect on - character creation. If you use it, each Player Character gains a - set of unique mechanics defining their abilities and role in the - story. -

    - -
      -
    • - These effects are powerful, ranging from the ability to ignore - Mind Point costs to brandishing a rare and ancient weapon. -
    • -
    • - Use Quirks if you and your group are comfortable setting aside - the power balance between characters in favor of strong - characterization. -
    • -
    • - This option works best in tight and collaborative groups and - may be too complex if this is your first experience with the - game. -
    • -
    - -

    NEW OPTIONS

    -

    W

    -

    (Placeholder for content/detail regarding option.)

    - -
    - -
    - - - - - - Protagonists - Camp Activities - - - -

    CHAPTER CAMP ACTIVITIES

    - -

    - This new optional rule allows the group to put more emphasis on - resting scenes – rather than just a simple narrative interlude - used to create a new Bond or modify existing ones, they become a - way to provide special benefits to the entire group or to - specific allies. -

    -

    - In and of itself, this is a simple rule, but it adds a tangible - benefit to the rest scenes which allows the group to showcase - the personality and nature of each character. -

    - -
    - Important Consideration: If you use this - option, resting scenes will take a larger part of each session, - on average, and you will need to keep track of which Activities - have already been used and what their benefits are (these are - often single-use). -
    - -

    NEW CLASSIC CHARACTERS

    -

    - These sample natural fantasy builds expand on those provided in - the Core Rulebook (see page 172), expressing the full potential - of this Atlas’ new Classes. You will also find two premade - Groups to draw inspiration from – one features characters - sharing a common Class, and the other with greater variety. -

    - -

    NEW CLASSES

    -

    - The Natural Fantasy Atlas introduces four new Classes for Player - Characters. They are designed to interact normally with those - found in the Core Rulebook and other expansions without any - modifications. The following pages contain some practical tips - for Players and Game Masters to get the most out of these new - Classes. -

    - -

    NEW HEROIC SKILLS

    -

    - This last, lengthy section contains twenty-one new Heroic - Skills. Some are tied to the new Classes introduced by this - Atlas, but most add options for those found in the Core - Rulebook. -

    - -
    - “I’ve never seen a flower like this.
    I wonder what its - properties are!”
    -
    - -
    - -
    - - - - - - Character Class Descriptions - -
    -

    FLORALIST

    -
      -
    • - Floralists shine both for the variety of effects they can - unleash, and their efficiency – for all intents and - purposes, the magiseeds are "automatic" secondary actions in - addition to the character’s regular action. That being said, - this Class requires good timing, because planting a magiseed - one turn too late means wasting its potential. -
    • -
    • - Although the Floralist’s baseline aesthetic is tied to seeds - and plants, you can use this Class to represent any - character that can summon temporary little helpers. You can - go for a few simple cosmetic changes (algae, mushrooms, - corals, etc.), or you could choose something like clockwork - turrets, support drones or even familiars, sprites or imps! -
    • -
    • - Usually, a Floralist’s abilities go way beyond those of a - common gardener or botanist, and the Player should have - final say when establishing any element of the setting tied - to plants, forests, plant-related creatures, and enemies - belonging to the plant Species. -
    • -
    -
    - -
    -

    GOURMET

    -
      -
    • - This is a very peculiar Class, designed to mimic the - experience of exploring and combining items in a videogame - by trial and error, without being able to consult a precise - guide. Its key feature is - procedural gameplay. Every Gourmet is - different from the last, despite using the same five - flavors: in order to discover which role the character will - play in the group, you must first and foremost play them. -
    • -
    • - The Gourmet’s rules are based upon flavors, - rather than specific ingredients. This makes it easy to use - this Class to represent other specialists (like brewers, - mixologists, confectioners or sushi chefs). You can also - create strictly vegetarian or vegan menus. You may also - adapt these rules to represent any character who combines - materials or ingredients to create special effects, be they - a chemist, an alchemist or a pyrotechnician – you only have - to define five ingredient types, and voila! -
    • -
    • - The preparation, presentation and consumption of food are - pivotal elements of each and every culture, and embody the - themes of transformation and interdependence that are the - beating heart of the natural fantasy style. If your group - includes the Gourmet, take your time to describe the most - unusual delicacies, but also to reflect upon the deep - implications of ending one life to feed another. -
    • -
    -
    - -
    - -
    - -
    - - - - - - Character Archetypes: Protagonists - -
    -

    33 PROTAGONISTS

    -

    Character Archetypes

    -
    - - -
    -

    INVOKER

    -
      -
    • - Inspired by the geomancer archetype presented in some JRPGs, - the Invoker never has access to their full range of - abilities – instead, their invocations are based upon the - elemental wellsprings available on the scene. To compensate, - their cost in Mind Points is low and their effects are quite - strong… not to mention the possibility of enhancing various - kinds of damage with “Hex” invocations. -
    • -
    • - The Ripples Skill is very powerful, but requires a synergy - with at least one other member of the group who is able to - capitalize upon the different types of damage: the obvious - choice is an Elementalist, but Chanters, Dancers (see - High Fantasy Atlas, page 136 and - 142) and Espers (see - Techno Fantasy Atlas, page 150) are - not far behind. -
    • -
    • - Far from being a mere gameplay rule, the fact Invokers don’t - impose themselves upon the environment but rather adapt to - it is a powerful thematic choice. It also creates a contrast - with Elementalists, who have to spend vast amounts of Mind - Points to reliably access whatever damage type they require. - This tension, as well as the role of elemental creatures and - the relationship between magical arts and ecology, are very - interesting parts of the setting to explore. -
    • -
    -
    - - -
    -

    MERCHANT

    -
      -
    • - Although more compact than the previous three Classes, the - Merchant shouldn’t be underestimated: Winds of Trade lets - you introduce new NPCs and gives you access to the right - tool at the right time, while the other Skills form an - impressive support arsenal, especially for characters who - heavily rely on Inventory Points, such as Tinkerers and - Symbolists (see High Fantasy Atlas, - page 146). -
    • -
    • - A cornerstone of the Merchant is that it doesn’t focus on - accumulating money, as shown by the Real Treasure Skill. The - heroic nature of this Class hinges upon communication, - contacts, and helping exchanges between distant people. It’s - a quest for richness and prosperity, but in a human, - cultural and communal sense. -
    • -
    • - Merchants are curious, perceptive and very attentive - individuals: some have traveled far and wide, others have - accrued knowledge of every sort over the course of many - negotiations, meetings and encounters. A Merchant’s Player - should be involved in establishing setting elements such as - trade routes, roads, relationships between people, and key - resources, not to mention matters of etiquette, such as what - would be the most fitting gift to present to a prominent - public figure. -
    • -
    -
    - - -
    -

    - “You must be strong, yes! But also humble, and kind. -

    -

    There is no other way for a better world.”

    -
    -
    - -
    - -
    - - - - - - Custom Weapon Guide - -
    -

    Custom Weapons

    -

    Introduction

    -
    - -

    - The majority of JRPG protagonists wield unique weapons that - reflect their personal style and character identity. These - custom creations range from battle umbrellas to gun axes, - proving that no weapon concept is too impractical! -

    - -

    - These following rules guide you in creating a personalized - weapon for your hero during the character creation process. - Later on, the Game Master may create rare versions of these - weapons according to the standard rules found in the Core - Rulebook (see page 268). Sample rare custom weapons can be - viewed on subsequent pages. -

    - -
    - Note: Custom weapons are not necessarily - superior to normal basic weapons. Always choose your weapon - based on what best fits your character's personal vision and - lore. -
    - -

    Creating a Custom Weapon

    - -

    - A custom weapon must adhere to the following foundational - characteristics: -

    - -

    Core Characteristics

    -
      -
    • - Category: Belongs to one Category of your - choice (arcane, bow, brawling, dagger, firearm, flail, heavy, - spear, sword, or thrown). -
    • -
    • - Weapon Type: It is not inherently a martial - weapon (W), but can become one depending on the customizations - chosen. -
    • -
    • - Hand Requirement: It must be a two-handed - weapon and cannot benefit from the Monkey Grip Heroic Skill - (Core Rulebook, page 238); thus, it always occupies both hand - slots. -
    • -
    • - Function: It functions as either a melee or a - ranged weapon (your choice), regardless of the Category - selected. -
    • -
    • - Cost: The base cost is set at 300 zenit. -
    • -
    • - Accuracy Check: Relies on either (DEX + INS) - or (DEX + MIG) (your choice). -
    • -
    • - Damage Output: Deals physical damage equal to - (HR + 5). -
    • -
    - -

    Customizations

    -

    - Furthermore, a custom weapon is enhanced by receiving three - customizations selected from the available list: -

    -
      -
    • - Each customization can only be chosen once for any single - custom weapon. -
    • -
    • - Selecting a customization marked with W will - classify the weapon as a martial type. -
    • -
    • - If a customization includes the pronoun “you,” it refers - directly to the character who equips the weapon. -
    • -
    • - Be advised that some especially powerful customizations may - count as two separate selections or increase the total cost of - the custom weapon beyond the base price. -
    • -
    - -
    - -
    - - - - - - Weapon Customization Details - -
    -
    -

    WEAPON CUSTOMIZATIONS

    - - Page 113 -
    - -
    - - -
    -
    Accuracy Boost
    -
    - Adds a +2 bonus to - the weapon’s Accuracy Check formula. -
    -
    - -
    -
    Defense Boost
    -
    - You gain a - +2 bonus to Defense, - and you are treated as having a shield equipped for the - sake of your Skills (for instance, Defensive Mastery or - Dodge – see Core Rulebook, pages 197 and 203). -
    -
    - -
    -
    Elemental
    -
    - Choose air, bolt, dark, earth, fire, ice, light or poison. - The weapon now deals damage of the chosen type instead of - physical, and also deals - 2 extra damage. -
    -
    - -
    -
    Magic Defense Boost W
    -
    - You gain a - +2 bonus to Magic Defense. -
    -
    - -
    -
    Powerful W
    -
    - The weapon deals 5 extra damage, or 7 extra damage if it - is a heavy weapon. -
    - This customization is not available for arcane and - dagger weapons, or for weapons with the quick - customization (see below). -
    -
    -
    - -
    -
    Quick (counts as two customizations) W
    -
    - When you perform the Attack action and choose to attack - with this weapon, you may perform two attacks (against the - same target or against different targets). If you do, both - attacks follow the rules for two-weapon fighting (see Core - Rulebook, page 69). -
    -
    - -
    -
    Transforming
    -
    - (Increases the custom weapon’s cost by 100 - zenit) -

    - This weapon has a second form, which must be designed as - a separate custom weapon, must have the transforming - customization, and doesn’t cost you any zenit. -

    -

    - While you have one of the two forms equipped, you can - equip the other form whenever you want. During a - conflict scene, you can only do so during your turn, - while no other effect is being resolved, and only once - per turn. -

    -

    - If one or both of the forms are martial (W ), remember - that you must have the appropriate Classes to equip - them. Additionally, a transforming weapon can still only - have one Quality (the Quality applies to both forms). -

    -
    -
    - -
    -
    - -
    -
    -
    - -
    - -
    - - - - - - Custom Weapon Compatibility Guide - -

    Weapon Compatibility

    - -

    - Custom weapons allow you to create the most bizarre armaments - you can imagine, but at the same time, efforts have been made to - keep them somewhat balanced. For instance, one might argue that - a quick and accurate custom weapon is always better than a pair - of steel daggers, but there is a loss in flexibility because you - can’t combine that custom weapon with a different weapon – - there’s pros and cons to each choice. -

    - -

    Transforming Weapons

    -

    - The transforming customization is by far the most complex option - provided by custom weapons. One important note, however: if one - form of your weapon is a melee weapon and the other is a ranged - weapon, or if they belong to different Categories, you only gain - the benefits of - one form at a time. -

    -

    - For instance, if you use a weapon with a melee form and a ranged - form, you won’t be able to add both Powerful Shot and Powerful - Strike to damage, or to Counterattack while simultaneously - having Crossfire available. -

    -

    - A character wielding a transforming weapon is always free to - decide which form they start with at the beginning of a - conflict. -

    - -

    Sample Natural Fantasy Custom Weapons

    -

    - The following pages showcase a few examples of natural - fantasy-style custom weapons, accompanied by possible rare - evolutions. The following conditions apply: -

    -
      -
    • - You may never wield a custom weapon in a single hand, not even - decreasing its damage by 4 as indicated on page 268 of the - Core Rulebook. -
    • -
    • - When it comes to transforming weapons, any modification (extra - damage, Qualities, Accuracy bonuses etc.) is automatically - applied to both forms. -
    • -
    - -
    -

    Narrative Considerations

    -

    - Sometimes, a Player Character’s custom weapon will have - narrative weight (such as if it was obtained via the Ancient - Weapon Quirk, on page 121). In that case, it can be a good - idea to describe later rare variants as “upgrades” of the - initial weapon, instead of completely different items (for - instance, they might be described as ribbons attached to the - hilt of a sword, or arrows with unique properties for a bow). -

    -

    - However, the rules and mechanics that govern items and - equipment should not be altered. -

    -
    - -
    - Document Footer/Reference: () -
    - -
    - -
    - - - - - - Protagonists Chapter 9 - -
    - Chapter 9 -

    AUTODRIVERS

    -
    - -

    Protagonists

    - - -

    - Loud and powerful, these weapons were developed by the Merchant - Chloe from just a sketch and a double-pressure tank. Built to - process very tough material, rather than for combat, they - nevertheless proved themselves as highly effective weapons, - especially when combined with a host of experimental chemicals - (see infusions, Core Rulebook, page 214). -

    - - -
    -

    - STAKE DRIVER W -

    -

    - The weapon’s basic form, worth 300 zenit. -

    - -

    Stats

    -
      -
    • Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 10) physical
    • -
    - -

    Specifications

    -
    -
      -
    • Spear
    • -
    • Two-handed
    • -
    • Melee
    • -
    • No Quality.
    • -
    -

    - This weapon has the accurate, defense boost and powerful - customizations. -

    -
    -
    - - -
    -

    - AUTOSCRAPPER W -

    -

    - A possible rare evolution, worth 1400 zenit. -

    - -

    Stats

    -
      -
    • Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 14) earth
    • -
    - -

    Specifications

    -
    -
      -
    • Spear
    • -
    • Two-handed
    • -
    • Melee
    • -
    • - Effect: When you reduce an enemy to 0 Hit - Points with this weapon, you gain a material, chosen by - the Game Master, worth an amount of zenit equal to or less - than (your Tinkerer level, multiplied by 100). -
    • -
    -

    - This weapon has the accurate, defense boost and powerful - customizations. -

    -
    -
    - - -
    - “Oh! If we connect
    - the primary compressor
    - to the combustion chamber,
    - dividing the pressure
    - between the eight
    - secondary valves…
    - hehehe!” -
    - - - -
    - -
    -
    -

    9 CLOCKWORK KEYS

    -
    -

    - These special keys fit perfectly in Lady Undersson’s back - socket (see page 101) and power the special electrical beam - she fires from her chest. -

    - - -
    -

    BRASS KEY Worth 300 zenit

    -

    The weapon’s basic form.

    -
    -
    - Accuracy: (DEX + INS) -
    -
    - Damage: (HR + 7) bolt -
    -
    -
      -
    • Arcane
    • -
    • Two-handed
    • -
    • Ranged
    • -
    • No Quality.
    • -
    -

    - This weapon has the accurate, defense boost and elemental - customizations. -

    -
    - - -
    -

    - OXIDIZED KEY Worth 800 zenit -

    -

    A possible rare evolution.

    -
    -
    - Accuracy: (DEX + INS) -
    -
    - Damage: (HR + 7) bolt -
    -
    -
      -
    • Arcane
    • -
    • Two-handed
    • -
    • Ranged
    • - -
    -

    - Special Ability: All damage dealt by your - spells becomes air and its type cannot change. When an ally - present on the scene performs the Guard action, you may swap - this clockwork key with a different one in your backpack. -

    -

    - This weapon has the accurate, defense boost and elemental - customizations. -

    -
    -
    - -

    9 FLORAL SCISSORS

    -
    -

    - These huge scissor-swords are the weapon of choice of Jacek, - the Floralist. They can chop even the toughest shrub with - ease. -

    - - -
    -

    - ROSENSCHWERT Worth 300 zenit -

    -

    The weapon’s basic form.

    -
    -
    - Accuracy: (DEX + INS) -
    -
    - Damage: (HR + 10) physical -
    -
    -
      -
    • Sword
    • -
    • Two-handed
    • -
    • Melee
    • -
    • No Quality.
    • -
    -

    - This weapon has the accurate, magic defense boost and - powerful customizations. -

    -
    -
    - - -
    -
    - -
    -
    - Page 117 -

    33. PROTAGONISTS

    -
    - - -
    -

    CRESCENT SCISSORS

    -

    A possible rare evolution, worth 1000 zenit.

    - -

    Basic Info

    -
      -
    • Type: Sword
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • -
    - -
    - This weapon has the accurate, magic defense boost and powerful - customizations. -
    - -

    Form Details

    -
    -

    Form I

    -
      -
    • - W Accuracy: (DEX + INS) -
    • -
    • - Damage: (HR + 10) light -
    • -
    -
    - -

    - Unique Features: When you use the Graft Skill - (see page 139), you may erase 1 section of your Growth Clock. • - This weapon has the accurate, magic defense boost and powerful - customizations. -

    -
    - - -
    -

    EYRE

    -

    - For those who don’t sacrifice elegance, even during the most - dangerous adventures. -

    -

    - The weapon’s basic form, worth 400 zenit. -

    - - -

    Form I

    -
    -
      -
    • - W Accuracy: (DEX + INS) -
    • -
    • - Damage: (HR + 5) physical -
    • -
    -
      -
    • Type: Dagger
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • -
    • Quality: No Quality.
    • -
    -

    - Features: This weapon has the defense boost, - magic defense boost and transforming customizations. -

    -
    - - -

    Form II

    -
    -
      -
    • - W Accuracy: (DEX + INS) +2 -
    • -
    • - Damage: (HR + 10) physical -
    • -
    -
      -
    • Type: Firearm
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Ranged
    • -
    • Quality: No Quality.
    • -
    -

    - Features: This weapon has the accurate, - powerful and transforming customizations. -

    -
    -
    - - -
    -

    EARNSHAW

    -

    A possible rare evolution, worth 1000 zenit.

    - - -

    Form I

    -
    -
      -
    • - W Accuracy: (DEX + INS) -
    • -
    • - Damage: (HR + 9) dark -
    • -
    -
      -
    • Type: Dagger
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • -
    • - Unique Ability: As long as an ally you have - a Bond of affection towards is present on the scene, damage - dealt by this weapon ignores Immunities and Resistances. -
    • -
    -

    - Features: This weapon has the defense boost, - magic defense boost and transforming customizations. -

    -
    - - -

    Form II

    -
    -
      -
    • - W Accuracy: (DEX + INS) +2 -
    • -
    • - Damage: (HR + 14) dark -
    • -
    -
      -
    • Type: Firearm
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Ranged
    • -
    • - Unique Ability: As long as an ally you have - a Bond of affection towards is present on the scene, damage - dealt by this weapon ignores Immunities and Resistances. -
    • -
    -

    - Features: This weapon has the accurate, - powerful and transforming customizations. -

    -
    - - -
    -

    - “The Lake Moth was one of the last spirits to fall prey to the - Fury, and this metal harbors their last will.” -

    -
    -
    -
    - -
    -

    Weapon Catalogue Excerpt

    - -
    Page 118
    - - -
    -

    HEAVY ARBALESTS

    -

    - These massive crossbows must be fitted to a tripod before - shooting. They are built out of sheets of metal found in ancient - ruins. -

    - - -
    -

    GASTRAPHETES

    - Basic Form | Worth 300 Zenit -

    The weapon’s basic form.

    -
      -
    • Accuracy: (DEX + MIG) +2
    • -
    • Damage: (HR + 10) physical
    • -
    • - Attributes: Bow, Two-handed, Ranged, No - Quality. -
    • -
    -

    - This weapon has the accurate, defense boost and powerful - customizations. -

    -
    - - -
    -

    HELEPOLIS

    - Possible Rare Evolution | Worth 1600 Zenit -
      -
    • Accuracy: (DEX + MIG) +2
    • -
    • Damage: (HR + 14) fire
    • -
    • Attributes: Bow, Two-handed, Ranged.
    • -
    -

    - Deals 5 extra damage to creatures suffering from slow. -

    -

    - This weapon has the accurate, defense boost and powerful - customizations. -

    -
    -
    - - -
    -

    METEOR BELLS

    -

    - The warrior-invokers who pass the trial of the Whispering - Mountain wield these unusual weapons: a pair of massive, - hallowed rattles, connected by a strong hemp rope or a heavy - chain. -

    - - -
    -

    COPPER RATTLES (Form I)

    - Basic Form | Worth 400 Zenit -
      -
    • Accuracy: (DEX + MIG)
    • -
    • Damage: (HR + 5) physical
    • -
    • - Attributes: Brawling, Two-handed, Melee, No - Quality. -
    • -
    -

    - This weapon has the quick and transforming - customizations. -

    -
    - - -
    -

    COPPER RATTLES (Form II)

    - Variant Upgrade | (No listed cost, assumes upgrade - path) -
      -
    • Accuracy: (DEX + MIG)
    • -
    • Damage: (HR + 12) ice
    • -
    • - Attributes: Flail, Two-handed, Melee, No - Quality. -
    • -
    -

    - This weapon has the elemental, powerful and transforming - customizations. -

    -
    -
    - - -
    - W
    -
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    - -
    - - - - - - Weapon Listings - - -
    - Page 119 -
    - -

    PROTAGONISTS

    - - -
    -

    WATER TOLL

    -

    A possible rare evolution, worth 1500 zenit.

    - - -

    Form I

    -
    -
    - Accuracy: (DEX + MIG) -
    -
    - Damage: (HR + 9) physical -
    -
    - -
    - Attributes: Brawling • Two-handed • Melee -
      -
    • - After you resolve one of your water invocations (see page - 157), you may perform a free attack with this weapon. - Treat your High Roll (HR) as 0 when calculating damage - dealt by this attack. -
    • -
    • - This weapon has the quick and transforming customizations. -
    • -
    -
    - - -

    Form II

    -
    -
    - Accuracy: (DEX + MIG) -
    -
    - Damage: (HR + 16) ice -
    -
    - -
    - Attributes: Flail • Two-handed • Melee -
      -
    • - After you resolve one of your water invocations (see page - 157), you may perform a free attack with this weapon. - Treat your High Roll (HR) as 0 when calculating damage - dealt by this attack. -
    • -
    • - This weapon has the elemental, powerful and transforming - customizations. -
    • -
    -
    -
    - - -
    -

    SEEKER’S SHOVELS

    -

    - The crystal-seekers from Rockvale learn how to handle these - massive shovels from birth. -

    - - -
    -

    SHOVELPICK

    -

    (Basic Form), worth 300 zenit.

    - -
    -
    - Accuracy: (DEX + MIG) +2 -
    -
    - Damage: (HR + 12) physical -
    -
    - -
    - Attributes: Heavy • Two-handed • Melee -
      -
    • No Quality.
    • -
    • - This weapon has the accurate, defense boost and powerful - customizations. -
    • -
    -
    -
    - - -
    -

    VANGUARD SPADE

    -

    A possible rare evolution, worth 1300 zenit.

    - -
    -
    - Accuracy: (DEX + MIG) +2 -
    -
    - Damage: (HR + 16) physical -
    -
    - -
    - Attributes: Heavy • Two-handed • Melee -
      -
    • - You gain Resistance to earth damage. Additionally, when - you suffer earth damage, you gain 50 zenit and regain 1 - Inventory Point. -
    • -
    • - This weapon has the accurate, defense boost and powerful - customizations. -
    • -
    -
    -
    -
    - - -
    - cc Weapon customizations are not part of its Qualities! -
    -
    - -
    - -
    - - - - - - Quirks System Rules - -

    Quirks (Advanced Optional Rule)

    - -

    - Quirks are an advanced optional rule that - provides strong thematic and mechanical options for Player - Characters. The Quirks presented in these pages were written - with a Natural Fantasy assumption, but may be used in any - campaign; you may also use them as reference to create your own - Quirks — but you should only use those if the rest of your group - agrees to it. -

    - -

    Rules and Guidelines

    -
      -
    • - A Player Character may only ever have - one Quirk. -
    • -
    • - If you use Quirks in your game, it is strongly suggested that - each Player Character begins play with one; additionally, no - two characters in the same group should have identical Quirks. -
    • -
    • - On average, a group of Player Characters with access to Quirks - will be able to tackle more challenging situations than what - would be normal for their level. -
    • -
    • - If it makes sense in the story, a character may lose their - current Quirk and gain a different one — discuss this with the - group. -
    • -
    - -
    USING QUIRKS IN YOUR GAME
    -

    - Quirks should be seen as a mechanical and narrative - reinforcement of your characters’ unique nature. Keep the - following in mind: -

    - -

    Key Considerations

    -
      -
    • - Shaping the Game: Even the less impactful - Quirk is a powerful statement about your character and their - role in the story. If you pick Ancient Weapon, that item will - surely have narrative implications; if you go with The Long - Dream, you are inviting the Game Master to create situations - in which you’ll be pressed to use your powers. Quirks will - take the already heroic Player Characters and kick them up a - notch, which can prove a bit overwhelming. Think carefully - before you use them! -
    • -
    • - Freedom of Choice: You don’t need a Quirk for - your character concept to be valid. If your Identity is - “Barkville’s Firstborn”, you shouldn’t feel forced to pick - Stubborn Scion for that Identity to be relevant to the story. -
    • -
    • - Ideal Uses (What you should use Quirks for): - Bringing interesting situations into play, giving your - character unique issues to confront, providing additional - mechanical support to your character’s Traits. -
    • -
    • - Forbidden Uses (What you should never use Quirks - for): - Making your character stronger than the rest of the group, - stealing the spotlight, bringing sensitive topics that make - others uncomfortable into play. -
    • -
    - -

    Natural Fantasy Quirks

    -

    - (Note: The remaining text seems to be a citation or header - fragment and is placed under context.) -

    -

    W ()

    - -
    - -
    - - - - - - Game Rules Summary - -
    -

    Protagonists

    -

    - Chapter 9: Ancient Weapon / Chapter -

    -
    - -
    -

    Ancient Weapon

    -

    - You don’t fear delving deep in the ancient ruins; from their - cold tunnels you have retrieved an unusual weapon, which saved - your life in more than one occasion. Where did you find it? - When did you stumble upon a similar weapon, and who carried - it? -

    - -
      -
    • - Custom Weapon Creation: Together with the - rest of your group, create a rare custom weapon (see page - 112) worth 1200 zenit or less. -
    • -
    • - The weapon should have an especially unusual and - technological appearance; making it a firearm and - determining that similar items are rare and mysterious in - your world is advised. -
    • -
    - -

    Game Master Complications:

    -

    - Once per session (approximately four hours of play), the Game - Master may give you 1 Fabula Point in order to have sudden - complications arise due to the unique nature of the weapon - (such as strange machines reacting to its presence, or - monsters drawn to the special energy it emits). However, the - weapon cannot be destroyed, damaged, lost, or stolen without - your permission as a Player. -

    -
    - -
    - -
    - Arboreal -

    The Arboreal Challenge

    -

    - You are a sentient plant creature, with humanoid intelligence. - Do you belong to a particular species, or are you one of a - kind? How does your life cycle function? Do you resemble a - specific type of plant, flower, or tree? -

    - -

    Mandatory Choices

    -
      -
    • - Status Immunity: Choose a status effect - (dazed, enraged, or shaken). You are immune to the chosen - status effect. -
    • -
    • - Vulnerability: You also gain Vulnerability - to a damage type of your choice: - air, bolt, earth, fire, or ice. -
    • -
    • - Unique Spell Learning: You learn one NPC - spell (pages 310-311 of the Core Rulebook; you cannot choose - Devastation; if a Magic Check is required, use (INS + WLP)). - Customize the spell as needed (name, damage type, status - effects etc.). -
    • -
    • - Sunlight Bonus: When you cast this spell - while in sunlight, its total MP cost is reduced by 5 (to a - minimum of 0 Mind Points). -
    • -
    -
    - - - -
    - -
    - - - - - - Character Quirks Documentation - -

    Character Quirk Documentation

    - -
    -

    9 BIG BRO

    -

    - Your travel companions know they can rely on you when it’s - time to make camp and catch a precious breath among the - constant pressure of your adventure. Who taught you to care - for others? Is there anyone among the other Player Characters - you see as a younger brother or sister? What special promise - did you make them? -

    -

    - If your group’s campaign does not make use of the optional - rule - Camp Activities (see page 130), your - character still gains access to it. Your character gains - access to three Camp Activities instead of only two. -

    -

    - If you gain this Quirk during a campaign that already makes - use of Camp Activities, you simply gain access to a single new - Camp Activity of your choice. -

    -
      -
    • - When you choose to perform Camp Activities during a Rest, - choose one option: -
    • -
    • - Perform two different Camp Activities, whose effects cannot - be applied to the same creature; OR -
    • -
    • - Perform the same Camp Activity twice, applying its effects - to two different creatures. -
    • -
    -
    - -
    - -
    -

    9 CURSED

    -

    - You bear the burden of a strange curse. Through which - supernatural effects does it manifest? How did you become - cursed? Did you bother a magical creature or explore a - forbidden place? Who might tell you how to break it? -

    -

    - When you acquire this Quirk, describe the nature of your curse - and tie it to one of the threats present in your world. Once - this threat is resolved, you will finally have a chance to - break free from the curse - describe how you expect this to - happen. -

    -

    - Examples: nearby animals become aggressive; - waters become treacherous when you swim or sail; invisible - sprites misplace your belongings. -

    -
      -
    • - When you are about to perform a Check, you may instead - describe how your curse gets in the way and automatically - roll a fumble (both dice are treated as if you had rolled a - 1 on them). If you do, you receive - 2 Fabula Points instead of 1, and generate - an opportunity as normal. -
    • -
    • - If you ever manage to break the curse, immediately gain a - Heroic Skill of your choice (you may even choose a Heroic - Skill whose requirements you do not satisfy, unless they - include a Skill you don’t have). This includes choosing a - Heroic Skill for a Class you do not have. -
    • -
    -
    - -
    - -
    - - - - - - Character Quirk Guide - -
    -

    PROTAGONISTS

    -

    Chapter 9: Character Quirks

    -
    - -
    -
    -

    Elemental Soul (Air, Bolt, Earth, Fire, or Ice)

    - -

    - You are deeply infused with the power of a natural element. - Who among your forebears first received this magical spark? - What troubles has it caused you? -

    - -

    Mechanics:

    -
      -
    • - Choose your elemental damage type: - air, bolt, earth, fire, or ice. -
    • -
    • - You gain Resistance to the chosen damage - type; additionally, whenever you deal damage, you may - change its type so that it matches your elemental damage - type. -
    • -
    • - However, you also gain Vulnerability to a - different damage type chosen among those five. -
    • -
    - -

    - You also gain the ability to perform Rituals of the - Elementalism discipline, but - only if those Rituals manipulate your chosen element - (respectively air, electricity, earth/rock, fire, and - ice/water). -

    -
    - -
    - - -
    -

    Flight

    - -

    - You belong to a unique heritage of humanoids who have the - ability to fly or levitate. How does this work? Is it - magical, or do you have wings? How did this particular - advantage shape the history and society of your people? How - do people usually react when they see you? -

    - -

    Benefits:

    -
      -
    • - You are able to fly. In addition to the obvious advantage - in mobility, your melee attacks can target flying - creatures and you cannot be targeted by melee attacks - unless the attacker is flying or is somehow able to reach - flying targets. -
    • -
    - -

    Limitations:

    -
      -
    • - While in Crisis or unable to fly freely (such as when - you’re inside a vehicle designed for human-sized creatures - or in a narrow corridor), you lose all benefits granted by - this Quirk. -
    • -
    • - Additionally, when you suffer - air, - bolt or - ice damage during a - conflict scene, you lose the benefits of this Quirk until - the start of your next turn. -
    • -
    -
    -
    - -
    - “No blame in being afraid sometimes.
    - That's why we stick together: so that our friends can be brave - for us, when it happens.” -
    - - - -
    - -
    - - - - - - Mysterious Grimoire Quirk - -

    9 MYSTERIOUS GRIMOIRE

    - -

    - You came into possession of an old and hefty magical tome; - sometimes, scribbles and advice appear on its pages, helping you - in your adventures. Where did you find it? What kind of - personality emerges from the text’s style and tone? -

    -

    - As long as you have this Quirk, your grimoire is an - indestructible artifact that cannot be lost or stolen unless as - a consequence of Surrender. -

    - -
    Quirk Functionality
    -

    - When your group stumbles upon a danger or discovery after a - travel roll, you may ask the Game Master a single question - concerning that danger or discovery (you may ask it immediately - or save it for later); the Game Master answers truthfully and - describes how the answer appears on your grimoire. -

    -

    - Once your grimoire has answered 10 questions, it almost shared - all of its knowledge with you: choose one of the following - options. -

    - -
      -
    • - Awakened Consciousness: You lose this Quirk - and the grimoire turns into a Non-Player Character. Create - this NPC together with the rest of your group, giving them a - name and describing their appearance. They do not have an NPC - profile and do not take part in Checks or conflicts, but they - learn two spells of your choice among those found in the - Elementalist, Entropist, and - Spiritist lists (see Core Rulebook, pages 188, 192 - and 208 respectively). Once per conflict, if requested, the - NPC will cast one of these spells. Spells cast this way will - be cast at the end of the current round, require no Mind - Points, and use 2d10 for the Magic Check (if needed). -
    • -
    • - Hidden Magic: You lose this Quirk, but your - grimoire will still share a final and most powerful secret. - You acquire a Heroic Skill of your choice among - Comet, Extra Spells, Hope, and - Volcano (see Core Rulebook from page 232 onwards; you - may choose a Skill whose requirements you do not fulfill). -
    • -
    - -
    Alternative Use
    -

    - You could also use this Quirk to introduce a new Player - Character (and Player) in your group; if you do, the character - who had taken this Quirk should receive the benefits listed by - Hidden Magic instead of those in Awakened - Conscience. Suggested Quirks for a Player Character brought into - a campaign this way are Arboreal, Robot, - The Beast Who Spoke, and The Long Dream. -

    - -
    Aftermath
    -

    - Whatever your choice, the grimoire goes back to being a - completely normal book and the Game Master chooses one option: - the grimoire provides a key clue regarding a threat that is - present in your world; or the grimoire reveals the existence of - a new threat and provides a key clue about it. -

    - - - -
    - -
    - - - - - - Protagonist Guide - - - -

    PROTAGONISTS

    - - -
    -

    Outcast Fairy

    - -

    Lore and Background

    -

    - Once upon a time, you lived with your kin in the Realm of - Fairies, in close contact with the stream of souls... but it - has been long since you last visited. What went wrong? What is - the state of the Realm at the moment? Who governs it? -

    -

    - You may always communicate with any creature belonging to the - beast, elemental, and plant Species. -

    - -

    Abilities

    -
      -
    • - Magic Spells: You learn one spell of your - choice among those found in the Elementalist, - Entropist, and Spiritist lists (see Core - Rulebook, pages 188, 192 and 208 respectively). -
    • -
    • - Rituals: Additionally, you gain the ability - to perform Rituals whose effects fall within the - Ritualism discipline. You may use these Rituals to - transport creatures in and out of the Realm of Fairies. -
    • -
    - -

    Weakness (Unique Flaw)

    -

    - You also possess a unique weakness typical of fairies: decide - it together with your group. -

    -
    -

    - Weakness Mechanic: Once per session - (approximately four hours of play), the Game Master may give - you 1 Fabula Point in order to have sudden complications - arise due to this weakness or have you automatically fail a - Check. (The GM must do so before the Check is performed; - both the Check’s Result and High Roll are treated as being - 0). -

    -

    - Examples: You are allergic to iron; you - must count all poured grains of sand or salt; if you see - someone perform a specific gesture, you must do the same. -

    -
    -
    - - -
    -

    Robot

    - -

    Lore and Background

    -

    - You are an artificial body in which a mysterious life shines, - lone descendant of an age lost to time. Do you look organic or - mechanical? What prevents you from perceiving or communicating - like a normal human would? What fragmented memories do you - still hold from the time you were created? -

    - -

    Mechanical Traits

    -
      -
    • - Status: You are not considered a living - creature. -
    • -
    • - Resistances/Immunities: You gain Immunity - to poison damage, Resistance to earth damage, and are immune - to the poisoned status effect. -
    • -
    • - Sustenance: You do not need to breathe, eat - or drink, but you still follow the normal rules for resting; - you also recover Hit Points and recover from status effects - as normal. -
    • -
    - -

    Abilities

    -
      -
    • - Technical Proficiency Bonus: You gain a - +2 bonus to all Checks you perform to - examine or interact with machines, technology, and - constructs (except for Accuracy Checks and Magic Checks). -
    • -
    -
    - -
    - -
    - - - - - - Quirk Profile: Stubborn Scion - -
    -

    9 STUBBORN SCION

    - -

    - You hail from the wealthiest, most influential family in this - region. On what do they base their fortune and reputation? Are - you the only heir? What is it about your family you really - can’t stand, and why did it lead you to join the other - characters? -

    - -
    -

    - If you choose this Quirk during character creation, increase - your initial savings (see Core Rulebook, - page 165) by - 1000 zenit. -

    -
    - -

    Companions: The Loyal Bodyguards

    -

    - Additionally, you are accompanied by two fiercely loyal - bodyguards: give them a name and describe their appearance. - They do not have an NPC profile and never take part in Checks - or conflicts, but you are inseparable and they somehow appear - whenever you need their help. -

    - -
      -
    • - Be careful! When you suffer damage, you may - halve it. -
    • -
    • - Information Retrieval: During a Rest, you - may ask the Game Master one question; they will answer - truthfully. -
    • -
    • - Elemental Damage Boost: When you create an - elemental shard, you may have it deal extra damage equal to - (5 + half your level). -
    • -
    - -
    -

    - Limitations and Shared Strain: Whenever you - make use of one of these benefits, your bodyguards suffer - 1d6 Fatigue Points. This fatigue is shared - between bodyguards; it is not tracked individually. As long - as they have 10 or more Fatigue Points, you cannot rely on - them. -

    -

    - Recovery: At the end of each session (approximately - four hours of play), your bodyguards recover from - 1d6 Fatigue Points (to a minimum of zero). -

    -
    - -

    Thematic Considerations for Quirk Creation

    -
    -

    - Many Quirks bring complex themes to your table: for - instance, - The Long Dream presents a dynamic that can be - dangerously close to that of a terminal illness; - Robot, Outcast Fairy, - The Beast Who Spoke and Underchild will - likely lead to the character being seen as an anomaly or - even as a threat; Stubborn Scion can involve - generational conflict and toxic family pressure; - Cursed or Survivor imply seriously - traumatic experiences. -

    -

    - Player Safety Commitment: When you choose - and customize your Quirks, commit to respecting the personal - boundaries of those who play with you. Use - lines and veils (see - Core Rulebook, page 140) and be ready to pause the game if a - scene is making someone uncomfortable. Be kind to each - other, and be kind to yourselves. -

    -
    - - -
    - -
    - -
    - - - - - - Character Class Profiles - -
    - - -

    PROTAGONISTS

    - - -
    -

    9. SURVIVOR

    - -

    - You are among the few who survived a natural catastrophe or - the attack of a dreadful creature. Do you believe someone is - responsible for this? Were you able to keep in contact with - any other survivors? Do you think reconstruction is - possible? -

    - -

    Permanent Benefits

    -
      -
    • - Permanently increase your maximum - Hit Points and maximum - Mind Points by 5. -
    • -
    - -

    Choose One Option:

    -
      -
    • - Gain the ability to equip martial melee and ranged - weapons, martial armor, and martial shields; -
      (*Restricts equipment choice*) -
    • -
    • - Learn any one spell from the - Elementalist or - Spiritist lists. -
    • -
    • - Permanently increase your maximum - Inventory Points by 2. -
    • -
    -
    - -
    - - -
    -

    9. THE BEAST WHO SPOKE

    - -

    - You belong to a long line of magical beasts who protected - human villages over the centuries; nowadays, however, - humanity has forgotten your role. Where do you make your - nest? Do you know of any of your kind who are still alive? - Who, among the other Player Characters, has shown interest - or respect towards your nature? -

    - -

    Restrictions & Bonuses

    -

    - You may not equip any items, with the exception of - accessories and weapon and armor modules (see - Pilot Class, page 158 of the T echno Fantasy - Atlas). However, as long as your armor slot is empty, you - gain a - +2 bonus to Defense - and a - +2 bonus to Magic Defense. -

    - -

    - Additional Benefits (Choose Two): -

    -
      -
    • - You may also equip custom weapons (see page 112 for more). -
    • -
    • - Spell Mastery: You learn one NPC spell - (pages 310-311 of the Core Rulebook; you cannot choose the - spell Devastation; if a Magic Check is required, use (MIG - + WLP)): customize the spell as needed (name, damage type, - status effects etc.). -
    • -
    • - Unarmed Strikes: Your attacks with - unarmed strikes deal 6 extra damage. This amount increases - to 10 extra damage if you are level 30 or higher. -
    • -
    -
    - -
    -
    -
    - -
    - -
    - - - - - - Character Lore & Mechanics - -

    THE LONG DREAM

    - -

    - Long ago, your spirit dwelled in nature; then, something brought - you to take on a human form, but it won’t be forever. Was it a - prayer or some kind of magic? What part of your appearance - betrays your origin? Do you fear that last farewell? -

    - -

    The Approaching Farewell

    -

    - At the end of each session (approximately four hours of play), - before assigning XP, roll 2d20. If you roll a number equal to or - lower than your current character level, the - last farewell approaches. -

    - -
      -
    • - When a rule or ability requires you to spend Hit Points, Mind - Points, or Fabula Points, you may instead ignore that cost. If - you do, the - last farewell approaches. -
    • -
    - -
    -

    - At the end of a scene where you ignored a cost as described - above, if the last farewell has approached at least 10 times - already, the moment has come for you to leave the world of - humans. You shall forever return to your original form as a - natural and inanimate object: together with your group, take - your time to roleplay one last bittersweet moment before you - go. -

    -

    - The same happens if you Sacrifice yourself. -

    - -

    Examples

    -
      -
    • You might turn into a great guardian tree.
    • -
    • Into a visage on the side of a cliff.
    • -
    • - Into a uniquely shaped rock, or into the brightest star in - the sky. -
    • -
    - -

    - A character whose last farewell has come is considered dead in - game terms, and cannot be brought back. -

    -

    - However, from now on all Player Characters in the campaign - (including your new character) will receive - 1 additional Fabula Point at the start of - each session (approximately four hours of play). -

    -
    - -

    TRAVELING WORKSHOP

    -
    -

    - You own a transport that also acts as your shop and - laboratory. How did you obtain it? How does it move, and what - energy fuels it? What makes it extremely recognizable? - Normally, how do people react to its passage? -

    - -

    Quirk Requirements

    -
      -
    • - You may only choose this Quirk if your character has - acquired one or more Classes among - Gourmet (see page 148) and - Tinkerer (see Core Rulebook, page 210). -
    • -
    - -

    Mechanics

    -
      -
    • - You obtain a land vehicle (see Core Rulebook, page 125). - This vehicle is big enough to accommodate you and the rest - of your group, plus two or three guests, but unfit for - combat. -
    • -
    • - If a Project requires a special ingredient or material, you - may spend - 1 Fabula Point to suddenly stumble upon - something similar in your workshop; if you do, the invention - must have a terrible flaw (see Core Rulebook, page 134). -
    • -
    -
    - -
    - -
    - -
    - - - - - - Character Quirk Detail - -

    33 PROTAGONISTS

    -

    CHAPTER 9 UNDERCHILD

    - -

    - There isn’t much you remember about your past, but upon - awakening you found yourself in the depths. Once you reached the - surface, you realized you weren’t exactly like everyone else—you - are spontaneously attuned to ancient technology and boast a - strange power reserve you can draw from. Who was the first - person you encountered? What items did you have with you? Are - you afraid of regaining your memories? -

    - -

    The Primal Attunement Quirk

    -

    - When a rule or ability requires you to spend - 100 or fewer Hit Points, Mind Points, or Inventory - Points - during a conflict, you may instead ignore that cost. If you do, - you cannot ignore a cost this way again until the end of your - next Rest. -

    - -

    Examples of Source:

    -
      -
    • A magic gem hidden in your left eye.
    • -
    • A power generator grafted to your arm.
    • -
    • An arcane circuit that resembles an intricate tattoo.
    • -
    - -

    - Additionally, when you encounter a contraption - or creature connected to ancient technology or to a ruins’ past, - you may choose one option: -

    -
      -
    • Ask the Game Master its purpose;
      (or)
    • -
    • Ask the Game Master what can activate it;
      (or)
    • -
    • Ask the Game Master what can deactivate it.
    • -
    -

    - The Game Master answers truthfully and you describe a brief - flashback that reveals the answer. -

    - -

    - After you receive an answer this way for the sixth time, you - remember the real reason why you had been left dormant - underground. The Game Master chooses one option: -

    -
      -
    • - You remember a key clue regarding a threat that is present in - your world; -
      (or) -
    • -
    • - You remember the existence of a new threat and receive a key - clue about it. -
    • -
    - -

    - Note: You will keep all benefits from this - Quirk after this revelation (both the ability to ignore costs - and to ask questions). -

    - -
    - -
    - - - - - - Camp Activities Rule - - - -

    Camp Activities

    -

    - Camp Activities are an optional rule designed to give greater - spotlight to resting scenes (see - Core Rulebook, page 91) and provide more options in addition to just increasing or - modifying Bonds. While they have been created with a natural - fantasy tone in mind, they can be used in any campaign. -

    -

    - Using this rule will not make Player Characters especially more - powerful than normal, but surely offers an improvement in - flexibility. -

    - -

    Choosing Camp Activities

    -

    - If you use this optional rule, each Player Character gains - access to two different Camp Activities, chosen during character - creation from the list in the following pages. -

    -
      -
    • - Make sure to avoid redundant Camp Activities within the same - group. -
    • -
    • - Choose Activities that fit your Player Character’s concept and - Identity. -
    • -
    - -

    Using Camp Activities

    -

    - When Player Characters play a resting scene (be while inside a - settlement or in the wilderness), each Player Character who - takes part in it may perform one among the Camp Activities they - have access to, describing it and applying its benefits to the - chosen target. -

    -

    - It should be noted that each character may choose how to employ - the resting scene, independently from everyone else. -

    - -
    - Example: Brandon, Martha, and Ylua pause to - rest in the city, spending 20 zenit each. They decide to play a - resting scene inside the tavern; - Brandon Sleeps Soundly - to gain an additional action in the future, while - Martha prepares a Double Portion - for Ylua, who is often the target of the party’s healing spells. - Seeing Martha’s kindness, Ylua decides to use this scene to - Gather a few useful ingredients for the cook... - hoping not to get into any trouble!
    - Whether they perform a Camp Activity or not, characters may - still use the resting scene to adjust their Bonds (see Core - Rulebook, page 91). -
    - -

    Camp Activities

    - - -
    - -
    - - - - - - Camp Activity Benefits - -

    Keeping Track of the Benefits

    - -

    - Many Camp Activities provide a benefit that can be used only - once before the next rest. To make sure you easily remember - which characters have access to each specific benefit, you could - use tokens, counters, or other small objects that express the - personality of whatever Player Character performed the - corresponding Camp Activity. -

    - -

    - Example: Brandon’s player keeps track of - Sleep Soundly using a pink plastic button; on the other - hand, Martha’s player gives a little badge portraying a slice of - cake to anyone who benefits from her Double Portion. -

    - -

    - If the benefit carries over from one session to another, - instead, you can simply take note of it in a clearly visible - area on your character sheet! -

    - -

    Camp Activity Target

    - -
      -
    • - Camp Forge Yourself - Choose one option: -
        -
      • You repair a damaged item owned by the group; or
      • -
      • - You create a single basic weapon, armor, or shield of your - choice (see pages 130-133 of the Core Rulebook) without - paying its cost in zenit; or -
      • -
      • - You destroy a single piece of equipment owned by the group - and obtain a material whose value is equal to the cost of - the destroyed item (see page 74 for more information on - materials). -
      • -
      -
    • - -
    • - Cartography Yourself - Once before the next rest, after your group makes a travel - roll, you may reroll the die and keep the new result. -
    • - -
    • - Combat Lesson One ally - Once before the next rest, after making an Accuracy Check or a - Magic Check for an offensive spell (OO), the target may add a - bonus of +4 to the Result of the Check. -
    • -
    - -
    - -
    - - - - - - Character Abilities & Skills - -
    Page 132
    -

    CAMP ACTIVITY TARGET

    - -
    -

    Daydream Yourself

    -

    - Once before the next rest, when you lose Hit Points for - whatever reason, you may choose to halve that HP loss. -

    -
    - -
    -

    Double Portion

    -

    One ally

    -

    - Once before the next rest, if the target is about to recover - Hit Points, they may double the amount of Hit Points - recovered. -

    -
    - -
    -

    Exploration Yourself or one ally

    -

    - You spend your time looking for useful items; describe how, - then roll 1d6. -

    -
      -
    • - 1. Ouch! You recover half the normal amount - of HP and MP during this rest. -
    • -
    • - 2. Not what I was looking for... The target - regains 2 Inventory Points. -
    • -
    • - 3-5. Hoho, this can be useful! The target - regains 3 Inventory Points. -
    • -
    • - 6. Jackpot! The target regains 3 Inventory - Points, and you also find an amount of zenit equal to (your - character’s level × 50). -
    • -
    -
    - -
    -

    Gathering

    -

    A character with the Gourmet Class

    -

    - You look for ingredients in the area; describe how, then roll - 1d6. -

    -
      -
    • - 1. H-help! At the end of this rest, the - entire group will be caught in an easy conflict against a - threat whose level is equal to the group level. -
    • -
    • - 2. Will these be okay... The target - receives 2 ingredients with random tastes. -
    • -
    • - 3-5. Looks tasty! The target receives 3 - ingredients with random tastes. -
    • -
    • - 6. Ah, these! The target receives 3 - ingredients, each with a taste of their choice. -
    • -
    -
    - -
    -

    Magic Lesson

    -

    One ally

    -

    - Choose a single spell among those you know. Once before the - next rest, the target may perform the Spell action to cast the - spell you chose (they must still pay its MP cost and perform - any Magic Checks as needed). -

    -
    - -
    -

    Martial Practice

    -

    Yourself

    -

    - Once before the next rest, when you perform an attack, you may - grant that attack multi (2) or increase its multi property by - one point. -

    -
    - - - -
    - -
    - - - - - - Character Abilities Reference - -
    -

    PROTAGONISTS

    -

    Chapter Activity Targets

    -
    - -
    -

    Camp Activities & Abilities:

    - -
      -
    • - Massage - Target: One ally -

      - Once before the next rest, if the target is about to pay a - Mind Point cost, they may halve that MP cost. This benefit - cannot be applied to a Ritual’s MP cost. -

      -
    • - -
    • - Midnight Oil - Target: Yourself -

      - You generate 3 points of progress for a single Project of - your choice. -

      -
    • - -
    • - Pep Talk - Target: One ally -

      - Once before the next rest, if the target is about to - recover Mind Points, they may double the amount of Mind - Points recovered. -

      -
    • - -
    • - Planning - Target: One ally -

      - Once before the next rest, after the target performs a - Group Check as leader or performs a Check to examine - someone or something, they may add a bonus of - +4 to the Result - of that Check. -

      -
    • - -
    • - Sleep Soundly - Target: Yourself -

      - Once before the next rest, you may perform an additional - action on your turn during a conflict scene. This action - must be used to perform the Equipment, Hinder, or - Inventory action. -

      -
    • - -
    • - Training - Target: Yourself -

      - Once before the next rest, if you are about to suffer one - or more status effects from the same source, you may - instead choose not to suffer any of those status effects. -

      -
    • -
    - -
    - Note on Creation: You might create new Camp - Activities for your characters; if you do so, try to keep them - on the same power level as these. Then again, if your group - has a passion for fantasy cooking, you might change this rule - so that each Activity is instead a special dish created by - your character, and always has one ally as the target—sharing - is caring, after all! -
    -
    - -
    -

    Options and Variants

    -
    - -
    - -
    -
    -

    NEW CLASSIC CHARACTERS

    - - -

    ELEMENTAL ACROBAT

    -

    - Stats: Dexterity d10, Insight d6, Might d8, - Willpower d8 -

    -
      -
    • Fury (1 level): Indomitable Spirit
    • -
    • - Invoker (3 levels): Invocation (SL 2), - Ripples -
    • -
    • Sharpshooter (1 level): Barrage
    • -
    -
    - Equipment: Giant chakram (custom weapon, (DEX + - MIG), thrown, ranged, accurate, defense boost, powerful), combat - tunic. Zenit Cost: 120 zenit. -
    - - -

    FLUTIST MONK

    -

    - Stats: Dexterity d6, Insight d8, Might d8, - Willpower d10 -

    -
      -
    • - Invoker (3 levels): Invocation, Wellspring - Expansion (SL 2) -
    • -
    • - Spiritist (2 levels): Ritual Spiritism, - Spiritual Magic (Cleanse) -
    • -
    -
    - Equipment: Staff (described as a magic flute!), - sage robe. Zenit Cost: 270 zenit. -
    - - -

    FRONTIER RESEARCHER

    -

    - Stats: Dexterity d8, Insight d10, Might d6, - Willpower d8 -

    -
      -
    • Loremaster (1 level): Quick Assessment
    • -
    • - Merchant (2 levels): I’ve Heard of It!, Winds - of Trade -
    • -
    • - Sharpshooter (2 levels): Crossfire, Warning - Shot -
    • -
    -
    - Equipment: Twin pocket pistols (custom weapon, - (DEX + INS), firearm, ranged, accurate, quick), travel garb. - Zenit Cost: 170 zenit. -
    - - -

    GRINNING VETERAN

    -

    - Stats: Dexterity d6, Insight d8, Might d10, - Willpower d8 -

    -
      -
    • - Gourmet (3 levels): Cooking, Knife and Fork, - Traveling Cook -
    • -
    • Guardian (1 level): Protect
    • -
    • Weaponmaster (1 level): Bladestorm
    • -
    -
    - Equipment: Waraxe, runic plate. - Zenit Cost: 70 zenit. -
    - - -

    KEEPER OF THE SACRED TREE

    -

    - Stats: Dexterity d6, Insight d6, Might d10, - Willpower d10 -

    -
      -
    • - Arcanist (3 levels): Bind and Summon (Oak), - Emergency Arcanum (SL 2) -
    • -
    • - Invoker (2 levels): Invocation, Linked - Invocation -
    • -
    -
    - Equipment: Staff, travel garb. - Zenit Cost: 370 zenit. -
    - - -
    -
    -
    - -
    - - - - - - Protagonist Dossier - -

    Protagonists Dossier

    - -
    -

    LOTUS DUELIST

    - (DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8) - -

    Classes & Abilities:

    -
      -
    • - Elementalist (2 levels): Elemental Magic (Ventus), - Spellblade -
    • -
    • - Floralist (2 levels): Battle Gardening, Chloromancy (Ocean - Lotus) -
    • -
    • Weaponmaster (1 level): Counterattack
    • -
    - -
    - Equipment: -
      -
    • - Water lily blade - (custom weapon, DEX + INS), sword, melee, accurate, - elemental (ice), magic defense boost -
    • -
    • Sage robe
    • -
    • 70 zenit
    • -
    -
    -
    - -
    -

    SHY APOTHECARY

    - (DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6) - -

    Classes & Abilities:

    -
      -
    • Merchant (1 level): Expiration Date
    • -
    • - Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2) -
    • -
    - -
    - Equipment: -
      -
    • Tome, sage robe, 270 zenit
    • -
    -
    -
    - -
    -

    SMALL MERCHANT

    - (DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8) - -

    Classes & Abilities:

    -
      -
    • Merchant (2 levels): Real Treasure, Winds of Trade
    • -
    • - Wayfarer (3 levels): Faithful Companion - (SL 3; a massive and cuddly creature who can tap into the - PCs’ Trade Points to either negate all damage suffered by - another creature, or deal elemental damage) -
    • -
    - -
    - Equipment: -
      -
    • - Tome (described as an abacus!), silk shirt, 370 zenit -
    • -
    -
    -
    - -
    -

    TROUBLEMAKER ROGUE

    - (DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6) - -

    Classes & Abilities:

    -
      -
    • Gourmet (2 levels): Cooking, Knife and Fork
    • -
    • Rogue (1 level): High Speed
    • -
    • Sharpshooter (2 levels): Barrage, Warning Shot
    • -
    - -
    - Equipment: -
      -
    • - Shortbow - (described as a sling!), travel garb, 270 zenit. This - character’s delicacies take the form of sling bullets - with strange effects! -
    • -
    -
    -
    - -
    -

    TWILIGHT WITCH

    - (DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10) - -

    Classes & Abilities:

    -
      -
    • - Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror) -
    • -
    • - Floralist (3 levels): Battle Gardening, Chloromancy (Star - Peony), Verdant Sway -
    • -
    - -
    - Equipment: -
      -
    • Tome, sage robe, 270 zenit.
    • -
    -
    -
    - -
    - -
    - -
    - - - - - - Children's Friends: Character Details - -

    CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

    - -

    - Three young heroes accompany a mysterious elf on a pilgrimage to - discover the meaning of the sudden visions that plague her. The - upbeat squire and the young herbalist are flexible characters, - capable of dealing damage as well as supporting their allies - with magiseeds and the - Breach and - Encourage Skills. The rowdy - miner hits hard but, above all else, she is of great help during - travel and can get useful information everywhere she goes! -

    - -
    -

    ✨ MYSTERIOUS ELF

    -
      -
    • - Dexterity d10, - Insight d10, Might d6, - Willpower d6 -
    • -
    • Levels/Skills:
    • -
        -
      • - Chimerist (1 level): - Feral Speech -
      • -
      • - Loremaster (2 levels): - Flash of Insight (SL 2) -
      • -
      • - Sharpshooter (2 levels): Barrage, Warning Shot -
      • -
      -
      - Equipment: Shortbow, sage - robe, 170 zenit. -
      -
    -
    - -
    -

    ⛏️ ROWDY MINER

    -
      -
    • - Dexterity d6, Insight d8, - Might d10, Willpower d8 -
    • -
    • Levels/Skills:
    • -
        -
      • - Fury (1 level): - Provoke -
      • -
      • - Merchant (1 level): - Winds of Trade -
      • -
      • - Wayfarer (3 levels): Tavern Talk, Treasure - Hunter, Well-Traveled -
      • -
      -
      - Equipment: Waraxe (described - as a pickaxe!), bronze plate, 120 zenit. -
      -
    -
    - -
    -

    ⚔️ UPBEAT SQUIRE

    -
      -
    • - Dexterity d10, Insight d6, - Might d8, Willpower d8 -
    • -
    • Levels/Skills:
    • -
        -
      • - Orator (2 levels): - Encourage (SL 2) -
      • -
      • - Weaponmaster (3 levels): Bone Crusher, Breach, - Melee Weapon Mastery -
      • -
      -
      - Equipment: Bronze sword, - travel garb, runic shield, 120 zenit. -
      -
    -
    - -
    -

    🌿 YOUNG HERBALIST

    -
      -
    • - Dexterity d6, Insight d8, - Might d8, Willpower d10 -
    • -
    • Levels/Skills:
    • -
        -
      • - Elementalist (2 levels): Elemental Magic (Terra), - Magical Artillery -
      • -
      • - Floralist (3 levels): Chloromancy (SL 2: Prancing - Dandelion, Remedy Lily), Graft -
      • -
      -
      - Equipment: Staff, sage robe, - 270 zenit. -
      -
    -
    - -
    - -
    - -
    - - - - - - Protagonists Index - - - -

    THE KITCHEN BRIGADE

    -

    - “Despite the same world awaiting them, each would learn a - different lesson from it.” -

    - -

    Overview

    -

    - This group explores the Gourmet Class in many different ways: - since each character’s cookbook sheet is personal and - independent, the same combinations yield different results - depending on who uses them! -

    - - -
    -

    DEEP-FRY ARTIST

    - 70 zenit -
    - Attributes: Dexterity d8, Insight d8, Might - d10, Willpower d6 -
    - -

    Proficiencies & Skills

    -
      -
    • Fury (1 level): Withstand
    • -
    • - Gourmet (2 levels): Cooking, Salt and - Pepper -
    • -
    • - Guardian (2 levels): Bodyguard, Protect -
    • -
    - -
    - Weapon: Wok shield (custom weapon) -

    - (DEX + MIG), brawling, melee, defense boost, elemental - (fire), magic defense boost -

    - Gear: Bronze plate, silk shirt -
    -
    - - -
    -

    INFUSION MASTER

    - 170 zenit -
    - Attributes: Dexterity d8, Insight d8, Might - d8, Willpower d8 -
    - -

    Proficiencies & Skills

    -
      -
    • - Gourmet (2 levels): Cooking, Knife and Fork -
    • -
    • - Sharpshooter (2 levels): Barrage, Ranged - Weapon Mastery -
    • -
    • - Tinkerer (1 level): Gadgets (Basic - Infusions) -
    • -
    - -
    - Weapon: Kettle (custom weapon) -

    - (DEX + INS), firearm, ranged, accurate, magic defense boost, - powerful -

    - Gear: Silk shirt -
    -
    - - -
    -

    PICKLER

    - 70 zenit -
    - Attributes: Dexterity d6, Insight d10, Might - d8, Willpower d8 -
    - -

    Proficiencies & Skills

    -
      -
    • - Entropist (1 level): Entropic Magic (Stop) -
    • -
    • - Gourmet (2 levels): Cooking, Traveling Cook -
    • -
    • - Merchant (2 levels): Private Stock, Winds - of Trade -
    • -
    - -
    - Weapon: Blast chiller (custom weapon) -

    - (DEX + INS), dagger, melee, accurate, defense boost, - elemental (ice) -

    - Gear: Sage robe -
    -
    - - -
    -

    STREET COOK

    - 270 zenit -
    - Attributes: Dexterity d8, Insight d8, Might - d6, Willpower d10 -
    - -

    Proficiencies & Skills

    -
      -
    • - Gourmet (2 levels): Cooking, Made with Love -
    • -
    • - Orator (2 levels): My Trust in You, - Unexpected Ally -
    • -
    • Wayfarer (1 level): Tavern Talk
    • -
    - -
    - Weapon: Staff (described as a fan!) - Gear: Sage robe -
    -
    - -
    - -
    - -
    - - - - - - Floralist Role Profile - -
    -

    FLORALIST

    -
    - - - -
    "There is no rose without thorns."
    - -

    - Spiritual energy flows strongly within plants, thanks to their - direct connection to our earth. Growing from this encounter are - magiseeds, gifted with the unique ability to - thrive on spiritual energy and blossom into a majestic yet - ephemeral triumph of magic. -

    - -

    The Art of Floralism

    -

    - Floralists possess specialized knowledge allowing them to - identify and cultivate these strange seeds. These magiseeds - grant a large variety of profound benefits, enabling their - combination with all sorts of disciplines—from advanced martial - arts techniques to complex magical practices. A true floralist - must understand both the botanical nature of the bloom and the - energetic resonance required for its proper mastery. -

    - - - -
    - -
    - - - - - - Prologue Character Sheet - -
    -

    CHAPTER 139

    -

    W / PROTAGONISTS

    -

    FLORALIST FREE BENEFITS

    -
    - -
    -

    BATTLE GARDENING (çç3)

    -

    - After you plant a magiseed through the Chloromancy Skill (not - when using Graft), you may choose one option: -

    -
      -
    • Perform a free attack with an equipped weapon; or
    • -
    • - Perform the Spell action for free, casting a spell with a - total Mind Point cost equal to or lower than (5 + (SL × 5)) - (you must still pay its MP cost). -
    • -
    -

    - Note: Treat the High Roll (HR) of your - Accuracy Check or Magic Check as being equal to 0 when - determining damage dealt by this attack or spell. -

    -
    - -
    -

    CHLOROMANCY (çç10)

    -

    - Each time you acquire this Skill, you discover a new type of - magiseed from the list found in the next pages. -

    -

    - During a conflict, if there are no magiseeds in your garden, - you may use an action and spend 20 Mind Points to plant a - magiseed of a type you have discovered. The rules for the - garden and for magiseed growth can be found in the next pages. -

    -
    - -
    -

    GRAFT

    -

    - As long as there is a magiseed in your garden and 1 or more - sections of your Growth Clock are filled, you may use an - action to remove that magiseed from your garden: if you do, - plant a different magiseed among those you have discovered - (keep the current filled sections of your Growth Clock - unchanged). -

    -
    - -
    -

    TREE OF LIFE (çç5)

    -

    - When a magiseed is removed from your garden, you may choose - one creature you can see: if that creature is in Crisis, they - recover (5 + (SL × 5)) Hit Points. -

    -
    - -
    -

    VERDANT SWAY

    -

    - You gain the ability to perform Rituals of the Ritualism - discipline; additionally, you may use Ritualism to create, - animate, and/or control vegetation, pollen, spores, and toxins - (but you cannot create nor control plant-Species NPCs this - way). -

    -
    - - - -
    - -
    - -
    - - - - - - Magiseed Lore Document - -
    -

    Magiseed Mechanics

    -
    - -
    -

    THE GARDEN

    -

    - When you plant a magiseed, it takes root in your garden until - removed. Your garden is an abstract space whose appearance - varies depending on your character’s look: it might be a pot - on their back, a gap along their blade, or even the ground - under their feet. -

    -
    -
      -
    • - Capacity Limit: Your garden can only - contain one magiseed at a time. -
    • -
    • - Reset Mechanic: Any magiseeds in your - garden are automatically removed at the end of each scene. -
    • -
    -
    -
    - -
    -

    THE GROWTH CLOCK

    -

    - When you acquire the Chloromancy Skill, you - also receive a Growth Clock which is present only during - conflict scenes and represents the cycle of life in your - garden. -

    - -

    Growth Clock Rules

    -
      -
    • - Your Growth Clock has 4 sections, and it begins each scene - empty. -
    • -
    • - End-of-Turn Sequence: At the end of your - turn, follow these steps: -
        -
      1. - If a magiseed is present in your garden, fill 1 section - of your Growth Clock. -
      2. -
      3. - Then, if there is still a magiseed and that magiseed has - an "at the end of your turn" effect, apply that effect. -
      4. -
      -
    • -
    • - Completion/Reset: When you fill the fourth - section of your Growth Clock, remove the magiseed in your - garden, then erase all sections of your Growth Clock. -
    • -
    • - Restriction: Sections of your Growth Clock - may not be filled nor erased in any way other than described - above, through Brambleheart and - Green Thumb (pages 162 and 166), or through effects - that explicitly affect Growth Clocks. -
    • -
    -
    - -
    -

    MAGISEED EFFECTS

    -

    - Magiseeds can have passive effects, or have effects that - trigger at the end of your turn, after your Growth Clock has - increased. -

    - -

    Application Rules

    -
      -
    • - The effects of a magiseed apply only while it is present in - your garden. -
    • -
    • - The effect varies depending on the current number of filled - sections in your Growth Clock (T). -
    • -
    • - Precision: You must apply the effect - corresponding to the exact number of - currently filled sections, not any effect above or below it. -
    • -
    - -

    Level Modification Rules

    -

    If a magiseed’s effect:

    -
      -
    • - Deals damage, it deals 5 extra damage if - you are level 30 or higher. -
    • -
    • - Causes Hit Point and/or Mind Point loss and/or recovery, the - amount increases by 10 if you are level 30 - or higher. -
    • -
    -
    - -
    -

    MAGISEEDS

    - -
    - -
    - -
    - -
    - - - - - - Magiseed List - -

    Magiseed List

    - -

    - Below and in the next pages, you will find a list of standard - magiseeds that each Floralist can discover by investing levels - into the Chloromancy Skill. -

    - -

    - Your group can also collaboratively create new magiseeds, and - the Game Master may opt to include them among rewards, obtained - independently of your investment in Chloromancy. Each magiseed - is worth approximately 1000 zenit; try your best to keep these - new magiseeds on a similar power to those on the standard list. -

    - -
    -

    ARCTIC NARCISSUS

    - -

    - It stubbornly survives in frozen territories. -

    - -
    -

    T EFFECT

    -
      -
    • - 0-1: You are Resistant to earth and ice - damage. -
    • -
    • - 2-3: You and your allies present on the - scene are Resistant to earth and ice damage. -
    • -
    -
    -
    - -
    -

    BLAZING CHRYSANTHEMUM

    - -

    - Its thick petals resemble an erupting volcano. -

    - -
    -

    T EFFECT

    -

    - 1-3: At the end of your turn, choose earth - or fire. Until you use this effect again or this magiseed is - no longer in your garden, all damage dealt by you and every - ally present on the scene becomes the chosen type; its type - cannot change, and it ignores Resistances. -

    -
    -
    - -
    -

    DESERT DAHLIA

    - -

    - A tenacious plant, it doesn’t fear the dryness of dunes. -

    - -
    -

    T EFFECT

    -
      -
    • - 0-1: You are Resistant to air and fire - damage. -
    • -
    • - 2-3: You and your allies present on the - scene are Resistant to air and fire damage. -
    • -
    -
    -
    - -
    - -
    - -
    -
    - -
    -
    - W -

    GOLDEN GINKGO

    -
    -

    Its vibrantly colored leaves represent tenacity.

    - - T EFFECT -
      -
    • - At the end of your turn, you and every ally you can see - recover from dazed, enraged, and shaken. -
    • -
    • - At the end of your turn, you and every ally you can see - recover an amount of Mind Points equal to (5 + your Skill - Level in Chloromancy). -
    • -
    -
    - - -
    -
    - W -

    GRAVE ASPHODEL

    -
    -

    Solemn and elegant, it embodies death’s ineluctability.

    - - T EFFECT -
      -
    • - At the end of your turn, you may choose an enemy you can - see. If you do, that enemy suffers - shaken. -
    • -
    • - At the end of your turn, every enemy you can see suffers - shaken. -
    • -
    • - At the end of your turn, you deal an amount of dark damage - equal to (15 + your Skill Level in Chloromancy) to each - enemy you can see who is suffering from shaken. -
    • -
    -
    - - -
    -
    - W -

    HERMIT IRIS

    -
    -

    Its leaves carry whispers of ancient knowledge.

    - - T EFFECT -
      -
    • - At the end of your turn, choose an enemy you can see. The - Game Master reveals its Level, Rank, Species, maximum Hit - Points, maximum Mind Points, Traits, Attributes, Defense, - and Magic Defense. -
    • -
    • - At the end of your turn, choose an enemy you can see. The - Game Master reveals its Level, Rank, Species, maximum Hit - Points, maximum Mind Points, Traits, Attributes, Defense, - Magic Defense, and Affinities. -
    • -
    -
    - - - -
    -
    - -
    - - - - - - Magiseed Catalog - -
    -

    M A G I S E E D

    -

    A Comprehensive Catalog

    -
    - -
    -

    Protagonists

    -
    - -
    - HOOKLEAF NIGHTSHADE -

    - Its purplish berries contain a deadly magical venom. -

    -
    - T EFFECT - 0-1: All damage you deal - becomes poison, its type cannot change, and it ignores - Immunities and Resistances. - 2-3: All damage you deal - becomes poison, its type cannot change, and it ignores - Immunities and Resistances. Additionally, when you deal - poison damage for the first time during your turn, you - deal extra damage equal to (your Skill Level in - Chloromancy) and each creature that lost Hit Points this - way suffers poisoned. -
    -
    - - -
    - HORNED HAWTHORN -

    - Favored by witches and surgeons alike for its purifying - properties. -

    -
    - T EFFECT - 0-1: You are Resistant - to dark and poison damage. - 2-3: You and your allies - present on the scene are Resistant to dark and poison - damage. -
    -
    - - -
    - LUNAR MAGNOLIA -

    - It blooms in the darkest hours of the night. -

    -
    - T EFFECT - 1-3: At the end of your - turn, choose ice or light. Until you use this effect again - or this magiseed is no longer in your garden, all damage - dealt by you and every ally present on the scene becomes - the chosen type, its type cannot change, and it ignores - Resistances. -
    -
    -
    -
    - -
    - -
    -

    Recent Inquiries

    -
    - -
    - -
    - - - - - - Botanical Entries Reference - -
    144 W
    - - -
    -

    OCEAN LOTUS

    -

    A graceful symbol of serenity and wisdom.

    - - -
      -
    • - 0-1: You are immune to dazed and slow. -
    • -
    • - 2: You treat your Dexterity and Insight as - being one die size higher (up to a maximum of d12). -
    • -
    • - 3: You and every ally you can see treat - your Dexterity and Insight as being one die size higher (up - to a maximum of d12). -
    • -
    -
    - - -
    -

    PILGRIM GAZALIA

    -

    Its flamboyant corolla is synonymous with abundance.

    - - -
      -
    • - 1-2: At the end of your turn, choose - yourself or another Player Character you can see. The chosen - character regains 2 Inventory Points. -
    • -
    • - 3: At the end of your turn, you and every - other Player Character you can see regain 1 Inventory Point. -
    • -
    -
    - - -
    -

    PRANCING DANDELION

    -

    - A symbol of energy and vivacity, it spreads seeds through - stormy winds. -

    - - -
      -
    • - 1-3: At the end of your turn, choose air or - bolt. Until you use this effect again or this magiseed is no - longer in your garden, all damage dealt by you and every - ally present on the scene becomes the chosen type, its type - cannot change, and it ignores Resistances. -
    • -
    -
    - - -
    -

    W

    -
    - -
    - -
    - - - - - - Protagonists Abilities - -

    33 PROTAGONISTS

    - -
    -

    REGAL PROTEA

    -

    - A colorful and tenacious flower, favored by an ancient - dynasty. -

    - -

    T EFFECT

    -
      -
    1. You are immune to shaken and weak.
    2. -
    3. - You treat your Might and - Willpower as being one die size higher (up - to a maximum of d12). -
    4. -
    5. - You and every ally you can see treat your - Might and Willpower as - being one die size higher (up to a maximum of d12). -
    6. -
    -
    - -
    -

    REMEDY LILY

    -

    - Its elegant flowers filter and purify spiritual energy. -

    - -

    T EFFECT

    -
      -
    1. - At the end of your turn, you and every ally you can see - recover from poisoned, slow, and weak. -
    2. -
    3. - At the end of your turn, you and every ally you can see - recover an amount of Hit Points equal to (15 + your Skill - Level in - Chloromancy). -
    4. -
    -
    - -
    -

    SERRATED ROSE

    -

    - Its thorns form a tangle equally breathtaking and dangerous. -

    - -

    T EFFECT

    -
      -
    1. - At the end of your turn, you may choose an enemy you can - see. If you do, that enemy suffers slow. -
    2. -
    3. - At the end of your turn, every enemy you can see suffers - slow. -
    4. -
    5. - At the end of your turn, you deal an amount of physical - damage equal to (15 + your Skill Level in - Chloromancy) to each enemy you can see who - is suffering from slow. -
    6. -
    -
    - - - -
    - -
    - - - - - - Botanical Entries - -
    - -
    - W -

    SILVER STRELITZIA

    -

    - Its silvery blossoms are easily mistaken for jewels. -

    - -
    - T EFFECT -
      -
    1. You are Resistant to bolt and light damage.
    2. -
    3. - You and your allies present on the scene are Resistant - to bolt and light damage. -
    4. -
    -
    -
    - - -
    - W -

    STAR PEONY

    -

    - It silently gazes into celestial depths. -

    - -
    - T EFFECT -
      -
    1. - At the end of your turn, you may choose an enemy you can - see. If you do, that enemy suffers dazed. -
    2. -
    3. - At the end of your turn, every enemy you can see suffers - dazed. -
    4. -
    5. - At the end of your turn, you deal an amount of light - damage equal to (15 + your Skill Level in Chloromancy) - to each enemy you can see who is suffering from dazed. -
    6. -
    -
    -
    - - -
    - W -

    STRIPED ORCHID

    -

    - Each segment of this plant is covered in toxins. -

    - -
    - T EFFECT -
      -
    1. - At the end of your turn, you may choose an enemy you can - see. If you do, that enemy suffers weak. -
    2. -
    3. - At the end of your turn, every enemy you can see suffers - weak. -
    4. -
    5. - At the end of your turn, you deal an amount of poison - damage equal to (15 + your Skill Level in Chloromancy) - to each enemy you can see who is suffering from weak. -
    6. -
    -
    -
    -
    - -
    - -
    - - - - - - Protagonist Abilities Guide - - - -

    PROTAGONISTS

    -

    CHAPTER WARDWATTLE

    - -
    -

    WARDWATTLE

    -

    - A tangle of robust branches, whose thorns spread powerful - poison. -

    - EFFECT -
      -
    1. You are Resistant to physical damage.
    2. -
    3. - You are Resistant to physical damage. Additionally, after a - creature hits you with a melee attack, you deal an amount of - physical damage to that creature equal to (5 + your Skill - Level in Chloromancy) (after their attack was resolved). -
    4. -
    5. - You are Resistant to physical damage. Additionally, after a - creature hits you with a melee attack, you deal an amount of - physical damage to that creature equal to (5 + your Skill - Level in Chloromancy), and then deal an amount of poison - damage to that creature equal to (5 + your Skill Level in - Chloromancy) (both these damage instances happen after that - creature’s attack was resolved). -
    6. -
    -
    - -
    -

    WRATHFUL CARNATION

    -

    - Despite their beauty, its yellow flowers emit an irritatingly - pungent smell. -

    - EFFECT -
      -
    • - When this magiseed leaves your garden, choose up to one - enemy you can see. Until the end of your next turn, when the - chosen enemy performs an attack or casts an offensive spell - (OO), they must include you among the targets of that attack - or spell (if able). -
    • -
    • - At the end of your turn, you may remove this magiseed from - your garden; if you do, erase all sections of your Growth - Clock. -
    • -
    -
    - - - -
    - -
    - - - - - - Gourmet Profession Entry - -
    -

    GOURMET

    -

    Gourmet

    -

    - ALSO: Brewer, Chef, Patissier -

    -
    - -
    -

    Definition and Skills

    -

    - Cooking may be considered a common skill, but Gourmets refine - their knowledge of foodstuffs to a level that is nothing short - of supernatural: they refine the art of extracting spiritual - energies from every ingredient, infusing meals with powerful - magical effects! -

    -
    - -
    -

    Way of Life

    -

    - While most Gourmets are content with simply settling down in a - town or village and making a living off their skills, some - wander the world in a lifelong search for new ingredients. -

    -
    - -
    - "A true chef respects the nature of that which they transform." -
    - - - -
    - -
    - - - - - - Protagonists - Gourmet Skills - -
    -
    -

    33 PROTAGONISTS

    -

    - Page 149 | Gourmet Chapter -

    -
    - - -
    -

    ⭐ GOURMET FREE BENEFITS

    -
      -
    • - Inventory Points: Permanently increase - your maximum Inventory Points by 2. -
    • -
    • - Project Creation: You may start Projects - to create unique foods and drinks; they are always - consumable, and their area is based on the number and type - of creatures you need to nourish. -
    • -
    -
    - - -
    -

    🍖 GOURMET SKILLS

    - - -
    -
    -

    COOKING

    - (çç5) -
    -

    - When you rest inside a settlement, you gain (SL) - ingredients (see next page). -

    -

    - You may use an action and combine 2 or 3 ingredients to - prepare a delicacy (see next page). You choose one option: - you apply its effects to yourself or an ally you can see; - or you perform a free attack with a weapon you have - equipped. This attack deals no damage, but you apply the - delicacy’s effects to each enemy hit by the attack. -

    -

    - Ingredients Capacity: You may carry up to - 10 + (SL × 5) ingredients, and they will never spoil until - you use them; if you take this Skill during character - creation, you begin play with ten ingredients with random - tastes. -

    -
    - - -
    -
    -

    KNIFE AND FORK

    - (N/A) -
    -

    - When you perform the free attack granted by the Cooking - Skill, if you combined no more than 2 ingredients, you may - have the attack deal damage as normal. If you do, you - treat your High Roll (HR) as 0 when calculating damage - dealt by this attack. -

    -
    - - -
    -
    -

    MADE WITH LOVE

    - (çç3) -
    -

    - When you use the Cooking Skill and choose to apply the - effects of the delicacy to yourself or an ally you can - see, you may spend up to (SL × 10) MP. For every 10 MP you - spend this way, apply the delicacy’s effects to an - additional ally you can see. -

    -
    - - -
    -
    -

    SALT AND PEPPER

    - (N/A) -
    -

    - When you prepare a delicacy, you may spend 2 Inventory - Points: if you do, change the taste of one ingredient to a - different taste of your choice. -

    -
    - - -
    -
    -

    TRAVELING COOK

    - (çç3) -
    -

    - After each travel roll, if you acquired the Cooking Skill, - you gain (SL × 2) ingredients. -

    - -

    Narrative Prompts:

    -
      -
    • - Who taught you how to cook? What is your relationship - with your teacher? -
    • -
    • - Is your craft something revolutionary, or is it an - established field of work? -
    • -
    • - What does your cooking look like? Which tools do you - use? -
    • -
    • - What legendary recipe or ingredient are you looking for? -
    • -
    -
    -
    - - -
    -
    - -
    - -
    - - - - - - The Gourmet Class Cookbook - -

    Ingredients & Delicacies

    - -

    - The Gourmet Class is designed around experimenting with new - taste combinations, as well as using these combinations to come - up with a variety of strategies. To help you keep track of all - this information, you can use a cookbook sheet, which can be - downloaded from - fabulaultima.com. -

    - -

    Gaining Ingredients

    -

    - You will normally receive ingredients through the Cooking and - Traveling Cook Skills; you might also receive them as rewards - during play. When you obtain an ingredient, you’re never too - sure what it will taste like—roll a d6 to determine the - ingredient’s taste using the table below, then describe its - appearance and give it a name. -

    -

    - You may also purchase ingredients from stall, shops or - merchants: The price is 10 zenit for an - ingredient with a random taste, or 20 zenit for - an ingredient with a taste of your choice. -

    - -

    Ingredient Taste

    -
    -
      -
    • 1. Bitter
    • -
    • 2. Salty
    • -
    • 3. Sour
    • -
    • 4. Sweet
    • -
    • 5. Umami
    • -
    • 6. Your choice
    • -
    -
    - -

    Example

    -
    -

    - After traversing the Petrified Forest, you gain two - ingredients thanks to the Traveling Cook Skill. You roll a 1 - and 5 for their tastes, which means one tastes bitter and the - other tastes umami. -

    -

    - You decide to call the first ingredient “Fossil Honey” and the - second ingredient “Stonebark Shroom”. You record both of them - on your cookbook sheet, placing them in the matching taste - columns. -

    -
    - - -
    - -
    - -
    - - - - - - Cooking Skill Delicacies - -
    -

    Delicacies (Cooking Skill)

    -

    - When you use the Cooking Skill, you combine - two or three ingredients to generate a special delicacy with - powerful effects that will be applied to its targets. -

    - -

    Rules of Creation

    -
      -
    • - Every different combination of two tastes (even if it’s the - same taste used twice!) will add an effect to the delicacy. -
    • -
    • - When you combine two tastes you never combined before, - determine the effect of that combination by rolling a d12 - and consulting the chart on the next page; most entries also - require you to make a choice (such as a specific damage type - or status effect). Once you’re done, record the resulting - effect on your cookbook sheet: from this moment on, that - taste combination will always produce that exact effect when - you use it. -
    • -
    • - No two combinations of tastes in your cookbook sheet can - have identical effects. When you determine the effect of a - new combination, you must make your choices in such a way - that the resulting effect has no precedents (for instance, - by selecting a different damage type or status effect); if - you can’t, reroll the d12. -
    • -
    • - When completed, your cookbook sheet will feature a total of - 15 effects, one for each possible pair of tastes. -
    • -
    - -

    Example Usage

    -

    Consider the following scenario:

    -

    - You combine three ingredients, one of them salty and two of - them bitter. The resulting delicacy features two combinations - (bitter + bitter and bitter + salty), which means it will have - two different effects. -

    -

    - In the past, you combined bitter + bitter and - rolled a 4, meaning the effect allows for MP recovery; - conversely, you never combined - bitter + salty before, so you must determine - this combination’s effect by rolling dice. -

    -

    - You roll a 1, and must choose a status effect for this effect; - since you already chose recovery from weak for the sour + - sweet combination in the past, you decide to opt for dazed. - From now on, the bitter + salty combination will always allow - you to heal the target from dazed. -

    -

    - Now that you’ve done this, you know that your delicacy allows - every target to heal from the dazed status - effect and also recover 40 Mind Points. -

    - -

    Important Notes

    -
      -
    • - Delicacies created through the Cooking Skill have an - immediate effect and are then destroyed; if you want to - prepare foods with unique effects and use them later, you - must instead use the rules for - Projects (see Core Rulebook, page 134). -
    • -
    -
    - -
    - -
    - - - - - - Delicacy Effect - -

    DELICACY EFFECT

    -

    Combination effect

    - -
      -
    1. - Each of this delicacy’s targets recovers from the - (choose one: dazed; enraged; poisoned; shaken; slow; - weak) - status effect. -
    2. -
    3. - Each of this delicacy’s targets suffers the - (choose one: dazed; shaken; slow; weak) - status effect. -
    4. -
    5. - Each of this delicacy’s targets recovers 40 Hit Points. This - amount increases to 50 if you are level 30 or higher. -
    6. -
    7. - Each of this delicacy’s targets recovers 40 Mind Points. This - amount increases to 50 if you are level 30 or higher. -
    8. -
    9. - This delicacy deals 20 - (choose one: air; bolt; earth; fire; ice; poison) - damage to each of its targets. This amount increases to 30 - damage if you are level 30 or higher. -
    10. -
    11. - Until the end of your next turn, every source that deals - (choose one: air; bolt; earth; fire; ice; poison) - damage deals 5 extra damage to each of this delicacy’s - targets. -
    12. -
    13. - Each of this delicacy’s targets cannot perform the Guard - action during their next turn. -
    14. -
    15. - Each of this delicacy’s targets cannot perform the Spell - action during their next turn. -
    16. -
    17. - Each of this delicacy’s targets cannot perform the Skill - action during their next turn. -
    18. -
    19. - Each of this delicacy’s targets gains Resistance to - (choose one: air; bolt; earth; fire; ice; poison) - damage until the end of your next turn. -
    20. -
    21. - Each of this delicacy’s targets treats their - (choose one: Dexterity; Insight; Might; Willpower) - as if it were one die size higher (up to a maximum of d12) - until the end of your next turn. -
    22. -
    23. - During the next turn of each of this delicacy’s targets, all - damage they deal becomes - (choose one: air; bolt; earth; fire; ice; poison) - and its type cannot change. -
    24. -
    - -
    - -
    - -
    - - - - - - Special Rules of Effects - -
    -

    Protagonists

    -

    - Page 153 | Chapter Rules -

    -
    - -

    Special Rules of Effects

    - -

    Delicacies and their effects follow a few unique rules:

    - -
      -
    • - Each delicacy always features one, two, or three effects, - depending on which taste combinations you used (the effects - may also be four or six if you use the All You Can Eat Heroic - Skill, on page 161); you decide in which order to apply these - effects, and may choose to forgo any number of them (this - choice must be exactly the same for all targets of the - delicacy). -
    • -
    • - Effects 5 to 12 can only be applied during conflict scenes. -
    • -
    • - A delicacy can only have one type 5 effect (which is to say, a - damage-dealing effect); if a delicacy has two or more type 5 - effects due to the taste combinations you used, you must - choose one of them and forgo the others. -
    • -
    • - A delicacy can only have one type 12 effect (which is to say, - a damage type-changing effect); if a delicacy has two or more - type 12 effects due to the taste combinations you used, you - must choose one of them and forgo the others. -
    • -
    - -

    - Other than that, all of a delicacy’s effects are cumulative, and - will be fully applied to each of its target. -

    - -
    - Example: If you obtain a type 2 effect on sweet - + umami, a type 5 effect on bitter + umami, and a type 9 effect - on bitter + sweet, the delicacy created combining these tastes - will be able to deal damage, inflict a status effect, and also - prevent the use of Skill actions for a brief period! -
    - -
    -

    And Finally, A Bit of Advice!

    -

    - This Class is quite atypical: there is no real way to - perfectly control the role your character will cover, because - your abilities are procedurally generated over the course of - the campaign. However, remember that you may prepare - delicacies outside of conflict scenes: it will cost you some - ingredients, true, but you will be able to “scout” the effects - ahead of time and avoid trial and error during a critical - situation. -

    -

    - Other than that, pay attention to which effects best synergize - with each other and with the rest of your group, and take - advantage of the multi property to apply the same delicacy to - two or more enemies! -

    -
    - -
    -
    - “The Temple of Five Spices is rumored to hold the recipe for a - dish that can summon the soul of the deceased.” -
    -
    - -
    - -
    - - - - - - Character Profile Extracts - -
    -

    Invoker

    -

    - Summary: Ascetic, Channeler, Five-Soul Master -

    -

    - Invokers research the innate energy of souls and the way it - spontaneously flows and manifests throughout their - surroundings. Even if their art relies on calling upon the - power of the elements, they adapt to the existing power - sources rather than force an unnatural outcome and upset the - flow of spirits. -

    -

    - That said, Invokers remain formidable adventurers: they boast - great flexibility and a unique affinity for elemental - creatures. -

    -

    - "Wish not for control, but understanding." -

    -
    - - -
    -

    Ascetic, Channeler, Five-Soul Master

    -

    - This profile description appears fragmented in the source - material, suggesting it may be an alternative or expanded - title for a similar class to Invoker. -

    -
    - -
    -

    - This section appears to be metadata regarding an order or - transactional entry, rather than character lore. -

    -
    - -
    - -
    -
    -
    - Page 155 | W 33 PROTAGONISTS CHAPTER -
    - -

    INVOKER

    - -

    FREE BENEFITS

    -
    -
      -
    • - Permanently increase your maximum Hit Points or Mind Points - by 5 (your choice). -
    • -
    -
    - - -

    - ELEMENTAL HARMONY -

    -

    - You may always communicate with creatures of the elemental - Species. -

    -

    - When you restore a creature’s Hit Points with an invocation or - spell, if an elemental is present on the scene, the restored - amount is increased by - (SL × 5). -

    - - -

    - INVOCATION -

    -

    - You may use an action and spend 5 Mind Points to perform an - invocation, drawing energy from one of the wellsprings present - on the scene (see next page). Your (SL) in this - Skill determines which invocations you have access to. -

    - - -

    - LINKED INVOCATION -

    -

    - When you perform an invocation, you may spend up to - (SL × 10) additional Mind Points. For every 10 - Mind Points you spend this way, the invocation may target an - additional creature you can see. -

    - - -

    - RIPPLES -

    -

    - After an enemy you can see loses Hit Points due to damage dealt - by one of your allies, if that damage was increased by one or - more of your “hex” invocations, you may perform a free attack - with a weapon you have equipped. This attack may only target - that enemy, and receives a bonus equal to - (SL) to its Accuracy Check; if it is - successful, all its damage becomes of the same type dealt by - your ally, and all “hex” invocations present on its target end - immediately after the attack has been resolved. -

    -

    - If two or more enemies trigger this Skill at the same time, you - can perform a free attack against each of them, in whatever - order you prefer. -

    - - -

    - WELLSPRING EXPANSION -

    -

    - As long as you have a weapon belonging to the arcane, bow, - brawling, flail, sword, or thrown Category equipped, your - “blast” invocations deal - (SL) extra damage, and the extra damage granted - by your “hex” invocations is increased by (SL). -

    - - -

    Character Background

    -

    Personal Queries

    -
      -
    • How did you develop the art of invocation?
    • -
    • - Is there a spirit or elemental creature you have a special - bond towards? -
    • -
    • How do your invocations manifest?
    • -
    • - Are your abilities relatively common, or are you the - exception? -
    • -
    - - -
    -
    - -
    - - - - - - Wellsprings and Invocations Reference - -
    -

    Wellsprings and Invocations

    - -
    -

    Determining Available Wellsprings

    -

    - During each scene, your surroundings grant you two different - wellsprings. The Game Master tells you what these are. - Remember to describe how wellsprings manifest in the scene; - they may be natural features, objects, or even creatures. -

    -
    - Example: During a battle taking place on a - steam-powered airship amidst stormy clouds, any two of - air, - fire, - lightning and - water would make sense. -
    -
    - -

    Performing an Invocation

    -

    - When you perform an invocation, choose one option you have - access to among those in the table below (provided the - corresponding wellspring is available in the scene); then, - apply its effects to one creature you can see. -

    - -

    Determining Access

    -
      -
    • - Skill Level Check: Your Skill Level in the - Invocation Skill determines which invocations you have - access to: -
    • -
    • (SL 1) enables “blast” invocations.
    • -
    • (SL 2) enables “blast” and “hex” invocations.
    • -
    • (SL 3) gives you access to all invocations.
    • -
    - -
    - Example: If - air and - earth wellsprings are - available and your Skill Level is 2, you have access to Aero - Blast, Aero Hex, Geo Blast, and Geo Hex. -
    - -

    Scaling Effects (Level Bonuses)

    -

    Invocation effects scale with character level:

    -
      -
    • - If an invocation deals damage, it will deal - 5 extra damage if you are - level 20 or higher, or - 10 extra damage if you - are level 40 or higher. -
    • -
    • - Similarly, if an invocation causes the target to recover Hit - Points or lose Mind Points, the amount will increase by - 10 if you are level 20 or - higher, or by 20 if you - are level 40 or higher. -
    • -
    - -

    Wellsprings and Invocations

    -
    -

    Air Wellspring (Damage Type: Air)

    -
      -
    • - Aero Blast: You deal 20 air damage to the - target. -
    • -
    • - Aero Hex: Until the start of your next - turn, the target suffers 5 extra damage from all sources - that deal bolt and fire damage. -
    • -
    • - Breeze: The target recovers 30 Hit - Points. -
    • -
    • - Twister: You deal 10 air damage to the - target, and they suffer dazed. -
    • -
    -
    -
    - -
    - -
    - - - - - - Wellsprings and Invocations - -

    PROTAGONISTS

    -

    WELLSPRINGS AND INVOCATIONS

    - -
    -

    Earth Wellspring

    -

    (Damage Type: Earth)

    - -
      -
    • - Geo Blast: You deal - 20 earth damage to - the target. -
    • -
    • - Geo Hex: Until the start of your next turn, - the target suffers 5 extra damage from all - sources that deal air and ice damage. -
    • -
    • - Growth: The target recovers - 30 Hit Points. -
    • -
    • - Quicksand: You deal - 10 earth damage to the target, and they - suffer slow. -
    • -
    -
    - -
    -

    Fire Wellspring

    -

    (Damage Type: Fire)

    - -
      -
    • - Pyro Blast: You deal - 20 fire damage to - the target. -
    • -
    • - Pyro Hex: Until the start of your next - turn, the target suffers - 5 extra damage from all sources that deal - earth and ice damage. -
    • -
    • - Burst: You deal - 10 fire damage to the target, and they - suffer shaken. -
    • -
    • - Smoke: The target loses - 20 Mind Points and - also suffers weak. -
    • -
    -
    - -
    -

    Lightning Wellspring

    -

    (Damage Type: Bolt)

    - -
      -
    • - Electro Blast: You deal - 20 bolt damage to - the target. -
    • -
    • - Electro Hex: Until the start of your next - turn, the target suffers - 5 extra damage from all sources that deal - earth and fire damage. -
    • -
    • - Static: You deal - 10 bolt damage to the target, and they - suffer slow. -
    • -
    • - Thunder: The target loses - 20 Mind Points and - also suffers dazed. -
    • -
    -
    - -
    -

    Water Wellspring

    -

    (Damage Type: Ice)

    - -
      -
    • - Hydro Blast: You deal - 20 ice damage to the - target. -
    • -
    • - Hydro Hex: Until the start of your next - turn, the target suffers - 5 extra damage from all sources that deal - air and bolt damage. -
    • -
    • - Chill: The target loses - 20 Mind Points and - also suffers shaken. -
    • -
    • - Frostbite: You deal - 10 ice damage to the target, and they - suffer weak. -
    • -
    -
    - -
    - -
    - -
    - - - - - - Merchant Entry - -
    -
    -

    W158

    -

    Merchant

    -
    - -

    AKA:

    -

    Antiquarian, Collector, Pharmacist

    - -
    -

    - Even in worlds rife with great magic, wealth and money are - very influential. Trade and commerce are one key aspect to - the development of nations and kingdoms, and Merchants are - quite aware of this power. -

    - -

    - It might seem strange for a Merchant to be treated on par - with a hero: and yet, those who resist the temptation of - greed and rely on commerce to foster exchanges of ideas and - dialogue between distant people truly are fighting their - very own revolution. -

    - -

    A Point of Consideration

    -

    First of all, think:

    -
      -
    • how will this help people in need?
    • -
    -
    - - -
    - -
    - -
    - - - - - - Merchant Skills Profile - -
    -

    PROTAGONISTS

    -

    Merchant Free Benefits & Skills

    -
    - - -
    -

    Merchants: Core Abilities

    -
      -
    • - Basic Inventory Improvement: Permanently - increase your maximum Inventory Points by 2. -
    • -
    -
    - -

    MERCHANT SKILLS

    - - -
    -

    - When a potion or delicacy (see page 151) you created that does - not deal damage causes one or more creatures to recover Hit - Points, -

    -

    - You may instead have it deal poison damage equal to (half your - level + (SL × 10)) to each of those creatures. This damage’s - type cannot change, and it is halved if you are dealing damage - to two or more creatures. -

    -
    - - -
    -

    I’VE HEARD OF IT!

    -

    - After you or an ally who is able to hear and understand you - roll dice for a Check to examine a creature, item, or - location, you may spend 1 Trade Point to grant a bonus equal - to (SL × 2) to the Result of that Check. -

    -
    - - -
    -

    PRIVATE STOCK

    -

    - When you or another Player Character spend (SL + 2) or fewer - Inventory Points, you may spend 1 Trade Point to ignore that - cost. -

    -
    - - -
    -

    REAL TREASURE

    -

    - Once per session, when you help an NPC or community defeat - greed and corruption, improve their quality of life, or - coexist with other creatures, if you have acquired the Winds - of Trade Skill, you gain (SL + 1) Trade Points. -

    -
    - - -
    -

    WINDS OF TRADE

    -

    - After you rest in an area where commerce is possible, you gain - (SL + 1) Trade Points. You may never have more than (SL + 3) - Trade Points; if you acquire this Skill during character - creation, you begin play with 2 Trade Points. -

    -

    - Advanced Use: During a non-conflict scene, - you may spend 2 Trade Points to choose one option: -

    -
      -
    • - You create a material or rare item approved by the Game - Master whose value in zenit is equal to or lower than (your - level, multiplied by 30); -
      - OR -
    • -
    • - You create an NPC that lives nearby and explain their - occupation as well as how you met them, then the Game Master - tells you what they require in exchange for their services. -
    • -
    -
    - - -

    Character Connections

    -
    -

    - When developing your character background, consider these - questions: -

    -
      -
    • - Who introduced you to the art of commerce? Is it a family - business? -
    • -
    • - Would this world be better without money? If so, why are you - still a merchant? -
    • -
    • - What do you love about commerce? And what do you despise - about it? -
    • -
    • - Do you have a business rival? What is your relationship with - them? -
    • -
    -
    - - -
    -

    Interaction

    -

    Reference:

    -
    - -
    - -
    - - - - - - Heroic Skills Reference - -

    Heroic Skills Reference

    - -

    - These heroic skills are added to the list in the Core Rulebook - (see page 232). -

    -

    - Note: The description text provided appears - highly fragmented, suggesting specific context within the source - material. Structures have been inferred based on typical - rulebook layouts. -

    - -

    Heroic Skills with Class Mastery Requirements

    - - -
    -
    All You Can Eat Gourmet
    - (No Specific Classes Listed) -
    -

    Combine four ingredients into a delicacy.

    -
    -
    - - -
    -
    Refraction
    - Classes: Arcanist, Spiritist -
    -

    - Improves Aura and Barrier, and punishes enemies who damage - protected targets. -

    -
    -
    - - -
    -
    Bend Magic
    - Classes: - Elementalist, Entropist, Invoker, Symbolist -
    -

    React to enemy spells with your invocations.

    -
    -
    - - -
    -
    Brambleheart
    - Classes: Darkblade, Floralist -
    -

    Your brambles protect you and react to enemy attacks.

    -
    -
    - - -
    -
    Brave Bash
    - Classes: - Commander, Fury, Guardian, Pilot, Weaponmaster -
    -

    - Use Bone Crusher to challenge foes with a shield, then deal - additional damage. -

    -
    -
    - - -
    -
    Cheer Up!
    - Classes: Chanter, Esper, Orator -

    Improves My Trust in You.

    -
    - - -
    -
    Chimeric Soul
    - Classes: Chimerist, Mutant -
    -

    - Casting Chimerist spells grants benefits based on the - Species. -

    -
    -
    - - -
    -
    Cleansing Moonlight
    - Classes: Entropist, Spiritist -
    -

    - Your spells can remove status effects and spells from - targets. -

    -
    -
    - - -
    -
    Ephemeral Tranquility
    - Classes: - Dancer, Esper, Rogue, Spiritist, Symbolist -
    -

    - Improves Hallucination and T orpor, and cleanses status - effects to cause HP loss. -

    -
    -
    - - -
    -
    Fitcast
    - Classes: - Chimerist, Darkblade, Esper, Fury, Wayfarer -
    -

    - Use Might for Magic Checks, and treat weapons relying on - Might as being arcane. -

    -
    -
    - - -
    -
    For a Better Future
    - Classes: Merchant -
    -

    - Use Trade Points instead of Fabula Points and improve - settlements with donations. -

    -
    -
    - -

    Natural Fantasy Heroic Skills

    - - -
    - ( - No Specific Classes Listed) -
    -

    - (No detailed description provided in the source - text.) -

    -
    -
    - -
    - -
    -
    -

    PROTAGONISTS

    - -
    -

    HEROIC SKILL

    - - -
    -
    - Greater Chloromancy - Floralist -
    -

    - Increase magiseed effects and manipulate vegetation. -

    -
    - - -
    -
    - Green Thumb - Floralist -
    -

    - Quicken or delay the growth of your magiseeds. -

    -
    - - -
    -
    - Inner Wellspring - Invoker -
    -

    - Carry an elemental wellspring of your choice within - yourself. -

    -
    - - -
    -
    - Power Nap - Guardian, Merchant, Wayfarer -
    -

    - Take a little nap during a conflict to regain your energies. -

    -
    - - -
    -
    - Side by Side - Wayfarer -
    -

    - Improve your synergy with your Faithful Companion. -

    -
    - - -
    -
    - Silent Hunter - Rogue, Sharpshooter, Weaponmaster -
    -

    - Improve High Speed with bows, spears, and thrown weapons, - and deny free attacks. -

    -
    - - -
    -
    - Skillful Dosage - Gourmet, Loremaster, Merchant, Tinkerer -
    -

    - Delicacies, potions and spells heal above maximum HP and MP. -

    -
    - - -
    -
    - Specialty of the House - Gourmet -
    -

    - Prepare a unique delicacy with alternative effects. -

    -
    - - -
    -
    - Strength of Five Wellsprings - Invoker -
    -

    Invocations improve Attributes.

    -
    - - -
    -
    - Wise Counsel - Commander, Loremaster, Orator -
    -

    - Your Support Checks grant extra benefits to the leader. -

    -
    -
    - - - -
    -

    ALL YOU CAN EAT

    -

    - Requirements: You must have mastered the - Gourmet Class. -

    -

    - Once per scene when you use the Cooking Skill, you may combine - four ingredients into a delicacy (thus ignoring the normal - limit of three ingredients). Other than that, the delicacy - follows the normal rules. -

    - - -
    -
    -
    -
    - -
    - - - - - - Spellbook Extracts - - 162 - -

    AURAMANCER’S REFRACTION

    -
    -

    Requirements

    -

    - You must have mastered one or more Classes among Arcanist and - Spiritist, and must have learned the - Aura spell and/or the - Barrier spell. -

    -

    - Choose a damage type among air, bolt, earth, fire, ice, and - light. -

    - -

    Effect

    -

    - When an enemy you can see deals damage to one or more - creatures who are affected by an Aura and/or Barrier spell you - cast, the damage suffered by each of those creatures is - reduced by an amount equal to (half your level in the - Spiritist Class) or to (your level, divided by 10) (use - whichever value is higher; this reduction is applied before - damage Affinities). Then, you may deal an amount of damage of - the chosen type equal to (half your level) to that enemy. If - you do, you cannot deal damage this way until the start of - your next turn. -

    -
    - -

    BEND MAGIC

    -
    -

    Requirements

    -

    - You must have mastered one or more Classes among Elementalist, - Entropist, Invoker, and Symbolist (see High Fantasy Atlas, - page 146), and must have acquired the - Invocation Skill. -

    - -

    Effect

    -

    - After an enemy you can see hits or misses you with an - offensive spell (OO ), if the Result of their Magic Check was - an even number, you may immediately use the Invocation Skill - for free (after the spell has been fully resolved) to perform - an invocation you have access to against that enemy, without - spending Mind Points. This invocation must not be a “hex”, and - it may target only that enemy (you cannot use the Linked - Invocation Skill with it). -

    -
    - -

    BRAMBLEHEART

    -
    -

    Requirements

    -

    - You must have mastered one or more classes among Darkblade and - Floralist, and must have acquired the - Chloromancy Skill. -

    - -

    Effects

    -
      -
    • You are Resistant to light damage and poison damage.
    • -
    • - After you lose Hit Points, if you are in Crisis and a - magiseed is present in your garden, you may fill 1 section - of your Growth Clock. -
    • -
    • - Additionally, when you use the - Shadow Strike Skill, you may have your - attack deal poison damage instead of dark damage (the damage - type still cannot be changed). If you do, your Shadow Strike - deals extra damage equal to (twice the number of filled - sections in your Growth Clock). -
    • -
    -
    - - - -
    - -
    - - - - - - Skill and Class Descriptions - -

    Advanced Skill Descriptions

    - - -
    -

    BRAVE BASH

    - -
    - Requirements: You must have mastered one or - more Classes among Commander (see High Fantasy Atlas, page - 140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page - 158), and Weaponmaster. -
    - -

    - When you use the Bone Crusher Skill, if your - attack targets only one creature and you have a shield - equipped, you may challenge that creature until the end of - your next turn. The challenge also ends if that creature is - challenged by someone else, or if you challenge another - creature. -

    -

    - The creature you are challenging must include you among the - targets of their attacks and offensive spells (OO), if able; - additionally, once per turn (including other creatures’ - turns), when you deal damage to the creature you are - challenging with a free attack using a one-handed melee - weapon, or with a custom weapon belonging to the dagger or - sword Category, you may deal 5 extra damage to that creature. -

    -
    - - -
    -

    CHEER UP!

    -
    - Requirements: You must have mastered one or - more Classes among Chanter (see High Fantasy Atlas, page 136), - Esper (see Techno Fantasy Atlas, page 150) and Orator, and - must have acquired the My Trust in You Skill. -
    -
    -

    - When you use My Trust in You on another - Player Character, that character chooses Dexterity, Insight, - Might, or Willpower: they treat the chosen Attribute as - being increased by one die size (up to a maximum of d12) - until the end of the scene or until you use My Trust in You - on them again. -

    -
    -
    - - -
    -

    CHIMERIC SOUL

    -
    - Requirements: You must have mastered one or - more Classes among Chimerist and Mutant (see Techno Fantasy - Atlas, page 154), and must have acquired the - Spell Mimic Skill. -
    -
    -

    - When you cast one of your Chimerist spells, you gain a - benefit based on the Species of the creature you originally - learned that spell from. Choose one option: you gain - Resistance to both damage types associated with that - Species; or when you deal damage of a type associated with - that Species, you deal 5 extra damage. The chosen benefit - lasts until the end of the scene, or until you cast a - Chimerist spell again. -

    -

    The damage types associated to each Species are:

    -
      -
    • Air and ice (beast)
    • -
    • Earth and poison (construct)
    • -
    • Fire and ice (demon)
    • -
    • Air and bolt (elemental)
    • -
    • Bolt and fire (monster)
    • -
    • Earth and light (plant)
    • -
    • Dark and poison (undead)
    • -
    -
    -
    - - -
    - -
    - -
    - - - - - - Character Abilities Dossier - -
    -

    Character Abilities Dossier

    -

    Page 164

    -
    - - -
    -

    CLEANSING MOONLIGHT

    -
    - Requirements: You must have mastered one or - more Classes among - Entropist and - Spiritist. -
    - -

    - When you hit one or more creatures with an offensive spell (OO - ), if you have an arcane weapon equipped and the High Roll of - your Magic Check is 8 or higher, you may have each of those - creatures no longer be affected by all spells with a duration - of “Scene” that are currently affecting them. -

    -

    - When you cast a spell targeting one or more allies, if you - have an arcane weapon equipped, you may choose one status - effect among: - dazed, enraged, - poisoned, shaken, - slow, and weak. If you do, - each target recovers from the chosen status effect. -

    -
    - - -
    -

    EPHEMERAL TRANQUILITY

    -
    - Requirements: You must have mastered one or - more Classes among Dancer (see - High Fantasy Atlas, page 142), - Esper (see T echno Fantasy - Atlas, page 150), Rogue, - Spiritist, and - Symbolist (see High Fantasy - Atlas, page 146). -
    - -

    - When you cast the - Hallucination or - Torpor spells (see - Core Rulebook, page 208-209), you may apply both status - effects to each target hit by the spell. -

    - -

    - During a conflict, you may use an action and spend up to 20 - Mind Points. For every 10 Mind Points spent this way, you may - choose a different enemy you can see who is suffering from two - or more status effects. Every enemy chosen this way recovers - from all status effects and loses an amount of Hit Points - equal to (half your level + (the number of status effects that - enemy recovered from this way, multiplied by 10)). -

    -

    - Then, you recover 20 Mind Points for each of those enemies - that entered Crisis or was reduced to 0 Hit Points by this - effect. -

    -
    - - -
    -

    FITCAST

    -
    - Requirements: You must have mastered one or - more Classes among Chimerist, - Darkblade, - Esper (see T echno Fantasy - Atlas, page 150), Fury, and - Wayfarer. -
    - -

    - When you perform a Magic Check for a spell or Ritual, you may - replace one of the Attributes with Might (such as (MIG + MIG) - for a Chimerism Ritual). -

    -

    - As long as the Accuracy formula of a weapon you have equipped - includes Might, you may treat that weapon as also belonging to - the - arcane Category for the purpose of Skills and - effects that require it. -

    -
    - -
    - -
    - - - - - - Chapter Expansion Rules - -

    CHAPTER FOR A BETTER FUTURE

    - -
    - Requirements: You must have mastered the - Merchant Class, and must - have acquired the - Real Treasure and - Winds of Trade Skills. -
    - -
    -

    Trading and Point Mechanics

    -

    - When you need to spend one or more - Fabula Points, if you are not spending them - to alter the story (see Core Rulebook, page 98), you may spend - that many Trade Points instead. Describe - which memories of your trades and journeys give you strength! -

    - -

    - Additionally, when you gain two or more - Trade Points through the - Real Treasure or Winds of Trade Skills, you - may choose to gain exactly 1 Trade Point instead. If you do, - follow these steps: -

    -
      -
    • - Choose a settlement within 1 travel day of your position and - increase its prosperity by an amount equal to (your Skill - Level in - Winds of Trade + your Skill Level in - Real Treasure). -
    • -
    • - A settlement’s prosperity starts at 0 and has no upper - limit. -
    • -
    -
    - -
    -

    Prosperity Effects

    -

    - The chart below indicates the effects of your donations on the - settlement and on anything within 1 travel day of it. -

    - - - - - - - - - - - - - - - - - - - - - - -
    Minimum ProsperityEffect within 1 Travel Day
    10 or more - When you or an ally need to pay a cost in zenit, - whatever the reason, that cost is halved. -
    15 or more - People gladly accommodate you and your allies: while in - this area, you can always rest freely, without spending - zenit. Furthermore, any travel rolls made in this area - never use a die greater than d8. -
    20 or more - When a Villain in this area spends Ultima Points, they - must spend twice as many Ultima Points. -
    -
    - -
    -

    GREATER CHLOROMANCY

    -
    - Requirements: You must have mastered the - Floralist Class. -
    - -

    - Once per turn when a magiseed leaves your garden, if that - magiseed has one or more "at the end of your turn" effects, - you may spend - 20 Mind Points. If you do, reproduce one of - those effects (you may also choose an effect that doesn’t - match the current sections of your Growth Clock). -

    - -

    - Additionally, if you have acquired the - Verdant Sway Skill, your Rituals can now also - influence and control soldier-Rank creatures belonging to the - plant Species (but you are still unable to create them). -

    -
    - -
    - -
    - -
    - - - - - - Skill Descriptions - -
    -

    GREEN THUMB

    - -

    Requirements

    -

    - you must have mastered the Floralist Class. -

    - -

    Effect

    -
    -

    - When you fill 1 or more sections of your Growth Clock, you - may choose one option: -

    -
      -
    • You fill 1 additional section of your Growth Clock;
    • -
    • - Or you fill 1 fewer section of your Growth Clock (to a - minimum of 0 sections filled). -
    • -
    -

    - If you do, you cannot use this effect again until after your - Growth Clock has become completely empty. -

    -

    - Additionally, damage dealt by your magiseeds ignores - Resistances. -

    -
    -
    - -
    -

    INNER WELLSPRING

    - -

    Requirements

    -

    - you must have mastered the Invoker Class. -

    - -

    Effect

    -
    -

    - When you acquire this Heroic Skill and whenever you rest, - you may choose one wellspring: air, earth, fire, lightning, - or water. If you do, you gain the following benefits until - your next rest: -

    -
      -
    • - You always treat the chosen wellspring as being available - during each scene, in addition to whatever wellsprings are - already available. -
    • -
    • - You may perform Rituals of the Elementalism discipline, - but only if those Rituals manipulate the element of the - chosen wellspring. -
    • -
    • - You gain Resistance to the damage type corresponding to - the chosen wellspring. -
    • -
    • - When you deal damage, you may change its type to the one - corresponding to the chosen wellspring. If you do, that - damage ignores Resistances. -
    • -
    -
    -
    - -
    -

    POWER NAP

    - -

    Requirements

    -

    - you must have mastered one or more Classes among - Guardian, Merchant, and - Wayfarer. -

    - -

    Effect

    -
    -

    - On your turn during a conflict, you may use an action to - recover an amount of Hit Points and Mind Points equal to (20 - + half your level) and also recover from all status effects. - If you do: -

    -
      -
    • Your turn ends immediately;
    • -
    • You lose the ability to hear and see;
    • -
    • - Your Defense and Magic Defense scores become equal to 5 - and cannot be modified in any way (but you may still use - the Protect Skill from the Guardian Class, if you have - acquired it!). -
    • -
    -

    - These penalties last until the start of your next turn, - until after you lose Hit Points, or until after you are hit - by an attack or offensive spell. -

    -
    -
    - -
    - -
    - - - - - - Character Skills Documentation - -
    -

    Advanced Character Skills Overview

    - - -

    33PROTAGONISTS

    -
    - Requirements: you must have mastered the - Wayfarer Class, and must have acquired the Faithful Companion - Skill. -
    - -

    - When your companion deals damage, they deal 5 extra damage. -

    - -

    - When your companion performs a Check, you may spend 1 Fabula - Point and invoke one of your companion’s Traits in order to - let them reroll one or both dice (as per the rules on page 46 - of the Core Rulebook). -

    - -

    - After you use the Faithful Companion Skill to have your - companion perform an action during your turn, you may choose - one option (after the companion’s action has been resolved): -

    -
      -
    • - You and your companion each recover 10 Mind Points; -
      (OR) -
    • -
    • - The first time you or your companion perform a Check before - the end of your next turn, that Check gains a bonus equal to - (your Skill Level in Faithful Companion). -
    • -
    - - -
    - - -

    SILENT HUNTER

    -
    - Requirements: you must have mastered one or - more Classes among Rogue, Sharpshooter, and Weaponmaster, and - must have acquired the High Speed Skill. -
    - -

    - When you use the High Speed Skill to perform a free attack - with a weapon belonging to the bow, spear, or thrown Category, - the attack deals extra damage equal to (your Skill Level in - the High Speed Skill, multiplied by 5). -

    - -

    - Additionally, when you attack one or more creatures with a - weapon that belongs to the bow, spear, or thrown Category, - those creatures cannot perform free attacks until the end of - the current turn. -

    - - -
    - - -

    SKILLFUL DOSAGE

    -
    - Requirements: you must have mastered one or - more Classes among Gourmet, Loremaster, Merchant, and - Tinkerer. -
    - -

    - Potions and delicacies you create, as well as spells you cast, - can now cause creatures to recover Hit Points and Mind Points - beyond their maximum HP and MP scores. -

    - -

    - This cannot cause a creature’s current HP and/or MP to go - above 150% of the respective maximum scores; at the end of - each scene, if the current Hit Points and/or Mind Points of a - creature are still above their maximum scores, they become - equal to the maximum score. -

    - - - -
    - -
    - -
    - - - - - - SPECIALTY OF THE HOUSE Ability - -
    - 168 -

    SPECIALTY OF THE HOUSE

    -
    - -
    - Requirements: You must have mastered the - Gourmet Class. -
    - -

    - When you acquire this Heroic Skill, choose three different - tastes among - bitter, salty, - sour, sweet, and - umami. Then, choose three different effects - among the following: -

    - -
    Selectable Effects:
    -
      -
    • - You deal 20 (choose one: dark, light) damage to each of this - delicacy’s targets. This amount increases to 30 damage if you - are level 30 or higher. Choose the type of this effect when - you acquire this Heroic Skill. -
    • -
    • - During the next turn of each of this delicacy’s targets, all - damage they deal becomes (choose one: dark, light) and its - type cannot change. Choose the type of this effect when you - acquire this Heroic Skill. -
    • -
    • - For each of this delicacy’s targets, if they are affected by - one or more spells with a duration of “Scene”, instead they - are no longer affected by any of those spells. -
    • -
    • - Choose yourself or an ally you can see. For each of this - delicacy’s targets, the next time that target performs an - attack or casts an offensive spell (OO) before the end of this - scene, they must include the chosen creature among the targets - of that attack or spell (if able). -
    • -
    • - Each of this delicacy’s targets suffers - enraged. -
    • -
    • - Each of this delicacy’s targets suffers - poisoned. -
    • -
    • - Each of this delicacy’s targets recovers 30 Hit Points and 30 - Mind Points, or 40 Hit Points and 40 Mind Points if you are - level 30 or higher. -
    • -
    • - Each of this delicacy’s targets recovers from a single status - of their choice. -
    • -
    • - Each of this delicacy’s targets recovers from - dazed, enraged, and - shaken. -
    • -
    • - Each of this delicacy’s targets recovers from - poisoned, slow, and - weak. -
    • -
    - -
    - Advanced Activation (Ingredient Mastery) -
    -

    - When you create a delicacy using exactly 3 ingredients during a - conflict, if each ingredient matches a different taste among - those chosen when you acquired this Heroic Skill, you may ignore - all of that delicacy’s normal effects. If you do, you may - instead apply one, two, or all the effects you chose when you - acquired this Heroic Skill. -

    - -
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    - -
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    - - - - - - Character Skill Descriptions - -

    PROTAGONISTS CHAPTER

    - -
    -

    Strength of Five Wellsprings

    - -
    - Requirements: You must have mastered the - Invoker Class. -
    - -

    - After you perform an invocation during a conflict, you and up - to one ally you can see increase one of your - Attributes’ die sizes by one (up to a maximum - of d12). This increase lasts until the end of the scene or - until you use this Skill again, and the Attribute is based on - the wellspring you invoked: -

    -
      -
    • Air: Insight
    • -
    • Earth: One Attribute of your choice
    • -
    • Fire: Dexterity
    • -
    • Lightning: Might
    • -
    • Water: Willpower
    • -
    -
    - -
    -

    Wise Counsel

    - -
    - Requirements: You must have mastered one or - more Classes among Commander (see High Fantasy Atlas, page - 140), Loremaster, and Orator. -
    - -

    Support Check Modification

    -

    - When you perform a Support Check, if the leader of the Group - Check can hear and understand you, you may use - (INS + INS), (INS + WLP), or - (WLP + WLP) instead of the normal Attributes required - by the Support Check. -

    -

    - Describe how you offer your advice! -

    - -

    Teamwork Boost

    -

    - Additionally, when you use the teamwork option (see Core - Rulebook, page 76) to support another Player Character’s Check - during their turn in a conflict scene, you may spend 10 Mind - Points. If you do, choose up to two of the following benefits: -

    - -
      -
    • That character recovers 20 Mind Points.
    • -
    • - That character recovers from dazed, enraged and shaken. -
    • -
    • - At the end of that character’s turn, choose one option: - perform a free attack with a weapon you have equipped; or - perform the Spell action for free, casting a spell whose - total MP cost is equal to or lower than 20. -
    • -
    • - If that character succeeds on their Check and the Check - allows them to fill or erase one or more sections of a - Clock, they may fill or erase 1 additional section of it. -
    • -
    -
    - -
    - [Unrelated Metadata/Fluff] -

    - "Silver Fork Style, Secret Technique: Spaghetti - Spinner!" -

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    - - - - - - Document Snippet - -
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    - ```html - - - - - - Antagonists Chapter - -

    ANTAGONISTS

    - -

    - This book’s fourth and final chapter delves into the creation of - natural fantasy enemy NPCs – especially Villains. Game Masters - can combine it with similar advice from the Core Rulebook - (mostly from page 292 onwards) to plan riveting conflict scenes - for all game levels. As usual, you can use the material as is or - adapt it to your liking by following the advice below. -

    - -

    NATURAL FANTASY VILLAINS

    -

    - An introductory section containing tips and advice for creating - and playing pivotal antagonists in the natural fantasy style. -

    - -

    VILLAIN EXAMPLES

    -

    - Five different enemy NPCs – one each for levels 5, 10, 20, 30, - and 40 – that make ideal natural fantasy Villains. For each, - you’ll find this information: -

    - -
      -
    • - History. The Villain’s base concept and - possible backstory. -
    • -
    • - Profile. The Villain’s statistics, as - described on page 320 of the Core Rulebook. -
    • -
    • - Tactics. The Villain’s preferred combat - tactics. -
    • -
    • - Extra content. One or more additional ideas, - including tips for modifying the Villain’s profile, possible - supporting enemies, and even additional phases (see Core - Rulebook, page 301) that you can use during conflicts. -
    • -
    - -

    - These Villains were designed to spark the Game Master’s - imagination and assume a group of 4 well-rounded PCs. Remember - that some of their abilities might not conform to the standard - cost for NPC Skills (see Core Rulebook, page 303) and that - you’ll likely need to tweak these Villains before adding them to - your campaign. To balance things out, consider your Player - Characters’ capacities and then modify any opposing Affinities, - immunities to status effects, damage types, or other parameters - that could be frustrating to deal with or unsuitable for your - group’s campaign. -

    - -
    - -
    - ``` - -
    - -
    -
    -

    Natural Fantasy Villains

    - -

    - When you create a natural fantasy antagonist, the information on - page 254 of the Core Rulebook is an excellent starting point, - but there are a few extra things to remember, just as there are - for Player Characters. -

    - -

    Basic Principles

    -

    - The natural fantasy genre presents a significant variety of - archetypal Villains, but we can still infer some common key - traits: -

    - -
      -
    • - A link to the past. These antagonists have - one or more elements that link them to the past of the - setting: some are obsessed by ancient legends; others crave - power and authority lent by millennia-old magics and - technologies, or want to wipe out every last trace of them; - finally, some are entities who survived an ancient calamity or - were created in the distant past. -
    • -
    • - Familiar concepts. A natural fantasy - antagonist’s motivations and origin are often linked to needs, - feelings, doubts, or emergencies that you might have had a - brush with at least once in your personal life. As much as - this might unsettle you, a part of you should be able to - understand, perhaps at an instinctual level, what these - Villains represent. -
    • -
    • - Catastrophic results. When a natural fantasy - Villain reaches their goals, the consequences are devastating: - be it the awakening of a truly ancient danger, a permanent - alteration to the ecosystem, or the extermination of entire - communities, the Villain’s victory will tear open a wound in - this world. -
    • -
    - -

    - The Game Master is given three main tools for introducing these - Villains into the narrative and diving deep into their origins - and objectives: -

    - -
      -
    • - Stories, relics and traditions. If a Villain - is the incarnation of an ancient danger, references to their - existence should gradually appear during the campaign: these - sources are often vague or partly contradictory – fertile - ground for studies and speculations. -
    • -
    • - Game Master scenes. Above all else, these - scenes are useful to add depth to the antagonists, revealing - their doubts and hesitations. When dealing with Villains that - are closer in nature to a cataclysm or a supernatural - presence, these scenes can show omens of their arrival and a - growing sense of foreboding. -
    • -
    • - Conflicts. During conflicts, natural fantasy - Villains tend to fully embrace one of two extremes: some speak - openly with the protagonists, explaining their reasons, while - others march forward, undeterred and silent, toward their - objective. -
    • -
    -
    -
    - -
    - -
    -

    ANTAGONISTS

    -

    CHAPTER: THE FOUR ARCHETYPES

    -

    - In natural fantasy, Villains often fit into one of four - recurring types, with some very distinctive characteristics. -

    -
    - -
    -
    -

    THE ARROGANT

    -

    - This Villain is driven by ego: craving power, money and/or - knowledge, they never stop to consider the destructive - consequences of their actions and see the world as something - to examine, dissect, exploit, and optimize. -

    - Examples: -
      -
    • - an adventurer willing to commit any kind of atrocity to - collect valuable trophies; -
    • -
    • - a pioneer ready to destroy the ecosystem to build roads and - railways. -
    • -
    -
    - -
    -

    THE PROTECTOR

    -

    - This Villain wants to protect one community at the detriment - of another. They believe they are doing what is necessary and, - if defeated, might even become an ally. -

    - Examples: -
      -
    • - a warrior looking for an ancient weapon that will let him - impose a truce between clans; -
    • -
    • - a huntress who wants to exterminate every predator in the - continent. -
    • -
    -
    - -
    -

    THE OUTSIDER

    -

    - Either supernatural or artificial, this antagonist follows a - personal and unfathomable logic. They rarely speak, and when - they do it muddies the waters even more, or they quote events, - rules or information completely unknown to the characters. -

    - Examples: -
      -
    • - a demon or ghost coming to reclaim a tribute in accordance - with a forgotten tradition; -
    • -
    • - an artificial intelligence reawakened in the wrong age. -
    • -
    -
    - -
    -

    THE CATASTROPHE

    -

    - This Villain could be a monster, a beast, an elemental - phenomenon, a disease, or even an expanding ecosystem (see - next page). They are the incarnation of a looming disaster and - there is no chance for parlay. -

    - Examples: -
      -
    • a scourge created by a cyclical curse;
    • -
    • - an infection that corrupts animals and plants, turning them - into abominations; -
    • -
    • a wandering volcano close to erupting.
    • -
    -
    -
    - - -
    - -
    - - - - - - Environmental Antagonists Mechanics - -

    Environmental Antagonists

    - -

    - Sometimes, natural fantasy Villains manifest in the form of - miasmas, curses and afflictions that change any ecosystem their - influence spreads to. It should be noted that the antagonist is - not the environment itself, but rather whatever force is - corrupting it – this is often the result of actions by the - world’s ancient’s inhabitants. -

    - -

    - This isn’t a struggle between people and nature, but a war where - both, side by side, face the consequences of a tragic, faded - past, in an attempt to understand it so that it doesn’t repeat - itself. Among the most common environmental antagonists are - magical phenomena, curses, elemental imbalances, and diseases - born of ancient experiments. -

    - -

    Game Rules Mechanics

    -

    - When it comes to game rules, these Villains offer some - interesting possibilities: -

    - -
      -
    • - Environmental Effects. The environment itself - might add special effects during conflicts: a corrupting - miasma that damages any creature suffering from a specific - status effect at the end of each round, a magical - desertification that halves any healing received by living - creatures, or an elemental aura that empowers or weakens a - specific type of damage. These effects can be very powerful - and should be considered an additional enemy for the sake of - conflict building. -
    • -
    • - Shared Ultima Points. The most dangerous - creatures among those affected by the corruption might be able - to spend Ultima Points from the Villain’s pool to invoke - Traits and Recover (see Core Rulebook, page 101). They - shouldn’t be able to Escape, but they are considered Villains - for the purpose of Skills and game effects. -
    • -
    • - Fabula Points and Atmosphere. If a Villain - manifests through environmental corruption, the Player - Characters should receive a Fabula Point every time their - influence become especially noticeable, for example in the - guise of a terrible omen or when a creature is shown to be a - thrall to the Villain’s will (see Shared Ultima Points above). - Game Master scenes are particularly useful for this purpose. -
    • -
    • - Final Battle. Usually, an environmental - antagonist cannot be confronted directly until the - protagonists reach their core or incarnation and free the - region from their influence – a liberation that is sometimes - only temporary. -
    • -
    • - Altered Wellsprings. This is a very specific - option, but if your group includes a character that can use - invocations (see page 156), the Villain’s influence might - create new wellsprings outside of the standard list or, - perhaps, alter the existing wellsprings over the course of a - conflict. -
    • -
    - -
    - -
    - - - - - - Antagonist Design Tips - -

    ANTAGONISTS

    - -

    Chapter: On a Smaller Scale

    - -

    - One recurring element of natural fantasy campaigns is that they - limit themselves to a rather small space and time frame: pretty - often, a natural fantasy Villain might renounce their goal or be - permanently defeated after just one or two confrontations. -

    -

    - From this point of view, the number of - Ultima Points available to these Villains might - become a problem: a Villain might have 5 or 6 Ultima Points left - when their story has reached a satisfying conclusion in terms of - narrative. This problem might present itself in any short - campaign, but the usual pace of natural fantasy games makes it - more noticeable. -

    -

    Here is some advice to offset it:

    - -
      -
    • - Avoid supreme Villains. If you foresee a - short and focused campaign set in a small region, you can - easily limit yourself to a few minor Villains and a single - major Villain, without resorting to supreme Villains. If you - change your mind, you can always call for an escalation (see - Core Rulebook, page 102). -
    • -
    • - Make Villains fearsome. Spend Ultima Points - every time a Villain fails a Check, misses a target, or is - afflicted by two or more status effects; every now and then, - do it even when they succeed, just to improve the Result or - the High Roll! -
    • -
    • - Fiction first. If the Player Characters’ - actions create a situation where the Villain no longer has a - reason to act (a rather common occurrence in natural fantasy, - where many antagonists are driven by very simple needs), it’s - not wrong to discard all the remaining Ultima Points and stop - considering this character a Villain. -
    • -
    - -
    - -

    Subverting The Premises

    - -

    - Natural fantasy campaigns offer excellent chances to subvert - many conventions of the JRPG genre and design Villains who are - essentially invincible if battle against them is approached as - usual (for example, the Heart of Eldgren on page 205). -

    - -

    Examples of Subversion:

    -
      -
    • - A ghost that, if defeated, comes back to haunt the village at - night, unless someone returns a specific item to them. -
    • -
    • - A monster under a curse who, if brought to 0 Hit Points - without purifying them first via a Ritual or Project, - completely loses their conscience and becomes an abomination. -
    • -
    • - A truly ancient android who, when in Crisis, automatically - Surrenders if convinced to trust humanity via a Clock. -
    • -
    - -
    - “You humans have a habit of considering cruel what is merely - equitable. For years you stole my children, and now I shall - steal yours.” -
    - -
    - Note: The following text appears separated from the main - narrative content. -
    - -
    - -
    -
    -

    The Mystery of the Mountains of Edessa

    - -

    Geological and Biological Overview

    -

    - The Mountains of Edessa are famous for their electrore - formations, which create a rather unique biome. However, recent - lowering of temperatures across the region—caused by mysterious - turbulence from the west—has significantly reduced the charge - stored within this mineral. This deterioration has negatively - impacted the flora native to the area and forced many local - species to migrate. -

    - -

    - Among these migrating species are the exceedingly rare - Thunder Spiders. Usually peaceful, once outside - their natural habitat, these huge arthropods become extremely - ravenous. They eat constantly and grow beyond measure. This - accelerated growth is not only painful but also makes them even - more aggressive. -

    - -

    The Threat of Tonitranea Rex

    -

    - A truly gigantic specimen was recently spotted in the valley—one - so ferocious that it forced the population of nearby villages to - flee their homes. The residents speak with a mix of fear and - respect about the - Tonitranea Rex, known as the Lord of Thunder. - Its hunting ground grows by the day, threatening not just the - people of the valley but the balance of the region’s entire - ecosystem. -

    - -
    -

    - Guest Information -

    - -
    -
    -
    - -
    - - - - - - Creature Tactics: Tonitranea Rex - -

    TONITRANEA REX’S TACTICS

    - -

    - During conflicts, the Tonitranea Rex uses its - heightened mobility to disorient enemies and take them down. - This gigantic arthropod is made up of three parts, each with its - own profile: the Head, the Thorax with its long legs, and the - massive Abdomen covered with electrostatic spines. In order to - defeat the creature, all three must be reduced to 0 Hit Points. -

    - -

    Turn Order Abilities

    -

    - The attack sequence follows a strict schedule across four turns: -

    -
      -
    • - On the first enemy turn of each round: If at - least two enemies aren’t suffering from slow, the Abdomen uses - Paralyzing Silk against all enemies. - Otherwise, if it doesn’t have enough Mind Points or if it’s - electrified, the Abdomen uses - Trampling Slam against as many random targets - as possible (this causes the Thorax to stop dangling and the - Abdomen to stop being electrified). -
    • -
    • - On the second enemy turn: The Thorax uses - Predator Ascent to start dangling if it’s an - odd-numbered round, or - Electrostatic Charge if it’s an even-numbered - round. If it doesn’t have enough Mind Points, it uses - Lightning Claw against as many random targets - as possible. -
    • -
    • - On the third enemy turn of each round: The - Head uses Toxic Spit against a random target. -
    • -
    • - On the fourth enemy turn of each round: The - Thorax acts again, using - Lightning Claw against as many random targets - as possible. -
    • -
    - -
    -

    Ultima Point Usage and Synergy

    -

    - Since Head, Thorax and Abdomen are all parts of the Tonitranea, - each of them has access to the Villain’s Ultima Points pool, - with two critical caveats: -

    -
      -
    • - If one part spends 1 Ultima Point to recover from all status - effects and recover 50 Mind Points, all parts gain these - benefits. -
    • -
    • - If one part spends 1 Ultima Point to Escape from the scene, - all parts escape immediately together. -
    • -
    - -
    -

    Engagement Rules

    -
      -
    • - On the Hunt: If engaged while on the hunt, - the T onitranea Rex uses Ultima Points to - Invoke a Trait every time it misses one or - more targets in Crisis, but always keeps 1 Ultima Point to - Escape to its lair. -
    • -
    • - In the Lair: If engaged within the lair, - however, the creature spends Ultima Points more liberally and - uses them to activate the - Survival Instinct special rule (see Thorax). -
    • -
    - -
    - -

    Additional Details

    -
      -
    • - Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers) -
    • -
    - -
    - -
    - - - - - - Monster Stat Blocks - - -
    -

    ABDOMEN Lv 5 • MONSTER

    - -

    Core Stats

    -

    - DEX d8 - INS d6 - MIG d10 - WLP d8 -

    - -

    Vitals & Attributes

    -
    - HP: 60 - MP: 30 - DEF: +0 - M. DEF: +0 - P A R S B IM: d E V U F VU i l T RS -
    - -

    Basic Attacks

    -

    - Trampling Slam (DEX + MIG) (HR + 5) physical - damage. If the Abdomen is electrified this attack deals - 10 extra damage and all - its damage becomes bolt; if the Thorax is dangling, this - attack gains multi (2). After this attack is resolved, the - Thorax stops dangling and the Abdomen is no longer - electrified. -

    - -

    Spells

    -
      -
    • - Paralyzing Silk - (Cost: 20 MP | Type: Special | Instantaneous)
      Every enemy the Abdomen can see suffers slow. -
    • -
    - -

    Special Rules

    -
      -
    • - Electrostatic Spines After a creature hits - the Abdomen with a melee attack, if the Abdomen is - electrified, it deals 5 bolt damage to that creature (after - the attack has been resolved). -
    • -
    • - Grounding If the Abdomen suffers earth - damage when electrified, it stops being electrified. -
    • -
    • - Limb The Abdomen is immune to dazed, - enraged and shaken. -
    • -
    -
    - - -
    -

    HEAD Lv 5 • MONSTER

    -

    - Traits: frail, lucifuge, poisonous, protected. -

    - -

    Core Stats

    -

    - DEX d8 - INS d10 - MIG d6 - WLP d8 -

    - -

    Vitals & Attributes

    -
    - HP: 40 - MP: 20 - DEF: +0 - M. DEF: +0 - P V U A R S B RS d e f i L T IM -
    - -

    Basic Attacks

    -

    - Toxic Spit (DEX + MIG) +3 (HR + 10) poison - damage. -

    - -

    Special Rules

    -
      -
    • - Wall of Legs During a conflict, as long as - the Thorax isn’t dangling, the Head is invisible to enemies. -
    • -
    -
    - - - - -
    - -
    - - - - - - T onitranea Rex - Character Profile - -

    ANTAGONISTS

    - -
    -

    THORAX (Champion 2) Lv 5 • MONSTER

    - -
    -
    - Traits: armored, coordinated, - electrostatic, ravenous. -
    -

    - DEX d8 | INS d8 | - MIG d8 | WLP d8 | - HP 100 • MP 50 | - Init. 10 -

    -
    -

    - DEF +2 | M. DEF +1 | - p A RS B IM d E VU f ii VU l T RS -

    -
    -
    - - -
    -

    BASIC ATTACKS

    -
      -
    • - Lightning Leg - (DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is - dangling, damage dealt by this attack ignores Resistances. - This attack has multi (2), but it can only target two - enemies provided they are both suffering from slow. -
    • -
    -
    - - -
    -

    OTHER ACTIONS

    -
      -
    • - Electrostatic Charge - The Thorax can use an action and spend 10 Mind Points to - rub its back legs along the Abdomen, creating an - electrostatic cloud. If it does, the Abdomen (see page - 178) becomes electrified. -
    • -
    • - Predator Ascent - The Thorax can use an action and spend 10 Mind Points to - climb up the webs and become dangling until it suffers - fire damage, ice damage, or damage of a type it is - Vulnerable to; the Thorax also stops dangling after the - Abdomen (see page 178) uses Trampling Slam. As long as the - Thorax is dangling, no part of the T onitranea Rex - (Abdomen, Head and Thorax) can be targeted with melee - attacks unless the attacker is flying or able to target - flying creatures. -
    • -
    -
    - - -
    -

    SPECIAL RULES

    -
      -
    • - Limb - The Thorax is immune to dazed, enraged and shaken. -
    • -
    • - Survival Instinct - At the end of each round, if the T onitranea Rex is within - its lair and the Abdomen and/or the Head are at 0 Hit - Points, the Thorax must spend 1 Ultima Point to gather its - strength and bring both parts back into the scene, each - with a number of Hit Points equal to their Crisis value, - but suffering from no status effects and at full Mind - Points. -
    • -
    -
    - - -
    - HANDLING THE PARTS OF THE TONITRANEA REX
    - Although the various parts of this Villain have individual - profiles, in narrative terms they are actually a single - entity: for this reason, when one is reduced to 0 Hit Points - and/or leaves the conflict, they should be described as - grievously wounded or exhausted, not dead. At the same time, - their senses are based on the T onitranea Rex as a whole (for - example, defeating the Head does not impair the “sight” of the - other parts, which can target their enemies normally). -
    - - -
    - “Listen to me, lass, stay away from that creature: lightning - will reach you long before you hear the Lord of Thunder.” -
    - - -

    -
    - -
    - -
    - - - - - - Multi-Part Enemies Guide - -

    Multi-Part Enemies

    - -

    - The concept of multi-part enemies is built according to an idea - common to both JRPGs and beat ‘em up games: a boss that appears - as a single body, but with a variety of minor parts that can be - targeted and damaged individually, to destroy, stun, or - immobilize them for a certain amount of time. -

    - -

    This method offers a number of advantages:

    -
      -
    • - It safeguards the value of multi-target abilities; - those same abilities would otherwise be wasted against a - solitary champion-rank enemy. -
    • -
    • - It prevents the battle from becoming too long, - since the number of enemies goes down bit by bit when the - various parts are reduced to 0 Hit Points. -
    • -
    • - It provides a lot more personality to enemies with a - monstrous anatomy, - making each section of their bodies a mini-enemy that supports - or synergizes with the others, and these interactions show the - nature, instincts, and habits of said creature. -
    • -
    • - It allows the Game Master to add regeneration rules - that set the pace of the conflict and push the Players to make - significant tactical decisions: do they want to eliminate the - more aggressive secondary parts first, knowing that they might - come back later? Or do they focus on the main body? -
    • -
    - -

    Enemy Composition Rules

    -

    - As a rule of thumb, an enemy built according to this logic - includes: -

    - - Main Body. - An elite or champion rank NPC that, usually, has support abilities - and an action or special rule that allows it to bring the other - parts back into the scene (usually when the main body enters - Crisis for the first time or at a set point each round). Sometimes - (but not always!), defeating the main body causes the remaining - parts to immediately leave the conflict. - - Parts. - Each section of the creature that plays a pivotal role in their - tactics has a separate profile, usually of soldier rank. Some - parts are built for offense (such as the head of a dragon, a - robot’s ventral turret, or a manticore’s spiked tail) and others - for defense (such as an energy barrier generator, a claw shielding - the body, or a floating ring). - -

    - In most instances, the ideal composition is a champion rank main - body which replaces a number of soldiers equal to the PCs on the - scene minus 1, accompanied by two soldier rank parts. However, - as usual, you shouldn’t be afraid to experiment. The following - page presents some ideas to play with! -

    - - - -
    - -
    - - - - - - Adversary Dossier - -

    Chapter 9: Antagonists Dossier

    -

    Adversary Index (44)

    - - -
    -

    Ancient Robot

    -

    - The outer shell of this complex adversary is the - Armor (soldier) with high Defenses and Hit Points, flanked by two - Armaments (soldier). These Armaments are more fragile but capable of unleashing - attacks and spells. -

    -

    - Inside resides a Core (elite), which is completely invulnerable as long as the Armor - remains on the scene. This Core creates a new Armament at the - end of each round if fewer than two exist. Both the initial - and subsequent Armaments are chosen at random from a - six-option list, each possessing different Affinities and - offensive capabilities. -

    -

    - If the Core is reduced to 0 Hit Points, the entire robot - deactivates immediately. -

    -
    - - -
    -

    Magmasaur

    -

    - This adversary consists of three primary components: a - Body (elite), a Head (elite), and a powerful Tail (soldier). -

    -
      -
    • - The Tail attacks with large swipes and can - even inflict a status effect, but it cannot be regenerated - if defeated. -
    • -
    • - The Head can cause grievous injuries with - its bite and flaming breath. -
    • -
    • - The Body strikes with sharp claws or, if in - Crisis, a powerful body slam. -
    • -
    -

    - Furthermore, at the end of each round, complex regeneration - occurs: If the Head is defeated but not the Body, the Head - returns to the scene with Hit Points equal to its Crisis - value. The same revival mechanic applies to the Body if it is - defeated while the Head remains active. -

    -
    - - -
    -

    Storm Spirit

    -

    - In contrast to previous examples, this adversary comprises - three parts of the same rank: the - Essence of Lightning (soldier), which uses electric attacks and spells; the - Essence of Air (soldier), which inflicts status effects like slow or weak; and the - Essence of Water (soldier), which heals the other parts' Hit Points and Mind Points. -

    -

    - These three Essences maintain a delicate balance. However, if - one Essence is defeated, the remaining Essences become - significantly more powerful, doubling both their maximum and - current Hit Points, not to mention increasing their number of - turns starting from the next round! -

    -
    - - - - -
    - -
    -
    -
    - 182 - W -
    - -

    Node and Dylon

    - -

    - Born and raised in the lake village of Turva, - Node and Dylon have been - inseparable since birth: together, the young human and the sea - tiger learned how to sail the narrow canals, swim against the - current, and survive among the waters. Side by side, they became - the most respected pair of hunters in the village, protecting it - from dangers, delivering letters and messages to nearby - settlements, and obtaining food, medicines, and other resources. -

    - -

    - Everything changed during a particularly long hunting trip, when - a ravenous and overgrown eelfang attacked their group: - miraculously escaping the carnage, the two hunters developed a - grudge against the beast, despite the warning of their old - mentor, Stelarcte, and her stern exhortation to - remember the souls of the fallen without bringing further - torment to them. The duo left Turva for many months, trained - hard, and finally faced and killed the beast, exacting their - revenge. -

    - -

    - Alas, awaiting their return was a gruesome silence: the village - had been reduced to ashes, destroyed by a migrating lava beast. - Node and Dylon came to a grim realization: a world populated by - monsters of such power would never be safe for humanity, and the - only way to save as many lives as possible was to preemptively - hunt down and kill these creatures. None but them can bear such - a burden, but, as always, having each other to rely upon will be - enough. -

    - -
    -

    Details

    - -
    -
    -
    - -
    - - - - - - Node and Dylon's Tactics - -

    44 ANTAGONISTS

    -

    Node and Dylon’s Tactics

    - -

    - Node and Dylon add an environmental effect to every conflict - they take part in, the tide. - At the start of the conflict, the tide is high and it remains so - as long as neither of them is in Crisis; as soon as either of - them is in Crisis, the tide becomes low. -

    - -
    -

    Environmental Turns

    -
      -
    1. - First Enemy Turn: Node uses - Hunting Horn if he has enough Mind Points and - hasn’t used it so far. Otherwise, he uses - Hunter’s Bow, - prioritizing targets suffering from weak (during high tide) - or slow (during low tide). -
    2. -
    3. - Second Enemy Turn: Dylon uses - Rock Toss against a random target. If he doesn’t - have enough Mind Points he uses Sea Fin against a - random target. -
    4. -
    5. - Third Enemy Turn: Node acts again, using - Net Throw against as - many random targets as possible, prioritizing those - suffering from weak during high tide. -
    6. -
    7. - Fourth Enemy Turn: Dylon uses - Coordinated Action, prioritizing enemies suffering - from weak. Node’s free attack (during high tide) targets a - random enemy instead. If Dylon doesn’t have enough Mind - Points, he uses - Sea Fin instead, - always prioritizing weak targets. -
    8. -
    -
    - -

    Symbiosis and Shared Resources

    - -
    -

    - Node and Dylon are friends who share every aspect of their - lives: for this reason they have a single pool of - Ultima Points and each - can spend them to Invoke a Trait or Recover; if one spends an - Ultima Point to Escape, both leave the scene safely. -

    -

    - The goal of this rule is to highlight how deep the symbiosis - and harmony of this duo run, creating a stark contrast with - the mission they undertook: they are clearly able to show care - and tenderness, but they decided to discard these feelings - when looking at one of their prey. -

    -
    - -

    Tactical Adjustments

    - -
    -

    Initial Conflict (Player Characters)

    -
      -
    • - Mindset: They do not view the Player - Characters as worthy opponents, but rather as naive and - headstrong people who don’t understand the importance of - their mission. -
    • -
    • - Ultima Point Usage: They spend Ultima - Points to Recover only when suffering from 3 or more status - effects, and they always keep 1 Ultima Point to Escape as - soon as one of them is reduced to 0 Hit Points (ignore the - *I’ll Avenge You!* special rules). -
    • -
    - -

    Subsequent Battles

    -

    - In subsequent battles, however, they consider the PCs a grave - danger to their mission and spend Ultima Points to Invoke a - Trait every time they fail a Check. -

    -
    - -
    - Minor Villain | (5 Ultima Points) | Both - Elite
    -
    - -
    - -
    - - - - - - Character Dossier - -
    -

    Node (Elite Character Profile)

    - -

    Basic Attributes

    -
    -
    -

    Core Stats

    -
      -
    • DEX d10
    • -
    • INS d6
    • -
    • MIG d8
    • -
    • WLP d8
    • -
    • HP 120
    • -
    • MP 60
    • -
    • Init. 10
    • -
    -
    - -
    -

    Defense & Equipment

    -
      -
    • - DEF +1, M. DEF +1 -
    • -
    • - Equipment: Short bow, travel garb. -
    • -
    • - Skills: RS d E VU F / RS I VU l t -
    • -
    -
    -
    - -

    Attacks and Abilities

    - -

    Basic Attacks

    -
      -
    • - Net Throw
      - (DEX + MIG) +4 • - (HR + 5) physical damage. (Multi: 2) -
    • -
    • - Hunter’s Bow
      - (DEX + DEX) +4(HR + 8) physical damage. -
        -
      • - *Effect:* If the tide is high and the target is - suffering from weak, this attack deals 5 extra damage. -
      • -
      • - *Effect:* If the tide is low, the target suffers slow. -
      • -
      -
    • -
    - -

    Spells

    -
      -
    • - Hunting Horn
      - 10 × T MP • Up to three creatures • Scene.
      - *Effect:* Until this spell ends, each target gains a +1 - bonus to Accuracy Checks. -
    • -
    - -

    Special Rules & Mechanics

    -
    -
      -
    • - High Tide Style: When the tide is high, - Node’s attacks always treat the target’s Defense as being - equal to their current Might die size. -
    • -
    • - I’ll Avenge You!: When Dylon (see next - page) is reduced to 0 Hit Points, Node recovers from all - status effects and loses all his Vulnerabilities. After - that, the tide becomes high again. -
    • -
    • - Low Tide Speed: When the tide is low, all - damage dealt to Node by creatures suffering from slow is - reduced by 5 (before applying Affinities). -
    • -
    -
    -
    - -
    -

    The Tide and Flow of the Battle

    -

    - Node and Dylon’s special mechanic revolves around the tide: - this kind of additional rule is excellent to add “phases” to a - conflict without tying them to a specific adversary. It’s also - an interesting way to add a back-and-forth pace to the scene, - to reveal something about the enemies’ personality, and to - ensure they can’t benefit from all their skills at the same - time, which could make them too overwhelming or frustrating. -

    -

    - The best way to keep track of these effects is a physical - reminder, like a coin to flip or a card to rotate (this last - prop can easily represent a cycle of four phases, for - example). -

    -
    - -
    - -
    - - - - - - Character Dossier & Reflection - -
    ANTAGONISTS (Chapter)
    - -

    DYLON PROFILE

    -

    - “We don’t expect gratitude. Nonetheless, we know what must be - done.” -

    - -
    -
    DYLON (Elite)
    -
    - Level: 10 • Race: BEAST -
    -

    - Traits: imposing, protective, seaborn, - staunch. -

    -
    - -

    Combat Stats

    -
    - DEX / INS / MIG / WLP / HP: d6 / d8 / d10 / - d8 / 140 -
    -
    - MP / Init.: 70 MP / 60 Init. 9 -
    -
    - DEF / M. DEF: +2 / +1 p a B -
    -

    VU d E RS F VU I RS l t

    -
    - -

    Abilities

    - -

    Basic Attacks

    -
    - Sea Fin -
      -
    • (INS + MIG) +1 attack.
    • -
    • (HR + 5) ice damage.
    • -
    • - Condition: If the tide is high, the target suffers - weak. -
    • -
    • - *Note:* If the tide is low, the target won’t be able to see - Node (see previous page) until Dylon uses Sea Fin again. -
    • -
    -
    - -

    Spells

    -
    - Rock Toss (OO) -
      -
    • - (MIG + WLP) +1 attack, 5 MP cost. One creature target. - Instantaneous. -
    • -
    • Dylon deals (HR + 10) earth damage to the target.
    • -
    -
    - -

    Other Actions

    -
    - Coordinated Action (SS) -

    - Dylon can use an action and spend 10 Mind Points to perform a - free attack with Sea Fin, treating the High Roll as 0 when - calculating damage. After this attack is resolved: -

    -
      -
    • - If the tide is high: Node (see previous page) performs a - free attack with Hunter’s Bow, treating the High Roll as 0. -
    • -
    • - If the tide is low: Node recovers 10 Hit Points instead. -
    • -
    -
    - -

    Special Rules

    -
    -
      -
    • - High Tide Strength: When the tide is high, - all damage dealt by Dylon ignores Resistances. -
    • -
    • - I’ll Avenge You!: When Node (see previous - page) is reduced to 0 Hit Points, Dylon recovers from all - status effects and loses all his Vulnerabilities. After - that, the tide becomes high again. -
    • -
    • - Low Tide Tenacity: When the tide is low, - Dylon becomes Resistant to physical damage. -
    • -
    -
    - -
    -

    A Reflection In Two Parts

    -

    - While the T onitranea Rex (see page 176) is a terrible - predator that upsets the ecosystem, Node and Dylon showcase - how pain and tragedy might warp protective instincts into - extremism – a preemptive and short-sighted hunt, fueled by - fear rather than understanding. However, the village of Turva - and their mentor cultivated a diametrically opposite - philosophy, one that still endures in the powerful bond - between Node and Dylon: it’s not too late, and the Player - Characters might be able to bring those feelings back to - surface before they drown in a sea of bitterness. -

    -
    - -
    - -
    - -
    - - - - - - Brightvale Chronicle - -

    The Legend of Brightvale

    - -

    - Legends say that once upon a time, at the foot of a mountain in - the Northlands, there was a village called Brightvale, because - of its verdant territory and favorable climate. The people of - the village were united, kind, welcoming, and loved life above - all else – in fact, they were healthy and very long-lived. -

    - -

    The Shadow of Immortality

    -

    - However, this longevity made every bereavement excruciating: the - villagers would cry and try to comfort each other as the faint - light of the - Funerary Lantern guided the procession. Both - the living and the dead only wished to be able to remain with - their loved ones forever, and this is how some souls managed to - find a way back, guided by the Lantern itself. The people - thought it was a miracle, unaware of the looming danger: in - order to remain among the living against the natural order of - things, those spirits were consuming the life of their loved - ones. -

    - -

    - As more and more people died, just as many spirits joined the - village. And year after year, those souls gradually forgot who - they were, until they became faint presences, attracted like - moths to the light of the Lantern. In the end, they turned into - pale flames thirsting for life. -

    - -

    The Transformation

    -

    - Eventually, the spirits overtook the village, and Brightvale - itself – now the epicentre of this warping of the natural order - – was reborn as a terrible serpentine monstrosity that withers - everything it touches, constantly chasing the Lantern that the - naive villagers put all their faith into. -

    - - - -
    - -
    - - - - - - Antagonists Tactics - -

    ANTAGONISTS

    - -
    - Major Villain (10 Ultima Points); - Champion 3 (worth 3 soldiers) -
    - -

    BRIGHTVALE’S TACTICS: PHASE 1

    - -

    - The battle with Brightvale is divided in two parts. During the - first, the heroes have to climb the lengthy Back of Brightvale, - trying to reach the head, while harassed by Will-o-Wisps - attracted by their life energy (at the start of the conflict - there are two Will-o-Wisps). -

    - -
    Actions per Round:
    -
      -
    • - On the first enemy turn of each round, the - Back of Brightvale uses Compact Terrain (if - it is not in Crisis or already under its effect). Otherwise, - if it has 40 or more Mind Points, it uses - Silent Recall, targeting as many Will-o-Wisps - as possible, making them shoot Pale Flame against random - targets. If neither of these conditions is true, the Back - performs the Guard action instead (be aware - that its effect lasts only until the start of the Back’s next - turn in this round). -
    • -
    • - On the second enemy turn, the Back of - Brightvale uses Unstable Ground against two - random targets. -
    • -
    • - Then, all Will-o-Wisps present on the scene perform their - turns, using - Grave Whispers against a random target, - prioritizing those with the highest current Hit Points. If - they lack the Mind Points, they use Pale Flame against a - random target instead. -
    • -
    • - On the last enemy turn of the round, if it - has enough Mind Points, the Back of Brightvale uses - Sandy Dive, otherwise it uses - Stolen Strength. -
    • -
    • - At the end of each round, if there are less than two - Will-o-Wisps present on the scene, a new Will-o-Wisp joins the - conflict. -
    • -
    - -
    -

    - Note: In this phase, the Back of Brightvale - doesn’t use Ultima Points – from a certain point of view, it - hasn’t even noticed the characters yet. -

    -
    - -

    - When the Back reaches 0 Hit Points, the body of Brightvale - breaks apart and the gargantuan creature plummets to the ground. - Now the heroes can move to the second half of this battle, - against the Head of Brightvale and the Funerary Lantern hanging - in front of it (see page 190). -

    - -

    - Post-Phase Actions: -

    -
      -
    • - We encourage you to give the Player Characters one round of - free actions to catch their breath and get ready for the next - part of the battle. -
    • -
    • - The conflict scene does not end and it’s not necessary to roll - initiative again, but all remaining Will-o-Wisps fade away, - leaving the scene. -
    • -
    - -

    - — () — -

    - -
    - -
    -
    -

    The Back of Brightvale

    -

    - A powerful, ancient location utilized as a source of abilities. -

    - -

    Core Statistics

    -
    -
    DEXd8
    -
    INSd8
    -
    MIGd12
    -
    WLPd6
    -
    - -
    -
    - HP300 -
    -
    - MP150 -
    -
    - Init.11 -
    -
    - -

    Abilities and Actions

    - -

    Basic Attacks

    -
    - M Unstable Terrain -

    - A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR - + 10) earth damage. This attack has multi (2). -

    -
    - -

    Spells

    -
    - Compact Terrain -

    - Cost: 5 MP | Type: Self | Scene. -

    -

    - Until this spell ends, the Back of Brightvale gains Resistance - to physical damage. This spell ends if the Back goes into - Crisis. The Back cannot cast this spell while in Crisis. -

    -
    -
    - Silent Call -

    - Cost: 10 × T MP | Targets: Up to two - creatures | Nature: Instantaneous. -

    -

    - Each target may perform a free attack with an equipped weapon - (or basic attack if an NPC). If they do, treat the High Roll - as 0 when calculating damage. -

    -
    - -

    Other Actions

    -
    - Sandy Dive -

    - The Back of Brightvale can use an action and spend 20 Mind - Points to dive under the desert sand and suddenly reemerge. If - it does, all enemies present on the scene must perform a Group - Check (INS + MIG) with DL 10. Failure deals 15 earth damage to - each enemy seen, and those enemies suffer **shaken**. -

    -
    -
    - Stolen Strength -

    - The Back of Brightvale can use an action to steal energy from - the shattered souls that surround it. Each Will-o-Wisp on the - scene loses 20 Hit Points; then, the Back of Brightvale - recovers 20 Mind Points for each Will-o-Wisp that lost Hit - Points this way. -

    -
    - -

    Special Rules

    -
      -
    • - Construct: The Back of Brightvale is immune - to poisoned. -
    • -
    • - Sand and Dust: At the end of each of its - turns, if the Back of Brightvale is in Crisis, it loses 10 Hit - Points as its body slowly falls apart. If it reaches 0 Hit - Points this way, all of its enemies plummet to the ground, - suffering 20 physical damage. -
    • -
    • - Without Conscience: The Back of Brightvale is - immune to dazed, enraged and shaken. -
    • -
    -
    -
    - -
    - - - - - - Will-o-Wisp Profile - - - -

    WILL-O-WISP

    -

    Lv 20 • UNDEAD

    - -
    -

    - The remains of the inhabitants of Brightvale, the Will-o-Wisps - crave the energy of the living and float around the creature - that was once their home. Traits: empty, faint, incomplete, - whispering. -

    -
    - -
    -

    Characteristics & Stats

    - -
    -
    - DEX d12
    - INS d8
    - MIG d6
    - WLP d8
    -

    HP: 70 • MP: 35

    -
    -
    - Init. 9
    -
    DEF +0 / M. DEF +0
    -
    - P RS A VU B RS D IM E RS F RS I VU L VU T IM -
    -
    -
    - -

    Combat Details

    -
    - BASIC ATTACKS
    - M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire - damage. -
    - -

    SPELLS

    -
    - Grave Whispers OO • (INS + WLP) +5 • 5 MP • - One creature • Instantaneous. Deals (HR + 15) dark damage to - the target. -
    -
    - -
    -

    Special Rules

    -
      -
    • - Embrace the End: As long as there are at - least two Will-o-Wisps on the scene, Grave Whispers deals 5 - extra damage. -
    • -
    • - Feeble Flame: When a Will-o-Wisp suffers - damage it is Vulnerable to, it loses all Mind Points and - suffers dazed, shaken, slow and weak. -
    • -
    • Flying: See Core Rulebook, page 307.
    • -
    • - Parasitic Flame: When one or more enemies - recover Mind Points, they regain only half the normal amount - and each Will-o-Wisp recovers 999 Mind Points (if there are - two or more Will-o-Wisps on the scene, this effect triggers - only once). -
    • -
    • - Undead: The Will-o-Wisp is immune to - poisoned and HP recovery may harm it (see Core Rulebook, - page 305). -
    • -
    -
    - -
    -

    Lore Entry: Undead Adversaries in Natural Fantasy

    -

    - Clinging to life so fiercely that one becomes undead is a - classic of the high fantasy genre: ancient warlocks becoming - abominable liches, entire spectral armies forced by ancient - oaths to emerge from their graves, and so on. Brightvale - frames this idea in a natural fantasy context, adding a touch - of horror – the love of a steadfast community turned to - unhealthy attachment and misfortune. This adversary doesn’t - have any evil plan or grand ambitions, it lacks even a real - conscience – it’s considered a Villain because it embodies the - villagers’ fear and refusal to accept the natural order of - life. -

    -
    - “Nothing remains of those ancient lands. Only sand, silence - and a pale light far, far away.” -
    -
    - -
    - -
    - -
    - - - - - - Document Analysis - -
    -

    Brightvale’s Tactics (Phase 2)

    - - -

    - W
    BRIGHTVALE’S TACTICS (PHASE 2) -

    -

    - The heroes must now face what is left of the souls of the - villagers, still tied to the world of the living by the pale - light of the - Funerary Lantern. -

    - -

    Enemy Turn Sequence

    -
      -
    • - On the first enemy turn of each round, the Head of - Brightvale resolves - Unnatural Presence, then uses - Gravesand Jaws against a random target. -
    • -
    • - On the second enemy turn, if it has less than 30 Mind - Points, the Head spends 1 Ultima Point to recover; - otherwise, it uses - Dust to Dust against a random target. -
    • -
    • - On the third enemy turn, the Lantern uses - Follow Me… against a PC that is not under - its effect yet, prioritizing those with the highest current - Might. If it lacks the required Mind Points, it uses - Dim Light against random targets. -
    • -
    • - On the fourth enemy turn, if it has enough Mind Points, the - Head uses - Ancient Desires; otherwise, it uses - Gravesand Jaws against a random target. -
    • -
    - -

    - In this phase, the Head of Brightvale doesn’t spend Ultima - Points as long as the Lantern is lit – but when it becomes - extinguished, the Head spends them liberally to strike its - enemies. -

    - - -
    -

    - FUNERARY LANTERN Lv 20 • CONSTRUCT -

    -

    - Traits: ancient, faint, fragile, hypnotic. -

    - -
    -
    DEX d8
    -
    INS d8
    -
    MIG d6
    -
    WLP d12
    -
    HP 70
    -
    MP 35
    -
    Init. 8
    -
    - -
    -
    DEF +0
    -
    M. DEF +0
    - -
    p a b
    -
    - D VU E RS f I VU L AB T IM -
    -
    - -
    -

    BASIC ATTACKS

    -
    - Dim Light • (WLP + WLP) +2 • (HR + 10) - light damage. This attack has multi (2). -
    -
    - -
    -

    SPELLS

    -
    - Follow Me... OO • (INS + WLP) +2 • 10 MP - • One creature.
    - Description: All damage dealt by the target - becomes light and its damage type cannot be changed. After - the target takes a turn, this spell ends. -
    -
    - -
    -

    SPECIAL RULES

    -
    - Construct: The Funerary Lantern is immune - to poisoned. -
    -
    - Quiet in the Dark: When the Funerary - Lantern is reduced to 0 Hit Points, if it was lit, it - becomes extinguished and its current Hit Points become 1. - As long as it is extinguished, the Lantern cannot regain - or lose Hit Points, nor perform any actions or free - attacks. -
    -
    -
    - - - -
    - -
    - -
    - - Head of Brightvale Stat Block - -

    The Head of Brightvale

    -

    - Classification: Champion (Chapter 3) | Undead -

    -

    Level: Lv 20

    -

    Traits: apathetic, empty, hypnotized, quiet.

    - -

    Stats

    -
    -
    DEX d8
    -
    INS d6
    -
    MIG d8
    -
    WLP d12
    -
    - -
    -
    HP: 240
    -
    MP: 120
    -
    - Init.: 180 -
    -
    Initiative: 10
    -
    - -

    Defense

    -
    -
    DEF: +0
    -
    M. DEF: +0
    -
    A/V/U/B/IM: D IM E IM f I VU L VU T IM
    -
    - -

    Attacks & Abilities

    - -

    Basic Attacks

    -
    -

    Gravesand Jaws

    -

    - Calculation: (DEX + MIG) +2 | - Damage: (HR + 10) earth damage. -

    -

    - *If the Funerary Lantern is extinguished, this attack deals 5 - extra damage.* -

    -
    - -

    Spells

    -
    -

    Dust to Dust (OO)

    -

    - Cost: (MIG + WLP) +5 | 10 MP | Target: One - creature | Action: Instantaneous. -

    -

    - The Head of Brightvale deals (HR + 20) earth damage to the - target, and the target suffers - weak. -

    -
    - -

    Other Actions

    -
    -

    Ancient Desires

    -

    - The Head of Brightvale may use an action and spend 20 Mind - Points to choose one: -

    -
      -
    • - If the Funerary Lantern is extinguished, it becomes lit and - regains 35 Hit Points. -
    • -
    • - If the Funerary Lantern is lit, it recovers 35 Hit Points and - performs a free attack using Dim Light. -
    • -
    -
    - -

    Special Rules

    -
      -
    • - Desperation: When the Head of Brightvale loses - Hit Points from a recovery effect because of the Undead rule, if - the Funerary Lantern is extinguished, the Head loses an amount - of Hit Points equal to those it would have recovered (instead of - half). -
    • -
    • - Life Craving: After a Player Character spends a - Fabula Point to Invoke a Trait, if the Funerary Lantern is lit, - the Head of Brightvale recovers 10 Hit Points and that PC - becomes feeble until the - Lantern is extinguished. A feeble PC cannot invoke their Traits. -
    • -
    • - Symbol of Attachment: As long as the Funerary - Lantern is lit, the current Hit Points of the Head of Brightvale - cannot be lower than 1. -
    • -
    • - Undead: The Head of Brightvale is immune to - poisoned and HP recovery may harm it (see Core Rulebook, page - 305). -
    • -
    • - Unnatural Presence: At the start of each of the - Head of Brightvale’s first turn during each round, if no Player - Character is suffering from shaken and the Funerary Lantern is - lit, all Player Characters on the scene become - shaken. -
    • -
    -
    - -
    - - - - - - Titania, Queen of Fairies - -
    -

    Titania, Queen of Fairies

    - -
    -

    - Many legends tell how dangerous it is to strike a deal with - fairies, the ancient beings who rule the woods of the shire. - And with good reason. It’s not their cunning, nor their - knack of twisting every word to their own desires that makes - them so fearsome; no, their most terrible weapon is time - itself. -

    -

    - Mortals age and die, and their descendants often forget the - ancient oaths or turn them into mere tales. But the fairy - beings are untouched by the flow of the years and, if - someone denies them their due, their fury is - inextinguishable. -

    -
    - -
    -

    The Pact of Frosthill

    -

    - The villagers of Frosthill struck one such - deal with Titania, the Queen of Fairies: every year, the - Queen would grant plentiful crops and peaceful pastures but, - in exchange, the inhabitants had to gift them three seeds - from their favorite peach tree. -

    -

    - For three generations the villagers kept their word, but - gradually forgot the true meaning of the ceremony, until - they eventually disregarded it completely. And so the fury - of the Queen struck them down, causing the flora of the same - fields and pastures they had nurtured for years to grow - beyond measure. This created a gigantic plant maze that has - held the inhabitants hostage ever since, for the amusement - of the fairy court. It’s a magical domain, where day, night, - and climate answer to Queen’s every whim. -

    -
    - - -
    - -
    - -
    - - - - - - The Queen of Fairies - Antagonists - - -
    - 193 -
    -

    ANTAGONISTS

    -

    THE QUEEN OF FAIRIES

    - -

    - Titania is an atypical antagonist who might assume one of two - symmetrical forms, the Queen of Midday or the Queen of Midnight, - alongside their corresponding mischievous court. -

    - -
    -

    Form Changes and Rules:

    -
      -
    • - If the characters challenge Titania, the fae monarch enters - the fray as the Queen of Midday, - accompanied by two Sun Poppies. -
    • -
    • - When reduced to 0 Hit Points in either form, Titania uses - the Dawn or Dusk special rule (see upcoming pages) to assume - their opposite form. -
    • -
    • - After each shift, Titania is considered a new creature in - terms of rules, with full Hit Points and Mind Points, and no - lingering status effects. Any and all spells that affected - the other form end, and any symbol (see High Fantasy Atlas, - page 148) is removed. It’s possible to steal from them twice - using Soul Steal (see Core Rulebook, page 203), once per - form. -
    • -
    - -

    - From the perspective of Titania and their court, our heroes - are a form of entertainment, so a sacrifice is not available - in this conflict, but it is possible to perform some deeds to - gain the favor of the court (the amount of favor granted is - shown in brackets in the list below). The Game Master has to - reveal this information as soon as someone fulfills a deed but - the full list must be kept secret. Each deed provides favor - only once. -

    - -

    - Deeds to Gain Favor (Favor gained is in brackets): -

    -
      -
    • - Combo Breaker (+1). Titania cannot perform - any action during their turn. -
    • -
    • - Fourth Wall (+1). A Player (yes, a Player, - not a character!) makes Titania laugh. -
    • -
    • - Inconceivable! (+1). A PC wins an Opposed - Check where Titania uses the bonus of - Aspect of the Queen or - Aspect of the Huntress. -
    • -
    • - Insubordination (+1). A character with the - Outcast Fairy Quirk (see page 125) causes one of Titania’s - forms to enter Crisis. -
    • -
    • - Look Out, My Queen! (+1). A character uses - the Protect Skill (see Core Rulebook, page 197) to shield - Titania from danger. -
    • -
    • - One Hundred to Zero (+1). A PC reduces an - enemy from maximum HP to 0 HP. -
    • -
    • - To Persist is Human (+1). Titania has used - both Weird Mind and Eternal Body. -
    • -
    • - What a Boom! (+1). A PC brings two or more - enemies to 0 HP in a single turn. -
    • -
    • - Planned Defeat (+2). One Player Character - surrenders. -
    • -
    • - Spirit of the Underdog (+2). Titania has - reached 0 Hit Points once in each form. -
    • -
    - -

    - If the PCs accumulate 6 or more favor, Titania loses all their - Ultima Points and the conflict ends: the Queen is now willing - to negotiate with the group. -

    -
    - - -
    -
    - Major Villain -
    (10 Ultima Points); Variable rank (see below) -
    -
    - VS. -
    -
    -
    - -
    - -
    -

    Queen of Midday

    - -
    -

    Queen of Midday

    -

    - (Champion 3) Lv 30 • ELEMENTAL -

    -

    - Traits: ethereal, fickle, gracious, shimmering. -

    - -

    Statistics

    -
    -
    - DEX - d8 -
    -
    - INS - d10 -
    -
    - MIG - d8 -
    -
    - WLP - d8 -
    -
    - -
    -
    - HP - 300 -
    -
    - MP - 150 -
    -
    - Init. / Def. - 160 / +1 -
    -
    - -

    Combat Details

    -
    -
    - MP Capacity: -
    -
    12
    -
    - DEF: +1 | - M. DEF: +2 | - PRS: A IM b D VU E VU - F IM I VU L AB T IM -
    -
    -
    - -
    -

    Basic Attacks

    -
      -
    • - Royal Fan (DEX + INS) +3 - • (HR + 10) air damage and the target suffers slow. -
    • -
    -
    - -
    -

    Spells

    -
      -
    • - Solar Mantle - [Requires OO] -

      - (INS + WLP) +3 • 10 × T MP • Up to three creatures • - Instantaneous. -

      -

      - Titania deals (HR + 20) light damage to each target. -

      -
    • -
    -
    - -
    -

    Other Actions

    -
      -
    • - Fairy Decree -
      - [Free Action] - Titania may use an action to impose one of the following - decrees, ending any previous one; after that, they perform a - free attack with Royal Fan against a random target. -
        -
      • - Season of the Opposites: When an enemy - performs a Check (but not Open or Opposed), they succeed - if the Result is lower than the Difficulty Level, - instead of equal or higher. -
      • -
      • - Mirror Mirror: When an enemy has to - choose one or more targets for an effect, they have to - do so randomly among the eligible targets. -
      • -
      • - Law of the Fairies: When an enemy - performs an Opposed Check, the Queen chooses which - Attributes they use. -
      • -
      -
      -
    • -
    • - Radiant Bloom - [Spend 20 Mind Points] -

      - Titania may use an action and spend 20 Mind Points to make - all Sun Poppies (see next page) bloom. If no Sun Poppy is - present, a new one enters the conflict and immediately - blooms. -

      -
    • -
    -
    - -
    -

    Special Rules

    -
      -
    • - Aspect of the Queen: Titania gains +3 to all - Opposed Checks concerning fairies or diplomacy. -
    • -
    • - Dusk: When Titania is reduced to 0 Hit Points - in her Queen of Midday form, she must spend 1 Ultima Point to - call forth the night. She and any remaining Sun Poppies leave - the conflict. At the end of the current round, she returns as - the Queen of Midnight accompanied by two Moon Orchids (see - page 197). If they have no Ultima Points left, Titania - surrenders. -
    • -
    • - Elemental: Titania is immune to poisoned. -
    • -
    • - Weird Mind: At the start of each of her - turns, if she is suffering from dazed and/or shaken, she - recovers from these status effects and regains 10 Mind Points. -
    • -
    -
    -
    - -
    -
    -
    -

    SUN POPPY

    -

    Lv 30 • ELEMENTAL

    -
    - -
    -

    - Lazy fairies with the form of multicolored flowers, who - blissfully bask in the presence of their radiant Queen. -

    -

    - Traits: ephemeral, lazy, multicolored, - shining. -

    -
    - -

    Statistics

    -
    - -

    - DEX d8 | INS d10 | - MIG d8 | WLP d8 -

    -

    - HP: 100 • MP: 50 | - Init. 9 -

    -

    - DEF +1 M. DEF +2 p A RS b D VU e F RS I VU L IM T IM -

    -
    - -

    Actions and Abilities

    - -

    Basic Attacks

    -
    -

    Diurnal Caress

    -

    - (DEX + WLP) +6 • (HR + 10) light damage. The next time the - target suffers light damage during this round, they suffer 5 - extra damage. -

    -
    - -

    Other Actions

    -
    -

    Sweet Oblivion

    -

    - The Sun Poppy may use an action to drain enemies of their - strength. Each enemy the Sun Poppy can see loses 20 Mind - Points. -

    -
    - -

    Special Rules

    -
      -
    • - Elemental: The Sun Poppy is immune to - poisoned. -
    • -
    • - Energized Awakening: When the Sun Poppy is - reduced to 0 Hit Points, all enemies present on the scene - regain 30 Mind Points. -
    • -
    • - Kissed by the Sun: As long as she is in bloom - and Titania is not in Crisis, the Sun Poppy loses her - Vulnerabilities to ice and dark damage. -
    • -
    • - Withering Heat: After the Sun Poppy loses Hit - Points due to damage of a type she is Vulnerable to, or loses - any amount of Mind Points, if she is in bloom, she stops being - in bloom. -
    • -
    - -
    - -
    -

    TITANIA, QUEEN OF MIDDAY’S TACTICS

    - -
      -
    • - On the first enemy turn of the round, - Titania uses Fairy Decree to impose one of their decrees, in - cyclical order: Season of the Opposites, Mirror Mirror, Law - of the Fairies, then Season of the Opposites again and so - on. -
    • -
    • - On the second enemy turn, if they have - enough Mind Points, Titania uses Radiant Bloom, otherwise - they attack a random target with Royal Fan. -
    • -
    • - Next, all Sun Poppies perform their turns. - The first (if present) uses Sweet Oblivion, the second (if - present) uses Diurnal Caress against a random target. -
    • -
    • - On the final enemy turn, Titania uses Solar - Mantle on as many enemies as possible. If they have less - than 10 Mind Points, they spend 1 Ultima Point to Recover - instead. -
    • -
    -
    - -
    -

    - “Evil? Me? Nonsense. I was simply denied what was agreed - upon.” -

    -
    - -
    -
    -
    - -
    - - - - - - Character Profile: Queen of Midnight - -

    Queen of Midnight

    -

    - **Champion Tier 3 • Elemental Traits:** brutal, merciless, - mercurial, regal. -

    - -

    Attributes & Stats

    -
    -
    - DEX: d10 INS: d8 - MIG: d8 WLP: d8 -
    -
    - HP: 300 MP: 150 - Initiative: 160 -
    -
    - DEF/M. DEF: +0 / +0
    - PRS A VU b D AB E IM F VU I IM L VU T IM: (Placeholder for complex stats) -
    -
    - -

    Basic Attacks

    -
      -
    • - Fairy Arrow • (DEX + MIG) +3 • Deals (HR + - 15) ice damage. -
    • -
    - -

    Spells & Abilities

    -
    -

    Lunar Blanket (Spell)

    -
      -
    • - Type: Instantaneous
      - Cost: 10 MP • (INS + MIG) +3 -
      - Effect: Titania deals (HR + 20) dark damage - to the target, and the target suffers weak. -
    • -
    - -

    Other Actions

    -
      -
    • - Gaunt Bloom - (Action/Passive)
      - Titania may use an action and spend 20 Mind Points to make - all Moon Orchids (see next page) bloom. If there is no Moon - Orchid present on the scene, a new one enters the conflict - and immediately blooms. -
    • -
    • - Wild Hunt - (Action)
      - Titania may use an action to declare one of the following - hunts, ending the effects of any previous one; after that, - they perform a free attack with Fairy Arrow against a random - target. -
        -
      • - Hound the Prey: Titania and the Moon - Orchids (see next page) deal 5 extra damage against weak - targets. -
      • -
      • - Gathering Horn: Titania chooses a Moon - Orchid (see next page) present on the scene, who - performs his turn immediately after Titania’s this round - (following the tactics on next page). -
      • -
      • - Thrill of the Hunt: The next time a - source deals damage to Titania and/or one or more Moon - Orchids, that source deals no damage instead. -
      • -
      -
    • -
    -
    - -

    Special Rules

    -
    -
      -
    • - Aspect of the Huntress: Titania gains +3 to - all Opposed Checks concerning swiftness, accuracy or giving - chase. -
    • -
    • - Dawn: When Titania is reduced to 0 Hit - Points in the Queen of Midnight form, they have to spend 1 - Ultima Point to call forth the day. In doing so, Titania and - any remaining Moon Orchids (see next page) leave the - conflict. At the end of the current round, Titania returns - to the conflict as the Queen of Midday accompanied by two - Sun Poppies (see page 195). If they have no Ultima Points - left, Titania surrenders. -
    • -
    • - Elemental: Titania is immune to poisoned. -
    • -
    • - Eternal Body: At the start of each of their - turns, if Titania is suffering from slow and/or weak, they - recover from these status effects and regain 10 Mind Points. -
    • -
    -
    - -
    - -
    - - - - - - Character Profile Sheet - -
    -

    MOON ORCHID

    -

    Level 30 • ELEMENTAL

    -

    - Fierce and devout fairies in the shape of delicate flowers. - They use their razor-sharp petals to hunt the prey chosen by - the Queen. -

    -

    - Traits: ephemeral, frantic, lethal, pure. -

    -
    - -

    Stats & Attributes

    -
    -
    -
    - Core Stats -
      -
    • DEX d10
    • -
    • INS d8
    • -
    • MIG d8
    • -
    • WLP d8
    • -
    • HP: 100
    • -
    • MP: 50
    • -
    • Init: 9
    • -
    -
    -
    - Defensive/Offensive Stats -
      -
    • DEF: +2
    • -
    • M. DEF: +1
    • -
    • - p A V U b D I M E R S f I R S L V U T IM - (This appears to be an acronym key) -
    • -
    • - BASIC ATTACKS - (See details below) -
    • -
    -
    -
    -
    - -
    -

    Abilities & Actions

    - -

    ⚔️ Basic Attacks

    -
      -
    • - Nocturnal Laceration: (DEX + MIG) +6 • (HR - + 10) dark damage. If the Moon Orchid is in bloom, this - attack deals 5 extra damage. -
    • -
    - -

    ✨ Other Actions

    -
      -
    • - SS Rude Awakening: The Moon Orchid may use - an action and spend 20 Mind Points to deal 10 dark damage to - every enemy he can see. -
    • -
    - -

    🌿 Special Rules

    -
      -
    • - Elemental: The Moon Orchid is immune to - poisoned. -
    • -
    • - Ephemeral Beauty: As long as he is in - bloom, the Moon Orchid becomes Vulnerable to physical - damage. -
    • -
    • - Fragile Frost: After the Moon Orchid loses - Hit Points due to damage of a type he is Vulnerable to, or - loses any amount of Mind Points, if he is in bloom, he stops - being in bloom. -
    • -
    • - Moon Kiss: As long as at least one Moon - Orchid is in bloom, Titania loses their Vulnerabilities to - fire and light damage. -
    • -
    -
    - -
    -

    👑 TITANIA, QUEEN OF MIDNIGHT’S TACTICS

    -
      -
    • - On the first enemy turn of each round, Titania uses Wild - Hunt to declare one of their hunts, in cyclical order: Hound - the Prey, Gathering Horn, Thrill of the Hunt, then Hound the - Prey again and so on. -
    • -
    • - On the second enemy turn, if they have enough Mind Points, - Titania uses Gaunt Bloom, otherwise they attack a random - target with Fairy Arrow. -
    • -
    • - Next, all Moon Orchids perform their turns. The first (if - present) uses Rude Awakening, the second (if present) uses - Nocturnal Laceration against a random target. -
    • -
    • - On the final enemy turn, Titania uses Lunar Blanket on as - many targets as possible. If the Queen has less than 10 Mind - Points, they spend 1 Ultima Point to Recover instead. -
    • -
    -
    - - - -
    - -
    - - - - - - The Chronicles of Eldgren - -

    The Awakening of Eldgren

    - -

    - Millennia ago, the great forest of **Eldgren** gracefully - welcomed those who proved themselves worthy of its favor. After - overcoming the tests imposed by the guardian spirits, worthy - mortals received the great tree’s blessings—so that entities - dwelling in the earth, the stone, among the branches, and in the - streams would heed their words and prayers. -

    - -

    - Unfortunately, an ancient civilization, whose erudition was - matched only by their fear of the unknown, decided that these - superstitions were obsolete and dangerous. They believed such a - power had to be grasped and controlled. They started many wars, - but left precious few accounts. The forest was reduced to a - smoldering waste, but even less remained of those short-sighted - people. -

    - -

    The Lingering Scars

    - -

    - However, the spirits never left their home: over the centuries, - they healed the earth and new life blossomed in Eldgren. The - superficial wounds were mended, but the - rage and the resentment for the mortals’ - actions still burned in the depths, like buried embers, slowly - poisoning the heart of the forest, and allowing an invisible - parasite to make its nest within it. -

    - -

    - When young humans, oblivious to what had transpired, set foot - among the trees once again, Eldgren remained silent, waiting. - When some of them pushed deeper, studying the broken ruins of - those ancient people, Eldgren waited. But when the first trees - were felled, the spirits decided that these mortals were the - same as their ancestors and, if left unchecked, the tragedies of - the past would repeat themselves. -

    - -

    The Reckoning

    - -

    - Ash swept away, embers roar hateful once again: the ancient - guardians of the forest are ablaze with a ghostly and vengeful - fire, while millennia-old trees entwine their branches and shake - the ground to uproot the human threat once and for all… even at - the cost of snuffing out hundreds. -

    - -

    - Not all is lost: a minuscule fragment of Eldgren’s ancient heart - managed to escape desperation and traveled beyond the boundaries - of the forest, looking for heroes who can heal its suffering… -

    - -
    - “What do you know about pain? Of suffering?

    - Your ancestors committed unforgivable crimes.
    - You will be given no chance to repeat them!” -
    - -
    - -
    - - - - - - Chapter Layout - -
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    44 ANTAGONISTS

    - CHAPTER - -

    — CHAPTER —

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    Content Flow Placeholder

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    - This section would typically contain the main body text of - the chapter. Based on the raw extract, this area represents - the core content related to "Antagonists." -

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    Document Generated For:

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    - - - - - - The Forest's Trial - Campaign Guide - -
    -

    THE FOREST'S TRIAL

    -

    Context:

    -

    - In this first phase, the characters delve into the forest, - hoping to stop it before it unleashes its rage on nearby - villages. -

    -
    - -
    -

    Narrative Development

    -

    - From a narrative perspective, the last non-corrupted shard of - the - heart of the forest guided the PCs here. The - shard might be an NPC, but it would be better if they are a - Player Character who has remembered the true nature of their - mission. Such a revelation might be triggered with a - Fabula Point or with a - Quirk like Underchild (see - page 129), or introduced by the awakening of the Mysterious - Grimoire Quirk (see page 124). -

    -

    - Another interesting option is the revelation that a PC’s - Faithful Companion (see Core Rulebook, page - 217) is much more than a common animal. -

    -
    - -
    -
    Environmental Rules
    -

    - In this phase, the forest is an environmental element; it - doesn’t take part in the conflict nor use any Ultima Points. - The main threat is the - Ashen Rådande (see page 201), who hinder the - heroes while they undertake the ancient trials of Eldgren. -

    -
    - -
    -

    The Trials

    -
    Sequence and Mechanics
    -

    - The trials take place at the end of each round, in the - following order: -

    - -
      -
    • - Trial of Strength (first round). Each PC - must perform a (MIG + WLP) Check with Difficulty Level 10. - For each success, the group accrue 1 Trial Point, but those - who fail lose half of their current Hit Points. -
    • -
    • - Trial of Remembrance (second round). Each - PC can choose one of their Bonds and give it to the Forest; - that Bond cannot be invoked until the end of the scene. Each - PC who chooses to give one of their Bonds must recount one - campaign event linked to it, and then roll their highest - base Attribute die, adding the strength of the gifted Bond, - accruing 1 Trial Point, plus another one if the result is 10 - or higher. Each PC that doesn’t give a Bond fails the trial - and becomes coveted by the Rådande until the end of the - Scene. -
    • -
    • - Trial of Unity (third round). Each PC rolls - their lowest base Attribute die. If the result is equal to - or lower than that PC’s total number of Bonds, the group - accrue 1 Trial Point. If the result is higher, the PC loses - half of their current Mind Points. -
    • -
    - -

    - Conclusion: At the end of the fourth round, - if the group has accrued a number of Trial Points equal to or - higher than (the number of Player Characters, multiplied by - 3), the ancestral magic recognizes their valor and brings them - before the Ancient (see page 202). Otherwise, a strange spell - drops them at the edge of the forest and they will be able to - face the Ancient only later; meanwhile, Eldgren will have - started rampaging across the countryside. -

    -
    - -
    - -
    -

    - W ELDGREN • PHASE 1 -

    -
    - -
    - -
    - - - Ashen Rådande Profile - -
    -

    ASHEN RÅDANDE

    -

    Lv 40 • PLANT

    - - -
    -

    Description

    -

    - Once guardians of the forest, now they are driven by the - gut-wrenching hatred that burns in their hearts. -

    -

    - Traits: merciless, poisoned, scorched, - terrifying. -

    -
    - - -
    -
    -

    Attributes

    -
      -
    • DEX d10
    • -
    • INS d12
    • -
    • MIG d8
    • -
    • WLP d6
    • -
    • HP 120 • 60 MP
    • -
    • Init. 11
    • -
    -
    - -
    -

    Defense & Attacks

    -
      -
    • DEF +0
    • -
    • M. DEF +0
    • -
    • - p A VU b d E RS F IM I VU l T RS (Placeholder for complex - stats) -
    • -
    -
    - -
    -

    Special Class Stats

    -
      -
    • - Basic Damage: Fan the Flames • (DEX + MIG) +4 • (HR + 20) - fire damage. After resolving this attack, if the target - wasn’t coveted, the Ashen Rådande loses 10 Hit Points. -
    • -
    • - Shared T orment OO • (INS + WLP) +7 • 20 MP • One creature - • Instantaneous. Both the Ashen Rådande and the target - suffer poisoned. -
    • -
    -
    -
    - - -
    -

    Special Rules

    -
      -
    • - Harrowing Rage: As long as the Ashen - Rådande is poisoned, all damage they deal ignores Immunities - and Resistances. -
    • -
    • - Plant: The Ashen Rådande is immune to - dazed, enraged, and shaken. -
    • -
    • - Trial by Fire: When the Ashen Rådande is - reduced to 0 Hit Points, Player Characters receive 1 Trial - Point. -
    • -
    - -

    Ashen Rådande Tactics

    -

    - At the start of the conflict, a number of Rådande equal to the - number of PCs minus 1 enter the scene. The forest spirits’ - grudge drives them to push intruders away, preventing them - from even attempting to demonstrate that they are worthy of - Eldgren’s trust and respect. -

    -

    Behavior:

    -
      -
    • - On their turn, if they are not poisoned, a Rådande uses - Shared T orment against a random target, - prioritizing those who are not poisoned already. -
    • -
    • - If poisoned, the Rådande uses - Fan the Flames against a random target, - prioritizing coveted ones. -
    • -
    • - Also, every time a Player Character fails one of the three - trials of the spirits, another Rådande immediately joins the - conflict (up to a maximum number of Rådande equal to how - many were present at the start of the conflict). -
    • -
    -
    - - -
    -

    Villain Status

    -

    - Major Villain (10 Ultima Points); Variable rank (see below) -

    -

    Source Data: ()

    -
    -
    -
    - -
    -
    -

    Eldgren's Tactics: The Ancient

    -
    - -
    -

    The Encounter

    -

    - At this point, the PCs have to face Eldgren in all her rage, - under the guise of the ancient and colossal guardian of the - forest: a towering wooden colossus, similar to a giant moose - with blazing antlers. -

    -
    - -
    -

    Conflict Setup

    -

    - This conflict can either immediately follow the trials - (described in the previous pages) or occur later on if the - characters failed the trials or didn't reach the forest before - it animated and began its march of destruction. In the first - case, you should make sure that the PCs have enough time to - reorganize and use potions or other abilities to regain - strength; in the second, if the group took a really long time to - arrive, this battle might include a Clock representing the - progressive destruction of a settlement or a region, - automatically filling by one section at the end of each round. -

    -
    - -
    -

    Ancient Abilities

    -

    - In the form of the Ancient, Eldgren is powerful and unrelenting, - but quite predictable. Her turn actions follow a five-turn - cycle: -

    - -
      -
    • - On her first turn: If two or less PCs are - enraged, Eldgren uses Rekindle the Embers; otherwise, - she uses Scorching Gaze against a random target. If - she doesn’t have enough Mind Points, she uses - Ashen Antlers against a random target. -
    • -
    • - On her second turn: Eldgren uses - Toxic Despair against as many random targets as - possible, prioritizing those already poisoned. -
    • -
    • - On her third turn: Eldgren uses - Scorching Gaze against a random target; if she - doesn’t have enough Mind Points, she spends 1 Ultima Point to - Recover. -
    • -
    • - On her fourth turn: Eldgren uses - Ashen Antlers against a random target. -
    • -
    • - On her fifth turn: Eldgren uses - Thousand-year Fury against the enemy toward which she - bears a grudge. If she doesn’t have a grudge against anyone, - she attacks a random target with - Ashen Antlers instead. -
    • -
    - -

    Mechanics and Outcome

    -
      -
    • - Ultima Points (UP): In this phase, Eldgren - spends Ultima Points to Invoke a Trait every time she - fails a Magic Check to cast one of her offensive spells (OO), - or to Recover during her third turn. -
    • -
    • - Collapse Condition: Once reduced to 0 Hit - Points, the Ancient collapses to the ground and stops moving, - leaving the Heart of the Forest exposed (see page 204). -
    • -
    -
    -
    - -
    - - - - - - Character Profile Sheet - -
    -

    ELDGREN, THE ANCIENT

    -

    - (Champion 5) | Level 40 -

    -

    - Class/Archetype: PLANT
    - Traits: ashen, immense, resentful, tortured. -

    -
    - - -

    Core Statistics

    -
    -
    -

    - DEX: d6 | INS: d8 | - MIG: d12 -

    -

    - WLP: d10 | HP: 700 • 350 - MP -

    -

    - Init: 12 | DEF: +0 | - M. DEF: +0 -

    -

    - Attacks: p A VU B RS d E VU F IM I RS l T - AB -

    -
    -
    - - -

    Basic Actions

    -
      -
    • - M Ashen Antlers -
      - (MIG + MIG) +4 | (HR + 20) fire damage.
      - If Eldgren bears a grudge, this attack deals 5 extra damage. - If this attack misses while bearing a grudge, she loses 30 - Hit Points after resolving the attack. -
      -
    • -
    • - Toxic Despair -
      - (INS + MIG) +4 | (HR + 15) poison damage. This attack has - multi (2). If a creature hit by this attack is suffering - from poisoned, they suffer shaken and weak. -
      -
    • -
    - - -

    Spells

    -
      -
    • - Rekindle the Embers -
      - (MIG + WLP) +4 | 10 × T MP • Up to three creatures • - Instantaneous.
      - Each target suffers enraged. -
      -
    • -
    • - Scorching Gaze -
      - (MIG + WLP) +4 | 10 MP • One creature • Instantaneous.
      - Eldgren deals (HR + 25) fire damage to the target, and the - target suffers shaken. -
      -
    • -
    - - -

    Other Actions

    -
      -
    • - Thousand-year Fury -
      - Eldgren may use an action to deal 30 damage to the creature - toward which she bears a grudge, plus 10 extra damage for - every other time she has used this action since the start of - the scene. Then, Eldgren stops bearing her grudge. Damage - dealt by this action has no type and thus ignores - Affinities. -
      -
    • -
    - - -

    Special Abilities & Conditions

    -
    -
      -
    • - Ancestral Grudge: When an enemy causes - Eldgren to lose Hit Points, she starts bearing a grudge - toward them. She can bear only one grudge at a time. If - Eldgren recovers Hit Points while bearing a grudge, instead - she recovers no Hit Points and stops bearing a grudge. -
    • -
    • - Misery: Eldgren is immune to poisoned. As - long as there are two or more creatures suffering from - poisoned present on the scene, Eldgren may treat her Defense - and Magic Defense scores as being equal to 13. -
    • -
    • - Plant: Eldgren is immune to dazed, enraged, - and shaken. -
    • -
    • - Suffering Exhale: When Eldgren enters - Crisis for the first time during a scene, all creatures - present on the scene suffer poisoned. -
    • -
    • - Tough Grudge: As long as she bears a - grudge, Eldgren gains Immunity to all damage types except - air and earth. -
    • -
    -
    - -
    - [ ()] - Data extracted from PDF document. -
    - -
    - -
    - - - - - - The Heart of the Forest - -

    ELDGREN’S TACTICS: THE HEART OF THE FOREST

    - -

    - In this phase, the characters are face-to-face with the pulsing - Heart of the Forest, and at last they have the chance to heal - it, removing the mysterious and invisible parasite that infested - it. -

    - -

    Core Conflict Mechanics

    - -
    -

    The Heart's Limitations

    -

    - This conflict is based upon a special rule designed to - showcase the narrative through the game mechanics: -

    -
      -
    • - The Heart enters the scene with current Hit Points equal to - 1 and its Hit Points cannot go below 1. -
    • -
    • - If the Heart’s current Hit Points become equal to or greater - than 480, it loses all Ultima Points and Surrenders - immediately. -
    • -
    -
    - -
    -

    Slumbering Hope Clock

    -

    - This scene also includes a “Slumbering Hope” Clock with - 4 sections, visible to all participants. This - Clock can be filled or emptied only in the following ways: -

    -
      -
    • - When a Player Character present on the scene spends 1 Fabula - Point to invoke a Theme of Belonging, Hope, Justice or - Mercy, fill 1 section of the Clock. -
    • -
    • - At the start of the fourth enemy turn (see below) of the - round, if the Clock is full, empty it. If you do, the Heart - regains - 40 Hit Points and - 40 Mind Points, and it doesn’t perform any - action this turn. -
    • -
    -
    - -

    The Heart's Strict Cycle of Play

    -

    The Heart follows a very strict cycle of play:

    - -
      -
    • - On the first enemy turn: The Heart uses - Flame of Remembrance during odd-numbered rounds or - Avenging Miasma during even-numbered rounds, both - against random targets. -
    • - -
    • - On the second enemy turn: If it has enough - Mind Points, the Heart uses - Aura of Desperation during odd-numbered rounds, or - Ashen Breath during even-numbered rounds. If it lacks - the required Mind Points, it uses - Avenging Miasma against random targets. -
    • - -
    • - On the third enemy turn: The Heart uses - Ancient Vitality or, if it doesn’t have enough Mind - Points, a Recovery action. If it doesn’t have any Ultima - Points left, it uses Flame of Remembrance against a - random target. -
    • - -
    • - On the fourth enemy turn: Check the - “Slumbering Hope” Clock (see above). If the Clock isn’t empty - and the Heart is not in Crisis, it uses - Parasite Grasp. If the Heart is in Crisis and/or it - doesn’t have enough Mind Points, it uses - Flame of Remembrance against a random target. -
    • -
    - -
    - -
    -
    -

    The Heart

    -

    (Champion 4)

    -

    - Once the living core of Eldgren, the Heart is covered by the - withered remains of the Rådande who died to protect it. -

    - -

    Traits

    -

    - Burning, **Desperate**, **Millennia-old**, - **Resentful**. -

    - -

    Core Stats

    -
    -
    - DEX: d8 -
    -
    - INS: d10 -
    -
    - MIG: d8 -
    -
    - WLP: d10 -
    -
    - HP: 480 • - MP: 240 -
    -
    - Init: 13 -
    -
    - -

    Defenses & Combat

    -

    - DEF: +0 | M. DEF: +0 | P AB A AB B AB D AB E AB F AB I AB L AB T - AB -

    - -
    -

    Basic Attacks

    -
      -
    • - M Flame of Remembrance - (INS + MIG) +7 • - (HR + 15) fire damage. -
      - After resolving this attack, if the Accuracy Check’s High - Roll was even, the Heart regains 20 Hit Points, otherwise, - it loses 20 Hit Points. -
      -
    • -
    • - Avenging Miasma - (INS + WLP) +7 • - (HR + 15) poison damage. -
      This attack has multi (2).
      -
    • -
    - -

    Spells

    -
      -
    • - Ashen Breath - (OO) -
      - Requires (INS + WLP) +4 | Cost: 10 MP | Target: One - creature | Type: Instantaneous. The Heart deals (HR + 25) - fire damage to the target. -
      -
    • -
    • - Aura of Desperation - -
      - Cost: 20 MP | Type: Special | Instantaneous. Every - creature able to see the Heart suffers shaken. -
      -
    • -
    • - Parasite Grasp - -
      - Cost: 30 MP | Type: Special | Instantaneous. The - mysterious infection nestled in the Heart of Eldgren - spreads, causing it to spasm violently: the Heart loses - the exact amount of Hit Points required to enter Crisis. - After that, the Heart deals poison damage equal to (the - amount of Hit Points lost with this spell divided by the - number of creatures present on the scene) to each creature - present on the scene (including itself). -
      -

      - (Warning: If a Player Character learns this spell with - spell Mimic, they immediately lose all their Fabula - Points and suffer enraged. If the campaign continues, - the group might even have that character evolve into a - Villain.) -

      -
    • -
    -
    - -
    -

    Other Actions

    -
      -
    • - Ancestral Vitality -
      - The Heart may use an action and spend 20 Mind Points to - stop being affected by any spell with duration “Scene” and - any “hex” invocations (see page 156). -
      -
    • -
    -
    - -
    -

    Special Rules

    -
      -
    • - Parasitic Despair -
      - As long as it is not in Crisis, the Heart is treated as - having neutral Affinity (-) to all types of damage. -
      -
    • -
    • - Plant -
      - The Heart is immune to dazed, enraged, and shaken. -
      -
    • -
    -
    - -
    -
    -
    - -
    - - - - - - Index Directory - -
    -

    Index Directory

    - - -
    -

    A

    -
      -
    • - abyss sheet - 18 -
    • -
    • - artifacts - 88 -
    • -
    -
    - - -
    -

    B

    -
      -
    • - Badger Temple - 22 -
    • -
    • - Breezeburg - 26 -
    • -
    • - Brightvale - 186 -
    • -
    -
    - - -
    -

    C

    -
      -
    • - Camp Activities - 130 -
    • -
    • - Candle Bay - 30 -
    • -
    • - Cerulean Jungle - 34 -
    • -
    • - classic characters - 134 -
    • -
    • - conflicts - 62 -
    • -
    • - cookbook sheet - 150 -
    • -
    • - custom weapons - 112 -
    • -
    -
    - - -
    -

    D

    -
      -
    • - Darkdepth - 38 -
    • -
    • - delicacy - 151–152 -
    • -
    • - Dylon - 182 -
    • -
    -
    - - -
    -

    E

    -
      -
    • - Eisenstadt - 42 -
    • -
    • - Eldgren - 198 -
    • -
    • - environmental antagonist - 174 -
    • -
    -
    - - -
    -

    F

    -
      -
    • - Floralist - 138 -
    • -
    • - forging - 74 -
    • -
    -
    - - -
    -

    G

    -
      -
    • - garden - 140 -
    • -
    • - Golden City - 46 -
    • -
    • - Gourmet - 148 -
    • -
    • - Growth Clock - 140 -
    • -
    -
    - - -
    -

    H

    -
      -
    • - Heroic Skills - 160 -
    • -
    -
    - - -
    -

    I

    -
      -
    • - invocation - 156 -
    • -
    • - Invoker - 154 -
    • -
    -
    - - -
    -

    L

    -
      -
    • - Lowtide - 50 -
    • -
    -
    - - -
    -

    M

    -
      -
    • - magiseed - 140 -
    • -
    • - materials - 74, 78 -
    • -
    • - Merchant - 158 -
    • -
    • - multi-part enemies - 180 -
    • -
    -
    - - -
    -

    N

    -
      -
    • - natural fantasy locations - 16 -
    • -
    • - natural fantasy Pillars - 8 -
    • -
    • - Node - 182 -
    • -
    -
    - - -
    -

    Q

    -
      -
    • - Quirks - 120 -
    • -
    -
    - - -
    -

    R

    -
      -
    • - rare items - 82 -
    • -
    • -
      -

      - accessories: - 87 -

      -

      - rare armor: - 86 -

      -

      - rare shields: 86 -

      -

      - rare weapons: 84 -

      -
      -
    • -
    • - Rocky Desert - 54 -
    • -
    -
    - - -
    -

    S

    -
      -
    • - sample natural fantasy characters - 97 -
    • -
    -
    - - -
    -

    T

    -
      -
    • - Titania, Queen of Fairies - 192 -
    • -
    • - T onitranea Rex - 176 -
    • -
    • - Trade Points - 159 -
    • -
    -
    - - -
    -

    V

    -
      -
    • - vertical development worlds - 18 -
    • -
    • - Vertigo Peak - 58 -
    • -
    -
    - - -
    -

    W

    -
      -
    • - wellspring - 156 -
    • -
    -
    -
    - -
    - -
    - - - - - - Inspirations and Credits - -

    207

    - -

    INSPIRATIONAL WORKS

    - -

    Gaming Inspirations

    -

    - A vast collection of influences drawn from various titles and - developers, including: -

    - -
      -
    • - Atelier (Dusk trilogy, Ryza Trilogy and - Sophie duology) by Gust and Koei Tecmo -
    • -
    • Bistro Heroes by Team Tapas
    • -
    • - Etrian Odyssey III: The Drowned City and - Etrian Odyssey Untold: The Millennium Girl by - Atlus -
    • -
    • - Final Fantasy: Crystal Chronicles by Square - Enix -
    • -
    • - Harvestella by Live Wire Inc. and Square Enix -
    • -
    • The Horizon series by Guerrilla Games
    • -
    • - Ico, Shadow of the Colossus and - The Last Guardian by Team Ico -
    • -
    • - Jade Cocoon: Story of the Tamamayu by Genki -
    • -
    • - The Monster Hunter Stories series by Capcom - and Marvelous Inc. -
    • -
    • - Ōkami and Ōkamiden by Capcom -
    • -
    • - The Rune Factory series by Marvelous Inc. -
    • -
    • - The Legend of Zelda: Breath of The Wild, Tears of the - Kingdom - and The Wind Waker by Nintendo -
    • -
    • Wild Arms 3 by Media Vision
    • -
    • Wild Hearts by Omega Force
    • -
    - -

    Non-Videogame Inspiration

    -

    - Drawing inspiration beyond video games from authors, manga, and - historical media: -

    - -
      -
    • Dungeon Meshi by Ryoko Kui
    • -
    • Earthborne Rangers by Earthborne Games
    • -
    • - Frieren – Beyond Journey’s End by Kanehito - Yamada and Tsukasa Abe -
    • -
    • - Laputa – Castle in the Sky by Hayao Miyazaki - and Studio Ghibli -
    • -
    • Made in Abyss by Akihito Tsukushi
    • -
    • Mushishi by Yuki Urushibara
    • -
    • - Nausicaä of the Valley of the Wind by Hayao - Miyazaki and Topcraft -
    • -
    • - Princess Mononoke by Hayao Miyazaki and - Studio Ghibli -
    • -
    • Seirei no Moribito by Nahoko Uehashi
    • -
    • - Symbaroum by Mattias Johnsson and Mattias - Lilja -
    • -
    • - The Dragon, the Hero and the Courier by - Yamada Gregorius -
    • -
    • - The Fire Hunter by Rieko Hinata and Akihiro - Yamada -
    • -
    • The Wildsea by Felix Isaacs
    • -
    • Trigun by Yasuhiro Nightow
    • -
    • - Magic: The Gathering settings including - the Ikoria, Lorwyn and Zendikar and Rei - Nakazawa’s flavor texts for the Kamigawa set. -
    • -
    - -
    - -

    CREDITS

    -

    Acknowledgements

    -

    Special thanks to:

    -
      -
    • - Nicola Degobbis, Chris Pagliari, Marco Munari, Alberto - Orlandini, Marta Palvarini, Matteo Pedroni, Selene Dal Borgo - and Erica Viotto for their direct contribution to this volume. -
    • -
    - -

    - Thanks also to the many patrons who continue to support this - project worldwide: -

    -
      -
    • - Alberto “107”, Alena, Anise, Francesco - Castelli, Pieralberto Cavallo, Cryo, Dracoknight, Lassic, - Libro, Chiara Listo, Andrea Lucca, Monowave, Nadia, Nicola - Marchi, Nitro, Diego Proietti Petretti, Claudio Pustorino, - Rosencranz, Claudio Serena, Stepnix, Tails, Tekko!, Triex and - Giuseppe Vitale for precious advice and observations. -
    • -
    • - Also thanks to Ali A Olomi, Ancient Americas, Rhystic Studies, - Spice8Rack, and The Asians Represent Podcast for their - invaluable contents. -
    • -
    - -
    - -

    Community Support

    -

    - Thank you also to the Fabula Ultima and - Rooster Games communities: during the - development months you have provided tireless insights and - precious opinions on our playtest content – and special thanks - to our hard-working mods Alberto “107”, Chris, Cryo, Nadia and - Stepnix. -

    - -

    Final Thanks

    -

    - And finally, a special thank you goes to Reidy, - Will, and their play groups. Whatever awaits us - at the journey’s end, I believe we will play together, again and - again. -

    - -
    - -
    - -
    - - - - - - Document Summary - -
    -
    -

    Our Story

    -

    - This endeavor will bring new kindness and positive change. -

    - -

    - We are dedicated to sharing our story of impact and - community growth. Our goal is to bring renewed kindness to - all. -

    -
    - -

    Customer Details

    -
    -

    Customer Type:

    -

    Order Identification:

    -
    -
    - -
    -
    -
    -
    - - - - + Fabula Ultima - Natural Fantasy Atlas
    The Natural Fantasy Atlas for Fabula Ultima

    The Natural Fantasy Atlas

    For Fabula Ultima

    The outside world is vast, and the sins of the past are many. Hold tight to each other and never stop dreaming!

    Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    What's Inside:

    • Dive into a new JRPG subgenre based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!
    • 10 Natural Fantasy Locations: Archetypal settings with tips and hints for playing an intense natural fantasy campaign or which you can use as inspiration to breathe life into your world.
    • Craft Equipment and Tools: Create weapons and tools with any materials you gather using the rules for custom crafting and forging.
    • Introduce Quirks: Optional rules that add even more depth to your characters, taking a break to share a convivial moment with camp activities.
    • 5 Villains: Challenging new bosses of increasing power to use in your adventures, providing your Players with tougher and more exciting challenges.
    • 208 Full-Color Pages: Featuring manga and chibi-style illustrations from international artists.
    The Natural Fantasy Atlas - Fabula Ultima

    The Natural Fantasy Atlas

    For Fabula Ultima

    Embrace the Cycle of Nature

    The outside world is vast, and the sins of the past are many. Hold tight to each other, and never stop dreaming! Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    Key Features Include:

    • Dive into a new JRPG subgenre

      Based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!

    • 10 Natural Fantasy Locations

      Archetypal settings with tips and hints for playing an intense natural fantasy campaign, or which you can use as inspiration to breathe life into your world.

    • Craft Equipment and Tools

      Create equipment and tools with any materials you gather, using the rules for custom weapons and forging.

    • Introduce Quirks

      Optional rules that add even more depth to your characters, allowing a break to share a convivial moment with camp activities.

    • 5 Villains

      Challenging new bosses of increasing power to use in your adventures, providing your players with tougher and more exciting challenges.

    • 208 Full-Color Pages

      Featuring manga and chibi-style illustrations from international artists.

    Document Content

    Document Content Extract

    Message

    The outside world is vast and the sins of the past are many.

    Hold tight to each other and never stop dreaming!

    Metadata Information:

    Credits

    CREDITS

    Game Design, Writing, and Development

    • Emanuele Galletto

    Additional Writing

    • Selene Dal Borgo
    • Chris Pagliari

    Art Direction

    • Emanuele Galletto

    Cover Artist

    • Moryo

    Interior Artists

    • Michele Bellamoli
    • Tuomas Korpi
    • Lorenzo Magalotti
    • Moryo
    • Julian Seifert-Olszewski
    • Catthy Trinh

    Pixel Artists

    • Emanuele Galletto
    • Ben Henry
    • Sascha Naderer

    Damage Icons

    • Lorc

    Publisher

    • Nicola Degobbis

    Chief of Operations

    • Marco Munari

    Producer

    • Alberto Orlandini

    Translation

    • Francesco Castelli

    Editing

    • Emanuele Galletto
    • Neil Kingham

    Sensitivity Reading

    • Marta Palvarini

    Graphic Design

    • Emanuele Galletto
    • Erica Viotto

    Proofreading

    • Giovanni Di Pietro
    • Emanuele Galletto
    • Marco Munari
    • Alberto Orlandini
    • Erica Viotto
    Table of Contents

    TABLE OF CONTENTS

    • 1. INTRODUCTION

    • Natural Fantasy Pillars 8
    • Before We Start 12

    • 2. THE WORLD

    • Natural Fantasy Locations

      • Vertical Worlds 18
      • Badger Temple – The Ancient Shrine 22
      • Breezeburg – The Sleepy Hamlet 26
      • Candle Bay – The Haunted Island 30
      • Cerulean Jungle – The Eternal Forest 34
      • Darkdepth – The Eerie Village 38
      • Eisenstadt – The Central City 42
      • Golden City – The Remote Ruin 46
      • Lowtide – The Sunny Bay 50
      • Rocky Desert – The Barren Wastes 54
      • Vertigo Peak – The Freezing Mountain 58
    • Conflict & Systems

      • Conflicts 62
      • Magic and Rituals 68
      • Technology 72
      • Materials and Forging 74
      • Materials Generator 78
      • Rare Items 82
      • Artifacts 88

    Character and Gameplay Guides

    • • 3. PROTAGONISTS

      • Natural Fantasy Heroes 96
      • Bravery and Introspection 96
      • A Dynamic Balance 97
      • Friendships and Family 97
      • Sample Natural Fantasy Characters 97
      • New Options 108
      • Custom Weapons 112
      • Natural Fantasy Quirks 120
      • Camp Activities 130
      • New Classic Characters 134
      • Floralist 138
      • Gourmet 148
      • Invoker 154
      • Merchant 158
      • Natural Fantasy Heroic Skills 160
    • • 4. ANTAGONISTS

      • Natural Fantasy Villains 172
      • Environmental Antagonists 174
        • T onitranea Rex 176
        • Node and Dylon 182
        • Brightvale 186
        • Titania, Queen of Fairies 192
        • Eldgren 198
    Introduction: Fabula Ultima Natural Fantasy Atlas

    The Mysteries of Ages Past Await You in the Fabula Ultima Natural Fantasy Atlas

    This expansion to the Core Rulebook focuses on a genre mainly defined by truly ancient secrets, vast uncontaminated territories, heroes who are both humble and persistent, antagonists driven by unbridled curiosity (as well as by their fear of death and the unknown) and powerful manifestations of elemental forces.

    This Atlas differs slightly from the Core Rulebook and the previous Atlases because its stories are usually far more delicate and less bombastic, but no less heroic – on the contrary, it deliberately explores the fundamental concepts at the roots of conflict in every other genre: community, harmony and coexistence.

    Besides offering a brief introduction to the way we envision the natural fantasy genre, this Atlas provides advice and game materials for the Game Master and additional rules for Players, all in three simple chapters:

    • The World: Provides valuable elements for creating natural fantasy settings, including 10 archetypal locations you can use as campaign elements or for inspiration, plus a list of new rare items and artifacts inspired by folklore and tradition.
    • The Protagonists: Introduces 4 new Classes (Floralist, Gourmet, Invoker and Merchant). It also provides several optional rules (such as Camp Activities) to highlight moments of rest and bonding between Player Characters in the group.
    • The Antagonists: Focuses on 5 Villains – pregenerated Bosses, each more fearsome than the last – that embody the challenges and obstacles of this journey.

    When compared to the genres of high fantasy and techno fantasy covered in previous Atlases, Natural Fantasy is less frequently the focus of JRPG-style works, and this book doesn’t presume to be a complete guide to it. Some sections are tied more closely than others to their authors’ creative and philosophical inclinations: their goal is to provide advice and examples from the inspirational works (see page 207), useful both to those well-versed in this genre, and especially to those who have recently found their way to Fabula Ultima and JRPGs in general.

    Just turn the page to learn more!

    Defining Natural Fantasy: Fabula Ultima

    What Defines Fabula Ultima’s Natural Fantasy?

    In this book, and in Fabula Ultima in general, the term “natural fantasy” indicates a series of specific elements that the authors feel are characteristic of a particular way of building stories and settings.

    In brief, we are discussing the authors’ personal visions, which do not claim to be the absolute truth. Indeed, narrative genres have nebulous boundaries, and it would be impossible – maybe even irresponsible – to box them in too much.

    What follows may help you to better understand the creative roots behind this book!

    Common People

    The Player Characters (PCs) in a natural fantasy campaign are usually everyday people, albeit possessing some unusual abilities. Unlike princes, archmages, dark knights, or sky pirates found in other genres, these protagonists give way to roles such as explorers, alchemists, scholars, and wandering warriors.

    These characters are often young and unaware of the great mysteries of the world, with the exception of a few fragmented legends which have scores of different interpretations. The focal points of the natural fantasy style revolve around:

    • Rediscovery: The act of finding lost knowledge or places.
    • Understanding & Empathy: Connecting deeply with the world and its inhabitants.
    • Respect and Love: Showing reverence for the current world and its past history.

    By looking for answers with curiosity and humility, we are guided toward a harmonious coexistence not only within ourselves but also with the world at large.

    The Mentor

    While it is possible to play as a PC who "knows a lot," natural fantasy has established guidelines for this character type:

    Key Traits of the Natural Fantasy Mentor

    • Reluctance to Share: They hesitate to give away their wisdom, often revealing vital information only when they find it absolutely crucial (an excellent way to spend Fabula Points).
    • Interdependence: They are unable to solve the world’s problems without the rest of the group.

    A classic example is an old scholar who discovers ancient power that could protect a region, only to find that this power is exclusive to a certain bloodline they are not part of.

    Of course, the role of mentor should be limited to one character per group, usually the oldest. More often than not, this protagonist will end up having to reconsider how much they truly know and may even face a personal crisis, eventually finding the answers they need in their younger companions.

    Chapter Introduction

    INTRODUCTION

    “Before deciding how to face this calamity, you should understand what created it.”

    VERTICAL DEVELOPMENT

    Natural fantasy campaigns are often set in small regions or villages rather than entire continents and cities, but compensate for this “limited perspective” with vertical development: the current world was built upon countless layers of history, where terrible powers and wondrous magics are buried. These are truly ancient worlds, where the past is millennia away rather than centuries, so that the causes of today’s misfortunes are often incomprehensible.

    LIFE, DEATH, AND TRANSFORMATION

    Natural fantasy mostly does away with epic and spectacular aesthetics, instead presenting Fabula Ultima’s thematic core in a visceral and sincere way, and involving the protagonists on an intimate and personal level: these are stories about the environment, life, and death. Like fairy tales, and the philosophies and traditions that inspired it, the natural fantasy style presents death as a necessary step for the world to regenerate – a terrible pain and yet an opportunity to appreciate life; a meaningful act which cannot be inflicted lightly, nor be stripped of its solemnity.

    MAIN REFERENCES

    Here are some titles that shaped the artistic vision of this book:

    • The Dusk trilogy (Ayesha, Escha & Logy, Shallie) from the Atelier series is without a doubt one of our main influences. It’s set on a dying world victim of the manipulations of ancient humans, a world that can only be revived thanks to the tenacity of a younger generation. The Ryza trilogy and the Sophie duology also influenced the aesthetics of this book.
    • The Monster Hunter Stories series shares its setting with the famous Monster Hunter saga, but emphasizes cooperation between human and monster and the importance of preserving even the most dangerous species.
    • Jade Cocoon: Story of the Tamamayu is a great example of a campaign that takes place in a short time frame, and is set in a relatively small place: a single village and the surrounding forests struggling against a terrible curse.
    • Etrian Odyssey Untold: The Millennium Girl features a truly inspired cast of characters and a plot centered around the progressive discovery of the mysteries of the past. It also reinvents the concept of a post-apocalyptic world as a lush and verdant landscape.
    The Eight Pillars of Fabula Ultima

    The Eight Pillars of Fabula Ultima

    On page 14, the core concept is presented: Fabula Ultima’s Core Rulebook discusses the eight pillars that uphold its entire game experience. This Atlas builds on those elements in its own unique way.

    ANCIENT RUINS AND HARSH LANDS

    This pillar plays an important role in the natural fantasy style: its protagonists often find themselves traversing vast uninhabited regions, where ground and roots merge with millennia-old ruins of the past.

    Thematic Detail Examples:

    • The wind blows strong among the cavities of the jungle trees. Rumor has it that, in the past, a skilled navigator used the thermal updrafts to fly over the hunting grounds of the dynaguars and reach the Shattered City.
    • The Orwie river’s spring is lost among the fog and the crevices of the Eastern Glacier. Its many waterfalls run between the colossal remains of the Stone Guardians that, according to legends, hold up the sky and prevent the stars from falling.
    • The narrow strip of land connecting the Sparrow Coast to the archipelago can be crossed only at low tide, when the metal skeletons of the Airship Cemetery emerge from the waters and the forebearers’ machines awaken.

    A WORLD IN PERIL

    In natural fantasy worlds, humanity is defined by its relationship to the creatures of wilderness: some coexist with them, others hunt them for food or protection.

    Far more dangerous are those creatures born of ancient curses and experiments, not to mention any antagonists who want to make an improper or self-serving use of magic and technology from the past.

    Key Conflicts:

    • Eager to gain the approval of the city and its Council, a young inventor decides to unearth and reactivate an ancient alchemical machine, unaware that its magical vibrations will once again lure the Calamity Serpent.
    • One baby out of seven is born with a red horn sprouting from its forehead; flowers bloom without color, waters boil, and fire lashes out against those who attempt to wield it.
    • Oracles claim that the cinder giant, whose spirit was dismembered and imprisoned in the temple of the Forbidden Valley so that humanity could tame fire and build forges, is finally enacting their revenge.
    Natural Fantasy Campaign Concepts

    Introduction to Natural Fantasy Campaigns

    Clashing Communities

    In natural fantasy campaigns, the clashes between different factions are often of a much smaller scale: tensions between neighboring villages or clans, and fights between humans and animals or spirits, or between opposing parties of the same people. In its darkest forms, such conflicts erupt into violence, expropriation, or even genocide.

    Newly arrived in the village and terrified by a spiked wildcat sighted by his caravan during the journey, a nobleman has ordered the local hunters guild to exterminate all predators in the region. When they refuse to kill any creature that hasn’t attacked the settlement, the noble hires some mercenaries from the Citadel amidst the plains.

    Only the Inara know the procedures required to activate the progenitors’ metal artifacts, which lie scattered around the archipelago. Driven by greed, the sheriffs of the capital infiltrate Inara settlements to extort information; one of these operations led to a terrible massacre of the natives.

    Everything Has a Soul

    This pillar is both central and explicit in natural fantasy: the stream of souls manifests as elemental entities, animals or plants—veritable holy symbols that embody the life cycle of regeneration and transformation. The stream of souls is also among the main victims of the Villains’ actions.

    Hell-bent on reuniting the fragments of her wife’s soul, scattered across the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two thousand years have passed and the stream of souls has stagnated: echoes of the departed roam the earth, clinging to the living and turning them into terrible monsters.

    Just as the Progenitors cried their tears to create the ocean and gave their flesh to make the earth, the inhabitants of the Glass Isles accept that the nocturnal messengers devour the bodies of the departed and feast on the grief of the living, bringing both to the afterlife as nourishment and consolation for the ancestral spirits.

    Furthermore, the four ancient trees of the region, also known as Vei Arbru, host the elemental essences of the seasons: each is kept safe by a guardian fairy that nurtures it both when it’s in bloom and when it withers before being born again.

    The Chronicles of Magic and Technology

    MAGIC AND TECHNOLOGY

    The juxtaposition of magic and technology is a powerful element of natural fantasy stories. Both have a light and dark side: magic is tied to natural elements, but it can also destabilize them, causing terrible catastrophes; technology – a reminder of the wars and destruction of the past – can be recovered and adapted, but it comes with the risk of repeating the same mistakes.

    The Necropolis

    The Necropolis is a chasm spanning the size of an entire region, that goes down into the depths of the earth. Inside, magical energy – usually too rarefied to sustain any Ritual – can be used in full. Scholars call this phenomenon tomb radiation and it becomes more powerful the deeper you go.

    Travel Through Nature

    Powered by a triple alchemical vapor-furnace and armed with massive steel spikes, automatic crossbows and mortars, the armored train crosses the vast forests of magical trees. It’s the only true connection between the various settlements of the region.

    Heroes of Many Sizes and Shapes

    The natural fantasy genre focuses upon the difficult journey toward coexistence and harmony; as such, the Player Characters represent a fundamental opportunity to show how representatives of different people and cultures can learn from each other and, in a spirit of mutual respect, fight for the future together.

    Protagonists

    • Bomiri: A young moth-girl from Mangrove Village. After the death of her elderly mentor, she fully devoted herself to studying herbalism and medicine, in an attempt to find a cure for the disease that killed her.
    • Lovisa: When she was twelve years old, Lovisa got lost in the crevasses of the Mora glacier and was almost devoured by a young nagadon who was trapped in a cave with her. Despite being afraid, she gathered food for herself and the hatchling, later preventing the rescuers from killing him. Now they are inseparable and they carry letters, medicines and information across the entire valley.
    • Yalsi: Famous among Inner Sea nomads for his generous and slightly-too-exuberant character, Yalsi the thief is wanted by the imperial navy for daring to rob a high official: hidden amidst gold coins was a strange necklace, which looks awfully familiar to the metallic heads buried among the hills of Yalsi’s native village.
    The Heroes' Tale

    IT’S ALL ABOUT THE HEROES

    CHAPTER INTRODUCTION

    Natural fantasy protagonists might not look as extraordinary as other heroes but, in reality, they embody the deepest meaning of heroism: humility, respect for life, looking for dialogue, choosing the hardest path, and fighting cruelty and ignorance with fiery compassion. From this point of view, the world has a desperate need for people like them.

    When their village was destroyed by the hill clan during their hunt for miasma beasts, an old witch and a young blacksmith joined forces with a deserter and a wandering swordswoman in an attempt to outpace the army and prevent it from claiming a stone stele that, according to the seidr tradition, gives access to the power of the Triclopean God.

    A mysterious and terrible virus, known as scarlet death, is infecting the predators of the region, prompting them to viciously maul weaker creatures and attack settlements. Catha, a Rasna warrior-poet, believes the epidemic originated at the brink of the continent in the dragon boneyards, where lay the remains of once-great creatures exterminated by the Ancients.

    MYSTERY, DISCOVERY AND GROWTH

    Given its focus on stories about travel, exploration, and encounters between different people or discoveries from the ancient past, mysteries and growth are two key elements of natural fantasy. At the same time, this genre questions the consequences of the application of knowledge, and how it can be used for both good and evil.

    Having reached the mechanical ruin buried among the dunes, the heroes discover that the great forest is part of an ancient project to cleanse the environment, started by a people who died out millennia ago. Its keeper is an artificial intelligence, meant to guide humanity in reconstruction, but turned cold and uncaring by loneliness.

    Growing up in the tower-city of Ur, council inspector Kalia was soon met with the corruption rampant among her colleagues, who took advantage of their positions to extort money from villages in exchange for “protection”. Her principles will be harshly tested throughout the campaign, culminating in a fight with her superior officer, Corax, which will cause her to permanently do away with her badge and dedicate herself to helping others without the need for a fake authority to back her up.

    “This world is ancient and in no hurry.
    It reserves its deepest and most sincere affection
    for those who take time to understand and grow.”
    Natural Fantasy Guidelines

    A RAW BEAUTY

    The natural fantasy style relies on a careful balance between moments of calm, serenity and beauty, alternating with moments of raw and direct contact with the inevitable facts of life. Neither of these aspects can be sacrificed: keeping only the first means presenting a false and “sanitized” version of nature; keeping only the second leads to self-indulging morbidity.

    This doesn’t mean that you have to include explicit or particularly gory descriptions. On the contrary, discussing how to handle scenes of violence and death is paramount, especially when they involve people or animals (see Core Rulebook, page 147).

    THE HUNT

    Killing other living creatures to protect your community or provide resources is a common theme of natural fantasy and should be handled with care.

    • Never minimize. Be it that of an animal, a plant, a person, or a spirit, death is a significant event that should be dignified. It should never be cold or systematic, especially in a natural fantasy game, where it should have ecological, emotional or spiritual consequences. As explained on page 86 of the Core Rulebook, there is no obligation to kill an enemy reduced to 0 Hit Points. It is a choice.
    • Never demonize. If necessity demands it and proper respect is shown for the consequences, killing another creature to save lives, protect the ecosystem, or transform their body into nourishment, tools or instruments is an integral part of the cycle of life, not a violation.

    EVERY LIFE MATTERS

    Even when the world revolves around the cyclical return of every lifeform to the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on page 9), one should never downplay the value of life. While it’s true that life (as a form of energy) lasts for eternity across countless incarnations, this life (the memories, personality, and feelings of a specific individual) is unique and irreplaceable, and the moment it leaves us should never not be seen as a tragedy.

    BEFORE WE START

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    COEXISTENCE DOESN’T MEAN SELF-ERASURE

    In some stories, ecological themes are handled quite superficially: humanity is depicted as a parasite, technology as a source of corruption, and ancient lifestyles become romanticized and stereotyped, often without a solid historical or anthropological base. Although they provide fertile ground for Villains, such simplistic perspectives represent a form of cowardly nihilism.

    What natural fantasy proposes is, instead, to make a humble and brave choice: our heroes must stop seeing themselves as masters or tormentors of nature, and remember they are merely one of its many expressions, embracing the responsibilities that arise from their ability to invent, create, and transform.

    In short, we can coexist with the planet we live in precisely because we are humans, rather than in spite of it.

    CULTURAL INFLUENCES AND COLONIALISM

    When we imagine a story centered around sharing and coexistence, we are often influenced by existing cultures that consider those principles as the foundation of their civilization, tradition, and philosophy. Historically, however, those same cultures have been targeted by violent and repressive colonialist politics, their voices silenced even in present day. Their characteristic cultural elements are often trivialized and reduced to mere appearances, robbed of their significance and made to conform to consumer logic, a surface representation that removes all introspective or revolutionary charge.

    If you want to take inspiration from these cultures when you create new stories and characters, please strive not to repeat that harmful rhetoric:

    • Look for detailed and not instrumentalized sources which present information with integrity and respect, without trivializing cultural complexities or reducing them to stereotypes.
    • If your setting includes tribal cultures, or cultures inspired by real-world native populations, do not consign them to the role of enigmatic strangers, keepers of riches, threats or victims in need of help: make them full-fledged protagonists, avoiding recurring stereotypes like the mystic, the raider or the scout.
    • Finally, make sure not to associate the search for harmony and spirituality with a forcibly ascetic, passive or impractical lifestyle; on the same count, do not associate it with a lack of interest in science and technology.
    Document Analysis and Structure

    Project Requirements and Structural Guidelines

    This document outlines the core guidelines for structuring and styling extracted textual content to ensure a professional, semantic, and highly readable web presentation.

    1. Semantic HTML Structure: It is critical to use appropriate HTML tags like <h1>, <p>, <ul>, <li>, and <strong>. This ensures that the underlying structure accurately reflects the content's hierarchy for maximum accessibility and SEO performance.
    2. Styling and Design Implementation: The presentation must incorporate styling using either inline CSS or a dedicated <style> block within the <head> section. This style guide requires modern sans-serif typography, clean margins, and a clear, predictable layout to enhance user experience.
    3. Output Formatting Compliance: The final deliverable must consist of ONLY valid HTML code. Under no circumstances should markdown code block backticks (<code></code>) or extra conversational commentary be included in the resulting output, maintaining purity and structural integrity.
    The World - Chapter Overview

    The World

    This chapter provides a bird’s eye view of Fabula Ultima’s approach to natural fantasy worlds. Both Players and Game Masters are welcome to read it – it contains valuable tools for both roles.

    The chapter is constructed as follows:

    Chapter Sections Overview

    • Natural Fantasy Locations: This section helps you create natural fantasy regions, settlements and landmarks. It also provides ten in-depth examples of natural fantasy locations, each detailed first as a narrative archetype, and then as a collection of playable hooks.
    • Conflicts: This section explores the conflicts typical of natural fantasy, from both narrative and rules perspectives.
    • Magic and Rituals: This section delves into the role of magic and supernatural entities in natural fantasy worlds, and what they represent.
    • Technology: This section provides ideas on how to frame the role of technology and craftsmanship in natural fantasy worlds, including new rules to create items from raw materials.
    • Rare Items and Artifacts: The chapter’s last two sections focus on rare items and artifacts you might find in a natural fantasy setting. As well as general advice, there are also a number of ready-to-use item lists.
    Natural Fantasy Locations

    Natural Fantasy Locations

    During World Creation (see Core Rulebook, page 148) and play sessions, you will often be called upon to introduce new regions, towns, or interesting locations. This section contains advice and suggestions and discusses the mindset to adopt when creating natural fantasy locations, and then provides ten examples you can use in your campaigns or draw upon for inspiration.

    Ancient Roots, Future Branches

    The key element that sets natural fantasy locations apart is simple, but should never be taken for granted – it’s the tension between a mostly forgotten past and an unpredictable future, a maelstrom of visions of ruin and hope.

    • Roots in the past. Ancient events and their influence on the present might manifest in many different ways: from the complex religious traditions of a clan of hunters to the whispering ruins buried among the dunes of the desert. Every place has many stories to tell and lessons to teach those who explore it with an open mind, humility, and respect, accepting even its long silences.
    • Branching toward the future. The future is unpredictable and not yet written: its potential might take the shape of a precious resource, a new generation able to break a millennia-old curse or even a small cub or hatchling, the last survivor of its kind.

    To be narratively alive and inspired, a natural fantasy location should exist in the present, the liminal space between these vague extremes – showing the signs of a past not fully understood and holding in its hands a fragile future, which will blossom only if it’s protected without smothering it. We might say that:

    If a location does not offer significant revelations about the world’s past or the traditions of its inhabitants, nor hides a potential that might bring joy or ruination, depending on how those same people cultivate it, then you need to put a bit more work into it.

    However, remember that it is not just the Game Master who has the right and responsibility to create, describe, and enrich locations and areas in interesting ways. For instance, you can spend a Fabula Point to describe how your character hears a feeble voice coming from the nearby spring, despite the local elders believing its guardian spirit has long abandoned it – this is the kind of contribution that Players should provide often during the course of the game.

    THE WORLD

    COMPLEX CULTURES AND COMMUNITIES

    Natural fantasy settings often cover a much smaller area compared to others, usually a single region or no more than two or three settlements. You might think that this limits the variety of situations and cultural contexts during the campaign, but in reality it’s an excellent opportunity to flesh them out and make them more complex, human, and multidimensional.

    • Recurring characters. When playing in a limited setting, it’s very likely that the same character will appear over and over again, even after many sessions. Give each one a name and a face, learn to love them, showcase their merits and flaws, and do your best to make them grow and evolve as much as the protagonists.
    • Humanity. No matter if they live in an elven village in the heart of the forest, are part of an ancient people in possession of extraordinary technologies, or inhabit an underwater city of fishpeople, each and every individual has feelings, an interest in unique forms of art and beauty, doubts, and curiosity, and behaves according to their own personal morality. No community should be a monolithic stereotype where everybody thinks in the same way.

    We might say that natural fantasy replaces vastness with density: this style of narrative likes to take time to showcase, for better or worse, all the facets of each character and asks you, in a gentle but firm voice, not to draw hasty conclusions, but rather to love the world in all its complicated, ephemeral, and magnificent vibrancy.

    THE RECONSTRUCTION

    Natural fantasy worlds have weathered many catastrophes – the ability to get back up after a disaster, to reinvent and rebuild a world together with those who surround us is a recurring theme, but it might take two opposite forms. This dualism is often mirrored in the locations and their inhabitants:

    • Hope and adaptability. Some people don’t just survive in this new world, but find ways to gain strength and enthusiasm from it. They find new passion and emotion in an environment that tests them but they still respect the needs of nature.
    • Reactionary nostalgia. At the same time, there are those who see reconstruction as a way to go back to the past, to dominate nature without taking into consideration how the world has changed, and how the past they idolize has brought them close to ruin once already. They chase an illusion that will cause untold damage.
    Vertical Worlds: The Abyss Setting

    VERTICAL WORLDS

    Some natural fantasy campaigns are characterized by a vertical exploration of the setting: the story often starts on the surface and develops underground, but the opposite is also possible.

    For example, the campaign might focus on the long descent into the depths of a chasm containing a huge variety of ecosystems, or the gradual ascent of a world tree so vast its branches host entire regions, lakes and colossal ruins.

    For the sake of brevity, no matter if the story develops toward the top or the bottom, from this point on this kind of setting is called “abyss”.

    Although playing Fabula Ultima with an abyss setting isn’t much different from usual, there are a few adjustments to consider during World Creation (see Core Rulebook, page 148) and throughout the campaign.

    Abyss Setting Considerations

    • World Creation. The flowchart on page 149 of the Core Rulebook should be replaced with that on the next page, designed specifically for this kind of campaign.
    • Origins. The Player Characters’ birthplaces are almost never visited during this type of campaign, but the Origin Trait can be invoked as usual.
    • Antagonists. The main Villain is often an environmental antagonist (see page 174) with a corrupting presence, but they might also be someone who exploited the group’s curiosity to open the way toward the heart of the abyss and its treasures.
    • Traveling the abyss. Journeys across a single stratum follow the normal rules (see Core Rulebook, page 106), but moving between two adjacent strata requires some kind of connection, like a tower, a flight of stairs, or a frozen waterfall. In addition to the connections established during step 5 (see next page), your group might introduce or discover new passages and shortcuts during the campaign.
    • Safe zones. To ensure that the group has a chance to rest, buy and sell items, or be rescued in the event of a total Surrender, make sure to periodically introduce safe havens across the various strata of the abyss, or include “fast travel” options to and from the main settlement (ancient elevators or portals are good options).

    Visit www.fabulaultima.com to download the abyss sheet for this kind of campaign.

    Campaign Design Blueprint: The Abyss

    Campaign Design Blueprint: The Abyss

    I. Conceptual Foundations (The Source)

    What is the role of magic and technology in the starting settlement? How do common magical or technological applications differ from those found deep within the abyss?

    • Consider if magic can only be used while inside the abyss.

    II. Structural Geometry (The Abyss Sheet)

    1. Direction and Shape: Choose whether the abyss develops upward or downward. Is it a great chasm with an unseen bottom, or an endless tower stretching past the clouds? Has it been given a specific name?
    2. The Starting Point: Place the starting settlement at either the top or the bottom of the abyssal sheet where the game begins. Each participant must contribute at least one NPC or landmark (e.g., a well-stocked general store, an archaeologist librarian).
    3. The Heart Goal: At the opposite end sits the heart of the abyss and the campaign’s main goal. Define what it is: Is it a world-saving resource, the answer to a terrible question, or an entity that must be sealed?

    III. Depth Stratification (The Layers)

    Create the strata of the abyss: Define five distinct areas that separate the starting settlement from the heart.

    • For each stratum, provide a name and define its ecosystem, flora, and fauna.
    • Ensure at least one connection is established between each pair of neighboring strata (including connections to the start and the heart).

    IV. History, Mystery, and Conflict

    1. Lore & Enigma: For every stratum created, establish a historical event deeply ingrained in the settlement's memory, as well as an associated enigma or mystery. What kind of theories do the exploring parties hold about this mystery?
    2. Threat Assessment: Create a distinct threat for each layer (environmental danger, curse, or monster). Note that the most terrifying threat should reside within the core heart—this can be broadly defined now or left until later in the campaign.
    Environmental Design Concepts

    ENVIRONMENTAL CONTRASTS

    One of the most effective ways to create a memorable natural fantasy location is to base the environment upon the contrast between two typically opposite natural elements, such as air and earth or ice and fire.

    Common examples include icy plains dotted with bubbling geysers and rocky deserts swept by the wind, but you could also have oceanic depths inhabited by electric creatures.

    In a similar vein, the contrast between old and new, artificial construction and natural regrowth, adds personality to a location and often provides clues about who lived here in the past and how things have changed over time. The result should be a form of dynamic balance, and can also elicit feelings of melancholy or wonder in the travelers.

    For instance, a vast horizon of skeletal skyscrapers overgrown by vegetation and taken over by the nests of gigantic feathery creatures; or an endless grassland where herds of bovine calmly graze in the shadow of rusty, titanic war machines.

    The goal of such a location isn’t purely visual – it represents a fragile environment that is worth protecting and a precarious peace that has been achieved, certainly not without pain, over the course of the centuries.

    FLORA, FAUNA, CONSTRUCTS, AND ELEMENTALS

    Partially continuing from the points above one of the best ways to make a location look alive is to populate it with creatures whose appearance, behavior, and abilities are strictly tied to their environment.

    • Beasts, monsters, and plants. These creatures might prove more or less aggressive – similar to the flora and fauna of our world, with just a few anomalies. Their behavior varies based upon instinct and habits – they may prove formidable opponents.
    • Constructs. Relics who outlived their creators, constructs often lack a true conscience, acting according to pre-programmed routines. Even when aware and intelligent, they often speak ancient and almost forgotten languages.
    • Elementals. Spirits of nature, fey creatures, and guardian presences all fall into this category. They are often peaceful or playful, but their deep, instinctive attunement with the stream of souls might easily lead to corruption.

    The World: Chapter Guide

    Using the Sample Locations

    The following pages contain ten complete natural fantasy locations, which you can draw ideas from or place directly in your campaign, both during and after World Creation – for example, when traversing an unexplored map region.

    Location Structure

    Each location entry is structured to provide comprehensive details for running a session. The components are:

    • At a glance. This box provides a synopsis of the location: its keywords, the themes it symbolizes, the terrain around it, and its elemental forces, as well as suggestions for dangers and discoveries in the area.
    • Questions for the group. In Fabula Ultima, you should not introduce elements disconnected from the group. These questions give depth to the location and allow Players to have creative input. Usually, the Game Master will ask the questions – and they should make it a habit of doing so even when introducing locations that do not come from an Atlas.
    • Typical features. This section provides examples of characters and other elements that can typically be found in this sort of location. Feel free to take these and use them in other similar locations of your own devising.
    • Position. Here, you will find suggestions on where to place this type of location, both geographically and in the campaign’s timeline – towards a campaign’s start or end, for instance.
    • The Villains' plans. This section provides suggestions on why Villains might be interested in this or other similar locations.
    • Story hooks. Lastly, this rich section details points of interest ($$), mysteries (bb) and help requests ((??)), which the Game Master can use in whole or in part during play.

    Guidance for Players and Game Masters

    Players and Game Masters alike are welcome to read these sample locations – they will help the group attune to the natural fantasy style, and can provide you with inspiration when needed.

    Important Note: Do not take any of what follows as “canon” or “official”. You have full authority to modify any of these places as you see fit!
    “Change is the only true constant of life. Clinging to the past for fear of the present is just a slow death.”

    Few truly know what lurks behind the quiet of this enigmatic place, lost in the depths of the forest. The locals never cross its threshold—even during celebrations—and the youngsters show great respect to those who dare enter just the first chamber. Moss and lichens cover the wall of the now forgotten Badger Temple… and its secret should be forgotten as well.

    BADGER TEMPLE AT A GLANCE

    Keywords: curse, trial, seal.

    Terrain:
    stone, vines, water. Common elements: L, D, E
    Travel roll:
    d8. Rare elements: A, F

    Key Features

    Dangers

    • A huge sentient plant guarding the path.
    • A magical mist that fools the senses.
    • A barrier created by the statues that flank the entrance.

    Discoveries

    • A spirit protector of the forest.
    • A plant with miraculous properties.
    • A shrine hiding a prodigious blessing.
    Themes:
    Facing one’s fears, gaining self-awareness and self-confidence, understanding the past to build the future.

    Structural Context

    THE ANCIENT SHRINE / Badger Temple

    THE ANCIENT SHRINE
    /
    Badger Temple

    Additional Data

    Ancient Shrine Details

    The World - Ancient Shrine Guide

    Typical Features

    The typical Ancient Shrine should include at least one of these features:

    • Creatures or spells to test those who enter.
    • An incredibly ancient evil sealed inside.
    • An artifact that belonged to a hero of the past.
    • A legendary beast of great wisdom.

    Position

    Frequently enough, the location of the Ancient Shrine is already known at the beginning of the campaign, but Player Characters might not be able to explore it in full and are forced to return later with an artifact or a magic password.

    The Ancient Shrine might be where the prologue is set, when the protagonists – unaware of the original purpose of the structure and the unfortunate consequences of their curiosity – discover or awaken something truly ancient and dangerous.

    The Villains' Plans

    Sometimes, the Ancient Shrine hides an artifact that a Villain wants but, for some reason, can’t reach. These Villains often wait for Player Characters to overcome the dangers of the Shrine, only to then waylay them. Otherwise, a major or supreme Villain might be sealed inside, patiently waiting.

    Possible Questions for the Group

    These points are designed to prompt player discussion and mystery:

    • A number of wooden statues dot the path to the temple. What do they represent? Why are they here?
    • A number of frescoes decorate the temple walls, depicting an event so ancient it has been lost to time. What is it?
    • The entrance to the temple is easy to find but the inner sanctum is well protected. How do you access it? What prevents you from reaching it?
    • The Badger Temple hides an incredible secret. What is it? Who knows about it and what is its price?
    • A terrible curse awaits those who desecrate the heart of the temple. What are its effects, and can you break it?
    Story Hooks

    STORY HOOKS

    When bringing Badger Temple into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    The Hall of Trials

    • Light and Darkness. A single torch shines true, revealing the living frescoes upon the walls – the shadows of four badgers, each bearing a small rattle, slide among the paintings. To continue, the PCs must collect the four rattles. Every time they roll a Check to try, the GM fills 1 section of an 8-section Clock. If the Clock is filled before they succeed, or if they attempt to use violence, a fearsome guardian emerges from the frescoes. What is it? Which of the PCs knows legends about its weak spot?
    • Hall of Despair. This empty room seems endless. Every now and then, the pale image of a badger appears, beckoning the heroes to follow them in the darkness. The PCs have to fill a 6-section Clock to keep the spirit in sight and reach the exit. Whenever a PC fails a Check, frustration gets the better of them, causing them to suffer a random status effect among dazed, shaken, slow, and weak.
    • The Door. The badger stops next to a great stone door covered in thorny vines, which can be removed either with a Ritual or by suffering a heavy loss of Hit Points. The badger glows with a feeble light, which restores all the PCs’ Mind Points.
    • Dark Vines (The Rafflesia Encounter). Sprawling creepers and living vines fill the entire room. At the center, a massive, garish flower tinges the scene with scarlet and purple hues. A glowing bud dangles from one of the vines, right above the jaws of the plant-creature at the heart of the flower: its name is Rafflesia. Its stalk is covered in thorns, and the badger-spirits are trapped in its two creeping tentacles.
      • Properties: It’s Vulnerable to fire damage, Resistant to ice and bolt, and Absorbs light, thanks to the glowing bud, which also hypnotizes its targets, forcing them to attack the main body – those who charge into melee are punished by its thorns.
      • Challenge: If both tentacles are defeated, the twin badger spirits regain their powers and Rafflesia becomes Vulnerable to light damage. How did this creature evolve? How was it created? What is hidden at the center of the room?
    The World: The Snake-Spirit

    THE WORLD

    Chapter B: The Snake-Spirit

    A demon of ruin lies sealed in the heart of the temple, and an almost forgotten prophecy foretells that a descendant of the “snake lineage” will one day be able to free it. Key questions remain: What is known about this lineage? Who among the Player Characters has heard of it? Or, who among them will discover that they descend from it?

    Investigation Threads

    • The treasure in the statue. In the bowels of the temple, wedged between the scales of a giant stone serpent, there is an ancient scepter, the Soulthorn—an artifact capable of imprisoning a soul. Only the chosen one can awaken its true power and free the snake-spirit. What would be the consequences of its use? If left to its own devices, what is the snake-spirit going to do once freed?
    • An ancient pact. Although remembered as an evil being, the spirit actually taught humanity the arts of herbalism, medicine, and poison. However, their gifts were used to cause death and suffering, and, to atone, the spirit began devouring any pain and diseases they saw as born of their actions. As a last act, before corruption overcame them, they sealed themselves away in the temple, slowly losing all their memories.
    • Recovered memories. By using the Soulthorn or coming into contact with the snake-spirit’s power, Player Characters may recover fragments of their memory and investigate further. What catastrophic event forced the spirit to cut all ties with the world? Which of their memories might restore their confidence?

    Zecar

    An aristocratic fox-man named Zecar offers the Player Characters a lavish reward, provided they help him recover a family heirloom from the temple. Investigation involves:

    • The sword of ages. Laying on a stone altar, this sword is an artifact that, according to legend, grants luck, fame, and wealth—but it’s protected by a seal. Who among the Player Characters knows how to break it?
    • Unmasked! Zecar’s ancestry gained its nobility thanks to the sword, but his ancestors returned it to the temple, believing it was its rightful place. Once the blade is in his hands, the haughty fox-man turns out to be a minor Villain and uses an Ultima Point to escape. What are his intentions? Why was the sword returned? Which dark powers does it hide, and why is Zecar underestimating its influence?
    “A dark omen awaits, trapped in the depths.
    A pure heart will free it; a pure heart might defeat it.”
    Breezeburg Hamlet Profile

    Breezeburg Hamlet

    A secluded pocket of natural harmony.

    Community Profile

    Many people stumble almost by accident into this small hamlet. Breezeburg is located among the rolling hills, far removed from the bustle of the capital, the major trade routes, and the general clamor of the outside world. On the surface, it presents an idyllic scene—almost drowsy and peaceful—that maximizes its few natural resources. The inhabitants have successfully learned how to deeply respect the gentle pace of nature and wind, living in a sustainable symbiosis with what their environment offers.

    Keywords

    community, quiet, wind

    Terrain / Elements
    • Primary: Hills, grasslands, brooks.
    • Common elements: A, L, E (Suggests abundant access to these resources/materials).
    Challenges & Lore
    • Travel Roll: d8
    • Rare Elements: B, F, D

    Local Hazards and Secrets

    Dangers
    • A foreboding presence residing in the nearby forest.
    • A persistent swarm of crabby insects.
    • The threat of a great thunderstorm incoming.
    Discoveries & Themes
    • Potential Discoveries: A hermit who retired here to hide an important secret, or an old ruined building lost in the untouched wilds.
    • Underlying Themes: A simple life isn't always easy; confronting blissful ignorance and false security.
    The World Guide - Sleepy Hamlet

    THE WORLD

    CHAPTER NINE: TYPICAL FEATURES

    The typical Sleepy Hamlet should include at least one of these features:

    • A gentle, soothing landscape.
    • An eager population, although unaware of the outside world.
    • A wise person of few words.
    • A small shrine tied to a forgotten legend.

    POSITION

    The Sleepy Hamlet is a starting location par excellence – it could even be the birthplace of one or all protagonists (perhaps with the exception of one of them, an outsider whose sudden arrival puts events into motion). Our heroes might expect a happy welcome, unless some negative event undermines the locals’ trust. Even then, it should be possible to rebuild it.

    THE VILLAINS' PLANS

    A place like Breezeburg is rarely relevant in the antagonists’ plans, unless they were born and raised there. Perhaps they were childhood friends of the eldest among Player Characters. More often, an antagonist might be looking for an item or a person that lives here, or the Hamlet might suffer collateral damage in the wake of the Villain’s plan or the catastrophe they unleashed.

    POSSIBLE QUESTIONS FOR THE GROUP

    These questions can seed conflict and mystery:

    • Breezeburg is isolated, but not forgotten – there is just nothing too remarkable here. Is it really such a happy place? What is about to change?
    • Creatures that couldn’t live anywhere else proliferate here, thanks to the untouched wilderness. What makes them unique?
    • The villagers live in harmony with the land, the flora, the fauna, and every other natural element. Where does this tradition come from?
    • A gentle breeze keeps the windmill’s blades in constant motion. What traditions stem from this unusual situation?
    • Although welcoming, the locals are very narrow-minded and suspicious about innovations. Why?

    STORY HOOKS

    When bringing Breezeburg into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    I. HIGHILL ROAD

    The highest part of Breezeburg is dominated by the largest windmill, and the most important buildings in the settlement all lie just along this key road.

    • The Windmills

      These massive structures work without pause; their huge blades spin constantly in the wind. They contribute to the survival of the small hamlet by powering both the irrigation system and millstones, but not all seem to serve the same purpose. What is the goal of these other windmills?

    • The Blacksmith

      The small forge is the abode of a man tempered by his work and proud of it. The firelight makes his creations shine: tools for farming, for common use, and for artisans. There are no weapons, except an old sword hanging on the wall. What is the story behind it?

    • The Inn (The Wind Strider)

      A modest inn stands along the road. The sign, creaking in the breeze, says “The Wind Strider.” Though rather small, it is warm and cozy. It’s quite rare for anyone to stop here: usually only one or two adventurers pass by looking for respite. Recently, though, a large group slept here—they looked like acolytes on a pilgrimage. Who were they? Why did they stop here of all places?

    • The Temple

      Near the end of a forgotten track, at the highest spot in Breezeburg, there is a small, old temple, covered in moss. It has long-since been abandoned, yet a feeble heart pulses inside. If a Player Character gets close, a gentle, whisper-like breeze blows. Arcanists, Chimerists, Invokers, and Spiritists are the best suited to interact. Who lives in this temple? Why was it abandoned?

    II. WHISPERING MANOR

    The mansion house belonging to Breezeburg’s only noble family is the most ancient building in the entire hamlet. According to the villagers, Whispering Manor has existed since the settlement’s foundation.

    This large structure has three floors, rather distinctive sloping roofs, and a visible large balcony overlooking all of Breezeburg. But the most curious element is the great windmill on the roof, whose blades never move.

    Miscellaneous Note

    The World Chapter Summary

    THE WORLD

    CHAPTER SUMMARY

    Demetria

    • Description: Demetria is the young daughter of the last laird of Breezeburg. She is secretly a minor Villain.
    • Background: Following her father's death, she secluded herself in the manor. The villagers treat her with suspicion and spread rumors, though they do not bear ill toward her directly.
    • Interaction: If the PCs meet her, Demetria is grumpy but not overtly hostile. She avoids discussing her decision and asks them to leave the manor, only using violence if absolutely necessary.

    Dark Secrets of Breezeburg

    A long time ago, Demetria’s family captured Zephyr, the spirit of air, to gain the wind's favor for founding their hamlet. Demetria is deeply ashamed but rationalizes Zephyr’s captivity as a necessary evil for the community.

    She feels undeserving of love from the villagers and overlooks that the spirits themselves have nurtured resentment over centuries. This accumulated power means they are poised to wipe the entire hamlet out.

    A Missing Friend

    Mya, a child of the hamlet, has lost her cat, Ruby. Their usual play area was near the edge of the forest, and Mya is understandably afraid that Ruby got lost.

    Characters Involved

    • Ruby: A young, snow-furred, and strangely silent cat that Mya found during spring. They instantly became inseparable, leading Mya to adopt and care for the cat, despite local suspicion toward stray animals.
    • Fang: A massive feline beast living in the woods near Breezeburg. Although the inhabitants usually prefer peaceful interactions with local wildlife, Fang has recently become extremely irritable. He bears his name from a massive fang visible on the left side of his jaw. Fang is highly skilled, capable of inflicting 'slow' status effects with powerful claws and summoning allies with a roar.

    The Reunion (Plot Synopsis)

    Fang is shown to be a loving father who lost his cherished cub during the last harsh winter. It is revealed that Ruby is actually the child of this powerful feline, reborn as a cait sith. In the forest heart, the heroes may witness a tender reunion between father and daughter.

    If the group tries to retrieve Ruby, Fang will offer no mercy. The outcome depends heavily on the Player Characters' decisions and potentially on Ruby’s own intervention. Key questions arise: Does she remember her previous life? Can any PC (possibly a Chimerist) communicate with her? How will Mya react to this tense situation?

    “This isn’t a land of warriors and conquerors. We breathe the wind and live in harmony and with patience, following the old tradition.”
    The Haunted Isle of Candle Bay

    The Haunted Isle

    Candle Bay

    A haunted isle of steep inlets and rocky cliffs, Candle Bay is home to countless mysteries and legends. The island owes its name to flocks of ominous will-o-wisps that light up its nights, creating a somber and enigmatic atmosphere. Strange rumours abound of this grim and equally fascinating landscape, but even an unsettling children’s tale can conceal glimmers of truth...

    Candle Bay At A Glance

    Keywords: ghosts, isolation, transgression.

    • Terrain: thic*kets*, tombstones, reefs. Common elements: BID
    • Travel Roll: d10. Rare elements: AL
    Elements of the Island
    • Dangers: A wrathful ghost that can’t find a way back, or a small abandoned temple infested with trickster spirits.
    • Discoveries: A good luck charm, an ancient holy place, or a remote well that allows communication with the dead – for a price.
    Themes
    • Disturbed balance, respect for the past, and exploitation of resources.

    THE HAUNTED ISLAND

    (A repeated or decorative title element)

    Haunted Island Lore

    The World: Haunted Islands

    Typical Features

    The typical Haunted Island should include at least one of these features:

    • An ancient cemetery or ruin haunted by ghosts.
    • A small port or other settlement facing some sort of struggle.
    • A cruel specter, whose name appears in many horror stories.
    • A direct link with the stream of souls.

    Position

    A Haunted Island might be part of the setting from the start, perhaps as a mystery and/or threat, or the group might land on its shores because of a danger or as a result of a Surrender. It’s usually the stage for an interlude or intermission, and as such can be used at any point in the campaign. More rarely, it could be the heroes’ final destination, especially if a powerful, corrupt creature made it their lair.

    The Villains’ Plans

    In many cases, a location like Candle Bay acts as a subplot in and of itself and has its own local Villain (probably a minor Villain), although in some campaigns it might assume a more central role. An antagonist might attempt to harvest the energy of the restless spirits, or could even be a ghost themselves; or a terrible demon or monster might consume the dark energies of the island to enact a metamorphosis and reach their full potential.

    Possible Questions for the Group

    • Colored lights brighten the sky over the bay during “the night of lamentation”. What characterizes this event?
    • Since time immemorial, a majestic arc has dominated the great hill. Why was it built? What are the rumors about it?
    • It looks like the bay is the home of a creature that can grant wishes. What is their true nature? What is the price of such a miracle?
    • They say the island stands at a crossroad between the world of the living and the world of the dead. What is its nature? Who would you like to see once again?
    • The spirit of a famous character of the past manifests on certain nights. Who are they? What do they have in common with one of you?
    Story Hooks - Candle Bay

    STORY HOOKS

    When bringing Candle Bay into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    $ MINING VILLAGE

    Rich in copper veins, but inexplicably abandoned, the island has become the destination for miners from all over the region.

    • The dock. The bay’s cramped inlet presents the only possible dock for boats and small ships. During the night, however, the ground shakes and restless ghosts pour across the streets, imploring the miners to leave the island.
    • The dig site. The miners’ countenances, marked by constant toil, betray their growing concerns, but Baron Darius (minor Villain) feverishly pushes them to keep mining copper. What does he crave (or fear) even more than the ghosts? Who among the miners is a familiar face for the PCs?
    • The Baron. Descended from a local noble family, Darius the Boastful craves fame and power. Driven by a desire to emulate the deeds of his ancestors (or fearing to let his lineage down), he strong-armed the population into working without pause, challenging and defeating the specter haunting Candle Bay.
    • The Centipede. Made sluggish by the magical purifying properties of copper veins present in the rock, a gigantic monster with almost impenetrable hide has slept under the island for centuries. When challenged, it unleashes seismic magic; its carapace regenerates each round and it can also separate parts of its body, which act autonomously in the form of soldier-rank enemies.

    THE SEVEN-TAILS’ FOREST

    At the top of the hill, an ancient cemetery hosts the souls of the departed. At its center stands a great cherry tree, apparently weak and dying. A dark aura seeps from the earth and small will-o-wisps dance among the tombs, under the light of distant stars.

    • Natsuki. In ancient times, the fox-demon Natsuki haunted the island. Attempts at fighting them all proved futile, until they fell in love with the young Soh and swore never to harm another human as long as he remained at their side. Determined to save his people, Soh bravely accepted this bond – his spirit still roams the forest, now only a pale blue flame. Did he regret his decision?
    The World - Chapter Guide

    THE WORLD

    The Cemetery

    Other spirits haunt the weathered tombstones. None remember who they were in life, and the inscriptions are almost unreadable. The Player Characters (PCs) may spend some time deciphering them and discover a secret:

    • The people of the island built it as a ritual site which sends a portion of the departed’s spiritual energy to Soh’s soul, ensuring he continues in his duty even after death. However, the young man’s spirit is growing weaker. The party must investigate why.

    The Awakening

    This section describes a critical plot development concerning Soh and Natsuki.

    • Condition: If the bond between Soh and Natsuki is broken, the demon returns to torment the bay.
    • Game Mechanic: The Game Master must create an “Awakening of the Seven-Tails” Clock with 8 sections. One section fills at the end of each scene or round during conflict with Natsuki.
    • Escalation: Each section except the last represents the demon growing a new tail. Once the Clock is full, Natsuki becomes a major Villain.

    Combat Details (Natsuki)

    • Offensive Ability: Natsuki can charm their enemies, inflicting Dazed and Weak status effects. Affected characters deal half damage to the demon.
    • Vulnerability & Resistance: Vulnerable to air and light damage; Resistant to earth and lightning; can Absorb dark.

    Diana, the Ghost of the Reef

    The Player Characters find a bottle abandoned on the beach containing a love letter. The addressee appears soon: Diana tells the heroes her story and asks for their help to reach a nearby atoll.

    Encounter Scenarios

    • Stormy Sea (Diana & Talassia): For getting too close to the human world, the nymph Talassia was imprisoned inside the coral reef—this is how Diana eventually met her. She promised to visit daily, but an unexpected storm took the life of the young woman, leaving her stuck in the bay as a ghost, unable to fulfill her promise. How can the heroes help reunite them?
    • The Sea Nymph (Talassia): A member of the sea people, Talassia has lived in the bay since time immemorial, but ancient and strict laws forbid the nymphs from interacting with surface dwellers, under penalty of being sent straight back to the stream of souls.
    • A Happy Ending? (Reunion): Eventually, lacking any news of Diana, Talassia tried to contact her with a message in a bottle. If they are reunited, Talassia leaves the sea, stepping onto land and returning to the stream of souls together with her dearest Diana. The PCs can witness their last smiles... or perhaps the first of many.
    • Player Choice: The characters may add a special Bond to the two lovers (this does not count towards the normal limit of six).
    "The waters of the bay show the reflection of two worlds; so close, yet so far apart. Reality doesn’t care if they are benevolent or malevolent. They will return."
    Cerulean Jungle Lore Document

    CERULEAN JUNGLE AT A GLANCE

    *(Context: The Eternal Forest)*

    Overview and Description

    This enchanted place, characterized by the majesty of the jungle, is a realm where nature reigns supreme. It expresses a harmonious and unpredictable complexity that often challenges human understanding.

    The Ecosystem

    Majestic trees reach toward the sky amidst roaring waterfalls. The jungle supports an extremely diverse fauna, including remnants of primeval epochs. Here, fairy spirits and arboreal creatures dance perpetually to the rhythm of the four seasons.

    Key Lore Details

    Challenges and Discoveries

    ⚠️ Dangers

    • A territorial creature protecting its nest.
    • A thick jungle of carnivorous plants.
    • Turbulent streams leading to a hazardous waterfall.

    ✨ Potential Discoveries

    Travelers may encounter:

    • An ancestral ruin overgrown by nature.
    • The favorable intervention of fairies.
    • An ancient creature believed to be extinct.

    Themes

    The Eternal Forest - World Guide

    THE WORLD

    CHAPTER 9: TYPICAL FEATURES

    The typical Eternal Forest should include at least one of these features:

    • Crystal-clear rivers forming majestic waterfalls.
    • The remains of ancient paths, barely usable.
    • Tunnels leading to enigmatic underground structures.
    • A legendary animal of great wisdom.

    POSITION

    Usually, the Eternal Forest occupies most of the map of the known lands: all who travel the continent have to cross it or sail its rivers. The Player Characters are likely to spend a lot of time in the shadow of its trees, exploring many different areas and stumbling upon dangers and discoveries that will change and evolve the forest over the course of the campaign. Who knows… maybe one day they might even reach those secrets hidden far below its roots!

    THE VILLAINS’ PLANS

    The sheer size of the Eternal Forest makes it an ideal hideout for a Villain, who might also take advantage of it and ambush the heroes. Also, some antagonists will be interested in the treasures and the miraculous machines hidden in the depths of the forest – some out of greed, and some hoping to wield their powers for good, unaware of their collateral effects.

    POSSIBLE QUESTIONS FOR THE GROUP

    • Navigating and surviving seem impossible, but the forest people live in complete symbiosis with nature. What is their secret?
    • The locals don’t trust strangers. What do they fear? How can you gain acceptance from them?
    • This place hosts a species considered extinct. What kind of creatures are they? What makes them special?
    • A plant with miraculous properties grows only here. What are these properties? Who is looking for it, and why?
    • Among the overgrown trees and shrubs, you find the remains of a mysterious creature. Is it possible that their kin are still alive?
    Story Hooks: The Court of Seasons

    STORY HOOKS

    When bringing Cerulean Jungle into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    THE COURT OF SEASONS

    A colossal tree rises at the foot of a majestic waterfall. Its trunk splits into four sections, each with different colored leaves, matching the season that rules it.

    The Spring Court

    Denizens: The Sylphs (wind fairies). They are graceful and kind, always celebrating in a joyous atmosphere thanks to brightly colored flowers and reeds, and bright green leaves. Temperament: Lively and cheerful; the queen spreads joy wherever she goes and loves to watch court games.

    Encounter Goal: Participate in the court games.
    Reward: The PCs are rewarded with the Rebirth Leaf, a rare accessory that increases all healing received by 5.

    The Summer Court

    Denizens: The fire Salamanders. They are famous for their exuberant and mischievous temperament, with a main color of red. Environment: A sweltering breeze makes this area extremely hot and causes the tree’s fruits to mature very quickly.

    Encounter Goal: Take a rest in the hot springs.
    Reward: The PCs can enjoy the hot springs, granting Resistance to fire damage until the end of the next conflict.

    The Autumn Court

    Denizens: The earth Dryads. Characterized by yellow color, they are mild-mannered, calm, generous, but very shy. They feel the deepest connection with the tree.

    Encounter Goal: Help them prepare for a winter that never comes.
    Reward: The queen is mellow and agreeable, rewarding help with a set of Gnarled Armor, which Absorbs earth damage but makes the wearer Vulnerable to fire.

    The Winter Court

    Denizens: The ice Undines. They are blue-colored, haughty, contemptuous, bold, prideful, and easy to offend. Environment: A chilling wind makes this area positively frigid; everything is covered in white snow, and the branches are withered.

    Encounter Goal: Demonstrate that they meet the court’s high standards.
    Reward: If successful, they receive the Tiara of Tears, a rare accessory that increases the wearer’s Willpower die by one size.

    Echoing Ruins and Encounters

    THE WORLD - ECHOING RUINS

    The Ruins

    The remains of ancient machines emerge from the undergrowth alongside the metal fuselage of a huge airship, now crushed by tree roots. The only creatures that live in these forgotten ruins are constructs, intent on an endless cycle of repairs.

    Key Discoveries and Mysteries

    • Echoing Ruins: Ancient technology is preserved here. Deciphering the old logs and restarting the main console, the PCs discover that this technology is not from the known world. Which epoch does it come from?
    • Lost Technology: Strange weapons and tools of unknown function lay under the dust inside the fuselage. The PCs might find rare pieces of equipment, recharge their Inventory Points, or decipher an ancient and forgotten alphabet. What kind of tools do they find? What were they designed for? How do they function?
    • Cold Fusion: The belly of the ship hides an artifact that can generate infinite energy. The device now exists symbiotically with the last of the lumenflies, an ancient species of giant firefly considered extinct. The artifact’s heat is necessary for the eggs to hatch, but someone wants to use its power to fight a decisive battle. Who are they? Is it possible to find a compromise?

    PROTECTION WANTED

    The heroes stumble upon a caravan of traveling merchants. They are not familiar with this region and they aren’t confident to continue without an escort.

    Imperatrix

    This creature has ruled the skies of the Cerulean Jungle since time immemorial. Despite her fierce appearance, she prefers to nest up in the mountains and has never attacked the denizens of the forest... until now.

    • Abilities: She boasts a terrifying dive attack that holds down the target until the end of the round, dealing damage and inflicting slow, but she can also breathe searing flames.
    • Crisis Form: When in Crisis, she can hit up to two targets during a dive and inflict poisoned with her tail sting.
    • Vulnerabilities/Resistances: She is Vulnerable to ice and bolt damage, but Immune to fire and poison.

    Something Unsaid

    In a cage on the central cart is the Imperatrix’s offspring, which the merchants stole from the nest. Only the inestimable value of such a creature pushed them to take such a risk.

    The Conflict: If the PCs discover the truth, the merchants try to buy their silence. If someone returns her lost hatchling, the mother returns to the mountains without causing further damage to the forest. What will the PCs do?

    “Respect nature and it will respect you. Trample even a single flower and it will take back what was stolen from it. Everything has a place in this ecosystem!”
    The Eerie Village: Darkdepth

    The Eerie Village

    Darkdepth

    Ancient legends tell of the strange village hidden in the darkest and humid depths of the great forest, inhabited by mysterious, inhuman creatures who appear as silent shadows when a traveler is in mortal danger, only to promptly drag their body into the murky depths of the undergrowth. This putrid and rotten place does not belong to the living, and no one returns from it.

    Structural Elements

    Terrain: bark, mud, moss. Common elements: E, D, T

    Travel roll: d10. Rare elements: A, L

    Features and Concepts

    Dangers

    • A corpse-eating monster defending its territory
    • Clouds of choking spores
    • A giant corrosive slime

    Discoveries

    • A fungus with exceedingly rare properties
    • A precious item left by a traveler
    • A wellspring of pure water

    Themes

    • Unusual customs
    • New life born from death
    • Coexisting with what we don’t fully understand

    Customer Inquiry

    The World - Chapter Features

    The World

    Chapter 9: Typical Features of an Eerie Village

    The typical Eerie Village should include at least one of these features:

    • An ecological or spiritual role that scares or disgusts humans.
    • A completely unique population.
    • A natural or magical resource not found elsewhere.
    • A protector figure with an inscrutable or difficult personality.

    Chapter 9: Location & Positioning

    Locations like Darkdepth may appear as a discovery during a journey or be introduced with a Fabula Point, but more often they are a turning point of the campaign—an allegory of the main themes of the story that the group can engage with and even directly talk to.

    For example, Darkdepth is linked to the fear of death and the instinctive repulsion for decay and rotting, in spite of the fact that these processes are inevitable and essential to creating new life.

    Chapter 9: The Villains’ Plans

    Some Villains might see the Eerie Village as a precious source of power. Others might plan to destroy it to wipe out its influence over the environment—ignoring or underestimating the consequences of such an act. From this point of view, the Eerie Village symbolizes the need to learn why we have to protect what we don’t understand and, sometimes, even what scares us.

    Possible Questions for the Group:

    • Which one of you has already explored these woods? Have you ever met or noticed the sinister presence of the legend?
    • When these forests were still young, an unknown population lived here. Which one of you has heard of them or stumbled upon the ruins of their civilization?
    • In the past, someone you knew got lost in these woods. Did they ever return? If yes, how did the experience change them?
    • Who decided to make the forest paths secure once and for all? How? What danger are they underestimating?
    • What dangerous creature roams in the muddy undergrowth?
    • Who is offering to guide you through the forest?

    Summary Section: Darkdepth

    (Note: The raw text suggests this section was repeated or contained supplementary material related to " ()")

    Story Hooks: Darkdepth

    STORY HOOKS

    When bringing Darkdepth into play, the GM may use the following points to enrich the story by introducing artifacts, villains, discoveries, and rewards.

    Saprobes' Village

    From outside, Darkdepth looks like the ruins of an ancient village, plunged in a murky hollow in the undergrowth. Some buildings are still visible in the dim light, their walls covered in mold and roofs swelling from spores and mucilage.

    Key Story Elements:
    • Far from the surface. Reaching Darkdepth isn’t easy: one must wade through the dense mud of the forest to a maze of underground caves, or follow the roots of centuries-old trees until light fades and air becomes suffocating. (Intrigue Questions: Who or what is going to guide the PCs to the village? What are their intentions?)
    • The saprobes. The villagers are silent creatures who communicate using subtle movements and often remain immobile, as if they’re listening. They are vaguely humanoid in shape, but their decaying fungal bodies are all different. Many wear jewels created by stringing together the most disparate items; bone, wood, glass and ceramic are the most common, but some saprobes add metal pins and earrings to their gill caps. (Intrigue Questions: Which of the PCs recognizes a familiar symbol or item? Why does this disturb them?)
    • Leto. Tall and thin, Leto distinguishes himself from the other saprobes with his interest in humans. He collects and preserves a great number of books and notes, going so far as to learn the basics of some languages and dialects. The PCs’ arrival excites and worries him at the same time: he’s willing to explain the nature and origin of saprobes, but he wants to know more about the surface world in exchange. He also asks the group not to reveal the location of Darkdepth to nearby villages, because he “learned from his books that humanity isn’t patient or sympathetic”. (Intrigue Questions: What is the saprobe's role? Why do they appear when someone’s life is in danger? What answers are hidden among Leto’s dusty tomes? What happened to the original inhabitants of Darkdepth?)
    • Bargain Alley. The long hollow of a fallen tree has become a gathering place for saprobes, who come here to trade items of every sort – those found upon the corpses brought to Darkdepth. Some are really ancient, others extremely new. Saprobes don’t use money and are outraged if someone asks to buy some of the jewelry they adorn themselves with. (Intrigue Questions: Why is that? What kind of link do they have with the items they choose to wear?)
    Transaction Note: ()
    The World - Chapter Extracts
    41

    THE WORLD

    CHAPTER: The Depths of the Great Tree

    Following a group of saprobes carrying a corpse to Darkdepths, the PCs venture among the giant roots of a titanic tree, completely covered with fungi. Its trunk, surrounded by glowing spores, merges with the cave’s ceiling and the surface ground.

    • Marshille: Sitting among the depths of the roots is a giant woman with harsh, sharp features. She wears a cobweb tunic and a large fungal cap. Her pale fingers end in extremely long nails, with which she traces occult symbols in the air with fine precision. The giantess speaks many languages and introduces herself as “guest and sister” of the saprobes. Is she a descendant of the people that lived here in the past?
    • Life in Death: Marshille has no problem explaining her role in Darkdepth: every creature that dies in the area is brought to her, so that her magic might breathe new life into the tree and the entire forest, not to mention the saprobes themselves. How do the PCs react to this revelation? Do they think that it is legitimate to deny the mourning families a final farewell for the good of the forest, considering those same families draw sustenance from its fruits?

    CHAPTER: The Drake Expedition

    Seraphina Drake, a young and enterprising magician from the Central Academy, is organizing an expedition to locate Darkdepth and research the mysterious power that, according to her, controls life and death in the entire forest. She is offering a generous salary to those who escort her and ensure her safety.

    • Mercenaries: Anxious for results, Seraphina hired some ex-military. Which of the PCs has dealt with them in the past? What burning defeat still torments these soldiers? Who is their leader and how long do they actually plan on following the magician’s orders?
    • Henrietta Drake: Seraphina’s younger sister accompanies the expedition and handles logistics and upkeep, but she is concerned about her sister’s impatience and the mercenaries’ methods. Her blood ties with Seraphina make her an ideal hostage.
    • Temptation: After reaching Darkdepth and discovering its ties with the life of the forest, the expedition breaks apart: Henrietta and the mercenaries have very different priorities and this will no doubt lead to a Villain emerging (maybe two, depending on the circumstances). Which side, if any, do the PCs take? Do the villagers have any chance to fight back? How will the forest react to this threat?
    Eisenstadt - City Guide

    Eisenstadt

    Overview

    The great city of Eisenstadt rises magnificently among the hills, in stark contrast with the surrounding countryside, which has been progressively abandoned over the last few years and is riddled with windworn megaliths, crumbled mounds and abandoned iron mines.

    As the seat of both the Alchemists’ College and the Government Bureau, it’s for all intents and purposes the industrial, political and economic capital of the region, not to mention the destination of all who seek a Special Alchemist License.

    Eisenstadt at a Glance

    Keywords: elitism, progress, urbanism.

    Key Elements

    • Terrain: hills, bridges, streets.
    • Common elements: B, F, E
    • Travel roll: d6.
    • Rare elements: A, I

    Challenges & Opportunities

    • Dangers: night haunts emerging from the mounds, a pair of big time swindlers, the eternal rival of one of the PCs.
    • Discoveries: a young traveling merchant, 20% discounts all over the city, exclusive tickets to a private soiree.

    Themes

    Explore themes relating to frantic and ambitious life, cold logic, and the forgotten truths and customs of the past.

    Information

    The World - Chapter Summary

    THE WORLD


    Chapter 9: Typical Features

    The typical Central City should include at least one of these features:

    • A school or academy that explores new disciplines.
    • An enterprising but arrogant middle class.
    • Traces of a past culture that very few talk about.
    • A merchant quarter, the true hub of all major trade routes.

    Chapter 9: Position

    A location like Eisenstadt often represents a transformative moment in the campaign. Here, the protagonists might find incomplete answers to some questions, meet new allies, and, perhaps, buy some brand new equipment and a flying or seaworthy transport.

    The Central City is also a great opportunity to introduce new threats and start the second half of the campaign.

    Chapter 9: The Villains’ Plans

    Eisenstadt is the largest city in the region, distinguished by its high technological level, easy access to numerous resources, and an ambitious and individualistic society: fertile ground for a Villain. This kind of location tends to present strictly humanoid antagonists, such as greedy merchants, callous industrialists, and alchemists or inventors willing to accept daunting risks in the name of progress.

    Possible Questions for the Group

    These questions are designed to prompt roleplaying encounters and build tension:

    • Which one of you has been to Eisenstadt before, and why? Has it changed much compared to your memories?
    • The city is large and noisy. Which one of you feels lost? Who has that enthusiastic shine in their eyes?
    • What is the most melancholic thing you saw crossing the hills around the city? Which of you knows the story of the people who lived there?
    • Which of your friends do you expect to meet here?
    • Did one of you attend the Alchemists’ College? Did any of the scholars there leave an impression? Why?
    • What can you buy in this place?
    Story Hooks Documentation

    Story Hooks

    When bringing Eisenstadt into play, the GM may use the following points to enrich the story by introducing artifacts, villains, discoveries, and rewards.

    Alchemy & The Alchemists’ College

    One of the most impressive buildings in Eisenstadt, the College was built on ancient foundations, but it has been renovated many times over the years to integrate special pipes and remedy a few “accidents” caused by overzealous researchers.

    • The Commission: Led by Dean Elsholtz, this is a mandatory path required for receiving a Special License and freely practicing alchemy. The Commission replaced the previous individual apprenticeship system with a curriculum aimed at industrial development, removing most of the philosophical and anthropological studies, especially any reference to forbidden alchemical techniques. (Question prompts: Who among the PCs thinks this was a reprehensible decision? Who deems it reasonable or understandable?)
    • The Classrooms: Ten ample halls, designed for both theoretical and practical lessons, occupy the third and fourth floor of the College. (Question prompts: What is the most unusual subject taught here? Which of the professors shows some interest in the Player Characters? Are there any known faces?)
    • Highflame Library: As emphasized by its bright blue crest, the College considers knowledge similar to fire, and its purest expression is an intense but controlled flame, which gave name to this colossal library. (Question prompts: What legendary tome is kept here? Who can give permission to read it and who wants to prevent it at all cost? And why?)
    • The Kiln: The College’s underground level includes a network of boilers which provide energy to the entire complex, along with a series of passages and rooms connected to the sewers, containing more-or-less stable remnants of old experiments. (Question prompts: Who or what guards this area? Who has an interest in recovering something from this maze of dangerous junk?)
    • Inner Quarter: Just as thick walls separate Eisenstadt from the countryside, towering fences isolate the merchant and middle-class quarters from the College district. This area contains specialized stores, luxury apartments for the Dean and professors, plus a club for licensed alchemists. Almost no students live in this district.
    Note:
    Investigative Dossier

    THE WORLD

    CHAPTER B: THE CROMLECH

    These megalithic complexes are characteristic of the hills around Eisenstadt, but a few can also be found inside the city in public and private parks. The hill folks worship them, while the city folks disregard them.

    Investigation Points:

    • Weathered words. Time almost completely wiped out the engravings on the megaliths, hiding their true meaning from scholars. However, rumor has it a miraculously intact stele can be found in the garden of Governor Bauer. Which of the PCs have studied these megaliths or encountered others like them? How can one visit the Governor’s estate?
    • The pattern. Although only partial complexes have survived, the placement of the cromlech looks anything but random. According to local folklore, magical stones were used to commemorate the departed and honor the pact between humanity and fairy folk, not to mention ensuring the locals’ safety by keeping a dangerous nocturnal predator at bay. Who proposed conducting research on equal grounds with the local shepherds, but was mocked and ostracized? Which strange events seem to give them credit?

    THE HUNT FOR REDGLOVE ERIKA

    The city watch captain has placed a 5000 zenit bounty on the head of the mysterious outlaw known as Redglove Erika, who is sabotaging kilns and alchemical factories across the region, recently striking at Eisenstadt itself.

    Investigation Points:

    • Traces. Erika’s most recent attack was on an experimental boiler; as usual, the machinery was damaged beyond repair despite no one being harmed in the accident, and a scarlet-painted glove was found. What do the PCs think about it? Have any of them crossed paths with Erika in the past or suspect her true identity? What was the purpose of the experimental boiler, and what about it seems suspicious or questionable?
    • Ashes. Erika (minor Villain) is a 60 year old alchemist, jaded and pessimistic, who considers the teachings of the College dangerously shallow and prefers to destroy the alchemical arts rather than letting a bunch of idiots (or worse, bureaucrats!) abuse them. In battle, she is flanked by spirits of air, fire, ice and earth, who make her immune to their respective elements and let her unleash elemental attacks that drain Mind Points and Inventory Points. Which of the PCs understands or approves of her actions? Is there anyone who might show her that people still respect alchemy in its true complexity, and rather than bury its darkest secrets would research them to better contrast their use?
    “This morning we visited the Expo, boutique shopping in the afternoon, then a tour of the city walls and a night concert! Sleeping? Sleeping is for losers!”
    The Golden City

    The Golden City

    A vast city floating in the sky that escaped the unrelenting march of time – few know of its existence and even fewer how to reach it. Legend has it humans are the descendants of its mysterious inhabitants, keepers of lost secrets since the dawn of time. However, in the silent magnificence of this enchanted place lurks the gloom and sadness of an inhuman secret.

    Golden City At A Glance

    Keywords: gloom, astonishment, emptiness.

    Key Attributes

    • Terrain: buildings, gardens, stone
    • Common elements: A, B, F
    • Travel roll: d12. Rare elements: E, T
    • Dangers: an illusory trap that locks the travelers in an endless mirage; the dormant security system that protects the city.
    • Discoveries: an unknown artifact from a lost civilization, an ancient and forgotten technology, a primordial being and keeper of all lore.
    • Themes: the wonders of the ancients, the creation outlasting the creators, the hidden rules of the world, the loneliness of immortals.

    The Remote Ruin

    A secondary location/concept associated with the main city's mystery.

    The World: Remote Ruins Guide

    THE WORLD

    Chapter Guide

    Remote Ruins Gazetteer Entry

    TYPICAL FEATURES

    The typical Remote Ruin should include at least one of these features:

    • A unique defensive or cloaking system.
    • An unbelievably ancient creature that protects part of the location.
    • Great mosaics or paintings depicting the history of the world.
    • An artifact that should have never been unearthed.

    POSITION

    A Remote Ruin is a classic turning point – inaccessible to the protagonists for a good chunk of the story. Reaching it means finding a new perspective upon the world… and discovering its most ancient shadows.

    This is rarely the end point of the adventure; on the contrary, this is where the protagonists fully realize the magnitude of their task, but they might come back here once they find a solution.

    THE VILLAINS’ PLANS

    Usually, the Remote Ruin and its amazing secrets are the main objectives of one or more Villains from the beginning of the campaign. This could be the lair of some ancient evil, but it’s also possible that the entity living here is just gloomy and in pain, easy prey for the Villain’s deceptions.

    If such a creature realizes that they have been used again, rage and desperation might turn them into a terrible scourge. Only the Player Characters can find a way to save the creature and the world.

    POSSIBLE QUESTIONS FOR THE GROUP

    • What allows this place to float among the clouds? Why did time never touch the remains of this ancient civilization?
    • A keeper ensures that none squander the secrets of the ancients by wasting them on deaf ears. Who are they? How do they fulfill their duty?
    • This place reawakens some lost memories in you. Which one of you has been here before? If this was once your home, why did you leave?
    • Strangers are forbidden to enter the city. How did you get in here? What is the penalty for trespassers?
    • A deep sense of emptiness and gloom hangs in the air. What caused it? How do the inhabitants cope with it?
    Story Hooks: Golden City

    STORY HOOKS

    When bringing Golden City into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    The Celestial Gardens

    These magnificent vertical gardens climb up into the sky. Vibrant and gargantuan flowers of unusual colors, meandering vines, and other plants with incomprehensible genetics embellish streets and walls, but hidden within are the sad truths of a lost civilization. There isn’t even a drop of water. What is the secret of these plants’ vitality? Why does flora look so different in this place?

    • The Unliving

      These mannequin-like creatures have been deprived of humanity. With pale and expressionless features, they aimlessly wander through streets and alleyways. Who are these creatures? For what purpose were they created?

    • A Cruel Experiment

      Forced to wander eternally, a hybrid similar to a shapeless chimera slowly walks every path of the gardens. They have no defined shape, looking more like a heterogeneous mass of animal limbs. Their eyes look almost human and show sadness and resignation. If the PCs try to speak to them, a human head and torso rise from beneath the skin. The hybrid isn’t evil and fights only in self-defense (their attacks are unpredictable and their Affinities change every turn). What is the true nature of this experiment? Which animals made up their amorphous body?

    • A Harsh Reality

      Paintings and frescoes decorate the gardens’ inner walls. Studying them for a while, Player Characters may discover a terrible truth about this experimental greenhouse: it was the theater of macabre and obsessive experimentation. Here, a now forgotten culture manipulated life itself and molded nature and humanity according to a very detailed plan. Who were they? What was their ultimate goal, and what interrupted their plan? Which of campaign’s main antagonists made such an obsession their own, to the point of trying to complete the work of these merciless visionaries?

    Not All That Glitters Is Gold

    The glow of the Golden City shines beyond the clouds. Thousands of luminous particles shimmer among the ruins, residuum of the essences that have returned to the stream of souls. And yet, the heart of the city is grim and dark. The secret of its civilization must remain buried and no living being should ever set foot in the Golden City.

    Lore Document Excerpt

    The World

    Chapter Synopsis

    Cradle of Life

    The Golden City is where souls are purified and reprogrammed for their next birth according to a precise scheme. Instead of following the spontaneous chaos of nature, they are cleansed of all memories and forced to reincarnate according to the designs of an ancient entity, descendant of a forgotten people.

    • Key Questions: Who were they? What caused their disappearance? Why did they manipulate the stream of souls to the point of replacing it?

    Entities & Conflicts

    Deus Ex (The Supreme Villain)

    • Description: The heir to the will of the ancients appears as a colossal bronze statue—a humanoid angel with two feathered right wings, a female body, and a crying face in place of the left arm. Its true essence is sealed in its head, protected by a helmet that monitors all the city’s functions.
    • Abilities/Threat: It has been draining the spirits of any intruders and turning them into pale shadows.
      • It is Immune to physical damage and alternates between Vulnerability and Absorption to light and dark each round, unleashing attacks based upon the Absorbed element and inflicting random status effects.
      • It controls the mechanical sentries of the entire Golden City and can spend Ultima Points to summon them.
    • Narrative Hook: In reality, its spirit silently mourns its millennia-old separation from the stream of souls—can the Player Characters help them reunite with it, and how?

    Castaways of the Sky

    • The Setup: Will and Orvy, two reckless aviators, lose control of their aerostat and crash among the ruins while escaping a deadly spirit. In helping them, the PCs become embroiled in a violent conflict.
    • Necroptes (The Spirit): A ravenous winged spirit that can smell death and knows no remorse.
      • Tactics: Casts fire and air spells. Although fragile, it can strike down enemies in Crisis with its terrible Death spell, which reduces victims’ Hit Points to 0 if they were a multiple of 5.
      • Resistances/Weaknesses: Vulnerable to cold and light damage; Immune to earth and Absorbs dark.
    • Conflict Resolution Points:
      • Collateral Damage: If the Necroptes isn’t defeated within 4 rounds of conflict, the aerostat becomes unusable due to collateral damage.
      • Rest in Peace: After the end of the conflict, Will and Orvy explain they are fulfilling their father’s last request: scattering his ashes from the highest point in the sky. If the aerostat is still serviceable, they take off; otherwise, can the PCs figure out an alternative solution?
    “This is where it all began – maybe for fun, boredom or desperation.
    The memory is lost, the truth ignored, and the answers denied.”
    Lowtide: The Sunny Bay

    The Sunny Bay

    Lowtide

    Overlooking the clear waters of a vast sea, Lowtide is a nostalgic place—a glimpse of life on the coast of an uncontaminated island. The crystalline waters and white sand paint the landscape with romantic hues. During half-moon nights, the waters withdraw, revealing secrets hidden beneath the waves that might surprise even the most well-traveled adventurers.

    LOWTIDE AT A GLANCE

    Keywords
    curiosity, memories, rest.
    Terrain
    sea, rocks, sand. Common elements: A, B, L
    Travel Roll
    d8. Rare elements: I, D

    Key Features


    (Source Data: )

    The World - Chapter 9

    CHAPTER 9: TYPICAL FEATURES

    The typical Sunny Bay should include at least one of these features:

    • A hidden beach, quite romantic, too.
    • An underwater cave where mysterious plants grow.
    • A cliff with an old lighthouse.
    • A dangerous island that can be reached only under special conditions.

    POSITION

    Locations like the Sunny Bay are often used at the start of the adventure. It might be a place where the people of the protagonists’ village gather and celebrate, or the stage for the first scenes of the campaign, perhaps during a test of courage when something goes horribly wrong, causing the PCs to work together for the first time.

    THE VILLAIN'S PLANS

    Usually, a place such as Lowtide is of no consequence to the Villains, but it might provide the perfect opportunity to meet with an accomplice or kidnap some isolated and unaware individual. Over the course of the campaign, a Villain might land here or make the beach their lair, preventing the locals from entering, or turning it into a tourist trap, without any regard for the environment and the creatures that live here.


    POSSIBLE QUESTIONS FOR THE GROUP

    • One of you was born on the island. What are your childhood memories? Why did you leave? What is your relationship with the locals?
    • Once a year, on a special occasion, there is a traditional festival on the island. What is its meaning? What does it pay homage to?
    • What does the low tide reveal at night? Why does this phenomenon happen only with the half-moon?
    • What other kinds of creatures live on the island? What distinguishes their abodes? What kind of relationship do they have with humans?
    • An ancient building lies undisturbed among the vegetation. What kind of structure is it? What was its function?
    Story Hooks - Lore Document

    When bringing Lowtide into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    THE LIGHTHOUSE ON THE CLIFF

    At the top of a cliff overlooking the sea, hidden by thick vegetation, is an old disused lighthouse—a picturesque and oft-forgotten sight.

    Crab cave.

    A partially submerged cave leads directly into the cliff. Giant crabs with strange carvings on their carapaces have taken refuge from the currents here. They aren’t aggressive, but react if someone attacks or gets too close. What is the meaning of those carvings? Has one of the PCs ever seen something similar?

    The lighthouse.

    This ancient building rises atop the cliff. Completely covered in creeping vines, it lies forgotten in this remote part of the promontory. It dates back to ancient times—perhaps it was built by the ancestors of the bay’s current residents. The lantern found at the top is decorated with strange paintings and frescoes, depicting a flaming bird. Who built the lighthouse? What was its original purpose?

    Golden egg.

    Resting on the old lantern’s base, this object is craved by researchers and smugglers. Nobody knows who the real owner is, nor how it came to be here, and none has been brave enough to move it. Gathering enough evidence, the Player Characters may discover that the tower was the nest of an ancient creature who used the lantern’s light as a waypoint to return home, but that fire has been out for a long time. What kind of egg is it? Where is the mother?

    Curlybeard, the self-proclaimed Pirate King.

    While inside the lantern room, an old sea dog looking for the egg (see above) attacks the PCs. He fights with an old pistol and a rusty cutlass, which can inflict weak. When he enters Crisis, the pirate grabs the egg and attempts to escape (a 4 section Clock, with one section automatically filled at the end of each round). As the singed beard might suggest, the pirate is Vulnerable to fire damage, but Resistant to ice and air. During the fight, the PCs feel the earth shake and the cries of a strange creature getting closer each round—perhaps the mother is coming back to protect the egg? If so, would she unleash her fury only upon Curlybeard? Or the protagonists as well?

    The Coral Forest & Beyond

    The Coral Forest

    At low tide, a thick coral forest emerges from the sea, painting the atmosphere with bright hues.

    Locations within the Labyrinth

    • The coral labyrinth. It’s easy to get lost in this living maze. Finding the exit requires filling an 8 section Clock. Each time they fail, the PCs bump into an unwelcome snag, such as a shoal of marine creatures, sharp poisonous corals or they feel a terrible sense of disorientation (dazed status effect).
    • The flooded temple. At the heart of the labyrinth lies an ancient ruin and in its main chamber, inaccessible to humans, is the ancient Horn of Tides. Built by an amphibious people that lived on the coast, the temple is now the lair of a giant moray eel. She isn’t aggressive, but values quiet, so she vehemently urges the PCs to face the Trial of Currents (see below) to recover the artifact… omitting a few details.
    • The Trial. At the mercy of thundering currents, the heroes feel bitter memories emerging, but of what kind? Each Player Character that manages to explain how one of their Bonds would have helped on that occasion will slowly be cradled by currents, and led before the Horn. What kind of power does this artifact give?

    The Damaged Boat

    Stranded on the coast, the unlucky fisherman Orus needs materials protected by dangerous plant creatures to fix his badly damaged boat.

    Potential Encounters

    • Wood Guardians. If the PCs try to establish contact with the protectors of the forest, they are brought before the sacred tree, a millennia-old magnolia always in bloom. All living creatures in the area protect and worship it, grateful for its gifts. What can be discovered by communicating with the magnolia? What compromise does it offer?
    • Violence is not the way. If the PCs try to use force to get wood for the fisherman, or if they try to get rid of the forest creatures, the voice of the sacred tree echoes in their mind, ordering them to stop. What punishment awaits them if they don’t comply?
    • The fisherman’s gratitude. If the group returns empty handed, Orus understands the need to respect the local laws and thanks the PCs for their help, showing them the location of a mysterious island that doesn’t appear on any map. If they get the wood, he offers to take them to the island with his own boat. What kind of island is it? Which of the PCs has heard of it? What does it hide?
    “Whether it’s an object, a thought or a feeling, cast it in the sea. The waters will keep your secret.”
    The Barren Wastes

    The Barren Wastes

    A semi-arid, enigmatic expanse

    Beyond the borders of known lands lies a barren waste, an arid desert. Under its reddish sands lie buried the remains of many failed attempts at surpassing humanity’s limits. However, this inhospitable territory isn’t completely devoid of life, and over the years, the local people have adapted to adversity, learning to survive and find beauty in this hostile and enigmatic land.

    Rocky Desert at a Glance

    Keywords: ruin, survival, hope.

    Key Features

    • Terrain: canyons, caves, dunes. Common elements: A, F, E
    • Travel Roll: d20. Rare elements: I
    • Dangers: a forgotten and extremely unstable alchemical experiment; a gargantuan sand scorpion; a sudden ambush by the desert raiders.
    • Discoveries: a random encounter with an ascetic who knows the secrets of the desert; a safe refuge; a precious mineral sedimented over many centuries.

    Themes

    The irreparable consequences of human arrogance, beautiful and merciless nature, finding strength in each other.

    The World - Barren Waste Lore

    THE WORLD

    CHAPTER 9: TYPICAL FEATURES

    The typical Barren Waste should include at least one of these features:

    • A resourceful and ingenious nomad people.
    • An unstable and dangerous elemental phenomenon.
    • A roaming monstrous creature.
    • The remains of an arrogant or unfortunate civilization.

    CHAPTER 9: POSITION

    Often, the journey across the Barren Waste appears mid-adventure or in the second half, and represents a coming-of-age moment for the protagonists, as well as an occasion to consolidate their goals and friendship. By facing the desert and meeting those who have learned how to coexist with it, Player Characters learn to appreciate and respect even the cruelest and most inhospitable parts of their world—and how certain thresholds should never be crossed.

    CHAPTER 9: THE VILLAINS’ PLANS

    Some Villains might use the Rocky Desert as their hideout or lair, or plan to use local resources, precious yet unstable, to the detriment of its people. A particularly ancient Villain might even remember when this was a prosperous land and become obsessed with mirages of past glory—or they might be a spirit born of the desperation of those who witnessed the catastrophe that made this territory arid and inhospitable.

    POSSIBLE QUESTIONS FOR THE GROUP

    • An unusual phenomenon appears regularly in the desert. It’s known as “crimson rain,” but it’s not water. What is it?
    • One of you knows the desert and how to navigate it. What’s your story? Do you have a contact that might help you cross it?
    • Here and there, ruins of a lost civilization pierce the sand. Which people did they belong to? What is left of them?
    • How did the desert people adapt to these arid lands? What threat makes it dangerous to cross the sands?
    • An ancient alchemical project lays dormant under the sand. What is it? What was its purpose? Who is looking for it?
    Story Hooks

    STORY HOOKS

    When bringing Rocky Desert into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    RUST SALT CANYON

    An area of canyons filled with sharp rocks and salt crystals. Among sand and stone emerge grooves and metal remains of what seems to be a centuries-old railway, an attempt to connect settlements destroyed by the passing of time.

    • Ancient railway. The ruins of this monumental endeavor have been almost completely dismantled and repurposed by the locals. In particular, its opaque metal is ideal to forge very robust tools and pieces of equipment.
    • The desert people. Accustomed to the desert, the inhabitants have learned to appreciate what it has to offer and recognize beauty where others see only danger. They have a symbiotic relationship with the Rocksoarers, creatures unfit for hunting who instead feed upon the parasites found on desert whales, and also cultivate a variety of plants and shrubs unique to this region.
    • A slice of paradise. If the locals consider them worthy of trust, the PCs are invited to witness a rare spectacle. In a specific location, under a sky of stars, they can hear the song of the desert whale, a majestic creature that lives under the sand, emerging only during the cold nights to draw breath. (Potential mystery: What is the relationship between the whales and the desert people? Why do they live only in a certain area?)
    • The sea of sand. This endless waste is dangerous and impossible to cross on foot, but that doesn’t dissuade the desert people who, using swift, floating boats, constantly probe the sands looking for ancient relics. (Potential mystery: What are they really looking for? How do these vehicles work?)

    BURIED LABYRINTH

    An obscure enigma is buried under the sand, in the heart of a maze of tunnels and underground roads. Narrow passages, theater to forgotten experiments, spread through the ground. Among flasks and alembics, enigmatic notes preserved in dusty diaries suggest the researchers were working on a device that could reverse the fortunes of the desert’s inhabitants.

    Adventure Excerpt

    THE WORLD

    CHAPTER

    The Condenser

    This powerful artifact is the result of many years of secret experiments underground. It can extract all water contained in both organic and inorganic matter, making it dry and barren. The tank is inexplicably full. This device could be a game changer for the desert people, but nobody remembers how to use it. What are the PCs going to do? What are the potential consequences of using such a device?

    • Failed experiment. The Condenser proved unstable and became a death sentence for the entire city. Stripped of all fluids, its inhabitants have been reduced to withered skeletons that slumber in undeath. They can survive without water and jealously guard their memories, especially those of their mistakes.
    • The Nameless Queen. Once sovereign to the surface and first among alchemists, this minor Villain hides her mummified body under heavy, jeweled cloaks. Despite being an undead with murky memories, she still has a knack for the alchemical arts and can unleash devastating fire spells or summon servants of sand and bones, who explode when destroyed. If defeated, the Queen regains enough lucidity to answer a few questions before disintegrating.

    ❓ A RARE FLOWER

    An old nomad from the village wishes to commemorate his late wife by planting the seed of an extraordinarily rare flower next to her tomb.

    • Dalen. His weary body prevents him from traveling the desert alone, but his wisdom is without equal. Dalen is looking for the Snaplion, a flower that grows only in the heart of the Rocky Desert. It was his wife’s favorite, but those that blossomed next to her tomb have now withered. If the PCs agree to accompany him, they receive a +2 bonus to Open Checks to obtain information about the desert.
    • Myrmidon. Similar to a giant antlion, this creature lays in ambush in a sandpit, luring prey with floral antennae. At the start of the conflict, Myrmidon inflicts slow on all enemies, then strikes with its powerful mandibles or the Guillotine spell (same as Omega; see Core Rulebook, page 193). It can burrow into the sand, drawing slow enemies into its maw, causing heavy damage. It is Immune to earth damage, Resistant to fire and Vulnerable to ice and air.
    • Farewell. After defeating Myrmidon, it becomes clear there are no more Snaplions, outside of the fake flower the creature used as a lure. What are the PCs going to say to Dalen?

    “The desert sand buries the mistakes of the past,
    but it cannot erase them, only hide them.”

    Vertigo Peak Dossier

    VERTIGO PEAK

    The Frozen Mountain

    Vertigo Peak stands as the tallest mountain in a frozen and inhospitable range, constantly battered by unending storms that howl across its crevasses. It looms at the very edge of the continent.

    Despite the eternal winter, specialized groups of seasoned hunters have adapted their lives to survive this hostile mountain, learning its brutal and harsh lessons. Concurrently, the local fauna evolves at frantic speed, struggling to keep pace with merciless environments and apex predators.

    Vertigo Peak at a Glance

    Keywords: catastrophe, ice, silence.

    Key Elements

    • Terrain: crevices, geysers, ice.
    • Common Elements: A, I, D (Aid).
    • Travel Roll Difficulty: d20.
    • Rare Elements: F, T.

    Dangers & Discoveries

    Dangers

    • Thunder and lightning.
    • A sudden landslide event.
    • The unexpected evolution of a dangerous predator faced by the group.

    Discoveries

    • A safe camp situated deep amidst mountain crevasses.
    • The remains of a unique creature, harvested for valuable materials.

    Overarching Themes

    • Long journeys within extreme environments.
    • Punishment corresponding to past mistakes.
    • The difficulty and necessity of tough harmony.
    Chapter Overview

    The World - Chapter Overview

    9. Typical Features

    The typical Freezing Mountain should include at least one of these features:

    • A dangerous path in a state of disarray.
    • A small settlement hiding ancient knowledge.
    • An ancient structure, extremely hard to reach.
    • A terrible beast that no hunter dares to face.

    9. Position

    Locations such as Vertigo Peak represent the climax of the adventure and the final test of the Player Character’s abilities. Unforgiving weather and dangerous creatures make this the ideal setting for the final act of a campaign. Furthermore, these locations are often situated near a corner of the map sheet, far from all the main settlements and shrouded in myth and legends.

    9. The Villains’ Plans

    Vertigo Peak is so remote and dangerous that a common Villain would hesitate to use it as their base of operation. It’s far more likely for it to be the abode of a simple and brutal threat, a terrible catastrophe looming over the rest of the world. The mountain might also be the birthplace of a recurring Villain, where the heroes can finally discover the antagonist’s past and understand how this merciless land shaped their motivations.

    Possible Questions for the Group

    • This is an extremely coveted hunting reserve. Which of the local creatures threaten the ecosystem? What would happen if they were not contained?
    • A recent and sudden climate shift wreaked havoc on the mountain. What was the cause? How did the toughest species adapt to it?
    • A decaying structure towers among the clouds. What is it? What was its original function? Who or what occupies it now?
    • To fend off local wildlife, the denizens of the region developed an ingenious defensive strategy. How does it work?
    • Among local hunters, one shines for their skill. What do they have in common with one of you? What are they known for?
    Story Hooks: Vertigo Peak

    STORY HOOKS

    When bringing Vertigo Peak into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

    HUNTING VILLAGE

    The inhabitants of this settlement work hard to preserve the delicate balance of the ecosystem, making sure the largest and most dangerous creatures don’t descend upon the valley, where the population won’t be able to fend them off.

    • The hamlet. The local hunters learned not to waste anything, to use everything they harvest from their prey to show respect for their “sacrifice”. Despite their harsh and rough personalities, tempered by the difficulties and hardship that they endure, they offer shelter to the travelers. What are the key traditions of these people? Why did they adopt this particular philosophy?
    • Dragon Fang. A gigantic weapon used to defend the village from aggressive creatures, this massive harpoon was fashioned from an ancient and unbreakable bone-like material, but the identity of the creature it comes from has been lost to time. What actually is the Dragon Fang? What creature did it belong to?
    • The old hunter. His vast scars tell many stories, including those he is unwilling to share. This silent veteran was forced to retire after an unfortunate hunting accident – he was the sole survivor of the expedition, after which he became withdrawn and stopped talking. Who is this old hunter? What accident caused him to retire? What discovery caused him to mistrust everybody?

    CALAMITY KEEP

    This vast and partially ruined castle was built over the original lair of the dragons, powerful creatures now forgotten among the echoes of the past. Only the boldest and most foolish dare trudge the path to this ancient building.

    Lost Path

    Many are the dangers hidden along this route. To reach the castle, the PCs have to complete a 10 section Clock. With each failed Check, the Game Master introduces one of the dangers of Vertigo Peak – landslides, sudden fatigue, an abrupt snowstorm or a pack of opportunistic predators.

    World Excerpts

    The World (Chapter Excerpts)

    Key Locations and Phenomena

    • The Great Hall. This massive hall has seen better days and, after a partial collapse, most of the exits are blocked. However, the main structure is solid and only a fool would blame its disrepair on the passage of time. Inside the castle, PCs can find weapons from ages past, brandished in an ancient battle. The keep also has ancient defense mechanisms, such as ballistae and arquebuses.
    • Eternal Grudge. Scattered among the ruins, tapestries and trophies tell the tale of an age past, when dragons ruled the mountain – until some “champions” exterminated them… except for one, who fled into the northern mists. The last surviving knight, heavy with remorse, foresaw the creature’s return.

    Funeris (Major Villain)

    In ancient times, this colossal demon experienced mankind’s vainglory firsthand. Being the last of their kind and tormented by the souls of dead dragons, they want revenge.

    Enveloping the mountain’s side, Funeris is vast enough to be split into three parts: head, tail, and claws, each Resistant and Vulnerable to different elements (the color of the scales provides a clue).

    • They can breathe fire, which ignores Resistances.
    • They also use an explosive powder that increases the damage of subsequent attacks.
    • The long tail strikes enemies with multi (3).
    • The powerful claws can grab a PC, temporarily separating them from the rest of the group.

    Combat Flow: Whenever a part is defeated, Funeris takes off and skips his turns, preparing to unleash a fearsome cataclysm. If the PCs fail to activate the keep’s defenses (a 6 section Clock) by the end of the following round, they all drop to 0 Hit Points. If they succeed, Funeris’ remaining parts re-enter the conflict.

    Character Encounters

    Albert

    A young and inexperienced explorer-photographer, Albert isn’t equipped to face the mountain. He wants to make a name for himself photographing a rare animal that lives only here. Being too green to succeed, he asks the PCs for help.

    Unwanted Attention: Albert isn’t evil, just dangerously naive. His articles caught the attention of hunters and trappers who want to make a trophy out of his next subject. Which infamous hunter is following his tracks? Which of the PCs has dealt with them in the past?

    Qilin

    While exploring, the group is caught by a sudden snowstorm. A neigh cuts through the wind, but no horses live on Vertigo Peak – the PCs have stumbled upon a qilin, an ancient chimera with the body of a deer and the head of a unicorn.

    • Who among them knows the nature of the qilins and their role as benevolent messengers?
    • Which lucky event does this one foretell?
    • Who reacts with suspicion or violence to them?

    “The mountain is harsh but fair. No matter if predator or prey: the true sovereign of the food chain is adaptability.”

    Natural Fantasy Conflicts

    The following pages provide suggestions to help you build natural fantasy conflicts

    They explore these situations from a rules perspective – which the Core Rulebook also discusses at length from page 58 – but, more importantly, they focus on the narrative tensions at play during clashes between individuals or factions.

    Ignorance and Fear

    Natural fantasy conflicts are extremely varied, but all share one common element: the will of one or more contenders to act before fully understanding the nature of the problem and the possible consequences. They often do so out of fear of what they don’t know how to control or understand.

    The simple answers are seldom the correct ones. Prejudice and fear might cause irreparable damage but, at the same time, one can’t wait forever. This contradiction is at the heart of natural fantasy and something that has no simple solution – on the contrary, this particular style of game hinges upon doing your best, acting out of generosity and taking responsibility for your mistakes.

    When creating situations based on these dynamics, you should pay attention to:

    • Fear and shame. Someone feels in danger: it might just be due to survival instinct, but it can also arise out of fear of losing credibility, power, or control, or the growing realization that one’s worldview is naive or incomplete.
    • Neglected teachings. Traditions, legends, stories, and relics remind us of similar situations from the past, but the factions or contenders involved are unaware of them, willfully ignore them or (even worse!) misinterpret them to fan the flames of conflict instead of solving it.
    • Pride and prejudice. The contenders often have a shallow opinion of their adversaries, and stubbornly refuse any chance of compromise, convinced that their actions are an unfortunate necessity or inherently “righteous”.
    • Long-term consequences. Every conflict is going to have an aftermath that the contenders do not understand or choose to ignore, usually because they believe it won’t really come to pass, won’t involve them directly or is preferable to any other alternative regardless.
    • A glimmer of hope. In all these situations, there is always a chance for negotiation and dialogue that people are ignoring, and that is exactly where Player Characters come into play and show their support.

    MISTAKES OF THE PAST, HOPES OF THE PRESENT

    THE WORLD

    Natural fantasy stories don’t focus just on the immediate and brutal pain caused by exploiting the land, oppressing people and uprooting traditions and cultures. On the contrary, they argue that such actions are going to have very long-term consequences, much longer than the life expectancy of those involved, and that to heal such wounds we will need not only the ability to understand and forgive, but also the self-awareness and courage to take a step back and change our point of view.

    The price of past cruelties falls upon the people of the present, and the price of present cruelty will fall on the people of the future.

    The recurring leitmotifs of the genre include neglectfulness, the rediscovery of ancient and terrible technologies, curses (often generational or cyclical), and the idea that the protagonists have to endure and overcome the consequences of the past, taking care not to cause the same suffering to future generations.

    If you are running low on inspiration, you can rely upon some natural fantasy classics and their related conflicts:

    • Catastrophic artifacts. Magical or technological items infused with almost miraculous powers reemerging from ancient times. They represent a temptation for both the hopeless and those who crave power and authority, but in both cases these tools will unleash a devastation that the planet was trying to forget.
    • Punishment incarnate. Curses, plagues and epidemics might be the ecosystem’s answer to atrocities committed by civilizations past – they often force animals, spirits, and machines to act in a destructive manner, and assume a full physical form only towards the end of the campaign.
    • Millennia-old progenies. Simple in terms of narrative premise yet extremely dangerous, these adversaries are the result of century-old (perhaps millennia-old) experiments to create better weapons or eliminate pollution and radiation. They might be biological creatures or huge out-of-control machines.

    Further advice and suggestions on which Villains to use depending on the situation can be found in Chapter 4: Antagonists.

    The Price of Peace

    The idea that natural fantasy must have a bucolic aesthetic and deal with small, peaceful villages is superficial to say the least. A large number of these stories take a different twist, highlighting the difficulties in human relationships.

    Sometimes they are just the inner conflicts of a village or a family, but tales of violence and oppression between neighboring nations are equally common, not to mention the marginalization of one or more individuals who called local dogmas into question.

    Traditions are important and they were probably created for a good reason, but this might not be the case any longer: blindly following them might lead to grave misjudgments. At the same time, discarding them for profit or power is equally cruel and irresponsible.

    In line with the themes of change and coexistence that permeate the natural fantasy genre, peace isn’t static, but something that must be redefined day by day, based on new necessities, otherwise it becomes an oppressive silence.

    When Words Are Not Enough

    Many natural fantasy conflicts involve factions who struggle to communicate. These disputes often take the form of wars between humans and animals, monsters, or spirits, but the idea also works in the case of rivalries or tension between nations that don’t speak the same language.

    Some character options allow the PCs to communicate with usually unintelligible creatures and powers—for example, Elemental Harmony (see page 155), Feral Speech (see Core Rulebook, page 183) and some Rituals. These are excellent choices if you want one of the protagonists to act as a mediator.

    However, you might avoid these options on purpose, so that the group has to struggle with the difficulties of communication (a character might acquire them later to show their evolution).

    Conflict Resolution & Understanding

    • In such situations, it’s important to highlight the values of hospitality and understanding.
    • If the story includes a presence considered “alien” or “outsider”, the heroes’ first instinct should be to suspend judgment to understand its point of view, needs, and necessities, instead of driving it back, fighting, or eliminating it.

    Although defending oneself from a raging monster or making contact with destructive spirits is rather common (combat is a core part of Fabula Ultima after all), the real antagonist appears later, often under the guise of an evil influence that has corrupted peaceful creatures (see page 174).

    A Cruel Curiosity

    THE WORLD

    A CRUEL CURIOSITY

    A lack of knowledge might spark a conflict, but seeking knowledge can take on dangerous forms when not accompanied by empathy and respect: it is fated to become a morbidly analytical pursuit.

    This category include those “scientists” who demand answers and use any means necessary to reach them – vivisectioning living creatures and putting whole ecosystems under the microscope, destroying entire archaeological complexes and ancient ruins, or stealing the ritual objects and cultural heritage of an entire people just to catalog them in a university library or flaunt a collection.

    In this regard, archaeology, botany and zoology are excellent starting points for a natural fantasy conflict. Even better if a member of the group practices one of these disciplines with both ethics and passion, or if they are a descendant of the culture under scrutiny. It’s a great way to flip the usual fantasy stereotype that depicts ancient ruins as completely detached from the current culture, promoting a false portrayal of archaeological research and its social and environmental impact.

    Example: At the center of Irkalla lake is a millennia-old city-island whose name none remembers. Clattering constructs, protected by stone armor and animated by complex magics, wander across its labyrinthine canals. Along the southern coast is a village, inhabited by the descendants of the original builders: the local artisans adapted the wind motors recovered among the ruins and the Council is gathering explorers to discover the truth about their ancestors and the lights that appear over the lake during the night. However, some want to collect the maze’s treasures and sell them to the highest bidder, and others have the dangerous wish to see in action the miraculous weapons of light mentioned in the Irkallans’ poems.
    Beasts and Monsters: A Guide

    BEASTS AND MONSTERS

    The protagonists of Fabula Ultima are positive, heroic figures, who fight against the twisted ideologies and egotistic machination of the Villains. This premise is strictly linked to the idea that the antagonists are aware and in control of their actions, even when they don’t fully understand the consequences.

    What happens when the antagonists are little more than animals or monstrous creatures that, acting on instinct or according to their life cycle, threaten the region or the protagonists’ community? In such a case, it’s legitimate to question how “heroic” it is to fight creatures who are just following their instincts or needs.

    The works that inspired this Atlas approach this subject in a number of ways:

    • Survival. This is the easiest approach, albeit a bit superficial and questionable, and it simply reassures the Players that their actions are justified: in these settings, humans are far less numerous than beasts and monsters, hence it’s sometimes necessary to fight and kill them.
    • Conservation. In this approach, slightly more complex and thoughtful, it is legitimate to eliminate specific creatures that can cause massive damage to the entire ecosystem, making those specific creatures play the role of Villains.
    • Exorcism. This approach is based upon the idea of fighting only creatures that are corrupted or infected by a magical influence or parasite, to purify them once they are weakened (in Fabula Ultima one can choose the fate of an enemy reduced to 0 Hit Points – death is not the rule). The source of such corruption is often an environmental antagonist (see page 174).
    • Revenge. In this variant of the previous approaches, the heroes discover, often through the ability to communicate with beasts, that the terrible fury or corrupting influence was spawned from human atrocities, creating an age-old grudge that might take the shape of a major (or even supreme) Villain… and to make matters worse, our protagonists’ early actions might have contributed to such a disaster.

    This Atlas cannot tell you which approach, or what relationship between humanity and nature, you should adopt. This is something your group should decide together. Nevertheless, remember that the nature of the struggle between humans and the world is a precise thematic choice that should never be trivialized.

    Something Bitter or Melancholic

    SOMETHING BITTER OR MELANCHOLIC

    Finally, all tense situations and conflict scenes in a natural fantasy campaign should have a bitter or melancholic aftertaste. This undertone highlights the torment of the antagonists, strengthens the bonds between the heroes and those who are in danger, or reiterates how the PCs are facing the consequences and paying the price of errors that were committed by the people of the past.

    Examples

    Here are some examples of scenarios implementing this theme:

    • To defeat the wrathful ice spirits, the Alderman’s daughter decided to wield an ancient relic with the power to destroy souls. She too is going to forfeit her own, but the clan will survive.
    • The majestic Jade-Horned Lion nourishes the region by cyclically dying and being reborn; but his current incarnation became attached to a human orphan and rejected death, ultimately turning into a monster.
    • A terrible disease strikes down settlements that surpass a certain technological level, or that dig up and activate the Progenitors’ machines.
    • Cornered by new fishing regulations, the people of a Player Character’s native village accepted the thane’s money and allowed his men-at-arms to scour the forbidden ruins under the village.
    • The heroes battle a beautiful and titanic plant monstrosity, contaminated by the experiments of a careless apprentice witch. The seed was planted by a young hunter to commemorate the death of his partner.
    • Crossing the Bone Steppe at night is very dangerous – following the steps of the Warthog Goddess, whose wounds bleed continuously, restless spirits of animals killed by a now-forgotten Empire possess their own bones and assault the living.
    • Born from an egg that hatched centuries after the extinction of her species and overwhelmed by desperation, the Magmamoth Queen devoured the ancient magic of the forest, until she became a veritable living hive.
    “I have no doubt that it is necessary.
    I just wish I wasn’t the one to carry this burden.”
    Magic and Rituals Guide

    MAGIC AND RITUALS

    In a natural fantasy campaign, magic is a field where the themes of balance, coexistence, mistakes, and punishment emerge at their strongest. Moreover, the relationship between humanity and supernatural creatures hinges on a few core assumptions, discussed in the following pages.

    MAGIC AS A NEGOTIATION

    Magic represents the delicate relationship between humanity, the ecosystem, and the mysteries of life itself: it’s important to ask what is the source of the magical powers wielded by the characters and how such abilities might alter the existing balance.

    The “Everything has a soul” pillar, from page 14 of the Core Rulebook, comes into its highest expression in natural fantasy – magic is alive, often incarnate as a local spirit or presence, and reacts according to its own will and personality.

    Depending on which characters are involved in the campaign and what kind of threat they face, this approach might express itself in many ways and should influence the game mechanics. The following sections contain advice and considerations on how to handle these themes, which require special attention.

    SPIRITS, DEITIES, AND PRESENCES

    “Divinity” isn’t something far away and limited to specific moments of prayer; it’s close, everyday, and omnipresent, but also extraordinary, sentient, and unpredictable. It’s part of everything on both an individual and universal level.

    • Individual. Divine entities often appear as spirits or presences inhabiting a place, object, or creature. Sometimes they manifest as elemental beings, other times as demons born from a build-up of spiritual power or due to a creature’s extreme longevity, or as a conglomerate of magical energy, lacking a conscience but still “alive”.
    • Universal. Divinity as a concept also represents the global, cyclical and interconnected totality of everything: a symphony of lives that are born, transformed and pass away, feeding upon and influencing each other. This universal dimension of the divine often appears in the guise of a spirit realm, permeating reality but visible only to a few.

    We can say that magic draws power from a universal energy through an individual medium, but in doing so it causes immediate reactions on the individual level and/or long-term consequences on a universal scale.

    The World: Favorable and Unfavorable Reactions

    CHAPTER 9: FAVORABLE AND UNFAVORABLE REACTIONS

    Since both magic and the divine dwell in spirit form within places, items, and creatures, the use of spells, Rituals, and magic abilities – excluding those of the Invoker Class (see page 154), with its ability to harmonize with natural forces – might provoke a reaction from those very same spirits. The details of such events vary based on the character’s Identity and abilities used, but they often come into play as a consequence of Opportunities, Fabula Points, Sacrifices, Surrenders, or failed Rituals. The Game Master might also add favorable and unfavorable plot twists as they see fit.

    Among the most fitting rules to use in these circumstances are harmful or beneficial environmental effects (see Core Rulebook, page 299), a sudden shift in the invocation wellsprings (see page 156) or, in the most extreme situations, the introduction of a new threat or danger.

    MEDIATION AND RITUALS

    Following these premises, Rituals become a dialogue with the forces of nature and require self-discipline, empathy and preparation – they are often the exclusive prerogative of a single member of the group, trained in one or more disciplines:

    • Chimerism, Elementalism, and Spiritism. These are the most common disciplines, associated with communicating and negotiating with the spirits of flora and fauna, the presences inhabiting the basic elements and the positive and negative influences that flow through all living creatures, respectively.
    • Arcanism. When reimagined to fit a natural fantasy style, this discipline represents the ability to gain the favor of ancient protector spirits, keeping a fragment of their power inside any item they consider an appropriate vessel. This may include being hosted within the Arcanist’s own body, in the form of a tattoo, scarification or partial metamorphosis.
    • Entropism and Ritualism. Finally, these disciplines are the most unusual and they are linked to a subject we will address on the following page: magic as a form of control.
    Magic as Control - Guide Extract

    MAGIC AS CONTROL

    If the magical arts represent a field defined by difficult compromise and negotiation between humanity and supernatural powers, it’s just a matter of time before someone tries to overstep these “limitations” and gain full control over these forces.

    In natural fantasy worlds, magic is an allegory of life itself: the insidious desire to reject or eliminate its most complex and mysterious aspects – so that it operates “on a human scale”, following cold, predictable and standardized rules – sparked some of the most terrible atrocities during ancient times.

    Disciplines Focused on Control

    Even in this case, some character options lend themselves more to this kind of magic, unconcerned with the balance of the ecosystem, focused on reaching a result without any regard for the consequences:

    • Entropism. A complex discipline with unlimited potential, capable of manipulating time and space, Entropism is perfect as the legacy of a distant epoch, when extremely advanced civilizations made reckless mistakes for which the world is still paying the price. More often than not, the protagonists that wield Entropism are androids or experimental beings, awoken after millennia of stasis. It’s a kind of magic dramatically out of place, a relic of a different time that brings with it a warning about a calamity that might strike the world again.
    • Ritualism. Precisely because of its relatively basic and approachable nature, this discipline is often assimilated with an academic or rationalist mindset, divorced from the spiritual implications and, in the end, reduced to a mere tool. If used in conjunction with technological sciences it can reactivate ancient machinery to take full control over the forces of nature or be used to unleash indiscriminate preemptive destruction against any threat, be it real or perceived.
    • Classes. It might be interesting to employ Classes such as Tinkerer, Merchant (see page 158), Loremaster and Symbolist (see High Fantasy Atlas, page 146) to create a character with a cold, utilitarian view of magic at first – over the course of the campaign they will develop a more complex and nuanced perspective, recognizing and confronting the idea that magic is a living force that they have to coexist with.

    Conclusionary Concepts

    Finally, we have to spend a few words on the most common variations of these concepts: deicide and fear of death.

    The World - Chapter Excerpt

    Page numbers/Context markers: 71 | W | 22 THE WORLD

    CHAPTER 9: DEICIDE

    It might seem strange to so directly discuss the subject of killing a god, since Fabula Ultima draws its inspiration from a long video game tradition where the final antagonist is often a god-like entity with almost unlimited divine powers. However, in the natural fantasy genre, this dynamic is often turned upside down: the destruction of a god isn’t a rightful act of rebellion against a destiny that someone else already wrote, but rather a violent, ignorant and selfish act, showing a lack of empathy toward the spiritual world and driven by fear or greed.

    Example: After ransacking the villages of the Great Taiga, the Shōgun didn’t find the fabled iron mines he was looking for. However, his agents sighted a creature known as Ōtetsuguma: a massive bear with metallic fur, who defeated scores of soldiers and mercenaries sent to capture her. Bent on defeating this threat and bringing a new trophy to his master, the Shōgun ignores the fact that the protector god of the region lives inside the bear: if she is killed before finding a successor, she won’t be able to awaken the spirits of flora and fauna in spring, condemning the Great Taiga to a never-ending winter.

    FEAR OF DEATH

    One of the finest examples of the desire to control magic and nature is, without any shadow of a doubt, the quest for immortality, which often drives the actions of the main antagonist or is the foundation of one or more mysteries or threats. This endeavor is as futile as it is reckless: denying the reality of death or attempting to trick it and push it away, pollutes the cycle of life, causing spiritual stagnation and unleashing upon the world a calamity that will snuff out future generations.

    Example: Ten thousand years ago, humanity fell victim to a fearsome epidemic. Fearing extinction, scientists dismembered the ancient Kalpavriksha tree and developed a synthetic forest to separate bodies and souls: instead of returning to the spiritual stream of the planet, these souls were put in stasis inside the network, waiting for it to birth a generation of clones, completely immune to the disease, to host them. However, the research team grossly underestimated humanity’s knack for survival: now, their descendants live in harmony with generations of clones discarded by the system, who developed individual souls in the meantime. Trapped in their stasis, the original souls became corrupted, making the resynchronization erratic and turning them into malevolent shape-shifting spirits.
    “He looked for immortality and it was granted to him.
    He broke the peace and peace was forever taken from him.”
    Technology in Natural Fantasy

    Technology in Natural Fantasy

    Contrary to what one might think, technology remains a core element of natural fantasy campaigns. However, its role may assume very different functions depending on how it is integrated into the setting.

    Machines of a Future Past

    In the context of the natural fantasy world, technology represents both the endless possibilities of the future and the quiet warnings of the past—creating a thematic tension that can become the hinge of a narrative arc for characters built around the Tinkerer, Merchant (see page 158), or Loremaster Classes.

    Advice and Observations

    Below are several pieces of advice and observations concerning this topic:

    • Dangerous leaps. Recovering and studying technological relics from eras past offers a chance to accelerate the development of a community or settlement. However, doing so without weighing potential consequences might lead to a catastrophic outcome. The message of natural fantasy stories isn’t that technology is inherently malicious, but rather that its impact must be carefully evaluated: often, the wiser path is slower and more careful development, because taking every possible shortcut creates fertile ground for opportunists.
    • Quest for coexistence. In line with the previous point, natural fantasy strongly critiques the idea of technology as a “victory over nature.” Even in a world where humanity lives surrounded by dense forests and wild animals, looking to rule over them rather than living in harmony means surrendering our hearts to despair. The path to coexistence is seldom peaceful, but there is a noticeable difference between protecting what you love and annihilating everything else.
    • Tools of destruction and rebirth. Natural fantasy stories frequently depict the rediscovery or reactivation of a machine, device, or generator that provides extraordinary power... but also brought ruin upon its ancient creators. These technologies have an ambivalent role: they are gifts from the past just as much as they are its curse. They represent another chance, but if handled with arrogance or haste, they will inevitably lead to tragedy.

    Narrative Conflict

    All these elements provide excellent ways to spark conflict—either between different factions hell-bent on using technology in divergent ways, or fundamentally between humans and the spirits of nature. Thanks to their long lives, these spirits remember perfectly the disasters of the past and consider current humans as childish and irresponsible as their ancestors, often leading them to choose a preemptive strike. Of course, many would regard such "unmotivated" attacks as another threat to be eradicated.

    Natural Fantasy Worlds: Vehicles and Transports

    THE WORLD

    CHAPTER: VEHICLES AND TRANSPORTS

    Natural fantasy worlds are characterized by small or medium-sized settlements, dense forests and winding paths. Travelers journey on foot or with mounts, carts, or small boats. Flying vehicles and mounts are extremely rare, perhaps nonexistent. However, sometimes the remains of ancient technologies are combined and adapted to create ingenious rustic hybrids.

    From a thematic perspective, traveling on foot is a slow but harmless choice, whereas using mounts or vehicles might be an act of violence against nature, depending on the character’s treatment of the animal or environment. The relationship between a character and their Faithful Companion (see Core Rulebook, page 217) is an excellent positive example, while destroying a forest to create a railroad is a classic example of cruelty toward the ecosystem.

    THE ROLE OF THE ARTISAN

    The artisan is a very important figure in natural fantasy settings, and their social role can be characterized as mostly technical, mostly spiritual, or a balanced mixture of the two.

    • Technical role. In this sense, the artisan has the knowledge and abilities to shape matter and create something new from it, giving form to an idea and finding innovative solutions to many problems.
    • Spiritual role. From a magical and ritualist perspective, the artisan has the gift to mediate between the spirits and energies that inhabit matter, emphasizing their unique properties in the final object.

    These transformative roles are inextricably intertwined, but some artisans focus more on one or the other.

    Given their importance, the following pages present an updated version of the optional rules for materials and forging, originally introduced with the 2022 winter holidays bonus:

    A Christmas Gift from Edgar!
    Materials and Forging Rules

    Materials and Forging

    This optional rule is especially fitting for natural fantasy stories, but it can be integrated into any campaign without any modification.

    Core Goals of the Rule

    The module has four main goals:

    • Define more precise guidelines for the value of materials than those provided in the Core Rulebook.
    • Extend the use of gathered materials to the creation of equipment, instead of limiting it to selling, funding Projects or reducing the Mind Point cost of Rituals.
    • Provide rules for characters that want to forge weapons, armor, shields and accessories. (The Project rules weren’t meant for this and they are quite unwieldy for blacksmiths, weaponsmiths, stylists, goldsmiths, and so on.)
    • Allow Game Masters to offer forging materials instead of complete items when giving rewards. This not only saves time and energy better spent on designing adversaries and important items, but also provides a way to reward the Players even when the narrative situation doesn’t lend itself to “classic” rewards such as rare items, Inventory Points or money.

    9 OBTAINING MATERIALS

    The Core Rulebook already suggests that Game Masters include non-equipment items among rewards (see pages 264–265); forging materials follow those same rules and should be considered part of the session’s rewards. Each copy of a given material is a single-use item and has a value assigned by the GM (ideally between 500 and 3000 zenit).

    Example Scenario

    Four level 12 Player Characters have defeated a colossal insect. An appropriate reward would amount to 1800 zenit in total, with no single item worth more than 1000 zenit. Since the group already recovered an *aegis gorgonis* (800 zenit; see Core Rulebook, page 283) shortly before the battle, the Game Master offers them a titan carapace (1000 zenit).

    The Game Master is free to give materials any name and value, or use the table from page 78 onward to randomly generate them. The important thing to remember is that each material has to quite clearly inspire one or more possible uses.

    The World - Chapter 9

    THE WORLD

    Chapter 9: PURCHASING AND SELLING MATERIALS

    Purchasing Materials (Section 9)

    Characters may purchase any material available in their surroundings by spending an amount of zenit equal to its value. When it comes to Projects, step 3 on page 134 of the Core Rulebook abstracts this process, but the group might prefer to purchase specific materials and keep them for future use.

    The Game Master has the final say on which materials can be bought in any given area, at which cost and in which quantity. However, they should involve Players who control characters from that region or have studied it, or who play Classes like Tinkerer, Merchant (see page 158), Loremaster, or Wayfarer.


    Selling Materials (Section 9)

    If there is an artisan, merchant or other potential buyer available, Player Characters can usually sell materials at half their normal value in the same way as for normal items (see Core Rulebook, page 124).

    Continuing from the previous example: if the group ever decides to sell that titan carapace they retrieved, they would earn 500 zenit.

    On the other hand, using a material to cover the cost of a Project (see Core Rulebook, page 137) or to forge items as described on the next page will let you use its full value, showcasing its full potential.

    Ethical and Narrative Guidelines

    These options involve PCs in the process of transformation, death, and rebirth typical of natural fantasy, but must not be used to reenact colonialist fantasies or gratuitous cruelties towards animals and living beings.

    • Harvesting Remains: Harvesting the remains of a monster that threatened the village and using them to protect it is very different from hunting for others of the same species just to hoard materials. Finding resources should be a consequence of the story events, not a goal (you can leave that to the Villains!).
    • Limitation: This system won’t suffer if you limit yourselves to inanimate materials such as minerals, fluids, scraps, fallen branches or leftover chrysalises.
    • Dignity of Creation: When you create an item from the remains of a creature, strive to do so with the required dignity, creating something that pays homage to their original form, appearance, and nature.
    Forging Process Rules

    Forging Rare Items

    The Forging Process

    This optional rule makes it possible to spend materials to create new weapons, armor, shields, and accessories designed by the Players – as long as they meet at least one of the following conditions:

    Conditions for Success

    • NPC Artisan Access: The group has access to an NPC artisan capable of creating the required item. (e.g., a blacksmith for armor or a tailor for a dress).
    • Magical/Technological Device: The group has access to an artifact or other magical or technological device that can synthesize or transform objects.
    • Player Expertise: The group includes at least one Player Character with the Tinkerer Class or an Identity that ties into a profession relevant to the item they want to create. (The Game Master has the final say, but they shouldn’t be too restrictive.)

    Note: The forging process described below usually requires a single rest; keep in mind however that there is no limit to the number of items the group can forge during the same rest, provided they have all the appropriate materials and enough zenit to pay all required artisans.

    The Step-by-Step Forging Procedure

    1. Drafting the Item: The group prepares a draft of the item they wish to create, using the rules in the Core Rulebook (see page 266 onward). The item’s total cost in zenit must be equal to or lower than (the highest level among PCs, multiplied by 60).

    2. Cost Assessment: The Game Master decides whether the item has a cost appropriate to its effects and whether the provided materials are fit for forging it.

    3. Providing Materials: The group also indicates which materials they will provide for forging it; their total value must be equal to or higher than the cost of the item (if higher, the materials will be completely expended anyway).

    4. Revision Loop: If the Game Master proposes any changes, go back to step 1.

    5. Completion: Once the Game Master approves the draft and proposed materials, the item can be created. If this is done by an artisan NPC, they will require payment equal to a tenth of the item’s total cost in zenit.


    Order Details

    Forging Rules Reference

    Since the design and approval process for each item might require a fairly long conversation, it’s often a good idea to take care of forging during the downtime between sessions. However, it’s important that the group is in a situation that lets them rest between the end of a session and the start of the next (irrespective of when you decided to play the corresponding rest scene).

    Continuing from the previous example: the group wants to use the titan carapace to craft a heavy weapon with the same profile as the Beowulf (see Core Rulebook, page 276), but capable of dealing air damage. The total cost is 660 zenit, well within the limit of 720 zenit derived from the group’s level of 12. The Game Master has no objections, so the item can be crafted by expending the material (worth 1000 zenit – 340 are wasted) and paying 66 zenit to a local weaponsmith. The Brynhild will be ready in a few hours!

    Going strictly by the numbers, this process is far less convenient than a standard in-game reward, but it provides the group with the freedom to choose which item they create and gain access to. Moreover, finding a true rare item, instead of a simple raw material, becomes a very special moment, since its value will be slightly higher than anything the group might forge on their own.

    9 INTERACTIONS WITH OTHER RULES

    Like most optional rules tied to equipment, forging might raise a few questions. Here is a list of answers to the most common ones:

    • Custom Weapons. The group can take advantage of the forging rules to create any kind of equipment, including custom weapons (see page 112). They just need to use the base version of a custom weapon in the draft, instead of an item from the basic equipment lists, and then apply the rules from page 266 of the Core Rulebook as usual.
    • Technospheres. Weapons, armor and shields intended for technospheres (see Techno Fantasy Atlas, page 130) follow the standard rules for forging, but the only Qualities available are slots α, β, γ and δ.
    • Pilot’s Modules. Weapon, armor and support modules (see Techno Fantasy Atlas, page 160) can be forged using these rules. Keep in mind that the base version of weapon and armor modules are worth about 500 zenit each (any modifications increase their cost in the same way as for rare items), while support modules are worth about 1000 zenit.

    Animal Classification Comparative Analysis

    Key Characteristics of Animal Groups

    Taxon Arthropods Birds Fishes
    1. Antenna Antenna   Bone
    2. Carapace Carapace Cranium Cartilage
    3. Gland Gland Crest Crest
    4. Horn Horn Egg Eggs
    5. Leg Leg Feather Fin
    6. Mandible Mandible Membrane Gland
    7. Pincer Pincer Sac Sac
    8. Shell Shell Talon Scale
    9. Sting Sting Tendon Spine
    10. Web Web Wattle Teeth

    Taxonomic Feature Comparison

    Feature Mammals Mollusks Reptiles
    1. Claw Claw Antenna Bone
    2. Cranium Cranium Gland Claw
    3. Fang Fang Membrane Cranium
    4. Fur Fur Sac Crest
    5. Horn Horn Scale Egg
    6. Rib Rib Seashell Fang
    7. Tail Tail Shell Gland
    8. Tendons Tendons Slime Scale
    9. Vertebra Vertebra Sting Spine
    10. Whiskers Whiskers Tentacle Tail

    Materials Generator

    Index & Glossary

    CHAPTER

    Other Nature (d8 or d12, based upon the context)

    Type: Fungal / Incorporeal Liquid

    Fungal

    • Boletus
    • Hen
    • Honeyshroom
    • Morel
    • Mucilage
    • Mushroom
    • Oyster
    • Truffle
    •  

    Incorporeal Liquid

    • Ash
    • Bubble
    • Essence
    • Gas
    • Mirage
    • Smoke
    • Strand
    • Vapor
    •  

    Properties

    • Clot
    • Drop
    • Extract
    • Fluid
    • Ichor
    • Oil
    • Reagent
    • Sludge
    •  

    Artificial Mineral Plant

    1. Chain
    • Core
    • Fabric
    • Gear
    • Leather
    • Lens
    • Plate
    • Propeller
    • Rope
    • Scrap
    • Spring
    • Valve
    2. Block
    • Charcoal
    • Crystal
    • Dust
    • Fragment
    • Gem
    • Limestone
    • Block
    • Salt
    • Stele
    • Stone
    3. Algae
    • Bark
    • Bramble
    • Flower
    • Berry
    • Branch
    • Fruit
    • Plant
    • Moss
    • Root
    • Thorn
    1. Block (Restarting structure due to poor extraction)
    • Algae
    • Bark
    • Crystal
    • Bramble
    • Flower
    • Fruit
    • Leaf
    • Moss
    • Petal
    • Stone

    “This mushroom here? They call it Faery Toadstool.
    No. It’s not a good idea to pick it.”


    Elemental Descriptors Index

    Elemental Descriptor Index

    (d6, based upon the element)

    Air Bolt Dark
    • 1. Cerulean
    • 2. Dry
    • 3. Emerald
    • 4. Green
    • 5. Hollow
    • 6. Light
    • 1. Amber
    • 2. Conductive
    • 3. Electrostatic
    • 4. Magnetic
    • 5. Thundering
    • 6. Yellow
    • 1. Amethyst
    • 2. Astral
    • 3. Colorless
    • 4. Fragile
    • 5. Ruined
    • 6. Spectral

    Earth

    • 1. Carved
    • 2. Diamond
    • 3. Fossil
    • 4. Golden
    • 5. Iron
    • 6. Sandy

    Fire

    • 1. Blazing
    • 2. Explosive
    • 3. Incendiary
    • 4. Ruby
    • 5. Scarlet
    • 6. Stinging

    Ice

    • 1. Arctic
    • 2. Azure
    • 3. Crystalline
    • 4. Freezing
    • 5. Frosty
    • 6. Pale

    Light

    • 1. Ethereal
    • 2. Opaline
    • 3. Royal
    • 4. Shining
    • 5. Silver
    • 6. Transparent

    Poison

    • 1. Corrosive
    • 2. Infected
    • 3. Speckled
    • 4. Streaked
    • 5. Toxic
    • 6. Violet

    Water

    • 1. Blue
    • 2. Coral
    • 3. Deepwater
    • 4. Sapphire
    • 5. Thin
    • 6. Wet

    Details

    Other Descriptors List

    Other Descriptors (d10, based upon the function)

    Agility and Precision

    • 1. Elastic
    • 2. Glazed
    • 3. Grim
    • 4. Oily
    • 5. Polished
    • 6. Scrawny
    • 7. Sharp
    • 8. Slender
    • 9. Slippery
    • 10. Small

    Damage and Power

    • 1. Bloated
    • 2. Broken
    • 3. Chipped
    • 4. Colossal
    • 5. Fermented
    • 6. Heavy
    • 7. Monstrous
    • 8. Serrated
    • 9. Sharp
    • 10. Thick

    Protection

    • 1. Ancient
    • 2. Curly
    • 3. Hardened
    • 4. ??? (Implicit)
    • 5. Holy
    • 6. Colossal (Duplicated? Replicating text flow.)
    • 7. Holy (Duplication observed in source)
    • 8. ???
    • 9. Regal / Rough
    • 10. ???

    Recovery

    • 1. Aromatic
    • 2. Bitter
    • 3. Blood
    • 4. Fragrant
    • 5. Fresh
    • 6. Juicy
    • 7. Purifying
    • 8. Scarred
    • 9. Smooth
    • 10. Sweet

    Sabotage

    • 1. Bitter
    • 2. Dazzling
    • 3. Echoing
    • 4. Eerie
    • 5. Hexed
    • 6. Hooked
    • 7. Irritating
    • 8. Nauseating
    • 9. Rusty
    • 10. Sticky

    Support

    • 1. Carved
    • 2. Fairy
    • 3. Glowing
    • 4. Harmonious
    • 5. Iridescent
    • 6. Lucky
    • 7. Magical
    • 8. Noble
    • 9. Soft
    • 10. Warm
    Natural Fantasy Equipment Tips

    Playing Natural Fantasy Equipment

    Playing Fabula Ultima in a natural fantasy setting is an excellent opportunity to express your creativity and design pieces of equipment tied to folklore, exploration and the protagonists’ personality.

    This section contains tips to help you imagine and describe compelling natural fantasy equipment, followed by a list of new rare items you can include in your campaign or use as inspiration.

    Ingenuity and Personality

    In natural fantasy worlds, every item tells a story, highlighting the ingenuity and the craftsmanship of its creator, whether it’s a treasure from ages past or a trusty tool for adventurers.

    • Past and Present. In natural fantasy campaigns, contemporary equipment often looks very down to earth and no-frills – not very memorable, perhaps, but solid and reliable. On the other hand, more elaborate and unusual pieces of equipment are often handed down from generation to generation, or retrieved from the depths of mysterious ruins and adapted to new uses. Firearms often fall in the last category and are a once-in-a-lifetime sight.
    • Accessories of all kinds. Natural fantasy accessories can be divided into three main categories: precious jewelry created with highly refined craftsmanship and symbolic materials, like silver, iron, jade, bone, or the scales of a specific creature; lucky charms and other personal creations; and finally, practical tools that the characters carry for emergencies. This last category is of particular importance because of an underlying message: even the most humble tool can become powerful in the hands of a hero that deeply cares for it.
    • Built with your own hands. One of the most distinctive design principles of natural fantasy is the ingenious combination of ancient technologies and recycled materials, such as repeating crossbows built with wood and bone, alchemical arquebuses, steam-powered devices, and blades forged with unknown alloys or components recovered from ancient constructs. These tools usually follow the standard profiles included in the Core Rulebook, but the most complex and unlikely weapons might require the custom weapon rules (see page 112).

    In short, natural fantasy items should stand out for their practical appearance, handmade quality, the ability to merge ancient technologies and recycled materials, or reveal something about those who chose, created or gifted them.

    Rare Items

    (The following section indicates a listing of rare items is forthcoming.)

    A Story in Every Item
    CHAPTER | A STORY IN EVERY ITEM

    When designing a rare item for a natural fantasy campaign, take some time to think about the story it tells:

    what technique was required? What materials were used? Which places or creatures did they come from?

    One of the core themes of natural fantasy is transformation, which can also be interpreted as the death or sacrifice of something in order for something else to exist. From this point of view, a character’s equipment is a collection of stories, taken from fragments of other beings’ lives and bodies.

    The rules for creating rare items from materials (see page 76) offer an excellent opportunity to dive deep into this concept over the course of the campaign.

    Special Equipment

    Characters with animal or plant-like features are rather common in the natural fantasy genre, and it might be interesting to create equipment tailor-made for them (perhaps using the custom weapon rules; see page 112), or give their pieces of equipment an unusual name and appearance.

    Example: A spider-person using silk flails or elemental stingers; a flower fairy dressed in petals; an anthropomorphic cactus whose caps and berets are actually custom weapons that determine the profile of their needle spray.

    Historical, Folkloric, and Literary References

    If you’re looking for a name for a natural fantasy item but you’re short on ideas, you might draw inspiration from items and creatures from folklore and literature, especially works tied to spirits, ghosts, or fairies, or you could pay homage to famous scholars, warriors, artisans and explorers from the real world.

    Example Names: Bai Suzhen, Boggart, Bradamante, Cervantes, Csoma, Da Vinci, Earhart, Gentileschi, Grimm, Guðríðr, Gwyllion, Huolong, Kaguya, Oberon, Okiku, Qingzhao, Rembrandt, Shahrazād, Shiranui, T omoe, Vasilisa, Yoshizawa, Zaratan.

    As usual, do your best to match each name with an item whose properties mirror the historical and cultural inspiration, rather than misrepresent it.

    SAMPLE NATURAL FANTASY RARE WEAPONS

    Ladle Cost: 500 z | Attributes: (DEX + INS) (HR + 8) physical

    Classification: Thrown • One-handed • Ranged

    Description: If you have acquired the *Made with Love* Skill (see page 149), treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).

    Camera Obscura Cost: 600 z | Attributes: (INS + INS) (HR + 6) dark

    Classification: Arcane • Two-handed • Melee

    • Special Rule: When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the *Spell Mimic Skill* (see Core Rulebook, page 183), you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.
    Memorialis W Cost: 700 z | Attributes: (DEX + MIG) +1 (HR + 12) physical

    Classification: Spear • Two-handed • Melee

    Description: When you use the *Ripples* Skill (see page 155), you recover 5 Mind Points.

    Blazing Fan Cost: 800 z | Attributes: (DEX + MIG) +1 (HR + 6) fire

    Classification: Brawling • One-handed • Melee

    Description: Your invocations that target two or more creatures deal extra damage equal to your Skill Level in *Linked Invocations* (see page 155).

    Derringer Cost: 800 z | Attributes: (DEX + INS) +1 (HR + 8) physical

    Classification: Firearm • One-handed • Ranged

    Description: The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial (W) weapon.

    Bronze Libra Cost: 900 z | Attributes: (INS + INS) (HR + 6) earth

    Classification: Arcane • Two-handed • Melee

    Description: After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in *Winds of Trade* (see page 159)).

    Giant Fork W Cost: 1000 z | Attributes: (DEX + MIG) (HR + 16) physical

    Classification: Spear • Two-handed • Melee

    Description: When you use this weapon with the *Knife and Fork* Skill (see page 149), you may add the High Roll to the attack’s damage (you don’t have to treat it as being equal to 0).

    (This entry appears to be a catalog identifier rather than an actual weapon profile, therefore only the name is styled as a main heading.)

    Equipment & Weapon Catalog

    Weapons Catalog

    Dagger
    800 z (DEX + INS) +1 (HR + 8) poison
    One-handed | Melee | Attacks with this weapon deal 5 extra damage as long as it’s not your turn.
    Summer Masher
    1300 z (MIG + MIG) (HR + 18) ice
    Heavy | Two-handed | Melee |

    When you hit only one creature with this weapon, if that creature belongs to the plant Species, the attack deals 10 extra damage. Then, if that creature is in Crisis, you and every ally who can see you recover an amount of Mind Points equal to your High Roll in the Accuracy Check.

    Norimitsu
    1400 z (DEX + INS) +1 (HR + 14) physical
    Two-handed | Melee | Attacks with this weapon deal 6 extra damage to elite or champion-rank enemies.
    The Barrel
    1500 z (MIG + MIG) (HR + 18) physical
    Heavy | Two-handed | Melee |

    When you hit one or more creatures with this weapon, you may spend 1 Trade Point (see page 159). If you do, the attack deals extra damage equal to (your Skill Level in Private Stock, multiplied by 5).

    Pinwheel Rod
    1600 z (WLP + WLP) (HR + 6) air
    Arcane | Two-handed | Melee |

    As long as one of your spells or invocations (see page 156) deals air damage, it deals 10 extra damage.

    Voltaic Hound
    1600 z (DEX + INS) +1 (HR + 16) bolt
    Firearm | Two-handed | Ranged |

    After this weapon deals damage to one or more creatures, if at least one of those creatures is Vulnerable to bolt damage, you may deal 10 bolt damage to every enemy you can see.

    Hirundo
    1800 z (DEX + DEX) (HR + 12) light
    Bow | Two-handed | Ranged |

    After resolving your Encourage Skill (see Core Rulebook, page 201), you may perform a free attack with this weapon. If you do, treat your High Roll as 0 when calculating damage dealt by this attack.

    Sample Natural Fantasy Rare Weapons

    Weapon Cost/Stats Damage Type Attributes Description
    Ladle 500 z (DEX + INS) (HR + 8) physical Thrown | One-handed | Ranged If you have acquired the Made with Love Skill (see page 149), treat your Skill Level in it as if it were increased by 1 (up to a maximum of SL 4).
    Camera Obscura 600 z (INS + INS) (HR + 6) dark Arcane | Two-handed | Melee When you obtain a result of 13 or higher in a Check made to examine the profile of one or more enemies that you can see, if you have acquired the Spell Mimic Skill (see Core Rulebook, page 183), you can choose one of those enemies. If the chosen enemy knows one or more spells you may learn one of them as a Chimerist spell.
    Memorialis 700 z (DEX + MIG) +1 (HR + 12) physical Spear | Two-handed | Melee When you use the Ripples Skill (see page 155), you recover 5 Mind Points.
    Blazing Fan 800 z (DEX + MIG) +1 (HR + 6) fire Brawling | One-handed | Melee Your invocations that target two or more creatures deal extra damage equal to your Skill Level in Linked Invocations (see page 155).
    Derringer 800 z (DEX + INS) +1 (HR + 8) physical Firearm | One-handed | Ranged The first attack you perform with this weapon during each scene deals 5 extra damage. Also, despite being based on the pistol’s profile, this isn’t considered a martial (W) weapon.
    Bronze Libra 900 z (INS + INS) (HR + 6) earth Arcane | Two-handed | Melee After you perform a Magic Check, if the value of one die is a multiple of the value of the other, you regain Inventory Points equal to (half your Skill Level in Winds of Trade (see page 159)).
    Giant Fork 100

    86

    SAMPLE NATURAL FANTASY RARE ARMOR

    ARMOR | COST | DEFENSE | MAGIC D. | INITIATIVE

    Woolly Cuirass

    W 800 z
    11 DEF
    INS size -3
    As long as you’re not in Crisis, you gain Resistance to ice damage and are immune to weak.

    Engineer Jacket

    1000 z
    DEX size +1
    INS size +1 -1
    When you use an elemental shard, you may deal its damage to each of up to three creatures you can see. Additionally, when you deal damage with an elemental shard, you deal 5 extra damage.

    Noble Dress

    1600 z
    DEX size +1
    INS size +1 -
    When an ally who is able to see you causes you to recover Hit Points, if you are in Crisis, that ally recovers 5 Mind Points.

    Apothecary Robes

    1800 z
    DEX size +1
    INS size +2 -2
    When you use the Potion Rain Skill (see Core Rulebook, page 211), the restoring effect is not halved.

    Fairy Tunic

    2000 z
    DEX size +1
    INS size +2 -2
    As long as you are affected by one or more spells with a duration of “Scene”, you gain a +2 bonus to Magic Defense.

    SAMPLE NATURAL FANTASY RARE SHIELDS

    SHIELD | COST | DEFENSE | MAGIC D. | INITIATIVE

    Plate Manica

    800 z
    +2 DEF
    -
    As long as you have no martial armor and no other shield equipped, you may apply the effects of the Dodge Skill (see Core Rulebook, page 203).

    Lid Shield

    1500 z
    +2 DEF
    +2 MAN
    When you deal damage with a delicacy (see page 151), you deal 5 extra damage.

    Lily Vambrace

    2000 z
    +2 DEF
    +2 MAN
    If you have the Battle Gardening Skill (see page 139), you can use it when you plant a magiseed with the Graft Skill.

    Inventory Catalog

    THE WORLD

    CHAPTER SAMPLE NATURAL FANTASY ACCESSORIES

    Watering Can 500 z

    When you perform a water invocation (see page 157), you may fill 1 section of the Growth Clock (see page 140) of a Player Character you can see.

    Spicy Powder 600 z

    When you deal damage using a delicacy or potion, you may change its type to fire. This effect may change the damage type dealt by the Expiration Date Skill (see page 159).

    Dandelion Obi 700 z

    When you perform an air invocation (see page 156), you may recover from a single status effect of your choice.

    Clockwork Heart 800 z

    You are Resistant to bolt and fire damage. If you enter Crisis, the effect of this accessory ceases until your next rest.

    Needlefrog Mantle 900 z

    When you deal poison damage to one or more creatures during a conflict, each of those creatures who loses Hit Points this way cannot recover Hit Points until the start of your next turn.

    Handmade Scarf 1000 z

    When you gain one or more Trade Points via the Real Treasure Skill (see page 159), you also gain 1 Fabula Point.

    Fallen Leaf Amulet 1500 z

    When you use the Tree of Life Skill (see page 139), if you are in Crisis and choose an ally you can see who is in Crisis, you and that ally both benefit from the Hit Point recovery granted by the Skill.

    Eccentric’s Cookbook 1600 z

    Once per rest, you may choose a single combination of two tastes whose effect you already discovered (see page 151). If you do, roll again to determine the effect of the combination, replacing the previous effect.

    Natural Fantasy Artifacts

    ARTIFACTS

    Natural fantasy campaigns boast a massive variety of artifacts. In line with the themes of this genre, their value doesn’t necessarily stem from their power, but rather from their cultural and sentimental value, as well as what they represent for those who inherited them or received them as a gift.

    VISIONS OF THE PAST

    Natural fantasy artifacts are often very ancient and impossible to replicate in the current era. They include clues about the epochs they came from and were often the epicenter of terrible disasters and tragic mistakes that humanity barely remembers. It’s very likely that, driven by ambition or necessity, we repeat the errors that these artifacts were intended to warn us against, misinterpreting what little information is available or reinterpreting it at our convenience.

    INSTRUMENTS OF TRANSFORMATION

    Some natural fantasy artifacts have the power to transform creatures, places and objects. These can be divided between allegories of inevitable change (if the transformation is spontaneous and uncontrolled) and temptations of control (if it can be directed or manipulated). How people react to the presence of such artifacts is a key aspect of natural fantasy storylines.

    DYNAMIC ARTIFACTS

    More often than not, natural fantasy artifacts present a dynamic evolution: not only do we discover more about their role, but the artifacts themselves become progressively more powerful or take a new form, even in rule terms – they might become an ally or a vehicle, grant a new Skill, or create a Villain.

    RENUNCIATION, RESTITUTION AND CONSERVATION

    Fabula Ultima often portrays artifacts as dangerous items that the heroes have to find before the Villains do. However, natural fantasy artifacts tend to have a cultural significance – they don’t belong in a museum, but rather, exactly where they are. The heroes shouldn’t seek to replace Villains as the possessors of such items, but rather ensure their restitution or that nobody takes them. Sometimes, this means renouncing a great power and trusting that others will keep it safe in the PCs’ absence – after all, humility, hope, and trust are core elements of natural fantasy protagonists.

    Artifact Catalog Entries

    THE WORLD

    Classification: CARDINAL KYLIX

    Description: A large, shallow metal cup, freezing to the touch.

    Legends tell of the Statue Civilization and their ability to extinguish any opposition or rage from elemental forces, making them docile and predictable – a power that, millennia ago, allowed them to build immense cities and create an unprecedented civilization. In this age of unpredictable and destructive natural phenomena, some regard that power as a source of hope and answers. Preserved in the hands of a colossal statue at the bottom of the Northern Chasm, this artifact whispers promises of control and safety, of a world where humanity will become master of land and sea. There is only one question it cannot answer: what will humans do when they have nothing to fear anymore, except each other?

    EGG OF ILLUYANKA

    Description: A heavy and cumbersome egg with an extremely hard, striped shell.

    Over the centuries, the mighty draconic creatures known as Illuyanka ruled over the Cedar Forest, discouraging any attempt to build a permanent settlement. But with the arrival of drought, the tribes of the plains formed an alliance, creating hunter cadres to exterminate the already-scarce Illuyanka, and cut down the forest to create new pastures. This egg is probably the last of its kind, preserved by the elven ascetics of the Yellowcape Clan in anticipation of a threat that, according to their oral tradition, will manifest when the egg hatches.

    GEMSHORN OF TRANQUILITY

    Description: A flute carved from the horn of a cliffgoat.

    When a cliffgoat reaches the end of their life and manages to serenely breathe their last, one of their horns might fall off. Once collected and crafted by a skilled artisan, the horn becomes a musical instrument with magical properties: if the flutist has good intentions, their music soothes the fear and rage of beast, monster and plant creatures (an effect equivalent to a Chimerism or Spiritism Ritual, but requiring neither Mind Points nor a Magic Check; however, during a conflict, it still needs a full Clock to activate).

    Artifact Inventory

    Artifact Catalog

    WAVENBELL

    A brass bell decorated with a red ribbon.

    According to some folk tales, if you help a silkie in danger or show her great respect and admiration, she might offer you a small decorated bell. Ringing it causes a house to appear nearby. It will be rustic, but welcoming and secure, and it’s protected by the silkie herself, in the guise of a tall, stern fairy with sapphire-colored hair.

    You can rest here in complete security, but, at the end of the rest, you have to roll 1d6: with a 1 or 2, the silkie makes a peculiar (often bizarre) request of you. If the request isn’t satisfied, this artifact vanishes in a puff of leaves and dew.

    KEYS OF THE HARMONIST

    A large silver ring with nine keys of dull metal.

    This artifact dates back to the time when the Harmonists undertook long journeys across the southern plateau, spending months in service to the animal spirit that, in turn, would reveal their name and give them part of their power. Today, the plateau is an icy waste and the heavy keys that held the spirits’ favor are blackened and inert.

    Still, if a group of brave and honest heroes were to follow the pilgrimage’s path, showing their loyalty, that dormant power might be reawakened and the spirits could fight alongside humans once again, in the guise of Arcana that can be summoned by any member of the group (but not by two or more at once).

    MOON MIRROR

    A circular mirror of oxidized metal.

    Found by one of the village’s founders in a very ancient tomb near the ocean, this mirror appears to be made out of an unknown metal which reflects moonlight with great intensity. At night, it allows the user to perform a Ritual as if they had acquired the Verdant Sway Skill (see page 139), without paying the Mind Point cost.

    For this Ritual to succeed, the mirror must be oriented to reflect moonlight toward the plant. Sometimes, the reflected light causes vibrations and unpredictable movements in machines and armor. What is its secret?

    Lore Entries Catalog

    THE WORLD

    Volume 91 | Chapter/Section Marker (22)

    Reidy’s Journal

    An old journal with thick pages, overflowing with notes. Written by a young and brilliant scholar during his final days, this massive journal is a rich anthology of legends, folklore and historical accounts.

    Once per rest, the group may start a new search among its pages or continue a previous one. The Game Master assigns a Clock to each piece of research (the more obscure the information, the bigger the clock, from 4 to 10 sections) and Player Characters attempt a Group Check with DL 10 to make any progress. Once a research Clock is full, the Game Master provides a useful, reliable, and precise answer to the original question.

    Resin Tear

    A curved sword carved from gleaming amber.

    Unable to even dent the armor of the ape-people of Iron Mountain, the warriors of Oradh Kingdom felled the Thunder Forest’s trees, from youngest to oldest, sparing none but the millennia-old yew tree near the waterfall. From its hardened resin, boiling with sorrow, an Oradhan warrior carved a blade that could command lightning (similar to an Elementalism Ritual, but costing no Mind Points). Wielding it, he exterminated the ape-people and conquered their forge, whose secrets were stolen and acted as foundation to Oradhan’s military tradition. Ever since that moment, the spirits and beasts of land and sky are at war with the Oradh. The name of that warrior was hidden, since his lineage is cursed.

    Seal of the Second Sun

    A delicate cylindrical seal made of lapis lazuli.

    The embossed inscription on this artifact recites, in high-imperial register: “In the hands of the Winter Queen, a path opens to the new Sun”. Discovered by a young explorer lost in the underground necropolis of Abarsa, this artifact caught the attention of scholars and collectors, some drawing connections to the female statues lining the perimeter of a stone tower in the southern archipelago, dating back to the imperial age and the second ice age. A group of adventurers is organizing an expedition to the tower but, despite their protests, they have been forbidden from taking the cylinder with them.

    [Sidebar Data / Transaction Record]

    SKULL OF THE SALAMANDER-GODDESS

    A massive salamander skull with topaz teeth.

    Stolen from the stone circle at the bottom of the valley of Three Volcanoes and brought before the Governor by an ambitious merchant, this massive fossil is under investigation by the Alchemists’ Guild, who are fascinated by its ability to emit heat and fuel flames in close proximity.

    During these academic investigations, however, the scholars ignored the legends about this artifact, which represent the earthly bond of the elemental spirit that protects the Three Volcanoes – if the skull isn’t returned before the coming summer, She-Who-Breaks-the-Earth will rise and, unable to find her head, will roam across the world looking for it.

    SKY OIL

    A dense and viscous green liquid.

    Having studied nature, the Ancients wished to rule it. Having ruled it, they wished to create it. Having created it, they wished to improve it. This mysterious liquid, which rains down from reddish clouds gathered over the ocean, is an extraordinary elemental conductor and the prime result of its creators’ boundless ambition.

    This artifact transforms all it touches, following inscrutable logics, compressing millennia of evolution into mere hours and subjecting the victim to atrocious pain, as the mutations observed in the aviocetae of the Coral Coast amply demonstrated.

    THREE-KNOT ROPE

    A thick rigging rope with three very tight knots.

    Created in ancient times by the fishermen of the Mist Isle, these magical ropes contained the essence of the wind in their knots.

    • Undoing the first knot: Allows casting the Ventus spell (see Core Rulebook, page 189), ignoring its Mind Point cost.
    • Undoing the second knot: Enables performing an Elementalism Ritual to control the wind, ignoring its Mind Point cost.
    • The third and final knot: Rarely undone, grants an audience with the Wind Princess herself.

    Only one Three-Knot Rope has survived to the current day and the art of their creation was lost during the occupation of the Mist Isle, currently reduced as a domain of the Dogado.

    Artifact Compendium

    The World Compendium

    [Page 93]

    TOME OF THE METEOR

    Classification: Book / Magical Relic

    A strange mechanism is encased in the cover of this heavy tome. One of the most discussed books in the Academy’s library, this tome presents detailed descriptions of improbable machines, alongside formulae and prayers to unknown entities. Even the cover is a mystery: lodged inside the wooden panel is an extraordinary clockwork device, with comet-shaped pointers moving at different speeds along a calendar, whose dates and seasons have nothing to do with ours.

    Every self-respecting scholar dismisses this artifact as a very elaborate joke, but the most honest admit that they are a bit worried at the idea that the mechanism might stop someday.

    UNDOVEN

    Description: A heavy metal contraption, similar to a portable oven. This relic from a distant time closely resembles a massive portable oven with a large front door.

    This artifact possesses the extraordinary ability to disassemble any complex object into simple materials using heat. It can also self-recharge, though this process requires significant time.

    Usage

    • Capacity: Once per rest, you may place any one piece of equipment (weapon, armor, shield, or accessory) inside the Undoven to gain two different materials (see page 74) with a combined value equal to that of the destroyed item.
    • Question: What would happen if you put another artifact inside?

    WHITE MASK FRAGMENT

    Description: The right half of a horned wooden mask.

    Some stories tell of how the sculptor Acaunissa lost her inspiration. During a dream, a bat told her it was stuck at the bottom of Bone Valley and that only the Vulture King could grant it back to her. Her father forbade Acaunissa from leaving, but she ignored him and sculpted a white mask with two horns to trick the souls of the departed.

    When she met the King, he told her the mask itself was proof her inspiration had never been lost in the first place. After her return, Acaunissa’s father punished her by breaking the mask, but the artist’s courage still permeates this fragment and no undead, except Villains, may harm the one who wears it.

    “Perhaps due to our ability to communicate, we humans often deem our pain more significant than the far quieter pain of other creatures.”

    Document Header Metadata
    Protagonists Guide

    Protagonists

    This chapter is dedicated to the creation and growth of natural fantasy Player Characters – to take full advantage of its contents you have to pair it with the Press Start chapter of the Core Rulebook (from page 145 onward). All options contained here are designed to be compatible with those presented in other official Fabula Ultima Atlases. When deciding which additional mechanics to include in your Fabula Ultima campaigns, the whole group should consider what fits the narrative context and the needs of all who participate – take good care of your play experience!

    This chapter contains two main sections:

    Natural Fantasy Heroes

    Here you will find tips and suggestions for Players who are about to create a character and play in a natural fantasy campaign, including several examples of PCs that make use of the natural fantasy rules and options presented in the following pages.

    New Options

    Here you will find new rules and mechanics designed for natural fantasy PCs but compatible with any Fabula Ultima campaign:

    • Custom weapons. New rules to create unique and ingenious weapons.
    • Natural Fantasy Quirks. New natural-fantasy-style mechanics that enrich and add depth to your characters.
    • Camp Activities. A new optional rule to add mechanical depth to resting scenes.
    • New Classes. Four new Classes focused on processes of growth and discovery: the prudent Floralist, the surprising Gourmet, the harmonious Invoker, and the dependable Merchant.
    • New Heroic Skills. Twenty-one new Heroic Skills that augment the options found within the Core Rulebook and provide power-ups and support for the new Classes introduced in this Atlas.

    — ()

    NATURAL FANTASY HEROES

    The main characters of natural fantasy campaigns are extremely varied, and often seem indistinguishable from those found in high fantasy stories. However, we can still identify a number of recurring elements that make them stand out.

    In many ways, almost every natural fantasy Player Character can be described as the “more restrained and less superheroic version” of another classic archetype from a different Fabula Ultima campaign. The core theme is always the same: the natural fantasy style starts from the same premises and key concepts outlined in the Core Rulebook, but makes the story more compact, simple (not simplistic), and familiar.

    BRAVERY AND INTROSPECTION

    The natural fantasy style ties in strongly with ideas like the rediscovery of the past and the ability to coexist with the environment without suppressing it, but at the same time without letting ourselves be crushed by it. Of course, these elements are also a key part of our protagonists.

    • Many questions. Even the quietest and most contemplative of natural fantasy characters is actually curious, often fascinated by the mysteries of the past and the wide world beyond the boundaries of their town or village. Of course, some of these heroes are timid or insecure, but in the recesses of their souls burn a craving for adventure and a fascination with mythology, legends and tales of people and places far away in time and space.
    • Compassionate souls. Natural fantasy heroes often put themselves in someone else’s shoes, empathizing with others and being deeply affected by their suffering. Some might play the tough guy or appear cold because they were hurt one time too many, but this facade should crack over the course of the campaign, eventually crumbling once they face a situation that reopens old wounds.
    • A steady heart. Despite living in an often dangerous and incomprehensible world, surrounded by a metaphorical and literal “dark forest”, these characters rally tightly together, finding strength to overcome fear and doubt in their fellow travelers.
    • Ready to take a step back. While possessing all these qualities, natural fantasy heroes don’t demonstrate them all the time and are far from perfect – in fact, it is key to the development of the campaign that Players have their characters make mistakes and be forced to reckon with their own ignorance. This creates a chance for them to reevaluate themselves and others, rather than seek refuge within pride and fear. After all, seeking the truth means accepting that said truth might be painful.
    Protagonists: A Dynamic Balance

    A Dynamic Balance

    The various elements described in the previous page lead to a single, pivotal idea: balance. By this we don’t mean a static or artificial balance, a combination of order, immobility, and predictability, but rather the constantly shifting balance of nature, made of mistakes, joy, pain, regrets, and events both large and small, forming an interconnected network so vast that nobody can truly glimpse all its nuances. Being a natural fantasy hero means becoming an active and aware part of this cycle, protecting it from those who want to control or interrupt it out of fear.

    Friends and Family

    In many campaigns of Fabula Ultima, the protagonists’ friends and families fade into the background or aren’t even mentioned unless they are key characters in the setting or, as is so very often the case, potential Villains. During a natural fantasy game, however, it’s a good idea to break away from this habit:

    • Recurring NPCs. This option is ideal for campaigns that take place in a relatively small region: some NPCs might be childhood friends, relatives, or mentors to the protagonists. We should also see their evolution over the course of the story, without necessarily turning them into allies or antagonists.
    • Bonds within the group. If the majority of the PCs come from the same community, it’s an excellent idea to represent their relationship using the Starting Bonds optional rule (see Core Rulebook, page 220). We recommend that you use negative as well as positive Bonds, to create more opportunities for character growth.

    You can also establish that two or more Player Characters come from the same family, but if you do, make sure this relationship doesn’t mirror real life too closely and that it doesn’t create discomfort at the table.

    Sample Natural Fantasy Characters

    The following pages provide profiles for ten Player Characters designed for natural fantasy contexts. In contrast to the new Classic Characters (see page 134), these examples focus on the thematic construction of the heroes and provide some tips on how to grow these characters and their role in the story.

    All characters in the following pages use the optional rules for Quirks (see page 120) and some have Custom Weapons (see page 112).

    Akelarre

    Basic Information

    Identity Clumsy
    Role/Title Janara Apprentice
    Theme Doubt
    Origin Creektown
    Quirk Flight
    Signature Weapons Magic Pumpkins

    Character Narrative & History

    Akelarre trained by Janara witches in the magical art since the age of seven. Akelarre abandoned his birth name and decided to dedicate his entire being to honoring the memory of his mentor, Hilda, who mysteriously disappeared during her pilgrimage to the remote Willow Island: a journey that, at the time, the young apprentice was considered too inexperienced to undertake.

    Although Hilda was a very forgiving mentor and extraordinarily talented in magic (or rather, because of that!), Akelarre is plagued by Doubt and afraid that he will never measure up to her, so he still lives in her shadow.

    Skills & Purpose

    • Classes: Floralist, Elementalist, and Wayfarer.
    • Together with the rest of the group, the Player repurposed the Flight Quirk to represent his flying broom, a gift from Hilda.
    • During the campaign, Akelarre’s Player should be the go-to person regarding witchcraft traditions and legends about Willow Island.

    Character Arc

    Akelarre’s journey will deal with his insecurities and need for validation; his fellow travelers will play a pivotal role in helping him (or putting him to the test).

    Metadata

    Character Profile: Apsu

    APSU

    BASIC INFORMATION

    Identity: Waterfiend Hunter
    Theme: Hope
    Origin: Salt Hill
    Quirk: Cursed
    Signature Weapons: Short swords

    APSU IN DETAIL

    Background & Skills

    • The bards sing of another age, when humans waged war against the sea, using their machines to poison it. Since then, those who are born with blue hair are Cursed by the Old Woman of the Tide, scorned by the earth, and hounded by the ocean: their blood is saltwater.
    • Able to see waterfiends due to his curse, Apsu earned his livelihood by catching and killing them, to extract drinking water from the remains. This brutal life was interrupted when he met an old oracle on the way to Ocean’s Mirror to negotiate a truce with the Old Woman of the Tide or, if necessary, kill her.
    • Apsu is an Elementalist, Wayfarer and Weaponmaster, who uses Spellblade to cast powerful spells such as Thunderbolt, through his shortswords.
    • Although his background and skill suggest a story of pain and violence, Apsu is an optimist who strives to see the silver lining in all things – his Hope theme makes him a real touchstone for the entire group.
    Game Master Note: The GM should involve Apsu’s Player in establishing any information about the curse of blue hair and the water spirits, especially the most dangerous and aggressive ones.
    Donna Maxwell Profile

    DONNA MAXWELL

    BASIC INFORMATION

    Identity: Spark-spirit Huntress
    Theme: Guilt
    Origin: Illwind
    Quirk: Ancient Weapon
    Signature weapons: Seismic revolver

    DONNA IN DETAIL

    Backstory & Abilities

    • Three years ago, a research team led by Donna Maxwell left the fortified citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by arrogant curiosity, these scholars activated the ancestral mechanism which the Scripture calls the Matrix of Days, thereby freeing the Spark-spirit trapped in its engine and causing the destruction of Illwind.
    • Armed with a seismic revolver found in the Labyrinth, Donna swore to find and kill the Spark-spirit before it could unleash its fury once more. She considers herself Guilty of making a disastrous mistake, and she isn’t wrong.
    • Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a variety of infusions and capitalizes on her Insight thanks to Knowledge is Power.
    • Donna’s Player should be the go-to person for everything related to Illwind and its researchers, not to mention the Celestial Labyrinth and the dreadful wonders it hides.
    • Donna’s revolver is a powerful weapon that targets Magic Defense and deals 5 extra damage to elementals (a Quality valued at around 900 zenit), but it reacts unpredictably when near ancient machines and the ruins scattered across the entire region.
    Character Profile: Lady Undersson

    LADY UNDERSSON

    Basic Information

    Identity:
    Kind Android
    Condition:
    Without Memory
    Theme:
    Belonging
    Origin:
    Ancient Ruins
    Quirk:
    Underchild
    Signature Weapons:
    Clockwork Keys

    LADY UNDERSSON In Detail

    History & Lore:

    • When the villagers found her, Lady Undersson was standing still, in absolute silence, in front of the evergreen tree next to the entrance of the ancient ruins. Devoid of any memory regarding her previous function, the android decided to help the villagers in their everyday chores, overcoming their initial hesitation due to their past experiences with machines from underground.
    • Despite her desire to become part of the village community, Lady Undersson is plagued by short, fragmented visions of a hazy past that she cannot escape, and the looming feeling that she forgot something terrible.
    • Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys (see page 116) as her weapon of choice.
    • The Game Master should consult with Lady Undersson’s Player for details regarding ruins and ancient machines.
    • Over the course of the game, the Underchild Quirk allows Lady Undersson’s memories to become clearer and clearer until she remembers key information about a looming threat. It’s essential that this moment establishes once and for all a bond of trust between this PC and the rest of the group.

    Profile

    Order Details:

    Character Dossier: Laurence

    W LAURENCE

    BASIC INFORMATION

    LAURENCE IN DETAIL

    Backstory & Profile

    • When Laurence was just an apprentice hunter, his squad cornered a powerful and regal wyvern in its lair and killed it. However, when the captain, who Laurence saw as his adoptive mother, went in and exterminated the entire brood, something in his soul snapped and he swore never to kill again.
    • Recently, a mysterious force has been pushing beasts and monsters to attack human settlements, destroying vehicles, structures, and machinery with unprecedented ferocity. Laurence volunteered to accompany a team of heroes to discover what has caused such resentment.
    • Laurence is a Gourmet, Guardian and Weaponmaster. His Big Bro Quirk makes him excel at supporting the entire group.
    • The Game Master should consult Laurence’s Player when describing wild beasts and their habits, not to mention the tactics employed by the hunters of Arca.
    • Due to his oath, Laurence was mocked and shunned by the hunters of Arca, and his old captain considers him her greatest disappointment. It’s up to the other Player Characters to help him when mentor and pupil inevitably clash again.

    Transaction Details

    Character Dossier: Melissa Holtz

    MELISSA HOLTZ

    Chapter 103 | 33 PROTAGONISTS

    BASIC INFORMATION

    MELISSA IN DETAIL

    • In spite of her parents’ doubts, young Melissa worked hard and traveled far to discover the secret of alchemy, with the Ambition of attaining an official license and, upon her eventual return, bringing prosperity to the mountain hamlet of Eiche.
    • Melissa saved her money to buy a cart, pulled by a mighty and loving auroch. This traveling workshop is full of mementos, notes and unusual ingredients.
    • Melissa combines Gourmet, Spiritist and Sharpshooter: together with the rest of the group she adapted the Gourmet’s rules to represent alchemy, using five seasonal essences instead of tastes. Her alchemical scepters are custom arcane ranged weapons that she uses to fire her compounds, creating expanding clouds using Barrage.
    • Taking inspiration from the wu xing’s Late Summer, Melissa’s Player and the rest of the group decided to add a fifth season to their setting, the Calm, which has its own seasonal essence and is a time of transition for the entire world when the elements coexist and combine in ways that are, so far, poorly understood.
    • Melissa’s personal goals are rather simple, but the mystery of the Calm should have a deep influence on the story: of course, one or more Villains have plans for it.
    Mylo Ulve Character Profile

    Mylo Ulve

    (Page/Document Reference 104)

    Basic Information

    Identity: Gentleman
    Occupation/Role: Archaeologist
    Theme: Justice
    Origin: Zentralia
    Quirk: Mysterious Grimoire
    Signature Weapons: Elemental Rings

    Detailed Background

    • An archaeology graduate from the Golden College, Mylo Ulve left the capital when the Senate closed the faculty and sold all exhibits to collectors to bankroll a new expansionist campaign to the West. Mylo was able to save only the Codex Rubrum, an extraordinary magical tome that sometimes answers the reader’s question in the language of the ancient civilization of Escria.
    • The information in the Codex supports the College’s theories about Escria and the magical prowess of its Scribe-Priests, not to mention its downfall at the hands of the founders of Zentralia. Even more importantly, it completely invalidates the propaganda which presents the current aristocracy as scions of the glorious Escria.
    • Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy and potions and is one among the very few Zentralians that understand the language of Escria.
    • Mylo’s character should be the go-to person for everything related to the history of Zentralia and the fall of Escria (unless the group includes a descendant of the Escrians, of course).

    Character Goals

    • Uncover the truth about the Codex Rubrum and Escria.
    • Oppose the Zentralian nobles who crave the ancient magic of the Scribes.
    Octavia - Protagonist Profile
    Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI

    BASIC INFORMATION

    OCTAVIA IN DETAIL

    • The youngest offspring of the Polpi merchant clan, Octavia is a young oceanid, whose stubbornness and cutting humor hide a heart of gold. This spirit led her to rebel against her own family's ways of conducting business, prompting her decision to travel the surface world and build a commerce and communication network that addresses local needs—and outmaneuver her relatives in the process.
    • Octavia is always accompanied by two tireless bodyguards: Crabecca and Breamthony. Breamthony shares some of her opinions about the rest of the family, while Crabecca remains constantly worried for her safety.
    • Octavia’s shrewdness is well represented by her Merchant and Orator Classes. In times of emergency, she can deal substantial blows with her reinforced pipe (which utilizes the staff profile).

    Campaign Guidance Notes

    • The Player should provide information about the Polpi clan, the oceanids, and the underwater territory of Yonaguni. This must include details regarding available transportation methods for surface-dwellers planning a visit.
    • At the start of the campaign, Octavia is driven by her need for Rebellion. However, over the course of the game, she should realize the true nature of her feelings and demonstrate increased maturity.
    Ruairi Character Profile

    Ruairi Character Profile

    Basic Information

    Identity: Moth Court Outcast

    Theme: Solitude

    Origin: Hawthorn Forest

    Quirk: Outcast Fairy

    Signature Weapons: Floral greatswords

    Background & History

    • Once upon a time, Ruairi was a noble warrior of the Moth Court, but he was exiled because of his love for the Raven Witch, Baobhan Sith. He wandered alone for centuries, only to eventually stumble upon the tomb of his soulmate. There, he fell into a deep slumber, until the arrival of a group of heroes with more enthusiasm than common sense roused him from sleep.
    • Despite how much time has passed, Ruairi is still an exceptional fighter and many fairies remember his name; however, the relationship between humanity and the fairy realm has soured significantly, and both sides now look at him with suspicion.
    • Ruairi wields a floral greatsword and combines the abilities of Floralist and Darkblade, in a contrasting image of fragile beauty and visceral sorrow. True to faefolk tradition, iron is his weakness.

    Story Details / GM Notes

    • The Game Master should often consult Ruairi’s Player about all things related to the fairies’ society, tradition, and powers.
    • Ruairi doesn’t like to talk about it, but fairies cannot die unless killed, and such must have been Baobhan Sith’s fate. One day, he’s going to discover who was responsible and, on that day, he might swear Vengeance or perhaps even turn into a Villain.
    Tsukihime Character Profile
    107 | W | 33 PROTAGONISTS

    TSUKIHIME

    BASIC INFORMATION

    Identity:
    Incarnation of the Moon God
    Theme:
    Duty
    Origin:
    Second Moon
    Quirk:
    The Long Dream
    Signature weapons:
    Bows

    TSUKIHIME IN DETAIL

    • According to legend, when a grave danger looms over the Land of Elms and the Second Moon shines blue, the Moon God incarnates in the world with the shooting of an arrow. This time, the guardian is a young woman of elegant bearing and brave heart, albeit a bit stubborn. The Priestess named her Tsukihime, or Moon Princess.
    • Tsukihime’s Duty is to quell the restless spirits and purify the springs of the four rivers that cross the region. The task will prove much bigger than expected, and she cannot do it alone.
    • The moon’s favor grants Tsukihime a special affinity toward nature – her Classes are Chimerist, Invoker and Sharpshooter.
    • Tsukihime’s Player should be the go-to person for everything related to the Moon God, the Second Moon and the spirit world. At the same time, the Princess’ knowledge of human society is extremely limited and, above all, outdated.
    • Every incarnation of the Moon God is destined to return to the stars once their purpose is fulfilled. Hence, it’s essential that Tsukihime and the rest of the group develop strong emotional bonds over the course of the campaign. Perhaps these bonds will be powerful enough to prevent a painful farewell.
    Game Options Guide
    108

    Chapter Focus: Campaign Options

    From here on, the chapter focuses on new options and rules designed to enhance the natural fantasy vibes of your Fabula Ultima campaign. However, if the whole group agrees, you can use these options for any campaign.

    These introductory pages provide preliminary information about the various options, in terms of both mechanics and play experience, to help you identify the most interesting ones for your game.

    CUSTOM WEAPONS

    You can use this rule to create unusual weapons. It’s a simple and straightforward option with no profound gameplay implications – you can always leave it open to anyone who is interested.

    NATURAL FANTASY QUIRKS

    This option is more complex and has a significant effect on character creation. If you use it, each Player Character gains a set of unique mechanics defining their abilities and role in the story.

    • These effects are powerful, ranging from the ability to ignore Mind Point costs to brandishing a rare and ancient weapon.
    • Use Quirks if you and your group are comfortable setting aside the power balance between characters in favor of strong characterization.
    • This option works best in tight and collaborative groups and may be too complex if this is your first experience with the game.

    NEW OPTIONS

    W

    (Placeholder for content/detail regarding option.)

    Protagonists - Camp Activities

    CHAPTER CAMP ACTIVITIES

    This new optional rule allows the group to put more emphasis on resting scenes – rather than just a simple narrative interlude used to create a new Bond or modify existing ones, they become a way to provide special benefits to the entire group or to specific allies.

    In and of itself, this is a simple rule, but it adds a tangible benefit to the rest scenes which allows the group to showcase the personality and nature of each character.

    Important Consideration: If you use this option, resting scenes will take a larger part of each session, on average, and you will need to keep track of which Activities have already been used and what their benefits are (these are often single-use).

    NEW CLASSIC CHARACTERS

    These sample natural fantasy builds expand on those provided in the Core Rulebook (see page 172), expressing the full potential of this Atlas’ new Classes. You will also find two premade Groups to draw inspiration from – one features characters sharing a common Class, and the other with greater variety.

    NEW CLASSES

    The Natural Fantasy Atlas introduces four new Classes for Player Characters. They are designed to interact normally with those found in the Core Rulebook and other expansions without any modifications. The following pages contain some practical tips for Players and Game Masters to get the most out of these new Classes.

    NEW HEROIC SKILLS

    This last, lengthy section contains twenty-one new Heroic Skills. Some are tied to the new Classes introduced by this Atlas, but most add options for those found in the Core Rulebook.

    “I’ve never seen a flower like this.
    I wonder what its properties are!”
    Character Class Descriptions

    FLORALIST

    • Floralists shine both for the variety of effects they can unleash, and their efficiency – for all intents and purposes, the magiseeds are "automatic" secondary actions in addition to the character’s regular action. That being said, this Class requires good timing, because planting a magiseed one turn too late means wasting its potential.
    • Although the Floralist’s baseline aesthetic is tied to seeds and plants, you can use this Class to represent any character that can summon temporary little helpers. You can go for a few simple cosmetic changes (algae, mushrooms, corals, etc.), or you could choose something like clockwork turrets, support drones or even familiars, sprites or imps!
    • Usually, a Floralist’s abilities go way beyond those of a common gardener or botanist, and the Player should have final say when establishing any element of the setting tied to plants, forests, plant-related creatures, and enemies belonging to the plant Species.

    GOURMET

    • This is a very peculiar Class, designed to mimic the experience of exploring and combining items in a videogame by trial and error, without being able to consult a precise guide. Its key feature is procedural gameplay. Every Gourmet is different from the last, despite using the same five flavors: in order to discover which role the character will play in the group, you must first and foremost play them.
    • The Gourmet’s rules are based upon flavors, rather than specific ingredients. This makes it easy to use this Class to represent other specialists (like brewers, mixologists, confectioners or sushi chefs). You can also create strictly vegetarian or vegan menus. You may also adapt these rules to represent any character who combines materials or ingredients to create special effects, be they a chemist, an alchemist or a pyrotechnician – you only have to define five ingredient types, and voila!
    • The preparation, presentation and consumption of food are pivotal elements of each and every culture, and embody the themes of transformation and interdependence that are the beating heart of the natural fantasy style. If your group includes the Gourmet, take your time to describe the most unusual delicacies, but also to reflect upon the deep implications of ending one life to feed another.
    Character Archetypes: Protagonists

    33 PROTAGONISTS

    Character Archetypes

    INVOKER

    • Inspired by the geomancer archetype presented in some JRPGs, the Invoker never has access to their full range of abilities – instead, their invocations are based upon the elemental wellsprings available on the scene. To compensate, their cost in Mind Points is low and their effects are quite strong… not to mention the possibility of enhancing various kinds of damage with “Hex” invocations.
    • The Ripples Skill is very powerful, but requires a synergy with at least one other member of the group who is able to capitalize upon the different types of damage: the obvious choice is an Elementalist, but Chanters, Dancers (see High Fantasy Atlas, page 136 and 142) and Espers (see Techno Fantasy Atlas, page 150) are not far behind.
    • Far from being a mere gameplay rule, the fact Invokers don’t impose themselves upon the environment but rather adapt to it is a powerful thematic choice. It also creates a contrast with Elementalists, who have to spend vast amounts of Mind Points to reliably access whatever damage type they require. This tension, as well as the role of elemental creatures and the relationship between magical arts and ecology, are very interesting parts of the setting to explore.

    MERCHANT

    • Although more compact than the previous three Classes, the Merchant shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs and gives you access to the right tool at the right time, while the other Skills form an impressive support arsenal, especially for characters who heavily rely on Inventory Points, such as Tinkerers and Symbolists (see High Fantasy Atlas, page 146).
    • A cornerstone of the Merchant is that it doesn’t focus on accumulating money, as shown by the Real Treasure Skill. The heroic nature of this Class hinges upon communication, contacts, and helping exchanges between distant people. It’s a quest for richness and prosperity, but in a human, cultural and communal sense.
    • Merchants are curious, perceptive and very attentive individuals: some have traveled far and wide, others have accrued knowledge of every sort over the course of many negotiations, meetings and encounters. A Merchant’s Player should be involved in establishing setting elements such as trade routes, roads, relationships between people, and key resources, not to mention matters of etiquette, such as what would be the most fitting gift to present to a prominent public figure.

    “You must be strong, yes! But also humble, and kind.

    There is no other way for a better world.”


    Custom Weapon Guide

    Custom Weapons

    Introduction

    The majority of JRPG protagonists wield unique weapons that reflect their personal style and character identity. These custom creations range from battle umbrellas to gun axes, proving that no weapon concept is too impractical!

    These following rules guide you in creating a personalized weapon for your hero during the character creation process. Later on, the Game Master may create rare versions of these weapons according to the standard rules found in the Core Rulebook (see page 268). Sample rare custom weapons can be viewed on subsequent pages.

    Note: Custom weapons are not necessarily superior to normal basic weapons. Always choose your weapon based on what best fits your character's personal vision and lore.

    Creating a Custom Weapon

    A custom weapon must adhere to the following foundational characteristics:

    Core Characteristics

    • Category: Belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown).
    • Weapon Type: It is not inherently a martial weapon (W), but can become one depending on the customizations chosen.
    • Hand Requirement: It must be a two-handed weapon and cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page 238); thus, it always occupies both hand slots.
    • Function: It functions as either a melee or a ranged weapon (your choice), regardless of the Category selected.
    • Cost: The base cost is set at 300 zenit.
    • Accuracy Check: Relies on either (DEX + INS) or (DEX + MIG) (your choice).
    • Damage Output: Deals physical damage equal to (HR + 5).

    Customizations

    Furthermore, a custom weapon is enhanced by receiving three customizations selected from the available list:

    • Each customization can only be chosen once for any single custom weapon.
    • Selecting a customization marked with W will classify the weapon as a martial type.
    • If a customization includes the pronoun “you,” it refers directly to the character who equips the weapon.
    • Be advised that some especially powerful customizations may count as two separate selections or increase the total cost of the custom weapon beyond the base price.
    Weapon Customization Details

    WEAPON CUSTOMIZATIONS

    Page 113
    Accuracy Boost
    Adds a +2 bonus to the weapon’s Accuracy Check formula.
    Defense Boost
    You gain a +2 bonus to Defense, and you are treated as having a shield equipped for the sake of your Skills (for instance, Defensive Mastery or Dodge – see Core Rulebook, pages 197 and 203).
    Elemental
    Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage of the chosen type instead of physical, and also deals 2 extra damage.
    Magic Defense Boost W
    You gain a +2 bonus to Magic Defense.
    Powerful W
    The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
    This customization is not available for arcane and dagger weapons, or for weapons with the quick customization (see below).
    Quick (counts as two customizations) W
    When you perform the Attack action and choose to attack with this weapon, you may perform two attacks (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting (see Core Rulebook, page 69).
    Transforming
    (Increases the custom weapon’s cost by 100 zenit)

    This weapon has a second form, which must be designed as a separate custom weapon, must have the transforming customization, and doesn’t cost you any zenit.

    While you have one of the two forms equipped, you can equip the other form whenever you want. During a conflict scene, you can only do so during your turn, while no other effect is being resolved, and only once per turn.

    If one or both of the forms are martial (W ), remember that you must have the appropriate Classes to equip them. Additionally, a transforming weapon can still only have one Quality (the Quality applies to both forms).

    Custom Weapon Compatibility Guide

    Weapon Compatibility

    Custom weapons allow you to create the most bizarre armaments you can imagine, but at the same time, efforts have been made to keep them somewhat balanced. For instance, one might argue that a quick and accurate custom weapon is always better than a pair of steel daggers, but there is a loss in flexibility because you can’t combine that custom weapon with a different weapon – there’s pros and cons to each choice.

    Transforming Weapons

    The transforming customization is by far the most complex option provided by custom weapons. One important note, however: if one form of your weapon is a melee weapon and the other is a ranged weapon, or if they belong to different Categories, you only gain the benefits of one form at a time.

    For instance, if you use a weapon with a melee form and a ranged form, you won’t be able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack while simultaneously having Crossfire available.

    A character wielding a transforming weapon is always free to decide which form they start with at the beginning of a conflict.

    Sample Natural Fantasy Custom Weapons

    The following pages showcase a few examples of natural fantasy-style custom weapons, accompanied by possible rare evolutions. The following conditions apply:

    • You may never wield a custom weapon in a single hand, not even decreasing its damage by 4 as indicated on page 268 of the Core Rulebook.
    • When it comes to transforming weapons, any modification (extra damage, Qualities, Accuracy bonuses etc.) is automatically applied to both forms.

    Narrative Considerations

    Sometimes, a Player Character’s custom weapon will have narrative weight (such as if it was obtained via the Ancient Weapon Quirk, on page 121). In that case, it can be a good idea to describe later rare variants as “upgrades” of the initial weapon, instead of completely different items (for instance, they might be described as ribbons attached to the hilt of a sword, or arrows with unique properties for a bow).

    However, the rules and mechanics that govern items and equipment should not be altered.

    Document Footer/Reference: ()
    Protagonists Chapter 9
    Chapter 9

    AUTODRIVERS

    Protagonists

    Loud and powerful, these weapons were developed by the Merchant Chloe from just a sketch and a double-pressure tank. Built to process very tough material, rather than for combat, they nevertheless proved themselves as highly effective weapons, especially when combined with a host of experimental chemicals (see infusions, Core Rulebook, page 214).

    STAKE DRIVER W

    The weapon’s basic form, worth 300 zenit.

    Stats

    • Accuracy: (DEX + INS) +2
    • Damage: (HR + 10) physical

    Specifications

    • Spear
    • Two-handed
    • Melee
    • No Quality.

    This weapon has the accurate, defense boost and powerful customizations.

    AUTOSCRAPPER W

    A possible rare evolution, worth 1400 zenit.

    Stats

    • Accuracy: (DEX + INS) +2
    • Damage: (HR + 14) earth

    Specifications

    • Spear
    • Two-handed
    • Melee
    • Effect: When you reduce an enemy to 0 Hit Points with this weapon, you gain a material, chosen by the Game Master, worth an amount of zenit equal to or less than (your Tinkerer level, multiplied by 100).

    This weapon has the accurate, defense boost and powerful customizations.

    “Oh! If we connect
    the primary compressor
    to the combustion chamber,
    dividing the pressure
    between the eight
    secondary valves…
    hehehe!”

    9 CLOCKWORK KEYS

    These special keys fit perfectly in Lady Undersson’s back socket (see page 101) and power the special electrical beam she fires from her chest.

    BRASS KEY Worth 300 zenit

    The weapon’s basic form.

    Accuracy: (DEX + INS)
    Damage: (HR + 7) bolt
    • Arcane
    • Two-handed
    • Ranged
    • No Quality.

    This weapon has the accurate, defense boost and elemental customizations.

    OXIDIZED KEY Worth 800 zenit

    A possible rare evolution.

    Accuracy: (DEX + INS)
    Damage: (HR + 7) bolt
    • Arcane
    • Two-handed
    • Ranged

    Special Ability: All damage dealt by your spells becomes air and its type cannot change. When an ally present on the scene performs the Guard action, you may swap this clockwork key with a different one in your backpack.

    This weapon has the accurate, defense boost and elemental customizations.

    9 FLORAL SCISSORS

    These huge scissor-swords are the weapon of choice of Jacek, the Floralist. They can chop even the toughest shrub with ease.

    ROSENSCHWERT Worth 300 zenit

    The weapon’s basic form.

    Accuracy: (DEX + INS)
    Damage: (HR + 10) physical
    • Sword
    • Two-handed
    • Melee
    • No Quality.

    This weapon has the accurate, magic defense boost and powerful customizations.

    Page 117

    33. PROTAGONISTS

    CRESCENT SCISSORS

    A possible rare evolution, worth 1000 zenit.

    Basic Info

    • Type: Sword
    • Handling: Two-handed
    • Combat Style: Melee
    This weapon has the accurate, magic defense boost and powerful customizations.

    Form Details

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 10) light

    Unique Features: When you use the Graft Skill (see page 139), you may erase 1 section of your Growth Clock. • This weapon has the accurate, magic defense boost and powerful customizations.

    EYRE

    For those who don’t sacrifice elegance, even during the most dangerous adventures.

    The weapon’s basic form, worth 400 zenit.

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 5) physical
    • Type: Dagger
    • Handling: Two-handed
    • Combat Style: Melee
    • Quality: No Quality.

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    Form II

    • W Accuracy: (DEX + INS) +2
    • Damage: (HR + 10) physical
    • Type: Firearm
    • Handling: Two-handed
    • Combat Style: Ranged
    • Quality: No Quality.

    Features: This weapon has the accurate, powerful and transforming customizations.

    EARNSHAW

    A possible rare evolution, worth 1000 zenit.

    Form I

    • W Accuracy: (DEX + INS)
    • Damage: (HR + 9) dark
    • Type: Dagger
    • Handling: Two-handed
    • Combat Style: Melee
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    Form II

    • W Accuracy: (DEX + INS) +2
    • Damage: (HR + 14) dark
    • Type: Firearm
    • Handling: Two-handed
    • Combat Style: Ranged
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.

    Features: This weapon has the accurate, powerful and transforming customizations.

    “The Lake Moth was one of the last spirits to fall prey to the Fury, and this metal harbors their last will.”

    Weapon Catalogue Excerpt

    Page 118

    HEAVY ARBALESTS

    These massive crossbows must be fitted to a tripod before shooting. They are built out of sheets of metal found in ancient ruins.

    GASTRAPHETES

    Basic Form | Worth 300 Zenit

    The weapon’s basic form.

    • Accuracy: (DEX + MIG) +2
    • Damage: (HR + 10) physical
    • Attributes: Bow, Two-handed, Ranged, No Quality.

    This weapon has the accurate, defense boost and powerful customizations.

    HELEPOLIS

    Possible Rare Evolution | Worth 1600 Zenit
    • Accuracy: (DEX + MIG) +2
    • Damage: (HR + 14) fire
    • Attributes: Bow, Two-handed, Ranged.

    Deals 5 extra damage to creatures suffering from slow.

    This weapon has the accurate, defense boost and powerful customizations.

    METEOR BELLS

    The warrior-invokers who pass the trial of the Whispering Mountain wield these unusual weapons: a pair of massive, hallowed rattles, connected by a strong hemp rope or a heavy chain.

    COPPER RATTLES (Form I)

    Basic Form | Worth 400 Zenit
    • Accuracy: (DEX + MIG)
    • Damage: (HR + 5) physical
    • Attributes: Brawling, Two-handed, Melee, No Quality.

    This weapon has the quick and transforming customizations.

    COPPER RATTLES (Form II)

    Variant Upgrade | (No listed cost, assumes upgrade path)
    • Accuracy: (DEX + MIG)
    • Damage: (HR + 12) ice
    • Attributes: Flail, Two-handed, Melee, No Quality.

    This weapon has the elemental, powerful and transforming customizations.

    W
    Weapon Listings
    Page 119

    PROTAGONISTS

    WATER TOLL

    A possible rare evolution, worth 1500 zenit.

    Form I

    Accuracy: (DEX + MIG)
    Damage: (HR + 9) physical
    Attributes: Brawling • Two-handed • Melee
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • This weapon has the quick and transforming customizations.

    Form II

    Accuracy: (DEX + MIG)
    Damage: (HR + 16) ice
    Attributes: Flail • Two-handed • Melee
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • This weapon has the elemental, powerful and transforming customizations.

    SEEKER’S SHOVELS

    The crystal-seekers from Rockvale learn how to handle these massive shovels from birth.

    SHOVELPICK

    (Basic Form), worth 300 zenit.

    Accuracy: (DEX + MIG) +2
    Damage: (HR + 12) physical
    Attributes: Heavy • Two-handed • Melee
    • No Quality.
    • This weapon has the accurate, defense boost and powerful customizations.

    VANGUARD SPADE

    A possible rare evolution, worth 1300 zenit.

    Accuracy: (DEX + MIG) +2
    Damage: (HR + 16) physical
    Attributes: Heavy • Two-handed • Melee
    • You gain Resistance to earth damage. Additionally, when you suffer earth damage, you gain 50 zenit and regain 1 Inventory Point.
    • This weapon has the accurate, defense boost and powerful customizations.
    cc Weapon customizations are not part of its Qualities!
    Quirks System Rules

    Quirks (Advanced Optional Rule)

    Quirks are an advanced optional rule that provides strong thematic and mechanical options for Player Characters. The Quirks presented in these pages were written with a Natural Fantasy assumption, but may be used in any campaign; you may also use them as reference to create your own Quirks — but you should only use those if the rest of your group agrees to it.

    Rules and Guidelines

    • A Player Character may only ever have one Quirk.
    • If you use Quirks in your game, it is strongly suggested that each Player Character begins play with one; additionally, no two characters in the same group should have identical Quirks.
    • On average, a group of Player Characters with access to Quirks will be able to tackle more challenging situations than what would be normal for their level.
    • If it makes sense in the story, a character may lose their current Quirk and gain a different one — discuss this with the group.
    USING QUIRKS IN YOUR GAME

    Quirks should be seen as a mechanical and narrative reinforcement of your characters’ unique nature. Keep the following in mind:

    Key Considerations

    • Shaping the Game: Even the less impactful Quirk is a powerful statement about your character and their role in the story. If you pick Ancient Weapon, that item will surely have narrative implications; if you go with The Long Dream, you are inviting the Game Master to create situations in which you’ll be pressed to use your powers. Quirks will take the already heroic Player Characters and kick them up a notch, which can prove a bit overwhelming. Think carefully before you use them!
    • Freedom of Choice: You don’t need a Quirk for your character concept to be valid. If your Identity is “Barkville’s Firstborn”, you shouldn’t feel forced to pick Stubborn Scion for that Identity to be relevant to the story.
    • Ideal Uses (What you should use Quirks for): Bringing interesting situations into play, giving your character unique issues to confront, providing additional mechanical support to your character’s Traits.
    • Forbidden Uses (What you should never use Quirks for): Making your character stronger than the rest of the group, stealing the spotlight, bringing sensitive topics that make others uncomfortable into play.

    Natural Fantasy Quirks

    (Note: The remaining text seems to be a citation or header fragment and is placed under context.)

    W ()

    Game Rules Summary

    Protagonists

    Chapter 9: Ancient Weapon / Chapter

    Ancient Weapon

    You don’t fear delving deep in the ancient ruins; from their cold tunnels you have retrieved an unusual weapon, which saved your life in more than one occasion. Where did you find it? When did you stumble upon a similar weapon, and who carried it?

    • Custom Weapon Creation: Together with the rest of your group, create a rare custom weapon (see page 112) worth 1200 zenit or less.
    • The weapon should have an especially unusual and technological appearance; making it a firearm and determining that similar items are rare and mysterious in your world is advised.

    Game Master Complications:

    Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to the unique nature of the weapon (such as strange machines reacting to its presence, or monsters drawn to the special energy it emits). However, the weapon cannot be destroyed, damaged, lost, or stolen without your permission as a Player.


    Arboreal

    The Arboreal Challenge

    You are a sentient plant creature, with humanoid intelligence. Do you belong to a particular species, or are you one of a kind? How does your life cycle function? Do you resemble a specific type of plant, flower, or tree?

    Mandatory Choices

    • Status Immunity: Choose a status effect (dazed, enraged, or shaken). You are immune to the chosen status effect.
    • Vulnerability: You also gain Vulnerability to a damage type of your choice: air, bolt, earth, fire, or ice.
    • Unique Spell Learning: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic Check is required, use (INS + WLP)). Customize the spell as needed (name, damage type, status effects etc.).
    • Sunlight Bonus: When you cast this spell while in sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).
    Character Quirks Documentation

    Character Quirk Documentation

    9 BIG BRO

    Your travel companions know they can rely on you when it’s time to make camp and catch a precious breath among the constant pressure of your adventure. Who taught you to care for others? Is there anyone among the other Player Characters you see as a younger brother or sister? What special promise did you make them?

    If your group’s campaign does not make use of the optional rule Camp Activities (see page 130), your character still gains access to it. Your character gains access to three Camp Activities instead of only two.

    If you gain this Quirk during a campaign that already makes use of Camp Activities, you simply gain access to a single new Camp Activity of your choice.

    • When you choose to perform Camp Activities during a Rest, choose one option:
    • Perform two different Camp Activities, whose effects cannot be applied to the same creature; OR
    • Perform the same Camp Activity twice, applying its effects to two different creatures.

    9 CURSED

    You bear the burden of a strange curse. Through which supernatural effects does it manifest? How did you become cursed? Did you bother a magical creature or explore a forbidden place? Who might tell you how to break it?

    When you acquire this Quirk, describe the nature of your curse and tie it to one of the threats present in your world. Once this threat is resolved, you will finally have a chance to break free from the curse - describe how you expect this to happen.

    Examples: nearby animals become aggressive; waters become treacherous when you swim or sail; invisible sprites misplace your belongings.

    • When you are about to perform a Check, you may instead describe how your curse gets in the way and automatically roll a fumble (both dice are treated as if you had rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate an opportunity as normal.
    • If you ever manage to break the curse, immediately gain a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don’t have). This includes choosing a Heroic Skill for a Class you do not have.
    Character Quirk Guide

    PROTAGONISTS

    Chapter 9: Character Quirks

    Elemental Soul (Air, Bolt, Earth, Fire, or Ice)

    You are deeply infused with the power of a natural element. Who among your forebears first received this magical spark? What troubles has it caused you?

    Mechanics:

    • Choose your elemental damage type: air, bolt, earth, fire, or ice.
    • You gain Resistance to the chosen damage type; additionally, whenever you deal damage, you may change its type so that it matches your elemental damage type.
    • However, you also gain Vulnerability to a different damage type chosen among those five.

    You also gain the ability to perform Rituals of the Elementalism discipline, but only if those Rituals manipulate your chosen element (respectively air, electricity, earth/rock, fire, and ice/water).

    Flight

    You belong to a unique heritage of humanoids who have the ability to fly or levitate. How does this work? Is it magical, or do you have wings? How did this particular advantage shape the history and society of your people? How do people usually react when they see you?

    Benefits:

    • You are able to fly. In addition to the obvious advantage in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets.

    Limitations:

    • While in Crisis or unable to fly freely (such as when you’re inside a vehicle designed for human-sized creatures or in a narrow corridor), you lose all benefits granted by this Quirk.
    • Additionally, when you suffer air, bolt or ice damage during a conflict scene, you lose the benefits of this Quirk until the start of your next turn.
    “No blame in being afraid sometimes.
    That's why we stick together: so that our friends can be brave for us, when it happens.”
    Mysterious Grimoire Quirk

    9 MYSTERIOUS GRIMOIRE

    You came into possession of an old and hefty magical tome; sometimes, scribbles and advice appear on its pages, helping you in your adventures. Where did you find it? What kind of personality emerges from the text’s style and tone?

    As long as you have this Quirk, your grimoire is an indestructible artifact that cannot be lost or stolen unless as a consequence of Surrender.

    Quirk Functionality

    When your group stumbles upon a danger or discovery after a travel roll, you may ask the Game Master a single question concerning that danger or discovery (you may ask it immediately or save it for later); the Game Master answers truthfully and describes how the answer appears on your grimoire.

    Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options.

    • Awakened Consciousness: You lose this Quirk and the grimoire turns into a Non-Player Character. Create this NPC together with the rest of your group, giving them a name and describing their appearance. They do not have an NPC profile and do not take part in Checks or conflicts, but they learn two spells of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively). Once per conflict, if requested, the NPC will cast one of these spells. Spells cast this way will be cast at the end of the current round, require no Mind Points, and use 2d10 for the Magic Check (if needed).
    • Hidden Magic: You lose this Quirk, but your grimoire will still share a final and most powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells, Hope, and Volcano (see Core Rulebook from page 232 onwards; you may choose a Skill whose requirements you do not fulfill).
    Alternative Use

    You could also use this Quirk to introduce a new Player Character (and Player) in your group; if you do, the character who had taken this Quirk should receive the benefits listed by Hidden Magic instead of those in Awakened Conscience. Suggested Quirks for a Player Character brought into a campaign this way are Arboreal, Robot, The Beast Who Spoke, and The Long Dream.

    Aftermath

    Whatever your choice, the grimoire goes back to being a completely normal book and the Game Master chooses one option: the grimoire provides a key clue regarding a threat that is present in your world; or the grimoire reveals the existence of a new threat and provides a key clue about it.

    Protagonist Guide

    PROTAGONISTS

    Outcast Fairy

    Lore and Background

    Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with the stream of souls... but it has been long since you last visited. What went wrong? What is the state of the Realm at the moment? Who governs it?

    You may always communicate with any creature belonging to the beast, elemental, and plant Species.

    Abilities

    • Magic Spells: You learn one spell of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively).
    • Rituals: Additionally, you gain the ability to perform Rituals whose effects fall within the Ritualism discipline. You may use these Rituals to transport creatures in and out of the Realm of Fairies.

    Weakness (Unique Flaw)

    You also possess a unique weakness typical of fairies: decide it together with your group.

    Weakness Mechanic: Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to this weakness or have you automatically fail a Check. (The GM must do so before the Check is performed; both the Check’s Result and High Roll are treated as being 0).

    Examples: You are allergic to iron; you must count all poured grains of sand or salt; if you see someone perform a specific gesture, you must do the same.

    Robot

    Lore and Background

    You are an artificial body in which a mysterious life shines, lone descendant of an age lost to time. Do you look organic or mechanical? What prevents you from perceiving or communicating like a normal human would? What fragmented memories do you still hold from the time you were created?

    Mechanical Traits

    • Status: You are not considered a living creature.
    • Resistances/Immunities: You gain Immunity to poison damage, Resistance to earth damage, and are immune to the poisoned status effect.
    • Sustenance: You do not need to breathe, eat or drink, but you still follow the normal rules for resting; you also recover Hit Points and recover from status effects as normal.

    Abilities

    • Technical Proficiency Bonus: You gain a +2 bonus to all Checks you perform to examine or interact with machines, technology, and constructs (except for Accuracy Checks and Magic Checks).
    Quirk Profile: Stubborn Scion

    9 STUBBORN SCION

    You hail from the wealthiest, most influential family in this region. On what do they base their fortune and reputation? Are you the only heir? What is it about your family you really can’t stand, and why did it lead you to join the other characters?

    If you choose this Quirk during character creation, increase your initial savings (see Core Rulebook, page 165) by 1000 zenit.

    Companions: The Loyal Bodyguards

    Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name and describe their appearance. They do not have an NPC profile and never take part in Checks or conflicts, but you are inseparable and they somehow appear whenever you need their help.

    • Be careful! When you suffer damage, you may halve it.
    • Information Retrieval: During a Rest, you may ask the Game Master one question; they will answer truthfully.
    • Elemental Damage Boost: When you create an elemental shard, you may have it deal extra damage equal to (5 + half your level).

    Limitations and Shared Strain: Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue Points. This fatigue is shared between bodyguards; it is not tracked individually. As long as they have 10 or more Fatigue Points, you cannot rely on them.

    Recovery: At the end of each session (approximately four hours of play), your bodyguards recover from 1d6 Fatigue Points (to a minimum of zero).

    Thematic Considerations for Quirk Creation

    Many Quirks bring complex themes to your table: for instance, The Long Dream presents a dynamic that can be dangerously close to that of a terminal illness; Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to the character being seen as an anomaly or even as a threat; Stubborn Scion can involve generational conflict and toxic family pressure; Cursed or Survivor imply seriously traumatic experiences.

    Player Safety Commitment: When you choose and customize your Quirks, commit to respecting the personal boundaries of those who play with you. Use lines and veils (see Core Rulebook, page 140) and be ready to pause the game if a scene is making someone uncomfortable. Be kind to each other, and be kind to yourselves.

    Character Class Profiles

    PROTAGONISTS

    9. SURVIVOR

    You are among the few who survived a natural catastrophe or the attack of a dreadful creature. Do you believe someone is responsible for this? Were you able to keep in contact with any other survivors? Do you think reconstruction is possible?

    Permanent Benefits

    • Permanently increase your maximum Hit Points and maximum Mind Points by 5.

    Choose One Option:

    • Gain the ability to equip martial melee and ranged weapons, martial armor, and martial shields;
      (*Restricts equipment choice*)
    • Learn any one spell from the Elementalist or Spiritist lists.
    • Permanently increase your maximum Inventory Points by 2.

    9. THE BEAST WHO SPOKE

    You belong to a long line of magical beasts who protected human villages over the centuries; nowadays, however, humanity has forgotten your role. Where do you make your nest? Do you know of any of your kind who are still alive? Who, among the other Player Characters, has shown interest or respect towards your nature?

    Restrictions & Bonuses

    You may not equip any items, with the exception of accessories and weapon and armor modules (see Pilot Class, page 158 of the T echno Fantasy Atlas). However, as long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense.

    Additional Benefits (Choose Two):

    • You may also equip custom weapons (see page 112 for more).
    • Spell Mastery: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose the spell Devastation; if a Magic Check is required, use (MIG + WLP)): customize the spell as needed (name, damage type, status effects etc.).
    • Unarmed Strikes: Your attacks with unarmed strikes deal 6 extra damage. This amount increases to 10 extra damage if you are level 30 or higher.

    Character Lore & Mechanics

    THE LONG DREAM

    Long ago, your spirit dwelled in nature; then, something brought you to take on a human form, but it won’t be forever. Was it a prayer or some kind of magic? What part of your appearance betrays your origin? Do you fear that last farewell?

    The Approaching Farewell

    At the end of each session (approximately four hours of play), before assigning XP, roll 2d20. If you roll a number equal to or lower than your current character level, the last farewell approaches.

    • When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points, you may instead ignore that cost. If you do, the last farewell approaches.

    At the end of a scene where you ignored a cost as described above, if the last farewell has approached at least 10 times already, the moment has come for you to leave the world of humans. You shall forever return to your original form as a natural and inanimate object: together with your group, take your time to roleplay one last bittersweet moment before you go.

    The same happens if you Sacrifice yourself.

    Examples

    • You might turn into a great guardian tree.
    • Into a visage on the side of a cliff.
    • Into a uniquely shaped rock, or into the brightest star in the sky.

    A character whose last farewell has come is considered dead in game terms, and cannot be brought back.

    However, from now on all Player Characters in the campaign (including your new character) will receive 1 additional Fabula Point at the start of each session (approximately four hours of play).

    TRAVELING WORKSHOP

    You own a transport that also acts as your shop and laboratory. How did you obtain it? How does it move, and what energy fuels it? What makes it extremely recognizable? Normally, how do people react to its passage?

    Quirk Requirements

    • You may only choose this Quirk if your character has acquired one or more Classes among Gourmet (see page 148) and Tinkerer (see Core Rulebook, page 210).

    Mechanics

    • You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is big enough to accommodate you and the rest of your group, plus two or three guests, but unfit for combat.
    • If a Project requires a special ingredient or material, you may spend 1 Fabula Point to suddenly stumble upon something similar in your workshop; if you do, the invention must have a terrible flaw (see Core Rulebook, page 134).
    Character Quirk Detail

    33 PROTAGONISTS

    CHAPTER 9 UNDERCHILD

    There isn’t much you remember about your past, but upon awakening you found yourself in the depths. Once you reached the surface, you realized you weren’t exactly like everyone else—you are spontaneously attuned to ancient technology and boast a strange power reserve you can draw from. Who was the first person you encountered? What items did you have with you? Are you afraid of regaining your memories?

    The Primal Attunement Quirk

    When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points, or Inventory Points during a conflict, you may instead ignore that cost. If you do, you cannot ignore a cost this way again until the end of your next Rest.

    Examples of Source:

    • A magic gem hidden in your left eye.
    • A power generator grafted to your arm.
    • An arcane circuit that resembles an intricate tattoo.

    Additionally, when you encounter a contraption or creature connected to ancient technology or to a ruins’ past, you may choose one option:

    • Ask the Game Master its purpose;
      (or)
    • Ask the Game Master what can activate it;
      (or)
    • Ask the Game Master what can deactivate it.

    The Game Master answers truthfully and you describe a brief flashback that reveals the answer.

    After you receive an answer this way for the sixth time, you remember the real reason why you had been left dormant underground. The Game Master chooses one option:

    • You remember a key clue regarding a threat that is present in your world;
      (or)
    • You remember the existence of a new threat and receive a key clue about it.

    Note: You will keep all benefits from this Quirk after this revelation (both the ability to ignore costs and to ask questions).

    Camp Activities Rule

    Camp Activities

    Camp Activities are an optional rule designed to give greater spotlight to resting scenes (see Core Rulebook, page 91) and provide more options in addition to just increasing or modifying Bonds. While they have been created with a natural fantasy tone in mind, they can be used in any campaign.

    Using this rule will not make Player Characters especially more powerful than normal, but surely offers an improvement in flexibility.

    Choosing Camp Activities

    If you use this optional rule, each Player Character gains access to two different Camp Activities, chosen during character creation from the list in the following pages.

    • Make sure to avoid redundant Camp Activities within the same group.
    • Choose Activities that fit your Player Character’s concept and Identity.

    Using Camp Activities

    When Player Characters play a resting scene (be while inside a settlement or in the wilderness), each Player Character who takes part in it may perform one among the Camp Activities they have access to, describing it and applying its benefits to the chosen target.

    It should be noted that each character may choose how to employ the resting scene, independently from everyone else.

    Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each. They decide to play a resting scene inside the tavern; Brandon Sleeps Soundly to gain an additional action in the future, while Martha prepares a Double Portion for Ylua, who is often the target of the party’s healing spells. Seeing Martha’s kindness, Ylua decides to use this scene to Gather a few useful ingredients for the cook... hoping not to get into any trouble!
    Whether they perform a Camp Activity or not, characters may still use the resting scene to adjust their Bonds (see Core Rulebook, page 91).

    Camp Activities

    Camp Activity Benefits

    Keeping Track of the Benefits

    Many Camp Activities provide a benefit that can be used only once before the next rest. To make sure you easily remember which characters have access to each specific benefit, you could use tokens, counters, or other small objects that express the personality of whatever Player Character performed the corresponding Camp Activity.

    Example: Brandon’s player keeps track of Sleep Soundly using a pink plastic button; on the other hand, Martha’s player gives a little badge portraying a slice of cake to anyone who benefits from her Double Portion.

    If the benefit carries over from one session to another, instead, you can simply take note of it in a clearly visible area on your character sheet!

    Camp Activity Target

    • Camp Forge Yourself Choose one option:
      • You repair a damaged item owned by the group; or
      • You create a single basic weapon, armor, or shield of your choice (see pages 130-133 of the Core Rulebook) without paying its cost in zenit; or
      • You destroy a single piece of equipment owned by the group and obtain a material whose value is equal to the cost of the destroyed item (see page 74 for more information on materials).
    • Cartography Yourself Once before the next rest, after your group makes a travel roll, you may reroll the die and keep the new result.
    • Combat Lesson One ally Once before the next rest, after making an Accuracy Check or a Magic Check for an offensive spell (OO), the target may add a bonus of +4 to the Result of the Check.
    Character Abilities & Skills
    Page 132

    CAMP ACTIVITY TARGET

    Daydream Yourself

    Once before the next rest, when you lose Hit Points for whatever reason, you may choose to halve that HP loss.

    Double Portion

    One ally

    Once before the next rest, if the target is about to recover Hit Points, they may double the amount of Hit Points recovered.

    Exploration Yourself or one ally

    You spend your time looking for useful items; describe how, then roll 1d6.

    • 1. Ouch! You recover half the normal amount of HP and MP during this rest.
    • 2. Not what I was looking for... The target regains 2 Inventory Points.
    • 3-5. Hoho, this can be useful! The target regains 3 Inventory Points.
    • 6. Jackpot! The target regains 3 Inventory Points, and you also find an amount of zenit equal to (your character’s level × 50).

    Gathering

    A character with the Gourmet Class

    You look for ingredients in the area; describe how, then roll 1d6.

    • 1. H-help! At the end of this rest, the entire group will be caught in an easy conflict against a threat whose level is equal to the group level.
    • 2. Will these be okay... The target receives 2 ingredients with random tastes.
    • 3-5. Looks tasty! The target receives 3 ingredients with random tastes.
    • 6. Ah, these! The target receives 3 ingredients, each with a taste of their choice.

    Magic Lesson

    One ally

    Choose a single spell among those you know. Once before the next rest, the target may perform the Spell action to cast the spell you chose (they must still pay its MP cost and perform any Magic Checks as needed).

    Martial Practice

    Yourself

    Once before the next rest, when you perform an attack, you may grant that attack multi (2) or increase its multi property by one point.

    Character Abilities Reference

    PROTAGONISTS

    Chapter Activity Targets

    Camp Activities & Abilities:

    • Massage Target: One ally

      Once before the next rest, if the target is about to pay a Mind Point cost, they may halve that MP cost. This benefit cannot be applied to a Ritual’s MP cost.

    • Midnight Oil Target: Yourself

      You generate 3 points of progress for a single Project of your choice.

    • Pep Talk Target: One ally

      Once before the next rest, if the target is about to recover Mind Points, they may double the amount of Mind Points recovered.

    • Planning Target: One ally

      Once before the next rest, after the target performs a Group Check as leader or performs a Check to examine someone or something, they may add a bonus of +4 to the Result of that Check.

    • Sleep Soundly Target: Yourself

      Once before the next rest, you may perform an additional action on your turn during a conflict scene. This action must be used to perform the Equipment, Hinder, or Inventory action.

    • Training Target: Yourself

      Once before the next rest, if you are about to suffer one or more status effects from the same source, you may instead choose not to suffer any of those status effects.

    Note on Creation: You might create new Camp Activities for your characters; if you do so, try to keep them on the same power level as these. Then again, if your group has a passion for fantasy cooking, you might change this rule so that each Activity is instead a special dish created by your character, and always has one ally as the target—sharing is caring, after all!

    Options and Variants

    NEW CLASSIC CHARACTERS

    ELEMENTAL ACROBAT

    Stats: Dexterity d10, Insight d6, Might d8, Willpower d8

    • Fury (1 level): Indomitable Spirit
    • Invoker (3 levels): Invocation (SL 2), Ripples
    • Sharpshooter (1 level): Barrage
    Equipment: Giant chakram (custom weapon, (DEX + MIG), thrown, ranged, accurate, defense boost, powerful), combat tunic. Zenit Cost: 120 zenit.

    FLUTIST MONK

    Stats: Dexterity d6, Insight d8, Might d8, Willpower d10

    • Invoker (3 levels): Invocation, Wellspring Expansion (SL 2)
    • Spiritist (2 levels): Ritual Spiritism, Spiritual Magic (Cleanse)
    Equipment: Staff (described as a magic flute!), sage robe. Zenit Cost: 270 zenit.

    FRONTIER RESEARCHER

    Stats: Dexterity d8, Insight d10, Might d6, Willpower d8

    • Loremaster (1 level): Quick Assessment
    • Merchant (2 levels): I’ve Heard of It!, Winds of Trade
    • Sharpshooter (2 levels): Crossfire, Warning Shot
    Equipment: Twin pocket pistols (custom weapon, (DEX + INS), firearm, ranged, accurate, quick), travel garb. Zenit Cost: 170 zenit.

    GRINNING VETERAN

    Stats: Dexterity d6, Insight d8, Might d10, Willpower d8

    • Gourmet (3 levels): Cooking, Knife and Fork, Traveling Cook
    • Guardian (1 level): Protect
    • Weaponmaster (1 level): Bladestorm
    Equipment: Waraxe, runic plate. Zenit Cost: 70 zenit.

    KEEPER OF THE SACRED TREE

    Stats: Dexterity d6, Insight d6, Might d10, Willpower d10

    • Arcanist (3 levels): Bind and Summon (Oak), Emergency Arcanum (SL 2)
    • Invoker (2 levels): Invocation, Linked Invocation
    Equipment: Staff, travel garb. Zenit Cost: 370 zenit.
    Protagonist Dossier

    Protagonists Dossier

    LOTUS DUELIST

    (DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8)

    Classes & Abilities:

    • Elementalist (2 levels): Elemental Magic (Ventus), Spellblade
    • Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)
    • Weaponmaster (1 level): Counterattack
    Equipment:
    • Water lily blade (custom weapon, DEX + INS), sword, melee, accurate, elemental (ice), magic defense boost
    • Sage robe
    • 70 zenit

    SHY APOTHECARY

    (DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6)

    Classes & Abilities:

    • Merchant (1 level): Expiration Date
    • Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)
    Equipment:
    • Tome, sage robe, 270 zenit

    SMALL MERCHANT

    (DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8)

    Classes & Abilities:

    • Merchant (2 levels): Real Treasure, Winds of Trade
    • Wayfarer (3 levels): Faithful Companion (SL 3; a massive and cuddly creature who can tap into the PCs’ Trade Points to either negate all damage suffered by another creature, or deal elemental damage)
    Equipment:
    • Tome (described as an abacus!), silk shirt, 370 zenit

    TROUBLEMAKER ROGUE

    (DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6)

    Classes & Abilities:

    • Gourmet (2 levels): Cooking, Knife and Fork
    • Rogue (1 level): High Speed
    • Sharpshooter (2 levels): Barrage, Warning Shot
    Equipment:
    • Shortbow (described as a sling!), travel garb, 270 zenit. This character’s delicacies take the form of sling bullets with strange effects!

    TWILIGHT WITCH

    (DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10)

    Classes & Abilities:

    • Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)
    • Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony), Verdant Sway
    Equipment:
    • Tome, sage robe, 270 zenit.
    Children's Friends: Character Details

    CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

    Three young heroes accompany a mysterious elf on a pilgrimage to discover the meaning of the sudden visions that plague her. The upbeat squire and the young herbalist are flexible characters, capable of dealing damage as well as supporting their allies with magiseeds and the Breach and Encourage Skills. The rowdy miner hits hard but, above all else, she is of great help during travel and can get useful information everywhere she goes!

    ✨ MYSTERIOUS ELF

    • Dexterity d10, Insight d10, Might d6, Willpower d6
    • Levels/Skills:
      • Chimerist (1 level): Feral Speech
      • Loremaster (2 levels): Flash of Insight (SL 2)
      • Sharpshooter (2 levels): Barrage, Warning Shot
      Equipment: Shortbow, sage robe, 170 zenit.

    ⛏️ ROWDY MINER

    • Dexterity d6, Insight d8, Might d10, Willpower d8
    • Levels/Skills:
      • Fury (1 level): Provoke
      • Merchant (1 level): Winds of Trade
      • Wayfarer (3 levels): Tavern Talk, Treasure Hunter, Well-Traveled
      Equipment: Waraxe (described as a pickaxe!), bronze plate, 120 zenit.

    ⚔️ UPBEAT SQUIRE

    • Dexterity d10, Insight d6, Might d8, Willpower d8
    • Levels/Skills:
      • Orator (2 levels): Encourage (SL 2)
      • Weaponmaster (3 levels): Bone Crusher, Breach, Melee Weapon Mastery
      Equipment: Bronze sword, travel garb, runic shield, 120 zenit.

    🌿 YOUNG HERBALIST

    • Dexterity d6, Insight d8, Might d8, Willpower d10
    • Levels/Skills:
      • Elementalist (2 levels): Elemental Magic (Terra), Magical Artillery
      • Floralist (3 levels): Chloromancy (SL 2: Prancing Dandelion, Remedy Lily), Graft
      Equipment: Staff, sage robe, 270 zenit.
    Protagonists Index

    THE KITCHEN BRIGADE

    “Despite the same world awaiting them, each would learn a different lesson from it.”

    Overview

    This group explores the Gourmet Class in many different ways: since each character’s cookbook sheet is personal and independent, the same combinations yield different results depending on who uses them!

    DEEP-FRY ARTIST

    70 zenit
    Attributes: Dexterity d8, Insight d8, Might d10, Willpower d6

    Proficiencies & Skills

    • Fury (1 level): Withstand
    • Gourmet (2 levels): Cooking, Salt and Pepper
    • Guardian (2 levels): Bodyguard, Protect
    Weapon: Wok shield (custom weapon)

    (DEX + MIG), brawling, melee, defense boost, elemental (fire), magic defense boost

    Gear: Bronze plate, silk shirt

    INFUSION MASTER

    170 zenit
    Attributes: Dexterity d8, Insight d8, Might d8, Willpower d8

    Proficiencies & Skills

    • Gourmet (2 levels): Cooking, Knife and Fork
    • Sharpshooter (2 levels): Barrage, Ranged Weapon Mastery
    • Tinkerer (1 level): Gadgets (Basic Infusions)
    Weapon: Kettle (custom weapon)

    (DEX + INS), firearm, ranged, accurate, magic defense boost, powerful

    Gear: Silk shirt

    PICKLER

    70 zenit
    Attributes: Dexterity d6, Insight d10, Might d8, Willpower d8

    Proficiencies & Skills

    • Entropist (1 level): Entropic Magic (Stop)
    • Gourmet (2 levels): Cooking, Traveling Cook
    • Merchant (2 levels): Private Stock, Winds of Trade
    Weapon: Blast chiller (custom weapon)

    (DEX + INS), dagger, melee, accurate, defense boost, elemental (ice)

    Gear: Sage robe

    STREET COOK

    270 zenit
    Attributes: Dexterity d8, Insight d8, Might d6, Willpower d10

    Proficiencies & Skills

    • Gourmet (2 levels): Cooking, Made with Love
    • Orator (2 levels): My Trust in You, Unexpected Ally
    • Wayfarer (1 level): Tavern Talk
    Weapon: Staff (described as a fan!) Gear: Sage robe
    Floralist Role Profile

    FLORALIST

    "There is no rose without thorns."

    Spiritual energy flows strongly within plants, thanks to their direct connection to our earth. Growing from this encounter are magiseeds, gifted with the unique ability to thrive on spiritual energy and blossom into a majestic yet ephemeral triumph of magic.

    The Art of Floralism

    Floralists possess specialized knowledge allowing them to identify and cultivate these strange seeds. These magiseeds grant a large variety of profound benefits, enabling their combination with all sorts of disciplines—from advanced martial arts techniques to complex magical practices. A true floralist must understand both the botanical nature of the bloom and the energetic resonance required for its proper mastery.

    Prologue Character Sheet

    CHAPTER 139

    W / PROTAGONISTS

    FLORALIST FREE BENEFITS

    BATTLE GARDENING (çç3)

    After you plant a magiseed through the Chloromancy Skill (not when using Graft), you may choose one option:

    • Perform a free attack with an equipped weapon; or
    • Perform the Spell action for free, casting a spell with a total Mind Point cost equal to or lower than (5 + (SL × 5)) (you must still pay its MP cost).

    Note: Treat the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when determining damage dealt by this attack or spell.

    CHLOROMANCY (çç10)

    Each time you acquire this Skill, you discover a new type of magiseed from the list found in the next pages.

    During a conflict, if there are no magiseeds in your garden, you may use an action and spend 20 Mind Points to plant a magiseed of a type you have discovered. The rules for the garden and for magiseed growth can be found in the next pages.

    GRAFT

    As long as there is a magiseed in your garden and 1 or more sections of your Growth Clock are filled, you may use an action to remove that magiseed from your garden: if you do, plant a different magiseed among those you have discovered (keep the current filled sections of your Growth Clock unchanged).

    TREE OF LIFE (çç5)

    When a magiseed is removed from your garden, you may choose one creature you can see: if that creature is in Crisis, they recover (5 + (SL × 5)) Hit Points.

    VERDANT SWAY

    You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and toxins (but you cannot create nor control plant-Species NPCs this way).

    Magiseed Lore Document

    Magiseed Mechanics

    THE GARDEN

    When you plant a magiseed, it takes root in your garden until removed. Your garden is an abstract space whose appearance varies depending on your character’s look: it might be a pot on their back, a gap along their blade, or even the ground under their feet.

    • Capacity Limit: Your garden can only contain one magiseed at a time.
    • Reset Mechanic: Any magiseeds in your garden are automatically removed at the end of each scene.

    THE GROWTH CLOCK

    When you acquire the Chloromancy Skill, you also receive a Growth Clock which is present only during conflict scenes and represents the cycle of life in your garden.

    Growth Clock Rules

    • Your Growth Clock has 4 sections, and it begins each scene empty.
    • End-of-Turn Sequence: At the end of your turn, follow these steps:
      1. If a magiseed is present in your garden, fill 1 section of your Growth Clock.
      2. Then, if there is still a magiseed and that magiseed has an "at the end of your turn" effect, apply that effect.
    • Completion/Reset: When you fill the fourth section of your Growth Clock, remove the magiseed in your garden, then erase all sections of your Growth Clock.
    • Restriction: Sections of your Growth Clock may not be filled nor erased in any way other than described above, through Brambleheart and Green Thumb (pages 162 and 166), or through effects that explicitly affect Growth Clocks.

    MAGISEED EFFECTS

    Magiseeds can have passive effects, or have effects that trigger at the end of your turn, after your Growth Clock has increased.

    Application Rules

    • The effects of a magiseed apply only while it is present in your garden.
    • The effect varies depending on the current number of filled sections in your Growth Clock (T).
    • Precision: You must apply the effect corresponding to the exact number of currently filled sections, not any effect above or below it.

    Level Modification Rules

    If a magiseed’s effect:

    • Deals damage, it deals 5 extra damage if you are level 30 or higher.
    • Causes Hit Point and/or Mind Point loss and/or recovery, the amount increases by 10 if you are level 30 or higher.

    MAGISEEDS

    Magiseed List

    Magiseed List

    Below and in the next pages, you will find a list of standard magiseeds that each Floralist can discover by investing levels into the Chloromancy Skill.

    Your group can also collaboratively create new magiseeds, and the Game Master may opt to include them among rewards, obtained independently of your investment in Chloromancy. Each magiseed is worth approximately 1000 zenit; try your best to keep these new magiseeds on a similar power to those on the standard list.

    ARCTIC NARCISSUS

    It stubbornly survives in frozen territories.

    T EFFECT

    • 0-1: You are Resistant to earth and ice damage.
    • 2-3: You and your allies present on the scene are Resistant to earth and ice damage.

    BLAZING CHRYSANTHEMUM

    Its thick petals resemble an erupting volcano.

    T EFFECT

    1-3: At the end of your turn, choose earth or fire. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type; its type cannot change, and it ignores Resistances.

    DESERT DAHLIA

    A tenacious plant, it doesn’t fear the dryness of dunes.

    T EFFECT

    • 0-1: You are Resistant to air and fire damage.
    • 2-3: You and your allies present on the scene are Resistant to air and fire damage.
    W

    GOLDEN GINKGO

    Its vibrantly colored leaves represent tenacity.

    T EFFECT
    • At the end of your turn, you and every ally you can see recover from dazed, enraged, and shaken.
    • At the end of your turn, you and every ally you can see recover an amount of Mind Points equal to (5 + your Skill Level in Chloromancy).
    W

    GRAVE ASPHODEL

    Solemn and elegant, it embodies death’s ineluctability.

    T EFFECT
    • At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers shaken.
    • At the end of your turn, every enemy you can see suffers shaken.
    • At the end of your turn, you deal an amount of dark damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from shaken.
    W

    HERMIT IRIS

    Its leaves carry whispers of ancient knowledge.

    T EFFECT
    • At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, and Magic Defense.
    • At the end of your turn, choose an enemy you can see. The Game Master reveals its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Attributes, Defense, Magic Defense, and Affinities.
    Magiseed Catalog

    M A G I S E E D

    A Comprehensive Catalog

    Protagonists

    HOOKLEAF NIGHTSHADE

    Its purplish berries contain a deadly magical venom.

    T EFFECT 0-1: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. 2-3: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. Additionally, when you deal poison damage for the first time during your turn, you deal extra damage equal to (your Skill Level in Chloromancy) and each creature that lost Hit Points this way suffers poisoned.
    HORNED HAWTHORN

    Favored by witches and surgeons alike for its purifying properties.

    T EFFECT 0-1: You are Resistant to dark and poison damage. 2-3: You and your allies present on the scene are Resistant to dark and poison damage.
    LUNAR MAGNOLIA

    It blooms in the darkest hours of the night.

    T EFFECT 1-3: At the end of your turn, choose ice or light. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.

    Recent Inquiries

    Botanical Entries Reference
    144 W

    OCEAN LOTUS

    A graceful symbol of serenity and wisdom.

    • 0-1: You are immune to dazed and slow.
    • 2: You treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).
    • 3: You and every ally you can see treat your Dexterity and Insight as being one die size higher (up to a maximum of d12).

    PILGRIM GAZALIA

    Its flamboyant corolla is synonymous with abundance.

    • 1-2: At the end of your turn, choose yourself or another Player Character you can see. The chosen character regains 2 Inventory Points.
    • 3: At the end of your turn, you and every other Player Character you can see regain 1 Inventory Point.

    PRANCING DANDELION

    A symbol of energy and vivacity, it spreads seeds through stormy winds.

    • 1-3: At the end of your turn, choose air or bolt. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances.

    W

    Protagonists Abilities

    33 PROTAGONISTS

    REGAL PROTEA

    A colorful and tenacious flower, favored by an ancient dynasty.

    T EFFECT

    1. You are immune to shaken and weak.
    2. You treat your Might and Willpower as being one die size higher (up to a maximum of d12).
    3. You and every ally you can see treat your Might and Willpower as being one die size higher (up to a maximum of d12).

    REMEDY LILY

    Its elegant flowers filter and purify spiritual energy.

    T EFFECT

    1. At the end of your turn, you and every ally you can see recover from poisoned, slow, and weak.
    2. At the end of your turn, you and every ally you can see recover an amount of Hit Points equal to (15 + your Skill Level in Chloromancy).

    SERRATED ROSE

    Its thorns form a tangle equally breathtaking and dangerous.

    T EFFECT

    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers slow.
    2. At the end of your turn, every enemy you can see suffers slow.
    3. At the end of your turn, you deal an amount of physical damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from slow.
    Botanical Entries
    W

    SILVER STRELITZIA

    Its silvery blossoms are easily mistaken for jewels.

    T EFFECT
    1. You are Resistant to bolt and light damage.
    2. You and your allies present on the scene are Resistant to bolt and light damage.
    W

    STAR PEONY

    It silently gazes into celestial depths.

    T EFFECT
    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers dazed.
    2. At the end of your turn, every enemy you can see suffers dazed.
    3. At the end of your turn, you deal an amount of light damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from dazed.
    W

    STRIPED ORCHID

    Each segment of this plant is covered in toxins.

    T EFFECT
    1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers weak.
    2. At the end of your turn, every enemy you can see suffers weak.
    3. At the end of your turn, you deal an amount of poison damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from weak.
    Protagonist Abilities Guide

    PROTAGONISTS

    CHAPTER WARDWATTLE

    WARDWATTLE

    A tangle of robust branches, whose thorns spread powerful poison.

    EFFECT
    1. You are Resistant to physical damage.
    2. You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy) (after their attack was resolved).
    3. You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy), and then deal an amount of poison damage to that creature equal to (5 + your Skill Level in Chloromancy) (both these damage instances happen after that creature’s attack was resolved).

    WRATHFUL CARNATION

    Despite their beauty, its yellow flowers emit an irritatingly pungent smell.

    EFFECT
    • When this magiseed leaves your garden, choose up to one enemy you can see. Until the end of your next turn, when the chosen enemy performs an attack or casts an offensive spell (OO), they must include you among the targets of that attack or spell (if able).
    • At the end of your turn, you may remove this magiseed from your garden; if you do, erase all sections of your Growth Clock.
    Gourmet Profession Entry

    GOURMET

    Gourmet

    ALSO: Brewer, Chef, Patissier

    Definition and Skills

    Cooking may be considered a common skill, but Gourmets refine their knowledge of foodstuffs to a level that is nothing short of supernatural: they refine the art of extracting spiritual energies from every ingredient, infusing meals with powerful magical effects!

    Way of Life

    While most Gourmets are content with simply settling down in a town or village and making a living off their skills, some wander the world in a lifelong search for new ingredients.

    "A true chef respects the nature of that which they transform."
    Protagonists - Gourmet Skills

    33 PROTAGONISTS

    Page 149 | Gourmet Chapter

    ⭐ GOURMET FREE BENEFITS

    • Inventory Points: Permanently increase your maximum Inventory Points by 2.
    • Project Creation: You may start Projects to create unique foods and drinks; they are always consumable, and their area is based on the number and type of creatures you need to nourish.

    🍖 GOURMET SKILLS

    COOKING

    (çç5)

    When you rest inside a settlement, you gain (SL) ingredients (see next page).

    You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next page). You choose one option: you apply its effects to yourself or an ally you can see; or you perform a free attack with a weapon you have equipped. This attack deals no damage, but you apply the delicacy’s effects to each enemy hit by the attack.

    Ingredients Capacity: You may carry up to 10 + (SL × 5) ingredients, and they will never spoil until you use them; if you take this Skill during character creation, you begin play with ten ingredients with random tastes.

    KNIFE AND FORK

    (N/A)

    When you perform the free attack granted by the Cooking Skill, if you combined no more than 2 ingredients, you may have the attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.

    MADE WITH LOVE

    (çç3)

    When you use the Cooking Skill and choose to apply the effects of the delicacy to yourself or an ally you can see, you may spend up to (SL × 10) MP. For every 10 MP you spend this way, apply the delicacy’s effects to an additional ally you can see.

    SALT AND PEPPER

    (N/A)

    When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the taste of one ingredient to a different taste of your choice.

    TRAVELING COOK

    (çç3)

    After each travel roll, if you acquired the Cooking Skill, you gain (SL × 2) ingredients.

    Narrative Prompts:

    • Who taught you how to cook? What is your relationship with your teacher?
    • Is your craft something revolutionary, or is it an established field of work?
    • What does your cooking look like? Which tools do you use?
    • What legendary recipe or ingredient are you looking for?
    The Gourmet Class Cookbook

    Ingredients & Delicacies

    The Gourmet Class is designed around experimenting with new taste combinations, as well as using these combinations to come up with a variety of strategies. To help you keep track of all this information, you can use a cookbook sheet, which can be downloaded from fabulaultima.com.

    Gaining Ingredients

    You will normally receive ingredients through the Cooking and Traveling Cook Skills; you might also receive them as rewards during play. When you obtain an ingredient, you’re never too sure what it will taste like—roll a d6 to determine the ingredient’s taste using the table below, then describe its appearance and give it a name.

    You may also purchase ingredients from stall, shops or merchants: The price is 10 zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste of your choice.

    Ingredient Taste

    • 1. Bitter
    • 2. Salty
    • 3. Sour
    • 4. Sweet
    • 5. Umami
    • 6. Your choice

    Example

    After traversing the Petrified Forest, you gain two ingredients thanks to the Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter and the other tastes umami.

    You decide to call the first ingredient “Fossil Honey” and the second ingredient “Stonebark Shroom”. You record both of them on your cookbook sheet, placing them in the matching taste columns.

    Cooking Skill Delicacies

    Delicacies (Cooking Skill)

    When you use the Cooking Skill, you combine two or three ingredients to generate a special delicacy with powerful effects that will be applied to its targets.

    Rules of Creation

    • Every different combination of two tastes (even if it’s the same taste used twice!) will add an effect to the delicacy.
    • When you combine two tastes you never combined before, determine the effect of that combination by rolling a d12 and consulting the chart on the next page; most entries also require you to make a choice (such as a specific damage type or status effect). Once you’re done, record the resulting effect on your cookbook sheet: from this moment on, that taste combination will always produce that exact effect when you use it.
    • No two combinations of tastes in your cookbook sheet can have identical effects. When you determine the effect of a new combination, you must make your choices in such a way that the resulting effect has no precedents (for instance, by selecting a different damage type or status effect); if you can’t, reroll the d12.
    • When completed, your cookbook sheet will feature a total of 15 effects, one for each possible pair of tastes.

    Example Usage

    Consider the following scenario:

    You combine three ingredients, one of them salty and two of them bitter. The resulting delicacy features two combinations (bitter + bitter and bitter + salty), which means it will have two different effects.

    In the past, you combined bitter + bitter and rolled a 4, meaning the effect allows for MP recovery; conversely, you never combined bitter + salty before, so you must determine this combination’s effect by rolling dice.

    You roll a 1, and must choose a status effect for this effect; since you already chose recovery from weak for the sour + sweet combination in the past, you decide to opt for dazed. From now on, the bitter + salty combination will always allow you to heal the target from dazed.

    Now that you’ve done this, you know that your delicacy allows every target to heal from the dazed status effect and also recover 40 Mind Points.

    Important Notes

    • Delicacies created through the Cooking Skill have an immediate effect and are then destroyed; if you want to prepare foods with unique effects and use them later, you must instead use the rules for Projects (see Core Rulebook, page 134).
    Delicacy Effect

    DELICACY EFFECT

    Combination effect

    1. Each of this delicacy’s targets recovers from the (choose one: dazed; enraged; poisoned; shaken; slow; weak) status effect.
    2. Each of this delicacy’s targets suffers the (choose one: dazed; shaken; slow; weak) status effect.
    3. Each of this delicacy’s targets recovers 40 Hit Points. This amount increases to 50 if you are level 30 or higher.
    4. Each of this delicacy’s targets recovers 40 Mind Points. This amount increases to 50 if you are level 30 or higher.
    5. This delicacy deals 20 (choose one: air; bolt; earth; fire; ice; poison) damage to each of its targets. This amount increases to 30 damage if you are level 30 or higher.
    6. Until the end of your next turn, every source that deals (choose one: air; bolt; earth; fire; ice; poison) damage deals 5 extra damage to each of this delicacy’s targets.
    7. Each of this delicacy’s targets cannot perform the Guard action during their next turn.
    8. Each of this delicacy’s targets cannot perform the Spell action during their next turn.
    9. Each of this delicacy’s targets cannot perform the Skill action during their next turn.
    10. Each of this delicacy’s targets gains Resistance to (choose one: air; bolt; earth; fire; ice; poison) damage until the end of your next turn.
    11. Each of this delicacy’s targets treats their (choose one: Dexterity; Insight; Might; Willpower) as if it were one die size higher (up to a maximum of d12) until the end of your next turn.
    12. During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: air; bolt; earth; fire; ice; poison) and its type cannot change.
    Special Rules of Effects

    Protagonists

    Page 153 | Chapter Rules

    Special Rules of Effects

    Delicacies and their effects follow a few unique rules:

    • Each delicacy always features one, two, or three effects, depending on which taste combinations you used (the effects may also be four or six if you use the All You Can Eat Heroic Skill, on page 161); you decide in which order to apply these effects, and may choose to forgo any number of them (this choice must be exactly the same for all targets of the delicacy).
    • Effects 5 to 12 can only be applied during conflict scenes.
    • A delicacy can only have one type 5 effect (which is to say, a damage-dealing effect); if a delicacy has two or more type 5 effects due to the taste combinations you used, you must choose one of them and forgo the others.
    • A delicacy can only have one type 12 effect (which is to say, a damage type-changing effect); if a delicacy has two or more type 12 effects due to the taste combinations you used, you must choose one of them and forgo the others.

    Other than that, all of a delicacy’s effects are cumulative, and will be fully applied to each of its target.

    Example: If you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter + umami, and a type 9 effect on bitter + sweet, the delicacy created combining these tastes will be able to deal damage, inflict a status effect, and also prevent the use of Skill actions for a brief period!

    And Finally, A Bit of Advice!

    This Class is quite atypical: there is no real way to perfectly control the role your character will cover, because your abilities are procedurally generated over the course of the campaign. However, remember that you may prepare delicacies outside of conflict scenes: it will cost you some ingredients, true, but you will be able to “scout” the effects ahead of time and avoid trial and error during a critical situation.

    Other than that, pay attention to which effects best synergize with each other and with the rest of your group, and take advantage of the multi property to apply the same delicacy to two or more enemies!

    “The Temple of Five Spices is rumored to hold the recipe for a dish that can summon the soul of the deceased.”
    Character Profile Extracts

    Invoker

    Summary: Ascetic, Channeler, Five-Soul Master

    Invokers research the innate energy of souls and the way it spontaneously flows and manifests throughout their surroundings. Even if their art relies on calling upon the power of the elements, they adapt to the existing power sources rather than force an unnatural outcome and upset the flow of spirits.

    That said, Invokers remain formidable adventurers: they boast great flexibility and a unique affinity for elemental creatures.

    "Wish not for control, but understanding."

    Ascetic, Channeler, Five-Soul Master

    This profile description appears fragmented in the source material, suggesting it may be an alternative or expanded title for a similar class to Invoker.

    This section appears to be metadata regarding an order or transactional entry, rather than character lore.

    Page 155 | W 33 PROTAGONISTS CHAPTER

    INVOKER

    FREE BENEFITS

    • Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

    ELEMENTAL HARMONY

    You may always communicate with creatures of the elemental Species.

    When you restore a creature’s Hit Points with an invocation or spell, if an elemental is present on the scene, the restored amount is increased by (SL × 5).

    INVOCATION

    You may use an action and spend 5 Mind Points to perform an invocation, drawing energy from one of the wellsprings present on the scene (see next page). Your (SL) in this Skill determines which invocations you have access to.

    LINKED INVOCATION

    When you perform an invocation, you may spend up to (SL × 10) additional Mind Points. For every 10 Mind Points you spend this way, the invocation may target an additional creature you can see.

    RIPPLES

    After an enemy you can see loses Hit Points due to damage dealt by one of your allies, if that damage was increased by one or more of your “hex” invocations, you may perform a free attack with a weapon you have equipped. This attack may only target that enemy, and receives a bonus equal to (SL) to its Accuracy Check; if it is successful, all its damage becomes of the same type dealt by your ally, and all “hex” invocations present on its target end immediately after the attack has been resolved.

    If two or more enemies trigger this Skill at the same time, you can perform a free attack against each of them, in whatever order you prefer.

    WELLSPRING EXPANSION

    As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or thrown Category equipped, your “blast” invocations deal (SL) extra damage, and the extra damage granted by your “hex” invocations is increased by (SL).

    Character Background

    Personal Queries

    • How did you develop the art of invocation?
    • Is there a spirit or elemental creature you have a special bond towards?
    • How do your invocations manifest?
    • Are your abilities relatively common, or are you the exception?
    Wellsprings and Invocations Reference

    Wellsprings and Invocations

    Determining Available Wellsprings

    During each scene, your surroundings grant you two different wellsprings. The Game Master tells you what these are. Remember to describe how wellsprings manifest in the scene; they may be natural features, objects, or even creatures.

    Example: During a battle taking place on a steam-powered airship amidst stormy clouds, any two of air, fire, lightning and water would make sense.

    Performing an Invocation

    When you perform an invocation, choose one option you have access to among those in the table below (provided the corresponding wellspring is available in the scene); then, apply its effects to one creature you can see.

    Determining Access

    • Skill Level Check: Your Skill Level in the Invocation Skill determines which invocations you have access to:
    • (SL 1) enables “blast” invocations.
    • (SL 2) enables “blast” and “hex” invocations.
    • (SL 3) gives you access to all invocations.
    Example: If air and earth wellsprings are available and your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.

    Scaling Effects (Level Bonuses)

    Invocation effects scale with character level:

    • If an invocation deals damage, it will deal 5 extra damage if you are level 20 or higher, or 10 extra damage if you are level 40 or higher.
    • Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher.

    Wellsprings and Invocations

    Air Wellspring (Damage Type: Air)

    • Aero Blast: You deal 20 air damage to the target.
    • Aero Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal bolt and fire damage.
    • Breeze: The target recovers 30 Hit Points.
    • Twister: You deal 10 air damage to the target, and they suffer dazed.
    Wellsprings and Invocations

    PROTAGONISTS

    WELLSPRINGS AND INVOCATIONS

    Earth Wellspring

    (Damage Type: Earth)

    • Geo Blast: You deal 20 earth damage to the target.
    • Geo Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal air and ice damage.
    • Growth: The target recovers 30 Hit Points.
    • Quicksand: You deal 10 earth damage to the target, and they suffer slow.

    Fire Wellspring

    (Damage Type: Fire)

    • Pyro Blast: You deal 20 fire damage to the target.
    • Pyro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and ice damage.
    • Burst: You deal 10 fire damage to the target, and they suffer shaken.
    • Smoke: The target loses 20 Mind Points and also suffers weak.

    Lightning Wellspring

    (Damage Type: Bolt)

    • Electro Blast: You deal 20 bolt damage to the target.
    • Electro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal earth and fire damage.
    • Static: You deal 10 bolt damage to the target, and they suffer slow.
    • Thunder: The target loses 20 Mind Points and also suffers dazed.

    Water Wellspring

    (Damage Type: Ice)

    • Hydro Blast: You deal 20 ice damage to the target.
    • Hydro Hex: Until the start of your next turn, the target suffers 5 extra damage from all sources that deal air and bolt damage.
    • Chill: The target loses 20 Mind Points and also suffers shaken.
    • Frostbite: You deal 10 ice damage to the target, and they suffer weak.
    Merchant Entry

    W158

    Merchant

    AKA:

    Antiquarian, Collector, Pharmacist

    Even in worlds rife with great magic, wealth and money are very influential. Trade and commerce are one key aspect to the development of nations and kingdoms, and Merchants are quite aware of this power.

    It might seem strange for a Merchant to be treated on par with a hero: and yet, those who resist the temptation of greed and rely on commerce to foster exchanges of ideas and dialogue between distant people truly are fighting their very own revolution.

    A Point of Consideration

    First of all, think:

    • how will this help people in need?
    Merchant Skills Profile

    PROTAGONISTS

    Merchant Free Benefits & Skills

    Merchants: Core Abilities

    • Basic Inventory Improvement: Permanently increase your maximum Inventory Points by 2.

    MERCHANT SKILLS

    When a potion or delicacy (see page 151) you created that does not deal damage causes one or more creatures to recover Hit Points,

    You may instead have it deal poison damage equal to (half your level + (SL × 10)) to each of those creatures. This damage’s type cannot change, and it is halved if you are dealing damage to two or more creatures.

    I’VE HEARD OF IT!

    After you or an ally who is able to hear and understand you roll dice for a Check to examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus equal to (SL × 2) to the Result of that Check.

    PRIVATE STOCK

    When you or another Player Character spend (SL + 2) or fewer Inventory Points, you may spend 1 Trade Point to ignore that cost.

    REAL TREASURE

    Once per session, when you help an NPC or community defeat greed and corruption, improve their quality of life, or coexist with other creatures, if you have acquired the Winds of Trade Skill, you gain (SL + 1) Trade Points.

    WINDS OF TRADE

    After you rest in an area where commerce is possible, you gain (SL + 1) Trade Points. You may never have more than (SL + 3) Trade Points; if you acquire this Skill during character creation, you begin play with 2 Trade Points.

    Advanced Use: During a non-conflict scene, you may spend 2 Trade Points to choose one option:

    • You create a material or rare item approved by the Game Master whose value in zenit is equal to or lower than (your level, multiplied by 30);
      OR
    • You create an NPC that lives nearby and explain their occupation as well as how you met them, then the Game Master tells you what they require in exchange for their services.

    Character Connections

    When developing your character background, consider these questions:

    • Who introduced you to the art of commerce? Is it a family business?
    • Would this world be better without money? If so, why are you still a merchant?
    • What do you love about commerce? And what do you despise about it?
    • Do you have a business rival? What is your relationship with them?

    Interaction

    Reference:

    Heroic Skills Reference

    Heroic Skills Reference

    These heroic skills are added to the list in the Core Rulebook (see page 232).

    Note: The description text provided appears highly fragmented, suggesting specific context within the source material. Structures have been inferred based on typical rulebook layouts.

    Heroic Skills with Class Mastery Requirements

    All You Can Eat Gourmet
    (No Specific Classes Listed)

    Combine four ingredients into a delicacy.

    Refraction
    Classes: Arcanist, Spiritist

    Improves Aura and Barrier, and punishes enemies who damage protected targets.

    Bend Magic
    Classes: Elementalist, Entropist, Invoker, Symbolist

    React to enemy spells with your invocations.

    Brambleheart
    Classes: Darkblade, Floralist

    Your brambles protect you and react to enemy attacks.

    Brave Bash
    Classes: Commander, Fury, Guardian, Pilot, Weaponmaster

    Use Bone Crusher to challenge foes with a shield, then deal additional damage.

    Cheer Up!
    Classes: Chanter, Esper, Orator

    Improves My Trust in You.

    Chimeric Soul
    Classes: Chimerist, Mutant

    Casting Chimerist spells grants benefits based on the Species.

    Cleansing Moonlight
    Classes: Entropist, Spiritist

    Your spells can remove status effects and spells from targets.

    Ephemeral Tranquility
    Classes: Dancer, Esper, Rogue, Spiritist, Symbolist

    Improves Hallucination and T orpor, and cleanses status effects to cause HP loss.

    Fitcast
    Classes: Chimerist, Darkblade, Esper, Fury, Wayfarer

    Use Might for Magic Checks, and treat weapons relying on Might as being arcane.

    For a Better Future
    Classes: Merchant

    Use Trade Points instead of Fabula Points and improve settlements with donations.

    Natural Fantasy Heroic Skills

    ( - No Specific Classes Listed)

    (No detailed description provided in the source text.)

    PROTAGONISTS

    HEROIC SKILL

    Greater Chloromancy Floralist

    Increase magiseed effects and manipulate vegetation.

    Green Thumb Floralist

    Quicken or delay the growth of your magiseeds.

    Inner Wellspring Invoker

    Carry an elemental wellspring of your choice within yourself.

    Power Nap Guardian, Merchant, Wayfarer

    Take a little nap during a conflict to regain your energies.

    Side by Side Wayfarer

    Improve your synergy with your Faithful Companion.

    Silent Hunter Rogue, Sharpshooter, Weaponmaster

    Improve High Speed with bows, spears, and thrown weapons, and deny free attacks.

    Skillful Dosage Gourmet, Loremaster, Merchant, Tinkerer

    Delicacies, potions and spells heal above maximum HP and MP.

    Specialty of the House Gourmet

    Prepare a unique delicacy with alternative effects.

    Strength of Five Wellsprings Invoker

    Invocations improve Attributes.

    Wise Counsel Commander, Loremaster, Orator

    Your Support Checks grant extra benefits to the leader.

    ALL YOU CAN EAT

    Requirements: You must have mastered the Gourmet Class.

    Once per scene when you use the Cooking Skill, you may combine four ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other than that, the delicacy follows the normal rules.

    Spellbook Extracts 162

    AURAMANCER’S REFRACTION

    Requirements

    You must have mastered one or more Classes among Arcanist and Spiritist, and must have learned the Aura spell and/or the Barrier spell.

    Choose a damage type among air, bolt, earth, fire, ice, and light.

    Effect

    When an enemy you can see deals damage to one or more creatures who are affected by an Aura and/or Barrier spell you cast, the damage suffered by each of those creatures is reduced by an amount equal to (half your level in the Spiritist Class) or to (your level, divided by 10) (use whichever value is higher; this reduction is applied before damage Affinities). Then, you may deal an amount of damage of the chosen type equal to (half your level) to that enemy. If you do, you cannot deal damage this way until the start of your next turn.

    BEND MAGIC

    Requirements

    You must have mastered one or more Classes among Elementalist, Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have acquired the Invocation Skill.

    Effect

    After an enemy you can see hits or misses you with an offensive spell (OO ), if the Result of their Magic Check was an even number, you may immediately use the Invocation Skill for free (after the spell has been fully resolved) to perform an invocation you have access to against that enemy, without spending Mind Points. This invocation must not be a “hex”, and it may target only that enemy (you cannot use the Linked Invocation Skill with it).

    BRAMBLEHEART

    Requirements

    You must have mastered one or more classes among Darkblade and Floralist, and must have acquired the Chloromancy Skill.

    Effects

    • You are Resistant to light damage and poison damage.
    • After you lose Hit Points, if you are in Crisis and a magiseed is present in your garden, you may fill 1 section of your Growth Clock.
    • Additionally, when you use the Shadow Strike Skill, you may have your attack deal poison damage instead of dark damage (the damage type still cannot be changed). If you do, your Shadow Strike deals extra damage equal to (twice the number of filled sections in your Growth Clock).
    Skill and Class Descriptions

    Advanced Skill Descriptions

    BRAVE BASH

    Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page 158), and Weaponmaster.

    When you use the Bone Crusher Skill, if your attack targets only one creature and you have a shield equipped, you may challenge that creature until the end of your next turn. The challenge also ends if that creature is challenged by someone else, or if you challenge another creature.

    The creature you are challenging must include you among the targets of their attacks and offensive spells (OO), if able; additionally, once per turn (including other creatures’ turns), when you deal damage to the creature you are challenging with a free attack using a one-handed melee weapon, or with a custom weapon belonging to the dagger or sword Category, you may deal 5 extra damage to that creature.

    CHEER UP!

    Requirements: You must have mastered one or more Classes among Chanter (see High Fantasy Atlas, page 136), Esper (see Techno Fantasy Atlas, page 150) and Orator, and must have acquired the My Trust in You Skill.

    When you use My Trust in You on another Player Character, that character chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being increased by one die size (up to a maximum of d12) until the end of the scene or until you use My Trust in You on them again.

    CHIMERIC SOUL

    Requirements: You must have mastered one or more Classes among Chimerist and Mutant (see Techno Fantasy Atlas, page 154), and must have acquired the Spell Mimic Skill.

    When you cast one of your Chimerist spells, you gain a benefit based on the Species of the creature you originally learned that spell from. Choose one option: you gain Resistance to both damage types associated with that Species; or when you deal damage of a type associated with that Species, you deal 5 extra damage. The chosen benefit lasts until the end of the scene, or until you cast a Chimerist spell again.

    The damage types associated to each Species are:

    • Air and ice (beast)
    • Earth and poison (construct)
    • Fire and ice (demon)
    • Air and bolt (elemental)
    • Bolt and fire (monster)
    • Earth and light (plant)
    • Dark and poison (undead)
    Character Abilities Dossier

    Character Abilities Dossier

    Page 164

    CLEANSING MOONLIGHT

    Requirements: You must have mastered one or more Classes among Entropist and Spiritist.

    When you hit one or more creatures with an offensive spell (OO ), if you have an arcane weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have each of those creatures no longer be affected by all spells with a duration of “Scene” that are currently affecting them.

    When you cast a spell targeting one or more allies, if you have an arcane weapon equipped, you may choose one status effect among: dazed, enraged, poisoned, shaken, slow, and weak. If you do, each target recovers from the chosen status effect.

    EPHEMERAL TRANQUILITY

    Requirements: You must have mastered one or more Classes among Dancer (see High Fantasy Atlas, page 142), Esper (see T echno Fantasy Atlas, page 150), Rogue, Spiritist, and Symbolist (see High Fantasy Atlas, page 146).

    When you cast the Hallucination or Torpor spells (see Core Rulebook, page 208-209), you may apply both status effects to each target hit by the spell.

    During a conflict, you may use an action and spend up to 20 Mind Points. For every 10 Mind Points spent this way, you may choose a different enemy you can see who is suffering from two or more status effects. Every enemy chosen this way recovers from all status effects and loses an amount of Hit Points equal to (half your level + (the number of status effects that enemy recovered from this way, multiplied by 10)).

    Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was reduced to 0 Hit Points by this effect.

    FITCAST

    Requirements: You must have mastered one or more Classes among Chimerist, Darkblade, Esper (see T echno Fantasy Atlas, page 150), Fury, and Wayfarer.

    When you perform a Magic Check for a spell or Ritual, you may replace one of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual).

    As long as the Accuracy formula of a weapon you have equipped includes Might, you may treat that weapon as also belonging to the arcane Category for the purpose of Skills and effects that require it.

    Chapter Expansion Rules

    CHAPTER FOR A BETTER FUTURE

    Requirements: You must have mastered the Merchant Class, and must have acquired the Real Treasure and Winds of Trade Skills.

    Trading and Point Mechanics

    When you need to spend one or more Fabula Points, if you are not spending them to alter the story (see Core Rulebook, page 98), you may spend that many Trade Points instead. Describe which memories of your trades and journeys give you strength!

    Additionally, when you gain two or more Trade Points through the Real Treasure or Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps:

    • Choose a settlement within 1 travel day of your position and increase its prosperity by an amount equal to (your Skill Level in Winds of Trade + your Skill Level in Real Treasure).
    • A settlement’s prosperity starts at 0 and has no upper limit.

    Prosperity Effects

    The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it.

    Minimum Prosperity Effect within 1 Travel Day
    10 or more When you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved.
    15 or more People gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8.
    20 or more When a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.

    GREATER CHLOROMANCY

    Requirements: You must have mastered the Floralist Class.

    Once per turn when a magiseed leaves your garden, if that magiseed has one or more "at the end of your turn" effects, you may spend 20 Mind Points. If you do, reproduce one of those effects (you may also choose an effect that doesn’t match the current sections of your Growth Clock).

    Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them).

    Skill Descriptions

    GREEN THUMB

    Requirements

    you must have mastered the Floralist Class.

    Effect

    When you fill 1 or more sections of your Growth Clock, you may choose one option:

    • You fill 1 additional section of your Growth Clock;
    • Or you fill 1 fewer section of your Growth Clock (to a minimum of 0 sections filled).

    If you do, you cannot use this effect again until after your Growth Clock has become completely empty.

    Additionally, damage dealt by your magiseeds ignores Resistances.

    INNER WELLSPRING

    Requirements

    you must have mastered the Invoker Class.

    Effect

    When you acquire this Heroic Skill and whenever you rest, you may choose one wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits until your next rest:

    • You always treat the chosen wellspring as being available during each scene, in addition to whatever wellsprings are already available.
    • You may perform Rituals of the Elementalism discipline, but only if those Rituals manipulate the element of the chosen wellspring.
    • You gain Resistance to the damage type corresponding to the chosen wellspring.
    • When you deal damage, you may change its type to the one corresponding to the chosen wellspring. If you do, that damage ignores Resistances.

    POWER NAP

    Requirements

    you must have mastered one or more Classes among Guardian, Merchant, and Wayfarer.

    Effect

    On your turn during a conflict, you may use an action to recover an amount of Hit Points and Mind Points equal to (20 + half your level) and also recover from all status effects. If you do:

    • Your turn ends immediately;
    • You lose the ability to hear and see;
    • Your Defense and Magic Defense scores become equal to 5 and cannot be modified in any way (but you may still use the Protect Skill from the Guardian Class, if you have acquired it!).

    These penalties last until the start of your next turn, until after you lose Hit Points, or until after you are hit by an attack or offensive spell.

    Character Skills Documentation

    Advanced Character Skills Overview

    33PROTAGONISTS

    Requirements: you must have mastered the Wayfarer Class, and must have acquired the Faithful Companion Skill.

    When your companion deals damage, they deal 5 extra damage.

    When your companion performs a Check, you may spend 1 Fabula Point and invoke one of your companion’s Traits in order to let them reroll one or both dice (as per the rules on page 46 of the Core Rulebook).

    After you use the Faithful Companion Skill to have your companion perform an action during your turn, you may choose one option (after the companion’s action has been resolved):

    • You and your companion each recover 10 Mind Points;
      (OR)
    • The first time you or your companion perform a Check before the end of your next turn, that Check gains a bonus equal to (your Skill Level in Faithful Companion).

    SILENT HUNTER

    Requirements: you must have mastered one or more Classes among Rogue, Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.

    When you use the High Speed Skill to perform a free attack with a weapon belonging to the bow, spear, or thrown Category, the attack deals extra damage equal to (your Skill Level in the High Speed Skill, multiplied by 5).

    Additionally, when you attack one or more creatures with a weapon that belongs to the bow, spear, or thrown Category, those creatures cannot perform free attacks until the end of the current turn.


    SKILLFUL DOSAGE

    Requirements: you must have mastered one or more Classes among Gourmet, Loremaster, Merchant, and Tinkerer.

    Potions and delicacies you create, as well as spells you cast, can now cause creatures to recover Hit Points and Mind Points beyond their maximum HP and MP scores.

    This cannot cause a creature’s current HP and/or MP to go above 150% of the respective maximum scores; at the end of each scene, if the current Hit Points and/or Mind Points of a creature are still above their maximum scores, they become equal to the maximum score.

    SPECIALTY OF THE HOUSE Ability
    168

    SPECIALTY OF THE HOUSE

    Requirements: You must have mastered the Gourmet Class.

    When you acquire this Heroic Skill, choose three different tastes among bitter, salty, sour, sweet, and umami. Then, choose three different effects among the following:

    Selectable Effects:
    • You deal 20 (choose one: dark, light) damage to each of this delicacy’s targets. This amount increases to 30 damage if you are level 30 or higher. Choose the type of this effect when you acquire this Heroic Skill.
    • During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: dark, light) and its type cannot change. Choose the type of this effect when you acquire this Heroic Skill.
    • For each of this delicacy’s targets, if they are affected by one or more spells with a duration of “Scene”, instead they are no longer affected by any of those spells.
    • Choose yourself or an ally you can see. For each of this delicacy’s targets, the next time that target performs an attack or casts an offensive spell (OO) before the end of this scene, they must include the chosen creature among the targets of that attack or spell (if able).
    • Each of this delicacy’s targets suffers enraged.
    • Each of this delicacy’s targets suffers poisoned.
    • Each of this delicacy’s targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit Points and 40 Mind Points if you are level 30 or higher.
    • Each of this delicacy’s targets recovers from a single status of their choice.
    • Each of this delicacy’s targets recovers from dazed, enraged, and shaken.
    • Each of this delicacy’s targets recovers from poisoned, slow, and weak.
    Advanced Activation (Ingredient Mastery)

    When you create a delicacy using exactly 3 ingredients during a conflict, if each ingredient matches a different taste among those chosen when you acquired this Heroic Skill, you may ignore all of that delicacy’s normal effects. If you do, you may instead apply one, two, or all the effects you chose when you acquired this Heroic Skill.

    W
    Character Skill Descriptions

    PROTAGONISTS CHAPTER

    Strength of Five Wellsprings

    Requirements: You must have mastered the Invoker Class.

    After you perform an invocation during a conflict, you and up to one ally you can see increase one of your Attributes’ die sizes by one (up to a maximum of d12). This increase lasts until the end of the scene or until you use this Skill again, and the Attribute is based on the wellspring you invoked:

    • Air: Insight
    • Earth: One Attribute of your choice
    • Fire: Dexterity
    • Lightning: Might
    • Water: Willpower

    Wise Counsel

    Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Loremaster, and Orator.

    Support Check Modification

    When you perform a Support Check, if the leader of the Group Check can hear and understand you, you may use (INS + INS), (INS + WLP), or (WLP + WLP) instead of the normal Attributes required by the Support Check.

    Describe how you offer your advice!

    Teamwork Boost

    Additionally, when you use the teamwork option (see Core Rulebook, page 76) to support another Player Character’s Check during their turn in a conflict scene, you may spend 10 Mind Points. If you do, choose up to two of the following benefits:

    • That character recovers 20 Mind Points.
    • That character recovers from dazed, enraged and shaken.
    • At the end of that character’s turn, choose one option: perform a free attack with a weapon you have equipped; or perform the Spell action for free, casting a spell whose total MP cost is equal to or lower than 20.
    • If that character succeeds on their Check and the Check allows them to fill or erase one or more sections of a Clock, they may fill or erase 1 additional section of it.
    [Unrelated Metadata/Fluff]

    "Silver Fork Style, Secret Technique: Spaghetti Spinner!"

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    ```html Antagonists Chapter

    ANTAGONISTS

    This book’s fourth and final chapter delves into the creation of natural fantasy enemy NPCs – especially Villains. Game Masters can combine it with similar advice from the Core Rulebook (mostly from page 292 onwards) to plan riveting conflict scenes for all game levels. As usual, you can use the material as is or adapt it to your liking by following the advice below.

    NATURAL FANTASY VILLAINS

    An introductory section containing tips and advice for creating and playing pivotal antagonists in the natural fantasy style.

    VILLAIN EXAMPLES

    Five different enemy NPCs – one each for levels 5, 10, 20, 30, and 40 – that make ideal natural fantasy Villains. For each, you’ll find this information:

    • History. The Villain’s base concept and possible backstory.
    • Profile. The Villain’s statistics, as described on page 320 of the Core Rulebook.
    • Tactics. The Villain’s preferred combat tactics.
    • Extra content. One or more additional ideas, including tips for modifying the Villain’s profile, possible supporting enemies, and even additional phases (see Core Rulebook, page 301) that you can use during conflicts.

    These Villains were designed to spark the Game Master’s imagination and assume a group of 4 well-rounded PCs. Remember that some of their abilities might not conform to the standard cost for NPC Skills (see Core Rulebook, page 303) and that you’ll likely need to tweak these Villains before adding them to your campaign. To balance things out, consider your Player Characters’ capacities and then modify any opposing Affinities, immunities to status effects, damage types, or other parameters that could be frustrating to deal with or unsuitable for your group’s campaign.

    ```

    Natural Fantasy Villains

    When you create a natural fantasy antagonist, the information on page 254 of the Core Rulebook is an excellent starting point, but there are a few extra things to remember, just as there are for Player Characters.

    Basic Principles

    The natural fantasy genre presents a significant variety of archetypal Villains, but we can still infer some common key traits:

    • A link to the past. These antagonists have one or more elements that link them to the past of the setting: some are obsessed by ancient legends; others crave power and authority lent by millennia-old magics and technologies, or want to wipe out every last trace of them; finally, some are entities who survived an ancient calamity or were created in the distant past.
    • Familiar concepts. A natural fantasy antagonist’s motivations and origin are often linked to needs, feelings, doubts, or emergencies that you might have had a brush with at least once in your personal life. As much as this might unsettle you, a part of you should be able to understand, perhaps at an instinctual level, what these Villains represent.
    • Catastrophic results. When a natural fantasy Villain reaches their goals, the consequences are devastating: be it the awakening of a truly ancient danger, a permanent alteration to the ecosystem, or the extermination of entire communities, the Villain’s victory will tear open a wound in this world.

    The Game Master is given three main tools for introducing these Villains into the narrative and diving deep into their origins and objectives:

    • Stories, relics and traditions. If a Villain is the incarnation of an ancient danger, references to their existence should gradually appear during the campaign: these sources are often vague or partly contradictory – fertile ground for studies and speculations.
    • Game Master scenes. Above all else, these scenes are useful to add depth to the antagonists, revealing their doubts and hesitations. When dealing with Villains that are closer in nature to a cataclysm or a supernatural presence, these scenes can show omens of their arrival and a growing sense of foreboding.
    • Conflicts. During conflicts, natural fantasy Villains tend to fully embrace one of two extremes: some speak openly with the protagonists, explaining their reasons, while others march forward, undeterred and silent, toward their objective.

    ANTAGONISTS

    CHAPTER: THE FOUR ARCHETYPES

    In natural fantasy, Villains often fit into one of four recurring types, with some very distinctive characteristics.

    THE ARROGANT

    This Villain is driven by ego: craving power, money and/or knowledge, they never stop to consider the destructive consequences of their actions and see the world as something to examine, dissect, exploit, and optimize.

    Examples:
    • an adventurer willing to commit any kind of atrocity to collect valuable trophies;
    • a pioneer ready to destroy the ecosystem to build roads and railways.

    THE PROTECTOR

    This Villain wants to protect one community at the detriment of another. They believe they are doing what is necessary and, if defeated, might even become an ally.

    Examples:
    • a warrior looking for an ancient weapon that will let him impose a truce between clans;
    • a huntress who wants to exterminate every predator in the continent.

    THE OUTSIDER

    Either supernatural or artificial, this antagonist follows a personal and unfathomable logic. They rarely speak, and when they do it muddies the waters even more, or they quote events, rules or information completely unknown to the characters.

    Examples:
    • a demon or ghost coming to reclaim a tribute in accordance with a forgotten tradition;
    • an artificial intelligence reawakened in the wrong age.

    THE CATASTROPHE

    This Villain could be a monster, a beast, an elemental phenomenon, a disease, or even an expanding ecosystem (see next page). They are the incarnation of a looming disaster and there is no chance for parlay.

    Examples:
    • a scourge created by a cyclical curse;
    • an infection that corrupts animals and plants, turning them into abominations;
    • a wandering volcano close to erupting.
    Environmental Antagonists Mechanics

    Environmental Antagonists

    Sometimes, natural fantasy Villains manifest in the form of miasmas, curses and afflictions that change any ecosystem their influence spreads to. It should be noted that the antagonist is not the environment itself, but rather whatever force is corrupting it – this is often the result of actions by the world’s ancient’s inhabitants.

    This isn’t a struggle between people and nature, but a war where both, side by side, face the consequences of a tragic, faded past, in an attempt to understand it so that it doesn’t repeat itself. Among the most common environmental antagonists are magical phenomena, curses, elemental imbalances, and diseases born of ancient experiments.

    Game Rules Mechanics

    When it comes to game rules, these Villains offer some interesting possibilities:

    • Environmental Effects. The environment itself might add special effects during conflicts: a corrupting miasma that damages any creature suffering from a specific status effect at the end of each round, a magical desertification that halves any healing received by living creatures, or an elemental aura that empowers or weakens a specific type of damage. These effects can be very powerful and should be considered an additional enemy for the sake of conflict building.
    • Shared Ultima Points. The most dangerous creatures among those affected by the corruption might be able to spend Ultima Points from the Villain’s pool to invoke Traits and Recover (see Core Rulebook, page 101). They shouldn’t be able to Escape, but they are considered Villains for the purpose of Skills and game effects.
    • Fabula Points and Atmosphere. If a Villain manifests through environmental corruption, the Player Characters should receive a Fabula Point every time their influence become especially noticeable, for example in the guise of a terrible omen or when a creature is shown to be a thrall to the Villain’s will (see Shared Ultima Points above). Game Master scenes are particularly useful for this purpose.
    • Final Battle. Usually, an environmental antagonist cannot be confronted directly until the protagonists reach their core or incarnation and free the region from their influence – a liberation that is sometimes only temporary.
    • Altered Wellsprings. This is a very specific option, but if your group includes a character that can use invocations (see page 156), the Villain’s influence might create new wellsprings outside of the standard list or, perhaps, alter the existing wellsprings over the course of a conflict.
    Antagonist Design Tips

    ANTAGONISTS

    Chapter: On a Smaller Scale

    One recurring element of natural fantasy campaigns is that they limit themselves to a rather small space and time frame: pretty often, a natural fantasy Villain might renounce their goal or be permanently defeated after just one or two confrontations.

    From this point of view, the number of Ultima Points available to these Villains might become a problem: a Villain might have 5 or 6 Ultima Points left when their story has reached a satisfying conclusion in terms of narrative. This problem might present itself in any short campaign, but the usual pace of natural fantasy games makes it more noticeable.

    Here is some advice to offset it:

    • Avoid supreme Villains. If you foresee a short and focused campaign set in a small region, you can easily limit yourself to a few minor Villains and a single major Villain, without resorting to supreme Villains. If you change your mind, you can always call for an escalation (see Core Rulebook, page 102).
    • Make Villains fearsome. Spend Ultima Points every time a Villain fails a Check, misses a target, or is afflicted by two or more status effects; every now and then, do it even when they succeed, just to improve the Result or the High Roll!
    • Fiction first. If the Player Characters’ actions create a situation where the Villain no longer has a reason to act (a rather common occurrence in natural fantasy, where many antagonists are driven by very simple needs), it’s not wrong to discard all the remaining Ultima Points and stop considering this character a Villain.

    Subverting The Premises

    Natural fantasy campaigns offer excellent chances to subvert many conventions of the JRPG genre and design Villains who are essentially invincible if battle against them is approached as usual (for example, the Heart of Eldgren on page 205).

    Examples of Subversion:

    • A ghost that, if defeated, comes back to haunt the village at night, unless someone returns a specific item to them.
    • A monster under a curse who, if brought to 0 Hit Points without purifying them first via a Ritual or Project, completely loses their conscience and becomes an abomination.
    • A truly ancient android who, when in Crisis, automatically Surrenders if convinced to trust humanity via a Clock.
    “You humans have a habit of considering cruel what is merely equitable. For years you stole my children, and now I shall steal yours.”
    Note: The following text appears separated from the main narrative content.

    The Mystery of the Mountains of Edessa

    Geological and Biological Overview

    The Mountains of Edessa are famous for their electrore formations, which create a rather unique biome. However, recent lowering of temperatures across the region—caused by mysterious turbulence from the west—has significantly reduced the charge stored within this mineral. This deterioration has negatively impacted the flora native to the area and forced many local species to migrate.

    Among these migrating species are the exceedingly rare Thunder Spiders. Usually peaceful, once outside their natural habitat, these huge arthropods become extremely ravenous. They eat constantly and grow beyond measure. This accelerated growth is not only painful but also makes them even more aggressive.

    The Threat of Tonitranea Rex

    A truly gigantic specimen was recently spotted in the valley—one so ferocious that it forced the population of nearby villages to flee their homes. The residents speak with a mix of fear and respect about the Tonitranea Rex, known as the Lord of Thunder. Its hunting ground grows by the day, threatening not just the people of the valley but the balance of the region’s entire ecosystem.

    Guest Information

    Creature Tactics: Tonitranea Rex

    TONITRANEA REX’S TACTICS

    During conflicts, the Tonitranea Rex uses its heightened mobility to disorient enemies and take them down. This gigantic arthropod is made up of three parts, each with its own profile: the Head, the Thorax with its long legs, and the massive Abdomen covered with electrostatic spines. In order to defeat the creature, all three must be reduced to 0 Hit Points.

    Turn Order Abilities

    The attack sequence follows a strict schedule across four turns:

    • On the first enemy turn of each round: If at least two enemies aren’t suffering from slow, the Abdomen uses Paralyzing Silk against all enemies. Otherwise, if it doesn’t have enough Mind Points or if it’s electrified, the Abdomen uses Trampling Slam against as many random targets as possible (this causes the Thorax to stop dangling and the Abdomen to stop being electrified).
    • On the second enemy turn: The Thorax uses Predator Ascent to start dangling if it’s an odd-numbered round, or Electrostatic Charge if it’s an even-numbered round. If it doesn’t have enough Mind Points, it uses Lightning Claw against as many random targets as possible.
    • On the third enemy turn of each round: The Head uses Toxic Spit against a random target.
    • On the fourth enemy turn of each round: The Thorax acts again, using Lightning Claw against as many random targets as possible.

    Ultima Point Usage and Synergy

    Since Head, Thorax and Abdomen are all parts of the Tonitranea, each of them has access to the Villain’s Ultima Points pool, with two critical caveats:

    • If one part spends 1 Ultima Point to recover from all status effects and recover 50 Mind Points, all parts gain these benefits.
    • If one part spends 1 Ultima Point to Escape from the scene, all parts escape immediately together.

    Engagement Rules

    • On the Hunt: If engaged while on the hunt, the T onitranea Rex uses Ultima Points to Invoke a Trait every time it misses one or more targets in Crisis, but always keeps 1 Ultima Point to Escape to its lair.
    • In the Lair: If engaged within the lair, however, the creature spends Ultima Points more liberally and uses them to activate the Survival Instinct special rule (see Thorax).

    Additional Details

    • Minor Villain: 5 Ultima Points; Champion 2 (worth 2 soldiers)
    Monster Stat Blocks

    ABDOMEN Lv 5 • MONSTER

    Core Stats

    DEX d8 INS d6 MIG d10 WLP d8

    Vitals & Attributes

    HP: 60 MP: 30 DEF: +0 M. DEF: +0 P A R S B IM: d E V U F VU i l T RS

    Basic Attacks

    Trampling Slam (DEX + MIG) (HR + 5) physical damage. If the Abdomen is electrified this attack deals 10 extra damage and all its damage becomes bolt; if the Thorax is dangling, this attack gains multi (2). After this attack is resolved, the Thorax stops dangling and the Abdomen is no longer electrified.

    Spells

    • Paralyzing Silk (Cost: 20 MP | Type: Special | Instantaneous)
      Every enemy the Abdomen can see suffers slow.

    Special Rules

    • Electrostatic Spines After a creature hits the Abdomen with a melee attack, if the Abdomen is electrified, it deals 5 bolt damage to that creature (after the attack has been resolved).
    • Grounding If the Abdomen suffers earth damage when electrified, it stops being electrified.
    • Limb The Abdomen is immune to dazed, enraged and shaken.

    HEAD Lv 5 • MONSTER

    Traits: frail, lucifuge, poisonous, protected.

    Core Stats

    DEX d8 INS d10 MIG d6 WLP d8

    Vitals & Attributes

    HP: 40 MP: 20 DEF: +0 M. DEF: +0 P V U A R S B RS d e f i L T IM

    Basic Attacks

    Toxic Spit (DEX + MIG) +3 (HR + 10) poison damage.

    Special Rules

    • Wall of Legs During a conflict, as long as the Thorax isn’t dangling, the Head is invisible to enemies.
    T onitranea Rex - Character Profile

    ANTAGONISTS

    THORAX (Champion 2) Lv 5 • MONSTER

    Traits: armored, coordinated, electrostatic, ravenous.

    DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 100 • MP 50 | Init. 10

    DEF +2 | M. DEF +1 | p A RS B IM d E VU f ii VU l T RS

    BASIC ATTACKS

    • Lightning Leg (DEX + MIG) +3 • (HR + 5) bolt damage; if the Thorax is dangling, damage dealt by this attack ignores Resistances. This attack has multi (2), but it can only target two enemies provided they are both suffering from slow.

    OTHER ACTIONS

    • Electrostatic Charge The Thorax can use an action and spend 10 Mind Points to rub its back legs along the Abdomen, creating an electrostatic cloud. If it does, the Abdomen (see page 178) becomes electrified.
    • Predator Ascent The Thorax can use an action and spend 10 Mind Points to climb up the webs and become dangling until it suffers fire damage, ice damage, or damage of a type it is Vulnerable to; the Thorax also stops dangling after the Abdomen (see page 178) uses Trampling Slam. As long as the Thorax is dangling, no part of the T onitranea Rex (Abdomen, Head and Thorax) can be targeted with melee attacks unless the attacker is flying or able to target flying creatures.

    SPECIAL RULES

    • Limb The Thorax is immune to dazed, enraged and shaken.
    • Survival Instinct At the end of each round, if the T onitranea Rex is within its lair and the Abdomen and/or the Head are at 0 Hit Points, the Thorax must spend 1 Ultima Point to gather its strength and bring both parts back into the scene, each with a number of Hit Points equal to their Crisis value, but suffering from no status effects and at full Mind Points.
    HANDLING THE PARTS OF THE TONITRANEA REX
    Although the various parts of this Villain have individual profiles, in narrative terms they are actually a single entity: for this reason, when one is reduced to 0 Hit Points and/or leaves the conflict, they should be described as grievously wounded or exhausted, not dead. At the same time, their senses are based on the T onitranea Rex as a whole (for example, defeating the Head does not impair the “sight” of the other parts, which can target their enemies normally).
    “Listen to me, lass, stay away from that creature: lightning will reach you long before you hear the Lord of Thunder.”

    Multi-Part Enemies Guide

    Multi-Part Enemies

    The concept of multi-part enemies is built according to an idea common to both JRPGs and beat ‘em up games: a boss that appears as a single body, but with a variety of minor parts that can be targeted and damaged individually, to destroy, stun, or immobilize them for a certain amount of time.

    This method offers a number of advantages:

    • It safeguards the value of multi-target abilities; those same abilities would otherwise be wasted against a solitary champion-rank enemy.
    • It prevents the battle from becoming too long, since the number of enemies goes down bit by bit when the various parts are reduced to 0 Hit Points.
    • It provides a lot more personality to enemies with a monstrous anatomy, making each section of their bodies a mini-enemy that supports or synergizes with the others, and these interactions show the nature, instincts, and habits of said creature.
    • It allows the Game Master to add regeneration rules that set the pace of the conflict and push the Players to make significant tactical decisions: do they want to eliminate the more aggressive secondary parts first, knowing that they might come back later? Or do they focus on the main body?

    Enemy Composition Rules

    As a rule of thumb, an enemy built according to this logic includes:

    Main Body. An elite or champion rank NPC that, usually, has support abilities and an action or special rule that allows it to bring the other parts back into the scene (usually when the main body enters Crisis for the first time or at a set point each round). Sometimes (but not always!), defeating the main body causes the remaining parts to immediately leave the conflict. Parts. Each section of the creature that plays a pivotal role in their tactics has a separate profile, usually of soldier rank. Some parts are built for offense (such as the head of a dragon, a robot’s ventral turret, or a manticore’s spiked tail) and others for defense (such as an energy barrier generator, a claw shielding the body, or a floating ring).

    In most instances, the ideal composition is a champion rank main body which replaces a number of soldiers equal to the PCs on the scene minus 1, accompanied by two soldier rank parts. However, as usual, you shouldn’t be afraid to experiment. The following page presents some ideas to play with!

    Adversary Dossier

    Chapter 9: Antagonists Dossier

    Adversary Index (44)

    Ancient Robot

    The outer shell of this complex adversary is the Armor (soldier) with high Defenses and Hit Points, flanked by two Armaments (soldier). These Armaments are more fragile but capable of unleashing attacks and spells.

    Inside resides a Core (elite), which is completely invulnerable as long as the Armor remains on the scene. This Core creates a new Armament at the end of each round if fewer than two exist. Both the initial and subsequent Armaments are chosen at random from a six-option list, each possessing different Affinities and offensive capabilities.

    If the Core is reduced to 0 Hit Points, the entire robot deactivates immediately.

    Magmasaur

    This adversary consists of three primary components: a Body (elite), a Head (elite), and a powerful Tail (soldier).

    • The Tail attacks with large swipes and can even inflict a status effect, but it cannot be regenerated if defeated.
    • The Head can cause grievous injuries with its bite and flaming breath.
    • The Body strikes with sharp claws or, if in Crisis, a powerful body slam.

    Furthermore, at the end of each round, complex regeneration occurs: If the Head is defeated but not the Body, the Head returns to the scene with Hit Points equal to its Crisis value. The same revival mechanic applies to the Body if it is defeated while the Head remains active.

    Storm Spirit

    In contrast to previous examples, this adversary comprises three parts of the same rank: the Essence of Lightning (soldier), which uses electric attacks and spells; the Essence of Air (soldier), which inflicts status effects like slow or weak; and the Essence of Water (soldier), which heals the other parts' Hit Points and Mind Points.

    These three Essences maintain a delicate balance. However, if one Essence is defeated, the remaining Essences become significantly more powerful, doubling both their maximum and current Hit Points, not to mention increasing their number of turns starting from the next round!

    182 W

    Node and Dylon

    Born and raised in the lake village of Turva, Node and Dylon have been inseparable since birth: together, the young human and the sea tiger learned how to sail the narrow canals, swim against the current, and survive among the waters. Side by side, they became the most respected pair of hunters in the village, protecting it from dangers, delivering letters and messages to nearby settlements, and obtaining food, medicines, and other resources.

    Everything changed during a particularly long hunting trip, when a ravenous and overgrown eelfang attacked their group: miraculously escaping the carnage, the two hunters developed a grudge against the beast, despite the warning of their old mentor, Stelarcte, and her stern exhortation to remember the souls of the fallen without bringing further torment to them. The duo left Turva for many months, trained hard, and finally faced and killed the beast, exacting their revenge.

    Alas, awaiting their return was a gruesome silence: the village had been reduced to ashes, destroyed by a migrating lava beast. Node and Dylon came to a grim realization: a world populated by monsters of such power would never be safe for humanity, and the only way to save as many lives as possible was to preemptively hunt down and kill these creatures. None but them can bear such a burden, but, as always, having each other to rely upon will be enough.

    Details

    Node and Dylon's Tactics

    44 ANTAGONISTS

    Node and Dylon’s Tactics

    Node and Dylon add an environmental effect to every conflict they take part in, the tide. At the start of the conflict, the tide is high and it remains so as long as neither of them is in Crisis; as soon as either of them is in Crisis, the tide becomes low.

    Environmental Turns

    1. First Enemy Turn: Node uses Hunting Horn if he has enough Mind Points and hasn’t used it so far. Otherwise, he uses Hunter’s Bow, prioritizing targets suffering from weak (during high tide) or slow (during low tide).
    2. Second Enemy Turn: Dylon uses Rock Toss against a random target. If he doesn’t have enough Mind Points he uses Sea Fin against a random target.
    3. Third Enemy Turn: Node acts again, using Net Throw against as many random targets as possible, prioritizing those suffering from weak during high tide.
    4. Fourth Enemy Turn: Dylon uses Coordinated Action, prioritizing enemies suffering from weak. Node’s free attack (during high tide) targets a random enemy instead. If Dylon doesn’t have enough Mind Points, he uses Sea Fin instead, always prioritizing weak targets.

    Symbiosis and Shared Resources

    Node and Dylon are friends who share every aspect of their lives: for this reason they have a single pool of Ultima Points and each can spend them to Invoke a Trait or Recover; if one spends an Ultima Point to Escape, both leave the scene safely.

    The goal of this rule is to highlight how deep the symbiosis and harmony of this duo run, creating a stark contrast with the mission they undertook: they are clearly able to show care and tenderness, but they decided to discard these feelings when looking at one of their prey.

    Tactical Adjustments

    Initial Conflict (Player Characters)

    • Mindset: They do not view the Player Characters as worthy opponents, but rather as naive and headstrong people who don’t understand the importance of their mission.
    • Ultima Point Usage: They spend Ultima Points to Recover only when suffering from 3 or more status effects, and they always keep 1 Ultima Point to Escape as soon as one of them is reduced to 0 Hit Points (ignore the *I’ll Avenge You!* special rules).

    Subsequent Battles

    In subsequent battles, however, they consider the PCs a grave danger to their mission and spend Ultima Points to Invoke a Trait every time they fail a Check.

    Minor Villain | (5 Ultima Points) | Both Elite
    Character Dossier

    Node (Elite Character Profile)

    Basic Attributes

    Core Stats

    • DEX d10
    • INS d6
    • MIG d8
    • WLP d8
    • HP 120
    • MP 60
    • Init. 10

    Defense & Equipment

    • DEF +1, M. DEF +1
    • Equipment: Short bow, travel garb.
    • Skills: RS d E VU F / RS I VU l t

    Attacks and Abilities

    Basic Attacks

    • Net Throw
      (DEX + MIG) +4(HR + 5) physical damage. (Multi: 2)
    • Hunter’s Bow
      (DEX + DEX) +4(HR + 8) physical damage.
      • *Effect:* If the tide is high and the target is suffering from weak, this attack deals 5 extra damage.
      • *Effect:* If the tide is low, the target suffers slow.

    Spells

    • Hunting Horn
      10 × T MP • Up to three creatures • Scene.
      *Effect:* Until this spell ends, each target gains a +1 bonus to Accuracy Checks.

    Special Rules & Mechanics

    • High Tide Style: When the tide is high, Node’s attacks always treat the target’s Defense as being equal to their current Might die size.
    • I’ll Avenge You!: When Dylon (see next page) is reduced to 0 Hit Points, Node recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
    • Low Tide Speed: When the tide is low, all damage dealt to Node by creatures suffering from slow is reduced by 5 (before applying Affinities).

    The Tide and Flow of the Battle

    Node and Dylon’s special mechanic revolves around the tide: this kind of additional rule is excellent to add “phases” to a conflict without tying them to a specific adversary. It’s also an interesting way to add a back-and-forth pace to the scene, to reveal something about the enemies’ personality, and to ensure they can’t benefit from all their skills at the same time, which could make them too overwhelming or frustrating.

    The best way to keep track of these effects is a physical reminder, like a coin to flip or a card to rotate (this last prop can easily represent a cycle of four phases, for example).

    Character Dossier & Reflection
    ANTAGONISTS (Chapter)

    DYLON PROFILE

    “We don’t expect gratitude. Nonetheless, we know what must be done.”

    DYLON (Elite)
    Level: 10 • Race: BEAST

    Traits: imposing, protective, seaborn, staunch.


    Combat Stats

    DEX / INS / MIG / WLP / HP: d6 / d8 / d10 / d8 / 140
    MP / Init.: 70 MP / 60 Init. 9
    DEF / M. DEF: +2 / +1 p a B

    VU d E RS F VU I RS l t

    Abilities

    Basic Attacks

    Sea Fin
    • (INS + MIG) +1 attack.
    • (HR + 5) ice damage.
    • Condition: If the tide is high, the target suffers weak.
    • *Note:* If the tide is low, the target won’t be able to see Node (see previous page) until Dylon uses Sea Fin again.

    Spells

    Rock Toss (OO)
    • (MIG + WLP) +1 attack, 5 MP cost. One creature target. Instantaneous.
    • Dylon deals (HR + 10) earth damage to the target.

    Other Actions

    Coordinated Action (SS)

    Dylon can use an action and spend 10 Mind Points to perform a free attack with Sea Fin, treating the High Roll as 0 when calculating damage. After this attack is resolved:

    • If the tide is high: Node (see previous page) performs a free attack with Hunter’s Bow, treating the High Roll as 0.
    • If the tide is low: Node recovers 10 Hit Points instead.

    Special Rules

    • High Tide Strength: When the tide is high, all damage dealt by Dylon ignores Resistances.
    • I’ll Avenge You!: When Node (see previous page) is reduced to 0 Hit Points, Dylon recovers from all status effects and loses all his Vulnerabilities. After that, the tide becomes high again.
    • Low Tide Tenacity: When the tide is low, Dylon becomes Resistant to physical damage.

    A Reflection In Two Parts

    While the T onitranea Rex (see page 176) is a terrible predator that upsets the ecosystem, Node and Dylon showcase how pain and tragedy might warp protective instincts into extremism – a preemptive and short-sighted hunt, fueled by fear rather than understanding. However, the village of Turva and their mentor cultivated a diametrically opposite philosophy, one that still endures in the powerful bond between Node and Dylon: it’s not too late, and the Player Characters might be able to bring those feelings back to surface before they drown in a sea of bitterness.

    Brightvale Chronicle

    The Legend of Brightvale

    Legends say that once upon a time, at the foot of a mountain in the Northlands, there was a village called Brightvale, because of its verdant territory and favorable climate. The people of the village were united, kind, welcoming, and loved life above all else – in fact, they were healthy and very long-lived.

    The Shadow of Immortality

    However, this longevity made every bereavement excruciating: the villagers would cry and try to comfort each other as the faint light of the Funerary Lantern guided the procession. Both the living and the dead only wished to be able to remain with their loved ones forever, and this is how some souls managed to find a way back, guided by the Lantern itself. The people thought it was a miracle, unaware of the looming danger: in order to remain among the living against the natural order of things, those spirits were consuming the life of their loved ones.

    As more and more people died, just as many spirits joined the village. And year after year, those souls gradually forgot who they were, until they became faint presences, attracted like moths to the light of the Lantern. In the end, they turned into pale flames thirsting for life.

    The Transformation

    Eventually, the spirits overtook the village, and Brightvale itself – now the epicentre of this warping of the natural order – was reborn as a terrible serpentine monstrosity that withers everything it touches, constantly chasing the Lantern that the naive villagers put all their faith into.

    Antagonists Tactics

    ANTAGONISTS

    Major Villain (10 Ultima Points); Champion 3 (worth 3 soldiers)

    BRIGHTVALE’S TACTICS: PHASE 1

    The battle with Brightvale is divided in two parts. During the first, the heroes have to climb the lengthy Back of Brightvale, trying to reach the head, while harassed by Will-o-Wisps attracted by their life energy (at the start of the conflict there are two Will-o-Wisps).

    Actions per Round:
    • On the first enemy turn of each round, the Back of Brightvale uses Compact Terrain (if it is not in Crisis or already under its effect). Otherwise, if it has 40 or more Mind Points, it uses Silent Recall, targeting as many Will-o-Wisps as possible, making them shoot Pale Flame against random targets. If neither of these conditions is true, the Back performs the Guard action instead (be aware that its effect lasts only until the start of the Back’s next turn in this round).
    • On the second enemy turn, the Back of Brightvale uses Unstable Ground against two random targets.
    • Then, all Will-o-Wisps present on the scene perform their turns, using Grave Whispers against a random target, prioritizing those with the highest current Hit Points. If they lack the Mind Points, they use Pale Flame against a random target instead.
    • On the last enemy turn of the round, if it has enough Mind Points, the Back of Brightvale uses Sandy Dive, otherwise it uses Stolen Strength.
    • At the end of each round, if there are less than two Will-o-Wisps present on the scene, a new Will-o-Wisp joins the conflict.

    Note: In this phase, the Back of Brightvale doesn’t use Ultima Points – from a certain point of view, it hasn’t even noticed the characters yet.

    When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and the gargantuan creature plummets to the ground. Now the heroes can move to the second half of this battle, against the Head of Brightvale and the Funerary Lantern hanging in front of it (see page 190).

    Post-Phase Actions:

    • We encourage you to give the Player Characters one round of free actions to catch their breath and get ready for the next part of the battle.
    • The conflict scene does not end and it’s not necessary to roll initiative again, but all remaining Will-o-Wisps fade away, leaving the scene.

    — () —

    The Back of Brightvale

    A powerful, ancient location utilized as a source of abilities.

    Core Statistics

    DEXd8
    INSd8
    MIGd12
    WLPd6
    HP300
    MP150
    Init.11

    Abilities and Actions

    Basic Attacks

    M Unstable Terrain

    A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR + 10) earth damage. This attack has multi (2).

    Spells

    Compact Terrain

    Cost: 5 MP | Type: Self | Scene.

    Until this spell ends, the Back of Brightvale gains Resistance to physical damage. This spell ends if the Back goes into Crisis. The Back cannot cast this spell while in Crisis.

    Silent Call

    Cost: 10 × T MP | Targets: Up to two creatures | Nature: Instantaneous.

    Each target may perform a free attack with an equipped weapon (or basic attack if an NPC). If they do, treat the High Roll as 0 when calculating damage.

    Other Actions

    Sandy Dive

    The Back of Brightvale can use an action and spend 20 Mind Points to dive under the desert sand and suddenly reemerge. If it does, all enemies present on the scene must perform a Group Check (INS + MIG) with DL 10. Failure deals 15 earth damage to each enemy seen, and those enemies suffer **shaken**.

    Stolen Strength

    The Back of Brightvale can use an action to steal energy from the shattered souls that surround it. Each Will-o-Wisp on the scene loses 20 Hit Points; then, the Back of Brightvale recovers 20 Mind Points for each Will-o-Wisp that lost Hit Points this way.

    Special Rules

    • Construct: The Back of Brightvale is immune to poisoned.
    • Sand and Dust: At the end of each of its turns, if the Back of Brightvale is in Crisis, it loses 10 Hit Points as its body slowly falls apart. If it reaches 0 Hit Points this way, all of its enemies plummet to the ground, suffering 20 physical damage.
    • Without Conscience: The Back of Brightvale is immune to dazed, enraged and shaken.
    Will-o-Wisp Profile

    WILL-O-WISP

    Lv 20 • UNDEAD

    The remains of the inhabitants of Brightvale, the Will-o-Wisps crave the energy of the living and float around the creature that was once their home. Traits: empty, faint, incomplete, whispering.

    Characteristics & Stats

    DEX d12
    INS d8
    MIG d6
    WLP d8

    HP: 70 • MP: 35

    Init. 9
    DEF +0 / M. DEF +0
    P RS A VU B RS D IM E RS F RS I VU L VU T IM

    Combat Details

    BASIC ATTACKS
    M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire damage.

    SPELLS

    Grave Whispers OO • (INS + WLP) +5 • 5 MP • One creature • Instantaneous. Deals (HR + 15) dark damage to the target.

    Special Rules

    • Embrace the End: As long as there are at least two Will-o-Wisps on the scene, Grave Whispers deals 5 extra damage.
    • Feeble Flame: When a Will-o-Wisp suffers damage it is Vulnerable to, it loses all Mind Points and suffers dazed, shaken, slow and weak.
    • Flying: See Core Rulebook, page 307.
    • Parasitic Flame: When one or more enemies recover Mind Points, they regain only half the normal amount and each Will-o-Wisp recovers 999 Mind Points (if there are two or more Will-o-Wisps on the scene, this effect triggers only once).
    • Undead: The Will-o-Wisp is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).

    Lore Entry: Undead Adversaries in Natural Fantasy

    Clinging to life so fiercely that one becomes undead is a classic of the high fantasy genre: ancient warlocks becoming abominable liches, entire spectral armies forced by ancient oaths to emerge from their graves, and so on. Brightvale frames this idea in a natural fantasy context, adding a touch of horror – the love of a steadfast community turned to unhealthy attachment and misfortune. This adversary doesn’t have any evil plan or grand ambitions, it lacks even a real conscience – it’s considered a Villain because it embodies the villagers’ fear and refusal to accept the natural order of life.

    “Nothing remains of those ancient lands. Only sand, silence and a pale light far, far away.”
    Document Analysis

    Brightvale’s Tactics (Phase 2)

    W
    BRIGHTVALE’S TACTICS (PHASE 2)

    The heroes must now face what is left of the souls of the villagers, still tied to the world of the living by the pale light of the Funerary Lantern.

    Enemy Turn Sequence

    • On the first enemy turn of each round, the Head of Brightvale resolves Unnatural Presence, then uses Gravesand Jaws against a random target.
    • On the second enemy turn, if it has less than 30 Mind Points, the Head spends 1 Ultima Point to recover; otherwise, it uses Dust to Dust against a random target.
    • On the third enemy turn, the Lantern uses Follow Me… against a PC that is not under its effect yet, prioritizing those with the highest current Might. If it lacks the required Mind Points, it uses Dim Light against random targets.
    • On the fourth enemy turn, if it has enough Mind Points, the Head uses Ancient Desires; otherwise, it uses Gravesand Jaws against a random target.

    In this phase, the Head of Brightvale doesn’t spend Ultima Points as long as the Lantern is lit – but when it becomes extinguished, the Head spends them liberally to strike its enemies.

    FUNERARY LANTERN Lv 20 • CONSTRUCT

    Traits: ancient, faint, fragile, hypnotic.

    DEX d8
    INS d8
    MIG d6
    WLP d12
    HP 70
    MP 35
    Init. 8
    DEF +0
    M. DEF +0
    p a b
    D VU E RS f I VU L AB T IM

    BASIC ATTACKS

    Dim Light • (WLP + WLP) +2 • (HR + 10) light damage. This attack has multi (2).

    SPELLS

    Follow Me... OO • (INS + WLP) +2 • 10 MP • One creature.
    Description: All damage dealt by the target becomes light and its damage type cannot be changed. After the target takes a turn, this spell ends.

    SPECIAL RULES

    Construct: The Funerary Lantern is immune to poisoned.
    Quiet in the Dark: When the Funerary Lantern is reduced to 0 Hit Points, if it was lit, it becomes extinguished and its current Hit Points become 1. As long as it is extinguished, the Lantern cannot regain or lose Hit Points, nor perform any actions or free attacks.
    Head of Brightvale Stat Block

    The Head of Brightvale

    Classification: Champion (Chapter 3) | Undead

    Level: Lv 20

    Traits: apathetic, empty, hypnotized, quiet.

    Stats

    DEX d8
    INS d6
    MIG d8
    WLP d12
    HP: 240
    MP: 120
    Init.: 180
    Initiative: 10

    Defense

    DEF: +0
    M. DEF: +0
    A/V/U/B/IM: D IM E IM f I VU L VU T IM

    Attacks & Abilities

    Basic Attacks

    Gravesand Jaws

    Calculation: (DEX + MIG) +2 | Damage: (HR + 10) earth damage.

    *If the Funerary Lantern is extinguished, this attack deals 5 extra damage.*

    Spells

    Dust to Dust (OO)

    Cost: (MIG + WLP) +5 | 10 MP | Target: One creature | Action: Instantaneous.

    The Head of Brightvale deals (HR + 20) earth damage to the target, and the target suffers weak.

    Other Actions

    Ancient Desires

    The Head of Brightvale may use an action and spend 20 Mind Points to choose one:

    • If the Funerary Lantern is extinguished, it becomes lit and regains 35 Hit Points.
    • If the Funerary Lantern is lit, it recovers 35 Hit Points and performs a free attack using Dim Light.

    Special Rules

    • Desperation: When the Head of Brightvale loses Hit Points from a recovery effect because of the Undead rule, if the Funerary Lantern is extinguished, the Head loses an amount of Hit Points equal to those it would have recovered (instead of half).
    • Life Craving: After a Player Character spends a Fabula Point to Invoke a Trait, if the Funerary Lantern is lit, the Head of Brightvale recovers 10 Hit Points and that PC becomes feeble until the Lantern is extinguished. A feeble PC cannot invoke their Traits.
    • Symbol of Attachment: As long as the Funerary Lantern is lit, the current Hit Points of the Head of Brightvale cannot be lower than 1.
    • Undead: The Head of Brightvale is immune to poisoned and HP recovery may harm it (see Core Rulebook, page 305).
    • Unnatural Presence: At the start of each of the Head of Brightvale’s first turn during each round, if no Player Character is suffering from shaken and the Funerary Lantern is lit, all Player Characters on the scene become shaken.
    Titania, Queen of Fairies

    Titania, Queen of Fairies

    Many legends tell how dangerous it is to strike a deal with fairies, the ancient beings who rule the woods of the shire. And with good reason. It’s not their cunning, nor their knack of twisting every word to their own desires that makes them so fearsome; no, their most terrible weapon is time itself.

    Mortals age and die, and their descendants often forget the ancient oaths or turn them into mere tales. But the fairy beings are untouched by the flow of the years and, if someone denies them their due, their fury is inextinguishable.

    The Pact of Frosthill

    The villagers of Frosthill struck one such deal with Titania, the Queen of Fairies: every year, the Queen would grant plentiful crops and peaceful pastures but, in exchange, the inhabitants had to gift them three seeds from their favorite peach tree.

    For three generations the villagers kept their word, but gradually forgot the true meaning of the ceremony, until they eventually disregarded it completely. And so the fury of the Queen struck them down, causing the flora of the same fields and pastures they had nurtured for years to grow beyond measure. This created a gigantic plant maze that has held the inhabitants hostage ever since, for the amusement of the fairy court. It’s a magical domain, where day, night, and climate answer to Queen’s every whim.

    The Queen of Fairies - Antagonists
    193

    ANTAGONISTS

    THE QUEEN OF FAIRIES

    Titania is an atypical antagonist who might assume one of two symmetrical forms, the Queen of Midday or the Queen of Midnight, alongside their corresponding mischievous court.

    Form Changes and Rules:

    • If the characters challenge Titania, the fae monarch enters the fray as the Queen of Midday, accompanied by two Sun Poppies.
    • When reduced to 0 Hit Points in either form, Titania uses the Dawn or Dusk special rule (see upcoming pages) to assume their opposite form.
    • After each shift, Titania is considered a new creature in terms of rules, with full Hit Points and Mind Points, and no lingering status effects. Any and all spells that affected the other form end, and any symbol (see High Fantasy Atlas, page 148) is removed. It’s possible to steal from them twice using Soul Steal (see Core Rulebook, page 203), once per form.

    From the perspective of Titania and their court, our heroes are a form of entertainment, so a sacrifice is not available in this conflict, but it is possible to perform some deeds to gain the favor of the court (the amount of favor granted is shown in brackets in the list below). The Game Master has to reveal this information as soon as someone fulfills a deed but the full list must be kept secret. Each deed provides favor only once.

    Deeds to Gain Favor (Favor gained is in brackets):

    • Combo Breaker (+1). Titania cannot perform any action during their turn.
    • Fourth Wall (+1). A Player (yes, a Player, not a character!) makes Titania laugh.
    • Inconceivable! (+1). A PC wins an Opposed Check where Titania uses the bonus of Aspect of the Queen or Aspect of the Huntress.
    • Insubordination (+1). A character with the Outcast Fairy Quirk (see page 125) causes one of Titania’s forms to enter Crisis.
    • Look Out, My Queen! (+1). A character uses the Protect Skill (see Core Rulebook, page 197) to shield Titania from danger.
    • One Hundred to Zero (+1). A PC reduces an enemy from maximum HP to 0 HP.
    • To Persist is Human (+1). Titania has used both Weird Mind and Eternal Body.
    • What a Boom! (+1). A PC brings two or more enemies to 0 HP in a single turn.
    • Planned Defeat (+2). One Player Character surrenders.
    • Spirit of the Underdog (+2). Titania has reached 0 Hit Points once in each form.

    If the PCs accumulate 6 or more favor, Titania loses all their Ultima Points and the conflict ends: the Queen is now willing to negotiate with the group.

    Major Villain
    (10 Ultima Points); Variable rank (see below)
    VS.

    Queen of Midday

    Queen of Midday

    (Champion 3) Lv 30 • ELEMENTAL

    Traits: ethereal, fickle, gracious, shimmering.

    Statistics

    DEX d8
    INS d10
    MIG d8
    WLP d8
    HP 300
    MP 150
    Init. / Def. 160 / +1

    Combat Details

    MP Capacity:
    12
    DEF: +1 | M. DEF: +2 | PRS: A IM b D VU E VU F IM I VU L AB T IM

    Basic Attacks

    • Royal Fan (DEX + INS) +3 • (HR + 10) air damage and the target suffers slow.

    Spells

    • Solar Mantle [Requires OO]

      (INS + WLP) +3 • 10 × T MP • Up to three creatures • Instantaneous.

      Titania deals (HR + 20) light damage to each target.

    Other Actions

    • Fairy Decree
      [Free Action] Titania may use an action to impose one of the following decrees, ending any previous one; after that, they perform a free attack with Royal Fan against a random target.
      • Season of the Opposites: When an enemy performs a Check (but not Open or Opposed), they succeed if the Result is lower than the Difficulty Level, instead of equal or higher.
      • Mirror Mirror: When an enemy has to choose one or more targets for an effect, they have to do so randomly among the eligible targets.
      • Law of the Fairies: When an enemy performs an Opposed Check, the Queen chooses which Attributes they use.
    • Radiant Bloom [Spend 20 Mind Points]

      Titania may use an action and spend 20 Mind Points to make all Sun Poppies (see next page) bloom. If no Sun Poppy is present, a new one enters the conflict and immediately blooms.

    Special Rules

    • Aspect of the Queen: Titania gains +3 to all Opposed Checks concerning fairies or diplomacy.
    • Dusk: When Titania is reduced to 0 Hit Points in her Queen of Midday form, she must spend 1 Ultima Point to call forth the night. She and any remaining Sun Poppies leave the conflict. At the end of the current round, she returns as the Queen of Midnight accompanied by two Moon Orchids (see page 197). If they have no Ultima Points left, Titania surrenders.
    • Elemental: Titania is immune to poisoned.
    • Weird Mind: At the start of each of her turns, if she is suffering from dazed and/or shaken, she recovers from these status effects and regains 10 Mind Points.

    SUN POPPY

    Lv 30 • ELEMENTAL

    Lazy fairies with the form of multicolored flowers, who blissfully bask in the presence of their radiant Queen.

    Traits: ephemeral, lazy, multicolored, shining.

    Statistics

    DEX d8 | INS d10 | MIG d8 | WLP d8

    HP: 100 • MP: 50 | Init. 9

    DEF +1 M. DEF +2 p A RS b D VU e F RS I VU L IM T IM

    Actions and Abilities

    Basic Attacks

    Diurnal Caress

    (DEX + WLP) +6 • (HR + 10) light damage. The next time the target suffers light damage during this round, they suffer 5 extra damage.

    Other Actions

    Sweet Oblivion

    The Sun Poppy may use an action to drain enemies of their strength. Each enemy the Sun Poppy can see loses 20 Mind Points.

    Special Rules

    • Elemental: The Sun Poppy is immune to poisoned.
    • Energized Awakening: When the Sun Poppy is reduced to 0 Hit Points, all enemies present on the scene regain 30 Mind Points.
    • Kissed by the Sun: As long as she is in bloom and Titania is not in Crisis, the Sun Poppy loses her Vulnerabilities to ice and dark damage.
    • Withering Heat: After the Sun Poppy loses Hit Points due to damage of a type she is Vulnerable to, or loses any amount of Mind Points, if she is in bloom, she stops being in bloom.

    TITANIA, QUEEN OF MIDDAY’S TACTICS

    • On the first enemy turn of the round, Titania uses Fairy Decree to impose one of their decrees, in cyclical order: Season of the Opposites, Mirror Mirror, Law of the Fairies, then Season of the Opposites again and so on.
    • On the second enemy turn, if they have enough Mind Points, Titania uses Radiant Bloom, otherwise they attack a random target with Royal Fan.
    • Next, all Sun Poppies perform their turns. The first (if present) uses Sweet Oblivion, the second (if present) uses Diurnal Caress against a random target.
    • On the final enemy turn, Titania uses Solar Mantle on as many enemies as possible. If they have less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.

    “Evil? Me? Nonsense. I was simply denied what was agreed upon.”

    Character Profile: Queen of Midnight

    Queen of Midnight

    **Champion Tier 3 • Elemental Traits:** brutal, merciless, mercurial, regal.

    Attributes & Stats

    DEX: d10 INS: d8 MIG: d8 WLP: d8
    HP: 300 MP: 150 Initiative: 160
    DEF/M. DEF: +0 / +0
    PRS A VU b D AB E IM F VU I IM L VU T IM: (Placeholder for complex stats)

    Basic Attacks

    • Fairy Arrow • (DEX + MIG) +3 • Deals (HR + 15) ice damage.

    Spells & Abilities

    Lunar Blanket (Spell)

    • Type: Instantaneous
      Cost: 10 MP • (INS + MIG) +3
      Effect: Titania deals (HR + 20) dark damage to the target, and the target suffers weak.

    Other Actions

    • Gaunt Bloom (Action/Passive)
      Titania may use an action and spend 20 Mind Points to make all Moon Orchids (see next page) bloom. If there is no Moon Orchid present on the scene, a new one enters the conflict and immediately blooms.
    • Wild Hunt (Action)
      Titania may use an action to declare one of the following hunts, ending the effects of any previous one; after that, they perform a free attack with Fairy Arrow against a random target.
      • Hound the Prey: Titania and the Moon Orchids (see next page) deal 5 extra damage against weak targets.
      • Gathering Horn: Titania chooses a Moon Orchid (see next page) present on the scene, who performs his turn immediately after Titania’s this round (following the tactics on next page).
      • Thrill of the Hunt: The next time a source deals damage to Titania and/or one or more Moon Orchids, that source deals no damage instead.

    Special Rules

    • Aspect of the Huntress: Titania gains +3 to all Opposed Checks concerning swiftness, accuracy or giving chase.
    • Dawn: When Titania is reduced to 0 Hit Points in the Queen of Midnight form, they have to spend 1 Ultima Point to call forth the day. In doing so, Titania and any remaining Moon Orchids (see next page) leave the conflict. At the end of the current round, Titania returns to the conflict as the Queen of Midday accompanied by two Sun Poppies (see page 195). If they have no Ultima Points left, Titania surrenders.
    • Elemental: Titania is immune to poisoned.
    • Eternal Body: At the start of each of their turns, if Titania is suffering from slow and/or weak, they recover from these status effects and regain 10 Mind Points.
    Character Profile Sheet

    MOON ORCHID

    Level 30 • ELEMENTAL

    Fierce and devout fairies in the shape of delicate flowers. They use their razor-sharp petals to hunt the prey chosen by the Queen.

    Traits: ephemeral, frantic, lethal, pure.

    Stats & Attributes

    Core Stats
    • DEX d10
    • INS d8
    • MIG d8
    • WLP d8
    • HP: 100
    • MP: 50
    • Init: 9
    Defensive/Offensive Stats
    • DEF: +2
    • M. DEF: +1
    • p A V U b D I M E R S f I R S L V U T IM (This appears to be an acronym key)
    • BASIC ATTACKS (See details below)

    Abilities & Actions

    ⚔️ Basic Attacks

    • Nocturnal Laceration: (DEX + MIG) +6 • (HR + 10) dark damage. If the Moon Orchid is in bloom, this attack deals 5 extra damage.

    ✨ Other Actions

    • SS Rude Awakening: The Moon Orchid may use an action and spend 20 Mind Points to deal 10 dark damage to every enemy he can see.

    🌿 Special Rules

    • Elemental: The Moon Orchid is immune to poisoned.
    • Ephemeral Beauty: As long as he is in bloom, the Moon Orchid becomes Vulnerable to physical damage.
    • Fragile Frost: After the Moon Orchid loses Hit Points due to damage of a type he is Vulnerable to, or loses any amount of Mind Points, if he is in bloom, he stops being in bloom.
    • Moon Kiss: As long as at least one Moon Orchid is in bloom, Titania loses their Vulnerabilities to fire and light damage.

    👑 TITANIA, QUEEN OF MIDNIGHT’S TACTICS

    • On the first enemy turn of each round, Titania uses Wild Hunt to declare one of their hunts, in cyclical order: Hound the Prey, Gathering Horn, Thrill of the Hunt, then Hound the Prey again and so on.
    • On the second enemy turn, if they have enough Mind Points, Titania uses Gaunt Bloom, otherwise they attack a random target with Fairy Arrow.
    • Next, all Moon Orchids perform their turns. The first (if present) uses Rude Awakening, the second (if present) uses Nocturnal Laceration against a random target.
    • On the final enemy turn, Titania uses Lunar Blanket on as many targets as possible. If the Queen has less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.
    The Chronicles of Eldgren

    The Awakening of Eldgren

    Millennia ago, the great forest of **Eldgren** gracefully welcomed those who proved themselves worthy of its favor. After overcoming the tests imposed by the guardian spirits, worthy mortals received the great tree’s blessings—so that entities dwelling in the earth, the stone, among the branches, and in the streams would heed their words and prayers.

    Unfortunately, an ancient civilization, whose erudition was matched only by their fear of the unknown, decided that these superstitions were obsolete and dangerous. They believed such a power had to be grasped and controlled. They started many wars, but left precious few accounts. The forest was reduced to a smoldering waste, but even less remained of those short-sighted people.

    The Lingering Scars

    However, the spirits never left their home: over the centuries, they healed the earth and new life blossomed in Eldgren. The superficial wounds were mended, but the rage and the resentment for the mortals’ actions still burned in the depths, like buried embers, slowly poisoning the heart of the forest, and allowing an invisible parasite to make its nest within it.

    When young humans, oblivious to what had transpired, set foot among the trees once again, Eldgren remained silent, waiting. When some of them pushed deeper, studying the broken ruins of those ancient people, Eldgren waited. But when the first trees were felled, the spirits decided that these mortals were the same as their ancestors and, if left unchecked, the tragedies of the past would repeat themselves.

    The Reckoning

    Ash swept away, embers roar hateful once again: the ancient guardians of the forest are ablaze with a ghostly and vengeful fire, while millennia-old trees entwine their branches and shake the ground to uproot the human threat once and for all… even at the cost of snuffing out hundreds.

    Not all is lost: a minuscule fragment of Eldgren’s ancient heart managed to escape desperation and traveled beyond the boundaries of the forest, looking for heroes who can heal its suffering…

    “What do you know about pain? Of suffering?

    Your ancestors committed unforgivable crimes.
    You will be given no chance to repeat them!”
    Chapter Layout
    199
    W

    44 ANTAGONISTS

    CHAPTER

    — CHAPTER —

    Content Flow Placeholder

    This section would typically contain the main body text of the chapter. Based on the raw extract, this area represents the core content related to "Antagonists."

    Document Generated For:

    The Forest's Trial - Campaign Guide

    THE FOREST'S TRIAL

    Context:

    In this first phase, the characters delve into the forest, hoping to stop it before it unleashes its rage on nearby villages.

    Narrative Development

    From a narrative perspective, the last non-corrupted shard of the heart of the forest guided the PCs here. The shard might be an NPC, but it would be better if they are a Player Character who has remembered the true nature of their mission. Such a revelation might be triggered with a Fabula Point or with a Quirk like Underchild (see page 129), or introduced by the awakening of the Mysterious Grimoire Quirk (see page 124).

    Another interesting option is the revelation that a PC’s Faithful Companion (see Core Rulebook, page 217) is much more than a common animal.

    Environmental Rules

    In this phase, the forest is an environmental element; it doesn’t take part in the conflict nor use any Ultima Points. The main threat is the Ashen Rådande (see page 201), who hinder the heroes while they undertake the ancient trials of Eldgren.

    The Trials

    Sequence and Mechanics

    The trials take place at the end of each round, in the following order:

    • Trial of Strength (first round). Each PC must perform a (MIG + WLP) Check with Difficulty Level 10. For each success, the group accrue 1 Trial Point, but those who fail lose half of their current Hit Points.
    • Trial of Remembrance (second round). Each PC can choose one of their Bonds and give it to the Forest; that Bond cannot be invoked until the end of the scene. Each PC who chooses to give one of their Bonds must recount one campaign event linked to it, and then roll their highest base Attribute die, adding the strength of the gifted Bond, accruing 1 Trial Point, plus another one if the result is 10 or higher. Each PC that doesn’t give a Bond fails the trial and becomes coveted by the Rådande until the end of the Scene.
    • Trial of Unity (third round). Each PC rolls their lowest base Attribute die. If the result is equal to or lower than that PC’s total number of Bonds, the group accrue 1 Trial Point. If the result is higher, the PC loses half of their current Mind Points.

    Conclusion: At the end of the fourth round, if the group has accrued a number of Trial Points equal to or higher than (the number of Player Characters, multiplied by 3), the ancestral magic recognizes their valor and brings them before the Ancient (see page 202). Otherwise, a strange spell drops them at the edge of the forest and they will be able to face the Ancient only later; meanwhile, Eldgren will have started rampaging across the countryside.


    W ELDGREN • PHASE 1

    Ashen Rådande Profile

    ASHEN RÅDANDE

    Lv 40 • PLANT

    Description

    Once guardians of the forest, now they are driven by the gut-wrenching hatred that burns in their hearts.

    Traits: merciless, poisoned, scorched, terrifying.

    Attributes

    • DEX d10
    • INS d12
    • MIG d8
    • WLP d6
    • HP 120 • 60 MP
    • Init. 11

    Defense & Attacks

    • DEF +0
    • M. DEF +0
    • p A VU b d E RS F IM I VU l T RS (Placeholder for complex stats)

    Special Class Stats

    • Basic Damage: Fan the Flames • (DEX + MIG) +4 • (HR + 20) fire damage. After resolving this attack, if the target wasn’t coveted, the Ashen Rådande loses 10 Hit Points.
    • Shared T orment OO • (INS + WLP) +7 • 20 MP • One creature • Instantaneous. Both the Ashen Rådande and the target suffer poisoned.

    Special Rules

    • Harrowing Rage: As long as the Ashen Rådande is poisoned, all damage they deal ignores Immunities and Resistances.
    • Plant: The Ashen Rådande is immune to dazed, enraged, and shaken.
    • Trial by Fire: When the Ashen Rådande is reduced to 0 Hit Points, Player Characters receive 1 Trial Point.

    Ashen Rådande Tactics

    At the start of the conflict, a number of Rådande equal to the number of PCs minus 1 enter the scene. The forest spirits’ grudge drives them to push intruders away, preventing them from even attempting to demonstrate that they are worthy of Eldgren’s trust and respect.

    Behavior:

    • On their turn, if they are not poisoned, a Rådande uses Shared T orment against a random target, prioritizing those who are not poisoned already.
    • If poisoned, the Rådande uses Fan the Flames against a random target, prioritizing coveted ones.
    • Also, every time a Player Character fails one of the three trials of the spirits, another Rådande immediately joins the conflict (up to a maximum number of Rådande equal to how many were present at the start of the conflict).

    Villain Status

    Major Villain (10 Ultima Points); Variable rank (see below)

    Source Data: ()

    Eldgren's Tactics: The Ancient

    The Encounter

    At this point, the PCs have to face Eldgren in all her rage, under the guise of the ancient and colossal guardian of the forest: a towering wooden colossus, similar to a giant moose with blazing antlers.

    Conflict Setup

    This conflict can either immediately follow the trials (described in the previous pages) or occur later on if the characters failed the trials or didn't reach the forest before it animated and began its march of destruction. In the first case, you should make sure that the PCs have enough time to reorganize and use potions or other abilities to regain strength; in the second, if the group took a really long time to arrive, this battle might include a Clock representing the progressive destruction of a settlement or a region, automatically filling by one section at the end of each round.

    Ancient Abilities

    In the form of the Ancient, Eldgren is powerful and unrelenting, but quite predictable. Her turn actions follow a five-turn cycle:

    • On her first turn: If two or less PCs are enraged, Eldgren uses Rekindle the Embers; otherwise, she uses Scorching Gaze against a random target. If she doesn’t have enough Mind Points, she uses Ashen Antlers against a random target.
    • On her second turn: Eldgren uses Toxic Despair against as many random targets as possible, prioritizing those already poisoned.
    • On her third turn: Eldgren uses Scorching Gaze against a random target; if she doesn’t have enough Mind Points, she spends 1 Ultima Point to Recover.
    • On her fourth turn: Eldgren uses Ashen Antlers against a random target.
    • On her fifth turn: Eldgren uses Thousand-year Fury against the enemy toward which she bears a grudge. If she doesn’t have a grudge against anyone, she attacks a random target with Ashen Antlers instead.

    Mechanics and Outcome

    • Ultima Points (UP): In this phase, Eldgren spends Ultima Points to Invoke a Trait every time she fails a Magic Check to cast one of her offensive spells (OO), or to Recover during her third turn.
    • Collapse Condition: Once reduced to 0 Hit Points, the Ancient collapses to the ground and stops moving, leaving the Heart of the Forest exposed (see page 204).
    Character Profile Sheet

    ELDGREN, THE ANCIENT

    (Champion 5) | Level 40

    Class/Archetype: PLANT
    Traits: ashen, immense, resentful, tortured.

    Core Statistics

    DEX: d6 | INS: d8 | MIG: d12

    WLP: d10 | HP: 700 • 350 MP

    Init: 12 | DEF: +0 | M. DEF: +0

    Attacks: p A VU B RS d E VU F IM I RS l T AB

    Basic Actions

    • M Ashen Antlers
      (MIG + MIG) +4 | (HR + 20) fire damage.
      If Eldgren bears a grudge, this attack deals 5 extra damage. If this attack misses while bearing a grudge, she loses 30 Hit Points after resolving the attack.
    • Toxic Despair
      (INS + MIG) +4 | (HR + 15) poison damage. This attack has multi (2). If a creature hit by this attack is suffering from poisoned, they suffer shaken and weak.

    Spells

    • Rekindle the Embers
      (MIG + WLP) +4 | 10 × T MP • Up to three creatures • Instantaneous.
      Each target suffers enraged.
    • Scorching Gaze
      (MIG + WLP) +4 | 10 MP • One creature • Instantaneous.
      Eldgren deals (HR + 25) fire damage to the target, and the target suffers shaken.

    Other Actions

    • Thousand-year Fury
      Eldgren may use an action to deal 30 damage to the creature toward which she bears a grudge, plus 10 extra damage for every other time she has used this action since the start of the scene. Then, Eldgren stops bearing her grudge. Damage dealt by this action has no type and thus ignores Affinities.

    Special Abilities & Conditions

    • Ancestral Grudge: When an enemy causes Eldgren to lose Hit Points, she starts bearing a grudge toward them. She can bear only one grudge at a time. If Eldgren recovers Hit Points while bearing a grudge, instead she recovers no Hit Points and stops bearing a grudge.
    • Misery: Eldgren is immune to poisoned. As long as there are two or more creatures suffering from poisoned present on the scene, Eldgren may treat her Defense and Magic Defense scores as being equal to 13.
    • Plant: Eldgren is immune to dazed, enraged, and shaken.
    • Suffering Exhale: When Eldgren enters Crisis for the first time during a scene, all creatures present on the scene suffer poisoned.
    • Tough Grudge: As long as she bears a grudge, Eldgren gains Immunity to all damage types except air and earth.
    [ ()] - Data extracted from PDF document.
    The Heart of the Forest

    ELDGREN’S TACTICS: THE HEART OF THE FOREST

    In this phase, the characters are face-to-face with the pulsing Heart of the Forest, and at last they have the chance to heal it, removing the mysterious and invisible parasite that infested it.

    Core Conflict Mechanics

    The Heart's Limitations

    This conflict is based upon a special rule designed to showcase the narrative through the game mechanics:

    • The Heart enters the scene with current Hit Points equal to 1 and its Hit Points cannot go below 1.
    • If the Heart’s current Hit Points become equal to or greater than 480, it loses all Ultima Points and Surrenders immediately.

    Slumbering Hope Clock

    This scene also includes a “Slumbering Hope” Clock with 4 sections, visible to all participants. This Clock can be filled or emptied only in the following ways:

    • When a Player Character present on the scene spends 1 Fabula Point to invoke a Theme of Belonging, Hope, Justice or Mercy, fill 1 section of the Clock.
    • At the start of the fourth enemy turn (see below) of the round, if the Clock is full, empty it. If you do, the Heart regains 40 Hit Points and 40 Mind Points, and it doesn’t perform any action this turn.

    The Heart's Strict Cycle of Play

    The Heart follows a very strict cycle of play:

    • On the first enemy turn: The Heart uses Flame of Remembrance during odd-numbered rounds or Avenging Miasma during even-numbered rounds, both against random targets.
    • On the second enemy turn: If it has enough Mind Points, the Heart uses Aura of Desperation during odd-numbered rounds, or Ashen Breath during even-numbered rounds. If it lacks the required Mind Points, it uses Avenging Miasma against random targets.
    • On the third enemy turn: The Heart uses Ancient Vitality or, if it doesn’t have enough Mind Points, a Recovery action. If it doesn’t have any Ultima Points left, it uses Flame of Remembrance against a random target.
    • On the fourth enemy turn: Check the “Slumbering Hope” Clock (see above). If the Clock isn’t empty and the Heart is not in Crisis, it uses Parasite Grasp. If the Heart is in Crisis and/or it doesn’t have enough Mind Points, it uses Flame of Remembrance against a random target.

    The Heart

    (Champion 4)

    Once the living core of Eldgren, the Heart is covered by the withered remains of the Rådande who died to protect it.

    Traits

    Burning, **Desperate**, **Millennia-old**, **Resentful**.

    Core Stats

    DEX: d8
    INS: d10
    MIG: d8
    WLP: d10
    HP: 480MP: 240
    Init: 13

    Defenses & Combat

    DEF: +0 | M. DEF: +0 | P AB A AB B AB D AB E AB F AB I AB L AB T AB

    Basic Attacks

    • M Flame of Remembrance (INS + MIG) +7(HR + 15) fire damage.
      After resolving this attack, if the Accuracy Check’s High Roll was even, the Heart regains 20 Hit Points, otherwise, it loses 20 Hit Points.
    • Avenging Miasma (INS + WLP) +7(HR + 15) poison damage.
      This attack has multi (2).

    Spells

    • Ashen Breath (OO)
      Requires (INS + WLP) +4 | Cost: 10 MP | Target: One creature | Type: Instantaneous. The Heart deals (HR + 25) fire damage to the target.
    • Aura of Desperation
      Cost: 20 MP | Type: Special | Instantaneous. Every creature able to see the Heart suffers shaken.
    • Parasite Grasp
      Cost: 30 MP | Type: Special | Instantaneous. The mysterious infection nestled in the Heart of Eldgren spreads, causing it to spasm violently: the Heart loses the exact amount of Hit Points required to enter Crisis. After that, the Heart deals poison damage equal to (the amount of Hit Points lost with this spell divided by the number of creatures present on the scene) to each creature present on the scene (including itself).

      (Warning: If a Player Character learns this spell with spell Mimic, they immediately lose all their Fabula Points and suffer enraged. If the campaign continues, the group might even have that character evolve into a Villain.)

    Other Actions

    • Ancestral Vitality
      The Heart may use an action and spend 20 Mind Points to stop being affected by any spell with duration “Scene” and any “hex” invocations (see page 156).

    Special Rules

    • Parasitic Despair
      As long as it is not in Crisis, the Heart is treated as having neutral Affinity (-) to all types of damage.
    • Plant
      The Heart is immune to dazed, enraged, and shaken.
    Index Directory

    Index Directory

    A

    • abyss sheet 18
    • artifacts 88

    B

    • Badger Temple 22
    • Breezeburg 26
    • Brightvale 186

    C

    • Camp Activities 130
    • Candle Bay 30
    • Cerulean Jungle 34
    • classic characters 134
    • conflicts 62
    • cookbook sheet 150
    • custom weapons 112

    D

    • Darkdepth 38
    • delicacy 151–152
    • Dylon 182

    E

    • Eisenstadt 42
    • Eldgren 198
    • environmental antagonist 174

    F

    • Floralist 138
    • forging 74

    G

    • garden 140
    • Golden City 46
    • Gourmet 148
    • Growth Clock 140

    H

    • Heroic Skills 160

    I

    • invocation 156
    • Invoker 154

    L

    • Lowtide 50

    M

    • magiseed 140
    • materials 74, 78
    • Merchant 158
    • multi-part enemies 180

    N

    • natural fantasy locations 16
    • natural fantasy Pillars 8
    • Node 182

    Q

    • Quirks 120

    R

    • rare items 82
    • accessories: 87

      rare armor: 86

      rare shields: 86

      rare weapons: 84

    • Rocky Desert 54

    S

    • sample natural fantasy characters 97

    T

    • Titania, Queen of Fairies 192
    • T onitranea Rex 176
    • Trade Points 159

    V

    • vertical development worlds 18
    • Vertigo Peak 58

    W

    • wellspring 156
    Inspirations and Credits

    207

    INSPIRATIONAL WORKS

    Gaming Inspirations

    A vast collection of influences drawn from various titles and developers, including:

    • Atelier (Dusk trilogy, Ryza Trilogy and Sophie duology) by Gust and Koei Tecmo
    • Bistro Heroes by Team Tapas
    • Etrian Odyssey III: The Drowned City and Etrian Odyssey Untold: The Millennium Girl by Atlus
    • Final Fantasy: Crystal Chronicles by Square Enix
    • Harvestella by Live Wire Inc. and Square Enix
    • The Horizon series by Guerrilla Games
    • Ico, Shadow of the Colossus and The Last Guardian by Team Ico
    • Jade Cocoon: Story of the Tamamayu by Genki
    • The Monster Hunter Stories series by Capcom and Marvelous Inc.
    • Ōkami and Ōkamiden by Capcom
    • The Rune Factory series by Marvelous Inc.
    • The Legend of Zelda: Breath of The Wild, Tears of the Kingdom and The Wind Waker by Nintendo
    • Wild Arms 3 by Media Vision
    • Wild Hearts by Omega Force

    Non-Videogame Inspiration

    Drawing inspiration beyond video games from authors, manga, and historical media:

    • Dungeon Meshi by Ryoko Kui
    • Earthborne Rangers by Earthborne Games
    • Frieren – Beyond Journey’s End by Kanehito Yamada and Tsukasa Abe
    • Laputa – Castle in the Sky by Hayao Miyazaki and Studio Ghibli
    • Made in Abyss by Akihito Tsukushi
    • Mushishi by Yuki Urushibara
    • Nausicaä of the Valley of the Wind by Hayao Miyazaki and Topcraft
    • Princess Mononoke by Hayao Miyazaki and Studio Ghibli
    • Seirei no Moribito by Nahoko Uehashi
    • Symbaroum by Mattias Johnsson and Mattias Lilja
    • The Dragon, the Hero and the Courier by Yamada Gregorius
    • The Fire Hunter by Rieko Hinata and Akihiro Yamada
    • The Wildsea by Felix Isaacs
    • Trigun by Yasuhiro Nightow
    • Magic: The Gathering settings including the Ikoria, Lorwyn and Zendikar and Rei Nakazawa’s flavor texts for the Kamigawa set.

    CREDITS

    Acknowledgements

    Special thanks to:

    • Nicola Degobbis, Chris Pagliari, Marco Munari, Alberto Orlandini, Marta Palvarini, Matteo Pedroni, Selene Dal Borgo and Erica Viotto for their direct contribution to this volume.

    Thanks also to the many patrons who continue to support this project worldwide:

    • Alberto “107”, Alena, Anise, Francesco Castelli, Pieralberto Cavallo, Cryo, Dracoknight, Lassic, Libro, Chiara Listo, Andrea Lucca, Monowave, Nadia, Nicola Marchi, Nitro, Diego Proietti Petretti, Claudio Pustorino, Rosencranz, Claudio Serena, Stepnix, Tails, Tekko!, Triex and Giuseppe Vitale for precious advice and observations.
    • Also thanks to Ali A Olomi, Ancient Americas, Rhystic Studies, Spice8Rack, and The Asians Represent Podcast for their invaluable contents.

    Community Support

    Thank you also to the Fabula Ultima and Rooster Games communities: during the development months you have provided tireless insights and precious opinions on our playtest content – and special thanks to our hard-working mods Alberto “107”, Chris, Cryo, Nadia and Stepnix.

    Final Thanks

    And finally, a special thank you goes to Reidy, Will, and their play groups. Whatever awaits us at the journey’s end, I believe we will play together, again and again.

    Document Summary

    Our Story

    This endeavor will bring new kindness and positive change.

    We are dedicated to sharing our story of impact and community growth. Our goal is to bring renewed kindness to all.

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