feat: Links to pages
This commit is contained in:
@@ -17,17 +17,19 @@
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(TTRPG), specifically, because it relies so heavily on the conversation at the
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table.
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</p>
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<h2>ROLES IN THE GAME</h2>
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<p>The people who play this game will fulfill different roles:</p>
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<ul>
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<li>
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<strong>Game Master</strong>. Often abbreviated as GM, this person's role is
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that of portraying the game world in which the protagonists of the story act
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and live. As the protagonists establish goals and make choices, the Game
|
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Master will challenge those goals and describe the consequences of their
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actions. <em>You can find more about the Game Master's role on page 26!</em>
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actions.
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<em
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>You can find more about the Game Master's role on
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<a href="/books/core/#page-26">page 26</a>!</em
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>
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</li>
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<li>
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<strong>Player</strong>. Each of the remaining participants — two to five
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@@ -39,11 +41,13 @@
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called Non-Player Characters, or NPCs.
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</p>
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<p>
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<em>You can find more about each Player's role on page 24!</em>
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<em
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>You can find more about each Player's role on
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<a href="/books/core/#page-24">page 24</a>!</em
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>
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</p>
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</li>
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</ul>
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<p>
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While it is true that the role of the Game Master is to present obstacles and
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put the Player Characters in situations of risk and danger, their role is not
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@@ -1,58 +1,2 @@
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<h1>Villains</h1>
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<p>
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In Fabula Ultima, Villains are powerful antagonists that will give Player
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Characters a run for their money. Just as the Player Characters’ actions drive
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the story forward, Villains represent the powerful threats that loom over the
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world — sometimes lurking in the shadows, sometimes welcoming our protagonists
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with a warm and deceitful smile, and sometimes challenging them in an all-out
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battle that will decide the fate of the entire world.
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</p>
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<p>Here are some good examples of Villains:</p>
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<ul>
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<li>A corrupt baron that is constantly abusing his authority.</li>
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<li>
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A ruthless entrepreneur who exploits workers and tricks them into believing
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it's for their own good.
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</li>
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<li>A legendary dragon terrorizing the countryside.</li>
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<li>An ancient wizard who turned the locals into pigs, rats and frogs.</li>
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<li>
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A regretful sorceress seeking to erase the present and correct her past
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mistakes.
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</li>
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<li>
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A god of despair who seeks to liberate all living things from the pain of
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existence.
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</li>
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</ul>
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<p>
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Whatever form they take, Villains are usually connected to one or more Player
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Characters; sometimes this connection is thematic (as would be the case with a
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ruthless Villain opposing a character's Theme of Mercy), but it can also be
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much more tangible (a classic case would be a Villain who is revealed to be a
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Player Character's lost sibling).
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</p>
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<h2>Introducing Villains in the Story</h2>
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<p>
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The Game Master may introduce Villains whenever they see fit — either by
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adding a completely new character to the story or by revealing that a
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preexisting character or creature is a Villain.
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</p>
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<p>
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Villains are often accompanied by henchmen or even by other Villains: two
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lovers fighting side by side, a Queen and her advisor, a powerful sorcerer and
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his massive golems, a bandit leader and her gang of rogues...
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</p>
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<p>
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More information on how to create and manage Villains can be found in the Game
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Master chapter, on page 254.
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</p>
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<h2>VILLAINS</h2>
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Master chapter, on <a href="/books/core/#page-254">page 254</a>. Master chapter,
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on <a href="/books/core/#page-254">page 254</a>.
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@@ -7,7 +7,6 @@
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minor, major, or supreme Villain — the GM can keep this a secret or openly
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reveal it.
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</p>
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<h3>How Villains Receive Ultima Points</h3>
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<dl>
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<dt>Minor (5)</dt>
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@@ -15,23 +14,19 @@
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Enemy commanders, unique and infamous monsters, and antagonists causing
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trouble in small settlements.
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</dd>
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<dt>Major (10)</dt>
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<dd>
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Tyrants, powerful mages, legendary creatures, and entities that threaten
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entire countries.
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</dd>
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<dt>Supreme (15)</dt>
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<dd>
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Archdemons, immortal entities, and alien deities bent on destruction or
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domination.
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</dd>
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</dl>
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<h2>SPENDING ULTIMA POINTS</h2>
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<p>A Villain has three options for spending Ultima Points:</p>
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<dl>
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<dt>Escape (1 Point)</dt>
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<dd>
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@@ -39,21 +34,18 @@
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Master describes how they do so, perhaps leaving a few henchmen behind to
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"keep the heroes company".
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</dd>
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<dt>Invoke Trait (1 Point)</dt>
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<dd>
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After performing a Check, a Villain may spend 1 Ultima Point to invoke one
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of their Traits and reroll one or both dice (this follows the same rules
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seen on page 46).
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seen on <a href="/books/core/#page-46">page 46</a>).
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</dd>
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<dt>Recovery (1 Point)</dt>
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<dd>
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A Villain may use an action and spend 1 Ultima Point to recover from all
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status effects and also recover 50 Mind Points.
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</dd>
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</dl>
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<p>
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While Player Characters can gain Fabula Points in several ways, Villains
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cannot recharge their Ultima Points — in a way, they represent the Villain's
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@@ -7,7 +7,6 @@
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pursuit of their goal. The heroes forced them into a corner, and the results
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have proven catastrophic.
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</p>
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<ul>
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<li>
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A <strong>minor Villain</strong> can become a
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@@ -19,18 +18,19 @@
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</li>
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<li>A <strong>supreme Villain</strong> cannot grow any more powerful.</li>
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</ul>
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<p>
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Following this transformation, the character is treated as an entirely new
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Villain; the first time they appear during a scene, their Ultima Points will
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reset to a value appropriate to their new role in the story.
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</p>
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<ul>
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<li>
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If a Villain has no Ultima Points left and is reduced to 0 Hit Points, they
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may immediately escalate while still on the scene; this will allow them to
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recharge their Ultima Points and no longer be forced to surrender (page 87).
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recharge their Ultima Points and no longer be forced to surrender (<a
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||||
href="/books/core/#page-87"
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>page 87</a
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>).
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</li>
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<li>
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If a Villain escalates while on the scene, they are immediately treated as a
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@@ -1,11 +1,9 @@
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<article>
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<h2>VILLAIN AND FABULA POINTS</h2>
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|
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<p>
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Whenever a Villain makes an entrance during a scene, each Player Character
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gains 1 Fabula Point.
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</p>
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<h3>Rules for Fabula Points</h3>
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<ul>
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<li>
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@@ -28,33 +26,28 @@
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for the following scenes.
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</li>
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</ul>
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<p>
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Whenever the heroes are running low on Fabula Points, the Game Master should
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run a Game Master scene and show a Villain in action — this is a great way
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to push the story forward while also giving the heroes a bit more "fuel".
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</p>
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<h3>General Guidance</h3>
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<blockquote>
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<p>
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Great evil is born when good intentions are met with mistrust and despair.
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</p>
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</blockquote>
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<p>
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When choosing whether a Villain will escalate, the Game Master should
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consider the antagonist's importance within the story, their personality,
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and the way the heroes chose to confront them: a Villain's escalation shows
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that the heroes might win a conflict but still make the situation worse.
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</p>
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<p>
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Most of the time it's best to simply let a Villain be defeated: maybe their
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resolve is broken, maybe they even realized they were wrong and will turn
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into an ally.
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</p>
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<ul>
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<li>
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Escalating your Villains sparingly will make them more memorable and also
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@@ -64,7 +57,6 @@
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In general, you should only have two to four escalations per campaign.
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</li>
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</ul>
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<section aria-labelledby="escalate-question">
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<h2 id="escalate-question">SHOULD THIS VILLAIN ESCALATE?</h2>
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</section>
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@@ -8,7 +8,6 @@
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A character can normally carry a maximum of 6 Inventory Points; however, some
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Classes and special Skills will increase this limit.
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</p>
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<h3>SPENDING INVENTORY POINTS</h3>
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<p>
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Whenever you need a consumable item from the list below, you may spend an
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@@ -27,9 +26,9 @@
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that are unique to your world!
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</p>
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<p>
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The Tinkerer Class (page 210) can use Inventory Points in a variety of ways.
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The Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) can use
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Inventory Points in a variety of ways.
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</p>
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||||
<table>
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||||
<thead>
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||||
<tr>
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@@ -67,5 +66,4 @@
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</tr>
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||||
</tbody>
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</table>
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<p>INVENTORY POINTS</p>
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@@ -15,12 +15,10 @@
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Inventory Points — there is always a limit to how much can be carried
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comfortably.
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</p>
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||||
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||||
<h2>SHARING INVENTORY POINTS</h2>
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<p>
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Characters are not allowed to redistribute Inventory Points among themselves.
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</p>
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<h2>GEAR AND TOOLS</h2>
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<p>
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All Player Characters are assumed to be carrying any gear and tools
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@@ -2,9 +2,10 @@
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While conflicts may be the most memorable moments of a game session, the
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exploration of the game world is another major aspect of Fabula Ultima. At the
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||||
beginning of the game, your group will create the world together (see World
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||||
Creation, on page 148); however, this does not mean you know everything about
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||||
it. While you may be familiar with the main regions and cities, there are
|
||||
plenty of discoveries — and dangers! — awaiting our heroes.
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||||
Creation, on <a href="/books/core/#page-148">page 148</a>); however, this does
|
||||
not mean you know everything about it. While you may be familiar with the main
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||||
regions and cities, there are plenty of discoveries — and dangers! — awaiting
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||||
our heroes.
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||||
</p>
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||||
<h2>TRAVELING ACROSS THE WORLD MAP</h2>
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||||
<p>
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||||
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||||
@@ -35,28 +35,23 @@
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||||
</tr>
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||||
</tbody>
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||||
</table>
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||||
|
||||
<p>
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||||
Needless to say, a frequently patrolled area under enemy control will count as
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||||
a <strong>High</strong> or <strong>Very High</strong> danger, just like a
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prairie overrun by hostile monsters.
|
||||
</p>
|
||||
|
||||
<p>The Game Master has final say on the threat level for a given travel day.</p>
|
||||
|
||||
<h3>Example</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
For the first travel day, the group will cross prairies (d8) and hills (d10).
|
||||
Since only the highest die has to be taken into account, Liz should roll a
|
||||
@@ -64,18 +59,15 @@
|
||||
decides this should raise the threat level to <strong>High</strong> (d12). The
|
||||
die comes up a 7: a danger!
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Before moving on to the next travel day, the heroes choose to use a Magic Tent
|
||||
and rest, regaining their energies.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Finally, Liz rolls for the second travel day, spent exploring the hills in
|
||||
search of the fabled mine: this time, the die rolled is only a d10... and she
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
Characters should generally be able to overcome a danger through a series of
|
||||
Checks or a conflict scene.
|
||||
</p>
|
||||
|
||||
<h2>Examples of Dangers</h2>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -15,9 +14,7 @@
|
||||
<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
|
||||
<li>The risk of losing an important item.</li>
|
||||
</ul>
|
||||
|
||||
<p>If you need to determine damage dealt by a danger, use the table below:</p>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
@@ -48,12 +45,10 @@
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<p>
|
||||
Status effects are another good consequence for dangers: for instance, the
|
||||
polluted swamp mentioned above might inflict <em>poisoned</em>.
|
||||
</p>
|
||||
|
||||
<h2>World Map Management</h2>
|
||||
<p>
|
||||
While playing, the Game Master is free to add new landmarks, settlements and
|
||||
@@ -63,8 +58,8 @@
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
Fabula Point to add a new story element, as explained on
|
||||
<a href="/books/core/#page-98">page 98</a>.
|
||||
</p>
|
||||
|
||||
<h3>Attribution</h3>
|
||||
<p>UPDATING THE WORLD MAP</p>
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
Discoveries don’t happen that often, so the Game Master should make sure each
|
||||
and every one of them is unique and useful.
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
The entrance to an ancient ruin: is it guarded? What treasures are hidden
|
||||
@@ -13,11 +12,9 @@
|
||||
<li>A secluded village or safe haven unknown to most.</li>
|
||||
<li>A precious item or piece of information.</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>The first airship pilot, Oona Sabine,</h2>
|
||||
<p>vanished during a flight over the Whisperwoods.</p>
|
||||
|
||||
@@ -26,7 +26,6 @@
|
||||
will take place in your imagination — a space that is often called "the
|
||||
fiction".
|
||||
</p>
|
||||
|
||||
<h2>THE RULES</h2>
|
||||
<p>
|
||||
This is also a game, and that's where the rules come into play: much like in a
|
||||
@@ -39,9 +38,7 @@
|
||||
game are endless: there is no single approach to a situation and the story
|
||||
will naturally emerge from your interactions and choices at the table.
|
||||
</p>
|
||||
|
||||
<hr />
|
||||
|
||||
<blockquote>
|
||||
This is a tale of heroes and darkness. Of great hope... and even greater
|
||||
sacrifice.
|
||||
|
||||
@@ -18,7 +18,6 @@
|
||||
and maybe hint at some obscure truths or provide an answer to some of the game
|
||||
world's mysteries.
|
||||
</p>
|
||||
|
||||
<h2>EXPLORING DUNGEONS</h2>
|
||||
<p>
|
||||
Depending on the size and importance of the dungeon in question, the Game
|
||||
@@ -53,7 +52,7 @@
|
||||
</ul>
|
||||
<p>
|
||||
Additional advice on how the Game Master should prepare material for dungeons
|
||||
can be found starting on page 258.
|
||||
can be found starting on <a href="/books/core/#page-258">page 258</a>.
|
||||
</p>
|
||||
<hr />
|
||||
<p>DUNGEONS</p>
|
||||
|
||||
@@ -1,11 +1,9 @@
|
||||
<h1>DANGER CLOCKS</h1>
|
||||
|
||||
<p>
|
||||
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:
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Eight sections</strong> for a threat that isn't immediately obvious
|
||||
@@ -22,20 +20,17 @@
|
||||
brimming with hostile creatures.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -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.
|
||||
</p>
|
||||
|
||||
<h2>SPELLS AND RITUALS</h2>
|
||||
<p>
|
||||
Magic in Fabula Ultima falls within one of two categories: spells or Rituals.
|
||||
@@ -31,7 +30,6 @@
|
||||
<p>
|
||||
The mechanics governing spells and Rituals can be found in the next pages.
|
||||
</p>
|
||||
|
||||
<h2>MAGIC DISCIPLINES</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>ARCANISM</h3>
|
||||
<p>
|
||||
Arcanists can project a large portion of their soul outside their bodies,
|
||||
@@ -50,8 +47,8 @@
|
||||
</p>
|
||||
<p>
|
||||
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
|
||||
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
|
||||
possible through the Arcane Rituals Skill.
|
||||
</p>
|
||||
|
||||
<p>MAGIC</p>
|
||||
|
||||
@@ -6,9 +6,9 @@
|
||||
</p>
|
||||
<p>
|
||||
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
|
||||
<a href="/books/core/#page-183">page 183</a>).
|
||||
</p>
|
||||
|
||||
<h2>Elementalism</h2>
|
||||
<p>
|
||||
Elementalists can control the stream of souls that binds the four core
|
||||
@@ -17,7 +17,6 @@
|
||||
or clouds.
|
||||
</p>
|
||||
<p>Elementalism features both spells and Rituals.</p>
|
||||
|
||||
<h2>Entropism</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>Entropism features both spells and Rituals.</p>
|
||||
|
||||
<h2>Ritualism</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>Spiritism</h2>
|
||||
<p>
|
||||
Spiritists can manipulate the raw energy found within the souls of living
|
||||
|
||||
@@ -3,13 +3,11 @@
|
||||
Elementalism, Entropism, and Spiritism. The remaining two disciplines,
|
||||
Arcanism and Ritualism, do not feature any spells.
|
||||
</p>
|
||||
|
||||
<h2>Spell Format</h2>
|
||||
<p>
|
||||
Each spell description uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
|
||||
<h3>Example Spell Metadata</h3>
|
||||
<p>
|
||||
<strong>Ignis</strong> <span>rr</span> 10 × T | Up to three creatures |
|
||||
@@ -23,13 +21,13 @@
|
||||
<p>
|
||||
<strong>Opportunity:</strong> Each target hit by this spell suffers shaken.
|
||||
</p>
|
||||
|
||||
<h3>Spell Components</h3>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>The Name and Type:</strong> The name of the spell, and whether it is
|
||||
an offensive spell (rr). <br /><em
|
||||
>See page 116 for more information on offensive spells.</em
|
||||
>See <a href="/books/core/#page-116">page 116</a> for more information on
|
||||
offensive spells.</em
|
||||
>
|
||||
</li>
|
||||
<li>
|
||||
@@ -69,5 +67,4 @@
|
||||
Check, you may spend the corresponding opportunity to trigger this effect.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>Spells</h2>
|
||||
|
||||
@@ -16,7 +16,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
<p>If all of the above are true, you may cast the spell.</p>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
Declare which spell you want to cast among those your character has learned,
|
||||
@@ -28,7 +27,6 @@
|
||||
nearby creatures will see and hear you.
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<h3>Magic Checks</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<ol start="4">
|
||||
<li>Spend the required amount of Mind Points.</li>
|
||||
</ol>
|
||||
|
||||
<ol start="5">
|
||||
<li>Apply the effects of the spell.</li>
|
||||
</ol>
|
||||
|
||||
@@ -1,60 +0,0 @@
|
||||
<h1>Casting A Spell Furtively</h1>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>Offensive Spells</h2>
|
||||
<p>
|
||||
Spells marked with <strong>(rr)</strong> next to their name are offensive
|
||||
spells.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
If you roll a critical success on the Magic Check, the spell automatically
|
||||
hits all targets.
|
||||
</p>
|
||||
|
||||
<h2>Calculating Damage and Similar Effects</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>Ending the Effects of a Spell</h2>
|
||||
<ul>
|
||||
<li>
|
||||
If you cast a spell with a duration of "Scene", you can end its effect at
|
||||
any time.
|
||||
</li>
|
||||
<li>
|
||||
The effect will also end if you die or fall unconscious, or if you leave the
|
||||
scene.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>Cumulative Spell Effects</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
<strong>Example:</strong> 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.
|
||||
</p>
|
||||
<p>
|
||||
If two spells have identical effects but different names, they do not stack.
|
||||
</p>
|
||||
|
||||
@@ -19,5 +19,4 @@
|
||||
If you can use magic, spend some time during each session describing what your
|
||||
spells look like!
|
||||
</p>
|
||||
|
||||
<h3>DESCRIBING YOUR MAGIC</h3>
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
Each branch of Ritual magic grants you influence over different aspects of the
|
||||
world:
|
||||
</p>
|
||||
|
||||
<h2>Discipline Magic</h2>
|
||||
<dl>
|
||||
<dt>Arcanism</dt>
|
||||
@@ -39,18 +38,16 @@
|
||||
sleep or embolden their heart.
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<p>
|
||||
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:
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
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.
|
||||
on <a href="/books/core/#page-93">page 93</a>.
|
||||
</li>
|
||||
<li>Inflicting or removing status effects.</li>
|
||||
<li>
|
||||
@@ -66,10 +63,8 @@
|
||||
Generating creatures or equipment, or granting them permanent abilities.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h1>RITUALS</h1>
|
||||
|
||||
@@ -1,18 +1,18 @@
|
||||
<h1>22GAME RULES</h1>
|
||||
<h2>The Ritual</h2>
|
||||
|
||||
<p>
|
||||
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 (<a
|
||||
href="/books/core/#page-115"
|
||||
>page 115</a
|
||||
>), 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).
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>Procedure for Casting The Ritual</h3>
|
||||
<ol>
|
||||
<li>
|
||||
@@ -30,7 +30,6 @@
|
||||
(MP).
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<h2>Potency Table</h2>
|
||||
<table>
|
||||
<thead>
|
||||
@@ -77,7 +76,6 @@
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h2>Area Table</h2>
|
||||
<table>
|
||||
<thead>
|
||||
|
||||
@@ -10,14 +10,12 @@
|
||||
feel and stories that can typically be found in classic console Japanese
|
||||
roleplaying video games.
|
||||
</p>
|
||||
|
||||
<h3>HEROIC AND FANTASTIC ACTION</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>A GAME OF HEROES AND VILLAINS</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>HEROIC DESTINY</h3>
|
||||
<p>
|
||||
The heroes of Fabula Ultima are destined to accomplish great deeds, and they
|
||||
|
||||
@@ -1,56 +1,4 @@
|
||||
<h1>RITUALS AS GROUP CHECKS</h1>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>REDUCING THE COST OF A RITUAL</h2>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
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
|
||||
</li>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>SAMPLE RITUALS</h2>
|
||||
|
||||
<p>Use these examples as guidelines when adjudicating Rituals.</p>
|
||||
|
||||
<p>
|
||||
Summoning a great globe made of fire and using it to destroy the engine of an
|
||||
airship is an <em>Elementalism</em> Ritual of major potency targeting a small
|
||||
area (80 MP, DL 13). If this Ritual fails, you might trigger a devastating
|
||||
firestorm.
|
||||
</p>
|
||||
<p>
|
||||
Sensing whether a person is hostile is a <em>Spiritism</em> 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.
|
||||
</p>
|
||||
<p>
|
||||
Erecting a barrier of energy to shield a castle from an avalanche is a
|
||||
<em>Ritualism</em> 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.
|
||||
</p>
|
||||
<p>
|
||||
Altering the flow of time to briefly restore the functions of a damaged device
|
||||
is an <em>Entropism</em> 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.
|
||||
</p>
|
||||
Group Check (<a href="/books/core/#page-50">page 50</a>), and the character who
|
||||
performs the Ritual will act as Group Check (<a href="/books/core/#page-50"
|
||||
>page 50</a
|
||||
>), and the character who performs the Ritual will act as
|
||||
|
||||
@@ -4,27 +4,24 @@
|
||||
The following describes the attributes associated with different levels of
|
||||
magical potency:
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Minor:</strong> Potency 4, Clock 20, MP 7, DL Individual ×1</li>
|
||||
<li><strong>Medium:</strong> Potency 6, Clock 30, MP 10, DL Small ×2</li>
|
||||
<li><strong>Major:</strong> Potency 6, Clock 40, MP 13, DL Large ×3</li>
|
||||
<li><strong>Extreme:</strong> Potency 8, Clock 50, MP 16, DL Huge ×4</li>
|
||||
</ul>
|
||||
|
||||
<h2>RITUALS DURING CONFLICTS</h2>
|
||||
|
||||
<p>
|
||||
Ritual magic can certainly be attempted during a conflict scene, but you will
|
||||
first need to gather enough magical energy.
|
||||
</p>
|
||||
<p>The process is as follows:</p>
|
||||
|
||||
<div class="ritual-process">
|
||||
<ol>
|
||||
<li>
|
||||
<strong>Use the Objective action</strong> 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
|
||||
<a href="/books/core/#page-119">page 119</a>, determining the Ritual's
|
||||
discipline, area and potency.
|
||||
</li>
|
||||
<li>
|
||||
@@ -39,11 +36,12 @@
|
||||
</li>
|
||||
<li>
|
||||
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
|
||||
<a href="/books/core/#page-119">page 119</a>; 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.
|
||||
</li>
|
||||
</ol>
|
||||
</div>
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
the basics of the economy and provides you with useful lists of items and
|
||||
prices.
|
||||
</p>
|
||||
|
||||
<h2>ZENIT</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
|
||||
<p>
|
||||
As shown on the character sheet, a Player Character can equip a limited number
|
||||
@@ -41,7 +39,8 @@
|
||||
</p>
|
||||
<p>
|
||||
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
|
||||
<a href="/books/core/#page-125">page 125</a>).
|
||||
</p>
|
||||
<p>
|
||||
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!
|
||||
</p>
|
||||
|
||||
<h2>ECONOMY AND ITEMS</h2>
|
||||
|
||||
@@ -11,9 +11,11 @@
|
||||
a reward for heroic deeds.
|
||||
</p>
|
||||
<p>
|
||||
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
|
||||
<a href="/books/core/#page-266">page 266</a> 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
|
||||
<a href="/books/core/#page-130">page 130</a>.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>Methods for Handling Treasure</h3>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -34,10 +35,11 @@
|
||||
<li>
|
||||
<strong>Survey.</strong> 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.
|
||||
like to wear an intimidating han'nya mask (<a href="/books/core/#page-286"
|
||||
>page 286</a
|
||||
>), or the brawler can't wait to get her hands on a pair of fuel knuckles
|
||||
(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
|
||||
has a useful list of items they can pick from when handing out rewards.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Wishlist.</strong> This is an uncommon approach, but it can be
|
||||
@@ -49,5 +51,4 @@
|
||||
from those lists and narrate what the item is — as well as why it was there.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>REWARDS</h2>
|
||||
|
||||
@@ -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.
|
||||
</p>
|
||||
|
||||
<h2>Artifacts</h2>
|
||||
<p>
|
||||
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
|
||||
<a href="/books/core/#page-288">page 288</a>). 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.
|
||||
</p>
|
||||
|
||||
<h2>Services and Transports</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>Transport Rules</h3>
|
||||
<ul>
|
||||
<li>Terrestrial transports can only travel on land.</li>
|
||||
@@ -39,7 +37,6 @@
|
||||
<li>Submarine transports can travel above and underwater.</li>
|
||||
<li>Flying transports can travel in the skies.</li>
|
||||
</ul>
|
||||
|
||||
<p><strong>Vehicle Costs:</strong></p>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -50,6 +47,6 @@
|
||||
<li>
|
||||
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).
|
||||
Companion (<a href="/books/core/#page-217">page 217</a>).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h2>SERVICE COST DESCRIPTION</h2>
|
||||
|
||||
<h3>Town Services</h3>
|
||||
<p>
|
||||
<strong>Recharge Inventory</strong> 10 z: Recharges a character's Inventory
|
||||
@@ -17,7 +16,6 @@
|
||||
<strong>Full Rest (city)</strong> 20 z: Allows one person to rest for one
|
||||
night.
|
||||
</p>
|
||||
|
||||
<h3>Travel Services</h3>
|
||||
<p>
|
||||
<strong>Land Transportation</strong> 10 z: Allows one person to travel for one
|
||||
@@ -31,9 +29,7 @@
|
||||
<strong>Air Transportation</strong> 40 z: Allows one person to travel for one
|
||||
day.
|
||||
</p>
|
||||
|
||||
<h2>TRANSPORT COST PASSENGERS DISTANCE</h2>
|
||||
|
||||
<h3>Mounts</h3>
|
||||
<ul>
|
||||
<li><strong>Terrestrial</strong> 200 z: One or two ×2</li>
|
||||
@@ -41,7 +37,6 @@
|
||||
<li><strong>Submarine</strong> 1000 z: Approximately six ×2</li>
|
||||
<li><strong>Flying</strong> 2000 z: Approximately six ×3</li>
|
||||
</ul>
|
||||
|
||||
<h3>Vehicles</h3>
|
||||
<ul>
|
||||
<li><strong>Terrestrial</strong> 600 z: Approximately six ×2</li>
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
shields and weapons. Each item can be basic or rare (with the exception of
|
||||
accessories, which are always rare).
|
||||
</p>
|
||||
|
||||
<h2>MARTIAL ITEMS (E)</h2>
|
||||
<p>
|
||||
Items marked with the (E) symbol can only be equipped by characters who have
|
||||
@@ -35,7 +34,6 @@
|
||||
Characters who do not have the appropriate Classes can still carry a martial
|
||||
item, but they are unable to equip it and enjoy its benefits.
|
||||
</p>
|
||||
|
||||
<h2>ACCESSORIES</h2>
|
||||
<p>
|
||||
Accessories are useful magical items that bestow special abilities upon those
|
||||
@@ -45,11 +43,9 @@
|
||||
Each accessory entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
|
||||
<h3>ACCESSORY COST</h3>
|
||||
<strong>Crested Helm</strong> 1000 z
|
||||
<p>You gain a +1 bonus to your Accuracy Checks.</p>
|
||||
|
||||
<p>The general structure includes:</p>
|
||||
<ul>
|
||||
<li>The accessory's name.</li>
|
||||
@@ -57,5 +53,6 @@
|
||||
<li>Any special abilities the item bestows while equipped.</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master can find a list of sample accessories starting on page 285.
|
||||
The Game Master can find a list of sample accessories starting on
|
||||
<a href="/books/core/#page-285">page 285</a>.
|
||||
</p>
|
||||
|
||||
@@ -1,15 +1,12 @@
|
||||
<h1>ARMORS</h1>
|
||||
<p>Armor offers improved protection to its wearer.</p>
|
||||
|
||||
<h2>Armor Entry Format</h2>
|
||||
<p>
|
||||
Each armor entry uses the format below and contains a variety of information:
|
||||
</p>
|
||||
|
||||
<p><strong>Example Structure:</strong></p>
|
||||
<p><em>Sage Robe</em> | 200 z | DEX die +1 | INS die +2 -2 | No Quality.</p>
|
||||
<p><em>Brigandine E</em> | 150 z | 10 | INS die -2 | No Quality.</p>
|
||||
|
||||
<h2>Field Descriptions</h2>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -41,6 +38,8 @@
|
||||
while equipped.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Examples</h3>
|
||||
<p>For a list of all the basic armors available in the game, see page 132.</p>
|
||||
<p>
|
||||
For a list of all the basic armors available in the game, see
|
||||
<a href="/books/core/#page-132">page 132</a>.
|
||||
</p>
|
||||
|
||||
@@ -3,18 +3,14 @@
|
||||
Shields must be equipped in a character's off-hand slot and further enhance
|
||||
defenses.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Each shield entry uses the format below and contains a variety of information:
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>SHIELD COST DEFENSE M. DEFENSE INITIATIVE</strong></li>
|
||||
<li>Runic Shield E 150 z +2 +2 -</li>
|
||||
</ul>
|
||||
|
||||
<p>No Quality.</p>
|
||||
|
||||
<h3>Understanding Shield Information</h3>
|
||||
<ul>
|
||||
<li>The shield's name, and whether it is a martial shield (E).</li>
|
||||
@@ -24,9 +20,10 @@
|
||||
addition to any benefits granted by the armor you may have equipped.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>For a list of all the basic shields available in the game, see page 133.</p>
|
||||
|
||||
<p>
|
||||
For a list of all the basic shields available in the game, see
|
||||
<a href="/books/core/#page-133">page 133</a>.
|
||||
</p>
|
||||
<h2>Armor Concepts</h2>
|
||||
<p>
|
||||
Martial and non-martial armors influence a character's Defense and Magic
|
||||
@@ -36,7 +33,6 @@
|
||||
Remember that regardless of which armor you are wearing, shields always add to
|
||||
it — if you have a free slot, it's never a bad idea to equip a shield.
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Lighter armors</strong> give you Defenses based on your current
|
||||
@@ -50,5 +46,4 @@
|
||||
protection, but also take a heavy toll on your Initiative.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>ARMOR AND DEFENSES</h2>
|
||||
|
||||
@@ -1,26 +1,15 @@
|
||||
<header>
|
||||
<h1>WEAPONS</h1>
|
||||
</header>
|
||||
|
||||
<header><h1>WEAPONS</h1></header>
|
||||
<p>
|
||||
Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
|
||||
firearm, flail, heavy, spear, sword, and thrown.
|
||||
</p>
|
||||
|
||||
<h2>Weapon Entry Format</h2>
|
||||
|
||||
<p>
|
||||
Each weapon entry uses the format below and contains a variety of information:
|
||||
</p>
|
||||
|
||||
<div role="description">
|
||||
<strong>WEAPON COST ACCURACY DAMAGE</strong>
|
||||
</div>
|
||||
|
||||
<div role="description"><strong>WEAPON COST ACCURACY DAMAGE</strong></div>
|
||||
<p>Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
|
||||
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
|
||||
<h3>Components Explained</h3>
|
||||
<ul>
|
||||
<li>The weapon’s name, and whether it is a martial weapon (E).</li>
|
||||
@@ -43,17 +32,14 @@
|
||||
<li>Whether it is a melee weapon or a ranged weapon.</li>
|
||||
<li>Any special abilities the item bestows while equipped.</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
For a list of all the basic weapons available in the game, see the next page.
|
||||
</p>
|
||||
|
||||
<h2>A NOTE ON UNARMED STRIKES</h2>
|
||||
<p>
|
||||
Among the various weapons available in the game, one is the unarmed strike
|
||||
@@ -61,7 +47,6 @@
|
||||
count as one-handed weapons, they are automatically "equipped" whenever a hand
|
||||
slot is empty. Basically, an empty hand slot also counts as an unarmed strike.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Legends tell of a sword capable of striking fear in the hearts of Dragons and
|
||||
Wyrms.
|
||||
|
||||
@@ -18,6 +18,6 @@
|
||||
<p>
|
||||
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!
|
||||
worlds starting on <a href="/books/core/#page-16">page 16</a>!
|
||||
</p>
|
||||
<blockquote>"There is more than one side to each story..."</blockquote>
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
<section aria-labelledby="weapon-listings">
|
||||
<h1>WEAPON LISTINGS</h1>
|
||||
<p><em>(Metadata: Cost | Accuracy | Damage)</em></p>
|
||||
|
||||
<div class="category-section">
|
||||
<h2>Staff Category</h2>
|
||||
<ul>
|
||||
@@ -17,7 +16,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="category-section">
|
||||
<h2>Bow Category</h2>
|
||||
<ul>
|
||||
@@ -33,7 +31,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="category-section">
|
||||
<h2>Brawling Category</h2>
|
||||
<ul>
|
||||
@@ -56,7 +53,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="category-section">
|
||||
<h2>Dagger Category</h2>
|
||||
<ul>
|
||||
@@ -67,7 +63,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="category-section">
|
||||
<h2>Firearm Category</h2>
|
||||
<ul>
|
||||
@@ -78,7 +73,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="category-section">
|
||||
<h2>Flail Category</h2>
|
||||
<ul>
|
||||
@@ -89,6 +83,5 @@
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<h2>BASIC WEAPONS</h2>
|
||||
</section>
|
||||
|
||||
@@ -1,69 +1,58 @@
|
||||
<h1>22GAME RULES</h1>
|
||||
|
||||
<h2>Heavy Category</h2>
|
||||
<section>
|
||||
<h3>Iron Hammer</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【MIG + MIG】 【HR + 6】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Broadaxe E</h3>
|
||||
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 10】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Waraxe E</h3>
|
||||
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 14】 physical</p>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<h2>Spear Category</h2>
|
||||
<section>
|
||||
<h3>Light Spear E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 8】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Heavy Spear E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 12】 physical</p>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<h2>Sword Category</h2>
|
||||
<section>
|
||||
<h3>Bronze Sword E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 6】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Greatsword E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 10】 physical</p>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Katana E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 10】 physical</p>
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Rapier E</h3>
|
||||
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</section>
|
||||
|
||||
<h2>Thrown Category</h2>
|
||||
<section>
|
||||
<h3>Improvised (Ranged)</h3>
|
||||
<p><strong>Stats:</strong> 【DEX + MIG】 【HR + 2】 physical</p>
|
||||
<p>One-handed w Ranged w Breaks after the attack.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Shuriken</h3>
|
||||
<p><strong>Stats:</strong> 150 z 【DEX + INS】 【HR + 4】 physical</p>
|
||||
|
||||
@@ -4,70 +4,59 @@
|
||||
<strong>ARMOR</strong> <strong>COST</strong> <strong>DEFENSE</strong>
|
||||
<strong>M. DEFENSE</strong> <strong>INITIATIVE</strong>
|
||||
</p>
|
||||
|
||||
<h3>Armor Listings</h3>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>No Armor</strong> - DEX size INS size - <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>Silk Shirt</strong> 100 z DEX size INS size +2 -1 <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>Travel Garb</strong> 100 z DEX size +1 INS size +1 -1 <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>Combat Tunic</strong> 150 z DEX size +1 INS size +1 - <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>Sage Robe</strong> 200 z DEX size +1 INS size +2 -2 <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>Brigandine E</strong> 150 z 10 INS size -2 <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>Bronze Plate E</strong> 200 z 11 INS size -3 <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>Runic Plate E</strong> 250 z 11 INS size +1 -3 <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item-listing">
|
||||
<p>
|
||||
<strong>Steel Plate E</strong> 300 z 12 INS size -4 <br />
|
||||
No Quality.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<h3>Contextual Information</h3>
|
||||
|
||||
@@ -1,18 +1,14 @@
|
||||
<p><strong>Chapter Info:</strong> W | CHAPTER</p>
|
||||
|
||||
<h2>BASIC SHIELDS</h2>
|
||||
|
||||
<!-- Using a definition list to structure the item attributes -->
|
||||
<dl>
|
||||
<dt>Bronze Shield</dt>
|
||||
<dd>Cost: 100 z | Defense: +2 | M. Defense: - | Initiative: -</dd>
|
||||
<dd class="description">No Quality.</dd>
|
||||
|
||||
<dt>Runic Shield</dt>
|
||||
<dd>Cost: 150 z | Defense: +2 | M. Defense: +2 | Initiative: -</dd>
|
||||
<dd class="description">No Quality.</dd>
|
||||
</dl>
|
||||
|
||||
<p>
|
||||
The most massive shield in the world is the Adamantower, forged with the hide
|
||||
of an extremely rare and dangerous beast.
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
<p>
|
||||
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.
|
||||
Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) may start
|
||||
Projects and work on a variety of custom inventions — love potions, walking
|
||||
magitech shields, or even majestic airships.
|
||||
</p>
|
||||
<p><strong>Projects</strong></p>
|
||||
<p>Projects work as follows:</p>
|
||||
|
||||
@@ -1,34 +1,28 @@
|
||||
<h1>22GAME RULES</h1>
|
||||
|
||||
<p><strong>CHAPTER</strong></p>
|
||||
<p>Potency Base Cost</p>
|
||||
<p>The invention can...</p>
|
||||
|
||||
<h2>Minor (100 zenit)</h2>
|
||||
<p>
|
||||
Provide light, transport people or cargo on land or water, obtain some limited
|
||||
form of protection.
|
||||
</p>
|
||||
|
||||
<h2>Medium (200 zenit)</h2>
|
||||
<p>
|
||||
Travel underwater, contain a spell, relay sound or speech, perform a specific
|
||||
operation in place of the inventor, provide short-term energy.
|
||||
</p>
|
||||
|
||||
<h2>Major (400 zenit)</h2>
|
||||
<p>
|
||||
Fly, alter the nature of an area for a short time, cancel the effects of a
|
||||
spell, possess minor intelligence, fight alongside the inventor, provide
|
||||
long-term energy, capture or immobilize the target.
|
||||
</p>
|
||||
|
||||
<h2>Extreme (800 zenit)</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>Area Multiplier</h3>
|
||||
<p>The effects of the invention may affect...</p>
|
||||
<ul>
|
||||
@@ -49,7 +43,6 @@
|
||||
village, or a city block.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Uses Multiplier</h3>
|
||||
<p>Once activated, the invention...</p>
|
||||
<ul>
|
||||
@@ -62,7 +55,6 @@
|
||||
different situations.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Remember that the Game Master has the right to split any particularly complex
|
||||
or powerful inventions into several Projects, each with its own costs and
|
||||
|
||||
@@ -1,83 +1,2 @@
|
||||
<h1>DAMAGE AND PROTECTION</h1>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Potency</th>
|
||||
<th>Damage / Healing</th>
|
||||
<th>Protection</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Minor</td>
|
||||
<td>Not Available</td>
|
||||
<td>One Resistance</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Medium</td>
|
||||
<td>Minor</td>
|
||||
<td>Two Resistances</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Major</td>
|
||||
<td>Major</td>
|
||||
<td>One Immunity or Two Resistances</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Extreme</td>
|
||||
<td>Massive</td>
|
||||
<td>Two Immunities or Three Resistances</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<ul>
|
||||
<li>Avoid creating inventions that grant Immunity to physical damage.</li>
|
||||
<li>
|
||||
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).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Minor Amount</th>
|
||||
<th>Heavy Amount</th>
|
||||
<th>Massive Amount</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5+</td>
|
||||
<td>10</td>
|
||||
<td>30</td>
|
||||
<td>40</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20+</td>
|
||||
<td>20</td>
|
||||
<td>40</td>
|
||||
<td>60</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>40+</td>
|
||||
<td>30</td>
|
||||
<td>50</td>
|
||||
<td>80</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
2 on <a href="/books/core/#page-134">page 134</a>). 2 on
|
||||
<a href="/books/core/#page-134">page 134</a>).
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
134), said ingredient or material cannot also be used to pay for the
|
||||
Project's costs.
|
||||
</p>
|
||||
|
||||
<h3>HIRING HELPERS</h3>
|
||||
<p>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
The sticky core found inside Elemental Slimes can be used to produce several
|
||||
forms of energy.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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 (<a href="/books/core/#page-217"
|
||||
>page 217</a
|
||||
>).
|
||||
</li>
|
||||
<li>
|
||||
Projects require time: if the group focuses on a long Project, Villains
|
||||
@@ -52,6 +51,5 @@
|
||||
</li>
|
||||
<li>Interlude scenes are perfect for narrating a Project's development.</li>
|
||||
</ul>
|
||||
|
||||
<h2>HOW TO USE PROJECTS</h2>
|
||||
</section>
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
<h2>SAMPLE PROJECTS</h2>
|
||||
<p>INVENTION POTENCY AREA USE</p>
|
||||
|
||||
<section>
|
||||
<h3>The "Discovery"</h3>
|
||||
<p><strong>Major</strong> Large <strong>Permanent</strong></p>
|
||||
@@ -12,7 +11,6 @@
|
||||
airship's base chassis.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Gatling Golem</h3>
|
||||
<p><strong>Major</strong> Individual <strong>Permanent</strong></p>
|
||||
@@ -24,7 +22,6 @@
|
||||
spend an opportunity to disable it until the end of the scene.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Mag Boots</h3>
|
||||
<p><strong>Medium</strong> Individual <strong>Permanent</strong></p>
|
||||
@@ -34,7 +31,6 @@
|
||||
to metallic surfaces, possibly walking on walls or even ceilings.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Magitech Suit</h3>
|
||||
<p><strong>See below</strong> See below See below</p>
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>GAME RULES</h1>
|
||||
|
||||
<div class="rule-list">
|
||||
<div class="item">
|
||||
<h2>Negator Spike</h2>
|
||||
@@ -16,7 +15,6 @@
|
||||
(probably a six-sections Clock).
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item">
|
||||
<h2>Puredust</h2>
|
||||
<p><strong>Type:</strong> Medium Small Consumable</p>
|
||||
@@ -29,7 +27,6 @@
|
||||
Resistance to dark and poison damage until the end of the scene.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item">
|
||||
<h2>Pyro Oil</h2>
|
||||
<p><strong>Type:</strong> Medium Large Consumable</p>
|
||||
@@ -44,7 +41,6 @@
|
||||
set on fire.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item">
|
||||
<h2>Sleep Gas</h2>
|
||||
<p><strong>Type:</strong> Major Small Consumable</p>
|
||||
@@ -58,7 +54,6 @@
|
||||
shaken vigorously enough, but they will sleep through loud noises.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="item">
|
||||
<h2>Underwater Helm</h2>
|
||||
<p><strong>Type:</strong> Medium Individual Permanent</p>
|
||||
|
||||
@@ -2,12 +2,12 @@
|
||||
<p>
|
||||
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
|
||||
<a href="/books/core/#page-148">page 148</a>). This fantastic land will grow
|
||||
organically as you explore and travel across it, adding new details and
|
||||
unraveling ancient mysteries!
|
||||
</p>
|
||||
<p>What ties all Fabula Ultima worlds together are The Eight Pillars.</p>
|
||||
|
||||
<h2>ANCIENT RUINS AND HARSH LANDS</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>A WORLD IN PERIL</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>CLASHING COMMUNITIES</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>EVERYTHING HAS A SOUL</h2>
|
||||
<p>
|
||||
All matter that forms the world, including its creatures, the earth, sky, sun,
|
||||
|
||||
@@ -1,44 +0,0 @@
|
||||
<p><strong>PLAYER CHARACTER AGAINST PLAYER CHARACTER</strong></p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>When handling such a situation, make sure to remember the following:</p>
|
||||
<ul>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
@@ -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".
|
||||
</p>
|
||||
|
||||
<h2>Leaving the Group</h2>
|
||||
<p>
|
||||
There might come a moment when you feel like your character has been fully
|
||||
|
||||
@@ -14,7 +14,6 @@
|
||||
okay with it — each absent Player chooses one of the following for their
|
||||
character:
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
<strong>I'll join you later.</strong> Your character will remain in town (or
|
||||
@@ -35,24 +34,21 @@
|
||||
to absent Players, and everyone else should do their best to protect them.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Regardless of which option you choose for your character, the following apply:
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
Your character will not gain Fabula Points while absent from a session.
|
||||
</li>
|
||||
<li>
|
||||
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
|
||||
<a href="/books/core/#page-226">page 226</a>).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
As soon as you take part in a session again, you will be able to gain and
|
||||
spend Fabula Points as normal.
|
||||
</p>
|
||||
|
||||
<p>The nature of this world is not one of absolutes.</p>
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
group a core theme, build your very own characters, and finally, begin play
|
||||
with a prologue.
|
||||
</p>
|
||||
|
||||
<h2>SESSION ZERO</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>WAIT, I’VE CHANGED MY MIND!</h2>
|
||||
<p>
|
||||
The sections of this chapter are presented in a specific order, but you are
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
you begin creating your world and characters. For each topic, read the
|
||||
questions and discuss your choices as a group.
|
||||
</p>
|
||||
|
||||
<h2>COMMITMENT AND EXPECTATIONS</h2>
|
||||
<p>
|
||||
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 <a href="/books/core/#page-226">page 226</a>).
|
||||
</li>
|
||||
<li>
|
||||
If there are missing Players, will you reschedule the session, or will you
|
||||
@@ -28,8 +27,7 @@
|
||||
characters?
|
||||
</li>
|
||||
</ul>
|
||||
<p>See page 143 for suggestions.</p>
|
||||
|
||||
<p>See <a href="/books/core/#page-143">page 143</a> for suggestions.</p>
|
||||
<h2>TONE AND THEMES</h2>
|
||||
<p>
|
||||
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?
|
||||
</li>
|
||||
</ul>
|
||||
<p>See page 141 for suggestions.</p>
|
||||
|
||||
<p>See <a href="/books/core/#page-141">page 141</a> for suggestions.</p>
|
||||
<h2>BEFORE YOU START</h2>
|
||||
|
||||
@@ -6,8 +6,10 @@
|
||||
<ul>
|
||||
<li>
|
||||
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 (<a
|
||||
href="/books/core/#page-82"
|
||||
>page 82</a
|
||||
>) and advancement (<a href="/books/core/#page-230">page 230</a>).
|
||||
</li>
|
||||
<li>
|
||||
How "hardcore" do you expect your game experience to be? Are you aiming for
|
||||
@@ -16,15 +18,16 @@
|
||||
experience that takes minimal focus?
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>SAFETY</h2>
|
||||
<p>
|
||||
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 (<a
|
||||
href="/books/core/#page-140"
|
||||
>page 140</a
|
||||
>) that they want to apply during sessions; it can be a good idea to handle
|
||||
this anonymously to preserve the privacy of the participants.
|
||||
</p>
|
||||
<p>In particular, you should make sure to discuss:</p>
|
||||
<ul>
|
||||
@@ -48,7 +51,6 @@
|
||||
degree.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -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.
|
||||
</p>
|
||||
|
||||
<p>You will need the world sheet and the map sheet.</p>
|
||||
|
||||
<p>
|
||||
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!
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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 <a href="/books/core/#page-14">page 14</a>, 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:
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Souls.</strong> Everything living and unliving is connected by the
|
||||
@@ -48,12 +44,10 @@
|
||||
>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>World Building Prompts</h1>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
<p>
|
||||
@@ -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 <a href="/books/core/#page-106">page 106</a>).
|
||||
</p>
|
||||
</li>
|
||||
<li>
|
||||
|
||||
@@ -1,56 +0,0 @@
|
||||
<h2>MAGIC AND TECHNOLOGY</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>HEROES OF MANY SIZES AND SHAPES</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>IT'S ALL ABOUT THE HEROES</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>MYSTERY, DISCOVERY, AND GROWTH</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
Feel free to use the tables on these pages whenever you're running short on
|
||||
ideas during world creation.
|
||||
</p>
|
||||
|
||||
<h2>Magic and Technology (roll a d20 or choose)</h2>
|
||||
<p>
|
||||
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.</em
|
||||
>
|
||||
</p>
|
||||
|
||||
<h2>Kingdoms and Nations (roll a d8 or choose)</h2>
|
||||
<p>Use these concepts to define the political structure of your setting:</p>
|
||||
<ul>
|
||||
|
||||
@@ -71,9 +71,7 @@
|
||||
<li>Yssira</li>
|
||||
<li>Zepro</li>
|
||||
</ul>
|
||||
|
||||
<h2>Historical Events, Mysteries and Threats (roll a d20 or choose)</h2>
|
||||
|
||||
<p><strong>Options 1-10:</strong></p>
|
||||
<ol>
|
||||
<li>The death of an important figure.</li>
|
||||
@@ -87,7 +85,6 @@
|
||||
<li>Visitors from another world.</li>
|
||||
<li>People have grown apathetic.</li>
|
||||
</ol>
|
||||
|
||||
<p><strong>Options 11-20:</strong></p>
|
||||
<ol>
|
||||
<li>The rise of a new military power.</li>
|
||||
@@ -101,11 +98,9 @@
|
||||
<li>A new religion is spreading.</li>
|
||||
<li>The world is dying.</li>
|
||||
</ol>
|
||||
|
||||
<p>
|
||||
Each of these options can work as an event, mystery or threat — it's up to you
|
||||
how you want to use it!
|
||||
</p>
|
||||
|
||||
<p>This is a world that teeters on the verge of tragedy.</p>
|
||||
<p>Its hope must be rekindled.</p>
|
||||
|
||||
@@ -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!
|
||||
</p>
|
||||
|
||||
<h2>BROUGHT TOGETHER BY FATE</h2>
|
||||
<p>
|
||||
You find yourselves working together because of the circumstances. Despite
|
||||
@@ -41,7 +40,6 @@
|
||||
</li>
|
||||
<li>What do you have in common? Beliefs, enemies, past experiences?</li>
|
||||
</ul>
|
||||
|
||||
<h2>GUARDIANS</h2>
|
||||
<p>
|
||||
One of the Player Characters is a Chosen One, a person tasked with a mission
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>CHAPTER HEROES OF THE RESISTANCE</h1>
|
||||
|
||||
<p>
|
||||
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 @@
|
||||
<li>Which factions helped you, and which ones betrayed or opposed you?</li>
|
||||
<li>Who are the most infamous among the enemy leaders and followers?</li>
|
||||
</ul>
|
||||
|
||||
<h2>REVOLUTIONARIES</h2>
|
||||
<p>
|
||||
You form a small force that fights tooth and nail against a dominant power: it
|
||||
@@ -28,7 +26,6 @@
|
||||
</li>
|
||||
<li>What are your enemies’ crimes, and why is no one else opposing them?</li>
|
||||
</ul>
|
||||
|
||||
<h2>SEEKERS</h2>
|
||||
<p>
|
||||
You are desperately searching for someone or something — a powerful witch, an
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
<h1>CHARACTER CREATION</h1>
|
||||
|
||||
<p>
|
||||
Grab some blank character sheets because it is time to create Player
|
||||
Characters!
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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!
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Characters are normally created at level 5; see page 229 for higher-level PCs.
|
||||
Characters are normally created at level 5; see
|
||||
<a href="/books/core/#page-229">page 229</a> for higher-level PCs.
|
||||
</p>
|
||||
|
||||
<h2>Character Creation Steps</h2>
|
||||
<ol>
|
||||
<li>
|
||||
@@ -59,5 +55,4 @@
|
||||
determine initial savings.
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p>Describe your character and choose their name and pronouns!</p>
|
||||
|
||||
@@ -1,20 +1,17 @@
|
||||
<h1>CREATE YOUR IDENTITY</h1>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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 <a href="/books/core/#page-160">page 160</a>) 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.
|
||||
</p>
|
||||
|
||||
<p>Here are a few examples of good identities:</p>
|
||||
|
||||
<ul>
|
||||
<li>Royal Knight.</li>
|
||||
<li>Queen of the Desert Thieves.</li>
|
||||
@@ -27,40 +24,32 @@
|
||||
<li>Tormented Veteran.</li>
|
||||
<li>One-eyed Samurai.</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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!
|
||||
</p>
|
||||
|
||||
<h2>Example: Robert is creating his first character.</h2>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Contrary to her older brothers and sisters, Camilla never developed any
|
||||
magical ability: however, she has been trained as a knight and diplomat.
|
||||
</p>
|
||||
|
||||
<p>Camilla's Identity is going to be “The Last Princess of Platea”.</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
|
||||
@@ -1,12 +1,9 @@
|
||||
<h1>IDENTITY CREATION TABLES</h1>
|
||||
|
||||
<p>
|
||||
You may roll a d6 and d20 or choose entries from these tables to create your
|
||||
Identity.
|
||||
</p>
|
||||
|
||||
<h2>Core Concept (roll or choose; up to two)</h2>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
|
||||
@@ -1,88 +0,0 @@
|
||||
<h2>Adjectives</h2>
|
||||
<p>(roll or choose; up to two)</p>
|
||||
<ul>
|
||||
<li><strong>1.</strong> Charming</li>
|
||||
<li><strong>2.</strong> Oathbreaker</li>
|
||||
<li><strong>3.</strong> Chosen</li>
|
||||
<li><strong>4.</strong> Former Imperial</li>
|
||||
<li><strong>5.</strong> Troubled</li>
|
||||
<li><strong>6.</strong> Brave</li>
|
||||
<li><strong>7.</strong> Animal-loving</li>
|
||||
<li><strong>8.</strong> Amnesiac</li>
|
||||
<li><strong>9.</strong> Dashing</li>
|
||||
<li><strong>10.</strong> Imperial</li>
|
||||
<li><strong>11.</strong> Free-spirited</li>
|
||||
<li><strong>12.</strong> Loyal</li>
|
||||
<li><strong>13.</strong> Elderly</li>
|
||||
<li><strong>14.</strong> Chivalrous</li>
|
||||
<li><strong>15.</strong> Smiling</li>
|
||||
<li><strong>16.</strong> No-nonsense</li>
|
||||
<li><strong>17.</strong> Apprentice</li>
|
||||
<li><strong>18.</strong> Influent</li>
|
||||
<li><strong>19.</strong> Ill-tempered</li>
|
||||
<li><strong>20.</strong> Tough</li>
|
||||
</ul>
|
||||
|
||||
<h2>Detail</h2>
|
||||
<p>(roll or choose; up to one)</p>
|
||||
<ul>
|
||||
<li><strong>Adjective Options:</strong></li>
|
||||
<ol>
|
||||
<li>Devout</li>
|
||||
<li>Last</li>
|
||||
<li>Distant</li>
|
||||
<li>Proud</li>
|
||||
<li>Wanted</li>
|
||||
<li>Kind</li>
|
||||
<li>Respectable</li>
|
||||
<li>Tainted</li>
|
||||
<li>Young</li>
|
||||
<li>Eccentric</li>
|
||||
<li>Well-connected</li>
|
||||
<li>Naive</li>
|
||||
<li>Spoiled</li>
|
||||
<li>Gifted</li>
|
||||
<li>Royal</li>
|
||||
<li>Reckless</li>
|
||||
<li>Furtive</li>
|
||||
<li>Famous</li>
|
||||
<li>Non-human*</li>
|
||||
</ol>
|
||||
</ul>
|
||||
|
||||
<h2>Origin</h2>
|
||||
<p>(roll or choose; up to one)</p>
|
||||
<ul>
|
||||
<li><strong>Background Options:</strong></li>
|
||||
<ol>
|
||||
<li>from an Ancient Bloodline</li>
|
||||
<li>on the Run</li>
|
||||
<li>of the Old Faith</li>
|
||||
<li>Seeking Justice</li>
|
||||
<li>in Disgrace</li>
|
||||
<li>from the High Academy</li>
|
||||
<li>from the Moon</li>
|
||||
<li>of the Seven Seas</li>
|
||||
<li>from the Future</li>
|
||||
<li>looking for Answers</li>
|
||||
<li>without a Homeland</li>
|
||||
<li>of the Royal Army</li>
|
||||
<li>from Another Dimension</li>
|
||||
<li>of the Desert Clans</li>
|
||||
<li>of the Storm Knights</li>
|
||||
<li>with a Heart of Gold</li>
|
||||
<li>from the Ancient Forest</li>
|
||||
<li>from the Past</li>
|
||||
<li>of the Sacred Flame</li>
|
||||
</ol>
|
||||
</ul>
|
||||
|
||||
<p class="note">
|
||||
* Select a species such as dwarf, elf, saurian, half-dragon, or anything that
|
||||
would make sense in your world.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Once a fearsome pirate, Lady Morgan is now the respected protector of
|
||||
Tidebreak Cove.
|
||||
</p>
|
||||
|
||||
@@ -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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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?
|
||||
</p>
|
||||
|
||||
<h2>Suggested Themes</h2>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -54,13 +51,11 @@
|
||||
something.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
<h1>CHOOSE OR CREATE YOUR ORIGIN</h1>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>FANTASY SPECIES</h2>
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>YOUR WORLD COULD BE... HIGH FANTASY</h1>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>HIGH FANTASY THEMES AND PROTAGONISTS</h2>
|
||||
<p>
|
||||
High fantasy stories often revolve around themes such as hope, friendship, and
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
have at least two Classes when they begin play, and no more than three.
|
||||
</p>
|
||||
<p>
|
||||
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
|
||||
<a href="/books/core/#page-176">page 176</a>, but the table below offers a
|
||||
quick summary of their individual focus.
|
||||
</p>
|
||||
|
||||
<h2>Classes</h2>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
@@ -1,78 +1,4 @@
|
||||
<h1>Class Composition and Benefits</h1>
|
||||
<p>Every Class provides the following information:</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
<strong>A short description of the Class</strong>, covering its general role
|
||||
and premise.
|
||||
</li>
|
||||
<li>
|
||||
<strong>A list of questions</strong> 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.
|
||||
</li>
|
||||
<li>
|
||||
<strong>A list of free benefits</strong> 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!
|
||||
</li>
|
||||
<li>
|
||||
<strong>A set of five Class Skills</strong> 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
|
||||
<span style="font-family: monospace">(çç)</span> can be acquired multiple
|
||||
times, usually making them stronger or more flexible. The number following
|
||||
the <span style="font-family: monospace">(çç)</span> symbol tells you the
|
||||
maximum number of times that Skill can be acquired — for instance, a
|
||||
<span style="font-family: monospace">(çç5)</span> Skill can be taken up to
|
||||
five times.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p><strong>Key Definitions:</strong></p>
|
||||
<ul>
|
||||
<li>
|
||||
When the text of a Skill mentions
|
||||
<strong><span class="monospace">【SL】</span></strong>, that is
|
||||
the Skill Level, which is to say how many times you have acquired that
|
||||
Skill.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
For instance, a knight might have invested levels in Elementalist to learn a
|
||||
few combat spells, without necessarily being a student of elemental magic.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
If you are short on time or ideas, feel free to take a look at the
|
||||
<em>Classic Characters</em> starting on page 172: these level 5 archetypes
|
||||
will prove solid in play.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
In the end, he decides to invest two levels in
|
||||
<strong>Orator</strong> (acquiring Encourage and Unexpected Ally), then three
|
||||
levels in <strong>Weaponmaster</strong> (acquiring Bone Crusher twice and then
|
||||
the powerful Counterattack).
|
||||
</p>
|
||||
|
||||
<hr />
|
||||
<em>Classic Characters</em> starting on
|
||||
<a href="/books/core/#page-172">page 172</a>: these level 5 archetypes
|
||||
<em>Classic Characters</em> starting on
|
||||
<a href="/books/core/#page-172">page 172</a>: these level 5 archetypes
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
Bigger die sizes indicate a more trained Attribute or a stronger natural
|
||||
talent.
|
||||
</p>
|
||||
|
||||
<h2>Attributes Defined</h2>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -28,7 +27,6 @@
|
||||
ability to influence others.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>Character Profile Selection</h2>
|
||||
<p>
|
||||
Choose one of the following profiles for your hero, then distribute the
|
||||
@@ -40,7 +38,6 @@
|
||||
<li><strong>Average:</strong> d10, d8, d8, d6</li>
|
||||
<li><strong>Specialized:</strong> d10, d10, d6, d6</li>
|
||||
</ul>
|
||||
|
||||
<p><strong>Example Application:</strong></p>
|
||||
<p>
|
||||
Camilla is very insightful (Insight d10), fairly agile and determined
|
||||
|
||||
@@ -34,7 +34,6 @@
|
||||
granted by the Orator Class).
|
||||
</p>
|
||||
<p>Camilla's Crisis score is 20.</p>
|
||||
|
||||
<h2>CALCULATE YOUR INVENTORY POINTS</h2>
|
||||
<p>Your maximum Inventory Points are calculated as follows:</p>
|
||||
<ul>
|
||||
|
||||
@@ -1,40 +1,35 @@
|
||||
<h1>CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE</h1>
|
||||
|
||||
<p>Your Defense and Magic Defense scores are calculated as follows:</p>
|
||||
<ul>
|
||||
<li>Your Defense is equal to your current Dexterity die size.</li>
|
||||
<li>Your Magic Defense is equal to your current Insight die size.</li>
|
||||
<li>Your Initiative modifier is equal to 0.</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>PURCHASE STARTING EQUIPMENT</h2>
|
||||
|
||||
<p>
|
||||
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 (<a href="/books/core/#page-266">page 266</a>) or transports (<a
|
||||
href="/books/core/#page-125"
|
||||
>page 125</a
|
||||
>), discuss it with the rest of your group.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
|
||||
@@ -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).
|
||||
</p>
|
||||
|
||||
<h2>ROLL FOR INITIAL SAVINGS</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>GAIN YOUR STARTING FABULA POINTS</h2>
|
||||
<p>Each Player Character enters play with 3 Fabula Points.</p>
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Bow Category</h3>
|
||||
<ul>
|
||||
@@ -26,7 +25,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Brawling Category</h3>
|
||||
<ul>
|
||||
@@ -46,7 +44,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Dagger Category</h3>
|
||||
<ul>
|
||||
@@ -56,7 +53,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Firearm Category</h3>
|
||||
<ul>
|
||||
@@ -66,7 +62,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Flail Category</h3>
|
||||
<ul>
|
||||
@@ -76,5 +71,4 @@
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
<h2>BASIC WEAPONS</h2>
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
<h1>33 PRESS START</h1>
|
||||
<h2>Equipment List</h2>
|
||||
|
||||
<h3>Heavy Category</h3>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -16,7 +15,6 @@
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Spear Category</h3>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -28,7 +26,6 @@
|
||||
<p>Two-handed w Melee w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Sword Category</h3>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -48,7 +45,6 @@
|
||||
<p>One-handed w Melee w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Thrown Category</h3>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -60,7 +56,6 @@
|
||||
<p>One-handed w Ranged w No Quality.</p>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<aside class="notes">
|
||||
<p>
|
||||
<strong>Note:</strong> A starting character gets 500 zenit to purchase
|
||||
|
||||
@@ -1,14 +1,11 @@
|
||||
<h1>BASIC ARMORS</h1>
|
||||
|
||||
<p>
|
||||
<strong>ARMOR</strong> <strong>COST</strong> <strong>DEFENSE</strong>
|
||||
<strong>M. DEFENSE</strong> <strong>INITIATIVE</strong>
|
||||
</p>
|
||||
<p>No Armor - DEX die INS die -</p>
|
||||
<p><em>No Quality.</em></p>
|
||||
|
||||
<h2>Basic Armors</h2>
|
||||
|
||||
<dl>
|
||||
<dt>Silk Shirt</dt>
|
||||
<dd>
|
||||
@@ -16,49 +13,42 @@
|
||||
<span>INS die +2</span> <span>-1</span>
|
||||
</dd>
|
||||
<dd><em>No Quality.</em></dd>
|
||||
|
||||
<dt>Travel Garb</dt>
|
||||
<dd>
|
||||
<span class="armor-cost">100 z</span> <span>DEX die +1</span>
|
||||
<span>INS die +1</span> <span>-1</span>
|
||||
</dd>
|
||||
<dd><em>No Quality.</em></dd>
|
||||
|
||||
<dt>Combat Tunic</dt>
|
||||
<dd>
|
||||
<span class="armor-cost">150 z</span> <span>DEX die +1</span>
|
||||
<span>INS die +1</span> <span>-</span>
|
||||
</dd>
|
||||
<dd><em>No Quality.</em></dd>
|
||||
|
||||
<dt>Sage Robe</dt>
|
||||
<dd>
|
||||
<span class="armor-cost">200 z</span> <span>DEX die +1</span>
|
||||
<span>INS die +2</span> <span>-2</span>
|
||||
</dd>
|
||||
<dd><em>No Quality.</em></dd>
|
||||
|
||||
<dt>Brigandine E</dt>
|
||||
<dd>
|
||||
<span class="armor-cost">150 z</span> <span>10</span> <span>INS die</span>
|
||||
<span>-2</span>
|
||||
</dd>
|
||||
<dd><em>No Quality.</em></dd>
|
||||
|
||||
<dt>Bronze Plate E</dt>
|
||||
<dd>
|
||||
<span class="armor-cost">200 z</span> <span>11</span> <span>INS die</span>
|
||||
<span>-3</span>
|
||||
</dd>
|
||||
<dd><em>No Quality.</em></dd>
|
||||
|
||||
<dt>Runic Plate E</dt>
|
||||
<dd>
|
||||
<span class="armor-cost">250 z</span> <span>11</span>
|
||||
<span>INS die +1</span> <span>-3</span>
|
||||
</dd>
|
||||
<dd><em>No Quality.</em></dd>
|
||||
|
||||
<dt>Steel Plate E</dt>
|
||||
<dd>
|
||||
<span class="armor-cost">300 z</span> <span>12</span> <span>INS die</span>
|
||||
@@ -66,5 +56,4 @@
|
||||
</dd>
|
||||
<dd><em>No Quality.</em></dd>
|
||||
</dl>
|
||||
|
||||
<h2>Basic Armor and Shields</h2>
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>BASIC SHIELDS</h1>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
@@ -23,20 +22,17 @@
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<p>
|
||||
<em
|
||||
>Remember: A starting character gets 500 zenit to purchase equipment
|
||||
with.</em
|
||||
>
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>Useful Tips</h2>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -56,11 +52,9 @@
|
||||
affected.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>SHOPPING ADVICE</h2>
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
gods and destroyed over a single night as a form of divine punishment.
|
||||
Everything is bizarre and wondrous.
|
||||
</p>
|
||||
|
||||
<h2>HIGH FANTASY MAGIC</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>HIGH FANTASY ANTAGONISTS</h2>
|
||||
<p>
|
||||
In a high fantasy world, antagonists are larger-than-life figures with armies
|
||||
|
||||
@@ -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!
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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!
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
<div class="character-sheet">
|
||||
<h2>CLASSIC CHARACTERS</h2>
|
||||
|
||||
<!-- ALCHEMIST Profile -->
|
||||
<section class="character-profile">
|
||||
<h3>ALCHEMIST</h3>
|
||||
@@ -23,7 +22,6 @@
|
||||
170 zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<!-- BLACK KNIGHT Profile -->
|
||||
<section class="character-profile">
|
||||
<h3>BLACK KNIGHT</h3>
|
||||
@@ -46,7 +44,6 @@
|
||||
<strong>Equipment & Cost:</strong> Greatsword, runic plate, 120 zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<!-- GAMBLER Profile -->
|
||||
<section class="character-profile">
|
||||
<h3>GAMBLER</h3>
|
||||
@@ -70,7 +67,6 @@
|
||||
cards!), silk shirt, 120 zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<!-- GUNSLINGER Profile -->
|
||||
<section class="character-profile">
|
||||
<h3>GUNSLINGER</h3>
|
||||
@@ -90,7 +86,6 @@
|
||||
zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<!-- HEALER Profile -->
|
||||
<section class="character-profile">
|
||||
<h3>HEALER</h3>
|
||||
|
||||
@@ -16,9 +16,7 @@
|
||||
120 zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<hr />
|
||||
|
||||
<section class="character-profile">
|
||||
<h1>MONSTER MAGE</h1>
|
||||
<p>
|
||||
@@ -37,9 +35,7 @@
|
||||
zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<hr />
|
||||
|
||||
<section class="character-profile">
|
||||
<h1>NINJA</h1>
|
||||
<p>
|
||||
@@ -56,9 +52,7 @@
|
||||
120 zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<hr />
|
||||
|
||||
<section class="character-profile">
|
||||
<h1>PIRATE</h1>
|
||||
<p>
|
||||
@@ -77,9 +71,7 @@
|
||||
zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<hr />
|
||||
|
||||
<section class="character-profile">
|
||||
<h1>PUGILIST</h1>
|
||||
<p>
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
<p>
|
||||
<strong>Equipment:</strong> Steel dagger, shortbow, silk shirt, 120 zenit.
|
||||
</p>
|
||||
|
||||
<h2>RED SORCERER</h2>
|
||||
<p><strong>Stats:</strong> Dexterity d8, Insight d10, Might d8, Willpower d6</p>
|
||||
<ul>
|
||||
@@ -22,7 +21,6 @@
|
||||
<li><strong>Weaponmaster (1 level):</strong> Melee Weapon Mastery</li>
|
||||
</ul>
|
||||
<p><strong>Equipment:</strong> Rapier, combat tunic, runic shield, 70 zenit.</p>
|
||||
|
||||
<h2>SAGE</h2>
|
||||
<p>
|
||||
<strong>Stats:</strong> Dexterity d6, Insight d10, Might d6, Willpower d10
|
||||
@@ -35,7 +33,6 @@
|
||||
<li><strong>Loremaster (2 levels):</strong> Flash of Insight, Focused</li>
|
||||
</ul>
|
||||
<p><strong>Equipment:</strong> Tome, sage robe, 270 zenit.</p>
|
||||
|
||||
<h2>SAMURAI</h2>
|
||||
<p><strong>Stats:</strong> Dexterity d8, Insight d8, Might d8, Willpower d8</p>
|
||||
<ul>
|
||||
@@ -47,7 +44,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
<p><strong>Equipment:</strong> Katana, runic plate, 70 zenit.</p>
|
||||
|
||||
<h2>SOLDIER</h2>
|
||||
<p><strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8</p>
|
||||
<ul>
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
<p>33PRESS START</p>
|
||||
<p>175</p>
|
||||
</div>
|
||||
|
||||
<section class="character-profile">
|
||||
<h2>SPELL FENCER</h2>
|
||||
<p>
|
||||
@@ -21,7 +20,6 @@
|
||||
<strong>Equipment:</strong> Rapier, silk shirt, runic shield, 120 zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="character-profile">
|
||||
<h2>SUMMONER</h2>
|
||||
<p>
|
||||
@@ -40,7 +38,6 @@
|
||||
</ul>
|
||||
<p><strong>Equipment:</strong> Staff, sage robe, 270 zenit.</p>
|
||||
</section>
|
||||
|
||||
<section class="character-profile">
|
||||
<h2>THIEF</h2>
|
||||
<p>
|
||||
@@ -53,7 +50,6 @@
|
||||
</ul>
|
||||
<p><strong>Equipment:</strong> Steel dagger (x2), travel garb, 170 zenit.</p>
|
||||
</section>
|
||||
|
||||
<section class="character-profile">
|
||||
<h2>TROUBADOUR</h2>
|
||||
<p>
|
||||
@@ -73,7 +69,6 @@
|
||||
zenit.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section class="character-profile">
|
||||
<h2>VALKYRIE</h2>
|
||||
<p>
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
<h1>Arcanist</h1>
|
||||
<p><strong>ALSO:</strong> Avatar, Chosen, Summoner</p>
|
||||
|
||||
<h2>Definition / Description</h2>
|
||||
<p><em>Some fates are not easily avoided.</em></p>
|
||||
|
||||
<h3>Abilities & Concept</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<p>In some worlds, the Arcana are even worshipped as deities.</p>
|
||||
|
||||
<h3>Attribution</h3>
|
||||
|
||||
@@ -1,65 +0,0 @@
|
||||
<h2>ARCANIST FREE BENEFITS</h2>
|
||||
<p>Permanently increase your maximum Mind Points by 5.</p>
|
||||
|
||||
<h2>ARCANIST SKILLS</h2>
|
||||
|
||||
<h3>ARCANE CIRCLE (<abbr title="Conceptualized Calculation">çç4</abbr>)</h3>
|
||||
<p>
|
||||
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 <code>[SL × 5]</code> or lower (you must still pay the spell's MP cost).
|
||||
</p>
|
||||
|
||||
<h3>
|
||||
ARCANE REGENERATION (<abbr title="Conceptualized Calculation">çç2</abbr>)
|
||||
</h3>
|
||||
<p>
|
||||
When you summon an Arcanum, you immediately recover <code>[SL × 5]</code> Hit
|
||||
Points.
|
||||
</p>
|
||||
|
||||
<h3>BIND AND SUMMON</h3>
|
||||
<ul>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
<li>
|
||||
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.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>EMERGENCY ARCANUM (<abbr title="Conceptualized Calculation">çç6</abbr>)</h3>
|
||||
<p>
|
||||
As long as you are in Crisis, the cost for summoning your Arcana is reduced by
|
||||
<code>[SL × 5]</code> Mind Points.
|
||||
</p>
|
||||
|
||||
<h3>RITUAL ARCANISM</h3>
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
<p>Arcanism Rituals use <code>[WLP + WLP]</code> for the Magic Check.</p>
|
||||
|
||||
<h2>Related Questions</h2>
|
||||
<ul>
|
||||
<li>Where do your powers come from? Are they a gift from your bloodline?</li>
|
||||
<li>
|
||||
Have you ever communicated with an Arcanum, or are they silent and distant?
|
||||
</li>
|
||||
<li>Do people see you as mysterious, powerful, or otherworldly?</li>
|
||||
<li>Are there many practicing your art, or are you the exception?</li>
|
||||
</ul>
|
||||
|
||||
<p><em>"Some fates are not easily avoided."</em></p>
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>The Arcana</h1>
|
||||
|
||||
<p><strong>MERGING WITH AN ARCANUM</strong></p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>DISMISSING AN ARCANUM</h2>
|
||||
<p>An Arcanum can be dismissed in several ways:</p>
|
||||
<ul>
|
||||
@@ -27,7 +25,6 @@
|
||||
action.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>DISMISS EFFECTS</h2>
|
||||
<p>
|
||||
Most Arcana have a powerful dismiss effect, which may only be activated when
|
||||
@@ -44,7 +41,6 @@
|
||||
<p>
|
||||
You are also free to ignore the dismiss effect if you don't want to use it.
|
||||
</p>
|
||||
|
||||
<h2>DOMAINS</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<hr />
|
||||
|
||||
@@ -20,7 +20,6 @@
|
||||
of them suffers 30 fire damage. This damage ignores Resistances.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>ARCANUM OF THE FROST</h2>
|
||||
<p><strong>Domains:</strong> cold, ice, silence.</p>
|
||||
<ul>
|
||||
@@ -31,7 +30,6 @@
|
||||
<strong>Ice Age.</strong> Choose any number of creatures you can see: each of
|
||||
them suffers 30 ice damage. This damage ignores Resistances.
|
||||
</p>
|
||||
|
||||
<h2>ARCANUM OF THE GATE</h2>
|
||||
<p><strong>Domains:</strong> space, travel, void.</p>
|
||||
<ul>
|
||||
@@ -53,6 +51,5 @@
|
||||
within 1 travel day.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>cc Work with your group and create custom Arcana for your world!</p>
|
||||
<p>MERGE DISMISS MERGEDISMISS MERGEDISMISS</p>
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>YOUR WORLD COULD BE... NATURAL FANTASY</h1>
|
||||
|
||||
<h2>Natural Fantasy Themes and Protagonists</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>Their protagonists are often very young and come from the same village:</p>
|
||||
<ul>
|
||||
<li>The daughter of the village chief, seeking to prove her worth.</li>
|
||||
@@ -23,7 +20,6 @@
|
||||
<li>The witch who knows of a prophecy dating back to the Ancestors.</li>
|
||||
<li>The wandering warrior who mistakenly angered a local spirit.</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Together they must mend the hearts of their community and confront those who
|
||||
stir sentiments of hatred and mistrust, to prevent this darkness from
|
||||
|
||||
@@ -20,7 +20,6 @@
|
||||
Master has final say on which questions are too similar to be asked again.
|
||||
</p>
|
||||
</article>
|
||||
|
||||
<article>
|
||||
<h2>ARCANUM OF THE OAK</h2>
|
||||
<p>Domains: earth, plants, poison.</p>
|
||||
@@ -38,7 +37,6 @@
|
||||
higher, or to 60 Hit Points if you are level 40 or higher.
|
||||
</p>
|
||||
</article>
|
||||
|
||||
<article>
|
||||
<h2>ARCANUM OF THE SKY</h2>
|
||||
<p>Domains: fog, rain, storms.</p>
|
||||
@@ -57,7 +55,4 @@
|
||||
damage. This damage ignores Resistances.
|
||||
</p>
|
||||
</article>
|
||||
|
||||
<div class="metadata">
|
||||
<h1>MERGE DISMISS</h1>
|
||||
</div>
|
||||
<div class="metadata"><h1>MERGE DISMISS</h1></div>
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
dismissed after the attack is resolved (this is not considered a willing
|
||||
dismiss).
|
||||
</p>
|
||||
|
||||
<h2>ARCANUM OF THE TOWER</h2>
|
||||
<p><strong>Domains:</strong> judgment, protection, sacrifice.</p>
|
||||
<p>
|
||||
@@ -21,27 +20,23 @@
|
||||
the scene has Resistance to the chosen damage type (you do not gain this
|
||||
Resistance).
|
||||
</p>
|
||||
|
||||
<h3>Judgment</h3>
|
||||
<p>
|
||||
Choose any number of creatures you can see: each of them suffers 30 light
|
||||
damage. This damage ignores Resistances.
|
||||
</p>
|
||||
|
||||
<h2>ARCANUM OF THE WHEEL</h2>
|
||||
<p><strong>Domains:</strong> destiny, speed, time.</p>
|
||||
<ul>
|
||||
<li>You are immune to slow.</li>
|
||||
<li>You gain a +1 bonus to your Defense.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Time Freeze</h3>
|
||||
<p>
|
||||
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).
|
||||
</p>
|
||||
|
||||
<h2>The Merge</h2>
|
||||
<p>
|
||||
Legends tell of a long-lasting passion between the Sword and the Tower... a
|
||||
|
||||
@@ -1,24 +0,0 @@
|
||||
<h1>Chimerist</h1>
|
||||
|
||||
<p><strong>ALSO:</strong> Druid, Shapeshifter, Wild Mage</p>
|
||||
|
||||
<p><em>Power without harmony will only lead to suffering.</em></p>
|
||||
|
||||
<p>
|
||||
Chimerists gather their power from the souls of the monsters and beasts they
|
||||
encounter.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
By manipulating their inner wild energy, these mages may mimic the magical
|
||||
abilities of monsters and have reached a supernatural understanding of feral
|
||||
creatures.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<hr role="separator" />
|
||||
|
||||
@@ -5,28 +5,23 @@
|
||||
You may perform Rituals whose effects fall within the Ritualism discipline.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>CHIMERIST SKILLS</h2>
|
||||
|
||||
<h3>CONSUME (çç5)</h3>
|
||||
<p>
|
||||
After you deal damage to one or more creatures with a spell, if you have an
|
||||
arcane dagger or flail weapon equipped, you recover
|
||||
<strong>【SL × 2】</strong> Mind Points.
|
||||
</p>
|
||||
|
||||
<h3>FERAL SPEECH</h3>
|
||||
<p>
|
||||
You can communicate with creatures of the beast, monster and plant Species.
|
||||
</p>
|
||||
|
||||
<h3>PATHOGENESIS</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>RITUAL CHIMERISM</h3>
|
||||
<p>
|
||||
You may perform Rituals whose effects fall within the Chimerism discipline.
|
||||
@@ -34,7 +29,6 @@
|
||||
<strong>【MIG + WLP】</strong>. From now on, your Chimerism Rituals will use
|
||||
the chosen Attributes for the Magic Check.
|
||||
</p>
|
||||
|
||||
<h3>SPELL MIMIC (çç10)</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>Story Prompts</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
<h1>DARKBLADE</h1>
|
||||
|
||||
<p><strong>Today you shall know the full extent of my suffering.</strong></p>
|
||||
|
||||
<h2>Darkblades</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>Details</h3>
|
||||
<ul>
|
||||
<li><strong>Name:</strong> DARKBLADE</li>
|
||||
<li><strong>Power Level:</strong> 184</li>
|
||||
</ul>
|
||||
|
||||
<hr />
|
||||
|
||||
<h4>ALSO Associated With</h4>
|
||||
<ul>
|
||||
<li>Avenger</li>
|
||||
<li>Black Knight</li>
|
||||
<li>Death Knight</li>
|
||||
</ul>
|
||||
|
||||
<hr />
|
||||
|
||||
<h6>File Metadata</h6>
|
||||
|
||||
@@ -3,9 +3,7 @@
|
||||
<li>Permanently increase your maximum Hit Points by 5.</li>
|
||||
<li>Gain the ability to equip martial melee weapons and martial armor.</li>
|
||||
</ul>
|
||||
|
||||
<h2>DARKBLADE SKILLS</h2>
|
||||
|
||||
<section>
|
||||
<h3>AGONY (çç5)</h3>
|
||||
<p>
|
||||
@@ -15,7 +13,6 @@
|
||||
Points.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>DARK BLOOD</h3>
|
||||
<p>
|
||||
@@ -23,7 +20,6 @@
|
||||
damage.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>HEART OF DARKNESS</h3>
|
||||
<p>
|
||||
@@ -32,19 +28,18 @@
|
||||
hatred towards that creature.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>PAINFUL LESSON (çç3)</h3>
|
||||
<p>
|
||||
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
|
||||
<strong>【SL】</strong> to your Check. <br /><em
|
||||
that creature (see <a href="/books/core/#page-74">page 74</a>) for free. If
|
||||
you do, gain a bonus equal to <strong>【SL】</strong> to your Check.
|
||||
<br /><em
|
||||
>Remember, you can study the same aspect of a creature only once.</em
|
||||
>
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>SHADOW STRIKE (çç5)</h3>
|
||||
<p>
|
||||
@@ -60,7 +55,6 @@
|
||||
changed.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<h3>Character Reflection Prompts</h3>
|
||||
<ul>
|
||||
<li>What tragic experience awakened your abilities?</li>
|
||||
@@ -68,5 +62,4 @@
|
||||
<li>What do your weapons and fighting style look like?</li>
|
||||
<li>Are there many practicing your art, or are you the exception?</li>
|
||||
</ul>
|
||||
|
||||
<p><em>"Today you shall know the full extent of my suffering."</em></p>
|
||||
|
||||
@@ -2,14 +2,12 @@
|
||||
<p><strong>ALSO:</strong> Battle Mage, Geomancer, Sorcerer</p>
|
||||
<h2>ELEMENTALIST</h2>
|
||||
<p class="warning">Ignore the warnings of this World at your own risk.</p>
|
||||
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Elemental magic can be highly destructive, causing damage and inflicting
|
||||
negative status effects. Due to this, there are many who would covet an
|
||||
|
||||
@@ -5,9 +5,7 @@
|
||||
You may perform Rituals whose effects fall within the Ritualism discipline.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>ELEMENTALIST SKILLS</h2>
|
||||
|
||||
<h3>CATACLYSM (çç3)</h3>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h3>ELEMENTAL MAGIC (çç10)</h3>
|
||||
<p>
|
||||
Each time you acquire this Skill, learn one Elementalist spell (see next two
|
||||
pages).
|
||||
</p>
|
||||
<p>Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic Check.</p>
|
||||
|
||||
<h3>MAGICAL ARTILLERY (çç3)</h3>
|
||||
<p>
|
||||
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】.
|
||||
</p>
|
||||
|
||||
<h3>RITUAL ELEMENTALISM</h3>
|
||||
<ul>
|
||||
<li>
|
||||
@@ -38,7 +33,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
<p>Elementalism Rituals use 【INS + WLP】 for the Magic Check.</p>
|
||||
|
||||
<h3>SPELLBLADE (çç4)</h3>
|
||||
<p>
|
||||
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 (<a
|
||||
href="/books/core/#page-131"
|
||||
>page 131</a
|
||||
>) will be 【DEX + MIG】 +1 instead of 【INS + WLP】.
|
||||
</p>
|
||||
|
||||
<h2>Questions</h2>
|
||||
<ul>
|
||||
<li>Who trained you in the way of the Elements?</li>
|
||||
@@ -57,7 +52,6 @@
|
||||
<li>Elemental magic is often used in war. Did you serve in the military?</li>
|
||||
<li>What does your magic look like?</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
<strong>Option:</strong> Ignore the warnings of this World at your own risk.
|
||||
</p>
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
<h1>ELEMENTALIST SPELLS</h1>
|
||||
|
||||
<h2>SPELL</h2>
|
||||
<div class="spell-entry">
|
||||
<h3>Elemental Shroud</h3>
|
||||
@@ -16,7 +15,6 @@
|
||||
each target gains Resistance against the chosen damage type.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="spell-entry">
|
||||
<h3>Elemental Weapon</h3>
|
||||
<p><strong>Cost:</strong> 10</p>
|
||||
@@ -37,7 +35,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<div class="spell-entry">
|
||||
<h3>Flare</h3>
|
||||
<p><strong>Cost:</strong> rr 20</p>
|
||||
@@ -50,7 +47,6 @@
|
||||
</p>
|
||||
<p>Damage dealt by this spell ignores Resistances.</p>
|
||||
</div>
|
||||
|
||||
<div class="spell-entry">
|
||||
<h3>Fulgur</h3>
|
||||
<p><strong>Cost:</strong> rr 10</p>
|
||||
@@ -65,7 +61,6 @@
|
||||
<strong>Opportunity:</strong> Each target hit by this spell suffers dazed.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="spell-entry">
|
||||
<h3>Glacies</h3>
|
||||
<p><strong>Cost:</strong> rr 10</p>
|
||||
@@ -80,7 +75,6 @@
|
||||
<strong>Opportunity:</strong> Each target hit by this spell suffers slow.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="spell-entry">
|
||||
<h3>Iceberg</h3>
|
||||
<p><strong>Cost:</strong> rr 20</p>
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
<div>
|
||||
<h2>Spell Catalogue</h2>
|
||||
|
||||
<section>
|
||||
<h3>Ignis</h3>
|
||||
<p>
|
||||
@@ -14,7 +13,6 @@
|
||||
</p>
|
||||
<p><em>Opportunity:</em> Each target hit by this spell suffers shaken.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Soaring Strike</h3>
|
||||
<p><strong>Metadata:</strong> 10 | Self | Instantaneous</p>
|
||||
@@ -34,7 +32,6 @@
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Terra</h3>
|
||||
<p>
|
||||
@@ -52,7 +49,6 @@
|
||||
action on their next turn (to a minimum of 0 actions).
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Thunderbolt</h3>
|
||||
<p><strong>Metadata:</strong> rr 20 | One creature | Instantaneous</p>
|
||||
@@ -62,7 +58,6 @@
|
||||
</p>
|
||||
<p>Damage dealt by this spell ignores Resistances.</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Ventus</h3>
|
||||
<p>
|
||||
@@ -78,7 +73,6 @@
|
||||
land immediately.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h3>Vortex</h3>
|
||||
<p><strong>Metadata:</strong> 10 | Self | Scene</p>
|
||||
@@ -87,7 +81,6 @@
|
||||
spell ends, you gain a +2 bonus to your Defense against ranged attacks.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<aside>
|
||||
<h4>Notes</h4>
|
||||
<p>
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
<h2>NATURAL FANTASY LOCATIONS</h2>
|
||||
<p>
|
||||
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...
|
||||
</p>
|
||||
|
||||
<h2>NATURAL FANTASY MAGIC</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
<h2>NATURAL FANTASY ANTAGONISTS</h2>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
<em>Also related:</em>
|
||||
<strong aria-label="related roles">Astromancer, Chaos Mage, Gambler</strong>
|
||||
</p>
|
||||
|
||||
<h2>Description</h2>
|
||||
<p>
|
||||
High above the stars, where their lights do not shine, lies a bottomless void
|
||||
@@ -11,14 +10,12 @@
|
||||
a non-reality, an endless expanse of chaos impervious to the laws of time,
|
||||
space, and probability.
|
||||
</p>
|
||||
|
||||
<h2>Lore</h2>
|
||||
<p>
|
||||
Entropists refer to this realm as the Cosmos, the Heavens, or quite simply as
|
||||
Lady Luck: they are among the few gifted with the ability to channel its
|
||||
reality-bending energies.
|
||||
</p>
|
||||
|
||||
<h2>Quote</h2>
|
||||
<blockquote>
|
||||
<p>The cold between the stars... it does not frighten me.</p>
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
You may perform Rituals whose effects fall within the Ritualism discipline.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>ENTROPIST SKILLS</h2>
|
||||
<div class="skill">
|
||||
<strong>ABSORB MP (çç5)</strong>
|
||||
@@ -15,7 +14,6 @@
|
||||
<strong>【SL × 2】 Mind Points</strong>.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="skill">
|
||||
<strong>ENTROPIC MAGIC (çç10)</strong>
|
||||
<p>
|
||||
@@ -29,7 +27,6 @@
|
||||
>
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<h2>LUCKY SEVEN</h2>
|
||||
<p>
|
||||
You have a lucky number; at the beginning of each session, that number is 7.
|
||||
@@ -38,13 +35,11 @@
|
||||
impossible Result, such as a value of 7 on a d6). If you do, the replaced
|
||||
value becomes your new lucky number.
|
||||
</p>
|
||||
|
||||
<h2>RITUAL ENTROPISM</h2>
|
||||
<p>
|
||||
You may perform Rituals whose effects fall within the Entropism discipline.
|
||||
Entropism Rituals use <strong>【INS + WLP】</strong> for the Magic Check.
|
||||
</p>
|
||||
|
||||
<div class="skill">
|
||||
<strong>STOLEN TIME (çç4)</strong>
|
||||
<p>
|
||||
@@ -68,7 +63,6 @@
|
||||
<em>Note: Each option can only be chosen once per use of this Skill.</em>
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<h3>Background Questions</h3>
|
||||
<ul>
|
||||
<li>Who taught you to channel the reality-bending powers of the Cosmos?</li>
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
this spell, this spell ends.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h2>Anomaly</h2>
|
||||
<p>
|
||||
@@ -26,7 +25,6 @@
|
||||
happens, this spell ends.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h2>Dark Weapon</h2>
|
||||
<p>
|
||||
@@ -46,7 +44,6 @@
|
||||
>
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h2>Dispel</h2>
|
||||
<p>
|
||||
@@ -59,7 +56,6 @@
|
||||
they are no longer affected by any of those spells instead.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h2>Divination</h2>
|
||||
<p>
|
||||
@@ -73,7 +69,6 @@
|
||||
rerolls this way, this spell ends.
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h2>Drain Spirit</h2>
|
||||
<p>
|
||||
@@ -87,7 +82,6 @@
|
||||
none).
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h2>Drain Vigor</h2>
|
||||
<p>
|
||||
@@ -101,7 +95,4 @@
|
||||
recover none).
|
||||
</p>
|
||||
</section>
|
||||
|
||||
<aside class="collection-info">
|
||||
<h3>Entropist Spells</h3>
|
||||
</aside>
|
||||
<aside class="collection-info"><h3>Entropist Spells</h3></aside>
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user