Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.
+
+ Enemy commanders, unique and infamous monsters, and antagonists causing
+ trouble in small settlements.
+
Major
10
-
Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.
+
+ Tyrants, powerful mages, legendary creatures, and entities that threaten
+ entire countries.
+
Supreme
15
-
Archdemons, immortal entities, and alien deities bent on destruction or domination.
+
+ Archdemons, immortal entities, and alien deities bent on destruction or
+ domination.
+
@@ -44,25 +53,33 @@
Escape
-
A Villain may spend 1 Ultima Point to safely leave the scene — the Game Master describes how they do so,
- perhaps leaving a few henchmen behind to "keep the heroes company".
+
+ A Villain may spend 1 Ultima Point to safely leave the scene — the Game
+ Master describes how they do so, perhaps leaving a few henchmen behind
+ to "keep the heroes company".
+
Invoke Trait
-
After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or
- both dice (this follows the same rules seen on page 46).
+
+ After performing a Check, a Villain may spend 1 Ultima Point to invoke
+ one of their Traits and reroll one or both dice (this follows the same
+ rules seen on page 46).
+
Recovery
-
A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50
- Mind Points.
+
+ A Villain may use an action and spend 1 Ultima Point to recover from all
+ status effects and also recover 50 Mind Points.
+
While Player Characters can gain Fabula Points in several ways, Villains
cannot recharge their Ultima Points — in a way, they represent the Villain's
- determination and will to pursue their objectives. A Villain with no
- remaining Ultima Points is no longer a Villain and becomes equivalent to any
- other NPC; alternatively, they may choose to escalate (see next page).
-
\ No newline at end of file
+ determination and will to pursue their objectives. A Villain with no remaining
+ Ultima Points is no longer a Villain and becomes equivalent to any other NPC;
+ alternatively, they may choose to escalate (see next page).
+
- When choosing whether a Villain will escalate, the Game Master should
- consider the antagonist's importance within the story, their personality,
- and the way the heroes chose to confront them: a Villain's escalation shows
- that the heroes might win a conflict but still make the situation worse.
+ When choosing whether a Villain will escalate, the Game Master should consider
+ the antagonist's importance within the story, their personality, and the way
+ the heroes chose to confront them: a Villain's escalation shows that the
+ heroes might win a conflict but still make the situation worse.
Most of the time it's best to simply let a Villain be defeated: maybe their
- resolve is broken, maybe they even realized they were wrong and will turn
- into an ally.
+ resolve is broken, maybe they even realized they were wrong and will turn into
+ an ally.
Escalating your Villains sparingly will make them more memorable and also
ensure that Players feel like their actions have an impact on the world.
-
- In general, you should only have two to four escalations per campaign.
-
+
In general, you should only have two to four escalations per campaign.
VILLAIN AND FABULA POINTS
@@ -26,32 +24,32 @@
Multiple identities. If a Villain has more than one
- identity, the heroes only receive Fabula Points when they appear using
- their "antagonist persona". Once the deception is exposed, however, they
- will begin awarding Fabula Points every time they appear on a scene,
- whether disguised or else.
+ identity, the heroes only receive Fabula Points when they appear using their
+ "antagonist persona". Once the deception is exposed, however, they will
+ begin awarding Fabula Points every time they appear on a scene, whether
+ disguised or else.
Multiple Villains. If two or more Villains appear during
- the same scene, each Player Character will gain 1 Fabula Point per
- Villain, up to a maximum of 3 Fabula Points per Player Character earned
- this way during the same scene.
+ the same scene, each Player Character will gain 1 Fabula Point per Villain,
+ up to a maximum of 3 Fabula Points per Player Character earned this way
+ during the same scene.
- Back-to-back scenes with Villains. If a Villain's
- presence extends for several consecutive scenes, the Player Characters
- only gain 1 Fabula Point at the beginning, and no additional Fabula Points
- for the following scenes.
+ Back-to-back scenes with Villains. If a Villain's presence
+ extends for several consecutive scenes, the Player Characters only gain 1
+ Fabula Point at the beginning, and no additional Fabula Points for the
+ following scenes.
Whenever the heroes are running low on Fabula Points, the Game Master should
- run a Game Master scene and show a Villain in action — this is a great way
- to push the story forward while also giving the heroes a bit more "fuel".
+ run a Game Master scene and show a Villain in action — this is a great way to
+ push the story forward while also giving the heroes a bit more "fuel".
Great evil is born when good intentions are met with mistrust and despair.
-
\ No newline at end of file
+
diff --git a/books/core/188.html b/books/core/188.html
index e8357f6..2f7ddae 100644
--- a/books/core/188.html
+++ b/books/core/188.html
@@ -1,89 +1,95 @@
-
ELEMENTALIST SPELLS
-
SPELL
-
-
Elemental Shroud
-
Cost: 5
-
Targets: T
-
Duration: Up to three creatures
-
Action: Scene
-
- You weave magical energy and protect the targets from the fury of the
- elements.
-
-
- Choose a damage type: air, bolt, earth, fire or ice. Until this spell ends,
- each target gains Resistance against the chosen damage type.
-
-
-
-
Elemental Weapon
-
Cost: 10
-
Targets: One weapon
-
Duration: Scene
-
- You imbue a weapon with elemental energy. Choose a damage type: air, bolt,
- earth, fire, or ice. Until this spell ends, all damage dealt by the weapon
- becomes of the chosen damage type.
-
-
-
- If you have that weapon equipped while you cast this spell, you may
- perform a free attack with it as part of the same action.
-
-
- This spell can only be cast on a weapon equipped by a willing creature.
-
-
-
-
-
Flare
-
Cost: rr 20
-
Targets: One creature
-
Duration: Instantaneous
-
- You channel a single ray of fire towards your foe, its temperature so high
- that it will pierce through most defenses. The target suffers
- 【HR + 25】 fire damage.
-
-
Damage dealt by this spell ignores Resistances.
-
-
-
Fulgur
-
Cost: rr 10
-
Targets: × T
-
Duration: Up to three creatures
-
Action: Instantaneous
-
- You weave electricity into a wave of crackling bolts. Each target hit by
- this spell suffers 【HR + 15】 bolt damage.
-
-
- Opportunity: Each target hit by this spell suffers dazed.
-
-
-
-
Glacies
-
Cost: rr 10
-
Targets: × T
-
Duration: Up to three creatures
-
Action: Instantaneous
-
- You coat your foes under a thick layer of frost. Each target hit by this
- spell suffers 【HR + 15】 ice damage.
-
-
- Opportunity: Each target hit by this spell suffers slow.
-
-
-
-
Iceberg
-
Cost: rr 20
-
Targets: One creature
-
Duration: Instantaneous
-
- A pillar of ice magic envelops your foe, suddenly dropping their body
- temperature to a critical level. The target suffers
- 【HR + 25】 ice damage.
-
-
Damage dealt by this spell ignores Resistances.
-
+
Elementalist Spells
+
+
+
+
Name
+
Cost
+
Targets
+
Duration
+
+
+
+
+
Elemental Shroud
+
5 x T
+
Up to three creatures
+
scene
+
+
+
+ You weave magical energy and protect the targets from the fury of the
+ elements. Choose a damage type: air, bolt, earth, fire or ice. Until
+ this spell ends, each target gains Resistance against the chosen damage
+ type.
+
+
+
+
Elemental Weapon
+
10
+
One weapon
+
Scene
+
+
+
+ You imbue a weapon with elemental energy. Choose a damage type: air,
+ bolt, earth, fire, or ice. Until this spell ends, all damage dealt by
+ the weapon becomes of the chosen damage type. If you have that weapon
+ equipped while you cast this spell, you may perform a free attack with
+ it as part of the same action. This spell can only be cast on a weapon
+ equipped by a willing creature.
+
+
+
+
Flare
+
20
+
One creature
+
Instantaneous
+
+
+
+ You channel a single ray of fire towards your foe, its temperature so
+ high that it will pierce through most defenses. The target suffers【 HR
+ + 25】 fire damage. Damage dealt by this spell ignores Resistances.
+
+
+
+
Fulgur
+
10 x T
+
Up to three creatures
+
Instantaneous
+
+
+
+ You weave electricity into a wave of crackling bolts. Each target hit by
+ this spell suffers 【HR + 15】 bolt damage. Opportunity: Each target hit
+ by this spell suffers dazed.
+
+
+
+
Glacies
+
10 x T
+
Up to three creatures
+
Instantaneous
+
+
+
+ You coat your foes under a thick layer of frost. Each target hit by this
+ spell suffers【 HR + 15】 ice damage. Opportunity: Each target hit by
+ this spell suffers slow.
+
+
+
+
Iceberg
+
20
+
One creature
+
Instantaneous
+
+
+
+ A pillar of ice magic envelops your foe, suddenly dropping their body
+ temperature to a critical level. The target suffers【 HR + 25】 ice
+ damage. Damage dealt by this spell ignores Resistances.
+
- Metadata: rr 10 × T | Up to three creatures |
- Instantaneous
-
-
- You unleash a searing barrage against your foes, conjuring flames out of
- thin air. Each target hit by this spell suffers
- 【HR + 15】 fire damage.
-
-
Opportunity: Each target hit by this spell suffers shaken.
-
-
-
Soaring Strike
-
Metadata: 10 | Self | Instantaneous
-
- The wind carries your strikes across the battlefield. You may immediately
- perform a free attack with a melee weapon you have equipped. This attack
- may target creatures that can only be targeted by ranged attacks.
-
-
-
- If you used a weapon belonging to the brawling or spear Category for
- this attack, it deals 5 extra damage.
-
-
- If you hit a flying target with this attack, you may force them to land
- immediately.
-
-
-
-
-
Terra
-
- Metadata: rr 10 × T | Up to three creatures |
- Instantaneous
-
-
- Spires of jagged rock erupt from the ground beneath your foes, closing
- around them. Each target hit by this spell suffers
- 【HR + 15】 earth damage. This spell cannot target
- creatures who are flying, floating, falling, or otherwise in mid-air.
-
-
- Opportunity: Each target hit by this spell performs one fewer
- action on their next turn (to a minimum of 0 actions).
-
-
-
-
Thunderbolt
-
Metadata: rr 20 | One creature | Instantaneous
-
- You send lightning striking at your foe. The target suffers
- 【HR + 25】 bolt damage.
-
-
Damage dealt by this spell ignores Resistances.
-
-
-
Ventus
-
- Metadata: rr 10 × T | Up to three creatures |
- Instantaneous
-
-
- You summon the power of winds against your enemy. Each target hit by this
- spell suffers 【HR + 15】 air damage.
-
-
- Opportunity: Each flying target hit by this spell is forced to
- land immediately.
-
-
-
-
Vortex
-
Metadata: 10 | Self | Scene
-
- A roaring gale surrounds you, blowing away arrows and bullets. Until this
- spell ends, you gain a +2 bonus to your Defense against ranged attacks.
-
-
-
-
+
Elementalist Spells (Cont.)
+
+
+
+
+
Name
+
Cost
+
Targets
+
Duration
+
+
+
+
+
Ignis
+
10 x T
+
Up to three creatures
+
Instantaneous
+
+
+
+ You unleash a searing barrage against your foes, conjuring flames out of
+ thin air. Each target hit by this spell suffers【 HR + 15】 fire damage.
+ Opportunity: Each target hit by this spell suffers shaken.
+
+
+
+
Soaring Strike
+
10
+
Self
+
Instantaneous
+
+
+
+ The wind carries your strikes across the battlefield. You may
+ immediately perform a free attack with a melee weapon you have equipped.
+ This attack may target creatures that can only be targeted by ranged
+ attacks. If you used a weapon belonging to the brawling or spear
+ Category for this attack, it deals 5 extra damage. If you hit a flying
+ target with this attack, you may force them to land immediately.
+
+
+
+
Terra
+
10 x T
+
Up to three creatures
+
Instantaneous
+
+
+
+ Spires of jagged rock erupt from the ground beneath your foes, closing
+ around them. Each target hit by this spell suffers【 HR + 15】 earth
+ damage. This spell cannot target creatures who are flying, floating,
+ falling, or otherwise in mid-air. Opportunity: Each target hit by this
+ spell performs one fewer action on their next turn (to a minimum of 0
+ actions).
+
+
+
+
Thunderbolt
+
20
+
One creature
+
Instantaneous
+
+
+
+ You send lightning striking at your foe. The target suffers【 HR + 25】
+ bolt damage. Damage dealt by this spell ignores Resistances.
+
+
+
+
Ventus
+
10 x T
+
One creature
+
Instantaneosu
+
+
+
+ You summon the power of winds against your enemy. Each target hit by
+ this spell suffers【 HR + 15】 air damage. Opportunity: Each flying
+ target hit by this spell is forced to land immediately.
+
+
+
+
Vortex
+
10
+
Self
+
Scene
+
+
+
+ A roaring gale surrounds you, blowing away arrows and bullets. Until
+ this spell ends, you gain a +2 bonus to your Defense against ranged
+ attacks.
+
- You bend the fabric of time. Until this spell ends, the target gains the
- ability to perform a single additional action during each of their turns.
- Once the target has performed a total of two additional actions granted by
- this spell, this spell ends.
-
-
-
-
Anomaly
-
- Cost: 20 | Type: One creature |
- Scene:
-
-
- You alter the very nature of your target. Until this spell ends, if the
- target would suffer damage of a type they Absorb or are Immune to, they are
- instead treated as if they were Vulnerable to that damage type. Once that
- happens, this spell ends.
-
- You imbue a weapon with dark energy. Until this spell ends, all damage dealt
- by the weapon becomes of the dark type. If you have that weapon equipped
- while you cast this spell, you may perform a free attack with it as part of
- the same action.
-
-
- This spell can only be cast on a weapon equipped by a willing
- creature.
-
- You release a wave of negative energy and cleanse all magic from a creature.
- If the target is affected by one or more spells with a duration of Scene,
- they are no longer affected by any of those spells instead.
-
-
-
-
Divination
-
- Cost: 10 | Type: Self |
- Scene:
-
-
- You glimpse briefly into the future. Until this spell ends, after a creature
- you can see performs a Check, if it was not a fumble nor a critical success,
- you may force that creature to reroll both dice. Once you have forced two
- rerolls this way, this spell ends.
-
- You consume a creature's psyche. The target loses 【HR + 15】 Mind Points.
- Then, you recover an amount of Mind Points equal to half the Mind Points
- loss they suffered (if the loss was reduced to 0 in some way, you recover
- none).
-
- You steal another creature's life force. The target suffers 【HR + 15 】
- dark damage. Then, you recover an amount of Hit Points equal to half the Hit
- Points loss they suffered (if the loss was reduced to 0 in some way, you
- recover none).
-
-
-
+
Entropist Spells
+
+
+
+
Name
+
Cost
+
Targets
+
Duration
+
+
+
+
+
Acceleration
+
20
+
One creature
+
Scene
+
+
+
+ You bend the fabric of time. Until this spell ends, the target gains the
+ ability to perform a single additional action during each of their
+ turns. Once the target has performed a total of two additional actions
+ granted by this spell, this spell ends.
+
+
+
+
Anomaly
+
20
+
One creature
+
Scene
+
+
+
+ You alter the very nature of your target. Until this spell ends, if the
+ target would suffer damage of a type they Absorb or are Immune to, they
+ are instead treated as if they were Vulnerable to that damage type. Once
+ that happens, this spell ends.
+
+
+
+
Dark Weapon
+
10
+
One equipped weapon
+
Scene
+
+
+
+ You imbue a weapon with dark energy. Until this spell ends, all damage
+ dealt by the weapon becomes of the dark type. If you have that weapon
+ equipped while you cast this spell, you may perform a free attack with
+ it as part of the same action. This spell can only be cast on a weapon
+ equipped by a willing creature.
+
+
+
+
Dispel
+
10
+
One creature
+
Instantaneous
+
+
+
+ You release a wave of negative energy and cleanse all magic from a
+ creature. If the target is affected by one or more spells with a
+ duration of Scene, they are no longer affected by any of those spells
+ instead.
+
+
+
+
Divination
+
10
+
Self
+
Scene
+
+
+
+ You glimpse briefly into the future. Until this spell ends, after a
+ creature you can see performs a Check, if it was not a fumble nor a
+ critical success, you may force that creature to reroll both dice. Once
+ you have forced two rerolls this way, this spell ends.
+
+
+
+
Drain Spirit
+
5
+
One creature
+
Instantaneous
+
+
+
+ You consume a creature's psyche. The target loses【 HR + 15】 Mind
+ Points. Then, you recover an amount of Mind Points equal to half the
+ Mind Points loss they suffered (if the loss was reduced to 0 in some
+ way, you recover none).
+
+
+
+
Drain Vigor
+
10
+
One creature
+
Instantaneous
+
+
+
+ You steal another creature's life force. The target suffers【 HR + 15】
+ dark damage. Then, you recover an amount of Hit Points equal to half the
+ Hit Points loss they suffered (if the loss was reduced to 0 in some way,
+ you recover none).
+
- You summon a vortex of chaotic energy. Roll your current Willpower die once
- for every 10 Mind Points spent while casting this spell, then keep the single
- die you prefer: the number on that die determines the effects of this spell.
-
-
-
- 1: You lose half of your current Hit Points and half of
- your current Mind Points.
-
-
- 2-3: Each creature present on the scene, including
- yourself, suffers poisoned.
-
-
- 4-6: Each creature present on the scene, including
- yourself, suffers slow.
-
-
- 7-8: Choose up to three creatures you can see: each of them
- recovers 50 Hit Points and also recovers from all status effects.
-
-
- 9+: Choose any number of creatures you can see: each of
- them suffers 30 damage. The damage type is determined randomly by rolling a
- d6:
-
-
-
1. air
-
2. bolt
-
3. dark
-
4. earth
-
5. fire
-
6. poison
-
-
-
Mirror 10
-
Type: One creature
-
Scene Duration: Until this spell ends
-
- You twist the laws of magic. Until this spell ends, if an offensive spell is
- cast on the target, the creature who cast that offensive spell will be
- targeted in their stead (any other targets of the offensive spell will be
- targeted as normal). Once that happens, this spell ends.
-
-
Omega rr 20
-
Type: One creature
-
Duration: Instantaneous
-
- You invoke doom on your foe, turning strength into frailty. The target loses
- an amount of Hit Points equal to
- 【20 + half the target's level】.
-
-
Stop rr 10
-
Type: One creature
-
Duration: Instantaneous
-
- You trap a foe inside a circle of altered time and space. The target will
- perform one fewer action on their next turn (to a minimum of 0 actions).
-
-
Umbra rr 10 × T
-
Type: Up to three creatures
-
Duration: Instantaneous
-
- A storm of dark energy turns matter into ash. Each target hit by this spell
- suffers 【HR + 15】 dark damage.
-
-
Opportunity: Each target hit by this spell suffers weak.
-
Notes
-
-
Spells marked with rr are offensive spells and require Magic Checks!
-
+
Entropist Spells (Cont.)
+
+
+
+
Name
+
Cost
+
Targets
+
Duration
+
+
+
+
+
Gamble
+
Up to 20
+
Special
+
Scene
+
+
+
+ You summon a vortex of chaotic energy. Roll your current Willpower die
+ once for every 10 Mind Points spent while casting this spell, then keep
+ the single die you prefer: the number on that die determines the effects
+ of this spell.
+
+
+ 1) You lose half of your current Hit Points and half of your current
+ Mind Points.
+
+
+ 2-3) Each creature present on the scene, including yourself, suffers
+ poisoned.
+
+
+ 4-6) Each creature present on the scene, including yourself, suffers
+ slow.
+
+
+ 7-8) Choose up to three creatures you can see: each of them recovers
+ 50 Hit Points and also recovers from all status effects.
+
+
+ 9+) Choose any number of creatures you can see: each of them suffers
+ 30 damage. The damage type is determined randomly by rolling a d6:
+ 1. air 2. bolt 3. dark 4. earth 5. fire 6. poison
+
+
+
+
+
+
Mirror
+
10
+
One creature
+
Scene
+
+
+
+ You twist the laws of magic. Until this spell ends, if an offensive (r)
+ spell is cast on the target, the creature who cast that offensive spell
+ will be targeted in their stead (any other targets of the offensive
+ spell will be targeted as normal). Once that happens, this spell ends.
+
+
+
+
Omega
+
20
+
One creature
+
Instantaneous
+
+
+
+ You invoke doom on your foe, turning strength into frailty. The target
+ loses an amount of Hit Points equal to【 20 + half the target's level】
+
+
+
+
Stop
+
10
+
One creature
+
Instantaneous
+
+
+
+ You trap a foe inside a circle of altered time and space. The target
+ will perform one fewer action on their next turn (to a minimum of 0
+ actions).
+
+
+
+
Umbra
+
10 x T
+
Up to three creatures
+
Scene
+
+
+
+ A storm of dark energy turns matter into ash. Each target hit by this
+ spell suffers 【HR + 15】 dark damage. Opportunity: Each target hit by
+ this spell suffers weak.
+
+
+
+
diff --git a/books/core/205.html b/books/core/205.html
index e69de29..3b722dd 100644
--- a/books/core/205.html
+++ b/books/core/205.html
@@ -0,0 +1 @@
+ This page is intentionally left blank.
diff --git a/books/core/206.html b/books/core/206.html
index ed3cb93..3ef4cd5 100644
--- a/books/core/206.html
+++ b/books/core/206.html
@@ -1,20 +1,20 @@
Spiritist
-
-
Related Terms
-
ALSO: Healer, Priest, Witch
-
"Show me the truths of your heart."
-
Definition
-
- Spiritists have developed a powerful connection with the raw aspects of
- soul: emotion, energy, life, and death. They wield power both miraculous and
- frightening, and are quite often affiliated with cults or religions.
-
-
-
-
Nature of Abilities
-
- Several worlds see the powers of Spiritism as gifts from a deity or proof
- that a person's heart is pure; however, there is no definite proof of these
- abilities coming from anything but discipline, empathy, and focus.
-
-
+
ALSO: Healer, Priest, Witch
+
+
Definition
+
+
+ Spiritists have developed a powerful connection with the raw aspects of soul:
+ emotion, energy, life, and death. They wield power both miraculous and
+ frightening, and are quite often affiliated with cults or religions.
+
+
+
Nature of Abilities
+
+
+ Several worlds see the powers of Spiritism as gifts from a deity or proof that
+ a person's heart is pure; however, there is no definite proof of these
+ abilities coming from anything but discipline, empathy, and focus.
+
Permanently increase your maximum Mind Points by 5.
You may perform Rituals whose effects fall within the Ritualism discipline.
-
-
SPIRITIST SKILLS
-
HEALING POWER (çç2)
+
+
SPIRITIST SKILLS
+
+
HEALING POWER
When you cast a spell that targets one or more allies, if you have an arcane
weapon equipped, you may have each of those allies recover an amount of Hit
@@ -16,25 +19,29 @@
【SL, multiplied by the number of Bonds you have】. This
healing is separate from any healing caused by the effects of the spell.
-
RITUAL SPIRITISM
+
+
RITUAL SPIRITISM
You may perform Rituals whose effects fall within the Spiritism discipline.
Spiritism Rituals use 【INS + WLP】 for the Magic Check.
-
SPIRITUAL MAGIC (çç10)
+
+
SPIRITUAL MAGIC (çç10)
Each time you acquire this Skill, learn one Spiritist spell (see next two
pages). Offensive Spiritist spells use 【INS + WLP】 for the
Magic Check.
-
SUPPORT MAGIC
+
+
SUPPORT MAGIC
When you cast a spell that targets one or more allies, if you have an arcane
weapon equipped, you may choose one of those allies you have a Bond towards.
If you do, that ally gains a bonus to the next Check they perform during the
current scene; this bonus is equal to the strength of your Bond towards them.
-
VISMAGUS
+
+
VISMAGUS
When you cast a spell, if you don't have enough Mind Points to pay for its
total cost, you may choose to spend twice as many Hit Points instead. You
@@ -42,7 +49,7 @@
cast this way would cause you to recover Hit Points, you instead recover no
Hit Points (the spell functions normally on any other target).
- Cost: 5 × T | Targets: Up to three creatures
- | Duration: Scene
-
-
- You project your soul outside your body and direct it to surround the targets,
- shielding them from dangerous magic. Until this spell ends, each target may
- treat their Magic Defense as being equal to 12 against any effects that target
- it (they are still free to use their normal Defense score if higher than 12).
-
-
Awaken
-
- Cost: 20 | Targets: One creature |
- Duration: Scene
-
-
- You allow a creature to focus their vital energy into accomplishing what they
- previously could not. Choose one Attribute: Dexterity, Insight, Might, or
- Willpower. Until this spell ends, the target treats the chosen Attribute as if
- it were one die size higher (up to a maximum of d12).
-
-
Barrier
-
- Cost: 5 × T | Targets: Up to three creatures
- | Duration: Scene
-
-
- You project your soul outside your body and weave it into a barrier to protect
- the targets from attacks. Until this spell ends, each target may treat their
- Defense as being equal to 12 against any effects that target it (they are
- still free to use their normal Defense score if higher than 12).
-
-
Cleanse
-
- Cost: 5 × T | Targets: Up to three creatures
- | Duration: Instantaneous
-
-
- You strengthen and purify the soul energy coursing through your companions.
- Each target recovers from all status effects.
-
- You cause a creature to lose any semblance of temper and act brazenly. The
- target suffers enraged and cannot perform the Guard or Spell actions during
- their next turn.
-
-
Hallucination
-
- Cost: rr 5 × T | Targets: Up to three
- creatures | Duration: Instantaneous
-
-
- You alter the senses of your enemies, causing them to experience bizarre or
- frightening hallucinations. Choose dazed or shaken: you inflict the chosen
- status effect on each target hit by this spell.
-
+
Spiritist Spells
+
+
+
+
Name
+
Cost
+
Targets
+
Duration
+
+
+
+
+
Aura
+
5 x T
+
Up to three creatures
+
scene
+
+
+
+ You project your soul outside your body and direct it to surround the
+ targets, shielding them from dangerous magic. Until this spell ends,
+ each target may treat their Magic Defense as being equal to 12 against
+ any effects that target it (they are still free to use their normal
+ Defense score if higher than 12).
+
+
+
+
Awaken
+
20
+
One creature
+
scene
+
+
+
+ You allow a creature to focus their vital energy into accomplishing what
+ they previously could not. Choose one Attribute: Dexterity, Insight,
+ Might, or Willpower. Until this spell ends, the target treats the chosen
+ Attribute as if it were one die size higher (up to a maximum of d12).
+
+
+
+
Barrier
+
5 x T
+
Up to three creatures
+
scene
+
+
+
+ You project your soul outside your body and weave it into a barrier to
+ protect the targets from attacks. Until this spell ends, each target may
+ treat their Defense as being equal to 12 against any effects that target
+ it (they are still free to use their normal Defense score if higher than
+ 12).
+
+
+
+
Cleanse
+
5 x T
+
Up to three creatures
+
Instantaneous
+
+
+
+ You strengthen and purify the soul energy coursing through your
+ companions. Each target recovers from all status effects.
+
+
+
+
Enrage
+
rr 10
+
One creature
+
Instantaneous
+
+
+
+ You cause a creature to lose any semblance of temper and act brazenly.
+ The target suffers enraged and cannot perform the Guard or Spell actions
+ during their next turn.
+
+
+
+
Hallucination
+
rr 5 x T
+
Up to three creatures
+
Instantaneous
+
+
+
+ You alter the senses of your enemies, causing them to experience bizarre
+ or frightening hallucinations. Choose dazed or shaken: you inflict the
+ chosen status effect on each target hit by this spell.
+
+ You invigorate your companions, soothing their pain and healing their
+ fatigue. Each target recovers 40 Hit Points. This amount increases to 50
+ Hit Points if you are level 20 or higher, or to 60 Hit Points if you are
+ level 40 or higher.
+
+
+
+
Lux
+
10 x T
+
Up to three creatures
+
Instantaneous
+
+
+
+ You focus your inner energy into a barrage of blinding soul rays. Each
+ target hit by this spell suffers【 HR + 15】 light damage. Opportunity:
+ Each target hit by this spell suffers dazed.
+
+
+
+
Mercy
+
20
+
One creature
+
Scene
+
+
+
+ You strengthen the heart of a creature against suffering and despair.
+ Until this spell ends, if the target would be reduced to 0 Hit Points,
+ they are instead left standing with exactly 1 Hit Point. Once that
+ happens, this spell ends.
+
+
+
+
Reinforce
+
5 x T
+
Up to three creatures
+
Scene
+
+
+
+ You protect the targets from attacks that would corrupt their body and
+ spirit. Choose dazed, enraged, poisoned, shaken, slow, or weak. Until
+ this spell ends, each target becomes immune to the chosen status effect.
+
+
+
+
Soul Weapon
+
10
+
One equipped weapon
+
Scene
+
+
+
+ You imbue a weapon with the cleansing energy of your spirit. Until this
+ spell ends, all damage dealt by the weapon becomes of the light type. If
+ you have that weapon equipped while you cast this spell, you may perform
+ a free attack with it as part of the same action. This spell can only be
+ cast on a weapon equipped by a willing creature.
+
+
+
+
Torpor
+
5 x T
+
Up to three creatures
+
Instantaneous
+
+
+
+ You smother the soul energy coursing through the bodies of your foes,
+ hindering their movements. Choose slow or weak: you inflict the chosen
+ status effect on each target hit by this spell.
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to demons.
+
+
-
-
🗡️
-
Heart Knife
-
550 z
-
【DEX + WLP】
-
【HR + 4】light
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage to demons.
-
+
+
🗡️
+
Atom Slicer
+
600 z
+
【DEX + DEX】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.
+
+
-
-
🗡️
-
Atom Slicer
-
600 z
-
【DEX + DEX】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.
-
+
+
🗡️
+
Silent Edge
+
700 z
+
【DEX + DEX】
+
【HR + 4】air
+
+
+
One-handed ◆ Melee ◆ You are immune to slow.
+
-
-
🗡️
-
Silent Edge
-
700 z
-
【DEX + DEX】
-
【HR + 4】air
-
-
-
One-handed ◆ Melee ◆ You are immune to slow.
-
+
+
🗡️
+
Spell Sever
+
850 z
+
【DEX + INS】+1
+
【HR + 4】dark
+
+
+
+ One-handed ◆ Melee ◆ When you hit a creature with this weapon, if the
+ attack had a single target, you may choose a single spell with a
+ duration of Scene affecting the target and end its effects on
+ that creature.
+
+
-
-
🗡️
-
Spell Sever
-
850 z
-
【DEX + INS】+1
-
【HR + 4】dark
-
-
-
One-handed ◆ Melee ◆ When you hit a creature with this weapon, if the attack had a
- single target, you may choose a single spell with a duration of Scene affecting the target
- and end its effects on that creature.
-
+
+
🗡️
+
Assassin's Blade
+
1000 z
+
【DEX + INS】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to targets who are in
+ Crisis.
+
+
-
-
🗡️
-
Assassin's Blade
-
1000 z
-
【DEX + INS】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage to targets who are in Crisis.
-
+
+
🗡️
+
Gourmet Cutter
+
1350 z
+
【DEX + INS】+1
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Melee ◆ When you hit one or more creatures with this
+ weapon, you may recover 5 Hit Points.
+
+
-
-
🗡️
-
Gourmet Cutter
-
1350 z
-
【DEX + INS】+1
-
【HR + 8】physical
-
-
-
One-handed ◆ Melee ◆ When you hit one or more creatures with this weapon, you may recover 5
- Hit Points.
-
+
+
🗡️
+
Barbed Knife
+
1650 z
+
【DEX + INS】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ shaken.
+
+
-
-
🗡️
-
Barbed Knife
-
1650 z
-
【DEX + INS】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers shaken.
-
+
+
🗡️
+
Cold Finger
+
1950 z
+
【DEX + INS】+1
+
【HR + 8】ice
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers weak.
+
+
-
-
🗡️
-
Cold Finger
-
1950 z
-
【DEX + INS】+1
-
【HR + 8】ice
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers weak.
-
+
+
🗡️
+
Hornet
+
2200 z
+
【DEX + DEX】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Melee ◆ Attacks with this weapon have multi (3).
+
+
-
-
🗡️
-
Hornet
-
2200 z
-
【DEX + DEX】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Melee ◆ Attacks with this weapon have multi (3).
-
-
-
-
🗡️
-
Frantic Nail
-
2450 z
-
【INS + INS】+1
-
【HR + 8】fire
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers enraged.
-
-
-
-
\ No newline at end of file
+
+
🗡️
+
Frantic Nail
+
2450 z
+
【INS + INS】+1
+
【HR + 8】fire
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ enraged.
+
One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.
+
+ One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.
+
@@ -89,7 +90,9 @@
【HR + 8】physical
-
One-handed ◆ Ranged ◆ Deals 5 extra damage to constructs.
+
+ One-handed ◆ Ranged ◆ Deals 5 extra damage to constructs.
+
@@ -100,8 +103,10 @@
【HR + 8】physical
-
One-handed ◆ Ranged ◆ Deals 5 extra damage to targets you have a Bond of hatred
- towards.
+
+ One-handed ◆ Ranged ◆ Deals 5 extra damage to targets you have a
+ Bond of hatred towards.
+
@@ -134,8 +139,10 @@
【HR + 8】poison
-
Two-handed ◆ Ranged ◆ Potions you create with your Inventory Points deal 5 extra damage and
- restore 5 extra Hit Points.
+
+ Two-handed ◆ Ranged ◆ Potions you create with your Inventory Points deal
+ 5 extra damage and restore 5 extra Hit Points.
+
@@ -146,7 +153,9 @@
【HR + 16】fire
-
Two-handed ◆ Ranged ◆ Attacks with this weapon have multi (2).
+
+ Two-handed ◆ Ranged ◆ Attacks with this weapon have multi (2).
+
@@ -157,7 +166,10 @@
【HR + 8】ice
-
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers slow.
+
+ One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
+ slow.
+
@@ -168,9 +180,10 @@
【HR + 12】air
-
Two-handed ◆ Ranged ◆ Deals extra damage equal to the difference between your current and maximum
- Inventory Points.
+
+ Two-handed ◆ Ranged ◆ Deals extra damage equal to the difference between
+ your current and maximum Inventory Points.
+
-
-
\ No newline at end of file
+
diff --git a/books/core/275.html b/books/core/275.html
index 44e2944..84d30f8 100644
--- a/books/core/275.html
+++ b/books/core/275.html
@@ -47,7 +47,6 @@
-
🗡️
Old Whip
@@ -56,7 +55,10 @@
【HR + 8】physical
-
Two-handed ◆ Melee ◆ Deals 5 extra damage to beasts and monsters.
+
+ Two-handed ◆ Melee ◆ Deals 5 extra damage to beasts and
+ monsters.
+
@@ -78,9 +80,12 @@
【HR + 8】physical
-
Two-handed ◆ Melee ◆ Damage dealt by this weapon reduces the target's Mind Points instead
- of their Hit Points. If the target's Mind Points reach 0, any excess damage is applied to their Hit
- Points as normal.
+
+ Two-handed ◆ Melee ◆ Damage dealt by this weapon reduces the target's
+ Mind Points instead of their Hit Points. If the target's
+ Mind Points reach 0, any excess damage is applied to their Hit Points as
+ normal.
+
@@ -91,7 +96,9 @@
【HR + 8】physical
-
One-handed ◆ Melee ◆ You have Resistance to fire damage.
+
+ One-handed ◆ Melee ◆ You have Resistance to fire damage.
+
@@ -113,8 +120,10 @@
【HR + 8】fire
-
One-handed ◆ Melee ◆ You gain a +2 bonus to Accuracy Checks and Magic Checks against
- enraged targets.
+
+ One-handed ◆ Melee ◆ You gain a +2 bonus to Accuracy Checks and Magic
+ Checks against enraged targets.
+
@@ -125,7 +134,9 @@
【HR + 12】physical
-
Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
+
@@ -136,7 +147,9 @@
【HR + 12】physical
-
Two-handed ◆ Melee ◆ You have Resistance to physical damage.
+
+ Two-handed ◆ Melee ◆ You have Resistance to physical damage.
+
@@ -147,7 +160,9 @@
【HR + 8】physical
-
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers slow.
+
+ Two-handed ◆ Melee ◆ Each target hit by this weapon suffers slow.
+
@@ -158,7 +173,9 @@
【HR + 12】dark
-
Two-handed ◆ Melee ◆ Attacks with this weapon have multi (3).
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon have multi (3).
+
@@ -169,8 +186,10 @@
【HR + 12】physical
-
Two-handed ◆ Melee ◆ You have Immunity to dark and light damage.
+
+ Two-handed ◆ Melee ◆ You have Immunity to dark and
+ light damage.
+
-
-
\ No newline at end of file
+
diff --git a/books/core/276.html b/books/core/276.html
index 6ea6277..db4430d 100644
--- a/books/core/276.html
+++ b/books/core/276.html
@@ -46,7 +46,6 @@
-
🗡️
Bardiche◆
@@ -66,7 +65,9 @@
【HR + 6】physical
-
One-handed ◆ Melee ◆ Deals 5 extra damage to constructs.
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to constructs.
+
@@ -77,7 +78,9 @@
【HR + 10】physical
-
One-handed ◆ Melee ◆ Deals 5 extra damage to monsters.
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to monsters.
+
@@ -88,7 +91,9 @@
【HR + 14】poison
-
Two-handed ◆ Melee ◆ Deals 5 extra damage to humanoids.
+
+ Two-handed ◆ Melee ◆ Deals 5 extra damage to humanoids.
+
@@ -99,7 +104,10 @@
【HR + 10】physical
-
One-handed ◆ Melee ◆ Deals 5 extra damage to beasts and plants.
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to beasts and
+ plants.
+
@@ -121,7 +129,9 @@
【HR + 14】light
-
Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
+
@@ -132,7 +142,9 @@
【HR + 14】earth
-
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers slow.
+
+ Two-handed ◆ Melee ◆ Each target hit by this weapon suffers slow.
+
@@ -143,7 +155,10 @@
【HR + 10】bolt
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers dazed.
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ dazed.
+
@@ -154,7 +169,9 @@
【HR + 18】fire
-
Two-handed ◆ Melee ◆ You have Immunity to fire damage.
+
+ Two-handed ◆ Melee ◆ You have Immunity to fire damage.
+
@@ -165,7 +182,10 @@
【HR + 18】dark
-
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers enraged.
+
+ Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ enraged.
+
@@ -176,8 +196,9 @@
【HR + 18】ice
-
Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense and Magic Defense.
+
+ Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense and Magic Defense.
+
-
-
\ No newline at end of file
+
diff --git a/books/core/277.html b/books/core/277.html
index 0c97c7a..95eda95 100644
--- a/books/core/277.html
+++ b/books/core/277.html
@@ -34,7 +34,6 @@
.rare {
color: #c0392b;
}
-
@@ -47,7 +46,6 @@
-
🗡️
Dragontongue◆
@@ -56,7 +54,9 @@
【HR + 12】fire
-
Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
+
@@ -67,7 +67,9 @@
【HR + 8】physical
-
One-handed ◆ Melee ◆ Deals 1 extra damage per status effect you have.
+
+ One-handed ◆ Melee ◆ Deals 1 extra damage per status effect you have.
+
@@ -78,7 +80,9 @@
【HR + 16】physical
-
Two-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.
+
+ Two-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.
+
@@ -100,7 +104,9 @@
【HR + 12】ice
-
One-handed ◆ Melee ◆ You have Resistance to ice damage.
+
+ One-handed ◆ Melee ◆ You have Resistance to ice damage.
+
@@ -111,8 +117,10 @@
【HR + 12】earth
-
Two-handed ◆ Melee ◆ As long as you have at least three Bonds of loyalty or
- affection, you gain a +1 bonus to Defense and Magic Defense.
+
+ Two-handed ◆ Melee ◆ As long as you have at least three Bonds of
+ loyalty or affection, you gain a +1 bonus to Defense and
+ Magic Defense.
@@ -124,8 +132,10 @@
【HR + 12】dark
-
Two-handed ◆ Melee ◆ When you hit one or more creatures with this weapon, you may recover 10
- Mind Points.
+
+ Two-handed ◆ Melee ◆ When you hit one or more creatures with this
+ weapon, you may recover 10 Mind Points.
+
@@ -136,8 +146,11 @@
【HR + 12】physical
-
Two-handed ◆ Melee ◆ If you roll a critical success on an Accuracy Check with this
- weapon, you may spend that opportunity to deal 10 extra damage.
+
+ Two-handed ◆ Melee ◆ If you roll a critical success on an
+ Accuracy Check with this weapon, you may spend that
+ opportunity to deal 10 extra damage.
+
@@ -148,7 +161,9 @@
【HR + 16】physical
-
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers weak.
+
+ Two-handed ◆ Melee ◆ Each target hit by this weapon suffers weak.
+
@@ -170,8 +185,10 @@
【HR + 16】light
-
Two-handed ◆ Melee ◆ You have Immunity to fire and ice damage.
+
+ Two-handed ◆ Melee ◆ You have Immunity to fire and
+ ice damage.
+
-
-
\ No newline at end of file
+
diff --git a/books/core/278.html b/books/core/278.html
index 7aa9395..c272f7a 100644
--- a/books/core/278.html
+++ b/books/core/278.html
@@ -47,7 +47,6 @@
-
🗡️
Zweihänder◆
@@ -67,7 +66,9 @@
【HR + 10】ice
-
Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
+
@@ -89,7 +90,9 @@
【HR + 6】physical
-
One-handed ◆ Melee ◆ You are immune to enraged.
+
+ One-handed ◆ Melee ◆ You are immune to enraged.
+
@@ -111,7 +114,9 @@
【HR + 6】dark
-
One-handed ◆ Melee ◆ Deals 5 extra damage if you are in Crisis.
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage if you are in Crisis.
+
@@ -122,7 +127,9 @@
【HR + 10】physical
-
Two-handed ◆ Melee ◆ This weapon can target flying creatures.
+
+ Two-handed ◆ Melee ◆ This weapon can target flying creatures.
+
@@ -144,7 +151,10 @@
【HR + 10】physical
-
Two-handed ◆ Melee ◆ Deals 2 extra damage for each Class you have mastered.
+
+ Two-handed ◆ Melee ◆ Deals 2 extra damage for each Class you have
+ mastered.
+
@@ -155,7 +165,9 @@
【HR + 10】poison
-
One-handed ◆ Melee ◆ Deals 5 extra damage to weak targets.
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to weak targets.
+
@@ -166,7 +178,9 @@
【HR + 14】air
-
Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
+
@@ -177,8 +191,9 @@
【HR + 10】light
-
Two-handed ◆ Melee ◆ You are immune to all status effects.
+
+ Two-handed ◆ Melee ◆ You are immune to all status effects.
+
-
-
\ No newline at end of file
+
diff --git a/books/core/279.html b/books/core/279.html
index 4da78c4..59bfc10 100644
--- a/books/core/279.html
+++ b/books/core/279.html
@@ -43,7 +43,6 @@
-
🗡️
Crescent Edge
@@ -52,7 +51,9 @@
【HR + 4】light
-
One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.
+
+ One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.
+
@@ -85,7 +86,10 @@
【HR + 4】physical
-
One-handed ◆ Ranged ◆ Deals 5 extra damage to beasts and monsters.
+
+ One-handed ◆ Ranged ◆ Deals 5 extra damage to beasts and
+ monsters.
+
@@ -96,7 +100,9 @@
【HR + 8】air
-
One-handed ◆ Ranged ◆ Damage dealt by this weapon ignores Resistances.
+
+ One-handed ◆ Ranged ◆ Damage dealt by this weapon ignores Resistances.
+
@@ -107,7 +113,9 @@
【HR + 8】physical
-
One-handed ◆ Ranged ◆ You are immune to poisoned.
+
+ One-handed ◆ Ranged ◆ You are immune to poisoned.
+
@@ -118,7 +126,9 @@
【HR + 4】ice
-
One-handed ◆ Ranged ◆ You have Resistance to ice damage.
+
+ One-handed ◆ Ranged ◆ You have Resistance to ice damage.
+
@@ -129,7 +139,9 @@
【HR + 4】earth
-
One-handed ◆ Ranged ◆ You have Resistance to dark damage.
+
+ One-handed ◆ Ranged ◆ You have Resistance to dark damage.
+
@@ -140,7 +152,9 @@
【HR + 4】physical
-
One-handed ◆ Ranged ◆ Attacks with this weapon have multi (2).
+
+ One-handed ◆ Ranged ◆ Attacks with this weapon have multi (2).
+
@@ -151,7 +165,10 @@
【HR + 8】bolt
-
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers shaken.
+
+ One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
+ shaken.
+
@@ -162,7 +179,9 @@
【HR + 4】dark
-
One-handed ◆ Ranged ◆ You gain a +1 bonus to Defense and Magic Defense.
+
+ One-handed ◆ Ranged ◆ You gain a +1 bonus to Defense and Magic Defense.
+
@@ -173,8 +192,10 @@
【HR + 4】poison
-
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers poisoned.
+
+ One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
+ poisoned.
+
-
-
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Fabula Ultima - Core Rulebook
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Core Rules
-
+
Core Rules
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-
-
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-
-
AUTHOR'S FOREWORD
-
- When I started working on this game back in 2017, one thing was already clear:
- in a time when tabletop roleplaying games seemed dominated by dark fantasy
- titles and gruesome, gritty tales of opportunistic characters steeped in
- nihilism, I felt the need for a refreshing alternative.
-
-
- I wanted a game of magical worlds and optimistic stories, steeped in the
- wondrous aesthetics of the Japanese console RPGs that had left me speechless
- as a kid. There was an element of nostalgia, sure, but it was accompanied by a
- conscious need to write a game based on cooperation, hope, and mutual trust;
- both in the stories it was meant to tell and in its very ruleset.
-
-
- For its working title I went with "Fabula Ultima" — a Latin phrase that could
- be translated as "Last Fable" or "Ultimate Story". Needless to say, this was a
- tongue-in-cheek homage to what is probably the most notorious JRPG saga in
- existence, and also my first encounter with the genre (Final Fantasy X, back
- in 2001).
-
-
- During the spring of 2018, my health condition unfortunately plummeted, and
- the name "Fabula Ultima" took on a bit of an ominous ring. Luckily enough,
- this ended up being nothing too serious — but that title had accompanied me
- during those harsh months, so I decided to keep it for the final release.
- After all, the whole point of the game was to tell tales of heroes who achieve
- their goals by overcoming suffering and defeats, in the hopes of a better
- future.
-
-
- Working on Fabula Ultima was neither easy nor quick, but dozens of people have
- given me the strength I needed over the years: some by supporting me via
- Patreon, others simply sharing the game and playing with me. Testing and
- experimenting, again and again, in a process of constant rebuild and
- transformation that ultimately resulted in the book you are reading today;
- speaking of which, my collaboration with Need Games was crucial. While the
- release was announced during 2020, our conversations about the game date back
- to 2018: Nicola has followed the project since its beginning, and sometimes I
- really think he's enamoured with it more than I am!
-
-
- Anyway, I've definitely written too much already: now it's time for the game
- to speak on its own. All I ask of you is to let yourselves be swept into a
- heroic adventure rife with hope, adversities, rebellion and emotions — and to
- do so by trusting those who play with you, and being passionate about their
- ideas.
-
-
To fight for what you believe in, because this is your story.
-
-
-
-
-
W ORIGIN AND INSPIRATIONS
-
- Fabula Ultima is partially based on the tabletop roleplaying game
- Ryuutama, written by Atsuhiro Okada and
- published in English by Kotodama Heavy Industries.
-
-
- This game was written and produced under advisement of, with permission from,
- and with the complete final approval of, both Kotodama Heavy Industries and
- Atsuhiro Okada. Please visit
- http://www.kotohi.com for more information
- about Ryuutama.
-
-
- Among the countless sources of inspiration for this game I want to mention:
-
-
-
- Jonathan Tweet & Rob Heinsoo's 13th Age; Alberto Tronchi's
- Aegis; Christian Giffen's Anima Prime; D. Vincent Baker's
- Apocalypse World; Takeshi Kikuchi & Studio F.E.A.R.'s
- Arianrhod; John Harper's Blades in the Dark (from which
- the Clock mechanic was directly derived); Luke Crane's
- Burning Wheel; Rob Heinsoo, Andy Collins & James Wyatt's
- Dungeons & Dragons: 4th Edition; Fred Hicks & Rob Donoghue's
- Fate; Rikizō's Kamigakari; Junichi Inoue's
- Tenra Bansho Zero; and Ron Edward's
- Sword, Soul, and Sex collection of
- supplements for Sorcerer.
-
-
-
SPECIAL ACKNOWLEDGMENTS
-
- My heartfelt thanks go to Davide Baravalle, Andrea Bergamelli, Gianluca
- Candiago, Gaia Cardinali, Francesco Castelli, Alberto Ceirano, Lorenzo
- Costamagna, Cryo, Nicola DeGobbis, Deshter, ExtantLily, Daniele Galliano, Alex
- Grisafi, Andy Kitkowski, Chiara Listo, Andrea Lucca, Chris MacLean, Luca
- Maiorani, Marco Munari, Enrico Orlandi, Alberto Orlandini, Marta Palvarini,
- Andrea Parducci, Domenico Politi, Claudio Pustorino, Alec Rezanka, Matt
- Sanchez, Aaron der Schaedel, Claudio Serena, Justin "Gyromitre" Solatges, Sara
- "Kurolily" Stefanizzi, Marco Tarasconi, Alena Tincher, Triex, Erica Viotto,
- and Giuseppe Vitale; to Lorenzo Magalotti, Moryo, Sascha Naderer e Catthy
- Trinh for gifting shape and color to Fabula Ultima;
-
-
- to Lara "Phenrir Mailoki" Arlotta, Michele "Sabaku no Maiku" Poggi and Marcus
- "epicnamebro" Sanders for the excellent JRPG-themed content they tirelessly
- create;
-
-
- to my parents; and to all those who made this impossible project possible
- through their support on Patreon!
-
- Roleplaying games (abbreviated RPGs) are a particular type of game — they
- originated as tabletop games, but are nowadays often played online as well.
-
-
- In a roleplaying game, a group of people play together to create a story: they
- do so by talking with each other, and that conversation is accompanied by the
- use of rules and (typically) dice rolls, which help determine the outcome of
- uncertain situations and guarantee that the story created reflects the
- premises of the game — tension and fear for a horror game, adrenaline scenes
- for an action game, deep and heartfelt character interaction for a romantic
- game, and so on.
-
-
- In Japan, this activity is also known as a "table talk role-playing game"
- (TTRPG), specifically, because it relies so heavily on the conversation at the
- table.
-
-
ROLES IN THE GAME
-
The people who play this game will fulfill different roles:
-
-
- Game Master. Often abbreviated as GM, this person's role is
- that of portraying the game world in which the protagonists of the story act
- and live. As the protagonists establish goals and make choices, the Game
- Master will challenge those goals and describe the consequences of their
- actions.
- You can find more about the Game Master's role on
- page 26!
-
-
- Player. Each of the remaining participants — two to five
- people — will create a heroic protagonist and then control that character's
- actions within the game world. Each protagonist is known as a Player
- Character, generally abbreviated as PC.
-
- Characters that are controlled by the Game Master, on the other hand, are
- called Non-Player Characters, or NPCs.
-
-
- You can find more about each Player's role on
- page 24!
-
-
-
-
- While it is true that the role of the Game Master is to present obstacles and
- put the Player Characters in situations of risk and danger, their role is not
- that of an adversary, but rather someone who aims to make the protagonists
- shine throughout the story.
-
-
- There is no "win condition" in this game: as long as you create a memorable
- story and enjoy each other's company, you're all winning.
-
-
-
-
-
The Basics of Play
-
- In the conversation, Players describe their characters' actions and choices:
-
-
-
"Isabelle raises her shield and guards your back!"
-
"I step forward and speak to the queen!"
-
"I run after the thief! Where did he go?"
-
-
- Similarly, the Game Master describes what happens in the world and also
- portrays the actions of every creature and character around the protagonists:
-
-
-
- "The village looks calm, its white windmills turning lazily under the sun. "
-
-
- "The king appears tired and struggles to speak, as if not in control of his
- body. "
-
-
"The dragon turns his smoldering gaze towards you!"
-
-
- Together, this is all known as roleplaying, and these events
- will take place in your imagination — a space that is often called "the
- fiction".
-
-
THE RULES
-
- This is also a game, and that's where the rules come into play: much like in a
- video game or board game, characters have scores and abilities representing
- their strengths and weaknesses, and dice rolls will often be used to make a
- situation's outcome a bit tense and unpredictable.
-
-
- Unlike video games and board games however, the possibilities of a roleplaying
- 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.
-
-
-
- This is a tale of heroes and darkness. Of great hope... and even greater
- sacrifice.
-
-
-
-
-
BUT WHAT IS THIS GAME ABOUT?
-
- There are many roleplaying games in the world, and we play them for different
- reasons: many make us feel like heroes, some have us embroiled in dark
- investigations and tragic tales, others will challenge our skills and tactical
- mindset, and others make us reflect on heavy and important topics.
-
-
- Fabula Ultima was designed to be a TTJRPG — a Table Talk JRPG, evoking the
- feel and stories that can typically be found in classic console Japanese
- roleplaying video games.
-
-
HEROIC AND FANTASTIC ACTION
-
- In line with the genre that inspired it, this game doesn't concern itself with
- realism or verisimilitude — instead, it deliberately embraces a light-hearted,
- bizarre and "videogamey" feel, both in its tone and in its mechanics.
-
-
A GAME OF HEROES AND VILLAINS
-
- This is a game about larger-than-life heroes and tragic antagonists. There is
- no predetermined plot, scenario, or "adventure" — the heroes' actions,
- motivations, and objectives will drive the story forward while the Game Master
- reacts to their choices and places obstacles on their path, often in the form
- of powerful villains with their own devious agendas, which will change time
- and time again as the protagonists manage (or fail) to thwart their plans.
-
-
HEROIC DESTINY
-
- The heroes of Fabula Ultima are destined to accomplish great deeds, and they
- will only meet their end when the person who plays them deems it appropriate.
- That said, the price of defeat will often prove steeper than death — a major
- part of this game will be discovering how your heroes rise from their failures
- and learn to work together in order to accomplish what they could never do on
- their own.
-
-
-
-
-
Challenging Battles
-
- Combat in Fabula Ultima is reminiscent of the console games that inspired it —
- each character will have a few tricks up their sleeve, and only by properly
- combining clever tactics and coordinating with your allies will you emerge
- victorious... especially when fighting against bosses!
-
-
Your World
-
- Fabula Ultima has no default or "canonical" world, and that's on purpose! Your
- group will collaboratively create a custom world in which your tales will take
- place.
-
-
- That said, the world and characters you create must adhere to eight core
- principles, known as the Eight Pillars — which you can find on the next page!
-
-
- 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!
-
-
"There is more than one side to each story..."
-
-
-
-
THE EIGHT PILLARS
-
- The world in which your adventures will take place is not predetermined: its
- cities, kingdoms, deities, and cultures are something your group will create
- (take a look at World Creation on
- page 148). This fantastic land will grow
- organically as you explore and travel across it, adding new details and
- unraveling ancient mysteries!
-
-
What ties all Fabula Ultima worlds together are The Eight Pillars.
-
ANCIENT RUINS AND HARSH LANDS
-
- The world is an ancient and dangerous place: cities and villages are separated
- by vast plains, scorching deserts, frozen peaks and impenetrable forests. The
- land is dotted with crumbling fortresses and shrines devoted to deities whose
- names have been lost to time. Past civilizations and ages of darkness have
- left behind a world of powerful artifacts and cryptic legends, as well as
- magical (and often dangerous) places.
-
-
A WORLD IN PERIL
-
- Villages, castles, and city-states are among the few areas that aren’t
- literally crawling with monsters, brigands, and hostile creatures. Far more
- dangerous still are Villains, powerful antagonists casting their shadow over
- the entire land. Cruel sorcerers, evil gods seeking reincarnation,
- power-hungry emperors, perhaps even alien entities: there’s a single,
- unspeakable terror behind the dangers of the world, and our heroes are bound
- to cross its path sooner or later.
-
-
CLASHING COMMUNITIES
-
- The world may be in danger, but its inhabitants are still divided by ancient
- grudges: religious schisms, memories of war crimes, and the conflict between
- magic and science are among the most common causes of enmity. Reuniting these
- communities will be key to defeating the great evils of the world; the
- protagonists should help them overcome their hostilities and see their
- differences as blessings instead of obstacles.
-
-
EVERYTHING HAS A SOUL
-
- All matter that forms the world, including its creatures, the earth, sky, sun,
- and stars are part of a vast flow of spiritual energy. The origin, nature, and
- function of this energy may vary depending on the world you create, but its
- presence is undeniable and anyone possessing the ability to manipulate it (be
- it through magic or science) is a force to be reckoned with.
-
-
-
-
-
-
-
-
-
YOUR WORLD COULD BE... HIGH FANTASY
-
- Great castles whose crystal spires reach the sky, fleets of ornate airships
- emerging from the clouds, vast stretches of enchanted forests, and ancient,
- sprawling ruins brimming with magical golems and powerful artifacts. A High
- Fantasy world is an ageless classic and the perfect fit for your Fabula Ultima
- story.
-
-
HIGH FANTASY THEMES AND PROTAGONISTS
-
- High fantasy stories often revolve around themes such as hope, friendship, and
- fighting together against supernatural and world-ending threats.
-
-
Their protagonists often come from many different backgrounds:
-
-
The princess who lost her kingdom to the antagonist's army.
-
The veteran soldier who pledged to protect the people with her life.
-
The young, inexperienced hero from a remote village.
-
The dashing sky pirate with a heart of gold.
-
- The old wizard mentor who spent his life searching for a legendary spell.
-
-
The dark knight seeking redemption for his crimes.
-
-
- Together they must overcome their differences and disagreements, forging
- strong bonds that will allow them to save the world from a terrible fate.
-
-
-
-
-
HIGH FANTASY LOCATIONS
-
- Every location in a high fantasy world has some magical element to it: a
- floating castle inside a volcano, a silver palace orbiting the moon, a forest
- populated by fairies and natural spirits, a great tower built to reach the
- gods and destroyed over a single night as a form of divine punishment.
- Everything is bizarre and wondrous.
-
-
HIGH FANTASY MAGIC
-
- Magic is abundant, omnipresent, and employed in a variety of ways and by a
- variety of people, from powerful court wizards to traveling healers. Golems,
- airships, and elementally-infused weapons are a common sight. However, the
- most ancient and world-altering rituals have been lost to time, hidden within
- sunken ruins or guarded by centuries-old monsters.
-
-
HIGH FANTASY ANTAGONISTS
-
- In a high fantasy world, antagonists are larger-than-life figures with armies
- and incredible magic at their disposal. Each of them is a dark and twisted
- reflection of one or more of the protagonists: they are shadows that must be
- confronted for the heroes to grow and eventually triumph. Towards the end of
- the story, driven into a corner by the protagonists' actions, high fantasy
- villains often resort to extreme measures and transform into divine or demonic
- entities that defy space and time.
-
-
-
-
-
YOUR WORLD COULD BE... NATURAL FANTASY
-
Natural Fantasy Themes and Protagonists
-
- Floating amidst a lush expanse of verdant forests, snow-capped mountains, and
- crystal-clear lakes, small villages slumber peacefully, coexisting with the
- beasts and elemental forces of the wilderness. Underneath it all lie the ruins
- of mysterious past civilizations that once ruled this world of Natural
- Fantasy.
-
-
- Tales of natural fantasy often revolve around warmth and community, harmony
- with nature and beasts, and the tragedy that befalls when the hearts of the
- people grow so dark that they twist and corrupt the very places they live in.
-
-
Their protagonists are often very young and come from the same village:
-
-
The daughter of the village chief, seeking to prove her worth.
-
The apprentice blacksmith who saw a terrible creature in the forest.
-
The young hermit who stumbled upon the entrance to a magical ruin.
-
The witch who knows of a prophecy dating back to the Ancestors.
-
The wandering warrior who mistakenly angered a local spirit.
-
-
- Together they must mend the hearts of their community and confront those who
- stir sentiments of hatred and mistrust, to prevent this darkness from
- corrupting the very balance of the world around them.
-
-
-
-
-
-
-
-
-
YOUR WORLD COULD BE... TECHNO FANTASY
-
- Heavy rain falls from polluted clouds, clanking sounds over the brass and
- steel pipework spreading from one building to another. Casting its shadow over
- the rundown districts is the massive shape of an industrial chimney, the
- factory below draining energy and power from the depths of this Techno Fantasy
- world.
-
-
TECHNO FANTASY THEMES AND PROTAGONISTS
-
- Stories unfolding in a techno fantasy world are often darker and more serious
- in tone; they revolve around the exploitation of natural resources, unchecked
- and ruthless scientific experimentation, and abuse of power from the wealthy
- elite.
-
-
Their protagonists are often people fighting against injustice:
-
-
The scarred hero who had everything taken from her by the elite.
-
- The last survivor from a line of magic users who sought harmony with the
- world.
-
-
The former mercenary disgusted by his past actions.
-
- The failed experiment who was abandoned by their cold-hearted creator.
-
-
- The wealthy heir who realized her prosperity was built upon the ruin of
- others.
-
-
-
- Together, they engage a desperate struggle against those few who rule the
- world and the hearts of its people.
-
-
-
-
-
TECHNO FANTASY LOCATIONS
-
- Techno fantasy locations often take the form of a literal "above and below,"
- where the shining palaces of the wealthy steal the very sun from the vast
- majority of the people who struggle daily in the slums below. Outside the
- cities lies a barren world drained of all life and beauty, turned grey by
- human greed.
-
-
TECHNO FANTASY MAGIC
-
- In a techno fantasy world, magic has largely been claimed by technology and
- turned into yet another source of power, wealth, and warfare supremacy. The
- stream of souls has been gravely wounded and corrupted, and the original ways
- of magic were forgotten or — more likely — suppressed.
-
-
TECHNO FANTASY ANTAGONISTS
-
- The antagonists of a techno fantasy world should represent the darkness of
- modern society and the ruthlessness of industry and exploitation. Wealthy and
- influential, they simultaneously base their authority on brute military force
- and stolen magic or artifacts. But perhaps their most insidious quality is
- that many people still see them as ideal leaders and miraculously self-made
- saviors, and are willing to be exploited and oppressed every day in the vain
- hope of gaining their favor. Left unchecked, their egotistical ambitions will
- lead to magical cataclysms or full-scale war.
-
-
-
-
-
GAME MATERIALS
-
- Among the best qualities of roleplaying games is that they generally do not
- require particularly expensive materials beyond the rulebook — and you already
- have that in your hands!
-
-
To play the game, you will need the following:
-
GAME SHEETS
-
These print-outs are used to keep track of important game information.
-
-
- Character sheets are used to track information about each
- Player Character. The first sheet contains most of the data, while the
- second sheet will generally be needed once your character grows in power —
- or if they learn to use magic.
-
-
- The group sheet is shared by all participants, and it is
- used to keep track of the characters, creatures, and locations they have
- encountered. It also features a list of consumable items you will often use
- during your travels, such as potions and antidotes.
-
-
- The world sheet is generally managed by the Game Master and
- used to record important information concerning your game world — kingdoms,
- powerful characters, historical events, and great mysteries yet unsolved.
-
-
- The map sheet features the map of your game world and is
- used to calculate travel distances and mark the position of important
- features such as cities, temples, fortresses, and ruins. You start the game
- with only one map sheet, but might end up using more if you explore
- uncharted territories.
-
-
-
- If you have purchased this book, you probably already have a .pdf version of
- each sheet; in case you don't, you can find them at fabulaultima.com.
-
-
PAPER, PENCILS, AND ERASERS
-
- Most of the time, you will want to write on your sheets in pencil — this will
- allow you to easily correct mistakes and update any information you have
- recorded.
-
-
- You will also need a few pieces of blank paper for quick sketching and notes.
-
-
-
-
-
-
-
-
-
The Players
-
If you are a Player, here's how you should approach the game:
-
READ THIS BOOK
-
- Make sure to read the Introduction — hey, you’re already doing that! — learn
- the Game Rules and familiarize yourself with the World Creation, Group
- Creation, and Character Creation processes in the Press Start chapter.
-
-
- You might want to steer clear of the Bestiary chapter, since your Game Master
- will likely pit you against some of the creatures contained within it —
- spoilers!
-
-
GATHER THE PROPER TOOLS
-
- To play the game you will need pencils, erasers, a character sheet for your
- hero, a shared group sheet, and your own set of polyhedral dice (d6, d8, d10,
- d12, and d20).
-
-
- If you can, pick up a spare set of dice and share them with everyone else at
- the table.
-
-
CREATE THE GAME WORLD
-
- Together with everyone else you will give birth to a fantastical setting,
- populated by bizarre monsters, great mysteries, and powerful magic (see page
- 148).
-
-
- While doing so, you must adhere to the Eight Pillars discussed on the previous
- pages — but aside from that, you are free to come up with whatever regions,
- characters, and legends you want!
-
-
CHOOSE AN ARCHETYPE FOR YOUR GROUP
-
- Once you have created a game world for your story, you must choose the kind of
- group your characters will form: will you be guardians of a miraculous
- artifact, revolutionaries fighting against a corrupt empire, or perhaps heroes
- who have been brought together by fate?
-
-
- Talk with your Game Master and with the other Players and discuss the kind of
- story you all want to tell — then, choose an appropriate group type!
-
-
- For more information on group types, see
- page 152.
-
-
-
-
-
INTRODUCTION
-
CREATE YOUR HEROIC CHARACTER
-
- Keeping the unique characteristics of your group and world in mind, create the
- Player Character (PC) you will control during gameplay. Discuss each
- character’s role within your group, as well as any Bonds and relationships!
-
-
COOPERATE WITH EVERYONE ELSE
-
- When playing the game, pay attention to what everybody else is saying and
- remember to leave room for everyone to shine: each hero should get their time
- in the spotlight. Do your best to cooperate with the other Players and make
- sure your table environment is enjoyable and welcoming. Be curious and
- enthusiastic, suggest goals for the group, and support each other!
-
-
CONTRIBUTE TO THE ONGOING STORY
-
- Bring your energy and ideas to the table, creating a story by cooperating with
- everyone else. If you want your character’s emotions and flaws to be a living
- part of this shared tale, act accordingly: in Fabula Ultima, all participants
- are equally responsible for the quality of the game experience.
-
-
- See your character as the tool with which you will shape part of the ongoing
- narrative.
-
-
PLAY AS A HERO
-
- The protagonists of Fabula Ultima are heroes and adventurers, larger-than-life
- characters with unique abilities and an epic — sometimes tragic — destiny.
- When you play the game, keep this premise in mind: act heroically, don’t back
- down from challenges, and try to make the world a better place. Sometimes, it
- will make sense for your character to do something you wouldn't: this is part
- of the beauty of roleplaying games — allow your character to lead you on this
- journey of discovery!
-
-
PLAY TO CHANGE AND EVOLVE
-
- Your character should be far from an immutable entity: while their past may be
- complex and tragic, the way they will change and grow during play is far more
- important.
-
-
Character evolution lies at the core of adventure: embrace it!
-
-
-
-
THE GAME MASTER
-
If you are the Game Master, here's how you should approach the game:
-
READ THIS BOOK
-
- Make sure to read the Introduction — hey, you’re already doing that! — learn
- the Game Rules and familiarize yourself with the World
- Creation, Group Creation, and Character Creation processes in the Press Start
- chapter. You should also pay special attention to the Game Master chapter and
- learn how to consult the Bestiary.
-
-
GATHER THE PROPER TOOLS
-
- To play the game you will need pencils, erasers, a world sheet for your game
- world and a variable amount of map sheets, depending on the size of your
- setting — you will likely only need one at the beginning, and then print some
- more as the heroes explore the world. You will also need one or more sets of
- polyhedral dice (d6, d8, d10, d12, and d20).
-
-
FOLLOW THE RULES
-
- Learn the rules of the game and apply them as they are written. If you think
- one or more elements should be altered, discuss the matter with everyone else.
- Only change those elements if the entire group has agreed on how to do so.
-
-
TAKE PART IN WORLD, GROUP AND CHARACTER CREATION
-
- Assist the Players during World Creation (page 148), Group Creation (page 152), and Character Creation (page 154). Use this time to ask lots of questions: what are the core themes of each
- protagonist? What experiences tie them together? Do they have a common enemy?
- Take note of everything — all of this will come back to help you create
- engaging situations during gameplay.
-
-
BREATHE LIFE INTO THE GAME WORLD
-
- Regardless of the game world you have created together, it falls upon your
- shoulders to populate it with fantastic locations, dangerous monsters, and
- powerful antagonists. Stay true to the Eight Pillars and make sure you build
- on each Player Character’s personal themes and motivations. Whenever you think
- a Player Character might know about a place or event, ask the corresponding
- Player for creative input.
-
-
-
-
-
BREATHE LIFE INTO YOUR VILLAINS
-
- Pay great attention when portraying the main antagonists of the game, and make
- sure you stay true to their goals and motivations. Just as Fabula Ultima’s
- protagonists are larger-than-life heroes, their adversaries are powerful and
- formidable individuals, who often conceal terrible secrets. Do your best to
- always portray their looming threat and keep the pressure high!
-
-
COOPERATE WITH EVERYONE ELSE
-
- When playing the game, pay attention to what everybody else is saying and
- encourage everyone to play an active role: each participant should get their
- time in the spotlight. Do your best to cooperate with everyone else and make
- sure the play environment is enjoyable and welcoming.
-
-
PLAY TO FIND OUT WHAT HAPPENS
-
- Never force the Players’ hand, and make sure not to “push” them towards a
- specific event: let their actions and objectives guide you instead. Resist the
- temptation to create a predetermined plot — let the heroes’ choices and
- actions tell you what aspects of the story the Players really care about.
-
-
- If you're used to other RPGs in which the Game Master controls the evolution
- of the story and prepares scenes ahead of time, let go of that when playing
- this game — here, you must only weave situations around what the Players
- decide to do and add details to the world as required by the circumstances.
- The game gives them plenty of tools to influence and shape the story, up to
- and including the ability to alter plot elements you had previously
- introduced. Embrace this creative flow!
-
-
ASK QUESTIONS, BUILD ON THE ANSWERS
-
- Move the action forward by asking questions to everyone else. For example:
- What will you do now? Where can you find this information? How do you feel
- about what happened? Are you willing to risk your life for this? What will you
- tell your mother?
-
-
Ask plenty of questions, then build on the Players’ answers.
-
LOOK FOR INSPIRATION
-
- Stories, ideas, pictures, characters, music, and maps: make sure to take
- advantage of all possible sources of inspiration.
-
-
-
-
-
-
-
-
-
GAME RULES
-
This chapter contains the core rules required to play Fabula Ultima.
-
- This is probably the most important chapter in the book and one that should be
- read with great attention, regardless of if you are the Game Master or a
- Player.
-
-
- Throughout this chapter the game’s mechanics are presented in the way that
- felt most intuitive; however, sometimes you will have to jump between pages in
- order to get the full picture of how things work. It won’t happen too often,
- promise!
-
-
USEFUL ADVICE AND CHANGING THE RULES
-
- Along the way, you will find that a large part of this chapter contains advice
- on how to make the most out of this game's rules and mechanics. You will also
- find that sometimes the very same situation can be resolved through different
- methods — there’s some overlap between rules.
-
-
- This is by design. Given the broad scope of the game and the many possible
- scenarios, the rules must be flexible — but this also means you will have to
- learn how and when to use them. That is why plenty of advice has been included
- wherever possible: because this book is meant to be understood in the easiest
- way possible so that the goals and intentions behind each rule are clear.
-
-
- As you grow more familiar with the rules, you will probably want to change or
- tweak some of them, and that’s perfectly fine. Nothing in this book was
- written to be set in stone, but to be a functional game, whose components
- interact with each other and work together to bring an epic, heroic and
- fantastic tale to your gaming table. Because of this, make sure to think
- carefully about the changes you make: they might influence a greater number of
- elements than what you had anticipated. To make life easier, the book includes
- a variety of optional rules that can be used to safely customize your play
- experience.
-
-
- Needless to say, whenever you want to change something, make sure to discuss
- it with your game group: you shouldn’t change anything unless everyone agrees.
-
-
-
-
-
SCENES
-
- In order to play the game, you must first understand the concept of scenes.
-
-
- A scene is a segment of gameplay with a beginning and an end, focused around a
- specific character, obstacle, or conflict.
-
-
- Scenes are an easy way to split the game into manageable “time sections” and
- also act as a “stage”: characters who are not part of the current scene may
- not perform any kind of action to affect the story. It is the Game Master’s
- responsibility to declare the beginning and end of each scene, but the Players
- can ask the Game Master to set up specific scenes as well.
-
-
Generally, a scene flows like this:
-
-
Beginning the Scene
-
- The Game Master introduces the scene and describes the situation (a process
- known as framing the scene), especially the following:
-
-
-
- Which characters are present on the scene (this is often self-evident).
-
-
The time and location of the scene.
-
- Creatures, items or other elements that the characters may interact with.
-
-
-
- Note: The GM should keep things simple — one or two sentences are
- enough.
-
-
-
Playing the Scene
-
- Player Characters interact with what is present on the scene, and their
- actions and decisions push the story forward. The GM describes how the
- environment and Non-Player Characters react, and adds details to the scene as
- needed. Characters may also enter and/or leave the scene, provided the GM
- agrees.
-
-
- Additionally, there will be times when the outcome of a character’s action
- needs to be determined by rolling dice (see Checks, on
- page 38).
-
-
Ending the Scene
-
- The Game Master can end the scene at any point, often wrapping things up with
- a short description of what happens. You should generally end a scene when:
-
-
-
The situation has been resolved (for better or worse).
-
Gameplay has moved to a different time or location.
-
-
Once a scene has ended, another one will begin.
-
-
-
-
- Once you start playing, you will find that scenes tend to flow naturally, so
- you will rarely have to check whether a scene has ended.
-
-
- That said, some rules and effects rely heavily on the scene structure: many
- spells, for instance, last "until the end of the scene". Pay attention to
- these!
-
-
CONFLICT SCENES
-
- When the heroes’ goals clash with those of another faction, things can get
- heated and the Game Master may declare the beginning of a conflict scene — be
- it a battle, a breakneck chase, or a tense audience with a king. During a
- conflict, the camera “zooms in” and the characters’ actions are tracked in
- greater detail.
-
-
- You can find more about conflicts starting on
- page 58, but you should read the rules for
- Checks first — they’re on
- page 38.
-
-
INTERLUDE SCENES
-
- There will be moments in the game where the story moves at a slower pace — a
- trek across the plains, the long descent down a cavern, a night of rest in
- town, or even a month spent waiting for an ally to recover. Instead of a
- moment-by-moment scene, we can describe these situations as a sequence of
- short frames that shows our heroes as they perform a variety of activities.
-
-
- During an interlude scene (or "interlude"), each Player describes the general
- task their character performs, whether it's searching the village for someone
- or staying on the lookout for dangers in a dungeon. However, if a Player wants
- to have a detailed interaction with someone or something, you should switch
- back to a standard scene.
-
-
- Interlude scenes are especially useful when characters want to pursue
- long-term objectives, such as Projects (see
- page 134), or to describe journeys (page 106).
-
-
GAME MASTER SCENES
-
- If the Game Master wants, they may play a scene in which no Player Character
- is present, and in which the Players are simply spectators, separate from
- their characters.
-
-
- These Game Master scenes can be used to foreshadow an event, introduce a
- future threat or show a Villain in action: they work just like cut scenes in a
- video game, or pre-title scenes in many movies and TV show episodes.
-
-
- Game Master scenes are an excellent way to add depth to antagonists and
- provide a sense of narrative tension.
-
-
-
-
-
Sessions and Campaigns
-
- Now that you know how scenes work, let’s talk about sessions and campaigns.
-
-
SESSIONS
-
When combined, multiple scenes form a session.
-
- Simply put, a session starts when you sit down to play and ends once you
- decide to stop playing, usually because you have run out of time or think it
- is appropriate to “pause the story” — perhaps once you've reached a suitably
- dramatic cliffhanger!
-
-
- A typical session of Fabula Ultima will last approximately four hours. The
- more people in your group, the longer each session tends to be.
-
-
- The contents of a game session generally end up being close to what you would
- see in a single episode of a show: the protagonists explore a specific
- location or situation and alter it in some way; this, in turn, influences a
- larger overarching narrative — that of the campaign.
-
-
CAMPAIGNS
-
- Just as multiple scenes form a session, multiple sessions form a campaign:
- this term indicates your group’s overarching story, the heroic tale you are
- all contributing to.
-
-
- There is no set duration for a campaign: some people play a game for a couple
- of weeks, others commit to it for years. When you sit down to play Fabula
- Ultima for the first time, discuss how long you want to play — this will help
- you plan a schedule.
-
-
- That being said, Fabula Ultima is designed to shine over the course of
- approximately twenty to fifty game sessions. If you want to speed things up,
- there are rules for faster advancement on
- page 230!
-
-
-
-
-
IMPORTANT RULES
-
-
ALLIES
-
- Some effects in the game affect "allies". In game terms, an ally is simply
- anyone who you consider to be your ally in the current scene. If an effect
- specifically targets allies (and not simply creatures or characters), you
- cannot use it on yourself.
-
-
-
-
ALWAYS ROUND DOWN
-
- While playing, you will sometimes need to halve numbers or divide them by a
- certain value. When this happens, always round down to a minimum of 0.
-
-
-
-
ADD, SUBTRACT, MULTIPLY, DIVIDE
-
- If you ever need to perform multiple operations on the same number, you must
- do so in the following order:
- additions → subtractions → multiplications →
- divisions.
-
-
-
-
SPECIFIC BEATS GENERAL
-
- If a specific element of the game contradicts a general rule, that specific
- element will take precedence. Example: Normally, a Player Character cannot
- equip two shields at the same time. However, the
- Skill Dual Shieldbearer (page 197) allows you to do so!
-
-
-
-
TIMING ISSUES
-
- Sometimes a rule or effect will cause multiple choices or effects to
- trigger, and it will be important to know who gets to act first.
-
-
-
- If all the choices and/or effects are controlled by the same person, that
- person will choose in which order to apply them.
-
-
- If the choices and/or effects are controlled by different Player
- Characters, the Players controlling them agree on which order to apply
- them in. If they cannot find an agreement, randomly determine who takes
- precedence.
-
-
- If some of the choices and/or effects are controlled by Player Characters
- and others are controlled by Non-Player Characters, Player Characters
- always go first.
-
-
-
-
-
-
-
ANATOMY OF A CHARACTER
-
- In Fabula Ultima, all information pertaining to your character is tracked on a
- character sheet. In order to better understand the rest of this chapter, it is
- important that you familiarize yourself with the terms described below.
-
-
TRAITS
-
Each character has a total of three different Traits:
-
-
- Identity. This is a short sentence that sums up your
- character's general concept — something like "Sky Pirate" or "Queenless
- Knight". You will choose your Identity when you create your character, and
- may change it later on if you feel like your character has developed enough
- that it is no longer fitting.
-
-
- Theme. This is a strong ideal or sentiment that drives your
- character's actions, such as Anger, Justice, or Ambition. This too is
- something you will choose during character creation, and it can change as
- your character evolves during play.
-
-
- Origin. This is where the character comes from, their
- homeland.
-
-
-
- While playing, you will be able to invoke your character's Traits to improve
- your odds when rolling dice.
-
- Whenever your character gains a level, that level will be put in one of the
- fifteen Classes available in this book: either to develop an already obtained
- Class or start a new one. Each Class grants a variety of Skills and abilities,
- and you choose which ones you want to invest in — even if you and another hero
- share some Class choices, your characters will end up being very different in
- how they are built and played.
-
-
- Some Class Skills can be taken multiple times, becoming stronger or more
- flexible whenever you do so. When the same Skill is taken multiple times, its
- Skill Level — abbreviated as 【SL】 — will also increase. For
- instance, if you take the Guardian's Fortress Skill twice (see
- page 197), its 【SL】 will be equal to 2.
-
-
- If you want to take a look at the various Classes and their Skills, you can
- find them starting on page 176.
-
-
Attributes
-
- A character's Attributes are an abstract representation of their training and
- aptitudes in four different fields:
-
-
-
- Dexterity (DEX) measures precision, coordination, finesse
- and reflexes. You will need it to move cautiously, defend yourself from
- attacks, craft objects, and fight using light weapons, bows, and firearms.
-
-
- Insight (INS) represents observation, understanding, and
- reasoning. It is important when investigating situations, casting spells,
- and defending yourself from magic.
-
-
- Might (MIG) is a measure of strength and fortitude. Most
- heavy weapons rely on Might, and your ability to withstand pain and fatigue
- is also tied to this Attribute in the form of Hit Points (see below).
-
-
- Willpower (WLP) represents determination, charisma, and
- discipline. You use your Willpower for diplomacy and persuasion, but it also
- directly influences your ability to cast spells and use special Skills, in
- the form of Mind Points (see below).
-
-
-
- Each Attribute is represented by a die size, ranging from a six-sided die (d6)
- up to a powerful twelve-sided die (d12). Some effects will temporarily alter
- your Attribute die sizes: this is known as the current Attribute die size,
- while your default size is called the base Attribute die size.
-
-
-
-
-
HIT POINTS, MIND POINTS, AND INVENTORY POINTS
-
- These pools of points represent three different "resources" available to a
- character:
-
-
-
- Hit Points (HP): Represent a character's ability to
- withstand pain and fatigue.
-
-
- Mind Points (MP): Represent a character's focus and
- concentration.
-
-
- Inventory Points (IP): Are an abstract resource that
- characters can spend to create consumable items "on the spot", such as
- potions and antidotes.
-
-
-
DEFENSE AND MAGIC DEFENSE
-
These two parameters are mostly used during conflicts:
-
-
- Defense: Represents a character's ability to avoid being
- hit. It may represent dodging blows (typically for characters with high
- Dexterity) as well as absorbing and deflecting them through a clever use of
- shield and armor.
-
-
- Magic Defense: Represents a character's ability to
- anticipate and resist offensive spells and similar magical attacks. It is
- mostly based on Insight.
-
-
-
INITIATIVE MODIFIER
-
- This number indicates the character's ability to act quickly in a conflict
- scene.
-
-
EQUIPMENT AND BACKPACK
-
- A character can equip a variety of items: weapons, shields, armor, and even
- powerful magical accessories. Everything that cannot be equipped — such as a
- second suit of armor or a different shield — will be stored in your backpack.
-
-
- Consumables and single-use items such as potions and elixirs, on the other
- hand, are represented by your Inventory Points.
-
-
ZENIT
-
Zenit is the common currency used in the worlds of Fabula Ultima.
-
- The hopes and fears of this land now rest on your shoulders. Ready or not,
- this is your fate.
-
-
-
-
-
CHECKS
-
- The word “Check” indicates a die roll based on a character's core Attributes:
- Dexterity, Insight, Might,
- and Willpower.
-
-
In general, characters must perform Checks:
-
-
- When required by the game rules. Striking a target, casting
- a spell, and using a Class Skill often requires a Check to determine success
- or failure. Effects that do not explicitly call for a Check always succeed
- automatically.
-
-
- When asked by the Game Master. The Game Master has the
- right to ask characters to perform Checks when attempting risky actions,
- facing opposition, or reacting to danger. For the game to run smoothly, the
- Game Master must learn when to ask for a Check and when not to do so (see
- next page).
-
-
-
- Note that only the Game Master can ask for a Check; Players may never do so.
-
-
- A Check is presented as a formula indicating which dice you have to roll and
- add up together. Checks always require you to roll exactly two dice.
-
-
- Example: An 【INS + WLP】 Check performed by a
- character with d6 Insight and d10 Willpower will result in that character
- rolling a d6 and a d10 and adding them together, thus generating a total
- Result between 2 and 16.
-
-
- Some Checks will also require you to add or subtract a certain number from the
- total you rolled:
-
-
- Example: A Character performing a
- 【MIG + MIG】+5 Check will roll their Might die twice and then
- add 5 to the Result.
-
-
-
-
-
-
-
-
-
CHECK TERMINOLOGY
-
The following terms are key to understanding how Checks work:
-
-
Modifier
-
- Any numerical value that is added to or subtracted from a Check. If you
- perform a <DEX + MIG> +2 Check, for instance, the
- modifier is “+2”. If the modifier is added, it is a bonus; if it is
- subtracted, it is a penalty.
-
-
Result
-
- The final number generated by the Check, after applying any modifiers.
-
-
Difficulty Level (DL)
-
- Abbreviated as DL. If the Result of the Check is greater than or equal to
- this number, then the action is successful. The Difficulty Level for a Check
- will either be set by the rules or chosen by the GM.
-
-
High Roll (HR)
-
- Abbreviated as HR. It indicates the higher of the two dice rolled in a Check
- and will be used to calculate various effects (typically weapon and spell
- damage). For instance, if you roll d8 + d10 for a Check and the dice show a
- 6 and a 9, the HR for the Check will be 9.
-
-
-
CRITICAL SUCCESS
-
- When both dice rolled during a Check show the same number, and that number is
- 6 or higher, the Result is a critical success. Another way to put this is that
- you will score a critical success on a double 6, double 7, double 8, double 9,
- double 10, double 11, or double 12. If you roll a critical success, your Check
- is automatically successful and you get to apply the effects of an opportunity
- (see next page).
-
-
FUMBLE
-
- When both dice rolled during a Check show a 1, the Result is a fumble, which
- is the exact opposite of a critical success: no matter the modifiers, a
- fumbled Check is always a failure — not due to the character’s incompetence,
- but because of some unfortunate twist. When you roll a fumble, whoever
- controls your opposition in this scene gets an opportunity (see
- next page).
-
-
- When a Player Character rolls a fumble, they immediately earn 1 Fabula Point
- (see page 96).
-
-
-
-
-
Opportunities
-
- Opportunities are unexpected twists in the story — sometimes good, sometimes
- bad.
-
-
- When you spend an opportunity, you may pick an option from the list below or
- come up with a different twist that fits the current scene. The Game Master
- has final say on whether an opportunity is appropriate to the current
- situation, and some spells and Skills will allow you to spend opportunities in
- new and powerful ways.
-
-
- Example: Valea the thief is hopping from roof to roof in an
- attempt to shake off Count Eligor's mercenaries. The Game Master calls for a
- 【DEX + MIG】 Check and Valea rolls a 7 and a 7, a critical
- success! The Player controlling Valea describes how she loses her pursuers and
- chooses the Favor opportunity: her daring performance will earn
- her the sympathy of the villagers, who were already fed up with the Count's
- tyranny!
-
-
OPPORTUNITIES
-
-
-
Advantage
-
The next Check performed by you or an ally will receive a +4 bonus.
-
-
-
Affliction
-
- A creature suffers dazed, shaken, slow or weak (see page 94).
-
-
-
-
Bonding
-
- You create a Bond towards someone or something or add an emotion to one of
- your existing Bonds (see page 56).
-
-
-
-
Faux Pas
-
- Choose a creature present on the scene: they make a compromising statement
- chosen by the person who controls them.
-
-
-
-
Favor
-
Your actions earn you someone's support or admiration.
-
-
-
Information
-
- You spot a useful clue or detail. The Game Master may tell you what it is,
- or ask you to introduce that detail yourself.
-
-
-
-
Lost Item
-
An item is destroyed, lost, stolen, or left behind.
-
-
-
Progress
-
- You may fill or erase up to two sections on a Clock (see page 52).
-
-
-
-
Plot Twist!
-
Someone or something of your choice sutdenly appears on the scene.
-
-
-
Scan
-
- You discover one Vulnerability (see page 92) or one Trait (see page 302) of a
- creature you can see.
-
-
-
-
Unmask
-
You learn the goals and motivations of a creature of your choice.
-
-
-
-
-
-
-
-
-
-
DIFFICULTY LEVELS
-
- A Check's Difficulty Level (DL) is a measure of how complex and risky a
- certain operation can be. It abstracts several elements into a single number:
-
-
-
- The amount of knowledge and expertise required to complete the operation.
-
-
- Any helpful or hindering circumstances such as harsh weather conditions,
- poor visibility, exhaustion, or supernatural influences.
-
-
- The lack or presence of important resources (time, space, materials, etc.)
- that are needed to achieve the character’s goal.
-
-
- The kind of impact the action will have on the story, be it now or later.
-
-
-
- In summary, Difficulty is an abstraction of how the current situation is
- opposing or hindering the character. The true question you should ask yourself
- when determining the Difficulty Level for a check, as indicated by the table
- below, is “Who is likely to accomplish this?”
-
-
DETERMINING THE DIFFICULTY LEVEL FOR A CHECK
-
-
-
-
DL
-
Action Difficulty
-
Who is likely to accomplish this?
-
-
-
-
-
7
-
Easy
-
Anyone with a bit of training or natural talent.
-
-
-
10
-
Normal
-
A competent person, or a very talented one.
-
-
-
13
-
Hard
-
An expert or a prodigy.
-
-
-
16
-
Very Hard
-
Someone who is among the very best in that field.
-
-
-
-
GO WITH TEN
-
- If you are the Game Master and find yourself stumped when choosing an
- appropriate Difficulty Level for a Check, use 10: it is neither too low nor
- too high, and it's easy to remember.
-
-
-
-
-
W CHECKS IN PLAY
-
- Now that you know the mechanical process behind a Check, let's take a look at
- how it will work in play.
-
-
- Our heroes have been allowed before the High Master of Relde, a village whose
- aid would prove invaluable in the struggle against Empress Almara's forces.
- Since Relde's people are well-versed in philosophy and magic, everyone agrees
- this negotiation should be handled by Brigid, the group's scholar.
-
-
- Brigid's Player, Emil, describes her goal and approach: "Brigid doesn't like
- to beat around the bush, so... I'll simply stand before the High Master and
- explain that Almara's army is getting closer by the day. If the people of
- Relde forbid them from crossing the mountain pass, the army will be forced to
- take a longer route and we'll have more time to prepare for the battle and
- evacuate the locals."
-
-
- The Game Master nods. "Okay. Is there anything else you think you can use to
- your advantage? This won't be easy, you're asking him to endanger his own
- people."
-
-
- "I... not really. But I'll add this: if he refuses, we still plan on fighting
- the Empire, tooth and nail. Which means his village and the pass will probably
- become a base of operations for the Imperial forces, sooner or later."
-
-
- "I see. I was thinking Insight + Willpower for the Check, but you are almost
- threatening him... so Willpower + Willpower seems better."
-
-
"Oh, I'm great at Willpower! So... thanks, I guess?"
-
- "Yours is a bit of a risky play. If the Check fails, you'll probably be kicked
- out of Relde. Still, Reldeans are keepers to many secrets and wouldn't want
- them to fall into Imperial hands... because of that, the Difficulty Level is
- just 10."
-
-
- Brigid has a Willpower of d10, so she rolls 2d10 and adds them together...
- only a 5!
-
-
- It is normally the Game Master's role to describe the outcome of an action by
- taking into account the character's stated goals and the Result of their
- Check; however, taking a step back and asking for input can make for great
- roleplay moments.
-
-
- "That doesn't look good," the Game Master raises their eyebrows. "How about
- you tell me where you messed up?"
-
-
- "You know what? I think the problem is there's some bad blood between Relde's
- 'faculty' and my own. The High Master probably doesn't like that I'm implying
- his people wouldn't stand a chance against the empire..."
-
-
- "Oh, I like that a lot! But he doesn't. You're quickly escorted outside the
- village."
-
-
-
-
-
SUCCESS AND FAILURE
-
Keep the following in mind when you describe the impact of a Check:
-
-
- Never subvert the outcome. No matter the premise, the
- outcome of the Check must be applied for what it is. No one at the table can
- turn a failure into a success and vice versa: otherwise, why would dice be
- rolled in the first place?
-
-
- Relevant success. If a character succeeds at a Check, they
- have confronted the odds and emerged victorious. The Game Master shouldn't
- call for further Checks to “confirm” their success: they have earned it.
-
- If you think an objective requires multiple Checks, use a Clock (see page 52).
-
-
-
- No do-overs. Just like a success should not require further
- confirmation, a failure means you can't "try again" unless the situation is
- drastically altered in some way.
-
-
-
OPTIONAL: SUCCESS AT A COST
-
- This rule allows Player Characters to turn failure into success, but it comes
- at a steep price. When a character fails a Check, anyone may propose a success
- at a cost. The Game Master can make adjustments to the cost as they see fit,
- and then the Player who performed the Check can accept or refuse.
-
-
- When determining whether a given cost would be appropriate, remember that it
- should put the character in a rough spot or take something important away from
- them. If a cost can be remedied with little effort, something is wrong.
-
-
- Back to the previous example: The High Master might listen to Brigid's
- reasons, but only if she publicly apologizes and admits that Relde's scholars
- are better than her.
-
-
- You cannot succeed at a cost if your character fumbled the Check. When you
- succeed at a cost, the Check's High Roll and Result remain the same.
-
-
-
-
-
Invoking a Trait to Reroll Dice
-
- Player Characters can attempt to turn the tide in their favor by calling upon
- one of their core Traits: their Identity, Origin, and Theme.
-
-
- For instance, a character might have Shadow Knight as their
- Identity, Gaonia Empire as their Origin, and
- Guilt as their Theme.
-
-
- After performing a Check, a Player Character may spend 1 Fabula Point and
- invoke one of their Traits to immediately pick up one or both dice and roll
- them again, replacing the old roll with the new one. They may do so any number
- of times as part of the same invocation, but each new reroll (of one or both
- dice) will cost another Fabula Point.
-
-
You cannot invoke a Trait if your character fumbled the Check.
-
- Example: Ricard the mage is rushing towards the docking
- platform of Sorcerer Antigles’ airship. His companions, Edgar and Valea, are
- held captive within the vessel. There are only a few seconds left before the
- airship lifts off; Nadia (the Game Master) asks Ricard’s Player, Mark, to
- perform a 【DEX + MIG】 Check with a
- Difficulty Level of 13: given that Ricard only has a d6 in both Attributes,
- the situation is pretty desperate.
-
-
- Mark rolls the dice and gets a 6 and a 3, definitely not enough for him to
- succeed. However, Ricard has 2 Fabula Points left. “Ricard's Identity is that
- of a Young Traveling Mage, which isn't that useful here...” Mark frowns, “And
- his Origin is Malorn Village... which doesn't help either. But... I could
- still use my Theme!”
-
-
“Tell me more!” Nadia inquires.
-
- “Well, Ricard's Theme is Belonging. He is terribly afraid of losing the
- companions he has found, of being on his own again. I think this will push him
- beyond his limits!”
-
-
“Okay! Makes sense. I imagine you're only going to reroll that 3, right?”
-
- “Yeah, I'm hoping for a critical success here... oh wow! I just rolled another
- 6!!!”
-
-
- "Which means you succeed automatically...! Care to describe the scene for us?"
-
-
- Mark grins. "Sure! Oh, and by the way, here's the Fabula Point. So, the guards
- patrolling the area see a thin boy wearing a pointy hat plunge himself from
- the platform; but once the airship lifts off, there's someone clinging
- desperately to the landing gear!... Uhm, I mean, airships do have a landing
- gear, right?”
-
-
- Players should describe their actions in a way that is coherent with their
- Identity, Origin, or Theme if they want to spend a Fabula Point. Basically,
- you shouldn't do this when it feels forced within the narration — but then
- again, you as a Player have final say on how and when you spend your Fabula
- Points.
-
-
-
-
-
INVOKING A BOND TO IMPROVE YOUR CHECK
-
- Just like how a character's Traits can be used to reroll dice, Bonds — which
- is to say, the feelings they harbor towards others — allows them to increase
- the Result of Checks.
-
-
- After performing a Check, a Player Character may spend 1 Fabula Point and
- invoke one of their Bonds to add the strength of that Bond to the Result. For
- more information about Bonds and their strength, see
- page 56.
-
-
This can only be done once per Check.
-
- Back to the previous example: Let's say Ricard invokes his Theme to reroll,
- but the dice come up a 6 and a 5; unfortunately, this isn't enough. Mark has 1
- Fabula Point left: he could spend it to reroll the 5 and hope for a critical
- success, but there's a safer alternative: he decides to invoke his Bond with
- Sorcerer Antigles himself. This is a Bond of inferiority (because Antigles is
- a stronger mage) and hatred (because he devastated Ricard's village when he
- stole the Dragonstone).
-
-
- "I think I simply cannot allow him to take anyone else away from me. It won't
- be like the last time... I will be there and I will stop him, no matter the
- cost."
-
-
- Nadia nods. "That's a strength 2 Bond, which means you get to 13 and succeed!"
-
-
- A Bond should only be invoked when it makes sense — just like Traits, you
- shouldn't invoke them if it feels forced.
-
-
- "Scared, Princess? I'm glad. Only when properly scared can we show some good
- measure of courage!"
-
-
Optional Rule: Invoking to Fail
-
- If you use this optional rule, Players may invoke their character's Bonds and
- Traits to intentionally fail Checks and earn Fabula Points.
-
-
-
- Once per scene before making a Check, a Player may describe how the
- character's Bonds or Traits prevent them from achieving success — this is
- done instead of performing the Check itself.
-
-
- The Check is then treated as an automatic failure with a Result and High
- Roll equal to 0. Then, the character gains 1 Fabula Point.
-
-
- You cannot invoke to fail on Support Checks (page 50), and you cannot succeed at a cost (page 45) on a Check you already invoked to fail.
-
-
-
-
-
-
ACCURACY CHECKS
-
- This type of Check works like a normal Attribute Check, but it is performed
- when a character wants to strike targets that are ready to defend themselves.
- Each weapon lists a specific Accuracy formula; a Steel Dagger, for instance,
- requires a roll of 【DEX + INS】 +1. The Difficulty Level is
- generally equal to the target's Defense score.
-
-
- When performing an Accuracy Check, the High Roll (HR) will be used to
- determine how much damage you deal.
-
-
- You can find more about attacks on
- page 68 and weapons on
- page 128.
-
-
MAGIC CHECKS
-
- This type of Check works just like a normal Attribute Check too, but it is
- used when a character wants to cast an offensive spell or perform a Ritual.
- The Attributes will depend on the kind of magic used by the character.
-
-
- When performing a Magic Check, the High Roll (HR) will sometimes be used to
- determine the effectiveness of the spell cast.
-
-
- You can find more about magic starting on
- page 112.
-
-
OPPOSED CHECKS
-
- This special kind of Attribute Check is the fastest way to determine the
- outcome of a competition between characters, such as a race, a chase or a
- debate.
-
-
- Each character taking part in the Opposed Check performs the same Attribute
- Check, with no Difficulty Level: whoever gets the highest Result is the
- winner. In the case of a draw, the characters that rolled the same Result
- simply repeat the Check until one of them emerges victorious.
-
-
- During Opposed Checks, fumbles are the lowest possible Result and critical
- successes are the highest possible Result. They generate opportunities as
- normal; if two or more characters roll a fumble or a critical success, these
- count as a draw and the Checks should be repeated.
-
-
- Example: Montblanc the knight is struggling to free himself
- from the formidable grasp of a dragon. The GM declares this is an Opposed
- Check using 【DEX + MIG】.
-
-
- Montblanc rolls d8 + d10, but the dragon boasts a powerful d12 + d12: when the
- dice hit the table: Montblanc gets 8 and 8, while the dragon rolls 9 and 12.
- Despite the dragon rolling a total of 21, Montblanc’s 16 is a critical
- success: against all odds, the brave knight manages to escape the monster’s
- deadly claws!
-
-
-
-
-
OPEN CHECKS
-
- This particular kind of Attribute Check has no Difficulty Level: instead, the
- Result tells us how well the character performed. These Checks are often used
- when researching information, examining an area or recalling important lore.
-
-
- When you perform an Open Check, simply compare the Result with the table
- below: rolling a 13 while studying an ancient painting means you manage to get
- information worthy of an expert archaeologist, while rolling an 8 would only
- net you basic hints of what the artist wanted to portray.
-
-
-
-
-
Result
-
Equates to...
-
-
-
-
7+
-
- What could be accomplished by a person with a bit of training or talent.
-
-
-
-
10+
-
What could be achieved by someone competent or very talented.
-
-
-
13+
-
The work of an expert or true prodigy.
-
-
-
16+
-
A result worthy of being remembered in history.
-
-
-
SITUATIONAL MODIFIERS
-
- If a character performs a Check while in a strongly advantageous or
- disadvantageous position, the Game Master may impose a +2 bonus or -2 penalty
- to the Result. For example: Princess Camilla is attempting to persuade the
- Bandit Queen Remora to stop raiding the nearby village of Karsa; however,
- Remora's lieutenant T oris is arguing against her. This is an Opposed Check,
- but Camilla also offers Remora a single favor on behalf of her family.
-
-
Because of this, the Game Master grants Camilla a +2 bonus to her Check.
-
- Most of the time you will not need to use situational modifiers — adjusting
- the Difficulty Level will be more than enough. However, they can prove useful
- when said Difficulty is established by the rules (such as with an Accuracy
- Check) or during Opposed Checks (as shown by the example above).
-
-
- If you are the Game Master, use situational modifiers to reward approaches
- that take advantage of the opposition's Traits, personality and objectives.
-
-
-
-
-
GROUP CHECKS
-
- Characters can choose to cooperate in order to increase their chance of
- success within specific situations.
-
-
Group Checks are performed as follows:
-
-
- The characters nominate a leader: this is the character who
- will perform the final Check and determine the action’s outcome. Everyone
- else acts as a supporting character.
-
-
- Each supporting character performs a Support Check identical to the one the
- leader will perform, but with a fixed Difficulty Level of 10. Fumbles and
- critical successes rolled during Support Checks generate no opportunities,
- but still count as automatic failures and successes.
-
-
- Each supporting character that successfully performed their Check will grant
- a +1 bonus to the leader's Check.
-
-
- If any of the successful supporting characters have a Bond towards the
- leader, the highest strength among those Bonds is also added to the leader's
- Check. Remember, only add the single highest Bond strength.
-
-
- The leader performs the final Check, which works as normal and may generate
- opportunities in case of a fumble or critical success. The Check's outcome
- affects everyone who took part in the Group Check.
-
-
-
- Group Checks are extremely useful when two or more characters are performing
- the same operation together; the Game Master always has final say on whether a
- Group Check is possible or should be performed.
-
-
Example:
-
- Three heroes are trying to persuade the Great Owl to grant them access to her
- ancient library. The leader performs a DL 13
- 【INS + WLP】 Check, and the two supporting
- characters perform 【INS + WLP】 Checks with a
- Difficulty of 10. They both succeed, and one has a strength 2 Bond towards the
- leader. Thus, the leader's Check will receive a total bonus equal to +4.
-
-
-
-
-
FREQUENTLY USED CHECKS
-
- The table below contains a list of circumstances that might require a Check
- and the typical Attributes that would be involved.
-
-
-
-
-
Situation
-
Suggested Check
-
-
-
-
-
Moving silently, hiding and acting unnoticed.
-
【DEX + DEX】
-
-
-
Avoiding a trap or finding a way to flee a collapsing building.
-
【DEX + INS】
-
-
-
Anticipating someone's movements and catching them by surprise.
-
【DEX + INS】
-
-
-
Completing a work of craftsmanship or repairing something.
-
【DEX + INS】
-
-
-
Moving gracefully to earn someone's attention.
-
【DEX + WLP】
-
-
-
Examining or investigating someone or something.
-
【INS + INS】
-
-
-
Remembering useful information about something.
-
【INS + INS】
-
-
-
Getting information from someone during a conversation.
-
【INS + WLP】
-
-
-
Persuading someone through authority or diplomacy.
-
【INS + WLP】
-
-
-
Hard work, such as lifting a portcullis or pushing a statue.
-
【MIG + MIG】
-
-
-
Resisting intense pain or fatigue.
-
【MIG + WLP】
-
-
-
Intimidating someone with your strength.
-
【MIG + WLP】
-
-
-
-
Optional Rule: Shared Attribute Choice
-
- If you use this optional rule, Players can decide one of the Attributes
- involved in each Check they perform, while the Game Master decides the other
- (which can be the same Attribute or a different one).
-
-
- This rule does not apply to Checks whose Attributes are already established by
- the rules, such as Accuracy Checks.
-
-
- Beneath the Crystal Temple slumbers the Great Dragon God, who once turned the
- Babel Empire to ash.
-
-
-
-
-
CLOCKS
-
- Also called timers, counters, trackers, or countdowns: Clocks are a useful
- tool for tracking an evolving situation, an approaching danger, or the
- characters' progress with a certain task.
-
-
- Clocks are designed to handle complex activities that cannot be resolved with
- a single Check and are a great tool for Game Masters to manage pacing within a
- scene.
-
-
- A Clock is a circle split into a number of sections, each of them representing
- a step towards an objective being completed or an event taking place:
-
-
-
- When the group infiltrates a guarded area and must not alert the
- surveillance, failed Checks might fill a “High Alert!” Clock.
-
-
- When the heroes realize they can't defeat a colossal foe in usual combat,
- they might choose to adopt a different tactic: striking the stone columns
- and causing the roof to collapse on top of the enemy! In this scenario, a
- Clock can be used to keep track of how weakened the ceiling's support is;
- once filled, the monster will be crushed under the debris!
-
-
- When a powerful sorcerer performs a world-altering ritual, a Clock named
- “arcane apocalypse” can be used to represent how much time is left to stop
- him!
-
-
-
- A Clock normally features four to twelve sections, depending on its
- complexity. Clocks are generally created and managed by the Game Master, but
- should be visible to everyone: this makes for tense and adrenaline inducing
- play. They should also be tied to a specific obstacle, goal, or danger, but
- not to a specific method or approach: this will allow characters to interact
- with them in different ways. Let's take the collapsing ceiling described
- above: characters could accomplish that by striking the pillars, pulverizing
- them with magic, or even throwing an enemy against them!
-
-
-
-
-
CHAPTER ADVANCING A CLOCK
-
In general, Clocks advance through Checks:
-
-
Fill one section for a successful Check.
-
- Fill an additional section if the Result of the Check surpassed the
- Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3
- or more, or two additional sections if it was by 6 or more.
-
-
- If the Check was a critical success, the corresponding opportunity may be
- spent to fill two additional sections.
-
-
-
- Vice versa, Clocks that represent a threat gradually fill as characters fail
- Checks, especially if they fail them by a wide margin:
-
-
-
Fill one section for a failed Check.
-
- Fill an additional section if the Result of the Check is lower than the
- Difficulty Level (or the opponent's Result in case of an Opposed Check) by 3
- or more, or two additional sections if it was by 6 or more.
-
-
- If the Check was a fumble, the corresponding opportunity may be spent to
- fill two additional sections.
-
-
-
- Example: While sneaking her way through the monster-infested
- corridors of an ancient castle, Valea rolls a 6 on a Check with Difficulty
- Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one
- for her failure, and another because she failed the Check by three or more.
-
-
CLOCKS AND THE STORY
-
- Clocks should always interact with what happens in the story. The Game Master
- should use situational modifiers and adjust the Difficulty Level to represent
- advantages or disadvantages derived from the Players' choices and the events
- that are taking place in the scene.
-
-
-
-
-
-
-
-
-everyone's progress, as explained under the Objective action (page 72). everyone's progress, as explained under the Objective action (page 72).
-
-
-
-
Bonds
-
- Bonds are a source of power for our heroes. You already know that Bonds can
- help improve Checks (page 47) or aid allies
- during Group Checks (page 50), but some
- Class Skills and even equipment effects will also benefit from Bonds.
-
-
EMOTIONS AND STRENGTH
-
Each Bond may feature up to three emotions from the following six:
-
-
- Admiration. You believe you have much to learn from this
- person and deeply respect them for their efforts and achievements.
-
-
- Inferiority. You envy this person or feel like you would be
- powerless against them. Their very presence frustrates you, acting as a
- reminder of your failures.
-
-
- Loyalty. This person has won your trust, or you believe in
- their ideals. You are ready to endanger yourself to help or protect them.
-
-
- Mistrust. You don't believe the words of this person and
- doubt their intentions.
-
-
- Affection. You have tender feelings for this person, be
- they a love interest, a dear friend, or a member of your family.
-
-
- Hatred. You can scarcely control yourself in the presence
- of this person, and would do anything to see them broken and defeated.
-
-
-
- The six emotions are combined into three pairings, and the same Bond may only
- be connected to one emotion from each pairing:
-
-
-
Admiration or inferiority;
-
Loyalty or mistrust;
-
Affection or hatred.
-
-
- For each emotion in a Bond, the strength of that Bond is increased by one (up
- to a strength of 3 if you have an emotion in each pairing).
-
-
- If you have the Dark Knight Belphegor among your Bonds and you feel
- inferiority and hatred towards him, that Bond has a strength of 2.
-
-
-
-
-
CREATING A BOND
-
- Bonds are generally created during resting scenes (page 91), through opportunities, or due to specific Skills. Whenever an effect in
- the game allows you to "create a Bond", you may add a new Bond to your
- character sheet and immediately tie a single emotion to it. This means that
- all Bonds start with a strength of 1.
-
-
- You can have Bonds towards characters, nations, kingdoms, organizations, and
- even religions. You cannot have a Bond towards yourself.
-
-
STRENGTHENING A BOND OR CHANGING EMOTIONS
-
- You can make your Bonds grow stronger by adding more emotions to them (up to a
- maximum of three emotions, one per pairing). This is generally done during
- resting scenes (see page 91), which will
- also allow you to shift emotions around and adjust them to the more recent
- developments in your story.
-
-
ERASING A BOND
-
- If you already have six Bonds and want to create a new one, you must first
- erase one of your existing Bonds. You must explain how your feelings and
- perspective changed.
-
-
BONDS ARE STRONGER THAN DEATH
-
- Even if a character dies or leaves your story, any Bonds other characters had
- with them will remain until erased.
-
-
The Role of Bonds
-
- Bonds make your character stronger while reminding you of their ties with the
- rest of the world and its people.
-
-
- Do not shy away from complex Bonds: feeling both affection and inferiority
- towards someone, or hatred and admiration, can and will make your story more
- memorable.
-
-
- The best choice is often to let Bonds grow organically, while also reaping the
- benefits that come from having many high-strength Bonds.
-
-
-
-
-
-
-
-
-
-
- Determine which characters will actively take part in the conflict (be they
- Player Charactesr or Non-Player Characters). Everyone else will be treated
- as an extra and mostly fade into the background.
-
-
- Discuss the goals of each participant. Player Characters should also declare
- which items they have equipped at the start of the conflict.
-
-
- Player Characters perform a {DEX + INS} Initiative Group Check
- to determine which side acts first. The Difficulty Level for this Check
- equals the highest Initiative among their adversaries.
-
-
- If the Player Characters succeed, the first participant to act each round
- (see step 5) will be someone from their side. If they fail, the first
- participant to act during each round will be one of their foes.
-
-
- The conflict is handled as a series of consecutive rounds: During each
- round, the Player Characters' side and the enemy side alternate taking
- turns, starting with one participant from the side who has the initiative.
-
-
Each turn allows for a single action.
-
You cannot choose to "pass" a turn.
-
- If one side outnumbers the other, keep alternating turns as long as
- possible, then let the side with the numerical advantage take the
- remaining turns towards the end of the round.
-
-
-
-
Once all creatures have taken their actions, the round ends.
-
- If the conflict continues, a new round begins: go back to
- step 5.
-
-
- The Game Master may declare the end of the conflict scene whenever they deem
- it appropriate. This generally happens when one side achieves their goal or
- objective, when all sides except one are unable or unwilling to continue, or
- when the various factions find an acceptable compromise.
-
-
-
-
-
-
DETERMINE PARTICIPANTS
-
- First, discuss which characters present on the scene will take on an active
- role during the conflict, and which ones will fade into the background. Player
- Characters are all generally expected to take part in the conflict, as are any
- important antagonists — but there might be times in which some prefer to stay
- away from the spotlight.
-
-
- Example: The scholar Calliope has offered to help a young
- bandit by the name of Randolph — she will act as his defendant in the upcoming
- trial.
-
-
- The Game Master decides to run the trial as a conflict scene: the participants
- will be Calliope and Randolph as well as the prosecutor, a man known as Orbek.
- Interestingly enough, only one other Player decides to have their character
- take an active role: Montblanc the knight will lend his reputation to help
- Randolph, while the thief Valea will avoid being seen on the scene — her
- presence could undermine Calliope's credibility, and she already did her part
- acquiring important evidence.
-
-
- Everyone else — the bystanders, the guards, and even the judge herself — will
- not be active participants. While the Game Master still describes their
- reactions and behavior, those characters will not get to pursue their
- objectives or influence the conflict.
-
-
- New participants may also enter a conflict while it is already underway:
- characters who wish to do so can join the scene at the end of a round (after
- step 5).
-
-
DISCUSS GOALS
-
- Each character involved in the conflict will have their reasons: perhaps you
- want to steal a precious artifact, persuade the Queen of your good intentions,
- or avoid becoming a monster's mid-afternoon snack. Your antagonists will have
- goals of their own too, ranging from escaping unharmed to putting an end to
- your ceaseless meddling.
-
-
- During this step, each participant should make clear what their general goal
- in the conflict will be, at least initially.
-
-
- The Game Master is free to keep some of the antagonists' goals a secret —
- suffice it to say, if a conflict takes place it's because at the very least
- they don't want the heroes to achieve their own objectives!
-
-
-
-
-
INITIATIVE
-
- A character's Initiative modifier indicates how likely they are to give their
- side an edge when a conflict begins.
-
-
-
- At the start of each conflict, the Player Characters perform an Initiative
- Group Check: this is a Group Check (see
- page 50) that relies on Dexterity and
- Insight.
-
-
- The Difficulty Level for the leader's Check is equal to the highest
- Initiative Score among the heroes' adversaries; supporting characters
- perform their Support Check against the standard Difficulty Level of 10.
-
-
- Whether you act as the leader or as a supporting character in this Group
- Check, remember to apply your Initiative modifier to your Result.
-
-
-
- If the leader succeeds, this means the heroes seized initiative for this
- conflict and the first participant to act during each round will be someone
- from the Player Characters' side; if they fail, it means they have lost the
- initiative for this conflict and the first participant to act during each
- round will be one of their foes.
-
-
See the next page for an explanation of rounds and turns.
-
Example:
-
- The warrior monk Silida and the mage Ricard are exploring the ruins of an old
- waterway when they come across a bronze golem (page 330) barring their way!
-
-
- The Game Master calls for an Initiative Group Check, and Ricard is happy to
- have Silida be the leader. She only rolls a 6, but Ricard's Check is a 12
- (even taking into account the -2 penalty caused by the armor he is wearing).
- Silida's total is now 7, which is enough to reach the golem's initiative
- score!
-
-
- The Player Characters have seized the initiative, which means the first turn
- of each round will belong to either Silida or Ricard.
-
-
- Note that even if a new participant joins an ongoing conflict scene, they will
- simply adapt to the existing initiative.
-
-
-
-
-
- You can find more about actions starting on
- page 66.
-
-
- You can find more about actions starting on
- page 66.
-
-
-
-
-
DYNAMIC TURN ORDER
-
- Since turns do not belong to specific characters, you may switch the order of
- your actions from round to round. For instance, a sorceress who took the last
- turn during a round and found an enemy to be Vulnerable to her ice magic can
- go first and finish them off quickly! This is a fundamental aspect of Fabula
- Ultima's conflict gameplay, and groups that learn to coordinate their actions
- will perform much better than those in which everyone is focusing on an
- individual strategy.
-
-
THE ACTION ECONOMY
-
- Much like any game that limits the amount of “moves” a character can perform
- before their opponents get a chance to act, Fabula Ultima rewards you for
- being clever in how resources are used.
-
-
-
- If you are the Game Master, don't stage conflicts where one side is vastly
- outnumbered: they will quickly be overwhelmed.
-
-
- Some powerful creatures have the ability to take several turns during each
- round — these are known as elites and champions (see
- page 295). These creatures still follow
- the normal rules for alternating turns, but take the place of multiple
- normal foes.
-
-
-
OPTIONAL: ENEMY INITIATIVE
-
- If you are the Game Master, it can be hard to remember which adversaries still
- need to take their turn. An excellent solution is to have enemies take their
- turns in descending initiative order, from fastest to slowest — simply write
- that down and apply it to each round. This will make enemies slightly more
- predictable, but also allows you to focus on more important aspects of the
- conflict.
-
-
-
-
-
SPACE AND DISTANCES
-
- In true console JRPG fashion, and in line with this game's cinematic approach,
- conflict scenes assume characters to be able to reach each other quite easily.
-
-
There are a few important things to say about this:
-
-
ACTIONS AND DESCRIPTIONS
-
- Keep distances and movements abstract in your descriptions. If you want to
- rush past the golems and snatch a cursed grimoire from the wizard's hands,
- for instance, you can roll for that right away — it doesn't matter whether
- you were ten, twenty, or fifty steps away, all that matters is who, or what,
- is going to try and stop you.
-
-
ATTACKS
-
-
- The big difference between melee and ranged attacks isn't in the distance
- they can cover, but in the various Skills they interact with and the
- ability (or inability) to target flying enemies and similarly elusive
- creatures.
-
-
- When the martial artist in your group performs an attack that targets foes
- who are in wildly different locations, you shouldn't question the
- feasibility of it — if anything, the cool part is describing what the
- attack looks like!
-
-
- If you're thinking that fragile characters are made even more vulnerable
- by this approach, you are partially right; but that's where the Guard
- action (page 70) and the Protect and
- Provoke Skills (pages 197 and 195) really shine — the ability to take a
- blow for your comrades becomes critical to victory in battle.
-
-
-
SPLIT SCENES
-
-
- If the conflict scene involves locations that are far away from each other
- — say, if you are distracting the Pirate Queen with your conversational
- skills while your allies silently board her ship — you must first choose
- which characters will act in each location; then, proceed with the
- conflict scene and "cut" between the different locations as prompted by
- the initiative order.
-
-
- Normally, characters in different locations will not be able to affect or
- interact with each other, but sometimes the two conflict scenes will merge
- into one as the characters eventually regroup.
-
-
-
-
-
-
-
-
OKAY , BUT...
-
-
- There are situations in which distances and positions are supposed to play
- an important role: what if there's a sniper atop a tower? What if a
- terrible ritual tears open a chasm in the middle of the battlefield?
-
-
The advice boils down to the following:
-
-
- Don't overcomplicate things. Play to this game's strengths, and avoid
- situations in which suspension of disbelief becomes too strained.
-
-
- Sometimes, experiment. If you want to introduce distance as an important
- element in the game, treat it as a "puzzle" that can be solved in
- creative ways while the conflict progresses. For instance, you might
- make melee attacks useless in a battle between two flying galleons — at
- that point, engaging in close combat would require approaching and
- boarding the enemy ship... time for a Clock!
-
-
-
- In the end, the most important thing to remember is that conflicts
- shouldn't be resolved through careful movement and positioning, but
- through clever use of the character's Skills and actions.
-
-
-
-
-
-
-
ACTIONS
-
- The chart on the right summarizes the various actions available during a
- conflict; these are explained in detail over the course of this section.
-
-
- There's something important that should always be kept in mind when performing
- an action: that action isn't just a simple gesture, it's the main focus of
- your turn and a precise tactical choice. When you Attack, you perform a full
- offensive maneuver; when you Study, you focus your attention and try to obtain
- critical information, and so on.
-
-
MINOR ACTIVITIES
-
- There are a lot of minor gestures and operations that can be performed on your
- turn, alongside your main action; the Game Master has final say on what you
- can accomplish, but you'll generally be able to squeeze in at least one of the
- following:
-
-
-
-
- Pick up an item from the ground and/or drop something you are holding.
-
-
- When you pick up an accessory, a shield, or a weapon, you may immediately
- equip it — provided you have a free slot and are able to equip the item in
- question (for more information on this, see
- page 122).
-
-
If you drop an equipped item, you will no longer have it equipped.
-
- If you want to properly rearrange your gear, you must perform the
- Equipment action.
-
-
-
Quickly throw an item you are holding to another character.
-
- Perform a minor interaction with the environment: open an unlocked door,
- pull a lever, or kick down a wooden plank to bridge a gap.
-
-
-
- All of these may be performed before, after, and sometimes during the main
- action of your turn — again, the Game Master is responsible for adjudicating
- what is feasible during a single turn. Be generous whenever possible.
-
-
- If what you're doing requires a Check, then it's probably your main action for
- the turn.
-
-
- Everything a character does to inject style and uniqueness in their actions
- will virtually take no time — complex blade choreographies, magical chants,
- the mixing of alchemical ingredients before throwing a potion and any
- similarly flavorful descriptions should be encouraged, not penalized!
-
-
-
-
-
-
-
-
Action
-
Description
-
-
-
-
-
Attack
-
You perform a melee or ranged attack.
-
-
-
Equipment
-
- You switch any number of equipped items with any number of items in your
- backpack.
-
-
This action doesn't apply to armor.
-
-
-
-
-
Guard
-
- Only once per turn. Until the start of your next turn:
-
-
You gain Resistance to all damage types.
-
You gain a +2 bonus to Opposed Checks.
-
- You may cover another creature and prevent foes from
- performing melee attacks against them.
-
-
-
-
-
-
Hinder
-
- You perform a Check (DL 10) against an opponent. If you succeed, you
- inflict dazed, shaken, slow, or weak upon
- them.
-
-
-
-
Inventory
-
- You spend Inventory Points to produce and immediately use a consumable
- item.
-
-
-
-
Objective
-
- You work towards accomplishing an objective within the conflict.
-
-
This will require an Attribute Check or Opposed Check.
-
Complex goals will often require a Clock.
-
-
-
-
-
Spell
-
You cast one of the spells you have learned.
-
-
-
Study
-
- You attempt to gain information about someone or something.
-
-
- This will generally require an 【INS + INS】 Open Check.
-
-
-
-
-
-
Skill
-
Some Skills require you to spend an action.
-
-
-
Other
-
- You perform an action that is not covered by any of the above,
- negotiating its resolution and effects with the Game Master.
-
-
-
-
-
-
-
-
-
Attack
-
-
- A character may spend an action to perform an offensive maneuver using one
- of the weapons they have available.
-
-
-
-
Choose a target for your attack.
-
You must know the position of the target and be able to see them.
-
- You must be able to reach the target with the weapon you are using;
- flying enemies, for instance, cannot be reached by melee attacks.
-
-
-
-
- Perform an Accuracy Check using the formula indicated by the weapon
- you are attacking with. The Difficulty Level is equal to the target’s
- Defense score. If you succeed, you hit the target; if you fail, it
- means they managed to anticipate, evade or negate your offensive.
-
-
-
- A fumble indicates an automatic failure and a critical success means
- you hit your target regardless of their Defense. They also generate
- opportunities.
-
-
- The Game Master may apply situational modifiers (+2 or -2) to your
- Accuracy Check based on especially favorable or hindering
- circumstances.
-
-
-
-
-
- If you hit the target, you deal damage based on the formula indicated
- by the weapon you attacked with. This will generally be a sum of your
- Accuracy Check's High Roll and a fixed value based on the weapon's
- power.
-
- The target loses a number of Hit Points equal to the damage you dealt.
-
-
- This may be modified by their Affinity with the damage type (page 92):
-
-
-
- A Vulnerable target loses twice the normal amount of Hit Points.
-
-
- A Resistant target loses half the normal amount of Hit Points.
-
-
An Immune target loses no Hit Points.
-
- An Absorbing target recovers Hit Points equal to the damage
- suffered.
-
-
-
-
-
-
-
-
-
-
- Example: Our heroes are fighting a group of skeletons. Montblanc the knight
- charges towards the nearest undead and swings his powerful waraxe. The
- Accuracy Check requires a roll of 【MIG + MIG】, which in
- Montblanc's case means rolling two d10s: the knight gets a 6 and a 9, for a
- total of 15 — more than enough to hit the enemy’s Defense score of 11. The
- waraxe deals damage equal to 【HR + 14】; since the highest of
- the two dice was a 9, the total is 23 damage.
-
-
FREE ATTACKS
-
- Some game effects allow you to perform free attacks. These follow the
- procedure on the previous page but generally take place as part of a different
- action.
-
-
- A few Skills and effects might even let you perform a free attack with weapons
- that aren't part of your equipped items!
-
-
MULTI
-
- When you perform an attack with the multi property, you may select as many
- different targets as the specific weapon or effect allows —
- multi (2) lets you target up to two different creatures, for
- instance. You perform a single Accuracy Check and compare it to the Defense of
- every target, determining which of them were hit.
-
-
-
- Rolling a critical success means you hit all your targets, while a fumble
- means you miss all of them.
-
-
-
Finally, apply the normal damage calculation to each target.
-
TWO-WEAPON FIGHTING
-
- When you perform the Attack action, if you have two weapons of the same
- Category equipped (such as two swords or two firearms), you may declare that
- you are attacking with both.
-
-
- You perform the two attacks in any order you prefer and they may both be aimed
- at the same target or different targets, but the following penalties apply:
-
-
-
- Both attacks lose the multi property (if they had it) and cannot gain it.
-
-
- When calculating damage for both attacks, the High Roll (HR) is always
- treated as being equal to 0.
-
-
-
You cannot use two-weapon fighting when performing a free attack.
-
-
-
-
EQUIPMENT
-
- When you use this action, you may store any number of your equipped items in
- your backpack, and you may take any number of items from your backpack and
- equip them. The only thing you can't equip or put away is armor — there's
- simply not enough time for that during a single action. Still, the Game Master
- might allow you to remove or equip a suit of armor if you spend several turns
- on it.
-
-
- Remember, equipped items are always at the ready: you don't need to perform
- this action to start a battle with your equipped weapon drawn, for instance.
-
-
- For more information on equipping items, see
- page 122.
-
-
d GUARD
-
- When using this action, you focus your attention on defending your teammates
- and thwarting enemy tactics.
-
-
You gain all of the following benefits until the start of your next turn:
-
-
- You gain Resistance to all damage types, regardless of their source (see
- page 92 to learn more about damage
- Affinities).
-
-
- Whenever you perform an Opposed Check against another character in the
- scene, you gain a +2 bonus to your Result
- (regardless of who initiated the Check).
-
-
- You may also choose to cover another creature present on the scene. If you
- do, that creature cannot be targeted by melee attacks until the start of
- your next turn — this effect will also end if you die, leave the scene, or
- are knocked unconscious. You cannot cover a creature that is already
- covering someone.
-
-
-
- Even if you gain the ability to perform multiple actions during your turn (or
- to perform the Guard action for free as part of another effect), the Guard
- action can only be performed once per turn and its benefits never stack.
-
-
-
-
-
Hinder
-
- You force an opponent into a disadvantageous position. This may represent a
- variety of actions: a feint, a diversion, or even a stinging remark.
-
-
- Once you have described your approach, you perform a Check against your
- target, with a fixed Difficulty Level of 10 — the Game Master will determine
- the relevant Attributes based on your description.
-
-
- Example: Princess Camilla has challenged the Death Knight
- Brandon to a duel. She circles the imposing warrior and attempts to put the
- light of the sun behind her, hoping to dazzle him — the Game Master calls for
- a DEX + INS Check.
-
-
-
- If your Check succeeds, you inflict one of the following status effects upon
- the loser: dazed, shaken, slow, or weak. Your choice.
-
-
-
- For more information on status effects, see
- page 94.
-
-
- Back to the example above: Camilla gets a critical success and decides to
- inflict slow on the Death Knight. She also generated an opportunity — which
- she immediately spends to send Brandon's sword flying from his hand.
-
-
Inventory
-
- You produce an item from your inventory and immediately use that item as part
- of the same action: you might give a potion to one of your allies or slip them
- a refreshing balm during a tense negotiation, for instance.
-
-
-
- If the item you want to use requires you to be close to the target and
- something or someone bars your way, the Game Master may ask for a Check.
-
-
- If you use an item whose effects include a free attack against one or more
- targets, you perform this free attack as part of the Inventory action.
-
-
-
- The rules for Inventory Points are explained on
- page 104.
-
-
- Note that you can perform this action even if you have items equipped in both
- hands.
-
-
-
-
-
Objective
-
- You use this action when you want to make progress towards one of your goals
- within the conflict — either one you had established at the start of the
- scene, or one you just realized you want to achieve. You might make an attempt
- at negotiation, sneak past a group of guards, begin work on a magical Ritual,
- grab a target and try to immobilize them, pull a lever to activate a
- mechanism, and so on.
-
-
- O W Describe what you want to accomplish and how you intend
- to approach it.
-
-
- Needless to say, you can only pursue a goal if you have a reasonable way to
- achieve it — the Game Master has final say on which actions
- can be performed, but should do their best to allow a variety of different
- approaches.
-
-
1
-
- If your goal is simple enough—such as leaping past a chasm or climbing a
- rope—you will likely accomplish it with a single successful
- Check.
-
-
- O W Since Objective gets you closer to what you want to
- achieve within the conflict, it will always require a Check.
-
-
-
- If your goal is opposed by another participant in the conflict scene, the
- Check will be an Opposed Check against them. Even if multiple participants
- can oppose you, only one of them will perform the Check — this should be the
- most capable among your adversaries.
-
-
Otherwise, it will be an Attribute Check.
-
-
2
-
- O W If your Check is successful, you alter the
- Clock in your favor — which, based on the Clock in question,
- means filling or erasing a certain number of sections, as previously explained
- on page 53:
-
-
-
One section for succeeding.
-
- An additional section for beating the Difficulty Level or the opponent's
- roll by three (3) or more, or two additional sections for beating it by six
- (6) or more.
-
-
-
3
-
- Most of the time, your goal will be complex enough to involve the use of a
- Clock — especially if achieving it brings you closer to
- winning the conflict.
-
-
-
-
-
-
GOAL CLOCKS IN A CONFLICT SCENE
-
- Example: In the depths of a magitech laboratory, the warrior monk Silida is
- busy keeping a rampaging stone golem away from her allies — the mage Ricard
- and the arcane fencer Nethis.
-
-
- Seeing how Silida is having trouble withstanding the golem's powerful attacks,
- Nethis decides to work on a new goal for this conflict: there are a variety of
- magical crystals surrounding them, and she wants to channel their power into
- the golem and overload its core, shutting down most of its functions.
-
-
- Since Nethis can wield magic, the Game Master is okay with the plan and
- establishes a six-section Clock: once completed, the golem's core will be
- properly fried — the Game Master says she will handle this by permanently
- decreasing all of the golem's Attribute dice by one size.
-
-
- When you use Objective to intervene on a Clock, it is extremely important to
- describe what your character does — the Game Master has final say on which
- actions can influence the Clock.
-
-
- Back to the previous example: The kind of effect Nethis wants to accomplish is
- definitely magical — but does this mean Silida, being unable to cast spells,
- cannot influence the Clock?
-
-
Absolutely not!
-
- For instance, she might use Objective and strike at the golem's frontal plate,
- which houses its core, to expose it and increase the flow of magical energy.
- Maybe she won't fill as many sections (the Golem is pretty good at opposing
- physical Checks, and this isn't exactly an optimal strategy), but it will
- still help.
-
-
GOAL CLOCKS IN A CONFLICT SCENE
-
- As the Game Master, you are responsible for assigning Clocks to goals and
- determining how many sections they should have — use the table below as a
- guideline.
-
-
- For detailed examples of conflict goals and Clocks, see
- page 78.
-
-
-
-
-
Sections
-
Objective
-
Once filled...
-
-
-
-
-
4
-
Minor
-
Provides a minor or temporary advantage.
-
-
-
6 to 8
-
Major
-
Provides a decisive and permanent advantage.
-
-
-
10 to 12
-
Resolutive
-
Allows you to win the conflict.
-
-
-
-
-
-
-
- For more information on magic and spells, see
- page 114.
-
-
- For more information on magic and spells, see
- page 114.
-
- Some skills and effects require you to "use an action" to activate them; in
- these cases, the Skill action must be performed. If you ever decide to use one
- such Skill outside a conflict, it will generally require five to ten seconds.
-
-
OTHER
-
- In addition to the ones listed above, characters might attempt all sorts of
- creative actions within a turn, provided these aren't particularly complex or
- time-consuming operations. The details and resolution of these unique actions
- must be negotiated between the Player and the Game Master; most of the time,
- the simple act of clearly stating what you want to accomplish and how you want
- to do it will lead you to realize that an existing action is already the best
- fit for it.
-
-
- Conflicts generally represent fast-paced scenes in which characters have
- limited ability to speak and discuss a complex plan or course of action, but
- this shouldn’t apply to the Players who are controlling those same characters.
-
-
Always keep the following in mind:
-
-
- First, the characters are heroes and adventurers. This means they have
- likely discussed strategy and tactics before, perhaps around a campfire or
- while marching through the woods; not to mention the fact that movies and TV
- shows often portray heroes elaborating a strategy on the spot, as time
- seemingly freezes.
-
-
- Secondly, this approach makes for a more relaxed atmosphere at the table, in
- line with the general optimistic tones of the game.
-
-
-
- Ultimately, the choice of exactly how much dialogue and strategizing is
- allowed during conflicts and similar situations rest on the shoulders of the
- entire group: a “sweet spot” needs to be collectively found.
-
-
DIALOGUE AND TACTICS
-
-
-
-
TEAMWORK
-
- When a character performs a Check during a conflict scene, any other character
- that is able to help them and hasn’t already taken a turn during the current
- round may choose to lend the active character a hand.
-
-
- If anyone does, the Check turns into a Group Check (see
- page 50), but with a few key differences:
-
-
-
- Each helper becomes a supporting character in that Group Check, while the
- active Player Character is treated as the leader.
-
-
Every Support Check is automatically successful.
-
- Each character who supported the leader is then considered as having taken
- their turn within the round — in other words, you can only help if you
- haven't already taken your turn, and doing so will "burn" your ability to
- act during that same round.
-
-
-
Choose wisely.
-
- Note that this option can apply to any kind of Check,
- including Accuracy Checks, Magic Checks, and Opposed Checks! This is a great
- way to represent characters working together to overcome a powerful opponent —
- when you can't strike a flying target with your sword, you might clear the
- path for your archer or help them anticipate the enemy's movements!
-
-
-
-
-
ENDING A CONFLICT
-
- As with any scene in the game, the Game Master has the right to declare the
- ending of a conflict. This generally happens when one side has prevailed, when
- everyone is no longer able to oppose them, or when the participants negotiate
- some sort of truce.
-
-
-
- Remember: once people find an agreement, there's no conflict anymore — until
- they later regret or reconsider said agreement, at least.
-
-
- Sometimes, the end of a conflict scene might mark the beginning of a
- different one. It is not uncommon for a brutal battle to turn into a chase
- as the losing side retreats, or a failed negotiation might turn to violence.
- Some characters could even have this change as their conflict goal if they
- excel at a specific type of situation instead of the current one.
-
-
- When a conflict ends, all effects that last "until the end of the scene"
- will also cease to be. Keep this in mind when deciding whether you should
- switch to a different conflict or simply let the current conflict evolve in
- a different direction.
-
-
-
- In the end, remember that conflicts should only be used for high-stake moments
- and aren't the default resolution method for every tense situation.
-
-
TURN-RELATED EFFECTS
-
- Effects that concern themselves with "the start of a character's turn" or "the
- end of a character's turn" follow a set of specific rules:
-
-
-
- The effect ends automatically when the conflict scene reaches its
- conclusion.
-
-
- The effect also ends if you die, fall unconscious, or leave the scene.
-
-
- If an effect begins, ends or recharges at the start or at the end of a
- character's turn (such as the Guard action on
- page 70 or the Protect Skill on
- page 197), that effect also begins, ends
- or recharges immediately if you help another character through teamwork (see
- previous page).
-
-
-
- If such an effect is somehow used outside a conflict scene (this doesn't
- happen often, but it's still a possibility), it will last for a few seconds –
- enough to influence the outcome of a single Check, generally.
-
-
-
-
-While the explanation for the Objective action on
-page 72 should give a pretty While the
-explanation for the Objective action on
-page 72 should give a pretty
-
-
-
-
CHAPTER CATCH THE THIEF
-
- Heading towards their rooms in Caralon Castle, the heroes spot a suspicious
- figure at the end of a corridor — and in their hands is the powerful artifact
- known as the Skyglass, the most precious treasure of Caralon's royal
- bloodline! The group immediately jumps into action, and a chase scene begins!
-
-
- The Player Characters want to reach and stop the thief, which is a resolutive
- goal; the Game Master sets this Clock at 10 sections. Possible actions would
- be...
-
-
-
- Use 【DEX + INS】 to anticipate the thief's movements and
- cut them off.
-
-
- Use 【DEX + MIG】 to bolt forward and grab the thief before
- they get too far.
-
-
- Use 【INS + INS】 to recall the layout of the palace
- corridors and tell the nearby guards where you think the thief might be
- heading.
-
-
- If capable of casting spells, use 【INS + WLP】 to summon a
- glowing orb that will follow the fleeing thief.
-
-
- Use 【MIG + WLP 】 to intimidate the thief and cause them
- to stumble or hesitate.
-
-
-
- These Checks will be performed against the thief; once the Clock reaches 10,
- the group will have cornered the mysterious figure — but this might lead to a
- battle!
-
-
- Similarly, the thief has a Clock of their own: thanks to a significant head
- start on the heroes, the thief's Clock has 8 sections only. If the thief
- manages to fill this Clock, they will flee the scene with the Skyglass!
-
-
-
-
-
CONVINCE THE QUEEN
-
- The heroes need to persuade the Queen of Armorica that attacking the Imperial
- forces tomorrow would be a suicidal maneuver. For some reason, the Queen's
- advisor is stubbornly pushing for an immediate strike.
-
-
- This is a resolutive goal and, given the importance of the scene, the Clock
- should have 12 sections. Possible actions would be...
-
-
-
- Use 【INS + WLP】 to present your reasons to the Queen. If
- you have witnesses or items that reinforce your position, they will grant
- you a +2 bonus.
-
-
- Use 【INS + MIG】 to present a possible strategy and offer
- your battle prowess to the Queen and her people, were she to reconsider
- tomorrow's attack.
-
-
- Use 【WLP + WLP】 to launch yourself into a passionate
- speech, attempting to win the hearts of the bystanders. If you helped the
- people of Armorica in the past, you will receive a +2 bonus.
-
-
- Use 【INS + WLP】 to lure the advisor into saying too much.
- To get a bonus on this Check, you might first Study the advisor and identify
- his Traits and motives.
-
-
-
- The majority of these Checks will be performed against the advisor, but the
- third approach might also be made against the difficulty of "the room".
-
-
- The advisor also has a Clock of his own which, once completed, will have the
- heroes banished! This Clock has 12 sections — the same size as the heroes'.
-
-
-
-
-
-
-
-
-
-
AMBUSHES AND SURPRISE ROUNDS
-
- Normally, initiative already takes care of which characters in a conflict
- are more aware of their surroundings and can promptly react to danger;
- however, if one side gets the jump on their foes, the Game Master may opt to
- give those characters a free round of actions before anyone else can act.
-
-
This is known as a surprise round.
-
-
- Warning: This optional rule greatly favors the ambushers;
- a full round of actions is a massive advantage. If you don't like the
- possibility of a character being defeated before even being able to
- contribute to the conflict, don't use this rule.
-
-
- If you are using Superiority Points, a surprise round can become even more
- dangerous if the ambushers manage to overwhelm their foes with additional
- actions.
-
-
-
- See next page for the mechanics governing
- Superiority Points.
-
-
-
-
PLAYERS OUTSIDE THE CONFLICT
-
- If one or more Players are controlling no characters during a conflict
- scene, they can still influence its outcome: once per conflict round after
- any character performs a Check, a Player whose
- character is not present on the scene can choose a single die rolled in that
- Check and force it to be rerolled. Multiple Players can even work together
- to have the same die be rerolled more than once.
-
-
- The goal of this rule is to keep Players involved even when their characters
- are absent from the conflict scene or have been defeated.
-
-
- If you use this optional rule, describe how your character is "fighting in
- spirit" alongside their ally and helping them overcome the challenge!
-
-
-
-
OPTIONAL CONFLICT RULES
-
- Below you can find a few options for customizing conflict scenes in your
- game. Any number of these can be adopted, as long as the entire group agrees
- on them; you also have the option to use them only during specific conflicts
- that you think would benefit from an additional tactical layer.
-
-
-
-
-
-
BATTLE SUPERIORITY
-
- This optional rule adds another layer of strategy to battles and rewards the
- clever use of elemental attacks and Affinities.
-
-
- If you use this rule, all participants in the conflict gain access to a
- special resource: Superiority Points. These points are shared
- by the entire team, which means any Superiority Points you gain may be spent
- by you or your allies.
-
-
Gaining Superiority Points
-
Characters can gain Superiority Points in four different ways:
-
-
- Whenever you deal damage to one or more enemies, if one or more of those
- enemies are Vulnerable to the damage you deal, your team gains 1 Superiority
- Point.
-
-
- Whenever you suffer damage, if you are Immune or Absorb that damage type,
- your team gains 1 Superiority Point.
-
-
- Whenever you roll a critical success, your team gains 1 Superiority Point.
-
-
- Whenever you roll a fumble, the opposing team gains 1 Superiority Point.
-
-
-
- A character may spend one Superiority Point to perform an additional action on
- their turn, making this optional rule a dangerous addition!
-
-
Important Governing Rules
-
However, there are three important rules governing Superiority Points:
-
-
- A character may only spend 1 Superiority Point per turn, regardless of the
- number of Superiority Points available to their team.
-
-
- Whenever your team is about to gain a Superiority Point, if the opposing
- team has one or more Superiority Points, instead you will gain no
- Superiority Point and they will lose one Superiority Point.
-
-
- A team can never have more than 5 Superiority Points; any Superiority Points
- in excess will simply be wasted.
-
-
-
- Note: This rule is more advantageous to the Player Characters
- than their enemies since Player Characters usually do not have damage
- Vulnerabilities.
-
-
- You might want to employ a tracker such as the one shown below, and move a
- coin or token back and forth to remember how many points are available to each
- team:
-
-
0 +1 +2 +3 +4 +5
-
- A visual aid showing point tracking: 5 +5 +4 +3 +2 +1
-
-
-
-
-
Hit Points and Mind Points
-
- In Fabula Ultima, a character’s general well-being is represented by two
- parameters: Hit Points and Mind Points. If you are familiar with video games,
- you will no doubt have encountered similar terms — but in this game, they work
- a bit differently than what you might be used to.
-
-
HIT POINTS
-
- Abbreviated as HP, this number indicates a character’s vital energy, fighting
- spirit, and general body health, as well as their ability to take a beating
- and withstand physical pain and fatigue. You should not see Hit Points as a
- measure of a character's physical integrity, however — losing them does not
- directly translate into wounds or severe physical harm.
-
-
- One could describe Hit Points as a “shield” that protects characters from
- suffering that final blow that would knock them out of a fight. Bruises, cuts,
- and burns are all ways to portray this in the game fiction — the moment HP
- gets to 0, however, is when we see the antagonist's blade find an opening and
- tear through the hero's armor.
-
-
HP States
-
-
- Current HP: This is how many Hit Points a character has at
- the moment. This number can never go below 0, nor can it go above the
- character’s maximum HP.
-
-
- Maximum HP: A character’s current Hit Points can never be
- brought above this value. If a character’s maximum HP value is 50 and they
- currently have 40 HP, an item restoring 60 HP will still leave them at 50
- HP, not 100.
-
-
- Crisis: This number is equal to half of a character's
- maximum HP, rounded down. If your current HP is at or below this number, you
- are considered "in Crisis", which means you're having a bad day and it
- shows. For instance, a character with 65 maximum HP will be in Crisis if
- they have 32 Hit Points or less. Some game effects activate when you enter
- Crisis, and others remain active as long as you are in Crisis.
-
-
- 0 HP: If a character’s current Hit Points reach 0, their
- fighting spirit has broken. They will face different consequences depending
- on their role in the story — a Player Character, a Villain, or a normal
- Non-Player Character. For detailed information on what happens when a
- character reaches 0 Hit Points, take a look at
- page 86.
-
-
-
HIT POINTS AND MIND POINTS
-
-
-
-
MIND POINTS
-
- Abbreviated as MP, this number measures a character’s inner force, magical
- potential, and ability to focus. In the game, Mind Points are often spent to
- fuel magic or to perform heroic feats that verge on the superhuman.
-
-
-
- Current MP. This is how many Mind Points a character has at
- the moment. This number can never go below 0, nor can it go above the
- character’s maximum MP.
-
-
- Maximum MP. A character’s current Mind Points can never be
- brought above this value.
-
-
- Spending MP. Spells require you to spend Mind Points to
- cast them, as do several other abilities. You can only do so if you have
- enough MP to pay for the full cost; for instance, you cannot cast a spell
- with a cost of 10 MP if you only have 9 MP left.
-
-
- 0 MP. If a character’s current Mind Points reach 0, they
- are mentally exhausted but suffer no other consequence — aside from being
- unable to use spells and abilities that consume MP.
-
-
-
-
-
-
-
- When a character’s Hit Points fall to 0, the dangers and harm they endured
- have become unbearable. Will they break? Will they run?
-
-
- Depending on their role within the story, defeated characters will have
- different options available to them.
-
-
NON-PLAYER CHARACTERS
-
- When a Non-Player Character’s Hit Points reach 0, that character loses all
- will to fight. Whoever defeated them gets the right to determine their fate:
- they may be:
-
-
-
Captured
-
Forced to flee
-
Knocked unconscious
-
Slain
-
-
- Example: Yezma lands her final blow against a magically
- tainted boar, reducing its Hit Points to 0. Now that the creature is defeated,
- Yezma must decide its fate — she knows, however, that the great beast had
- turned aggressive only because of the arcane corruption plaguing its mind and
- body. Because of this, Yezma decides to spare the creature and simply scare it
- off, in the hope of finding a way to restore its mind later on.
-
-
- This being said, some creatures might simply be destroyed when reduced to 0
- Hit Points — constructs such as golems and robots will cease to function,
- elemental beings will vanish or dissipate, and undead often crumble to dust.
-
-
0 HIT POINTS
-
-
-
-
CHAPTER VILLAINS
-
- Some Non-Player Characters are a bit more important than others — these are
- Villains, the main antagonists in the story. You will find more information
- about them starting on page 100, but what
- you need to know right now is that they enjoy several privileges when compared
- to normal NPCs.
-
-
- When reduced to 0 Hit Points, a Villain must choose one of two options:
- escaping or surrendering.
-
-
Escaping
-
- Villains have a pool of special points, mirroring the Player Characters'
- Fabula Points: these are called Ultima Points (see
- page 101). When reduced to 0 Hit Points, a
- Villain may spend 1 Ultima Point and safely disappear from the scene; the Game
- Master describes how this happens.
-
-
- Example: Held at gunpoint by the sky pirate Morgan, Commander
- Duna grins and leaps from the airship's deck, plummeting towards the ocean
- below. But when Morgan leans over the railing to see where the armored warrior
- fell, he's clinging to a large winged salamander. "You win this battle,
- pirate!" he shouts, before the powerful beast carries him away towards the
- capital.
-
-
- If a Villain has no Ultima Points left, they may still escape by escalating
- into a more dangerous version of themselves (see
- page 102).
-
-
Surrendering
-
- The Villain surrenders and is treated as any other Non-Player Character; their
- fate rests in the hands of those who defeated them. In general, a Villain will
- only choose this option if it's the only choice they have left; if the Player
- Characters show mercy to a Villain, they might even earn a new ally — this
- would also be a spectacular way to introduce a new Player Character in the
- group.
-
-
-
-
-
PLAYER CHARACTERS
-
- Like Villains, Player Characters follow their own special rules. When reduced
- to 0 Hit Points, a Player Character must either Sacrifice themselves or
- Surrender.
-
-
SACRIFICE
-
- When reduced to 0 Hit Points, a Player Character may give their life in order
- to accomplish a seemingly impossible deed, such as putting an end to a
- centuries-old curse, temporarily taking away a demigod's powers, or
- single-handedly holding off a small army to make sure their allies can flee.
-
-
- You may only sacrifice yourself if at least two of the following are true:
-
-
-
- A Villain (see page 100) is present on
- the scene.
-
-
Your sacrifice would benefit a character you have a Bond towards.
-
You believe your sacrifice would make the world a better place.
-
-
- The details of the sacrifice are negotiated between you and the Game Master —
- you should narrate your heroic demise together. There is no fixed limit on
- what a sacrifice may accomplish: you can and should go overboard with this,
- especially as you will permanently lose your character.
-
-
- It is important to note that Player Characters who sacrifice themselves have
- accepted their death and normally cannot be brought back to life (see below),
- because they peacefully became one with the stream of souls. It isn't a bad
- way to go.
-
-
- In the cosmology of Fabula Ultima, the spirits of the deceased generally
- return to the stream of souls that permeates the world — but some might be
- trapped by evil sorcery, transported to other dimensions, or even possess a
- will strong enough to retain their identity after death.
-
-
- The mechanics of the game do not give you the option of bringing characters
- back to life for two main reasons: firstly, the death of a Player Character
- should be meaningful; and secondly, the mystery of the afterlife should be
- something you explore and shape together as part of your story.
-
-
RESURRECTION
-
-
-
-
GAME RULES
-
Chapter [Title implied by context]
-
Surrendering
-
- Characters who surrender fall unconscious and become unable to act for the
- remainder of the scene, even if their Hit Points are restored above 0. The
- Game Master cannot kill a character who surrenders but may impose a narrative
- consequence chosen from the list below or a consequence that makes sense
- within the scene. If multiple characters surrender — or worse of all, if the
- entire group gets wiped out! — the Game Master may impose separate
- consequences or a single major consequence. They may also decide to bring the
- consequences of your surrender into play later on!
-
-
- Example: As the last hero bites the dust, Commander Kelta
- grins. "I'd love to get rid of you once and for all, but I have a busy day.
- You will never make it to the village in time! The Skyglass will shortly be in
- the Empress' hands."
-
-
- While surrendering will never kill your character, the Game Master can still
- impose heavy consequences. Given the general mood of Fabula Ultima, however,
- permanent or crippling injuries should be avoided.
-
-
Mechanics
-
-
- Player Character Gain: When a Player Character chooses to
- Surrender, they immediately gain 2 Fabula Points.
-
-
- Recovery: At the start of the next scene in which they
- appear, the Player Character regains consciousness and recovers an amount of
- Hit Points equal to their Crisis score.
-
-
-
Sample Consequences of Surrendering
-
-
Darkness
-
- You must change your Theme to one of the following: Anger, Doubt, Guilt, or
- Vengeance — your choice.
-
-
Despair
-
- The enemy gets to make a decisive move, or the heroes lose the faith and
- approval of an important person or group.
-
-
Loss
-
- Something incredibly precious, such as a magical artifact, a loved person,
- or an ancient and important heirloom, is taken from you.
-
-
Resentment
-
- You are forced to erase one of your Bonds and replace it with a Bond towards
- a character chosen by the Game Master. This new Bond must be of hatred,
- inferiority, or mistrust — your choice.
-
-
Separated
-
- You are no longer with your allies. You might be captured, dragged away,
- lost, or stranded in some unknown location.
-
-
-
- "At the time, I could not disobey. No... I chose not to. But today, I
- shall no longer allow you to do as you please!"
-
-
-
-
-
The Heroic Life
-
- The heroic life can take a heavy toll on Player Characters; they often need to
- rest and recover their energy. Depending on the location, characters have
- access to different options for resting.
-
-
RESTING IN THE WILDERNESS
-
- When far away from the safety of cities and villages, traveling on the road or
- exploring a ruin, characters must have access to one of the following in order
- to rest:
-
-
-
- A magic tent (see page 104) created by
- spending 4 Inventory Points. One tent is enough for the entire group.
-
-
- Hospitality from someone friendly, usually in exchange for help or money.
-
-
- A safe location where they run no risk of being attacked; perhaps a
- consecrated temple, a secret room, the inside of an armored transport, or an
- area protected by a magic circle.
-
-
-
RESTING INSIDE SETTLEMENTS
-
- While in a village, town, or city, characters must have access to one of the
- following in order to rest:
-
-
-
- A room inside an inn, which will cost money (see Town Services on
- page 125).
-
-
- Hospitality from someone friendly, usually in exchange for help or money.
-
-
-
The Effects of Resting
-
When a Player Character rests, they enjoy the following benefits:
-
-
They recover all of their Hit Points and Mind Points.
-
They recover from all status effects.
-
-
- Generally, resting requires four to six hours of inactivity. See Rests and
- Pacing on the right for more information on the consequences of resting.
-
-
Resting
-
-
-
-
22GAME RULES
-
CHAPTER: BONDS AND RESTING SCENES
-
- When the heroes rest, there is a chance for calmer, more intimate roleplaying
- — this is known as a resting scene. During this type of scene, Players can
- spend some time roleplaying conversations and describing what their characters
- do while sitting near the campfire or relaxing around town.
-
-
At the end of a resting scene, each PC may do one of the following:
-
-
Create a new Bond towards someone or something.
-
Add a new emotion to an existing Bond.
-
- Erase an emotion from an existing Bond and replace it with a different one.
-
-
-
- When you add new Bonds or change their emotions, describe how and why your
- character's view of others has shifted.
-
-
NON-PLAYER CHARACTER RECOVERY
-
- These rules only apply to Player Characters; the Game Master always has full
- control over Non-Player Character recovery times. In general, whenever an NPC
- appears on a scene they are assumed to be at their full Hit Points and Mind
- Points, and with no status effects.
-
-
- While the rules for rests are very generous, spending too much time wrapped in
- the warm blankets of an inn will allow whatever danger is approaching to make
- the first move undisturbed.
-
-
- Inactivity should never be without consequence. The Game Master may use Clocks
- to keep the Players on their toes and foreshadow incoming threats, filling a
- section at the end of each rest.
-
-
RESTS AND PACING
-
-
-
-
Damage Types
-
In Fabula Ultima, damage generally falls into one of the following types:
-
-
Physical
-
The most common damage, caused by weapons and impacts.
-
Air
-
Caused by supernatural winds and sky monsters.
-
Bolt
-
Caused by lightning and electricity.
-
Dark
-
Caused by undead and life-destroying magic.
-
Earth
-
Caused by supernatural tremors and earth spirits.
-
Fire
-
Caused by flames, magma or intense heat.
-
Ice
-
Caused by very low temperatures and frost magic.
-
Light
-
Caused by pure and untainted spiritual energy.
-
Poison
-
Caused by poison, infections and pollution.
-
-
Damage Affinities
-
- Some creatures have a particular Affinity towards certain damage types, often
- due to their Species — for instance, undead creatures are Vulnerable to light
- damage.
-
-
Vulnerability
-
-
- If a creature is Vulnerable towards a damage type, they will lose
- twice the normal amount of Hit Points.
-
-
-
Resistance
-
-
- If a creature Resists a damage type, they will only lose half the
- normal amount of Hit Points.
-
-
-
Immunity
-
-
- If a creature is Immune to a damage type, they will lose no Hit
- Points.
-
-
-
Absorption
-
-
- If a creature Absorbs a damage type, they will lose no Hit Points
- and will instead recover an amount of Hit Points equal to the damage they
- suffered.
-
-
-
- Some game effects may cause you to gain a variety of Affinities: if a
- character is both Vulnerable and Resistant to a specific type of damage, they
- are treated as having no Affinity towards it. Immunity, on the other hand,
- always supersedes both Resistance and Vulnerability: finally, Absorption
- supersedes all other Affinities.
-
-
Damage
-
-
-
-
EXTRA DAMAGE
-
- Some game effects let you deal "extra damage". These effects do not apply to
- attacks or spells that deal no damage, only to those which already deal
- damage.
-
-
CHANGING DAMAGE TYPES
-
- There are a variety of game effects that change the type of damage dealt by a
- spell or weapon. When this happens, the most recent effect “overwrites” any
- previous changes — and when such an effect ends, damage will return to its
- previous type.
-
-
- Example: By default, a sword deals physical damage. If the
- spell Soul Weapon (page 209) is cast on
- that sword, it will deal light damage until the end of the scene. But if a
- Cyclone infusion (page 214) is applied to
- an attack, that attack will deal air damage — subsequent attacks will return
- to dealing light damage.
-
-
IMPROVISING DAMAGE
-
- Damage is generally dealt by weapons, spells, or special abilities, but there
- can be other situations in which characters might be harmed, such as falling
- from a bridge or being buried under a pile of debris. The Game Master should
- use the table below to determine the amount of damage suffered in similar
- occasions. The damage type will vary depending on the circumstances, of
- course.
-
-
-
-
-
Level
-
Minor Damage
-
Heavy Damage
-
Massive Damage
-
-
-
-
-
5+
-
10
-
30
-
40
-
-
-
20+
-
20
-
40
-
60
-
-
-
40+
-
30
-
50
-
80
-
-
-
-
- Sources of damage such as traps and hazards cannot kill a Player Character
- unless they choose to sacrifice themselves; this should be portrayed as a
- sudden stroke of luck or as a consequence of the character’s heroic resolve.
-
-
- Example: Montblanc falls into a river of lava and is reduced
- to 0 Hit Points. He surrenders and manages to land on a floating rock, but
- passes out because of the heat. The current drags him away, separating him
- from the group.
-
-
-
-
-
- Characters — be they PCs or NPCs — can suffer status effects during play.
- These will often be a consequence of attacks and spells.
-
-
Status Effect Description
-
-
- Dazed Temporarily reduces your Insight die size by one.
-
-
- Enraged Temporarily reduces your Dexterity and Insight die
- sizes by one.
-
-
- Poisoned Temporarily reduces your Might and Willpower die
- sizes by one.
-
-
- Shaken Temporarily reduces your Willpower die size by one.
-
-
- Slow Temporarily reduces your Dexterity die size by one.
-
-
Weak Temporarily reduces your Might die size by one.
-
-
CUMULATIVE STATUS EFFECTS
-
- Different status effects that influence the same Attribute will stack — for
- instance, being both dazed and enraged reduces your Insight die size by two.
-
-
That said, your Attributes cannot be reduced below a d6 size.
-
- If a character is suffering from a status effect and receives that same status
- effect again, nothing happens.
-
-
RECOVERING FROM STATUS EFFECTS
-
- Status effects can be healed through resting or via specific spells, Skills,
- or items.
-
-
STATUS EFFECT IMMUNITY
-
- If a character is immune to a given status effect, they cannot suffer it — if
- they become immune to that status effect while they have it, then they
- immediately recover from that status effect.
-
-
Status Effects
-
-
-
-
-
- The six status effects are an abstract representation of a character’s
- diminished abilities. Poisoned can represent being drunk or sick, shaken
- might be caused by fear or hallucinations, slow can come from ice magic as
- well as especially sticky ooze, and so on.
-
-
- Many other afflictions could be treated as their own status effect, such as
- being asleep or petrified: however, these are not status effects and behave
- in a different way. Instead of reducing a character’s game statistics, they
- affect the way that character can act within the game world. Petrified
- creatures, for instance, will be unable to act.
-
-
- When dealing with similar effects, rely on logic and on what makes sense
- given the circumstances. Unless established by the game rules, it is the
- Game Master’s job to decide which events translate to status effects and
- which are handled as narrative elements.
-
-
STATUS EFFECT... OR MAYBE NOT?
-
-
-
-
-
W
-
Fabula Points
-
- Fabula Points represent the Player Characters’ ability to influence destiny
- and stem directly from their heroic nature and the hardships they face.
-
-
FABULA POINTS AT CHARACTER CREATION
-
- Each newly created character automatically receives 3 Fabula Points; any other
- Fabula Points must be gained during play.
-
-
GAINING FABULA POINTS
-
- There are four main ways a Player Character can gain Fabula Points, plus a
- fifth optional method:
-
-
-
- If a Player Character has no Fabula Points at the start of a session, they
- immediately receive 1 Fabula Point.
-
-
- Whenever a Player Character rolls a fumble on a Check, they immediately
- receive 1 Fabula Point.
-
-
- Whenever a Villain makes an entrance during a scene — even if it is a Game
- Master scene, where the Player Characters are not present — each Player
- Character will immediately receive 1 Fabula Point.
- For more information on Villains, see
- page 100.
-
-
- Whenever a Player Character is reduced to 0 Hit Points and decides to
- Surrender, that character immediately receives 2 Fabula Points.
-
-
- Whenever a Player Character invokes one of their Bonds or Traits to
- automatically fail a Check (as per the optional rule on
- page 47), that character immediately
- receives 1 Fabula Point.
-
-
-
- There is no upper limit to a character’s Fabula Points. In short, you are free
- to hoard them in preparation for an “important occasion” — however, spending
- Fabula Points is one of the main ways you will gain Experience Points and
- increase your level in the game (see
- page 226).
-
-
Thus, saving them up will slow down the growth of the entire group.
- As a Player, you can spend 1 Fabula Point to make a statement about the story.
- You get to shape part of the world, its people, and its creatures, to fill in
- the "grey areas" and generate an opportunity for action, tweak a detail in
- your favor... or even introduce a convenient plot twist!
-
-
-
- If you want to change or add new details to a character, location, or item
- that has already been established — such as a character, location, or item
- the Game Master described or introduced — you will first need the Game
- Master's permission.
-
-
- If your alteration directly affects another Player Character — for instance,
- if you are establishing there is a bounty on the head of one of your
- companions — you will first need permission from the corresponding Player.
-
-
- You cannot use this option to contradict a statement previously made by
- yourself or by another participant.
-
-
- You cannot use this option to cause mechanical changes such as gaining or
- altering a Skill, switching a creature's Vulnerabilities, or inflicting a
- status effect on one or more enemies. The Game Master might decide that the
- element you introduced grants a mechanical advantage, but that's their call
- to make, not yours.
-
-
- If you introduce a new Non-Player Character this way, that character will
- still be under the Game Master's control.
-
-
-
- As with any freeform tool, this option is very powerful and may be used in a
- variety of ways and "intensities" — some Players will just add a useful item
- on the scene, others will come up with entire new locations and place them on
- the world map.
-
-
- When you sit down to play, discuss what you feel comfortable with — but do
- your best to embrace the adventurous (and sometimes over-the-top) nature of
- this rule.
-
-
Example 1
-
- After defeating the Mirror Golem in the depths of the forest ruins, the heroes
- recover a strange ivory disc bearing mysterious inscriptions. No one among
- them knows how to read this ancient language; a Player decides to spend 1
- Fabula Point to state his character knows of an elderly scholar living in the
- countryside nearby, who might be able to help.
-
-
- Since this statement does not contradict anything previously stated by the
- Game Master or by another Player, it becomes automatically true — the Player
- marks the position of the scholar's tower on the map.
-
-
-
-
-
- Example 2: Our heroes are searching for a massive dragon across the rocky
- hills surrounding Ildefort.
-
-
- They finally track the monster down to a large cavern. At that point, a
- Player declares she wants to spend 1 Fabula Point to state
- that the creature is asleep — this will make it easier to get the drop on
- them.
-
-
- The dragon is a creature introduced by the Game Master, which
- means the Player needs permission in order to make a
- statement about them. The GM is okay with this, but points
- out that this is no "magical sleep" and that the group will have to make
- Checks in order to avoid waking up the dragon.
-
-
- Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial
- army.
-
-
- Now Daige finds herself back in the imperial capital, leading an infiltration
- team determined to steal the Soul Crystal from the Empress' clutches.
-
-
- While gathering information in the streets, Daige and her comrade Valincor
- realize they are being followed by a city guard: the
- Player controlling Daige, Hannah, spends 1 Fabula Point and
- reveals that their pursuer is actually a member of her former unit, Ramis. He
- was never a fan of imperial cruelties but remained in the army to feed his
- family. Since the city guard was a character introduced by the
- Game Master, Hannah needs permission — this is a huge change
- to the scene, but the GM is intrigued and agrees to it.
-
-
- From now on, the Game Master will still control Ramis — but
- the heroes have gained a new and useful contact within the capital. However,
- Ramis still has a weakness: what will he do if his family is threatened?
-
- Ultima Points are the dark mirror to Fabula Points. When a Villain is
- introduced, the Game Master must also decide whether that character is a
- minor, major, or supreme Villain — the GM can keep this a secret or openly
- reveal it.
-
-
How Villains Receive Ultima Points
-
-
Minor (5)
-
- Enemy commanders, unique and infamous monsters, and antagonists causing
- trouble in small settlements.
-
-
Major (10)
-
- Tyrants, powerful mages, legendary creatures, and entities that threaten
- entire countries.
-
-
Supreme (15)
-
- Archdemons, immortal entities, and alien deities bent on destruction or
- domination.
-
-
-
SPENDING ULTIMA POINTS
-
A Villain has three options for spending Ultima Points:
-
-
Escape (1 Point)
-
- A Villain may spend 1 Ultima Point to safely leave the scene — the Game
- Master describes how they do so, perhaps leaving a few henchmen behind to
- "keep the heroes company".
-
-
Invoke Trait (1 Point)
-
- After performing a Check, a Villain may spend 1 Ultima Point to invoke one
- of their Traits and reroll one or both dice (this follows the same rules
- seen on page 46).
-
-
Recovery (1 Point)
-
- A Villain may use an action and spend 1 Ultima Point to recover from all
- status effects and also recover 50 Mind Points.
-
-
-
- While Player Characters can gain Fabula Points in several ways, Villains
- cannot recharge their Ultima Points — in a way, they represent the Villain's
- determination and will to pursue their objectives. A Villain with no
- remaining Ultima Points is no longer a Villain and becomes equivalent to any
- other NPC; alternatively, they may choose to escalate (see next page).
-
-
-
-
-
-
ESCALATION
-
- At any time during play, the Game Master may declare that a Villain has
- transformed into a new version of themselves — one with greater powers and
- darker ambitions. Narratively speaking, this is the moment in which the
- Villain rejects a chance at redemption and grows even more obsessive in the
- pursuit of their goal. The heroes forced them into a corner, and the results
- have proven catastrophic.
-
-
-
- A minor Villain can become a
- major Villain.
-
-
- A major Villain can become a
- supreme Villain.
-
-
A supreme Villain cannot grow any more powerful.
-
-
- Following this transformation, the character is treated as an entirely new
- Villain; the first time they appear during a scene, their Ultima Points will
- reset to a value appropriate to their new role in the story.
-
-
-
- If a Villain has no Ultima Points left and is reduced to 0 Hit Points, they
- may immediately escalate while still on the scene; this will allow them to
- recharge their Ultima Points and no longer be forced to surrender (page 87).
-
-
- If a Villain escalates while on the scene, they are immediately treated as a
- new Villain and thus award each Player Character 1 Fabula Point.
-
-
-
-
-
-
-
VILLAIN AND FABULA POINTS
-
- Whenever a Villain makes an entrance during a scene, each Player Character
- gains 1 Fabula Point.
-
-
Rules for Fabula Points
-
-
- Multiple identities. If a Villain has more than one
- identity, the heroes only receive Fabula Points when they appear using
- their "antagonist persona". Once the deception is exposed, however, they
- will begin awarding Fabula Points every time they appear on a scene,
- whether disguised or else.
-
-
- Multiple Villains. If two or more Villains appear during
- the same scene, each Player Character will gain 1 Fabula Point per
- Villain, up to a maximum of 3 Fabula Points per Player Character earned
- this way during the same scene.
-
-
- Back-to-back scenes with Villains. If a Villain's
- presence extends for several consecutive scenes, the Player Characters
- only gain 1 Fabula Point at the beginning, and no additional Fabula Points
- for the following scenes.
-
-
-
- Whenever the heroes are running low on Fabula Points, the Game Master should
- run a Game Master scene and show a Villain in action — this is a great way
- to push the story forward while also giving the heroes a bit more "fuel".
-
-
General Guidance
-
-
- Great evil is born when good intentions are met with mistrust and despair.
-
-
-
- When choosing whether a Villain will escalate, the Game Master should
- consider the antagonist's importance within the story, their personality,
- and the way the heroes chose to confront them: a Villain's escalation shows
- that the heroes might win a conflict but still make the situation worse.
-
-
- Most of the time it's best to simply let a Villain be defeated: maybe their
- resolve is broken, maybe they even realized they were wrong and will turn
- into an ally.
-
-
-
- Escalating your Villains sparingly will make them more memorable and also
- ensure that Players feel like their actions have an impact on the world.
-
-
- In general, you should only have two to four escalations per campaign.
-
-
-
-
SHOULD THIS VILLAIN ESCALATE?
-
-
-
-
-
-
104
-
W
-
- Player Characters have an abstract reserve of useful gear and consumable
- items, represented by Inventory Points (IP).
-
-
- A character can normally carry a maximum of 6 Inventory Points; however, some
- Classes and special Skills will increase this limit.
-
-
SPENDING INVENTORY POINTS
-
- Whenever you need a consumable item from the list below, you may spend an
- appropriate amount of Inventory Points to produce it from your bag and apply
- its effect — all Inventory Points spent this way must come from the same
- character.
-
-
- Once created, the item must be used immediately and is destroyed in the
- process; you cannot create it and then "save it for later".
-
-
- The table below lists the default inventory objects available in the game;
- this information is also present on your group sheet for easier reference. The
- sheet also features blank spaces where you can write custom inventory items
- that are unique to your world!
-
-
- The Tinkerer Class (page 210) can use
- Inventory Points in a variety of ways.
-
-
-
-
-
ITEM
-
IP COST
-
EFFECT
-
-
-
-
-
Potions
-
Elixir 3
-
One creature recovers 50 Mind Points.
-
-
-
-
Remedy 3
-
One creature recovers 50 Hit Points.
-
-
-
-
Tonic 2
-
One creature recovers from a single status effect.
-
-
-
Utility
-
- Elemental Shard 2 One creature suffers 10 damage of a type of your
- choice (air, bolt, earth, fire, or ice).
-
-
-
-
Magic
-
Tent 4 Allows the entire group to rest in the wilderness.
-
-
-
-
INVENTORY POINTS
-
-
-
-
RECHARGING INVENTORY POINTS
-
- Characters can recharge their Inventory Points when they are in a town,
- village, or other locations that allow them to purchase useful gear: the cost
- is 10 zenit for every Inventory Point they want to recharge.
-
-
- At the Game Master’s discretion, characters may also recharge some of their
- Inventory Points in particular circumstances, such as stumbling upon an
- adventurer’s backpack or being rewarded by a village for their help with local
- troubles.
-
-
- A character’s current Inventory Points can never go above their maximum
- Inventory Points — there is always a limit to how much can be carried
- comfortably.
-
-
SHARING INVENTORY POINTS
-
- Characters are not allowed to redistribute Inventory Points among themselves.
-
-
GEAR AND TOOLS
-
- All Player Characters are assumed to be carrying any gear and tools
- appropriate to their Identity or befitting their role as adventurers: there’s
- no need to keep track of torches, ropes, blankets and so on.
-
-
If a character needs a basic adventuring item, they will have it.
-
- However, sometimes a character will need an item that is a bit uncommon or
- doesn't really fit their Identity. When this happens, the Game Master may
- allow the character to spend some Inventory Points (generally 2 to 4) in order
- to "miraculously" pull the item in question out of their backpack.
-
-
- Example: A character whose Identity is “Princess of Thieves”
- will surely carry some quality lockpicks in her bag; on the contrary, a noble
- knight will probably have to spend a couple Inventory Points to pull them out
- of his backpack.
-
-
- Items created this way are not immediately destroyed, but characters should
- not be allowed to sell them for a price higher than five times their IP cost.
- For instance, an item that costs 2 IP to create should sell for 10 zenit at
- most.
-
-
- Note: While tools and similar gear might allow you to perform
- an otherwise impossible operation, they never grant any mechanical benefit.
-
-
-
-
-
- While conflicts may be the most memorable moments of a game session, the
- exploration of the game world is another major aspect of Fabula Ultima. At the
- beginning of the game, your group will create the world together (see World
- Creation, on page 148); however, this does
- not mean you know everything about it. While you may be familiar with the main
- regions and cities, there are plenty of discoveries — and dangers! — awaiting
- our heroes.
-
-
TRAVELING ACROSS THE WORLD MAP
-
- When a group embarks on a journey, the Game Master makes use of the map sheet
- to track their movements. The basic unit of this system is the travel day: it
- is the average distance covered during a single day on the map (assuming the
- characters are traveling on foot). The length of one travel day when using
- your map sheet must be established by the group during World Creation.
-
-
For each travel day required by the journey, perform the following steps:
-
JOURNEYS AND TRA VELS
-
- For the sake of simplicity, travel days should always be rounded up to the
- next whole number — a journey taking two and a half days is rounded up to
- three days, for instance.
-
-
- The Game Master always has final say on how many travel days a journey will
- take.
-
-
-
- W: The Game Master determines the threat level of the areas
- traversed by the group (see next page). If more than a single threat level
- is present, only apply the highest.
-
-
- 1W: Unless stopped by an encountered danger, the characters
- proceed to the next travel day (go back to step 1) or reach their
- destination.
-
-
- 3O: Perform a travel roll by rolling the die appropriate to
- the chosen threat level.
-
-
On a 6 or higher, the group encounters a danger!
-
On a 1, the group makes an unexpected discovery!
-
-
- The Game Master decides the location of each danger and discovery; if you
- need, mark its position on your map sheet.
-
-
-
-
-
-
-
Sample Areas Threat Level Travel Roll
-
-
-
-
Area
-
Threat Level
-
Travel Roll
-
-
-
-
-
Within villages, cities and guarded areas
-
Minimal
-
d6
-
-
-
Prairies, patrolled roads, countrysides
-
Low
-
d8
-
-
-
Forests, hills, rivers
-
Medium
-
d10
-
-
-
Vast forests, mountains, open sea, swamps
-
High
-
d12
-
-
-
Deserts, frozen wastes, jungles, volcanoes
-
Very High
-
d20
-
-
-
-
- Needless to say, a frequently patrolled area under enemy control will count as
- a High or Very High danger, just like a
- prairie overrun by hostile monsters.
-
-
The Game Master has final say on the threat level for a given travel day.
-
Example
-
- A group of heroes are leaving the village of Relde for the Kanka Hills, where
- they must search for an old mining tunnel that supposedly leads to the lair of
- a wise water serpent.
-
-
- Liz (the Game Master) takes a look at the map and determines that the
- characters will need one travel day to reach the hills, and another travel day
- to explore the surrounding area in order to find the tunnel entrance.
-
-
- For the first travel day, the group will cross prairies (d8) and hills (d10).
- Since only the highest die has to be taken into account, Liz should roll a
- d10. However, there is talk of a gang of bandits roaming the prairie: she
- decides this should raise the threat level to High (d12). The
- die comes up a 7: a danger!
-
-
- Liz has the group encounter a band of four brigands, accompanied by a Grey
- Howler (a wolf-like creature). Following a quick conflict, the Player
- Characters manage to fend off the attackers.
-
-
- Before moving on to the next travel day, the heroes choose to use a Magic Tent
- and rest, regaining their energies.
-
-
- Finally, Liz rolls for the second travel day, spent exploring the hills in
- search of the fabled mine: this time, the die rolled is only a d10... and she
- rolls a 1! After giving it some thought, Liz describes the PCs finding an
- entrance to the ancient tunnels... but they are not alone! They meet a
- traveling merchant by the name of Lily, who wishes to be escorted through the
- mine: she seeks an audience with the serpent herself, and will reward them
- with goods or information for it!
-
-
-
-
-
DANGERS
-
- Characters should generally be able to overcome a danger through a series of
- Checks or a conflict scene.
-
-
Examples of Dangers
-
-
- An area plagued by extreme weather conditions, such as sandstorms or bitter
- cold.
-
-
A polluted swamp filled with toxic miasma and ravenous undead.
-
A ferocious and territorial monster, or a group of hostile creatures.
-
A sudden, unfortunate encounter with a rival or antagonist.
-
The risk of losing an important item.
-
-
If you need to determine damage dealt by a danger, use the table below:
-
-
-
-
Level
-
Minor Damage
-
Heavy Damage
-
Massive Damage
-
-
-
-
-
5+
-
10
-
30
-
40
-
-
-
20+
-
20
-
40
-
60
-
-
-
40+
-
30
-
50
-
80
-
-
-
-
- Status effects are another good consequence for dangers: for instance, the
- polluted swamp mentioned above might inflict poisoned.
-
-
World Map Management
-
- While playing, the Game Master is free to add new landmarks, settlements and
- similar features to the map sheet whenever they feel appropriate. This usually
- happens when the group encounters a new point of interest or dangerous area,
- or when they learn about it from someone.
-
-
- 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.
-
-
Attribution
-
UPDATING THE WORLD MAP
-
-
-
-
DISCOVERIES
-
- Discoveries don’t happen that often, so the Game Master should make sure each
- and every one of them is unique and useful.
-
-
-
- The entrance to an ancient ruin: is it guarded? What treasures are hidden
- here?
-
-
A merchant caravan or a group of helpful creatures.
-
A secluded village or safe haven unknown to most.
-
A precious item or piece of information.
-
-
- Remember that a discovery is always a good thing: even if it’s a dangerous
- location, the reward it conceals should more than make up for it.
-
-
The first airship pilot, Oona Sabine,
-
vanished during a flight over the Whisperwoods.
-
-
-
-
- The concept of a “dungeon” is a common trope in any type of RPG, tabletop and
- digital alike. Generally, a dungeon is frequently — but not always! — a
- labyrinthine environment, inhabited by hostile creatures... and often
- concealing valuable treasures and powerful magical items, or acting as an evil
- antagonist's lair.
-
-
- In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
- location that is worthy of being explored. It could be an abandoned mill
- turned into a brigand hideout, a witch’s castle, or a network of waterways
- guarded by ancient golems.
-
-
- Most of the time, the dungeon itself won’t be that important: why the heroes
- are there and what can be found within it is what really matters. Other times,
- a dungeon can be a powerful way to tell a story about those who inhabited it —
- and maybe hint at some obscure truths or provide an answer to some of the game
- world's mysteries.
-
-
EXPLORING DUNGEONS
-
- Depending on the size and importance of the dungeon in question, the Game
- Master may adopt any of the following methods:
-
-
-
- Dungeon scenes. The exploration is run as a succession of
- key moments rather than an inch-by-inch search of the dungeon. This works
- best when the layout of the dungeon is mostly irrelevant and all that
- matters is what lies in its depths. This approach is identical to default
- gameplay: the heroes discuss their actions and describe what they do, the
- Game Master describes what goes on around them, and Checks and conflicts
- take place as normal.
-
-
- Detailed exploration. The entire dungeon can be explored in
- its every nook and cranny. This approach can be quite time-consuming and
- should only be used if the structure and details of the place tell an
- important story. For this method to work, the GM should carefully prepare
- the layout of the dungeon beforehand — reserve it for locations that you're
- sure the PCs will explore.
-
-
- Interlude. The exploration is narrated as an interlude
- scene, with maybe a single Group Check establishing whether the Player
- Characters encounter any obstacles or dangers before they reach the depths
- of the dungeon. Use this approach if you are short on time and if the
- dungeon isn't particularly important — the typical occasion would be a minor
- location discovered while traveling.
-
-
-
- Additional advice on how the Game Master should prepare material for dungeons
- can be found starting on page 258.
-
-
-
DUNGEONS
-
-
-
-
DANGER CLOCKS
-
- The Game Master can use Clocks to keep track of incoming threats in the
- dungeon. These Danger Clocks should feature a number of section based on the
- urgency of the threat they represent:
-
-
-
- Eight sections for a threat that isn't immediately obvious
- and will only come true with time — something like "crumbling temple" or
- "magitech system failure".
-
-
- Six sections for a threat that is quite obvious and likely
- to happen after a while — such as "wandering monsters" or "poisonous fog".
-
-
- Four sections for a threat that is urgent and very likely
- to happen — something like "surrounded" or "high alert" in a dungeon
- brimming with hostile creatures.
-
-
-
- The Game Master may fill a Danger Clock as a consequence of failed Checks, as
- well as when an event would make the threat more likely, such as when the PCs
- spend time searching a room, make noise, rest inside the dungeon or draw
- unwanted attention.
-
-
- Different Danger Clocks will be triggered by different actions and events, of
- course — casting a spell might fill an "arcane overload" Clock, while
- searching a room is unlikely to affect it.
-
-
- As the Clock fills, the Game Master should foreshadow the incoming danger:
- once it is completely filled, that threat will become active in full, and the
- heroes will be forced to deal with it one way or another.
-
-
-
-
-
- The worlds of Fabula Ultima are innately magical, bound together on an atomic
- level by a stream of eternal souls. Because of this, many creatures can wield
- magic, manipulating soul energy to create supernatural effects.
-
-
SPELLS AND RITUALS
-
- Magic in Fabula Ultima falls within one of two categories: spells or Rituals.
-
-
-
- Spells represent codified magic formulas developed to
- protect warriors and travelers: their applications are primarily offensive
- or defensive. They can be learned easily and only require a brief gesture to
- cast, but lack flexibility.
-
-
- Rituals, on the other hand, are complex magical effects
- designed to overcome a specific obstacle: whenever a Ritual is performed, it
- will always be started from scratch and take several minutes to complete.
-
-
-
- While powerful and extremely flexible, Rituals consume large amounts of Mind
- Points and require difficult Magic Checks; additionally, failing a Ritual will
- cause the magic to spiral out of control. While these downsides can be
- mitigated through time, effort, and complex procedures, the truth remains that
- Ritual magic is a powerful resource... but one that should be used sparingly.
-
-
- The mechanics governing spells and Rituals can be found in the next pages.
-
-
MAGIC DISCIPLINES
-
- This book features a total of six disciplines: Arcanism, Chimerism,
- Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to
- a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist,
- whilst Ritualism is available to all of these Classes, except for Arcanists.
-
-
ARCANISM
-
- Arcanists can project a large portion of their soul outside their bodies,
- forcing it to resonate with the power left behind by ancient divine entities
- known as Arcana, and manifest a fragment of their power. To access an
- Arcanum’s power, one must first earn their favor: this often involves
- completing some sort of trial, quest, or mission.
-
-
- 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.
-
-
MAGIC
-
-
-
-
Chimerism
-
- Chimerists gain their powers from the souls of beasts and monsters; they
- search for creatures able to cast spells and attempt to mimic the same
- effects.
-
-
- Chimerism features both spells and Rituals. However, Chimerist spells must be
- learned from creatures (see the Spell Mimic Skill on
- page 183).
-
-
Elementalism
-
- Elementalists can control the stream of souls that binds the four core
- elements of creation: air, earth, fire, and water. They can also influence any
- of their combinations and manifestations, such as magma, blizzards, deserts,
- or clouds.
-
-
Elementalism features both spells and Rituals.
-
Entropism
-
- Entropists go beyond the stream of souls found in the world and reach for the
- vast expanse of nothingness between stars. Their chaotic magic defies logic,
- twisting time and space and dissipating souls, matter, and magical energy.
-
-
Entropism features both spells and Rituals.
-
Ritualism
-
- Contrary to most other magical disciplines, Ritualism features no spells and
- can only be used in Ritual form. It is a catch-all term for Rituals performed
- to manipulate, sense, bind or unleash magical energy present within a
- location, item, mechanism, or relic.
-
-
- From a certain point of view, magitech could be considered a combination of
- Ritualism and technology.
-
-
Spiritism
-
- Spiritists can manipulate the raw energy found within the souls of living
- creatures, influencing their emotions and manipulating their vital force: a
- power both miraculous and frightening.
-
-
Spiritism features both spells and Rituals.
-
-
-
-
- Spells can belong to any of the following disciplines: Chimerism,
- Elementalism, Entropism, and Spiritism. The remaining two disciplines,
- Arcanism and Ritualism, do not feature any spells.
-
-
Spell Format
-
- Each spell description uses the format below and contains a variety of
- information:
-
-
Example Spell Metadata
-
- Ignisrr 10 × T | Up to three creatures |
- Instantaneous
-
-
- You unleash a searing barrage against your foes, conjuring flames out of thin
- air. Each target hit by this spell suffers
- 【HR + 15】 fire damage.
-
-
- Opportunity: Each target hit by this spell suffers shaken.
-
-
Spell Components
-
-
- The Name and Type: The name of the spell, and whether it is
- an offensive spell (rr). See page 116 for more information on
- offensive spells.
-
-
- Mind Point Cost: The cost of the spell in Mind Points. To
- cast a spell, you must have enough MP to pay its cost; additionally, some
- spells allow you to spend more MP to increase the number of targets or
- strengthen the effect. For instance, a spell with a cost of 10 × T will cost
- you 10 Mind Points per target; the final amount of Mind Points required to
- cast a spell is known as the total MP cost.
-
-
- Targets: The targets that can be affected by the spell.
- Most spells can target a certain number of creatures, but others may affect
- different targets (such as weapons).
-
-
- Target Specification: A target of "Self" means the caster
- will use the spell on themselves, while a target of "Special" indicates that
- the spell functions in a unique way described in its text, usually affecting
- a variety of creatures or elements present on the scene.
-
-
- Duration: The duration of the spell. Either
- "Instantaneous", meaning that the spell takes effect immediately and then
- dissipates, or "Scene", meaning that the spell creates an ongoing effect
- lasting until the end of the scene it was cast in.
-
-
- Effect Description: The effect of the spell, often preceded
- by a flavorful description. This description has no mechanical relevance,
- but can help you understand the concept behind the spell and customize its
- appearance in order to fit your character.
-
-
- Opportunity Effect: Spells that require a Magic Check often
- feature an opportunity effect. If you roll a critical success on your Magic
- Check, you may spend the corresponding opportunity to trigger this effect.
-
-
-
Spells
-
-
-
-
Casting a Spell
-
To cast a spell, you must fulfill the following prerequisites:
-
-
- You must be free to move your body. You can be holding items in your hands,
- as long as you can move your arms.
-
-
You must be able to speak and pronounce the invocation.
-
- You must have enough Mind Points to pay for the spell’s total MP cost,
- including any additional MP used to enhance its effect.
-
-
- Unless you are casting a spell with a target of Self or
- Special, you must be able to see your targets.
-
-
-
If all of the above are true, you may cast the spell.
-
-
- Declare which spell you want to cast among those your character has learned,
- and what its effect will be.
-
-
If required, choose the targets for your spell.
-
- Perform the magical gestures and pronounce the formula — remember that any
- nearby creatures will see and hear you.
-
-
-
Magic Checks
-
- If the spell is an offensive spell, you must also perform a Magic Check.
- Elementalism, Entropism, and Spiritism Checks rely on
- 【INS + WLP 】, while Chimerism may choose between
- 【INS + WLP】 or 【MIG + WLP】.
-
-
- Non-offensive spells are automatically successful and require no Check.
- Fumbles and critical successes on Magic Checks generate opportunities as
- normal.
-
-
-
Spend the required amount of Mind Points.
-
-
-
Apply the effects of the spell.
-
-
-
-
-
-
-
-
-
- While the effects of spells and disciplines are defined by the rules of the
- game, the way they manifest in your world is something that can vary from one
- character to another, and another great opportunity to inject personality into
- each of your heroes.
-
-
-
- A druid or witch might conjure magical branches blossoming into fruits or
- flowers that produce the effects of the spell.
-
-
A spellblade might channel magic through precise blade movements.
-
- A sorcerer might summon a swarm of imps or pixies to torment their enemies
- and assist their allies.
-
-
-
- If you can use magic, spend some time during each session describing what your
- spells look like!
-
-
DESCRIBING YOUR MAGIC
-
-
-
-
- By acquiring specific Classes and Skills, characters may gain the ability to
- use Ritual magic belonging to different disciplines.
-
-
- Each branch of Ritual magic grants you influence over different aspects of the
- world:
-
-
Discipline Magic
-
-
Arcanism
-
- 【WLP + WLP】 Produce a magical effect based on the Arcana you have bound.
-
-
Chimerism
-
- 【INS + WLP】 or 【MIG + WLP】 Enhance your senses, see through the eyes of
- an animal, quell the fury of a monster.
-
-
Elementalism
-
- 【INS + WLP】 Walk on water, shape rock, snuff out fires, cause a rainstorm
- or summon powerful cyclones.
-
-
Entropism
-
- 【INS + WLP】 Cause the decay of physical matter, twist the flow of time,
- teleport creatures or items.
-
-
Ritualism
-
- 【INS + WLP】 Extract magic from an object, activate a soul circuit, sense
- the presence of magic.
-
-
Spiritism
-
- 【INS + WLP】 Sense the presence and feelings of creatures, put someone to
- sleep or embolden their heart.
-
-
-
- The full process for casting Rituals is described on the next page. Remember
- that Ritual magic should never be able to accomplish any of the following:
-
-
-
- Causing direct damage. The Ritual can still deal collateral damage — if you
- open a chasm below your enemies' feet, they are bound to suffer some kind of
- harm. When establishing collateral damage dealt by a Ritual, use the table
- on page 93.
-
-
Inflicting or removing status effects.
-
- Causing characters to lose or gain HP , MP , IP , Fabula Points or Ultima
- Points.
-
-
- Replicating the mechanical benefits of an existing spell or Skill (however,
- narrative effects such as teleportation of flight are okay, even if some
- Skills do grant them).
-
-
- Generating creatures or equipment, or granting them permanent abilities.
-
-
-
- Aside from these, most Rituals are fair game — but the stronger the effect you
- seek, the more tragic the consequences will be if your Ritual goes wrong.
-
-
RITUALS
-
-
-
-
22GAME RULES
-
The Ritual
-
- The Ritual is cast following the normal procedure for a spell (page 115), but it always requires a Magic Check which must meet or exceed a
- Difficulty Level based on the Ritual's potency (see below). The Check will
- rely on the Attributes indicated by the Ritual's discipline (see page on the
- left).
-
-
- If you succeed, the Ritual has the desired effect; if you fail, the Game
- Master will describe how its effects have been twisted in a catastrophic way.
-
-
Procedure for Casting The Ritual
-
-
- Determine Goal: Describe what you want to accomplish with
- your Ritual and declare which area or creatures you want to affect.
-
-
- Game Master Ruling: The Game Master has final say on
- whether a given effect can be accomplished, as well as which Ritual
- discipline it falls within.
-
-
- Calculate Cost: By consulting the Area and Potency tables
- below, the Game Master determines the Ritual's total cost in Mind Points
- (MP).
-
-
-
Potency Table
-
-
-
-
Potency
-
MP
-
DL
-
Examples
-
-
-
-
-
Minor
-
20
-
7
-
Create a flash of light, block a passage, shatter a glass.
-
-
-
Medium
-
30
-
10
-
- Create an illusion, treat an illness, locate someone or something, sense
- emotions, provide short-term energy.
-
-
-
-
Major
-
40
-
13
-
- Sense thoughts, influence emotions, dispel a curse, temporarily alter
- the weather, provide long-term energy.
-
-
-
-
Extreme
-
50
-
16
-
- Weaken a divine entity, prevent a catastrophe, cause a week-long change
- in a creature or location.
-
-
-
-
-
Area Table
-
-
-
-
Area
-
Multiplier
-
Examples / Scope
-
-
-
-
-
Individual
-
×1
-
A human-sized creature, a door, a tree, a weapon.
-
-
-
Small
-
×2
-
- A few human-sized creatures, a large creature, a small clearing, a room,
- a railway car, a hut.
-
-
-
-
Large
-
×3
-
- A crowd, a small forest, an airship or galleon, a castle hall, a house,
- a giant creature.
-
-
-
-
Huge
-
×4
-
A fortress, a lake, a mountaintop, a village, a city block.
-
-
-
-
-
-
-Group Check (page 50), and the character who
-performs the Ritual will act as Group Check (page 50), and the character who performs the Ritual will act as
-
-
-
-
GAME RULES
-
Potency Clock
-
- The following describes the attributes associated with different levels of
- magical potency:
-
- Ritual magic can certainly be attempted during a conflict scene, but you will
- first need to gather enough magical energy.
-
-
The process is as follows:
-
-
-
- Use the Objective action to begin the Ritual — perform
- steps 1 and 2 of the flowchart on
- page 119, determining the Ritual's
- discipline, area and potency.
-
-
- A Ritual Clock is immediately created with a number of sections based on
- the Ritual's potency — see the table above. Now that this Clock is part of
- the scene, anyone can interact with it through the Objective action. Like
- any use of the Objective action, the Game Master will be the one
- adjudicating which Attributes should be used for the Check, as well as
- whether it has a fixed Difficulty Level or is an Opposed Check. The caster
- can perform the first Check to fill some sections the Clock as part of the
- Objective action they used to begin the Ritual.
-
-
- 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.
-
-
-
-
-
-
-
- Regardless of which fantastic world your adventures take place in, your heroes
- will likely find themselves purchasing and selling items. This section covers
- the basics of the economy and provides you with useful lists of items and
- prices.
-
-
ZENIT
-
- The common currency of all Fabula Ultima worlds is zenit, a gold coin whose
- shape and size may vary from region to region. While prices may rise and fall
- depending on where you are, zenit is universally accepted.
-
-
- On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for
- the night in town, and 100 z can fetch you a bronze shield.
-
-
EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK
-
- As shown on the character sheet, a Player Character can equip a limited number
- of items on their body:
-
-
-
You have one equipment slot for your armor.
-
- You have a main hand equipment slot, where you can equip a one-handed weapon
- or a two-handed weapon. While you have a two-handed weapon equipped here,
- that weapon will also take up your off-hand slot (see below).
-
-
- You have an off-hand equipment slot, where you can equip a one-handed weapon
- or a shield.
-
-
You have one equipment slot for your accessory.
-
-
- Any item you have that is not equipped goes in your backpack. There is no set
- limit to how many items you can carry this way, as long as it makes sense. The
- Game Master has final say on what you can and cannot carry this way.
-
-
- If you ever find yourself in need of transporting large and heavy items over
- long distances, consider purchasing a transport (see
- page 125).
-
-
- It takes a few moments to find items stored inside a backpack: during a
- conflict, for example, you will need to spend an action searching for them. On
- the other hand, items you have equipped are readily accessible, but also more
- exposed to the risk of being damaged or stolen.
-
-
- An item stored in your backpack does not grant you any of its properties. If
- you want it to “work”, you must equip it!
-
-
ECONOMY AND ITEMS
-
-
-
-
22GAME RULES
-
HOW TO GET NEW ITEMS
-
- There are plenty of occasions for characters to acquire gear and equipment:
- villages and towns will always have one or more stores dedicated to weapons,
- armor, and useful accessories. This doesn’t mean a character can simply walk
- into a shop in the middle of nowhere and expect to purchase a magical
- crossbow, however: while basic weapons, armor, and shields should be available
- in most settlements, rare items should only be found in unique stores, hidden
- within the most dangerous of ruins, guarded by powerful monsters or offered as
- a reward for heroic deeds.
-
-
- If you are the Game Master, see
- page 266 for rules and guidelines on how
- to create rare items, as well as several lists of premade items. A list of
- basic items can be found starting on
- page 130.
-
-
- There are three main ways treasure and magical items can be handled during a
- Fabula Ultima campaign.
-
-
- When you start playing, you should discuss which of the methods below you want
- to adopt; you can always change your decision later on after a few sessions.
-
-
Methods for Handling Treasure
-
-
- Classic. The GM hands out rewards as they see fit. This is
- probably the most common solution, but it puts a lot of responsibility on
- the GM's shoulders.
-
-
- Survey. The Game Master asks everyone about the kind of
- items they'd like their characters to find or use — perhaps the ninja would
- like to wear an intimidating han'nya mask (page 286), or the brawler can't wait to get her hands on a pair of fuel knuckles
- (page 272). Using this method, the GM
- has a useful list of items they can pick from when handing out rewards.
-
-
- Wishlist. This is an uncommon approach, but it can be
- interesting. Each Player writes a list of items they would like their
- character to find over the course of their career — these can be chosen from
- the lists of rare items in the Game Master chapter, or designed from scratch
- following the guidelines presented there. Then, whenever the group finds
- some kind of treasure or receives a reward, the Players themselves can pick
- from those lists and narrate what the item is — as well as why it was there.
-
-
-
REWARDS
-
-
-
-
Selling Items
-
- Provided you can find someone willing to buy it, an item will sell for roughly
- half its original price. This amount may be modified by the item’s quality and
- condition: none will want the rusted, mud-caked axes picked up in the old
- tunnels.
-
-
- The Game Master always has final say on whether you are able to sell a given
- item and how many zenit you can make from it; sometimes it will also be
- possible to barter or carry out duties in exchange for goods.
-
-
Artifacts
-
- Player Characters will sometimes come into possession of incredibly powerful
- magic items, known as artifacts (see
- page 288). Given their nature, artifacts
- should never be purchased or sold: no amount of riches can do them justice.
- Entire kingdoms could go to war for a chance to obtain them.
-
-
Services and Transports
-
- Prices and availability for animals, vehicles, lodging, and such may vary
- depending on your game world. The following lists are meant to be a guideline
- for the Game Master when establishing prices.
-
-
- When it comes to transports, the list includes generic entries for mounts,
- cars, vessels, airships and such. Each transport can carry a certain number of
- passengers and increases the distance you can cover within a single travel
- day.
-
-
Transport Rules
-
-
Terrestrial transports can only travel on land.
-
Aquatic transports can travel on water surfaces.
-
Submarine transports can travel above and underwater.
-
Flying transports can travel in the skies.
-
-
Vehicle Costs:
-
-
- If you purchase a vehicle hauled by animals, their cost is included in its
- price.
-
-
There is no need to keep track of animal fodder or fuel.
-
- 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).
-
-
-
-
-
-
SERVICE COST DESCRIPTION
-
Town Services
-
- Recharge Inventory 10 z: Recharges a character's Inventory
- Points by one.
-
-
- Full Rest (village) 5 z: Allows one person to rest for one
- night.
-
-
- Full Rest (town) 10 z: Allows one person to rest for one
- night.
-
-
- Full Rest (city) 20 z: Allows one person to rest for one
- night.
-
-
Travel Services
-
- Land Transportation 10 z: Allows one person to travel for one
- day.
-
-
- Water Transportation 20 z: Allows one person to travel for
- one day.
-
-
- Air Transportation 40 z: Allows one person to travel for one
- day.
-
-
TRANSPORT COST PASSENGERS DISTANCE
-
Mounts
-
-
Terrestrial 200 z: One or two ×2
-
Aquatic 500 z: Approximately six ×2
-
Submarine 1000 z: Approximately six ×2
-
Flying 2000 z: Approximately six ×3
-
-
Vehicles
-
-
Terrestrial 600 z: Approximately six ×2
-
Aquatic 2000 z: Approximately ten ×2
-
Submarine 4000 z: Approximately ten ×2
-
Flying 8000 z: Approximately twenty ×3
-
-
-
-
-
- There are four categories of items that can be equipped: accessories, armors,
- shields and weapons. Each item can be basic or rare (with the exception of
- accessories, which are always rare).
-
-
MARTIAL ITEMS (E)
-
- Items marked with the (E) symbol can only be equipped by characters who have
- acquired certain specific Classes.
-
-
-
- Darkblade allows you to equip martial melee weapons and
- martial armor.
-
-
- Fury allows you to equip martial melee weapons and martial
- armor.
-
-
- Guardian allows you to equip martial armor and martial
- shields.
-
-
- Sharpshooter allows you to equip martial ranged weapons and
- martial shields.
-
-
- Weaponmaster allows you to equip martial melee weapons and
- martial shields.
-
-
-
- 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.
-
-
ACCESSORIES
-
- Accessories are useful magical items that bestow special abilities upon those
- who wear them. Accessories are always considered rare items.
-
-
- Each accessory entry uses the format below and contains a variety of
- information:
-
-
ACCESSORY COST
-Crested Helm 1000 z
-
You gain a +1 bonus to your Accuracy Checks.
-
The general structure includes:
-
-
The accessory's name.
-
The accessory's cost in zenit.
-
Any special abilities the item bestows while equipped.
-
-
- The Game Master can find a list of sample accessories starting on
- page 285.
-
-
-
-
-
ARMORS
-
Armor offers improved protection to its wearer.
-
Armor Entry Format
-
- Each armor entry uses the format below and contains a variety of information:
-
-
Example Structure:
-
Sage Robe | 200 z | DEX die +1 | INS die +2 -2 | No Quality.
-
Brigandine E | 150 z | 10 | INS die -2 | No Quality.
-
Field Descriptions
-
-
- The Name and Type: The armor's name, and whether it is a
- martial armor (E).
-
-
Cost: The armor's cost in zenit.
-
- Defense/Magic Defense Calculation: The formula used to
- calculate the wearer's Defense and Magic Defense. This will either be a
- fixed number, such as 10 for the Brigandine above, or a bonus that must be
- added to your current Dexterity die size (for Defense) or Insight die size
- (for Magic Defense). For instance, if you have a Dexterity of d8 and an
- Insight of d10, wearing a sage robe will give you a Defense score of 9 and a
- Magic Defense score of 12.
-
-
- Base Stats Rule: If you are not wearing any armor at all,
- your Defense will simply be equal to your Dexterity die size and your Magic
- Defense will simply be equal to your Insight die size.
-
-
- Initiative Penalty: The penalty to Initiative Group Checks
- caused by the armor. Martial armors usually impose heavier penalties. If you
- are not wearing any armor at all, your Initiative will suffer no penalty.
-
-
- Special Abilities: Any special abilities the item bestows
- while equipped.
-
-
-
Examples
-
- For a list of all the basic armors available in the game, see
- page 132.
-
-
-
-
-
W SHIELDS
-
- Shields must be equipped in a character's off-hand slot and further enhance
- defenses.
-
-
- Each shield entry uses the format below and contains a variety of information:
-
-
-
SHIELD COST DEFENSE M. DEFENSE INITIATIVE
-
Runic Shield E 150 z +2 +2 -
-
-
No Quality.
-
Understanding Shield Information
-
-
The shield's name, and whether it is a martial shield (E).
-
The shield's cost in zenit.
-
- The increase to Defense and Magic Defense granted by the shield. This is in
- addition to any benefits granted by the armor you may have equipped.
-
-
-
- For a list of all the basic shields available in the game, see
- page 133.
-
-
Armor Concepts
-
- Martial and non-martial armors influence a character's Defense and Magic
- Defense scores in different ways.
-
-
- 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.
-
-
-
- Lighter armors give you Defenses based on your current
- Dexterity and Insight die sizes plus a small bonus. They are great if your
- Attributes are already high, but can become less effective if you suffer
- status effects.
-
-
- Martial armors set your Defense score to a fixed value,
- regardless of your current Dexterity die size. They offer reliable
- protection, but also take a heavy toll on your Initiative.
-
-
-
ARMOR AND DEFENSES
-
-
-
-
WEAPONS
-
- Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
- firearm, flail, heavy, spear, sword, and thrown.
-
-
Weapon Entry Format
-
- Each weapon entry uses the format below and contains a variety of information:
-
-
WEAPON COST ACCURACY DAMAGE
-
Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical
-
One-handed w Melee w No Quality.
-
Components Explained
-
-
The weapon’s name, and whether it is a martial weapon (E).
-
The weapon’s cost in zenit.
-
- The Attributes and formula used for Accuracy Checks when performing attacks
- with the weapon.
-
-
- The formula used to calculate damage dealt by the weapon, and the type of
- damage it deals — generally physical, but rare weapons might deal special
- types of damage such as fire or dark. Remember that HR stands for High Roll
- — the highest of the two dice you rolled during the Accuracy Check.
-
-
- Whether the weapon requires one hand or two hands; if you can equip the
- weapon in one hand slot, you can use your other hand slot to equip another
- one-handed weapon or a shield.
-
-
Whether it is a melee weapon or a ranged weapon.
-
Any special abilities the item bestows while equipped.
-
-
- You do not have to keep track of ammunition for ranged weapons: once you
- purchase the item, you're simply assumed to have enough on your person to
- fight with.
-
-
- For a list of all the basic weapons available in the game, see the next page.
-
-
A NOTE ON UNARMED STRIKES
-
- Among the various weapons available in the game, one is the unarmed strike
- (see next page). These are the character's empty hands, and while they do
- 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.
-
-
- Legends tell of a sword capable of striking fear in the hearts of Dragons and
- Wyrms.
-
- Silk Shirt 100 z DEX size INS size +2 -1
- No Quality.
-
-
-
-
- Travel Garb 100 z DEX size +1 INS size +1 -1
- No Quality.
-
-
-
-
- Combat Tunic 150 z DEX size +1 INS size +1 -
- No Quality.
-
-
-
-
- Sage Robe 200 z DEX size +1 INS size +2 -2
- No Quality.
-
-
-
-
- Brigandine E 150 z 10 INS size -2
- No Quality.
-
-
-
-
- Bronze Plate E 200 z 11 INS size -3
- No Quality.
-
-
-
-
- Runic Plate E 250 z 11 INS size +1 -3
- No Quality.
-
-
-
-
- Steel Plate E 300 z 12 INS size -4
- No Quality.
-
-
-
Contextual Information
-
-
-
-
Chapter Info: W | CHAPTER
-
BASIC SHIELDS
-
-
-
Bronze Shield
-
Cost: 100 z | Defense: +2 | M. Defense: - | Initiative: -
-
No Quality.
-
Runic Shield
-
Cost: 150 z | Defense: +2 | M. Defense: +2 | Initiative: -
-
No Quality.
-
-
- The most massive shield in the world is the Adamantower, forged with the hide
- of an extremely rare and dangerous beast.
-
-
-
-
-
- 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.
-
-
Projects
-
Projects work as follows:
-
-
- Describe the invention's effects, how it operates, what kind of energy it
- requires, and the specific benefits it provides. The Game Master has final
- say on whether a given invention is feasible in your circumstances.
-
-
- By consulting the area, potency, and uses tables (see next page), the GM
- determines the invention's total cost in materials, to be paid immediately.
- For inventions of medium or higher potency, the Game Master also describes a
- necessary special ingredient or material. This item cannot simply be
- purchased and should become the focus of one or two sessions.
-
-
- To complete the Project, you must reach an amount of progress equal to one
- for every 100 zenit of material costs (minimum one progress required).
-
-
At the end of each day, the Project will advance as follows:
-
-
- +1 progress for every Player Character who worked on the Project today.
-
-
- +1 extra progress for every Player Character with one or more levels in
- the Tinkerer Class who worked on the Project today.
-
-
-
- Once the required amount of progress is reached, the invention is created!
- If you can generate more progress in a day than what is currently needed to
- complete the Project, you may have it ready within a few hours instead.
-
-
- If an invention is complex enough — such as a magitech motorcycle equipped
- with a cannon, acting as both a vehicle and a weapon — the Game Master is
- free to split the Project into two or more separate inventions, each
- requiring its own individual development process.
-
-
- You may negotiate a terrible flaw with the Game Master — perhaps the
- invention must be recharged at regular intervals, is unreliable, cumbersome,
- or extremely loud. This flaw reduces the total cost of the Project by 25%.
-
-
-
-
-
-
22GAME RULES
-
CHAPTER
-
Potency Base Cost
-
The invention can...
-
Minor (100 zenit)
-
- Provide light, transport people or cargo on land or water, obtain some limited
- form of protection.
-
-
Medium (200 zenit)
-
- Travel underwater, contain a spell, relay sound or speech, perform a specific
- operation in place of the inventor, provide short-term energy.
-
-
Major (400 zenit)
-
- Fly, alter the nature of an area for a short time, cancel the effects of a
- spell, possess minor intelligence, fight alongside the inventor, provide
- long-term energy, capture or immobilize the target.
-
-
Extreme (800 zenit)
-
- Alter the nature of an area for a long time, contain the power of a demon,
- prevent a catastrophe, possess a full intelligence and personality.
-
-
Area Multiplier
-
The effects of the invention may affect...
-
-
- Individual ×1: A human-sized creature, a door, a tree, or a
- weapon.
-
-
- Small ×2: A group of human-sized creatures, a large
- creature, a small clearing, a room, a railway car, or a hut.
-
-
- Large ×3: A crowd, a small forest, an airship or galleon, a
- castle hall, a house, or a giant creature.
-
-
- Huge ×4: A fortress, a lake, the top of a mountain, a
- village, or a city block.
-
-
-
Uses Multiplier
-
Once activated, the invention...
-
-
- Consumable ×1: Can never be used again unless the inventor
- creates a different copy of it.
-
-
- Permanent ×5: Remains available for multiple uses in
- different situations.
-
-
-
- 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
- requirements.
-
- If you happen to gather precious materials during your adventures, you may
- use them to pay for the costs of a Project. The Game Master has final say on
- which materials and ingredients can help you cover the cost of a Project.
-
-
- If the Game Master requests a given ingredient or material because of the
- invention's potency (as described under step 3 of the flowchart on page
- 134), said ingredient or material cannot also be used to pay for the
- Project's costs.
-
-
HIRING HELPERS
-
- If an inventor wants to increase the daily amount of progress, or if they
- want to work on multiple Projects at the same time, they may want to hire
- helpers.
-
-
-
- Each helper is a competent worker or assistant who will ask for a pay
- equal to half of the Project’s total cost.
-
-
- Each helper will generate 1 additional progress at the end of each day.
-
-
-
- The sticky core found inside Elemental Slimes can be used to produce several
- forms of energy.
-
-
- The rules for Projects are very flexible, but they are designed to allow
- characters to create something unique and never seen before, not to craft
- items that can normally be found or purchased, such as equipment — they
- should be used to provide innovative solutions to problems and obstacles.
-
-
-
- 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).
-
-
- Projects require time: if the group focuses on a long Project, Villains
- will certainly not sit idly.
-
-
Interlude scenes are perfect for narrating a Project's development.
-
-
HOW TO USE PROJECTS
-
-
-
-
-
SAMPLE PROJECTS
-
INVENTION POTENCY AREA USE
-
-
The "Discovery"
-
Major Large Permanent
-
Total Project Cost: 6000 zenit; Progress Required: 60; Flaw: None.
-
- A large airship that can transport up to fifty people. It provides no
- additional firepower or protection — armaments, barriers, and so on would
- all be considered separate Projects and can be subsequently added to the
- airship's base chassis.
-
-
-
-
Gatling Golem
-
Major Individual Permanent
-
Total Project Cost: 1500 zenit; Progress Required: 15; Flaw: Yes.
-
- A semi-intelligent floating weapon. This golem will act after the inventor's
- turn during conflict scenes, dealing minor physical damage to a single
- target. However, it is extremely loud and highly experimental: enemies may
- spend an opportunity to disable it until the end of the scene.
-
-
-
-
Mag Boots
-
Medium Individual Permanent
-
Total Project Cost: 1000 zenit; Progress Required: 10; Flaw: None.
-
- A pair of magnetic boots that allows the wearer to safely attach themselves
- to metallic surfaces, possibly walking on walls or even ceilings.
-
-
-
-
Magitech Suit
-
See below See below See below
-
Total Project Cost: 1750 zenit; Progress Required: 17; Flaw: Yes.
-
An advanced four-legged armor fueled by magitech energy.
-
-
The pilot has Resistance to fire damage and physical damage.
-
- The pilot can use the Attack action to unleash a searing heat ray causing
- minor fire damage. It is a ranged attack and requires a
- 【DEX + INS】 Accuracy Check.
-
-
The pilot also suffers Vulnerability to bolt damage.
-
-
- Given the complexity and power of this invention, the Game Master splits it
- into two separate Projects: the armor itself and then its heat cannon, both
- with medium potency, individual area, and permanent use.
-
-
- The inventor added a flaw to one of the Projects (Vulnerability to bolt
- damage) in order to partially reduce the cost.
-
- When activated and driven into the ground, this large rune-inscribed spike
- will prevent all creatures on the scene (friends and foes alike, which is
- an important flaw) from casting spells or performing Rituals. This effect
- lasts until the end of the scene or until the negator itself is destroyed
- (probably a six-sections Clock).
-
- A single vial of hyper-concentrated fire elemental essence. When
- shattered, it unleashes a vortex of flames and deals minor fire damage to
- every creature in a vast area. Flammable items of small size might also be
- set on fire.
-
- An alchemical vial containing enough gas to fill a room, putting everyone
- to sleep for a few hours — they will still awaken if harmed, slapped or
- shaken vigorously enough, but they will sleep through loud noises.
-
A magical mask that allows the wearer to breathe underwater.
-
-
-
-
-
-
GROUP DYNAMICS
-
A SAFE PLAY ENVIRONMENT
-
- In line with the JRPG genre that inspiration has been drawn from, Fabula
- Ultima’s tones are heroic and optimistic, despite the occasional presence of
- tragic or darker scenes — especially when Villains are involved. The general
- expectation is that scenes will not be particularly gritty or morbidly
- described, even when death is involved — but since you never know what might
- hurt the sensibility of the people playing, here is a list of tools and “good
- practices”.
-
-
-
- Mutual trust and respect. This should go without saying,
- but respecting the people you are playing with is key to a good experience —
- and the same applies to putting your trust in them. Roleplaying games are a
- highly social activity, and it is perfectly normal for people to get a bit
- tense and emotional during dramatic moments, but mutual trust and respect
- are the main foundation for good play. Whatever happens between characters
- in your story, the people at the table must be good to each other.
-
-
- The game and its fiction must not replace human interaction.
- If someone's behavior bothers anyone, that issue must be solved outside the
- game. There’s nothing wrong with pausing a session to get things sorted and
- going back to it once you’ve found an agreement. Do not, under any
- circumstance, use the game as a tool for proving your point or influencing
- someone's behavior.
-
-
- Lines and Veils. These terms were coined by Ron Edwards in
- Sex and Sorcery, and they are practical safety tools with a history of good
- results. Before or during the game, you may declare that you are drawing a
- line or veiling a situation or action.
-
-
- When you draw a line, you are saying that you don't want this element in
- the game. It won't happen, it didn't happen, and your shared story will
- never talk about that.
-
-
- When you veil, you are saying that while the element is present, you don't
- want it to be expressly depicted or brought into the spotlight. It's still
- a part of your world and will influence your character's actions, but it
- will take place "behind the scenes".
-
-
-
-
- These tools are especially useful if you’re playing with people you’ve never
- met before, but keep them in mind even when you’re with old-time friends.
- Every single person has something that makes them uncomfortable, sometimes to
- an unbearable degree — overly detailed descriptions of violence, portrayals of
- unhealthy relationships, or even something you believe is commonplace but
- somehow left a scar on them.
-
-
- When playing the game, one of your duties is to create a safe environment —
- don’t insist on asking why something made someone uncomfortable: instead, ask
- them how they’d prefer this type of scene or situation to be handled from now
- on.
-
-
-
-
-
-
-
-
-
Secrets
-
- It is not uncommon for a Player Character to hide secrets from their
- companions, be it their past misdeeds or their burning love for an antagonist.
-
-
- While it's perfectly fine for characters to have secrets, Players should
- instead keep things transparent and work together to get the most out of the
- situation.
-
-
- By telling your group "My character looks like they want to be friends with
- you, but she actually hates you because of what happened in Galatea" you are
- empowering everyone at the table, including yourself: now that this facet of
- your hero is known, it will be possible to build upon it and create drama.
-
-
- Never forget that this game relies on a collaborative storytelling effort:
- disclosing your character's secrets means giving your fellow Players a chance
- to make things interesting — do not think of it as "letting your guard down".
-
-
Leaving the Group
-
- There might come a moment when you feel like your character has been fully
- explored; they have faced their fears, achieved their goals, and found who or
- what they were looking for, with the campaign not yet reaching its end.
-
-
- When this happens, you are free to announce that your character will be
- leaving the group — you should do so between sessions and also come up with a
- replacement character. Then, at the beginning of the following session,
- describe your character's epilogue and agree on how and why your new character
- joins the group.
-
-
-
- If you want to temporarily retire a character but retain the ability to
- bring them back later on during the campaign, you should discuss it with the
- rest of your group.
-
-
- Whenever a new character (or a previously retired character) joins the
- group, they should have the same level and XP as the character they are
- replacing. If the character is a returning character, the Player should
- briefly describe what they did while away from the rest of the group.
-
-
- Regardless of how many Player Characters are owned by a Player, that Player
- may only control a single PC at once. The Game Master has final say on when
- you can "switch characters"—generally between sessions or after resting in
- town.
-
-
-
- Needless to say, you can only switch to a different character if that
- character is somewhere nearby or has the means to reach the rest of the group.
-
-
-
-
-
ABSENT PLAYERS
-
- We all have busy lives, and sometimes this means one or more people will be
- unable to take part in a session.
-
-
- When this happens, the simplest option is often to reschedule the session for
- a different date. Just pick another day to meet — in the meantime, you can
- play another game with whoever is present!
-
-
- On the other hand, if you are determined to run a session even if one or more
- participants are absent — and you should do this only if whoever's missing is
- okay with it — each absent Player chooses one of the following for their
- character:
-
-
-
- I'll join you later. Your character will remain in town (or
- somewhere safe) and carry on some kind of task. This is a good chance to
- gather information, purchase items, and work on Projects. Discuss what your
- character does with the Game Master.
-
-
- Your character will join the rest of the group at the beginning of the next
- session; describe how you got there.
-
-
- I'll be in your care. For this session, your character will
- be controlled by the rest of the group as a whole (excluding the Game
- Master). While controlled by the group, your character cannot spend Fabula
- Points and will automatically surrender if reduced to 0 Hit Points. The Game
- Master should be cautious when applying consequences to characters belonging
- to absent Players, and everyone else should do their best to protect them.
-
-
-
- Regardless of which option you choose for your character, the following apply:
-
-
-
- Your character will not gain Fabula Points while absent from a session.
-
-
- Your character will gain Experience Points as normal at the end of the
- session. This might cause your character to level up (see
- page 226).
-
-
-
- As soon as you take part in a session again, you will be able to gain and
- spend Fabula Points as normal.
-
-
The nature of this world is not one of absolutes.
-
-
-
-
144
-
W
-
W
-
-
-
-
CHAPTER
-
- This chapter contains the rules for starting your Fabula Ultima game. Within
- the following pages you will discover how to create your game world, give your
- group a core theme, build your very own characters, and finally, begin play
- with a prologue.
-
-
SESSION ZERO
-
- While reading this chapter on your own is an excellent idea, the steps require
- everyone in your group to be present. This meeting, also known as session
- zero, is meant to establish the basics of the setting in which your adventures
- will take place, along with the themes you want to explore and the heroes you
- will portray.
-
-
-
- For the Game Master: This is a great time to learn about
- the Player Characters and start thinking about interesting scenarios,
- locations, and antagonists. Make sure to ask lots of questions and take
- plenty of notes.
-
-
- For the Players: This is where you cooperate with everyone
- else to create your very own world and characters. It is a chance to inject
- it with your own fantasy ideas, be it a particular aesthetic, a magical
- technology, or a terrifying danger.
-
-
-
- Needless to say, there will be many occasions to leave your mark on the world
- you will create; however, think of this moment as the root of your play
- experience, from which everything else will grow, evolve, and blossom.
-
-
WAIT, I’VE CHANGED MY MIND!
-
- The sections of this chapter are presented in a specific order, but you are
- free to go back to any step and revise the choices whenever you feel the need.
- For instance, when creating your character, you might come up with an idea for
- a cool location and mark it on the world map. Or you could end up with a band
- of heroes that suits a different type of group from the one you had previously
- selected.
-
-
You are building the foundations of your campaign... take your time!
-
-
-
-
- Now that you've gathered together, there are a few things to discuss before
- you begin creating your world and characters. For each topic, read the
- questions and discuss your choices as a group.
-
-
COMMITMENT AND EXPECTATIONS
-
- The first thing you should discuss is the amount of time and effort everyone
- will be able to dedicate to the game. This will help set expectations and
- avoid issues later on during play.
-
-
-
- Will you play for a set amount of sessions, or are you simply going to start
- playing and see where the story leads you?
-
-
How often will you play? Weekly, monthly, twice per month?
-
- 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).
-
-
- If there are missing Players, will you reschedule the session, or will you
- play nonetheless? Which solution will you adopt for the missing Players'
- characters?
-
- This is a game with a relatively broad scope: depending on the kind of world
- and characters you create, the campaign's tone and themes can vary quite a
- bit. Because this is a shared storytelling experience, you need to be on the
- same page or at least lay a solid foundation — you can always discuss changes
- later.
-
-
-
- What kind of tone do you expect during the narration? Would you prefer a
- heavily dramatic tale dealing with complex situations and emotions, or would
- you rather tell a fantastical story where good and evil are easily told
- apart?
-
-
Are there any themes you strongly wish to explore during play?
-
- Will the heroes be best friends from the start, or are you okay with moments
- of crisis and disagreements within the party? How will you resolve these
- contrasts?
-
-
- When describing scenes and actions, are you okay with over-the-top anime
- descriptions or would you prefer a heroic but more fable-like approach?
-
- Much like tone and themes, this game allows you to customize its rules and
- play it with a varying degree of mechanical challenge and optimization.
-
-
-
- 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).
-
-
- How "hardcore" do you expect your game experience to be? Are you aiming for
- mechanical optimization with your characters? Do you expect the Game Master
- to design extremely challenging adversaries? Or are you here for a relaxing
- experience that takes minimal focus?
-
-
-
SAFETY
-
- Roleplaying games tend to get us emotionally and personally involved. It's
- their beauty, but it also leaves us vulnerable. Make sure to discuss whatever
- descriptions, situations, scenes, and story elements might make you
- uncomfortable. Everyone should indicate any lines and veils (page 140) that they want to apply during sessions; it can be a good idea to handle
- this anonymously to preserve the privacy of the participants.
-
-
In particular, you should make sure to discuss:
-
-
- The depiction of violence. By default, Fabula Ultima
- expects little elements of gore and blood: much like in classic JRPGs, death
- is portrayed as a character kneeling or vanishing in a cloud of spiritual
- particles — but still talk about the kind of scenes and descriptions people
- are okay with.
-
-
- The nature of evil. Story elements such as mind control,
- the persecution of a minority, or violent imperialism are all common tropes
- in tabletop games, but for some, they are very real and tangible threats.
- Strive to make sure the game is a safe space.
-
-
- Romances, relationships, and sexuality. These elements are
- another trope of JRPG stories, which often feature romances between main
- characters. Discuss if people are comfortable with this and exactly to what
- degree.
-
-
-
- As you play the game, you will probably reconsider some of your previous
- decisions. When this happens, talk about it with the group and find a new
- agreement.
-
-
- Remember: you win roleplaying games by creating a memorable
- story and having a great time together!
-
-
-
-
-
WORLD CREATION
-
- Your first step is the shared creation of the game world (also known as a
- “setting”) in which your characters’ adventures will take place. This process
- involves both the Game Master and the Players and provides everyone with a
- strong foundation for heroes, antagonists, creatures, and events.
-
-
You will need the world sheet and the map sheet.
-
- The flowchart on the next page describes the world creation process. If you
- want, give your setting a name: even something as simple as Earth, Gaia or The
- Planet will work fine... we do the same in our real world, after all!
-
-
- As explained on page 14, all Fabula Ultima
- worlds share some core elements — the Eight Pillars. When creating your
- setting, keep those elements in mind! Pay special attention to the following:
-
-
-
- Souls. Everything living and unliving is connected by the
- stream of souls. Some worlds might feature machinery fueled by soul energy,
- while in other settings, spiritual corruption might give birth to monstrous
- creatures. Discuss what people generally know about souls in your world.
-
-
- Conflicts and struggles. The cultures populating your world
- haven’t been able to unite themselves under a single banner. Their motives
- can range from centuries-old rivalries, ideological or religious strife,
- misunderstandings, perhaps even the cruelties of one nation against the
- other. Drawing inspiration from the real world can be a good idea, as it is
- (unfortunately) rife with turmoil and injustice.
-
-
- A fantastical, diverse world. When creating your setting,
- you shouldn’t concern yourself with realism, verisimilitude, or historical
- accuracy. A city-state inspired by ancient Greece might be bordering with a
- flying fortress, guarded by warriors clad in Song Dynasty-style armor and
- practicing a form of alchemy similar to that of the Italian Renaissance. What really matters is for each location's appearance to reflect the
- themes and emotions it will embody within your story.
-
-
-
- The flowchart presents the world creation steps in a more intuitive order, but
- you’re always free to go back and make adjustments when needed.
-
-
- The most important part is that everyone can share ideas freely. Whenever a
- step states that “each person should contribute an element”, that doesn’t mean
- they must come up with it entirely on their own: as with any other aspect of
- this game, dialogue and communication are key to a good experience!
-
-
-
-
-
World Building Prompts
-
-
-
- Create the major kingdoms and nations of your world, mark their borders
- on the map and discuss their relations: mutual trust, strained
- alliances, or open conflict?
-
-
- Each person at the table should contribute at least one kingdom or nation
- during this step, providing some details about their customs, beliefs,
- industry, denizens, and creatures.
-
-
-
-
- Choose a shape for your world: is it round, flat, or are the regions
- floating amidst the clouds? Could it be donut-shaped, in typical JRPG
- fashion?
-
-
- You might even decide that the shape of your world is yet to be
- discovered!
-
-
-
-
- Grab a map sheet that fits your concept (or draw a custom map; just
- make sure to leave plenty of blank space for settlements and
- locations).
- 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).
-
-
-
-
- What is the role of magic and technology in your setting?
- Are you living in an age of industrial development, or is it more
- Renaissance-like?
-
-
-
Is magic seen as a form of science, or mostly as a great mystery?
-
-
-
-
- Discuss the major historical events that shaped your world into what it
- is.
- Each person at the table should contribute at least one important event
- that dramatically altered the history of your setting.
-
-
-
-
- What are the great enigmas and mysteries of the world?
- The questions left unanswered, and the truths that are now
- indistinguishable from legend?
-
-
- Each person at the table should contribute at least one mystery of the
- world that they want to explore over the course of the group’s adventures.
-
-
-
-
- What terrible threats cast a shadow over your world?
- Environmental disasters, furious deities, power-hungry empires, or perhaps
- even clouds of corrupting miasma that are enveloping and consuming the
- land?
-
-
- Each person at the table should contribute a threat, preferably something
- that is endangering the future of entire nations. The Game Master will
- base a majority of their villains and antagonists on these worldwide
- threats.
-
-
-
-
-
-
-
World Creation Tables
-
- Feel free to use the tables on these pages whenever you're running short on
- ideas during world creation.
-
-
Magic and Technology (roll a d20 or choose)
-
- Below are 20 potential concepts for magic and technology that can influence
- your setting:
-
-
-
1. Magitech disturbs the natural balance.
-
- 2. Those who can wield magic carry a unique brand on their
- bodies.
-
-
3. Magic is inherited through bloodline.
-
4. The advent of magic is very recent.
-
- 5. The Ancients lived in harmony with magical creatures.
-
-
- 6. All magic in the world comes from a single sacred
- location.
-
-
- 7. The world is kept together by some ancient and powerful
- magic.
-
-
8. Technology is an offense to the gods.
-
- 9. The world is a science-fiction dystopia where magic is
- experimented on.
-
-
10. Magic is a gift from the gods.
-
11. Magic comes from another dimension.
-
- 12. There are parts of the world where no people are born
- who can use magic.
-
-
13. Airships revolutionized travel and war.
-
14. Magic is largely a forbidden art.
-
- 15. Spellcasters are trained in academies and then hired by
- nobles.
-
-
- 16. Steam engines are commonplace and great golems join
- armies in battle.
-
-
17. In the past, the world was almost destroyed.
-
18. Magic was taught by dragons.
-
- 19. Monsters are born from the restless souls of the dead.
-
-
20. Magic comes from ancient crystals.
-
-
- All these options can be applied to the entire world or to a specific
- nation or region. For instance, steam engines might be a common sight in one
- continent and reviled as heresy by a neighbouring country, or magic might be
- an ancient art in one region and a recent discovery somewhere else.
-
-
Kingdoms and Nations (roll a d8 or choose)
-
Use these concepts to define the political structure of your setting:
-
-
1. Empire
-
2. Kingdom
-
3. Villages
-
4. City-state
-
5. Union
-
6. Holy Kingdom
-
7. Tribes
-
8. Protectorate
-
-
-
-
-
Location Names
-
-
Acheron
-
Agartha
-
Alexandria
-
Alfheim
-
Aquileia
-
Argus
-
Asteride
-
Avalon
-
Babel
-
Beregand
-
Burgo
-
Calibar
-
Ceren
-
Colvand
-
Crescentia
-
Cymur
-
Dagda
-
Delos
-
Doma
-
Dunova
-
Edessa
-
Endell
-
Entigea
-
Ertha
-
Feror
-
Galatea
-
Garaphis
-
Ghizal
-
Harkell
-
Holne
-
Ildefort
-
Ittia
-
Jeriva
-
Kemes
-
Koga
-
Korinth
-
Lacria
-
Londinium
-
Luxor
-
Malaba
-
Megara
-
Megido
-
Nara
-
Nethis
-
Olcressia
-
Oskara
-
Platea
-
Pirithia
-
Pemble
-
Quivira
-
Regalia
-
Relde
-
Rimea
-
Roston
-
Salazar
-
Samitra
-
Silea
-
Sotera
-
Tartarus
-
Terisia
-
Thule
-
Torren
-
Ulyan
-
Ur
-
Valica
-
Veleia
-
Xanadu
-
Yade
-
Yssira
-
Zepro
-
-
Historical Events, Mysteries and Threats (roll a d20 or choose)
-
-
The death of an important figure.
-
Monsters are restless and aggressive.
-
A meteor will hit the planet.
-
The ocean levels are rising.
-
The discovery of uncharted lands.
-
An ancient evil is being reborn.
-
The world is transforming.
-
The destruction of the moon.
-
Visitors from another world.
-
People have grown apathetic.
-
The rise of a new military power.
-
Gods are forsaking the world.
-
A legendary monster appears.
-
The world is plunged into darkness.
-
The discovery of uncharted lands.
-
Technological advancement.
-
A dimensional gate opens.
-
The loss of important knowledge.
-
A new religion is spreading.
-
The world is dying.
-
-
- Each of these options can work as an event, mystery or threat — it's up to you
- how you want to use it!
-
-
This is a world that teeters on the verge of tragedy.
-
Its hope must be rekindled.
-
-
-
-
Group Creation
-
- Unlike the creation process for your game world, group creation isn't
- particularly structured — in fact, it’s mostly about establishing the
- fundamental themes of your early adventures. When you select a group type, you
- are saying “Hey, this is how we want to explore the world we just created —
- we’d really like our shared story to mostly focus on these aspects of it.”
-
-
- Additionally, your choice of group will inform the kind of heroes you will
- make during the next step of session zero. Don’t take it as a restriction:
- instead, see it as a useful reference to go back to whenever you are unsure
- about your character concepts.
-
-
- You can even give your group a name — such as the
- Brotherhood of the Griffin or the
- Queenshields.
-
-
- If you are the Game Master, treat this step as a precious opportunity to learn
- what kind of situations, stories, and antagonists everyone is excited about!
-
-
BROUGHT TOGETHER BY FATE
-
- You find yourselves working together because of the circumstances. Despite
- this being a common trope in classic fantasy tales, it is actually the most
- difficult to pull off since your group will lack a precise goal: you must work
- with each other during play to build a web of relationships (Bonds become
- incredibly important).
-
-
- If you choose this premise, it may be a good idea to switch to a different
- type of group once your characters have developed a common goal.
-
-
-
What emotional or familial connections exist between your characters?
-
- Have your characters met in the past? Are there any tensions or rivalries?
-
-
What do you have in common? Beliefs, enemies, past experiences?
-
-
GUARDIANS
-
- One of the Player Characters is a Chosen One, a person tasked with a mission
- that could change the very fate of the world. Everyone else in your group has
- sworn, by duty or by choice, to protect the Chosen One during their travels.
-
-
-
- What bonds, ties or rivalries exist between each guardian and the Chosen
- One?
-
-
- What is your mission? Who gave it to you? Do the authorities approve of it?
-
-
- Why does the Chosen One need protection? Who or what threatens their
- mission?
-
-
-
-
-
-
CHAPTER HEROES OF THE RESISTANCE
-
- You are the last line of defense against a terrible power, a darkness that
- threatens to envelop the known world — such as a power-hungry kingdom or an
- oppressive empire. The fate of many lies within your hands.
-
-
-
- Why is this daunting task up to you? Have you fought against this enemy
- before?
-
-
Which factions helped you, and which ones betrayed or opposed you?
-
Who are the most infamous among the enemy leaders and followers?
-
-
REVOLUTIONARIES
-
- You form a small force that fights tooth and nail against a dominant power: it
- might be a tyrannical government, a military occupation, or even a ruthless
- industrial company. Society and security forces probably consider you
- criminals or terrorists.
-
-
-
What is the price your character paid for their insubordination?
-
- Which factions promised you their help? Which factions might oppose you?
-
-
What are your enemies’ crimes, and why is no one else opposing them?
-
-
SEEKERS
-
- You are desperately searching for someone or something — a powerful witch, an
- ancient relic, a legendary location, or even a long-lost technological marvel.
- What you seek is the world’s last hope, or at least, you think it is.
-
-
-
- What is it you are trying to prevent or remedy? What are you looking for?
-
-
- What do you know of your mission? Who or what gave you this information?
-
-
Who doesn't want you to find what you seek?
-
What prompted each of you to join this mission?
-
-
-
-
-
CHARACTER CREATION
-
- Grab some blank character sheets because it is time to create Player
- Characters!
-
-
- While this might look like something you can do on your own, it is actually
- better for all participants (Game Master included) to go through this step
- together: while each hero belongs to the person controlling them, these
- characters are destined to be adventuring together, which means they should
- have some “chemistry” from the very beginning!
-
-
- Character Creation is presented as a series of steps, similarly to World
- Creation; you are not, however, bound to take these steps in this exact order.
- You can go back and modify your choices anytime during the process.
-
-
- Characters are normally created at level 5; see
- page 229 for higher-level PCs.
-
-
Character Creation Steps
-
-
- Identity: Choose or create your character's Identity: a
- short sentence that briefly summarizes how they see themselves at the
- moment.
-
-
- Theme: Choose or create your character's Theme: a strong
- ideal, emotion or feeling that dominates your character's actions.
-
-
- Origin: Choose or create your character's Origin: the place
- they hail from. You may select a location on your world sheet or add a new
- one.
-
-
- Classes and Levels: Choose two or three Classes and
- distribute your initial five levels among them. Take note of the free
- benefits and Skills gained.
-
-
- Attributes: Determine the base die size of your character's
- four Attribute scores: Dexterity, Insight, Might, and
- Willpower.
-
-
- Calculations: Calculate your starting Hit Points, Mind
- Points, Inventory Points, Defense, Magic Defense, and Initiative modifier.
-
-
- Equipment/Savings: Use a starting budget of 500 zenit to
- purchase equipment, then add any leftovers to a roll of 2d6 × 10 to
- determine initial savings.
-
-
-
Describe your character and choose their name and pronouns!
-
-
-
-
CREATE YOUR IDENTITY
-
- This is your first step, and to say it will influence each and every following
- choice would be an understatement. Your character’s Identity is a short
- sentence that quickly summarizes how they currently see themselves.
-
-
- When you create your Identity, keep an eye on the list of available Classes
- (see page 160) and make sure there is a
- combination of two or three Classes that fits your Identity. If you really
- can’t find what you need, try adjusting your Identity and adapting it to fit
- one of the available combinations.
-
-
Here are a few examples of good identities:
-
-
Royal Knight.
-
Queen of the Desert Thieves.
-
Battle Priestess of the Old Faith.
-
Warrior Princess of the Moon People.
-
Elderly Amnesiac Sorcerer.
-
Former Imperial Strategist.
-
Freedom-fighting Brawler.
-
Magitech Scientist.
-
Tormented Veteran.
-
One-eyed Samurai.
-
-
- Keep in mind that you can invoke your Identity to give yourself an edge when
- making Checks: pick something that will prove useful in play.
-
-
- Over the course of your adventures, you will be able to change your Identity:
- a Captain of the Crimson Reapers might redeem herself and change her Identity
- to that of a Knight of the White Flame, for instance. This is a good thing: it
- means your character has grown into someone different!
-
-
Example: Robert is creating his first character.
-
- Previously, he and the rest of her group worked on their game world: a land in
- early industrial development, where magic is tied to family bloodlines.
-
-
- They are going to be heroes of the resistance, fighting against a
- technological empire that seeks to imprison anyone who can channel magic.
- Robert’s character, Camilla, is going to be the (supposedly) last surviving
- member of Platea's royal dynasty.
-
-
- Contrary to her older brothers and sisters, Camilla never developed any
- magical ability: however, she has been trained as a knight and diplomat.
-
-
Camilla's Identity is going to be “The Last Princess of Platea”.
-
- While talking with the rest of her group, Robert points out that he’s open to
- Camilla discovering her “latent magical powers” over the course of the game.
-
-
-
-
-
IDENTITY CREATION TABLES
-
- You may roll a d6 and d20 or choose entries from these tables to create your
- Identity.
-
-
Core Concept (roll or choose; up to two)
-
-
-
-
d20
-
d20
-
d20
-
-
-
-
-
1. Knight
-
1. Bodyguard
-
1. Animated Puppet
-
-
-
2. Bounty Hunter
-
2. Bandit
-
2. Scavenger
-
-
-
3. Martial Artist
-
3. Factory Worker
-
3. Rebel Agent
-
-
-
4. Treasure Hunter
-
4. Student
-
4. Warrior Mage
-
-
-
5. Alien
-
5. Painter
-
5. Noble
-
-
-
6. Priest/ess
-
6. Magitech Engineer
-
6. Duelist
-
-
-
7. Professor
-
7. Archer
-
7. Monster Hunter
-
-
-
8. Samurai
-
8. Occultist
-
8. Medic
-
-
-
9. Bard
-
9. Paladin
-
9. Shapeshifter
-
-
-
10. Soldier
-
10. Monk
-
10. Pirate
-
-
-
11. Inventor
-
11. Gunslinger
-
11. Gambler
-
-
-
12. Smuggler
-
12. Black Knight
-
12. Rōnin
-
-
-
13. Automaton
-
13. Alchemist
-
13. Mercenary
-
-
-
14. Ninja
-
14. Airship Pilot
-
14. Cook
-
-
-
15. Diplomat
-
15. Spy
-
15. Commander
-
-
-
16. Thief
-
16. Templar
-
16. Sniper
-
-
-
17. King/Queen
-
17. Mechanic
-
17. Athlete
-
-
-
18. Mage
-
18. Dancer
-
18. Healer
-
-
-
19. Gladiator
-
19. Cannoneer
-
19. Demon Hunter
-
-
-
20. Prince/ss
-
20. Merchant
-
20. Abomination
-
-
-
-
-
-
-
-
-
-
-
CHOOSE OR CREATE YOUR THEME
-
- Each Player Character in Fabula Ultima is defined by a primary Theme, a strong
- ideal or emotion driving their actions and choices. If you had to build an
- entire scene around your character, their Theme would be its dominant focus.
-
-
- If this is your first character, it is strongly suggested that you pick your
- Theme from the list below. Otherwise, you can create something new and unique:
- discuss this choice with the rest of your group and make sure it creates
- interesting situations.
-
-
- When you choose a Theme, describe how it applies to your character — what is
- their Ambition? What Duty are they bound by? Who will be the target of their
- Vengeance?
-
-
Suggested Themes
-
-
- Ambition: You strive to prove your worth to yourself and/or
- others.
-
-
- Anger: You are a ticking bomb, always on the brink of rage.
-
-
- Belonging: You are afraid of being alone, forgotten or
- abandoned.
-
-
- Doubt: You need to find the answer to a burning question.
-
-
- Duty: You live to fulfill a promise you made or obey an
- order you received.
-
-
Guilt: You wish to atone for your past mistakes.
-
- Hope: You seek a better world for yourself and/or others.
-
-
- Justice: You always side with the weak and defenseless.
-
-
- Mercy: You wish to help others, regardless of their past
- misdeeds.
-
-
- Vengeance: You seek to bring retribution upon someone or
- something.
-
-
-
- Just like with your Identity, pick something that will prove useful in play,
- and remember that you will be able to change your Theme over the course of the
- game.
-
-
- Vengeance could be a fitting Theme for Camilla, but Robert doesn’t want her to
- be consumed by bitterness and a grudge. The young hero's true goal is to
- create a land where her people can live in accordance with their customs and
- traditions, which the Empire has outlawed: therefore, Camilla's Theme will be
- Hope.
-
-
-
-
-
CHOOSE OR CREATE YOUR ORIGIN
-
- All heroes come from somewhere: this is their Origin. It might be a humble
- village, a great city, or even something more fantastical such as a palace in
- the depths of the ocean, the Moon’s surface, or an entirely different solar
- system.
-
-
- You may pick a location that is already present on the map sheet or create a
- new one. Just like your Identity and Theme, your Origin may be invoked to
- reroll one or both dice during a Check. However, you will normally be unable
- to change your Origin in play — unless you suddenly discover you come from an
- entirely different place and your memories are fake, which is a fantasy trope
- as well.
-
-
- Robert came up with the concept for Platea while creating Camilla; because of
- this, Platea must be added to the map sheet. Robert chooses an area in the
- South and describes Platea as a once-peaceful and bright citadel atop a cliff
- overseeing a vast lake. Right now, the city has been seized by the Empire.
-
-
- In Fabula Ultima, your character's species and heritage has no mechanical
- impact unless you want it to — perhaps their Identity is that of a Fallen
- Elven Prince, or some of their Class Skills can be explained as a consequence
- of their unique anatomy or bloodline.
-
-
FANTASY SPECIES
-
-
-
-
CHOOSE TWO TO THREE STARTING CLASSES
-
- Your character begins play at level 5. This means you will have five levels to
- distribute among any of the fifteen available Classes. Your character must
- have at least two Classes when they begin play, and no more than three.
-
-
- Entries describing each Class can be found starting on
- page 176, but the table below offers a
- quick summary of their individual focus.
-
- Chimerist Learn spells from creatures and speak with
- beasts.
-
-
- Darkblade Unleash dark attacks and draw power from Bonds.
-
-
- Elementalist Wield the destructive power of the elements.
-
-
Entropist Channel the dark energy of the Cosmos.
-
Fury Provoke enemies and hit harder when damaged.
-
- w Allows you to equip martial melee weapons
- and armors.
-
-
- Guardian Protect your allies and fight clad in heavy armor.
-
-
- w Allows you to equip martial armor and
- shields.
-
-
- Loremaster Be a master of knowledge and support your
- allies.
-
-
- Orator Use your words to gain allies and influence
- conflicts.
-
-
- Rogue Seize opportunities and steal unique items from
- enemies.
-
-
- Sharpshooter Excel at ranged combat and negate ranged
- attacks.
-
-
- w Allows you to equip martial ranged weapons
- and shields.
-
-
- Spiritist Support your allies with magic and cast light
- spells.
-
-
- Tinkerer Craft inventions and use Inventory Points in new
- ways.
-
-
- Wayfarer Be a master explorer and join forces with a loyal
- companion.
-
-
- Weaponmaster Excel at melee combat and counter melee
- attacks.
-
-
- w Allows you to equip martial melee weapons
- and shields.
-
-
-
-
-
-Classic Characters starting on
-page 172: these level 5 archetypes
-Classic Characters starting on
-page 172: these level 5 archetypes
-
-
-
-
Attribute Dice Mechanics
-
- Each of a Player Character’s main Attributes (Dexterity, Insight, Might, and
- Willpower) is represented by a die size, from a minimum of d6 to a maximum of
- d12.
-
-
- Bigger die sizes indicate a more trained Attribute or a stronger natural
- talent.
-
-
Attributes Defined
-
-
- Dexterity measures precision, coordination, finesse and
- reflexes.
-
-
- Insight represents observation, understanding and
- reasoning.
-
-
- Might is a measure of strength, resilience and physical
- fortitude.
-
-
- Willpower represents determination, charisma and the
- ability to influence others.
-
-
-
Character Profile Selection
-
- Choose one of the following profiles for your hero, then distribute the
- corresponding die sizes among their four Attributes (on your character sheet,
- these should be written in the “base size” column).
-
-
-
Jack of All Trades: d8, d8, d8, d8
-
Average: d10, d8, d8, d6
-
Specialized: d10, d10, d6, d6
-
-
Example Application:
-
- Camilla is very insightful (Insight d10), fairly agile and determined
- (Dexterity d8 and Willpower d8), but not particularly imposing (Might d6).
-
-
- When allocating Attribute dice, you should take into account your choices
- of Classes and Skills!
-
-
-
-
-
CHAPTER CALCULATE YOUR HIT POINTS AND MIND POINTS
-
- Your maximum Hit Points and Mind Points are
- calculated as follows:
-
-
-
- Your maximum Hit Points are equal to your total character level + five times
- your character’s base Might die size.
-
-
- Your Crisis score is equal to half your maximum Hit Points, rounded down.
-
-
-
- Your maximum Mind Points are equal to your total character level + five times
- your character’s base Willpower die size.
-
-
Your character begins the game with full Hit Points and Mind Points.
-
- These values may be further modified by your character’s choices of Class,
- Skills and equipment.
-
-
- Note that while some game elements might temporarily alter the die size of
- your Attributes, this will never increase or decrease your Hit Points and Mind
- Points.
-
-
Example Calculation
-
- Camilla has 40 maximum Hit Points (level 5 + five times her Might of 6 + an
- additional 5 Hit Points granted by the Weaponmaster Class) and 50 maximum Mind
- Points (level 5 + five times her Willpower of 8 + an additional 5 Mind Points
- granted by the Orator Class).
-
-
Camilla's Crisis score is 20.
-
CALCULATE YOUR INVENTORY POINTS
-
Your maximum Inventory Points are calculated as follows:
-
-
Your maximum Inventory Points are equal to 6.
-
-
Your character begins the game with full Inventory Points.
-
- Note that this number may be further modified by your character’s choices of
- Class, Skills and equipment.
-
-
- Since neither Orator nor Weaponmaster increase maximum Inventory Points,
- Camilla has 6 maximum Inventory Points.
-
-
-
-
-
CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE
-
Your Defense and Magic Defense scores are calculated as follows:
-
-
Your Defense is equal to your current Dexterity die size.
-
Your Magic Defense is equal to your current Insight die size.
-
Your Initiative modifier is equal to 0.
-
-
- Your defenses will be further influenced by the armor and shields you are
- wearing; your Initiative modifier will also be influenced by your choice of
- armor.
-
-
- Note that some game elements might temporarily alter your Attribute die sizes,
- which will affect your Defense and Magic Defense (since these are based on the
- current Attribute die size, not your base Attribute die size).
-
-
- Camilla has a Defense score of 8, a Magic Defense score of 10 and no
- Initiative modifier. Later on, her equipment choices will modify these
- numbers.
-
-
PURCHASE STARTING EQUIPMENT
-
- You get a total budget of 500 zenit to purchase equipment with. By default,
- you can only purchase basic weapons and basic armor and shields; these items
- are listed on the next four pages for easy reference. If you want to purchase
- rare items (page 266) or transports (page 125), discuss it with the rest of your group.
-
-
- To purchase a martial (E) item, you must first be able to equip it — a benefit
- granted by specific Classes:
-
-
-
- Darkblade allows you to equip martial melee weapons and
- martial armor.
-
-
- Fury allows you to equip martial melee weapons and martial
- armor.
-
-
- Guardian allows you to equip martial armor and martial
- shields.
-
-
- Sharpshooter allows you to equip martial ranged weapons and
- martial shields.
-
-
- Weaponmaster allows you to equip martial melee weapons and
- martial shields.
-
-
-
- Write any items you purchase on your sheet and take note of their effects;
- remember that ranged weapons do not require you to track ammunition.
-
-
-
-
-
33PRESS START
-
W
-
CHAPTER
-
The Weaponmaster Class
-
- The Weaponmaster Class allows Camilla to equip martial melee weapons and
- shields.
-
-
- Robert spends 200 zenit on a rapier (which relies on Camilla's Dexterity and
- Insight), 150 zenit on a runic shield (a +2 bonus to both defenses is very
- good!) and another 100 zenit on a travel garb.
-
-
- Robert writes all these items on Camilla's sheet, noting how her armor and
- shield increase Defense and Magic Defense by three points (Defense 11 and
- Magic Defense 13) but also give her an Initiative modifier of -1.
-
-
- Needless to say, you are free to alter the name of any item that doesn't fit
- your character's concept — for instance, your bronze sword might become a
- scimitar or your silk vest might become a kimono.
-
-
- If none of the basic weapon options fit your character concept and your group
- is okay with it, you may use the rules for creating rare weapons found on page
- 268. However, remember that by default, starting weapons don't have any
- Quality and always deal physical damage. You may ignore one or both
- limitations as long as the rest of your group agrees on it (and you have
- enough zenit to afford the improvements).
-
-
ROLL FOR INITIAL SAVINGS
-
- Your character begins play with an amount of zenit equal to 2d6 × 10 (for
- instance, rolling an 8 on the dice means you begin with 80 zenit).
-
-
- Any left-over zenit from the previous step is added to these initial savings!
-
-
- Robert rolls 2d6 × 10 and gets 60 zenit, which are added to the 50 zenit left
- from the previous step — for a total of 120 zenit in initial savings.
-
-
GAIN YOUR STARTING FABULA POINTS
-
Each Player Character enters play with 3 Fabula Points.
- Remember: A starting character gets 500 zenit to purchase equipment
- with.
-
-
- The weapons, armors, and shields you choose during character creation will
- accompany you for quite a few levels, so make sure they work well with the way
- you built your character.
-
-
Useful Tips
-
-
- Choose a main weapon that complements your choice of Attributes. Ideally,
- you want to be able to roll at least 1d10 + 1d8 for Accuracy. More accurate
- weapons, such as swords and daggers, can compensate for low Attributes.
-
-
- Even if your character tends to rely on spells, purchase a weapon for them
- to use when low on Mind Points — a dagger, a staff, or a tome.
-
-
- While lighter armors increase your Defense score (which would otherwise be
- equal to your Dexterity size), martial (E) armors replace that score with a
- fixed value. This can make quite the difference: even if you have a low
- Dexterity or suffer a status effect, your Defense score will not be
- affected.
-
-
-
- The bonus to Defenses granted by shields still applies, of course: a character
- with d8 Dexterity wearing a brigandine and wielding a bronze shield will have
- a Defense score of 12, for instance.
-
-
SHOPPING ADVICE
-
-
-
-
NAME AND FINISHING TOUCHES
-
- Give your character a name, note their pronoun(s), and briefly describe what
- they look like to the rest of the group!
-
-
- It may seem counterintuitive for this step to be the last one, but there’s a
- good reason: it’s easier to choose a name once you have a good grasp of your
- character's appearance and abilities.
-
-
- On the next page, you can find a chart with a variety of names that work
- particularly well for a Fabula Ultima game; however, if your world is inspired
- by specific folklore or mythology, you should research fitting naming
- conventions and come up with something more appropriate!
-
-
- Now that Camilla is ready, Robert describes her to the rest of the group: she
- has greyish brown hair and deep blue eyes, and her demeanor showcases her
- strong will — it's almost impossible to be around her and not feel inspired!
-
-
- Her clothes are light and comfortable, perfect for traveling, and she fights
- with an elegant rapier and a small elbow shield inscribed with a circle of
- defensive runes.
-
- Arcanists can fall into a deep trance and temporarily project a considerable
- portion of their soul outside the body, giving it physical form. Surrounded by
- this magical shroud, the Arcanist gains a variety of supernatural abilities;
- these summoned forms are said to be manifestations of the ancestral souls
- belonging to mythical entities of legend, known as the Arcana.
-
-
In some worlds, the Arcana are even worshipped as deities.
-
Attribution
-
-
-
-
-
-
-
-
The Arcana
-
MERGING WITH AN ARCANUM
-
- When you summon an Arcanum, you gain its merge benefits; those benefits last
- until the Arcanum is dismissed (see below).
-
-
- You cannot summon an Arcanum while already merged with one; you must first
- dismiss the current Arcanum.
-
-
DISMISSING AN ARCANUM
-
An Arcanum can be dismissed in several ways:
-
-
Once the current scene ends, all Arcana are automatically dismissed.
-
- If you die or fall unconscious while merged with an Arcanum, they are
- dismissed.
-
-
- If you leave the scene while merged with an Arcanum, they are dismissed.
-
-
- You may willingly dismiss your Arcanum: this doesn't require an action, but
- during a conflict it can only be done on your turn, before or after an
- action.
-
-
-
DISMISS EFFECTS
-
- Most Arcana have a powerful dismiss effect, which may only be activated when
- you willingly dismiss the Arcanum as described above — if the Arcanum is
- dismissed for any other reason, the dismiss effect cannot be triggered.
-
-
-
- If the dismiss effect of an Arcanum deals damage, it will deal 10 extra
- damage if you are level 20 or higher, or 20 extra damage if you are level 40
- or higher.
-
-
-
- You are also free to ignore the dismiss effect if you don't want to use it.
-
-
DOMAINS
-
- Each Arcanum is associated with a few key concepts or domains. The Game Master
- should use these to establish the trials needed to bind the Arcanum, and to
- adjudicate Rituals performed through the Ritual Arcanism Skill.
-
-
- If you create new Arcana for your world, make sure to associate them with
- domains that allow for interesting Rituals.
-
-
-
-
-
-
ARCANUM OF THE FORGE
-
Domains: fire, heat, metal.
-
-
You have Resistance to fire damage.
-
Any fire damage you deal ignores Resistances.
-
-
- When you dismiss this Arcanum, choose Forge or
- Inferno:
-
-
-
- Forge. You create a basic armor, shield or weapon of your
- choice (see pages 130 to 133). If you select this option again, the
- previously created item vanishes. If you create a weapon this way, it deals
- fire damage instead of physical.
-
-
- Inferno. Choose any number of creatures you can see: each
- of them suffers 30 fire damage. This damage ignores Resistances.
-
-
-
ARCANUM OF THE FROST
-
Domains: cold, ice, silence.
-
-
You have Resistance to ice damage and are immune to enraged.
-
Any ice damage you deal ignores Resistances.
-
-
- Ice Age. Choose any number of creatures you can see: each of
- them suffers 30 ice damage. This damage ignores Resistances.
-
-
ARCANUM OF THE GATE
-
Domains: space, travel, void.
-
-
You have Resistance to dark damage.
-
You gain a +1 bonus to your Magic Defense.
-
-
- When you dismiss this Arcanum, choose Oblivion or
- Warp:
-
-
-
- Oblivion. Choose any number of creatures you can see: each
- of them suffers 30 dark damage. This damage ignores Resistances.
-
-
- Warp. You teleport yourself and up to five other nearby
- willing creatures to a location you previously visited, if that location is
- within 1 travel day.
-
-
-
cc Work with your group and create custom Arcana for your world!
-
MERGE DISMISS MERGEDISMISS MERGEDISMISS
-
-
-
-
180 W
-
-
ARCANUM OF THE GRIMOIRE
-
Domains: knowledge, revelations, understanding.
-
-
You are able to read, write, speak and understand all languages.
-
- You treat your Insight as if it were one die size higher (up to a maximum
- of d12).
-
-
-
Oracle
-
- You ask the Game Master a single question. The Game Master must answer
- truthfully, describing the vision shown to you by the Grimoire.
-
-
- Once used, this dismiss effect will not be available until the next dawn.
- Furthermore, the same question may never be asked more than once. The Game
- Master has final say on which questions are too similar to be asked again.
-
-
-
-
ARCANUM OF THE OAK
-
Domains: earth, plants, poison.
-
-
- You have Resistance to earth and poison damage and are immune to poisoned.
-
-
Whenever you recover Hit Points, you recover 5 extra Hit Points.
-
-
Blossom
-
- Choose any number of creatures you can see (you may also choose yourself):
- each of them recovers from the poisoned status effect and recovers 40 Hit
- Points. This amount increases to 50 Hit Points if you are level 20 or
- higher, or to 60 Hit Points if you are level 40 or higher.
-
-
-
-
ARCANUM OF THE SKY
-
Domains: fog, rain, storms.
-
-
You have Resistance to air and bolt damage.
-
-
Weather Prediction
-
- You may use an action to accurately predict weather conditions for the next
- day within a range of two travel days — the Game Master will tell you what
- the weather conditions will be.
-
-
Thunderstorm
-
- Choose any number of creatures you can see: each of them suffers 30 bolt
- damage. This damage ignores Resistances.
-
-
-
MERGE DISMISS
-
-
-
-
ARCANUM OF THE SWORD
-
Domains: conquest, heroism, leadership.
-
- Your attacks deal 5 extra damage, and all damage dealt by your attacks is
- treated as having no type (thus being unaffected by damage Affinities). Damage
- dealt by your attacks cannot gain a type as long as you are merged with this
- Arcanum.
-
-
- When you perform an attack, you may have that attack gain the multi (any
- number of targets) property. If you do, this Arcanum will be automatically
- dismissed after the attack is resolved (this is not considered a willing
- dismiss).
-
-
ARCANUM OF THE TOWER
-
Domains: judgment, protection, sacrifice.
-
- When you summon this Arcanum, choose a damage type: air, bolt, dark, earth,
- fire, or ice. Until this Arcanum is dismissed, each of your allies present on
- the scene has Resistance to the chosen damage type (you do not gain this
- Resistance).
-
-
Judgment
-
- Choose any number of creatures you can see: each of them suffers 30 light
- damage. This damage ignores Resistances.
-
-
ARCANUM OF THE WHEEL
-
Domains: destiny, speed, time.
-
-
You are immune to slow.
-
You gain a +1 bonus to your Defense.
-
-
Time Freeze
-
- Choose any number of creatures you can see: each of them suffers slow. If a
- creature chosen this way is already slow, that creature will instead perform
- one fewer action during their next turn (to a minimum of 0 actions).
-
-
The Merge
-
- Legends tell of a long-lasting passion between the Sword and the Tower... a
- passion that often erupted into war.
-
-
-
-
-
-
-
-
-
CHIMERIST FREE BENEFITS
-
-
Permanently increase your maximum Mind Points by 5.
-
- You may perform Rituals whose effects fall within the Ritualism discipline.
-
-
-
CHIMERIST SKILLS
-
CONSUME (çç5)
-
- After you deal damage to one or more creatures with a spell, if you have an
- arcane dagger or flail weapon equipped, you recover
- 【SL × 2】 Mind Points.
-
-
FERAL SPEECH
-
- You can communicate with creatures of the beast, monster and plant Species.
-
-
PATHOGENESIS
-
- When you deal damage to one or more creatures with one of your Chimerist
- spells, each of those creatures that share their Species with the creature you
- originally learned that spell from suffers poisoned.
-
-
RITUAL CHIMERISM
-
- You may perform Rituals whose effects fall within the Chimerism discipline.
- When you acquire this Skill, choose 【INS + WLP】 or
- 【MIG + WLP】. From now on, your Chimerism Rituals will use
- the chosen Attributes for the Magic Check.
-
-
SPELL MIMIC (çç10)
-
- When you see a creature belonging to the beast, monster or plant Species cast
- a spell, you may immediately choose to learn that spell as a Chimerist spell
- of your own: if you do, record the Species of the creature you learned it
- from.
-
-
- When you first acquire this Skill, choose 【INS + WLP】 or
- 【MIG + WLP】. From now on, your offensive (rr) Chimerist
- spells will use the chosen Attributes for the Magic Check, regardless of the
- Attributes used by the creature you learned the spell from.
-
-
- You may have up to 【SL + 2】 different Chimerist spells
- memorized this way. If you want to memorize a new Chimerist spell but are
- already at your limit, you must forget one of your old spells and replace it
- with the new spell.
-
-
Story Prompts
-
-
- Who taught you the art of Chimerism? Is your mentor human or monstrous?
-
-
- Can people and monsters live in harmony, or are they bound to threaten each
- other?
-
-
What does your magic look like?
-
Are there many practicing your art, or are you the exception?
-
-
-
-
-
DARKBLADE
-
Today you shall know the full extent of my suffering.
-
Darkblades
-
- Darkblades are somber and powerful warriors who hide a sorrowful past. Due to
- tragic experiences on the battlefield or in personal life, their souls have
- developed an affinity for pain and shadow energy.
-
-
- An unlikely hero to say the very least, a Darkblade may now sacrifice their
- lifeforce to unleash mighty attacks and is able to draw resolve, power and
- even knowledge from the suffering they experience.
-
-
Details
-
-
Name: DARKBLADE
-
Power Level: 184
-
-
-
ALSO Associated With
-
-
Avenger
-
Black Knight
-
Death Knight
-
-
-
File Metadata
-
-
-
-
DARKBLADE FREE BENEFITS
-
-
Permanently increase your maximum Hit Points by 5.
-
Gain the ability to equip martial melee weapons and martial armor.
-
-
DARKBLADE SKILLS
-
-
AGONY (çç5)
-
- After you deal damage to one or more creatures, if you have a Bond towards
- at least one of those creatures, you may recover
- 【SL × 2】 Hit Points and 【SL × 2】 Mind
- Points.
-
-
-
-
DARK BLOOD
-
- As long as you are in Crisis, you have Resistance to dark damage and poison
- damage.
-
-
-
-
HEART OF DARKNESS
-
- Once per scene upon entering Crisis, you may choose a specific creature you
- can see that you don't have a Bond towards. If you do, create a Bond of
- hatred towards that creature.
-
-
-
-
PAINFUL LESSON (çç3)
-
- After another creature causes you to lose Hit Points (with an attack, a
- spell or any other method), you may immediately perform the Study action on
- that creature (see page 74) for free. If
- you do, gain a bonus equal to 【SL】 to your Check.
- Remember, you can study the same aspect of a creature only once.
-
-
-
-
SHADOW STRIKE (çç5)
-
- You have learned to channel your vital force into your attacks. You may use
- an action to perform a Shadow Strike: roll your current Might die and lose
- an amount of Hit Points equal to
- 【the number rolled on your Might die】. If this didn't
- reduce your Hit Points to 0, you may perform a free attack with a weapon you
- have equipped: if this attack hits one or more targets, it deals extra
- damage equal to
- 【SL + the number rolled on your Might die 】. However, all
- damage dealt by this attack becomes dark and its damage type cannot be
- changed.
-
-
-
Character Reflection Prompts
-
-
What tragic experience awakened your abilities?
-
Many would regard your powers as evil. How do you feel about them?
-
What do your weapons and fighting style look like?
-
Are there many practicing your art, or are you the exception?
-
-
"Today you shall know the full extent of my suffering."
-
-
-
-
Elementalist
-
ALSO: Battle Mage, Geomancer, Sorcerer
-
ELEMENTALIST
-
Ignore the warnings of this World at your own risk.
-
- An Elementalist has learned to channel the souls that flow within the basic
- elements of creation: Air, Earth, Fire and Water. Some of them develop complex
- spells to contain the powerful energies of nature; others seek its protection
- in harmony and communion.
-
-
- Elemental magic can be highly destructive, causing damage and inflicting
- negative status effects. Due to this, there are many who would covet an
- Elementalist’s abilities... often for nefarious purposes.
-
-
-
-
-
ELEMENTALIST FREE BENEFITS
-
-
Permanently increase your maximum Mind Points by 5.
-
- You may perform Rituals whose effects fall within the Ritualism discipline.
-
-
-
ELEMENTALIST SKILLS
-
CATACLYSM (çç3)
-
- When you cast an instantaneous spell, if you have an arcane weapon equipped,
- you may increase the spell's total MP cost by up to 【SL × 10】 Mind Points.
- If you do so and the spell deals damage to one or more creatures, it will deal
- 5 extra damage to each creature for every 10 Mind Points by which you
- increased its total MP cost.
-
-
ELEMENTAL MAGIC (çç10)
-
- Each time you acquire this Skill, learn one Elementalist spell (see next two
- pages).
-
-
Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic Check.
-
MAGICAL ARTILLERY (çç3)
-
- When you cast an offensive ( rr) spell, if you have an arcane weapon equipped,
- you gain a bonus to your Magic Check equal to 【SL × 2】.
-
-
RITUAL ELEMENTALISM
-
-
- You may perform Rituals whose effects fall within the Elementalism
- discipline.
-
-
-
Elementalism Rituals use 【INS + WLP】 for the Magic Check.
-
SPELLBLADE (çç4)
-
- When you cast an offensive ( rr) spell targeting a single creature, if the
- spell has a total Mind Point cost of 【SL × 10】 or lower and you have one or
- 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】.
-
-
Questions
-
-
Who trained you in the way of the Elements?
-
Your magic can be devastating... are you afraid of yourself?
-
Elemental magic is often used in war. Did you serve in the military?
-
What does your magic look like?
-
-
- Option: Ignore the warnings of this World at your own risk.
-
-
-
-
-
ELEMENTALIST SPELLS
-
SPELL
-
-
Elemental Shroud
-
Cost: 5
-
Targets: T
-
Duration: Up to three creatures
-
Action: Scene
-
- You weave magical energy and protect the targets from the fury of the
- elements.
-
-
- Choose a damage type: air, bolt, earth, fire or ice. Until this spell ends,
- each target gains Resistance against the chosen damage type.
-
-
-
-
Elemental Weapon
-
Cost: 10
-
Targets: One weapon
-
Duration: Scene
-
- You imbue a weapon with elemental energy. Choose a damage type: air, bolt,
- earth, fire, or ice. Until this spell ends, all damage dealt by the weapon
- becomes of the chosen damage type.
-
-
-
- If you have that weapon equipped while you cast this spell, you may
- perform a free attack with it as part of the same action.
-
-
- This spell can only be cast on a weapon equipped by a willing creature.
-
-
-
-
-
Flare
-
Cost: rr 20
-
Targets: One creature
-
Duration: Instantaneous
-
- You channel a single ray of fire towards your foe, its temperature so high
- that it will pierce through most defenses. The target suffers
- 【HR + 25】 fire damage.
-
-
Damage dealt by this spell ignores Resistances.
-
-
-
Fulgur
-
Cost: rr 10
-
Targets: × T
-
Duration: Up to three creatures
-
Action: Instantaneous
-
- You weave electricity into a wave of crackling bolts. Each target hit by
- this spell suffers 【HR + 15】 bolt damage.
-
-
- Opportunity: Each target hit by this spell suffers dazed.
-
-
-
-
Glacies
-
Cost: rr 10
-
Targets: × T
-
Duration: Up to three creatures
-
Action: Instantaneous
-
- You coat your foes under a thick layer of frost. Each target hit by this
- spell suffers 【HR + 15】 ice damage.
-
-
- Opportunity: Each target hit by this spell suffers slow.
-
-
-
-
Iceberg
-
Cost: rr 20
-
Targets: One creature
-
Duration: Instantaneous
-
- A pillar of ice magic envelops your foe, suddenly dropping their body
- temperature to a critical level. The target suffers
- 【HR + 25】 ice damage.
-
-
Damage dealt by this spell ignores Resistances.
-
-
-
-
-
-
Spell Catalogue
-
-
Ignis
-
- Metadata: rr 10 × T | Up to three creatures |
- Instantaneous
-
-
- You unleash a searing barrage against your foes, conjuring flames out of
- thin air. Each target hit by this spell suffers
- 【HR + 15】 fire damage.
-
-
Opportunity: Each target hit by this spell suffers shaken.
-
-
-
Soaring Strike
-
Metadata: 10 | Self | Instantaneous
-
- The wind carries your strikes across the battlefield. You may immediately
- perform a free attack with a melee weapon you have equipped. This attack
- may target creatures that can only be targeted by ranged attacks.
-
-
-
- If you used a weapon belonging to the brawling or spear Category for
- this attack, it deals 5 extra damage.
-
-
- If you hit a flying target with this attack, you may force them to land
- immediately.
-
-
-
-
-
Terra
-
- Metadata: rr 10 × T | Up to three creatures |
- Instantaneous
-
-
- Spires of jagged rock erupt from the ground beneath your foes, closing
- around them. Each target hit by this spell suffers
- 【HR + 15】 earth damage. This spell cannot target
- creatures who are flying, floating, falling, or otherwise in mid-air.
-
-
- Opportunity: Each target hit by this spell performs one fewer
- action on their next turn (to a minimum of 0 actions).
-
-
-
-
Thunderbolt
-
Metadata: rr 20 | One creature | Instantaneous
-
- You send lightning striking at your foe. The target suffers
- 【HR + 25】 bolt damage.
-
-
Damage dealt by this spell ignores Resistances.
-
-
-
Ventus
-
- Metadata: rr 10 × T | Up to three creatures |
- Instantaneous
-
-
- You summon the power of winds against your enemy. Each target hit by this
- spell suffers 【HR + 15】 air damage.
-
-
- Opportunity: Each flying target hit by this spell is forced to
- land immediately.
-
-
-
-
Vortex
-
Metadata: 10 | Self | Scene
-
- A roaring gale surrounds you, blowing away arrows and bullets. Until this
- spell ends, you gain a +2 bonus to your Defense against ranged attacks.
-
-
-
-
-
-
-
-
Entropist
-
- Also related:
- Astromancer, Chaos Mage, Gambler
-
-
Description
-
- High above the stars, where their lights do not shine, lies a bottomless void
- where life and souls wither and transform in unfathomable ways. This realm is
- a non-reality, an endless expanse of chaos impervious to the laws of time,
- space, and probability.
-
-
Lore
-
- 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.
-
-
Quote
-
-
The cold between the stars... it does not frighten me.
-
-
-
-
-
CHAPTER
-
ENTROPIST FREE BENEFITS
-
-
Permanently increase your maximum Mind Points by 5.
-
- You may perform Rituals whose effects fall within the Ritualism discipline.
-
-
-
ENTROPIST SKILLS
-
- ABSORB MP (çç5)
-
- After you suffer damage, you may immediately recover
- 【SL × 2】 Mind Points.
-
-
-
- ENTROPIC MAGIC (çç10)
-
- Each time you acquire this Skill, learn one Entropist spell (see next two
- pages).
-
-
- Note: Offensive (rr) Entropist spells use 【INS + WLP】 for the Magic
- Check.
-
-
-
LUCKY SEVEN
-
- You have a lucky number; at the beginning of each session, that number is 7.
- Once per scene after you perform a Check, you may replace the value shown on
- one of the dice you rolled with your lucky number (even if this would give an
- impossible Result, such as a value of 7 on a d6). If you do, the replaced
- value becomes your new lucky number.
-
-
RITUAL ENTROPISM
-
- You may perform Rituals whose effects fall within the Entropism discipline.
- Entropism Rituals use 【INS + WLP】 for the Magic Check.
-
-
- STOLEN TIME (çç4)
-
- During a conflict, you may use an action to interfere with the flow of time
- by spending up to 【SL × 5】 Mind Points. For every 5 Mind
- Points you spend this way, choose one option:
-
-
-
One creature you can see suffers slow;
-
One creature you can see recovers from slow;
-
- One creature you can see may immediately perform the Equipment action for
- free;
-
-
- Choose one ally you can see who has yet to take a turn during this round:
- that ally may take their turn immediately after yours during this round.
-
-
-
- Note: Each option can only be chosen once per use of this Skill.
-
-
-
Background Questions
-
-
Who taught you to channel the reality-bending powers of the Cosmos?
-
- What do you know of the Cosmos? Are they the end of reality, or a new
- beginning?
-
-
What does your magic look like?
-
Are there many practicing your art, or are you the exception?
-
-
-
-
-
Spell List
-
-
Acceleration
-
- Cost: 20 | Type: One creature |
- Scene:
-
-
- You bend the fabric of time. Until this spell ends, the target gains the
- ability to perform a single additional action during each of their turns.
- Once the target has performed a total of two additional actions granted by
- this spell, this spell ends.
-
-
-
-
Anomaly
-
- Cost: 20 | Type: One creature |
- Scene:
-
-
- You alter the very nature of your target. Until this spell ends, if the
- target would suffer damage of a type they Absorb or are Immune to, they are
- instead treated as if they were Vulnerable to that damage type. Once that
- happens, this spell ends.
-
- You imbue a weapon with dark energy. Until this spell ends, all damage dealt
- by the weapon becomes of the dark type. If you have that weapon equipped
- while you cast this spell, you may perform a free attack with it as part of
- the same action.
-
-
- This spell can only be cast on a weapon equipped by a willing
- creature.
-
- You release a wave of negative energy and cleanse all magic from a creature.
- If the target is affected by one or more spells with a duration of Scene,
- they are no longer affected by any of those spells instead.
-
-
-
-
Divination
-
- Cost: 10 | Type: Self |
- Scene:
-
-
- You glimpse briefly into the future. Until this spell ends, after a creature
- you can see performs a Check, if it was not a fumble nor a critical success,
- you may force that creature to reroll both dice. Once you have forced two
- rerolls this way, this spell ends.
-
- You consume a creature's psyche. The target loses 【HR + 15】 Mind Points.
- Then, you recover an amount of Mind Points equal to half the Mind Points
- loss they suffered (if the loss was reduced to 0 in some way, you recover
- none).
-
- You steal another creature's life force. The target suffers 【HR + 15 】
- dark damage. Then, you recover an amount of Hit Points equal to half the Hit
- Points loss they suffered (if the loss was reduced to 0 in some way, you
- recover none).
-
-
-
-
-
-
-
Gamble up to 20
-
Type: Special
-
Target: Instantaneous
-
- You summon a vortex of chaotic energy. Roll your current Willpower die once
- for every 10 Mind Points spent while casting this spell, then keep the single
- die you prefer: the number on that die determines the effects of this spell.
-
-
-
- 1: You lose half of your current Hit Points and half of
- your current Mind Points.
-
-
- 2-3: Each creature present on the scene, including
- yourself, suffers poisoned.
-
-
- 4-6: Each creature present on the scene, including
- yourself, suffers slow.
-
-
- 7-8: Choose up to three creatures you can see: each of them
- recovers 50 Hit Points and also recovers from all status effects.
-
-
- 9+: Choose any number of creatures you can see: each of
- them suffers 30 damage. The damage type is determined randomly by rolling a
- d6:
-
-
-
1. air
-
2. bolt
-
3. dark
-
4. earth
-
5. fire
-
6. poison
-
-
-
Mirror 10
-
Type: One creature
-
Scene Duration: Until this spell ends
-
- You twist the laws of magic. Until this spell ends, if an offensive spell is
- cast on the target, the creature who cast that offensive spell will be
- targeted in their stead (any other targets of the offensive spell will be
- targeted as normal). Once that happens, this spell ends.
-
-
Omega rr 20
-
Type: One creature
-
Duration: Instantaneous
-
- You invoke doom on your foe, turning strength into frailty. The target loses
- an amount of Hit Points equal to
- 【20 + half the target's level】.
-
-
Stop rr 10
-
Type: One creature
-
Duration: Instantaneous
-
- You trap a foe inside a circle of altered time and space. The target will
- perform one fewer action on their next turn (to a minimum of 0 actions).
-
-
Umbra rr 10 × T
-
Type: Up to three creatures
-
Duration: Instantaneous
-
- A storm of dark energy turns matter into ash. Each target hit by this spell
- suffers 【HR + 15】 dark damage.
-
-
Opportunity: Each target hit by this spell suffers weak.
-
Notes
-
-
Spells marked with rr are offensive spells and require Magic Checks!
-
-
-
-
-
-
-
-
-
FURY FREE BENEFITS
-
-
Permanently increase your maximum Hit Points by 5.
-
Gain the ability to equip martial melee weapons and martial armor.
-
-
FURY SKILLS
-
ADRENALINE (çç5)
-
- As long as you are in Crisis, you deal 【SL × 2】 extra
- damage (be it with attacks, spells, Arcana, items or any other method).
-
-
FRENZY
-
- Your Accuracy Checks with brawling, dagger, flail and thrown weapons trigger a
- critical success if both dice show the same number (and the Check is not a
- fumble).
-
-
INDOMITABLE SPIRIT (çç4)
-
- When you spend one or more Fabula Points, you get an additional benefit —
- choose one option: you recover 【SL × 5】 Hit Points; or you
- recover 【SL × 5】 Mind Points; or you recover from a single
- status effect of your choice.
-
-
PROVOKE (çç5)
-
- You may use an action and spend 5 Mind Points to perform an Opposed
- 【MIG + WLP】 Check against a creature you can see — describe
- how you taunt them! If you succeed, the target suffers enraged and is
- compelled to focus their attention on you (their attacks and offensive spells
- must include you among the targets if possible). This compulsion ends if you
- fall unconscious or leave the scene, if the creature is no longer enraged, or
- if they are successfully provoked by someone else.
-
-
- You gain a bonus equal to 【SL】 to your
- 【MIG + WLP】 Checks for this Skill.
-
-
WITHSTAND (çç5)
-
- When you perform the Guard action, if you choose not to provide cover to
- another creature, you recover Hit Points equal to
- 【SL, multiplied by the highest strength among your Bonds】
- and choose Might or Willpower: you treat the chosen Attribute as being one die
- size higher (up to a maximum of d12) until the end of your next turn.
-
-
— Character Prompts —
-
-
- Do you rely on your burning passion, or do you strive to keep it under
- control?
-
-
There’s that one thing that always makes you lose it. What is it?
-
- In the past, your lack of control had tragic consequences. What have you
- lost?
-
-
What do your weapons and fighting style look like?
-
-
I'll just have to become stronger than you!
-
-
-
-
-
Related Roles
-
-
Paladin
-
Soldier
-
Yōjinbō
-
-
-
GUARDIAN
-
- Proud and selfless, Guardians are individuals who know the value of
- life... and are willing to sacrifice themselves for a person, nation or
- ideal they have sworn to protect. They are often extraordinary and
- impressive individuals, such as valiant soldiers or veterans scarred by a
- thousand battles.
-
-
- While some Guardians may appear loud and boisterous, many are simply
- masking the tormented memory of those they failed to protect.
-
-
"Let me be your shield."
-
-
-
-
-
-
CHAPTER GUARDIAN FREE BENEFITS
-
-
Permanently increase your maximum Hit Points by 5.
-
Gain the ability to equip martial armor and martial shields.
-
-
GUARDIAN SKILLS
-
BODYGUARD
-
- If you perform the Guard action and choose to provide cover to another
- creature, that creature gains Resistance to all damage types until the start
- of your next turn.
-
-
DEFENSIVE MASTERY (çç5)
-
- As long as you have a shield or a martial armor equipped, all damage you
- suffer is reduced by 【SL】 (applied before
- damage Affinities).
-
-
DUAL SHIELDBEARER
-
- You may now equip a shield in your main hand slot. As long as you have two
- shields equipped, you gain the benefits of both items and may treat them as
- the following combined two-handed melee brawling weapon:
-
-
-
-
-
-
WEAPON
-
ACCURACY
-
DAMAGE
-
-
-
-
-
Two Shields
-
【MIG + MIG】
-
【HR + 5】 physical
-
-
-
- Deals extra damage equal to your 【SL】 in defensive mastery (above).
-
-
-
-
-
-
FORTRESS (çç5)
-
Permanently increase your maximum Hit Points by 【SL × 3】.
-
PROTECT
-
- When another creature is threatened by an attack, spell or other danger, you
- may take their place (any Checks that are part of the danger will be performed
- against you; you may declare the use of this Skill before or after the Checks
- have been made). If the danger already affected you, it affects you twice
- (resolve both instances separately); you also cannot protect multiple
- creatures from the same danger. If you use this Skill during a conflict, you
- cannot use it again until the start of your next turn.
-
-
Optional Quests/Interrogation Points
-
-
Who or what is it you would gladly give your life to protect?
-
- Are you, or have you ever been, the servant of a Lady or Lord? What were
- they like?
-
-
What is it you were unable to protect? What have you lost?
-
-
- Equipment Detail: Using what as your armor and/or shield?
-
-
-
-
-
-
-
-
-
LOREMASTER FREE BENEFITS
-
-
Permanently increase your maximum Mind Points by 5.
-
-
LOREMASTER SKILLS
-
FLASH OF INSIGHT (çç3)
-
- When you roll a 13 or higher on a Check performed to investigate a creature,
- item or location — this includes using the Study action during a conflict —
- you may ask the Game Master up to 【SL】 questions concerning the subject of
- your investigation. You may ask these questions immediately or save them for
- later; whenever you ask one of these questions, the Game Master will answer
- truthfully and you will describe your character's deductive process.
-
-
- This Skill may only be used once on the same creature, item or
- location.
-
-
FOCUSED (çç5)
-
-
Permanently increase your maximum Mind Points by 【SL × 3】.
-
-
- When you perform an Open Check using 【INS + INS】, you gain a bonus equal to
- 【SL】 on that Check (this only applies to Open Checks).
-
-
KNOWLEDGE IS POWER
-
- When you perform an Accuracy Check, you may replace one of the Attribute dice
- with Insight (such as 【INS + INS】 for a pistol or 【INS + MIG】 for a
- waraxe).
-
-
QUICK ASSESSMENT (çç6)
-
- At the start of a conflict, you may spend up to 【SL × 5】 Mind Points. For
- every 5 Mind Points you spend this way, choose one option: choose a creature
- you can see and the GM reveals one of their Traits; or name a damage type and
- choose a creature you can see, and the GM reveals that creature's Affinity
- towards that damage type.
-
-
TRAINED MEMORY
-
- You may perfectly recall the details of any scene you have visited within the
- past week. You can "go back in time" within your mind in order to examine and
- investigate such scenes again — your Flash of Insight Skill will apply to
- these memories as well.
-
-
Character Background Exploration
-
-
- Who is (or was) your mentor? What is (or was) your relationship with them?
-
-
- Did you attend an academy or college? What kind of people did you meet
- there?
-
-
There is this centuries-old mystery you’re obsessed with. What is it?
-
- Is it true that some things are better left buried beneath the sands of
- time?
-
-
-
"Ah, I knew this was going to happen."
-
-
-
-
ORATOR
-
- Some are graceful and ever-smiling, others are subtle and witty: Orators are
- as good at reading someone’s heart as they are at rounding up allies for their
- cause, sometimes unintentionally.
-
-
- The words of an Orator may rekindle spirits or plunge their opponents into
- despair: over the centuries, some Orators' talents have brought entire nations
- to ruin... and just as many have granted fallen kingdoms a chance to rise from
- their very ashes.
-
-
- "Words are only as good as the actions that follow them."
-
-
-
-
-
ORATOR FREE BENEFITS
-
ORATOR SKILLS
-
CONDEMN (çç4)
-
- You may use an action and spend 5 Mind Points to perform an Opposed
- [INS + WLP] Check against a creature that can hear and
- understand you — describe your accusations! If you succeed, the target loses
- [SL × 10] Mind Points and suffers dazed or shaken (your
- choice).
-
-
- You gain a bonus equal to [SL] to your
- [INS + WLP] Checks for this Skill.
-
-
ENCOURAGE (çç6)
-
- During a conflict, you may use an action and spend 5 Mind Points to choose
- another creature that can hear and understand you. That creature recovers
- [SL × 5] Hit Points and chooses Dexterity, Insight, Might, or
- Willpower: they treat the chosen Attribute as being one die size higher (up to
- a maximum of d12) until the start of your next turn.
-
-
MY TRUST IN YOU (çç2)
-
- After another Player Character who is able to hear you performs a Check, you
- may spend 1 Fabula Point and invoke one of their Traits or Bonds in order to
- let them reroll dice or improve the Result of the Check (following the normal
- rules). Then, if you have a Bond towards that character, they recover
- [SL × 10] Mind Points.
-
-
PERSUASIVE (çç2)
-
- When you successfully perform a Check to fill or erase sections of a Clock, if
- your approach relied on charm, diplomacy, deception or intimidation, you may
- spend up to [SL × 20] Mind Points. If you do, fill or erase
- an additional section of that Clock for every 20 Mind Points you spend this
- way.
-
-
UNEXPECTED ALLY
-
- You may use an action and spend 1 Fabula Point to choose a non-hostile
- creature able to hear and understand you. If you do, that creature becomes
- helpful towards you so long as you are kind and respectful to them and your
- requests are reasonable.
-
-
Reflections
-
-
- Do you think everyone can be persuaded? Is it true that everyone has a
- price?
-
-
- You thought someone was on your side, but they betrayed you. Who are they?
-
-
- How do you feel about manipulating people, even if it is for a good cause?
-
-
- In the past, your words ended up putting you in trouble. What happened?
-
-
-
Words are only as good as the actions that follow them.
-
-
-
-
Rogues: The Archetype
-
- Be they criminals, rebels or spies, Rogues are more than willing to play dirty
- in order to get what they want. Rogues are generally quick, witty and elusive:
- while a few of them are infamous for being mostly concerned with their
- personal wealth and profit, many see themselves as fighting against injustice,
- tyranny, or social exclusion.
-
-
- Tragically, it is quite common for Rogues to end up being painted as threats
- by those same people they fight for.
-
-
Related Archetypes
-
-
Bandit
-
Ninja
-
Thief
-
-
I will find my own justice.
-
-
-
-
CHAPTER CHAPTER
-
ROGUE FREE BENEFITS
-
-
Permanently increase your maximum Inventory Points by 2.
-
-
ROGUE SKILLS
-
CHEAP SHOT (çç5)
-
- When you hit a creature with an attack, if the attack only targeted that
- creature and they are suffering from one or more status effects, you may have
- it deal extra damage equal to 【SL + the number of status effects on the
- creature】.
-
-
DODGE (çç3)
-
- As long as you have no shields and no martial armor equipped, your Defense
- score is increased by 【SL】.
-
-
HIGH SPEED (çç3)
-
- At the start of a conflict, you may spend 10 Mind Points. If you do, choose
- one option and apply it before the start of the first round: perform a free
- attack with a weapon you have equipped; or perform a Hinder or Objective
- action. You also gain a bonus equal to 【SL】 to all Checks you perform as
- part of the chosen option.
-
-
SEE YOU LATER
-
- You may use an action and spend 1 Fabula Point to vanish from the current
- scene, reappearing whenever you want during a different scene in which another
- Player Character is present. Describe how you escaped and miraculously got
- here!
-
-
SOUL STEAL (çç5)
-
- You may use an action to perform a 【DEX + WLP】 Check against the Magic
- Defense of a creature you can see. If you succeed and the target is a soldier,
- you recover 【SL】 Inventory Points; if they are an elite or champion, the GM
- gives you the target’s soul treasure, an item worth an amount of zenit equal
- to or lower than 【the target's level multiplied by 30, or by 50 if they are a
- Villain】. This soul treasure will appear inside your backpack; a creature can
- be successfully stolen from with this Skill only once.
-
-
- You gain a bonus equal to 【SL】 to your 【DEX + WLP】 Checks for this Skill.
-
-
CHARACTER BACKGROUND
-
-
- What drives you? Is it desire, vengeance, or a burning need for freedom?
-
-
Are you part of a criminal gang or guild, or do you work on your own?
-
- Is there a place you can call home? Or is it true that, in the end, we all
- die alone?
-
-
What is the most important rule in your personal code?
-
-
-
-
-
SHARPSHOOTER
-
- A majority of Sharpshooters are exceptionally good at dealing with threats
- from a carefully calculated distance; others are brave, skilled or reckless
- enough to engage their foes at point-blank.
-
-
- While many of these skilled snipers are battle-hardened soldiers, some have
- turned to a life of piracy, bounty hunting or banditry. A few have put their
- abilities at the service of the people, or use them to protect a sacred or
- forbidden site from intruders.
-
-
Related Classes
-
-
Archer
-
Gunslinger
-
Sniper
-
-
- "Flee to the other end of the world; my arrow shall find you."
-
-
-
-
-
-
-
-
-
Spiritist
-
-
Related Terms
-
ALSO: Healer, Priest, Witch
-
"Show me the truths of your heart."
-
Definition
-
- Spiritists have developed a powerful connection with the raw aspects of
- soul: emotion, energy, life, and death. They wield power both miraculous and
- frightening, and are quite often affiliated with cults or religions.
-
-
-
-
Nature of Abilities
-
- Several worlds see the powers of Spiritism as gifts from a deity or proof
- that a person's heart is pure; however, there is no definite proof of these
- abilities coming from anything but discipline, empathy, and focus.
-
-
-
-
-
-
SPIRITIST BENEFITS AND SKILLS
-
Free Benefits
-
-
Permanently increase your maximum Mind Points by 5.
-
- You may perform Rituals whose effects fall within the Ritualism discipline.
-
-
-
-
SPIRITIST SKILLS
-
HEALING POWER (çç2)
-
- When you cast a spell that targets one or more allies, if you have an arcane
- weapon equipped, you may have each of those allies recover an amount of Hit
- Points equal to
- 【SL, multiplied by the number of Bonds you have】. This
- healing is separate from any healing caused by the effects of the spell.
-
-
RITUAL SPIRITISM
-
- You may perform Rituals whose effects fall within the Spiritism discipline.
- Spiritism Rituals use 【INS + WLP】 for the Magic Check.
-
-
SPIRITUAL MAGIC (çç10)
-
- Each time you acquire this Skill, learn one Spiritist spell (see next two
- pages). Offensive Spiritist spells use 【INS + WLP】 for the
- Magic Check.
-
-
SUPPORT MAGIC
-
- When you cast a spell that targets one or more allies, if you have an arcane
- weapon equipped, you may choose one of those allies you have a Bond towards.
- If you do, that ally gains a bonus to the next Check they perform during the
- current scene; this bonus is equal to the strength of your Bond towards them.
-
-
VISMAGUS
-
- When you cast a spell, if you don't have enough Mind Points to pay for its
- total cost, you may choose to spend twice as many Hit Points instead. You
- cannot use this Skill if doing so would reduce you to 0 Hit Points. If a spell
- cast this way would cause you to recover Hit Points, you instead recover no
- Hit Points (the spell functions normally on any other target).
-
-
-
Background Prompts
-
-
- Where does your magic come from? What are your beliefs concerning life and
- death?
-
-
- How do you feel about manipulating other people’s emotions and vital energy?
-
-
- What do you think of religion? Are you part of a specific cult, church or
- institution?
-
-
What does your magic look like?
-
-
Show me the truths of your heart.
-
-
-
-
SPIRITIST SPELLS
-
Aura
-
- Cost: 5 × T | Targets: Up to three creatures
- | Duration: Scene
-
-
- You project your soul outside your body and direct it to surround the targets,
- shielding them from dangerous magic. Until this spell ends, each target may
- treat their Magic Defense as being equal to 12 against any effects that target
- it (they are still free to use their normal Defense score if higher than 12).
-
-
Awaken
-
- Cost: 20 | Targets: One creature |
- Duration: Scene
-
-
- You allow a creature to focus their vital energy into accomplishing what they
- previously could not. Choose one Attribute: Dexterity, Insight, Might, or
- Willpower. Until this spell ends, the target treats the chosen Attribute as if
- it were one die size higher (up to a maximum of d12).
-
-
Barrier
-
- Cost: 5 × T | Targets: Up to three creatures
- | Duration: Scene
-
-
- You project your soul outside your body and weave it into a barrier to protect
- the targets from attacks. Until this spell ends, each target may treat their
- Defense as being equal to 12 against any effects that target it (they are
- still free to use their normal Defense score if higher than 12).
-
-
Cleanse
-
- Cost: 5 × T | Targets: Up to three creatures
- | Duration: Instantaneous
-
-
- You strengthen and purify the soul energy coursing through your companions.
- Each target recovers from all status effects.
-
- You cause a creature to lose any semblance of temper and act brazenly. The
- target suffers enraged and cannot perform the Guard or Spell actions during
- their next turn.
-
-
Hallucination
-
- Cost: rr 5 × T | Targets: Up to three
- creatures | Duration: Instantaneous
-
-
- You alter the senses of your enemies, causing them to experience bizarre or
- frightening hallucinations. Choose dazed or shaken: you inflict the chosen
- status effect on each target hit by this spell.
-
- I like to think that what we have today was not a gift from the Gods.
-
-
- Tinkerers possess exceptional ingenuity and are known for their eccentric and
- marvelous inventions. They travel the world in an endless search for lost
- theories and ancient machinery, eyes glimmering whenever they witness the
- wonders of architecture and engineering.
-
-
- In a way, Tinkerers could be seen as the ultimate dreamers and rebels,
- challenging the very rules of nature and society in their pursuit of a better
- future.
-
-
-
-
-
-
TINKERER FREE BENEFITS
-
-
Permanently increase your maximum Inventory Points by 2.
-
You may initiate Projects.
-
-
TINKERER SKILLS
-
EMERGENCY ITEM
-
- Once per conflict scene, if you are in Crisis, you may perform an additional
- action on your turn. This action must be the Inventory action.
-
-
GADGETS (çç5)
-
-
- When you first acquire this Skill, choose a gadget type: alchemy, infusions
- or magitech (see next four pages). You gain its basic benefits.
-
-
- Whenever you take this Skill again, choose one option: you gain the basic
- benefits of a new gadget type; or you gain the advanced benefits of a gadget
- type whose basic benefits you already obtained; or you gain the superior
- benefits of a gadget type whose advanced benefits you already obtained.
-
-
-
POTION RAIN (çç2)
-
- When you create a potion that restores a single creature's HP and/or MP, you
- may have it affect up to 【SL】 additional creatures. If you do, the potion
- only restores half the normal amount of HP and MP to each creature.
-
-
SECRET FORMULA (çç5)
-
-
- When you create a potion or magisphere whose effects restore HP and/or MP,
- each restored amount is increased by 【SL × 5】.
-
-
- When you create an elemental shard, potion or magisphere that deals damage,
- that item deals 【SL】 extra damage.
-
-
-
VISIONARY (çç5)
-
- When you work on a Project, up to 【SL × 100】 zenit of material costs are
- automatically paid; additionally, you generate an additional 【SL】 progress
- every day. If multiple characters with this Skill work on the same Project,
- the effects will be cumulative.
-
-
Character Inspiration Questions
-
-
- Did you learn your craft from someone? What is your relationship with them?
-
-
What have you lost in the pursuit of progress and innovation?
-
- Is your craft something revolutionary, or is it an established field of
- work?
-
-
- When an item or effect is created through your abilities, what does it look
- like?
-
-
-
I like to think that what we have today was not a gift from the Gods.
-
-
-
-
ALCHEMY
-
Also: Chemistry, Bombs, Mutations.
-
- You may perform the Inventory action to rapidly craft a potion with powerful
- but somewhat unpredictable effects. When you do so, choose one type of mix
- among those you have unlocked (basic, advanced or superior) and spend the
- appropriate amount of Inventory Points.
-
-
MIX
-
-
-
-
Level
-
IP Cost
-
Description
-
-
-
-
-
Basic
-
3
-
Roll two d20s and assign one to target and one to effect.
-
-
-
Advanced
-
4
-
Roll three d20s and assign one to target and one to effect.
-
-
-
Superior
-
5
-
Roll four d20s and assign one to target and one to effect.
-
-
-
-
- When you create a mix, roll the amount of twenty-sided dice indicated by that
- mix, then assign one of those rolls to the target table (below) and one to the
- effect table (on the right). Discard all remaining dice, then describe the
- effects of the mix!
-
-
Example:
-
- You spend 5 Inventory Points for a superior mix and roll four twenty-sided
- dice. You roll 3, 14, 9 and 4. You might assign 14 to target and 9 to effect
- to grant yourself and all allies Resistance to air and fire; or you could go
- on the offensive and assign 9 to target and 4 to effect to deal bolt damage to
- a single enemy; or even assign 9 to target and 14 to effect to inflict four
- status effects on that foe!
-
-
Whatever your choice, the two dice you don't assign will be discarded.
-
- The two effects marked with "Any" on the effect table are always available and
- can be chosen if none of the available effects appeal to you.
-
-
TARGET
-
-
1-6
-
... you or one ally you can see that is present on the scene.
-
7-11
-
... one enemy you can see that is present on the scene.
- When you successfully hit one or more targets with an attack, you may spend 2
- Inventory Points to produce a special infusion and apply the corresponding
- effect to that attack (if the attack had the multi property, apply the effects
- of the infusion to each target).
-
-
- You cannot apply more than one infusion to the same attack; producing and
- using an infusion are both part of the action you used to attack with the
- weapon.
-
-
INFUSION EFFECT
-
Basic Infusions
-
-
- Cryo The attack deals 5 extra damage, and its damage
- becomes ice.
-
-
- Pyro The attack deals 5 extra damage, and its damage
- becomes fire.
-
-
- Volt The attack deals 5 extra damage, and its damage
- becomes bolt.
-
-
-
Advanced Infusions
-
-
- Cyclone The attack deals 5 extra damage, and its damage
- becomes air.
-
-
- Exorcism The attack deals 5 extra damage, and its damage
- becomes light.
-
-
- Seismic The attack deals 5 extra damage, and its damage
- becomes earth.
-
-
- Shadow The attack deals 5 extra damage, and its damage
- becomes dark.
-
-
-
Superior Infusions
-
-
- Vampire
-
- Choose one option: you recover an amount of HP equal to half the HP loss
- suffered by the target of the attack; or you recover an amount of MP equal
- to half the HP loss suffered by the target of the attack.
-
- This infusion can only be used if the attack targeted a single
- creature.
-
-
- Venom The attack deals 5 extra damage, its damage becomes
- poison, and each creature hit by the attack suffers poisoned.
-
-
-
-
-
-
MAGITECH
-
Also: Engineering, Golemcraft, Robotics.
-
This invention type grants a variety of different benefits.
-
d MAGITECH OVERRIDE (Basic)
-
- You may use an action and spend 10 Mind Points to perform an Opposed
- [INS + INS] Check against a nearby
- soldier-rank construct you can see (the Game Master must tell you who is a
- valid target). If you succeed, you gain control of the creature until the end
- of the scene (the Game Master gives you its profile). You may only control one
- construct at any given time, but may set it free whenever you want; the
- construct is also set free as soon as it is harmed by you or by one of your
- allies. Once free, the construct is again in control of its actions and might
- turn against you.
-
-
d MAGICANNON (Advanced)
-
- You may perform the Inventory action and spend 3 Inventory Points to create a
- firearm weapon known as a magicannon (see below). The magicannon will crumble
- to pieces as soon as you use create a new magicannon. When you create a
- magicannon, choose the type of damage it deals (air, bolt, earth, fire, ice,
- or physical).
-
-
-
WEAPON STATS
-
-
- ACCURACY: MAGICANNON
- [DEX + INS] +1
-
-
- DAMAGE:[HR + 10]
-
-
TYPE: Two-handed, Ranged, No Quality.
-
-
-
d MAGISPHERES (Superior)
-
- You develop three magisphere prototypes; each of them can replicate a spell
- chosen from the following lists: Elementalist, Entropist and Spiritist. The
- spells you choose may come from the same list or different lists.
-
-
- You also develop two more prototypes upon reaching level 20, and another two
- upon reaching level 40 (the same applies if you already reached those levels).
-
-
- You may perform the Inventory action and spend 2 Inventory Points to create a
- magisphere and immediately perform the Spell action for free, casting one of
- the spells you have developed a prototype for. The spell follows the normal
- rules (including MP costs and Magic Checks) and the magisphere is destroyed
- upon use.
-
-
-
-
-
Wayfarer
-
ALSO: Adventurer, Explorer, Treasure Hunter
-
W A YFARER
-
Borders are a trick of the mind.
-
- Nomads searching for a fabled continent, explorers braving the wilds, grizzled
- hunters and travelers have one thing in common: they are Wayfarers.
-
-
- While a majority of heroes travel the world during their adventures, Wayfarers
- live for the journey. They are always eager to visit new places and learn from
- others.
-
-
- In the eyes of a Wayfarer, the wilderness is neither foe nor an ally, but
- rather a stern teacher who can reveal many forgotten truths.
-
-
-
-
-
-
WAYFARER FREE BENEFITS
-
Permanently increase your maximum Inventory Points by 2.
-
-
-
WAYFARER SKILLS
-
-
FAITHFUL COMPANION (çç5)
-
- Together with the rest of your group, design a level 5 beast, construct,
- elemental or plant creature (see
- page 302) that becomes your companion.
- This creature has no Initiative score and does not level up, can have up
- to two basic attacks, gains a bonus equal to 【SL】 to Accuracy Checks and
- Magic Checks, and their maximum Hit Points are equal to 【(SL multiplied
- by the companion's base Might die size) + half your level】.
-
-
- Your companion doesn't get a turn during conflicts, but on your turn you
- can use an action to have the companion perform an action (only once per
- turn). If you leave a scene, your companion leaves with you.
-
-
- If your companion falls to 0 Hit Points, they flee and rejoin you at the
- start of the next scene in which you are present, with HP equal to their
- Crisis score. When you rest, your companion also gains the full benefits
- of resting.
-
-
-
-
RESOURCEFUL (çç4)
-
- You recover 【SL】 Inventory Points after each travel roll (see
- page 106).
-
-
-
-
TAVERN TALK (çç3)
-
- When you rest inside an inn or tavern, you may ask the Game Master up to
- 【SL】 questions about your surroundings and the people who live here; the
- Game Master will answer truthfully and you describe how you gathered the
- information.
-
-
-
-
TREASURE HUNTER (çç2)
-
- When your group journeys on the world map, you will make a discovery on a
- roll of 【SL + 1】 or lower on the travel roll (instead of only on a 1).
-
-
-
-
WELL-TRAVELED
-
-
- You reduce the die rolled for your travel rolls by one size (to a
- minimum of d6).
-
-
- If multiple characters have this Skill, the effects are not cumulative.
-
-
-
-
-
-
-
-
-
WEAPONMASTER
-
Associated Disciplines: Fighter, Rōnin, Warrior
-
- Weaponmasters spend years upon years honing their close combat arts. Most of
- them display remarkable skill with a variety of weapons; others have trained
- to become one with a specific armament.
-
-
- Many Weaponmasters follow and protect someone out of love or loyalty, but
- there are also those who tirelessly wander the world seeking worthy opponents,
- legendary magical weapons, or capable teachers.
-
-
-
The wiser blades remain unsheathed.
-
-
-
-
-
WEAPONMASTER FREE BENEFITS
-
-
Permanently increase your maximum Hit Points by 5.
-
Gain the ability to equip martial melee weapons and martial shields.
-
-
WEAPONMASTER SKILLS
-
BLADESTORM
-
- When you perform a melee attack, you may spend 10 Mind Points to choose one
- option: the attack gains multi (2); or you increase the attack's multi
- property by one, up to a maximum of multi (3).
-
-
BONE CRUSHER (çç4)
-
- When you hit one or more targets with a melee attack that would deal damage,
- you may have the attack deal no damage. If you do, choose one option: inflict
- dazed on each target hit by the attack; or inflict weak on each target hit by
- the attack; or each target hit by the attack loses 【SL × 10】 Mind Points.
- Describe your maneuver!
-
-
BREACH (çç3)
-
- You may use an action and spend 5 Mind Points to perform a free attack with a
- melee weapon you have equipped. This attack must target a single creature. If
- the attack is successful, it deals no damage and you choose one option: you
- destroy one shield equipped by the target; or you destroy the target's
- equipped armor; or whenever the target suffers damage from a source before the
- start of your next turn, that source deals 【SL × 2】 extra damage to them.
-
-
COUNTERATTACK
-
- After an enemy hits or misses you with a melee attack, if the Result of their
- Accuracy Check was an even number, you may perform a free attack against that
- enemy (after their attack has been fully resolved). This attack must be a
- melee attack and must have that enemy as its only target; treat your High Roll
- (HR) as 0 when calculating damage dealt by this attack.
-
-
MELEE WEAPON MASTERY (çç4)
-
- You gain a bonus equal to 【SL】 to all Accuracy Checks with melee weapons.
-
-
Character Background
-
Relationship Prompts:
-
-
- What is your relationship with weapons? Are they mere objects, or something
- more?
-
-
Is battle something you seek, or something you strive to avoid?
-
- Are you, or have you ever been, the servant of a Lady or Lord? What were
- they like?
-
-
What do your weapons and fighting style look like?
-
-
-
-
-
PROLOGUES
-
- Now that you have built your world together, chosen the focus of your group
- and created a cast of heroes, it is time for you to begin play!
-
-
- The early part of your first session will be dedicated to a prologue — a few
- scenes that introduce the protagonists and tells us where their story begins.
- It is also a great moment to answer some of the questions posed by your Class
- and group choices.
-
-
- Once you get past the prologue, your adventures are supposed to evolve in a
- natural way: the Player Characters choose objectives and make choices, and the
- Game Master presents obstacles and challenges for them to overcome while also
- populating the world with new creatures and characters. When you sit down to
- play for the first time it's easy to be unsure of where to begin. To help,
- there is a list of tables that generate some context for a starting scene
- appropriate to your group choice.
-
-
THE QUESTIONS
-
- You will notice that each entry on the prologue tables lists a few questions
- designed to help you paint the initial scene. Said questions can be answered
- by anyone at the table — whoever has a cool idea should simply go ahead and
- suggest it. Once you have built the starting premise together, you can all
- slip into your roles — each Player takes control of their character, and the
- Game Master takes control of the rest of the game world.
-
-
Optional Rule: Starting Bonds
-
- Sometimes it will make sense for a Player Character to already have strong
- feelings towards someone else — perhaps they hate the Avalonian Empire or are
- loyal to their family. If you use this optional rule, each Player Character
- begins play with one Bond (with a single emotion).
-
-
-
- This optional rule is excellent for shorter campaigns since these generally
- give you less time to build Bonds between characters;
-
-
- it is also perfect for groups in which two or more heroes already know each
- other, share some form of rivalry, or belong to opposite factions — this is
- the kind of dramatic relationships you want to see in play!
-
-
-
OPTIONAL: STARTING BONDS
-
-
-
-
BROUGHT TOGETHER BY FATE
-
Roll a d6 or choose one option that appeals to your group:
-
-
- You are all traveling aboard the same vessel or transport, or as part of the
- same caravan, when suddenly you are attacked!
Why are you
- traveling as part of this group? Who or what is attacking you? What do they
- seek?
-
-
-
- You have been summoned before a figure of authority or great power.
Who
- sent for you? Why were you chosen? Were you brought here against your will?
- Do any of you already know this person?
-
-
-
- In the aftermath of a terrible battle, an unknown menace appears. Heroes on
- both sides must face this new and powerful entity.
Were you
- fighting on opposite sides? Have any of you encountered this entity before?
- Will you work together?
-
-
-
- You are confined within a prison or dungeon — you will be executed
- tomorrow.
Why were you imprisoned? Are you innocent or guilty?
- Can you escape on your own, or will you need someone's help?
-
-
-
- Some of you are here to steal someone or something precious. The rest were
- hired to protect that very same "treasure". But there is something weird
- going on...
Who hired you? Who or what is the treasure? Was this
- all a setup?
-
-
-
- People from a variety of countries and organizations have set out to
- investigate a bizarre phenomenon. You are among them.
Why are you
- here? Were you sent by someone else? What are your theories and beliefs
- concerning this phenomenon?
-
-
-
-
-
-
-
GUARDIANS
-
Roll a d6 or choose one option that appeals to your group:
-
-
- During a ceremony before your departure, a dark force suddenly reveals
- itself. The life of the Chosen One is in danger!
-
-
What is this dark power?
-
Why was the Chosen One left unprotected?
-
Did someone betray you?
-
-
-
- On your way to the first destination of your long pilgrimage, you find
- yourselves under attack! Someone clearly wants to stop you...
-
-
Where are you headed to, and why?
-
Who or what is attacking?
-
-
-
- You stand before the entrance of a centuries-old network of tunnels, a
- dark and dangerous path leading past the mountains.
-
-
What lies beyond the mountains?
-
What is forcing you to take this path?
-
Do you know anything about those who dug these tunnels?
-
-
-
- You are guests of a longtime, wealthy friend of the Chosen One when
- suspicious tales about your host reach your ears.
-
-
Who can be trusted?
-
Who is this friend, and what do the rumors say about them?
-
Who gave you this information?
-
What makes it at least partially believable?
-
-
-
- You are moments away from fulfilling your mission when a powerful entity
- appears before you — your chance is gone and you must fight to protect the
- Chosen One.
-
-
Who or what is this entity, and how can they be here?
-
Were you betrayed?
-
Who can help you find another way?
-
-
-
- The people of a town or village are in need of help — and the Chosen One
- might be the only person capable of providing it.
-
-
- What threatens these people, and why is the Chosen One the only person
- that can help?
-
-
Should you focus on your mission instead?
-
-
-
-
-
-
-
HEROES OF THE RESISTANCE
-
Roll a d6 or choose one option that appeals to your group:
-
-
- You were the last hope of a town or village — but unfortunately, the enemy
- is overwhelming you. Fire and smoke rise towards the sky. Who or what is
- attacking the town? Does anyone you know live here? How can you save these
- innocent lives?
-
-
- It was supposed to be an easy mission, but now the enemy has surrounded you!
- What is this place, and what was your mission here? Did someone betray you?
-
-
- You are attending the speech of a notorious official. Surrounding you is a
- large crowd, including several armed soldiers. Who is this person, and what
- are they saying? Are they a possible ally, or a threat to your already
- desperate efforts?
-
-
- You find yourselves in the aftermath of a crushing defeat, broken and
- without hope. What happened? How can the enemy be so strong? What are your
- plans now?
-
-
- You have managed to secure an audience with an influential figure. Who is
- this person, and how can they help your cause? Who gave you their name?
-
-
- You are organizing the defense of a small village and preparing the locals
- as best as you can — the enemy will be here tomorrow. Why is the enemy
- headed here? What is it that they want? And can these people really put up a
- fight against their forces?
-
-
-
-
-
-
-
-
-
-
-
-
-
-
EXPERIENCE AND LEVELS
-
- In Fabula Ultima, a character’s power is measured by their level: starting
- characters enter the game at level 5, and the upper limit for a character is
- level 50.
-
-
GAINING EXPERIENCE POINTS
-
- In order to increase their level and grow in power, a Player Character must
- earn Experience Points, abbreviated as XP.
-
-
- At the end of each game session, your character will gain a variable amount of
- Experience Points, as summarized on your character sheet:
-
-
-
- Your character will automatically gain 5 XP. This ensures you achieve some
- progress regardless of what happened during the session.
-
-
- Your character will also gain an amount of XP equal to the amount of Ultima
- Points spent by Villains during the session. If the Villains spent lots of
- these, it means they didn't pull their punches — and adversity will make you
- grow. Because of this, it is a good idea to keep track of spent Ultima
- Points by placing tokens inside a bowl or cup.
-
-
- Finally, your character will gain an amount of XP equal to the amount of
- Fabula Points spent by the group during the session, divided by the number
- of Player Characters that took part in the session. Whenever you spend
- Fabula Points, you are making both yourself and your companions grow
- stronger! Just like Ultima Points, you should keep track of spent Fabula
- Points by placing the corresponding tokens inside a bowl or cup — and
- remember, you don't have to keep track of which character spent them.
-
-
-
- Additionally, a list of optional rules for advancement can be found on page
- 230. Use them to customize your game!
-
-
-
- Adopting the blitz, embodiment, or MVP optional rules will cause characters
- to grow faster. You might want to no longer award the automatic 5 Experience
- Points per session. Discuss this with your group.
-
-
- When the game refers to "a session", it means a segment of gameplay lasting
- approximately four hours. If your sessions are shorter or longer than that,
- you might want to "check for Experience Points" every four hours of play.
-
-
-
-
-
-
CHAPTER TRACKING EXPERIENCE AND GAINING LEVELS
-
- When you gain Experience Points, keep track of them on your character sheet:
-
-
- After gaining XP at the end of a session, you have a chance to increase your
- level: If you have 10 or more Experience Points, you must
- spend ten of those points and increase your character level by one — you keep
- any Experience Points in excess. Note that regardless of how many Experience
- Points you have, even if they are multiples of ten, you may only gain one
- level per session this way.
-
-
GAINING A NEW CHARACTER LEVEL
-
For each new level your character gains, they receive several benefits:
-
-
You may change your character's Identity and/or Theme.
-
- Increase your maximum Hit Points and Mind Points by one point each. Note
- that this does not affect your current Hit Points and Mind Points.
-
-
- If you just reached level 20 or 40, choose one of your Attributes and
- increase its base die size by one step, up to a maximum of d12.
-
-
- You increase the level of one of your character’s Classes by one, or you
- gain your first level in a Class you didn’t already have (see next page).
-
-
-
- This is the only way you can ever increase your Attributes; whenever you do
- so, some of your other statistics might change (see next page).
-
-
Important Limitations
-
There are, however, two important limitations when leveling up:
-
-
- You can never have more than ten levels in a Class. Once you put the tenth
- level in a Class, that Class has been mastered (which grants you a Heroic
- Skill, as explained on the next page) and you can no longer invest levels
- into it.
-
-
- You can never have more than three non-mastered Classes. If you want to
- further diversify your character, you must first master some of the Classes
- you acquired.
-
-
-
EXPERIENCE POINTS
-
-
-
-
INCREASING YOUR ATTRIBUTES
-
- When you increase one of your four Attributes, keep in mind it might influence
- your maximum Hit Points, maximum Mind Points, Defense and Magic Defense:
-
-
-
- Your maximum Hit Points are equal to your total character level + five times
- your character’s base Might die size. Your Crisis score is equal to half
- your maximum Hit Points, rounded down.
-
-
- Your maximum Mind Points are equal to your total character level + five
- times your character’s base Willpower die size.
-
-
-
-
Your Defense is equal to your current Dexterity die size.
-
Your Magic Defense is equal to your current Insight die size.
-
-
- Note that these numbers may further be modified by your character’s choices of
- Class, Skills and equipment.
-
-
PUTTING LEVELS IN CHARACTER CLASSES
-
- Just like when you created your character, putting a level in a Class allows
- you to acquire one of its Class Skills — either a Skill you don’t have, or one
- that you have but may be acquired multiple times (çç).
-
-
-
- Your level in any given Class can never exceed 10. When you bring a Class up
- to level 10, you have mastered it: acquire one Heroic Skill of your choice
- (see page 232). Note that this Heroic Skill will be in addition to the Class Skill you
- normally acquire by investing the tenth level in that Class.
-
-
- If a Skill can be acquired multiple times, it will also indicate how many
- times you can acquire it, such as (çç5) for a Skill that can be acquired up
- to five times, or (çç10) for a Skill that can be acquired up to ten times.
-
-
- If you put a level in a Class you didn’t previously have, you also gain the
- free benefits granted by that Class. Mixing and matching a variety of
- Classes can be useful — just don’t forget to master some of them!
-
-
-
-
-
-
-
-
-
-
OPTIONAL ADVANCEMENT RULES
-
- [Note: The following rules are optional additions for campaign play.]
-
-
BLITZ
-
- Player Characters will gain additional Experience at the end of each battle in
- which all enemies fled or were reduced to 0 Hit Points. The amount gained by
- each character will be equal to 【5 minus the number of rounds elapsed during
- the battle 】; this means that any battle concluded during the sixth round
- will grant no additional Experience, while a battle that was completed during
- the first round will award five XP to each participant.
-
-
-
- These additional Experience Points are gained by all characters who took
- part in the battle (even if they surrendered or fled at a certain point).
-
-
- Combine this with Superiority Points (page 83) for a highly tactical game!
-
-
-
- It's good if: You like your battles to be intensely tactical,
- and you're okay with your campaign mostly revolving around combat. If you
- choose this optional rule, the Game Master will have to spend some more time
- making sure each encounter is challenging but also allows for clever
- strategies.
-
-
BOOSTER
-
- Each Player Character will automatically gain a level at the end of each
- session (in addition to normal advancement).
-
-
- It's good if: Your campaign will be relatively short, if the
- Players like to have plenty of new tricks every session, and if you don't mind
- turning your game into a quickly escalating spiral of mayhem.
-
-
- Depending on the campaign, you might want to use one or more of the optional
- rules. You can also introduce new advancement rules halfway through the
- campaign, or stop using them if you realize they are doing more harm than
- good.
-
-
- What's important for you to understand is that the optional XP rules you apply
- will inevitably shift the focus of your game: after all, people generally tend
- to do what they're rewarded for.
-
-
-
-
-
-
33PRESS START
-
CHAPTER EMBODIMENT
-
Embodiment
-
- The group will vote for the Player who better embodied their character's
- Identity and/or Theme during the session — the chosen Player's character gains
- an additional 2 XP. If two or more Players are tied, they will each gain this
- bonus Experience!
-
-
A few rules apply however:
-
-
You cannot be awarded this bonus XP twice in a row.
-
You cannot vote for yourself or for the Game Master.
-
-
- If you are using this optional rule as well as MVP (see below), the two
- rewards must go to different Players. Vote for Embodiment before you vote for
- MVP.
-
-
- It's good if: You like to roleplay intense scenes and you
- don't run the risk of a single person outshining everyone else or making
- things uncomfortable by stealing the spotlight all the time. If you see this
- happening, you should stop using this option.
-
-
CHAPTER MVP
-
MVP
-
- The group will vote for a Most Valuable Player at the end of each session —
- the chosen Player's character gains an additional 2 XP. If two or more Players
- are tied, they will each gain this bonus Experience!
-
-
- Just like with Embodiment, you cannot be awarded this bonus XP twice in a row,
- and you cannot vote for yourself or the Game Master.
-
-
- If you are using this optional rule as well as Embodiment (see above), the two
- rewards must go to different Players. Vote for Embodiment before you vote for
- MVP.
-
-
- It's good if: Your group wants to reward proactive Players
- who take a hit for the team or turn the tables on their adversaries.
-
-
LEVEL GAPS
-
- If you use the Embodiment or MVP optional rules, some characters might end up
- being a few levels above others. The system won't suffer unless this gap is
- five or greater, but you should carefully discuss whether the optional rules
- are fostering a healthy play environment.
-
-
- If someone is frustrated by these rules, even if it's only one person, you
- should stop using them.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
ADVERSITY
-
- Requirements: You must have mastered the Darkblade Class.
-
-
- As long as you are suffering from one or more status effects, you gain a +1
- bonus on all Checks for every status effect you are suffering from, and you
- deal 2 extra damage for every status effect you are suffering from (be it
- with attacks, spells, Arcana, items or any other method).
-
-
-
-
AMBIDEXTROUS
-
- You may apply the benefits of two-weapon fighting (page 69) to weapons belonging to different categories, even if one is a melee
- weapon and the other is a ranged weapon (such as a dagger and a firearm, for
- instance).
-
-
-
-
ARCANE ECHOES
-
- Requirements: You must have mastered the Arcanist Class.
-
-
- When you successfully perform a Check to fill or erase one or more sections
- of a Clock, if the domains of one or more Arcana you have bound are
- applicable to the Check in question, you may fill or erase an additional
- section of that Clock.
-
-
The Game Master has final say on whether a given domain applies or not.
-
-
-
CHIMERIC MASTERY
-
- Requirements: You must have mastered the Chimerist Class.
-
-
-
- Choose two creature Species among construct, demon, elemental, and undead.
- You can now use spell mimic to learn spells from creatures of the chosen
- Species.
-
-
- This Heroic Skill may be acquired up to twice, each time selecting two
- Species from the list above.
-
-
- Whenever you acquire this Skill, you also increase your upper limit for
- memorized Chimerist spells by 2.
-
-
-
-
-
-
-
COMET
-
- Requirements: You must have mastered the Entropist Class.
-
-
You learn the ultimate Entropist spell: Comet.
-
-
MP:
-
50
-
Target:
-
Special
-
Duration:
-
Instantaneous
-
-
- You rip open a large portal to the Cosmos, calling down astral debris from the
- gaping void. Choose one option: one creature you can see
- suffers 60 damage; or you choose any number of creatures you can see, and each
- of them suffers 40 damage. These amounts increase by 5 if you are level 20 or
- higher, or by 10 if you are level 40 or higher.
-
-
- Damage dealt by this spell has no type (thus being unaffected by damage
- Affinities).
-
-
DEEP POCKETS
-
Requirements: You must have mastered the Tinkerer Class.
-
- When you spend Inventory Points, you spend 1 less Inventory Point (minimum 1).
-
-
DISARMING RHETORIC
-
Requirements: You must have mastered the Orator Class.
-
- During a conflict scene, you may use an action and choose a soldier-rank
- creature that can hear and understand you (the Game Master must tell you who
- is a valid target). If that creature is shaken or in Crisis, you may spend an
- amount of Mind Points equal to
- 【20 + half that creature's level】 to have them peacefully leave
- the conflict.
-
-
Describe how you convince them to desist.
-
EXTRA HP
-
- Permanently increase your maximum Hit Points by 10. The amount of additional
- HP increases to 20 if you are level 40 or higher.
-
-
EXTRA IP
-
Permanently increase your maximum Inventory Points by 4.
-
-
-
-
-
-
-
EXTRA MP
-
Permanently increase your maximum Mind Points by 10.
-
- The amount of additional MP increases to 20 if you are level 40 or higher.
-
-
-
-
-
EXTRA SPELLS
-
- When you acquire this Skill, learn any two spells from one of the
- following lists: Elementalist, Entropist, or Spiritist. Both spells chosen
- this way must come from the same list, and they follow the standard rules
- for casting spells of that Class.
-
-
-
-
-
HEARTBREAKER
-
- Requirements: You must have mastered the Darkblade Class.
-
-
- When you hit a creature with an attack, if that attack only targeted that
- creature and you have a Bond towards them, you may choose to spend half of
- your current Hit Points, rounded down. If you do, the attack deals extra
- damage equal to
- 10 multiplied by the strength of your Bond towards the target.
-
-
- You may use this Skill only on your turn during a conflict, and only once
- per turn.
-
-
-
-
-
HEROIC COMPANION
-
- Requirements: You must have mastered the Wayfarer Class,
- and must have acquired the Faithful Companion Skill.
-
-
Your bond with your companion grows stronger.
-
Benefits Gained:
-
-
The companion's maximum Hit Points increase by 10.
-
- Choose one of the companion's Attributes: Dexterity, Insight, Might, or
- Willpower. The chosen Attribute is permanently increased by one die size
- (up to a maximum size of d12).
-
-
- The companion gains an additional Skill. When you reach level 40, or if
- you have already reached it, the companion gains an additional Skill.
- Make sure to discuss your Skill choices with the Game Master and the
- other Players.
-
-
-
-
-
-
-
-
HOPE
-
- Requirements: You must have mastered the Spiritist Class.
-
-
-
MP: 40 | Target: Special | Duration: Instantaneous
-
-
- You rekindle the flames of courage and hope within a defeated hero. Choose a
- Player Character who surrendered but is still present on the scene: that
- Player Character immediately regains consciousness and recovers an amount of
- Hit Points equal to their Crisis score. Note that this spell will not undo the
- consequences of the character's surrender and is of no use if the character
- left the scene as part of their surrender — such as if they were captured and
- dragged away, or if they were trapped in a parallel dimension, and so on.
-
-
- A Player Character may only be affected by this spell once per scene; if a
- character is brought back into the conflict by this spell and is subsequently
- reduced to 0 Hit Points again, they must sacrifice themselves or surrender as
- per the normal rules (including a new consequence and 2 more Fabula Points if
- they surrender).
-
-
MATHEMAGIC
-
- Requirements: You must have mastered the Loremaster Class.
-
-
- When you cast a spell with a target of "One creature", you may double the
- spell's total MP cost. If you do, choose an Attribute (Dexterity, Insight,
- Might, or Willpower) and a die size (d6, d8, d10 or d12). The spell now
- targets all creatures present on the scene whose current Attribute die size
- matches your choice, regardless of whether they are friends or foes (you might
- even end up targeting yourself). The effects of the spell are fully applied to
- every target.
-
-
- If the spell is an offensive spell, it follows the normal rules: you perform a
- single Magic Check and confront it with the Magic Defense of each target to
- determine who is hit by the spell.
-
-
-
-
-
238
-
W
-
MONKEY GRIP
-
Requirements: You must have mastered the Fury Class.
-
- You may equip two-handed weapons belonging to the flail, heavy, spear, or
- sword Categories in a single hand slot. This allows you, for instance, to
- enjoy the benefits of two-weapon fighting (page 69) while wielding a pair of two-handed weapons, or to equip a two-handed
- weapon in your main hand slot and a shield in your off-hand slot.
-
-
PERFECT AIM
-
- Requirements: You must have mastered the Sharpshooter Class,
- and must have acquired the Warning Shot Skill.
-
-
- When you hit one or more creatures with a ranged attack and choose to deal no
- damage in order to gain the benefits of the Warning Shot Skill, you may choose
- two options instead of one (for instance, you could inflict both shaken and
- slow on each creature, or inflict a status effect on each creature while also
- lowering their Mind Points).
-
-
PILLAGE
-
- Requirements: You must have mastered the Rogue Class, and
- must have acquired the Soul Steal Skill.
-
-
- When you use the Soul Steal Skill, you may target any number of creatures at
- the same time (you perform a single Check and compare it to the Magic Defense
- of each creature you are attempting to steal from).
-
-
POWERFUL SHOT
-
- Requirements: You must have mastered the Sharpshooter Class.
-
-
- When you hit one or more creatures with a ranged attack, that attack deals 5
- extra damage to each creature. The amount of extra damage increases to 10 if
- you are level 40 or higher.
-
-
-
-
-
-
POWERFUL SPELL
-
- Requirements: You must have mastered one or more Classes
- among the following: Chimerist, Elementalist, Entropist, or Spiritist.
-
-
- When you cast a spell that deals damage to one or more creatures, that spell
- deals 5 extra damage to each creature. The amount of extra damage increases to
- 10 if you are level 40 or higher.
-
-
POWERFUL STRIKE
-
- Requirements: You must have mastered one or more Classes
- among the following: Fury or Weaponmaster.
-
-
- When you hit one or more creatures with a melee attack, that attack deals 5
- extra damage to each creature. The amount of extra damage increases to 10 if
- you are level 40 or higher.
-
-
PREDICTABLE!
-
- Requirements: You must have mastered the Loremaster Class.
-
-
- During a conflict, you may use an action and spend 20 Mind Points to
- anticipate the upcoming moves of a creature you can see, as long as you know
- two or more of that creature's Traits. If you do so, choose one type of action
- among the following:
-
-
-
Attack
-
Guard
-
Objective
-
Spell
-
Skill
-
-
- Until the start of your next turn, the creature must spend 20 Mind Points
- whenever they wish to perform that action. If they can't, they must perform a
- different action.
-
-
RAMPART
-
Requirements: You must have mastered the Guardian Class.
-
- During the first round of each conflict scene, you have Resistance to all
- damage types and cannot suffer status effects (you do not recover from
- preexisting status effects, however). These benefits only last until the end
- of the first round.
-
-
- "Rest now, sister. For too long I asked you to protect me. Today, it is I
- who shall be strong for the both of us."
-
-
-
-
-
REPETITION
-
Requirements: You must have mastered the Orator Class.
-
- Once per turn during a conflict, after you use the Condemn Skill or the
- Encourage Skill, you may immediately perform that same Skill again (on the
- same target or a different one). You must still pay the Mind Point cost for
- the second use of the Skill.
-
-
REVELATION
-
Requirements: You must have mastered the Arcanist Class.
-
- You make contact with an unknown Arcanum and bind it to your soul. This
- Arcanum must be something you design together with the rest of the group; as
- long as you live, no one else in your world will be able to bind that Arcanum.
-
-
- Once per scene while you are merged with an Arcanum, you may use an action and
- spend 2 Fabula Points to trigger that Arcanum's dismiss effect (if any)
- without dismissing them. Doing so does not trigger the Arcane Circle Skill (page 177).
-
-
STATUS IMMUNITY
-
Requirements: You must have mastered the Wayfarer Class.
-
You become completely immune to a single status effect of your choice.
-
TEMPEST STRIKE
-
- Requirements: You must have mastered the Weaponmaster Class.
-
-
- When you perform a melee attack with the multi property, if you choose to
- target only one creature, the attack deals 5 extra damage if the attack had
- multi (2), or 10 extra damage if the attack had multi (3 or higher).
-
-
UNBREAKABLE
-
Requirements: You must have mastered the Guardian Class.
-
- Once per scene when you are about to be reduced to 0 Hit Points, you may
- instead choose to withstand the pain and be reduced to exactly 1 Hit Point.
-
-
-
-
-
UPGRADE
-
Requirements: You must have mastered the Tinkerer Class.
-
Once per rest, you may choose one option:
-
-
- Add a Quality to a single weapon, armor, or shield that doesn't have one;
- or
-
-
- Replace the current Quality of a single weapon, armor, or shield with a
- different Quality.
-
-
-
- When you use this Skill, you must select a Quality from the default list for
- that item type as long as the cost modifier associated with that ability is
- +1000 zenit or lower. Then, you must spend an amount of zenit equal to twice
- the cost modifier of the chosen ability. The modified item will be ready at
- the end of the rest; you may only modify one item per rest.
-
-
- The default list of weapon abilities can be found on
- page 269, while the default list of armor
- and shield abilities can be found on
- page 280.
-
-
VANISH
-
Requirements: You must have mastered the Rogue Class.
-
- When you hit one or more creatures with an attack, you may spend 1 Fabula
- Point. If you do, each of those creatures will be unable to perform any action
- that requires them to be able to see you until the start of your next turn.
-
-
VOLCANO
-
- Requirements: You must have mastered the Elementalist Class.
-
-
Ultimate Elementalist Spell: Volcano
-
-
MP:
-
40
-
Target:
-
Special
-
Duration:
-
Instantaneous
-
-
- You channel the fury of the planet into a powerful wave of fire and magma.
- Choose one option:
-
-
-
One creature you can see suffers 50 fire damage; or
-
- Any number of creatures you can see, and each of them suffers 30 fire
- damage.
-
-
-
- These amounts increase by 5 if you are level 20 or higher, or by 10 if you are
- level 40 or higher.
-
-
Damage dealt by this spell ignores Resistances and Immunities.
-
-
-
-
242
-
W
-
W
-
-
-
-
GAME MASTER
-
- This chapter contains advice and procedures for Fabula Ultima Game Masters.
-
-
- Your main job as a Game Master is breathing life into the world your group has
- created. Together, you have planted the seeds of your campaign: now you must
- tend to those seeds and help everything blossom.
-
-
- While the Players are responsible for portraying heroic characters and
- steering the direction of the story by establishing goals and making
- decisions, your duty is to portray the rest of the world and challenge the
- protagonists: the resulting conflicts and struggles are what makes the game
- memorable.
-
-
NO ONE IS BORN A GM
-
- When it comes to being a capable Game Master, experience is key. No amount of
- painstakingly precise notes and preparation can save you from mistakes or
- experiencing a lackluster game session — and that’s okay. Even the most
- experienced Game Masters and Players make mistakes, and sometimes there will
- be issues outside the game that prevent your group from having a good time.
-
-
- Take those mistakes and learn from your experiences, get the entire group
- involved in the creative process, and combine all of this with the advice
- provided throughout this chapter. By doing this, it will help everyone both
- enjoy playing the game and developing an incredible story.
-
-
HOW TO USE THIS CHAPTER
-
- What you will find in the following pages is a variety of tools designed to
- make your life as a Game Master easier. Read this chapter carefully before
- playing the game, and come back to read it again after one or two sessions.
-
-
- Many things will be clearer once you have experienced how the game works in
- play.
-
-
-
-
-Part of these have been summarized on
-page 26 of the Introduction chapter, but Part
-of these have been summarized on page 26 of
-the Introduction chapter, but
-
-
-
-
-
DURING SESSION ZERO
-
- Once your group is ready to start a new journey in Fabula Ultima, make sure
- to:
-
-
-
- Help everyone else. Help everyone find useful information
- in the book, offer ideas and prompt everyone to take this new world into
- their hands. You are not here to tell them a story; you are here to help
- them write their own.
-
-
- Ask questions. When a Player picks a certain option for
- their character, have them tell everyone more about it — where did they
- learn this? What's their combat style? Why did they choose this specific
- Theme? The questions provided by each Class entry can be a huge help;
- remember to jot down notes so that you'll remember the Players' answers
- later. (Everyone always ends up forgetting something important, and notes
- help!)
-
-
- Stir the creative juices. Show your enthusiasm for the
- Players' choices and encourage them to add new narrative elements and make
- the world their own. Consider using music and artwork to get everyone in
- the right "mood", but make sure these elements aren't distracting.
-
-
- Think about threats and Villains. As your group defines
- the history of your world and the initial situation of the prologue, start
- thinking about the first antagonists they will meet. You can find further
- advice on Villains starting on
- page 254. It is often a good
- idea to showcase an early Villain during the prologue itself or shortly
- afterward — if possible, pick someone the heroes have already recognized
- as a threat and use this antagonist to get the action moving; save the
- subtler Villains for later!
-
-
- Keep track of changes. While building the premises of the
- story, the group might suddenly realize some previous choices no longer
- make sense. Since you will be the one keeping track of all information
- concerning the game world, make sure to update your notes whenever a
- change is approved by the group.
-
-
- Start things off with a bang. Don't be afraid to set some
- high stakes during the prologue — while slow buildups can work, an
- explosive beginning is often more memorable. Perhaps we first meet our
- heroes while they're being chased by a huge monster, or hours away from
- being executed for treason.
-
-
-
- Do your best to keep everyone engaged and on their toes from the very start!
-
-
-
-
-
-
DURING PLAY
-
During each session, adhere to the following principles:
-
-
- Portray a wondrous world. Give your NPCs unique quirks and add memorable
- touches to every location, but don't get bogged down by details. Keep the
- descriptions short and then let everyone ask questions.
-
-
- Manage information. A big part of your job during each session has to do
- with information — you will be asked plenty of questions, from the shape of
- a room to a person's behavior. You decide whether the characters know such
- information (based on simple observation or on who they are) or if a Check
- is required — the dice will determine how much the character knows about
- someone or something, or if they at least know where they could find that
- information.
-
-
- Seek input from others. If something is relevant to a character's role in
- the story (especially their Classes and Identities), you should ask for the
- Player's input — let them establish facts about the shared game world.
-
-
- React to the heroes' choices. Be ready to adapt to the heroes' actions and
- goals; leave them free to adopt whatever strategy they choose, but apply the
- consequences of those strategies and don't pull your punches.
-
-
- Enforce transparency. Make sure everyone at the table knows what's at stake
- when they perform Checks or choose a specific course of action.
-
-
- Keep the pressure high. Whatever the Player Characters want to achieve,
- someone or something will block their path. Heroes should never have enough
- time to do everything — put them in front of hard choices. Use Clocks to
- show impending threats and make sure Villains play an active role in the
- story.
-
-
- Think cinematically. Describe situations and actions as if they were
- cutscenes from a videogame — keep things moving and make sure everything
- feels vivid and dynamic. This is especially important during conflict
- scenes, when the strategic aspect of the game is at its peak: mechanics and
- descriptions go hand in hand.
-
-
- Start and end scenes. When you feel like a scene has been resolved, propose
- to end it. If anyone still wants to do something, they should tell you —
- otherwise, move on with the story.
-
-
- Design interesting battles. Avoid "filler battles" and focus on intense and
- dramatic confrontations with powerful antagonists. See
- page 292 for more.
-
-
-
-
-
-
CHAPTER BETWEEN SESSIONS
-
When preparing for the next session, you should:
-
-
- Think about the heroes' choices. Reflect upon the actions
- and choices made by the Player Characters during the previous sessions and
- come up with a variety of possible situations, threats and antagonists. Keep
- the heroes' objectives in mind and think about how you can build interesting
- conflicts and struggles around them. This is less about writing tons of
- scenes and dialogue, and more about going for a walk with some cool music
- and envisioning amazing sequences in your head.
-
-
- Think about what the Villains are doing. Villains are the
- most powerful forces opposing the Player Characters' actions, and you should
- spend some time considering what their short and long-term plans are. You
- should also make sure to update a Villain's level and abilities so that they
- can properly challenge the Player Characters during conflict scenes.
-
-
- Ask the Players what their goals and objectives are. As you
- prepare for the next session, contact the Players and ask them about their
- plans. Will they storm the Emperor's palace? Are they going to search the
- depths of the Azure Cave? Or do they plan to gather clues to prove someone's
- innocence? Knowing the general focus of the coming session will help you
- save time and make the most out of your preparation; ask these questions at
- the end of a session, when recent events are still fresh in everyone's
- memory.
-
-
- Design new creatures. Sooner or later, the creatures in the
- Bestiary will no longer suit your needs — whenever you have time, use the
- rules on page 302 to create new
- creatures and adversaries for your campaign, mainly focusing on the kind of
- territory the group is currently traversing. This will become increasingly
- easier as you play the game: not only will you grow more familiar with the
- rules, but you will also better understand the Player Characters' abilities.
- If you don't get any immediate use out of a creature you designed, don't
- worry too much — you can always tweak it a little bit and bring it back
- later when the occasion arises!
-
-
- Look for inspiration. Watch movies and TV series, read
- comics and books, play video games and search for inspiring artwork online.
- Exposing yourself to a variety of different stories and aesthetics is a
- great way to make each session feel unique — you'll never run out of ideas.
-
-
-
The Prince of Megara has fallen gravely ill.
-
Rumor has it he was aiding the Olcressian Rebellion.
-
-
-
-
- See page 302 for the rules concerning
- creature design.
-
-
- See page 302 for the rules concerning
- creature design.
-
-
-
-
-
DARKBLADE
-
- If someone picks the Darkblade as the core concept for their character, the
- tragedy that awakened their powers should play a major role in the story. Have
- the Player talk about it, then create scenes that bring back echoes of that
- dark past.
-
-
-
- Due to their ability to negate dark damage, undead are extremely resilient
- to a Darkblade's Shadow Strike. Keep this in mind when designing battles.
-
-
- There might come a time when the Darkblade can finally leave their past
- behind. When this happens, you might have their Skills "flipped" — maybe
- they can now create Bonds of affection with Heart of Hope and unleash light
- damage with Celestial Strike. Discuss this option with the Player and see if
- it's something that interests them.
-
-
-
ELEMENTALIST
-
-
- Elemental magic is mostly focused around dealing damage of several types:
- when you design battles, make sure this ability gets to shine. Create
- adversaries that absorb certain elements and are vulnerable to others, so
- that the Elementalist’s contribution may be key to victory.
-
-
- Given its raw power, elemental magic is often used in battle. If this type
- of spellcaster is common in your setting, it probably contributed to shaping
- the history of warfare. This is something you should discuss with your
- Elementalist Player.
-
-
-
ENTROPIST
-
-
- Entropic magic is deeply tied to death, chaos and oblivion. It can be easily
- seen as "villainous” magic, but the Player Characters are heroes. Create
- situations in which this contrast becomes important!
-
-
- Entropists are among the few characters capable of dealing damage with no
- type, causing direct HP loss, limiting enemy actions, and granting allies
- additional turns. Create conflicts where these abilities can prove vital.
-
-
- Ritual Entropism can achieve incredible effects, such as altering time and
- space. These Rituals are expensive and dangerous, but a Player Character is
- still free to attempt them; just remember that failure will be
- proportionally devastating.
-
-
-
-
-
-
FURY
-
- Anger and passion are the core elements of a Fury. Build scenes in which
- acting upon instinct can be detrimental, and always show the consequences of
- violence or recklessness. There’s a reason Furies are seen as ticking bombs by
- most people around them, and some might feel unsafe when a Fury is present.
-
-
-
- In battle, hit the Fury hard — they are quite resilient and can deal serious
- damage when in Crisis. Hurt them, and they will hurt you back twice as hard.
-
-
- Given their temper, Furies are generally well-known in their land of
- origin... they do tend to cause trouble, after all. Discuss the Fury’s
- “reputation” with the Player.
-
-
-
GUARDIAN
-
-
- Create occasions for heroism and situations in which a Guardian must choose
- between themselves and others. Particularly interesting are the moments in
- which a Guardian has the ability to protect someone who was once their enemy
- — what will they do?
-
-
- Keep in mind the Protect Skill only works on one target at a time — a threat
- affecting an entire area will force the Player to make difficult decisions.
- Build on this.
-
-
- A Guardian adversary risking their life to protect a Villain (out of loyalty
- or even love) can make for an especially tragic figure — one the heroes may
- respect.
-
-
-
LOREMASTER
-
-
- When a Loremaster Player asks you a question, remember — they are supposed
- to know a little bit about everything. Be generous when handing out
- information to them, and remember to often involve them in the description
- of a scene or location. Let them showcase their knowledge by adding details
- to a place, item, or person.
-
-
- If a Loremaster acquires the Quick Assessment Skill, make sure to reveal
- useful Traits when they use it. Revealing the "winged" Trait on a dragon
- feels like a cheap move, while Traits like "coward" or "loyal" are much more
- interesting and useful.
-
-
-
-
-
-
GAME MASTER GUIDE
-
CHAPTER ORATOR
-
- Orators are assumed to draw attention. Maybe they look good, maybe they’re
- naturally charismatic, or maybe there’s some other reason — you should ask the
- Player.
-
-
-
- Words are powerful. They can save people just as much as they can bring
- ruin. Never forget to show an Orator the consequences of their threats and
- promises, and remember that some will be envious or wary of their charm and
- popularity.
-
-
- When an Orator uses Condemn, ask them what they say. If their argument is
- especially strong or weak, apply a situational modifier to their Check (+2
- if they have some leverage, -2 if they're in over their head).
-
-
- Unexpected Ally is a powerful Skill, but it's no "mind control". If the
- character abuses the target's loyalty and trust, the benefit will quickly be
- lost. Make it clear to the Orator if they're asking too much of their
- newfound ally.
-
-
-
CHAPTER ROGUE
-
- Whatever ideals spur a Rogue into action can often be twisted and manipulated.
- It is dreadfully easy for a rebel to turn into an oppressor, and the heroes of
- the past were often treated like criminals during their own time.
-
-
-
- Most people will be wary of helping a Rogue, especially if they belong to a
- criminal guild or organization. Discuss these details of the setting with
- your Rogue Player — perhaps they have their very own secret language and
- hideouts!
-
-
- The Rogue’s Soul Steal Skill allows them to gain precious items that embody
- the essence of their adversaries. Said items should tell a story about the
- creature they originated from: for instance, a particularly spiteful and
- envious adversary might have a flesh eater sword (see
- page 278) as its soul treasure, since it
- represents how their sentiments are gnawing at their very spirit. On the
- other hand, a ruthless person that only cares about wealth might harbor a
- cold yet valuable diamond.
-
-
-
- Remember that items acquired this way are in addition to normal game rewards
- (page 264). Because of this, the group
- will inevitably gain access to more options and wealth than normal — but
- that’s part of what makes a Rogue special. Don’t be afraid to give the Player
- Characters some new toys!
-
-
- "Goddess of Law? How fitting! As a thief, I'll defend my right to disobey
- until the very end!"
-
-
-
-
-
-
-
-
-
TINKERER
-
- Technology can be powerful and terrifying. Build situations related to the
- dangers of ruthless and unethical progress and challenge the Tinkerer to prove
- why their view of science is different.
-
-
-
- Tinkerers excel at crafting inventions and are an amazing Class for the more
- creative Players. Be ready to work with your Tinkerer when coming up with
- inventions, and work with them to establish unique Inventory Items available
- in your world!
-
-
- Tinkerer are very flexible: they have access to all damage types and can
- provide excellent support with healing items. Remember this when designing
- battles.
-
-
-
WAYFARER
-
-
- Given how frequent discoveries can become if your group includes a Wayfarer
- with the Treasure Hunter and/or Well-traveled Skills, it may be a good idea
- to prepare a quick list of interesting discoveries that may come useful in a
- pinch.
-
-
- When short on ideas, turn to the Wayfarer Player and ask them to tell you
- more about the local area, the terrain, and the creatures that live there.
- Then, build on their answers during the session!
-
-
- The Faithful Companion Skill is a powerful option that brings a whole new
- character into the party. Design the creature together with the Player, and
- don't be afraid to adjust its stats along the way if you see that it's too
- underwhelming or if it outshines the rest of the party. The best companions
- are those that support the group!
-
-
-
WEAPONMASTER
-
- In times of war, capable warriors are an asset. In times of peace, they are a
- threat. The feats of a Weaponmaster will surely earn them respect... and
- attract trouble.
-
-
-
- Consider introducing a rival Weaponmaster in the campaign — a recurring foe
- with their own beliefs and peculiar combat style.
-
-
- Most Weaponmasters learned from an exceptional mentor. Creating this figure
- in collaboration with the Player and giving them a role in the story, as an
- ally or an unexpected antagonist, can add depth to the character.
-
-
-
-
-
-
THE ART OF VILLAINS
-
- If the Player Characters represent a heroic and positive force in the world,
- Villains are the opposite. Being the Game Master, it is your responsibility to
- create, introduce, and portray these characters.
-
-
- You already know about what differentiates a Villain from a typical Non-Player
- Character in terms of rules: that is to say, the access to Ultima Points. This
- section, on the other hand, contains advice on what you should focus on when
- creating and portraying an antagonist within the story.
-
-
So, let’s get to it: what makes a good Villain?
-
GOALS
-
- This is the most important aspect of any antagonist: they want to accomplish
- something. Be it reshaping the world, exacting revenge upon those who made
- them suffer, or conquering a neighboring region, Villains must have goals.
-
-
- Goals are extremely useful for you as a Game Master: when you don’t know how a
- Villain would act or react to a given situation, look at their goals and you
- will most likely find an answer.
-
-
-
- Minor Villains generally have simple or at least very
- personal goals, such as saving someone's life, stealing a magical artifact,
- or seizing control of a village.
-
-
- Major Villains should have complex goals that can affect a
- large number of people, such as conquering a kingdom, or destroying a divine
- being.
-
-
- Supreme Villains have goals that can affect the entire
- world and change the laws of reality: rewinding time, erasing soul energy,
- or even becoming a deity.
-
-
-
- Remember that Villains can also escalate: perhaps a young wizard (minor
- Villain) suddenly realizes he must steal magical energy from an entire country
- to revive a loved one, thus becoming a major Villain. Then, when the attempt
- fails — likely due to the Player Characters’ intervention — the desperate
- wizard seeks a way to merge with the deities of time and space, erasing
- reality and creating a timeline that never was... a fitting and tragic goal
- for a supreme Villain.
-
-
- Having some Villains turn into allies throughout the campaign is just as
- important: this encourages Players to seek dialogue with their adversaries and
- to consider both sides of a situation, instead of simply assuming that
- everyone is either good or evil.
-
-
-
-
-
GAME MASTER
-
PRESSURE
-
- Your Villains should actively work towards their goals. If the Player
- Characters spend an extended amount of time resting or taking care of issues
- that are not related to an antagonist’s plans, then that antagonist will not
- sit idly and wait for the heroes to do something: they will get closer to
- their objective.
-
-
- When a Villain’s plans advance, you must always clearly communicate it to the
- Players — perhaps with an appropriate Game Master scene, or through rumors and
- conversations the heroes have with NPCs in the game world. Don’t just surprise
- them with a casual “Oh yeah, did I mention this guy you didn’t know about has
- successfully rewritten reality?”
-
-
- If you plan on having multiple Villains in your campaign at the same time — or
- if you play at very irregular intervals and it's hard to remember everything —
- consider using Clocks to track the progress of each Villain’s
- goals.
-
-
The more complex or dramatic objectives will require larger Clocks:
-
-
Minor Villains should have Clocks with 4 to 6 sections.
-
Major Villains should have Clocks with 8 to 10 sections.
-
Supreme Villains should have Clocks with 10 to 12 sections.
-
-
- If the Player Characters manage to foil the Villain’s plans, the current Clock
- will reset to 0 or possibly be replaced with an entirely different one,
- representing how the antagonist is now seeking to achieve the same end through
- a different method.
-
-
-
AN UNEXPECTED SIDE
-
- Never create one-dimensional antagonists. Villains should have a deeper layer,
- a tragic or at least unexpected side to them: perhaps they genuinely think
- they are doing the world a favor, they have their own reasons for forsaking
- everyone else, or they feel trapped in a path of ruin and are simply waiting
- for someone to stop them. Maybe an antagonist is so honorable that they will
- fully heal the heroes before a battle!
-
-
- This doesn’t mean the PCs should necessarily sympathize with all Villains — a
- few will be beyond redemption. But even then, dark emotions must come from
- somewhere... and upon discovering those tragic roots, Player Characters will
- see that antagonist under a different light, and perhaps even find a way to
- help them realize that what they're doing is harmful.
-
-
-
-
-
THE DARK MIRROR
-
- If you think about the most memorable villains in movies, comics, and games,
- you will soon find that many of them share a peculiar quality: in one or more
- ways, they are polar opposite to the hero(es) of the tale.
-
-
-
- Where the heroes are a group, the antagonist feels alone and abandoned.
-
-
- Where the heroes fight for justice, the antagonist now believes that justice
- is an illusion, and that the world belongs to those strong enough to take
- it.
-
-
- Where the heroes are willing to give up their life for the cause, the
- antagonist is frightened by death.
-
-
- Where the heroes believe in second chances, the antagonist has been denied
- one.
-
-
Where the heroes represent hope, the antagonist represents despair.
-
-
- When you create a Villain, try to think about at least one aspect of their
- character that makes them the dark reflection of one or more Player
- Characters.
-
-
- As you introduce that antagonist and whenever they are part of a scene, focus
- on portraying that they are a negation of what the heroes stand for, or as a
- grim warning to what they might become if they ever lose their way.
-
-
STYLE AND MANNERISM
-
- Spend a few minutes thinking about how a Villain speaks, acts, moves and
- dresses. Are they dashing and refined, or do they care little for appearances?
- Do they wear a specific uniform? Do all of their henchmen emulate them?
-
-
- Please note that “mannerism” has nothing to do with acting Skills or the
- ability to do different voices — it means that each Villain should behave in a
- peculiar and recognizable way, and you should describe that. Then again, if
- you’re good at coming up with unique accents and your group enjoys it — and
- provided those accents do not mirror harmful stereotypes — then feel free to
- take advantage of that Skill!
-
-
-
-
-
CHAPTER CONFLICT ABILITIES
-
- When you create an antagonist, consider how they will behave during conflicts.
-
-
-
- Each Villain has one or more preferred conflict types: some might favor
- social occasions; others may prefer to engage the heroes in battle. The most
- obnoxious antagonists are the ones that avoid conflict scenes at all costs —
- but even then, Ultima Points aren't an infinite resource.
-
-
- To properly challenge the heroes, Villains should be elites or champions
- (see page 295) or be accompanied by some
- allies: this is to ensure they can perform multiple actions during each
- conflict round.
-
-
- Because of their importance, a battle against a Villain should be treated as
- a boss fight (see
- page 300 for details on how to design
- one).
-
-
-
- Powerful antagonists might also be protected by a “plot armor” that prevents
- Player Characters from fighting them unless they have a specific item, spell,
- or other assets at their disposal. Generally you don’t want to overdo this —
- one or two such “tricks” over the course of the entire campaign are more than
- enough.
-
-
AND FINALLY, A DRAMATIC ENTRANCE
-
- A Villain’s entrance should be an intense moment that sets the tone for their
- role in the story. Think of it as a video game cutscene: you get a few seconds
- to show your audience what this Villain looks like and hint at the kind of
- forces and weapons at their disposal — soldiers, forgotten technology,
- powerful magic, or a healthy dose of supernatural strength.
-
-
- During your preparation stage before a session, it may be helpful to focus on
- the reveals key moments — you have to condense everything important in a
- couple of sentences. It should be something like this:
-
-
- Approaching with heavy footfalls, the figure rests a hand on a sword the likes
- of which you’ve never seen... a delicate gesture, but her grip is steady.
-
-
- “It appears we are here for the same reason,” she says. “Unfortunately, I
- cannot let you have that which I need. Stand back, and no one shall be
- injured.”
-
-
- With a few words, you have communicated that this is likely a proud and
- honorable adversary who is also very determined. That sword of hers? That’s
- bad news!
-
-
- "When you chose to fight not to protect your people, but to prove them
- wrong... that is what made you a villain."
-
-
-
-
-
Dungeons
-
- Page 110 provides guidelines on how to manage dungeon exploration while
- playing — but what about preparing those dungeons? How much information will
- you need? Should you have a map of the location ready?
-
-
- To make sure this is clear from the beginning: dungeons aren't necessarily a
- thing in Fabula Ultima, and you might run an entire campaign without the
- Player Characters ever entering one.
-
-
A dungeon generally covers one or more of the following functions:
-
-
- Slowly eroding the heroes' resources before an important confrontation by
- having them face several weaker enemies.
-
-
Telling more about a character, place or people.
-
- Rewarding careful exploration with hidden treasures that may prove useful in
- the dungeon itself or a future situation.
-
-
-
- If a dungeon isn't doing any of these, you probably shouldn't have it in your
- game: "dungeons for the sake of dungeons" is never a good idea.
-
-
Prepared and Improvised
-
- The first distinction we should make is between prepared dungeons (the ones
- you thought about before the session started) and improvised dungeons (the
- ones that were introduced as part of the current session).
-
-
- While prepared dungeons can be more complex, the ones you have to improvise on
- the spot will necessarily be simpler — but simple doesn't mean boring.
-
-
-
- A prepared dungeon allows for all three modes of exploration; most of the
- time you will rely on dungeon scenes or detailed exploration (page 110), but if the layout of the place isn't important you might even get it
- done with an interlude scene.
-
-
- An improvised dungeon, on the other hand, will rarely allow for detailed
- exploration (unless you have a dungeon archive ready; see
- page 261) and generally fall in the
- middle between dungeon scenes and interludes.
-
-
-
- Note that this distinction has nothing to do with the importance of the
- dungeon: a key strategic location might be unexpectedly introduced halfway
- through a session, and you might know about a minor ruin along the road with
- no plot relevance weeks before you play through its exploration. Don't worry,
- we'll deal with this too.
-
-
-
-
-
IS THIS DUNGEON IMPORTANT?
-
- Some locations in your game will naturally be more important than others. The
- evil sorcerer's tower in which he hides the Crystal of Balance? That's
- certainly more important than the sewers connecting the capital to the
- countryside, and yet both might be turned into dungeons.
-
-
-
- If a location will be a key part of your session and you know about it in
- advance, simply decide the style of exploration (scenes, detailed, or
- interlude) and prepare accordingly (see next page).
-
-
- If a location is important and you have to improvise it, only mention the
- most important details and cut to the chase. Interlude scenes are your best
- friend, and you should focus on the core reason the Player Characters are
- here: if there are obstacles in their way, ask for a Group Check and use it
- to determine whether the PCs reach their objective unhindered or must
- overcome a challenge. Keep things short and maybe end the exploration with a
- challenging battle against a Villain!
-
-
-
- Still, if you feel like this location deserves more attention, you can pause
- or end the session and explain that you need some time to prepare.
-
-
-
- If a location isn't particularly important and you have time to prepare it,
- carefully consider whether you should do so. You will often be fine
- describing how the heroes traverse the location (a) and maybe calling for
- one or two Checks — failure might mean getting lost (especially important if
- the heroes are in a hurry) or encountering some hostile creatures.
-
-
- Finally, if a location isn't important and you have to improvise, you should
- keep things as simple as possible. Just describe the place and have the
- heroes confront a challenge — a mechanism, a negotiation, or a battle — in
- order to reach whatever is hidden here.
-
-
-
As you might have noticed already, the core elements of a dungeon are:
-
-
Its style and aesthetics — what it looks and feels like.
-
What can be found inside — an objective or a threat.
-
What obstacles must be overcome in order to traverse the dungeon.
-
-
- This is true regardless of the chosen exploration style; the difference lies
- simply in the level of detail and complexity.
-
-
-
-
-
Preparing a Dungeon
-
- If you have time to prepare a dungeon and know that the Player Characters will
- explore it, the following process generally works well:
-
-
-
- Think about the general look and mood of the dungeon: Is it
- a spooky ruin, a lavish castle, or perhaps a network of ancient tunnels?
-
-
- Sketch a rough map of the dungeon: This doesn't need to be
- pretty, but does need to be functional. You're the only person that will use
- it, so make sure your notes are clear (especially if you plan on using the
- dungeon weeks or even months from now). If you're short on ideas, the
- internet is filled with awesome dungeon designs — there's nothing wrong with
- drawing inspiration from them.
-
-
- Place rewards (see
- page 264) in your dungeon: These may be
- magic items, currency, or even Inventory Points. Try to avoid placing most
- of the rewards in the same room (you should encourage exploration).
-
-
- Place obstacles and threats (traps, puzzles, hostile
- creatures) in your dungeon, preferably so that they guard or prevent access
- to rewards.
-
-
- When you prepare an obstacle or threat, do not determine in advance how
- the Player Characters might approach it. That's for them to decide.
-
-
- Avoid swarming the heroes with a large number of weak enemies; instead,
- focus on two or three challenging encounters (see
- page 292 for more).
-
-
- If the reward is an item, the creature guarding it might use it in
- battle.
-
-
-
-
- Think about one or two Danger Clocks appropriate for your
- dungeon, their size and what will happen if they are filled — will the
- heroes be ambushed? Is there a magical surveillance system? Will the tunnels
- be flooded by lava?
-
-
- Determine the focal point of your dungeon (an antagonist, a
- precious artifact, a vital piece of information) and choose its location.
- Most of the time you will want to place this element far away from the
- entrance, but you might also make it relatively easy to reach (in this case,
- the rest of the dungeon will feature "optional content").
-
-
-
-
-
-
THE DUNGEON ARCHIVE
-
- If you and your group are particularly fond of detailed dungeon exploration,
- and if your schedule allows for it, you might want to prepare your own dungeon
- archive.
-
-
- This is straightforward: whenever you have some time, jot down a few notes
- about potential dungeons — a notebook is fine, but you might also choose to
- keep them on your device or inside the cloud storage. Then, whenever you need
- to "improvise" a dungeon, you can instead grab one from your archive. You'll
- probably need to make a few adjustments on the fly, but it's easier than
- having to come up with everything on the spot.
-
-
When preparing dungeons for your archive, keep the following in mind:
-
-
- Flexibility. Make sure your prepared dungeons can fit a
- variety of situations and environments. This will largely depend on your
- group's campaign world, but each dungeon should be appropriate for at least
- two or three areas in your world map.
-
-
- Internet is your friend. Download, print or save a variety
- of dungeon maps from videogames and other tabletop games (but make sure you
- only do so for your personal use).
-
-
-
- You can of course draw your own dungeon layouts: an activity some find very
- relaxing, but one that can prove quite time-consuming as well. Be mindful
- about how you spend your effort!
-
-
-
- Connections. One of the advantages when preparing several
- dungeons ahead of time is that you can tie some or all of them together in
- many ways. You could design a set of four temples, each tied to a natural
- element, and place them all over the map; or you could have one dungeon
- contain clues to the position of another.
-
-
-
- The biggest risk when relying on the dungeon archive is to "shoehorn" a
- dungeon you prepared into a location, or to refrain from an otherwise cool and
- unique improvised design just because it feels safer to use a prepared dungeon
- instead.
-
-
- As the Game Master, it is your responsibility to find a balance between
- prepared and improvised dungeons — both have their pros and cons.
-
-
DUNGEON GENERATION TABLES
-
- If you're in need of inspiration when creating a dungeon (whether improvising
- or preparing it in advance), you may roll d20s or choose options from the
- tables on the following pages!
-
-
Example Entry
-
- A millenary presence ensures the dead buried within the Necropolis of
- Basitrale rest undisturbed.
-
-
-
-
-
Dungeon Concept Ideas
-
-
Dungeon Concepts
-
-
Pyramid or ziggurat.
-
Tower of sorcery.
-
Network of caverns or tunnels.
-
Ancient ship or airship.
-
Inside a magitech colossus.
-
Lost city.
-
Great cathedral.
-
Castle or fortress.
-
Steam-powered factory.
-
Luxurious mansion.
-
Monster colony.
-
Petrified forest.
-
Forgotten labyrinth.
-
Legendary island.
-
Underwater shrine.
-
Inside an enormous creature.
-
Another planet or dimension.
-
Sewers.
-
Prison.
-
-
-
-
Focal Element
-
-
A blessed weapon.
-
An apocalyptic mechanism.
-
A legendary monster.
-
A way to commune with an Arcanum.
-
The egg of a divine creature.
-
The access to a hidden city.
-
A world-altering relic or magic.
-
The pulsing heart of a villain.
-
A kidnapped person.
-
A powerful witch or wizard.
-
Vital information for the heroes.
-
A forbidden ritual or spell.
-
The leader of a hostile faction.
-
An ancient and wise creature.
-
Forgotten lore.
-
A magitech war prototype.
-
An elemental crystal.
-
An evil deity or demon.
-
A portal to another world.
-
-
-
-
-
-
44 GAME MASTER
-
-
Population
-
-
1. Failed magical experiments.
-
2. Bandits or outlaws.
-
3. Dreams and nightmares.
-
4. Scholars and researchers.
-
5. Manifestations of elemental energies.
-
6. Ferocious beasts.
-
7. Priests and religious followers.
-
8. Creatures from another world.
-
9. Drakes and great lizards.
-
10. Magically tainted beasts.
-
11. Angelic creatures.
-
12. Magitech constructs.
-
13. Bizarre plant monstrosities.
-
14. Trained soldiers or warriors.
-
15. Swarms of deadly insects.
-
16. Golems and gargoyles.
-
17. Undead horrors.
-
18. Worshippers of an ancient deity.
-
19. Demons and hellbeasts.
-
20. Loyal servants or bodyguards.
-
-
-
-
Quirks
-
-
1. Crumbling sections.
-
2. Surges of elemental magic.
-
3. Steam pipes and furnaces.
-
4. Moving corridors and staircases.
-
5. Beautiful decorations.
-
6. Warped time and space.
-
7. Runes and magic circles.
-
8. Secret passageways and elevators.
-
9. A constant, haunting melody.
-
10. Tombs and catacombs.
-
11. Shifting gravity or floating areas.
-
12. Extremely high surveillance.
-
13. Magical mirrors.
-
14. Rivers and waterfalls.
-
15. Toxic fog or clouds of spores.
-
16. Extreme heat or extreme cold.
-
17. Sudden wind currents.
-
18. Underwater sections.
-
19. Pools of acid or lava.
-
20. Overgrown vegetation.
-
-
-
-
-
-
-
-
-
-
REWARD FREQUENCY
-
- On average, the chart is based on the idea that a group will receive
- approximately one reward per session (as in, every four or five hours of
- play). This is not a hard rule and more of a guideline: there will be some
- sessions in which characters do not receive rewards in the form of fancy
- items, but instead develop connections or retrieve a powerful artifact. That
- table is there to help you, not to constrain you.
-
-
CREATING INTERESTING REWARDS
-
- Here are a few things you will want to keep in mind when creating rewards:
-
-
-
- Learn what your Players want. If you catch a Player saying
- they’d like a specific item for their character, take notes — you can
- include that item in a future reward. Consider a Survey or Wishlist, as
- explained on page 123.
-
-
- Items that tell a story. When placing a given item among
- the rewards found by the characters, consider what it says about the
- surrounding area and its inhabitants. Who brought the crystal rod to this
- shrine? Why did the ancient wyvern guard a ring with no apparent value?
-
-
- Here and there. When the occasion arises and it doesn't
- feel forced, split your reward into smaller mini-rewards tied to different
- places, creatures, or threats. The Classic example would be a dungeon with
- several hidden treasures.
-
-
- Foreshadowing. This is a classic in JRPGs, and something
- you will either love or hate. What you could do is hand out rewards that
- will prove useful in future battles, such as a silver talon (page 272) in a dungeon crawling with undead creatures that are Vulnerable to its
- light damage.
-
-
-
- Adopting this method will surely make your sessions feel more “videogamey”,
- but it's a matter of taste. Discuss this choice with the rest of your group.
-
-
ROGUES AND SOUL STEAL
-
- Player Characters who put levels in the Rogue Class will likely acquire the
- Soul Steal Skill, which allows them to extract items from powerful enemies.
- Items obtained this way are in addition to normal rewards.
-
-
-
-
-
DESIGNING RARE ITEMS
-
- Over the course of the game, you will often need to come up with a rare
- item—perhaps it’s part of a reward, a lost treasure, an arcane weapon
- extracted from the soul of a demon or monster, or even a peculiar object sold
- by a merchant. In such instances, you may:
-
-
-
- Choose an existing Rare Item. This is the simplest
- solution! Pick one of the sample items presented in this section. Make sure
- to choose something appropriate to the situation, such as a mjolnir hammer
- for a storm demon.
-
-
- Create a new Rare Item. Follow the guidelines presented in
- this section to create a new rare item. Sometimes you can take an existing
- item and simply change the type of damage it deals, or have it grant a
- different bonus, but it's encouraged that you try to come up with items that
- resonate with how and where they were found.
-
-
-
Rare items can and should tell their own story!
-
BE CAREFUL WITH BONUSES
-
- Items that grant a bonus to a specific type of Check, as well as items that
- grant an increase to Defense or Magic Defense, are especially powerful: that
- is because Fabula Ultima features a relatively "flat" math progression when it
- comes to Checks. Even an innocuous-looking +1 bonus can make a huge
- difference; because of this, avoid granting characters too many rare items
- whose special abilities enhance Accuracy Checks, Magic Checks, Defense or
- Magic Defense.
-
-
- In general, a character should not be given the opportunity to equip more than
- two such items at any given time. Feel free to give out more, but make sure
- these are mutually exclusive options: should you equip the Crested Helm that
- gives a +1 bonus to Accuracy Checks, or the Pointy Yellow Hat that gives a +1
- bonus to Magic Checks?
-
-
AVOID COPYING EXISTING SPELLS OR SKILLS
-
- When you create a Quality for a rare item, try to avoid copying the effects of
- a Skill or spell that is unique to a specific Class. Instead, look at which
- Skills the Player Characters have acquired and give them items that synergize
- well with those, or that provide useful (if pricey) alternatives when those
- same Skills would otherwise be ineffective.
-
-
-
-
-
CHAPTER
-
44GAME MASTER
-
WHAT TO DO IF YOU MESSED UP
-
- If you realize an item is much stronger than you had anticipated, do not
- worry. Resist the temptation to take the item away from the group; you should
- also avoid simply making the item useless by creating situations in which it
- never makes a difference. Instead, talk with the Players and explain what you
- did wrong, then adjust the effects of the item together.
-
-
- With this optional rule, Player Characters may pay a blacksmith or artisan to
- add a Quality to armor, shields, or weapons that doesn't have one, or to
- replace an item's Quality with a different one (remember, an item can only
- have one Quality).
-
-
- The Player selects a Quality from the default list for that item type as long
- as the cost modifier associated with that ability is +1000 zenit or lower.
- Then, the character must spend an amount of zenit equal to twice the cost
- modifier associated with the chosen ability: once this is done, the process
- generally takes one day per item. Multiple characters may of course pool their
- money together to purchase the more expensive abilities.
-
-
- Example: T o replace a weapon's current Quality with Multi
- (page 269), you must spend 2000 zenit. To
- replace it with Resistance, you must spend 1400 zenit.
-
-
- The default list of weapon abilities can be found on
- page 269, while the default list of armor
- and shield abilities can be found on
- page 280.
-
-
- If a Player Character acquires the
- Upgrade Heroic Skill (page 237), they will gain access
- to this optional rule by default.
-
-
OPTIONAL: BUYING QUALITIES
-
-
-
-
-
-
-
-
44GAME MASTER
-
QUALITY COST EFFECT
-
-
Defensive Qualities
-
-
- Antistatus +500 z: You are immune to a single status
- effect.
-
-
- Resistance +700 z: You have Resistance to a single damage
- type (not physical damage).
-
-
- Amulet +800 z: You gain a +1 bonus to Magic Defense.
-
-
Bulwark +800 z: You gain a +1 bonus to Defense.
-
- Dual Resistance +1000 z: You have Resistance to two
- damage types (not physical damage).
-
-
- Swordbreaker +1000 z: You have Resistance to physical
- damage.
-
-
- Immunity +1500 z: You have Immunity to a single damage
- type (not physical damage).
-
-
- Omnishield +2000 z: You gain a +1 bonus to Defense and
- Magic Defense.
-
-
- Perfect Health +2000 z: You are immune to all status
- effects.
-
-
-
-
-
Offensive Qualities
-
-
- Magical +100 z: The weapon targets Magic Defense instead
- of Defense.
-
-
- Hunter +300 z: The weapon deals 5 extra damage to
- creatures of a particular Species.
-
-
- Piercing +400 z: Damage dealt by the weapon ignores
- Resistances.
-
-
- Dual Hunter +500 z: The weapon deals 5 extra damage to
- creatures belonging to one of two particular Species.
-
-
- Multi +1000 z: Attacks with the weapon have multi (2).
-
-
- Status +1500 z: Each target hit by the weapon suffers
- (choose one: dazed, shaken, slow, weak).
-
-
- Status Plus +2000 z: Each target hit by the weapon
- suffers (choose one: enraged, poisoned).
-
-
-
-
- The Elves at Smolderheart Peak are rumored to craft weapons capable of
- banishing demons.
-
+ One-handed ◆ Melee ◆ Attacks with this weapon target Magic
+ Defense.
+
+
-
-
🗡️
-
Hellfist
-
350 z
-
【DEX + MIG】
-
【HR + 6】dark
-
-
-
One-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
-
+
+
🗡️
+
Frozen Grasp
+
750 z
+
【DEX + MIG】
+
【HR + 6】ice
+
+
+
+ One-handed ◆ Melee ◆ You are immune to enraged.
+
+
-
-
🗡️
-
Frozen Grasp
-
750 z
-
【DEX + MIG】
-
【HR + 6】ice
-
-
-
One-handed ◆ Melee ◆ You are immune to enraged.
-
+
+
🗡️
+
Bear Paw◆
+
850 z
+
【DEX + MIG】
+
【HR + 10】physical
+
+
+
+ One-handed ◆ Melee ◆ You are immune to weak.
+
+
-
-
🗡️
-
Bear Paw◆
-
850 z
-
【DEX + MIG】
-
【HR + 10】physical
-
-
-
One-handed ◆ Melee ◆ You are immune to weak.
-
+
+
🗡️
+
Fuel Knuckle
+
950 z
+
【DEX + MIG】
+
【HR + 6】fire
+
+
+
+ One-handed ◆ Melee ◆ You have Resistance to
+ fire damage.
+
+
-
-
🗡️
-
Fuel Knuckle
-
950 z
-
【DEX + MIG】
-
【HR + 6】fire
-
-
-
One-handed ◆ Melee ◆ You have Resistance to fire damage.
-
+
+
🗡️
+
Silver Talon
+
1100 z
+
【DEX + DEX】
+
【HR + 6】light
+
+
+
+ One-handed ◆ Melee ◆ You gain a +1 bonus to Magic Defense.
+
+
-
-
🗡️
-
Silver Talon
-
1100 z
-
【DEX + DEX】
-
【HR + 6】light
-
-
-
One-handed ◆ Melee ◆ You gain a +1 bonus to Magic Defense.
-
+
+
🗡️
+
Old Bandages
+
1250 z
+
【DEX + MIG】+1
+
【HR + 6】physical
+
+
+
+ One-handed ◆ Melee ◆ You have Resistance to dark and
+ poison damage.
+
+
-
-
🗡️
-
Old Bandages
-
1250 z
-
【DEX + MIG】+1
-
【HR + 6】physical
-
-
-
One-handed ◆ Melee ◆ You have Resistance to dark and poison damage.
-
+
+
🗡️
+
Storm Fist
+
1300 z
+
【MIG + MIG】
+
【HR + 6】bolt
+
+
+
+ One-handed ◆ Melee ◆ Attacks with this weapon have
+ multi (2).
+
+
-
-
🗡️
-
Storm Fist
-
1300 z
-
【MIG + MIG】
-
【HR + 6】bolt
-
-
-
One-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
-
+
+
🗡️
+
Lobster Claw◆
+
1950 z
+
【DEX + MIG】+1
+
【HR + 10】physical
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ slow.
+
+
-
-
🗡️
-
Lobster Claw◆
-
1950 z
-
【DEX + MIG】+1
-
【HR + 10】physical
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers slow.
-
+
+
🗡️
+
Dozer Glove◆
+
2000 z
+
【MIG + MIG】
+
【HR + 10】earth
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ dazed.
+
+
-
-
🗡️
-
Dozer Glove◆
-
2000 z
-
【MIG + MIG】
-
【HR + 10】earth
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers dazed.
-
+
+
🗡️
+
Venom Claw
+
2250 z
+
【DEX + MIG】+1
+
【HR + 6】physical
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ poisoned.
+
+
-
-
🗡️
-
Venom Claw
-
2250 z
-
【DEX + MIG】+1
-
【HR + 6】physical
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers poisoned.
-
+
+
🗡️
+
God Hand◆
+
2550 z
+
【DEX + MIG】+1
+
【HR + 10】light
+
+
+
+ One-handed ◆ Melee ◆ Damage dealt by this weapon ignores
+ Immunities.
+
+
+
+
+
-
-
🗡️
-
God Hand◆
-
2550 z
-
【DEX + MIG】+1
-
【HR + 10】light
-
-
-
One-handed ◆ Melee ◆ Damage dealt by this weapon ignores Immunities.
-
+
+
+ .rare {
+ color: #c0392b;
+ }
+
-
SAMPLE RARE DAGGER WEAPONS
+
SAMPLE RARE DAGGER WEAPONS
-
-
-
-
WEAPON
-
COST
-
ACCURACY
-
DAMAGE
-
-
-
+
+
+
+
WEAPON
+
COST
+
ACCURACY
+
DAMAGE
+
+
+
+
+
🗡️
+
Latrodectus
+
250 z
+
【DEX + INS】+1
+
【HR + 4】poison
+
+
+
One-handed ◆ Melee ◆ No Quality.
+
-
-
🗡️
-
Latrodectus
-
250 z
-
【DEX + INS】+1
-
【HR + 4】poison
-
-
-
One-handed ◆ Melee ◆ No Quality.
-
+
+
🗡️
+
Heart Knife
+
550 z
+
【DEX + WLP】
+
【HR + 4】light
+
+
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to demons.
+
+
-
-
🗡️
-
Heart Knife
-
550 z
-
【DEX + WLP】
-
【HR + 4】light
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage to demons.
-
+
+
🗡️
+
Atom Slicer
+
600 z
+
【DEX + DEX】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Melee ◆ Damage dealt by this weapon ignores
+ Resistances.
+
+
-
-
🗡️
-
Atom Slicer
-
600 z
-
【DEX + DEX】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.
-
+
+
🗡️
+
Silent Edge
+
700 z
+
【DEX + DEX】
+
【HR + 4】air
+
+
+
+ One-handed ◆ Melee ◆ You are immune to slow.
+
+
-
-
🗡️
-
Silent Edge
-
700 z
-
【DEX + DEX】
-
【HR + 4】air
-
-
-
One-handed ◆ Melee ◆ You are immune to slow.
-
+
+
🗡️
+
Spell Sever
+
850 z
+
【DEX + INS】+1
+
【HR + 4】dark
+
+
+
+ One-handed ◆ Melee ◆ When you hit a creature with this
+ weapon, if the attack had a single target, you may
+ choose a single spell with a duration of Scene
+ affecting the target and end its effects on that creature.
+
+
-
-
🗡️
-
Spell Sever
-
850 z
-
【DEX + INS】+1
-
【HR + 4】dark
-
-
-
One-handed ◆ Melee ◆ When you hit a creature with this weapon, if the attack had a
- single target, you may choose a single spell with a duration of Scene affecting the target
- and end its effects on that creature.
-
+
+
🗡️
+
Assassin's Blade
+
1000 z
+
【DEX + INS】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to targets who are
+ in Crisis.
+
+
-
-
🗡️
-
Assassin's Blade
-
1000 z
-
【DEX + INS】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage to targets who are in Crisis.
-
+
+
🗡️
+
Gourmet Cutter
+
1350 z
+
【DEX + INS】+1
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Melee ◆ When you hit one or more creatures with
+ this weapon, you may recover 5 Hit Points.
+
+
-
-
🗡️
-
Gourmet Cutter
-
1350 z
-
【DEX + INS】+1
-
【HR + 8】physical
-
-
-
One-handed ◆ Melee ◆ When you hit one or more creatures with this weapon, you may recover 5
- Hit Points.
-
+
+
🗡️
+
Barbed Knife
+
1650 z
+
【DEX + INS】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ shaken.
+
+
-
-
🗡️
-
Barbed Knife
-
1650 z
-
【DEX + INS】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers shaken.
-
+
+
🗡️
+
Cold Finger
+
1950 z
+
【DEX + INS】+1
+
【HR + 8】ice
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ weak.
+
+
-
-
🗡️
-
Cold Finger
-
1950 z
-
【DEX + INS】+1
-
【HR + 8】ice
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers weak.
-
+
+
🗡️
+
Hornet
+
2200 z
+
【DEX + DEX】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Melee ◆ Attacks with this weapon have
+ multi (3).
+
+
-
-
🗡️
-
Hornet
-
2200 z
-
【DEX + DEX】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Melee ◆ Attacks with this weapon have multi (3).
-
+
+
🗡️
+
Frantic Nail
+
2450 z
+
【INS + INS】+1
+
【HR + 8】fire
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ enraged.
+
+
+
+
+
-
-
🗡️
-
Frantic Nail
-
2450 z
-
【INS + INS】+1
-
【HR + 8】fire
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers enraged.
-
+
+
+ .rare {
+ color: #c0392b;
+ }
+
-
SAMPLE RARE FIREARM WEAPONS
+
SAMPLE RARE FIREARM WEAPONS
-
-
-
-
WEAPON
-
COST
-
ACCURACY
-
DAMAGE
-
-
-
+
+
+
+
WEAPON
+
COST
+
ACCURACY
+
DAMAGE
+
+
+
+
+
🗡️
+
Revolver◆
+
300 z
+
【DEX + DEX】
+
【HR + 8】physical
+
+
+
One-handed ◆ Ranged ◆ No Quality.
+
-
-
🗡️
-
Revolver◆
-
300 z
-
【DEX + DEX】
-
【HR + 8】physical
-
-
-
One-handed ◆ Ranged ◆ No Quality.
-
+
+
🗡️
+
Istinggar◆
+
350 z
+
【DEX + INS】+1
+
【HR + 12】physical
+
+
+
Two-handed ◆ Ranged ◆ No Quality.
+
-
-
🗡️
-
Istinggar◆
-
350 z
-
【DEX + INS】+1
-
【HR + 12】physical
-
-
-
Two-handed ◆ Ranged ◆ No Quality.
-
+
+
🗡️
+
Spellshot◆
+
400 z
+
【INS + INS】
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Ranged ◆ Attacks with this weapon target Magic
+ Defense.
+
+
-
-
🗡️
-
Spellshot◆
-
400 z
-
【INS + INS】
-
【HR + 8】physical
-
-
-
One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.
-
+
+
🗡️
+
Diamond Pistol◆
+
650 z
+
【DEX + INS】+1
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Ranged ◆ Deals 5 extra damage to
+ constructs.
+
+
-
-
🗡️
-
Diamond Pistol◆
-
650 z
-
【DEX + INS】+1
-
【HR + 8】physical
-
-
-
One-handed ◆ Ranged ◆ Deals 5 extra damage to constructs.
-
+
+
🗡️
+
Headhunter◆
+
800 z
+
【DEX + INS】
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Ranged ◆ Deals 5 extra damage to targets you
+ have a Bond of hatred towards.
+
+
-
-
🗡️
-
Headhunter◆
-
800 z
-
【DEX + INS】
-
【HR + 8】physical
-
-
-
One-handed ◆ Ranged ◆ Deals 5 extra damage to targets you have a Bond of hatred
- towards.
-
+
+
🗡️
+
Comet Gun◆
+
950 z
+
【DEX + INS】+1
+
【HR + 8】dark
+
+
+
+ One-handed ◆ Ranged ◆ You are immune to dazed.
+
+
-
-
🗡️
-
Comet Gun◆
-
950 z
-
【DEX + INS】+1
-
【HR + 8】dark
-
-
-
One-handed ◆ Ranged ◆ You are immune to dazed.
-
+
+
🗡️
+
Bunker Cannon◆
+
1050 z
+
【DEX + INS】
+
【HR + 12】physical
+
+
+
+ Two-handed ◆ Ranged ◆ You gain a +1 bonus to Defense.
+
+
-
-
🗡️
-
Bunker Cannon◆
-
1050 z
-
【DEX + INS】
-
【HR + 12】physical
-
-
-
Two-handed ◆ Ranged ◆ You gain a +1 bonus to Defense.
-
+
+
🗡️
+
Alchemusket◆
+
1300 z
+
【DEX + INS】
+
【HR + 8】poison
+
+
+
+ Two-handed ◆ Ranged ◆ Potions you create with your Inventory
+ Points deal 5 extra damage and restore 5 extra Hit Points.
+
+
-
-
🗡️
-
Alchemusket◆
-
1300 z
-
【DEX + INS】
-
【HR + 8】poison
-
-
-
Two-handed ◆ Ranged ◆ Potions you create with your Inventory Points deal 5 extra damage and
- restore 5 extra Hit Points.
-
+
+
🗡️
+
Calamity◆
+
1550 z
+
【DEX + INS】
+
【HR + 16】fire
+
+
+
+ Two-handed ◆ Ranged ◆ Attacks with this weapon have
+ multi (2).
+
+
-
-
🗡️
-
Calamity◆
-
1550 z
-
【DEX + INS】
-
【HR + 16】fire
-
-
-
Two-handed ◆ Ranged ◆ Attacks with this weapon have multi (2).
-
+
+
🗡️
+
Freezing Shot◆
+
1850 z
+
【DEX + INS】
+
【HR + 8】ice
+
+
+
+ One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
+ slow.
+
+
-
-
🗡️
-
Freezing Shot◆
-
1850 z
-
【DEX + INS】
-
【HR + 8】ice
-
-
-
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers slow.
-
+
+
🗡️
+
Quatermain◆
+
2600 z
+
【DEX + INS】+1
+
【HR + 12】air
+
+
+
+ Two-handed ◆ Ranged ◆ Deals extra damage equal to the
+ difference between your current and maximum
+ Inventory Points.
+
+
+
+
+
-
-
🗡️
-
Quatermain◆
-
2600 z
-
【DEX + INS】+1
-
【HR + 12】air
-
-
-
Two-handed ◆ Ranged ◆ Deals extra damage equal to the difference between your current and maximum
- Inventory Points.
-
+
+
+ .rare {
+ color: #c0392b;
+ }
+
-
SAMPLE RARE FLAIL WEAPONS
+
SAMPLE RARE FLAIL WEAPONS
-
-
-
-
WEAPON
-
COST
-
ACCURACY
-
DAMAGE
-
-
-
+
+
+
+
WEAPON
+
COST
+
ACCURACY
+
DAMAGE
+
+
+
+
+
🗡️
+
Old Whip
+
650 z
+
【DEX + DEX】
+
【HR + 8】physical
+
+
+
+ Two-handed ◆ Melee ◆ Deals 5 extra damage to
+ beasts and monsters.
+
+
-
-
🗡️
-
Old Whip
-
650 z
-
【DEX + DEX】
-
【HR + 8】physical
-
-
-
Two-handed ◆ Melee ◆ Deals 5 extra damage to beasts and monsters.
-
+
+
🗡️
+
Dusk Star
+
750 z
+
【DEX + DEX】
+
【HR + 4】dark
+
+
+
+ One-handed ◆ Melee ◆ You are immune to shaken.
+
+
-
-
🗡️
-
Dusk Star
-
750 z
-
【DEX + DEX】
-
【HR + 4】dark
-
-
-
One-handed ◆ Melee ◆ You are immune to shaken.
-
+
+
🗡️
+
Witchbane
+
800 z
+
【DEX + DEX】+1
+
【HR + 8】physical
+
+
+
+ Two-handed ◆ Melee ◆ Damage dealt by this weapon reduces the
+ target's Mind Points instead of their
+ Hit Points. If the target's Mind Points reach 0, any
+ excess damage is applied to their Hit Points as normal.
+
+
-
-
🗡️
-
Witchbane
-
800 z
-
【DEX + DEX】+1
-
【HR + 8】physical
-
-
-
Two-handed ◆ Melee ◆ Damage dealt by this weapon reduces the target's Mind Points instead
- of their Hit Points. If the target's Mind Points reach 0, any excess damage is applied to their Hit
- Points as normal.
-
+
+
🗡️
+
Salamander
+
1000 z
+
【DEX + MIG】
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Melee ◆ You have Resistance to
+ fire damage.
+
+
-
-
🗡️
-
Salamander
-
1000 z
-
【DEX + MIG】
-
【HR + 8】physical
-
-
-
One-handed ◆ Melee ◆ You have Resistance to fire damage.
-
+
+
🗡️
+
Nunchaku
+
1100 z
+
【DEX + MIG】
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
+
+
-
-
🗡️
-
Nunchaku
-
1100 z
-
【DEX + MIG】
-
【HR + 8】physical
-
-
-
One-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
-
+
+
🗡️
+
Dominatrix
+
1200 z
+
【DEX + WLP】
+
【HR + 8】fire
+
+
+
+ One-handed ◆ Melee ◆ You gain a +2 bonus to Accuracy Checks
+ and Magic Checks against enraged targets.
+
+
-
-
🗡️
-
Dominatrix
-
1200 z
-
【DEX + WLP】
-
【HR + 8】fire
-
-
-
One-handed ◆ Melee ◆ You gain a +2 bonus to Accuracy Checks and Magic Checks against
- enraged targets.
-
+
+
🗡️
+
Whipblade◆
+
1400 z
+
【DEX + MIG】+1
+
【HR + 12】physical
+
+
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon have
+ multi (2).
+
+
-
-
🗡️
-
Whipblade◆
-
1400 z
-
【DEX + MIG】+1
-
【HR + 12】physical
-
-
-
Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
-
+
+
🗡️
+
Silk Wire◆
+
1450 z
+
【DEX + DEX】
+
【HR + 12】physical
+
+
+
+ Two-handed ◆ Melee ◆ You have Resistance to
+ physical damage.
+
+
-
-
🗡️
-
Silk Wire◆
-
1450 z
-
【DEX + DEX】
-
【HR + 12】physical
-
-
-
Two-handed ◆ Melee ◆ You have Resistance to physical damage.
-
+
+
🗡️
+
Kusarigama
+
1650 z
+
【DEX + DEX】
+
【HR + 8】physical
+
+
+
+ Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ slow.
+
+
-
-
🗡️
-
Kusarigama
-
1650 z
-
【DEX + DEX】
-
【HR + 8】physical
-
-
-
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers slow.
-
+
+
🗡️
+
Jormungand◆
+
2400 z
+
【DEX + MIG】
+
【HR + 12】dark
+
+
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon have
+ multi (3).
+
+
-
-
🗡️
-
Jormungand◆
-
2400 z
-
【DEX + MIG】
-
【HR + 12】dark
-
-
-
Two-handed ◆ Melee ◆ Attacks with this weapon have multi (3).
-
+
+
🗡️
+
Koi Whisker◆
+
2800 z
+
【DEX + WLP】
+
【HR + 12】physical
+
+
+
+ Two-handed ◆ Melee ◆ You have Immunity to dark and
+ light damage.
+
+
+
+
+
-
-
🗡️
-
Koi Whisker◆
-
2800 z
-
【DEX + WLP】
-
【HR + 12】physical
-
-
-
Two-handed ◆ Melee ◆ You have Immunity to dark and light damage.
-
+
+
-
SAMPLE RARE HEAVY WEAPONS
+ .rare {
+ color: #c0392b;
+ }
+
+
SAMPLE RARE HEAVY WEAPONS
-
-
-
-
WEAPON
-
COST
-
ACCURACY
-
DAMAGE
-
-
-
+
+
+
+
WEAPON
+
COST
+
ACCURACY
+
DAMAGE
+
+
+
+
+
🗡️
+
Bardiche◆
+
350 z
+
【MIG + MIG】+1
+
【HR + 14】physical
+
+
+
Two-handed ◆ Melee ◆ No Quality.
+
-
-
🗡️
-
Bardiche◆
-
350 z
-
【MIG + MIG】+1
-
【HR + 14】physical
-
-
-
Two-handed ◆ Melee ◆ No Quality.
-
+
+
🗡️
+
Artisan's Mallet
+
450 z
+
【INS + MIG】
+
【HR + 6】physical
+
+
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to
+ constructs.
+
+
-
-
🗡️
-
Artisan's Mallet
-
450 z
-
【INS + MIG】
-
【HR + 6】physical
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage to constructs.
-
+
+
🗡️
+
Beowulf◆
+
550 z
+
【MIG + MIG】
+
【HR + 10】physical
+
+
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to
+ monsters.
+
+
-
-
🗡️
-
Beowulf◆
-
550 z
-
【MIG + MIG】
-
【HR + 10】physical
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage to monsters.
-
+
+
🗡️
+
Belly of the Beast◆
+
650 z
+
【MIG + MIG】
+
【HR + 14】poison
+
+
+
+ Two-handed ◆ Melee ◆ Deals 5 extra damage to
+ humanoids.
+
+
-
-
🗡️
-
Belly of the Beast◆
-
650 z
-
【MIG + MIG】
-
【HR + 14】poison
-
-
-
Two-handed ◆ Melee ◆ Deals 5 extra damage to humanoids.
-
+
+
🗡️
+
Forest Hatchet◆
+
750 z
+
【MIG + MIG】
+
【HR + 10】physical
+
+
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to
+ beasts and plants.
+
+
-
-
🗡️
-
Forest Hatchet◆
-
750 z
-
【MIG + MIG】
-
【HR + 10】physical
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage to beasts and plants.
-
+
+
🗡️
+
Adamanthammer◆
+
1050 z
+
【MIG + MIG】
+
【HR + 14】physical
+
+
+
+ Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
+
+
-
-
🗡️
-
Adamanthammer◆
-
1050 z
-
【MIG + MIG】
-
【HR + 14】physical
-
-
-
Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
-
+
+
🗡️
+
Aura Hammer◆
+
1350 z
+
【MIG + MIG】
+
【HR + 14】light
+
+
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon have
+ multi (2).
+
+
-
-
🗡️
-
Aura Hammer◆
-
1350 z
-
【MIG + MIG】
-
【HR + 14】light
-
-
-
Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
-
+
+
🗡️
+
Gravity Mace◆
+
1850 z
+
【MIG + MIG】
+
【HR + 14】earth
+
+
+
+ Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ slow.
+
+
-
-
🗡️
-
Gravity Mace◆
-
1850 z
-
【MIG + MIG】
-
【HR + 14】earth
-
-
-
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers slow.
-
+
+
🗡️
+
Mjolnir◆
+
1850 z
+
【MIG + MIG】
+
【HR + 10】bolt
+
+
+
+ One-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ dazed.
+
+
-
-
🗡️
-
Mjolnir◆
-
1850 z
-
【MIG + MIG】
-
【HR + 10】bolt
-
-
-
One-handed ◆ Melee ◆ Each target hit by this weapon suffers dazed.
-
+
+
🗡️
+
Wyrmwing◆
+
2050 z
+
【MIG + MIG】
+
【HR + 18】fire
+
+
+
+ Two-handed ◆ Melee ◆ You have Immunity to
+ fire damage.
+
+
-
-
🗡️
-
Wyrmwing◆
-
2050 z
-
【MIG + MIG】
-
【HR + 18】fire
-
-
-
Two-handed ◆ Melee ◆ You have Immunity to fire damage.
-
+
+
🗡️
+
Soul of Pillage◆
+
2550 z
+
【MIG + MIG】
+
【HR + 18】dark
+
+
+
+ Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ enraged.
+
+
-
-
🗡️
-
Soul of Pillage◆
-
2550 z
-
【MIG + MIG】
-
【HR + 18】dark
-
-
-
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers enraged.
-
+
+
🗡️
+
Winter Kolossus◆
+
2550 z
+
【MIG + MIG】
+
【HR + 18】ice
+
+
+
+ Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense and
+ Magic Defense.
+
+
+
+
+
-
-
🗡️
-
Winter Kolossus◆
-
2550 z
-
【MIG + MIG】
-
【HR + 18】ice
-
-
-
Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense and Magic Defense.
-
+
+
Sample Rare Spear Weapons
+
-
+
+
+
+
WEAPON
+
COST
+
ACCURACY
+
DAMAGE
+
+
+
+
+
🗡️
+
Dragontongue◆
+
500 z
+
【DEX + MIG】+1
+
【HR + 12】fire
+
+
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon target Magic
+ Defense.
+
+
-
-
-
-
WEAPON
-
COST
-
ACCURACY
-
DAMAGE
-
-
-
+
+
🗡️
+
Rocinante◆
+
500 z
+
【DEX + MIG】
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Melee ◆ Deals 1 extra damage per status effect
+ you have.
+
+
-
-
🗡️
-
Dragontongue◆
-
500 z
-
【DEX + MIG】+1
-
【HR + 12】fire
-
-
-
Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
-
+
+
🗡️
+
Serpent Spear◆
+
800 z
+
【DEX + MIG】
+
【HR + 16】physical
+
+
+
+ Two-handed ◆ Melee ◆ Damage dealt by this weapon ignores
+ Resistances.
+
+
-
-
🗡️
-
Rocinante◆
-
500 z
-
【DEX + MIG】
-
【HR + 8】physical
-
-
-
One-handed ◆ Melee ◆ Deals 1 extra damage per status effect you have.
-
+
+
🗡️
+
Halberd◆
+
1000 z
+
【DEX + MIG】
+
【HR + 12】physical
+
+
+
+ Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
+
+
-
-
🗡️
-
Serpent Spear◆
-
800 z
-
【DEX + MIG】
-
【HR + 16】physical
-
-
-
Two-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.
-
+
+
🗡️
+
Narwhalhorn◆
+
1200 z
+
【DEX + MIG】
+
【HR + 12】ice
+
+
+
+ One-handed ◆ Melee ◆ You have Resistance to
+ ice damage.
+
+
-
-
🗡️
-
Halberd◆
-
1000 z
-
【DEX + MIG】
-
【HR + 12】physical
-
-
-
Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
-
+
+
🗡️
+
Brave Glaive◆
+
1300 z
+
【MIG + WLP】
+
【HR + 12】earth
+
+
+
+ Two-handed ◆ Melee ◆ As long as you have at least three
+ Bonds of loyalty or affection, you gain
+ a +1 bonus to Defense and Magic Defense.
+
+
-
-
🗡️
-
Narwhalhorn◆
-
1200 z
-
【DEX + MIG】
-
【HR + 12】ice
-
-
-
One-handed ◆ Melee ◆ You have Resistance to ice damage.
-
+
+
🗡️
+
Morrigan◆
+
1400 z
+
【DEX + MIG】+1
+
【HR + 12】dark
+
+
+
+ Two-handed ◆ Melee ◆ When you hit one or more creatures with
+ this weapon, you may recover 10 Mind Points.
+
+
-
-
🗡️
-
Brave Glaive◆
-
1300 z
-
【MIG + WLP】
-
【HR + 12】earth
-
-
-
Two-handed ◆ Melee ◆ As long as you have at least three Bonds of loyalty or
- affection, you gain a +1 bonus to Defense and Magic Defense.
-
-
+
+
🗡️
+
Gae Bolg◆
+
1800 z
+
【DEX + MIG】+1
+
【HR + 12】physical
+
+
+
+ Two-handed ◆ Melee ◆ If you roll a
+ critical success on an Accuracy Check with this
+ weapon, you may spend that opportunity to deal 10
+ extra damage.
+
+
-
-
🗡️
-
Morrigan◆
-
1400 z
-
【DEX + MIG】+1
-
【HR + 12】dark
-
-
-
Two-handed ◆ Melee ◆ When you hit one or more creatures with this weapon, you may recover 10
- Mind Points.
-
+
+
🗡️
+
Longinus◆
+
2000 z
+
【DEX + MIG】+1
+
【HR + 16】physical
+
+
+
+ Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
+ weak.
+
+
-
-
🗡️
-
Gae Bolg◆
-
1800 z
-
【DEX + MIG】+1
-
【HR + 12】physical
-
-
-
Two-handed ◆ Melee ◆ If you roll a critical success on an Accuracy Check with this
- weapon, you may spend that opportunity to deal 10 extra damage.
-
+
+
🗡️
+
Nine-teeth Rake◆
+
2500 z
+
【DEX + MIG】
+
【HR + 16】poison
+
+
+
+ Two-handed ◆ Melee ◆ You Absorb poison damage.
+
+
-
-
🗡️
-
Longinus◆
-
2000 z
-
【DEX + MIG】+1
-
【HR + 16】physical
-
-
-
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers weak.
-
+
+
🗡️
+
Gungnir◆
+
3000 z
+
【DEX + MIG】
+
【HR + 16】light
+
+
+
+ Two-handed ◆ Melee ◆ You have Immunity to fire and
+ ice damage.
+
+
+
+
+
-
-
🗡️
-
Nine-teeth Rake◆
-
2500 z
-
【DEX + MIG】
-
【HR + 16】poison
-
-
-
Two-handed ◆ Melee ◆ You Absorb poison damage.
-
+
+
Sample Rare Sword Weapons
-
-
🗡️
-
Gungnir◆
-
3000 z
-
【DEX + MIG】
-
【HR + 16】light
-
-
-
Two-handed ◆ Melee ◆ You have Immunity to fire and ice damage.
-
+
+ .rare {
+ color: #c0392b;
+ }
+
-
-
-
-
WEAPON
-
COST
-
ACCURACY
-
DAMAGE
-
-
-
+
+
+
+
WEAPON
+
COST
+
ACCURACY
+
DAMAGE
+
+
+
+
+
🗡️
+
Zweihänder◆
+
400 z
+
【DEX + MIG】+1
+
【HR + 14】physical
+
+
+
Two-handed ◆ Melee ◆ No Quality.
+
-
-
🗡️
-
Zweihänder◆
-
400 z
-
【DEX + MIG】+1
-
【HR + 14】physical
-
-
-
Two-handed ◆ Melee ◆ No Quality.
-
+
+
🗡️
+
Falling Rain◆
+
450 z
+
【DEX + DEX】+1
+
【HR + 10】ice
+
+
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon target Magic
+ Defense.
+
+
-
-
🗡️
-
Falling Rain◆
-
450 z
-
【DEX + DEX】+1
-
【HR + 10】ice
-
-
-
Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
-
+
+
🗡️
+
Flamberge◆
+
500 z
+
【DEX + MIG】+1
+
【HR + 10】fire
+
+
+
One-handed ◆ Melee ◆ No Quality.
+
-
-
🗡️
-
Flamberge◆
-
500 z
-
【DEX + MIG】+1
-
【HR + 10】fire
-
-
-
One-handed ◆ Melee ◆ No Quality.
-
+
+
🗡️
+
Elegant Edge◆
+
700 z
+
【DEX + INS】+1
+
【HR + 6】physical
+
+
+
+ One-handed ◆ Melee ◆ You are immune to enraged.
+
+
-
-
🗡️
-
Elegant Edge◆
-
700 z
-
【DEX + INS】+1
-
【HR + 6】physical
-
-
-
One-handed ◆ Melee ◆ You are immune to enraged.
-
+
+
🗡️
+
Joyeuse◆
+
900 z
+
【MIG + WLP】+1
+
【HR + 10】physical
+
+
+
+ One-handed ◆ Melee ◆ You are immune to shaken.
+
+
-
-
🗡️
-
Joyeuse◆
-
900 z
-
【MIG + WLP】+1
-
【HR + 10】physical
-
-
-
One-handed ◆ Melee ◆ You are immune to shaken.
-
+
+
🗡️
+
Deathblade◆
+
1000 z
+
【DEX + MIG】+1
+
【HR + 6】dark
+
+
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage if you are in
+ Crisis.
+
+
-
-
🗡️
-
Deathblade◆
-
1000 z
-
【DEX + MIG】+1
-
【HR + 6】dark
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage if you are in Crisis.
-
+
+
🗡️
+
Gunsword◆
+
1000 z
+
【DEX + MIG】+1
+
【HR + 10】physical
+
+
+
+ Two-handed ◆ Melee ◆ This weapon can target
+ flying creatures.
+
+
-
-
🗡️
-
Gunsword◆
-
1000 z
-
【DEX + MIG】+1
-
【HR + 10】physical
-
-
-
Two-handed ◆ Melee ◆ This weapon can target flying creatures.
-
+
+
🗡️
+
Main Gauche◆
+
1000 z
+
【DEX + MIG】+1
+
【HR + 6】physical
+
+
+
+ One-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
+
+
-
-
🗡️
-
Main Gauche◆
-
1000 z
-
【DEX + MIG】+1
-
【HR + 6】physical
-
-
-
One-handed ◆ Melee ◆ You gain a +1 bonus to Defense.
-
+
+
🗡️
+
The Rikizo◆
+
1200 z
+
【DEX + INS】+1
+
【HR + 10】physical
+
+
+
+ Two-handed ◆ Melee ◆ Deals 2 extra damage for each
+ Class you have mastered.
+
+
-
-
🗡️
-
The Rikizo◆
-
1200 z
-
【DEX + INS】+1
-
【HR + 10】physical
-
-
-
Two-handed ◆ Melee ◆ Deals 2 extra damage for each Class you have mastered.
-
+
+
🗡️
+
Flesh Eater◆
+
1300 z
+
【MIG + MIG】
+
【HR + 10】poison
+
+
+
+ One-handed ◆ Melee ◆ Deals 5 extra damage to
+ weak targets.
+
+
-
-
🗡️
-
Flesh Eater◆
-
1300 z
-
【MIG + MIG】
-
【HR + 10】poison
-
-
-
One-handed ◆ Melee ◆ Deals 5 extra damage to weak targets.
-
+
+
🗡️
+
Kusanagi◆
+
1500 z
+
【DEX + MIG】+1
+
【HR + 14】air
+
+
+
+ Two-handed ◆ Melee ◆ Attacks with this weapon have
+ multi (2).
+
+
-
-
🗡️
-
Kusanagi◆
-
1500 z
-
【DEX + MIG】+1
-
【HR + 14】air
-
-
-
Two-handed ◆ Melee ◆ Attacks with this weapon have multi (2).
-
+
+
🗡️
+
Excalibur◆
+
2300 z
+
【MIG + WLP】+1
+
【HR + 10】light
+
+
+
+ Two-handed ◆ Melee ◆ You are immune to all status effects.
+
+
+
+
+
-
-
🗡️
-
Excalibur◆
-
2300 z
-
【MIG + WLP】+1
-
【HR + 10】light
-
-
-
Two-handed ◆ Melee ◆ You are immune to all status effects.
+ One-handed ◆ Ranged ◆ Attacks with this weapon target Magic
+ Defense.
+
+
-
-
🗡️
-
Crescent Edge
-
350 z
-
【DEX + INS】
-
【HR + 4】light
-
-
-
One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.
-
+
+
🗡️
+
Meteor Star
+
350 z
+
【DEX + INS】+1
+
【HR + 4】fire
+
+
+
One-handed ◆ Ranged ◆ No Quality.
+
-
-
🗡️
-
Meteor Star
-
350 z
-
【DEX + INS】+1
-
【HR + 4】fire
-
-
-
One-handed ◆ Ranged ◆ No Quality.
-
+
+
🗡️
+
Throwing Axe
+
350 z
+
【DEX + MIG】
+
【HR + 8】physical
+
+
+
One-handed ◆ Ranged ◆ No Quality.
+
-
-
🗡️
-
Throwing Axe
-
350 z
-
【DEX + MIG】
-
【HR + 8】physical
-
-
-
One-handed ◆ Ranged ◆ No Quality.
-
+
+
🗡️
+
Boomerang
+
750 z
+
【DEX + MIG】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Ranged ◆ Deals 5 extra damage to
+ beasts and monsters.
+
+
-
-
🗡️
-
Boomerang
-
750 z
-
【DEX + MIG】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Ranged ◆ Deals 5 extra damage to beasts and monsters.
-
+
+
🗡️
+
Wind Dancer
+
850 z
+
【DEX + WLP】
+
【HR + 8】air
+
+
+
+ One-handed ◆ Ranged ◆ Damage dealt by this weapon ignores
+ Resistances.
+
+
-
-
🗡️
-
Wind Dancer
-
850 z
-
【DEX + WLP】
-
【HR + 8】air
-
-
-
One-handed ◆ Ranged ◆ Damage dealt by this weapon ignores Resistances.
-
+
+
🗡️
+
Acupuncturer
+
950 z
+
【DEX + INS】+1
+
【HR + 8】physical
+
+
+
+ One-handed ◆ Ranged ◆ You are immune to poisoned.
+
+
-
-
🗡️
-
Acupuncturer
-
950 z
-
【DEX + INS】+1
-
【HR + 8】physical
-
-
-
One-handed ◆ Ranged ◆ You are immune to poisoned.
-
+
+
🗡️
+
Blue Pinwheel
+
950 z
+
【DEX + INS】
+
【HR + 4】ice
+
+
+
+ One-handed ◆ Ranged ◆ You have Resistance to
+ ice damage.
+
+
-
-
🗡️
-
Blue Pinwheel
-
950 z
-
【DEX + INS】
-
【HR + 4】ice
-
-
-
One-handed ◆ Ranged ◆ You have Resistance to ice damage.
-
+
+
🗡️
+
Crone's Needle
+
1050 z
+
【DEX + INS】+1
+
【HR + 4】earth
+
+
+
+ One-handed ◆ Ranged ◆ You have Resistance to
+ dark damage.
+
+
-
-
🗡️
-
Crone's Needle
-
1050 z
-
【DEX + INS】+1
-
【HR + 4】earth
-
-
-
One-handed ◆ Ranged ◆ You have Resistance to dark damage.
-
+
+
🗡️
+
Chakram
+
1250 z
+
【DEX + MIG】+1
+
【HR + 4】physical
+
+
+
+ One-handed ◆ Ranged ◆ Attacks with this weapon have
+ multi (2).
+
+
-
-
🗡️
-
Chakram
-
1250 z
-
【DEX + MIG】+1
-
【HR + 4】physical
-
-
-
One-handed ◆ Ranged ◆ Attacks with this weapon have multi (2).
-
+
+
🗡️
+
Vajra
+
2050 z
+
【DEX + WLP】+1
+
【HR + 8】bolt
+
+
+
+ One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
+ shaken.
+
+
-
-
🗡️
-
Vajra
-
2050 z
-
【DEX + WLP】+1
-
【HR + 8】bolt
-
-
-
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers shaken.
-
+
+
🗡️
+
Dark Orbit
+
2250 z
+
【DEX + INS】
+
【HR + 4】dark
+
+
+
+ One-handed ◆ Ranged ◆ You gain a +1 bonus to Defense and
+ Magic Defense.
+
+
-
-
🗡️
-
Dark Orbit
-
2250 z
-
【DEX + INS】
-
【HR + 4】dark
-
-
-
One-handed ◆ Ranged ◆ You gain a +1 bonus to Defense and Magic Defense.
-
+
+
🗡️
+
Hive Dart
+
2300 z
+
【DEX + DEX】
+
【HR + 4】poison
+
+
+
+ One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
+ poisoned.
+
+
+
+
+
-
-
🗡️
-
Hive Dart
-
2300 z
-
【DEX + DEX】
-
【HR + 4】poison
-
-
-
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers poisoned.
-
+
+
DESIGNING RARE ARMORS AND SHIELDS
+
+ Creating a rare armor or shield is much simpler. Pick one of the
+ items from the lists on pages 132 to 133 and add a single Quality
+ to it, which will increase its price by a variable amount, as
+ shown by the table below.
+
+
+ Once again, feel free to come up with new and unique special
+ abilities for rare armors and shields, using these as a reference.
+
+
QUALITY
+
Defensive Qualities
+
+
+ Antistatus +500 z: You are immune to a single
+ status effect.
+
+
+ Resistance +700 z: You have Resistance to a
+ single damage type (not physical damage).
+
+
+ Dual Resistance +1000 z: You have Resistance to
+ two damage types (not physical damage).
+
+
+ Swordbreaker +1000 z: You have Resistance to
+ physical damage.
+
+
+ Immunity +1500 z: You have Immunity to a single
+ damage type (not physical damage).
+
+
+ Perfect Health +2000 z: You are immune to all
+ status effects.
+
+
+
Enhancement Qualities
+
+
+ Initiative Up +500 z: You gain a +4 bonus to
+ your Initiative modifier.
+
+
+ Accuracy Up +1000 z: You gain a +1 bonus to
+ your Accuracy Checks.
+
+
+ Magic Up +1000 z: You gain a +1 bonus to your
+ Magic Checks.
+
+
+ Vitality Up +1000 z: When you recover HP, you
+ recover 5 extra HP.
+
+
+ Healing Up +1500 z: Spells you cast that whose
+ effects restore Hit Points will restore 5 extra Hit Points.
+
+
+ Spell Up +2000 z: Spells you cast deal 5 extra
+ damage.
+
+
+ Weapon Up +2000 z: Your attacks with (choose
+ one: melee, ranged) weapons deal 5 extra damage.
+
+
+
-
-
-
+
+
44GAME MASTER
+
Chapter CHAPTER
+
SAMPLE RARE ARMORS
+
+
+
Slimy Jacket
+
Cost: 600 z
+
+
DEX die +1
+
INS die +1
+
M. DEFENSE -1
+
+
You are immune to poisoned.
+
+
+
Fox Garb
+
Cost: 650 z
+
+
DEX die +1
+
INS die +1
+
M. DEFENSE -
+
+
You are immune to slow.
+
+
+
Shadow Tunic
+
Cost: 650 z
+
+
DEX die +1
+
INS die +1
+
M. DEFENSE +4
+
+
+ You gain a +4 bonus to your Initiative modifier (already
+ included).
+
+
+
+
Desperado Coat
+
Cost: 750 z
+
+
DEX die +1
+
INS die +1
+
M. DEFENSE -1
+
+
+ When you use the Barrage Skill (see Sharpshooter Class,
+ page 205), the MP cost
+ is halved.
+
+
+
+
Butler Uniform
+
Cost: 800 z
+
+
DEX die +1
+
INS die +2
+
M. DEFENSE -2
+
+
+ When a potion or magisphere created with your Inventory
+ Points restores Hit Points, it restores 5 extra Hit
+ Points.
+
+
+
+
Maid Uniform
+
Cost: 800 z
+
+
DEX die +1
+
INS die +2
+
M. DEFENSE -2
+
+
+ When a potion or magisphere created with your Inventory
+ Points restores Mind Points, it restores 5 extra Mind
+ Points.
+
+
+
+
Bandit Jacket
+
Cost: 900 z
+
+
DEX die +1
+
INS die +1
+
M. DEFENSE -1
+
+
+ You gain a +1 bonus to Accuracy Checks with daggers.
+
+
+
+
Crystal Plate
+
Cost: 900 z
+
+
E
+
DEX die 1
+
INS die -3
+
+
You have Resistance to dark damage.
+
+
+
Valkyrie Wings
+
Cost: 900 z
+
+
E
+
DEX die 1
+
INS die +1
+
M. DEFENSE -3
+
+
+ When you cast the Soaring Strike spell (see Elementalist
+ Class, page 189), the MP cost is halved.
+
+
+
+
Armor of Heroes
+
Cost: 1000 z
+
+
E
+
DEX die 1
+
INS die -4
+
+
+ Critical successes rolled on Accuracy Checks and Magic
+ Checks for attacks and offensive (rr) spells that include
+ you among their targets do not generate opportunities.
+
+
+
+
+
+
-
-
DESIGNING RARE ARMORS AND SHIELDS
-
- Creating a rare armor or shield is much simpler. Pick one of the items from
- the lists on pages 132 to 133 and add a single Quality to it, which will
- increase its price by a variable amount, as shown by the table below.
-
-
- Once again, feel free to come up with new and unique special abilities for
- rare armors and shields, using these as a reference.
-
-
QUALITY
-
Defensive Qualities
-
-
- Antistatus +500 z: You are immune to a single status
- effect.
-
-
- Resistance +700 z: You have Resistance to a single damage
- type (not physical damage).
-
-
- Dual Resistance +1000 z: You have Resistance to two damage
- types (not physical damage).
-
-
- Swordbreaker +1000 z: You have Resistance to physical
- damage.
-
-
- Immunity +1500 z: You have Immunity to a single damage type
- (not physical damage).
-
-
- Perfect Health +2000 z: You are immune to all status
- effects.
-
-
-
Enhancement Qualities
-
-
- Initiative Up +500 z: You gain a +4 bonus to your
- Initiative modifier.
-
-
- Accuracy Up +1000 z: You gain a +1 bonus to your Accuracy
- Checks.
-
-
- Magic Up +1000 z: You gain a +1 bonus to your Magic Checks.
-
-
- Vitality Up +1000 z: When you recover HP, you recover 5
- extra HP.
-
-
- Healing Up +1500 z: Spells you cast that whose effects
- restore Hit Points will restore 5 extra Hit Points.
-
-
- Spell Up +2000 z: Spells you cast deal 5 extra damage.
-
-
- Weapon Up +2000 z: Your attacks with (choose one: melee,
- ranged) weapons deal 5 extra damage.
-
+ Your attacks with brawling weapons deal 5 extra damage.
+
+
+
+
+
Meditation Robe
+
1000 z DEX die +1 INS die +2 -2
+
+ Whenever you recover Mind Points, you recover 5 extra Mind
+ Points.
+
+
+
+
+
Archmage Robe
+
1200 z DEX die +1 INS die +2 -2
+
You gain a +1 bonus to your Magic Checks.
+
+
+
+
Automaton Suit
+
E 1250 z 11 INS die +1 -3
+
+ You have Immunity to earth and poison damage, but Vulnerability
+ to bolt damage.
+
+
+
+
+
Adamantorso
+
E 1300 z 12 INS die -4
+
You have Resistance to physical damage.
+
+
+
+
Ardent Yoroi
+
E 1300 z 12 INS die -4
+
You gain a +1 bonus to your Accuracy Checks.
+
+
+
+
Demongrin
+
E 1500 z 12 INS die -4
+
+ After a creature hits you with a melee attack, you deal 5 fire
+ damage to that creature (after the attack has been resolved).
+
+
+
+
+
Bio Plate
+
E 1700 z 11 INS die -3
+
You have Immunity to poison damage.
+
+
+
+
White Tunic
+
1700 z DEX die +1 INS die +2 -2
+
+ Spells you cast whose effects restore Hit Points will restore 5
+ extra Hit Points.
+
+
+
+
+
Granny Vest
+
2000 z DEX die INS die +2 -1
+
+ As long as you have this armor equipped, you treat your
+ Willpower as if it were one die size higher (up to a maximum of
+ d12).
+
+
+
+
+
Black Tunic
+
2200 z DEX die +1 INS die +2 -2
+
Spells you cast deal 5 extra damage.
+
+
+
+
Red Tunic
+
2500 z DEX die INS die +2 -1
+
+ You are treated as having an arcane weapon equipped for the sake
+ of Skills that require it.
+
+
+
-
-
44GAME MASTER
-
Chapter CHAPTER
-
SAMPLE RARE ARMORS
-
-
-
Slimy Jacket
-
Cost: 600 z
-
-
DEX die +1
-
INS die +1
-
M. DEFENSE -1
-
-
You are immune to poisoned.
-
-
-
Fox Garb
-
Cost: 650 z
-
-
DEX die +1
-
INS die +1
-
M. DEFENSE -
-
-
You are immune to slow.
-
-
-
Shadow Tunic
-
Cost: 650 z
-
-
DEX die +1
-
INS die +1
-
M. DEFENSE +4
-
-
- You gain a +4 bonus to your Initiative modifier (already included).
-
-
-
-
Desperado Coat
-
Cost: 750 z
-
-
DEX die +1
-
INS die +1
-
M. DEFENSE -1
-
-
- When you use the Barrage Skill (see Sharpshooter Class,
- page 205), the MP cost is
- halved.
-
-
-
-
Butler Uniform
-
Cost: 800 z
-
-
DEX die +1
-
INS die +2
-
M. DEFENSE -2
-
-
- When a potion or magisphere created with your Inventory Points restores
- Hit Points, it restores 5 extra Hit Points.
-
-
-
-
Maid Uniform
-
Cost: 800 z
-
-
DEX die +1
-
INS die +2
-
M. DEFENSE -2
-
-
- When a potion or magisphere created with your Inventory Points restores
- Mind Points, it restores 5 extra Mind Points.
-
-
-
-
Bandit Jacket
-
Cost: 900 z
-
-
DEX die +1
-
INS die +1
-
M. DEFENSE -1
-
-
You gain a +1 bonus to Accuracy Checks with daggers.
-
-
-
Crystal Plate
-
Cost: 900 z
-
-
E
-
DEX die 1
-
INS die -3
-
-
You have Resistance to dark damage.
-
-
-
Valkyrie Wings
-
Cost: 900 z
-
-
E
-
DEX die 1
-
INS die +1
-
M. DEFENSE -3
-
-
- When you cast the Soaring Strike spell (see Elementalist Class, page
- 189), the MP cost is halved.
-
-
-
-
Armor of Heroes
-
Cost: 1000 z
-
-
E
-
DEX die 1
-
INS die -4
-
-
- Critical successes rolled on Accuracy Checks and Magic Checks for
- attacks and offensive (rr) spells that include you among their targets
- do not generate opportunities.
-
-
-
-
-
-
+
+
CHAPTER SAMPLE RARE SHIELDS
+
Available Shields
+
+
+
+
ITEM
+
COST
+
DEFENSE
+
M. DEFENSE
+
INITIATIVE
+
+
+
+
+
Aegis, Fulgur
+
800 z +2
+
-
+
-
+
You have Resistance to bolt damage.
+
+
+
Aegis, Gelum
+
800 z +2
+
-
+
-
+
You have Resistance to ice damage.
+
+
+
Aegis, Gorgonis
+
800 z +2
+
-
+
-
+
You have Resistance to poison damage.
+
+
+
Aegis, Ignis
+
800 z +2
+
-
+
-
+
You have Resistance to fire damage.
+
+
+
Aegis, Lux
+
800 z +2
+
-
+
-
+
You have Resistance to light damage.
+
+
+
Aegis, Terra
+
800 z +2
+
-
+
-
+
You have Resistance to earth damage.
+
+
+
Aegis, Umbra
+
800 z +2
+
-
+
-
+
You have Resistance to dark damage.
+
+
+
Aegis, Ventus
+
800 z +2
+
-
+
-
+
You have Resistance to air damage.
+
+
+
Demonshield
+
E 950 z +2
+
+2
+
+2
+
+ After a creature deals damage to you, if you are in Crisis,
+ you may have that creature suffer shaken.
+
+
+
+
Shield of Spring
+
E 1150 z +2
+
+2
+
+2
+
+ Whenever you recover Hit Points, you recover 5 extra Hit
+ Points.
+
+
+
+
Seraph Shield
+
E 2050 z +2
+
+2
+
+2
+
+ As long as you are in Crisis, you are immune to all status
+ effects.
+
+
+
+
Adamantower
+
E 2500 z +3
+
+3
+
+3
+
+ You gain a +1 bonus to Defense and Magic Defense (already
+ included).
+
+
+
+
+
-
-
Item Equipment Listings
-
Page 282 | ITEM COST DEFENSE M. DEFENSE INITIATIVE
-
-
-
Black Belt
-
1000 z DEX die INS die -
-
Your attacks with brawling weapons deal 5 extra damage.
-
-
-
-
Meditation Robe
-
1000 z DEX die +1 INS die +2 -2
-
- Whenever you recover Mind Points, you recover 5 extra Mind Points.
-
-
-
-
-
Archmage Robe
-
1200 z DEX die +1 INS die +2 -2
-
You gain a +1 bonus to your Magic Checks.
-
-
-
-
Automaton Suit
-
E 1250 z 11 INS die +1 -3
-
- You have Immunity to earth and poison damage, but Vulnerability to bolt
- damage.
-
-
-
-
-
Adamantorso
-
E 1300 z 12 INS die -4
-
You have Resistance to physical damage.
-
-
-
-
Ardent Yoroi
-
E 1300 z 12 INS die -4
-
You gain a +1 bonus to your Accuracy Checks.
-
-
-
-
Demongrin
-
E 1500 z 12 INS die -4
-
- After a creature hits you with a melee attack, you deal 5 fire damage to
- that creature (after the attack has been resolved).
-
-
-
-
-
Bio Plate
-
E 1700 z 11 INS die -3
-
You have Immunity to poison damage.
-
-
-
-
White Tunic
-
1700 z DEX die +1 INS die +2 -2
-
- Spells you cast whose effects restore Hit Points will restore 5 extra Hit
- Points.
-
-
-
-
-
Granny Vest
-
2000 z DEX die INS die +2 -1
-
- As long as you have this armor equipped, you treat your Willpower as if it
- were one die size higher (up to a maximum of d12).
-
-
-
-
-
Black Tunic
-
2200 z DEX die +1 INS die +2 -2
-
Spells you cast deal 5 extra damage.
-
-
-
-
Red Tunic
-
2500 z DEX die INS die +2 -1
-
- You are treated as having an arcane weapon equipped for the sake of Skills
- that require it.
-
-
-
+
+
DESIGNING ACCESSORIES
+
+ When you create an accessory, simply decide on which ability it
+ will grant — you can pick from the list below or come up with one
+ that seems appropriate.
+
+
+ The price of the item is determined by its Quality. When creating
+ accessories, experiment with a variety of custom effects that
+ reflect the item's nature and origin. You will see that many of
+ the sample accessories in the following pages have unique
+ abilities that are not present on the table below — that is
+ because the best accessories are the ones that give slightly
+ quirky benefits or encourage unconventional strategies.
+
+
QUALITY COST EFFECT
+
Defensive Qualities
+
+
+ Antistatus: 500 z - You are immune to a single
+ status effect.
+
+
+ Resistance: 700 z - You gain Resistance to a
+ single damage type (not physical damage).
+
+
+ Amulet: 800 z - You gain a +1 bonus to Magic
+ Defense.
+
+
+ Bulwark: 800 z - You gain a +1 bonus to
+ Defense.
+
+
+ Dual Resistance: 1000 z - You have Resistance
+ to two damage types (not physical damage).
+
+
+ Swordbreaker: 1000 z - You have Resistance to
+ physical damage.
+
+
+ Immunity: 1500 z - You have Immunity to a
+ single damage type (not physical damage).
+
+
+ Omnishield: 2000 z - You gain a +1 bonus to
+ Defense and Magic Defense.
+
+
+ Perfect Health: 2000 z - You are immune to all
+ status effects.
+
+
+
Enhancement Qualities
+
+
+ Damage Change: 300 z - All damage dealt by your
+ weapons, spells, and Skills becomes of a specific type.
+
+
+ Initiative Up: 500 z - If you have this item
+ equipped at the start of a conflict, you gain a +4 bonus to your
+ Initiative modifier.
+
+
+
-
-
CHAPTER SAMPLE RARE SHIELDS
-
Available Shields
-
-
-
-
ITEM
-
COST
-
DEFENSE
-
M. DEFENSE
-
INITIATIVE
-
-
-
-
-
Aegis, Fulgur
-
800 z +2
-
-
-
-
-
You have Resistance to bolt damage.
-
-
-
Aegis, Gelum
-
800 z +2
-
-
-
-
-
You have Resistance to ice damage.
-
-
-
Aegis, Gorgonis
-
800 z +2
-
-
-
-
-
You have Resistance to poison damage.
-
-
-
Aegis, Ignis
-
800 z +2
-
-
-
-
-
You have Resistance to fire damage.
-
-
-
Aegis, Lux
-
800 z +2
-
-
-
-
-
You have Resistance to light damage.
-
-
-
Aegis, Terra
-
800 z +2
-
-
-
-
-
You have Resistance to earth damage.
-
-
-
Aegis, Umbra
-
800 z +2
-
-
-
-
-
You have Resistance to dark damage.
-
-
-
Aegis, Ventus
-
800 z +2
-
-
-
-
-
You have Resistance to air damage.
-
-
-
Demonshield
-
E 950 z +2
-
+2
-
+2
-
- After a creature deals damage to you, if you are in Crisis, you may have
- that creature suffer shaken.
-
-
-
-
Shield of Spring
-
E 1150 z +2
-
+2
-
+2
-
Whenever you recover Hit Points, you recover 5 extra Hit Points.
-
-
-
Seraph Shield
-
E 2050 z +2
-
+2
-
+2
-
- As long as you are in Crisis, you are immune to all status effects.
-
-
-
-
Adamantower
-
E 2500 z +3
-
+3
-
+3
-
- You gain a +1 bonus to Defense and Magic Defense (already included).
-
-
-
-
-
+
+
CHAPTER
+
+
Enhancement Qualities (continued)
+
+
Accuracy Up 1000 z
+
You gain a +1 bonus to your Accuracy Checks.
+
Magic Up 1000 z
+
You gain a +1 bonus to your Magic Checks.
+
Vitality Up 1000 z
+
+ Whenever you recover Hit Points, you recover 5 extra Hit
+ Points.
+
+
Healing Up 1500 z
+
+ Spells you cast whose effect restores Hit Points will restore
+ 5 extra Hit Points.
+
+
Spell Up 2000 z
+
Spells you cast deal 5 extra damage.
+
Weapon Up 2000 z
+
+ Your attacks with (choose one: melee, ranged) weapons deal 5
+ extra damage.
+
+
+
+
+
SAMPLE ACCESSORIES
+
+
Explorer's Belt 500 z
+
You gain a +4 bonus to your Initiative modifier.
+
Gloves, Elegant 500 z
+
You are immune to dazed.
+
Gloves, Rough 500 z
+
You are immune to weak.
+
Gloves, Silky 500 z
+
You are immune to slow.
+
Gloves, Warm 500 z
+
You are immune to shaken.
+
Rookie's Boots 600 z
+
+ When you roll a fumble, if you have less than 10 Experience
+ Points, you may immediately gain 1 Experience Point.
+
+
+
+
-
-
DESIGNING ACCESSORIES
-
- When you create an accessory, simply decide on which ability it will grant —
- you can pick from the list below or come up with one that seems appropriate.
-
-
- The price of the item is determined by its Quality. When creating accessories,
- experiment with a variety of custom effects that reflect the item's nature and
- origin. You will see that many of the sample accessories in the following
- pages have unique abilities that are not present on the table below — that is
- because the best accessories are the ones that give slightly quirky benefits
- or encourage unconventional strategies.
-
-
QUALITY COST EFFECT
-
Defensive Qualities
-
-
- Antistatus: 500 z - You are immune to a single status
- effect.
-
-
- Resistance: 700 z - You gain Resistance to a single damage
- type (not physical damage).
-
-
- Amulet: 800 z - You gain a +1 bonus to Magic Defense.
-
-
Bulwark: 800 z - You gain a +1 bonus to Defense.
-
- Dual Resistance: 1000 z - You have Resistance to two damage
- types (not physical damage).
-
-
- Swordbreaker: 1000 z - You have Resistance to physical
- damage.
-
-
- Immunity: 1500 z - You have Immunity to a single damage
- type (not physical damage).
-
-
- Omnishield: 2000 z - You gain a +1 bonus to Defense and
- Magic Defense.
-
-
- Perfect Health: 2000 z - You are immune to all status
- effects.
-
-
-
Enhancement Qualities
-
-
- Damage Change: 300 z - All damage dealt by your weapons,
- spells, and Skills becomes of a specific type.
-
-
- Initiative Up: 500 z - If you have this item equipped at
- the start of a conflict, you gain a +4 bonus to your Initiative modifier.
-
-
-
+
+
ACCESSORY COST
+
+
Han'nya Mask
+
700 z
+
+ All damage you deal to shaken creatures ignores Resistances.
+
+
+
+
Pendant, Amber
+
700 z
+
You have Resistance to earth damage.
+
+
+
Pendant, Amethyst
+
700 z
+
You have Resistance to dark damage.
+
+
+
Pendant, Diamond
+
700 z
+
You have Resistance to light damage.
+
+
+
Pendant, Emerald
+
700 z
+
You have Resistance to poison damage.
+
+
+
Pendant, Opal
+
700 z
+
You have Resistance to air damage.
+
+
+
Pendant, Ruby
+
700 z
+
You have Resistance to fire damage.
+
+
+
Pendant, Sapphire
+
700 z
+
You have Resistance to ice damage.
+
+
+
Pendant, Topaz
+
700 z
+
You have Resistance to bolt damage.
+
+
+
Ring of Sorcery
+
800 z
+
You gain a +1 bonus to Magic Defense.
+
+
+
Wanderer's Boots
+
900 z
+
+ When your group makes a discovery while traveling, you may
+ immediately gain 1 Fabula Point.
+
+
+
+
Crested Helm
+
1000 z
+
You gain a +1 bonus to your Accuracy Checks.
+
+
-
-
CHAPTER
-
-
Enhancement Qualities (continued)
-
-
Accuracy Up 1000 z
-
You gain a +1 bonus to your Accuracy Checks.
-
Magic Up 1000 z
-
You gain a +1 bonus to your Magic Checks.
-
Vitality Up 1000 z
-
Whenever you recover Hit Points, you recover 5 extra Hit Points.
-
Healing Up 1500 z
-
- Spells you cast whose effect restores Hit Points will restore 5 extra Hit
- Points.
-
-
Spell Up 2000 z
-
Spells you cast deal 5 extra damage.
-
Weapon Up 2000 z
-
- Your attacks with (choose one: melee, ranged) weapons deal 5 extra damage.
-
-
-
-
-
SAMPLE ACCESSORIES
-
-
Explorer's Belt 500 z
-
You gain a +4 bonus to your Initiative modifier.
-
Gloves, Elegant 500 z
-
You are immune to dazed.
-
Gloves, Rough 500 z
-
You are immune to weak.
-
Gloves, Silky 500 z
-
You are immune to slow.
-
Gloves, Warm 500 z
-
You are immune to shaken.
-
Rookie's Boots 600 z
-
- When you roll a fumble, if you have less than 10 Experience Points, you
- may immediately gain 1 Experience Point.
-
-
-
-
+
-
-
ACCESSORY COST
-
-
Han'nya Mask
-
700 z
-
All damage you deal to shaken creatures ignores Resistances.
-
-
-
Pendant, Amber
-
700 z
-
You have Resistance to earth damage.
-
-
-
Pendant, Amethyst
-
700 z
-
You have Resistance to dark damage.
-
-
-
Pendant, Diamond
-
700 z
-
You have Resistance to light damage.
-
-
-
Pendant, Emerald
-
700 z
-
You have Resistance to poison damage.
-
-
-
Pendant, Opal
-
700 z
-
You have Resistance to air damage.
-
-
-
Pendant, Ruby
-
700 z
-
You have Resistance to fire damage.
-
-
-
Pendant, Sapphire
-
700 z
-
You have Resistance to ice damage.
-
-
-
Pendant, Topaz
-
700 z
-
You have Resistance to bolt damage.
-
-
-
Ring of Sorcery
-
800 z
-
You gain a +1 bonus to Magic Defense.
-
-
-
Wanderer's Boots
-
900 z
-
- When your group makes a discovery while traveling, you may immediately gain
- 1 Fabula Point.
-
-
-
-
Crested Helm
-
1000 z
-
You gain a +1 bonus to your Accuracy Checks.
-
-
+
+
ARTIFACTS
+
+ While rare items allow you to customize your character, artifacts
+ are the objects your entire campaign will revolve around. They
+ don’t just grant you a bonus to Checks, improved damage or a way
+ to ignore status effects: no, artifacts are so powerful that they
+ draw the attention of the major factions in your world.
+
+
+ Artifacts cannot be sold or purchased, except for truly ludicrous
+ prices — and even then, there aren’t many who are willing to part
+ with such powerful objects.
+
+
ARTIFACTS IN YOUR GAME
+
+ There are no rules for designing an artifact: its fantastic
+ effects should go way beyond those of typical spells and magical
+ items, and are only limited by what you as the Game Master think
+ would be appropriate. Needless to say, you can’t have a new
+ artifact pop up every other session — each story arc should
+ feature one or two at most.
+
+
+ Make sure your artifacts are important elements of the ongoing
+ story at the table, and not just “super powerful magical toys”.
+
+
ASTROSCOPE
+
A large globe filled with stars and swirling clouds.
+
+ Anyone who rests their hand atop this powerful artifact and gazes
+ upon the swirling energy within can manipulate the cycle of day
+ and night within a range of 1 travel day; they may also modify
+ weather conditions in the same area (wind, blizzards, snow,
+ clouds, and so on). This functions identically to an
+ Entropism (for day and night) or
+ Elementalism (for weather
+ conditions) Ritual, but this artifact does not consume Mind Points
+ and the user does not need to have mastered any of the magical
+ disciplines in question.
+
+
-
+
+
Artifact Descriptions
+
+
BLACK BLOOD
+
+ A large vial filled with an oily and sticky black substance.
+
+
+ It is said this liquid was gathered from a tainted spring in the
+ depths of the earth. Those who drink it gain a peculiar ability:
+ when killed, their spirit will not return to the stream of souls
+ that permeates the world. Instead, they will retain their
+ conscience and remain bound to the land of the living.
+
+
+ Why anyone would choose such a fate remains a mystery,
+ however...
+
+
+
+
DEAD MAN'S ZENIT
+
+ It resembles an ancient gold coin, save for the skull on its
+ back. Easily lost or misplaced, this unassuming gold coin
+ appears worn by age. Many who see the shining skull on its flip
+ side would laugh it out as a coinsmith's prank, but old sailors
+ would urge them to let the thing sink to the bottom of the
+ ocean: an old legend tells of an indestructible golden coin
+ whose bearer may command an army of ghostly pirates in exchange
+ for their own soul.
+
+
+
+
FINAL FEATHER
+
+ This beautiful feather shines with the colors of the rainbow.
+ Countless scholars have debated the nature and origin of this
+ forearm-sized feather but were unable to find an answer. Only
+ two things are certain: it's the last of its kind, and several
+ legends suggest it can be crushed into a light powder that can
+ resurrect a recently fallen creature.
+
+
+ Up until now, no one has gathered the courage to put that legend
+ to the test, especially because it would mean destroying the
+ feather.
+
+
+
+
HELM OF THOUGHTS
+
+ Fashioned from the skull of an unknown beast, this helm is
+ surprisingly light. Whoever wears this artifact can effortlessly
+ sense the surface thoughts and emotions of surrounding people.
+ By focusing their attention and using an action, the wearer can
+ read the thoughts of a specific living creature. While using the
+ dreadful power of this artifact, the target only feels a faint
+ tingling sensation at the base of their skull, unaware that
+ their mind is being read.
+
+
+
-
+
+
W ROD OF RISING EARTH
+
A forearm-sized staff made of brass-like metal.
+
+ This powerful artifact comes from an era of lost technology. Its
+ core body is made of a nigh-indestructible and extremely light
+ metal known as orichalcum, encasing a gem formed by crystalized
+ earth spirits. When placed in the center of a structure known as
+ "an orichalcum ring", whose nature and construction is yet
+ unknown, the rod may lift entire landmasses from the ground and
+ cause them to float and move.
+
+
SOULREND
+
The hyper-sharp edge glows with ominous light...
+
+ Resembling the lower portion of a shattered greatsword, this
+ artifact is almost useless in an actual fight: its true power lies
+ somewhere else. If the correct sequence of stances and movements
+ are performed, the wielder may isolate a single consciousness
+ present in the stream of souls and sever it from the flow. This is
+ a Ritualism effect of extreme potency, made easier if the soul in
+ question belongs to someone who recently passed, if they were of
+ especially strong character, or if the wielder of Soulrend had a
+ deep personal bond with them.
+
+
+ Depending on the outcome of the Check, the soul might only be
+ temporarily severed or even become unable to return to the
+ spiritual stream, doomed to gradually vanish into oblivion or
+ trapped in eternal torment.
+
+
TOME OF THE GATE
+
+ A hefty grimoire. Sometimes, the crimson eye on its cover seems to
+ move...
+
+
+ The pages of this ancient-looking book are filled with unreadable
+ gibberish and unsettling pictures, portraying nightmarish
+ creatures in their adoration of the sky.
+
+
+ If bathed in the light of a full moon, the ink begins to glow a
+ reddish hue and rises from the pages, twisting into a network of
+ writhing tendrils that tear at reality. This artifact opens a path
+ to the cosmos, which will close at daybreak.
+
+
-
-
ARTIFACTS
-
- While rare items allow you to customize your character, artifacts are the
- objects your entire campaign will revolve around. They don’t just grant you a
- bonus to Checks, improved damage or a way to ignore status effects: no,
- artifacts are so powerful that they draw the attention of the major factions
- in your world.
-
-
- Artifacts cannot be sold or purchased, except for truly ludicrous prices — and
- even then, there aren’t many who are willing to part with such powerful
- objects.
-
-
ARTIFACTS IN YOUR GAME
-
- There are no rules for designing an artifact: its fantastic effects should go
- way beyond those of typical spells and magical items, and are only limited by
- what you as the Game Master think would be appropriate. Needless to say, you
- can’t have a new artifact pop up every other session — each story arc should
- feature one or two at most.
-
-
- Make sure your artifacts are important elements of the ongoing story at the
- table, and not just “super powerful magical toys”.
-
-
ASTROSCOPE
-
A large globe filled with stars and swirling clouds.
-
- Anyone who rests their hand atop this powerful artifact and gazes upon the
- swirling energy within can manipulate the cycle of day and night within a
- range of 1 travel day; they may also modify weather conditions in the same
- area (wind, blizzards, snow, clouds, and so on). This functions identically to
- an Entropism (for day and night) or
- Elementalism (for weather conditions) Ritual,
- but this artifact does not consume Mind Points and the user does not need to
- have mastered any of the magical disciplines in question.
-
-
+
-
-
Artifact Descriptions
-
-
BLACK BLOOD
-
A large vial filled with an oily and sticky black substance.
-
- It is said this liquid was gathered from a tainted spring in the depths of
- the earth. Those who drink it gain a peculiar ability: when killed, their
- spirit will not return to the stream of souls that permeates the world.
- Instead, they will retain their conscience and remain bound to the land of
- the living.
-
-
Why anyone would choose such a fate remains a mystery, however...
-
-
-
DEAD MAN'S ZENIT
-
- It resembles an ancient gold coin, save for the skull on its back. Easily
- lost or misplaced, this unassuming gold coin appears worn by age. Many who
- see the shining skull on its flip side would laugh it out as a coinsmith's
- prank, but old sailors would urge them to let the thing sink to the bottom
- of the ocean: an old legend tells of an indestructible golden coin whose
- bearer may command an army of ghostly pirates in exchange for their own
- soul.
-
-
-
-
FINAL FEATHER
-
- This beautiful feather shines with the colors of the rainbow. Countless
- scholars have debated the nature and origin of this forearm-sized feather
- but were unable to find an answer. Only two things are certain: it's the
- last of its kind, and several legends suggest it can be crushed into a light
- powder that can resurrect a recently fallen creature.
-
-
- Up until now, no one has gathered the courage to put that legend to the
- test, especially because it would mean destroying the feather.
-
-
-
-
HELM OF THOUGHTS
-
- Fashioned from the skull of an unknown beast, this helm is surprisingly
- light. Whoever wears this artifact can effortlessly sense the surface
- thoughts and emotions of surrounding people. By focusing their attention and
- using an action, the wearer can read the thoughts of a specific living
- creature. While using the dreadful power of this artifact, the target only
- feels a faint tingling sensation at the base of their skull, unaware that
- their mind is being read.
-
-
-
+
+
DESIGNING BATTLES
+
+ As the Game Master, your role is to create battles that challenge
+ the Player Characters and enrich the story. The following pages
+ will provide you with a variety of tools and guidelines that will
+ help with the mechanical side — but first, there are a few
+ important points you should try to remember.
+
+
+
+ Relevant battles. A battle takes place when two
+ sides are at odds and resort to violence in order to achieve
+ their goals. Battles should be meaningful: they should build
+ upon what previously happened in the story, add new interesting
+ characters or plot elements and move things forward in some
+ important way.
+
+
+ People, not numbers. Characters are more than
+ their stats. They have emotions, a personality, their own lives
+ and goals — when they fight, they do so for a reason. Even the
+ ones that aren't the focus of your story should be treated as
+ more than disposable, faceless pawns.
+
+
+ More than the sum of its parts. There are a
+ variety of elements that can alter the threat posed by a
+ situation — the options available to Player Characters, for
+ instance, or the particular synergy between two monsters. Once
+ you add the environment, the whim of the dice and the occasional
+ use of Ritual magic into the mix, you can see that there is no
+ way to foresee the outcome of a battle — and that’s okay. Being
+ the GM has nothing to do with being “in control”, but rather
+ with your ability to react to unexpected situations. Battles are
+ just like that — sometimes, things will get weird, or the heroes
+ will steamroll their foe. Don’t sweat it too much.
+
+
+ Balance. While the advice in the coming pages
+ is geared towards building a somewhat balanced challenge,
+ remember that there’s nothing wrong with an easy battle every
+ once in a while, or the occasional super-hard boss fight. Just
+ don’t make those the norm, or they'll lose their charm!
+
+
+
+ More importantly, respect the Players' expectations and what you
+ discussed during session zero (see
+ page 147), and design battles
+ in accordance with what you agreed upon in terms of challenge and
+ complexity.
+
+
+
+ Take your time. When the heroes decide to fight
+ an enemy for which you don’t have any combat stats ready, it’s
+ perfectly okay to pause the game and take your time to design
+ those creatures. The rules on
+ page 302 have been designed
+ specifically to make this process as smooth and fast as
+ possible; once you have familiarized yourself with them,
+ creating new adversaries will only take a few minutes.
+
+
+
And there’s always the Bestiary, of course!
+
-
-
W ROD OF RISING EARTH
-
A forearm-sized staff made of brass-like metal.
-
- This powerful artifact comes from an era of lost technology. Its core body is
- made of a nigh-indestructible and extremely light metal known as orichalcum,
- encasing a gem formed by crystalized earth spirits. When placed in the center
- of a structure known as "an orichalcum ring", whose nature and construction is
- yet unknown, the rod may lift entire landmasses from the ground and cause them
- to float and move.
-
-
SOULREND
-
The hyper-sharp edge glows with ominous light...
-
- Resembling the lower portion of a shattered greatsword, this artifact is
- almost useless in an actual fight: its true power lies somewhere else. If the
- correct sequence of stances and movements are performed, the wielder may
- isolate a single consciousness present in the stream of souls and sever it
- from the flow. This is a Ritualism effect of extreme potency, made easier if
- the soul in question belongs to someone who recently passed, if they were of
- especially strong character, or if the wielder of Soulrend had a deep personal
- bond with them.
-
-
- Depending on the outcome of the Check, the soul might only be temporarily
- severed or even become unable to return to the spiritual stream, doomed to
- gradually vanish into oblivion or trapped in eternal torment.
-
-
TOME OF THE GATE
-
- A hefty grimoire. Sometimes, the crimson eye on its cover seems to move...
-
-
- The pages of this ancient-looking book are filled with unreadable gibberish
- and unsettling pictures, portraying nightmarish creatures in their adoration
- of the sky.
-
-
- If bathed in the light of a full moon, the ink begins to glow a reddish hue
- and rises from the pages, twisting into a network of writhing tendrils that
- tear at reality. This artifact opens a path to the cosmos, which will close at
- daybreak.
-
-
+
+
HOW MANY BATTLES?
+
+ In Fabula Ultima, battles will often take a heavy toll on the
+ characters' resources. On average, a group of Player Characters
+ can face any one of the following before needing to rest or
+ recharge Inventory Points:
+
+
+
Three easy battles.
+
+ Two normal battles, or one normal battle and one easy battle.
+
+
One hard battle.
+
+
See the next page for easy, normal, and hard battles.
+
PARTY LEVEL AND ENEMY LEVELS
+
+ When designing a battle, you should start by considering which
+ Player Characters are present on the scene and calculating their
+ Party Level.
+
+
+ The Party Level is equal to the highest character level among the
+ Player Characters that will take part in the battle. For instance,
+ a group that includes two level 10 PCs and one level 12 PC will
+ have a Party Level of 12.
+
+
Enemy Level Guidelines
+
If an enemy's level is... Then that enemy...
+
+
+ Lower than the Party Level: Is probably too
+ weak.
+
+
+ Within 5 levels of the Party Level: Should make
+ for an easy fight.
+
+
+ Within 10 levels of the Party Level: Should
+ make for a challenging fight.
+
+
+ Greater than the Party Level by 11+: Is
+ probably too strong.
+
+
+
+ The creature profiles in the Bestiary (page 319) are organized in five-level increments, which should give a
+ good range of enemies for your battles.
+
+
-
+
+
CREATURE RANKS
+
+ Adversaries in Fabula Ultima may be soldiers, elites, or
+ champions.
+
+
SOLDIERS
+
+ A soldier-rank foe is roughly on par with a Player Character of
+ its level. Creatures in the Bestiary are all soldiers — for
+ instance, a level 15 Cactroll (page 348) would approximately be as strong as a level 15 Player
+ Character.
+
+
+ Creatures designed following the rules found on
+ page 302 are also soldiers.
+
+
+ The basic assumption is that, when putting together a battle, you
+ should involve a number of enemy soldiers based on the following
+ guidelines:
+
+
+
Challenge
+
Number of Soldiers
+
+
Easy Battle
+
Equal to the number of Player Characters minus one.
+
+
+
Normal Battle
+
Equal to the number of Player Characters.
+
+
+
Hard Battle
+
Equal to the number of Player Characters plus one.
+
+
+
+ If the PCs are accompanied by helpful NPCs who get their own full
+ turn during the conflict, each of these allies should be counted
+ as an additional Player Character.
+
+
+ To spice things up, soldiers can be strengthened into elites and
+ champions.
+
+
-
+
+
44GAME MASTER
+
CHAPTER
+
CREATING AN ELITE
+
Elite creatures count as two soldiers of the same level.
+
+ If you want to turn a soldier into an elite, do the following:
+
+
+
+ Hit Points: Double the creature's maximum Hit
+ Points.
+
+
+ Skills: The creature gains one Skill of your
+ choice. This may be an NPC Skill (see
+ page 306) or a Skill taken
+ from a character Class.
+
+
+ Turns: During conflict scenes, an elite
+ performs two turns per round.
+
+
+ Initiative: The creature increases their
+ Initiative score by 2 points.
+
+
+
CREATING A CHAMPION
+
+ Champion creatures can replace any number of soldiers of the same
+ level.
+
+
+ If you want to turn a soldier into a champion, do the following:
+
+
+
+ Hit Points: Multiply the creature's maximum Hit
+ Points by the number of soldiers they are replacing.
+
+
+ Mind Points: Double the creature's maximum Mind
+ Points.
+
+
+ Skills: The creature gains a number of
+ additional Skills of your choice equal to the number of soldiers
+ replaced. These may be NPC Skills (see
+ page 306) or Skills taken
+ from a character Class.
+
+
+ Turns: During conflict scenes, a champion
+ performs a number of turns per round equal to the number of
+ soldiers they are replacing.
+
+
+ Initiative: The creature increases their
+ Initiative score by 1 point for every soldier they are
+ replacing.
+
+
+
+ Remember that while elites and champions can perform more than one
+ turn per round, they must still do so while alternating with the
+ Player Characters — that is, they will not perform back-to-back
+ turns if at least one Player Character has yet to act during the
+ round.
+
+
Story Snippet
+
The Petrified Woods are the Great Behemoth's hunting grounds.
+
And yet, some who encountered it were strangely spared.
+
-
-
DESIGNING BATTLES
-
- As the Game Master, your role is to create battles that challenge the Player
- Characters and enrich the story. The following pages will provide you with a
- variety of tools and guidelines that will help with the mechanical side — but
- first, there are a few important points you should try to remember.
-
-
-
- Relevant battles. A battle takes place when two sides are
- at odds and resort to violence in order to achieve their goals. Battles
- should be meaningful: they should build upon what previously happened in the
- story, add new interesting characters or plot elements and move things
- forward in some important way.
-
-
- People, not numbers. Characters are more than their stats.
- They have emotions, a personality, their own lives and goals — when they
- fight, they do so for a reason. Even the ones that aren't the focus of your
- story should be treated as more than disposable, faceless pawns.
-
-
- More than the sum of its parts. There are a variety of
- elements that can alter the threat posed by a situation — the options
- available to Player Characters, for instance, or the particular synergy
- between two monsters. Once you add the environment, the whim of the dice and
- the occasional use of Ritual magic into the mix, you can see that there is
- no way to foresee the outcome of a battle — and that’s okay. Being the GM
- has nothing to do with being “in control”, but rather with your ability to
- react to unexpected situations. Battles are just like that — sometimes,
- things will get weird, or the heroes will steamroll their foe. Don’t sweat
- it too much.
-
-
- Balance. While the advice in the coming pages is geared
- towards building a somewhat balanced challenge, remember that there’s
- nothing wrong with an easy battle every once in a while, or the occasional
- super-hard boss fight. Just don’t make those the norm, or they'll lose their
- charm!
-
-
-
- More importantly, respect the Players' expectations and what you discussed
- during session zero (see page 147), and
- design battles in accordance with what you agreed upon in terms of challenge
- and complexity.
-
-
-
- Take your time. When the heroes decide to fight an enemy
- for which you don’t have any combat stats ready, it’s perfectly okay to
- pause the game and take your time to design those creatures. The rules on
- page 302 have been designed specifically
- to make this process as smooth and fast as possible; once you have
- familiarized yourself with them, creating new adversaries will only take a
- few minutes.
-
-
-
And there’s always the Bestiary, of course!
-
+
+
LEVELS AND RANKS
+
+ Use levels and ranks as "sliders" to adjust the challenge posed by
+ a battle.
+
+
+ Example: When designing a battle involving three level 10 Player
+ Characters, two level 10 soldiers would make for an extremely easy
+ encounter, while a level 20 champion replacing four soldiers would
+ be feasible but particularly challenging. Anything between those
+ two extremes would be fair game — with a battle against three
+ level 15 soldiers being the most “average” option.
+
+
IDEAL LENGTH
+
+ In Fabula Ultima, a conflict should ideally last three to four
+ rounds. Keep this in mind when you design your battles.
+
+
+ If you want to think in terms of damage, this means that on
+ average, a successful enemy attack should do damage equal to one
+ third of an average Player Character's Hit Points. Similarly, a
+ PC's average attack should do damage equal to one third of an
+ average soldier-rank enemy's Hit Points.
+
+
DAMAGE TYPES
+
+ When designing a battle, consider what types of damage the group
+ has access to:
+
+
+
+ Combine adversaries with different Vulnerabilities and
+ Resistances.
+
+
+ Grant powerful adversaries the ability to alter their
+ Vulnerabilities and Resistances.
+
+
+ If a creature has a Vulnerability that two or more characters in
+ the group can exploit, balance this out by enhancing their
+ Defense, Magic Defense, or Hit Points.
+
+
+ If a creature has a large amount of Hit Points (as champions
+ often do), give them at least one Vulnerability that the party
+ can use to their advantage.
+
+
+
+ Make it so that Player Characters cannot simply apply the same
+ highest-damage option over and over during battles — that can get
+ boring fast.
+
+
-
-
HOW MANY BATTLES?
-
- In Fabula Ultima, battles will often take a heavy toll on the characters'
- resources. On average, a group of Player Characters can face any one of the
- following before needing to rest or recharge Inventory Points:
-
-
-
Three easy battles.
-
Two normal battles, or one normal battle and one easy battle.
-
One hard battle.
-
-
See the next page for easy, normal, and hard battles.
-
PARTY LEVEL AND ENEMY LEVELS
-
- When designing a battle, you should start by considering which Player
- Characters are present on the scene and calculating their Party Level.
-
-
- The Party Level is equal to the highest character level among the Player
- Characters that will take part in the battle. For instance, a group that
- includes two level 10 PCs and one level 12 PC will have a Party Level of 12.
-
-
Enemy Level Guidelines
-
If an enemy's level is... Then that enemy...
-
-
Lower than the Party Level: Is probably too weak.
-
- Within 5 levels of the Party Level: Should make for an easy
- fight.
-
-
- Within 10 levels of the Party Level: Should make for a
- challenging fight.
-
-
- Greater than the Party Level by 11+: Is probably too
- strong.
-
-
-
- The creature profiles in the Bestiary (page 319) are organized in five-level increments, which should give a good range of
- enemies for your battles.
-
-
+
+
GAME MASTER
+
CHAPTER INFORMATION AND HINTS
+
+ Even if the heroes face a powerful foe, it is incredibly important
+ for the battle to be transparent. It is your job as GM to
+ communicate the following clearly:
+
+
+
+ Crisis. Always make sure to tell the Players if
+ an enemy is in Crisis, and give hints if this caused it to gain
+ new abilities or change its damage Affinities.
+
+
+ Damage Affinities. If a creature takes damage,
+ tell the Players what the corresponding Affinity is —
+ Vulnerable, Resistant, and so on. Inform the Players again if
+ they use the same damage type and the creature's Affinity has
+ changed.
+
+
+ Changes in attacks and abilities. When a
+ creature uses an ability, if its effects have changed during the
+ scene, make sure the Players know.
+
+
+ "Charged attacks". If an enemy is about to use
+ a powerful attack — the kind that the Player Characters should
+ Guard against! — you should describe them charging their energy
+ at the start of the round, and only unleash the attack later so
+ that the group can prepare for it.
+
+
+
Always allow the group to make informed tactical choices.
+
RANDOM TARGETING
+
+ This is the default method of choosing targets in Fabula Ultima,
+ and it frees you from the responsibility of picking targets for
+ enemy attacks. Simply assign a number to each member of the Player
+ Character's side, and determine the targets of attacks, spells and
+ Skills by rolling dice.
+
+
SWARMS
+
+ If the Player Characters find themselves battling a great number
+ of identical creatures and you want them to feel powerful, treat
+ all those creatures as a single swarm.
+
+
+ Examples of swarms may be a horde of drooling zombies, a cloud of
+ deadly insects, or even an entire unit of trained magitech
+ gunners.
+
+
+ If you want to turn a creature into a swarm, just do it —
+ mechanically the creature will be the same, it is simply
+ “described” as a multitude of smaller beings within the narrative
+ of the scene.
+
+
+
-
-
CREATURE RANKS
-
Adversaries in Fabula Ultima may be soldiers, elites, or champions.
-
SOLDIERS
-
- A soldier-rank foe is roughly on par with a Player Character of its level.
- Creatures in the Bestiary are all soldiers — for instance, a level 15 Cactroll
- (page 348) would approximately be as
- strong as a level 15 Player Character.
-
-
- Creatures designed following the rules found on
- page 302 are also soldiers.
-
-
- The basic assumption is that, when putting together a battle, you should
- involve a number of enemy soldiers based on the following guidelines:
-
-
-
Challenge
-
Number of Soldiers
-
-
Easy Battle
-
Equal to the number of Player Characters minus one.
-
-
-
Normal Battle
-
Equal to the number of Player Characters.
-
-
-
Hard Battle
-
Equal to the number of Player Characters plus one.
-
-
-
- If the PCs are accompanied by helpful NPCs who get their own full turn during
- the conflict, each of these allies should be counted as an additional Player
- Character.
-
-
- To spice things up, soldiers can be strengthened into elites and champions.
-
-
+
+
OBSTACLES AND GIMMICKS
+
You may add extra complexity to your battles by including:
+
+
+ Defenders. Some creatures might completely
+ shield an ally from attacks; characters must either defeat these
+ defenders or find a way to circumvent them (probably through a
+ Clock of some kind, generally eight to ten sections).
+
+
+ Limited options. Some adversaries might only be
+ susceptible to specific actions until the heroes manage to alter
+ the situation in some way.
+
+
+ Gimmicks. Some battles might require characters
+ to perform actions in a certain order or use specific damage
+ types to disable their enemies' most powerful attacks. For
+ instance, a golem might be unable to unleash its lightning beam
+ if struck by bolt damage while charging its elemental coils.
+
+
+ Waves. This is a common situation in video
+ games. Each wave consists of a group of about three to five
+ enemies; defeating one wave causes the following wave to arrive
+ on the scene, turning the battle into a war of attrition. If you
+ want to make things easier for the Player Characters, give them
+ a round to regroup and recover between each of the waves.
+
+
+ Reinforcements. You might have new enemies join
+ the battle at the end of each round. These enemies should have
+ simple attacks and be relatively easy to defeat. You should
+ establish a limit beyond which no new enemies will be added to
+ the scene until some have been defeated.
+
+
+
+ Regardless of which options you choose, you should design battles
+ to challenge the heroes' ability to work as a team: don't shut
+ down any of their Skills completely, but rather push them towards
+ experimenting with what their characters can do in ways that are
+ different from the strategies they previously adopted.
+
+
-
-
44GAME MASTER
-
CHAPTER
-
CREATING AN ELITE
-
Elite creatures count as two soldiers of the same level.
-
If you want to turn a soldier into an elite, do the following:
-
-
- Hit Points: Double the creature's maximum Hit Points.
-
-
- Skills: The creature gains one Skill of your choice. This
- may be an NPC Skill (see page 306) or a
- Skill taken from a character Class.
-
-
- Turns: During conflict scenes, an elite performs two turns
- per round.
-
-
- Initiative: The creature increases their Initiative score
- by 2 points.
-
-
-
CREATING A CHAMPION
-
Champion creatures can replace any number of soldiers of the same level.
-
If you want to turn a soldier into a champion, do the following:
-
-
- Hit Points: Multiply the creature's maximum Hit Points by
- the number of soldiers they are replacing.
-
-
- Mind Points: Double the creature's maximum Mind Points.
-
-
- Skills: The creature gains a number of additional Skills of
- your choice equal to the number of soldiers replaced. These may be NPC
- Skills (see page 306) or Skills taken
- from a character Class.
-
-
- Turns: During conflict scenes, a champion performs a number
- of turns per round equal to the number of soldiers they are replacing.
-
-
- Initiative: The creature increases their Initiative score
- by 1 point for every soldier they are replacing.
-
-
-
- Remember that while elites and champions can perform more than one turn per
- round, they must still do so while alternating with the Player Characters —
- that is, they will not perform back-to-back turns if at least one Player
- Character has yet to act during the round.
-
-
Story Snippet
-
The Petrified Woods are the Great Behemoth's hunting grounds.
-
And yet, some who encountered it were strangely spared.
-
+
+
OBSTACLES AND GIMMICKS
+
You may add extra complexity to your battles by including:
+
+
+ Defenders. Some creatures might completely
+ shield an ally from attacks; characters must either defeat these
+ defenders or find a way to circumvent them (probably through a
+ Clock of some kind, generally eight to ten sections).
+
+
+ Limited options. Some adversaries might only be
+ susceptible to specific actions until the heroes manage to alter
+ the situation in some way.
+
+
+ Gimmicks. Some battles might require characters
+ to perform actions in a certain order or use specific damage
+ types to disable their enemies' most powerful attacks. For
+ instance, a golem might be unable to unleash its lightning beam
+ if struck by bolt damage while charging its elemental coils.
+
+
+ Waves. This is a common situation in video
+ games. Each wave consists of a group of about three to five
+ enemies; defeating one wave causes the following wave to arrive
+ on the scene, turning the battle into a war of attrition. If you
+ want to make things easier for the Player Characters, give them
+ a round to regroup and recover between each of the waves.
+
+
+ Reinforcements. You might have new enemies join
+ the battle at the end of each round. These enemies should have
+ simple attacks and be relatively easy to defeat. You should
+ establish a limit beyond which no new enemies will be added to
+ the scene until some have been defeated.
+
+
+
+ Regardless of which options you choose, you should design battles
+ to challenge the heroes' ability to work as a team: don't shut
+ down any of their Skills completely, but rather push them towards
+ experimenting with what their characters can do in ways that are
+ different from the strategies they previously adopted.
+
+
-
-
LEVELS AND RANKS
-
- Use levels and ranks as "sliders" to adjust the challenge posed by a battle.
-
-
- Example: When designing a battle involving three level 10 Player Characters,
- two level 10 soldiers would make for an extremely easy encounter, while a
- level 20 champion replacing four soldiers would be feasible but particularly
- challenging. Anything between those two extremes would be fair game — with a
- battle against three level 15 soldiers being the most “average” option.
-
-
IDEAL LENGTH
-
- In Fabula Ultima, a conflict should ideally last three to four rounds. Keep
- this in mind when you design your battles.
-
-
- If you want to think in terms of damage, this means that on average, a
- successful enemy attack should do damage equal to one third of an average
- Player Character's Hit Points. Similarly, a PC's average attack should do
- damage equal to one third of an average soldier-rank enemy's Hit Points.
-
-
DAMAGE TYPES
-
- When designing a battle, consider what types of damage the group has access
- to:
-
-
-
Combine adversaries with different Vulnerabilities and Resistances.
-
- Grant powerful adversaries the ability to alter their Vulnerabilities and
- Resistances.
-
-
- If a creature has a Vulnerability that two or more characters in the group
- can exploit, balance this out by enhancing their Defense, Magic Defense, or
- Hit Points.
-
-
- If a creature has a large amount of Hit Points (as champions often do), give
- them at least one Vulnerability that the party can use to their advantage.
-
-
-
- Make it so that Player Characters cannot simply apply the same highest-damage
- option over and over during battles — that can get boring fast.
-
-
+
+
ENVIRONMENTAL EFFECTS
+
+ Any battle can be made more interesting by adding environmental
+ effects. You should try to introduce such features after one or
+ two sessions to grow familiar with the combat rules before
+ experimenting with them!
+
+
+ Here are some examples of environmental effects; the damage they
+ deal should be based on the table on
+ page 93.
+
+
ELEMENTAL AURA
+
+ This effect grants all creatures a Resistance or Vulnerability to
+ a specific type of damage (such as a cursed cathedral granting
+ everyone Resistance to light damage, or ocean water granting
+ Resistance to fire but Vulnerability to bolt).
+
+
RISING DANGER
+
+ This effects adds one or more elements of increasing danger to the
+ scene; perhaps the site of the battle is cursed and causes a new
+ penalty at the end of each round (such as MP loss, a status
+ effect, or direct HP loss). This puts a timer on the battle and
+ forces the heroes to take risks in order to defeat the enemy
+ quickly.
+
+
TRAPS AND HAZARDS
+
+ A natural danger or a mechanical contraption might deal damage to
+ some creatures at the end of each round, or to any character that
+ performs a specific action. Typical examples are poisonous fogs,
+ lightning storms, or magical anomalies.
+
+
UNSTABLE AREA
+
+ The battlefield might react to specific actions, dealing damage to
+ all participants or to randomly selected characters. For instance,
+ explosive barrels might detonate whenever a fire-based spell is
+ cast or a fire-based attack is performed.
+
+
+ When you introduce an environmental effect, you should allow
+ Player Characters to find ways to disable it or turn its effects
+ against their adversaries. This will normally require filling a
+ Clock through the Objective action.
+
+
-
-
GAME MASTER
-
CHAPTER INFORMATION AND HINTS
-
- Even if the heroes face a powerful foe, it is incredibly important for the
- battle to be transparent. It is your job as GM to communicate the following
- clearly:
-
-
-
- Crisis. Always make sure to tell the Players if an enemy is
- in Crisis, and give hints if this caused it to gain new abilities or change
- its damage Affinities.
-
-
- Damage Affinities. If a creature takes damage, tell the
- Players what the corresponding Affinity is — Vulnerable, Resistant, and so
- on. Inform the Players again if they use the same damage type and the
- creature's Affinity has changed.
-
-
- Changes in attacks and abilities. When a creature uses an
- ability, if its effects have changed during the scene, make sure the Players
- know.
-
-
- "Charged attacks". If an enemy is about to use a powerful
- attack — the kind that the Player Characters should Guard against! — you
- should describe them charging their energy at the start of the round, and
- only unleash the attack later so that the group can prepare for it.
-
-
-
Always allow the group to make informed tactical choices.
-
RANDOM TARGETING
-
- This is the default method of choosing targets in Fabula Ultima, and it frees
- you from the responsibility of picking targets for enemy attacks. Simply
- assign a number to each member of the Player Character's side, and determine
- the targets of attacks, spells and Skills by rolling dice.
-
-
SWARMS
-
- If the Player Characters find themselves battling a great number of identical
- creatures and you want them to feel powerful, treat all those creatures as a
- single swarm.
-
-
- Examples of swarms may be a horde of drooling zombies, a cloud of deadly
- insects, or even an entire unit of trained magitech gunners.
-
-
- If you want to turn a creature into a swarm, just do it — mechanically the
- creature will be the same, it is simply “described” as a multitude of smaller
- beings within the narrative of the scene.
-
-
-
+
+ as a minor Villain and given a pool of Ultima Points (see
+ page 101). as a minor Villain
+ and given a pool of Ultima Points (see
+ page 101). and can use the
+ Guardian's Protect Skill (page 197). The left pincer is and can use the Guardian's Protect Skill (page 197). The left pincer is
+
-
-
OBSTACLES AND GIMMICKS
-
You may add extra complexity to your battles by including:
-
-
- Defenders. Some creatures might completely shield an ally
- from attacks; characters must either defeat these defenders or find a way to
- circumvent them (probably through a Clock of some kind, generally eight to
- ten sections).
-
-
- Limited options. Some adversaries might only be susceptible
- to specific actions until the heroes manage to alter the situation in some
- way.
-
-
- Gimmicks. Some battles might require characters to perform
- actions in a certain order or use specific damage types to disable their
- enemies' most powerful attacks. For instance, a golem might be unable to
- unleash its lightning beam if struck by bolt damage while charging its
- elemental coils.
-
-
- Waves. This is a common situation in video games. Each wave
- consists of a group of about three to five enemies; defeating one wave
- causes the following wave to arrive on the scene, turning the battle into a
- war of attrition. If you want to make things easier for the Player
- Characters, give them a round to regroup and recover between each of the
- waves.
-
-
- Reinforcements. You might have new enemies join the battle
- at the end of each round. These enemies should have simple attacks and be
- relatively easy to defeat. You should establish a limit beyond which no new
- enemies will be added to the scene until some have been defeated.
-
-
-
- Regardless of which options you choose, you should design battles to challenge
- the heroes' ability to work as a team: don't shut down any of their Skills
- completely, but rather push them towards experimenting with what their
- characters can do in ways that are different from the strategies they
- previously adopted.
-
-
+
+
GAME MASTER GUIDANCE
+
CHAPTER
+
MULTIPLE PHASES
+
+ You might design a boss fight where the main enemy, once reduced
+ to 0 Hit Points, transforms into a more powerful version that is a
+ completely new creature, with its Hit Points and Mind Points fully
+ restored.
+
+
+ The creature will only be considered "defeated" (and thus choose
+ between escaping and surrendering) once all phases have been
+ reduced to 0 Hit Points.
+
+
+ When you design a battle with multiple phases, the first one
+ should be more of a warm-up (generally a normal or even easy
+ challenge) and the “true” fight should only begin once the villain
+ has transformed. If you want to go for the ultimate challenge, you
+ could build a three-phase battle that goes from easy to normal and
+ then culminates with a hard fight!
+
+
+ If you do this, it can be a good idea to give the heroes a free
+ round of actions to prepare themselves between one phase and the
+ other.
+
+
+ Just be mindful that a multi-phase battle can take a long time —
+ plan accordingly and make sure you have time for it during the
+ session!
+
+
ROUTINES
+
+ You can give the boss battle a routine: the creatures perform
+ actions in the same order, round after round. This option makes
+ the battle slightly easier to manage as the Game Master, while
+ also making it feel very video game-y.
+
+
+ It's not for everyone, but it can be an interesting solution to
+ experiment with.
+
+
BE PREPARED
+
+ One final piece of advice: since crafting an interesting and
+ challenging boss fight can take up to half an hour of work,
+ prepare stats for your Villains and potential bosses in advance.
+
+
+ Updating an enemy to match the level of your group is much quicker
+ than having to come up with the whole battle on the spot.
+
+
+
-
-
OBSTACLES AND GIMMICKS
-
You may add extra complexity to your battles by including:
-
-
- Defenders. Some creatures might completely shield an ally
- from attacks; characters must either defeat these defenders or find a way to
- circumvent them (probably through a Clock of some kind, generally eight to
- ten sections).
-
-
- Limited options. Some adversaries might only be susceptible
- to specific actions until the heroes manage to alter the situation in some
- way.
-
-
- Gimmicks. Some battles might require characters to perform
- actions in a certain order or use specific damage types to disable their
- enemies' most powerful attacks. For instance, a golem might be unable to
- unleash its lightning beam if struck by bolt damage while charging its
- elemental coils.
-
-
- Waves. This is a common situation in video games. Each wave
- consists of a group of about three to five enemies; defeating one wave
- causes the following wave to arrive on the scene, turning the battle into a
- war of attrition. If you want to make things easier for the Player
- Characters, give them a round to regroup and recover between each of the
- waves.
-
-
- Reinforcements. You might have new enemies join the battle
- at the end of each round. These enemies should have simple attacks and be
- relatively easy to defeat. You should establish a limit beyond which no new
- enemies will be added to the scene until some have been defeated.
-
-
-
- Regardless of which options you choose, you should design battles to challenge
- the heroes' ability to work as a team: don't shut down any of their Skills
- completely, but rather push them towards experimenting with what their
- characters can do in ways that are different from the strategies they
- previously adopted.
-
-
+
+
DESIGNING NPCs
+
+ While running the game, you will sometimes find yourself in need
+ of an NPC whose statistics aren't already provided by the
+ bestiary. When this happens, you have two possible choices:
+
+
+
+ Reskin. The process known as “reskinning”
+ consists of taking an NPC of the appropriate level and simply
+ describing them as something different, with minor
+ modifications. For instance, if you need a dragon for your
+ session but your group is level 9, you could use a drake (which
+ is level 10) and grant it the ability to fly since the rest of
+ the monster's profile is already fitting.
+
+
+ Create from scratch. The alternative is to
+ build your own NPC. This process normally takes ten to fifteen
+ minutes, and possibly longer at high levels.
+
+
+
+ Over the course of this section, you will learn how to build a
+ soldier-rank NPC from scratch; please keep in mind that, while
+ this system gives you clear guidelines, the challenge posed by a
+ given NPC will vary greatly depending on the Player Characters'
+ Skills, equipment, and current resources!
+
+
Character Concept
+
+ Think about the NPC's role in the world and pick four Traits that
+ make them unique: a personality, a need or instinct, or even a
+ specific quirk of their nature. Much like a Player Character's
+ Identity, Theme and Origin, an NPC's Traits help you portray them
+ as a three-dimensional being. Villains may also invoke their
+ Traits to reroll Checks (page 46).
+
+
Building the Profile
+
+
+ Distribute one of the following arrays among the NPC's
+ Attributes:
+
+
Jack of All Trades: d8, d8, d8, d8
+
Standard: d10, d8, d8, d6
+
Specialized: d10, d10, d6, d6
+
Super Specialized: d12, d8, d6, d6
+
+
+ Upon reaching levels 20, 40, and 60, the NPC chooses one of
+ its Attributes and increases it by one die size (to a
+ maximum of d12).
+
+
+
+ Choose the NPC's level: From a minimum of 5 to
+ a maximum of 60.
+
+
+ Choose the NPC’s Species: beast, construct,
+ demon, elemental, humanoid, monster, plant, or undead. Each
+ Species has its own rules. You can find more information about
+ Species on the upcoming pages.
+
+
+
-
-
ENVIRONMENTAL EFFECTS
-
- Any battle can be made more interesting by adding environmental effects. You
- should try to introduce such features after one or two sessions to grow
- familiar with the combat rules before experimenting with them!
-
-
- Here are some examples of environmental effects; the damage they deal should
- be based on the table on page 93.
-
-
ELEMENTAL AURA
-
- This effect grants all creatures a Resistance or Vulnerability to a specific
- type of damage (such as a cursed cathedral granting everyone Resistance to
- light damage, or ocean water granting Resistance to fire but Vulnerability to
- bolt).
-
-
RISING DANGER
-
- This effects adds one or more elements of increasing danger to the scene;
- perhaps the site of the battle is cursed and causes a new penalty at the end
- of each round (such as MP loss, a status effect, or direct HP loss). This puts
- a timer on the battle and forces the heroes to take risks in order to defeat
- the enemy quickly.
-
-
TRAPS AND HAZARDS
-
- A natural danger or a mechanical contraption might deal damage to some
- creatures at the end of each round, or to any character that performs a
- specific action. Typical examples are poisonous fogs, lightning storms, or
- magical anomalies.
-
-
UNSTABLE AREA
-
- The battlefield might react to specific actions, dealing damage to all
- participants or to randomly selected characters. For instance, explosive
- barrels might detonate whenever a fire-based spell is cast or a fire-based
- attack is performed.
-
-
- When you introduce an environmental effect, you should allow Player Characters
- to find ways to disable it or turn its effects against their adversaries. This
- will normally require filling a Clock through the Objective action.
-
-
+
+
NPC Character Sheet Mechanics
+
Calculate the NPC's Secondary Scores
+
+
+ Initiative equal to {base Dexterity die size +
+ base Insight die size}, divided by 2. Remember to apply
+ penalties due to armor.
+
+
+ Maximum HP equal to {twice the NPC's level} +
+ {five times the NPC's base Might die size}.
+
+
+ Crisis score equal to half the NPC's maximum
+ HP.
+
+
+ Maximum MP equal to {the NPC's level} + {five
+ times the NPC's base Willpower die size}.
+
+
+ Defense equal to the NPC's current Dexterity
+ die size.
+
+
+ Magic Defense equal to the NPC's current
+ Insight die size.
+
+
+
Basic Attacks
+
+ The NPC may have any number of basic attacks—these can be melee
+ ($) or ranged
+ (aa). Basic attacks start with the
+ following profile: (Attack Name) {Attribute +
+ Attribute} {HR + 5} (type) damage.
+
+
+ The Accuracy Checks for these attacks may rely on any Attributes
+ you choose, such as {INS + WLP} or {MIG + MIG}, and you are free
+ to choose whatever damage type seems more appropriate.
+
+
+ Basic attacks may also be modified by Skills (see below); if an
+ NPC can equip weapons, these too will count among the creature's
+ basic attacks.
+
+
Choosing the NPC’s Skills
+
+ Each NPC receives a basic number of free Skills based on their
+ Species (see next page), plus:
+
+
+
They gain an additional Skill every ten levels.
+
+ They may gain any number of extra Skills by taking an equal
+ number of Vulnerabilities. Vulnerability to physical damage
+ grants two Skills.
+
+
+
+ Skills may be NPC Skills (page 306) or come from character Classes.
+
+
Level Bonuses
+
+ NPCs gain a bonus to Accuracy Checks and Magic Checks equal to
+ {their level, divided by ten and rounded down to a minimum of 0}.
+
+
+ Furthermore, all NPCs that are level 20 or higher deal 5 extra
+ damage with their attacks and spells. This bonus increases to 10
+ extra damage for NPCs level 40 or higher, and 15 extra damage for
+ NPCs of level 60.
+
+
-
-as a minor Villain and given a pool of Ultima Points (see
-page 101). as a minor Villain and given a
-pool of Ultima Points (see page 101). and
-can use the Guardian's Protect Skill (page 197). The left pincer is and can use the Guardian's Protect Skill (page 197). The left pincer is
-
+
+
NPC SPECIES
+
An NPC must belong to one of the following eight Species.
+
+
BEAST
+
Starting Skills: 4
+
+ Beasts are feral creatures with animal intelligence. While their
+ shape is sometimes twisted by magic, they generally do not use
+ spells.
+
+
+
+ Examples: Giant rat, sun bear, warrior ant.
+
+
+ Rules: Beasts cannot acquire the Use
+ Equipment Skill.
+
+
+
+
+
CONSTRUCT
+
Starting Skills: 2
+
+ Constructs are artificial beings animated by the power of souls,
+ often crafted by alchemists, mages, or scientists.
+
+
+
+ Examples: Gargoyle, golem, magitech soldier.
+
+
+ Rules: Constructs are Immune to poison
+ damage, Resistant to earth damage, and immune to poisoned.
+
+
+
+
+
DEMON
+
Starting Skills: 3
+
+ Demons are incarnations of legends and beliefs. Despite
+ possessing a body, they are not truly alive. Some may even
+ reincarnate when slain.
+
+
+
Examples: Boogeyman, devil, imp.
+
+ Rules: Demons are Resistant to two damage
+ types of your choice.
+
+
+
+
+
ELEMENTAL
+
Starting Skills: 2
+
+ Elementals are tangible manifestations of the great forces of
+ nature. Some of them are sentient, but many are devoid of
+ thought.
+
+
+
Examples: Nymph, phoenix, titan.
+
+ Rules: Elementals are Immune to poison
+ damage, Immune to a second damage type of your choice, and
+ immune to poisoned.
+
+
+
+
-
-
GAME MASTER GUIDANCE
-
CHAPTER
-
MULTIPLE PHASES
-
- You might design a boss fight where the main enemy, once reduced to 0 Hit
- Points, transforms into a more powerful version that is a completely new
- creature, with its Hit Points and Mind Points fully restored.
-
-
- The creature will only be considered "defeated" (and thus choose between
- escaping and surrendering) once all phases have been reduced to 0 Hit Points.
-
-
- When you design a battle with multiple phases, the first one should be more of
- a warm-up (generally a normal or even easy challenge) and the “true” fight
- should only begin once the villain has transformed. If you want to go for the
- ultimate challenge, you could build a three-phase battle that goes from easy
- to normal and then culminates with a hard fight!
-
-
- If you do this, it can be a good idea to give the heroes a free round of
- actions to prepare themselves between one phase and the other.
-
-
- Just be mindful that a multi-phase battle can take a long time — plan
- accordingly and make sure you have time for it during the session!
-
-
ROUTINES
-
- You can give the boss battle a routine: the creatures perform actions in the
- same order, round after round. This option makes the battle slightly easier to
- manage as the Game Master, while also making it feel very video game-y.
-
-
- It's not for everyone, but it can be an interesting solution to experiment
- with.
-
-
BE PREPARED
-
- One final piece of advice: since crafting an interesting and challenging boss
- fight can take up to half an hour of work, prepare stats for your Villains and
- potential bosses in advance.
-
-
- Updating an enemy to match the level of your group is much quicker than having
- to come up with the whole battle on the spot.
-
-
-
+
+
+
Creature Template Information
+
+
44GAME MASTER | 305
+
CHAPTER
+
+
+
HUMANOID
+
Starting Skills: 3
+
+ This is a broad category, a catch-all term for intelligent
+ creatures who tend to live in communities and rely on tools
+ and equipment.
+
+
Examples:
+
+
Bandit
+
kobold
+
ogre.
+
+
+ Rules: Humanoids always gain the Use
+ Equipment Skill for free.
+
+
+
+
+
MONSTER
+
Starting Skills: 4
+
+ Monsters are magical beasts, generally quite intelligent and
+ gifted with supernatural powers. Their features are often
+ bizarre.
+
+
Examples:
+
+
Basilisk
+
dragon
+
mimic.
+
+
+ Rules: Monsters have no special rules.
+
+
+
+
+
PLANT
+
Starting Skills: 3
+
+ Far from being typical vegetation, these plants have evolved
+ into dangerous predators due to mutation or magical influence.
+
+
Examples:
+
+
Alraune
+
dragontrap
+
treant.
+
+
+ Rules: Plants are immune to dazed, shaken and
+ enraged, and Vulnerable to (choose one: air, bolt, fire, ice)
+ damage.
+
+
+
+
+
UNDEAD
+
Starting Skills: 2
+
+ Undead may be corpses reanimated through magic or restless
+ spirits unable to peacefully return to the stream of souls
+ that forms creation.
+
+
Examples:
+
+
Mummy
+
skeleton
+
zombie.
+
+
+ Rules: Undead are Immune to dark and poison
+ damage, immune to poisoned, and Vulnerable to light damage.
+
+ Additionally, when an effect (such as an Arcanum, a potion
+ or a spell) would cause an undead creature to recover Hit
+ Points, whoever controls that effect may instead have the
+ undead lose half as many Hit Points.
+
+
+
+
+
+
+ Rising from the Dark Side of the Moon is the Tower of
+ Orichalcum, where the first monster was born.
+
+
+
+
-
-
DESIGNING NPCs
-
- While running the game, you will sometimes find yourself in need of an NPC
- whose statistics aren't already provided by the bestiary. When this happens,
- you have two possible choices:
-
-
-
- Reskin. The process known as “reskinning” consists of
- taking an NPC of the appropriate level and simply describing them as
- something different, with minor modifications. For instance, if you need a
- dragon for your session but your group is level 9, you could use a drake
- (which is level 10) and grant it the ability to fly since the rest of the
- monster's profile is already fitting.
-
-
- Create from scratch. The alternative is to build your own
- NPC. This process normally takes ten to fifteen minutes, and possibly longer
- at high levels.
-
-
-
- Over the course of this section, you will learn how to build a soldier-rank
- NPC from scratch; please keep in mind that, while this system gives you clear
- guidelines, the challenge posed by a given NPC will vary greatly depending on
- the Player Characters' Skills, equipment, and current resources!
-
-
Character Concept
-
- Think about the NPC's role in the world and pick four Traits that make them
- unique: a personality, a need or instinct, or even a specific quirk of their
- nature. Much like a Player Character's Identity, Theme and Origin, an NPC's
- Traits help you portray them as a three-dimensional being. Villains may also
- invoke their Traits to reroll Checks (page 46).
-
-
Building the Profile
-
-
- Distribute one of the following arrays among the NPC's
- Attributes:
-
-
Jack of All Trades: d8, d8, d8, d8
-
Standard: d10, d8, d8, d6
-
Specialized: d10, d10, d6, d6
-
Super Specialized: d12, d8, d6, d6
-
-
- Upon reaching levels 20, 40, and 60, the NPC chooses one of its
- Attributes and increases it by one die size (to a maximum of d12).
-
-
-
- Choose the NPC's level: From a minimum of 5 to a maximum of
- 60.
-
-
- Choose the NPC’s Species: beast, construct, demon,
- elemental, humanoid, monster, plant, or undead. Each Species has its own
- rules. You can find more information about Species on the upcoming pages.
-
-
-
+
+
NPC SKILLS
+
+ What follows is a list of common NPC Skills. You are encouraged to
+ create your own custom Skills, using these as a guideline.
+
+
+ Remember that your goal when designing a Non-Player Character is
+ to provide a memorable encounter and an interesting challenge.
+ Keep the PC’s strengths and weaknesses in mind, and make sure to
+ create synergies between the NPC’s attacks and abilities!
+
+
+ Each Skill can be taken more than once, with the exception of
+ Skills marked as limited. That said, you are encouraged to go for
+ variety whenever possible.
+
+
CRISIS EFFECT
+
+ As long as they are in Crisis, your creature gains a special
+ benefit or ability.
+
+
Examples are:
+
+
Your NPC's damage Affinities change.
+
+ Damage dealt by your NPC ignores Resistances (or maybe even
+ Immunities).
+
+
One or more of your NPC's attacks gain multi (2).
+
+
+ Since this Skill will only activate when the creature is already
+ severely damaged, it's okay for the effects to be quite strong.
+
+
DAMAGE ABSORPTION
+
+ Choose any one damage type your NPC is already Resistant or Immune
+ to: they gain Absorption towards the chosen damage type.
+
+
+ This Skill is perfect for elemental creatures that may grow
+ stronger when struck by attacks matching their element and should
+ generally be accompanied by one or two Vulnerabilities that can be
+ exploited by clever Player Characters.
+
+
DAMAGE IMMUNITY
+
+ Your NPC gains Immunity to one damage type of your choice they
+ were not Vulnerable to. Be careful when making a creature Immune
+ to physical damage since it’s the most common damage type during
+ the early levels.
+
+
-
-
NPC Character Sheet Mechanics
-
Calculate the NPC's Secondary Scores
-
-
- Initiative equal to {base Dexterity die size + base Insight
- die size}, divided by 2. Remember to apply penalties due to armor.
-
-
- Maximum HP equal to {twice the NPC's level} + {five times
- the NPC's base Might die size}.
-
-
Crisis score equal to half the NPC's maximum HP.
-
- Maximum MP equal to {the NPC's level} + {five times the
- NPC's base Willpower die size}.
-
-
- Defense equal to the NPC's current Dexterity die size.
-
-
- Magic Defense equal to the NPC's current Insight die size.
-
-
-
Basic Attacks
-
- The NPC may have any number of basic attacks—these can be melee
- ($) or ranged (aa).
- Basic attacks start with the following profile:
- (Attack Name) {Attribute + Attribute} {HR + 5} (type) damage.
-
-
- The Accuracy Checks for these attacks may rely on any Attributes you choose,
- such as {INS + WLP} or {MIG + MIG}, and you are free to choose whatever damage
- type seems more appropriate.
-
-
- Basic attacks may also be modified by Skills (see below); if an NPC can equip
- weapons, these too will count among the creature's basic attacks.
-
-
Choosing the NPC’s Skills
-
- Each NPC receives a basic number of free Skills based on their Species (see
- next page), plus:
-
-
-
They gain an additional Skill every ten levels.
-
- They may gain any number of extra Skills by taking an equal number of
- Vulnerabilities. Vulnerability to physical damage grants two Skills.
-
-
-
- Skills may be NPC Skills (page 306) or
- come from character Classes.
-
-
Level Bonuses
-
- NPCs gain a bonus to Accuracy Checks and Magic Checks equal to {their level,
- divided by ten and rounded down to a minimum of 0}.
-
-
- Furthermore, all NPCs that are level 20 or higher deal 5 extra damage with
- their attacks and spells. This bonus increases to 10 extra damage for NPCs
- level 40 or higher, and 15 extra damage for NPCs of level 60.
-
-
+
+
+
+
GAME MASTER
+
Chapter 307
+
+
+
DAMAGE RESISTANCE
+
+ Your NPC gains Resistance to two damage types of your choice.
+ If you choose a type the NPC was Vulnerable to, they don't
+ become Resistant to it: instead, they simply lose the
+ corresponding Vulnerability (only Vulnerabilities caused by
+ the NPC's Species can be removed this way).
+
+
+
+
FINAL ACT (LIMITED)
+
+ When reduced to 0 HP, your NPC can immediately perform some
+ sort of special action or attack. Self-destructing robots and
+ exploding fire elementals are great classics.
+
+
+ Take some liberty with this Skill, making it powerful but also
+ a hindrance for the NPC’s allies. If this Skill deals damage,
+ it should be minor (see
+ page 93).
+
+
+
+
FLYING (LIMITED)
+
+ Your NPC has the ability to fly or levitate. In addition to
+ the obvious narrative benefits, creatures on the ground cannot
+ reach your NPC with melee attacks as long as your NPC is in
+ mid-air (but your NPC can perform melee attacks against
+ targets who are on the ground).
+
+
+
+ Limitation 1: If the NPC suffers damage of
+ a type they are Vulnerable to, they are immediately forced
+ to land and lose the benefits of this Skill until the end of
+ the round, when they will automatically resume flight. Your
+ NPC may also be forced to land by spending an opportunity.
+
+
+ Limitation 2: As long as it is in Crisis,
+ the NPC loses all benefits granted by this Skill.
+
+
+
+
+
IMPROVED DAMAGE
+
+ Choose one of your NPC's attacks or spells: it now deals 5
+ extra damage. If you acquire this Skill multiple times, you
+ must always apply it to a different source of damage.
+
+
+ Caution: Be careful when using this Skill to
+ increase damage dealt by attacks with multi.
+
+
+
+
IMPROVED DEFENSES
+
Choose one option:
+
+
+ Your NPC gains a +2 bonus to Defense and a +1 bonus to Magic
+ Defense.
+
+
+ Your NPC gains a +1 bonus to Defense and a +2 bonus to Magic
+ Defense.
+
+
+
+ This Skill can be taken only twice, and its effects are
+ cumulative with those granted by equipment and other
+ Skills.
+
+
+
+
-
-
NPC SPECIES
-
An NPC must belong to one of the following eight Species.
-
-
BEAST
-
Starting Skills: 4
-
- Beasts are feral creatures with animal intelligence. While their shape is
- sometimes twisted by magic, they generally do not use spells.
-
-
-
Examples: Giant rat, sun bear, warrior ant.
-
- Rules: Beasts cannot acquire the Use Equipment Skill.
-
-
-
-
-
CONSTRUCT
-
Starting Skills: 2
-
- Constructs are artificial beings animated by the power of souls, often
- crafted by alchemists, mages, or scientists.
-
-
-
Examples: Gargoyle, golem, magitech soldier.
-
- Rules: Constructs are Immune to poison damage, Resistant
- to earth damage, and immune to poisoned.
-
-
-
-
-
DEMON
-
Starting Skills: 3
-
- Demons are incarnations of legends and beliefs. Despite possessing a body,
- they are not truly alive. Some may even reincarnate when slain.
-
-
-
Examples: Boogeyman, devil, imp.
-
- Rules: Demons are Resistant to two damage types of your
- choice.
-
-
-
-
-
ELEMENTAL
-
Starting Skills: 2
-
- Elementals are tangible manifestations of the great forces of nature. Some
- of them are sentient, but many are devoid of thought.
-
-
-
Examples: Nymph, phoenix, titan.
-
- Rules: Elementals are Immune to poison damage, Immune to
- a second damage type of your choice, and immune to poisoned.
-
-
-
-
+
+
+
Improved Hit Points
+
Your NPC's maximum Hit Points are increased by 10.
+
+ This Skill is excellent for creatures that need to compensate
+ for low defenses or damage Vulnerabilities.
+
+
+
+
Improved Initiative (Limited)
+
Your NPC gains a +4 bonus to their Initiative score.
+
+
+
Reaction
+
+ Your NPC reacts to a specific trigger (such as being missed by
+ an attack, or hit by an offensive spell). Examples are:
+
+
+
+ Performs an attack after being missed by a melee attack.
+
+
Deals minor damage when hit by an offensive spell.
+
Recovers some Mind Points when damaged.
+
+
+
+
Special Attack
+
+ Choose one of your NPC's attacks and add a special effect.
+ Examples are:
+
+
+
The attack gains multi (2).
+
The attack targets Magic Defense instead of Defense.
+
The target suffers a status effect.
+
+ The target is trapped, swallowed or captured. Breaking free
+ will likely require filling a Clock of variable size —
+ generally four to six sections.
+
+
+ The attack deals more damage to targets suffering from status
+ effects.
+
+
+ The attack allows your NPC to recover HP equal to half the HP
+ loss it causes.
+
+
+ If the target was dazed or shaken, your NPC controls the
+ target's next action.
+
+
+ If the target was slow or weak, the attack petrifies them.
+
+
+ The attack prevents the target from performing a specific
+ action on their next turn.
+
+
+ The attack grants your creature some kind of bonus that lasts
+ until their next turn.
+
+
+
+ Some effects are much more powerful than others. When you choose
+ an effect for this Skill, compare it with other creatures of a
+ similar level in the Bestiary. Take into account how effective
+ the attack will be in this particular situation as well.
+
+
+
-
-
-
Creature Template Information
-
-
44GAME MASTER | 305
-
CHAPTER
-
-
-
HUMANOID
-
Starting Skills: 3
-
- This is a broad category, a catch-all term for intelligent creatures who
- tend to live in communities and rely on tools and equipment.
-
-
Examples:
-
-
Bandit
-
kobold
-
ogre.
-
-
- Rules: Humanoids always gain the Use Equipment Skill for
- free.
-
-
-
-
-
MONSTER
-
Starting Skills: 4
-
- Monsters are magical beasts, generally quite intelligent and gifted with
- supernatural powers. Their features are often bizarre.
-
-
Examples:
-
-
Basilisk
-
dragon
-
mimic.
-
-
- Rules: Monsters have no special rules.
-
-
-
-
-
PLANT
-
Starting Skills: 3
-
- Far from being typical vegetation, these plants have evolved into
- dangerous predators due to mutation or magical influence.
-
-
Examples:
-
-
Alraune
-
dragontrap
-
treant.
-
-
- Rules: Plants are immune to dazed, shaken and enraged,
- and Vulnerable to (choose one: air, bolt, fire, ice) damage.
-
-
-
-
-
UNDEAD
-
Starting Skills: 2
-
- Undead may be corpses reanimated through magic or restless spirits unable
- to peacefully return to the stream of souls that forms creation.
-
-
Examples:
-
-
Mummy
-
skeleton
-
zombie.
-
-
- Rules: Undead are Immune to dark and poison damage,
- immune to poisoned, and Vulnerable to light damage.
-
- Additionally, when an effect (such as an Arcanum, a potion or a spell)
- would cause an undead creature to recover Hit Points, whoever controls
- that effect may instead have the undead lose half as many Hit Points.
-
-
-
-
-
-
- Rising from the Dark Side of the Moon is the Tower of Orichalcum, where
- the first monster was born.
-
-
-
-
+
+
GAME MASTER
+
SPECIALIZED
+
Choose one option:
+
+
Your NPC gains a +3 bonus to all Accuracy Checks.
+
Your NPC gains a +3 bonus to all Magic Checks.
+
+ Your NPC gains a +3 bonus to Opposed Checks in a specific
+ context.
+
+
+
+ This Skill can be taken up to three times, but never for the same
+ type of Check.
+
+
SPELLCASTER
+
Choose one option:
+
+
+ Your NPC learns one spell and increases their maximum Mind
+ Points by 10.
+
+
Your NPC learns two spells.
+
+
+ NPCs may learn spells from Classes or from the list of NPC Spells
+ on the next page.
+
+
+ Offensive (rr) spells cast by NPCs may use 【MIG + WLP 】 or 【INS
+ + WLP 】 for the Magic Check.
+
+
STATUS EFFECT IMMUNITY
+
+ Your NPC becomes immune to any two status effects of your choice.
+
+
UNIQUE ACTION
+
+ Your NPC may perform the Skill action to generate a unique effect.
+ Examples are:
+
+
+
+ Your NPC's next attack or spell will deal 10 extra damage.
+
+
+ Your NPC changes "stance", swapping or altering their damage
+ Affinities.
+
+
+ Your NPC calls for reinforcements (these adversaries should be
+ very weak).
+
+
+
USE EQUIPMENT (LIMITED)
+
+ Your NPC gains one accessory slot, one armor slot, one main hand
+ slot, and one off-hand slot. Soldier enemies should only be
+ equipped with Basic Items; elite and champion adversaries, on the
+ other hand, should often use Rare Items. If an NPC loses a weapon
+ they have equipped, any Skills assigned to the corresponding basic
+ attack should be transferred to their unarmed strikes.
+
+
-
-
NPC SKILLS
-
- What follows is a list of common NPC Skills. You are encouraged to create your
- own custom Skills, using these as a guideline.
-
-
- Remember that your goal when designing a Non-Player Character is to provide a
- memorable encounter and an interesting challenge. Keep the PC’s strengths and
- weaknesses in mind, and make sure to create synergies between the NPC’s
- attacks and abilities!
-
-
- Each Skill can be taken more than once, with the exception of Skills marked as
- limited. That said, you are encouraged to go for variety whenever possible.
-
-
CRISIS EFFECT
-
- As long as they are in Crisis, your creature gains a special benefit or
- ability.
-
-
Examples are:
-
-
Your NPC's damage Affinities change.
-
- Damage dealt by your NPC ignores Resistances (or maybe even Immunities).
-
-
One or more of your NPC's attacks gain multi (2).
-
-
- Since this Skill will only activate when the creature is already severely
- damaged, it's okay for the effects to be quite strong.
-
-
DAMAGE ABSORPTION
-
- Choose any one damage type your NPC is already Resistant or Immune to: they
- gain Absorption towards the chosen damage type.
-
-
- This Skill is perfect for elemental creatures that may grow stronger when
- struck by attacks matching their element and should generally be accompanied
- by one or two Vulnerabilities that can be exploited by clever Player
- Characters.
-
-
DAMAGE IMMUNITY
-
- Your NPC gains Immunity to one damage type of your choice they were not
- Vulnerable to. Be careful when making a creature Immune to physical damage
- since it’s the most common damage type during the early levels.
-
-
+
+
NPC SPELLS
+
+ When you give a Non-Player Character one of these spells, rename
+ it and tweak its effects to suit your needs — most spells are
+ already customizable, allowing you to choose between status
+ effects or damage types: you make this choice when designing your
+ NPC.
+
+
+ For instance, you might give a creature
+ Cursed Breath from the list below, choose ice
+ damage and the slow status effect and rename it to Frozen Spear.
+
+
+
+
+
SPELL
+
MP
+
TARGET
+
DURATION
+
+
+
+
+
Area Status
+
20
+
+ Special Instantaneous Choose any number of creatures
+ you can see: each of them suffers (choose one: dazed,
+ shaken, slow, weak).
+
+
+
+
+
Breath
+
5
+
+ One creature Instantaneous The target suffers 【HR +
+ 10】 (choose type) damage.
+
+
+
+
+
Curse
+
5
+
+ One creature Instantaneous The target suffers (choose
+ one: dazed, shaken, slow, weak).
+
+
+
+
+
Curse XL
+
10
+
+ One creature Instantaneous The target suffers (choose
+ two: dazed, shaken, slow, weak).
+
+
+
+
+
Cursed Breath
+
10
+
+ One creature Instantaneous The target suffers 【HR +
+ 15】 (choose type) damage and suffers (choose one: dazed,
+ shaken, slow, weak).
+
+
+
+
+
Devastation
+
30
+
+ Special Instantaneous Choose any number of creatures
+ you can see: each of them suffers 30 (choose type) damage.
+ You may only cast this spell once per turn.
+
+
+
+
+
+
+ Note: This spell should only be given to champion and elite
+ creatures level 30 or higher, and said creatures can only cast
+ this spell during their last turn in the round.
+
+
-
-
-
-
GAME MASTER
-
Chapter 307
-
-
-
DAMAGE RESISTANCE
-
- Your NPC gains Resistance to two damage types of your choice. If you
- choose a type the NPC was Vulnerable to, they don't become Resistant to
- it: instead, they simply lose the corresponding Vulnerability (only
- Vulnerabilities caused by the NPC's Species can be removed this way).
-
-
-
-
FINAL ACT (LIMITED)
-
- When reduced to 0 HP, your NPC can immediately perform some sort of
- special action or attack. Self-destructing robots and exploding fire
- elementals are great classics.
-
-
- Take some liberty with this Skill, making it powerful but also a hindrance
- for the NPC’s allies. If this Skill deals damage, it should be minor (see
- page 93).
-
-
-
-
FLYING (LIMITED)
-
- Your NPC has the ability to fly or levitate. In addition to the obvious
- narrative benefits, creatures on the ground cannot reach your NPC with
- melee attacks as long as your NPC is in mid-air (but your NPC can perform
- melee attacks against targets who are on the ground).
-
-
-
- Limitation 1: If the NPC suffers damage of a type they
- are Vulnerable to, they are immediately forced to land and lose the
- benefits of this Skill until the end of the round, when they will
- automatically resume flight. Your NPC may also be forced to land by
- spending an opportunity.
-
-
- Limitation 2: As long as it is in Crisis, the NPC loses
- all benefits granted by this Skill.
-
-
-
-
-
IMPROVED DAMAGE
-
- Choose one of your NPC's attacks or spells: it now deals 5 extra damage.
- If you acquire this Skill multiple times, you must always apply it to a
- different source of damage.
-
-
- Caution: Be careful when using this Skill to increase
- damage dealt by attacks with multi.
-
-
-
-
IMPROVED DEFENSES
-
Choose one option:
-
-
- Your NPC gains a +2 bonus to Defense and a +1 bonus to Magic Defense.
-
-
- Your NPC gains a +1 bonus to Defense and a +2 bonus to Magic Defense.
-
-
-
- This Skill can be taken only twice, and its effects are cumulative with
- those granted by equipment and other Skills.
-
+ You recover 20 Hit Points. This amount increases to 30 Hit
+ Points if you are level 20 or higher, to 40 Hit Points if you
+ are level 40 or higher, or to 50 Hit Points if you are level 60
+ or higher.
+
+ The target may immediately perform a free attack with a weapon
+ they have equipped (or with a basic attack, if the target is an
+ NPC).
+
+
+
+
Rage
+
+ Cost: rr 10 | Target: × T |
+ Scope: Up to three creatures |
+ Duration: Instantaneous
+
+
Each target hit by this spell suffers enraged.
+
+
+
Shell
+
+ Cost: 10 | Target: Self |
+ Duration: Scene
+
+
+ Until this spell ends, you gain Resistance to physical damage.
+
+
+
+
War Cry
+
+ Cost: 10 | Target: × T |
+ Scope: Up to three creatures |
+ Duration: Scene
+
+
+ Until this spell ends, each target gains a +1 bonus to Accuracy
+ Checks.
+
+
+
+
Weaken
+
+ Cost: rr 10 | Target: One
+ creature | Duration: Scene
+
+
+ Until this spell ends, the target suffers 5 extra damage from
+ all sources that deal (choose type) damage.
+
+
+
-
-
-
Improved Hit Points
-
Your NPC's maximum Hit Points are increased by 10.
-
- This Skill is excellent for creatures that need to compensate for low
- defenses or damage Vulnerabilities.
-
-
-
-
Improved Initiative (Limited)
-
Your NPC gains a +4 bonus to their Initiative score.
-
-
-
Reaction
-
- Your NPC reacts to a specific trigger (such as being missed by an attack, or
- hit by an offensive spell). Examples are:
-
-
-
Performs an attack after being missed by a melee attack.
-
Deals minor damage when hit by an offensive spell.
-
Recovers some Mind Points when damaged.
-
-
-
-
Special Attack
-
- Choose one of your NPC's attacks and add a special effect. Examples are:
-
-
-
The attack gains multi (2).
-
The attack targets Magic Defense instead of Defense.
-
The target suffers a status effect.
-
- The target is trapped, swallowed or captured. Breaking free will likely
- require filling a Clock of variable size — generally four to six sections.
-
-
- The attack deals more damage to targets suffering from status effects.
-
-
- The attack allows your NPC to recover HP equal to half the HP loss it
- causes.
-
-
- If the target was dazed or shaken, your NPC controls the target's next
- action.
-
-
If the target was slow or weak, the attack petrifies them.
-
- The attack prevents the target from performing a specific action on their
- next turn.
-
-
- The attack grants your creature some kind of bonus that lasts until their
- next turn.
-
-
-
- Some effects are much more powerful than others. When you choose an effect
- for this Skill, compare it with other creatures of a similar level in the
- Bestiary. Take into account how effective the attack will be in this
- particular situation as well.
-
-
-
+
+
ANGELA, THE FIRE MAGE
+
+ In today's session, the group is investigating traces of a
+ mysterious organization that has been stealing rare magic tomes
+ and gathering "suspicious" ingredients. The Player Characters have
+ managed to locate one of the group's hideouts, nestled within the
+ blackened and mossy remains of an old watchtower. Unfortunately,
+ they weren't exactly subtle in their search, and a nasty surprise
+ awaits them: Angela, one of the organization's founding members
+ and a capable pyromancer, has been informed of their arrival and
+ will confront them directly.
+
+
+ This just happened, and the GM asks everyone to give them a few
+ minutes in order to come up with a suitable battle. There isn't
+ much time, so they try to be as fast as possible while creating
+ something that provides an interesting challenge.
+
+
+
+ Player Character Level Assessment: First of
+ all, the Game Master looks at the Player Characters' levels. Two
+ of them are level 10, one is level 9, and another is level 11.
+ This means the adversaries should range from level 10 to level
+ 20, on average.
+
+
+ Angela's Design Parameters: Since Angela acts
+ as the biggest threat in this situation, it makes sense for her
+ to be level 20. She's a humanoid creature,
+ which means she can equip items and gets three starting Skills,
+ and she is considered a minor Villain, which means she has
+ access to 5 Ultima Points.
+
+
+ The GM also plans on making her an elite or a champion, but for
+ now she will be built as a soldier.
+
+
+ Personality and Traits: Angela is a capable
+ mage with a strong personality, so she is given the following
+ Traits: ambitious, arrogant, knowledgeable, and ruthless. She
+ will be easily provoked and stop at nothing to protect the
+ organization's interests, which includes destroying all evidence
+ in the hideout if given no other choice.
+
+
+ Attributes: When it comes to her Attributes,
+ the choice is easy: a d10 in Willpower, and a d8 in every other
+ Attribute (normally one of her Attributes should be a d6, but
+ Angela is level 20 and gets to raise one of her Attributes by
+ one die size).
+
+
+ Combat Equipment & Attacks: Close combat won't
+ be Angela's strong suit, but the GM takes into account her
+ humanoid advantages and equips her with a
+ (ferula, page 270), a rare weapon that boosts her Magic Checks. The GM decides to
+ give her another basic attack that showcases her frequent use of
+ fire magic; this will be a ranged attack that relies on
+ 【INS + WLP】 and deals 5 fire damage. The attack
+ is named "flame dart".
+
+
+
+ Since an adversary level 20 or higher deals 5 extra damage with
+ attacks and spells, Angela's staff will deal a total of
+ 【HR + 7】 damage and her flame dart will deal a
+ total of 【HR + 10】 damage, making her a bit more
+ dangerous.
+
+
SAMPLE BOSS DESIGNS
+
-
-
GAME MASTER
-
SPECIALIZED
-
Choose one option:
-
-
Your NPC gains a +3 bonus to all Accuracy Checks.
-
Your NPC gains a +3 bonus to all Magic Checks.
-
Your NPC gains a +3 bonus to Opposed Checks in a specific context.
-
-
- This Skill can be taken up to three times, but never for the same type of
- Check.
-
-
SPELLCASTER
-
Choose one option:
-
-
- Your NPC learns one spell and increases their maximum Mind Points by 10.
-
-
Your NPC learns two spells.
-
-
- NPCs may learn spells from Classes or from the list of NPC Spells on the next
- page.
-
-
- Offensive (rr) spells cast by NPCs may use 【MIG + WLP 】 or 【INS + WLP 】
- for the Magic Check.
-
-
STATUS EFFECT IMMUNITY
-
Your NPC becomes immune to any two status effects of your choice.
-
UNIQUE ACTION
-
- Your NPC may perform the Skill action to generate a unique effect. Examples
- are:
-
-
-
Your NPC's next attack or spell will deal 10 extra damage.
-
- Your NPC changes "stance", swapping or altering their damage Affinities.
-
-
- Your NPC calls for reinforcements (these adversaries should be very weak).
-
-
-
USE EQUIPMENT (LIMITED)
-
- Your NPC gains one accessory slot, one armor slot, one main hand slot, and one
- off-hand slot. Soldier enemies should only be equipped with Basic Items; elite
- and champion adversaries, on the other hand, should often use Rare Items. If
- an NPC loses a weapon they have equipped, any Skills assigned to the
- corresponding basic attack should be transferred to their unarmed strikes.
-
-
+
+
Game Master Report
+
+ Now comes the fun part: Skills. Since Angela is level 20 and her
+ Species is humanoid, she will start with a total of five Skills
+ because she is being built as a soldier. If she is made an elite
+ or a champion, she'll get a few more.
+
+
+ First, Angela is a mage and that needs to be taken care of. The GM
+ gives her the Spellcaster Skill. When a character
+ takes that Skill, they can either learn two spells, or learn one
+ spell and increase their maximum MP by 10. The GM takes the
+ Spellcaster Skill twice and gives Angela three
+ spells, plus a slight bump to her Mind Points.
+
+
+ But which spells should be chosen? She's a pyromancer and a dark
+ mage, so she should get something from Elementalist and Entropist
+ —
+ Drain Vigor and Ignis feel
+ appropriate. When it comes to her third spell, the GM goes with
+ Flare. The idea is that the heroes will feel
+ threatened by Angela, and a damage spell like this will surely
+ leave an impression. All three spells also deal 5 extra damage due
+ to Angela being level 20.
+
+
+ There are three Skills available, so the GM keeps it simple and
+ takes
+ Damage Resistances against dark and fire damage,
+ then Special Attack twice, making her "flame
+ dart" target Magic Defense instead of Defense and inflict weak.
+
+
-
-
NPC SPELLS
-
- When you give a Non-Player Character one of these spells, rename it and tweak
- its effects to suit your needs — most spells are already customizable,
- allowing you to choose between status effects or damage types: you make this
- choice when designing your NPC.
-
-
- For instance, you might give a creature Cursed Breath from
- the list below, choose ice damage and the slow status effect and rename it to
- Frozen Spear.
-
-
-
-
-
SPELL
-
MP
-
TARGET
-
DURATION
-
-
-
-
-
Area Status
-
20
-
- Special Instantaneous Choose any number of creatures you can see:
- each of them suffers (choose one: dazed, shaken, slow, weak).
-
-
-
-
-
Breath
-
5
-
- One creature Instantaneous The target suffers 【HR + 10】 (choose
- type) damage.
-
-
-
-
-
Curse
-
5
-
- One creature Instantaneous The target suffers (choose one: dazed,
- shaken, slow, weak).
-
-
-
-
-
Curse XL
-
10
-
- One creature Instantaneous The target suffers (choose two: dazed,
- shaken, slow, weak).
-
-
-
-
-
Cursed Breath
-
10
-
- One creature Instantaneous The target suffers 【HR + 15】 (choose
- type) damage and suffers (choose one: dazed, shaken, slow, weak).
-
-
-
-
-
Devastation
-
30
-
- Special Instantaneous Choose any number of creatures you can see:
- each of them suffers 30 (choose type) damage. You may only cast this
- spell once per turn.
-
-
-
-
-
-
- Note: This spell should only be given to champion and elite creatures level
- 30 or higher, and said creatures can only cast this spell during their last
- turn in the round.
-
-
+
+
Character Build Sheet - Angela
+
+
+ Since she's level 20, Angela gains a
+ +2 bonus to Accuracy Checks and Magic Checks.
+
+
+
The GM writes that down.
+
+
+ Finally, Angela is given some physical protection in the form of
+ a sage robe, bringing her Defense to 9 and her Magic Defense to
+ 10. Her Initiative score will be 6, and her maximum HP and MP
+ will both be equal to 80.
+
+
+
+ Were Angela a soldier-rank adversary, she'd be done. But that
+ isn't the case. The heroes confront her inside a magical
+ laboratory, so she'll have a few magical allies to support her;
+ there isn't much time, so the GM relies on a creature already
+ present in the Bestiary: the arcane lantern (page 328).
+
+
+ Since they don't want to make the battle too overwhelming and
+ there are four Player Characters in the group, the GM makes Angela
+ an elite accompanied by two arcane lanterns (renamed as "Angela's
+ arcane lanterns").
+
+
+
+ Unfortunately, the Lanterns are only level 5 — a bit too weak.
+ They could be made level 10, or the GM could do something
+ different. They know the lanterns are rather easy to dispatch,
+ being Vulnerable to physical damage, so they give Angela a huge
+ supply and then add an extra effect upon defeat.
+
+
+
+ They take away the lanterns' Mana Transfer action and replace it
+ with
+ Mana Burst: when an arcane lantern drops to 0 HP,
+ it shatters in a wave of spiritual energy and restores 10 Mind
+ Points to all characters present on the scene, be they friends or
+ foes. When this happens, a new lantern will join the battle at the
+ end of each round (up to a maximum of three lanterns in the battle
+ at any time).
+
+
+ This creates an interesting dynamic: the Player Characters can
+ focus their actions on Angela and risk being swarmed by lanterns,
+ or take out the constructs but gradually restore Angela's MP,
+ giving her the opportunity to cast more spells.
+
+
+
+ Finally, Angela is going to be made an elite; this means she
+ will get two turns per round, she will double her maximum Hit
+ Points (bringing her to a rather resilient 160), and she will
+ get an additional Skill. She also gets a +2 bonus to her
+ Initiative score.
+
+
+
+ The GM is pretty happy with the battle as it is, but thinks the
+ extra Skill should reflect just how determined Angela is to put an
+ end to the heroes' meddling: when she enters Crisis for the first
+ time, she will channel her magic in an attempt to destroy the
+ laboratory — this will be represented by a six-sections Clock,
+ named "ashes to ashes", which will automatically increase by 1 at
+ the start of each of Angela's turns. The Player Characters can of
+ course use the Objective action to turn back this Clock, but the
+ only way to preserve the evidence in the hideout is to both reduce
+ the Clock to 0 and defeat Angela or force her to leave the scene.
+
- You recover 20 Hit Points. This amount increases to 30 Hit Points if you are
- level 20 or higher, to 40 Hit Points if you are level 40 or higher, or to 50
- Hit Points if you are level 60 or higher.
-
+ Ferula w
+ [INS + WLP] +2 w
+ [HR + 7] physical damage.
+
+
+ Flame Dart w
+ [INS + WLP] +2 w
+ [HR + 10] fire damage and the
+ target suffers weak. (This attack targets Magic Defense.)
+
+
+
Spells
+
+
+ Drain Vigor w
+ [INS + WLP] +3 w 10 MP w One
+ creature w Instantaneous. The target suffers
+ [HR + 15] dark damage and
+ Angela recovers Hit Points equal to half the Hit Point loss
+ caused by this spell.
+
+
+ Flare w
+ [INS + WLP] +3 w 20 MP w One
+ creature w Instantaneous. The target suffers
+ [HR + 30] fire damage. This
+ damage ignores Resistances.
+
+
+ Ignis w
+ [INS + WLP] +3 w 10 × T MP w
+ Up to three creatures w Instantaneous. Each target suffers
+ [HR + 20] fire damage.
+ Opportunity: Each target suffers shaken.
+
+
+
Angela's Arcane Lantern
+
Type: CONSTRUCT
+
Typical Traits: glowing, helpful, magical, tiny.
+
Attributes
+
+
DEX d8
+
INS d8
+
MIG d6
+
WLP d10
+
+
Core Stats
+
HP: 40 | MP: 20 | Init: 8
+
DEF: +1 | M.DEF: +2
+
Basic Attacks
+
+
+ Elemental Discharge w
+ [DEX + INS] w
+ [HR + 5] damage. When
+ Angela's arcane lantern performs this attack, roll a d6 to
+ determine the damage type: 1-2 bolt; 3-4 fire; 5-6 ice.
+
+
+
Special Rules
+
+
+ Construct The lantern is immune to
+ poisoned.
+
+
+ Mana Burst When reduced to 0 HP, Angela's
+ arcane lantern explodes in a wave of magical energy. When this
+ happens, every other creature present on the scene recovers 10
+ Mind Points.
+
+
+
-
-
ANGELA, THE FIRE MAGE
-
- In today's session, the group is investigating traces of a mysterious
- organization that has been stealing rare magic tomes and gathering
- "suspicious" ingredients. The Player Characters have managed to locate one of
- the group's hideouts, nestled within the blackened and mossy remains of an old
- watchtower. Unfortunately, they weren't exactly subtle in their search, and a
- nasty surprise awaits them: Angela, one of the organization's founding members
- and a capable pyromancer, has been informed of their arrival and will confront
- them directly.
-
-
- This just happened, and the GM asks everyone to give them a few minutes in
- order to come up with a suitable battle. There isn't much time, so they try to
- be as fast as possible while creating something that provides an interesting
- challenge.
-
-
-
- Player Character Level Assessment: First of all, the Game
- Master looks at the Player Characters' levels. Two of them are level 10, one
- is level 9, and another is level 11. This means the adversaries should range
- from level 10 to level 20, on average.
-
-
- Angela's Design Parameters: Since Angela acts as the
- biggest threat in this situation, it makes sense for her to be level 20.
- She's a humanoid creature, which means she can equip items
- and gets three starting Skills, and she is considered a minor Villain, which
- means she has access to 5 Ultima Points.
-
-
- The GM also plans on making her an elite or a champion, but for now she will
- be built as a soldier.
-
-
- Personality and Traits: Angela is a capable mage with a
- strong personality, so she is given the following Traits: ambitious,
- arrogant, knowledgeable, and ruthless. She will be easily provoked and stop
- at nothing to protect the organization's interests, which includes
- destroying all evidence in the hideout if given no other choice.
-
-
- Attributes: When it comes to her Attributes, the choice is
- easy: a d10 in Willpower, and a d8 in every other Attribute (normally one of
- her Attributes should be a d6, but Angela is level 20 and gets to raise one
- of her Attributes by one die size).
-
-
- Combat Equipment & Attacks: Close combat won't be Angela's
- strong suit, but the GM takes into account her humanoid advantages and
- equips her with a
- (ferula, page 270), a rare
- weapon that boosts her Magic Checks. The GM decides to give her another
- basic attack that showcases her frequent use of fire magic; this will be a
- ranged attack that relies on 【INS + WLP】 and deals 5 fire
- damage. The attack is named "flame dart".
-
-
-
- Since an adversary level 20 or higher deals 5 extra damage with attacks and
- spells, Angela's staff will deal a total of 【HR + 7】 damage and
- her flame dart will deal a total of 【HR + 10】 damage, making
- her a bit more dangerous.
-
-
SAMPLE BOSS DESIGNS
-
+
+ Bestiary (page 326), the
+ thornfish catches the GM's eye: it's level 10 and a Bestiary (page 326), the thornfish catches the GM's eye: it's level 10 and a
+
-
-
Game Master Report
-
- Now comes the fun part: Skills. Since Angela is level 20 and her Species is
- humanoid, she will start with a total of five Skills because she is being
- built as a soldier. If she is made an elite or a champion, she'll get a few
- more.
-
-
- First, Angela is a mage and that needs to be taken care of. The GM gives her
- the Spellcaster Skill. When a character takes that Skill,
- they can either learn two spells, or learn one spell and increase their
- maximum MP by 10. The GM takes the Spellcaster Skill twice
- and gives Angela three spells, plus a slight bump to her Mind Points.
-
-
- But which spells should be chosen? She's a pyromancer and a dark mage, so she
- should get something from Elementalist and Entropist —
- Drain Vigor and Ignis feel appropriate. When
- it comes to her third spell, the GM goes with Flare. The idea
- is that the heroes will feel threatened by Angela, and a damage spell like
- this will surely leave an impression. All three spells also deal 5 extra
- damage due to Angela being level 20.
-
-
- There are three Skills available, so the GM keeps it simple and takes
- Damage Resistances against dark and fire damage, then
- Special Attack twice, making her "flame dart" target Magic
- Defense instead of Defense and inflict weak.
-
+ The thornshark dives underwater and can no longer be targeted by
+ attacks (spells and other effects can still be used against it).
+ This benefit lasts until the start of the Thornshark's next turn,
+ or until the Thornshark loses any amount of Hit Points.
+
+
Special Rules
+
+
+ Crisis Effect: As long as the thornshark is in
+ Crisis, the Ocean Jet attack gains multi (2).
+
+
+ Flying: Creatures on the ground cannot reach
+ the thornshark with melee attacks as long as it is in mid-air
+ (but the thornshark can perform melee attacks against targets on
+ the ground with no penalties).
+
+
+
+ If the thornshark suffers damage of a type it is Vulnerable
+ to, it is immediately forced to land and temporarily loses the
+ benefits of this Skill — the Thornfish resumes flight at the
+ end of the round. The thornshark may also be forced to land by
+ spending an opportunity.
+
+
+
+
+ As long as it is in Crisis, the Thornshark loses all benefits
+ granted by this Skill.
+
+
+
+
+
-
-
Character Build Sheet - Angela
-
-
- Since she's level 20, Angela gains a +2 bonus to Accuracy
- Checks and Magic Checks.
-
-
-
The GM writes that down.
-
-
- Finally, Angela is given some physical protection in the form of a sage
- robe, bringing her Defense to 9 and her Magic Defense to 10. Her Initiative
- score will be 6, and her maximum HP and MP will both be equal to 80.
-
-
-
- Were Angela a soldier-rank adversary, she'd be done. But that isn't the case.
- The heroes confront her inside a magical laboratory, so she'll have a few
- magical allies to support her; there isn't much time, so the GM relies on a
- creature already present in the Bestiary: the arcane lantern (page 328).
-
-
- Since they don't want to make the battle too overwhelming and there are four
- Player Characters in the group, the GM makes Angela an elite accompanied by
- two arcane lanterns (renamed as "Angela's arcane lanterns").
-
-
-
- Unfortunately, the Lanterns are only level 5 — a bit too weak. They could be
- made level 10, or the GM could do something different. They know the
- lanterns are rather easy to dispatch, being Vulnerable to physical damage,
- so they give Angela a huge supply and then add an extra effect upon defeat.
-
-
-
- They take away the lanterns' Mana Transfer action and replace it with
- Mana Burst: when an arcane lantern drops to 0 HP, it shatters
- in a wave of spiritual energy and restores 10 Mind Points to all characters
- present on the scene, be they friends or foes. When this happens, a new
- lantern will join the battle at the end of each round (up to a maximum of
- three lanterns in the battle at any time).
-
-
- This creates an interesting dynamic: the Player Characters can focus their
- actions on Angela and risk being swarmed by lanterns, or take out the
- constructs but gradually restore Angela's MP, giving her the opportunity to
- cast more spells.
-
-
-
- Finally, Angela is going to be made an elite; this means she will get two
- turns per round, she will double her maximum Hit Points (bringing her to a
- rather resilient 160), and she will get an additional Skill. She also gets a
- +2 bonus to her Initiative score.
-
-
-
- The GM is pretty happy with the battle as it is, but thinks the extra Skill
- should reflect just how determined Angela is to put an end to the heroes'
- meddling: when she enters Crisis for the first time, she will channel her
- magic in an attempt to destroy the laboratory — this will be represented by a
- six-sections Clock, named "ashes to ashes", which will automatically increase
- by 1 at the start of each of Angela's turns. The Player Characters can of
- course use the Objective action to turn back this Clock, but the only way to
- preserve the evidence in the hideout is to both reduce the Clock to 0 and
- defeat Angela or force her to leave the scene.
-
- Ferula w [INS + WLP] +2
- w [HR + 7] physical damage.
-
-
- Flame Dart w
- [INS + WLP] +2 w
- [HR + 10] fire damage and the target
- suffers weak. (This attack targets Magic Defense.)
-
-
-
Spells
-
-
- Drain Vigor w
- [INS + WLP] +3 w 10 MP w One creature w
- Instantaneous. The target suffers
- [HR + 15] dark damage and Angela recovers
- Hit Points equal to half the Hit Point loss caused by this spell.
-
-
- Flare w
- [INS + WLP] +3 w 20 MP w One creature w
- Instantaneous. The target suffers
- [HR + 30] fire damage. This damage
- ignores Resistances.
-
-
- Ignis w
- [INS + WLP] +3 w 10 × T MP w Up to three
- creatures w Instantaneous. Each target suffers
- [HR + 20] fire damage. Opportunity: Each
- target suffers shaken.
-
-
-
Angela's Arcane Lantern
-
Type: CONSTRUCT
-
Typical Traits: glowing, helpful, magical, tiny.
-
Attributes
-
-
DEX d8
-
INS d8
-
MIG d6
-
WLP d10
-
-
Core Stats
-
HP: 40 | MP: 20 | Init: 8
-
DEF: +1 | M.DEF: +2
-
Basic Attacks
-
-
- Elemental Discharge w
- [DEX + INS] w
- [HR + 5] damage. When Angela's arcane
- lantern performs this attack, roll a d6 to determine the damage type: 1-2
- bolt; 3-4 fire; 5-6 ice.
-
-
-
Special Rules
-
-
Construct The lantern is immune to poisoned.
-
- Mana Burst When reduced to 0 HP, Angela's arcane
- lantern explodes in a wave of magical energy. When this happens, every other
- creature present on the scene recovers 10 Mind Points.
-
-
-
+
+
BESTIARY
+
+ This final chapter details a variety of NPCs that the Game Master
+ may use as reference when designing adversaries during the first
+ 20 levels of the game, but further supplements will add even more
+ — in the meantime, make sure to experiment with the rules for NPC
+ design (page 302) and come up
+ with unique adversaries!
+
+
SPECIES AND LEVELS
+
+ This chapter features a section for each NPC Species, in
+ alphabetical order: beasts, constructs, demons, elementals,
+ humanoids, monsters, plants, and undead.
+
+
+ Within each section, NPCS are listed based on their level, from
+ lowest to highest, in five-levels increments — level 5, level 10,
+ level 15, level 20, and so on.
+
+
+ All NPCS listed in this chapter are soldiers (not elites or
+ champions).
+
+
STUDYING A NON-PLAYER CHARACTER
+
+ If you want to know more about an NPC's profile, perform an
+ 【INS + INS】 Open Check — during a conflict scene,
+ the Study action is what you're looking for.
+
+
+ The Game Master will reveal the corresponding amount of
+ information:
+
+
+
+ Result 10+: The NPC's Rank, Species, maximum
+ HP, and maximum MP.
+
+
+ Result 13+: All the above, plus Traits,
+ Attributes, Defense, Magic Defense, Affinities.
+
+
+ Result 16+: All the above, plus basic attacks
+ and spells.
+
+
+
+ The Game Master may apply a +2 bonus or -2 penalty for creatures
+ that are especially common or hard to find. Once you perform the
+ check, that is what you know — the same character cannot retry the
+ Check, regardless of if they encounter a different NPC that would
+ feature the same profile. However, you can still study different
+ aspects of the creature (such as desires and motivations); if the
+ NPC changes profile, perhaps through a transformation or a change
+ of phase, they can be studied again.
+
+
-
-Bestiary (page 326), the thornfish catches
-the GM's eye: it's level 10 and a Bestiary (page 326), the thornfish catches the GM's eye: it's level 10 and a
-
+
-
-
- The thornshark dives underwater and can no longer be targeted by attacks
- (spells and other effects can still be used against it). This benefit lasts
- until the start of the Thornshark's next turn, or until the Thornshark loses
- any amount of Hit Points.
-
-
Special Rules
-
-
- Crisis Effect: As long as the thornshark is in Crisis, the
- Ocean Jet attack gains multi (2).
-
-
- Flying: Creatures on the ground cannot reach the thornshark
- with melee attacks as long as it is in mid-air (but the thornshark can
- perform melee attacks against targets on the ground with no penalties).
-
-
-
- If the thornshark suffers damage of a type it is Vulnerable to, it is
- immediately forced to land and temporarily loses the benefits of this
- Skill — the Thornfish resumes flight at the end of the round. The
- thornshark may also be forced to land by spending an opportunity.
-
-
-
-
- As long as it is in Crisis, the Thornshark loses all benefits granted by
- this Skill.
-
-
-
-
-
+
+
Creature Profile Guide
+
Chapter Title Placeholder
+
d 1. NAME, LEVEL AND SPECIES
+
+ At the top of the creature profile, you will find the creature's
+ name, their level (ranging from a minimum of 5 to a maximum of
+ 60), and finally their Species.
+
+
d 2. DESCRIPTION AND TYPICAL TRAITS
+
+ Each profile features a short description of the creature,
+ followed by a list of typical (but not universal) Traits for that
+ type of creature. The Game Master should always consider these
+ Traits when portraying the creature or adjudicating the
+ consequences of actions — a peaceful creature is more likely to
+ listen to reason than an aggressive one, for instance.
+
+
+ Villains can also spend Ultima Points to invoke Traits and reroll
+ dice (page 101).
+
+
d 3. ATTRIBUTES
+
+ This line provides you with the creature's main and secondary
+ statistics:
+
+
+
+ Dexterity (DEX), Insight (INS), Might (MIG) and Willpower
+ (WLP)
+ are all listed using the creature's base die size. Status
+ effects and various abilities may temporarily influence these
+ die sizes.
+
+
+ HP indicates the creature's maximum Hit Points,
+ followed by their Crisis score.
+
+
+ MP indicates the creature's maximum Mind
+ Points.
+
+
+ Init. indicates the creature's Initiative
+ score. This calculation already takes all relevant bonuses and
+ penalties into account, such as those from armor or Skills.
+
+
+
d 4. DEFENSES
+
This section lists the creature's defensive statistics:
+
+
+ Defense (DEF) may be listed as a fixed number
+ (if the creature is wearing martial armor) or as a bonus to be
+ added to their current Dexterity die size.
+
+
+ Magic Defense (M.DEF) is always listed as a
+ bonus to be added to the creature's current Insight die size.
+
+
+
+ These scores already take into account any benefits granted by
+ shields and Skills.
+
+
+
-
-
318
-
+
+
5. DAMAGE AFFINITIES
+
+ Here you can find the creature's Affinity towards each of the nine
+ damage types in the game, in this order: physical, air, bolt,
+ dark, earth, fire, ice, light, poison.
+
+
+
+ Empty field means the creature has no Affinity
+ regarding the damage type in question.
+
+
+ VU means the creature is Vulnerable to the
+ damage type in question, thus doubling the Hit Point loss.
+
+
+ RS means the creature is Resistant to the
+ damage type in question, thus halving the Hit Point loss.
+
+
+ IM means the creature is Immune to the damage
+ type in question, thus negating the Hit Point loss.
+
+
+ AB means the creature Absorbs the damage type
+ in question, thus recovering Hit Points equal to the damage
+ suffered.
+
+
+
+ For more information on damage and Affinities, see
+ page 92.
+
+
6. BASIC ATTACKS
+
+ This section lists the creature's main attacks using the format
+ below:
+
+
$ Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage. aa Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
+
+
+ $ or aa indicates whether the attack is melee
+ or ranged.
+
+
+ 【Accuracy Check】 indicates which Attributes
+ must be rolled for the Accuracy Check.
+
+
+ 【Damage Calculation】 indicates how to
+ calculate the damage dealt by the attack, generally by adding
+ the High Roll and a fixed value, as well as the type of damage
+ dealt by the attack. Some attacks deal no damage.
+
+
+
+ Many attacks have secondary effects or follow special rules, such
+ as targeting Magic Defense instead of Defense. Secondary effects
+ are listed after the damage calculation (if any) and only take
+ place if the attack was successful unless otherwise noted.
+
+
+
-
-
BESTIARY
-
- This final chapter details a variety of NPCs that the Game Master may use as
- reference when designing adversaries during the first 20 levels of the game,
- but further supplements will add even more — in the meantime, make sure to
- experiment with the rules for NPC design (page 302) and come up with unique adversaries!
-
-
SPECIES AND LEVELS
-
- This chapter features a section for each NPC Species, in alphabetical order:
- beasts, constructs, demons, elementals, humanoids, monsters, plants, and
- undead.
-
-
- Within each section, NPCS are listed based on their level, from lowest to
- highest, in five-levels increments — level 5, level 10, level 15, level 20,
- and so on.
-
-
All NPCS listed in this chapter are soldiers (not elites or champions).
-
STUDYING A NON-PLAYER CHARACTER
-
- If you want to know more about an NPC's profile, perform an
- 【INS + INS】 Open Check — during a conflict scene, the Study
- action is what you're looking for.
-
-
The Game Master will reveal the corresponding amount of information:
-
-
- Result 10+: The NPC's Rank, Species, maximum HP, and
- maximum MP.
-
-
- Result 13+: All the above, plus Traits, Attributes,
- Defense, Magic Defense, Affinities.
-
-
- Result 16+: All the above, plus basic attacks and spells.
-
-
-
- The Game Master may apply a +2 bonus or -2 penalty for creatures that are
- especially common or hard to find. Once you perform the check, that is what
- you know — the same character cannot retry the Check, regardless of if they
- encounter a different NPC that would feature the same profile. However, you
- can still study different aspects of the creature (such as desires and
- motivations); if the NPC changes profile, perhaps through a transformation or
- a change of phase, they can be studied again.
-
-
+
+
CHAPTER 7. SPELLS
+
Some creatures can cast spells. The format is as follows:
+
+
+ h Spell Name w 【Magic Check】 w MP cost w Target w
+ Duration.
+
+
Spell effect.
+
+
Key definitions:
+
+
+ w h indicates that this is a spell and requires the
+ Spell action.
+
+
+ w If rr is present next to the spell's
+ name, it is an offensive spell.
+
+
+ w【Magic Check】 indicates which Attributes must be
+ rolled for the Magic Check (if the spell is an offensive spell).
+
+
+ w MP cost indicates the spell's cost in Mind
+ Points.
+
+
+ w Target indicates the spell's possible target or
+ targets.
+
+
+ w Duration indicates whether the spell is
+ instantaneous or lasts for the scene.
+
+
+
+ Finally, the effects of the spell are described in the text. If
+ the spell features an opportunity option, it will be listed here.
+ Some spells have effects that change if the creature casting them
+ is a higher level — this is mentioned in the text.
+
+
+ For more information on spells, see
+ page 114.
+
+
CHAPTER 8. OTHER ACTIONS
+
+ Some creatures have unique actions they can perform, listed using
+ the format below:
+
+
+
S Action Name w Action effect.
+
+
Key definitions:
+
+
+ w S indicates that this effect requires the Skill
+ action.
+
+
+ The effects of this unique action are then explained in detail.
+
+
+
CHAPTER 9. SPECIAL RULES
+
+ This section lists any unique features and passive or reactive
+ Skills they may possess, such as the ability to counterattack or
+ fly.
+
+
-
+
+
+
CUTTERPILLAR Lv 5 w BEAST
+
+ A large centipede that can roll itself into a ball to fend off
+ attacks, only to spring up and bite afterward.
+
DEX d8 INS d6 MIG d10 WLP d8 HP 60 w 30 MP 45 Init. 7
+
DEF +2 M.DEF +1 ' a b aa RS EE RS ff VU ii VU l b
+
+
BASIC ATTACKS
+
+
+ Mandible Slash w 【DEX + MIG】 w 【HR + 5】
+ poison damage and the target suffers weak.
+
+
+ Cutter Ball w 【DEX + MIG】 w 【HR + 5】
+ physical damage. If the cutterpillar performed the Guard
+ action during its previous turn, this attack deals 5 extra
+ damage.
+
+
+
SPECIAL RULES
+
+
+ Roll Up w When the cutterpillar performs the
+ Guard action, it gains Immunity to physical damage until the
+ start of its next turn.
+
+
+
+
+
+
GIANT RAT Lv 5 w BEAST
+
+ Large rats dwelling in sewers and tunnels. Their bite can cause
+ violent fevers, but they are easily scared away by fire.
+
+ Blood Drinker w 【DEX + DEX】 w 【HR + 5】
+ physical damage. Then, the vampire bat recovers an amount of HP
+ equal to half the HP loss suffered by the target.
+
+
+ Screech w 【DEX + WLP】 w 【HR + 5】 air damage
+ and the target suffers dazed.
+
+
+
SPECIAL RULES
+
+
+ Flying: See
+ page 307 for the detailed
+ effects of this Skill.
+
+
+
+
-
-
Creature Profile Guide
-
Chapter Title Placeholder
-
d 1. NAME, LEVEL AND SPECIES
-
- At the top of the creature profile, you will find the creature's name, their
- level (ranging from a minimum of 5 to a maximum of 60), and finally their
- Species.
-
-
d 2. DESCRIPTION AND TYPICAL TRAITS
-
- Each profile features a short description of the creature, followed by a list
- of typical (but not universal) Traits for that type of creature. The Game
- Master should always consider these Traits when portraying the creature or
- adjudicating the consequences of actions — a peaceful creature is more likely
- to listen to reason than an aggressive one, for instance.
-
-
- Villains can also spend Ultima Points to invoke Traits and reroll dice (page
- 101).
-
-
d 3. ATTRIBUTES
-
This line provides you with the creature's main and secondary statistics:
-
-
- Dexterity (DEX), Insight (INS), Might (MIG) and Willpower (WLP)
- are all listed using the creature's base die size. Status effects and
- various abilities may temporarily influence these die sizes.
-
-
- HP indicates the creature's maximum Hit Points, followed by
- their Crisis score.
-
-
MP indicates the creature's maximum Mind Points.
-
- Init. indicates the creature's Initiative score. This
- calculation already takes all relevant bonuses and penalties into account,
- such as those from armor or Skills.
-
-
-
d 4. DEFENSES
-
This section lists the creature's defensive statistics:
-
-
- Defense (DEF) may be listed as a fixed number (if the
- creature is wearing martial armor) or as a bonus to be added to their
- current Dexterity die size.
-
-
- Magic Defense (M.DEF) is always listed as a bonus to be
- added to the creature's current Insight die size.
-
-
-
- These scores already take into account any benefits granted by shields and
- Skills.
-
-
-
+
+
+
BOMBARD ANT Lv 10 w BEAST
+
+ These human-sized ants are an extension of their Queen's will —
+ a mysterious creature dwelling in the depths of the earth.
+
+ Ant Slam w 【DEX + MIG】 +1 w 【HR + 10】
+ physical damage.
+
+
+ Ant Cannon w 【DEX + INS】 +1 w 【HR + 5】
+ physical damage and the target suffers dazed.
+
+
+
Special Rules
+
+
+ Burrow
+
+ When the bombard ant takes the Guard action, if it is
+ standing on dirt, sand, or rock, it gains a +2 bonus to
+ Defense and becomes Vulnerable to earth damage until the
+ start of its next turn.
+
+
+
+ Empty Mind
+
The bombard ant is immune to dazed and enraged.
+
+
+
+
+
+
THORNFISH Lv 10 w BEAST
+
+ Barely longer than an outstretched arm, these fishes use their
+ fins to fly across brief distances and carry a vicious bite.
+
+ Thorn Dive w 【DEX + DEX】 +1 w 【HR + 10】
+ physical damage.
+
+
+ Ocean Jet w 【DEX + INS】 +1 w 【HR + 5】 ice
+ damage and the target suffers slow.
+
+
+
Special Rules
+
+
+ Flying
+
+ See page 307 for the
+ detailed effects of this Skill.
+
+
+
+
+
-
-
5. DAMAGE AFFINITIES
-
- Here you can find the creature's Affinity towards each of the nine damage
- types in the game, in this order: physical, air, bolt, dark, earth, fire, ice,
- light, poison.
-
-
-
- Empty field means the creature has no Affinity regarding
- the damage type in question.
-
-
- VU means the creature is Vulnerable to the damage type in
- question, thus doubling the Hit Point loss.
-
-
- RS means the creature is Resistant to the damage type in
- question, thus halving the Hit Point loss.
-
-
- IM means the creature is Immune to the damage type in
- question, thus negating the Hit Point loss.
-
-
- AB means the creature Absorbs the damage type in question,
- thus recovering Hit Points equal to the damage suffered.
-
-
-
- For more information on damage and Affinities, see
- page 92.
-
-
6. BASIC ATTACKS
-
This section lists the creature's main attacks using the format below:
-
$ Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage. aa Attack Name w 【Accuracy Check】 w 【Damage Calculation】 type damage.
-
-
- $ or aa indicates whether the attack is melee or ranged.
-
-
- 【Accuracy Check】 indicates which Attributes must be
- rolled for the Accuracy Check.
-
-
- 【Damage Calculation】 indicates how to calculate the
- damage dealt by the attack, generally by adding the High Roll and a fixed
- value, as well as the type of damage dealt by the attack. Some attacks deal
- no damage.
-
-
-
- Many attacks have secondary effects or follow special rules, such as targeting
- Magic Defense instead of Defense. Secondary effects are listed after the
- damage calculation (if any) and only take place if the attack was successful
- unless otherwise noted.
-
-
-
+
+
BESTIARY
+
+
SUN BEAR
+
Level 15 | Beast
+
+ One of the largest and most intelligent beasts in the world.
+ Rumor has it some sun bears can communicate telepathically.
+
+ White Maw (Requires [DEX + MIG]): Deals +5
+ physical damage and the target suffers weak.
+
+
+
Spells
+
+
+ Iceberg (Cost: 20 MP): Targets one creature,
+ instant action. The target suffers 【HR + 30】 ice damage.
+ This damage ignores Resistances.
+
+
+ Lick Wounds (Cost: 5 MP): Self, instant
+ action. The white howler recovers 30 Hit Points (40 if level
+ 40+, 50 if level 60+).
+
+
+
Special Rules
+
+
+ Regal Aura: Allies of the white howler are
+ immune to shaken.
+
+
+
+
+
-
-
CHAPTER 7. SPELLS
-
Some creatures can cast spells. The format is as follows:
-
-
- h Spell Name w 【Magic Check】 w MP cost w Target w Duration.
-
-
Spell effect.
-
-
Key definitions:
-
-
- w h indicates that this is a spell and requires the Spell
- action.
-
-
- w If rr is present next to the spell's name, it is
- an offensive spell.
-
-
- w【Magic Check】 indicates which Attributes must be rolled for
- the Magic Check (if the spell is an offensive spell).
-
-
w MP cost indicates the spell's cost in Mind Points.
-
- w Target indicates the spell's possible target or targets.
-
-
- w Duration indicates whether the spell is instantaneous or
- lasts for the scene.
-
-
-
- Finally, the effects of the spell are described in the text. If the spell
- features an opportunity option, it will be listed here. Some spells have
- effects that change if the creature casting them is a higher level — this is
- mentioned in the text.
-
-
- For more information on spells, see
- page 114.
-
-
CHAPTER 8. OTHER ACTIONS
-
- Some creatures have unique actions they can perform, listed using the format
- below:
-
-
-
S Action Name w Action effect.
-
-
Key definitions:
-
-
- w S indicates that this effect requires the Skill action.
-
-
The effects of this unique action are then explained in detail.
-
-
CHAPTER 9. SPECIAL RULES
-
- This section lists any unique features and passive or reactive Skills they may
- possess, such as the ability to counterattack or fly.
-
-
+
+
ARCANE LANTERN Lv 5 w CONSTRUCT
+
+ Mages often keep these creatures as magical repositories. In a
+ pinch, the lanterns can even help in battle.
+
DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 55 Init. 8
+
DEF +1 M.DEF +2 ' VU a b a EE RS ff RS ii RS l bb IM
+
Basic Attacks
+
Elemental Discharge
+
+ Damage: {DEX + INS} w {HR + 5} damage. When the
+ arcane lantern performs this attack, roll a d6 to determine the
+ damage type: 1-2 bolt; 3-4 fire; 5-6 ice.
+
+
Other Actions
+
Mana Transfer
+
+ The arcane lantern may use an action and spend up to 10 Mind
+ Points to choose another creature it can see. That creature
+ recovers an equal amount of Mind Points.
+
+
Special Rules
+
+ Construct: The lantern is immune to poisoned.
+
+
CLATTERCLOWN Lv 10 w CONSTRUCT
+
+ A discarded toy jester inhabited by loathsome spirits. Perhaps it
+ is simply looking for someone to play with?
+
DEX d8 INS d6 MIG d10 WLP d8 HP 60 w 30 MP 45 Init. 7
-
DEF +2 M.DEF +1 ' a b aa RS EE RS ff VU ii VU l b
-
-
BASIC ATTACKS
-
-
- Mandible Slash w 【DEX + MIG】 w 【HR + 5】 poison damage
- and the target suffers weak.
-
-
- Cutter Ball w 【DEX + MIG】 w 【HR + 5】 physical damage.
- If the cutterpillar performed the Guard action during its previous turn,
- this attack deals 5 extra damage.
-
-
-
SPECIAL RULES
-
-
- Roll Up w When the cutterpillar performs the Guard
- action, it gains Immunity to physical damage until the start of its next
- turn.
-
-
-
-
-
-
GIANT RAT Lv 5 w BEAST
-
- Large rats dwelling in sewers and tunnels. Their bite can cause violent
- fevers, but they are easily scared away by fire.
-
-
Typical Traits: afraid of fire, fast, hungry, vicious.
-
-
DEX d12 INS d8 MIG d6 WLP d6 HP 40 w 20 MP 35 Init. 14
-
DEF +0 M.DEF +0 ' a b a EE RS ff VU i l bb RS
-
-
BASIC ATTACKS
-
-
- Bad Bite w 【DEX + MIG】 w 【HR + 5】 physical damage and
- the target suffers poisoned.
-
-
-
SPECIAL RULES
-
-
- Cornered Rat w As long as it is in Crisis, the rat gains
- a +3 bonus to all Checks.
-
-
- Quick w When the giant rat fills or erases sections of a
- Clock related to escaping or pursuing, it may fill or erase an additional
- section.
-
-
-
-
-
-
+
+
GARGOYLE
+
Lv 10 w CONSTRUCT
+
+ Despite their weight, gargoyles can levitate using their moderate
+ magical powers. They make for excellent guardians.
+
+
Typical Traits
+
+
Bound to a location
+
Cunning
+
Floating
+
Vigilant
+
+
Statistics
+
+
DEX
+
d10
+
INS
+
d8
+
MIG
+
d8
+
WLP
+
d6
+
HP
+
70 w 35
+
MP
+
50
+
Init.
+
9
+
+
Defenses
+
+
DEF: +0
+
M.DEF: +0
+
+
Basic Attacks
+
+ Stone Claws w 【DEX + MIG】 +1 w 【HR + 5】
+ physical damage. This attack targets Magic Defense.
+
+
Spells
+
+
+ Stone Barrage w 【MIG + WLP】 +1 w 10 MP w One
+ creature w Instantaneous. The target suffers 【HR + 15】 earth
+ damage and suffers dazed.
+
+
+
Special Rules
+
+
+ Construct: The gargoyle is immune to poisoned.
+
+
+ Flying: See
+ page 307 for the detailed
+ effects of this Skill.
+
+
+
+
MAGITECH TROOPER
+
Lv 10 w CONSTRUCT
+
+ A suit of armor animated by soul energy. Immensely powerful in
+ battle, but its strategies tend to be very predictable.
+
+
Typical Traits
+
+
Loyal
+
Predictable
+
Ruthless
+
Vigilant
+
+
Statistics
+
+
DEX
+
d8
+
INS
+
d8
+
MIG
+
d10
+
WLP
+
d6
+
HP
+
80 w 40
+
MP
+
40
+
Init.
+
5
+
+
Defenses
+
+
DEF: 11
+
M.DEF: +0
+
+
Equipment
+
waraxe, bronze plate.
+
Basic Attacks
+
+ Axe Strike w 【MIG + MIG】 +1 w 【HR + 14】
+ physical damage and the target suffers slow.
+
+
Special Rules
+
+
+ Construct: The magitech trooper is immune to
+ poisoned.
+
+
+ Exposed Core: As long as it is in Crisis, the
+ magitech trooper loses Resistance to fire and ice damage and all
+ damage dealt by its Axe Strike becomes bolt.
+
+
+
-
-
55 BESTIARY
-
-
GREY HOWLER
-
Lv 5 w BEAST
-
- Often trained as guardians, these large canines can prove extremely loyal to
- their owners and companions.
-
- Vicious Bite w 【DEX + MIG】 +3 w 【HR + 10】 physical
- damage.
-
-
-
SPECIAL RULES
-
-
- Protect: When another character is in danger, the grey
- howler may choose to take their place (see the Protect Skill on
- page 197).
-
-
-
-
VAMPIRE BAT
-
Lv 5 w BEAST
-
- Unlike normal bats, these oversized predators often attack people and animals.
- They are surprisingly intelligent.
-
-
- Typical Traits: afraid of light, aggressive, loud, smart.
-
-
-
-
-
DEX d10
-
INS d8
-
MIG d6
-
WLP d8
-
HP 50 w 25 MP
-
45 Init. 9
-
DEF +0 M.DEF +0 ' aa VU b a EE RS f i l bb RS
-
-
-
BASIC ATTACKS
-
-
- Blood Drinker w 【DEX + DEX】 w 【HR + 5】 physical damage.
- Then, the vampire bat recovers an amount of HP equal to half the HP loss
- suffered by the target.
-
-
- Screech w 【DEX + WLP】 w 【HR + 5】 air damage and the
- target suffers dazed.
-
-
-
SPECIAL RULES
-
-
- Flying: See
- page 307 for the detailed effects of
- this Skill.
-
-
-
-
+
+
BRONZE GOLEM Lv 15 w CONSTRUCT
+
+ These clockwork automatons are often employed as guardians by
+ aristocrats and merchants. They are imposing but slow.
+
DEX d10 INS d8 MIG d8 WLP d6 HP 80 w 40 MP 45 Init. 9
+
DEF +0 M.DEF +0 ' aa VU bb VUa EE RS ff IM ii VU l bb IM
+
BASIC ATTACKS
+
+
+ Razor Dive: w 【DEX + DEX】 +1 w 【HR + 10】
+ physical damage. After performing this attack, the razorbird
+ loses all benefits granted by the Flying Skill until the start
+ of its next turn.
+
+
+ Gatling Gun: w 【DEX + INS】 +1 w 【HR + 5】
+ physical damage. This attack has multi (2).
+
+
+ Scorch Rocket: w 【DEX + INS】 +1 w 【HR + 10】
+ fire damage.
+
+
+
SPECIAL RULES
+
+
+ Construct: The razorbird is immune to poisoned.
+
+
+ Fast & Furious: The razorbird is immune to slow
+ and weak.
+
+
+ Flying: See
+ page 307 for the detailed
+ effects of this Skill.
+
+
+
-
-
-
BOMBARD ANT Lv 10 w BEAST
-
- These human-sized ants are an extension of their Queen's will — a mysterious
- creature dwelling in the depths of the earth.
-
- Ant Slam w 【DEX + MIG】 +1 w 【HR + 10】 physical
- damage.
-
-
- Ant Cannon w 【DEX + INS】 +1 w 【HR + 5】 physical
- damage and the target suffers dazed.
-
-
-
Special Rules
-
-
- Burrow
-
- When the bombard ant takes the Guard action, if it is standing on dirt,
- sand, or rock, it gains a +2 bonus to Defense and becomes Vulnerable to
- earth damage until the start of its next turn.
-
-
-
- Empty Mind
-
The bombard ant is immune to dazed and enraged.
-
-
-
-
-
-
THORNFISH Lv 10 w BEAST
-
- Barely longer than an outstretched arm, these fishes use their fins to fly
- across brief distances and carry a vicious bite.
-
+ DEX d6 | INS d6 |
+ MIG d12 | WLP d10 |
+ HP 110 w 55 MP 80 | Init. 6
+
+
DEF +0 | M.DEF +0
+
BASIC ATTACKS
+
+
+ Bark Claws w
+ {MIG + MIG} +2 w
+ {HR + 10} physical
+ damage. This attack has multi (2).
+
+
+ Life Blast w
+ {DEX + MIG} +2 w
+ {HR + 15} light
+ damage.
+
+
+
SPELLS
+
+
+ Dispel w 10 MP w One creature w Instantaneous.
+ If the target is affected by one or more spells with a duration
+ of "Scene", instead they are no longer affected by any of those
+ spells.
+
+
+ Spore Breath w
+ {MIG + WLP} +2 w 10
+ MP w One creature w Instantaneous. The target suffers
+ {HR + 15} poison
+ damage and suffers weak.
+
+
+ Vine Burst w 20 MP w Special w Instantaneous.
+ The golem chooses any number of creatures it can see: each of
+ them suffers shaken.
+
+
+
SPECIAL RULES
+
+ Construct w The forest golem is immune to
+ poisoned.
+
+
Design Notes for Constructs
+
+ The once-resplendent waters of the Dagda Oasis now run dry. The
+ Golem attacks all that approach. When designing a construct boss,
+ you might separate it into parts (such as a sturdy central body
+ supported by telescopic limbs), or have it expose its magitech
+ core when in Crisis, increasing its elemental damage but also
+ lowering defenses and unlocking new Vulnerabilities.
+
+
CONSTRUCT BOSSES
+
+ And if there's a Magitech Tinkerer in the party, they might even
+ be able to take control of a soldier-rank limb and force the boss
+ to punch itself in the face! Those are the kind of scenes your
+ group will remember.
+
+
-
-
BESTIARY
-
-
SUN BEAR
-
Level 15 | Beast
-
- One of the largest and most intelligent beasts in the world. Rumor has it
- some sun bears can communicate telepathically.
-
DEX d8 INS d8 MIG d6 WLP d10 HP 50 w 25 MP 55 Init. 8
+
DEF +0 M.DEF +0 ' a b aa RS E ff IM ii RS ll VU b
+
BASIC ATTACKS
+
+ Freezing Nails w 【DEX + WLP】 w 【HR + 5】 ice
+ damage. This attack targets Magic Defense.
+
+
SPELLS
+
+
+ Enrage r w 【INS + WLP】 w 10 MP w One
+ creature w Instantaneous. The target suffers enraged and
+ cannot perform the Guard or Spell actions on their next turn.
+
+
+ Shell w 10 MP w Self w Scene. Until this
+ spell ends, the imp gains Resistance to physical damage.
+
+
+
+
+
LIGHTNING WHEEL Lv 10 w DEMON
+
+ Born from the fears of travelers, these cruel demons ride inside
+ a large wooden wheel surrounded by lightning.
+
DEX d12 INS d6 MIG d6 WLP d8 HP 60 w 30 MP 60 Init. 9
+
DEF +0 M.DEF +0 ' a bb ABaa RS EE VU f i l b
+
BASIC ATTACKS
+
+ Sharp Turn w 【DEX + MIG】 +1 w 【HR + 10】
+ physical damage.
+
+
SPELLS
+
+
+ Fulgur r w 【INS + WLP】 +1 w 10 × T MP w Up
+ to three creatures w Instantaneous. Each target suffers 【HR +
+ 15】 bolt damage. Opportunity: Each target suffers
+ dazed.
+
+
+
SPECIAL RULES
+
+ Quick w When the lightning wheel fills or
+ erases sections of a Clock related to escaping or pursuing, they
+ may fill or erase two additional sections.
+
+
+
-
-
ARCANE LANTERN Lv 5 w CONSTRUCT
-
- Mages often keep these creatures as magical repositories. In a pinch, the
- lanterns can even help in battle.
-
-
Typical Traits: glowing, helpful, magical, tiny.
-
Stats
-
DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 55 Init. 8
-
DEF +1 M.DEF +2 ' VU a b a EE RS ff RS ii RS l bb IM
-
Basic Attacks
-
Elemental Discharge
-
- Damage: {DEX + INS} w {HR + 5} damage. When the arcane
- lantern performs this attack, roll a d6 to determine the damage type: 1-2
- bolt; 3-4 fire; 5-6 ice.
-
-
Other Actions
-
Mana Transfer
-
- The arcane lantern may use an action and spend up to 10 Mind Points to choose
- another creature it can see. That creature recovers an equal amount of Mind
- Points.
-
-
Special Rules
-
Construct: The lantern is immune to poisoned.
-
CLATTERCLOWN Lv 10 w CONSTRUCT
-
- A discarded toy jester inhabited by loathsome spirits. Perhaps it is simply
- looking for someone to play with?
-
-
Typical Traits: creepy, loud, small, vengeful.
-
Stats
-
DEX d8 INS d10 MIG d8 WLP d6 HP 60 w 30 MP 50 Init. 13
-
DEF +0 M.DEF +0 ' aa VU b a EE RS ff RS i l bb IM
-
Basic Attacks
-
Jester Kick
-
- Damage: {DEX + INS} +1 w {HR + 5} physical damage. This
- attack deals 5 extra damage against dazed or shaken targets.
-
-
Spells
-
Dancing Jester
-
- 20 MP w Special w Instantaneous. The clatterclown chooses any number of
- creatures it can see: each of them suffers shaken.
-
-
Special Rules
-
Construct: The clatterclown is immune to poisoned.
-
+
+
SHADOW HOWLER Lv 15 w DEMON
+
+ This massive dog is said to appear when a great catastrophe is
+ about to take place — they are not evil but mere harbingers of
+ tragedy.
+
+ Tangle of Vipers w
+ 【DEX + INS】 +5 w
+ 【HR + 15】 poison damage.
+
+
+ Cold Glare w
+ 【DEX + WLP】 +5 w
+ 【HR + 10】 ice damage and the
+ target cannot perform the Objective action on their next turn.
+ This attack targets Magic Defense.
+
+
+
Spells
+
+
+ Brain Melt rr w
+ 【INS + WLP】 +2 w 5 × T MP w Up
+ to three creatures w Instantaneous. Each target loses 【HR +
+ 10】 Mind Points.
+
+
+
Special Rules
+
+
+ Eloquent w The echidna gains a +3 bonus to
+ Opposed Checks during social occasions.
+
+
+
-
-
GARGOYLE
-
Lv 10 w CONSTRUCT
-
- Despite their weight, gargoyles can levitate using their moderate magical
- powers. They make for excellent guardians.
-
-
Typical Traits
-
-
Bound to a location
-
Cunning
-
Floating
-
Vigilant
-
-
Statistics
-
-
DEX
-
d10
-
INS
-
d8
-
MIG
-
d8
-
WLP
-
d6
-
HP
-
70 w 35
-
MP
-
50
-
Init.
-
9
-
-
Defenses
-
-
DEF: +0
-
M.DEF: +0
-
-
Basic Attacks
-
- Stone Claws w 【DEX + MIG】 +1 w 【HR + 5】 physical damage.
- This attack targets Magic Defense.
-
-
Spells
-
-
- Stone Barrage w 【MIG + WLP】 +1 w 10 MP w One creature w
- Instantaneous. The target suffers 【HR + 15】 earth damage and suffers
- dazed.
-
-
-
Special Rules
-
-
Construct: The gargoyle is immune to poisoned.
-
- Flying: See
- page 307 for the detailed effects of
- this Skill.
-
-
-
-
MAGITECH TROOPER
-
Lv 10 w CONSTRUCT
-
- A suit of armor animated by soul energy. Immensely powerful in battle, but its
- strategies tend to be very predictable.
-
-
Typical Traits
-
-
Loyal
-
Predictable
-
Ruthless
-
Vigilant
-
-
Statistics
-
-
DEX
-
d8
-
INS
-
d8
-
MIG
-
d10
-
WLP
-
d6
-
HP
-
80 w 40
-
MP
-
40
-
Init.
-
5
-
-
Defenses
-
-
DEF: 11
-
M.DEF: +0
-
-
Equipment
-
waraxe, bronze plate.
-
Basic Attacks
-
- Axe Strike w 【MIG + MIG】 +1 w 【HR + 14】 physical damage
- and the target suffers slow.
-
-
Special Rules
-
-
- Construct: The magitech trooper is immune to poisoned.
-
-
- Exposed Core: As long as it is in Crisis, the magitech
- trooper loses Resistance to fire and ice damage and all damage dealt by its
- Axe Strike becomes bolt.
-
-
-
+
+
ACORN PIXIE
+
Lv 5 w ELEMENTAL
+
+ These fairies gather in places where life force flows untainted.
+ If said energy becomes corrupted, their minds may grow clouded by
+ rage.
+
DEX d10 INS d8 MIG d8 WLP d6 HP 80 w 40 MP 45 Init. 9
-
DEF +0 M.DEF +0 ' aa VU bb VUa EE RS ff IM ii VU l bb IM
-
BASIC ATTACKS
-
-
- Razor Dive: w 【DEX + DEX】 +1 w 【HR + 10】 physical
- damage. After performing this attack, the razorbird loses all benefits
- granted by the Flying Skill until the start of its next turn.
-
-
- Gatling Gun: w 【DEX + INS】 +1 w 【HR + 5】 physical
- damage. This attack has multi (2).
-
-
- Scorch Rocket: w 【DEX + INS】 +1 w 【HR + 10】 fire
- damage.
-
-
-
SPECIAL RULES
-
-
Construct: The razorbird is immune to poisoned.
-
- Fast & Furious: The razorbird is immune to slow and weak.
-
-
- Flying: See
- page 307 for the detailed effects of
- this Skill.
-
-
-
+
-
-
FOREST GOLEM Lv 20 w CONSTRUCT
-
- Druids and witches often weave together these creatures and order them to
- guard sacred locations.
-
- DEX d6 | INS d6 | MIG d12 |
- WLP d10 | HP 110 w 55 MP 80 |
- Init. 6
-
-
DEF +0 | M.DEF +0
-
BASIC ATTACKS
-
-
- Bark Claws w
- {MIG + MIG} +2 w
- {HR + 10} physical damage. This
- attack has multi (2).
-
-
- Life Blast w
- {DEX + MIG} +2 w
- {HR + 15} light damage.
-
-
-
SPELLS
-
-
- Dispel w 10 MP w One creature w Instantaneous. If the
- target is affected by one or more spells with a duration of "Scene", instead
- they are no longer affected by any of those spells.
-
-
- Spore Breath w
- {MIG + WLP} +2 w 10 MP w One
- creature w Instantaneous. The target suffers
- {HR + 15} poison damage and
- suffers weak.
-
-
- Vine Burst w 20 MP w Special w Instantaneous. The golem
- chooses any number of creatures it can see: each of them suffers shaken.
-
-
-
SPECIAL RULES
-
Construct w The forest golem is immune to poisoned.
-
Design Notes for Constructs
-
- The once-resplendent waters of the Dagda Oasis now run dry. The Golem attacks
- all that approach. When designing a construct boss, you might separate it into
- parts (such as a sturdy central body supported by telescopic limbs), or have
- it expose its magitech core when in Crisis, increasing its elemental damage
- but also lowering defenses and unlocking new Vulnerabilities.
-
-
CONSTRUCT BOSSES
-
- And if there's a Magitech Tinkerer in the party, they might even be able to
- take control of a soldier-rank limb and force the boss to punch itself in the
- face! Those are the kind of scenes your group will remember.
-
-
+
-
-
-
DEMONS
-
IMP Lv 5 w DEMON
-
- The weakest of demons. Imps originate from the dark thoughts of a single
- person or small community. They are cowards.
-
DEX d8 INS d8 MIG d6 WLP d10 HP 50 w 25 MP 55 Init. 8
-
DEF +0 M.DEF +0 ' a b aa RS E ff IM ii RS ll VU b
-
BASIC ATTACKS
-
- Freezing Nails w 【DEX + WLP】 w 【HR + 5】 ice damage.
- This attack targets Magic Defense.
-
-
SPELLS
-
-
- Enrage r w 【INS + WLP】 w 10 MP w One creature w
- Instantaneous. The target suffers enraged and cannot perform the Guard or
- Spell actions on their next turn.
-
-
- Shell w 10 MP w Self w Scene. Until this spell ends, the
- imp gains Resistance to physical damage.
-
-
-
-
-
LIGHTNING WHEEL Lv 10 w DEMON
-
- Born from the fears of travelers, these cruel demons ride inside a large
- wooden wheel surrounded by lightning.
-
-
Typical Traits: bright, cackling, cruel, fast.
-
-
DEX d12 INS d6 MIG d6 WLP d8 HP 60 w 30 MP 60 Init. 9
-
DEF +0 M.DEF +0 ' a bb ABaa RS EE VU f i l b
-
BASIC ATTACKS
-
- Sharp Turn w 【DEX + MIG】 +1 w 【HR + 10】 physical
- damage.
-
-
SPELLS
-
-
- Fulgur r w 【INS + WLP】 +1 w 10 × T MP w Up to three
- creatures w Instantaneous. Each target suffers 【HR + 15】 bolt damage.
- Opportunity: Each target suffers dazed.
-
-
-
SPECIAL RULES
-
- Quick w When the lightning wheel fills or erases sections
- of a Clock related to escaping or pursuing, they may fill or erase two
- additional sections.
-
-
-
+
+
CRAGBOAR Lv 20 w ELEMENTAL
+
+ A huge rock formation awakened by earth spirits. It may lay
+ motionless for centuries, then suddenly rise and sow destruction.
+
DEX d8 INS d6 MIG d12 WLP d8 HP 110 w 55 MP 60 Init. 7
+
+
+
+ DEF +0 | M.DEF +0 |
+ AA VU bb | RSa EE IM f i l bb IM
+
+
Basic Attacks
+
+
+ Rock Charge w 【DEX + MIG】 +2 w 【HR + 15】
+ physical damage. This attack has multi (2). If this attack
+ misses any of its targets, the cragboar loses a minor amount
+ (20) of Hit Points.
+
+
+ Rock Tusk w 【MIG + MIG】 +2 w 【HR + 10】
+ physical damage.
+
+
+
Spells
+
+
+ h Rock Barrage rr w 【MIG + WLP】 +2 w 10 MP w
+ One creature w Instantaneous. The target suffers 【HR +
+ 20】 earth damage and suffers dazed.
+
+
+ h Terra rr w 【MIG + WLP】 +2 w 10 × T MP w Up
+ to three creatures w Instantaneous. Each target suffers
+ 【HR + 20】 earth damage. This spell cannot target creatures who
+ are flying, floating, falling, or otherwise in mid-air.
+
+ Opportunity: Each target performs one
+ fewer action on their next turn (to a minimum of 0
+ actions).
+
+
+
+
Other Actions
+
+
+ S Angry Snort w On its next turn, the cragboar
+ must perform Stone Charge, and each target hit by that attack
+ will suffer shaken.
+
+
+
Special Rules
+
+
+ Elemental w The cragboar is immune to poisoned.
+
+
+
+ While elementals aren't too common as bosses, they make for great
+ minions. Using pairs of "opposing" elementals, such as fire and
+ ice, makes it so that the group must vary their strategy and
+ attacks — because what hurts one elemental will heal the other,
+ and vice versa.
+
+
Elemental Minions
+
-
-
SHADOW HOWLER Lv 15 w DEMON
-
- This massive dog is said to appear when a great catastrophe is about to take
- place — they are not evil but mere harbingers of tragedy.
-
- Tangle of Vipers w
- 【DEX + INS】 +5 w
- 【HR + 15】 poison damage.
-
-
- Cold Glare w 【DEX + WLP】 +5
- w 【HR + 10】 ice damage and the target
- cannot perform the Objective action on their next turn. This attack targets
- Magic Defense.
-
-
-
Spells
-
-
- Brain Melt rr w
- 【INS + WLP】 +2 w 5 × T MP w Up to three
- creatures w Instantaneous. Each target loses 【HR + 10】 Mind Points.
-
-
-
Special Rules
-
-
- Eloquent w The echidna gains a +3 bonus to Opposed Checks
- during social occasions.
-
-
-
+
+
HUMANOIDS
+
BRIGAND Lv 5 w HUMANOID
+
+ A common sight on less-patrolled roads, brigands take advantage of
+ lone travelers and small caravans.
+
+ $ Hiveblade w [DEX + INS] +5 w
+ [HR + 10] physical damage.
+
+
Spells
+
+ Bee Dance w 20 MP w One creature w
+ Instantaneous. The target may immediately perform a free attack
+ with a weapon they have equipped (or with a basic attack, if the
+ target is an NPC).
+
+
Special Rules
+
+
+ Flying: See
+ page 307 for the detailed
+ effects of this Skill.
+
+
+
+
+
+
MERCENARY Lv 10 w HUMANOID
+
+ Mercenaries are experts at survival and combat. Their abilities
+ and equipment make them a dangerous threat.
+
+ Decorated Staff w 【WLP + WLP】 +2 w 【HR +
+ 11】 physical damage.
+
+
+
Spells
+
+
+ Fulgur rr w 【INS + WLP】 +5 w 10 × T MP w Up
+ to three creatures w Instantaneous. Each target suffers 【HR +
+ 20】 bolt damage. Opportunity:
+ Each target suffers dazed.
+
+
+ Heal w 10 × T MP w Up to three creatures w
+ Instantaneous. Each target recovers 40 Hit Points (50 if level
+ 20+, 60 if level 40+).
+
+
+
+
+ Fiendish-looking soldiers were seen inspecting the Great Crater
+ Lake. What could they be searching for?
+
+
-
+
+
CAIT SITH Lv 5 w MONSTER
+
+ When a cat dies in winter, a spirit might take possession of the
+ body, transforming them into a magical Cait Sith.
+
DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 65 Init. 12
+
DEF +1 M.DEF +2 ' a bb VUa E ff RS ii RS l bb VU
+
BASIC ATTACKS
+
+
+ Scratch w
+ 【DEX + MIG】 w
+ 【HR + 5】 physical damage.
+
+
+
SPELLS
+
+
Heat Control
+
+ rr w 【INS + WLP】 w 15 MP w One
+ creature w Scene.
+
+
+ The cait sith chooses fire or ice. Until this spell ends, the
+ target suffers 5 extra damage from all sources that deal damage
+ of the chosen type.
+
+
+
DREADMOTH Lv 5 w MONSTER
+
+ A large carrion-eating moth, its translucent wings are covered in
+ poisonous spores that cause terrible vertigo.
+
DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 55 Init. 8
+
DEF +0 M.DEF +0 ' a b a E ff VU ii RS l bb RS
+
BASIC ATTACKS
+
+
+ Moth Bite w
+ 【DEX + MIG】 w
+ 【HR + 10】 physical damage.
+
+
+
SPELLS
+
+
Poison Cloud
+
+ rr w 【MIG + WLP】 w 10 × T MP w
+ Up to three creatures w Instantaneous.
+
+
Each target suffers poisoned.
+
+
SPECIAL RULES
+
+
+ Flying w See
+ page 307 for the detailed
+ effects of this Skill.
+
+
+
-
+
+
55 BESTIARY
+
+
MELLOW OOZE
+
Lv 5 W Monster
+
+ Mellow oozes often live in symbiosis with larger monsters. They
+ can be easily recognized due to their unique noise: pwih, pwih!
+
+
Typical Traits:
+
+
Glowing
+
Soft
+
Terribly cute
+
Warm
+
+
+
+ Stats: DEX d8 INS d6 MIG d10 WLP d8 HP 60 w
+ 30 MP 55 Init. 7
+
+
+ Defense: DEF +1 M.DEF +2 '' RS a bb RSa E ff
+ RS ii RS l bb VU
+
+
+
Abilities
+
BASIC ATTACKS
+
+
+ Mellow Lick w 【DEX + MIG】 w 【HR + 10】
+ physical damage.
+
+
+ Mellow Woosh w 【DEX + INS】 w 【HR + 5】 air
+ damage.
+
+
+
SPELLS
+
+
+ Mellow Dance (10 MP, One creature,
+ Instantaneous). The target recovers 30 Hit Points (40 if level
+ 20+, 50 if level 40+, 60 if level 60+) and also recovers from
+ one status effect of the mellow ooze's choice.
+
+
+
+
+
+
DRAKE
+
Lv 10 W Monster
+
+ Despite being the weakest among dragons, drakes are nonetheless
+ formidable opponents; luckily, they are also very lazy.
+
+
Typical Traits:
+
+
Heavy
+
Hungry
+
Lazy
+
Scaly
+
+
+
+ Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w
+ 35 MP 50 Init. 8
+
+
+ Defense: DEF +2 M.DEF +1 ' a b a E ff IM i l
+ bb VU
+
+
+
Abilities
+
BASIC ATTACKS
+
+
+ Bite w 【MIG + MIG】 +4 w 【HR + 10】
+ physical damage.
+
+
+
SPELLS
+
+
+ Dragonbreath (10 MP, One creature,
+ Instantaneous). The target suffers 【HR + 15】 fire damage and
+ suffers shaken.
+
+
+
+
+
-
-
CRAGBOAR Lv 20 w ELEMENTAL
-
- A huge rock formation awakened by earth spirits. It may lay motionless for
- centuries, then suddenly rise and sow destruction.
-
DEX d8 INS d6 MIG d12 WLP d8 HP 110 w 55 MP 60 Init. 7
-
-
-
- DEF +0 | M.DEF +0 | AA VU
- bb | RSa EE IM f i l bb IM
-
-
Basic Attacks
-
-
- Rock Charge w 【DEX + MIG】 +2 w 【HR + 15】 physical
- damage. This attack has multi (2). If this attack misses any of its targets,
- the cragboar loses a minor amount (20) of Hit Points.
-
-
- Rock Tusk w 【MIG + MIG】 +2 w 【HR + 10】 physical damage.
-
-
-
Spells
-
-
- h Rock Barrage rr w 【MIG + WLP】 +2 w 10 MP w One creature
- w Instantaneous. The target suffers 【HR + 20】 earth damage and
- suffers dazed.
-
-
- h Terra rr w 【MIG + WLP】 +2 w 10 × T MP w Up to three
- creatures w Instantaneous. Each target suffers 【HR + 20】 earth
- damage. This spell cannot target creatures who are flying, floating,
- falling, or otherwise in mid-air.
-
- Opportunity: Each target performs one fewer action on
- their next turn (to a minimum of 0 actions).
-
-
-
-
Other Actions
-
-
- S Angry Snort w On its next turn, the cragboar must perform
- Stone Charge, and each target hit by that attack will suffer shaken.
-
-
-
Special Rules
-
-
Elemental w The cragboar is immune to poisoned.
-
-
- While elementals aren't too common as bosses, they make for great minions.
- Using pairs of "opposing" elementals, such as fire and ice, makes it so that
- the group must vary their strategy and attacks — because what hurts one
- elemental will heal the other, and vice versa.
-
-
Elemental Minions
-
+
+
HEXEYE Lv 10 w MONSTER
+
+ A winged, one-eyed monstrosity feared for its cursed gaze. Some
+ say it was born from the eye of a dead witch.
+
+ Stats: DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP
+ 60 Init. 12 DEF +0 M.DEF +0 ' aa RS bb VUa EE RS f i ll VU b
+
+
BASIC ATTACKS
+
+ Claw w 【DEX + MIG】 +1 w 【HR + 10】 physical
+ damage.
+
+
+ Chaos Glare w 【DEX + WLP】 +1 w 【HR + 5】 dark
+ damage. If the target is dazed, they will perform one fewer action
+ on their next turn (to a minimum of 0 actions).
+
+
SPELLS
+
+ Doomgaze rr w 【MIG + WLP】 +4 w 10 MP w One
+ creature w Instantaneous. The target suffers dazed and weak.
+
+
SPECIAL RULES
+
+ Flying w See page 307 for the
+ detailed effects of this Skill.
+
+
+
HYDROZOA Lv 10 w MONSTER
+
+ Every slithering tentacle of these bizarre, floating jellyfish
+ monsters is filled with a powerful neurotoxin.
+
+ Petrifying Peck (w 【DEX + INS】 +4 w No
+ damage.)
+
+ This attack targets Magic Defense instead of Defense. Each
+ target hit by this attack suffers slow; if a target is already
+ slow, they must instead succeed on a DL 10 【MIG + WLP】 Check
+ or be turned to stone — healing a petrified creature is an
+ adventure in and of itself.
+
+
+
+ Toxic Peck (w 【DEX + MIG】 +4 w 【HR + 10】
+ poison damage.)
+
+
+
MIMIC
+
+ Devious shapeshifters that can disguise themselves as objects.
+ Some say they are divine punishment for greedy adventurers.
+
DEF +1 M.DEF +2 '' RS aa RS b aa RS EE VU f i ll RS bb VU
+
+
Basic Attacks
+
+
+ Mimic Claw (w 【DEX + MIG】 +4 w 【HR + 5】
+ physical damage.)
+
+ If the mimic ambushed an unsuspecting target, this attack
+ deals double damage.
+
+
+
+ Item Steal (w 【DEX + INS】 +4 w 【HR + 5】
+ physical damage.)
+
Each target hit by this attack loses 2 Inventory Points.
+
+
+
Special Rules
+
+
+ Shapeshifting: As long as it remains
+ transformed, the mimic is identical to the object it copied —
+ except for a single disturbing and/or unusual detail which the
+ Game Muster must include when describing them.
+
+
+
+
Drakes make for exceptionally loyal companions.
+
Friends for all life...
+
-
+
+
+
ALRAUNE
+
Lv 5 w PLANT
+
+ Tiny but malicious, these plants are known for bringing terrible
+ misfortune to anyone they encounter.
+
+ DEX d10 | INS d8 | MIG d6 | WLP d8 | HP 50 | w 25 MP 45 |
+ Init. 9
+
+
+ DEF +0 M.DEF +0 (Stats/Resistances listed in the original raw
+ text block follow here.)
+
+
+
BASIC ATTACKS
+
+
+ Vine Slap w 【DEX + MIG】 w 【HR + 5】
+ physical damage. This attack deals 5 extra damage to shaken
+ targets.
+
+
+ Alraune Scream w 【WLP + WLP】 w No damage
+ and the target suffers shaken. This attack targets Magic
+ Defense and has no effect on targets unable to hear the
+ alraune.
+
+
+
SPECIAL RULES
+
+
+ Plant: The alraune is immune to dazed,
+ enraged, and shaken.
+
+
+
+
+
CURSED PUMPKIN
+
Lv 5 w PLANT
+
+ The wrathful remains of carved pumpkins, thrown away at the end
+ of an old autumn festival. Frequent protagonists of horror
+ tales.
+
+ DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 50 | w 25 MP 55 | Init.
+ 8
+
+
+ DEF +1 M.DEF +2 (Stats/Resistances listed in the original raw
+ text block follow here.)
+
+
+
BASIC ATTACKS
+
+
+ Rotten Bite w 【DEX + MIG】 +3 w 【HR + 5】
+ poison damage.
+
+
+
SPELLS
+
+
+ Pumpkin Puke rr w 【MIG + WLP】 w 10 MP w One
+ creature w Scene. Until this spell ends, the target suffers 5
+ extra damage from all sources that deal poison damage.
+
+
+
SPECIAL RULES
+
+
+ Plant: The cursed pumpkin is immune to dazed,
+ enraged, and shaken.
+
+
+
+
-
+
+
BESTIARY
+
+
PESTERVINE Lv 10 w PLANT
+
+ A tangle of vines surrounding a thorny core that vertically
+ splits into a bottomless maw. Some say it was a failed
+ experiment.
+
DEX d10 INS d8 MIG d8 WLP d6 HP 60 w 30 MP 40 Init. 9
+
DEF +0 M.DEF +0 ' aa VU b aa IM EE RS ff VU i l bb RS
+
BASIC ATTACKS
+
+
+ Corrupting Vines w 【DEX + DEX】 +1 w 【HR +
+ 5】 physical damage and the target suffers weak. As long as
+ they are weak, the target cannot perform the Guard action.
+
+
+ Dark Bite w 【DEX + MIG】 +1 w 【HR + 10】
+ dark damage.
+
+
+
SPECIAL RULES
+
+ Plant: The pestervine is immune to dazed,
+ enraged, and shaken.
+
+
+
+
+
SHROOMKIN Lv 10 w PLANT
+
+ These squat, lumbering creatures are generally peaceful, but
+ might become aggressive if their bogs are contaminated.
+
DEX d6 INS d8 MIG d10 WLP d8 HP 70 w 35 MP 60 Init. 7
+
DEF +2 M.DEF +1 ' a b aa RS EE RS f ii VU l b
+
BASIC ATTACKS
+
+
+ Shroom Slap w 【DEX + MIG】 +1 w 【HR + 5】
+ physical damage.
+
+
+
SPELLS
+
+ Spore Belch rr w 【MIG + WLP】 +1 w 10 MP w One
+ creature w Instantaneous. The target suffers 【HR + 15】 poison
+ damage and suffers dazed.
+
+
SPECIAL RULES
+
+
+ Plant: The shroomkin is immune to dazed,
+ enraged, and shaken.
+
+
+ Wide Cap: When the shroomkin performs the
+ Guard action, it may choose another creature. That creature
+ gains Resistance to all damage types until the start of the
+ shroomkin's next turn.
+
+
+
+
-
-
-
W HIVEKIN Lv 10 w HUMANOID
-
- Half-bee, half-human, these creatures have a long tradition of arts and
- craftsmanship but tend to be quite reclusive.
-
- $ Hiveblade w [DEX + INS] +5 w
- [HR + 10] physical damage.
-
-
Spells
-
- Bee Dance w 20 MP w One creature w Instantaneous. The
- target may immediately perform a free attack with a weapon they have
- equipped (or with a basic attack, if the target is an NPC).
-
-
Special Rules
-
-
- Flying: See
- page 307 for the detailed effects of
- this Skill.
-
-
-
-
-
-
MERCENARY Lv 10 w HUMANOID
-
- Mercenaries are experts at survival and combat. Their abilities and
- equipment make them a dangerous threat.
-
-
Typical Traits: competent, grim, jaded, ruthless.
-
Statistics
-
-
DEX
-
d8
-
INS
-
d8
-
MIG
-
d8
-
WLP
-
d8
-
HP
-
60 w 30
-
MP
-
50
-
Init.
-
5
-
DEF
-
11
-
M.DEF
-
+1
-
-
Equipment
-
-
bronze sword
-
pistol
-
runic plate
-
-
Basic Attacks
-
-
- $ Bronze Sword w [DEX + MIG] +5 w
- [HR + 11] physical damage.
-
-
- aa Pistol w [DEX + INS] +4 w
- [HR + 8] physical damage.
-
-
-
Other Actions
-
- Charged Attack: The mercenary's next attack gains multi (2)
- and ignores Resistances.
-
-
-
+
+
CACTROLL
+
Lv 15 w PLANT
+
+ These towering cacti spend most of their days standing still
+ amidst the desert dunes, but become much more active at night.
+
+
+ Typical Traits: creepy, hulking, territorial,
+ water sensitive.
+
+ Moisture Drain: rr w
+ 【MIG + WLP】 +1 w 10 MP w One creature w
+ Instantaneous.
+
+
+ The target suffers 【HR + 15】 poison damage. Then,
+ the cactroll recovers an amount of Hit Points equal to half the
+ Hit Points loss suffered by the target.
+
+
OTHER ACTIONS
+
+
+ Cactroll Juice: The cactroll heals from slow
+ and weak. Then, the cactroll performs Thorn Barrage as a free
+ attack.
+
+
+
SPECIAL RULES
+
+
+ Plant: The cactroll is immune to dazed,
+ enraged, and shaken.
+
+
+
Game Commentary
+
+ The dragontrap's Dragoneater, on the next page, is a good example
+ of how complex you can make an attack in this game, with a custom
+ Clock for keeping track of trapped characters. Don't do this too
+ often, and when you do, make sure it's the main gimmick of that
+ battle.
+
+
+ COMPLEX ATTACKS: Additionally, it should be
+ mentioned that effects such as this one requires additional
+ judgment calls from the Game Master — would a character be able to
+ see a swallowed ally and target them with a spell, for instance?
+ As the GM, if you introduce a creature with complex attacks, make
+ sure the group properly understands what they're up against.
+
+
-
-
SNIPER
-
- Snipers provide support fire from the back lines or take out key targets for
- the army. They are rather unfit for close combat.
-
- Decorated Staff w 【WLP + WLP】 +2 w 【HR + 11】 physical
- damage.
-
-
-
Spells
-
-
- Fulgur rr w 【INS + WLP】 +5 w 10 × T MP w Up to three
- creatures w Instantaneous. Each target suffers 【HR + 20】 bolt damage. Opportunity:
- Each target suffers dazed.
-
-
- Heal w 10 × T MP w Up to three creatures w Instantaneous.
- Each target recovers 40 Hit Points (50 if level 20+, 60 if level 40+).
-
-
-
-
- Fiendish-looking soldiers were seen inspecting the Great Crater Lake. What
- could they be searching for?
-
-
+
+
DRAGONTRAP
+
Lv 20
+
+
Description
+
+ These colossal plants have a well-earned name: their maws are
+ large enough to engulf the limbs of an adult dragon. These are,
+ however, more often used to capture and digest animals and
+ humanoids.
+
+
+ The only good news about these monstrosities is that they are
+ deeply rooted in the ground — you can run away from them,
+ assuming you escape their lethal vines.
+
DEX d8 INS d8 MIG d10 WLP d8 HP 90 w 45 MP 60 Init. 8
+
DEF +0 M.DEF +0
+
+
+
Attacks and Abilities
+
Basic Attacks
+
+
+ Dragoneater w
+ 【MIG + MIG】 +5 w
+ 【HR + 10】 physical
+ damage. If a target hit by this attack is weak, they are
+ swallowed by the dragontrap: a swallowed creature will suffer
+ minor (20) physical damage at the beginning of each of the
+ dragontrap's turns and can perform no actions except for
+ Objective (with the goal of freeing themselves).
+
+
+ Lashing Vines w
+ 【DEX + MIG】 +5 w
+ 【HR + 15】 air damage and
+ the target suffers weak.
+
+
+
Spells
+
+
+ Numbing Gas w
+ 【MIG + WLP】 +2 w 10 × T MP
+ w Up to three creatures w Instantaneous. Each target loses
+ half of their current Mind Points.
+
+
+ Pre-digestion w
+ 【MIG + WLP】 +2 w 10 MP w
+ One creature w Scene. Until this spell ends, the target
+ suffers 10 extra damage from all sources that deal physical
+ damage.
+
+
+
+
+
Special Rules
+
+
+ Plant: The dragontrap is immune to dazed,
+ enraged, and shaken.
+
+
+
+
-
-
CAIT SITH Lv 5 w MONSTER
-
- When a cat dies in winter, a spirit might take possession of the body,
- transforming them into a magical Cait Sith.
-
-
Typical Traits: curious, playful, smart, tiny.
-
-
DEX d8 INS d8 MIG d6 WLP d10 HP 40 w 20 MP 65 Init. 12
-
DEF +1 M.DEF +2 ' a bb VUa E ff RS ii RS l bb VU
-
BASIC ATTACKS
-
-
- Scratch w 【DEX + MIG】 w
- 【HR + 5】 physical damage.
-
-
-
SPELLS
-
-
Heat Control
-
- rr w 【INS + WLP】 w 15 MP w One creature w
- Scene.
-
-
- The cait sith chooses fire or ice. Until this spell ends, the target suffers
- 5 extra damage from all sources that deal damage of the chosen type.
-
-
-
DREADMOTH Lv 5 w MONSTER
-
- A large carrion-eating moth, its translucent wings are covered in poisonous
- spores that cause terrible vertigo.
-
-
Typical Traits: creepy, flying, hairy, smelly.
-
-
DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 55 Init. 8
-
DEF +0 M.DEF +0 ' a b a E ff VU ii RS l bb RS
-
BASIC ATTACKS
-
-
- Moth Bite w 【DEX + MIG】 w
- 【HR + 10】 physical damage.
-
-
-
SPELLS
-
-
Poison Cloud
-
- rr w 【MIG + WLP】 w 10 × T MP w Up to three
- creatures w Instantaneous.
-
-
Each target suffers poisoned.
-
-
SPECIAL RULES
-
-
- Flying w See
- page 307 for the detailed effects of
- this Skill.
-
-
-
+
+
UNDEAD
+
DREAD URN Lv 5
+
+ A sepulchral urn, filled with old bones and inhabited by a
+ restless soul fueled by envy towards the living.
+
+ Ravenous Bite w 【DEX + MIG】 w 【HR + 5】 dark
+ damage and the target suffers weak.
+
+
+ Zombie Rake w 【MIG + MIG】 w 【HR + 5】
+ physical damage.
+
+
+
Special Rules
+
+
+ Empty Mind: The zombie is immune to dazed,
+ enraged, and shaken.
+
+
+ Undead: The zombie is immune to poisoned and HP
+ recovery may harm it (page 305).
+
+
+
-
-
55 BESTIARY
-
-
MELLOW OOZE
-
Lv 5 W Monster
-
- Mellow oozes often live in symbiosis with larger monsters. They can be
- easily recognized due to their unique noise: pwih, pwih!
-
-
Typical Traits:
-
-
Glowing
-
Soft
-
Terribly cute
-
Warm
-
-
-
- Stats: DEX d8 INS d6 MIG d10 WLP d8 HP 60 w 30 MP 55
- Init. 7
-
-
- Defense: DEF +1 M.DEF +2 '' RS a bb RSa E ff RS ii RS l
- bb VU
-
-
-
Abilities
-
BASIC ATTACKS
-
-
- Mellow Lick w 【DEX + MIG】 w 【HR + 10】 physical
- damage.
-
-
- Mellow Woosh w 【DEX + INS】 w 【HR + 5】 air damage.
-
-
-
SPELLS
-
-
- Mellow Dance (10 MP, One creature, Instantaneous). The
- target recovers 30 Hit Points (40 if level 20+, 50 if level 40+, 60 if
- level 60+) and also recovers from one status effect of the mellow ooze's
- choice.
-
-
-
-
-
-
DRAKE
-
Lv 10 W Monster
-
- Despite being the weakest among dragons, drakes are nonetheless formidable
- opponents; luckily, they are also very lazy.
-
-
Typical Traits:
-
-
Heavy
-
Hungry
-
Lazy
-
Scaly
-
-
-
- Stats: DEX d8 INS d8 MIG d10 WLP d6 HP 70 w 35 MP 50
- Init. 8
-
-
Defense: DEF +2 M.DEF +1 ' a b a E ff IM i l bb VU
-
-
Abilities
-
BASIC ATTACKS
-
-
- Bite w 【MIG + MIG】 +4 w 【HR + 10】 physical damage.
-
-
-
SPELLS
-
-
- Dragonbreath (10 MP, One creature, Instantaneous). The
- target suffers 【HR + 15】 fire damage and suffers shaken.
-
-
-
-
-
+
+
SKELETAL MAGE
+
+ Often acting as a necromancer’s lieutenants, these animated
+ corpses are gifted with nefarious intellect and can channel dark
+ magic.
+
+ Staff w 【WLP + WLP】 +1 w 【HR + 6】 physical damage and
+ the mage recovers 5 MP.
+
+
Spells
+
+ Umbra rr w 【INS + WLP】 +1 w 10 × T MP w Up to three
+ creatures w Instantaneous. Each target suffers 【HR + 15】 dark
+ damage. Opportunity: Each target suffers shaken.
+
+
Special Rules
+
+
+ Undead w The skeletal mage is immune to
+ poisoned and HP recovery may harm them (page 305).
+
+
+
+
SKELETAL SOLDIER
+
+ Usually found guarding ancient ruins or serving a necromancer,
+ these creatures are ruthless and capable combatants.
+
- Stats: DEX d10 INS d6 MIG d8 WLP d8 HP 60 w 30 MP 60 Init. 12
- DEF +0 M.DEF +0 ' aa RS bb VUa EE RS f i ll VU b
-
-
BASIC ATTACKS
-
Claw w 【DEX + MIG】 +1 w 【HR + 10】 physical damage.
-
- Chaos Glare w 【DEX + WLP】 +1 w 【HR + 5】 dark damage. If
- the target is dazed, they will perform one fewer action on their next turn (to
- a minimum of 0 actions).
-
-
SPELLS
-
- Doomgaze rr w 【MIG + WLP】 +4 w 10 MP w One creature w
- Instantaneous. The target suffers dazed and weak.
-
-
SPECIAL RULES
-
- Flying w See page 307 for the detailed
- effects of this Skill.
-
-
-
HYDROZOA Lv 10 w MONSTER
-
- Every slithering tentacle of these bizarre, floating jellyfish monsters is
- filled with a powerful neurotoxin.
-
- Petrifying Peck (w 【DEX + INS】 +4 w No damage.)
-
- This attack targets Magic Defense instead of Defense. Each target hit by
- this attack suffers slow; if a target is already slow, they must instead
- succeed on a DL 10 【MIG + WLP】 Check or be turned to stone — healing a
- petrified creature is an adventure in and of itself.
-
-
-
- Toxic Peck (w 【DEX + MIG】 +4 w 【HR + 10】 poison
- damage.)
-
-
-
MIMIC
-
- Devious shapeshifters that can disguise themselves as objects. Some say they
- are divine punishment for greedy adventurers.
-
DEF +1 M.DEF +2 '' RS aa RS b aa RS EE VU f i ll RS bb VU
-
-
Basic Attacks
-
-
- Mimic Claw (w 【DEX + MIG】 +4 w 【HR + 5】 physical
- damage.)
-
- If the mimic ambushed an unsuspecting target, this attack deals double
- damage.
-
-
-
- Item Steal (w 【DEX + INS】 +4 w 【HR + 5】 physical
- damage.)
-
Each target hit by this attack loses 2 Inventory Points.
-
-
-
Special Rules
-
-
- Shapeshifting: As long as it remains transformed, the mimic
- is identical to the object it copied — except for a single disturbing and/or
- unusual detail which the Game Muster must include when describing them.
-
-
-
-
Drakes make for exceptionally loyal companions.
-
Friends for all life...
-
+
+
Mummy
+
Level: 20 w UNDEAD
+
+ Preserved through ancient rituals, these shambling horrors are
+ devoid of any will save for the original commands they received.
+
DEF +0 M.DEF +0 ' aa VU b aa IM E ff VU i ll VU bb IM
+
Basic Attacks
+
+
+ Grave Claw w 【MIG + WLP】 +5 w 【HR + 10】
+ earth damage. Each target hit by this attack suffers slow; if a
+ target is already slow, they become Vulnerable to all damage
+ types until they recover from the slow status effect.
+
+
+
Special Rules
+
+
+ Ancient Curse w When reduced to 0 HP , the
+ mummy crumbles to dust and utters a powerful curse: all living
+ creatures present on the scene suffer shaken and weak.
+
+
+ Empty Mind w The mummy is immune to dazed,
+ enraged, and shaken.
+
+
+ Undead w The mummy is immune to poisoned and HP
+ recovery may harm it (page 305).
+
+
+
+
SHACKLED SOUL
+
Level: 20 w UNDEAD
+
+ Spirits whose tormented existence made it impossible to find peace
+ in the afterlife sometimes transform into powerful ghosts.
+
+ DEF +0 M.DEF +0 '' IM aa VU b aa IM EE RS ff VU ii RS ll VU bb IM
+
+
Basic Attacks
+
+
+ Fury Claw w 【DEX + WLP】 +5 w 【HR + 10】 dark
+ damage and the target suffers enraged.
+
+
+
Spells
+
+
+ Ghastly Wail rr w 【INS + WLP】 +5 w 10 MP w
+ One creature w Instantaneous. The target suffers 【HR + 20】 ice
+ damage and suffers shaken.
+
+
+
Special Rules
+
+
+ Undead w The shackled soul is immune to
+ poisoned and HP recovery may harm them (page 305).
+
+
+
-
-
-
ALRAUNE
-
Lv 5 w PLANT
-
- Tiny but malicious, these plants are known for bringing terrible misfortune
- to anyone they encounter.
-
-
Typical Traits: creepy, fast, malevolent, tiny.
-
-
DEX d10 | INS d8 | MIG d6 | WLP d8 | HP 50 | w 25 MP 45 | Init. 9
-
- DEF +0 M.DEF +0 (Stats/Resistances listed in the original raw text block
- follow here.)
-
-
-
BASIC ATTACKS
-
-
- Vine Slap w 【DEX + MIG】 w 【HR + 5】 physical damage.
- This attack deals 5 extra damage to shaken targets.
-
-
- Alraune Scream w 【WLP + WLP】 w No damage and the target
- suffers shaken. This attack targets Magic Defense and has no effect on
- targets unable to hear the alraune.
-
-
-
SPECIAL RULES
-
-
- Plant: The alraune is immune to dazed, enraged, and
- shaken.
-
-
-
-
-
CURSED PUMPKIN
-
Lv 5 w PLANT
-
- The wrathful remains of carved pumpkins, thrown away at the end of an old
- autumn festival. Frequent protagonists of horror tales.
-
-
Typical Traits: furious, rotting, small, smelly.
-
-
DEX d8 | INS d8 | MIG d8 | WLP d8 | HP 50 | w 25 MP 55 | Init. 8
-
- DEF +1 M.DEF +2 (Stats/Resistances listed in the original raw text block
- follow here.)
-
-
-
BASIC ATTACKS
-
-
- Rotten Bite w 【DEX + MIG】 +3 w 【HR + 5】 poison
- damage.
-
-
-
SPELLS
-
-
- Pumpkin Puke rr w 【MIG + WLP】 w 10 MP w One creature w
- Scene. Until this spell ends, the target suffers 5 extra damage from all
- sources that deal poison damage.
-
-
-
SPECIAL RULES
-
-
- Plant: The cursed pumpkin is immune to dazed, enraged,
- and shaken.
-
-
-
-
+
+
+
354
+
+
W character, 10, 34
+
Player Character (PC), 10, 34
+
Non-Player Character (NPC), 10, 302
+
character creation, 154
+
classic characters, 172
+
high level characters, 229
+
+
Check
+
+
Accuracy Check, 42
+
Attribute Check, 34
+
Group Check, 50
+
Magic Check, 48
+
Open Check, 49
+
Opposed Check, 48
+
Support Check, 50
+
+
Chimerism
+
+
discipline, 113, 118
+
Chimerist, Class, 182, 248
+
Class, 36, 160, 248
+
mastering a Class, 227, 228
+
putting levels in a Class, 228
+
+
Clock
+
+
52
+
filling sections of a Clock, 53
+
Danger Clock, 111
+
erasing sections of a Clock, 54
+
Goal Clock, 72, 78
+
+
Conflict & Danger
+
+
conflict scene, 31, 58
+
optional conflict rules, 82
+
+
Construct (Species)
+
+
Species, 304, 328
+
+
Critical Success & Crisis
+
+
critical success, 40
+
Crisis, 84
+
+
Damage
+
+
damage, 92
+
damage Affinities, 92
+
damage types, 92
+
extra damage, 93
+
improvising damage, 93
+
danger, 108
+
+
Darkblade
+
+
Class, 184, 249
+
+
Status Effects
+
+
dazed, status effect, 94
+
+
+
A
+
+
Absorption, 92
+
accessory, 126, 284
+
action, 66
+
add, subtract, multiply, divide, 33
+
admiration, Bond of, 56
+
advancement, 227
+
affection, Bond of, 56
+
Arcanism, discipline, 112, 118
+
Arcanist, Class, 176, 248
+
armor, 127
+
basic armors, 132, 168
+
rare armors, 280
+
artifact, 288
+
Attack, action, 68
+
free attack, 69
+
Attribute, 36, 162
+
Attribute Check, 42
+
increasing Attributes, 228
+
+
+
+
B
+
+
backpack, 37, 122
+
battles, designing, 292
+
boss battles, 300
+
beast, Species, 304, 324
+
Bestiary, 319
+
Bond, 35, 56
+
Bond strength, 35, 56
+
Bonds and resting scenes, 91
+
creating a Bond, 57
+
erasing a Bond, 57
+
invoking a Bond, 47
+
strenghtening a Bond, 57
+
boss, 300
+
+
+
+
C
+
+
campaign, 24
+
champion, rank, 295
+
+
+
INDEX
+
+
-
-
BESTIARY
-
-
PESTERVINE Lv 10 w PLANT
-
- A tangle of vines surrounding a thorny core that vertically splits into a
- bottomless maw. Some say it was a failed experiment.
-
DEX d10 INS d8 MIG d8 WLP d6 HP 60 w 30 MP 40 Init. 9
-
DEF +0 M.DEF +0 ' aa VU b aa IM EE RS ff VU i l bb RS
-
BASIC ATTACKS
-
-
- Corrupting Vines w 【DEX + DEX】 +1 w 【HR + 5】 physical
- damage and the target suffers weak. As long as they are weak, the target
- cannot perform the Guard action.
-
-
- Dark Bite w 【DEX + MIG】 +1 w 【HR + 10】 dark damage.
-
-
-
SPECIAL RULES
-
- Plant: The pestervine is immune to dazed, enraged, and
- shaken.
-
-
-
-
-
SHROOMKIN Lv 10 w PLANT
-
- These squat, lumbering creatures are generally peaceful, but might become
- aggressive if their bogs are contaminated.
-
DEX d6 INS d8 MIG d10 WLP d8 HP 70 w 35 MP 60 Init. 7
-
DEF +2 M.DEF +1 ' a b aa RS EE RS f ii VU l b
-
BASIC ATTACKS
-
-
- Shroom Slap w 【DEX + MIG】 +1 w 【HR + 5】 physical
- damage.
-
-
-
SPELLS
-
- Spore Belch rr w 【MIG + WLP】 +1 w 10 MP w One creature w
- Instantaneous. The target suffers 【HR + 15】 poison damage and suffers
- dazed.
-
-
SPECIAL RULES
-
-
- Plant: The shroomkin is immune to dazed, enraged, and
- shaken.
-
-
- Wide Cap: When the shroomkin performs the Guard action,
- it may choose another creature. That creature gains Resistance to all
- damage types until the start of the shroomkin's next turn.
-
-
-
-
+
-
-
CACTROLL
-
Lv 15 w PLANT
-
- These towering cacti spend most of their days standing still amidst the desert
- dunes, but become much more active at night.
-
-
- Typical Traits: creepy, hulking, territorial, water
- sensitive.
-
- Moisture Drain: rr w 【MIG + WLP】 +1 w 10 MP w
- One creature w Instantaneous.
-
-
- The target suffers 【HR + 15】 poison damage. Then, the cactroll
- recovers an amount of Hit Points equal to half the Hit Points loss suffered by
- the target.
-
-
OTHER ACTIONS
-
-
- Cactroll Juice: The cactroll heals from slow and weak.
- Then, the cactroll performs Thorn Barrage as a free attack.
-
-
-
SPECIAL RULES
-
-
- Plant: The cactroll is immune to dazed, enraged, and
- shaken.
-
-
-
Game Commentary
-
- The dragontrap's Dragoneater, on the next page, is a good example of how
- complex you can make an attack in this game, with a custom Clock for keeping
- track of trapped characters. Don't do this too often, and when you do, make
- sure it's the main gimmick of that battle.
-
-
- COMPLEX ATTACKS: Additionally, it should be mentioned that
- effects such as this one requires additional judgment calls from the Game
- Master — would a character be able to see a swallowed ally and target them
- with a spell, for instance? As the GM, if you introduce a creature with
- complex attacks, make sure the group properly understands what they're up
- against.
-
-
+
+
R
+
+
rank, NPC, 294
+
rare item, 266
+
accessories, 126, 284
+
rare armors, 280
+
rare shields, 280
+
rare weapons, 268
+
Resistance, 92
+
resting, 90
+
resting scene, 91
+
Result, 40
+
reward, 123, 264
+
Ritual, 118
+
Rituals during conflicts, 121
+
Ritualism, discipline, 113, 118
+
Rogue, Class, 202, 251
+
round, 62
+
rounding down, 33
+
+
S
+
+
Sacrifice, 88
+
safety, 140, 147
+
scene, 30
+
conflict scene, 31, 58
+
Game Master scene, 31
+
interlude scene, 31
+
selling items, 124
+
service, 124
+
session, 32
+
shaken, status effect, 94
+
Sharpshooter, Class, 204, 252
+
shield, 128
+
basic shields, 133, 169
+
rare shields, 280
+
Skill, 36, 161
+
Class Skills, 161
+
Heroic Skills, 232
+
NPC Skills, 306
+
Skill Level (SL), 36, 161
+
+
M
+
+
magic, 112
+
Magic Defense, 37, 127, 164
+
martial (E) item, 126
+
mastering a Class, 227, 228
+
merge, benefits, 178
+
Might (MIG), 36, 162
+
Mind Point (MP), 37, 85, 163
+
maximum Mind Points, 85, 163
+
total MP cost, 114
+
0 Mind Points, 85
+
mistrust, Bond of, 56
+
modifier, 40
+
situational modifier, 49
+
monster, Species, 305, 342
+
+
N
+
+
Non-Player Character (NPC), 10, 302
+
designing NPCs, 302
+
+
O
+
+
opportunity, 41
+
Orator, Class, 200, 251
+
Origin, 34, 159
+
+
P
+
+
Pillars, Eight, 14
+
plant, Species, 305, 346
+
Player, 10, 24
+
Player Character (PC), 10, 34
+
PC against PC, 141
+
poisoned, status effect, 94
+
potions, 104, 212
+
Project, 134
+
prologue, 220
+
Objective, action, 72
+
+
-
-
DRAGONTRAP
-
Lv 20
-
-
Description
-
- These colossal plants have a well-earned name: their maws are large enough
- to engulf the limbs of an adult dragon. These are, however, more often used
- to capture and digest animals and humanoids.
-
-
- The only good news about these monstrosities is that they are deeply rooted
- in the ground — you can run away from them, assuming you escape their lethal
- vines.
-
DEX d8 INS d8 MIG d10 WLP d8 HP 90 w 45 MP 60 Init. 8
-
DEF +0 M.DEF +0
-
-
-
Attacks and Abilities
-
Basic Attacks
-
-
- Dragoneater w
- 【MIG + MIG】 +5 w
- 【HR + 10】 physical damage. If a
- target hit by this attack is weak, they are swallowed by the dragontrap: a
- swallowed creature will suffer minor (20) physical damage at the beginning
- of each of the dragontrap's turns and can perform no actions except for
- Objective (with the goal of freeing themselves).
-
-
- Lashing Vines w
- 【DEX + MIG】 +5 w
- 【HR + 15】 air damage and the target
- suffers weak.
-
-
-
Spells
-
-
- Numbing Gas w
- 【MIG + WLP】 +2 w 10 × T MP w Up to
- three creatures w Instantaneous. Each target loses half of their current
- Mind Points.
-
-
- Pre-digestion w
- 【MIG + WLP】 +2 w 10 MP w One creature
- w Scene. Until this spell ends, the target suffers 10 extra damage from
- all sources that deal physical damage.
-
-
-
-
-
Special Rules
-
-
- Plant: The dragontrap is immune to dazed, enraged, and
- shaken.
-
-
-
-
+
+
T
+
+
Theme
+
Theme, 34, 158
+
changing Theme
+
229
+
teamwork
+
76
+
timing rules
+
33
+
Tinkerer
+
Class, 210, 253
+
Trait
+
34
+
invoking a Trait
+
46
+
NPC Traits
+
302, 321
+
transport
+
124
+
travel day
+
106
+
travel roll
+
106
+
turn
+
62
+
turn-related effects
+
77
+
two-weapon fighting
+
69
+
+
U
+
+
unarmed strike
+
129
+
Ultima Point
+
101
+
spending Ultima Points
+
101
+
unconscious
+
89
+
undead
+
Species, 305, 350
+
+
V
+
+
veils
+
140
+
Villain
+
100
+
creating Villains
+
254
+
escalation of a Villain
+
102
+
Villains and Fabula Points
+
103
+
Villains at 0 Hit Points
+
87
+
Vulnerability
+
92
+
+
W
+
+
Wayfarer
+
Class, 216, 253
+
waves
+
298
+
weapon
+
129
+
basic weapons
+
130, 166
+
rare weapons
+
268
+
weapon Categories
+
129
+
Weaponmaster
+
Class, 218, 253
+
weak
+
status effect, 94
+
Willpower (WLP)
+
36, 162
+
world creation
+
148
+
+
Z
+
zenit (z), 37, 122
+
-
-
UNDEAD
-
DREAD URN Lv 5
-
- A sepulchral urn, filled with old bones and inhabited by a restless soul
- fueled by envy towards the living.
-
- Staff w 【WLP + WLP】 +1 w 【HR + 6】 physical damage and the mage
- recovers 5 MP.
-
-
Spells
-
- Umbra rr w 【INS + WLP】 +1 w 10 × T MP w Up to three creatures w
- Instantaneous. Each target suffers 【HR + 15】 dark damage. Opportunity: Each
- target suffers shaken.
-
-
Special Rules
-
-
- Undead w The skeletal mage is immune to poisoned and HP
- recovery may harm them (page 305).
-
-
-
-
SKELETAL SOLDIER
-
- Usually found guarding ancient ruins or serving a necromancer, these creatures
- are ruthless and capable combatants.
-
DEF +0 M.DEF +0 ' aa VU b aa IM E ff VU i ll VU bb IM
-
Basic Attacks
-
-
- Grave Claw w 【MIG + WLP】 +5 w 【HR + 10】 earth damage.
- Each target hit by this attack suffers slow; if a target is already slow,
- they become Vulnerable to all damage types until they recover from the slow
- status effect.
-
-
-
Special Rules
-
-
- Ancient Curse w When reduced to 0 HP , the mummy crumbles
- to dust and utters a powerful curse: all living creatures present on the
- scene suffer shaken and weak.
-
-
- Empty Mind w The mummy is immune to dazed, enraged, and
- shaken.
-
-
- Undead w The mummy is immune to poisoned and HP recovery
- may harm it (page 305).
-
-
-
-
SHACKLED SOUL
-
Level: 20 w UNDEAD
-
- Spirits whose tormented existence made it impossible to find peace in the
- afterlife sometimes transform into powerful ghosts.
-