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insertions(+), 9988 deletions(-) create mode 100644 books/natural-fantasy-atlas/build.py diff --git a/books/core/107.html b/books/core/107.html index dfb20e9..a87f47d 100644 --- a/books/core/107.html +++ b/books/core/107.html @@ -89,4 +89,3 @@ mine: she seeks an audience with the serpent herself, and will reward them with goods or information for it!

- diff --git a/books/core/111.html b/books/core/111.html index 44e0033..84b63ce 100644 --- a/books/core/111.html +++ b/books/core/111.html @@ -43,4 +43,3 @@ 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.

- diff --git a/books/core/113.html b/books/core/113.html index 2421400..36f2cba 100644 --- a/books/core/113.html +++ b/books/core/113.html @@ -46,4 +46,4 @@ creatures, influencing their emotions and manipulating their vital force: a power both miraculous and frightening.

-

Spiritism features both spells and Rituals.

\ No newline at end of file +

Spiritism features both spells and Rituals.

diff --git a/books/core/116.html b/books/core/116.html index 88fa328..65247e5 100644 --- a/books/core/116.html +++ b/books/core/116.html @@ -59,4 +59,4 @@

If two spells have identical effects but different names, they do not stack. -

\ No newline at end of file +

diff --git a/books/core/12.html b/books/core/12.html index 49e57f8..6b1e4e1 100644 --- a/books/core/12.html +++ b/books/core/12.html @@ -38,4 +38,4 @@ 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. -

\ No newline at end of file +

diff --git a/books/core/120.html b/books/core/120.html index b47caf9..0f30c54 100644 --- a/books/core/120.html +++ b/books/core/120.html @@ -56,4 +56,3 @@ (30 MP, DL 10). On the failure, the mechanism and some of the nearby objects might rapidly age before your eyes and crumble to dust.

- diff --git a/books/core/121.html b/books/core/121.html index 5326150..800ccbf 100644 --- a/books/core/121.html +++ b/books/core/121.html @@ -49,4 +49,3 @@ - diff --git a/books/core/123.html b/books/core/123.html index a57bed7..633e16f 100644 --- a/books/core/123.html +++ b/books/core/123.html @@ -52,4 +52,4 @@ -

REWARDS

\ No newline at end of file +

REWARDS

diff --git a/books/core/124.html b/books/core/124.html index bbfcfba..ea10985 100644 --- a/books/core/124.html +++ b/books/core/124.html @@ -54,4 +54,4 @@ ride a creature into battle, take a look at the Wayfarer's Skill Faithful Companion (page 217). - \ No newline at end of file + diff --git a/books/core/129.html b/books/core/129.html index 290c1a6..73b4663 100644 --- a/books/core/129.html +++ b/books/core/129.html @@ -67,4 +67,4 @@

Legends tell of a sword capable of striking fear in the hearts of Dragons and Wyrms. -

\ No newline at end of file +

diff --git a/books/core/131.html b/books/core/131.html index b331cb9..9567f78 100644 --- a/books/core/131.html +++ b/books/core/131.html @@ -70,4 +70,4 @@

Shuriken

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

One-handed w Ranged w No Quality.

- \ No newline at end of file + diff --git a/books/core/136.html b/books/core/136.html index 7681726..06df4aa 100644 --- a/books/core/136.html +++ b/books/core/136.html @@ -83,4 +83,3 @@ - diff --git a/books/core/138.html b/books/core/138.html index a88f263..e05c3e6 100644 --- a/books/core/138.html +++ b/books/core/138.html @@ -60,4 +60,4 @@ The inventor added a flaw to one of the Projects (Vulnerability to bolt damage) in order to partially reduce the cost.

- \ No newline at end of file + diff --git a/books/core/145.html b/books/core/145.html index 863b17d..4cb8218 100644 --- a/books/core/145.html +++ b/books/core/145.html @@ -46,4 +46,3 @@ selected.

You are building the foundations of your campaign... take your time!

- diff --git a/books/core/147.html b/books/core/147.html index 8ebbdb5..312287b 100644 --- a/books/core/147.html +++ b/books/core/147.html @@ -60,4 +60,3 @@ Remember: you win roleplaying games by creating a memorable story and having a great time together!

- diff --git a/books/core/149.html b/books/core/149.html index 7810a7a..f26388f 100644 --- a/books/core/149.html +++ b/books/core/149.html @@ -87,4 +87,4 @@ threats.

- \ No newline at end of file + diff --git a/books/core/15.html b/books/core/15.html index e13ccc6..eb75234 100644 --- a/books/core/15.html +++ b/books/core/15.html @@ -56,4 +56,3 @@ protagonists are complex and sometimes tragic figures, and their journey will change them forever.

- diff --git a/books/core/150.html b/books/core/150.html index 9e4e7f6..2ff7aa8 100644 --- a/books/core/150.html +++ b/books/core/150.html @@ -80,4 +80,3 @@
  • 7. Tribes
  • 8. Protectorate
  • - diff --git a/books/core/151.html b/books/core/151.html index 9e6bee8..e818206 100644 --- a/books/core/151.html +++ b/books/core/151.html @@ -111,4 +111,3 @@

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

    Its hope must be rekindled.

    - diff --git a/books/core/152.html b/books/core/152.html index f37edd2..e3e29ad 100644 --- a/books/core/152.html +++ b/books/core/152.html @@ -62,4 +62,4 @@ Why does the Chosen One need protection? Who or what threatens their mission? - \ No newline at end of file + diff --git a/books/core/153.html b/books/core/153.html index 4805909..af5b2b8 100644 --- a/books/core/153.html +++ b/books/core/153.html @@ -46,4 +46,4 @@
  • Who doesn't want you to find what you seek?
  • What prompted each of you to join this mission?
  • - \ No newline at end of file + diff --git a/books/core/157.html b/books/core/157.html index 2065cb3..1373c0b 100644 --- a/books/core/157.html +++ b/books/core/157.html @@ -88,4 +88,3 @@ Once a fearsome pirate, Lady Morgan is now the respected protector of Tidebreak Cove.

    - diff --git a/books/core/168.html b/books/core/168.html index b4eef29..ea82042 100644 --- a/books/core/168.html +++ b/books/core/168.html @@ -69,4 +69,4 @@
    No Quality.
    -

    Basic Armor and Shields

    \ No newline at end of file +

    Basic Armor and Shields

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    \ No newline at end of file +

    diff --git a/books/core/173.html b/books/core/173.html index ea49088..7386736 100644 --- a/books/core/173.html +++ b/books/core/173.html @@ -98,4 +98,4 @@ Starting Equipment: Iron knuckle (x2), combat tunic, 120 zenit.

    - \ No newline at end of file + diff --git a/books/core/174.html b/books/core/174.html index 175b409..24668f5 100644 --- a/books/core/174.html +++ b/books/core/174.html @@ -58,4 +58,4 @@

    Equipment: Bronze sword, brigandine, runic shield, 70 zenit. -

    \ No newline at end of file +

    diff --git a/books/core/175.html b/books/core/175.html index ad7d206..adc1ed3 100644 --- a/books/core/175.html +++ b/books/core/175.html @@ -95,4 +95,4 @@

    Equipment: Light spear, brigandine, runic shield, 70 zenit.

    - \ No newline at end of file + diff --git a/books/core/178.html b/books/core/178.html index 54372a2..b834e1f 100644 --- a/books/core/178.html +++ b/books/core/178.html @@ -59,4 +59,3 @@


    - diff --git a/books/core/182.html b/books/core/182.html index 8ef8e5a..5be2b1a 100644 --- a/books/core/182.html +++ b/books/core/182.html @@ -23,4 +23,4 @@ enchanted creatures.

    -
    \ No newline at end of file +
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    -
    File Metadata
    \ No newline at end of file +
    File Metadata
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  • Are there many practicing your art, or are you the exception?
  • -

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

    \ No newline at end of file +

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

    diff --git a/books/core/188.html b/books/core/188.html index 5a90983..5ddf992 100644 --- a/books/core/188.html +++ b/books/core/188.html @@ -94,4 +94,4 @@ 【HR + 25】 ice damage.

    Damage dealt by this spell ignores Resistances.

    - \ No newline at end of file + diff --git a/books/core/191.html b/books/core/191.html index 064257f..f909dfb 100644 --- a/books/core/191.html +++ b/books/core/191.html @@ -80,4 +80,4 @@
  • What does your magic look like?
  • Are there many practicing your art, or are you the exception?
  • - \ No newline at end of file + diff --git a/books/core/198.html b/books/core/198.html index 9755940..95468d4 100644 --- a/books/core/198.html +++ b/books/core/198.html @@ -17,4 +17,4 @@ distracted, rarely concerning themselves with “pragmatic” matters... to the point of sometimes failing to realize the darker implications of their discoveries. -

    \ No newline at end of file +

    diff --git a/books/core/200.html b/books/core/200.html index 9bbe581..a9c1829 100644 --- a/books/core/200.html +++ b/books/core/200.html @@ -17,4 +17,4 @@

    "Words are only as good as the actions that follow them." -

    \ No newline at end of file +

    diff --git a/books/core/202.html b/books/core/202.html index 655beb2..be7a2c6 100644 --- a/books/core/202.html +++ b/books/core/202.html @@ -24,4 +24,4 @@

    I will find my own justice.

    -
    \ No newline at end of file + diff --git a/books/core/203.html b/books/core/203.html index 27f4427..666b408 100644 --- a/books/core/203.html +++ b/books/core/203.html @@ -66,4 +66,3 @@
  • What is the most important rule in your personal code?
  • - diff --git a/books/core/206.html b/books/core/206.html index 16a6180..0905a0c 100644 --- a/books/core/206.html +++ b/books/core/206.html @@ -23,4 +23,4 @@ that a person's heart is pure; however, there is no definite proof of these abilities coming from anything but discipline, empathy, and focus.

    - \ No newline at end of file + diff --git a/books/core/209.html b/books/core/209.html index e53a8a3..4d67bd3 100644 --- a/books/core/209.html +++ b/books/core/209.html @@ -139,5 +139,4 @@

    - + diff --git a/books/core/214.html b/books/core/214.html index 9a1774e..c72c231 100644 --- a/books/core/214.html +++ b/books/core/214.html @@ -70,4 +70,4 @@ Venom The attack deals 5 extra damage, its damage becomes poison, and each creature hit by the attack suffers poisoned. - \ No newline at end of file + diff --git a/books/core/215.html b/books/core/215.html index 403b376..83629fb 100644 --- a/books/core/215.html +++ b/books/core/215.html @@ -56,4 +56,4 @@ 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. -

    \ No newline at end of file +

    diff --git a/books/core/216.html b/books/core/216.html index 5b441fa..6cf43a3 100644 --- a/books/core/216.html +++ b/books/core/216.html @@ -21,4 +21,3 @@ 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.

    - diff --git a/books/core/218.html b/books/core/218.html index 2563b7a..65e0ee3 100644 --- a/books/core/218.html +++ b/books/core/218.html @@ -18,4 +18,4 @@

    The wiser blades remain unsheathed.

    -
    \ No newline at end of file + diff --git a/books/core/222.html b/books/core/222.html index 8b0e459..898282c 100644 --- a/books/core/222.html +++ b/books/core/222.html @@ -73,4 +73,4 @@
  • Should you focus on your mission instead?
  • - \ No newline at end of file + diff --git a/books/core/223.html b/books/core/223.html index 6abf8db..7395ab3 100644 --- a/books/core/223.html +++ b/books/core/223.html @@ -36,4 +36,4 @@ headed here? What is it that they want? And can these people really put up a fight against their forces? - \ No newline at end of file + diff --git a/books/core/224.html b/books/core/224.html index fc57498..ffa42ca 100644 --- a/books/core/224.html +++ b/books/core/224.html @@ -58,5 +58,4 @@
    -
    -
    +
    diff --git a/books/core/23.html b/books/core/23.html index 079dd73..b629a1b 100644 --- a/books/core/23.html +++ b/books/core/23.html @@ -45,5 +45,4 @@ them online). You can also download mobile apps that roll dice for you!

    - + diff --git a/books/core/230.html b/books/core/230.html index ea989a3..352153f 100644 --- a/books/core/230.html +++ b/books/core/230.html @@ -58,4 +58,4 @@ to do what they're rewarded for.

    -
    \ No newline at end of file +
    diff --git a/books/core/232.html b/books/core/232.html index 47e1f4c..e996e78 100644 --- a/books/core/232.html +++ b/books/core/232.html @@ -60,4 +60,3 @@
  • Hope Spiritist Learn the Hope spell.
  • - diff --git a/books/core/233.html b/books/core/233.html index 925b0e0..63ef408 100644 --- a/books/core/233.html +++ b/books/core/233.html @@ -99,5 +99,4 @@

    Volcano Elementalist Learn the Volcano spell.

    -
    -
    +
    diff --git a/books/core/235.html b/books/core/235.html index ef553b1..bc5864c 100644 --- a/books/core/235.html +++ b/books/core/235.html @@ -51,4 +51,3 @@

    EXTRA IP

    Permanently increase your maximum Inventory Points by 4.

    - diff --git a/books/core/24.html b/books/core/24.html index df6d15e..74cc7ba 100644 --- a/books/core/24.html +++ b/books/core/24.html @@ -49,4 +49,4 @@ 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.

    \ No newline at end of file +

    For more information on group types, see page 152.

    diff --git a/books/core/241.html b/books/core/241.html index 1fdc73a..0e7fb1d 100644 --- a/books/core/241.html +++ b/books/core/241.html @@ -61,4 +61,4 @@ 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.

    \ No newline at end of file +

    Damage dealt by this spell ignores Resistances and Immunities.

    diff --git a/books/core/243.html b/books/core/243.html index 9b1651d..4c1294c 100644 --- a/books/core/243.html +++ b/books/core/243.html @@ -42,4 +42,3 @@ Many things will be clearer once you have experienced how the game works in play.

    - diff --git a/books/core/244.html b/books/core/244.html index 9811b5c..e515452 100644 --- a/books/core/244.html +++ b/books/core/244.html @@ -42,4 +42,3 @@ way, you will be able to help Players create their characters! - diff --git a/books/core/25.html b/books/core/25.html index 174cb58..c5b0d6d 100644 --- a/books/core/25.html +++ b/books/core/25.html @@ -47,4 +47,3 @@ important.

    Character evolution lies at the core of adventure: embrace it!

    - diff --git a/books/core/252.html b/books/core/252.html index eb5711f..596e633 100644 --- a/books/core/252.html +++ b/books/core/252.html @@ -55,4 +55,3 @@ - diff --git a/books/core/253.html b/books/core/253.html index 1f0ae0e..b7a628f 100644 --- a/books/core/253.html +++ b/books/core/253.html @@ -59,4 +59,3 @@ ally or an unexpected antagonist, can add depth to the character. - diff --git a/books/core/254.html b/books/core/254.html index 1b39693..6d1abd2 100644 --- a/books/core/254.html +++ b/books/core/254.html @@ -64,4 +64,4 @@ 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. -

    \ No newline at end of file +

    diff --git a/books/core/256.html b/books/core/256.html index 0f9cf5f..ce8decc 100644 --- a/books/core/256.html +++ b/books/core/256.html @@ -51,4 +51,4 @@ 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! -

    \ No newline at end of file +

    diff --git a/books/core/260.html b/books/core/260.html index c7ea451..eef123e 100644 --- a/books/core/260.html +++ b/books/core/260.html @@ -57,4 +57,4 @@ entrance, but you might also make it relatively easy to reach (in this case, the rest of the dungeon will feature "optional content"). - \ No newline at end of file + diff --git a/books/core/262.html b/books/core/262.html index 4c118ae..e6168f6 100644 --- a/books/core/262.html +++ b/books/core/262.html @@ -50,4 +50,3 @@
  • A portal to another world.
  • - diff --git a/books/core/263.html b/books/core/263.html index 98f479c..ba70b1b 100644 --- a/books/core/263.html +++ b/books/core/263.html @@ -51,4 +51,4 @@
  • 19. Pools of acid or lava.
  • 20. Overgrown vegetation.
  • - \ No newline at end of file + diff --git a/books/core/264.html b/books/core/264.html index 8fb1828..6c6df6a 100644 --- a/books/core/264.html +++ b/books/core/264.html @@ -90,4 +90,3 @@ accessories, shields, armors, and valuables; avoid spending all of it on a single powerful item or handing the heroes a huge pile of coins.

    - diff --git a/books/core/268.html b/books/core/268.html index c2f3c28..6936acc 100644 --- a/books/core/268.html +++ b/books/core/268.html @@ -58,4 +58,4 @@ Note: If a weapon has a final damage modifier of +10 or higher, that weapon automatically becomes a martial weapon (E). -

    \ No newline at end of file +

    diff --git a/books/core/27.html b/books/core/27.html index d8f1760..93e4863 100644 --- a/books/core/27.html +++ b/books/core/27.html @@ -47,4 +47,4 @@

    Stories, ideas, pictures, characters, music, and maps: make sure to take advantage of all possible sources of inspiration. -

    \ No newline at end of file +

    diff --git a/books/core/273.html b/books/core/273.html index be722aa..dac10ca 100644 --- a/books/core/273.html +++ b/books/core/273.html @@ -110,5 +110,4 @@

    - + diff --git a/books/core/274.html b/books/core/274.html index d2b94e5..ad4cec2 100644 --- a/books/core/274.html +++ b/books/core/274.html @@ -106,5 +106,4 @@ -
    -
    +
    diff --git a/books/core/278.html b/books/core/278.html index f47cb60..8f7ef19 100644 --- a/books/core/278.html +++ b/books/core/278.html @@ -111,5 +111,4 @@ - + diff --git a/books/core/279.html b/books/core/279.html index 545db0d..62323df 100644 --- a/books/core/279.html +++ b/books/core/279.html @@ -93,4 +93,3 @@
    - diff --git a/books/core/280.html b/books/core/280.html index 9711a01..fc9fcc7 100644 --- a/books/core/280.html +++ b/books/core/280.html @@ -69,4 +69,3 @@ ranged) weapons deal 5 extra damage. - diff --git a/books/core/281.html b/books/core/281.html index af0365f..cb07caf 100644 --- a/books/core/281.html +++ b/books/core/281.html @@ -147,5 +147,4 @@
    - + diff --git a/books/core/282.html b/books/core/282.html index d958d77..651ad51 100644 --- a/books/core/282.html +++ b/books/core/282.html @@ -102,4 +102,4 @@ You are treated as having an arcane weapon equipped for the sake of Skills that require it.

    - \ No newline at end of file + diff --git a/books/core/287.html b/books/core/287.html index c13f387..a0f1697 100644 --- a/books/core/287.html +++ b/books/core/287.html @@ -69,5 +69,4 @@ - + diff --git a/books/core/290.html b/books/core/290.html index 7b1abf2..9b9fb56 100644 --- a/books/core/290.html +++ b/books/core/290.html @@ -44,4 +44,3 @@ tear at reality. This artifact opens a path to the cosmos, which will close at daybreak.

    - diff --git a/books/core/291.html b/books/core/291.html index 30cf383..81b6ae4 100644 --- a/books/core/291.html +++ b/books/core/291.html @@ -38,4 +38,4 @@ fly and levitate at will as long as the scale remains in contact with their skin. Some say that prolonged contact with this artifact may permanently alter the bearer's physiology, gradually turning them into... who knows what. -

    \ No newline at end of file +

    diff --git a/books/core/301.html b/books/core/301.html index 5e550ae..8d272cb 100644 --- a/books/core/301.html +++ b/books/core/301.html @@ -53,4 +53,3 @@ but surely reduce the enemy's effectiveness by destroying or blocking different limbs.

    - diff --git a/books/core/307.html b/books/core/307.html index 04cae3b..827c701 100644 --- a/books/core/307.html +++ b/books/core/307.html @@ -51,4 +51,4 @@ 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. -

    \ No newline at end of file +

    diff --git a/books/core/310.html b/books/core/310.html index 11473eb..59162ef 100644 --- a/books/core/310.html +++ b/books/core/310.html @@ -56,4 +56,4 @@ 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. -

    \ No newline at end of file +

    diff --git a/books/core/312.html b/books/core/312.html index f004969..f680042 100644 --- a/books/core/312.html +++ b/books/core/312.html @@ -102,4 +102,4 @@ Until this spell ends, the target suffers 5 extra damage from all sources that deal (choose type) damage.

    - \ No newline at end of file + diff --git a/books/core/317.html b/books/core/317.html index ce29bb9..40c97ee 100644 --- a/books/core/317.html +++ b/books/core/317.html @@ -66,4 +66,4 @@ Finally, the creature is given Damage Immunity to ice damage — let's hope the Player Characters spend a turn Studying this big fish and don't waste any of their precious resources on frost attacks! -

    \ No newline at end of file +

    diff --git a/books/core/318.html b/books/core/318.html index 7cb6ffb..5d8a0d3 100644 --- a/books/core/318.html +++ b/books/core/318.html @@ -92,4 +92,4 @@ -
    \ No newline at end of file +
    diff --git a/books/core/319.html b/books/core/319.html index 23153ea..c376e38 100644 --- a/books/core/319.html +++ b/books/core/319.html @@ -1,2 +1,2 @@ -

    318

    \ No newline at end of file +

    318

    diff --git a/books/core/32.html b/books/core/32.html index 6528f79..5ba7cbd 100644 --- a/books/core/32.html +++ b/books/core/32.html @@ -41,4 +41,3 @@ approximately twenty to fifty game sessions. If you want to speed things up, there are rules for faster advancement on page 230!

    - diff --git a/books/core/320.html b/books/core/320.html index 0c09194..d76e4b4 100644 --- a/books/core/320.html +++ b/books/core/320.html @@ -51,4 +51,3 @@ motivations); if the NPC changes profile, perhaps through a transformation or a change of phase, they can be studied again.

    - diff --git a/books/core/326.html b/books/core/326.html index 31dd89e..85ecf48 100644 --- a/books/core/326.html +++ b/books/core/326.html @@ -86,4 +86,4 @@ -
    \ No newline at end of file +
    diff --git a/books/core/33.html b/books/core/33.html index ed03e3a..f5b2285 100644 --- a/books/core/33.html +++ b/books/core/33.html @@ -62,4 +62,4 @@ always go first. - \ No newline at end of file + diff --git a/books/core/331.html b/books/core/331.html index 2bb9142..e5b469e 100644 --- a/books/core/331.html +++ b/books/core/331.html @@ -67,4 +67,3 @@ Skill. - diff --git a/books/core/336.html b/books/core/336.html index 504c13a..57debb1 100644 --- a/books/core/336.html +++ b/books/core/336.html @@ -86,5 +86,4 @@ -
    -
    +
    diff --git a/books/core/337.html b/books/core/337.html index 5d16d60..2d1d2e3 100644 --- a/books/core/337.html +++ b/books/core/337.html @@ -52,5 +52,4 @@

    Special Rules

    Elemental w The spikeflake is immune to poisoned.

    - + diff --git a/books/core/341.html b/books/core/341.html index 0eb8e3a..b776ba9 100644 --- a/books/core/341.html +++ b/books/core/341.html @@ -117,5 +117,4 @@ Charged Attack: The mercenary's next attack gains multi (2) and ignores Resistances.

    - diff --git a/books/core/343.html b/books/core/343.html index 38352ae..3a1d9e5 100644 --- a/books/core/343.html +++ b/books/core/343.html @@ -67,4 +67,4 @@ Flying w See page 307 for the detailed effects of this Skill. - \ No newline at end of file + diff --git a/books/core/345.html b/books/core/345.html index 8eb9a48..7df8f3f 100644 --- a/books/core/345.html +++ b/books/core/345.html @@ -53,4 +53,3 @@

    SPECIAL RULES

    Flying w See page 307 for the detailed effects of this Skill.

    - diff --git a/books/core/347.html b/books/core/347.html index 94a1d44..c441d1b 100644 --- a/books/core/347.html +++ b/books/core/347.html @@ -80,4 +80,4 @@ and shaken. - \ No newline at end of file + diff --git a/books/core/35.html b/books/core/35.html index c17210b..656317c 100644 --- a/books/core/35.html +++ b/books/core/35.html @@ -50,4 +50,3 @@ the end of every other session. The details of this system can be found on page 226.

    - diff --git a/books/core/352.html b/books/core/352.html index 79d3703..7d2de4f 100644 --- a/books/core/352.html +++ b/books/core/352.html @@ -82,4 +82,4 @@ Undead w The skeletal soldier is immune to poisoned and HP recovery may harm it (page 305). - \ No newline at end of file + diff --git a/books/core/353.html b/books/core/353.html index e581680..d71260a 100644 --- a/books/core/353.html +++ b/books/core/353.html @@ -91,4 +91,4 @@

    Undead: The ghoul is immune to poisoned and HP recovery may harm them (page 305). -

    \ No newline at end of file +

    diff --git a/books/core/356.html b/books/core/356.html index 239d800..92dc4ee 100644 --- a/books/core/356.html +++ b/books/core/356.html @@ -157,5 +157,4 @@
  • loyalty: Bond of, 56
  • - diff --git a/books/core/48.html b/books/core/48.html index 70b7fb4..3b89d4a 100644 --- a/books/core/48.html +++ b/books/core/48.html @@ -57,4 +57,4 @@ 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! -

    \ No newline at end of file +

    diff --git a/books/core/49.html b/books/core/49.html index 316758e..cde0c8c 100644 --- a/books/core/49.html +++ b/books/core/49.html @@ -56,4 +56,4 @@

    If you are the Game Master, use situational modifiers to reward approaches that take advantage of the opposition's Traits, personality and objectives. -

    \ No newline at end of file +

    diff --git a/books/core/52.html b/books/core/52.html index 0faff29..9c24c06 100644 --- a/books/core/52.html +++ b/books/core/52.html @@ -45,4 +45,3 @@ above: characters could accomplish that by striking the pillars, pulverizing them with magic, or even throwing an enemy against them!

    - diff --git a/books/core/54.html b/books/core/54.html index 7ea4fa4..893e7c4 100644 --- a/books/core/54.html +++ b/books/core/54.html @@ -25,4 +25,3 @@ and slowing down the progress of the ritual, a ten-sections Clock that would end the scene in an automatic defeat.

    - diff --git a/books/core/55.html b/books/core/55.html index 60d9e44..10700af 100644 --- a/books/core/55.html +++ b/books/core/55.html @@ -60,5 +60,4 @@

    - + diff --git a/books/core/58.html b/books/core/58.html index 341fed9..7cc1c83 100644 --- a/books/core/58.html +++ b/books/core/58.html @@ -47,4 +47,4 @@

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

    \ No newline at end of file +

    diff --git a/books/core/59.html b/books/core/59.html index 1c730e9..0896dcf 100644 --- a/books/core/59.html +++ b/books/core/59.html @@ -60,4 +60,3 @@ participant to act during each round will be one of their foes. - diff --git a/books/core/60.html b/books/core/60.html index 0a88c9e..c1b7dd8 100644 --- a/books/core/60.html +++ b/books/core/60.html @@ -52,4 +52,4 @@ they don't want the heroes to achieve their own objectives!

    -
    \ No newline at end of file +
    diff --git a/books/core/62.html b/books/core/62.html index 6af61ec..c3d32ee 100644 --- a/books/core/62.html +++ b/books/core/62.html @@ -61,4 +61,3 @@ there when it fills up). - diff --git a/books/core/64.html b/books/core/64.html index df49e6d..2fc7858 100644 --- a/books/core/64.html +++ b/books/core/64.html @@ -56,4 +56,4 @@ into one as the characters eventually regroup.

    - \ No newline at end of file + diff --git a/books/core/67.html b/books/core/67.html index e46dded..27bb773 100644 --- a/books/core/67.html +++ b/books/core/67.html @@ -96,4 +96,4 @@ its resolution and effects with the Game Master.

    - \ No newline at end of file + diff --git a/books/core/72.html b/books/core/72.html index 5704f8d..2ffe4ef 100644 --- a/books/core/72.html +++ b/books/core/72.html @@ -64,4 +64,4 @@ Clock — especially if achieving it brings you closer to winning the conflict.

    -
    \ No newline at end of file +
    diff --git a/books/core/73.html b/books/core/73.html index 14578c9..2e8e2f9 100644 --- a/books/core/73.html +++ b/books/core/73.html @@ -79,4 +79,4 @@ Allows you to win the conflict. - \ No newline at end of file + diff --git a/books/core/92.html b/books/core/92.html index f1b2e16..c687d18 100644 --- a/books/core/92.html +++ b/books/core/92.html @@ -72,4 +72,4 @@ supersedes all other Affinities.

    -

    Damage

    \ No newline at end of file +

    Damage

    diff --git a/books/core/93.html b/books/core/93.html index 20d0476..ffe2a8f 100644 --- a/books/core/93.html +++ b/books/core/93.html @@ -74,4 +74,4 @@ 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. -

    \ No newline at end of file +

    diff --git a/books/core/98.html b/books/core/98.html index 612d355..870ec49 100644 --- a/books/core/98.html +++ b/books/core/98.html @@ -62,4 +62,4 @@ 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. -

    \ No newline at end of file +

    diff --git a/books/natural-fantasy-atlas/0.html b/books/natural-fantasy-atlas/0.html index ada81de..6d932fa 100644 --- a/books/natural-fantasy-atlas/0.html +++ b/books/natural-fantasy-atlas/0.html @@ -1,38 +1,65 @@ - + - - - + + + The Natural Fantasy Atlas for Fabula Ultima - - - -
    + + +
    +

    The Natural Fantasy Atlas

    +

    For Fabula Ultima

    -

    The Natural Fantasy Atlas

    -

    For Fabula Ultima

    +

    + The outside world is vast, and the sins of the past are many. Hold tight + to each other and never stop dreaming! +

    -

    The outside world is vast, and the sins of the past are many. Hold tight to each other and never stop dreaming!

    +

    + Fabula Ultima will bring you into worlds deeply permeated by the + cycles of time and nature, where young heroes face the consequences of + past mistakes and demonstrate that history does not have to repeat itself, + creating a brave future of coexistence, much like in classic JRPGs! +

    -

    Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    - -

    What's Inside:

    +

    What's Inside:

    -
      -
    • Dive into a new JRPG subgenre based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!
    • -
    • 10 Natural Fantasy Locations: Archetypal settings with tips and hints for playing an intense natural fantasy campaign or which you can use as inspiration to breathe life into your world.
    • -
    • Craft Equipment and Tools: Create weapons and tools with any materials you gather using the rules for custom crafting and forging.
    • -
    • Introduce Quirks: Optional rules that add even more depth to your characters, taking a break to share a convivial moment with camp activities.
    • -
    • 5 Villains: Challenging new bosses of increasing power to use in your adventures, providing your Players with tougher and more exciting challenges.
    • -
    • 208 Full-Color Pages: Featuring manga and chibi-style illustrations from international artists.
    • -
    - - +
      +
    • + Dive into a new JRPG subgenre based upon harmony and + change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) + and new Heroic Skills to create even more combinations! +
    • +
    • + 10 Natural Fantasy Locations: Archetypal settings with + tips and hints for playing an intense natural fantasy campaign or which + you can use as inspiration to breathe life into your world. +
    • +
    • + Craft Equipment and Tools: Create weapons and tools + with any materials you gather using the rules for custom crafting and + forging. +
    • +
    • + Introduce Quirks: Optional rules that add even more + depth to your characters, taking a break to share a convivial moment + with camp activities. +
    • +
    • + 5 Villains: Challenging new bosses of increasing power + to use in your adventures, providing your Players with tougher and more + exciting challenges. +
    • +
    • + 208 Full-Color Pages: Featuring manga and chibi-style + illustrations from international artists. +
    • +
    + - - \ No newline at end of file +
    + diff --git a/books/natural-fantasy-atlas/1.html b/books/natural-fantasy-atlas/1.html index a0b6a01..cd34102 100644 --- a/books/natural-fantasy-atlas/1.html +++ b/books/natural-fantasy-atlas/1.html @@ -1,62 +1,86 @@ - + - - - + + + The Natural Fantasy Atlas - Fabula Ultima - - - + + +
    +
    +

    The Natural Fantasy Atlas

    +

    For Fabula Ultima

    +
    -
    -
    -

    The Natural Fantasy Atlas

    -

    For Fabula Ultima

    -
    +
    +

    Embrace the Cycle of Nature

    +

    + The outside world is vast, and the sins of the past are many. Hold tight + to each other, and never stop dreaming! + Fabula Ultima will bring you into worlds deeply + permeated by the cycles of time and nature, where young heroes face the + consequences of past mistakes and demonstrate that history does not have + to repeat itself, creating a brave future of coexistence, much like in + classic JRPGs! +

    +
    -
    -

    Embrace the Cycle of Nature

    -

    The outside world is vast, and the sins of the past are many. Hold tight to each other, and never stop dreaming! Fabula Ultima will bring you into worlds deeply permeated by the cycles of time and nature, where young heroes face the consequences of past mistakes and demonstrate that history does not have to repeat itself, creating a brave future of coexistence, much like in classic JRPGs!

    -
    +
    +

    Key Features Include:

    +
      +
    • + Dive into a new JRPG subgenre +

      + Based upon harmony and change with 4 new Classes (Floralist, + Gourmet, Invoker, and Merchant) and new Heroic Skills to create even + more combinations! +

      +
    • +
    • + 10 Natural Fantasy Locations +

      + Archetypal settings with tips and hints for playing an intense + natural fantasy campaign, or which you can use as inspiration to + breathe life into your world. +

      +
    • +
    • + Craft Equipment and Tools +

      + Create equipment and tools with any materials you gather, using the + rules for custom weapons and forging. +

      +
    • +
    • + Introduce Quirks +

      + Optional rules that add even more depth to your characters, allowing + a break to share a convivial moment with camp activities. +

      +
    • +
    • + 5 Villains +

      + Challenging new bosses of increasing power to use in your + adventures, providing your players with tougher and more exciting + challenges. +

      +
    • +
    • + 208 Full-Color Pages +

      + Featuring manga and chibi-style illustrations from international + artists. +

      +
    • +
    +
    -
    -

    Key Features Include:

    -
      -
    • - Dive into a new JRPG subgenre -

      Based upon harmony and change with 4 new Classes (Floralist, Gourmet, Invoker, and Merchant) and new Heroic Skills to create even more combinations!

      -
    • -
    • - 10 Natural Fantasy Locations -

      Archetypal settings with tips and hints for playing an intense natural fantasy campaign, or which you can use as inspiration to breathe life into your world.

      -
    • -
    • - Craft Equipment and Tools -

      Create equipment and tools with any materials you gather, using the rules for custom weapons and forging.

      -
    • -
    • - Introduce Quirks -

      Optional rules that add even more depth to your characters, allowing a break to share a convivial moment with camp activities.

      -
    • -
    • - 5 Villains -

      Challenging new bosses of increasing power to use in your adventures, providing your players with tougher and more exciting challenges.

      -
    • -
    • - 208 Full-Color Pages -

      Featuring manga and chibi-style illustrations from international artists.

      -
    • -
    -
    - - - -
    - - - \ No newline at end of file + +
    + diff --git a/books/natural-fantasy-atlas/10.html b/books/natural-fantasy-atlas/10.html index 04578f7..0c0c9b1 100644 --- a/books/natural-fantasy-atlas/10.html +++ b/books/natural-fantasy-atlas/10.html @@ -1,40 +1,76 @@ - + - - - + + + Natural Fantasy Campaign Concepts - - - + + +
    +

    Introduction to Natural Fantasy Campaigns

    +
    -
    -

    Introduction to Natural Fantasy Campaigns

    -
    - -
    -

    Clashing Communities

    - -

    In natural fantasy campaigns, the clashes between different factions are often of a much smaller scale: tensions between neighboring villages or clans, and fights between humans and animals or spirits, or between opposing parties of the same people. In its darkest forms, such conflicts erupt into violence, expropriation, or even genocide.

    +
    +

    Clashing Communities

    -

    Newly arrived in the village and terrified by a spiked wildcat sighted by his caravan during the journey, a nobleman has ordered the local hunters guild to exterminate all predators in the region. When they refuse to kill any creature that hasn’t attacked the settlement, the noble hires some mercenaries from the Citadel amidst the plains.

    +

    + In natural fantasy campaigns, the clashes between different factions are + often of a much smaller scale: tensions between neighboring villages or + clans, and fights between humans and animals or spirits, or between + opposing parties of the same people. In its darkest forms, such conflicts + erupt into violence, expropriation, or even genocide. +

    -

    Only the Inara know the procedures required to activate the progenitors’ metal artifacts, which lie scattered around the archipelago. Driven by greed, the sheriffs of the capital infiltrate Inara settlements to extort information; one of these operations led to a terrible massacre of the natives.

    -
    +

    + Newly arrived in the village and terrified by a spiked wildcat sighted by + his caravan during the journey, a nobleman has ordered the local hunters + guild to exterminate all predators in the region. When they refuse to kill + any creature that hasn’t attacked the settlement, the noble hires some + mercenaries from the Citadel amidst the plains. +

    -
    +

    + Only the Inara know the procedures required to activate the progenitors’ + metal artifacts, which lie scattered around the archipelago. Driven by + greed, the sheriffs of the capital infiltrate Inara settlements to extort + information; one of these operations led to a terrible massacre of the + natives. +

    +
    -
    -

    Everything Has a Soul

    - -

    This pillar is both central and explicit in natural fantasy: the stream of souls manifests as elemental entities, animals or plants—veritable holy symbols that embody the life cycle of regeneration and transformation. The stream of souls is also among the main victims of the Villains’ actions.

    +
    -

    Hell-bent on reuniting the fragments of her wife’s soul, scattered across the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two thousand years have passed and the stream of souls has stagnated: echoes of the departed roam the earth, clinging to the living and turning them into terrible monsters.

    +
    +

    Everything Has a Soul

    -

    Just as the Progenitors cried their tears to create the ocean and gave their flesh to make the earth, the inhabitants of the Glass Isles accept that the nocturnal messengers devour the bodies of the departed and feast on the grief of the living, bringing both to the afterlife as nourishment and consolation for the ancestral spirits.

    +

    + This pillar is both central and explicit in natural fantasy: the stream of + souls manifests as elemental entities, animals or plants—veritable holy + symbols that embody the life cycle of regeneration and transformation. The + stream of souls is also among the main victims of the Villains’ actions. +

    -

    Furthermore, the four ancient trees of the region, also known as Vei Arbru, host the elemental essences of the seasons: each is kept safe by a guardian fairy that nurtures it both when it’s in bloom and when it withers before being born again.

    -
    +

    + Hell-bent on reuniting the fragments of her wife’s soul, scattered across + the spirit world, the witch Ihimi bound her spirit to the Rain Tree. Two + thousand years have passed and the stream of souls has stagnated: echoes + of the departed roam the earth, clinging to the living and turning them + into terrible monsters. +

    - - \ No newline at end of file +

    + Just as the Progenitors cried their tears to create the ocean and gave + their flesh to make the earth, the inhabitants of the Glass Isles accept + that the nocturnal messengers devour the bodies of the departed and feast + on the grief of the living, bringing both to the afterlife as nourishment + and consolation for the ancestral spirits. +

    + +

    + Furthermore, the four ancient trees of the region, also known as + Vei Arbru, host the elemental essences of the seasons: + each is kept safe by a guardian fairy that nurtures it both when it’s in + bloom and when it withers before being born again. +

    +
    + diff --git a/books/natural-fantasy-atlas/100.html b/books/natural-fantasy-atlas/100.html index 0c8f79c..ba05893 100644 --- a/books/natural-fantasy-atlas/100.html +++ b/books/natural-fantasy-atlas/100.html @@ -1,64 +1,83 @@ - + - - - + + + Character Profile: Apsu - - - + + + - - -

    APSU

    +

    APSU

    - -
    -

    BASIC INFORMATION

    -
    -
    - Identity: Waterfiend Hunter -
    -
    - Theme: Hope -
    -
    - Origin: Salt Hill -
    -
    - Quirk: Cursed -
    -
    - Signature Weapons: Short swords -
    -
    -
    + +
    +

    BASIC INFORMATION

    +
    +
    + Identity: Waterfiend Hunter +
    +
    + Theme: Hope +
    +
    + Origin: Salt Hill +
    +
    + Quirk: Cursed +
    +
    + Signature Weapons: Short swords +
    +
    +
    - -
    -

    APSU IN DETAIL

    -
    -

    Background & Skills

    -
      -
    • The bards sing of another age, when humans waged war against the sea, using their machines to poison it. Since then, those who are born with blue hair are Cursed by the Old Woman of the Tide, scorned by the earth, and hounded by the ocean: their blood is saltwater.
    • -
    • Able to see waterfiends due to his curse, Apsu earned his livelihood by catching and killing them, to extract drinking water from the remains. This brutal life was interrupted when he met an old oracle on the way to Ocean’s Mirror to negotiate a truce with the Old Woman of the Tide or, if necessary, kill her.
    • -
    • Apsu is an Elementalist, Wayfarer and Weaponmaster, who uses Spellblade to cast powerful spells such as Thunderbolt, through his shortswords.
    • -
    • Although his background and skill suggest a story of pain and violence, Apsu is an optimist who strives to see the silver lining in all things – his Hope theme makes him a real touchstone for the entire group.
    • -
    -
    - - -
    - Game Master Note: The GM should involve Apsu’s Player in establishing any information about the curse of blue hair and the water spirits, especially the most dangerous and aggressive ones. -
    -
    - - - -
    + +
    +

    APSU IN DETAIL

    +
    +

    Background & Skills

    +
      +
    • + The bards sing of another age, when humans waged war against the sea, + using their machines to poison it. Since then, those who are born with + blue hair are + Cursed by the Old Woman of the Tide, scorned by the + earth, and hounded by the ocean: their blood is saltwater. +
    • +
    • + Able to see waterfiends due to his curse, Apsu earned his livelihood + by catching and killing them, to extract drinking water from the + remains. This brutal life was interrupted when he met an old oracle on + the way to Ocean’s Mirror to negotiate a truce with the Old Woman of + the Tide or, if necessary, kill her. +
    • +
    • + Apsu is an Elementalist, + Wayfarer and Weaponmaster, who uses + Spellblade to cast powerful spells such as Thunderbolt, through his + shortswords. +
    • +
    • + Although his background and skill suggest a story of pain and + violence, Apsu is an optimist who strives to see the silver lining in + all things – his Hope theme makes him a real touchstone for the entire + group. +
    • +
    - - \ No newline at end of file + +
    + Game Master Note: The GM should involve Apsu’s Player in + establishing any information about the curse of blue hair and the water + spirits, especially the most dangerous and aggressive ones. +
    +
    + + +
    + diff --git a/books/natural-fantasy-atlas/101.html b/books/natural-fantasy-atlas/101.html index 20dbd60..3062625 100644 --- a/books/natural-fantasy-atlas/101.html +++ b/books/natural-fantasy-atlas/101.html @@ -1,40 +1,64 @@ - + - - - + + + Donna Maxwell Profile - - - -
    -

    DONNA MAXWELL

    + + +
    +

    DONNA MAXWELL

    - -

    BASIC INFORMATION

    -
    -
    Identity: Spark-spirit Huntress
    -
    Theme: Guilt
    -
    Origin: Illwind
    -
    Quirk: Ancient Weapon
    -
    Signature weapons: Seismic revolver
    -
    - - -

    DONNA IN DETAIL

    - -

    Backstory & Abilities

    -
      -
    • Three years ago, a research team led by Donna Maxwell left the fortified citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by arrogant curiosity, these scholars activated the ancestral mechanism which the Scripture calls the Matrix of Days, thereby freeing the Spark-spirit trapped in its engine and causing the destruction of Illwind.
    • -
    • Armed with a seismic revolver found in the Labyrinth, Donna swore to find and kill the Spark-spirit before it could unleash its fury once more. She considers herself Guilty of making a disastrous mistake, and she isn’t wrong.
    • -
    • Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a variety of infusions and capitalizes on her Insight thanks to Knowledge is Power.
    • -
    • Donna’s Player should be the go-to person for everything related to Illwind and its researchers, not to mention the Celestial Labyrinth and the dreadful wonders it hides.
    • -
    • Donna’s revolver is a powerful weapon that targets Magic Defense and deals 5 extra damage to elementals (a Quality valued at around 900 zenit), but it reacts unpredictably when near ancient machines and the ruins scattered across the entire region.
    • -
    - - -
    -
    + +

    BASIC INFORMATION

    +
    +
    Identity: Spark-spirit Huntress
    +
    Theme: Guilt
    +
    Origin: Illwind
    +
    Quirk: Ancient Weapon
    +
    + Signature weapons: Seismic revolver +
    - - \ No newline at end of file + + +

    DONNA IN DETAIL

    + +

    Backstory & Abilities

    +
      +
    • + Three years ago, a research team led by Donna Maxwell left the fortified + citadel of Illwind for the ruins of the Celestial Labyrinth. Driven by + arrogant curiosity, these scholars activated the ancestral mechanism + which the Scripture calls the + Matrix of Days, thereby freeing the Spark-spirit + trapped in its engine and causing the destruction of Illwind. +
    • +
    • + Armed with a seismic revolver found in the Labyrinth, Donna swore to + find and kill the Spark-spirit before it could unleash its fury once + more. She considers herself Guilty of making a + disastrous mistake, and she isn’t wrong. +
    • +
    • + Donna’s Classes are Loremaster, Sharpshooter, and Tinkerer. She uses a + variety of infusions and capitalizes on her Insight thanks to Knowledge + is Power. +
    • +
    • + Donna’s Player should be the go-to person for everything related to + Illwind and its researchers, not to mention the Celestial Labyrinth and + the dreadful wonders it hides. +
    • +
    • + Donna’s revolver is a powerful weapon that targets Magic Defense and + deals 5 extra damage to elementals (a Quality valued at around 900 + zenit), but it reacts unpredictably when near ancient machines and the + ruins scattered across the entire region. +
    • +
    + + +
    +
    + diff --git a/books/natural-fantasy-atlas/102.html b/books/natural-fantasy-atlas/102.html index edb9e66..ac41280 100644 --- a/books/natural-fantasy-atlas/102.html +++ b/books/natural-fantasy-atlas/102.html @@ -1,51 +1,69 @@ - + - - - + + + Character Profile: Lady Undersson - - - + + +

    LADY UNDERSSON

    -

    LADY UNDERSSON

    +

    Basic Information

    +
    +
    Identity:
    +
    Kind Android
    -

    Basic Information

    -
    -
    Identity:
    -
    Kind Android
    +
    Condition:
    +
    Without Memory
    -
    Condition:
    -
    Without Memory
    +
    Theme:
    +
    Belonging
    -
    Theme:
    -
    Belonging
    +
    Origin:
    +
    Ancient Ruins
    -
    Origin:
    -
    Ancient Ruins
    +
    Quirk:
    +
    Underchild
    -
    Quirk:
    -
    Underchild
    +
    Signature Weapons:
    +
    Clockwork Keys
    +
    -
    Signature Weapons:
    -
    Clockwork Keys
    -
    +

    LADY UNDERSSON In Detail

    -

    LADY UNDERSSON In Detail

    +

    History & Lore:

    +
      +
    • + When the villagers found her, Lady Undersson was standing still, in + absolute silence, in front of the evergreen tree next to the entrance of + the ancient ruins. Devoid of any memory regarding her previous function, + the android decided to help the villagers in their everyday chores, + overcoming their initial hesitation due to their past experiences with + machines from underground. +
    • +
    • + Despite her desire to become part of the village community, Lady Undersson + is plagued by short, fragmented visions of a hazy past that she cannot + escape, and the looming feeling that she forgot something terrible. +
    • +
    • + Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys + (see page 116) as her weapon of choice. +
    • +
    • + The Game Master should consult with Lady Undersson’s Player for details + regarding ruins and ancient machines. +
    • +
    • + Over the course of the game, the Underchild Quirk allows Lady Undersson’s + memories to become clearer and clearer until she remembers key information + about a looming threat. It’s essential that this moment establishes once + and for all a bond of trust between this PC and the rest of the group. +
    • +
    -

    History & Lore:

    -
      -
    • When the villagers found her, Lady Undersson was standing still, in absolute silence, in front of the evergreen tree next to the entrance of the ancient ruins. Devoid of any memory regarding her previous function, the android decided to help the villagers in their everyday chores, overcoming their initial hesitation due to their past experiences with machines from underground.
    • -
    • Despite her desire to become part of the village community, Lady Undersson is plagued by short, fragmented visions of a hazy past that she cannot escape, and the looming feeling that she forgot something terrible.
    • -
    • Lady Undersson is an Entropist and a Spiritist, who uses clockwork keys (see page 116) as her weapon of choice.
    • -
    • The Game Master should consult with Lady Undersson’s Player for details regarding ruins and ancient machines.
    • -
    • Over the course of the game, the Underchild Quirk allows Lady Undersson’s memories to become clearer and clearer until she remembers key information about a looming threat. It’s essential that this moment establishes once and for all a bond of trust between this PC and the rest of the group.
    • -
    +
    -
    - -

    Profile

    -

    Order Details:

    - - - \ No newline at end of file +

    Profile

    +

    Order Details:

    + diff --git a/books/natural-fantasy-atlas/103.html b/books/natural-fantasy-atlas/103.html index b7baae5..2fd4bde 100644 --- a/books/natural-fantasy-atlas/103.html +++ b/books/natural-fantasy-atlas/103.html @@ -1,45 +1,64 @@ - + - - - + + + Character Dossier: Laurence - - - - -
    + + +

    W LAURENCE

    - +

    BASIC INFORMATION

    - +

    LAURENCE IN DETAIL

    - +
    - +

    Backstory & Profile

      -
    • When Laurence was just an apprentice hunter, his squad cornered a powerful and regal wyvern in its lair and killed it. However, when the captain, who Laurence saw as his adoptive mother, went in and exterminated the entire brood, something in his soul snapped and he swore never to kill again.
    • -
    • Recently, a mysterious force has been pushing beasts and monsters to attack human settlements, destroying vehicles, structures, and machinery with unprecedented ferocity. Laurence volunteered to accompany a team of heroes to discover what has caused such resentment.
    • -
    • Laurence is a Gourmet, Guardian and Weaponmaster. His Big Bro Quirk makes him excel at supporting the entire group.
    • -
    • The Game Master should consult Laurence’s Player when describing wild beasts and their habits, not to mention the tactics employed by the hunters of Arca.
    • -
    • Due to his oath, Laurence was mocked and shunned by the hunters of Arca, and his old captain considers him her greatest disappointment. It’s up to the other Player Characters to help him when mentor and pupil inevitably clash again.
    • +
    • + When Laurence was just an apprentice hunter, his squad cornered a + powerful and regal wyvern in its lair and killed it. However, when the + captain, who Laurence saw as his adoptive mother, went in and + exterminated the entire brood, something in his soul snapped and he + swore never to kill again. +
    • +
    • + Recently, a mysterious force has been pushing beasts and monsters to + attack human settlements, destroying vehicles, structures, and machinery + with unprecedented ferocity. Laurence volunteered to accompany a team of + heroes to discover what has caused such resentment. +
    • +
    • + Laurence is a Gourmet, Guardian and Weaponmaster. His + Big Bro Quirk makes him excel at supporting the entire + group. +
    • +
    • + The Game Master should consult Laurence’s Player when describing wild + beasts and their habits, not to mention the tactics employed by the + hunters of Arca. +
    • +
    • + Due to his oath, Laurence was mocked and shunned by the hunters of Arca, + and his old captain considers him her greatest disappointment. It’s up + to the other Player Characters to help him when mentor and pupil + inevitably clash again. +

    Transaction Details

    - -
    - - - \ No newline at end of file +
    + diff --git a/books/natural-fantasy-atlas/104.html b/books/natural-fantasy-atlas/104.html index 242b0bf..3ac3975 100644 --- a/books/natural-fantasy-atlas/104.html +++ b/books/natural-fantasy-atlas/104.html @@ -1,49 +1,94 @@ - + - - - + + + Character Dossier: Melissa Holtz - - - -
    - -
    -

    MELISSA HOLTZ

    -
    - Chapter 103 | 33 PROTAGONISTS -
    -
    + + +
    + +
    +

    + MELISSA HOLTZ +

    +
    + Chapter 103 | 33 PROTAGONISTS +
    +
    - -
    -

    BASIC INFORMATION

    - -
    - - -
    -

    MELISSA IN DETAIL

    -
      -
    • In spite of her parents’ doubts, young Melissa worked hard and traveled far to discover the secret of alchemy, with the Ambition of attaining an official license and, upon her eventual return, bringing prosperity to the mountain hamlet of Eiche.
    • -
    • Melissa saved her money to buy a cart, pulled by a mighty and loving auroch. This traveling workshop is full of mementos, notes and unusual ingredients.
    • -
    • Melissa combines Gourmet, Spiritist and Sharpshooter: together with the rest of the group she adapted the Gourmet’s rules to represent alchemy, using five seasonal essences instead of tastes. Her alchemical scepters are custom arcane ranged weapons that she uses to fire her compounds, creating expanding clouds using Barrage.
    • -
    • Taking inspiration from the wu xing’s Late Summer, Melissa’s Player and the rest of the group decided to add a fifth season to their setting, the Calm, which has its own seasonal essence and is a time of transition for the entire world when the elements coexist and combine in ways that are, so far, poorly understood.
    • -
    • Melissa’s personal goals are rather simple, but the mystery of the Calm should have a deep influence on the story: of course, one or more Villains have plans for it.
    • -
    -
    - - + + + +
    +

    MELISSA IN DETAIL

    +
      +
    • + In spite of her parents’ doubts, young Melissa worked hard and + traveled far to discover the secret of alchemy, with the Ambition of + attaining an official license and, upon her eventual return, bringing + prosperity to the mountain hamlet of Eiche. +
    • +
    • + Melissa saved her money to buy a cart, pulled by a mighty and loving + auroch. This traveling workshop is full of mementos, notes and unusual + ingredients. +
    • +
    • + Melissa combines Gourmet, Spiritist and Sharpshooter: together with + the rest of the group she adapted the Gourmet’s rules to represent + alchemy, using five seasonal essences instead of tastes. Her + alchemical scepters are custom arcane ranged weapons that she uses to + fire her compounds, creating expanding clouds using Barrage. +
    • +
    • + Taking inspiration from the wu xing’s Late Summer, Melissa’s Player + and the rest of the group decided to add a fifth season to their + setting, the Calm, which has its own seasonal essence and is a time of + transition for the entire world when the elements coexist and combine + in ways that are, so far, poorly understood. +
    • +
    • + Melissa’s personal goals are rather simple, but the mystery of the + Calm should have a deep influence on the story: of course, one or more + Villains have plans for it. +
    • +
    +
    + + +
    diff --git a/books/natural-fantasy-atlas/105.html b/books/natural-fantasy-atlas/105.html index ca8024a..d94e22a 100644 --- a/books/natural-fantasy-atlas/105.html +++ b/books/natural-fantasy-atlas/105.html @@ -1,49 +1,70 @@ - + - - - + + + Mylo Ulve Character Profile - - - + + +

    Mylo Ulve

    +

    (Page/Document Reference 104)

    -

    Mylo Ulve

    -

    (Page/Document Reference 104)

    - -
    -

    Basic Information

    -
    - -
    -
    Identity: Gentleman
    -
    Occupation/Role: Archaeologist
    -
    Theme: Justice
    -
    Origin: Zentralia
    -
    Quirk: Mysterious Grimoire
    -
    Signature Weapons: Elemental Rings
    -
    +
    +

    Basic Information

    +
    -
    -

    Detailed Background

    -
      -
    • An archaeology graduate from the Golden College, Mylo Ulve left the capital when the Senate closed the faculty and sold all exhibits to collectors to bankroll a new expansionist campaign to the West. Mylo was able to save only the Codex Rubrum, an extraordinary magical tome that sometimes answers the reader’s question in the language of the ancient civilization of Escria.
    • -
    • The information in the Codex supports the College’s theories about Escria and the magical prowess of its Scribe-Priests, not to mention its downfall at the hands of the founders of Zentralia. Even more importantly, it completely invalidates the propaganda which presents the current aristocracy as scions of the glorious Escria.
    • -
    • Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy and potions and is one among the very few Zentralians that understand the language of Escria.
    • -
    • Mylo’s character should be the go-to person for everything related to the history of Zentralia and the fall of Escria (unless the group includes a descendant of the Escrians, of course).
    • -
    +
    +
    Identity: Gentleman
    +
    Occupation/Role: Archaeologist
    +
    Theme: Justice
    +
    Origin: Zentralia
    +
    Quirk: Mysterious Grimoire
    +
    + Signature Weapons: Elemental Rings
    +
    -
    -

    Character Goals

    -
      -
    • Uncover the truth about the Codex Rubrum and Escria.
    • -
    • Oppose the Zentralian nobles who crave the ancient magic of the Scribes.
    • -
    -
    +
    +

    Detailed Background

    +
      +
    • + An archaeology graduate from the Golden College, Mylo Ulve left the + capital when the Senate closed the faculty and sold all exhibits to + collectors to bankroll a new expansionist campaign to the West. Mylo was + able to save only the + Codex Rubrum, an extraordinary + magical tome that sometimes answers the reader’s question in the + language of the ancient civilization of Escria. +
    • +
    • + The information in the Codex supports the College’s theories about + Escria and the magical prowess of its Scribe-Priests, not to mention its + downfall at the hands of the founders of Zentralia. Even more + importantly, it completely invalidates the propaganda which presents the + current aristocracy as scions of the glorious Escria. +
    • +
    • + Mylo’s Classes are Loremaster, Tinkerer, and Wayfarer. He uses Alchemy + and potions and is one among the very few Zentralians that understand + the language of Escria. +
    • +
    • + Mylo’s character should be the go-to person for everything related to + the history of Zentralia and the fall of Escria (unless the group + includes a descendant of the Escrians, of course). +
    • +
    +
    - +
    +

    Character Goals

    +
      +
    • Uncover the truth about the Codex Rubrum and Escria.
    • +
    • + Oppose the Zentralian nobles who crave the ancient magic of the Scribes. +
    • +
    +
    - - \ No newline at end of file + + diff --git a/books/natural-fantasy-atlas/106.html b/books/natural-fantasy-atlas/106.html index adaeccb..ce69669 100644 --- a/books/natural-fantasy-atlas/106.html +++ b/books/natural-fantasy-atlas/106.html @@ -1,57 +1,77 @@ - + - - - + + + Octavia - Protagonist Profile - - - + + +
    Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI
    -
    - Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI -
    +
    +

    BASIC INFORMATION

    -
    -

    BASIC INFORMATION

    - - - - -

    OCTAVIA IN DETAIL

    - - + +
    - -
    +
    - - \ No newline at end of file +

    OCTAVIA IN DETAIL

    + + +
      +
    • + The youngest offspring of the Polpi merchant clan, Octavia is a young + oceanid, whose stubbornness and cutting humor hide a heart of gold. This + spirit led her to rebel against her own family's ways of conducting + business, prompting her decision to travel the surface world and build a + commerce and communication network that addresses local needs—and + outmaneuver her relatives in the process. +
    • +
    • + Octavia is always accompanied by two tireless bodyguards: Crabecca and + Breamthony. Breamthony shares some of her opinions about the rest of the + family, while Crabecca remains constantly worried for her safety. +
    • +
    • + Octavia’s shrewdness is well represented by her Merchant and Orator + Classes. In times of emergency, she can deal substantial blows with her + reinforced pipe (which utilizes the staff profile). +
    • +
    + + +
    +

    Campaign Guidance Notes

    +
      +
    • + The Player should provide information about the Polpi clan, the + oceanids, and the underwater territory of Yonaguni. This must include + details regarding available transportation methods for + surface-dwellers planning a visit. +
    • +
    • + At the start of the campaign, Octavia is driven by her need for + Rebellion. However, over the course of the game, she should realize + the true nature of her feelings and demonstrate increased maturity. +
    • +
    +
    + + +
    + diff --git a/books/natural-fantasy-atlas/107.html b/books/natural-fantasy-atlas/107.html index 3814db4..d9191d8 100644 --- a/books/natural-fantasy-atlas/107.html +++ b/books/natural-fantasy-atlas/107.html @@ -1,45 +1,65 @@ - + - - - + + + Ruairi Character Profile - - - + + +

    Ruairi Character Profile

    -

    Ruairi Character Profile

    +
    +

    Basic Information

    +

    Identity: Moth Court Outcast

    +

    Theme: Solitude

    +

    Origin: Hawthorn Forest

    +

    Quirk: Outcast Fairy

    +

    Signature Weapons: Floral greatswords

    +
    -
    -

    Basic Information

    -

    Identity: Moth Court Outcast

    -

    Theme: Solitude

    -

    Origin: Hawthorn Forest

    -

    Quirk: Outcast Fairy

    -

    Signature Weapons: Floral greatswords

    -
    +

    Background & History

    -

    Background & History

    +
    +
      +
    • + Once upon a time, Ruairi was a noble warrior of the Moth Court, but he + was exiled because of his love for the Raven Witch, Baobhan Sith. He + wandered alone for centuries, only to eventually stumble upon the tomb + of his soulmate. There, he fell into a deep slumber, until the arrival + of a group of heroes with more enthusiasm than common sense roused him + from sleep. +
    • +
    • + Despite how much time has passed, Ruairi is still an exceptional fighter + and many fairies remember his name; however, the relationship between + humanity and the fairy realm has soured significantly, and both sides + now look at him with suspicion. +
    • +
    • + Ruairi wields a floral greatsword and combines the abilities of + Floralist and Darkblade, in a contrasting image of fragile beauty and + visceral sorrow. True to faefolk tradition, iron is his weakness. +
    • +
    +
    -
    -
      -
    • Once upon a time, Ruairi was a noble warrior of the Moth Court, but he was exiled because of his love for the Raven Witch, Baobhan Sith. He wandered alone for centuries, only to eventually stumble upon the tomb of his soulmate. There, he fell into a deep slumber, until the arrival of a group of heroes with more enthusiasm than common sense roused him from sleep.
    • -
    • Despite how much time has passed, Ruairi is still an exceptional fighter and many fairies remember his name; however, the relationship between humanity and the fairy realm has soured significantly, and both sides now look at him with suspicion.
    • -
    • Ruairi wields a floral greatsword and combines the abilities of Floralist and Darkblade, in a contrasting image of fragile beauty and visceral sorrow. True to faefolk tradition, iron is his weakness.
    • -
    -
    +
    +

    Story Details / GM Notes

    +
      +
    • + The Game Master should often consult Ruairi’s Player about all things + related to the fairies’ society, tradition, and powers. +
    • +
    • + Ruairi doesn’t like to talk about it, but fairies cannot die unless + killed, and such must have been Baobhan Sith’s fate. One day, he’s going + to discover who was responsible and, on that day, he might swear + Vengeance or perhaps even turn into a Villain. +
    • +
    +
    -
    -

    Story Details / GM Notes

    -
      -
    • The Game Master should often consult Ruairi’s Player about all things related to the fairies’ society, tradition, and powers.
    • -
    • Ruairi doesn’t like to talk about it, but fairies cannot die unless killed, and such must have been Baobhan Sith’s fate. One day, he’s going to discover who was responsible and, on that day, he might swear Vengeance or perhaps even turn into a Villain.
    • -
    -
    - - - - - \ No newline at end of file + + diff --git a/books/natural-fantasy-atlas/108.html b/books/natural-fantasy-atlas/108.html index aa6a9a2..8419f7d 100644 --- a/books/natural-fantasy-atlas/108.html +++ b/books/natural-fantasy-atlas/108.html @@ -1,56 +1,75 @@ - + - - - + + + Tsukihime Character Profile - - - + + + +
    + 107 | W | 33 PROTAGONISTS +
    - -
    - 107 | W | 33 PROTAGONISTS -
    +

    TSUKIHIME

    -

    TSUKIHIME

    + +
    +

    BASIC INFORMATION

    +
    +
    Identity:
    +
    Incarnation of the Moon God
    - -
    -

    BASIC INFORMATION

    -
    -
    Identity:
    -
    Incarnation of the Moon God
    +
    Theme:
    +
    Duty
    -
    Theme:
    -
    Duty
    +
    Origin:
    +
    Second Moon
    -
    Origin:
    -
    Second Moon
    +
    Quirk:
    +
    The Long Dream
    -
    Quirk:
    -
    The Long Dream
    +
    Signature weapons:
    +
    Bows
    +
    +
    -
    Signature weapons:
    -
    Bows
    -
    -
    + +
    +

    TSUKIHIME IN DETAIL

    - -
    -

    TSUKIHIME IN DETAIL

    +
      +
    • + According to legend, when a grave danger looms over the Land of Elms and + the Second Moon shines blue, the Moon God incarnates in the world with + the shooting of an arrow. This time, the guardian is a young woman of + elegant bearing and brave heart, albeit a bit stubborn. The Priestess + named her Tsukihime, or Moon Princess. +
    • +
    • + Tsukihime’s Duty is to quell the restless spirits and purify the springs + of the four rivers that cross the region. The task will prove much + bigger than expected, and she cannot do it alone. +
    • +
    • + The moon’s favor grants Tsukihime a special affinity toward nature – her + Classes are Chimerist, Invoker and Sharpshooter. +
    • +
    • + Tsukihime’s Player should be the go-to person for everything related to + the Moon God, the Second Moon and the spirit world. At the same time, + the Princess’ knowledge of human society is extremely limited and, above + all, outdated. +
    • +
    • + Every incarnation of the Moon God is destined to return to the stars + once their purpose is fulfilled. Hence, it’s essential that Tsukihime + and the rest of the group develop strong emotional bonds over the course + of the campaign. Perhaps these bonds will be powerful enough to prevent + a painful farewell. +
    • +
    +
    -
      -
    • According to legend, when a grave danger looms over the Land of Elms and the Second Moon shines blue, the Moon God incarnates in the world with the shooting of an arrow. This time, the guardian is a young woman of elegant bearing and brave heart, albeit a bit stubborn. The Priestess named her Tsukihime, or Moon Princess.
    • -
    • Tsukihime’s Duty is to quell the restless spirits and purify the springs of the four rivers that cross the region. The task will prove much bigger than expected, and she cannot do it alone.
    • -
    • The moon’s favor grants Tsukihime a special affinity toward nature – her Classes are Chimerist, Invoker and Sharpshooter.
    • -
    • Tsukihime’s Player should be the go-to person for everything related to the Moon God, the Second Moon and the spirit world. At the same time, the Princess’ knowledge of human society is extremely limited and, above all, outdated.
    • -
    • Every incarnation of the Moon God is destined to return to the stars once their purpose is fulfilled. Hence, it’s essential that Tsukihime and the rest of the group develop strong emotional bonds over the course of the campaign. Perhaps these bonds will be powerful enough to prevent a painful farewell.
    • -
    -
    - -
    -
    - - - \ No newline at end of file +
    + diff --git a/books/natural-fantasy-atlas/109.html b/books/natural-fantasy-atlas/109.html index 0d42fd4..4f3bfea 100644 --- a/books/natural-fantasy-atlas/109.html +++ b/books/natural-fantasy-atlas/109.html @@ -1,35 +1,56 @@ - + - - - + + + Game Options Guide - - - + + +
    108
    +

    Chapter Focus: Campaign Options

    -
    108
    -

    Chapter Focus: Campaign Options

    +

    + From here on, the chapter focuses on new options and rules designed to + enhance the natural fantasy vibes of your Fabula Ultima campaign. However, + if the whole group agrees, you can use these options for any campaign. +

    -

    From here on, the chapter focuses on new options and rules designed to enhance the natural fantasy vibes of your Fabula Ultima campaign. However, if the whole group agrees, you can use these options for any campaign.

    +

    + These introductory pages provide preliminary information about the various + options, in terms of both mechanics and play experience, to help you + identify the most interesting ones for your game. +

    -

    These introductory pages provide preliminary information about the various options, in terms of both mechanics and play experience, to help you identify the most interesting ones for your game.

    - -

    CUSTOM WEAPONS

    -

    You can use this rule to create unusual weapons. It’s a simple and straightforward option with no profound gameplay implications – you can always leave it open to anyone who is interested.

    +

    CUSTOM WEAPONS

    +

    + You can use this rule to create unusual weapons. It’s a simple and + straightforward option with no profound gameplay implications – you can + always leave it open to anyone who is interested. +

    -

    NATURAL FANTASY QUIRKS

    -

    This option is more complex and has a significant effect on character creation. If you use it, each Player Character gains a set of unique mechanics defining their abilities and role in the story.

    - -
      -
    • These effects are powerful, ranging from the ability to ignore Mind Point costs to brandishing a rare and ancient weapon.
    • -
    • Use Quirks if you and your group are comfortable setting aside the power balance between characters in favor of strong characterization.
    • -
    • This option works best in tight and collaborative groups and may be too complex if this is your first experience with the game.
    • -
    +

    NATURAL FANTASY QUIRKS

    +

    + This option is more complex and has a significant effect on character + creation. If you use it, each Player Character gains a set of unique + mechanics defining their abilities and role in the story. +

    -

    NEW OPTIONS

    -

    W

    -

    (Placeholder for content/detail regarding option.)

    +
      +
    • + These effects are powerful, ranging from the ability to ignore Mind Point + costs to brandishing a rare and ancient weapon. +
    • +
    • + Use Quirks if you and your group are comfortable setting aside the power + balance between characters in favor of strong characterization. +
    • +
    • + This option works best in tight and collaborative groups and may be too + complex if this is your first experience with the game. +
    • +
    - - \ No newline at end of file +

    NEW OPTIONS

    +

    W

    +

    (Placeholder for content/detail regarding option.)

    + diff --git a/books/natural-fantasy-atlas/11.html b/books/natural-fantasy-atlas/11.html index 7aed50b..926cb6e 100644 --- a/books/natural-fantasy-atlas/11.html +++ b/books/natural-fantasy-atlas/11.html @@ -1,30 +1,69 @@ - + - - - + + + The Chronicles of Magic and Technology - - - -

    MAGIC AND TECHNOLOGY

    -

    The juxtaposition of magic and technology is a powerful element of natural fantasy stories. Both have a light and dark side: magic is tied to natural elements, but it can also destabilize them, causing terrible catastrophes; technology – a reminder of the wars and destruction of the past – can be recovered and adapted, but it comes with the risk of repeating the same mistakes.

    + + +

    MAGIC AND TECHNOLOGY

    +

    + The juxtaposition of magic and technology is a powerful element of natural + fantasy stories. Both have a light and dark side: magic is tied to natural + elements, but it can also destabilize them, causing terrible catastrophes; + technology – a reminder of the wars and destruction of the past – can be + recovered and adapted, but it comes with the risk of repeating the same + mistakes. +

    -

    The Necropolis

    -

    The Necropolis is a chasm spanning the size of an entire region, that goes down into the depths of the earth. Inside, magical energy – usually too rarefied to sustain any Ritual – can be used in full. Scholars call this phenomenon tomb radiation and it becomes more powerful the deeper you go.

    +

    The Necropolis

    +

    + The Necropolis is a chasm spanning the size of an entire region, that goes + down into the depths of the earth. Inside, magical energy – usually too + rarefied to sustain any Ritual – can be used in full. Scholars call this + phenomenon tomb radiation and it becomes more powerful the + deeper you go. +

    -

    Travel Through Nature

    -

    Powered by a triple alchemical vapor-furnace and armed with massive steel spikes, automatic crossbows and mortars, the armored train crosses the vast forests of magical trees. It’s the only true connection between the various settlements of the region.

    +

    Travel Through Nature

    +

    + Powered by a triple alchemical vapor-furnace and armed with massive steel + spikes, automatic crossbows and mortars, the armored train crosses the vast + forests of magical trees. It’s the only true connection between the various + settlements of the region. +

    -

    Heroes of Many Sizes and Shapes

    -

    The natural fantasy genre focuses upon the difficult journey toward coexistence and harmony; as such, the Player Characters represent a fundamental opportunity to show how representatives of different people and cultures can learn from each other and, in a spirit of mutual respect, fight for the future together.

    +

    Heroes of Many Sizes and Shapes

    +

    + The natural fantasy genre focuses upon the difficult journey toward + coexistence and harmony; as such, the Player Characters represent a + fundamental opportunity to show how representatives of different people and + cultures can learn from each other and, in a spirit of mutual respect, fight + for the future together. +

    -

    Protagonists

    -
      -
    • Bomiri: A young moth-girl from Mangrove Village. After the death of her elderly mentor, she fully devoted herself to studying herbalism and medicine, in an attempt to find a cure for the disease that killed her.
    • -
    • Lovisa: When she was twelve years old, Lovisa got lost in the crevasses of the Mora glacier and was almost devoured by a young nagadon who was trapped in a cave with her. Despite being afraid, she gathered food for herself and the hatchling, later preventing the rescuers from killing him. Now they are inseparable and they carry letters, medicines and information across the entire valley.
    • -
    • Yalsi: Famous among Inner Sea nomads for his generous and slightly-too-exuberant character, Yalsi the thief is wanted by the imperial navy for daring to rob a high official: hidden amidst gold coins was a strange necklace, which looks awfully familiar to the metallic heads buried among the hills of Yalsi’s native village.
    • -
    - - - \ No newline at end of file +

    Protagonists

    +
      +
    • + Bomiri: A young moth-girl from Mangrove Village. After + the death of her elderly mentor, she fully devoted herself to studying + herbalism and medicine, in an attempt to find a cure for the disease that + killed her. +
    • +
    • + Lovisa: When she was twelve years old, Lovisa got lost in + the crevasses of the Mora glacier and was almost devoured by a young + nagadon who was trapped in a cave with her. Despite being afraid, she + gathered food for herself and the hatchling, later preventing the rescuers + from killing him. Now they are inseparable and they carry letters, + medicines and information across the entire valley. +
    • +
    • + Yalsi: Famous among Inner Sea nomads for his generous and + slightly-too-exuberant character, Yalsi the thief is wanted by the + imperial navy for daring to rob a high official: hidden amidst gold coins + was a strange necklace, which looks awfully familiar to the metallic heads + buried among the hills of Yalsi’s native village. +
    • +
    + diff --git a/books/natural-fantasy-atlas/110.html b/books/natural-fantasy-atlas/110.html index 0dcbfe7..aefe401 100644 --- a/books/natural-fantasy-atlas/110.html +++ b/books/natural-fantasy-atlas/110.html @@ -1,35 +1,61 @@ - + - - - + + + Protagonists - Camp Activities - - - - + + + -

    CHAPTER CAMP ACTIVITIES

    +

    CHAPTER CAMP ACTIVITIES

    -

    This new optional rule allows the group to put more emphasis on resting scenes – rather than just a simple narrative interlude used to create a new Bond or modify existing ones, they become a way to provide special benefits to the entire group or to specific allies.

    -

    In and of itself, this is a simple rule, but it adds a tangible benefit to the rest scenes which allows the group to showcase the personality and nature of each character.

    +

    + This new optional rule allows the group to put more emphasis on resting + scenes – rather than just a simple narrative interlude used to create a new + Bond or modify existing ones, they become a way to provide special benefits + to the entire group or to specific allies. +

    +

    + In and of itself, this is a simple rule, but it adds a tangible benefit to + the rest scenes which allows the group to showcase the personality and + nature of each character. +

    -
    - Important Consideration: If you use this option, resting scenes will take a larger part of each session, on average, and you will need to keep track of which Activities have already been used and what their benefits are (these are often single-use). -
    +
    + Important Consideration: If you use this option, resting + scenes will take a larger part of each session, on average, and you will + need to keep track of which Activities have already been used and what their + benefits are (these are often single-use). +
    -

    NEW CLASSIC CHARACTERS

    -

    These sample natural fantasy builds expand on those provided in the Core Rulebook (see page 172), expressing the full potential of this Atlas’ new Classes. You will also find two premade Groups to draw inspiration from – one features characters sharing a common Class, and the other with greater variety.

    +

    NEW CLASSIC CHARACTERS

    +

    + These sample natural fantasy builds expand on those provided in the Core + Rulebook (see page 172), expressing the full potential of this Atlas’ new + Classes. You will also find two premade Groups to draw inspiration from – + one features characters sharing a common Class, and the other with greater + variety. +

    -

    NEW CLASSES

    -

    The Natural Fantasy Atlas introduces four new Classes for Player Characters. They are designed to interact normally with those found in the Core Rulebook and other expansions without any modifications. The following pages contain some practical tips for Players and Game Masters to get the most out of these new Classes.

    +

    NEW CLASSES

    +

    + The Natural Fantasy Atlas introduces four new Classes for Player Characters. + They are designed to interact normally with those found in the Core Rulebook + and other expansions without any modifications. The following pages contain + some practical tips for Players and Game Masters to get the most out of + these new Classes. +

    -

    NEW HEROIC SKILLS

    -

    This last, lengthy section contains twenty-one new Heroic Skills. Some are tied to the new Classes introduced by this Atlas, but most add options for those found in the Core Rulebook.

    +

    NEW HEROIC SKILLS

    +

    + This last, lengthy section contains twenty-one new Heroic Skills. Some are + tied to the new Classes introduced by this Atlas, but most add options for + those found in the Core Rulebook. +

    -
    - “I’ve never seen a flower like this.
    I wonder what its properties are!”
    -
    - - - \ No newline at end of file +
    + “I’ve never seen a flower like this.
    I wonder what its properties + are!”
    +
    + diff --git a/books/natural-fantasy-atlas/111.html b/books/natural-fantasy-atlas/111.html index 9435aa0..9862312 100644 --- a/books/natural-fantasy-atlas/111.html +++ b/books/natural-fantasy-atlas/111.html @@ -1,33 +1,69 @@ - + - - - + + + Character Class Descriptions - - - + + +
    +

    FLORALIST

    +
      +
    • + Floralists shine both for the variety of effects they can unleash, and + their efficiency – for all intents and purposes, the magiseeds are + "automatic" secondary actions in addition to the character’s regular + action. That being said, this Class requires good timing, because + planting a magiseed one turn too late means wasting its potential. +
    • +
    • + Although the Floralist’s baseline aesthetic is tied to seeds and plants, + you can use this Class to represent any character that can summon + temporary little helpers. You can go for a few simple cosmetic changes + (algae, mushrooms, corals, etc.), or you could choose something like + clockwork turrets, support drones or even familiars, sprites or imps! +
    • +
    • + Usually, a Floralist’s abilities go way beyond those of a common + gardener or botanist, and the Player should have final say when + establishing any element of the setting tied to plants, forests, + plant-related creatures, and enemies belonging to the plant Species. +
    • +
    +
    -
    -

    FLORALIST

    -
      -
    • Floralists shine both for the variety of effects they can unleash, and their efficiency – for all intents and purposes, the magiseeds are "automatic" secondary actions in addition to the character’s regular action. That being said, this Class requires good timing, because planting a magiseed one turn too late means wasting its potential.
    • -
    • Although the Floralist’s baseline aesthetic is tied to seeds and plants, you can use this Class to represent any character that can summon temporary little helpers. You can go for a few simple cosmetic changes (algae, mushrooms, corals, etc.), or you could choose something like clockwork turrets, support drones or even familiars, sprites or imps!
    • -
    • Usually, a Floralist’s abilities go way beyond those of a common gardener or botanist, and the Player should have final say when establishing any element of the setting tied to plants, forests, plant-related creatures, and enemies belonging to the plant Species.
    • -
    -
    +
    +

    GOURMET

    +
      +
    • + This is a very peculiar Class, designed to mimic the experience of + exploring and combining items in a videogame by trial and error, without + being able to consult a precise guide. Its key feature is + procedural gameplay. Every Gourmet is different from + the last, despite using the same five flavors: in order to discover + which role the character will play in the group, you must first and + foremost play them. +
    • +
    • + The Gourmet’s rules are based upon flavors, rather than + specific ingredients. This makes it easy to use this Class to represent + other specialists (like brewers, mixologists, confectioners or sushi + chefs). You can also create strictly vegetarian or vegan menus. You may + also adapt these rules to represent any character who combines materials + or ingredients to create special effects, be they a chemist, an + alchemist or a pyrotechnician – you only have to define five ingredient + types, and voila! +
    • +
    • + The preparation, presentation and consumption of food are pivotal + elements of each and every culture, and embody the themes of + transformation and interdependence that are the beating heart of the + natural fantasy style. If your group includes the Gourmet, take your + time to describe the most unusual delicacies, but also to reflect upon + the deep implications of ending one life to feed another. +
    • +
    +
    -
    -

    GOURMET

    -
      -
    • This is a very peculiar Class, designed to mimic the experience of exploring and combining items in a videogame by trial and error, without being able to consult a precise guide. Its key feature is procedural gameplay. Every Gourmet is different from the last, despite using the same five flavors: in order to discover which role the character will play in the group, you must first and foremost play them.
    • -
    • The Gourmet’s rules are based upon flavors, rather than specific ingredients. This makes it easy to use this Class to represent other specialists (like brewers, mixologists, confectioners or sushi chefs). You can also create strictly vegetarian or vegan menus. You may also adapt these rules to represent any character who combines materials or ingredients to create special effects, be they a chemist, an alchemist or a pyrotechnician – you only have to define five ingredient types, and voila!
    • -
    • The preparation, presentation and consumption of food are pivotal elements of each and every culture, and embody the themes of transformation and interdependence that are the beating heart of the natural fantasy style. If your group includes the Gourmet, take your time to describe the most unusual delicacies, but also to reflect upon the deep implications of ending one life to feed another.
    • -
    -
    - -
    -
    - - - \ No newline at end of file +
    + diff --git a/books/natural-fantasy-atlas/112.html b/books/natural-fantasy-atlas/112.html index af1a716..fb22dc4 100644 --- a/books/natural-fantasy-atlas/112.html +++ b/books/natural-fantasy-atlas/112.html @@ -1,44 +1,86 @@ - + - - - + + + Character Archetypes: Protagonists - - - - -
    + + +

    33 PROTAGONISTS

    Character Archetypes

    -
    +
    - -
    + +

    INVOKER

      -
    • Inspired by the geomancer archetype presented in some JRPGs, the Invoker never has access to their full range of abilities – instead, their invocations are based upon the elemental wellsprings available on the scene. To compensate, their cost in Mind Points is low and their effects are quite strong… not to mention the possibility of enhancing various kinds of damage with “Hex” invocations.
    • -
    • The Ripples Skill is very powerful, but requires a synergy with at least one other member of the group who is able to capitalize upon the different types of damage: the obvious choice is an Elementalist, but Chanters, Dancers (see High Fantasy Atlas, page 136 and 142) and Espers (see Techno Fantasy Atlas, page 150) are not far behind.
    • -
    • Far from being a mere gameplay rule, the fact Invokers don’t impose themselves upon the environment but rather adapt to it is a powerful thematic choice. It also creates a contrast with Elementalists, who have to spend vast amounts of Mind Points to reliably access whatever damage type they require. This tension, as well as the role of elemental creatures and the relationship between magical arts and ecology, are very interesting parts of the setting to explore.
    • +
    • + Inspired by the geomancer archetype presented in some JRPGs, the Invoker + never has access to their full range of abilities – instead, their + invocations are based upon the elemental wellsprings available on the + scene. To compensate, their cost in Mind Points is low and their effects + are quite strong… not to mention the possibility of enhancing various + kinds of damage with “Hex” invocations. +
    • +
    • + The Ripples Skill is very powerful, but requires a synergy with at least + one other member of the group who is able to capitalize upon the + different types of damage: the obvious choice is an Elementalist, but + Chanters, Dancers (see High Fantasy Atlas, page + 136 and 142) and Espers (see + Techno Fantasy Atlas, page 150) are not far + behind. +
    • +
    • + Far from being a mere gameplay rule, the fact Invokers don’t impose + themselves upon the environment but rather adapt to it is a powerful + thematic choice. It also creates a contrast with Elementalists, who have + to spend vast amounts of Mind Points to reliably access whatever damage + type they require. This tension, as well as the role of elemental + creatures and the relationship between magical arts and ecology, are + very interesting parts of the setting to explore. +
    -
    +
    - -
    + +

    MERCHANT

      -
    • Although more compact than the previous three Classes, the Merchant shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs and gives you access to the right tool at the right time, while the other Skills form an impressive support arsenal, especially for characters who heavily rely on Inventory Points, such as Tinkerers and Symbolists (see High Fantasy Atlas, page 146).
    • -
    • A cornerstone of the Merchant is that it doesn’t focus on accumulating money, as shown by the Real Treasure Skill. The heroic nature of this Class hinges upon communication, contacts, and helping exchanges between distant people. It’s a quest for richness and prosperity, but in a human, cultural and communal sense.
    • -
    • Merchants are curious, perceptive and very attentive individuals: some have traveled far and wide, others have accrued knowledge of every sort over the course of many negotiations, meetings and encounters. A Merchant’s Player should be involved in establishing setting elements such as trade routes, roads, relationships between people, and key resources, not to mention matters of etiquette, such as what would be the most fitting gift to present to a prominent public figure.
    • +
    • + Although more compact than the previous three Classes, the Merchant + shouldn’t be underestimated: Winds of Trade lets you introduce new NPCs + and gives you access to the right tool at the right time, while the + other Skills form an impressive support arsenal, especially for + characters who heavily rely on Inventory Points, such as Tinkerers and + Symbolists (see High Fantasy Atlas, page 146). +
    • +
    • + A cornerstone of the Merchant is that it doesn’t focus on accumulating + money, as shown by the Real Treasure Skill. The heroic nature of this + Class hinges upon communication, contacts, and helping exchanges between + distant people. It’s a quest for richness and prosperity, but in a + human, cultural and communal sense. +
    • +
    • + Merchants are curious, perceptive and very attentive individuals: some + have traveled far and wide, others have accrued knowledge of every sort + over the course of many negotiations, meetings and encounters. A + Merchant’s Player should be involved in establishing setting elements + such as trade routes, roads, relationships between people, and key + resources, not to mention matters of etiquette, such as what would be + the most fitting gift to present to a prominent public figure. +
    -
    +
    - -
    -

    “You must be strong, yes! But also humble, and kind.

    + +
    +

    + “You must be strong, yes! But also humble, and kind. +

    There is no other way for a better world.”

    -
    -
    - - - \ No newline at end of file +
    +
    + diff --git a/books/natural-fantasy-atlas/113.html b/books/natural-fantasy-atlas/113.html index 9330e85..650c896 100644 --- a/books/natural-fantasy-atlas/113.html +++ b/books/natural-fantasy-atlas/113.html @@ -1,50 +1,93 @@ - + - - - + + + Custom Weapon Guide - - - + + +
    +

    Custom Weapons

    +

    Introduction

    +
    -
    -

    Custom Weapons

    -

    Introduction

    -
    +

    + The majority of JRPG protagonists wield unique weapons that reflect their + personal style and character identity. These custom creations range from + battle umbrellas to gun axes, proving that no weapon concept is too + impractical! +

    -

    The majority of JRPG protagonists wield unique weapons that reflect their personal style and character identity. These custom creations range from battle umbrellas to gun axes, proving that no weapon concept is too impractical!

    +

    + These following rules guide you in creating a personalized weapon for your + hero during the character creation process. Later on, the Game Master may + create rare versions of these weapons according to the standard rules found + in the Core Rulebook (see page 268). Sample rare custom weapons can be + viewed on subsequent pages. +

    -

    These following rules guide you in creating a personalized weapon for your hero during the character creation process. Later on, the Game Master may create rare versions of these weapons according to the standard rules found in the Core Rulebook (see page 268). Sample rare custom weapons can be viewed on subsequent pages.

    +
    + Note: Custom weapons are not necessarily superior to normal + basic weapons. Always choose your weapon based on what best fits your + character's personal vision and lore. +
    -
    - Note: Custom weapons are not necessarily superior to normal basic weapons. Always choose your weapon based on what best fits your character's personal vision and lore. -
    +

    Creating a Custom Weapon

    -

    Creating a Custom Weapon

    - -

    A custom weapon must adhere to the following foundational characteristics:

    +

    + A custom weapon must adhere to the following foundational characteristics: +

    -

    Core Characteristics

    -
      -
    • Category: Belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown).
    • -
    • Weapon Type: It is not inherently a martial weapon (W), but can become one depending on the customizations chosen.
    • -
    • Hand Requirement: It must be a two-handed weapon and cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page 238); thus, it always occupies both hand slots.
    • -
    • Function: It functions as either a melee or a ranged weapon (your choice), regardless of the Category selected.
    • -
    • Cost: The base cost is set at 300 zenit.
    • -
    • Accuracy Check: Relies on either (DEX + INS) or (DEX + MIG) (your choice).
    • -
    • Damage Output: Deals physical damage equal to (HR + 5).
    • -
    +

    Core Characteristics

    +
      +
    • + Category: Belongs to one Category of your choice (arcane, + bow, brawling, dagger, firearm, flail, heavy, spear, sword, or thrown). +
    • +
    • + Weapon Type: It is not inherently a martial weapon (W), + but can become one depending on the customizations chosen. +
    • +
    • + Hand Requirement: It must be a two-handed weapon and + cannot benefit from the Monkey Grip Heroic Skill (Core Rulebook, page + 238); thus, it always occupies both hand slots. +
    • +
    • + Function: It functions as either a melee or a ranged + weapon (your choice), regardless of the Category selected. +
    • +
    • Cost: The base cost is set at 300 zenit.
    • +
    • + Accuracy Check: Relies on either (DEX + INS) or (DEX + + MIG) (your choice). +
    • +
    • + Damage Output: Deals physical damage equal to (HR + 5). +
    • +
    -

    Customizations

    -

    Furthermore, a custom weapon is enhanced by receiving three customizations selected from the available list:

    -
      -
    • Each customization can only be chosen once for any single custom weapon.
    • -
    • Selecting a customization marked with W will classify the weapon as a martial type.
    • -
    • If a customization includes the pronoun “you,” it refers directly to the character who equips the weapon.
    • -
    • Be advised that some especially powerful customizations may count as two separate selections or increase the total cost of the custom weapon beyond the base price.
    • -
    - - - - \ No newline at end of file +

    Customizations

    +

    + Furthermore, a custom weapon is enhanced by receiving three customizations + selected from the available list: +

    +
      +
    • + Each customization can only be chosen once for any single custom weapon. +
    • +
    • + Selecting a customization marked with W will classify the + weapon as a martial type. +
    • +
    • + If a customization includes the pronoun “you,” it refers directly to the + character who equips the weapon. +
    • +
    • + Be advised that some especially powerful customizations may count as two + separate selections or increase the total cost of the custom weapon beyond + the base price. +
    • +
    + diff --git a/books/natural-fantasy-atlas/114.html b/books/natural-fantasy-atlas/114.html index 5b24344..b5680c1 100644 --- a/books/natural-fantasy-atlas/114.html +++ b/books/natural-fantasy-atlas/114.html @@ -1,70 +1,109 @@ - + - - - + + + Weapon Customization Details - - - - -
    + + +
    -

    WEAPON CUSTOMIZATIONS

    - - Page 113 +

    WEAPON CUSTOMIZATIONS

    + + Page 113
    - - -
    -
    Accuracy Boost
    -
    Adds a +2 bonus to the weapon’s Accuracy Check formula.
    -
    + -
    -
    Defense Boost
    -
    You gain a +2 bonus to Defense, and you are treated as having a shield equipped for the sake of your Skills (for instance, Defensive Mastery or Dodge – see Core Rulebook, pages 197 and 203).
    -
    +
    +
    Accuracy Boost
    +
    + Adds a +2 bonus to the weapon’s + Accuracy Check formula. +
    +
    -
    -
    Elemental
    -
    Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage of the chosen type instead of physical, and also deals 2 extra damage.
    -
    +
    +
    Defense Boost
    +
    + You gain a + +2 bonus to Defense, and you are + treated as having a shield equipped for the sake of your Skills (for + instance, Defensive Mastery or Dodge – see Core Rulebook, pages 197 + and 203). +
    +
    -
    -
    Magic Defense Boost W
    -
    You gain a +2 bonus to Magic Defense.
    -
    +
    +
    Elemental
    +
    + Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon + now deals damage of the chosen type instead of physical, and also + deals 2 extra damage. +
    +
    -
    -
    Powerful W
    -
    The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon. -
    This customization is not available for arcane and dagger weapons, or for weapons with the quick customization (see below).
    -
    -
    +
    +
    Magic Defense Boost W
    +
    + You gain a + +2 bonus to Magic Defense. +
    +
    -
    -
    Quick (counts as two customizations) W
    -
    When you perform the Attack action and choose to attack with this weapon, you may perform two attacks (against the same target or against different targets). If you do, both attacks follow the rules for two-weapon fighting (see Core Rulebook, page 69).
    -
    +
    +
    Powerful W
    +
    + The weapon deals 5 extra damage, or 7 extra damage if it is a heavy + weapon. +
    + This customization is not available for arcane and dagger weapons, + or for weapons with the quick customization (see below). +
    +
    +
    -
    -
    Transforming
    -
    (Increases the custom weapon’s cost by 100 zenit) -

    This weapon has a second form, which must be designed as a separate custom weapon, must have the transforming customization, and doesn’t cost you any zenit.

    -

    While you have one of the two forms equipped, you can equip the other form whenever you want. During a conflict scene, you can only do so during your turn, while no other effect is being resolved, and only once per turn.

    -

    If one or both of the forms are martial (W ), remember that you must have the appropriate Classes to equip them. Additionally, a transforming weapon can still only have one Quality (the Quality applies to both forms).

    -
    -
    +
    +
    Quick (counts as two customizations) W
    +
    + When you perform the Attack action and choose to attack with this + weapon, you may perform two attacks (against the same target or + against different targets). If you do, both attacks follow the rules + for two-weapon fighting (see Core Rulebook, page 69). +
    +
    -
    -
    -
    +
    +
    Transforming
    +
    + (Increases the custom weapon’s cost by 100 zenit) +

    + This weapon has a second form, which must be designed as a separate + custom weapon, must have the transforming customization, and doesn’t + cost you any zenit. +

    +

    + While you have one of the two forms equipped, you can equip the + other form whenever you want. During a conflict scene, you can only + do so during your turn, while no other effect is being resolved, and + only once per turn. +

    +

    + If one or both of the forms are martial (W ), remember that you must + have the appropriate Classes to equip them. Additionally, a + transforming weapon can still only have one Quality (the Quality + applies to both forms). +

    +
    +
    +
    +
    + +
    -
    - - - \ No newline at end of file +
    + diff --git a/books/natural-fantasy-atlas/115.html b/books/natural-fantasy-atlas/115.html index 1961381..5208c90 100644 --- a/books/natural-fantasy-atlas/115.html +++ b/books/natural-fantasy-atlas/115.html @@ -1,38 +1,74 @@ - + - - - + + + Custom Weapon Compatibility Guide - - - + + +

    Weapon Compatibility

    -

    Weapon Compatibility

    +

    + Custom weapons allow you to create the most bizarre armaments you can + imagine, but at the same time, efforts have been made to keep them somewhat + balanced. For instance, one might argue that a quick and accurate custom + weapon is always better than a pair of steel daggers, but there is a loss in + flexibility because you can’t combine that custom weapon with a different + weapon – there’s pros and cons to each choice. +

    -

    Custom weapons allow you to create the most bizarre armaments you can imagine, but at the same time, efforts have been made to keep them somewhat balanced. For instance, one might argue that a quick and accurate custom weapon is always better than a pair of steel daggers, but there is a loss in flexibility because you can’t combine that custom weapon with a different weapon – there’s pros and cons to each choice.

    +

    Transforming Weapons

    +

    + The transforming customization is by far the most complex option provided by + custom weapons. One important note, however: if one form of your weapon is a + melee weapon and the other is a ranged weapon, or if they belong to + different Categories, you only gain the benefits of + one form at a time. +

    +

    + For instance, if you use a weapon with a melee form and a ranged form, you + won’t be able to add both Powerful Shot and Powerful Strike to damage, or to + Counterattack while simultaneously having Crossfire available. +

    +

    + A character wielding a transforming weapon is always free to decide which + form they start with at the beginning of a conflict. +

    -

    Transforming Weapons

    -

    The transforming customization is by far the most complex option provided by custom weapons. One important note, however: if one form of your weapon is a melee weapon and the other is a ranged weapon, or if they belong to different Categories, you only gain the benefits of one form at a time.

    -

    For instance, if you use a weapon with a melee form and a ranged form, you won’t be able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack while simultaneously having Crossfire available.

    -

    A character wielding a transforming weapon is always free to decide which form they start with at the beginning of a conflict.

    +

    Sample Natural Fantasy Custom Weapons

    +

    + The following pages showcase a few examples of natural fantasy-style custom + weapons, accompanied by possible rare evolutions. The following conditions + apply: +

    +
      +
    • + You may never wield a custom weapon in a single hand, not even decreasing + its damage by 4 as indicated on page 268 of the Core Rulebook. +
    • +
    • + When it comes to transforming weapons, any modification (extra damage, + Qualities, Accuracy bonuses etc.) is automatically applied to both forms. +
    • +
    -

    Sample Natural Fantasy Custom Weapons

    -

    The following pages showcase a few examples of natural fantasy-style custom weapons, accompanied by possible rare evolutions. The following conditions apply:

    -
      -
    • You may never wield a custom weapon in a single hand, not even decreasing its damage by 4 as indicated on page 268 of the Core Rulebook.
    • -
    • When it comes to transforming weapons, any modification (extra damage, Qualities, Accuracy bonuses etc.) is automatically applied to both forms.
    • -
    - -
    +

    Narrative Considerations

    -

    Sometimes, a Player Character’s custom weapon will have narrative weight (such as if it was obtained via the Ancient Weapon Quirk, on page 121). In that case, it can be a good idea to describe later rare variants as “upgrades” of the initial weapon, instead of completely different items (for instance, they might be described as ribbons attached to the hilt of a sword, or arrows with unique properties for a bow).

    -

    However, the rules and mechanics that govern items and equipment should not be altered.

    -
    +

    + Sometimes, a Player Character’s custom weapon will have narrative weight + (such as if it was obtained via the Ancient Weapon Quirk, on page 121). In + that case, it can be a good idea to describe later rare variants as + “upgrades” of the initial weapon, instead of completely different items + (for instance, they might be described as ribbons attached to the hilt of + a sword, or arrows with unique properties for a bow). +

    +

    + However, the rules and mechanics that govern items and equipment should + not be altered. +

    +
    -
    - Document Footer/Reference: () -
    - - - \ No newline at end of file +
    + Document Footer/Reference: () +
    + diff --git a/books/natural-fantasy-atlas/116.html b/books/natural-fantasy-atlas/116.html index ddc1396..bff8fae 100644 --- a/books/natural-fantasy-atlas/116.html +++ b/books/natural-fantasy-atlas/116.html @@ -1,81 +1,96 @@ - + - - - + + + Protagonists Chapter 9 - - - - -
    + + +
    Chapter 9

    AUTODRIVERS

    -
    +
    -

    Protagonists

    +

    Protagonists

    - -

    Loud and powerful, these weapons were developed by the Merchant Chloe from just a sketch and a double-pressure tank. Built to process very tough material, rather than for combat, they nevertheless proved themselves as highly effective weapons, especially when combined with a host of experimental chemicals (see infusions, Core Rulebook, page 214).

    + +

    + Loud and powerful, these weapons were developed by the Merchant Chloe from + just a sketch and a double-pressure tank. Built to process very tough + material, rather than for combat, they nevertheless proved themselves as + highly effective weapons, especially when combined with a host of + experimental chemicals (see infusions, Core Rulebook, page 214). +

    - -
    -

    STAKE DRIVER W

    + +
    +

    + STAKE DRIVER W +

    The weapon’s basic form, worth 300 zenit.

    Stats

      -
    • Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 10) physical
    • +
    • Accuracy: (DEX + INS) +2
    • +
    • Damage: (HR + 10) physical

    Specifications

    -
      -
    • Spear
    • -
    • Two-handed
    • -
    • Melee
    • -
    • No Quality.
    • -
    -

    This weapon has the accurate, defense boost and powerful customizations.

    +
      +
    • Spear
    • +
    • Two-handed
    • +
    • Melee
    • +
    • No Quality.
    • +
    +

    + This weapon has the accurate, defense boost and powerful customizations. +

    -
    +
    - -
    -

    AUTOSCRAPPER W

    + +
    +

    + AUTOSCRAPPER W +

    A possible rare evolution, worth 1400 zenit.

    -

    Stats

    +

    Stats

      -
    • Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 14) earth
    • +
    • Accuracy: (DEX + INS) +2
    • +
    • Damage: (HR + 14) earth

    Specifications

    -
      -
    • Spear
    • -
    • Two-handed
    • -
    • Melee
    • -
    • Effect: When you reduce an enemy to 0 Hit Points with this weapon, you gain a material, chosen by the Game Master, worth an amount of zenit equal to or less than (your Tinkerer level, multiplied by 100).
    • -
    -

    This weapon has the accurate, defense boost and powerful customizations.

    +
      +
    • Spear
    • +
    • Two-handed
    • +
    • Melee
    • +
    • + Effect: When you reduce an enemy to 0 Hit Points with + this weapon, you gain a material, chosen by the Game Master, worth an + amount of zenit equal to or less than (your Tinkerer level, multiplied + by 100). +
    • +
    +

    + This weapon has the accurate, defense boost and powerful customizations. +

    -
    +
    - -
    - “Oh! If we connect
    - the primary compressor
    - to the combustion chamber,
    - dividing the pressure
    - between the eight
    - secondary valves…
    + +
    + “Oh! If we connect
    + the primary compressor
    + to the combustion chamber,
    + dividing the pressure
    + between the eight
    + secondary valves…
    hehehe!” -
    +
    - - - - \ No newline at end of file + + diff --git a/books/natural-fantasy-atlas/117.html b/books/natural-fantasy-atlas/117.html index 34a22f6..f3ea96b 100644 --- a/books/natural-fantasy-atlas/117.html +++ b/books/natural-fantasy-atlas/117.html @@ -1,69 +1,87 @@ - +
    -

    9 CLOCKWORK KEYS

    -
    -

    These special keys fit perfectly in Lady Undersson’s back socket (see page 101) and power the special electrical beam she fires from her chest.

    +

    9 CLOCKWORK KEYS

    +
    +

    + These special keys fit perfectly in Lady Undersson’s back socket (see page + 101) and power the special electrical beam she fires from her chest. +

    - -
    -

    BRASS KEY Worth 300 zenit

    -

    The weapon’s basic form.

    -
    -
    Accuracy: (DEX + INS)
    -
    Damage: (HR + 7) bolt
    -
    -
      -
    • Arcane
    • -
    • Two-handed
    • -
    • Ranged
    • -
    • No Quality.
    • -
    -

    This weapon has the accurate, defense boost and elemental customizations.

    -
    + +
    +

    BRASS KEY Worth 300 zenit

    +

    The weapon’s basic form.

    +
    +
    Accuracy: (DEX + INS)
    +
    Damage: (HR + 7) bolt
    +
    +
      +
    • Arcane
    • +
    • Two-handed
    • +
    • Ranged
    • +
    • No Quality.
    • +
    +

    + This weapon has the accurate, defense boost and elemental + customizations. +

    +
    - -
    -

    OXIDIZED KEY Worth 800 zenit

    -

    A possible rare evolution.

    -
    -
    Accuracy: (DEX + INS)
    -
    Damage: (HR + 7) bolt
    -
    -
      -
    • Arcane
    • -
    • Two-handed
    • -
    • Ranged
    • - -
    -

    Special Ability: All damage dealt by your spells becomes air and its type cannot change. When an ally present on the scene performs the Guard action, you may swap this clockwork key with a different one in your backpack.

    -

    This weapon has the accurate, defense boost and elemental customizations.

    -
    -
    + +
    +

    OXIDIZED KEY Worth 800 zenit

    +

    A possible rare evolution.

    +
    +
    Accuracy: (DEX + INS)
    +
    Damage: (HR + 7) bolt
    +
    +
      +
    • Arcane
    • +
    • Two-handed
    • +
    • Ranged
    • + +
    +

    + Special Ability: All damage dealt by your spells + becomes air and its type cannot change. When an ally present on the + scene performs the Guard action, you may swap this clockwork key with a + different one in your backpack. +

    +

    + This weapon has the accurate, defense boost and elemental + customizations. +

    +
    +
    -

    9 FLORAL SCISSORS

    -
    -

    These huge scissor-swords are the weapon of choice of Jacek, the Floralist. They can chop even the toughest shrub with ease.

    +

    9 FLORAL SCISSORS

    +
    +

    + These huge scissor-swords are the weapon of choice of Jacek, the + Floralist. They can chop even the toughest shrub with ease. +

    - -
    -

    ROSENSCHWERT Worth 300 zenit

    -

    The weapon’s basic form.

    -
    -
    Accuracy: (DEX + INS)
    -
    Damage: (HR + 10) physical
    -
    -
      -
    • Sword
    • -
    • Two-handed
    • -
    • Melee
    • -
    • No Quality.
    • -
    -

    This weapon has the accurate, magic defense boost and powerful customizations.

    -
    -
    + +
    +

    ROSENSCHWERT Worth 300 zenit

    +

    The weapon’s basic form.

    +
    +
    Accuracy: (DEX + INS)
    +
    Damage: (HR + 10) physical
    +
    +
      +
    • Sword
    • +
    • Two-handed
    • +
    • Melee
    • +
    • No Quality.
    • +
    +

    + This weapon has the accurate, magic defense boost and powerful + customizations. +

    +
    +
    - -
    \ No newline at end of file + + diff --git a/books/natural-fantasy-atlas/118.html b/books/natural-fantasy-atlas/118.html index 0064ef6..3a7fda7 100644 --- a/books/natural-fantasy-atlas/118.html +++ b/books/natural-fantasy-atlas/118.html @@ -1,116 +1,156 @@ - +
    - Page 117 -

    33. PROTAGONISTS

    + Page 117 +

    33. PROTAGONISTS

    -

    CRESCENT SCISSORS

    -

    A possible rare evolution, worth 1000 zenit.

    +

    CRESCENT SCISSORS

    +

    A possible rare evolution, worth 1000 zenit.

    -

    Basic Info

    -
      -
    • Type: Sword
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • +

      Basic Info

      +
        +
      • Type: Sword
      • +
      • Handling: Two-handed
      • +
      • Combat Style: Melee
      • +
      + +
      + This weapon has the accurate, magic defense boost and powerful + customizations. +
      + +

      Form Details

      +
      +

      Form I

      +
        +
      • W Accuracy: (DEX + INS)
      • +
      • Damage: (HR + 10) light
      +
      -
      - This weapon has the accurate, magic defense boost and powerful customizations. -
      - -

      Form Details

      -
      -

      Form I

      -
        -
      • W Accuracy: (DEX + INS)
      • -
      • Damage: (HR + 10) light
      • -
      -
      - -

      Unique Features: When you use the Graft Skill (see page 139), you may erase 1 section of your Growth Clock. • This weapon has the accurate, magic defense boost and powerful customizations.

      +

      + Unique Features: When you use the Graft Skill (see page + 139), you may erase 1 section of your Growth Clock. • This weapon has the + accurate, magic defense boost and powerful customizations. +

    -

    EYRE

    -

    For those who don’t sacrifice elegance, even during the most dangerous adventures.

    -

    The weapon’s basic form, worth 400 zenit.

    +

    EYRE

    +

    + For those who don’t sacrifice elegance, even during the most dangerous + adventures. +

    +

    The weapon’s basic form, worth 400 zenit.

    - -

    Form I

    -
    -
      -
    • W Accuracy: (DEX + INS)
    • -
    • Damage: (HR + 5) physical
    • -
    -
      -
    • Type: Dagger
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • -
    • Quality: No Quality.
    • -
    -

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    -
    + +

    Form I

    +
    +
      +
    • W Accuracy: (DEX + INS)
    • +
    • Damage: (HR + 5) physical
    • +
    +
      +
    • Type: Dagger
    • +
    • Handling: Two-handed
    • +
    • Combat Style: Melee
    • +
    • Quality: No Quality.
    • +
    +

    + Features: This weapon has the defense boost, magic + defense boost and transforming customizations. +

    +
    - -

    Form II

    -
    -
      -
    • W Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 10) physical
    • -
    -
      -
    • Type: Firearm
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Ranged
    • -
    • Quality: No Quality.
    • -
    -

    Features: This weapon has the accurate, powerful and transforming customizations.

    -
    + +

    Form II

    +
    +
      +
    • W Accuracy: (DEX + INS) +2
    • +
    • Damage: (HR + 10) physical
    • +
    +
      +
    • Type: Firearm
    • +
    • Handling: Two-handed
    • +
    • Combat Style: Ranged
    • +
    • Quality: No Quality.
    • +
    +

    + Features: This weapon has the accurate, powerful and + transforming customizations. +

    +
    -

    EARNSHAW

    -

    A possible rare evolution, worth 1000 zenit.

    +

    EARNSHAW

    +

    A possible rare evolution, worth 1000 zenit.

    - -

    Form I

    -
    -
      -
    • W Accuracy: (DEX + INS)
    • -
    • Damage: (HR + 9) dark
    • -
    -
      -
    • Type: Dagger
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Melee
    • -
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.
    • -
    -

    Features: This weapon has the defense boost, magic defense boost and transforming customizations.

    -
    + +

    Form I

    +
    +
      +
    • W Accuracy: (DEX + INS)
    • +
    • Damage: (HR + 9) dark
    • +
    +
      +
    • Type: Dagger
    • +
    • Handling: Two-handed
    • +
    • Combat Style: Melee
    • +
    • + Unique Ability: As long as an ally you have a Bond of + affection towards is present on the scene, damage dealt by this weapon + ignores Immunities and Resistances. +
    • +
    +

    + Features: This weapon has the defense boost, magic + defense boost and transforming customizations. +

    +
    - -

    Form II

    -
    -
      -
    • W Accuracy: (DEX + INS) +2
    • -
    • Damage: (HR + 14) dark
    • -
    -
      -
    • Type: Firearm
    • -
    • Handling: Two-handed
    • -
    • Combat Style: Ranged
    • -
    • Unique Ability: As long as an ally you have a Bond of affection towards is present on the scene, damage dealt by this weapon ignores Immunities and Resistances.
    • -
    -

    Features: This weapon has the accurate, powerful and transforming customizations.

    -
    + +

    Form II

    +
    +
      +
    • W Accuracy: (DEX + INS) +2
    • +
    • Damage: (HR + 14) dark
    • +
    +
      +
    • Type: Firearm
    • +
    • Handling: Two-handed
    • +
    • Combat Style: Ranged
    • +
    • + Unique Ability: As long as an ally you have a Bond of + affection towards is present on the scene, damage dealt by this weapon + ignores Immunities and Resistances. +
    • +
    +

    + Features: This weapon has the accurate, powerful and + transforming customizations. +

    +
    - -
    -

    “The Lake Moth was one of the last spirits to fall prey to the Fury, and this metal harbors their last will.”

    -
    -
    \ No newline at end of file + +
    +

    + “The Lake Moth was one of the last spirits to fall prey to the Fury, and + this metal harbors their last will.” +

    +
    +
    diff --git a/books/natural-fantasy-atlas/119.html b/books/natural-fantasy-atlas/119.html index 5b58945..67335a8 100644 --- a/books/natural-fantasy-atlas/119.html +++ b/books/natural-fantasy-atlas/119.html @@ -1,71 +1,106 @@ - +

    Weapon Catalogue Excerpt

    Page 118
    -

    HEAVY ARBALESTS

    -

    These massive crossbows must be fitted to a tripod before shooting. They are built out of sheets of metal found in ancient ruins.

    +

    HEAVY ARBALESTS

    +

    + These massive crossbows must be fitted to a tripod before shooting. They are + built out of sheets of metal found in ancient ruins. +

    - -
    -

    GASTRAPHETES

    - Basic Form | Worth 300 Zenit -

    The weapon’s basic form.

    -
      -
    • Accuracy: (DEX + MIG) +2
    • -
    • Damage: (HR + 10) physical
    • -
    • Attributes: Bow, Two-handed, Ranged, No Quality.
    • -
    -

    This weapon has the accurate, defense boost and powerful customizations.

    -
    + +
    +

    GASTRAPHETES

    + Basic Form | Worth 300 Zenit +

    The weapon’s basic form.

    +
      +
    • Accuracy: (DEX + MIG) +2
    • +
    • Damage: (HR + 10) physical
    • +
    • Attributes: Bow, Two-handed, Ranged, No Quality.
    • +
    +

    + This weapon has the accurate, defense boost and powerful + customizations. +

    +
    - -
    -

    HELEPOLIS

    - Possible Rare Evolution | Worth 1600 Zenit -
      -
    • Accuracy: (DEX + MIG) +2
    • -
    • Damage: (HR + 14) fire
    • -
    • Attributes: Bow, Two-handed, Ranged.
    • -
    -

    Deals 5 extra damage to creatures suffering from slow.

    -

    This weapon has the accurate, defense boost and powerful customizations.

    -
    + +
    +

    HELEPOLIS

    + Possible Rare Evolution | Worth 1600 Zenit +
      +
    • Accuracy: (DEX + MIG) +2
    • +
    • Damage: (HR + 14) fire
    • +
    • Attributes: Bow, Two-handed, Ranged.
    • +
    +

    Deals 5 extra damage to creatures suffering from slow.

    +

    + This weapon has the accurate, defense boost and powerful + customizations. +

    +
    -

    METEOR BELLS

    -

    The warrior-invokers who pass the trial of the Whispering Mountain wield these unusual weapons: a pair of massive, hallowed rattles, connected by a strong hemp rope or a heavy chain.

    +

    METEOR BELLS

    +

    + The warrior-invokers who pass the trial of the Whispering Mountain wield + these unusual weapons: a pair of massive, hallowed rattles, connected by a + strong hemp rope or a heavy chain. +

    - -
    -

    COPPER RATTLES (Form I)

    - Basic Form | Worth 400 Zenit -
      -
    • Accuracy: (DEX + MIG)
    • -
    • Damage: (HR + 5) physical
    • -
    • Attributes: Brawling, Two-handed, Melee, No Quality.
    • -
    -

    This weapon has the quick and transforming customizations.

    -
    + +
    +

    COPPER RATTLES (Form I)

    + Basic Form | Worth 400 Zenit +
      +
    • Accuracy: (DEX + MIG)
    • +
    • Damage: (HR + 5) physical
    • +
    • + Attributes: Brawling, Two-handed, Melee, No Quality. +
    • +
    +

    This weapon has the quick and transforming customizations.

    +
    - -
    -

    COPPER RATTLES (Form II)

    - Variant Upgrade | (No listed cost, assumes upgrade path) -
      -
    • Accuracy: (DEX + MIG)
    • -
    • Damage: (HR + 12) ice
    • -
    • Attributes: Flail, Two-handed, Melee, No Quality.
    • -
    -

    This weapon has the elemental, powerful and transforming customizations.

    -
    + +
    +

    COPPER RATTLES (Form II)

    + Variant Upgrade | (No listed cost, assumes upgrade path) +
      +
    • Accuracy: (DEX + MIG)
    • +
    • Damage: (HR + 12) ice
    • +
    • + Attributes: Flail, Two-handed, Melee, No Quality. +
    • +
    +

    + This weapon has the elemental, powerful and transforming + customizations. +

    +
    -
    - W
    -
    \ No newline at end of file +
    + W
    +
    diff --git a/books/natural-fantasy-atlas/12.html b/books/natural-fantasy-atlas/12.html index d6d6714..9cf2881 100644 --- a/books/natural-fantasy-atlas/12.html +++ b/books/natural-fantasy-atlas/12.html @@ -1,38 +1,75 @@ - + - - - + + + The Heroes' Tale - - - -
    -

    IT’S ALL ABOUT THE HEROES

    -

    CHAPTER INTRODUCTION

    -
    + + +
    +

    IT’S ALL ABOUT THE HEROES

    +

    CHAPTER INTRODUCTION

    +
    - -

    Natural fantasy protagonists might not look as extraordinary as other heroes but, in reality, they embody the deepest meaning of heroism: humility, respect for life, looking for dialogue, choosing the hardest path, and fighting cruelty and ignorance with fiery compassion. From this point of view, the world has a desperate need for people like them.

    + +

    + Natural fantasy protagonists might not look as extraordinary as other heroes + but, in reality, they embody the deepest meaning of heroism: + humility, respect for life, looking for + dialogue, choosing the hardest path, and fighting cruelty and ignorance with + fiery compassion. From this point of view, the world has a desperate need + for people like them. +

    -

    When their village was destroyed by the hill clan during their hunt for miasma beasts, an old witch and a young blacksmith joined forces with a deserter and a wandering swordswoman in an attempt to outpace the army and prevent it from claiming a stone stele that, according to the seidr tradition, gives access to the power of the Triclopean God.

    +

    + When their village was destroyed by the hill clan during their hunt for + miasma beasts, an old witch and a young blacksmith joined forces with a + deserter and a wandering swordswoman in an attempt to outpace the army and + prevent it from claiming a stone stele that, according to the seidr + tradition, gives access to the power of the Triclopean God. +

    -

    A mysterious and terrible virus, known as scarlet death, is infecting the predators of the region, prompting them to viciously maul weaker creatures and attack settlements. Catha, a Rasna warrior-poet, believes the epidemic originated at the brink of the continent in the dragon boneyards, where lay the remains of once-great creatures exterminated by the Ancients.

    +

    + A mysterious and terrible virus, known as scarlet death, is + infecting the predators of the region, prompting them to viciously maul + weaker creatures and attack settlements. Catha, a Rasna warrior-poet, + believes the epidemic originated at the brink of the continent in the dragon + boneyards, where lay the remains of once-great creatures exterminated by the + Ancients. +

    -

    MYSTERY, DISCOVERY AND GROWTH

    -

    Given its focus on stories about travel, exploration, and encounters between different people or discoveries from the ancient past, mysteries and growth are two key elements of natural fantasy. At the same time, this genre questions the consequences of the application of knowledge, and how it can be used for both good and evil.

    +

    MYSTERY, DISCOVERY AND GROWTH

    +

    + Given its focus on stories about travel, exploration, and encounters between + different people or discoveries from the ancient past, mysteries and growth + are two key elements of natural fantasy. At the same time, this genre + questions the consequences of the application of knowledge, and how it can + be used for both good and evil. +

    -

    Having reached the mechanical ruin buried among the dunes, the heroes discover that the great forest is part of an ancient project to cleanse the environment, started by a people who died out millennia ago. Its keeper is an artificial intelligence, meant to guide humanity in reconstruction, but turned cold and uncaring by loneliness.

    +

    + Having reached the mechanical ruin buried among the dunes, the heroes + discover that the great forest is part of an ancient project to cleanse the + environment, started by a people who died out millennia ago. Its keeper is + an artificial intelligence, meant to guide humanity in reconstruction, but + turned cold and uncaring by loneliness. +

    -

    Growing up in the tower-city of Ur, council inspector Kalia was soon met with the corruption rampant among her colleagues, who took advantage of their positions to extort money from villages in exchange for “protection”. Her principles will be harshly tested throughout the campaign, culminating in a fight with her superior officer, Corax, which will cause her to permanently do away with her badge and dedicate herself to helping others without the need for a fake authority to back her up.

    - -
    - “This world is ancient and in no hurry.
    - It reserves its deepest and most sincere affection
    - for those who take time to understand and grow.” -
    +

    + Growing up in the tower-city of Ur, council inspector Kalia was soon met + with the corruption rampant among her colleagues, who took advantage of + their positions to extort money from villages in exchange for “protection”. + Her principles will be harshly tested throughout the campaign, culminating + in a fight with her superior officer, Corax, which will cause her to + permanently do away with her badge and dedicate herself to helping others + without the need for a fake authority to back her up. +

    - - - \ No newline at end of file +
    + “This world is ancient and in no hurry.
    + It reserves its deepest and most sincere affection
    + for those who take time to understand and grow.” +
    + + + diff --git a/books/natural-fantasy-atlas/120.html b/books/natural-fantasy-atlas/120.html index aedf69a..e03b598 100644 --- a/books/natural-fantasy-atlas/120.html +++ b/books/natural-fantasy-atlas/120.html @@ -1,106 +1,122 @@ - + - - - + + + Weapon Listings - - - - -
    Page 119
    + + + +
    Page 119
    -

    PROTAGONISTS

    +

    PROTAGONISTS

    + +
    +

    WATER TOLL

    +

    A possible rare evolution, worth 1500 zenit.

    - -
    -

    WATER TOLL

    -

    A possible rare evolution, worth 1500 zenit.

    - - -

    Form I

    -
    -
    Accuracy: (DEX + MIG)
    -
    Damage: (HR + 9) physical
    -
    - -
    - Attributes: Brawling • Two-handed • Melee -
      -
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • -
    • This weapon has the quick and transforming customizations.
    • -
    -
    - - -

    Form II

    -
    -
    Accuracy: (DEX + MIG)
    -
    Damage: (HR + 16) ice
    -
    - -
    - Attributes: Flail • Two-handed • Melee -
      -
    • After you resolve one of your water invocations (see page 157), you may perform a free attack with this weapon. Treat your High Roll (HR) as 0 when calculating damage dealt by this attack.
    • -
    • This weapon has the elemental, powerful and transforming customizations.
    • -
    -
    - -
    - - - -
    -

    SEEKER’S SHOVELS

    -

    The crystal-seekers from Rockvale learn how to handle these massive shovels from birth.

    - - -
    -

    SHOVELPICK

    -

    (Basic Form), worth 300 zenit.

    - -
    -
    Accuracy: (DEX + MIG) +2
    -
    Damage: (HR + 12) physical
    -
    - -
    - Attributes: Heavy • Two-handed • Melee -
      -
    • No Quality.
    • -
    • This weapon has the accurate, defense boost and powerful customizations.
    • -
    -
    -
    - - -
    -

    VANGUARD SPADE

    -

    A possible rare evolution, worth 1300 zenit.

    - -
    -
    Accuracy: (DEX + MIG) +2
    -
    Damage: (HR + 16) physical
    -
    - -
    - Attributes: Heavy • Two-handed • Melee -
      -
    • You gain Resistance to earth damage. Additionally, when you suffer earth damage, you gain 50 zenit and regain 1 Inventory Point.
    • -
    • This weapon has the accurate, defense boost and powerful customizations.
    • -
    -
    -
    -
    - - -
    - cc Weapon customizations are not part of its Qualities! -
    -
    + +

    Form I

    +
    +
    Accuracy: (DEX + MIG)
    +
    Damage: (HR + 9) physical
    - - \ No newline at end of file +
    + Attributes: Brawling • Two-handed • Melee +
      +
    • + After you resolve one of your water invocations (see page 157), you + may perform a free attack with this weapon. Treat your High Roll (HR) + as 0 when calculating damage dealt by this attack. +
    • +
    • This weapon has the quick and transforming customizations.
    • +
    +
    + + +

    Form II

    +
    +
    Accuracy: (DEX + MIG)
    +
    Damage: (HR + 16) ice
    +
    + +
    + Attributes: Flail • Two-handed • Melee +
      +
    • + After you resolve one of your water invocations (see page 157), you + may perform a free attack with this weapon. Treat your High Roll (HR) + as 0 when calculating damage dealt by this attack. +
    • +
    • + This weapon has the elemental, powerful and transforming + customizations. +
    • +
    +
    +
    + + +
    +

    SEEKER’S SHOVELS

    +

    + The crystal-seekers from Rockvale learn how to handle these massive + shovels from birth. +

    + + +
    +

    SHOVELPICK

    +

    (Basic Form), worth 300 zenit.

    + +
    +
    Accuracy: (DEX + MIG) +2
    +
    Damage: (HR + 12) physical
    +
    + +
    + Attributes: Heavy • Two-handed • Melee +
      +
    • No Quality.
    • +
    • + This weapon has the accurate, defense boost and powerful + customizations. +
    • +
    +
    +
    + + +
    +

    VANGUARD SPADE

    +

    A possible rare evolution, worth 1300 zenit.

    + +
    +
    Accuracy: (DEX + MIG) +2
    +
    Damage: (HR + 16) physical
    +
    + +
    + Attributes: Heavy • Two-handed • Melee +
      +
    • + You gain Resistance to earth damage. Additionally, when you suffer + earth damage, you gain 50 zenit and regain 1 Inventory Point. +
    • +
    • + This weapon has the accurate, defense boost and powerful + customizations. +
    • +
    +
    +
    +
    + + +
    + cc Weapon customizations are not part of its Qualities! +
    +
    + diff --git a/books/natural-fantasy-atlas/121.html b/books/natural-fantasy-atlas/121.html index 2c3a20b..ff5ba12 100644 --- a/books/natural-fantasy-atlas/121.html +++ b/books/natural-fantasy-atlas/121.html @@ -1,38 +1,85 @@ - + - - - + + + Quirks System Rules - - - -

    Quirks (Advanced Optional Rule)

    + + +

    Quirks (Advanced Optional Rule)

    -

    Quirks are an advanced optional rule that provides strong thematic and mechanical options for Player Characters. The Quirks presented in these pages were written with a Natural Fantasy assumption, but may be used in any campaign; you may also use them as reference to create your own Quirks — but you should only use those if the rest of your group agrees to it.

    +

    + Quirks are an advanced optional rule that provides strong + thematic and mechanical options for Player Characters. The Quirks presented + in these pages were written with a Natural Fantasy assumption, but may be + used in any campaign; you may also use them as reference to create your own + Quirks — but you should only use those if the rest of your group agrees to + it. +

    -

    Rules and Guidelines

    -
      -
    • A Player Character may only ever have one Quirk.
    • -
    • If you use Quirks in your game, it is strongly suggested that each Player Character begins play with one; additionally, no two characters in the same group should have identical Quirks.
    • -
    • On average, a group of Player Characters with access to Quirks will be able to tackle more challenging situations than what would be normal for their level.
    • -
    • If it makes sense in the story, a character may lose their current Quirk and gain a different one — discuss this with the group.
    • -
    +

    Rules and Guidelines

    +
      +
    • A Player Character may only ever have one Quirk.
    • +
    • + If you use Quirks in your game, it is strongly suggested that each Player + Character begins play with one; additionally, no two characters in the + same group should have identical Quirks. +
    • +
    • + On average, a group of Player Characters with access to Quirks will be + able to tackle more challenging situations than what would be normal for + their level. +
    • +
    • + If it makes sense in the story, a character may lose their current Quirk + and gain a different one — discuss this with the group. +
    • +
    -
    USING QUIRKS IN YOUR GAME
    -

    Quirks should be seen as a mechanical and narrative reinforcement of your characters’ unique nature. Keep the following in mind:

    +
    USING QUIRKS IN YOUR GAME
    +

    + Quirks should be seen as a mechanical and narrative reinforcement of your + characters’ unique nature. Keep the following in mind: +

    -

    Key Considerations

    -
      -
    • Shaping the Game: Even the less impactful Quirk is a powerful statement about your character and their role in the story. If you pick Ancient Weapon, that item will surely have narrative implications; if you go with The Long Dream, you are inviting the Game Master to create situations in which you’ll be pressed to use your powers. Quirks will take the already heroic Player Characters and kick them up a notch, which can prove a bit overwhelming. Think carefully before you use them!
    • -
    • Freedom of Choice: You don’t need a Quirk for your character concept to be valid. If your Identity is “Barkville’s Firstborn”, you shouldn’t feel forced to pick Stubborn Scion for that Identity to be relevant to the story.
    • -
    • Ideal Uses (What you should use Quirks for): Bringing interesting situations into play, giving your character unique issues to confront, providing additional mechanical support to your character’s Traits.
    • -
    • Forbidden Uses (What you should never use Quirks for): Making your character stronger than the rest of the group, stealing the spotlight, bringing sensitive topics that make others uncomfortable into play.
    • -
    +

    Key Considerations

    +
      +
    • + Shaping the Game: Even the less impactful Quirk is a + powerful statement about your character and their role in the story. If + you pick Ancient Weapon, that item will surely have narrative + implications; if you go with The Long Dream, you are inviting the Game + Master to create situations in which you’ll be pressed to use your powers. + Quirks will take the already heroic Player Characters and kick them up a + notch, which can prove a bit overwhelming. Think carefully before you use + them! +
    • +
    • + Freedom of Choice: You don’t need a Quirk for your + character concept to be valid. If your Identity is “Barkville’s + Firstborn”, you shouldn’t feel forced to pick Stubborn Scion for that + Identity to be relevant to the story. +
    • +
    • + Ideal Uses (What you should use Quirks for): Bringing + interesting situations into play, giving your character unique issues to + confront, providing additional mechanical support to your character’s + Traits. +
    • +
    • + Forbidden Uses (What you should never use Quirks for): + Making your character stronger than the rest of the group, stealing the + spotlight, bringing sensitive topics that make others uncomfortable into + play. +
    • +
    -

    Natural Fantasy Quirks

    -

    (Note: The remaining text seems to be a citation or header fragment and is placed under context.)

    -

    W ()

    - - - \ No newline at end of file +

    Natural Fantasy Quirks

    +

    + (Note: The remaining text seems to be a citation or header fragment and + is placed under context.) +

    +

    W ()

    + diff --git a/books/natural-fantasy-atlas/122.html b/books/natural-fantasy-atlas/122.html index daa2e22..6eff654 100644 --- a/books/natural-fantasy-atlas/122.html +++ b/books/natural-fantasy-atlas/122.html @@ -1,49 +1,86 @@ - + - - - + + + Game Rules Summary - - - + + +
    +

    Protagonists

    +

    + Chapter 9: Ancient Weapon / Chapter +

    +
    -
    -

    Protagonists

    -

    Chapter 9: Ancient Weapon / Chapter

    -
    +
    +

    Ancient Weapon

    +

    + You don’t fear delving deep in the ancient ruins; from their cold tunnels + you have retrieved an unusual weapon, which saved your life in more than + one occasion. Where did you find it? When did you stumble upon a similar + weapon, and who carried it? +

    -
    -

    Ancient Weapon

    -

    You don’t fear delving deep in the ancient ruins; from their cold tunnels you have retrieved an unusual weapon, which saved your life in more than one occasion. Where did you find it? When did you stumble upon a similar weapon, and who carried it?

    +
      +
    • + Custom Weapon Creation: Together with the rest of your + group, create a rare custom weapon (see page 112) worth 1200 zenit or + less. +
    • +
    • + The weapon should have an especially unusual and technological + appearance; making it a firearm and determining that similar items are + rare and mysterious in your world is advised. +
    • +
    -
      -
    • Custom Weapon Creation: Together with the rest of your group, create a rare custom weapon (see page 112) worth 1200 zenit or less.
    • -
    • The weapon should have an especially unusual and technological appearance; making it a firearm and determining that similar items are rare and mysterious in your world is advised.
    • -
    +

    Game Master Complications:

    +

    + Once per session (approximately four hours of play), the Game Master may + give you 1 Fabula Point in order to have sudden complications arise due to + the unique nature of the weapon (such as strange machines reacting to its + presence, or monsters drawn to the special energy it emits). However, the + weapon cannot be destroyed, damaged, lost, or stolen without your + permission as a Player. +

    +
    -

    Game Master Complications:

    -

    Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to the unique nature of the weapon (such as strange machines reacting to its presence, or monsters drawn to the special energy it emits). However, the weapon cannot be destroyed, damaged, lost, or stolen without your permission as a Player.

    -
    +
    -
    +
    + Arboreal +

    The Arboreal Challenge

    +

    + You are a sentient plant creature, with humanoid intelligence. Do you + belong to a particular species, or are you one of a kind? How does your + life cycle function? Do you resemble a specific type of plant, flower, or + tree? +

    -
    - Arboreal -

    The Arboreal Challenge

    -

    You are a sentient plant creature, with humanoid intelligence. Do you belong to a particular species, or are you one of a kind? How does your life cycle function? Do you resemble a specific type of plant, flower, or tree?

    +

    Mandatory Choices

    +
      +
    • + Status Immunity: Choose a status effect (dazed, + enraged, or shaken). You are immune to the chosen status effect. +
    • +
    • + Vulnerability: You also gain Vulnerability to a damage + type of your choice: air, bolt, earth, fire, or ice. +
    • +
    • + Unique Spell Learning: You learn one NPC spell (pages + 310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic + Check is required, use (INS + WLP)). Customize the spell as needed + (name, damage type, status effects etc.). +
    • +
    • + Sunlight Bonus: When you cast this spell while in + sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind + Points). +
    • +
    +
    -

    Mandatory Choices

    -
      -
    • Status Immunity: Choose a status effect (dazed, enraged, or shaken). You are immune to the chosen status effect.
    • -
    • Vulnerability: You also gain Vulnerability to a damage type of your choice: air, bolt, earth, fire, or ice.
    • -
    • Unique Spell Learning: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose Devastation; if a Magic Check is required, use (INS + WLP)). Customize the spell as needed (name, damage type, status effects etc.).
    • -
    • Sunlight Bonus: When you cast this spell while in sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).
    • -
    -
    - - - - - \ No newline at end of file + + diff --git a/books/natural-fantasy-atlas/123.html b/books/natural-fantasy-atlas/123.html index 748e547..4d9309c 100644 --- a/books/natural-fantasy-atlas/123.html +++ b/books/natural-fantasy-atlas/123.html @@ -1,39 +1,83 @@ - + - - - + + + Character Quirks Documentation - - - + + +

    Character Quirk Documentation

    -

    Character Quirk Documentation

    +
    +

    9 BIG BRO

    +

    + Your travel companions know they can rely on you when it’s time to make + camp and catch a precious breath among the constant pressure of your + adventure. Who taught you to care for others? Is there anyone among the + other Player Characters you see as a younger brother or sister? What + special promise did you make them? +

    +

    + If your group’s campaign does not make use of the optional rule + Camp Activities (see page 130), your character still + gains access to it. Your character gains access to three Camp Activities + instead of only two. +

    +

    + If you gain this Quirk during a campaign that already makes use of Camp + Activities, you simply gain access to a single new Camp Activity of your + choice. +

    +
      +
    • + When you choose to perform Camp Activities during a Rest, choose one + option: +
    • +
    • + Perform two different Camp Activities, whose effects cannot be applied + to the same creature; OR +
    • +
    • + Perform the same Camp Activity twice, applying its effects to two + different creatures. +
    • +
    +
    -
    -

    9 BIG BRO

    -

    Your travel companions know they can rely on you when it’s time to make camp and catch a precious breath among the constant pressure of your adventure. Who taught you to care for others? Is there anyone among the other Player Characters you see as a younger brother or sister? What special promise did you make them?

    -

    If your group’s campaign does not make use of the optional rule Camp Activities (see page 130), your character still gains access to it. Your character gains access to three Camp Activities instead of only two.

    -

    If you gain this Quirk during a campaign that already makes use of Camp Activities, you simply gain access to a single new Camp Activity of your choice.

    -
      -
    • When you choose to perform Camp Activities during a Rest, choose one option:
    • -
    • Perform two different Camp Activities, whose effects cannot be applied to the same creature; OR
    • -
    • Perform the same Camp Activity twice, applying its effects to two different creatures.
    • -
    -
    +
    -
    - -
    -

    9 CURSED

    -

    You bear the burden of a strange curse. Through which supernatural effects does it manifest? How did you become cursed? Did you bother a magical creature or explore a forbidden place? Who might tell you how to break it?

    -

    When you acquire this Quirk, describe the nature of your curse and tie it to one of the threats present in your world. Once this threat is resolved, you will finally have a chance to break free from the curse - describe how you expect this to happen.

    -

    Examples: nearby animals become aggressive; waters become treacherous when you swim or sail; invisible sprites misplace your belongings.

    -
      -
    • When you are about to perform a Check, you may instead describe how your curse gets in the way and automatically roll a fumble (both dice are treated as if you had rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate an opportunity as normal.
    • -
    • If you ever manage to break the curse, immediately gain a Heroic Skill of your choice (you may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill you don’t have). This includes choosing a Heroic Skill for a Class you do not have.
    • -
    -
    - - - \ No newline at end of file +
    +

    9 CURSED

    +

    + You bear the burden of a strange curse. Through which supernatural effects + does it manifest? How did you become cursed? Did you bother a magical + creature or explore a forbidden place? Who might tell you how to break it? +

    +

    + When you acquire this Quirk, describe the nature of your curse and tie it + to one of the threats present in your world. Once this threat is resolved, + you will finally have a chance to break free from the curse - describe how + you expect this to happen. +

    +

    + Examples: nearby animals become aggressive; waters become + treacherous when you swim or sail; invisible sprites misplace your + belongings. +

    +
      +
    • + When you are about to perform a Check, you may instead describe how your + curse gets in the way and automatically roll a fumble (both dice are + treated as if you had rolled a 1 on them). If you do, you receive + 2 Fabula Points instead of 1, and generate an + opportunity as normal. +
    • +
    • + If you ever manage to break the curse, immediately gain a Heroic Skill + of your choice (you may even choose a Heroic Skill whose requirements + you do not satisfy, unless they include a Skill you don’t have). This + includes choosing a Heroic Skill for a Class you do not have. +
    • +
    +
    + diff --git a/books/natural-fantasy-atlas/124.html b/books/natural-fantasy-atlas/124.html index 772947d..38afb15 100644 --- a/books/natural-fantasy-atlas/124.html +++ b/books/natural-fantasy-atlas/124.html @@ -1,60 +1,96 @@ - + - - - + + + Character Quirk Guide - - - + + +
    +

    PROTAGONISTS

    +

    Chapter 9: Character Quirks

    +
    -
    -

    PROTAGONISTS

    -

    Chapter 9: Character Quirks

    -
    +
    +
    +

    Elemental Soul (Air, Bolt, Earth, Fire, or Ice)

    -
    -
    -

    Elemental Soul (Air, Bolt, Earth, Fire, or Ice)

    - -

    You are deeply infused with the power of a natural element. Who among your forebears first received this magical spark? What troubles has it caused you?

    - -

    Mechanics:

    -
      -
    • Choose your elemental damage type: air, bolt, earth, fire, or ice.
    • -
    • You gain Resistance to the chosen damage type; additionally, whenever you deal damage, you may change its type so that it matches your elemental damage type.
    • -
    • However, you also gain Vulnerability to a different damage type chosen among those five.
    • -
    +

    + You are deeply infused with the power of a natural element. Who among + your forebears first received this magical spark? What troubles has it + caused you? +

    -

    You also gain the ability to perform Rituals of the Elementalism discipline, but only if those Rituals manipulate your chosen element (respectively air, electricity, earth/rock, fire, and ice/water).

    -
    +

    Mechanics:

    +
      +
    • + Choose your elemental damage type: + air, bolt, earth, fire, or ice. +
    • +
    • + You gain Resistance to the chosen damage type; + additionally, whenever you deal damage, you may change its type so + that it matches your elemental damage type. +
    • +
    • + However, you also gain Vulnerability to a different + damage type chosen among those five. +
    • +
    -
    +

    + You also gain the ability to perform Rituals of the + Elementalism discipline, but only if + those Rituals manipulate your chosen element (respectively air, + electricity, earth/rock, fire, and ice/water). +

    +
    -
    -

    Flight

    - -

    You belong to a unique heritage of humanoids who have the ability to fly or levitate. How does this work? Is it magical, or do you have wings? How did this particular advantage shape the history and society of your people? How do people usually react when they see you?

    - -

    Benefits:

    -
      -
    • You are able to fly. In addition to the obvious advantage in mobility, your melee attacks can target flying creatures and you cannot be targeted by melee attacks unless the attacker is flying or is somehow able to reach flying targets.
    • -
    +
    + -

    Limitations:

    -
      -
    • While in Crisis or unable to fly freely (such as when you’re inside a vehicle designed for human-sized creatures or in a narrow corridor), you lose all benefits granted by this Quirk.
    • -
    • Additionally, when you suffer air, bolt or ice damage during a conflict scene, you lose the benefits of this Quirk until the start of your next turn.
    • -
    -
    -
    +
    +

    Flight

    - “No blame in being afraid sometimes.
    - That’s why we stick together: so that our friends can be brave for us, when it happens.” - +

    + You belong to a unique heritage of humanoids who have the ability to fly + or levitate. How does this work? Is it magical, or do you have wings? + How did this particular advantage shape the history and society of your + people? How do people usually react when they see you? +

    - +

    Benefits:

    +
      +
    • + You are able to fly. In addition to the obvious advantage in mobility, + your melee attacks can target flying creatures and you cannot be + targeted by melee attacks unless the attacker is flying or is somehow + able to reach flying targets. +
    • +
    - - \ No newline at end of file +

    Limitations:

    +
      +
    • + While in Crisis or unable to fly freely (such as when you’re inside a + vehicle designed for human-sized creatures or in a narrow corridor), + you lose all benefits granted by this Quirk. +
    • +
    • + Additionally, when you suffer air, + bolt or + ice damage during a conflict scene, + you lose the benefits of this Quirk until the start of your next turn. +
    • +
    +
    + + +
    + “No blame in being afraid sometimes.
    + That's why we stick together: so that our friends can be brave for us, when + it happens.” +
    + + + diff --git a/books/natural-fantasy-atlas/125.html b/books/natural-fantasy-atlas/125.html index 5a5a5d5..081fa6a 100644 --- a/books/natural-fantasy-atlas/125.html +++ b/books/natural-fantasy-atlas/125.html @@ -1,34 +1,77 @@ - + - - - + + + Mysterious Grimoire Quirk - - - + + +

    9 MYSTERIOUS GRIMOIRE

    -

    9 MYSTERIOUS GRIMOIRE

    +

    + You came into possession of an old and hefty magical tome; sometimes, + scribbles and advice appear on its pages, helping you in your adventures. + Where did you find it? What kind of personality emerges from the text’s + style and tone? +

    +

    + As long as you have this Quirk, your grimoire is an indestructible artifact + that cannot be lost or stolen unless as a consequence of Surrender. +

    -

    You came into possession of an old and hefty magical tome; sometimes, scribbles and advice appear on its pages, helping you in your adventures. Where did you find it? What kind of personality emerges from the text’s style and tone?

    -

    As long as you have this Quirk, your grimoire is an indestructible artifact that cannot be lost or stolen unless as a consequence of Surrender.

    +
    Quirk Functionality
    +

    + When your group stumbles upon a danger or discovery after a travel roll, you + may ask the Game Master a single question concerning that danger or + discovery (you may ask it immediately or save it for later); the Game Master + answers truthfully and describes how the answer appears on your grimoire. +

    +

    + Once your grimoire has answered 10 questions, it almost shared all of its + knowledge with you: choose one of the following options. +

    -
    Quirk Functionality
    -

    When your group stumbles upon a danger or discovery after a travel roll, you may ask the Game Master a single question concerning that danger or discovery (you may ask it immediately or save it for later); the Game Master answers truthfully and describes how the answer appears on your grimoire.

    -

    Once your grimoire has answered 10 questions, it almost shared all of its knowledge with you: choose one of the following options.

    +
      +
    • + Awakened Consciousness: You lose this Quirk and the + grimoire turns into a Non-Player Character. Create this NPC together with + the rest of your group, giving them a name and describing their + appearance. They do not have an NPC profile and do not take part in Checks + or conflicts, but they learn two spells of your choice among those found + in the Elementalist, Entropist, and + Spiritist lists (see Core Rulebook, pages 188, 192 and 208 + respectively). Once per conflict, if requested, the NPC will cast one of + these spells. Spells cast this way will be cast at the end of the current + round, require no Mind Points, and use 2d10 for the Magic Check (if + needed). +
    • +
    • + Hidden Magic: You lose this Quirk, but your grimoire will + still share a final and most powerful secret. You acquire a Heroic Skill + of your choice among Comet, Extra Spells, Hope, + and Volcano (see Core Rulebook from page 232 onwards; you may + choose a Skill whose requirements you do not fulfill). +
    • +
    -
      -
    • Awakened Consciousness: You lose this Quirk and the grimoire turns into a Non-Player Character. Create this NPC together with the rest of your group, giving them a name and describing their appearance. They do not have an NPC profile and do not take part in Checks or conflicts, but they learn two spells of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively). Once per conflict, if requested, the NPC will cast one of these spells. Spells cast this way will be cast at the end of the current round, require no Mind Points, and use 2d10 for the Magic Check (if needed).
    • -
    • Hidden Magic: You lose this Quirk, but your grimoire will still share a final and most powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells, Hope, and Volcano (see Core Rulebook from page 232 onwards; you may choose a Skill whose requirements you do not fulfill).
    • -
    +
    Alternative Use
    +

    + You could also use this Quirk to introduce a new Player Character (and + Player) in your group; if you do, the character who had taken this Quirk + should receive the benefits listed by + Hidden Magic instead of those in Awakened Conscience. + Suggested Quirks for a Player Character brought into a campaign this way are + Arboreal, Robot, The Beast Who Spoke, and + The Long Dream. +

    -
    Alternative Use
    -

    You could also use this Quirk to introduce a new Player Character (and Player) in your group; if you do, the character who had taken this Quirk should receive the benefits listed by Hidden Magic instead of those in Awakened Conscience. Suggested Quirks for a Player Character brought into a campaign this way are Arboreal, Robot, The Beast Who Spoke, and The Long Dream.

    +
    Aftermath
    +

    + Whatever your choice, the grimoire goes back to being a completely normal + book and the Game Master chooses one option: the grimoire provides a key + clue regarding a threat that is present in your world; or the grimoire + reveals the existence of a new threat and provides a key clue about it. +

    -
    Aftermath
    -

    Whatever your choice, the grimoire goes back to being a completely normal book and the Game Master chooses one option: the grimoire provides a key clue regarding a threat that is present in your world; or the grimoire reveals the existence of a new threat and provides a key clue about it.

    - - - - - \ No newline at end of file + + diff --git a/books/natural-fantasy-atlas/126.html b/books/natural-fantasy-atlas/126.html index 3a1dfc5..219e0a2 100644 --- a/books/natural-fantasy-atlas/126.html +++ b/books/natural-fantasy-atlas/126.html @@ -1,56 +1,112 @@ - + - - - + + + Protagonist Guide - - - - + + + -

    PROTAGONISTS

    +

    PROTAGONISTS

    - -
    -

    Outcast Fairy

    - -

    Lore and Background

    -

    Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with the stream of souls... but it has been long since you last visited. What went wrong? What is the state of the Realm at the moment? Who governs it?

    -

    You may always communicate with any creature belonging to the beast, elemental, and plant Species.

    + +
    +

    Outcast Fairy

    -

    Abilities

    -
      -
    • Magic Spells: You learn one spell of your choice among those found in the Elementalist, Entropist, and Spiritist lists (see Core Rulebook, pages 188, 192 and 208 respectively).
    • -
    • Rituals: Additionally, you gain the ability to perform Rituals whose effects fall within the Ritualism discipline. You may use these Rituals to transport creatures in and out of the Realm of Fairies.
    • -
    +

    Lore and Background

    +

    + Once upon a time, you lived with your kin in the Realm of Fairies, in + close contact with the stream of souls... but it has been long since you + last visited. What went wrong? What is the state of the Realm at the + moment? Who governs it? +

    +

    + You may always communicate with any creature belonging to the beast, + elemental, and plant Species. +

    -

    Weakness (Unique Flaw)

    -

    You also possess a unique weakness typical of fairies: decide it together with your group.

    -
    -

    Weakness Mechanic: Once per session (approximately four hours of play), the Game Master may give you 1 Fabula Point in order to have sudden complications arise due to this weakness or have you automatically fail a Check. (The GM must do so before the Check is performed; both the Check’s Result and High Roll are treated as being 0).

    -

    Examples: You are allergic to iron; you must count all poured grains of sand or salt; if you see someone perform a specific gesture, you must do the same.

    -
    -
    +

    Abilities

    +
      +
    • + Magic Spells: You learn one spell of your choice among + those found in the Elementalist, Entropist, and + Spiritist lists (see Core Rulebook, pages 188, 192 and 208 + respectively). +
    • +
    • + Rituals: Additionally, you gain the ability to perform + Rituals whose effects fall within the Ritualism discipline. You + may use these Rituals to transport creatures in and out of the Realm of + Fairies. +
    • +
    - -
    -

    Robot

    - -

    Lore and Background

    -

    You are an artificial body in which a mysterious life shines, lone descendant of an age lost to time. Do you look organic or mechanical? What prevents you from perceiving or communicating like a normal human would? What fragmented memories do you still hold from the time you were created?

    +

    Weakness (Unique Flaw)

    +

    + You also possess a unique weakness typical of fairies: decide it together + with your group. +

    +
    +

    + Weakness Mechanic: Once per session (approximately four + hours of play), the Game Master may give you 1 Fabula Point in order to + have sudden complications arise due to this weakness or have you + automatically fail a Check. (The GM must do so before the Check is + performed; both the Check’s Result and High Roll are treated as being + 0). +

    +

    + Examples: You are allergic to iron; you must count all + poured grains of sand or salt; if you see someone perform a specific + gesture, you must do the same. +

    +
    +
    -

    Mechanical Traits

    -
      -
    • Status: You are not considered a living creature.
    • -
    • Resistances/Immunities: You gain Immunity to poison damage, Resistance to earth damage, and are immune to the poisoned status effect.
    • -
    • Sustenance: You do not need to breathe, eat or drink, but you still follow the normal rules for resting; you also recover Hit Points and recover from status effects as normal.
    • -
    + +
    +

    Robot

    -

    Abilities

    -
      -
    • Technical Proficiency Bonus: You gain a +2 bonus to all Checks you perform to examine or interact with machines, technology, and constructs (except for Accuracy Checks and Magic Checks).
    • -
    -
    - - \ No newline at end of file +

    Lore and Background

    +

    + You are an artificial body in which a mysterious life shines, lone + descendant of an age lost to time. Do you look organic or mechanical? What + prevents you from perceiving or communicating like a normal human would? + What fragmented memories do you still hold from the time you were created? +

    + +

    Mechanical Traits

    +
      +
    • + Status: You are not considered a living creature. +
    • +
    • + Resistances/Immunities: You gain Immunity to poison + damage, Resistance to earth damage, and are immune to the poisoned + status effect. +
    • +
    • + Sustenance: You do not need to breathe, eat or drink, + but you still follow the normal rules for resting; you also recover Hit + Points and recover from status effects as normal. +
    • +
    + +

    Abilities

    +
      +
    • + Technical Proficiency Bonus: You gain a + +2 bonus to all Checks you perform to examine or + interact with machines, technology, and constructs (except for Accuracy + Checks and Magic Checks). +
    • +
    +
    + diff --git a/books/natural-fantasy-atlas/127.html b/books/natural-fantasy-atlas/127.html index 1fa5d32..2fabdce 100644 --- a/books/natural-fantasy-atlas/127.html +++ b/books/natural-fantasy-atlas/127.html @@ -1,47 +1,90 @@ - + - - - + + + Quirk Profile: Stubborn Scion - - - - -
    - + + +

    9 STUBBORN SCION

    -

    You hail from the wealthiest, most influential family in this region. On what do they base their fortune and reputation? Are you the only heir? What is it about your family you really can’t stand, and why did it lead you to join the other characters?

    - +

    + You hail from the wealthiest, most influential family in this region. On + what do they base their fortune and reputation? Are you the only heir? + What is it about your family you really can’t stand, and why did it lead + you to join the other characters? +

    +
    -

    If you choose this Quirk during character creation, increase your initial savings (see Core Rulebook, page 165) by 1000 zenit.

    +

    + If you choose this Quirk during character creation, increase your + initial savings (see Core Rulebook, page 165) by + 1000 zenit. +

    Companions: The Loyal Bodyguards

    -

    Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name and describe their appearance. They do not have an NPC profile and never take part in Checks or conflicts, but you are inseparable and they somehow appear whenever you need their help.

    +

    + Additionally, you are accompanied by two fiercely loyal bodyguards: give + them a name and describe their appearance. They do not have an NPC profile + and never take part in Checks or conflicts, but you are inseparable and + they somehow appear whenever you need their help. +

      -
    • Be careful! When you suffer damage, you may halve it.
    • -
    • Information Retrieval: During a Rest, you may ask the Game Master one question; they will answer truthfully.
    • -
    • Elemental Damage Boost: When you create an elemental shard, you may have it deal extra damage equal to (5 + half your level).
    • +
    • + Be careful! When you suffer damage, you may halve it. +
    • +
    • + Information Retrieval: During a Rest, you may ask the + Game Master one question; they will answer truthfully. +
    • +
    • + Elemental Damage Boost: When you create an elemental + shard, you may have it deal extra damage equal to (5 + half your level). +
    -

    Limitations and Shared Strain: Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue Points. This fatigue is shared between bodyguards; it is not tracked individually. As long as they have 10 or more Fatigue Points, you cannot rely on them.

    -

    Recovery: At the end of each session (approximately four hours of play), your bodyguards recover from 1d6 Fatigue Points (to a minimum of zero).

    +

    + Limitations and Shared Strain: Whenever you make use of + one of these benefits, your bodyguards suffer + 1d6 Fatigue Points. This fatigue is shared between + bodyguards; it is not tracked individually. As long as they have 10 or + more Fatigue Points, you cannot rely on them. +

    +

    + Recovery: At the end of each session (approximately four hours + of play), your bodyguards recover from + 1d6 Fatigue Points (to a minimum of zero). +

    Thematic Considerations for Quirk Creation

    -

    Many Quirks bring complex themes to your table: for instance, The Long Dream presents a dynamic that can be dangerously close to that of a terminal illness; Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to the character being seen as an anomaly or even as a threat; Stubborn Scion can involve generational conflict and toxic family pressure; Cursed or Survivor imply seriously traumatic experiences.

    -

    Player Safety Commitment: When you choose and customize your Quirks, commit to respecting the personal boundaries of those who play with you. Use lines and veils (see Core Rulebook, page 140) and be ready to pause the game if a scene is making someone uncomfortable. Be kind to each other, and be kind to yourselves.

    +

    + Many Quirks bring complex themes to your table: for instance, + The Long Dream presents a dynamic that can be dangerously close + to that of a terminal illness; Robot, Outcast Fairy, + The Beast Who Spoke and Underchild will likely lead to + the character being seen as an anomaly or even as a threat; + Stubborn Scion can involve generational conflict and toxic + family pressure; Cursed or Survivor imply seriously + traumatic experiences. +

    +

    + Player Safety Commitment: When you choose and customize + your Quirks, commit to respecting the personal boundaries of those who + play with you. Use + lines and veils (see Core + Rulebook, page 140) and be ready to pause the game if a scene is making + someone uncomfortable. Be kind to each other, and be kind to yourselves. +

    -
    - - - \ No newline at end of file +
    + diff --git a/books/natural-fantasy-atlas/128.html b/books/natural-fantasy-atlas/128.html index 12efc02..b6dd107 100644 --- a/books/natural-fantasy-atlas/128.html +++ b/books/natural-fantasy-atlas/128.html @@ -1,62 +1,95 @@ - + - - - + + + Character Class Profiles - - - -
    + + +
    + - +

    PROTAGONISTS

    -

    PROTAGONISTS

    - - -
    -

    9. SURVIVOR

    - -

    You are among the few who survived a natural catastrophe or the attack of a dreadful creature. Do you believe someone is responsible for this? Were you able to keep in contact with any other survivors? Do you think reconstruction is possible?

    - -

    Permanent Benefits

    -
      -
    • Permanently increase your maximum Hit Points and maximum Mind Points by 5.
    • -
    + +
    +

    9. SURVIVOR

    -

    Choose One Option:

    -
      -
    • Gain the ability to equip martial melee and ranged weapons, martial armor, and martial shields;
      (*Restricts equipment choice*)
    • -
    • Learn any one spell from the Elementalist or Spiritist lists.
    • -
    • Permanently increase your maximum Inventory Points by 2.
    • -
    -
    +

    + You are among the few who survived a natural catastrophe or the attack + of a dreadful creature. Do you believe someone is responsible for this? + Were you able to keep in contact with any other survivors? Do you think + reconstruction is possible? +

    -
    +

    Permanent Benefits

    +
      +
    • + Permanently increase your maximum Hit Points and + maximum Mind Points by 5. +
    • +
    - -
    -

    9. THE BEAST WHO SPOKE

    - -

    You belong to a long line of magical beasts who protected human villages over the centuries; nowadays, however, humanity has forgotten your role. Where do you make your nest? Do you know of any of your kind who are still alive? Who, among the other Player Characters, has shown interest or respect towards your nature?

    +

    Choose One Option:

    +
      +
    • + Gain the ability to equip martial melee and ranged weapons, martial + armor, and martial shields;
      (*Restricts equipment choice*) +
    • +
    • + Learn any one spell from the Elementalist or + Spiritist lists. +
    • +
    • + Permanently increase your maximum + Inventory Points by 2. +
    • +
    +
    -

    Restrictions & Bonuses

    -

    You may not equip any items, with the exception of accessories and weapon and armor modules (see Pilot Class, page 158 of the T echno Fantasy Atlas). However, as long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to Magic Defense.

    - -

    Additional Benefits (Choose Two):

    -
      -
    • You may also equip custom weapons (see page 112 for more).
    • -
    • Spell Mastery: You learn one NPC spell (pages 310-311 of the Core Rulebook; you cannot choose the spell Devastation; if a Magic Check is required, use (MIG + WLP)): customize the spell as needed (name, damage type, status effects etc.).
    • -
    • Unarmed Strikes: Your attacks with unarmed strikes deal 6 extra damage. This amount increases to 10 extra damage if you are level 30 or higher.
    • -
    -
    +
    -
    -
    -
    + +
    +

    9. THE BEAST WHO SPOKE

    -
    - - \ No newline at end of file +

    + You belong to a long line of magical beasts who protected human villages + over the centuries; nowadays, however, humanity has forgotten your role. + Where do you make your nest? Do you know of any of your kind who are + still alive? Who, among the other Player Characters, has shown interest + or respect towards your nature? +

    + +

    Restrictions & Bonuses

    +

    + You may not equip any items, with the exception of accessories and + weapon and armor modules (see Pilot Class, page 158 of the T + echno Fantasy Atlas). However, as long as your armor slot is empty, you + gain a +2 bonus to Defense and a + +2 bonus to Magic Defense. +

    + +

    Additional Benefits (Choose Two):

    +
      +
    • You may also equip custom weapons (see page 112 for more).
    • +
    • + Spell Mastery: You learn one NPC spell (pages 310-311 + of the Core Rulebook; you cannot choose the spell Devastation; if a + Magic Check is required, use (MIG + WLP)): customize the spell as + needed (name, damage type, status effects etc.). +
    • +
    • + Unarmed Strikes: Your attacks with unarmed strikes + deal 6 extra damage. This amount increases to 10 extra damage if you + are level 30 or higher. +
    • +
    + + +
    +
    +
    + diff --git a/books/natural-fantasy-atlas/129.html b/books/natural-fantasy-atlas/129.html index f2ab5fb..60e1a6c 100644 --- a/books/natural-fantasy-atlas/129.html +++ b/books/natural-fantasy-atlas/129.html @@ -1,57 +1,99 @@ - + - - - + + + Character Lore & Mechanics - - - + + +

    THE LONG DREAM

    -

    THE LONG DREAM

    +

    + Long ago, your spirit dwelled in nature; then, something brought you to take + on a human form, but it won’t be forever. Was it a prayer or some kind of + magic? What part of your appearance betrays your origin? Do you fear that + last farewell? +

    -

    Long ago, your spirit dwelled in nature; then, something brought you to take on a human form, but it won’t be forever. Was it a prayer or some kind of magic? What part of your appearance betrays your origin? Do you fear that last farewell?

    +

    The Approaching Farewell

    +

    + At the end of each session (approximately four hours of play), before + assigning XP, roll 2d20. If you roll a number equal to or lower than your + current character level, the last farewell approaches. +

    -

    The Approaching Farewell

    -

    At the end of each session (approximately four hours of play), before assigning XP, roll 2d20. If you roll a number equal to or lower than your current character level, the last farewell approaches.

    +
      +
    • + When a rule or ability requires you to spend Hit Points, Mind Points, or + Fabula Points, you may instead ignore that cost. If you do, the + last farewell approaches. +
    • +
    +
    +

    + At the end of a scene where you ignored a cost as described above, if the + last farewell has approached at least 10 times already, the moment has + come for you to leave the world of humans. You shall forever return to + your original form as a natural and inanimate object: together with your + group, take your time to roleplay one last bittersweet moment before you + go. +

    +

    The same happens if you Sacrifice yourself.

    + +

    Examples

      -
    • When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points, you may instead ignore that cost. If you do, the last farewell approaches.
    • +
    • You might turn into a great guardian tree.
    • +
    • Into a visage on the side of a cliff.
    • +
    • + Into a uniquely shaped rock, or into the brightest star in the sky. +
    -
    -

    At the end of a scene where you ignored a cost as described above, if the last farewell has approached at least 10 times already, the moment has come for you to leave the world of humans. You shall forever return to your original form as a natural and inanimate object: together with your group, take your time to roleplay one last bittersweet moment before you go.

    -

    The same happens if you Sacrifice yourself.

    +

    + A character whose last farewell has come is considered dead in game terms, + and cannot be brought back. +

    +

    + However, from now on all Player Characters in the campaign (including your + new character) will receive + 1 additional Fabula Point at the start of each session + (approximately four hours of play). +

    +
    -

    Examples

    -
      -
    • You might turn into a great guardian tree.
    • -
    • Into a visage on the side of a cliff.
    • -
    • Into a uniquely shaped rock, or into the brightest star in the sky.
    • -
    +

    TRAVELING WORKSHOP

    +
    +

    + You own a transport that also acts as your shop and laboratory. How did + you obtain it? How does it move, and what energy fuels it? What makes it + extremely recognizable? Normally, how do people react to its passage? +

    -

    A character whose last farewell has come is considered dead in game terms, and cannot be brought back.

    -

    However, from now on all Player Characters in the campaign (including your new character) will receive 1 additional Fabula Point at the start of each session (approximately four hours of play).

    -
    +

    Quirk Requirements

    +
      +
    • + You may only choose this Quirk if your character has acquired one or + more Classes among Gourmet (see page 148) and + Tinkerer (see Core Rulebook, page 210). +
    • +
    -

    TRAVELING WORKSHOP

    -
    -

    You own a transport that also acts as your shop and laboratory. How did you obtain it? How does it move, and what energy fuels it? What makes it extremely recognizable? Normally, how do people react to its passage?

    +

    Mechanics

    +
      +
    • + You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is + big enough to accommodate you and the rest of your group, plus two or + three guests, but unfit for combat. +
    • +
    • + If a Project requires a special ingredient or material, you may spend + 1 Fabula Point to suddenly stumble upon something + similar in your workshop; if you do, the invention must have a terrible + flaw (see Core Rulebook, page 134). +
    • +
    +
    -

    Quirk Requirements

    -
      -
    • You may only choose this Quirk if your character has acquired one or more Classes among Gourmet (see page 148) and Tinkerer (see Core Rulebook, page 210).
    • -
    - -

    Mechanics

    -
      -
    • You obtain a land vehicle (see Core Rulebook, page 125). This vehicle is big enough to accommodate you and the rest of your group, plus two or three guests, but unfit for combat.
    • -
    • If a Project requires a special ingredient or material, you may spend 1 Fabula Point to suddenly stumble upon something similar in your workshop; if you do, the invention must have a terrible flaw (see Core Rulebook, page 134).
    • -
    -
    - -
    -
    - - - \ No newline at end of file +
    + diff --git a/books/natural-fantasy-atlas/13.html b/books/natural-fantasy-atlas/13.html index fbe8a0e..d953805 100644 --- a/books/natural-fantasy-atlas/13.html +++ b/books/natural-fantasy-atlas/13.html @@ -1,36 +1,74 @@ - + - - - + + + Natural Fantasy Guidelines - - - + + +

    A RAW BEAUTY

    -

    A RAW BEAUTY

    +

    + The natural fantasy style relies on a careful balance between moments of + calm, serenity and beauty, alternating with moments of raw and direct + contact with the inevitable facts of life. Neither of these aspects can be + sacrificed: keeping only the first means presenting a false and “sanitized” + version of nature; keeping only the second leads to self-indulging + morbidity. +

    -

    The natural fantasy style relies on a careful balance between moments of calm, serenity and beauty, alternating with moments of raw and direct contact with the inevitable facts of life. Neither of these aspects can be sacrificed: keeping only the first means presenting a false and “sanitized” version of nature; keeping only the second leads to self-indulging morbidity.

    +
    +

    + This doesn’t mean that you have to include explicit or particularly gory + descriptions. On the contrary, discussing how to handle scenes of violence + and death is paramount, especially when they involve people or animals + (see Core Rulebook, page 147). +

    +
    -
    -

    This doesn’t mean that you have to include explicit or particularly gory descriptions. On the contrary, discussing how to handle scenes of violence and death is paramount, especially when they involve people or animals (see Core Rulebook, page 147).

    -
    +

    THE HUNT

    +

    + Killing other living creatures to protect your community or provide + resources is a common theme of natural fantasy and should be handled with + care. +

    -

    THE HUNT

    -

    Killing other living creatures to protect your community or provide resources is a common theme of natural fantasy and should be handled with care.

    - -
      -
    • Never minimize. Be it that of an animal, a plant, a person, or a spirit, death is a significant event that should be dignified. It should never be cold or systematic, especially in a natural fantasy game, where it should have ecological, emotional or spiritual consequences. As explained on page 86 of the Core Rulebook, there is no obligation to kill an enemy reduced to 0 Hit Points. It is a choice.
    • -
    • Never demonize. If necessity demands it and proper respect is shown for the consequences, killing another creature to save lives, protect the ecosystem, or transform their body into nourishment, tools or instruments is an integral part of the cycle of life, not a violation.
    • -
    +
      +
    • + Never minimize. Be it that of an animal, a plant, a + person, or a spirit, death is a significant event that should be + dignified. It should never be cold or systematic, especially in a natural + fantasy game, where it should have ecological, emotional or spiritual + consequences. As explained on page 86 of the Core Rulebook, there is no + obligation to kill an enemy reduced to 0 Hit Points. It is a choice. +
    • +
    • + Never demonize. If necessity demands it and proper + respect is shown for the consequences, killing another creature to save + lives, protect the ecosystem, or transform their body into nourishment, + tools or instruments is an integral part of the cycle of life, not a + violation. +
    • +
    -

    EVERY LIFE MATTERS

    -

    Even when the world revolves around the cyclical return of every lifeform to the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on page 9), one should never downplay the value of life. While it’s true that life (as a form of energy) lasts for eternity across countless incarnations, this life (the memories, personality, and feelings of a specific individual) is unique and irreplaceable, and the moment it leaves us should never not be seen as a tragedy.

    +

    EVERY LIFE MATTERS

    +

    + Even when the world revolves around the cyclical return of every lifeform to + the stream of souls (one of the Eight Pillars of Fabula Ultima, as shown on + page 9), one should never downplay the value of life. While it’s true that + life (as a form of energy) lasts for eternity across countless incarnations, + this life (the memories, personality, and feelings of a specific individual) + is unique and irreplaceable, and the moment it leaves us should never not be + seen as a tragedy. +

    -
    -

    BEFORE WE START

    -

    (Note: The following text appeared in the raw source but was separated from the main document flow.)

    -
    - - - \ No newline at end of file +
    +

    BEFORE WE START

    +

    + (Note: The following text appeared in the raw source but was separated + from the main document flow.) +

    +
    + diff --git a/books/natural-fantasy-atlas/130.html b/books/natural-fantasy-atlas/130.html index b09c8ca..8d59933 100644 --- a/books/natural-fantasy-atlas/130.html +++ b/books/natural-fantasy-atlas/130.html @@ -1,42 +1,71 @@ - + - - - + + + Character Quirk Detail - - - -

    33 PROTAGONISTS

    -

    CHAPTER 9 UNDERCHILD

    + + +

    33 PROTAGONISTS

    +

    CHAPTER 9 UNDERCHILD

    -

    There isn’t much you remember about your past, but upon awakening you found yourself in the depths. Once you reached the surface, you realized you weren’t exactly like everyone else—you are spontaneously attuned to ancient technology and boast a strange power reserve you can draw from. Who was the first person you encountered? What items did you have with you? Are you afraid of regaining your memories?

    +

    + There isn’t much you remember about your past, but upon awakening you found + yourself in the depths. Once you reached the surface, you realized you + weren’t exactly like everyone else—you are spontaneously attuned to ancient + technology and boast a strange power reserve you can draw from. Who was the + first person you encountered? What items did you have with you? Are you + afraid of regaining your memories? +

    -

    The Primal Attunement Quirk

    -

    When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points, or Inventory Points during a conflict, you may instead ignore that cost. If you do, you cannot ignore a cost this way again until the end of your next Rest.

    +

    The Primal Attunement Quirk

    +

    + When a rule or ability requires you to spend + 100 or fewer Hit Points, Mind Points, or Inventory Points + during a conflict, you may instead ignore that cost. If you do, you cannot + ignore a cost this way again until the end of your next Rest. +

    -

    Examples of Source:

    -
      -
    • A magic gem hidden in your left eye.
    • -
    • A power generator grafted to your arm.
    • -
    • An arcane circuit that resembles an intricate tattoo.
    • -
    +

    Examples of Source:

    +
      +
    • A magic gem hidden in your left eye.
    • +
    • A power generator grafted to your arm.
    • +
    • An arcane circuit that resembles an intricate tattoo.
    • +
    -

    Additionally, when you encounter a contraption or creature connected to ancient technology or to a ruins’ past, you may choose one option: -

      -
    • Ask the Game Master its purpose;
      (or)
    • -
    • Ask the Game Master what can activate it;
      (or)
    • -
    • Ask the Game Master what can deactivate it.
    • -
    - The Game Master answers truthfully and you describe a brief flashback that reveals the answer.

    +

    + Additionally, when you encounter a contraption or creature + connected to ancient technology or to a ruins’ past, you may choose one + option: +

    +
      +
    • Ask the Game Master its purpose;
      (or)
    • +
    • Ask the Game Master what can activate it;
      (or)
    • +
    • Ask the Game Master what can deactivate it.
    • +
    +

    + The Game Master answers truthfully and you describe a brief flashback that + reveals the answer. +

    -

    After you receive an answer this way for the sixth time, you remember the real reason why you had been left dormant underground. The Game Master chooses one option:

    -
      -
    • You remember a key clue regarding a threat that is present in your world;
      (or)
    • -
    • You remember the existence of a new threat and receive a key clue about it.
    • -
    +

    + After you receive an answer this way for the sixth time, you remember the + real reason why you had been left dormant underground. The Game Master + chooses one option: +

    +
      +
    • + You remember a key clue regarding a threat that is present in your world; +
      (or) +
    • +
    • + You remember the existence of a new threat and receive a key clue about + it. +
    • +
    -

    Note: You will keep all benefits from this Quirk after this revelation (both the ability to ignore costs and to ask questions).

    - - - \ No newline at end of file +

    + Note: You will keep all benefits from this Quirk after this + revelation (both the ability to ignore costs and to ask questions). +

    + diff --git a/books/natural-fantasy-atlas/131.html b/books/natural-fantasy-atlas/131.html index 89a4ea0..465ddbc 100644 --- a/books/natural-fantasy-atlas/131.html +++ b/books/natural-fantasy-atlas/131.html @@ -1,47 +1,66 @@ - + - - - + + + Camp Activities Rule - - - + + + - +

    Camp Activities

    +

    + Camp Activities are an optional rule designed to give greater spotlight to + resting scenes (see + Core Rulebook, page 91) and + provide more options in addition to just increasing or modifying Bonds. + While they have been created with a natural fantasy tone in mind, they can + be used in any campaign. +

    +

    + Using this rule will not make Player Characters especially more powerful + than normal, but surely offers an improvement in flexibility. +

    -

    Camp Activities

    -

    - Camp Activities are an optional rule designed to give greater spotlight to resting scenes (see Core Rulebook, page 91) and provide more options in addition to just increasing or modifying Bonds. While they have been created with a natural fantasy tone in mind, they can be used in any campaign. -

    -

    - Using this rule will not make Player Characters especially more powerful than normal, but surely offers an improvement in flexibility. -

    - -

    Choosing Camp Activities

    -

    - If you use this optional rule, each Player Character gains access to two different Camp Activities, chosen during character creation from the list in the following pages. -

    -
      +

      Choosing Camp Activities

      +

      + If you use this optional rule, each Player Character gains access to two + different Camp Activities, chosen during character creation from the list in + the following pages. +

      +
      • Make sure to avoid redundant Camp Activities within the same group.
      • -
      • Choose Activities that fit your Player Character’s concept and Identity.
      • -
      +
    • + Choose Activities that fit your Player Character’s concept and Identity. +
    • +
    -

    Using Camp Activities

    -

    - When Player Characters play a resting scene (be while inside a settlement or in the wilderness), each Player Character who takes part in it may perform one among the Camp Activities they have access to, describing it and applying its benefits to the chosen target. -

    -

    - It should be noted that each character may choose how to employ the resting scene, independently from everyone else. -

    +

    Using Camp Activities

    +

    + When Player Characters play a resting scene (be while inside a settlement or + in the wilderness), each Player Character who takes part in it may perform + one among the Camp Activities they have access to, describing it and + applying its benefits to the chosen target. +

    +

    + It should be noted that each character may choose how to employ the resting + scene, independently from everyone else. +

    -
    - Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each. They decide to play a resting scene inside the tavern; Brandon Sleeps Soundly to gain an additional action in the future, while Martha prepares a Double Portion for Ylua, who is often the target of the party’s healing spells. Seeing Martha’s kindness, Ylua decides to use this scene to Gather a few useful ingredients for the cook... hoping not to get into any trouble!
    - Whether they perform a Camp Activity or not, characters may still use the resting scene to adjust their Bonds (see Core Rulebook, page 91). -
    +
    + Example: Brandon, Martha, and Ylua pause to rest in the + city, spending 20 zenit each. They decide to play a resting scene inside the + tavern; Brandon Sleeps Soundly to + gain an additional action in the future, while + Martha prepares a Double Portion + for Ylua, who is often the target of the party’s healing spells. Seeing + Martha’s kindness, Ylua decides to use this scene to + Gather a few useful ingredients for the cook... hoping not + to get into any trouble!
    + Whether they perform a Camp Activity or not, characters may still use the + resting scene to adjust their Bonds (see Core Rulebook, page 91). +
    -

    Camp Activities

    - - - - \ No newline at end of file +

    Camp Activities

    + + diff --git a/books/natural-fantasy-atlas/132.html b/books/natural-fantasy-atlas/132.html index e9b3820..fe589f9 100644 --- a/books/natural-fantasy-atlas/132.html +++ b/books/natural-fantasy-atlas/132.html @@ -1,45 +1,65 @@ - + - - - + + + Camp Activity Benefits - - - + + +

    Keeping Track of the Benefits

    -

    Keeping Track of the Benefits

    +

    + Many Camp Activities provide a benefit that can be used only once before the + next rest. To make sure you easily remember which characters have access to + each specific benefit, you could use tokens, counters, or other small + objects that express the personality of whatever Player Character performed + the corresponding Camp Activity. +

    -

    Many Camp Activities provide a benefit that can be used only once before the next rest. To make sure you easily remember which characters have access to each specific benefit, you could use tokens, counters, or other small objects that express the personality of whatever Player Character performed the corresponding Camp Activity.

    +

    + Example: Brandon’s player keeps track of + Sleep Soundly using a pink plastic button; on the other hand, + Martha’s player gives a little badge portraying a slice of cake to anyone + who benefits from her Double Portion. +

    -

    Example: Brandon’s player keeps track of Sleep Soundly using a pink plastic button; on the other hand, Martha’s player gives a little badge portraying a slice of cake to anyone who benefits from her Double Portion.

    +

    + If the benefit carries over from one session to another, instead, you can + simply take note of it in a clearly visible area on your character sheet! +

    -

    If the benefit carries over from one session to another, instead, you can simply take note of it in a clearly visible area on your character sheet!

    +

    Camp Activity Target

    - -

    Camp Activity Target

    - -
      +
        +
      • + Camp Forge Yourself + Choose one option: +
          +
        • You repair a damaged item owned by the group; or
        • - Camp Forge Yourself - Choose one option: -
            -
          • You repair a damaged item owned by the group; or
          • -
          • You create a single basic weapon, armor, or shield of your choice (see pages 130-133 of the Core Rulebook) without paying its cost in zenit; or
          • -
          • You destroy a single piece of equipment owned by the group and obtain a material whose value is equal to the cost of the destroyed item (see page 74 for more information on materials).
          • -
          + You create a single basic weapon, armor, or shield of your choice (see + pages 130-133 of the Core Rulebook) without paying its cost in zenit; + or
        • -
        • - Cartography Yourself - Once before the next rest, after your group makes a travel roll, you may reroll the die and keep the new result. + You destroy a single piece of equipment owned by the group and obtain + a material whose value is equal to the cost of the destroyed item (see + page 74 for more information on materials).
        • +
        +
      • -
      • - Combat Lesson One ally - Once before the next rest, after making an Accuracy Check or a Magic Check for an offensive spell (OO), the target may add a bonus of +4 to the Result of the Check. -
      • -
      - - - \ No newline at end of file +
    • + Cartography Yourself + Once before the next rest, after your group makes a travel roll, you may + reroll the die and keep the new result. +
    • + +
    • + Combat Lesson One ally + Once before the next rest, after making an Accuracy Check or a Magic Check + for an offensive spell (OO), the target may add a bonus of +4 to the + Result of the Check. +
    • +
    + diff --git a/books/natural-fantasy-atlas/133.html b/books/natural-fantasy-atlas/133.html index 99314b0..4040516 100644 --- a/books/natural-fantasy-atlas/133.html +++ b/books/natural-fantasy-atlas/133.html @@ -1,65 +1,101 @@ - + - - - + + + Character Abilities & Skills - - - + + +
    Page 132
    +

    CAMP ACTIVITY TARGET

    -
    Page 132
    -

    CAMP ACTIVITY TARGET

    +
    +

    Daydream Yourself

    +

    + Once before the next rest, when you lose Hit Points for whatever reason, + you may choose to halve that HP loss. +

    +
    -
    -

    Daydream Yourself

    -

    Once before the next rest, when you lose Hit Points for whatever reason, you may choose to halve that HP loss.

    -
    +
    +

    Double Portion

    +

    One ally

    +

    + Once before the next rest, if the target is about to recover Hit Points, + they may double the amount of Hit Points recovered. +

    +
    -
    -

    Double Portion

    -

    One ally

    -

    Once before the next rest, if the target is about to recover Hit Points, they may double the amount of Hit Points recovered.

    -
    +
    +

    Exploration Yourself or one ally

    +

    + You spend your time looking for useful items; describe how, then roll 1d6. +

    +
      +
    • + 1. Ouch! You recover half the normal amount of HP and + MP during this rest. +
    • +
    • + 2. Not what I was looking for... The target regains 2 + Inventory Points. +
    • +
    • + 3-5. Hoho, this can be useful! The target regains 3 + Inventory Points. +
    • +
    • + 6. Jackpot! The target regains 3 Inventory Points, and + you also find an amount of zenit equal to (your character’s level × 50). +
    • +
    +
    -
    -

    Exploration Yourself or one ally

    -

    You spend your time looking for useful items; describe how, then roll 1d6.

    -
      -
    • 1. Ouch! You recover half the normal amount of HP and MP during this rest.
    • -
    • 2. Not what I was looking for... The target regains 2 Inventory Points.
    • -
    • 3-5. Hoho, this can be useful! The target regains 3 Inventory Points.
    • -
    • 6. Jackpot! The target regains 3 Inventory Points, and you also find an amount of zenit equal to (your character’s level × 50).
    • -
    -
    +
    +

    Gathering

    +

    A character with the Gourmet Class

    +

    You look for ingredients in the area; describe how, then roll 1d6.

    +
      +
    • + 1. H-help! At the end of this rest, the entire group + will be caught in an easy conflict against a threat whose level is equal + to the group level. +
    • +
    • + 2. Will these be okay... The target receives 2 + ingredients with random tastes. +
    • +
    • + 3-5. Looks tasty! The target receives 3 ingredients + with random tastes. +
    • +
    • + 6. Ah, these! The target receives 3 ingredients, each + with a taste of their choice. +
    • +
    +
    -
    -

    Gathering

    -

    A character with the Gourmet Class

    -

    You look for ingredients in the area; describe how, then roll 1d6.

    -
      -
    • 1. H-help! At the end of this rest, the entire group will be caught in an easy conflict against a threat whose level is equal to the group level.
    • -
    • 2. Will these be okay... The target receives 2 ingredients with random tastes.
    • -
    • 3-5. Looks tasty! The target receives 3 ingredients with random tastes.
    • -
    • 6. Ah, these! The target receives 3 ingredients, each with a taste of their choice.
    • -
    -
    +
    +

    Magic Lesson

    +

    One ally

    +

    + Choose a single spell among those you know. Once before the next rest, the + target may perform the Spell action to cast the spell you chose (they must + still pay its MP cost and perform any Magic Checks as needed). +

    +
    -
    -

    Magic Lesson

    -

    One ally

    -

    Choose a single spell among those you know. Once before the next rest, the target may perform the Spell action to cast the spell you chose (they must still pay its MP cost and perform any Magic Checks as needed).

    -
    +
    +

    Martial Practice

    +

    Yourself

    +

    + Once before the next rest, when you perform an attack, you may grant that + attack multi (2) or increase its multi property by one point. +

    +
    -
    -

    Martial Practice

    -

    Yourself

    -

    Once before the next rest, when you perform an attack, you may grant that attack multi (2) or increase its multi property by one point.

    -
    - - - - - \ No newline at end of file + + diff --git a/books/natural-fantasy-atlas/134.html b/books/natural-fantasy-atlas/134.html index af0a6ef..c1ff10f 100644 --- a/books/natural-fantasy-atlas/134.html +++ b/books/natural-fantasy-atlas/134.html @@ -1,69 +1,90 @@ - + - - - + + + Character Abilities Reference - - - + + +
    +

    PROTAGONISTS

    +

    Chapter Activity Targets

    +
    -
    -

    PROTAGONISTS

    -

    Chapter Activity Targets

    -
    +
    +

    Camp Activities & Abilities:

    -
    -

    Camp Activities & Abilities:

    +
      +
    • + Massage + Target: One ally +

      + Once before the next rest, if the target is about to pay a Mind Point + cost, they may halve that MP cost. This benefit cannot be applied to a + Ritual’s MP cost. +

      +
    • -
        - -
      • - Massage - Target: One ally -

        Once before the next rest, if the target is about to pay a Mind Point cost, they may halve that MP cost. This benefit cannot be applied to a Ritual’s MP cost.

        -
      • +
      • + Midnight Oil + Target: Yourself +

        + You generate 3 points of progress for a single Project of your choice. +

        +
      • -
      • - Midnight Oil - Target: Yourself -

        You generate 3 points of progress for a single Project of your choice.

        -
      • +
      • + Pep Talk + Target: One ally +

        + Once before the next rest, if the target is about to recover Mind + Points, they may double the amount of Mind Points recovered. +

        +
      • -
      • - Pep Talk - Target: One ally -

        Once before the next rest, if the target is about to recover Mind Points, they may double the amount of Mind Points recovered.

        -
      • +
      • + Planning + Target: One ally +

        + Once before the next rest, after the target performs a Group Check as + leader or performs a Check to examine someone or something, they may + add a bonus of +4 to the + Result of that Check. +

        +
      • -
      • - Planning - Target: One ally -

        Once before the next rest, after the target performs a Group Check as leader or performs a Check to examine someone or something, they may add a bonus of +4 to the Result of that Check.

        -
      • +
      • + Sleep Soundly + Target: Yourself +

        + Once before the next rest, you may perform an additional action on + your turn during a conflict scene. This action must be used to perform + the Equipment, Hinder, or Inventory action. +

        +
      • -
      • - Sleep Soundly - Target: Yourself -

        Once before the next rest, you may perform an additional action on your turn during a conflict scene. This action must be used to perform the Equipment, Hinder, or Inventory action.

        -
      • +
      • + Training + Target: Yourself +

        + Once before the next rest, if you are about to suffer one or more + status effects from the same source, you may instead choose not to + suffer any of those status effects. +

        +
      • +
      -
    • - Training - Target: Yourself -

      Once before the next rest, if you are about to suffer one or more status effects from the same source, you may instead choose not to suffer any of those status effects.

      -
    • -
    - -
    - Note on Creation: You might create new Camp Activities for your characters; if you do so, try to keep them on the same power level as these. Then again, if your group has a passion for fantasy cooking, you might change this rule so that each Activity is instead a special dish created by your character, and always has one ally as the target—sharing is caring, after all! -
    - -
    - -
    -

    Options and Variants

    +
    + Note on Creation: You might create new Camp Activities + for your characters; if you do so, try to keep them on the same power + level as these. Then again, if your group has a passion for fantasy + cooking, you might change this rule so that each Activity is instead a + special dish created by your character, and always has one ally as the + target—sharing is caring, after all!
    +
    - - \ No newline at end of file +
    +

    Options and Variants

    +
    + diff --git a/books/natural-fantasy-atlas/135.html b/books/natural-fantasy-atlas/135.html index ea4fabc..1d4dd95 100644 --- a/books/natural-fantasy-atlas/135.html +++ b/books/natural-fantasy-atlas/135.html @@ -1,67 +1,97 @@ - +
    -

    NEW CLASSIC CHARACTERS

    +

    NEW CLASSIC CHARACTERS

    - -

    ELEMENTAL ACROBAT

    -

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

    -
      -
    • Fury (1 level): Indomitable Spirit
    • -
    • Invoker (3 levels): Invocation (SL 2), Ripples
    • -
    • Sharpshooter (1 level): Barrage
    • -
    -
    - Equipment: Giant chakram (custom weapon, (DEX + MIG), thrown, ranged, accurate, defense boost, powerful), combat tunic. Zenit Cost: 120 zenit. -
    + +

    ELEMENTAL ACROBAT

    +

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

    +
      +
    • Fury (1 level): Indomitable Spirit
    • +
    • Invoker (3 levels): Invocation (SL 2), Ripples
    • +
    • Sharpshooter (1 level): Barrage
    • +
    +
    + Equipment: Giant chakram (custom weapon, (DEX + MIG), + thrown, ranged, accurate, defense boost, powerful), combat tunic. + Zenit Cost: 120 zenit. +
    - -

    FLUTIST MONK

    -

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

    -
      -
    • Invoker (3 levels): Invocation, Wellspring Expansion (SL 2)
    • -
    • Spiritist (2 levels): Ritual Spiritism, Spiritual Magic (Cleanse)
    • -
    -
    - Equipment: Staff (described as a magic flute!), sage robe. Zenit Cost: 270 zenit. -
    + +

    FLUTIST MONK

    +

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

    +
      +
    • + Invoker (3 levels): Invocation, Wellspring Expansion (SL + 2) +
    • +
    • + Spiritist (2 levels): Ritual Spiritism, Spiritual Magic + (Cleanse) +
    • +
    +
    + Equipment: Staff (described as a magic flute!), sage robe. + Zenit Cost: 270 zenit. +
    - -

    FRONTIER RESEARCHER

    -

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

    -
      -
    • Loremaster (1 level): Quick Assessment
    • -
    • Merchant (2 levels): I’ve Heard of It!, Winds of Trade
    • -
    • Sharpshooter (2 levels): Crossfire, Warning Shot
    • -
    -
    - Equipment: Twin pocket pistols (custom weapon, (DEX + INS), firearm, ranged, accurate, quick), travel garb. Zenit Cost: 170 zenit. -
    + +

    FRONTIER RESEARCHER

    +

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

    +
      +
    • Loremaster (1 level): Quick Assessment
    • +
    • + Merchant (2 levels): I’ve Heard of It!, Winds of Trade +
    • +
    • Sharpshooter (2 levels): Crossfire, Warning Shot
    • +
    +
    + Equipment: Twin pocket pistols (custom weapon, (DEX + INS), + firearm, ranged, accurate, quick), travel garb. + Zenit Cost: 170 zenit. +
    - -

    GRINNING VETERAN

    -

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

    -
      -
    • Gourmet (3 levels): Cooking, Knife and Fork, Traveling Cook
    • -
    • Guardian (1 level): Protect
    • -
    • Weaponmaster (1 level): Bladestorm
    • -
    -
    - Equipment: Waraxe, runic plate. Zenit Cost: 70 zenit. -
    + +

    GRINNING VETERAN

    +

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

    +
      +
    • + Gourmet (3 levels): Cooking, Knife and Fork, Traveling + Cook +
    • +
    • Guardian (1 level): Protect
    • +
    • Weaponmaster (1 level): Bladestorm
    • +
    +
    + Equipment: Waraxe, runic plate. + Zenit Cost: 70 zenit. +
    - -

    KEEPER OF THE SACRED TREE

    -

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

    -
      -
    • Arcanist (3 levels): Bind and Summon (Oak), Emergency Arcanum (SL 2)
    • -
    • Invoker (2 levels): Invocation, Linked Invocation
    • -
    -
    - Equipment: Staff, travel garb. Zenit Cost: 370 zenit. -
    + +

    KEEPER OF THE SACRED TREE

    +

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

    +
      +
    • + Arcanist (3 levels): Bind and Summon (Oak), Emergency + Arcanum (SL 2) +
    • +
    • Invoker (2 levels): Invocation, Linked Invocation
    • +
    +
    + Equipment: Staff, travel garb. + Zenit Cost: 370 zenit. +
    - -
    -
    -
    \ No newline at end of file + +
    +
    diff --git a/books/natural-fantasy-atlas/136.html b/books/natural-fantasy-atlas/136.html index e67d01c..9c9dcfc 100644 --- a/books/natural-fantasy-atlas/136.html +++ b/books/natural-fantasy-atlas/136.html @@ -1,112 +1,132 @@ - + - - - + + + Protagonist Dossier - - - + + +

    Protagonists Dossier

    -

    Protagonists Dossier

    +
    +

    LOTUS DUELIST

    + (DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8) -
    -

    LOTUS DUELIST

    - (DEXITY d10, INSIGHT d8, MIGHT d6, WILLPOWER d8) +

    Classes & Abilities:

    +
      +
    • Elementalist (2 levels): Elemental Magic (Ventus), Spellblade
    • +
    • Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)
    • +
    • Weaponmaster (1 level): Counterattack
    • +
    -

    Classes & Abilities:

    -
      -
    • Elementalist (2 levels): Elemental Magic (Ventus), Spellblade
    • -
    • Floralist (2 levels): Battle Gardening, Chloromancy (Ocean Lotus)
    • -
    • Weaponmaster (1 level): Counterattack
    • -
    - -
    - Equipment: -
      -
    • Water lily blade (custom weapon, DEX + INS), sword, melee, accurate, elemental (ice), magic defense boost
    • -
    • Sage robe
    • -
    • 70 zenit
    • -
    -
    +
    + Equipment: +
      +
    • + Water lily blade + (custom weapon, DEX + INS), sword, melee, accurate, elemental + (ice), magic defense boost +
    • +
    • Sage robe
    • +
    • 70 zenit
    • +
    +
    -
    -

    SHY APOTHECARY

    - (DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6) +
    +

    SHY APOTHECARY

    + (DEXITY d8, INSIGHT d10, MIGHT d8, WILLPOWER d6) -

    Classes & Abilities:

    -
      -
    • Merchant (1 level): Expiration Date
    • -
    • Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)
    • -
    +

    Classes & Abilities:

    +
      +
    • Merchant (1 level): Expiration Date
    • +
    • Tinkerer (4 levels): Potion Rain (SL 2), Visionary (SL 2)
    • +
    -
    - Equipment: -
      -
    • Tome, sage robe, 270 zenit
    • -
    -
    +
    + Equipment: +
      +
    • Tome, sage robe, 270 zenit
    • +
    +
    -
    -

    SMALL MERCHANT

    - (DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8) +
    +

    SMALL MERCHANT

    + (DEXITY d6, INSIGHT d10, MIGHT d8, WILLPOWER d8) -

    Classes & Abilities:

    -
      -
    • Merchant (2 levels): Real Treasure, Winds of Trade
    • -
    • Wayfarer (3 levels): Faithful Companion (SL 3; a massive and cuddly creature who can tap into the PCs’ Trade Points to either negate all damage suffered by another creature, or deal elemental damage)
    • -
    +

    Classes & Abilities:

    +
      +
    • Merchant (2 levels): Real Treasure, Winds of Trade
    • +
    • + Wayfarer (3 levels): Faithful Companion + (SL 3; a massive and cuddly creature who can tap into the PCs’ Trade + Points to either negate all damage suffered by another creature, or + deal elemental damage) +
    • +
    -
    - Equipment: -
      -
    • Tome (described as an abacus!), silk shirt, 370 zenit
    • -
    -
    +
    + Equipment: +
      +
    • Tome (described as an abacus!), silk shirt, 370 zenit
    • +
    +
    +
    +

    TROUBLEMAKER ROGUE

    + (DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6) -
    -

    TROUBLEMAKER ROGUE

    - (DEXITY d10, INSIGHT d8, MIGHT d8, WILLPOWER d6) +

    Classes & Abilities:

    +
      +
    • Gourmet (2 levels): Cooking, Knife and Fork
    • +
    • Rogue (1 level): High Speed
    • +
    • Sharpshooter (2 levels): Barrage, Warning Shot
    • +
    -

    Classes & Abilities:

    -
      -
    • Gourmet (2 levels): Cooking, Knife and Fork
    • -
    • Rogue (1 level): High Speed
    • -
    • Sharpshooter (2 levels): Barrage, Warning Shot
    • -
    - -
    - Equipment: -
      -
    • Shortbow (described as a sling!), travel garb, 270 zenit. This character’s delicacies take the form of sling bullets with strange effects!
    • -
    -
    +
    + Equipment: +
      +
    • + Shortbow + (described as a sling!), travel garb, 270 zenit. This character’s + delicacies take the form of sling bullets with strange + effects! +
    • +
    +
    -
    -

    TWILIGHT WITCH

    - (DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10) +
    +

    TWILIGHT WITCH

    + (DEXITY d6, INSIGHT d10, MIGHT d6, WILLPOWER d10) -

    Classes & Abilities:

    -
      -
    • Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)
    • -
    • Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony), Verdant Sway
    • -
    +

    Classes & Abilities:

    +
      +
    • Entropist (2 levels): Entropic Magic (SL 2: Dispel, Mirror)
    • +
    • + Floralist (3 levels): Battle Gardening, Chloromancy (Star Peony), + Verdant Sway +
    • +
    -
    - Equipment: -
      -
    • Tome, sage robe, 270 zenit.
    • -
    -
    +
    + Equipment: +
      +
    • Tome, sage robe, 270 zenit.
    • +
    +
    -
    -
    - - - \ No newline at end of file +
    + diff --git a/books/natural-fantasy-atlas/137.html b/books/natural-fantasy-atlas/137.html index d9919f1..b0664fc 100644 --- a/books/natural-fantasy-atlas/137.html +++ b/books/natural-fantasy-atlas/137.html @@ -1,81 +1,126 @@ - + - - - + + + Children's Friends: Character Details - - - + + +

    CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

    -

    CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

    +

    + Three young heroes accompany a mysterious elf on a pilgrimage to discover + the meaning of the sudden visions that plague her. The upbeat squire and the + young herbalist are flexible characters, capable of dealing damage as well + as supporting their allies with magiseeds and the + Breach and + Encourage Skills. The rowdy miner hits + hard but, above all else, she is of great help during travel and can get + useful information everywhere she goes! +

    -

    Three young heroes accompany a mysterious elf on a pilgrimage to discover the meaning of the sudden visions that plague her. The upbeat squire and the young herbalist are flexible characters, capable of dealing damage as well as supporting their allies with magiseeds and the Breach and Encourage Skills. The rowdy miner hits hard but, above all else, she is of great help during travel and can get useful information everywhere she goes!

    +
    +

    ✨ MYSTERIOUS ELF

    +
      +
    • + Dexterity d10, Insight d10, + Might d6, Willpower d6 +
    • +
    • Levels/Skills:
    • +
        +
      • + Chimerist (1 level): + Feral Speech +
      • +
      • + Loremaster (2 levels): Flash of Insight (SL + 2) +
      • +
      • Sharpshooter (2 levels): Barrage, Warning Shot
      • +
      +
      + Equipment: Shortbow, sage robe, 170 + zenit. +
      +
    +
    -
    -

    ✨ MYSTERIOUS ELF

    -
      -
    • Dexterity d10, Insight d10, Might d6, Willpower d6
    • -
    • Levels/Skills:
    • -
        -
      • Chimerist (1 level): Feral Speech
      • -
      • Loremaster (2 levels): Flash of Insight (SL 2)
      • -
      • Sharpshooter (2 levels): Barrage, Warning Shot
      • -
      -
      - Equipment: Shortbow, sage robe, 170 zenit. -
      -
    -
    +
    +

    ⛏️ ROWDY MINER

    +
      +
    • + Dexterity d6, Insight d8, + Might d10, Willpower d8 +
    • +
    • Levels/Skills:
    • +
        +
      • + Fury (1 level): Provoke +
      • +
      • + Merchant (1 level): + Winds of Trade +
      • +
      • + Wayfarer (3 levels): Tavern Talk, Treasure Hunter, + Well-Traveled +
      • +
      +
      + Equipment: Waraxe (described as a + pickaxe!), bronze plate, 120 zenit. +
      +
    +
    -
    -

    ⛏️ ROWDY MINER

    -
      -
    • Dexterity d6, Insight d8, Might d10, Willpower d8
    • -
    • Levels/Skills:
    • -
        -
      • Fury (1 level): Provoke
      • -
      • Merchant (1 level): Winds of Trade
      • -
      • Wayfarer (3 levels): Tavern Talk, Treasure Hunter, Well-Traveled
      • -
      -
      - Equipment: Waraxe (described as a pickaxe!), bronze plate, 120 zenit. -
      -
    -
    +
    +

    ⚔️ UPBEAT SQUIRE

    +
      +
    • + Dexterity d10, Insight d6, + Might d8, Willpower d8 +
    • +
    • Levels/Skills:
    • +
        +
      • + Orator (2 levels): + Encourage (SL 2) +
      • +
      • + Weaponmaster (3 levels): Bone Crusher, Breach, Melee Weapon + Mastery +
      • +
      +
      + Equipment: Bronze sword, travel garb, + runic shield, 120 zenit. +
      +
    +
    -
    -

    ⚔️ UPBEAT SQUIRE

    -
      -
    • Dexterity d10, Insight d6, Might d8, Willpower d8
    • -
    • Levels/Skills:
    • -
        -
      • Orator (2 levels): Encourage (SL 2)
      • -
      • Weaponmaster (3 levels): Bone Crusher, Breach, Melee Weapon Mastery
      • -
      -
      - Equipment: Bronze sword, travel garb, runic shield, 120 zenit. -
      -
    -
    +
    +

    🌿 YOUNG HERBALIST

    +
      +
    • + Dexterity d6, Insight d8, + Might d8, Willpower d10 +
    • +
    • Levels/Skills:
    • +
        +
      • + Elementalist (2 levels): Elemental Magic (Terra), Magical + Artillery +
      • +
      • + Floralist (3 levels): Chloromancy (SL 2: Prancing Dandelion, + Remedy Lily), Graft +
      • +
      +
      + Equipment: Staff, sage robe, 270 zenit. +
      +
    +
    -
    -

    🌿 YOUNG HERBALIST

    -
      -
    • Dexterity d6, Insight d8, Might d8, Willpower d10
    • -
    • Levels/Skills:
    • -
        -
      • Elementalist (2 levels): Elemental Magic (Terra), Magical Artillery
      • -
      • Floralist (3 levels): Chloromancy (SL 2: Prancing Dandelion, Remedy Lily), Graft
      • -
      -
      - Equipment: Staff, sage robe, 270 zenit. -
      -
    -
    - -
    -
    - - +
    diff --git a/books/natural-fantasy-atlas/138.html b/books/natural-fantasy-atlas/138.html index 8dd7339..e415e43 100644 --- a/books/natural-fantasy-atlas/138.html +++ b/books/natural-fantasy-atlas/138.html @@ -1,112 +1,129 @@ - + - - - + + + Protagonists Index - - - + + + -