fix: Formatting
This commit is contained in:
@@ -1,69 +1,72 @@
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||||
<h2>INVENTORY POINTS</h2>
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<div>
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<h1>INVENTORY POINTS</h1>
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<p>
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Player Characters have an abstract reserve of useful gear and consumable
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items, represented by Inventory Points (IP).
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||||
</p>
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<p>
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A character can normally carry a maximum of 6 Inventory Points; however, some
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Classes and special Skills will increase this limit.
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</p>
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<h3>SPENDING INVENTORY POINTS</h3>
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<p>
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Whenever you need a consumable item from the list below, you may spend an
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appropriate amount of Inventory Points to produce it from your bag and apply
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its effect — all Inventory Points spent this way must come from the same
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character.
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</p>
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<p>
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Once created, the item must be used immediately and is destroyed in the
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process; you cannot create it and then "save it for later".
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</p>
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<p>
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The table below lists the default inventory objects available in the game;
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this information is also present on your group sheet for easier reference. The
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sheet also features blank spaces where you can write custom inventory items
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that are unique to your world!
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</p>
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<p>
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The Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) can use
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Inventory Points in a variety of ways.
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</p>
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<table>
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<thead>
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<tr>
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<th>ITEM</th>
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<th>IP COST</th>
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<th>EFFECT</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Potions</strong></td>
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<td>Elixir 3</td>
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<td>One creature recovers 50 Mind Points.</td>
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</tr>
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<tr>
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<td></td>
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<td>Remedy 3</td>
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<td>One creature recovers 50 Hit Points.</td>
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</tr>
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<tr>
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<td></td>
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<td>Tonic 2</td>
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<td>One creature recovers from a single status effect.</td>
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</tr>
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<tr>
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<td colspan="2"><strong>Utility</strong></td>
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<td>
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Elemental Shard 2 One creature suffers 10 damage of a type of your
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choice (air, bolt, earth, fire, or ice).
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</td>
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</tr>
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<tr>
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<td colspan="2"><strong>Magic</strong></td>
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<td>Tent 4 Allows the entire group to rest in the wilderness.</td>
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</tr>
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</tbody>
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</table>
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<p>
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Player Characters have an abstract reserve of useful gear and consumable
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items, represented by Inventory Points (IP).
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||||
</p>
|
||||
<p>
|
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A character can normally carry a maximum of 6 Inventory Points; however,
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some Classes and special Skills will increase this limit.
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</p>
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</div>
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<div>
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<h2>SPENDING INVENTORY POINTS</h2>
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<p>
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Whenever you need a consumable item from the list below, you may spend an
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appropriate amount of Inventory Points to produce it from your bag and apply
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its effect — all Inventory Points spent this way must come from the same
|
||||
character.
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||||
</p>
|
||||
<p>
|
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Once created, the item must be used immediately and is destroyed in the
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process; you cannot create it and then "save it for later".
|
||||
</p>
|
||||
<p>
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The table below lists the default inventory objects available in the game;
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this information is also present on your group sheet for easier reference.
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The sheet also features blank spaces where you can write custom inventory
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items that are unique to your world!
|
||||
</p>
|
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<p>
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The Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) can use
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Inventory Points in a variety of ways.
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||||
</p>
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<table>
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<thead>
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<tr>
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<th>ITEM</th>
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<th>IP COST</th>
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<th>EFFECT</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Potions</strong></td>
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<td>Elixir 3</td>
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<td>One creature recovers 50 Mind Points.</td>
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</tr>
|
||||
<tr>
|
||||
<td></td>
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||||
<td>Remedy 3</td>
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<td>One creature recovers 50 Hit Points.</td>
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</tr>
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<tr>
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||||
<td></td>
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<td>Tonic 2</td>
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<td>One creature recovers from a single status effect.</td>
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</tr>
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<tr>
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<td colspan="2"><strong>Utility</strong></td>
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<td>
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Elemental Shard 2 One creature suffers 10 damage of a type of your
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choice (air, bolt, earth, fire, or ice).
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</td>
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</tr>
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<tr>
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<td colspan="2"><strong>Magic</strong></td>
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<td>Tent 4 Allows the entire group to rest in the wilderness.</td>
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</tr>
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</tbody>
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</table>
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</div>
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@@ -44,7 +44,7 @@
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For instance, an item that costs 2 IP to create should sell for 10 zenit at
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most.
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</p>
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<p>
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<p class="note">
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<strong>Note:</strong> While tools and similar gear might allow you to perform
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an otherwise impossible operation, they never grant any mechanical benefit.
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</p>
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@@ -1,52 +1,61 @@
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<p>
|
||||
While conflicts may be the most memorable moments of a game session, the
|
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exploration of the game world is another major aspect of Fabula Ultima. At the
|
||||
beginning of the game, your group will create the world together (see World
|
||||
Creation, on <a href="/books/core/#page-148">page 148</a>); however, this does
|
||||
not mean you know everything about it. While you may be familiar with the main
|
||||
regions and cities, there are plenty of discoveries — and dangers! — awaiting
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||||
our heroes.
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||||
</p>
|
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<h2>TRAVELING ACROSS THE WORLD MAP</h2>
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<p>
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When a group embarks on a journey, the Game Master makes use of the map sheet
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to track their movements. The basic unit of this system is the travel day: it
|
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is the average distance covered during a single day on the map (assuming the
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characters are traveling on foot). The length of one travel day when using
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your map sheet must be established by the group during World Creation.
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</p>
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<p>For each travel day required by the journey, perform the following steps:</p>
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<h3>JOURNEYS AND TRA VELS</h3>
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<p>
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For the sake of simplicity, travel days should always be rounded up to the
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next whole number — a journey taking two and a half days is rounded up to
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three days, for instance.
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||||
</p>
|
||||
<p>
|
||||
The Game Master always has final say on how many travel days a journey will
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take.
|
||||
</p>
|
||||
<ul>
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||||
<li>
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<strong>W:</strong> The Game Master determines the threat level of the areas
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traversed by the group (see next page). If more than a single threat level
|
||||
is present, only apply the highest.
|
||||
</li>
|
||||
<li>
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<strong>1W:</strong> Unless stopped by an encountered danger, the characters
|
||||
proceed to the next travel day (go back to step 1) or reach their
|
||||
destination.
|
||||
</li>
|
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<li>
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<strong>3O:</strong> Perform a travel roll by rolling the die appropriate to
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the chosen threat level.
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<ul>
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||||
<li>On a 6 or higher, the group encounters a danger!</li>
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<li>On a 1, the group makes an unexpected discovery!</li>
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</ul>
|
||||
<p>
|
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The Game Master decides the location of each danger and discovery; if you
|
||||
need, mark its position on your map sheet.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
<div>
|
||||
<p>
|
||||
While conflicts may be the most memorable moments of a game session, the
|
||||
exploration of the game world is another major aspect of Fabula Ultima. At
|
||||
the beginning of the game, your group will create the world together (see
|
||||
World Creation, on <a href="/books/core/#page-148">page 148</a>); however,
|
||||
this does not mean you know everything about it. While you may be familiar
|
||||
with the main regions and cities, there are plenty of discoveries — and
|
||||
dangers! — awaiting our heroes.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>TRAVELING ACROSS THE WORLD MAP</h2>
|
||||
<p>
|
||||
When a group embarks on a journey, the Game Master makes use of the map
|
||||
sheet to track their movements. The basic unit of this system is the travel
|
||||
day: it is the average distance covered during a single day on the map
|
||||
(assuming the characters are traveling on foot). The length of one travel
|
||||
day when using your map sheet must be established by the group during World
|
||||
Creation.
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</p>
|
||||
<p>
|
||||
For each travel day required by the journey, perform the following steps:
|
||||
</p>
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||||
</div>
|
||||
<div>
|
||||
<h3>JOURNEYS AND TRAVELS</h3>
|
||||
<p>
|
||||
For the sake of simplicity, travel days should always be rounded up to the
|
||||
next whole number — a journey taking two and a half days is rounded up to
|
||||
three days, for instance.
|
||||
</p>
|
||||
<p>
|
||||
The Game Master always has final say on how many travel days a journey will
|
||||
take.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>W:</strong> The Game Master determines the threat level of the
|
||||
areas traversed by the group (see next page). If more than a single threat
|
||||
level is present, only apply the highest.
|
||||
</li>
|
||||
<li>
|
||||
<strong>1W:</strong> Unless stopped by an encountered danger, the
|
||||
characters proceed to the next travel day (go back to step 1) or reach
|
||||
their destination.
|
||||
</li>
|
||||
<li>
|
||||
<strong>3O:</strong> Perform a travel roll by rolling the die appropriate
|
||||
to the chosen threat level.
|
||||
<ul>
|
||||
<li>On a 6 or higher, the group encounters a danger!</li>
|
||||
<li>On a 1, the group makes an unexpected discovery!</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master decides the location of each danger and discovery; if
|
||||
you need, mark its position on your map sheet.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
@@ -1,79 +1,85 @@
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||||
<h2>Sample Areas Threat Level Travel Roll</h2>
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||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Area</th>
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||||
<th>Threat Level</th>
|
||||
<th>Travel Roll</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Within villages, cities and guarded areas</td>
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||||
<td>Minimal</td>
|
||||
<td>d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Prairies, patrolled roads, countrysides</td>
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||||
<td>Low</td>
|
||||
<td>d8</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Forests, hills, rivers</td>
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||||
<td>Medium</td>
|
||||
<td>d10</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Vast forests, mountains, open sea, swamps</td>
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||||
<td>High</td>
|
||||
<td>d12</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Deserts, frozen wastes, jungles, volcanoes</td>
|
||||
<td>Very High</td>
|
||||
<td>d20</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>
|
||||
Needless to say, a frequently patrolled area under enemy control will count as
|
||||
a <strong>High</strong> or <strong>Very High</strong> danger, just like a
|
||||
prairie overrun by hostile monsters.
|
||||
</p>
|
||||
<p>The Game Master has final say on the threat level for a given travel day.</p>
|
||||
<h3>Example</h3>
|
||||
<p>
|
||||
A group of heroes are leaving the village of Relde for the Kanka Hills, where
|
||||
they must search for an old mining tunnel that supposedly leads to the lair of
|
||||
a wise water serpent.
|
||||
</p>
|
||||
<p>
|
||||
Liz (the Game Master) takes a look at the map and determines that the
|
||||
characters will need one travel day to reach the hills, and another travel day
|
||||
to explore the surrounding area in order to find the tunnel entrance.
|
||||
</p>
|
||||
<p>
|
||||
For the first travel day, the group will cross prairies (d8) and hills (d10).
|
||||
Since only the highest die has to be taken into account, Liz should roll a
|
||||
d10. However, there is talk of a gang of bandits roaming the prairie: she
|
||||
decides this should raise the threat level to <strong>High</strong> (d12). The
|
||||
die comes up a 7: a danger!
|
||||
</p>
|
||||
<p>
|
||||
Liz has the group encounter a band of four brigands, accompanied by a Grey
|
||||
Howler (a wolf-like creature). Following a quick conflict, the Player
|
||||
Characters manage to fend off the attackers.
|
||||
</p>
|
||||
<p>
|
||||
Before moving on to the next travel day, the heroes choose to use a Magic Tent
|
||||
and rest, regaining their energies.
|
||||
</p>
|
||||
<p>
|
||||
Finally, Liz rolls for the second travel day, spent exploring the hills in
|
||||
search of the fabled mine: this time, the die rolled is only a d10... and she
|
||||
rolls a 1! After giving it some thought, Liz describes the PCs finding an
|
||||
entrance to the ancient tunnels... but they are not alone! They meet a
|
||||
traveling merchant by the name of Lily, who wishes to be escorted through the
|
||||
mine: she seeks an audience with the serpent herself, and will reward them
|
||||
with goods or information for it!
|
||||
</p>
|
||||
<div>
|
||||
<h2>Sample Areas Threat Level Travel Roll</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Area</th>
|
||||
<th>Threat Level</th>
|
||||
<th>Travel Roll</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Within villages, cities and guarded areas</td>
|
||||
<td>Minimal</td>
|
||||
<td>d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Prairies, patrolled roads, countrysides</td>
|
||||
<td>Low</td>
|
||||
<td>d8</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Forests, hills, rivers</td>
|
||||
<td>Medium</td>
|
||||
<td>d10</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Vast forests, mountains, open sea, swamps</td>
|
||||
<td>High</td>
|
||||
<td>d12</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Deserts, frozen wastes, jungles, volcanoes</td>
|
||||
<td>Very High</td>
|
||||
<td>d20</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>
|
||||
Needless to say, a frequently patrolled area under enemy control will count
|
||||
as a <strong>High</strong> or <strong>Very High</strong> danger, just like a
|
||||
prairie overrun by hostile monsters.
|
||||
</p>
|
||||
<p>
|
||||
The Game Master has final say on the threat level for a given travel day.
|
||||
</p>
|
||||
<div class="example">
|
||||
<strong>Example:</strong>
|
||||
<p>
|
||||
A group of heroes are leaving the village of Relde for the Kanka Hills,
|
||||
where they must search for an old mining tunnel that supposedly leads to
|
||||
the lair of a wise water serpent.
|
||||
</p>
|
||||
<p>
|
||||
Liz (the Game Master) takes a look at the map and determines that the
|
||||
characters will need one travel day to reach the hills, and another travel
|
||||
day to explore the surrounding area in order to find the tunnel entrance.
|
||||
</p>
|
||||
<p>
|
||||
For the first travel day, the group will cross prairies (d8) and hills
|
||||
(d10). Since only the highest die has to be taken into account, Liz should
|
||||
roll a d10. However, there is talk of a gang of bandits roaming the
|
||||
prairie: she decides this should raise the threat level to
|
||||
<strong>High</strong> (d12). The die comes up a 7: a danger!
|
||||
</p>
|
||||
<p>
|
||||
Liz has the group encounter a band of four brigands, accompanied by a Grey
|
||||
Howler (a wolf-like creature). Following a quick conflict, the Player
|
||||
Characters manage to fend off the attackers.
|
||||
</p>
|
||||
<p>
|
||||
Before moving on to the next travel day, the heroes choose to use a Magic
|
||||
Tent and rest, regaining their energies.
|
||||
</p>
|
||||
<p>
|
||||
Finally, Liz rolls for the second travel day, spent exploring the hills in
|
||||
search of the fabled mine: this time, the die rolled is only a d10... and
|
||||
she rolls a 1! After giving it some thought, Liz describes the PCs finding
|
||||
an entrance to the ancient tunnels... but they are not alone! They meet a
|
||||
traveling merchant by the name of Lily, who wishes to be escorted through
|
||||
the mine: she seeks an audience with the serpent herself, and will reward
|
||||
them with goods or information for it!
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -1,65 +1,69 @@
|
||||
<h1>DANGERS</h1>
|
||||
<p>
|
||||
Characters should generally be able to overcome a danger through a series of
|
||||
Checks or a conflict scene.
|
||||
</p>
|
||||
<h2>Examples of Dangers</h2>
|
||||
<ul>
|
||||
<li>
|
||||
An area plagued by extreme weather conditions, such as sandstorms or bitter
|
||||
cold.
|
||||
</li>
|
||||
<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
|
||||
<li>A ferocious and territorial monster, or a group of hostile creatures.</li>
|
||||
<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
|
||||
<li>The risk of losing an important item.</li>
|
||||
</ul>
|
||||
<p>If you need to determine damage dealt by a danger, use the table below:</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Minor Damage</th>
|
||||
<th>Heavy Damage</th>
|
||||
<th>Massive Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5+</td>
|
||||
<td>10</td>
|
||||
<td>30</td>
|
||||
<td>40</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20+</td>
|
||||
<td>20</td>
|
||||
<td>40</td>
|
||||
<td>60</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>40+</td>
|
||||
<td>30</td>
|
||||
<td>50</td>
|
||||
<td>80</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>
|
||||
Status effects are another good consequence for dangers: for instance, the
|
||||
polluted swamp mentioned above might inflict <em>poisoned</em>.
|
||||
</p>
|
||||
<h2>World Map Management</h2>
|
||||
<p>
|
||||
While playing, the Game Master is free to add new landmarks, settlements and
|
||||
similar features to the map sheet whenever they feel appropriate. This usually
|
||||
happens when the group encounters a new point of interest or dangerous area,
|
||||
or when they learn about it from someone.
|
||||
</p>
|
||||
<p>
|
||||
Players can also add new features and locations to the map by spending a
|
||||
Fabula Point to add a new story element, as explained on
|
||||
<a href="/books/core/#page-98">page 98</a>.
|
||||
</p>
|
||||
<h3>Attribution</h3>
|
||||
<p>UPDATING THE WORLD MAP</p>
|
||||
<div>
|
||||
<h2>DANGERS</h2>
|
||||
<p>
|
||||
Characters should generally be able to overcome a danger through a series of
|
||||
Checks or a conflict scene.
|
||||
</p>
|
||||
<h2>Examples of Dangers</h2>
|
||||
<ul>
|
||||
<li>
|
||||
An area plagued by extreme weather conditions, such as sandstorms or
|
||||
bitter cold.
|
||||
</li>
|
||||
<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
|
||||
<li>
|
||||
A ferocious and territorial monster, or a group of hostile creatures.
|
||||
</li>
|
||||
<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
|
||||
<li>The risk of losing an important item.</li>
|
||||
</ul>
|
||||
<p>If you need to determine damage dealt by a danger, use the table below:</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Minor Damage</th>
|
||||
<th>Heavy Damage</th>
|
||||
<th>Massive Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5+</td>
|
||||
<td>10</td>
|
||||
<td>30</td>
|
||||
<td>40</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20+</td>
|
||||
<td>20</td>
|
||||
<td>40</td>
|
||||
<td>60</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>40+</td>
|
||||
<td>30</td>
|
||||
<td>50</td>
|
||||
<td>80</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>
|
||||
Status effects are another good consequence for dangers: for instance, the
|
||||
polluted swamp mentioned above might inflict <em>poisoned</em>.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>UPDATING THE WORLD MAP</h3>
|
||||
<p>
|
||||
While playing, the Game Master is free to add new landmarks, settlements and
|
||||
similar features to the map sheet whenever they feel appropriate. This
|
||||
usually happens when the group encounters a new point of interest or
|
||||
dangerous area, or when they learn about it from someone.
|
||||
</p>
|
||||
<p>
|
||||
Players can also add new features and locations to the map by spending a
|
||||
Fabula Point to add a new story element, as explained on
|
||||
<a href="/books/core/#page-98">page 98</a>.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@@ -1,20 +1,27 @@
|
||||
<p><strong>DISCOVERIES</strong></p>
|
||||
<p>
|
||||
Discoveries don’t happen that often, so the Game Master should make sure each
|
||||
and every one of them is unique and useful.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
The entrance to an ancient ruin: is it guarded? What treasures are hidden
|
||||
here?
|
||||
</li>
|
||||
<li>A merchant caravan or a group of helpful creatures.</li>
|
||||
<li>A secluded village or safe haven unknown to most.</li>
|
||||
<li>A precious item or piece of information.</li>
|
||||
</ul>
|
||||
<p>
|
||||
Remember that a discovery is always a good thing: even if it’s a dangerous
|
||||
location, the reward it conceals should more than make up for it.
|
||||
</p>
|
||||
<h2>The first airship pilot, Oona Sabine,</h2>
|
||||
<p>vanished during a flight over the Whisperwoods.</p>
|
||||
<div>
|
||||
<h2>DISCOVERIES</h2>
|
||||
<p>
|
||||
Discoveries don’t happen that often, so the Game Master should make sure
|
||||
each and every one of them is unique and useful.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
The entrance to an ancient ruin: is it guarded? What treasures are hidden
|
||||
here?
|
||||
</li>
|
||||
<li>A merchant caravan or a group of helpful creatures.</li>
|
||||
<li>A secluded village or safe haven unknown to most.</li>
|
||||
<li>A precious item or piece of information.</li>
|
||||
</ul>
|
||||
<p>
|
||||
Remember that a discovery is always a good thing: even if it’s a dangerous
|
||||
location, the reward it conceals should more than make up for it.
|
||||
</p>
|
||||
</div>
|
||||
<hr />
|
||||
<div>
|
||||
<blockquote>
|
||||
The first airship pilot, Oona Sabine, vanished during a flight over the
|
||||
Whisperwoods.
|
||||
</blockquote>
|
||||
</div>
|
||||
|
||||
@@ -1,58 +1,62 @@
|
||||
<p>
|
||||
The concept of a “dungeon” is a common trope in any type of RPG, tabletop and
|
||||
digital alike. Generally, a dungeon is frequently — but not always! — a
|
||||
labyrinthine environment, inhabited by hostile creatures... and often
|
||||
concealing valuable treasures and powerful magical items, or acting as an evil
|
||||
antagonist's lair.
|
||||
</p>
|
||||
<p>
|
||||
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
|
||||
location that is worthy of being explored. It could be an abandoned mill
|
||||
turned into a brigand hideout, a witch’s castle, or a network of waterways
|
||||
guarded by ancient golems.
|
||||
</p>
|
||||
<p>
|
||||
Most of the time, the dungeon itself won’t be that important: why the heroes
|
||||
are there and what can be found within it is what really matters. Other times,
|
||||
a dungeon can be a powerful way to tell a story about those who inhabited it —
|
||||
and maybe hint at some obscure truths or provide an answer to some of the game
|
||||
world's mysteries.
|
||||
</p>
|
||||
<h2>EXPLORING DUNGEONS</h2>
|
||||
<p>
|
||||
Depending on the size and importance of the dungeon in question, the Game
|
||||
Master may adopt any of the following methods:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Dungeon scenes.</strong> The exploration is run as a succession of
|
||||
key moments rather than an inch-by-inch search of the dungeon. This works
|
||||
best when the layout of the dungeon is mostly irrelevant and all that
|
||||
matters is what lies in its depths. This approach is identical to default
|
||||
gameplay: the heroes discuss their actions and describe what they do, the
|
||||
Game Master describes what goes on around them, and Checks and conflicts
|
||||
take place as normal.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Detailed exploration.</strong> The entire dungeon can be explored in
|
||||
its every nook and cranny. This approach can be quite time-consuming and
|
||||
should only be used if the structure and details of the place tell an
|
||||
important story. For this method to work, the GM should carefully prepare
|
||||
the layout of the dungeon beforehand — reserve it for locations that you're
|
||||
sure the PCs will explore.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
||||
scene, with maybe a single Group Check establishing whether the Player
|
||||
Characters encounter any obstacles or dangers before they reach the depths
|
||||
of the dungeon. Use this approach if you are short on time and if the
|
||||
dungeon isn't particularly important — the typical occasion would be a minor
|
||||
location discovered while traveling.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Additional advice on how the Game Master should prepare material for dungeons
|
||||
can be found starting on <a href="/books/core/#page-258">page 258</a>.
|
||||
</p>
|
||||
<hr />
|
||||
<p>DUNGEONS</p>
|
||||
<h1>DUNGEONS</h1>
|
||||
<div>
|
||||
<p>
|
||||
The concept of a “dungeon” is a common trope in any type of RPG, tabletop
|
||||
and digital alike. Generally, a dungeon is frequently — but not always! — a
|
||||
labyrinthine environment, inhabited by hostile creatures... and often
|
||||
concealing valuable treasures and powerful magical items, or acting as an
|
||||
evil antagonist's lair.
|
||||
</p>
|
||||
<p class="note">
|
||||
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
|
||||
location that is worthy of being explored. It could be an abandoned mill
|
||||
turned into a brigand hideout, a witch’s castle, or a network of waterways
|
||||
guarded by ancient golems.
|
||||
</p>
|
||||
<p>
|
||||
Most of the time, the dungeon itself won’t be that important: why the heroes
|
||||
are there and what can be found within it is what really matters. Other
|
||||
times, a dungeon can be a powerful way to tell a story about those who
|
||||
inhabited it — and maybe hint at some obscure truths or provide an answer to
|
||||
some of the game world's mysteries.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>EXPLORING DUNGEONS</h2>
|
||||
<p>
|
||||
Depending on the size and importance of the dungeon in question, the Game
|
||||
Master may adopt any of the following methods:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Dungeon scenes.</strong> The exploration is run as a succession of
|
||||
key moments rather than an inch-by-inch search of the dungeon. This works
|
||||
best when the layout of the dungeon is mostly irrelevant and all that
|
||||
matters is what lies in its depths. This approach is identical to default
|
||||
gameplay: the heroes discuss their actions and describe what they do, the
|
||||
Game Master describes what goes on around them, and Checks and conflicts
|
||||
take place as normal.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Detailed exploration.</strong> The entire dungeon can be explored
|
||||
in its every nook and cranny. This approach can be quite time-consuming
|
||||
and should only be used if the structure and details of the place tell an
|
||||
important story. For this method to work, the GM should carefully prepare
|
||||
the layout of the dungeon beforehand — reserve it for locations that
|
||||
you're sure the PCs will explore.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
||||
scene, with maybe a single Group Check establishing whether the Player
|
||||
Characters encounter any obstacles or dangers before they reach the depths
|
||||
of the dungeon. Use this approach if you are short on time and if the
|
||||
dungeon isn't particularly important — the typical occasion would be a
|
||||
minor location discovered while traveling.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Additional advice on how the Game Master should prepare material for
|
||||
dungeons can be found starting on
|
||||
<a href="/books/core/#page-258">page 258</a>.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@@ -1,38 +1,41 @@
|
||||
<h1>DANGER CLOCKS</h1>
|
||||
<p>
|
||||
The Game Master can use Clocks to keep track of incoming threats in the
|
||||
dungeon. These Danger Clocks should feature a number of section based on the
|
||||
urgency of the threat they represent:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Eight sections</strong> for a threat that isn't immediately obvious
|
||||
and will only come true with time — something like "crumbling temple" or
|
||||
"magitech system failure".
|
||||
</li>
|
||||
<li>
|
||||
<strong>Six sections</strong> for a threat that is quite obvious and likely
|
||||
to happen after a while — such as "wandering monsters" or "poisonous fog".
|
||||
</li>
|
||||
<li>
|
||||
<strong>Four sections</strong> for a threat that is urgent and very likely
|
||||
to happen — something like "surrounded" or "high alert" in a dungeon
|
||||
brimming with hostile creatures.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master may fill a Danger Clock as a consequence of failed Checks, as
|
||||
well as when an event would make the threat more likely, such as when the PCs
|
||||
spend time searching a room, make noise, rest inside the dungeon or draw
|
||||
unwanted attention.
|
||||
</p>
|
||||
<p>
|
||||
Different Danger Clocks will be triggered by different actions and events, of
|
||||
course — casting a spell might fill an "arcane overload" Clock, while
|
||||
searching a room is unlikely to affect it.
|
||||
</p>
|
||||
<p>
|
||||
As the Clock fills, the Game Master should foreshadow the incoming danger:
|
||||
once it is completely filled, that threat will become active in full, and the
|
||||
heroes will be forced to deal with it one way or another.
|
||||
</p>
|
||||
<div>
|
||||
<h2>DANGER CLOCKS</h2>
|
||||
<p>
|
||||
The Game Master can use Clocks to keep track of incoming threats in the
|
||||
dungeon. These Danger Clocks should feature a number of section based on the
|
||||
urgency of the threat they represent:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Eight sections</strong> for a threat that isn't immediately
|
||||
obvious and will only come true with time — something like "crumbling
|
||||
temple" or "magitech system failure".
|
||||
</li>
|
||||
<li>
|
||||
<strong>Six sections</strong> for a threat that is quite obvious and
|
||||
likely to happen after a while — such as "wandering monsters" or
|
||||
"poisonous fog".
|
||||
</li>
|
||||
<li>
|
||||
<strong>Four sections</strong> for a threat that is urgent and very likely
|
||||
to happen — something like "surrounded" or "high alert" in a dungeon
|
||||
brimming with hostile creatures.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master may fill a Danger Clock as a consequence of failed Checks,
|
||||
as well as when an event would make the threat more likely, such as when the
|
||||
PCs spend time searching a room, make noise, rest inside the dungeon or draw
|
||||
unwanted attention.
|
||||
</p>
|
||||
<p>
|
||||
Different Danger Clocks will be triggered by different actions and events,
|
||||
of course — casting a spell might fill an "arcane overload" Clock, while
|
||||
searching a room is unlikely to affect it.
|
||||
</p>
|
||||
<p>
|
||||
As the Clock fills, the Game Master should foreshadow the incoming danger:
|
||||
once it is completely filled, that threat will become active in full, and
|
||||
the heroes will be forced to deal with it one way or another.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@@ -1,54 +1,66 @@
|
||||
<p>
|
||||
The worlds of Fabula Ultima are innately magical, bound together on an atomic
|
||||
level by a stream of eternal souls. Because of this, many creatures can wield
|
||||
magic, manipulating soul energy to create supernatural effects.
|
||||
</p>
|
||||
<h2>SPELLS AND RITUALS</h2>
|
||||
<p>
|
||||
Magic in Fabula Ultima falls within one of two categories: spells or Rituals.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Spells</strong> represent codified magic formulas developed to
|
||||
protect warriors and travelers: their applications are primarily offensive
|
||||
or defensive. They can be learned easily and only require a brief gesture to
|
||||
cast, but lack flexibility.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Rituals</strong>, on the other hand, are complex magical effects
|
||||
designed to overcome a specific obstacle: whenever a Ritual is performed, it
|
||||
will always be started from scratch and take several minutes to complete.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
While powerful and extremely flexible, Rituals consume large amounts of Mind
|
||||
Points and require difficult Magic Checks; additionally, failing a Ritual will
|
||||
cause the magic to spiral out of control. While these downsides can be
|
||||
mitigated through time, effort, and complex procedures, the truth remains that
|
||||
Ritual magic is a powerful resource... but one that should be used sparingly.
|
||||
</p>
|
||||
<p>
|
||||
The mechanics governing spells and Rituals can be found in the next pages.
|
||||
</p>
|
||||
<h2>MAGIC DISCIPLINES</h2>
|
||||
<p>
|
||||
This book features a total of six disciplines: Arcanism, Chimerism,
|
||||
Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to
|
||||
a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist,
|
||||
whilst Ritualism is available to all of these Classes, except for Arcanists.
|
||||
</p>
|
||||
<h3>ARCANISM</h3>
|
||||
<p>
|
||||
Arcanists can project a large portion of their soul outside their bodies,
|
||||
forcing it to resonate with the power left behind by ancient divine entities
|
||||
known as Arcana, and manifest a fragment of their power. To access an
|
||||
Arcanum’s power, one must first earn their favor: this often involves
|
||||
completing some sort of trial, quest, or mission.
|
||||
</p>
|
||||
<p>
|
||||
Arcanism is a peculiar discipline that does not feature spells, but instead
|
||||
follows its own unique mechanics (see the Arcanist Class on
|
||||
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
|
||||
possible through the Arcane Rituals Skill.
|
||||
</p>
|
||||
<p>MAGIC</p>
|
||||
<h1>MAGIC</h1>
|
||||
<div>
|
||||
<p>
|
||||
The worlds of Fabula Ultima are innately magical, bound together on an
|
||||
atomic level by a stream of eternal souls. Because of this, many creatures
|
||||
can wield magic, manipulating soul energy to create supernatural effects.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>SPELLS AND RITUALS</h2>
|
||||
<p>
|
||||
Magic in Fabula Ultima falls within one of two categories: spells or
|
||||
Rituals.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Spells</strong> represent codified magic formulas developed to
|
||||
protect warriors and travelers: their applications are primarily offensive
|
||||
or defensive. They can be learned easily and only require a brief gesture
|
||||
to cast, but lack flexibility.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Rituals</strong>, on the other hand, are complex magical effects
|
||||
designed to overcome a specific obstacle: whenever a Ritual is performed,
|
||||
it will always be started from scratch and take several minutes to
|
||||
complete.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
While powerful and extremely flexible, Rituals consume large amounts of Mind
|
||||
Points and require difficult Magic Checks; additionally, failing a Ritual
|
||||
will cause the magic to spiral out of control. While these downsides can be
|
||||
mitigated through time, effort, and complex procedures, the truth remains
|
||||
that Ritual magic is a powerful resource... but one that should be used
|
||||
sparingly.
|
||||
</p>
|
||||
<p>
|
||||
The mechanics governing spells and Rituals can be found in the next pages.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>MAGIC DISCIPLINES</h2>
|
||||
<p>
|
||||
This book features a total of six disciplines: Arcanism, Chimerism,
|
||||
Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond
|
||||
to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and
|
||||
Spiritist, whilst Ritualism is available to all of these Classes, except for
|
||||
Arcanists.
|
||||
</p>
|
||||
<div>
|
||||
<h3>ARCANISM</h3>
|
||||
<p>
|
||||
Arcanists can project a large portion of their soul outside their bodies,
|
||||
forcing it to resonate with the power left behind by ancient divine
|
||||
entities known as Arcana, and manifest a fragment of their power. To
|
||||
access an Arcanum’s power, one must first earn their favor: this often
|
||||
involves completing some sort of trial, quest, or mission.
|
||||
</p>
|
||||
<p>
|
||||
Arcanism is a peculiar discipline that does not feature spells, but
|
||||
instead follows its own unique mechanics (see the Arcanist Class on
|
||||
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
|
||||
possible through the Arcane Rituals Skill.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -1,44 +1,55 @@
|
||||
<h2>Chimerism</h2>
|
||||
<p>
|
||||
Chimerists gain their powers from the souls of beasts and monsters; they
|
||||
search for creatures able to cast spells and attempt to mimic the same
|
||||
effects.
|
||||
</p>
|
||||
<p>
|
||||
Chimerism features both spells and Rituals. However, Chimerist spells must be
|
||||
learned from creatures (see the Spell Mimic Skill on
|
||||
<a href="/books/core/#page-183">page 183</a>).
|
||||
</p>
|
||||
<h2>Elementalism</h2>
|
||||
<p>
|
||||
Elementalists can control the stream of souls that binds the four core
|
||||
elements of creation: air, earth, fire, and water. They can also influence any
|
||||
of their combinations and manifestations, such as magma, blizzards, deserts,
|
||||
or clouds.
|
||||
</p>
|
||||
<p>Elementalism features both spells and Rituals.</p>
|
||||
<h2>Entropism</h2>
|
||||
<p>
|
||||
Entropists go beyond the stream of souls found in the world and reach for the
|
||||
vast expanse of nothingness between stars. Their chaotic magic defies logic,
|
||||
twisting time and space and dissipating souls, matter, and magical energy.
|
||||
</p>
|
||||
<p>Entropism features both spells and Rituals.</p>
|
||||
<h2>Ritualism</h2>
|
||||
<p>
|
||||
Contrary to most other magical disciplines, Ritualism features no spells and
|
||||
can only be used in Ritual form. It is a catch-all term for Rituals performed
|
||||
to manipulate, sense, bind or unleash magical energy present within a
|
||||
location, item, mechanism, or relic.
|
||||
</p>
|
||||
<p>
|
||||
From a certain point of view, magitech could be considered a combination of
|
||||
Ritualism and technology.
|
||||
</p>
|
||||
<h2>Spiritism</h2>
|
||||
<p>
|
||||
Spiritists can manipulate the raw energy found within the souls of living
|
||||
creatures, influencing their emotions and manipulating their vital force: a
|
||||
power both miraculous and frightening.
|
||||
</p>
|
||||
<p>Spiritism features both spells and Rituals.</p>
|
||||
<div>
|
||||
<h3>Chimerism</h3>
|
||||
<p>
|
||||
Chimerists gain their powers from the souls of beasts and monsters; they
|
||||
search for creatures able to cast spells and attempt to mimic the same
|
||||
effects.
|
||||
</p>
|
||||
<p>
|
||||
Chimerism features both spells and Rituals. However, Chimerist spells must
|
||||
be learned from creatures (see the Spell Mimic Skill on
|
||||
<a href="/books/core/#page-183">page 183</a>).
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Elementalism</h3>
|
||||
<p>
|
||||
Elementalists can control the stream of souls that binds the four core
|
||||
elements of creation: air, earth, fire, and water. They can also influence
|
||||
any of their combinations and manifestations, such as magma, blizzards,
|
||||
deserts, or clouds.
|
||||
</p>
|
||||
<p>Elementalism features both spells and Rituals.</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Entropism</h3>
|
||||
<p>
|
||||
Entropists go beyond the stream of souls found in the world and reach for
|
||||
the vast expanse of nothingness between stars. Their chaotic magic defies
|
||||
logic, twisting time and space and dissipating souls, matter, and magical
|
||||
energy.
|
||||
</p>
|
||||
<p>Entropism features both spells and Rituals.</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Ritualism</h3>
|
||||
<p>
|
||||
Contrary to most other magical disciplines, Ritualism features no spells and
|
||||
can only be used in Ritual form. It is a catch-all term for Rituals
|
||||
performed to manipulate, sense, bind or unleash magical energy present
|
||||
within a location, item, mechanism, or relic.
|
||||
</p>
|
||||
<p>
|
||||
From a certain point of view, magitech could be considered a combination of
|
||||
Ritualism and technology.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Spiritism</h3>
|
||||
<p>
|
||||
Spiritists can manipulate the raw energy found within the souls of living
|
||||
creatures, influencing their emotions and manipulating their vital force: a
|
||||
power both miraculous and frightening.
|
||||
</p>
|
||||
<p>Spiritism features both spells and Rituals.</p>
|
||||
</div>
|
||||
|
||||
@@ -1,70 +1,96 @@
|
||||
<p>
|
||||
Spells can belong to any of the following disciplines: Chimerism,
|
||||
Elementalism, Entropism, and Spiritism. The remaining two disciplines,
|
||||
Arcanism and Ritualism, do not feature any spells.
|
||||
</p>
|
||||
<h2>Spell Format</h2>
|
||||
<p>
|
||||
Each spell description uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<h3>Example Spell Metadata</h3>
|
||||
<p>
|
||||
<strong>Ignis</strong> <span>rr</span> 10 × T | Up to three creatures |
|
||||
Instantaneous
|
||||
</p>
|
||||
<p>
|
||||
You unleash a searing barrage against your foes, conjuring flames out of thin
|
||||
air. Each target hit by this spell suffers
|
||||
<strong class="mechanical-effect">【HR + 15】</strong> fire damage.
|
||||
</p>
|
||||
<p>
|
||||
<strong>Opportunity:</strong> Each target hit by this spell suffers shaken.
|
||||
</p>
|
||||
<h3>Spell Components</h3>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>The Name and Type:</strong> The name of the spell, and whether it is
|
||||
an offensive spell (rr). <br /><em
|
||||
>See <a href="/books/core/#page-116">page 116</a> for more information on
|
||||
offensive spells.</em
|
||||
>
|
||||
</li>
|
||||
<li>
|
||||
<strong>Mind Point Cost:</strong> The cost of the spell in Mind Points. To
|
||||
cast a spell, you must have enough MP to pay its cost; additionally, some
|
||||
spells allow you to spend more MP to increase the number of targets or
|
||||
strengthen the effect. For instance, a spell with a cost of 10 × T will cost
|
||||
you 10 Mind Points per target; the final amount of Mind Points required to
|
||||
cast a spell is known as the total MP cost.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Targets:</strong> The targets that can be affected by the spell.
|
||||
Most spells can target a certain number of creatures, but others may affect
|
||||
different targets (such as weapons).
|
||||
</li>
|
||||
<li>
|
||||
<strong>Target Specification:</strong> A target of "Self" means the caster
|
||||
will use the spell on themselves, while a target of "Special" indicates that
|
||||
the spell functions in a unique way described in its text, usually affecting
|
||||
a variety of creatures or elements present on the scene.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Duration:</strong> The duration of the spell. Either
|
||||
"Instantaneous", meaning that the spell takes effect immediately and then
|
||||
dissipates, or "Scene", meaning that the spell creates an ongoing effect
|
||||
lasting until the end of the scene it was cast in.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Effect Description:</strong> The effect of the spell, often preceded
|
||||
by a flavorful description. This description has no mechanical relevance,
|
||||
but can help you understand the concept behind the spell and customize its
|
||||
appearance in order to fit your character.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Opportunity Effect:</strong> Spells that require a Magic Check often
|
||||
feature an opportunity effect. If you roll a critical success on your Magic
|
||||
Check, you may spend the corresponding opportunity to trigger this effect.
|
||||
</li>
|
||||
</ul>
|
||||
<h2>Spells</h2>
|
||||
<div>
|
||||
<h2>Spells</h2>
|
||||
<p>
|
||||
Spells can belong to any of the following disciplines: Chimerism,
|
||||
Elementalism, Entropism, and Spiritism. The remaining two disciplines,
|
||||
Arcanism and Ritualism, do not feature any spells.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>Spell Format</h2>
|
||||
<p>
|
||||
Each spell description uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<div>
|
||||
<h3>Example Spell Metadata</h3>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Targets</th>
|
||||
<th>Duration</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Ignis (rr)</td>
|
||||
<td>10 × T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You unleash a searing barrage against your foes, conjuring flames
|
||||
out of thin air. Each target hit by this spell suffers
|
||||
<span>【HR + 15】</span> fire damage.
|
||||
<strong>Opportunity:</strong> Each target hit by this spell suffers
|
||||
shaken.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Spell Components</h3>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>The Name and Type:</strong> The name of the spell, and whether
|
||||
it is an offensive spell (rr).
|
||||
<em>
|
||||
See <a href="/books/core/#page-116">page 116</a> for more information
|
||||
on offensive spells.
|
||||
</em>
|
||||
</li>
|
||||
<li>
|
||||
<strong>Mind Point Cost:</strong> The cost of the spell in Mind Points.
|
||||
To cast a spell, you must have enough MP to pay its cost; additionally,
|
||||
some spells allow you to spend more MP to increase the number of targets
|
||||
or strengthen the effect. For instance, a spell with a cost of 10 × T
|
||||
will cost you 10 Mind Points per target; the final amount of Mind Points
|
||||
required to cast a spell is known as the total MP cost.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Targets:</strong> The targets that can be affected by the spell.
|
||||
Most spells can target a certain number of creatures, but others may
|
||||
affect different targets (such as weapons).
|
||||
</li>
|
||||
<li>
|
||||
<strong>Target Specification:</strong> A target of "Self" means the
|
||||
caster will use the spell on themselves, while a target of "Special"
|
||||
indicates that the spell functions in a unique way described in its
|
||||
text, usually affecting a variety of creatures or elements present on
|
||||
the scene.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Duration:</strong> The duration of the spell. Either
|
||||
"Instantaneous", meaning that the spell takes effect immediately and
|
||||
then dissipates, or "Scene", meaning that the spell creates an ongoing
|
||||
effect lasting until the end of the scene it was cast in.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Effect Description:</strong> The effect of the spell, often
|
||||
preceded by a flavorful description. This description has no mechanical
|
||||
relevance, but can help you understand the concept behind the spell and
|
||||
customize its appearance in order to fit your character.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Opportunity Effect:</strong> Spells that require a Magic Check
|
||||
often feature an opportunity effect. If you roll a critical success on
|
||||
your Magic Check, you may spend the corresponding opportunity to trigger
|
||||
this effect.
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -1,47 +1,44 @@
|
||||
<h2>Casting a Spell</h2>
|
||||
<p>To cast a spell, you must fulfill the following prerequisites:</p>
|
||||
<ul>
|
||||
<li>
|
||||
You must be free to move your body. You can be holding items in your hands,
|
||||
as long as you can move your arms.
|
||||
</li>
|
||||
<li>You must be able to speak and pronounce the invocation.</li>
|
||||
<li>
|
||||
You must have enough Mind Points to pay for the spell’s total MP cost,
|
||||
including any additional MP used to enhance its effect.
|
||||
</li>
|
||||
<li>
|
||||
Unless you are casting a spell with a target of <strong>Self</strong> or
|
||||
<strong>Special</strong>, you must be able to see your targets.
|
||||
</li>
|
||||
</ul>
|
||||
<p>If all of the above are true, you may cast the spell.</p>
|
||||
<ol>
|
||||
<li>
|
||||
Declare which spell you want to cast among those your character has learned,
|
||||
and what its effect will be.
|
||||
</li>
|
||||
<li>If required, choose the targets for your spell.</li>
|
||||
<li>
|
||||
Perform the magical gestures and pronounce the formula — remember that any
|
||||
nearby creatures will see and hear you.
|
||||
</li>
|
||||
</ol>
|
||||
<h3>Magic Checks</h3>
|
||||
<p>
|
||||
If the spell is an offensive spell, you must also perform a Magic Check.
|
||||
Elementalism, Entropism, and Spiritism Checks rely on
|
||||
<strong>【INS + WLP 】</strong>, while Chimerism may choose between
|
||||
<strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>.
|
||||
</p>
|
||||
<p>
|
||||
Non-offensive spells are automatically successful and require no Check.
|
||||
Fumbles and critical successes on Magic Checks generate opportunities as
|
||||
normal.
|
||||
</p>
|
||||
<ol start="4">
|
||||
<li>Spend the required amount of Mind Points.</li>
|
||||
</ol>
|
||||
<ol start="5">
|
||||
<li>Apply the effects of the spell.</li>
|
||||
</ol>
|
||||
<div>
|
||||
<h2>Casting a Spell</h2>
|
||||
<p>To cast a spell, you must fulfill the following prerequisites:</p>
|
||||
<ul>
|
||||
<li>
|
||||
You must be free to move your body. You can be holding items in your
|
||||
hands, as long as you can move your arms.
|
||||
</li>
|
||||
<li>You must be able to speak and pronounce the invocation.</li>
|
||||
<li>
|
||||
You must have enough Mind Points to pay for the spell’s total MP cost,
|
||||
including any additional MP used to enhance its effect.
|
||||
</li>
|
||||
<li>
|
||||
Unless you are casting a spell with a target of <strong>Self</strong> or
|
||||
<strong>Special</strong>, you must be able to see your targets.
|
||||
</li>
|
||||
</ul>
|
||||
<p>If all of the above are true, you may cast the spell.</p>
|
||||
<ol>
|
||||
<li>
|
||||
Declare which spell you want to cast among those your character has
|
||||
learned, and what its effect will be.
|
||||
</li>
|
||||
<li>If required, choose the targets for your spell.</li>
|
||||
<li>
|
||||
Perform the magical gestures and pronounce the formula — remember that any
|
||||
nearby creatures will see and hear you.
|
||||
</li>
|
||||
<li>Spend the required amount of Mind Points.</li>
|
||||
<li>
|
||||
If the spell is an offensive (rr) spell, you must also perform a Magic
|
||||
Check. Elementalism, Entropism, and Spiritism Checks rely on
|
||||
<span>【INS + WLP 】</span>, while Chimerism may choose between
|
||||
<span>【INS + WLP】</span> or <span>【MIG + WLP】</span>.
|
||||
<p>
|
||||
Non-offensive spells are automatically successful and require no Check.
|
||||
Fumbles and critical successes on Magic Checks generate opportunities as
|
||||
normal.
|
||||
</p>
|
||||
</li>
|
||||
<li>Apply the effects of the spell.</li>
|
||||
</ol>
|
||||
</div>
|
||||
|
||||
@@ -36,8 +36,8 @@
|
||||
<p class="example">
|
||||
Example: The Obliterator Airship Babel will be operative within four days. If
|
||||
they want to neutralize its soul core and prevent the Emperor from conquering
|
||||
the region, the heroes have no time to lose!
|
||||
The Game Master draws a huge Clock on the world map — four sections only!
|
||||
the region, the heroes have no time to lose! The Game Master draws a huge
|
||||
Clock on the world map — four sections only!
|
||||
</p>
|
||||
<p>
|
||||
Clocks like these are "time trackers" and normally can't be directly
|
||||
|
||||
@@ -1,12 +1,74 @@
|
||||
<td>
|
||||
Add Bond strength to a Check (see <a href="/books/core/#page-47">page 47</a>).
|
||||
</td>
|
||||
<td>
|
||||
Add Bond strength to a Check (see <a href="/books/core/#page-47">page 47</a>).
|
||||
</td>
|
||||
<td>
|
||||
Reroll dice during a Check (see <a href="/books/core/#page-46">page 46</a>).
|
||||
</td>
|
||||
<td>
|
||||
Reroll dice during a Check (see <a href="/books/core/#page-46">page 46</a>).
|
||||
</td>
|
||||
<h2>SPENDING FABULA POINTS</h2>
|
||||
|
||||
<p>
|
||||
Your character's Fabula Points can be spent in a variety of ways — you have
|
||||
already encountered some of them during the previous pages, but there are two
|
||||
more:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
Altering the current situation to your advantage in some way, by modifying
|
||||
or adding elements (see next page).
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Some powerful character abilities require you to spend Fabula Points in
|
||||
order to activate them.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Taking these into account, the complete list of Fabula Point uses looks like
|
||||
this:
|
||||
</p>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Effect</th>
|
||||
<th>Fabula Point Cost</th>
|
||||
<th>Description</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Alter the Story</td>
|
||||
<td>1</td>
|
||||
<td>Alter an existing element or add a new element.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Invoke Bond</td>
|
||||
<td>1</td>
|
||||
<td>Add Bond strength to a Check (see page 47).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Invoke Trait</td>
|
||||
<td>1</td>
|
||||
<td>Reroll dice during a Check (see page 46).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Use Skill</td>
|
||||
<td>varies</td>
|
||||
<td>Use a Skill that requires Fabula Points.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h3>FABULA POINTS</h3>
|
||||
|
||||
<p>
|
||||
Fabula Points act as the core engine of the game, and they work as both a
|
||||
mechanical and a narrative currency. The more hardships and defeats you face,
|
||||
the more Fabula Points you earn; and the more you spend them to overcome
|
||||
obstacles and challenges, the faster your character grows.
|
||||
</p>
|
||||
<p>
|
||||
In a way, Fabula Points represent the cycle of fate surrounding the
|
||||
protagonists of the story: they gather resolve from defeat, channel that
|
||||
resolve through the Traits and Bonds that make them who they are, and grow
|
||||
stronger for that... only to be faced with even greater adversities.
|
||||
</p>
|
||||
<p>
|
||||
Is this truly a neverending cycle, or is it a spiral that can lead to new hope
|
||||
for your world? Only by playing the game will you be able to reach an answer!
|
||||
</p>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h1>ALTERING THE STORY</h1>
|
||||
<h2>ALTERING THE STORY</h2>
|
||||
<p>
|
||||
As a Player, you can spend 1 Fabula Point to make a statement about the story.
|
||||
You get to shape part of the world, its people, and its creatures, to fill in
|
||||
@@ -44,16 +44,18 @@
|
||||
your best to embrace the adventurous (and sometimes over-the-top) nature of
|
||||
this rule.
|
||||
</p>
|
||||
<h2>Example 1</h2>
|
||||
<p>
|
||||
After defeating the Mirror Golem in the depths of the forest ruins, the heroes
|
||||
recover a strange ivory disc bearing mysterious inscriptions. No one among
|
||||
them knows how to read this ancient language; a Player decides to spend 1
|
||||
Fabula Point to state his character knows of an elderly scholar living in the
|
||||
countryside nearby, who might be able to help.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
<div class="example">
|
||||
<p>
|
||||
<strong>Example 1:</strong> After defeating the Mirror Golem in the
|
||||
depths of the forest ruins, the heroes recover a strange ivory disc bearing
|
||||
mysterious inscriptions. No one among them knows how to read this ancient
|
||||
language; a Player decides to spend 1 Fabula Point to state his character
|
||||
knows of an elderly scholar living in the countryside nearby, who might be
|
||||
able to help.
|
||||
</p>
|
||||
<p>
|
||||
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.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@@ -1,41 +1,46 @@
|
||||
<h2>
|
||||
Example 2: Our heroes are searching for a massive dragon across the rocky
|
||||
hills surrounding Ildefort.
|
||||
</h2>
|
||||
<p>
|
||||
They finally track the monster down to a large cavern. At that point, a
|
||||
<strong>Player</strong> declares she wants to spend 1 Fabula Point to state
|
||||
that the creature is asleep — this will make it easier to get the drop on
|
||||
them.
|
||||
</p>
|
||||
<p>
|
||||
The dragon is a creature introduced by the <strong>Game Master</strong>, which
|
||||
means the <strong>Player</strong> needs permission in order to make a
|
||||
statement about them. The <strong>GM</strong> is okay with this, but points
|
||||
out that this is no "magical sleep" and that the group will have to make
|
||||
Checks in order to avoid waking up the dragon.
|
||||
</p>
|
||||
<h2>
|
||||
Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial
|
||||
army.
|
||||
</h2>
|
||||
<p>
|
||||
Now Daige finds herself back in the imperial capital, leading an infiltration
|
||||
team determined to steal the Soul Crystal from the Empress' clutches.
|
||||
</p>
|
||||
<p>
|
||||
While gathering information in the streets, Daige and her comrade Valincor
|
||||
realize they are being followed by a city guard: the
|
||||
<strong>Player</strong> controlling Daige, Hannah, spends 1 Fabula Point and
|
||||
reveals that their pursuer is actually a member of her former unit, Ramis. He
|
||||
was never a fan of imperial cruelties but remained in the army to feed his
|
||||
family. Since the city guard was a character introduced by the
|
||||
<strong>Game Master</strong>, Hannah needs permission — this is a huge change
|
||||
to the scene, but the GM is intrigued and agrees to it.
|
||||
</p>
|
||||
<p>
|
||||
From now on, the <strong>Game Master</strong> will still control Ramis — but
|
||||
the heroes have gained a new and useful contact within the capital. However,
|
||||
Ramis still has a weakness: what will he do if his family is threatened?
|
||||
</p>
|
||||
<p>There is more than one side to each story.</p>
|
||||
<div class="example">
|
||||
<p>
|
||||
<strong>Example 2:</strong> Our heroes are searching for a massive
|
||||
dragon across the rocky hills surrounding Ildefort.
|
||||
</p>
|
||||
<p>
|
||||
They finally track the monster down to a large cavern. At that point, a
|
||||
<strong>Player</strong> declares she wants to spend 1 Fabula Point to state
|
||||
that the creature is asleep — this will make it easier to get the drop on
|
||||
them.
|
||||
</p>
|
||||
<p>
|
||||
The dragon is a creature introduced by the <strong>Game Master</strong>,
|
||||
which means the <strong>Player</strong> needs permission in order to make a
|
||||
statement about them. The <strong>GM</strong> is okay with this, but points
|
||||
out that this is no "magical sleep" and that the group will have to make
|
||||
Checks in order to avoid waking up the dragon.
|
||||
</p>
|
||||
</div>
|
||||
<div class="example">
|
||||
<p>
|
||||
<strong>Example 3:</strong> Seven years ago, the warrior-sorceress
|
||||
Daige deserted the imperial army.
|
||||
</p>
|
||||
<p>
|
||||
Now Daige finds herself back in the imperial capital, leading an
|
||||
infiltration team determined to steal the Soul Crystal from the Empress'
|
||||
clutches.
|
||||
</p>
|
||||
<p>
|
||||
While gathering information in the streets, Daige and her comrade Valincor
|
||||
realize they are being followed by a city guard: the
|
||||
<strong>Player</strong> controlling Daige, Hannah, spends 1 Fabula Point and
|
||||
reveals that their pursuer is actually a member of her former unit, Ramis.
|
||||
He was never a fan of imperial cruelties but remained in the army to feed
|
||||
his family. Since the city guard was a character introduced by the
|
||||
<strong>Game Master</strong>, Hannah needs permission — this is a huge
|
||||
change to the scene, but the GM is intrigued and agrees to it.
|
||||
</p>
|
||||
<p>
|
||||
From now on, the <strong>Game Master</strong> will still control Ramis — but
|
||||
the heroes have gained a new and useful contact within the capital. However,
|
||||
Ramis still has a weakness: what will he do if his family is threatened?
|
||||
</p>
|
||||
<p>There is more than one side to each story.</p>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user