diff --git a/books/core/104.html b/books/core/104.html index 58ddfa0..0da4dd6 100644 --- a/books/core/104.html +++ b/books/core/104.html @@ -1,69 +1,72 @@ -

INVENTORY POINTS

+
+

INVENTORY POINTS

-

- Player Characters have an abstract reserve of useful gear and consumable - items, represented by Inventory Points (IP). -

-

- A character can normally carry a maximum of 6 Inventory Points; however, some - Classes and special Skills will increase this limit. -

- -

SPENDING INVENTORY POINTS

-

- Whenever you need a consumable item from the list below, you may spend an - appropriate amount of Inventory Points to produce it from your bag and apply - its effect — all Inventory Points spent this way must come from the same - character. -

-

- Once created, the item must be used immediately and is destroyed in the - process; you cannot create it and then "save it for later". -

-

- The table below lists the default inventory objects available in the game; - this information is also present on your group sheet for easier reference. The - sheet also features blank spaces where you can write custom inventory items - that are unique to your world! -

-

- The Tinkerer Class (page 210) can use - Inventory Points in a variety of ways. -

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ITEMIP COSTEFFECT
PotionsElixir 3One creature recovers 50 Mind Points.
Remedy 3One creature recovers 50 Hit Points.
Tonic 2One creature recovers from a single status effect.
Utility - Elemental Shard 2 One creature suffers 10 damage of a type of your - choice (air, bolt, earth, fire, or ice). -
MagicTent 4 Allows the entire group to rest in the wilderness.
+

+ Player Characters have an abstract reserve of useful gear and consumable + items, represented by Inventory Points (IP). +

+

+ A character can normally carry a maximum of 6 Inventory Points; however, + some Classes and special Skills will increase this limit. +

+
+
+

SPENDING INVENTORY POINTS

+

+ Whenever you need a consumable item from the list below, you may spend an + appropriate amount of Inventory Points to produce it from your bag and apply + its effect — all Inventory Points spent this way must come from the same + character. +

+

+ Once created, the item must be used immediately and is destroyed in the + process; you cannot create it and then "save it for later". +

+

+ The table below lists the default inventory objects available in the game; + this information is also present on your group sheet for easier reference. + The sheet also features blank spaces where you can write custom inventory + items that are unique to your world! +

+

+ The Tinkerer Class (page 210) can use + Inventory Points in a variety of ways. +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
ITEMIP COSTEFFECT
PotionsElixir 3One creature recovers 50 Mind Points.
Remedy 3One creature recovers 50 Hit Points.
Tonic 2One creature recovers from a single status effect.
Utility + Elemental Shard 2 One creature suffers 10 damage of a type of your + choice (air, bolt, earth, fire, or ice). +
MagicTent 4 Allows the entire group to rest in the wilderness.
+
diff --git a/books/core/105.html b/books/core/105.html index 98a8519..df9abbc 100644 --- a/books/core/105.html +++ b/books/core/105.html @@ -44,7 +44,7 @@ For instance, an item that costs 2 IP to create should sell for 10 zenit at most.

-

+

Note: While tools and similar gear might allow you to perform an otherwise impossible operation, they never grant any mechanical benefit.

diff --git a/books/core/106.html b/books/core/106.html index fe8aafd..ed10a9f 100644 --- a/books/core/106.html +++ b/books/core/106.html @@ -1,52 +1,61 @@ -

- While conflicts may be the most memorable moments of a game session, the - exploration of the game world is another major aspect of Fabula Ultima. At the - beginning of the game, your group will create the world together (see World - Creation, on page 148); however, this does - not mean you know everything about it. While you may be familiar with the main - regions and cities, there are plenty of discoveries — and dangers! — awaiting - our heroes. -

-

TRAVELING ACROSS THE WORLD MAP

-

- When a group embarks on a journey, the Game Master makes use of the map sheet - to track their movements. The basic unit of this system is the travel day: it - is the average distance covered during a single day on the map (assuming the - characters are traveling on foot). The length of one travel day when using - your map sheet must be established by the group during World Creation. -

-

For each travel day required by the journey, perform the following steps:

-

JOURNEYS AND TRA VELS

-

- For the sake of simplicity, travel days should always be rounded up to the - next whole number — a journey taking two and a half days is rounded up to - three days, for instance. -

-

- The Game Master always has final say on how many travel days a journey will - take. -

- +
+

+ While conflicts may be the most memorable moments of a game session, the + exploration of the game world is another major aspect of Fabula Ultima. At + the beginning of the game, your group will create the world together (see + World Creation, on page 148); however, + this does not mean you know everything about it. While you may be familiar + with the main regions and cities, there are plenty of discoveries — and + dangers! — awaiting our heroes. +

+
+
+

TRAVELING ACROSS THE WORLD MAP

+

+ When a group embarks on a journey, the Game Master makes use of the map + sheet to track their movements. The basic unit of this system is the travel + day: it is the average distance covered during a single day on the map + (assuming the characters are traveling on foot). The length of one travel + day when using your map sheet must be established by the group during World + Creation. +

+

+ For each travel day required by the journey, perform the following steps: +

+
+
+

JOURNEYS AND TRAVELS

+

+ For the sake of simplicity, travel days should always be rounded up to the + next whole number — a journey taking two and a half days is rounded up to + three days, for instance. +

+

+ The Game Master always has final say on how many travel days a journey will + take. +

+ +
diff --git a/books/core/107.html b/books/core/107.html index 90b12f5..732e80a 100644 --- a/books/core/107.html +++ b/books/core/107.html @@ -1,79 +1,85 @@ -

Sample Areas Threat Level Travel Roll

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
AreaThreat LevelTravel Roll
Within villages, cities and guarded areasMinimald6
Prairies, patrolled roads, countrysidesLowd8
Forests, hills, riversMediumd10
Vast forests, mountains, open sea, swampsHighd12
Deserts, frozen wastes, jungles, volcanoesVery Highd20
-

- Needless to say, a frequently patrolled area under enemy control will count as - a High or Very High danger, just like a - prairie overrun by hostile monsters. -

-

The Game Master has final say on the threat level for a given travel day.

-

Example

-

- A group of heroes are leaving the village of Relde for the Kanka Hills, where - they must search for an old mining tunnel that supposedly leads to the lair of - a wise water serpent. -

-

- Liz (the Game Master) takes a look at the map and determines that the - characters will need one travel day to reach the hills, and another travel day - to explore the surrounding area in order to find the tunnel entrance. -

-

- For the first travel day, the group will cross prairies (d8) and hills (d10). - Since only the highest die has to be taken into account, Liz should roll a - d10. However, there is talk of a gang of bandits roaming the prairie: she - decides this should raise the threat level to High (d12). The - die comes up a 7: a danger! -

-

- Liz has the group encounter a band of four brigands, accompanied by a Grey - Howler (a wolf-like creature). Following a quick conflict, the Player - Characters manage to fend off the attackers. -

-

- Before moving on to the next travel day, the heroes choose to use a Magic Tent - and rest, regaining their energies. -

-

- Finally, Liz rolls for the second travel day, spent exploring the hills in - search of the fabled mine: this time, the die rolled is only a d10... and she - rolls a 1! After giving it some thought, Liz describes the PCs finding an - entrance to the ancient tunnels... but they are not alone! They meet a - traveling merchant by the name of Lily, who wishes to be escorted through the - mine: she seeks an audience with the serpent herself, and will reward them - with goods or information for it! -

+
+

Sample Areas Threat Level Travel Roll

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
AreaThreat LevelTravel Roll
Within villages, cities and guarded areasMinimald6
Prairies, patrolled roads, countrysidesLowd8
Forests, hills, riversMediumd10
Vast forests, mountains, open sea, swampsHighd12
Deserts, frozen wastes, jungles, volcanoesVery Highd20
+

+ Needless to say, a frequently patrolled area under enemy control will count + as a High or Very High danger, just like a + prairie overrun by hostile monsters. +

+

+ The Game Master has final say on the threat level for a given travel day. +

+
+ Example:  +

+ A group of heroes are leaving the village of Relde for the Kanka Hills, + where they must search for an old mining tunnel that supposedly leads to + the lair of a wise water serpent. +

+

+ Liz (the Game Master) takes a look at the map and determines that the + characters will need one travel day to reach the hills, and another travel + day to explore the surrounding area in order to find the tunnel entrance. +

+

+ For the first travel day, the group will cross prairies (d8) and hills + (d10). Since only the highest die has to be taken into account, Liz should + roll a d10. However, there is talk of a gang of bandits roaming the + prairie: she decides this should raise the threat level to + High (d12). The die comes up a 7: a danger! +

+

+ Liz has the group encounter a band of four brigands, accompanied by a Grey + Howler (a wolf-like creature). Following a quick conflict, the Player + Characters manage to fend off the attackers. +

+

+ Before moving on to the next travel day, the heroes choose to use a Magic + Tent and rest, regaining their energies. +

+

+ Finally, Liz rolls for the second travel day, spent exploring the hills in + search of the fabled mine: this time, the die rolled is only a d10... and + she rolls a 1! After giving it some thought, Liz describes the PCs finding + an entrance to the ancient tunnels... but they are not alone! They meet a + traveling merchant by the name of Lily, who wishes to be escorted through + the mine: she seeks an audience with the serpent herself, and will reward + them with goods or information for it! +

+
+
diff --git a/books/core/108.html b/books/core/108.html index 076a9d7..e73df3d 100644 --- a/books/core/108.html +++ b/books/core/108.html @@ -1,65 +1,69 @@ -

DANGERS

-

- Characters should generally be able to overcome a danger through a series of - Checks or a conflict scene. -

-

Examples of Dangers

- -

If you need to determine damage dealt by a danger, use the table below:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LevelMinor DamageHeavy DamageMassive Damage
5+103040
20+204060
40+305080
-

- Status effects are another good consequence for dangers: for instance, the - polluted swamp mentioned above might inflict poisoned. -

-

World Map Management

-

- While playing, the Game Master is free to add new landmarks, settlements and - similar features to the map sheet whenever they feel appropriate. This usually - happens when the group encounters a new point of interest or dangerous area, - or when they learn about it from someone. -

-

- Players can also add new features and locations to the map by spending a - Fabula Point to add a new story element, as explained on - page 98. -

-

Attribution

-

UPDATING THE WORLD MAP

+
+

DANGERS

+

+ Characters should generally be able to overcome a danger through a series of + Checks or a conflict scene. +

+

Examples of Dangers

+ +

If you need to determine damage dealt by a danger, use the table below:

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
LevelMinor DamageHeavy DamageMassive Damage
5+103040
20+204060
40+305080
+

+ Status effects are another good consequence for dangers: for instance, the + polluted swamp mentioned above might inflict poisoned. +

+
+
+

UPDATING THE WORLD MAP

+

+ While playing, the Game Master is free to add new landmarks, settlements and + similar features to the map sheet whenever they feel appropriate. This + usually happens when the group encounters a new point of interest or + dangerous area, or when they learn about it from someone. +

+

+ Players can also add new features and locations to the map by spending a + Fabula Point to add a new story element, as explained on + page 98. +

+
diff --git a/books/core/109.html b/books/core/109.html index 088980b..a89b6b9 100644 --- a/books/core/109.html +++ b/books/core/109.html @@ -1,20 +1,27 @@ -

DISCOVERIES

-

- Discoveries don’t happen that often, so the Game Master should make sure each - and every one of them is unique and useful. -

- -

- Remember that a discovery is always a good thing: even if it’s a dangerous - location, the reward it conceals should more than make up for it. -

-

The first airship pilot, Oona Sabine,

-

vanished during a flight over the Whisperwoods.

+
+

DISCOVERIES

+

+ Discoveries don’t happen that often, so the Game Master should make sure + each and every one of them is unique and useful. +

+ +

+ Remember that a discovery is always a good thing: even if it’s a dangerous + location, the reward it conceals should more than make up for it. +

+
+
+
+
+ The first airship pilot, Oona Sabine, vanished during a flight over the + Whisperwoods. +
+
diff --git a/books/core/110.html b/books/core/110.html index d09f7f1..2ea3bc2 100644 --- a/books/core/110.html +++ b/books/core/110.html @@ -1,58 +1,62 @@ -

- The concept of a “dungeon” is a common trope in any type of RPG, tabletop and - digital alike. Generally, a dungeon is frequently — but not always! — a - labyrinthine environment, inhabited by hostile creatures... and often - concealing valuable treasures and powerful magical items, or acting as an evil - antagonist's lair. -

-

- In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex - location that is worthy of being explored. It could be an abandoned mill - turned into a brigand hideout, a witch’s castle, or a network of waterways - guarded by ancient golems. -

-

- Most of the time, the dungeon itself won’t be that important: why the heroes - are there and what can be found within it is what really matters. Other times, - a dungeon can be a powerful way to tell a story about those who inhabited it — - and maybe hint at some obscure truths or provide an answer to some of the game - world's mysteries. -

-

EXPLORING DUNGEONS

-

- Depending on the size and importance of the dungeon in question, the Game - Master may adopt any of the following methods: -

- -

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

-
-

DUNGEONS

+

DUNGEONS

+
+

+ The concept of a “dungeon” is a common trope in any type of RPG, tabletop + and digital alike. Generally, a dungeon is frequently — but not always! — a + labyrinthine environment, inhabited by hostile creatures... and often + concealing valuable treasures and powerful magical items, or acting as an + evil antagonist's lair. +

+

+ In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex + location that is worthy of being explored. It could be an abandoned mill + turned into a brigand hideout, a witch’s castle, or a network of waterways + guarded by ancient golems. +

+

+ Most of the time, the dungeon itself won’t be that important: why the heroes + are there and what can be found within it is what really matters. Other + times, a dungeon can be a powerful way to tell a story about those who + inhabited it — and maybe hint at some obscure truths or provide an answer to + some of the game world's mysteries. +

+
+
+

EXPLORING DUNGEONS

+

+ Depending on the size and importance of the dungeon in question, the Game + Master may adopt any of the following methods: +

+ +

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

+
diff --git a/books/core/111.html b/books/core/111.html index 2982013..1fd9eb3 100644 --- a/books/core/111.html +++ b/books/core/111.html @@ -1,38 +1,41 @@ -

DANGER CLOCKS

-

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

- -

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

-

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

-

- As the Clock fills, the Game Master should foreshadow the incoming danger: - once it is completely filled, that threat will become active in full, and the - heroes will be forced to deal with it one way or another. -

+
+

DANGER CLOCKS

+

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

+ +

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

+

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

+

+ As the Clock fills, the Game Master should foreshadow the incoming danger: + once it is completely filled, that threat will become active in full, and + the heroes will be forced to deal with it one way or another. +

+
diff --git a/books/core/112.html b/books/core/112.html index e72a777..e0f08e6 100644 --- a/books/core/112.html +++ b/books/core/112.html @@ -1,54 +1,66 @@ -

- The worlds of Fabula Ultima are innately magical, bound together on an atomic - level by a stream of eternal souls. Because of this, many creatures can wield - magic, manipulating soul energy to create supernatural effects. -

-

SPELLS AND RITUALS

-

- Magic in Fabula Ultima falls within one of two categories: spells or Rituals. -

- -

- While powerful and extremely flexible, Rituals consume large amounts of Mind - Points and require difficult Magic Checks; additionally, failing a Ritual will - cause the magic to spiral out of control. While these downsides can be - mitigated through time, effort, and complex procedures, the truth remains that - Ritual magic is a powerful resource... but one that should be used sparingly. -

-

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

-

MAGIC DISCIPLINES

-

- This book features a total of six disciplines: Arcanism, Chimerism, - Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to - a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist, - whilst Ritualism is available to all of these Classes, except for Arcanists. -

-

ARCANISM

-

- Arcanists can project a large portion of their soul outside their bodies, - forcing it to resonate with the power left behind by ancient divine entities - known as Arcana, and manifest a fragment of their power. To access an - Arcanum’s power, one must first earn their favor: this often involves - completing some sort of trial, quest, or mission. -

-

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

-

MAGIC

+

MAGIC

+
+

+ The worlds of Fabula Ultima are innately magical, bound together on an + atomic level by a stream of eternal souls. Because of this, many creatures + can wield magic, manipulating soul energy to create supernatural effects. +

+
+
+

SPELLS AND RITUALS

+

+ Magic in Fabula Ultima falls within one of two categories: spells or + Rituals. +

+ +

+ While powerful and extremely flexible, Rituals consume large amounts of Mind + Points and require difficult Magic Checks; additionally, failing a Ritual + will cause the magic to spiral out of control. While these downsides can be + mitigated through time, effort, and complex procedures, the truth remains + that Ritual magic is a powerful resource... but one that should be used + sparingly. +

+

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

+
+
+

MAGIC DISCIPLINES

+

+ This book features a total of six disciplines: Arcanism, Chimerism, + Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond + to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and + Spiritist, whilst Ritualism is available to all of these Classes, except for + Arcanists. +

+
+

ARCANISM

+

+ Arcanists can project a large portion of their soul outside their bodies, + forcing it to resonate with the power left behind by ancient divine + entities known as Arcana, and manifest a fragment of their power. To + access an Arcanum’s power, one must first earn their favor: this often + involves completing some sort of trial, quest, or mission. +

+

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

+
+
diff --git a/books/core/113.html b/books/core/113.html index d8cf269..e8ab80c 100644 --- a/books/core/113.html +++ b/books/core/113.html @@ -1,44 +1,55 @@ -

Chimerism

-

- Chimerists gain their powers from the souls of beasts and monsters; they - search for creatures able to cast spells and attempt to mimic the same - effects. -

-

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

-

Elementalism

-

- Elementalists can control the stream of souls that binds the four core - elements of creation: air, earth, fire, and water. They can also influence any - of their combinations and manifestations, such as magma, blizzards, deserts, - or clouds. -

-

Elementalism features both spells and Rituals.

-

Entropism

-

- Entropists go beyond the stream of souls found in the world and reach for the - vast expanse of nothingness between stars. Their chaotic magic defies logic, - twisting time and space and dissipating souls, matter, and magical energy. -

-

Entropism features both spells and Rituals.

-

Ritualism

-

- Contrary to most other magical disciplines, Ritualism features no spells and - can only be used in Ritual form. It is a catch-all term for Rituals performed - to manipulate, sense, bind or unleash magical energy present within a - location, item, mechanism, or relic. -

-

- From a certain point of view, magitech could be considered a combination of - Ritualism and technology. -

-

Spiritism

-

- Spiritists can manipulate the raw energy found within the souls of living - creatures, influencing their emotions and manipulating their vital force: a - power both miraculous and frightening. -

-

Spiritism features both spells and Rituals.

+
+

Chimerism

+

+ Chimerists gain their powers from the souls of beasts and monsters; they + search for creatures able to cast spells and attempt to mimic the same + effects. +

+

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

+
+
+

Elementalism

+

+ Elementalists can control the stream of souls that binds the four core + elements of creation: air, earth, fire, and water. They can also influence + any of their combinations and manifestations, such as magma, blizzards, + deserts, or clouds. +

+

Elementalism features both spells and Rituals.

+
+
+

Entropism

+

+ Entropists go beyond the stream of souls found in the world and reach for + the vast expanse of nothingness between stars. Their chaotic magic defies + logic, twisting time and space and dissipating souls, matter, and magical + energy. +

+

Entropism features both spells and Rituals.

+
+
+

Ritualism

+

+ Contrary to most other magical disciplines, Ritualism features no spells and + can only be used in Ritual form. It is a catch-all term for Rituals + performed to manipulate, sense, bind or unleash magical energy present + within a location, item, mechanism, or relic. +

+

+ From a certain point of view, magitech could be considered a combination of + Ritualism and technology. +

+
+
+

Spiritism

+

+ Spiritists can manipulate the raw energy found within the souls of living + creatures, influencing their emotions and manipulating their vital force: a + power both miraculous and frightening. +

+

Spiritism features both spells and Rituals.

+
diff --git a/books/core/114.html b/books/core/114.html index faaab73..c6b93fc 100644 --- a/books/core/114.html +++ b/books/core/114.html @@ -1,70 +1,96 @@ -

- Spells can belong to any of the following disciplines: Chimerism, - Elementalism, Entropism, and Spiritism. The remaining two disciplines, - Arcanism and Ritualism, do not feature any spells. -

-

Spell Format

-

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

-

Example Spell Metadata

-

- Ignis rr 10 × T | Up to three creatures | - Instantaneous -

-

- You unleash a searing barrage against your foes, conjuring flames out of thin - air. Each target hit by this spell suffers - 【HR + 15】 fire damage. -

-

- Opportunity: Each target hit by this spell suffers shaken. -

-

Spell Components

- -

Spells

+
+

Spells

+

+ Spells can belong to any of the following disciplines: Chimerism, + Elementalism, Entropism, and Spiritism. The remaining two disciplines, + Arcanism and Ritualism, do not feature any spells. +

+
+
+

Spell Format

+

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

+
+

Example Spell Metadata

+ + + + + + + + + + + + + + + + + + + + +
NameCostTargetsDuration
Ignis (rr)10 × TUp to three creaturesInstantaneous
+ You unleash a searing barrage against your foes, conjuring flames + out of thin air. Each target hit by this spell suffers + 【HR + 15】 fire damage. + Opportunity: Each target hit by this spell suffers + shaken. +
+
+
+

Spell Components

+ +
+
diff --git a/books/core/115.html b/books/core/115.html index a0f62ec..87035e2 100644 --- a/books/core/115.html +++ b/books/core/115.html @@ -1,47 +1,44 @@ -

Casting a Spell

-

To cast a spell, you must fulfill the following prerequisites:

- -

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

-
    -
  1. - Declare which spell you want to cast among those your character has learned, - and what its effect will be. -
  2. -
  3. If required, choose the targets for your spell.
  4. -
  5. - Perform the magical gestures and pronounce the formula — remember that any - nearby creatures will see and hear you. -
  6. -
-

Magic Checks

-

- If the spell is an offensive spell, you must also perform a Magic Check. - Elementalism, Entropism, and Spiritism Checks rely on - 【INS + WLP 】, while Chimerism may choose between - 【INS + WLP】 or 【MIG + WLP】. -

-

- Non-offensive spells are automatically successful and require no Check. - Fumbles and critical successes on Magic Checks generate opportunities as - normal. -

-
    -
  1. Spend the required amount of Mind Points.
  2. -
-
    -
  1. Apply the effects of the spell.
  2. -
+
+

Casting a Spell

+

To cast a spell, you must fulfill the following prerequisites:

+ +

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

+
    +
  1. + Declare which spell you want to cast among those your character has + learned, and what its effect will be. +
  2. +
  3. If required, choose the targets for your spell.
  4. +
  5. + Perform the magical gestures and pronounce the formula — remember that any + nearby creatures will see and hear you. +
  6. +
  7. Spend the required amount of Mind Points.
  8. +
  9. + If the spell is an offensive (rr) spell, you must also perform a Magic + Check. Elementalism, Entropism, and Spiritism Checks rely on + 【INS + WLP 】, while Chimerism may choose between + 【INS + WLP】 or 【MIG + WLP】. +

    + Non-offensive spells are automatically successful and require no Check. + Fumbles and critical successes on Magic Checks generate opportunities as + normal. +

    +
  10. +
  11. Apply the effects of the spell.
  12. +
+
diff --git a/books/core/55.html b/books/core/55.html index 5bc9f15..16c9fa3 100644 --- a/books/core/55.html +++ b/books/core/55.html @@ -36,8 +36,8 @@

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!

Clocks like these are "time trackers" and normally can't be directly diff --git a/books/core/97.html b/books/core/97.html index be96237..3c389e8 100644 --- a/books/core/97.html +++ b/books/core/97.html @@ -1,12 +1,74 @@ - - Add Bond strength to a Check (see page 47). - - - Add Bond strength to a Check (see page 47). - - - Reroll dice during a Check (see page 46). - - - Reroll dice during a Check (see page 46). - +

SPENDING FABULA POINTS

+ +

+ Your character's Fabula Points can be spent in a variety of ways — you have + already encountered some of them during the previous pages, but there are two + more: +

+ + +

+ Taking these into account, the complete list of Fabula Point uses looks like + this: +

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
EffectFabula Point CostDescription
Alter the Story1Alter an existing element or add a new element.
Invoke Bond1Add Bond strength to a Check (see page 47).
Invoke Trait1Reroll dice during a Check (see page 46).
Use SkillvariesUse a Skill that requires Fabula Points.
+ +

FABULA POINTS

+ +

+ Fabula Points act as the core engine of the game, and they work as both a + mechanical and a narrative currency. The more hardships and defeats you face, + the more Fabula Points you earn; and the more you spend them to overcome + obstacles and challenges, the faster your character grows. +

+

+ In a way, Fabula Points represent the cycle of fate surrounding the + protagonists of the story: they gather resolve from defeat, channel that + resolve through the Traits and Bonds that make them who they are, and grow + stronger for that... only to be faced with even greater adversities. +

+

+ Is this truly a neverending cycle, or is it a spiral that can lead to new hope + for your world? Only by playing the game will you be able to reach an answer! +

diff --git a/books/core/98.html b/books/core/98.html index 3c8acbe..41975a4 100644 --- a/books/core/98.html +++ b/books/core/98.html @@ -1,4 +1,4 @@ -

ALTERING THE STORY

+

ALTERING THE STORY

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.

-

Example 1

-

- After defeating the Mirror Golem in the depths of the forest ruins, the heroes - recover a strange ivory disc bearing mysterious inscriptions. No one among - them knows how to read this ancient language; a Player decides to spend 1 - Fabula Point to state his character knows of an elderly scholar living in the - countryside nearby, who might be able to help. -

-

- Since this statement does not contradict anything previously stated by the - Game Master or by another Player, it becomes automatically true — the Player - marks the position of the scholar's tower on the map. -

+
+

+ Example 1: After defeating the Mirror Golem in the + depths of the forest ruins, the heroes recover a strange ivory disc bearing + mysterious inscriptions. No one among them knows how to read this ancient + language; a Player decides to spend 1 Fabula Point to state his character + knows of an elderly scholar living in the countryside nearby, who might be + able to help. +

+

+ Since this statement does not contradict anything previously stated by the + Game Master or by another Player, it becomes automatically true — the Player + marks the position of the scholar's tower on the map. +

+
diff --git a/books/core/99.html b/books/core/99.html index 800596d..2afe79f 100644 --- a/books/core/99.html +++ b/books/core/99.html @@ -1,41 +1,46 @@ -

- Example 2: Our heroes are searching for a massive dragon across the rocky - hills surrounding Ildefort. -

-

- They finally track the monster down to a large cavern. At that point, a - Player declares she wants to spend 1 Fabula Point to state - that the creature is asleep — this will make it easier to get the drop on - them. -

-

- The dragon is a creature introduced by the Game Master, which - means the Player needs permission in order to make a - statement about them. The GM is okay with this, but points - out that this is no "magical sleep" and that the group will have to make - Checks in order to avoid waking up the dragon. -

-

- Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial - army. -

-

- Now Daige finds herself back in the imperial capital, leading an infiltration - team determined to steal the Soul Crystal from the Empress' clutches. -

-

- While gathering information in the streets, Daige and her comrade Valincor - realize they are being followed by a city guard: the - Player controlling Daige, Hannah, spends 1 Fabula Point and - reveals that their pursuer is actually a member of her former unit, Ramis. He - was never a fan of imperial cruelties but remained in the army to feed his - family. Since the city guard was a character introduced by the - Game Master, Hannah needs permission — this is a huge change - to the scene, but the GM is intrigued and agrees to it. -

-

- From now on, the Game Master will still control Ramis — but - the heroes have gained a new and useful contact within the capital. However, - Ramis still has a weakness: what will he do if his family is threatened? -

-

There is more than one side to each story.

+
+

+ Example 2:  Our heroes are searching for a massive + dragon across the rocky hills surrounding Ildefort. +

+

+ They finally track the monster down to a large cavern. At that point, a + Player declares she wants to spend 1 Fabula Point to state + that the creature is asleep — this will make it easier to get the drop on + them. +

+

+ The dragon is a creature introduced by the Game Master, + which means the Player needs permission in order to make a + statement about them. The GM is okay with this, but points + out that this is no "magical sleep" and that the group will have to make + Checks in order to avoid waking up the dragon. +

+
+
+

+ Example 3:  Seven years ago, the warrior-sorceress + Daige deserted the imperial army. +

+

+ Now Daige finds herself back in the imperial capital, leading an + infiltration team determined to steal the Soul Crystal from the Empress' + clutches. +

+

+ While gathering information in the streets, Daige and her comrade Valincor + realize they are being followed by a city guard: the + Player controlling Daige, Hannah, spends 1 Fabula Point and + reveals that their pursuer is actually a member of her former unit, Ramis. + He was never a fan of imperial cruelties but remained in the army to feed + his family. Since the city guard was a character introduced by the + Game Master, Hannah needs permission — this is a huge + change to the scene, but the GM is intrigued and agrees to it. +

+

+ From now on, the Game Master will still control Ramis — but + the heroes have gained a new and useful contact within the capital. However, + Ramis still has a weakness: what will he do if his family is threatened? +

+

There is more than one side to each story.

+