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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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<p>
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Player Characters have an abstract reserve of useful gear and consumable
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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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items, represented by Inventory Points (IP).
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</p>
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</p>
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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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A character can normally carry a maximum of 6 Inventory Points; however,
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Classes and special Skills will increase this limit.
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some Classes and special Skills will increase this limit.
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</p>
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</p>
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</div>
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<h3>SPENDING INVENTORY POINTS</h3>
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<div>
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<h2>SPENDING INVENTORY POINTS</h2>
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<p>
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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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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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appropriate amount of Inventory Points to produce it from your bag and apply
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@@ -22,9 +24,9 @@
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</p>
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</p>
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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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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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this information is also present on your group sheet for easier reference.
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sheet also features blank spaces where you can write custom inventory items
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The sheet also features blank spaces where you can write custom inventory
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that are unique to your world!
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items that are unique to your world!
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</p>
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</p>
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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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The Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) can use
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@@ -67,3 +69,4 @@
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</tr>
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</tr>
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</tbody>
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</tbody>
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</table>
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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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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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most.
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</p>
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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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<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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an otherwise impossible operation, they never grant any mechanical benefit.
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</p>
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</p>
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@@ -1,21 +1,29 @@
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<div>
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<p>
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<p>
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While conflicts may be the most memorable moments of a game session, the
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While conflicts may be the most memorable moments of a game session, the
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exploration of the game world is another major aspect of Fabula Ultima. At the
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exploration of the game world is another major aspect of Fabula Ultima. At
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beginning of the game, your group will create the world together (see World
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the beginning of the game, your group will create the world together (see
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Creation, on <a href="/books/core/#page-148">page 148</a>); however, this does
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World Creation, on <a href="/books/core/#page-148">page 148</a>); however,
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not mean you know everything about it. While you may be familiar with the main
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this does not mean you know everything about it. While you may be familiar
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regions and cities, there are plenty of discoveries — and dangers! — awaiting
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with the main regions and cities, there are plenty of discoveries — and
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our heroes.
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dangers! — awaiting our heroes.
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</p>
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</p>
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</div>
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<div>
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<h2>TRAVELING ACROSS THE WORLD MAP</h2>
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<h2>TRAVELING ACROSS THE WORLD MAP</h2>
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<p>
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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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When a group embarks on a journey, the Game Master makes use of the map
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to track their movements. The basic unit of this system is the travel day: it
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sheet to track their movements. The basic unit of this system is the travel
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is the average distance covered during a single day on the map (assuming the
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day: it is the average distance covered during a single day on the map
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characters are traveling on foot). The length of one travel day when using
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(assuming the characters are traveling on foot). The length of one travel
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your map sheet must be established by the group during World Creation.
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day when using your map sheet must be established by the group during World
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Creation.
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</p>
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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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<p>
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For each travel day required by the journey, perform the following steps:
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</p>
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</div>
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<div>
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<h3>JOURNEYS AND TRAVELS</h3>
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<h3>JOURNEYS AND TRAVELS</h3>
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<p>
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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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For the sake of simplicity, travel days should always be rounded up to the
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@@ -28,25 +36,26 @@
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</p>
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</p>
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<ul>
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<ul>
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<li>
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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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<strong>W:</strong> The Game Master determines the threat level of the
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traversed by the group (see next page). If more than a single threat level
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areas traversed by the group (see next page). If more than a single threat
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is present, only apply the highest.
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level is present, only apply the highest.
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</li>
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</li>
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<li>
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<li>
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<strong>1W:</strong> Unless stopped by an encountered danger, the characters
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<strong>1W:</strong> Unless stopped by an encountered danger, the
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proceed to the next travel day (go back to step 1) or reach their
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characters proceed to the next travel day (go back to step 1) or reach
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destination.
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their destination.
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</li>
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</li>
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<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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<strong>3O:</strong> Perform a travel roll by rolling the die appropriate
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the chosen threat level.
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to the chosen threat level.
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<ul>
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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 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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<li>On a 1, the group makes an unexpected discovery!</li>
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</ul>
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</ul>
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<p>
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<p>
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The Game Master decides the location of each danger and discovery; if you
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The Game Master decides the location of each danger and discovery; if
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need, mark its position on your map sheet.
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you need, mark its position on your map sheet.
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</p>
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</p>
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</li>
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</li>
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</ul>
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</ul>
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</div>
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@@ -1,3 +1,4 @@
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<div>
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<h2>Sample Areas Threat Level Travel Roll</h2>
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<h2>Sample Areas Threat Level Travel Roll</h2>
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<table>
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<table>
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<thead>
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<thead>
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@@ -36,28 +37,31 @@
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</tbody>
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</tbody>
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</table>
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</table>
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<p>
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<p>
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Needless to say, a frequently patrolled area under enemy control will count as
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Needless to say, a frequently patrolled area under enemy control will count
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a <strong>High</strong> or <strong>Very High</strong> danger, just like a
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as a <strong>High</strong> or <strong>Very High</strong> danger, just like a
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prairie overrun by hostile monsters.
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prairie overrun by hostile monsters.
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</p>
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</p>
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<p>The Game Master has final say on the threat level for a given travel day.</p>
|
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<h3>Example</h3>
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<p>
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<p>
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A group of heroes are leaving the village of Relde for the Kanka Hills, where
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The Game Master has final say on the threat level for a given travel day.
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they must search for an old mining tunnel that supposedly leads to the lair of
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</p>
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a wise water serpent.
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<div class="example">
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<strong>Example:</strong>
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<p>
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A group of heroes are leaving the village of Relde for the Kanka Hills,
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where they must search for an old mining tunnel that supposedly leads to
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the lair of a wise water serpent.
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</p>
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</p>
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<p>
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<p>
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Liz (the Game Master) takes a look at the map and determines that the
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Liz (the Game Master) takes a look at the map and determines that the
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characters will need one travel day to reach the hills, and another travel day
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characters will need one travel day to reach the hills, and another travel
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to explore the surrounding area in order to find the tunnel entrance.
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day to explore the surrounding area in order to find the tunnel entrance.
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</p>
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</p>
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<p>
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<p>
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For the first travel day, the group will cross prairies (d8) and hills (d10).
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For the first travel day, the group will cross prairies (d8) and hills
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Since only the highest die has to be taken into account, Liz should roll a
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(d10). Since only the highest die has to be taken into account, Liz should
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d10. However, there is talk of a gang of bandits roaming the prairie: she
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roll a d10. However, there is talk of a gang of bandits roaming the
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decides this should raise the threat level to <strong>High</strong> (d12). The
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prairie: she decides this should raise the threat level to
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die comes up a 7: a danger!
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<strong>High</strong> (d12). The die comes up a 7: a danger!
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</p>
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</p>
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<p>
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<p>
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Liz has the group encounter a band of four brigands, accompanied by a Grey
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Liz has the group encounter a band of four brigands, accompanied by a Grey
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@@ -65,15 +69,17 @@
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Characters manage to fend off the attackers.
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Characters manage to fend off the attackers.
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</p>
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</p>
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<p>
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<p>
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Before moving on to the next travel day, the heroes choose to use a Magic Tent
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Before moving on to the next travel day, the heroes choose to use a Magic
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and rest, regaining their energies.
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Tent and rest, regaining their energies.
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</p>
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</p>
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<p>
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<p>
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Finally, Liz rolls for the second travel day, spent exploring the hills in
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Finally, Liz rolls for the second travel day, spent exploring the hills in
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search of the fabled mine: this time, the die rolled is only a d10... and she
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search of the fabled mine: this time, the die rolled is only a d10... and
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rolls a 1! After giving it some thought, Liz describes the PCs finding an
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she rolls a 1! After giving it some thought, Liz describes the PCs finding
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entrance to the ancient tunnels... but they are not alone! They meet a
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an entrance to the ancient tunnels... but they are not alone! They meet a
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traveling merchant by the name of Lily, who wishes to be escorted through the
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traveling merchant by the name of Lily, who wishes to be escorted through
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mine: she seeks an audience with the serpent herself, and will reward them
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the mine: she seeks an audience with the serpent herself, and will reward
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with goods or information for it!
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them with goods or information for it!
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</p>
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</p>
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</div>
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</div>
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@@ -1,4 +1,5 @@
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<h1>DANGERS</h1>
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<div>
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<h2>DANGERS</h2>
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<p>
|
<p>
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Characters should generally be able to overcome a danger through a series of
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Characters should generally be able to overcome a danger through a series of
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Checks or a conflict scene.
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Checks or a conflict scene.
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@@ -6,11 +7,13 @@
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<h2>Examples of Dangers</h2>
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<h2>Examples of Dangers</h2>
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<ul>
|
<ul>
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<li>
|
<li>
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An area plagued by extreme weather conditions, such as sandstorms or bitter
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An area plagued by extreme weather conditions, such as sandstorms or
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cold.
|
bitter cold.
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</li>
|
</li>
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<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
|
<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
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<li>A ferocious and territorial monster, or a group of hostile creatures.</li>
|
<li>
|
||||||
|
A ferocious and territorial monster, or a group of hostile creatures.
|
||||||
|
</li>
|
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<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
|
<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
|
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<li>The risk of losing an important item.</li>
|
<li>The risk of losing an important item.</li>
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</ul>
|
</ul>
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@@ -49,17 +52,18 @@
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Status effects are another good consequence for dangers: for instance, the
|
Status effects are another good consequence for dangers: for instance, the
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polluted swamp mentioned above might inflict <em>poisoned</em>.
|
polluted swamp mentioned above might inflict <em>poisoned</em>.
|
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</p>
|
</p>
|
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<h2>World Map Management</h2>
|
</div>
|
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|
<div>
|
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|
<h3>UPDATING THE WORLD MAP</h3>
|
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<p>
|
<p>
|
||||||
While playing, the Game Master is free to add new landmarks, settlements and
|
While playing, the Game Master is free to add new landmarks, settlements and
|
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similar features to the map sheet whenever they feel appropriate. This usually
|
similar features to the map sheet whenever they feel appropriate. This
|
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happens when the group encounters a new point of interest or dangerous area,
|
usually happens when the group encounters a new point of interest or
|
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or when they learn about it from someone.
|
dangerous area, or when they learn about it from someone.
|
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</p>
|
</p>
|
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<p>
|
<p>
|
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Players can also add new features and locations to the map by spending a
|
Players can also add new features and locations to the map by spending a
|
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Fabula Point to add a new story element, as explained on
|
Fabula Point to add a new story element, as explained on
|
||||||
<a href="/books/core/#page-98">page 98</a>.
|
<a href="/books/core/#page-98">page 98</a>.
|
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</p>
|
</p>
|
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<h3>Attribution</h3>
|
</div>
|
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<p>UPDATING THE WORLD MAP</p>
|
|
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@@ -1,7 +1,8 @@
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<p><strong>DISCOVERIES</strong></p>
|
<div>
|
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|
<h2>DISCOVERIES</h2>
|
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<p>
|
<p>
|
||||||
Discoveries don’t happen that often, so the Game Master should make sure each
|
Discoveries don’t happen that often, so the Game Master should make sure
|
||||||
and every one of them is unique and useful.
|
each and every one of them is unique and useful.
|
||||||
</p>
|
</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li>
|
<li>
|
||||||
@@ -16,5 +17,11 @@
|
|||||||
Remember that a discovery is always a good thing: even if it’s a dangerous
|
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.
|
location, the reward it conceals should more than make up for it.
|
||||||
</p>
|
</p>
|
||||||
<h2>The first airship pilot, Oona Sabine,</h2>
|
</div>
|
||||||
<p>vanished during a flight over the Whisperwoods.</p>
|
<hr />
|
||||||
|
<div>
|
||||||
|
<blockquote>
|
||||||
|
The first airship pilot, Oona Sabine, vanished during a flight over the
|
||||||
|
Whisperwoods.
|
||||||
|
</blockquote>
|
||||||
|
</div>
|
||||||
|
|||||||
@@ -1,11 +1,13 @@
|
|||||||
|
<h1>DUNGEONS</h1>
|
||||||
|
<div>
|
||||||
<p>
|
<p>
|
||||||
The concept of a “dungeon” is a common trope in any type of RPG, tabletop and
|
The concept of a “dungeon” is a common trope in any type of RPG, tabletop
|
||||||
digital alike. Generally, a dungeon is frequently — but not always! — a
|
and digital alike. Generally, a dungeon is frequently — but not always! — a
|
||||||
labyrinthine environment, inhabited by hostile creatures... and often
|
labyrinthine environment, inhabited by hostile creatures... and often
|
||||||
concealing valuable treasures and powerful magical items, or acting as an evil
|
concealing valuable treasures and powerful magical items, or acting as an
|
||||||
antagonist's lair.
|
evil antagonist's lair.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p class="note">
|
||||||
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
|
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
|
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
|
turned into a brigand hideout, a witch’s castle, or a network of waterways
|
||||||
@@ -13,11 +15,13 @@
|
|||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
Most of the time, the dungeon itself won’t be that important: why the heroes
|
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,
|
are there and what can be found within it is what really matters. Other
|
||||||
a dungeon can be a powerful way to tell a story about those who inhabited it —
|
times, a dungeon can be a powerful way to tell a story about those who
|
||||||
and maybe hint at some obscure truths or provide an answer to some of the game
|
inhabited it — and maybe hint at some obscure truths or provide an answer to
|
||||||
world's mysteries.
|
some of the game world's mysteries.
|
||||||
</p>
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
<h2>EXPLORING DUNGEONS</h2>
|
<h2>EXPLORING DUNGEONS</h2>
|
||||||
<p>
|
<p>
|
||||||
Depending on the size and importance of the dungeon in question, the Game
|
Depending on the size and importance of the dungeon in question, the Game
|
||||||
@@ -34,25 +38,25 @@
|
|||||||
take place as normal.
|
take place as normal.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Detailed exploration.</strong> The entire dungeon can be explored in
|
<strong>Detailed exploration.</strong> The entire dungeon can be explored
|
||||||
its every nook and cranny. This approach can be quite time-consuming and
|
in its every nook and cranny. This approach can be quite time-consuming
|
||||||
should only be used if the structure and details of the place tell an
|
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
|
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
|
the layout of the dungeon beforehand — reserve it for locations that
|
||||||
sure the PCs will explore.
|
you're sure the PCs will explore.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
||||||
scene, with maybe a single Group Check establishing whether the Player
|
scene, with maybe a single Group Check establishing whether the Player
|
||||||
Characters encounter any obstacles or dangers before they reach the depths
|
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
|
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
|
dungeon isn't particularly important — the typical occasion would be a
|
||||||
location discovered while traveling.
|
minor location discovered while traveling.
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>
|
<p>
|
||||||
Additional advice on how the Game Master should prepare material for dungeons
|
Additional advice on how the Game Master should prepare material for
|
||||||
can be found starting on <a href="/books/core/#page-258">page 258</a>.
|
dungeons can be found starting on
|
||||||
|
<a href="/books/core/#page-258">page 258</a>.
|
||||||
</p>
|
</p>
|
||||||
<hr />
|
</div>
|
||||||
<p>DUNGEONS</p>
|
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
<h1>DANGER CLOCKS</h1>
|
<div>
|
||||||
|
<h2>DANGER CLOCKS</h2>
|
||||||
<p>
|
<p>
|
||||||
The Game Master can use Clocks to keep track of incoming threats in the
|
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
|
dungeon. These Danger Clocks should feature a number of section based on the
|
||||||
@@ -6,13 +7,14 @@
|
|||||||
</p>
|
</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li>
|
<li>
|
||||||
<strong>Eight sections</strong> for a threat that isn't immediately obvious
|
<strong>Eight sections</strong> for a threat that isn't immediately
|
||||||
and will only come true with time — something like "crumbling temple" or
|
obvious and will only come true with time — something like "crumbling
|
||||||
"magitech system failure".
|
temple" or "magitech system failure".
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Six sections</strong> for a threat that is quite obvious and likely
|
<strong>Six sections</strong> for a threat that is quite obvious and
|
||||||
to happen after a while — such as "wandering monsters" or "poisonous fog".
|
likely to happen after a while — such as "wandering monsters" or
|
||||||
|
"poisonous fog".
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Four sections</strong> for a threat that is urgent and very likely
|
<strong>Four sections</strong> for a threat that is urgent and very likely
|
||||||
@@ -21,18 +23,19 @@
|
|||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>
|
<p>
|
||||||
The Game Master may fill a Danger Clock as a consequence of failed Checks, as
|
The Game Master may fill a Danger Clock as a consequence of failed Checks,
|
||||||
well as when an event would make the threat more likely, such as when the PCs
|
as well as when an event would make the threat more likely, such as when the
|
||||||
spend time searching a room, make noise, rest inside the dungeon or draw
|
PCs spend time searching a room, make noise, rest inside the dungeon or draw
|
||||||
unwanted attention.
|
unwanted attention.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
Different Danger Clocks will be triggered by different actions and events, of
|
Different Danger Clocks will be triggered by different actions and events,
|
||||||
course — casting a spell might fill an "arcane overload" Clock, while
|
of course — casting a spell might fill an "arcane overload" Clock, while
|
||||||
searching a room is unlikely to affect it.
|
searching a room is unlikely to affect it.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
As the Clock fills, the Game Master should foreshadow the incoming danger:
|
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
|
once it is completely filled, that threat will become active in full, and
|
||||||
heroes will be forced to deal with it one way or another.
|
the heroes will be forced to deal with it one way or another.
|
||||||
</p>
|
</p>
|
||||||
|
</div>
|
||||||
|
|||||||
@@ -1,54 +1,66 @@
|
|||||||
|
<h1>MAGIC</h1>
|
||||||
|
<div>
|
||||||
<p>
|
<p>
|
||||||
The worlds of Fabula Ultima are innately magical, bound together on an atomic
|
The worlds of Fabula Ultima are innately magical, bound together on an
|
||||||
level by a stream of eternal souls. Because of this, many creatures can wield
|
atomic level by a stream of eternal souls. Because of this, many creatures
|
||||||
magic, manipulating soul energy to create supernatural effects.
|
can wield magic, manipulating soul energy to create supernatural effects.
|
||||||
</p>
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
<h2>SPELLS AND RITUALS</h2>
|
<h2>SPELLS AND RITUALS</h2>
|
||||||
<p>
|
<p>
|
||||||
Magic in Fabula Ultima falls within one of two categories: spells or Rituals.
|
Magic in Fabula Ultima falls within one of two categories: spells or
|
||||||
|
Rituals.
|
||||||
</p>
|
</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li>
|
<li>
|
||||||
<strong>Spells</strong> represent codified magic formulas developed to
|
<strong>Spells</strong> represent codified magic formulas developed to
|
||||||
protect warriors and travelers: their applications are primarily offensive
|
protect warriors and travelers: their applications are primarily offensive
|
||||||
or defensive. They can be learned easily and only require a brief gesture to
|
or defensive. They can be learned easily and only require a brief gesture
|
||||||
cast, but lack flexibility.
|
to cast, but lack flexibility.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Rituals</strong>, on the other hand, are complex magical effects
|
<strong>Rituals</strong>, on the other hand, are complex magical effects
|
||||||
designed to overcome a specific obstacle: whenever a Ritual is performed, it
|
designed to overcome a specific obstacle: whenever a Ritual is performed,
|
||||||
will always be started from scratch and take several minutes to complete.
|
it will always be started from scratch and take several minutes to
|
||||||
|
complete.
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<p>
|
<p>
|
||||||
While powerful and extremely flexible, Rituals consume large amounts of Mind
|
While powerful and extremely flexible, Rituals consume large amounts of Mind
|
||||||
Points and require difficult Magic Checks; additionally, failing a Ritual will
|
Points and require difficult Magic Checks; additionally, failing a Ritual
|
||||||
cause the magic to spiral out of control. While these downsides can be
|
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
|
mitigated through time, effort, and complex procedures, the truth remains
|
||||||
Ritual magic is a powerful resource... but one that should be used sparingly.
|
that Ritual magic is a powerful resource... but one that should be used
|
||||||
|
sparingly.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
The mechanics governing spells and Rituals can be found in the next pages.
|
The mechanics governing spells and Rituals can be found in the next pages.
|
||||||
</p>
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
<h2>MAGIC DISCIPLINES</h2>
|
<h2>MAGIC DISCIPLINES</h2>
|
||||||
<p>
|
<p>
|
||||||
This book features a total of six disciplines: Arcanism, Chimerism,
|
This book features a total of six disciplines: Arcanism, Chimerism,
|
||||||
Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to
|
Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond
|
||||||
a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist,
|
to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and
|
||||||
whilst Ritualism is available to all of these Classes, except for Arcanists.
|
Spiritist, whilst Ritualism is available to all of these Classes, except for
|
||||||
|
Arcanists.
|
||||||
</p>
|
</p>
|
||||||
|
<div>
|
||||||
<h3>ARCANISM</h3>
|
<h3>ARCANISM</h3>
|
||||||
<p>
|
<p>
|
||||||
Arcanists can project a large portion of their soul outside their bodies,
|
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
|
forcing it to resonate with the power left behind by ancient divine
|
||||||
known as Arcana, and manifest a fragment of their power. To access an
|
entities known as Arcana, and manifest a fragment of their power. To
|
||||||
Arcanum’s power, one must first earn their favor: this often involves
|
access an Arcanum’s power, one must first earn their favor: this often
|
||||||
completing some sort of trial, quest, or mission.
|
involves completing some sort of trial, quest, or mission.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
Arcanism is a peculiar discipline that does not feature spells, but instead
|
Arcanism is a peculiar discipline that does not feature spells, but
|
||||||
follows its own unique mechanics (see the Arcanist Class on
|
instead follows its own unique mechanics (see the Arcanist Class on
|
||||||
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
|
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
|
||||||
possible through the Arcane Rituals Skill.
|
possible through the Arcane Rituals Skill.
|
||||||
</p>
|
</p>
|
||||||
<p>MAGIC</p>
|
</div>
|
||||||
|
</div>
|
||||||
|
|||||||
@@ -1,44 +1,55 @@
|
|||||||
<h2>Chimerism</h2>
|
<div>
|
||||||
|
<h3>Chimerism</h3>
|
||||||
<p>
|
<p>
|
||||||
Chimerists gain their powers from the souls of beasts and monsters; they
|
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
|
search for creatures able to cast spells and attempt to mimic the same
|
||||||
effects.
|
effects.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
Chimerism features both spells and Rituals. However, Chimerist spells must be
|
Chimerism features both spells and Rituals. However, Chimerist spells must
|
||||||
learned from creatures (see the Spell Mimic Skill on
|
be learned from creatures (see the Spell Mimic Skill on
|
||||||
<a href="/books/core/#page-183">page 183</a>).
|
<a href="/books/core/#page-183">page 183</a>).
|
||||||
</p>
|
</p>
|
||||||
<h2>Elementalism</h2>
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Elementalism</h3>
|
||||||
<p>
|
<p>
|
||||||
Elementalists can control the stream of souls that binds the four core
|
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
|
elements of creation: air, earth, fire, and water. They can also influence
|
||||||
of their combinations and manifestations, such as magma, blizzards, deserts,
|
any of their combinations and manifestations, such as magma, blizzards,
|
||||||
or clouds.
|
deserts, or clouds.
|
||||||
</p>
|
</p>
|
||||||
<p>Elementalism features both spells and Rituals.</p>
|
<p>Elementalism features both spells and Rituals.</p>
|
||||||
<h2>Entropism</h2>
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Entropism</h3>
|
||||||
<p>
|
<p>
|
||||||
Entropists go beyond the stream of souls found in the world and reach for the
|
Entropists go beyond the stream of souls found in the world and reach for
|
||||||
vast expanse of nothingness between stars. Their chaotic magic defies logic,
|
the vast expanse of nothingness between stars. Their chaotic magic defies
|
||||||
twisting time and space and dissipating souls, matter, and magical energy.
|
logic, twisting time and space and dissipating souls, matter, and magical
|
||||||
|
energy.
|
||||||
</p>
|
</p>
|
||||||
<p>Entropism features both spells and Rituals.</p>
|
<p>Entropism features both spells and Rituals.</p>
|
||||||
<h2>Ritualism</h2>
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Ritualism</h3>
|
||||||
<p>
|
<p>
|
||||||
Contrary to most other magical disciplines, Ritualism features no spells and
|
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
|
can only be used in Ritual form. It is a catch-all term for Rituals
|
||||||
to manipulate, sense, bind or unleash magical energy present within a
|
performed to manipulate, sense, bind or unleash magical energy present
|
||||||
location, item, mechanism, or relic.
|
within a location, item, mechanism, or relic.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
From a certain point of view, magitech could be considered a combination of
|
From a certain point of view, magitech could be considered a combination of
|
||||||
Ritualism and technology.
|
Ritualism and technology.
|
||||||
</p>
|
</p>
|
||||||
<h2>Spiritism</h2>
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Spiritism</h3>
|
||||||
<p>
|
<p>
|
||||||
Spiritists can manipulate the raw energy found within the souls of living
|
Spiritists can manipulate the raw energy found within the souls of living
|
||||||
creatures, influencing their emotions and manipulating their vital force: a
|
creatures, influencing their emotions and manipulating their vital force: a
|
||||||
power both miraculous and frightening.
|
power both miraculous and frightening.
|
||||||
</p>
|
</p>
|
||||||
<p>Spiritism features both spells and Rituals.</p>
|
<p>Spiritism features both spells and Rituals.</p>
|
||||||
|
</div>
|
||||||
|
|||||||
@@ -1,70 +1,96 @@
|
|||||||
|
<div>
|
||||||
|
<h2>Spells</h2>
|
||||||
<p>
|
<p>
|
||||||
Spells can belong to any of the following disciplines: Chimerism,
|
Spells can belong to any of the following disciplines: Chimerism,
|
||||||
Elementalism, Entropism, and Spiritism. The remaining two disciplines,
|
Elementalism, Entropism, and Spiritism. The remaining two disciplines,
|
||||||
Arcanism and Ritualism, do not feature any spells.
|
Arcanism and Ritualism, do not feature any spells.
|
||||||
</p>
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
<h2>Spell Format</h2>
|
<h2>Spell Format</h2>
|
||||||
<p>
|
<p>
|
||||||
Each spell description uses the format below and contains a variety of
|
Each spell description uses the format below and contains a variety of
|
||||||
information:
|
information:
|
||||||
</p>
|
</p>
|
||||||
|
<div>
|
||||||
<h3>Example Spell Metadata</h3>
|
<h3>Example Spell Metadata</h3>
|
||||||
<p>
|
<table>
|
||||||
<strong>Ignis</strong> <span>rr</span> 10 × T | Up to three creatures |
|
<thead>
|
||||||
Instantaneous
|
<tr>
|
||||||
</p>
|
<th>Name</th>
|
||||||
<p>
|
<th>Cost</th>
|
||||||
You unleash a searing barrage against your foes, conjuring flames out of thin
|
<th>Targets</th>
|
||||||
air. Each target hit by this spell suffers
|
<th>Duration</th>
|
||||||
<strong class="mechanical-effect">【HR + 15】</strong> fire damage.
|
</tr>
|
||||||
</p>
|
</thead>
|
||||||
<p>
|
<tbody>
|
||||||
<strong>Opportunity:</strong> Each target hit by this spell suffers shaken.
|
<tr>
|
||||||
</p>
|
<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>
|
<h3>Spell Components</h3>
|
||||||
<ul>
|
<ul>
|
||||||
<li>
|
<li>
|
||||||
<strong>The Name and Type:</strong> The name of the spell, and whether it is
|
<strong>The Name and Type:</strong> The name of the spell, and whether
|
||||||
an offensive spell (rr). <br /><em
|
it is an offensive spell (rr).
|
||||||
>See <a href="/books/core/#page-116">page 116</a> for more information on
|
<em>
|
||||||
offensive spells.</em
|
See <a href="/books/core/#page-116">page 116</a> for more information
|
||||||
>
|
on offensive spells.
|
||||||
|
</em>
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Mind Point Cost:</strong> The cost of the spell in Mind Points. To
|
<strong>Mind Point Cost:</strong> The cost of the spell in Mind Points.
|
||||||
cast a spell, you must have enough MP to pay its cost; additionally, some
|
To cast a spell, you must have enough MP to pay its cost; additionally,
|
||||||
spells allow you to spend more MP to increase the number of targets or
|
some spells allow you to spend more MP to increase the number of targets
|
||||||
strengthen the effect. For instance, a spell with a cost of 10 × T will cost
|
or strengthen the effect. For instance, a spell with a cost of 10 × T
|
||||||
you 10 Mind Points per target; the final amount of Mind Points required to
|
will cost you 10 Mind Points per target; the final amount of Mind Points
|
||||||
cast a spell is known as the total MP cost.
|
required to cast a spell is known as the total MP cost.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Targets:</strong> The targets that can be affected by the spell.
|
<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
|
Most spells can target a certain number of creatures, but others may
|
||||||
different targets (such as weapons).
|
affect different targets (such as weapons).
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Target Specification:</strong> A target of "Self" means the caster
|
<strong>Target Specification:</strong> A target of "Self" means the
|
||||||
will use the spell on themselves, while a target of "Special" indicates that
|
caster will use the spell on themselves, while a target of "Special"
|
||||||
the spell functions in a unique way described in its text, usually affecting
|
indicates that the spell functions in a unique way described in its
|
||||||
a variety of creatures or elements present on the scene.
|
text, usually affecting a variety of creatures or elements present on
|
||||||
|
the scene.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Duration:</strong> The duration of the spell. Either
|
<strong>Duration:</strong> The duration of the spell. Either
|
||||||
"Instantaneous", meaning that the spell takes effect immediately and then
|
"Instantaneous", meaning that the spell takes effect immediately and
|
||||||
dissipates, or "Scene", meaning that the spell creates an ongoing effect
|
then dissipates, or "Scene", meaning that the spell creates an ongoing
|
||||||
lasting until the end of the scene it was cast in.
|
effect lasting until the end of the scene it was cast in.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Effect Description:</strong> The effect of the spell, often preceded
|
<strong>Effect Description:</strong> The effect of the spell, often
|
||||||
by a flavorful description. This description has no mechanical relevance,
|
preceded by a flavorful description. This description has no mechanical
|
||||||
but can help you understand the concept behind the spell and customize its
|
relevance, but can help you understand the concept behind the spell and
|
||||||
appearance in order to fit your character.
|
customize its appearance in order to fit your character.
|
||||||
</li>
|
</li>
|
||||||
<li>
|
<li>
|
||||||
<strong>Opportunity Effect:</strong> Spells that require a Magic Check often
|
<strong>Opportunity Effect:</strong> Spells that require a Magic Check
|
||||||
feature an opportunity effect. If you roll a critical success on your Magic
|
often feature an opportunity effect. If you roll a critical success on
|
||||||
Check, you may spend the corresponding opportunity to trigger this effect.
|
your Magic Check, you may spend the corresponding opportunity to trigger
|
||||||
|
this effect.
|
||||||
</li>
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
<h2>Spells</h2>
|
</div>
|
||||||
|
</div>
|
||||||
|
|||||||
@@ -1,9 +1,10 @@
|
|||||||
|
<div>
|
||||||
<h2>Casting a Spell</h2>
|
<h2>Casting a Spell</h2>
|
||||||
<p>To cast a spell, you must fulfill the following prerequisites:</p>
|
<p>To cast a spell, you must fulfill the following prerequisites:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li>
|
<li>
|
||||||
You must be free to move your body. You can be holding items in your hands,
|
You must be free to move your body. You can be holding items in your
|
||||||
as long as you can move your arms.
|
hands, as long as you can move your arms.
|
||||||
</li>
|
</li>
|
||||||
<li>You must be able to speak and pronounce the invocation.</li>
|
<li>You must be able to speak and pronounce the invocation.</li>
|
||||||
<li>
|
<li>
|
||||||
@@ -18,30 +19,26 @@
|
|||||||
<p>If all of the above are true, you may cast the spell.</p>
|
<p>If all of the above are true, you may cast the spell.</p>
|
||||||
<ol>
|
<ol>
|
||||||
<li>
|
<li>
|
||||||
Declare which spell you want to cast among those your character has learned,
|
Declare which spell you want to cast among those your character has
|
||||||
and what its effect will be.
|
learned, and what its effect will be.
|
||||||
</li>
|
</li>
|
||||||
<li>If required, choose the targets for your spell.</li>
|
<li>If required, choose the targets for your spell.</li>
|
||||||
<li>
|
<li>
|
||||||
Perform the magical gestures and pronounce the formula — remember that any
|
Perform the magical gestures and pronounce the formula — remember that any
|
||||||
nearby creatures will see and hear you.
|
nearby creatures will see and hear you.
|
||||||
</li>
|
</li>
|
||||||
</ol>
|
<li>Spend the required amount of Mind Points.</li>
|
||||||
<h3>Magic Checks</h3>
|
<li>
|
||||||
<p>
|
If the spell is an offensive (rr) spell, you must also perform a Magic
|
||||||
If the spell is an offensive spell, you must also perform a Magic Check.
|
Check. Elementalism, Entropism, and Spiritism Checks rely on
|
||||||
Elementalism, Entropism, and Spiritism Checks rely on
|
<span>【INS + WLP 】</span>, while Chimerism may choose between
|
||||||
<strong>【INS + WLP 】</strong>, while Chimerism may choose between
|
<span>【INS + WLP】</span> or <span>【MIG + WLP】</span>.
|
||||||
<strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>.
|
|
||||||
</p>
|
|
||||||
<p>
|
<p>
|
||||||
Non-offensive spells are automatically successful and require no Check.
|
Non-offensive spells are automatically successful and require no Check.
|
||||||
Fumbles and critical successes on Magic Checks generate opportunities as
|
Fumbles and critical successes on Magic Checks generate opportunities as
|
||||||
normal.
|
normal.
|
||||||
</p>
|
</p>
|
||||||
<ol start="4">
|
</li>
|
||||||
<li>Spend the required amount of Mind Points.</li>
|
|
||||||
</ol>
|
|
||||||
<ol start="5">
|
|
||||||
<li>Apply the effects of the spell.</li>
|
<li>Apply the effects of the spell.</li>
|
||||||
</ol>
|
</ol>
|
||||||
|
</div>
|
||||||
|
|||||||
@@ -36,8 +36,8 @@
|
|||||||
<p class="example">
|
<p class="example">
|
||||||
Example: The Obliterator Airship Babel will be operative within four days. If
|
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
|
they want to neutralize its soul core and prevent the Emperor from conquering
|
||||||
the region, the heroes have no time to lose!
|
the region, the heroes have no time to lose! The Game Master draws a huge
|
||||||
The Game Master draws a huge Clock on the world map — four sections only!
|
Clock on the world map — four sections only!
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
Clocks like these are "time trackers" and normally can't be directly
|
Clocks like these are "time trackers" and normally can't be directly
|
||||||
|
|||||||
@@ -1,12 +1,74 @@
|
|||||||
<td>
|
<h2>SPENDING FABULA POINTS</h2>
|
||||||
Add Bond strength to a Check (see <a href="/books/core/#page-47">page 47</a>).
|
|
||||||
</td>
|
<p>
|
||||||
<td>
|
Your character's Fabula Points can be spent in a variety of ways — you have
|
||||||
Add Bond strength to a Check (see <a href="/books/core/#page-47">page 47</a>).
|
already encountered some of them during the previous pages, but there are two
|
||||||
</td>
|
more:
|
||||||
<td>
|
</p>
|
||||||
Reroll dice during a Check (see <a href="/books/core/#page-46">page 46</a>).
|
<ul>
|
||||||
</td>
|
<li>
|
||||||
<td>
|
Altering the current situation to your advantage in some way, by modifying
|
||||||
Reroll dice during a Check (see <a href="/books/core/#page-46">page 46</a>).
|
or adding elements (see next page).
|
||||||
</td>
|
</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>
|
<p>
|
||||||
As a Player, you can spend 1 Fabula Point to make a statement about 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
|
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
|
your best to embrace the adventurous (and sometimes over-the-top) nature of
|
||||||
this rule.
|
this rule.
|
||||||
</p>
|
</p>
|
||||||
<h2>Example 1</h2>
|
<div class="example">
|
||||||
<p>
|
<p>
|
||||||
After defeating the Mirror Golem in the depths of the forest ruins, the heroes
|
<strong>Example 1:</strong> After defeating the Mirror Golem in the
|
||||||
recover a strange ivory disc bearing mysterious inscriptions. No one among
|
depths of the forest ruins, the heroes recover a strange ivory disc bearing
|
||||||
them knows how to read this ancient language; a Player decides to spend 1
|
mysterious inscriptions. No one among them knows how to read this ancient
|
||||||
Fabula Point to state his character knows of an elderly scholar living in the
|
language; a Player decides to spend 1 Fabula Point to state his character
|
||||||
countryside nearby, who might be able to help.
|
knows of an elderly scholar living in the countryside nearby, who might be
|
||||||
|
able to help.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
Since this statement does not contradict anything previously stated by the
|
Since this statement does not contradict anything previously stated by the
|
||||||
Game Master or by another Player, it becomes automatically true — the Player
|
Game Master or by another Player, it becomes automatically true — the Player
|
||||||
marks the position of the scholar's tower on the map.
|
marks the position of the scholar's tower on the map.
|
||||||
</p>
|
</p>
|
||||||
|
</div>
|
||||||
|
|||||||
@@ -1,7 +1,8 @@
|
|||||||
<h2>
|
<div class="example">
|
||||||
Example 2: Our heroes are searching for a massive dragon across the rocky
|
<p>
|
||||||
hills surrounding Ildefort.
|
<strong>Example 2:</strong> Our heroes are searching for a massive
|
||||||
</h2>
|
dragon across the rocky hills surrounding Ildefort.
|
||||||
|
</p>
|
||||||
<p>
|
<p>
|
||||||
They finally track the monster down to a large cavern. At that point, a
|
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
|
<strong>Player</strong> declares she wants to spend 1 Fabula Point to state
|
||||||
@@ -9,29 +10,32 @@
|
|||||||
them.
|
them.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
The dragon is a creature introduced by the <strong>Game Master</strong>, which
|
The dragon is a creature introduced by the <strong>Game Master</strong>,
|
||||||
means the <strong>Player</strong> needs permission in order to make a
|
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
|
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
|
out that this is no "magical sleep" and that the group will have to make
|
||||||
Checks in order to avoid waking up the dragon.
|
Checks in order to avoid waking up the dragon.
|
||||||
</p>
|
</p>
|
||||||
<h2>
|
</div>
|
||||||
Example 3: Seven years ago, the warrior-sorceress Daige deserted the imperial
|
<div class="example">
|
||||||
army.
|
|
||||||
</h2>
|
|
||||||
<p>
|
<p>
|
||||||
Now Daige finds herself back in the imperial capital, leading an infiltration
|
<strong>Example 3:</strong> Seven years ago, the warrior-sorceress
|
||||||
team determined to steal the Soul Crystal from the Empress' clutches.
|
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>
|
||||||
<p>
|
<p>
|
||||||
While gathering information in the streets, Daige and her comrade Valincor
|
While gathering information in the streets, Daige and her comrade Valincor
|
||||||
realize they are being followed by a city guard: the
|
realize they are being followed by a city guard: the
|
||||||
<strong>Player</strong> controlling Daige, Hannah, spends 1 Fabula Point and
|
<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
|
reveals that their pursuer is actually a member of her former unit, Ramis.
|
||||||
was never a fan of imperial cruelties but remained in the army to feed his
|
He was never a fan of imperial cruelties but remained in the army to feed
|
||||||
family. Since the city guard was a character introduced by the
|
his family. Since the city guard was a character introduced by the
|
||||||
<strong>Game Master</strong>, Hannah needs permission — this is a huge change
|
<strong>Game Master</strong>, Hannah needs permission — this is a huge
|
||||||
to the scene, but the GM is intrigued and agrees to it.
|
change to the scene, but the GM is intrigued and agrees to it.
|
||||||
</p>
|
</p>
|
||||||
<p>
|
<p>
|
||||||
From now on, the <strong>Game Master</strong> will still control Ramis — but
|
From now on, the <strong>Game Master</strong> will still control Ramis — but
|
||||||
@@ -39,3 +43,4 @@
|
|||||||
Ramis still has a weakness: what will he do if his family is threatened?
|
Ramis still has a weakness: what will he do if his family is threatened?
|
||||||
</p>
|
</p>
|
||||||
<p>There is more than one side to each story.</p>
|
<p>There is more than one side to each story.</p>
|
||||||
|
</div>
|
||||||
|
|||||||
Reference in New Issue
Block a user