diff --git a/.gitignore b/.gitignore index f6fc2ff..2e7c266 100644 --- a/.gitignore +++ b/.gitignore @@ -44,3 +44,6 @@ Thumbs.db .idea/ *.swp *.swo + +# TODO(DWM): Temporary fix +pdf/Fabula-Ultima-TTRPG diff --git a/books/core/120.html b/books/core/120.html index a4261e8..c4a5c56 100644 --- a/books/core/120.html +++ b/books/core/120.html @@ -1,4 +1,57 @@ -Group Check (page 50), and the character who -performs the Ritual will act as Group Check (page 50), and the character who performs the Ritual will act as +
+ When a character attempts a Ritual, other characters can help (even if they + have no ability to perform Rituals themselves). The Magic Check will become + a Group Check (page 50), and the + character who performs the Ritual will act as the leader. +
++ It is easy to notice that the MP cost of Rituals can be rather high. In + order to reduce this cost, the spellcaster may provide an especially rare or + powerful ingredient; doing so will cut the MP cost in half. +
+Use these examples as guidelines when adjudicating Rituals.
++ Summoning a great globe made of fire and using it to destroy the engine of + an airship is an Elementalism Ritual of major potency targeting a small area + (80 MP, DL 13). If this Ritual fails, you might trigger a devastating + firestorm. +
++ Sensing whether a person is hostile is a Spiritism Ritual of minor potency + affecting an individual area (20 MP, DL 7). On a failure, you might + accidentally instill strong negative emotions inside them, with + unpredictable consequences. +
++ Erecting a barrier of energy to shield a castle from an avalanche is a + Ritualism Ritual of extreme potency targeting a huge area (200 MP, DL 16). + If the Ritual fails, you might cause a burst of uncontrolled magical force + and trigger a supernatural cataclysm. +
++ Altering the flow of time to briefly restore the functions of a damaged + device is an Entropism Ritual of medium potency affecting an individual area + (30 MP, DL 10). On a failure, the mechanism and some of the nearby objects + might rapidly age before your eyes and crumble to dust. +
+- Regardless of which fantastic world your adventures take place in, your heroes - will likely find themselves purchasing and selling items. This section covers - the basics of the economy and provides you with useful lists of items and - prices. -
-- The common currency of all Fabula Ultima worlds is zenit, a gold coin whose - shape and size may vary from region to region. While prices may rise and fall - depending on where you are, zenit is universally accepted. -
-- On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for - the night in town, and 100 z can fetch you a bronze shield. -
-- As shown on the character sheet, a Player Character can equip a limited number - of items on their body: -
-- Any item you have that is not equipped goes in your backpack. There is no set - limit to how many items you can carry this way, as long as it makes sense. The - Game Master has final say on what you can and cannot carry this way. -
-- If you ever find yourself in need of transporting large and heavy items over - long distances, consider purchasing a transport (see - page 125). -
-- It takes a few moments to find items stored inside a backpack: during a - conflict, for example, you will need to spend an action searching for them. On - the other hand, items you have equipped are readily accessible, but also more - exposed to the risk of being damaged or stolen. -
-- An item stored in your backpack does not grant you any of its properties. If - you want it to “work”, you must equip it! -
-+ Regardless of which fantastic world your adventures take place in, your + heroes will likely find themselves purchasing and selling items. This + section covers the basics of the economy and provides you with useful lists + of items and prices. +
++ The common currency of all Fabula Ultima worlds is zenit, a gold coin + whose shape and size may vary from region to region. While prices may rise + and fall depending on where you are, zenit is universally accepted. +
++ On average, 5 z pays for a decent meal, 10 z will be enough to rent a room + for the night in town, and 100 z can fetch you a bronze shield. +
++ As shown on the character sheet, a Player Character can equip a limited + number of items on their body: +
++ Any item you have that is not equipped goes in your backpack. There is no + set limit to how many items you can carry this way, as long as it makes + sense. The Game Master has final say on what you can and cannot carry this + way. +
++ If you ever find yourself in need of transporting large and heavy items + over long distances, consider purchasing a transport (see + page 125). +
++ It takes a few moments to find items stored inside a backpack: during a + conflict, for example, you will need to spend an action searching for + them. On the other hand, items you have equipped are readily accessible, + but also more exposed to the risk of being damaged or stolen. +
++ An item stored in your backpack does not grant you any of its properties. + If you want it to “work”, you must equip it! +
+- There are plenty of occasions for characters to acquire gear and equipment: - villages and towns will always have one or more stores dedicated to weapons, - armor, and useful accessories. This doesn’t mean a character can simply walk - into a shop in the middle of nowhere and expect to purchase a magical - crossbow, however: while basic weapons, armor, and shields should be available - in most settlements, rare items should only be found in unique stores, hidden - within the most dangerous of ruins, guarded by powerful monsters or offered as - a reward for heroic deeds. -
-- If you are the Game Master, see - page 266 for rules and guidelines on how - to create rare items, as well as several lists of premade items. A list of - basic items can be found starting on - page 130. -
-- There are three main ways treasure and magical items can be handled during a - Fabula Ultima campaign. -
-- When you start playing, you should discuss which of the methods below you want - to adopt; you can always change your decision later on after a few sessions. -
-+ There are plenty of occasions for characters to acquire gear and equipment: + villages and towns will always have one or more stores dedicated to weapons, + armor, and useful accessories. This doesn’t mean a character can simply walk + into a shop in the middle of nowhere and expect to purchase a magical + crossbow, however: while basic weapons, armor, and shields should be + available in most settlements, rare items should only be found in unique + stores, hidden within the most dangerous of ruins, guarded by powerful + monsters or offered as a reward for heroic deeds. +
++ If you are the Game Master, see + page 266 for rules and guidelines on how + to create rare items, as well as several lists of premade items. A list of + basic items can be found starting on + page 130. +
++ There are three main ways treasure and magical items can be handled during a + Fabula Ultima campaign. +
++ When you start playing, you should discuss which of the methods below you + want to adopt; you can always change your decision later on after a few + sessions. +
+- Provided you can find someone willing to buy it, an item will sell for roughly - half its original price. This amount may be modified by the item’s quality and - condition: none will want the rusted, mud-caked axes picked up in the old - tunnels. -
-- The Game Master always has final say on whether you are able to sell a given - item and how many zenit you can make from it; sometimes it will also be - possible to barter or carry out duties in exchange for goods. -
-- Player Characters will sometimes come into possession of incredibly powerful - magic items, known as artifacts (see - page 288). Given their nature, artifacts - should never be purchased or sold: no amount of riches can do them justice. - Entire kingdoms could go to war for a chance to obtain them. -
-- Prices and availability for animals, vehicles, lodging, and such may vary - depending on your game world. The following lists are meant to be a guideline - for the Game Master when establishing prices. -
-- When it comes to transports, the list includes generic entries for mounts, - cars, vessels, airships and such. Each transport can carry a certain number of - passengers and increases the distance you can cover within a single travel - day. -
-Vehicle Costs:
-+ Provided you can find someone willing to buy it, an item will sell for + roughly half its original price. This amount may be modified by the item’s + quality and condition: none will want the rusted, mud-caked axes picked up + in the old tunnels. +
++ The Game Master always has final say on whether you are able to sell a given + item and how many zenit you can make from it; sometimes it will also be + possible to barter or carry out duties in exchange for goods. +
++ Player Characters will sometimes come into possession of incredibly powerful + magic items, known as artifacts (see + page 288). Given their nature, artifacts + should never be purchased or sold: no amount of riches can do them justice. + Entire kingdoms could go to war for a chance to obtain them. +
++ Prices and availability for animals, vehicles, lodging, and such may vary + depending on your game world. The following lists are meant to be a + guideline for the Game Master when establishing prices. +
++ When it comes to transports, the list includes generic entries for mounts, + cars, vessels, airships and such. Each transport can carry a certain number + of passengers and increases the distance you can cover within a single + travel day. +
+- Recharge Inventory 10 z: Recharges a character's Inventory - Points by one. -
-- Full Rest (village) 5 z: Allows one person to rest for one - night. -
-- Full Rest (town) 10 z: Allows one person to rest for one - night. -
-- Full Rest (city) 20 z: Allows one person to rest for one - night. -
-- Land Transportation 10 z: Allows one person to travel for one - day. -
-- Water Transportation 20 z: Allows one person to travel for - one day. -
-- Air Transportation 40 z: Allows one person to travel for one - day. -
-| Service | +Cost | +Description | +
|---|---|---|
| Town Services | +||
| Recharge Inventory | +10 z | +Recharges a character's Inventory Points by one. | +
| Full Rest (village) | +5 z | +Allows one person to rest for one night. | +
| Full Rest (town) | +10 z | +Allows one person to rest for one night. | +
| Full Rest (city) | +20 z | +Allows one person to rest for one night. | +
| Travel Services | +||
| Land Transportation | +10 z | +Allows one person to travel for one day. | +
| Water Transportation | +20 z | +Allows one person to travel for one day. | +
| Air Transportation | +40 z | +Allows one person to travel for one day. | +
| Service | +Cost | +Description | +
|---|---|---|
| Mounts | +||
| Terrestrial | +200 z | +One or two ×2 | +
| Aquatic | +500 z | +Approximately six ×2 | +
| Submarine | +1000 z | +Approximately six ×2 | +
| Flying | +2000 z | +Approximately six ×3 | +
| Vehicles | +||
| Terrestrial | +600 z | +Approximately six ×2 | +
| Aquatic | +2000 z | +Approximately ten ×2 | +
| Submarine | +4000 z | +Approximately ten ×2 | +
| Flying | +8000 z | +Approximately twenty ×3 | +
There are four categories of items that can be equipped: accessories, armors, shields and weapons. Each item can be basic or rare (with the exception of accessories, which are always rare).
-- Items marked with the (E) symbol can only be equipped by characters who have - acquired certain specific Classes. -
-- Characters who do not have the appropriate Classes can still carry a martial - item, but they are unable to equip it and enjoy its benefits. -
-- Accessories are useful magical items that bestow special abilities upon those - who wear them. Accessories are always considered rare items. -
-- Each accessory entry uses the format below and contains a variety of - information: -
-You gain a +1 bonus to your Accuracy Checks.
-The general structure includes:
-- The Game Master can find a list of sample accessories starting on - page 285. -
++ Items marked with the (E) symbol can only be equipped by characters who have + acquired certain specific Classes. +
++ Characters who do not have the appropriate Classes can still carry a martial + item, but they are unable to equip it and enjoy its benefits. +
++ Accessories are useful magical items that bestow special abilities upon + those who wear them. Accessories are always considered rare items. +
++ Each accessory entry uses the format below and contains a variety of + information: +
+| Accessory | +Cost | +
|---|---|
| Crested Helm | +1000 z | +
| You gain a +1 bonus to your Accuracy Checks. | +|
+ The Game Master can find a list of sample accessories starting on + page 285. +
+Armor offers improved protection to its wearer.
-- Each armor entry uses the format below and contains a variety of information: -
-Example Structure:
-Sage Robe | 200 z | DEX die +1 | INS die +2 -2 | No Quality.
-Brigandine E | 150 z | 10 | INS die -2 | No Quality.
-- For a list of all the basic armors available in the game, see - page 132. -
+Armor offers improved protection to its wearer.
++ Each armor entry uses the format below and contains a variety of + information: +
+| Armor | +Cost | +Defense | +M. Defense | +Initiative | +
|---|---|---|---|---|
| Sage Robe | +200 z | +DEX die + 1 | +INS die + 2 | +-2 | +
| No Quality. | +||||
| Brigandine (E) | +150 z | +10 | +INS die | +-2 | +
| No Quality. | +||||
+ For a list of all the basic armors available in the game, see + page 132. +
+- Shields must be equipped in a character's off-hand slot and further enhance - defenses. -
-- Each shield entry uses the format below and contains a variety of information: -
-No Quality.
-- For a list of all the basic shields available in the game, see - page 133. -
-- Martial and non-martial armors influence a character's Defense and Magic - Defense scores in different ways. -
-- Remember that regardless of which armor you are wearing, shields always add to - it — if you have a free slot, it's never a bad idea to equip a shield. -
-+ Shields must be equipped in a character's off-hand slot and further enhance + defenses. +
++ Each shield entry uses the format below and contains a variety of + information: +
+| Shield | +Cost | +Defense | +M. Defense | +Initiative | +
|---|---|---|---|---|
| Runic Shield (E) | +150 z | ++2 | ++2 | +- | +
| No Quality. | +||||
+ For a list of all the basic shields available in the game, see + page 133. +
++ Martial and non-martial armors influence a character's Defense and Magic + Defense scores in different ways. +
++ Remember that regardless of which armor you are wearing, shields always add + to it — if you have a free slot, it's never a bad idea to equip a shield. +
+- Weapons are divided into ten Categories: arcane, bow, brawling, dagger, - firearm, flail, heavy, spear, sword, and thrown. -
-- Each weapon entry uses the format below and contains a variety of information: -
-Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical
-One-handed w Melee w No Quality.
-- You do not have to keep track of ammunition for ranged weapons: once you - purchase the item, you're simply assumed to have enough on your person to - fight with. -
-- For a list of all the basic weapons available in the game, see the next page. -
-- Among the various weapons available in the game, one is the unarmed strike - (see next page). These are the character's empty hands, and while they do - count as one-handed weapons, they are automatically "equipped" whenever a hand - slot is empty. Basically, an empty hand slot also counts as an unarmed strike. -
-- Legends tell of a sword capable of striking fear in the hearts of Dragons and - Wyrms. -
++ Legends tell of a sword capable of striking fear in the hearts of Dragons + and Wyrms. ++
+ Weapons are divided into ten Categories: arcane, bow, brawling, dagger, + firearm, flail, heavy, spear, sword, and thrown. +
++ Each weapon entry uses the format below and contains a variety of + information: +
+ +| Weapon | +Cost | +Accuracy | +Damage | +
|---|---|---|---|
| Rapier (E) | +200 z | +【DEX + INS】 +1 | +【HR + 6】 physical | +
| One-handed - Melee - No Quality. | +|||
+ You do not have to keep track of ammunition for ranged weapons: once you + purchase the item, you're simply assumed to have enough on your person to + fight with. +
++ For a list of all the basic weapons available in the game, see the next + page. +
++ Among the various weapons available in the game, one is the unarmed strike + (see next page). These are the character's empty hands, and while they do + count as one-handed weapons, they are automatically "equipped" whenever a + hand slot is empty. Basically, an empty hand slot also counts as an unarmed + strike. +
+(Metadata: Cost | Accuracy | Damage)
-Two-handed w Melee w No Quality.
-Two-handed w Melee w No Quality.
-Two-handed w Ranged w No Quality.
-Two-handed w Ranged w No Quality.
-+
| Name | +Cost | +Accuracy | +Damage | +
|---|---|---|---|
| Arcane Category | +|||
| Staff | +100 z | +【WLP + WLP】 | +【HR + 6】 physical | +
| Two-handed w Melee w No Quality. | +|||
| Tome | +100 z | +【INS + INS】 | +【HR + 6】 physical | +
| Two-handed w Melee w No Quality. | +|||
| Bow Category | +|||
| Crossbow | +150 z | +【DEX + INS】 | +【HR + 8】 physical | +
| Two-handed w Ranged w No Quality. | +|||
| Shortbow | +200 z | +【DEX + DEX】 | +【HR + 8】 physical | +
| Two-handed w Ranged w No Quality. | +|||
| Brawling Category | +|||
| Unarmed Strike | +- | +【DEX + MIG】 | +【HR + 0】 physical | +
|
One-handed w Melee w Automatically equipped in each empty hand slot.
-
-
- One-handed w Melee w Breaks after the attack. -One-handed w Melee w No Quality. -
-
- Dagger Category-
-
- Firearm Category-
-
- Flail Category-
BASIC WEAPONS- + |
+ |||
| Improvised (Melee) | +- | +【DEX + MIG】 | +【HR + 2】 physical | +
| One-handed w Melee w Breaks after the attack. | +|||
| Iron Knuckle | +150 z | +【DEX + MIG】 | +【HR + 6】 physical | +
| One-handed w Melee w No Quality. | +|||
| Dagger Category | +|||
| Steel Dagger | +150 z | +【DEX + INS】 +1 | +【HR + 4】 physical | +
| One-handed w Melee w No Quality. | +|||
| Firearm Category | +|||
| Pistol (E) | +250 z | +【DEX + INS】 | +【HR + 8】 physical | +
| One-handed w Ranged w No Quality. | +|||
| Flail Category | +|||
| Chain Whip | +150 z | +【DEX + DEX】 | +【HR + 8】 physical | +
| Two-handed w Melee w No Quality. | +|||
Stats: 200 z 【MIG + MIG】 【HR + 6】 physical
-One-handed w Melee w No Quality.
-Stats: 250 z 【MIG + MIG】 【HR + 10】 physical
-One-handed w Melee w No Quality.
-Stats: 250 z 【MIG + MIG】 【HR + 14】 physical
-Two-handed w Melee w No Quality.
-Stats: 200 z 【DEX + MIG】 【HR + 8】 physical
-One-handed w Melee w No Quality.
-Stats: 200 z 【DEX + MIG】 【HR + 12】 physical
-Two-handed w Melee w No Quality.
-Stats: 200 z 【DEX + MIG】 +1 【HR + 6】 physical
-One-handed w Melee w No Quality.
-Stats: 200 z 【DEX + MIG】 +1 【HR + 10】 physical
-Two-handed w Melee w No Quality.
-Stats: 200 z 【DEX + INS】 +1 【HR + 10】 physical
-Two-handed w Melee w No Quality.
-Stats: 200 z 【DEX + INS】 +1 【HR + 6】 physical
-One-handed w Melee w No Quality.
-Stats: 【DEX + MIG】 【HR + 2】 physical
-One-handed w Ranged w Breaks after the attack.
-Stats: 150 z 【DEX + INS】 【HR + 4】 physical
-One-handed w Ranged w No Quality.
-| Name | +Cost | +Accuracy | +Damage | +
|---|---|---|---|
| Heavy Category | +|||
| Iron Hammer | +200 z | +【MIG + MIG】 | +【HR + 6】 physical | +
| One-handed w Melee w No Quality. | +|||
| Broadaxe (E) | +250 z | +【MIG + MIG】 | +【HR + 10】 physical | +
| One-handed w Melee w No Quality. | +|||
| Waraxe (E) | +250 z | +【MIG + MIG】 | +【HR + 14】 physical | +
| Two-handed w Melee w No Quality. | +|||
| Spear Category | +|||
| Light Spear (E) | +200 z | +【DEX + MIG】 | +【HR + 8】 physical | +
| One-handed w Melee w No Quality. | +|||
| Heavy Spear (E) | +200 z | +【DEX + MIG】 【HR + 12】 physical | +|
| Two-handed w Melee w No Quality. | +|||
| Sword Category | +|||
| Bronze Sword (E) | +200 z | +【DEX + MIG】 +1 | +【HR + 6】 physical | +
| One-handed w Melee w No Quality. | +|||
| Greatsword (E) | +200 z | +【DEX + MIG】 +1 | +【HR + 10】 physical | +
| Two-handed w Melee w No Quality. | +|||
| Katana (E) | +200 z | +【DEX + INS】 +1 | +【HR + 10】 physical | +
| Two-handed w Melee w No Quality. | +|||
| Rapier (E) | +200 z | +【DEX + INS】 +1 | +【HR + 6】 physical | +
| One-handed w Melee w No Quality. | +|||
| Thrown Category | +|||
| Improvised (Ranged) | +- | +【DEX + MIG】 | +【HR + 2】 physical | +
| One-handed w Ranged w Breaks after the attack. | +|||
| Shuriken | +150 z | +【DEX + INS】 | +【HR + 4】 physical | +
| One-handed w Ranged w No Quality. | +|||