diff --git a/Justfile b/Justfile index 130238e..fcf71b4 100644 --- a/Justfile +++ b/Justfile @@ -1,14 +1,16 @@ -user := "admin" -host := "chimaera.malzahn.lan" -www-root := "/home/admin/caddy/public_html/fabula" +# user := "admin" +# host := "chimaera.malzahn.lan" +# www-root := "/home/admin/caddy/public_html/fabula" + +user := "root" +host := "goldfish.malzahn.lan" +www-root := "/usr/share/caddy/public_html/fabula" serve: npm run dev deploy: build - scp dist/index.html {{ user }}@{{ host }}:{{ www-root }}/index.html - scp dist/bundle.*.js {{ user }}@{{ host }}:{{ www-root }}/ - scp dist/styles.*.css {{ user }}@{{ host }}:{{ www-root }}/ + scp -r dist/* {{ user }}@{{ host }}:{{ www-root }}/ build: npm run build diff --git a/book.js b/book.js new file mode 100644 index 0000000..a18b588 --- /dev/null +++ b/book.js @@ -0,0 +1 @@ +import './fabula-ultima-sheet.css'; diff --git a/html/0.html b/html/0.html new file mode 100644 index 0000000..ada81de --- /dev/null +++ b/html/0.html @@ -0,0 +1,38 @@ + + + + + + The Natural Fantasy Atlas for Fabula Ultima + + + +
+ +

The Natural Fantasy Atlas

+

For Fabula Ultima

+ +

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

+ +

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

+ +

What's Inside:

+ + + +
+

ISBN 979-12-5598-104-6

+

A game by Emanuele Galletto | fabulaultima.com

+ Fabula Ultima © 2021-2026 Need Games and Rooster Games. +
+ +
+ + \ No newline at end of file diff --git a/html/1.html b/html/1.html new file mode 100644 index 0000000..a0b6a01 --- /dev/null +++ b/html/1.html @@ -0,0 +1,62 @@ + + + + + + The Natural Fantasy Atlas - Fabula Ultima + + + + +
+
+

The Natural Fantasy Atlas

+

For Fabula Ultima

+
+ +
+

Embrace the Cycle of Nature

+

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

+
+ +
+

Key Features Include:

+ +
+ +
+

ATLAS: NATURAL FANTASY

+

A game by Emanuele Galletto

+

ISBN 979-12-5598-104-6 | fabulaultima.com

+

© Fabula Ultima 2021-2026 Need Games and Rooster Games.

+
+ +
+ + + \ No newline at end of file diff --git a/html/10.html b/html/10.html new file mode 100644 index 0000000..04578f7 --- /dev/null +++ b/html/10.html @@ -0,0 +1,40 @@ + + + + + + Natural Fantasy Campaign Concepts + + + + +
+

Introduction to Natural Fantasy Campaigns

+
+ +
+

Clashing Communities

+ +

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

+ +

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

+ +

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

+
+ +
+ +
+

Everything Has a Soul

+ +

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

+ +

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

+ +

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

+ +

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

+
+ + + \ No newline at end of file diff --git a/html/100.html b/html/100.html new file mode 100644 index 0000000..0c8f79c --- /dev/null +++ b/html/100.html @@ -0,0 +1,64 @@ + + + + + + Character Profile: Apsu + + + + +
+ [Page 99] | W33 PROTAGONISTS +
+ +

APSU

+ + +
+

BASIC INFORMATION

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

APSU IN DETAIL

+
+

Background & Skills

+ +
+ + +
+ Game Master Note: The GM should involve Apsu’s Player in establishing any information about the curse of blue hair and the water spirits, especially the most dangerous and aggressive ones. +
+
+ + + +
+
+ + + \ No newline at end of file diff --git a/html/101.html b/html/101.html new file mode 100644 index 0000000..20dbd60 --- /dev/null +++ b/html/101.html @@ -0,0 +1,40 @@ + + + + + + Donna Maxwell Profile + + + +
+

DONNA MAXWELL

+ + +

BASIC INFORMATION

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

DONNA IN DETAIL

+ +

Backstory & Abilities

+ + + +
+
+
+ + \ No newline at end of file diff --git a/html/102.html b/html/102.html new file mode 100644 index 0000000..edb9e66 --- /dev/null +++ b/html/102.html @@ -0,0 +1,51 @@ + + + + + + Character Profile: Lady Undersson + + + + +

LADY UNDERSSON

+ +

Basic Information

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

LADY UNDERSSON In Detail

+ +

History & Lore:

+ + +
+ +

Profile

+

Order Details:

+ + + \ No newline at end of file diff --git a/html/103.html b/html/103.html new file mode 100644 index 0000000..b7baae5 --- /dev/null +++ b/html/103.html @@ -0,0 +1,45 @@ + + + + + + Character Dossier: Laurence + + + + +
+ +

W LAURENCE

+ +

BASIC INFORMATION

+ +
+

Identity: Chef and Former Hunter

+

Theme: Mercy

+

Origin: Village of Arca

+

Quirk: Big Bro

+

Signature Weapons: Sword and Shield

+
+ +

LAURENCE IN DETAIL

+ +
+ +

Backstory & Profile

+ + +
+ +

Transaction Details

+ +
+ + + \ No newline at end of file diff --git a/html/104.html b/html/104.html new file mode 100644 index 0000000..242b0bf --- /dev/null +++ b/html/104.html @@ -0,0 +1,49 @@ + + + + + + Character Dossier: Melissa Holtz + + + +
+ +
+

MELISSA HOLTZ

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

BASIC INFORMATION

+ +
+ + +
+

MELISSA IN DETAIL

+ +
+ + +
+ + diff --git a/html/105.html b/html/105.html new file mode 100644 index 0000000..ca8024a --- /dev/null +++ b/html/105.html @@ -0,0 +1,49 @@ + + + + + + Mylo Ulve Character Profile + + + + +

Mylo Ulve

+

(Page/Document Reference 104)

+ +
+

Basic Information

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

Detailed Background

+ +
+ +
+

Character Goals

+ +
+ + + + + \ No newline at end of file diff --git a/html/106.html b/html/106.html new file mode 100644 index 0000000..adaeccb --- /dev/null +++ b/html/106.html @@ -0,0 +1,57 @@ + + + + + + Octavia - Protagonist Profile + + + + +
+ Page 105 | W 33 PROTAGONISTS: OCTA VIA POLPI +
+ +
+

BASIC INFORMATION

+ + +
+
Identity:
Proud Ocean Merchant +
Theme:
Rebellion +
Origin:
Yonaguni +
Quirk:
Stubborn Scion + +
+ Signature Weapons: +
    +
  • Reinforced Pipe
  • +
+
+
+ +

OCTAVIA IN DETAIL

+ + + + + +
+

Campaign Guidance Notes

+ +
+ +
+ +
+
+ + + \ No newline at end of file diff --git a/html/107.html b/html/107.html new file mode 100644 index 0000000..3814db4 --- /dev/null +++ b/html/107.html @@ -0,0 +1,45 @@ + + + + + + Ruairi Character Profile + + + + +

Ruairi Character Profile

+ +
+

Basic Information

+

Identity: Moth Court Outcast

+

Theme: Solitude

+

Origin: Hawthorn Forest

+

Quirk: Outcast Fairy

+

Signature Weapons: Floral greatswords

+
+ +

Background & History

+ +
+ +
+ +
+

Story Details / GM Notes

+ +
+ +
+

Metadata Source: ()

+
+ + + \ No newline at end of file diff --git a/html/108.html b/html/108.html new file mode 100644 index 0000000..aa6a9a2 --- /dev/null +++ b/html/108.html @@ -0,0 +1,56 @@ + + + + + + Tsukihime Character Profile + + + + + +
+ 107 | W | 33 PROTAGONISTS +
+ +

TSUKIHIME

+ + +
+

BASIC INFORMATION

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

TSUKIHIME IN DETAIL

+ + +
+ +
+
+ + + \ No newline at end of file diff --git a/html/109.html b/html/109.html new file mode 100644 index 0000000..0d42fd4 --- /dev/null +++ b/html/109.html @@ -0,0 +1,35 @@ + + + + + + Game Options Guide + + + + +
108
+

Chapter Focus: Campaign Options

+ +

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

+ +

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

+ +

CUSTOM WEAPONS

+

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

+ +

NATURAL FANTASY QUIRKS

+

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

+ + + +

NEW OPTIONS

+

W

+

(Placeholder for content/detail regarding option.)

+ + + \ No newline at end of file diff --git a/html/11.html b/html/11.html new file mode 100644 index 0000000..7aed50b --- /dev/null +++ b/html/11.html @@ -0,0 +1,30 @@ + + + + + + The Chronicles of Magic and Technology + + + +

MAGIC AND TECHNOLOGY

+

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

+ +

The Necropolis

+

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

+ +

Travel Through Nature

+

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

+ +

Heroes of Many Sizes and Shapes

+

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

+ +

Protagonists

+ + + + \ No newline at end of file diff --git a/html/110.html b/html/110.html new file mode 100644 index 0000000..0dcbfe7 --- /dev/null +++ b/html/110.html @@ -0,0 +1,35 @@ + + + + + + Protagonists - Camp Activities + + + +
109 | W 33 PROTAGONISTS
+ +

CHAPTER CAMP ACTIVITIES

+ +

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

+

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

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

NEW CLASSIC CHARACTERS

+

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

+ +

NEW CLASSES

+

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

+ +

NEW HEROIC SKILLS

+

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

+ +
+ “I’ve never seen a flower like this.
I wonder what its properties are!”
+
+ + + \ No newline at end of file diff --git a/html/111.html b/html/111.html new file mode 100644 index 0000000..9435aa0 --- /dev/null +++ b/html/111.html @@ -0,0 +1,33 @@ + + + + + + Character Class Descriptions + + + + +
+

FLORALIST

+ +
+ +
+

GOURMET

+ +
+ +
+
+ + + \ No newline at end of file diff --git a/html/112.html b/html/112.html new file mode 100644 index 0000000..af1a716 --- /dev/null +++ b/html/112.html @@ -0,0 +1,44 @@ + + + + + + Character Archetypes: Protagonists + + + + +
+

33 PROTAGONISTS

+

Character Archetypes

+
+ + +
+

INVOKER

+ +
+ + +
+

MERCHANT

+ +
+ + +
+

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

+

There is no other way for a better world.”

+
+
+ + + \ No newline at end of file diff --git a/html/113.html b/html/113.html new file mode 100644 index 0000000..9330e85 --- /dev/null +++ b/html/113.html @@ -0,0 +1,50 @@ + + + + + + Custom Weapon Guide + + + + +
+

Custom Weapons

+

Introduction

+
+ +

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

+ +

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

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

Creating a Custom Weapon

+ +

A custom weapon must adhere to the following foundational characteristics:

+ +

Core Characteristics

+ + +

Customizations

+

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

+ + + + + \ No newline at end of file diff --git a/html/114.html b/html/114.html new file mode 100644 index 0000000..5b24344 --- /dev/null +++ b/html/114.html @@ -0,0 +1,70 @@ + + + + + + Weapon Customization Details + + + + +
+
+

WEAPON CUSTOMIZATIONS

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

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

+

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

+

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

+
+
+ +
+
+
+ +
+
+ + + \ No newline at end of file diff --git a/html/115.html b/html/115.html new file mode 100644 index 0000000..1961381 --- /dev/null +++ b/html/115.html @@ -0,0 +1,38 @@ + + + + + + Custom Weapon Compatibility Guide + + + + +

Weapon Compatibility

+ +

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

+ +

Transforming Weapons

+

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

+

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

+

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

+ +

Sample Natural Fantasy Custom Weapons

+

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

+ + +
+

Narrative Considerations

+

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

+

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

+
+ +
+ Document Footer/Reference: () +
+ + + \ No newline at end of file diff --git a/html/116.html b/html/116.html new file mode 100644 index 0000000..ddc1396 --- /dev/null +++ b/html/116.html @@ -0,0 +1,81 @@ + + + + + + Protagonists Chapter 9 + + + + +
+ Chapter 9 +

AUTODRIVERS

+
+ +

Protagonists

+ + +

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

+ + +
+

STAKE DRIVER W

+

The weapon’s basic form, worth 300 zenit.

+ +

Stats

+ + +

Specifications

+
+ +

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

+
+
+ + +
+

AUTOSCRAPPER W

+

A possible rare evolution, worth 1400 zenit.

+ +

Stats

+ + +

Specifications

+
+ +

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

+
+
+ + +
+ “Oh! If we connect
+ the primary compressor
+ to the combustion chamber,
+ dividing the pressure
+ between the eight
+ secondary valves…
+ hehehe!” +
+ + + + + \ No newline at end of file diff --git a/html/117.html b/html/117.html new file mode 100644 index 0000000..34a22f6 --- /dev/null +++ b/html/117.html @@ -0,0 +1,69 @@ + + +
+

9 CLOCKWORK KEYS

+
+

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

+ + +
+

BRASS KEY Worth 300 zenit

+

The weapon’s basic form.

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

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

+
+ + +
+

OXIDIZED KEY Worth 800 zenit

+

A possible rare evolution.

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

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

+

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

+
+
+ +

9 FLORAL SCISSORS

+
+

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

+ + +
+

ROSENSCHWERT Worth 300 zenit

+

The weapon’s basic form.

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

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

+
+
+ +
+ W () +
+
\ No newline at end of file diff --git a/html/118.html b/html/118.html new file mode 100644 index 0000000..0064ef6 --- /dev/null +++ b/html/118.html @@ -0,0 +1,116 @@ + + +
+ Page 117 +

33. PROTAGONISTS

+
+ + +
+

CRESCENT SCISSORS

+

A possible rare evolution, worth 1000 zenit.

+ +

Basic Info

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

Form Details

+
+

Form I

+ +
+ +

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

+
+ + +
+

EYRE

+

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

+

The weapon’s basic form, worth 400 zenit.

+ + +

Form I

+
+ + +

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

+
+ + +

Form II

+
+ + +

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

+
+
+ + +
+

EARNSHAW

+

A possible rare evolution, worth 1000 zenit.

+ + +

Form I

+
+ + +

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

+
+ + +

Form II

+
+ + +

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

+
+ + +
+

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

+
+
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Weapon Catalogue Excerpt

+ +
Page 118
+ + +
+

HEAVY ARBALESTS

+

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

+ + +
+

GASTRAPHETES

+ Basic Form | Worth 300 Zenit +

The weapon’s basic form.

+ +

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

+
+ + +
+

HELEPOLIS

+ Possible Rare Evolution | Worth 1600 Zenit + +

Deals 5 extra damage to creatures suffering from slow.

+

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

+
+
+ + +
+

METEOR BELLS

+

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

+ + +
+

COPPER RATTLES (Form I)

+ Basic Form | Worth 400 Zenit + +

This weapon has the quick and transforming customizations.

+
+ + +
+

COPPER RATTLES (Form II)

+ Variant Upgrade | (No listed cost, assumes upgrade path) + +

This weapon has the elemental, powerful and transforming customizations.

+
+
+ + +
+ W
+
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+

IT’S ALL ABOUT THE HEROES

+

CHAPTER INTRODUCTION

+
+ + +

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

+ +

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

+ +

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

+ +

MYSTERY, DISCOVERY AND GROWTH

+

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

+ +

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

+ +

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

+ +
+ “This world is ancient and in no hurry.
+ It reserves its deepest and most sincere affection
+ for those who take time to understand and grow.” +
+ +
+
+ + \ No newline at end of file diff --git a/html/120.html b/html/120.html new file mode 100644 index 0000000..aedf69a --- /dev/null +++ b/html/120.html @@ -0,0 +1,106 @@ + + + + + + Weapon Listings + + + + +
Page 119
+ +

PROTAGONISTS

+ + + +
+

WATER TOLL

+

A possible rare evolution, worth 1500 zenit.

+ + +

Form I

+
+
Accuracy: (DEX + MIG)
+
Damage: (HR + 9) physical
+
+ +
+ Attributes: Brawling • Two-handed • Melee + +
+ + +

Form II

+
+
Accuracy: (DEX + MIG)
+
Damage: (HR + 16) ice
+
+ +
+ Attributes: Flail • Two-handed • Melee + +
+ +
+ + + +
+

SEEKER’S SHOVELS

+

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

+ + +
+

SHOVELPICK

+

(Basic Form), worth 300 zenit.

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

VANGUARD SPADE

+

A possible rare evolution, worth 1300 zenit.

+ +
+
Accuracy: (DEX + MIG) +2
+
Damage: (HR + 16) physical
+
+ +
+ Attributes: Heavy • Two-handed • Melee +
    +
  • You gain Resistance to earth damage. Additionally, when you suffer earth damage, you gain 50 zenit and regain 1 Inventory Point.
  • +
  • This weapon has the accurate, defense boost and powerful customizations.
  • +
+
+
+
+ + +
+ cc Weapon customizations are not part of its Qualities! +
+
+
+ + + \ No newline at end of file diff --git a/html/121.html b/html/121.html new file mode 100644 index 0000000..2c3a20b --- /dev/null +++ b/html/121.html @@ -0,0 +1,38 @@ + + + + + + Quirks System Rules + + + +

Quirks (Advanced Optional Rule)

+ +

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

+ +

Rules and Guidelines

+ + +
USING QUIRKS IN YOUR GAME
+

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

+ +

Key Considerations

+ + +

Natural Fantasy Quirks

+

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

+

W ()

+ + + \ No newline at end of file diff --git a/html/122.html b/html/122.html new file mode 100644 index 0000000..daa2e22 --- /dev/null +++ b/html/122.html @@ -0,0 +1,49 @@ + + + + + + Game Rules Summary + + + + +
+

Protagonists

+

Chapter 9: Ancient Weapon / Chapter

+
+ +
+

Ancient Weapon

+

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

+ + + +

Game Master Complications:

+

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

+
+ +
+ +
+ Arboreal +

The Arboreal Challenge

+

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

+ +

Mandatory Choices

+ +
+ + + + + \ No newline at end of file diff --git a/html/123.html b/html/123.html new file mode 100644 index 0000000..748e547 --- /dev/null +++ b/html/123.html @@ -0,0 +1,39 @@ + + + + + + Character Quirks Documentation + + + + +

Character Quirk Documentation

+ +
+

9 BIG BRO

+

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

+

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

+

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

+ +
+ +
+ +
+

9 CURSED

+

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

+

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

+

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

+ +
+ + + \ No newline at end of file diff --git a/html/124.html b/html/124.html new file mode 100644 index 0000000..772947d --- /dev/null +++ b/html/124.html @@ -0,0 +1,60 @@ + + + + + + Character Quirk Guide + + + + +
+

PROTAGONISTS

+

Chapter 9: Character Quirks

+
+ +
+
+

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

+ +

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

+ +

Mechanics:

+ + +

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

+
+ +
+ +
+

Flight

+ +

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

+ +

Benefits:

+ + +

Limitations:

+ +
+
+ + “No blame in being afraid sometimes.
+ That’s why we stick together: so that our friends can be brave for us, when it happens.” + + +
+
+ + + \ No newline at end of file diff --git a/html/125.html b/html/125.html new file mode 100644 index 0000000..5a5a5d5 --- /dev/null +++ b/html/125.html @@ -0,0 +1,34 @@ + + + + + + Mysterious Grimoire Quirk + + + + +

9 MYSTERIOUS GRIMOIRE

+ +

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

+

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

+ +
Quirk Functionality
+

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

+

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

+ + + +
Alternative Use
+

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

+ +
Aftermath
+

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

+ + + + + \ No newline at end of file diff --git a/html/126.html b/html/126.html new file mode 100644 index 0000000..3a1dfc5 --- /dev/null +++ b/html/126.html @@ -0,0 +1,56 @@ + + + + + + Protagonist Guide + + + +
Page 125
+ +

PROTAGONISTS

+ + +
+

Outcast Fairy

+ +

Lore and Background

+

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

+

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

+ +

Abilities

+ + +

Weakness (Unique Flaw)

+

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

+
+

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

+

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

+
+
+ + +
+

Robot

+ +

Lore and Background

+

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

+ +

Mechanical Traits

+ + +

Abilities

+ +
+ + \ No newline at end of file diff --git a/html/127.html b/html/127.html new file mode 100644 index 0000000..1fa5d32 --- /dev/null +++ b/html/127.html @@ -0,0 +1,47 @@ + + + + + + Quirk Profile: Stubborn Scion + + + + +
+ +

9 STUBBORN SCION

+ +

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

+ +
+

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

+
+ +

Companions: The Loyal Bodyguards

+

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

+ + + +
+

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

+

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

+
+ +

Thematic Considerations for Quirk Creation

+
+

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

+

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

+
+ + +
+ + + \ No newline at end of file diff --git a/html/128.html b/html/128.html new file mode 100644 index 0000000..12efc02 --- /dev/null +++ b/html/128.html @@ -0,0 +1,62 @@ + + + + + + Character Class Profiles + + + +
+ +
+ Page 127 | Chapter Navigation +
+ +

PROTAGONISTS

+ + +
+

9. SURVIVOR

+ +

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

+ +

Permanent Benefits

+ + +

Choose One Option:

+ +
+ +
+ + +
+

9. THE BEAST WHO SPOKE

+ +

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

+ +

Restrictions & Bonuses

+

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

+ +

Additional Benefits (Choose Two):

+ +
+ +
+ + +
+ + \ No newline at end of file diff --git a/html/129.html b/html/129.html new file mode 100644 index 0000000..f2ab5fb --- /dev/null +++ b/html/129.html @@ -0,0 +1,57 @@ + + + + + + Character Lore & Mechanics + + + + +

THE LONG DREAM

+ +

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

+ +

The Approaching Farewell

+

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

+ + + +
+

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

+

The same happens if you Sacrifice yourself.

+ +

Examples

+ + +

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

+

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

+
+ +

TRAVELING WORKSHOP

+
+

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

+ +

Quirk Requirements

+ + +

Mechanics

+ +
+ +
+
+ + + \ No newline at end of file diff --git a/html/13.html b/html/13.html new file mode 100644 index 0000000..fbe8a0e --- /dev/null +++ b/html/13.html @@ -0,0 +1,36 @@ + + + + + + Natural Fantasy Guidelines + + + + +

A RAW BEAUTY

+ +

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

+ +
+

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

+
+ +

THE HUNT

+

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

+ + + +

EVERY LIFE MATTERS

+

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

+ +
+

BEFORE WE START

+

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

+
+ + + \ No newline at end of file diff --git a/html/130.html b/html/130.html new file mode 100644 index 0000000..b09c8ca --- /dev/null +++ b/html/130.html @@ -0,0 +1,42 @@ + + + + + + Character Quirk Detail + + + +

33 PROTAGONISTS

+

CHAPTER 9 UNDERCHILD

+ +

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

+ +

The Primal Attunement Quirk

+

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

+ +

Examples of Source:

+ + +

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

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

+ +

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

+ + +

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

+ + + \ No newline at end of file diff --git a/html/131.html b/html/131.html new file mode 100644 index 0000000..89a4ea0 --- /dev/null +++ b/html/131.html @@ -0,0 +1,47 @@ + + + + + + Camp Activities Rule + + + + +
130 W
+ +

Camp Activities

+

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

+

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

+ +

Choosing Camp Activities

+

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

+ + +

Using Camp Activities

+

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

+

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

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

Camp Activities

+ + + + \ No newline at end of file diff --git a/html/132.html b/html/132.html new file mode 100644 index 0000000..e9b3820 --- /dev/null +++ b/html/132.html @@ -0,0 +1,45 @@ + + + + + + Camp Activity Benefits + + + + +

Keeping Track of the Benefits

+ +

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

+ +

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

+ +

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

+ + +

Camp Activity Target

+ + + + + \ No newline at end of file diff --git a/html/133.html b/html/133.html new file mode 100644 index 0000000..99314b0 --- /dev/null +++ b/html/133.html @@ -0,0 +1,65 @@ + + + + + + Character Abilities & Skills + + + + +
Page 132
+

CAMP ACTIVITY TARGET

+ +
+

Daydream Yourself

+

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

+
+ +
+

Double Portion

+

One ally

+

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

+
+ +
+

Exploration Yourself or one ally

+

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

+ +
+ +
+

Gathering

+

A character with the Gourmet Class

+

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

+ +
+ +
+

Magic Lesson

+

One ally

+

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

+
+ +
+

Martial Practice

+

Yourself

+

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

+
+ +
+

W

+
+ + + \ No newline at end of file diff --git a/html/134.html b/html/134.html new file mode 100644 index 0000000..af0a6ef --- /dev/null +++ b/html/134.html @@ -0,0 +1,69 @@ + + + + + + Character Abilities Reference + + + + +
+

PROTAGONISTS

+

Chapter Activity Targets

+
+ +
+

Camp Activities & Abilities:

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

Options and Variants

+
+ + + \ No newline at end of file diff --git a/html/135.html b/html/135.html new file mode 100644 index 0000000..ea4fabc --- /dev/null +++ b/html/135.html @@ -0,0 +1,67 @@ + + +
+

NEW CLASSIC CHARACTERS

+ + +

ELEMENTAL ACROBAT

+

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

+ +
+ Equipment: Giant chakram (custom weapon, (DEX + MIG), thrown, ranged, accurate, defense boost, powerful), combat tunic. Zenit Cost: 120 zenit. +
+ + +

FLUTIST MONK

+

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

+ +
+ Equipment: Staff (described as a magic flute!), sage robe. Zenit Cost: 270 zenit. +
+ + +

FRONTIER RESEARCHER

+

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

+ +
+ Equipment: Twin pocket pistols (custom weapon, (DEX + INS), firearm, ranged, accurate, quick), travel garb. Zenit Cost: 170 zenit. +
+ + +

GRINNING VETERAN

+

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

+ +
+ Equipment: Waraxe, runic plate. Zenit Cost: 70 zenit. +
+ + +

KEEPER OF THE SACRED TREE

+

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

+ +
+ Equipment: Staff, travel garb. Zenit Cost: 370 zenit. +
+ + + +
\ No newline at end of file diff --git a/html/136.html b/html/136.html new file mode 100644 index 0000000..e67d01c --- /dev/null +++ b/html/136.html @@ -0,0 +1,112 @@ + + + + + + Protagonist Dossier + + + + +

Protagonists Dossier

+ +
+

LOTUS DUELIST

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

Classes & Abilities:

+ + +
+ Equipment: + +
+
+ +
+

SHY APOTHECARY

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

Classes & Abilities:

+ + +
+ Equipment: + +
+
+ +
+

SMALL MERCHANT

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

Classes & Abilities:

+ + +
+ Equipment: + +
+
+ + +
+

TROUBLEMAKER ROGUE

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

Classes & Abilities:

+ + +
+ Equipment: + +
+
+ +
+

TWILIGHT WITCH

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

Classes & Abilities:

+ + +
+ Equipment: + +
+
+ +
+
+ + + \ No newline at end of file diff --git a/html/137.html b/html/137.html new file mode 100644 index 0000000..d9919f1 --- /dev/null +++ b/html/137.html @@ -0,0 +1,81 @@ + + + + + + Children's Friends: Character Details + + + + +

CHILDHOOD FRIENDS: WE HAVE A LONG JOURNEY AHEAD

+ +

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

+ +
+

✨ MYSTERIOUS ELF

+ +
+ +
+

⛏️ ROWDY MINER

+ +
+ +
+

⚔️ UPBEAT SQUIRE

+ +
+ +
+

🌿 YOUNG HERBALIST

+ +
+ +
+
+ + + diff --git a/html/138.html b/html/138.html new file mode 100644 index 0000000..8dd7339 --- /dev/null +++ b/html/138.html @@ -0,0 +1,112 @@ + + + + + + Protagonists Index + + + + +
+ Chapter 137 | Protagonists Index +
+ +

THE KITCHEN BRIGADE

+

“Despite the same world awaiting them, each would learn a different lesson from it.”

+ +

Overview

+

This group explores the Gourmet Class in many different ways: since each character’s cookbook sheet is personal and independent, the same combinations yield different results depending on who uses them!

+ + +
+

DEEP-FRY ARTIST

+ 70 zenit +
+ Attributes: Dexterity d8, Insight d8, Might d10, Willpower d6 +
+ +

Proficiencies & Skills

+ + +
+ Weapon: Wok shield (custom weapon) +

(DEX + MIG), brawling, melee, defense boost, elemental (fire), magic defense boost

+ Gear: Bronze plate, silk shirt +
+
+ + +
+

INFUSION MASTER

+ 170 zenit +
+ Attributes: Dexterity d8, Insight d8, Might d8, Willpower d8 +
+ +

Proficiencies & Skills

+ + +
+ Weapon: Kettle (custom weapon) +

(DEX + INS), firearm, ranged, accurate, magic defense boost, powerful

+ Gear: Silk shirt +
+
+ + +
+

PICKLER

+ 70 zenit +
+ Attributes: Dexterity d6, Insight d10, Might d8, Willpower d8 +
+ +

Proficiencies & Skills

+ + +
+ Weapon: Blast chiller (custom weapon) +

(DEX + INS), dagger, melee, accurate, defense boost, elemental (ice)

+ Gear: Sage robe +
+
+ + +
+

STREET COOK

+ 270 zenit +
+ Attributes: Dexterity d8, Insight d8, Might d6, Willpower d10 +
+ +

Proficiencies & Skills

+ + +
+ Weapon: Staff (described as a fan!) + Gear: Sage robe +
+
+ +
+
+ + + \ No newline at end of file diff --git a/html/139.html b/html/139.html new file mode 100644 index 0000000..ebce5a9 --- /dev/null +++ b/html/139.html @@ -0,0 +1,43 @@ + + + + + + Floralist Role Profile + + + + +
+

FLORALIST

+
+ + + +
+ "There is no rose without thorns." +
+ +

+ Spiritual energy flows strongly within plants, thanks to their direct connection to our earth. Growing from this encounter are magiseeds, gifted with the unique ability to thrive on spiritual energy and blossom into a majestic yet ephemeral triumph of magic. +

+ +

The Art of Floralism

+

+ Floralists possess specialized knowledge allowing them to identify and cultivate these strange seeds. These magiseeds grant a large variety of profound benefits, enabling their combination with all sorts of disciplines—from advanced martial arts techniques to complex magical practices. A true floralist must understand both the botanical nature of the bloom and the energetic resonance required for its proper mastery. +

+ +
+ Order Details: +
+ + + \ No newline at end of file diff --git a/html/14.html b/html/14.html new file mode 100644 index 0000000..95f5563 --- /dev/null +++ b/html/14.html @@ -0,0 +1,31 @@ + + + + + + + + + +

COEXISTENCE DOESN’T MEAN SELF-ERASURE

+ +

In some stories, ecological themes are handled quite superficially: humanity is depicted as a parasite, technology as a source of corruption, and ancient lifestyles become romanticized and stereotyped, often without a solid historical or anthropological base. Although they provide fertile ground for Villains, such simplistic perspectives represent a form of cowardly nihilism.

+ +

What natural fantasy proposes is, instead, to make a humble and brave choice: our heroes must stop seeing themselves as masters or tormentors of nature, and remember they are merely one of its many expressions, embracing the responsibilities that arise from their ability to invent, create, and transform.

+ +

In short, we can coexist with the planet we live in precisely because we are humans, rather than in spite of it.

+ +

CULTURAL INFLUENCES AND COLONIALISM

+ +

When we imagine a story centered around sharing and coexistence, we are often influenced by existing cultures that consider those principles as the foundation of their civilization, tradition, and philosophy. Historically, however, those same cultures have been targeted by violent and repressive colonialist politics, their voices silenced even in present day. Their characteristic cultural elements are often trivialized and reduced to mere appearances, robbed of their significance and made to conform to consumer logic, a surface representation that removes all introspective or revolutionary charge.

+ +

If you want to take inspiration from these cultures when you create new stories and characters, please strive not to repeat that harmful rhetoric:

+ + + + + \ No newline at end of file diff --git a/html/140.html b/html/140.html new file mode 100644 index 0000000..2753e11 --- /dev/null +++ b/html/140.html @@ -0,0 +1,63 @@ + + + + + + Prologue Character Sheet + + + + +
+

CHAPTER 139

+

W / PROTAGONISTS

+

FLORALIST FREE BENEFITS

+
+ + +
+

BATTLE GARDENING (çç3)

+

After you plant a magiseed through the Chloromancy Skill (not when using Graft), you may choose one option:

+ +

Note: Treat the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when determining damage dealt by this attack or spell.

+
+ +
+

CHLOROMANCY (çç10)

+

Each time you acquire this Skill, you discover a new type of magiseed from the list found in the next pages.

+

During a conflict, if there are no magiseeds in your garden, you may use an action and spend 20 Mind Points to plant a magiseed of a type you have discovered. The rules for the garden and for magiseed growth can be found in the next pages.

+
+ +
+

GRAFT

+

As long as there is a magiseed in your garden and 1 or more sections of your Growth Clock are filled, you may use an action to remove that magiseed from your garden: if you do, plant a different magiseed among those you have discovered (keep the current filled sections of your Growth Clock unchanged).

+
+ +
+

TREE OF LIFE (çç5)

+

When a magiseed is removed from your garden, you may choose one creature you can see: if that creature is in Crisis, they recover (5 + (SL × 5)) Hit Points.

+
+ +
+

VERDANT SWAY

+

You gain the ability to perform Rituals of the Ritualism discipline; additionally, you may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and toxins (but you cannot create nor control plant-Species NPCs this way).

+
+ +
+

Character Reflection

+ +
+ +
+
+ + + \ No newline at end of file diff --git a/html/141.html b/html/141.html new file mode 100644 index 0000000..1cc5fd8 --- /dev/null +++ b/html/141.html @@ -0,0 +1,72 @@ + + + + + + Magiseed Lore Document + + + + +
+

Magiseed Mechanics

+
+ +
+

THE GARDEN

+

When you plant a magiseed, it takes root in your garden until removed. Your garden is an abstract space whose appearance varies depending on your character’s look: it might be a pot on their back, a gap along their blade, or even the ground under their feet.

+
+ +
+
+ +
+

THE GROWTH CLOCK

+

When you acquire the Chloromancy Skill, you also receive a Growth Clock which is present only during conflict scenes and represents the cycle of life in your garden.

+ +

Growth Clock Rules

+ +
+ +
+

MAGISEED EFFECTS

+

Magiseeds can have passive effects, or have effects that trigger at the end of your turn, after your Growth Clock has increased.

+ +

Application Rules

+ + +

Level Modification Rules

+

If a magiseed’s effect:

+ +
+ +
+

MAGISEEDS

+ +
+ +
+
+ + + diff --git a/html/142.html b/html/142.html new file mode 100644 index 0000000..e8dd080 --- /dev/null +++ b/html/142.html @@ -0,0 +1,60 @@ + + + + + + Magiseed List + + + + +

Magiseed List

+ +

Below and in the next pages, you will find a list of standard magiseeds that each Floralist can discover by investing levels into the Chloromancy Skill.

+ +

Your group can also collaboratively create new magiseeds, and the Game Master may opt to include them among rewards, obtained independently of your investment in Chloromancy. Each magiseed is worth approximately 1000 zenit; try your best to keep these new magiseeds on a similar power to those on the standard list.

+ +
+

ARCTIC NARCISSUS

+ +

It stubbornly survives in frozen territories.

+ +
+

T EFFECT

+ +
+
+ +
+

BLAZING CHRYSANTHEMUM

+ +

Its thick petals resemble an erupting volcano.

+ +
+

T EFFECT

+

1-3: At the end of your turn, choose earth or fire. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type; its type cannot change, and it ignores Resistances.

+
+
+ +
+

DESERT DAHLIA

+ +

A tenacious plant, it doesn’t fear the dryness of dunes.

+ +
+

T EFFECT

+ +
+
+ +
+
+ + + diff --git a/html/143.html b/html/143.html new file mode 100644 index 0000000..cd5e4b7 --- /dev/null +++ b/html/143.html @@ -0,0 +1,55 @@ + + + +
+ +
+
+ W +

GOLDEN GINKGO

+
+

Its vibrantly colored leaves represent tenacity.

+ + T EFFECT + +
+ + +
+
+ W +

GRAVE ASPHODEL

+
+

Solemn and elegant, it embodies death’s ineluctability.

+ + T EFFECT + +
+ + +
+
+ W +

HERMIT IRIS

+
+

Its leaves carry whispers of ancient knowledge.

+ + T EFFECT + +
+ + + +
\ No newline at end of file diff --git a/html/144.html b/html/144.html new file mode 100644 index 0000000..a964065 --- /dev/null +++ b/html/144.html @@ -0,0 +1,60 @@ + + + + + + Magiseed Catalog + + + + +
+

M A G I S E E D

+

A Comprehensive Catalog

+
+ +
+

Protagonists

+
+ +
+ HOOKLEAF NIGHTSHADE +

Its purplish berries contain a deadly magical venom.

+
+ T EFFECT + 0-1: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. + 2-3: All damage you deal becomes poison, its type cannot change, and it ignores Immunities and Resistances. Additionally, when you deal poison damage for the first time during your turn, you deal extra damage equal to (your Skill Level in Chloromancy) and each creature that lost Hit Points this way suffers poisoned. +
+
+ + +
+ HORNED HAWTHORN +

Favored by witches and surgeons alike for its purifying properties.

+
+ T EFFECT + 0-1: You are Resistant to dark and poison damage. + 2-3: You and your allies present on the scene are Resistant to dark and poison damage. +
+
+ + +
+ LUNAR MAGNOLIA +

It blooms in the darkest hours of the night.

+
+ T EFFECT + 1-3: At the end of your turn, choose ice or light. Until you use this effect again or this magiseed is no longer in your garden, all damage dealt by you and every ally present on the scene becomes the chosen type, its type cannot change, and it ignores Resistances. +
+
+
+
+ +
+ + + + + diff --git a/html/145.html b/html/145.html new file mode 100644 index 0000000..8f06db2 --- /dev/null +++ b/html/145.html @@ -0,0 +1,57 @@ + + + + + + Botanical Entries Reference + + + + +
+ 144 W +
+ + +
+

OCEAN LOTUS

+

A graceful symbol of serenity and wisdom.

+ + T EFFECT + +
+ + +
+

PILGRIM GAZALIA

+

Its flamboyant corolla is synonymous with abundance.

+ + T EFFECT + +
+ + +
+

PRANCING DANDELION

+

A symbol of energy and vivacity, it spreads seeds through stormy winds.

+ + T EFFECT + +
+ + +
+

W

+
+ + + \ No newline at end of file diff --git a/html/146.html b/html/146.html new file mode 100644 index 0000000..9a59e75 --- /dev/null +++ b/html/146.html @@ -0,0 +1,52 @@ + + + + + + Protagonists Abilities + + + + +

33 PROTAGONISTS

+ +
+

REGAL PROTEA

+

A colorful and tenacious flower, favored by an ancient dynasty.

+ +

T EFFECT

+
    +
  1. You are immune to shaken and weak.
  2. +
  3. You treat your Might and Willpower as being one die size higher (up to a maximum of d12).
  4. +
  5. You and every ally you can see treat your Might and Willpower as being one die size higher (up to a maximum of d12).
  6. +
+
+ +
+

REMEDY LILY

+

Its elegant flowers filter and purify spiritual energy.

+ +

T EFFECT

+
    +
  1. At the end of your turn, you and every ally you can see recover from poisoned, slow, and weak.
  2. +
  3. At the end of your turn, you and every ally you can see recover an amount of Hit Points equal to (15 + your Skill Level in Chloromancy).
  4. +
+
+ +
+

SERRATED ROSE

+

Its thorns form a tangle equally breathtaking and dangerous.

+ +

T EFFECT

+
    +
  1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers slow.
  2. +
  3. At the end of your turn, every enemy you can see suffers slow.
  4. +
  5. At the end of your turn, you deal an amount of physical damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from slow.
  6. +
+
+ +
+
+ + + diff --git a/html/147.html b/html/147.html new file mode 100644 index 0000000..2c11841 --- /dev/null +++ b/html/147.html @@ -0,0 +1,61 @@ + + + + + + Botanical Entries + + + +
+ + +
+ W +

SILVER STRELITZIA

+

Its silvery blossoms are easily mistaken for jewels.

+ +
+ T EFFECT +
    +
  1. You are Resistant to bolt and light damage.
  2. +
  3. You and your allies present on the scene are Resistant to bolt and light damage.
  4. +
+
+
+ + +
+ W +

STAR PEONY

+

It silently gazes into celestial depths.

+ +
+ T EFFECT +
    +
  1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers dazed.
  2. +
  3. At the end of your turn, every enemy you can see suffers dazed.
  4. +
  5. At the end of your turn, you deal an amount of light damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from dazed.
  6. +
+
+
+ + +
+ W +

STRIPED ORCHID

+

Each segment of this plant is covered in toxins.

+ +
+ T EFFECT +
    +
  1. At the end of your turn, you may choose an enemy you can see. If you do, that enemy suffers weak.
  2. +
  3. At the end of your turn, every enemy you can see suffers weak.
  4. +
  5. At the end of your turn, you deal an amount of poison damage equal to (15 + your Skill Level in Chloromancy) to each enemy you can see who is suffering from weak.
  6. +
+
+
+ +
+ + diff --git a/html/148.html b/html/148.html new file mode 100644 index 0000000..56211e7 --- /dev/null +++ b/html/148.html @@ -0,0 +1,47 @@ + + + + + + Protagonist Abilities Guide + + + + + + +

PROTAGONISTS

+

CHAPTER WARDWATTLE

+ +
+

WARDWATTLE

+

A tangle of robust branches, whose thorns spread powerful poison.

+ EFFECT +
    +
  1. You are Resistant to physical damage.
  2. +
  3. + You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy) (after their attack was resolved). +
  4. +
  5. + You are Resistant to physical damage. Additionally, after a creature hits you with a melee attack, you deal an amount of physical damage to that creature equal to (5 + your Skill Level in Chloromancy), and then deal an amount of poison damage to that creature equal to (5 + your Skill Level in Chloromancy) (both these damage instances happen after that creature’s attack was resolved). +
  6. +
+
+ +
+

WRATHFUL CARNATION

+

Despite their beauty, its yellow flowers emit an irritatingly pungent smell.

+ EFFECT + +
+ + + + + \ No newline at end of file diff --git a/html/149.html b/html/149.html new file mode 100644 index 0000000..b2b6766 --- /dev/null +++ b/html/149.html @@ -0,0 +1,36 @@ + + + + + + Gourmet Profession Entry + + + + +
+

GOURMET

+

Gourmet

+

ALSO: Brewer, Chef, Patissier

+
+ +
+

Definition and Skills

+

Cooking may be considered a common skill, but Gourmets refine their knowledge of foodstuffs to a level that is nothing short of supernatural: they refine the art of extracting spiritual energies from every ingredient, infusing meals with powerful magical effects!

+
+ +
+

Way of Life

+

While most Gourmets are content with simply settling down in a town or village and making a living off their skills, some wander the world in a lifelong search for new ingredients.

+
+ +
+ "A true chef respects the nature of that which they transform." +
+ +
+ Page 148 +
+ + + \ No newline at end of file diff --git a/html/15.html b/html/15.html new file mode 100644 index 0000000..026165f --- /dev/null +++ b/html/15.html @@ -0,0 +1,33 @@ + + + + + + Document Analysis and Structure + + + + +
+

Project Requirements and Structural Guidelines

+ +

This document outlines the core guidelines for structuring and styling extracted textual content to ensure a professional, semantic, and highly readable web presentation.

+ +
    +
  1. + Semantic HTML Structure: It is critical to use appropriate HTML tags like <h1>, <p>, <ul>, <li>, and <strong>. This ensures that the underlying structure accurately reflects the content's hierarchy for maximum accessibility and SEO performance. +
  2. + +
  3. + Styling and Design Implementation: The presentation must incorporate styling using either inline CSS or a dedicated <style> block within the <head> section. This style guide requires modern sans-serif typography, clean margins, and a clear, predictable layout to enhance user experience. +
  4. + +
  5. + Output Formatting Compliance: The final deliverable must consist of ONLY valid HTML code. Under no circumstances should markdown code block backticks (<code></code>) or extra conversational commentary be included in the resulting output, maintaining purity and structural integrity. +
  6. +
+ +
+ + + \ No newline at end of file diff --git a/html/150.html b/html/150.html new file mode 100644 index 0000000..690fa63 --- /dev/null +++ b/html/150.html @@ -0,0 +1,91 @@ + + + + + + Protagonists - Gourmet Skills + + + +
+
+

33 PROTAGONISTS

+

Page 149 | Gourmet Chapter

+
+ + +
+

⭐ GOURMET FREE BENEFITS

+ +
+ + +
+

🍖 GOURMET SKILLS

+ + +
+
+

COOKING

+ (çç5) +
+

When you rest inside a settlement, you gain (SL) ingredients (see next page).

+

You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next page). You choose one option: you apply its effects to yourself or an ally you can see; or you perform a free attack with a weapon you have equipped. This attack deals no damage, but you apply the delicacy’s effects to each enemy hit by the attack.

+

Ingredients Capacity: You may carry up to 10 + (SL × 5) ingredients, and they will never spoil until you use them; if you take this Skill during character creation, you begin play with ten ingredients with random tastes.

+
+ + +
+
+

KNIFE AND FORK

+ (N/A) +
+

When you perform the free attack granted by the Cooking Skill, if you combined no more than 2 ingredients, you may have the attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.

+
+ + +
+
+

MADE WITH LOVE

+ (çç3) +
+

When you use the Cooking Skill and choose to apply the effects of the delicacy to yourself or an ally you can see, you may spend up to (SL × 10) MP. For every 10 MP you spend this way, apply the delicacy’s effects to an additional ally you can see.

+
+ + +
+
+

SALT AND PEPPER

+ (N/A) +
+

When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the taste of one ingredient to a different taste of your choice.

+
+ + +
+
+

TRAVELING COOK

+ (çç3) +
+

After each travel roll, if you acquired the Cooking Skill, you gain (SL × 2) ingredients.

+ +

Narrative Prompts:

+
    +
  • Who taught you how to cook? What is your relationship with your teacher?
  • +
  • Is your craft something revolutionary, or is it an established field of work?
  • +
  • What does your cooking look like? Which tools do you use?
  • +
  • What legendary recipe or ingredient are you looking for?
  • +
+
+
+ + +
+
+ +
+ + \ No newline at end of file diff --git a/html/151.html b/html/151.html new file mode 100644 index 0000000..5d3691c --- /dev/null +++ b/html/151.html @@ -0,0 +1,42 @@ + + + + + + The Gourmet Class Cookbook + + + + +

Ingredients & Delicacies

+ +

The Gourmet Class is designed around experimenting with new taste combinations, as well as using these combinations to come up with a variety of strategies. To help you keep track of all this information, you can use a cookbook sheet, which can be downloaded from fabulaultima.com.

+ +

Gaining Ingredients

+

You will normally receive ingredients through the Cooking and Traveling Cook Skills; you might also receive them as rewards during play. When you obtain an ingredient, you’re never too sure what it will taste like—roll a d6 to determine the ingredient’s taste using the table below, then describe its appearance and give it a name.

+

You may also purchase ingredients from stall, shops or merchants: The price is 10 zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste of your choice.

+ +

Ingredient Taste

+
+ +
+ +

Example

+
+

After traversing the Petrified Forest, you gain two ingredients thanks to the Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter and the other tastes umami.

+

You decide to call the first ingredient “Fossil Honey” and the second ingredient “Stonebark Shroom”. You record both of them on your cookbook sheet, placing them in the matching taste columns.

+
+ + + + + + diff --git a/html/152.html b/html/152.html new file mode 100644 index 0000000..7fe983b --- /dev/null +++ b/html/152.html @@ -0,0 +1,37 @@ + + + + + + Cooking Skill Delicacies + + + +
+ +

Delicacies (Cooking Skill)

+

When you use the Cooking Skill, you combine two or three ingredients to generate a special delicacy with powerful effects that will be applied to its targets.

+ +

Rules of Creation

+ + +

Example Usage

+

Consider the following scenario:

+

You combine three ingredients, one of them salty and two of them bitter. The resulting delicacy features two combinations (bitter + bitter and bitter + salty), which means it will have two different effects.

+

In the past, you combined bitter + bitter and rolled a 4, meaning the effect allows for MP recovery; conversely, you never combined bitter + salty before, so you must determine this combination’s effect by rolling dice.

+

You roll a 1, and must choose a status effect for this effect; since you already chose recovery from weak for the sour + sweet combination in the past, you decide to opt for dazed. From now on, the bitter + salty combination will always allow you to heal the target from dazed.

+

Now that you’ve done this, you know that your delicacy allows every target to heal from the dazed status effect and also recover 40 Mind Points.

+ +

Important Notes

+ + +
+ + \ No newline at end of file diff --git a/html/153.html b/html/153.html new file mode 100644 index 0000000..aa40ed2 --- /dev/null +++ b/html/153.html @@ -0,0 +1,33 @@ + + + + + + Delicacy Effect + + + +

DELICACY EFFECT

+

+ Combination effect +

+ +
    +
  1. Each of this delicacy’s targets recovers from the (choose one: dazed; enraged; poisoned; shaken; slow; weak) status effect.
  2. +
  3. Each of this delicacy’s targets suffers the (choose one: dazed; shaken; slow; weak) status effect.
  4. +
  5. Each of this delicacy’s targets recovers 40 Hit Points. This amount increases to 50 if you are level 30 or higher.
  6. +
  7. Each of this delicacy’s targets recovers 40 Mind Points. This amount increases to 50 if you are level 30 or higher.
  8. +
  9. This delicacy deals 20 (choose one: air; bolt; earth; fire; ice; poison) damage to each of its targets. This amount increases to 30 damage if you are level 30 or higher.
  10. +
  11. Until the end of your next turn, every source that deals (choose one: air; bolt; earth; fire; ice; poison) damage deals 5 extra damage to each of this delicacy’s targets.
  12. +
  13. Each of this delicacy’s targets cannot perform the Guard action during their next turn.
  14. +
  15. Each of this delicacy’s targets cannot perform the Spell action during their next turn.
  16. +
  17. Each of this delicacy’s targets cannot perform the Skill action during their next turn.
  18. +
  19. Each of this delicacy’s targets gains Resistance to (choose one: air; bolt; earth; fire; ice; poison) damage until the end of your next turn.
  20. +
  21. Each of this delicacy’s targets treats their (choose one: Dexterity; Insight; Might; Willpower) as if it were one die size higher (up to a maximum of d12) until the end of your next turn.
  22. +
  23. During the next turn of each of this delicacy’s targets, all damage they deal becomes (choose one: air; bolt; earth; fire; ice; poison) and its type cannot change.
  24. +
+ +
+
+ + \ No newline at end of file diff --git a/html/154.html b/html/154.html new file mode 100644 index 0000000..f5c8a28 --- /dev/null +++ b/html/154.html @@ -0,0 +1,42 @@ + + + + + + Special Rules of Effects + + + +
+

Protagonists

+

Page 153 | Chapter Rules

+
+ +

Special Rules of Effects

+ +

Delicacies and their effects follow a few unique rules:

+ + + +

Other than that, all of a delicacy’s effects are cumulative, and will be fully applied to each of its target.

+ +
+ Example: If you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter + umami, and a type 9 effect on bitter + sweet, the delicacy created combining these tastes will be able to deal damage, inflict a status effect, and also prevent the use of Skill actions for a brief period! +
+ +
+

And Finally, A Bit of Advice!

+

This Class is quite atypical: there is no real way to perfectly control the role your character will cover, because your abilities are procedurally generated over the course of the campaign. However, remember that you may prepare delicacies outside of conflict scenes: it will cost you some ingredients, true, but you will be able to “scout” the effects ahead of time and avoid trial and error during a critical situation.

+

Other than that, pay attention to which effects best synergize with each other and with the rest of your group, and take advantage of the multi property to apply the same delicacy to two or more enemies!

+
+ + + + \ No newline at end of file diff --git a/html/155.html b/html/155.html new file mode 100644 index 0000000..7921d37 --- /dev/null +++ b/html/155.html @@ -0,0 +1,30 @@ + + + + + + Character Profile Extracts + + + + +
+

Invoker

+

Summary: Ascetic, Channeler, Five-Soul Master

+

Invokers research the innate energy of souls and the way it spontaneously flows and manifests throughout their surroundings. Even if their art relies on calling upon the power of the elements, they adapt to the existing power sources rather than force an unnatural outcome and upset the flow of spirits.

+

That said, Invokers remain formidable adventurers: they boast great flexibility and a unique affinity for elemental creatures.

+

"Wish not for control, but understanding."

+
+ + +
+

Ascetic, Channeler, Five-Soul Master

+

This profile description appears fragmented in the source material, suggesting it may be an alternative or expanded title for a similar class to Invoker.

+
+ +
+

This section appears to be metadata regarding an order or transactional entry, rather than character lore.

+
+ + + \ No newline at end of file diff --git a/html/156.html b/html/156.html new file mode 100644 index 0000000..516d3ad --- /dev/null +++ b/html/156.html @@ -0,0 +1,55 @@ + +
+ +
Page 155 | W 33 PROTAGONISTS CHAPTER
+ +

INVOKER

+ +

FREE BENEFITS

+
+ +
+ + + +

ELEMENTAL HARMONY

+

You may always communicate with creatures of the elemental Species.

+

When you restore a creature’s Hit Points with an invocation or spell, if an elemental is present on the scene, the restored amount is increased by (SL × 5).

+ + + +

INVOCATION

+

You may use an action and spend 5 Mind Points to perform an invocation, drawing energy from one of the wellsprings present on the scene (see next page). Your (SL) in this Skill determines which invocations you have access to.

+ + + +

LINKED INVOCATION

+

When you perform an invocation, you may spend up to (SL × 10) additional Mind Points. For every 10 Mind Points you spend this way, the invocation may target an additional creature you can see.

+ + + +

RIPPLES

+

After an enemy you can see loses Hit Points due to damage dealt by one of your allies, if that damage was increased by one or more of your “hex” invocations, you may perform a free attack with a weapon you have equipped. This attack may only target that enemy, and receives a bonus equal to (SL) to its Accuracy Check; if it is successful, all its damage becomes of the same type dealt by your ally, and all “hex” invocations present on its target end immediately after the attack has been resolved.

+

If two or more enemies trigger this Skill at the same time, you can perform a free attack against each of them, in whatever order you prefer.

+ + + +

WELLSPRING EXPANSION

+

As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or thrown Category equipped, your “blast” invocations deal (SL) extra damage, and the extra damage granted by your “hex” invocations is increased by (SL).

+ + + +

Character Background

+

Personal Queries

+ + + + +
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+ +

Wellsprings and Invocations

+ +
+

Determining Available Wellsprings

+

During each scene, your surroundings grant you two different wellsprings. The Game Master tells you what these are. Remember to describe how wellsprings manifest in the scene; they may be natural features, objects, or even creatures.

+
+ Example: During a battle taking place on a steam-powered airship amidst stormy clouds, any two of air, fire, lightning and water would make sense. +
+
+ +

Performing an Invocation

+

When you perform an invocation, choose one option you have access to among those in the table below (provided the corresponding wellspring is available in the scene); then, apply its effects to one creature you can see.

+ +

Determining Access

+ + +
+ Example: If air and earth wellsprings are available and your Skill Level is 2, you have access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex. +
+ +

Scaling Effects (Level Bonuses)

+

Invocation effects scale with character level:

+ + +

Wellsprings and Invocations

+
+

Air Wellspring (Damage Type: Air)

+ +
+ +
+ + \ No newline at end of file diff --git a/html/158.html b/html/158.html new file mode 100644 index 0000000..3a00233 --- /dev/null +++ b/html/158.html @@ -0,0 +1,98 @@ + + + + + + Wellsprings and Invocations + + + + +

PROTAGONISTS

+

WELLSPRINGS AND INVOCATIONS

+ +
+

Earth Wellspring

+

(Damage Type: Earth)

+ + +
+ +
+

Fire Wellspring

+

(Damage Type: Fire)

+ + +
+ +
+

Lightning Wellspring

+

(Damage Type: Bolt)

+ + +
+ +
+

Water Wellspring

+

(Damage Type: Ice)

+ + +
+ +
+
+ + + \ No newline at end of file diff --git a/html/159.html b/html/159.html new file mode 100644 index 0000000..1cf9ba6 --- /dev/null +++ b/html/159.html @@ -0,0 +1,38 @@ + + + + + + Merchant Entry + + + + +
+
+

W158

+

Merchant

+
+ +

AKA:

+

Antiquarian, Collector, Pharmacist

+ +
+

Even in worlds rife with great magic, wealth and money are very influential. Trade and commerce are one key aspect to the development of nations and kingdoms, and Merchants are quite aware of this power.

+ +

It might seem strange for a Merchant to be treated on par with a hero: and yet, those who resist the temptation of greed and rely on commerce to foster exchanges of ideas and dialogue between distant people truly are fighting their very own revolution.

+ +

A Point of Consideration

+

First of all, think:

+ +
+ +
+ Document Source: () +
+
+ + + \ No newline at end of file diff --git a/html/16.html b/html/16.html new file mode 100644 index 0000000..4da4cff --- /dev/null +++ b/html/16.html @@ -0,0 +1,38 @@ + + + + + + The World - Chapter Overview + + + + +

The World

+ +

This chapter provides a bird’s eye view of Fabula Ultima’s approach to natural fantasy worlds. Both Players and Game Masters are welcome to read it – it contains valuable tools for both roles.

+ +

The chapter is constructed as follows:

+ +

Chapter Sections Overview

+ + + + + \ No newline at end of file diff --git a/html/160.html b/html/160.html new file mode 100644 index 0000000..bdab9e5 --- /dev/null +++ b/html/160.html @@ -0,0 +1,82 @@ + + + + + + Merchant Skills Profile + + + + +
+

PROTAGONISTS

+

Merchant Free Benefits & Skills

+
+ + +
+

Merchants: Core Abilities

+ +
+ +

MERCHANT SKILLS

+ + +
+

When a potion or delicacy (see page 151) you created that does not deal damage causes one or more creatures to recover Hit Points,

+

You may instead have it deal poison damage equal to (half your level + (SL × 10)) to each of those creatures. This damage’s type cannot change, and it is halved if you are dealing damage to two or more creatures.

+
+ + +
+

I’VE HEARD OF IT!

+

After you or an ally who is able to hear and understand you roll dice for a Check to examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus equal to (SL × 2) to the Result of that Check.

+
+ + +
+

PRIVATE STOCK

+

When you or another Player Character spend (SL + 2) or fewer Inventory Points, you may spend 1 Trade Point to ignore that cost.

+
+ + +
+

REAL TREASURE

+

Once per session, when you help an NPC or community defeat greed and corruption, improve their quality of life, or coexist with other creatures, if you have acquired the Winds of Trade Skill, you gain (SL + 1) Trade Points.

+
+ + +
+

WINDS OF TRADE

+

After you rest in an area where commerce is possible, you gain (SL + 1) Trade Points. You may never have more than (SL + 3) Trade Points; if you acquire this Skill during character creation, you begin play with 2 Trade Points.

+

Advanced Use: During a non-conflict scene, you may spend 2 Trade Points to choose one option:

+ +
+ + +

Character Connections

+
+

When developing your character background, consider these questions:

+ +
+ + +
+

Interaction

+

Reference:

+
+ + + \ No newline at end of file diff --git a/html/161.html b/html/161.html new file mode 100644 index 0000000..0af0d42 --- /dev/null +++ b/html/161.html @@ -0,0 +1,104 @@ + + + + + + Heroic Skills Reference + + + + +

Heroic Skills Reference

+ +

These heroic skills are added to the list in the Core Rulebook (see page 232).

+

Note: The description text provided appears highly fragmented, suggesting specific context within the source material. Structures have been inferred based on typical rulebook layouts.

+ +

Heroic Skills with Class Mastery Requirements

+ + +
+
All You Can Eat Gourmet
+ (No Specific Classes Listed) +

Combine four ingredients into a delicacy.

+
+ + +
+
Refraction
+ Classes: Arcanist, Spiritist +

Improves Aura and Barrier, and punishes enemies who damage protected targets.

+
+ + +
+
Bend Magic
+ Classes: Elementalist, Entropist, Invoker, Symbolist +

React to enemy spells with your invocations.

+
+ + +
+
Brambleheart
+ Classes: Darkblade, Floralist +

Your brambles protect you and react to enemy attacks.

+
+ + +
+
Brave Bash
+ Classes: Commander, Fury, Guardian, Pilot, Weaponmaster +

Use Bone Crusher to challenge foes with a shield, then deal additional damage.

+
+ + +
+
Cheer Up!
+ Classes: Chanter, Esper, Orator +

Improves My Trust in You.

+
+ + +
+
Chimeric Soul
+ Classes: Chimerist, Mutant +

Casting Chimerist spells grants benefits based on the Species.

+
+ + +
+
Cleansing Moonlight
+ Classes: Entropist, Spiritist +

Your spells can remove status effects and spells from targets.

+
+ + +
+
Ephemeral Tranquility
+ Classes: Dancer, Esper, Rogue, Spiritist, Symbolist +

Improves Hallucination and T orpor, and cleanses status effects to cause HP loss.

+
+ + +
+
Fitcast
+ Classes: Chimerist, Darkblade, Esper, Fury, Wayfarer +

Use Might for Magic Checks, and treat weapons relying on Might as being arcane.

+
+ + +
+
For a Better Future
+ Classes: Merchant +

Use Trade Points instead of Fabula Points and improve settlements with donations.

+
+ +

Natural Fantasy Heroic Skills

+ + +
+ ( - No Specific Classes Listed) +

(No detailed description provided in the source text.)

+
+ + + \ No newline at end of file diff --git a/html/162.html b/html/162.html new file mode 100644 index 0000000..749f1c9 --- /dev/null +++ b/html/162.html @@ -0,0 +1,114 @@ + + +
+ +

PROTAGONISTS

+ +
+

HEROIC SKILL

+ + +
+
+ Greater Chloromancy + Floralist +
+

Increase magiseed effects and manipulate vegetation.

+
+ + +
+
+ Green Thumb + Floralist +
+

Quicken or delay the growth of your magiseeds.

+
+ + +
+
+ Inner Wellspring + Invoker +
+

Carry an elemental wellspring of your choice within yourself.

+
+ + +
+
+ Power Nap + Guardian, Merchant, Wayfarer +
+

Take a little nap during a conflict to regain your energies.

+
+ + +
+
+ Side by Side + Wayfarer +
+

Improve your synergy with your Faithful Companion.

+
+ + +
+
+ Silent Hunter + Rogue, Sharpshooter, Weaponmaster +
+

Improve High Speed with bows, spears, and thrown weapons, and deny free attacks.

+
+ + +
+
+ Skillful Dosage + Gourmet, Loremaster, Merchant, Tinkerer +
+

Delicacies, potions and spells heal above maximum HP and MP.

+
+ + +
+
+ Specialty of the House + Gourmet +
+

Prepare a unique delicacy with alternative effects.

+
+ + +
+
+ Strength of Five Wellsprings + Invoker +
+

Invocations improve Attributes.

+
+ + +
+
+ Wise Counsel + Commander, Loremaster, Orator +
+

Your Support Checks grant extra benefits to the leader.

+
+ +
+ + + +
+

ALL YOU CAN EAT

+

Requirements: You must have mastered the Gourmet Class.

+

Once per scene when you use the Cooking Skill, you may combine four ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other than that, the delicacy follows the normal rules.

+ + +
+
+
+ +
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AURAMANCER’S REFRACTION

+
+

Requirements

+

You must have mastered one or more Classes among Arcanist and Spiritist, and must have learned the Aura spell and/or the Barrier spell.

+

Choose a damage type among air, bolt, earth, fire, ice, and light.

+ +

Effect

+

When an enemy you can see deals damage to one or more creatures who are affected by an Aura and/or Barrier spell you cast, the damage suffered by each of those creatures is reduced by an amount equal to (half your level in the Spiritist Class) or to (your level, divided by 10) (use whichever value is higher; this reduction is applied before damage Affinities). Then, you may deal an amount of damage of the chosen type equal to (half your level) to that enemy. If you do, you cannot deal damage this way until the start of your next turn.

+
+ +

BEND MAGIC

+
+

Requirements

+

You must have mastered one or more Classes among Elementalist, Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have acquired the Invocation Skill.

+ +

Effect

+

After an enemy you can see hits or misses you with an offensive spell (OO ), if the Result of their Magic Check was an even number, you may immediately use the Invocation Skill for free (after the spell has been fully resolved) to perform an invocation you have access to against that enemy, without spending Mind Points. This invocation must not be a “hex”, and it may target only that enemy (you cannot use the Linked Invocation Skill with it).

+
+ +

BRAMBLEHEART

+
+

Requirements

+

You must have mastered one or more classes among Darkblade and Floralist, and must have acquired the Chloromancy Skill.

+ +

Effects

+ +
+ + + + + \ No newline at end of file diff --git a/html/164.html b/html/164.html new file mode 100644 index 0000000..99590a4 --- /dev/null +++ b/html/164.html @@ -0,0 +1,62 @@ + + + + + + Skill and Class Descriptions + + + + +

Advanced Skill Descriptions

+ + +
+

BRAVE BASH

+ +
+ Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page 158), and Weaponmaster. +
+ +

When you use the Bone Crusher Skill, if your attack targets only one creature and you have a shield equipped, you may challenge that creature until the end of your next turn. The challenge also ends if that creature is challenged by someone else, or if you challenge another creature.

+

The creature you are challenging must include you among the targets of their attacks and offensive spells (OO), if able; additionally, once per turn (including other creatures’ turns), when you deal damage to the creature you are challenging with a free attack using a one-handed melee weapon, or with a custom weapon belonging to the dagger or sword Category, you may deal 5 extra damage to that creature.

+
+ + +
+

CHEER UP!

+
+ Requirements: You must have mastered one or more Classes among Chanter (see High Fantasy Atlas, page 136), Esper (see Techno Fantasy Atlas, page 150) and Orator, and must have acquired the My Trust in You Skill. +
+
+

When you use My Trust in You on another Player Character, that character chooses Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being increased by one die size (up to a maximum of d12) until the end of the scene or until you use My Trust in You on them again.

+
+
+ + +
+

CHIMERIC SOUL

+
+ Requirements: You must have mastered one or more Classes among Chimerist and Mutant (see Techno Fantasy Atlas, page 154), and must have acquired the Spell Mimic Skill. +
+
+

When you cast one of your Chimerist spells, you gain a benefit based on the Species of the creature you originally learned that spell from. Choose one option: you gain Resistance to both damage types associated with that Species; or when you deal damage of a type associated with that Species, you deal 5 extra damage. The chosen benefit lasts until the end of the scene, or until you cast a Chimerist spell again.

+

The damage types associated to each Species are:

+ +
+
+ + +
+
+ + + \ No newline at end of file diff --git a/html/165.html b/html/165.html new file mode 100644 index 0000000..b985d05 --- /dev/null +++ b/html/165.html @@ -0,0 +1,59 @@ + + + + + + Character Abilities Dossier + + + + +
+

Character Abilities Dossier

+

Page 164

+
+ + +
+

CLEANSING MOONLIGHT

+
+ Requirements: You must have mastered one or more Classes among Entropist and Spiritist. +
+ +

When you hit one or more creatures with an offensive spell (OO ), if you have an arcane weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have each of those creatures no longer be affected by all spells with a duration of “Scene” that are currently affecting them.

+

When you cast a spell targeting one or more allies, if you have an arcane weapon equipped, you may choose one status effect among: dazed, enraged, poisoned, shaken, slow, and weak. If you do, each target recovers from the chosen status effect.

+
+ + +
+

EPHEMERAL TRANQUILITY

+
+ Requirements: You must have mastered one or more Classes among + Dancer (see High Fantasy Atlas, page 142), + Esper (see T echno Fantasy Atlas, page 150), + Rogue, + Spiritist, and Symbolist (see High Fantasy Atlas, page 146). +
+ +

When you cast the Hallucination or Torpor spells (see Core Rulebook, page 208-209), you may apply both status effects to each target hit by the spell.

+ +

During a conflict, you may use an action and spend up to 20 Mind Points. For every 10 Mind Points spent this way, you may choose a different enemy you can see who is suffering from two or more status effects. Every enemy chosen this way recovers from all status effects and loses an amount of Hit Points equal to (half your level + (the number of status effects that enemy recovered from this way, multiplied by 10)).

+

Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was reduced to 0 Hit Points by this effect.

+
+ + +
+

FITCAST

+
+ Requirements: You must have mastered one or more Classes among + Chimerist, Darkblade, + Esper (see T echno Fantasy Atlas, page 150), + Fury, and Wayfarer. +
+ +

When you perform a Magic Check for a spell or Ritual, you may replace one of the Attributes with Might (such as (MIG + MIG) for a Chimerism Ritual).

+

As long as the Accuracy formula of a weapon you have equipped includes Might, you may treat that weapon as also belonging to the arcane Category for the purpose of Skills and effects that require it.

+
+ + + \ No newline at end of file diff --git a/html/166.html b/html/166.html new file mode 100644 index 0000000..6c00df0 --- /dev/null +++ b/html/166.html @@ -0,0 +1,73 @@ + + + + + + Chapter Expansion Rules + + + + +

CHAPTER FOR A BETTER FUTURE

+ +
+ Requirements: You must have mastered the Merchant Class, and must have acquired the Real Treasure and Winds of Trade Skills. +
+ +
+

Trading and Point Mechanics

+

When you need to spend one or more Fabula Points, if you are not spending them to alter the story (see Core Rulebook, page 98), you may spend that many Trade Points instead. Describe which memories of your trades and journeys give you strength!

+ +

Additionally, when you gain two or more Trade Points through the Real Treasure or Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do, follow these steps:

+ +
+ +
+

Prosperity Effects

+

The chart below indicates the effects of your donations on the settlement and on anything within 1 travel day of it.

+ + + + + + + + + + + + + + + + + + + + + + +
Minimum ProsperityEffect within 1 Travel Day
10 or moreWhen you or an ally need to pay a cost in zenit, whatever the reason, that cost is halved.
15 or morePeople gladly accommodate you and your allies: while in this area, you can always rest freely, without spending zenit. Furthermore, any travel rolls made in this area never use a die greater than d8.
20 or moreWhen a Villain in this area spends Ultima Points, they must spend twice as many Ultima Points.
+
+ +
+

GREATER CHLOROMANCY

+
+ Requirements: You must have mastered the Floralist Class. +
+ +

Once per turn when a magiseed leaves your garden, if that magiseed has one or more "at the end of your turn" effects, you may spend 20 Mind Points. If you do, reproduce one of those effects (you may also choose an effect that doesn’t match the current sections of your Growth Clock).

+ +

+ Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also influence and control soldier-Rank creatures belonging to the plant Species (but you are still unable to create them). +

+
+ + + + + \ No newline at end of file diff --git a/html/167.html b/html/167.html new file mode 100644 index 0000000..757e455 --- /dev/null +++ b/html/167.html @@ -0,0 +1,66 @@ + + + + + + Skill Descriptions + + + + +
+

GREEN THUMB

+ +

Requirements

+

you must have mastered the Floralist Class.

+ +

Effect

+
+

When you fill 1 or more sections of your Growth Clock, you may choose one option:

+ +

If you do, you cannot use this effect again until after your Growth Clock has become completely empty.

+

Additionally, damage dealt by your magiseeds ignores Resistances.

+
+
+ +
+

INNER WELLSPRING

+ +

Requirements

+

you must have mastered the Invoker Class.

+ +

Effect

+
+

When you acquire this Heroic Skill and whenever you rest, you may choose one wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits until your next rest:

+ +
+
+ +
+

POWER NAP

+ +

Requirements

+

you must have mastered one or more Classes among Guardian, Merchant, and Wayfarer.

+ +

Effect

+
+

On your turn during a conflict, you may use an action to recover an amount of Hit Points and Mind Points equal to (20 + half your level) and also recover from all status effects. If you do:

+ +

These penalties last until the start of your next turn, until after you lose Hit Points, or until after you are hit by an attack or offensive spell.

+
+
+ + + \ No newline at end of file diff --git a/html/168.html b/html/168.html new file mode 100644 index 0000000..801f394 --- /dev/null +++ b/html/168.html @@ -0,0 +1,66 @@ + + + + + + Character Skills Documentation + + + + +
+ +

Advanced Character Skills Overview

+ + +

33PROTAGONISTS

+
+ Requirements: you must have mastered the Wayfarer Class, and must have acquired the Faithful Companion Skill. +
+ +

When your companion deals damage, they deal 5 extra damage.

+ +

When your companion performs a Check, you may spend 1 Fabula Point and invoke one of your companion’s Traits in order to let them reroll one or both dice (as per the rules on page 46 of the Core Rulebook).

+ +

After you use the Faithful Companion Skill to have your companion perform an action during your turn, you may choose one option (after the companion’s action has been resolved):

+ + + +
+ + + +

SILENT HUNTER

+
+ Requirements: you must have mastered one or more Classes among Rogue, Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill. +
+ +

When you use the High Speed Skill to perform a free attack with a weapon belonging to the bow, spear, or thrown Category, the attack deals extra damage equal to (your Skill Level in the High Speed Skill, multiplied by 5).

+ +

Additionally, when you attack one or more creatures with a weapon that belongs to the bow, spear, or thrown Category, those creatures cannot perform free attacks until the end of the current turn.

+ + + +
+ + + +

SKILLFUL DOSAGE

+
+ Requirements: you must have mastered one or more Classes among Gourmet, Loremaster, Merchant, and Tinkerer. +
+ +

Potions and delicacies you create, as well as spells you cast, can now cause creatures to recover Hit Points and Mind Points beyond their maximum HP and MP scores.

+ +

This cannot cause a creature’s current HP and/or MP to go above 150% of the respective maximum scores; at the end of each scene, if the current Hit Points and/or Mind Points of a creature are still above their maximum scores, they become equal to the maximum score.

+ + +
+
+ +
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+ 168 +

SPECIALTY OF THE HOUSE

+
+ +
+ Requirements: You must have mastered the Gourmet Class. +
+ +

When you acquire this Heroic Skill, choose three different tastes among bitter, salty, sour, sweet, and umami. Then, choose three different effects among the following:

+ +
+ Selectable Effects: +
+ + +
+ Advanced Activation (Ingredient Mastery) +
+

When you create a delicacy using exactly 3 ingredients during a conflict, if each ingredient matches a different taste among those chosen when you acquired this Heroic Skill, you may ignore all of that delicacy’s normal effects. If you do, you may instead apply one, two, or all the effects you chose when you acquired this Heroic Skill.

+ +
+ W
+
+ + + \ No newline at end of file diff --git a/html/17.html b/html/17.html new file mode 100644 index 0000000..da1b987 --- /dev/null +++ b/html/17.html @@ -0,0 +1,39 @@ + + + + + + Natural Fantasy Locations + + + + +
+

Natural Fantasy Locations

+
+ +
+

During World Creation (see Core Rulebook, page 148) and play sessions, you will often be called upon to introduce new regions, towns, or interesting locations. This section contains advice and suggestions and discusses the mindset to adopt when creating natural fantasy locations, and then provides ten examples you can use in your campaigns or draw upon for inspiration.

+ +

Ancient Roots, Future Branches

+

The key element that sets natural fantasy locations apart is simple, but should never be taken for granted – it’s the tension between a mostly forgotten past and an unpredictable future, a maelstrom of visions of ruin and hope.

+ + + +
+

To be narratively alive and inspired, a natural fantasy location should exist in the present, the liminal space between these vague extremes – showing the signs of a past not fully understood and holding in its hands a fragile future, which will blossom only if it’s protected without smothering it. We might say that:

+

If a location does not offer significant revelations about the world’s past or the traditions of its inhabitants, nor hides a potential that might bring joy or ruination, depending on how those same people cultivate it, then you need to put a bit more work into it.

+
+ +

However, remember that it is not just the Game Master who has the right and responsibility to create, describe, and enrich locations and areas in interesting ways. For instance, you can spend a Fabula Point to describe how your character hears a feeble voice coming from the nearby spring, despite the local elders believing its guardian spirit has long abandoned it – this is the kind of contribution that Players should provide often during the course of the game.

+ +
+ + \ No newline at end of file diff --git a/html/170.html b/html/170.html new file mode 100644 index 0000000..63dfe9e --- /dev/null +++ b/html/170.html @@ -0,0 +1,58 @@ + + + + + + Character Skill Descriptions + + + + +

PROTAGONISTS CHAPTER

+ +
+

Strength of Five Wellsprings

+ +
+ Requirements: You must have mastered the Invoker Class. +
+ +

After you perform an invocation during a conflict, you and up to one ally you can see increase one of your Attributes’ die sizes by one (up to a maximum of d12). This increase lasts until the end of the scene or until you use this Skill again, and the Attribute is based on the wellspring you invoked:

+ +
+ +
+

Wise Counsel

+ +
+ Requirements: You must have mastered one or more Classes among Commander (see High Fantasy Atlas, page 140), Loremaster, and Orator. +
+ +

Support Check Modification

+

When you perform a Support Check, if the leader of the Group Check can hear and understand you, you may use (INS + INS), (INS + WLP), or (WLP + WLP) instead of the normal Attributes required by the Support Check.

+

Describe how you offer your advice!

+ +

Teamwork Boost

+

Additionally, when you use the teamwork option (see Core Rulebook, page 76) to support another Player Character’s Check during their turn in a conflict scene, you may spend 10 Mind Points. If you do, choose up to two of the following benefits:

+ + +
+ +
+ [Unrelated Metadata/Fluff] +

"Silver Fork Style, Secret Technique: Spaghetti Spinner!"

+
+ + + \ No newline at end of file diff --git a/html/171.html b/html/171.html new file mode 100644 index 0000000..5b02575 --- /dev/null +++ b/html/171.html @@ -0,0 +1,25 @@ + + + + + + Document Snippet + + + + +
+
+
170
+
+

W W

+
+
+ +
+
+ +
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ANTAGONISTS

+ +

This book’s fourth and final chapter delves into the creation of natural fantasy enemy NPCs – especially Villains. Game Masters can combine it with similar advice from the Core Rulebook (mostly from page 292 onwards) to plan riveting conflict scenes for all game levels. As usual, you can use the material as is or adapt it to your liking by following the advice below.

+ +

NATURAL FANTASY VILLAINS

+

An introductory section containing tips and advice for creating and playing pivotal antagonists in the natural fantasy style.

+ +

VILLAIN EXAMPLES

+

Five different enemy NPCs – one each for levels 5, 10, 20, 30, and 40 – that make ideal natural fantasy Villains. For each, you’ll find this information:

+ + + +

These Villains were designed to spark the Game Master’s imagination and assume a group of 4 well-rounded PCs. Remember that some of their abilities might not conform to the standard cost for NPC Skills (see Core Rulebook, page 303) and that you’ll likely need to tweak these Villains before adding them to your campaign. To balance things out, consider your Player Characters’ capacities and then modify any opposing Affinities, immunities to status effects, damage types, or other parameters that could be frustrating to deal with or unsuitable for your group’s campaign.

+ +
+ +
+ + + +``` \ No newline at end of file diff --git a/html/173.html b/html/173.html new file mode 100644 index 0000000..138db42 --- /dev/null +++ b/html/173.html @@ -0,0 +1,23 @@ + +
+

Natural Fantasy Villains

+ +

When you create a natural fantasy antagonist, the information on page 254 of the Core Rulebook is an excellent starting point, but there are a few extra things to remember, just as there are for Player Characters.

+ +

Basic Principles

+

The natural fantasy genre presents a significant variety of archetypal Villains, but we can still infer some common key traits:

+ + + +

The Game Master is given three main tools for introducing these Villains into the narrative and diving deep into their origins and objectives:

+ + +
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+

ANTAGONISTS

+

CHAPTER: THE FOUR ARCHETYPES

+

In natural fantasy, Villains often fit into one of four recurring types, with some very distinctive characteristics.

+
+ +
+ +
+

THE ARROGANT

+

This Villain is driven by ego: craving power, money and/or knowledge, they never stop to consider the destructive consequences of their actions and see the world as something to examine, dissect, exploit, and optimize.

+ Examples: + +
+ +
+

THE PROTECTOR

+

This Villain wants to protect one community at the detriment of another. They believe they are doing what is necessary and, if defeated, might even become an ally.

+ Examples: + +
+ +
+

THE OUTSIDER

+

Either supernatural or artificial, this antagonist follows a personal and unfathomable logic. They rarely speak, and when they do it muddies the waters even more, or they quote events, rules or information completely unknown to the characters.

+ Examples: + +
+ +
+

THE CATASTROPHE

+

This Villain could be a monster, a beast, an elemental phenomenon, a disease, or even an expanding ecosystem (see next page). They are the incarnation of a looming disaster and there is no chance for parlay.

+ Examples: + +
+
+ +
+
+ + + \ No newline at end of file diff --git a/html/175.html b/html/175.html new file mode 100644 index 0000000..1da2f69 --- /dev/null +++ b/html/175.html @@ -0,0 +1,37 @@ + + + + + + Environmental Antagonists Mechanics + + + +

Environmental Antagonists

+ +

Sometimes, natural fantasy Villains manifest in the form of miasmas, curses and afflictions that change any ecosystem their influence spreads to. It should be noted that the antagonist is not the environment itself, but rather whatever force is corrupting it – this is often the result of actions by the world’s ancient’s inhabitants.

+ +

This isn’t a struggle between people and nature, but a war where both, side by side, face the consequences of a tragic, faded past, in an attempt to understand it so that it doesn’t repeat itself. Among the most common environmental antagonists are magical phenomena, curses, elemental imbalances, and diseases born of ancient experiments.

+ +

Game Rules Mechanics

+

When it comes to game rules, these Villains offer some interesting possibilities:

+ + + + \ No newline at end of file diff --git a/html/176.html b/html/176.html new file mode 100644 index 0000000..55627ce --- /dev/null +++ b/html/176.html @@ -0,0 +1,47 @@ + + + + + + Antagonist Design Tips + + + + +

ANTAGONISTS

+ +

Chapter: On a Smaller Scale

+ +

One recurring element of natural fantasy campaigns is that they limit themselves to a rather small space and time frame: pretty often, a natural fantasy Villain might renounce their goal or be permanently defeated after just one or two confrontations.

+

From this point of view, the number of Ultima Points available to these Villains might become a problem: a Villain might have 5 or 6 Ultima Points left when their story has reached a satisfying conclusion in terms of narrative. This problem might present itself in any short campaign, but the usual pace of natural fantasy games makes it more noticeable.

+

Here is some advice to offset it:

+ + + +
+ +

Subverting The Premises

+ +

Natural fantasy campaigns offer excellent chances to subvert many conventions of the JRPG genre and design Villains who are essentially invincible if battle against them is approached as usual (for example, the Heart of Eldgren on page 205).

+ +

Examples of Subversion:

+ + +
+ “You humans have a habit of considering cruel what is merely equitable. For years you stole my children, and now I shall steal yours.” +
+ +
+ Note: The following text appears separated from the main narrative content. +
+ + + \ No newline at end of file diff --git a/html/177.html b/html/177.html new file mode 100644 index 0000000..2dab8a8 --- /dev/null +++ b/html/177.html @@ -0,0 +1,26 @@ + + + +
+

The Mystery of the Mountains of Edessa

+ +

Geological and Biological Overview

+

+ The Mountains of Edessa are famous for their electrore formations, which create a rather unique biome. However, recent lowering of temperatures across the region—caused by mysterious turbulence from the west—has significantly reduced the charge stored within this mineral. This deterioration has negatively impacted the flora native to the area and forced many local species to migrate. +

+ +

+ Among these migrating species are the exceedingly rare Thunder Spiders. Usually peaceful, once outside their natural habitat, these huge arthropods become extremely ravenous. They eat constantly and grow beyond measure. This accelerated growth is not only painful but also makes them even more aggressive. +

+ +

The Threat of Tonitranea Rex

+

+ A truly gigantic specimen was recently spotted in the valley—one so ferocious that it forced the population of nearby villages to flee their homes. The residents speak with a mix of fear and respect about the Tonitranea Rex, known as the Lord of Thunder. Its hunting ground grows by the day, threatening not just the people of the valley but the balance of the region’s entire ecosystem. +

+ +
+

Guest Information

+ +
+
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TONITRANEA REX’S TACTICS

+ +

During conflicts, the Tonitranea Rex uses its heightened mobility to disorient enemies and take them down. This gigantic arthropod is made up of three parts, each with its own profile: the Head, the Thorax with its long legs, and the massive Abdomen covered with electrostatic spines. In order to defeat the creature, all three must be reduced to 0 Hit Points.

+ +

Turn Order Abilities

+

The attack sequence follows a strict schedule across four turns:

+ + +
+

Ultima Point Usage and Synergy

+

Since Head, Thorax and Abdomen are all parts of the Tonitranea, each of them has access to the Villain’s Ultima Points pool, with two critical caveats:

+ + +
+

Engagement Rules

+ + +
+ +

Additional Details

+ + + + \ No newline at end of file diff --git a/html/179.html b/html/179.html new file mode 100644 index 0000000..51ee52d --- /dev/null +++ b/html/179.html @@ -0,0 +1,85 @@ + + + + + + Monster Stat Blocks + + + + + +
+

ABDOMEN Lv 5 • MONSTER

+ +

Core Stats

+

+ DEX d8 + INS d6 + MIG d10 + WLP d8 +

+ +

Vitals & Attributes

+
+ HP: 60 + MP: 30 + DEF: +0 + M. DEF: +0 + P A R S B IM: d E V U F VU i l T RS +
+ +

Basic Attacks

+

Trampling Slam (DEX + MIG) (HR + 5) physical damage. If the Abdomen is electrified this attack deals 10 extra damage and all its damage becomes bolt; if the Thorax is dangling, this attack gains multi (2). After this attack is resolved, the Thorax stops dangling and the Abdomen is no longer electrified.

+ +

Spells

+ + +

Special Rules

+ +
+ + +
+

HEAD Lv 5 • MONSTER

+

Traits: frail, lucifuge, poisonous, protected.

+ +

Core Stats

+

+ DEX d8 + INS d10 + MIG d6 + WLP d8 +

+ +

Vitals & Attributes

+
+ HP: 40 + MP: 20 + DEF: +0 + M. DEF: +0 + P V U A R S B RS d e f i L T IM +
+ +

Basic Attacks

+

Toxic Spit (DEX + MIG) +3 (HR + 10) poison damage.

+ +

Special Rules

+ +
+ + +
+ W () +
+ + + \ No newline at end of file diff --git a/html/18.html b/html/18.html new file mode 100644 index 0000000..0d23711 --- /dev/null +++ b/html/18.html @@ -0,0 +1,26 @@ + + +
+ +

THE WORLD

+ +

COMPLEX CULTURES AND COMMUNITIES

+ +

Natural fantasy settings often cover a much smaller area compared to others, usually a single region or no more than two or three settlements. You might think that this limits the variety of situations and cultural contexts during the campaign, but in reality it’s an excellent opportunity to flesh them out and make them more complex, human, and multidimensional.

+ +

+ +

We might say that natural fantasy replaces vastness with density: this style of narrative likes to take time to showcase, for better or worse, all the facets of each character and asks you, in a gentle but firm voice, not to draw hasty conclusions, but rather to love the world in all its complicated, ephemeral, and magnificent vibrancy.

+ +

THE RECONSTRUCTION

+

Natural fantasy worlds have weathered many catastrophes – the ability to get back up after a disaster, to reinvent and rebuild a world together with those who surround us is a recurring theme, but it might take two opposite forms. This dualism is often mirrored in the locations and their inhabitants:

+ + + +
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ANTAGONISTS

+ +
+

THORAX (Champion 2) Lv 5 • MONSTER

+ +
+
+ Traits: armored, coordinated, electrostatic, ravenous. +
+

+ DEX d8 | + INS d8 | + MIG d8 | + WLP d8 | + HP 100 • + MP 50 | + Init. 10 +

+
+

DEF +2 | M. DEF +1 | p A RS B IM d E VU f ii VU l T RS

+
+
+ + +
+

BASIC ATTACKS

+ +
+ + +
+

OTHER ACTIONS

+ +
+ + +
+

SPECIAL RULES

+ +
+ + +
+ HANDLING THE PARTS OF THE TONITRANEA REX
+ Although the various parts of this Villain have individual profiles, in narrative terms they are actually a single entity: for this reason, when one is reduced to 0 Hit Points and/or leaves the conflict, they should be described as grievously wounded or exhausted, not dead. At the same time, their senses are based on the T onitranea Rex as a whole (for example, defeating the Head does not impair the “sight” of the other parts, which can target their enemies normally). +
+ + +
+ “Listen to me, lass, stay away from that creature: lightning will reach you long before you hear the Lord of Thunder.” +
+ + +

+

+ +
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Multi-Part Enemies

+ +

The concept of multi-part enemies is built according to an idea common to both JRPGs and beat ‘em up games: a boss that appears as a single body, but with a variety of minor parts that can be targeted and damaged individually, to destroy, stun, or immobilize them for a certain amount of time.

+ +

This method offers a number of advantages:

+ + +

Enemy Composition Rules

+

As a rule of thumb, an enemy built according to this logic includes:

+ + Main Body. An elite or champion rank NPC that, usually, has support abilities and an action or special rule that allows it to bring the other parts back into the scene (usually when the main body enters Crisis for the first time or at a set point each round). Sometimes (but not always!), defeating the main body causes the remaining parts to immediately leave the conflict. + + Parts. Each section of the creature that plays a pivotal role in their tactics has a separate profile, usually of soldier rank. Some parts are built for offense (such as the head of a dragon, a robot’s ventral turret, or a manticore’s spiked tail) and others for defense (such as an energy barrier generator, a claw shielding the body, or a floating ring). + +

In most instances, the ideal composition is a champion rank main body which replaces a number of soldiers equal to the PCs on the scene minus 1, accompanied by two soldier rank parts. However, as usual, you shouldn’t be afraid to experiment. The following page presents some ideas to play with!

+ +
+
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Chapter 9: Antagonists Dossier

+

Adversary Index (44)

+ + +
+

Ancient Robot

+

The outer shell of this complex adversary is the Armor (soldier) with high Defenses and Hit Points, flanked by two Armaments (soldier). These Armaments are more fragile but capable of unleashing attacks and spells.

+

Inside resides a Core (elite), which is completely invulnerable as long as the Armor remains on the scene. This Core creates a new Armament at the end of each round if fewer than two exist. Both the initial and subsequent Armaments are chosen at random from a six-option list, each possessing different Affinities and offensive capabilities.

+

If the Core is reduced to 0 Hit Points, the entire robot deactivates immediately.

+
+ + +
+

Magmasaur

+

This adversary consists of three primary components: a Body (elite), a Head (elite), and a powerful Tail (soldier).

+ +

Furthermore, at the end of each round, complex regeneration occurs: If the Head is defeated but not the Body, the Head returns to the scene with Hit Points equal to its Crisis value. The same revival mechanic applies to the Body if it is defeated while the Head remains active.

+
+ + +
+

Storm Spirit

+

In contrast to previous examples, this adversary comprises three parts of the same rank: the Essence of Lightning (soldier), which uses electric attacks and spells; the Essence of Air (soldier), which inflicts status effects like slow or weak; and the Essence of Water (soldier), which heals the other parts' Hit Points and Mind Points.

+

These three Essences maintain a delicate balance. However, if one Essence is defeated, the remaining Essences become significantly more powerful, doubling both their maximum and current Hit Points, not to mention increasing their number of turns starting from the next round!

+
+ + +
+ Document Snippet.
+
+ + + \ No newline at end of file diff --git a/html/183.html b/html/183.html new file mode 100644 index 0000000..9b6edaa --- /dev/null +++ b/html/183.html @@ -0,0 +1,24 @@ + + +
+ +
+ 182 + W +
+ +

Node and Dylon

+ +

Born and raised in the lake village of Turva, Node and Dylon have been inseparable since birth: together, the young human and the sea tiger learned how to sail the narrow canals, swim against the current, and survive among the waters. Side by side, they became the most respected pair of hunters in the village, protecting it from dangers, delivering letters and messages to nearby settlements, and obtaining food, medicines, and other resources.

+ +

Everything changed during a particularly long hunting trip, when a ravenous and overgrown eelfang attacked their group: miraculously escaping the carnage, the two hunters developed a grudge against the beast, despite the warning of their old mentor, Stelarcte, and her stern exhortation to remember the souls of the fallen without bringing further torment to them. The duo left Turva for many months, trained hard, and finally faced and killed the beast, exacting their revenge.

+ +

Alas, awaiting their return was a gruesome silence: the village had been reduced to ashes, destroyed by a migrating lava beast. Node and Dylon came to a grim realization: a world populated by monsters of such power would never be safe for humanity, and the only way to save as many lives as possible was to preemptively hunt down and kill these creatures. None but them can bear such a burden, but, as always, having each other to rely upon will be enough.

+ +
+

Details

+ +
+ +
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44 ANTAGONISTS

+

Node and Dylon’s Tactics

+ +

Node and Dylon add an environmental effect to every conflict they take part in, the tide. At the start of the conflict, the tide is high and it remains so as long as neither of them is in Crisis; as soon as either of them is in Crisis, the tide becomes low.

+ +
+

Environmental Turns

+
    +
  1. First Enemy Turn: Node uses Hunting Horn if he has enough Mind Points and hasn’t used it so far. Otherwise, he uses Hunter’s Bow, prioritizing targets suffering from weak (during high tide) or slow (during low tide).
  2. +
  3. Second Enemy Turn: Dylon uses Rock Toss against a random target. If he doesn’t have enough Mind Points he uses Sea Fin against a random target.
  4. +
  5. Third Enemy Turn: Node acts again, using Net Throw against as many random targets as possible, prioritizing those suffering from weak during high tide.
  6. +
  7. Fourth Enemy Turn: Dylon uses Coordinated Action, prioritizing enemies suffering from weak. Node’s free attack (during high tide) targets a random enemy instead. If Dylon doesn’t have enough Mind Points, he uses Sea Fin instead, always prioritizing weak targets.
  8. +
+
+ +

Symbiosis and Shared Resources

+ +
+

Node and Dylon are friends who share every aspect of their lives: for this reason they have a single pool of Ultima Points and each can spend them to Invoke a Trait or Recover; if one spends an Ultima Point to Escape, both leave the scene safely.

+

The goal of this rule is to highlight how deep the symbiosis and harmony of this duo run, creating a stark contrast with the mission they undertook: they are clearly able to show care and tenderness, but they decided to discard these feelings when looking at one of their prey.

+
+ +

Tactical Adjustments

+ +
+

Initial Conflict (Player Characters)

+ + +

Subsequent Battles

+

In subsequent battles, however, they consider the PCs a grave danger to their mission and spend Ultima Points to Invoke a Trait every time they fail a Check.

+
+ +
+ Minor Villain | (5 Ultima Points) | Both Elite
+
+ + + diff --git a/html/185.html b/html/185.html new file mode 100644 index 0000000..e131306 --- /dev/null +++ b/html/185.html @@ -0,0 +1,85 @@ + + + + + + Character Dossier + + + + +
+

Node (Elite Character Profile)

+ +

Basic Attributes

+
+ +
+

Core Stats

+
    +
  • DEX d10
  • +
  • INS d6
  • +
  • MIG d8
  • +
  • WLP d8
  • +
  • HP 120
  • +
  • MP 60
  • +
  • Init. 10
  • +
+
+ +
+

Defense & Equipment

+
    +
  • DEF +1, M. DEF +1
  • +
  • Equipment: Short bow, travel garb.
  • +
  • Skills: RS d E VU F / RS I VU l t
  • +
+
+ +
+ +

Attacks and Abilities

+ +

Basic Attacks

+ + +

Spells

+ + +

Special Rules & Mechanics

+
+ +
+
+ +
+

The Tide and Flow of the Battle

+

Node and Dylon’s special mechanic revolves around the tide: this kind of additional rule is excellent to add “phases” to a conflict without tying them to a specific adversary. It’s also an interesting way to add a back-and-forth pace to the scene, to reveal something about the enemies’ personality, and to ensure they can’t benefit from all their skills at the same time, which could make them too overwhelming or frustrating.

+

The best way to keep track of these effects is a physical reminder, like a coin to flip or a card to rotate (this last prop can easily represent a cycle of four phases, for example).

+
+ + + \ No newline at end of file diff --git a/html/186.html b/html/186.html new file mode 100644 index 0000000..32bd045 --- /dev/null +++ b/html/186.html @@ -0,0 +1,81 @@ + + + + + + Character Dossier & Reflection + + + + +
+ ANTAGONISTS (Chapter) +
+ +

DYLON PROFILE

+

“We don’t expect gratitude. Nonetheless, we know what must be done.”

+ +
+
DYLON (Elite)
+
Level: 10 • Race: BEAST
+

Traits: imposing, protective, seaborn, staunch.

+
+ +

Combat Stats

+
DEX / INS / MIG / WLP / HP: d6 / d8 / d10 / d8 / 140
+
MP / Init.: 70 MP / 60 Init. 9
+
DEF / M. DEF: +2 / +1 p a B
+

VU d E RS F VU I RS l t

+
+ +

Abilities

+ +

Basic Attacks

+
+ Sea Fin + +
+ +

Spells

+
+ Rock Toss (OO) + +
+ +

Other Actions

+
+ Coordinated Action (SS) +

Dylon can use an action and spend 10 Mind Points to perform a free attack with Sea Fin, treating the High Roll as 0 when calculating damage. After this attack is resolved:

+ +
+ +

Special Rules

+
+ +
+ +
+

A Reflection In Two Parts

+

While the T onitranea Rex (see page 176) is a terrible predator that upsets the ecosystem, Node and Dylon showcase how pain and tragedy might warp protective instincts into extremism – a preemptive and short-sighted hunt, fueled by fear rather than understanding. However, the village of Turva and their mentor cultivated a diametrically opposite philosophy, one that still endures in the powerful bond between Node and Dylon: it’s not too late, and the Player Characters might be able to bring those feelings back to surface before they drown in a sea of bitterness.

+
+ +
+
+ + + diff --git a/html/187.html b/html/187.html new file mode 100644 index 0000000..36090b1 --- /dev/null +++ b/html/187.html @@ -0,0 +1,28 @@ + + + + + + Brightvale Chronicle + + + + +

The Legend of Brightvale

+ +

Legends say that once upon a time, at the foot of a mountain in the Northlands, there was a village called Brightvale, because of its verdant territory and favorable climate. The people of the village were united, kind, welcoming, and loved life above all else – in fact, they were healthy and very long-lived.

+ +

The Shadow of Immortality

+

However, this longevity made every bereavement excruciating: the villagers would cry and try to comfort each other as the faint light of the Funerary Lantern guided the procession. Both the living and the dead only wished to be able to remain with their loved ones forever, and this is how some souls managed to find a way back, guided by the Lantern itself. The people thought it was a miracle, unaware of the looming danger: in order to remain among the living against the natural order of things, those spirits were consuming the life of their loved ones.

+ +

As more and more people died, just as many spirits joined the village. And year after year, those souls gradually forgot who they were, until they became faint presences, attracted like moths to the light of the Lantern. In the end, they turned into pale flames thirsting for life.

+ +

The Transformation

+

Eventually, the spirits overtook the village, and Brightvale itself – now the epicentre of this warping of the natural order – was reborn as a terrible serpentine monstrosity that withers everything it touches, constantly chasing the Lantern that the naive villagers put all their faith into.

+ +
+ Customer Correspondence: +
+ + + \ No newline at end of file diff --git a/html/188.html b/html/188.html new file mode 100644 index 0000000..6ac7a02 --- /dev/null +++ b/html/188.html @@ -0,0 +1,46 @@ + + + + + + Antagonists Tactics + + + + +

ANTAGONISTS

+ +
+ Major Villain (10 Ultima Points); + Champion 3 (worth 3 soldiers) +
+ +

BRIGHTVALE’S TACTICS: PHASE 1

+ +

The battle with Brightvale is divided in two parts. During the first, the heroes have to climb the lengthy Back of Brightvale, trying to reach the head, while harassed by Will-o-Wisps attracted by their life energy (at the start of the conflict there are two Will-o-Wisps).

+ +
Actions per Round:
+ + +
+

Note: In this phase, the Back of Brightvale doesn’t use Ultima Points – from a certain point of view, it hasn’t even noticed the characters yet.

+
+ +

When the Back reaches 0 Hit Points, the body of Brightvale breaks apart and the gargantuan creature plummets to the ground. Now the heroes can move to the second half of this battle, against the Head of Brightvale and the Funerary Lantern hanging in front of it (see page 190).

+ +

Post-Phase Actions:

+ + +

— () —

+ + + \ No newline at end of file diff --git a/html/189.html b/html/189.html new file mode 100644 index 0000000..e28df55 --- /dev/null +++ b/html/189.html @@ -0,0 +1,59 @@ + + +
+ +

The Back of Brightvale

+

A powerful, ancient location utilized as a source of abilities.

+ +

Core Statistics

+
+
DEXd8
+
INSd8
+
MIGd12
+
WLPd6
+
+ +
+
HP300
+
MP150
+
Init.11
+
+ +

Abilities and Actions

+ +

Basic Attacks

+
+ M Unstable Terrain +

A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR + 10) earth damage. This attack has multi (2).

+
+ +

Spells

+
+ Compact Terrain +

Cost: 5 MP | Type: Self | Scene.

+

Until this spell ends, the Back of Brightvale gains Resistance to physical damage. This spell ends if the Back goes into Crisis. The Back cannot cast this spell while in Crisis.

+
+
+ Silent Call +

Cost: 10 × T MP | Targets: Up to two creatures | Nature: Instantaneous.

+

Each target may perform a free attack with an equipped weapon (or basic attack if an NPC). If they do, treat the High Roll as 0 when calculating damage.

+
+ +

Other Actions

+
+ Sandy Dive +

The Back of Brightvale can use an action and spend 20 Mind Points to dive under the desert sand and suddenly reemerge. If it does, all enemies present on the scene must perform a Group Check (INS + MIG) with DL 10. Failure deals 15 earth damage to each enemy seen, and those enemies suffer **shaken**.

+
+
+ Stolen Strength +

The Back of Brightvale can use an action to steal energy from the shattered souls that surround it. Each Will-o-Wisp on the scene loses 20 Hit Points; then, the Back of Brightvale recovers 20 Mind Points for each Will-o-Wisp that lost Hit Points this way.

+
+ +

Special Rules

+ + +
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VERTICAL WORLDS

+ +

Some natural fantasy campaigns are characterized by a vertical exploration of the setting: the story often starts on the surface and develops underground, but the opposite is also possible.

+ +

For example, the campaign might focus on the long descent into the depths of a chasm containing a huge variety of ecosystems, or the gradual ascent of a world tree so vast its branches host entire regions, lakes and colossal ruins.

+ +

For the sake of brevity, no matter if the story develops toward the top or the bottom, from this point on this kind of setting is called “abyss”.

+ +

Although playing Fabula Ultima with an abyss setting isn’t much different from usual, there are a few adjustments to consider during World Creation (see Core Rulebook, page 148) and throughout the campaign.

+ +

Abyss Setting Considerations

+ + +

Visit www.fabulaultima.com to download the abyss sheet for this kind of campaign.

+ + + \ No newline at end of file diff --git a/html/190.html b/html/190.html new file mode 100644 index 0000000..daccaf0 --- /dev/null +++ b/html/190.html @@ -0,0 +1,74 @@ + + + + + + Will-o-Wisp Profile + + + + +
+ Chapter Title Placeholder + Page 189 +
+ +

WILL-O-WISP

+

Lv 20 • UNDEAD

+ +
+

The remains of the inhabitants of Brightvale, the Will-o-Wisps crave the energy of the living and float around the creature that was once their home. Traits: empty, faint, incomplete, whispering.

+
+ +
+

Characteristics & Stats

+ +
+
+ DEX d12
+ INS d8
+ MIG d6
+ WLP d8
+

HP: 70 • MP: 35

+
+
+ Init. 9
+
DEF +0 / M. DEF +0
+
P RS A VU B RS D IM E RS F RS I VU L VU T IM
+
+
+ +

Combat Details

+
+ BASIC ATTACKS
+ M Pale Flame • (DEX + WLP) +2 • (HR + 10) fire damage. +
+ +

SPELLS

+
+ Grave Whispers OO • (INS + WLP) +5 • 5 MP • One creature • Instantaneous. Deals (HR + 15) dark damage to the target. +
+
+ +
+

Special Rules

+ +
+ +
+

Lore Entry: Undead Adversaries in Natural Fantasy

+

Clinging to life so fiercely that one becomes undead is a classic of the high fantasy genre: ancient warlocks becoming abominable liches, entire spectral armies forced by ancient oaths to emerge from their graves, and so on. Brightvale frames this idea in a natural fantasy context, adding a touch of horror – the love of a steadfast community turned to unhealthy attachment and misfortune. This adversary doesn’t have any evil plan or grand ambitions, it lacks even a real conscience – it’s considered a Villain because it embodies the villagers’ fear and refusal to accept the natural order of life.

+
“Nothing remains of those ancient lands. Only sand, silence and a pale light far, far away.”
+
+ + + + + \ No newline at end of file diff --git a/html/191.html b/html/191.html new file mode 100644 index 0000000..a5999d1 --- /dev/null +++ b/html/191.html @@ -0,0 +1,83 @@ + + + + + + Document Analysis + + + +
+ +

Brightvale’s Tactics (Phase 2)

+ + +

W
BRIGHTVALE’S TACTICS (PHASE 2)

+

The heroes must now face what is left of the souls of the villagers, still tied to the world of the living by the pale light of the Funerary Lantern.

+ +

Enemy Turn Sequence

+ + +

In this phase, the Head of Brightvale doesn’t spend Ultima Points as long as the Lantern is lit – but when it becomes extinguished, the Head spends them liberally to strike its enemies.

+ + +
+

FUNERARY LANTERN Lv 20 • CONSTRUCT

+

Traits: ancient, faint, fragile, hypnotic.

+ +
+
DEX d8
+
INS d8
+
MIG d6
+
WLP d12
+
HP 70
+
MP 35
+
Init. 8
+
+ +
+
DEF +0
+
M. DEF +0
+ +
p a b
+
D VU E RS f I VU L AB T IM
+
+ +
+

BASIC ATTACKS

+
+ Dim Light • (WLP + WLP) +2 • (HR + 10) light damage. This attack has multi (2). +
+
+ +
+

SPELLS

+
+ Follow Me... OO • (INS + WLP) +2 • 10 MP • One creature.
+ Description: All damage dealt by the target becomes light and its damage type cannot be changed. After the target takes a turn, this spell ends. +
+
+ +
+

SPECIAL RULES

+
+ Construct: The Funerary Lantern is immune to poisoned. +
+
+ Quiet in the Dark: When the Funerary Lantern is reduced to 0 Hit Points, if it was lit, it becomes extinguished and its current Hit Points become 1. As long as it is extinguished, the Lantern cannot regain or lose Hit Points, nor perform any actions or free attacks. +
+
+
+ + + + +
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The Head of Brightvale

+

Classification: Champion (Chapter 3) | Undead

+

Level: Lv 20

+

Traits: apathetic, empty, hypnotized, quiet.

+ +

Stats

+
+
+ DEX d8 +
+
+ INS d6 +
+
+ MIG d8 +
+
+ WLP d12 +
+
+ +
+
HP: 240
+
MP: 120
+
Init.: 180
+
Initiative: 10
+
+ +

Defense

+
+
DEF: +0
+
M. DEF: +0
+
A/V/U/B/IM: D IM E IM f I VU L VU T IM
+
+ +

Attacks & Abilities

+ +

Basic Attacks

+
+

Gravesand Jaws

+

Calculation: (DEX + MIG) +2 | Damage: (HR + 10) earth damage.

+

*If the Funerary Lantern is extinguished, this attack deals 5 extra damage.*

+
+ +

Spells

+
+

Dust to Dust (OO)

+

Cost: (MIG + WLP) +5 | 10 MP | Target: One creature | Action: Instantaneous.

+

The Head of Brightvale deals (HR + 20) earth damage to the target, and the target suffers weak.

+
+ +

Other Actions

+
+

Ancient Desires

+

The Head of Brightvale may use an action and spend 20 Mind Points to choose one:

+ +
+ +

Special Rules

+ + + + \ No newline at end of file diff --git a/html/193.html b/html/193.html new file mode 100644 index 0000000..97e2ea6 --- /dev/null +++ b/html/193.html @@ -0,0 +1,29 @@ + + + + + + Titania, Queen of Fairies + + + +
+

Titania, Queen of Fairies

+ +
+

Many legends tell how dangerous it is to strike a deal with fairies, the ancient beings who rule the woods of the shire. And with good reason. It’s not their cunning, nor their knack of twisting every word to their own desires that makes them so fearsome; no, their most terrible weapon is time itself.

+

Mortals age and die, and their descendants often forget the ancient oaths or turn them into mere tales. But the fairy beings are untouched by the flow of the years and, if someone denies them their due, their fury is inextinguishable.

+
+ +
+

The Pact of Frosthill

+

The villagers of Frosthill struck one such deal with Titania, the Queen of Fairies: every year, the Queen would grant plentiful crops and peaceful pastures but, in exchange, the inhabitants had to gift them three seeds from their favorite peach tree.

+

For three generations the villagers kept their word, but gradually forgot the true meaning of the ceremony, until they eventually disregarded it completely. And so the fury of the Queen struck them down, causing the flora of the same fields and pastures they had nurtured for years to grow beyond measure. This created a gigantic plant maze that has held the inhabitants hostage ever since, for the amusement of the fairy court. It’s a magical domain, where day, night, and climate answer to Queen’s every whim.

+
+ + + +
+ + \ No newline at end of file diff --git a/html/194.html b/html/194.html new file mode 100644 index 0000000..1fb2e19 --- /dev/null +++ b/html/194.html @@ -0,0 +1,60 @@ + + + + + + The Queen of Fairies - Antagonists + + + + + +
193
+

ANTAGONISTS

+

THE QUEEN OF FAIRIES

+ +

Titania is an atypical antagonist who might assume one of two symmetrical forms, the Queen of Midday or the Queen of Midnight, alongside their corresponding mischievous court.

+ +
+

Form Changes and Rules:

+ + +

From the perspective of Titania and their court, our heroes are a form of entertainment, so a sacrifice is not available in this conflict, but it is possible to perform some deeds to gain the favor of the court (the amount of favor granted is shown in brackets in the list below). The Game Master has to reveal this information as soon as someone fulfills a deed but the full list must be kept secret. Each deed provides favor only once.

+ +

Deeds to Gain Favor (Favor gained is in brackets):

+ + +

If the PCs accumulate 6 or more favor, Titania loses all their Ultima Points and the conflict ends: the Queen is now willing to negotiate with the group.

+
+ + + +
+
+ Major Villain +
(10 Ultima Points); Variable rank (see below) +
+
+ VS. +
+
+
+
+ + + \ No newline at end of file diff --git a/html/195.html b/html/195.html new file mode 100644 index 0000000..884aa1a --- /dev/null +++ b/html/195.html @@ -0,0 +1,97 @@ + +

Queen of Midday

+ +
+

Queen of Midday

+

(Champion 3) Lv 30 • ELEMENTAL

+

Traits: ethereal, fickle, gracious, shimmering.

+ +

Statistics

+
+
+ DEX + d8 +
+
+ INS + d10 +
+
+ MIG + d8 +
+
+ WLP + d8 +
+
+ +
+
+ HP + 300 +
+
+ MP + 150 +
+
+ Init. / Def. + 160 / +1 +
+
+ +

Combat Details

+
+
MP Capacity:
+
12
+
+ DEF: +1 | M. DEF: +2 | PRS: A IM b D VU E VU F IM I VU L AB T IM +
+
+
+ +
+

Basic Attacks

+ +
+ +
+

Spells

+ +
+ +
+

Other Actions

+ +
+ +
+

Special Rules

+ +
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+
+

SUN POPPY

+

Lv 30 • ELEMENTAL

+
+ +
+

Lazy fairies with the form of multicolored flowers, who blissfully bask in the presence of their radiant Queen.

+

Traits: ephemeral, lazy, multicolored, shining.

+
+ +

Statistics

+
+ +

DEX d8 | INS d10 | MIG d8 | WLP d8

+

HP: 100 • MP: 50 | Init. 9

+

DEF +1 M. DEF +2 p A RS b D VU e F RS I VU L IM T IM

+
+ +

Actions and Abilities

+ +

Basic Attacks

+
+

Diurnal Caress

+

(DEX + WLP) +6 • (HR + 10) light damage. The next time the target suffers light damage during this round, they suffer 5 extra damage.

+
+ +

Other Actions

+
+

Sweet Oblivion

+

The Sun Poppy may use an action to drain enemies of their strength. Each enemy the Sun Poppy can see loses 20 Mind Points.

+
+ +

Special Rules

+ + +
+ +
+

TITANIA, QUEEN OF MIDDAY’S TACTICS

+ +
    +
  • On the first enemy turn of the round, Titania uses Fairy Decree to impose one of their decrees, in cyclical order: Season of the Opposites, Mirror Mirror, Law of the Fairies, then Season of the Opposites again and so on.
  • +
  • On the second enemy turn, if they have enough Mind Points, Titania uses Radiant Bloom, otherwise they attack a random target with Royal Fan.
  • +
  • Next, all Sun Poppies perform their turns. The first (if present) uses Sweet Oblivion, the second (if present) uses Diurnal Caress against a random target.
  • +
  • On the final enemy turn, Titania uses Solar Mantle on as many enemies as possible. If they have less than 10 Mind Points, they spend 1 Ultima Point to Recover instead.
  • +
+
+ +
+

“Evil? Me? Nonsense. I was simply denied what was agreed upon.”

+
+ +
+
+
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Queen of Midnight

+

**Champion Tier 3 • Elemental Traits:** brutal, merciless, mercurial, regal.

+ +

Attributes & Stats

+
+
+ DEX: d10 + INS: d8 + MIG: d8 + WLP: d8 +
+
+ HP: 300 + MP: 150 + Initiative: 160 +
+
+ DEF/M. DEF: +0 / +0
+ PRS A VU b D AB E IM F VU I IM L VU T IM: (Placeholder for complex stats) +
+
+ +

Basic Attacks

+ + +

Spells & Abilities

+
+

Lunar Blanket (Spell)

+ + +

Other Actions

+ +
+ +

Special Rules

+
+ +
+ + + \ No newline at end of file diff --git a/html/198.html b/html/198.html new file mode 100644 index 0000000..94b8b35 --- /dev/null +++ b/html/198.html @@ -0,0 +1,83 @@ + + + + + + Character Profile Sheet + + + + +
+

MOON ORCHID

+

Level 30 • ELEMENTAL

+

Fierce and devout fairies in the shape of delicate flowers. They use their razor-sharp petals to hunt the prey chosen by the Queen.

+

Traits: ephemeral, frantic, lethal, pure.

+
+ +

Stats & Attributes

+
+
+
+ Core Stats +
    +
  • DEX d10
  • +
  • INS d8
  • +
  • MIG d8
  • +
  • WLP d8
  • +
  • HP: 100
  • +
  • MP: 50
  • +
  • Init: 9
  • +
+
+
+ Defensive/Offensive Stats +
    +
  • DEF: +2
  • +
  • M. DEF: +1
  • +
  • p A V U b D I M E R S f I R S L V U T IM (This appears to be an acronym key)
  • +
  • BASIC ATTACKS (See details below)
  • +
+
+
+
+ +
+

Abilities & Actions

+ +

⚔️ Basic Attacks

+ + +

✨ Other Actions

+ + +

🌿 Special Rules

+ + +
+ +
+

👑 TITANIA, QUEEN OF MIDNIGHT’S TACTICS

+ +
+ + + + + \ No newline at end of file diff --git a/html/199.html b/html/199.html new file mode 100644 index 0000000..b595434 --- /dev/null +++ b/html/199.html @@ -0,0 +1,49 @@ + + + + + + The Chronicles of Eldgren + + + + +

The Awakening of Eldgren

+ +

+ Millennia ago, the great forest of **Eldgren** gracefully welcomed those who proved themselves worthy of its favor. After overcoming the tests imposed by the guardian spirits, worthy mortals received the great tree’s blessings—so that entities dwelling in the earth, the stone, among the branches, and in the streams would heed their words and prayers. +

+ +

+ Unfortunately, an ancient civilization, whose erudition was matched only by their fear of the unknown, decided that these superstitions were obsolete and dangerous. They believed such a power had to be grasped and controlled. They started many wars, but left precious few accounts. The forest was reduced to a smoldering waste, but even less remained of those short-sighted people. +

+ +

The Lingering Scars

+ +

+ However, the spirits never left their home: over the centuries, they healed the earth and new life blossomed in Eldgren. The superficial wounds were mended, but the rage and the resentment for the mortals’ actions still burned in the depths, like buried embers, slowly poisoning the heart of the forest, and allowing an invisible parasite to make its nest within it. +

+ +

+ When young humans, oblivious to what had transpired, set foot among the trees once again, Eldgren remained silent, waiting. When some of them pushed deeper, studying the broken ruins of those ancient people, Eldgren waited. But when the first trees were felled, the spirits decided that these mortals were the same as their ancestors and, if left unchecked, the tragedies of the past would repeat themselves. +

+ +

The Reckoning

+ +

+ Ash swept away, embers roar hateful once again: the ancient guardians of the forest are ablaze with a ghostly and vengeful fire, while millennia-old trees entwine their branches and shake the ground to uproot the human threat once and for all… even at the cost of snuffing out hundreds. +

+ +

+ Not all is lost: a minuscule fragment of Eldgren’s ancient heart managed to escape desperation and traveled beyond the boundaries of the forest, looking for heroes who can heal its suffering… +

+ +
+ “What do you know about pain? Of suffering?

+ Your ancestors committed unforgivable crimes.
+ You will be given no chance to repeat them!” +
+ + + + \ No newline at end of file diff --git a/html/2.html b/html/2.html new file mode 100644 index 0000000..ed3ecf4 --- /dev/null +++ b/html/2.html @@ -0,0 +1,27 @@ + + + + + + Document Content + + + + +
+

Document Content Extract

+
+ +
+

Message

+

The outside world is vast and the sins of the past are many.

+

Hold tight to each other and never stop dreaming!

+ +
+ + + + + \ No newline at end of file diff --git a/html/20.html b/html/20.html new file mode 100644 index 0000000..992ec36 --- /dev/null +++ b/html/20.html @@ -0,0 +1,47 @@ + + + + + + Campaign Design Blueprint: The Abyss + + + + +

Campaign Design Blueprint: The Abyss

+ +
+

I. Conceptual Foundations (The Source)

+

What is the role of magic and technology in the starting settlement? How do common magical or technological applications differ from those found deep within the abyss?

+ + +

II. Structural Geometry (The Abyss Sheet)

+
    +
  1. Direction and Shape: Choose whether the abyss develops upward or downward. Is it a great chasm with an unseen bottom, or an endless tower stretching past the clouds? Has it been given a specific name?
  2. +
  3. The Starting Point: Place the starting settlement at either the top or the bottom of the abyssal sheet where the game begins. Each participant must contribute at least one NPC or landmark (e.g., a well-stocked general store, an archaeologist librarian).
  4. +
  5. The Heart Goal: At the opposite end sits the heart of the abyss and the campaign’s main goal. Define what it is: Is it a world-saving resource, the answer to a terrible question, or an entity that must be sealed?
  6. +
+
+ +

III. Depth Stratification (The Layers)

+
+

Create the strata of the abyss: Define five distinct areas that separate the starting settlement from the heart.

+ + +

IV. History, Mystery, and Conflict

+
    +
  1. Lore & Enigma: For every stratum created, establish a historical event deeply ingrained in the settlement's memory, as well as an associated enigma or mystery. What kind of theories do the exploring parties hold about this mystery?
  2. +
  3. Threat Assessment: Create a distinct threat for each layer (environmental danger, curse, or monster). Note that the most terrifying threat should reside within the core heart—this can be broadly defined now or left until later in the campaign.
  4. +
+ + + + + \ No newline at end of file diff --git a/html/200.html b/html/200.html new file mode 100644 index 0000000..ba3d8be --- /dev/null +++ b/html/200.html @@ -0,0 +1,41 @@ + + + + + + Chapter Layout + + + + +
+ + +
+ 199 +
W
+
+ + +
+

44 ANTAGONISTS

+ CHAPTER + +

— CHAPTER —

+
+ + +
+

Content Flow Placeholder

+

This section would typically contain the main body text of the chapter. Based on the raw extract, this area represents the core content related to "Antagonists."

+
+ + +
+

Document Generated For:

+
+ +
+ + + \ No newline at end of file diff --git a/html/201.html b/html/201.html new file mode 100644 index 0000000..a2dc2f4 --- /dev/null +++ b/html/201.html @@ -0,0 +1,55 @@ + + + + + + The Forest's Trial - Campaign Guide + + + + +
+

THE FOREST'S TRIAL

+

Context:

+

In this first phase, the characters delve into the forest, hoping to stop it before it unleashes its rage on nearby villages.

+
+ +
+

Narrative Development

+

From a narrative perspective, the last non-corrupted shard of the heart of the forest guided the PCs here. The shard might be an NPC, but it would be better if they are a Player Character who has remembered the true nature of their mission. Such a revelation might be triggered with a Fabula Point or with a Quirk like Underchild (see page 129), or introduced by the awakening of the Mysterious Grimoire Quirk (see page 124).

+

Another interesting option is the revelation that a PC’s Faithful Companion (see Core Rulebook, page 217) is much more than a common animal.

+
+ +
+
Environmental Rules
+

In this phase, the forest is an environmental element; it doesn’t take part in the conflict nor use any Ultima Points. The main threat is the Ashen Rådande (see page 201), who hinder the heroes while they undertake the ancient trials of Eldgren.

+
+ +
+

The Trials

+
Sequence and Mechanics
+

The trials take place at the end of each round, in the following order:

+ +
    +
  • + Trial of Strength (first round). Each PC must perform a (MIG + WLP) Check with Difficulty Level 10. For each success, the group accrue 1 Trial Point, but those who fail lose half of their current Hit Points. +
  • +
  • + Trial of Remembrance (second round). Each PC can choose one of their Bonds and give it to the Forest; that Bond cannot be invoked until the end of the scene. Each PC who chooses to give one of their Bonds must recount one campaign event linked to it, and then roll their highest base Attribute die, adding the strength of the gifted Bond, accruing 1 Trial Point, plus another one if the result is 10 or higher. Each PC that doesn’t give a Bond fails the trial and becomes coveted by the Rådande until the end of the Scene. +
  • +
  • + Trial of Unity (third round). Each PC rolls their lowest base Attribute die. If the result is equal to or lower than that PC’s total number of Bonds, the group accrue 1 Trial Point. If the result is higher, the PC loses half of their current Mind Points. +
  • +
+ +

Conclusion: At the end of the fourth round, if the group has accrued a number of Trial Points equal to or higher than (the number of Player Characters, multiplied by 3), the ancestral magic recognizes their valor and brings them before the Ancient (see page 202). Otherwise, a strange spell drops them at the edge of the forest and they will be able to face the Ancient only later; meanwhile, Eldgren will have started rampaging across the countryside.

+
+ +
+ +
+

W ELDGREN • PHASE 1

+
+ + + \ No newline at end of file diff --git a/html/202.html b/html/202.html new file mode 100644 index 0000000..1d852ca --- /dev/null +++ b/html/202.html @@ -0,0 +1,81 @@ + + + + Ashen Rådande Profile + + + + +
+

ASHEN RÅDANDE

+

Lv 40 • PLANT

+ + +
+

Description

+

Once guardians of the forest, now they are driven by the gut-wrenching hatred that burns in their hearts.

+

Traits: merciless, poisoned, scorched, terrifying.

+
+ + +
+
+

Attributes

+
    +
  • DEX d10
  • +
  • INS d12
  • +
  • MIG d8
  • +
  • WLP d6
  • +
  • HP 120 • 60 MP
  • +
  • Init. 11
  • +
+
+ +
+

Defense & Attacks

+
    +
  • DEF +0
  • +
  • M. DEF +0
  • +
  • p A VU b d E RS F IM I VU l T RS (Placeholder for complex stats)
  • +
+
+ +
+

Special Class Stats

+
    +
  • Basic Damage: Fan the Flames • (DEX + MIG) +4 • (HR + 20) fire damage. After resolving this attack, if the target wasn’t coveted, the Ashen Rådande loses 10 Hit Points.
  • +
  • Shared T orment OO • (INS + WLP) +7 • 20 MP • One creature • Instantaneous. Both the Ashen Rådande and the target suffer poisoned.
  • +
+
+
+ + +
+

Special Rules

+
    +
  • Harrowing Rage: As long as the Ashen Rådande is poisoned, all damage they deal ignores Immunities and Resistances.
  • +
  • Plant: The Ashen Rådande is immune to dazed, enraged, and shaken.
  • +
  • Trial by Fire: When the Ashen Rådande is reduced to 0 Hit Points, Player Characters receive 1 Trial Point.
  • +
+ +

Ashen Rådande Tactics

+

At the start of the conflict, a number of Rådande equal to the number of PCs minus 1 enter the scene. The forest spirits’ grudge drives them to push intruders away, preventing them from even attempting to demonstrate that they are worthy of Eldgren’s trust and respect.

+

Behavior:

+
    +
  • On their turn, if they are not poisoned, a Rådande uses Shared T orment against a random target, prioritizing those who are not poisoned already.
  • +
  • If poisoned, the Rådande uses Fan the Flames against a random target, prioritizing coveted ones.
  • +
  • Also, every time a Player Character fails one of the three trials of the spirits, another Rådande immediately joins the conflict (up to a maximum number of Rådande equal to how many were present at the start of the conflict).
  • +
+
+ + +
+

Villain Status

+

Major Villain (10 Ultima Points); Variable rank (see below)

+

Source Data: ()

+
+ +
+ + + \ No newline at end of file diff --git a/html/203.html b/html/203.html new file mode 100644 index 0000000..255afce --- /dev/null +++ b/html/203.html @@ -0,0 +1,35 @@ + + + +
+

Eldgren's Tactics: The Ancient

+
+ +
+

The Encounter

+

At this point, the PCs have to face Eldgren in all her rage, under the guise of the ancient and colossal guardian of the forest: a towering wooden colossus, similar to a giant moose with blazing antlers.

+
+ +
+

Conflict Setup

+

This conflict can either immediately follow the trials (described in the previous pages) or occur later on if the characters failed the trials or didn't reach the forest before it animated and began its march of destruction. In the first case, you should make sure that the PCs have enough time to reorganize and use potions or other abilities to regain strength; in the second, if the group took a really long time to arrive, this battle might include a Clock representing the progressive destruction of a settlement or a region, automatically filling by one section at the end of each round.

+
+ +
+

Ancient Abilities

+

In the form of the Ancient, Eldgren is powerful and unrelenting, but quite predictable. Her turn actions follow a five-turn cycle:

+ +
    +
  • On her first turn: If two or less PCs are enraged, Eldgren uses Rekindle the Embers; otherwise, she uses Scorching Gaze against a random target. If she doesn’t have enough Mind Points, she uses Ashen Antlers against a random target.
  • +
  • On her second turn: Eldgren uses Toxic Despair against as many random targets as possible, prioritizing those already poisoned.
  • +
  • On her third turn: Eldgren uses Scorching Gaze against a random target; if she doesn’t have enough Mind Points, she spends 1 Ultima Point to Recover.
  • +
  • On her fourth turn: Eldgren uses Ashen Antlers against a random target.
  • +
  • On her fifth turn: Eldgren uses Thousand-year Fury against the enemy toward which she bears a grudge. If she doesn’t have a grudge against anyone, she attacks a random target with Ashen Antlers instead.
  • +
+ +

Mechanics and Outcome

+
    +
  • Ultima Points (UP): In this phase, Eldgren spends Ultima Points to Invoke a Trait every time she fails a Magic Check to cast one of her offensive spells (OO), or to Recover during her third turn.
  • +
  • Collapse Condition: Once reduced to 0 Hit Points, the Ancient collapses to the ground and stops moving, leaving the Heart of the Forest exposed (see page 204).
  • +
+
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+

ELDGREN, THE ANCIENT

+

(Champion 5) | Level 40

+

Class/Archetype: PLANT
+ Traits: ashen, immense, resentful, tortured.

+
+ + +

Core Statistics

+
+
+

DEX: d6 | INS: d8 | MIG: d12

+

WLP: d10 | HP: 700 • 350 MP

+

Init: 12 | DEF: +0 | M. DEF: +0

+

Attacks: p A VU B RS d E VU F IM I RS l T AB

+
+
+ + +

Basic Actions

+ + + +

Spells

+ + + +

Other Actions

+ + + +

Special Abilities & Conditions

+
+
    +
  • Ancestral Grudge: When an enemy causes Eldgren to lose Hit Points, she starts bearing a grudge toward them. She can bear only one grudge at a time. If Eldgren recovers Hit Points while bearing a grudge, instead she recovers no Hit Points and stops bearing a grudge.
  • +
  • Misery: Eldgren is immune to poisoned. As long as there are two or more creatures suffering from poisoned present on the scene, Eldgren may treat her Defense and Magic Defense scores as being equal to 13.
  • +
  • Plant: Eldgren is immune to dazed, enraged, and shaken.
  • +
  • Suffering Exhale: When Eldgren enters Crisis for the first time during a scene, all creatures present on the scene suffer poisoned.
  • +
  • Tough Grudge: As long as she bears a grudge, Eldgren gains Immunity to all damage types except air and earth.
  • +
+
+ +
+ [ ()] - Data extracted from PDF document. +
+ + + diff --git a/html/205.html b/html/205.html new file mode 100644 index 0000000..a6fa7f4 --- /dev/null +++ b/html/205.html @@ -0,0 +1,49 @@ + + + + + + The Heart of the Forest + + + + +

ELDGREN’S TACTICS: THE HEART OF THE FOREST

+ +

In this phase, the characters are face-to-face with the pulsing Heart of the Forest, and at last they have the chance to heal it, removing the mysterious and invisible parasite that infested it.

+ +

Core Conflict Mechanics

+ +
+

The Heart's Limitations

+

This conflict is based upon a special rule designed to showcase the narrative through the game mechanics:

+
    +
  • The Heart enters the scene with current Hit Points equal to 1 and its Hit Points cannot go below 1.
  • +
  • If the Heart’s current Hit Points become equal to or greater than 480, it loses all Ultima Points and Surrenders immediately.
  • +
+
+ +
+

Slumbering Hope Clock

+

This scene also includes a “Slumbering Hope” Clock with 4 sections, visible to all participants. This Clock can be filled or emptied only in the following ways:

+
    +
  • When a Player Character present on the scene spends 1 Fabula Point to invoke a Theme of Belonging, Hope, Justice or Mercy, fill 1 section of the Clock.
  • +
  • At the start of the fourth enemy turn (see below) of the round, if the Clock is full, empty it. If you do, the Heart regains 40 Hit Points and 40 Mind Points, and it doesn’t perform any action this turn.
  • +
+
+ +

The Heart's Strict Cycle of Play

+

The Heart follows a very strict cycle of play:

+ + + + + \ No newline at end of file diff --git a/html/206.html b/html/206.html new file mode 100644 index 0000000..04b8f85 --- /dev/null +++ b/html/206.html @@ -0,0 +1,84 @@ + + + +
+

The Heart

+

(Champion 4)

+

Once the living core of Eldgren, the Heart is covered by the withered remains of the Rådande who died to protect it.

+ +

Traits

+

Burning, **Desperate**, **Millennia-old**, **Resentful**.

+ +

Core Stats

+
+
DEX: d8
+
INS: d10
+
MIG: d8
+
WLP: d10
+
HP: 480MP: 240
+
Init: 13
+
+ +

Defenses & Combat

+

DEF: +0 | M. DEF: +0 | P AB A AB B AB D AB E AB F AB I AB L AB T AB

+ +
+

Basic Attacks

+
    +
  • + M Flame of Remembrance + (INS + MIG) +7(HR + 15) fire damage. +
    After resolving this attack, if the Accuracy Check’s High Roll was even, the Heart regains 20 Hit Points, otherwise, it loses 20 Hit Points.
    +
  • +
  • + Avenging Miasma + (INS + WLP) +7(HR + 15) poison damage. +
    This attack has multi (2).
    +
  • +
+ +

Spells

+
    +
  • + Ashen Breath (OO) +
    Requires (INS + WLP) +4 | Cost: 10 MP | Target: One creature | Type: Instantaneous. The Heart deals (HR + 25) fire damage to the target.
    +
  • +
  • + Aura of Desperation +
    Cost: 20 MP | Type: Special | Instantaneous. Every creature able to see the Heart suffers shaken.
    +
  • +
  • + Parasite Grasp +
    Cost: 30 MP | Type: Special | Instantaneous. The mysterious infection nestled in the Heart of Eldgren spreads, causing it to spasm violently: the Heart loses the exact amount of Hit Points required to enter Crisis. After that, the Heart deals poison damage equal to (the amount of Hit Points lost with this spell divided by the number of creatures present on the scene) to each creature present on the scene (including itself).
    +

    (Warning: If a Player Character learns this spell with spell Mimic, they immediately lose all their Fabula Points and suffer enraged. If the campaign continues, the group might even have that character evolve into a Villain.)

    +
  • +
+
+ +
+

Other Actions

+
    +
  • + Ancestral Vitality +
    The Heart may use an action and spend 20 Mind Points to stop being affected by any spell with duration “Scene” and any “hex” invocations (see page 156).
    +
  • +
+
+ +
+

Special Rules

+
    +
  • + Parasitic Despair +
    As long as it is not in Crisis, the Heart is treated as having neutral Affinity (-) to all types of damage.
    +
  • +
  • + Plant +
    The Heart is immune to dazed, enraged, and shaken.
    +
  • +
+
+ +
+
+
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+

Index Directory

+ + +
+

A

+
    +
  • abyss sheet 18
  • +
  • artifacts 88
  • +
+
+ + +
+

B

+
    +
  • Badger Temple 22
  • +
  • Breezeburg 26
  • +
  • Brightvale 186
  • +
+
+ + +
+

C

+
    +
  • Camp Activities 130
  • +
  • Candle Bay 30
  • +
  • Cerulean Jungle 34
  • +
  • classic characters 134
  • +
  • conflicts 62
  • +
  • cookbook sheet 150
  • +
  • custom weapons 112
  • +
+
+ + +
+

D

+
    +
  • Darkdepth 38
  • +
  • delicacy 151–152
  • +
  • Dylon 182
  • +
+
+ + +
+

E

+
    +
  • Eisenstadt 42
  • +
  • Eldgren 198
  • +
  • environmental antagonist 174
  • +
+
+ + +
+

F

+
    +
  • Floralist 138
  • +
  • forging 74
  • +
+
+ + +
+

G

+
    +
  • garden 140
  • +
  • Golden City 46
  • +
  • Gourmet 148
  • +
  • Growth Clock 140
  • +
+
+ + +
+

H

+
    +
  • Heroic Skills 160
  • +
+
+ + +
+

I

+
    +
  • invocation 156
  • +
  • Invoker 154
  • +
+
+ + +
+

L

+
    +
  • Lowtide 50
  • +
+
+ + +
+

M

+
    +
  • magiseed 140
  • +
  • materials 74, 78
  • +
  • Merchant 158
  • +
  • multi-part enemies 180
  • +
+
+ + +
+

N

+
    +
  • natural fantasy locations 16
  • +
  • natural fantasy Pillars 8
  • +
  • Node 182
  • +
+
+ + +
+

Q

+
    +
  • Quirks 120
  • +
+
+ + +
+

R

+
    +
  • rare items 82
  • +
  • +
    +

    accessories: 87

    +

    rare armor: 86

    +

    rare shields: 86

    +

    rare weapons: 84

    +
    +
  • +
  • Rocky Desert 54
  • +
+
+ + +
+

S

+
    +
  • sample natural fantasy characters 97
  • +
+
+ + +
+

T

+
    +
  • Titania, Queen of Fairies 192
  • +
  • T onitranea Rex 176
  • +
  • Trade Points 159
  • +
+
+ + +
+

V

+
    +
  • vertical development worlds 18
  • +
  • Vertigo Peak 58
  • +
+
+ + +
+

W

+
    +
  • wellspring 156
  • +
+
+ + +
+ + + + Inspirations and Credits + + + + +

207

+ +

INSPIRATIONAL WORKS

+ +

Gaming Inspirations

+

A vast collection of influences drawn from various titles and developers, including:

+ +
    +
  • Atelier (Dusk trilogy, Ryza Trilogy and Sophie duology) by Gust and Koei Tecmo
  • +
  • Bistro Heroes by Team Tapas
  • +
  • Etrian Odyssey III: The Drowned City and Etrian Odyssey Untold: The Millennium Girl by Atlus
  • +
  • Final Fantasy: Crystal Chronicles by Square Enix
  • +
  • Harvestella by Live Wire Inc. and Square Enix
  • +
  • The Horizon series by Guerrilla Games
  • +
  • Ico, Shadow of the Colossus and The Last Guardian by Team Ico
  • +
  • Jade Cocoon: Story of the Tamamayu by Genki
  • +
  • The Monster Hunter Stories series by Capcom and Marvelous Inc.
  • +
  • Ōkami and Ōkamiden by Capcom
  • +
  • The Rune Factory series by Marvelous Inc.
  • +
  • The Legend of Zelda: Breath of The Wild, Tears of the Kingdom and The Wind Waker by Nintendo
  • +
  • Wild Arms 3 by Media Vision
  • +
  • Wild Hearts by Omega Force
  • +
+ +

Non-Videogame Inspiration

+

Drawing inspiration beyond video games from authors, manga, and historical media:

+ +
    +
  • Dungeon Meshi by Ryoko Kui
  • +
  • Earthborne Rangers by Earthborne Games
  • +
  • Frieren – Beyond Journey’s End by Kanehito Yamada and Tsukasa Abe
  • +
  • Laputa – Castle in the Sky by Hayao Miyazaki and Studio Ghibli
  • +
  • Made in Abyss by Akihito Tsukushi
  • +
  • Mushishi by Yuki Urushibara
  • +
  • Nausicaä of the Valley of the Wind by Hayao Miyazaki and Topcraft
  • +
  • Princess Mononoke by Hayao Miyazaki and Studio Ghibli
  • +
  • Seirei no Moribito by Nahoko Uehashi
  • +
  • Symbaroum by Mattias Johnsson and Mattias Lilja
  • +
  • The Dragon, the Hero and the Courier by Yamada Gregorius
  • +
  • The Fire Hunter by Rieko Hinata and Akihiro Yamada
  • +
  • The Wildsea by Felix Isaacs
  • +
  • Trigun by Yasuhiro Nightow
  • +
  • Magic: The Gathering settings including the Ikoria, Lorwyn and Zendikar and Rei Nakazawa’s flavor texts for the Kamigawa set.
  • +
+ +
+ +

CREDITS

+

Acknowledgements

+

Special thanks to:

+
    +
  • Nicola Degobbis, Chris Pagliari, Marco Munari, Alberto Orlandini, Marta Palvarini, Matteo Pedroni, Selene Dal Borgo and Erica Viotto for their direct contribution to this volume.
  • +
+ +

Thanks also to the many patrons who continue to support this project worldwide:

+
    +
  • Alberto “107”, Alena, Anise, Francesco Castelli, Pieralberto Cavallo, Cryo, Dracoknight, Lassic, Libro, Chiara Listo, Andrea Lucca, Monowave, Nadia, Nicola Marchi, Nitro, Diego Proietti Petretti, Claudio Pustorino, Rosencranz, Claudio Serena, Stepnix, Tails, Tekko!, Triex and Giuseppe Vitale for precious advice and observations.
  • +
  • Also thanks to Ali A Olomi, Ancient Americas, Rhystic Studies, Spice8Rack, and The Asians Represent Podcast for their invaluable contents.
  • +
+ +
+ +

Community Support

+

Thank you also to the Fabula Ultima and Rooster Games communities: during the development months you have provided tireless insights and precious opinions on our playtest content – and special thanks to our hard-working mods Alberto “107”, Chris, Cryo, Nadia and Stepnix.

+ +

Final Thanks

+

And finally, a special thank you goes to Reidy, Will, and their play groups. Whatever awaits us at the journey’s end, I believe we will play together, again and again.

+ +
+ + + + \ No newline at end of file diff --git a/html/209.html b/html/209.html new file mode 100644 index 0000000..f08b9e1 --- /dev/null +++ b/html/209.html @@ -0,0 +1,29 @@ + + + + + + Document Summary + + + + +
+ +
+

Our Story

+

This endeavor will bring new kindness and positive change.

+ +

We are dedicated to sharing our story of impact and community growth. Our goal is to bring renewed kindness to all.

+
+ +

Customer Details

+
+

Customer Type:

+

Order Identification:

+
+ +
+ + + \ No newline at end of file diff --git a/html/21.html b/html/21.html new file mode 100644 index 0000000..4964b0a --- /dev/null +++ b/html/21.html @@ -0,0 +1,39 @@ + + + + + + Environmental Design Concepts + + + +
+

ENVIRONMENTAL CONTRASTS

+
+
+

One of the most effective ways to create a memorable natural fantasy location is to base the environment upon the contrast between two typically opposite natural elements, such as air and earth or ice and fire.

+ +

Common examples include icy plains dotted with bubbling geysers and rocky deserts swept by the wind, but you could also have oceanic depths inhabited by electric creatures.

+ +

In a similar vein, the contrast between old and new, artificial construction and natural regrowth, adds personality to a location and often provides clues about who lived here in the past and how things have changed over time. The result should be a form of dynamic balance, and can also elicit feelings of melancholy or wonder in the travelers.

+ +

For instance, a vast horizon of skeletal skyscrapers overgrown by vegetation and taken over by the nests of gigantic feathery creatures; or an endless grassland where herds of bovine calmly graze in the shadow of rusty, titanic war machines.

+ +

The goal of such a location isn’t purely visual – it represents a fragile environment that is worth protecting and a precarious peace that has been achieved, certainly not without pain, over the course of the centuries.

+
+ +
+

FLORA, FAUNA, CONSTRUCTS, AND ELEMENTALS

+
+
+

Partially continuing from the points above one of the best ways to make a location look alive is to populate it with creatures whose appearance, behavior, and abilities are strictly tied to their environment.

+ +
    +
  • Beasts, monsters, and plants. These creatures might prove more or less aggressive – similar to the flora and fauna of our world, with just a few anomalies. Their behavior varies based upon instinct and habits – they may prove formidable opponents.
  • +
  • Constructs. Relics who outlived their creators, constructs often lack a true conscience, acting according to pre-programmed routines. Even when aware and intelligent, they often speak ancient and almost forgotten languages.
  • +
  • Elementals. Spirits of nature, fey creatures, and guardian presences all fall into this category. They are often peaceful or playful, but their deep, instinctive attunement with the stream of souls might easily lead to corruption.
  • +
+
+ + + \ No newline at end of file diff --git a/html/22.html b/html/22.html new file mode 100644 index 0000000..c5de609 --- /dev/null +++ b/html/22.html @@ -0,0 +1,50 @@ + + + + + + +

The World: Chapter Guide

+ +
+

Using the Sample Locations

+

The following pages contain ten complete natural fantasy locations, which you can draw ideas from or place directly in your campaign, both during and after World Creation – for example, when traversing an unexplored map region.

+
+ +

Location Structure

+

Each location entry is structured to provide comprehensive details for running a session. The components are:

+ +
    +
  • + At a glance. This box provides a synopsis of the location: its keywords, the themes it symbolizes, the terrain around it, and its elemental forces, as well as suggestions for dangers and discoveries in the area. +
  • +
  • + Questions for the group. In Fabula Ultima, you should not introduce elements disconnected from the group. These questions give depth to the location and allow Players to have creative input. Usually, the Game Master will ask the questions – and they should make it a habit of doing so even when introducing locations that do not come from an Atlas. +
  • +
  • + Typical features. This section provides examples of characters and other elements that can typically be found in this sort of location. Feel free to take these and use them in other similar locations of your own devising. +
  • +
  • + Position. Here, you will find suggestions on where to place this type of location, both geographically and in the campaign’s timeline – towards a campaign’s start or end, for instance. +
  • +
  • + The Villains' plans. This section provides suggestions on why Villains might be interested in this or other similar locations. +
  • +
  • + Story hooks. Lastly, this rich section details points of interest ($$), mysteries (bb) and help requests ((??)), which the Game Master can use in whole or in part during play. +
  • +
+ +

Guidance for Players and Game Masters

+

Players and Game Masters alike are welcome to read these sample locations – they will help the group attune to the natural fantasy style, and can provide you with inspiration when needed.

+ +
+ Important Note: Do not take any of what follows as “canon” or “official”. You have full authority to modify any of these places as you see fit! +
+ +
+ “Change is the only true constant of life. Clinging to the past for fear of the present is just a slow death.” +
+ + + \ No newline at end of file diff --git a/html/23.html b/html/23.html new file mode 100644 index 0000000..6fe1193 --- /dev/null +++ b/html/23.html @@ -0,0 +1,72 @@ + + +
+ +
+

Few truly know what lurks behind the quiet of this enigmatic place, lost in the depths of the forest. The locals never cross its threshold—even during celebrations—and the youngsters show great respect to those who dare enter just the first chamber. Moss and lichens cover the wall of the now forgotten Badger Temple… and its secret should be forgotten as well.

+
+ + +
+

BADGER TEMPLE AT A GLANCE

+

Keywords: curse, trial, seal.

+ +
+
Terrain:
+
stone, vines, water. Common elements: L, D, E
+
+ +
+
Travel roll:
+
d8. Rare elements: A, F
+
+ +

Key Features

+ +
+ +
+

Dangers

+
    +
  • A huge sentient plant guarding the path.
  • +
  • A magical mist that fools the senses.
  • +
  • A barrier created by the statues that flank the entrance.
  • +
+
+ + +
+

Discoveries

+
    +
  • A spirit protector of the forest.
  • +
  • A plant with miraculous properties.
  • +
  • A shrine hiding a prodigious blessing.
  • +
+
+
+ + +
+
Themes:
+
Facing one’s fears, gaining self-awareness and self-confidence, understanding the past to build the future.
+
+ +
+ + +
+

Structural Context

+

THE ANCIENT SHRINE / Badger Temple

+
+
THE ANCIENT SHRINE
+
/
+
Badger Temple
+
+
+ + +
+

Additional Data

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The World - Ancient Shrine Guide

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Typical Features

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The typical Ancient Shrine should include at least one of these features:

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  • Creatures or spells to test those who enter.
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  • An incredibly ancient evil sealed inside.
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  • An artifact that belonged to a hero of the past.
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  • A legendary beast of great wisdom.
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Position

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Frequently enough, the location of the Ancient Shrine is already known at the beginning of the campaign, but Player Characters might not be able to explore it in full and are forced to return later with an artifact or a magic password.

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The Ancient Shrine might be where the prologue is set, when the protagonists – unaware of the original purpose of the structure and the unfortunate consequences of their curiosity – discover or awaken something truly ancient and dangerous.

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The Villains' Plans

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Sometimes, the Ancient Shrine hides an artifact that a Villain wants but, for some reason, can’t reach. These Villains often wait for Player Characters to overcome the dangers of the Shrine, only to then waylay them. Otherwise, a major or supreme Villain might be sealed inside, patiently waiting.

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Possible Questions for the Group

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These points are designed to prompt player discussion and mystery:

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  • A number of wooden statues dot the path to the temple. What do they represent? Why are they here?
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  • A number of frescoes decorate the temple walls, depicting an event so ancient it has been lost to time. What is it?
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  • The entrance to the temple is easy to find but the inner sanctum is well protected. How do you access it? What prevents you from reaching it?
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  • The Badger Temple hides an incredible secret. What is it? Who knows about it and what is its price?
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  • A terrible curse awaits those who desecrate the heart of the temple. What are its effects, and can you break it?
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STORY HOOKS

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When bringing Badger Temple into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

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The Hall of Trials

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  • + Light and Darkness. A single torch shines true, revealing the living frescoes upon the walls – the shadows of four badgers, each bearing a small rattle, slide among the paintings. To continue, the PCs must collect the four rattles. Every time they roll a Check to try, the GM fills 1 section of an 8-section Clock. If the Clock is filled before they succeed, or if they attempt to use violence, a fearsome guardian emerges from the frescoes. What is it? Which of the PCs knows legends about its weak spot? +
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  • + Hall of Despair. This empty room seems endless. Every now and then, the pale image of a badger appears, beckoning the heroes to follow them in the darkness. The PCs have to fill a 6-section Clock to keep the spirit in sight and reach the exit. Whenever a PC fails a Check, frustration gets the better of them, causing them to suffer a random status effect among dazed, shaken, slow, and weak. +
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  • + The Door. The badger stops next to a great stone door covered in thorny vines, which can be removed either with a Ritual or by suffering a heavy loss of Hit Points. The badger glows with a feeble light, which restores all the PCs’ Mind Points. +
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  • + Dark Vines (The Rafflesia Encounter). Sprawling creepers and living vines fill the entire room. At the center, a massive, garish flower tinges the scene with scarlet and purple hues. A glowing bud dangles from one of the vines, right above the jaws of the plant-creature at the heart of the flower: its name is Rafflesia. Its stalk is covered in thorns, and the badger-spirits are trapped in its two creeping tentacles. +
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    • Properties: It’s Vulnerable to fire damage, Resistant to ice and bolt, and Absorbs light, thanks to the glowing bud, which also hypnotizes its targets, forcing them to attack the main body – those who charge into melee are punished by its thorns.
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    • Challenge: If both tentacles are defeated, the twin badger spirits regain their powers and Rafflesia becomes Vulnerable to light damage. How did this creature evolve? How was it created? What is hidden at the center of the room?
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THE WORLD

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Chapter B: The Snake-Spirit

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A demon of ruin lies sealed in the heart of the temple, and an almost forgotten prophecy foretells that a descendant of the “snake lineage” will one day be able to free it. Key questions remain: What is known about this lineage? Who among the Player Characters has heard of it? Or, who among them will discover that they descend from it?

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Investigation Threads

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  • The treasure in the statue. In the bowels of the temple, wedged between the scales of a giant stone serpent, there is an ancient scepter, the Soulthorn—an artifact capable of imprisoning a soul. Only the chosen one can awaken its true power and free the snake-spirit. What would be the consequences of its use? If left to its own devices, what is the snake-spirit going to do once freed?
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  • An ancient pact. Although remembered as an evil being, the spirit actually taught humanity the arts of herbalism, medicine, and poison. However, their gifts were used to cause death and suffering, and, to atone, the spirit began devouring any pain and diseases they saw as born of their actions. As a last act, before corruption overcame them, they sealed themselves away in the temple, slowly losing all their memories.
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  • Recovered memories. By using the Soulthorn or coming into contact with the snake-spirit’s power, Player Characters may recover fragments of their memory and investigate further. What catastrophic event forced the spirit to cut all ties with the world? Which of their memories might restore their confidence?
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Zecar

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An aristocratic fox-man named Zecar offers the Player Characters a lavish reward, provided they help him recover a family heirloom from the temple. Investigation involves:

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  • The sword of ages. Laying on a stone altar, this sword is an artifact that, according to legend, grants luck, fame, and wealth—but it’s protected by a seal. Who among the Player Characters knows how to break it?
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  • Unmasked! Zecar’s ancestry gained its nobility thanks to the sword, but his ancestors returned it to the temple, believing it was its rightful place. Once the blade is in his hands, the haughty fox-man turns out to be a minor Villain and uses an Ultima Point to escape. What are his intentions? Why was the sword returned? Which dark powers does it hide, and why is Zecar underestimating its influence?
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+ “A dark omen awaits, trapped in the depths.
+ A pure heart will free it; a pure heart might defeat it.” +
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Breezeburg Hamlet

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A secluded pocket of natural harmony.

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Community Profile

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Many people stumble almost by accident into this small hamlet. Breezeburg is located among the rolling hills, far removed from the bustle of the capital, the major trade routes, and the general clamor of the outside world. On the surface, it presents an idyllic scene—almost drowsy and peaceful—that maximizes its few natural resources. The inhabitants have successfully learned how to deeply respect the gentle pace of nature and wind, living in a sustainable symbiosis with what their environment offers.

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+ Keywords +

community, quiet, wind

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+ Terrain / Elements +
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  • Primary: Hills, grasslands, brooks.
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  • Common elements: A, L, E (Suggests abundant access to these resources/materials).
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+ Challenges & Lore +
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  • Travel Roll: d8
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  • Rare Elements: B, F, D
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Local Hazards and Secrets

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+ Dangers +
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  • A foreboding presence residing in the nearby forest.
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  • A persistent swarm of crabby insects.
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  • The threat of a great thunderstorm incoming.
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+ Discoveries & Themes +
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  • Potential Discoveries: A hermit who retired here to hide an important secret, or an old ruined building lost in the untouched wilds.
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  • Underlying Themes: A simple life isn't always easy; confronting blissful ignorance and false security.
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THE WORLD

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CHAPTER NINE: TYPICAL FEATURES

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The typical Sleepy Hamlet should include at least one of these features:

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  • A gentle, soothing landscape.
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  • An eager population, although unaware of the outside world.
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  • A wise person of few words.
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  • A small shrine tied to a forgotten legend.
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POSITION

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The Sleepy Hamlet is a starting location par excellence – it could even be the birthplace of one or all protagonists (perhaps with the exception of one of them, an outsider whose sudden arrival puts events into motion). Our heroes might expect a happy welcome, unless some negative event undermines the locals’ trust. Even then, it should be possible to rebuild it.

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THE VILLAINS' PLANS

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A place like Breezeburg is rarely relevant in the antagonists’ plans, unless they were born and raised there. Perhaps they were childhood friends of the eldest among Player Characters. More often, an antagonist might be looking for an item or a person that lives here, or the Hamlet might suffer collateral damage in the wake of the Villain’s plan or the catastrophe they unleashed.

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POSSIBLE QUESTIONS FOR THE GROUP

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These questions can seed conflict and mystery:

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  • Breezeburg is isolated, but not forgotten – there is just nothing too remarkable here. Is it really such a happy place? What is about to change?
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  • Creatures that couldn’t live anywhere else proliferate here, thanks to the untouched wilderness. What makes them unique?
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  • The villagers live in harmony with the land, the flora, the fauna, and every other natural element. Where does this tradition come from?
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  • A gentle breeze keeps the windmill’s blades in constant motion. What traditions stem from this unusual situation?
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  • Although welcoming, the locals are very narrow-minded and suspicious about innovations. Why?
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STORY HOOKS

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When bringing Breezeburg into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.

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I. HIGHILL ROAD

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The highest part of Breezeburg is dominated by the largest windmill, and the most important buildings in the settlement all lie just along this key road.

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  • + The Windmills +

    These massive structures work without pause; their huge blades spin constantly in the wind. They contribute to the survival of the small hamlet by powering both the irrigation system and millstones, but not all seem to serve the same purpose. What is the goal of these other windmills?

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  • + The Blacksmith +

    The small forge is the abode of a man tempered by his work and proud of it. The firelight makes his creations shine: tools for farming, for common use, and for artisans. There are no weapons, except an old sword hanging on the wall. What is the story behind it?

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  • + The Inn (The Wind Strider) +

    A modest inn stands along the road. The sign, creaking in the breeze, says “The Wind Strider.” Though rather small, it is warm and cozy. It’s quite rare for anyone to stop here: usually only one or two adventurers pass by looking for respite. Recently, though, a large group slept here—they looked like acolytes on a pilgrimage. Who were they? Why did they stop here of all places?

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  • + The Temple +

    Near the end of a forgotten track, at the highest spot in Breezeburg, there is a small, old temple, covered in moss. It has long-since been abandoned, yet a feeble heart pulses inside. If a Player Character gets close, a gentle, whisper-like breeze blows. Arcanists, Chimerists, Invokers, and Spiritists are the best suited to interact. Who lives in this temple? Why was it abandoned?

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II. WHISPERING MANOR

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The mansion house belonging to Breezeburg’s only noble family is the most ancient building in the entire hamlet. According to the villagers, Whispering Manor has existed since the settlement’s foundation.

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This large structure has three floors, rather distinctive sloping roofs, and a visible large balcony overlooking all of Breezeburg. But the most curious element is the great windmill on the roof, whose blades never move.

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Miscellaneous Note

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CREDITS

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Game Design, Writing, and Development

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  • Emanuele Galletto
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Additional Writing

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  • Selene Dal Borgo
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  • Chris Pagliari
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Art Direction

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  • Emanuele Galletto
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Cover Artist

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  • Moryo
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Interior Artists

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  • Michele Bellamoli
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  • Tuomas Korpi
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  • Lorenzo Magalotti
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  • Moryo
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  • Julian Seifert-Olszewski
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  • Catthy Trinh
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Pixel Artists

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  • Emanuele Galletto
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  • Ben Henry
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  • Sascha Naderer
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Damage Icons

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  • Lorc
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Publisher

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  • Nicola Degobbis
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Chief of Operations

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  • Marco Munari
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Producer

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  • Alberto Orlandini
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Translation

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  • Francesco Castelli
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Editing

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  • Emanuele Galletto
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  • Neil Kingham
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Sensitivity Reading

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  • Marta Palvarini
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Graphic Design

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  • Emanuele Galletto
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  • Erica Viotto
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Proofreading

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  • Giovanni Di Pietro
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  • Emanuele Galletto
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  • Marco Munari
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  • Alberto Orlandini
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  • Erica Viotto
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