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| 58552b536f |
@@ -5,10 +5,28 @@
|
|||||||
"resolved": "ghcr.io/anthropics/devcontainer-features/claude-code@sha256:cfc2e7d3e9fd3b9b01f8d5cb158508a884c8c0ede2e23ed10f32dea5d4ffe69a",
|
"resolved": "ghcr.io/anthropics/devcontainer-features/claude-code@sha256:cfc2e7d3e9fd3b9b01f8d5cb158508a884c8c0ede2e23ed10f32dea5d4ffe69a",
|
||||||
"integrity": "sha256:cfc2e7d3e9fd3b9b01f8d5cb158508a884c8c0ede2e23ed10f32dea5d4ffe69a"
|
"integrity": "sha256:cfc2e7d3e9fd3b9b01f8d5cb158508a884c8c0ede2e23ed10f32dea5d4ffe69a"
|
||||||
},
|
},
|
||||||
"ghcr.io/devcontainers/features/node:1": {
|
"ghcr.io/devcontainers-community/npm-features/typescript:1": {
|
||||||
"version": "1.7.1",
|
"version": "1.1.0",
|
||||||
"resolved": "ghcr.io/devcontainers/features/node@sha256:8c0de46939b61958041700ee89e3493f3b2e4131a06dc46b4d9423427d06e5f6",
|
"resolved": "ghcr.io/devcontainers-community/npm-features/typescript@sha256:13a0f63e88513a6022431c39b7ca4ec732ba0760cdb6d882638f4ddf73deb0e7",
|
||||||
"integrity": "sha256:8c0de46939b61958041700ee89e3493f3b2e4131a06dc46b4d9423427d06e5f6"
|
"integrity": "sha256:13a0f63e88513a6022431c39b7ca4ec732ba0760cdb6d882638f4ddf73deb0e7",
|
||||||
|
"dependsOn": [
|
||||||
|
"ghcr.io/devcontainers/features/node"
|
||||||
|
]
|
||||||
|
},
|
||||||
|
"ghcr.io/devcontainers/features/go:1": {
|
||||||
|
"version": "1.3.4",
|
||||||
|
"resolved": "ghcr.io/devcontainers/features/go@sha256:d85e921f91b41340055bb12b325d9d551170ed04b3b832e33530bf42f167c032",
|
||||||
|
"integrity": "sha256:d85e921f91b41340055bb12b325d9d551170ed04b3b832e33530bf42f167c032"
|
||||||
|
},
|
||||||
|
"ghcr.io/devcontainers/features/node:2.1.0": {
|
||||||
|
"version": "2.1.0",
|
||||||
|
"resolved": "ghcr.io/devcontainers/features/node@sha256:586c9a6f7dd40bd3ba2cd41e7f2f88dcc31fbe5d1442afcbf07ffbc66b686857",
|
||||||
|
"integrity": "sha256:586c9a6f7dd40bd3ba2cd41e7f2f88dcc31fbe5d1442afcbf07ffbc66b686857"
|
||||||
|
},
|
||||||
|
"ghcr.io/jsburckhardt/devcontainer-features/just:1": {
|
||||||
|
"version": "1.0.0",
|
||||||
|
"resolved": "ghcr.io/jsburckhardt/devcontainer-features/just@sha256:5c90013b36669270be21c69e7d8e5b6148b4b0b34fca9e104a599edf0d7c11af",
|
||||||
|
"integrity": "sha256:5c90013b36669270be21c69e7d8e5b6148b4b0b34fca9e104a599edf0d7c11af"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,7 +1,11 @@
|
|||||||
{
|
{
|
||||||
"image": "mcr.microsoft.com/devcontainers/base:ubuntu",
|
"image": "mcr.microsoft.com/devcontainers/base:ubuntu",
|
||||||
"features": {
|
"features": {
|
||||||
"ghcr.io/devcontainers/features/node:1": {},
|
"ghcr.io/devcontainers/features/node:2.1.0": {},
|
||||||
"ghcr.io/anthropics/devcontainer-features/claude-code:1.0": {}
|
"ghcr.io/devcontainers/features/go:1": {},
|
||||||
|
"ghcr.io/jsburckhardt/devcontainer-features/just:1": {},
|
||||||
|
"ghcr.io/anthropics/devcontainer-features/claude-code:1.0": {},
|
||||||
|
"ghcr.io/devcontainers/features/node:2": {},
|
||||||
|
"ghcr.io/devcontainers-community/npm-features/typescript:1": {}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
87
.gitea/workflows/deploy.yaml
Normal file
87
.gitea/workflows/deploy.yaml
Normal file
@@ -0,0 +1,87 @@
|
|||||||
|
name: Deploy
|
||||||
|
|
||||||
|
# Builds the static frontend and the Go share-service, ships both to the
|
||||||
|
# Caddy host, and restarts the service.
|
||||||
|
#
|
||||||
|
# Required repo secret:
|
||||||
|
# DEPLOY_SSH_KEY - base64-encoded private SSH key authorized for
|
||||||
|
# ${DEPLOY_USER}@${DEPLOY_HOST}. Generate with:
|
||||||
|
# base64 -w0 < deploy_key # Linux
|
||||||
|
# base64 -i deploy_key | tr -d '\n' # macOS
|
||||||
|
#
|
||||||
|
# Override host/user/paths via repo variables (Settings > Actions > Variables)
|
||||||
|
# if they ever change; the defaults below match the Justfile.
|
||||||
|
|
||||||
|
on:
|
||||||
|
push:
|
||||||
|
branches: [master]
|
||||||
|
workflow_dispatch:
|
||||||
|
|
||||||
|
env:
|
||||||
|
DEPLOY_HOST: ${{ vars.DEPLOY_HOST || 'goldfish.malzahn.lan' }}
|
||||||
|
DEPLOY_USER: ${{ vars.DEPLOY_USER || 'root' }}
|
||||||
|
WWW_ROOT: ${{ vars.WWW_ROOT || '/usr/share/caddy/public_html/fabula' }}
|
||||||
|
GO_ARCH: ${{ vars.GO_ARCH || 'amd64' }}
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
deploy:
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v4
|
||||||
|
|
||||||
|
# --- Build frontend ---
|
||||||
|
- uses: actions/setup-node@v4
|
||||||
|
with:
|
||||||
|
node-version: 20
|
||||||
|
cache: npm
|
||||||
|
- run: npm ci
|
||||||
|
- run: npm run build # -> dist/
|
||||||
|
|
||||||
|
# --- Build backend (static, no cgo) ---
|
||||||
|
- uses: actions/setup-go@v5
|
||||||
|
with:
|
||||||
|
go-version-file: server/go.mod
|
||||||
|
cache-dependency-path: server/go.sum
|
||||||
|
- name: Build share-svc
|
||||||
|
working-directory: server
|
||||||
|
run: CGO_ENABLED=0 GOOS=linux GOARCH="$GO_ARCH" go build -o share-svc .
|
||||||
|
|
||||||
|
# --- Deploy ---
|
||||||
|
- name: Configure SSH
|
||||||
|
run: |
|
||||||
|
command -v rsync >/dev/null || { apt-get update && apt-get install -y rsync; }
|
||||||
|
mkdir -p ~/.ssh && chmod 700 ~/.ssh
|
||||||
|
# DEPLOY_SSH_KEY is stored base64-encoded so the PEM survives the
|
||||||
|
# secret round-trip intact (no CRLF/whitespace/newline mangling).
|
||||||
|
echo "${{ secrets.DEPLOY_SSH_KEY }}" | base64 -d > ~/.ssh/deploy_key
|
||||||
|
chmod 600 ~/.ssh/deploy_key
|
||||||
|
ssh-keyscan -H "$DEPLOY_HOST" >> ~/.ssh/known_hosts 2>/dev/null
|
||||||
|
|
||||||
|
- name: Copy frontend
|
||||||
|
run: |
|
||||||
|
rsync -az --delete -e "ssh -i ~/.ssh/deploy_key" \
|
||||||
|
dist/ "$DEPLOY_USER@$DEPLOY_HOST:$WWW_ROOT/"
|
||||||
|
|
||||||
|
- name: Copy backend binary + unit file
|
||||||
|
run: |
|
||||||
|
# Copy to a temp path then atomically rename into place. You can't
|
||||||
|
# overwrite a running executable in place (ETXTBSY / "Text file busy"),
|
||||||
|
# but rename(2) just swaps the directory entry while the old inode keeps
|
||||||
|
# serving the running process until the restart step picks up the new
|
||||||
|
# binary. chmod first so the exec bit survives the rename (scp doesn't
|
||||||
|
# preserve mode without -p).
|
||||||
|
scp -i ~/.ssh/deploy_key server/share-svc \
|
||||||
|
"$DEPLOY_USER@$DEPLOY_HOST:/usr/local/bin/share-svc.new"
|
||||||
|
ssh -i ~/.ssh/deploy_key "$DEPLOY_USER@$DEPLOY_HOST" \
|
||||||
|
'chmod 0755 /usr/local/bin/share-svc.new && mv -f /usr/local/bin/share-svc.new /usr/local/bin/share-svc'
|
||||||
|
scp -i ~/.ssh/deploy_key server/share-svc.service \
|
||||||
|
"$DEPLOY_USER@$DEPLOY_HOST:/etc/systemd/system/share-svc.service"
|
||||||
|
|
||||||
|
- name: Restart services
|
||||||
|
run: |
|
||||||
|
ssh -i ~/.ssh/deploy_key "$DEPLOY_USER@$DEPLOY_HOST" '
|
||||||
|
systemctl daemon-reload &&
|
||||||
|
systemctl enable --now share-svc &&
|
||||||
|
systemctl restart share-svc &&
|
||||||
|
systemctl reload caddy
|
||||||
|
'
|
||||||
6
.githooks/pre-commit
Executable file
6
.githooks/pre-commit
Executable file
@@ -0,0 +1,6 @@
|
|||||||
|
#!/bin/sh
|
||||||
|
# Run TypeScript type-checking before each commit.
|
||||||
|
# Babel strips types without checking them, so this is what actually
|
||||||
|
# enforces type correctness. Bypass with `git commit --no-verify`.
|
||||||
|
|
||||||
|
npm run typecheck
|
||||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -44,3 +44,6 @@ Thumbs.db
|
|||||||
.idea/
|
.idea/
|
||||||
*.swp
|
*.swp
|
||||||
*.swo
|
*.swo
|
||||||
|
|
||||||
|
# TODO(DWM): Temporary fix
|
||||||
|
pdf/Fabula-Ultima-TTRPG
|
||||||
|
|||||||
47
Justfile
47
Justfile
@@ -1,11 +1,42 @@
|
|||||||
user := "admin"
|
# user := "admin"
|
||||||
host := "chimaera.malzahn.lan"
|
# host := "chimaera.malzahn.lan"
|
||||||
www-root := "/home/admin/caddy/public_html/fabula"
|
# www-root := "/home/admin/caddy/public_html/fabula"
|
||||||
|
|
||||||
|
user := "root"
|
||||||
|
host := "goldfish.malzahn.lan"
|
||||||
|
www-root := "/usr/share/caddy/public_html/fabula"
|
||||||
|
|
||||||
|
# Target architecture of the deploy host (override: `just go-arch=arm64 deploy-server`)
|
||||||
|
go-arch := "amd64"
|
||||||
|
|
||||||
|
clean:
|
||||||
|
rm -rf dist/*
|
||||||
|
rm -f server/share-svc
|
||||||
|
|
||||||
serve:
|
serve:
|
||||||
python3 -m http.server
|
npm run dev
|
||||||
|
|
||||||
|
build:
|
||||||
|
npm run build
|
||||||
|
|
||||||
|
deploy: build
|
||||||
|
scp -r dist/* {{ user }}@{{ host }}:{{ www-root }}/
|
||||||
|
|
||||||
|
# Build the share service as a static binary for the deploy host.
|
||||||
|
build-server:
|
||||||
|
cd server && CGO_ENABLED=0 GOOS=linux GOARCH={{ go-arch }} go build -o share-svc .
|
||||||
|
|
||||||
|
# Ship the binary + unit file and (re)start the service. Requires root on host.
|
||||||
|
deploy-server: build-server
|
||||||
|
scp server/share-svc {{ user }}@{{ host }}:/usr/local/bin/share-svc
|
||||||
|
scp server/share-svc.service {{ user }}@{{ host }}:/etc/systemd/system/share-svc.service
|
||||||
|
ssh {{ user }}@{{ host }} 'systemctl daemon-reload && systemctl enable --now share-svc && systemctl restart share-svc'
|
||||||
|
|
||||||
|
format:
|
||||||
|
npx prettier --write books/
|
||||||
|
npx prettier --write src/
|
||||||
|
npx prettier --write webpack.config.js
|
||||||
|
|
||||||
|
typecheck:
|
||||||
|
npm run typecheck
|
||||||
|
|
||||||
deploy:
|
|
||||||
scp fabula-ultima-sheet.html {{ user }}@{{ host }}:{{ www-root }}/index.html
|
|
||||||
scp fabula-ultima-sheet.css {{ user }}@{{ host }}:{{ www-root }}/fabula-ultima-sheet.css
|
|
||||||
scp fabula-ultima-sheet.js {{ user }}@{{ host }}:{{ www-root }}/fabula-ultima-sheet.js
|
|
||||||
|
|||||||
60
books/core/10.html
Normal file
60
books/core/10.html
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
<h1>A ROLEPLAYING GAME</h1>
|
||||||
|
<p>
|
||||||
|
Roleplaying games (abbreviated RPGs) are a particular type of game — they
|
||||||
|
originated as tabletop games, but are nowadays often played online as well.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
In a roleplaying game, a group of people play together to create a story: they
|
||||||
|
do so by talking with each other, and that conversation is accompanied by the
|
||||||
|
use of rules and (typically) dice rolls, which help determine the outcome of
|
||||||
|
uncertain situations and guarantee that the story created reflects the
|
||||||
|
premises of the game — tension and fear for a horror game, adrenaline scenes
|
||||||
|
for an action game, deep and heartfelt character interaction for a romantic
|
||||||
|
game, and so on.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
In Japan, this activity is also known as a "table talk role-playing game"
|
||||||
|
(TTRPG), specifically, because it relies so heavily on the conversation at the
|
||||||
|
table.
|
||||||
|
</p>
|
||||||
|
<h2>ROLES IN THE GAME</h2>
|
||||||
|
<p>The people who play this game will fulfill different roles:</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Game Master</strong>. Often abbreviated as GM, this person's role is
|
||||||
|
that of portraying the game world in which the protagonists of the story act
|
||||||
|
and live. As the protagonists establish goals and make choices, the Game
|
||||||
|
Master will challenge those goals and describe the consequences of their
|
||||||
|
actions.
|
||||||
|
<em
|
||||||
|
>You can find more about the Game Master's role on
|
||||||
|
<a href="/books/core/#page-26">page 26</a>!</em
|
||||||
|
>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Player</strong>. Each of the remaining participants — two to five
|
||||||
|
people — will create a heroic protagonist and then control that character's
|
||||||
|
actions within the game world. Each protagonist is known as a Player
|
||||||
|
Character, generally abbreviated as PC.
|
||||||
|
<p>
|
||||||
|
Characters that are controlled by the Game Master, on the other hand, are
|
||||||
|
called Non-Player Characters, or NPCs.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
<em
|
||||||
|
>You can find more about each Player's role on
|
||||||
|
<a href="/books/core/#page-24">page 24</a>!</em
|
||||||
|
>
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
While it is true that the role of the Game Master is to present obstacles and
|
||||||
|
put the Player Characters in situations of risk and danger, their role is not
|
||||||
|
that of an adversary, but rather someone who aims to make the protagonists
|
||||||
|
shine throughout the story.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
There is no "win condition" in this game: as long as you create a memorable
|
||||||
|
story and enjoy each other's company, you're all winning.
|
||||||
|
</p>
|
||||||
50
books/core/100.html
Normal file
50
books/core/100.html
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
<h1>Villains</h1>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
In Fabula Ultima, Villains are powerful antagonists that will give Player
|
||||||
|
Characters a run for their money. Just as the Player Characters’ actions drive
|
||||||
|
the story forward, Villains represent the powerful threats that loom over the
|
||||||
|
world — sometimes lurking in the shadows, sometimes welcoming our protagonists
|
||||||
|
with a warm and deceitful smile, and sometimes challenging them in an all-out
|
||||||
|
battle that will decide the fate of the entire world.
|
||||||
|
</p>
|
||||||
|
<p>Here are some good examples of Villains:</p>
|
||||||
|
|
||||||
|
<ul>
|
||||||
|
<li>A corrupt baron that is constantly abusing his authority.</li>
|
||||||
|
<li>
|
||||||
|
A ruthless entrepreneur who exploits workers and tricks them into believing
|
||||||
|
it's for their own good.
|
||||||
|
</li>
|
||||||
|
<li>A legendary dragon terrorizing the countryside.</li>
|
||||||
|
<li>An ancient wizard who turned the locals into pigs, rats and frogs.</li>
|
||||||
|
<li>
|
||||||
|
A regretful sorceress seeking to erase the present and correct her past
|
||||||
|
mistakes.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
A god of despair who seeks to liberate all living things from the pain of
|
||||||
|
existence.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Whatever form they take, Villains are usually connected to one or more Player
|
||||||
|
Characters; sometimes this connection is thematic (as would be the case with a
|
||||||
|
ruthless Villain opposing a character's Theme of Mercy), but it can also be
|
||||||
|
much more tangible (a classic case would be a Villain who is revealed to be a
|
||||||
|
Player Character's lost sibling).
|
||||||
|
</p>
|
||||||
|
<h2>INTRODUCING VILLAINS IN THE STORY</h2>
|
||||||
|
<p>
|
||||||
|
The Game Master may introduce Villains whenever they see fit — either by
|
||||||
|
adding a completely new character to the story or by revealing that a
|
||||||
|
preexisting character or creature is a Villain.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Villains are often accompanied by henchmen or even by other Villains: two
|
||||||
|
lovers fighting side by side, a Queen and her advisor, a powerful sorcerer and
|
||||||
|
his massive golems, a bandit leader and her gang of rogues... More information
|
||||||
|
on how to create and manage Villains can be found in the Game Master chapter,
|
||||||
|
on <a href="/books/core/#page-254">page 254</a>.
|
||||||
|
</p>
|
||||||
85
books/core/101.html
Normal file
85
books/core/101.html
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
<h2>ULTIMA POINTS</h2>
|
||||||
|
<p>
|
||||||
|
Ultima Points are the dark mirror to Fabula Points. When a Villain is
|
||||||
|
introduced, the Game Master must also decide whether that character is a
|
||||||
|
minor, major, or supreme Villain — the GM can keep this a secret or openly
|
||||||
|
reveal it.
|
||||||
|
</p>
|
||||||
|
<h3>How Villains Receive Ultima Points</h3>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Villain Tier</th>
|
||||||
|
<th>Ultima Points</th>
|
||||||
|
<th>Description</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Minor</td>
|
||||||
|
<td>5</td>
|
||||||
|
<td>
|
||||||
|
Enemy commanders, unique and infamous monsters, and antagonists causing
|
||||||
|
trouble in small settlements.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Major</td>
|
||||||
|
<td>10</td>
|
||||||
|
<td>
|
||||||
|
Tyrants, powerful mages, legendary creatures, and entities that threaten
|
||||||
|
entire countries.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Supreme</td>
|
||||||
|
<td>15</td>
|
||||||
|
<td>
|
||||||
|
Archdemons, immortal entities, and alien deities bent on destruction or
|
||||||
|
domination.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<h2>SPENDING ULTIMA POINTS</h2>
|
||||||
|
<p>A Villain has three options for spending Ultima Points:</p>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Action</th>
|
||||||
|
<th>Description</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Escape</td>
|
||||||
|
<td>
|
||||||
|
A Villain may spend 1 Ultima Point to safely leave the scene — the Game
|
||||||
|
Master describes how they do so, perhaps leaving a few henchmen behind
|
||||||
|
to "keep the heroes company".
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Invoke Trait</td>
|
||||||
|
<td>
|
||||||
|
After performing a Check, a Villain may spend 1 Ultima Point to invoke
|
||||||
|
one of their Traits and reroll one or both dice (this follows the same
|
||||||
|
rules seen on <a href="/books/core/#page-46">page 46</a>).
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Recovery</td>
|
||||||
|
<td>
|
||||||
|
A Villain may use an action and spend 1 Ultima Point to recover from all
|
||||||
|
status effects and also recover 50 Mind Points.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<p>
|
||||||
|
While Player Characters can gain Fabula Points in several ways, Villains
|
||||||
|
cannot recharge their Ultima Points — in a way, they represent the Villain's
|
||||||
|
determination and will to pursue their objectives. A Villain with no remaining
|
||||||
|
Ultima Points is no longer a Villain and becomes equivalent to any other NPC;
|
||||||
|
alternatively, they may choose to escalate (see next page).
|
||||||
|
</p>
|
||||||
39
books/core/102.html
Normal file
39
books/core/102.html
Normal file
@@ -0,0 +1,39 @@
|
|||||||
|
<h2>ESCALATION</h2>
|
||||||
|
<p>
|
||||||
|
At any time during play, the Game Master may declare that a Villain has
|
||||||
|
transformed into a new version of themselves — one with greater powers and
|
||||||
|
darker ambitions. Narratively speaking, this is the moment in which the
|
||||||
|
Villain rejects a chance at redemption and grows even more obsessive in the
|
||||||
|
pursuit of their goal. The heroes forced them into a corner, and the results
|
||||||
|
have proven catastrophic.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
A <strong>minor Villain</strong> can become a
|
||||||
|
<strong>major Villain</strong>.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
A <strong>major Villain</strong> can become a
|
||||||
|
<strong>supreme Villain</strong>.
|
||||||
|
</li>
|
||||||
|
<li>A <strong>supreme Villain</strong> cannot grow any more powerful.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Following this transformation, the character is treated as an entirely new
|
||||||
|
Villain; the first time they appear during a scene, their Ultima Points will
|
||||||
|
reset to a value appropriate to their new role in the story.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
If a Villain has no Ultima Points left and is reduced to 0 Hit Points, they
|
||||||
|
may immediately escalate while still on the scene; this will allow them to
|
||||||
|
recharge their Ultima Points and no longer be forced to surrender (<a
|
||||||
|
href="/books/core/#page-87"
|
||||||
|
>page 87</a
|
||||||
|
>).
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
If a Villain escalates while on the scene, they are immediately treated as a
|
||||||
|
new Villain and thus award each Player Character 1 Fabula Point.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
55
books/core/103.html
Normal file
55
books/core/103.html
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
<h2>SHOULD THIS VILLAIN ESCALATE?</h2>
|
||||||
|
<p>
|
||||||
|
When choosing whether a Villain will escalate, the Game Master should consider
|
||||||
|
the antagonist's importance within the story, their personality, and the way
|
||||||
|
the heroes chose to confront them: a Villain's escalation shows that the
|
||||||
|
heroes might win a conflict but still make the situation worse.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Most of the time it's best to simply let a Villain be defeated: maybe their
|
||||||
|
resolve is broken, maybe they even realized they were wrong and will turn into
|
||||||
|
an ally.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Escalating your Villains sparingly will make them more memorable and also
|
||||||
|
ensure that Players feel like their actions have an impact on the world.
|
||||||
|
</p>
|
||||||
|
<p>In general, you should only have two to four escalations per campaign.</p>
|
||||||
|
|
||||||
|
<h2>VILLAIN AND FABULA POINTS</h2>
|
||||||
|
<p>
|
||||||
|
Whenever a Villain makes an entrance during a scene, each Player Character
|
||||||
|
gains 1 Fabula Point.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Multiple identities.</strong> If a Villain has more than one
|
||||||
|
identity, the heroes only receive Fabula Points when they appear using their
|
||||||
|
"antagonist persona". Once the deception is exposed, however, they will
|
||||||
|
begin awarding Fabula Points every time they appear on a scene, whether
|
||||||
|
disguised or else.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Multiple Villains.</strong> If two or more Villains appear during
|
||||||
|
the same scene, each Player Character will gain 1 Fabula Point per Villain,
|
||||||
|
up to a maximum of 3 Fabula Points per Player Character earned this way
|
||||||
|
during the same scene.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Back-to-back scenes with Villains.</strong> If a Villain's presence
|
||||||
|
extends for several consecutive scenes, the Player Characters only gain 1
|
||||||
|
Fabula Point at the beginning, and no additional Fabula Points for the
|
||||||
|
following scenes.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Whenever the heroes are running low on Fabula Points, the Game Master should
|
||||||
|
run a Game Master scene and show a Villain in action — this is a great way to
|
||||||
|
push the story forward while also giving the heroes a bit more "fuel".
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<blockquote>
|
||||||
|
<p>
|
||||||
|
Great evil is born when good intentions are met with mistrust and despair.
|
||||||
|
</p>
|
||||||
|
</blockquote>
|
||||||
72
books/core/104.html
Normal file
72
books/core/104.html
Normal file
@@ -0,0 +1,72 @@
|
|||||||
|
<div>
|
||||||
|
<h1>INVENTORY POINTS</h1>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Player Characters have an abstract reserve of useful gear and consumable
|
||||||
|
items, represented by Inventory Points (IP).
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
A character can normally carry a maximum of 6 Inventory Points; however,
|
||||||
|
some Classes and special Skills will increase this limit.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>SPENDING INVENTORY POINTS</h2>
|
||||||
|
<p>
|
||||||
|
Whenever you need a consumable item from the list below, you may spend an
|
||||||
|
appropriate amount of Inventory Points to produce it from your bag and apply
|
||||||
|
its effect — all Inventory Points spent this way must come from the same
|
||||||
|
character.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Once created, the item must be used immediately and is destroyed in the
|
||||||
|
process; you cannot create it and then "save it for later".
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The table below lists the default inventory objects available in the game;
|
||||||
|
this information is also present on your group sheet for easier reference.
|
||||||
|
The sheet also features blank spaces where you can write custom inventory
|
||||||
|
items that are unique to your world!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) can use
|
||||||
|
Inventory Points in a variety of ways.
|
||||||
|
</p>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>ITEM</th>
|
||||||
|
<th>IP COST</th>
|
||||||
|
<th>EFFECT</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td><strong>Potions</strong></td>
|
||||||
|
<td>Elixir 3</td>
|
||||||
|
<td>One creature recovers 50 Mind Points.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td></td>
|
||||||
|
<td>Remedy 3</td>
|
||||||
|
<td>One creature recovers 50 Hit Points.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td></td>
|
||||||
|
<td>Tonic 2</td>
|
||||||
|
<td>One creature recovers from a single status effect.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="2"><strong>Utility</strong></td>
|
||||||
|
<td>
|
||||||
|
Elemental Shard 2 One creature suffers 10 damage of a type of your
|
||||||
|
choice (air, bolt, earth, fire, or ice).
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="2"><strong>Magic</strong></td>
|
||||||
|
<td>Tent 4 Allows the entire group to rest in the wilderness.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
</div>
|
||||||
50
books/core/105.html
Normal file
50
books/core/105.html
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
<h2>RECHARGING INVENTORY POINTS</h2>
|
||||||
|
<p>
|
||||||
|
Characters can recharge their Inventory Points when they are in a town,
|
||||||
|
village, or other locations that allow them to purchase useful gear: the cost
|
||||||
|
is 10 zenit for every Inventory Point they want to recharge.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
At the Game Master’s discretion, characters may also recharge some of their
|
||||||
|
Inventory Points in particular circumstances, such as stumbling upon an
|
||||||
|
adventurer’s backpack or being rewarded by a village for their help with local
|
||||||
|
troubles.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
A character’s current Inventory Points can never go above their maximum
|
||||||
|
Inventory Points — there is always a limit to how much can be carried
|
||||||
|
comfortably.
|
||||||
|
</p>
|
||||||
|
<h2>SHARING INVENTORY POINTS</h2>
|
||||||
|
<p>
|
||||||
|
Characters are not allowed to redistribute Inventory Points among themselves.
|
||||||
|
</p>
|
||||||
|
<h2>GEAR AND TOOLS</h2>
|
||||||
|
<p>
|
||||||
|
All Player Characters are assumed to be carrying any gear and tools
|
||||||
|
appropriate to their Identity or befitting their role as adventurers: there’s
|
||||||
|
no need to keep track of torches, ropes, blankets and so on.
|
||||||
|
</p>
|
||||||
|
<p>If a character needs a basic adventuring item, they will have it.</p>
|
||||||
|
<p>
|
||||||
|
However, sometimes a character will need an item that is a bit uncommon or
|
||||||
|
doesn't really fit their Identity. When this happens, the Game Master may
|
||||||
|
allow the character to spend some Inventory Points (generally 2 to 4) in order
|
||||||
|
to "miraculously" pull the item in question out of their backpack.
|
||||||
|
</p>
|
||||||
|
<p class="example">
|
||||||
|
<strong>Example:</strong> A character whose Identity is “Princess of Thieves”
|
||||||
|
will surely carry some quality lockpicks in her bag; on the contrary, a noble
|
||||||
|
knight will probably have to spend a couple Inventory Points to pull them out
|
||||||
|
of his backpack.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Items created this way are not immediately destroyed, but characters should
|
||||||
|
not be allowed to sell them for a price higher than five times their IP cost.
|
||||||
|
For instance, an item that costs 2 IP to create should sell for 10 zenit at
|
||||||
|
most.
|
||||||
|
</p>
|
||||||
|
<p class="note">
|
||||||
|
<strong>Note:</strong> While tools and similar gear might allow you to perform
|
||||||
|
an otherwise impossible operation, they never grant any mechanical benefit.
|
||||||
|
</p>
|
||||||
61
books/core/106.html
Normal file
61
books/core/106.html
Normal file
@@ -0,0 +1,61 @@
|
|||||||
|
<div>
|
||||||
|
<p>
|
||||||
|
While conflicts may be the most memorable moments of a game session, the
|
||||||
|
exploration of the game world is another major aspect of Fabula Ultima. At
|
||||||
|
the beginning of the game, your group will create the world together (see
|
||||||
|
World Creation, on <a href="/books/core/#page-148">page 148</a>); however,
|
||||||
|
this does not mean you know everything about it. While you may be familiar
|
||||||
|
with the main regions and cities, there are plenty of discoveries — and
|
||||||
|
dangers! — awaiting our heroes.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>TRAVELING ACROSS THE WORLD MAP</h2>
|
||||||
|
<p>
|
||||||
|
When a group embarks on a journey, the Game Master makes use of the map
|
||||||
|
sheet to track their movements. The basic unit of this system is the travel
|
||||||
|
day: it is the average distance covered during a single day on the map
|
||||||
|
(assuming the characters are traveling on foot). The length of one travel
|
||||||
|
day when using your map sheet must be established by the group during World
|
||||||
|
Creation.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
For each travel day required by the journey, perform the following steps:
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>JOURNEYS AND TRAVELS</h3>
|
||||||
|
<p>
|
||||||
|
For the sake of simplicity, travel days should always be rounded up to the
|
||||||
|
next whole number — a journey taking two and a half days is rounded up to
|
||||||
|
three days, for instance.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The Game Master always has final say on how many travel days a journey will
|
||||||
|
take.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>W:</strong> The Game Master determines the threat level of the
|
||||||
|
areas traversed by the group (see next page). If more than a single threat
|
||||||
|
level is present, only apply the highest.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>1W:</strong> Unless stopped by an encountered danger, the
|
||||||
|
characters proceed to the next travel day (go back to step 1) or reach
|
||||||
|
their destination.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>3O:</strong> Perform a travel roll by rolling the die appropriate
|
||||||
|
to the chosen threat level.
|
||||||
|
<ul>
|
||||||
|
<li>On a 6 or higher, the group encounters a danger!</li>
|
||||||
|
<li>On a 1, the group makes an unexpected discovery!</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
The Game Master decides the location of each danger and discovery; if
|
||||||
|
you need, mark its position on your map sheet.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
85
books/core/107.html
Normal file
85
books/core/107.html
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
<div>
|
||||||
|
<h2>Sample Areas Threat Level Travel Roll</h2>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Area</th>
|
||||||
|
<th>Threat Level</th>
|
||||||
|
<th>Travel Roll</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Within villages, cities and guarded areas</td>
|
||||||
|
<td>Minimal</td>
|
||||||
|
<td>d6</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Prairies, patrolled roads, countrysides</td>
|
||||||
|
<td>Low</td>
|
||||||
|
<td>d8</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Forests, hills, rivers</td>
|
||||||
|
<td>Medium</td>
|
||||||
|
<td>d10</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Vast forests, mountains, open sea, swamps</td>
|
||||||
|
<td>High</td>
|
||||||
|
<td>d12</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Deserts, frozen wastes, jungles, volcanoes</td>
|
||||||
|
<td>Very High</td>
|
||||||
|
<td>d20</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<p>
|
||||||
|
Needless to say, a frequently patrolled area under enemy control will count
|
||||||
|
as a <strong>High</strong> or <strong>Very High</strong> danger, just like a
|
||||||
|
prairie overrun by hostile monsters.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The Game Master has final say on the threat level for a given travel day.
|
||||||
|
</p>
|
||||||
|
<div class="example">
|
||||||
|
<strong>Example:</strong>
|
||||||
|
<p>
|
||||||
|
A group of heroes are leaving the village of Relde for the Kanka Hills,
|
||||||
|
where they must search for an old mining tunnel that supposedly leads to
|
||||||
|
the lair of a wise water serpent.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Liz (the Game Master) takes a look at the map and determines that the
|
||||||
|
characters will need one travel day to reach the hills, and another travel
|
||||||
|
day to explore the surrounding area in order to find the tunnel entrance.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
For the first travel day, the group will cross prairies (d8) and hills
|
||||||
|
(d10). Since only the highest die has to be taken into account, Liz should
|
||||||
|
roll a d10. However, there is talk of a gang of bandits roaming the
|
||||||
|
prairie: she decides this should raise the threat level to
|
||||||
|
<strong>High</strong> (d12). The die comes up a 7: a danger!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Liz has the group encounter a band of four brigands, accompanied by a Grey
|
||||||
|
Howler (a wolf-like creature). Following a quick conflict, the Player
|
||||||
|
Characters manage to fend off the attackers.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Before moving on to the next travel day, the heroes choose to use a Magic
|
||||||
|
Tent and rest, regaining their energies.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Finally, Liz rolls for the second travel day, spent exploring the hills in
|
||||||
|
search of the fabled mine: this time, the die rolled is only a d10... and
|
||||||
|
she rolls a 1! After giving it some thought, Liz describes the PCs finding
|
||||||
|
an entrance to the ancient tunnels... but they are not alone! They meet a
|
||||||
|
traveling merchant by the name of Lily, who wishes to be escorted through
|
||||||
|
the mine: she seeks an audience with the serpent herself, and will reward
|
||||||
|
them with goods or information for it!
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
69
books/core/108.html
Normal file
69
books/core/108.html
Normal file
@@ -0,0 +1,69 @@
|
|||||||
|
<div>
|
||||||
|
<h2>DANGERS</h2>
|
||||||
|
<p>
|
||||||
|
Characters should generally be able to overcome a danger through a series of
|
||||||
|
Checks or a conflict scene.
|
||||||
|
</p>
|
||||||
|
<h2>Examples of Dangers</h2>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
An area plagued by extreme weather conditions, such as sandstorms or
|
||||||
|
bitter cold.
|
||||||
|
</li>
|
||||||
|
<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
|
||||||
|
<li>
|
||||||
|
A ferocious and territorial monster, or a group of hostile creatures.
|
||||||
|
</li>
|
||||||
|
<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
|
||||||
|
<li>The risk of losing an important item.</li>
|
||||||
|
</ul>
|
||||||
|
<p>If you need to determine damage dealt by a danger, use the table below:</p>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Level</th>
|
||||||
|
<th>Minor Damage</th>
|
||||||
|
<th>Heavy Damage</th>
|
||||||
|
<th>Massive Damage</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>5+</td>
|
||||||
|
<td>10</td>
|
||||||
|
<td>30</td>
|
||||||
|
<td>40</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>20+</td>
|
||||||
|
<td>20</td>
|
||||||
|
<td>40</td>
|
||||||
|
<td>60</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>40+</td>
|
||||||
|
<td>30</td>
|
||||||
|
<td>50</td>
|
||||||
|
<td>80</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<p>
|
||||||
|
Status effects are another good consequence for dangers: for instance, the
|
||||||
|
polluted swamp mentioned above might inflict <em>poisoned</em>.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>UPDATING THE WORLD MAP</h3>
|
||||||
|
<p>
|
||||||
|
While playing, the Game Master is free to add new landmarks, settlements and
|
||||||
|
similar features to the map sheet whenever they feel appropriate. This
|
||||||
|
usually happens when the group encounters a new point of interest or
|
||||||
|
dangerous area, or when they learn about it from someone.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Players can also add new features and locations to the map by spending a
|
||||||
|
Fabula Point to add a new story element, as explained on
|
||||||
|
<a href="/books/core/#page-98">page 98</a>.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
27
books/core/109.html
Normal file
27
books/core/109.html
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
<div>
|
||||||
|
<h2>DISCOVERIES</h2>
|
||||||
|
<p>
|
||||||
|
Discoveries don’t happen that often, so the Game Master should make sure
|
||||||
|
each and every one of them is unique and useful.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
The entrance to an ancient ruin: is it guarded? What treasures are hidden
|
||||||
|
here?
|
||||||
|
</li>
|
||||||
|
<li>A merchant caravan or a group of helpful creatures.</li>
|
||||||
|
<li>A secluded village or safe haven unknown to most.</li>
|
||||||
|
<li>A precious item or piece of information.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Remember that a discovery is always a good thing: even if it’s a dangerous
|
||||||
|
location, the reward it conceals should more than make up for it.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<hr />
|
||||||
|
<div>
|
||||||
|
<blockquote>
|
||||||
|
The first airship pilot, Oona Sabine, vanished during a flight over the
|
||||||
|
Whisperwoods.
|
||||||
|
</blockquote>
|
||||||
|
</div>
|
||||||
45
books/core/11.html
Normal file
45
books/core/11.html
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
<h2>The Basics of Play</h2>
|
||||||
|
<p>
|
||||||
|
In the conversation, Players describe their characters' actions and choices:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>"Isabelle raises her shield and guards your back!"</li>
|
||||||
|
<li>"I step forward and speak to the queen!"</li>
|
||||||
|
<li>"I run after the thief! Where did he go?"</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Similarly, the Game Master describes what happens in the world and also
|
||||||
|
portrays the actions of every creature and character around the protagonists:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
"The village looks calm, its white windmills turning lazily under the sun. "
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
"The king appears tired and struggles to speak, as if not in control of his
|
||||||
|
body. "
|
||||||
|
</li>
|
||||||
|
<li>"The dragon turns his smoldering gaze towards you!"</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Together, this is all known as <strong>roleplaying</strong>, and these events
|
||||||
|
will take place in your imagination — a space that is often called "the
|
||||||
|
fiction".
|
||||||
|
</p>
|
||||||
|
<h2>THE RULES</h2>
|
||||||
|
<p>
|
||||||
|
This is also a game, and that's where the rules come into play: much like in a
|
||||||
|
video game or board game, characters have scores and abilities representing
|
||||||
|
their strengths and weaknesses, and dice rolls will often be used to make a
|
||||||
|
situation's outcome a bit tense and unpredictable.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Unlike video games and board games however, the possibilities of a roleplaying
|
||||||
|
game are endless: there is no single approach to a situation and the story
|
||||||
|
will naturally emerge from your interactions and choices at the table.
|
||||||
|
</p>
|
||||||
|
<hr />
|
||||||
|
<blockquote>
|
||||||
|
This is a tale of heroes and darkness. Of great hope... and even greater
|
||||||
|
sacrifice.
|
||||||
|
</blockquote>
|
||||||
62
books/core/110.html
Normal file
62
books/core/110.html
Normal file
@@ -0,0 +1,62 @@
|
|||||||
|
<h1>DUNGEONS</h1>
|
||||||
|
<div>
|
||||||
|
<p>
|
||||||
|
The concept of a “dungeon” is a common trope in any type of RPG, tabletop
|
||||||
|
and digital alike. Generally, a dungeon is frequently — but not always! — a
|
||||||
|
labyrinthine environment, inhabited by hostile creatures... and often
|
||||||
|
concealing valuable treasures and powerful magical items, or acting as an
|
||||||
|
evil antagonist's lair.
|
||||||
|
</p>
|
||||||
|
<p class="note">
|
||||||
|
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
|
||||||
|
location that is worthy of being explored. It could be an abandoned mill
|
||||||
|
turned into a brigand hideout, a witch’s castle, or a network of waterways
|
||||||
|
guarded by ancient golems.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Most of the time, the dungeon itself won’t be that important: why the heroes
|
||||||
|
are there and what can be found within it is what really matters. Other
|
||||||
|
times, a dungeon can be a powerful way to tell a story about those who
|
||||||
|
inhabited it — and maybe hint at some obscure truths or provide an answer to
|
||||||
|
some of the game world's mysteries.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>EXPLORING DUNGEONS</h2>
|
||||||
|
<p>
|
||||||
|
Depending on the size and importance of the dungeon in question, the Game
|
||||||
|
Master may adopt any of the following methods:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Dungeon scenes.</strong> The exploration is run as a succession of
|
||||||
|
key moments rather than an inch-by-inch search of the dungeon. This works
|
||||||
|
best when the layout of the dungeon is mostly irrelevant and all that
|
||||||
|
matters is what lies in its depths. This approach is identical to default
|
||||||
|
gameplay: the heroes discuss their actions and describe what they do, the
|
||||||
|
Game Master describes what goes on around them, and Checks and conflicts
|
||||||
|
take place as normal.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Detailed exploration.</strong> The entire dungeon can be explored
|
||||||
|
in its every nook and cranny. This approach can be quite time-consuming
|
||||||
|
and should only be used if the structure and details of the place tell an
|
||||||
|
important story. For this method to work, the GM should carefully prepare
|
||||||
|
the layout of the dungeon beforehand — reserve it for locations that
|
||||||
|
you're sure the PCs will explore.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
||||||
|
scene, with maybe a single Group Check establishing whether the Player
|
||||||
|
Characters encounter any obstacles or dangers before they reach the depths
|
||||||
|
of the dungeon. Use this approach if you are short on time and if the
|
||||||
|
dungeon isn't particularly important — the typical occasion would be a
|
||||||
|
minor location discovered while traveling.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Additional advice on how the Game Master should prepare material for
|
||||||
|
dungeons can be found starting on
|
||||||
|
<a href="/books/core/#page-258">page 258</a>.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
41
books/core/111.html
Normal file
41
books/core/111.html
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
<div>
|
||||||
|
<h2>DANGER CLOCKS</h2>
|
||||||
|
<p>
|
||||||
|
The Game Master can use Clocks to keep track of incoming threats in the
|
||||||
|
dungeon. These Danger Clocks should feature a number of section based on the
|
||||||
|
urgency of the threat they represent:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Eight sections</strong> for a threat that isn't immediately
|
||||||
|
obvious and will only come true with time — something like "crumbling
|
||||||
|
temple" or "magitech system failure".
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Six sections</strong> for a threat that is quite obvious and
|
||||||
|
likely to happen after a while — such as "wandering monsters" or
|
||||||
|
"poisonous fog".
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Four sections</strong> for a threat that is urgent and very likely
|
||||||
|
to happen — something like "surrounded" or "high alert" in a dungeon
|
||||||
|
brimming with hostile creatures.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
The Game Master may fill a Danger Clock as a consequence of failed Checks,
|
||||||
|
as well as when an event would make the threat more likely, such as when the
|
||||||
|
PCs spend time searching a room, make noise, rest inside the dungeon or draw
|
||||||
|
unwanted attention.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Different Danger Clocks will be triggered by different actions and events,
|
||||||
|
of course — casting a spell might fill an "arcane overload" Clock, while
|
||||||
|
searching a room is unlikely to affect it.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
As the Clock fills, the Game Master should foreshadow the incoming danger:
|
||||||
|
once it is completely filled, that threat will become active in full, and
|
||||||
|
the heroes will be forced to deal with it one way or another.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
66
books/core/112.html
Normal file
66
books/core/112.html
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
<h1>MAGIC</h1>
|
||||||
|
<div>
|
||||||
|
<p>
|
||||||
|
The worlds of Fabula Ultima are innately magical, bound together on an
|
||||||
|
atomic level by a stream of eternal souls. Because of this, many creatures
|
||||||
|
can wield magic, manipulating soul energy to create supernatural effects.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>SPELLS AND RITUALS</h2>
|
||||||
|
<p>
|
||||||
|
Magic in Fabula Ultima falls within one of two categories: spells or
|
||||||
|
Rituals.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Spells</strong> represent codified magic formulas developed to
|
||||||
|
protect warriors and travelers: their applications are primarily offensive
|
||||||
|
or defensive. They can be learned easily and only require a brief gesture
|
||||||
|
to cast, but lack flexibility.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Rituals</strong>, on the other hand, are complex magical effects
|
||||||
|
designed to overcome a specific obstacle: whenever a Ritual is performed,
|
||||||
|
it will always be started from scratch and take several minutes to
|
||||||
|
complete.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
While powerful and extremely flexible, Rituals consume large amounts of Mind
|
||||||
|
Points and require difficult Magic Checks; additionally, failing a Ritual
|
||||||
|
will cause the magic to spiral out of control. While these downsides can be
|
||||||
|
mitigated through time, effort, and complex procedures, the truth remains
|
||||||
|
that Ritual magic is a powerful resource... but one that should be used
|
||||||
|
sparingly.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The mechanics governing spells and Rituals can be found in the next pages.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>MAGIC DISCIPLINES</h2>
|
||||||
|
<p>
|
||||||
|
This book features a total of six disciplines: Arcanism, Chimerism,
|
||||||
|
Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond
|
||||||
|
to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and
|
||||||
|
Spiritist, whilst Ritualism is available to all of these Classes, except for
|
||||||
|
Arcanists.
|
||||||
|
</p>
|
||||||
|
<div>
|
||||||
|
<h3>ARCANISM</h3>
|
||||||
|
<p>
|
||||||
|
Arcanists can project a large portion of their soul outside their bodies,
|
||||||
|
forcing it to resonate with the power left behind by ancient divine
|
||||||
|
entities known as Arcana, and manifest a fragment of their power. To
|
||||||
|
access an Arcanum’s power, one must first earn their favor: this often
|
||||||
|
involves completing some sort of trial, quest, or mission.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Arcanism is a peculiar discipline that does not feature spells, but
|
||||||
|
instead follows its own unique mechanics (see the Arcanist Class on
|
||||||
|
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
|
||||||
|
possible through the Arcane Rituals Skill.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
55
books/core/113.html
Normal file
55
books/core/113.html
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
<div>
|
||||||
|
<h3>Chimerism</h3>
|
||||||
|
<p>
|
||||||
|
Chimerists gain their powers from the souls of beasts and monsters; they
|
||||||
|
search for creatures able to cast spells and attempt to mimic the same
|
||||||
|
effects.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Chimerism features both spells and Rituals. However, Chimerist spells must
|
||||||
|
be learned from creatures (see the Spell Mimic Skill on
|
||||||
|
<a href="/books/core/#page-183">page 183</a>).
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Elementalism</h3>
|
||||||
|
<p>
|
||||||
|
Elementalists can control the stream of souls that binds the four core
|
||||||
|
elements of creation: air, earth, fire, and water. They can also influence
|
||||||
|
any of their combinations and manifestations, such as magma, blizzards,
|
||||||
|
deserts, or clouds.
|
||||||
|
</p>
|
||||||
|
<p>Elementalism features both spells and Rituals.</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Entropism</h3>
|
||||||
|
<p>
|
||||||
|
Entropists go beyond the stream of souls found in the world and reach for
|
||||||
|
the vast expanse of nothingness between stars. Their chaotic magic defies
|
||||||
|
logic, twisting time and space and dissipating souls, matter, and magical
|
||||||
|
energy.
|
||||||
|
</p>
|
||||||
|
<p>Entropism features both spells and Rituals.</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Ritualism</h3>
|
||||||
|
<p>
|
||||||
|
Contrary to most other magical disciplines, Ritualism features no spells and
|
||||||
|
can only be used in Ritual form. It is a catch-all term for Rituals
|
||||||
|
performed to manipulate, sense, bind or unleash magical energy present
|
||||||
|
within a location, item, mechanism, or relic.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
From a certain point of view, magitech could be considered a combination of
|
||||||
|
Ritualism and technology.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Spiritism</h3>
|
||||||
|
<p>
|
||||||
|
Spiritists can manipulate the raw energy found within the souls of living
|
||||||
|
creatures, influencing their emotions and manipulating their vital force: a
|
||||||
|
power both miraculous and frightening.
|
||||||
|
</p>
|
||||||
|
<p>Spiritism features both spells and Rituals.</p>
|
||||||
|
</div>
|
||||||
96
books/core/114.html
Normal file
96
books/core/114.html
Normal file
@@ -0,0 +1,96 @@
|
|||||||
|
<div>
|
||||||
|
<h2>Spells</h2>
|
||||||
|
<p>
|
||||||
|
Spells can belong to any of the following disciplines: Chimerism,
|
||||||
|
Elementalism, Entropism, and Spiritism. The remaining two disciplines,
|
||||||
|
Arcanism and Ritualism, do not feature any spells.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>Spell Format</h2>
|
||||||
|
<p>
|
||||||
|
Each spell description uses the format below and contains a variety of
|
||||||
|
information:
|
||||||
|
</p>
|
||||||
|
<div>
|
||||||
|
<h3>Example Spell Metadata</h3>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Name</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
<th>Targets</th>
|
||||||
|
<th>Duration</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Ignis (rr)</td>
|
||||||
|
<td>10 × T</td>
|
||||||
|
<td>Up to three creatures</td>
|
||||||
|
<td>Instantaneous</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">
|
||||||
|
You unleash a searing barrage against your foes, conjuring flames
|
||||||
|
out of thin air. Each target hit by this spell suffers
|
||||||
|
<span>【HR + 15】</span> fire damage.
|
||||||
|
<strong>Opportunity:</strong> Each target hit by this spell suffers
|
||||||
|
shaken.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h3>Spell Components</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>The Name and Type:</strong> The name of the spell, and whether
|
||||||
|
it is an offensive spell (rr).
|
||||||
|
<em>
|
||||||
|
See <a href="/books/core/#page-116">page 116</a> for more information
|
||||||
|
on offensive spells.
|
||||||
|
</em>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Mind Point Cost:</strong> The cost of the spell in Mind Points.
|
||||||
|
To cast a spell, you must have enough MP to pay its cost; additionally,
|
||||||
|
some spells allow you to spend more MP to increase the number of targets
|
||||||
|
or strengthen the effect. For instance, a spell with a cost of 10 × T
|
||||||
|
will cost you 10 Mind Points per target; the final amount of Mind Points
|
||||||
|
required to cast a spell is known as the total MP cost.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Targets:</strong> The targets that can be affected by the spell.
|
||||||
|
Most spells can target a certain number of creatures, but others may
|
||||||
|
affect different targets (such as weapons).
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Target Specification:</strong> A target of "Self" means the
|
||||||
|
caster will use the spell on themselves, while a target of "Special"
|
||||||
|
indicates that the spell functions in a unique way described in its
|
||||||
|
text, usually affecting a variety of creatures or elements present on
|
||||||
|
the scene.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Duration:</strong> The duration of the spell. Either
|
||||||
|
"Instantaneous", meaning that the spell takes effect immediately and
|
||||||
|
then dissipates, or "Scene", meaning that the spell creates an ongoing
|
||||||
|
effect lasting until the end of the scene it was cast in.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Effect Description:</strong> The effect of the spell, often
|
||||||
|
preceded by a flavorful description. This description has no mechanical
|
||||||
|
relevance, but can help you understand the concept behind the spell and
|
||||||
|
customize its appearance in order to fit your character.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Opportunity Effect:</strong> Spells that require a Magic Check
|
||||||
|
often feature an opportunity effect. If you roll a critical success on
|
||||||
|
your Magic Check, you may spend the corresponding opportunity to trigger
|
||||||
|
this effect.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
44
books/core/115.html
Normal file
44
books/core/115.html
Normal file
@@ -0,0 +1,44 @@
|
|||||||
|
<div>
|
||||||
|
<h2>Casting a Spell</h2>
|
||||||
|
<p>To cast a spell, you must fulfill the following prerequisites:</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
You must be free to move your body. You can be holding items in your
|
||||||
|
hands, as long as you can move your arms.
|
||||||
|
</li>
|
||||||
|
<li>You must be able to speak and pronounce the invocation.</li>
|
||||||
|
<li>
|
||||||
|
You must have enough Mind Points to pay for the spell’s total MP cost,
|
||||||
|
including any additional MP used to enhance its effect.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Unless you are casting a spell with a target of <strong>Self</strong> or
|
||||||
|
<strong>Special</strong>, you must be able to see your targets.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>If all of the above are true, you may cast the spell.</p>
|
||||||
|
<ol>
|
||||||
|
<li>
|
||||||
|
Declare which spell you want to cast among those your character has
|
||||||
|
learned, and what its effect will be.
|
||||||
|
</li>
|
||||||
|
<li>If required, choose the targets for your spell.</li>
|
||||||
|
<li>
|
||||||
|
Perform the magical gestures and pronounce the formula — remember that any
|
||||||
|
nearby creatures will see and hear you.
|
||||||
|
</li>
|
||||||
|
<li>Spend the required amount of Mind Points.</li>
|
||||||
|
<li>
|
||||||
|
If the spell is an offensive (rr) spell, you must also perform a Magic
|
||||||
|
Check. Elementalism, Entropism, and Spiritism Checks rely on
|
||||||
|
<span>【INS + WLP 】</span>, while Chimerism may choose between
|
||||||
|
<span>【INS + WLP】</span> or <span>【MIG + WLP】</span>.
|
||||||
|
<p>
|
||||||
|
Non-offensive spells are automatically successful and require no Check.
|
||||||
|
Fumbles and critical successes on Magic Checks generate opportunities as
|
||||||
|
normal.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
<li>Apply the effects of the spell.</li>
|
||||||
|
</ol>
|
||||||
|
</div>
|
||||||
48
books/core/116.html
Normal file
48
books/core/116.html
Normal file
@@ -0,0 +1,48 @@
|
|||||||
|
<h2>CASTING A SPELL FURTIVELY</h2>
|
||||||
|
<p>
|
||||||
|
Spells require precise movements and spoken incantations; they also produce
|
||||||
|
visible and fantastical effects. Because of this, everyone nearby will
|
||||||
|
immediately know that magic is being used, and who by — it is impossible to
|
||||||
|
cast a spell furtively.
|
||||||
|
</p>
|
||||||
|
<h2>OFFENSIVE SPELLS</h2>
|
||||||
|
<p>Spells marked with (r) next to their name are offensive spells.</p>
|
||||||
|
<p>
|
||||||
|
When you cast an offensive spell, you perform the appropriate Magic Check and
|
||||||
|
the target's Magic Defense score determines the Difficulty Level. If the spell
|
||||||
|
has multiple targets, it will affect each target whose Magic Defense is equal
|
||||||
|
to or lower than the Result of your Magic Check (similarly to a multi attack).
|
||||||
|
The spell will affect each target whose Magic Defense is equal to or lower
|
||||||
|
than the total Result of your Magic Check.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If you roll a critical success on the Magic Check, the spell automatically
|
||||||
|
hits all targets.
|
||||||
|
</p>
|
||||||
|
<h2>CALCULATING DAMAGE AND SIMILAR EFFECTS</h2>
|
||||||
|
<p>
|
||||||
|
Several spells require you to calculate the potency of their effects using
|
||||||
|
your High Roll (HR) — to do so, simply take the highest die you rolled on your
|
||||||
|
Magic Check. The same effect will then be applied to each target.
|
||||||
|
</p>
|
||||||
|
<h2>ENDING THE EFFECTS OF A SPELL</h2>
|
||||||
|
<p>
|
||||||
|
If you cast a spell with a duration of "Scene", you can end its effect at any
|
||||||
|
time. The effect will also end if you die or fall unconscious, or if you leave
|
||||||
|
the scene.
|
||||||
|
</p>
|
||||||
|
<h2>CUMULATIVE SPELL EFFECTS</h2>
|
||||||
|
<p>
|
||||||
|
If the same spell is cast more than once on a target, its effects will not
|
||||||
|
stack — the most recent casting will replace the previous one.
|
||||||
|
</p>
|
||||||
|
<p class="example">
|
||||||
|
Example: The spell Elemental Shroud grants Resistance to one damage type
|
||||||
|
chosen among air, bolt, earth, fire, and ice. If this spell is cast on a
|
||||||
|
creature granting them Resistance to fire, and is subsequently cast again on
|
||||||
|
the same creature granting them Resistance to ice, the creature will only be
|
||||||
|
Resistant to ice.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If two spells have identical effects but different names, they do not stack.
|
||||||
|
</p>
|
||||||
22
books/core/117.html
Normal file
22
books/core/117.html
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
<p>
|
||||||
|
While the effects of spells and disciplines are defined by the rules of the
|
||||||
|
game, the way they manifest in your world is something that can vary from one
|
||||||
|
character to another, and another great opportunity to inject personality into
|
||||||
|
each of your heroes.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
A druid or witch might conjure magical branches blossoming into fruits or
|
||||||
|
flowers that produce the effects of the spell.
|
||||||
|
</li>
|
||||||
|
<li>A spellblade might channel magic through precise blade movements.</li>
|
||||||
|
<li>
|
||||||
|
A sorcerer might summon a swarm of imps or pixies to torment their enemies
|
||||||
|
and assist their allies.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
If you can use magic, spend some time during each session describing what your
|
||||||
|
spells look like!
|
||||||
|
</p>
|
||||||
|
<h3>DESCRIBING YOUR MAGIC</h3>
|
||||||
70
books/core/118.html
Normal file
70
books/core/118.html
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
<p>
|
||||||
|
By acquiring specific Classes and Skills, characters may gain the ability to
|
||||||
|
use Ritual magic belonging to different disciplines.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Each branch of Ritual magic grants you influence over different aspects of the
|
||||||
|
world:
|
||||||
|
</p>
|
||||||
|
<h2>Discipline Magic</h2>
|
||||||
|
<dl>
|
||||||
|
<dt>Arcanism</dt>
|
||||||
|
<dd>
|
||||||
|
【WLP + WLP】 Produce a magical effect based on the Arcana you have bound.
|
||||||
|
</dd>
|
||||||
|
<dt>Chimerism</dt>
|
||||||
|
<dd>
|
||||||
|
【INS + WLP】 or 【MIG + WLP】 Enhance your senses, see through the eyes of
|
||||||
|
an animal, quell the fury of a monster.
|
||||||
|
</dd>
|
||||||
|
<dt>Elementalism</dt>
|
||||||
|
<dd>
|
||||||
|
【INS + WLP】 Walk on water, shape rock, snuff out fires, cause a rainstorm
|
||||||
|
or summon powerful cyclones.
|
||||||
|
</dd>
|
||||||
|
<dt>Entropism</dt>
|
||||||
|
<dd>
|
||||||
|
【INS + WLP】 Cause the decay of physical matter, twist the flow of time,
|
||||||
|
teleport creatures or items.
|
||||||
|
</dd>
|
||||||
|
<dt>Ritualism</dt>
|
||||||
|
<dd>
|
||||||
|
【INS + WLP】 Extract magic from an object, activate a soul circuit, sense
|
||||||
|
the presence of magic.
|
||||||
|
</dd>
|
||||||
|
<dt>Spiritism</dt>
|
||||||
|
<dd>
|
||||||
|
【INS + WLP】 Sense the presence and feelings of creatures, put someone to
|
||||||
|
sleep or embolden their heart.
|
||||||
|
</dd>
|
||||||
|
</dl>
|
||||||
|
<p>
|
||||||
|
The full process for casting Rituals is described on the next page. Remember
|
||||||
|
that Ritual magic should never be able to accomplish any of the following:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Causing direct damage. The Ritual can still deal collateral damage — if you
|
||||||
|
open a chasm below your enemies' feet, they are bound to suffer some kind of
|
||||||
|
harm. When establishing collateral damage dealt by a Ritual, use the table
|
||||||
|
on <a href="/books/core/#page-93">page 93</a>.
|
||||||
|
</li>
|
||||||
|
<li>Inflicting or removing status effects.</li>
|
||||||
|
<li>
|
||||||
|
Causing characters to lose or gain HP , MP , IP , Fabula Points or Ultima
|
||||||
|
Points.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Replicating the mechanical benefits of an existing spell or Skill (however,
|
||||||
|
narrative effects such as teleportation of flight are okay, even if some
|
||||||
|
Skills do grant them).
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Generating creatures or equipment, or granting them permanent abilities.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Aside from these, most Rituals are fair game — but the stronger the effect you
|
||||||
|
seek, the more tragic the consequences will be if your Ritual goes wrong.
|
||||||
|
</p>
|
||||||
|
<h1>RITUALS</h1>
|
||||||
116
books/core/119.html
Normal file
116
books/core/119.html
Normal file
@@ -0,0 +1,116 @@
|
|||||||
|
<h1>22GAME RULES</h1>
|
||||||
|
<h2>The Ritual</h2>
|
||||||
|
<p>
|
||||||
|
The Ritual is cast following the normal procedure for a spell (<a
|
||||||
|
href="/books/core/#page-115"
|
||||||
|
>page 115</a
|
||||||
|
>), but it always requires a Magic Check which must meet or exceed a
|
||||||
|
Difficulty Level based on the Ritual's potency (see below). The Check will
|
||||||
|
rely on the Attributes indicated by the Ritual's discipline (see page on the
|
||||||
|
left).
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If you succeed, the Ritual has the desired effect; if you fail, the Game
|
||||||
|
Master will describe how its effects have been twisted in a catastrophic way.
|
||||||
|
</p>
|
||||||
|
<h3>Procedure for Casting The Ritual</h3>
|
||||||
|
<ol>
|
||||||
|
<li>
|
||||||
|
<strong>Determine Goal:</strong> Describe what you want to accomplish with
|
||||||
|
your Ritual and declare which area or creatures you want to affect.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Game Master Ruling:</strong> The Game Master has final say on
|
||||||
|
whether a given effect can be accomplished, as well as which Ritual
|
||||||
|
discipline it falls within.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Calculate Cost:</strong> By consulting the Area and Potency tables
|
||||||
|
below, the Game Master determines the Ritual's total cost in Mind Points
|
||||||
|
(MP).
|
||||||
|
</li>
|
||||||
|
</ol>
|
||||||
|
<h2>Potency Table</h2>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Potency</th>
|
||||||
|
<th>MP</th>
|
||||||
|
<th>DL</th>
|
||||||
|
<th>Examples</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Minor</td>
|
||||||
|
<td>20</td>
|
||||||
|
<td>7</td>
|
||||||
|
<td>Create a flash of light, block a passage, shatter a glass.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Medium</td>
|
||||||
|
<td>30</td>
|
||||||
|
<td>10</td>
|
||||||
|
<td>
|
||||||
|
Create an illusion, treat an illness, locate someone or something, sense
|
||||||
|
emotions, provide short-term energy.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Major</td>
|
||||||
|
<td>40</td>
|
||||||
|
<td>13</td>
|
||||||
|
<td>
|
||||||
|
Sense thoughts, influence emotions, dispel a curse, temporarily alter
|
||||||
|
the weather, provide long-term energy.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Extreme</td>
|
||||||
|
<td>50</td>
|
||||||
|
<td>16</td>
|
||||||
|
<td>
|
||||||
|
Weaken a divine entity, prevent a catastrophe, cause a week-long change
|
||||||
|
in a creature or location.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<h2>Area Table</h2>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Area</th>
|
||||||
|
<th>Multiplier</th>
|
||||||
|
<th>Examples / Scope</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Individual</td>
|
||||||
|
<td>×1</td>
|
||||||
|
<td>A human-sized creature, a door, a tree, a weapon.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Small</td>
|
||||||
|
<td>×2</td>
|
||||||
|
<td>
|
||||||
|
A few human-sized creatures, a large creature, a small clearing, a room,
|
||||||
|
a railway car, a hut.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Large</td>
|
||||||
|
<td>×3</td>
|
||||||
|
<td>
|
||||||
|
A crowd, a small forest, an airship or galleon, a castle hall, a house,
|
||||||
|
a giant creature.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Huge</td>
|
||||||
|
<td>×4</td>
|
||||||
|
<td>A fortress, a lake, a mountaintop, a village, a city block.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
36
books/core/12.html
Normal file
36
books/core/12.html
Normal file
@@ -0,0 +1,36 @@
|
|||||||
|
<h2>BUT WHAT IS THIS GAME ABOUT?</h2>
|
||||||
|
<p>
|
||||||
|
There are many roleplaying games in the world, and we play them for different
|
||||||
|
reasons: many make us feel like heroes, some have us embroiled in dark
|
||||||
|
investigations and tragic tales, others will challenge our skills and tactical
|
||||||
|
mindset, and others make us reflect on heavy and important topics.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Fabula Ultima was designed to be a TTJRPG — a Table Talk JRPG, evoking the
|
||||||
|
feel and stories that can typically be found in classic console Japanese
|
||||||
|
roleplaying video games.
|
||||||
|
</p>
|
||||||
|
<h3>HEROIC AND FANTASTIC ACTION</h3>
|
||||||
|
<p>
|
||||||
|
In line with the genre that inspired it, this game doesn't concern itself with
|
||||||
|
realism or verisimilitude — instead, it deliberately embraces a light-hearted,
|
||||||
|
bizarre and "videogamey" feel, both in its tone and in its mechanics.
|
||||||
|
</p>
|
||||||
|
<h3>A GAME OF HEROES AND VILLAINS</h3>
|
||||||
|
<p>
|
||||||
|
This is a game about larger-than-life heroes and tragic antagonists. There is
|
||||||
|
no predetermined plot, scenario, or "adventure" — the heroes' actions,
|
||||||
|
motivations, and objectives will drive the story forward while the Game Master
|
||||||
|
reacts to their choices and places obstacles on their path, often in the form
|
||||||
|
of powerful villains with their own devious agendas, which will change time
|
||||||
|
and time again as the protagonists manage (or fail) to thwart their plans.
|
||||||
|
</p>
|
||||||
|
<h3>HEROIC DESTINY</h3>
|
||||||
|
<p>
|
||||||
|
The heroes of Fabula Ultima are destined to accomplish great deeds, and they
|
||||||
|
will only meet their end when the person who plays them deems it appropriate.
|
||||||
|
That said, the price of defeat will often prove steeper than death — a major
|
||||||
|
part of this game will be discovering how your heroes rise from their failures
|
||||||
|
and learn to work together in order to accomplish what they could never do on
|
||||||
|
their own.
|
||||||
|
</p>
|
||||||
57
books/core/120.html
Normal file
57
books/core/120.html
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
<div>
|
||||||
|
<h2>RITUALS AS GROUP CHECKS</h2>
|
||||||
|
<p>
|
||||||
|
When a character attempts a Ritual, other characters can help (even if they
|
||||||
|
have no ability to perform Rituals themselves). The Magic Check will become
|
||||||
|
a Group Check (<a href="/books/core/#page-50">page 50</a>), and the
|
||||||
|
character who performs the Ritual will act as the leader.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>REDUCING THE COST OF A RITUAL</h2>
|
||||||
|
<p>
|
||||||
|
It is easy to notice that the MP cost of Rituals can be rather high. In
|
||||||
|
order to reduce this cost, the spellcaster may provide an especially rare or
|
||||||
|
powerful ingredient; doing so will cut the MP cost in half.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
This can only be done once per Ritual, and the Game Master should
|
||||||
|
determine the nature of the ingredient — finding it should be its own
|
||||||
|
adventure.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
If there is no time to prepare and the Ritual is urgent, an item or
|
||||||
|
ingredient the GM deems suitable can be sacrificed to allow the Ritual to
|
||||||
|
take place.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>SAMPLE RITUALS</h2>
|
||||||
|
<p>Use these examples as guidelines when adjudicating Rituals.</p>
|
||||||
|
<p class="example">
|
||||||
|
Summoning a great globe made of fire and using it to destroy the engine of
|
||||||
|
an airship is an Elementalism Ritual of major potency targeting a small area
|
||||||
|
(80 MP, DL 13). If this Ritual fails, you might trigger a devastating
|
||||||
|
firestorm.
|
||||||
|
</p>
|
||||||
|
<p class="example">
|
||||||
|
Sensing whether a person is hostile is a Spiritism Ritual of minor potency
|
||||||
|
affecting an individual area (20 MP, DL 7). On a failure, you might
|
||||||
|
accidentally instill strong negative emotions inside them, with
|
||||||
|
unpredictable consequences.
|
||||||
|
</p>
|
||||||
|
<p class="example">
|
||||||
|
Erecting a barrier of energy to shield a castle from an avalanche is a
|
||||||
|
Ritualism Ritual of extreme potency targeting a huge area (200 MP, DL 16).
|
||||||
|
If the Ritual fails, you might cause a burst of uncontrolled magical force
|
||||||
|
and trigger a supernatural cataclysm.
|
||||||
|
</p>
|
||||||
|
<p class="example">
|
||||||
|
Altering the flow of time to briefly restore the functions of a damaged
|
||||||
|
device is an Entropism Ritual of medium potency affecting an individual area
|
||||||
|
(30 MP, DL 10). On a failure, the mechanism and some of the nearby objects
|
||||||
|
might rapidly age before your eyes and crumble to dust.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
47
books/core/121.html
Normal file
47
books/core/121.html
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
<h2>GAME RULES</h2>
|
||||||
|
<h3>Potency Clock</h3>
|
||||||
|
<p>
|
||||||
|
The following describes the attributes associated with different levels of
|
||||||
|
magical potency:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Minor:</strong> Potency 4, Clock 20, MP 7, DL Individual ×1</li>
|
||||||
|
<li><strong>Medium:</strong> Potency 6, Clock 30, MP 10, DL Small ×2</li>
|
||||||
|
<li><strong>Major:</strong> Potency 6, Clock 40, MP 13, DL Large ×3</li>
|
||||||
|
<li><strong>Extreme:</strong> Potency 8, Clock 50, MP 16, DL Huge ×4</li>
|
||||||
|
</ul>
|
||||||
|
<h2>RITUALS DURING CONFLICTS</h2>
|
||||||
|
<p>
|
||||||
|
Ritual magic can certainly be attempted during a conflict scene, but you will
|
||||||
|
first need to gather enough magical energy.
|
||||||
|
</p>
|
||||||
|
<p>The process is as follows:</p>
|
||||||
|
<div class="ritual-process">
|
||||||
|
<ol>
|
||||||
|
<li>
|
||||||
|
<strong>Use the Objective action</strong> to begin the Ritual — perform
|
||||||
|
steps 1 and 2 of the flowchart on
|
||||||
|
<a href="/books/core/#page-119">page 119</a>, determining the Ritual's
|
||||||
|
discipline, area and potency.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
A Ritual Clock is immediately created with a number of sections based on
|
||||||
|
the Ritual's potency — see the table above. Now that this Clock is part of
|
||||||
|
the scene, anyone can interact with it through the Objective action. Like
|
||||||
|
any use of the Objective action, the Game Master will be the one
|
||||||
|
adjudicating which Attributes should be used for the Check, as well as
|
||||||
|
whether it has a fixed Difficulty Level or is an Opposed Check. The caster
|
||||||
|
can perform the first Check to fill some sections the Clock as part of the
|
||||||
|
Objective action they used to begin the Ritual.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Once the Clock is filled, the character who initiated the Ritual may use
|
||||||
|
an action to perform step 3 of the flowchart on
|
||||||
|
<a href="/books/core/#page-119">page 119</a>; to do so, they will spend
|
||||||
|
the appropriate Mind Points and perform the Magic Check for the Ritual,
|
||||||
|
whose Difficulty Level is determined by the Ritual's potency (see above).
|
||||||
|
The outcome of the Check will reveal whether the Ritual is successful or
|
||||||
|
its effects are twisted catastrophically.
|
||||||
|
</li>
|
||||||
|
</ol>
|
||||||
|
</div>
|
||||||
63
books/core/122.html
Normal file
63
books/core/122.html
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
<div>
|
||||||
|
<h1>ECONOMY AND ITEMS</h1>
|
||||||
|
<p>
|
||||||
|
Regardless of which fantastic world your adventures take place in, your
|
||||||
|
heroes will likely find themselves purchasing and selling items. This
|
||||||
|
section covers the basics of the economy and provides you with useful lists
|
||||||
|
of items and prices.
|
||||||
|
</p>
|
||||||
|
<div>
|
||||||
|
<h2>ZENIT</h2>
|
||||||
|
<p>
|
||||||
|
The common currency of all Fabula Ultima worlds is zenit, a gold coin
|
||||||
|
whose shape and size may vary from region to region. While prices may rise
|
||||||
|
and fall depending on where you are, zenit is universally accepted.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
On average, 5 z pays for a decent meal, 10 z will be enough to rent a room
|
||||||
|
for the night in town, and 100 z can fetch you a bronze shield.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
|
||||||
|
<p>
|
||||||
|
As shown on the character sheet, a Player Character can equip a limited
|
||||||
|
number of items on their body:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>You have one equipment slot for your armor.</li>
|
||||||
|
<li>
|
||||||
|
You have a main hand equipment slot, where you can equip a one-handed
|
||||||
|
weapon or a two-handed weapon. While you have a two-handed weapon
|
||||||
|
equipped here, that weapon will also take up your off-hand slot (see
|
||||||
|
below).
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
You have an off-hand equipment slot, where you can equip a one-handed
|
||||||
|
weapon or a shield.
|
||||||
|
</li>
|
||||||
|
<li>You have one equipment slot for your accessory.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Any item you have that is not equipped goes in your backpack. There is no
|
||||||
|
set limit to how many items you can carry this way, as long as it makes
|
||||||
|
sense. The Game Master has final say on what you can and cannot carry this
|
||||||
|
way.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If you ever find yourself in need of transporting large and heavy items
|
||||||
|
over long distances, consider purchasing a transport (see
|
||||||
|
<a href="/books/core/#page-125">page 125</a>).
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
It takes a few moments to find items stored inside a backpack: during a
|
||||||
|
conflict, for example, you will need to spend an action searching for
|
||||||
|
them. On the other hand, items you have equipped are readily accessible,
|
||||||
|
but also more exposed to the risk of being damaged or stolen.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
An item stored in your backpack does not grant you any of its properties.
|
||||||
|
If you want it to “work”, you must equip it!
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
60
books/core/123.html
Normal file
60
books/core/123.html
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
<div>
|
||||||
|
<h2>HOW TO GET NEW ITEMS</h2>
|
||||||
|
<p>
|
||||||
|
There are plenty of occasions for characters to acquire gear and equipment:
|
||||||
|
villages and towns will always have one or more stores dedicated to weapons,
|
||||||
|
armor, and useful accessories. This doesn’t mean a character can simply walk
|
||||||
|
into a shop in the middle of nowhere and expect to purchase a magical
|
||||||
|
crossbow, however: while basic weapons, armor, and shields should be
|
||||||
|
available in most settlements, rare items should only be found in unique
|
||||||
|
stores, hidden within the most dangerous of ruins, guarded by powerful
|
||||||
|
monsters or offered as a reward for heroic deeds.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If you are the Game Master, see
|
||||||
|
<a href="/books/core/#page-266">page 266</a> for rules and guidelines on how
|
||||||
|
to create rare items, as well as several lists of premade items. A list of
|
||||||
|
basic items can be found starting on
|
||||||
|
<a href="/books/core/#page-130">page 130</a>.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>REWARDS</h2>
|
||||||
|
<p>
|
||||||
|
There are three main ways treasure and magical items can be handled during a
|
||||||
|
Fabula Ultima campaign.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When you start playing, you should discuss which of the methods below you
|
||||||
|
want to adopt; you can always change your decision later on after a few
|
||||||
|
sessions.
|
||||||
|
</p>
|
||||||
|
<h3>Methods for Handling Treasure</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Classic.</strong> The GM hands out rewards as they see fit. This
|
||||||
|
is probably the most common solution, but it puts a lot of responsibility
|
||||||
|
on the GM's shoulders.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Survey.</strong> The Game Master asks everyone about the kind of
|
||||||
|
items they'd like their characters to find or use — perhaps the ninja
|
||||||
|
would like to wear an intimidating han'nya mask (<a
|
||||||
|
href="/books/core/#page-286"
|
||||||
|
>page 286</a
|
||||||
|
>), or the brawler can't wait to get her hands on a pair of fuel knuckles
|
||||||
|
(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
|
||||||
|
has a useful list of items they can pick from when handing out rewards.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Wishlist.</strong> This is an uncommon approach, but it can be
|
||||||
|
interesting. Each Player writes a list of items they would like their
|
||||||
|
character to find over the course of their career — these can be chosen
|
||||||
|
from the lists of rare items in the Game Master chapter, or designed from
|
||||||
|
scratch following the guidelines presented there. Then, whenever the group
|
||||||
|
finds some kind of treasure or receives a reward, the Players themselves
|
||||||
|
can pick from those lists and narrate what the item is — as well as why it
|
||||||
|
was there.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
54
books/core/124.html
Normal file
54
books/core/124.html
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
<div>
|
||||||
|
<h2>Selling Items</h2>
|
||||||
|
<p>
|
||||||
|
Provided you can find someone willing to buy it, an item will sell for
|
||||||
|
roughly half its original price. This amount may be modified by the item’s
|
||||||
|
quality and condition: none will want the rusted, mud-caked axes picked up
|
||||||
|
in the old tunnels.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The Game Master always has final say on whether you are able to sell a given
|
||||||
|
item and how many zenit you can make from it; sometimes it will also be
|
||||||
|
possible to barter or carry out duties in exchange for goods.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>Artifacts</h2>
|
||||||
|
<p>
|
||||||
|
Player Characters will sometimes come into possession of incredibly powerful
|
||||||
|
magic items, known as artifacts (see
|
||||||
|
<a href="/books/core/#page-288">page 288</a>). Given their nature, artifacts
|
||||||
|
should never be purchased or sold: no amount of riches can do them justice.
|
||||||
|
Entire kingdoms could go to war for a chance to obtain them.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>Services and Transports</h2>
|
||||||
|
<p>
|
||||||
|
Prices and availability for animals, vehicles, lodging, and such may vary
|
||||||
|
depending on your game world. The following lists are meant to be a
|
||||||
|
guideline for the Game Master when establishing prices.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When it comes to transports, the list includes generic entries for mounts,
|
||||||
|
cars, vessels, airships and such. Each transport can carry a certain number
|
||||||
|
of passengers and increases the distance you can cover within a single
|
||||||
|
travel day.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>Terrestrial transports can only travel on land.</li>
|
||||||
|
<li>Aquatic transports can travel on water surfaces.</li>
|
||||||
|
<li>Submarine transports can travel above and underwater.</li>
|
||||||
|
<li>Flying transports can travel in the skies.</li>
|
||||||
|
<li>
|
||||||
|
If you purchase a vehicle hauled by animals, their cost is included in its
|
||||||
|
price.
|
||||||
|
</li>
|
||||||
|
<li>There is no need to keep track of animal fodder or fuel.</li>
|
||||||
|
<li>
|
||||||
|
Mounts acquired this way have no stats and will not fight. If you want to
|
||||||
|
ride a creature into battle, take a look at the Wayfarer's Skill Faithful
|
||||||
|
Companion (<a href="/books/core/#page-217">page 217</a>).
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
111
books/core/125.html
Normal file
111
books/core/125.html
Normal file
@@ -0,0 +1,111 @@
|
|||||||
|
<div>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Service</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
<th>Description</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<th colspan="3">Town Services</th>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Recharge Inventory</td>
|
||||||
|
<td>10 z</td>
|
||||||
|
<td>Recharges a character's Inventory Points by one.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Full Rest (village)</td>
|
||||||
|
<td>5 z</td>
|
||||||
|
<td>Allows one person to rest for one night.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Full Rest (town)</td>
|
||||||
|
<td>10 z</td>
|
||||||
|
<td>Allows one person to rest for one night.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Full Rest (city)</td>
|
||||||
|
<td>20 z</td>
|
||||||
|
<td>Allows one person to rest for one night.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<th colspan="3">Travel Services</th>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Land Transportation</td>
|
||||||
|
<td>10 z</td>
|
||||||
|
<td>Allows one person to travel for one day.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Water Transportation</td>
|
||||||
|
<td>20 z</td>
|
||||||
|
<td>Allows one person to travel for one day.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Air Transportation</td>
|
||||||
|
<td>40 z</td>
|
||||||
|
<td>Allows one person to travel for one day.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Service</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
<th>Description</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<th colspan="3">Mounts</th>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Terrestrial</td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>One or two ×2</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Aquatic</td>
|
||||||
|
<td>500 z</td>
|
||||||
|
<td>Approximately six ×2</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Submarine</td>
|
||||||
|
<td>1000 z</td>
|
||||||
|
<td>Approximately six ×2</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Flying</td>
|
||||||
|
<td>2000 z</td>
|
||||||
|
<td>Approximately six ×3</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<th colspan="3">Vehicles</th>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Terrestrial</td>
|
||||||
|
<td>600 z</td>
|
||||||
|
<td>Approximately six ×2</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Aquatic</td>
|
||||||
|
<td>2000 z</td>
|
||||||
|
<td>Approximately ten ×2</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Submarine</td>
|
||||||
|
<td>4000 z</td>
|
||||||
|
<td>Approximately ten ×2</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Flying</td>
|
||||||
|
<td>8000 z</td>
|
||||||
|
<td>Approximately twenty ×3</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
</div>
|
||||||
77
books/core/126.html
Normal file
77
books/core/126.html
Normal file
@@ -0,0 +1,77 @@
|
|||||||
|
<h1>EQUIPMENT</h1>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
There are four categories of items that can be equipped: accessories, armors,
|
||||||
|
shields and weapons. Each item can be basic or rare (with the exception of
|
||||||
|
accessories, which are always rare).
|
||||||
|
</p>
|
||||||
|
<div>
|
||||||
|
<h2>MARTIAL ITEMS (E)</h2>
|
||||||
|
<p>
|
||||||
|
Items marked with the (E) symbol can only be equipped by characters who have
|
||||||
|
acquired certain specific Classes.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Darkblade</strong> allows you to equip martial melee weapons and
|
||||||
|
martial armor.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Fury</strong> allows you to equip martial melee weapons and
|
||||||
|
martial armor.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Guardian</strong> allows you to equip martial armor and martial
|
||||||
|
shields.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons
|
||||||
|
and martial shields.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Weaponmaster</strong> allows you to equip martial melee weapons
|
||||||
|
and martial shields.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Characters who do not have the appropriate Classes can still carry a martial
|
||||||
|
item, but they are unable to equip it and enjoy its benefits.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>ACCESSORIES</h2>
|
||||||
|
<p>
|
||||||
|
Accessories are useful magical items that bestow special abilities upon
|
||||||
|
those who wear them. Accessories are always considered rare items.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Each accessory entry uses the format below and contains a variety of
|
||||||
|
information:
|
||||||
|
</p>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Accessory</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td><strong>Crested Helm</strong></td>
|
||||||
|
<td>1000 z</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="2">You gain a +1 bonus to your Accuracy Checks.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<ul>
|
||||||
|
<li>The accessory's name.</li>
|
||||||
|
<li>The accessory's cost in zenit.</li>
|
||||||
|
<li>Any special abilities the item bestows while equipped.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
The Game Master can find a list of sample accessories starting on
|
||||||
|
<a href="/books/core/#page-285">page 285</a>.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
76
books/core/127.html
Normal file
76
books/core/127.html
Normal file
@@ -0,0 +1,76 @@
|
|||||||
|
<div>
|
||||||
|
<h2>ARMORS</h2>
|
||||||
|
<p>Armor offers improved protection to its wearer.</p>
|
||||||
|
<p>
|
||||||
|
Each armor entry uses the format below and contains a variety of
|
||||||
|
information:
|
||||||
|
</p>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Armor</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
<th>Defense</th>
|
||||||
|
<th>M. Defense</th>
|
||||||
|
<th>Initiative</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Sage Robe</td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>DEX die + 1</td>
|
||||||
|
<td>INS die + 2</td>
|
||||||
|
<td>-2</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="5">No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Brigandine (E)</td>
|
||||||
|
<td>150 z</td>
|
||||||
|
<td>10</td>
|
||||||
|
<td>INS die</td>
|
||||||
|
<td>-2</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="5">No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>The Name and Type:</strong> The armor's name, and whether it is a
|
||||||
|
martial armor (E).
|
||||||
|
</li>
|
||||||
|
<li><strong>Cost:</strong> The armor's cost in zenit.</li>
|
||||||
|
<li>
|
||||||
|
<strong>Defense/Magic Defense Calculation:</strong> The formula used to
|
||||||
|
calculate the wearer's Defense and Magic Defense. This will either be a
|
||||||
|
fixed number, such as 10 for the Brigandine above, or a bonus that must be
|
||||||
|
added to your current Dexterity die size (for Defense) or Insight die size
|
||||||
|
(for Magic Defense). For instance, if you have a Dexterity of d8 and an
|
||||||
|
Insight of d10, wearing a sage robe will give you a Defense score of 9 and
|
||||||
|
a Magic Defense score of 12.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Base Stats Rule:</strong> If you are not wearing any armor at all,
|
||||||
|
your Defense will simply be equal to your Dexterity die size and your
|
||||||
|
Magic Defense will simply be equal to your Insight die size.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Initiative Penalty:</strong> The penalty to Initiative Group
|
||||||
|
Checks caused by the armor. Martial armors usually impose heavier
|
||||||
|
penalties. If you are not wearing any armor at all, your Initiative will
|
||||||
|
suffer no penalty.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Special Abilities:</strong> Any special abilities the item bestows
|
||||||
|
while equipped.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
For a list of all the basic armors available in the game, see
|
||||||
|
<a href="/books/core/#page-132">page 132</a>.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
70
books/core/128.html
Normal file
70
books/core/128.html
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
<div>
|
||||||
|
<h2>SHIELDS</h2>
|
||||||
|
<p>
|
||||||
|
Shields must be equipped in a character's off-hand slot and further enhance
|
||||||
|
defenses.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Each shield entry uses the format below and contains a variety of
|
||||||
|
information:
|
||||||
|
</p>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Shield</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
<th>Defense</th>
|
||||||
|
<th>M. Defense</th>
|
||||||
|
<th>Initiative</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Runic Shield (E)</td>
|
||||||
|
<td>150 z</td>
|
||||||
|
<td>+2</td>
|
||||||
|
<td>+2</td>
|
||||||
|
<td>-</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="5">No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<ul>
|
||||||
|
<li>The shield's name, and whether it is a martial shield (E).</li>
|
||||||
|
<li>The shield's cost in zenit.</li>
|
||||||
|
<li>
|
||||||
|
The increase to Defense and Magic Defense granted by the shield. This is
|
||||||
|
in addition to any benefits granted by the armor you may have equipped.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
For a list of all the basic shields available in the game, see
|
||||||
|
<a href="/books/core/#page-133">page 133</a>.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>ARMOR AND DEFENSES</h2>
|
||||||
|
<p>
|
||||||
|
Martial and non-martial armors influence a character's Defense and Magic
|
||||||
|
Defense scores in different ways.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Remember that regardless of which armor you are wearing, shields always add
|
||||||
|
to it — if you have a free slot, it's never a bad idea to equip a shield.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Lighter armors</strong> give you Defenses based on your current
|
||||||
|
Dexterity and Insight die sizes plus a small bonus. They are great if your
|
||||||
|
Attributes are already high, but can become less effective if you suffer
|
||||||
|
status effects.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Martial armors</strong> set your Defense score to a fixed value,
|
||||||
|
regardless of your current Dexterity die size. They offer reliable
|
||||||
|
protection, but also take a heavy toll on your Initiative.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
78
books/core/129.html
Normal file
78
books/core/129.html
Normal file
@@ -0,0 +1,78 @@
|
|||||||
|
<div>
|
||||||
|
<blockquote>
|
||||||
|
Legends tell of a sword capable of striking fear in the hearts of Dragons
|
||||||
|
and Wyrms.
|
||||||
|
</blockquote>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
<h2>WEAPONS</h2>
|
||||||
|
<p>
|
||||||
|
Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
|
||||||
|
firearm, flail, heavy, spear, sword, and thrown.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Each weapon entry uses the format below and contains a variety of
|
||||||
|
information:
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Weapon</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
<th>Accuracy</th>
|
||||||
|
<th>Damage</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Rapier (E)</td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【DEX + INS】 +1</td>
|
||||||
|
<td>【HR + 6】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed - Melee - No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<ul>
|
||||||
|
<li>The weapon’s name, and whether it is a martial weapon (E).</li>
|
||||||
|
<li>The weapon’s cost in zenit.</li>
|
||||||
|
<li>
|
||||||
|
The Attributes and formula used for Accuracy Checks when performing
|
||||||
|
attacks with the weapon.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
The formula used to calculate damage dealt by the weapon, and the type of
|
||||||
|
damage it deals — generally physical, but rare weapons might deal special
|
||||||
|
types of damage such as fire or dark. Remember that HR stands for High
|
||||||
|
Roll — the highest of the two dice you rolled during the Accuracy Check.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Whether the weapon requires one hand or two hands; if you can equip the
|
||||||
|
weapon in one hand slot, you can use your other hand slot to equip another
|
||||||
|
one-handed weapon or a shield.
|
||||||
|
</li>
|
||||||
|
<li>Whether it is a melee weapon or a ranged weapon.</li>
|
||||||
|
<li>Any special abilities the item bestows while equipped.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
You do not have to keep track of ammunition for ranged weapons: once you
|
||||||
|
purchase the item, you're simply assumed to have enough on your person to
|
||||||
|
fight with.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
For a list of all the basic weapons available in the game, see the next
|
||||||
|
page.
|
||||||
|
</p>
|
||||||
|
<h3>A NOTE ON UNARMED STRIKES</h3>
|
||||||
|
<p>
|
||||||
|
Among the various weapons available in the game, one is the unarmed strike
|
||||||
|
(see next page). These are the character's empty hands, and while they do
|
||||||
|
count as one-handed weapons, they are automatically "equipped" whenever a
|
||||||
|
hand slot is empty. Basically, an empty hand slot also counts as an unarmed
|
||||||
|
strike.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
23
books/core/13.html
Normal file
23
books/core/13.html
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
<h2>Challenging Battles</h2>
|
||||||
|
<p>
|
||||||
|
Combat in Fabula Ultima is reminiscent of the console games that inspired it —
|
||||||
|
each character will have a few tricks up their sleeve, and only by properly
|
||||||
|
combining clever tactics and coordinating with your allies will you emerge
|
||||||
|
victorious... especially when fighting against bosses!
|
||||||
|
</p>
|
||||||
|
<h2>Your World</h2>
|
||||||
|
<p>
|
||||||
|
Fabula Ultima has no default or "canonical" world, and that's on purpose! Your
|
||||||
|
group will collaboratively create a custom world in which your tales will take
|
||||||
|
place.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
That said, the world and characters you create must adhere to eight core
|
||||||
|
principles, known as the Eight Pillars — which you can find on the next page!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
On the other hand, if you're not familiar with the classic tropes of Japanese
|
||||||
|
console roleplaying games, you can find a useful collection of inspirational
|
||||||
|
worlds starting on <a href="/books/core/#page-16">page 16</a>!
|
||||||
|
</p>
|
||||||
|
<blockquote>"There is more than one side to each story..."</blockquote>
|
||||||
151
books/core/130.html
Normal file
151
books/core/130.html
Normal file
@@ -0,0 +1,151 @@
|
|||||||
|
<div>
|
||||||
|
<h1>Basic Weapons</h1>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Name</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
<th>Accuracy</th>
|
||||||
|
<th>Damage</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Arcane Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Staff</strong></td>
|
||||||
|
<td>100 z</td>
|
||||||
|
<td>【WLP + WLP】</td>
|
||||||
|
<td>【HR + 6】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Tome</strong></td>
|
||||||
|
<td>100 z</td>
|
||||||
|
<td>【INS + INS】</td>
|
||||||
|
<td>【HR + 6】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Bow Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Crossbow</strong></td>
|
||||||
|
<td>150 z</td>
|
||||||
|
<td>【DEX + INS】</td>
|
||||||
|
<td>【HR + 8】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Ranged w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Shortbow</strong></td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【DEX + DEX】</td>
|
||||||
|
<td>【HR + 8】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Ranged w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Brawling Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Unarmed Strike</strong></td>
|
||||||
|
<td>-</td>
|
||||||
|
<td>【DEX + MIG】</td>
|
||||||
|
<td>【HR + 0】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">
|
||||||
|
One-handed w Melee w Automatically equipped in each empty hand slot.
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Improvised (Melee)</strong></td>
|
||||||
|
<td>-</td>
|
||||||
|
<td>【DEX + MIG】</td>
|
||||||
|
<td>【HR + 2】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Melee w Breaks after the attack.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Iron Knuckle</strong></td>
|
||||||
|
<td>150 z</td>
|
||||||
|
<td>【DEX + MIG】</td>
|
||||||
|
<td>【HR + 6】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Dagger Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Steel Dagger</strong></td>
|
||||||
|
<td>150 z</td>
|
||||||
|
<td>【DEX + INS】 +1</td>
|
||||||
|
<td>【HR + 4】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Firearm Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Pistol (E)</strong></td>
|
||||||
|
<td>250 z</td>
|
||||||
|
<td>【DEX + INS】</td>
|
||||||
|
<td>【HR + 8】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Ranged w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Flail Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Chain Whip</strong></td>
|
||||||
|
<td>150 z</td>
|
||||||
|
<td>【DEX + DEX】</td>
|
||||||
|
<td>【HR + 8】 physical</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
</div>
|
||||||
136
books/core/131.html
Normal file
136
books/core/131.html
Normal file
@@ -0,0 +1,136 @@
|
|||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>Name</th>
|
||||||
|
<th>Cost</th>
|
||||||
|
<th>Accuracy</th>
|
||||||
|
<th>Damage</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Heavy Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Iron Hammer</strong></td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【MIG + MIG】</td>
|
||||||
|
<td>【HR + 6】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Broadaxe (E)</strong></td>
|
||||||
|
<td>250 z</td>
|
||||||
|
<td>【MIG + MIG】</td>
|
||||||
|
<td>【HR + 10】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Waraxe (E)</strong></td>
|
||||||
|
<td>250 z</td>
|
||||||
|
<td>【MIG + MIG】</td>
|
||||||
|
<td>【HR + 14】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Spear Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Light Spear (E)</strong></td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【DEX + MIG】</td>
|
||||||
|
<td>【HR + 8】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Heavy Spear (E)</strong></td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【DEX + MIG】 【HR + 12】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Sword Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Bronze Sword (E)</strong></td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【DEX + MIG】 +1</td>
|
||||||
|
<td>【HR + 6】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Greatsword (E)</strong></td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【DEX + MIG】 +1</td>
|
||||||
|
<td>【HR + 10】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Katana (E)</strong></td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【DEX + INS】 +1</td>
|
||||||
|
<td>【HR + 10】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Rapier (E)</strong></td>
|
||||||
|
<td>200 z</td>
|
||||||
|
<td>【DEX + INS】 +1</td>
|
||||||
|
<td>【HR + 6】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<th colspan="4">Thrown Category</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Improvised (Ranged)</strong></td>
|
||||||
|
<td>-</td>
|
||||||
|
<td>【DEX + MIG】</td>
|
||||||
|
<td>【HR + 2】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Ranged w Breaks after the attack.</td>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td><strong>Shuriken</strong></td>
|
||||||
|
<td>150 z</td>
|
||||||
|
<td>【DEX + INS】</td>
|
||||||
|
<td>【HR + 4】 physical</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td colspan="4">One-handed w Ranged w No Quality.</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
62
books/core/132.html
Normal file
62
books/core/132.html
Normal file
@@ -0,0 +1,62 @@
|
|||||||
|
<h1>132 W BASIC ARMOR AND SHIELDS</h1>
|
||||||
|
<h2>BASIC ARMORS</h2>
|
||||||
|
<p>
|
||||||
|
<strong>ARMOR</strong> <strong>COST</strong> <strong>DEFENSE</strong>
|
||||||
|
<strong>M. DEFENSE</strong> <strong>INITIATIVE</strong>
|
||||||
|
</p>
|
||||||
|
<h3>Armor Listings</h3>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>No Armor</strong> - DEX size INS size - <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>Silk Shirt</strong> 100 z DEX size INS size +2 -1 <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>Travel Garb</strong> 100 z DEX size +1 INS size +1 -1 <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>Combat Tunic</strong> 150 z DEX size +1 INS size +1 - <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>Sage Robe</strong> 200 z DEX size +1 INS size +2 -2 <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>Brigandine E</strong> 150 z 10 INS size -2 <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>Bronze Plate E</strong> 200 z 11 INS size -3 <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>Runic Plate E</strong> 250 z 11 INS size +1 -3 <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item-listing">
|
||||||
|
<p>
|
||||||
|
<strong>Steel Plate E</strong> 300 z 12 INS size -4 <br />
|
||||||
|
No Quality.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<h3>Contextual Information</h3>
|
||||||
15
books/core/133.html
Normal file
15
books/core/133.html
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
<p><strong>Chapter Info:</strong> W | CHAPTER</p>
|
||||||
|
<h2>BASIC SHIELDS</h2>
|
||||||
|
<!-- Using a definition list to structure the item attributes -->
|
||||||
|
<dl>
|
||||||
|
<dt>Bronze Shield</dt>
|
||||||
|
<dd>Cost: 100 z | Defense: +2 | M. Defense: - | Initiative: -</dd>
|
||||||
|
<dd class="description">No Quality.</dd>
|
||||||
|
<dt>Runic Shield</dt>
|
||||||
|
<dd>Cost: 150 z | Defense: +2 | M. Defense: +2 | Initiative: -</dd>
|
||||||
|
<dd class="description">No Quality.</dd>
|
||||||
|
</dl>
|
||||||
|
<p>
|
||||||
|
The most massive shield in the world is the Adamantower, forged with the hide
|
||||||
|
of an extremely rare and dangerous beast.
|
||||||
|
</p>
|
||||||
52
books/core/134.html
Normal file
52
books/core/134.html
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
<p>
|
||||||
|
Much like how spellcasters gain access to Ritual magic, characters with the
|
||||||
|
Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) may start
|
||||||
|
Projects and work on a variety of custom inventions — love potions, walking
|
||||||
|
magitech shields, or even majestic airships.
|
||||||
|
</p>
|
||||||
|
<p><strong>Projects</strong></p>
|
||||||
|
<p>Projects work as follows:</p>
|
||||||
|
<ol>
|
||||||
|
<li>
|
||||||
|
Describe the invention's effects, how it operates, what kind of energy it
|
||||||
|
requires, and the specific benefits it provides. The Game Master has final
|
||||||
|
say on whether a given invention is feasible in your circumstances.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
By consulting the area, potency, and uses tables (see next page), the GM
|
||||||
|
determines the invention's total cost in materials, to be paid immediately.
|
||||||
|
For inventions of medium or higher potency, the Game Master also describes a
|
||||||
|
necessary special ingredient or material. This item cannot simply be
|
||||||
|
purchased and should become the focus of one or two sessions.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
To complete the Project, you must reach an amount of progress equal to one
|
||||||
|
for every 100 zenit of material costs (minimum one progress required).
|
||||||
|
</li>
|
||||||
|
<p>At the end of each day, the Project will advance as follows:</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
+1 progress for every Player Character who worked on the Project today.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
+1 extra progress for every Player Character with one or more levels in
|
||||||
|
the Tinkerer Class who worked on the Project today.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<li>
|
||||||
|
Once the required amount of progress is reached, the invention is created!
|
||||||
|
If you can generate more progress in a day than what is currently needed to
|
||||||
|
complete the Project, you may have it ready within a few hours instead.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
If an invention is complex enough — such as a magitech motorcycle equipped
|
||||||
|
with a cannon, acting as both a vehicle and a weapon — the Game Master is
|
||||||
|
free to split the Project into two or more separate inventions, each
|
||||||
|
requiring its own individual development process.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
You may negotiate a terrible flaw with the Game Master — perhaps the
|
||||||
|
invention must be recharged at regular intervals, is unreliable, cumbersome,
|
||||||
|
or extremely loud. This flaw reduces the total cost of the Project by 25%.
|
||||||
|
</li>
|
||||||
|
</ol>
|
||||||
62
books/core/135.html
Normal file
62
books/core/135.html
Normal file
@@ -0,0 +1,62 @@
|
|||||||
|
<h1>22GAME RULES</h1>
|
||||||
|
<p><strong>CHAPTER</strong></p>
|
||||||
|
<p>Potency Base Cost</p>
|
||||||
|
<p>The invention can...</p>
|
||||||
|
<h2>Minor (100 zenit)</h2>
|
||||||
|
<p>
|
||||||
|
Provide light, transport people or cargo on land or water, obtain some limited
|
||||||
|
form of protection.
|
||||||
|
</p>
|
||||||
|
<h2>Medium (200 zenit)</h2>
|
||||||
|
<p>
|
||||||
|
Travel underwater, contain a spell, relay sound or speech, perform a specific
|
||||||
|
operation in place of the inventor, provide short-term energy.
|
||||||
|
</p>
|
||||||
|
<h2>Major (400 zenit)</h2>
|
||||||
|
<p>
|
||||||
|
Fly, alter the nature of an area for a short time, cancel the effects of a
|
||||||
|
spell, possess minor intelligence, fight alongside the inventor, provide
|
||||||
|
long-term energy, capture or immobilize the target.
|
||||||
|
</p>
|
||||||
|
<h2>Extreme (800 zenit)</h2>
|
||||||
|
<p>
|
||||||
|
Alter the nature of an area for a long time, contain the power of a demon,
|
||||||
|
prevent a catastrophe, possess a full intelligence and personality.
|
||||||
|
</p>
|
||||||
|
<h3>Area Multiplier</h3>
|
||||||
|
<p>The effects of the invention may affect...</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Individual ×1</strong>: A human-sized creature, a door, a tree, or a
|
||||||
|
weapon.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Small ×2</strong>: A group of human-sized creatures, a large
|
||||||
|
creature, a small clearing, a room, a railway car, or a hut.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Large ×3</strong>: A crowd, a small forest, an airship or galleon, a
|
||||||
|
castle hall, a house, or a giant creature.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Huge ×4</strong>: A fortress, a lake, the top of a mountain, a
|
||||||
|
village, or a city block.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<h3>Uses Multiplier</h3>
|
||||||
|
<p>Once activated, the invention...</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Consumable ×1</strong>: Can never be used again unless the inventor
|
||||||
|
creates a different copy of it.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Permanent ×5</strong>: Remains available for multiple uses in
|
||||||
|
different situations.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Remember that the Game Master has the right to split any particularly complex
|
||||||
|
or powerful inventions into several Projects, each with its own costs and
|
||||||
|
requirements.
|
||||||
|
</p>
|
||||||
2
books/core/136.html
Normal file
2
books/core/136.html
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
2 on <a href="/books/core/#page-134">page 134</a>). 2 on
|
||||||
|
<a href="/books/core/#page-134">page 134</a>).
|
||||||
55
books/core/137.html
Normal file
55
books/core/137.html
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
<section>
|
||||||
|
<h2>USING MATERIALS TO PAY FOR PROJECTS</h2>
|
||||||
|
<p>
|
||||||
|
If you happen to gather precious materials during your adventures, you may
|
||||||
|
use them to pay for the costs of a Project. The Game Master has final say on
|
||||||
|
which materials and ingredients can help you cover the cost of a Project.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If the Game Master requests a given ingredient or material because of the
|
||||||
|
invention's potency (as described under step 3 of the flowchart on page
|
||||||
|
134), said ingredient or material cannot also be used to pay for the
|
||||||
|
Project's costs.
|
||||||
|
</p>
|
||||||
|
<h3>HIRING HELPERS</h3>
|
||||||
|
<p>
|
||||||
|
If an inventor wants to increase the daily amount of progress, or if they
|
||||||
|
want to work on multiple Projects at the same time, they may want to hire
|
||||||
|
helpers.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Each helper is a competent worker or assistant who will ask for a pay
|
||||||
|
equal to half of the Project’s total cost.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Each helper will generate 1 additional progress at the end of each day.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
The sticky core found inside Elemental Slimes can be used to produce several
|
||||||
|
forms of energy.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The rules for Projects are very flexible, but they are designed to allow
|
||||||
|
characters to create something unique and never seen before, not to craft
|
||||||
|
items that can normally be found or purchased, such as equipment — they
|
||||||
|
should be used to provide innovative solutions to problems and obstacles.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
If the character wants to create multiple copies of an invention, each is
|
||||||
|
a separate Project. Turning inventions into easy-to-produce items will
|
||||||
|
inevitably break the game. For Tinkerers who want to customize equipment,
|
||||||
|
look at the Heroic Skill Upgrade (<a href="/books/core/#page-217"
|
||||||
|
>page 217</a
|
||||||
|
>).
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Projects require time: if the group focuses on a long Project, Villains
|
||||||
|
will certainly not sit idly.
|
||||||
|
</li>
|
||||||
|
<li>Interlude scenes are perfect for narrating a Project's development.</li>
|
||||||
|
</ul>
|
||||||
|
<h2>HOW TO USE PROJECTS</h2>
|
||||||
|
</section>
|
||||||
57
books/core/138.html
Normal file
57
books/core/138.html
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
<h2>SAMPLE PROJECTS</h2>
|
||||||
|
<p>INVENTION POTENCY AREA USE</p>
|
||||||
|
<section>
|
||||||
|
<h3>The "Discovery"</h3>
|
||||||
|
<p><strong>Major</strong> Large <strong>Permanent</strong></p>
|
||||||
|
<p>Total Project Cost: 6000 zenit; Progress Required: 60; Flaw: None.</p>
|
||||||
|
<p>
|
||||||
|
A large airship that can transport up to fifty people. It provides no
|
||||||
|
additional firepower or protection — armaments, barriers, and so on would
|
||||||
|
all be considered separate Projects and can be subsequently added to the
|
||||||
|
airship's base chassis.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<section>
|
||||||
|
<h3>Gatling Golem</h3>
|
||||||
|
<p><strong>Major</strong> Individual <strong>Permanent</strong></p>
|
||||||
|
<p>Total Project Cost: 1500 zenit; Progress Required: 15; Flaw: Yes.</p>
|
||||||
|
<p>
|
||||||
|
A semi-intelligent floating weapon. This golem will act after the inventor's
|
||||||
|
turn during conflict scenes, dealing minor physical damage to a single
|
||||||
|
target. However, it is extremely loud and highly experimental: enemies may
|
||||||
|
spend an opportunity to disable it until the end of the scene.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<section>
|
||||||
|
<h3>Mag Boots</h3>
|
||||||
|
<p><strong>Medium</strong> Individual <strong>Permanent</strong></p>
|
||||||
|
<p>Total Project Cost: 1000 zenit; Progress Required: 10; Flaw: None.</p>
|
||||||
|
<p>
|
||||||
|
A pair of magnetic boots that allows the wearer to safely attach themselves
|
||||||
|
to metallic surfaces, possibly walking on walls or even ceilings.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<section>
|
||||||
|
<h3>Magitech Suit</h3>
|
||||||
|
<p><strong>See below</strong> See below See below</p>
|
||||||
|
<p>Total Project Cost: 1750 zenit; Progress Required: 17; Flaw: Yes.</p>
|
||||||
|
<p>An advanced four-legged armor fueled by magitech energy.</p>
|
||||||
|
<ul>
|
||||||
|
<li>The pilot has Resistance to fire damage and physical damage.</li>
|
||||||
|
<li>
|
||||||
|
The pilot can use the Attack action to unleash a searing heat ray causing
|
||||||
|
minor fire damage. It is a ranged attack and requires a
|
||||||
|
<code>【DEX + INS】</code> Accuracy Check.
|
||||||
|
</li>
|
||||||
|
<li>The pilot also suffers Vulnerability to bolt damage.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Given the complexity and power of this invention, the Game Master splits it
|
||||||
|
into two separate Projects: the armor itself and then its heat cannon, both
|
||||||
|
with medium potency, individual area, and permanent use.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The inventor added a flaw to one of the Projects (Vulnerability to bolt
|
||||||
|
damage) in order to partially reduce the cost.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
66
books/core/139.html
Normal file
66
books/core/139.html
Normal file
@@ -0,0 +1,66 @@
|
|||||||
|
<h1>GAME RULES</h1>
|
||||||
|
<div class="rule-list">
|
||||||
|
<div class="item">
|
||||||
|
<h2>Negator Spike</h2>
|
||||||
|
<p><strong>Type:</strong> Major Small Consumable</p>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Total Project Cost: 600 zenit; Progress Required:
|
||||||
|
6; Flaw: Yes.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When activated and driven into the ground, this large rune-inscribed spike
|
||||||
|
will prevent all creatures on the scene (friends and foes alike, which is
|
||||||
|
an important flaw) from casting spells or performing Rituals. This effect
|
||||||
|
lasts until the end of the scene or until the negator itself is destroyed
|
||||||
|
(probably a six-sections Clock).
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item">
|
||||||
|
<h2>Puredust</h2>
|
||||||
|
<p><strong>Type:</strong> Medium Small Consumable</p>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Total Project Cost: 400 zenit; Progress Required:
|
||||||
|
4; Flaw: None.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
This magically blessed dust grants the user and all nearby allies
|
||||||
|
Resistance to dark and poison damage until the end of the scene.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item">
|
||||||
|
<h2>Pyro Oil</h2>
|
||||||
|
<p><strong>Type:</strong> Medium Large Consumable</p>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Total Project Cost: 600 zenit; Progress Required:
|
||||||
|
6; Flaw: None.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
A single vial of hyper-concentrated fire elemental essence. When
|
||||||
|
shattered, it unleashes a vortex of flames and deals minor fire damage to
|
||||||
|
every creature in a vast area. Flammable items of small size might also be
|
||||||
|
set on fire.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item">
|
||||||
|
<h2>Sleep Gas</h2>
|
||||||
|
<p><strong>Type:</strong> Major Small Consumable</p>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Total Project Cost: 800 zenit; Progress Required:
|
||||||
|
8; Flaw: None.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
An alchemical vial containing enough gas to fill a room, putting everyone
|
||||||
|
to sleep for a few hours — they will still awaken if harmed, slapped or
|
||||||
|
shaken vigorously enough, but they will sleep through loud noises.
|
||||||
|
</p>
|
||||||
|
</div>
|
||||||
|
<div class="item">
|
||||||
|
<h2>Underwater Helm</h2>
|
||||||
|
<p><strong>Type:</strong> Medium Individual Permanent</p>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Total Project Cost: 1000 zenit; Progress Required:
|
||||||
|
10; Flaw: None.
|
||||||
|
</p>
|
||||||
|
<p>A magical mask that allows the wearer to breathe underwater.</p>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
46
books/core/14.html
Normal file
46
books/core/14.html
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
<h1>THE EIGHT PILLARS</h1>
|
||||||
|
<p>
|
||||||
|
The world in which your adventures will take place is not predetermined: its
|
||||||
|
cities, kingdoms, deities, and cultures are something your group will create
|
||||||
|
(take a look at World Creation on
|
||||||
|
<a href="/books/core/#page-148">page 148</a>). This fantastic land will grow
|
||||||
|
organically as you explore and travel across it, adding new details and
|
||||||
|
unraveling ancient mysteries!
|
||||||
|
</p>
|
||||||
|
<p>What ties all Fabula Ultima worlds together are The Eight Pillars.</p>
|
||||||
|
<h2>ANCIENT RUINS AND HARSH LANDS</h2>
|
||||||
|
<p>
|
||||||
|
The world is an ancient and dangerous place: cities and villages are separated
|
||||||
|
by vast plains, scorching deserts, frozen peaks and impenetrable forests. The
|
||||||
|
land is dotted with crumbling fortresses and shrines devoted to deities whose
|
||||||
|
names have been lost to time. Past civilizations and ages of darkness have
|
||||||
|
left behind a world of powerful artifacts and cryptic legends, as well as
|
||||||
|
magical (and often dangerous) places.
|
||||||
|
</p>
|
||||||
|
<h2>A WORLD IN PERIL</h2>
|
||||||
|
<p>
|
||||||
|
Villages, castles, and city-states are among the few areas that aren’t
|
||||||
|
literally crawling with monsters, brigands, and hostile creatures. Far more
|
||||||
|
dangerous still are Villains, powerful antagonists casting their shadow over
|
||||||
|
the entire land. Cruel sorcerers, evil gods seeking reincarnation,
|
||||||
|
power-hungry emperors, perhaps even alien entities: there’s a single,
|
||||||
|
unspeakable terror behind the dangers of the world, and our heroes are bound
|
||||||
|
to cross its path sooner or later.
|
||||||
|
</p>
|
||||||
|
<h2>CLASHING COMMUNITIES</h2>
|
||||||
|
<p>
|
||||||
|
The world may be in danger, but its inhabitants are still divided by ancient
|
||||||
|
grudges: religious schisms, memories of war crimes, and the conflict between
|
||||||
|
magic and science are among the most common causes of enmity. Reuniting these
|
||||||
|
communities will be key to defeating the great evils of the world; the
|
||||||
|
protagonists should help them overcome their hostilities and see their
|
||||||
|
differences as blessings instead of obstacles.
|
||||||
|
</p>
|
||||||
|
<h2>EVERYTHING HAS A SOUL</h2>
|
||||||
|
<p>
|
||||||
|
All matter that forms the world, including its creatures, the earth, sky, sun,
|
||||||
|
and stars are part of a vast flow of spiritual energy. The origin, nature, and
|
||||||
|
function of this energy may vary depending on the world you create, but its
|
||||||
|
presence is undeniable and anyone possessing the ability to manipulate it (be
|
||||||
|
it through magic or science) is a force to be reckoned with.
|
||||||
|
</p>
|
||||||
64
books/core/140.html
Normal file
64
books/core/140.html
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
<h2>GROUP DYNAMICS</h2>
|
||||||
|
<h3>A SAFE PLAY ENVIRONMENT</h3>
|
||||||
|
<p>
|
||||||
|
In line with the JRPG genre that inspiration has been drawn from, Fabula
|
||||||
|
Ultima’s tones are heroic and optimistic, despite the occasional presence of
|
||||||
|
tragic or darker scenes — especially when Villains are involved. The general
|
||||||
|
expectation is that scenes will not be particularly gritty or morbidly
|
||||||
|
described, even when death is involved — but since you never know what might
|
||||||
|
hurt the sensibility of the people playing, here is a list of tools and “good
|
||||||
|
practices”.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Mutual trust and respect.</strong> This should go without saying,
|
||||||
|
but respecting the people you are playing with is key to a good experience —
|
||||||
|
and the same applies to putting your trust in them. Roleplaying games are a
|
||||||
|
highly social activity, and it is perfectly normal for people to get a bit
|
||||||
|
tense and emotional during dramatic moments, but mutual trust and respect
|
||||||
|
are the main foundation for good play. Whatever happens between characters
|
||||||
|
in your story, the people at the table must be good to each other.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong
|
||||||
|
>The game and its fiction must not replace human interaction.</strong
|
||||||
|
>
|
||||||
|
If someone's behavior bothers anyone, that issue must be solved outside the
|
||||||
|
game. There’s nothing wrong with pausing a session to get things sorted and
|
||||||
|
going back to it once you’ve found an agreement. Do not, under any
|
||||||
|
circumstance, use the game as a tool for proving your point or influencing
|
||||||
|
someone's behavior.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Lines and Veils.</strong> These terms were coined by Ron Edwards in
|
||||||
|
Sex and Sorcery, and they are practical safety tools with a history of good
|
||||||
|
results. Before or during the game, you may declare that you are drawing a
|
||||||
|
line or veiling a situation or action.
|
||||||
|
<p></p>
|
||||||
|
<p>
|
||||||
|
When you draw a line, you are saying that you don't want this element in
|
||||||
|
the game. It won't happen, it didn't happen, and your shared story will
|
||||||
|
never talk about that.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When you veil, you are saying that while the element is present, you don't
|
||||||
|
want it to be expressly depicted or brought into the spotlight. It's still
|
||||||
|
a part of your world and will influence your character's actions, but it
|
||||||
|
will take place "behind the scenes".
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
These tools are especially useful if you’re playing with people you’ve never
|
||||||
|
met before, but keep them in mind even when you’re with old-time friends.
|
||||||
|
Every single person has something that makes them uncomfortable, sometimes to
|
||||||
|
an unbearable degree — overly detailed descriptions of violence, portrayals of
|
||||||
|
unhealthy relationships, or even something you believe is commonplace but
|
||||||
|
somehow left a scar on them.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When playing the game, one of your duties is to create a safe environment —
|
||||||
|
don’t insist on asking why something made someone uncomfortable: instead, ask
|
||||||
|
them how they’d prefer this type of scene or situation to be handled from now
|
||||||
|
on.
|
||||||
|
</p>
|
||||||
50
books/core/141.html
Normal file
50
books/core/141.html
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
<h2>PLAYER CHARACTER AGAINST PLAYER CHARACTER</h2>
|
||||||
|
<p>
|
||||||
|
While the protagonists of Fabula Ultima are heroes, this doesn’t mean there
|
||||||
|
won’t be disagreements or hostilities between them. Situations might arise in
|
||||||
|
which two or more Player Characters are at odds: you can resolve these through
|
||||||
|
mutual agreement or by using the rules as normal.
|
||||||
|
</p>
|
||||||
|
<p>When handling such a situation, make sure to remember the following:</p>
|
||||||
|
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
Take some time to think about what’s happening. When the goals or actions
|
||||||
|
of two or more Player Characters are at odds, don’t be too hasty about
|
||||||
|
rolling dice. Just “pause” the game and let the involved Players find an
|
||||||
|
agreement on how to resolve the situation.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Keep in mind that these rules have been written to solve conflicts between
|
||||||
|
characters: the corresponding Players are still responsible for an
|
||||||
|
enjoyable game experience and should cooperate with each other. If a
|
||||||
|
disagreement arises between Players, there’s not much this game can do:
|
||||||
|
solve the issue through dialogue and go back to playing the game once
|
||||||
|
you’re on the same page again.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
Establish what is at stake and determine a resolution method. With the
|
||||||
|
help of your Game Master, Players should establish what their characters
|
||||||
|
want to accomplish (sometimes this will be enough to realize your goals
|
||||||
|
aren’t in conflict). Then, you should choose a method to resolve the
|
||||||
|
contrast: Opposed Checks generally work well for this.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Do not roll dice until you’re sure everyone understands what will happen.
|
||||||
|
If you are struggling to find an agreement, consider setting the issue
|
||||||
|
aside and coming back to it once you’ve reached a compromise. Perhaps the
|
||||||
|
characters bicker and argue, but a more urgent threat demands their
|
||||||
|
attention.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Apply the results. Once the dice hit the table, apply the outcome for what
|
||||||
|
it is: don’t try to fudge the results or avoid the consequences of your
|
||||||
|
actions. In this case, it is probably best for the Game Master to
|
||||||
|
impartially describe what happens to everyone involved.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
57
books/core/142.html
Normal file
57
books/core/142.html
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
<h1>Secrets</h1>
|
||||||
|
<p>
|
||||||
|
It is not uncommon for a Player Character to hide secrets from their
|
||||||
|
companions, be it their past misdeeds or their burning love for an antagonist.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
While it's perfectly fine for characters to have secrets, Players should
|
||||||
|
instead keep things transparent and work together to get the most out of the
|
||||||
|
situation.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
By telling your group "My character looks like they want to be friends with
|
||||||
|
you, but she actually hates you because of what happened in Galatea" you are
|
||||||
|
empowering everyone at the table, including yourself: now that this facet of
|
||||||
|
your hero is known, it will be possible to build upon it and create drama.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Never forget that this game relies on a collaborative storytelling effort:
|
||||||
|
disclosing your character's secrets means giving your fellow Players a chance
|
||||||
|
to make things interesting — do not think of it as "letting your guard down".
|
||||||
|
</p>
|
||||||
|
<h2>Leaving the Group</h2>
|
||||||
|
<p>
|
||||||
|
There might come a moment when you feel like your character has been fully
|
||||||
|
explored; they have faced their fears, achieved their goals, and found who or
|
||||||
|
what they were looking for, with the campaign not yet reaching its end.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When this happens, you are free to announce that your character will be
|
||||||
|
leaving the group — you should do so between sessions and also come up with a
|
||||||
|
replacement character. Then, at the beginning of the following session,
|
||||||
|
describe your character's epilogue and agree on how and why your new character
|
||||||
|
joins the group.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
If you want to temporarily retire a character but retain the ability to
|
||||||
|
bring them back later on during the campaign, you should discuss it with the
|
||||||
|
rest of your group.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Whenever a new character (or a previously retired character) joins the
|
||||||
|
group, they should have the same level and XP as the character they are
|
||||||
|
replacing. If the character is a returning character, the Player should
|
||||||
|
briefly describe what they did while away from the rest of the group.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Regardless of how many Player Characters are owned by a Player, that Player
|
||||||
|
may only control a single PC at once. The Game Master has final say on when
|
||||||
|
you can "switch characters"—generally between sessions or after resting in
|
||||||
|
town.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Needless to say, you can only switch to a different character if that
|
||||||
|
character is somewhere nearby or has the means to reach the rest of the group.
|
||||||
|
</p>
|
||||||
54
books/core/143.html
Normal file
54
books/core/143.html
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
<h1>ABSENT PLAYERS</h1>
|
||||||
|
<p>
|
||||||
|
We all have busy lives, and sometimes this means one or more people will be
|
||||||
|
unable to take part in a session.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When this happens, the simplest option is often to reschedule the session for
|
||||||
|
a different date. Just pick another day to meet — in the meantime, you can
|
||||||
|
play another game with whoever is present!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
On the other hand, if you are determined to run a session even if one or more
|
||||||
|
participants are absent — and you should do this only if whoever's missing is
|
||||||
|
okay with it — each absent Player chooses one of the following for their
|
||||||
|
character:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>I'll join you later.</strong> Your character will remain in town (or
|
||||||
|
somewhere safe) and carry on some kind of task. This is a good chance to
|
||||||
|
gather information, purchase items, and work on Projects. Discuss what your
|
||||||
|
character does with the Game Master.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Your character will join the rest of the group at the beginning of the next
|
||||||
|
session; describe how you got there.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>I'll be in your care.</strong> For this session, your character will
|
||||||
|
be controlled by the rest of the group as a whole (excluding the Game
|
||||||
|
Master). While controlled by the group, your character cannot spend Fabula
|
||||||
|
Points and will automatically surrender if reduced to 0 Hit Points. The Game
|
||||||
|
Master should be cautious when applying consequences to characters belonging
|
||||||
|
to absent Players, and everyone else should do their best to protect them.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Regardless of which option you choose for your character, the following apply:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Your character will not gain Fabula Points while absent from a session.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Your character will gain Experience Points as normal at the end of the
|
||||||
|
session. This might cause your character to level up (see
|
||||||
|
<a href="/books/core/#page-226">page 226</a>).
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
As soon as you take part in a session again, you will be able to gain and
|
||||||
|
spend Fabula Points as normal.
|
||||||
|
</p>
|
||||||
|
<p>The nature of this world is not one of absolutes.</p>
|
||||||
3
books/core/144.html
Normal file
3
books/core/144.html
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
<p><span>144</span></p>
|
||||||
|
<p><span>W</span></p>
|
||||||
|
<p><span>W</span></p>
|
||||||
44
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44
books/core/145.html
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|
|||||||
|
<h1>CHAPTER</h1>
|
||||||
|
<p>
|
||||||
|
This chapter contains the rules for starting your Fabula Ultima game. Within
|
||||||
|
the following pages you will discover how to create your game world, give your
|
||||||
|
group a core theme, build your very own characters, and finally, begin play
|
||||||
|
with a prologue.
|
||||||
|
</p>
|
||||||
|
<h2>SESSION ZERO</h2>
|
||||||
|
<p>
|
||||||
|
While reading this chapter on your own is an excellent idea, the steps require
|
||||||
|
everyone in your group to be present. This meeting, also known as session
|
||||||
|
zero, is meant to establish the basics of the setting in which your adventures
|
||||||
|
will take place, along with the themes you want to explore and the heroes you
|
||||||
|
will portray.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>For the Game Master:</strong> This is a great time to learn about
|
||||||
|
the Player Characters and start thinking about interesting scenarios,
|
||||||
|
locations, and antagonists. Make sure to ask lots of questions and take
|
||||||
|
plenty of notes.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>For the Players:</strong> This is where you cooperate with everyone
|
||||||
|
else to create your very own world and characters. It is a chance to inject
|
||||||
|
it with your own fantasy ideas, be it a particular aesthetic, a magical
|
||||||
|
technology, or a terrifying danger.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Needless to say, there will be many occasions to leave your mark on the world
|
||||||
|
you will create; however, think of this moment as the root of your play
|
||||||
|
experience, from which everything else will grow, evolve, and blossom.
|
||||||
|
</p>
|
||||||
|
<h2>WAIT, I’VE CHANGED MY MIND!</h2>
|
||||||
|
<p>
|
||||||
|
The sections of this chapter are presented in a specific order, but you are
|
||||||
|
free to go back to any step and revise the choices whenever you feel the need.
|
||||||
|
For instance, when creating your character, you might come up with an idea for
|
||||||
|
a cool location and mark it on the world map. Or you could end up with a band
|
||||||
|
of heroes that suits a different type of group from the one you had previously
|
||||||
|
selected.
|
||||||
|
</p>
|
||||||
|
<p>You are building the foundations of your campaign... take your time!</p>
|
||||||
58
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58
books/core/146.html
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@@ -0,0 +1,58 @@
|
|||||||
|
<p>
|
||||||
|
Now that you've gathered together, there are a few things to discuss before
|
||||||
|
you begin creating your world and characters. For each topic, read the
|
||||||
|
questions and discuss your choices as a group.
|
||||||
|
</p>
|
||||||
|
<h2>COMMITMENT AND EXPECTATIONS</h2>
|
||||||
|
<p>
|
||||||
|
The first thing you should discuss is the amount of time and effort everyone
|
||||||
|
will be able to dedicate to the game. This will help set expectations and
|
||||||
|
avoid issues later on during play.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Will you play for a set amount of sessions, or are you simply going to start
|
||||||
|
playing and see where the story leads you?
|
||||||
|
</li>
|
||||||
|
<li>How often will you play? Weekly, monthly, twice per month?</li>
|
||||||
|
<li>
|
||||||
|
The game is designed around sessions of approximately four hours, but how
|
||||||
|
long do you expect your sessions to be? If your sessions are shorter or
|
||||||
|
longer, remember to check for Experience Points approximately every four
|
||||||
|
hours (see <a href="/books/core/#page-226">page 226</a>).
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
If there are missing Players, will you reschedule the session, or will you
|
||||||
|
play nonetheless? Which solution will you adopt for the missing Players'
|
||||||
|
characters?
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>See <a href="/books/core/#page-143">page 143</a> for suggestions.</p>
|
||||||
|
<h2>TONE AND THEMES</h2>
|
||||||
|
<p>
|
||||||
|
This is a game with a relatively broad scope: depending on the kind of world
|
||||||
|
and characters you create, the campaign's tone and themes can vary quite a
|
||||||
|
bit. Because this is a shared storytelling experience, you need to be on the
|
||||||
|
same page or at least lay a solid foundation — you can always discuss changes
|
||||||
|
later.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
What kind of tone do you expect during the narration? Would you prefer a
|
||||||
|
heavily dramatic tale dealing with complex situations and emotions, or would
|
||||||
|
you rather tell a fantastical story where good and evil are easily told
|
||||||
|
apart?
|
||||||
|
</li>
|
||||||
|
<li>Are there any themes you strongly wish to explore during play?</li>
|
||||||
|
<li>
|
||||||
|
Will the heroes be best friends from the start, or are you okay with moments
|
||||||
|
of crisis and disagreements within the party? How will you resolve these
|
||||||
|
contrasts?
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
When describing scenes and actions, are you okay with over-the-top anime
|
||||||
|
descriptions or would you prefer a heroic but more fable-like approach?
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>See <a href="/books/core/#page-141">page 141</a> for suggestions.</p>
|
||||||
|
<h2>BEFORE YOU START</h2>
|
||||||
62
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62
books/core/147.html
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@@ -0,0 +1,62 @@
|
|||||||
|
<h2>RULES AND CHALLENGE</h2>
|
||||||
|
<p>
|
||||||
|
Much like tone and themes, this game allows you to customize its rules and
|
||||||
|
play it with a varying degree of mechanical challenge and optimization.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Are you adopting any of the optional rules presented in the book? Pay
|
||||||
|
special attention to optional rules for conflicts (<a
|
||||||
|
href="/books/core/#page-82"
|
||||||
|
>page 82</a
|
||||||
|
>) and advancement (<a href="/books/core/#page-230">page 230</a>).
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
How "hardcore" do you expect your game experience to be? Are you aiming for
|
||||||
|
mechanical optimization with your characters? Do you expect the Game Master
|
||||||
|
to design extremely challenging adversaries? Or are you here for a relaxing
|
||||||
|
experience that takes minimal focus?
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<h2>SAFETY</h2>
|
||||||
|
<p>
|
||||||
|
Roleplaying games tend to get us emotionally and personally involved. It's
|
||||||
|
their beauty, but it also leaves us vulnerable. Make sure to discuss whatever
|
||||||
|
descriptions, situations, scenes, and story elements might make you
|
||||||
|
uncomfortable. Everyone should indicate any lines and veils (<a
|
||||||
|
href="/books/core/#page-140"
|
||||||
|
>page 140</a
|
||||||
|
>) that they want to apply during sessions; it can be a good idea to handle
|
||||||
|
this anonymously to preserve the privacy of the participants.
|
||||||
|
</p>
|
||||||
|
<p>In particular, you should make sure to discuss:</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>The depiction of violence.</strong> By default, Fabula Ultima
|
||||||
|
expects little elements of gore and blood: much like in classic JRPGs, death
|
||||||
|
is portrayed as a character kneeling or vanishing in a cloud of spiritual
|
||||||
|
particles — but still talk about the kind of scenes and descriptions people
|
||||||
|
are okay with.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>The nature of evil.</strong> Story elements such as mind control,
|
||||||
|
the persecution of a minority, or violent imperialism are all common tropes
|
||||||
|
in tabletop games, but for some, they are very real and tangible threats.
|
||||||
|
Strive to make sure the game is a safe space.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Romances, relationships, and sexuality.</strong> These elements are
|
||||||
|
another trope of JRPG stories, which often feature romances between main
|
||||||
|
characters. Discuss if people are comfortable with this and exactly to what
|
||||||
|
degree.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
As you play the game, you will probably reconsider some of your previous
|
||||||
|
decisions. When this happens, talk about it with the group and find a new
|
||||||
|
agreement.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
<strong>Remember:</strong> you win roleplaying games by creating a memorable
|
||||||
|
story and having a great time together!
|
||||||
|
</p>
|
||||||
56
books/core/148.html
Normal file
56
books/core/148.html
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@@ -0,0 +1,56 @@
|
|||||||
|
<h1>WORLD CREATION</h1>
|
||||||
|
<p>
|
||||||
|
Your first step is the shared creation of the game world (also known as a
|
||||||
|
“setting”) in which your characters’ adventures will take place. This process
|
||||||
|
involves both the Game Master and the Players and provides everyone with a
|
||||||
|
strong foundation for heroes, antagonists, creatures, and events.
|
||||||
|
</p>
|
||||||
|
<p>You will need the world sheet and the map sheet.</p>
|
||||||
|
<p>
|
||||||
|
The flowchart on the next page describes the world creation process. If you
|
||||||
|
want, give your setting a name: even something as simple as Earth, Gaia or The
|
||||||
|
Planet will work fine... we do the same in our real world, after all!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
As explained on <a href="/books/core/#page-14">page 14</a>, all Fabula Ultima
|
||||||
|
worlds share some core elements — the Eight Pillars. When creating your
|
||||||
|
setting, keep those elements in mind! Pay special attention to the following:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Souls.</strong> Everything living and unliving is connected by the
|
||||||
|
stream of souls. Some worlds might feature machinery fueled by soul energy,
|
||||||
|
while in other settings, spiritual corruption might give birth to monstrous
|
||||||
|
creatures.<br /><em
|
||||||
|
>Discuss what people generally know about souls in your world.</em
|
||||||
|
>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Conflicts and struggles.</strong> The cultures populating your world
|
||||||
|
haven’t been able to unite themselves under a single banner. Their motives
|
||||||
|
can range from centuries-old rivalries, ideological or religious strife,
|
||||||
|
misunderstandings, perhaps even the cruelties of one nation against the
|
||||||
|
other. Drawing inspiration from the real world can be a good idea, as it is
|
||||||
|
(unfortunately) rife with turmoil and injustice.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>A fantastical, diverse world.</strong> When creating your setting,
|
||||||
|
you shouldn’t concern yourself with realism, verisimilitude, or historical
|
||||||
|
accuracy. A city-state inspired by ancient Greece might be bordering with a
|
||||||
|
flying fortress, guarded by warriors clad in Song Dynasty-style armor and
|
||||||
|
practicing a form of alchemy similar to that of the Italian Renaissance.<br /><em
|
||||||
|
>What really matters is for each location's appearance to reflect the
|
||||||
|
themes and emotions it will embody within your story.</em
|
||||||
|
>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
The flowchart presents the world creation steps in a more intuitive order, but
|
||||||
|
you’re always free to go back and make adjustments when needed.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The most important part is that everyone can share ideas freely. Whenever a
|
||||||
|
step states that “each person should contribute an element”, that doesn’t mean
|
||||||
|
they must come up with it entirely on their own: as with any other aspect of
|
||||||
|
this game, dialogue and communication are key to a good experience!
|
||||||
|
</p>
|
||||||
87
books/core/149.html
Normal file
87
books/core/149.html
Normal file
@@ -0,0 +1,87 @@
|
|||||||
|
<h1>World Building Prompts</h1>
|
||||||
|
<ol>
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
<strong
|
||||||
|
>Create the major kingdoms and nations of your world, mark their borders
|
||||||
|
on the map and discuss their relations: mutual trust, strained
|
||||||
|
alliances, or open conflict?</strong
|
||||||
|
>
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Each person at the table should contribute at least one kingdom or nation
|
||||||
|
during this step, providing some details about their customs, beliefs,
|
||||||
|
industry, denizens, and creatures.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
<strong
|
||||||
|
>Choose a shape for your world: is it round, flat, or are the regions
|
||||||
|
floating amidst the clouds? Could it be donut-shaped, in typical JRPG
|
||||||
|
fashion?</strong
|
||||||
|
>
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
You might even decide that the shape of your world is yet to be
|
||||||
|
discovered!
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
<strong
|
||||||
|
>Grab a map sheet that fits your concept (or draw a custom map; just
|
||||||
|
make sure to leave plenty of blank space for settlements and
|
||||||
|
locations).</strong
|
||||||
|
>
|
||||||
|
Your world can span more than one sheet, of course — but let’s keep things
|
||||||
|
simple for now. Remember to establish the length of a travel day on the
|
||||||
|
map (see <a href="/books/core/#page-106">page 106</a>).
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
<strong>What is the role of magic and technology in your setting?</strong>
|
||||||
|
Are you living in an age of industrial development, or is it more
|
||||||
|
Renaissance-like?
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>Is magic seen as a form of science, or mostly as a great mystery?</li>
|
||||||
|
</ul>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
<strong
|
||||||
|
>Discuss the major historical events that shaped your world into what it
|
||||||
|
is.</strong
|
||||||
|
>
|
||||||
|
Each person at the table should contribute at least one important event
|
||||||
|
that dramatically altered the history of your setting.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
<strong>What are the great enigmas and mysteries of the world? </strong>
|
||||||
|
The questions left unanswered, and the truths that are now
|
||||||
|
indistinguishable from legend?
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Each person at the table should contribute at least one mystery of the
|
||||||
|
world that they want to explore over the course of the group’s adventures.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<p>
|
||||||
|
<strong>What terrible threats cast a shadow over your world?</strong>
|
||||||
|
Environmental disasters, furious deities, power-hungry empires, or perhaps
|
||||||
|
even clouds of corrupting miasma that are enveloping and consuming the
|
||||||
|
land?
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Each person at the table should contribute a threat, preferably something
|
||||||
|
that is endangering the future of entire nations. The Game Master will
|
||||||
|
base a majority of their villains and antagonists on these worldwide
|
||||||
|
threats.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
</ol>
|
||||||
42
books/core/15.html
Normal file
42
books/core/15.html
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
<h2>MAGIC AND TECHNOLOGY</h2>
|
||||||
|
<p>
|
||||||
|
In every Fabula Ultima world, science and magic represent two different ways
|
||||||
|
of studying and manipulating reality: one concerns itself with the tangible
|
||||||
|
nature of matter, the other with the souls that dwell within it — two sides of
|
||||||
|
the same coin. Miraculous machinery might be hidden beneath the ruins of an
|
||||||
|
ancient civilization, and even the most powerful wizards will often make use
|
||||||
|
of vehicles and airships. Many of these worlds also feature an unusual
|
||||||
|
discipline that combines magic and technology into magitech: metal soldiers
|
||||||
|
animated by the souls of the fallen, bombs that can unleash elemental mayhem,
|
||||||
|
and flying machines fueled by wind spirits are only a few examples of what can
|
||||||
|
be created by this hybrid craft.
|
||||||
|
</p>
|
||||||
|
<h2>HEROES OF MANY SIZES AND SHAPES</h2>
|
||||||
|
<p>
|
||||||
|
Fabula Ultima’s protagonists are full-fledged heroes, extraordinary
|
||||||
|
individuals that possess unique abilities and whose actions will shape the
|
||||||
|
fate of the world. While some may not be noble paladins or virtuous paragons
|
||||||
|
of justice, even the thieves and dark knights among them have a fundamentally
|
||||||
|
good nature and can be trusted to do the right thing when the situation gets
|
||||||
|
desperate. In line with the video game genre Fabula Ultima draws inspiration
|
||||||
|
from, our heroes do not follow any rule of realism: be they children with
|
||||||
|
incredible magical powers or elderly warriors able to single-handedly
|
||||||
|
challenge an entire army, all that matters is their strength of spirit.
|
||||||
|
</p>
|
||||||
|
<h2>IT'S ALL ABOUT THE HEROES</h2>
|
||||||
|
<p>
|
||||||
|
Any relevant event in a game of Fabula Ultima is tied to the heroes, either
|
||||||
|
directly or indirectly. Dramatic plot twists shall happen when the
|
||||||
|
protagonists are present on the scene, and the great powers (and evils) of the
|
||||||
|
world shall pay them special attention. Following the same logic, the heroes’
|
||||||
|
determination will allow them to achieve the impossible, such as defeating an
|
||||||
|
empire or sealing away a powerful deity.
|
||||||
|
</p>
|
||||||
|
<h2>MYSTERY, DISCOVERY, AND GROWTH</h2>
|
||||||
|
<p>
|
||||||
|
This game is built upon discovery: of ancient mysteries and forgotten powers,
|
||||||
|
yes, but most of all, of the heroes themselves, of their feelings, and of what
|
||||||
|
they are willing to do in order to fight against darkness. Fabula Ultima’s
|
||||||
|
protagonists are complex and sometimes tragic figures, and their journey will
|
||||||
|
change them forever.
|
||||||
|
</p>
|
||||||
77
books/core/150.html
Normal file
77
books/core/150.html
Normal file
@@ -0,0 +1,77 @@
|
|||||||
|
<h1>World Creation Tables</h1>
|
||||||
|
<p>
|
||||||
|
Feel free to use the tables on these pages whenever you're running short on
|
||||||
|
ideas during world creation.
|
||||||
|
</p>
|
||||||
|
<h2>Magic and Technology (roll a d20 or choose)</h2>
|
||||||
|
<p>
|
||||||
|
Below are 20 potential concepts for magic and technology that can influence
|
||||||
|
your setting:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li><strong>1.</strong> Magitech disturbs the natural balance.</li>
|
||||||
|
<li>
|
||||||
|
<strong>2.</strong> Those who can wield magic carry a unique brand on their
|
||||||
|
bodies.
|
||||||
|
</li>
|
||||||
|
<li><strong>3.</strong> Magic is inherited through bloodline.</li>
|
||||||
|
<li><strong>4.</strong> The advent of magic is very recent.</li>
|
||||||
|
<li>
|
||||||
|
<strong>5.</strong> The Ancients lived in harmony with magical creatures.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>6.</strong> All magic in the world comes from a single sacred
|
||||||
|
location.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>7.</strong> The world is kept together by some ancient and powerful
|
||||||
|
magic.
|
||||||
|
</li>
|
||||||
|
<li><strong>8.</strong> Technology is an offense to the gods.</li>
|
||||||
|
<li>
|
||||||
|
<strong>9.</strong> The world is a science-fiction dystopia where magic is
|
||||||
|
experimented on.
|
||||||
|
</li>
|
||||||
|
<li><strong>10.</strong> Magic is a gift from the gods.</li>
|
||||||
|
<li><strong>11.</strong> Magic comes from another dimension.</li>
|
||||||
|
<li>
|
||||||
|
<strong>12.</strong> There are parts of the world where no people are born
|
||||||
|
who can use magic.
|
||||||
|
</li>
|
||||||
|
<li><strong>13.</strong> Airships revolutionized travel and war.</li>
|
||||||
|
<li><strong>14.</strong> Magic is largely a forbidden art.</li>
|
||||||
|
<li>
|
||||||
|
<strong>15.</strong> Spellcasters are trained in academies and then hired by
|
||||||
|
nobles.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>16.</strong> Steam engines are commonplace and great golems join
|
||||||
|
armies in battle.
|
||||||
|
</li>
|
||||||
|
<li><strong>17.</strong> In the past, the world was almost destroyed.</li>
|
||||||
|
<li><strong>18.</strong> Magic was taught by dragons.</li>
|
||||||
|
<li>
|
||||||
|
<strong>19.</strong> Monsters are born from the restless souls of the dead.
|
||||||
|
</li>
|
||||||
|
<li><strong>20.</strong> Magic comes from ancient crystals.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<em
|
||||||
|
>All these options can be applied to the entire world or to a specific
|
||||||
|
nation or region. For instance, steam engines might be a common sight in one
|
||||||
|
continent and reviled as heresy by a neighbouring country, or magic might be
|
||||||
|
an ancient art in one region and a recent discovery somewhere else.</em
|
||||||
|
>
|
||||||
|
</p>
|
||||||
|
<h2>Kingdoms and Nations (roll a d8 or choose)</h2>
|
||||||
|
<p>Use these concepts to define the political structure of your setting:</p>
|
||||||
|
<ul>
|
||||||
|
<li><strong>1.</strong> Empire</li>
|
||||||
|
<li><strong>2.</strong> Kingdom</li>
|
||||||
|
<li><strong>3.</strong> Villages</li>
|
||||||
|
<li><strong>4.</strong> City-state</li>
|
||||||
|
<li><strong>5.</strong> Union</li>
|
||||||
|
<li><strong>6.</strong> Holy Kingdom</li>
|
||||||
|
<li><strong>7.</strong> Tribes</li>
|
||||||
|
<li><strong>8.</strong> Protectorate</li>
|
||||||
|
</ul>
|
||||||
102
books/core/151.html
Normal file
102
books/core/151.html
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@@ -0,0 +1,102 @@
|
|||||||
|
<h1>Location Names</h1>
|
||||||
|
<ul class="location-list">
|
||||||
|
<li>Acheron</li>
|
||||||
|
<li>Agartha</li>
|
||||||
|
<li>Alexandria</li>
|
||||||
|
<li>Alfheim</li>
|
||||||
|
<li>Aquileia</li>
|
||||||
|
<li>Argus</li>
|
||||||
|
<li>Asteride</li>
|
||||||
|
<li>Avalon</li>
|
||||||
|
<li>Babel</li>
|
||||||
|
<li>Beregand</li>
|
||||||
|
<li>Burgo</li>
|
||||||
|
<li>Calibar</li>
|
||||||
|
<li>Ceren</li>
|
||||||
|
<li>Colvand</li>
|
||||||
|
<li>Crescentia</li>
|
||||||
|
<li>Cymur</li>
|
||||||
|
<li>Dagda</li>
|
||||||
|
<li>Delos</li>
|
||||||
|
<li>Doma</li>
|
||||||
|
<li>Dunova</li>
|
||||||
|
<li>Edessa</li>
|
||||||
|
<li>Endell</li>
|
||||||
|
<li>Entigea</li>
|
||||||
|
<li>Ertha</li>
|
||||||
|
<li>Feror</li>
|
||||||
|
<li>Galatea</li>
|
||||||
|
<li>Garaphis</li>
|
||||||
|
<li>Ghizal</li>
|
||||||
|
<li>Harkell</li>
|
||||||
|
<li>Holne</li>
|
||||||
|
<li>Ildefort</li>
|
||||||
|
<li>Ittia</li>
|
||||||
|
<li>Jeriva</li>
|
||||||
|
<li>Kemes</li>
|
||||||
|
<li>Koga</li>
|
||||||
|
<li>Korinth</li>
|
||||||
|
<li>Lacria</li>
|
||||||
|
<li>Londinium</li>
|
||||||
|
<li>Luxor</li>
|
||||||
|
<li>Malaba</li>
|
||||||
|
<li>Megara</li>
|
||||||
|
<li>Megido</li>
|
||||||
|
<li>Nara</li>
|
||||||
|
<li>Nethis</li>
|
||||||
|
<li>Olcressia</li>
|
||||||
|
<li>Oskara</li>
|
||||||
|
<li>Platea</li>
|
||||||
|
<li>Pirithia</li>
|
||||||
|
<li>Pemble</li>
|
||||||
|
<li>Quivira</li>
|
||||||
|
<li>Regalia</li>
|
||||||
|
<li>Relde</li>
|
||||||
|
<li>Rimea</li>
|
||||||
|
<li>Roston</li>
|
||||||
|
<li>Salazar</li>
|
||||||
|
<li>Samitra</li>
|
||||||
|
<li>Silea</li>
|
||||||
|
<li>Sotera</li>
|
||||||
|
<li>Tartarus</li>
|
||||||
|
<li>Terisia</li>
|
||||||
|
<li>Thule</li>
|
||||||
|
<li>Torren</li>
|
||||||
|
<li>Ulyan</li>
|
||||||
|
<li>Ur</li>
|
||||||
|
<li>Valica</li>
|
||||||
|
<li>Veleia</li>
|
||||||
|
<li>Xanadu</li>
|
||||||
|
<li>Yade</li>
|
||||||
|
<li>Yssira</li>
|
||||||
|
<li>Zepro</li>
|
||||||
|
</ul>
|
||||||
|
<h2>Historical Events, Mysteries and Threats (roll a d20 or choose)</h2>
|
||||||
|
<ol>
|
||||||
|
<li>The death of an important figure.</li>
|
||||||
|
<li>Monsters are restless and aggressive.</li>
|
||||||
|
<li>A meteor will hit the planet.</li>
|
||||||
|
<li>The ocean levels are rising.</li>
|
||||||
|
<li>The discovery of uncharted lands.</li>
|
||||||
|
<li>An ancient evil is being reborn.</li>
|
||||||
|
<li>The world is transforming.</li>
|
||||||
|
<li>The destruction of the moon.</li>
|
||||||
|
<li>Visitors from another world.</li>
|
||||||
|
<li>People have grown apathetic.</li>
|
||||||
|
<li>The rise of a new military power.</li>
|
||||||
|
<li>Gods are forsaking the world.</li>
|
||||||
|
<li>A legendary monster appears.</li>
|
||||||
|
<li>The world is plunged into darkness.</li>
|
||||||
|
<li>The discovery of uncharted lands.</li>
|
||||||
|
<li>Technological advancement.</li>
|
||||||
|
<li>A dimensional gate opens.</li>
|
||||||
|
<li>The loss of important knowledge.</li>
|
||||||
|
<li>A new religion is spreading.</li>
|
||||||
|
<li>The world is dying.</li>
|
||||||
|
</ol>
|
||||||
|
<p>
|
||||||
|
Each of these options can work as an event, mystery or threat — it's up to you
|
||||||
|
how you want to use it!
|
||||||
|
</p>
|
||||||
|
<p>This is a world that teeters on the verge of tragedy.</p>
|
||||||
|
<p>Its hope must be rekindled.</p>
|
||||||
61
books/core/152.html
Normal file
61
books/core/152.html
Normal file
@@ -0,0 +1,61 @@
|
|||||||
|
<h2>Group Creation</h2>
|
||||||
|
<p>
|
||||||
|
Unlike the creation process for your game world, group creation isn't
|
||||||
|
particularly structured — in fact, it’s mostly about establishing the
|
||||||
|
fundamental themes of your early adventures. When you select a group type, you
|
||||||
|
are saying “Hey, this is how we want to explore the world we just created —
|
||||||
|
we’d really like our shared story to mostly focus on these aspects of it.”
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Additionally, your choice of group will inform the kind of heroes you will
|
||||||
|
make during the next step of session zero. Don’t take it as a restriction:
|
||||||
|
instead, see it as a useful reference to go back to whenever you are unsure
|
||||||
|
about your character concepts.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
You can even give your group a name — such as the
|
||||||
|
<strong>Brotherhood of the Griffin</strong> or the
|
||||||
|
<strong>Queenshields</strong>.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If you are the Game Master, treat this step as a precious opportunity to learn
|
||||||
|
what kind of situations, stories, and antagonists everyone is excited about!
|
||||||
|
</p>
|
||||||
|
<h2>BROUGHT TOGETHER BY FATE</h2>
|
||||||
|
<p>
|
||||||
|
You find yourselves working together because of the circumstances. Despite
|
||||||
|
this being a common trope in classic fantasy tales, it is actually the most
|
||||||
|
difficult to pull off since your group will lack a precise goal: you must work
|
||||||
|
with each other during play to build a web of relationships (Bonds become
|
||||||
|
incredibly important).
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If you choose this premise, it may be a good idea to switch to a different
|
||||||
|
type of group once your characters have developed a common goal.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>What emotional or familial connections exist between your characters?</li>
|
||||||
|
<li>
|
||||||
|
Have your characters met in the past? Are there any tensions or rivalries?
|
||||||
|
</li>
|
||||||
|
<li>What do you have in common? Beliefs, enemies, past experiences?</li>
|
||||||
|
</ul>
|
||||||
|
<h2>GUARDIANS</h2>
|
||||||
|
<p>
|
||||||
|
One of the Player Characters is a Chosen One, a person tasked with a mission
|
||||||
|
that could change the very fate of the world. Everyone else in your group has
|
||||||
|
sworn, by duty or by choice, to protect the Chosen One during their travels.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
What bonds, ties or rivalries exist between each guardian and the Chosen
|
||||||
|
One?
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
What is your mission? Who gave it to you? Do the authorities approve of it?
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Why does the Chosen One need protection? Who or what threatens their
|
||||||
|
mission?
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
44
books/core/153.html
Normal file
44
books/core/153.html
Normal file
@@ -0,0 +1,44 @@
|
|||||||
|
<h1>CHAPTER HEROES OF THE RESISTANCE</h1>
|
||||||
|
<p>
|
||||||
|
You are the last line of defense against a terrible power, a darkness that
|
||||||
|
threatens to envelop the known world — such as a power-hungry kingdom or an
|
||||||
|
oppressive empire. The fate of many lies within your hands.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Why is this daunting task up to you? Have you fought against this enemy
|
||||||
|
before?
|
||||||
|
</li>
|
||||||
|
<li>Which factions helped you, and which ones betrayed or opposed you?</li>
|
||||||
|
<li>Who are the most infamous among the enemy leaders and followers?</li>
|
||||||
|
</ul>
|
||||||
|
<h2>REVOLUTIONARIES</h2>
|
||||||
|
<p>
|
||||||
|
You form a small force that fights tooth and nail against a dominant power: it
|
||||||
|
might be a tyrannical government, a military occupation, or even a ruthless
|
||||||
|
industrial company. Society and security forces probably consider you
|
||||||
|
criminals or terrorists.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>What is the price your character paid for their insubordination?</li>
|
||||||
|
<li>
|
||||||
|
Which factions promised you their help? Which factions might oppose you?
|
||||||
|
</li>
|
||||||
|
<li>What are your enemies’ crimes, and why is no one else opposing them?</li>
|
||||||
|
</ul>
|
||||||
|
<h2>SEEKERS</h2>
|
||||||
|
<p>
|
||||||
|
You are desperately searching for someone or something — a powerful witch, an
|
||||||
|
ancient relic, a legendary location, or even a long-lost technological marvel.
|
||||||
|
What you seek is the world’s last hope, or at least, you think it is.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
What is it you are trying to prevent or remedy? What are you looking for?
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
What do you know of your mission? Who or what gave you this information?
|
||||||
|
</li>
|
||||||
|
<li>Who doesn't want you to find what you seek?</li>
|
||||||
|
<li>What prompted each of you to join this mission?</li>
|
||||||
|
</ul>
|
||||||
58
books/core/154.html
Normal file
58
books/core/154.html
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
<h1>CHARACTER CREATION</h1>
|
||||||
|
<p>
|
||||||
|
Grab some blank character sheets because it is time to create Player
|
||||||
|
Characters!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
While this might look like something you can do on your own, it is actually
|
||||||
|
better for all participants (Game Master included) to go through this step
|
||||||
|
together: while each hero belongs to the person controlling them, these
|
||||||
|
characters are destined to be adventuring together, which means they should
|
||||||
|
have some “chemistry” from the very beginning!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Character Creation is presented as a series of steps, similarly to World
|
||||||
|
Creation; you are not, however, bound to take these steps in this exact order.
|
||||||
|
You can go back and modify your choices anytime during the process.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Characters are normally created at level 5; see
|
||||||
|
<a href="/books/core/#page-229">page 229</a> for higher-level PCs.
|
||||||
|
</p>
|
||||||
|
<h2>Character Creation Steps</h2>
|
||||||
|
<ol>
|
||||||
|
<li>
|
||||||
|
<strong>Identity:</strong> Choose or create your character's Identity: a
|
||||||
|
short sentence that briefly summarizes how they see themselves at the
|
||||||
|
moment.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Theme:</strong> Choose or create your character's Theme: a strong
|
||||||
|
ideal, emotion or feeling that dominates your character's actions.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Origin:</strong> Choose or create your character's Origin: the place
|
||||||
|
they hail from. You may select a location on your world sheet or add a new
|
||||||
|
one.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Classes and Levels:</strong> Choose two or three Classes and
|
||||||
|
distribute your initial five levels among them. Take note of the free
|
||||||
|
benefits and Skills gained.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Attributes:</strong> Determine the base die size of your character's
|
||||||
|
four Attribute scores: <em>Dexterity, Insight, Might,</em> and
|
||||||
|
<em>Willpower</em>.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Calculations:</strong> Calculate your starting Hit Points, Mind
|
||||||
|
Points, Inventory Points, Defense, Magic Defense, and Initiative modifier.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Equipment/Savings:</strong> Use a starting budget of 500 zenit to
|
||||||
|
purchase equipment, then add any leftovers to a roll of 2d6 × 10 to
|
||||||
|
determine initial savings.
|
||||||
|
</li>
|
||||||
|
</ol>
|
||||||
|
<p>Describe your character and choose their name and pronouns!</p>
|
||||||
56
books/core/155.html
Normal file
56
books/core/155.html
Normal file
@@ -0,0 +1,56 @@
|
|||||||
|
<h1>CREATE YOUR IDENTITY</h1>
|
||||||
|
<p>
|
||||||
|
This is your first step, and to say it will influence each and every following
|
||||||
|
choice would be an understatement. Your character’s Identity is a short
|
||||||
|
sentence that quickly summarizes how they currently see themselves.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When you create your Identity, keep an eye on the list of available Classes
|
||||||
|
(see <a href="/books/core/#page-160">page 160</a>) and make sure there is a
|
||||||
|
combination of two or three Classes that fits your Identity. If you really
|
||||||
|
can’t find what you need, try adjusting your Identity and adapting it to fit
|
||||||
|
one of the available combinations.
|
||||||
|
</p>
|
||||||
|
<p>Here are a few examples of good identities:</p>
|
||||||
|
<ul>
|
||||||
|
<li>Royal Knight.</li>
|
||||||
|
<li>Queen of the Desert Thieves.</li>
|
||||||
|
<li>Battle Priestess of the Old Faith.</li>
|
||||||
|
<li>Warrior Princess of the Moon People.</li>
|
||||||
|
<li>Elderly Amnesiac Sorcerer.</li>
|
||||||
|
<li>Former Imperial Strategist.</li>
|
||||||
|
<li>Freedom-fighting Brawler.</li>
|
||||||
|
<li>Magitech Scientist.</li>
|
||||||
|
<li>Tormented Veteran.</li>
|
||||||
|
<li>One-eyed Samurai.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Keep in mind that you can invoke your Identity to give yourself an edge when
|
||||||
|
making Checks: pick something that will prove useful in play.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Over the course of your adventures, you will be able to change your Identity:
|
||||||
|
a Captain of the Crimson Reapers might redeem herself and change her Identity
|
||||||
|
to that of a Knight of the White Flame, for instance. This is a good thing: it
|
||||||
|
means your character has grown into someone different!
|
||||||
|
</p>
|
||||||
|
<h2>Example: Robert is creating his first character.</h2>
|
||||||
|
<p>
|
||||||
|
Previously, he and the rest of her group worked on their game world: a land in
|
||||||
|
early industrial development, where magic is tied to family bloodlines.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
They are going to be heroes of the resistance, fighting against a
|
||||||
|
technological empire that seeks to imprison anyone who can channel magic.
|
||||||
|
Robert’s character, Camilla, is going to be the (supposedly) last surviving
|
||||||
|
member of Platea's royal dynasty.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Contrary to her older brothers and sisters, Camilla never developed any
|
||||||
|
magical ability: however, she has been trained as a knight and diplomat.
|
||||||
|
</p>
|
||||||
|
<p>Camilla's Identity is going to be “The Last Princess of Platea”.</p>
|
||||||
|
<p>
|
||||||
|
While talking with the rest of her group, Robert points out that he’s open to
|
||||||
|
Camilla discovering her “latent magical powers” over the course of the game.
|
||||||
|
</p>
|
||||||
117
books/core/156.html
Normal file
117
books/core/156.html
Normal file
@@ -0,0 +1,117 @@
|
|||||||
|
<h1>IDENTITY CREATION TABLES</h1>
|
||||||
|
<p>
|
||||||
|
You may roll a d6 and d20 or choose entries from these tables to create your
|
||||||
|
Identity.
|
||||||
|
</p>
|
||||||
|
<h2>Core Concept (roll or choose; up to two)</h2>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>d20</th>
|
||||||
|
<th>d20</th>
|
||||||
|
<th>d20</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>1. Knight</td>
|
||||||
|
<td>1. Bodyguard</td>
|
||||||
|
<td>1. Animated Puppet</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>2. Bounty Hunter</td>
|
||||||
|
<td>2. Bandit</td>
|
||||||
|
<td>2. Scavenger</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>3. Martial Artist</td>
|
||||||
|
<td>3. Factory Worker</td>
|
||||||
|
<td>3. Rebel Agent</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>4. Treasure Hunter</td>
|
||||||
|
<td>4. Student</td>
|
||||||
|
<td>4. Warrior Mage</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>5. Alien</td>
|
||||||
|
<td>5. Painter</td>
|
||||||
|
<td>5. Noble</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>6. Priest/ess</td>
|
||||||
|
<td>6. Magitech Engineer</td>
|
||||||
|
<td>6. Duelist</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>7. Professor</td>
|
||||||
|
<td>7. Archer</td>
|
||||||
|
<td>7. Monster Hunter</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>8. Samurai</td>
|
||||||
|
<td>8. Occultist</td>
|
||||||
|
<td>8. Medic</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>9. Bard</td>
|
||||||
|
<td>9. Paladin</td>
|
||||||
|
<td>9. Shapeshifter</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>10. Soldier</td>
|
||||||
|
<td>10. Monk</td>
|
||||||
|
<td>10. Pirate</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>11. Inventor</td>
|
||||||
|
<td>11. Gunslinger</td>
|
||||||
|
<td>11. Gambler</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>12. Smuggler</td>
|
||||||
|
<td>12. Black Knight</td>
|
||||||
|
<td>12. Rōnin</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>13. Automaton</td>
|
||||||
|
<td>13. Alchemist</td>
|
||||||
|
<td>13. Mercenary</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>14. Ninja</td>
|
||||||
|
<td>14. Airship Pilot</td>
|
||||||
|
<td>14. Cook</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>15. Diplomat</td>
|
||||||
|
<td>15. Spy</td>
|
||||||
|
<td>15. Commander</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>16. Thief</td>
|
||||||
|
<td>16. Templar</td>
|
||||||
|
<td>16. Sniper</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>17. King/Queen</td>
|
||||||
|
<td>17. Mechanic</td>
|
||||||
|
<td>17. Athlete</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>18. Mage</td>
|
||||||
|
<td>18. Dancer</td>
|
||||||
|
<td>18. Healer</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>19. Gladiator</td>
|
||||||
|
<td>19. Cannoneer</td>
|
||||||
|
<td>19. Demon Hunter</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>20. Prince/ss</td>
|
||||||
|
<td>20. Merchant</td>
|
||||||
|
<td>20. Abomination</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
121
books/core/157.html
Normal file
121
books/core/157.html
Normal file
@@ -0,0 +1,121 @@
|
|||||||
|
<blockquote>
|
||||||
|
Once a fearsome pirate, Lady Morgan is now the respected protector of
|
||||||
|
Tidebreak Cove.
|
||||||
|
</blockquote>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th colspan="2">Adjectives (roll or choose; up to two)</th>
|
||||||
|
<th>Detail (roll or choose; up to one)</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<th>1-3</th>
|
||||||
|
<th>4-6</th>
|
||||||
|
<th>(no d6 roll)</th>
|
||||||
|
</tr>
|
||||||
|
|
||||||
|
<tr>
|
||||||
|
<td>1. Charming</td>
|
||||||
|
<td>1. Devout</td>
|
||||||
|
<td>1. from an Ancient Bloodline</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>2. Oathbreaker</td>
|
||||||
|
<td>2. Last</td>
|
||||||
|
<td>2. on the Run</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>3. Chosen</td>
|
||||||
|
<td>3. Distant</td>
|
||||||
|
<td>3. of the Old Faith</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>4. Former Imperial</td>
|
||||||
|
<td>4. Proud</td>
|
||||||
|
<td>4. Seeking Justice</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>5. Troubled</td>
|
||||||
|
<td>5. Wanted</td>
|
||||||
|
<td>5. in Disgrace</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>6. Brave</td>
|
||||||
|
<td>6. Fearful</td>
|
||||||
|
<td>6. of the Crimson Wings</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>7. Animal-loving</td>
|
||||||
|
<td>7. Kind</td>
|
||||||
|
<td>7. from the High Academy</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>8. Amnesiac</td>
|
||||||
|
<td>8. Respectable</td>
|
||||||
|
<td>8. from the Moon</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>9. Dashing</td>
|
||||||
|
<td>9. Tainted</td>
|
||||||
|
<td>9. of the Seven Seas</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>10. Imperial</td>
|
||||||
|
<td>10. Young</td>
|
||||||
|
<td>10. from the Future</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>11. Free-spirited</td>
|
||||||
|
<td>11. Eccentric</td>
|
||||||
|
<td>11. looking for Answers</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>12. Loyal</td>
|
||||||
|
<td>12. Well-connected</td>
|
||||||
|
<td>12. without a Homeland</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>13. Elderly</td>
|
||||||
|
<td>13. Naive</td>
|
||||||
|
<td>13. of the Royal Army</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>14. Chivalrous</td>
|
||||||
|
<td>14. Spoiled</td>
|
||||||
|
<td>14. from Another Dimension</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>15. Smiling</td>
|
||||||
|
<td>15. Gifted</td>
|
||||||
|
<td>15. of the Desert Clans</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>16. No-nonsense</td>
|
||||||
|
<td>16. Royal</td>
|
||||||
|
<td>16. of the Storm Knights</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>17. Apprentice</td>
|
||||||
|
<td>17. Reckless</td>
|
||||||
|
<td>17. with a Heart of Gold</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>18. Influent</td>
|
||||||
|
<td>18. Furtive</td>
|
||||||
|
<td>18. from the Ancient Forest</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>19. Ill-tempered</td>
|
||||||
|
<td>19. Famous</td>
|
||||||
|
<td>19. from the Past</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>20. Tough</td>
|
||||||
|
<td>20. Non-human*</td>
|
||||||
|
<td>20. of the Sacred Flame</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
65
books/core/158.html
Normal file
65
books/core/158.html
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
<h1>CHOOSE OR CREATE YOUR THEME</h1>
|
||||||
|
<p>
|
||||||
|
Each Player Character in Fabula Ultima is defined by a primary Theme, a strong
|
||||||
|
ideal or emotion driving their actions and choices. If you had to build an
|
||||||
|
entire scene around your character, their Theme would be its dominant focus.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If this is your first character, it is strongly suggested that you pick your
|
||||||
|
Theme from the list below. Otherwise, you can create something new and unique:
|
||||||
|
discuss this choice with the rest of your group and make sure it creates
|
||||||
|
interesting situations.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When you choose a Theme, describe how it applies to your character — what is
|
||||||
|
their Ambition? What Duty are they bound by? Who will be the target of their
|
||||||
|
Vengeance?
|
||||||
|
</p>
|
||||||
|
<h2>Suggested Themes</h2>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Ambition</strong>: You strive to prove your worth to yourself and/or
|
||||||
|
others.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Anger</strong>: You are a ticking bomb, always on the brink of rage.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Belonging</strong>: You are afraid of being alone, forgotten or
|
||||||
|
abandoned.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Doubt</strong>: You need to find the answer to a burning question.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Duty</strong>: You live to fulfill a promise you made or obey an
|
||||||
|
order you received.
|
||||||
|
</li>
|
||||||
|
<li><strong>Guilt</strong>: You wish to atone for your past mistakes.</li>
|
||||||
|
<li>
|
||||||
|
<strong>Hope</strong>: You seek a better world for yourself and/or others.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Justice</strong>: You always side with the weak and defenseless.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Mercy</strong>: You wish to help others, regardless of their past
|
||||||
|
misdeeds.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Vengeance</strong>: You seek to bring retribution upon someone or
|
||||||
|
something.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Just like with your Identity, pick something that will prove useful in play,
|
||||||
|
and remember that you will be able to change your Theme over the course of the
|
||||||
|
game.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Vengeance could be a fitting Theme for Camilla, but Robert doesn’t want her to
|
||||||
|
be consumed by bitterness and a grudge. The young hero's true goal is to
|
||||||
|
create a land where her people can live in accordance with their customs and
|
||||||
|
traditions, which the Empire has outlawed: therefore, Camilla's Theme will be
|
||||||
|
Hope.
|
||||||
|
</p>
|
||||||
28
books/core/159.html
Normal file
28
books/core/159.html
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
<h1>CHOOSE OR CREATE YOUR ORIGIN</h1>
|
||||||
|
<p>
|
||||||
|
All heroes come from somewhere: this is their Origin. It might be a humble
|
||||||
|
village, a great city, or even something more fantastical such as a palace in
|
||||||
|
the depths of the ocean, the Moon’s surface, or an entirely different solar
|
||||||
|
system.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
You may pick a location that is already present on the map sheet or create a
|
||||||
|
new one. Just like your Identity and Theme, your Origin may be invoked to
|
||||||
|
reroll one or both dice during a Check. However, you will normally be unable
|
||||||
|
to change your Origin in play — unless you suddenly discover you come from an
|
||||||
|
entirely different place and your memories are fake, which is a fantasy trope
|
||||||
|
as well.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Robert came up with the concept for Platea while creating Camilla; because of
|
||||||
|
this, Platea must be added to the map sheet. Robert chooses an area in the
|
||||||
|
South and describes Platea as a once-peaceful and bright citadel atop a cliff
|
||||||
|
overseeing a vast lake. Right now, the city has been seized by the Empire.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
In Fabula Ultima, your character's species and heritage has no mechanical
|
||||||
|
impact unless you want it to — perhaps their Identity is that of a Fallen
|
||||||
|
Elven Prince, or some of their Class Skills can be explained as a consequence
|
||||||
|
of their unique anatomy or bloodline.
|
||||||
|
</p>
|
||||||
|
<h2>FANTASY SPECIES</h2>
|
||||||
28
books/core/16.html
Normal file
28
books/core/16.html
Normal file
@@ -0,0 +1,28 @@
|
|||||||
|
<h1>YOUR WORLD COULD BE... HIGH FANTASY</h1>
|
||||||
|
<p>
|
||||||
|
Great castles whose crystal spires reach the sky, fleets of ornate airships
|
||||||
|
emerging from the clouds, vast stretches of enchanted forests, and ancient,
|
||||||
|
sprawling ruins brimming with magical golems and powerful artifacts. A High
|
||||||
|
Fantasy world is an ageless classic and the perfect fit for your Fabula Ultima
|
||||||
|
story.
|
||||||
|
</p>
|
||||||
|
<h2>HIGH FANTASY THEMES AND PROTAGONISTS</h2>
|
||||||
|
<p>
|
||||||
|
High fantasy stories often revolve around themes such as hope, friendship, and
|
||||||
|
fighting together against supernatural and world-ending threats.
|
||||||
|
</p>
|
||||||
|
<p>Their protagonists often come from many different backgrounds:</p>
|
||||||
|
<ul>
|
||||||
|
<li>The princess who lost her kingdom to the antagonist's army.</li>
|
||||||
|
<li>The veteran soldier who pledged to protect the people with her life.</li>
|
||||||
|
<li>The young, inexperienced hero from a remote village.</li>
|
||||||
|
<li>The dashing sky pirate with a heart of gold.</li>
|
||||||
|
<li>
|
||||||
|
The old wizard mentor who spent his life searching for a legendary spell.
|
||||||
|
</li>
|
||||||
|
<li>The dark knight seeking redemption for his crimes.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Together they must overcome their differences and disagreements, forging
|
||||||
|
strong bonds that will allow them to save the world from a terrible fate.
|
||||||
|
</p>
|
||||||
81
books/core/160.html
Normal file
81
books/core/160.html
Normal file
@@ -0,0 +1,81 @@
|
|||||||
|
<h1>CHOOSE TWO TO THREE STARTING CLASSES</h1>
|
||||||
|
<p>
|
||||||
|
Your character begins play at level 5. This means you will have five levels to
|
||||||
|
distribute among any of the fifteen available Classes. Your character must
|
||||||
|
have at least two Classes when they begin play, and no more than three.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Entries describing each Class can be found starting on
|
||||||
|
<a href="/books/core/#page-176">page 176</a>, but the table below offers a
|
||||||
|
quick summary of their individual focus.
|
||||||
|
</p>
|
||||||
|
<h2>Classes</h2>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Arcanist</strong> Summon magical avatars of ancient, godlike
|
||||||
|
entities.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Chimerist</strong> Learn spells from creatures and speak with
|
||||||
|
beasts.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Darkblade</strong> Unleash dark attacks and draw power from Bonds.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Elementalist</strong> Wield the destructive power of the elements.
|
||||||
|
</li>
|
||||||
|
<li><strong>Entropist</strong> Channel the dark energy of the Cosmos.</li>
|
||||||
|
<li><strong>Fury</strong> Provoke enemies and hit harder when damaged.</li>
|
||||||
|
<li>
|
||||||
|
<span class="class-note">w</span> Allows you to equip martial melee weapons
|
||||||
|
and armors.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Guardian</strong> Protect your allies and fight clad in heavy armor.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<span class="class-note">w</span> Allows you to equip martial armor and
|
||||||
|
shields.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Loremaster</strong> Be a master of knowledge and support your
|
||||||
|
allies.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Orator</strong> Use your words to gain allies and influence
|
||||||
|
conflicts.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Rogue</strong> Seize opportunities and steal unique items from
|
||||||
|
enemies.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Sharpshooter</strong> Excel at ranged combat and negate ranged
|
||||||
|
attacks.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<span class="class-note">w</span> Allows you to equip martial ranged weapons
|
||||||
|
and shields.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Spiritist</strong> Support your allies with magic and cast light
|
||||||
|
spells.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Tinkerer</strong> Craft inventions and use Inventory Points in new
|
||||||
|
ways.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Wayfarer</strong> Be a master explorer and join forces with a loyal
|
||||||
|
companion.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Weaponmaster</strong> Excel at melee combat and counter melee
|
||||||
|
attacks.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<span class="class-note">w</span> Allows you to equip martial melee weapons
|
||||||
|
and shields.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
54
books/core/161.html
Normal file
54
books/core/161.html
Normal file
@@ -0,0 +1,54 @@
|
|||||||
|
Every Class provides the following information:
|
||||||
|
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
A short description of the Class, covering its general role and premise.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
A list of questions that will help you define the goals, past experiences,
|
||||||
|
and behavior of your character. You don’t have to answer all of them
|
||||||
|
straight away — in fact, it's much better to let these elements emerge
|
||||||
|
during play, through your character’s actions and choices. You also can
|
||||||
|
decide to ignore some of these questions if your character concept isn't
|
||||||
|
strongly tied to that particular Class.
|
||||||
|
</li>
|
||||||
|
|
||||||
|
<li>
|
||||||
|
A list of free benefits that your character will gain simply by acquiring
|
||||||
|
the Class, such as the ability to equip martial equipment or a slight
|
||||||
|
increase to Hit Points, Mind Points or Inventory Points. If two or more of
|
||||||
|
your Classes give you the same free benefits, they will stack!
|
||||||
|
</li>
|
||||||
|
|
||||||
|
<li>
|
||||||
|
A set of five Class Skills that are unique to the Class in question.
|
||||||
|
Whenever you invest a level in a Class, you acquire one of its Skills; any
|
||||||
|
Skills marked with a (ç) can be acquired multiple times, usually making them
|
||||||
|
stronger or more flexible. The number following the (ç) symbol tells you the
|
||||||
|
maximum number of times that Skill can be acquired — for instance, a (ç5)
|
||||||
|
Skill can be taken up to five times. When the text of a Skill mentions【
|
||||||
|
SL】, that is the Skill Level, which is to say how many times you have
|
||||||
|
acquired that Skill.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<p class="example">
|
||||||
|
When choosing Classes, keep in mind these simply represent your current
|
||||||
|
abilities — they will not impact your character's role in the narrative unless
|
||||||
|
you want them to, and you may steer your character in entirely different
|
||||||
|
directions later on.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
For instance, a knight might have invested levels in Elementalist to learn a
|
||||||
|
few combat spells, without necessarily being a student of elemental magic.
|
||||||
|
</p>
|
||||||
|
<div class="example">
|
||||||
|
If you are short on time or ideas, feel free to take a look at the Classic
|
||||||
|
Characters starting on page 172: these level 5 archetypes will prove solid in
|
||||||
|
play. Robert is intrigued by the Loremaster and Orator Classes but also
|
||||||
|
realizes Camilla trained with some of the best fighters in the land, which
|
||||||
|
means Weaponmaster would be another fitting choice. In the end, he decides to
|
||||||
|
invest two levels in Orator (acquiring Encourage and Unexpected Ally), then
|
||||||
|
three levels in Weaponmaster (acquiring Bone Crusher twice and then the
|
||||||
|
powerful Counterattack).
|
||||||
|
</div>
|
||||||
51
books/core/162.html
Normal file
51
books/core/162.html
Normal file
@@ -0,0 +1,51 @@
|
|||||||
|
<h1>Attribute Dice Mechanics</h1>
|
||||||
|
<p>
|
||||||
|
Each of a Player Character’s main Attributes (Dexterity, Insight, Might, and
|
||||||
|
Willpower) is represented by a die size, from a minimum of d6 to a maximum of
|
||||||
|
d12.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Bigger die sizes indicate a more trained Attribute or a stronger natural
|
||||||
|
talent.
|
||||||
|
</p>
|
||||||
|
<h2>Attributes Defined</h2>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Dexterity</strong> measures precision, coordination, finesse and
|
||||||
|
reflexes.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Insight</strong> represents observation, understanding and
|
||||||
|
reasoning.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Might</strong> is a measure of strength, resilience and physical
|
||||||
|
fortitude.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Willpower</strong> represents determination, charisma and the
|
||||||
|
ability to influence others.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<h2>Character Profile Selection</h2>
|
||||||
|
<p>
|
||||||
|
Choose one of the following profiles for your hero, then distribute the
|
||||||
|
corresponding die sizes among their four Attributes (on your character sheet,
|
||||||
|
these should be written in the “base size” column).
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Jack of All Trades:</strong> d8, d8, d8, d8</li>
|
||||||
|
<li><strong>Average:</strong> d10, d8, d8, d6</li>
|
||||||
|
<li><strong>Specialized:</strong> d10, d10, d6, d6</li>
|
||||||
|
</ul>
|
||||||
|
<p><strong>Example Application:</strong></p>
|
||||||
|
<p>
|
||||||
|
Camilla is very insightful (Insight d10), fairly agile and determined
|
||||||
|
(Dexterity d8 and Willpower d8), but not particularly imposing (Might d6).
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
<em
|
||||||
|
>When allocating Attribute dice, you should take into account your choices
|
||||||
|
of Classes and Skills!</em
|
||||||
|
>
|
||||||
|
</p>
|
||||||
50
books/core/163.html
Normal file
50
books/core/163.html
Normal file
@@ -0,0 +1,50 @@
|
|||||||
|
<h2>CHAPTER CALCULATE YOUR HIT POINTS AND MIND POINTS</h2>
|
||||||
|
<p>
|
||||||
|
Your maximum <strong>Hit Points</strong> and <strong>Mind Points</strong> are
|
||||||
|
calculated as follows:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Your maximum Hit Points are equal to your total character level + five times
|
||||||
|
your character’s base Might die size.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Your Crisis score is equal to half your maximum Hit Points, rounded down.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Your maximum Mind Points are equal to your total character level + five times
|
||||||
|
your character’s base Willpower die size.
|
||||||
|
</p>
|
||||||
|
<p>Your character begins the game with full Hit Points and Mind Points.</p>
|
||||||
|
<p>
|
||||||
|
These values may be further modified by your character’s choices of Class,
|
||||||
|
Skills and equipment.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Note that while some game elements might temporarily alter the die size of
|
||||||
|
your Attributes, this will never increase or decrease your Hit Points and Mind
|
||||||
|
Points.
|
||||||
|
</p>
|
||||||
|
<h3>Example Calculation</h3>
|
||||||
|
<p>
|
||||||
|
Camilla has 40 maximum Hit Points (level 5 + five times her Might of 6 + an
|
||||||
|
additional 5 Hit Points granted by the Weaponmaster Class) and 50 maximum Mind
|
||||||
|
Points (level 5 + five times her Willpower of 8 + an additional 5 Mind Points
|
||||||
|
granted by the Orator Class).
|
||||||
|
</p>
|
||||||
|
<p>Camilla's Crisis score is 20.</p>
|
||||||
|
<h2>CALCULATE YOUR INVENTORY POINTS</h2>
|
||||||
|
<p>Your maximum Inventory Points are calculated as follows:</p>
|
||||||
|
<ul>
|
||||||
|
<li>Your maximum Inventory Points are equal to 6.</li>
|
||||||
|
</ul>
|
||||||
|
<p>Your character begins the game with full Inventory Points.</p>
|
||||||
|
<p>
|
||||||
|
Note that this number may be further modified by your character’s choices of
|
||||||
|
Class, Skills and equipment.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Since neither Orator nor Weaponmaster increase maximum Inventory Points,
|
||||||
|
Camilla has 6 maximum Inventory Points.
|
||||||
|
</p>
|
||||||
62
books/core/164.html
Normal file
62
books/core/164.html
Normal file
@@ -0,0 +1,62 @@
|
|||||||
|
<h1>CALCULATE YOUR DEFENSE, MAGIC DEFENSE AND INITIATIVE</h1>
|
||||||
|
<p>Your Defense and Magic Defense scores are calculated as follows:</p>
|
||||||
|
<ul>
|
||||||
|
<li>Your Defense is equal to your current Dexterity die size.</li>
|
||||||
|
<li>Your Magic Defense is equal to your current Insight die size.</li>
|
||||||
|
<li>Your Initiative modifier is equal to 0.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Your defenses will be further influenced by the armor and shields you are
|
||||||
|
wearing; your Initiative modifier will also be influenced by your choice of
|
||||||
|
armor.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Note that some game elements might temporarily alter your Attribute die sizes,
|
||||||
|
which will affect your Defense and Magic Defense (since these are based on the
|
||||||
|
current Attribute die size, not your base Attribute die size).
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Camilla has a Defense score of 8, a Magic Defense score of 10 and no
|
||||||
|
Initiative modifier. Later on, her equipment choices will modify these
|
||||||
|
numbers.
|
||||||
|
</p>
|
||||||
|
<h2>PURCHASE STARTING EQUIPMENT</h2>
|
||||||
|
<p>
|
||||||
|
You get a total budget of 500 zenit to purchase equipment with. By default,
|
||||||
|
you can only purchase basic weapons and basic armor and shields; these items
|
||||||
|
are listed on the next four pages for easy reference. If you want to purchase
|
||||||
|
rare items (<a href="/books/core/#page-266">page 266</a>) or transports (<a
|
||||||
|
href="/books/core/#page-125"
|
||||||
|
>page 125</a
|
||||||
|
>), discuss it with the rest of your group.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
To purchase a martial (E) item, you must first be able to equip it — a benefit
|
||||||
|
granted by specific Classes:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Darkblade</strong> allows you to equip martial melee weapons and
|
||||||
|
martial armor.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Fury</strong> allows you to equip martial melee weapons and martial
|
||||||
|
armor.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Guardian</strong> allows you to equip martial armor and martial
|
||||||
|
shields.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons and
|
||||||
|
martial shields.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Weaponmaster</strong> allows you to equip martial melee weapons and
|
||||||
|
martial shields.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Write any items you purchase on your sheet and take note of their effects;
|
||||||
|
remember that ranged weapons do not require you to track ammunition.
|
||||||
|
</p>
|
||||||
45
books/core/165.html
Normal file
45
books/core/165.html
Normal file
@@ -0,0 +1,45 @@
|
|||||||
|
<h1>33PRESS START</h1>
|
||||||
|
<p>W</p>
|
||||||
|
<h2>CHAPTER</h2>
|
||||||
|
<h3>The Weaponmaster Class</h3>
|
||||||
|
<p>
|
||||||
|
The Weaponmaster Class allows Camilla to equip martial melee weapons and
|
||||||
|
shields.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Robert spends 200 zenit on a rapier (which relies on Camilla's Dexterity and
|
||||||
|
Insight), 150 zenit on a runic shield (a +2 bonus to both defenses is very
|
||||||
|
good!) and another 100 zenit on a travel garb.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Robert writes all these items on Camilla's sheet, noting how her armor and
|
||||||
|
shield increase Defense and Magic Defense by three points (Defense 11 and
|
||||||
|
Magic Defense 13) but also give her an Initiative modifier of -1.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Needless to say, you are free to alter the name of any item that doesn't fit
|
||||||
|
your character's concept — for instance, your bronze sword might become a
|
||||||
|
scimitar or your silk vest might become a kimono.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If none of the basic weapon options fit your character concept and your group
|
||||||
|
is okay with it, you may use the rules for creating rare weapons found on page
|
||||||
|
268. However, remember that by default, starting weapons don't have any
|
||||||
|
Quality and always deal physical damage. You may ignore one or both
|
||||||
|
limitations as long as the rest of your group agrees on it (and you have
|
||||||
|
enough zenit to afford the improvements).
|
||||||
|
</p>
|
||||||
|
<h2>ROLL FOR INITIAL SAVINGS</h2>
|
||||||
|
<p>
|
||||||
|
Your character begins play with an amount of zenit equal to 2d6 × 10 (for
|
||||||
|
instance, rolling an 8 on the dice means you begin with 80 zenit).
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Any left-over zenit from the previous step is added to these initial savings!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Robert rolls 2d6 × 10 and gets 60 zenit, which are added to the 50 zenit left
|
||||||
|
from the previous step — for a total of 120 zenit in initial savings.
|
||||||
|
</p>
|
||||||
|
<h2>GAIN YOUR STARTING FABULA POINTS</h2>
|
||||||
|
<p>Each Player Character enters play with 3 Fabula Points.</p>
|
||||||
74
books/core/166.html
Normal file
74
books/core/166.html
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@@ -0,0 +1,74 @@
|
|||||||
|
<h2>WEAPON COST ACCURACY DAMAGE</h2>
|
||||||
|
<section>
|
||||||
|
<h3>Arcane Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Staff</strong> 100 z 【WLP + WLP】 【HR + 6】 physical
|
||||||
|
<p>Two-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Tome</strong> 100 z 【INS + INS】 【HR + 6】 physical
|
||||||
|
<p>Two-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</section>
|
||||||
|
<section>
|
||||||
|
<h3>Bow Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Crossbow</strong> 150 z 【DEX + INS】 【HR + 8】 physical
|
||||||
|
<p>Two-handed w Ranged w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Shortbow</strong> 200 z 【DEX + DEX】 【HR + 8】 physical
|
||||||
|
<p>Two-handed w Ranged w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</section>
|
||||||
|
<section>
|
||||||
|
<h3>Brawling Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Unarmed Strike</strong> - 【DEX + MIG】 【HR + 0】 physical
|
||||||
|
<p>
|
||||||
|
One-handed w Melee w Automatically equipped in each empty hand slot.
|
||||||
|
</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Improvised (Melee)</strong> - 【DEX + MIG】 【HR + 2】 physical
|
||||||
|
<p>One-handed w Melee w Breaks after the attack.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Iron Knuckle</strong> 150 z 【DEX + MIG】 【HR + 6】 physical
|
||||||
|
<p>One-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</section>
|
||||||
|
<section>
|
||||||
|
<h3>Dagger Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Steel Dagger</strong> 150 z 【DEX + INS】 +1 【HR + 4】 physical
|
||||||
|
<p>One-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</section>
|
||||||
|
<section>
|
||||||
|
<h3>Firearm Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Pistol E</strong> 250 z 【DEX + INS】 【HR + 8】 physical
|
||||||
|
<p>One-handed w Ranged w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</section>
|
||||||
|
<section>
|
||||||
|
<h3>Flail Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Chain Whip</strong> 150 z 【DEX + DEX】 【HR + 8】 physical
|
||||||
|
<p>Two-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</section>
|
||||||
|
<h2>BASIC WEAPONS</h2>
|
||||||
64
books/core/167.html
Normal file
64
books/core/167.html
Normal file
@@ -0,0 +1,64 @@
|
|||||||
|
<h1>33 PRESS START</h1>
|
||||||
|
<h2>Equipment List</h2>
|
||||||
|
<h3>Heavy Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Iron Hammer</strong>: 200 z 【MIG + MIG】 【HR + 6】 physical
|
||||||
|
<p>One-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Broadaxe E</strong>: 250 z 【MIG + MIG】 【HR + 10】 physical
|
||||||
|
<p>One-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Waraxe E</strong>: 250 z 【MIG + MIG】 【HR + 14】 physical
|
||||||
|
<p>Two-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<h3>Spear Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Light Spear E</strong>: 200 z 【DEX + MIG】 【HR + 8】 physical
|
||||||
|
<p>One-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Heavy Spear E</strong>: 200 z 【DEX + MIG】 【HR + 12】 physical
|
||||||
|
<p>Two-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<h3>Sword Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Bronze Sword E</strong>: 200 z 【DEX + MIG】 +1 【HR + 6】 physical
|
||||||
|
<p>One-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Greatsword E</strong>: 200 z 【DEX + MIG】 +1 【HR + 10】 physical
|
||||||
|
<p>Two-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Katana E</strong>: 200 z 【DEX + INS】 +1 【HR + 10】 physical
|
||||||
|
<p>Two-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Rapier E</strong>: 200 z 【DEX + INS】 +1 【HR + 6】 physical
|
||||||
|
<p>One-handed w Melee w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<h3>Thrown Category</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Improvised (Ranged)</strong>: 【DEX + MIG】 【HR + 2】 physical
|
||||||
|
<p>One-handed w Ranged w Breaks after the attack.</p>
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Shuriken</strong>: 150 z 【DEX + INS】 【HR + 4】 physical
|
||||||
|
<p>One-handed w Ranged w No Quality.</p>
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<aside class="notes">
|
||||||
|
<p>
|
||||||
|
<strong>Note:</strong> A starting character gets 500 zenit to purchase
|
||||||
|
equipment with.
|
||||||
|
</p>
|
||||||
|
</aside>
|
||||||
59
books/core/168.html
Normal file
59
books/core/168.html
Normal file
@@ -0,0 +1,59 @@
|
|||||||
|
<h1>BASIC ARMORS</h1>
|
||||||
|
<p>
|
||||||
|
<strong>ARMOR</strong> <strong>COST</strong> <strong>DEFENSE</strong>
|
||||||
|
<strong>M. DEFENSE</strong> <strong>INITIATIVE</strong>
|
||||||
|
</p>
|
||||||
|
<p>No Armor - DEX die INS die -</p>
|
||||||
|
<p><em>No Quality.</em></p>
|
||||||
|
<h2>Basic Armors</h2>
|
||||||
|
<dl>
|
||||||
|
<dt>Silk Shirt</dt>
|
||||||
|
<dd>
|
||||||
|
<span class="armor-cost">100 z</span> <span>DEX die</span>
|
||||||
|
<span>INS die +2</span> <span>-1</span>
|
||||||
|
</dd>
|
||||||
|
<dd><em>No Quality.</em></dd>
|
||||||
|
<dt>Travel Garb</dt>
|
||||||
|
<dd>
|
||||||
|
<span class="armor-cost">100 z</span> <span>DEX die +1</span>
|
||||||
|
<span>INS die +1</span> <span>-1</span>
|
||||||
|
</dd>
|
||||||
|
<dd><em>No Quality.</em></dd>
|
||||||
|
<dt>Combat Tunic</dt>
|
||||||
|
<dd>
|
||||||
|
<span class="armor-cost">150 z</span> <span>DEX die +1</span>
|
||||||
|
<span>INS die +1</span> <span>-</span>
|
||||||
|
</dd>
|
||||||
|
<dd><em>No Quality.</em></dd>
|
||||||
|
<dt>Sage Robe</dt>
|
||||||
|
<dd>
|
||||||
|
<span class="armor-cost">200 z</span> <span>DEX die +1</span>
|
||||||
|
<span>INS die +2</span> <span>-2</span>
|
||||||
|
</dd>
|
||||||
|
<dd><em>No Quality.</em></dd>
|
||||||
|
<dt>Brigandine E</dt>
|
||||||
|
<dd>
|
||||||
|
<span class="armor-cost">150 z</span> <span>10</span> <span>INS die</span>
|
||||||
|
<span>-2</span>
|
||||||
|
</dd>
|
||||||
|
<dd><em>No Quality.</em></dd>
|
||||||
|
<dt>Bronze Plate E</dt>
|
||||||
|
<dd>
|
||||||
|
<span class="armor-cost">200 z</span> <span>11</span> <span>INS die</span>
|
||||||
|
<span>-3</span>
|
||||||
|
</dd>
|
||||||
|
<dd><em>No Quality.</em></dd>
|
||||||
|
<dt>Runic Plate E</dt>
|
||||||
|
<dd>
|
||||||
|
<span class="armor-cost">250 z</span> <span>11</span>
|
||||||
|
<span>INS die +1</span> <span>-3</span>
|
||||||
|
</dd>
|
||||||
|
<dd><em>No Quality.</em></dd>
|
||||||
|
<dt>Steel Plate E</dt>
|
||||||
|
<dd>
|
||||||
|
<span class="armor-cost">300 z</span> <span>12</span> <span>INS die</span>
|
||||||
|
<span>-4</span>
|
||||||
|
</dd>
|
||||||
|
<dd><em>No Quality.</em></dd>
|
||||||
|
</dl>
|
||||||
|
<h2>Basic Armor and Shields</h2>
|
||||||
60
books/core/169.html
Normal file
60
books/core/169.html
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
<h1>BASIC SHIELDS</h1>
|
||||||
|
<table>
|
||||||
|
<thead>
|
||||||
|
<tr>
|
||||||
|
<th>SHIELD</th>
|
||||||
|
<th>COST</th>
|
||||||
|
<th>DEFENSE M. DEFENSE INITIATIVE</th>
|
||||||
|
</tr>
|
||||||
|
</thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Bronze Shield</td>
|
||||||
|
<td>100 z</td>
|
||||||
|
<td>+2 / -</td>
|
||||||
|
<td>-</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Runic Shield</td>
|
||||||
|
<td>150 z</td>
|
||||||
|
<td>+2 / +2</td>
|
||||||
|
<td>-</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
<p>
|
||||||
|
<em
|
||||||
|
>Remember: A starting character gets 500 zenit to purchase equipment
|
||||||
|
with.</em
|
||||||
|
>
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
The weapons, armors, and shields you choose during character creation will
|
||||||
|
accompany you for quite a few levels, so make sure they work well with the way
|
||||||
|
you built your character.
|
||||||
|
</p>
|
||||||
|
<h2>Useful Tips</h2>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Choose a main weapon that complements your choice of Attributes. Ideally,
|
||||||
|
you want to be able to roll at least 1d10 + 1d8 for Accuracy. More accurate
|
||||||
|
weapons, such as swords and daggers, can compensate for low Attributes.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Even if your character tends to rely on spells, purchase a weapon for them
|
||||||
|
to use when low on Mind Points — a dagger, a staff, or a tome.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
While lighter armors increase your Defense score (which would otherwise be
|
||||||
|
equal to your Dexterity size), martial (E) armors replace that score with a
|
||||||
|
fixed value. This can make quite the difference: even if you have a low
|
||||||
|
Dexterity or suffer a status effect, your Defense score will not be
|
||||||
|
affected.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
The bonus to Defenses granted by shields still applies, of course: a character
|
||||||
|
with d8 Dexterity wearing a brigandine and wielding a bronze shield will have
|
||||||
|
a Defense score of 12, for instance.
|
||||||
|
</p>
|
||||||
|
<h2>SHOPPING ADVICE</h2>
|
||||||
26
books/core/17.html
Normal file
26
books/core/17.html
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
<h2>HIGH FANTASY LOCATIONS</h2>
|
||||||
|
<p>
|
||||||
|
Every location in a high fantasy world has some magical element to it: a
|
||||||
|
floating castle inside a volcano, a silver palace orbiting the moon, a forest
|
||||||
|
populated by fairies and natural spirits, a great tower built to reach the
|
||||||
|
gods and destroyed over a single night as a form of divine punishment.
|
||||||
|
Everything is bizarre and wondrous.
|
||||||
|
</p>
|
||||||
|
<h2>HIGH FANTASY MAGIC</h2>
|
||||||
|
<p>
|
||||||
|
Magic is abundant, omnipresent, and employed in a variety of ways and by a
|
||||||
|
variety of people, from powerful court wizards to traveling healers. Golems,
|
||||||
|
airships, and elementally-infused weapons are a common sight. However, the
|
||||||
|
most ancient and world-altering rituals have been lost to time, hidden within
|
||||||
|
sunken ruins or guarded by centuries-old monsters.
|
||||||
|
</p>
|
||||||
|
<h2>HIGH FANTASY ANTAGONISTS</h2>
|
||||||
|
<p>
|
||||||
|
In a high fantasy world, antagonists are larger-than-life figures with armies
|
||||||
|
and incredible magic at their disposal. Each of them is a dark and twisted
|
||||||
|
reflection of one or more of the protagonists: they are shadows that must be
|
||||||
|
confronted for the heroes to grow and eventually triumph. Towards the end of
|
||||||
|
the story, driven into a corner by the protagonists' actions, high fantasy
|
||||||
|
villains often resort to extreme measures and transform into divine or demonic
|
||||||
|
entities that defy space and time.
|
||||||
|
</p>
|
||||||
26
books/core/170.html
Normal file
26
books/core/170.html
Normal file
@@ -0,0 +1,26 @@
|
|||||||
|
<h1>NAME AND FINISHING TOUCHES</h1>
|
||||||
|
<p>
|
||||||
|
Give your character a name, note their pronoun(s), and briefly describe what
|
||||||
|
they look like to the rest of the group!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
It may seem counterintuitive for this step to be the last one, but there’s a
|
||||||
|
good reason: it’s easier to choose a name once you have a good grasp of your
|
||||||
|
character's appearance and abilities.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
On the next page, you can find a chart with a variety of names that work
|
||||||
|
particularly well for a Fabula Ultima game; however, if your world is inspired
|
||||||
|
by specific folklore or mythology, you should research fitting naming
|
||||||
|
conventions and come up with something more appropriate!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Now that Camilla is ready, Robert describes her to the rest of the group: she
|
||||||
|
has greyish brown hair and deep blue eyes, and her demeanor showcases her
|
||||||
|
strong will — it's almost impossible to be around her and not feel inspired!
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Her clothes are light and comfortable, perfect for traveling, and she fights
|
||||||
|
with an elegant rapier and a small elbow shield inscribed with a circle of
|
||||||
|
defensive runes.
|
||||||
|
</p>
|
||||||
173
books/core/171.html
Normal file
173
books/core/171.html
Normal file
@@ -0,0 +1,173 @@
|
|||||||
|
<h2>Character Names</h2>
|
||||||
|
<ul>
|
||||||
|
<li>Abel</li>
|
||||||
|
<li>Adalbert</li>
|
||||||
|
<li>Agnes</li>
|
||||||
|
<li>Aiko</li>
|
||||||
|
<li>Alberic</li>
|
||||||
|
<li>Albin</li>
|
||||||
|
<li>Almond</li>
|
||||||
|
<li>Andreas</li>
|
||||||
|
<li>Angela</li>
|
||||||
|
<li>Ashe</li>
|
||||||
|
<li>Astor</li>
|
||||||
|
<li>Aya</li>
|
||||||
|
<li>Azel</li>
|
||||||
|
<li>Azura</li>
|
||||||
|
<li>Baern</li>
|
||||||
|
<li>Belka</li>
|
||||||
|
<li>Berenice</li>
|
||||||
|
<li>Biel</li>
|
||||||
|
<li>Blair</li>
|
||||||
|
<li>Blanche</li>
|
||||||
|
<li>Bow</li>
|
||||||
|
<li>Bram</li>
|
||||||
|
<li>Brandon</li>
|
||||||
|
<li>Bryde</li>
|
||||||
|
<li>Cale</li>
|
||||||
|
<li>Camilla</li>
|
||||||
|
<li>Cassandra</li>
|
||||||
|
<li>Celeste</li>
|
||||||
|
<li>Cetra</li>
|
||||||
|
<li>Cinder</li>
|
||||||
|
<li>Clarimonde</li>
|
||||||
|
<li>Clarissa</li>
|
||||||
|
<li>Clemence</li>
|
||||||
|
<li>Conner</li>
|
||||||
|
<li>Croma</li>
|
||||||
|
<li>Cross</li>
|
||||||
|
<li>Crow</li>
|
||||||
|
<li>Cynthia</li>
|
||||||
|
<li>Daige</li>
|
||||||
|
<li>Dale</li>
|
||||||
|
<li>Daphne</li>
|
||||||
|
<li>Denys</li>
|
||||||
|
<li>Divel</li>
|
||||||
|
<li>Edel</li>
|
||||||
|
<li>Edgar</li>
|
||||||
|
<li>Edna</li>
|
||||||
|
<li>Eko</li>
|
||||||
|
<li>Eleanor</li>
|
||||||
|
<li>Elise</li>
|
||||||
|
<li>Emet</li>
|
||||||
|
<li>Eric</li>
|
||||||
|
<li>Etrian</li>
|
||||||
|
<li>Fabian</li>
|
||||||
|
<li>Fedra</li>
|
||||||
|
<li>Felicia</li>
|
||||||
|
<li>Fenis</li>
|
||||||
|
<li>Finn</li>
|
||||||
|
<li>Fionne</li>
|
||||||
|
<li>Forrest</li>
|
||||||
|
<li>Fraan</li>
|
||||||
|
<li>Francisca</li>
|
||||||
|
<li>Frederick</li>
|
||||||
|
<li>Galatea</li>
|
||||||
|
<li>Garlan</li>
|
||||||
|
<li>Garm</li>
|
||||||
|
<li>Gilpher</li>
|
||||||
|
<li>Gizal</li>
|
||||||
|
<li>Glenn</li>
|
||||||
|
<li>Gray</li>
|
||||||
|
<li>Gregor</li>
|
||||||
|
<li>Grimm</li>
|
||||||
|
<li>Gyle</li>
|
||||||
|
<li>Halia</li>
|
||||||
|
<li>Hanna</li>
|
||||||
|
<li>Hanzel</li>
|
||||||
|
<li>Harper</li>
|
||||||
|
<li>Hera</li>
|
||||||
|
<li>Hope</li>
|
||||||
|
<li>Ilyen</li>
|
||||||
|
<li>Inja</li>
|
||||||
|
<li>Isabella</li>
|
||||||
|
<li>Izanne</li>
|
||||||
|
<li>Jabari</li>
|
||||||
|
<li>Jeanne</li>
|
||||||
|
<li>Joel</li>
|
||||||
|
<li>Jun</li>
|
||||||
|
<li>Kallan</li>
|
||||||
|
<li>Kaspar</li>
|
||||||
|
<li>Lara</li>
|
||||||
|
<li>Langa</li>
|
||||||
|
<li>Lansel</li>
|
||||||
|
<li>Laurence</li>
|
||||||
|
<li>Lazom</li>
|
||||||
|
<li>Leanna</li>
|
||||||
|
<li>Leda</li>
|
||||||
|
<li>Liam</li>
|
||||||
|
<li>Locke</li>
|
||||||
|
<li>Logan</li>
|
||||||
|
<li>Loren</li>
|
||||||
|
<li>Lucian</li>
|
||||||
|
<li>Lulu</li>
|
||||||
|
<li>Lumi</li>
|
||||||
|
<li>Maha</li>
|
||||||
|
<li>Mako</li>
|
||||||
|
<li>Markus</li>
|
||||||
|
<li>Maribel</li>
|
||||||
|
<li>Minerva</li>
|
||||||
|
<li>Miranda</li>
|
||||||
|
<li>Momo</li>
|
||||||
|
<li>Monica</li>
|
||||||
|
<li>Montblanc</li>
|
||||||
|
<li>Morgan</li>
|
||||||
|
<li>Nadia</li>
|
||||||
|
<li>Neela</li>
|
||||||
|
<li>Neto</li>
|
||||||
|
<li>Nibel</li>
|
||||||
|
<li>Nico</li>
|
||||||
|
<li>Noah</li>
|
||||||
|
<li>Noor</li>
|
||||||
|
<li>Nyles</li>
|
||||||
|
<li>Ode</li>
|
||||||
|
<li>Olivia</li>
|
||||||
|
<li>Oona</li>
|
||||||
|
<li>Orion</li>
|
||||||
|
<li>Orne</li>
|
||||||
|
<li>Osira</li>
|
||||||
|
<li>Owen</li>
|
||||||
|
<li>Pharia</li>
|
||||||
|
<li>Prim</li>
|
||||||
|
<li>Pyre</li>
|
||||||
|
<li>Remora</li>
|
||||||
|
<li>Ricard</li>
|
||||||
|
<li>Riza</li>
|
||||||
|
<li>Robin</li>
|
||||||
|
<li>Rolan</li>
|
||||||
|
<li>Rosa</li>
|
||||||
|
<li>Royce</li>
|
||||||
|
<li>Runo</li>
|
||||||
|
<li>Sabine</li>
|
||||||
|
<li>Sabra</li>
|
||||||
|
<li>Sarah</li>
|
||||||
|
<li>Selene</li>
|
||||||
|
<li>Silas</li>
|
||||||
|
<li>Silida</li>
|
||||||
|
<li>Solomon</li>
|
||||||
|
<li>Sonya</li>
|
||||||
|
<li>Talon</li>
|
||||||
|
<li>Tamara</li>
|
||||||
|
<li>Tharja</li>
|
||||||
|
<li>Therese</li>
|
||||||
|
<li>Thomas</li>
|
||||||
|
<li>Tika</li>
|
||||||
|
<li>Toris</li>
|
||||||
|
<li>Tristan</li>
|
||||||
|
<li>Uma</li>
|
||||||
|
<li>Undine</li>
|
||||||
|
<li>Usher</li>
|
||||||
|
<li>Valea</li>
|
||||||
|
<li>Veronica</li>
|
||||||
|
<li>Vikes</li>
|
||||||
|
<li>Vincent</li>
|
||||||
|
<li>Vosca</li>
|
||||||
|
<li>Winter</li>
|
||||||
|
<li>Xenia</li>
|
||||||
|
<li>Yado</li>
|
||||||
|
<li>Yin</li>
|
||||||
|
<li>Ylua</li>
|
||||||
|
<li>Yuri</li>
|
||||||
|
<li>Zen</li>
|
||||||
|
<li>Zima</li>
|
||||||
|
</ul>
|
||||||
105
books/core/172.html
Normal file
105
books/core/172.html
Normal file
@@ -0,0 +1,105 @@
|
|||||||
|
<div class="character-sheet">
|
||||||
|
<h2>CLASSIC CHARACTERS</h2>
|
||||||
|
<!-- ALCHEMIST Profile -->
|
||||||
|
<section class="character-profile">
|
||||||
|
<h3>ALCHEMIST</h3>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d8, Insight d10, Might d6, Willpower d8
|
||||||
|
</p>
|
||||||
|
<h4>Tinkerer (3 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Gadgets (Alchemy: Basic)</li>
|
||||||
|
<li>Potion Rain</li>
|
||||||
|
<li>Secret Formula</li>
|
||||||
|
</ul>
|
||||||
|
<h4>Wayfarer (2 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Resourceful</li>
|
||||||
|
<li>Tavern Talk</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment & Cost:</strong> Steel dagger, crossbow, travel garb,
|
||||||
|
170 zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<!-- BLACK KNIGHT Profile -->
|
||||||
|
<section class="character-profile">
|
||||||
|
<h3>BLACK KNIGHT</h3>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8
|
||||||
|
</p>
|
||||||
|
<h4>Darkblade (2 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Shadow Strike (SL 2)</li>
|
||||||
|
</ul>
|
||||||
|
<h4>Entropist (1 level):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Entropic Magic (Drain Vigor)</li>
|
||||||
|
</ul>
|
||||||
|
<h4>Weaponmaster (2 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Bladestorm, Melee Weapon Mastery</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment & Cost:</strong> Greatsword, runic plate, 120 zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<!-- GAMBLER Profile -->
|
||||||
|
<section class="character-profile">
|
||||||
|
<h3>GAMBLER</h3>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d10, Insight d8, Might d6, Willpower d8
|
||||||
|
</p>
|
||||||
|
<h4>Entropist (2 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Entropic Magic (Gamble), Lucky Seven</li>
|
||||||
|
</ul>
|
||||||
|
<h4>Rogue (2 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Dodge, High Speed</li>
|
||||||
|
</ul>
|
||||||
|
<h4>Weaponmaster (1 level):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Melee Weapon Mastery</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment & Cost:</strong> Rapier, shuriken (reskinned as throwing
|
||||||
|
cards!), silk shirt, 120 zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<!-- GUNSLINGER Profile -->
|
||||||
|
<section class="character-profile">
|
||||||
|
<h3>GUNSLINGER</h3>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d10, Insight d8, Might d8, Willpower d6
|
||||||
|
</p>
|
||||||
|
<h4>Sharpshooter (3 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Barrage, Crossfire, Ranged Weapon Mastery</li>
|
||||||
|
</ul>
|
||||||
|
<h4>Tinkerer (2 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Inventions (SL 2: Infusions: Basic and Advanced)</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment & Cost:</strong> Pistol, travel garb, runic shield, 70
|
||||||
|
zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<!-- HEALER Profile -->
|
||||||
|
<section class="character-profile">
|
||||||
|
<h3>HEALER</h3>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d6, Insight d8, Might d8, Willpower d10
|
||||||
|
</p>
|
||||||
|
<h4>Orator (2 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Encourage, My Trust in You</li>
|
||||||
|
</ul>
|
||||||
|
<h4>Spiritist (3 levels):</h4>
|
||||||
|
<ul>
|
||||||
|
<li>Spiritual Magic (SL 3: Cleanse, Heal, Lux)</li>
|
||||||
|
</ul>
|
||||||
|
<p><strong>Equipment & Cost:</strong> Staff, sage robe, 270 zenit.</p>
|
||||||
|
</section>
|
||||||
|
</div>
|
||||||
91
books/core/173.html
Normal file
91
books/core/173.html
Normal file
@@ -0,0 +1,91 @@
|
|||||||
|
<section class="character-profile">
|
||||||
|
<h1>MAGITECHNICIAN</h1>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d8, Insight d10, Might d6, Willpower d8
|
||||||
|
</p>
|
||||||
|
<h3>Skills/Abilities</h3>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Loremaster (2 levels):</strong> Quick Assessment (SL 2)</li>
|
||||||
|
<li>
|
||||||
|
<strong>Tinkerer (3 levels):</strong> Gadgets (SL 3: Magitech: Basic,
|
||||||
|
Advanced, and Superior; magisphere spells: Elemental Shroud, Flare, Heal)
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Starting Equipment:</strong> Steel dagger, sage robe, bronze shield,
|
||||||
|
120 zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<hr />
|
||||||
|
<section class="character-profile">
|
||||||
|
<h1>MONSTER MAGE</h1>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8
|
||||||
|
</p>
|
||||||
|
<h3>Skills/Abilities</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Chimerist (3 levels):</strong> Feral Speech, Spell Mimic (SL 2)
|
||||||
|
</li>
|
||||||
|
<li><strong>Wayfarer (1 level):</strong> Faithful Companion</li>
|
||||||
|
<li><strong>Weaponmaster (1 level):</strong> Breach</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Starting Equipment:</strong> Broadaxe, travel garb, runic shield, 70
|
||||||
|
zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<hr />
|
||||||
|
<section class="character-profile">
|
||||||
|
<h1>NINJA</h1>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d10, Insight d8, Might d6, Willpower d8
|
||||||
|
</p>
|
||||||
|
<h3>Skills/Abilities</h3>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Rogue (3 levels):</strong> Cheap Shot, Dodge (SL 2)</li>
|
||||||
|
<li><strong>Spiritist (1 level):</strong> Spiritual Magic (T orpor)</li>
|
||||||
|
<li><strong>Weaponmaster (1 level):</strong> Counterattack</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Starting Equipment:</strong> Steel dagger, shuriken, combat tunic,
|
||||||
|
120 zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<hr />
|
||||||
|
<section class="character-profile">
|
||||||
|
<h1>PIRATE</h1>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8
|
||||||
|
</p>
|
||||||
|
<h3>Skills/Abilities</h3>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Elementalist (1 level):</strong> Elemental Magic (Thunderbolt)
|
||||||
|
</li>
|
||||||
|
<li><strong>Fury (2 levels):</strong> Adrenaline, Provoke</li>
|
||||||
|
<li><strong>Weaponmaster (2 levels):</strong> Breach (SL 2)</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Starting Equipment:</strong> Broadaxe, silk shirt, runic shield, 70
|
||||||
|
zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<hr />
|
||||||
|
<section class="character-profile">
|
||||||
|
<h1>PUGILIST</h1>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8
|
||||||
|
</p>
|
||||||
|
<h3>Skills/Abilities</h3>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Fury (3 levels):</strong> Frenzy, Withstand (SL 2)</li>
|
||||||
|
<li>
|
||||||
|
<strong>Weaponmaster (2 levels):</strong> Bone Crusher, Counterattack
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Starting Equipment:</strong> Iron knuckle (x2), combat tunic, 120
|
||||||
|
zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
55
books/core/174.html
Normal file
55
books/core/174.html
Normal file
@@ -0,0 +1,55 @@
|
|||||||
|
<h2>WANDER RANGER</h2>
|
||||||
|
<p><strong>Stats:</strong> Dexterity d10, Insight d8, Might d8, Willpower d6</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Sharpshooter (3 levels):</strong> Ranged Weapon Mastery, Warning
|
||||||
|
Shot (SL 2)
|
||||||
|
</li>
|
||||||
|
<li><strong>Wayfarer (2 levels):</strong> Resourceful, Well-traveled</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment:</strong> Steel dagger, shortbow, silk shirt, 120 zenit.
|
||||||
|
</p>
|
||||||
|
<h2>RED SORCERER</h2>
|
||||||
|
<p><strong>Stats:</strong> Dexterity d8, Insight d10, Might d8, Willpower d6</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Elementalist (3 levels):</strong> Elemental Magic (Iceberg),
|
||||||
|
Spellblade (SL 2)
|
||||||
|
</li>
|
||||||
|
<li><strong>Spiritist (1 level):</strong> Spiritual Magic (Heal)</li>
|
||||||
|
<li><strong>Weaponmaster (1 level):</strong> Melee Weapon Mastery</li>
|
||||||
|
</ul>
|
||||||
|
<p><strong>Equipment:</strong> Rapier, combat tunic, runic shield, 70 zenit.</p>
|
||||||
|
<h2>SAGE</h2>
|
||||||
|
<p>
|
||||||
|
<strong>Stats:</strong> Dexterity d6, Insight d10, Might d6, Willpower d10
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Elementalist (3 levels):</strong> Elemental Magic (SL 3: Fulgur,
|
||||||
|
Glacies, Ignis)
|
||||||
|
</li>
|
||||||
|
<li><strong>Loremaster (2 levels):</strong> Flash of Insight, Focused</li>
|
||||||
|
</ul>
|
||||||
|
<p><strong>Equipment:</strong> Tome, sage robe, 270 zenit.</p>
|
||||||
|
<h2>SAMURAI</h2>
|
||||||
|
<p><strong>Stats:</strong> Dexterity d8, Insight d8, Might d8, Willpower d8</p>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Guardian (2 levels):</strong> Defensive Mastery (SL 2)</li>
|
||||||
|
<li><strong>Spiritist (1 level):</strong> Spiritual Magic (Soul Weapon)</li>
|
||||||
|
<li>
|
||||||
|
<strong>Weaponmaster (2 levels):</strong> Counterattack, Melee Weapon
|
||||||
|
Mastery
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p><strong>Equipment:</strong> Katana, runic plate, 70 zenit.</p>
|
||||||
|
<h2>SOLDIER</h2>
|
||||||
|
<p><strong>Stats:</strong> Dexterity d8, Insight d6, Might d10, Willpower d8</p>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Guardian (2 levels):</strong> Bodyguard, Protect</li>
|
||||||
|
<li><strong>Weaponmaster (3 levels):</strong> Bone Crusher (SL 2), Breach</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment:</strong> Bronze sword, brigandine, runic shield, 70 zenit.
|
||||||
|
</p>
|
||||||
91
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books/core/175.html
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|
|||||||
|
<div class="document-metadata">
|
||||||
|
<p>33PRESS START</p>
|
||||||
|
<p>175</p>
|
||||||
|
</div>
|
||||||
|
<section class="character-profile">
|
||||||
|
<h2>SPELL FENCER</h2>
|
||||||
|
<p>
|
||||||
|
<strong>Attributes:</strong> Dexterity d10, Insight d8, Might d6, Willpower
|
||||||
|
d8
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Elementalist (2 levels):</strong> Elemental Magic (SL 2: Elemental
|
||||||
|
Shroud, Elemental Weapon)
|
||||||
|
</li>
|
||||||
|
<li><strong>Spiritist (1 level):</strong> Spiritual Magic (Aura)</li>
|
||||||
|
<li><strong>Weaponmaster (2 levels):</strong> Bladestorm, Counterattack</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment:</strong> Rapier, silk shirt, runic shield, 120 zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<section class="character-profile">
|
||||||
|
<h2>SUMMONER</h2>
|
||||||
|
<p>
|
||||||
|
<strong>Attributes:</strong> Dexterity d8, Insight d8, Might d6, Willpower
|
||||||
|
d10
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Arcanist (3 levels):</strong> Arcane Regeneration (SL2), Bind and
|
||||||
|
Summon (Grimoire or Tower)
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Spiritist (2 levels):</strong> Spiritual Magic (SL 2: Barrier,
|
||||||
|
Mercy)
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p><strong>Equipment:</strong> Staff, sage robe, 270 zenit.</p>
|
||||||
|
</section>
|
||||||
|
<section class="character-profile">
|
||||||
|
<h2>THIEF</h2>
|
||||||
|
<p>
|
||||||
|
<strong>Attributes:</strong> Dexterity d10, Insight d8, Might d6, Willpower
|
||||||
|
d8
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Rogue (3 levels):</strong> High Speed, Soul Steal (SL 2)</li>
|
||||||
|
<li><strong>Weaponmaster (2 levels):</strong> Bone Crusher (SL 2)</li>
|
||||||
|
</ul>
|
||||||
|
<p><strong>Equipment:</strong> Steel dagger (x2), travel garb, 170 zenit.</p>
|
||||||
|
</section>
|
||||||
|
<section class="character-profile">
|
||||||
|
<h2>TROUBADOUR</h2>
|
||||||
|
<p>
|
||||||
|
<strong>Attributes:</strong> Dexterity d10, Insight d8, Might d6, Willpower
|
||||||
|
d8
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li><strong>Orator (2 levels):</strong> Condemn, Unexpected Ally</li>
|
||||||
|
<li>
|
||||||
|
<strong>Spiritist (2 levels):</strong> Spiritual Magic (SL 2: Awaken,
|
||||||
|
Enrage)
|
||||||
|
</li>
|
||||||
|
<li><strong>Wayfarer (1 level):</strong> Well-traveled</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment:</strong> Steel dagger, silk shirt, bronze shield, 220
|
||||||
|
zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
|
<section class="character-profile">
|
||||||
|
<h2>VALKYRIE</h2>
|
||||||
|
<p>
|
||||||
|
<strong>Attributes:</strong> Dexterity d8, Insight d6, Might d10, Willpower
|
||||||
|
d8
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Elementalist (2 levels):</strong> Elemental Magic (SL 2: Soaring
|
||||||
|
Strike, Vortex)
|
||||||
|
</li>
|
||||||
|
<li><strong>Guardian (1 level):</strong> Fortress</li>
|
||||||
|
<li>
|
||||||
|
<strong>Weaponmaster (2 levels):</strong> Bladestorm, Melee Weapon Mastery
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
<strong>Equipment:</strong> Light spear, brigandine, runic shield, 70 zenit.
|
||||||
|
</p>
|
||||||
|
</section>
|
||||||
14
books/core/176.html
Normal file
14
books/core/176.html
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
<h1>Arcanist</h1>
|
||||||
|
|
||||||
|
<p><strong>ALSO:</strong> Avatar, Chosen, Summoner</p>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Arcanists can fall into a deep trance and temporarily project a considerable
|
||||||
|
portion of their soul outside the body, giving it physical form. Surrounded by
|
||||||
|
this magical shroud, the Arcanist gains a variety of supernatural abilities;
|
||||||
|
these summoned forms are said to be manifestations of the ancestral souls
|
||||||
|
belonging to mythical entities of legend, known as the Arcana.
|
||||||
|
</p>
|
||||||
|
<p>In some worlds, the Arcana are even worshipped as deities.</p>
|
||||||
|
|
||||||
|
<blockquote>Some fates are not easily avoided.</blockquote>
|
||||||
54
books/core/177.html
Normal file
54
books/core/177.html
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@@ -0,0 +1,54 @@
|
|||||||
|
<ul>
|
||||||
|
<li>Where do your powers come from? Are they a gift from your bloodline?</li>
|
||||||
|
<li>
|
||||||
|
Have you ever communicated with an Arcanum, or are they silent and distant?
|
||||||
|
</li>
|
||||||
|
<li>Do people see you as mysterious, powerful, or otherworldly?</li>
|
||||||
|
<li>Are there many practicing your art, or are you the exception?</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<h2>Arcanist Free Benefits</h2>
|
||||||
|
|
||||||
|
<ul>
|
||||||
|
<li>Permanently increase your maximum Mind Points by 5.</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<h2>Arcanist Skills</h2>
|
||||||
|
|
||||||
|
<h3>ARCANE CIRCLE (✦4)</h3>
|
||||||
|
<p>
|
||||||
|
After you willingly dismiss an Arcanum on your turn during a conflict (see
|
||||||
|
next page), if that Arcanum had not been summoned during this same turn and
|
||||||
|
you have an arcane weapon equipped, you may immediately perform the Spell
|
||||||
|
action for free. The spell you cast this way must have a total Mind Point cost
|
||||||
|
of【 SL × 5】 or lower (you must still pay the spell's MP cost).
|
||||||
|
</p>
|
||||||
|
<h3>ARCANE REGENERATION (✦2)</h3>
|
||||||
|
<p>
|
||||||
|
When you summon an Arcanum, you immediately recove【r SL × 5】 Hit Points.
|
||||||
|
</p>
|
||||||
|
<h3>BIND AND SUMMON</h3>
|
||||||
|
<p>
|
||||||
|
You may bind Arcana to your soul and summon them later. The Game Master will
|
||||||
|
tell you the details of each binding process when you first encounter the
|
||||||
|
Arcanum in question.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
You may use an action and spend 40 Mind Points to summon an Arcanum you have
|
||||||
|
bound: the details of this process are explained on the next page. If you take
|
||||||
|
this Skill at character creation, you begin play with one Arcanum of your
|
||||||
|
choice already bound to you, chosen from the list on the next pages. Other
|
||||||
|
than that, you may only obtain new Arcana through exploration and story
|
||||||
|
progression.
|
||||||
|
</p>
|
||||||
|
<h3>EMERGENCY ARCANUM (✦6)</h3>
|
||||||
|
<p>
|
||||||
|
As long as you are in Crisis, the cost for summoning your Arcana is reduced
|
||||||
|
by【 SL × 5】 Mind Points.
|
||||||
|
</p>
|
||||||
|
<h3>RITUAL ARCANISM</h3>
|
||||||
|
<p>
|
||||||
|
You may perform Rituals of the Arcanism discipline, as long as their effects
|
||||||
|
fall within the domains of one or more Arcana you have bound (see next pages).
|
||||||
|
Arcanism Rituals use【 WLP + WLP】 for the Magic Check.
|
||||||
|
</p>
|
||||||
57
books/core/178.html
Normal file
57
books/core/178.html
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
<h2>The Arcana</h2>
|
||||||
|
|
||||||
|
<h3>MERGING WITH AN ARCANUM</h3>
|
||||||
|
<p>
|
||||||
|
When you summon an Arcanum, you gain its merge benefits; those benefits last
|
||||||
|
until the Arcanum is dismissed (see below).
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
You cannot summon an Arcanum while already merged with one; you must first
|
||||||
|
dismiss the current Arcanum.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<h3>DISMISSING AN ARCANUM</h3>
|
||||||
|
<p>An Arcanum can be dismissed in several ways:</p>
|
||||||
|
<ul>
|
||||||
|
<li>Once the current scene ends, all Arcana are automatically dismissed.</li>
|
||||||
|
<li>
|
||||||
|
If you die or fall unconscious while merged with an Arcanum, they are
|
||||||
|
dismissed.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
If you leave the scene while merged with an Arcanum, they are dismissed.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
You may willingly dismiss your Arcanum: this doesn't require an action, but
|
||||||
|
during a conflict it can only be done on your turn, before or after an
|
||||||
|
action.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<h3>DISMISS EFFECTS</h3>
|
||||||
|
<p>
|
||||||
|
Most Arcana have a powerful dismiss effect, which may only be activated when
|
||||||
|
you willingly dismiss the Arcanum as described above — if the Arcanum is
|
||||||
|
dismissed for any other reason, the dismiss effect cannot be triggered.
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
If the dismiss effect of an Arcanum deals damage, it will deal 10 extra
|
||||||
|
damage if you are level 20 or higher, or 20 extra damage if you are level 40
|
||||||
|
or higher.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
You are also free to ignore the dismiss effect if you don't want to use it.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<h3>DOMAINS</h3>
|
||||||
|
<p>
|
||||||
|
Each Arcanum is associated with a few key concepts or domains. The Game Master
|
||||||
|
should use these to establish the trials needed to bind the Arcanum, and to
|
||||||
|
adjudicate Rituals performed through the Ritual Arcanism Skill.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
If you create new Arcana for your world, make sure to associate them with
|
||||||
|
domains that allow for interesting Rituals.
|
||||||
|
</p>
|
||||||
105
books/core/179.html
Normal file
105
books/core/179.html
Normal file
@@ -0,0 +1,105 @@
|
|||||||
|
<h3>ARCANUM OF THE FORGE</h3>
|
||||||
|
<p><strong>Domains:</strong> fire, heat, metal.</p>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<ul>
|
||||||
|
<li>You have Resistance to fire damage.</li>
|
||||||
|
<li>Any fire damage you deal ignores Resistances.</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Dismiss</td>
|
||||||
|
<td>
|
||||||
|
<p>
|
||||||
|
When you dismiss this Arcanum, choose <strong>Forge</strong> or
|
||||||
|
<strong>Inferno</strong>:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Forge.</strong> You create a basic armor, shield or weapon
|
||||||
|
of your choice (see pages 130 to 133). If you select this option
|
||||||
|
again, the previously created item vanishes. If you create a weapon
|
||||||
|
this way, it deals fire damage instead of physical.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Inferno.</strong> Choose any number of creatures you can
|
||||||
|
see: each of them suffers 30 fire damage. This damage ignores
|
||||||
|
Resistances.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<h3>ARCANUM OF THE FROST</h3>
|
||||||
|
<p><strong>Domains:</strong> cold, ice, silence.</p>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<ul>
|
||||||
|
<li>You have Resistance to ice damage and are immune to enraged.</li>
|
||||||
|
<li>Any ice damage you deal ignores Resistances.</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Dismiss</td>
|
||||||
|
<td>
|
||||||
|
<p>
|
||||||
|
<strong>Ice Age.</strong> Choose any number of creatures you can see:
|
||||||
|
each of them suffers 30 ice damage. This damage ignores Resistances.
|
||||||
|
</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<h3>ARCANUM OF THE GATE</h3>
|
||||||
|
<p><strong>Domains:</strong> space, travel, void.</p>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<ul>
|
||||||
|
<li>You have Resistance to dark damage.</li>
|
||||||
|
<li>You gain a +1 bonus to your Magic Defense.</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Dismiss</td>
|
||||||
|
<td>
|
||||||
|
<p>
|
||||||
|
When you dismiss this Arcanum, choose <strong>Oblivion</strong> or
|
||||||
|
<strong>Warp</strong>:
|
||||||
|
</p>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
<strong>Oblivion.</strong> Choose any number of creatures you can
|
||||||
|
see: each of them suffers 30 dark damage. This damage ignores
|
||||||
|
Resistances.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
<strong>Warp.</strong> You teleport yourself and up to five other
|
||||||
|
nearby willing creatures to a location you previously visited, if
|
||||||
|
that location is within 1 travel day.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
27
books/core/18.html
Normal file
27
books/core/18.html
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
<h1>YOUR WORLD COULD BE... NATURAL FANTASY</h1>
|
||||||
|
<h2>Natural Fantasy Themes and Protagonists</h2>
|
||||||
|
<p>
|
||||||
|
Floating amidst a lush expanse of verdant forests, snow-capped mountains, and
|
||||||
|
crystal-clear lakes, small villages slumber peacefully, coexisting with the
|
||||||
|
beasts and elemental forces of the wilderness. Underneath it all lie the ruins
|
||||||
|
of mysterious past civilizations that once ruled this world of Natural
|
||||||
|
Fantasy.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Tales of natural fantasy often revolve around warmth and community, harmony
|
||||||
|
with nature and beasts, and the tragedy that befalls when the hearts of the
|
||||||
|
people grow so dark that they twist and corrupt the very places they live in.
|
||||||
|
</p>
|
||||||
|
<p>Their protagonists are often very young and come from the same village:</p>
|
||||||
|
<ul>
|
||||||
|
<li>The daughter of the village chief, seeking to prove her worth.</li>
|
||||||
|
<li>The apprentice blacksmith who saw a terrible creature in the forest.</li>
|
||||||
|
<li>The young hermit who stumbled upon the entrance to a magical ruin.</li>
|
||||||
|
<li>The witch who knows of a prophecy dating back to the Ancestors.</li>
|
||||||
|
<li>The wandering warrior who mistakenly angered a local spirit.</li>
|
||||||
|
</ul>
|
||||||
|
<p>
|
||||||
|
Together they must mend the hearts of their community and confront those who
|
||||||
|
stir sentiments of hatred and mistrust, to prevent this darkness from
|
||||||
|
corrupting the very balance of the world around them.
|
||||||
|
</p>
|
||||||
105
books/core/180.html
Normal file
105
books/core/180.html
Normal file
@@ -0,0 +1,105 @@
|
|||||||
|
<h3>ARCANUM OF THE GRIMOIRE</h3>
|
||||||
|
<p>Domains: knowledge, revelations, understanding.</p>
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
You are able to read, write, speak and understand all languages.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
You treat your Insight as if it were one die size higher (up to a
|
||||||
|
maximum of d12).
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Dismiss</td>
|
||||||
|
<td>
|
||||||
|
<p>
|
||||||
|
<strong>Oracle:</strong> You ask the Game Master a single
|
||||||
|
question. The Game Master must answer truthfully, describing the
|
||||||
|
vision shown to you by the Grimoire.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
Once used, this dismiss effect will not be available until the next
|
||||||
|
dawn. Furthermore, the same question may never be asked more than
|
||||||
|
once. The Game Master has final say on which questions are too similar
|
||||||
|
to be asked again.
|
||||||
|
</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<h3>ARCANUM OF THE OAK</h3>
|
||||||
|
<p>Domains: earth, plants, poison.</p>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
You have Resistance to earth and poison damage and are immune to
|
||||||
|
poisoned.
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Whenever you recover Hit Points, you recover 5 extra Hit Points.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Dismiss</td>
|
||||||
|
<td>
|
||||||
|
<strong>Blossom:</strong>
|
||||||
|
<p>
|
||||||
|
Choose any number of creatures you can see (you may also choose
|
||||||
|
yourself): each of them recovers from the poisoned status effect and
|
||||||
|
recovers 40 Hit Points. This amount increases to 50 Hit Points if you
|
||||||
|
are level 20 or higher, or to 60 Hit Points if you are level 40 or
|
||||||
|
higher.
|
||||||
|
</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<h3>ARCANUM OF THE SKY</h3>
|
||||||
|
<p>Domains: fog, rain, storms.</p>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<ul>
|
||||||
|
<li>You have Resistance to air and bolt damage.</li>
|
||||||
|
<li>
|
||||||
|
You may use an action to accurately predict weather conditions for
|
||||||
|
the next day within a range of two travel days — the Game Master
|
||||||
|
will tell you what the weather conditions will be.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Dismiss</td>
|
||||||
|
<td>
|
||||||
|
<strong>Thunderstorm:</strong>
|
||||||
|
<p>
|
||||||
|
Choose any number of creatures you can see: each of them suffers 30
|
||||||
|
bolt damage. This damage ignores Resistances.
|
||||||
|
</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
88
books/core/181.html
Normal file
88
books/core/181.html
Normal file
@@ -0,0 +1,88 @@
|
|||||||
|
<h3>ARCANUM OF THE SWORD</h3>
|
||||||
|
<p><strong>Domains:</strong> conquest, heroism, leadership.</p>
|
||||||
|
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<p>
|
||||||
|
Your attacks deal 5 extra damage, and all damage dealt by your attacks
|
||||||
|
is treated as having no type (thus being unaffected by damage
|
||||||
|
Affinities). Damage dealt by your attacks cannot gain a type as long
|
||||||
|
as you are merged with this Arcanum.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When you perform an attack, you may have that attack gain the multi
|
||||||
|
(any number of targets) property. If you do, this Arcanum will be
|
||||||
|
automatically dismissed after the attack is resolved (this is not
|
||||||
|
considered a willing dismiss).
|
||||||
|
</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<h3>ARCANUM OF THE TOWER</h3>
|
||||||
|
<p><strong>Domains:</strong> judgment, protection, sacrifice.</p>
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<p>
|
||||||
|
When you summon this Arcanum, choose a damage type: air, bolt, dark,
|
||||||
|
earth, fire, or ice. Until this Arcanum is dismissed, each of your
|
||||||
|
allies present on the scene has Resistance to the chosen damage type
|
||||||
|
(you do not gain this Resistance).
|
||||||
|
</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Dismiss</td>
|
||||||
|
<td>
|
||||||
|
<strong>Judgment:</strong>
|
||||||
|
<p>
|
||||||
|
Choose any number of creatures you can see: each of them suffers 30
|
||||||
|
light damage. This damage ignores Resistances.
|
||||||
|
</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<h3>ARCANUM OF THE WHEEL</h3>
|
||||||
|
<p><strong>Domains:</strong> destiny, speed, time.</p>
|
||||||
|
<table>
|
||||||
|
<thead></thead>
|
||||||
|
<tbody>
|
||||||
|
<tr>
|
||||||
|
<td>Merge</td>
|
||||||
|
<td>
|
||||||
|
<ul>
|
||||||
|
<li>You are immune to slow.</li>
|
||||||
|
<li>You gain a +1 bonus to your Defense.</li>
|
||||||
|
</ul>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
<tr>
|
||||||
|
<td>Dismiss</td>
|
||||||
|
<td>
|
||||||
|
<strong>Time Freeze:</strong>
|
||||||
|
<p>
|
||||||
|
Choose any number of creatures you can see: each of them suffers slow.
|
||||||
|
If a creature chosen this way is already slow, that creature will
|
||||||
|
instead perform one fewer action during their next turn (to a minimum
|
||||||
|
of 0 actions).
|
||||||
|
</p>
|
||||||
|
</td>
|
||||||
|
</tr>
|
||||||
|
</tbody>
|
||||||
|
</table>
|
||||||
|
|
||||||
|
<blockquote>
|
||||||
|
Legends tell of a long-lasting passion between the Sword and the Tower... a
|
||||||
|
passion that often erupted into war.
|
||||||
|
</blockquote>
|
||||||
14
books/core/182.html
Normal file
14
books/core/182.html
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
<h1>Chimerist</h1>
|
||||||
|
|
||||||
|
<blockquote>Power without harmony will only lead to suffering.</blockquote>
|
||||||
|
|
||||||
|
<p>Also: Druid, Shapeshifter, Wild Mage</p>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Chimerists gather their power from the souls of the monsters and beasts they
|
||||||
|
encounter. By manipulating their inner wild energy, these mages may mimic the
|
||||||
|
magical abilities of monsters and have reached a supernatural understanding of
|
||||||
|
feral creatures. Chimerists frequently rely on their toughness and physical
|
||||||
|
prowess in addition to magic; they are often seen traveling the world in
|
||||||
|
search of rare and enchanted creatures.
|
||||||
|
</p>
|
||||||
68
books/core/183.html
Normal file
68
books/core/183.html
Normal file
@@ -0,0 +1,68 @@
|
|||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
Who taught you the art of Chimerism? Is your mentor human or monstrous?
|
||||||
|
</li>
|
||||||
|
<li>
|
||||||
|
Can people and monsters live in harmony, or are they bound to threaten each
|
||||||
|
other?
|
||||||
|
</li>
|
||||||
|
<li>What does your magic look like?</li>
|
||||||
|
<li>Are there many practicing your art, or are you the exception?</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<h2>CHIMERIST FREE BENEFITS</h2>
|
||||||
|
<ul>
|
||||||
|
<li>Permanently increase your maximum Mind Points by 5.</li>
|
||||||
|
<li>
|
||||||
|
You may perform Rituals whose effects fall within the Ritualism discipline.
|
||||||
|
</li>
|
||||||
|
</ul>
|
||||||
|
|
||||||
|
<h2>CHIMERIST SKILLS</h2>
|
||||||
|
|
||||||
|
<h3>CONSUME (✦5)</h3>
|
||||||
|
<p>
|
||||||
|
After you deal damage to one or more creatures with a spell, if you have an
|
||||||
|
arcane dagger or flail weapon equipped, you recover
|
||||||
|
<strong>【SL × 2】</strong> Mind Points.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<h3>FERAL SPEECH</h3>
|
||||||
|
<p>
|
||||||
|
You can communicate with creatures of the beast, monster and plant Species.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<h3>PATHOGENESIS</h3>
|
||||||
|
<p>
|
||||||
|
When you deal damage to one or more creatures with one of your Chimerist
|
||||||
|
spells, each of those creatures that share their Species with the creature you
|
||||||
|
originally learned that spell from suffers poisoned.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<h3>RITUAL CHIMERISM</h3>
|
||||||
|
<p>
|
||||||
|
You may perform Rituals whose effects fall within the Chimerism discipline.
|
||||||
|
When you acquire this Skill, choose <strong>【INS + WLP】</strong> or
|
||||||
|
<strong>【MIG + WLP】</strong>. From now on, your Chimerism Rituals will use
|
||||||
|
the chosen Attributes for the Magic Check.
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<h3>SPELL MIMIC (✦10)</h3>
|
||||||
|
<p>
|
||||||
|
When you see a creature belonging to the beast, monster or plant Species cast
|
||||||
|
a spell, you may immediately choose to learn that spell as a Chimerist spell
|
||||||
|
of your own: if you do, record the Species of the creature you learned it
|
||||||
|
from.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
When you first acquire this Skill, choose <strong>【INS + WLP】</strong> or
|
||||||
|
<strong>【MIG + WLP】</strong>. From now on, your offensive (rr) Chimerist
|
||||||
|
spells will use the chosen Attributes for the Magic Check, regardless of the
|
||||||
|
Attributes used by the creature you learned the spell from.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
You may have up to <strong>【SL + 2】</strong> different Chimerist spells
|
||||||
|
memorized this way. If you want to memorize a new Chimerist spell but are
|
||||||
|
already at your limit, you must forget one of your old spells and replace it
|
||||||
|
with the new spell.
|
||||||
|
</p>
|
||||||
16
books/core/184.html
Normal file
16
books/core/184.html
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
<h1>DARKBLADE</h1>
|
||||||
|
|
||||||
|
<blockquote>Today you shall know the full extent of my suffering.</blockquote>
|
||||||
|
|
||||||
|
<p>Also: Avenger, Black Knight, Death Knight</p>
|
||||||
|
|
||||||
|
<p>
|
||||||
|
Darkblades are somber and powerful warriors who hide a sorrowful past. Due to
|
||||||
|
tragic experiences on the battlefield or in personal life, their souls have
|
||||||
|
developed an affinity for pain and shadow energy.
|
||||||
|
</p>
|
||||||
|
<p>
|
||||||
|
An unlikely hero to say the very least, a Darkblade may now sacrifice their
|
||||||
|
lifeforce to unleash mighty attacks and is able to draw resolve, power and
|
||||||
|
even knowledge from the suffering they experience.
|
||||||
|
</p>
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user