10 Commits

Author SHA1 Message Date
dfe4e1d189 feat: Add armor and shields to equipment picker
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Deploy / deploy (push) Successful in 52s
Import armor_shields.yml and merge it with weapons in the '+ Add Equipment' picker. Armor/shield entries are formatted with DEF/MDEF/Init fields. Adds armor and shield filter categories alongside existing weapon categories.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-28 12:13:33 -04:00
e6e37d5819 feat: Enforce mutual exclusivity for bond feelings
Reorder feelings so opposing pairs (Admiration/Inferiority, Loyalty/Mistrust, Hatred/Affection) are stacked vertically in the grid. Checking one feeling disables and prevents selecting its opposite.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-28 12:09:32 -04:00
0215d8b87b feat: Add weapon selection to backpack 2026-06-28 12:06:35 -04:00
84b156313a fix: Format weapons, armor, shields tables 2026-06-27 19:10:09 -04:00
6c20ed870b fix: Formatting 2026-06-27 17:42:12 -04:00
4936b11847 fix: Fill blank pages which didn't get copied correctly 2026-06-27 17:41:45 -04:00
b716f8111a fix: Format the rest of the classes 2026-06-27 14:42:19 -04:00
0df867ffa6 fix: Format Chimerist pages 2026-06-27 13:39:05 -04:00
8abe6d4fd2 fix: Format Arcanist pages
They were *real* messed up

Starting to re-think this whole AI OCR business
2026-06-26 21:36:50 -04:00
8e990c8d31 fix: Format example blocks 2026-06-26 21:13:23 -04:00
124 changed files with 5147 additions and 2168 deletions

3
.gitignore vendored
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@@ -44,3 +44,6 @@ Thumbs.db
.idea/
*.swp
*.swo
# TODO(DWM): Temporary fix
pdf/Fabula-Ultima-TTRPG

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@@ -1,2 +1,50 @@
Master chapter, on <a href="/books/core/#page-254">page 254</a>. Master chapter,
<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>

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@@ -1,15 +1,17 @@
<h2>INVENTORY POINTS</h2>
<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.
A character can normally carry a maximum of 6 Inventory Points; however,
some Classes and special Skills will increase this limit.
</p>
<h3>SPENDING INVENTORY POINTS</h3>
</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
@@ -22,9 +24,9 @@
</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!
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
@@ -67,3 +69,4 @@
</tr>
</tbody>
</table>
</div>

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@@ -32,7 +32,7 @@
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>
<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
@@ -44,7 +44,7 @@
For instance, an item that costs 2 IP to create should sell for 10 zenit at
most.
</p>
<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>

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@@ -1,21 +1,29 @@
<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.
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.
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>
<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
@@ -28,25 +36,26 @@
</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.
<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.
<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.
<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.
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>

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@@ -1,3 +1,4 @@
<div>
<h2>Sample Areas Threat Level Travel Roll</h2>
<table>
<thead>
@@ -36,28 +37,31 @@
</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
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>
<h3>Example</h3>
<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.
The Game Master has final say on the threat level for a given travel day.
</p>
<div class="example">
<strong>Example:</strong>&nbsp;
<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.
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!
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
@@ -65,15 +69,17 @@
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.
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!
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>

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@@ -1,4 +1,5 @@
<h1>DANGERS</h1>
<div>
<h2>DANGERS</h2>
<p>
Characters should generally be able to overcome a danger through a series of
Checks or a conflict scene.
@@ -6,11 +7,13 @@
<h2>Examples of Dangers</h2>
<ul>
<li>
An area plagued by extreme weather conditions, such as sandstorms or bitter
cold.
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 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>
@@ -49,17 +52,18 @@
Status effects are another good consequence for dangers: for instance, the
polluted swamp mentioned above might inflict <em>poisoned</em>.
</p>
<h2>World Map Management</h2>
</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.
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>
<h3>Attribution</h3>
<p>UPDATING THE WORLD MAP</p>
</div>

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@@ -1,7 +1,8 @@
<p><strong>DISCOVERIES</strong></p>
<div>
<h2>DISCOVERIES</h2>
<p>
Discoveries dont happen that often, so the Game Master should make sure each
and every one of them is unique and useful.
Discoveries dont happen that often, so the Game Master should make sure
each and every one of them is unique and useful.
</p>
<ul>
<li>
@@ -16,5 +17,11 @@
Remember that a discovery is always a good thing: even if its a dangerous
location, the reward it conceals should more than make up for it.
</p>
<h2>The first airship pilot, Oona Sabine,</h2>
<p>vanished during a flight over the Whisperwoods.</p>
</div>
<hr />
<div>
<blockquote>
The first airship pilot, Oona Sabine, vanished during a flight over the
Whisperwoods.
</blockquote>
</div>

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@@ -1,11 +1,13 @@
<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
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.
concealing valuable treasures and powerful magical items, or acting as an
evil antagonist's lair.
</p>
<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 witchs castle, or a network of waterways
@@ -13,11 +15,13 @@
</p>
<p>
Most of the time, the dungeon itself wont 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.
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
@@ -34,25 +38,25 @@
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
<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.
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.
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>.
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>
<hr />
<p>DUNGEONS</p>
</div>

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@@ -1,4 +1,5 @@
<h1>DANGER CLOCKS</h1>
<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
@@ -6,13 +7,14 @@
</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".
<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".
<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
@@ -21,18 +23,19 @@
</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
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
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.
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>

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@@ -1,54 +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.
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.
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.
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.
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.
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.
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
Arcanums power, one must first earn their favor: this often involves
completing some sort of trial, quest, or mission.
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 Arcanums 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
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>
<p>MAGIC</p>
</div>
</div>

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@@ -1,44 +1,55 @@
<h2>Chimerism</h2>
<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
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>
<h2>Elementalism</h2>
</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.
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>
<h2>Entropism</h2>
</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.
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>
<h2>Ritualism</h2>
</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.
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>
<h2>Spiritism</h2>
</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>

View File

@@ -1,70 +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>
<p>
<strong>Ignis</strong> <span>rr</span> 10 × T | Up to three creatures |
Instantaneous
</p>
<p>
You unleash a searing barrage against your foes, conjuring flames out of thin
air. Each target hit by this spell suffers
<strong class="mechanical-effect">【HR + 15】</strong> fire damage.
</p>
<p>
<strong>Opportunity:</strong> Each target hit by this spell suffers shaken.
</p>
<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). <br /><em
>See <a href="/books/core/#page-116">page 116</a> for more information on
offensive spells.</em
>
<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.
<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).
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.
<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.
"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.
<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.
<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>
<h2>Spells</h2>
</div>
</div>

View File

@@ -1,9 +1,10 @@
<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.
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>
@@ -18,30 +19,26 @@
<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.
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>
</ol>
<h3>Magic Checks</h3>
<p>
If the spell is an offensive spell, you must also perform a Magic Check.
Elementalism, Entropism, and Spiritism Checks rely on
<strong>【INS + WLP </strong>, while Chimerism may choose between
<strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>.
</p>
<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>
<ol start="4">
<li>Spend the required amount of Mind Points.</li>
</ol>
<ol start="5">
</li>
<li>Apply the effects of the spell.</li>
</ol>
</div>

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@@ -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>

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@@ -1,4 +1,57 @@
Group Check (<a href="/books/core/#page-50">page 50</a>), and the character who
performs the Ritual will act as Group Check (<a href="/books/core/#page-50"
>page 50</a
>), and the character who performs the Ritual will act as
<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>

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@@ -1,55 +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.
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.
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.
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:
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).
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.
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.
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
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.
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!
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>
<h2>ECONOMY AND ITEMS</h2>
</div>
</div>

View File

@@ -1,14 +1,14 @@
<h1>22GAME RULES</h1>
<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 doesnt 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.
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
@@ -17,25 +17,30 @@
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.
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.
<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"
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
@@ -44,11 +49,12 @@
<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.
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>
<h2>REWARDS</h2>
</div>

View File

@@ -1,15 +1,18 @@
<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 items quality and
condition: none will want the rusted, mud-caked axes picked up in the old
tunnels.
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 items
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
@@ -18,27 +21,25 @@
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.
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.
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>
<h3>Transport Rules</h3>
<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>
</ul>
<p><strong>Vehicle Costs:</strong></p>
<ul>
<li>
If you purchase a vehicle hauled by animals, their cost is included in its
price.
@@ -50,3 +51,4 @@
Companion (<a href="/books/core/#page-217">page 217</a>).
</li>
</ul>
</div>

View File

@@ -1,46 +1,111 @@
<h2>SERVICE COST DESCRIPTION</h2>
<h3>Town Services</h3>
<p>
<strong>Recharge Inventory</strong> 10 z: Recharges a character's Inventory
Points by one.
</p>
<p>
<strong>Full Rest (village)</strong> 5 z: Allows one person to rest for one
night.
</p>
<p>
<strong>Full Rest (town)</strong> 10 z: Allows one person to rest for one
night.
</p>
<p>
<strong>Full Rest (city)</strong> 20 z: Allows one person to rest for one
night.
</p>
<h3>Travel Services</h3>
<p>
<strong>Land Transportation</strong> 10 z: Allows one person to travel for one
day.
</p>
<p>
<strong>Water Transportation</strong> 20 z: Allows one person to travel for
one day.
</p>
<p>
<strong>Air Transportation</strong> 40 z: Allows one person to travel for one
day.
</p>
<h2>TRANSPORT COST PASSENGERS DISTANCE</h2>
<h3>Mounts</h3>
<ul>
<li><strong>Terrestrial</strong> 200 z: One or two ×2</li>
<li><strong>Aquatic</strong> 500 z: Approximately six ×2</li>
<li><strong>Submarine</strong> 1000 z: Approximately six ×2</li>
<li><strong>Flying</strong> 2000 z: Approximately six ×3</li>
</ul>
<h3>Vehicles</h3>
<ul>
<li><strong>Terrestrial</strong> 600 z: Approximately six ×2</li>
<li><strong>Aquatic</strong> 2000 z: Approximately ten ×2</li>
<li><strong>Submarine</strong> 4000 z: Approximately ten ×2</li>
<li><strong>Flying</strong> 8000 z: Approximately twenty ×3</li>
</ul>
<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>

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@@ -1,8 +1,11 @@
<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
@@ -14,39 +17,54 @@
martial armor.
</li>
<li>
<strong>Fury</strong> allows you to equip martial melee weapons and martial
armor.
<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.
<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.
<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.
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>
<h3>ACCESSORY COST</h3>
<strong>Crested Helm</strong> 1000 z
<p>You gain a +1 bonus to your Accuracy Checks.</p>
<p>The general structure includes:</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>
@@ -56,3 +74,4 @@
The Game Master can find a list of sample accessories starting on
<a href="/books/core/#page-285">page 285</a>.
</p>
</div>

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@@ -1,13 +1,43 @@
<h1>ARMORS</h1>
<div>
<h2>ARMORS</h2>
<p>Armor offers improved protection to its wearer.</p>
<h2>Armor Entry Format</h2>
<p>
Each armor entry uses the format below and contains a variety of information:
Each armor entry uses the format below and contains a variety of
information:
</p>
<p><strong>Example Structure:</strong></p>
<p><em>Sage Robe</em> | 200 z | DEX die +1 | INS die +2 -2 | No Quality.</p>
<p><em>Brigandine E</em> | 150 z | 10 | INS die -2 | No Quality.</p>
<h2>Field Descriptions</h2>
<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
@@ -20,26 +50,27 @@
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.
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.
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.
<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>
<h3>Examples</h3>
<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>

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@@ -1,37 +1,58 @@
<h2>W SHIELDS</h2>
<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:
Each shield entry uses the format below and contains a variety of
information:
</p>
<ul>
<li><strong>SHIELD COST DEFENSE M. DEFENSE INITIATIVE</strong></li>
<li>Runic Shield E 150 z +2 +2 -</li>
</ul>
<p>No Quality.</p>
<h3>Understanding Shield Information</h3>
<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.
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>
<h2>Armor Concepts</h2>
</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.
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>
@@ -46,4 +67,4 @@
protection, but also take a heavy toll on your Initiative.
</li>
</ul>
<h2>ARMOR AND DEFENSES</h2>
</div>

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@@ -1,28 +1,54 @@
<header><h1>WEAPONS</h1></header>
<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>
<h2>Weapon Entry Format</h2>
<p>
Each weapon entry uses the format below and contains a variety of information:
Each weapon entry uses the format below and contains a variety of
information:
</p>
<div role="description"><strong>WEAPON COST ACCURACY DAMAGE</strong></div>
<p>Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
<h3>Components Explained</h3>
<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 weapons name, and whether it is a martial weapon (E).</li>
<li>The weapons cost in zenit.</li>
<li>
The Attributes and formula used for Accuracy Checks when performing attacks
with the weapon.
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.
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
@@ -38,16 +64,15 @@
fight with.
</p>
<p>
For a list of all the basic weapons available in the game, see the next page.
For a list of all the basic weapons available in the game, see the next
page.
</p>
<h2>A NOTE ON UNARMED STRIKES</h2>
<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>
<p>
Legends tell of a sword capable of striking fear in the hearts of Dragons and
Wyrms.
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>

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@@ -1,87 +1,151 @@
<section aria-labelledby="weapon-listings">
<h1>WEAPON LISTINGS</h1>
<p><em>(Metadata: Cost | Accuracy | Damage)</em></p>
<div class="category-section">
<h2>Staff Category</h2>
<ul>
<li>
<strong>Staff</strong> <span>100 z</span>
<span aria-label="Stats details">[WLP + WLP] [HR + 6] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
<li>
<strong>Tome</strong> <span>100 z</span>
<span aria-label="Stats details">[INS + INS] [HR + 6] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Bow Category</h2>
<ul>
<li>
<strong>Crossbow</strong> <span>150 z</span>
<span aria-label="Stats details">[DEX + INS] [HR + 8] physical</span>
<p>Two-handed w Ranged w No Quality.</p>
</li>
<li>
<strong>Shortbow</strong> <span>200 z</span>
<span aria-label="Stats details">[DEX + DEX] [HR + 8] physical</span>
<p>Two-handed w Ranged w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Brawling Category</h2>
<ul>
<li>
<strong>Unarmed Strike</strong>
<span>[DEX + MIG] [HR + 0] physical</span>
<p>
<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.
</p>
</li>
<li>
<strong>Improvised (Melee)</strong>
<span>[DEX + MIG] [HR + 2] physical</span>
<p>One-handed w Melee w Breaks after the attack.</p>
</li>
<li>
<strong>Iron Knuckle</strong> <span>150 z</span>
<span aria-label="Stats details">[DEX + MIG] [HR + 6] physical</span>
<p>One-handed w Melee w No Quality.</p>
</li>
</ul>
</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>
<div class="category-section">
<h2>Dagger Category</h2>
<ul>
<li>
<strong>Steel Dagger</strong> <span>150 z</span>
<span aria-label="Stats details">[DEX + INS] +1 [HR + 4] physical</span>
<p>One-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Firearm Category</h2>
<ul>
<li>
<strong>Pistol E</strong> <span>250 z</span>
<span aria-label="Stats details">[DEX + INS] [HR + 8] physical</span>
<p>One-handed w Ranged w No Quality.</p>
</li>
</ul>
</div>
<div class="category-section">
<h2>Flail Category</h2>
<ul>
<li>
<strong>Chain Whip</strong> <span>150 z</span>
<span aria-label="Stats details">[DEX + DEX] [HR + 8] physical</span>
<p>Two-handed w Melee w No Quality.</p>
</li>
</ul>
</div>
<h2>BASIC WEAPONS</h2>
</section>

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@@ -1,60 +1,136 @@
<h1>22GAME RULES</h1>
<h2>Heavy Category</h2>
<section>
<h3>Iron Hammer</h3>
<p><strong>Stats:</strong> 200 z 【MIG + MIG】 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Broadaxe E</h3>
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 10】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Waraxe E</h3>
<p><strong>Stats:</strong> 250 z 【MIG + MIG】 【HR + 14】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<h2>Spear Category</h2>
<section>
<h3>Light Spear E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 8】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Heavy Spear E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 【HR + 12】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<h2>Sword Category</h2>
<section>
<h3>Bronze Sword E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Greatsword E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + MIG】 +1 【HR + 10】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Katana E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 10】 physical</p>
<p>Two-handed w Melee w No Quality.</p>
</section>
<section>
<h3>Rapier E</h3>
<p><strong>Stats:</strong> 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
</section>
<h2>Thrown Category</h2>
<section>
<h3>Improvised (Ranged)</h3>
<p><strong>Stats:</strong> 【DEX + MIG】 【HR + 2】 physical</p>
<p>One-handed w Ranged w Breaks after the attack.</p>
</section>
<section>
<h3>Shuriken</h3>
<p><strong>Stats:</strong> 150 z 【DEX + INS】 【HR + 4】 physical</p>
<p>One-handed w Ranged w No Quality.</p>
</section>
<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>

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@@ -0,0 +1,50 @@
<h2>PLAYER CHARACTER AGAINST PLAYER CHARACTER</h2>
<p>
While the protagonists of Fabula Ultima are heroes, this doesnt mean there
wont 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 whats happening. When the goals or actions
of two or more Player Characters are at odds, dont 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, theres not much this game can do:
solve the issue through dialogue and go back to playing the game once
youre 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
arent 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 youre 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 youve 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: dont 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>

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@@ -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 Ultimas 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 Ultimas
protagonists are complex and sometimes tragic figures, and their journey will
change them forever.
</p>

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@@ -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>

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@@ -1,8 +1,7 @@
<h1>Arcanist</h1>
<p><strong>ALSO:</strong> Avatar, Chosen, Summoner</p>
<h2>Definition / Description</h2>
<p><em>Some fates are not easily avoided.</em></p>
<h3>Abilities & Concept</h3>
<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
@@ -11,4 +10,5 @@
belonging to mythical entities of legend, known as the Arcana.
</p>
<p>In some worlds, the Arcana are even worshipped as deities.</p>
<h3>Attribution</h3>
<blockquote>Some fates are not easily avoided.</blockquote>

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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>

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@@ -1,5 +1,6 @@
<h1>The Arcana</h1>
<p><strong>MERGING WITH AN ARCANUM</strong></p>
<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).
@@ -8,7 +9,8 @@
You cannot summon an Arcanum while already merged with one; you must first
dismiss the current Arcanum.
</p>
<h2>DISMISSING AN ARCANUM</h2>
<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>
@@ -25,7 +27,8 @@
action.
</li>
</ul>
<h2>DISMISS EFFECTS</h2>
<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
@@ -41,7 +44,8 @@
<p>
You are also free to ignore the dismiss effect if you don't want to use it.
</p>
<h2>DOMAINS</h2>
<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
@@ -51,4 +55,3 @@
If you create new Arcana for your world, make sure to associate them with
domains that allow for interesting Rituals.
</p>
<hr />

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@@ -1,55 +1,105 @@
<h2>ARCANUM OF THE FORGE</h2>
<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.
<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.
<strong>Inferno.</strong> Choose any number of creatures you can
see: each of them suffers 30 fire damage. This damage ignores
Resistances.
</li>
</ul>
<h2>ARCANUM OF THE FROST</h2>
</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.
<strong>Ice Age.</strong> Choose any number of creatures you can see:
each of them suffers 30 ice damage. This damage ignores Resistances.
</p>
<h2>ARCANUM OF THE GATE</h2>
</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.
<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.
<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>
<p>cc Work with your group and create custom Arcana for your world!</p>
<p>MERGE DISMISS MERGEDISMISS MERGEDISMISS</p>
</td>
</tr>
</tbody>
</table>

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@@ -1,58 +1,105 @@
<p>180 W</p>
<article>
<h2>ARCANUM OF THE GRIMOIRE</h2>
<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).
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>
<h3>Oracle</h3>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<p>
You ask the Game Master a single question. The Game Master must answer
truthfully, describing the vision shown to you by the Grimoire.
<strong>Oracle:</strong>&nbsp;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 class="restriction">
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>
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>
</article>
<article>
<h2>ARCANUM OF THE OAK</h2>
</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.
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>
<li>Whenever you recover Hit Points, you recover 5 extra Hit Points.</li>
</ul>
<h3>Blossom</h3>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<strong>Blossom:</strong>&nbsp;
<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.
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>
</article>
<article>
<h2>ARCANUM OF THE SKY</h2>
</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>
<h3>Weather Prediction</h3>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<strong>Thunderstorm:</strong>&nbsp;
<p>
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.
Choose any number of creatures you can see: each of them suffers 30
bolt damage. This damage ignores Resistances.
</p>
<h3>Thunderstorm</h3>
<p>
Choose any number of creatures you can see: each of them suffers 30 bolt
damage. This damage ignores Resistances.
</p>
</article>
<div class="metadata"><h1>MERGE DISMISS</h1></div>
</td>
</tr>
</tbody>
</table>

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@@ -1,44 +1,88 @@
<h2>ARCANUM OF THE SWORD</h2>
<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.
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).
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>
<h2>ARCANUM OF THE TOWER</h2>
</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).
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>
<h3>Judgment</h3>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<strong>Judgment:</strong>&nbsp;
<p>
Choose any number of creatures you can see: each of them suffers 30 light
damage. This damage ignores Resistances.
Choose any number of creatures you can see: each of them suffers 30
light damage. This damage ignores Resistances.
</p>
<h2>ARCANUM OF THE WHEEL</h2>
</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>
<h3>Time Freeze</h3>
</td>
</tr>
<tr>
<td>Dismiss</td>
<td>
<strong>Time Freeze:</strong>&nbsp;
<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).
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>
<h2>The Merge</h2>
<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.
</p>
</blockquote>

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@@ -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>

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@@ -1,3 +1,15 @@
<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>
@@ -5,23 +17,28 @@
You may perform Rituals whose effects fall within the Ritualism discipline.
</li>
</ul>
<h2>CHIMERIST SKILLS</h2>
<h3>CONSUME (çç5)</h3>
<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.
@@ -29,7 +46,8 @@
<strong>【MIG + WLP】</strong>. From now on, your Chimerism Rituals will use
the chosen Attributes for the Magic Check.
</p>
<h3>SPELL MIMIC (çç10)</h3>
<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
@@ -48,15 +66,3 @@
already at your limit, you must forget one of your old spells and replace it
with the new spell.
</p>
<h3>Story Prompts</h3>
<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>

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@@ -1,6 +1,9 @@
<h1>DARKBLADE</h1>
<p><strong>Today you shall know the full extent of my suffering.</strong></p>
<h2>Darkblades</h2>
<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
@@ -11,17 +14,3 @@
lifeforce to unleash mighty attacks and is able to draw resolve, power and
even knowledge from the suffering they experience.
</p>
<h3>Details</h3>
<ul>
<li><strong>Name:</strong> DARKBLADE</li>
<li><strong>Power Level:</strong> 184</li>
</ul>
<hr />
<h4>ALSO Associated With</h4>
<ul>
<li>Avenger</li>
<li>Black Knight</li>
<li>Death Knight</li>
</ul>
<hr />
<h6>File Metadata</h6>

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@@ -1,65 +1,57 @@
<h2>DARKBLADE FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Hit Points by 5.</li>
<li>Gain the ability to equip martial melee weapons and martial armor.</li>
</ul>
<h2>DARKBLADE SKILLS</h2>
<section>
<h3>AGONY (çç5)</h3>
<p>
After you deal damage to one or more creatures, if you have a Bond towards
at least one of those creatures, you may recover
<strong>【SL × 2】</strong> Hit Points and <strong>【SL × 2】</strong> Mind
Points.
</p>
</section>
<section>
<h3>DARK BLOOD</h3>
<p>
As long as you are in Crisis, you have Resistance to dark damage and poison
damage.
</p>
</section>
<section>
<h3>HEART OF DARKNESS</h3>
<p>
Once per scene upon entering Crisis, you may choose a specific creature you
can see that you don't have a Bond towards. If you do, create a Bond of
hatred towards that creature.
</p>
</section>
<section>
<h3>PAINFUL LESSON (çç3)</h3>
<p>
After another creature causes you to lose Hit Points (with an attack, a
spell or any other method), you may immediately perform the Study action on
that creature (see <a href="/books/core/#page-74">page 74</a>) for free. If
you do, gain a bonus equal to <strong>【SL】</strong> to your Check.
<br /><em
>Remember, you can study the same aspect of a creature only once.</em
>
</p>
</section>
<section>
<h3>SHADOW STRIKE (çç5)</h3>
<p>
You have learned to channel your vital force into your attacks. You may use
an action to perform a Shadow Strike: roll your current Might die and lose
an amount of Hit Points equal to
<strong>【the number rolled on your Might die】</strong>. If this didn't
reduce your Hit Points to 0, you may perform a free attack with a weapon you
have equipped: if this attack hits one or more targets, it deals extra
damage equal to
<strong>【SL + the number rolled on your Might die 】</strong>. However, all
damage dealt by this attack becomes dark and its damage type cannot be
changed.
</p>
</section>
<h3>Character Reflection Prompts</h3>
<ul>
<li>What tragic experience awakened your abilities?</li>
<li>Many would regard your powers as evil. How do you feel about them?</li>
<li>What do your weapons and fighting style look like?</li>
<li>Are there many practicing your art, or are you the exception?</li>
</ul>
<p><em>"Today you shall know the full extent of my suffering."</em></p>
<h2>DARKBLADE FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Hit Points by 5.</li>
<li>Gain the ability to equip martial melee weapons and martial armor.</li>
</ul>
<h2>DARKBLADE SKILLS</h2>
<h3>AGONY (✦5)</h3>
<p>
After you deal damage to one or more creatures, if you have a Bond towards at
least one of those creatures, you may recover
<strong>【SL × 2】</strong> Hit Points and <strong>【SL × 2】</strong> Mind
Points.
</p>
<h3>DARK BLOOD</h3>
<p>
As long as you are in Crisis, you have Resistance to dark damage and poison
damage.
</p>
<h3>HEART OF DARKNESS</h3>
<p>
Once per scene upon entering Crisis, you may choose a specific creature you
can see that you don't have a Bond towards. If you do, create a Bond of hatred
towards that creature.
</p>
<h3>PAINFUL LESSON (✦3)</h3>
<p>
After another creature causes you to lose Hit Points (with an attack, a spell
or any other method), you may immediately perform the Study action on that
creature (see <a href="/books/core/#page-74">page 74</a>) for free. If you do,
gain a bonus equal to <strong>【SL】</strong> to your Check.
</p>
<p><em>Remember, you can study the same aspect of a creature only once.</em></p>
<h3>SHADOW STRIKE (✦5)</h3>
<p>
You have learned to channel your vital force into your attacks. You may use an
action to perform a Shadow Strike: roll your current Might die and lose an
amount of Hit Points equal to
<strong>【the number rolled on your Might die】</strong>. If this didn't
reduce your Hit Points to 0, you may perform a free attack with a weapon you
have equipped: if this attack hits one or more targets, it deals extra damage
equal to <strong>【SL + the number rolled on your Might die 】</strong>.
However, all damage dealt by this attack becomes dark and its damage type
cannot be changed.
</p>

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@@ -1,7 +1,9 @@
<h1>Elementalist</h1>
<p><strong>ALSO:</strong> Battle Mage, Geomancer, Sorcerer</p>
<h2>ELEMENTALIST</h2>
<p class="warning">Ignore the warnings of this World at your own risk.</p>
<blockquote>Ignore the warnings of this World at your own risk.</blockquote>
<p>ALSO:Battle Mage, Geomancer, Sorcerer</p>
<p>
An Elementalist has learned to channel the souls that flow within the basic
elements of creation: Air, Earth, Fire and Water. Some of them develop complex

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@@ -1,12 +1,21 @@
<h1>ELEMENTALIST FREE BENEFITS</h1>
<ul>
<li>Who trained you in the way of the Elements?</li>
<li>Your magic can be devastating... are you afraid of yourself?</li>
<li>Elemental magic is often used in war. Did you serve in the military?</li>
<li>What does your magic look like?</li>
</ul>
<h2>ELEMENTALIST 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>ELEMENTALIST SKILLS</h2>
<h3>CATACLYSM (çç3)</h3>
<h3>CATACLYSM (✦3)</h3>
<p>
When you cast an instantaneous spell, if you have an arcane weapon equipped,
you may increase the spell's total MP cost by up to 【SL × 10】 Mind Points.
@@ -14,17 +23,20 @@
5 extra damage to each creature for every 10 Mind Points by which you
increased its total MP cost.
</p>
<h3>ELEMENTAL MAGIC (çç10)</h3>
<h3>ELEMENTAL MAGIC (✦10)</h3>
<p>
Each time you acquire this Skill, learn one Elementalist spell (see next two
pages).
</p>
<p>Offensive (rr) Elementalist spells use 【INS + WLP】 for the Magic Check.</p>
<h3>MAGICAL ARTILLERY (çç3)</h3>
<h3>MAGICAL ARTILLERY (✦3)</h3>
<p>
When you cast an offensive ( rr) spell, if you have an arcane weapon equipped,
you gain a bonus to your Magic Check equal to 【SL × 2】.
</p>
<h3>RITUAL ELEMENTALISM</h3>
<ul>
<li>
@@ -33,7 +45,8 @@
</li>
</ul>
<p>Elementalism Rituals use 【INS + WLP】 for the Magic Check.</p>
<h3>SPELLBLADE (çç4)</h3>
<h3>SPELLBLADE (✦4)</h3>
<p>
When you cast an offensive ( rr) spell targeting a single creature, if the
spell has a total Mind Point cost of 【SL × 10】 or lower and you have one or
@@ -45,13 +58,3 @@
>page 131</a
>) will be 【DEX + MIG】 +1 instead of 【INS + WLP】.
</p>
<h2>Questions</h2>
<ul>
<li>Who trained you in the way of the Elements?</li>
<li>Your magic can be devastating... are you afraid of yourself?</li>
<li>Elemental magic is often used in war. Did you serve in the military?</li>
<li>What does your magic look like?</li>
</ul>
<p>
<strong>Option:</strong> Ignore the warnings of this World at your own risk.
</p>

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@@ -0,0 +1,27 @@
<h3>NATURAL FANTASY LOCATIONS</h3>
<p>
In a natural fantasy world, every location and vista is deeply immersed in
vibrant colors and populated by great beasts and monsters. There are no cities
and roads, only small villages and narrow paths. But as our heroes venture
into ruins or deep into the darkest forests, things change — these forbidden
places are alien and magical, cold and terrifying. Things that were meant to
be forgotten dwell there...
</p>
<h3>d NATURAL FANTASY MAGIC</h3>
<p>
Magic is strongly tied to nature, life, and the elements: its traditions are
largely oral, passed down from elder to apprentice, and a mystery to most
people. The magic found in the ruins, however, is cold and artificial, a
remnant of an age of golems and machinery that defied and angered the forces
of nature.
</p>
<h3>d NATURAL FANTASY ANTAGONISTS</h3>
<p>
In a natural fantasy world, antagonists tend to be disastrous calamities or
ancient and powerful monsters. When the antagonist is a person, they are often
misguided or acting for what they believed to be good for their community:
most of the time, they will see reason after the heroes thwart their plans.
The "true enemy", however, is generally something that cannot be reasoned
with, such as the immortal embodiment of a natural disaster that will require
great sacrifices to placate.
</p>

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@@ -1,22 +1,19 @@
<h1>Entropist</h1>
<p>
<em>Also related:</em>
<strong aria-label="related roles">Astromancer, Chaos Mage, Gambler</strong>
</p>
<h2>Description</h2>
<blockquote>
<p>The cold between the stars... it does not frighten me.</p>
</blockquote>
<p>Also: Astromancer, Chaos Mage, Gambler</p>
<p>
High above the stars, where their lights do not shine, lies a bottomless void
where life and souls wither and transform in unfathomable ways. This realm is
a non-reality, an endless expanse of chaos impervious to the laws of time,
space, and probability.
</p>
<h2>Lore</h2>
<p>
Entropists refer to this realm as the Cosmos, the Heavens, or quite simply as
Lady Luck: they are among the few gifted with the ability to channel its
reality-bending energies.
</p>
<h2>Quote</h2>
<blockquote>
<p>The cold between the stars... it does not frighten me.</p>
</blockquote>

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@@ -1,21 +1,30 @@
<p><strong>CHAPTER</strong></p>
<h1>ENTROPIST FREE BENEFITS</h1>
<ul>
<li>Who taught you to channel the reality-bending powers of the Cosmos?</li>
<li>
What do you know of the Cosmos? Are they the end of reality, or a new
beginning?
</li>
<li>What does your magic look like?</li>
<li>Are there many practicing your art, or are you the exception?</li>
</ul>
<h2>ENTROPIST 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>ENTROPIST SKILLS</h2>
<div class="skill">
<strong>ABSORB MP (çç5)</strong>
<h3>ABSORB MP (5)</h3>
<p>
After you suffer damage, you may immediately recover
<strong>【SL × 2】 Mind Points</strong>.
</p>
</div>
<div class="skill">
<strong>ENTROPIC MAGIC (çç10)</strong>
<h3>ENTROPIC MAGIC (✦10)</h3>
<p>
Each time you acquire this Skill, learn one Entropist spell (see next two
pages).
@@ -26,8 +35,8 @@
Check.</em
>
</p>
</div>
<h2>LUCKY SEVEN</h2>
<h3>LUCKY SEVEN</h3>
<p>
You have a lucky number; at the beginning of each session, that number is 7.
Once per scene after you perform a Check, you may replace the value shown on
@@ -35,16 +44,17 @@
impossible Result, such as a value of 7 on a d6). If you do, the replaced
value becomes your new lucky number.
</p>
<h2>RITUAL ENTROPISM</h2>
<h3>RITUAL ENTROPISM</h3>
<p>
You may perform Rituals whose effects fall within the Entropism discipline.
Entropism Rituals use <strong>【INS + WLP】</strong> for the Magic Check.
</p>
<div class="skill">
<strong>STOLEN TIME (çç4)</strong>
<h3>STOLEN TIME (4)</h3>
<p>
During a conflict, you may use an action to interfere with the flow of time
by spending up to <strong>【SL × 5】 Mind Points</strong>. For every 5 Mind
During a conflict, you may use an action to interfere with the flow of time by
spending up to <strong>【SL × 5】 Mind Points</strong>. For every 5 Mind
Points you spend this way, choose one option:
</p>
<ul>
@@ -62,14 +72,3 @@
<p>
<em>Note: Each option can only be chosen once per use of this Skill.</em>
</p>
</div>
<h3>Background Questions</h3>
<ul>
<li>Who taught you to channel the reality-bending powers of the Cosmos?</li>
<li>
What do you know of the Cosmos? Are they the end of reality, or a new
beginning?
</li>
<li>What does your magic look like?</li>
<li>Are there many practicing your art, or are you the exception?</li>
</ul>

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@@ -0,0 +1,16 @@
<h1>Fury</h1>
<blockquote>I'll just have to become stronger than you!</blockquote>
<p>Also: Berserker, Brawler, Viking</p>
<p>
Furies never know when to quit. In battle and life they are energetic,
determined and often restless. Whatever ideals or desires drive their actions,
they will stop at nothing and risk everything in order to achieve them.
</p>
<p>
Some Furies undergo a rigid training in order to control their emotions;
others simply see might as the solution to all problems and are constantly on
the verge of letting rage get the best of them.
</p>

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@@ -1,28 +1,46 @@
<ul>
<li>
Do you rely on your burning passion, or do you strive to keep it under
control?
</li>
<li>Theres that one thing that always makes you lose it. What is it?</li>
<li>
In the past, your lack of control had tragic consequences. What have you
lost?
</li>
<li>What do your weapons and fighting style look like?</li>
</ul>
<h2>FURY FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Hit Points by 5.</li>
<li>Gain the ability to equip martial melee weapons and martial armor.</li>
</ul>
<h2>FURY SKILLS</h2>
<h3>ADRENALINE (çç5)</h3>
<h3>ADRENALINE (✦5)</h3>
<p>
As long as you are in Crisis, you deal <strong>【SL × 2】</strong> extra
damage (be it with attacks, spells, Arcana, items or any other method).
</p>
<h3>FRENZY</h3>
<p>
Your Accuracy Checks with brawling, dagger, flail and thrown weapons trigger a
critical success if both dice show the same number (and the Check is not a
fumble).
</p>
<h3>INDOMITABLE SPIRIT (çç4)</h3>
<h3>INDOMITABLE SPIRIT (✦4)</h3>
<p>
When you spend one or more Fabula Points, you get an additional benefit —
choose one option: you recover <strong>【SL × 5】</strong> Hit Points; or you
recover <strong>【SL × 5】</strong> Mind Points; or you recover from a single
status effect of your choice.
</p>
<h3>PROVOKE (çç5)</h3>
<h3>PROVOKE (✦5)</h3>
<p>
You may use an action and spend 5 Mind Points to perform an Opposed
<strong>【MIG + WLP】</strong> Check against a creature you can see — describe
@@ -36,7 +54,8 @@
You gain a bonus equal to <strong>【SL】</strong> to your
<strong>【MIG + WLP】</strong> Checks for this Skill.
</p>
<h3>WITHSTAND (çç5)</h3>
<h3>WITHSTAND (✦5)</h3>
<p>
When you perform the Guard action, if you choose not to provide cover to
another creature, you recover Hit Points equal to
@@ -44,17 +63,3 @@
and choose Might or Willpower: you treat the chosen Attribute as being one die
size higher (up to a maximum of d12) until the end of your next turn.
</p>
<p>— Character Prompts —</p>
<ul>
<li>
Do you rely on your burning passion, or do you strive to keep it under
control?
</li>
<li>Theres that one thing that always makes you lose it. What is it?</li>
<li>
In the past, your lack of control had tragic consequences. What have you
lost?
</li>
<li>What do your weapons and fighting style look like?</li>
</ul>
<p>I'll just have to become stronger than you!</p>

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@@ -1,23 +1,17 @@
<section>
<h2>Related Roles</h2>
<ul>
<li>Paladin</li>
<li>Soldier</li>
<li>Yōjinbō</li>
</ul>
<article>
<h1>GUARDIAN</h1>
<p>
Proud and selfless, Guardians are individuals who know the value of
life... and are willing to sacrifice themselves for a person, nation or
ideal they have sworn to protect. They are often extraordinary and
impressive individuals, such as valiant soldiers or veterans scarred by a
thousand battles.
</p>
<p>
While some Guardians may appear loud and boisterous, many are simply
masking the tormented memory of those they failed to protect.
</p>
<blockquote>"Let me be your shield."</blockquote>
</article>
</section>
<p>Also: Paladin, Soldier, Yōjinbō</p>
<p>
Proud and selfless, Guardians are individuals who know the value of life...
and are willing to sacrifice themselves for a person, nation or ideal they
have sworn to protect. They are often extraordinary and impressive
individuals, such as valiant soldiers or veterans scarred by a thousand
battles.
</p>
<p>
While some Guardians may appear loud and boisterous, many are simply masking
the tormented memory of those they failed to protect.
</p>

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@@ -1,21 +1,36 @@
<h2>CHAPTER GUARDIAN FREE BENEFITS</h2>
<ul>
<li>Who or what is it you would gladly give your life to protect?</li>
<li>
Are you, or have you ever been, the servant of a Lady or Lord? What were
they like?
</li>
<li>What is it you were unable to protect? What have you lost?</li>
<li>Using what as your armor and/or shield?</li>
</ul>
<h2>GUARDIAN FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Hit Points by 5.</li>
<li>Gain the ability to equip martial armor and martial shields.</li>
</ul>
<h2>GUARDIAN SKILLS</h2>
<h3>BODYGUARD</h3>
<p>
If you perform the Guard action and choose to provide cover to another
creature, that creature gains Resistance to all damage types until the start
of your next turn.
</p>
<h4>DEFENSIVE MASTERY (çç5)</h4>
<h3>DEFENSIVE MASTERY (✦5)</h3>
<p>
As long as you have a shield or a martial armor equipped, all damage you
suffer is reduced by <abbr title="Skill Level">【SL】</abbr> (applied before
damage Affinities).
</p>
<h3>DUAL SHIELDBEARER</h3>
<p>
You may now equip a shield in your main hand slot. As long as you have two
@@ -45,8 +60,10 @@
</tbody>
</table>
</div>
<h4>FORTRESS (çç5)</h4>
<h3>FORTRESS (✦5)</h3>
<p>Permanently increase your maximum Hit Points by 【SL × 3】.</p>
<h3>PROTECT</h3>
<p>
When another creature is threatened by an attack, spell or other danger, you
@@ -57,15 +74,3 @@
creatures from the same danger. If you use this Skill during a conflict, you
cannot use it again until the start of your next turn.
</p>
<h4>Optional Quests/Interrogation Points</h4>
<ul>
<li>Who or what is it you would gladly give your life to protect?</li>
<li>
Are you, or have you ever been, the servant of a Lady or Lord? What were
they like?
</li>
<li>What is it you were unable to protect? What have you lost?</li>
</ul>
<p>
<strong>Equipment Detail:</strong> Using what as your armor and/or shield?
</p>

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@@ -0,0 +1,17 @@
<h1>Loremaster</h1>
<blockquote>Ah, I knew this was going to happen.</blockquote>
<p>Also: Archivist, Sage, Scholar</p>
<p>
Loremasters are known for their insatiable curiosity and appetite for
discovery. They firmly believe that knowledge equates to power, and would
often trade all gold in the world for a chance at solving a good mystery.
</p>
<p>
Unfortunately, a majority of Loremasters tend to be aloof and easily
distracted, rarely concerning themselves with “pragmatic” matters... to the
point of sometimes failing to realize the darker implications of their
discoveries.
</p>

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@@ -1,53 +1,3 @@
<h2>LOREMASTER FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Mind Points by 5.</li>
</ul>
<h2>LOREMASTER SKILLS</h2>
<h3>FLASH OF INSIGHT (çç3)</h3>
<p>
When you roll a 13 or higher on a Check performed to investigate a creature,
item or location — this includes using the Study action during a conflict —
you may ask the Game Master up to 【SL】 questions concerning the subject of
your investigation. You may ask these questions immediately or save them for
later; whenever you ask one of these questions, the Game Master will answer
truthfully and you will describe your character's deductive process.
</p>
<p>
<em
>This Skill may only be used once on the same creature, item or
location.</em
>
</p>
<h3>FOCUSED (çç5)</h3>
<ul>
<li>Permanently increase your maximum Mind Points by 【SL × 3】.</li>
</ul>
<p>
When you perform an Open Check using 【INS + INS】, you gain a bonus equal to
【SL】 on that Check (this only applies to Open Checks).
</p>
<h3>KNOWLEDGE IS POWER</h3>
<p>
When you perform an Accuracy Check, you may replace one of the Attribute dice
with Insight (such as 【INS + INS】 for a pistol or 【INS + MIG】 for a
waraxe).
</p>
<h3>QUICK ASSESSMENT (çç6)</h3>
<p>
At the start of a conflict, you may spend up to 【SL × 5】 Mind Points. For
every 5 Mind Points you spend this way, choose one option: choose a creature
you can see and the GM reveals one of their Traits; or name a damage type and
choose a creature you can see, and the GM reveals that creature's Affinity
towards that damage type.
</p>
<h3>TRAINED MEMORY</h3>
<p>
You may perfectly recall the details of any scene you have visited within the
past week. You can "go back in time" within your mind in order to examine and
investigate such scenes again — your Flash of Insight Skill will apply to
these memories as well.
</p>
<h2>Character Background Exploration</h2>
<ul>
<li>
Who is (or was) your mentor? What is (or was) your relationship with them?
@@ -62,4 +12,58 @@
time?
</li>
</ul>
<p><em>"Ah, I knew this was going to happen."</em></p>
<h2>LOREMASTER FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Mind Points by 5.</li>
</ul>
<h2>LOREMASTER SKILLS</h2>
<h3>FLASH OF INSIGHT (✦3)</h3>
<p>
When you roll a 13 or higher on a Check performed to investigate a creature,
item or location — this includes using the Study action during a conflict —
you may ask the Game Master up to 【SL】 questions concerning the subject of
your investigation. You may ask these questions immediately or save them for
later; whenever you ask one of these questions, the Game Master will answer
truthfully and you will describe your character's deductive process.
</p>
<p>
<em>
This Skill may only be used once on the same creature, item or location.
</em>
</p>
<h3>FOCUSED (✦5)</h3>
<ul>
<li>Permanently increase your maximum Mind Points by 【SL × 3】.</li>
</ul>
<p>
When you perform an Open Check using 【INS + INS】, you gain a bonus equal to
【SL】 on that Check (this only applies to Open Checks).
</p>
<h3>KNOWLEDGE IS POWER</h3>
<p>
When you perform an Accuracy Check, you may replace one of the Attribute dice
with Insight (such as 【INS + INS】 for a pistol or 【INS + MIG】 for a
waraxe).
</p>
<h3>QUICK ASSESSMENT (✦6)</h3>
<p>
At the start of a conflict, you may spend up to 【SL × 5】 Mind Points. For
every 5 Mind Points you spend this way, choose one option: choose a creature
you can see and the GM reveals one of their Traits; or name a damage type and
choose a creature you can see, and the GM reveals that creature's Affinity
towards that damage type.
</p>
<h3>TRAINED MEMORY</h3>
<p>
You may perfectly recall the details of any scene you have visited within the
past week. You can "go back in time" within your mind in order to examine and
investigate such scenes again — your Flash of Insight Skill will apply to
these memories as well.
</p>

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@@ -1,4 +1,11 @@
<h1>ORATOR</h1>
<blockquote>
"Words are only as good as the actions that follow them."
</blockquote>
<p>Also: Ambassador, Diplomat, Entertainer</p>
<p>
Some are graceful and ever-smiling, others are subtle and witty: Orators are
as good at reading someones heart as they are at rounding up allies for their
@@ -10,6 +17,3 @@
to ruin... and just as many have granted fallen kingdoms a chance to rise from
their very ashes.
</p>
<p style="margin-top: 20px">
<em>"Words are only as good as the actions that follow them."</em>
</p>

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@@ -1,49 +1,3 @@
<h1>ORATOR FREE BENEFITS</h1>
<p><strong>ORATOR SKILLS</strong></p>
<h3>CONDEMN <span style="font-size: 0.8em">(çç4)</span></h3>
<p>
You may use an action and spend 5 Mind Points to perform an Opposed
<strong>[INS + WLP]</strong> Check against a creature that can hear and
understand you — describe your accusations! If you succeed, the target loses
<strong>[SL × 10]</strong> Mind Points and suffers dazed or shaken (your
choice).
</p>
<p>
You gain a bonus equal to <strong>[SL]</strong> to your
<strong>[INS + WLP]</strong> Checks for this Skill.
</p>
<h3>ENCOURAGE <span style="font-size: 0.8em">(çç6)</span></h3>
<p>
During a conflict, you may use an action and spend 5 Mind Points to choose
another creature that can hear and understand you. That creature recovers
<strong>[SL × 5]</strong> Hit Points and chooses Dexterity, Insight, Might, or
Willpower: they treat the chosen Attribute as being one die size higher (up to
a maximum of d12) until the start of your next turn.
</p>
<h3>MY TRUST IN YOU <span style="font-size: 0.8em">(çç2)</span></h3>
<p>
After another Player Character who is able to hear you performs a Check, you
may spend 1 Fabula Point and invoke one of their Traits or Bonds in order to
let them reroll dice or improve the Result of the Check (following the normal
rules). Then, if you have a Bond towards that character, they recover
<strong>[SL × 10]</strong> Mind Points.
</p>
<h3>PERSUASIVE <span style="font-size: 0.8em">(çç2)</span></h3>
<p>
When you successfully perform a Check to fill or erase sections of a Clock, if
your approach relied on charm, diplomacy, deception or intimidation, you may
spend up to <strong>[SL × 20]</strong> Mind Points. If you do, fill or erase
an additional section of that Clock for every 20 Mind Points you spend this
way.
</p>
<h3>UNEXPECTED ALLY</h3>
<p>
You may use an action and spend 1 Fabula Point to choose a non-hostile
creature able to hear and understand you. If you do, that creature becomes
helpful towards you so long as you are kind and respectful to them and your
requests are reasonable.
</p>
<h2>Reflections</h2>
<ul>
<li>
Do you think everyone can be persuaded? Is it true that everyone has a
@@ -59,4 +13,59 @@
In the past, your words ended up putting you in trouble. What happened?
</li>
</ul>
<p>Words are only as good as the actions that follow them.</p>
<h2>ORATOR FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Mind Points by 5.</li>
</ul>
<h2>ORATOR SKILLS</h2>
<h3>CONDEMN (✦4)</h3>
<p>
You may use an action and spend 5 Mind Points to perform an Opposed
<strong>[INS + WLP]</strong> Check against a creature that can hear and
understand you — describe your accusations! If you succeed, the target loses
<strong>[SL × 10]</strong> Mind Points and suffers dazed or shaken (your
choice).
</p>
<p>
You gain a bonus equal to <strong>[SL]</strong> to your
<strong>[INS + WLP]</strong> Checks for this Skill.
</p>
<h3>ENCOURAGE (✦6)</h3>
<p>
During a conflict, you may use an action and spend 5 Mind Points to choose
another creature that can hear and understand you. That creature recovers
<strong>[SL × 5]</strong> Hit Points and chooses Dexterity, Insight, Might, or
Willpower: they treat the chosen Attribute as being one die size higher (up to
a maximum of d12) until the start of your next turn.
</p>
<h3>MY TRUST IN YOU (✦2)</h3>
<p>
After another Player Character who is able to hear you performs a Check, you
may spend 1 Fabula Point and invoke one of their Traits or Bonds in order to
let them reroll dice or improve the Result of the Check (following the normal
rules). Then, if you have a Bond towards that character, they recover
<strong>[SL × 10]</strong> Mind Points.
</p>
<h3>PERSUASIVE (✦2)</h3>
<p>
When you successfully perform a Check to fill or erase sections of a Clock, if
your approach relied on charm, diplomacy, deception or intimidation, you may
spend up to <strong>[SL × 20]</strong> Mind Points. If you do, fill or erase
an additional section of that Clock for every 20 Mind Points you spend this
way.
</p>
<h3>UNEXPECTED ALLY</h3>
<p>
You may use an action and spend 1 Fabula Point to choose a non-hostile
creature able to hear and understand you. If you do, that creature becomes
helpful towards you so long as you are kind and respectful to them and your
requests are reasonable.
</p>

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@@ -1,4 +1,9 @@
<h1>Rogues: The Archetype</h1>
<h1>Rogue</h1>
<blockquote><p>I will find my own justice.</p></blockquote>
<p>Also: Bandit, Ninja, Thief</p>
<p>
Be they criminals, rebels or spies, Rogues are more than willing to play dirty
in order to get what they want. Rogues are generally quick, witty and elusive:
@@ -10,10 +15,3 @@
Tragically, it is quite common for Rogues to end up being painted as threats
by those same people they fight for.
</p>
<h2>Related Archetypes</h2>
<ul>
<li>Bandit</li>
<li>Ninja</li>
<li>Thief</li>
</ul>
<blockquote><p>I will find my own justice.</p></blockquote>

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@@ -1,22 +1,37 @@
<h1>CHAPTER CHAPTER</h1>
<ul>
<li>
What drives you? Is it desire, vengeance, or a burning need for freedom?
</li>
<li>Are you part of a criminal gang or guild, or do you work on your own?</li>
<li>
Is there a place you can call home? Or is it true that, in the end, we all
die alone?
</li>
<li>What is the most important rule in your personal code?</li>
</ul>
<h2>ROGUE FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Inventory Points by 2.</li>
</ul>
<h2>ROGUE SKILLS</h2>
<h3>CHEAP SHOT (çç5)</h3>
<h3>CHEAP SHOT (✦5)</h3>
<p>
When you hit a creature with an attack, if the attack only targeted that
creature and they are suffering from one or more status effects, you may have
it deal extra damage equal to 【SL + the number of status effects on the
creature】.
</p>
<h3>DODGE (çç3)</h3>
<h3>DODGE (✦3)</h3>
<p>
As long as you have no shields and no martial armor equipped, your Defense
score is increased by 【SL】.
</p>
<h3>HIGH SPEED (çç3)</h3>
<h3>HIGH SPEED (✦3)</h3>
<p>
At the start of a conflict, you may spend 10 Mind Points. If you do, choose
one option and apply it before the start of the first round: perform a free
@@ -24,6 +39,7 @@
action. You also gain a bonus equal to 【SL】 to all Checks you perform as
part of the chosen option.
</p>
<h3>SEE YOU LATER</h3>
<p>
You may use an action and spend 1 Fabula Point to vanish from the current
@@ -31,7 +47,8 @@
Player Character is present. Describe how you escaped and miraculously got
here!
</p>
<h3>SOUL STEAL (çç5)</h3>
<h3>SOUL STEAL (✦5)</h3>
<p>
You may use an action to perform a 【DEX + WLP】 Check against the Magic
Defense of a creature you can see. If you succeed and the target is a soldier,
@@ -44,15 +61,3 @@
<p>
You gain a bonus equal to 【SL】 to your 【DEX + WLP】 Checks for this Skill.
</p>
<h2>CHARACTER BACKGROUND</h2>
<ul>
<li>
What drives you? Is it desire, vengeance, or a burning need for freedom?
</li>
<li>Are you part of a criminal gang or guild, or do you work on your own?</li>
<li>
Is there a place you can call home? Or is it true that, in the end, we all
die alone?
</li>
<li>What is the most important rule in your personal code?</li>
</ul>

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@@ -1,4 +1,11 @@
<h1>SHARPSHOOTER</h1>
<blockquote>
"Flee to the other end of the world; my arrow shall find you."<br />
</blockquote>
<p>Also: Archer, Gunslinger, Sniper</p>
<p>
A majority of Sharpshooters are exceptionally good at dealing with threats
from a carefully calculated distance; others are brave, skilled or reckless
@@ -10,12 +17,3 @@
abilities at the service of the people, or use them to protect a sacred or
forbidden site from intruders.
</p>
<h2>Related Classes</h2>
<ul>
<li>Archer</li>
<li>Gunslinger</li>
<li>Sniper</li>
</ul>
<blockquote>
"Flee to the other end of the world; my arrow shall find you."<br />
</blockquote>

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@@ -1 +1,60 @@
<em> This page is intentionally left blank. </em>
<ul>
<li>
Some believe arrows and bullets to be a coward's weapons. What's your
opinion?
</li>
<li>When caught unprepared, do you improvise or do you retreat?</li>
<li>
Are you quiet and reserved, confident and cunning, or boisterous and
reckless?
</li>
<li>What do your weapons and fighting style look like?</li>
</ul>
<h2>SHARPSHOOTER FREE BENEFITS</h2>
<ol>
<li>Permanently increase your maximum Hit Points by 5.</li>
<li>Gain the ability to equip martial ranged weapons and martial shields.</li>
</ol>
<h2>SHARPSHOOTER SKILLS</h2>
<h3>BARRAGE</h3>
<p>
When you perform a ranged attack, you may spend 10 Mind Points to choose one
option: the attack gains multi (2); or you increase the attack's multi
property by one, up to a maximum of multi (3).
</p>
<h3>CROSSFIRE</h3>
<p>
After a creature you can see performs a ranged attack, you may spend an amount
of Mind Points equal to the total Result of their Accuracy Check in order to
have the attack fail automatically against all targets. You can only use this
Skill if you have a ranged weapon equipped, and it has no effect if the
Accuracy Check was a critical success.
</p>
<h3>HAWKEYE (✦5)</h3>
<p>
When you perform the Guard action, if you choose not to provide cover to
another creature, you may choose one option: the next ranged attack you
perform before the end of the current scene will deal【 SL × 2】 extra damage;
or you may immediately perform a free attack with a bow or firearm you have
equipped, treating your High Roll (HR) as 0 when calculating damage dealt by
this attack.
</p>
<h3>RANGED WEAPON MASTERY (✦4)</h3>
<p>
You gain a bonus equal to【 SL】 to all Accuracy Checks with ranged weapons.
</p>
<h3>WARNING SHOT (✦4)</h3>
<p>
When you hit one or more targets with a ranged attack that would deal damage,
you may have the attack deal no damage. If you do, choose one option: inflict
shaken on each target hit by the attack; or inflict slow on each target hit by
the attack; or each target hit by the attack loses【 SL × 10】 Mind Points.
Describe your maneuver!
</p>

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@@ -1,20 +1,16 @@
<h1>Spiritist</h1>
<p><strong>ALSO:</strong> Healer, Priest, Witch</p>
<h3>Definition</h3>
<blockquote>Show me the truths of your heart.</blockquote>
<p>Also: Healer, Priest, Witch</p>
<p>
Spiritists have developed a powerful connection with the raw aspects of soul:
emotion, energy, life, and death. They wield power both miraculous and
frightening, and are quite often affiliated with cults or religions.
</p>
<h3>Nature of Abilities</h3>
<p>
Several worlds see the powers of Spiritism as gifts from a deity or proof that
a person's heart is pure; however, there is no definite proof of these
abilities coming from anything but discipline, empathy, and focus.
</p>
<blockquote>Show me the truths of your heart.</blockquote>

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@@ -1,56 +1,3 @@
<h2>SPIRITIST BENEFITS AND SKILLS</h2>
<h3>Free Benefits:</h3>
<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>
<h3>SPIRITIST SKILLS</h3>
<h4>HEALING POWER</h4>
<p>
When you cast a spell that targets one or more allies, if you have an arcane
weapon equipped, you may have each of those allies recover an amount of Hit
Points equal to
<strong>【SL, multiplied by the number of Bonds you have】</strong>. This
healing is separate from any healing caused by the effects of the spell.
</p>
<h4>RITUAL SPIRITISM</h4>
<p>
You may perform Rituals whose effects fall within the Spiritism discipline.
Spiritism Rituals use <strong>【INS + WLP】</strong> for the Magic Check.
</p>
<h4>SPIRITUAL MAGIC (çç10)</h4>
<p>
Each time you acquire this Skill, learn one Spiritist spell (see next two
pages). Offensive Spiritist spells use <strong>【INS + WLP】</strong> for the
Magic Check.
</p>
<h4>SUPPORT MAGIC</h4>
<p>
When you cast a spell that targets one or more allies, if you have an arcane
weapon equipped, you may choose one of those allies you have a Bond towards.
If you do, that ally gains a bonus to the next Check they perform during the
current scene; this bonus is equal to the strength of your Bond towards them.
</p>
<h4>VISMAGUS</h4>
<p>
When you cast a spell, if you don't have enough Mind Points to pay for its
total cost, you may choose to spend twice as many Hit Points instead. You
cannot use this Skill if doing so would reduce you to 0 Hit Points. If a spell
cast this way would cause you to recover Hit Points, you instead recover no
Hit Points (the spell functions normally on any other target).
</p>
<h2>Background Prompts</h2>
<ul>
<li>
Where does your magic come from? What are your beliefs concerning life and
@@ -66,4 +13,51 @@
<li>What does your magic look like?</li>
</ul>
<blockquote>Show me the truths of your heart.</blockquote>
<h2>SPIRITIST 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>SPIRITIST SKILLS</h2>
<h3>HEALING POWER</h3>
<p>
When you cast a spell that targets one or more allies, if you have an arcane
weapon equipped, you may have each of those allies recover an amount of Hit
Points equal to
<strong>【SL, multiplied by the number of Bonds you have】</strong>. This
healing is separate from any healing caused by the effects of the spell.
</p>
<h3>RITUAL SPIRITISM</h3>
<p>
You may perform Rituals whose effects fall within the Spiritism discipline.
Spiritism Rituals use <strong>【INS + WLP】</strong> for the Magic Check.
</p>
<h3>SPIRITUAL MAGIC (✦10)</h3>
<p>
Each time you acquire this Skill, learn one Spiritist spell (see next two
pages). Offensive Spiritist spells use <strong>【INS + WLP】</strong> for the
Magic Check.
</p>
<h3>SUPPORT MAGIC</h3>
<p>
When you cast a spell that targets one or more allies, if you have an arcane
weapon equipped, you may choose one of those allies you have a Bond towards.
If you do, that ally gains a bonus to the next Check they perform during the
current scene; this bonus is equal to the strength of your Bond towards them.
</p>
<h3>VISMAGUS</h3>
<p>
When you cast a spell, if you don't have enough Mind Points to pay for its
total cost, you may choose to spend twice as many Hit Points instead. You
cannot use this Skill if doing so would reduce you to 0 Hit Points. If a spell
cast this way would cause you to recover Hit Points, you instead recover no
Hit Points (the spell functions normally on any other target).
</p>

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@@ -1,9 +1,11 @@
<h1>Tinkerer</h1>
<p><strong>Associated Roles:</strong> Alchemist, Magitech Engineer, Mechanic</p>
<h2>Description</h2>
<blockquote>
I like to think that what we have today was not a gift from the Gods.
</blockquote>
<p>ALSO: Alchemist, Magitech Engineer, Mechanic</p>
<p>
Tinkerers possess exceptional ingenuity and are known for their eccentric and
marvelous inventions. They travel the world in an endless search for lost
@@ -15,4 +17,3 @@
challenging the very rules of nature and society in their pursuit of a better
future.
</p>
<hr />

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@@ -1,52 +1,3 @@
<h1>TINKERER FREE BENEFITS</h1>
<ul>
<li>Permanently increase your maximum Inventory Points by 2.</li>
<li>You may initiate Projects.</li>
</ul>
<h2>TINKERER SKILLS</h2>
<h3>EMERGENCY ITEM</h3>
<p>
Once per conflict scene, if you are in Crisis, you may perform an additional
action on your turn. This action must be the Inventory action.
</p>
<h3>GADGETS (çç5)</h3>
<ul>
<li>
When you first acquire this Skill, choose a gadget type: alchemy, infusions
or magitech (see next four pages). You gain its basic benefits.
</li>
<li>
Whenever you take this Skill again, choose one option: you gain the basic
benefits of a new gadget type; or you gain the advanced benefits of a gadget
type whose basic benefits you already obtained; or you gain the superior
benefits of a gadget type whose advanced benefits you already obtained.
</li>
</ul>
<h3>POTION RAIN (çç2)</h3>
<p>
When you create a potion that restores a single creature's HP and/or MP, you
may have it affect up to 【SL】 additional creatures. If you do, the potion
only restores half the normal amount of HP and MP to each creature.
</p>
<h3>SECRET FORMULA (çç5)</h3>
<ul>
<li>
When you create a potion or magisphere whose effects restore HP and/or MP,
each restored amount is increased by 【SL × 5】.
</li>
<li>
When you create an elemental shard, potion or magisphere that deals damage,
that item deals 【SL】 extra damage.
</li>
</ul>
<h3>VISIONARY (çç5)</h3>
<p>
When you work on a Project, up to 【SL × 100】 zenit of material costs are
automatically paid; additionally, you generate an additional 【SL】 progress
every day. If multiple characters with this Skill work on the same Project,
the effects will be cumulative.
</p>
<h2>Character Inspiration Questions</h2>
<ul>
<li>
Did you learn your craft from someone? What is your relationship with them?
@@ -61,4 +12,58 @@
like?
</li>
</ul>
<p>I like to think that what we have today was not a gift from the Gods.</p>
<h2>TINKERER FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Inventory Points by 2.</li>
<li>You may initiate Projects.</li>
</ul>
<h2>TINKERER SKILLS</h2>
<h3>EMERGENCY ITEM</h3>
<p>
Once per conflict scene, if you are in Crisis, you may perform an additional
action on your turn. This action must be the Inventory action.
</p>
<h3>GADGETS (✦5)</h3>
<ul>
<li>
When you first acquire this Skill, choose a gadget type: alchemy, infusions
or magitech (see next four pages). You gain its basic benefits.
</li>
<li>
Whenever you take this Skill again, choose one option: you gain the basic
benefits of a new gadget type; or you gain the advanced benefits of a gadget
type whose basic benefits you already obtained; or you gain the superior
benefits of a gadget type whose advanced benefits you already obtained.
</li>
</ul>
<h3>POTION RAIN (✦2)</h3>
<p>
When you create a potion that restores a single creature's HP and/or MP, you
may have it affect up to 【SL】 additional creatures. If you do, the potion
only restores half the normal amount of HP and MP to each creature.
</p>
<h3>SECRET FORMULA (✦5)</h3>
<ul>
<li>
When you create a potion or magisphere whose effects restore HP and/or MP,
each restored amount is increased by 【SL × 5】.
</li>
<li>
When you create an elemental shard, potion or magisphere that deals damage,
that item deals 【SL】 extra damage.
</li>
</ul>
<h3>VISIONARY (✦5)</h3>
<p>
When you work on a Project, up to 【SL × 100】 zenit of material costs are
automatically paid; additionally, you generate an additional 【SL】 progress
every day. If multiple characters with this Skill work on the same Project,
the effects will be cumulative.
</p>

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@@ -6,11 +6,11 @@
among those you have unlocked (basic, advanced or superior) and spend the
appropriate amount of Inventory Points.
</p>
<h2>MIX</h2>
<table style="width: 100%; border-collapse: collapse">
<thead>
<tr>
<th style="width: 20%">Level</th>
<th style="width: 20%">Mix</th>
<th style="width: 15%">IP Cost</th>
<th style="width: 65%">Description</th>
</tr>
@@ -33,35 +33,54 @@
</tr>
</tbody>
</table>
<p>
When you create a mix, roll the amount of twenty-sided dice indicated by that
mix, then assign one of those rolls to the target table (below) and one to the
effect table (on the right). Discard all remaining dice, then describe the
effects of the mix!
</p>
<h3>Example:</h3>
<p>
You spend 5 Inventory Points for a superior mix and roll four twenty-sided
dice. You roll 3, 14, 9 and 4. You might assign 14 to target and 9 to effect
to grant yourself and all allies Resistance to air and fire; or you could go
on the offensive and assign 9 to target and 4 to effect to deal bolt damage to
a single enemy; or even assign 9 to target and 14 to effect to inflict four
status effects on that foe!
<p class="example">
Example: You spend 5 Inventory Points for a superior mix and roll four
twenty-sided dice. You roll 3, 14, 9 and 4. You might assign 14 to target and
9 to effect to grant yourself and all allies Resistance to air and fire; or
you could go on the offensive and assign 9 to target and 4 to effect to deal
bolt damage to a single enemy; or even assign 9 to target and 14 to effect to
inflict four status effects on that foe!
</p>
<p>Whatever your choice, the two dice you don't assign will be discarded.</p>
<p>
The two effects marked with "Any" on the effect table are always available and
can be chosen if none of the available effects appeal to you.
</p>
<h2>TARGET</h2>
<dl>
<dt>1-6</dt>
<dd>... you or one ally you can see that is present on the scene.</dd>
<dt>7-11</dt>
<dd>... one enemy you can see that is present on the scene.</dd>
<dt>12-16</dt>
<dd>... you and every ally present on the scene.</dd>
<dt>17-20</dt>
<dd>... every enemy present on the scene.</dd>
</dl>
<h2>INVENTION TYPES</h2>
<table>
<thead>
<tr>
<th>Die</th>
<th>The potion affects...</th>
</tr>
</thead>
<tbody>
<tr>
<td>1-6</td>
<td>... you or one ally you can see that is present on the scene.</td>
</tr>
<tr>
<td>7-11</td>
<td>... one enemy you can see that is present on the scene.</td>
</tr>
<tr>
<td>12-16</td>
<td>... you and every ally present on the scene.</td>
</tr>
<tr>
<td>17-20</td>
<td>... every enemy present on the scene.</td>
</tr>
</tbody>
</table>

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@@ -1,3 +1,98 @@
<a href="#projects">Projects</a>, on
<a href="/books/core/#page-136">page 136</a>! <a href="#projects">Projects</a>,
on <a href="/books/core/#page-136">page 136</a>!
<p class="example">
Want to craft airships, golems, sleep potions, and more? See Projects, on
<a href="/books/core/#page-136">page 136</a>!
</p>
<h2>EFFECT</h2>
<table>
<tr>
<td>Any</td>
<td>suffers 20 poison damage.</td>
</tr>
<tr>
<td>Any</td>
<td>recovers 30 Hit Points.</td>
</tr>
<tr>
<td>1</td>
<td>
treats their Dexterity and Might dice as if they were one size higher (up
to a maximum of d12) until the end of your next turn.
</td>
</tr>
<tr>
<td>2</td>
<td>As effect 1, but with Insight and Willpower.</td>
</tr>
<tr>
<td>3</td>
<td>
suffers 20 air damage. This amount increases to 30 damage if you are level
20 or higher, or to 40 damage if you are level 40 or higher.
</td>
</tr>
<tr>
<td>4</td>
<td>As effect 3, but with bolt damage.</td>
</tr>
<tr>
<td>5</td>
<td>As effect 3, but with dark damage.</td>
</tr>
<tr>
<td>6</td>
<td>As effect 3, but with earth damage.</td>
</tr>
<tr>
<td>7</td>
<td>As effect 3, but with fire damage.</td>
</tr>
<tr>
<td>8</td>
<td>As effect 3, but with ice damage.</td>
</tr>
<tr>
<td>9</td>
<td>gains Resistance to air and fire damage until the end of the scene.</td>
</tr>
<tr>
<td>10</td>
<td>As effect 9, but with bolt and ice damage.</td>
</tr>
<tr>
<td>11</td>
<td>As effect 9, but with dark and earth damage.</td>
</tr>
<tr>
<td>12</td>
<td>suffers enraged.</td>
</tr>
<tr>
<td>13</td>
<td>suffers poisoned.</td>
</tr>
<tr>
<td>14</td>
<td>suffers dazed, shaken, slow and weak.</td>
</tr>
<tr>
<td>15</td>
<td>recovers from all status effects.</td>
</tr>
<tr>
<td>16-17</td>
<td>recovers 50 Hit Points and 50 Mind Points.</td>
</tr>
<tr>
<td>18</td>
<td>recovers 100 Hit Points.</td>
</tr>
<tr>
<td>19</td>
<td>recovers 100 Mind Points.</td>
</tr>
<tr>
<td>20</td>
<td>recovers 100 Hit Points and 100 Mind Points.</td>
</tr>
</table>

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@@ -1,4 +1,4 @@
<h1>W INFUSIONS</h1>
<h2>INFUSIONS</h2>
<p>Also: Arcane Ammunition, Blade Coatings, Combat Runes.</p>
<p>
When you successfully hit one or more targets with an attack, you may spend 2
@@ -11,57 +11,67 @@
using an infusion are both part of the action you used to attack with the
weapon.
</p>
<h2>INFUSION EFFECT</h2>
<h3>Basic Infusions</h3>
<ul>
<li>
<strong>Cryo</strong> The attack deals 5 extra damage, and its damage
becomes ice.
</li>
<li>
<strong>Pyro</strong> The attack deals 5 extra damage, and its damage
becomes fire.
</li>
<li>
<strong>Volt</strong> The attack deals 5 extra damage, and its damage
becomes bolt.
</li>
</ul>
<h3>Advanced Infusions</h3>
<ul>
<li>
<strong>Cyclone</strong> The attack deals 5 extra damage, and its damage
becomes air.
</li>
<li>
<strong>Exorcism</strong> The attack deals 5 extra damage, and its damage
becomes light.
</li>
<li>
<strong>Seismic</strong> The attack deals 5 extra damage, and its damage
becomes earth.
</li>
<li>
<strong>Shadow</strong> The attack deals 5 extra damage, and its damage
becomes dark.
</li>
</ul>
<h3>Superior Infusions</h3>
<ul role="group">
<li>
<strong>Vampire</strong>
<p>
<table>
<thead>
<tr>
<th>Infusion</th>
<th>Effect</th>
</tr>
</thead>
<tr>
<th colspan="2"><strong>Basic Infusions</strong></th>
</tr>
<tr>
<td>Cryo</td>
<td>The attack deals 5 extra damage, and its damage becomes ice.</td>
</tr>
<tr>
<td>Pyro</td>
<td>The attack deals 5 extra damage, and its damage becomes fire.</td>
</tr>
<tr>
<td>Volt</td>
<td>The attack deals 5 extra damage, and its damage becomes bolt.</td>
</tr>
<tr>
<th colspan="2"><strong>Advanced Infusions</strong></th>
</tr>
<tr>
<td>Cyclone</td>
<td>The attack deals 5 extra damage, and its damage becomes air.</td>
</tr>
<tr>
<td>Exorcism</td>
<td>The attack deals 5 extra damage, and its damage becomes light.</td>
</tr>
<tr>
<td>Seismic</td>
<td>The attack deals 5 extra damage, and its damage becomes earth.</td>
</tr>
<tr>
<td>Shadow</td>
<td>The attack deals 5 extra damage, and its damage becomes dark.</td>
</tr>
<tr>
<th colspan="2"><strong>Superior Infusions</strong></th>
</tr>
<tr>
<td>Vampire</td>
<td>
Choose one option: you recover an amount of HP equal to half the HP loss
suffered by the target of the attack; or you recover an amount of MP equal
to half the HP loss suffered by the target of the attack.
</p>
<em class="restriction"
>This infusion can only be used if the attack targeted a single
creature.</em
>
</li>
<li>
<strong>Venom</strong> The attack deals 5 extra damage, its damage becomes
poison, and each creature hit by the attack suffers poisoned.
</li>
</ul>
<em class="restriction">
This infusion can only be used if the attack targeted a single creature.
</em>
</td>
</tr>
<tr>
<td>Venom</td>
<td>
The attack deals 5 extra damage, its damage becomes poison, and each
creature hit by the attack suffers poisoned.
</td>
</tr>
</table>

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@@ -1,7 +1,8 @@
<h2>MAGITECH</h2>
<p>Also: Engineering, Golemcraft, Robotics.</p>
<p>This invention type grants a variety of different benefits.</p>
<h3>d MAGITECH OVERRIDE (Basic)</h3>
<h3>MAGITECH OVERRIDE (Basic)</h3>
<p>
You may use an action and spend 10 Mind Points to perform an Opposed
<strong class="game-term">[INS + INS]</strong> Check against a nearby
@@ -13,7 +14,8 @@
allies. Once free, the construct is again in control of its actions and might
turn against you.
</p>
<h3>d MAGICANNON (Advanced)</h3>
<h3>MAGICANNON (Advanced)</h3>
<p>
You may perform the Inventory action and spend 3 Inventory Points to create a
firearm weapon known as a magicannon (see below). The magicannon will crumble
@@ -21,6 +23,7 @@
magicannon, choose the type of damage it deals (air, bolt, earth, fire, ice,
or physical).
</p>
<div class="stats-block">
<h4>WEAPON STATS</h4>
<ul>
@@ -34,7 +37,8 @@
<li><strong>TYPE:</strong> Two-handed, Ranged, No Quality.</li>
</ul>
</div>
<h3>d MAGISPHERES (Superior)</h3>
<h3>MAGISPHERES (Superior)</h3>
<p>
You develop three magisphere prototypes; each of them can replicate a spell
chosen from the following lists: Elementalist, Entropist and Spiritist. The

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@@ -1,7 +1,9 @@
<h1>Wayfarer</h1>
<p><strong>ALSO:</strong> Adventurer, Explorer, Treasure Hunter</p>
<h2>W A YFARER</h2>
<p><em>Borders are a trick of the mind.</em></p>
<blockquote>Borders are a trick of the mind.</blockquote>
<p>ALSO: Adventurer, Explorer, Treasure Hunter</p>
<p>
Nomads searching for a fabled continent, explorers braving the wilds, grizzled
hunters and travelers have one thing in common: they are Wayfarers.

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@@ -1,70 +1,3 @@
<section>
<h2>WAYFARER FREE BENEFITS</h2>
<p>Permanently increase your maximum Inventory Points by 2.</p>
</section>
<section>
<h3>WAYFARER SKILLS</h3>
<article>
<h4>FAITHFUL COMPANION (çç5)</h4>
<p>
Together with the rest of your group, design a level 5 beast, construct,
elemental or plant creature (see
<a href="/books/core/#page-302">page 302</a>) that becomes your companion.
This creature has no Initiative score and does not level up, can have up
to two basic attacks, gains a bonus equal to 【SL】 to Accuracy Checks and
Magic Checks, and their maximum Hit Points are equal to 【(SL multiplied
by the companion's base Might die size) + half your level】.
</p>
<p>
Your companion doesn't get a turn during conflicts, but on your turn you
can use an action to have the companion perform an action (only once per
turn). If you leave a scene, your companion leaves with you.
</p>
<p>
If your companion falls to 0 Hit Points, they flee and rejoin you at the
start of the next scene in which you are present, with HP equal to their
Crisis score. When you rest, your companion also gains the full benefits
of resting.
</p>
</article>
<article>
<h4>RESOURCEFUL (çç4)</h4>
<p>
You recover 【SL】 Inventory Points after each travel roll (see
<a href="/books/core/#page-106">page 106</a>).
</p>
</article>
<article>
<h4>TAVERN TALK (çç3)</h4>
<p>
When you rest inside an inn or tavern, you may ask the Game Master up to
【SL】 questions about your surroundings and the people who live here; the
Game Master will answer truthfully and you describe how you gathered the
information.
</p>
</article>
<article>
<h4>TREASURE HUNTER (çç2)</h4>
<p>
When your group journeys on the world map, you will make a discovery on a
roll of 【SL + 1】 or lower on the travel roll (instead of only on a 1).
</p>
</article>
<article>
<h4>WELL-TRAVELED</h4>
<ul>
<li>
You reduce the die rolled for your travel rolls by one size (to a
minimum of d6).
</li>
<li>
If multiple characters have this Skill, the effects are not cumulative.
</li>
</ul>
</article>
</section>
<aside class="epilogue">
<h3>Background Reflection</h3>
<ul>
<li>
What led you to live a life of endless travels? Was it your choice? ...are
@@ -75,9 +8,64 @@
You have met many people and visited many places. Is there one you cant
forget?
</li>
<li>You lost something or someone because of your travels. What happened?</li>
</ul>
<h2>WAYFARER FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Inventory Points by 2.</li>
</ul>
<h2>WAYFARER SKILLS</h2>
<h3>FAITHFUL COMPANION (✦5)</h3>
<p>
Together with the rest of your group, design a level 5 beast, construct,
elemental or plant creature (see
<a href="/books/core/#page-302">page 302</a>) that becomes your companion.
This creature has no Initiative score and does not level up, can have up to
two basic attacks, gains a bonus equal to 【SL】 to Accuracy Checks and Magic
Checks, and their maximum Hit Points are equal to 【(SL multiplied by the
companion's base Might die size) + half your level】.
</p>
<p>
Your companion doesn't get a turn during conflicts, but on your turn you can
use an action to have the companion perform an action (only once per turn). If
you leave a scene, your companion leaves with you.
</p>
<p>
If your companion falls to 0 Hit Points, they flee and rejoin you at the start
of the next scene in which you are present, with HP equal to their Crisis
score. When you rest, your companion also gains the full benefits of resting.
</p>
<h3>RESOURCEFUL (✦4)</h3>
<p>
You recover 【SL】 Inventory Points after each travel roll (see
<a href="/books/core/#page-106">page 106</a>).
</p>
<h3>TAVERN TALK (✦3)</h3>
<p>
When you rest inside an inn or tavern, you may ask the Game Master up to
【SL】 questions about your surroundings and the people who live here; the
Game Master will answer truthfully and you describe how you gathered the
information.
</p>
<h3>TREASURE HUNTER (✦2)</h3>
<p>
When your group journeys on the world map, you will make a discovery on a roll
of 【SL + 1】 or lower on the travel roll (instead of only on a 1).
</p>
<h3>WELL-TRAVELED</h3>
<ul>
<li>
You lost something or someone because of your travels. What happened?
You reduce the die rolled for your travel rolls by one size (to a minimum of
d6).
</li>
<li>
If multiple characters have this Skill, the effects are not cumulative.
</li>
</ul>
<p><em>Borders are a trick of the mind.</em></p>
</aside>

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@@ -1,5 +1,11 @@
<h2>WEAPONMASTER</h2>
<p><strong>Associated Disciplines:</strong> Fighter, Rōnin, Warrior</p>
<h1>WEAPONMASTER</h1>
<blockquote>
<p>The wiser blades remain unsheathed.</p>
</blockquote>
<p>ALSO: Fighter, Rōnin, Warrior</p>
<p>
Weaponmasters spend years upon years honing their close combat arts. Most of
them display remarkable skill with a variety of weapons; others have trained
@@ -10,6 +16,3 @@
there are also those who tirelessly wander the world seeking worthy opponents,
legendary magical weapons, or capable teachers.
</p>
<blockquote>
<p class="quote-motto">The wiser blades remain unsheathed.</p>
</blockquote>

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@@ -1,46 +1,3 @@
<h1>WEAPONMASTER FREE BENEFITS</h1>
<ul class="benefits-list">
<li>Permanently increase your maximum Hit Points by 5.</li>
<li>Gain the ability to equip martial melee weapons and martial shields.</li>
</ul>
<h2>WEAPONMASTER SKILLS</h2>
<h3>BLADESTORM</h3>
<p>
When you perform a melee attack, you may spend 10 Mind Points to choose one
option: the attack gains multi (2); or you increase the attack's multi
property by one, up to a maximum of multi (3).
</p>
<h3>BONE CRUSHER (çç4)</h3>
<p>
When you hit one or more targets with a melee attack that would deal damage,
you may have the attack deal no damage. If you do, choose one option: inflict
dazed on each target hit by the attack; or inflict weak on each target hit by
the attack; or each target hit by the attack loses 【SL × 10】 Mind Points.
Describe your maneuver!
</p>
<h3>BREACH (çç3)</h3>
<p>
You may use an action and spend 5 Mind Points to perform a free attack with a
melee weapon you have equipped. This attack must target a single creature. If
the attack is successful, it deals no damage and you choose one option: you
destroy one shield equipped by the target; or you destroy the target's
equipped armor; or whenever the target suffers damage from a source before the
start of your next turn, that source deals 【SL × 2】 extra damage to them.
</p>
<h3>COUNTERATTACK</h3>
<p>
After an enemy hits or misses you with a melee attack, if the Result of their
Accuracy Check was an even number, you may perform a free attack against that
enemy (after their attack has been fully resolved). This attack must be a
melee attack and must have that enemy as its only target; treat your High Roll
(HR) as 0 when calculating damage dealt by this attack.
</p>
<h3>MELEE WEAPON MASTERY (çç4)</h3>
<p>
You gain a bonus equal to 【SL】 to all Accuracy Checks with melee weapons.
</p>
<h2>Character Background</h2>
<p class="prompt-section"><strong>Relationship Prompts:</strong></p>
<ul>
<li>
What is your relationship with weapons? Are they mere objects, or something
@@ -53,3 +10,51 @@
</li>
<li>What do your weapons and fighting style look like?</li>
</ul>
<h2>WEAPONMASTER FREE BENEFITS</h2>
<ul>
<li>Permanently increase your maximum Hit Points by 5.</li>
<li>Gain the ability to equip martial melee weapons and martial shields.</li>
</ul>
<h2>WEAPONMASTER SKILLS</h2>
<h3>BLADESTORM</h3>
<p>
When you perform a melee attack, you may spend 10 Mind Points to choose one
option: the attack gains multi (2); or you increase the attack's multi
property by one, up to a maximum of multi (3).
</p>
<h3>BONE CRUSHER (✦4)</h3>
<p>
When you hit one or more targets with a melee attack that would deal damage,
you may have the attack deal no damage. If you do, choose one option: inflict
dazed on each target hit by the attack; or inflict weak on each target hit by
the attack; or each target hit by the attack loses 【SL × 10】 Mind Points.
Describe your maneuver!
</p>
<h3>BREACH (✦3)</h3>
<p>
You may use an action and spend 5 Mind Points to perform a free attack with a
melee weapon you have equipped. This attack must target a single creature. If
the attack is successful, it deals no damage and you choose one option: you
destroy one shield equipped by the target; or you destroy the target's
equipped armor; or whenever the target suffers damage from a source before the
start of your next turn, that source deals 【SL × 2】 extra damage to them.
</p>
<h3>COUNTERATTACK</h3>
<p>
After an enemy hits or misses you with a melee attack, if the Result of their
Accuracy Check was an even number, you may perform a free attack against that
enemy (after their attack has been fully resolved). This attack must be a
melee attack and must have that enemy as its only target; treat your High Roll
(HR) as 0 when calculating damage dealt by this attack.
</p>
<h3>MELEE WEAPON MASTERY (✦4)</h3>
<p>
You gain a bonus equal to 【SL】 to all Accuracy Checks with melee weapons.
</p>

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@@ -0,0 +1,42 @@
<h2>Revolutionaries</h2>
<p>Roll a d6 or choose one option that appeals to your group:</p>
<ol>
<li>
You are about to have a secret meeting with a potential ally. You won't have
much time to talk and must avoid being discovered at all costs. Who is this
person, and how can they help your cause? Who gave you their name?
</li>
<li>
A high-ranking official is giving a public speech escorted by several
soldiers. You are all present, unseen amidst the crowd. What is your
objective here? Have any of you met this official before?
</li>
<li>
The authorities have located your hideout and you are now faced with a
difficult choice — stay and fight or flee and hope you are not captured! How
did they find this place? Could someone have betrayed you?
</li>
<li>
You have just stolen a precious item that will help your rebellion when you
suddenly realize there is more to it than you expected — and the
implications are extremely sinister. What is it you have stolen, and what
darker truths did it conceal? Have any of you seen anything like it before?
Who will do everything in their power to get it back?
</li>
<li>
You were given the location of a secret enemy facility. This is a golden
opportunity and you would do well not to waste it! What is this facility,
and why is it so vital? Who or what is guarding it?
</li>
<li>
You are about to take down an important target when something goes terribly
wrong — you are in great danger! What was your mission, and who gave you the
information? Was it a trap?
</li>
</ol>

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@@ -0,0 +1,43 @@
<h2>SEEKERS</h2>
<p>Roll a d6 or choose one option that appeals to your group:</p>
<ol>
<li>
You are on your way towards a sacred or magical location. You hope to find
some answers there. What is this place, and how could it help you? Have any
of you been there before?
</li>
<li>
You have reached the edge of an ancient forest, home to dangerous creatures.
Scary as it may be, you do not have the luxury of time. What treasure can be
found in the heart of the forest? Who or what is rumored to guard it? Why
are you in a hurry to retrieve it?
</li>
<li>
You thought this place could serve as a safe haven and reveal your next
destination, but it has been horribly tainted. You must escape! What is this
place? What dark force corrupted it? Was this a trap?
</li>
<li>
The first step of your quest involves finding a precious item or ingredient.
Unfortunately, a powerful entity guards this treasure. What is it that you
seek? Where is it kept? Who or what protects it, and why?
</li>
<li>
Late at night in a warm tavern, you are all discussing your next move — but
someone approaches you with reports of a terrible event! What were your
plans? What sudden obstacle bars your way? Did your enemies finally make a
move?
</li>
<li>
You have managed to secure an audience with a wise and important figure. Who
is this person, and how can they help you in your quest? What will they ask
in exchange for their precious advice?
</li>
</ol>

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@@ -0,0 +1,42 @@
<h2>CHANGING IDENTITY OR THEME</h2>
<p>
If you choose to change your Identity and/or Theme upon gaining a level,
explain what prompted this change: perhaps you have abandoned Anger and
learned the importance of Mercy, or your days as an Oathsworn Paladin have
come to an end, and you are now a Rebellious Oathbreaker.
</p>
<p>
Don't be afraid of change: use it as a way to signal to your group that you
want to explore a new side of your character!
</p>
<h2>CREATING HIGH LEVEL CHARACTERS</h2>
<p>
If your group decides to start play at a level higher than five, you should
simply create your characters as normal and then proceed to level them up as
needed. You may also want to increase the amount of zenit to purchase starting
equipment with; an increase of 50 zenit per level should be appropriate — a
level 30 character would have a starting budget of 2000 zenit, for example.
Rare items and accessories should also be made available to higher-level
characters.
</p>
<h2>REPLACING A CHARACTER</h2>
<p>
Sometimes a Player Character will die a heroic death, or the Player might
decide that their story arc had reached a satisfying conclusion; if a Player
switches to a new character, the new character is created with a level equal
to that of their previous character, and with the same amount of Experience
Points.
</p>
<h2>"Weird" Characters</h2>
<p>
Sooner or later, your character will gain Classes they didnt have at the
start, which may lead to seemingly strange and unforeseen combinations. But
does gaining a few levels in Chimerist turn your mage researcher into a druid?
The answer is no. When your character picks a Class that is very different
from their initial concept, they are experimenting and evolving: where a druid
would seek communion with beasts, your mage might coldly analyze their
abilities. Embrace the variety of Class combinations and craft memorable
characters!
</p>

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@@ -0,0 +1,35 @@
<h3>TOKENS</h3>
<p>
Some characters will have special "points" at their disposal: Player
Characters have Fabula Points and Villains have Ultima Points. You will need
tokens of two different colors to represent these (green and red plastic
gemstones work great). The more tokens you have, the better.
</p>
<h3>DICE</h3>
<p>The game makes use of a variety of dice in different shapes:</p>
<ul>
<li>
Six-sided dice, also known as d6s — these you are surely familiar with.
</li>
<li>Eight-sided dice, also known as d8s.</li>
<li>
Ten-sided dice, also known as d10s — the "0" face should be read as 10.
</li>
<li>Twelve-sided dice, also known as d12s.</li>
<li>Twenty-sided dice, also known as d20s.</li>
</ul>
<p>
These dice are sometimes mentioned in notations such as "roll 1d6 + 1d10",
which means you need to roll a six-sided die and a ten-sided die and add them
together, or "roll 1d8 + 1", which means rolling an eight-sided die and adding
1 to the Result.
</p>
<p>
When the game uses the term "die size", it means the number of faces on that
die — for instance, a d10 has a size of 10. Some effects will reduce or
increase die size; for instance, a reduced d8 will turn into a d6, while an
increased d10 will become a d12. The full succession of die sizes, from
highest to lowest, is: You can find these sets of polyhedral dice in game
stores (or you can purchase them online). You can also download mobile apps
that roll dice for you!
</p>

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@@ -0,0 +1,102 @@
<h1>HEROIC SKILLS</h1>
<p>
When a Player Character masters a Class by bringing it to level 10, that
character may acquire one Heroic Skill from the list below.
</p>
<ul>
<li>
Unless otherwise noted, each Heroic Skill may only be taken once — however,
some Heroic Skills grow stronger as you reach certain levels.
</li>
<li>
Some Heroic Skills have requirements that must be fulfilled before you can
acquire them, such as having mastered a specific Class.
</li>
</ul>
<p>
Have fun and experiment with Heroic Skills and create unique combinations!
</p>
<h2>LIST OF HEROIC SKILLS</h2>
<p>Heroic Skills available to all characters</p>
<table>
<tbody>
<tr>
<td>Ambidextrous</td>
<td>Fight with two weapons of different categories.</td>
</tr>
<tr>
<td>Extra HP</td>
<td>Increase your maximum Hit Points.</td>
</tr>
<tr>
<td>Extra IP</td>
<td>Increase your maximum Inventory Points.</td>
</tr>
<tr>
<td>Extra MP</td>
<td>Increase your maximum Mind Points.</td>
</tr>
<tr>
<td>Extra Spells</td>
<td>Learn two spells from a Class of your choice.</td>
</tr>
</tbody>
</table>
<p>Heroic Skills with a Class mastery requirement</p>
<table>
<tbody>
<tr>
<td>Adversity</td>
<td>Darkblade</td>
<td>Status effects make you stronger.</td>
</tr>
<tr>
<td>Arcane Echoes</td>
<td>Arcanist</td>
<td>Arcana help you influence Clocks.</td>
</tr>
<tr>
<td>Chimeric Mastery</td>
<td>Chimerist</td>
<td>Learn spells from new Species and increase spell limit.</td>
</tr>
<tr>
<td>Comet</td>
<td>Entropist</td>
<td>Learn the Comet spell.</td>
</tr>
<tr>
<td>Deep Pockets</td>
<td>Tinkerer</td>
<td>Reduce Inventory Point costs.</td>
</tr>
<tr>
<td>Disarming Rhetoric</td>
<td>Orator</td>
<td>Persuade enemies to retreat.</td>
</tr>
<tr>
<td>Heartbreaker</td>
<td>Darkblade</td>
<td>Sacrifice HP for massive damage.</td>
</tr>
<tr>
<td>Heroic Companion</td>
<td>Wayfarer</td>
<td>Your Companion grows stronger.</td>
</tr>
<tr>
<td>Hope</td>
<td>Spiritist</td>
<td>Learn the Hope spell.</td>
</tr>
</tbody>
</table>

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@@ -0,0 +1,107 @@
<p>Heroic Skills with a Class mastery requirement (continued):</p>
<table>
<tbody>
<tr>
<td>Mathemagic</td>
<td>Loremaster</td>
<td>Extend single-target spells.</td>
</tr>
<tr>
<td>Monkey Grip</td>
<td>Fury</td>
<td>Equip some two-handed weapons in a single-hand slot.</td>
</tr>
<tr>
<td>Perfect Aim</td>
<td>Sharpshooter</td>
<td>Choose two options when using Warning Shot.</td>
</tr>
<tr>
<td>Pillage</td>
<td>Rogue</td>
<td>Steal from multiple creatures.</td>
</tr>
<tr>
<td>Powerful Shot</td>
<td>Sharpshooter</td>
<td>Deal extra damage at range.</td>
</tr>
<tr>
<td>Powerful Spell</td>
<td>Chimerist, Elementalist, Entropist or Spiritist</td>
<td>Deal extra damage with spells.</td>
</tr>
<tr>
<td>Powerful Strike</td>
<td>Fury or Weaponmaster</td>
<td>Deal extra damage in melee.</td>
</tr>
<tr>
<td>Predictable!</td>
<td>Loremaster</td>
<td>Force an enemy to spend MP to perform specific actions.</td>
</tr>
<tr>
<td>Rampart</td>
<td>Guardian</td>
<td>Resist damage and status effects during the first round.</td>
</tr>
<tr>
<td>Repetition</td>
<td>Orator</td>
<td>Condemn or Encourage twice.</td>
</tr>
<tr>
<td>Revelation</td>
<td>Arcanist</td>
<td>Bind a previously unknown Arcanum, and improve dismiss effects.</td>
</tr>
<tr>
<td>Status Immunity</td>
<td>Wayfarer</td>
<td>Ignore a status effect.</td>
</tr>
<tr>
<td>Unbreakable</td>
<td>Guardian</td>
<td>Survive a fatal hit once per scene.</td>
</tr>
<tr>
<td>Upgrade</td>
<td>Tinkerer</td>
<td>Modify equipment abilities.</td>
</tr>
<tr>
<td>Tempest Strike</td>
<td>Weaponmaster</td>
<td>Concentrate multi attacks on a single target.</td>
</tr>
<tr>
<td>Vanish</td>
<td>Rogue</td>
<td>Disappear after an attack.</td>
</tr>
<tr>
<td>Volcano</td>
<td>Elementalist</td>
<td>Learn the Volcano spell.</td>
</tr>
</tbody>
</table>

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@@ -0,0 +1,57 @@
<h2>SHARPSHOOTER</h2>
<ul>
<li>
As one of the more combat-oriented Classes in the game, a Sharpshooter is
relatively straightforward: they do one thing, and they do it well. When
designing battles for your group, create situations in which their abilities
can shine - flying enemies, in particular, are the bane of melee combatants.
</li>
<li>
If the Sharpshooter has spent some time in the army, build on that. Talk
with the Player and discuss warfare, battles, and historical events - they
will probably know the names of a few different generals and military
leaders.
</li>
</ul>
<h2>SPIRITIST</h2>
<ul>
<li>
If people realize a Spiritist is among them, they may grow wary or even
frightened: after all, Spiritism can influence the mind and emotions. This
can be a truly dreadful ability... think what it could do in the hands of a
Villain.
</li>
<li>
If a Spiritist makes frequent use of Ritual Spiritism to alter the feelings,
thoughts, and emotions of people, theres a good chance someone will get
angry; make sure the character is faced with the consequences of their
manipulations.
</li>
<li>
Spiritists manipulate soul energy in its purest form, and this power is
strongly tied with the concepts of life and death. If you have a Spiritist
in your group, you should spend some time exploring these themes.
</li>
<li>
Is the Spiritist part of a church or similar organization? Do they believe
their powers come from a deity? And if yes, what does this entity ask of
them in return?
</li>
<li>
Spiritists can help the group quickly recover from damage and status
effects. Keep this in mind when creating challenging situations.
</li>
<li>
Given how reliably their spells can deal light damage, Spiritists excel
against undead adversaries. Remember this when designing battles!
</li>
</ul>

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<h1>Rewards</h1>
<p>
Few things can make Players excited as finding treasures and rewards: whether
retrieved from the depths of a perilous labyrinth or gifted by a grateful
sovereign, these allow our heroes to develop new strategies, purchase
expensive equipment, or even work on personal Projects and inventions.
</p>
<h2>Handing out Rewards</h2>
<p>
There are a few guidelines to follow when you reward Player Characters,
regardless of how they obtained it. Strictly speaking, you have to worry about
two things:
</p>
<ul>
<li>
The highest Player Character level in your group. Most of the time, all
characters will be of the same level — but some optional rules can change
this.
</li>
<li>The number of Player Characters in your group.</li>
</ul>
<p>
You can then use the table below to "build" an appropriate reward. The table
indicates the average value you should be working with (in zenit), but you can
go a bit higher or lower for particularly rich rewards or minor findings; the
table also indicates the suggested maximum value of any single item found at a
given level range. You will find more information about rare items on the next
pages.
</p>
<table>
<thead>
<tr>
<th>Highest PC Level</th>
<th>Maximum Item Value</th>
<th>2 PCs</th>
<th>3 PCs</th>
<th>4+ PCs</th>
</tr>
</thead>
<tbody>
<tr>
<td>5+</td>
<td>500 z</td>
<td>500 z</td>
<td>750 z</td>
<td>1000 z</td>
</tr>
<tr>
<td>10+</td>
<td>1000 z</td>
<td>800 z</td>
<td>1200 z</td>
<td>1800 z</td>
</tr>
<tr>
<td>20+</td>
<td>1500 z</td>
<td>1000 z</td>
<td>1500 z</td>
<td>2000 z</td>
</tr>
<tr>
<td>30+</td>
<td>2000 z</td>
<td>1600 z</td>
<td>2400 z</td>
<td>3200 z</td>
</tr>
<tr>
<td>40+</td>
<td>any</td>
<td>2000 z</td>
<td>3000 z</td>
<td>4000 z</td>
</tr>
</tbody>
</table>
<p class="example">
Example: The average reward for a group of five level 26 characters is 2000
zenit, and no single item should have a value higher than 1500 zenit.
</p>
<p>
It is generally better to split the reward budget into a variety of weapons,
accessories, shields, armors, and valuables; avoid spending all of it on a
single powerful item or handing the heroes a huge pile of coins.
</p>

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@@ -22,7 +22,7 @@
generally takes one day per item. Multiple characters may of course pool their
money together to purchase the more expensive abilities.
</p>
<p>
<p class="example">
<strong>Example:</strong> T o replace a weapon's current Quality with Multi
(<a href="/books/core/#page-269">page 269</a>), you must spend 2000 zenit. To
replace it with Resistance, you must spend 1400 zenit.

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@@ -0,0 +1,58 @@
<h2>DESIGNING RARE WEAPONS</h2>
<p>
Weapons are the most complex rare items to design — but this also makes them
one of the more unique and satisfying rewards to give!
</p>
<ol>
<li>
Choose an existing basic weapon from the list on pages 130 and 131 —ignore
the unarmed strike, improvised (melee), and improvised (ranged) weapons.
</li>
<li>
By default, weapons deal physical damage. If you want your weapon to deal
damage of another type (air, bolt, dark, earth, fire, ice, light, poison),
increase its cost by 100 zenit.
</li>
<li>
You may apply any of the following changes:
<ul>
<li>
If the weapon is a two-handed weapon, you may turn it into a one-handed
weapon. If you do, reduce its damage by 4.
</li>
<li>
If the weapon is a one-handed weapon and it does not belong to the
brawling, dagger, or thrown categories, you may turn it into a
two-handed weapon. If you do, increase its damage by 4.
</li>
<li>
You may add a +1 bonus to the weapon's Accuracy Check. If you do,
increase its cost by 100 zenit. You cannot add this bonus if the weapon
already grants a bonus of +1 or higher to Accuracy Checks.
</li>
<li>
You may increase the weapon's damage by 4. If you do, increase its cost
by 200 zenit.
</li>
<li>
You may modify the Attributes required by the Accuracy Check, but tread
carefully: much of a weapon Category's "feel" and balance comes from the
Attributes it relies on. Accuracy Checks relying on a single Attribute
are worth 50 more zenit than those relying on two different Attributes.
</li>
</ul>
</li>
<li>
Finally, you may give the weapon a single Quality chosen from the list on
the right or use the sample abilities as a guideline to come up with a
custom effect. This increases the final cost of the item by a variable
amount.
</li>
</ol>
<p>
If a weapon has a final damage modifier of +10 or higher, that weapon
automatically becomes a martial weapon (E).
</p>

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@@ -0,0 +1 @@
<p><em>This page is intentionally left blank.</em></p>

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@@ -0,0 +1,114 @@
<table>
<thead>
<tr>
<th>Accessory</th>
<th>Cost</th>
</tr>
</thead>
<tbody>
<tr>
<td>Gloves, Crimson</td>
<td>1000 z</td>
</tr>
<tr>
<td colspan="2">
When you perform an attack with multi, you gain a +2 bonus to your
Accuracy Check.
</td>
</tr>
<td>Pointy Yellow Hat</td>
<td>1000 z</td>
<tr>
<td colspan="2">You gain a +1 bonus to your Magic Checks.</td>
</tr>
<tr>
<td>Ring of the Lion</td>
<td>1500 z</td>
</tr>
<tr>
<td colspan="2">
You gain a +2 bonus to Opposed Checks that rely on Willpower.
</td>
</tr>
<td>Ring of the Owl</td>
<td>1500 z</td>
<tr>
<td colspan="2">
You gain a +2 bonus to Opposed Checks that rely on Insight.
</td>
</tr>
<tr>
<td>Ring of the Pupil</td>
<td>1500 z</td>
</tr>
<tr>
<td colspan="2">
As long as you have at least two Bonds of admiration, you gain a +1
bonus to both your Defense and Magic Defense.
</td>
</tr>
<tr>
<td>Ring of Tales</td>
<td>1500 z</td>
</tr>
<tr>
<td colspan="2">
When you roll a critical success, you may spend that opportunity to gain
1 Fabula Point.
</td>
</tr>
<tr>
<td>Gloves, Multigroa Skin</td>
<td>2000 z</td>
</tr>
<tr>
<td colspan="2">You are immune to all status effects.</td>
</tr>
<tr>
<td>Ring of Onions</td>
<td>2000 z</td>
</tr>
<tr>
<td colspan="2">
As long as you have this accessory equipped, increase your maximum Hit
Points and maximum Mind Points by 2 for each different Class you have.
</td>
</tr>
<tr>
<td>Ring of Frost</td>
<td>2500 z</td>
</tr>
<tr>
<td colspan="2">
You Absorb ice damage but have Vulnerability to fire damage.
</td>
</tr>
<tr>
<td>Ring of Magma</td>
<td>2500 z</td>
</tr>
<tr>
<td colspan="2">
You Absorb fire damage but have Vulnerability to ice damage.
</td>
</tr>
<tr>
<td>Ring of the Egg</td>
<td>3000 z</td>
</tr>
<tr>
<td colspan="2">
When reduced to 0 Hit Points, you may instead choose to resist with
exactly 1 Hit Point. If you do, the ring breaks (costs 2000 zenit to
repair).
</td>
</tr>
</tbody>
</table>

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@@ -0,0 +1,45 @@
<h2>VOICE SHARD</h2>
<em>A fist-sized shard of glassy crystal.</em>
<p>
It is said that whoever holds this crystal fragment can hear voices whose
wisdom leads to power, wealth and prosperity. Some believe the voices belong
to a pantheon of forgotten deities; others claim they are the voices of wise
and generous people that lived in a past age (or will exist in the future!).
However, the voices can only be heard by the person who grips this artifact...
which means others will have to trust their sincerity.
</p>
<h2>WAND OF THE WILDS</h2>
<em>A tiny, finger-long wooden wand, decorated with emerald leaves.</em>
<p>
Too tiny and fragile to be used as a weapon, this precious artifact allows
people to turn into animals. The wielder can use an action to change a willing
creature (including themselves) into a small beast — such as a cat, fish,
bird, pup, or squirrel.
</p>
<p>
Anything carried by the person becomes part of the animal form; while
transformed they cannot speak, fight or use magic. The wand itself, however,
can never become part of a transformed characters equipment... if you turn
yourself into an animal with it, youll have to carry the artifact in your
mouth, beak, or talons!
</p>
<p>
Anyone wielding or carrying the wand can use an action to reverse a creature's
transformation — if the artifact is lost or stolen, the transformation can
only be reversed by a powerful spellcaster (Chimerism discipline, extreme
potency).
</p>
<h2>WINDSCALE</h2>
<em>This translucent gold scale is about as wide as a human hand.</em>
<p>
It is unclear which creature shed this beautiful scale — but whatever it was,
it must have been a true marvel of nature. Whoever dons this artifact gains
the ability to fly and levitate at will as long as the scale remains in
contact with their skin. Some say that prolonged contact with this artifact
may permanently alter the bearer's physiology, gradually turning them into...
who knows what.
</p>

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@@ -2,12 +2,13 @@
<p>
Use levels and ranks as "sliders" to adjust the challenge posed by a battle.
</p>
<p>
Example: When designing a battle involving three level 10 Player Characters,
two level 10 soldiers would make for an extremely easy encounter, while a
level 20 champion replacing four soldiers would be feasible but particularly
challenging. Anything between those two extremes would be fair game — with a
battle against three level 15 soldiers being the most “average” option.
<p class="example">
<strong>Example:</strong> When designing a battle involving three level 10
Player Characters, two level 10 soldiers would make for an extremely easy
encounter, while a level 20 champion replacing four soldiers would be feasible
but particularly challenging. Anything between those two extremes would be
fair game — with a battle against three level 15 soldiers being the most
“average” option.
</p>
<h2>IDEAL LENGTH</h2>
<p>

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@@ -0,0 +1,66 @@
<ol>
<li>
<strong>NAME, LEVEL, AND SPECIES:</strong>
<p>
At the top of the creature profile, you will find the creature's name,
their level (ranging from a minimum of 5 to a maximum of 60), and finally
their Species.
</p>
</li>
<li>
<strong>DESCRIPTION AND TYPICAL TRAITS:</strong>
<p>
Each profile features a short description of the creature, followed by a
list of typical (but not universal) Traits for that type of creature. The
Game Master should always consider these Traits when portraying the
creature or adjudicating the consequences of actions — a peaceful creature
is more likely to listen to reason than an aggressive one, for instance.
</p>
<p>
Villains can also spend Ultima Points to invoke Traits and reroll dice
(page 101).
</p>
</li>
<li>
<strong>ATTRIBUTES</strong>
<p>
This line provides you with the creature's main and secondary statistics:
</p>
<ul>
<li>
Dexterity (DEX), Insight (INS), Might (MIG) and Willpower (WLP) are all
listed using the creature's base die size. Status effects and various
abilities may temporarily influence these die sizes
</li>
<li>
HP indicates the creature's maximum Hit Points, followed by their Crisis
score.
</li>
<li>MP indicates the creature's maximum Mind Points.</li>
<li>
Init. indicates the creature's Initiative score. This calculation
already takes all relevant bonuses and penalties into account, such as
those from armor or Skills.
</li>
</ul>
</li>
<li>
<strong>DEFENSES:</strong>
<p>This section lists the creature's defensive statistics:</p>
<ul>
<li>
Defense (DEF) may be listed as a fixed number (if the creature is
wearing martial armor) or as a bonus to be added to their current
Dexterity die size.
</li>
<li>
Magic Defense (M.DEF) is always listed as a bonus to be added to the
creature's current Insight die size.
</li>
</ul>
<p>
These scores already take into account any benefits granted by shields and
Skills.
</p>
</li>
</ol>

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@@ -30,8 +30,11 @@
<h2>SPECIFIC BEATS GENERAL</h2>
<p>
If a specific element of the game contradicts a general rule, that specific
element will take precedence. Example: Normally, a Player Character cannot
equip two shields at the same time. However, the
element will take precedence.
</p>
<p class="example">
<strong>Example:</strong> Normally, a Player Character cannot equip two
shields at the same time. However, the
<strong>Skill Dual Shieldbearer</strong> (<a href="/books/core/#page-197"
>page 197</a
>) allows you to do so!

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@@ -1,4 +1,44 @@
Bonds can be found on <a href="/books/core/#page-56">page 56</a>. Bonds can be
found on <a href="/books/core/#page-56">page 56</a>.
<a href="/books/core/#page-226">page 226</a>.
<h2>BONDS</h2>
<p>
Heroes need connections to grow stronger — and Bonds represent exactly that. A
Bond can be tied to one to three emotions, each belonging to one of three
different pairings, as shown on the character sheet:
</p>
<ul>
<li>Admiration or inferiority;</li>
<li>Loyalty or mistrust;</li>
<li>Affection or hatred.</li>
</ul>
<p>
For each emotion in a Bond, the strength of that Bond is increased by one (up
to a strength of 3 if you have an emotion in each pairing).
</p>
<p class="example">
Example: If you have a Bond of inferiority and loyalty towards the Sapphire
Princess, the strength of that Bond is 2. If you later begin to also feel
affection towards her, its strength becomes 3.
</p>
<p>
Just like Traits, Bonds can be invoked to improve your die rolls, and they can
also boost your ability to help your companions.
</p>
<p>
A character may have up to six Bonds at the same time. More information on
Bonds can be found on <a href="/books/core/#page-56">page 56</a>.
</p>
<h2>FABULA POINTS</h2>
<p>
A powerful currency in the game that will come and go is Fabula Points. They
can be earned by facing adversities, and spent to invoke Traits and Bonds, as
well as fuel a variety of special effects. Players can also spend Fabula
Points to introduce new elements into the story and shape the world around
their characters!
</p>
<h2>CHARACTER LEVEL</h2>
<p>
Your character's level is an abstract indication of their power. Characters
generally begin their adventures at level 5 and can climb up to level 50. On
average, you should gain enough Experience Points to reach a new level at the
end of every other session. The details of this system can be found on
<a href="/books/core/#page-226">page 226</a>.
</p>

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@@ -27,7 +27,7 @@
A Check is presented as a formula indicating which dice you have to roll and
add up together. Checks always require you to roll exactly two dice.
</p>
<p>
<p class="example">
<strong>Example:</strong> An <code>【INS + WLP】</code> Check performed by a
character with d6 Insight and d10 Willpower will result in that character
rolling a d6 and a d10 and adding them together, thus generating a total
@@ -37,7 +37,7 @@
Some Checks will also require you to add or subtract a certain number from the
total you rolled:
</p>
<p>
<p class="example">
<strong>Example:</strong> A Character performing a
<code>【MIG + MIG】+5</code> Check will roll their Might die twice and then
add 5 to the Result.

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@@ -0,0 +1,51 @@
<h2>When to perform checks</h2>
<p>
For a Game Master, knowing when to call for a Check and when not to do so is a
Skill that develops over time through trial and error.
</p>
<p>The following guidelines can be of help:</p>
<ul>
<li>
The Player Characters are heroes. Unless theres a capable opposition or
immediate threat, a Player Character's actions should simply succeed.
Finding the tavern requires no roll — getting there without being noticed by
the local bandit gang, on the other hand, will take some effort.
</li>
<li>
Context and circumstances. The same action might require a Check depending
on when and where it takes place. Swimming in a calm river doesnt require a
Check, while doing the same during a flood is extremely dangerous and would
require a Check.
</li>
<li>
Relevant background. If a characters Traits or general background are
enough for them to succeed, the Game Master should simply allow it. For
instance, an aristocrat will have little to no trouble securing an
invitation for a court ball.
</li>
<li>
Impossible actions. Some actions simply cannot succeed, but you have to be
open to the Players creativity! You cant jump from Earth to the Moon, but
you can build a magical ship to get there. You just need to remember that
nothing comes for free, and build interesting situations around the Players
ideas.
</li>
<li>
Relevant failure. Failing a Check means the situation gets worse. If failure
has no relevant impact on the situation, the Game Master should simply
describe the outcome of the action and skip the Check. The same is true when
a character isnt acting under pressure: their actions may require time, but
they will no doubt achieve their goal.
</li>
<li>
Stick to the rules. If the rules ask for a Check — or if they dont —
theres probably a good reason. Think twice before doing the opposite, and
only do so if everyone at the table is okay with it.
</li>
</ul>

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@@ -10,7 +10,7 @@
situation, and some spells and Skills will allow you to spend opportunities in
new and powerful ways.
</p>
<p>
<p class="example">
<strong>Example:</strong> Valea the thief is hopping from roof to roof in an
attempt to shake off Count Eligor's mercenaries. The Game Master calls for a
<code>【DEX + MIG】</code> Check and Valea rolls a 7 and a 7, a critical

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@@ -0,0 +1,49 @@
<h2>PERFORMING AN ATTRIBUTE CHECK</h2>
<p>
in its most basic form, a Check is known as an Attribute Check and works as
follows:
</p>
<ol>
<li>
The character performing the Check states which goal they want to
accomplish; the Game Master may also want to further clarify what can be
achieved by succeeding at the Check. Sometimes, the goal will be the
successful application of a Skill.
</li>
<li>
The Player controlling the character describes their approach to the
situation, which is to say, how they intend to pursue their goal. Based on
that approach, the Game Master chooses which Attributes must be rolled, such
as <span>【 DEX + MIG】</span> or <span>【WLP + WLP】</span>. Sometimes, the
appropriate Attributes will be indicated by a specific rule.
</li>
<li>
The Game Master declares the Difficulty Level (DL) for the Check, using the
table on the next page as a reference. Sometimes, the Difficulty Level will
be indicated by a specific rule. The Game Master must also inform the Player
about what the consequences of a failure will be, making sure everyone
understands what is at stake.
</li>
<li>
The character rolls the appropriate dice, adding them together and applying
any relevant modifiers coming from Skills, spells, equipment, or other
effects.
</li>
<li>
If the character rolled a fumble or a critical success, apply the
corresponding effects (including the automatic failure or success).
Otherwise...
</li>
<li>
... if the Result of the Check is greater than or equal to the Difficulty
Level, the character succeeds. If it is lower, the character fails.
</li>
<li>
Finally, the outcome of the Check changes the current situation: either the
character achieved their goal, or things took a turn for the worse. For more
information on how to handle and describe the outcome of a Check, see
<a href="/books/core/#page-44">page 44</a>.
</li>
</ol>

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@@ -16,7 +16,7 @@
dice) will cost another Fabula Point.
</p>
<p>You cannot invoke a Trait if your character fumbled the Check.</p>
<p>
<p class="example">
<strong>Example:</strong> Ricard the mage is rushing towards the docking
platform of Sorcerer Antigles airship. His companions, Edgar and Valea, are
held captive within the vessel. There are only a few seconds left before the

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@@ -47,7 +47,7 @@
normal; if two or more characters roll a fumble or a critical success, these
count as a draw and the Checks should be repeated.
</p>
<p>
<p class="example">
<strong>Example:</strong> Montblanc the knight is struggling to free himself
from the formidable grasp of a dragon. The GM declares this is an Opposed
Check using <code>【DEX + MIG】</code>.

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<h1>Publisher's Foreword</h1>
<p>
I grew up with JRPGs, I learned a lot and I shared powerful emotions and
incredible adventures: they're my greatest passion, second only to my love for
tabletop RPGs. I felt hatred for Kefka and his laughter; I screamed and cried
during "that scene" with the kind Aerith and the brilliant Sephiroth; I felt
the smell of gasoline and clanging of metal as I piloted Fei Fong Wong's mech
and the Monado gripped in my hands with each of Shulk's strikes; I jumped
through time together with Crono, Marie, Lucca and Robo; I was among the Stars
of Destiny in Tir's Liberation Army; I smelled the gunpowder from Squall's
gunblade; I was moved by Vivi's existential crisis and I fell in love with
Tifa. My whole generation fell in love with Tifa. Whenever I finished a JRPG,
I felt an emptiness inside. I wanted the plot to continue, I wanted the
protagonists I loved and villains I hated to stay with me: every single time,
I wished again and again for a tabletop RPG that would allow me to keep those
stories and emotions alive. I tried many systems; I hacked and pasted together
rules from different games, reskinned like there was no tomorrow, created
house rules, but it never worked. I wanted an accurate way to play the JRPGs I
loved, to create and experience new stories in the style of my favourite genre
with the people at my table, but I could not find anything that truly
satisfied me. Now, when I finish a JRPG and feel that familiar emptiness, I
can simply schedule a session of Fabula Ultima and fill it whenever I want. I
am very happy that Fabula Ultima is the first roleplaying game entirely
produced by Need Games. I still remember when Emanuele told me how they wished
to write a tabletop RPG based on JRPGs: I said "I know we're small today, but
I'd love for this Fabula Ultima to be our first original game!". And so it
was. To quote the greatest villain in the history of JRPGs (yes, of course I
mean Kefka Palazzo): "Son of a submariner!!!" You're still reading the
foreword! Come on! Go ahead, an airship awaits you to set sail for endless
adventures...
</p>

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the same operation together; the Game Master always has final say on whether a
Group Check is possible or should be performed.
</p>
<h3>Example:</h3>
<p>
Three heroes are trying to persuade the Great Owl to grant them access to her
ancient library. The leader performs a DL 13
<p class="example">
<strong>Example: </strong>Three heroes are trying to persuade the Great Owl to
grant them access to her ancient library. The leader performs a DL 13
<span class="check">【INS + WLP】</span> Check, and the two supporting
characters perform <span class="check">【INS + WLP】</span> Checks with a
Difficulty of 10. They both succeed, and one has a strength 2 Bond towards the

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<h2>CHAPTER ADVANCING A CLOCK</h2>
<h2>ADVANCING A CLOCK</h2>
<p>In general, Clocks advance through Checks:</p>
<ul>
<li>Fill one section for a successful Check.</li>
@@ -28,13 +28,13 @@
fill two additional sections.
</li>
</ul>
<p>
<p class="example">
<strong>Example:</strong> While sneaking her way through the monster-infested
corridors of an ancient castle, Valea rolls a 6 on a Check with Difficulty
Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one
for her failure, and another because she failed the Check by three or more.
</p>
<h3>CLOCKS AND THE STORY</h3>
<h2>CLOCKS AND THE STORY</h2>
<p>
Clocks should always interact with what happens in the story. The Game Master
should use situational modifiers and adjust the Difficulty Level to represent

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<h2>A THRESHOLD FOR FAILURE</h2>
<p>
If you use a Clock to represent a complex series of operations to achieve a
goal, you must also establish when that goal will be irredeemably lost: does
it take a single failed Check, or is there a parallel "failure" Clock that
fills whenever a character rolls poorly? The Game Master determines this on a
case-by-case basis, but must make sure to inform the Players as they approach
the challenge.
</p>
<h2>TURNING BACK A CLOCK</h2>
<p>
Characters can also take action to slow a Clock's advance and erase some of
the filled sections, eventually bringing it back to 0 — the method is
identical to that of filling a Clock. When a Clock reaches 0, the Game Master
may have the threat removed or simply keep it lurking in the shadows.
</p>
<p class="example">
Example: As the heroes fight the powerful sorceress Chrona, her ritual to open
a rift to the Demon Realm draws to its conclusion. The Player Characters must
balance their actions between defeating the sorceress and slowing down the
progress of the ritual, a ten-sections Clock that would end the scene in an
automatic defeat.
</p>

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everyone's progress, as explained under the Objective action (<a
href="/books/core/#page-72"
>page 72</a
>). everyone's progress, as explained under the Objective action (<a
href="/books/core/#page-72"
>page 72</a
>).
<h2>OTHER EVENTS</h2>
<p>
If the Game Master feels like a certain event should fill or erase sections of
a Clock (even if that event is not tied to a Check), they are free to fill or
erase one section, or two sections for a major event.
</p>
<p>
On the other end of that, some of the characters' choices might automatically
fill a Clock or make it completely useless — for instance, smashing the
Crystal of Life to pieces will make the "channel the power of the Crystal"
Clock irrelevant. The Game Master is responsible for discarding Clocks that no
longer matter within the story, provided this doesn't strip the Player
Characters of the ability to shape the story.
</p>
<h2>CLOCKS DURING CONFLICT SCENES</h2>
<p>
The next section details the rules for conflict scenes — chases, battles,
audiences, and more! These scenes will see characters working against each
other to achieve goals, and Clocks are an excellent way to keep track of
everyone's progress, as explained under the Objective action (page 72).
</p>
<p class="example">
Example: During a duel between the two rivals Bertrand and Duma, the Game
Master assigns each participant a six-section Clock. The first challenger to
complete their Clock will win the duel.
</p>
<h2>USING CLOCKS FOR PACING AND PRESSURE</h2>
<p>
The Game Master should also employ Clocks to signal that the heroes have a
limited amount of time to stop an antagonist's plans, obtain a specific item,
or learn information. In short, Clocks should be used to convey pressure and
keep the tension high — seeing how much time is left, the heroes will be able
to manage their resources appropriately and should feel like every action is
impactful.
</p>
<p class="example">
Example: The Obliterator Airship Babel will be operative within four days. If
they want to neutralize its soul core and prevent the Emperor from conquering
the region, the heroes have no time to lose! The Game Master draws a huge
Clock on the world map — four sections only!
</p>
<p>
Clocks like these are "time trackers" and normally can't be directly
influenced through Checks — they should be the focus of one or more sessions.
</p>

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Even if a character dies or leaves your story, any Bonds other characters had
with them will remain until erased.
</p>
<h3>The Role of Bonds</h3>
<h2>The Role of Bonds</h2>
<p>
Bonds make your character stronger while reminding you of their ties with the
rest of the world and its people.

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<h1>Conflict Scenes</h1>
<p>
When the story gets to a climax, when the stakes are high and when every split
second can make a difference, a conflict scene begins. A conflict is a series
of back-and-forth exchanges at a rapid pace. You have no doubt encountered
something like this in movies and TV series: time slows down and the camera
zooms in on every single action.
</p>
<p>All of the following might make for good conflicts:</p>
<ul>
<li>A chase scene amidst the narrow city alleys.</li>
<li>
An infiltration scene where some of the characters sneak past enemy
surveillance, perhaps while allies provide a useful distraction or cover
operation.
</li>
<li>
A skirmish between armed groups or a fight against a dangerous monster.
</li>
<li>A large-scale battle involving clashing armies from enemy kingdoms.</li>
<li>A tense audience with a powerful figure.</li>
<li>A duel between two ancient rivals.</li>
</ul>
<h2>USING CONFLICTS</h2>
<p>
As with any other scene, the Game Master is responsible for declaring the
beginning and end of conflicts. The ability to properly time conflicts is
something that can only be developed by playing the game. Draw inspiration
from how videogames, movies, and comics handle pacing — consuming a variety of
different media can really help keep things fresh!
</p>
<p>
Something you should never forget is that you are not bound to use conflict
rules for every battle, chase or debate — instead, you should save them for
truly dramatic situations. Checks and Clocks will often be more than enough to
resolve a scene, without the added complexity of conflict rules. In general,
aim for about one conflict scene every two hours of play.
</p>
<h2>THE STRUCTURE OF A CONFLICT</h2>
The flowchart on the right illustrates all the main steps of a conflict scene.
Each step will be explained in greater detail over the course of this section.

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important antagonists — but there might be times in which some prefer to stay
away from the spotlight.
</p>
<p>
<p class="example">
<strong>Example:</strong> The scholar Calliope has offered to help a young
bandit by the name of Randolph — she will act as his defendant in the upcoming
trial.

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round will be one of their foes.
</p>
<p>See the next page for an explanation of rounds and turns.</p>
<h3>Example:</h3>
<p>
The warrior monk Silida and the mage Ricard are exploring the ruins of an old
waterway when they come across a bronze golem (<a href="/books/core/#page-330"
>page 330</a
>) barring their way!
<p class="example">
<strong>Example:</strong> The warrior monk Silida and the mage Ricard are
exploring the ruins of an old waterway when they come across a bronze golem
(<a href="/books/core/#page-330">page 330</a>) barring their way!
</p>
<p>
The Game Master calls for an Initiative Group Check, and Ricard is happy to

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