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fix-books
...
3effb0406e
| Author | SHA1 | Date | |
|---|---|---|---|
| 3effb0406e | |||
| b6d8e34090 | |||
| e26f135b79 |
@@ -64,16 +64,8 @@ jobs:
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- name: Copy backend binary + unit file
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run: |
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# Copy to a temp path then atomically rename into place. You can't
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# overwrite a running executable in place (ETXTBSY / "Text file busy"),
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# but rename(2) just swaps the directory entry while the old inode keeps
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# serving the running process until the restart step picks up the new
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# binary. chmod first so the exec bit survives the rename (scp doesn't
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# preserve mode without -p).
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scp -i ~/.ssh/deploy_key server/share-svc \
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"$DEPLOY_USER@$DEPLOY_HOST:/usr/local/bin/share-svc.new"
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ssh -i ~/.ssh/deploy_key "$DEPLOY_USER@$DEPLOY_HOST" \
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'chmod 0755 /usr/local/bin/share-svc.new && mv -f /usr/local/bin/share-svc.new /usr/local/bin/share-svc'
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"$DEPLOY_USER@$DEPLOY_HOST:/usr/local/bin/share-svc"
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scp -i ~/.ssh/deploy_key server/share-svc.service \
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"$DEPLOY_USER@$DEPLOY_HOST:/etc/systemd/system/share-svc.service"
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3
.gitignore
vendored
3
.gitignore
vendored
@@ -44,6 +44,3 @@ Thumbs.db
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.idea/
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*.swp
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*.swo
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# TODO(DWM): Temporary fix
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pdf/Fabula-Ultima-TTRPG
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@@ -1,50 +1,2 @@
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<h1>Villains</h1>
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<p>
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In Fabula Ultima, Villains are powerful antagonists that will give Player
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Characters a run for their money. Just as the Player Characters’ actions drive
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the story forward, Villains represent the powerful threats that loom over the
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world — sometimes lurking in the shadows, sometimes welcoming our protagonists
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with a warm and deceitful smile, and sometimes challenging them in an all-out
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battle that will decide the fate of the entire world.
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</p>
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<p>Here are some good examples of Villains:</p>
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<ul>
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<li>A corrupt baron that is constantly abusing his authority.</li>
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<li>
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A ruthless entrepreneur who exploits workers and tricks them into believing
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it's for their own good.
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</li>
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<li>A legendary dragon terrorizing the countryside.</li>
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<li>An ancient wizard who turned the locals into pigs, rats and frogs.</li>
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<li>
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A regretful sorceress seeking to erase the present and correct her past
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mistakes.
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</li>
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<li>
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A god of despair who seeks to liberate all living things from the pain of
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existence.
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</li>
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</ul>
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<p>
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Whatever form they take, Villains are usually connected to one or more Player
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Characters; sometimes this connection is thematic (as would be the case with a
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ruthless Villain opposing a character's Theme of Mercy), but it can also be
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much more tangible (a classic case would be a Villain who is revealed to be a
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Player Character's lost sibling).
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</p>
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<h2>INTRODUCING VILLAINS IN THE STORY</h2>
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<p>
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The Game Master may introduce Villains whenever they see fit — either by
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adding a completely new character to the story or by revealing that a
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preexisting character or creature is a Villain.
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</p>
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<p>
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Villains are often accompanied by henchmen or even by other Villains: two
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lovers fighting side by side, a Queen and her advisor, a powerful sorcerer and
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his massive golems, a bandit leader and her gang of rogues... More information
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on how to create and manage Villains can be found in the Game Master chapter,
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on <a href="/books/core/#page-254">page 254</a>.
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</p>
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Master chapter, on <a href="/books/core/#page-254">page 254</a>. Master chapter,
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on <a href="/books/core/#page-254">page 254</a>.
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@@ -18,26 +18,17 @@
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<tr>
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<td>Minor</td>
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<td>5</td>
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<td>
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Enemy commanders, unique and infamous monsters, and antagonists causing
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trouble in small settlements.
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</td>
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<td>Enemy commanders, unique and infamous monsters, and antagonists causing trouble in small settlements.</td>
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</tr>
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<tr>
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<td>Major</td>
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<td>10</td>
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<td>
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Tyrants, powerful mages, legendary creatures, and entities that threaten
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entire countries.
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</td>
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<td>Tyrants, powerful mages, legendary creatures, and entities that threaten entire countries.</td>
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</tr>
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<tr>
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<td>Supreme</td>
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<td>15</td>
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<td>
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Archdemons, immortal entities, and alien deities bent on destruction or
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domination.
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</td>
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<td>Archdemons, immortal entities, and alien deities bent on destruction or domination.</td>
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</tr>
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</tbody>
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</table>
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@@ -53,33 +44,25 @@
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<tbody>
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<tr>
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<td>Escape</td>
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<td>
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A Villain may spend 1 Ultima Point to safely leave the scene — the Game
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Master describes how they do so, perhaps leaving a few henchmen behind
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to "keep the heroes company".
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</td>
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<td>A Villain may spend 1 Ultima Point to safely leave the scene — the Game Master describes how they do so,
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perhaps leaving a few henchmen behind to "keep the heroes company".</td>
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</tr>
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<tr>
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<td>Invoke Trait</td>
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<td>
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After performing a Check, a Villain may spend 1 Ultima Point to invoke
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one of their Traits and reroll one or both dice (this follows the same
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rules seen on <a href="/books/core/#page-46">page 46</a>).
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</td>
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<td>After performing a Check, a Villain may spend 1 Ultima Point to invoke one of their Traits and reroll one or
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both dice (this follows the same rules seen on <a href="/books/core/#page-46">page 46</a>).</td>
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</tr>
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<tr>
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<td>Recovery</td>
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<td>
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A Villain may use an action and spend 1 Ultima Point to recover from all
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status effects and also recover 50 Mind Points.
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</td>
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<td>A Villain may use an action and spend 1 Ultima Point to recover from all status effects and also recover 50
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Mind Points.</td>
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</tr>
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</tbody>
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</table>
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<p>
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While Player Characters can gain Fabula Points in several ways, Villains
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cannot recharge their Ultima Points — in a way, they represent the Villain's
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determination and will to pursue their objectives. A Villain with no remaining
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Ultima Points is no longer a Villain and becomes equivalent to any other NPC;
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alternatively, they may choose to escalate (see next page).
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</p>
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determination and will to pursue their objectives. A Villain with no
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remaining Ultima Points is no longer a Villain and becomes equivalent to any
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other NPC; alternatively, they may choose to escalate (see next page).
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</p>
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@@ -1,20 +1,22 @@
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<h2>SHOULD THIS VILLAIN ESCALATE?</h2>
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<p>
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When choosing whether a Villain will escalate, the Game Master should consider
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the antagonist's importance within the story, their personality, and the way
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the heroes chose to confront them: a Villain's escalation shows that the
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heroes might win a conflict but still make the situation worse.
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When choosing whether a Villain will escalate, the Game Master should
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consider the antagonist's importance within the story, their personality,
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and the way the heroes chose to confront them: a Villain's escalation shows
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that the heroes might win a conflict but still make the situation worse.
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</p>
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<p>
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Most of the time it's best to simply let a Villain be defeated: maybe their
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resolve is broken, maybe they even realized they were wrong and will turn into
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an ally.
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resolve is broken, maybe they even realized they were wrong and will turn
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into an ally.
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</p>
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<p>
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Escalating your Villains sparingly will make them more memorable and also
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ensure that Players feel like their actions have an impact on the world.
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</p>
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<p>In general, you should only have two to four escalations per campaign.</p>
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<p>
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In general, you should only have two to four escalations per campaign.
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</p>
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<h2>VILLAIN AND FABULA POINTS</h2>
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<p>
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@@ -24,32 +26,32 @@
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<ul>
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<li>
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<strong>Multiple identities.</strong> If a Villain has more than one
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identity, the heroes only receive Fabula Points when they appear using their
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"antagonist persona". Once the deception is exposed, however, they will
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begin awarding Fabula Points every time they appear on a scene, whether
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disguised or else.
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identity, the heroes only receive Fabula Points when they appear using
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their "antagonist persona". Once the deception is exposed, however, they
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will begin awarding Fabula Points every time they appear on a scene,
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whether disguised or else.
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</li>
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<li>
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<strong>Multiple Villains.</strong> If two or more Villains appear during
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the same scene, each Player Character will gain 1 Fabula Point per Villain,
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up to a maximum of 3 Fabula Points per Player Character earned this way
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during the same scene.
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the same scene, each Player Character will gain 1 Fabula Point per
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Villain, up to a maximum of 3 Fabula Points per Player Character earned
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this way during the same scene.
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</li>
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<li>
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<strong>Back-to-back scenes with Villains.</strong> If a Villain's presence
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extends for several consecutive scenes, the Player Characters only gain 1
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Fabula Point at the beginning, and no additional Fabula Points for the
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following scenes.
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<strong>Back-to-back scenes with Villains.</strong> If a Villain's
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presence extends for several consecutive scenes, the Player Characters
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only gain 1 Fabula Point at the beginning, and no additional Fabula Points
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for the following scenes.
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</li>
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</ul>
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<p>
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Whenever the heroes are running low on Fabula Points, the Game Master should
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run a Game Master scene and show a Villain in action — this is a great way to
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push the story forward while also giving the heroes a bit more "fuel".
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run a Game Master scene and show a Villain in action — this is a great way
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to push the story forward while also giving the heroes a bit more "fuel".
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</p>
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<blockquote>
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<p>
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Great evil is born when good intentions are met with mistrust and despair.
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</p>
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</blockquote>
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</blockquote>
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@@ -1,72 +1,69 @@
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<div>
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<h1>INVENTORY POINTS</h1>
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<h2>INVENTORY POINTS</h2>
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<p>
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Player Characters have an abstract reserve of useful gear and consumable
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items, represented by Inventory Points (IP).
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</p>
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<p>
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A character can normally carry a maximum of 6 Inventory Points; however,
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some Classes and special Skills will increase this limit.
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</p>
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</div>
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<div>
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<h2>SPENDING INVENTORY POINTS</h2>
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<p>
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Whenever you need a consumable item from the list below, you may spend an
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appropriate amount of Inventory Points to produce it from your bag and apply
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its effect — all Inventory Points spent this way must come from the same
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character.
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</p>
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<p>
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Once created, the item must be used immediately and is destroyed in the
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process; you cannot create it and then "save it for later".
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</p>
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<p>
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The table below lists the default inventory objects available in the game;
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this information is also present on your group sheet for easier reference.
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The sheet also features blank spaces where you can write custom inventory
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items that are unique to your world!
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</p>
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<p>
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The Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) can use
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Inventory Points in a variety of ways.
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</p>
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<table>
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<thead>
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<tr>
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<th>ITEM</th>
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<th>IP COST</th>
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<th>EFFECT</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Potions</strong></td>
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<td>Elixir 3</td>
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<td>One creature recovers 50 Mind Points.</td>
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</tr>
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<tr>
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<td></td>
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<td>Remedy 3</td>
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<td>One creature recovers 50 Hit Points.</td>
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</tr>
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<tr>
|
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<td></td>
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<td>Tonic 2</td>
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<td>One creature recovers from a single status effect.</td>
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</tr>
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<tr>
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<td colspan="2"><strong>Utility</strong></td>
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<td>
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Elemental Shard 2 One creature suffers 10 damage of a type of your
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choice (air, bolt, earth, fire, or ice).
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</td>
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</tr>
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<tr>
|
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<td colspan="2"><strong>Magic</strong></td>
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<td>Tent 4 Allows the entire group to rest in the wilderness.</td>
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</tr>
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</tbody>
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</table>
|
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</div>
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<p>
|
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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
|
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Classes and special Skills will increase this limit.
|
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</p>
|
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|
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<h3>SPENDING INVENTORY POINTS</h3>
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<p>
|
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Whenever you need a consumable item from the list below, you may spend an
|
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appropriate amount of Inventory Points to produce it from your bag and apply
|
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its effect — all Inventory Points spent this way must come from the same
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character.
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</p>
|
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<p>
|
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Once created, the item must be used immediately and is destroyed in the
|
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process; you cannot create it and then "save it for later".
|
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</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!
|
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</p>
|
||||
<p>
|
||||
The Tinkerer Class (<a href="/books/core/#page-210">page 210</a>) can use
|
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Inventory Points in a variety of ways.
|
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</p>
|
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<table>
|
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<thead>
|
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<tr>
|
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<th>ITEM</th>
|
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<th>IP COST</th>
|
||||
<th>EFFECT</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><strong>Potions</strong></td>
|
||||
<td>Elixir 3</td>
|
||||
<td>One creature recovers 50 Mind Points.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>Remedy 3</td>
|
||||
<td>One creature recovers 50 Hit Points.</td>
|
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</tr>
|
||||
<tr>
|
||||
<td></td>
|
||||
<td>Tonic 2</td>
|
||||
<td>One creature recovers from a single status effect.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2"><strong>Utility</strong></td>
|
||||
<td>
|
||||
Elemental Shard 2 One creature suffers 10 damage of a type of your
|
||||
choice (air, bolt, earth, fire, or ice).
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2"><strong>Magic</strong></td>
|
||||
<td>Tent 4 Allows the entire group to rest in the wilderness.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
@@ -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 class="example">
|
||||
<p>
|
||||
<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 class="note">
|
||||
<p>
|
||||
<strong>Note:</strong> While tools and similar gear might allow you to perform
|
||||
an otherwise impossible operation, they never grant any mechanical benefit.
|
||||
</p>
|
||||
|
||||
@@ -1,61 +1,52 @@
|
||||
<div>
|
||||
<p>
|
||||
While conflicts may be the most memorable moments of a game session, the
|
||||
exploration of the game world is another major aspect of Fabula Ultima. At
|
||||
the beginning of the game, your group will create the world together (see
|
||||
World Creation, on <a href="/books/core/#page-148">page 148</a>); however,
|
||||
this does not mean you know everything about it. While you may be familiar
|
||||
with the main regions and cities, there are plenty of discoveries — and
|
||||
dangers! — awaiting our heroes.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>TRAVELING ACROSS THE WORLD MAP</h2>
|
||||
<p>
|
||||
When a group embarks on a journey, the Game Master makes use of the map
|
||||
sheet to track their movements. The basic unit of this system is the travel
|
||||
day: it is the average distance covered during a single day on the map
|
||||
(assuming the characters are traveling on foot). The length of one travel
|
||||
day when using your map sheet must be established by the group during World
|
||||
Creation.
|
||||
</p>
|
||||
<p>
|
||||
For each travel day required by the journey, perform the following steps:
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>JOURNEYS AND TRAVELS</h3>
|
||||
<p>
|
||||
For the sake of simplicity, travel days should always be rounded up to the
|
||||
next whole number — a journey taking two and a half days is rounded up to
|
||||
three days, for instance.
|
||||
</p>
|
||||
<p>
|
||||
The Game Master always has final say on how many travel days a journey will
|
||||
take.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>W:</strong> The Game Master determines the threat level of the
|
||||
areas traversed by the group (see next page). If more than a single threat
|
||||
level is present, only apply the highest.
|
||||
</li>
|
||||
<li>
|
||||
<strong>1W:</strong> Unless stopped by an encountered danger, the
|
||||
characters proceed to the next travel day (go back to step 1) or reach
|
||||
their destination.
|
||||
</li>
|
||||
<li>
|
||||
<strong>3O:</strong> Perform a travel roll by rolling the die appropriate
|
||||
to the chosen threat level.
|
||||
<ul>
|
||||
<li>On a 6 or higher, the group encounters a danger!</li>
|
||||
<li>On a 1, the group makes an unexpected discovery!</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master decides the location of each danger and discovery; if
|
||||
you need, mark its position on your map sheet.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<p>
|
||||
While conflicts may be the most memorable moments of a game session, the
|
||||
exploration of the game world is another major aspect of Fabula Ultima. At the
|
||||
beginning of the game, your group will create the world together (see World
|
||||
Creation, on <a href="/books/core/#page-148">page 148</a>); however, this does
|
||||
not mean you know everything about it. While you may be familiar with the main
|
||||
regions and cities, there are plenty of discoveries — and dangers! — awaiting
|
||||
our heroes.
|
||||
</p>
|
||||
<h2>TRAVELING ACROSS THE WORLD MAP</h2>
|
||||
<p>
|
||||
When a group embarks on a journey, the Game Master makes use of the map sheet
|
||||
to track their movements. The basic unit of this system is the travel day: it
|
||||
is the average distance covered during a single day on the map (assuming the
|
||||
characters are traveling on foot). The length of one travel day when using
|
||||
your map sheet must be established by the group during World Creation.
|
||||
</p>
|
||||
<p>For each travel day required by the journey, perform the following steps:</p>
|
||||
<h3>JOURNEYS AND TRA VELS</h3>
|
||||
<p>
|
||||
For the sake of simplicity, travel days should always be rounded up to the
|
||||
next whole number — a journey taking two and a half days is rounded up to
|
||||
three days, for instance.
|
||||
</p>
|
||||
<p>
|
||||
The Game Master always has final say on how many travel days a journey will
|
||||
take.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>W:</strong> The Game Master determines the threat level of the areas
|
||||
traversed by the group (see next page). If more than a single threat level
|
||||
is present, only apply the highest.
|
||||
</li>
|
||||
<li>
|
||||
<strong>1W:</strong> Unless stopped by an encountered danger, the characters
|
||||
proceed to the next travel day (go back to step 1) or reach their
|
||||
destination.
|
||||
</li>
|
||||
<li>
|
||||
<strong>3O:</strong> Perform a travel roll by rolling the die appropriate to
|
||||
the chosen threat level.
|
||||
<ul>
|
||||
<li>On a 6 or higher, the group encounters a danger!</li>
|
||||
<li>On a 1, the group makes an unexpected discovery!</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master decides the location of each danger and discovery; if you
|
||||
need, mark its position on your map sheet.
|
||||
</p>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
@@ -1,85 +1,79 @@
|
||||
<div>
|
||||
<h2>Sample Areas Threat Level Travel Roll</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Area</th>
|
||||
<th>Threat Level</th>
|
||||
<th>Travel Roll</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Within villages, cities and guarded areas</td>
|
||||
<td>Minimal</td>
|
||||
<td>d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Prairies, patrolled roads, countrysides</td>
|
||||
<td>Low</td>
|
||||
<td>d8</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Forests, hills, rivers</td>
|
||||
<td>Medium</td>
|
||||
<td>d10</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Vast forests, mountains, open sea, swamps</td>
|
||||
<td>High</td>
|
||||
<td>d12</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Deserts, frozen wastes, jungles, volcanoes</td>
|
||||
<td>Very High</td>
|
||||
<td>d20</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>
|
||||
Needless to say, a frequently patrolled area under enemy control will count
|
||||
as a <strong>High</strong> or <strong>Very High</strong> danger, just like a
|
||||
prairie overrun by hostile monsters.
|
||||
</p>
|
||||
<p>
|
||||
The Game Master has final say on the threat level for a given travel day.
|
||||
</p>
|
||||
<div class="example">
|
||||
<strong>Example:</strong>
|
||||
<p>
|
||||
A group of heroes are leaving the village of Relde for the Kanka Hills,
|
||||
where they must search for an old mining tunnel that supposedly leads to
|
||||
the lair of a wise water serpent.
|
||||
</p>
|
||||
<p>
|
||||
Liz (the Game Master) takes a look at the map and determines that the
|
||||
characters will need one travel day to reach the hills, and another travel
|
||||
day to explore the surrounding area in order to find the tunnel entrance.
|
||||
</p>
|
||||
<p>
|
||||
For the first travel day, the group will cross prairies (d8) and hills
|
||||
(d10). Since only the highest die has to be taken into account, Liz should
|
||||
roll a d10. However, there is talk of a gang of bandits roaming the
|
||||
prairie: she decides this should raise the threat level to
|
||||
<strong>High</strong> (d12). The die comes up a 7: a danger!
|
||||
</p>
|
||||
<p>
|
||||
Liz has the group encounter a band of four brigands, accompanied by a Grey
|
||||
Howler (a wolf-like creature). Following a quick conflict, the Player
|
||||
Characters manage to fend off the attackers.
|
||||
</p>
|
||||
<p>
|
||||
Before moving on to the next travel day, the heroes choose to use a Magic
|
||||
Tent and rest, regaining their energies.
|
||||
</p>
|
||||
<p>
|
||||
Finally, Liz rolls for the second travel day, spent exploring the hills in
|
||||
search of the fabled mine: this time, the die rolled is only a d10... and
|
||||
she rolls a 1! After giving it some thought, Liz describes the PCs finding
|
||||
an entrance to the ancient tunnels... but they are not alone! They meet a
|
||||
traveling merchant by the name of Lily, who wishes to be escorted through
|
||||
the mine: she seeks an audience with the serpent herself, and will reward
|
||||
them with goods or information for it!
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
<h2>Sample Areas Threat Level Travel Roll</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Area</th>
|
||||
<th>Threat Level</th>
|
||||
<th>Travel Roll</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Within villages, cities and guarded areas</td>
|
||||
<td>Minimal</td>
|
||||
<td>d6</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Prairies, patrolled roads, countrysides</td>
|
||||
<td>Low</td>
|
||||
<td>d8</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Forests, hills, rivers</td>
|
||||
<td>Medium</td>
|
||||
<td>d10</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Vast forests, mountains, open sea, swamps</td>
|
||||
<td>High</td>
|
||||
<td>d12</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Deserts, frozen wastes, jungles, volcanoes</td>
|
||||
<td>Very High</td>
|
||||
<td>d20</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>
|
||||
Needless to say, a frequently patrolled area under enemy control will count as
|
||||
a <strong>High</strong> or <strong>Very High</strong> danger, just like a
|
||||
prairie overrun by hostile monsters.
|
||||
</p>
|
||||
<p>The Game Master has final say on the threat level for a given travel day.</p>
|
||||
<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.
|
||||
</p>
|
||||
<p>
|
||||
Liz (the Game Master) takes a look at the map and determines that the
|
||||
characters will need one travel day to reach the hills, and another travel day
|
||||
to explore the surrounding area in order to find the tunnel entrance.
|
||||
</p>
|
||||
<p>
|
||||
For the first travel day, the group will cross prairies (d8) and hills (d10).
|
||||
Since only the highest die has to be taken into account, Liz should roll a
|
||||
d10. However, there is talk of a gang of bandits roaming the prairie: she
|
||||
decides this should raise the threat level to <strong>High</strong> (d12). The
|
||||
die comes up a 7: a danger!
|
||||
</p>
|
||||
<p>
|
||||
Liz has the group encounter a band of four brigands, accompanied by a Grey
|
||||
Howler (a wolf-like creature). Following a quick conflict, the Player
|
||||
Characters manage to fend off the attackers.
|
||||
</p>
|
||||
<p>
|
||||
Before moving on to the next travel day, the heroes choose to use a Magic Tent
|
||||
and rest, regaining their energies.
|
||||
</p>
|
||||
<p>
|
||||
Finally, Liz rolls for the second travel day, spent exploring the hills in
|
||||
search of the fabled mine: this time, the die rolled is only a d10... and she
|
||||
rolls a 1! After giving it some thought, Liz describes the PCs finding an
|
||||
entrance to the ancient tunnels... but they are not alone! They meet a
|
||||
traveling merchant by the name of Lily, who wishes to be escorted through the
|
||||
mine: she seeks an audience with the serpent herself, and will reward them
|
||||
with goods or information for it!
|
||||
</p>
|
||||
|
||||
@@ -1,69 +1,65 @@
|
||||
<div>
|
||||
<h2>DANGERS</h2>
|
||||
<p>
|
||||
Characters should generally be able to overcome a danger through a series of
|
||||
Checks or a conflict scene.
|
||||
</p>
|
||||
<h2>Examples of Dangers</h2>
|
||||
<ul>
|
||||
<li>
|
||||
An area plagued by extreme weather conditions, such as sandstorms or
|
||||
bitter cold.
|
||||
</li>
|
||||
<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
|
||||
<li>
|
||||
A ferocious and territorial monster, or a group of hostile creatures.
|
||||
</li>
|
||||
<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
|
||||
<li>The risk of losing an important item.</li>
|
||||
</ul>
|
||||
<p>If you need to determine damage dealt by a danger, use the table below:</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Minor Damage</th>
|
||||
<th>Heavy Damage</th>
|
||||
<th>Massive Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5+</td>
|
||||
<td>10</td>
|
||||
<td>30</td>
|
||||
<td>40</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20+</td>
|
||||
<td>20</td>
|
||||
<td>40</td>
|
||||
<td>60</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>40+</td>
|
||||
<td>30</td>
|
||||
<td>50</td>
|
||||
<td>80</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>
|
||||
Status effects are another good consequence for dangers: for instance, the
|
||||
polluted swamp mentioned above might inflict <em>poisoned</em>.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>UPDATING THE WORLD MAP</h3>
|
||||
<p>
|
||||
While playing, the Game Master is free to add new landmarks, settlements and
|
||||
similar features to the map sheet whenever they feel appropriate. This
|
||||
usually happens when the group encounters a new point of interest or
|
||||
dangerous area, or when they learn about it from someone.
|
||||
</p>
|
||||
<p>
|
||||
Players can also add new features and locations to the map by spending a
|
||||
Fabula Point to add a new story element, as explained on
|
||||
<a href="/books/core/#page-98">page 98</a>.
|
||||
</p>
|
||||
</div>
|
||||
<h1>DANGERS</h1>
|
||||
<p>
|
||||
Characters should generally be able to overcome a danger through a series of
|
||||
Checks or a conflict scene.
|
||||
</p>
|
||||
<h2>Examples of Dangers</h2>
|
||||
<ul>
|
||||
<li>
|
||||
An area plagued by extreme weather conditions, such as sandstorms or bitter
|
||||
cold.
|
||||
</li>
|
||||
<li>A polluted swamp filled with toxic miasma and ravenous undead.</li>
|
||||
<li>A ferocious and territorial monster, or a group of hostile creatures.</li>
|
||||
<li>A sudden, unfortunate encounter with a rival or antagonist.</li>
|
||||
<li>The risk of losing an important item.</li>
|
||||
</ul>
|
||||
<p>If you need to determine damage dealt by a danger, use the table below:</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Level</th>
|
||||
<th>Minor Damage</th>
|
||||
<th>Heavy Damage</th>
|
||||
<th>Massive Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>5+</td>
|
||||
<td>10</td>
|
||||
<td>30</td>
|
||||
<td>40</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20+</td>
|
||||
<td>20</td>
|
||||
<td>40</td>
|
||||
<td>60</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>40+</td>
|
||||
<td>30</td>
|
||||
<td>50</td>
|
||||
<td>80</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>
|
||||
Status effects are another good consequence for dangers: for instance, the
|
||||
polluted swamp mentioned above might inflict <em>poisoned</em>.
|
||||
</p>
|
||||
<h2>World Map Management</h2>
|
||||
<p>
|
||||
While playing, the Game Master is free to add new landmarks, settlements and
|
||||
similar features to the map sheet whenever they feel appropriate. This usually
|
||||
happens when the group encounters a new point of interest or dangerous area,
|
||||
or when they learn about it from someone.
|
||||
</p>
|
||||
<p>
|
||||
Players can also add new features and locations to the map by spending a
|
||||
Fabula Point to add a new story element, as explained on
|
||||
<a href="/books/core/#page-98">page 98</a>.
|
||||
</p>
|
||||
<h3>Attribution</h3>
|
||||
<p>UPDATING THE WORLD MAP</p>
|
||||
|
||||
@@ -1,27 +1,20 @@
|
||||
<div>
|
||||
<h2>DISCOVERIES</h2>
|
||||
<p>
|
||||
Discoveries don’t happen that often, so the Game Master should make sure
|
||||
each and every one of them is unique and useful.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
The entrance to an ancient ruin: is it guarded? What treasures are hidden
|
||||
here?
|
||||
</li>
|
||||
<li>A merchant caravan or a group of helpful creatures.</li>
|
||||
<li>A secluded village or safe haven unknown to most.</li>
|
||||
<li>A precious item or piece of information.</li>
|
||||
</ul>
|
||||
<p>
|
||||
Remember that a discovery is always a good thing: even if it’s a dangerous
|
||||
location, the reward it conceals should more than make up for it.
|
||||
</p>
|
||||
</div>
|
||||
<hr />
|
||||
<div>
|
||||
<blockquote>
|
||||
The first airship pilot, Oona Sabine, vanished during a flight over the
|
||||
Whisperwoods.
|
||||
</blockquote>
|
||||
</div>
|
||||
<p><strong>DISCOVERIES</strong></p>
|
||||
<p>
|
||||
Discoveries don’t happen that often, so the Game Master should make sure each
|
||||
and every one of them is unique and useful.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
The entrance to an ancient ruin: is it guarded? What treasures are hidden
|
||||
here?
|
||||
</li>
|
||||
<li>A merchant caravan or a group of helpful creatures.</li>
|
||||
<li>A secluded village or safe haven unknown to most.</li>
|
||||
<li>A precious item or piece of information.</li>
|
||||
</ul>
|
||||
<p>
|
||||
Remember that a discovery is always a good thing: even if it’s a dangerous
|
||||
location, the reward it conceals should more than make up for it.
|
||||
</p>
|
||||
<h2>The first airship pilot, Oona Sabine,</h2>
|
||||
<p>vanished during a flight over the Whisperwoods.</p>
|
||||
|
||||
@@ -1,62 +1,58 @@
|
||||
<h1>DUNGEONS</h1>
|
||||
<div>
|
||||
<p>
|
||||
The concept of a “dungeon” is a common trope in any type of RPG, tabletop
|
||||
and digital alike. Generally, a dungeon is frequently — but not always! — a
|
||||
labyrinthine environment, inhabited by hostile creatures... and often
|
||||
concealing valuable treasures and powerful magical items, or acting as an
|
||||
evil antagonist's lair.
|
||||
</p>
|
||||
<p class="note">
|
||||
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
|
||||
location that is worthy of being explored. It could be an abandoned mill
|
||||
turned into a brigand hideout, a witch’s castle, or a network of waterways
|
||||
guarded by ancient golems.
|
||||
</p>
|
||||
<p>
|
||||
Most of the time, the dungeon itself won’t be that important: why the heroes
|
||||
are there and what can be found within it is what really matters. Other
|
||||
times, a dungeon can be a powerful way to tell a story about those who
|
||||
inhabited it — and maybe hint at some obscure truths or provide an answer to
|
||||
some of the game world's mysteries.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>EXPLORING DUNGEONS</h2>
|
||||
<p>
|
||||
Depending on the size and importance of the dungeon in question, the Game
|
||||
Master may adopt any of the following methods:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Dungeon scenes.</strong> The exploration is run as a succession of
|
||||
key moments rather than an inch-by-inch search of the dungeon. This works
|
||||
best when the layout of the dungeon is mostly irrelevant and all that
|
||||
matters is what lies in its depths. This approach is identical to default
|
||||
gameplay: the heroes discuss their actions and describe what they do, the
|
||||
Game Master describes what goes on around them, and Checks and conflicts
|
||||
take place as normal.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Detailed exploration.</strong> The entire dungeon can be explored
|
||||
in its every nook and cranny. This approach can be quite time-consuming
|
||||
and should only be used if the structure and details of the place tell an
|
||||
important story. For this method to work, the GM should carefully prepare
|
||||
the layout of the dungeon beforehand — reserve it for locations that
|
||||
you're sure the PCs will explore.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
||||
scene, with maybe a single Group Check establishing whether the Player
|
||||
Characters encounter any obstacles or dangers before they reach the depths
|
||||
of the dungeon. Use this approach if you are short on time and if the
|
||||
dungeon isn't particularly important — the typical occasion would be a
|
||||
minor location discovered while traveling.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Additional advice on how the Game Master should prepare material for
|
||||
dungeons can be found starting on
|
||||
<a href="/books/core/#page-258">page 258</a>.
|
||||
</p>
|
||||
</div>
|
||||
<p>
|
||||
The concept of a “dungeon” is a common trope in any type of RPG, tabletop and
|
||||
digital alike. Generally, a dungeon is frequently — but not always! — a
|
||||
labyrinthine environment, inhabited by hostile creatures... and often
|
||||
concealing valuable treasures and powerful magical items, or acting as an evil
|
||||
antagonist's lair.
|
||||
</p>
|
||||
<p>
|
||||
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
|
||||
location that is worthy of being explored. It could be an abandoned mill
|
||||
turned into a brigand hideout, a witch’s castle, or a network of waterways
|
||||
guarded by ancient golems.
|
||||
</p>
|
||||
<p>
|
||||
Most of the time, the dungeon itself won’t be that important: why the heroes
|
||||
are there and what can be found within it is what really matters. Other times,
|
||||
a dungeon can be a powerful way to tell a story about those who inhabited it —
|
||||
and maybe hint at some obscure truths or provide an answer to some of the game
|
||||
world's mysteries.
|
||||
</p>
|
||||
<h2>EXPLORING DUNGEONS</h2>
|
||||
<p>
|
||||
Depending on the size and importance of the dungeon in question, the Game
|
||||
Master may adopt any of the following methods:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Dungeon scenes.</strong> The exploration is run as a succession of
|
||||
key moments rather than an inch-by-inch search of the dungeon. This works
|
||||
best when the layout of the dungeon is mostly irrelevant and all that
|
||||
matters is what lies in its depths. This approach is identical to default
|
||||
gameplay: the heroes discuss their actions and describe what they do, the
|
||||
Game Master describes what goes on around them, and Checks and conflicts
|
||||
take place as normal.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Detailed exploration.</strong> The entire dungeon can be explored in
|
||||
its every nook and cranny. This approach can be quite time-consuming and
|
||||
should only be used if the structure and details of the place tell an
|
||||
important story. For this method to work, the GM should carefully prepare
|
||||
the layout of the dungeon beforehand — reserve it for locations that you're
|
||||
sure the PCs will explore.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Interlude.</strong> The exploration is narrated as an interlude
|
||||
scene, with maybe a single Group Check establishing whether the Player
|
||||
Characters encounter any obstacles or dangers before they reach the depths
|
||||
of the dungeon. Use this approach if you are short on time and if the
|
||||
dungeon isn't particularly important — the typical occasion would be a minor
|
||||
location discovered while traveling.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Additional advice on how the Game Master should prepare material for dungeons
|
||||
can be found starting on <a href="/books/core/#page-258">page 258</a>.
|
||||
</p>
|
||||
<hr />
|
||||
<p>DUNGEONS</p>
|
||||
|
||||
@@ -1,41 +1,38 @@
|
||||
<div>
|
||||
<h2>DANGER CLOCKS</h2>
|
||||
<p>
|
||||
The Game Master can use Clocks to keep track of incoming threats in the
|
||||
dungeon. These Danger Clocks should feature a number of section based on the
|
||||
urgency of the threat they represent:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Eight sections</strong> for a threat that isn't immediately
|
||||
obvious and will only come true with time — something like "crumbling
|
||||
temple" or "magitech system failure".
|
||||
</li>
|
||||
<li>
|
||||
<strong>Six sections</strong> for a threat that is quite obvious and
|
||||
likely to happen after a while — such as "wandering monsters" or
|
||||
"poisonous fog".
|
||||
</li>
|
||||
<li>
|
||||
<strong>Four sections</strong> for a threat that is urgent and very likely
|
||||
to happen — something like "surrounded" or "high alert" in a dungeon
|
||||
brimming with hostile creatures.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master may fill a Danger Clock as a consequence of failed Checks,
|
||||
as well as when an event would make the threat more likely, such as when the
|
||||
PCs spend time searching a room, make noise, rest inside the dungeon or draw
|
||||
unwanted attention.
|
||||
</p>
|
||||
<p>
|
||||
Different Danger Clocks will be triggered by different actions and events,
|
||||
of course — casting a spell might fill an "arcane overload" Clock, while
|
||||
searching a room is unlikely to affect it.
|
||||
</p>
|
||||
<p>
|
||||
As the Clock fills, the Game Master should foreshadow the incoming danger:
|
||||
once it is completely filled, that threat will become active in full, and
|
||||
the heroes will be forced to deal with it one way or another.
|
||||
</p>
|
||||
</div>
|
||||
<h1>DANGER CLOCKS</h1>
|
||||
<p>
|
||||
The Game Master can use Clocks to keep track of incoming threats in the
|
||||
dungeon. These Danger Clocks should feature a number of section based on the
|
||||
urgency of the threat they represent:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Eight sections</strong> for a threat that isn't immediately obvious
|
||||
and will only come true with time — something like "crumbling temple" or
|
||||
"magitech system failure".
|
||||
</li>
|
||||
<li>
|
||||
<strong>Six sections</strong> for a threat that is quite obvious and likely
|
||||
to happen after a while — such as "wandering monsters" or "poisonous fog".
|
||||
</li>
|
||||
<li>
|
||||
<strong>Four sections</strong> for a threat that is urgent and very likely
|
||||
to happen — something like "surrounded" or "high alert" in a dungeon
|
||||
brimming with hostile creatures.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master may fill a Danger Clock as a consequence of failed Checks, as
|
||||
well as when an event would make the threat more likely, such as when the PCs
|
||||
spend time searching a room, make noise, rest inside the dungeon or draw
|
||||
unwanted attention.
|
||||
</p>
|
||||
<p>
|
||||
Different Danger Clocks will be triggered by different actions and events, of
|
||||
course — casting a spell might fill an "arcane overload" Clock, while
|
||||
searching a room is unlikely to affect it.
|
||||
</p>
|
||||
<p>
|
||||
As the Clock fills, the Game Master should foreshadow the incoming danger:
|
||||
once it is completely filled, that threat will become active in full, and the
|
||||
heroes will be forced to deal with it one way or another.
|
||||
</p>
|
||||
|
||||
@@ -1,66 +1,54 @@
|
||||
<h1>MAGIC</h1>
|
||||
<div>
|
||||
<p>
|
||||
The worlds of Fabula Ultima are innately magical, bound together on an
|
||||
atomic level by a stream of eternal souls. Because of this, many creatures
|
||||
can wield magic, manipulating soul energy to create supernatural effects.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>SPELLS AND RITUALS</h2>
|
||||
<p>
|
||||
Magic in Fabula Ultima falls within one of two categories: spells or
|
||||
Rituals.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Spells</strong> represent codified magic formulas developed to
|
||||
protect warriors and travelers: their applications are primarily offensive
|
||||
or defensive. They can be learned easily and only require a brief gesture
|
||||
to cast, but lack flexibility.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Rituals</strong>, on the other hand, are complex magical effects
|
||||
designed to overcome a specific obstacle: whenever a Ritual is performed,
|
||||
it will always be started from scratch and take several minutes to
|
||||
complete.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
While powerful and extremely flexible, Rituals consume large amounts of Mind
|
||||
Points and require difficult Magic Checks; additionally, failing a Ritual
|
||||
will cause the magic to spiral out of control. While these downsides can be
|
||||
mitigated through time, effort, and complex procedures, the truth remains
|
||||
that Ritual magic is a powerful resource... but one that should be used
|
||||
sparingly.
|
||||
</p>
|
||||
<p>
|
||||
The mechanics governing spells and Rituals can be found in the next pages.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>MAGIC DISCIPLINES</h2>
|
||||
<p>
|
||||
This book features a total of six disciplines: Arcanism, Chimerism,
|
||||
Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond
|
||||
to a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and
|
||||
Spiritist, whilst Ritualism is available to all of these Classes, except for
|
||||
Arcanists.
|
||||
</p>
|
||||
<div>
|
||||
<h3>ARCANISM</h3>
|
||||
<p>
|
||||
Arcanists can project a large portion of their soul outside their bodies,
|
||||
forcing it to resonate with the power left behind by ancient divine
|
||||
entities known as Arcana, and manifest a fragment of their power. To
|
||||
access an Arcanum’s power, one must first earn their favor: this often
|
||||
involves completing some sort of trial, quest, or mission.
|
||||
</p>
|
||||
<p>
|
||||
Arcanism is a peculiar discipline that does not feature spells, but
|
||||
instead follows its own unique mechanics (see the Arcanist Class on
|
||||
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
|
||||
possible through the Arcane Rituals Skill.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
<p>
|
||||
The worlds of Fabula Ultima are innately magical, bound together on an atomic
|
||||
level by a stream of eternal souls. Because of this, many creatures can wield
|
||||
magic, manipulating soul energy to create supernatural effects.
|
||||
</p>
|
||||
<h2>SPELLS AND RITUALS</h2>
|
||||
<p>
|
||||
Magic in Fabula Ultima falls within one of two categories: spells or Rituals.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Spells</strong> represent codified magic formulas developed to
|
||||
protect warriors and travelers: their applications are primarily offensive
|
||||
or defensive. They can be learned easily and only require a brief gesture to
|
||||
cast, but lack flexibility.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Rituals</strong>, on the other hand, are complex magical effects
|
||||
designed to overcome a specific obstacle: whenever a Ritual is performed, it
|
||||
will always be started from scratch and take several minutes to complete.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
While powerful and extremely flexible, Rituals consume large amounts of Mind
|
||||
Points and require difficult Magic Checks; additionally, failing a Ritual will
|
||||
cause the magic to spiral out of control. While these downsides can be
|
||||
mitigated through time, effort, and complex procedures, the truth remains that
|
||||
Ritual magic is a powerful resource... but one that should be used sparingly.
|
||||
</p>
|
||||
<p>
|
||||
The mechanics governing spells and Rituals can be found in the next pages.
|
||||
</p>
|
||||
<h2>MAGIC DISCIPLINES</h2>
|
||||
<p>
|
||||
This book features a total of six disciplines: Arcanism, Chimerism,
|
||||
Elementalism, Entropism, Ritualism, and Spiritism. Five of these correspond to
|
||||
a specific Class: Arcanist, Chimerist, Elementalist, Entropist, and Spiritist,
|
||||
whilst Ritualism is available to all of these Classes, except for Arcanists.
|
||||
</p>
|
||||
<h3>ARCANISM</h3>
|
||||
<p>
|
||||
Arcanists can project a large portion of their soul outside their bodies,
|
||||
forcing it to resonate with the power left behind by ancient divine entities
|
||||
known as Arcana, and manifest a fragment of their power. To access an
|
||||
Arcanum’s power, one must first earn their favor: this often involves
|
||||
completing some sort of trial, quest, or mission.
|
||||
</p>
|
||||
<p>
|
||||
Arcanism is a peculiar discipline that does not feature spells, but instead
|
||||
follows its own unique mechanics (see the Arcanist Class on
|
||||
<a href="/books/core/#page-176">page 176</a>). Arcanism Rituals are also
|
||||
possible through the Arcane Rituals Skill.
|
||||
</p>
|
||||
<p>MAGIC</p>
|
||||
|
||||
@@ -1,55 +1,44 @@
|
||||
<div>
|
||||
<h3>Chimerism</h3>
|
||||
<p>
|
||||
Chimerists gain their powers from the souls of beasts and monsters; they
|
||||
search for creatures able to cast spells and attempt to mimic the same
|
||||
effects.
|
||||
</p>
|
||||
<p>
|
||||
Chimerism features both spells and Rituals. However, Chimerist spells must
|
||||
be learned from creatures (see the Spell Mimic Skill on
|
||||
<a href="/books/core/#page-183">page 183</a>).
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Elementalism</h3>
|
||||
<p>
|
||||
Elementalists can control the stream of souls that binds the four core
|
||||
elements of creation: air, earth, fire, and water. They can also influence
|
||||
any of their combinations and manifestations, such as magma, blizzards,
|
||||
deserts, or clouds.
|
||||
</p>
|
||||
<p>Elementalism features both spells and Rituals.</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Entropism</h3>
|
||||
<p>
|
||||
Entropists go beyond the stream of souls found in the world and reach for
|
||||
the vast expanse of nothingness between stars. Their chaotic magic defies
|
||||
logic, twisting time and space and dissipating souls, matter, and magical
|
||||
energy.
|
||||
</p>
|
||||
<p>Entropism features both spells and Rituals.</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Ritualism</h3>
|
||||
<p>
|
||||
Contrary to most other magical disciplines, Ritualism features no spells and
|
||||
can only be used in Ritual form. It is a catch-all term for Rituals
|
||||
performed to manipulate, sense, bind or unleash magical energy present
|
||||
within a location, item, mechanism, or relic.
|
||||
</p>
|
||||
<p>
|
||||
From a certain point of view, magitech could be considered a combination of
|
||||
Ritualism and technology.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Spiritism</h3>
|
||||
<p>
|
||||
Spiritists can manipulate the raw energy found within the souls of living
|
||||
creatures, influencing their emotions and manipulating their vital force: a
|
||||
power both miraculous and frightening.
|
||||
</p>
|
||||
<p>Spiritism features both spells and Rituals.</p>
|
||||
</div>
|
||||
<h2>Chimerism</h2>
|
||||
<p>
|
||||
Chimerists gain their powers from the souls of beasts and monsters; they
|
||||
search for creatures able to cast spells and attempt to mimic the same
|
||||
effects.
|
||||
</p>
|
||||
<p>
|
||||
Chimerism features both spells and Rituals. However, Chimerist spells must be
|
||||
learned from creatures (see the Spell Mimic Skill on
|
||||
<a href="/books/core/#page-183">page 183</a>).
|
||||
</p>
|
||||
<h2>Elementalism</h2>
|
||||
<p>
|
||||
Elementalists can control the stream of souls that binds the four core
|
||||
elements of creation: air, earth, fire, and water. They can also influence any
|
||||
of their combinations and manifestations, such as magma, blizzards, deserts,
|
||||
or clouds.
|
||||
</p>
|
||||
<p>Elementalism features both spells and Rituals.</p>
|
||||
<h2>Entropism</h2>
|
||||
<p>
|
||||
Entropists go beyond the stream of souls found in the world and reach for the
|
||||
vast expanse of nothingness between stars. Their chaotic magic defies logic,
|
||||
twisting time and space and dissipating souls, matter, and magical energy.
|
||||
</p>
|
||||
<p>Entropism features both spells and Rituals.</p>
|
||||
<h2>Ritualism</h2>
|
||||
<p>
|
||||
Contrary to most other magical disciplines, Ritualism features no spells and
|
||||
can only be used in Ritual form. It is a catch-all term for Rituals performed
|
||||
to manipulate, sense, bind or unleash magical energy present within a
|
||||
location, item, mechanism, or relic.
|
||||
</p>
|
||||
<p>
|
||||
From a certain point of view, magitech could be considered a combination of
|
||||
Ritualism and technology.
|
||||
</p>
|
||||
<h2>Spiritism</h2>
|
||||
<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>
|
||||
|
||||
@@ -1,96 +1,70 @@
|
||||
<div>
|
||||
<h2>Spells</h2>
|
||||
<p>
|
||||
Spells can belong to any of the following disciplines: Chimerism,
|
||||
Elementalism, Entropism, and Spiritism. The remaining two disciplines,
|
||||
Arcanism and Ritualism, do not feature any spells.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>Spell Format</h2>
|
||||
<p>
|
||||
Each spell description uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<div>
|
||||
<h3>Example Spell Metadata</h3>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Targets</th>
|
||||
<th>Duration</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Ignis (rr)</td>
|
||||
<td>10 × T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You unleash a searing barrage against your foes, conjuring flames
|
||||
out of thin air. Each target hit by this spell suffers
|
||||
<span>【HR + 15】</span> fire damage.
|
||||
<strong>Opportunity:</strong> Each target hit by this spell suffers
|
||||
shaken.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
<div>
|
||||
<h3>Spell Components</h3>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>The Name and Type:</strong> The name of the spell, and whether
|
||||
it is an offensive spell (rr).
|
||||
<em>
|
||||
See <a href="/books/core/#page-116">page 116</a> for more information
|
||||
on offensive spells.
|
||||
</em>
|
||||
</li>
|
||||
<li>
|
||||
<strong>Mind Point Cost:</strong> The cost of the spell in Mind Points.
|
||||
To cast a spell, you must have enough MP to pay its cost; additionally,
|
||||
some spells allow you to spend more MP to increase the number of targets
|
||||
or strengthen the effect. For instance, a spell with a cost of 10 × T
|
||||
will cost you 10 Mind Points per target; the final amount of Mind Points
|
||||
required to cast a spell is known as the total MP cost.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Targets:</strong> The targets that can be affected by the spell.
|
||||
Most spells can target a certain number of creatures, but others may
|
||||
affect different targets (such as weapons).
|
||||
</li>
|
||||
<li>
|
||||
<strong>Target Specification:</strong> A target of "Self" means the
|
||||
caster will use the spell on themselves, while a target of "Special"
|
||||
indicates that the spell functions in a unique way described in its
|
||||
text, usually affecting a variety of creatures or elements present on
|
||||
the scene.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Duration:</strong> The duration of the spell. Either
|
||||
"Instantaneous", meaning that the spell takes effect immediately and
|
||||
then dissipates, or "Scene", meaning that the spell creates an ongoing
|
||||
effect lasting until the end of the scene it was cast in.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Effect Description:</strong> The effect of the spell, often
|
||||
preceded by a flavorful description. This description has no mechanical
|
||||
relevance, but can help you understand the concept behind the spell and
|
||||
customize its appearance in order to fit your character.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Opportunity Effect:</strong> Spells that require a Magic Check
|
||||
often feature an opportunity effect. If you roll a critical success on
|
||||
your Magic Check, you may spend the corresponding opportunity to trigger
|
||||
this effect.
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
<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>
|
||||
<h2>Spell Format</h2>
|
||||
<p>
|
||||
Each spell description uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<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>
|
||||
<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
|
||||
>
|
||||
</li>
|
||||
<li>
|
||||
<strong>Mind Point Cost:</strong> The cost of the spell in Mind Points. To
|
||||
cast a spell, you must have enough MP to pay its cost; additionally, some
|
||||
spells allow you to spend more MP to increase the number of targets or
|
||||
strengthen the effect. For instance, a spell with a cost of 10 × T will cost
|
||||
you 10 Mind Points per target; the final amount of Mind Points required to
|
||||
cast a spell is known as the total MP cost.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Targets:</strong> The targets that can be affected by the spell.
|
||||
Most spells can target a certain number of creatures, but others may affect
|
||||
different targets (such as weapons).
|
||||
</li>
|
||||
<li>
|
||||
<strong>Target Specification:</strong> A target of "Self" means the caster
|
||||
will use the spell on themselves, while a target of "Special" indicates that
|
||||
the spell functions in a unique way described in its text, usually affecting
|
||||
a variety of creatures or elements present on the scene.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Duration:</strong> The duration of the spell. Either
|
||||
"Instantaneous", meaning that the spell takes effect immediately and then
|
||||
dissipates, or "Scene", meaning that the spell creates an ongoing effect
|
||||
lasting until the end of the scene it was cast in.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Effect Description:</strong> The effect of the spell, often preceded
|
||||
by a flavorful description. This description has no mechanical relevance,
|
||||
but can help you understand the concept behind the spell and customize its
|
||||
appearance in order to fit your character.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Opportunity Effect:</strong> Spells that require a Magic Check often
|
||||
feature an opportunity effect. If you roll a critical success on your Magic
|
||||
Check, you may spend the corresponding opportunity to trigger this effect.
|
||||
</li>
|
||||
</ul>
|
||||
<h2>Spells</h2>
|
||||
|
||||
@@ -1,44 +1,47 @@
|
||||
<div>
|
||||
<h2>Casting a Spell</h2>
|
||||
<p>To cast a spell, you must fulfill the following prerequisites:</p>
|
||||
<ul>
|
||||
<li>
|
||||
You must be free to move your body. You can be holding items in your
|
||||
hands, as long as you can move your arms.
|
||||
</li>
|
||||
<li>You must be able to speak and pronounce the invocation.</li>
|
||||
<li>
|
||||
You must have enough Mind Points to pay for the spell’s total MP cost,
|
||||
including any additional MP used to enhance its effect.
|
||||
</li>
|
||||
<li>
|
||||
Unless you are casting a spell with a target of <strong>Self</strong> or
|
||||
<strong>Special</strong>, you must be able to see your targets.
|
||||
</li>
|
||||
</ul>
|
||||
<p>If all of the above are true, you may cast the spell.</p>
|
||||
<ol>
|
||||
<li>
|
||||
Declare which spell you want to cast among those your character has
|
||||
learned, and what its effect will be.
|
||||
</li>
|
||||
<li>If required, choose the targets for your spell.</li>
|
||||
<li>
|
||||
Perform the magical gestures and pronounce the formula — remember that any
|
||||
nearby creatures will see and hear you.
|
||||
</li>
|
||||
<li>Spend the required amount of Mind Points.</li>
|
||||
<li>
|
||||
If the spell is an offensive (rr) spell, you must also perform a Magic
|
||||
Check. Elementalism, Entropism, and Spiritism Checks rely on
|
||||
<span>【INS + WLP 】</span>, while Chimerism may choose between
|
||||
<span>【INS + WLP】</span> or <span>【MIG + WLP】</span>.
|
||||
<p>
|
||||
Non-offensive spells are automatically successful and require no Check.
|
||||
Fumbles and critical successes on Magic Checks generate opportunities as
|
||||
normal.
|
||||
</p>
|
||||
</li>
|
||||
<li>Apply the effects of the spell.</li>
|
||||
</ol>
|
||||
</div>
|
||||
<h2>Casting a Spell</h2>
|
||||
<p>To cast a spell, you must fulfill the following prerequisites:</p>
|
||||
<ul>
|
||||
<li>
|
||||
You must be free to move your body. You can be holding items in your hands,
|
||||
as long as you can move your arms.
|
||||
</li>
|
||||
<li>You must be able to speak and pronounce the invocation.</li>
|
||||
<li>
|
||||
You must have enough Mind Points to pay for the spell’s total MP cost,
|
||||
including any additional MP used to enhance its effect.
|
||||
</li>
|
||||
<li>
|
||||
Unless you are casting a spell with a target of <strong>Self</strong> or
|
||||
<strong>Special</strong>, you must be able to see your targets.
|
||||
</li>
|
||||
</ul>
|
||||
<p>If all of the above are true, you may cast the spell.</p>
|
||||
<ol>
|
||||
<li>
|
||||
Declare which spell you want to cast among those your character has learned,
|
||||
and what its effect will be.
|
||||
</li>
|
||||
<li>If required, choose the targets for your spell.</li>
|
||||
<li>
|
||||
Perform the magical gestures and pronounce the formula — remember that any
|
||||
nearby creatures will see and hear you.
|
||||
</li>
|
||||
</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>
|
||||
<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>Apply the effects of the spell.</li>
|
||||
</ol>
|
||||
|
||||
@@ -1,48 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,57 +1,4 @@
|
||||
<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>
|
||||
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
|
||||
|
||||
@@ -1,63 +1,55 @@
|
||||
<div>
|
||||
<h1>ECONOMY AND ITEMS</h1>
|
||||
<p>
|
||||
Regardless of which fantastic world your adventures take place in, your
|
||||
heroes will likely find themselves purchasing and selling items. This
|
||||
section covers the basics of the economy and provides you with useful lists
|
||||
of items and prices.
|
||||
</p>
|
||||
<div>
|
||||
<h2>ZENIT</h2>
|
||||
<p>
|
||||
The common currency of all Fabula Ultima worlds is zenit, a gold coin
|
||||
whose shape and size may vary from region to region. While prices may rise
|
||||
and fall depending on where you are, zenit is universally accepted.
|
||||
</p>
|
||||
<p>
|
||||
On average, 5 z pays for a decent meal, 10 z will be enough to rent a room
|
||||
for the night in town, and 100 z can fetch you a bronze shield.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
|
||||
<p>
|
||||
As shown on the character sheet, a Player Character can equip a limited
|
||||
number of items on their body:
|
||||
</p>
|
||||
<ul>
|
||||
<li>You have one equipment slot for your armor.</li>
|
||||
<li>
|
||||
You have a main hand equipment slot, where you can equip a one-handed
|
||||
weapon or a two-handed weapon. While you have a two-handed weapon
|
||||
equipped here, that weapon will also take up your off-hand slot (see
|
||||
below).
|
||||
</li>
|
||||
<li>
|
||||
You have an off-hand equipment slot, where you can equip a one-handed
|
||||
weapon or a shield.
|
||||
</li>
|
||||
<li>You have one equipment slot for your accessory.</li>
|
||||
</ul>
|
||||
<p>
|
||||
Any item you have that is not equipped goes in your backpack. There is no
|
||||
set limit to how many items you can carry this way, as long as it makes
|
||||
sense. The Game Master has final say on what you can and cannot carry this
|
||||
way.
|
||||
</p>
|
||||
<p>
|
||||
If you ever find yourself in need of transporting large and heavy items
|
||||
over long distances, consider purchasing a transport (see
|
||||
<a href="/books/core/#page-125">page 125</a>).
|
||||
</p>
|
||||
<p>
|
||||
It takes a few moments to find items stored inside a backpack: during a
|
||||
conflict, for example, you will need to spend an action searching for
|
||||
them. On the other hand, items you have equipped are readily accessible,
|
||||
but also more exposed to the risk of being damaged or stolen.
|
||||
</p>
|
||||
<p>
|
||||
An item stored in your backpack does not grant you any of its properties.
|
||||
If you want it to “work”, you must equip it!
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
<p>
|
||||
Regardless of which fantastic world your adventures take place in, your heroes
|
||||
will likely find themselves purchasing and selling items. This section covers
|
||||
the basics of the economy and provides you with useful lists of items and
|
||||
prices.
|
||||
</p>
|
||||
<h2>ZENIT</h2>
|
||||
<p>
|
||||
The common currency of all Fabula Ultima worlds is zenit, a gold coin whose
|
||||
shape and size may vary from region to region. While prices may rise and fall
|
||||
depending on where you are, zenit is universally accepted.
|
||||
</p>
|
||||
<p>
|
||||
On average, 5 z pays for a decent meal, 10 z will be enough to rent a room for
|
||||
the night in town, and 100 z can fetch you a bronze shield.
|
||||
</p>
|
||||
<h2>EQUIPPED ITEMS AND ITEMS IN YOUR BACKPACK</h2>
|
||||
<p>
|
||||
As shown on the character sheet, a Player Character can equip a limited number
|
||||
of items on their body:
|
||||
</p>
|
||||
<ul>
|
||||
<li>You have one equipment slot for your armor.</li>
|
||||
<li>
|
||||
You have a main hand equipment slot, where you can equip a one-handed weapon
|
||||
or a two-handed weapon. While you have a two-handed weapon equipped here,
|
||||
that weapon will also take up your off-hand slot (see below).
|
||||
</li>
|
||||
<li>
|
||||
You have an off-hand equipment slot, where you can equip a one-handed weapon
|
||||
or a shield.
|
||||
</li>
|
||||
<li>You have one equipment slot for your accessory.</li>
|
||||
</ul>
|
||||
<p>
|
||||
Any item you have that is not equipped goes in your backpack. There is no set
|
||||
limit to how many items you can carry this way, as long as it makes sense. The
|
||||
Game Master has final say on what you can and cannot carry this way.
|
||||
</p>
|
||||
<p>
|
||||
If you ever find yourself in need of transporting large and heavy items over
|
||||
long distances, consider purchasing a transport (see
|
||||
<a href="/books/core/#page-125">page 125</a>).
|
||||
</p>
|
||||
<p>
|
||||
It takes a few moments to find items stored inside a backpack: during a
|
||||
conflict, for example, you will need to spend an action searching for them. On
|
||||
the other hand, items you have equipped are readily accessible, but also more
|
||||
exposed to the risk of being damaged or stolen.
|
||||
</p>
|
||||
<p>
|
||||
An item stored in your backpack does not grant you any of its properties. If
|
||||
you want it to “work”, you must equip it!
|
||||
</p>
|
||||
<h2>ECONOMY AND ITEMS</h2>
|
||||
|
||||
@@ -1,60 +1,54 @@
|
||||
<div>
|
||||
<h2>HOW TO GET NEW ITEMS</h2>
|
||||
<p>
|
||||
There are plenty of occasions for characters to acquire gear and equipment:
|
||||
villages and towns will always have one or more stores dedicated to weapons,
|
||||
armor, and useful accessories. This doesn’t mean a character can simply walk
|
||||
into a shop in the middle of nowhere and expect to purchase a magical
|
||||
crossbow, however: while basic weapons, armor, and shields should be
|
||||
available in most settlements, rare items should only be found in unique
|
||||
stores, hidden within the most dangerous of ruins, guarded by powerful
|
||||
monsters or offered as a reward for heroic deeds.
|
||||
</p>
|
||||
<p>
|
||||
If you are the Game Master, see
|
||||
<a href="/books/core/#page-266">page 266</a> for rules and guidelines on how
|
||||
to create rare items, as well as several lists of premade items. A list of
|
||||
basic items can be found starting on
|
||||
<a href="/books/core/#page-130">page 130</a>.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>REWARDS</h2>
|
||||
<p>
|
||||
There are three main ways treasure and magical items can be handled during a
|
||||
Fabula Ultima campaign.
|
||||
</p>
|
||||
<p>
|
||||
When you start playing, you should discuss which of the methods below you
|
||||
want to adopt; you can always change your decision later on after a few
|
||||
sessions.
|
||||
</p>
|
||||
<h3>Methods for Handling Treasure</h3>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Classic.</strong> The GM hands out rewards as they see fit. This
|
||||
is probably the most common solution, but it puts a lot of responsibility
|
||||
on the GM's shoulders.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Survey.</strong> The Game Master asks everyone about the kind of
|
||||
items they'd like their characters to find or use — perhaps the ninja
|
||||
would like to wear an intimidating han'nya mask (<a
|
||||
href="/books/core/#page-286"
|
||||
>page 286</a
|
||||
>), or the brawler can't wait to get her hands on a pair of fuel knuckles
|
||||
(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
|
||||
has a useful list of items they can pick from when handing out rewards.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Wishlist.</strong> This is an uncommon approach, but it can be
|
||||
interesting. Each Player writes a list of items they would like their
|
||||
character to find over the course of their career — these can be chosen
|
||||
from the lists of rare items in the Game Master chapter, or designed from
|
||||
scratch following the guidelines presented there. Then, whenever the group
|
||||
finds some kind of treasure or receives a reward, the Players themselves
|
||||
can pick from those lists and narrate what the item is — as well as why it
|
||||
was there.
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<h1>22GAME RULES</h1>
|
||||
<h2>HOW TO GET NEW ITEMS</h2>
|
||||
<p>
|
||||
There are plenty of occasions for characters to acquire gear and equipment:
|
||||
villages and towns will always have one or more stores dedicated to weapons,
|
||||
armor, and useful accessories. This doesn’t mean a character can simply walk
|
||||
into a shop in the middle of nowhere and expect to purchase a magical
|
||||
crossbow, however: while basic weapons, armor, and shields should be available
|
||||
in most settlements, rare items should only be found in unique stores, hidden
|
||||
within the most dangerous of ruins, guarded by powerful monsters or offered as
|
||||
a reward for heroic deeds.
|
||||
</p>
|
||||
<p>
|
||||
If you are the Game Master, see
|
||||
<a href="/books/core/#page-266">page 266</a> for rules and guidelines on how
|
||||
to create rare items, as well as several lists of premade items. A list of
|
||||
basic items can be found starting on
|
||||
<a href="/books/core/#page-130">page 130</a>.
|
||||
</p>
|
||||
<p>
|
||||
There are three main ways treasure and magical items can be handled during a
|
||||
Fabula Ultima campaign.
|
||||
</p>
|
||||
<p>
|
||||
When you start playing, you should discuss which of the methods below you want
|
||||
to adopt; you can always change your decision later on after a few sessions.
|
||||
</p>
|
||||
<h3>Methods for Handling Treasure</h3>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Classic.</strong> The GM hands out rewards as they see fit. This is
|
||||
probably the most common solution, but it puts a lot of responsibility on
|
||||
the GM's shoulders.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Survey.</strong> The Game Master asks everyone about the kind of
|
||||
items they'd like their characters to find or use — perhaps the ninja would
|
||||
like to wear an intimidating han'nya mask (<a href="/books/core/#page-286"
|
||||
>page 286</a
|
||||
>), or the brawler can't wait to get her hands on a pair of fuel knuckles
|
||||
(<a href="/books/core/#page-272">page 272</a>). Using this method, the GM
|
||||
has a useful list of items they can pick from when handing out rewards.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Wishlist.</strong> This is an uncommon approach, but it can be
|
||||
interesting. Each Player writes a list of items they would like their
|
||||
character to find over the course of their career — these can be chosen from
|
||||
the lists of rare items in the Game Master chapter, or designed from scratch
|
||||
following the guidelines presented there. Then, whenever the group finds
|
||||
some kind of treasure or receives a reward, the Players themselves can pick
|
||||
from those lists and narrate what the item is — as well as why it was there.
|
||||
</li>
|
||||
</ul>
|
||||
<h2>REWARDS</h2>
|
||||
|
||||
@@ -1,54 +1,52 @@
|
||||
<div>
|
||||
<h2>Selling Items</h2>
|
||||
<p>
|
||||
Provided you can find someone willing to buy it, an item will sell for
|
||||
roughly half its original price. This amount may be modified by the item’s
|
||||
quality and condition: none will want the rusted, mud-caked axes picked up
|
||||
in the old tunnels.
|
||||
</p>
|
||||
<p>
|
||||
The Game Master always has final say on whether you are able to sell a given
|
||||
item and how many zenit you can make from it; sometimes it will also be
|
||||
possible to barter or carry out duties in exchange for goods.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>Artifacts</h2>
|
||||
<p>
|
||||
Player Characters will sometimes come into possession of incredibly powerful
|
||||
magic items, known as artifacts (see
|
||||
<a href="/books/core/#page-288">page 288</a>). Given their nature, artifacts
|
||||
should never be purchased or sold: no amount of riches can do them justice.
|
||||
Entire kingdoms could go to war for a chance to obtain them.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>Services and Transports</h2>
|
||||
<p>
|
||||
Prices and availability for animals, vehicles, lodging, and such may vary
|
||||
depending on your game world. The following lists are meant to be a
|
||||
guideline for the Game Master when establishing prices.
|
||||
</p>
|
||||
<p>
|
||||
When it comes to transports, the list includes generic entries for mounts,
|
||||
cars, vessels, airships and such. Each transport can carry a certain number
|
||||
of passengers and increases the distance you can cover within a single
|
||||
travel day.
|
||||
</p>
|
||||
<ul>
|
||||
<li>Terrestrial transports can only travel on land.</li>
|
||||
<li>Aquatic transports can travel on water surfaces.</li>
|
||||
<li>Submarine transports can travel above and underwater.</li>
|
||||
<li>Flying transports can travel in the skies.</li>
|
||||
<li>
|
||||
If you purchase a vehicle hauled by animals, their cost is included in its
|
||||
price.
|
||||
</li>
|
||||
<li>There is no need to keep track of animal fodder or fuel.</li>
|
||||
<li>
|
||||
Mounts acquired this way have no stats and will not fight. If you want to
|
||||
ride a creature into battle, take a look at the Wayfarer's Skill Faithful
|
||||
Companion (<a href="/books/core/#page-217">page 217</a>).
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<h2>Selling Items</h2>
|
||||
<p>
|
||||
Provided you can find someone willing to buy it, an item will sell for roughly
|
||||
half its original price. This amount may be modified by the item’s quality and
|
||||
condition: none will want the rusted, mud-caked axes picked up in the old
|
||||
tunnels.
|
||||
</p>
|
||||
<p>
|
||||
The Game Master always has final say on whether you are able to sell a given
|
||||
item and how many zenit you can make from it; sometimes it will also be
|
||||
possible to barter or carry out duties in exchange for goods.
|
||||
</p>
|
||||
<h2>Artifacts</h2>
|
||||
<p>
|
||||
Player Characters will sometimes come into possession of incredibly powerful
|
||||
magic items, known as artifacts (see
|
||||
<a href="/books/core/#page-288">page 288</a>). Given their nature, artifacts
|
||||
should never be purchased or sold: no amount of riches can do them justice.
|
||||
Entire kingdoms could go to war for a chance to obtain them.
|
||||
</p>
|
||||
<h2>Services and Transports</h2>
|
||||
<p>
|
||||
Prices and availability for animals, vehicles, lodging, and such may vary
|
||||
depending on your game world. The following lists are meant to be a guideline
|
||||
for the Game Master when establishing prices.
|
||||
</p>
|
||||
<p>
|
||||
When it comes to transports, the list includes generic entries for mounts,
|
||||
cars, vessels, airships and such. Each transport can carry a certain number of
|
||||
passengers and increases the distance you can cover within a single travel
|
||||
day.
|
||||
</p>
|
||||
<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.
|
||||
</li>
|
||||
<li>There is no need to keep track of animal fodder or fuel.</li>
|
||||
<li>
|
||||
Mounts acquired this way have no stats and will not fight. If you want to
|
||||
ride a creature into battle, take a look at the Wayfarer's Skill Faithful
|
||||
Companion (<a href="/books/core/#page-217">page 217</a>).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
@@ -1,111 +1,46 @@
|
||||
<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>
|
||||
<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>
|
||||
|
||||
@@ -1,77 +1,58 @@
|
||||
<h1>EQUIPMENT</h1>
|
||||
|
||||
<p>
|
||||
There are four categories of items that can be equipped: accessories, armors,
|
||||
shields and weapons. Each item can be basic or rare (with the exception of
|
||||
accessories, which are always rare).
|
||||
</p>
|
||||
<div>
|
||||
<h2>MARTIAL ITEMS (E)</h2>
|
||||
<p>
|
||||
Items marked with the (E) symbol can only be equipped by characters who have
|
||||
acquired certain specific Classes.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Darkblade</strong> allows you to equip martial melee weapons and
|
||||
martial armor.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Fury</strong> allows you to equip martial melee weapons and
|
||||
martial armor.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Guardian</strong> allows you to equip martial armor and martial
|
||||
shields.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons
|
||||
and martial shields.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Weaponmaster</strong> allows you to equip martial melee weapons
|
||||
and martial shields.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Characters who do not have the appropriate Classes can still carry a martial
|
||||
item, but they are unable to equip it and enjoy its benefits.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>ACCESSORIES</h2>
|
||||
<p>
|
||||
Accessories are useful magical items that bestow special abilities upon
|
||||
those who wear them. Accessories are always considered rare items.
|
||||
</p>
|
||||
<p>
|
||||
Each accessory entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Accessory</th>
|
||||
<th>Cost</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><strong>Crested Helm</strong></td>
|
||||
<td>1000 z</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2">You gain a +1 bonus to your Accuracy Checks.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<ul>
|
||||
<li>The accessory's name.</li>
|
||||
<li>The accessory's cost in zenit.</li>
|
||||
<li>Any special abilities the item bestows while equipped.</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master can find a list of sample accessories starting on
|
||||
<a href="/books/core/#page-285">page 285</a>.
|
||||
</p>
|
||||
</div>
|
||||
<h2>MARTIAL ITEMS (E)</h2>
|
||||
<p>
|
||||
Items marked with the (E) symbol can only be equipped by characters who have
|
||||
acquired certain specific Classes.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Darkblade</strong> allows you to equip martial melee weapons and
|
||||
martial armor.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Fury</strong> allows you to equip martial melee weapons and martial
|
||||
armor.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Guardian</strong> allows you to equip martial armor and martial
|
||||
shields.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Sharpshooter</strong> allows you to equip martial ranged weapons and
|
||||
martial shields.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Weaponmaster</strong> allows you to equip martial melee weapons and
|
||||
martial shields.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Characters who do not have the appropriate Classes can still carry a martial
|
||||
item, but they are unable to equip it and enjoy its benefits.
|
||||
</p>
|
||||
<h2>ACCESSORIES</h2>
|
||||
<p>
|
||||
Accessories are useful magical items that bestow special abilities upon those
|
||||
who wear them. Accessories are always considered rare items.
|
||||
</p>
|
||||
<p>
|
||||
Each accessory entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<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>
|
||||
<ul>
|
||||
<li>The accessory's name.</li>
|
||||
<li>The accessory's cost in zenit.</li>
|
||||
<li>Any special abilities the item bestows while equipped.</li>
|
||||
</ul>
|
||||
<p>
|
||||
The Game Master can find a list of sample accessories starting on
|
||||
<a href="/books/core/#page-285">page 285</a>.
|
||||
</p>
|
||||
|
||||
@@ -1,76 +1,45 @@
|
||||
<div>
|
||||
<h2>ARMORS</h2>
|
||||
<p>Armor offers improved protection to its wearer.</p>
|
||||
<p>
|
||||
Each armor entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Armor</th>
|
||||
<th>Cost</th>
|
||||
<th>Defense</th>
|
||||
<th>M. Defense</th>
|
||||
<th>Initiative</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Sage Robe</td>
|
||||
<td>200 z</td>
|
||||
<td>DEX die + 1</td>
|
||||
<td>INS die + 2</td>
|
||||
<td>-2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="5">No Quality.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Brigandine (E)</td>
|
||||
<td>150 z</td>
|
||||
<td>10</td>
|
||||
<td>INS die</td>
|
||||
<td>-2</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="5">No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>The Name and Type:</strong> The armor's name, and whether it is a
|
||||
martial armor (E).
|
||||
</li>
|
||||
<li><strong>Cost:</strong> The armor's cost in zenit.</li>
|
||||
<li>
|
||||
<strong>Defense/Magic Defense Calculation:</strong> The formula used to
|
||||
calculate the wearer's Defense and Magic Defense. This will either be a
|
||||
fixed number, such as 10 for the Brigandine above, or a bonus that must be
|
||||
added to your current Dexterity die size (for Defense) or Insight die size
|
||||
(for Magic Defense). For instance, if you have a Dexterity of d8 and an
|
||||
Insight of d10, wearing a sage robe will give you a Defense score of 9 and
|
||||
a Magic Defense score of 12.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Base Stats Rule:</strong> If you are not wearing any armor at all,
|
||||
your Defense will simply be equal to your Dexterity die size and your
|
||||
Magic Defense will simply be equal to your Insight die size.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Initiative Penalty:</strong> The penalty to Initiative Group
|
||||
Checks caused by the armor. Martial armors usually impose heavier
|
||||
penalties. If you are not wearing any armor at all, your Initiative will
|
||||
suffer no penalty.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Special Abilities:</strong> Any special abilities the item bestows
|
||||
while equipped.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
For a list of all the basic armors available in the game, see
|
||||
<a href="/books/core/#page-132">page 132</a>.
|
||||
</p>
|
||||
</div>
|
||||
<h1>ARMORS</h1>
|
||||
<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:
|
||||
</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>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>The Name and Type:</strong> The armor's name, and whether it is a
|
||||
martial armor (E).
|
||||
</li>
|
||||
<li><strong>Cost:</strong> The armor's cost in zenit.</li>
|
||||
<li>
|
||||
<strong>Defense/Magic Defense Calculation:</strong> The formula used to
|
||||
calculate the wearer's Defense and Magic Defense. This will either be a
|
||||
fixed number, such as 10 for the Brigandine above, or a bonus that must be
|
||||
added to your current Dexterity die size (for Defense) or Insight die size
|
||||
(for Magic Defense). For instance, if you have a Dexterity of d8 and an
|
||||
Insight of d10, wearing a sage robe will give you a Defense score of 9 and a
|
||||
Magic Defense score of 12.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Base Stats Rule:</strong> If you are not wearing any armor at all,
|
||||
your Defense will simply be equal to your Dexterity die size and your Magic
|
||||
Defense will simply be equal to your Insight die size.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Initiative Penalty:</strong> The penalty to Initiative Group Checks
|
||||
caused by the armor. Martial armors usually impose heavier penalties. If you
|
||||
are not wearing any armor at all, your Initiative will suffer no penalty.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Special Abilities:</strong> Any special abilities the item bestows
|
||||
while equipped.
|
||||
</li>
|
||||
</ul>
|
||||
<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>
|
||||
|
||||
@@ -1,70 +1,49 @@
|
||||
<div>
|
||||
<h2>SHIELDS</h2>
|
||||
<p>
|
||||
Shields must be equipped in a character's off-hand slot and further enhance
|
||||
defenses.
|
||||
</p>
|
||||
<p>
|
||||
Each shield entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Shield</th>
|
||||
<th>Cost</th>
|
||||
<th>Defense</th>
|
||||
<th>M. Defense</th>
|
||||
<th>Initiative</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Runic Shield (E)</td>
|
||||
<td>150 z</td>
|
||||
<td>+2</td>
|
||||
<td>+2</td>
|
||||
<td>-</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="5">No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<ul>
|
||||
<li>The shield's name, and whether it is a martial shield (E).</li>
|
||||
<li>The shield's cost in zenit.</li>
|
||||
<li>
|
||||
The increase to Defense and Magic Defense granted by the shield. This is
|
||||
in addition to any benefits granted by the armor you may have equipped.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
For a list of all the basic shields available in the game, see
|
||||
<a href="/books/core/#page-133">page 133</a>.
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h2>ARMOR AND DEFENSES</h2>
|
||||
<p>
|
||||
Martial and non-martial armors influence a character's Defense and Magic
|
||||
Defense scores in different ways.
|
||||
</p>
|
||||
<p>
|
||||
Remember that regardless of which armor you are wearing, shields always add
|
||||
to it — if you have a free slot, it's never a bad idea to equip a shield.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Lighter armors</strong> give you Defenses based on your current
|
||||
Dexterity and Insight die sizes plus a small bonus. They are great if your
|
||||
Attributes are already high, but can become less effective if you suffer
|
||||
status effects.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Martial armors</strong> set your Defense score to a fixed value,
|
||||
regardless of your current Dexterity die size. They offer reliable
|
||||
protection, but also take a heavy toll on your Initiative.
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<h2>W SHIELDS</h2>
|
||||
<p>
|
||||
Shields must be equipped in a character's off-hand slot and further enhance
|
||||
defenses.
|
||||
</p>
|
||||
<p>
|
||||
Each shield entry uses the format below and contains a variety of information:
|
||||
</p>
|
||||
<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>
|
||||
<ul>
|
||||
<li>The shield's name, and whether it is a martial shield (E).</li>
|
||||
<li>The shield's cost in zenit.</li>
|
||||
<li>
|
||||
The increase to Defense and Magic Defense granted by the shield. This is in
|
||||
addition to any benefits granted by the armor you may have equipped.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
For a list of all the basic shields available in the game, see
|
||||
<a href="/books/core/#page-133">page 133</a>.
|
||||
</p>
|
||||
<h2>Armor Concepts</h2>
|
||||
<p>
|
||||
Martial and non-martial armors influence a character's Defense and Magic
|
||||
Defense scores in different ways.
|
||||
</p>
|
||||
<p>
|
||||
Remember that regardless of which armor you are wearing, shields always add to
|
||||
it — if you have a free slot, it's never a bad idea to equip a shield.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Lighter armors</strong> give you Defenses based on your current
|
||||
Dexterity and Insight die sizes plus a small bonus. They are great if your
|
||||
Attributes are already high, but can become less effective if you suffer
|
||||
status effects.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Martial armors</strong> set your Defense score to a fixed value,
|
||||
regardless of your current Dexterity die size. They offer reliable
|
||||
protection, but also take a heavy toll on your Initiative.
|
||||
</li>
|
||||
</ul>
|
||||
<h2>ARMOR AND DEFENSES</h2>
|
||||
|
||||
@@ -1,78 +1,53 @@
|
||||
<div>
|
||||
<blockquote>
|
||||
Legends tell of a sword capable of striking fear in the hearts of Dragons
|
||||
and Wyrms.
|
||||
</blockquote>
|
||||
</div>
|
||||
<div>
|
||||
<h2>WEAPONS</h2>
|
||||
<p>
|
||||
Weapons are divided into ten Categories: arcane, bow, brawling, dagger,
|
||||
firearm, flail, heavy, spear, sword, and thrown.
|
||||
</p>
|
||||
<p>
|
||||
Each weapon entry uses the format below and contains a variety of
|
||||
information:
|
||||
</p>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Weapon</th>
|
||||
<th>Cost</th>
|
||||
<th>Accuracy</th>
|
||||
<th>Damage</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Rapier (E)</td>
|
||||
<td>200 z</td>
|
||||
<td>【DEX + INS】 +1</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">One-handed - Melee - No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<ul>
|
||||
<li>The weapon’s name, and whether it is a martial weapon (E).</li>
|
||||
<li>The weapon’s cost in zenit.</li>
|
||||
<li>
|
||||
The Attributes and formula used for Accuracy Checks when performing
|
||||
attacks with the weapon.
|
||||
</li>
|
||||
<li>
|
||||
The formula used to calculate damage dealt by the weapon, and the type of
|
||||
damage it deals — generally physical, but rare weapons might deal special
|
||||
types of damage such as fire or dark. Remember that HR stands for High
|
||||
Roll — the highest of the two dice you rolled during the Accuracy Check.
|
||||
</li>
|
||||
<li>
|
||||
Whether the weapon requires one hand or two hands; if you can equip the
|
||||
weapon in one hand slot, you can use your other hand slot to equip another
|
||||
one-handed weapon or a shield.
|
||||
</li>
|
||||
<li>Whether it is a melee weapon or a ranged weapon.</li>
|
||||
<li>Any special abilities the item bestows while equipped.</li>
|
||||
</ul>
|
||||
<p>
|
||||
You do not have to keep track of ammunition for ranged weapons: once you
|
||||
purchase the item, you're simply assumed to have enough on your person to
|
||||
fight with.
|
||||
</p>
|
||||
<p>
|
||||
For a list of all the basic weapons available in the game, see the next
|
||||
page.
|
||||
</p>
|
||||
<h3>A NOTE ON UNARMED STRIKES</h3>
|
||||
<p>
|
||||
Among the various weapons available in the game, one is the unarmed strike
|
||||
(see next page). These are the character's empty hands, and while they do
|
||||
count as one-handed weapons, they are automatically "equipped" whenever a
|
||||
hand slot is empty. Basically, an empty hand slot also counts as an unarmed
|
||||
strike.
|
||||
</p>
|
||||
</div>
|
||||
<header><h1>WEAPONS</h1></header>
|
||||
<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:
|
||||
</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>
|
||||
<ul>
|
||||
<li>The weapon’s name, and whether it is a martial weapon (E).</li>
|
||||
<li>The weapon’s cost in zenit.</li>
|
||||
<li>
|
||||
The Attributes and formula used for Accuracy Checks when performing attacks
|
||||
with the weapon.
|
||||
</li>
|
||||
<li>
|
||||
The formula used to calculate damage dealt by the weapon, and the type of
|
||||
damage it deals — generally physical, but rare weapons might deal special
|
||||
types of damage such as fire or dark. Remember that HR stands for High Roll
|
||||
— the highest of the two dice you rolled during the Accuracy Check.
|
||||
</li>
|
||||
<li>
|
||||
Whether the weapon requires one hand or two hands; if you can equip the
|
||||
weapon in one hand slot, you can use your other hand slot to equip another
|
||||
one-handed weapon or a shield.
|
||||
</li>
|
||||
<li>Whether it is a melee weapon or a ranged weapon.</li>
|
||||
<li>Any special abilities the item bestows while equipped.</li>
|
||||
</ul>
|
||||
<p>
|
||||
You do not have to keep track of ammunition for ranged weapons: once you
|
||||
purchase the item, you're simply assumed to have enough on your person to
|
||||
fight with.
|
||||
</p>
|
||||
<p>
|
||||
For a list of all the basic weapons available in the game, see the next page.
|
||||
</p>
|
||||
<h2>A NOTE ON UNARMED STRIKES</h2>
|
||||
<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.
|
||||
</p>
|
||||
|
||||
@@ -1,151 +1,87 @@
|
||||
<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">
|
||||
<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>
|
||||
One-handed w Melee w Automatically equipped in each empty hand slot.
|
||||
</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Improvised (Melee)</strong></td>
|
||||
<td>-</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 2】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w Breaks after the attack.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Iron Knuckle</strong></td>
|
||||
<td>150 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 6】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Dagger Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Steel Dagger</strong></td>
|
||||
<td>150 z</td>
|
||||
<td>【DEX + INS】 +1</td>
|
||||
<td>【HR + 4】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Firearm Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Pistol (E)</strong></td>
|
||||
<td>250 z</td>
|
||||
<td>【DEX + INS】</td>
|
||||
<td>【HR + 8】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">One-handed w Ranged w No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<th colspan="4">Flail Category</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td><strong>Chain Whip</strong></td>
|
||||
<td>150 z</td>
|
||||
<td>【DEX + DEX】</td>
|
||||
<td>【HR + 8】 physical</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="4">Two-handed w Melee w No Quality.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
</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>
|
||||
</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>
|
||||
|
||||
@@ -1,136 +1,60 @@
|
||||
<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>
|
||||
<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>
|
||||
|
||||
@@ -1,50 +0,0 @@
|
||||
<h2>PLAYER CHARACTER AGAINST PLAYER CHARACTER</h2>
|
||||
<p>
|
||||
While the protagonists of Fabula Ultima are heroes, this doesn’t mean there
|
||||
won’t be disagreements or hostilities between them. Situations might arise in
|
||||
which two or more Player Characters are at odds: you can resolve these through
|
||||
mutual agreement or by using the rules as normal.
|
||||
</p>
|
||||
<p>When handling such a situation, make sure to remember the following:</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
<p>
|
||||
Take some time to think about what’s happening. When the goals or actions
|
||||
of two or more Player Characters are at odds, don’t be too hasty about
|
||||
rolling dice. Just “pause” the game and let the involved Players find an
|
||||
agreement on how to resolve the situation.
|
||||
</p>
|
||||
<p>
|
||||
Keep in mind that these rules have been written to solve conflicts between
|
||||
characters: the corresponding Players are still responsible for an
|
||||
enjoyable game experience and should cooperate with each other. If a
|
||||
disagreement arises between Players, there’s not much this game can do:
|
||||
solve the issue through dialogue and go back to playing the game once
|
||||
you’re on the same page again.
|
||||
</p>
|
||||
</li>
|
||||
|
||||
<li>
|
||||
<p>
|
||||
Establish what is at stake and determine a resolution method. With the
|
||||
help of your Game Master, Players should establish what their characters
|
||||
want to accomplish (sometimes this will be enough to realize your goals
|
||||
aren’t in conflict). Then, you should choose a method to resolve the
|
||||
contrast: Opposed Checks generally work well for this.
|
||||
</p>
|
||||
<p>
|
||||
Do not roll dice until you’re sure everyone understands what will happen.
|
||||
If you are struggling to find an agreement, consider setting the issue
|
||||
aside and coming back to it once you’ve reached a compromise. Perhaps the
|
||||
characters bicker and argue, but a more urgent threat demands their
|
||||
attention.
|
||||
</p>
|
||||
</li>
|
||||
<li>
|
||||
Apply the results. Once the dice hit the table, apply the outcome for what
|
||||
it is: don’t try to fudge the results or avoid the consequences of your
|
||||
actions. In this case, it is probably best for the Game Master to
|
||||
impartially describe what happens to everyone involved.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
@@ -1,42 +0,0 @@
|
||||
<h2>MAGIC AND TECHNOLOGY</h2>
|
||||
<p>
|
||||
In every Fabula Ultima world, science and magic represent two different ways
|
||||
of studying and manipulating reality: one concerns itself with the tangible
|
||||
nature of matter, the other with the souls that dwell within it — two sides of
|
||||
the same coin. Miraculous machinery might be hidden beneath the ruins of an
|
||||
ancient civilization, and even the most powerful wizards will often make use
|
||||
of vehicles and airships. Many of these worlds also feature an unusual
|
||||
discipline that combines magic and technology into magitech: metal soldiers
|
||||
animated by the souls of the fallen, bombs that can unleash elemental mayhem,
|
||||
and flying machines fueled by wind spirits are only a few examples of what can
|
||||
be created by this hybrid craft.
|
||||
</p>
|
||||
<h2>HEROES OF MANY SIZES AND SHAPES</h2>
|
||||
<p>
|
||||
Fabula Ultima’s protagonists are full-fledged heroes, extraordinary
|
||||
individuals that possess unique abilities and whose actions will shape the
|
||||
fate of the world. While some may not be noble paladins or virtuous paragons
|
||||
of justice, even the thieves and dark knights among them have a fundamentally
|
||||
good nature and can be trusted to do the right thing when the situation gets
|
||||
desperate. In line with the video game genre Fabula Ultima draws inspiration
|
||||
from, our heroes do not follow any rule of realism: be they children with
|
||||
incredible magical powers or elderly warriors able to single-handedly
|
||||
challenge an entire army, all that matters is their strength of spirit.
|
||||
</p>
|
||||
<h2>IT'S ALL ABOUT THE HEROES</h2>
|
||||
<p>
|
||||
Any relevant event in a game of Fabula Ultima is tied to the heroes, either
|
||||
directly or indirectly. Dramatic plot twists shall happen when the
|
||||
protagonists are present on the scene, and the great powers (and evils) of the
|
||||
world shall pay them special attention. Following the same logic, the heroes’
|
||||
determination will allow them to achieve the impossible, such as defeating an
|
||||
empire or sealing away a powerful deity.
|
||||
</p>
|
||||
<h2>MYSTERY, DISCOVERY, AND GROWTH</h2>
|
||||
<p>
|
||||
This game is built upon discovery: of ancient mysteries and forgotten powers,
|
||||
yes, but most of all, of the heroes themselves, of their feelings, and of what
|
||||
they are willing to do in order to fight against darkness. Fabula Ultima’s
|
||||
protagonists are complex and sometimes tragic figures, and their journey will
|
||||
change them forever.
|
||||
</p>
|
||||
|
||||
@@ -1,121 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
<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
|
||||
@@ -10,5 +11,4 @@
|
||||
belonging to mythical entities of legend, known as the Arcana.
|
||||
</p>
|
||||
<p>In some worlds, the Arcana are even worshipped as deities.</p>
|
||||
|
||||
<blockquote>Some fates are not easily avoided.</blockquote>
|
||||
<h3>Attribution</h3>
|
||||
|
||||
@@ -1,54 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
<h2>The Arcana</h2>
|
||||
|
||||
<h3>MERGING WITH AN ARCANUM</h3>
|
||||
<h1>The Arcana</h1>
|
||||
<p><strong>MERGING WITH AN ARCANUM</strong></p>
|
||||
<p>
|
||||
When you summon an Arcanum, you gain its merge benefits; those benefits last
|
||||
until the Arcanum is dismissed (see below).
|
||||
@@ -9,8 +8,7 @@
|
||||
You cannot summon an Arcanum while already merged with one; you must first
|
||||
dismiss the current Arcanum.
|
||||
</p>
|
||||
|
||||
<h3>DISMISSING AN ARCANUM</h3>
|
||||
<h2>DISMISSING AN ARCANUM</h2>
|
||||
<p>An Arcanum can be dismissed in several ways:</p>
|
||||
<ul>
|
||||
<li>Once the current scene ends, all Arcana are automatically dismissed.</li>
|
||||
@@ -27,8 +25,7 @@
|
||||
action.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>DISMISS EFFECTS</h3>
|
||||
<h2>DISMISS EFFECTS</h2>
|
||||
<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
|
||||
@@ -44,8 +41,7 @@
|
||||
<p>
|
||||
You are also free to ignore the dismiss effect if you don't want to use it.
|
||||
</p>
|
||||
|
||||
<h3>DOMAINS</h3>
|
||||
<h2>DOMAINS</h2>
|
||||
<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
|
||||
@@ -55,3 +51,4 @@
|
||||
If you create new Arcana for your world, make sure to associate them with
|
||||
domains that allow for interesting Rituals.
|
||||
</p>
|
||||
<hr />
|
||||
|
||||
@@ -1,105 +1,55 @@
|
||||
<h3>ARCANUM OF THE FORGE</h3>
|
||||
<h2>ARCANUM OF THE FORGE</h2>
|
||||
<p><strong>Domains:</strong> fire, heat, metal.</p>
|
||||
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<ul>
|
||||
<li>You have Resistance to fire damage.</li>
|
||||
<li>Any fire damage you deal ignores Resistances.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dismiss</td>
|
||||
<td>
|
||||
<p>
|
||||
When you dismiss this Arcanum, choose <strong>Forge</strong> or
|
||||
<strong>Inferno</strong>:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Forge.</strong> You create a basic armor, shield or weapon
|
||||
of your choice (see pages 130 to 133). If you select this option
|
||||
again, the previously created item vanishes. If you create a weapon
|
||||
this way, it deals fire damage instead of physical.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Inferno.</strong> Choose any number of creatures you can
|
||||
see: each of them suffers 30 fire damage. This damage ignores
|
||||
Resistances.
|
||||
</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h3>ARCANUM OF THE FROST</h3>
|
||||
<ul>
|
||||
<li>You have Resistance to fire damage.</li>
|
||||
<li>Any fire damage you deal ignores Resistances.</li>
|
||||
</ul>
|
||||
<p>
|
||||
When you dismiss this Arcanum, choose <strong>Forge</strong> or
|
||||
<strong>Inferno</strong>:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Forge.</strong> You create a basic armor, shield or weapon of your
|
||||
choice (see pages 130 to 133). If you select this option again, the
|
||||
previously created item vanishes. If you create a weapon this way, it deals
|
||||
fire damage instead of physical.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Inferno.</strong> Choose any number of creatures you can see: each
|
||||
of them suffers 30 fire damage. This damage ignores Resistances.
|
||||
</li>
|
||||
</ul>
|
||||
<h2>ARCANUM OF THE FROST</h2>
|
||||
<p><strong>Domains:</strong> cold, ice, silence.</p>
|
||||
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<ul>
|
||||
<li>You have Resistance to ice damage and are immune to enraged.</li>
|
||||
<li>Any ice damage you deal ignores Resistances.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dismiss</td>
|
||||
<td>
|
||||
<p>
|
||||
<strong>Ice Age.</strong> Choose any number of creatures you can see:
|
||||
each of them suffers 30 ice damage. This damage ignores Resistances.
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h3>ARCANUM OF THE GATE</h3>
|
||||
<ul>
|
||||
<li>You have Resistance to ice damage and are immune to enraged.</li>
|
||||
<li>Any ice damage you deal ignores Resistances.</li>
|
||||
</ul>
|
||||
<p>
|
||||
<strong>Ice Age.</strong> Choose any number of creatures you can see: each of
|
||||
them suffers 30 ice damage. This damage ignores Resistances.
|
||||
</p>
|
||||
<h2>ARCANUM OF THE GATE</h2>
|
||||
<p><strong>Domains:</strong> space, travel, void.</p>
|
||||
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<ul>
|
||||
<li>You have Resistance to dark damage.</li>
|
||||
<li>You gain a +1 bonus to your Magic Defense.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dismiss</td>
|
||||
<td>
|
||||
<p>
|
||||
When you dismiss this Arcanum, choose <strong>Oblivion</strong> or
|
||||
<strong>Warp</strong>:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Oblivion.</strong> Choose any number of creatures you can
|
||||
see: each of them suffers 30 dark damage. This damage ignores
|
||||
Resistances.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Warp.</strong> You teleport yourself and up to five other
|
||||
nearby willing creatures to a location you previously visited, if
|
||||
that location is within 1 travel day.
|
||||
</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<ul>
|
||||
<li>You have Resistance to dark damage.</li>
|
||||
<li>You gain a +1 bonus to your Magic Defense.</li>
|
||||
</ul>
|
||||
<p>
|
||||
When you dismiss this Arcanum, choose <strong>Oblivion</strong> or
|
||||
<strong>Warp</strong>:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
<strong>Oblivion.</strong> Choose any number of creatures you can see: each
|
||||
of them suffers 30 dark damage. This damage ignores Resistances.
|
||||
</li>
|
||||
<li>
|
||||
<strong>Warp.</strong> You teleport yourself and up to five other nearby
|
||||
willing creatures to a location you previously visited, if that location is
|
||||
within 1 travel day.
|
||||
</li>
|
||||
</ul>
|
||||
<p>cc Work with your group and create custom Arcana for your world!</p>
|
||||
<p>MERGE DISMISS MERGEDISMISS MERGEDISMISS</p>
|
||||
|
||||
@@ -1,105 +1,58 @@
|
||||
<h3>ARCANUM OF THE GRIMOIRE</h3>
|
||||
<p>Domains: knowledge, revelations, understanding.</p>
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<ul>
|
||||
<li>
|
||||
You are able to read, write, speak and understand all languages.
|
||||
</li>
|
||||
<li>
|
||||
You treat your Insight as if it were one die size higher (up to a
|
||||
maximum of d12).
|
||||
</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dismiss</td>
|
||||
<td>
|
||||
<p>
|
||||
<strong>Oracle:</strong> You ask the Game Master a single
|
||||
question. The Game Master must answer truthfully, describing the
|
||||
vision shown to you by the Grimoire.
|
||||
</p>
|
||||
<p>
|
||||
Once used, this dismiss effect will not be available until the next
|
||||
dawn. Furthermore, the same question may never be asked more than
|
||||
once. The Game Master has final say on which questions are too similar
|
||||
to be asked again.
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h3>ARCANUM OF THE OAK</h3>
|
||||
<p>Domains: earth, plants, poison.</p>
|
||||
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<ul>
|
||||
<li>
|
||||
You have Resistance to earth and poison damage and are immune to
|
||||
poisoned.
|
||||
</li>
|
||||
<li>
|
||||
Whenever you recover Hit Points, you recover 5 extra Hit Points.
|
||||
</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dismiss</td>
|
||||
<td>
|
||||
<strong>Blossom:</strong>
|
||||
<p>
|
||||
Choose any number of creatures you can see (you may also choose
|
||||
yourself): each of them recovers from the poisoned status effect and
|
||||
recovers 40 Hit Points. This amount increases to 50 Hit Points if you
|
||||
are level 20 or higher, or to 60 Hit Points if you are level 40 or
|
||||
higher.
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h3>ARCANUM OF THE SKY</h3>
|
||||
<p>Domains: fog, rain, storms.</p>
|
||||
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<ul>
|
||||
<li>You have Resistance to air and bolt damage.</li>
|
||||
<li>
|
||||
You may use an action to accurately predict weather conditions for
|
||||
the next day within a range of two travel days — the Game Master
|
||||
will tell you what the weather conditions will be.
|
||||
</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dismiss</td>
|
||||
<td>
|
||||
<strong>Thunderstorm:</strong>
|
||||
<p>
|
||||
Choose any number of creatures you can see: each of them suffers 30
|
||||
bolt damage. This damage ignores Resistances.
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<p>180 W</p>
|
||||
<article>
|
||||
<h2>ARCANUM OF THE GRIMOIRE</h2>
|
||||
<p>Domains: knowledge, revelations, understanding.</p>
|
||||
<ul>
|
||||
<li>You are able to read, write, speak and understand all languages.</li>
|
||||
<li>
|
||||
You treat your Insight as if it were one die size higher (up to a maximum
|
||||
of d12).
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Oracle</h3>
|
||||
<p>
|
||||
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>
|
||||
</article>
|
||||
<article>
|
||||
<h2>ARCANUM OF THE OAK</h2>
|
||||
<p>Domains: earth, plants, poison.</p>
|
||||
<ul>
|
||||
<li>
|
||||
You have Resistance to earth and poison damage and are immune to poisoned.
|
||||
</li>
|
||||
<li>Whenever you recover Hit Points, you recover 5 extra Hit Points.</li>
|
||||
</ul>
|
||||
<h3>Blossom</h3>
|
||||
<p>
|
||||
Choose any number of creatures you can see (you may also choose yourself):
|
||||
each of them recovers from the poisoned status effect and recovers 40 Hit
|
||||
Points. This amount increases to 50 Hit Points if you are level 20 or
|
||||
higher, or to 60 Hit Points if you are level 40 or higher.
|
||||
</p>
|
||||
</article>
|
||||
<article>
|
||||
<h2>ARCANUM OF THE SKY</h2>
|
||||
<p>Domains: fog, rain, storms.</p>
|
||||
<ul>
|
||||
<li>You have Resistance to air and bolt damage.</li>
|
||||
</ul>
|
||||
<h3>Weather Prediction</h3>
|
||||
<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.
|
||||
</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>
|
||||
|
||||
@@ -1,88 +1,44 @@
|
||||
<h3>ARCANUM OF THE SWORD</h3>
|
||||
<h2>ARCANUM OF THE SWORD</h2>
|
||||
<p><strong>Domains:</strong> conquest, heroism, leadership.</p>
|
||||
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<p>
|
||||
Your attacks deal 5 extra damage, and all damage dealt by your attacks
|
||||
is treated as having no type (thus being unaffected by damage
|
||||
Affinities). Damage dealt by your attacks cannot gain a type as long
|
||||
as you are merged with this Arcanum.
|
||||
</p>
|
||||
<p>
|
||||
When you perform an attack, you may have that attack gain the multi
|
||||
(any number of targets) property. If you do, this Arcanum will be
|
||||
automatically dismissed after the attack is resolved (this is not
|
||||
considered a willing dismiss).
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h3>ARCANUM OF THE TOWER</h3>
|
||||
<p>
|
||||
Your attacks deal 5 extra damage, and all damage dealt by your attacks is
|
||||
treated as having no type (thus being unaffected by damage Affinities). Damage
|
||||
dealt by your attacks cannot gain a type as long as you are merged with this
|
||||
Arcanum.
|
||||
</p>
|
||||
<p>
|
||||
When you perform an attack, you may have that attack gain the multi (any
|
||||
number of targets) property. If you do, this Arcanum will be automatically
|
||||
dismissed after the attack is resolved (this is not considered a willing
|
||||
dismiss).
|
||||
</p>
|
||||
<h2>ARCANUM OF THE TOWER</h2>
|
||||
<p><strong>Domains:</strong> judgment, protection, sacrifice.</p>
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<p>
|
||||
When you summon this Arcanum, choose a damage type: air, bolt, dark,
|
||||
earth, fire, or ice. Until this Arcanum is dismissed, each of your
|
||||
allies present on the scene has Resistance to the chosen damage type
|
||||
(you do not gain this Resistance).
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dismiss</td>
|
||||
<td>
|
||||
<strong>Judgment:</strong>
|
||||
<p>
|
||||
Choose any number of creatures you can see: each of them suffers 30
|
||||
light damage. This damage ignores Resistances.
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<h3>ARCANUM OF THE WHEEL</h3>
|
||||
<p>
|
||||
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>
|
||||
<p>
|
||||
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>
|
||||
<p><strong>Domains:</strong> destiny, speed, time.</p>
|
||||
<table>
|
||||
<thead></thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Merge</td>
|
||||
<td>
|
||||
<ul>
|
||||
<li>You are immune to slow.</li>
|
||||
<li>You gain a +1 bonus to your Defense.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dismiss</td>
|
||||
<td>
|
||||
<strong>Time Freeze:</strong>
|
||||
<p>
|
||||
Choose any number of creatures you can see: each of them suffers slow.
|
||||
If a creature chosen this way is already slow, that creature will
|
||||
instead perform one fewer action during their next turn (to a minimum
|
||||
of 0 actions).
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<blockquote>
|
||||
<ul>
|
||||
<li>You are immune to slow.</li>
|
||||
<li>You gain a +1 bonus to your Defense.</li>
|
||||
</ul>
|
||||
<h3>Time Freeze</h3>
|
||||
<p>
|
||||
Choose any number of creatures you can see: each of them suffers slow. If a
|
||||
creature chosen this way is already slow, that creature will instead perform
|
||||
one fewer action during their next turn (to a minimum of 0 actions).
|
||||
</p>
|
||||
<h2>The Merge</h2>
|
||||
<p>
|
||||
Legends tell of a long-lasting passion between the Sword and the Tower... a
|
||||
passion that often erupted into war.
|
||||
</blockquote>
|
||||
</p>
|
||||
|
||||
@@ -1,14 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,15 +1,3 @@
|
||||
<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>
|
||||
@@ -17,28 +5,23 @@
|
||||
You may perform Rituals whose effects fall within the Ritualism discipline.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>CHIMERIST SKILLS</h2>
|
||||
|
||||
<h3>CONSUME (✦5)</h3>
|
||||
<h3>CONSUME (çç5)</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.
|
||||
@@ -46,8 +29,7 @@
|
||||
<strong>【MIG + WLP】</strong>. From now on, your Chimerism Rituals will use
|
||||
the chosen Attributes for the Magic Check.
|
||||
</p>
|
||||
|
||||
<h3>SPELL MIMIC (✦10)</h3>
|
||||
<h3>SPELL MIMIC (çç10)</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
|
||||
@@ -66,3 +48,15 @@
|
||||
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>
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
<h1>DARKBLADE</h1>
|
||||
|
||||
<blockquote>Today you shall know the full extent of my suffering.</blockquote>
|
||||
|
||||
<p>Also: Avenger, Black Knight, Death Knight</p>
|
||||
|
||||
<p><strong>Today you shall know the full extent of my suffering.</strong></p>
|
||||
<h2>Darkblades</h2>
|
||||
<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
|
||||
@@ -14,3 +11,17 @@
|
||||
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>
|
||||
|
||||
@@ -1,57 +1,65 @@
|
||||
<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>
|
||||
|
||||
<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>
|
||||
<p><em>"Today you shall know the full extent of my suffering."</em></p>
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
<h1>Elementalist</h1>
|
||||
|
||||
<blockquote>Ignore the warnings of this World at your own risk.</blockquote>
|
||||
|
||||
<p>ALSO:Battle Mage, Geomancer, Sorcerer</p>
|
||||
|
||||
<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>
|
||||
<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
|
||||
|
||||
@@ -1,21 +1,12 @@
|
||||
<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>
|
||||
<h1>ELEMENTALIST FREE BENEFITS</h1>
|
||||
<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 (✦3)</h3>
|
||||
<h3>CATACLYSM (çç3)</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.
|
||||
@@ -23,20 +14,17 @@
|
||||
5 extra damage to each creature for every 10 Mind Points by which you
|
||||
increased its total MP cost.
|
||||
</p>
|
||||
|
||||
<h3>ELEMENTAL MAGIC (✦10)</h3>
|
||||
<h3>ELEMENTAL MAGIC (çç10)</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 (✦3)</h3>
|
||||
<h3>MAGICAL ARTILLERY (çç3)</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>
|
||||
@@ -45,8 +33,7 @@
|
||||
</li>
|
||||
</ul>
|
||||
<p>Elementalism Rituals use 【INS + WLP】 for the Magic Check.</p>
|
||||
|
||||
<h3>SPELLBLADE (✦4)</h3>
|
||||
<h3>SPELLBLADE (çç4)</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
|
||||
@@ -58,3 +45,13 @@
|
||||
>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>
|
||||
|
||||
@@ -1,95 +1,89 @@
|
||||
<h2>Elementalist Spells</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Targets</th>
|
||||
<th>Duration</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Elemental Shroud</td>
|
||||
<td>5 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You weave magical energy and protect the targets from the fury of the
|
||||
elements. Choose a damage type: air, bolt, earth, fire or ice. Until
|
||||
this spell ends, each target gains Resistance against the chosen damage
|
||||
type.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Elemental Weapon</td>
|
||||
<td>10</td>
|
||||
<td>One weapon</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You imbue a weapon with elemental energy. Choose a damage type: air,
|
||||
bolt, earth, fire, or ice. Until this spell ends, all damage dealt by
|
||||
the weapon becomes of the chosen damage type. If you have that weapon
|
||||
equipped while you cast this spell, you may perform a free attack with
|
||||
it as part of the same action. This spell can only be cast on a weapon
|
||||
equipped by a willing creature.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Flare</td>
|
||||
<td>20</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You channel a single ray of fire towards your foe, its temperature so
|
||||
high that it will pierce through most defenses. The target suffers【 HR
|
||||
+ 25】 fire damage. Damage dealt by this spell ignores Resistances.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Fulgur</td>
|
||||
<td>10 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You weave electricity into a wave of crackling bolts. Each target hit by
|
||||
this spell suffers 【HR + 15】 bolt damage. Opportunity: Each target hit
|
||||
by this spell suffers dazed.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Glacies</td>
|
||||
<td>10 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You coat your foes under a thick layer of frost. Each target hit by this
|
||||
spell suffers【 HR + 15】 ice damage. Opportunity: Each target hit by
|
||||
this spell suffers slow.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Iceberg</td>
|
||||
<td>20</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
A pillar of ice magic envelops your foe, suddenly dropping their body
|
||||
temperature to a critical level. The target suffers【 HR + 25】 ice
|
||||
damage. Damage dealt by this spell ignores Resistances.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h1>ELEMENTALIST SPELLS</h1>
|
||||
<h2>SPELL</h2>
|
||||
<div class="spell-entry">
|
||||
<h3>Elemental Shroud</h3>
|
||||
<p><strong>Cost:</strong> 5</p>
|
||||
<p><strong>Targets:</strong> T</p>
|
||||
<p><strong>Duration:</strong> Up to three creatures</p>
|
||||
<p><strong>Action:</strong> Scene</p>
|
||||
<p>
|
||||
You weave magical energy and protect the targets from the fury of the
|
||||
elements.
|
||||
</p>
|
||||
<p>
|
||||
Choose a damage type: air, bolt, earth, fire or ice. Until this spell ends,
|
||||
each target gains Resistance against the chosen damage type.
|
||||
</p>
|
||||
</div>
|
||||
<div class="spell-entry">
|
||||
<h3>Elemental Weapon</h3>
|
||||
<p><strong>Cost:</strong> 10</p>
|
||||
<p><strong>Targets:</strong> One weapon</p>
|
||||
<p><strong>Duration:</strong> Scene</p>
|
||||
<p>
|
||||
You imbue a weapon with elemental energy. Choose a damage type: air, bolt,
|
||||
earth, fire, or ice. Until this spell ends, all damage dealt by the weapon
|
||||
becomes of the chosen damage type.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
If you have that weapon equipped while you cast this spell, you may
|
||||
perform a free attack with it as part of the same action.
|
||||
</li>
|
||||
<li>
|
||||
This spell can only be cast on a weapon equipped by a willing creature.
|
||||
</li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="spell-entry">
|
||||
<h3>Flare</h3>
|
||||
<p><strong>Cost:</strong> rr 20</p>
|
||||
<p><strong>Targets:</strong> One creature</p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>
|
||||
You channel a single ray of fire towards your foe, its temperature so high
|
||||
that it will pierce through most defenses. The target suffers
|
||||
<strong>【HR + 25】</strong> fire damage.
|
||||
</p>
|
||||
<p>Damage dealt by this spell ignores Resistances.</p>
|
||||
</div>
|
||||
<div class="spell-entry">
|
||||
<h3>Fulgur</h3>
|
||||
<p><strong>Cost:</strong> rr 10</p>
|
||||
<p><strong>Targets:</strong> × T</p>
|
||||
<p><strong>Duration:</strong> Up to three creatures</p>
|
||||
<p><strong>Action:</strong> Instantaneous</p>
|
||||
<p>
|
||||
You weave electricity into a wave of crackling bolts. Each target hit by
|
||||
this spell suffers <strong>【HR + 15】</strong> bolt damage.
|
||||
</p>
|
||||
<p class="opportunity">
|
||||
<strong>Opportunity:</strong> Each target hit by this spell suffers dazed.
|
||||
</p>
|
||||
</div>
|
||||
<div class="spell-entry">
|
||||
<h3>Glacies</h3>
|
||||
<p><strong>Cost:</strong> rr 10</p>
|
||||
<p><strong>Targets:</strong> × T</p>
|
||||
<p><strong>Duration:</strong> Up to three creatures</p>
|
||||
<p><strong>Action:</strong> Instantaneous</p>
|
||||
<p>
|
||||
You coat your foes under a thick layer of frost. Each target hit by this
|
||||
spell suffers <strong>【HR + 15】</strong> ice damage.
|
||||
</p>
|
||||
<p class="opportunity">
|
||||
<strong>Opportunity:</strong> Each target hit by this spell suffers slow.
|
||||
</p>
|
||||
</div>
|
||||
<div class="spell-entry">
|
||||
<h3>Iceberg</h3>
|
||||
<p><strong>Cost:</strong> rr 20</p>
|
||||
<p><strong>Targets:</strong> One creature</p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>
|
||||
A pillar of ice magic envelops your foe, suddenly dropping their body
|
||||
temperature to a critical level. The target suffers
|
||||
<strong>【HR + 25】</strong> ice damage.
|
||||
</p>
|
||||
<p>Damage dealt by this spell ignores Resistances.</p>
|
||||
</div>
|
||||
|
||||
@@ -1,97 +1,91 @@
|
||||
<h2>Elementalist Spells (Cont.)</h2>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Targets</th>
|
||||
<th>Duration</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Ignis</td>
|
||||
<td>10 x 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【 HR + 15】 fire damage.
|
||||
Opportunity: Each target hit by this spell suffers shaken.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Soaring Strike</td>
|
||||
<td>10</td>
|
||||
<td>Self</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
The wind carries your strikes across the battlefield. You may
|
||||
immediately perform a free attack with a melee weapon you have equipped.
|
||||
This attack may target creatures that can only be targeted by ranged
|
||||
attacks. If you used a weapon belonging to the brawling or spear
|
||||
Category for this attack, it deals 5 extra damage. If you hit a flying
|
||||
target with this attack, you may force them to land immediately.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Terra</td>
|
||||
<td>10 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
Spires of jagged rock erupt from the ground beneath your foes, closing
|
||||
around them. Each target hit by this spell suffers【 HR + 15】 earth
|
||||
damage. This spell cannot target creatures who are flying, floating,
|
||||
falling, or otherwise in mid-air. Opportunity: Each target hit by this
|
||||
spell performs one fewer action on their next turn (to a minimum of 0
|
||||
actions).
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Thunderbolt</td>
|
||||
<td>20</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You send lightning striking at your foe. The target suffers【 HR + 25】
|
||||
bolt damage. Damage dealt by this spell ignores Resistances.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ventus</td>
|
||||
<td>10 x T</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneosu</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You summon the power of winds against your enemy. Each target hit by
|
||||
this spell suffers【 HR + 15】 air damage. Opportunity: Each flying
|
||||
target hit by this spell is forced to land immediately.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Vortex</td>
|
||||
<td>10</td>
|
||||
<td>Self</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
A roaring gale surrounds you, blowing away arrows and bullets. Until
|
||||
this spell ends, you gain a +2 bonus to your Defense against ranged
|
||||
attacks.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<div>
|
||||
<h2>Spell Catalogue</h2>
|
||||
<section>
|
||||
<h3>Ignis</h3>
|
||||
<p>
|
||||
<strong>Metadata:</strong> rr 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>【HR + 15】 fire damage</strong>.
|
||||
</p>
|
||||
<p><em>Opportunity:</em> Each target hit by this spell suffers shaken.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Soaring Strike</h3>
|
||||
<p><strong>Metadata:</strong> 10 | Self | Instantaneous</p>
|
||||
<p>
|
||||
The wind carries your strikes across the battlefield. You may immediately
|
||||
perform a free attack with a melee weapon you have equipped. This attack
|
||||
may target creatures that can only be targeted by ranged attacks.
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
If you used a weapon belonging to the brawling or spear Category for
|
||||
this attack, it deals 5 extra damage.
|
||||
</li>
|
||||
<li>
|
||||
If you hit a flying target with this attack, you may force them to land
|
||||
immediately.
|
||||
</li>
|
||||
</ul>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Terra</h3>
|
||||
<p>
|
||||
<strong>Metadata:</strong> rr 10 × T | Up to three creatures |
|
||||
Instantaneous
|
||||
</p>
|
||||
<p>
|
||||
Spires of jagged rock erupt from the ground beneath your foes, closing
|
||||
around them. Each target hit by this spell suffers
|
||||
<strong>【HR + 15】 earth damage</strong>. This spell cannot target
|
||||
creatures who are flying, floating, falling, or otherwise in mid-air.
|
||||
</p>
|
||||
<p>
|
||||
<em>Opportunity:</em> Each target hit by this spell performs one fewer
|
||||
action on their next turn (to a minimum of 0 actions).
|
||||
</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Thunderbolt</h3>
|
||||
<p><strong>Metadata:</strong> rr 20 | One creature | Instantaneous</p>
|
||||
<p>
|
||||
You send lightning striking at your foe. The target suffers
|
||||
<strong>【HR + 25】 bolt damage</strong>.
|
||||
</p>
|
||||
<p>Damage dealt by this spell ignores Resistances.</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Ventus</h3>
|
||||
<p>
|
||||
<strong>Metadata:</strong> rr 10 × T | Up to three creatures |
|
||||
Instantaneous
|
||||
</p>
|
||||
<p>
|
||||
You summon the power of winds against your enemy. Each target hit by this
|
||||
spell suffers <strong>【HR + 15】 air damage</strong>.
|
||||
</p>
|
||||
<p>
|
||||
<em>Opportunity:</em> Each flying target hit by this spell is forced to
|
||||
land immediately.
|
||||
</p>
|
||||
</section>
|
||||
<section>
|
||||
<h3>Vortex</h3>
|
||||
<p><strong>Metadata:</strong> 10 | Self | Scene</p>
|
||||
<p>
|
||||
A roaring gale surrounds you, blowing away arrows and bullets. Until this
|
||||
spell ends, you gain a +2 bonus to your Defense against ranged attacks.
|
||||
</p>
|
||||
</section>
|
||||
<aside>
|
||||
<h4>Notes</h4>
|
||||
<p>
|
||||
<strong>cc</strong> Spells marked with <code>rr</code> are offensive
|
||||
spells and require Magic Checks!
|
||||
</p>
|
||||
</aside>
|
||||
</div>
|
||||
|
||||
@@ -1,27 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,19 +1,22 @@
|
||||
<h1>Entropist</h1>
|
||||
|
||||
<blockquote>
|
||||
<p>The cold between the stars... it does not frighten me.</p>
|
||||
</blockquote>
|
||||
|
||||
<p>Also: Astromancer, Chaos Mage, Gambler</p>
|
||||
|
||||
<p>
|
||||
<em>Also related:</em>
|
||||
<strong aria-label="related roles">Astromancer, Chaos Mage, Gambler</strong>
|
||||
</p>
|
||||
<h2>Description</h2>
|
||||
<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>
|
||||
|
||||
@@ -1,3 +1,69 @@
|
||||
<p><strong>CHAPTER</strong></p>
|
||||
<h1>ENTROPIST FREE BENEFITS</h1>
|
||||
<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>
|
||||
<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>
|
||||
<p>
|
||||
Each time you acquire this Skill, learn one Entropist spell (see next two
|
||||
pages).
|
||||
</p>
|
||||
<p>
|
||||
<em
|
||||
>Note: Offensive (rr) Entropist spells use 【INS + WLP】 for the Magic
|
||||
Check.</em
|
||||
>
|
||||
</p>
|
||||
</div>
|
||||
<h2>LUCKY SEVEN</h2>
|
||||
<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
|
||||
one of the dice you rolled with your lucky number (even if this would give an
|
||||
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>
|
||||
<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>
|
||||
<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
|
||||
Points you spend this way, choose one option:
|
||||
</p>
|
||||
<ul>
|
||||
<li>One creature you can see suffers slow;</li>
|
||||
<li>One creature you can see recovers from slow;</li>
|
||||
<li>
|
||||
One creature you can see may immediately perform the Equipment action for
|
||||
free;
|
||||
</li>
|
||||
<li>
|
||||
Choose one ally you can see who has yet to take a turn during this round:
|
||||
that ally may take their turn immediately after yours during this round.
|
||||
</li>
|
||||
</ul>
|
||||
<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>
|
||||
@@ -7,68 +73,3 @@
|
||||
<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>
|
||||
|
||||
<h3>ABSORB MP (✦5)</h3>
|
||||
<p>
|
||||
After you suffer damage, you may immediately recover
|
||||
<strong>【SL × 2】 Mind Points</strong>.
|
||||
</p>
|
||||
|
||||
<h3>ENTROPIC MAGIC (✦10)</h3>
|
||||
<p>
|
||||
Each time you acquire this Skill, learn one Entropist spell (see next two
|
||||
pages).
|
||||
</p>
|
||||
<p>
|
||||
<em
|
||||
>Note: Offensive (rr) Entropist spells use 【INS + WLP】 for the Magic
|
||||
Check.</em
|
||||
>
|
||||
</p>
|
||||
|
||||
<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
|
||||
one of the dice you rolled with your lucky number (even if this would give an
|
||||
impossible Result, such as a value of 7 on a d6). If you do, the replaced
|
||||
value becomes your new lucky number.
|
||||
</p>
|
||||
|
||||
<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>
|
||||
|
||||
<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
|
||||
Points you spend this way, choose one option:
|
||||
</p>
|
||||
<ul>
|
||||
<li>One creature you can see suffers slow;</li>
|
||||
<li>One creature you can see recovers from slow;</li>
|
||||
<li>
|
||||
One creature you can see may immediately perform the Equipment action for
|
||||
free;
|
||||
</li>
|
||||
<li>
|
||||
Choose one ally you can see who has yet to take a turn during this round:
|
||||
that ally may take their turn immediately after yours during this round.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
<em>Note: Each option can only be chosen once per use of this Skill.</em>
|
||||
</p>
|
||||
|
||||
@@ -1,112 +1,98 @@
|
||||
<h2>Entropist Spells</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Targets</th>
|
||||
<th>Duration</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Acceleration</td>
|
||||
<td>20</td>
|
||||
<td>One creature</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You bend the fabric of time. Until this spell ends, the target gains the
|
||||
ability to perform a single additional action during each of their
|
||||
turns. Once the target has performed a total of two additional actions
|
||||
granted by this spell, this spell ends.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Anomaly</td>
|
||||
<td>20</td>
|
||||
<td>One creature</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You alter the very nature of your target. Until this spell ends, if the
|
||||
target would suffer damage of a type they Absorb or are Immune to, they
|
||||
are instead treated as if they were Vulnerable to that damage type. Once
|
||||
that happens, this spell ends.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dark Weapon</td>
|
||||
<td>10</td>
|
||||
<td>One equipped weapon</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You imbue a weapon with dark energy. Until this spell ends, all damage
|
||||
dealt by the weapon becomes of the dark type. If you have that weapon
|
||||
equipped while you cast this spell, you may perform a free attack with
|
||||
it as part of the same action. This spell can only be cast on a weapon
|
||||
equipped by a willing creature.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Dispel</td>
|
||||
<td>10</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You release a wave of negative energy and cleanse all magic from a
|
||||
creature. If the target is affected by one or more spells with a
|
||||
duration of Scene, they are no longer affected by any of those spells
|
||||
instead.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Divination</td>
|
||||
<td>10</td>
|
||||
<td>Self</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You glimpse briefly into the future. Until this spell ends, after a
|
||||
creature you can see performs a Check, if it was not a fumble nor a
|
||||
critical success, you may force that creature to reroll both dice. Once
|
||||
you have forced two rerolls this way, this spell ends.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Drain Spirit</td>
|
||||
<td>5</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You consume a creature's psyche. The target loses【 HR + 15】 Mind
|
||||
Points. Then, you recover an amount of Mind Points equal to half the
|
||||
Mind Points loss they suffered (if the loss was reduced to 0 in some
|
||||
way, you recover none).
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Drain Vigor</td>
|
||||
<td>10</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You steal another creature's life force. The target suffers【 HR + 15】
|
||||
dark damage. Then, you recover an amount of Hit Points equal to half the
|
||||
Hit Points loss they suffered (if the loss was reduced to 0 in some way,
|
||||
you recover none).
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h1>Spell List</h1>
|
||||
<section>
|
||||
<h2>Acceleration</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 20 | <strong>Type:</strong> One creature |
|
||||
<strong>Scene:</strong>
|
||||
</p>
|
||||
<p>
|
||||
You bend the fabric of time. Until this spell ends, the target gains the
|
||||
ability to perform a single additional action during each of their turns.
|
||||
Once the target has performed a total of two additional actions granted by
|
||||
this spell, this spell ends.
|
||||
</p>
|
||||
</section>
|
||||
<section>
|
||||
<h2>Anomaly</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 20 | <strong>Type:</strong> One creature |
|
||||
<strong>Scene:</strong>
|
||||
</p>
|
||||
<p>
|
||||
You alter the very nature of your target. Until this spell ends, if the
|
||||
target would suffer damage of a type they Absorb or are Immune to, they are
|
||||
instead treated as if they were Vulnerable to that damage type. Once that
|
||||
happens, this spell ends.
|
||||
</p>
|
||||
</section>
|
||||
<section>
|
||||
<h2>Dark Weapon</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 10 | <strong>Type:</strong> One equipped weapon |
|
||||
<strong>Scene:</strong>
|
||||
</p>
|
||||
<p>
|
||||
You imbue a weapon with dark energy. Until this spell ends, all damage dealt
|
||||
by the weapon becomes of the dark type. If you have that weapon equipped
|
||||
while you cast this spell, you may perform a free attack with it as part of
|
||||
the same action.
|
||||
</p>
|
||||
<p class="restrictions">
|
||||
<em
|
||||
>This spell can only be cast on a weapon equipped by a willing
|
||||
creature.</em
|
||||
>
|
||||
</p>
|
||||
</section>
|
||||
<section>
|
||||
<h2>Dispel</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 10 | <strong>Type:</strong> One creature |
|
||||
<strong>Instantaneous:</strong>
|
||||
</p>
|
||||
<p>
|
||||
You release a wave of negative energy and cleanse all magic from a creature.
|
||||
If the target is affected by one or more spells with a duration of Scene,
|
||||
they are no longer affected by any of those spells instead.
|
||||
</p>
|
||||
</section>
|
||||
<section>
|
||||
<h2>Divination</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 10 | <strong>Type:</strong> Self |
|
||||
<strong>Scene:</strong>
|
||||
</p>
|
||||
<p>
|
||||
You glimpse briefly into the future. Until this spell ends, after a creature
|
||||
you can see performs a Check, if it was not a fumble nor a critical success,
|
||||
you may force that creature to reroll both dice. Once you have forced two
|
||||
rerolls this way, this spell ends.
|
||||
</p>
|
||||
</section>
|
||||
<section>
|
||||
<h2>Drain Spirit</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 5 | <strong>Type:</strong> One creature |
|
||||
<strong>Instantaneous:</strong>
|
||||
</p>
|
||||
<p>
|
||||
You consume a creature's psyche. The target loses 【HR + 15】 Mind Points.
|
||||
Then, you recover an amount of Mind Points equal to half the Mind Points
|
||||
loss they suffered (if the loss was reduced to 0 in some way, you recover
|
||||
none).
|
||||
</p>
|
||||
</section>
|
||||
<section>
|
||||
<h2>Drain Vigor</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 10 | <strong>Type:</strong> One creature |
|
||||
<strong>Instantaneous:</strong>
|
||||
</p>
|
||||
<p>
|
||||
You steal another creature's life force. The target suffers 【HR + 15 】
|
||||
dark damage. Then, you recover an amount of Hit Points equal to half the Hit
|
||||
Points loss they suffered (if the loss was reduced to 0 in some way, you
|
||||
recover none).
|
||||
</p>
|
||||
</section>
|
||||
<aside class="collection-info"><h3>Entropist Spells</h3></aside>
|
||||
|
||||
@@ -1,102 +1,75 @@
|
||||
<h2>Entropist Spells (Cont.)</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Targets</th>
|
||||
<th>Duration</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Gamble</td>
|
||||
<td>Up to 20</td>
|
||||
<td>Special</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You summon a vortex of chaotic energy. Roll your current Willpower die
|
||||
once for every 10 Mind Points spent while casting this spell, then keep
|
||||
the single die you prefer: the number on that die determines the effects
|
||||
of this spell.
|
||||
<ul>
|
||||
<li>
|
||||
1) You lose half of your current Hit Points and half of your current
|
||||
Mind Points.
|
||||
</li>
|
||||
<li>
|
||||
2-3) Each creature present on the scene, including yourself, suffers
|
||||
poisoned.
|
||||
</li>
|
||||
<li>
|
||||
4-6) Each creature present on the scene, including yourself, suffers
|
||||
slow.
|
||||
</li>
|
||||
<li>
|
||||
7-8) Choose up to three creatures you can see: each of them recovers
|
||||
50 Hit Points and also recovers from all status effects.
|
||||
</li>
|
||||
<li>
|
||||
9+) Choose any number of creatures you can see: each of them suffers
|
||||
30 damage. The damage type is determined randomly by rolling a d6:
|
||||
1. air 2. bolt 3. dark 4. earth 5. fire 6. poison
|
||||
</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Mirror</td>
|
||||
<td>10</td>
|
||||
<td>One creature</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You twist the laws of magic. Until this spell ends, if an offensive (r)
|
||||
spell is cast on the target, the creature who cast that offensive spell
|
||||
will be targeted in their stead (any other targets of the offensive
|
||||
spell will be targeted as normal). Once that happens, this spell ends.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Omega</td>
|
||||
<td>20</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You invoke doom on your foe, turning strength into frailty. The target
|
||||
loses an amount of Hit Points equal to【 20 + half the target's level】
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Stop</td>
|
||||
<td>10</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You trap a foe inside a circle of altered time and space. The target
|
||||
will perform one fewer action on their next turn (to a minimum of 0
|
||||
actions).
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Umbra</td>
|
||||
<td>10 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
A storm of dark energy turns matter into ash. Each target hit by this
|
||||
spell suffers 【HR + 15】 dark damage. Opportunity: Each target hit by
|
||||
this spell suffers weak.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h2>Gamble up to 20</h2>
|
||||
<p><strong>Type:</strong> Special</p>
|
||||
<p><strong>Target:</strong> Instantaneous</p>
|
||||
<p class="duration">
|
||||
You summon a vortex of chaotic energy. Roll your current Willpower die once
|
||||
for every 10 Mind Points spent while casting this spell, then keep the single
|
||||
die you prefer: the number on that die determines the effects of this spell.
|
||||
</p>
|
||||
<ol>
|
||||
<li>
|
||||
<strong>1:</strong> You lose half of your current Hit Points and half of
|
||||
your current Mind Points.
|
||||
</li>
|
||||
<li>
|
||||
<strong>2-3:</strong> Each creature present on the scene, including
|
||||
yourself, suffers poisoned.
|
||||
</li>
|
||||
<li>
|
||||
<strong>4-6:</strong> Each creature present on the scene, including
|
||||
yourself, suffers slow.
|
||||
</li>
|
||||
<li>
|
||||
<strong>7-8:</strong> Choose up to three creatures you can see: each of them
|
||||
recovers 50 Hit Points and also recovers from all status effects.
|
||||
</li>
|
||||
<li>
|
||||
<strong>9+:</strong> Choose any number of creatures you can see: each of
|
||||
them suffers 30 damage. The damage type is determined randomly by rolling a
|
||||
d6:
|
||||
</li>
|
||||
<ul>
|
||||
<li>1. air</li>
|
||||
<li>2. bolt</li>
|
||||
<li>3. dark</li>
|
||||
<li>4. earth</li>
|
||||
<li>5. fire</li>
|
||||
<li>6. poison</li>
|
||||
</ul>
|
||||
</ol>
|
||||
<h2>Mirror 10</h2>
|
||||
<p><strong>Type:</strong> One creature</p>
|
||||
<p><strong>Scene Duration:</strong> Until this spell ends</p>
|
||||
<p>
|
||||
You twist the laws of magic. Until this spell ends, if an offensive spell is
|
||||
cast on the target, the creature who cast that offensive spell will be
|
||||
targeted in their stead (any other targets of the offensive spell will be
|
||||
targeted as normal). Once that happens, this spell ends.
|
||||
</p>
|
||||
<h2>Omega rr 20</h2>
|
||||
<p><strong>Type:</strong> One creature</p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>
|
||||
You invoke doom on your foe, turning strength into frailty. The target loses
|
||||
an amount of Hit Points equal to
|
||||
<code>【20 + half the target's level】</code>.
|
||||
</p>
|
||||
<h2>Stop rr 10</h2>
|
||||
<p><strong>Type:</strong> One creature</p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>
|
||||
You trap a foe inside a circle of altered time and space. The target will
|
||||
perform one fewer action on their next turn (to a minimum of 0 actions).
|
||||
</p>
|
||||
<h2>Umbra rr 10 × T</h2>
|
||||
<p><strong>Type:</strong> Up to three creatures</p>
|
||||
<p><strong>Duration:</strong> Instantaneous</p>
|
||||
<p>
|
||||
A storm of dark energy turns matter into ash. Each target hit by this spell
|
||||
suffers <code>【HR + 15】</code> dark damage.
|
||||
</p>
|
||||
<p><em>Opportunity:</em> Each target hit by this spell suffers weak.</p>
|
||||
<h3>Notes</h3>
|
||||
<ul>
|
||||
<li>Spells marked with rr are offensive spells and require Magic Checks!</li>
|
||||
</ul>
|
||||
|
||||
@@ -1,16 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,46 +1,28 @@
|
||||
<ul>
|
||||
<li>
|
||||
Do you rely on your burning passion, or do you strive to keep it under
|
||||
control?
|
||||
</li>
|
||||
<li>There’s 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 (✦5)</h3>
|
||||
<h3>ADRENALINE (çç5)</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 (✦4)</h3>
|
||||
<h3>INDOMITABLE SPIRIT (çç4)</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 (✦5)</h3>
|
||||
<h3>PROVOKE (çç5)</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
|
||||
@@ -54,8 +36,7 @@
|
||||
You gain a bonus equal to <strong>【SL】</strong> to your
|
||||
<strong>【MIG + WLP】</strong> Checks for this Skill.
|
||||
</p>
|
||||
|
||||
<h3>WITHSTAND (✦5)</h3>
|
||||
<h3>WITHSTAND (çç5)</h3>
|
||||
<p>
|
||||
When you perform the Guard action, if you choose not to provide cover to
|
||||
another creature, you recover Hit Points equal to
|
||||
@@ -63,3 +44,17 @@
|
||||
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>There’s 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>
|
||||
|
||||
@@ -1,17 +1,23 @@
|
||||
<h1>GUARDIAN</h1>
|
||||
|
||||
<blockquote>"Let me be your shield."</blockquote>
|
||||
|
||||
<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>
|
||||
<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>
|
||||
|
||||
@@ -1,36 +1,21 @@
|
||||
<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>
|
||||
|
||||
<h2>CHAPTER 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>
|
||||
|
||||
<h3>DEFENSIVE MASTERY (✦5)</h3>
|
||||
<h4>DEFENSIVE MASTERY (çç5)</h4>
|
||||
<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
|
||||
@@ -60,10 +45,8 @@
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
|
||||
<h3>FORTRESS (✦5)</h3>
|
||||
<h4>FORTRESS (çç5)</h4>
|
||||
<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
|
||||
@@ -74,3 +57,15 @@
|
||||
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>
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,3 +1,53 @@
|
||||
<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?
|
||||
@@ -12,58 +62,4 @@
|
||||
time?
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<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>
|
||||
<p><em>"Ah, I knew this was going to happen."</em></p>
|
||||
|
||||
@@ -1,11 +1,4 @@
|
||||
<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 someone’s heart as they are at rounding up allies for their
|
||||
@@ -17,3 +10,6 @@
|
||||
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>
|
||||
|
||||
@@ -1,3 +1,49 @@
|
||||
<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
|
||||
@@ -13,59 +59,4 @@
|
||||
In the past, your words ended up putting you in trouble. What happened?
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<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>
|
||||
<p>Words are only as good as the actions that follow them.</p>
|
||||
|
||||
@@ -1,9 +1,4 @@
|
||||
<h1>Rogue</h1>
|
||||
|
||||
<blockquote><p>I will find my own justice.</p></blockquote>
|
||||
|
||||
<p>Also: Bandit, Ninja, Thief</p>
|
||||
|
||||
<h1>Rogues: The Archetype</h1>
|
||||
<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:
|
||||
@@ -15,3 +10,10 @@
|
||||
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>
|
||||
|
||||
@@ -1,37 +1,22 @@
|
||||
<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>
|
||||
|
||||
<h1>CHAPTER CHAPTER</h1>
|
||||
<h2>ROGUE FREE BENEFITS</h2>
|
||||
<ul>
|
||||
<li>Permanently increase your maximum Inventory Points by 2.</li>
|
||||
</ul>
|
||||
|
||||
<h2>ROGUE SKILLS</h2>
|
||||
|
||||
<h3>CHEAP SHOT (✦5)</h3>
|
||||
<h3>CHEAP SHOT (çç5)</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 (✦3)</h3>
|
||||
<h3>DODGE (çç3)</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 (✦3)</h3>
|
||||
<h3>HIGH SPEED (çç3)</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
|
||||
@@ -39,7 +24,6 @@
|
||||
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
|
||||
@@ -47,8 +31,7 @@
|
||||
Player Character is present. Describe how you escaped and miraculously got
|
||||
here!
|
||||
</p>
|
||||
|
||||
<h3>SOUL STEAL (✦5)</h3>
|
||||
<h3>SOUL STEAL (çç5)</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,
|
||||
@@ -61,3 +44,15 @@
|
||||
<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>
|
||||
|
||||
@@ -1,11 +1,4 @@
|
||||
<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
|
||||
@@ -17,3 +10,12 @@
|
||||
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>
|
||||
|
||||
@@ -1,60 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,16 +1,20 @@
|
||||
<h1>Spiritist</h1>
|
||||
|
||||
<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>
|
||||
<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>
|
||||
<section>
|
||||
<h2>Related Terms</h2>
|
||||
<p><strong>ALSO:</strong> Healer, Priest, Witch</p>
|
||||
<div class="motto-block"><em>"Show me the truths of your heart."</em></div>
|
||||
<h3>Definition</h3>
|
||||
<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>
|
||||
</section>
|
||||
<section class="further-details">
|
||||
<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>
|
||||
</section>
|
||||
|
||||
@@ -1,3 +1,49 @@
|
||||
<h1>SPIRITIST BENEFITS AND SKILLS</h1>
|
||||
<h2>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>
|
||||
<hr />
|
||||
<h2>SPIRITIST SKILLS</h2>
|
||||
<h3>HEALING POWER (çç2)</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 (çç10)</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>
|
||||
<hr />
|
||||
<h2>Background Prompts</h2>
|
||||
<ul>
|
||||
<li>
|
||||
Where does your magic come from? What are your beliefs concerning life and
|
||||
@@ -12,52 +58,4 @@
|
||||
</li>
|
||||
<li>What does your magic look like?</li>
|
||||
</ul>
|
||||
|
||||
<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>
|
||||
<p>Show me the truths of your heart.</p>
|
||||
|
||||
@@ -1,95 +1,63 @@
|
||||
<h2>Spiritist Spells</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Targets</th>
|
||||
<th>Duration</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Aura</td>
|
||||
<td>5 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You project your soul outside your body and direct it to surround the
|
||||
targets, shielding them from dangerous magic. Until this spell ends,
|
||||
each target may treat their Magic Defense as being equal to 12 against
|
||||
any effects that target it (they are still free to use their normal
|
||||
Defense score if higher than 12).
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Awaken</td>
|
||||
<td>20</td>
|
||||
<td>One creature</td>
|
||||
<td>scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You allow a creature to focus their vital energy into accomplishing what
|
||||
they previously could not. Choose one Attribute: Dexterity, Insight,
|
||||
Might, or Willpower. Until this spell ends, the target treats the chosen
|
||||
Attribute as if it were one die size higher (up to a maximum of d12).
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Barrier</td>
|
||||
<td>5 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You project your soul outside your body and weave it into a barrier to
|
||||
protect the targets from attacks. Until this spell ends, each target may
|
||||
treat their Defense as being equal to 12 against any effects that target
|
||||
it (they are still free to use their normal Defense score if higher than
|
||||
12).
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Cleanse</td>
|
||||
<td>5 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You strengthen and purify the soul energy coursing through your
|
||||
companions. Each target recovers from all status effects.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Enrage</td>
|
||||
<td>rr 10</td>
|
||||
<td>One creature</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You cause a creature to lose any semblance of temper and act brazenly.
|
||||
The target suffers enraged and cannot perform the Guard or Spell actions
|
||||
during their next turn.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hallucination</td>
|
||||
<td>rr 5 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You alter the senses of your enemies, causing them to experience bizarre
|
||||
or frightening hallucinations. Choose dazed or shaken: you inflict the
|
||||
chosen status effect on each target hit by this spell.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<h1>SPIRITIST SPELLS</h1>
|
||||
<h2>Aura</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 5 × T | <strong>Targets:</strong> Up to three creatures
|
||||
| <strong>Duration:</strong> Scene
|
||||
</p>
|
||||
<p>
|
||||
You project your soul outside your body and direct it to surround the targets,
|
||||
shielding them from dangerous magic. Until this spell ends, each target may
|
||||
treat their Magic Defense as being equal to 12 against any effects that target
|
||||
it (they are still free to use their normal Defense score if higher than 12).
|
||||
</p>
|
||||
<h2>Awaken</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 20 | <strong>Targets:</strong> One creature |
|
||||
<strong>Duration:</strong> Scene
|
||||
</p>
|
||||
<p>
|
||||
You allow a creature to focus their vital energy into accomplishing what they
|
||||
previously could not. Choose one Attribute: Dexterity, Insight, Might, or
|
||||
Willpower. Until this spell ends, the target treats the chosen Attribute as if
|
||||
it were one die size higher (up to a maximum of d12).
|
||||
</p>
|
||||
<h2>Barrier</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 5 × T | <strong>Targets:</strong> Up to three creatures
|
||||
| <strong>Duration:</strong> Scene
|
||||
</p>
|
||||
<p>
|
||||
You project your soul outside your body and weave it into a barrier to protect
|
||||
the targets from attacks. Until this spell ends, each target may treat their
|
||||
Defense as being equal to 12 against any effects that target it (they are
|
||||
still free to use their normal Defense score if higher than 12).
|
||||
</p>
|
||||
<h2>Cleanse</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> 5 × T | <strong>Targets:</strong> Up to three creatures
|
||||
| <strong>Duration:</strong> Instantaneous
|
||||
</p>
|
||||
<p>
|
||||
You strengthen and purify the soul energy coursing through your companions.
|
||||
Each target recovers from all status effects.
|
||||
</p>
|
||||
<h2>Enrage</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> rr 10 | <strong>Targets:</strong> One creature |
|
||||
<strong>Duration:</strong> Instantaneous
|
||||
</p>
|
||||
<p>
|
||||
You cause a creature to lose any semblance of temper and act brazenly. The
|
||||
target suffers enraged and cannot perform the Guard or Spell actions during
|
||||
their next turn.
|
||||
</p>
|
||||
<h2>Hallucination</h2>
|
||||
<p>
|
||||
<strong>Cost:</strong> rr 5 × T | <strong>Targets:</strong> Up to three
|
||||
creatures | <strong>Duration:</strong> Instantaneous
|
||||
</p>
|
||||
<p>
|
||||
You alter the senses of your enemies, causing them to experience bizarre or
|
||||
frightening hallucinations. Choose dazed or shaken: you inflict the chosen
|
||||
status effect on each target hit by this spell.
|
||||
</p>
|
||||
|
||||
@@ -1,95 +0,0 @@
|
||||
<h2>Spiritist Spells (Cont.)</h2>
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Name</th>
|
||||
<th>Cost</th>
|
||||
<th>Targets</th>
|
||||
<th>Duration</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Heal</td>
|
||||
<td>10 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You invigorate your companions, soothing their pain and healing their
|
||||
fatigue. Each target 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.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Lux</td>
|
||||
<td>10 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You focus your inner energy into a barrage of blinding soul rays. Each
|
||||
target hit by this spell suffers【 HR + 15】 light damage. Opportunity:
|
||||
Each target hit by this spell suffers dazed.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Mercy</td>
|
||||
<td>20</td>
|
||||
<td>One creature</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You strengthen the heart of a creature against suffering and despair.
|
||||
Until this spell ends, if the target would be reduced to 0 Hit Points,
|
||||
they are instead left standing with exactly 1 Hit Point. Once that
|
||||
happens, this spell ends.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Reinforce</td>
|
||||
<td>5 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You protect the targets from attacks that would corrupt their body and
|
||||
spirit. Choose dazed, enraged, poisoned, shaken, slow, or weak. Until
|
||||
this spell ends, each target becomes immune to the chosen status effect.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Soul Weapon</td>
|
||||
<td>10</td>
|
||||
<td>One equipped weapon</td>
|
||||
<td>Scene</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You imbue a weapon with the cleansing energy of your spirit. Until this
|
||||
spell ends, all damage dealt by the weapon becomes of the light type. If
|
||||
you have that weapon equipped while you cast this spell, you may perform
|
||||
a free attack with it as part of the same action. This spell can only be
|
||||
cast on a weapon equipped by a willing creature.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Torpor</td>
|
||||
<td>5 x T</td>
|
||||
<td>Up to three creatures</td>
|
||||
<td>Instantaneous</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="4">
|
||||
You smother the soul energy coursing through the bodies of your foes,
|
||||
hindering their movements. Choose slow or weak: you inflict the chosen
|
||||
status effect on each target hit by this spell.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
@@ -1,11 +1,9 @@
|
||||
<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
|
||||
@@ -17,3 +15,4 @@
|
||||
challenging the very rules of nature and society in their pursuit of a better
|
||||
future.
|
||||
</p>
|
||||
<hr />
|
||||
|
||||
@@ -1,3 +1,52 @@
|
||||
<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?
|
||||
@@ -12,58 +61,4 @@
|
||||
like?
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<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>
|
||||
<p>I like to think that what we have today was not a gift from the Gods.</p>
|
||||
|
||||
@@ -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%">Mix</th>
|
||||
<th style="width: 20%">Level</th>
|
||||
<th style="width: 15%">IP Cost</th>
|
||||
<th style="width: 65%">Description</th>
|
||||
</tr>
|
||||
@@ -33,54 +33,35 @@
|
||||
</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>
|
||||
|
||||
<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!
|
||||
<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>
|
||||
|
||||
<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>
|
||||
<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>
|
||||
<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>
|
||||
|
||||
@@ -1,98 +1,3 @@
|
||||
<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>
|
||||
<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>!
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h2>INFUSIONS</h2>
|
||||
<h1>W INFUSIONS</h1>
|
||||
<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
|
||||
@@ -11,67 +11,57 @@
|
||||
using an infusion are both part of the action you used to attack with the
|
||||
weapon.
|
||||
</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>
|
||||
<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>
|
||||
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.
|
||||
<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>
|
||||
</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>
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
<h2>MAGITECH</h2>
|
||||
<p>Also: Engineering, Golemcraft, Robotics.</p>
|
||||
<p>This invention type grants a variety of different benefits.</p>
|
||||
|
||||
<h3>MAGITECH OVERRIDE (Basic)</h3>
|
||||
<h3>d 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
|
||||
@@ -14,8 +13,7 @@
|
||||
allies. Once free, the construct is again in control of its actions and might
|
||||
turn against you.
|
||||
</p>
|
||||
|
||||
<h3>MAGICANNON (Advanced)</h3>
|
||||
<h3>d 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
|
||||
@@ -23,7 +21,6 @@
|
||||
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>
|
||||
@@ -37,8 +34,7 @@
|
||||
<li><strong>TYPE:</strong> Two-handed, Ranged, No Quality.</li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<h3>MAGISPHERES (Superior)</h3>
|
||||
<h3>d 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
|
||||
|
||||
@@ -1,9 +1,7 @@
|
||||
<h1>Wayfarer</h1>
|
||||
|
||||
<blockquote>Borders are a trick of the mind.</blockquote>
|
||||
|
||||
<p>ALSO: Adventurer, Explorer, Treasure Hunter</p>
|
||||
|
||||
<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>
|
||||
<p>
|
||||
Nomads searching for a fabled continent, explorers braving the wilds, grizzled
|
||||
hunters and travelers have one thing in common: they are Wayfarers.
|
||||
|
||||
@@ -1,71 +1,83 @@
|
||||
<ul>
|
||||
<li>
|
||||
What led you to live a life of endless travels? Was it your choice? ...are
|
||||
you tired?
|
||||
</li>
|
||||
<li>Is there a place or person that feels like “home” to you?</li>
|
||||
<li>
|
||||
You have met many people and visited many places. Is there one you can’t
|
||||
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 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>
|
||||
<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
|
||||
you tired?
|
||||
</li>
|
||||
<li>Is there a place or person that feels like “home” to you?</li>
|
||||
<li>
|
||||
You have met many people and visited many places. Is there one you can’t
|
||||
forget?
|
||||
</li>
|
||||
<li>
|
||||
You lost something or someone because of your travels. What happened?
|
||||
</li>
|
||||
</ul>
|
||||
<p><em>Borders are a trick of the mind.</em></p>
|
||||
</aside>
|
||||
|
||||
@@ -1,11 +1,5 @@
|
||||
<h1>WEAPONMASTER</h1>
|
||||
|
||||
<blockquote>
|
||||
<p>The wiser blades remain unsheathed.</p>
|
||||
</blockquote>
|
||||
|
||||
<p>ALSO: Fighter, Rōnin, Warrior</p>
|
||||
|
||||
<h2>WEAPONMASTER</h2>
|
||||
<p><strong>Associated Disciplines:</strong> 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
|
||||
@@ -16,3 +10,6 @@
|
||||
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>
|
||||
|
||||
@@ -1,3 +1,46 @@
|
||||
<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
|
||||
@@ -10,51 +53,3 @@
|
||||
</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>
|
||||
|
||||
@@ -1,42 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,42 +0,0 @@
|
||||
<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 didn’t 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>
|
||||
|
||||
@@ -1,35 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,102 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,107 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,57 +0,0 @@
|
||||
<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, there’s 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>
|
||||
|
||||
@@ -1,100 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -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 class="example">
|
||||
<p>
|
||||
<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.
|
||||
|
||||
@@ -1,58 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -41,6 +41,7 @@
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Blessed Mace</b></td>
|
||||
@@ -71,11 +72,8 @@
|
||||
<td>【HR + 6】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ You gain a +2 bonus to Magic Checks against
|
||||
<b>demons</b>, as well as a <b>+2</b> bonus to Opposed Checks against
|
||||
<b>demons</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ You gain a +2 bonus to Magic Checks against <b>demons</b>, as well as a
|
||||
<b>+2</b> bonus to Opposed Checks against <b>demons</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -86,9 +84,7 @@
|
||||
<td>【HR + 2】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You gain a +1 bonus to your Magic Checks.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You gain a +1 bonus to your Magic Checks.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -99,10 +95,8 @@
|
||||
<td>【HR + 6】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Whenever you hit one or more creatures with this
|
||||
weapon, each of them loses 10 Mind Points.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Whenever you hit one or more creatures with this weapon, each of them loses
|
||||
10 Mind Points.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -113,10 +107,8 @@
|
||||
<td>【HR + 6】air</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ When you hit one or more creatures with this
|
||||
weapon, you may recover 5 Hit Points.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ When you hit one or more creatures with this weapon, you may recover 5 Hit
|
||||
Points.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -127,10 +119,8 @@
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Spells you cast whose effects restore Hit Points
|
||||
will restore 5 extra Hit Points.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Spells you cast whose effects restore Hit Points will restore 5 extra Hit
|
||||
Points.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -141,10 +131,8 @@
|
||||
<td>【HR + 6】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ When you hit one or more creatures with an
|
||||
offensive (⚡) spell, each of them suffers <b>shaken</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ When you hit one or more creatures with an offensive (⚡) spell, each of them
|
||||
suffers <b>shaken</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -155,9 +143,7 @@
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Spells you cast deal 5 extra damage.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Spells you cast deal 5 extra damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -168,10 +154,9 @@
|
||||
<td>【HR + 10】poison</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ When you hit one or more creatures with an
|
||||
offensive (⚡) spell, each of them suffers <b>poisoned</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ When you hit one or more creatures with an offensive (⚡) spell, each of them
|
||||
suffers <b>poisoned</b>.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</table>
|
||||
@@ -47,6 +47,7 @@
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Hand Crossbow</b></td>
|
||||
@@ -77,9 +78,7 @@
|
||||
<td>【HR + 12】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ Damage dealt by this weapon ignores Resistances.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ Damage dealt by this weapon ignores Resistances.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -90,9 +89,7 @@
|
||||
<td>【HR + 8】air</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ You are immune to <b>shaken</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ You are immune to <b>shaken</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -103,9 +100,7 @@
|
||||
<td>【HR + 8】bolt</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ You have Resistance to <b>bolt</b> damage.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ You have Resistance to <b>bolt</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -116,10 +111,8 @@
|
||||
<td>【HR + 8】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ When you reduce a creature to 0 Hit Points with
|
||||
this weapon, you may immediately recover 2 Inventory Points.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ When you reduce a creature to 0 Hit Points with this weapon, you may
|
||||
immediately recover 2 Inventory Points.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -130,9 +123,7 @@
|
||||
<td>【HR + 12】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ Attacks with this weapon have <b>multi (2)</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ Attacks with this weapon have <b>multi (2)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -143,10 +134,8 @@
|
||||
<td>【HR + 12】earth</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ When you hit a flying target with this weapon, you
|
||||
may force that target to land immediately.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ When you hit a flying target with this weapon, you may force that target to
|
||||
land immediately.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -157,11 +146,8 @@
|
||||
<td>【HR + 12】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ When you hit one or more creatures with this
|
||||
weapon, if you have at least one <b>Bond</b> of <b>inferiority</b>, you
|
||||
may recover 5 MP.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ When you hit one or more creatures with this weapon, if you have at least
|
||||
one <b>Bond</b> of <b>inferiority</b>, you may recover 5 MP.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -172,10 +158,7 @@
|
||||
<td>【HR + 12】poison</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ Each target hit by this weapon suffers
|
||||
<b>slow</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ Each target hit by this weapon suffers <b>slow</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -186,9 +169,8 @@
|
||||
<td>【HR + 12】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ You have Immunity to <b>dark</b> damage.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ You have Immunity to <b>dark</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</table>
|
||||
@@ -1,207 +1,186 @@
|
||||
<meta charset="UTF-8" />
|
||||
<meta charset="UTF-8">
|
||||
<title>Sample Rare Brawling Weapons</title>
|
||||
<style>
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
width: 100%;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
th {
|
||||
/* background-color: #2d5a4e;
|
||||
th {
|
||||
/* background-color: #2d5a4e;
|
||||
color: white; */
|
||||
padding: 8px 12px;
|
||||
text-align: left;
|
||||
}
|
||||
padding: 8px 12px;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
td {
|
||||
padding: 6px 12px;
|
||||
vertical-align: top;
|
||||
}
|
||||
td {
|
||||
padding: 6px 12px;
|
||||
vertical-align: top;
|
||||
}
|
||||
|
||||
tr.desc td {
|
||||
/* background-color: #f0f4f0; */
|
||||
font-size: 0.95em;
|
||||
}
|
||||
tr.desc td {
|
||||
/* background-color: #f0f4f0; */
|
||||
font-size: 0.95em;
|
||||
}
|
||||
|
||||
tr.main td {
|
||||
border-top: 1px solid #ccc;
|
||||
}
|
||||
tr.main td {
|
||||
border-top: 1px solid #ccc;
|
||||
}
|
||||
|
||||
.icon {
|
||||
width: 48px;
|
||||
text-align: center;
|
||||
}
|
||||
.icon {
|
||||
width: 48px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.rare {
|
||||
color: #c0392b;
|
||||
}
|
||||
.rare {
|
||||
color: #c0392b;
|
||||
}
|
||||
</style>
|
||||
|
||||
<h2>SAMPLE RARE BRAWLING WEAPONS</h2>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th colspan="2">WEAPON</th>
|
||||
<th>COST</th>
|
||||
<th>ACCURACY</th>
|
||||
<th>DAMAGE</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Nekode</b></td>
|
||||
<td>250 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ No Quality.</td>
|
||||
</tr>
|
||||
<thead>
|
||||
<tr>
|
||||
<th colspan="2">WEAPON</th>
|
||||
<th>COST</th>
|
||||
<th>ACCURACY</th>
|
||||
<th>DAMAGE</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Hellfist</b></td>
|
||||
<td>350 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 6】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Nekode</b></td>
|
||||
<td>250 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Frozen Grasp</b></td>
|
||||
<td>750 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 6】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You are immune to <b>enraged</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Hellfist</b></td>
|
||||
<td>350 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 6】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Bear Paw</b> <span class="rare">◆</span></td>
|
||||
<td>850 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 10】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You are immune to <b>weak</b>.</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Frozen Grasp</b></td>
|
||||
<td>750 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 6】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You are immune to <b>enraged</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Fuel Knuckle</b></td>
|
||||
<td>950 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 6】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You have Resistance to <b>fire</b> damage.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Bear Paw</b> <span class="rare">◆</span></td>
|
||||
<td>850 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 10】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You are immune to <b>weak</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Silver Talon</b></td>
|
||||
<td>1100 z</td>
|
||||
<td>【DEX + DEX】</td>
|
||||
<td>【HR + 6】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You gain a +1 bonus to Magic Defense.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Fuel Knuckle</b></td>
|
||||
<td>950 z</td>
|
||||
<td>【DEX + MIG】</td>
|
||||
<td>【HR + 6】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You have Resistance to <b>fire</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Old Bandages</b></td>
|
||||
<td>1250 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You have Resistance to <b>dark</b> and
|
||||
<b>poison</b> damage.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Silver Talon</b></td>
|
||||
<td>1100 z</td>
|
||||
<td>【DEX + DEX】</td>
|
||||
<td>【HR + 6】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You gain a +1 bonus to Magic Defense.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Storm Fist</b></td>
|
||||
<td>1300 z</td>
|
||||
<td>【MIG + MIG】</td>
|
||||
<td>【HR + 6】bolt</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (2)</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Old Bandages</b></td>
|
||||
<td>1250 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You have Resistance to <b>dark</b> and <b>poison</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Lobster Claw</b> <span class="rare">◆</span></td>
|
||||
<td>1950 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 10】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>slow</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Storm Fist</b></td>
|
||||
<td>1300 z</td>
|
||||
<td>【MIG + MIG】</td>
|
||||
<td>【HR + 6】bolt</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (2)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Dozer Glove</b> <span class="rare">◆</span></td>
|
||||
<td>2000 z</td>
|
||||
<td>【MIG + MIG】</td>
|
||||
<td>【HR + 10】earth</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
|
||||
<b>dazed</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Lobster Claw</b> <span class="rare">◆</span></td>
|
||||
<td>1950 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 10】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>slow</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Venom Claw</b></td>
|
||||
<td>2250 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
|
||||
<b>poisoned</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Dozer Glove</b> <span class="rare">◆</span></td>
|
||||
<td>2000 z</td>
|
||||
<td>【MIG + MIG】</td>
|
||||
<td>【HR + 10】earth</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>dazed</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>God Hand</b> <span class="rare">◆</span></td>
|
||||
<td>2550 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 10】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Damage dealt by this weapon ignores Immunities.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Venom Claw</b></td>
|
||||
<td>2250 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>poisoned</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>God Hand</b> <span class="rare">◆</span></td>
|
||||
<td>2550 z</td>
|
||||
<td>【DEX + MIG】+1</td>
|
||||
<td>【HR + 10】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Damage dealt by this weapon ignores Immunities.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
@@ -1,196 +1,176 @@
|
||||
<style>
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
width: 100%;
|
||||
}
|
||||
table {
|
||||
border-collapse: collapse;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
th {
|
||||
/* background-color: #2d5a4e;
|
||||
th {
|
||||
/* background-color: #2d5a4e;
|
||||
color: white; */
|
||||
padding: 8px 12px;
|
||||
text-align: left;
|
||||
}
|
||||
padding: 8px 12px;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
td {
|
||||
padding: 6px 12px;
|
||||
vertical-align: top;
|
||||
}
|
||||
td {
|
||||
padding: 6px 12px;
|
||||
vertical-align: top;
|
||||
}
|
||||
|
||||
tr.desc td {
|
||||
/* background-color: #f0f4f0; */
|
||||
font-size: 0.95em;
|
||||
}
|
||||
tr.desc td {
|
||||
/* background-color: #f0f4f0; */
|
||||
font-size: 0.95em;
|
||||
}
|
||||
|
||||
tr.main td {
|
||||
border-top: 1px solid #ccc;
|
||||
}
|
||||
tr.main td {
|
||||
border-top: 1px solid #ccc;
|
||||
}
|
||||
|
||||
.icon {
|
||||
width: 48px;
|
||||
text-align: center;
|
||||
}
|
||||
.icon {
|
||||
width: 48px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.rare {
|
||||
color: #c0392b;
|
||||
}
|
||||
.rare {
|
||||
color: #c0392b;
|
||||
}
|
||||
</style>
|
||||
|
||||
<h2>SAMPLE RARE DAGGER WEAPONS</h2>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th colspan="2">WEAPON</th>
|
||||
<th>COST</th>
|
||||
<th>ACCURACY</th>
|
||||
<th>DAMAGE</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Latrodectus</b></td>
|
||||
<td>250 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 4】poison</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ No Quality.</td>
|
||||
</tr>
|
||||
<thead>
|
||||
<tr>
|
||||
<th colspan="2">WEAPON</th>
|
||||
<th>COST</th>
|
||||
<th>ACCURACY</th>
|
||||
<th>DAMAGE</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Heart Knife</b></td>
|
||||
<td>550 z</td>
|
||||
<td>【DEX + WLP】</td>
|
||||
<td>【HR + 4】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Deals 5 extra damage to <b>demons</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Latrodectus</b></td>
|
||||
<td>250 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 4】poison</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ No Quality.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Atom Slicer</b></td>
|
||||
<td>600 z</td>
|
||||
<td>【DEX + DEX】+1</td>
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Heart Knife</b></td>
|
||||
<td>550 z</td>
|
||||
<td>【DEX + WLP】</td>
|
||||
<td>【HR + 4】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Deals 5 extra damage to <b>demons</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Silent Edge</b></td>
|
||||
<td>700 z</td>
|
||||
<td>【DEX + DEX】</td>
|
||||
<td>【HR + 4】air</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You are immune to <b>slow</b>.</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Atom Slicer</b></td>
|
||||
<td>600 z</td>
|
||||
<td>【DEX + DEX】+1</td>
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Spell Sever</b></td>
|
||||
<td>850 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 4】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ When you hit a creature with this weapon, if the
|
||||
attack had a <b>single</b> target, you may choose a single spell with a
|
||||
<b>duration</b> of Scene affecting the target and end its effects on
|
||||
that creature.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Silent Edge</b></td>
|
||||
<td>700 z</td>
|
||||
<td>【DEX + DEX】</td>
|
||||
<td>【HR + 4】air</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You are immune to <b>slow</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Assassin's Blade</b></td>
|
||||
<td>1000 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Deals 5 extra damage to targets who are in
|
||||
<b>Crisis</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Spell Sever</b></td>
|
||||
<td>850 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 4】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ When you hit a creature with this weapon, if the attack had a
|
||||
<b>single</b> target, you may choose a single spell with a <b>duration</b> of Scene affecting the target
|
||||
and end its effects on that creature.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Gourmet Cutter</b></td>
|
||||
<td>1350 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ When you hit one or more creatures with this
|
||||
weapon, you may recover 5 Hit Points.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Assassin's Blade</b></td>
|
||||
<td>1000 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Deals 5 extra damage to targets who are in <b>Crisis</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Barbed Knife</b></td>
|
||||
<td>1650 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
|
||||
<b>shaken</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Gourmet Cutter</b></td>
|
||||
<td>1350 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ When you hit one or more creatures with this weapon, you may recover 5
|
||||
Hit Points.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Cold Finger</b></td>
|
||||
<td>1950 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 8】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>weak</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Barbed Knife</b></td>
|
||||
<td>1650 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>shaken</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Hornet</b></td>
|
||||
<td>2200 z</td>
|
||||
<td>【DEX + DEX】+1</td>
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (3)</b>.
|
||||
</td>
|
||||
</tr>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Cold Finger</b></td>
|
||||
<td>1950 z</td>
|
||||
<td>【DEX + INS】+1</td>
|
||||
<td>【HR + 8】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>weak</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Frantic Nail</b></td>
|
||||
<td>2450 z</td>
|
||||
<td>【INS + INS】+1</td>
|
||||
<td>【HR + 8】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
|
||||
<b>enraged</b>.
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Hornet</b></td>
|
||||
<td>2200 z</td>
|
||||
<td>【DEX + DEX】+1</td>
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (3)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Frantic Nail</b></td>
|
||||
<td>2450 z</td>
|
||||
<td>【INS + INS】+1</td>
|
||||
<td>【HR + 8】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>enraged</b>.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
@@ -47,6 +47,7 @@
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Revolver</b> <span class="rare">◆</span></td>
|
||||
@@ -77,9 +78,7 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -90,9 +89,7 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Deals 5 extra damage to <b>constructs</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Deals 5 extra damage to <b>constructs</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -103,10 +100,8 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Deals 5 extra damage to targets you have a
|
||||
<b>Bond</b> of <b>hatred</b> towards.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Deals 5 extra damage to targets you have a <b>Bond</b> of <b>hatred</b>
|
||||
towards.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -139,10 +134,8 @@
|
||||
<td>【HR + 8】poison</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ Potions you create with your Inventory Points deal
|
||||
5 extra damage and restore 5 extra Hit Points.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ Potions you create with your Inventory Points deal 5 extra damage and
|
||||
restore 5 extra Hit Points.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -153,9 +146,7 @@
|
||||
<td>【HR + 16】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ Attacks with this weapon have <b>multi (2)</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ Attacks with this weapon have <b>multi (2)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -166,10 +157,7 @@
|
||||
<td>【HR + 8】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
|
||||
<b>slow</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Each target hit by this weapon suffers <b>slow</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -180,10 +168,9 @@
|
||||
<td>【HR + 12】air</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Ranged ◆ Deals extra damage equal to the difference between
|
||||
your current and maximum <b>Inventory Points</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Ranged ◆ Deals extra damage equal to the difference between your current and maximum
|
||||
<b>Inventory Points</b>.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</table>
|
||||
@@ -47,6 +47,7 @@
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Old Whip</b></td>
|
||||
@@ -55,10 +56,7 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Deals 5 extra damage to <b>beasts</b> and
|
||||
<b>monsters</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Deals 5 extra damage to <b>beasts</b> and <b>monsters</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -80,12 +78,9 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Damage dealt by this weapon reduces the target's
|
||||
<b>Mind Points</b> instead of their <b>Hit Points</b>. If the target's
|
||||
Mind Points reach 0, any excess damage is applied to their Hit Points as
|
||||
normal.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Damage dealt by this weapon reduces the target's <b>Mind Points</b> instead
|
||||
of their <b>Hit Points</b>. If the target's Mind Points reach 0, any excess damage is applied to their Hit
|
||||
Points as normal.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -96,9 +91,7 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You have Resistance to <b>fire</b> damage.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You have Resistance to <b>fire</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -120,10 +113,8 @@
|
||||
<td>【HR + 8】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You gain a +2 bonus to Accuracy Checks and Magic
|
||||
Checks against <b>enraged</b> targets.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You gain a +2 bonus to Accuracy Checks and Magic Checks against
|
||||
<b>enraged</b> targets.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -134,9 +125,7 @@
|
||||
<td>【HR + 12】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (2)</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (2)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -147,9 +136,7 @@
|
||||
<td>【HR + 12】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ You have Resistance to <b>physical</b> damage.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ You have Resistance to <b>physical</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -160,9 +147,7 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>slow</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>slow</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -173,9 +158,7 @@
|
||||
<td>【HR + 12】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (3)</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (3)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -186,10 +169,8 @@
|
||||
<td>【HR + 12】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ You have Immunity to <b>dark</b> and
|
||||
<b>light</b> damage.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ You have Immunity to <b>dark</b> and <b>light</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</table>
|
||||
@@ -46,6 +46,7 @@
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Bardiche</b> <span class="rare">◆</span></td>
|
||||
@@ -65,9 +66,7 @@
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Deals 5 extra damage to <b>constructs</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Deals 5 extra damage to <b>constructs</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -78,9 +77,7 @@
|
||||
<td>【HR + 10】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Deals 5 extra damage to <b>monsters</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Deals 5 extra damage to <b>monsters</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -91,9 +88,7 @@
|
||||
<td>【HR + 14】poison</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Deals 5 extra damage to <b>humanoids</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Deals 5 extra damage to <b>humanoids</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -104,10 +99,7 @@
|
||||
<td>【HR + 10】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Deals 5 extra damage to <b>beasts</b> and
|
||||
<b>plants</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Deals 5 extra damage to <b>beasts</b> and <b>plants</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -129,9 +121,7 @@
|
||||
<td>【HR + 14】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (2)</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (2)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -142,9 +132,7 @@
|
||||
<td>【HR + 14】earth</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>slow</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>slow</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -155,10 +143,7 @@
|
||||
<td>【HR + 10】bolt</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Each target hit by this weapon suffers
|
||||
<b>dazed</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>dazed</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -169,9 +154,7 @@
|
||||
<td>【HR + 18】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ You have Immunity to <b>fire</b> damage.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ You have Immunity to <b>fire</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -182,10 +165,7 @@
|
||||
<td>【HR + 18】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers
|
||||
<b>enraged</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>enraged</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -196,9 +176,8 @@
|
||||
<td>【HR + 18】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense and Magic Defense.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ You gain a +1 bonus to Defense and Magic Defense.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</table>
|
||||
@@ -34,6 +34,7 @@
|
||||
.rare {
|
||||
color: #c0392b;
|
||||
}
|
||||
|
||||
</style>
|
||||
|
||||
<table>
|
||||
@@ -46,6 +47,7 @@
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Dragontongue</b> <span class="rare">◆</span></td>
|
||||
@@ -54,9 +56,7 @@
|
||||
<td>【HR + 12】fire</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -67,9 +67,7 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Deals 1 extra damage per status effect you have.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Deals 1 extra damage per status effect you have.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -80,9 +78,7 @@
|
||||
<td>【HR + 16】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Damage dealt by this weapon ignores Resistances.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -104,9 +100,7 @@
|
||||
<td>【HR + 12】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You have Resistance to <b>ice</b> damage.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You have Resistance to <b>ice</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -117,10 +111,8 @@
|
||||
<td>【HR + 12】earth</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ As long as you have at least three <b>Bonds</b> of
|
||||
<b>loyalty</b> or <b>affection</b>, you gain a +1 bonus to Defense and
|
||||
Magic Defense.
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ As long as you have at least three <b>Bonds</b> of <b>loyalty</b> or
|
||||
<b>affection</b>, you gain a +1 bonus to Defense and Magic Defense.
|
||||
</td>
|
||||
</tr>
|
||||
|
||||
@@ -132,10 +124,8 @@
|
||||
<td>【HR + 12】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ When you hit one or more creatures with this
|
||||
weapon, you may recover 10 Mind Points.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ When you hit one or more creatures with this weapon, you may recover 10
|
||||
Mind Points.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -146,11 +136,8 @@
|
||||
<td>【HR + 12】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ If you roll a <b>critical success</b> on an
|
||||
Accuracy Check with this weapon, you may spend that
|
||||
<b>opportunity</b> to deal 10 extra damage.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ If you roll a <b>critical success</b> on an Accuracy Check with this
|
||||
weapon, you may spend that <b>opportunity</b> to deal 10 extra damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -161,9 +148,7 @@
|
||||
<td>【HR + 16】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>weak</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Each target hit by this weapon suffers <b>weak</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -185,10 +170,8 @@
|
||||
<td>【HR + 16】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ You have Immunity to <b>fire</b> and
|
||||
<b>ice</b> damage.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ You have Immunity to <b>fire</b> and <b>ice</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</table>
|
||||
@@ -47,6 +47,7 @@
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Zweihänder</b> <span class="rare">◆</span></td>
|
||||
@@ -66,9 +67,7 @@
|
||||
<td>【HR + 10】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Attacks with this weapon target Magic Defense.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -90,9 +89,7 @@
|
||||
<td>【HR + 6】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ You are immune to <b>enraged</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ You are immune to <b>enraged</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -114,9 +111,7 @@
|
||||
<td>【HR + 6】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Deals 5 extra damage if you are in <b>Crisis</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Deals 5 extra damage if you are in <b>Crisis</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -127,9 +122,7 @@
|
||||
<td>【HR + 10】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ This weapon can target <b>flying</b> creatures.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ This weapon can target <b>flying</b> creatures.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -151,10 +144,7 @@
|
||||
<td>【HR + 10】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Deals 2 extra damage for each <b>Class</b> you have
|
||||
mastered.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Deals 2 extra damage for each <b>Class</b> you have mastered.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -165,9 +155,7 @@
|
||||
<td>【HR + 10】poison</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Melee ◆ Deals 5 extra damage to <b>weak</b> targets.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Melee ◆ Deals 5 extra damage to <b>weak</b> targets.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -178,9 +166,7 @@
|
||||
<td>【HR + 14】air</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (2)</b>.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ Attacks with this weapon have <b>multi (2)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -191,9 +177,8 @@
|
||||
<td>【HR + 10】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
Two-handed ◆ Melee ◆ You are immune to all status effects.
|
||||
</td>
|
||||
<td colspan="4">Two-handed ◆ Melee ◆ You are immune to all status effects.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</table>
|
||||
@@ -43,6 +43,7 @@
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
|
||||
<tr class="main">
|
||||
<td class="icon" rowspan="2">🗡️</td>
|
||||
<td><b>Crescent Edge</b></td>
|
||||
@@ -51,9 +52,7 @@
|
||||
<td>【HR + 4】light</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Attacks with this weapon target Magic Defense.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -86,10 +85,7 @@
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Deals 5 extra damage to <b>beasts</b> and
|
||||
<b>monsters</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Deals 5 extra damage to <b>beasts</b> and <b>monsters</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -100,9 +96,7 @@
|
||||
<td>【HR + 8】air</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Damage dealt by this weapon ignores Resistances.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Damage dealt by this weapon ignores Resistances.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -113,9 +107,7 @@
|
||||
<td>【HR + 8】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ You are immune to <b>poisoned</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ You are immune to <b>poisoned</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -126,9 +118,7 @@
|
||||
<td>【HR + 4】ice</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ You have Resistance to <b>ice</b> damage.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ You have Resistance to <b>ice</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -139,9 +129,7 @@
|
||||
<td>【HR + 4】earth</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ You have Resistance to <b>dark</b> damage.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ You have Resistance to <b>dark</b> damage.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -152,9 +140,7 @@
|
||||
<td>【HR + 4】physical</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Attacks with this weapon have <b>multi (2)</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Attacks with this weapon have <b>multi (2)</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -165,10 +151,7 @@
|
||||
<td>【HR + 8】bolt</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
|
||||
<b>shaken</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Each target hit by this weapon suffers <b>shaken</b>.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -179,9 +162,7 @@
|
||||
<td>【HR + 4】dark</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ You gain a +1 bonus to Defense and Magic Defense.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ You gain a +1 bonus to Defense and Magic Defense.</td>
|
||||
</tr>
|
||||
|
||||
<tr class="main">
|
||||
@@ -192,10 +173,8 @@
|
||||
<td>【HR + 4】poison</td>
|
||||
</tr>
|
||||
<tr class="desc">
|
||||
<td colspan="4">
|
||||
One-handed ◆ Ranged ◆ Each target hit by this weapon suffers
|
||||
<b>poisoned</b>.
|
||||
</td>
|
||||
<td colspan="4">One-handed ◆ Ranged ◆ Each target hit by this weapon suffers <b>poisoned</b>.</td>
|
||||
</tr>
|
||||
|
||||
</tbody>
|
||||
</table>
|
||||
</table>
|
||||
@@ -1 +0,0 @@
|
||||
<p><em>This page is intentionally left blank.</em></p>
|
||||
|
||||
@@ -1,114 +0,0 @@
|
||||
<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>
|
||||
|
||||
@@ -1,45 +0,0 @@
|
||||
<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 character’s equipment... if you turn
|
||||
yourself into an animal with it, you’ll 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>
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user