fix-books #7
@@ -1,2 +1,50 @@
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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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<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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@@ -0,0 +1,48 @@
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<h2>CASTING A SPELL FURTIVELY</h2>
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<p>
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Spells require precise movements and spoken incantations; they also produce
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visible and fantastical effects. Because of this, everyone nearby will
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immediately know that magic is being used, and who by — it is impossible to
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cast a spell furtively.
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</p>
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<h2>OFFENSIVE SPELLS</h2>
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<p>Spells marked with (r) next to their name are offensive spells.</p>
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<p>
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When you cast an offensive spell, you perform the appropriate Magic Check and
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the target's Magic Defense score determines the Difficulty Level. If the spell
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has multiple targets, it will affect each target whose Magic Defense is equal
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to or lower than the Result of your Magic Check (similarly to a multi attack).
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The spell will affect each target whose Magic Defense is equal to or lower
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than the total Result of your Magic Check.
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</p>
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<p>
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If you roll a critical success on the Magic Check, the spell automatically
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hits all targets.
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</p>
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<h2>CALCULATING DAMAGE AND SIMILAR EFFECTS</h2>
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<p>
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Several spells require you to calculate the potency of their effects using
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your High Roll (HR) — to do so, simply take the highest die you rolled on your
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Magic Check. The same effect will then be applied to each target.
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</p>
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<h2>ENDING THE EFFECTS OF A SPELL</h2>
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<p>
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If you cast a spell with a duration of "Scene", you can end its effect at any
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time. The effect will also end if you die or fall unconscious, or if you leave
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the scene.
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</p>
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<h2>CUMULATIVE SPELL EFFECTS</h2>
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<p>
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If the same spell is cast more than once on a target, its effects will not
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stack — the most recent casting will replace the previous one.
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</p>
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<p class="example">
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Example: The spell Elemental Shroud grants Resistance to one damage type
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chosen among air, bolt, earth, fire, and ice. If this spell is cast on a
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creature granting them Resistance to fire, and is subsequently cast again on
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the same creature granting them Resistance to ice, the creature will only be
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Resistant to ice.
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</p>
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<p>
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If two spells have identical effects but different names, they do not stack.
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</p>
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@@ -0,0 +1,50 @@
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<h2>PLAYER CHARACTER AGAINST PLAYER CHARACTER</h2>
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<p>
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While the protagonists of Fabula Ultima are heroes, this doesn’t mean there
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won’t be disagreements or hostilities between them. Situations might arise in
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which two or more Player Characters are at odds: you can resolve these through
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mutual agreement or by using the rules as normal.
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</p>
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<p>When handling such a situation, make sure to remember the following:</p>
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<ul>
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<li>
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<p>
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Take some time to think about what’s happening. When the goals or actions
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of two or more Player Characters are at odds, don’t be too hasty about
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rolling dice. Just “pause” the game and let the involved Players find an
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agreement on how to resolve the situation.
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</p>
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<p>
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Keep in mind that these rules have been written to solve conflicts between
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characters: the corresponding Players are still responsible for an
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enjoyable game experience and should cooperate with each other. If a
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disagreement arises between Players, there’s not much this game can do:
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solve the issue through dialogue and go back to playing the game once
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you’re on the same page again.
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</p>
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</li>
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<li>
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<p>
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Establish what is at stake and determine a resolution method. With the
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help of your Game Master, Players should establish what their characters
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want to accomplish (sometimes this will be enough to realize your goals
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aren’t in conflict). Then, you should choose a method to resolve the
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contrast: Opposed Checks generally work well for this.
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</p>
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<p>
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Do not roll dice until you’re sure everyone understands what will happen.
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If you are struggling to find an agreement, consider setting the issue
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aside and coming back to it once you’ve reached a compromise. Perhaps the
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characters bicker and argue, but a more urgent threat demands their
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attention.
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</p>
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</li>
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<li>
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Apply the results. Once the dice hit the table, apply the outcome for what
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it is: don’t try to fudge the results or avoid the consequences of your
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actions. In this case, it is probably best for the Game Master to
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impartially describe what happens to everyone involved.
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</li>
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</ul>
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@@ -0,0 +1,42 @@
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<h2>MAGIC AND TECHNOLOGY</h2>
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<p>
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In every Fabula Ultima world, science and magic represent two different ways
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of studying and manipulating reality: one concerns itself with the tangible
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nature of matter, the other with the souls that dwell within it — two sides of
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the same coin. Miraculous machinery might be hidden beneath the ruins of an
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ancient civilization, and even the most powerful wizards will often make use
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of vehicles and airships. Many of these worlds also feature an unusual
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discipline that combines magic and technology into magitech: metal soldiers
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animated by the souls of the fallen, bombs that can unleash elemental mayhem,
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and flying machines fueled by wind spirits are only a few examples of what can
|
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be created by this hybrid craft.
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</p>
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<h2>HEROES OF MANY SIZES AND SHAPES</h2>
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<p>
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Fabula Ultima’s protagonists are full-fledged heroes, extraordinary
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individuals that possess unique abilities and whose actions will shape the
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fate of the world. While some may not be noble paladins or virtuous paragons
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of justice, even the thieves and dark knights among them have a fundamentally
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good nature and can be trusted to do the right thing when the situation gets
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desperate. In line with the video game genre Fabula Ultima draws inspiration
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from, our heroes do not follow any rule of realism: be they children with
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incredible magical powers or elderly warriors able to single-handedly
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challenge an entire army, all that matters is their strength of spirit.
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</p>
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<h2>IT'S ALL ABOUT THE HEROES</h2>
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<p>
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Any relevant event in a game of Fabula Ultima is tied to the heroes, either
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directly or indirectly. Dramatic plot twists shall happen when the
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protagonists are present on the scene, and the great powers (and evils) of the
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world shall pay them special attention. Following the same logic, the heroes’
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determination will allow them to achieve the impossible, such as defeating an
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empire or sealing away a powerful deity.
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</p>
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<h2>MYSTERY, DISCOVERY, AND GROWTH</h2>
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<p>
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This game is built upon discovery: of ancient mysteries and forgotten powers,
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yes, but most of all, of the heroes themselves, of their feelings, and of what
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they are willing to do in order to fight against darkness. Fabula Ultima’s
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protagonists are complex and sometimes tragic figures, and their journey will
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change them forever.
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</p>
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@@ -0,0 +1,121 @@
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<blockquote>
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Once a fearsome pirate, Lady Morgan is now the respected protector of
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Tidebreak Cove.
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</blockquote>
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<table>
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<thead>
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<tr>
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<th colspan="2">Adjectives (roll or choose; up to two)</th>
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<th>Detail (roll or choose; up to one)</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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<th>1-3</th>
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<th>4-6</th>
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<th>(no d6 roll)</th>
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</tr>
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<tr>
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||||
<td>1. Charming</td>
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<td>1. Devout</td>
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<td>1. from an Ancient Bloodline</td>
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</tr>
|
||||
<tr>
|
||||
<td>2. Oathbreaker</td>
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<td>2. Last</td>
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<td>2. on the Run</td>
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</tr>
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||||
<tr>
|
||||
<td>3. Chosen</td>
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<td>3. Distant</td>
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<td>3. of the Old Faith</td>
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</tr>
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<tr>
|
||||
<td>4. Former Imperial</td>
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<td>4. Proud</td>
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<td>4. Seeking Justice</td>
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||||
</tr>
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||||
<tr>
|
||||
<td>5. Troubled</td>
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<td>5. Wanted</td>
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||||
<td>5. in Disgrace</td>
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||||
</tr>
|
||||
<tr>
|
||||
<td>6. Brave</td>
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<td>6. Fearful</td>
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<td>6. of the Crimson Wings</td>
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</tr>
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<tr>
|
||||
<td>7. Animal-loving</td>
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<td>7. Kind</td>
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||||
<td>7. from the High Academy</td>
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||||
</tr>
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||||
<tr>
|
||||
<td>8. Amnesiac</td>
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||||
<td>8. Respectable</td>
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||||
<td>8. from the Moon</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>9. Dashing</td>
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<td>9. Tainted</td>
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||||
<td>9. of the Seven Seas</td>
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||||
</tr>
|
||||
<tr>
|
||||
<td>10. Imperial</td>
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<td>10. Young</td>
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||||
<td>10. from the Future</td>
|
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</tr>
|
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<tr>
|
||||
<td>11. Free-spirited</td>
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<td>11. Eccentric</td>
|
||||
<td>11. looking for Answers</td>
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||||
</tr>
|
||||
<tr>
|
||||
<td>12. Loyal</td>
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<td>12. Well-connected</td>
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||||
<td>12. without a Homeland</td>
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||||
</tr>
|
||||
<tr>
|
||||
<td>13. Elderly</td>
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<td>13. Naive</td>
|
||||
<td>13. of the Royal Army</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>14. Chivalrous</td>
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||||
<td>14. Spoiled</td>
|
||||
<td>14. from Another Dimension</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>15. Smiling</td>
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||||
<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>
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||||
<td>17. Reckless</td>
|
||||
<td>17. with a Heart of Gold</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>18. Influent</td>
|
||||
<td>18. Furtive</td>
|
||||
<td>18. from the Ancient Forest</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>19. Ill-tempered</td>
|
||||
<td>19. Famous</td>
|
||||
<td>19. from the Past</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>20. Tough</td>
|
||||
<td>20. Non-human*</td>
|
||||
<td>20. of the Sacred Flame</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
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@@ -0,0 +1,27 @@
|
||||
<h3>NATURAL FANTASY LOCATIONS</h3>
|
||||
<p>
|
||||
In a natural fantasy world, every location and vista is deeply immersed in
|
||||
vibrant colors and populated by great beasts and monsters. There are no cities
|
||||
and roads, only small villages and narrow paths. But as our heroes venture
|
||||
into ruins or deep into the darkest forests, things change — these forbidden
|
||||
places are alien and magical, cold and terrifying. Things that were meant to
|
||||
be forgotten dwell there...
|
||||
</p>
|
||||
<h3>d NATURAL FANTASY MAGIC</h3>
|
||||
<p>
|
||||
Magic is strongly tied to nature, life, and the elements: its traditions are
|
||||
largely oral, passed down from elder to apprentice, and a mystery to most
|
||||
people. The magic found in the ruins, however, is cold and artificial, a
|
||||
remnant of an age of golems and machinery that defied and angered the forces
|
||||
of nature.
|
||||
</p>
|
||||
<h3>d NATURAL FANTASY ANTAGONISTS</h3>
|
||||
<p>
|
||||
In a natural fantasy world, antagonists tend to be disastrous calamities or
|
||||
ancient and powerful monsters. When the antagonist is a person, they are often
|
||||
misguided or acting for what they believed to be good for their community:
|
||||
most of the time, they will see reason after the heroes thwart their plans.
|
||||
The "true enemy", however, is generally something that cannot be reasoned
|
||||
with, such as the immortal embodiment of a natural disaster that will require
|
||||
great sacrifices to placate.
|
||||
</p>
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
<h2>Revolutionaries</h2>
|
||||
|
||||
<p>Roll a d6 or choose one option that appeals to your group:</p>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
You are about to have a secret meeting with a potential ally. You won't have
|
||||
much time to talk and must avoid being discovered at all costs. Who is this
|
||||
person, and how can they help your cause? Who gave you their name?
|
||||
</li>
|
||||
<li>
|
||||
A high-ranking official is giving a public speech escorted by several
|
||||
soldiers. You are all present, unseen amidst the crowd. What is your
|
||||
objective here? Have any of you met this official before?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
The authorities have located your hideout and you are now faced with a
|
||||
difficult choice — stay and fight or flee and hope you are not captured! How
|
||||
did they find this place? Could someone have betrayed you?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
You have just stolen a precious item that will help your rebellion when you
|
||||
suddenly realize there is more to it than you expected — and the
|
||||
implications are extremely sinister. What is it you have stolen, and what
|
||||
darker truths did it conceal? Have any of you seen anything like it before?
|
||||
Who will do everything in their power to get it back?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
You were given the location of a secret enemy facility. This is a golden
|
||||
opportunity and you would do well not to waste it! What is this facility,
|
||||
and why is it so vital? Who or what is guarding it?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
You are about to take down an important target when something goes terribly
|
||||
wrong — you are in great danger! What was your mission, and who gave you the
|
||||
information? Was it a trap?
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
<h2>SEEKERS</h2>
|
||||
|
||||
<p>Roll a d6 or choose one option that appeals to your group:</p>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
You are on your way towards a sacred or magical location. You hope to find
|
||||
some answers there. What is this place, and how could it help you? Have any
|
||||
of you been there before?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
You have reached the edge of an ancient forest, home to dangerous creatures.
|
||||
Scary as it may be, you do not have the luxury of time. What treasure can be
|
||||
found in the heart of the forest? Who or what is rumored to guard it? Why
|
||||
are you in a hurry to retrieve it?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
You thought this place could serve as a safe haven and reveal your next
|
||||
destination, but it has been horribly tainted. You must escape! What is this
|
||||
place? What dark force corrupted it? Was this a trap?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
The first step of your quest involves finding a precious item or ingredient.
|
||||
Unfortunately, a powerful entity guards this treasure. What is it that you
|
||||
seek? Where is it kept? Who or what protects it, and why?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Late at night in a warm tavern, you are all discussing your next move — but
|
||||
someone approaches you with reports of a terrible event! What were your
|
||||
plans? What sudden obstacle bars your way? Did your enemies finally make a
|
||||
move?
|
||||
</li>
|
||||
|
||||
<li>
|
||||
You have managed to secure an audience with a wise and important figure. Who
|
||||
is this person, and how can they help you in your quest? What will they ask
|
||||
in exchange for their precious advice?
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
<h2>CHANGING IDENTITY OR THEME</h2>
|
||||
<p>
|
||||
If you choose to change your Identity and/or Theme upon gaining a level,
|
||||
explain what prompted this change: perhaps you have abandoned Anger and
|
||||
learned the importance of Mercy, or your days as an Oathsworn Paladin have
|
||||
come to an end, and you are now a Rebellious Oathbreaker.
|
||||
</p>
|
||||
<p>
|
||||
Don't be afraid of change: use it as a way to signal to your group that you
|
||||
want to explore a new side of your character!
|
||||
</p>
|
||||
<h2>CREATING HIGH LEVEL CHARACTERS</h2>
|
||||
<p>
|
||||
If your group decides to start play at a level higher than five, you should
|
||||
simply create your characters as normal and then proceed to level them up as
|
||||
needed. You may also want to increase the amount of zenit to purchase starting
|
||||
equipment with; an increase of 50 zenit per level should be appropriate — a
|
||||
level 30 character would have a starting budget of 2000 zenit, for example.
|
||||
Rare items and accessories should also be made available to higher-level
|
||||
characters.
|
||||
</p>
|
||||
<h2>REPLACING A CHARACTER</h2>
|
||||
<p>
|
||||
Sometimes a Player Character will die a heroic death, or the Player might
|
||||
decide that their story arc had reached a satisfying conclusion; if a Player
|
||||
switches to a new character, the new character is created with a level equal
|
||||
to that of their previous character, and with the same amount of Experience
|
||||
Points.
|
||||
</p>
|
||||
|
||||
<h2>"Weird" Characters</h2>
|
||||
|
||||
<p>
|
||||
Sooner or later, your character will gain Classes they 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>
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
<h3>TOKENS</h3>
|
||||
<p>
|
||||
Some characters will have special "points" at their disposal: Player
|
||||
Characters have Fabula Points and Villains have Ultima Points. You will need
|
||||
tokens of two different colors to represent these (green and red plastic
|
||||
gemstones work great). The more tokens you have, the better.
|
||||
</p>
|
||||
<h3>DICE</h3>
|
||||
<p>The game makes use of a variety of dice in different shapes:</p>
|
||||
<ul>
|
||||
<li>
|
||||
Six-sided dice, also known as d6s — these you are surely familiar with.
|
||||
</li>
|
||||
<li>Eight-sided dice, also known as d8s.</li>
|
||||
<li>
|
||||
Ten-sided dice, also known as d10s — the "0" face should be read as 10.
|
||||
</li>
|
||||
<li>Twelve-sided dice, also known as d12s.</li>
|
||||
<li>Twenty-sided dice, also known as d20s.</li>
|
||||
</ul>
|
||||
<p>
|
||||
These dice are sometimes mentioned in notations such as "roll 1d6 + 1d10",
|
||||
which means you need to roll a six-sided die and a ten-sided die and add them
|
||||
together, or "roll 1d8 + 1", which means rolling an eight-sided die and adding
|
||||
1 to the Result.
|
||||
</p>
|
||||
<p>
|
||||
When the game uses the term "die size", it means the number of faces on that
|
||||
die — for instance, a d10 has a size of 10. Some effects will reduce or
|
||||
increase die size; for instance, a reduced d8 will turn into a d6, while an
|
||||
increased d10 will become a d12. The full succession of die sizes, from
|
||||
highest to lowest, is: You can find these sets of polyhedral dice in game
|
||||
stores (or you can purchase them online). You can also download mobile apps
|
||||
that roll dice for you!
|
||||
</p>
|
||||
|
||||
@@ -0,0 +1,102 @@
|
||||
<h1>HEROIC SKILLS</h1>
|
||||
|
||||
<p>
|
||||
When a Player Character masters a Class by bringing it to level 10, that
|
||||
character may acquire one Heroic Skill from the list below.
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
Unless otherwise noted, each Heroic Skill may only be taken once — however,
|
||||
some Heroic Skills grow stronger as you reach certain levels.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Some Heroic Skills have requirements that must be fulfilled before you can
|
||||
acquire them, such as having mastered a specific Class.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Have fun and experiment with Heroic Skills and create unique combinations!
|
||||
</p>
|
||||
|
||||
<h2>LIST OF HEROIC SKILLS</h2>
|
||||
<p>Heroic Skills available to all characters</p>
|
||||
|
||||
<table>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Ambidextrous</td>
|
||||
<td>Fight with two weapons of different categories.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Extra HP</td>
|
||||
<td>Increase your maximum Hit Points.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Extra IP</td>
|
||||
<td>Increase your maximum Inventory Points.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Extra MP</td>
|
||||
<td>Increase your maximum Mind Points.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Extra Spells</td>
|
||||
<td>Learn two spells from a Class of your choice.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
<p>Heroic Skills with a Class mastery requirement</p>
|
||||
|
||||
<table>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Adversity</td>
|
||||
<td>Darkblade</td>
|
||||
<td>Status effects make you stronger.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Arcane Echoes</td>
|
||||
<td>Arcanist</td>
|
||||
<td>Arcana help you influence Clocks.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Chimeric Mastery</td>
|
||||
<td>Chimerist</td>
|
||||
<td>Learn spells from new Species and increase spell limit.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Comet</td>
|
||||
<td>Entropist</td>
|
||||
<td>Learn the Comet spell.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Deep Pockets</td>
|
||||
<td>Tinkerer</td>
|
||||
<td>Reduce Inventory Point costs.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Disarming Rhetoric</td>
|
||||
<td>Orator</td>
|
||||
<td>Persuade enemies to retreat.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Heartbreaker</td>
|
||||
<td>Darkblade</td>
|
||||
<td>Sacrifice HP for massive damage.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Heroic Companion</td>
|
||||
<td>Wayfarer</td>
|
||||
<td>Your Companion grows stronger.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Hope</td>
|
||||
<td>Spiritist</td>
|
||||
<td>Learn the Hope spell.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
@@ -0,0 +1,107 @@
|
||||
<p>Heroic Skills with a Class mastery requirement (continued):</p>
|
||||
|
||||
<table>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Mathemagic</td>
|
||||
<td>Loremaster</td>
|
||||
<td>Extend single-target spells.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Monkey Grip</td>
|
||||
<td>Fury</td>
|
||||
<td>Equip some two-handed weapons in a single-hand slot.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Perfect Aim</td>
|
||||
<td>Sharpshooter</td>
|
||||
<td>Choose two options when using Warning Shot.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Pillage</td>
|
||||
<td>Rogue</td>
|
||||
<td>Steal from multiple creatures.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Powerful Shot</td>
|
||||
<td>Sharpshooter</td>
|
||||
<td>Deal extra damage at range.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Powerful Spell</td>
|
||||
<td>Chimerist, Elementalist, Entropist or Spiritist</td>
|
||||
<td>Deal extra damage with spells.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Powerful Strike</td>
|
||||
<td>Fury or Weaponmaster</td>
|
||||
<td>Deal extra damage in melee.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Predictable!</td>
|
||||
<td>Loremaster</td>
|
||||
<td>Force an enemy to spend MP to perform specific actions.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Rampart</td>
|
||||
<td>Guardian</td>
|
||||
<td>Resist damage and status effects during the first round.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Repetition</td>
|
||||
<td>Orator</td>
|
||||
<td>Condemn or Encourage twice.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Revelation</td>
|
||||
<td>Arcanist</td>
|
||||
<td>Bind a previously unknown Arcanum, and improve dismiss effects.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Status Immunity</td>
|
||||
<td>Wayfarer</td>
|
||||
<td>Ignore a status effect.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Unbreakable</td>
|
||||
<td>Guardian</td>
|
||||
<td>Survive a fatal hit once per scene.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Upgrade</td>
|
||||
<td>Tinkerer</td>
|
||||
<td>Modify equipment abilities.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Tempest Strike</td>
|
||||
<td>Weaponmaster</td>
|
||||
<td>Concentrate multi attacks on a single target.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Vanish</td>
|
||||
<td>Rogue</td>
|
||||
<td>Disappear after an attack.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>Volcano</td>
|
||||
<td>Elementalist</td>
|
||||
<td>Learn the Volcano spell.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
<h2>SHARPSHOOTER</h2>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
As one of the more combat-oriented Classes in the game, a Sharpshooter is
|
||||
relatively straightforward: they do one thing, and they do it well. When
|
||||
designing battles for your group, create situations in which their abilities
|
||||
can shine - flying enemies, in particular, are the bane of melee combatants.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
If the Sharpshooter has spent some time in the army, build on that. Talk
|
||||
with the Player and discuss warfare, battles, and historical events - they
|
||||
will probably know the names of a few different generals and military
|
||||
leaders.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h2>SPIRITIST</h2>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
If people realize a Spiritist is among them, they may grow wary or even
|
||||
frightened: after all, Spiritism can influence the mind and emotions. This
|
||||
can be a truly dreadful ability... think what it could do in the hands of a
|
||||
Villain.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
If a Spiritist makes frequent use of Ritual Spiritism to alter the feelings,
|
||||
thoughts, and emotions of people, 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>
|
||||
|
||||
@@ -0,0 +1,100 @@
|
||||
<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>
|
||||
|
||||
@@ -0,0 +1,58 @@
|
||||
<h2>DESIGNING RARE WEAPONS</h2>
|
||||
|
||||
<p>
|
||||
Weapons are the most complex rare items to design — but this also makes them
|
||||
one of the more unique and satisfying rewards to give!
|
||||
</p>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
Choose an existing basic weapon from the list on pages 130 and 131 —ignore
|
||||
the unarmed strike, improvised (melee), and improvised (ranged) weapons.
|
||||
</li>
|
||||
<li>
|
||||
By default, weapons deal physical damage. If you want your weapon to deal
|
||||
damage of another type (air, bolt, dark, earth, fire, ice, light, poison),
|
||||
increase its cost by 100 zenit.
|
||||
</li>
|
||||
<li>
|
||||
You may apply any of the following changes:
|
||||
<ul>
|
||||
<li>
|
||||
If the weapon is a two-handed weapon, you may turn it into a one-handed
|
||||
weapon. If you do, reduce its damage by 4.
|
||||
</li>
|
||||
<li>
|
||||
If the weapon is a one-handed weapon and it does not belong to the
|
||||
brawling, dagger, or thrown categories, you may turn it into a
|
||||
two-handed weapon. If you do, increase its damage by 4.
|
||||
</li>
|
||||
<li>
|
||||
You may add a +1 bonus to the weapon's Accuracy Check. If you do,
|
||||
increase its cost by 100 zenit. You cannot add this bonus if the weapon
|
||||
already grants a bonus of +1 or higher to Accuracy Checks.
|
||||
</li>
|
||||
<li>
|
||||
You may increase the weapon's damage by 4. If you do, increase its cost
|
||||
by 200 zenit.
|
||||
</li>
|
||||
<li>
|
||||
You may modify the Attributes required by the Accuracy Check, but tread
|
||||
carefully: much of a weapon Category's "feel" and balance comes from the
|
||||
Attributes it relies on. Accuracy Checks relying on a single Attribute
|
||||
are worth 50 more zenit than those relying on two different Attributes.
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>
|
||||
Finally, you may give the weapon a single Quality chosen from the list on
|
||||
the right or use the sample abilities as a guideline to come up with a
|
||||
custom effect. This increases the final cost of the item by a variable
|
||||
amount.
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<p>
|
||||
If a weapon has a final damage modifier of +10 or higher, that weapon
|
||||
automatically becomes a martial weapon (E).
|
||||
</p>
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
<p><em>This page is intentionally left blank.</em></p>
|
||||
|
||||
@@ -0,0 +1,114 @@
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th>Accessory</th>
|
||||
<th>Cost</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td>Gloves, Crimson</td>
|
||||
<td>1000 z</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
When you perform an attack with multi, you gain a +2 bonus to your
|
||||
Accuracy Check.
|
||||
</td>
|
||||
</tr>
|
||||
|
||||
<td>Pointy Yellow Hat</td>
|
||||
<td>1000 z</td>
|
||||
|
||||
<tr>
|
||||
<td colspan="2">You gain a +1 bonus to your Magic Checks.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ring of the Lion</td>
|
||||
<td>1500 z</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
You gain a +2 bonus to Opposed Checks that rely on Willpower.
|
||||
</td>
|
||||
</tr>
|
||||
<td>Ring of the Owl</td>
|
||||
<td>1500 z</td>
|
||||
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
You gain a +2 bonus to Opposed Checks that rely on Insight.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ring of the Pupil</td>
|
||||
<td>1500 z</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
As long as you have at least two Bonds of admiration, you gain a +1
|
||||
bonus to both your Defense and Magic Defense.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ring of Tales</td>
|
||||
<td>1500 z</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
When you roll a critical success, you may spend that opportunity to gain
|
||||
1 Fabula Point.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Gloves, Multigroa Skin</td>
|
||||
<td>2000 z</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2">You are immune to all status effects.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ring of Onions</td>
|
||||
<td>2000 z</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
As long as you have this accessory equipped, increase your maximum Hit
|
||||
Points and maximum Mind Points by 2 for each different Class you have.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ring of Frost</td>
|
||||
<td>2500 z</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
You Absorb ice damage but have Vulnerability to fire damage.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ring of Magma</td>
|
||||
<td>2500 z</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
You Absorb fire damage but have Vulnerability to ice damage.
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td>Ring of the Egg</td>
|
||||
<td>3000 z</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td colspan="2">
|
||||
When reduced to 0 Hit Points, you may instead choose to resist with
|
||||
exactly 1 Hit Point. If you do, the ring breaks (costs 2000 zenit to
|
||||
repair).
|
||||
</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
<h2>VOICE SHARD</h2>
|
||||
<em>A fist-sized shard of glassy crystal.</em>
|
||||
<p>
|
||||
It is said that whoever holds this crystal fragment can hear voices whose
|
||||
wisdom leads to power, wealth and prosperity. Some believe the voices belong
|
||||
to a pantheon of forgotten deities; others claim they are the voices of wise
|
||||
and generous people that lived in a past age (or will exist in the future!).
|
||||
However, the voices can only be heard by the person who grips this artifact...
|
||||
which means others will have to trust their sincerity.
|
||||
</p>
|
||||
|
||||
<h2>WAND OF THE WILDS</h2>
|
||||
<em>A tiny, finger-long wooden wand, decorated with emerald leaves.</em>
|
||||
<p>
|
||||
Too tiny and fragile to be used as a weapon, this precious artifact allows
|
||||
people to turn into animals. The wielder can use an action to change a willing
|
||||
creature (including themselves) into a small beast — such as a cat, fish,
|
||||
bird, pup, or squirrel.
|
||||
</p>
|
||||
<p>
|
||||
Anything carried by the person becomes part of the animal form; while
|
||||
transformed they cannot speak, fight or use magic. The wand itself, however,
|
||||
can never become part of a transformed 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>
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
<ol>
|
||||
<li>
|
||||
<strong>NAME, LEVEL, AND SPECIES:</strong>
|
||||
<p>
|
||||
At the top of the creature profile, you will find the creature's name,
|
||||
their level (ranging from a minimum of 5 to a maximum of 60), and finally
|
||||
their Species.
|
||||
</p>
|
||||
</li>
|
||||
<li>
|
||||
<strong>DESCRIPTION AND TYPICAL TRAITS:</strong>
|
||||
<p>
|
||||
Each profile features a short description of the creature, followed by a
|
||||
list of typical (but not universal) Traits for that type of creature. The
|
||||
Game Master should always consider these Traits when portraying the
|
||||
creature or adjudicating the consequences of actions — a peaceful creature
|
||||
is more likely to listen to reason than an aggressive one, for instance.
|
||||
</p>
|
||||
<p>
|
||||
Villains can also spend Ultima Points to invoke Traits and reroll dice
|
||||
(page 101).
|
||||
</p>
|
||||
</li>
|
||||
<li>
|
||||
<strong>ATTRIBUTES</strong>
|
||||
<p>
|
||||
This line provides you with the creature's main and secondary statistics:
|
||||
</p>
|
||||
<ul>
|
||||
<li>
|
||||
Dexterity (DEX), Insight (INS), Might (MIG) and Willpower (WLP) are all
|
||||
listed using the creature's base die size. Status effects and various
|
||||
abilities may temporarily influence these die sizes
|
||||
</li>
|
||||
<li>
|
||||
HP indicates the creature's maximum Hit Points, followed by their Crisis
|
||||
score.
|
||||
</li>
|
||||
<li>MP indicates the creature's maximum Mind Points.</li>
|
||||
<li>
|
||||
Init. indicates the creature's Initiative score. This calculation
|
||||
already takes all relevant bonuses and penalties into account, such as
|
||||
those from armor or Skills.
|
||||
</li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>
|
||||
<strong>DEFENSES:</strong>
|
||||
<p>This section lists the creature's defensive statistics:</p>
|
||||
<ul>
|
||||
<li>
|
||||
Defense (DEF) may be listed as a fixed number (if the creature is
|
||||
wearing martial armor) or as a bonus to be added to their current
|
||||
Dexterity die size.
|
||||
</li>
|
||||
<li>
|
||||
Magic Defense (M.DEF) is always listed as a bonus to be added to the
|
||||
creature's current Insight die size.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
These scores already take into account any benefits granted by shields and
|
||||
Skills.
|
||||
</p>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
@@ -1,4 +1,44 @@
|
||||
Bonds can be found on <a href="/books/core/#page-56">page 56</a>. Bonds can be
|
||||
found on <a href="/books/core/#page-56">page 56</a>.
|
||||
<a href="/books/core/#page-226">page 226</a>.
|
||||
<a href="/books/core/#page-226">page 226</a>.
|
||||
<h2>BONDS</h2>
|
||||
<p>
|
||||
Heroes need connections to grow stronger — and Bonds represent exactly that. A
|
||||
Bond can be tied to one to three emotions, each belonging to one of three
|
||||
different pairings, as shown on the character sheet:
|
||||
</p>
|
||||
<ul>
|
||||
<li>Admiration or inferiority;</li>
|
||||
<li>Loyalty or mistrust;</li>
|
||||
<li>Affection or hatred.</li>
|
||||
</ul>
|
||||
<p>
|
||||
For each emotion in a Bond, the strength of that Bond is increased by one (up
|
||||
to a strength of 3 if you have an emotion in each pairing).
|
||||
</p>
|
||||
<p class="example">
|
||||
Example: If you have a Bond of inferiority and loyalty towards the Sapphire
|
||||
Princess, the strength of that Bond is 2. If you later begin to also feel
|
||||
affection towards her, its strength becomes 3.
|
||||
</p>
|
||||
<p>
|
||||
Just like Traits, Bonds can be invoked to improve your die rolls, and they can
|
||||
also boost your ability to help your companions.
|
||||
</p>
|
||||
<p>
|
||||
A character may have up to six Bonds at the same time. More information on
|
||||
Bonds can be found on <a href="/books/core/#page-56">page 56</a>.
|
||||
</p>
|
||||
<h2>FABULA POINTS</h2>
|
||||
<p>
|
||||
A powerful currency in the game that will come and go is Fabula Points. They
|
||||
can be earned by facing adversities, and spent to invoke Traits and Bonds, as
|
||||
well as fuel a variety of special effects. Players can also spend Fabula
|
||||
Points to introduce new elements into the story and shape the world around
|
||||
their characters!
|
||||
</p>
|
||||
<h2>CHARACTER LEVEL</h2>
|
||||
<p>
|
||||
Your character's level is an abstract indication of their power. Characters
|
||||
generally begin their adventures at level 5 and can climb up to level 50. On
|
||||
average, you should gain enough Experience Points to reach a new level at the
|
||||
end of every other session. The details of this system can be found on
|
||||
<a href="/books/core/#page-226">page 226</a>.
|
||||
</p>
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
<h2>When to perform checks</h2>
|
||||
|
||||
<p>
|
||||
For a Game Master, knowing when to call for a Check and when not to do so is a
|
||||
Skill that develops over time through trial and error.
|
||||
</p>
|
||||
<p>The following guidelines can be of help:</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
The Player Characters are heroes. Unless there’s a capable opposition or
|
||||
immediate threat, a Player Character's actions should simply succeed.
|
||||
Finding the tavern requires no roll — getting there without being noticed by
|
||||
the local bandit gang, on the other hand, will take some effort.
|
||||
</li>
|
||||
<li>
|
||||
Context and circumstances. The same action might require a Check depending
|
||||
on when and where it takes place. Swimming in a calm river doesn’t require a
|
||||
Check, while doing the same during a flood is extremely dangerous and would
|
||||
require a Check.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Relevant background. If a character’s Traits or general background are
|
||||
enough for them to succeed, the Game Master should simply allow it. For
|
||||
instance, an aristocrat will have little to no trouble securing an
|
||||
invitation for a court ball.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Impossible actions. Some actions simply cannot succeed, but you have to be
|
||||
open to the Players’ creativity! You can’t jump from Earth to the Moon, but
|
||||
you can build a magical ship to get there. You just need to remember that
|
||||
nothing comes for free, and build interesting situations around the Players’
|
||||
ideas.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Relevant failure. Failing a Check means the situation gets worse. If failure
|
||||
has no relevant impact on the situation, the Game Master should simply
|
||||
describe the outcome of the action and skip the Check. The same is true when
|
||||
a character isn’t acting under pressure: their actions may require time, but
|
||||
they will no doubt achieve their goal.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Stick to the rules. If the rules ask for a Check — or if they don’t —
|
||||
there’s probably a good reason. Think twice before doing the opposite, and
|
||||
only do so if everyone at the table is okay with it.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
@@ -0,0 +1,49 @@
|
||||
<h2>PERFORMING AN ATTRIBUTE CHECK</h2>
|
||||
|
||||
<p>
|
||||
in its most basic form, a Check is known as an Attribute Check and works as
|
||||
follows:
|
||||
</p>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
The character performing the Check states which goal they want to
|
||||
accomplish; the Game Master may also want to further clarify what can be
|
||||
achieved by succeeding at the Check. Sometimes, the goal will be the
|
||||
successful application of a Skill.
|
||||
</li>
|
||||
<li>
|
||||
The Player controlling the character describes their approach to the
|
||||
situation, which is to say, how they intend to pursue their goal. Based on
|
||||
that approach, the Game Master chooses which Attributes must be rolled, such
|
||||
as <span>【 DEX + MIG】</span> or <span>【WLP + WLP】</span>. Sometimes, the
|
||||
appropriate Attributes will be indicated by a specific rule.
|
||||
</li>
|
||||
<li>
|
||||
The Game Master declares the Difficulty Level (DL) for the Check, using the
|
||||
table on the next page as a reference. Sometimes, the Difficulty Level will
|
||||
be indicated by a specific rule. The Game Master must also inform the Player
|
||||
about what the consequences of a failure will be, making sure everyone
|
||||
understands what is at stake.
|
||||
</li>
|
||||
<li>
|
||||
The character rolls the appropriate dice, adding them together and applying
|
||||
any relevant modifiers coming from Skills, spells, equipment, or other
|
||||
effects.
|
||||
</li>
|
||||
<li>
|
||||
If the character rolled a fumble or a critical success, apply the
|
||||
corresponding effects (including the automatic failure or success).
|
||||
Otherwise...
|
||||
</li>
|
||||
<li>
|
||||
... if the Result of the Check is greater than or equal to the Difficulty
|
||||
Level, the character succeeds. If it is lower, the character fails.
|
||||
</li>
|
||||
<li>
|
||||
Finally, the outcome of the Check changes the current situation: either the
|
||||
character achieved their goal, or things took a turn for the worse. For more
|
||||
information on how to handle and describe the outcome of a Check, see
|
||||
<a href="/books/core/#page-44">page 44</a>.
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
<h1>Publisher's Foreword</h1>
|
||||
|
||||
<p>
|
||||
I grew up with JRPGs, I learned a lot and I shared powerful emotions and
|
||||
incredible adventures: they're my greatest passion, second only to my love for
|
||||
tabletop RPGs. I felt hatred for Kefka and his laughter; I screamed and cried
|
||||
during "that scene" with the kind Aerith and the brilliant Sephiroth; I felt
|
||||
the smell of gasoline and clanging of metal as I piloted Fei Fong Wong's mech
|
||||
and the Monado gripped in my hands with each of Shulk's strikes; I jumped
|
||||
through time together with Crono, Marie, Lucca and Robo; I was among the Stars
|
||||
of Destiny in Tir's Liberation Army; I smelled the gunpowder from Squall's
|
||||
gunblade; I was moved by Vivi's existential crisis and I fell in love with
|
||||
Tifa. My whole generation fell in love with Tifa. Whenever I finished a JRPG,
|
||||
I felt an emptiness inside. I wanted the plot to continue, I wanted the
|
||||
protagonists I loved and villains I hated to stay with me: every single time,
|
||||
I wished again and again for a tabletop RPG that would allow me to keep those
|
||||
stories and emotions alive. I tried many systems; I hacked and pasted together
|
||||
rules from different games, reskinned like there was no tomorrow, created
|
||||
house rules, but it never worked. I wanted an accurate way to play the JRPGs I
|
||||
loved, to create and experience new stories in the style of my favourite genre
|
||||
with the people at my table, but I could not find anything that truly
|
||||
satisfied me. Now, when I finish a JRPG and feel that familiar emptiness, I
|
||||
can simply schedule a session of Fabula Ultima and fill it whenever I want. I
|
||||
am very happy that Fabula Ultima is the first roleplaying game entirely
|
||||
produced by Need Games. I still remember when Emanuele told me how they wished
|
||||
to write a tabletop RPG based on JRPGs: I said "I know we're small today, but
|
||||
I'd love for this Fabula Ultima to be our first original game!". And so it
|
||||
was. To quote the greatest villain in the history of JRPGs (yes, of course I
|
||||
mean Kefka Palazzo): "Son of a submariner!!!" You're still reading the
|
||||
foreword! Come on! Go ahead, an airship awaits you to set sail for endless
|
||||
adventures...
|
||||
</p>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h2>CHAPTER ADVANCING A CLOCK</h2>
|
||||
<h2>ADVANCING A CLOCK</h2>
|
||||
<p>In general, Clocks advance through Checks:</p>
|
||||
<ul>
|
||||
<li>Fill one section for a successful Check.</li>
|
||||
@@ -34,7 +34,7 @@
|
||||
Level 10. The Game Master fills two sections on the "Ambushed!" Clock — one
|
||||
for her failure, and another because she failed the Check by three or more.
|
||||
</p>
|
||||
<h3>CLOCKS AND THE STORY</h3>
|
||||
<h2>CLOCKS AND THE STORY</h2>
|
||||
<p>
|
||||
Clocks should always interact with what happens in the story. The Game Master
|
||||
should use situational modifiers and adjust the Difficulty Level to represent
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
<h2>A THRESHOLD FOR FAILURE</h2>
|
||||
<p>
|
||||
If you use a Clock to represent a complex series of operations to achieve a
|
||||
goal, you must also establish when that goal will be irredeemably lost: does
|
||||
it take a single failed Check, or is there a parallel "failure" Clock that
|
||||
fills whenever a character rolls poorly? The Game Master determines this on a
|
||||
case-by-case basis, but must make sure to inform the Players as they approach
|
||||
the challenge.
|
||||
</p>
|
||||
<h2>TURNING BACK A CLOCK</h2>
|
||||
<p>
|
||||
Characters can also take action to slow a Clock's advance and erase some of
|
||||
the filled sections, eventually bringing it back to 0 — the method is
|
||||
identical to that of filling a Clock. When a Clock reaches 0, the Game Master
|
||||
may have the threat removed or simply keep it lurking in the shadows.
|
||||
</p>
|
||||
<p class="example">
|
||||
Example: As the heroes fight the powerful sorceress Chrona, her ritual to open
|
||||
a rift to the Demon Realm draws to its conclusion. The Player Characters must
|
||||
balance their actions between defeating the sorceress and slowing down the
|
||||
progress of the ritual, a ten-sections Clock that would end the scene in an
|
||||
automatic defeat.
|
||||
</p>
|
||||
|
||||
@@ -1,7 +1,45 @@
|
||||
everyone's progress, as explained under the Objective action (<a
|
||||
href="/books/core/#page-72"
|
||||
>page 72</a
|
||||
>). everyone's progress, as explained under the Objective action (<a
|
||||
href="/books/core/#page-72"
|
||||
>page 72</a
|
||||
>).
|
||||
<h2>OTHER EVENTS</h2>
|
||||
<p>
|
||||
If the Game Master feels like a certain event should fill or erase sections of
|
||||
a Clock (even if that event is not tied to a Check), they are free to fill or
|
||||
erase one section, or two sections for a major event.
|
||||
</p>
|
||||
<p>
|
||||
On the other end of that, some of the characters' choices might automatically
|
||||
fill a Clock or make it completely useless — for instance, smashing the
|
||||
Crystal of Life to pieces will make the "channel the power of the Crystal"
|
||||
Clock irrelevant. The Game Master is responsible for discarding Clocks that no
|
||||
longer matter within the story, provided this doesn't strip the Player
|
||||
Characters of the ability to shape the story.
|
||||
</p>
|
||||
<h2>CLOCKS DURING CONFLICT SCENES</h2>
|
||||
<p>
|
||||
The next section details the rules for conflict scenes — chases, battles,
|
||||
audiences, and more! These scenes will see characters working against each
|
||||
other to achieve goals, and Clocks are an excellent way to keep track of
|
||||
everyone's progress, as explained under the Objective action (page 72).
|
||||
</p>
|
||||
<p class="example">
|
||||
Example: During a duel between the two rivals Bertrand and Duma, the Game
|
||||
Master assigns each participant a six-section Clock. The first challenger to
|
||||
complete their Clock will win the duel.
|
||||
</p>
|
||||
<h2>USING CLOCKS FOR PACING AND PRESSURE</h2>
|
||||
<p>
|
||||
The Game Master should also employ Clocks to signal that the heroes have a
|
||||
limited amount of time to stop an antagonist's plans, obtain a specific item,
|
||||
or learn information. In short, Clocks should be used to convey pressure and
|
||||
keep the tension high — seeing how much time is left, the heroes will be able
|
||||
to manage their resources appropriately and should feel like every action is
|
||||
impactful.
|
||||
</p>
|
||||
<p class="example">
|
||||
Example: The Obliterator Airship Babel will be operative within four days. If
|
||||
they want to neutralize its soul core and prevent the Emperor from conquering
|
||||
the region, the heroes have no time to lose!
|
||||
The Game Master draws a huge Clock on the world map — four sections only!
|
||||
</p>
|
||||
<p>
|
||||
Clocks like these are "time trackers" and normally can't be directly
|
||||
influenced through Checks — they should be the focus of one or more sessions.
|
||||
</p>
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
Even if a character dies or leaves your story, any Bonds other characters had
|
||||
with them will remain until erased.
|
||||
</p>
|
||||
<h3>The Role of Bonds</h3>
|
||||
<h2>The Role of Bonds</h2>
|
||||
<p>
|
||||
Bonds make your character stronger while reminding you of their ties with the
|
||||
rest of the world and its people.
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
<h1>Conflict Scenes</h1>
|
||||
|
||||
<p>
|
||||
When the story gets to a climax, when the stakes are high and when every split
|
||||
second can make a difference, a conflict scene begins. A conflict is a series
|
||||
of back-and-forth exchanges at a rapid pace. You have no doubt encountered
|
||||
something like this in movies and TV series: time slows down and the camera
|
||||
zooms in on every single action.
|
||||
</p>
|
||||
<p>All of the following might make for good conflicts:</p>
|
||||
|
||||
<ul>
|
||||
<li>A chase scene amidst the narrow city alleys.</li>
|
||||
<li>
|
||||
An infiltration scene where some of the characters sneak past enemy
|
||||
surveillance, perhaps while allies provide a useful distraction or cover
|
||||
operation.
|
||||
</li>
|
||||
<li>
|
||||
A skirmish between armed groups or a fight against a dangerous monster.
|
||||
</li>
|
||||
<li>A large-scale battle involving clashing armies from enemy kingdoms.</li>
|
||||
<li>A tense audience with a powerful figure.</li>
|
||||
<li>A duel between two ancient rivals.</li>
|
||||
</ul>
|
||||
<h2>USING CONFLICTS</h2>
|
||||
<p>
|
||||
As with any other scene, the Game Master is responsible for declaring the
|
||||
beginning and end of conflicts. The ability to properly time conflicts is
|
||||
something that can only be developed by playing the game. Draw inspiration
|
||||
from how videogames, movies, and comics handle pacing — consuming a variety of
|
||||
different media can really help keep things fresh!
|
||||
</p>
|
||||
<p>
|
||||
Something you should never forget is that you are not bound to use conflict
|
||||
rules for every battle, chase or debate — instead, you should save them for
|
||||
truly dramatic situations. Checks and Clocks will often be more than enough to
|
||||
resolve a scene, without the added complexity of conflict rules. In general,
|
||||
aim for about one conflict scene every two hours of play.
|
||||
</p>
|
||||
<h2>THE STRUCTURE OF A CONFLICT</h2>
|
||||
The flowchart on the right illustrates all the main steps of a conflict scene.
|
||||
Each step will be explained in greater detail over the course of this section.
|
||||
|
||||
@@ -1,8 +1,60 @@
|
||||
<h2>ROUNDS AND TURNS</h2>
|
||||
|
||||
<p>Conflict scenes take place as a series of consecutive rounds.</p>
|
||||
|
||||
<p>
|
||||
You can find more about actions starting on
|
||||
<a href="/books/core/#page-66">page 66</a>.
|
||||
During each round, the participants will alternate taking turns, starting with
|
||||
one participant from the side who has the initiative. Back to the previous
|
||||
example: Since the Player Characters seized the initiative, one of them
|
||||
(Ricard or Silida) will be the first to take their turn during each round.
|
||||
Then, the golem will take its turn; after the golem, the remaining Player
|
||||
Character will finally be able to act. Then, a new round will begin.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
You can find more about actions starting on
|
||||
<a href="/books/core/#page-66">page 66</a>.
|
||||
Each turn allows for a single action — that said, some powerful effects might
|
||||
grant characters the ability to perform multiple actions during the same turn.
|
||||
You can find more about actions starting on page 66.
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
A character cannot choose to "pass" if they have the opportunity to take a
|
||||
turn. If an enemy just acted and you are the only Player Character who
|
||||
hasn't taken their turn this round, for instance, you must take your turn.
|
||||
</li>
|
||||
<li>
|
||||
Sometimes one side will be outnumbered by their adversaries. If this
|
||||
happens, keep alternating turns as long as possible, then let the side with
|
||||
the numerical advantage take their remaining turns towards the end of the
|
||||
round.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Example: In a conflict with two PCs and three NPCs where the heroes have
|
||||
seized the initiative, each round will be as follows:
|
||||
<code
|
||||
>PC Turn → NPC Turn → PC Turn → NPC Turn → NPC
|
||||
Turn</code
|
||||
>
|
||||
</p>
|
||||
|
||||
<p>
|
||||
The round ends once every participant has performed the turn (or turns, in the
|
||||
case of some exceptionally powerful creatures) at their disposal.
|
||||
</p>
|
||||
|
||||
<up
|
||||
><li>
|
||||
There is no fixed duration for rounds and turns: they represent cinematic
|
||||
camera movements and dramatic spotlight, not specific segments of time.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Despite that, it is perfectly reasonable to tie a countdown or similar
|
||||
gimmick to conflict rounds (such as a six-sections Clock named “collapsing
|
||||
tower” that gets ticked at the end of each round — you don't want to be
|
||||
there when it fills up).
|
||||
</li></up
|
||||
>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h3>DYNAMIC TURN ORDER</h3>
|
||||
<h2>DYNAMIC TURN ORDER</h2>
|
||||
<p>
|
||||
Since turns do not belong to specific characters, you may switch the order of
|
||||
your actions from round to round. For instance, a sorceress who took the last
|
||||
@@ -8,7 +8,7 @@
|
||||
will perform much better than those in which everyone is focusing on an
|
||||
individual strategy.
|
||||
</p>
|
||||
<h3>THE ACTION ECONOMY</h3>
|
||||
<h2>THE ACTION ECONOMY</h2>
|
||||
<p>
|
||||
Much like any game that limits the amount of “moves” a character can perform
|
||||
before their opponents get a chance to act, Fabula Ultima rewards you for
|
||||
@@ -27,7 +27,7 @@
|
||||
normal foes.
|
||||
</li>
|
||||
</ul>
|
||||
<h3>OPTIONAL: ENEMY INITIATIVE</h3>
|
||||
<h2>OPTIONAL: ENEMY INITIATIVE</h2>
|
||||
<p>
|
||||
If you are the Game Master, it can be hard to remember which adversaries still
|
||||
need to take their turn. An excellent solution is to have enemies take their
|
||||
|
||||
@@ -1,4 +1,57 @@
|
||||
While the explanation for the Objective action on
|
||||
<a href="/books/core/#page-72">page 72</a> should give a pretty While the
|
||||
explanation for the Objective action on
|
||||
<a href="/books/core/#page-72">page 72</a> should give a pretty
|
||||
<h2>SAMPLE GOAL CLOCKS</h2>
|
||||
<p>
|
||||
While the explanation for the Objective action on page 72 should give a pretty
|
||||
good idea of how it should be used, below are examples of creative strategies
|
||||
that can be used during conflicts.
|
||||
</p>
|
||||
<p>
|
||||
When adjudicating whether the active character is performing an Attribute
|
||||
Check against a set Difficulty Level or an Opposed Check against another
|
||||
character that is present on the scene, remember that there is no limit to how
|
||||
many times a character may oppose a Objective action within the same round.
|
||||
</p>
|
||||
<p>
|
||||
A single defender with high Attributes can still prove challenging even when
|
||||
severely outnumbered.
|
||||
</p>
|
||||
<h3>BRING IT DOWN</h3>
|
||||
<p>
|
||||
While fighting against a winged dragon, the heroes decide to work together to
|
||||
keep it permanently on the ground and within reach of melee weapons.
|
||||
</p>
|
||||
<p>
|
||||
This is a major goal since it will make the battle much easier but will not
|
||||
end it by itself. The Clock should probably have 6 sections. Possible actions
|
||||
would be...
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
Use【 DEX + WLP】 to bravely taunt and lure the dragon near the ground,
|
||||
striking when it's nearby. You will surely gain a +2 bonus if you are
|
||||
carrying something the dragon desires!
|
||||
</li>
|
||||
|
||||
<li>
|
||||
If armed with a ranged weapon, use【 DEX + INS】 to aim at a wing and wound
|
||||
the muscles governing its movements.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
Use【 INS + WLP】 to help your group retreat towards a narrow canyon where
|
||||
the dragon will have trouble maneuvering.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
If the dragon is temporarily within reach, such as after someone attempted
|
||||
the first approach on this list, use【 MIG + MIG】 to wrestle it and pin it
|
||||
down! Most of these Checks will be performed against the dragon's own
|
||||
Checks, but the Game Master might also decide that the second approach must
|
||||
be made against the dragon's Defense score.
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Most of these Checks will be performed against the dragon's own Checks, but
|
||||
the Game Master might also decide that the second approach must be made
|
||||
against the dragon's Defense score.
|
||||
</p>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h2>CHAPTER CATCH THE THIEF</h2>
|
||||
<h3>CATCH THE THIEF</h3>
|
||||
<p>
|
||||
Heading towards their rooms in Caralon Castle, the heroes spot a suspicious
|
||||
figure at the end of a corridor — and in their hands is the powerful artifact
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
<p><em>This page is intentionally left blank.</em></p>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
<h1>CONVINCE THE QUEEN</h1>
|
||||
<h3>CONVINCE THE QUEEN</h3>
|
||||
<p>
|
||||
The heroes need to persuade the Queen of Armorica that attacking the Imperial
|
||||
forces tomorrow would be a suicidal maneuver. For some reason, the Queen's
|
||||
|
||||
@@ -0,0 +1,64 @@
|
||||
<h3>KEEP THEM OUT</h3>
|
||||
<p>
|
||||
While facing off against a powerful necromancer, the heroes are swarmed by
|
||||
hordes of zombies, making the battle much more dangerous. If only they could
|
||||
get a couple of rounds without new undead arriving on the scene!
|
||||
</p>
|
||||
<p>
|
||||
This is a minor goal and the Clock has 4 sections. Possible actions would
|
||||
be...
|
||||
</p>
|
||||
|
||||
<ul>
|
||||
<li>Use【 DEX + MIG】 to quickly barricade a door to the room.</li>
|
||||
<li>
|
||||
If capable of casting light-type spells, use【 INS + WLP】 to keep the
|
||||
undead at bay.
|
||||
</li>
|
||||
<li>Use【 MIG + MIG】 to physically block the zombies and push them back.</li>
|
||||
</ul>
|
||||
|
||||
<p>
|
||||
Most of the above Checks will be performed against the zombies, but the
|
||||
necromancer might oppose the second approach with some magic of his own.
|
||||
</p>
|
||||
|
||||
<h3>STOP THE RITUAL</h3>
|
||||
|
||||
<p>
|
||||
This time, the heroes aren't pursuing a goal of their own — instead, they are
|
||||
trying to stop a powerful witch from reaching the conclusion of a dangerous
|
||||
Ritual, and all this while fighting against the witch's summoned beasts.
|
||||
</p>
|
||||
<p>
|
||||
This is a resolutive goal for the witch, and the Clock has 10 sections. This
|
||||
time, the Player Characters' goal is to prevent the Clock from filling while
|
||||
they battle the witch.
|
||||
</p>
|
||||
<p>Possible actions would be...</p>
|
||||
|
||||
<ul>
|
||||
<li>
|
||||
Use【 DEX + INS】 to line up a shot with an elemental bow or pistol and
|
||||
disrupt the flow of soul energy.
|
||||
</li>
|
||||
|
||||
<li>
|
||||
If capable of casting spells, use【 INS + WLP】 to manipulate the magic of
|
||||
the Ritual.
|
||||
</li>
|
||||
<li>
|
||||
Use【 DEX + MIG】 to pick up one of the witch's minions and fling it towards
|
||||
her or inside the magic circle, causing a distraction.
|
||||
</li>
|
||||
<li>
|
||||
Use【 MIG + WLP】 to appear dangerous enough that the witch will momentarily
|
||||
have you, and not the Ritual, as her top priority!
|
||||
</li>
|
||||
</ul>
|
||||
<p>
|
||||
Most of these Checks will be made directly against the witch, although the
|
||||
third approach might instead be made against the minion; the witch herself is
|
||||
so powerful that her Clock automatically fills by 1 section at the end of each
|
||||
round — and she can also choose to Objective on her turn to speed things up.
|
||||
</p>
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
<h1>Welcome to Fabula Ultima!</h1>
|
||||
|
||||
<p>
|
||||
Welcome to Fabula Ultima! What you hold in your hands is the core rulebook for
|
||||
a tabletop roleplaying game inspired by some of the most beloved JRPG
|
||||
videogames, such as Bravely Default, Bravely Second, Granblue Fantasy, Ni No
|
||||
Kuni, Octopath Traveler, and the legendary Final Fantasy series. The JRPG
|
||||
acronym stands for Japanese (or Japanese-style) Roleplaying Game, a videogame
|
||||
genre that saw its origin in Japan but is currently spread all over the world,
|
||||
counting hundreds of titles. JRPG videogames share some major elements: they
|
||||
tell fantastic stories in which extraordinary individuals confront the
|
||||
darkness that threatens their world, growing and learning to trust each other:
|
||||
only by struggling together and casting aside their suspicions and differences
|
||||
will they save what they hold dear. This may read like a reasonably common
|
||||
premise, but what makes JRPGs unique is that the worlds in which they are set
|
||||
— often wondrous and bizarre! — are built around the protagonists and act as a
|
||||
reflection of the doubts, hopes and feelings driving their actions: the
|
||||
process of discovering the setting goes hand in hand with understanding who is
|
||||
accompanying us in our journeys. Just like the JRPGs it was inspired by,
|
||||
Fabula Ultima focuses on epic tales of growing heroes and powerful villains,
|
||||
set in fantastic worlds brimming with wondrous locations and bizarre, unique
|
||||
monsters, tightly connected to each protagonist's unique themes and choices.
|
||||
Unlike a videogame, you won't play through a prewritten plot and grind for
|
||||
experience by slaying monsters for countless hours or carrying out duties for
|
||||
quest-givers. Instead, you will build your own story together little by
|
||||
little, and you will be rewarded for playing your character in a way that fits
|
||||
their role and identity in that story!
|
||||
</p>
|
||||
|
||||
@@ -191,7 +191,7 @@ li.active .page-num {
|
||||
max-width: 860px;
|
||||
margin: 0 auto;
|
||||
padding: 32px;
|
||||
border-bottom: 1px solid var(--border);
|
||||
/*border-bottom: 1px solid var(--border);*/
|
||||
}
|
||||
|
||||
.page-section:last-child {
|
||||
|
||||
Reference in New Issue
Block a user