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<head>
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<title>Environmental Antagonists Mechanics</title>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Environmental Antagonists</h1>
<p>
Sometimes, natural fantasy Villains manifest in the form of miasmas, curses
and afflictions that change any ecosystem their influence spreads to. It
should be noted that the antagonist is not the environment itself, but
rather whatever force is corrupting it this is often the result of actions
by the worlds ancients inhabitants.
</p>
<p>
This isnt a struggle between people and nature, but a war where both, side
by side, face the consequences of a tragic, faded past, in an attempt to
understand it so that it doesnt repeat itself. Among the most common
environmental antagonists are magical phenomena, curses, elemental
imbalances, and diseases born of ancient experiments.
</p>
<h2>Game Rules Mechanics</h2>
<p>
When it comes to game rules, these Villains offer some interesting
possibilities:
</p>
<ul>
<li>
<strong>Environmental Effects.</strong> The environment itself might add
special effects during conflicts: a corrupting miasma that damages any
creature suffering from a specific status effect at the end of each round,
a magical desertification that halves any healing received by living
creatures, or an elemental aura that empowers or weakens a specific type
of damage. These effects can be very powerful and should be considered an
additional enemy for the sake of conflict building.
</li>
<li>
<strong>Shared Ultima Points.</strong> The most dangerous creatures among
those affected by the corruption might be able to spend Ultima Points from
the Villains pool to invoke Traits and Recover (see Core Rulebook, page
101). They shouldnt be able to Escape, but they are considered Villains
for the purpose of Skills and game effects.
</li>
<li>
<strong>Fabula Points and Atmosphere.</strong> If a Villain manifests
through environmental corruption, the Player Characters should receive a
Fabula Point every time their influence become especially noticeable, for
example in the guise of a terrible omen or when a creature is shown to be
a thrall to the Villains will (see Shared Ultima Points above). Game
Master scenes are particularly useful for this purpose.
</li>
<li>
<strong>Final Battle.</strong> Usually, an environmental antagonist cannot
be confronted directly until the protagonists reach their core or
incarnation and free the region from their influence a liberation that
is sometimes only temporary.
</li>
<li>
<strong>Altered Wellsprings.</strong> This is a very specific option, but
if your group includes a character that can use invocations (see page
156), the Villains influence might create new wellsprings outside of the
standard list or, perhaps, alter the existing wellsprings over the course
of a conflict.
</li>
</ul>
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