73 lines
3.2 KiB
HTML
73 lines
3.2 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Environmental Antagonists Mechanics</title>
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<link rel="stylesheet" href="book-page.css" />
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</head>
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<h1>Environmental Antagonists</h1>
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<p>
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Sometimes, natural fantasy Villains manifest in the form of miasmas, curses
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and afflictions that change any ecosystem their influence spreads to. It
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should be noted that the antagonist is not the environment itself, but
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rather whatever force is corrupting it – this is often the result of actions
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by the world’s ancient’s inhabitants.
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</p>
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<p>
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This isn’t a struggle between people and nature, but a war where both, side
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by side, face the consequences of a tragic, faded past, in an attempt to
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understand it so that it doesn’t repeat itself. Among the most common
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environmental antagonists are magical phenomena, curses, elemental
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imbalances, and diseases born of ancient experiments.
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</p>
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<h2>Game Rules Mechanics</h2>
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<p>
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When it comes to game rules, these Villains offer some interesting
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possibilities:
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</p>
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<ul>
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<li>
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<strong>Environmental Effects.</strong> The environment itself might add
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special effects during conflicts: a corrupting miasma that damages any
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creature suffering from a specific status effect at the end of each round,
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a magical desertification that halves any healing received by living
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creatures, or an elemental aura that empowers or weakens a specific type
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of damage. These effects can be very powerful and should be considered an
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additional enemy for the sake of conflict building.
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</li>
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<li>
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<strong>Shared Ultima Points.</strong> The most dangerous creatures among
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those affected by the corruption might be able to spend Ultima Points from
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the Villain’s pool to invoke Traits and Recover (see Core Rulebook, page
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101). They shouldn’t be able to Escape, but they are considered Villains
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for the purpose of Skills and game effects.
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</li>
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<li>
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<strong>Fabula Points and Atmosphere.</strong> If a Villain manifests
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through environmental corruption, the Player Characters should receive a
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Fabula Point every time their influence become especially noticeable, for
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example in the guise of a terrible omen or when a creature is shown to be
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a thrall to the Villain’s will (see Shared Ultima Points above). Game
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Master scenes are particularly useful for this purpose.
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</li>
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<li>
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<strong>Final Battle.</strong> Usually, an environmental antagonist cannot
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be confronted directly until the protagonists reach their core or
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incarnation and free the region from their influence – a liberation that
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is sometimes only temporary.
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</li>
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<li>
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<strong>Altered Wellsprings.</strong> This is a very specific option, but
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if your group includes a character that can use invocations (see page
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156), the Villain’s influence might create new wellsprings outside of the
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standard list or, perhaps, alter the existing wellsprings over the course
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of a conflict.
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</li>
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</ul>
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</html>
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