Fabula Ultima Playtest Materials (ENG) (June 3rd, 2024) (Page Spread)
Fabula Ultima Playtest Materials (ENG) (June 3rd, 2024) (Page Spread)
z
O This document contains
playtest materials.
w Invoker: Ripples no longer restores MP but gets a bonus to Accuracy. w Floralist: Reduced the damage and HP/MP loss and increase received at higher levels by magiseeds.
Lowered the HP and MP recovery granted by Golden Ginkgo and Remedy Lily. Improved the first step
w Natural Fantasy Heroic Skills: Brave Bash now adds damage only on free attacks and is available to of Pilgrim Gazalia, now identical to the first. Wrathful Carnation now functions in a different way and
Fury and Pilot as well. Greater Chloromancy has been modified (spicy new version, I say!). Wise Counsel allows for combo-swapping with other seeds. Tree of Life is now max SL 5 and the base HP healing is
is for Commanders as well. better, but the MP recovery is much lower.
w Arcanist Rework: Phantom Strength was redesigned (this never happens, right?!) w Invoker: Wellspring Expansion now includes flails.
w Core Book Reworks (version 1.5): Condemn and Encourage are back to max SL 5 to allow people to w Natural Fantasy Heroic Skills: Auramancer's Refraction allows for damage reduction to also be based
master Orator without taking both; Condemn doesn't stack with itself anymore. Rampart can be used on the character's total level. Fitcast no longer requires a single weapon equipped.
during any round, once per conflict, but at a 20 MP cost. Hawkeye costs 10 MP rather than 5, and the first
effect only lasts until the end of your next turn. Monkey Grip reworked. w Heroic Style Skills: Ranger Style has a slightly tweaked effect. Iaido Style has been reworked, and now
also applies to weapon modules. Humble Style now only requires d10 Willpower. Fuma Shuriken Style
has been boosted. Blast Gladiator Style has been greatly simplified.
Previously Updated: May 6th, 2024
w Arcanist Rework: Phantom Strength now scales at 3 + (SL x 2). Might be too much, so please try it
w Camp Activities: Exploration was improved. in play and send feedback. The feeling was that the previous 4 + SL scaling made further investment
beyond the first point quite disappointing.
w Floralist: Modified the magiseeds that change damage type so their effect is ongoing and applies to
skills such as Shadow Strike. Also modified the magiseeds that grant Resistance or immunity to a given w Core Book Reworks: The damage increase for rare weapons is now 2 points every 1000 zenit of cost,
status so that they immediately apply on the very same turn they are planted. Verdant Sway now has a rather than 1 every 500 (this to avoid weapon modules from Pilot being at +1 by default). Bodyguard has
slightly broader application including spores and poisons. been tweaked to avoid confusion and possible immediate double-use of Protection. Fixed the rework
text for Devastation. Agony now only affects enemies. Introduced a reduction of the automatic bonus to
w Natural Fantasy Heroic Skills: Auramancer's Refraction now triggers on yourself too, not only on allies.
Accuracy and Magic Checks for NPCs. Condemn and Encourage from Orator have been further tweaked.
Wise Counsel now has an MP cost to discourage spamming its use.
Added a new Pressure and Stagger optional rule.
w Heroic Style Skills: Gunslinger Style was rewritten in its conditions to be useable with the weaker Pilot
modules. Talk about a hellish wording nightmare. Reaper Style ignores the spell's MP cost and deals
extra damage on the attack.
When you choose to perform Camp Activities during a Rest, choose one option: you d FLIGHT
perform two different Camp Activities, whose effects cannot be applied to the same You belong to a unique heritage of humanoids who have the ability to fly or levitate.
creature; or you perform the same Camp Activity twice, applying its effects to two How does this work? Is it magical, or do you have wings? How did this particular
different creatures. advantage shape the history and society of your people? How do people usually react
to seeing you?
d CURSED You are able to fly. In addition to the obvious advantage in mobility, your melee attacks
You bear the burden of a strange curse. Through which supernatural effects does it can target flying creatures and you cannot be targeted by melee attacks unless the
manifest? How did you become cursed? Did you bother a magical creature or explore attacker is flying or is somehow able to reach flying targets.
a forbidden place? Who might tell you how to break it? While in Crisis or unable to fly freely (such as when you're inside a vehicle designed
for human-sized creatures or in a narrow corridor), you lose all benefits granted by this
When you acquire this Quirk, describe the nature of your curse and tie it to one of Quirk. Additionally, when you suffer air, bolt or ice damage during a conflict scene, you
the threats present in your world. Once this threat is resolved, you will finally have a lose the benefits of this Quirk until the start of your next turn.
chance to break free from the curse - describe how you expect this to happen.
Examples: nearby animals become aggressive; waters become treacherous when you
swim or sail; invisible sprites misplace your belongings.
When you are about to perform a Check, you may instead describe how your curse
gets in the way and automatically roll a fumble (both dice are treated as if you had
rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate
an opportunity as normal.
If you ever manage to break the curse, immediately gain a Heroic Skill of your choice
(you may even choose a Heroic Skill whose requirements you do not satisfy, unless
they include a Skill you don't have). This includes choosing a Heroic Skill for a Class
W you do not have. W
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Examples: you might turn into a great guardian tree, into a visage on the side of a cliff, Additionally, when you encounter a contraption or creature connected to ancient
into a uniquely shaped rock, or into the brightest star there is. technology or to a ruins' past, you may choose one option: ask the Game Master
its purpose; or ask the Game Master what can activate it; or ask the Game Master
The same happens if you Sacrifice yourself; in both cases, your character is considered what can deactivate it. The Game Master answers truthfully and you describe a brief
dead and cannot be brought back in any way. However, from now on all Player flashback that reveals the answer.
Characters in the campaign (including your new character) will receive 1 additional After you receive an answer this way for the sixth time, you remember the real reason
Fabula Point at the start of each session (approximately four hours of play). why you had been left dormant underground, and the Game Master chooses one
option: you remember a key clue regarding a threat that is present in your world; or
you remember the existence of a new threat and receive a key clue about it.
d TRAVELING WORKSHOP
You own a transport that also acts as your shop and laboratory. How did you obtain it? Note that you will keep all benefits from this Quirk after this revelation (both the
How does it move, and what energy fuels it? What makes it extremely recognizable? ability to ignore costs and to ask questions).
Normally, how do people react to its passage?
You may only choose this Quirk if your character has acquired one or more Classes
among Gourmet and Tinkerer.
You obtain a land vehicle (see page 125 of the Core Rulebook). This vehicle is big
enough to accommodate you and the rest of your group, plus two or three guests, but
unfit for combat.
If a Project requires a special ingredient or material, you may spend 1 Fabula Point to
suddenly stumble upon something similar in your workshop; if you do, the invention
must have a terrible flaw (see page XXX of the Core Book).
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c Custom weapons have been released officially as part of the High Fantasy book in
WCUSTOM WEAPONS Italian; they are still in this playtest document to allow international users to use them.
A majority of JRPG protagonists wield unique weapons that reflect their style and CUSTOMIZATIONS
are an expression of their personality - from battle umbrellas to gun axes, nothing
Accurate
should be considered too impractical!
The following rules allow you to create a custom weapon for your hero during character Adds a +2 bonus to the weapon's Accuracy Check formula.
creation; later on, the Game Master can create rare versions of these weapons as per
the normal rules in the Core Rulebook (page 268; you can find sample rare custom Defense Boost
weapons in the following pages). You gain a +2 bonus to Defense, and you are treated as having a shield equipped for
Custom weapons aren't strictly better than normal basic weapons; choose what to use the sake of your Skills (for instance, Defensive Mastery or Dodge).
based on what fits your personal vision of the character.
Elemental
CREATING A CUSTOM WEAPON Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage
A custom weapon starts with the following characteristics: of the chosen type instead of physical, and also deals 2 extra damage.
w It belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm, Magic Defense Boost E
flail, heavy, spear, sword or thrown). You gain a +2 bonus to Magic Defense.
w It is not a martial weapon (E), but might become one depending on the customizations
Powerful E
that are chosen for it (see below).
The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
w It is a two-handed weapon and cannot benefit from the Monkey Grip Heroic Skill (in
short, a custom weapon will always occupy both hand slots). This customization is not available for arcane and dagger weapons, or for weapons
with the quick customization (see below).
w It is a melee weapon or a ranged weapon (your choice, and regardless of the Category
you previously chose for it). Quick (counts as two customizations) E
w It has a cost of 300 zenit. When you perform the Attack action and choose to attack with this weapon, you may
perform two attacks (against the same target or against different targets). If you do,
w Its Accuracy Check relies on【DEX + INS】or【DEX + MIG】(your choice). both attacks follow the rules for two-weapon fighting (no multi, HR equal to 0).
w It deals physical damage equal to【HR + 5】.
Transforming (increases the custom weapon's cost by 100 zenit)
A custom weapon also receives three customizations from the list on the right. This weapon has a second form: this second form must be designed as its own
separate custom weapon, but it must also have the transforming customization and
w Each customization can only be chosen once for the same custom weapon. doesn't cost you any additional zenit.
w Choosing a customization marked with E turns the weapon into a martial weapon. While you have one of the two forms equipped, you can equip the other form whenever
you want; during a conflict scene, you can only do so during your turn, before or after
w If a customization says "you", it refers to the character who has the weapon equipped. an action, and only once per turn.
w Some especially powerful customizations count as two customizations or increase the If one or both the forms are martial (E), remember that you must have the appropriate
W cost of the custom weapon. Classes to equip them. Additionally, a transforming weapon can still only have one W
Special Ability (the Special Ability applies to both forms).
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COMPATIBILITY
Custom weapons allow you to create the most bizarre armaments you can imagine:
Oh, these?
and at the same time, I did my best to keep them somewhat balanced. For instance,
you might argue that a quick and accurate custom weapon is always better than a pair How I got them
of steel daggers, but you lose the flexibility of combining that dagger with a different is a mighty fine tale!
weapon - there's pros and cons to each choice.
TRANSFORMING WEAPONS
The transforming customization is by far the most complex option provided by custom d CHAIN DAGGERS
weapons. One important note, however: if one form of your weapon is a melee weapon This is the iconic weapon wielded by Eryon, the Dancer. It is a transforming weapon,
and the other is a ranged weapon, or if they belong to different Categories, you only and both forms are martial weapons: thus, a character must be able to equip both
gain the benefits of one form at the same time. martial melee weapons and martial ranged weapons to use this item.
For instance, if you use a weapon with a melee form and a ranged form, you won't be DANCING KNIVES
able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack
while simultaneously having Crossfire available. The weapon's basic form, worth 400 zenit.
A character wielding a transforming weapon is always free to decide which form they Form I E Accuracy:【DEX + MIG】 Damage:【HR + 5】physical
start with at the beginning of a conflict. Two-handed w Melee w No Special Ability; this form belongs to the dagger Category
and has the quick and transforming customizations.
SAMPLE HIGH FANTASY CUSTOM WEAPONS Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 10】physical
The following pages showcase a few examples of High Fantasy-style custom weapons, Two-handed w Ranged w No Special Ability; this form belongs to the flail Category
accompanied by possible rare evolutions. and has the accurate, powerful and transforming customizations.
w You may never wield a custom weapon in a single hand, not even decreasing its
damage by 4 as indicated on page 268 of the Core Rulebook. BLAZING CHAINS
A possible rare evolution, worth 1200 zenit.
w When it comes to transforming weapons, any modification (extra damage, Special
Abilities, Accuracy bonuses...) is automatically applied to both forms. Form I E Accuracy:【DEX + MIG】 Damage:【HR + 9】fire
Sometimes, a Player Character's custom weapon will also be something they hold dear Two-handed w Melee w Deals 5 extra damage to demons and undead; this form
(especially if it was obtained through the Heirloom Quirk, found on page XXX). In that belongs to the dagger Category and has the quick and transforming customizations.
case, it can be a good idea to describe later rare variants as "upgrades" of the initial
weapon, instead of completely different items (for instance, they might be described Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 14】fire
as gems slotted inside a sword, or unique cartridges for a firearm). However, the rules Two-handed w Ranged w Deals 5 extra damage to demons and undead; this form
and mechanics that govern items and equipment should not be altered. belongs to the flail Category and has the accurate, powerful and transforming
W customizations.
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CAMP ACTIVITIES
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Camp Activities are an optional rule designed to give greater spotlight to resting KEEPING TRACK OF THE BENEFITS
scenes (page 91 of the Core Rulebook) and provide more options in addition to just
Many Camp Activities provide a benefit that
increasing or modifying Bonds. While they have been created with a Natural Fantasy
can be used only once before the next rest; to
tone in mind, they can be used in any campaign.
make sure you easily remember which characters
have access to each specific benefits, you could use
Using this rule will not make Player Characters especially more powerful than normal,
tokens, counters, or other small objects that express
but surely offers an improvement in flexibility.
the personality of whatever Player Character performed
the corresponding Camp Activity.
CHOOSING CAMP ACTIVITIES
Example: Brandon's player keeps track of sleep soundly
If you use this optional rule, each Player Character gains access to two different Camp using a pink plastic button; on the other hand, Martha's
Activities, chosen during character creation from the list in the following pages. player gives a little badge portraying a slice of cake to
anyone who benefits from her double portion.
Make sure to avoid redundant Camp Activities within the same group, and to choose
Activities that fit your Player Character's concept and Identity. If the benefit carries over from one session to another,
instead, you can simply take not of it in a clearly visibile
area on your character sheet!
USING CAMP ACTIVITIES
When Player Characters play a resting scene (be while inside a settlement or in the
wilderness), each Player Character who takes part in it may perform one among the CAMP ACTIVITY TARGET
Camp Activities they have access to, describing it and applying its benefits to the Camp Forge Yourself
chosen target.
Choose one option: you repair a damaged item owned by the group; or you create
It should be noted that each character may choose how to employ the resting scene, a single basic weapon, armor, or shield of your choice (see pages 130-133 of the
independently from everyone else. Core Rulebook) without paying its cost in zenit; or you destroy a single piece of
equipment owned by the group and obtain a material whose value is equal to the
Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each. cost of the destroyed item (see page XXX for more information on materials).
They decide to play a resting scene inside the tavern; Brandon sleeps soundly to gain
an additional action in the future, while Martha prepares a double portion for Ylua, Cartography Yourself
who is often the target of the party's healing spells. Seeing Martha's kindness, Ylua Once before the next rest, after your group makes a travel roll, you may reroll the die
decides to use this scene to gather a few useful ingredients for the cook... hoping not and keep the new result.
to get into any trouble!
Combat Lesson One ally
Whether they perform a Camp Activity or not, characters may still use the resting scene
to adjust their Bonds (see page 91 of the Core Rulebook). Once before the next rest, after making an Accuracy Check or a Magic Check for an
offensive spell (r), the target may add a bonus of +4 to the Result of the Check.
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FLORALIST SKILLS
BATTLE GARDENING (ç3)
There is no rose After you plant a magiseed through the Chloromancy Skill (not when using Graft),
without thorns. you may choose one option: you perform a free attack with an equipped weapon; or
you immediately perform the Spell action for free, casting a spell with a total Mind
Point cost equal to or lower than【5 + (SL × 5)】(you must still pay its MP cost). Treat
the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when
determining damage dealt by this attack or spell.
CHLOROMANCY (ç10)
Each time you acquire this Skill, you discover a new type of magiseed. The rules for
discovering magiseeds can be found in the next pages.
n During a conflict, if there are no magiseeds in your garden, you may use an action and
Spiritual energy flows strongly spend 20 Mind Points to plant a magiseed among those you have discovered. The rules
within plants, thanks to their for the garden and for growing magiseeds can be found in the next pages.
direct connection to our earth.
Growing from this encounter GRAFT
are magiseeds, gifted with As long as there is a magiseed in your garden and 1 or more sections of your Growth
the unique ability to thrive on Clock are filled, you may use an action to remove that magiseed from your garden: if
spiritual energy and blossom you do, you immediately plant a different magiseed among those you have discovered
into a majestic yet ephemeral (keep the current filled sections of your Growth Clock unchanged).
triumph of magic.
Floralists can identify and TREE OF LIFE (ç5)
cultivate these strange seeds,
When you remove a magiseed from your garden, you may choose one creature you can
which grant a large variety of
see: if that creature is in Crisis, they recover【5 + (SL × 5)】Hit Points.
benefits and can be combined
with all sorts of disciplines,
VERDANT SWAY
martial and magical.
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
may use Ritualism to create, animate, and/or control vegetation, pollen, spores, and
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n toxins (but you cannot create nor control plant-Species NPCs this way).
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WMAGISEEDS
THE GARDEN MAGISEED LIST
When you plant a magiseed, it takes root in your garden until removed. Your garden Below and in the next pages you will find a list of standard magiseeds that each
is an abstract space whose appearance varies depending on your character's look: it Floralist can discover by investing levels into the Chloromancy Skill.
might be a pot on their back, a gap along their blade, or even the ground under their
feet. Your garden can only contain one magiseed at a time, and any magiseeds in your Your group can also collaboratively create new magiseeds, and the Game Master may
garden are automatically removed at the end of each scene. opt to include them among rewards, obtained independently of your investment in
Chloromancy. Each magiseed is worth approximately 1000 zenit; try your best to keep
these new magiseeds on a similar power to those on the standard list.
THE GROWTH CLOCK
When you acquire the Chloromancy Skill, you also receive a Growth Clock which is
present only during conflict scenes and represents the cycle of life in your garden.
ARCTIC NARCISSUS
It stubbornly survives in frozen territories.
w Your Growth Clock has 4 sections, and it begins each scene empty.
T EFFECT
w At the end of your turn, if a magiseed is present in your garden, fill 1 section of your
Growth Clock; then, if there is still a magiseed in your garden and that magiseed has 0-1 You are Resistant to earth and ice damage.
an "at the end of your turn" effect (see below), apply that effect. 2-3 You and your allies present on the scene are Resistant to earth and ice damage.
w When you fill the fourth section of your Growth Clock, remove the magiseed in your
garden, then erase all sections of your Growth Clock.
BLAZING CHRYSANTHEMUM
w Sections of your Growth Clock may not be filled nor erased in any way other than Its thick petals resemble an erupting volcano.
described above, through Brambleheart and Green Thumb (pages XXX and XXX), or
through effects that explicitly affect Growth Clocks. T EFFECT
At the end of your turn, choose earth or fire. Until you use this effect again
MAGISEED EFFECTS 1-3
or this magiseed leaves your garden, all damage dealt by you and every ally
present on the scene becomes the chosen type, its type cannot change, and it
Magiseeds can have passive effects, or have effects that trigger at the end of your
ignores Resistances.
turn, after your Growth Clock has increased.
w The effects of a magiseed apply only while it is present in your garden, and they vary DESERT DAHLIA
depending on the current number of filled sections in your Growth Clock (T).
A tenacious plant, it doesn't fear the dryness of dunes.
w You only apply the effect corresponding to the exact number of currently filled
sections in your Growth Clock, not any effect above or below it. T EFFECT
w If a magiseed's effect deals damage, it deals 5 extra damage if you are level 30 or 0-1 You are Resistant to air and fire damage.
higher. If a magiseed's effect causes Hit Point and/or Mind Point loss and/or recovery,
2-3 You and your allies present on the scene are Resistant to air and fire damage.
the amount increases by 10 if you are level 30 or higher.
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T EFFECT T EFFECT
At the end of your turn, you and every ally you can see recover from dazed, All damage you deal becomes poison, its type cannot change, and it ignores
1 0-1
enraged, and shaken. Immunities and Resistances.
At the end of your turn, you and every ally you can see recover an amount of All damage you deal becomes poison, its type cannot change, and it ignores
2-3
Mind Points equal to【5 + your Skill Level in Chloromancy】. Immunities and Resistances. Additionally, when you deal poison damage for the
2-3
first time during your turn, you deal extra damage equal to【your Skill Level in
Chloromancy】and each creature that lost Hit Points this way suffers poisoned.
GRAVE ASPHODEL
Solemn and elegant, it embodies death's ineluctability.
HORNED HAWTHORN
T EFFECT Favored by witches and surgeons alike for its purifying properties.
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers shaken.
T EFFECT
0-1 You are Resistant to dark and poison damage.
2 At the end of your turn, every enemy you can see suffers shaken.
You and your allies present on the scene are Resistant to dark and poison
At the end of your turn, you deal an amount of dark damage equal to【15 + 2-3
damage.
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from shaken.
LUNAR MAGNOLIA
HERMIT IRIS It blooms in the darkest hours of the night.
Its leaves carry whispers of ancient knowledge. T EFFECT
T EFFECT At the end of your turn, choose ice or light. Until you use this effect again or this
magiseed leaves your garden, all damage dealt by you and every ally present
At the end of your turn, choose an enemy you can see. The Game Master reveals 1-3
on the scene becomes the chosen type, its type cannot change, and it ignores
1 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, Resistances.
Attributes, Defense, and Magic Defense.
At the end of your turn, choose an enemy you can see. The Game Master reveals
2-3 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits,
Attributes, Defense, Magic Defense, and Affinities.
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T EFFECT T EFFECT
0-1 You are immune to dazed and slow. 0-1 You are immune to shaken and weak.
You treat your Dexterity and Insight as being one die size higher (up to a You treat your Might and Willpower as being one die size higher (up to a
2 2
maximum of d12). maximum of d12).
You and every ally you can see treat your Dexterity and Insight as being one die You and every ally you can see treat your Might and Willpower as being one die
3 3
size higher (up to a maximum of d12). size higher (up to a maximum of d12).
T EFFECT T EFFECT
At the end of your turn, choose yourself or another Player Character you can see. At the end of your turn, you and every ally you can see recover from poisoned,
1-2 1
The chosen character regains 2 Inventory Point. slow, and weak.
At the end of your turn, you and every other Player Character you can see regain At the end of your turn, you and every ally you can see recover an amount of Hit
3 2-3
1 Inventory Point. Points equal to【15 + your Skill Level in Chloromancy】.
T EFFECT T EFFECT
At the end of your turn, choose air or bolt. Until you use this effect again or this At the end of your turn, you may choose an enemy you can see. If you do, that
1
magiseed leaves your garden, all damage dealt by you and every ally present enemy suffers slow.
1-3
on the scene becomes the chosen type, its type cannot change, and it ignores
Resistances. 2 At the end of your turn, every enemy you can see suffers slow.
At the end of your turn, you deal an amount of physical damage equal to【15 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from slow.
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T EFFECT T EFFECT
0-1 You are Resistant to bolt and light damage. 0-1 You are Resistant to physical damage.
2-3 You and your allies present on the scene are Resistant to bolt and light damage. You are Resistant to physical damage. Additionally, after a creature hits you with
2 a melee attack, you deal an amount of physical damage to that creature equal
to【5 + your Skill Level in Chloromancy】(after their attack was resolved).
STAR PEONY
You are Resistant to physical damage. Additionally, after a creature hits you with
It silently gazes into celestial depths.
a melee attack, you deal an amount of physical damage to that creature equal
3 to【5 + your Skill Level in Chloromancy】, and then deal an amount of poison
T EFFECT
damage to that creature equal to【5 + your Skill Level in Chloromancy】(both
At the end of your turn, you may choose an enemy you can see. If you do, that these damage instances happen after that creature's attack was resolved).
1
enemy suffers dazed.
2 At the end of your turn, every enemy you can see suffers dazed. WRATHFUL CARNATION
At the end of your turn, you deal an amount of light damage equal to【15 + Despite their beauty, its yellow flowers emit an irritatingly pungent smell.
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from dazed. T EFFECT
When this magiseed leaves your garden, choose up to one enemy you can see.
STRIPED ORCHID Until the end of your next turn, when the chosen enemy performs an attack or
casts an offensive spell (r), they must include you among the targets of that
Each segment of this plant is covered in toxins. 1-4
attack of spell (if able).
At the end of your turn, you may remove this magiseed from your garden; if you
T EFFECT
do, erase all sections of your Growth Clock.
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers weak.
2 At the end of your turn, every enemy you can see suffers weak.
At the end of your turn, you deal an amount of poison damage equal to【15 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from weak.
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GOURMET
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w
w
Who taught you how to cook? What is your relationship with your teacher?
Is your craft something revolutionary, or is it an established field of work?
What does your cooking look like? Which tools do you use?
w What legendary recipe or ingredient are you looking for?
ALSO: Brewer, Chef, Patissier
Gourmet
GOURMET FREE BENEFITS
w Permanently increase your maximum Inventory Points by 2.
w You may start Projects to create unique foods and drinks; they are always consumable
and their area is based on the number and type of creatures you need to nourish.
GOURMET SKILLS
?
COOKING (ç5)
A true chef respects When you rest inside a settlement, you gain【SL】ingredients (see next page).
the nature of that You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next
which they transform. page) and choose one option: you apply its effects to yourself or an ally you can see;
or you perform a free attack with a weapon you have equipped. This attack deals no
damage, but you apply the delicacy's effects to each enemy hit by the attack.
You may carry up to 10 +【SL × 5】ingredients, and they will never spoil until you
use them; if you take this Skill during character creation, you begin play with ten
n ingredients with random tastes.
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n After each travel roll, if you acquired the Cooking Skill, you gain【SL × 2】ingredients. W
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INGREDIENTS & DELICACIES
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The Gourmet Class is designed around experimenting new taste combinations, as well TASTES AND DELICACIES
as using these combinations to come up with a variety of strategies. To help you keep
When you use the Cooking Skill, you combine two or three ingredients to generate a
track of all this information you can use a cookbook sheet, which can be downloaded
special delicacy with powerful effects that will be applied to its targets.
from patreon.com/roosterema.
w Every different combination of two tastes (even if it's the same taste used twice!) will
add an effect to the delicacy.
GAINING INGREDIENTS
You will normally receive ingredients through the Cooking and Traveling Cook Skills; w When you combine two tastes you never combined before, determine the effect of
you might also receive them as rewards during play. When you obtain an ingredient, that combination by rolling a d12 and consulting the chart on the next page; most
you're never too sure what it will taste like — roll a d6 to determine the ingredient's entries also require you to make a choice (such as a specific damage type or status
taste using the table below, then describe its appearance and give it a name. effect). Once you're done, record the resulting effect on your cookbook sheet: from
this moment on, that combination of tastes will always produce that exact effect
You may also purchase ingredients from stall, shops or merchants: the price is 10 when you use it.
zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste
w No two combinations of tastes in your cookbook sheet can have identical effects.
of your choice.
When you determine the effect of a new combination, you must make your choices
in such a way that the resulting effect has no precedents (for instance, by selecting a
INGREDIENT TASTE different damage type or status effect); if you can't, reroll the d12.
1. Bitter 2. Salty 3. Sour 4. Sweet 5. Umami 6. Your choice w When completed, your cookbook sheet will feature a total of 15 effects, one for each
possible pair of tastes.
Example: after traversing the Petrified Forest, you gain two ingredients thanks to the
Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter Example: you combine three ingredients, one of them salty and two of them bitter.
and the other tastes umami. The resulting delicacy features two combinations (bitter + bitter and bitter + salty),
which means it will have two different effects.
You decide to call the first ingredient "Fossil Honey" and the second ingredient
"Stonebark Shroom". You record both of them on your cookbook sheet, placing them In the past, you combined bitter + bitter and rolled a 4, which means the effect allows
in the matching taste columns. for MP recovery; on the other hand, you never combined bitter + salty before, so you
need to determine this combination's effect by rolling dice.
You roll a 1, and must choose a status effect for this effect; since you already chose
recovery from weak for the sour + sweet combination in the past, you decide to opt
for dazed. From now on, the bitter + salty combination will always allow you to heal
the target from dazed.
Now that you've done this, you know that your delicacy allows every target to heal
from the dazed status effect and also recover 40 Mind Points.
Delicacies created through the Cooking Skill have an immediate effect and are then
destroyed; if you want to prepare foods with unique effects and use them later, you
must instead use the rules for Projects (see Core Rulebook, page XXX).
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The Temple of Five Spices is rumored to hold the recipe
for a dish that can summon the soul of the deceased.
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10.
Each of this delicacy's targets gains Resistance to (choose one: air; bolt; AND FINALLY, A BIT OF ADVICE!
earth; fire; ice; poison) damage until the end of your next turn. This Class is quite atypical: there is no real way to perfectly control the role your
Each of this delicacy's targets treats their (choose one: Dexterity; Insight; character will cover, because your abilities are procedurally generated over the course
11. Might; Willpower) as if it were one die size higher (up to a maximum of d12) of the campaign. However, remember that you may prepare delicacies outside of
until the end of your next turn. conflict scenes: it will cost you some ingredients, true, but you will be able to "scout"
the effects ahead of time and avoid trial and error during a critical situation. Other
During the next turn of each of this delicacy's targets, all damage they deal than that, pay attention to which effects best synergize with each other and with
12. becomes (choose one: air; bolt; earth; fire; ice; poison) and its type cannot the rest of your group, and take advantage of the multi property to apply the same
change. delicacy to two or more enemies!
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O
INVOKER
W
w
w
w
How did you develop the art of invocation?
Is there a spirit or elemental creature you have a special bond towards?
How do your invocations manifest?
w Are your abilities relatively common, or are you the exception?
ALSO: Ascetic, Channeler, Five-Soul Master
Invoker
INVOKER FREE BENEFITS
Do not wish for control; w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
wish for understanding.
INVOKER SKILLS
ELEMENTAL HARMONY (ç2)
You may verbally communicate with creatures of the elemental Species.
When you restore a creature's Hit Points with an invocation or spell, if an elemental is
present on the scene, the restored amount is increased by【SL × 5】.
INVOCATION (ç3)
You may use an action and spend 5 Mind Points to perform an invocation, drawing
energy from one of the wellsprings present on the scene (see next page). Your【SL】in
this Skill determines which invocations you have access to.
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n thrown Category equipped, your "blast" invocations deal【SL】extra damage, and the
extra damage granted by your "hex" invocations is increased by【SL】.
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INVOCATIONS
W
Example: if air and earth wellsprings are available and your Skill Level is 2, you have Smoke The target loses 20 Mind Points and also suffers weak.
access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.
Lightning wellspring (damage type: bolt)
If an invocation deals damage, it will deal 5 extra damage if you are level 20 or Electro Blast The target suffers 20 bolt damage.
higher, or 10 extra damage if you are level 40 or higher.
Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, Until the start of your next turn, the target suffers 5 extra damage
Electro Hex
the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level from all sources that deal earth and fire damage.
40 or higher. Static The target suffers 10 bolt damage and also suffers slow.
Thunder The target loses 20 Mind Points and also suffers dazed.
WELLSPRINGS AND INVOCATIONS
Water wellspring (damage type: ice)
Air wellspring (damage type: air)
Hydro Blast The target suffers 20 ice damage.
Aero Blast The target suffers 20 air damage.
Until the start of your next turn, the target suffers 5 extra damage
Until the start of your next turn, the target suffers 5 extra damage Hydro Hex
Aero Hex from all sources that deal air and bolt damage.
from all sources that deal bolt and fire damage.
Chill The target loses 20 Mind Points and also suffers shaken.
Breeze The target recovers 30 Hit Points.
Frostbite The target suffers 10 ice damage and also suffers weak.
W Twister The target suffers 10 air damage and also suffers dazed. W
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MERCHANT
W
w
w
w
Who introduced you to the art of commerce? Is it a family business?
Would this world be better without money? If so, why are you still a merchant?
What do you love about commerce? And what do you despise about it?
w Do you have a business rival? What is your relationship with them?
ALSO: Antiquarian, Collector, Pharmacist
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n Master tells you what they require in exchange for their services.
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NATURAL FANTASY HEROIC SKILLS
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These Heroic Skills are added to the list in the Core Rulebook (see page 232). LIST OF NEW HEROIC SKILLS
Heroic Skills with a Class mastery requirement (cont.)
LIST OF NEW HEROIC SKILLS
Increase magiseed effects and
Heroic Skills with a Class mastery requirement Greater Chloromancy Floralist
manipulate vegetation.
Combine four ingredients into Quicken or delay the growth of
All you can Eat Gourmet Green Thumb Floralist
a delicacy. your magiseeds.
Improves Aura and Barrier, and Carry an elemental wellspring of
Auramancer's Inner Wellspring Invoker
Refraction Arcanist, Spiritist punishes enemies who damage your choice within yourself.
protected targets.
Guardian, Merchant, Take a little nap during a
Elementalist, Entropist, React to enemy spells with Power Nap
Bend Magic Wayfarer conflict to regain your energies.
Invoker, Symbolist your invocations.
Improve your synergy with your
Your brambles protect you and Side by Side Wayfarer
Brambleheart Darkblade, Floralist Faithful Companion.
react to enemy attacks.
Improve High Speed with bows,
Commander, Fury, Use Bone Crusher to challenge Rogue, Sharpshooter,
Silent Hunter spears, and thrown weapons,
Brave Bash Guardian, Pilot, foes with a shield, then deal Weaponmaster
and deny free attacks.
Weaponmaster additional damage.
Gourmet, Loremaster, Delicacies, potions and spells
Cheer Up! Chanter, Esper, Orator Improves My Trust in You. Skillful Dosage
Merchant, Tinkerer heal above maximum HP and MP.
Casting Chimerist spells grant Prepare a unique delicacy with
Chimeric Soul Chimerist, Mutant Specialty of the House Gourmet
benefits based on the Species. alternative effects.
Your spells can remove status Strength of
Cleansing Moonlight Entropist, Spiritist Invoker Invocations improve Attributes.
effects and spells from targets. Five Wellsprings
Improves Hallucination and Commander, Your Support Checks grant
Dancer, Esper, Rogue, Wise Counsel
Ephemeral Tranquility Torpor, and cleanses status Loremaster, Orator extra benefits to the leader.
Spiritist, Symbolist
effects to cause HP loss.
Chimerist, Use Might for Magic Checks, ALL YOU CAN EAT
Fitcast Darkblade, Esper, and treat weapons relying on
Fury, Wayfarer Might as being arcane. Requirements: you must have mastered the Gourmet Class.
Use Trade Points instead of Once per scene when you use the Cooking Skill, you may combine four ingredients
For a Better into a delicacy (thus ignoring the normal limit of three ingredients). Other than that,
Future Merchant Fabula Points and improve
settlements with donations. the delicacy follows the normal rules.
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POWER NAP
Requirements: you must have mastered one or more Classes among Guardian, SKILLFUL DOSAGE
Merchant, and Wayfarer. Requirements: you must have mastered one or more Classes among Gourmet,
Loremaster, Merchant, and Tinkerer.
On your turn during a conflict, you may use an action to recover an amount of Hit Points
and Mind Points equal to【20 + half your level】and also recover from all status Potions and delicacies you create, as well as spells you cast, can now cause creatures
effects. If you do, your turn ends immediately, you lose the ability to hear and see, and to recover Hit Points and Mind Points beyond their maximum HP and MP scores. This
your Defense and Magic Defense scores become equal to 5 and cannot be modified cannot cause a creature's current HP and/or MP to go above 150% of the respective
in any way (but you may still use the Protect Skill from the Guardian Class, if you have maximum scores; at the end of each scene, if the current Hit Points and/or Mind
acquired it!). These penalties last until the start of your next turn, until after you lose Points of a creature are still above their maximum scores, they become equal to the
Hit Points, or until after you are hit by an attack or offensive spell (r). maximum score.
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"Silver Fork Style, Secret Technique: Spaghetti Spinner!"
W
w During the next turn of each of this delicacy's targets, all damage they deal becomes
(choose one: dark, light) and its type cannot change. Choose the type of this effect WISE COUNSEL
when you acquire this Heroic Skill.
Requirements: you must have mastered one or more Classes among Commander (see
w For each of this delicacy's targets, if they are affected by one or more spells with a High Fantasy Atlas, page 140), Loremaster, and Orator.
duration of "Scene", instead they are no longer affected by any of those spells.
When you perform a Support Check, if the leader of the Group Check can hear and
w Choose yourself or an ally you can see. For each of this delicacy's targets, the next understand you, you may use【INS + INS】 【INS
, + WLP】, or【WLP + WLP】instead of
time that target performs an attack or cast an offensive spell (r) before the end of the normal Attributes required by the Support Check.
this scene, they must include the chosen creature among the targets of that attack
Describe how you offer your advice!
or spell (if able).
Additionally, when you use the teamwork option (see Core Rulebook, page 76) to
w Each of this delicacy's targets suffers enraged. support another Player Character's Check during their turn in a conflict scene, you may
w Each of this delicacy's targets suffers poisoned. spend 10 Mind Points. If you do, choose up to two of the following benefits:
w Each of this delicacy's targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit w That character recovers 20 Mind Points.
Points and 40 Mind Points if you are level 30 or higher. w That character recovers from dazed, enraged and shaken.
w Each of this delicacy's targets recovers from a single status of their choice. w At the end of that character's turn, choose one option: perform a free attack with a
w Each of this delicacy's targets recovers from dazed, enraged, and shaken. weapon you have equipped; or immediately perform the Spell action for free,
w Each of this delicacy's targets recovers from poisoned, slow, and weak. casting a spell whose total MP cost is equal to or lower than 20.
When you create a delicacy using exactly 3 ingredients during a conflict, if each w If that character succeeds on their Check and the Check allows them to fill or erase
ingredient matches a different taste among those chosen when you acquired this one or more sections of a Clock, they may fill or erase 1 additional section of it.
Heroic Skill, you may ignore all of that delicacy's normal effects. If you do, you may
instead apply one, two, or all the effects you chose when you acquired this Heroic Skill.
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If these Heroic Skills prove solid during playtest, it is possible they will be
WHEROIC STYLE SKILLS released in the future; for now, please enjoy them and provide feedback!
The following Heroic Skills provide additional support to builds and playstyles that LIST OF HEROIC STYLE SKILLS
have been widely requested, underrepresented, or could use a bit more nuance. Heroic Skill Requirements Effect summary
w None of these Heroic Skills require mastery of a specific Class; thus, you can acquire Seize the opportunity when an
Hidden Weapon Style Cheap Shot
them whenever you master any Class, provided you fulfill all the listed requirements. enemy's Vulnerability is hit.
w A Player Character can only have up to one Heroic Style Skill, and no two characters Improves staves, improvised,
Humble Style Willpower d10+
in the same group can share the same Heroic Style Skill. and non-martial weapons.
w As an optional rule, you might let each Player Character gain their Style Skill at Melee Weapon Sheathe your sword, then strike
Iaidō Style
character creation. If you do, characters who have no interest in a Style Skill can Mastery 2+ with unique effects.
instead pick a Heroic Skill tied to one of their starting Classes. Obviously, this option
makes the party a bit stronger than normal – one way to address this is to have each Investigator Style Flash of Insight Use your deductions in battle.
Player Character skip the first Heroic Skill they would normally gain. Concentrate Cataclysm upon a
Piercing Sorcery Style Cataclysm
single target.
LIST OF HEROIC STYLE SKILLS Prophetic Defender Become a defensive character
Divination
Heroic Skill Requirements Effect summary Style based on Insight.
Able to equip martial Fight with a single one-handed Jump high into the air before
Duelist Style Skyspear Style Soaring Strike
melee weapons melee weapon. Soaring Strike with spears.
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RANGER STYLE
SEVEN WEAPONS STYLE
Requirements: you must have acquired the Resourceful Skill (see Wayfarer).
Requirements: you must be able to equip martial melee weapons, and must also be
At the start of a conflict scene, you may spend 20 Mind Points to reveal you set traps able to equip martial ranged weapons.
in the surrounding area and choose a status effect among dazed, shaken, slow, and
You may use an action and spend 7 Mind Points to perform a free attack with a weapon
weak: if you do, every enemy present on the scene suffers the chosen status effect,
you have equipped. This attack must target a single creature; if the attack hits, you
then every enemy present on the scene whose current Insight die size is equal to or
treat your High Roll as 0 when calculating damage and may perform the Equipment
lower than yours loses an amount of Hit Points and Mind Points equal to【your Skill
action for free after it has been resolved. Then, you may perform another free attack
Level in Resourceful, multiplied by 5】. These amounts increase by 5 if you are level
with a weapon you have equipped who doesn't share any Category with the weapon
20 or higher, or by 10 if you are level 40 or higher.
you used for your first attack. This attack must also target a single creature; if it
Additionally, your attacks with bows deal extra damage equal to【1 + your Skill Level hits, you treat your High Roll as 0 when calculating damage, and may perform the
in Resourceful】as long as you have no martial armor equipped. Equipment action for free after it has been resolved.
When you attack with a weapon that doesn't share a Category with any weapon you
REAPER STYLE previously attacked with during this scene, you gain 1 Sequence Point (if the weapon
is treated as belonging to two or more Categories due to Skills or effects, you gain that
Requirements: you must have acquired the High Speed Skill (see Rogue) and/or the many Sequence Points and are then treated as if you had already attacked with all of
Stolen Time Skill (see Entropist). those Categories during this scene).
You gain a +5 bonus to your Accuracy Checks and Magic Checks for attacks and Once per scene at the start of your turn, if you have 7 or more Sequence Points, you
offensive spells (r) that include one or more enemies in Crisis among the targets. may spend all your Sequence Points to choose one enemy you can see: that creature
When you cause one or more enemies to reach 0 Hit Points and Surrender, you loses 7 Hit Points. If you do, you may immediately repeat this process up to 6 more
recover from all status effects and may choose one option: perform a free attack with times, for a maximum of 49 Hit Points lost (by a single enemy or different enemies,
a weapon you have equipped, and that attack deals 5 extra damage; or immediately provided it happens in 7 HP increments).
perform the Spell action for free, casting an offensive spell (r) with a total MP cost You lose all Sequence Points at the end of each scene.
equal to or lower than 20 without paying its MP cost. This attack or spell must target
a single enemy; once you use this Skill during a conflict, you may not use it again until
W the beginning of your next turn. W
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THAUMATURGE STYLE
Requirements: you must have acquired the Healing Power Skill, and must have
learned the Cleanse and/or Heal spells (see Spiritist).
As long as you have one or more brawling weapons equipped, you may treat them
as also belonging to the arcane Category for the purpose of Skills and effects that
require it.
You may use an action to perform a free attack with an arcane weapon you have
equipped; this attack must target a single enemy. If the attack is successful, treat your
High Roll (HR) as 0 when determining damage dealt by it; after the attack has been
resolved, if it was successful, you may immediately perform the Spell action for free,
casting the Cleanse spell or the Heal spell on a single target of your choice (you must
have learned the spell and must pay its MP cost).
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WARCANIST (rework draft) This is an attempt at an alternate version of the Arcanist Class after 2+ years of extensive
feedback about how it felt in play. It is not the current official version of the Class.
QUICK SUMMONING (ç2) w If a pulse or dismiss effect deals damage, it will deal 5 extra damage if you are level
20 or higher, or 10 extra damage if you are level 40 or higher.
When you summon an Arcanum on your turn during a conflict, choose up to two options:
reduce its MP cost by【SL × 5】; and/or after you summon the Arcanum, if you are Some effects follow unique rules, explained within the Arcanum's text.
merged with it, immediately perform its pulse. If you choose at least one option, you
cannot willingly dismiss that Arcanum until the start of your next turn; if you choose
both options, that Arcanum's dismiss effect will not be available for this summoning. DOMAINS
Each Arcanum is associated with a few key concepts or domains. The Game Master
RITUAL ARCANISM should use these to establish the trials or conditions needed for the Arcanum to lend
You may perform Rituals of the Arcanism discipline, as long as their effects fall within their power, and to adjudicate Rituals performed through the Ritual Arcanism Skill
W the domains of one or more Arcana you have bound (see next pages). once that Arcanum has been bound. W
Arcanism Rituals use【WLP + WLP】for the Magic Check.
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NEW SAMPLE ARCANA
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ANTIKYTHERA BANSHEE
The enigmatic custodian of time and space. The ominous tyrant lord of winds.
Domains: space, time, void. Domains: birds, storms, winds.
MERGE KALEIDOSCOPE VEIL MERGE IMPENDING CATASTROPHE
After you lose Hit Points due to damage, if that damage has a type and that type is not You have Resistance to air damage, and when you deal air or physical damage, you
physical, you gain Resistance to that damage type and lose any previous Resistance deal extra damage equal to your current Whirlwind Points.
granted by this effect. When this Arcanum is dismissed, you lose all Whirlwind Points.
When this Arcanum is dismissed, you lose any Resistance gained through this effect.
PULSE ZEPHYR BLADES
PULSE BINARY STARS
You deal 10 air damage to each of up to two creatures you can see. Then, you gain
You deal 10 fire damage to a creature you can see; then, you deal 10 ice damage to a 1 Whirlwind Point, or 2 Whirlwind Points if you dealt damage to only one creature.
creature you can see (the same or a different one).
DISMISS HURRICANE SCREECH
DISMISS SPACETIME SUBTRACTION
You deal an amount of air damage equal to【the amount of Whirlwind Points you
Choose one option: every enemy present on the scene suffers slow; or every enemy lost by dismissing this Arcanum, multiplied by 5】to every enemy present on the
present on the scene who is suffering from slow will perform one fewer action during scene. This damage ignores Resistances.
their next turn (to a minimum of 0 actions); or you teleport yourself and up to five
other nearby allies you can see to a location you visited in the past, provided that
location is within 1 travel day of your position. CALADRIUS
Once the second or third option is chosen, this dismiss effect will not be available
The winged master of healing magic.
until the next dawn.
Domains: exorcism, healing, sunlight.
MERGE PROTECTIVE GAZE
ARCANA, OLD AND NEW When you summon this Arcanum, choose a status effect: dazed, enraged, poisoned,
shaken, slow, or weak. As long as you are merged with this Arcanum, you and every
A big part of Arcanist's charm is creating new Arcana for use in your campaign, ally present on the scene are immune to the chosen status effect.
and this rework aims to make any conversions from the old formula as painless
PULSE CLEANSING SUNLIGHT
as possible. Most of the time, it will be enough to reduce any damage or healing
granted by dismiss effect by 10, and to add a pulse effect with power close to Choose one option: you deal 10 light damage to each of up to two creatures you can
those you see in these examples – if the original Arcanum granted the ability to see; or one creature you can see recovers from all status effects.
perform a given action or effect once per turn, make that its pulse.
DISMISS HEALING FEATHERS
Some of the original Arcana also didn't have a dismiss effect, and they must
be reworked to include it so that there is still a downside when using Quick You and every ally present on the scene recover 30 Hit Points. This amount increases
Summoning (for a useful example of this process, see how Arcanum of the to 40 if you are level 20 or higher, or to 50 if you are level 40 or higher.
W Sword was converted into Nimue). W
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DAHAKA LILITH
The slithering prince of desert sands. She who wages war against Celestial Spheres.
Domains: earth, poison, sandstorms. Domains: chaos, rebellion, revelation.
MERGE HARDENED SCALES MERGE WINGS OF EDEN
You have Resistance to earth damage and are immune to poisoned. You have Resistance to dark and light damage.
Your melee attacks can target flying creatures. You may never have more than 10 Gnosis Points, and you lose all Gnosis Points when
this Arcanum is dismissed.
PULSE NUMBING BITE
PULSE CLAWS OF THE FALLEN
You deal 10 poison damage to each of up to two creatures you can see. Then, each
creature who lost Hit Points due to this damage suffers slow. You perform a free attack with a weapon you have equipped; if it is a melee attack,
it can target flying creatures. This attack deals extra damage equal to your current
DISMISS TECTONIC CRUSH
Gnosis Points, and an additional 5 extra damage against creatures who Absorb light
You deal 20 earth damage to every enemy present on the scene who isn't flying, damage or are Immune to it. After this attack is resolved, you gain 1 Gnosis Point for
floating, falling, or otherwise in mid-air. This damage ignores Resistances, and also every creature who lost Hit Points due to its damage.
ignores Immunities and Absorptions of creatures afflicted by slow.
DISMISS PARADISE LOST
Every enemy present on the scene loses an amount of Hit Points equal to【the
KUZUNOHA amount of Gnosis Points you lost by dismissing this Arcanum, multiplied by 5】.
This Hit Point loss increases by 10 against Villains; additionally, it increases by 10 if
The fierce protector of witches and beasts. you are level 20 or higher, or by 20 if you are level 40 or higher.
Domains: animals, lightning, sorcery.
MERGE MANTLE OF THE WHITE FOX
You have Resistance to bolt damage, and all bolt damage dealt by you and by every
ally present on the scene ignores Resistances.
You can communicate with creatures of the beast, monster, and plant Species.
PULSE CRACKLING SIGIL
Choose one option: you perform a free attack with a weapon you have equipped; or
you immediately perform the Spell action for free, casting an offensive (r) spell with
a total Mind Point cost of 20 or lower. If this attack or spell deals damage, you may
change its type to bolt.
DISMISS ROARING THUNDERBOLTS
You deal 20 bolt damage to every enemy present on the scene. This damage ignores
W Resistances; each creature who lost Hit Points due to this damage suffers dazed. W
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LORELEI QILIN
The serene and inscrutable fey ruler of the glaciers. The elusive herald of wisdom and good fortune.
Domains: cold, ice, silence. Domains: knowledge, prosperity, temperance.
MERGE SUBZERO SILENCE MERGE ENLIGHTENED SERENITY
You have Resistance to ice damage and are immune to enraged. You treat your Insight as if it were one die size higher (up to a maximum of d12).
When you deal damage, you may change its type to ice. PULSE STEPS OF PROSPERITY
PULSE WINTER MELODY Choose one option: one ally you can see treats their Insight as if it were one die size
You deal 10 ice damage to each of up to two creatures you can see. Then, each creature higher (up to a maximum of d12) until the start of your next turn; or you immediately
who lost Hit Points due to this damage suffers weak. perform the Spell action for free, casting a non-offensive (r) spell with a total Mind
Point cost of 10 or lower without paying its MP cost.
DISMISS GLACIER'S DISDAIN
DISMISS ORACLE
You deal 20 ice damage to every enemy present on the scene. This damage ignores
Resistances; each creature who lost Hit Points due to this damage also loses an equal You ask the Game Master a single question. The Game Master must answer truthfully,
amount of Mind Points. describing the vision shown to you by this Arcanum.
Once used, this dismiss effect will not be available until the next dawn.
NIMUE
The wielder of ninety-nine swords.
SERAPH
The guardian of one hundred gates.
Domains: conquest, heroism, leadership.
Domains: judgment, protection, sacrifice.
MERGE ROYAL ARMAMENTS
MERGE GENTLE BASTION
When you deal damage, you deal 5 extra damage; all damage you deal loses its type
and cannot gain a type (thus being unaffected by damage Affinities). When you summon this Arcanum, choose a damage type: air, bolt, dark, earth, fire, ice,
or poison. As long as you are merged with this Arcanum, your allies present on the
PULSE ARONDIGHT
scene have Resistance to the chosen type (you do not gain this Resistance).
You perform a free attack with a weapon you have equipped. This attack targets Magic
PULSE EXORCISM BOLT
Defense instead of Defense.
Choose one option: you deal 20 light damage to a creature you can see; or one
DISMISS GORDIAN SLICE
creature you can see that is affected by one or more spells with a duration of "Scene"
One creature you can see loses 30 Hit Points, or 40 Hit Points if you are level 30 or is no longer affected by any of those spells instead.
higher. Then, if that creature is not a Villain and their current Hit Points are equal to
DISMISS TWILIGHT OF JUDGMENT
or lower than your Crisis score, you reduce that creature to 0 Hit Points.
You deal 20 light damage to every enemy present on the scene. This damage ignores
W Resistances and Immunities. W
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W HEROIC SKILLS
TUBALCAIN The various Heroic Skills available to Arcanists need minor to no changes.
The blazing guardian of the forge. w Arcane Echoes (Core Rulebook) can be kept identical.
Domains: fire, heat, metal. w Auramancer's Refraction (Playtest Materials) can be kept identical.
MERGE BLESSINGS OF THE ANVIL w Grand Summoning (High Fantasy Atlas) can be kept largely identical, but the
You have Resistance to fire damage, and fire damage you deal ignores Resistances. summoned Arcanum also obtains the pulse benefits in your stead, and can use the
Skill action to perform said pulse. However, Grand Summoning can only be used
When you deal damage, you may change its type to fire.
when an Arcanum is summoned without Quick Summoning.
PULSE FORGE HAMMER
w Revelation (Core Rulebook) changes to the version below:
Choose one weapon you have equipped; you may change that weapon's Category (see
Core Rulebook, page 129) to another Category of your choice until the end of your
next turn. Then, perform a free attack with that weapon: this attack gains multi (2). REVELATION
DISMISS MOLTEN WAVE Requirements: you must have mastered the Arcanist Class.
Choose one option: you deal 20 fire damage to every enemy present on the scene, You make contact with a previously unknown Arcanum, which you design together
and this damage ignores Resistances; or, until the start of your next turn all damage with the rest of your group, and bind that Arcanum to your soul (feel free to make it a
dealt by you and your allies present on the scene becomes fire and its type cannot bit stronger than normal, since it was obtained through a Heroic Skill). For as long as
be changed. you live, no one else in your world will be able to bind that Arcanum.
When you summon an Arcanum, if you are in Crisis and choose both options of the
Quick Summoning Skill, you only suffer the first penalty (the dismiss effect of the
VANAGANDR summoned Arcanum will be available for this summoning).
The dark wolf of the End Times.
Domains: death, despair, hunger.
MERGE SHROUD OF HUNGER
You have Resistance to dark damage, and all damage you deal ignores Resistances.
PULSE DEVOURER OF MEN
You deal 10 dark damage to each of up to two creatures you can see. This effect deals
5 extra damage against humanoids.
DISMISS DEVOURER OF GODS
You deal 30 dark damage to a creature you can see; this damage ignores Resistances
and Immunities. Then, if that creature is in Crisis and lost Hit Points due to this
damage, you recover an amount of Hit Points equal to half the HP loss they suffered.
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CORE BOOK REWORKS
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The following pages contain a list of possible changes I have been considering for AGONY (ç5)
the rules, Classes, and Skills found in the Core Rulebook. Once again, these are
Darkblade Skill, page 185. The amount of HP and MP regain granted to dual or triple
not the official versions of these mechanics; rather, this is a collection of ideas,
weapon users spiraled out of control far too quickly. Limiting it to once per turn, and
experimentations and alternatives resulting from years of feedback (yes, you might
only to enemies, makes it a lot more reasonable and in line with the original design
have started playing Fabula only recently, but the core rulebook was written between
expectations, removing the lure of "cheesy" strategies that harm allies.
2018 and 2020... lessons have been learned in the meantime).
The Skill's initial text becomes: "Once per turn (including other creatures' turns), after
In short, providing feedback on these options and reworks will help me as well as you deal damage to one or more enemies, if you have..."
Need Games evaluate future errata and influence possible upcoming editions of the
game, years from now.
SPELLBLADE (ç3)
Thank you for your time and interest in Fabula Ultima! Elementalist Skill, page 187. A few boosts and more flexibility in terms of weapon
Categories, without changing the core (single target magic through weapon stats).
INITIATIVE When you cast an offensive (r) spell that targets a single creature and has a total
Page 61. Initiative was never truly useful; a leftover from a previous initiative system Mind Point cost of【SL × 20】or lower, you may choose a non-arcane weapon among
that failed to evolve into something truly interesting, and a "futile" roll of dice. those you have equipped. If you do, your Magic Check for the spell gains a bonus equal
to【SL】and uses the chosen weapon's Accuracy Check formula (for instance, casting a
Conflict scenes now follow a simple rule for determining which side goes first: if the spell through a bronze sword when you have Skill Level 2 in Spellblade will cause the
conflict features no Villains, the heroes' side wins initiative. If the conflict features Magic Check to be【DEX + MIG】+3 instead of【INS + WLP】). Additionally, if the Magic
one or more Villains, the enemy side wins initiative. Check relies on Dexterity, the spell deals【SL × 2】extra damage.
This change has consequences throughout the system.
w Rules and effects that affect initiative no longer exist. SOARING STRIKE
w Armor no longer gives initiative penalties; this makes the travel garb and combat
Elementalist Spell, page 188. Swords should have been included.
tunic identical, so the combat tunic's stats should be changed to +2 Defense and
no bonus to Magic Defense. Its cost can remain at 150 zenit. The extra damage granted by the spell now also applies to swords.
w NPCs no longer have Initiative, so elite and champion foes do not increase it.
VORTEX > RIFT AND VORTEX
DARKBLADE FREE BENEFITS Elementalist Spell, page 189. Old Vortex was terribly situational.
Page 185. More access to martial ranged weapons is good, and Shadow Strike never Vortex becomes an air-based equivalent of the Flare/Iceberg/Thunderbolt spells.
required melee weapons specifically. Add Rift, which follows the same rules but deals earth damage.
The second free benefit becomes "Gain the ability to equip martial armor, and choose
one: gain the ability to equip martial melee weapons; or gain the ability to equip
martial ranged weapons."
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ACCELERATION
FOCUSED (ç6)
Entropist Spell, page 192. The original version was too good, good enough to be a
non-choice and put a lot of pressure on anyone who picked this Class. Loremaster Skill, page 199. The scaling is now simpler to calculate.
The MP increase becomes【SL × 5】, the bonus to【INS + INS】Open Checks remains
Acceleration 20 One creature Scene
equal to【SL】, and this Skill's maximum Skill Level is now 6.
At the end of each of their turns, the target may choose one option: perform a free
attack; or immediately perform the Spell action for free, casting a spell with a total
CONDEMN (ç5)
MP cost equal to or lower than 10 (paying its MP cost). Once the same creature has
performed any two options this way, this spell ends. Orator Skill, page 201. Improved to make it more palatable, clarified it can only be used
during conflicts and automatically affects the target. Max SL now 5.
DARK WEAPON During a conflict, you may use an action and spend 10 Mind Points to choose one
enemy who can hear and understand you. If you do, that enemy loses【SL × 10】Mind
Entropist Spell, page 192. This shouldn't have the same cost as Elemental Weapon. Points and you choose one option: that enemy suffers dazed and shaken; or the next
The cost of this spell is now 5 MP. time a source deals damage to that enemy during this scene, it deals extra damage to
that enemy equal to【5 + (SL × 5)】(multiple Condemns are not cumulative).
DRAIN SPIRIT
ENCOURAGE (ç5)
Entropist Spell, page 192. The spell was not impactful enough.
Orator Skill, page 201. A general boost was needed. Note that the Skill is no longer
The amount of Mind Points lost by the target is now【HR + 20】, not【HR + 15】. limited to conflicts only. Max SL now 5.
You may use an action and spend 10 Mind Points to have one ally who can hear and un-
OMEGA derstand you recover【SL × 10】Hit Points. If you do, choose Dexterity, Insight, Might,
Entropist Spell, page 193. This spell wasn't good enough for its cost. or Willpower: until the end of the scene, or until you use this Skill on that ally again,
W they treat the chosen Attribute as being one die size higher (up to a maximum of d12). W
The cost of this spell is now 15 MP.
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COMET RAMPART
Heroic Skill, page 235. I am moving towards global effects that do not allow the user Heroic Skill, page 239. This heroic skill needed a boost to match Unbreakable.
to not damage/cause effects on selected targets.
Once per conflict scene, at the beginning of a round, if you have a martial armor or a
The spell's text becomes: shield equipped, you may spend 20 Mind Points. If you do, you and every ally present
on the scene have Resistance to all damage types and cannot suffer status effects until
Comet 50 Special Istantaneous the end of the round (this does not let you recover from preexisting status effects).
Choose one option: you deal 60 damage to one enemy you can see; or you deal 40
damage to every enemy you can see. This damage increases by 5 if you are level 20 or STATUS IMMUNITY > FAST LEARNER
higher, or by 10 if you are level 40 or higher.
Heroic Skill, page 240. The original Status Immunity was boring and underwhelming,
Damage dealt by this spell has no type (thus ignoring damage Affinities). and Wayfarer deserves better. Fast Learner is an homage to the classic "Mime" .
Once per conflict scene when another Player Character you can see performs the Skill
MATHEMAGIC or Spell action to cast a spell or activate a Skill or Heroic Skill, if you have not learned
Heroic Skill, page 237. The original was very confusing in how it worked. or acquired that spell or Skill, you can temporarily learn or acquire that spell or Skill
until the end of the scene.
When you cast a spell with a target of "One creature", you may choose an Attribute If you acquire a Skill this way, you are treated as having 1 Skill Level in it, and you
(Dexterity, Insight, Might, or Willpower) and a die size (d6, d8, d10, or d12). If you do not gain any of the additional benefits you would normally acquire when gaining
do, the spell's target becomes "Every creature present on the scene whose current die that Skill through character progression: for instance, you would not create a new
size in that Attribute matches your choice" and its total Mind Point cost is doubled. companion by temporarily acquiring the Faithful Companion Skill (see page 217), nor
Additionally, all mentions of "the target" in the spell's text are replaced with "each would you learn any volumes, keys, or tones by temporarily acquiring the Magichant
target"; or they are replaced with "one or more targets" if the spell is Anomaly, Dispel, Skill (see High Fantasy Atlas, page 137).
Mercy, or Mirror. When the spell ends on one or more of its targets, it automatically
ends on all its targets.
If you cast an offensive (r) spell this way, you perform a single Magic Check and TEMPEST STRIKE
confront it with the Magic Defense of each target. Heroic Skill, pag. 240. An increase in damage was very much needed.
Note: this version assumes you are using Acceleration's reworked version.
When you perform a melee attack with the multi property, if the attack targets only
one creature, it deals 10 extra damage if it has multi (2), or 15 extra damage if it has
MONKEY GRIP multi (3 or higher); if instead the attack targets two or more creatures, it deals 5 extra
damage to each of them.
Heroic Skill, page 238. Official version is a "strictly worse" Powerful Strike 99% of the
time, aside for super specific cases. Also added firearms.
You may now equip two-handed weapons belonging to the firearm, flail, heavy, spear,
and sword Categories within a single hand slot.
Additionally, the first attack you perform with a two-handed weapon during each turn
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Page 319. These changes allow more groups to examine foes with ease without w When a Player Character deals damage to one or more enemies, if at least one of
investing heavily into Insight or Loremaster, and it also make it so the tiers are the those enemies is Immune to or Absorbs that damage, the group loses all Superiority
same as standard Open Checks. Points and any boosted characters lose their boost. Additionally, every creature on
the Player Characters' side who is yet to take a turn during the current round loses
Instead of being revealed at 10+, 13+ and 16+, the various degrees of NPC data are the ability to do so; any turn-based effects will not end, begin, or recharge, but if any
revealed at 7+, 10+, and 13+. of those creatures were Guarding and/or covering someone else, those benefits end.
If this happens during a Player Character's turn, that turn also ends immediately.
At the end of each round, all boosted Player Characters lose their boost; then, if
the group has a number of Superiority Points equal to or higher than the number
of Player Characters currently in the conflict (ignoring PCs who left the scene,
surrendered, or sacrificed themselves), they lose all Superiority Points and each of
those Player Characters becomes boosted.
w On their turn, a boosted character can perform an additional action; if they do so,
they lose their boost.
w Boosted characters lose their boost at the end of the scene.
To make this optional rule shine, the Game Master should combine enemies with
diametrically opposite Affinities, employ a lot of adversaries with Immunities and
Absorptions, and also grant each boss they design the ability to alter their Affinities
at least once over the course of the conflict.
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Rules for Pressure Clocks are described below. w Any effects based on the enemy's turns will not end, begin, nor recharge. However, if
this enemy was Guarding and/or covering someone else, their Guard is broken and
all those benefits end immediately.
FILLING A PRESSURE CLOCK
An enemy's Pressure Clock can be filled as per the normal rules (Opportunities, At the end of each round, each staggered enemy erases all sections of their Pressure
Objective actions and more), or through effects that explicitly mention Pressure Clocks and stop being staggered; due to this, it can be wise to wait a little bit and
Clocks. Not only that, it can also be filled in the following ways: stagger a foe at the beginning of a new round to get the most out of it.
w When a non-staggered enemy loses Hit Points due to damage of a type they are
Vulnerable to, that enemy does not lose twice the normal amount of Hit Points as
ADDITIONAL ADVICE
described on page 92 of the Core Rulebook; instead, their Pressure Clock fills by 1 If you use this optional rule, consider the following:
section, or by 2 sections if the HP loss they suffered is equal to or higher than【10
+ half that enemy's level】. For instance, the Clock of a level 25 enemy will fill by 2 w An enemy's pressure points can be revealed just like Affinities: anything that can
sections if they lose 22 or more Hit Points from the blow. reveal Vulnerabilities, such as an Open Check or the Loremaster's Quick Assessment
Skill, can also be used to learn pressure points.
w When a non-staggered enemy loses Hit Points due to damage dealt by an attack
with a weapon, if one or more of that weapon's Categories fall within that enemy's w You can create special rare items whose Qualities improve the user's ability to fill
pressure points, their Pressure Clock fills by 1 section. Pressure Clocks, or grant additional benefits or damage against staggered foes.
These two effects are not cumulative; if an attack qualifies for both, only apply the
W first effect (thus ignoring pressure points). W
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