Fabula Ultima Playtest Materials (ENG) (June 3rd, 2024) (Single Page)

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y

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O This document contains
playtest materials.

These are mostly untested


and might be poorly balanced.

Fabula Ultima is being published by Need Games.


Find more at:
www.fabulaultima.com
www.patreon.com/roosterema
https://discord.com/invite/G9qGbn2
CHANGELOG
Below you can find the latest updates to the contents of this file.

Last Updated: June 3rd, 2024


Important note: natural fantasy playtest bits will leave this document with the next update,
July. If you want to keep a record of them, please save a copy of this document: other than that,
any feedback on the finishing touches related to Natural Fantasy materials is welcome, since
we're in the most critical window for the last changes. Thanks a bunch for all the precious help
you have provided, and for aiding me in the path towards NF launch!
w Floralist: Wrathful Carnation no longer requires a status effect and erases the Growth Clock if removed
at end of turn. Hookleaf Nightshade also inflicts poisoned. Tree of Life no longer grants MP recovery.
Graft no longer requires MP to use. Additionally, all area damage seeds now deal the same amount of
damage (15 + SL in Chloromancy).

w Invoker: Ripples no longer restores MP but gets a bonus to Accuracy.

w Natural Fantasy Heroic Skills: Brave Bash now adds damage only on free attacks and is available to
Fury and Pilot as well. Greater Chloromancy has been modified (spicy new version, I say!). Wise Counsel
is for Commanders as well.

w Arcanist Rework: Phantom Strength was redesigned (this never happens, right?!)

w Core Book Reworks (version 1.5): Condemn and Encourage are back to max SL 5 to allow people to
master Orator without taking both; Condemn doesn't stack with itself anymore. Rampart can be used
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.

Previously Updated: May 6th, 2024


w Camp Activities: Exploration was improved.

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
status so that they immediately apply on the very same turn they are planted. Verdant Sway now has a
slightly broader application including spores and poisons.

w Natural Fantasy Heroic Skills: Auramancer's Refraction now triggers on yourself too, not only on allies.
Wise Counsel now has an MP cost to discourage spamming its use.

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.

w Arcanist Rework: Phantom Strength is once per scene.


w Core Book Reworks (version 1.4): The spells aura and barrier only give 12, 13 and 14 as scores, rather
than 12, 14 and 16, because NPCs now gain a bonus to hit equal to level/20 rather than level/10.
Hawkeye is back to a maximum Skill Level of 5. Bodyguard becomes Retaliation. Condemn and
Encourage go down to max SL 4, but Condemn scales a lot better (we like our skill investment payoff
in this house); however, a choice is required between the status effects and the extra damage. Rewrote
Mathemagic to make the effect clear and as bulletproof as possible. Added a rework of Rampart.
Acceleration was reworked yet again (ah, the pain with this one) making it basically what it originally
was intended to be - an additional hit to put in for both casters and weapon users. True, one could think
it doesn't synergize with things like Chanter or Invoker, but is that really true? Those classes generally
also mix it up with spells or weapons.

Previously Updated: April 8th, 2024


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
of Pilgrim Gazalia, now identical to the first. Wrathful Carnation now functions in a different way and
allows for combo-swapping with other seeds. Tree of Life is now max SL 5 and the base HP healing is
better, but the MP recovery is much lower.

w Invoker: Wellspring Expansion now includes flails.

w Natural Fantasy Heroic Skills: Auramancer's Refraction allows for damage reduction to also be based
on the character's total level. Fitcast no longer requires a single weapon equipped.

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.

w Arcanist Rework: Phantom Strength now scales at 3 + (SL x 2). Might be too much, so please try it
in play and send feedback. The feeling was that the previous 4 + SL scaling made further investment
beyond the first point quite disappointing.

w Core Book Reworks: The damage increase for rare weapons is now 2 points every 1000 zenit of cost,
rather than 1 every 500 (this to avoid weapon modules from Pilot being at +1 by default). Bodyguard has
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
Accuracy and Magic Checks for NPCs. Condemn and Encourage from Orator have been further tweaked.
Added a new Pressure and Stagger optional rule.
WNATURAL FANTASY QUIRKS
Quirks are an advanced optional rule that provides strong thematic and mechanical
options for Player Characters. The Quirks presented in these pages were written with
a Natural Fantasy assumption, but may be used in any campaign; you may also use
them as reference to create your own Quirks - but you should only use those if the
rest of your group agrees to it.

w A Player Character may only ever have one Quirk.


w If you use Quirks in your game, it is strongly suggested that each Player Character
begins play with one; additionally, no two characters in the same group should have
identical Quirks.
w On average, a group of Player Characters with access to Quirks will be able to tackle
more challenging situations than what would be normal for their level.
w If it makes sense in the story, a character may lose their current Quirk and gain a
different one - discuss this with the group.

USING QUIRKS IN YOUR GAME


Quirks should be seen as a mechanical and narrative reinforcement of your characters'
unique nature. Keep the following in mind:

w Quirks shape the game. Even the less impactful Quirk is a powerful statement about
your character and their role in the story. If you pick Ancient Weapon, that item will
surely have narrative implications; if you go with The Long Dream, you are inviting
the Game Master to create situations in which you'll be pressed to use your powers.
Quirks will take the already heroic Player Characters and kick them up a notch, which
can be prove a bit overwhelming. Think carefully before you use them!
w Freedom of choice. You don't need a Quirk for your character concept to be valid.
If your Identity is "Barkville's Firstborn", you shouldn't feel forced to pick Stubborn
Scion for that Identity to be relevant to the story.
w What you should use Quirks for: bringing interesting situations into play, giving your
character unique issues to confront, providing additional mechanical support to your
character's Traits.
w What you should never use Quirks for: making your character stronger than the
rest of the group, stealing the spotlight, bringing sensitive topics that make others
W uncomfortable into play.

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d ANCIENT WEAPON
You don't fear delving deep in the ancient ruins; from their cold tunnels you have
retrieved an unusual weapon, which saved your life in more than one occasion. Where
did you find it? When did you stumble upon a similar weapon, and who carried it?
Together with the rest of your group, create a rare custom weapon (page XXX) worth
1200 zenit or less.

This weapons should have an especially unusual and technological appearance; it can
be a good idea to make it a firearm weapon and determine that similar items are rare
and mysterious in your world.

Once per session (approximately four hours of play), the Game Master may give you
1 Fabula Point in order to have sudden complications arise due to the unique nature
of the weapon (such as strange machines reacting to its presence, or monsters drawn
to the special energy it emits). However, the weapon cannot be destroyed, damaged,
lost or stolen without your permission as a Player.

d ARBOREAL
You are a sentient plant creature, with humanoid intelligence. Do you belong to a
particular species, or are you one of a kind? How does your life cycle function? Do you
resemble a specific type of plant, flower, or tree?
Choose a status effect: dazed, enraged, or shaken. You are immune to the chosen
status effect. However, you also become Vulnerable to a damage type of your choice:
air, bolt, earth, fire, or ice.
You also learn one NPC spell (pages 310-311 of the Core Book; you cannot choose
Devastation; if a Magic Check is required, use【INS + WLP】): customize the spell as
needed (name, damage type, status effects etc.). When you cast this spell while in
sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).

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d BIG BRO
Your travel companions know they can rely on you when it's time to make camp and
catch a precious breath among the constant pressure of your adventure. Who taught
you to care for others? Is there anyone among the other Player Characters you see as
a younger brother or sister? What special promise did you make them?
If your group's campaign does not make use of the optional rule Camp Activities (see
page XXX), your character still gains access to it.
Your character gains access to three Camp Activities instead of only two.

If your character gains this Quirk during a campaign that already makes use of Camp
Activities, you simply gain access to a single new Camp Activity of your choice.

When you choose to perform Camp Activities during a Rest, choose one option: you
perform two different Camp Activities, whose effects cannot be applied to the same
creature; or you perform the same Camp Activity twice, applying its effects to two
different creatures.

d CURSED
You bear the burden of a strange curse. Through which supernatural effects does it
manifest? How did you become cursed? Did you bother a magical creature or explore
a forbidden place? Who might tell you how to break it?
When you acquire this Quirk, describe the nature of your curse and tie it to one of
the threats present in your world. Once this threat is resolved, you will finally have a
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.

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"No blame in being afraid sometimes. That's why we stick
together: so that our friends can be brave for us, when it happens."

d ELEMENTAL SOUL
You are deeply infused with the power of a natural element. Who among your forebears
first received this magical spark? What troubles has it caused you?
Choose your elemental damage type: air, bolt, earth, fire, or ice. You gain Resistance
to the chosen damage type; additionally, whenever you deal damage, you may change
its type so that it matches your elemental damage type. However, you also become
Vulnerable to a different damage type chosen among those five.
You also gain the ability to perform Rituals of the Elementalism discipline, but only if
those Rituals manipulate your chosen element (respectively air, electricity, earth/rock,
fire, and ice/water).

d FLIGHT
You belong to a unique heritage of humanoids who have the ability to fly or levitate.
How does this work? Is it magical, or do you have wings? How did this particular
advantage shape the history and society of your people? How do people usually react
to seeing you?
You are able to fly. In addition to the obvious advantage in mobility, your melee attacks
can target flying creatures and you cannot be targeted by melee attacks unless the
attacker is flying or is somehow able to reach flying targets.
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
Quirk. Additionally, when you suffer air, bolt or ice damage during a conflict scene, you
lose the benefits of this Quirk until the start of your next turn.

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d MYSTERIOUS GRIMOIRE
You came into possession of an old and hefty magical tome; sometimes, scribbles and
advice appear on its pages, helping you in your adventures. Where did you find it?
What kind of personality emerges from the text's style and tone?
As long as you have this Quirk, your grimoire is an indestructible artifact that cannot
be lost or stolen unless as a consequence of Surrender.
When your group stumbles upon a danger or discovery after a travel roll, you may ask
the Game Master a single question concerning that danger or discovery (you may ask
it immediately or save it for later); the Game Master answers truthfully and describes
how the answer appears on your grimoire.
Once your grimoire has answered 10 questions, it almost shared all of its knowledge
with you: choose one of the following options.
w Awakened Consciousness: you lose this Quirk and the grimoire turns into a Non-
Player Character; create this NPC together with the rest of your group, giving them
a name and describing their appearance. They do not have an NPC profile and do not
take part in Checks or conflicts, but they learn two spells of your choice among
those in the lists for the Elementalist, Entropist and Spiritist Classes in the Core
Rulebook. Once per conflict, if requested, the NPC will cast one of these spells.
Spells cast this way will be cast at the end of the current round, require no Mind
Points, and use 2d10 for the Magic Check (if needed).
w Hidden magic: you lose this Quirk, but your grimoire will still share a final and most
powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells,
Hope, and Volcano (see Core Rulebook; you may choose a Skill whose requirements
you do not fulfill).

You could also use this Quirk to introduce a new Player Character (and Player) in your
group; if you do, the character who had taken this Quirk should receive the benefits
listed by hidden magic instead of those in awakened conscience. Suggested Quirks for
a Player Character brought into a campaign this way are Arboreal, Robot, The Beast
Who Spoke, and The Long Dream.

Whatever your choice, the grimoire goes back to being a completely normal book and
the Game Master chooses one option: the grimoire provides a key clue regarding a
threat that is present in your world; or the grimoire reveals the existence of a new
threat and provides a key clue about it.
W
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d OUTCAST FAIRY
Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with
the stream of souls... but it has been long since you last visited. What went wrong?
What is the state of the Realm at the moment? Who governs it?
You may verbally communicate with any creature belonging to the beast, elemental,
and plant Species.
You learn one spell of your choice among those in the lists for the Elementalist,
Entropist and Spiritist Classes in the Core Rulebook; additionally, you gain the ability
to perform Rituals of the Ritualism discipline, and you may use these Rituals to
transport creatures in and out of the Realm of Fairies.
However, you also possess a unique weakness typical of fairies: decide it together
with your group. Once per session (approximately four hours of play), the Game
Master may give you 1 Fabula Point in order to have sudden complications arise due
to this weakness or have you automatically fail a Check (they must do so before the
Check is performed; the Check's Result and High Roll are both treated as being 0).

Examples: you are allergic to iron; you must count all poured grains of sand or salt; if
you see someone perform a specific gesture, you must do the same.

d ROBOT
You are an artificial body in which a mysterious life shines, lone descendant of an age
lost to time. Do you look organic or mechanical? What prevents you from perceiving or
communicating like a normal human would? What fragmented memories do you still
hold from the time you were created?
You are not considered a living creature and gain Immunity to poison damage and
Resistance to earth damage. You are also immune to the poisoned status effect.
You do not need to breathe, eat or drink, but you still follow the normal rules for
resting; you also recover Hit Points and recover from status effects as normal.
You gain a +2 bonus to all Checks you perform to examine or interact with machines,
technology and constructs (except for Accuracy Checks and Magic Checks).

W
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d STUBBORN SCION
You hail from the wealthiest, most influential family in this region. On what do they
base their fortune and reputation? Are you the only heir? What is it about your family
you really can't stand, and why did it lead you to join the other characters?
If you choose this Quirk during character creation, increase your initial savings by
1000 zenit.
Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name
and describe their appearance. They do not have an NPC profile and never take part in
Checks or conflicts, but you are inseparable and they somehow appear whenever you
need their help. They offer the following benefits:
w Be careful! When you suffer damage, you may halve it.
w Here is the information you previously requested. During a Rest, you may ask the
Game Master one question; they will answer truthfully.
w Stay down, I'll take care of this! When you create an elemental shard, you may
have it deal extra damage equal to【5 + half your level】.
Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue;
as long as they have 10 or more Fatigue, you cannot rely on them.

Fatigue is shared between bodyguards; it is not tracked individually.

At the end of each session (approximately four hours of play), your bodyguards recover
1d6 Fatigue (to a minimum of zero).

SENSITIVE TOPICS
Many Quirks bring complex themes to your table: for instance, The Long Dream
presents a dynamic that can be dangerously close to that of a terminal illness;
Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to
the character being seen as an anomaly or even as a threat; Stubborn Scion
can involve generational conflict and toxic family pressure; Cursed or Survivor
imply seriously traumatic experiences. When you choose and customize your
Quirks, commit to respecting the personal boundaries of those who play with
you. Use lines and veils (page 140 of the Core Rulebook) and be ready to pause
the game if a scene is making someone uncomfortable. Be kind to each other,
W and be kind to yourselves.

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d SURVIVOR
You are among the few who survived a natural catastrophe or the attack of a dreadful
creature. Do you believe someone is responsible for this? Were you able to keep in
contact with any other survivors? Do you think it possible to rebuild?
Permanently increase your maximum Hit Points and maximum Mind Points by 5.
Choose one option: gain the ability to equip martial melee and ranged weapons,
martial armor, and martial shields; or learn any one spell from the Elementalist or
Spiritist lists; or permanently increase your maximum Inventory Points by 2.

d THE BEAST WHO SPOKE


You belong to a long line of magical beasts who protected human villages over the
centuries; nowadays, however, humanity has forgotten your role. Where do you make
your nest? Do you know of any of your kind who are still alive? Who, among the other
Player Characters, has shown interest or respect towards your nature?
You may not equip any items, with the exception of accessories and weapon and
armor modules (see Pilot Class, page XXX of the Techno Fantasy Atlas). However, as
long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to
Magic Defense.
You also gain two benefits of your choice among the following:
w You may also equip custom weapons (see page XXX for more).
w You learn one NPC spell (pages 310-311 of the Core Book; you cannot choose the
spell Devastation; if a Magic Check is required, use【MIG + WLP】): customize the
spell as needed (name, damage type, status effects etc.).
w Your attacks with unarmed strikes deal 6 extra damage. This amount increases to
10 extra damage if you are level 30 or higher.

W
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W

d THE LONG DREAM


Long ago, your spirit dwelled in nature; then, something brought you to take on a
human form, but it won't be forever. Was it a prayer or some kind of magic? What part
of your appearance betrays your origin? Do you fear that last goodbye?
At the end of each session (approximately four hours of play), before assigning XP, roll
2d20. If you roll a number equal to or lower than your current character level, the
last farewell approaches.
When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points,
you may instead ignore that cost. If you do, the last farewell approaches; after you
ignore a cost this way, if the last farewell has approached at least 10 times, the
moment has come for you to leave the world of humans. At the end of the current
scene, you will forever return to be a natural and inanimate object: together with your
group, take your time to roleplay one last bittersweet moment before you go.

Examples: you might turn into a great guardian tree, into a visage on the side of a cliff,
into a uniquely shaped rock, or into the brightest star there is.

The same happens if you Sacrifice yourself; in both cases, your character is considered
dead and cannot be brought back in any way. However, from now on all Player
Characters in the campaign (including your new character) will receive 1 additional
Fabula Point at the start of each session (approximately four hours of play).

d TRAVELING WORKSHOP
You own a transport that also acts as your shop and laboratory. How did you obtain it?
How does it move, and what energy fuels it? What makes it extremely recognizable?
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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d UNDERCHILD
There isn't much you remember about your past, but upon awakening you found
yourself in the depths. Once you reached the surface, you realized you weren't exactly
like everyone else... you are spontaneously attuned to ancient technology, and boast a
strange power reserve you can draw from. Who was the first person you encountered?
What items did you have with you? Are you afraid of regaining your memories?
When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points,
or Inventory Points during a conflict, you may instead ignore that cost. If you do, you
cannot ignore a cost this way again until the end of your next Rest. Describe where
this intense but ephemeral energy stems from!

Examples: a magic gem hidden in your left eye; a power generator grafted to your
arm; an arcane circuit that resembles an intricate tattoo.

Additionally, when you encounter a contraption or creature connected to ancient


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
what can deactivate it. The Game Master answers truthfully and you describe a brief
flashback that reveals the answer.
After you receive an answer this way for the sixth time, you remember the real reason
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.

Note that you will keep all benefits from this Quirk after this revelation (both the
ability to ignore costs and to ask questions).

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WCUSTOM WEAPONS
A majority of JRPG protagonists wield unique weapons that reflect their style and
are an expression of their personality - from battle umbrellas to gun axes, nothing
should be considered too impractical!
The following rules allow you to create a custom weapon for your hero during character
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
weapons in the following pages).
Custom weapons aren't strictly better than normal basic weapons; choose what to use
based on what fits your personal vision of the character.

CREATING A CUSTOM WEAPON


A custom weapon starts with the following characteristics:

w It belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm,
flail, heavy, spear, sword or thrown).
w It is not a martial weapon (E), but might become one depending on the customizations
that are chosen for it (see below).
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).
w It is a melee weapon or a ranged weapon (your choice, and regardless of the Category
you previously chose for it).
w It has a cost of 300 zenit.
w Its Accuracy Check relies on【DEX + INS】or【DEX + MIG】(your choice).
w It deals physical damage equal to【HR + 5】.

A custom weapon also receives three customizations from the list on the right.

w Each customization can only be chosen once for the same custom weapon.
w Choosing a customization marked with E turns the weapon into a martial weapon.
w If a customization says "you", it refers to the character who has the weapon equipped.
w Some especially powerful customizations count as two customizations or increase the
W cost of the custom weapon.

14
c Custom weapons have been released officially as part of the High Fantasy book in
Italian; they are still in this playtest document to allow international users to use them.

CUSTOMIZATIONS
Accurate
Adds a +2 bonus to the weapon's Accuracy Check formula.

Defense Boost
You gain a +2 bonus to Defense, and you are treated as having a shield equipped for
the sake of your Skills (for instance, Defensive Mastery or Dodge).

Elemental
Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage
of the chosen type instead of physical, and also deals 2 extra damage.

Magic Defense Boost E


You gain a +2 bonus to Magic Defense.

Powerful E
The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
This customization is not available for arcane and dagger weapons, or for weapons
with the quick customization (see below).

Quick (counts as two customizations) E


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,
both attacks follow the rules for two-weapon fighting (no multi, HR equal to 0).

Transforming (increases the custom weapon's cost by 100 zenit)


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
doesn't cost you any additional zenit.
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
an action, and only once per turn.
If one or both the forms are martial (E), remember that you must have the appropriate
Classes to equip them. Additionally, a transforming weapon can still only have one W
Special Ability (the Special Ability applies to both forms).
15
W

COMPATIBILITY
Custom weapons allow you to create the most bizarre armaments you can imagine:
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
of steel daggers, but you lose the flexibility of combining that dagger with a different
weapon - there's pros and cons to each choice.

TRANSFORMING WEAPONS
The transforming customization is by far the most complex option provided by custom
weapons. One important note, however: if one form of your weapon is a melee weapon
and the other is a ranged weapon, or if they belong to different Categories, you only
gain the benefits of one form at the same time.

For instance, if you use a weapon with a melee form and a ranged form, you won't be
able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack
while simultaneously having Crossfire available.

A character wielding a transforming weapon is always free to decide which form they
start with at the beginning of a conflict.

SAMPLE HIGH FANTASY CUSTOM WEAPONS


The following pages showcase a few examples of High Fantasy-style custom weapons,
accompanied by possible rare evolutions.

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.
w When it comes to transforming weapons, any modification (extra damage, Special
Abilities, Accuracy bonuses...) is automatically applied to both forms.

Sometimes, a Player Character's custom weapon will also be something they hold dear
(especially if it was obtained through the Heirloom Quirk, found on page XXX). In that
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
as gems slotted inside a sword, or unique cartridges for a firearm). However, the rules
and mechanics that govern items and equipment should not be altered.
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Oh, these?
How I got them
is a mighty fine tale!

d CHAIN DAGGERS
This is the iconic weapon wielded by Eryon, the Dancer. It is a transforming weapon,
and both forms are martial weapons: thus, a character must be able to equip both
martial melee weapons and martial ranged weapons to use this item.

DANCING KNIVES
The weapon's basic form, worth 400 zenit.

Form I E Accuracy:【DEX + MIG】 Damage:【HR + 5】physical


Two-handed w Melee w No Special Ability; this form belongs to the dagger Category
and has the quick and transforming customizations.

Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 10】physical


Two-handed w Ranged w No Special Ability; this form belongs to the flail Category
and has the accurate, powerful and transforming customizations.

BLAZING CHAINS
A possible rare evolution, worth 1200 zenit.

Form I E Accuracy:【DEX + MIG】 Damage:【HR + 9】fire


Two-handed w Melee w Deals 5 extra damage to demons and undead; this form
belongs to the dagger Category and has the quick and transforming customizations.

Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 14】fire


Two-handed w Ranged w Deals 5 extra damage to demons and undead; this form
belongs to the flail Category and has the accurate, powerful and transforming W
customizations.
17
CAMP ACTIVITIES
W

Camp Activities are an optional rule designed to give greater spotlight to resting
scenes (page 91 of the Core Rulebook) and provide more options in addition to just
increasing or modifying Bonds. While they have been created with a Natural Fantasy
tone in mind, they can be used in any campaign.

Using this rule will not make Player Characters especially more powerful than normal,
but surely offers an improvement in flexibility.

CHOOSING CAMP ACTIVITIES


If you use this optional rule, each Player Character gains access to two different Camp
Activities, chosen during character creation from the list in the following pages.

Make sure to avoid redundant Camp Activities within the same group, and to choose
Activities that fit your Player Character's concept and Identity.

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 Activities they have access to, describing it and applying its benefits to the
chosen target.

It should be noted that each character may choose how to employ the resting scene,
independently from everyone else.

Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each.
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,
who is often the target of the party's healing spells. Seeing Martha's kindness, Ylua
decides to use this scene to gather a few useful ingredients for the cook... hoping not
to get into any trouble!

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).

W
18
KEEPING TRACK OF THE BENEFITS
Many Camp Activities provide a benefit that
can be used only once before the next rest; to
make sure you easily remember which characters
have access to each specific benefits, you could use
tokens, counters, or other small objects that express
the personality of whatever Player Character performed
the corresponding Camp Activity.

Example: Brandon's player keeps track of sleep soundly


using a pink plastic button; on the other hand, Martha's
player gives a little badge portraying a slice of cake to
anyone who benefits from her double portion.

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!

CAMP ACTIVITY TARGET


Camp Forge Yourself
Choose one option: you repair a damaged item owned by the group; or you create
a single basic weapon, armor, or shield of your choice (see pages 130-133 of the
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
cost of the destroyed item (see page XXX for more information on materials).

Cartography Yourself
Once before the next rest, after your group makes a travel roll, you may reroll the die
and keep the new result.

Combat Lesson One ally


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.

W
19
W

CAMP ACTIVITY TARGET


Daydream Yourself
Once before the next rest, when you lose Hit Points for whatever reason, you may
choose to halve that HP loss.

Double Portion One ally


Once before the next rest, if the target is about to recover Hit Points, they may double
the amount of Hit Points recovered.

Exploration Yourself or one ally


You spend your time looking for useful items; describe how, then roll 1d6.
w 1. Ouch! You recover half the normal amount of HP and MP during this rest.
w 2. Not what I was looking for... The target regains 2 Inventory Points.
w 3-5. Hoho, this can be useful! The target regains 3 Inventory Points.
w 6. Jackpot! The target regains 3 Inventory Points, and you also find an amount of
zenit equal to【your character's level × 50】.

Gathering A character with the Gourmet Class


You look for ingredients in the area; describe how, then roll 1d6.
w 1. H-help! At the end of this rest, the entire group will be caught in an easy conflict
against a threat whose level is equal to the group level.
w 2. Will these be okay... The target receives 2 ingredients with random tastes.
w 3-5. Looks tasty! The target receives 3 ingredients with random tastes.
w 6. Ah, these! The target receives 3 ingredients, each with a taste of their choice.

Magic Lesson One ally


Choose a single spell among those you know. Once before the next rest, the target may
perform the Spell action to cast the spell you chose (they must still pay its MP cost and
perform any Magic Checks as needed).

Martial Practice Yourself


Once before the next rest, when you perform an attack, you may grant that attack
W multi (2) or increase its multi property by one point.

20
CAMP ACTIVITY TARGET
Massage One ally
Once before the next rest, if the target is about to pay a Mind Point cost, they may
halve that MP cost. This benefit cannot be applied to a Ritual's MP cost.

Midnight Oil Yourself


You generate 2 points of progress for a single Project of your choice.

Pep Talk One ally


Once before the next rest, if the target is about to recover Mind Points, they may
double the amount of Mind Points recovered.

Planning One ally


Once before the next rest, after the target performs a Group Check as leader or
performs a Check to examine someone or something, they may add a bonus of +4 to
the Result of that Check.

Sleep Soundly Yourself


Once before the next rest, you may perform an additional action on your turn during
a conflict scene. This action must be used to perform the Equipment, Hinder, or
Inventory action.

Training Yourself
Once before the next rest, if you are about to suffer one or more status effects from
the same source, you may instead choose not to suffer any of those status effects.

OPTIONS AND VARIANTS


You might create new Camp Activities for your characters; if you do so, try to
keep them on the same power level as these. Then again, if your group has a
passion for fantasy cooking, you might change this rule so that each Activity is
instead a special dish created by your character, and always has one ally as the
target - sharing is caring, after all! W
21
FLORALIST
W

ALSO: Bloomblade, Herbalist, Gardener


Floralist
There is no rose
without thorns.

n
Spiritual energy flows strongly
within plants, thanks to their
direct connection to our earth.
Growing from this encounter
are magiseeds, gifted with
the unique ability to thrive on
spiritual energy and blossom
into a majestic yet ephemeral
triumph of magic.
Floralists can identify and
cultivate these strange seeds,
which grant a large variety of
benefits and can be combined
with all sorts of disciplines,
martial and magical.

22
W
n
O
w When did you first discover a magiseed, and where?
w Who taught you how to tend to plants and flowers?
w How did you implement magiseeds in your combat style?
w Are there many practicing your art, or are you the exception?

FLORALIST FREE BENEFITS


w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

FLORALIST SKILLS
BATTLE GARDENING (ç3)
After you plant a magiseed through the Chloromancy Skill (not when using Graft),
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.
During a conflict, if there are no magiseeds in your garden, you may use an action and
spend 20 Mind Points to plant a magiseed among those you have discovered. The rules
for the garden and for growing magiseeds can be found in the next pages.

GRAFT
As long as there is a magiseed in your garden and 1 or more sections of your Growth
Clock are filled, you may use an action to remove that magiseed from your garden: if
you do, you immediately plant a different magiseed among those you have discovered
(keep the current filled sections of your Growth Clock unchanged).

TREE OF LIFE (ç5)


When you remove a magiseed from your garden, you may choose one creature you can
see: if that creature is in Crisis, they recover【5 + (SL × 5)】Hit Points.

VERDANT SWAY
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 W
toxins (but you cannot create nor control plant-Species NPCs this way).
23
WMAGISEEDS
THE GARDEN
When you plant a magiseed, it takes root in your garden until removed. Your garden
is an abstract space whose appearance varies depending on your character's look: it
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
garden are automatically removed at the end of each scene.

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.

w Your Growth Clock has 4 sections, and it begins each scene empty.
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
an "at the end of your turn" effect (see below), apply that effect.
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.
w Sections of your Growth Clock may not be filled nor erased in any way other than
described above, through Brambleheart and Green Thumb (pages XXX and XXX), or
through effects that explicitly affect Growth Clocks.

MAGISEED EFFECTS
Magiseeds can have passive effects, or have effects that trigger at the end of your
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
depending on the current number of filled sections in your Growth Clock (T).
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.
w If a magiseed's effect deals damage, it deals 5 extra damage if you are level 30 or
higher. If a magiseed's effect causes Hit Point and/or Mind Point loss and/or recovery,
the amount increases by 10 if you are level 30 or higher.
W
24
MAGISEED LIST
Below and in the next pages you will find a list of standard magiseeds that each
Floralist can discover by investing levels into the Chloromancy Skill.

Your group can also collaboratively create new magiseeds, and the Game Master may
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.

ARCTIC NARCISSUS
It stubbornly survives in frozen territories.

T EFFECT
0-1 You are Resistant to earth and ice damage.
2-3 You and your allies present on the scene are Resistant to earth and ice damage.

BLAZING CHRYSANTHEMUM
Its thick petals resemble an erupting volcano.

T EFFECT
At the end of your turn, choose earth or fire. Until you use this effect again
or this magiseed leaves your garden, all damage dealt by you and every ally
1-3
present on the scene becomes the chosen type, its type cannot change, and it
ignores Resistances.

DESERT DAHLIA
A tenacious plant, it doesn't fear the dryness of dunes.

T EFFECT
0-1 You are Resistant to air and fire damage.
2-3 You and your allies present on the scene are Resistant to air and fire damage.
W
25
W

GOLDEN GINKGO
Its vibrantly colored leaves represent tenacity.

T EFFECT
At the end of your turn, you and every ally you can see recover from dazed,
1
enraged, and shaken.
At the end of your turn, you and every ally you can see recover an amount of
2-3
Mind Points equal to【5 + your Skill Level in Chloromancy】.

GRAVE ASPHODEL
Solemn and elegant, it embodies death's ineluctability.

T EFFECT
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers shaken.
2 At the end of your turn, every enemy you can see suffers shaken.
At the end of your turn, you deal an amount of dark damage equal to【15 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from shaken.

HERMIT IRIS
Its leaves carry whispers of ancient knowledge.

T EFFECT
At the end of your turn, choose an enemy you can see. The Game Master reveals
1 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits,
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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26
HOOKLEAF NIGHTSHADE
Its purplish berries contain a deadly magical venom.

T EFFECT
All damage you deal becomes poison, its type cannot change, and it ignores
0-1
Immunities and Resistances.
All damage you deal becomes poison, its type cannot change, and it ignores
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.

HORNED HAWTHORN
Favored by witches and surgeons alike for its purifying properties.

T EFFECT
0-1 You are Resistant to dark and poison damage.
You and your allies present on the scene are Resistant to dark and poison
2-3
damage.

LUNAR MAGNOLIA
It blooms in the darkest hours of the night.

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
1-3
on the scene becomes the chosen type, its type cannot change, and it ignores
Resistances.

W
27
W

OCEAN LOTUS
A graceful symbol of serenity and wisdom.

T EFFECT
0-1 You are immune to dazed and slow.
You treat your Dexterity and Insight as being one die size higher (up to a
2
maximum of d12).
You and every ally you can see treat your Dexterity and Insight as being one die
3
size higher (up to a maximum of d12).

PILGRIM GAZALIA
Its flamboyant corolla is synonymous with abundance.

T EFFECT
At the end of your turn, choose yourself or another Player Character you can see.
1-2
The chosen character regains 2 Inventory Point.
At the end of your turn, you and every other Player Character you can see regain
3
1 Inventory Point.

PRANCING DANDELION
A symbol of energy and vivacity, it spreads seeds through stormy winds.

T EFFECT
At the end of your turn, choose air or bolt. Until you use this effect again or this
magiseed leaves your garden, all damage dealt by you and every ally present
1-3
on the scene becomes the chosen type, its type cannot change, and it ignores
Resistances.

W
28
REGAL PROTEA
A colorful and tenacious flower, favored by an ancient dynasty.

T EFFECT
0-1 You are immune to shaken and weak.
You treat your Might and Willpower as being one die size higher (up to a
2
maximum of d12).
You and every ally you can see treat your Might and Willpower as being one die
3
size higher (up to a maximum of d12).

REMEDY LILY
Its elegant flowers filter and purify spiritual energy.

T EFFECT
At the end of your turn, you and every ally you can see recover from poisoned,
1
slow, and weak.
At the end of your turn, you and every ally you can see recover an amount of Hit
2-3
Points equal to【15 + your Skill Level in Chloromancy】.

SERRATED ROSE
Its thorns form a tangle equally breathtaking and dangerous.

T EFFECT
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers slow.
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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29
W

SILVER STRELITZIA
Its silvery blossoms are easily mistaken for jewels.

T EFFECT
0-1 You are Resistant to bolt and light damage.
2-3 You and your allies present on the scene are Resistant to bolt and light damage.

STAR PEONY
It silently gazes into celestial depths.

T EFFECT
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers dazed.
2 At the end of your turn, every enemy you can see suffers dazed.
At the end of your turn, you deal an amount of light damage equal to【15 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from dazed.

STRIPED ORCHID
Each segment of this plant is covered in toxins.

T EFFECT
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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30
WARDWATTLE
A tangle of robust branches, whose thorns spread powerful poison.

T EFFECT
0-1 You are Resistant to physical 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).
You are Resistant to physical damage. Additionally, after a creature hits you with
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
damage to that creature equal to【5 + your Skill Level in Chloromancy】(both
these damage instances happen after that creature's attack was resolved).

WRATHFUL CARNATION
Despite their beauty, its yellow flowers emit an irritatingly pungent smell.

T EFFECT
When this magiseed leaves your garden, choose up to one enemy you can see.
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
1-4
attack of spell (if able).
At the end of your turn, you may remove this magiseed from your garden; if you
do, erase all sections of your Growth Clock.

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31
GOURMET
W

ALSO: Brewer, Chef, Patissier


Gourmet

? A true chef respects


the nature of that
which they transform.

n
Cooking may be considered a
common skill, but Gourmets
refine their knowledge of
foodstuffs to a level that is
nothing short of supernatural:
they refine the art of extracting
spiritual energies from every
ingredient, infusing meals
with powerful magical effects!
While most Gourmets are
content with simply settling
down in a town or village
and making a living off their
skills, some wander the world
in a lifelong search for new
ingredients.

32
W
n
O
w Who taught you how to cook? What is your relationship with your teacher?
w Is your craft something revolutionary, or is it an established field of work?
w What does your cooking look like? Which tools do you use?
w What legendary recipe or ingredient are you looking for?

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)
When you rest inside a settlement, you gain【SL】ingredients (see next page).
You may use an action and combine 2 or 3 ingredients to prepare a delicacy (see next
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
ingredients with random tastes.

KNIFE AND FORK


When you perform the free attack granted by the Cooking Skill, if you combined no
more than 2 ingredients, you may have the attack deal damage as normal. If you do,
you treat your High Roll (HR) as 0 when calculating damage dealt by this attack.

MADE WITH LOVE (ç3)


When you use the Cooking Skill and choose to apply the effects of the delicacy to
yourself or an ally you can see, you may spend up to【SL × 10】MP. For every 10 MP
you spend this way, you also apply the delicacy's effects to another ally you can see.

SALT AND PEPPER


When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the
taste of one ingredient to a different taste of your choice.

TRAVELING COOK (ç3)


After each travel roll, if you acquired the Cooking Skill, you gain【SL × 2】ingredients. W
33
INGREDIENTS & DELICACIES
W

The Gourmet Class is designed around experimenting new taste combinations, as well
as using these combinations to come up with a variety of strategies. To help you keep
track of all this information you can use a cookbook sheet, which can be downloaded
from patreon.com/roosterema.

GAINING INGREDIENTS
You will normally receive ingredients through the Cooking and Traveling Cook Skills;
you might also receive them as rewards during play. When you obtain an ingredient,
you're never too sure what it will taste like — roll a d6 to determine the ingredient's
taste using the table below, then describe its appearance and give it a name.

You may also purchase ingredients from stall, shops or merchants: the price is 10
zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste
of your choice.

INGREDIENT TASTE
1. Bitter 2. Salty 3. Sour 4. Sweet 5. Umami 6. Your choice

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
and the other tastes umami.
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 matching taste columns.

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34
TASTES AND DELICACIES
When you use the Cooking Skill, you combine two or three ingredients to generate a
special delicacy with powerful effects that will be applied to its targets.

w Every different combination of two tastes (even if it's the same taste used twice!) will
add an effect to the delicacy.
w When you combine two tastes you never combined before, determine the effect of
that combination by rolling a d12 and consulting the chart on the next page; most
entries also require you to make a choice (such as a specific damage type or status
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
when you use it.
w No two combinations of tastes in your cookbook sheet can have identical effects.
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
different damage type or status effect); if you can't, reroll the d12.
w When completed, your cookbook sheet will feature a total of 15 effects, one for each
possible pair of tastes.

Example: you combine three ingredients, one of them salty and two of them bitter.
The resulting delicacy features two combinations (bitter + bitter and bitter + salty),
which means it will have two different effects.
In the past, you combined bitter + bitter and rolled a 4, which means the effect allows
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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35
W

DELICACY EFFECT
Each of this delicacy's targets recovers from the (choose one: dazed; enraged;
1.
poisoned; shaken; slow; weak) status effect.
Each of this delicacy's targets suffers the (choose one: dazed; shaken; slow;
2.
weak) status effect.
Each of this delicacy's targets recovers 40 Hit Points. This amount increases to
3.
50 if you are level 30 or higher.
Each of this delicacy's targets recovers 40 Mind Points. This amount increases
4.
to 50 if you are level 30 or higher.
Each of this delicacy's targets suffers 20 (choose one: air; bolt; earth; fire;
5. ice; poison) damage. This amount increases to 30 damage if you are level 30
or higher.
Until the end of your next turn, every source that deals (choose one: air;
6. bolt; earth; fire; ice; poison) damage deals 5 extra damage to each of this
delicacy's targets.
Each of this delicacy's targets cannot perform the Guard action during their
7.
next turn.
Each of this delicacy's targets cannot perform the Spell action during their
8.
next turn.
Each of this delicacy's targets cannot perform the Skill action during their
9.
next turn.
Each of this delicacy's targets gains Resistance to (choose one: air; bolt;
10.
earth; fire; ice; poison) damage until the end of your next turn.
Each of this delicacy's targets treats their (choose one: Dexterity; Insight;
11. Might; Willpower) as if it were one die size higher (up to a maximum of d12)
until the end of your next turn.
During the next turn of each of this delicacy's targets, all damage they deal
12. becomes (choose one: air; bolt; earth; fire; ice; poison) and its type cannot
change.

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36
The Temple of Five Spices is rumored to hold the recipe
for a dish that can summon the soul of the deceased.

SPECIAL RULES OF EFFECTS


Delicacies and their effects follow a few unique rules.

w Each delicacy always features one, two, or three effects, depending on which taste
combinations you used (the effects may also be four or six if you use the All You Can
Eat Heroic Skill, on page XXX); you decide in which order to apply these effects, and
may choose to forgo any number of them (this choice must be exactly the same for
all targets of the delicacy).
w Effects 5 to 12 can only be applied during conflict scenes.
w A delicacy can only have one type 5 effect (which is to say, a damage-dealing effect);
if a delicacy has two or more type 5 effects due to the taste combinations you used,
you must choose one of them and forgo the others.
w A delicacy can only have one type 12 effect (which is to say, a damage type-changing
effect); if a delicacy has two or more type 12 effects due to the taste combinations
you used, you must choose one of them and forgo the others.

Other than that, all of a delicacy's effects are cumulative, and will be fully applied to
each of its target.

Example: if you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter +
umami, and a type 9 effect on bitter + sweet, the delicacy created combining these
tastes will be able to deal damage, inflict a status effect, and also prevent the use of
spells for a brief period!

AND FINALLY, A BIT OF ADVICE!


This Class is quite atypical: there is no real way to perfectly control the role your
character will cover, because your abilities are procedurally generated over the course
of the campaign. However, remember that you may prepare delicacies outside of
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
than that, pay attention to which effects best synergize with each other and with
the rest of your group, and take advantage of the multi property to apply the same
delicacy to two or more enemies!

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37
INVOKER
W

ALSO: Ascetic, Channeler, Five-Soul Master


Invoker
Do not wish for control;
wish for understanding.

n
Invokers research the innate
energy of souls and the way
it spontaneously flows and
manifests throughout their
surroundings. Even if their
art relies on calling upon the
power of the elements, they
adapt to the existing power
sources rather than force an
unnatural outcome and upset
the flow of spirits.
That said, Invokers remain
formidable adventurers: they
boast great flexibility and a
unique affinity for elemental
creatures.

38
W
n
O
w How did you develop the art of invocation?
w Is there a spirit or elemental creature you have a special bond towards?
w How do your invocations manifest?
w Are your abilities relatively common, or are you the exception?

INVOKER FREE BENEFITS


w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

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.

LINKED INVOCATION (ç3)


When you perform an invocation, you may spend up to【SL × 10】additional Mind
Points. For every 10 Mind Points you spend this way, the invocation may target an
additional creature you can see.

RIPPLES (ç5)
After an enemy you can see loses Hit Points due to damage dealt by one of your
allies, if that damage was increased by one or more of your "hex" invocations, you
may perform a free attack with a weapon you have equipped. This attack may only
target that enemy, and receives a bonus equal to【SL】to its Accuracy Check; if it is
successful, all its damage becomes of the same type dealt by your ally, and all "hex"
invocations present on its target end immediately after the attack has been resolved.
If two or more enemies trigger this Skill at the same time, you can perform a free
attack against each of them, in whatever order you prefer.

WELLSPRING EXPANSION (ç5)


As long as you have a weapon belonging to the arcane, bow, brawling, flail, sword, or
thrown Category equipped, your "blast" invocations deal【SL】extra damage, and the W
extra damage granted by your "hex" invocations is increased by【SL】.
39
INVOCATIONS
W

DETERMINING AVAILABLE WELLSPRINGS


During each scene, your surroundings grant you two different wellsprings: the Game
Master tells you what they are. Remember to describe how wellsprings manifest in the
scene; they may be natural features, objects, or even creatures.

Example: during a battle taking place on a steam-powered airship amidst stormy


clouds, any two of air, fire, lightning and water would make sense.

PERFORMING AN INVOCATION
When you perform an invocation, choose one option you have access to among those
in the table below (provided the corresponding wellspring is available in the scene);
then, apply its effects to one creature you can see.

Your Skill Level in the Invocation Skill determines which invocations you have access
to:【SL 1】enables "blast" invocations,【SL 2】enables "blast" and "hex" invocations,
and【SL 3】gives you access to all invocations.

Example: if air and earth wellsprings are available and your Skill Level is 2, you have
access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.

If an invocation 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.
Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points,
the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level
40 or higher.

WELLSPRINGS AND INVOCATIONS


Air wellspring (damage type: air)
Aero Blast The target suffers 20 air damage.
Until the start of your next turn, the target suffers 5 extra damage
Aero Hex
from all sources that deal bolt and fire damage.
Breeze The target recovers 30 Hit Points.

W Twister The target suffers 10 air damage and also suffers dazed.

40
WELLSPRINGS AND INVOCATIONS
Earth wellspring (damage type: earth)
Geo Blast The target suffers 20 earth damage.
Until the start of your next turn, the target suffers 5 extra damage
Geo Hex
from all sources that deal air and ice damage.
Growth The target recovers 30 Hit Points.
Quicksand The target suffers 10 earth damage and also suffers slow.

Fire wellspring (damage type: fire)


Pyro Blast The target suffers 20 fire damage.
Until the start of your next turn, the target suffers 5 extra damage
Pyro Hex
from all sources that deal earth and ice damage.
Burst The target suffers 10 fire damage and also suffers shaken.
Smoke The target loses 20 Mind Points and also suffers weak.

Lightning wellspring (damage type: bolt)


Electro Blast The target suffers 20 bolt damage.
Until the start of your next turn, the target suffers 5 extra damage
Electro Hex
from all sources that deal earth and fire damage.
Static The target suffers 10 bolt damage and also suffers slow.
Thunder The target loses 20 Mind Points and also suffers dazed.

Water wellspring (damage type: ice)


Hydro Blast The target suffers 20 ice damage.
Until the start of your next turn, the target suffers 5 extra damage
Hydro Hex
from all sources that deal air and bolt damage.
Chill The target loses 20 Mind Points and also suffers shaken.
Frostbite The target suffers 10 ice damage and also suffers weak.
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41
MERCHANT
W

ALSO: Antiquarian, Collector, Pharmacist


Merchant
First of all, think:
how will this help
people in need?

n
Even in worlds rife with great
magic, wealth and money are
very influential. Trade and
commerce are one key aspect
to the development of nations
and kingdoms, and Merchants
are quite aware of this power.
It might seem strange for a
Merchant to be treated on par
with a hero: and yet, those
who resist the temptation of
greed and rely on commerce
to foster exchanges of ideas
and dialogue between distant
people truly are fighting their
very own revolution.

42
W
n
O
w Who introduced you to the art of commerce? Is it a family business?
w Would this world be better without money? If so, why are you still a merchant?
w 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?

MERCHANT FREE BENEFITS


w Permanently increase your maximum Inventory Points by 2.

MERCHANT SKILLS
EXPIRATION DATE (ç3)
When a potion or delicacy (see page XXX) you created that does not deal damage causes
one or more creatures to recover Hit Points, you may instead have it deal poison damage
equal to【half your level + (SL × 10)】to each of those creatures. This damage's type
cannot change, and it is halved if you are dealing damage to two or more creatures.

I'VE HEARD OF IT! (ç3)


When you or an ally who is able to hear and understand you perform a Check to
examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus
equal to【SL × 2】to the Result of that Check.

PRIVATE STOCK (ç3)


When you or another Player Character spend【SL + 2】or fewer Inventory Points, you
may spend 1 Trade Point to ignore that cost.

REAL TREASURE (ç3)


Once per session, when you help an NPC or community defeat greed and corruption,
improve their quality of life, or coexist with other creatures, if you have acquired the
Winds of Trade Skill, you gain【SL + 1】Trade Points.

WINDS OF TRADE (ç3)


After you rest in an area where commerce is possible, you gain【SL + 1】Trade Points.
You may never have more than【SL + 3】Trade Points; if you acquire this Skill during
character creation, you begin play with 2 Trade Points.
During a non-conflict scene, you may spend 2 Trade Points to choose one option: you
create a material or rare item approved by the Game Master whose value in zenit is
equal to or lower than【your level, multiplied by 30】; or you create an NPC that lives
nearby and explain their occupation as well as how you met them, then the Game W
Master tells you what they require in exchange for their services.
43
NATURAL FANTASY HEROIC SKILLS
W

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
Combine four ingredients into
All you can Eat Gourmet
a delicacy.
Improves Aura and Barrier, and
Auramancer's
Refraction Arcanist, Spiritist punishes enemies who damage
protected targets.
Elementalist, Entropist, React to enemy spells with
Bend Magic
Invoker, Symbolist your invocations.
Your brambles protect you and
Brambleheart Darkblade, Floralist
react to enemy attacks.
Commander, Fury, Use Bone Crusher to challenge
Brave Bash Guardian, Pilot, foes with a shield, then deal
Weaponmaster additional damage.
Cheer Up! Chanter, Esper, Orator Improves My Trust in You.
Casting Chimerist spells grant
Chimeric Soul Chimerist, Mutant
benefits based on the Species.
Your spells can remove status
Cleansing Moonlight Entropist, Spiritist
effects and spells from targets.
Improves Hallucination and
Dancer, Esper, Rogue,
Ephemeral Tranquility Torpor, and cleanses status
Spiritist, Symbolist
effects to cause HP loss.
Chimerist, Use Might for Magic Checks,
Fitcast Darkblade, Esper, and treat weapons relying on
Fury, Wayfarer Might as being arcane.
Use Trade Points instead of
For a Better
Future Merchant Fabula Points and improve
settlements with donations.
W
44
LIST OF NEW HEROIC SKILLS
Heroic Skills with a Class mastery requirement (cont.)
Increase magiseed effects and
Greater Chloromancy Floralist
manipulate vegetation.
Quicken or delay the growth of
Green Thumb Floralist
your magiseeds.
Carry an elemental wellspring of
Inner Wellspring Invoker
your choice within yourself.
Guardian, Merchant, Take a little nap during a
Power Nap
Wayfarer conflict to regain your energies.
Improve your synergy with your
Side by Side Wayfarer
Faithful Companion.
Improve High Speed with bows,
Rogue, Sharpshooter,
Silent Hunter spears, and thrown weapons,
Weaponmaster
and deny free attacks.
Gourmet, Loremaster, Delicacies, potions and spells
Skillful Dosage
Merchant, Tinkerer heal above maximum HP and MP.
Prepare a unique delicacy with
Specialty of the House Gourmet
alternative effects.
Strength of
Invoker Invocations improve Attributes.
Five Wellsprings
Commander, Your Support Checks grant
Wise Counsel
Loremaster, Orator extra benefits to the leader.

ALL YOU CAN EAT


Requirements: you must have mastered the Gourmet Class.
Once per scene when you use the Cooking Skill, you may combine four ingredients
into a delicacy (thus ignoring the normal limit of three ingredients). Other than that,
the delicacy follows the normal rules.
W
45
W

AURAMANCER'S REFRACTION
Requirements: you must have mastered one or more Classes among Arcanist and
Spiritist, and must have learned the Aura spell and/or the Barrier spell.
Choose a damage type among air, bolt, earth, fire, ice, and light.
When an enemy you can see deals damage to one or more creatures who are affected by
an Aura and/or Barrier spell you cast, the damage suffered by each of those creatures
is reduced by an amount equal to【half your level in the Spiritist Class】or to【your
level, divided by 10】(use whichever value is higher; this reduction is applied before
damage Affinities). Then, you may deal an amount of damage of the chosen type equal
to【half your level】to that enemy. If you do, you cannot deal damage this way until
the start of your next turn.

BEND MAGIC
Requirements: you must have mastered one or more Classes among Elementalist,
Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have
acquired the Invocation Skill.
After an enemy you can see hits or misses you with an offensive spell (r), if the Result
of their Magic Check was an even number, you may immediately use the Invocation
Skill for free (after the spell has been fully resolved) to perform an invocation you have
access to against that enemy, without spending Mind Points. This invocation must not
be a "hex", and it may target only that enemy (you cannot use the Linked Invocation
Skill with it).

BRAMBLEHEART
Requirements: you must have mastered one or more classes among Darkblade and
Floralist, and must have acquired the Chloromancy Skill.
You are Resistant to light damage and poison damage.
After you lose Hit Points, if you are in Crisis and a magiseed is present in your garden,
you may fill 1 section of your Growth Clock.
Additionally, when you use the Shadow Strike Skill, you may have your attack deal
poison damage instead of dark damage (the damage type still cannot be changed). If
you do, your Shadow Strike deals extra damage equal to【twice the number of filled
sections in your Growth Clock】.
W
46
BRAVE BASH
Requirements: you must have mastered one or more Classes among Commander (see
High Fantasy Atlas, page 140), Fury, Guardian, Pilot (see Techno Fantasy Atlas, page
XXX), and Weaponmaster.
When you use the Bone Crusher Skill, if your attack targets only one creature and you
have a shield equipped, you may challenge that creature until the end of your next
turn. The challenge also ends if that creature is challenged by someone else, or if you
challenge another creature.
The creature you are challenging must include you among the targets of their attacks
and offensive spells (r), if able; additionally, once per turn (including other creatures'
turns), when you deal damage to the creature you are challenging with a free attack
using a one-handed melee weapon or a custom weapon belonging to the dagger or
sword Category, you may deal 5 extra damage to that creature.

CHEER UP!
Requirements: you must have mastered one or more Classes among Chanter (see High
Fantasy Atlas, page 136), Esper (see Techno Fantasy Atlas, page XXX) and Orator, and
must have acquired the My Trust in You Skill.
When you use My Trust in You on another Player Character, that character chooses
Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being
increased by one die size (up to a maximum of d12) until the end of the scene or until
you use My Trust in You on them again.

CHIMERIC SOUL
Requirements: you must have mastered one or more Classes among Chimerist and Mutant
(see Techno Fantasy Atlas, page XXX), and must have acquired the Spell Mimic Skill.
When you cast one of your Chimerist spells, you gain a benefit based on the Species
of the creature you originally learned that spell from. Choose one option: you gain
Resistance to both damage types associated with that Species; or when you deal
damage of a type associated with that Species, you deal 5 extra damage. The chosen
benefit lasts until the end of the scene, or until you cast a Chimerist spell again.
The damage types associated to each Species are beast (air, ice), construct (earth,
poison), demon (fire, ice), elemental (air, bolt), monster (bolt, fire), plant (earth,
light), and undead (dark, poison). W
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W

CLEANSING MOONLIGHT
Requirements: you must have mastered one or more Classes among Entropist and
Spiritist.
When you hit one or more creatures with an offensive spell (r), if you have an arcane
weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have
each of those creatures no longer be affected by all spells with a duration of "Scene"
that are currently affecting them.
When you cast a spell targeting one or more allies, if you have an arcane weapon
equipped, you may choose one status effect among dazed, enraged, poisoned, shaken,
slow, and weak: if you do, each target recovers from the chosen status effect.

EPHEMERAL TRANQUILITY
Requirements: you must have mastered one or more Classes among Dancer (see
High Fantasy Atlas, page 142), Esper (see Techno Fantasy Atlas, page XXX), Rogue,
Spiritist, and Symbolist (see High Fantasy Atlas, page 146).
When you cast the Hallucination or Torpor spells (see Core Rulebook, page 208), you
may apply both status effects to each target hit by the spell.
During a conflict, you may use an action and spend up to 20 Mind Points. For every
10 Mind Points spent this way, you may choose a different enemy you can see who is
suffering from two or more status effects. Every enemy chosen this way recovers from
all status effects and loses an amount of Hit Points equal to【half your level + (the
number of status effects that enemy recovered from this way, multiplied by 10)】.
Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was
reduced to 0 Hit Points by this effect.

FITCAST
Requirements: you must have mastered one or more Classes among Chimerist,
Darkblade, Esper (see Techno Fantasy Atlas, page XXX), Fury, and Wayfarer.
When you perform a Magic Check for a spell or Ritual, you may replace one of the
Attributes with Might (such as【MIG + MIG】for a Chimerism Ritual).
As long as the Accuracy formula of a weapon you have equipped includes Might, you
may treat that weapon as also belonging to the arcane Category for the purpose of
Skills and effects that require it.
W
48
FOR A BETTER FUTURE
Requirements: you must have mastered the Merchant Class, and must have acquired
the Real Treasure and Winds of Trade Skills.
When you need to spend one or more Fabula Points, if you are not spending them to
alter the story (see Core Rulebook, page 98), you may spend that many Trade Points
instead. Describe which memories of your trades and journeys give you strength!
Additionally, when you gain two or more Trade Points through the Real Treasure or
Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do,
choose a settlement within 1 travel day of your position and increase its prosperity
by an amount equal to【your Skill Level in Winds of Trade + your Skill Level in Real
Treasure】; a settlement's prosperity starts at 0 and has no upper limit.
The chart below indicates the effects of your donations on the settlement and on
anything within 1 travel day of it.

Prosperity Effects within 1 travel day of the settlement


When you or an ally need to pay a cost in zenit, whatever the reason,
10 or more
that cost is halved.
People gladly accommodate you and your allies: while in this area,
15 or more you can always rest freely, without spending zenit. Furthermore, any
travel rolls made in this area never use a die greater than d8.
When a Villain in this area spends Ultima Points, they must spend
20 or more
twice as many Ultima Points.

GREATER CHLOROMANCY
Requirements: you must have mastered the Floralist Class.
Once per turn when a magiseed leaves your garden, if that magiseed has one or more
"at the end of your turn" effects, you may spend 20 Mind Points. If you do, reproduce
one of those effects (you may also choose an effect that doesn't match the current
sections of your Growth Clock).
Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also
influence and control soldier-Rank creatures belonging to the plant Species (but you
are still unable to create them).
W
49
W

GREEN THUMB
Requirements: you must have mastered the Floralist Class.
When you fill 1 or more sections of your Growth Clock, you may choose one option:
you fill 1 additional section of your Growth Clock; or you fill 1 fewer section of your
Growth Clock (to a minimum of 0 sections filled). If you do, you cannot use this effect
again until after your Growth Clock has become completely empty.
Additionally, damage dealt by your magiseeds ignores Resistances.

INNER WELLSPRING
Requirements: you must have mastered the Invoker Class.
When you acquire this Heroic Skill and whenever you rest, you may choose one
wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits
until your next rest:
w You always treat the chosen wellspring as being available during each scene, in
addition to whatever wellsprings are already available.
w You may perform Rituals of the Elementalism discipline, but only if those Rituals
manipulate the element of the chosen wellspring.
w You gain Resistance to the damage type corresponding to the chosen wellspring.
w When you deal damage, you may change its type to the one corresponding to the
chosen wellspring. If you do, that damage ignores Resistances.

POWER NAP
Requirements: you must have mastered one or more Classes among Guardian,
Merchant, and Wayfarer.
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
effects. If you do, your turn ends immediately, you lose the ability to hear and see, and
your Defense and Magic Defense scores become equal to 5 and cannot be modified
in any way (but you may still use the Protect Skill from the Guardian Class, if you have
acquired it!). These penalties last until the start of your next turn, until after you lose
Hit Points, or until after you are hit by an attack or offensive spell (r).
W
50
SIDE BY SIDE
Requirements: you must have mastered the Wayfarer Class, and must have acquired
the Faitfhul Companion Skill.
When your companion deals damage, they deal 5 extra damage.
When your companion performs a Check, you may spend 1 Fabula Point and invoke
one of your companion's Traits in order to let them reroll one or both dice (as per the
rules on page 46 of the Core Rulebook).
After you use the Faithful Companion Skill to have your companion perform an action
during your turn, you may choose one option (after the companion's action has been
resolved): you and your companion each recover 10 Mind Points; or the first time you
or your companion perform a Check before the end of your next turn, that Check gains
a bonus equal to【your Skill Level in Faithful Companion】.

SILENT HUNTER
Requirements: you must have mastered one or more Classes among Rogue,
Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.
When you use the High Speed Skill to perform a free attack with a weapon belonging
to the bow, spear, or thrown Category, the attack deals extra damage equal to【your
Skill Level in the High Speed Skill, multiplied by 5】.
Additionally, when you attack one or more creatures with a weapon that belongs to
the bow, spear, or thrown Category, those creatures cannot perform free attacks until
the end of the current turn.

SKILLFUL DOSAGE
Requirements: you must have mastered one or more Classes among Gourmet,
Loremaster, Merchant, and Tinkerer.
Potions and delicacies you create, as well as spells you cast, can now cause creatures
to recover Hit Points and Mind Points beyond their maximum HP and MP scores. This
cannot cause a creature's current HP and/or MP to go above 150% of the respective
maximum scores; at the end of each scene, if the current Hit Points and/or Mind
Points of a creature are still above their maximum scores, they become equal to the
maximum score.
W
51
W

SPECIALTY OF THE HOUSE


Requirements: you must have mastered the Gourmet Class.
When you acquire this Heroic Skill, choose three different tastes among bitter, salty,
sour, sweet, and umami. Then, choose three different effects among the following:
w You deal 20 (choose one: dark, light) damage to each of this delicacy's targets.
This amount increases to 30 damage if you are level 30 or higher.
Choose the type of this effect when you acquire this Heroic Skill.
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
when you acquire this Heroic Skill.
w For each of this delicacy's targets, if they are affected by one or more spells with a
duration of "Scene", instead they are no longer affected by any of those spells.
w Choose yourself or an ally you can see. For each of this delicacy's targets, the next
time that target performs an attack or cast an offensive spell (r) before the end of
this scene, they must include the chosen creature among the targets of that attack
or spell (if able).
w Each of this delicacy's targets suffers enraged.
w Each of this delicacy's targets suffers poisoned.
w Each of this delicacy's targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit
Points and 40 Mind Points if you are level 30 or higher.
w Each of this delicacy's targets recovers from a single status of their choice.
w Each of this delicacy's targets recovers from dazed, enraged, and shaken.
w Each of this delicacy's targets recovers from poisoned, slow, and weak.
When you create a delicacy using exactly 3 ingredients during a conflict, if each
ingredient matches a different taste among those chosen when you acquired this
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.

W
52
"Silver Fork Style, Secret Technique: Spaghetti Spinner!"

STRENGTH OF FIVE WELLSPRINGS


Requirements: you must have mastered the Invoker Class.
After you perform an invocation during a conflict, you and up to one ally you can
see increase one of your Attributes' die sizes by one (up to a maximum of d12). This
increase lasts until the end of the scene or until you use this Skill again, and the
Attribute is based on the wellspring you invoked: air (Insight), earth (one Attribute of
your choice), fire (Dexterity), lightning (Might), or water (Willpower).

WISE COUNSEL
Requirements: you must have mastered one or more Classes among Commander (see
High Fantasy Atlas, page 140), Loremaster, and Orator.
When you perform a Support Check, if the leader of the Group Check can hear and
understand you, you may use【INS + INS】 【INS
, + WLP】, or【WLP + WLP】instead of
the normal Attributes required by the Support Check.
Describe how you offer your advice!
Additionally, when you use the teamwork option (see Core Rulebook, page 76) to
support another Player Character's Check during their turn in a conflict scene, you may
spend 10 Mind Points. If you do, choose up to two of the following benefits:
w That character recovers 20 Mind Points.
w That character recovers from dazed, enraged and shaken.
w At the end of that character's turn, choose one option: perform a free attack with a
weapon you have equipped; or immediately perform the Spell action for free,
casting a spell whose total MP cost is equal to or lower than 20.
w If that character succeeds on their Check and the Check allows them to fill or erase
one or more sections of a Clock, they may fill or erase 1 additional section of it.

W
53
WHEROIC STYLE SKILLS
The following Heroic Skills provide additional support to builds and playstyles that
have been widely requested, underrepresented, or could use a bit more nuance.

w None of these Heroic Skills require mastery of a specific Class; thus, you can acquire
them whenever you master any Class, provided you fulfill all the listed requirements.
w A Player Character can only have up to one Heroic Style Skill, and no two characters
in the same group can share the same Heroic Style Skill.
w As an optional rule, you might let each Player Character gain their Style Skill at
character creation. If you do, characters who have no interest in a Style Skill can
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
Player Character skip the first Heroic Skill they would normally gain.

LIST OF HEROIC STYLE SKILLS


Heroic Skill Requirements Effect summary
Become a defensive character
Agile Defender Style Dodge 2+
based on Dexterity.
Elementally imbue enemies
Blast Gladiator Style Bone Crusher
with Bone Crusher.
Dexterity and/or Negate and deflect ranged
Bullet Deflection Style
Insight d10+ attacks with swords.
Boost the first brawling attack
Charged Punch Style Withstand
after Withstand.
Detonation Style Basic Alchemy Improve damage potions.
Able to equip martial Fight with a single one-handed
Duelist Style
melee weapons melee weapon.
Send your two-handed thrown
Fūma Shuriken Style Barrage
weapons spinning.
Ranged Weapon Unleash three attacks from a
Gunslinger Style
Mastery 2+ one-handed firearm.

W Heightened 2+ spells that Change the damage type of


Element Style deal damage spells and improve them.
54
If these Heroic Skills prove solid during playtest, it is possible they will be
released in the future; for now, please enjoy them and provide feedback!

LIST OF HEROIC STYLE SKILLS


Heroic Skill Requirements Effect summary
Seize the opportunity when an
Hidden Weapon Style Cheap Shot
enemy's Vulnerability is hit.
Improves staves, improvised,
Humble Style Willpower d10+
and non-martial weapons.
Melee Weapon Sheathe your sword, then strike
Iaidō Style
Mastery 2+ with unique effects.
Investigator Style Flash of Insight Use your deductions in battle.
Concentrate Cataclysm upon a
Piercing Sorcery Style Cataclysm
single target.
Prophetic Defender Become a defensive character
Divination
Style based on Insight.
Punishing Style Counterattack Improves Counterattacks.
Strengthen bows and trigger
Ranger Style Resourceful
traps when a conflict begins.
High Speed and/or Attack or cast a spell after you
Reaper Style
Stolen Time defeat an enemy.
Improves the reach and
Scorpion Tail Style Dexterity d10+
flexibility of flails.
Able to equip all Gain benefits by fighting with
Seven Weapons Style
martial weapons weapons of many Categories.
Jump high into the air before
Skyspear Style Soaring Strike
Soaring Strike with spears.
Treat brawling weapons
Healing Power and
Thaumaturge Style as arcane and cast Heal or
Cleanse and/or Heal
Cleanse after attacks.
Dexterity and/or Strike twice with heavy and
Vortex Warrior Style
Might d10+ sword weapons.
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AGILE DEFENDER STYLE


Requirements: you must have Skill Level 2 or higher in Dodge (see Rogue).
As long as you have no shields and no martial armor equipped, you gain all of the
following benefits:
w You may ignore the MP cost of the Provoke Skill (see Fury).
w You may ignore the MP cost of the Peacock Dance (see Dancer).
w You may use the Protect Skill (see Guardian) even if you have not acquired it.
w Your Magic Defense score is increased by【your Skill Level in Dodge】.
Additionally, your maximum Hit Points and Crisis score are now calculated based on
your base Dexterity die size, instead of your base Might die size.

BLAST GLADIATOR STYLE


Requirements: you must have acquired the Bone Crusher Skill (see Weaponmaster).
Choose one damage type among air, bolt, dark, earth, fire, ice, light, physical, and
poison.
When you use the Bone Crusher Skill on one or more creatures, you may have each of
those creatures become imbued until the end of the scene.
After one or more imbued creatures lose Hit Points, each of those creatures stops
being imbued and you deal an amount of damage of the chosen type equal to【2 +
(twice your Skill Level in Bone Crusher)】to them. The type of this damage cannot be
changed; this effect deals 5 extra damage if you are level 20 or higher, or 10 extra
damage if you are level 40 or higher; it also deals an additional 5 extra damage if you
have a brawling or firearm weapon equipped, or if you have a weapon module (see
Pilot) equipped.

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BULLET DEFLECTION STYLE (inspired by Tails on Discord!)
Requirements: you must have a Dexterity base die size of d10 or higher and/or an
Insight base die size of d10 or higher.
After a creature you can see performs a ranged attack, you may spend an amount of
Mind Points equal to【5 + the Result of their Accuracy Check】in order to have the
attack fail automatically against all targets. If you do and that Accuracy Check's High
Roll is an even number, you may have one creature you can see lose an amount of Hit
Points equal to that High Roll.
You can only use this Skill if you have a weapon of the sword Category equipped, and
it has no effect if the Accuracy Check was a critical success.

CHARGED PUNCH STYLE


Requirements: you must have acquired the Withstand Skill (see Fury).
When you perform the Guard action and activate the Withstand Skill, you may choose
one brawling weapon you have equipped. If you do, choose one option: double the
High Roll when determining damage of the next attack you perform with the chosen
weapon before the end of your next turn; or if the next attack you perform with the
chosen weapon before the end of your next turn would have its High Roll treated as
being equal to 0 when determining damage, instead you may use its normal value.

DETONATION STYLE
Requirements: you must have acquired the basic Alchemy benefit from the Gadget
Skill (see Tinkerer).
When you use your Alchemy to create a potion, you can always select effects 3 to 8
(you can treat those effects as if they had "Any" in the "Die" column of the table). If the
potion is advanced or superior, its damage ignores Resistances.
When you succeed on a Check to advance or turn back a Clock, if your approach relied
on explosives, gunpowder or pyrotechnics, you may fill or erase 1 additional section
of that Clock.

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DUELIST STYLE
Requirements: you must be able to equip martial melee weapons.
As long as you have a one-handed melee weapon equipped in your main hand slot, if
that weapon is not an unarmed strike and you have an unarmed strike equipped in
your off-hand slot, you gain the following benefits:
w When you deal damage with a weapon that is not an unarmed strike, you may
double your Accuracy Check's High Roll when determining the attack's damage.
If you do, you cannot use this option again until the beginning of your next turn.
w During conflicts, you ignore the MP cost of the following Skills: Bladestorm, Breach,
Condemn, Encourage, and Provoke (see Fury, Orator, and Weaponmaster).
These benefits do not apply to weapon modules (see Pilot).

FŪMA SHURIKEN STYLE


Requirements: you must have acquired the Barrage Skill (see Sharpshooter).
During a conflict, you may use an action to perform a free attack with a two-handed
thrown custom weapon you have equipped. If you do, that attack gains the multi (2)
property (which can still be enhanced to 3 via the Barrage Skill); if the attack hits one
or more creatures, you may send your equipped weapon spinning.
At the start of your turn, if your equipped weapon is still spinning, it stops spinning and
you choose up to two options: every enemy present on the scene loses 5 Hit Points; or
every enemy present on the scene loses 5 Mind Points; or every enemy present on the
scene suffers slow; or fill or erase 1 section of a Clock. The amount of Hit Points and/
or Mind Points lost increases to 10 if you are level 30 or higher.
Your weapon stops spinning immediately if you no longer have it equipped, if you
perform another attack with it, if you use the Crossfire Skill (see Sharpshooter), or if
the scene ends.

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GUNSLINGER STYLE
Requirements: you must have Skill Level 2 or higher in Ranged Weapon Mastery (see
Sharpshooter).
You may use an action to perform up to three consecutive free attacks with a one-
handed firearm weapon equipped in your main hand slot (against the same target
or different targets). If you do, all attacks performed this way follow the rules for
two-weapon fighting: they lose the multi property and cannot gain it, and you treat
the High Roll of each Accuracy Check as being equal to 0 when determining damage.
Additionally, if any attack made this way misses, you lose your rhythm and cannot
perform the remaining attacks.
You may use this Skill only if you have a one-handed firearm weapon equipped in your
main hand slot, if that weapon is not a weapon module (see Pilot) whose text says "A
personal vehicle with this module enabled cannot have any other weapon modules
enabled", and if your off-hand slot is empty or contains an unarmed strike.

HEIGHTENED ELEMENT STYLE


Requirements: you must have learned two or more spells that deal damage.
Choose a damage type among air, bolt, dark, earth, fire, ice, light, physical, and poison.
When you deal damage with a spell, you may change that damage's type to the one
you have chosen; and as long as a spell you cast deals damage of the chosen type, that
spell deals 5 extra damage and all its damage ignores Resistances.

HIDDEN WEAPON STYLE


Requirements: you must have acquired the Cheap Shot Skill (see Rogue).
Choose a status effect among dazed, shaken, slow, and weak.
After one or more enemies you can see lose Hit Points due to damage dealt by one of
your allies, if at least one of them is Vulnerable to the type of damage dealt by your
ally, you may choose one of those enemies. If you do, that enemy loses an amount of
Hit Points equal to【half your level + (twice your Skill Level in Cheap Shot)】and also
suffer the chosen status effect.
Once you use this Skill during a conflict, you may not use it again until the beginning
of your next turn.
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HUMBLE STYLE
Requirements: you must have a Willpower base die size of d10 or higher.
When you acquire this Heroic Skill, choose two different Attributes among Dexterity,
Insight, Might, and Willpower: when you perform an Accuracy Check with a non-
martial weapon, you may replace the required Attributes with those you have chosen.
As long as you have two or fewer weapons equipped, your attacks with non-martial
weapons deal 5 extra damage and you may also treat those weapons as belonging
to the spear and sword Categories for the sake of Skills that require it; this benefit
does not apply to unarmed strikes, weapon modules (see Pilot), twin shields (see
Guardian), and magicannon (see Tinkerer).
As long as the only weapon you have equipped is a staff (see Core Rulebook, page
130), you apply all of the above benefits but may also treat that staff as belonging
to the brawling and heavy Categories for the sake of Skills that require it, and your
attacks with it deal an additional 5 extra damage.
Additionally, when you perform an attack using an improvised weapon, you deal 5
extra damage and may have that weapon not be destroyed after the attack.

IAIDŌ STYLE
Requirements: you must have Skill Level 2 or higher in Melee Weapon Mastery (see
Weaponmaster).
Once per turn during a conflict, if you have exactly one weapon equipped and that
weapon is a two-handed sword or a weapon module (see Pilot) belonging to the
sword Category, you may use an action to enter a iaidō stance.
While in your iaidō stance, you gain a bonus equal to【your Skill Level in Melee
Weapon Mastery】to your Defense and Magic Defense scores.
When an enemy you can see begins their turn, if you are in your iaidō stance, you may
exit it to perform a free attack with a weapon belonging to the sword Category you
have equipped. This attack must include that enemy among its targets and you choose
up to two options: the attack deals extra damage equal to【2 + (twice your Skill Level
in Melee Weapon Mastery)】; or fill or erase 1 section of a Clock if the attack hits all
its targets; or the attack can target creatures that cannot be targeted by melee attacks;
or damage dealt by the attack ignores Resistance and Immunity; or each creature hit by
the attack cannot perform free attacks until the end of the current turn.
You automatically exit iaidō stance at the start of your turn, or if you no longer have
W the same sword weapon equipped or have more than one weapon equipped.

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INVESTIGATOR STYLE
Requirements: you must have acquired the Flash of Insight Skill (see Loremaster).
When you perform a Check to examine a creature, item or location during a conflict
scene, you may memorize the High Roll of that Check.
When a source deals damage to one or more creatures you can see, you may forget
one of your memorized High Rolls to choose one option: that source deals extra
damage to each creature equal to the forgotten High Roll; or reduce damage dealt
by that source to each creature by an amount equal to the forgotten High Roll (before
applying Affinities).
You automatically forget all memorized High Rolls at the end of each scene.

PIERCING SORCERY STYLE


Requirements: you must have acquired the Cataclysm Skill (see Elementalist).
Once per turn, when you use the Cataclysm Skill to empower an offensive spell (r)
with a target of "Up to three creatures", if that spell targets only one creature, you may
double the extra damage granted by Cataclysm. If you do, you may choose up to two
options: damage dealt by the spell ignores Resistances; or if the target of the spell is
flying, you force them to land immediately; or the target of the spell suffers dazed; or
the target of the spell cannot perform the Guard action during their next turn.

PROPHETIC DEFENDER STYLE


Requirements: you must have learned the Divination spell (see Entropist).
When a source causes one or more allies present on the scene to lose Hit Points, if you
are affected by your Divination spell, you may reduce its number of available forced
rerolls by 1 to transfer part of the consequences of that timeline unto yourself. If you
do, you suffer all those Hit Point losses in place of those allies, as separate instances
(you cannot choose to suffer only some of them; for instance, if a source causes you
and two of your allies to lose 20 Hit Points each, using this effect causes you to lose
20 HP, then 20 HP, and finally another 20 HP). Then, if your Divination spell has no
remaining forced rerolls, your Divination spell ends.
Additionally, your maximum Hit Points and Crisis score are now calculated based on
your base Insight die size, instead of your base Might die size.
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PUNISHING STYLE
Requirements: you must have acquired the Counterattack Skill (see Weaponmaster).
When you perform the Guard action, if you choose not to provide cover to another
creature, you gain the following benefits until the start of your next turn:
w You may use the Counterattack Skill even when the Result of the enemy's Accuracy
Check is an odd number.
w When you perform a free attack with Counterattack, if the triggering attack hit you,
you deal 5 extra damage.

RANGER STYLE
Requirements: you must have acquired the Resourceful Skill (see Wayfarer).
At the start of a conflict scene, you may spend 20 Mind Points to reveal you set traps
in the surrounding area and choose a status effect among dazed, shaken, slow, and
weak: if you do, every enemy present on the scene suffers the chosen status effect,
then every enemy present on the scene whose current Insight die size is equal to or
lower than yours loses an amount of Hit Points and Mind Points equal to【your Skill
Level in Resourceful, multiplied by 5】. These amounts increase by 5 if you are level
20 or higher, or by 10 if you are level 40 or higher.
Additionally, your attacks with bows deal extra damage equal to【1 + your Skill Level
in Resourceful】as long as you have no martial armor equipped.

REAPER STYLE
Requirements: you must have acquired the High Speed Skill (see Rogue) and/or the
Stolen Time Skill (see Entropist).
You gain a +5 bonus to your Accuracy Checks and Magic Checks for attacks and
offensive spells (r) that include one or more enemies in Crisis among the targets.
When you cause one or more enemies to reach 0 Hit Points and Surrender, you
recover from all status effects and may choose one option: perform a free attack with
a weapon you have equipped, and that attack deals 5 extra damage; or immediately
perform the Spell action for free, casting an offensive spell (r) with a total MP cost
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.

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SCORPION TAIL STYLE
Requirements: you must have a Dexterity base die size of d10 or higher.
Your attacks with weapons belonging to the flail Category may target flying creatures
and deal 5 extra damage as long as it is not your turn.
After a creature you can see performs a ranged attack, you may spend an amount of
Mind Points equal to【5 + the total Result of their Accuracy Check】in order to have
the attack fail automatically against all targets. You can only use this Skill if you have
a weapon belonging to the flail Category equipped, and it has no effect if the Accuracy
Check was a critical success.

SEVEN WEAPONS STYLE


Requirements: you must be able to equip martial melee weapons, and must also be
able to equip martial ranged weapons.
You may use an action and spend 7 Mind Points to perform a free attack with a weapon
you have equipped. This attack must target a single creature; if the attack hits, you
treat your High Roll as 0 when calculating damage and may perform the Equipment
action for free after it has been resolved. Then, you may perform another free attack
with a weapon you have equipped who doesn't share any Category with the weapon
you used for your first attack. This attack must also target a single creature; if it
hits, you treat your High Roll as 0 when calculating damage, and may perform the
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
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
many Sequence Points and are then treated as if you had already attacked with all of
those Categories during this scene).
Once per scene at the start of your turn, if you have 7 or more Sequence Points, you
may spend all your Sequence Points to choose one enemy you can see: that creature
loses 7 Hit Points. If you do, you may immediately repeat this process up to 6 more
times, for a maximum of 49 Hit Points lost (by a single enemy or different enemies,
provided it happens in 7 HP increments).
You lose all Sequence Points at the end of each scene.

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SKYSPEAR STYLE
Requirements: you must have learned the Soaring Strike spell (see Elementalist).
You unlock the hidden art of aerial spear combat, learning the Skyjump spell.

Skyjump MP: 10 Target: Self Duration: Scene


You become one with the speed and strength of wind. Until this spell ends, your melee
attacks can target creatures that can only be targeted by ranged attacks, and no other
creature present on the scene is able to see you.
On your turn, if you are under the effects of this spell and able to perform the Spell
action, you must use your first available action to perform the Spell action and cast
the Soaring Strike spell, ignoring its MP cost. If you do and the weapon used belongs
to the spear Category, the free attack granted by Soaring Strike gains multi (2) and
deals another 5 extra damage. This spell ends after the free attack is resolved.
You may only cast this spell if you have a spear weapon equipped, and only if you have
also learned the Soaring Strike spell.

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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VORTEX WARRIOR STYLE
Requirements: you must have a Dexterity base die size of d10 or higher, and/or a
Might base die size of d10 or higher.
When you perform the Attack action with a melee weapon that belongs to the heavy or
sword Category, if you have no other weapon equipped, you may perform two separate
attacks instead of one. If you do, both attacks follow the rules for two-weapon fighting:
each attack loses the multi property and cannot gain it, and you treat the High Roll
of each Accuracy Check as being equal to 0 when determining damage. Additionally,
both attacks performed this way must target the same creature; if the first attack is
successful, the second attack's Accuracy Check will trigger a critical success if both dice
show the same number (and the Check is not a fumble).
Note that this Heroic Skill does not stack with a custom weapon's quick customization
(you will still only perform two attacks).

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WARCANIST (rework draft)
ALSO: Avatar, Chosen, Summoner

ARCANIST FREE BENEFITS


w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

ARCANIST SKILLS
ARCANE REGENERATION (ç6)
After you willingly dismiss an Arcanum you are merged with, if you are in Crisis, you
and every ally present on the scene recover【SL × 5】Hit Points.

BIND AND SUMMON


You may bind Arcana to your soul and summon them later. When you encounter a new
Arcanum, the Game Master will reveal what you must do in order to bind them.
You may use an action and spend 30 Mind Points to summon the power of one of the
Arcana you have previously bound (see next page).
If you take this Skill at character creation, you begin play with one Arcanum bound
to you (you may choose it from the sample Arcana or create it with your group). Any
further Arcana must be obtained through exploration and story progression.

PHANTOM STRENGTH (ç6)


When you perform a pulse, before resolving its effects, you may choose to have all
damage you deal ignore Affinities until the end of this turn. If you do, the next time you
deal damage before the end of this turn, you deal【SL + 4】extra damage.

QUICK SUMMONING (ç2)


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
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.

RITUAL ARCANISM
You may perform Rituals of the Arcanism discipline, as long as their effects fall within
W the domains of one or more Arcana you have bound (see next pages).
Arcanism Rituals use【WLP + WLP】for the Magic Check.
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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.

MERGING WITH AN ARCANUM


When you summon an Arcanum, you gain their merge benefits; those benefits last
until the Arcanum is dismissed (see below).
You cannot summon an Arcanum while already merged with one; you must first
dismiss the current Arcanum.

DISMISSING AN ARCANUM
If you are merged with an Arcanum, they will be automatically dismissed at the end
of the scene, if you die or fall unconscious, or if you leave the scene.
You may also willingly dismiss the Arcanum you are currently merged with: this never
requires an action, but during a conflict it can only be done on your turn, before or
after an action.

PULSE AND DISMISS EFFECTS


In addition to their merge effects, most Arcana also grant the Arcanist a pulse effect
and a dismiss effect.

w As long as you are merged with a given Arcanum, you may use an action to unleash
that Arcanum's pulse effect. You may only do so during a conflict scene, and only once
per turn.
w When you willingly dismiss an Arcanum, you may use their dismiss effect - if the
Arcanum is dismissed for any other reason, this effect cannot be used. You are also
free to ignore a dismiss effect if you don't want to use it.
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.

Some effects follow unique rules, explained within the Arcanum's text.

DOMAINS
Each Arcanum is associated with a few key concepts or domains. The Game Master
should use these to establish the trials or conditions needed for the Arcanum to lend
their power, and to adjudicate Rituals performed through the Ritual Arcanism Skill
once that Arcanum has been bound. W
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NEW SAMPLE ARCANA
W

ANTIKYTHERA
The enigmatic custodian of time and space.
Domains: space, time, void.
MERGE KALEIDOSCOPE VEIL

After you lose Hit Points due to damage, if that damage has a type and that type is not
physical, you gain Resistance to that damage type and lose any previous Resistance
granted by this effect.
When this Arcanum is dismissed, you lose any Resistance gained through this effect.
PULSE BINARY STARS

You deal 10 fire damage to a creature you can see; then, you deal 10 ice damage to a
creature you can see (the same or a different one).
DISMISS SPACETIME SUBTRACTION

Choose one option: every enemy present on the scene suffers slow; or every enemy
present on the scene who is suffering from slow will perform one fewer action during
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.
Once the second or third option is chosen, this dismiss effect will not be available
until the next dawn.

ARCANA, OLD AND NEW


A big part of Arcanist's charm is creating new Arcana for use in your campaign,
and this rework aims to make any conversions from the old formula as painless
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
those you see in these examples – if the original Arcanum granted the ability to
perform a given action or effect once per turn, make that its pulse.
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
Summoning (for a useful example of this process, see how Arcanum of the
W Sword was converted into Nimue).

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BANSHEE
The ominous tyrant lord of winds.
Domains: birds, storms, winds.
MERGE IMPENDING CATASTROPHE

You have Resistance to air damage, and when you deal air or physical damage, you
deal extra damage equal to your current Whirlwind Points.
When this Arcanum is dismissed, you lose all Whirlwind Points.
PULSE ZEPHYR BLADES

You deal 10 air damage to each of up to two creatures you can see. Then, you gain
1 Whirlwind Point, or 2 Whirlwind Points if you dealt damage to only one creature.
DISMISS HURRICANE SCREECH

You deal an amount of air damage equal to【the amount of Whirlwind Points you
lost by dismissing this Arcanum, multiplied by 5】to every enemy present on the
scene. This damage ignores Resistances.

CALADRIUS
The winged master of healing magic.
Domains: exorcism, healing, sunlight.
MERGE PROTECTIVE GAZE

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
ally present on the scene are immune to the chosen status effect.
PULSE CLEANSING SUNLIGHT

Choose one option: you deal 10 light damage to each of up to two creatures you can
see; or one creature you can see recovers from all status effects.
DISMISS HEALING FEATHERS

You and every ally present on the scene recover 30 Hit Points. This amount increases
to 40 if you are level 20 or higher, or to 50 if you are level 40 or higher.
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W

DAHAKA
The slithering prince of desert sands.
Domains: earth, poison, sandstorms.
MERGE HARDENED SCALES

You have Resistance to earth damage and are immune to poisoned.


Your melee attacks can target flying creatures.
PULSE NUMBING BITE

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.
DISMISS TECTONIC CRUSH

You deal 20 earth damage to every enemy present on the scene who isn't flying,
floating, falling, or otherwise in mid-air. This damage ignores Resistances, and also
ignores Immunities and Absorptions of creatures afflicted by slow.

KUZUNOHA
The fierce protector of witches and beasts.
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.

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LILITH
She who wages war against Celestial Spheres.
Domains: chaos, rebellion, revelation.
MERGE WINGS OF EDEN

You have Resistance to dark and light damage.


You may never have more than 10 Gnosis Points, and you lose all Gnosis Points when
this Arcanum is dismissed.
PULSE CLAWS OF THE FALLEN

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
Gnosis Points, and an additional 5 extra damage against creatures who Absorb light
damage or are Immune to it. After this attack is resolved, you gain 1 Gnosis Point for
every creature who lost Hit Points due to its damage.
DISMISS PARADISE LOST

Every enemy present on the scene loses an amount of Hit Points equal to【the
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
you are level 20 or higher, or by 20 if you are level 40 or higher.

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LORELEI
The serene and inscrutable fey ruler of the glaciers.
Domains: cold, ice, silence.
MERGE SUBZERO SILENCE

You have Resistance to ice damage and are immune to enraged.


When you deal damage, you may change its type to ice.
PULSE WINTER MELODY

You deal 10 ice damage to each of up to two creatures you can see. Then, each creature
who lost Hit Points due to this damage suffers weak.
DISMISS GLACIER'S DISDAIN

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
amount of Mind Points.

NIMUE
The wielder of ninety-nine swords.
Domains: conquest, heroism, leadership.
MERGE ROYAL ARMAMENTS

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).
PULSE ARONDIGHT

You perform a free attack with a weapon you have equipped. This attack targets Magic
Defense instead of Defense.
DISMISS GORDIAN SLICE

One creature you can see loses 30 Hit Points, or 40 Hit Points if you are level 30 or
higher. Then, if that creature is not a Villain and their current Hit Points are equal to
or lower than your Crisis score, you reduce that creature to 0 Hit Points.

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QILIN
The elusive herald of wisdom and good fortune.
Domains: knowledge, prosperity, temperance.
MERGE ENLIGHTENED SERENITY

You treat your Insight as if it were one die size higher (up to a maximum of d12).
PULSE STEPS OF PROSPERITY

Choose one option: one ally you can see treats their Insight as if it were one die size
higher (up to a maximum of d12) until the start of your next turn; or you immediately
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 ORACLE

You ask the Game Master a single question. The Game Master must answer truthfully,
describing the vision shown to you by this Arcanum.
Once used, this dismiss effect will not be available until the next dawn.

SERAPH
The guardian of one hundred gates.
Domains: judgment, protection, sacrifice.
MERGE GENTLE BASTION

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
scene have Resistance to the chosen type (you do not gain this Resistance).
PULSE EXORCISM BOLT

Choose one option: you deal 20 light damage to a creature you can see; or one
creature you can see that is affected by one or more spells with a duration of "Scene"
is no longer affected by any of those spells instead.
DISMISS TWILIGHT OF JUDGMENT

You deal 20 light damage to every enemy present on the scene. This damage ignores
Resistances and Immunities. W
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TUBALCAIN
The blazing guardian of the forge.
Domains: fire, heat, metal.
MERGE BLESSINGS OF THE ANVIL

You have Resistance to fire damage, and fire damage you deal ignores Resistances.
When you deal damage, you may change its type to fire.
PULSE FORGE HAMMER

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).
DISMISS MOLTEN WAVE

Choose one option: you deal 20 fire damage to every enemy present on the scene,
and this damage ignores Resistances; or, until the start of your next turn all damage
dealt by you and your allies present on the scene becomes fire and its type cannot
be changed.

VANAGANDR
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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HEROIC SKILLS
The various Heroic Skills available to Arcanists need minor to no changes.

w Arcane Echoes (Core Rulebook) can be kept identical.


w Auramancer's Refraction (Playtest Materials) can be kept identical.
w Grand Summoning (High Fantasy Atlas) can be kept largely identical, but the
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 an Arcanum is summoned without Quick Summoning.
w Revelation (Core Rulebook) changes to the version below:

REVELATION
Requirements: you must have mastered the Arcanist Class.
You make contact with a previously unknown Arcanum, which you design together
with the rest of your group, and bind that Arcanum to your soul (feel free to make it a
bit stronger than normal, since it was obtained through a Heroic Skill). For as long as
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
summoned Arcanum will be available for this summoning).

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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
the rules, Classes, and Skills found in the Core Rulebook. Once again, these are
not the official versions of these mechanics; rather, this is a collection of ideas,
experimentations and alternatives resulting from years of feedback (yes, you might
have started playing Fabula only recently, but the core rulebook was written between
2018 and 2020... lessons have been learned in the meantime).

In short, providing feedback on these options and reworks will help me as well as
Need Games evaluate future errata and influence possible upcoming editions of the
game, years from now.

Thank you for your time and interest in Fabula Ultima!

INITIATIVE
Page 61. Initiative was never truly useful; a leftover from a previous initiative system
that failed to evolve into something truly interesting, and a "futile" roll of dice.
Conflict scenes now follow a simple rule for determining which side goes first: if the
conflict features no Villains, the heroes' side wins initiative. If the conflict features
one or more Villains, the enemy side wins initiative.
This change has consequences throughout the system.
w Rules and effects that affect initiative no longer exist.
w Armor no longer gives initiative penalties; this makes the travel garb and combat
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.
w NPCs no longer have Initiative, so elite and champion foes do not increase it.

DARKBLADE FREE BENEFITS


Page 185. More access to martial ranged weapons is good, and Shadow Strike never
required melee weapons specifically.
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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version 1.5
AGONY (ç5)
Darkblade Skill, page 185. The amount of HP and MP regain granted to dual or triple
weapon users spiraled out of control far too quickly. Limiting it to once per turn, and
only to enemies, makes it a lot more reasonable and in line with the original design
expectations, removing the lure of "cheesy" strategies that harm allies.
The Skill's initial text becomes: "Once per turn (including other creatures' turns), after
you deal damage to one or more enemies, if you have..."

SPELLBLADE (ç3)
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).
When you cast an offensive (r) spell that targets a single creature and has a total
Mind Point cost of【SL × 20】or lower, you may choose a non-arcane weapon among
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
spell through a bronze sword when you have Skill Level 2 in Spellblade will cause the
Magic Check to be【DEX + MIG】+3 instead of【INS + WLP】). Additionally, if the Magic
Check relies on Dexterity, the spell deals【SL × 2】extra damage.

SOARING STRIKE
Elementalist Spell, page 188. Swords should have been included.
The extra damage granted by the spell now also applies to swords.

VORTEX > RIFT AND VORTEX


Elementalist Spell, page 189. Old Vortex was terribly situational.
Vortex becomes an air-based equivalent of the Flare/Iceberg/Thunderbolt spells.
Add Rift, which follows the same rules but deals earth damage.

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STOLEN TIME (ç4)


Entropist Skill, page 191. The Skill is now cheaper and less action-intensive, and
requires less investment. It is also more in line with the "time thief" design intent.
You may use an action and spend 10 Mind Points to perform a free attack with a
weapon you have equipped. This attack must target a single creature; if the attack is
successful, that creature suffers slow. Then, if that creature was already slow, you may
choose up to two options: the attack deals【SL + 1】extra damage; or the target of the
attack loses【SL × 10】Mind Points; or one creature you can see recovers from slow;
or one ally you can see who is yet to take their turn during this round may take their
turn immediately after yours.

ACCELERATION
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.

Acceleration 20 One creature Scene


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
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.

DARK WEAPON
Entropist Spell, page 192. This shouldn't have the same cost as Elemental Weapon.
The cost of this spell is now 5 MP.

DRAIN SPIRIT
Entropist Spell, page 192. The spell was not impactful enough.
The amount of Mind Points lost by the target is now【HR + 20】, not【HR + 15】.

OMEGA
Entropist Spell, page 193. This spell wasn't good enough for its cost.
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The cost of this spell is now 15 MP.
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BODYGUARD > RETALIATION (ç5)
Guardian Skill, page 197. Bodyguard was passive and routine-inducing. This new skill
encourages an active playstyle, and allows mastery for non-armor/shield users.
After you use the Protect Skill during a conflict, the next time you deal damage before
the end of your next turn, you deal【SL × 2】extra damage.

FORTRESS (ç4)
Guardian Skill, page 197. The scaling is now simpler to calculate.
The HP increase becomes【SL × 5】, and this Skill's maximum Skill Level is now 4.

FOCUSED (ç6)
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
equal to【SL】, and this Skill's maximum Skill Level is now 6.

CONDEMN (ç5)
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.
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
Points and you choose one option: that enemy suffers dazed and shaken; or the next
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).

ENCOURAGE (ç5)
Orator Skill, page 201. A general boost was needed. Note that the Skill is no longer
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-
derstand you recover【SL × 10】Hit Points. If you do, choose Dexterity, Insight, Might,
or Willpower: until the end of the scene, or until you use this Skill on that ally again,
they treat the chosen Attribute as being one die size higher (up to a maximum of d12). W
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CHEAP SHOT (ç5)


Rogue Skill, page 203. Support for characters who do not two-weapon fight.
When you hit a creature with an attack, if the attack only targeted that creature and
they are suffering from one or more status effects, you may have it deal extra damage
equal to【SL + (the number of status effects on that creature, multiplied by two if
your attack's High Roll is not equal to 0)】.

SOUL STEAL (ç5)


Rogue Skill, page 203. Minor tweak to avoid confusion.
The Skill now says "During a conflict, you may use an action..." at the start.

CROSSFIRE
Sharpshooter Skill, page 207. The MP cost was too manageable and spammable.
The MP cost for this Skill is now【5 + the Result of their Accuracy Check】.

HAWKEYE (ç5)
Sharpshooter Skill, page 207. The extra damage from the first option was too low
compared to the action cost, and just like with Breach, I tried to provide an option for
greatly increased damage at the cost of forgoing elemental Vulnerabilities.
When you perform the Guard action and choose not to cover another creature, you
may spend 10 Mind Points to choose one option: the next ranged attack you perform
before the end of your next turn deals【5 + (SL × 5)】extra damage, and all its damage
ignores Resistances and Vulnerabilities; or you immediately perform a free attack with
a bow or firearm weapon you have equipped, treating your High Roll as being equal to
0 when determining damage.

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HEALING POWER (ç2)
Spiritist Skill, page 207. The recovery was too weak in early game.
The recovery granted by the Skill becomes equal to【3 + (SL, multiplied by the
number of Bonds you have)】.

AURA AND BARRIER


Spiritist Spells, page 208. The old values did not scale well with enemy bonuses.
Both spells have the following text added: "This score increases to 13 if you are level
20 or higher, or to 14 if you are level 40 or higher."

SOUL SHROUD
New Spiritist spell, page 209.

Soul Shroud 5×T Up to three creatures Scene


Choose a damage type: dark, light, or poison. Until this spell ends, each target gains
Resistance to the chosen damage type.

SOUL WEAPON
Spiritist Spell, page 209. This shouldn't have the same cost as Elemental Weapon.
The cost of this spell is now 5 MP.

EFFECTS (ALCHEMY)
Tinkerer gadgets, page 213. The always-available effects were a bit too weak to
justify the cost in Inventory Points.
The first effect should say "As effect 3, but with poison damage."; the second effect
should say "... recovers 30 Hit Points and 30 Mind Points."

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MAGITECH OVERRIDE > MINOR MAGISPHERES


Tinkerer gadgets, page 215. Magitech Override was usually useless, except for the
times where it turned a hard battle into an easy one. It was a mistake.
Choose two spells from the following lists: Elementalist, Entropist, and Spiritist.
The spells you choose can come from the same list or different lists; you develop a
magisphere prototype for each spell chosen this way (this does not count as having
learned the spells for the sake of Skills and other effects).
You may perform the Inventory action and spend 2 Inventory Points to create a
magisphere and immediately perform the Spell action for free, casting one of
the spells you have developed a prototype for. The spell follows the normal rules
(including MP costs and Magic Checks).

MAGICANNON
Tinkerer gadgets, page 215. A small, but much needed touch-up.
You may perform the Inventory action and spend 2 Inventory Points to create a
firearm weapon known as a magicannon (see below) and destroy any magicannon you
previously created. If you do so and your hand slots are empty, you may immediately
equip the magicannon and perform a free attack with it. Every time you create a
magicannon, choose whether it is a melee or ranged weapon, and also what damage
type it deals (air, bolt, earth, fire, ice, or physical).

WEAPON ACCURACY DAMAGE


Magicannon 【DEX + INS】+1 【HR + 12】
Two-handed w Melee or Ranged w Cannot have Qualities.

MAGISPHERES > SUPERIOR MAGISPHERES


Tinkerer gadgets, page 215. The old progression was both forced and excessive.
Choose three new spells from the lists provided by the minor magispheres benefit
and develop a magisphere prototype for each of them. The spells you choose can
come from the same list or from different lists (this does not count as having learned
the spells for the sake of Skills and other effects).

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BREACH (ç4)
Weaponmaster Skill, page 219. This change is tied to the choice of removing NPCs'
ability to equip items (see next pages), and also the general wish for "non-elemental"
fighter builds to be a thing.
You may use an action and spend 10 Mind Points to perform a free attack with a
melee weapon you have equipped; this attack must target only one creature. If the
attack is successful, choose one option: the attack deals【SL × 5】extra damage, and
all damage dealt by it ignores Resistances and Vulnerabilities; or the attack deals no
damage and, until the start of your next turn, whenever an ally deals damage to the
target, that ally deals【2 + (SL × 2)】extra damage to them.
If you are playing with the High Fantasy Heroic Skill Pulverizing Strike, its effect
changes to "When you use the Breach Skill, if you attack with a melee weapon
belonging to the heavy Category, you may treat your Skill Level in the Breach Skill as
being 2 points higher (to a maximum of 6)."

ADVERSITY
Page 234. This Heroic Skill was too strong.
As long as you are suffering from one or more status effects, you gain a +1 bonus on
all Checks you perform for every status effect you are suffering from (up to a maximum
of +3), and you also deal 2 extra damage for every status effect you are suffering from
(be it with attacks, spells, Arcana, items, or any other method; up to a maximum of 6
extra damage).

AMBIDEXTROUS
Page 234. This Heroic Skill was in serious need of some love.
You may apply the benefits of two-weapon fighting (page 69) to weapons belonging
to different Categories, even if one is a melee weapon and the other is a ranged
weapon (such as a dagger and a firearm, for instance).
As long as you have exactly two weapons equipped and they share no Categories
with each other, you gain a +2 bonus to Defense and the second attack you perform
during each of your turns deals 5 extra damage.

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COMET
Heroic Skill, page 235. I am moving towards global effects that do not allow the user
to not damage/cause effects on selected targets.
The spell's text becomes:

Comet 50 Special Istantaneous


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
higher, or by 10 if you are level 40 or higher.
Damage dealt by this spell has no type (thus ignoring damage Affinities).

MATHEMAGIC
Heroic Skill, page 237. The original was very confusing in how it worked.
When you cast a spell with a target of "One creature", you may choose an Attribute
(Dexterity, Insight, Might, or Willpower) and a die size (d6, d8, d10, or d12). If you
do, the spell's target becomes "Every creature present on the scene whose current die
size in that Attribute matches your choice" and its total Mind Point cost is doubled.
Additionally, all mentions of "the target" in the spell's text are replaced with "each
target"; or they are replaced with "one or more targets" if the spell is Anomaly, Dispel,
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
confront it with the Magic Defense of each target.
Note: this version assumes you are using Acceleration's reworked version.

MONKEY GRIP
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
W deals 5 extra damage, and its damage ignores Resistances.

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RAMPART
Heroic Skill, page 239. This heroic skill needed a boost to match Unbreakable.
Once per conflict scene, at the beginning of a round, if you have a martial armor or a
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
the end of the round (this does not let you recover from preexisting status effects).

STATUS IMMUNITY > FAST LEARNER


Heroic Skill, page 240. The original Status Immunity was boring and underwhelming,
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
or Spell action to cast a spell or activate a Skill or Heroic Skill, if you have not learned
or acquired that spell or Skill, you can temporarily learn or acquire that spell or Skill
until the end of the scene.
If you acquire a Skill this way, you are treated as having 1 Skill Level in it, and you
do not gain any of the additional benefits you would normally acquire when gaining
that Skill through character progression: for instance, you would not create a new
companion by temporarily acquiring the Faithful Companion Skill (see page 217), nor
would you learn any volumes, keys, or tones by temporarily acquiring the Magichant
Skill (see High Fantasy Atlas, page 137).

TEMPEST STRIKE
Heroic Skill, pag. 240. An increase in damage was very much needed.
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
multi (3 or higher); if instead the attack targets two or more creatures, it deals 5 extra
damage to each of them.

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UPGRADE
Heroic Skill, page 241. The restrictions and costs on this Skill were unjustified.
When you rest, you may choose any number of armors, shields, and/or weapons among
those owned by your group. For each item chosen this way, you may either add a
Quality to it (if it doesn't have one) or replace its current Quality with a different one.
These Qualities must come from the list of default Qualities available for items of
that type, and must have an associated cost modifier of +1000 zenit or lower. At the
end of the rest, you must pay an amount of zenit equal to the total sum of those cost
modifiers, reduced by【your Skill Level in Visionary, multiplied by 100】. If you do, the
items will be modified according to your choices.
The default list of weapon abilities can be found on page 269, while the default list of
armor and shield abilities can be found on page 280.

VOLCANO > ULTIMAGIC


Heroic Skill, page 241. Many Players felt the mandatory fire element constraining.
The Volcano Heroic Skill is now named Ultimagic, and allows the choice of a damage
type among air, bolt, earth, fire, and ice when acquired. The spell's text becomes:

Ultimagic 40 Special Istantaneous


Choose one option: you deal 50 damage of the type you have chosen to one enemy
you can see; or you deal 30 damage of the type you have chosen to every enemy you
can see. This damage increases by 5 if you are level 20 or higher, or by 10 if you are
level 40 or higher.
Damage dealt by this spell ignores Immunities and Resistances.

RARE WEAPON ACCURACY


Designing rare weapons, page 268. The inability for weapons that start with a +1 to
improve the inherent bonus to Accuracy devalues them compared to the rest.
The third bullet point in step 3 should say: "You may add a +1 bonus to the weapon's
Accuracy Check, or improve its existing bonus by 1 point. If you do, increase its cost by
100 zenit; this cannot bring the weapon's bonus above +2."
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RARE WEAPON ADDITIONAL DAMAGE
Designing rare weapons, page 268. The 4 damage increase for 200 zenit was too
abrupt and, while simple, it became accessible way too early.
The fourth bullet point in step 3 is removed.
Add a step 5, which says: "Finally, the weapon's damage modifier is increased by 2 for
every 1000 zenit of its cost (for instance, a rare weapon worth 1500 zenit and based
on a steel dagger deals【HR + 6】damage)."
Additionally, the rule that automatically made any weapon with a damage modifier of
+10 or higher into a martial weapon is removed.
To convert existing rare weapons, simply reduce the cost of any weapon whose
damage is higher than their base version by 200, then reduce their damage formula
by 4, and finally increase their damage formula by [(cost/1000) x 2].
If a weapon is given a new Quality via something like the Upgrade Heroic Skill, make
sure to update the weapon's cost and also its damage bonus.

DESIGNING NPCs
Pages 303 and after. These changes are the result of years of people giving NPCs
extremely overpowered equipment, or designing them mostly with PC Skills that
are not really designed to work on NPCs; additionally, this makes it so a foe cannot
be easily disarmed without some sort of Clock. Obviously, this change must be
accompanied by the rework of the Breach Skill (see previous pages). There is also a
modification to the bonus to Accuracy/Magic.
w The Use Equipment Skill no longer exists. Humanoids have 4 free initial Skills, just
like Monsters. They may wield equipment, from a narrative standpoint, but
mechanically these are just normal basic attacks, spells, or unique actions.
w NPCs can no longer choose Class Skills, only NPC Skills. Effects such as the Protect
Skill (see Grey Howler, page 325), can be recreated via the "Reaction" NPC Skill,
for instance.
w The automatic bonus to Accuracy Checks and Magic Checks for NPCs becomes
equal to their level divided by 20, not by 10. The Specialist Skill should be used to
give NPCs an edge against particularly high Defense scores, but the current form of
the passive increase makes non-optimized investment into Defenses too irrelevant.

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DEVASTATION
NPC Spells, page 310. The effect has been uniformed to Comet and Ultimagic.
The spell's text now says: "You deal 30 (choose type) damage to every enemy present
on the scene." instead of "Choose any number of creatures you can see: each of them
suffers 30 (choose type) damage."

QUICKEN
NPC Spells, page 310. This spell was too pricey.
The cost of this spell is now 10 MP.

STUDYING A NON-PLAYER CHARACTER


Page 319. These changes allow more groups to examine foes with ease without
investing heavily into Insight or Loremaster, and it also make it so the tiers are the
same as standard Open Checks.
Instead of being revealed at 10+, 13+ and 16+, the various degrees of NPC data are
revealed at 7+, 10+, and 13+.

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d BATTLE SUPERIORITY
This optional rule was already problematic with the core rules, but as the game grew,
it just became completely broken. It had to be reworked.
This optional rule adds another layer of strategy to battles and rewards a clever, non-
impulsive use of elemental attacks and Affinities.
If you use this rule, Player Characters (and only Player Characters) gain access to a
special game resource called Superiority Points, which allows them to enter a special
state known as boost.

w When a Player Character deals damage to one or more enemies, if one or more of
those enemies are Vulnerable to the damage dealt and none of them are Immune or
Absorb it, the group gains 1 Superiority Point. A Player Character can only generate
Superiority Points during their turn, and only once per turn.
w When a Player Character deals damage to one or more enemies, if at least one of
those enemies is Immune to or Absorbs that damage, the group loses all Superiority
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
the ability to do so; any turn-based effects will not end, begin, or recharge, but if any
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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d PRESSURE AND STAGGER


This is a new optional rule that introduces a sort of break/stagger system.
Under this optional rule, Vulnerabilities do not immediately increase Hit Point loss;
instead, they can be exploited to pressure enemies up to a breaking point, where
they become staggered and become Vulnerable to most damage types, in addition to
losing their actions for the rest of the round.
If you use this rule, every enemy faced in battle enters the scene with an empty
Pressure Clock and with pressure points: a variable amount of weapon Categories
that are especially useful against them (the Categories are arcane, bow, brawling,
dagger, firearm, flail, heavy, spear, sword, thrown).

w A soldier has a 2-section Pressure Clock and two pressure points.


w An elite has a 4-section Pressure Clock and two pressure points.
w A champion has a Pressure Clock with a number of sections equal to【2 + twice the
number of soldiers they replace】, and four pressure points.

Rules for Pressure Clocks are described below.

FILLING A PRESSURE CLOCK


An enemy's Pressure Clock can be filled as per the normal rules (Opportunities,
Objective actions and more), or through effects that explicitly mention Pressure
Clocks. Not only that, it can also be filled in the following ways:

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
described on page 92 of the Core Rulebook; instead, their Pressure Clock fills by 1
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
sections if they lose 22 or more Hit Points from the blow.
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
pressure points, their Pressure Clock fills by 1 section.

These two effects are not cumulative; if an attack qualifies for both, only apply the
W first effect (thus ignoring pressure points).

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EMPTYING A PRESSURE CLOCK
An enemy's Pressure Clock can only be emptied at the end of a round in which they've
been staggered (see below), or through effects that explicitly mention Pressure
Clocks. Be careful, however, because these effects can be very frustrating.

STAGGERED ENEMIES
As soon as an enemy's Pressure Clock becomes full, that enemy becomes staggered.
A staggered enemy suffers the following penalties:

w The enemy cannot take turns; any remaining turns they had available during the
current round are simply wasted. If an enemy becomes staggered during their own
turn, that turn ends immediately.
w The enemy treats their neutral (-) and Resistance (RS) Affinities as if they were
Vulnerabilities instead, and all their Vulnerabilities (the preexisting ones as well as
those gained from stagger) function as normal, causing double Hit Point loss.
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.

At the end of each round, each staggered enemy erases all sections of their Pressure
Clocks and stop being staggered; due to this, it can be wise to wait a little bit and
stagger a foe at the beginning of a new round to get the most out of it.

ADDITIONAL ADVICE
If you use this optional rule, consider the following:

w An enemy's pressure points can be revealed just like Affinities: anything that can
reveal Vulnerabilities, such as an Open Check or the Loremaster's Quick Assessment
Skill, can also be used to learn pressure points.
w You can create special rare items whose Qualities improve the user's ability to fill
Pressure Clocks, or grant additional benefits or damage against staggered foes.

W
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