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CHANGELOG w Gourmet: Some elements of the class were modified to make it more manageable and less random.
Strange taste replaced with "taste of your choice" (thus reducing maximum combinations from 21 to
Below you can find the latest updates to the contents of this file.
15); delicacy sub-effects are chosen by the Gourmet instead of being randomly generated, and many of
them have been improved.
Last Updated: April 23rd, 2022
w Invoker: Numerous changes made. Cost and damage of the invocations were reduced, but the
w Quirks: Empty Hands grants the +1 to Defense from the start, once again. Cursed lets you pick a Heroic
strenghtening effects of Skills were improved. Worldwrath replaced by Linked Invocations. Read the
Skill you don't match the requirements of.
new version of the class very carefully.
w Zero Powers: Zero Assault ignores Resistances and Immunities in both cases. Zero Cost only halves IP
w Merchant: Return on Investment clarifies that it does not trigger with effects that merely increase HP
costs. Zero Triangle offers full HR and grants +5 Accuracy. Zero Element may be interrupted.
recovery without causing it in the first place.
Some Triggers were changed: Compassion, Love, Revenge.
w Mutant: Akromorphosis was modified in its secondary effect.
w Technospheres: New optional rule!
w Pilot: Flexible Configuration is now tied to Equipment action. Plating values were reduced.
w Commander: Cleaned up some of the effects' text; Queen's Gambit no longer deals extra damage with
bows and swords, but allows you to heal one ally. w Symbolist: Final Touch replaced by Personal Touch.
w Gourmet: Cleaned up the rules for determining delicacy effects; introduced the concept of Cookbook; w Heroic Skills: Bimagus modified. Hoplite added. Showstopper no longer costs MP.
reduced damage from option 6. Larger Pot renamed Made with Love, requires 20 MP instead of 3 IP.
Previously Updated: March 14th, 2022
w Invoker: Source Strike can now be combined with multi to unleash invocations against several foes.
w Quirks: Empty Hands no longer grants +1 to Defenses at the start, but does grant it after level 30.
w Mutant: Akromorphosis grants SL+3 damage and has a max SL of 5. Maintaining a transformation
during a new scene now counts as your use of Theriomorphosis for that scene. (Previously it was w Invoker: New Class!!!
possible to keep spending HP and stack therioforms until you had more than 2 active at the same time).
w Heroic Skills: Arcane Mark now explicitly states it only works with offensive spells. Added Bimagus.
w Pilot: Specified that you need to declare which weapon module goes into which hand slot. Changed the
shield module's description. Previously Updated: February 11th, 2022
w Heroic Skills: Bimagus is limited to once per turn during a conflict. Hoplite grants a bonus to Defense. w Gourmet: Ingredient limit raised to 10 + (LA x 5). Knife and Fork only applies full HR to daggers now.
Rising Tide grants fixed HP and MP recovery.
w Merchant: Just a Humble Merchant is limited to Trade Points (no Inventory Points).

w Mutant: Ecdysis no longer triggers for physical damage. Akromorphosis includes firearm Category.
Previously Updated: March 30th, 2022
w Symbolist: Symbol of Despair only halves recovery instead of negating it.
w Quirks: Ruinbringer generates opportunities that the GM can only use starting with the next scene, not
the current one; the Villain needs not be level 60 anymore. Heirloom requires Player permission for the
items to be destroyed, damaged, lost, or stolen.
Finally, the names of some Quirks were changed.

w Custom Weapons: the Defensive customization explicitly states you're considered equipped with a
shield for the sake of your Skills (it doesn't let Breach/Scale Smash destroy the item, for instance).

w Zero Powers: A new and absolutely excessive optional rule!

w Dancer: Dancing Blades has become Wardancer.


WHIGH FANTASY QUIRKS
Quirks are an advanced optional rule that provides strong thematic and mechanical d ARBOREAL
options for Player Characters. The Quirks presented in these pages were written with You are a sentient plant creature, with humanoid intelligence. Are you the result of
a High Fantasy assumption, but may be used in any campaign; you may also use them a magical experiment, or do you belong to a particular species? Do you resemble
as reference to create your own Quirks - but you should only use those if the rest of a specific type of plant, flower, or tree? What is your relationship with other plant
your group agrees to it. creatures, and with the woods and forests of this world?
w A Player Character may only ever have one Quirk. 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:
w If you use Quirks in your game, it is strongly suggested that each Player Character
air, bolt, earth, fire, or ice.
begins play with one; additionally, no two characters in the same group should have
identical Quirks. You also learn one NPC spell from the list in the core rulebook (pages 310-311,
you cannot choose Devastation): give your spell a unique name and make any
w On average, a group of Player Characters with access to Quirks will be able to tackle customization choices it requires, such as damage types or status effects. When you
more challenging situations than what would be normal for their level. cast this spell while in sunlight, its total MP cost is reduced by 5 (to a minimum of 0
Mind Points).
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.
d CURSED
You bear the burden of a strange curse. Through which supernatural effects does
USING QUIRKS IN YOUR GAME it manifest? How did you become cursed? Was it a stroke of bad luck, or a form of
Quirks should be seen as a mechanical and narrative reinforcement of your characters' punishment for something you did? How can the curse be lifted?
unique nature. Keep the following in mind:
When you acquire this Quirk, describe the nature of your curse and tie it to one of
w Quirks shape the game. Even the less impactful Quirk is a powerful statement about the threats present in your world. Once this threat is resolved, you will finally have a
your character and their role in the story. If you pick Heirloom, you don't just get chance to break free from the curse - describe how you expect this to happen.
"a cool sword" - you get an item with implications. If you pick Glorious Fate, the
prophecy will become a major part of the game. Quirks will take the already heroic Examples: weapons you wield often miss their mark; your mere presence instills a
Player Characters and kick them up a notch, which can be prove a bit overwhelming. sense of dread; your magic has a tendency to trigger unintended results; creatures
Think carefully before you use them! within arm's reach of you feel sharp pain across their bodies.

w Freedom of choice. You don't need a Quirk for your character concept to be valid. If When you are about to perform a Check, you may instead describe how your curse
your Identity is that of a "Heroine from the Past", you shouldn't feel forced to pick gets in the way and automatically roll a fumble (both dice are treated as if you had
From a Distant World for that Identity to be relevant to the story. rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate
an opportunity as normal.
w What you should use Quirks for: bringing interesting situations into play, giving your
If you ever manage to break the curse, you immediately gain a Heroic Skill of your
character unique issues to confront, providing additional mechanical support to your
choice; you may even choose a Heroic Skill whose requirements you do not satisfy,
character's Traits.
unless those requirements include a Skill you don't have.
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. W
4 5
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d ELEMENTAL SOUL d FETTERED HEART


You are deeply infused with the power of a natural element. Are you the child of an Long have you lived obeying the precepts of a certain person or authority; you built
elemental creature, or did you join souls with some kind of spirit? Who might try to your entire existence upon them. Now, however, you begin to see those rules in a
take advantage of your unique nature? Who is afraid of you? darker light, and your heart falters. When did you first doubt them?
Choose your elemental damage type: air, bolt, earth, fire, or ice. You gain Resistance You may acquire this Quirk only if your character's Theme is Doubt, and your Theme
to the chosen damage type; additionally, whenever you deal damage, you may change cannot be changed in any way as long as you have this Quirk.
its type so that it matches your elemental damage type. However, you also become When you acquire this Quirk, create a Bond towards the Non-Player Character or
Vulnerable to a different damage type chosen among those five. institution that shaped your life up to now. This Bond begins with three emotions of
You also gain the ability to perform Rituals of the Elementalism discipline, but only if your choice, and cannot be lost or erased in any way as long as you have this Quirk
those Rituals manipulate your chosen element (respectively air, electricity, earth/rock, (you can still reassign its emotions during Resting scenes). Additionally, create three
fire, and ice/water). commandments that are crucial to that NPC or institution: each commandment must
be something you must always do or something you must never do.

d EMPTY HANDS Examples: the Lord of Dragons (always obey a dragon, never show your weakness,
You have forsaken the use of weapons, instead purely relying on your hands and feet. never extinguish fire); the Pale Church (always side with the faithful, never doubt the
Did you develop this fighting style out of necessity, or was it a choice? Is it because of word of a Priest, never lend your ear to a demon).
your monstrous anatomy? Did your blade take one too many lives in the past?
The first time you break a commandment during each scene, you immediately suffer
Your attacks with unarmed strikes deal 6 extra damage. This amount increases to 10 the shaken and weak status effects and lose half your current Hit Points and Mind
extra damage if you are level 30 or higher. Points (rounded down), but also gain 2 Fabula Points.
Additionally, while you have no weapons or shields equipped (aside for unarmed
strikes), you gain a +1 bonus to Defense and a +1 bonus to Magic Defense. If you break a commandement during a Resting scene, you will suffer the penalties
after the recovery granted by that Rest; if you break multiple commandments during
the same scene, the penalties and Fabula Points only apply to the first violation.

After breaking your commandments for 6 times, ignore any further violation unless it
happens in the presence of a Villain who follows or embodies your commandments.

If you're ever unsure whether a situation fits the criteria of this Quirk, it is you who
always have final say. Make sure to be as honest and sincere as you can.

After you break your commandments for the 7th time, you lose this Quirk, erase the
corresponding Bond, and change your Theme to one of the following: Belonging,
Guilt, Justice or Vengeance. Then, you immediately gain a Heroic Skill of your choice
(provided you satisfy the requirements of that Heroic Skill); finally, you fully recover
your Hit Points and Mind Points, and recover from all status effects. From this point
on, the strength of your Bonds is always treated as being 1 point higher (for instance,
W a Bond with three emotions would have a strength of 4). W
6 7
It's been a long time since I last had
the strength to struggle against my fate...
W

d FLIGHT d GLORIOUS FATE


You belong to a unique heritage of humanoids who have the ability to fly or levitate. There is a prophecy surrounding you, a prophecy of hope for a better world. Who
How does this work? Is it magical, or do you have wings? How did this particular spoke or wrote that prophecy? Do you embrace your destiny, or are you crushed by its
advantage shape the history and society of your people? How do people usually react weight? Did someone plant seeds of doubt in your heart?
to seeing you?
When you acquire this Quirk, write down the prophecy that was foretold about you. Do
You are able to fly. In addition to the obvious advantage in mobility, your melee attacks this with the collaboration of everyone else in the group, tie it to a known threat or
can target flying creatures and you cannot be targeted by melee attacks unless the emergency in your world, and describe what sign or omen marks you as the person
attacker is flying or is somehow able to reach flying targets. supposedly destined to fulfill that prophecy.
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 Examples: "The boy with the ruby necklace will bring back water to the Desolate
Quirk. Additionally, when you suffer air, bolt or ice damage during a conflict scene, you Plains", or "The Branded One shall destroy the Chaos Dragon".
lose the benefits of this Quirk until the start of your next turn.
At the end of each session (approximately four hours of play), before assigning XP,
think carefully and honestly about what happened during the session and choose one
d FROM A DISTANT WORLD of the five options below. The choice is yours to make, but it's often a good idea to talk
Your presence here is an anomaly, an unexpected knot in the weave of destiny: the about what happened with the rest of the group.
rules of this land sometimes fail to bind you. Do you come from a different planet, or w The prophecy was fulfilled: lose this Quirk, fully restore your Hit Points and Mind
perhaps a different time? How did you get here, and when? Do you think you still have Points, recover from all status effects, and gain a Heroic Skill of your choice
a chance to go back, and would you do so? What terrible threat followed you? (provided you satisfy the requirements of that Heroic Skill).
You automatically gain 1 Fabula Point at the start of each conflict scene. w You acted in accordance to the prophecy: fully restore your Hit Points and Mind
Points, and recover from all status effects.
Additionally, you can invoke a Trait to reroll dice even if you fumbled your Check (if
you do so, you do not receive a Fabula Point for the fumble). w You acted neither in accordance to nor against the prophecy: nothing happens.
w You acted against the prophecy: gain 1 Fabula Point.
w The prophecy can never be fulfilled: lose this Quirk, gain 6 Fabula Points, and
SENSITIVE TOPICS gain a Heroic Skill of your choice (provided you satisfy the requirements of that
Heroic Skill).
Many of these Quirks bring complex themes to your table: for instance, Fettered
Once the first or last option is chosen, the role of the prophecy in your world comes
Heart can introduce topics such as gaslighting and repression; From a Distant
to an end. Even if later on in the campaign it appears that a situation might match
World may imply xenophobia and discrimination; Glorious Fate can lead
the words of the prophecy, the effects of this Quirk will no longer be in place: you are
to strong social pressure and expectations; and Cursed or Ruinbringer may
free to shape your destiny and act based on your inner moral compass. Or perhaps you
color your games with tragedy. Even simpler options such as Elemental Soul
always were?
or Flight might make it so a character is treated as "not entirely human" by
society. 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 you
W uncomfortable. Be kind to each other, and be kind to yourselves. W
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d HEIRLOOM d REVENANT
You possess one or more pieces of equipment that boast unique properties. Are those You were brought back after death, unable to peacefully merge with the stream of
items something passed down in your family, or a gift from someone you hold dear? souls. Do you know why or how this happened? How does your undeath visually
What strange or dangerous rumors surround these items? Who would do anything in manifest? Were you returned to your body, or displaced into a different one?
their power to take them from you?
You are not considered a living creature and gain Immunity to dark damage and
You obtain a single rare item worth 1200 zenit or less, or two rare items worth up to poison damage, but become Vulnerable to light damage. You are also immune to the
800 zenit each. You may choose these items from the available lists or design them poisoned status effect.
together with the rest of your group. You do not need to breathe, eat or drink, but you still follow the normal rules for
Once per session (approximately four hours of play), the Game Master may give you 1 resting; you also recover Hit Points and recover from status effects as normal (contrary
Fabula Point in order to have sudden complications arise due to the unique nature of to undead creatures, effects that restore HP cannot be used to harm you).
the item(s) you carry (such as rival duelists or strange monsters drawn by its magic). Finally, whenever you deal damage, you may change its type to dark; additionally, all
Items acquired through this Quirk cannot be destroyed, damaged, lost or stolen dark damage you deal ignores Immunities and Resistances.
without your permission as a Player.

d RIVAL PRODIGIES
d OLD TRANSPORT You possess an incredible talent, making you one of the very best in your field... too
You own an old vehicle that you love dearly. Unfortunately, the cursed thing barely bad you're always one step behind your eternal rival! Who are they, and when did you
holds together and won't stop causing you trouble. Did you build this vehicle yourself, last face off against each other? Who trained you, and what expectations do they hold
or did you receive it from someone? What very specific flaw or quirk makes it unique? about your future? What did you sacrifice to achieve this level of ability?
What makes it extremely recognizable?
When you acquire this Quirk, choose what you specialize in: Rituals, Skills, or spells.
You obtain a transport of your choice from the core rulebook (page 125), such as Then, say who is your eternal rival: this Non-Player Character becomes a Minor
a land vehicle, a ship, or even an airship. The size of this transport is enough to Villain (5 Ultima Points), and you create a Bond towards them, with 1 emotion chosen
accommodate you and the rest of your group, plus two or three guests, but it is unfit between admiration and inferiority.
for combat. When you need to spend Mind Points for your specialty, you may instead spend 1
Once per session (approximately four hours of play), the Game Master can give you 2 Fabula Point (regardless of the total MP cost you were supposed to pay).
Fabula Points in order to make the transport's engines fail, cause an enemy missile to However, while your rival is present on the scene and has 1 or more Ultima Points
damage its hull, or introduce similar story-based complications. However, the transport left, any Check you fail is automatically treated as if you had rolled a 1 on both dice
can never be destroyed without your permission. and triggered a critical failure (this means the Check cannot be rerolled and you
immediately gain 1 Fabula Point).

If the rival has no Ultima Points but escalates into becoming a Villain of greater
strength, they immediately recharge their Ultima Points: thus, the penalty described
above will still apply. The only way to get rid of it is for your rival to die or to stop
being a Villain.

W W
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d ROBOT d SOULS ENTWINED


You are an artificial body animated through science or magic. Do you know who You made a magical deal with another character. You can now dwell inside their body
created you, and why? Is your existence a threat to someone? Are there any "copies" and physically manifest in case of necessity. When and why did you strike this pact?
of you around the world? Were you always a golem, or do you still hold memories of Is it part of your people's magical nature, or was it a desperate attempt to keep you
a previous existence? alive? When did it first put you in trouble?
You are not considered a living creature and gain Immunity to poison damage and When you acquire this Quirk, choose another Player Character to act as a "host body"
Resistance to earth damage. You are also immune to the poisoned status effect. for your soul. You both immediately create a Bond towards each other; this Bond has
You do not need to breathe, eat or drink, but you still follow the normal rules for 1 emotion chosen among admiration, affection and loyalty.
resting; you also recover Hit Points and recover from status effects as normal.
Finally, you gain a +2 bonus to Open Checks and Opposed Checks you perform to Make sure whoever controls the host character is okay with this and looks forward to
examine or interact with machines, technology and constructs. exploring the unique nature of this Quirk with you.

You and your host may communicate telepathically (you are considered "able to hear
d RUINBRINGER each other" for the sake of Skills and effects that require it); if you are ever more than
1 travel day away from your host, you vanish and reappear at their side.
You possess almost limitless power, but there is a price to it: you shall bring doom to
this world. How do you know this? Strange visions, markings that appear on your body, Outside conflict scenes, you may enter the body of your host or leave it to physically
or something else? What gives you hope to stop what's coming? appear at their side whenever you want; during a conflict, you may enter or leave the
host's body at the start of your turn (doing so does not require an action).
When you acquire this Quirk, say which Ruin you are supposed to bring into the world: While you are within the host's body, you cannot perceive the outside world with your
that Ruin immediately becomes one of your world's threats. normal five senses nor physically interact with it, and the creatures outside cannot
perceive you with their normal five senses nor physically interact with you.
Examples: the Demon Queen, the Great Comet, the God of Bloodshed.
However, anyone who can sense the presence of souls (through Rituals or similar
Until your Ruin comes true, you cannot die and cannot Sacrifice yourself (in fact, supernatural abilities) will realize the host's body contains two different souls.
servants of the Ruin might even lend you a hand and free you from any imprisonments
that would prevent you from fulfilling your role in their plans). You cannot enjoy the benefits of a Rest unless your host rests as well.
When you need to spend Mind Points or Fabula Points, you may instead allow your When you Surrender, you immediately vanish and enter the host's body (you may
Ruin to advance; you describe what dark omens manifest, and the Game Master never be separated from the host as a consequence for Surrendering).
receives an opportunity (see page 41 of the core rulebook) that can be used to add When you host Surrenders, you immediately enter their body and cannot leave it until
complications anytime after the current scene ends. that character regains consciousness.
At the end of each session (approximately four hours of play), before assigning XP, When your host Sacrifices themselves, choose one option:
roll 2d20. If you roll equal to or lower than your current character level, your Ruin
advances (it will always advance if you are level 40 or higher). w Survive: you immediately leave their body, lose this Quirk, your current Hit
Points become equal to 0, and you Surrender. Then, you permanently increase your
When your Ruin advances for the 9th time, you lose this Quirk and your Ruin comes
maximum Hit Points and maximum Mind Points by 10.
true, manifesting into the world as a Supreme Villain (15 Ultima Points). However, you
immediately gain a Heroic Skill of your choice (provided you satisfy the requirements w Final Farewell: you Sacrifice yourself in place of your host, who immediately
W of that Heroic Skill); steel yourself and face your destiny. recovers Hit Points equal to their Crisis score and no longer needs to Surrender or W
Sacrifice themselves.
12 13
WCUSTOM WEAPONS
A majority of JRPG protagonists wield unique weapons that reflect their style and CUSTOMIZATIONS
are an expression of their personality - from battle umbrellas to gun axes, nothing
Accurate
should be considered too impractical!
The following rules allow you to create a custom weapon for your hero during Adds a +2 bonus to the weapon's Accuracy Check formula.
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 Defense Boost
rare custom weapons in the following pages). You gain a +2 bonus to Defense, and you are treated as having a shield equipped for
Custom weapons aren't strictly better than normal basic weapons; choose what to use the sake of your Skills (for instance, Defensive Mastery or Dodge).
based on what fits your personal vision of the character.
Elemental
CREATING A CUSTOM WEAPON When you select this customization, choose air, bolt, dark, earth, fire, ice, light or
A custom weapon starts with the following characteristics: poison. The weapon now deals damage of the chosen type instead of physical.

w It belongs to one Category of your choice (arcane, bow, brawling, dagger, firearm, Magic Defense Boost E
flail, heavy, spear, sword or thrown). You gain a +2 bonus to Magic Defense.
w It is not a martial weapon (E), but might become one depending on the customizations
Powerful E
that are chosen for it (see below).
The weapon deals 5 extra damage, or 7 extra damage if it is a heavy weapon.
w It is a two-handed weapon and cannot benefit from the Monkey Grip Heroic Skill (in
short, a custom weapon will always occupy both hand slots). This customization is not available for arcane and dagger weapons, or for weapons
with the quick customization (see below).
w It is a melee weapon or a ranged weapon (your choice, and regardless of the Category
you previously chose for it). Quick (counts as two customizations) E

w It has a cost of 300 zenit. When you perform the Attack action and attack with this weapon, you may choose to
perform two attacks (against the same target or against different targets). If you do,
w Its Accuracy Check relies on【DEX + INS】or【DEX + MIG】(your choice). both attacks follow the rules for two-weapon fighting (no multi, HR equal to 0).
w It deals physical damage equal to【HR + 5】.
Transforming (increases the custom weapon's cost by 100 zenit)
A custom weapon also receives three customizations from the list on the right. This weapon has a second form: this second form must be designed as its own
separate custom weapon, but it must also have the transforming customization and
w Each customization can only be chosen once for the same custom weapon. doesn't cost you any additional zenit.
w Choosing a customization marked with E turns the weapon into a martial weapon. While you have one of the two forms equipped, you can equip the other form whenever
you want; during a conflict scene, you can only do so during your turn, before or after
w If a customization says "you", it refers to the character who has the weapon equipped. an action, and only once per turn.
w Some especially powerful customizations count as two customizations or increase the If one or both the forms are martial (E), remember that you must have the appropriate
W cost of the custom weapon. Classes to equip them. Additionally, a transforming weapon can still only have one W
Special Ability (the Special Ability applies to both forms).
14 15
W

COMPATIBILITY
Custom weapons allow you to create the most bizarre armaments you can imagine:
Oh, these?
and at the same time, I did my best to keep them somewhat balanced. For instance,
you might argue that a quick and accurate custom weapon is always better than a pair How I got them
of steel daggers, but you lose the flexibility of combining that dagger with a different is a mighty fine tale!
weapon - there's pros and cons to each choice.

TRANSFORMING WEAPONS
The transforming customization is by far the most complex option provided by custom d CHAIN DAGGERS
weapons. One important note, however: if one form of your weapon is a melee weapon This is the iconic weapon wielded by Eryon, the Dancer. It is a transforming weapon,
and the other is a ranged weapon, or if they belong to different Categories, you only and both forms are martial weapons: thus, a character must be able to equip both
gain the benefits of one form at the same time. martial melee weapons and martial ranged weapons to use this item.

For instance, if you use a weapon with a melee form and a ranged form, you won't be DANCING KNIVES
able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack
while simultaneously having Crossfire available. The weapon's basic form, worth 400 zenit.

A character wielding a transforming weapon is always free to decide which form they Form I E Accuracy:【DEX + MIG】 Damage:【HR + 5】physical
start with at the beginning of a conflict. Two-handed w Melee w No Special Ability; this form belongs to the dagger Category
and has the quick and transforming customizations.
SAMPLE HIGH FANTASY CUSTOM WEAPONS Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 10】physical
The following pages showcase a few examples of High Fantasy-style custom weapons, Two-handed w Ranged w No Special Ability; this form belongs to the flail Category
accompanied by possible rare evolutions. and has the accurate, powerful and transforming customizations.
w You may never wield a custom weapon in a single hand, not even decreasing its
damage by 4 as indicated on page 268 of the core rulebook. BLAZING CHAINS
A possible rare evolution, worth 1200 zenit.
w When it comes to transforming weapons, any modification (extra damage, Special
Abilities, Accuracy bonuses...) is automatically applied to both forms. Form I E Accuracy:【DEX + MIG】 Damage:【HR + 9】fire
Sometimes, a Player Character's custom weapon will also be something they hold dear Two-handed w Melee w Deals 5 extra damage to demons and undead; this form
(especially if it was obtained through the Heirloom Quirk, found on page XXX). In that belongs to the dagger Category and has the quick and transforming customizations.
case, it can be a good idea to describe later rare variants as "upgrades" of the initial
weapon, instead of completely different items (for instance, they might be described Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 14】fire
as gems slotted inside a sword, or unique cartridges for a firearm). However, the rules Two-handed w Ranged w Deals 5 extra damage to demons and undead; this form
and mechanics that govern items and equipment should not be altered. belongs to the flail Category and has the accurate, powerful and transforming
W customizations.
W
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d COMBAT GRIMOIRES DRAGONSPINE


These spellbooks grant the ability to manipulate magical force to attack distant foes. A possible rare evolution, worth 1600 zenit.

Form I E Accuracy:【DEX + MIG】+2 Damage:【HR + 9】physical


GRIMOIRE OF FORCE
Two-handed w Melee w Grants Resistance to fire and ice damage; this form belongs
The weapon's basic form, worth 300 zenit.
to the spear Category and has the accurate, defense boost and transforming
Grimoire of Force E Accuracy:【DEX + INS】 Damage:【HR + 5】physical customizations.

Two-handed w Ranged w No Special Ability; belongs to the arcane Category and has Form II E Accuracy:【DEX + MIG】 Damage:【HR + 16】physical
the magic defense boost and quick customizations.
Two-handed w Melee w Grants Resistance to fire and ice damage; this form belongs to
the heavy Category and has the accurate, powerful and transforming customizations.
GRIMOIRE OF WIND
A possible rare evolution, worth 1200 zenit.
d PROTECTOR GREATSWORDS
Grimoire of Wind E Accuracy:【DEX + INS】+1 Damage:【HR + 9】air These massive swords can be equally useful for attack and defense.
Two-handed w Ranged w Grants immunity to the slow status effect; belongs to the
arcane Category and has the magic defense boost and quick customizations. GUARDIAN CLAYMORE
The weapon's basic form, worth 300 zenit.
d MORPHSPEARS Guardian Claymore E Accuracy:【DEX + MIG】 Damage:【HR + 10】physical
These spear and shield sets can transform into massive crackling axes, switching from
Two-handed w Melee w No Special Ability; belongs to the sword Category and has the
a defensive stance to a far more aggressive one.
defense boost, magic defense boost and powerful customizations.

HOPLITE'S AXE
QUEENSWARDEN
The weapon's basic form, worth 400 zenit.
A possible rare evolution, worth 2700 zenit.
Form I Accuracy:【DEX + MIG】+2 Damage:【HR + 5】physical
Queenswarden E Accuracy:【DEX + MIG】+1 Damage:【HR + 14】light
Two-handed w Melee w No Special Ability; this form belongs to the spear Category
Two-handed w Melee w Grants an additional +1 bonus to both Defense and Magic
and has the accurate, defense boost and transforming customizations.
Defense; belongs to the sword Category and has the defense boost, magic defense
Form II E Accuracy:【DEX + MIG】 Damage:【HR + 12】bolt boost and powerful customizations (for a total +3 bonus to Defense and +3 bonus to
Magic Defense).
Two-handed w Melee w No Special Ability; this form belongs to the heavy Category
and has the elemental, powerful and transforming customizations.

W W
18 19
W

d REVENGERS GROUNDSPLITTERS
These crossbows were designed specifically to hunt down the ruinous angels who A possible rare evolution, worth 2000 zenit.
wrought destruction upon the kingdom.
Form I Accuracy:【DEX + MIG】 Damage:【HR + 5】earth
SOMBER MEMORY Two-handed w Melee w Creatures hit by this weapon suffer dazed; this form belongs
to the brawling Category and has the accurate, defense boost and transforming
The weapon's basic form, worth 300 zenit.
customizations.
Somber Memory E Accuracy:【DEX + INS】+2 Damage:【HR + 10】physical
Form II E Accuracy:【DEX + MIG】 Damage:【HR + 10】earth
Two-handed w Ranged w No Special Ability; belongs to the bow Category and has the
Two-handed w Melee w Creatures hit by this weapon suffer dazed; this form belongs
accurate, magic defense boost and powerful customizations.
to the firearm Category and has the defense boost, powerful and transforming
customizations.
ANGELSLAYER
A possible rare evolution, worth 1600 zenit.
d TWO-HANDED SHURIKEN
Angelslayer E Accuracy:【DEX + INS】+2 Damage:【HR + 14】dark Large throwing weapons that can also double as shields.
Two-handed w Ranged w When you hit a flying target with this weapon, you may force
them to land immediately; belongs to the bow Category and has the accurate, magic GIANT SHURIKEN
defense boost and powerful customizations.
The weapon's basic form, worth 300 zenit.

Giant Shuriken E Accuracy:【DEX + INS】+2 Damage:【HR + 10】physical


d THUNDER GRIPS Two-handed w Ranged w No Special Ability; belongs to the thrown Category and has
Peculiar weapons, these pairs of heavy gauntlets can combine into powerful short-
the accurate, defense boost and powerful customizations.
range cannons.

PALE PRESENCE
CANNON GAUNTLETS
A possible rare evolution, worth 1600 zenit.
The weapon's basic form, worth 400 zenit.
Pale Presence E Accuracy:【DEX + INS】+2 Damage:【HR + 14】ice
Form I E Accuracy:【DEX + MIG】 Damage:【HR + 5】physical
Two-handed w Ranged w Attacks with this weapons have multi (2); belongs to the
Two-handed w Melee w No Special Ability; this form belongs to the brawling Category
thrown Category and has the accurate, defense boost and powerful customizations.
and has the quick and transforming customizations.

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


Two-handed w Melee w No Special Ability; this form belongs to the firearm Category
W and has the defense boost, powerful and transforming customizations. W
20 21
WZERO POWERS
Zero Powers are an optional rule designed for stories in which Player Characters ZERO POWERS MAKE THE GAME EASIER
unleash incredible strength when cornered; while they fit High Fantasy campaigns
On average, a group using Zero Powers is expected to defeat most foes without too
especially well, they can be used within any game.
much trouble, aside for those requiring specific strategies or intricate tactics.
Fabula Ultima's protagonists are already larger-than-life characters; if you use this
rule, they'll become downright excessive. As with any optional rule, discuss its use ZERO TRIGGERS FILLED SECTIONS
with the entire group. Compassion 2 per trigger
This trigger activates when an ally you can see enters Crisis. This trigger may activate
CREATING A ZERO POWER once per scene at most.
Each character who has access to this rule must create their own personal power, Competition 1 per trigger
choosing a trigger and an effect from the lists in the coming pages.
This trigger activates when an ally you can see unleashes their zero effect.
The same group must never include two or more PCs whose powers have the same
zero trigger, nor two or more PCs whose powers have the same zero effect. Determination 1 per trigger
This trigger activates when you spend 1 Fabula Point to invoke a Trait or Bond. This
USING ZERO POWERS trigger may activate once per Check at most.

If your character has a Zero Power, they get a Zero Clock. This Clock has 6 sections and Love 1 per trigger
can be "charged" in the following ways:
Special rule: when you choose this trigger for your Zero Power, tie it to another Player
w Fill 1 section each time you fail a Check, provided that Check was not a Support Character you have fallen in love with (doesn't have to be reciprocal).
Check nor an Open Check. This trigger activates when the character you love loses Hit Points (unless that HP
w Fill 1 section each time you lose Hit Points, unless that loss was self-inflicted (such loss was self-inflicted) and when they surrender, provided you are able to see them.
as with the Vismagus Skill from the Spiritist Class). If the character you love dies and you witness their death, immediately fill your Zero
Clock; at the end of the scene, choose a different trigger for your Zero Power.
w Fill a variable number of sections when your chosen zero trigger takes place (each
trigger indicates how many sections you get to fill). Rebellion 1 per trigger

On your turn during a conflict scene, if your Zero Clock is full, you may perform the This trigger activates at the start of your turn during a conflict, provided one or more
Skill action to unleash your zero effect. You may only do so once per turn. Villains are present on the scene.

w Unleashing the zero effect erases all sections of the Zero Clock. Revenge 3 per trigger

w All sections of the Zero Clock are automatically erased at the end of each scene, or if This trigger activates when you enter Crisis for the first time during a scene.
you die or surrender.
Synergy 1 per trigger
w Sections of the Zero Clock may not be filled nor erased in any way except as indicated
W above, or through the Zero Chance effect (see page XXX). This trigger activates when you deal damage to one or more creatures, provided at W
least one of them is Vulnerable to that damage and none are Immune or Absorb it.
22 23
c Why not give your Zero Power a name that fits your character?
W

ZERO EFFECTS ZERO EFFECTS


Zero Blitz Zero Limits
You immediately perform a free attack with each weapon you have equipped. If you Until the end of the scene, treat all your Attributes as being increased by one die size
only have one weapon equipped, the attack deals 20 extra damage; otherwise, you (up to a maximum of d12); you may also perform an additional action during this turn.
gain a +5 bonus to the Accuracy Check for each attack. In both cases, all damage dealt
by these attacks ignores Immunities and Resistances. Zero Magic

Zero Chance You immediately perform the Spell action for free, casting a spell of your choice
among those you know; the spell's total Mind Point cost is treated as being 0 (this
Choose odd or even, then roll 3d6 and verify how many dice match your prediction. includes any cost increases due to Skills and effects); the spell deals 10 extra damage
Then, apply the corresponding effect or the effect immediately above it, your choice. and, if it is an offensive (r) spell, you gain a +5 bonus to the Magic Check.
w No dice: Fill 3 sections of your Zero Clock, and fill 1 section of the Zero Clock of Zero Objective
every other Player Character you can see. Then, perform an additional action.
w One die: You perform a free attack with one weapon you have equipped. This Choose one option: fill 4 sections of a Clock tied to the current scene; or erase 4
attack deals extra damage equal to the total rolled on the 3d6. sections of a Clock tied to the current scene.
w Two dice: You deal damage equal to【30 + half your level + the total rolled on Zero Remedy
the 3d6】to one creature you can see. This damage has no type (ignore Affinities).
w Three dice: You and every ally you can see recover from all status effects and recover You and any number of allies you can see recover from all status effects and recover
an amount of HP and MP equal to【your Crisis score + the total rolled on the 3d6】. an amount of Hit Points equal to【40 + half your level】.

Finally, if all three dice show the same number, you may perform an additional action Zero Scourge
during this turn (this is in addition to the action granted by "no dice").
Special rule: when you select this effect for your Zero Power, choose a damage type
Zero Cost among air, bolt, dark, earth, fire, ice, light, and poison; then, choose two status effects
among dazed, shaken, slow, and weak.
Until the end of the scene, you treat all Inventory Point costs as being halved; you may
also immediately perform the Inventory action for free. Choose any number of creatures you can see: each of them suffers damage of the
chosen type equal to【30 + half your level】and suffers the chosen status effects.
Zero Element
Zero Shield
Special rule: when you select this effect for your Zero Power, choose a damage type
among air, bolt, dark, earth, fire, ice, light, and poison. Until the start of your next turn, all damage suffered by you and every ally present on
the scene is halved (before applying Affinities).
You gain the following benefits: all damage you deal becomes of the chosen type, its
type cannot change, and it ignores Absorption, Immunity and Resistance; additionally, Zero Triangle
you deal 5 extra damage (be it with attacks, spells, items, Arcana, or any other method).
You and up to two allies you can see immediately perform a free attack with a weapon
These benefits last until the end of the scene, until you unleash this power again, or
you have equipped (or a basic attack if they are NPCs). These attacks receive a +5
until you end its effects (you may do so whenever you want).
W bonus to the Accuracy Check.
You may also perform an additional action during this turn. W
24 25
WTECHNOSPHERES
Technospheres (from Greek téchne, "ability, art, proficiency") are crystals in which TECHNOSPHERES CHANGE YOUR WORLD
a variable quantity of energy from the worldwide stream souls has coalesced and
Introducing Technospheres in your game also means deciding what role they play in
stabilized. If placed within specially constructed equipment, these gems react and
the setting. Here are some questions you should consider:
alter its characteristics, perhaps even granting new powers to the user.
w What do Technospheres look like? What's the difference betweeen a Mnemosphere
Technospheres are actually a group of optional rules which deeply modifies many and an Oplosphere?
systems present in the Core Book, with the goal of replacing part of the complexity
w How does a Technosphere form naturally? Can this process be "forced"?
instead of merely adding to it. If you use this rule, all Player Characters in the group
must follow it, without exceptions. w Is there a faction with monopoly over Technospheres?
w Which hypothetical or legendary Technosphere might change the world's fate?
In rules terms, Technospheres take many of the features that make up characters and
equipment and turn them into modular options: Classes, Skills, Qualities and more can
be swapped freely. While this rule fits Techno Fantasy campaigns especially well, it EQUIPMENT CHANGES
can be used within any game.
If you use Technospheres, equipment follows a set of special rules:
In general, this rule does not make characters stronger than normal; one could say it
w The only available equipments in the game are: custom weapons (page XXX), armors,
makes them strong in different ways.
and accessories, plus weapon and armor modules for the Pilot Class (page XXX).
w Custom weapons and armors cannot have Qualities outside those detailed in the
TYPES OF TECHNOSPHERES chart below, which offer slots in which Technospheres can be placed.
Technospheres are broadly divided in two groups: Mnemospheres and Oplospheres. On the contrary, accessories and rare modules for Pilots (page XXX) follow the
normal rules for rare items and cannot have the Qualities described below.
w Mnemospheres (from Greek mnéme, "memory") are generated by the accumulation of
thoughts, emotions and knowledge present within the stream of souls, and respond w For the sake of simplicity, NPCs cannot use Mnemospheres.
to the stimulus of new events and experiences. w Items that contain Mnemospheres cannot be destroyed, lost or stolen without the
In gameplay terms, each Mnemosphere is associated with a Class and grants its user owner's permission. This protection extends to any Oplospheres placed within an
access to some of the corresponding Skills. item containing a Mnemosphere; otherwise, those Oplospheres will suffer the same
fate as the item itself.
w Oplospheres (from Greek óplon, "tool, weapon") are quite literally "clots" of soul
energy tied to a specific element (such as fire or earth) or concept (such as healing or
the casting of spells). QUALITY COST EFFECT
In gameplay terms, Oplospheres reinforce the items in which they are placed or the
Offers 1 Technosphere slot. This Quality is present on all
abilities of those who equip them; similar Oplospheres may also coagulate into more α slot -
weapons and armors with no other Qualities.
powerful effects.
β slot +700 z Offers 2 Technosphere slots (max 1 Mnemosphere).
The following pages include all the rules needed to apply the Technosphere system to
your campaign; they are quite a few, so it's important for the whole group to try and γ slot +1200 z Offers 3 Technosphere slots (max 2 Mnemospheres).
memorize them to the best of their ability. Offers 4 Technosphere slots (max 3 Mnemospheres).
W δ slot +1700 z
This Quality is only available on weapons.
W
26 27
W

CHARACTER CREATION CHANGES EQUIPPING TECHNOSPHERES


The following rules apply to Player Character creation: Technospheres can be freely placed within weapons and armors fitted with the proper
slots; this way, anyone who equips the item in question will receive the benefits of all
w Each Player Character is created at level 5 following the normal rules, but must Technospheres within it.
distribute those levels among exactly two Classes.
The Classes chosen this way are considered Innate Classes for that PC. w Placing Technospheres within an item is a task that demands calm and attention, so
it cannot be done during a conflict.
w The following Classes are only available as Innate Classes, never in the form of
Mnemospheres: Arcanist, Mutant, Pilot, Tinkerer, and Wayfarer. w The same piece of equipment may contain both Mnemospheres and Oplospheres,
provided you stay within the slot limit. For instance, a β slot can contain two
w Upon creation, each Player Character receives a permanent increase of 10 maximum Technospheres at most, only one of which can be a Mnemosphere.
Hit Points and 10 maximum Mind Points, and also gains the ability to equip martial
armors and weapons. w The same item cannot contain two or more Mnemospheres of the same Class.

w Each Player Character also receives a Mnemosphere of a Class of their choice upon w A character may never equip an item containing a Mnemosphere of a Class they
creation. This Mnemosphere is at level 0. currently have access to (regardless if they do so by way of an Innate Class or through
a different Mnemosphere present in their equipped items).
Example: a Player Character might enter play with 1 level in Elementalist and 4
w Non-Player Characters cannot equip items containing Mnemospheres.
levels in Spiritist as Innate Classes, plus a level 0 Loremaster Mnemosphere.
w Some Oplospheres require and occupy more than one slot.

CHARACTER ADVANCEMENT CHANGES w Two or more identical Oplospheres may be placed within the same item; sometimes
this will trigger a coagulation effect (see page XXX).
The following special rules apply to Player Character advancement:

w Over the course of their advancement, the character may invest levels in their Innate
Classes as per the normal rules, but cannot acquire new Classes, not even after they
have mastered both of their Innate Classes.
However, the character still receives the level-based increase of maximum Hit Points
and Mind Points, as well as the Attribute increase upon reaching levels 20 and 40.
w When a character gains a level, they may invest that level in one of their Innate
Classes or invest it in a Mnemosphere among those available to the group.

In short, this optional rule firmly separates "character level" from "Class levels".

Example: a Player Character might reach level 20 even though both their Innate
Classes are still only level 5, but having invested 10 levels in a variety of different
Mnemospheres; that character still increases an Attribute by one die size and is
treated as a level 20 character for the sake of calculating maximum HP and MP, as
W well as any effect based on the character's level.
W
28 29
W

MNEMOSPHERE RULES OPLOSPHERE RULES


Each Mnemosphere is tied to a specific Class and can increase in level and become Oplospheres are simpler and more immediate than Mnemospheres, but definitely no
stronger, absorbing memories and experiences. The following rules apply: less important. They follow a few specific rules:

w For the sake of simplicity and balance, there are no Mnemospheres for the following w Oplospheres replace the normal Quality system of rare items, and allow Player
Classes: Arcanist, Mutant, Pilot, Tinkerer and Wayfarer. Characters to frequently reconfigure their equipment.
w When a character invests a level in a Mnemosphere (page XXX), that Mnemosphere w When placed within a piece of equipment, an Oplosfere will infuse it with its power in
develops a new Skill of the corresponding Class or increases the Skill Level of a a way that is unique to that specific type of Oplosphere.
preexisting Skill, just like what would happen with normal Class advancement. Several sample Oplospheres can be found starting on the next page.
w A Mnemosphere may contain 5 levels at most; once it reaches level 5, that w Many Oplospheres feature coagulation (Coag.) effects, which are added to the
Mnemosphere is mastered and develops a Heroic Skill of the corresponding Class, or Oplosphere's normal effect if other Oplospheres of the same type are placed within
a generic Heroic Skill (the Players decide). the same item.
Mnemospheres cannot develop Heroic Skills that require you to have reached a
specific level or that require mastery of two or more Classes. Example: if you place two Arctic Oplospheres within the same weapon, each will
change the weapon's damage type to ice and will grant Resistance and Immunity to
w As long as a Player Character has an armor or weapon containing Mnemospheres ice (thus resulting in Immunity). If you place three Gladiator Oplospheres inside it,
equipped, they gain access to all Skills (normal and Heroic) inside them. however, the weapon will deal 9 extra damage to humanoids (3 from each sphere)
As soon as the character no longer has a Mnemosphere equipped, they lose all of and also increase your Defense score by 3.
its benefits and abilities (including, for instance, spells learned through a Chimerist
Mnemosphere; those spells are part of the Mnemosphere, not of the character). Similarly to Mnemospheres, Oplospheres work better if handled through a digital
support or with memo cards that let Players swap them easily (see page XXX).
w However, Mnemospheres do not grant access to the free benefits of their Classes,
nor do they allow characters to start Projects or perform Rituals (Skills tied to these
aspect, if present, cannot be invested in). Characters who wish to obtain these abilities TECHNOSPHERES AS REWARDS
must do so through Innate Classes.
This optional rule works best when the group has a good quantity and variety of
Example: let's say a newly created level 5 character equips a level 5 Guardian Technospheres available: that's why the basic premise is that these crystal will
Mnemosphere (Defensive Mastery 3; Fortress 2; Bastion) and a level 3 Elementalist spontaneously appear in the game world. This makes sure that "it always makes
Mnemosphere (Elemental Magic 2: Flare, Ignis; Magical Artillery); that character sense" to stumble upon one of them during a session (such as a Fury Mnemosphere
would have access to Skills on par with a level 13 PC, including a Heroic Skill. generated by the wrath of a rampaging monster, for instance).
However, those Mnemospheres will not grant the character any of those Classes' free
A particularly interesting option is to have each Technosphere offer a brief vision of
benefits (additional HP, MP, use of martial armors and shields, and ability to perform
what generated it upon touch: a sound, a memory, an emotion, or some kind of clue.
Ritualism Rituals). That said, the additional HP granted by Fortress would still apply!
Each Technosphere is worth approximately 500 zenit (but each already-present level
It can be a good idea to use Mnemosphere sheets in order to keep track of each
inside a Mnemosphere increases its value by 300 zenit).
Mnemosphere's advancement and let the group swap them easily between different
characters (see page XXX). Finally, the following pages offer a total 36 Oplospheres ready for use by the Game
W Master in the campaign. W
30 31
W

SAMPLE OPLOSPHERES OPLOSPHERES


To randomly generate an Oplosphere from the list, roll two d6s and use one die for the Roll Oplosphere Effect (while the item is equipped)
tens digit and the other for the unit digit.
You are immune to dazed.
16 Crystalline u Coag. 2: You gain a +2 bonus to Open Checks made to
w Oplospheres marked with an asterisk (*) can only be placed within weapons, never
within armors. examine creatures, items, and locations.

w The same weapon cannot contain different Oplospheres among those tied to a You gain Resistance to air damage. If this item is a weapon, all
damage type (for instance, a weapon may contain three Toxic Oplospheres, but not a damage it deals becomes air.
Toxic Oplosphere and a Voltaic Oplosphere). 21 Cyclonic u Coag. 2: You gain Immunity to air damage.
This limitation does not apply to armor. u Coag. 3: Any air damage you deal ignores Resistances. When
you deal damage, you may change its type to ice.
Obviously these are only a few examples of Oplospheres; the Game Master is free to
create more using these as reference, and Players may propose them through a survey You gain Resistance to dark damage. If this item is a weapon, all
or wishlist (page 123 of the Core Book). damage it deals becomes dark.
22 Dark u Coag. 2: You gain Immunity to dark damage.
u Coag. 3: Any dark damage you deal ignores Resistances. When
OPLOSPHERES you deal damage, you may change its type to dark.
Roll Oplosphere Effect (while the item is equipped)
Accuracy Checks with this weapon gain a +1 bonus.
11 Sharpening*
u Coag. 2: This weapon deals 2 extra damage.

You treat your Dexterity as if it were one die size higher (up to HIGH LEVEL CHARACTERS
12 Agile a maximum of d12).
This Oplosphere occupies 2 slots. When you create a character with a level higher than 5 in a campaign that uses
Tecnospheres, the following special rules apply:
You gain Resistance to ice damage. If this item is a weapon, all
damage it deals becomes ice. w Starting budget. The character receives initial zenit as per page 229 of the
13 Arctic u Coag. 2: You gain Immunity to ice damage. Core Book, but may spend them in custom weapons, armor, accessories, and
u Coag. 3: Any ice damage you deal ignores Resistances. When Oplospheres (500 zenit each).
you deal damage, you may change its type to ice.
w Mnemospheres. The character receives an additional level 0 Mnemosphere
This weapon deals 2 extra damage to undead. for every 10 levels beyond 5 (for instance, a level 23 character will receive
14 Blessed*
u Coag. 2: You gain a +1 bonus to Magic Defense. one additional Mnemosphere, for a total of two initial Mnemospheres).

You treat your Willpower as if it were one die size higher (up to w Levels. The character may distribute their levels as they wish between their
15 Brave a maximum of d12). Innate Classes and initial Mnemospheres.
W This Oplosphere occupies 2 slots. W
32 33
W

OPLOSPHERES OPLOSPHERES
Roll Oplosphere Effect (while the item is equipped) Roll Oplosphere Effect (while the item is equipped)
Each target hit by this weapon suffers dazed. Damage dealt by this weapon ignores Resistances.
23 Dazing*
This Oplosphere occupies 2 slots. 42 Piercing* u Coag. 2: Damage dealt by this weapon ignores Resistances
and Immunities.
This weapon deals 2 extra damage to constructs.
24 Disrupting*
u Coag. 2: You gain a +1 bonus to Defense. You gain Resistance to poison damage. If this item is a weapon,
all damage it deals becomes poison.
When you hit one or more creatures with this weapon, you may 43 Poisonous u Coag. 2: You gain Immunity to poison damage.
25 Draining*
recover 3 Hit Points and 3 Mind Points.
u Coag. 3: Any poison damage you deal ignores Resistances.
You are immune to weak. When you deal damage, you may change its type to poison.
26 Energizing u Coag. 2: When you recover Hit Points, you recover
This weapon deals 2 extra damage to beasts.
2 additional Hit Points. 44 Predator*
u Coag. 2: You gain a +1 bonus to Defense.
Attacks with this weapon gain the multi (2) property.
31 Expansive* You are immune to slow.
This Oplosphere occupies 2 slots. 45 Quick
u Coag. 2: You gain a +2 bonus to your Initiative Modifier.
Each target hit by this weapon suffers shaken.
32 Ghastly* You gain Resistance to light damage. If this item is a weapon, all
This Oplosphere occupies 2 slots. damage it deals becomes light.
This weapon deals 2 extra damage to humanoids. 46 Radiant u Coag. 2: You gain Immunity to light damage.
33 Gladiator*
u Coag. 2: You gain a +1 bonus to Defense. u Coag. 3: Any light damage you deal ignores Resistances. When
you deal damage, you may change its type to light.
This weapon deals 2 extra damage to monsters.
34 Knightly*
u Coag. 2: You gain a +1 bonus to Magic Defense. This weapon deals 2 extra damage to plants.
51 Reaping*
u Coag. 2: You gain a +1 bonus to Defense.
When you cause one or more creatures to recover Hit Points
and/or Mind Points with a potion, that potion causes them to You treat your Insight as if it were one die size higher (up to a
35 Medical recover 2 extra HP and/or MP, respectively. 52 Revealing maximum of d12).
u Coag. 2: When you cause one or more creatures to recover This Oplosphere occupies 2 slots.
Hit Points and/or Mind Points with a potion, that potion
Each target hit by this weapon suffers enraged.
causes them to recover 1 extra HP and/or MP, respectively. 53 Scornful*
This Oplosphere occupies 2 slots.
You treat your Might as if it were one die size higher (up to a
36 Mighty maximum of d12). You gain Resistance to earth damage. If this item is a weapon, all
damage it deals becomes earth.
This Oplosphere occupies 2 slots.
54 Seismic u Coag. 2: You gain Immunity to earth damage.
This weapon deals 2 extra damage to elementals. u Coag. 3: Any earth damage you deal ignores Resistances.
41 Occult*
W u Coag. 2: You gain a +1 bonus to Magic Defense. When you deal damage, you may change its type to earth. W
34 35
W

OPLOSPHERES TROUBLESHOOTING
Roll Oplosphere Effect (while the item is equipped)
The rules for Technospheres are quite robust, but cause problems in two specific
This weapon deals 2 extra damage to demons. cases (both featured in this same book, coincidentally):
55 Skeptical*
u Coag. 2: You gain a +1 bonus to Magic Defense.
w Pilot. When a PC with the Pilot Class (page XXX) enters a vehicle with
Each target hit by this weapon suffers slow. weapon modules or armor modules, these replace the character's weapons
56 Snaring*
This Oplosphere occupies 2 slots. and armor, thus robbing them of all Mnemospheres and Oplospheres, and
leaving them with only their Innate Classes (one of which will be Pilot itself,
Attacks with this weapon target Magic Defense.
thus strongly limiting the possible combinations).
61 Sorcerous* u Coag. 2: Spells you cast deal 2 extra damage, and spells you
cast that cause creatures to recover Hit Points cause them to w Unarmed Combatants. A character built around unarmed strikes (as is often
recover 2 extra Hit Points. the case for the Mutant Class on page XXX, or for those who have chosen
the Empty Hands Quirk described on page XXX) will only be able to use two
You are immune to shaken.
62 Steadfast Mnemospheres upon acquiring an armor with γ or δ slots, and only one
u Coag. 2: When you recover Mind Points, you recover
Mnemosphere before that.
2 additional Mind Points.
Each target hit by this weapon suffers weak. While the simplest solution to these issues is to avoid playing a Pilot or a
63 Tiring* character based on unarmed strikes, it is no real solution; instead, in such a case
This Oplosphere occupies 2 slots.
you might decide that the Player Character does not place Mnemospheres inside
Each target hit by this weapon suffers poisoned. their equipment, but rather within some kind of device, bracer or contraption
64 Toxic*
This Oplosphere occupies 2 slots. that provides a narrative justification.

You gain Resistance to fire damage. If this item is a weapon, all If you go with this option, the character may place an amount of
damage it deals becomes fire. Mnemospheres up to【1 + (the character's level divided by 15)】inside
65 Volcanic u Coag. 2: You gain Immunity to fire damage. their device.
u Coag. 3: Any fire damage you deal ignores Resistances.
When you deal damage, you may change its type to fire. This option restricts the maximum number of equippable Mnemospheres to 4
(compared to the 5 available to a character with both a γ slot and a δ slot), but
You gain Resistance to bolt damage. If this item is a weapon, all what balances it out is being able to use all Technosphere slots for Oplospheres,
damage it deals becomes bolt. thus creating very powerful coagulations.
66 Voltaic u Coag. 2: You gain Immunity to bolt damage. This will also provide an excellent solution if you wish to only use the
u Coag. 3: Any bolt damage you deal ignores Resistances. Mnemosphere system in your campaign, without adopting Oplospheres too.
When you deal damage, you may change its type to bolt.

W W
36 37
MNEMOSPHERE: SCANNER
W
CLASS: LOREMASTER
LEVEL TECHNOSPHERE SHEETS AND CARDS
SKILL FLASH OF INSIGHT SKILL LEVEL: 2
5 This page presents two good options for keeping track of Mnemospheres and
Oplospheres: Mnemosphere sheets and Oplosphere cards.
on a 13+ when examining a creature, item or location, You can find blank versions of these at https://www.patreon.com/posts/46567344;
ask up to 2 questions afterwards, all you need to do is print and cut them.

w When developing a Mnemosphere, it can be a good idea to give it a custom name


independent of its Class: for instance, an Entropist Mnemosphere built to provide
SKILL FOCUSED SKILL LEVEL: 3
spells that support allies and hinder enemies might be renamed "Controller", while
+9 MAX MP a Rogue Mnemosphere containing nothing but Cheap Shot levels might be renamed
+3 TO INT+INT OPEN CHECKS "Dirty Fighter".
w Cards are an effective way of keeping track of Oplospheres, but you might end up
with quite a lot of them: a fun and interesting option is coloring the circle behind the
SKILL SKILL LEVEL: sphere's name in a way that reminds you of its general use and effects. For instance,
Oplospheres granting offensive effects might be colored red, while those granting
some sort of healing or immunity might be colored green, and so on.

This way, when a Player Character places Technospheres inside a weapon or armor, the
Player can simply note down the names of those spheres and grab the correspinding
SKILL SKILL LEVEL: cards or sheets; coagulating Oplospheres may be put in a stack, as shown below.

OPLOSPHERE
OPLOSPHERE
OPLOSPHERE

SKILL SKILL LEVEL: sorcerous medical

EFFECTS:
EFFECTS:
EFFECTS:
+2 to hp and mp
weapon only.
recovery you
target m.def.
cause
with potions.
HEROIC SKILL EXTRA MP c2: +2 to damage
and hp healing
+10 MAX MP (+20 IF LEVEL 40+) c2: +1 to hp and
you do with
mp recovery
spells
you cause with
potions.
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CHANTER
W
w
w
w
Who taught you how to combine magic and music? Is it a natural talent?
Are you a celebrity, or more of a traveling musician?
Who is your greatest music rival? Who inspires you to be who you are?
w What do your instruments and singing style look like?
ALSO: Bard, Idol, Troubadour
Chanter
CHANTER FREE BENEFITS
w Permanently increase your maximum Mind Points by 5.

Show's just begun, CHANTER SKILLS


and it's lights out MAGICHANT (ç10)
for you already! On your turn during a conflict scene, you may use an action and spend a variable

?
amount of MP to weave voice and music into a magical effect known as a verse.
You may only sing one verse per turn, even if you have access to multiple actions; the
full rules for verses can be found starting on the next page.
When you first acquire this Skill, you learn all three frequencies, plus one key and one
tone (see next page); whenever you acquire this Skill again, you may learn one key or
one tone (your choice).

RESONANCE (ç3)
n After you affect one or more enemies with a verse, if you have an arcane weapon
equipped, you may choose one option: until the start of your next turn, your allies deal
Whether tracing their fingers 【SL】extra damage to those enemies; or until the start of your next turn, you recover
on a delicate harp, dazing an 【SL】Mind Points every time one of those enemies suffers damage (if the same
unprepared audience with the source deals damage to two or more of those enemies at the same time, you recover
sheer power of their vocals, or 【SL】MP for each damaged enemy).
happily diving into a crowd of
delirious fans, Chanters could SIREN'S SONG
be described as magical one-
You gain the ability to perform Rituals of the Ritualism discipline, and you may use
person orchestras!
these Rituals to create hearing-based illusions.
A Chanter's abilities reach way
beyond the normal limits of SOUND BARRIER (ç5)
music and singing: they rely on
the strength of their souls and After you sing a verse with a medium or high frequency, all physical damage you suffer
weave magical energy into until the start of your next turn is reduced by【SL】(applied before Affinities).
songs, supporting their allies
during tense situations. VIBRATO
After you sing a verse with a low frequency, you may perform a free attack with a

40
W
n weapon you have equipped; treat your High Roll (HR) as 0 when calculating damage
dealt by this attack.
W
41
Rumor has it the songs of the Vinebeard Dwarves

WVERSES are powerful enough to shatter stone!

SINGING A VERSE TONE


When you sing a verse, you combine a frequency, a key and a tone you learned. These Calm
three aspects determine the verse's MP cost, targets and effect.
Each target recovers【key recovery】equal to twice your current Willpower die size.
w You learn all frequencies when you first acquire the Magichant Skill. The amount recovered by each target increases by 10 if you are level 20 or higher, or
by 20 if you are level 40 or higher.
w Each tone determines the general effects of your verse. This tone has no effect on yourself if you are the character singing the verse.
w Each key has an associated damage type, status effect, Attribute and recovery. These
Energetic
modify the effects determined by the tone of your verse.
Until the start of your next turn, when a target succeeds on a Check that includes【key
Example: you might combine a low frequency with the key of flame and a haunting Attribute】and that Check allows them to advance or turn back a Clock, they may fill
tone to inflict the shaken status effect on a single creature for 10 Mind Points; or you or erase an additional section of that Clock.
could combine a medium frequency with the key of iron and an energetic tone to
allow your allies to make additional progress on Clocks when using Willpower. Frantic
Each target suffers【key type】damage equal to twice your current Willpower die size.
This amount increases by 5 damage if you are level 20 or higher, or by 10 damage if
FREQUENCY MP TARGETS
you are level 40 or higher.
Low 10 Yourself or another creature you can see who can hear you.
Haunting
Medium 20 Every ally who can hear you.
Each target suffers【key status effect】. Each target also loses Resistance to【key
High 30 Every enemy who can hear you. type】damage (if they have it) until the start of your next turn.

Lively
KEY TYPE STATUS EFFECT ATTRIBUTE RECOVERY
Each target treats their【key Attribute】as being one die size higher (up to a maximum
Flame fire shaken Might Hit Points of d12) until the start of your next turn.
Frost ice weak Willpower Mind Points
Menacing
Iron physical slow Willpower Mind Points
The first time each target suffers damage before the start of your next turn, that
Lightning bolt shaken Dexterity Hit Points damage becomes【key type】(this can trigger once for each target of the verse,
separately).
Radiance light dazed Insight Hit Points
Solemn
Shadow dark weak Dexterity Mind Points
Each target recovers from【key status effect】. Each target also gains Resistance to
Stone earth dazed Might Hit Points
【key type】damage until the start of your next turn.
Wind air slow Insight Mind Points
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NEW HEROIC SKILLS
W SAMPLE BUILDS
POWER CHORD HARD ROCKER Dexterity d6, Insight d8, Might d10, Willpower d8
Requirements: you must have mastered the Chanter Class. Chanter (3 levels): Magichant (SL 2: lightning, frantic, menacing), Vibrato
Fury (1 level): Provoke
When you sing a verse with a medium or high frequency, you may choose double the Weaponmaster (1 level): Melee Weapon Mastery
verse's cost in Mind Points, or to spend 1 Fabula Point. If you do, you and every ally that
is able to hear you gain the following benefit until the start of your next turn: your Greatsword, runic plate, 120 zenit.
Accuracy Checks trigger a critical success when both dice show the same number (as
long as the Check is not a fumble).
IDOL Dexterity d8, Insight d8, Might d6, Willpower d10

THEME SONG Chanter (3 levels): Magichant (SL 3: flame, calm, lively, solemn)
Orator (2 levels): Unexpected Ally, Words of Hope*
Requirements: you must have mastered the Chanter Class.
Staff (it's a microphone stand!), sage robe, 270 zenit
When you acquire this Skill, you obtain a theme song - give it a name and assign it
a key from the ones you have learned (you can also choose a real-world song for this). *in the final book, Words of Hope is called My Trust in You
Once per conflict scene after you sing a verse in your theme song's key, you may
start your theme song (if it's a real song, I strongly suggest you have it playing in the
background~).
While singing your theme song, you gain the following benefits:
w You gain Resistance to【theme song's key type】damage.
w The MP cost for singing verses in the same key as your theme song is halved.
This benefit applies to you and to any of your allies who are able to sing verses.
The theme song lasts until the end of the scene or until you leave the scene, die, or
fall unconscious. The theme song also ends as soon as you sing a verse in a key other
than the theme song's, if your turn ends and you have not sung any verse, or if another
character starts their theme song.

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COMMANDER
W
w
w
w
Are you of noble birth? Or perhaps a hero of humble beginnings?
Is battle something you seek, or something you strive to avoid?
Are there any sacrifices you would never be willing to make to achieve victory?
w How do you manifest your abilities? Are they visibly supernatural?
ALSO: Prince, Queen, Shōgun
Commander
COMMANDER FREE BENEFITS
w Permanently increase your maximum Hit Points by 5.
War has no victors. w Gain the ability to equip martial melee weapons and martial ranged weapons.

COMMANDER SKILLS
BISHOP'S EDICT (ç3)

?
During a conflict, you may use an action and spend 10 Mind Points to choose one
option: all MP costs are doubled; or all sources of damage deal【SL × 2】extra damage.
The chosen effect lasts until the start of your next turn.

CHARGING CAVALRY (ç5)


n During a conflict, you may use an action and spend 10 MP to choose one ally that can
Commanders are leaders and hear you. That ally may immediately perform a free attack with a weapon they have
inspiring figures. Some are of equipped (or with a basic attack if they are an NPC); they gain a bonus equal to【SL】
noble blood, but a majority to the Accuracy Check, but treat their High Roll (HR) as 0 when calculating damage.
have earned the loyalty of their
comrades on the battlefield, CRUSHING CHARIOT
where their iron resolve and After you use Bishop's Edict, Charging Cavalry or King's Castle, you may choose
tactical prowess were tested another Player Character that can hear you who has yet to take a turn during this
time and time again. round. That character may take their turn immediately after yours during this round.
When thinking about what a
Commander might look like, KING'S CASTLE (ç4)
don't feel bound to the idea During a conflict, you may use an action and spend 10 Mind Points to choose one
of a knight in shining armor: option: all creatures cannot recover Hit Points or Mind Points; or effects that restore
bandit captains, fallen nobles Hit Points and/or Mind Points restore【SL × 5】additional HP and/or MP, respectively.
and students of warfare are all The chosen effect lasts until the start of your next turn.
perfect examples of what this
Class may represent. QUEEN'S GAMBIT (ç4)

n You may use an action to perform a free attack with a weapon you have equipped; you
treat your High Roll (HR) as 0 when calculating damage. After the attack is resolved,
choose one option: one ally who is able to hear you recovers【SL × 5】Hit Points; or
W you may immediately use a Skill you acquired among Bishop's Edict, Charging Cavalry W
or King's Castle for free (spending the appropriate MP).
46 47
NEW HEROIC SKILLS
W SAMPLE BUILDS
ETERNAL BATTLEFIELD TACTICIAN Dexterity d8, Insight d10, Might d6, Willpower d8
Requirements: you must have mastered the Commander Class. Commander (3 levels): Bishop's Edict, Crushing Chariot, King's Castle
Loremaster (2 levels): Flash of Insight, Knowledge is Power
The MP costs for your Skills Bishop's Edict, Charging Cavalry and King's Castle are
halved. Pistol, travel garb, bronze shield, 120 zenit.

TABULA RASA SERGEANT Dexterity d6, Insight d8 Might d10, Willpower d8


Requirements: you must have mastered the Commander Class. Commander (2 levels): Charging Cavalry, Queen's Gambit
After you use Bishop's Edict or King's Castle, you may have every other creature Fury (1 level): Indomitable Spirit
present on the scene lose 10 Hit Points. This amount increases to 20 Hit Points if you Weaponmaster (2 levels): Bladestorm, Bone Crusher
are level 20 or higher, or 30 Hit Points if you are level 40 or higher. Broadaxe, brigandine, bronze shield, 70 zenit
When a creature who has a Bond towards you loses Hit Points this way, that HP loss
is halved.

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DANCER
W
w
w
w
Your abilities require great focus and discipline. Who was your teacher?
Why do you dance? Is it an art form, a profession, or something else?
Are you graceful and charming, or roguish and boisterous?
w What do your stunts and performances look like?
ALSO: Acrobat, Jester, Swashbuckler
Dancer
DANCER FREE BENEFITS
My story? w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
Dance with me
and you shall know it. DANCER SKILLS
DANCE (ç10)
Each time you take this Skill, you learn a dance (see next page).
On your turn during a conflict scene, if you have no martial armor equipped, you may
spend 10 Mind Points to perform a dance you have learned; this doesn't require an

?
action, but it can only be done before or after an action, and only once per turn. If you
already performed a different dance during your previous turn in this scene, the cost of
n the new dance is reduced to 5 Mind Points.
Dancers are those who have Some dances are instantaneous and resolve immediately, while others have effects
trained their bodies to achieve that last until the start of your next turn.
exceptional coordination and
flexibility, be it to impress a FOLLOW MY LEAD
crowd with their gymnastics When you perform a dance with a duration of "Until the start of your next turn", you
or to perform ancient steps may spend 10 additional Mind Points. If you do, choose one ally you can see towards
meant to keep evil at bay. whom you have a Bond of affection: apply the benefits of the dance to that ally as well
The more gifted Dancers may as yourself (the benefits still last until the start of your next turn).
direct the flow of spiritual
force through repeated and FRENETIC FOOTWORK (ç2)
precise motions, enhancing After you perform a dance with a duration of "Until the start of your next turn", you gain
their physical abilities and a bonus equal to【SL × 2】to all Opposed Checks that rely on acrobatics, coordination
manifesting magical effects. or speed until the start of your next turn.
They are surprisingly capable
combatants, if sometimes a QUICK-CHANGE
little... overdramatic.
After you perform a dance, you may perform the Equipment action for free.
n WARDANCER (ç5)
After you perform a dance, your attacks with brawling, dagger, flail and thrown
weapons deal【SL】extra damage until the start of your next turn; if you have an
W arcane weapon equipped, offensive spells (r) you cast also deal【SL】extra damage W
until the start of your next turn.
50 51
DANCES
W
DANCE DURATION DANCE DURATION
Angel Dance Until the start of your next turn Myrmidon Dance Until the start of your next turn
Choose one option: you gain Resistance to light damage; or all damage dealt by your Choose one option: you gain Resistance to earth damage; or all damage dealt by your
attacks and offensive spells (r) becomes light. attacks and offensive spells (r) becomes earth.

Banshee Dance Instantaneous Nightmare Dance Instantaneous


Choose another creature that is able to see you; if that creature is already slow, they Choose another creature that is able to see you; if that creature is already shaken, they
immediately suffer shaken. immediately suffer weak.

Bat Dance Until the start of your next turn Ouroboros Dance Instantaneous
Choose one option: you gain Resistance to dark damage; or all damage dealt by your Choose one ally you can see who has yet to take a turn during this round. That ally may
attacks and offensive spells (r) becomes dark. take their turn immediately after yours during this round.

Golem Dance Until the start of your next turn Peacock Dance Instantaneous
Choose one option: you gain Resistance to bolt damage; or all damage dealt by your Choose another creature that is able to see you; the next time that creature performs
attacks and offensive spells (r) becomes bolt. an attack or casts an offensive (r) spell during this scene, that attack or spell must
include you among its targets if possible.
Griffin Dance Until the start of your next turn
Phoenix Dance Until the start of your next turn
Choose one option: you gain Resistance to air damage; or all damage dealt by your
attacks and offensive spells (r) becomes air. Choose one option: you gain Resistance to fire damage; or all damage dealt by your
attacks and offensive spells (r) becomes fire.
Hydra Dance Until the start of your next turn
Satyr Dance Instantaneous
After you suffer damage, choose one option: you recover 5 Hit Points, or you recover
5 Mind Points. Choose another creature that is able to see you; if that creature is already weak, they
immediately suffer dazed.
Kraken Dance Instantaneous
Unicorn Dance Instantaneous
Choose another creature that is able to see you; if that creature is already dazed, they
immediately suffer slow. Choose an ally that is able to see you and has a Bond towards you: you and that ally
both recover an amount of Hit Points equal to your current Dexterity die size.
Lion Dance Instantaneous The restored amount increases by 5 Hit Points if you are level 20 or higher, or by 10
You immediately recover from a single status effect of your choice. Hit Points if you are level 40 or higher.

Maenad Dance Instantaneous Yeti Dance Until the start of your next turn

Choose another creature that is able to see you; that creature loses an amount of Mind Choose one option: you gain Resistance to ice damage; or all damage dealt by your
W Points equal to your current Dexterity die size. attacks and offensive spells (r) becomes ice. W
52 53
NEW HEROIC SKILLS
W SAMPLE BUILDS
PASODOBLE ACROBAT Dexterity d10, Insight d8, Might d6, Willpower d8
Requirements: you must have mastered the Dancer Class, and must have acquired the Dancer (3 levels): Dance (SL 2: Ouroboros, Phoenix), Wardancer
Follow my Lead Skill. Fury (1 level): Frenzy
Sharpshooter (1 level): Warning Shot
While you are in Crisis, you may spend 5 Mind Points instead of 10 to activate Follow
My Lead. Shuriken (×2), sage robe, 170 zenit.

SHOWSTOPPER SWASHBUCKLER Dexterity d8, Insight d8, Might d8, Willpower d8


Requirements: you must have mastered the Dancer Class. Dancer (2 levels): Dance (SL 2: Kraken, Peacock)
On your turn during a conflict scene, you may use an action and spend 1 Fabula Point to Rogue (1 level): Cheap Shot
launch yourself into a breathtaking performance of grace and skill. If you do, you may Weaponmaster (2 levels): Bone Crusher, Counterattack
immediately perform up to three different dances you know, without paying their MP Rapier, combat tunic, runic shield, 70 zenit
cost. You choose the order in which the dances are performed.
You may only use this Skill if you have no martial armor equipped, and after you use it
no dances can be performed by anyone until the end of the scene.

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GOURMET
W
w
w
w
Who taught you how to cook? What is your relationship with your teacher?
Is your craft something revolutionary, or is it an established field of work?
What does your cooking look like? Which tools do you use?
w What legendary recipe or ingredient are you looking for?
ALSO: Brewer, Chef, Patissier
Gourmet
GOURMET FREE BENEFITS
w Permanently increase your maximum Inventory Points by 2.
w You may start Projects to create unique foods and drinks; they are always consumable
and their area is based on the number and type of creatures you need to nourish.

GOURMET SKILLS

?
COOKING (ç5)
A true chef respects When you rest inside a settlement, you gain【SL】ingredients (see next page).
the nature of that You may use an action and combine two to three ingredients to prepare a delicacy
which they transform. (see next page) and choose one option: you receive the delicacy's effects; or an ally
you can see receives the delicacy's effects; or 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 do not spoil; if you take this
n Skill during character creation, begin play with ten ingredients with random tastes.

Cooking may be considered a KNIFE AND FORK


common skill, but Gourmets When you perform the free attack granted by the Cooking Skill, you may have the
refine their knowledge of attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when
foodstuffs to a level that is calculating damage dealt by this attack, unless the weapon is a dagger.
nothing short of supernatural:
they refine the art of extracting MADE WITH LOVE (ç2)
spiritual energies from every
ingredient, infusing meals When you use the Cooking Skill and choose the second option, you may spend 20
with powerful magical effects! Mind Points: if you do, apply the delicacy's effects to up to【SL】additional allies you
can see.
While most Gourmets are
content with simply settling
SALT AND PEPPER
down in a town or village
and making a living off their When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the
skills, some wander the world taste of one ingredient to a different taste of your choice.
in a lifelong search for new
ingredients. TRAVELING COOK (ç3)

56
W
n You gain【SL × 2】ingredients after each travel roll. Describe how you gather them! W
57
The Temple of Five Spices is rumored to hold the recipe

WINGREDIENTS & DELICACIES for a dish that can summon the soul of the deceased.

GAINING INGREDIENTS DELICACY EFFECT


When you gain an ingredient, you're not sure what you'll get - roll a d6 to determine Important: effects 6 to 10 cannot be used outside conflict scenes.
the ingredient's taste (see below), then describe what it looks like and give it a name. 1. The target recovers from (choose one: enraged; poisoned).
Always record the name and taste of each ingredient you find.
2. The target suffers (choose one: dazed; shaken; slow; weak).

INGREDIENT TASTE 3. The target recovers from (choose one: dazed; shaken; slow; weak).

1. Bitter 2. Salty 3. Sour 4. Sweet 5. Umami 6. Your choice The target recovers 30 (choose one: Hit Points; Mind Points). This amount increases to 40
4-5.
if you are level 20 or higher, or to 50 if you are level 40 or higher.
Example: you gain two ingredients after traveling through the Petrified Forest. You Until the end of your next turn, the target suffers 5 extra damage from all sources that deal
roll a 1 and 5 for taste, which means one is bitter and the other is umami. 6.
(choose one: air; bolt; earth; fire; ice; poison) damage.
You decide to call the first ingredient "Fossil Honey" and the second ingredient
7. The target cannot perform the (choose one: Guard; Spell; Skill) action on their next turn.
"Stonebark Slime". You record both ingredients and their tastes.
The target gains Resistance to (choose one: air; bolt; earth; fire; ice; poison) damage until
8.
You may also purchase ingredients from shops: the price is 10 zenit for an ingredient the end of your next turn.
with a random taste, or 20 zenit for an ingredient with a taste of your choice.
The target treats their (choose one: Dexterity; Insight; Might; Willpower) as if it were one
9.
die size higher (up to a maximum of d12) until the end of your next turn.
DELICACIES AND COOKBOOKS Until the start of your next turn, all damage dealt by the target becomes (choose one: air;
When you use the Cooking Skill, you create a delicacy with powerful effects. 10. bolt; earth; fire; ice; poison) and cannot gain a different type. This effect can only be used
on yourself or an ally.
w Every different combination of two tastes (even if it's the same taste twice!) will add
an effect to the delicacy. The following rules always apply to delicacies and effects:
w When you combine two tastes you never combined before, determine the effect of w When you prepare a delicacy, you may choose to forgo any number of the effects it
that combination by rolling a d10 and consulting the chart on the right. would have, and also decide the order in which its effects take place.
Then, record the result you rolled in your Cookbook - from now on, that specific
combination of tastes will always produce that specific effect. w Each effect requires a choice; record your choice for each particular combination of
tastes in your Cookbook. If you create that same combination in the future, it will
w When completed, your Cookbook will have a total of 15 combinations. retain that specific version of the effect (for instance, if you roll an 8 for sour + sweet
and then choose earth, your future uses of the sour + sweet combination will grant
Example: you combine three ingredients, one of them salty and two of them bitter. Resistance to earth damage).
The resulting delicacy has two combinations (bitter + bitter and salty + bitter), which No two combinations of tastes in your Cookbook may have the same effect: when
means it will have two different effects. you determine the effect of a combination you never tried before, make your choice
You previously combined bitter + bitter and rolled a 4, choosing MP recovery for the in such a way as to create an effect with no precedents; if you can't, reroll the d10.
effect; but you never combined salty + bitter, so you need to determine its effect
rolling dice. You now roll a 3, and choose dazed. Thus, the resulting delicacy will allow w Delicacies are created, used and destroyed within the same action.
W the target to recover from the dazed status effect and also recover 30 Mind Points. W
58 59
NEW HEROIC SKILLS
W SAMPLE BUILDS
ALL YOU CAN EAT MONSTER HUNTER Dexterity d10, Insight d8, Might d8, Willpower d6
Requirements: you must have mastered the Gourmet Class. Gourmet (3 levels): Cooking, Knife and Fork, Traveling Cook
Tinkerer (1 level): Inventions (infusions: basic)*
When you use the Cooking Skill, you may spend 1 Fabula Point to combine four Weaponmaster (1 level): Bone Crusher
ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other
than that, the delicacy follows the normal rules. Heavy spear, combat tunic, 170 zenit.

* in the final version of the game, Inventions have been renamed Gadgets
CHEF'S KISS
Requirements: you must have mastered the Gourmet Class.
ROYAL CHEF Dexterity d8, Insight d10, Might d6, Willpower d8
Potions and delicacies you create can now cause creatures to recover Hit Points and
Mind Points beyond their Maximum HP and MP scores, up to 150% of the respective Gourmet (3 levels): Cooking (SL 2), Made with Love
scores. At the end of each scene, if the Current Hit Points and/or Mind Points of the Orator (2 levels): Words of Ruin (SL 2)*
creatures in question are still above the Maximum scores, they become equal to the Tome (a cookbook full of secrets!), sage robe, 270 zenit
Maximum score.
*in the final book, Words of Ruin is called Condemn

W W
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INVOKER
W
w
w
w
How did you develop the art of invocation?
Is there a spirit or elemental creature you have a special bond towards?
How do your invocations manifest?
w Are your abilities relatively common, or are you the exception?
ALSO: Channeler, Five-Soul Master, Onmyōji
Invoker
INVOKER FREE BENEFITS
Do not wish for control; w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
wish for understanding.
INVOKER SKILLS
ELEMENTAL HARMONY (ç4)
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 the sources present in your surroundings (see next page). Your【SL】in
this Skill determines which invocations you have access to.

n LINKED INVOCATION (ç3)


When you perform an invocation, you may spend up to【SL × 10】additional Mind
Invokers research the innate Points. For every 10 Mind Points you spend this way, the invocation may target an
energy of souls and the way additional creature you can see. You cannot use this Skill on invocations performed
it spontaneously flows and through Bend Magic (see page XXX) or Source Strike.
manifests throughout their
surroundings. Even if their SOURCE EXPANSION (ç5)
art relies on calling upon the
power of the elements, they After you perform an invocation from a source, if you have an arcane weapon equipped,
adapt to the existing power you may choose one option: damage dealt by spells you cast becomes of the type
sources rather than force an corresponding to that source; or spells you cast and invocations you perform that deal
unnatural outcome and upset damage of the type corresponding to that source deal【SL × 2】extra damage. The
the flow of spirits. effects of each option last until the end of the scene or until you use this Skill again.
That said, Invokers remain
SOURCE STRIKE (ç6)
formidable adventurers: they
boast great flexibility and a You may use an action to perform a free attack with a weapon you have equipped. If the
unique affinity for elemental attack hits one or more creatures, it deals no damage and you may use the Invocation
creatures. Skill (if you have it) for free, targeting each of those creatures (you pay the MP cost only
once); additionally, each target of the invocation loses【SL × 5】Mind Points and, if the

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n invocation deals damage, it deals【SL】extra damage.
W
63
SOURCES AND INVOCATIONS
W

DETERMINING AVAILABLE SOURCES SOURCES AND INVOCATIONS


During each scene, your surroundings grant you two different sources: the Game Earth source (corresponds to earth damage)
Master tells you what they are. Remember to describe how sources manifest in the
Geo Blast The target suffers 15 earth damage.
scene; they may be natural features, objects, or even creatures.
Until the end of your next turn, the target suffers 5 extra damage
Geo Hex
Example: during a battle taking place on a steam-powered airship amidst stormy from all sources that deal air and ice damage.
clouds, any two of air, fire, lightning and water would make sense.
Growth The target recovers 30 Hit Points.
Quicksand The target suffers 5 earth damage and also suffers slow.
PERFORMING AN INVOCATION
When you perform an invocation, choose one option you have access to among those Fire source (corresponds to fire damage)
in the table below (provided the corresponding source is available in the scene); then,
apply its effects to one creature you can see. Pyro Blast The target suffers 15 fire damage.
Until the end of your next turn, the target suffers 5 extra damage
Your Skill Level in the Invocation Skill determines which invocations you have access Pyro Hex
from all sources that deal earth and ice damage.
to:【SL 1】enables "Blast" invocations,【SL 2】enables "Blast" and "Hex" invocations,
and【SL 3】gives you access to all invocations. Burst The target suffers 5 fire damage and also suffers shaken.

Example: if air and earth sources are available and your Skill Level is 2, you have Smoke The target loses 10 Mind Points and also suffers weak.
access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.
Lightning source (corresponds to bolt damage)
If an invocation deals damage, it will deal 5 extra damage if you are level 20 or Electro Blast The target suffers 15 bolt damage.
higher, or 10 extra damage if you are level 40 or higher.
Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, Until the end of your next turn, the target suffers 5 extra damage
Electro Hex
the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level from all sources that deal earth and fire damage.
40 or higher. Static The target suffers 5 bolt damage and also suffers slow.
Thunder The target loses 10 Mind Points and also suffers dazed.
SOURCES AND INVOCATIONS
Water source (corresponds to ice damage)
Air source (corresponds to air damage)
Hydro Blast The target suffers 15 ice damage.
Aero Blast The target suffers 15 air damage.
Until the end of your next turn, the target suffers 5 extra damage
Until the end of your next turn, the target suffers 5 extra damage Hydro Hex
Aero Hex from all sources that deal air and bolt damage.
from all sources that deal bolt and fire damage.
Chill The target loses 10 Mind Points and also suffers shaken.
Breeze The target recovers 30 Hit Points.
Frostbite The target suffers 5 ice damage and also suffers weak.
W Twister The target suffers 5 air damage and also suffers dazed. W
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NEW HEROIC SKILLS
W SAMPLE BUILDS
BEND MAGIC FIVE-SOUL ARCHER Dexterity d10, Insight d8, Might d6, Willpower d8
Requirements: you must have mastered the Invoker Class, and must have acquired Invoker (3 levels): Invocation (SL 2), Source Strike
the Invocation Skill. Sharpshooter (2 levels): Barrage, Ranged Weapon Mastery

After an enemy you can see hits or misses you with an offensive spell (r), if the Result Bow, combat tunic, 170 zenit.
of their Magic Check was an even number, you may immediately use the Invocation
Skill for free (after the spell has been fully resolved). You must still pay the MP cost for
this invocation, and it may target only that enemy. SOURCE ORACLE Dexterity d6, Insight d8, Might d8, Willpower d10
Invoker (3 levels): Elemental Harmony, Invocation (SL 2)
INNER SOURCE Wayfarer (2 levels): Faithful Companion (SL 2, Elemental Species)

Requirements: you must have mastered the Invoker Class. Staff, sage robe, 270 zenit.

After you rest, you may choose one source: air, earth, fire, lightning, or water. Until you
rest again, the chosen source will always be one of the two available sources during
each scene (the remaining source is chosen by the Game Master as always).

STRENGTH OF THE FIVE SOURCES


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

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MERCHANT
W
w
w
w
Who introduced you to the art of commerce? Is it a family business?
Would this world be better without money? If so, why are you still a merchant?
What do you love about commerce? And what do you despise about it?
w Do you have a business rival? What is your relationship with them?
ALSO: Collector, Entrepreneur, Heir

MERCHANT FREE BENEFITS


Merchant
w Permanently increase your maximum Inventory Points by 2.

MERCHANT SKILLS
Wealth's the mean,
certainly not the end! À LA MODE
You gain an additional accessory slot.

EXPIRATION DATE (ç5)


When you would restore the Hit Points of one or more creatures with a delicacy (page
XXX) or potion, you may instead have each creature suffer poison damage equal to
【SL × 2, plus half the amount of HP they would have recovered】. The type of this
damage cannot change, but any other effects of the delicacy or potion are unchanged.

JUST A HUMBLE MERCHANT!


n When a creature you can see hits you with an attack or offensive spell (r), you may
spend 1 Trade Point in order to have that attack or spell automatically miss you (any
Even in worlds rife with great other targets are affected as normal). This Skill has no effect if the Accuracy Check or
magic, wealth and money are Magic Check was a critical success.
very influential. Trade and
commerce are one key aspect RETURN ON INVESTMENT (ç2)
to the development of nations
After you restore the Hit Points of one or more allies, you may recover【SL × 5】Hit
and kingdoms, and Merchants
Points (this only triggers with effects that autonomously restore Hit Points, not those
are quite aware of this power.
that increase HP recovery caused by a different effect).
It might seem strange for a
Merchant to be treated on par WINDS OF TRADE (ç6)
with a hero: and yet, those
who resist the temptation of After you rest in an area or location where commerce is allowed, you automatically
greed and rely on commerce gain【SL × 50】zenit and【SL ÷ 2】Trade Points (minimum 1). You may never have
to foster exchanges of ideas more than【SL】Trade Points.
and dialogue between distant You may use an action and spend 1 Trade Point to choose one option: regain【SL】
people truly are fighting their Inventory Points; or ask the Game Master a single question about a creature, location
very own revolution. or item, to which they answer truthfully; or create a Non-Player Character artisan,
mercenary or trader you know in this area - they become part of the story and will

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n help you in exchange for money or favors (the GM will tell you).
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NEW HEROIC SKILLS
W SAMPLE BUILDS
EQUITABLE DIVISION PHARMACIST Dexterity d8, Insight d10, Might d6, Willpower d8
Requirements: you must have mastered the Merchant Class. Loremaster (1 level): Quick Assessment
Merchant (2 levels): Expiration Date, Winds of Trade
During a conflict scene, you may use an action and spend 1 Fabula Point to equally Tinkerer (2 levels): Inventions (alchemy: basic)*, Potion Rain
redistribute the current Mind Points of all creatures involved in the conflict (you must
do so in such a way that no MP goes wasted). Steel dagger, bronze shield, sage robe, 120 zenit.
Remember that a creature's current MP cannot go above the maximum value; if MP
cannot be perfectly distributed when you use this Skill, you decide how to assign the * in the final version of the game, Inventions have been renamed Gadgets
leftover points.
If a creature cannot regain Mind Points (due to a special rule or effect, for instance),
their current MP value before the use of this Skill is treated as their MP maximum for TRADER Dexterity d10, Insight d8, Might d6, Willpower d8
the sake of the redistribution. Merchant (2 levels): Just a Humble Merchant!, Winds of Trade (SL 2)
Orator (1 level): Encourage
Example: let's say a conflict scene involves two Player Characters who both have 70 Wayfarer (1 level): Well-traveled
maximum MP, one of them with 50 current MP and another with 65 current MP. They
are confronting an enemy with 100 current MP, who cannot regain MP due to a special Crossbow, sage robe, 220 zenit.
effect.
You will need to redistribute (50 + 65 + 100) 215 MP.
Divided by three, this would approximately mean 71,7 MP per creature. Since both
Player Characters have a maximum MP score of 70, they go back to their full MP; the
remaining 75 MP go to the enemy.

PAY TO WIN
Requirements: you must have mastered the Merchant Class.
You may use an action and spend 1 Trade Point to offer an amount of zenit of your
choice to a soldier-rank creature present on the scene, as long as that creature is
interested in money (the Game Master must tell you who is a valid target). If the
amount of zenit you offer is equal to or higher than【the target's level multiplied
by 50】, they leave the scene peacefully; otherwise, they refuse your offer and become
immune to this Skill until the end of the scene.

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MUTANT
W
w
w
w
Were your mutations caused by a scientific experiment or by some kind of magic?
Who is responsible for your mutations? What are your feelings towards them?
Who was the first person to show kindness to you? What did it cost them?
w How do your mutations manifest?
ALSO: Abomination, Cyborg, Lycanthrope

MUTANT FREE BENEFITS


Mutant
w Permanently increase your maximum Hit Points by 5.

MUTANT SKILLS
Look at me, coward!
See what your AKROMORPHOSIS (ç6)
silence allowed Your unarmed strikes deal【SL + 4】extra damage.
them to create. At the start of your turn during a conflict, you may spend 5 Hit Points. If you do, the
Category of your unarmed strikes changes to a Category chosen between dagger,
firearm, flail, heavy, spear, sword, or thrown; if you choose firearm or thrown, your
unarmed strikes also become ranged weapons. The chosen effect lasts until the start
of your next turn, and you cannot use this Skill if doing so would reduce you to 0 HP.

BIOPHAGY (ç6)
After you cause one or more creatures to lose Hit Points with an attack or offensive
n spell (r), if you are in Crisis, you may regain【SL × 5】Hit Points.

Some say no progress can be ECDYSIS


achieved without sacrifice; After you lose Hit Points due to damage, if that damage had a type other than physical,
conveniently enough, these you may spend 10 Hit Points to gain Resistance to that damage type until you use this
sacrifices are rarely made Skill again. You cannot use this Skill if doing so would reduce you to 0 HP.
by those in power. Mutants
are living testaments to this GENOCLEPSIS
ruthless arrogance: people
whose souls and bodies bear After you hit a creature with a melee attack, if the attack only targeted that creature,
the signs of technological or you may spend 5 Mind Points: if you do, you learn that creature's Species and gain a +2
magical pollution. bonus to Accuracy Checks and Magic Checks against creatures of that Species, as well
as Checks performed to investigate them, until you use this Skill again.
Each Mutant is a unique being
capable of altering their body THERIOMORPHOSIS (ç6)
in strange and unprecedented
ways; however, their powers Each time you acquire this Skill, you learn a therioform (see next page).
come at a painful price and Once per scene you may use an action and spend 20 Hit Points to manifest the effects
can prove a dreadful sight to of up to two therioforms you have learned: the details of this process are explained on

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behold. the next page. You cannot use this Skill if doing so would reduce you to 0 HP. W
73
"This is gonna hurt you a lot more than it hurts me.

WTHERIOFORMS And trust me, I'm hurting A WHOLE LOT."

Therioforms are mutations that grant powerful abilities; the way they manifest on THERIOFORM INSPIRATIONS
your character is completely up to you - pterotheria, for instance, might turn you
Placophora Crabs, lobsters, turtles.
into a person-sized bat or simply give you feathered wings.
You may treat your Defense score as being equal to 12 (you may still use your normal
w Once you use the Theriomorphosis Skill, the effects of the chosen therioforms last score if that would be better).
until the end of the scene. When the scene ends, you may spend 10 Hit Points to carry
the same therioforms over to the next scene you are a part of, provided this would Polypoda Cnidaria, octopuses, squids.
not reduce you to 0 Hit Points; if you do, you will be treated as having already used
Your unarmed strikes gain multi (3).
the Theriomorphosis Skill for that new scene.
w The effects of your current therioforms also end if you die or fall unconscious, or if Pterotheria Bats, birds, winged insects.
you take a moment to calm yourself and revert to your normal form (this can only be You are able to fly. In addition to the obvious advantages in mobility, your melee
done outside of a conflict scene; during conflicts, your adrenaline "traps" you into your attacks can target flying creatures and you cannot be targeted by melee attacks
transformation). unless the attacker is flying or is somehow able to reach flying targets.
The effects of this therioform do not apply while you are unable to fly freely (such
THERIOFORM INSPIRATIONS as when inside a vehicle designed for human-sized creatures, as would be the case
with a Pilot's personal vehicle). Additionally, when you suffer air, bolt or ice damage
Amphibia Frogs, newts, salamanders. during a conflict scene, you lose the benefits of this therioform until the start of your
You may breathe underwater and your eyes can see perfectly in dim light. next turn.
You also cover twice the normal distance when you travel by swimming through Pyrophora Bombardier beetle, pistol shrimp.
rivers, seas and oceans.
When you deal damage with an unarmed strike, you may have all damage dealt by
Dynamotheria Bears, elephants, rhinoceros beetles. that attack become fire.
When you succeed on a Check that includes Might and that Check allows you to If you hit one or more creatures with an unarmed strike and your High Roll (HR) is 7
advance or turn back a Clock, you may fill or erase an additional section of that Clock. or higher, each of those creatures suffers dazed.
Additionally, damage you deal with melee attacks ignores Resistances. Tachytheria Cats, gazelles, hares.
Electrophora Electric eels, electric rays. When you succeed on a Check that includes Dexterity and that Check allows you to
advance or turn back a Clock, you may fill or erase an additional section of that Clock.
When you deal damage with an unarmed strike, you may have all damage dealt by
that attack become bolt. Additionally, you gain a +2 bonus to Accuracy Checks.
If you hit one or more creatures with an unarmed strike and your High Roll (HR) is 7 Toxicophora Jellifishes, reptiles, spiders.
or higher, each of those creatures suffers slow.
When you deal damage with an unarmed strike, you may have all damage dealt by
Macrosmida Bloodhounds, sharks, wolves. that attack become poison.
If you hit one or more creatures with an unarmed strike and your High Roll (HR) is 7
You may may track creatures and items using your sense of smell, and gain a +2 bonus
or higher, each of those creatures suffers poisoned.
W to any Attribute Checks, Open Checks and Opposed Checks you perform to do so. W
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NEW HEROIC SKILLS
W SAMPLE BUILDS
GREATER ECDYSIS BIOMAGICAL HYBRID Dexterity d8, Insight d6, Might d10, Willpower d8
Requirements: you must have mastered the Mutant Class, and must have acquired Entropist (1 level): Drain Vigor
the Ecdysis Skill. Mutant (3 levels): Akromorphosis, Theriomorphosis (SL2: Placophora, Toxicophora)
Weaponmaster (1 level): Scale Smash
When you use the Ecdysis Skill, you may also choose one option: you recover from all
status effects; or if you are affected by one or more spells with a duration of "Scene", Bronze sword, sage robe, 120 zenit.
instead you are no longer affected by any of those spells.

VAMPIRE KNIGHT Dexterity d8, Insight d8, Might d8, Willpower d8


GREATER THERIOMORPHOSIS
Darkblade (1 level): Dark Blood
Requirements: you must have mastered the Mutant Class, and must have acquired the Mutant (3 levels): Biophagy (SL 2), Theriomorphosis (Pterotheria)
Theriomorphosis Skill. Weaponmaster (1 level): Melee Weapon Mastery
After you use the Theriomorphosis Skill on your turn during a conflict scene, you may Greatsword, runic plate, 120 zenit.
immediately perform an additional action.

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PILOT
W
w
w
w
Where did you learn to pilot? Is your teacher still alive?
How did you obtain your vehicle? Did you build it yourself? Did you inherit it?
What personal touch makes your vehicle stand out from the rest?
w Who or what would you never allow aboard your vehicle?
ALSO: Biker, Mech Pilot, Sky Pirate
Pilot
PILOT FREE BENEFITS
w Permanently increase your maximum Hit Points by 5.

Need a ride?
PILOT SKILLS
COMPRESSION TECH
If your personal vehicle is not present on the scene, you may perform the Inventory
action and spend 2 Inventory Points to have it appear and immediately enter it. When
you leave your personal vehicle, if there are no creatures aboard it, you may have it
safely disappear from the scene. Describe what magic or technology allows this!

FLEXIBLE CONFIGURATION (ç4)


While driving your personal vehicle, you may perform the Equipment action and spend
1 Fabula Point to choose up to【SL】active modules and make them inactive. Then,
choose up to【SL】inactive modules and make them active (the maximum number
of active modules from the Personal Vehicle Skill, below, still applies). Make sure to
n describe how your vehicle transforms!
Be they boastful racers, trained
soldiers or elegant chaffeurs, MOUNTED WARRIOR (ç5)
Pilots develop a special bond While driving a personal vehicle with a Steed frame, your attacks with weapons that
with a vehicle - in a way, it are not weapon modules deal【SL】extra damage.
becomes an extension of their
body, which they can rely on PERSONAL VEHICLE (ç6)
for battle and travel.
When you acquire this Skill, you gain a personal vehicle with a frame of your choice
While transports of all sorts and two different modules of your choice (see next page).
are frequently seen in every
Whenever you acquire this Skill again, you acquire two modules of your choice. Each
Fabula Ultima world, a Pilot's
module can be acquired only once, but weapon modules can be acquired up to twice.
vehicle is something unique
and irreplaceable: it could be Your vehicle can only have up to【SL + 2】modules active at the same time. You may
the very mech their mother freely reassign your vehicle's active and inactive modules during rests.
piloted, a jury-rigged aviobike
that shouln't even fly, or some STRONG GRIP
sort of technological marvel. When you perform an Accuracy Check with a weapon module, you may replace one of

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n the Attributes with Might (such as【MIG + WLP】for an Arcane module). W
79
WA PILOT'S VEHICLE
A Pilot's personal vehicle follows a set of special rules. For instance, a Pilot with the Guardian Class can gain the benefits of Defensive
Mastery while driving a vehicle with an active armor module; at the same time, that
w Entering the vehicle requires performing the Objective action; normally there is no Pilot would not be able to benefit from the Rogue's Dodge Skill.
Check required, unless there are foes or obstacles preventing you from safely entering
the vehicle: in that case, the group's strategic retreat towards the vehicle might even Note that a Pilot doesn't have to be able to equip martial armors to gain the benefits
take the form of a Clock. of their vehicle's armor module.
w Leaving the vehicle doesn't require an action, but during a conflict it can only be done
on your turn, before or after an action. WEAPON MODULES
w The vehicle can hold a variable number of human-sized creatures depending on its While driving a vehicle with one or more active weapon modules, a Pilot is not
frame and modules. considered equipped with their current weapons and/or shields. Instead, they are
considered equipped with the vehicle's weapon modules. If the vehicle has no active
w While anyone can enter the vehicle, only its Pilot may drive it. weapon modules, the Pilot can keep using their equipped items as normal.

A Pilot's vehicle always has one frame and a variable number of modules active at the w When the Pilot leaves the vehicle, they immediately regain access to their equipped
same time. These pages feature ample lists of available frames and modules. weapons and shields (no need to perform the Equipment action).

Example: you might create an armored motorbike by combining the Steed frame w Each weapon module counts as a one-handed weapon for the sake of character Skills
with the Shield and Turbo modules; or create a flying mecha suit by combining an and effects (with the exception of the Shield module, which is treated as a shield).
Exoskeleton frame with the Aerial, Heavy Plating, Rifle and Sword modules. When you set up your vehicle's modules, declare which module will occupy your main
hand slot and which module will occupy your off-hand slot.
Note that whenever a module's text mentions "you", it is referring to the Pilot that the w Some weapon modules are particularly complex or cumbersome and prevent you
module's vehicle belongs to. from having any other weapon modules active on the same vehicle.

For instance, a Pilot with the Weaponmaster Class can use an Axe module to
ARMOR MODULES
Counterattack, and a Pilot with the Sharpshooter Class can use their Crossfire Skill
While driving a vehicle with an active armor module, a Pilot is not considered while driving a vehicle with an active Rifle module.
equipped with their current armor. Instead, they are considered equipped with the
vehicle's armor module. If the vehicle has no active armor modules, the Pilot can keep Because each weapon module is treated as a one-handed weapon, a Pilot driving a
using their equipped armor as normal. vehicle with two active weapon modules that share the same Category benefits from
the rules for two-weapon fighting - and if they have the Ambidexterous Heroic Skill,
w When the Pilot leaves the vehicle, they immediately regain access to their equipped this can be done with any two weapon modules!
armor (no need to perform the Equipment action).
w A vehicle may only have one active armor module, which is considered a martial SUPPORT MODULES
armor for the sake of character Skills and other effects, and sets both the Pilot's
Defense and Magic Defense to fixed scores (further bonuses from shields and other Support modules provide a variety of miscellaneous benefits; these benefits often
effects still apply, just like with standard armor). apply to the vehicle's passengers in addition to the Pilot themselves.
W Note that some support modules are particularly complex or cumbersome and count
as two or more modules when active on a vehicle.
W
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W

DAMAGE AND REPAIRS LIST OF FRAMES


A Pilot's vehicle doesn't have its own separate stats and is treated as an extension FRAME SAMPLE VEHICLES
of the Pilot themselves. It can be damaged or rendered temporarily unusable as a
narrative consequence of the Pilot's surrender, but cannot be destroyed unless the Exoskeleton Combat exoskeleton, mecha suit, sacred armor
Player agrees to it. A land vehicle that can transport one human-sized creature.
Repairing a narratively damaged vehicle requires an amount of zenit equal to the This vehicle may have up to two active weapon modules, up to one active armor
Pilot's Skill Level in Personal Vehicle, multiplied by 100; on the other hand, rebuilding module, and any number of active support modules (the limit of SL + 2 total active
a destroyed vehicle should be achieved as part of the Pilot's narrative arc (which is modules still applies, of course).
why it should only be done if the Player is okay with it).
Steed Motorbike, robo-horse, speeder
RARE MODULES AS REWARDS A land vehicle that can transport two human-sized creatures, and allows transported
creatures to cover twice the normal distance during travels.
The Game Master should include new modules (or upgraded versions of existing
modules) among rewards for the Pilot player. They can create these rare modules This vehicle may have up to one active weapon module, up to one active armor
using the rules for rare items in the core rulebook (starting on page 266). module, and any number of active support modules (the limit of SL + 2 total active
modules still applies, of course).
w Each weapon and armor module presented in the following pages should be treated
as having a base cost of 500 zenit.
Important: you may not increase a weapon module's damage by 4 points by making it LIST OF ARMOR MODULES
a two-handed weapon (but you may do so by increasing its cost by 200 zenit). ARMOR MODULE DEFENSE MAGIC DEFENSE
w Each support module presented in the following pages should be treated as having a Heavy Plating Module 11 9
cost of roughly 1000 zenit. If you create custom support modules, compare them with
the existing ones in order to establish their cost in zenit. Runic Plating Module 9 11
Important: a Pilot should never have access to two or more copies of the same
support module, nor should they have access to two or more support modules whose Important: the fixed Defense and Magic Defense scores granted by armor modules
effects are similar and/or cumulative. only apply to the Pilot who is driving the vehicle; if anyone else is on board, they do
not gain these same benefits unless the Expanded Plating module is active.

INTERACTIONS WITH THE TINKERER CLASS


A character with the Tinkerer Class might wish to use the rules for Projects (page
134 of the core rulebook) to invent new and unique modules for a Pilot's vehicle; for
instance, they might install a reactor to enable space flight, or an antenna emitting
anti-magic waves.
In all of these cases, the group as a whole should make sure these special modules
do not impede on other characters' strengths and roles. It can be a good idea to give
such modules a limited number of uses, or have them include interesting flaws that
W can lead to difficult choices and memorable scenes.
W
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W

LIST OF WEAPON MODULES


WEAPON MODULE ACCURACY DAMAGE WEAPON MODULE ACCURACY DAMAGE
Arcane Module 【DEX + WLP】 【HR + 8】physical Machine Gun Module 【DEX + INS】 【HR + 8】physical
Melee w This weapon belongs to the arcane Category. Ranged w This weapon belongs to the firearm Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules.
Axe Module 【DEX + INS】 【HR + 12】physical
When you perform the Attack action and attack with this weapon module, you
Melee w This weapon belongs to the heavy Category. may perform two separate attacks instead of one (against the same target
Blade Module 【DEX + INS】+1 【HR + 6】physical or against different targets). If you do, both attacks follow the rules for two-
weapon fighting: each attack loses the multi property and cannot gain it,
Melee w This weapon belongs to the dagger Category. and you treat the High Roll of each Accuracy Check as being equal to 0 when
Bow Module 【DEX + INS】+1 【HR + 12】physical determining damage.
Ranged w This weapon belongs to the bow Category. While this module is Rifle Module 【DEX + INS】 【HR + 10】physical
active on a vehicle, that vehicle may have no other active weapon modules. Ranged w This weapon belongs to the firearm Category.
Cannon Module 【DEX + INS】 【HR + 14】physical Scythe Module 【DEX + INS】 【HR + 16】physical
Ranged w This weapon belongs to the firearm Category. While this module is Melee w This weapon belongs to the heavy Category. While this module is
active on a vehicle, that vehicle may have no other active weapon modules. active on a vehicle, that vehicle may have no other active weapon modules.
Claw Module 【DEX + INS】 【HR + 8】physical Shield Module - -
Melee w This weapon belongs to the brawling Category and can be used to This module grants the Pilot a +2 bonus to Defense and a +1 bonus to Magic
interact with the scene as if it were an empty hand. Defense (this bonus does not extend to any of the other passengers, even if the
Claymore Module 【DEX + INS】+1 【HR + 14】physical Expanded Plating module, described on the next page, is active).
This module is not treated as a weapon; instead, it counts as an equipped
Melee w This weapon belongs to the sword Category. While this module is
shield for the sake of rules, Skills and effects (thus it can only be equipped
active on a vehicle, that vehicle may have no other active weapon modules.
in your off-hand slot, unless you have access to the Dual Shieldbearer Skill
Esoteric Module 【DEX + WLP】 【HR + 12】physical described on page XXX of the Core Book.
Melee w This weapon belongs to the arcane Category. While this module is Spear Module 【DEX + INS】 【HR + 10】physical
active on a vehicle, that vehicle may have no other active weapon modules.
Melee w This weapon belongs to the spear Category.
Flail Module 【DEX + INS】 【HR + 10】physical
Sword Module 【DEX + INS】+1 【HR + 8】physical
Melee w This weapon belongs to the flail Category.
Melee w This weapon belongs to the sword Category.
Flamer Module 【DEX + INS】 【HR + 8】fire
Trident Module 【DEX + INS】+1 【HR + 14】physical
Ranged w This weapon belongs to the firearm Category.
Melee w This weapon belongs to the spear Category. While this module is
W active on a vehicle, that vehicle may have no other active weapon modules. W
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LIST OF SUPPORT MODULES


SUPPORT MODULE SUPPORT MODULE
Aerial Module (counts as two active modules) Power Module
This vehicle can fly, and covers three times the normal distance during travels. While driving this vehicle, you gain a +2 bonus to all Opposed Checks that rely on
While you are driving this vehicle, your melee attacks can target flying creatures; brute force or physical resistance.
additionally, all creatures inside the vehicle cannot be targeted by melee attacks
unless the attacker is flying or is somehow able to reach flying targets. Rapid Interface Module
These benefits do not apply if the vehicle is inactive or grounded, or if the Pilot who When you perform the Objective action to enter your vehicle during a conflict, you
drives it is in Crisis. Additionally, if a creature aboard this vehicle suffers air, bolt or may immediately perform an additional action.
ice damage during a conflict scene, the benefits of this module cease until the start
of its Pilot's next turn. Seat Module (counts as two active modules)

Advanced Targeting Module This vehicle can transport an additional human-sized creature.

You gain a +2 bonus to Accuracy Checks with this vehicle's weapon modules. Sensor Module

Anti-Element Module While driving this vehicle, you gain a +2 bonus to Open Checks made to examine
nearby creatures, items and locations.
When you make this module active on your vehicle, choose a damage type: air, bolt,
earth, fire or ice. Creatures aboard this vehicle are treated as being Resistant to the Stealth Module
chosen damage type.
While driving this vehicle, you gain a +2 bonus to all Opposed Checks that rely on
Counterstrike Module stealth and camouflage.

After a character aboard this vehicle is hit by a ranged attack, if you are driving this Submarine Module
vehicle, you may spend 1 Inventory Point. If you do, the attacker suffers 10 physical
damage (after their attack has been resolved). This amount increases by 5 damage if This vehicle can travel on water and underwater. It also contains abundant oxygen
you are level 20 or higher, or by 10 damage if you are level 40 or higher. reserves for the Pilot and passengers.

Excavation Module Turbo Module

This vehicle can burrow through the ground and is equipped with powerful lights. While driving this vehicle, you gain a +2 bonus to all Opposed Checks that rely on
speed and rapid maneuvers.
Expanded Plating Module (counts as two active modules)
Weapon Slot Module (only Steed frames)
While you are driving this vehicle and it has an active armor module, other creatures
aboard this vehicle may treat their Defense and Magic Defense scores as being equal You can have a second weapon module active on this vehicle.
to those provided by the armor module in question (they may still use their normal
scores if those would be better).
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NEW HEROIC SKILLS
W SAMPLE BUILDS
DYNAMIC SYNCHRONIZATION BIKER ACROBAT Dexterity d10, Insight d8, Might d6, Willpower d8
Requirements: you must have mastered the Pilot Class. Fury (1 level): Frenzy
Pilot (2 levels): Personal Vehicle (SL 2: Steed; Blade, Rapid Interface, Turbo)
While driving your personal vehicle, you may use an action to choose one of the Rogue (2 levels): Dodge, High Speed
following options: you synchronize with another Player Character who is also driving
their own personal vehicle and is present on the scene; or you synchronize with Steel dagger (×2), combat tunic, 70 zenit.
another Player Character who is a passenger aboard your personal vehicle. If you do,
you and that character join forces (describe how this cooperation manifests!); until
this synchronization is active, you and the chosen Player Character both receive the MECH PILOT Dexterity d8, Insight d8, Might d8, Willpower d8
following benefits: Pilot (3 levels): Personal Vehicle (SL 3: Exoskeleton; Aerial, Claw, Heavy Plating,
w When you perform a Check, you may use the other Player Character's current Attri- Power, Rifle, Sword; active modules: Aerial, Heavy Plating, Rifle, Sword)
bute die sizes in place of yours. You may do so for one or both dice, your choice. Sharpshooter (1 level): Hawkeye
w You may spend Fabula Points in place of the other Player Character (if you do so, the Weaponmaster (1 level): Melee Weapon Mastery
other Player Character is treated as the one spending the Fabula Point for the sake Steel dagger, pistol, travel garb, 70 zenit.
of Skills and other effects).
This synchronization lasts until the end of the scene, until you or the other Player
Character die, fall unconscious or leave the scene, or until you or the other Player
Character use Dynamic Synchronization with someone else.

OVERLOAD
Requirements: you must have mastered the Pilot Class.
While driving your personal vehicle, if you are in Crisis during a conflict scene, you
may perform an additional action during your turn. If you do, after resolving that action
you and any of the vehicle's passengers immediately leave the vehicle, which then
becomes inoperable until the end of the scene (if you have the Compression Tech Skill,
you may still have the vehicle vanish from the scene).

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PSYCHIC
W
w
w
w
How did you develop your psychic abilities? Did someone train you?
Have you ever met a demon in the Soul Network? What did they look like?
How do your powers and abilities manifest?
w Are your abilities relatively common, or are you the exception?
ALSO: Empath, Psion, Soul Hacker
Psychic
PSYCHIC FREE BENEFITS
w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
Like an open book.
PSYCHIC SKILLS
COGNITIVE SPIKE (ç5)
When you deal damage to one or more creatures, if at least one of them belongs to the
demon Species or you have a Bond towards at least one of those creatures, you deal
【SL】extra damage to each of those creatures.
When you restore the Hit Points and/or Mind Points of one or more creatures, if you
have a Bond towards at least one of them, each restored amount is increased by【SL】
Hit Points and/or Mind Points, respectively.

EPHEMERAL BOND
After you cause one or more creatures to lose or recover Mind Points or to suffer or
n recover from dazed, enraged or shaken, you may choose one of those creatures you do
not have a Bond towards. If you do, you are treated as having a Bond with strength 1
Thought, desire and emotion towards that creature. This Bond has no associated emotions (but can still be invoked
are very powerful forces, and as normal), doesn't count towards your limit of six Bonds, and will cease to exist as soon
their echoes permeate and as any of the following happens: you create a normal Bond towards that creature; or
transform the eternal stream you use this Skill again; or the scene ends.
of souls that flows throughout
the world; sometimes, these PSYCHIC RECOIL (ç5)
convictions are even strong After another creature you can see deals damage to you, you may have that creature
enough to birth demons. lose【SL × 2】Mind Points.
Psychics have developed the
ability to connect with this PSYCHIC WARRIOR
spiritual web of sensations,
When you perform an Accuracy Check, you may replace one of the attribute dice with
which scientists have dubbed
Willpower (such as【DEX + WLP】or【MIG + WLP】for a light spear).
"the Soul Network", and may
rely on it to transmit emotions
SOUL NETWORK (ç3)
and information, as well as
intensify the effectiveness of You may communicate telepathically with any willing ally you have a Bond towards
that is within【SL】travel days of you, as long as that ally is not unconscious. These

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their powers.
allies count as "being able to hear you" for the sake of Skills and effects.
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NEW HEROIC SKILLS
W SAMPLE BUILDS
PSY VEIL EMPATH Dexterity d6, Insight d10, Might d6, Willpower d10
Requirements: you must have mastered the Psychic Class, and must have acquired the Orator (2 levels): Condemn, Encourage
Soul Network Skill. Psychic (3 levels): Cognitive Spike (SL 2), Soul Network

At the start of your turn during a conflict scene, you may spend 1 Fabula Point to Staff, sage robe, 270 zenit
partially retreat into the Soul Network - describe what this looks like!
While surrounded by this psychic shroud, you can only be seen and heard by creatures
that are present on the scene, and only if those creatures belong to the demon Species PSYBLADE Dexterity d8, Insight d8, Might d8, Willpower d8
or you have a Bond towards them. Other creatures are unable to perform any action Darkblade (1 level): Agony
that requires them to be able to see or hear you, and cannot be affected by any effect Psychic (3 levels): Cognitive Spike, Ephemeral Bond, Psychic Warrior
that would require them to be able to see or hear you. Weaponmaster (1 level): Bone Crusher
You automatically emerge from the Soul Network at the start of your next turn (unless
you spend another Fabula Point to maintain the effect until the start of the following Greatsword or katana, runic plate, 120 zenit.
turn). You also emerge from the Soul Network at the end of the scene, if you leave the
scene, or if you die or lose consciousness.

SIXTH SENSE
Requirements: you must have mastered the Psychic Class.
When someone is talking directly to you, you can always tell whether they're lying
(even if they're doing so out of kindness).
When you create a Bond towards a creature, you may ask the Game Master a single THE "REMOTE" PSYCHIC
question about that creature, and the Game Master will answer truthfully; then, you
describe what sensation revealed this information to you. You may only use this effect A Psychic with Soul Network who relies on support Skills from Classes such as
once on the same creature. Chanter and Orator can essentially take part in conflict scenes from a distance
of several travel days - while it's true that they can only contribute through
support effects based on hearing, they are also fully shielded from most of the
danger posed by the scene. This might seem unfair, but you need to keep in mind
that if the Psychic's allies are defeated, the Psychic will also lose the ability to
influence the conflict (since they were doing so through their allies); similarly,
a Player Character's safety is actually always guaranteed in Fabula Ultima:
the true consequence of defeat lies in losing what you hold dear or watching
helplessly as your allies get captured.
With all of this said, if the idea of a character being frequently "away" from the
rest of the group rubs your group the wrong way, avoid designing this particular
type of Psychic.
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SYMBOLIST
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w
w
w
Who or what taught you how to weave magic into symbols?
Do you consider yourself more of a spellcaster or an artist?
Are there many practicing your art, or are you the exception?
w What do your symbols look like, and how do you place them on creatures?
ALSO: Calligrapher, Painter, Runemaker
Symbolist
SYMBOLIST FREE BENEFITS
w Permanently increase your maximum Inventory Points by 2.
What good is a brush
if your heart is not
SYMBOLIST SKILLS
in the right place?
MAGIC SYMBOLS (ç3)
If an ally bears one of your symbols, that ally may perform the Spell action and destroy

?
that symbol to cast a single spell among those you know, as long as it has a total Mind
Point cost equal to or lower than【SL × 10】(that ally must still pay the MP cost).

MIRAGE
You gain the ability to perform Rituals of the Ritualism discipline, and you may use
these Rituals to create sight-based illusions.

PERSONAL TOUCH (ç5)


n When a creature you can see that is bearing one of your symbols suffers damage or
recovers Hit Points, you may have that creature suffer【SL】extra damage or recover
There is great power within 【SL】additional Hit Points, respectively.
symbols and images, and no
one knows this better than SYMBOLIC CONNECTION
a Symbolist. Rather than a
You always know the exact direction in which to find any creature bearing one of your
magical discipline, symbolism
symbols, as long as that creature is within 2 travel days of your position.
could be described as a study
of how to weave supernatural
SYMBOLISM (ç5)
energies into signs and icons:
these may be paintings, runes, Each time you acquire this Skill, you learn two symbols (see next page).
talismans and more. You may have up to【SL + 1】symbols active at the same time; if you create more
Most Symbolists develop their while at your limit, you must first choose and destroy some of your previous symbols.
skills through intense practice You may perform the Inventory action and spend 2 Inventory Points to create a symbol
and meticulous study, but you have learned and choose one option: apply that symbol to yourself; or apply that
there are many who view this symbol to an ally you can see; or perform a free attack with a weapon you have
magical discipline as a way equipped. This attack deals no damage, but you apply a copy of the chosen symbol to
to freely express their artistic each enemy hit by the attack (each copy counts as a separate symbol towards your limit

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vision. of【SL + 1】active symbols). W
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WSYMBOLS
Symbols follow a set of special rules. SYMBOL
Symbol of Growth
w A creature may only bear one symbol at a time; if they receive a new symbol,
regardless of source, any previous symbol is destroyed. Spells with a target of "Up to three creatures" cast by the creature bearing this symbol
have a target of "Up to four creatures" instead (the creature still needs to spend
w Symbols and their effects have unlimited durations until destroyed. If a Symbolist
additional Mind Points for a fourth target).
dies, each symbol they created is immediately destroyed; if a creature bearing a
symbol dies, that symbol is also destroyed (a creature changing shape and statistics Symbol of Metamorphosis
during a conflict will not destroy the symbol).
When you create this symbol, choose a Species: beast, construct, demon, elemental,
w A Villain may, during a Game Master scene, spend 2 Ultima Points to destroy any monster, plant, or undead. The creature bearing this symbol is treated as belonging to
number of symbols among those borne by themselves and by any of their allies that the chosen Species for the sake of Skills and effects, instead of their normal Species
are present during that scene. (this does not otherwise alter any of the creature's profile, such as their Affinities or
w A Symbolist may destroy any number of their symbols at any time, no action required. any special rules they may have). This symbol cannot be applied to Player Characters.

w If a symbol requires you to make a choice when it is created, that choice applies to all Symbol of Protection
copies of the symbol created with that action (but does not affect any copies of that
When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice,
symbol created through previous actions).
light, or poison. The creature bearing this symbol gains Resistance to the chosen
Remember that the maximum number of symbols you may have active at the same damage type.
time is based on your Skill Level in Symbolism.
Symbol of Rebellion
If a Villain is present on the scene, any Opposed Checks made by the creature bearing
SYMBOL this symbol trigger a critical success when both dice show the same number (as long
Symbol of Binding as the Check is not a fumble).

The current Attribute die sizes of the creature bearing this symbol can never be Symbol of Rebirth
higher than that creature's corresponding base Attribute die sizes (this does not end
If the creature bearing this symbol is about to be reduced to 0 Hit Points, they may
any spells or effects, but it will negate their influence over the creature's Attributes).
destroy this symbol: if they do, they are instead reduced to exactly 1 Hit Point.
Symbol of Despair
Symbol of Sorcery
When the creature bearing this symbol regains Hit Points or Mind Points during
The total Mind Point cost of spells that target the creature bearing this symbol is
conflicts, they only regain half the normal amount of HP or MP, respectively.
reduced by 5 MP (to a minimum total cost of 5 MP). If a spell targets multiple creatures
Symbol of Elements bearing this symbol, the effect will be cumulative.

When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice, Symbol of Truth
light, or poison. When the creature bearing this symbol deals damage with an attack
Checks performed to examine the creature bearing this symbol, as well as Accuracy
or offensive spell (r), if you can see that creature, you may spend 10 Mind Points to
W Checks and Magic Checks performed against the creature bearing this symbol, gain a
change its type to the type chosen when you created this symbol. W
+2 bonus.
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NEW HEROIC SKILLS
W SAMPLE BUILDS
CLEAN SLATE EXORCIST Dexterity d8, Insight d8, Might d8, Willpower d8
Requirements: you must have mastered the Symbolist Class. Sharpshooter (2 levels): Hawkeye, Ranged Weapon Mastery
Spiritist (1 level): Soul Weapon
You may use an action and spend up to 50 Mind Points to choose one creature you Symbolist (2 levels): Symbolic Connection, Symbolism (Binding, Sight)
can see for every 10 MP spent this way. Each creature chosen this way recovers from
all status effects and is no longer affected by any spells with a duration of "Scene" Shortbow, sage robe, 170 zenit.
that were affecting them. If any of the creatures chosen this way bear symbols, those
symbols are destroyed.
TRAVELING PAINTER Dexterity d8, Insight d10, Might d6, Willpower d8

RITUAL SEALS Symbolist (3 levels): Mirage, Symbolism (SL 2: Elements, Growth, Protection,
Rebellion)
Requirements: you must have mastered the Symbolist Class. Wayfarer (2 levels): Scavenger, Tavern Talk
When you perform a Ritual outside a conflict scene, if that Ritual has a total cost Tome (a trusted sketchbook!), travel garb, 370 zenit
equal to or lower than 60 Mind Points, you may stop the process immediately before
the Magic Check and store the Ritual's effect inside a Ritual seal placed on a surface
you can touch. If you do, name a condition - this can be anything from "when I enter
Crisis" to "as soon as I snap my fingers". When that condition is met, the seal vanishes
and the Ritual is unleashed at the seal's location: you perform the Magic Check and
resolve the effects as normal (even if you are unconscious or not present on the scene).
You may only have one Ritual seal active at the same time; if you die or create a new
Ritual seal, the one you previously created will vanish.

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HIGH FANTASY HEROIC SKILLS
W

The following Heroic Skills are added to the list in the core rulebook; all these Skills LIST OF NEW HEROIC SKILLS
require mastery of a Class in order to be acquired. Heroic Skills with a Class mastery requirement
Halve the MP cost of Pasodoble
LIST OF NEW HEROIC SKILLS Pasodoble Dancer
when you are in Crisis.
Heroic Skills with a Class mastery requirement
Improve allies' critical success
Save MP when targeting foes Power Chord Chanter
Arcane Mark Weaponmaster chance with songs.
hit by an arcane weapon.
Bone Crusher and Scale Smash
Two of Elementalist, Cast one spell right after Pulverizing Strike Weaponmaster
Bimagus are improved by heavy weapons.
Entropist, and Spiritist another, saving MP.
Gain benefits for consecutive
Treat daggers as brawling, Rising Tide Weaponmaster
attacks with brawling weapons.
Blade Adept Weaponmaster sword and thrown, and use
them at range. Ritual Seals Symbolist Place Rituals into seals.

Counterattack with firearms Perform three dances, then


Bullet Break Sharpshooter Showstopper Dancer
after using Crossfire. prevent all dances.

Remove spells, symbols and Perform a quick double attack


Clean Slate Symbolist Spider's Web Weaponmaster
status effects from creatures. with a flail.

Double Arrow Sharpshooter Attack twice with bows. Gain benefits for consecutive
Swirling Swarm Sharpshooter
attacks with thrown weapons.
Halve the MP cost of
Eternal Battlefield Commander Tabula Rasa Commander Your Skills cause HP loss.
Commander Skills.
Chimerist, Elementalist, Reduce the number of sections Gain a theme song with a
Fast Rituals Theme Song Chanter
Entropist, Spiritist for Ritual Clocks in conflicts. variety of benefits.

Add High Roll when you Equip three daggers/swords


Fleeting Moment Weaponmaster Triple Slash Weaponmaster
Counterattack with a sword. and perform triple attacks.

Grand Summoning Arcanist Summon Arcana as creatures.


ARCANE MARK
Strenghten attacks when you
Hoplite Guardian Requirements: you must have mastered the Weaponmaster Class.
fight with weapon and shield.
Force enemies to spend MP to After you hit one or more creatures with a melee attack using a weapon that belongs
Iron Forest Weaponmaster to the arcane Category, you may choose one of those creatures and apply an arcane
act after hitting with a spear.
mark on them. When you cast an offensive (r) spell that has the marked creature
Chimerist, Elementalist, Negate enemy spells while you among its targets, that spell's total MP cost is reduced by 10, to a minimum of 5. This
Magic Guard
W Entropist, Spiritist are in Guard. effect lasts until the end of your next turn, or until you use this Skill again. W
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BIMAGUS DOUBLE ARROW


Requirements: you must have mastered two or more Classes among Elementalist, Requirements: you must have mastered the Sharpshooter Class.
Entropist, and Spiritist, and your character must be level 30 or higher.
When you perform the Attack action with a ranged weapon that belongs to the bow
Once per turn during a conflict, if you have an arcane weapon equipped, you may use Category, if you have no other weapon equipped, you may perform two separate
an action and spend 20 to 70 Mind Points to perform the Spell action for free twice, attacks instead of one (against the same target or against different targets). If you do,
casting two spells without needing to pay their MP costs. If you do, the two spells must both attacks follow the rules for two-weapon fighting: each attack loses the multi
have a combined total MP cost equal to or lower than【10 + the amount of MP you property and cannot gain it, and you treat the High Roll of each Accuracy Check as
spent to use this Skill】, and the second spell must have a total MP cost that is equal being equal to 0 when determining damage.
to or lower than half the total MP cost of the first spell. Note that this Heroic Skill does not stack with the Quick customization from custom
weapons (using Twin Arrows with a Quick bow doesn't allow you to make three or
more attacks, basically).
BLADE ADEPT
Requirements: you must have mastered the Weaponmaster Class.
ETERNAL BATTLEFIELD
While you have one or more melee dagger weapons equipped, you treat them as also
Requirements: you must have mastered the Commander Class.
belonging to the brawling and sword Categories for the purpose of Skills and effects.
Additionally, your attacks with weapons that belong to the dagger Category may target The MP costs for your Skills Bishop's Edict, Charging Cavalry and King's Castle are
creatures that can normally only be targeted by ranged attacks. halved.

BULLET BREAK FAST RITUALS


Requirements: you must have mastered the Sharpshooter Class. Requirements: you must have mastered one or more Classes among Chimerist,
Elementalist, Entropist, and Spiritist.
After you successfully negate a ranged attack using the Crossfire Skill, if the result
of the attacker's Accuracy Check was an even number, you may perform a free attack When you initiate a Ritual during a conflict scene, its Ritual Clock is created with two
against that enemy with a ranged weapon that belongs to the firearm Category. This fewer sections than normal, to a minimum of four sections.
attack must have that enemy as its only target; treat your High Roll (HR) as 0 when
calculating damage dealt by this attack.
FLEETING MOMENT
Requirements: you must have mastered the Weaponmaster Class, and must have
CLEAN SLATE acquired the Counterattack Skill.
Requirements: you must have mastered the Symbolist Class.
When you perform a Counterattack using a melee weapon that belongs to the sword
You may use an action and spend up to 50 Mind Points to choose one creature you can Category, you may add your High Roll to the damage dealt by the attack (you do not
see for every 10 MP spent this way. Each creature chosen this way recovers from all have to treat it as being 0).
status effects and is no longer affected by any spells with a duration of "Scene" that
were affecting them. If a creature chosen this way bears one or more symbols, those
W symbols are destroyed. W
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GRAND SUMMONING HOPLITE


Requirements: you must have mastered the Arcanist Class, and your character must Requirements: you must have mastered the Guardian Class.
be level 30 or higher.
As long as you have a weapon equipped in your main hand slot and a shield equipped
When you summon an Arcanum, you may decide to spend 1 Fabula Point and lose in your off-hand slot, your attacks with that weapon deal 5 extra damage and you gain
half of your current Hit Points (rounded down) to shape your lifeforce into a full a +1 bonus to Defense.
manifestation of their power. If you do, the Arcanum manifests as a soldier-rank This Skill cannot be combined with custom weapons (page XXX), nor with the Dual
creature of the demon Species under your control (they count as an ally and have their Shieldbearer Skill (page XXX of the Core Book).
own independent turn during conflicts; if you use this Skill during a conflict scene, the
Arcanum joins the scene at the end of the current round). You also do not gain any of
the merge benefits you would normally enjoy when summoning that Arcanum. IRON FOREST
The summoned creature has the following profile: Requirements: you must have mastered the Weaponmaster Class.
w Level is equal to your level.
After you hit one or more creatures with a melee attack using a weapon that belongs
w A d10 in one Attribute of your choice, and a d8 in all other Attributes. to the spear Category, if you have no other weapon equipped, you may spend 20 Mind
w Maximum Hit Points equal to【twice the creature's base Might die size, plus Points and choose one of those creatures. If you do so, the attack deals half the normal
half of your maximum Hit Points】; the creature has no Mind Points. amount of damage to each of its targets, and you choose one type of action among the
w Resistance to two damage types of your choice. following: Attack, Guard, Objective, Spell, or Skill. From now on, the chosen creature
w The creature receives all the merge benefits the Arcanum would normally grant you must spend 20 Mind Points whenever they wish to perform that type of action. If they
when summoned (damage Affinities, immunity to status effects, increased Attribute can't, they must perform a different type of action. This effect lasts until the start of
sizes, etc.). If a merge benefit would cause the Arcanum to be dismissed, this will your next turn, or until you use this Skill again.
cause the summoned creature to vanish unless you spend 20 Mind Points.
w A melee basic attack whose Accuracy Check relies on two different Attributes of
MAGIC GUARD
your choice and deals【HR + 8】physical damage. Choose two options: the attack is
a ranged attack; or the attack deals 4 extra damage; or the attack deals damage of a Requirements: you must have mastered one or more Classes among Chimerist,
type other than physical; or the Accuracy Check relies on a single Attribute. Elementalist, Entropist, and Spiritist.
w The creature may perform the Skill action to produce one of the dismiss effects When you perform the Guard action, if you choose not to provide cover to another
normally granted by that Arcanum; doing so will cause the summoned creature to creature, you gain the following benefit until the start of your next turn: when a
vanish unless you spend 20 Mind Points. creature you can see casts a spell, after that creature pays for the spell's MP cost, you
The following rules apply when you Grand Summon an Arcanum: may spend an amount of Mind Points equal to【10 + the spell's total MP cost】in
w The creature is always summoned at full Hit Points, with no status effects. order to completely stop the casting of the spell and negate its effects (the spell isn't
w The creature vanishes if it reaches 0 Hit Points, if you die, lose consciousness or cast, but the creature is still considered to have spent their action).
leave the scene, or if you summon or Grand Summon an Arcanum again. The creature
also vanishes when a scene ends, or if you simply command them to do so (this will
not trigger the corresponding Arcanum's dismiss effect).
w Any choice made when you Grand Summon a particular Arcanum the first time, such
W as their Attributes or their basic attack, must be recorded. If you Grand Summon that W
same Arcanum again, those choices will match the ones you made the first time.
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PASODOBLE RITUAL SEALS


Requirements: you must have mastered the Dancer Class, and must have acquired the Requirements: you must have mastered the Symbolist Class.
Follow my Lead Skill.
When you perform a Ritual outside a conflict scene, if that Ritual has a total cost
While you are in Crisis, the MP cost for your Follow My Lead Skill is halved. equal to or lower than 60 Mind Points, you may stop the process immediately before
the Magic Check and store the Ritual's effect inside a Ritual seal placed on a surface
you can touch. If you do, name a condition - this can be anything from "when I enter
POWER CHORD Crisis" to "as soon as I snap my fingers". When that condition is met, the seal vanishes
Requirements: you must have mastered the Chanter Class. and the Ritual is unleashed at the seal's location: you perform the Magic Check and
resolve the effects as normal (even if you are unconscious or not present on the scene).
When you sing a verse with a medium or high frequency, you may choose double the
You may only have one Ritual seal active at the same time; if you die or create a new
verse's cost in Mind Points, or to spend 1 Fabula Point. If you do, you and every ally that
Ritual seal, the one you previously created will vanish.
is able to hear you gain the following benefit until the start of your next turn: your
Accuracy Checks trigger a critical success when both dice show the same number (as
long as the Check is not a fumble). SHOWSTOPPER
Requirements: you must have mastered the Dancer Class.
PULVERIZING STRIKE On your turn during a conflict scene, you may use an action and spend 1 Fabula Point to
Requirements: you must have mastered the Weaponmaster Class. launch yourself into a breathtaking performance of grace and skill. If you do, you may
immediately perform up to three different dances you know, without paying their MP
After you hit a creature with Breach, if you attacked with a melee weapon that belongs
cost. You choose the order in which the dances are performed.
to the heavy Category, you may have that creature lose 5 Hit Points. The amount
increases to 10 HP if you are level 20 or higher, or 15 HP if you are level 40 or higher. You may only use this Skill if you have no martial armor equipped, and after you use it
no dances can be performed by anyone until the end of the scene.
After you choose to deal no damage with a melee attack to gain the benefits of the
Bone Crusher Skill, if you attacked with a melee weapon that belongs to the heavy
Category, you may have each target of the attack lose 5 Hit Points. This amount SPIDER'S WEB
increases to 10 HP if you are level 20 or higher, or 15 HP if you are level 40 or higher.
Requirements: you must have mastered the Weaponmaster Class.
When you perform the Attack action with a melee weapon that belongs to the flail
RISING TIDE Category, if you have no other weapon equipped, you may perform two separate
Requirements: you must have mastered the Weaponmaster Class. attacks instead of one (against the same target or against different targets). If you do,
both attacks follow the rules for two-weapon fighting: each attack loses the multi
When you perform a melee attack using a weapon that belongs to the brawling
property and cannot gain it, and you treat the High Roll of each Accuracy Check as
Category, if you have no martial armor and no shields equipped, you gain 1 Bravery.
being equal to 0 when determining damage.
Your melee attacks using weapons that belong to the brawling Category deal extra
Note that this Heroic Skill does not stack with the Quick customization from custom
damage equal to your current Bravery.
weapons (using Spider's Web with a Quick flail doesn't allow you to make three or
At the end of each scene, or if you have 5 or more Bravery at the end of your turn, you more attacks, basically).
must spend all your accumulated Bravery and recover 10 Hit Points and Mind Points.
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SWIRLING SWARM THEME SONG


Requirements: you must have mastered the Sharpshooter Class. Requirements: you must have mastered the Chanter Class.
When you perform a ranged attack using a weapon that belongs to the thrown Category, When you acquire this Skill, you obtain a theme song - give it a name and assign it
if you have no martial armor and no shields equipped, you gain 1 Momentum. a key from the ones you have learned (you can also choose a real-world song for this).
You may never have more than 5 Momentum. Once per conflict scene after you sing a verse in your theme song's key, you may
Your ranged attacks using weapons that belong to the thrown Category deal extra start your theme song (if it's a real song, I strongly suggest you have it playing in the
damage equal to your current Momentum. background~).
When a creature hits you with an attack targeting your Defense, you must spend all While singing your theme song, you gain the following benefits:
your accumulated Momentum and increase your Defense score by an equal amount w You gain Resistance to【theme song's key type】damage.
against that attack (this may turn the hit into a miss).
w The MP cost for singing verses in the same key as your theme song is halved.
You also lose all Momentum at the end of each scene. This benefit applies to you and to any of your allies who are able to sing verses.
The theme song lasts until the end of the scene or until you leave the scene, die, or
TABULA RASA fall unconscious. The theme song also ends as soon as you sing a verse in a key other
than the theme song's, if your turn ends and you have not sung any verse, or if another
Requirements: you must have mastered the Commander Class.
character starts their theme song.
After you use Bishop's Edict or King's Castle, you may have every other creature
present on the scene lose 10 Hit Points. This amount increases to 20 Hit Points if you
are level 20 or higher, or 30 Hit Points if you are level 40 or higher. TRIPLE SLASH
When a creature who has a Bond towards you loses Hit Points this way, that HP loss Requirements: you must have mastered the Weaponmaster Class.
is halved.
As long as you have a one-handed melee weapon that belongs to the dagger or sword
Categories equipped in each of your normal hand slots, you may treat your armor slot
as if it were a second off-hand slot. You may only use this special slot to equip a one-
handed melee weapon that belongs to the dagger or sword Categories (note that the
Monkey Grip Skill does not turn two-handed weapons into one-handed weapons, and
thus cannot be used in combination with Triple Slash).
When you perform the Attack action while you have three daggers and/or swords
equipped, you may attack once with each weapon. This follows the normal rules for
two-weapon fighting: each of the three attacks loses the multi property and cannot
gain it, and you treat the High Roll (HR) of each Accuracy Check as being equal to 0
when determining damage.

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