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z
O This document contains
playtest materials.
j
These are mostly untested
and might be poorly balanced.
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 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
W
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 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
10 11
W
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
16 17
W
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
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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.
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.
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 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
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
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
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.
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
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.
W W
38 39
O
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.
?
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
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
W W
42 43
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.
W W
44 45
O
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.
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.
W W
48 49
O
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.
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.
W W
54 55
O
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.
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.
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
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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
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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.
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n invocation deals damage, it deals【SL】extra damage.
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SOURCES AND INVOCATIONS
W
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).
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MERCHANT
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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 SKILLS
Wealth's the mean,
certainly not the end! À LA MODE
You gain an additional accessory slot.
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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
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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 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.
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behold. the next page. You cannot use this Skill if doing so would reduce you to 0 HP. W
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"This is gonna hurt you a lot more than it hurts me.
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.
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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!
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n the Attributes with Might (such as【MIG + WLP】for an Arcane module). W
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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.
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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.
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
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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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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.
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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
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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.
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.
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