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CHANGELOG Previously Updated: September 8th, 2023
Techno Fantasy materials leave playtest.
Below you can find the latest updates to the contents of this file.
w Floralist: All "at the start of your turn" effects are now "at the end of your turn", and apply after your
Last Updated: November 8th, 2023 Growth Clock has increased. Sulphur Carnation has been modified (it's clear it will require a lot of
w Floralist: Battle Gardening is no longer triggered by Graft (but the MP ceiling is easier to reach). Graft tweaks during development, so feedback is greatly appreciated).
now costs 10 Mind Points instead of 20. Sulphur Carnation was changed into Wrathful Carnation. w Heroic Skills: Brave Bash no longer grants bonus damage on spears. Side by Side's benefits now last
Golden Ginkgo and Pilgrim Gazalia have been weakened. until the end of your next turn, rather than the scene.
w Invoker: Wellspring Expansion is now open to new weapon Categories. w Heroic Style Skills: New content!
w Heroic Skills: Brave Bash now requires a one-handed weapon or custom weapons (accurate, defense
boost) for the second part of the effect (and still gains a bonus from one handed daggers and swords,
Previously Updated: August 14th, 2023
which can now be applied to multi!).
w Floralist: Tweaked the wordings to clarify that magiseeds always leave the garden when the Clock
w Heroic Style Skills: Reworded Blazing Gladiator Style, reversing its effect (instead of adding the chosen
reaches 4 sections, and changed all magiseed effects that lasted "until the start of your next turn" to
Category to firearm weapons, it adds firearm to weapons of the chosen Category); it is no longer limited
avoid confusion and possible effect overlaps. Please review your Floralist's magiseed list to see whether
to custom weapons, instead working on all 2handed weapons and weapon modules. Added Vortex
there have been changes to them. Sulphur Carnation added!
Warrior Style. Reaper Style offers bonuses to Accuracy and Magic vs Crisis. Added Pure Force Style and
Ten Thousand Cuts Style. w Heroic Skills: Brambleheart now only fills the Clock when you are in Crisis. Bend Magic available to
Entropist. Wise Counsel allows for three Check options. Added Fitcast, Specialty of the House, and
Cleansing Moonlight.
Previously Updated: October 10th, 2023
w Floralist: Modified Sulphur Carnation. Floral Aroma becomes Verdant Sway.
Previously Updated: July 12th, 2023
w Heroic Skills: Reworded the trigger for Green Thumb more carefully. Ephemeral Tranquility is now
w Quirks: Fugitive Experiment and Underchild now have a limit of 100 on the ignored cost.
available to Symbolist and Esper, no longer requires knowledge of Hallucination or Torpor, and does
not require a specific weapon (but does require MP). Fitcast now directly turns the weapon arcane in w Floralist: Class entirely remade. It still covers a similar role, though, so adapting your builds shouldn't
addition to its Category. be too much of a hassle.
w Heroic Style Skills: Reworded Duelist Style and Gunslinger Style; Duelist Style no longer works w Invoker: Wellspring Expansion changed. Ripples clarified.
with unarmed strikes (my greatest apologies, Mutant!). Seven Weapons Style now requires 7 MP
per activation, but you can choose when to unleash its final effect, and you no longer lose points for w Pilot: Compression Tech now removes the vehicle from the game world.
attacking with the same category. Charged Strike Style is now Charged Punch Style. Added Heightened w Heroic Skills: Brainwave Discharge no longer requires ability to hear and its damage increases more
Element Style, Bullet Deflection Style and Prophetic Defender Style. Fuma Shuriken Style clarifies with levels. Make It or Break It now explicitly states which types of weapons it does not work with. Bend
it requires a custom weapon. Blazing Strike Style is now Blazing Gladiator Style and allows weapon Magic now available to Elementalist. Inner Wellspring now states only you can invoke it. Removed Pay
Category shenanigans. to Win. The new Floralist heroics are Brambleheart, Greater Chloromancy, and Green Thumb.
WNATURAL FANTASY QUIRKS
Quirks are an advanced optional rule that provides strong thematic and mechanical d ANCIENT WEAPON
options for Player Characters. The Quirks presented in these pages were written with You don't fear delving deep in the ancient ruins; from their cold tunnels you have
a Natural Fantasy assumption, but may be used in any campaign; you may also use retrieved an unusual weapon, which saved your life in more than one occasion. Where
them as reference to create your own Quirks - but you should only use those if the did you find it? When did you stumble upon a similar weapon, and who carried it?
rest of your group agrees to it.
Together with the rest of your group, create a rare custom weapon (page XXX) worth
w A Player Character may only ever have one Quirk. 1200 zenit or less.
w If you use Quirks in your game, it is strongly suggested that each Player Character This weapons should have an especially unusual and technological appearance; it can
begins play with one; additionally, no two characters in the same group should have be a good idea to make it a firearm weapon and determine that similar items are rare
identical Quirks. and mysterious in your world.
w On average, a group of Player Characters with access to Quirks will be able to tackle
more challenging situations than what would be normal for their level. Once per session (approximately four hours of play), the Game Master may give you
1 Fabula Point in order to have sudden complications arise due to the unique nature
w If it makes sense in the story, a character may lose their current Quirk and gain a of the weapon (such as strange machines reacting to its presence, or monsters drawn
different one - discuss this with the group. to the special energy it emits). However, the weapon cannot be destroyed, damaged,
lost or stolen without your permission as a Player.

USING QUIRKS IN YOUR GAME


Quirks should be seen as a mechanical and narrative reinforcement of your characters'
d ARBOREAL
unique nature. Keep the following in mind: You are a sentient plant creature, with humanoid intelligence. Do you belong to a
particular species, or are you one of a kind? How does your life cycle function? Do you
w Quirks shape the game. Even the less impactful Quirk is a powerful statement about resemble a specific type of plant, flower, or tree?
your character and their role in the story. If you pick Ancient Weapon, that item will
Choose a status effect: dazed, enraged, or shaken. You are immune to the chosen
surely have narrative implications; if you go with The Long Dream, you are inviting
status effect. However, you also become Vulnerable to a damage type of your choice:
the Game Master to create situations in which you'll be pressed to use your powers.
air, bolt, earth, fire, or ice.
Quirks will take the already heroic Player Characters and kick them up a notch, which
can be prove a bit overwhelming. Think carefully before you use them! You also learn one NPC spell (pages 310-311 of the Core Book; you cannot choose
Devastation; if a Magic Check is required, use【INS + WLP】): customize the spell as
w Freedom of choice. You don't need a Quirk for your character concept to be valid. needed (name, damage type, status effects etc.). When you cast this spell while in
If your Identity is "Barkville's Firstborn", you shouldn't feel forced to pick Stubborn sunlight, its total MP cost is reduced by 5 (to a minimum of 0 Mind Points).
Scion for that Identity to be relevant to the story.
w What you should use Quirks for: bringing interesting situations into play, giving your
character unique issues to confront, providing additional mechanical support to your
character's Traits.
w What you should never use Quirks for: making your character stronger than the
rest of the group, stealing the spotlight, bringing sensitive topics that make others
W uncomfortable into play. W
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W

d BIG BRO d ELEMENTAL SOUL


Your travel companions know they can rely on you when it's time to make camp and You are deeply infused with the power of a natural element. Who among your forebears
catch a precious breath among the constant pressure of your adventure. Who taught first received this magical spark? What troubles has it caused you?
you to care for others? Is there anyone among the other Player Characters you see as
a younger brother or sister? What special promise did you make them? Choose your elemental damage type: air, bolt, earth, fire, or ice. You gain Resistance
to the chosen damage type; additionally, whenever you deal damage, you may change
If your group's campaign does not make use of the optional rule Camp Activities (see its type so that it matches your elemental damage type. However, you also become
page XXX), your character still gains access to it. Vulnerable to a different damage type chosen among those five.
Your character gains access to three Camp Activities instead of only two. You also gain the ability to perform Rituals of the Elementalism discipline, but only if
those Rituals manipulate your chosen element (respectively air, electricity, earth/rock,
If your character gains this Quirk during a campaign that already makes use of Camp fire, and ice/water).
Activities, you simply gain access to a single new Camp Activity of your choice.

When you choose to perform Camp Activities during a Rest, choose one option: you d FLIGHT
perform two different Camp Activities, whose effects cannot be applied to the same You belong to a unique heritage of humanoids who have the ability to fly or levitate.
creature; or you perform the same Camp Activity twice, applying its effects to two How does this work? Is it magical, or do you have wings? How did this particular
different creatures. advantage shape the history and society of your people? How do people usually react
to seeing you?
d CURSED You are able to fly. In addition to the obvious advantage in mobility, your melee attacks
You bear the burden of a strange curse. Through which supernatural effects does it can target flying creatures and you cannot be targeted by melee attacks unless the
manifest? How did you become cursed? Did you bother a magical creature or explore attacker is flying or is somehow able to reach flying targets.
a forbidden place? Who might tell you how to break it? While in Crisis or unable to fly freely (such as when you're inside a vehicle designed
for human-sized creatures or in a narrow corridor), you lose all benefits granted by this
When you acquire this Quirk, describe the nature of your curse and tie it to one of Quirk. Additionally, when you suffer air, bolt or ice damage during a conflict scene, you
the threats present in your world. Once this threat is resolved, you will finally have a lose the benefits of this Quirk until the start of your next turn.
chance to break free from the curse - describe how you expect this to happen.

Examples: nearby animals become aggressive; waters become treacherous when you
swim or sail; invisible sprites misplace your belongings.

When you are about to perform a Check, you may instead describe how your curse
gets in the way and automatically roll a fumble (both dice are treated as if you had
rolled a 1 on them). If you do, you receive 2 Fabula Points instead of 1, and generate
an opportunity as normal.
If you ever manage to break the curse, immediately gain a Heroic Skill of your choice
(you may even choose a Heroic Skill whose requirements you do not satisfy, unless
they include a Skill you don't have). This includes choosing a Heroic Skill for a Class
W you do not have. W
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W

d MYSTERIOUS GRIMOIRE d OUTCAST FAIRY


You came into possession of an old and hefty magical tome; sometimes, scribbles and Once upon a time, you lived with your kin in the Realm of Fairies, in close contact with
advice appear on its pages, helping you in your adventures. Where did you find it? the stream of souls... but it has been long since you last visited. What went wrong?
What kind of personality emerges from the text's style and tone? What is the state of the Realm at the moment? Who governs it?
As long as you have this Quirk, your grimoire is an indestructible artifact that cannot You may verbally communicate with any creature belonging to the beast, elemental,
be lost or stolen unless as a consequence of Surrender. and plant Species.
When your group stumbles upon a danger or discovery after a travel roll, you may ask You learn one spell of your choice among those in the lists for the Elementalist,
the Game Master a single question concerning that danger or discovery (you may ask Entropist and Spiritist Classes in the Core Rulebook; additionally, you gain the ability
it immediately or save it for later); the Game Master answers truthfully and describes to perform Rituals of the Ritualism discipline, and you may use these Rituals to
how the answer appears on your grimoire. transport creatures in and out of the Realm of Fairies.
Once your grimoire has answered 10 questions, it almost shared all of its knowledge However, you also possess a unique weakness typical of fairies: decide it together with
with you: choose one of the following options. your group. Once per session (approximately four hours of play), the Game Master
w Awakened Consciousness: you lose this Quirk and the grimoire turns into a Non- may give you 1 Fabula Point in order to have sudden complications arise due to this
Player Character; create this NPC together with the rest of your group, giving them weakness or to have you automatically fail a Check (they must do so before the Check
a name and describing their appearance. They do not have an NPC profile and do not is performed; the Check's Result and High Roll are both treated as being 0).
take part in Checks or conflicts, but they learn one spell of your choice among
those in the lists for the Elementalist, Entropist and Spiritist Classes in the Core Examples: you are allergic to iron; you must count all poured grains of sand or salt; if
Rulebook. The NPC may cast this spell up to twice per conflict, at the end of any you see someone perform a specific gesture, you must do the same.
Player Character's turn if requested. Spells cast this way require no Mind Points and
use 2d10 for the Magic Check (if needed). d ROBOT
w Hidden magic: you lose this Quirk, but your grimoire will still share a final and most You are an artificial body in which a mysterious life shines, lone descendant of an age
powerful secret. You acquire a Heroic Skill of your choice among Comet, Extra Spells, lost to time. Do you look organic or mechanical? What prevents you from perceiving or
Hope, and Volcano (see Core Rulebook; you may choose a Skill whose requirements communicating like a normal human would? What fragmented memories do you still
you do not fulfill). hold from the time you were created?
You could also use this Quirk to introduce a new Player Character (and Player) in your You are not considered a living creature and gain Immunity to poison damage and
group; if you do, the character who had taken this Quirk should receive the benefits Resistance to earth damage. You are also immune to the poisoned status effect.
listed by hidden magic instead of those in awakened conscience. Suggested Quirks for You do not need to breathe, eat or drink, but you still follow the normal rules for
a Player Character brought into a campaign this way are Arboreal, Robot, The Beast resting; you also recover Hit Points and recover from status effects as normal.
Who Spoke, and The Long Dream. You gain a +2 bonus to all Checks you perform to examine or interact with machines,
technology and constructs (except for Accuracy Checks and Magic Checks).
Whatever your choice, the grimoire goes back to being a completely normal book and
the Game Master chooses one option: the grimoire provides a key clue regarding a
threat that is present in your world; or the grimoire reveals the existence of a new
threat and provides a key clue about it.
W W
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W

d STUBBORN SCION d SURVIVOR


You hail from the wealthiest, most influential family in this region. On what do they You are among the few who survived a natural catastrophe or the attack of a dreadful
base their fortune and reputation? Are you the only heir? What is it about your family creature. Do you believe someone is responsible for this? Were you able to keep in
you really can't stand, and why did it lead you to join the other characters? contact with any other survivors? Do you think it possible to rebuild?
If you choose this Quirk during character creation, increase your initial savings by Permanently increase your maximum Hit Points and maximum Mind Points by 5.
1000 zenit. Choose one option: gain the ability to equip martial melee and ranged weapons,
Additionally, you are accompanied by two fiercely loyal bodyguards: give them a name martial armor, and martial shields; or learn any one spell from the Elementalist or
and describe their appearance. They do not have an NPC profile and never take part in Spiritist lists; or permanently increase your maximum Inventory Points by 2.
Checks or conflicts, but you are inseparable and they somehow appear whenever you
need their help. They offer the following benefits:
w Be careful! When you suffer damage, you may halve it.
d THE BEAST WHO SPOKE
You belong to a long line of magical beasts who protected human villages over the
w Here is the information you previously requested. During a Rest, you may ask the centuries; nowadays, however, humanity has forgotten your role. Where do you make
Game Master one question; they will answer truthfully. your nest? Do you know of any of your kind who are still alive? Who, among the other
w Stay down, I'll take care of this! When you create an elemental shard, you may Player Characters, has shown interest or respect towards your nature?
have it deal extra damage equal to【5 + half your level】.
You may not equip any items, with the exception of accessories and weapon and
Whenever you make use of one of these benefits, your bodyguards suffer 1d6 Fatigue; armor modules (see Pilot Class, page XXX of the Techno Fantasy Atlas). However, as
as long as they have 10 or more Fatigue, you cannot rely on them. long as your armor slot is empty, you gain a +2 bonus to Defense and a +2 bonus to
Magic Defense.
Fatigue is shared between bodyguards; it is not tracked individually.
You also gain two benefits of your choice among the following:
At the end of each session (approximately four hours of play), your bodyguards recover w You may also equip custom weapons (see page XXX for more).
1d6 Fatigue (to a minimum of zero). w You learn one NPC spell (pages 310-311 of the Core Book; you cannot choose the
spell Devastation; if a Magic Check is required, use【MIG + WLP】): customize the
spell as needed (name, damage type, status effects etc.).
SENSITIVE TOPICS
w Your attacks with unarmed strikes deal 6 extra damage. This amount increases to
Many Quirks bring complex themes to your table: for instance, The Long Dream 10 extra damage if you are level 30 or higher.
presents a dynamic that can be dangerously close to that of a terminal illness;
Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to
the character being seen as an anomaly or even as a threat; Stubborn Scion
can involve generational conflict and toxic family pressure; Cursed or Survivor
imply seriously traumatic experiences. When you choose and customize your
Quirks, commit to respecting the personal boundaries of those who play with
you. Use lines and veils (page 140 of the Core Rulebook) and be ready to pause
the game if a scene is making someone uncomfortable. Be kind to each other,
W and be kind to yourselves. W
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W

d THE LONG DREAM d UNDERCHILD


Long ago, your spirit dwelled in nature; then, something brought you to take on a There isn't much you remember about your past, but upon awakening you found
human form, but it won't be forever. Was it a prayer or some kind of magic? What part yourself in the depths. Once you reached the surface, you realized you weren't exactly
of your appearance betrays your origin? Do you fear that last goodbye? like everyone else... you are spontaneously attuned to ancient technology, and boast a
strange power reserve you can draw from. Who was the first person you encountered?
At the end of each session (approximately four hours of play), before assigning XP, roll What items did you have with you? Are you afraid of regaining your memories?
2d20. If you roll equal to or lower than your current character level, the last farewell
grows closer. When a rule or ability requires you to spend 100 or fewer Hit Points, Mind Points,
When a rule or ability requires you to spend Hit Points, Mind Points, or Fabula Points, or Inventory Points during a conflict, you may instead ignore that cost. If you do, you
you may instead ignore that cost. If you do, the last farewell grows closer; after you cannot ignore a cost this way again until the end of your next Rest. Describe where
ignore a cost this way, if the last farewell has grown closer at least 10 times, the this intense but ephemeral energy stems from!
moment has come to leave the world of humans. At the end of the current scene, you
will forever return to be a natural and inanimate object: together with your group, take Examples: a magic gem hidden in your left eye; a power generator grafted to your
your time to roleplay one last bittersweet moment before you go. arm; an arcane circuit that resembles an intricate tattoo.

Examples: you might turn into a great guardian tree, into a visage on the side of a cliff, Additionally, when you encounter a contraption or creature connected to ancient
into a uniquely shaped rock, or into the brightest star there is. technology or to a ruins' past, you may choose one option: ask the Game Master
its purpose; or ask the Game Master what can activate it; or ask the Game Master
The same happens if you Sacrifice yourself; in both cases, your character is considered what can deactivate it. The Game Master answers truthfully and you describe a brief
dead and cannot be brought back in any way. However, from now on all Player flashback that reveals the answer.
Characters in the campaign (including your new character) will receive 1 additional After you receive an answer this way for the sixth time, you remember the real reason
Fabula Point at the start of each session (approximately four hours of play). why you had been left dormant underground, and the Game Master chooses one
option: you remember a key clue regarding a threat that is present in your world; or
you remember the existence of a new threat and receive a key clue about it.
d TRAVELING WORKSHOP
You own a transport that also acts as your shop and laboratory. How did you obtain it? Note that you will keep all benefits from this Quirk after this revelation (both the
How does it move, and what energy fuels it? What makes it extremely recognizable? ability to ignore costs and to ask questions).
Normally, how do people react to its passage?
You may only choose this Quirk if your character has acquired one or more Classes
among Gourmet and Tinkerer.
You obtain a land vehicle (see page 125 of the Core Rulebook). This vehicle is big
enough to accommodate you and the rest of your group, plus two or three guests, but
unfit for combat.
If a Project requires a special ingredient or material, you may spend 1 Fabula Point to
suddenly stumble upon something similar in your workshop; if you do, the invention
must have a terrible flaw (see page XXX of the Core Book).
W W
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c Custom weapons have been released officially as part of the High Fantasy book in
WCUSTOM WEAPONS Italian; they are still in this playtest document to allow international users to use them.

A majority of JRPG protagonists wield unique weapons that reflect their style and CUSTOMIZATIONS
are an expression of their personality - from battle umbrellas to gun axes, nothing
Accurate
should be considered too impractical!
The following rules allow you to create a custom weapon for your hero during character Adds a +2 bonus to the weapon's Accuracy Check formula.
creation; later on, the Game Master can create rare versions of these weapons as per
the normal rules in the Core Rulebook (page 268; you can find sample rare custom Defense Boost
weapons in the following pages). You gain a +2 bonus to Defense, and you are treated as having a shield equipped for
Custom weapons aren't strictly better than normal basic weapons; choose what to use the sake of your Skills (for instance, Defensive Mastery or Dodge).
based on what fits your personal vision of the character.
Elemental
CREATING A CUSTOM WEAPON Choose air, bolt, dark, earth, fire, ice, light or poison. The weapon now deals damage
A custom weapon starts with the following characteristics: of the chosen type instead of physical, and also deals 2 extra damage.

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

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

Camp Activities are an optional rule designed to give greater spotlight to resting KEEPING TRACK OF THE BENEFITS
scenes (page 91 of the Core Rulebook) and provide more options in addition to just
Many Camp Activities provide a benefit that
increasing or modifying Bonds. While they have been created with a Natural Fantasy
can be used only once before the next rest; to
tone in mind, they can be used in any campaign.
make sure you easily remember which characters
have access to each specific benefits, you could use
Using this rule will not make Player Characters especially more powerful than normal,
tokens, counters, or other small objects that express
but surely offers an improvement in flexibility.
the personality of whatever Player Character performed
the corresponding Camp Activity.
CHOOSING CAMP ACTIVITIES
Example: Brandon's player keeps track of sleep soundly
If you use this optional rule, each Player Character gains access to two different Camp using a pink plastic button; on the other hand, Martha's
Activities, chosen during character creation from the list in the following pages. player gives a little badge portraying a slice of cake to
anyone who benefits from her double portion.
Make sure to avoid redundant Camp Activities within the same group, and to choose
Activities that fit your Player Character's concept and Identity. If the benefit carries over from one session to another,
instead, you can simply take not of it in a clearly visibile
area on your character sheet!
USING CAMP ACTIVITIES
When Player Characters play a resting scene (be while inside a settlement or in the
wilderness), each Player Character who takes part in it may perform one among the CAMP ACTIVITY TARGET
Camp Activities they have access to, describing it and applying its benefits to the Camp Forge Yourself
chosen target.
Choose one option: you repair a damaged item owned by the group; or you create
It should be noted that each character may choose how to employ the resting scene, a single basic weapon, armor, or shield of your choice (pages 130-133 of the Core
independently from everyone else. Rulebook); or you destroy a single piece of equipment owned by the group and obtain
a material whose value is equal to the cost of the destroyed item.
Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each.
They decide to play a resting scene inside the tavern; Brandon sleeps soundly to gain Cartography Yourself
an additional action in the future, while Martha prepares a double portion for Ylua, Once before the next rest, after your group makes a travel roll, you may reroll the die
who is often the target of the party's healing spells. Seeing Martha's kindness, Ylua and keep the new result.
decides to use this scene to gather a few useful ingredients for the cook... hoping not
to get into any trouble! Combat Lesson One ally

Whether they perform a Camp Activity or not, characters may still use the resting scene Once before the next rest, after making an Accuracy Check or a Magic Check for an
to adjust their Bonds (see page 91 of the Core Rulebook). offensive spell (r), the target may add a bonus of +4 to the Result of the Check.

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CAMP ACTIVITY TARGET CAMP ACTIVITY TARGET


Daydream Yourself Massage One ally
Once before the next rest, when you lose Hit Points for whatever reason, you may Once before the next rest, if the target is about to pay a Mind Point cost, they may
choose to halve that HP loss. halve that MP cost. This benefit cannot be applied to a Ritual's MP cost.

Double Portion One ally Midnight Oil Yourself


Once before the next rest, if the target is about to recover Hit Points, they may double You generate 2 points of progress for a single Project of your choice.
the amount of Hit Points recovered.
Pep Talk One ally
Exploration Yourself or one ally
Once before the next rest, if the target is about to recover Mind Points, they may
You spend your time looking for useful items; describe how, then roll 1d6. double the amount of Mind Points recovered.
w 1. Ouch! You do not recover Hit Points and Mind Points during this rest.
Planning One ally
w 2. Not what I was looking for... The target regains 1 Inventory Point.
Once before the next rest, after making an Initiative Check as leader or a Check to
w 3-5. Hoho, this can be useful! The target regains 3 Inventory Points. examine someone or something, the target may add a bonus of +4 to the Result of
w 6. Jackpot! You find an amount of zenit equal to【your character level × 50】. the Check.

Gathering A character with the Gourmet Class Sleep Soundly Yourself


You look for ingredients in the area; describe how, then roll 1d6. Once before the next rest, you may perform an additional action on your turn during
w 1. H-help! At the end of this rest, the entire group will be caught in an easy conflict a conflict scene. This action must be used to perform the Equipment, Hinder, or
against a threat whose level is equal to the group level. Inventory action.
w 2. Will these be okay... The target receives 2 ingredients with random tastes. Training Yourself
w 3-5. Looks tasty! The target receives 3 ingredients with random tastes.
Once before the next rest, if you are about to suffer one or more status effects from
w 6. Ah, these! The target receives 3 ingredients, each with a taste of their choice. the same source, you may instead choose not to suffer any of those status effects.

Magic Lesson One ally


Choose a single spell among those you know. Once before the next rest, the target may
perform the Spell action to cast the spell you chose (they must still pay its MP cost and OPTIONS AND VARIANTS
perform any Magic Checks as needed).
You might create new Camp Activities for your characters; if you do so, try to
Martial Practice Yourself keep them on the same power level as these. Then again, if your group has a
passion for fantasy cooking, you might change this rule so that each Activity is
Once before the next rest, when you perform an attack, you may grant that attack
instead a special dish created by your character, and always has one ally as the
multi (2) or increase its multi property by one point.
W target - sharing is caring, after all! W
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FLORALIST
W
w
w
w
When did you first discover a magiseed, and where?
Who taught you how to tend to plants and flowers?
How did you implement magiseeds in your combat style?
w Are there many practicing your art, or are you the exception?
ALSO: Bloomblade, Herbalist, Gardener
Floralist
FLORALIST FREE BENEFITS
There is no rose w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
without thorns.
FLORALIST SKILLS
BATTLE GARDENING (ç3)
After you plant a magiseed through the Chloromancy Skill (not Graft), you may choose
one option: you perform a free attack with an equipped weapon; or you immediately
perform the Spell action for free, casting an offensive spell (r) with a total Mind
Point cost equal to or lower than【5 + (SL × 5)】(you must still pay its MP cost). Treat
the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when
determining damage dealt by this attack or spell.

CHLOROMANCY (ç10)
Each time you acquire this Skill, you discover a new type of magiseed. The rules for
discovering magiseeds can be found in the next pages.
n During a conflict, if there are no magiseeds in your garden, you may use an action and
Spiritual energy flows strongly spend 10 Mind Points to plant a magiseed among those you have discovered. The rules
within plants, thanks to their for the garden and for growing magiseeds can be found in the next pages.
direct connection to earth.
From this encounter grow GRAFT
magiseeds, gifted with the As long as there is a magiseed in your garden and 1 or more sections of your Growth
unique ability to thrive on Clock are filled, you may use an action and spend 10 Mind Points to remove that
spiritual energy and blossm magiseed: if you do, you may immediately plant a different magiseed among those
into a majestic yet ephemeral you have discovered (while keeping the current filled sections of your Growth Clock).
triumph of magic.
Floralists can identify and TREE OF LIFE (ç5)
cultivate these strange seeds,
When you remove a magiseed from your garden, if you are in Crisis, you may recover
which grant a large variety of
【SL × 2】Hit Points and【SL × 2】Mind Points.
benefits and can be combined
with all sorts of disciplines,
VERDANT SWAY
martial and magical.
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
may use Ritualism to create, animate, and/or control vegetation (but you cannot

22
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n create nor control plant-Species NPCs this way).
W
23
WMAGISEEDS
THE GARDEN MAGISEED LIST
When you plant a magiseed, it takes root in your garden until removed. Your garden Below and in the next pages you will find a list of standard magiseeds that each
can only contain one magiseed at a time, and any magiseed within it is automatically Floralist can discover by investing levels into the Chloromancy Skill.
removed at the end of the scene.
The Game Master can also include custom magiseeds among play rewards; each
of these can be treated as an item worth approximately 1000 zenit, and should be
THE GROWTH CLOCK created collaboratively with the rest of the group. Make sure these new magiseeds
When you acquire the Chloromancy Skill, you also receive a Growth Clock which is have a power level similar to those in the standard list.
present only during conflict scenes and represents the cycle of life in your garden.

w Your Growth Clock has 4 sections, and it begins each scene empty. ARCTIC NARCISSUS
It stubbornly survives in frozen territories.
w At the end of your turn, if a magiseed is present in your garden, fill 1 section of your
Growth Clock; then, if the magiseed in your garden has an "at the end of your turn" T EFFECT
effect (see below), apply that effect.
1 You are Resistant to earth and ice damage.
w When you fill the fourth section of your Growth Clock, remove any magiseeds in your
garden, then erase all sections of your Growth Clock. 2-3 You and your allies present on the scene are Resistant to earth and ice damage.

w Sections of your Growth Clock may not be filled nor erased in any way other than
described above, through Brambleheart and Green Thumb (pages XXX and XXX), or BLAZING CHRYSANTHEMUM
through effects that explicitly affect Growth Clocks. Its thick petals resemble an erupting volcano.

T EFFECT
MAGISEED EFFECTS
When you deal damage, choose earth or fire. All damage dealt becomes of the
Magiseeds can have passive effects, or have effects that trigger at the end of your 1
chosen type, its type cannot change, and it ignores Resistances.
turn, after your Growth Clock has increased.
When you or an ally you can see deal damage, choose earth or fire. All damage
w The effects of a magiseed apply only while it is present in your garden, and they vary 2-3 dealt becomes of the chosen type, its type cannot change, and it ignores
depending on the current number of filled sections in your Growth Clock (T). Resistances.
w You only apply the effect corresponding to the exact number of currently filled
sections in your Growth Clock, not any effect above or below it. DESERT DAHLIA
w If a magiseed deals damage, it will deal 5 extra damage if you are level 20 or higher, A tenacious plant, it doesn't fear the dryness of dunes.
or 10 extra damage if you are level 40 or higher.
T EFFECT
w If a magiseed causes Hit Point or Mind Point loss or recovery, the amount will increase
by 10 if you are level 20 or higher, or by 20 if you are level 40 or higher. 1 You are Resistant to air and fire damage.
W 2-3 You and your allies present on the scene are Resistant to air and fire damage. W
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GOLDEN GINKGO HOOKLEAF NIGHTSHADE


Its vibrantly colored leaves represent tenacity. Its purplish berries contain a deadly magical venom.

T EFFECT T EFFECT
At the end of your turn, you and every ally you can see recover from dazed, All damage you deal becomes poison, its type cannot change, and it ignores
1 1
enraged, and shaken. Immunities and Resistances.
At the end of your turn, you and every ally you can see recover an amount of All damage you deal becomes poison, its type cannot change, and it ignores
2-3
Mind Points equal to【10 + your Skill Level in Chloromancy】. Immunities and Resistances. Additionally, when you deal poison damage for the
2-3
first time during your turn, you deal extra damage equal to【your Skill Level in
Chloromancy】.
GRAVE ASPHODEL
Solemn and elegant, it embodies death's ineluctability.
HORNED HAWTHORN
T EFFECT Favored by witches and surgeons alike for its purifying properties.
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers shaken.
T EFFECT
1 You are Resistant to dark and poison damage.
2 At the end of your turn, every enemy you can see suffers shaken.
You and your allies present on the scene are Resistant to dark and poison
At the end of your turn, you deal an amount of dark damage equal to【10 + 2-3
damage.
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from shaken.
LUNAR MAGNOLIA
HERMIT IRIS It blooms in the darkest hours of the night.
Its leaves carry whispers of ancient knowledge. T EFFECT
T EFFECT 1
When you deal damage, choose ice or light. All damage dealt becomes of the
chosen type, its type cannot change, and it ignores Resistances.
At the end of your turn, choose an enemy you can see. The Game Master reveals
1 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits, When you or an ally you can see deal damage, choose ice or light. All damage
Attributes, Defense, and Magic Defense. 2-3 dealt becomes of the chosen type, its type cannot change, and it ignores
Resistances.
At the end of your turn, choose an enemy you can see. The Game Master reveals
2-3 its Level, Rank, Species, maximum Hit Points, maximum Mind Points, Traits,
Attributes, Defense, Magic Defense, and Affinities.

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OCEAN LOTUS REGAL PROTEA


A graceful symbol of serenity and wisdom. A colorful and tenacious flower, favored by an ancient dynasty.

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

PILGRIM GAZALIA REMEDY LILY


Its flamboyant corolla is synonymous with abundance. Its elegant flowers filter and purify spiritual energy.

T EFFECT T EFFECT
At the end of your turn, choose yourself or another Player Character you can see. At the end of your turn, you and every ally you can see recover from poisoned,
1 1
The chosen character regains 1 Inventory Point. slow, and weak.
At the end of your turn, you and every other Player Character you can see regain At the end of your turn, you and every ally you can see recover an amount of Hit
2-3 2-3
1 Inventory Point. Points equal to【20 + your Skill Level in Chloromancy】.

PRANCING DANDELION SERRATED ROSE


A symbol of energy and vivacity, it spreads seeds through stormy winds. Its thorns form a tangle equally breathtaking and dangerous.

T EFFECT T EFFECT
When you deal damage, choose air or bolt. All damage dealt becomes of the At the end of your turn, you may choose an enemy you can see. If you do, that
1 1
chosen type, its type cannot change, and it ignores Resistances. enemy suffers slow.
When you or an ally you can see deal damage, choose air or bolt. All damage 2 At the end of your turn, every enemy you can see suffers slow.
2-3 dealt becomes of the chosen type, its type cannot change, and it ignores
Resistances. At the end of your turn, you deal an amount of physical damage equal to【10 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from slow.

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SILVER STRELITZIA WARDWATTLE


Its silver blossoms are easily mistaken for jewels. A tangle of robust branches, whose thorns spread powerful poison.

T EFFECT T EFFECT
1 You are Resistant to bolt and light damage. 1 You are Resistant to physical damage.
2-3 You and your allies present on the scene are Resistant to bolt and light damage. You are Resistant to physical damage. Additionally, after a creature hits you with
2 a melee attack, you deal an amount of physical damage to that creature equal
to【5 + your Skill Level in Chloromancy】(after their attack was resolved).
STAR PEONY
You are Resistant to physical damage. Additionally, after a creature hits you with
It silently gazes into celestial depths.
a melee attack, you deal an amount of physical damage to that creature equal
3 to【5 + your Skill Level in Chloromancy】, and then deal an amount of poison
T EFFECT
damage to that creature equal to【5 + your Skill Level in Chloromancy】(after
At the end of your turn, you may choose an enemy you can see. If you do, that their attack was resolved).
1
enemy suffers dazed.
2 At the end of your turn, every enemy you can see suffers dazed. WRATHFUL CARNATION
At the end of your turn, you deal an amount of light damage equal to【10 + Despite their beauty, its yellow flowers emit an irritatingly pungent smell.
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from dazed. T EFFECT
At the end of your turn, choose one enemy you can see. Until the end of your
STRIPED ORCHID next turn, when that enemy performs an attack or casts an offensive spell (r),
1-3
if they are suffering from one or more status effects, they must include you
Each segment of this plant is covered in toxins. among the targets of that attack of spell (if able).
T EFFECT
At the end of your turn, you may choose an enemy you can see. If you do, that
1
enemy suffers weak.
2 At the end of your turn, every enemy you can see suffers weak.
At the end of your turn, you deal an amount of poison damage equal to【15 +
3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
from weak.

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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 2 or 3 ingredients to prepare a delicacy (see next
which they transform. page) and choose one option: you apply its effects to yourself or an ally you can see;
or you perform a free attack with a weapon you have equipped. This attack deals no
damage, but you apply the delicacy's effects to each enemy hit by the attack.
You may carry up to 10 +【SL × 5】ingredients, and they will never spoil until you
use them; if you take this Skill during character creation, you begin play with ten
n ingredients with random tastes.

Cooking may be considered a KNIFE AND FORK


common skill, but Gourmets When you perform the free attack granted by the Cooking Skill, you may have the
refine their knowledge of attack deal damage as normal. If you do, you treat your High Roll (HR) as 0 when
foodstuffs to a level that is calculating damage dealt by this attack.
nothing short of supernatural:
they refine the art of extracting MADE WITH LOVE (ç3)
spiritual energies from every
ingredient, infusing meals When you use the Cooking Skill and choose to apply the effects of the delicacy to
with powerful magical effects! yourself or an ally you can see, you may spend up to【SL × 10】MP. For every 10 MP
you spend this way, you also apply the delicacy's effects to another ally you can see.
While most Gourmets are
content with simply settling
SALT AND PEPPER
down in a town or village
and making a living off their When you prepare a delicacy, you may spend 2 Inventory Points: if you do, change the
skills, some wander the world taste of one ingredient to a different taste of your choice.
in a lifelong search for new
ingredients. TRAVELING COOK (ç3)

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n After each travel roll, if you acquired the Cooking Skill, you gain【SL × 2】ingredients. W
33
The Temple of Five Spices is rumored to hold the recipe

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

GAINING INGREDIENTS DELICACY EFFECT


When you gain an ingredient, you're not sure what you'll get - roll a d6 to determine 1. The target recovers from (choose one: dazed; enraged; poisoned; shaken; slow; weak).
the ingredient's taste (see below), then describe what it looks like and give it a name.
2. The target suffers (choose one: dazed; shaken; slow; weak).
Always record the name and taste of each ingredient you find.
The target recovers 40 (choose one: Hit Points; Mind Points). This amount increases to 50
3-4.
if you are level 30 or higher.
INGREDIENT TASTE
The target suffers 15 (choose one: air; bolt; earth; fire; ice; poison) damage. This amount
1. Bitter 2. Salty 3. Sour 4. Sweet 5. Umami 6. Your choice 5.
increases to 20 if you are level 30 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
6.
roll a 1 and 5 for taste, which means one is bitter and the other is umami. (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.
the end of your next turn.
You may also purchase ingredients from shops: the price is 10 zenit for an ingredient
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 10.


During the target's next turn, all damage they deal becomes (choose one: air; bolt; earth;
fire; ice; poison) and its type cannot change.
When you use the Cooking Skill, you create a delicacy with powerful effects.

w Every different combination of two tastes (even if it's the same taste twice!) will add w When creating a delicacy you obtain 2 or 3 effects, depending on which ingredient
an effect to the delicacy. combinations you use (the effects may also be 4 or 6 when using the All You Can Eat
Heroic Skill, on page XXX); you decide in which order to apply these effects, and may
w When you combine two tastes you never combined before, determine the effect of
choose to forgo any number of them.
that combination by rolling a d10 and consulting the chart on the right.
Then, record the result you rolled in your Cookbook - from now on, that specific w Effects 5 to 10 can only be applied during conflict scenes.
combination of tastes will always produce that specific effect.
w Record your choice for each particular combination of tastes in your Cookbook. If you
w When completed, your Cookbook will have a total of 15 combinations. create that same combination in the future, it will retain that specific version of the
effect (for instance, if you roll an 8 for sour + sweet and choose earth, your future
Example: you combine three ingredients, one of them salty and two of them bitter. uses of the sour + sweet combination will always grant 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 1, 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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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 (ç2)
You may verbally communicate with creatures of the elemental Species.
When you restore a creature's Hit Points with an invocation or spell, if an elemental is
present on the scene, the restored amount is increased by【SL × 5】.

INVOCATION (ç3)
You may use an action and spend 5 Mind Points to perform an invocation, drawing
energy from one of the wellsprings present on the scene (see next page). Your【SL】in
this Skill determines which invocations you have access to.

n LINKED INVOCATION (ç3)


When you perform an invocation, you may spend up to【SL × 10】additional Mind
Invokers research the innate Points. For every 10 Mind Points you spend this way, the invocation may target an
energy of souls and the way additional creature you can see.
it spontaneously flows and
manifests throughout their RIPPLES (ç5)
surroundings. Even if their
art relies on calling upon the After an enemy loses Hit Points due to damage dealt by one of your allies, if that
power of the elements, they damage was increased by one or more of your "hex" invocations, you may perform a
adapt to the existing power free attack with a weapon you have equipped; this attack may only target that enemy.
sources rather than force an If this attack is successful, all damage dealt by it becomes of the same type that was
unnatural outcome and upset dealt by your ally, you recover【SL × 2】Mind Points, and all "hex" invocations present
the flow of spirits. on its target end immediately after the attack has been resolved.
That said, Invokers remain If two or more enemies trigger this Skill at the same time, you can perform a free
formidable adventurers: they attack against each of them, in whatever order you prefer.
boast great flexibility and a
unique affinity for elemental WELLSPRING EXPANSION (ç5)
creatures. As long as you have a weapon belonging to the arcane, bow, brawling, sword, or

36
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n thrown Category equipped, your "blast" invocations deal【SL】extra damage, and the
extra damage granted by your "hex" invocations is increased by【SL】.
W
37
INVOCATIONS
W

DETERMINING AVAILABLE WELLSPRINGS WELLSPRINGS AND INVOCATIONS


During each scene, your surroundings grant you two different wellsprings: the Game Earth wellspring (damage type: earth)
Master tells you what they are. Remember to describe how wellsprings manifest in the
Geo Blast The target suffers 20 earth damage.
scene; they may be natural features, objects, or even creatures.
Until the start of your next turn, the target suffers 5 extra damage
Geo Hex
Example: during a battle taking place on a steam-powered airship amidst stormy from all sources that deal air and ice damage.
clouds, any two of air, fire, lightning and water would make sense.
Growth The target recovers 30 Hit Points.
Quicksand The target suffers 10 earth damage and also suffers slow.
PERFORMING AN INVOCATION
When you perform an invocation, choose one option you have access to among those Fire wellspring (damage type: fire)
in the table below (provided the corresponding wellspring is available in the scene);
then, apply its effects to one creature you can see. Pyro Blast The target suffers 20 fire damage.
Until the start of your next turn, the target suffers 5 extra damage
Your Skill Level in the Invocation Skill determines which invocations you have access Pyro Hex
from all sources that deal earth and ice damage.
to:【SL 1】enables "blast" invocations,【SL 2】enables "blast" and "hex" invocations,
and【SL 3】gives you access to all invocations. Burst The target suffers 10 fire damage and also suffers shaken.

Example: if air and earth wellsprings are available and your Skill Level is 2, you have Smoke The target loses 20 Mind Points and also suffers weak.
access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.
Lightning wellspring (damage type: bolt)
If an invocation deals damage, it will deal 5 extra damage if you are level 20 or Electro Blast The target suffers 20 bolt damage.
higher, or 10 extra damage if you are level 40 or higher.
Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, Until the start of your next turn, the target suffers 5 extra damage
Electro Hex
the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level from all sources that deal earth and fire damage.
40 or higher. Static The target suffers 10 bolt damage and also suffers slow.
Thunder The target loses 20 Mind Points and also suffers dazed.
WELLSPRINGS AND INVOCATIONS
Water wellspring (damage type: ice)
Air wellspring (damage type: air)
Hydro Blast The target suffers 20 ice damage.
Aero Blast The target suffers 20 air damage.
Until the start of your next turn, the target suffers 5 extra damage
Until the start of your next turn, the target suffers 5 extra damage Hydro Hex
Aero Hex from all sources that deal air and bolt damage.
from all sources that deal bolt and fire damage.
Chill The target loses 20 Mind Points and also suffers shaken.
Breeze The target recovers 30 Hit Points.
Frostbite The target suffers 10 ice damage and also suffers weak.
W Twister The target suffers 10 air damage and also suffers dazed. W
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MERCHANT
W
w
w
w
Who introduced you to the art of commerce? Is it a family business?
Would this world be better without money? If so, why are you still a merchant?
What do you love about commerce? And what do you despise about it?
w Do you have a business rival? What is your relationship with them?
ALSO: Artisan, Collector, Pharmacist

MERCHANT FREE BENEFITS


Merchant
w Permanently increase your maximum Inventory Points by 2.

MERCHANT SKILLS
Wealth's the mean,
certainly not the end! EXPIRATION DATE (ç5)
When you restore the Hit Points of one or more creatures with a potion or delicacy (see
page XXX) that does not deal damage, you may instead deal poison damage to each of
them equal to【SL × 2, plus half the amount of HP that creature would have recovered】.
The type of this damage cannot change; apply all sources of extra HP recovery (halved),
all sources of extra damage, and any other effects of that potion or delicacy.

I'VE HEARD OF IT! (ç3)


When you or an ally who is able to hear and understand you perform a Check to
examine a creature, item, or location, you may spend 1 Trade Point to grant a bonus
equal to【SL × 2】to the Result of that Check.
n
Even in worlds rife with great PRIVATE STOCK (ç3)
magic, wealth and money are At the start of your turn during a conflict scene, you may spend 1 Trade Point. If you
very influential. Trade and do, choose yourself or another Player Character present on the scene: the chosen
commerce are one key aspect character regains【SL × 2】Inventory Points.
to the development of nations
and kingdoms, and Merchants REAL TREASURE
are quite aware of this power.
Once per session, when you help an NPC or community defeat greed and corruption,
It might seem strange for a improve their quality of life, or coexist with other creatures, if you have acquired the
Merchant to be treated on par Winds of Trade Skill, gain 2 Trade Points.
with a hero: and yet, those
who resist the temptation of WINDS OF TRADE (ç3)
greed and rely on commerce
to foster exchanges of ideas After you rest in an area where commerce is possible, you gain【SL × 200】zenit and
and dialogue between distant 【SL + 1】Trade Points. You may never have more than【SL + 3】Trade Points; if you
people truly are fighting their acquire this Skill during character creation, begin play with 2 Trade Points.
very own revolution. During a non-conflict scene, you may spend 2 Trade Points to create an NPC that lives
and operates in the nearby area, giving them a name and occupation; you describe how

40
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n you met them, and the GM tells you what they require in exchange for their services.
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41
NATURAL FANTASY HEROIC SKILLS
W

The following Heroic Skills are added to the list in the Core Rulebook; all these Skills LIST OF NEW HEROIC SKILLS
require mastery of a Class in order to be acquired. Heroic Skills with a Class mastery requirement

LIST OF NEW HEROIC SKILLS Double magiseed effects and


Greater Chloromancy Floralist
manipulate vegetation.
Heroic Skills with a Class mastery requirement
Quicken or slow down
Combine four ingredients into Green Thumb Floralist
All you can Eat Gourmet magiseed growth.
a delicacy.
Carry an elemental wellspring of
Improves Aura and Barrier, and Inner Wellspring Invoker
Auramancer's your choice within yourself.
Refraction Arcanist, Spiritist triggers special effects when
the targets are damaged. Guardian, Merchant, Take a little nap during a
Power Nap
Wayfarer conflict to regain your energies.
Elementalist, Entropist, React to enemy spells with
Bend Magic
Invoker, Symbolist your invocations. Improve your synergy with your
Side by Side Wayfarer
Faithful Companion.
Your brambles protect you and
Brambleheart Darkblade, Floralist
react to enemy attacks. Improve High Speed with bows
Silent Hunter Rogue, Sharpshooter and thrown weapons, and avoid
Commander, Fury, Strenghtens Bone Crusher triggering reactions with them.
Brave Bash
Weaponmaster when used with shields.
Gourmet, Loremaster, Delicacies, potions and spells
Cheer Up! Chanter, Esper, Orator Improves My Trust in You. Skillful Dosage
Merchant, Tinkerer heal above maximum HP and MP.
Casting Chimerist spells grant Prepare a unique delicacy with
Chimeric Soul Chimerist, Mutant Specialty of the House Gourmet
benefits based on the Species. alternative effects.
Your spells can remove status Strength of
Cleansing Moonlight Entropist, Spiritist Invoker Invocations improve Attributes.
effects and spells from targets. Five Wellsprings
Improves Hallucination and Your Support Checks grant
Dancer, Esper, Rogue, Wise Counsel Loremaster, Orator
Ephemeral Tranquility Torpor, and cleanses status extra benefits to the leader.
Spiritist, Symbolist
effects to cause HP loss.
Chimerist, Darkblade, Use Might for Magic Checks, ALL YOU CAN EAT
Fitcast Esper, Fury, Guardian, and treat weapons relying on
Wayfarer Might as being arcane. Requirements: you must have mastered the Gourmet Class.

Use Trade Points instead of When you use the Cooking Skill, you may spend 1 Fabula Point to combine four
For a Better ingredients into a delicacy (thus ignoring the normal limit of three ingredients). Other
Future Merchant Fabula Points and improve
settlements with donations. than that, the delicacy follows the normal rules.
W W
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AURAMANCER'S REFRACTION BRAVE BASH


Requirements: you must have mastered one or more Classes among Arcanist and Requirements: you must have mastered one or more Classes among Commander (see
Spiritist, and must have learned the Aura spell and/or the Barrier spell. High Fantasy Atlas, page XXX), Fury, and Weaponmaster, and must have acquired the
Bone Crusher Skill.
When an enemy you can see deals damage to one or more of your allies who are
affected by an Aura and/or Barrier spell you cast, you may choose one option: you deal When you hit one or more creatures with a melee attack and choose to deal no
light damage to that enemy equal to【half your level】; or the damage suffered by damage in order to gain the benefits of the Bone Crusher Skill, if you have a shield
each of those allies is reduced by 5 (applied before damage Affinities); or you regain 5 equipped, you may choose two options instead of one (for instance, you could inflict
Mind Points for each ally damaged this way. both dazed and weak on each creature, or inflict a status effect on each creature while
After you resolve an option from the list above, you gain 1 Refraction Point; then, if also lowering their Mind Points). If you only choose one option and have a shield
you have 3 or more Refraction Points, you lose all Refraction Points and all Aura and/ and a one-handed weapon equipped, or have a custom weapon with the accurate
or Barrier spells you have cast end immediately. and defense boost customizations equipped, the attack deals damage as normal
(this damage does not trigger another use of Bone Crusher); if the attack is being
performed with a one-handed dagger or sword weapon, it deals 5 extra damage.
BEND MAGIC
Requirements: you must have mastered one or more Classes among Elementalist,
CHEER UP!
Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page XXX), and must have
acquired the Invocation Skill. Requirements: you must have mastered one or more Classes among Chanter (see High
Fantasy Atlas, page XXX), Esper (see Techno Fantasy Atlas, page XXX) and Orator, and
After an enemy you can see hits or misses you with an offensive spell (r), if the Result must have acquired the My Trust in You Skill.
of their Magic Check was an even number, you may immediately use the Invocation
Skill for free (after the spell has been fully resolved) to perform an invocation you When you use My Trust in You on another Player Character, that character chooses
have access to against that enemy; this invocation must not be a "hex". You must still Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being
pay the MP cost for this invocation, and it may target only that enemy (you cannot use increased by one die size (up to a maximum of d12) until the end of the scene or until
Linked Invocation with it). you use My Trust in You on them again.

BRAMBLEHEART CHIMERIC SOUL


Requirements: you must have mastered one or more classes among Darkblade and Requirements: you must have mastered one or more Classes among Chimerist and Mutant
Floralist, and must have acquired the Chloromancy Skill. (see Techno Fantasy Atlas, page XXX), and must have acquired the Spell Mimic Skill.

You are Resistant to light damage and poison damage. When you cast one of your Chimerist spells, you gain a benefit based on the Species
After an enemy causes you to lose Hit Points, if you are in Crisis and a magiseed is of the creature you originally learned that spell from. Choose one option: you gain
present in your garden, you may fill 1 section of your Growth Clock. Resistance to both damage types associated with that Species; or when you deal
damage of a type associated with that Species, you deal 5 extra damage. The chosen
Additionally, when you use the Shadow Strike Skill, you may have it deal poison
benefit lasts until the end of the scene, or until you cast a Chimerist spell again.
damage instead of dark damage (the damage type still cannot be changed). If you do,
your Shadow Strike deals extra damage equal to【twice the number of filled sections The damage types associated to each Species are beast (air, ice), construct (earth,
in your Growth Clock】. poison), demon (fire, ice), elemental (air, bolt), monster (bolt, fire), plant (earth,
W light), and undead (dark, poison). W
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CLEANSING MOONLIGHT FOR A BETTER FUTURE


Requirements: you must have mastered one or more Classes among Entropist and Requirements: you must have mastered the Merchant Class, and must have acquired
Spiritist. the Real Treasure and Winds of Trade Skills.
When you hit one or more creatures with an offensive spell (r), if you have an arcane When you need to spend one or more Fabula Points, you may spend twice as many
weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have Trade Points instead. When you do so, describe which memories of your trades and
each of those creature no longer be affected by all spells with a duration of "Scene" journeys give you renewed strength.
that are currently affecting them. When you gain zenit through the Winds of Trade Skill after resting inside a settlement,
When you cast a spell targeting one or more allies, if you have an arcane weapon you may choose not to gain those zenit and instead donate them to that settlement;
equipped, you may choose one status effect among dazed, enraged, poisoned, shaken, this donation triggers Real Treasure (thus granting you 2 Trade Points), but does not
slow, and weak: if you do, each of the spell's targets recovers from the chosen status count towards that Skill's limit of once per session.
effect. The chart below indicates the effects of your donations on the settlement and on
anything within 1 travel day of it.
EPHEMERAL TRANQUILITY
Total donated Effects within 1 travel day of the settlement
Requirements: you must have mastered one or more Classes among Dancer (see
High Fantasy Atlas, page XXX), Esper (see Techno Fantasy Atlas, page XXX), Rogue, People gladly accommodate you and up to five allies: you can
500 or more
Spiritist, and Symbolist (see High Fantasy Atlas, page XXX). rest without spending zenit.

When you cast the Hallucination spell or the Torpor spell, you may apply both status When you or an ally need to pay a cost in zenit, whatever the
1000 or more
effects to each target hit by the spell instead of having to choose one. reason, that cost is reduced by 25%.
During a conflict, you may use an action and spend 10 Mind Points to choose one Travel rolls made by your group in this area may never use a die
enemy you can see who is in Crisis and is suffering from three or more status effects. 1500 or more
greater than d8.
If you do, that enemy recovers from all status effects, then loses an amount of Hit
Points equal to【half your level + (the number of status effects recovered from this When a Villain in this area spends Ultima Points, they must spend
2000 or more
way, multiplied by 10)】. If this reduces that enemy to 0 Hit Points, you recover an 1 additional Ultima Point.
amount of Mind Points equal to【the number of status effects recovered from this
way, multiplied by 10】.
GREATER CHLOROMANCY
FITCAST Requirements: you must have mastered the Floralist Class.
Requirements: you must have mastered one or more Classes among Chimerist, Once per turn, if your garden contains a magiseed whose current effect triggers "at
Darkblade, Esper (see Techno Fantasy Atlas, page XXX), Fury, Guardian, and Wayfarer. the end of your turn", you may use an action and spend 20 Mind Points to produce
that effect.
When you perform a Magic Check for a spell or Ritual, you may replace one of the
Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also
Attributes with Might (such as【MIG + MIG】for a Chimerism Ritual).
influence and control soldier-Rank creatures belonging to the plant Species (but you
As long as you have only one weapon equipped, if that weapon's Accuracy Check relies are still unable to create them).
on Might, you treat that weapon as also belonging to the arcane Category for the
W purpose of Skills and effects.
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GREEN THUMB SIDE BY SIDE


Requirements: you must have mastered the Floralist Class. Requirements: you must have mastered the Wayfarer Class.
When you fill 1 or more sections of your Growth Clock at the end of your turn, you After you use the Faithful Companion Skill to have your companion perform an action
may spend 10 Mind Points. If you do, choose one option: you fill 1 additional section during your turn, choose one option: you gain a bonus equal to【your Skill Level in
of your Growth Clock; or, you fill 1 fewer section of your Growth Clock (to a minimum Faithful Companion】to the first Check you or your companion perform before the
of 0 sections filled). You cannot choose the same option twice in a row during the same end of your next turn; or the first time you or your companion deal damage before the
conflict scene. end of your next turn, you deal extra damage equal to【your Skill Level in Faithful
Additionally, you gain a bonus to your Magic Defense score equal to【the number of Companion, multiplied by 2】; or you and your companion recover an amount of Mind
filled sections in your Growth Clock】. Points equal to【your Skill Level in Faithful Companion, multiplied by 2】.
Additionally, after your companion performs a Check, you may spend 1 Fabula Point
and invoke one of their Traits in order to let them reroll one or both dice (following
INNER WELLSPRING the normal rules).
Requirements: you must have mastered the Invoker Class.
After you rest, you may choose one wellspring: air, earth, fire, lightning, or water. Until SILENT HUNTER
you rest again, you gain the following benefits: Requirements: you must have mastered one or more Classes among Rogue,
w You will always treat the chosen wellspring as being available during each scene, Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.
in addition to whatever wellsprings are already available.
When you use High Speed to perform a free attack with a weapon belonging to the
w You may perform Rituals of the Elementalism discipline, but only if those Rituals bow, spear or thrown Category, the attack deals extra damage equal to【your Skill
manipulate the element of the chosen wellspring. Level in the High Speed Skill, multiplied by 5】.
w You gain resistance to the damage type corresponding to the chosen wellspring. Additionally, when you hit one or more creatures with an attack using a weapon that
w When you deal damage, you may change its type to the one corresponding to the belongs to the bow, spear or thrown Category, you do not trigger any Reaction Skills
chosen wellspring. If you do, that damage ignores Resistances. (see page XXX of the Core Rulebook) or other special rule (see page 323 of the Core
Rulebook) that would normally be triggered by your attack. The Game Master has
final say on which reactions and special rules this benefit applies to, but should be as
POWER NAP generous as possible.
Requirements: you must have mastered one or more Classes among Guardian,
Merchant, and Wayfarer.
SKILLFUL DOSAGE
On your turn during a conflict, you may use an action to recover an amount of Hit Points Requirements: you must have mastered one or more Classes among Gourmet,
and Mind Points equal to【10 + half your level】and recover from all status effects; Loremaster, Merchant, and Tinkerer.
if you do, your turn ends immediately, you lose the ability to see and hear, and your
Defense and Magic Defense scores become equal to 5 and cannot be modified in any Potions and delicacies you create, as well as spells you cast, can now cause creatures
way. These effects last until the start of your next turn, until after you lose Hit Points, to recover Hit Points and Mind Points beyond their Maximum HP and MP scores, up to
or until after you are hit by an attack or offensive spell (r). 150% of the respective scores. At the end of each scene, if the Current Hit Points and/
or Mind Points of the creatures in question are still above the Maximum scores, they
W become equal to the Maximum score. W
48 49
"Silver Fork Style, Secret Technique: Spaghetti Spinner!"
W

SPECIALTY OF THE HOUSE STRENGTH OF FIVE WELLSPRINGS


Requirements: you must have mastered the Gourmet Class. Requirements: you must have mastered the Invoker Class.
When you acquire this Heroic Skill, choose three different tastes among bitter, salty, After you perform an invocation during a conflict, you and up to one ally you can
sour, sweet, and umami. Then, choose three different effects among the following: see increase one of your Attributes' die sizes by one (up to a maximum of d12). This
w You deal 20 (choose one: dark, light) damage to the target. Choose the type of this increase lasts until the end of the scene or until you use this Skill again, and the
effect when you acquire this Heroic Skill. Attribute is based on the wellspring you invoked: air (Insight), earth (one Attribute of
your choice), fire (Dexterity), lightning (Might), or water (Willpower).
w During the target's next turn, all damage they deal becomes (choose one: dark,
light) and its type cannot change. Choose the type of this effect when you acquire
this Heroic Skill. WISE COUNSEL
w If the target is affected by one or more spells with a duration of "Scene", instead Requirements: you must have mastered one or more Classes among Loremaster and
they are no longer affected by any of those spells. Orator.
w Choose yourself or an ally you can see. The next time the target performs an attack When you perform a Support Check, if the leader can hear and understand you, you
or casts an offensive spell (r), they must include the chosen creature among the may use【INS + INS】 【INS
, + WLP】, or【WLP + WLP】instead of the normal Attributes
targets of that attack or spell (if able). based on the Check that the leader will perform.
w The target suffers enraged. Describe how you offer your advice!
w The target suffers poisoned. Additionally, when you use teamwork (see Core Rulebook, page 76) to support another
w The target recovers 30 Hit Points and 30 Mind Points. Player Character's Check during their turn in a conflict scene, you may choose up to two
of the following beSPnefits:
w The target recovers from dazed, enraged, and shaken.
w That character recovers 20 Mind Points.
w The target recovers from poisoned, slow, and weak.
w That character recovers from dazed, enraged and shaken.
When you create a delicacy using exactly 3 ingredients during a conflict, if each
ingredient matches one of the tastes you chose when you acquired this Heroic Skill, w At the end of that character's turn, choose one option: perform a free attack with a
you may ignore all the normal effects of that delicacy. If you do, you may instead apply weapon you have equipped; or immediately perform the Spell action for free,
one, two, or all the effects you chose when you acquired this Heroic Skill. casting a spell whose total MP cost is equal to or lower than 20.
w If that character succeeds on their Check and the Check allows them to fill or erase
one or more sections of a Clock, they may fill or erase 1 additional section of it.

W W
50 51
If these Heroic Skills prove solid during playtest, it is possible they will be
WHEROIC STYLE SKILLS released in the future; for now, please enjoy them and provide feedback!

The following Heroic Skills provide additional support to builds and playstyles that LIST OF HEROIC STYLE SKILLS
have been widely requested, underrepresented, or that could use a bit more nuance. Heroic Skill Requirements Effect summary
w None of these Heroic Skills require mastery of a specific Class; thus, you can acquire Seize the opportunity when an
Hidden Weapon Style Cheap Shot
them whenever you master any Class, provided you fulfill all the listed requirements. enemy's Vulnerability is hit.
w A Player Character can only have up to one Heroic Style Skill, and no more. Dexterity and/or Gain benefits with non-martial
Humble Style
Willpower d10+ and improvised weapons.
w Given the way these Heroic Skills influence a character's playstyle, you might decide
to let each Player Character gain their Style Skill at character creation. If you do, Melee Weapon Sheathe your sword, then strike
Iaidō Style
characters who have no interest in Style Skills can instead pick a Heroic Skill that Mastery 2+ with unique effects.
matches one of their starting Classes. Obviously, this option makes the party a bit
stronger than normal – one way to address this is to have each Player Character skip Investigator Style Flash of Insight Use your deductions in battle.
the Heroic Skill they would gain from mastering their first Class. Prophetic Defender Become a defensive character
Divination
Style based on Insight.
LIST OF HEROIC STYLE SKILLS Punishing Style Counterattack Improves Counterattacks.
Heroic Skill Requirements Effect summary
Pure Force Style Indomitable Spirit Improves physical damage.
Become a defensive character
Agile Defender Style Dodge 2+ Ranger Style Resourceful Excel with bows and traps.
based on Dexterity.
High Speed and/or Attack or cast a spell after you
Combust enemies when using Reaper Style
Blazing Gladiator Style Bone Crusher Stolen Time defeat an enemy.
melee firearm weapons.
Improves the reach and
Dexterity and/or Negate and deflect ranged Scorpion Tail Style Dexterity d10+
Bullet Deflection Style flexibility of flails.
Insight d10+ attacks with swords.
Able to equip all Gain benefits by fighting with
Boost the first brawling attack Seven Weapons Style
Charged Punch Style Withstand martial weapons weapons of many Categories.
after Withstand.
Jump high into the air before
Detonation Style Basic Alchemy Improve damage potions. Skyspear Style Soaring Strike
Soaring Strike with spears.
Able to equip martial Fight with a single one-handed
Duelist Style Ten Thousand Cuts Style Cheap Shot Multiplies Cheap Shot.
melee weapons melee weapon.
Treat brawling weapons
Send your two-handed thrown Healing Power and
Fūma Shuriken Style Barrage Thaumaturge Style as arcane and cast Heal or
weapons spinning. Cleanse and/or Heal
Cleanse after attacks.
Ranged Weapon Unleash three attacks from a
Gunslinger Style Dexterity and/or Strike twice with heavy and
Mastery 2+ one-handed firearm. Vortex Warrior Style
Might d10+ sword weapons.
W Heightened 2+ spells that Change the damage type of W
Element Style deal damage spells and improve them.
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AGILE DEFENDER STYLE BULLET DEFLECTION STYLE (inspired by Tails on Discord!)


Requirements: you must have Skill Level 2 or higher in Dodge (see Rogue). Requirements: you must have a Dexterity base die size of d10 or higher and/or an
Insight base die size of d10 or higher.
As long as you have no shields and no martial armor equipped, you gain all of the
following benefits: After a creature you can see performs a ranged attack, you may spend an amount of
w You may ignore the MP cost of the Provoke Skill (see Fury). Mind Points equal to the total Result of their Accuracy Check in order to have the attack
fail automatically against all targets. If you do and that Accuracy Check's High Roll is
w You may ignore the MP cost of the Peacock Dance (see Dancer). an even number, you may have one creature you can see lose an amount of Hit Points
w You may use the Protect Skill (see Guardian) even if you have not acquired it. equal to that High Roll.
w Your Magic Defense score is increased by【your Skill Level in Dodge】. You can only use this Skill if you have a weapon of the sword Category equipped, and
it has no effect if the Accuracy Check was a critical success.
Additionally, your maximum Hit Points and Crisis score are now calculated based on
your base Dexterity die size, instead of your base Might die size.
CHARGED PUNCH STYLE
BLAZING GLADIATOR STYLE Requirements: you must have acquired the Withstand Skill (see Fury).
Requirements: you must have acquired the Bone Crusher Skill (see Weaponmaster). When you perform the Guard action and activate the Withstand Skill, you may choose
one brawling weapon you have equipped. If you do, choose one option: double the
When you acquire this Heroic Skill, choose one Category among brawling, heavy, spear,
High Roll when determining damage of the next attack you perform with the chosen
and sword. As long as you have a melee weapon belonging to the chosen Category
weapon before the end of your next turn; or if the next attack you perform with the
equipped, if that weapon is a two-handed weapon or a weapon module (see Pilot),
chosen weapon before the end of your next turn would have its High Roll treated as
you treat it as also belonging to the firearm Category for the sake of Skills and effects.
being equal to 0 when determining damage, instead you may use its normal value.
When you use the Bone Crusher Skill on one or more creatures, if you attacked with
a melee weapon belonging to the firearm Category, each of those creatures becomes
combustible until the end of the scene. DETONATION STYLE
After one or more combustible creatures lose Hit Points due to an attack you made Requirements: you must have acquired the basic Alchemy benefit from the Gadget
with a melee weapon belonging to the firearm Category, each of those creatures stops Skill (see Tinkerer).
being combustible and you deal an amount of fire damage equal to【6 + (your Skill
Level in Bone Crusher)】to them. The type of this damage cannot be changed; this When you use your Alchemy to create a potion, you can always select effects 3 to 8
effect deals 5 extra damage if you are level 20 or higher, or 10 extra damage if you (you can treat those effects as if they had "Any" in the "Die" column of the table). If the
are level 40 or higher. potion is advanced or superior, its damage ignores Resistances.
When you succeed on a Check to advance or turn back a Clock, if your approach relied
on explosives, gunpowder or pyrotechnics, you may fill or erase 1 additional section
of that Clock.

W W
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DUELIST STYLE GUNSLINGER STYLE


Requirements: you must be able to equip martial melee weapons. Requirements: you must have Skill Level 2 or higher in Ranged Weapon Mastery (see
Sharpshooter).
As long as you have a one-handed melee weapon equipped in your main hand slot, if
that weapon is not an unarmed strike and you have an unarmed strike equipped in If you have a one-handed firearm weapon equipped in your main hand slot and an
your off-hand slot, you gain the following benefits: unarmed strike equipped in your off-hand slot, you may use an action to perform
w When you deal damage with a weapon that is not an unarmed strike, you may up to three consecutive free attacks with that firearm weapon (against the same
double your Accuracy Check's High Roll when determining the attack's damage. target or different targets). If you do, all attacks performed this way follow the rules for
If you do, you cannot use this option again until the beginning of your next turn. two-weapon fighting: they lose the multi property and cannot gain it, and you treat
the High Roll of each Accuracy Check as being equal to 0 when determining damage.
w During conflicts, you ignore the MP cost of the following Skills: Bladestorm, Breach, Additionally, if any attack made this way misses, you lose your rhythm and cannot
Condemn, Encourage, and Provoke (see Fury, Orator, and Weaponmaster). perform the remaining attacks.
These benefits do not apply to weapon modules (see Pilot). These benefits do not apply to weapon modules (see Pilot).

FŪMA SHURIKEN STYLE HEIGHTENED ELEMENT STYLE


Requirements: you must have acquired the Barrage Skill (see Sharpshooter). Requirements: you must have learned two or more spells that deal damage.
During a conflict, you may use an action to perform a free attack with a two-handed When you acquire this Heroic Skill, choose a damage type among air, bolt, dark, earth,
thrown custom weapon you have equipped. If you do, that attack gains the multi (2) fire, ice, light, physical, and poison.
property and, if it hits one or more creatures, you may choose to send your equipped When you deal damage with a spell, you may change that damage's type to the one
weapon spinning. you have chosen; and as long as a spell you cast deals damage of the chosen type, that
At the start of your turn, if your equipped weapon is still spinning, it stops spinning spell deals 5 extra damage and all its damage ignores Resistances.
and you choose up to two options: every enemy that was hit by your attack loses 5 Hit
Points; or every enemy that was hit by your attack loses 5 Mind Points; or every enemy
that was hit by your attack suffers slow; or fill or erase 1 section of a Clock. The amount HIDDEN WEAPON STYLE
of Hit Points and/or Mind Points lost increases to 10 if you are level 30 or higher.
Requirements: you must have acquired the Cheap Shot Skill (see Rogue).
Your weapon stops spinning immediately if you no longer have it equipped, if you
perform another attack with it, if you use the Crossfire Skill, or if the scene ends. When you acquire this Heroic Skill, choose a damage type among air, bolt, dark, earth,
fire, ice, light, physical, and poison, and choose a status effect among dazed, shaken,
slow, and weak.
After one or more enemies you can see lose Hit Points due to damage dealt by one of
your allies, if at least one of them is Vulnerable to the type of damage dealt by your
ally, you may deal damage of the type you have chosen equal to【5 + (your Skill Level
in Cheap Shot, multiplied by 3)】to each of those enemies. If any of them lose Hit
Points due to this damage, they also suffer the chosen status effect.
Once you use this Skill during a conflict, you may not use it again until the beginning
W of your next turn. W
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HUMBLE STYLE INVESTIGATOR STYLE


Requirements: you must have a Dexterity base die size of d10 or higher, and/or a Requirements: you must have acquired the Flash of Insight Skill (see Loremaster).
Willpower base die size of d10 or higher.
When you perform a Check to examine a creature, item or location during a conflict
When you acquire this Heroic Skill, choose two different Attributes among Dexterity, scene, you may memorize the High Roll of that Check.
Insight, Might, and Willpower: when you perform an Accuracy Check with a non- When a source deals damage to one or more creatures you can see, you may forget
martial weapon, you may replace the required Attributes with those you have chosen. one of your memorized High Rolls to choose one option: that source deals extra
As long as you have two or fewer weapons equipped, your attacks with non-martial damage to each creature equal to the forgotten High Roll; or reduce damage dealt
weapons deal 5 extra damage; this benefit does not apply to unarmed strikes, weapon by that source to each creature by an amount equal to the forgotten High Roll (before
modules (see Pilot), twin shields (see Guardian), and magicannons (see Tinkerer). applying Affinities).
As long as the only weapon you have equipped is a staff (see Core Rulebook, page You automatically forget all memorized High Rolls at the end of each scene.
130), you treat that staff as also belonging to the brawling and spear Categories for
the purpose of Skills and effects.
Additionally, when you perform an attack using an improvised weapon, you may have
PROPHETIC DEFENDER STYLE
that weapon not be destroyed after the attack. Requirements: you must have learned the Divination spell (see Entropist).
When a source causes one or more allies present on the scene to lose Hit Points, if you
IAIDŌ STYLE are affected by your Divination spell, you may reduce its number of available forced
rerolls by 1 to transfer part of the consequences of that timeline unto yourself. If you
Requirements: you must have Skill Level 2 or higher in Melee Weapon Mastery (see
do, you suffer all those Hit Point losses in place of those allies, as separate instances
Weaponmaster).
(you cannot choose to suffer only some of them; for instance, if a source causes you
Once per turn during a conflict, if you have exactly one weapon equipped and that and two of your allies to lose 20 Hit Points each, using this effect causes you to lose
weapon is a two-handed sword, you may use an action to enter a iaidō stance. 20 HP, then 20 HP, and finally another 20 HP). Then, if your Divination spell has no
While in your iaidō stance, you gain a bonus equal to【half your Skill Level in Melee remaining forced rerolls, your Divination spell ends.
Weapon Mastery】to your Defense and Magic Defense scores. Additionally, your maximum Hit Points and Crisis score are now calculated based on
When you perform an attack with a weapon belonging to the sword Category, if you your base Insight die size, instead of your base Might die size.
are in your iaidō stance, you must exit your iaidō stance and choose up to two options:
the attack deals extra damage equal to【twice your SL in Melee Weapon Mastery】; or
fill or erase 1 section of a Clock; or your attack can target flying creatures; or damage
PUNISHING STYLE
dealt by your attack ignores Resistance and Immunity; or you do not trigger any enemy Requirements: you must have acquired the Counterattack Skill (see Weaponmaster).
Reaction Skills (see page XXX of the Core Rulebook) or other special rules (see page
When you perform the Guard action, if you choose not to provide cover to another
323 of the Core Rulebook) that would normally be triggered by your attack. The Game
creature, you gain the following benefits until the start of your next turn:
Master has final say on which reactions and special rules this benefit applies to, but
should be as generous as possible. w You may use the Counterattack Skill even when the Result of the enemy's Accuracy
You exit your iaidō stance immediately if you no longer have the same sword weapon Check is an odd number.
equipped, if you have more than one weapon equipped, or if the scene ends. You also w When you perform a free attack with Counterattack, if the triggering attack hit you,
exit your iaidō stance at the end of your turn, unless you entered that iaidō stance you deal 5 extra damage.
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PURE FORCE STYLE SCORPION TAIL STYLE


Requirements: you must have acquired the Indomitable Spirit Skill (see Fury). Requirements: you must have a Dexterity base die size of d10 or higher.
As long as you are dealing physical damage to one or more creatures, you deal 5 extra Your attacks with weapons belonging to the flail Category may target flying creatures
damage to each of those creatures that is not Vulnerable to physical damage nor able and deal 5 extra damage as long as it is not your turn.
to Absorb it. This extra damage becomes 10 if you are level 30 or higher. After a creature you can see performs a ranged attack, you may spend an amount of
Mind Points equal to the total Result of their Accuracy Check in order to have the attack
fail automatically against all targets. You can only use this Skill if you have a weapon
RANGER STYLE belonging to the flail Category equipped, and it has no effect if the Accuracy Check was
Requirements: you must have acquired the Resourceful Skill (see Wayfarer). a critical success.
At the start of a conflict scene, you may spend 20 Mind Points to reveal you set traps
in the area; if you do, choose a status effect among dazed, shaken, slow, and weak. SEVEN WEAPONS STYLE
Every enemy present on the scene whose current Insight die size is equal to or lower
Requirements: you must be able to equip martial melee weapons, and must also be
than yours loses an amount of Hit Points and Mind Points equal to【your Skill Level
able to equip martial ranged weapons.
in Resourceful, multiplied by 5】and suffers the chosen status effect. The Hit Point
and Mind Point losses increase by 5 if you are level 20 or higher, or by 10 if you are You may use an action and spend 7 Mind Points to perform a free attack with a weapon
level 40 or higher. you have equipped. This attack must target a single creature; if the attack hits, you
Additionally, your attacks with bows deal extra damage equal to【1 + your Skill Level treat your High Roll as 0 when calculating damage and may perform the Equipment
in Resourceful】as long as you have no martial armor equipped. action for free after it has been resolved. Then, you may perform another free attack
with a weapon you have equipped who doesn't share any Category with the weapon
you used for your first attack. This attack must also target a single creature; if it
REAPER STYLE hits, you treat your High Roll as 0 when calculating damage, and may perform the
Requirements: you must have acquired the High Speed Skill (see Rogue) and/or the Equipment action for free after it has been resolved.
Stolen Time Skill (see Entropist). When you attack with a weapon that doesn't share a Category with any weapon you
previously attacked with during this scene, you gain 1 Sequence Point (if the weapon
You gain a +5 bonus to your Accuracy Checks and Magic Checks for attacks and
is treated as belonging to two or more Categories due to Skills or effects, you gain that
offensive spells (r) that include one or more enemies in Crisis among the targets.
many Sequence Points and are then treated as if you had already attacked with all of
When you cause one or more enemies to reach 0 Hit Points and Surrender, you recover those Categories during this scene).
from all status effects and may choose one option: perform a free attack with a
Once per scene at the start of your turn, if you have 7 or more Sequence Points, you
weapon you have equipped; or immediately perform the Spell action for free, casting
may spend all your Sequence Points to choose one enemy you can see: that creature
an offensive spell (r) (you must still pay its MP cost). This attack or spell must target
loses 7 Hit Points. If you do, you may immediately repeat this process up to 6 more
a single enemy; once you use this Skill during a conflict, you may not use it again until
times, for a maximum of 49 Hit Points lost (by a single enemy or different enemies,
the beginning of your next turn.
provided it happens in 7 HP increments).
You lose all Sequence Points at the end of each scene.

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SKYSPEAR STYLE THAUMATURGE STYLE


Requirements: you must have learned the Soaring Strike spell (see Elementalist). Requirements: you must have acquired the Healing Power Skill, and must have
learned the Cleanse and/or Heal spells (see Spiritist).
You unlock the hidden art of aerial spear combat, learning the Skyjump spell.
As long as you have one or more brawling weapons equipped, you treat them as also
Skyjump MP: 10 Target: Self Duration: Scene belonging to the arcane Category for the purpose of Skills and effects.
You may use an action to perform a free attack with an arcane weapon you have
You channel the power of winds to float above the battlefield. Until this spell ends,
equipped; this attack must target a single enemy. If the attack is successful, treat your
your melee attacks can target flying creatures and you cannot be targeted by melee
High Roll (HR) as 0 when determining damage dealt by it; after the attack has been
attacks unless the attacker is flying or able to reach flying targets.
resolved, if it was successful, you may immediately perform the Spell action for free,
On your turn, if you are under the effects of this spell, you must use your first available casting the Cleanse spell or the Heal spell on a single target of your choice (you must
action to perform the Spell action and cast the Soaring Strike spell, ignoring its MP have learned the spell and must pay its MP cost).
cost. If you do and the weapon used belongs to the spear Category, the free attack
granted by Soaring Strike gains multi (2) and deals another 5 extra damage. This
spell ends after the free attack is resolved. VORTEX WARRIOR STYLE
You may only cast this spell if you have a spear weapon equipped, and only if you have Requirements: you must have a Dexterity base die size of d10 or higher, and/or a
also learned the Soaring Strike spell. Might base die size of d10 or higher.
When you perform the Attack action with a melee weapon that belongs to the heavy or
TEN THOUSAND CUTS STYLE sword Category, if you have no other weapon equipped, you may perform two separate
Requirements: you must have acquired the Cheap Shot Skill (see Rogue). attacks instead of one (against the same target or against different targets). If you do,
both attacks follow the rules for two-weapon fighting: each attack loses the multi
Once per turn when you hit a creature with an attack using a melee weapon, if you property and cannot gain it, and you treat the High Roll of each Accuracy Check as
have no other weapon equipped and apply the extra damage from your Cheap Shot being equal to 0 when determining damage. Additionally, both attacks performed this
Skill to that attack, you may double that extra damage. You may instead triple that way must target the same creature; if the first attack is successful, the second attack's
extra damage if you are level 30 or higher. Accuracy Check will trigger a critical success if both dice show the same number (and
These benefits do not apply to custom weapons with the quick customization. the Check is not a fumble).
Note that this Heroic Skill does not stack with a custom weapon's quick customization
(you will still only perform two attacks).

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