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y

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O This document contains
playtest materials.

These are mostly untested


and might be poorly balanced.

Fabula Ultima is being published by Need Games.


Find more at:
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www.patreon.com/roosterema
https://discord.com/invite/G9qGbn2
CHANGELOG w Core Book Reworks: Breach's second effect has been improved, but the skill is now once again limited to
a single target; however, its cost is down to 10 Mind Points. Acceleration and Omega now cost 15 Mind
Below you can find the latest updates to the contents of this file.
Points. Drain Spirit had its effect reduced to HR + 20. Superiority Points have been added to the reworks
at the end of the file. The free benefits for Darkblade have returned to their standard form, and thus the
Last Updated: March 7th, 2024 (it's the power of cuteness!)
change has been removed from the document. Focused now has max SL 6 and the Check bonus is back
w Floralist: Tree of Life can now be used on others too. to being equal to SL, so that people can master the Loremaster Class without taking Quick Assessment.
Cheap Shot rework introduced. Aura and Barrier scale to 14 and 16.
w Merchant: Winds of Trade now creates items worth SLx30 or less.

w Natural Fantasy Heroic Skills: For a Better Future has been slightly modified, and overall improved.
Ephemeral Tranquility was modified and can now hit up to two foes. Bend Magic does not cost MP. Previously Updated: January 10th, 2024
Power Nap was improved by 10 and specifically says it allows Protect. Side by Side was modified to
w Camp Activities: Planning now applies to all group checks.
make it easier to handle.
w Floralist: the base cost for planting magiseeds is now 20 MP (not 10). Pilgrim Gazalia now has an
w Heroic Style Skills: Fixed Humble Style's requirements to list Willpower instead of Might. Added
intermediate step. Tree of Life has been strenghtened.
Piercing Sorcery Style. Bullet Deflection costs 5 extra MP. Iaido Style has been improved. Skypear Style
has been improved. w Merchant: some tweaks to all the Class' Skills, including a strong streamlining of Expiration Date. Zenit
earnings have been removed from Winds of Trade, which in turn gets new options to directly create
w Arcanist Rework: The first half of Nimue's dismiss is now a fixed value. Quick Summoning now applies
items.
the first penalty even if you pick both options (not only one). Phantom Strength was changed.
w Natural Fantasy Heroic Skills: Specialty of the House's healing effect scales with level. Silent Hunter no
w Core Book Reworks: The maximum Skill Level for Breach has been raised, and the scaling for the second
longer ignores all reactions, it just prevents targets from performing free attacks for this turn. Side by
effect has been altered; the text in red for using Pulverizing Strike with it has also changed. Cheap
Side only grants a bonus to Opposed Checks, not all Checks. All You Can Eat is limited to once per scene,
Shot only doubles status value when used with an attack whose High Roll is not zero. Bodyguard has
but does not require a Fabula Point. Green Thumb, Auramancer's Refraction and Brave Bash have been
been made easier and more intuitive to use. The first effect of Hawkeye has been improved and the cost
reworked. For a Better Future works slightly differently due to the Merchant changes.
is now 5 MP. Fast Learner no longer costs a Fabula Point. The optional rule for Superiority Points has
been made less generous and also more punishing. The free benefits for Darkblade are back in here, w Heroic Style Skills: Iaidō Style no longer ignores all reactions, it just prevents targets from performing
but in a new and unique form! Also, added a rework for the rules governing Accuracy Check and damage free attacks for this turn.
improvement in rare weapons, and an update to Devastation's text.
w Arcanist Rework: Phantom Strength is now available in a weaker form when the character is not using
the listed weapon categories. Kuzunoha and Qilin no longer require 5 MP for the pulse.
Previously Updated: February 8th, 2024 w Core Book Reworks: This new section presents a host of reworks I want to playtest for a possible future
revision of the core rulebook (no need to break into a sweat, it's not gonna be until 2025, if ever, and it's
w Floralist: Battle Gardening now allows for non-offensive spells.
more of an extensive patch than a new edition!).
w Gourmet: Knife and Fork now only triggers on delicacies with 2 ingredients. Any feedback on these revisions will be greatly appreciated!
w Merchant: Real Treasure has been improved. Winds of Trade creates items and materials of lower value
than before.

w Natural Fantasy Heroic Skills: Auramancer's Refraction now scales based on your total level in the
Spiritist Class.

w Heroic Style Skills: Hidden Weapon causes HP loss instead of damage, but only hits a single target.
Removed Pure Force Style and Ten Thousand Cuts Style due to the Breach and Cheap Shot reworks
(see below). Humble Style was boosted in its benefits for staves.

w Arcanist Rework: the class now allows you to increase HP or MP, instead of only MP. The effects of
Kuzunoha and Qilin have been tweaked. Phantom Strength improves any kind of damage.
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 the target makes a Group Check as leader or makes a
w 3-5. Hoho, this can be useful! The target regains 3 Inventory Points. Check to examine someone or something, they may add a bonus of +4 to the Result
w 6. Jackpot! You find an amount of zenit equal to【your character level × 50】. of 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
w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).

FLORALIST SKILLS
BATTLE GARDENING (ç3)
There is no rose After you plant a magiseed through the Chloromancy Skill (not when using Graft),
without thorns. you may choose one option: you perform a free attack with an equipped weapon; or
you immediately perform the Spell action for free, casting a spell with a total Mind
Point cost equal to or lower than【5 + (SL × 5)】(you must still pay its MP cost). Treat
the High Roll (HR) of your Accuracy Check or Magic Check as being equal to 0 when
determining damage dealt by this attack or spell.

CHLOROMANCY (ç10)
Each time you acquire this Skill, you discover a new type of magiseed. The rules for
discovering magiseeds can be found in the next pages.
n During a conflict, if there are no magiseeds in your garden, you may use an action and
Spiritual energy flows strongly spend 20 Mind Points to plant a magiseed among those you have discovered. The rules
within plants, thanks to their for the garden and for growing magiseeds can be found in the next pages.
direct connection to 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 (ç6)
cultivate these strange seeds,
When you remove a magiseed from your garden, you may have one creature in Crisis
which grant a large variety of
you can see recover【SL × 5】Hit Points and【SL × 5】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

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n create nor control plant-Species NPCs this way).
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23
WMAGISEEDS
THE GARDEN MAGISEED LIST
When you plant a magiseed, it takes root in your garden until removed. Your garden is Below and in the next pages you will find a list of standard magiseeds that each
an abstract space whose appearance varies depending on your character's aesthetic, Floralist can discover by investing levels into the Chloromancy Skill.
and it can only contain one magiseed at a time. Any magiseeds within your garden
are automatically 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
created collaboratively with the rest of the group. Make sure these new magiseeds
THE GROWTH CLOCK have a power level similar to those in the standard list.
When you acquire the Chloromancy Skill, you also receive a Growth Clock which is
present only during conflict scenes and represents the cycle of life in your garden.
ARCTIC NARCISSUS
w Your Growth Clock has 4 sections, and it begins each scene empty. 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 T EFFECT
Growth Clock; then, if the magiseed in your garden has an "at the end of your turn"
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 2-3 You and your allies present on the scene are Resistant to earth and ice damage.
garden, then erase all sections of your Growth Clock.
w Sections of your Growth Clock may not be filled nor erased in any way other than BLAZING CHRYSANTHEMUM
described above, through Brambleheart and Green Thumb (pages XXX and XXX), or Its thick petals resemble an erupting volcano.
through effects that explicitly affect Growth Clocks.
T EFFECT
MAGISEED EFFECTS 1
When you deal damage, choose earth or fire. All damage dealt becomes of the
chosen type, its type cannot change, and it ignores Resistances.
Magiseeds can have passive effects, or have effects that trigger at the end of your
turn, after your Growth Clock has increased. When you or an ally you can see deal damage, choose earth or fire. All damage
2-3 dealt becomes of the chosen type, its type cannot change, and it ignores
w The effects of a magiseed apply only while it is present in your garden, and they vary Resistances.
depending on the current number of filled sections in your Growth Clock (T).
w You only apply the effect corresponding to the exact number of currently filled DESERT DAHLIA
sections in your Growth Clock, not any effect above or below it.
A tenacious plant, it doesn't fear the dryness of dunes.
w If an effect deals damage, it deals 5 extra damage if you are level 20 or higher, or 10
extra damage if you are level 40 or higher. T EFFECT
w If an effect causes Hit Point or Mind Point loss or recovery, the amount increases by 10 1 You are Resistant to air and fire damage.
W if you are level 20 or higher, or by 20 if you are level 40 or higher.
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, choose yourself or another Player Character you can see. At the end of your turn, you and every ally you can see recover an amount of Hit
2 2-3
The chosen character regains 2 Inventory Points. Points equal to【20 + your Skill Level in Chloromancy】.
At the end of your turn, you and every other Player Character you can see regain
3
1 Inventory Point. SERRATED ROSE
Its thorns form a tangle equally breathtaking and dangerous.
PRANCING DANDELION
T EFFECT
A symbol of energy and vivacity, it spreads seeds through stormy winds.
At the end of your turn, you may choose an enemy you can see. If you do, that
1
T EFFECT enemy suffers slow.
When you deal damage, choose air or bolt. All damage dealt becomes of the 2 At the end of your turn, every enemy you can see suffers slow.
1
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 +
When you or an ally you can see deal damage, choose air or bolt. All damage 3 your Skill Level in Chloromancy】to each enemy you can see who is suffering
2-3 dealt becomes of the chosen type, its type cannot change, and it ignores from slow.
Resistances.

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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, if you combined no
refine their knowledge of more than 2 ingredients, you may have the attack deal damage as normal. If you do,
foodstuffs to a level that is you treat your High Roll (HR) as 0 when 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
INGREDIENTS & DELICACIES
W

The Gourmet Class is designed around experimenting new taste combinations, as well TASTES AND DELICACIES
as using these combinations to come up with a variety of strategies. To help you keep
When you use the Cooking Skill, you combine two or three ingredients to generate a
track of all this information you can use a cookbook sheet, which can be downloaded
special delicacy with powerful effects that will be applied to its targets.
from patreon.com/roosterema.
w Every different combination of two tastes (even if it's the same taste used twice!) will
add an effect to the delicacy.
GAINING INGREDIENTS
You will normally receive ingredients through the Cooking and Traveling Cook Skills; w When you combine two tastes you never combined before, determine the effect of
you might also receive them as rewards during play. When you obtain an ingredient, that combination by rolling a d12 and consulting the chart on the next page; most
you're never too sure what it will taste like — roll a d6 to determine the ingredient's entries also require you to make a choice (such as a specific damage type or status
taste using the table below, then describe its appearance and give it a name. effect). Once you're done, record the resulting effect on your cookbook sheet: from
this moment on, that combination of tastes will always produce that exact effect
You may also purchase ingredients from stall, shops or merchants: the price is 10 when you use it.
zenit for an ingredient with a random taste, or 20 zenit for an ingredient with a taste
w No two combinations of tastes in your cookbook sheet can have identical effects.
of your choice.
When you determine the effect of a new combination, you must make your choices
in such a way that the resulting effect has no precedents (for instance, by selecting a
INGREDIENT TASTE different damage type or status effect); if you can't, reroll the d12.

1. Bitter 2. Salty 3. Sour 4. Sweet 5. Umami 6. Your choice w When completed, your cookbook sheet will feature a total of 15 effects, one for each
possible pair of tastes.
Example: after traversing the Petrified Forest, you gain two ingredients thanks to the
Traveling Cook Skill. You roll a 1 and 5 for their tastes, which means one tastes bitter Example: you combine three ingredients, one of them salty and two of them bitter.
and the other tastes umami. The resulting delicacy features two combinations (bitter + bitter and bitter + salty),
which means it will have two different effects.
You decide to call the first ingredient "Fossil Honey" and the second ingredient
"Stonebark Shroom". You record both of them on your cookbook sheet, placing them In the past, you combined bitter + bitter and rolled a 4, which means the effect allows
in the matching taste columns. for MP recovery; on the other hand, you never combined bitter + salty before, so you
need to determine this combination's effect by rolling dice.
You roll a 1, and must choose a status effect for this effect; since you already chose
recovery from weak for the sour + sweet combination in the past, you decide to opt
for dazed. From now on, the bitter + salty combination will always allow you to heal
the target from dazed.
Now that you've done this, you know that your delicacy allows every target to heal
from the dazed status effect and also recover 40 Mind Points.

Delicacies created through the Cooking Skill have an immediate effect and are then
destroyed; if you want to prepare foods with unique effects and use them later, you
must instead use the rules for Projects (see Core Rulebook, page XXX).
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The Temple of Five Spices is rumored to hold the recipe
for a dish that can summon the soul of the deceased.
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DELICACY EFFECT SPECIAL RULES OF EFFECTS


Each of this delicacy's targets recovers from the (choose one: dazed; enraged; Delicacies and their effects follow a few unique rules.
1.
poisoned; shaken; slow; weak) status effect.
w Each delicacy always features one, two, or three effects, depending on which taste
Each of this delicacy's targets suffers the (choose one: dazed; shaken; slow; combinations you used (the effects may also be four or six if you use the All You Can
2.
weak) status effect. Eat Heroic Skill, on page XXX); you decide in which order to apply these effects, and
Each of this delicacy's targets recovers 40 Hit Points. This amount increases to may choose to forgo any number of them (this choice must be exactly the same for
3. all targets of the delicacy).
50 if you are level 30 or higher.
Each of this delicacy's targets recovers 40 Mind Points. This amount increases w Effects 5 to 12 can only be applied during conflict scenes.
4.
to 50 if you are level 30 or higher. w A delicacy can only have one type 5 effect (which is to say, a damage-dealing effect);
Each of this delicacy's targets suffers 20 (choose one: air; bolt; earth; fire; if a delicacy has two or more type 5 effects due to the taste combinations you used,
5. ice; poison) damage. This amount increases to 30 damage if you are level 30 you must choose one of them and forgo the others.
or higher. w A delicacy can only have one type 12 effect (which is to say, a damage type-changing
Until the end of your next turn, every source that deals (choose one: air; effect); if a delicacy has two or more type 12 effects due to the taste combinations
6. bolt; earth; fire; ice; poison) damage deals 5 extra damage to each of this you used, you must choose one of them and forgo the others.
delicacy's targets.
Other than that, all of a delicacy's effects are cumulative, and will be fully applied to
Each of this delicacy's targets cannot perform the Guard action during their each of its target.
7.
next turn.
Example: if you obtain a type 2 effect on sweet + umami, a type 5 effect on bitter +
Each of this delicacy's targets cannot perform the Spell action during their umami, and a type 9 effect on bitter + sweet, the delicacy created combining these
8.
next turn. tastes will be able to deal damage, inflict a status effect, and also prevent the use of
Each of this delicacy's targets cannot perform the Skill action during their spells for a brief period!
9.
next turn.

10.
Each of this delicacy's targets gains Resistance to (choose one: air; bolt; AND FINALLY, A BIT OF ADVICE!
earth; fire; ice; poison) damage until the end of your next turn. This Class is quite atypical: there is no real way to perfectly control the role your
Each of this delicacy's targets treats their (choose one: Dexterity; Insight; character will cover, because your abilities are procedurally generated over the course
11. Might; Willpower) as if it were one die size higher (up to a maximum of d12) of the campaign. However, remember that you may prepare delicacies outside of
until the end of your next turn. conflict scenes: it will cost you some ingredients, true, but you will be able to "scout"
the effects ahead of time and avoid trial and error during a critical situation. Other
During the next turn of each of this delicacy's targets, all damage they deal than that, pay attention to which effects best synergize with each other and with
12. becomes (choose one: air; bolt; earth; fire; ice; poison) and its type cannot the rest of your group, and take advantage of the multi property to apply the same
change. delicacy to two or more enemies!

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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

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n thrown Category equipped, your "blast" invocations deal【SL】extra damage, and the
extra damage granted by your "hex" invocations is increased by【SL】.
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INVOCATIONS
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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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O
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 means,
certainly not the end! EXPIRATION DATE (ç3)
When a potion or delicacy (see page XXX) you created that does not deal damage causes
one or more creatures to recover Hit Points, you may instead have it deal poison damage
equal to【(SL × 10), plus half your level】to each of those creatures. This damage is
halved if you are dealing damage to two or more creatures, and its type cannot change.

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 PRIVATE STOCK (ç3)
Even in worlds rife with great When you or another Player Character spend【SL + 2】or fewer Inventory Points, you
magic, wealth and money are may spend 1 Trade Point to ignore that cost.
very influential. Trade and
commerce are one key aspect REAL TREASURE (ç3)
to the development of nations
Once per session, when you help an NPC or community defeat greed and corruption,
and kingdoms, and Merchants
improve their quality of life, or coexist with other creatures, if you have acquired the
are quite aware of this power.
Winds of Trade Skill, you gain【SL + 1】Trade Points.
It might seem strange for a
Merchant to be treated on par WINDS OF TRADE (ç3)
with a hero: and yet, those
who resist the temptation of After you rest in an area where commerce is possible, you gain【SL + 1】Trade Points.
greed and rely on commerce You may never have more than【SL + 3】Trade Points; if you acquire this Skill during
to foster exchanges of ideas character creation, begin play with 2 Trade Points.
and dialogue between distant During a non-conflict scene, you may spend 2 Trade Points to choose one option: you
people truly are fighting their create a material or rare item approved by the Game Master whose value in zenit is
very own revolution. equal to or lower than【your level, multiplied by 30】; or your create an NPC that
lives nearby and explain their occupation as well as how you met them, then the Game

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n Master tells you what they require in exchange for their services.
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NATURAL FANTASY HEROIC SKILLS
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These Heroic Skills are added to the list in the Core Rulebook (see page 232). LIST OF NEW HEROIC SKILLS
Heroic Skills with a Class mastery requirement (cont.)
LIST OF NEW HEROIC SKILLS
Quicken or delay the growth of
Heroic Skills with a Class mastery requirement Green Thumb Floralist
your magiseeds.
Combine four ingredients into Carry an elemental wellspring of
All you can Eat Gourmet Inner Wellspring Invoker
a delicacy. your choice within yourself.
Improves Aura and Barrier, and Guardian, Merchant, Take a little nap during a
Auramancer's Power Nap
Refraction Arcanist, Spiritist punishes enemies who damage Wayfarer conflict to regain your energies.
protected targets.
Improve your synergy with your
Elementalist, Entropist, React to enemy spells with Side by Side Wayfarer
Bend Magic Faithful Companion.
Invoker, Symbolist your invocations.
Improve High Speed with bows,
Your brambles protect you and Rogue, Sharpshooter,
Brambleheart Darkblade, Floralist Silent Hunter spears, and thrown weapons,
react to enemy attacks. Weaponmaster
and deny free attacks.
Commander, Guardian, Strenghtens Bone Crusher Gourmet, Loremaster, Delicacies, potions and spells
Brave Bash Skillful Dosage
Weaponmaster when used with shields. Merchant, Tinkerer heal above maximum HP and MP.
Cheer Up! Chanter, Esper, Orator Improves My Trust in You. Prepare a unique delicacy with
Specialty of the House Gourmet
Casting Chimerist spells grant alternative effects.
Chimeric Soul Chimerist, Mutant
benefits based on the Species. Strength of
Invoker Invocations improve Attributes.
Your spells can remove status Five Wellsprings
Cleansing Moonlight Entropist, Spiritist
effects and spells from targets. Your Support Checks grant
Wise Counsel Loremaster, Orator
Improves Hallucination and extra benefits to the leader.
Dancer, Esper, Rogue,
Ephemeral Tranquility Torpor, and cleanses status
Spiritist, Symbolist
effects to cause HP loss. ALL YOU CAN EAT
Chimerist, Use Might for Magic Checks, Requirements: you must have mastered the Gourmet Class.
Fitcast Darkblade, Esper, and treat weapons relying on
Fury, Wayfarer Might as being arcane. Once per scene when you use the Cooking Skill, you may combine four ingredients
into a delicacy (thus ignoring the normal limit of three ingredients). Other than that,
Use Trade Points instead of the delicacy follows the normal rules.
For a Better
Future Merchant Fabula Points and improve
settlements with donations.
Double magiseed effects and
W Greater Chloromancy Floralist
manipulate vegetation. 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 140), Guardian, and Weaponmaster.
Choose a damage type among air, bolt, earth, fire, ice, and light. When you use the Bone Crusher Skill, if your attack targets only one creature and you
When an enemy you can see deals damage to one or more of your allies who are have a shield equipped, you may challenge that creature until the end of your next
affected by an Aura and/or Barrier spell you cast, the damage suffered by each of turn. The challenge also ends if that creature is challenged by someone else, or if you
those allies is reduced by an amount equal to【half your level in the Spiritist Class】 challenge another creature.
(applied before damage Affinities). Then, you may deal an amount of damage of the The creature you are challenging must include you among the targets of their attacks
chosen type equal to【half your level】to that enemy. If you do, you cannot deal and offensive spells (r), if able; additionally, once per turn (including other creatures'
damage this way until the start of your next turn. turns), when you deal damage to the creature you are challenging with a one-handed
melee weapon or with a custom weapon belonging to the dagger or sword Category,
you may deal 5 extra damage to that creature.
BEND MAGIC
Requirements: you must have mastered one or more Classes among Elementalist,
Entropist, Invoker, and Symbolist (see High Fantasy Atlas, page 146), and must have CHEER UP!
acquired the Invocation Skill. Requirements: you must have mastered one or more Classes among Chanter (see High
Fantasy Atlas, page 136), Esper (see Techno Fantasy Atlas, page XXX) and Orator, and
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 have When you use My Trust in You on another Player Character, that character chooses
access to against that enemy, without spending Mind Points. This invocation must not Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being
be a "hex", and it may target only that enemy (you cannot use the Linked Invocation increased by one die size (up to a maximum of d12) until the end of the scene or until
Skill 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 you lose Hit Points, if you are in Crisis and a magiseed is present in your garden, of the creature you originally learned that spell from. Choose one option: you gain
you may fill 1 section of your Growth Clock. Resistance to both damage types associated with that Species; or when you deal
Additionally, when you use the Shadow Strike Skill, you may have your attack deal damage of a type associated with that Species, you deal 5 extra damage. The chosen
poison damage instead of dark damage (the damage type still cannot be changed). If benefit lasts until the end of the scene, or until you cast a Chimerist spell again.
you do, your Shadow Strike deals extra damage equal to【twice the number of filled The damage types associated to each Species are beast (air, ice), construct (earth,
sections in your Growth Clock】. poison), demon (fire, ice), elemental (air, bolt), monster (bolt, fire), plant (earth,
light), and undead (dark, poison).
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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, if you are not spending them to
weapon equipped and the High Roll of your Magic Check is 8 or higher, you may have alter the story (see Core Rulebook, page 98), you may spend that many Trade Points
each of those creatures no longer be affected by all spells with a duration of "Scene" instead. Describe which memories of your trades and journeys give you strength!
that are currently affecting them. Additionally, when you gain two or more Trade Points through the Real Treasure or
When you cast a spell targeting one or more allies, if you have an arcane weapon Winds of Trade Skills, you may choose to gain exactly 1 Trade Point instead. If you do,
equipped, you may choose one status effect among dazed, enraged, poisoned, shaken, choose a settlement within 1 travel day of your position and increase its prosperity
slow, and weak: if you do, each target recovers from the chosen status effect. by an amount equal to【your Skill Level in Winds of Trade + your Skill Level in Real
Treasure】; a settlement's prosperity starts at 0 and has no upper limit.
The chart below indicates the effects of your donations on the settlement and on
EPHEMERAL TRANQUILITY anything within 1 travel day of it.
Requirements: you must have mastered one or more Classes among Dancer (see
High Fantasy Atlas, page 142), Esper (see Techno Fantasy Atlas, page XXX), Rogue, Prosperity Effects within 1 travel day of the settlement
Spiritist, and Symbolist (see High Fantasy Atlas, page 146).
When you or an ally need to pay a cost in zenit, whatever the reason,
When you cast the Hallucination or Torpor spells (see Core Rulebook, page 208), you 10 or more
that cost is halved.
may apply both status effects to each target hit by the spell.
During a conflict, you may use an action and spend up to 20 Mind Points. For every People gladly accommodate you and your allies: while in this area,
10 Mind Points spent this way, you may choose a different enemy you can see who is 15 or more you can always rest freely, without spending zenit. Furthermore, any
suffering from two or more status effects. Every enemy chosen this way recovers from travel rolls made in this area never use a die greater than d8.
all status effects and loses an amount of Hit Points equal to【half your level + (the When a Villain in this area spends Ultima Points, they must spend
number of status effects that enemy recovered from this way, multiplied by 10)】. 20 or more
twice as many Ultima Points.
Then, you recover 20 Mind Points for each of those enemies that entered Crisis or was
reduced to 0 Hit Points by this effect.
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, and Wayfarer. the end of your turn", you may use an action and spend 20 Mind Points to produce
When you perform a Magic Check for a spell or Ritual, you may replace one of the that effect.
Attributes with Might (such as【MIG + MIG】for a Chimerism Ritual). Additionally, if you have acquired the Verdant Sway Skill, your Rituals can now also
As long as you have only one weapon equipped, if that weapon's Accuracy Check relies influence and control soldier-Rank creatures belonging to the plant Species (but you
on Might, you treat that weapon as also belonging to the arcane Category for the are still unable to create them).
purpose of Skills and effects that require it.
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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, and must have acquired
the Faitfhul Companion Skill.
When you fill 1 or more sections of your Growth Clock, you may choose one option:
you fill 1 additional section of your Growth Clock; or you fill 1 fewer section of your When your companion deals damage, they deal 5 extra damage.
Growth Clock (to a minimum of 0 sections filled). If you do, you cannot use this effect When your companion performs a Check, you may spend 1 Fabula Point and invoke
again until after your Growth Clock has become completely empty. one of your companion's Traits in order to let them reroll one or both dice (as per the
Additionally, damage dealt by your magiseeds ignores Resistances. rules on page 46 of the Core Rulebook).
After you use the Faithful Companion Skill to have your companion perform an action
during your turn, you may choose one option (after the companion's action has been
INNER WELLSPRING resolved): you and your companion each recover 10 Mind Points; or the first time you
Requirements: you must have mastered the Invoker Class. or your companion perform a Check before the end of your next turn, that Check gains
a bonus equal to【your Skill Level in Faithful Companion】.
When you acquire this Heroic Skill and whenever you rest, you may choose one
wellspring: air, earth, fire, lightning, or water. If you do, you gain the following benefits
until your next rest: SILENT HUNTER
w You always treat the chosen wellspring as being available during each scene, in Requirements: you must have mastered one or more Classes among Rogue,
addition to whatever wellsprings are already available. Sharpshooter, and Weaponmaster, and must have acquired the High Speed Skill.
w You may perform Rituals of the Elementalism discipline, but only if those Rituals
When you use the High Speed Skill to perform a free attack with a weapon belonging
manipulate the element of the chosen wellspring.
to the bow, spear, or thrown Category, the attack deals extra damage equal to【your
w You gain Resistance to the damage type corresponding to the chosen wellspring. Skill Level in the High Speed Skill, multiplied by 5】.
w When you deal damage, you may change its type to the one corresponding to the Additionally, when you attack one or more creatures with a weapon that belongs to
chosen wellspring. If you do, that damage ignores Resistances. the bow, spear, or thrown Category, those creatures cannot perform free attacks until
the end of the current turn.

POWER NAP
Requirements: you must have mastered one or more Classes among Guardian, SKILLFUL DOSAGE
Merchant, and Wayfarer. Requirements: you must have mastered one or more Classes among Gourmet,
Loremaster, Merchant, and Tinkerer.
On your turn during a conflict, you may use an action to recover an amount of Hit Points
and Mind Points equal to【20 + half your level】and also recover from all status Potions and delicacies you create, as well as spells you cast, can now cause creatures
effects. If you do, your turn ends immediately, you lose the ability to hear and see, and to recover Hit Points and Mind Points beyond their maximum HP and MP scores, up to
your Defense and Magic Defense scores become equal to 5 and cannot be modified 150% of the respective scores. At the end of each scene, if the current Hit Points and/
in any way (but you may still use the Protect Skill from the Guardian Class, if you have or Mind Points of a creature are still above the maximum scores, they become equal
acquired it!). These penalties last until the start of your next turn, until after you lose to the maximum score.
Hit Points, or until after you are hit by an attack or offensive spell (r).
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"Silver Fork Style, Secret Technique: Spaghetti Spinner!"
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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 each of this delicacy's targets. increase lasts until the end of the scene or until you use this Skill again, and the
This amount increases to 30 damage if you are level 30 or higher. Attribute is based on the wellspring you invoked: air (Insight), earth (one Attribute of
Choose the type of this effect when you acquire this Heroic Skill. your choice), fire (Dexterity), lightning (Might), or water (Willpower).

w During the next turn of each of this delicacy's targets, all damage they deal becomes
(choose one: dark, light) and its type cannot change. Choose the type of this effect WISE COUNSEL
when you acquire this Heroic Skill.
Requirements: you must have mastered one or more Classes among Loremaster and
w For each of this delicacy's targets, if they are affected by one or more spells with a Orator.
duration of "Scene", instead they are no longer affected by any of those spells.
When you perform a Support Check, if the leader of the Group Check can hear and
w Choose yourself or an ally you can see. For each of this delicacy's targets, the next understand you, you may use【INS + INS】 【INS
, + WLP】, or【WLP + WLP】instead of
time that target performs an attack or cast an offensive spell (r) before the end of the normal Attributes required by the Support Check.
this scene, they must include the chosen creature among the targets of that attack
Describe how you offer your advice!
or spell (if able).
Additionally, when you use the teamwork option (see Core Rulebook, page 76) to
w Each of this delicacy's targets suffers enraged. support another Player Character's Check during their turn in a conflict scene, you may
w Each of this delicacy's targets suffers poisoned. choose up to two of the following beSPnefits:
w Each of this delicacy's targets recovers 30 Hit Points and 30 Mind Points, or 40 Hit w That character recovers 20 Mind Points.
Points and 40 Mind Points if you are level 30 or higher. w That character recovers from dazed, enraged and shaken.
w Each of this delicacy's targets recovers from a single status of their choice. w At the end of that character's turn, choose one option: perform a free attack with a
w Each of this delicacy's targets recovers from dazed, enraged, and shaken. weapon you have equipped; or immediately perform the Spell action for free,
w Each of this delicacy's targets recovers from poisoned, slow, and weak. casting a spell whose total MP cost is equal to or lower than 20.
When you create a delicacy using exactly 3 ingredients during a conflict, if each w If that character succeeds on their Check and the Check allows them to fill or erase
ingredient matches one of the tastes you chose when you acquired this Heroic Skill, one or more sections of a Clock, they may fill or erase 1 additional section of it.
you may ignore all of that delicacy's normal effects. If you do, you may instead apply
one, two, or all the effects you chose when you acquired this Heroic Skill.

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

The following Heroic Skills provide additional support to builds and playstyles that LIST OF HEROIC STYLE SKILLS
have been widely requested, underrepresented, or could use a bit more nuance. Heroic Skill Requirements Effect summary
w None of these Heroic Skills require mastery of a specific Class; thus, you can acquire Seize the opportunity when an
Hidden Weapon Style Cheap Shot
them whenever you master any Class, provided you fulfill all the listed requirements. enemy's Vulnerability is hit.
w A Player Character can only have up to one Heroic Style Skill, and no two characters Dexterity and/or Improves staves, improvised,
in the same group can share the same Heroic Style Skill. Humble Style Willpower d10+ and non-martial weapons.
w As an optional rule, you might let each Player Character gain their Style Skill at Melee Weapon Sheathe your sword, then strike
Iaidō Style
character creation. If you do, characters who have no interest in a Style Skill can Mastery 2+ with unique effects.
instead pick a Heroic Skill tied to one of their starting Classes. Obviously, this option
makes the party a bit stronger than normal – one way to address this is to have each Investigator Style Flash of Insight Use your deductions in battle.
Player Character skip the first Heroic Skill they would normally gain. Concentrate Cataclysm upon a
Piercing Sorcery Style Cataclysm
single target.
LIST OF HEROIC STYLE SKILLS Prophetic Defender Become a defensive character
Divination
Heroic Skill Requirements Effect summary Style based on Insight.

Become a defensive character Punishing Style Counterattack Improves Counterattacks.


Agile Defender Style Dodge 2+
based on Dexterity.
Strengthen bows and trigger
Ranger Style Resourceful
Elementally imbue enemies traps when a conflict begins.
Blast Gladiator Style Bone Crusher
with melee firearms.
High Speed and/or Attack or cast a spell after you
Reaper Style
Dexterity and/or Negate and deflect ranged Stolen Time defeat an enemy.
Bullet Deflection Style
Insight d10+ attacks with swords.
Improves the reach and
Scorpion Tail Style Dexterity d10+
Boost the first brawling attack flexibility of flails.
Charged Punch Style Withstand
after Withstand.
Able to equip all Gain benefits by fighting with
Seven Weapons Style
Detonation Style Basic Alchemy Improve damage potions. martial weapons weapons of many Categories.

Able to equip martial Fight with a single one-handed Jump high into the air before
Duelist Style Skyspear Style Soaring Strike
melee weapons melee weapon. Soaring Strike with spears.

Send your two-handed thrown Treat brawling weapons


Fūma Shuriken Style Barrage Healing Power and
weapons spinning. Thaumaturge Style as arcane and cast Heal or
Cleanse and/or Heal
Cleanse after attacks.
Ranged Weapon Unleash three attacks from a
Gunslinger Style
Mastery 2+ one-handed firearm. Dexterity and/or Strike twice with heavy and
Vortex Warrior Style
Might d10+ sword weapons.
W Heightened 2+ spells that Change the damage type of
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【5 + the Result of their Accuracy Check】in order to have the
attack fail automatically against all targets. If you do and that Accuracy Check's High
w You may ignore the MP cost of the Peacock Dance (see Dancer). Roll is an even number, you may have one creature you can see lose an amount of Hit
w You may use the Protect Skill (see Guardian) even if you have not acquired it. Points 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
BLAST 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
Choose one weapon Category among brawling, dagger, heavy, spear, and sword; then,
High Roll when determining damage of the next attack you perform with the chosen
choose one damage type among air, bolt, dark, earth, fire, ice, light, physical, and
weapon before the end of your next turn; or if the next attack you perform with the
poison.
chosen weapon before the end of your next turn would have its High Roll treated as
As long as you have a melee weapon belonging to the chosen Category equipped, if being equal to 0 when determining damage, instead you may use its normal value.
that weapon is a two-handed weapon or a weapon module (see Pilot), you may treat
it as also belonging to the firearm Category for the sake of Skills and effects that
require it. DETONATION STYLE
When you use the Bone Crusher Skill on one or more creatures, if you attacked with Requirements: you must have acquired the basic Alchemy benefit from the Gadget
a melee weapon belonging to the firearm Category, you may have each of those Skill (see Tinkerer).
creatures becomes imbued until the end of the scene.
After one or more imbued creatures lose Hit Points, each of them stops being imbued When you use your Alchemy to create a potion, you can always select effects 3 to 8
and you deal an amount of damage of the chosen type equal to【2 + (twice your Skill (you can treat those effects as if they had "Any" in the "Die" column of the table). If the
Level in Bone Crusher)】to them. The type of this damage cannot be changed; this potion is advanced or superior, its damage ignores Resistances.
effect deals 5 extra damage if you are level 20 or higher, or 10 extra damage if you When you succeed on a Check to advance or turn back a Clock, if your approach relied
are level 40 or higher. on explosives, gunpowder or pyrotechnics, you may fill or erase 1 additional section
of that Clock.

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

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HUMBLE STYLE 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 and you may also treat those weapons as belonging by that source to each creature by an amount equal to the forgotten High Roll (before
to the spear and sword Categories for the sake of Skills that require it; this benefit applying Affinities).
does not apply to unarmed strikes, weapon modules (see Pilot), twin shields (see You automatically forget all memorized High Rolls at the end of each scene.
Guardian), and magicannon (see Tinkerer).
As long as the only weapon you have equipped is a staff (see Core Rulebook, page
130), you apply all of the above benefits but may also treat that staff as belonging PIERCING SORCERY STYLE
to the brawling and heavy Categories for the sake of Skills that require it, and your Requirements: you must have acquired the Cataclysm Skill (see Elementalist).
attacks with it deal an additional 5 extra damage.
Once per turn, when you use the Cataclysm Skill to empower an offensive spell (r)
Additionally, when you perform an attack using an improvised weapon, you deal 5
with a target of "Up to three creatures", if that spell targets only one creature, you may
extra damage and may have that weapon not be destroyed after the attack.
double the extra damage granted by Cataclysm. If you do, you may choose up to two
options: damage dealt by the spell ignores Resistances; or if the target of the spell is
IAIDŌ STYLE flying, you force them to land immediately; or the target of the spell suffers dazed; or
the target of the spell cannot perform the Guard action during their next turn.
Requirements: you must have Skill Level 2 or higher in Melee Weapon Mastery (see
Weaponmaster).
Once per turn during a conflict, if you have exactly one weapon equipped and that
PROPHETIC DEFENDER STYLE
weapon is a two-handed sword, you may use an action to enter a iaidō stance. Requirements: you must have learned the Divination spell (see Entropist).
While in your iaidō stance, you gain a bonus equal to【your Skill Level in Melee When a source causes one or more allies present on the scene to lose Hit Points, if you
Weapon Mastery】to your Defense and Magic Defense scores. are affected by your Divination spell, you may reduce its number of available forced
When you perform an attack with a weapon belonging to the sword Category, if you rerolls by 1 to transfer part of the consequences of that timeline unto yourself. If you
are in your iaidō stance, you must exit your iaidō stance and choose up to two options: do, you suffer all those Hit Point losses in place of those allies, as separate instances
the attack deals extra damage equal to【your Skill Level in Melee Weapon Mastery, (you cannot choose to suffer only some of them; for instance, if a source causes you
multiplied by 3】; or fill or erase 1 section of a Clock; or your attack can target flying and two of your allies to lose 20 Hit Points each, using this effect causes you to lose
creatures; or damage dealt by your attack ignores Resistance and Immunity; or each 20 HP, then 20 HP, and finally another 20 HP). Then, if your Divination spell has no
creature you attack cannot perform free attacks until the end of the current turn. remaining forced rerolls, your Divination spell ends.
You exit your iaidō stance immediately if you no longer have the same sword weapon Additionally, your maximum Hit Points and Crisis score are now calculated based on
equipped, if you have more than one weapon equipped, or if the scene ends. You also your base Insight die size, instead of your base Might die size.
exit your iaidō stance at the end of your turn, unless you entered that iaidō stance
W during that same turn. W
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PUNISHING STYLE SCORPION TAIL STYLE


Requirements: you must have acquired the Counterattack Skill (see Weaponmaster). Requirements: you must have a Dexterity base die size of d10 or higher.
When you perform the Guard action, if you choose not to provide cover to another Your attacks with weapons belonging to the flail Category may target flying creatures
creature, you gain the following benefits until the start of your next turn: and deal 5 extra damage as long as it is not your turn.
w You may use the Counterattack Skill even when the Result of the enemy's Accuracy After a creature you can see performs a ranged attack, you may spend an amount of
Check is an odd number. Mind Points equal to【5 + the total Result of their Accuracy Check】in order to have
the attack fail automatically against all targets. You can only use this Skill if you have
w When you perform a free attack with Counterattack, if the triggering attack hit you,
a weapon belonging to the flail Category equipped, and it has no effect if the Accuracy
you deal 5 extra damage.
Check was a critical success.

RANGER STYLE
SEVEN WEAPONS STYLE
Requirements: you must have acquired the Resourceful Skill (see Wayfarer).
Requirements: you must be able to equip martial melee weapons, and must also be
At the start of a conflict scene, you may spend 20 Mind Points to reveal you set traps able to equip martial ranged weapons.
in the surrounding area. If you do, choose a status effect among dazed, shaken, slow,
You may use an action and spend 7 Mind Points to perform a free attack with a weapon
and weak: every enemy present on the scene whose current Insight die size is equal
you have equipped. This attack must target a single creature; if the attack hits, you
to or lower than yours loses an amount of Hit Points and Mind Points equal to【your
treat your High Roll as 0 when calculating damage and may perform the Equipment
Skill Level in Resourceful, multiplied by 5】and suffers the chosen status effect. The
action for free after it has been resolved. Then, you may perform another free attack
Hit Point and Mind Point losses increase by 5 if you are level 20 or higher, or by 10 if
with a weapon you have equipped who doesn't share any Category with the weapon
you are level 40 or higher.
you used for your first attack. This attack must also target a single creature; if it
Additionally, your attacks with bows deal extra damage equal to【1 + your Skill Level hits, you treat your High Roll as 0 when calculating damage, and may perform the
in Resourceful】as long as you have no martial armor equipped. Equipment action for free after it has been resolved.
When you attack with a weapon that doesn't share a Category with any weapon you
REAPER STYLE previously attacked with during this scene, you gain 1 Sequence Point (if the weapon
is treated as belonging to two or more Categories due to Skills or effects, you gain that
Requirements: you must have acquired the High Speed Skill (see Rogue) and/or the many Sequence Points and are then treated as if you had already attacked with all of
Stolen Time Skill (see Entropist). those Categories during this scene).
You gain a +5 bonus to your Accuracy Checks and Magic Checks for attacks and Once per scene at the start of your turn, if you have 7 or more Sequence Points, you
offensive spells (r) that include one or more enemies in Crisis among the targets. may spend all your Sequence Points to choose one enemy you can see: that creature
When you cause one or more enemies to reach 0 Hit Points and Surrender, you recover loses 7 Hit Points. If you do, you may immediately repeat this process up to 6 more
from all status effects and may choose one option: perform a free attack with a times, for a maximum of 49 Hit Points lost (by a single enemy or different enemies,
weapon you have equipped; or immediately perform the Spell action for free, casting provided it happens in 7 HP increments).
an offensive spell (r) (you must still pay its MP cost). This attack or spell must target You lose all Sequence Points at the end of each scene.
a single enemy; once you use this Skill during a conflict, you may not use it again until
the beginning of your next turn.
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SKYSPEAR STYLE VORTEX WARRIOR STYLE


Requirements: you must have learned the Soaring Strike spell (see Elementalist). Requirements: you must have a Dexterity base die size of d10 or higher, and/or a
Might base die size of d10 or higher.
You unlock the hidden art of aerial spear combat, learning the Skyjump spell.
When you perform the Attack action with a melee weapon that belongs to the heavy or
Skyjump MP: 10 Target: Self Duration: Scene sword Category, if you have no other weapon equipped, you may perform two separate
attacks instead of one. If you do, both attacks follow the rules for two-weapon fighting:
You become one with the speed and strength of wind. Until this spell ends, your melee each attack loses the multi property and cannot gain it, and you treat the High Roll
attacks can target creatures that can only be targeted by ranged attacks, and no other of each Accuracy Check as being equal to 0 when determining damage. Additionally,
creature present on the scene is able to see you. both attacks performed this way must target the same creature; if the first attack is
On your turn, if you are under the effects of this spell and able to perform the Spell successful, the second attack's Accuracy Check will trigger a critical success if both dice
action, you must use your first available action to perform the Spell action and cast show the same number (and the Check is not a fumble).
the Soaring Strike spell, ignoring its MP cost. If you do and the weapon used belongs Note that this Heroic Skill does not stack with a custom weapon's quick customization
to the spear Category, the free attack granted by Soaring Strike gains multi (2) and (you will still only perform two attacks).
deals another 5 extra damage. This spell ends after the free attack is resolved.
You may only cast this spell if you have a spear weapon equipped, and only if you have
also learned the Soaring Strike spell.

THAUMATURGE STYLE
Requirements: you must have acquired the Healing Power Skill, and must have
learned the Cleanse and/or Heal spells (see Spiritist).
As long as you have one or more brawling weapons equipped, you may treat them
as also belonging to the arcane Category for the purpose of Skills and effects that
require it.
You may use an action to perform a free attack with an arcane weapon you have
equipped; this attack must target a single enemy. If the attack is successful, treat your
High Roll (HR) as 0 when determining damage dealt by it; after the attack has been
resolved, if it was successful, you may immediately perform the Spell action for free,
casting the Cleanse spell or the Heal spell on a single target of your choice (you must
have learned the spell and must pay its MP cost).

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WARCANIST (rework draft) This is an attempt at an alternate version of the Arcanist Class after 2+ years of extensive
feedback about how it felt in play. It is not the current official version of the Class.

ALSO: Avatar, Chosen, Summoner MERGING WITH AN ARCANUM


When you summon an Arcanum, you gain their merge benefits; those benefits last
ARCANIST FREE BENEFITS until the Arcanum is dismissed (see below).
w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice). You cannot summon an Arcanum while already merged with one; you must first
dismiss the current Arcanum.
ARCANIST SKILLS
ARCANE REGENERATION (ç6)
DISMISSING AN ARCANUM
If you are merged with an Arcanum, they will be automatically dismissed at the end
After you willingly dismiss an Arcanum you are merged with, if you are in Crisis, you
of the scene, if you die or fall unconscious, or if you leave the scene.
and every ally present on the scene recover【SL × 5】Hit Points.
You may also willingly dismiss the Arcanum you are currently merged with: this never
BIND AND SUMMON requires an action, but during a conflict it can only be done on your turn, before or
after an action.
You may bind Arcana to your soul and summon them later. When you encounter a new
Arcanum, the Game Master will reveal what you must do in order to bind them.
You may use an action and spend 30 Mind Points to summon the power of one of the PULSE AND DISMISS EFFECTS
Arcana you have previously bound (see next page). In addition to their merge effects, most Arcana also grant the Arcanist a pulse effect
If you take this Skill at character creation, you begin play with one Arcanum bound and a dismiss effect.
to you (you may choose it from the sample Arcana or create it with your group). Any
further Arcana must be obtained through exploration and story progression. w As long as you are merged with a given Arcanum, you may use an action to unleash
that Arcanum's pulse effect. You may only do so during a conflict scene, and only once
PHANTOM STRENGTH (ç6) per turn.
When you deal damage, if you are merged with an Arcanum or the damage is dealt via w When you willingly dismiss an Arcanum, you may use their dismiss effect - if the
a dismiss effect, you may deal【SL + 4】extra damage. If you do, that damage ignores Arcanum is dismissed for any other reason, this effect cannot be used. You are also
Affinities and you cannot use this Skill until after you summon an Arcanum again. free to ignore a dismiss effect if you don't want to use it.

QUICK SUMMONING (ç2) w If a pulse or dismiss effect deals damage, it will deal 5 extra damage if you are level
20 or higher, or 10 extra damage if you are level 40 or higher.
When you summon an Arcanum on your turn during a conflict, choose up to two
options: reduce its MP cost by【SL × 5】; and/or if you are merged with that Arcanum, Some effects follow unique rules, explained within the Arcanum's text.
immediately perform its pulse. If you choose at least one option, you cannot willingly
dismiss that Arcanum until the start of your next turn; if you choose both options, that
Arcanum's dismiss effect will not be available for this summoning. DOMAINS
Each Arcanum is associated with a few key concepts or domains. The Game Master
RITUAL ARCANISM should use these to establish the trials or conditions needed for the Arcanum to lend
You may perform Rituals of the Arcanism discipline, as long as their effects fall within their power, and to adjudicate Rituals performed through the Ritual Arcanism Skill
W the domains of one or more Arcana you have bound (see next pages). once that Arcanum has been bound. W
Arcanism Rituals use【WLP + WLP】for the Magic Check.
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NEW SAMPLE ARCANA
W

ANTIKYTHERA BANSHEE
The enigmatic custodian of time and space. The ominous tyrant lord of winds.
Domains: space, time, void. Domains: birds, storms, winds.
MERGE KALEIDOSCOPE VEIL MERGE IMPENDING CATASTROPHE

After you lose Hit Points due to damage, if that damage has a type and that type is not You have Resistance to air damage, and when you deal air or physical damage, you
physical, you gain Resistance to that damage type and lose any previous Resistance deal extra damage equal to your current Whirlwind Points.
granted by this effect. When this Arcanum is dismissed, you lose all Whirlwind Points.
When this Arcanum is dismissed, you lose any Resistance gained through this effect.
PULSE ZEPHYR BLADES
PULSE BINARY STARS
You deal 10 air damage to each of up to two creatures you can see. Then, you gain
You deal 10 fire damage to a creature you can see; then, you deal 10 ice damage to a 1 Whirlwind Point, or 2 Whirlwind Points if you dealt damage to only one creature.
creature you can see (the same or a different one).
DISMISS HURRICANE SCREECH
DISMISS SPACETIME SUBTRACTION
You deal an amount of air damage equal to【the amount of Whirlwind Points you
Choose one option: every enemy present on the scene suffers slow; or every enemy lost by dismissing this Arcanum, multiplied by 5】to every enemy present on the
present on the scene who is suffering from slow will perform one fewer action during scene. This damage ignores Resistances.
their next turn (to a minimum of 0 actions); or you teleport yourself and up to five
other nearby allies you can see to a location you visited in the past, provided that
location is within 1 travel day of your position. CALADRIUS
Once the second or third option is chosen, this dismiss effect will not be available
The winged master of healing magic.
until the next dawn.
Domains: exorcism, healing, sunlight.
MERGE PROTECTIVE GAZE

ARCANA, OLD AND NEW When you summon this Arcanum, choose a status effect: dazed, enraged, poisoned,
shaken, slow, or weak. As long as you are merged with this Arcanum, you and every
A big part of Arcanist's charm is creating new Arcana for use in your campaign, ally present on the scene are immune to the chosen status effect.
and this rework aims to make any conversions from the old formula as painless
PULSE CLEANSING SUNLIGHT
as possible. Most of the time, it will be enough to reduce any damage or healing
granted by dismiss effect by 10, and to add a pulse effect with power close to Choose one option: you deal 10 light damage to each of up to two creatures you can
those you see in these examples – if the original Arcanum granted the ability to see; or one creature you can see recovers from all status effects.
perform a given action or effect once per turn, make that its pulse.
DISMISS HEALING FEATHERS
Some of the original Arcana also didn't have a dismiss effect, and they must
be reworked to include it so that there is still a downside when using Quick You and every ally present on the scene recover 30 Hit Points. This amount increases
Summoning (for a useful example of this process, see how Arcanum of the to 40 if you are level 20 or higher, or to 50 if you are level 40 or higher.
W Sword was converted into Nimue). W
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DAHAKA LILITH
The slithering prince of desert sands. She who wages war against Celestial Spheres.
Domains: earth, poison, sandstorms. Domains: chaos, rebellion, revelation.
MERGE HARDENED SCALES MERGE WINGS OF EDEN

You have Resistance to earth damage and are immune to poisoned. You have Resistance to dark and light damage.
Your melee attacks can target flying creatures. You may never have more than 10 Gnosis Points, and you lose all Gnosis Points when
this Arcanum is dismissed.
PULSE NUMBING BITE
PULSE CLAWS OF THE FALLEN
You deal 10 poison damage to each of up to two creatures you can see. Then, each
creature who lost Hit Points due to this damage suffers slow. You perform a free attack with a weapon you have equipped; if it is a melee attack,
it can target flying creatures. This attack deals extra damage equal to your current
DISMISS TECTONIC CRUSH
Gnosis Points, and an additional 5 extra damage against creatures who Absorb light
You deal 20 earth damage to every enemy present on the scene who isn't flying, damage or are Immune to it. After this attack is resolved, you gain 1 Gnosis Point for
floating, falling, or otherwise in mid-air. This damage ignores Resistances, and also every creature who lost Hit Points due to its damage.
ignores Immunities and Absorptions of creatures afflicted by slow.
DISMISS PARADISE LOST

Every enemy present on the scene loses an amount of Hit Points equal to【the
KUZUNOHA amount of Gnosis Points you lost by dismissing this Arcanum, multiplied by 5】.
This Hit Point loss increases by 10 against Villains; additionally, it increases by 10 if
The fierce protector of witches and beasts. you are level 20 or higher, or by 20 if you are level 40 or higher.
Domains: animals, lightning, sorcery.
MERGE MANTLE OF THE WHITE FOX

You have Resistance to bolt damage, and all bolt damage dealt by you and by every
ally present on the scene ignores Resistances.
You can communicate with creatures of the beast, monster, and plant Species.
PULSE CRACKLING SIGIL

Choose one option: you perform a free attack with a weapon you have equipped; or
you immediately perform the Spell action for free, casting an offensive (r) spell with
a total Mind Point cost of 20 or lower. If this attack or spell deals damage, you may
change its type to bolt.
DISMISS ROARING THUNDERBOLTS

You deal 20 bolt damage to every enemy present on the scene. This damage ignores
W Resistances; each creature who lost Hit Points due to this damage suffers dazed. W
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W

LORELEI QILIN
The serene and inscrutable fey ruler of the glaciers. The elusive herald of wisdom and good fortune.
Domains: cold, ice, silence. Domains: knowledge, prosperity, temperance.
MERGE SUBZERO SILENCE MERGE ENLIGHTENED SERENITY

You have Resistance to ice damage and are immune to enraged. You treat your Insight as if it were one die size higher (up to a maximum of d12).
When you deal damage, you may change its type to ice. PULSE STEPS OF PROSPERITY

PULSE WINTER MELODY Choose one option: one ally you can see treats their Insight as if it were one die size
You deal 10 ice damage to each of up to two creatures you can see. Then, each creature higher (up to a maximum of d12) until the start of your next turn; or you immediately
who lost Hit Points due to this damage suffers weak. perform the Spell action for free, casting a non-offensive (r) spell with a total Mind
Point cost of 10 or lower without paying its MP cost.
DISMISS GLACIER'S DISDAIN
DISMISS ORACLE
You deal 20 ice damage to every enemy present on the scene. This damage ignores
Resistances; each creature who lost Hit Points due to this damage also loses an equal You ask the Game Master a single question. The Game Master must answer truthfully,
amount of Mind Points. describing the vision shown to you by this Arcanum.
Once used, this dismiss effect will not be available until the next dawn.

NIMUE
The wielder of ninety-nine swords.
SERAPH
The guardian of one hundred gates.
Domains: conquest, heroism, leadership.
Domains: judgment, protection, sacrifice.
MERGE ROYAL ARMAMENTS
MERGE GENTLE BASTION
When you deal damage, you deal 5 extra damage; all damage you deal loses its type
and cannot gain a type (thus being unaffected by damage Affinities). When you summon this Arcanum, choose a damage type: air, bolt, dark, earth, fire, ice,
or poison. As long as you are merged with this Arcanum, your allies present on the
PULSE ARONDIGHT
scene have Resistance to the chosen type (you do not gain this Resistance).
You perform a free attack with a weapon you have equipped. This attack targets Magic
PULSE EXORCISM BOLT
Defense instead of Defense.
Choose one option: you deal 20 light damage to a creature you can see; or one
DISMISS GORDIAN SLICE
creature you can see that is affected by one or more spells with a duration of "Scene"
One creature you can see loses 30 Hit Points, or 40 Hit Points if you are level 30 or is no longer affected by any of those spells instead.
higher. Then, if that creature is not a Villain and their current Hit Points are equal to
DISMISS TWILIGHT OF JUDGMENT
or lower than your Crisis score, you reduce that creature to 0 Hit Points.
You deal 20 light damage to every enemy present on the scene. This damage ignores
W Resistances and Immunities. W
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W HEROIC SKILLS
TUBALCAIN The various Heroic Skills available to Arcanists need minor to no changes.

The blazing guardian of the forge. w Arcane Echoes (Core Rulebook) can be kept identical.
Domains: fire, heat, metal. w Auramancer's Refraction (Playtest Materials) can be kept identical.
MERGE BLESSINGS OF THE ANVIL w Grand Summoning (High Fantasy Atlas) can be kept largely identical, but the
You have Resistance to fire damage, and fire damage you deal ignores Resistances. summoned Arcanum also obtains the pulse benefits in your stead, and can use the
Skill action to perform said pulse. However, Grand Summoning can only be used
When you deal damage, you may change its type to fire.
when an Arcanum is summoned without Quick Summoning.
PULSE FORGE HAMMER
w Revelation (Core Rulebook) changes to the version below:
Choose one weapon you have equipped; you may change that weapon's Category (see
Core Rulebook, page 129) to another Category of your choice until the end of your
next turn. Then, perform a free attack with that weapon: this attack gains multi (2). REVELATION
DISMISS MOLTEN WAVE Requirements: you must have mastered the Arcanist Class.
Choose one option: you deal 20 fire damage to every enemy present on the scene, You make contact with a previously unknown Arcanum, which you design together
and this damage ignores Resistances; or, until the start of your next turn all damage with the rest of your group, and bind that Arcanum to your soul (feel free to make it a
dealt by you and your allies present on the scene becomes fire and its type cannot bit stronger than normal, since it was obtained through a Heroic Skill). For as long as
be changed. you live, no one else in your world will be able to bind that Arcanum.
When you summon an Arcanum, if you are in Crisis and choose both options of the
Quick Summoning Skill, you only suffer the first penalty (the dismiss effect of the
VANAGANDR summoned Arcanum will be available for this summoning).
The dark wolf of the End Times.
Domains: death, despair, hunger.
MERGE SHROUD OF HUNGER

You have Resistance to dark damage, and all damage you deal ignores Resistances.
PULSE DEVOURER OF MEN

You deal 10 dark damage to each of up to two creatures you can see. This effect deals
5 extra damage against humanoids.
DISMISS DEVOURER OF GODS

You deal 30 dark damage to a creature you can see; this damage ignores Resistances
and Immunities. Then, if that creature is in Crisis and lost Hit Points due to this
damage, you recover an amount of Hit Points equal to half the HP loss they suffered.
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CORE BOOK REWORKS
W version 1.2
The following pages contain a list of possible changes I have been considering for AGONY (ç5)
the rules, Classes, and Skills found in the Core Rulebook. Once again, these are
Darkblade Skill, page 185. The amount of HP and MP regain granted to dual or triple
not the official versions of these mechanics; rather, this is a collection of ideas,
weapon users spiraled out of control far too quickly. Limiting it to once per turn makes
experimentations and alternatives resulting from years of feedback (yes, you might
it a lot more reasonable and in line with the original design expectations.
have started playing Fabula only recently, but the core rulebook was written between
2018 and 2020... lessons have been learned in the meantime). The Skill's initial text becomes: "Once per turn (including other creatures' turns), after
you deal damage to one or more creatures, if you have..."
In short, providing feedback on these options and reworks will help me as well as
Need Games evaluate future errata and influence possible upcoming editions of the
game, years from now. SPELLBLADE (ç3)
Elementalist Skill, page 187. A few boosts and more flexibility in terms of weapon
Thank you for your time and interest in Fabula Ultima! Categories, without changing the core (single target magic through weapon stats).
When you cast an offensive (r) spell that targets a single creature and has a total
INITIATIVE Mind Point cost of【SL × 20】or lower, you may choose a non-arcane weapon among
Page 61. Initiative was never truly useful; a leftover from a previous initiative system those you have equipped. If you do, your Magic Check for the spell gains a bonus equal
that failed to evolve into something truly interesting, and a "futile" roll of dice. to【SL】and uses the chosen weapon's Accuracy Check formula (for instance, casting a
spell through a bronze sword when you have Skill Level 2 in Spellblade will cause the
Conflict scenes now follow a simple rule for determining which side goes first: if the Magic Check to be【DEX + MIG】+3 instead of【INS + WLP】). Additionally, if the Magic
conflict features no Villains, the heroes' side wins initiative. If the conflict features Check relies on Dexterity, the spell deals【SL × 2】extra damage.
one or more Villains, the enemy side wins initiative.
This change has consequences throughout the system.
SOARING STRIKE
w Rules and effects that affect initiative no longer exist.
Elementalist Spell, page 188. Swords should have been included.
w Armor no longer gives initiative penalties; this makes the travel garb and combat
tunic identical, so the combat tunic's stats should be changed to +2 Defense and The extra damage granted by the spell now also applies to swords.
no bonus to Magic Defense. Its cost can remain at 150 zenit.
w NPCs no longer have Initiative, so elite and champion foes do not increase it. VORTEX > RIFT AND VORTEX
Elementalist Spell, page 189. Old Vortex was terribly situational.
DARKBLADE FREE BENEFITS
Vortex becomes an air-based equivalent of the Flare/Iceberg/Thunderbolt spells.
Page 185. More access to martial ranged weapons is good, and Shadow Strike never Add Rift, which follows the same rules but deals earth damage.
required melee weapons specifically.
The second free benefit becomes "Gain the ability to equip martial armor, and choose
one: gain the ability to equip martial melee weapons; or gain the ability to equip
martial ranged weapons."

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STOLEN TIME (ç4) OMEGA


Entropist Skill, page 191. The Skill is now cheaper and less action-intensive, and higher Entropist Spell, page 193. This spell wasn't good enough for its cost.
investment is useful but not mandatory. The Skill now revolves around performing an
attack too, in line with the original design intent of being a "time thief" ability. The cost of this spell is now 15 MP.

You may use an action and spend 10 Mind Points to perform a free attack with a
weapon you have equipped. This attack must target a single creature; if the attack is BODYGUARD (ç5)
successful, that creature suffers slow. Then, if that creature was already slow, you may Guardian Skill, page 197. The previous version was terribly passive and routine-
choose up to two options: the attack deals【SL + 1】extra damage; or the target of the inducing, while this new version is powerful, timed, and allows mastery of Guardian for
attack loses【SL × 10】Mind Points; or one creature you can see recovers from slow; those who do not rely on shields or martial armors.
or one ally you can see who is yet to take their turn during this round may take their
turn immediately after yours. Once per conflict, you may use the Protect Skill without waiting for the start of your
next turn. If you do so, recover【SL × 10】Hit Points (before resolving Protect).

ACCELERATION
FORTRESS (ç4)
Entropist Spell, page 192. The original version was too good, good enough to be a
non-choice and put a lot of pressure on anyone who picked this Class. Guardian Skill, page 197. The scaling is now simpler to calculate.
The HP increase becomes【SL × 5】, and this Skill's maximum Skill Level is now 4.
Acceleration 15 One creature Scene
Until this spell ends, the target treats their Dexterity as if it were one die size higher FOCUSED (ç6)
(up to a maximum of d12) and may perform an additional action during their turn. If
they do, this spell ends immediately after that action has been resolved. Loremaster Skill, page 199. The scaling is now simpler to calculate.
The MP increase becomes【SL × 5】, the bonus to【INS + INS】Open Checks remains
equal to【SL】, and this Skill's maximum Skill Level is now 6.
DARK WEAPON
Entropist Spell, page 192. This shouldn't have the same cost as Elemental Weapon.
CONDEMN (ç5)
The cost of this spell is now 5 MP.
Orator Skill, page 201. Minor tweak to avoid confusion.
The Skill now says "During a conflict, you may use an action..." at the start, and its
DRAIN SPIRIT maximum Skill Level is now 5.
Entropist Spell, page 192. The spell was not impactful enough.
The amount of Mind Points lost by the target is now【HR + 20】, not【HR + 15】. ENCOURAGE (ç5)
Orator Skill, page 201. Minor boost to make the healing effect a bit more juicy.
The healing granted by the Skill is now【5 + (SL × 5)】, and its maximum Skill Level
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CHEAP SHOT (ç5) HEALING POWER (ç2)


Rogue Skill, page 203. Support for characters who do not two-weapon fight. Spiritist Skill, page 207. The recovery was too weak in early game.
When you hit a creature with an attack, if the attack only targeted that creature and The recovery granted by the Skill becomes equal to【3 + (SL, multiplied by the
they are suffering from one or more status effects, you may have it deal extra damage number of Bonds you have)】.
equal to【SL + (the number of status effects on that creature, multiplied by two if
your attack's High Roll is not equal to 0)】.
AURA AND BARRIER
Spiritist Spells, page 208. The old values did not scale well with enemy bonuses.
SOUL STEAL (ç5)
Rogue Skill, page 203. Minor tweak to avoid confusion. Both spells have the following text added: "This score increases to 14 if you are level
20 or higher, or to 16 if you are level 40 or higher."
The Skill now says "During a conflict, you may use an action..." at the start.
SOUL SHROUD
CROSSFIRE New Spiritist spell, page 209.
Sharpshooter Skill, page 207. The MP cost was too manageable and spammable.
Soul Shroud 5×T Up to three creatures Scene
The MP cost for this Skill is now【5 + the Result of their Accuracy Check】.
Choose a damage type: dark, light, or poison. Until this spell ends, each target gains
Resistance to the chosen damage type.
HAWKEYE (ç3)
Sharpshooter Skill, page 207. The extra damage from the first option was too low SOUL WEAPON
compared to the action cost, and just like with Breach, I tried to provide an option for Spiritist Spell, page 209. This shouldn't have the same cost as Elemental Weapon.
increased damage at the cost of not interacting with elemental Vulnerabilities. Please
note that the maximum Skill Level is now 3. The cost of this spell is now 5 MP.

When you perform the Guard action and choose not to cover another creature, you may
spend 5 Mind Points to choose one option: the next ranged attack you perform during EFFECTS (ALCHEMY)
this scene deals【5 + (SL × 5)】extra damage, and all its damage ignores Resistances Tinkerer gadgets, page 213. The always-available effects were a bit too weak to
and Vulnerabilities (this effect is cumulative with itself); or you immediately perform a justify the cost in Inventory Points.
free attack with a bow or firearm weapon you have equipped, treating your High Roll
as being equal to 0 when determining damage. The first effect should say "As effect 3, but with poison damage."; the second effect
If you are playing with the Techno Fantasy Heroic Skill Decoy Bait, its free attack now should say "... recovers 30 Hit Points and 30 Mind Points."
triggers if the d10 shows a number equal to or lower than 5 + your Skill Level in
Hawkeye, instead of 3 + your Skill Level in Hawkeye.

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MAGITECH OVERRIDE > MINOR MAGISPHERES BREACH (ç4)


Tinkerer gadgets, page 215. Magitech Override was usually useless, except for the Weaponmaster Skill, page 219. This change is tied to the choice of removing NPCs'
times where it turned a hard battle into an easy one. It was a mistake. ability to equip items (see next pages), and also the general wish for "non-elemental"
fighter builds to be a thing. MP intensive, but packs a punch.
Choose two spells from the following lists: Elementalist, Entropist, and Spiritist.
The spells you choose can come from the same list or different lists; you develop a You may use an action and spend 10 Mind Points to perform a free attack with a
magisphere prototype for each spell chosen this way (this does not count as having melee weapon you have equipped; this attack must target only one creature. If the
learned the spells for the sake of Skills and other effects). attack is successful, choose one option: the attack deals【SL × 5】extra damage, and
You may perform the Inventory action and spend 2 Inventory Points to create a all damage dealt by it ignores Resistances and Vulnerabilities; or the attack deals no
magisphere and immediately perform the Spell action for free, casting one of damage and, until the start of your next turn, whenever an ally deals damage to the
the spells you have developed a prototype for. The spell follows the normal rules target, that ally deals【2 + (SL × 2)】extra damage to them.
(including MP costs and Magic Checks). If you are playing with the High Fantasy Heroic Skill Pulverizing Strike, its effect
changes to "When you use the Breach Skill, if you attack with a melee weapon
belonging to the heavy Category, you may treat your Skill Level in the Breach Skill as
MAGICANNON
being 2 points higher (to a maximum of 6)."
Tinkerer gadgets, page 215. A small, but much needed touch-up.
You may perform the Inventory action and spend 2 Inventory Points to create a ADVERSITY
firearm weapon known as a magicannon (see below) and destroy any magicannon you
previously created. If you do so and your hand slots are empty, you may immediately
Page 234. This Heroic Skill was too strong.
equip the magicannon and perform a free attack with it. Every time you create a As long as you are suffering from one or more status effects, you gain a +1 bonus on
magicannon, choose whether it is a melee or ranged weapon, and also what damage all Checks you perform for every status effect you are suffering from (up to a maximum
type it deals (air, bolt, earth, fire, ice, or physical). of +3), and you also deal 2 extra damage for every status effect you are suffering from
(be it with attacks, spells, Arcana, items, or any other method; up to a maximum of 6
WEAPON ACCURACY DAMAGE extra damage).
Magicannon 【DEX + INS】+1 【HR + 12】
Two-handed w Melee or Ranged w Cannot have Qualities. AMBIDEXTROUS
Page 234. This Heroic Skill was in serious need of some love.
MAGISPHERES > SUPERIOR MAGISPHERES You may apply the benefits of two-weapon fighting (page 69) to weapons belonging
Tinkerer gadgets, page 215. The old progression was both forced and excessive. to different Categories, even if one is a melee weapon and the other is a ranged
weapon (such as a dagger and a firearm, for instance).
Choose three new spells from the lists provided by the minor magispheres benefit
and develop a magisphere prototype for each of them. The spells you choose can As long as you have exactly two weapons equipped and they share no Categories
come from the same list or from different lists (this does not count as having learned with each other, you gain a +2 bonus to Defense and the second attack you perform
the spells for the sake of Skills and other effects). during each of your turns deals 5 extra damage.

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COMET TEMPEST STRIKE


Heroic Skill, page 235. In general, I am moving towards global effects that do not allow Heroic Skill, pag. 240. An increase in damage was very much needed.
the user to not damage/cause effects on selected targets. Less control, so that some
foes may effectively react to these strategies. When you perform a melee attack with the multi property, if the attack targets only
one creature, it deals 10 extra damage if it has multi (2), or 15 extra damage if it has
The spell's text becomes: multi (3 or higher); if instead the attack targets two or more creatures, it deals 5 extra
damage to each of them.
Comet 50 Special Istantaneous
Choose one option: you deal 60 damage to one enemy you can see; or you deal 40 UPGRADE
damage to every enemy you can see. This damage increases by 5 if you are level 20 or
Heroic Skill, page 241. The restrictions and costs on this Skill were unjustified.
higher, or by 10 if you are level 40 or higher.
Damage dealt by this spell has no type (thus ignoring damage Affinities). When you rest, you may choose any number of armors, shields, and/or weapons among
those owned by your group. For each item chosen this way, you may either add a
Quality to it (if it doesn't have one) or replace its current Quality with a different one.
STATUS IMMUNITY > FAST LEARNER These Qualities must come from the list of default Qualities available for items of
Heroic Skill, page 240. The original Status Immunity was boring and underwhelming, that type, and must have an associated cost modifier of +1000 zenit or lower. At the
and Wayfarer deserves better. The new Heroic Skill is Fast Learner, an homage to the end of the rest, you must pay an amount of zenit equal to the total sum of those cost
classic "Mime" ability. modifiers, reduced by【your Skill Level in Visionary, multiplied by 100】. If you do, the
items will be modified according to your choices.
Once per conflict scene when another Player Character you can see performs the Skill The default list of weapon abilities can be found on page 269, while the default list of
or Spell action to cast a spell or activate a Skill or Heroic Skill, if you have not learned armor and shield abilities can be found on page 280.
or acquired that spell or Skill, you can temporarily learn or acquire that spell or Skill
until the end of the scene.
If you acquire a Skill this way, you are treated as having 1 Skill Level in it, and you VOLCANO > ULTIMAGIC
do not gain any of the additional benefits you would normally acquire when gaining Heroic Skill, page 241. Many Players felt the mandatory fire element constraining.
that Skill through character progression: for instance, you would not create a new
companion by temporarily acquiring the Faithful Companion Skill (see page 217), nor The Volcano Heroic Skill is now named Ultimagic, and allows the choice of a damage
would you learn any volumes, keys, or tones by temporarily acquiring the Magichant type among air, bolt, earth, fire, and ice when acquired. The obtained spell, named
Skill (see High Fantasy Atlas, page 137). Ultimagic as well, will deal damage of the chosen type (rather than always fire).
The spell's text becomes:

Ultimagic 40 Special Istantaneous


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


Designing rare weapons, page 268. The inability for weapons that start with a +1 to NPC Spells, page 310. The effect has been uniformed to Comet and Ultimagic.
improve the inherent bonus to Accuracy devalues them compared to the rest.
The spell's text now says: "You deal 30..." instead of "Choose any number of creatures
The third bullet point in step 3 should say: "You may add a +1 bonus to the weapon's you can see: each of them suffers 30..."
Accuracy Check, or improve its existing bonus by 1 point. If you do, increase its cost by
100 zenit; this cannot bring the weapon's bonus above +2."
QUICKEN
NPC Spells, page 310. This spell was too pricey.
RARE WEAPON ADDITIONAL DAMAGE
Designing rare weapons, page 268. The 4 damage increase for 200 zenit was too The cost of this spell is now 10 MP.
abrupt and, while simple, it became accessible way too early.
The fourth bullet point in step 3 is removed. STUDYING A NON-PLAYER CHARACTER
Add a step 5, which says: "Finally, the weapon's damage modifier is increased by an Page 319. These changes allow more groups to examine foes with ease without
amount equal to【the weapon's value in zenit, divided by 500】(for instance, a rare investing heavily into Insight or Loremaster, and it also make it so the tiers are the
weapon worth 2000 zenit and based on a steel dagger deals【HR + 10】damage)." same as standard Open Checks.
Additionally, the rule that automatically made any weapon with a damage modifier of Instead of being revealed at 10+, 13+ and 16+, the various degrees of NPC data are
+10 or higher into a martial weapon is removed. revealed at 7+, 10+, and 13+.
To convert the profiles of existing rare weapons, simply reduce the cost of any weapon
whose damage is higher than their base version by 200, then reduce their damage
formula by 4, and finally increase their damage formula by cost/500.

DESIGNING NPCs
Pages 303 and after. These changes are the result of years of people giving NPCs
extremely overpowered equipment, or designing them mostly with PC Skills that
are not really designed to work on NPCs; additionally, this makes it so a foe cannot
be easily disarmed without some sort of Clock. Obviously, this change must be
accompanied by the rework of the Breach Skill (see previous pages).
w The Use Equipment Skill no longer exists. Humanoids have 4 free initial Skills, just
like Monsters. They may wield equipment, from a narrative standpoint, but
mechanically these are just normal basic attacks, spells, or unique actions.
w NPCs can no longer choose Class Skills, only NPC Skills. Effects such as the Protect
Skill (see Grey Howler, page 325), can be recreated via the "Reaction" NPC Skill,
for instance.
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d BATTLE SUPERIORITY
This optional rule was already not performing well within the core rules, but the
increased availability of damage change options in the Atlases has made it work fully
in favor of the Player Characters. It has been deeply reworked.
This optional rule adds another layer of strategy to battles and rewards the clever use
of elemental attacks and Affinities, but also punishes groups who are too impulsive
with their damage and underestimate enemy Affinities.
If you use this rule, Player Characters (and only Player Characters) gain access to a
special resource called Superiority Points, which allows them to enter a special state
known as boost.

w When a Player Character deals damage to one or more enemies, if one or more of
those enemies are Vulnerable to the damage dealt and none of them are Immune or
Absorb it, the group gains 1 Superiority Point. A Player Character can only generate
Superiority Points during their turn, and only once per turn.
w When a Player Character deals damage to one or more enemies, if at least one of
those enemies is Immune to or Absorbs that damage, the group loses all Superiority
Points and any boosted characters lose their boost. Additionally, any creature on the
PCs' side who is yet to take a turn during the current round loses the ability to do so;
if this happens, any turn-based effects will not end, begin or recharge.

At the end of each round, all boosted Player Characters lose their boost; then, if
the group has a number of Superiority Points equal to or higher than the number
of Player Characters currently in the conflict (ignoring PCs who left the scene,
surrendered, or sacrificed themselves), they lose all Superiority Points and each of
those Player Characters becomes boosted.

w On their turn, a boosted character can perform an additional action; if they do so,
they lose their boost.
w Boosted characters lose their boost at the end of the scene.

To make this optional rule shine, the Game Master should combine enemies with
diametrically opposite Affinities, employ a lot of adversaries with Immunities and
Absorptions, and also grant each boss they design the ability to alter their Affinities
at least once over the course of the conflict.
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