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Fabula Ultima Playtest Materials (ENG) (January 12th, 2023) (Page Spread)
Fabula Ultima Playtest Materials (ENG) (January 12th, 2023) (Page Spread)
z
O This document contains
playtest materials.
w Mutant: Akromorphosis no longer requires Hit Points, but does not combine with Triple Slash when in Previously Updated: November 14th, 2022
dagger/sword mode. It has better scaling. IMPORTANT! High Fantasy Content has left the playtest. Thank you all for your help and
feedback provided during development!
w Pilot: Added the flexible plating option, which does not count as martial armor. Expanded Plating
now only applies to martial armor modules. Improved the Shield Module. Mounted Warrior is SL+1 w Gourmet: Limited damage-dealing effects (number 5) to 1 per delicacy
and max SL 4.
w Invoker: the term "source" has been changed to "wellspring" to avoid confusion with the game term
w Heroic Skills: Inner Wellspring and Strength of Five Wellsprings have been modified, making them "source" (e.g. source of damage, source of healing). Ripples requires less level investment and the
a bit more flexible. Added Hit the Nerve. Quick Scan has become Full Scan. Arcane Soldier no longer wording has been cleaned; Source Expansion has been modified; Invocations are no longer limited
requires spells with target "one creature". Power Nap is accessible to Merchant, but its recovery has been to 1/turn.
reduced. Royalties replaced by Just a Humble Merchant!.
w Psychic: The Class was renamed Esper and has received a major overhaul; however, its previous abilities
w Additional Notes: Changed the group transport's Substitution to distribute HP and MP gains and losses are still accessible (in addition to others); no build should be significantly altered. Heroic Skills, on the
among all PCs in the crew. other hand, have been more heavily impacted.
w Heroic Skills: Dreamstrike was renamed Dreamslice and requires swords, but is available to Espers.
Psychokinesis was replaced with Brainwave Discharge. Sixth Sense has been removed.
Previously Updated: December 16th, 2022
w Custom Weapons: The section containing the base rules for custom weapons was brought back, to allow Previously Updated: October 18th, 2022
use and playtest of some Quirks and optional rules that require the use of a custom weapon.
w Technospheres: Changed oplosphere to hoplosphere.
w Esper: Psychic Warrior has become Psychokinesis. The Brainwave Clock can no longer be emptied
w Invoker: Ripples offers MP recovery. Invocations have better damage/MP drain.
without the Brainwave Discharge Skill or the Guard action. Cognitive Amplifier applies to psychic gifts.
The list of gifts has been modified, with some gifts being bundled into one and others being added. w Psychic: Cognitive Spike becomes Cognitive Flux. Psychic Warrior no longer restores MP. Ephemeral
Bond no longer requires you to be the one who causes the MP loss/recovery.
w Invoker: Ripples' damage scales at SL x2 and its wording has been further clarified.
w Heroic Skills: Silent Hunter also applies to thrown weapons. Wise Counsel now explicitly mentions it
w Mutant: Akromorphosis is max SL5 and scales at SL+5. Theriomorphosis is no longer limited to once
requires the target to be able to hear and understand you. Chef's Kiss has become Careful Dosage, is
per scene, costs 1/3 of your current HP, and the transformation rules have been modified. Genoclepsis
available to Loremasters, and also applies to spells. Bullet Time has been improved. Decoy Bait has far
has been modified as well. Added the Neurophagoida Therioform.
less HP than before.
w Vehicle Rules: Pointed out that the group's transport cannot have the Use Equipment Skill.
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.
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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SENSITIVE TOPICS w Your attacks with unarmed strikes deal 6 extra damage. This amount increases to
10 extra damage if you are level 30 or higher.
Many Quirks bring complex themes to your table: for instance, The Long Dream
presents a dynamic that can be dangerously close to that of a terminal illness;
Robot, Outcast Fairy, The Beast Who Spoke and Underchild will likely lead to
the character being seen as an anomaly or even as a threat; Stubborn Scion
can involve generational conflict and toxic family pressure; Cursed or Survivor
imply seriously traumatic experiences. When you choose and customize your
Quirks, commit to respecting the personal boundaries of those who play with
you. Use lines and veils (page 140 of the Core Rulebook) and be ready to pause
the game if a scene is making someone uncomfortable. Be kind to each other,
W and be kind to yourselves. W
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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).
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WTECHNO FANTASY QUIRKS
Quirks are an advanced optional rule that provides strong thematic and mechanical d AGITATOR
options for Player Characters. The Quirks presented in these pages were written with a You have been riling up people to fight against oppressors for years, perhaps for
Techno Fantasy assumption, but may be used in any campaign; you may also use them justice, perhaps for vengeance. Who is your current main target? Who or what did you
as reference to create your own Quirks - but you should only use those if the rest of lose because of your insubordination? Who or what is hunting you down?
your group agrees to it.
When you rest inside or near a settlement, you may choose one option: you learn what
w A Player Character may only ever have one Quirk. the locals are mainly angry about or afraid of; or you create a contact that lives and
operates in this area, give them a name and specialty, and the Game Master tells you
w If you use Quirks in your game, it is strongly suggested that each Player Character
what they request as payment, or why they are in trouble and need help.
begins play with one; additionally, no two characters in the same group should have
identical Quirks. Examples: Miqe the Witch, an expert ritualist willing to help in exchange for rare
w On average, a group of Player Characters with access to Quirks will be able to tackle materials; Two-fingers, a weapon dealer currently held prisoner by the Planetary
more challenging situations than what would be normal for their level. Security Corps.
w If it makes sense in the story, a character may lose their current Quirk and gain a
different one - discuss this with the group. d COGNITIVE SPECTER
You are a presence born within the depths of the Soul Network, straddling the line
between demons and humans. Do you remember your earliest moments? What belief,
USING QUIRKS IN YOUR GAME memory or emotion do you embody? How did that shape your appearance?
Quirks should be seen as a mechanical and narrative reinforcement of your characters'
Choose two damage types among air, bolt, dark, earth, fire, ice, and light. You gain
unique nature. Keep the following in mind:
Resistance to the chosen damage types. However, you also gain Vulnerability to a third
damage type chosen from the list above.
w Quirks shape the game. Even the less impactful Quirk is a powerful statement about
your character and their role in the story. If you pick Fugitive Experiment, you are a You gain the ability to perform Rituals of the Ritualism discipline, and you may use
lifeform no one has ever seen before; if you pick Cognitive Specter, the Soul Network these Rituals to transport creatures in and out of the Soul Network, as well as to gain
and the creauters inhabiting it will become an important part of the game. Quirks information and track entities while inside the Soul Network.
will take the already heroic Player Characters and kick them up a notch, which can be
prove a bit overwhelming. Think carefully before you use them!
w Freedom of choice. You don't need a Quirk for your character concept to be valid. If
your Identity is that of a "World-famous Inventor", you shouldn't feel forced to pick
Inventor Prodigy 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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Examples: the Galaxy Crossroad Corporation (led by Aaron Felgrance; they seize
d NEO-HUMAN natural resources from planets, diminish worker rights and colonize outer space);
You represent the next evolutionary stage of humanity (or at least one possibility). the Deluvian Security Forces (led by Natalia Caiden; they use excessive force, traffic
What gives away your nature? Do you conceal it? Do you have a mentor or someone prototype magitech armaments and spread disinformation).
you deeply respect? Which entity or organization is keeping a close eye on you?
You did manage to steal something from the organization: you obtain a single rare
When you acquire this Quirk, choose one Attribute among Dexterity, Insight, Might, item worth 1000 zenit or less. You may choose this item from the available lists or
and Willpower. design it together with the rest of your group.
When you join a conflict, you may increase the chosen Attribute by one die size until At the end of each session (approximately four hours of play), if you hindered one or
the end of the scene; this increase may bring that Attribute to a current die size of d20, more of the organization's strategies, or if you repaired some of the harm they have
instead of the normal upper limit of d12. done, gain 1 Subversion.
At the end of your turn during a conflict, if at least one of your Attributes has a current
die size of d20, you lose an amount of Hit Points and Mind Points equal to half your If you're ever unsure whether this happened during a given session, it is you who
level (minimum 5). always have final say. Be as honest and sincere as you can.
When you need to spend Fabula Points, you may instead spend 1 Subversion
d PLANET ORACLE (regardless of the amount of Fabula Points required).
The stream of souls itself speaks through your mouth, its suffering carved in centuries- Once the Villain leading the organization is defeated and surrenders, you lose this
old scars caused by pollution and ruthless experimentation. How does that pain Quirk, permanently increase your maximum Hit Points and Mind Points by 10, and
manifest before your eyes? Does this fill you with despair, or does it fuel your anger? change your Theme to one of the following: Belonging, Duty, or Justice.
How was this connection formed?
Choose a damage type: dark or light. You gain Resistance to the chosen damage type;
additionally, whenever you deal damage, you may change its type so that it matches
your chosen damage type. However, you also become Vulnerable to the damage type
you did not choose.
You also gain the ability to perform Rituals of the Spiritism discipline.
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d SURVIVOR Many Quirks bring complex themes to your table: for instance, Repentant
Enforcer and Survivor revolve around topics of exploitation and oppression;
You are among the few who survived a catastrophic event, military attack or corporate Fugitive Experiment, Robot and The Beast Who Spoke lead to characters that
raid. Who was responsible for that event? Were you able to keep in touch with any are viewed as threats or anomalies; and even the much simpler Hundred Faces
other survivors? Do you believe it possible to rebuild? implies the character will likely face mistrust and suspicion. When you choose
Permanently increase your maximum Hit Points and maximum Mind Points by 5. 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)
Choose one option: gain the ability to equip martial melee and ranged weapons,
and be ready to pause the game if a scene is making someone uncomfortable.
martial armor, and martial shields; or learn any one spell from the Elementalist or
W Spiritist lists; or permanently increase your maximum Inventory Points by 2.
Be kind to each other, and be kind to yourselves. W
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The second and third option are cumulative with themselves; for instance, using As long as you have this Quirk, only your sheath may equip your weapon core.
the second option thrice and choosing Chimerism each time will make it so that
Chimerism Rituals cost 1/8th of the normal MP. Your current Hit Points may never go below 1; any excess loss of Hit Points is instead
suffered by your sheath (this happens regardless of distance).
After the relic manifests a power while in the hands of a Player Character, it gathers When your sheath Surrenders, you immediately vanish and retreat within the weapon
1d6 Anomaly. If the relic's Anomaly ever reaches 10 or higher, it immediately resets core (regardless of distance), becoming dormant; the Game Master may impose the
to 0 and you roll a d6: consequences of the Surrender on you or on your sheath (GM's choice). You reform
near the weapon core as soon as the sheath regains consciousness.
w 1-4: the relic becomes completely inert until a specific condition is fulfilled; the
Game Master will tell you what it is. When your sheath Sacrifices themselves, choose one option:
w 5-6: the relic unleashes a terrible and unprecedented force, causing death and w Awakening (only if the total strength of your Bonds is 8 or higher): you lose this
destruction, a serious alteration of time and space, or even the advent of a new Quirk and the weapon core appears in your hands; you immediately perform the
threat for the world (Game Master's choice). Equipment action for free and equip it.
w Legacy (only if another willing PC you can see is present on the scene): that PC
When a Villain uses the relic's power, it never generates Anomaly. Strange... becomes your new sheath and your weapon core appears inside their backpack.
w Shatter: you Sacrifice yourself in place of the sheath, who immediately recovers HP
If you die and the relic is not destroyed as part of your Sacrifice, the relic remains a
equal to their Crisis score and no longer needs to Surrender or Sacrifice themselves.
part of the campaign with all the above rules intact, but can now be lost or stolen like
W any other object (it can still only be destroyed through a Sacrifice). When you gain a level, if your Bonds have a total strength of 10 or higher, you may W
trigger an awakening as described above (no Sacrifice needed).
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WCUSTOM WEAPONS
A majority of JRPG protagonists wield unique weapons that reflect their style and CUSTOMIZATIONS
are an expression of their personality - from battle umbrellas to gun axes, nothing
Accurate
should be considered too impractical!
The following rules allow you to create a custom weapon for your hero during 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).
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COMPATIBILITY
Custom weapons allow you to create the most bizarre armaments you can imagine:
Oh, these?
and at the same time, I did my best to keep them somewhat balanced. For instance,
you might argue that a quick and accurate custom weapon is always better than a pair How I got them
of steel daggers, but you lose the flexibility of combining that dagger with a different is a mighty fine tale!
weapon - there's pros and cons to each choice.
TRANSFORMING WEAPONS
The transforming customization is by far the most complex option provided by custom d CHAIN DAGGERS
weapons. One important note, however: if one form of your weapon is a melee weapon This is the iconic weapon wielded by Eryon, the Dancer. It is a transforming weapon,
and the other is a ranged weapon, or if they belong to different Categories, you only and both forms are martial weapons: thus, a character must be able to equip both
gain the benefits of one form at the same time. martial melee weapons and martial ranged weapons to use this item.
For instance, if you use a weapon with a melee form and a ranged form, you won't be DANCING KNIVES
able to add both Powerful Shot and Powerful Strike to damage, or to Counterattack
while simultaneously having Crossfire available. The weapon's basic form, worth 400 zenit.
A character wielding a transforming weapon is always free to decide which form they Form I E Accuracy:【DEX + MIG】 Damage:【HR + 5】physical
start with at the beginning of a conflict. Two-handed w Melee w No Special Ability; this form belongs to the dagger Category
and has the quick and transforming customizations.
SAMPLE HIGH FANTASY CUSTOM WEAPONS Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 10】physical
The following pages showcase a few examples of High Fantasy-style custom weapons, Two-handed w Ranged w No Special Ability; this form belongs to the flail Category
accompanied by possible rare evolutions. and has the accurate, powerful and transforming customizations.
w You may never wield a custom weapon in a single hand, not even decreasing its
damage by 4 as indicated on page 268 of the Core Rulebook. BLAZING CHAINS
A possible rare evolution, worth 1200 zenit.
w When it comes to transforming weapons, any modification (extra damage, Special
Abilities, Accuracy bonuses...) is automatically applied to both forms. Form I E Accuracy:【DEX + MIG】 Damage:【HR + 9】fire
Sometimes, a Player Character's custom weapon will also be something they hold dear Two-handed w Melee w Deals 5 extra damage to demons and undead; this form
(especially if it was obtained through the Heirloom Quirk, found on page XXX). In that belongs to the dagger Category and has the quick and transforming customizations.
case, it can be a good idea to describe later rare variants as "upgrades" of the initial
weapon, instead of completely different items (for instance, they might be described Form II E Accuracy:【DEX + MIG】+2 Damage:【HR + 14】fire
as gems slotted inside a sword, or unique cartridges for a firearm). However, the rules Two-handed w Ranged w Deals 5 extra damage to demons and undead; this form
and mechanics that govern items and equipment should not be altered. belongs to the flail Category and has the accurate, powerful and transforming
W customizations.
W
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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 by spending an
It should be noted that each character may choose how to employ the resting scene, amount of zenit equal to half its cost; or you create a single base weapon, armor, or
independently from everyone else. shield of your choice (pages 130-133 of the Core Rulebook) by spending an amount
of zenit equal to one third of its cost. If you have appropriate materials with sufficient
Example: Brandon, Martha, and Ylua pause to rest in the city, spending 20 zenit each. value, you may expend them instead of paying the zenit costs.
They decide to play a resting scene inside the tavern; Brandon sleeps soundly to gain
an additional action in the future, while Martha prepares a double portion for Ylua, Cartography Yourself
who is often the target of the party's healing spells. Seeing Martha's kindness, Ylua Once before the next rest, after your group makes a travel roll, you may reroll the die
decides to use this scene to gather a few useful ingredients for the cook... hoping not and keep the new result.
to get into any trouble!
Combat Lesson One ally
Whether they perform a Camp Activity or not, characters may still use the resting scene
to adjust their Bonds (see page 91 of the Core Rulebook). Once before the next rest, after making an Accuracy Check or a Magic Check for an
offensive spell (r), the target may add a bonus of +4 to the Result of the Check.
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In rules terms, Technospheres take many of the features that make up characters and
equipment and turn them into modular options: Classes, Skills, Qualities and more can EQUIPMENT CHANGES
be swapped freely. While this rule fits Techno Fantasy campaigns especially well, it
If you use Technospheres, equipment follows a set of special rules:
can be used within any game.
w The only available equipments in the game are: custom weapons (page XXX), armors,
In general, this rule does not make characters stronger than normal; one could say it
and accessories, plus weapon and armor modules for the Pilot Class (page XXX).
makes them strong in different ways.
w Custom weapons and armors cannot have Qualities outside those detailed in the
chart below, which offer slots in which Technospheres can be placed.
TYPES OF TECHNOSPHERES On the contrary, accessories and rare modules for Pilots (page XXX) follow the
Technospheres are broadly divided in two groups: Mnemospheres and Hoplospheres. normal rules for rare items and cannot have the Qualities described below.
w Mnemospheres (from Greek mnéme, "memory") are generated by the accumulation of w For the sake of simplicity, NPCs cannot use Mnemospheres.
thoughts, emotions and knowledge present within the stream of souls, and respond w Mnemospheres and the items that contain them cannot be destroyed, lost or stolen
to the stimulus of new events and experiences. without the owner's permission. This protection extends to any Hoplospheres placed
In gameplay terms, each Mnemosphere is associated with a Class and grants its user within an item containing a Mnemosphere; otherwise, those Hoplospheres will
access to some of the corresponding Skills. suffer the same fate as the item itself.
w Hoplospheres (from Greek óplon, "tool, weapon") are quite literally "clots" of soul
energy tied to a specific element (such as fire or earth) or concept (such as healing or QUALITY COST EFFECT
the casting of spells).
Offers 1 Technosphere slot (can fit a Mnemosphere or
In gameplay terms, Hoplospheres reinforce the items in which they are placed or the α slot -
Hoplosphere). This Quality is automatically present on all
abilities of those who equip them; similar Hoplospheres may also coagulate into
weapons and armors with no other Qualities.
more powerful effects.
β slot +600 z Offers 2 Technosphere slots (max 1 Mnemosphere).
The following pages include all the rules needed to apply the Technosphere system to
your campaign; they are quite a few, so it's important for the whole group to try and γ slot +1200 z Offers 3 Technosphere slots (max 2 Mnemospheres).
memorize them to the best of their ability. Offers 4 Technosphere slots (max 3 Mnemospheres).
W δ slot +1800 z W
This Quality is only available on weapons.
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Example: a Player Character might reach level 20 even though both their Innate
Classes are still only level 5, but having invested 10 levels in a variety of different
Mnemospheres; that character still increases an Attribute by one die size and is
treated as a level 20 character for the sake of calculating maximum HP and MP, as
W well as any effect based on the character's level. W
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w For the sake of simplicity and balance, there are no Mnemospheres for the following w Hoplospheres replace the normal Quality system of rare items, and allow Player
Classes: Arcanist, Mutant, Pilot, Tinkerer and Wayfarer. Characters to frequently reconfigure their equipment.
w When a character invests a level in a Mnemosphere (page XXX), that Mnemosphere w When placed within a piece of equipment, a Hoplosfere will infuse it with its power in
develops a new Skill of the corresponding Class or increases the Skill Level of a a way that is unique to that specific type of Hoplosphere.
preexisting Skill, just like what would happen with normal Class advancement. Several sample Hoplospheres can be found starting on the next page.
w A Mnemosphere may contain 5 levels at most; once it reaches level 5, that w Many Hoplospheres feature coagulation (Coag.) effects, which are added to the
Mnemosphere is mastered and develops a Heroic Skill of the corresponding Class, or Hoplosphere's normal effect if other Hoplospheres of the same type are placed within
a generic Heroic Skill (the Players decide). the same item.
Mnemospheres cannot develop Heroic Skills that require you to have reached a
specific level or that require mastery of two or more Classes. Example: if you place two Arctic Hoplospheres within the same weapon, each will
change the weapon's damage type to ice and will grant Resistance and Immunity to
w As long as a Player Character has an armor or weapon containing Mnemospheres ice (thus resulting in Immunity). If you place three Gladiator Hoplospheres inside it,
equipped, they gain access to all Skills (normal and Heroic) inside them. however, the weapon will deal 6 extra damage to humanoids (2 from each sphere) and
As soon as the character no longer has a Mnemosphere equipped, they lose all of also increase your Defense score by 3.
its benefits and abilities (including, for instance, spells learned through a Chimerist
Mnemosphere; those spells are part of the Mnemosphere, not of the character). Similarly to Mnemospheres, Hoplospheres work better if handled through a digital
support or with memo cards that let Players swap them easily (see page XXX).
w However, Mnemospheres do not grant access to the free benefits of their Classes,
nor do they allow characters to start Projects or perform Rituals (Skills tied to these
aspect, if present, cannot be invested in). Characters who wish to obtain these abilities TECHNOSPHERES AS REWARDS
must do so through Innate Classes.
This optional rule works best when the group has a good quantity and variety of
Example: let's say a newly created level 5 character equips a level 5 Guardian Technospheres available: that's why the basic premise is that these crystal will
Mnemosphere (Defensive Mastery 3; Fortress 2; Bastion) and a level 3 Elementalist spontaneously appear in the game world. This makes sure that "it always makes
Mnemosphere (Elemental Magic 2: Flare, Ignis; Magical Artillery); that character sense" to stumble upon one of them during a session (such as a Fury Mnemosphere
would have access to Skills on par with a level 13 PC, including a Heroic Skill. generated by the wrath of a rampaging monster, for instance).
However, those Mnemospheres will not grant the character any of those Classes' free
A particularly interesting option is to have each Technosphere offer a brief vision of
benefits (additional HP, MP, use of martial armors and shields, and ability to perform
what generated it upon touch: a sound, a memory, an emotion, or some kind of clue.
Ritualism Rituals). That said, the additional HP granted by Fortress would still apply!
Each Technosphere is worth approximately 500 zenit, and each already-present level
It can be a good idea to use Mnemosphere sheets in order to keep track of each
inside a Mnemosphere increases its value by 300 zenit for the sake of determining
Mnemosphere's advancement and let the group swap them easily between different
rewards or selling the item.
W characters (see page XXX).
Finally, the following pages offer a list of ready-to-use Hoplospheres. W
54 55
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w The same weapon cannot contain different Hoplospheres among those tied to a You gain Resistance to air damage. If this item is a weapon, all
damage type (for instance, a weapon may contain three Toxic Hoplospheres, but not damage it deals becomes air.
a Toxic Hoplosphere and a Voltaic Hoplosphere). 21 Cyclonic u Coag. 2: You gain Immunity to air damage.
This limitation does not apply to armor. u Coag. 3: Any air damage you deal ignores Resistances. When
you deal damage, you may change its type to ice.
Obviously these are only a few examples of Hoplospheres; the Game Master is free to
create more using these as reference, and Players may propose them through a survey You gain Resistance to dark damage. If this item is a weapon, all
or wishlist (page 123 of the Core Book). damage it deals becomes dark.
22 Dark u Coag. 2: You gain Immunity to dark damage.
u Coag. 3: Any dark damage you deal ignores Resistances. When
OPLOSPHERES you deal damage, you may change its type to dark.
Roll Hoplosphere Effect (while the item is equipped)
Accuracy Checks with this weapon gain a +1 bonus.
11 Sharpening*
u Coag. 2: This weapon deals 2 extra damage.
You treat your Dexterity as if it were one die size higher (up to HIGH LEVEL CHARACTERS
12 Agile a maximum of d12).
This Hoplosphere occupies 2 slots. When you create a character with a level higher than 5 in a campaign that uses
Technospheres, the following special rules apply:
You gain Resistance to ice damage. If this item is a weapon, all
damage it deals becomes ice. w Starting budget. The character receives initial zenit as per page 229 of the
13 Arctic u Coag. 2: You gain Immunity to ice damage. Core Book, but may spend them in custom weapons, armor, accessories, and
u Coag. 3: Any ice damage you deal ignores Resistances. When Hoplospheres (500 zenit each).
you deal damage, you may change its type to ice.
w Mnemospheres. The character receives an additional level 0 Mnemosphere
This weapon deals 2 extra damage to undead. for every 10 levels beyond 5 (for instance, a level 23 character will receive
14 Blessed*
u Coag. 2: You gain a +1 bonus to Magic Defense. one additional Mnemosphere, for a total of two initial Mnemospheres).
You treat your Willpower as if it were one die size higher (up to w Levels. The character may distribute their levels as they wish between their
15 Brave a maximum of d12). Innate Classes and initial Mnemospheres.
W This Hoplosphere occupies 2 slots. W
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OPLOSPHERES OPLOSPHERES
Roll Hoplosphere Effect (while the item is equipped) Roll Hoplosphere Effect (while the item is equipped)
Each target hit by this weapon suffers dazed. Damage dealt by this weapon ignores Resistances.
23 Dazing*
This Hoplosphere occupies 2 slots. 42 Piercing* u Coag. 2: Damage dealt by this weapon ignores Resistances
and Immunities.
This weapon deals 2 extra damage to constructs.
24 Disrupting*
u Coag. 2: You gain a +1 bonus to Defense. You gain Resistance to poison damage. If this item is a weapon,
all damage it deals becomes poison.
When you hit one or more creatures with this weapon, you may 43 Poisonous u Coag. 2: You gain Immunity to poison damage.
25 Draining*
recover 3 Hit Points and 3 Mind Points.
u Coag. 3: Any poison damage you deal ignores Resistances.
You are immune to weak. When you deal damage, you may change its type to poison.
26 Energizing u Coag. 2: When you recover Hit Points, you recover
This weapon deals 2 extra damage to beasts.
2 additional Hit Points. 44 Predator*
u Coag. 2: You gain a +1 bonus to Defense.
Attacks with this weapon gain the multi (2) property.
31 Expansive* You are immune to slow.
This Hoplosphere occupies 2 slots. 45 Quick
u Coag. 2: You gain a +2 bonus to your Initiative Modifier.
Each target hit by this weapon suffers shaken.
32 Ghastly* You gain Resistance to light damage. If this item is a weapon, all
This Hoplosphere occupies 2 slots. damage it deals becomes light.
This weapon deals 2 extra damage to humanoids. 46 Radiant u Coag. 2: You gain Immunity to light damage.
33 Gladiator*
u Coag. 2: You gain a +1 bonus to Defense. u Coag. 3: Any light damage you deal ignores Resistances. When
you deal damage, you may change its type to light.
This weapon deals 2 extra damage to monsters.
34 Knightly*
u Coag. 2: You gain a +1 bonus to Magic Defense. This weapon deals 2 extra damage to plants.
51 Reaping*
u Coag. 2: You gain a +1 bonus to Defense.
When you cause one or more creatures to recover Hit Points
and/or Mind Points with a potion, that potion causes them to You treat your Insight as if it were one die size higher (up to a
35 Medical recover 2 extra HP and/or MP, respectively. 52 Revealing maximum of d12).
u Coag. 2: When you cause one or more creatures to recover This Hoplosphere occupies 2 slots.
Hit Points and/or Mind Points with a potion, that potion
Each target hit by this weapon suffers enraged.
causes them to recover 1 extra HP and/or MP, respectively. 53 Scornful*
This Hoplosphere occupies 2 slots.
You treat your Might as if it were one die size higher (up to a
36 Mighty maximum of d12). You gain Resistance to earth damage. If this item is a weapon, all
damage it deals becomes earth.
This Hoplosphere occupies 2 slots.
54 Seismic u Coag. 2: You gain Immunity to earth damage.
This weapon deals 2 extra damage to elementals. u Coag. 3: Any earth damage you deal ignores Resistances.
41 Occult*
W u Coag. 2: You gain a +1 bonus to Magic Defense. When you deal damage, you may change its type to earth. W
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OPLOSPHERES TROUBLESHOOTING
Roll Hoplosphere Effect (while the item is equipped)
The rules for Technospheres are quite robust, but cause problems in two specific
This weapon deals 2 extra damage to demons. cases (both featured in this same book, coincidentally):
55 Skeptical*
u Coag. 2: You gain a +1 bonus to Magic Defense.
w Pilot. When a PC with the Pilot Class (page XXX) enters a vehicle with
Each target hit by this weapon suffers slow. weapon modules or armor modules, these replace the character's weapons
56 Snaring*
This Hoplosphere occupies 2 slots. and armor, thus robbing them of all Mnemospheres and Hoplospheres, and
leaving them with only their Innate Classes (one of which will be Pilot itself,
Attacks with this weapon target Magic Defense.
thus strongly limiting the possible combinations).
61 Sorcerous* u Coag. 2: Spells you cast deal 2 extra damage, and spells you
cast that cause creatures to recover Hit Points cause them to w Unarmed Combatants. A character built around unarmed strikes (as is often
recover 2 extra Hit Points. the case for the Mutant Class on page XXX, or for those who have chosen
the Empty Hands Quirk described on page XXX) will only be able to use two
You are immune to shaken.
62 Steadfast Mnemospheres upon acquiring an armor with γ or δ slots, and only one
u Coag. 2: When you recover Mind Points, you recover
Mnemosphere before that.
2 additional Mind Points.
Each target hit by this weapon suffers weak. While the simplest solution to these issues is to avoid playing a Pilot or a
63 Tiring* character based on unarmed strikes, it is no real solution; instead, in such a case
This Hoplosphere occupies 2 slots.
you might decide that the Player Character does not place Mnemospheres inside
Each target hit by this weapon suffers poisoned. their equipment, but rather within some kind of device, bracer or contraption
64 Toxic*
This Hoplosphere occupies 2 slots. that provides a narrative justification.
You gain Resistance to fire damage. If this item is a weapon, all If you go with this option, the character may place an amount of
damage it deals becomes fire. Mnemospheres up to【1 + (the character's level divided by 15)】inside
65 Volcanic u Coag. 2: You gain Immunity to fire damage. their device.
u Coag. 3: Any fire damage you deal ignores Resistances.
When you deal damage, you may change its type to fire. This option restricts the maximum number of equippable Mnemospheres to 4
(compared to the 5 available to a character with both a γ slot and a δ slot), but
You gain Resistance to bolt damage. If this item is a weapon, all what balances it out is being able to use all Technosphere slots for Hoplospheres,
damage it deals becomes bolt. thus creating very powerful coagulations.
66 Voltaic u Coag. 2: You gain Immunity to bolt damage. This will also provide an excellent solution if you wish to only use the
u Coag. 3: Any bolt damage you deal ignores Resistances. Mnemosphere system in your campaign, without changing the standard rules
When you deal damage, you may change its type to bolt. for rare equipment and Qualities.
W W
60 61
MNEMOSPHERE: SCANNER
W
CLASS: LOREMASTER
LEVEL TECHNOSPHERE SHEETS AND CARDS
SKILL FLASH OF INSIGHT SKILL LEVEL: 2
5 This page presents two good options for keeping track of Mnemospheres and
Hoplospheres: Mnemosphere sheets and Hoplosphere cards.
on a 13+ when examining a creature, item or location, You can find blank versions of these at https://www.patreon.com/posts/46567344;
ask up to 2 questions afterwards, all you need to do is print and cut them.
This way, when a Player Character places Technospheres inside a weapon or armor, the
Player can simply note down the names of those spheres and grab the correspinding
SKILL SKILL LEVEL: cards or sheets; coagulating Hoplospheres may be put in a stack, as shown below.
HOPLOSPHERE
HOPLOSPHERE
OPLOSPHERE
EFFECTS:
EFFECTS:
EFFECTS:
+2 to hp and mp
weapon only.
recovery you
target m.def.
cause
with potions.
HEROIC SKILL EXTRA MP c2: +2 to damage
and hp healing
+10 MAX MP (+20 IF LEVEL 40+) c2: +1 to hp and
you do with
mp recovery
spells
you cause with
potions.
W W
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O
ESPER
W
w
w
w
How did you develop your psychic abilities? Did someone train you?
Which of your abilities can you strengthen with your psychic arts?
Are your abilities relatively common, or are you the exception?
w Which unsettling or unusual quality do your powers possess?
ALSO: Empath, Psion, Soul Hacker
Esper
ESPER FREE BENEFITS
w Permanently increase your maximum Mind Points by 5.
?
you have a Bond towards at least one of those creatures, you deal【SL】extra damage
or restore【SL × 2】additional HP and/or MP to each of them, respectively.
EPHEMERAL BOND
When one or more creatures you can see lose or recover Mind Points, you may choose
one of them you do not have a Bond towards. If you do, you are now treated as having
a strength 1 Bond towards that creature; this Bond has no emotions and cannot be
invoked, doesn't count towards your limit of 6 Bonds, and will vanish if you use this Skill
n again, if you create a normal Bond towards that creature, or if the scene ends.
Thought, desire and emotion
are powerful forces, whose NAVIGATOR
echoes influence the stream You may communicate telepathically with any ally you have a Bond towards that is
of souls that flows throughout within 1 travel days of you, as long as that ally is not unconscious. You and these allies
the world. are able to hear each other for the sake of Skills and effects.
Espers have developed the You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
ability to connect with this may use Ritualism to transport creatures in and out of the Soul Network, as well as
spiritual web of sensations, to gain information and track entities while inside the Soul Network.
which scientists have dubbed
"Soul Network", and rely on it PSYCHIC GIFTS (ç5)
to transmit information and
Each time you take this Skill, you gain a psychic gift. The rules for psychic gifts and
improve their physical and
Brainwave Clocks can be found in the next pages.
mental abilities. Because of
this, each Esper will apply
PSYCHOKINESIS
their powers in remarkably
different ways. When you perform an Accuracy Check, you may replace one of the Attribute dice with
Willpower (such as【DEX + WLP】for a shortbow). Additionally, your attacks with
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n melee weapons may target flying creatures.
W
75
WPSYCHIC GIFTS
USING A PSYCHIC GIFT GIFT EVENT
Each gift may be used when a specific event takes place. When this happens, if your After you cause one or more enemies
Energy Transference
Brainwave Clock is not full (see below), you may spend an amount of Mind Points to lose Hit Points
equal to【5 + (the number of filled sections in your Brainwave Clock, multiplied by
5)】in order to apply the effects of that gift to that event. You and another creature you can see both recover an amount of Hit Points equal to
【5 + (the number of filled sections in your Brainwave Clock, multiplied by 5)】.
w You may only use a single gift per event, and the same gift can only be used once
Gravitokinesis When you deal damage
per event.
That damage becomes earth or physical, and its source deals extra damage equal to
w If a gift causes HP or MP recovery, or if it causes MP loss, the amounts increase by 5
【2 + the number of filled sections in your Brainwave Clock】. If the source deals
if you are level 20 or higher, or by 10 if you are level 40 or higher.
damage to one or more flying creatures, they are forced to land immediately.
CHLOROMANCY (ç6)
n Each time you acquire this Skill, you discover a new type of magiseed.
During a conflict, you may use an action and spend 5 Mind Points to plant a magiseed
Spiritual energy flows strongly you have discovered in your garden. The rules for the garden and for discovering and
within plants, thanks to their cultivating magiseeds can be found in the following pages.
direct connection to earth.
From this encounter grow FLOWERY AROMA
magiseeds, gifted with the
You gain the ability to perform Rituals of the Ritualism discipline; additionally, you
unique ability to thrive on
may use Ritualism to create smell-based illusions.
natural and magical stimuli;
eventually, they blossom into SPORE MIST (ç3)
a majestic yet ephemeral
triumph of magic. After a creature hits you with a melee attack, you may deal an amount of poison
Floralists can identify and damage to that creature equal to【(SL × (2 + the number of blossomed magiseeds in
cultivate these strange seeds, your garden)】(after the attack has been resolved).
which grant a large variety
of benefits and combine with TREE OF LIFE (ç3)
several different disciplines. When you plant a magiseed, you may spend up to【SL × 5】Hit Points. If you do, fill
1 section of that magiseed's Growth Clock for every 5 Hit Points spent this way. You
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n cannot use this Skill if doing so would reduce you to 0 Hit Points. W
79
WMAGISEEDS
PLANTING AND CULTIVATING MAGISEEDS DISCOVERING NEW TYPES OF MAGISEED
When you plant a magiseed, you also create a Growth Clock tied to it. Whenever you discover a new type of magiseed, choose it from the list below; the
Game Master may also include magiseeds as rewards (thus going above the normal
w The Growth Clock has 6 sections, and its sections can only be filled or erased through limit of 6 magiseeds discovered through Chloromancy).
that magiseed's growth condition (see below), through opportunities, or through the
Battle Gardening, Green Thumb, and Tree of Life Skills. If your group agrees to it, you can also invent new types of magiseeds beyond what is
included below; if you do, try to keep these new magiseeds on the same power level
w Some magiseeds require a choice at the moment of sowing: you must make this with the others, so as to avoid making old magiseeds obsolete.
choice whenever you plant that type of magiseed.
w Each magiseed features a growth condition; whenever this condition takes place, fill Remember that once a Floralist discovers a type of magiseed, they may repeatedly use
1 section of that magiseed's Growth Clock. it any number of times; thus, there is no need to discover several copies of the same
magiseed (doing so would be useless, since you can only plant one copy of a given
w As soon as a magiseed's Growth Clock is full, that Clock is removed from the scene and magiseed in your garden).
the magiseed's blossom effect begins to apply.
At the end of each scene, all magiseeds in your garden (see below) vanish alongside BLACKVINE KUDZU
their respective Growth Clocks and blossom effects.
It grows tall and thick enough to darken the sky.
For instance, if you plant a grave asphodel and use the Battle Gardening Skill to Growth: when a source deals fire or light damage, or when a creature performs the
perform a successful attack that deals dark damage, the seed's Growth Clock will end Guard action.
up having 2 filled sections out of 6.
Blossom: at the start of your turn, if this magiseed is in your garden, choose a creature
you can see. That creature suffers shaken. If that creature was already suffering from
THE GARDEN shaken, instead they lose 10 Mind Points. This amount increases to 15 Mind Points if
All magiseeds you planted during a scene, be they growing or already in blossom, are you are level 20 or higher, or to 20 Mind Points if you are level 40 or higher.
treated as being in your garden.
w Your garden may contain a number of magiseeeds up to【(half your Skill Level in CRIMSON STRYCHNOS
Chloromancy) + 1】at the same time.
Its blood-red berries secrete deadly poison.
w Your garden can never contain two or more magiseeds of the same type.
Growth: when a creature performs the Hinder or Skill action.
For instance, if the garden of a Floralist with Chloromancy at Skill Level 2 already Blossom: as long as this magiseed is in your garden, all damage you deal becomes
contains a golden ginkgo, that Floralist may plant a second magiseed, provided it is poison; additionally, when you deal poison damage, you deal 5 extra damage.
not a second golden ginkgo.
Despite these limitations, the Heroic Skill Cycle of Harvest (see page XXX) allows you
to remove some magiseeds from your garden during a scene, thus making room for
W different types of magiseed if needed. W
80 81
"Are you seriously telling me that
seed became a tree upon hearing my song?!"
W
Blossom: at the start of your turn, if this magiseed is in your garden, you and every Blossom: at the start of your turn, if this magiseed is in your garden, choose a creature
ally present on the scene recover 5 Mind Points. This amount increases to 10 Mind you can see. That creature suffers weak. If that creature was already suffering from
Points if you are level 20 or higher, or to 15 Mind Points if you are level 40 or higher. weak, instead you deal 15 poison damage to them. This effect deals 5 extra damage
if you are level 20 or higher, or 10 extra damage if you are level 40 or higher.
GRAVE ASPHODEL
Solemn and elegant, it embodies death's inevitable embrace. PERIWYRMKLE
Its wide petals absorb elemental energy.
Growth: when a source deals dark or poison damage to one or more creatures, or
when a creature performs the Attack action. Sowing: whenever you plant this magiseed, choose a damage type among air, bolt,
earth, fire, and ice.
Blossom: as long as this magiseed is in your garden, all sources of dark and poison
damage ignore Absorption and Immunity. Growth: when a source deals damage of the type chosen during sowing to one or
more creatures, or when a creature performs the Spell action.
GUARDIAN WILLOW Blossom: as long as this magiseed is in your garden, you and every ally present on
the scene gain Resistance to the damage type chosen during sowing.
Its rustling tranquility conceals immortal regeneration.
Growth: when one or more creatures suffer damage.
Blossom: at the start of your turn, if this magiseed is in your garden, you and every
ally present on the scene recover 5 Hit Points. This amount increases to 10 Hit Points
if you are level 20 or higher, or to 15 Hit Points if you are level 40 or higher.
W W
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Blossom: when this magiseed blossoms, you may ask the Game Master a single Blossom: at the start of your turn, if this magiseed is in your garden, choose a
question concerning a creature, object or location present on the scene; the GM will creature you can see. That creature suffers slow. If that creature was already suffering
answer truthfully. from dazed, instead you deal 10 physical damage to them. This effect deals 5 extra
Additionally, as long as this magiseed is in your garden, you and every ally present damage if you are level 20 or higher, or 10 extra damage if you are level 40 or
on the scene may treat your Magic Defense scores as being equal to 12 (you may still higher.
use your normal scores if it is higher than 12).
WITCHFERN
STAR PEONY A rare fern that enhances elemental effects.
It silently gazes into celestial depths.
Sowing: whenever you plant this magiseed, choose a damage type among air, bolt,
Growth: when a creature performs the Guard or Spell action. earth, fire, and ice.
Blossom: at the start of your turn, if this magiseed is in your garden, choose a creature Growth: when a source deals damage of the type chosen during sowing to one or
you can see. That creature suffers dazed. If that creature was already suffering from more creatures, or when a creature performs the Skill action.
dazed, instead they lose 10 Mind Points. This amount increases to 15 Mind Points if
you are level 20 or higher, or to 20 Mind Points if you are level 40 or higher. Blossom: as long as this magiseed is in your garden, all sources that deal damage of
the type chosen during sowing deal 5 extra damage.
SOOTHING PROTEA
Its majestic flowers filter and purify spiritual energy.
Growth: when one or more creatures suffer a status effect (does not apply if all of
those creatures were already affected by that status effect and/or immune to it).
Blossom: at the start of your turn, if this magiseed is in your garden, choose a
creature you can see. That creature heals from all status effects.
W W
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O
GOURMET
W
w
w
w
Who taught you how to cook? What is your relationship with your teacher?
Is your craft something revolutionary, or is it an established field of work?
What does your cooking look like? Which tools do you use?
w What legendary recipe or ingredient are you looking for?
ALSO: Brewer, Chef, Patissier
Gourmet
GOURMET FREE BENEFITS
w Permanently increase your maximum Inventory Points by 2.
w You may start Projects to create unique foods and drinks; they are always consumable
and their area is based on the number and type of creatures you need to nourish.
GOURMET SKILLS
?
COOKING (ç5)
A true chef respects When you rest inside a settlement, you gain【SL】ingredients (see next page).
the nature of that You may use an action and combine two to three ingredients to prepare a delicacy
which they transform. (see next page) and choose one option: you receive the delicacy's effects; or an ally
you can see receives the delicacy's effects; or perform a free attack with a weapon you
have equipped. This attack deals no damage, but you apply the delicacy's effects to
each enemy hit by the attack.
You may carry up to 10 +【SL × 5】ingredients, and they do not spoil; if you take this
n Skill during character creation, begin play with ten ingredients with random tastes.
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n After each travel roll, if you acquired the Cooking Skill, you gain【SL × 2】ingredients. W
87
The Temple of Five Spices is rumored to hold the recipe
WINGREDIENTS & DELICACIES for a dish that can summon the soul of the deceased.
Example: you gain two ingredients after traveling through the Petrified Forest. You Until the end of your next turn, the target suffers 5 extra damage from all sources that deal
6.
roll a 1 and 5 for taste, which means one is bitter and the other is umami. (choose one: air; bolt; earth; fire; ice; poison) damage.
You decide to call the first ingredient "Fossil Honey" and the second ingredient 7. The target cannot perform the (choose one: Guard; Spell; Skill) action on their next turn.
"Stonebark Slime". You record both ingredients and their tastes.
The target gains Resistance to (choose one: air; bolt; earth; fire; ice; poison) damage until
8.
You may also purchase ingredients from shops: the price is 10 zenit for an ingredient the end of your next turn.
with a random taste, or 20 zenit for an ingredient with a taste of your choice. The target treats their (choose one: Dexterity; Insight; Might; Willpower) as if it were one
9.
die size higher (up to a maximum of d12) until the end of your next turn.
w Every different combination of two tastes (even if it's the same taste twice!) will add w When you prepare a delicacy, you decide in which order its effects are applied, and
an effect to the delicacy. you may choose to forgo any number of those effects.
w When you combine two tastes you never combined before, determine the effect of w The effects 5 to 10 can only be applied during conflict scenes, and the same delicacy
that combination by rolling a d10 and consulting the chart on the right. may only have one type 5 effect (if a delicacy has two or more, you choose which one
Then, record the result you rolled in your Cookbook - from now on, that specific to apply and forgo the others).
combination of tastes will always produce that specific effect.
w Record your choice for each particular combination of tastes in your Cookbook. If you
w When completed, your Cookbook will have a total of 15 combinations. create that same combination in the future, it will retain that specific version of the
effect (for instance, if you roll an 8 for sour + sweet and choose earth, your future
Example: you combine three ingredients, one of them salty and two of them bitter. uses of the sour + sweet combination will grant Resistance to earth damage).
The resulting delicacy has two combinations (bitter + bitter and salty + bitter), which No two combinations of tastes in your Cookbook may have the same effect: when
means it will have two different effects. you determine the effect of a combination you never tried before, make your choice
You previously combined bitter + bitter and rolled a 4, choosing MP recovery for the in such a way as to create an effect with no precedents; if you can't, reroll the d10.
effect; but you never combined salty + bitter, so you need to determine its effect
rolling dice. You now roll a 1, and choose dazed. Thus, the resulting delicacy will allow w Delicacies are created, used and destroyed within the same action.
W the target to recover from the dazed status effect and also recover 30 Mind Points. W
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INVOKER
W
w
w
w
How did you develop the art of invocation?
Is there a spirit or elemental creature you have a special bond towards?
How do your invocations manifest?
w Are your abilities relatively common, or are you the exception?
ALSO: Channeler, Five-Soul Master, Onmyōji
Invoker
INVOKER FREE BENEFITS
Do not wish for control; w Permanently increase your maximum Hit Points or Mind Points by 5 (your choice).
wish for understanding.
INVOKER SKILLS
ELEMENTAL HARMONY (ç4)
You may verbally communicate with creatures of the elemental Species.
When you restore a creature's Hit Points with an invocation or spell, if an elemental is
present on the scene, the restored amount is increased by【SL × 5】.
INVOCATION (ç3)
You may use an action and spend 5 Mind Points to perform an invocation, drawing
energy from one of the wellsprings present on the scene (see next page). Your【SL】in
this Skill determines which invocations you have access to.
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n These effects last until the end of your next turn or until you use this Skill again.
W
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INVOCATIONS
W
Example: if air and earth wellsprings are available and your Skill Level is 2, you have Smoke The target loses 20 Mind Points and also suffers weak.
access to Aero Blast, Aero Hex, Geo Blast, and Geo Hex.
Lightning wellspring (damage type: bolt)
If an invocation deals damage, it will deal 5 extra damage if you are level 20 or Electro Blast The target suffers 20 bolt damage.
higher, or 10 extra damage if you are level 40 or higher.
Similarly, if an invocation causes the target to recover Hit Points or lose Mind Points, Until the start of your next turn, the target suffers 5 extra damage
Electro Hex
the amount will increase by 10 if you are level 20 or higher, or by 20 if you are level from all sources that deal earth and fire damage.
40 or higher. Static The target suffers 10 bolt damage and also suffers slow.
Thunder The target loses 20 Mind Points and also suffers dazed.
WELLSPRINGS AND INVOCATIONS
Water wellspring (damage type: ice)
Air wellspring (damage type: air)
Hydro Blast The target suffers 20 ice damage.
Aero Blast The target suffers 20 air damage.
Until the start of your next turn, the target suffers 5 extra damage
Until the start of your next turn, the target suffers 5 extra damage Hydro Hex
Aero Hex from all sources that deal air and bolt damage.
from all sources that deal bolt and fire damage.
Chill The target loses 20 Mind Points and also suffers shaken.
Breeze The target recovers 30 Hit Points.
Frostbite The target suffers 10 ice damage and also suffers weak.
W Twister The target suffers 10 air damage and also suffers dazed. W
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MERCHANT
W
w
w
w
Who introduced you to the art of commerce? Is it a family business?
Would this world be better without money? If so, why are you still a merchant?
What do you love about commerce? And what do you despise about it?
w Do you have a business rival? What is your relationship with them?
ALSO: Artisan, Collector, Pharmacist
MERCHANT SKILLS
Wealth's the mean,
certainly not the end! EXPIRATION DATE (ç5)
When you restore the Hit Points of one or more creatures with a potion or delicacy
(page XXX) that does not deal damage, you may instead have each of those creatures
suffer poison damage equal to【SL × 2, plus half the amount of HP they would have
recovered】; you must apply all sources of extra HP recovery (halved), and apply all
sources of extra damage. The type of this damage cannot change, and any other effects
of the delicacy or potion are unchanged.
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n you met them, and the GM tells you what they require in exchange for their services.
W
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MUTANT
W
w
w
w
Were your mutations caused by a scientific experiment or by some kind of magic?
Who is responsible for your mutations? What are your feelings towards them?
Who was the first person to show kindness to you? What did it cost them?
w How do your mutations manifest? What makes them eerily beautiful?
ALSO: Abomination, Experiment, Lycanthrope
MUTANT SKILLS
AKROMORPHOSIS (ç3)
?
Your unarmed strikes deal【4 + (SL × 2)】extra damage.
Look at me, coward!
At the start of your turn during a conflict, you may choose one among dagger, firearm,
Behold what your flail, heavy, spear, sword, or thrown; if you do, your unarmed strikes belong to the
silence allowed chosen Category until the start of your next turn. While changed to firearm or thrown,
them to create. your unarmed strikes become ranged weapons; if changed to dagger or sword, they
cannot be used with Triple Slash (page XXX of the High Fantasy Sourcebook).
BIOPHAGY (ç6)
After one of your attacks or offensive spells (r) causes one or more enemies to lose
n Hit Points, if you are in Crisis, you may recover【SL × 5】Hit Points.
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n
behold. to manifest the effects of up to two therioforms you have learned: the details of this
transformation are explained on the next page.
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97
"This is gonna hurt you a lot more than it hurts me.
Therioforms are mutations that grant powerful abilities; the way they manifest on THERIOFORM INSPIRATIONS
your character is completely up to you - pterotheria, for instance, might turn you
Neurophagoida Amoebas, nematodes.
into a person-sized bat or simply give you feathered wings.
When you use the Biophagy Skill, you also recover 5 Mind Points.
w Once you use the Theriomorphosis Skill, the effects of your therioform(s) last until
the end of the scene; these effects also end if you die or fall unconscious, if you Placophora Crabs, lobsters, turtles.
perform the Guard action, or if you use the Theriomorphosis Skill again.
You may treat your Defense score as being equal to 13 (you may still use your normal
w You may end the effects of your Theriomorphosis at any time, but during a conflict score if it is higher than 13).
you can only do so on your turn, before or after an action.
Polypoda Cuttlefishes, octopuses, squids.
w When the scene ends, if you are under the effects of your Theriomorphosis, you may
spend 10 Mind Points to extend your current therioform(s) to the next scene you will Your unarmed strikes gain multi (3).
be a part of.
Pterotheria Bats, birds, winged insects.
You are able to fly. In addition to the obvious advantages in mobility, your melee
THERIOFORM INSPIRATIONS
attacks can target flying creatures and you cannot be targeted by melee attacks
Amphibia Frogs, newts, salamanders. unless the attacker is flying or is somehow able to reach flying targets.
These benefits do not apply while you are unable to fly freely (such as when inside a
You may breathe underwater and your eyes can see perfectly in dim light; you also
vehicle designed for human-sized creatures, or inside a narrow corridor). Additionally,
cover twice the normal distance when you travel by swimming.
when you suffer air, bolt or ice damage during a conflict scene, you lose these benefits
Additionally, when you recover Hit Points, you recover 5 additional Hit Points. until the start of your next turn.
Dynamotheria Bears, elephants, rhinoceros beetles. Pyrophora Bombardier beetle, pistol shrimp.
When you succeed on a Check that includes Might and that Check allows you to When you deal damage with an attack, you may have all damage dealt by that attack
advance or turn back a Clock, you may fill or erase an additional section of that Clock. become fire. If you do and the attack is made with an unarmed strike, any target that
Additionally, damage you deal with melee attacks ignores Resistances. loses 15 or more Hit Points this way also suffers dazed.
Electrophora Electric eels, electric rays. Tachytheria Cats, gazelles, hares.
When you deal damage with an attack, you may have all damage dealt by that attack When you succeed on a Check that includes Dexterity and that Check allows you to
become bolt. If you do and the attack is made with an unarmed strike, any target that advance or turn back a Clock, you may fill or erase an additional section of that Clock.
loses 15 or more Hit Points this way also suffers slow. Additionally, you gain a +2 bonus to Accuracy Checks.
Macrosmida Bloodhounds, sharks, wolves. Toxicophora Jellifishes, snakes, spiders.
You may track creatures and items using your sense of smell, and gain a +2 bonus to When you deal damage with an attack, you may have all damage dealt by that attack
any Attribute Checks, Open Checks and Opposed Checks you perform to do so. become poison. If you do and the attack is made with an unarmed strike, any target
that loses 15 or more Hit Points this way also suffers poisoned.
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PILOT
W
w
w
w
Where did you learn to pilot? Is your teacher still alive?
How did you obtain your vehicle? Did you build it yourself? Did you inherit it?
What personal touch makes your vehicle stand out from the rest?
w Who or what would you never allow aboard your vehicle?
ALSO: Biker, Mech Pilot, Sky Pirate
Pilot
PILOT FREE BENEFITS
w Permanently increase your maximum Hit Points by 5.
Within this steel beat the w Gain the ability to equip martial melee weapons and martial ranged weapons.
hearts and hopes of all of
Colony Thirteen. The Empire PILOT SKILLS
has already lost, they just
?
COMPRESSION TECH
don't know it yet.
If your personal vehicle is not present on the scene and you are in a space big enough
to contain it, you may perform the Inventory action and spend 1 Inventory Point to
have the vehicle appear near you and enter it for free.
While there is no one aboard your personal vehicle, you may have it safely disappear
from the scene at any time. What magic or technology allows this?
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W
n
technological marvel.
the Attributes with Might (such as【MIG + WLP】for an Arcane module). W
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WA PILOT'S VEHICLE
A Pilot's personal vehicle follows a set of special rules. For instance, a Pilot with the Guardian Class can gain the benefits of Defensive
Mastery while driving a vehicle with an active Heavy Plating module; at the same
w Entering the vehicle during a conflict requires the Objective action; normally there time, that Pilot would not be able to benefit from the Rogue's Dodge Skill.
is no Check required, but the Game Master may introduce a Clock in case of serious
dangers or obstacles. If the vehicle is accessible when the conflict begins, characters
may enter it immediately (during step 2 on page 59 of the Core Rulebook). WEAPON MODULES
w Leaving the vehicle doesn't require an action, but during a conflict it can only be done While driving a vehicle with one or more active weapon modules, a Pilot does
on your turn, before or after an action. not have access to the normal contents of their hand slots. Instead, those slots are
considered occupied by the vehicle's weapon modules. If the vehicle has no active
w The vehicle can hold a variable number of human-sized creatures depending on its weapon modules, the Pilot can keep using their equipped items as normal.
frame and modules.
w As soon as the Pilot is no longer driving a vehicle with active weapon modules, they
w While anyone can enter the vehicle, only its Pilot may drive it; additionally, the other immediately regain access to their normal equipped weapons and shields.
passengers cannot cover creatures when they perform the Guard action.
w Each weapon module counts as a one-handed weapon for the sake of character Skills
A Pilot's vehicle always has one frame and a variable number of modules active at and effects (with the exception of the Shield module, which is treated as a shield).
the same time. The standard frames and modules are listed in the upcoming pages. When you set up your vehicle's weapon modules, declare which module will occupy
your main hand slot and which module will occupy your off-hand slot.
Example: you might create an armored motorbike by combining the Steed frame with
the Shield and Turbo modules; or create a flying combat armor by combining an w Some weapon modules are particularly complex or cumbersome and prevent you
Exoskeleton frame with the Aerial, Heavy Plating, Rifle and Sword modules. from having any other weapon modules active on the same vehicle.
Note that whenever a module's text mentions "you", it is referring to the Pilot that the For instance, an Axe module can be used to Counterattack, and a Rifle module can be
module's vehicle belongs to. used for Crossfire (pages XXX and XXX of the Core Rulebook).
w Armor modules marked with E are considered martial armors for the sake of Skills w A vehicle cannot have two or more active support modules with the same name.
and other effects, and they set the Pilot's Defense and Magic Defense to fixed scores
(bonuses from shields and other effects still apply). Note that a Pilot can still equip w Some support modules are particularly complex or cumbersome and count as two or
these modules even if they normally lack the ability to equip martial armors. more modules when active on a vehicle.
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This vehicle can burrow through the ground and is equipped with powerful lights. Turbo Module
Expanded Plating Module (only Steed frames) While driving this vehicle, you gain a +2 bonus to all Opposed Checks that rely on
speed and rapid maneuvers.
While you are driving this vehicle, if it has an active Heavy, Runic, or Standard Plating
module, all passengers aboard may treat their Defense and Magic Defense scores as Weapon Slot Module (only Steed frames)
being equal to those provided by the armor module in question (they may still use
You can have a second weapon module active on this vehicle.
W their normal scores if those would be better). W
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NATURAL FANTASY HEROIC SKILLS
W
The following Heroic Skills are added to the list in the Core Rulebook; all these Skills LIST OF NEW HEROIC SKILLS
require mastery of a Class in order to be acquired. Heroic Skills with a Class mastery requirement
CHEER UP!
Requirements: you must have mastered the Orator Class, and must have acquired the EQUITABLE DIVISION
My Trust in You Skill. Requirements: you must have mastered one or more Classes among Entropist and
Merchant.
When you use My Trust in You on another Player Character, that character chooses
Dexterity, Insight, Might, or Willpower: they treat the chosen Attribute as being During a conflict scene, you may use an action and spend 1 Fabula Point to equally
increased by one die size (up to a maximum of d12) until the end of the scene or until redistribute the current Mind Points of all creatures involved in the conflict (you must
you use My Trust in You on them again. do so in such a way that no MP goes wasted).
Remember that a creature's current MP cannot go above the maximum value; if MP
cannot be perfectly distributed when you use this Skill, you decide how to assign the
CHIMERIC SOUL leftover points.
Requirements: you must have mastered the Chimerist Class. If a creature cannot recover Mind Points (due to a special rule or effect, for instance),
their current MP value before the use of this Skill is treated as their MP maximum for
When you cast one of your Chimerist spells, you gain a benefit based on the Species
the sake of the redistribution.
of the creature you originally learned that spell from. Choose one option: you gain
Resistance to both damage types associated with that Species; or when you deal Example: let's say a conflict scene involves two Player Characters who both have
damage of a type associated with that Species, you deal 5 extra damage. The chosen 70 maximum MP, one of them with 50 current MP and another with 65 current MP.
benefit lasts until the end of the scene, or until you cast a Chimerist spell again. They are confronting an enemy with 100 current MP, who cannot recover MP due to
The damage types associated to each Species are beast (air, ice), construct (earth, a special effect.
poison), demon (fire, ice), elemental (air, bolt), monster (bolt, fire), plant (earth,
You will need to redistribute (50 + 65 + 100) 215 MP.
light), and undead (dark, poison).
Divided by three, this would approximately mean 71,7 MP per creature. Since both
Player Characters have a maximum MP score of 70, they go back to their full MP; the
remaining 75 MP go to the enemy.
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POWER NAP
INNER WELLSPRING
Requirements: you must have mastered one or more Classes among Guardian,
Requirements: you must have mastered the Invoker Class. Merchant, and Wayfarer.
After you rest, you may choose one wellspring: air, earth, fire, lightning, or water. Until On your turn during a conflict, you may use an action to recover an amount of Hit Points
you rest again, you gain the following benefits: and Mind Points equal to【10 + half your level】and recover from all status effects;
w The chosen wellspring will always be available during each scene, in addition to if you do, your turn ends immediately, you lose the ability to see and hear, and your
whatever wellsprings are already available. Defense and Magic Defense scores become equal to 5 and cannot be modified in any
way. These effects last until the start of your next turn, until after you suffer damage,
w You gain resistance to the damage type corresponding to the chosen wellspring. or until after you are hit by an attack or offensive spell (r).
w When you deal damage, you may change its type to the one corresponding to the
chosen wellspring. If you do, that damage ignores Resistances.
SIDE BY SIDE
Requirements: you must have mastered the Wayfarer Class, and must have acquired
JUST A HUMBLE MERCHANT!
the Faithful Companion Skill.
Requirements: you must have mastered the Merchant Class.
After you use the Faithful Companion Skill to have your companion perform an action
At the end of your turn during a conflict, if you are in Crisis and are not covering during your turn, choose one option: you gain a bonus equal to【your Skill Level in
another creature, you may spend 1 Trade Point. If you do, enemies present on the scene Faithful Companion, divided by 2】to the next Check you perform during this scene;
are treated as being unable to see you until the start of your next turn. or the next time you or your companion deal damage during this scene, extra damage
equal to【your Skill Level in Faithful Companion, multiplied by 2】is dealt; or you
and your companion recover an amount of Hit Points and Mind Points equal to【your
Skill Level in Faithful Companion, multiplied by 2】.
Additionally, after your companion performs a Check, you may spend 1 Fabula Point
and invoke one of their Traits in order to let them reroll one or both dice (following
the normal rules).
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TECHNO FANTASY HEROIC SKILLS
W
The following Heroic Skills are added to the list in the Core Rulebook; all these Skills LIST OF NEW HEROIC SKILLS
require mastery of a Class in order to be acquired. Heroic Skills with a Class mastery requirement
Your potions are strengthened
LIST OF NEW HEROIC SKILLS Nebulization Tinkerer
by repeated use.
Heroic Skills with a Class mastery requirement
Perform an additional action,
Sharpshooter, Attack a target, then cast an Overload Pilot
Arcane Soldier then leave the vehicle.
Weaponmaster offensive spell against them.
Extend some of your psychic
Erase your Brainwave Clock Psychic Field Esper
Brainwave Discharge Esper gifts to your allies.
and deal damage.
Improve your magicannon and
Gain several benefits from Quantum Magicannon Tinkerer
Bullet Time Entropist, Rogue use it for an explosive attack.
Dodge and Stolen Time.
Gain benefits when you cast
Hawkeye creates a decoy and Steel Witch Pilot
Decoy Bait Sharpshooter spells aboard your vehicle.
grants a punishing attack.
Shadow Strike lowers MP and ARCANE SOLDIER
Dreamslice Darkblade, Esper
causes action loss with swords.
Requirements: you must have mastered one or more Classes among Sharpshooter
Dynamic Synchronize with another pilot and Weaponmaster, and must know at least two offensive (r) spells.
Pilot
Synchronization or passenger to join forces.
You may use an action to perform a free attack with a weapon you have equipped;
Full Scan Loremaster Examine multiple creatures. this attack must target a single enemy. If the attack is successful, treat your High Roll
Gain different benefits based on (HR) as 0 when determining damage dealt by it. After the attack has been resolved,
Greater Akromorphosis Mutant if it was successful, you may immediately perform the Spell action for free: the spell
your unarmed strikes' Category.
you cast this way must be an offensive (r) spell, and it may only target the enemy
Ecdysis allows you to end you attacked (you must still spend the appropriate Mind Points and perform the Magic
Greater Ecdysis Mutant
status effects and spells. Check). Treat your Magic Check's High Roll (HR) as 0 when determing damage or other
effects caused by this spell.
Greater Theriomorphosis Mutant Act after Theriomorphosis.
Use Condemn to inflict enraged
Hit the Nerve Orator and gain benefits against
BRAINWAVE DISCHARGE
enraged creatures. Requirements: you must have mastered the Esper Class.
Double the HR of an attack but While your Brainwave Clock is full, you may use an action to erase all of its sections. If
Make it or Break it Darkblade, Fury
risk damaging the weapon. you do, you may choose one option: you deal 20 physical damage to every enemy that
is able to hear you; or you deal 30 physical damage to a single enemy you can see that
Learn spells through the is able to hear you. This amount increases by 5 if you are level 20 or higher, or by 10
Mimeoclepsis Chimerist
W Mutant's Genoclepsis. if you are level 40 or higher. W
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DECOY BAIT
DYNAMIC SYNCHRONIZATION
Requirements: you must have mastered the Sharpshooter Class, and must have
acquired the Hawkeye Skill. Requirements: you must have mastered the Pilot Class.
When you use your Hawkeye Skill and choose the first option, if no decoy bait is While driving your personal vehicle, you may use an action to choose one option:
present on the scene, you may create a decoy bait with Hit Points equal to【5 + (your you synchronize with another nearby Player Character who is also driving their own
Skill Level in Hawkeye, multiplied by 5)】. personal vehicle and is present on the scene; or you synchronize with another Player
When an enemy who can see your decoy bait deals damage to one or more creatures, Character who is aboard your personal vehicle. If you do, you and that character join
your decoy bait automatically suffers damage in place of one of those creatures, forces (describe how this cooperation manifests!); until this synchronization is active,
chosen randomly (your decoy bait is always treated as having neutral Affinity towards you and the chosen Player Character both receive the following benefits:
all damage types, and cannot gain any other Affinity). w When you perform a Check, you may use the other Player Character's current Attri-
When an enemy reduces your decoy bait to 0 Hit Points, your decoy bait is automatically bute die sizes in place of yours. You may do so for one or both dice, your choice.
destroyed and you may immediately perform a free attack with a ranged weapon you w You may spend Fabula Points in place of the other Player Character (if you do so, the
have equipped. This attack may only target that enemy, gains a bonus equal to【your other Player Character is treated as the one spending the Fabula Point for the sake
Skill Level in Hawkeye】to its Accuracy Check, and its damage ignores Resistances, of Skills and other effects).
Immunities, and Absorption.
This synchronization lasts until the end of the scene, until you or the other Player
Your decoy bait cannot recover Hit Points, and is automatically destroyed at the end of Character die, fall unconscious or leave the scene, or until you or the other Player
the scene. Make sure to describe what it looks like! Character use Dynamic Synchronization with someone else.
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MIMEOCLEPSIS OVERLOAD
Requirements: you must have mastered the Chimerist Class, and must have acquired Requirements: you must have mastered the Pilot Class.
the Genoclepsis Skill from the Mutant Class.
While driving your personal vehicle, if you are in Crisis during a conflict scene, you
When you use the Genoclepsis Skill on a creature, if their Species is among the ones may perform an additional action during your turn. If you do, after resolving that action
you can learn spells from with the Spell Mimic Skill (page XXX of the Core Rulebook), you and any of the vehicle's passengers immediately leave the vehicle, which then
the Game Master must reveal all spells known by that creature. Then, if that creature becomes inoperable until the end of the scene (if you have the Compression Tech Skill,
knows one or more spell, you may learn one of those spells as a Chimerist spell of you may still have the vehicle vanish from the scene).
your own.
QUANTUM MAGICANNON
NEBULIZATION Requirements: you must have mastered the Tinkerer Class, and must have acquired
Requirements: you must have mastered the Tinkerer Class, and must have acquired the advanced Magitech benefit from the Gadget Skill.
the advanced Alchemy benefit from the Gadget Skill.
Your magicannon deals 5 extra damage.
When you deal damage to one or more creatures with a potion, you gain 1 Nebulization After you create a magicannon during a conflict, you may immediately perform the
Point for each creature damaged this way and deal extra damage equal to twice your Equipment action for free.
current Nebulization Points to each of those creatures. When you attack with your magicannon, you may spend 3 Inventory Points: if you
When you restore the Hit Points and/or Mind Points of one or more creatures with a do, the attack gains multi (3) and its damage ignores Resistances; after the attack is
potion, you gain 1 Nebulization Point for each creature who recovers Hit Points and/ resolved, the magicannon is destroyed and you immediately create a new magicannon
or Mind Points this way. without using an action nor spending Inventory Points.
When you create a potion whose effects restore Hit Points and/or Mind Points, each
restoration effect is increased by an amount equal to twice your current Nebulization
Points. STEEL WITCH
You may never have more than 10 Nebulization Points, and you lose all of them at the Requirements: you must have mastered the Pilot Class, and must have acquired the
end of each scene. Flexible Configuration Skill.
After you cast a spell while driving your personal vehicle, you may choose one option
PSYCHIC FIELD (after the spell has been resolved): choose one active module and make it inactive,
then choose one inactive module and make it active; or the next spell you cast before
Requirements: you must have mastered the Esper Class.
the end of this scene that deals damage will deal 5 extra damage; or the next spell
Your psychic gifts with event "When you deal damage" can also be used "When an ally you cast before the end of this scene that restores Hit Points to one or more creatures
who is able to hear you deals damage". will restore 10 additional Hit Points to each of those creatures.
Your psychic shield gift, if you have acquired it, has its effect changed to "All targets
of that attack or offensive spell may treat their Defense and Magic Defense as being
equal to【your current Willpower die size + (the number of filled sections in your
Brainwave Clock, multiplied by 2)】against that single attack or offensive spell."
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WADDITIONAL NOTES
TRANSPORT COMBAT d NON-PLAYER CHARACTERS
In Techno Fantasy campaigns, some combat situations might involve vehicles, If a full profile is required for a transport during a conflict scene, design it as a creature
transports, and mechas (this is especially frequent if the group includes Pilots and/or of the construct Species; if the transport is operated by a Villain, it should be treated
the Stolen Transport Quirk, on page XXX). The following rules can be used to handle as one of that Villain's possible forms and benefit from their Ultima Points.
this situations without overcomplicating things.
w If the passengers can keep fighting after the transport is defeated, use their normal
Species and treat them as a second phase of the battle.
d SIZE w In a battle where Player Characters aboard vehicles face normal troops, describing
Creatures and transports are broadly divided into three sizes: them as swarms (page 297 of the Core Rulebook) can give a sense of scale.
w Small size includes single characters and the majority of creatures, as well as Pilots
driving vehicles with an exoskeleton frame. (see next page for the rules about the group's transport)
w Medium size includes most land vehicles, boats, army tanks, jet fighters, and Pilots
driving vehicles with a mecha or steed frame (note that passengers are still treated
as small); it also includes creatures such as dragons and giants.
w Large size includes galleons, airships, spaceships, moving fortresses, and some rare
colossal creatures such as space whales or titans.
Any entities bigger than large, such as planet-sized weapons, are treated as an
environment and not as a participant in the conflict (but a portion of them, such as a
massive antimatter cannon, might be confronted in combat).
d INTERACTIONS
When fighting each other, the three sizes interact as follows:
w Small entities interact normally with small and medium entities; however, they can
only affect large entities through dedicated Clocks, Projects, or Rituals, unless the
large entity is the group's transport (see next page).
w Medium entities interact normally with all sizes.
w Large entities interact normally with medium and large entities; however, if a large
entity causes a small entity to lose any amount of Hit Points, if this loss was not due
to a transport's substitution rule (see next page), that small entity is automatically
reduced to 0 Hit Points instead.
W The expectation is that small and large entities will almost never interact directly, W
since one would quickly annihilate the other.
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W
w Initiative, turns, and actions. The transport has no Initiative and does not get any
turns during conflicts, but crew members can perform the Skill action to have the
transport perform an action, using its profile and abilities.
w Sight and hearing. Those inside the transport can see the transport itself, those
inside of it, and the outside; creatures outside the transport can see transport but
not what is inside of it. Any actions in the transport's profile that would require sight
towards the target are based on the crew's field of vision.
w Protections. When the transport suffers damage from attacks or environmental
dangers, that damage is reduced by an amount equal to half its current Might die
size; when it suffers damage from any other source, that damage is reduced by an
amount equal to half its current Willpower die size.
w Substitution. The transport has no Hit Points or Mind Points; if it would gain, lose
or spend HP and/or MP, instead the Players distribute that gain, loss or expense as
evenly as possible among all Player Characters that are part of the crew.
w Recovery. The transport recovers from all status effects at the end of each scene.
w Surrendering. When a Player Character that is part of the crew surrenders, the
consequence applied by the Game Master may involve the transport. If all Player
Characters in the crew lose consciousness, the transport becomes inactive until one
W or more Player Characters regain control of it. W
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