Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

PRESS START:

FIFTH CHARACTER KIT

This booklet allows you to add a fifth Player Character to the main cast of Press Start, Fabula Ultima’s
tutorial scenario.

We urge you to include this character only if Blair Clarimonde, Cassandra, Edgar and Lavigne
Fallbright are already present in the group.

This booklet also includes advice on how to modify several scenes to account for Mako’s presence
throughout the story; the Game Master should consult and apply these sections upon reaching the
corresponding scenes.

MAKO

Brave and resolute, Mako has the unique ability to learn spells cast by
enemies, and may unleash powerful magical flames. He’s not someone that
quits easily.
MAKO
PRONOUNS: HE/HIM

1 ATTRIBUTES & STATUS EFFECTS

DEXTERITYO d6 K SLOW
K ENRAGED
INSIGHT O d8 K DAZED
MIGHT O d8 K WEAK
K POISONED
WILLPOWER O d10 K SHAKEN

2 TRAITS

IDENTITY: KEEPER OF THE CRIMSON FOREST

THEME: VENGEANCE ORIGIN: CRIMSON FOREST


I cannot forgive them for what they did.

2 BONDS
K Admiration K Loyalty K Affection
K Inferiority K Mistrust K Hatred
K Admiration K Loyalty K Affection
K Inferiority K Mistrust K Hatred
K Admiration K Loyalty K Affection
K Inferiority K Mistrust K Hatred

3 FABULA POINTS 6 INVENTORY POINTS


MAX CURRENT

IP 6
Gain 1 Fabula Point when you roll a fumble and
whenever instructed by the scenario.
Remedy (3 IP): One creature recovers 50 HP.
GLOSSARY
Elixir (3 IP): One creature recovers 50 MP.
l HR (High Roll): The highest of the two numbers shown
by the dice in a Check. Tonic (2 IP): One creature recovers from one
l Fumble: A Check where both dice rolled a 1. status effect.
l Critical Success: A Check where both dice rolled the
same number, and that number is 6 or higher (double

6 ZENIT
6, double 7, double 8, double 9, double 10, etc.).
l Die Size: The number of faces on a die. Ranked from
minimum to maximum: d6, d8, d10, d12. Starting zenit: 270
l Vulnerability: HP loss is doubled.
l Resistance: HP loss is halved (round down).
Power without harmony shall only bring suffering.

4 HIT POINTS & MIND POINTS 5 INITIATIVE & DEFENSES


MAX CURRENT
INITIATIVE MODIFIER: -2
HP 50
DEFENSE: 7
MP 65 MAGIC DEFENSE: 10

5 EQUIPMENT

Staff (melee): Accuracy Check【WLP + WLP】; deals【HR + 6】physical damage.

Sage Robe: Defense equal to Dexterity +1 and M. Defense equal to Insight +2; -2 to Initiative (already added).

5 SKILLS 5 ACTIONS

IGNIS (OFFENSIVE SPELL) ATTACK


Attack with your staff.
Target: Up to three creatures, Cost: 10 MP per target
Magic Check:【INS + WLP】 GUARD
Gain Resistance to all damage types until the start
Each target hit by this spell suffers【HR + 15】fire
of your next turn. You may also choose to cover
damage. another creature (provided that creature is not cov-
ering someone); that creature cannot be targeted
SPELL MIMIC by melee attacks until the start of your next turn.
When you see a creature of the beast, monster, or plant
SPELL
species cast a spell, you may immediately learn that Cast one of the spells you know.
spell (the Game Master tells you its cost and effects). You
may have up to four spells memorized this way.
If a spell learned this way requires a Magic Check, you 7
always use【INS + WLP】.
INVENTORY
Spend Inventory Points to create and use a remedy,
8 elixir, or tonic (on yourself or someone else).

INDOMITABLE SPIRIT OBJECTIVE


Attempt to make progress towards a goal in the
When you spend a Fabula Point, you also gain one of scene; it will require Checks or a Clock.
the following benefits (in addition to that Fabula Point’s
normal effect): recover 10 Hit Points; or recover 10 Mind STUDY
Points; or recover from a single status effect of your choice. Make an【INS + INS】Check to examine a creature.
10+: reveals Species, maximum HP, maximum MP.
13+: also reveals Traits, Attributes, Defense, Magic
SPELLS YOU HAVE LEARNED (MAX 4): Defense, Vulnerabilities, Resistances.
16+: also reveals attacks and spells.
USING MAKO IN...

PRESS START

The adjustments in these pages must be applied to the scenes in “Press Start”.
The contents of this first page may be read by anyone; on the other hand, the page on the right
(highlighted in red) should only be consulted by the Game Master.

CHANGES TO SCENE ONE


The profile below must be added to those seen on pages 19-20.

MAKO

You are the keeper of the Crimson Forest, the thick copper-bark woods
bordering with the forests of Dunova. Despite holding strong until their very
last, the mages and warriors of your village were annihilated by the Elonian
empire, leaving you with a rightful thirst for Vengeance.
l The imperial troops have put the Forest to fire and sword, showing no consideration for any
of the creatures inhabiting it. What were they looking for? Did they find it?
l What do you think of the King and people of Dunova, who stood and watched while your
home was being destroyed? What led you to join Blair’s expedition?
SECRET INFORMATION (GAME MASTER ONLY)

CHANGES TO SCENE FIVE


l Add a third Elonian trooper.
l The first enemy to act during the conflict should be the hexeye, and its first action should be
Shadow Wings. This way, because the hexeye belongs to the monster Species, Mako will be able to
learn the spell and use it in the following scenes.

It is very important for Mako to be able to learn Shadow Wings during this scene, because his Spell
Mimic Skill would otherwise seem useless. That’s why you should have the hexeye act first and cast
the spell before the group manages to defeat it.

CHANGES TO SCENE EIGHT


l Desdemona should have 180 Hit Points and perform three turns during each round, instead of only
two. No other changes necessary.
l Tristan should be Vulnerable to fire damage, in addition to bolt and light. No other changes
necessary.

To balance out Mako’s presence, the final battle becomes a bit more intense!
That said, it’s important to remember that Tristan punishes spellcasters, so Mako should make good
use of the Indomitable Spirit Skill to withstand the colossus’ blows.

CHANGES TO “PRESS START” END HERE


USING MAKO IN...

LOAD GAME

The following options are added to those presented on pages 4-5.

MAKO
Whenever you gain a new level, increase your maximum HP and maximum MP by one point; then,
gain one of the improvements below.
Each improvement can be taken only once unless specified otherwise.
l Improve Spell Mimic: you can now keep up to five memorized spells. In any case, if you want to
learn a new spell from a creature and are already at your limit, you may forget one of the previously
learned spells and replace it with the new spell.
l Improve Indomitable Spirit: the amount of HP or MP recovered becomes 15.
l Learn Feral Speech: you may speak with creatures of the beast, monster and plant Species.
l Learn Flare (offensive spell): Target: One creature, Cost: 20 MP
Magic Check:【INS + WLP】, Effect: this spell deals【HR + 25】fire damage to its target.
l Learn Terra (offensive spell): Target: Up to three creatures, Cost: 10 MP per target
Magic Check:【INS + WLP】, Effect: each target hit by this spell suffers【HR + 15】earth damage.

ADVICE FOR THE GAME MASTER

If you continue playing with “Load Game” and Mako is part of the group, keep in mind his Spell
Mimic Skill and include a variety of creatures he may learn new spells from in your games. Use
the spells found in “Press Start” and “Load Game” as a source of inspiration, but don’t be afraid to
experiment with strange and unique effects.
Concerning the limitations on Spell Mimic (beasts, monsters, plants), Fabula Ultima’s core book
includes rules for the various Species, a detail absent from this introductory scenario. For now,
suffice it to say that “beast” is any creature with animal intelligence, such as a bear or wolf;
“monster” indicates magical creatures with intellect equal or superior to a human, such as basilisks
or dragons; and “plant” applies to any plant creature animated by magic.

You might also like